SR's - Great Southern Isles (PbP) (Inactive)

Game Master stormraven

High-Power Pathfinder Homespun Game


1,251 to 1,264 of 1,264 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>

Further updated:

Level 8 general:
+1 Int score
+1 WS
+1 FS
+1 BA
+8 + Con Mod HP
+1 CMD vs Grapple and Trip (Favored Class)
+5 + Int Mod skills

Level 9 general:
+1 feat (Extra Arcana—Jinx Blending—Ill Omen, level 2 Magus spell)
+1 RS
+1 BA
+6 + Con Mod HP
+1 CMD vs Grapple and Trip (Favored Class)
+5 + Int Mod skills

Level 10 general:
+1 FS
+1 WS
+1 BA
+9 + Con Mod HP
+1 CMD vs Grapple and Trip (Favored Class)
+5 + Int Mod skills

Level 8 Fighter:
Swap out Kirin Style for Crane Style
+1 Combat Feat (Crane Wing)

Level 9 Fighter:
Weapon Training: Natural +2, Bows +1

Level 10 Fighter:
+1 Combat Feat (Crane Riposte)
+2 Bravery

Level 8 Witch:
Learns: Hallucinatory Terrain, Cure Serious Wounds, Vermin Shape II
Hair becomes 15 ft reach
Strangle (Ex): At 8th level, when the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components.

Level 9 Witch:
Learns: Feeblemind, Waves of Fatigue

Level 10 Witch:
Learns: Mirage Arcana, Break Enchantment, Hold Monster
Rogue Talent: Weapon Training (Weapon Focus—Hair)

Level 1 Magus: Arcane Pool (2 + Int Mod), Cantrips, Spell Combat, All 0th level spells, 10 1st level spells
Level 2 Magus: Spellstrike, +2 level 1 spells known
Level 3 Magus: Magus Arcana—Arcane Accuracy, +2 level 1 spells known
Level 4 Magus: Hex Arcana—Flight Hex, + 2 level 2 spells known
Level 5 Magus: Bonus Feat (Weapon Specialization--Hair), +2 level two spells known

Sell Hat of Disguise—sells for 1,350 gp
Sell Belt of Wisdom—sells for 3,000 gp

Buy scrolls of: Baleful Polymorph, Cloudkill, Dominate Person, Mind Fog to teach to Familiar Cost = 4,500 gp

Upgrade Cloak of Resistance to +3 = 5,000 gp
Upgrade Shield to +3 = 8,000 gp
Buy Belt of Physical Might (Str and Dex) +2 10,000 gp
Buy Headband of Vast Intelligence +4 16,000 gp
Buy Gloves of Dueling 15, 000 gp
Buy Lesser Rod of Metamagic (Quicken) 35, 000 gp
Buy Ring of Protection +2 8,000 gp
Buy Amulet of Mighty Fists +0 /w Guardian enhancement 5,000 gp
(A guardian weapon infuses its wielder with protective wards and great resistance to danger, allowing the wielder to transfer some or all of the weapon’s enhancement bonus to his saving throws as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the bonus on all saving throws lasts until his next turn. The weapon must be wielded in order for this bonus to apply—it does not function while the weapon is sheathed or otherwise stowed)

2,063 left for scrolls, potions, etc.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>
PFSRD wrote:

~ Hair ~

At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet.

~ Amulet ~
This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as Additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.

~ Guardian ~
A guardian weapon infuses its wielder with protective wards and great resistance to danger, allowing the wielder to transfer some or all of the weapon’s enhancement bonus to his saving throws as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the bonus on all saving throws lasts until his next turn. The weapon must be wielded in order for this bonus to apply - it does not function while the weapon is sheathed or otherwise stowed.

I think there are a lot of reasonable interpretations of how these things can interact within the rules. For instance, Orin's hair is defined as a natural attack - not an unarmed attack - despite that it can be used to do CMDs. The amulet itself can reasonably be said to mention both and differentiate between them. For instance, both Natural Attacks and Unarmed Attacks can use the ATT/DAM bonus... but only an Unarmed Attack can use the Special Abilities. By that interpretation, Orin's hair cannot benefit from the Guardian special ability since it is a Natural Weapon not an Unarmed Attack. In addition, one could argue (outside the letter of the rules) that Guardian stretches the definition of what 'special abilities' could be reasonably applied to an Unarmed Attack. How exactly does an unarmed attack mystically buff your saves? And as Jayse pointed out, the sentence on the amulet's "tranfer the weapon's enhancement" bonus could very credibly be argued to refer to the amulet's enhancement bonus alone.

Basically, I think this whole concept skates on the edge of the rules - particularly given the persistent battles on Paizo regarding the rules-based ineffectiveness of unarmed attacks vis a vis monks, i.e. - Monk's have few ways to magically enhance their unarmed attacks, yada yada yada...

But more important to me than all that are the precedents I have set in the game. From day 1 I have maintained that the Destiny Weapons are strictly in DM control and cannot be modified or enhanced by the characters or any hireling. Fin pitched early on that her Destiny Sword should be her Arcane Bond item as well and she should be able to upgrade it as such. I put the kaibosh on that. She could have it be one or the other, not both. Now, I have loosened up on that rule a tad bit - mostly in regards to damages and some small allocation issues. So here is how this is going to work.

The Amulet of Mighty Fists 'Guardian' special ability can work with the Hair, it is not limited to Unarmed Attacks. But the Guardian enhancement bonus strictly refers to the ATT/DAM bonus invested in the amulet itself. If you leave it as a +0 then you gain no Saving Throw benefit until you upgrade it to +1 or better. Any ATT/DAM bonus will stack with the Hair's normal ATT/DAM.


Well, I slightly disagree with the first part of your interpretation of the rule that you bolded. It doesn't say that the amulet only affects unarmed attacks, it says it can grant melee weapon special abilities so long as those abilities can be applied to unarmed attacks. So really the question is: Can you apply the guardian enhancement to an unarmed attack? If so, the AoMF can be used to grant the guardian enhancement. And the AoMF grants any special abilities to both unarmed and natural attacks. I guess I never really considered that you couldn't apply such properties, and I get that you can't use craft magic weapon to empower a monk's fist with the wounding property as though it were a magic weapon, for example, but neither can you do that on a natural weapon. I mean, by that interpretation, you wouldn't be able to put any weapon special abilities on an AoMF, right? You can only put weapon properties when imbuing magic weapons. It's an interesting quandry. In my group our druid put a Holy enhancement AoMF around her pet tiger's neck. It was bad for the demons we were fighting. ;-)

All of that is moot, though, as your second point is well-taken. It makes sense that the destiny weapons can't be further modified. I'll just change it to an AoMF +1, same cost.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Jofram, if/when you update your character sheet, here are the stats for Vaelos based on your revised level:

6HD
BAB +4
Fort +5
Ref +5
Will +2
Skill points: 6 total
Total Feats: 3
Natural Armor Bonus: +4
INT: 9
STR/DEX Bonus: +2

Additional Special Abilities:
Speak with Animals of its Kind
Devotion
Speak with Master


HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

Excellent! Jayse and I were discussing options for the future path of the Ravin' Ranger!


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

7K Post Bonus (not too exciting):

+1 Skill Point (and can raise the upper rank limit of that particular skill above your normal limit - so 11 ranks instead of 10 or 12 ranks if you apply it to the same skill you used for your 2K bonus)


STONE-FACED KILLA

Level up highlights:
3rd Class: Inquisitor of LIberation
Spells: 1st Level (Comprehend Languages, Divine Favor, Lend Judgment, Litany of Sloth, True Strike & Compel Hostility)
2nd Level (Invisibility, See Invisible, Silence, Detect Thoughts & Bloodhound)

New HP: 70 + 8 + 9 + 10 + 6 = 103

Level 8 attribute bump: +1 Wisdom (up to 19 natural)

New Feats: Dragon Roar (9), Spring Attack (mnk 10), Teamwork feat (mutable, but currently Outflank)

Skills - mostly the same, but added 10 ranks into Intimidate b/c Jayse always tries to intimidate folk. :)

Gear purchases:
Monk's Robes, +1 Moderate Fortification Bracers of Armor, upgrade Belt of Might to +4, Upgrade headband to +4, Custom ring (combine Ring of Sustenance and Chameleon), Amulet of Natural Armor +2, Cloak of Resistance +3, Jingasa of the Fortunate Soldier (Ultimate Equipment), Upgrade Goggles (include Eyes of the Eagle), Custom backpack (combine current backpack w/ Bag of Holding Type II & Handy Haversack), Traveler's Any-Tool, Adamantine Dagger, Composite Shortbow (+5 Str rating), 20 arrows, 20 blunt arrows, Potions (4 Enlarge Person, 2 Bear's Endurance, 2 Fly, 2 Resist Energy, 4 Alter Self)

Gold remaining: 1711

Also, 7k Bonus put to Perception (again).


Level UP:
HP: 81 total (6, 6, 8) = 20 +10 CON bonus
ABL: +1 CON now 14.
Feat: Wind Dance

7K skill bonus: Acrobatics.

Third Class: Sorcerer (Maestro BloodLine):


  • Bloodline (Maestro)
    -Bonus Spells: ventriloquism (3rd), hideous laughter (5th),
    -Bonus Feats (none)
    -Bloodline Arcana: Whenever you cast a spell with a verbal component and no somatic or material component, you treat your caster level as if it were one higher.
    -Bloodline Powers: You hear music whenever you cast spells, and can use the songs in your head to create magic effects.
    *Beguiling Voice (Ex): At 1st level, you can use the sound of your voice to lull a target creature into taking no action. This ability acts as the daze spell, except it is language-dependent, has a duration of 1 round, and affects a living creature whose Hit Dice do not exceed your sorcerer level. You can use this ability 6 times per day.
    *Fascinate (Ex): At 3rd level, you gain the ability to use a Perform skill to cause one or more creatures to become fascinated with you. This acts as the fascinate bardic perform ability, except the save DC is 15, and it lasts 5 rounds. You may use this ability once per day.
  • Spells Known:
    0-Level (DC 13): Detect Magic, Disrupt Undead, Ultrasonic Ray, Message, Ray of Frost, Resistance
    1st level: (7/day, DC 14): Air Bubble, Ear-Piercing Scream, Energy Missile, Shock Shield, Touch of the Sea
    2nd level: (5/day, DC 15): Acid Arrow, Frigid Touch, Mirror Image

Gear Purchased:

  • Upgrade Leather Armor from +2 to +4 (12,000gp)
  • Upgrade Ring of Protection from +1 to +3 (16,000gp)
  • Custom item: Convert Headband to add Phylactery of Positive Channeling to Inspired WIS (11,000 x 1.5 = 16,500gp)

TOTAL: 44,500gp spent. 8,250 GP left.


STONE-FACED KILLA

Okay, had a few things mis-priced in my gear purchases.

New equipment purchases/upgrades:
Monk's Robes (13,000)
+1 Moderate Fortification Bracers of Armor (16,000)
Belt of Physical Might upgrade to +4 (12,000)
Headband of Wisdom upgrade to +4 (12,000)
Custom Ring: Ring of the Sustaining Chameleon
--- Ring of Chameleon Power (12,700)
--- Ring of Sustenance (2500 + 50% = 3750)
Amulet of Natural Armor +2 (8000)
Cloak of Resistance +3 (9000)
Jingasa of the Fortunate Soldier (5000)
--- Ultimate Equipment: +1 luck bonus to AC; 1/day spend an immediate action to turn a critical hit into a normal hit
Dusty Rose Prism Ioun Stone (5000)
Goggles of Night upgrade:
--- add Eyes of the Eagle enhancement (2500 + 50% = 3750)
Bag of Holding, Type II (5000)
Handy Haversack (2000)
Traveler's Any-Tool (250)
Adamantine Dagger (3002)
Potions:
--- Enlarge Person x4 (200)
--- Bear's Endurance x2 (600)
--- Fly x2 (1500)
--- Resist Energy x2 (600)
--- Alter Self x2 (600)

261g remaining (270 when added to what Jayse already had)


STONE-FACED KILLA

Also, Initiative modifier is now 15!

Yay!


STONE-FACED KILLA

Nostalgic Bump


"OW!! That hurt Jayse!"


STONE-FACED KILLA

"Aaaaawwww, Ushari!"

: Gives noogie :


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

lol

1,251 to 1,264 of 1,264 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / SR's - Great Southern Isles (OOC) All Messageboards

Want to post a reply? Sign in.