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Zorblag wrote:

OK, here's Fantora Ossman, Longbow Weapon Master, for your viewing pleasure.

** spoiler omitted **...

This is what I have so far:

Fantora Ossman
Human fighter (weapon master) 7 (Pathfinder RPG Advanced Player's Guide 109)
CG Medium humanoid (human)
Init +6; Senses Perception +8
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+7 armor, +1 Dex, +1 natural)
hp 70 (7d10+28)
Fort +9, Ref +10, Will +5; +2 bonus vs. effects targetting a Longbow held by you
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +9/+4 (1d4+2/19-20)
Ranged +1 adaptive composite longbow +17/+12 (1d8+7/×3)
Special Attacks reliable strike, weapon training
--------------------
Statistics
--------------------
Str 14, Dex 22, Con 14, Int 10, Wis 12, Cha 10
Base Atk +7; CMB +9; CMD 25 (27 vs. disarm, 27 vs. sunder)
Feats Deadly Aim, Manyshot, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Toughness, Weapon Focus (longbow), Weapon Specialization (longbow)
Skills Acrobatics +0 (-4 to jump), Perception +8, Sense Motive +8, Use Magic Device +7
Languages Common
SQ weapon guard
Other Gear +1 mithral breastplate, +1 adaptive composite longbow, arrows (60), dagger, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, handy haversack, ioun torch ioun stone[APG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 2,811 gp
--------------------
Special Abilities
--------------------
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reliable Strike: Longbow (1/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Weapon Guard +2: Longbow (Ex) +2 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +2: Longbow (Ex) +2 to hit and damage with your chosen weapon.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

I don't use drawbacks.
Also the ring of deflection is from a source I do not use. The rest looks of so far.


pad300 wrote:

Here Grelldar, 1/2 Orc Alchemist

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

I will look at this tomorrow. Sorry, been sleeping a lot the last week.

I think I have caught up now, lol.


brvheart wrote:
pad300 wrote:

Here Grelldar, 1/2 Orc Alchemist

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

I will look at this tomorrow. Sorry, been sleeping a lot the last week.

I think I have caught up now, lol.

10-4 see ya tomorrow


That should have been a ring of protection, not deflection. Sorry about that, and let me re-do the traits quickly. I'll drop the suspicious and switch the skill ranks from sense motive over to Knowledge (Dungeoneering).

It's interesting that it seems to be computing those based on Heavy Encumbrance perhaps? I don't see another way that the AC bonus from the Mithral Breastplate would be topped out at +1 instead of +5 (which is one of the big reasons to go with Mithral,) and that the speed would be 20 feet in armor. Which is surprising as the Handy Haversack is supposed to deal with any encumbrance issues, though even then heavy encumbrance is unexpected (unless it's the gold?) I'm not familiar with hero lab, but is there any way to make sure that the gear is stored inside the haversack so that doesn't happen? Perhaps I need to get rid of the backpack on the list of gear to do that (it's in the fighter's kit, but the handy haversack makes it obsolete.)

Hmm, let me revamp that mundane equipment some to try to get rid of some redundancies and maybe deal with that encumbrance issue even before the haversack.

Build v 1.1:

Name: Fantora Ossman
Race: Human
Class: Fighter (Weapon Master) 7
Sex: Female
Alignment: Chaotic Good
Initiative +8
Perception +8

=Defense=

AC 10 + 5 Dex +7 Armor +1 NA +1 Def = 24
TAC 16
FF 19
HP 42 + 14 Con +7 FCB +7 Toughness = 70
Fort +9 Ref +10 Will +5
Special Defenses: Weapon Guard (+2 CMD vs Disarm and Sunder attempts and saves vs effects that target the longbow)

=Offense=

Melee
Dagger +9 (1d4 +2 P or S/19-20 x2)
Space 5 ft.; Reach 5 ft.

Ranged
Dagger +9 (1d4 +2 P or S/19-20 x2)
+1 Adaptive Composite Longbow +17 +12 (1d8 + 7 P, Range 110 ft.)

To Hit: BAB +7, WF +1, WT +2, Dex +6, Enc +1 = +17
Damage: Str +2, WS +2, WT +2, Enc +1 = +7

=Statistics=

STR 14 (+2)
DEX 17 +2 R +1 L4 +2 Enc = 22 (+4)
CON 14 (+2)
INT 10 (+0)
WIS 12 (+1)
CHA 10 (+0)
BAB +7 CMB +9 CMD 25
Move 30 feet

=Powers=

Deadly Aim: Can choose to take a –2 penalty on all ranged attack rolls to gain a +4 bonus on all ranged damage rolls.
Many Shot: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit.
Point-Blank Master: Ranged Attacks do not provoke AOO
Point-Blank Shot: +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Reliable Strike: Once per day reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action.

=Feats=

Point-Blank Shot Human Bonus Feat
Precise Shot Fighter Bonus Feat One
Weapon Focus (Longbow) Level One
Deadly Aim Fighter Bonus Feat Two
Rapid Shot Level Three
Weapon Specialization (Longbow) Fighter Bonus Feat Four
Point-Blank Master Level Five
Many Shot Fighter Bonus Six
Toughness Level Seven

=Traits=

Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result.
Benefit: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Reactionary (Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.

=Skills=

21 ranks
Acrobatics +6 Dex -1 ACP= +5
Appraise +0 Int = +0
Bluff +0 Cha = +0
*Climb +2 Str -1 ACP = +2
*Craft +1 Int = +1
Diplomacy +0 Cha = +0
Disable Device +0 Int = NA
Disguise +0 Cha = +0
Escape Artist +6 Dex -1 ACP = +5
Fly +6 Dex -1 ACP = +5
*Handle Animal +0 Cha = NA
Heal +1 Wis = +1
*Intimidate +0 Cha = +0
Knowledge (Arcana) +0 Int = NA
*Knowledge (Dungeoneering) +0 Int +3 Class +7 Ranks = +10
Knowledge (Engineering) +0 Int = NA
Knowledge (Geography) +0 Int = NA
Knowledge (History) +0 Int = NA
Knowledge (Local) +0 Int = NA
Knowledge (Nature) +0 Int = NA
Knowledge (Nobility) +0 Int = NA
Knowledge (Planes) +0 Int = NA
Knowledge (Religion) +0 Int = NA
Linguistics +0 Int = NA
Perception +1 Wis +7 Rank = +8
Perform +0 Cha = +0
*Profession +1 Wis = NA
*Ride +6 Dex -1 ACP = +5
*Sense Motive +1 Wis = +1
Sleight of Hand +6 Dex -1 ACP = NA
Spellcraft +0 Int = NA
Stealth +6 -1 ACP = +5
Survival +1 Wis = +1
*Swim +2 Str -1 ACP = +1
*Use Magic Device +0 Cha +3 Class +1 Trait +7 Ranks = 11

=Languages=

Common

=Racial Traits=

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

=Weapon Master Features=

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Weapon Guard (Ex): At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd

This ability replaces bravery.

Weapon Training (Ex): At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.

This ability replaces armor training 1, 2, 3 and 4.

Reliable Strike (Sp): At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th.

This ability replaces weapon training 1.

=Equipment=

Armor: +1 Mithral Breastplate (+7 AC, Max Dex Bonus +5, ACP -1, 5100 gp)
Weapons: Dagger (2 gp, 1 lbs.), +1 Adaptive Composite Longbow (3400 gp), 60 arrows.
Magic Items: Amulet of Natural Armor +1 (2000 gp), Belt of Incredible Dexterity +2 (4000 gp), Cloak of Resistance +2, Handy Haversack (2000 gp), Ioun Torch (75 gp), Ring of Protection +1 (2000 gp)

Other Gear: a bedroll, a flint and steel, an iron pot, a mess kit, chalk, mirror, signal whistle, silk rope (100 ft), soap, torch (1), trail rations (5 days), and a waterskin.


pad300 wrote:

Here Grelldar, 1/2 Orc Alchemist

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

I am having a few issues. The character is a half-orc not human so he does not get a bonus feat. Wands need to be full charge to start please. Also, some of these are of sources I do not use, occult, arcane anthology, adventurers armory 2. I only use 1. Also that bow is exotic, not martial.

Here is what I have so far

Grelldar of Oenopion
Half-orc alchemist (grenadier) 7 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
N Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 57 (7d8+21)
Fort +9, Ref +10, Will +5
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longspear +10 (1d8+7/×3) or
cestus +9 (1d4+4/19-20) or
sawback sword cold iron kunai +9 (1d4+4)
Ranged bomb +9 (4d6+2 fire) or
frost bomb +9 (4d6+2 cold) or
tanglefoot bomb +9 (entangle)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 longspear)
Special Attacks bomb 9/day (4d6+2 fire, DC 15)
Alchemist (Grenadier) Extracts Prepared (CL 7th; concentration +9)
3rd—monstrous physique I[UM]
2nd—alchemical allocation[APG], alchemical allocation[APG], false life
1st—enlarge person (DC 13), long arm[ACG]
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 14, Wis 12, Cha 7
Base Atk +5; CMB +9; CMD 22
Feats Combat Reflexes, Martial Weapon Proficiency, Point-Blank Shot, Precise Shot, Rapid Shot, Throw Anything
Skills Acrobatics -3 (-7 to jump), Craft (alchemy) +12 (+19 to create alchemical items), Disable Device +7, Heal +11, Intimidate +0, Perception +11, Spellcraft +12, Use Magic Device +8; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ alchemical weapon, alchemy (alchemy crafting +7), directed blast, discoveries (frost bomb, precise bombs [2 squares], tanglefoot bomb[UM], tumor familiar[UM]), mutagen (+4/-2, +2 natural armor, 70 minutes), orc blood, swift alchemy
Combat Gear feather token (tree), potion of barkskin (CL 12th), potion of heroism, potion of touch of the sea; Other Gear +1 longspear, cestus[APG], sawback sword cold iron kunai, cloak of resistance +2, handy haversack, sleeves of many garments[UE], alchemist starting formula book, bombchucker, 12,269 gp
--------------------
Special Abilities
--------------------
Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Bomb 4d6+2 (9/day, DC 15) (Su) Thrown Splash Weapon deals 4d6+2 fire damage.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Frost Bomb (DC 15) (Su) Bomb deals cold damage and staggers foe next round (Fort neg).
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 70 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 2 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page of the Core Rulebook). Creatures in the splash
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Bonus Feat is from 1st post in this recruitment thread "Bonus first level feat".

Orc Hornbow is exotic, but it becomes martial because of half-orc weapon familiarity: "Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon."

Things that appear not to have made your version
1) Dragonsight racial trait is from Legacy of Dragons. Replaces Darkvision and Intimidating. This can be revised if neccesary.
2) Sacred Tattoo racial trait is from Advanced Race Guide. Replaces orc ferocity
3) You have none of the traits in. Not sure it that's because you object to the sourcing, or because you haven't entered them yet... You already have approved fates favored, for example, in Vrog Skyweaver's Bastion.
4) You appear not to have put in the +1 Mithril Breastplate. The system is doing something odd with dex; a 16 dex should result in a +3 to AC, and the displayed AC is 11
5)Other nitpicks : You haven't got the 1/2 orc alchemist FCB in there, thus the difference in Bomb damage (the source is ARG). You haven't specified the Tumour Familiar is a Hedgehog... I am not sure if you are objecting to the familiar archetypes (figment, sage), they were in Ultimate Wilderness and originally Familiar Folio.

5)I will remove the Talisman of Beneficial winds...As mentioned the equipment list needs rijiggering.


I am not DMHolywater. I was asked to take over this game 5 years ago and have my own creation rules.


pad300 wrote:

Bonus Feat is from 1st post in this recruitment thread "Bonus first level feat".

Orc Hornbow is exotic, but it becomes martial because of half-orc weapon familiarity: "Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon."

Things that appear not to have made your version
1) Dragonsight racial trait is from Legacy of Dragons. Replaces Darkvision and Intimidating. This can be revised if neccesary.
2) Sacred Tattoo racial trait is from Advanced Race Guide. Replaces orc ferocity
3) You have none of the traits in. Not sure it that's because you object to the sourcing, or because you haven't entered them yet... You already have approved fates favored, for example, in Vrog Skyweaver's Bastion.
4) You appear not to have put in the +1 Mithril Breastplate. The system is doing something odd with dex; a 16 dex should result in a +3 to AC, and the displayed AC is 11
5)Other nitpicks : You haven't got the 1/2 orc alchemist FCB in there, thus the difference in Bomb damage (the source is ARG). You haven't specified the Tumour Familiar is a Hedgehog... I am not sure if you are objecting to the familiar archetypes (figment, sage), they were in Ultimate Wilderness and originally Familiar Folio.

5)I will remove the Talisman of Beneficial winds...As mentioned the equipment list needs rijiggering.

I do require that I have the source which I have about half of them. I already stated I do not have the source for the bow.

1) No Legacy of Dragons

2) added not added the traits as you only get two. You don't have the extra feat, sorry.

4) added

5) ok


Ok, will kick a v1.1


Grelldar of Oenopion

Mechanical 1.1:

N Male ½ Orc (Sacred Tattoo, Scavenger) , Favored Class : Alchemist)

Alchemist 7 (Grenadier)
Init +3
Speed 30 ft
Darkvision (60 ft)

Defense
AC :***=10+*** (armor) +3 Dex
HP: *** = 8+6d8 + 14 (con) +7 Trait
Fort +11 = +5 (Alchemist 7) +2 con+2 Luck+ 2 Resistance
Ref +12 = +5 (Alchemist 7) + 3 dex +2 Luck + 2 Resistance
Will +9 = +2 (Alchemist 7) + 1 wis + 2 Luck + 2 Familiar + 2 Resistance
CMD : 19 = 10 + 5 (bab)+4 (str)
Offense
Melee: Longspear +10/1d8+7, Cestus +9/1d4+4
Ranged: Composite Longbow +9/2d6+5
Assorted Alchemy
Bombs (9/day) 4d5+5 DC 16

BAB : +5
CMB : +9 = +5 (BAB)+4 (str)

Stats
Str 18 = 16 (10 pts) +2 Racial
Dex 16 = 15 (7 pts) +1 lvl 4
Con 14 = 14 (5 pts)
Int 14 = 14 (5 pts)
Wis 12 = 12 (2 pts)
Cha 7 = 7 (-4 pts)
Feats : Throw Anything (B), Martial Weapon Proficiency (Composite Longbow) (B) Combat Reflexes (1st), Point Blank Shot (3ed Bonus), Rapid Shot (5th). Precise Shot (7th)
Automatic Feat Equivalents: Power Attack, Deadly Aim, Combat Expertise, Weapon Finesse
Traits : Fates Favored (Faith), Finding Your Kin (Campaign),
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Craft (alchemy) (7, +), Perception (7, +), Spellcraft (7, +), Use Magic Device (7, +), Heal (7, +), Disable Device (7,***)
Languages : Common, Orc, Draconic, Gnoll, Giant, Abyssal
Class Abilities:
1st Alchemy, bomb (9/day) 1d6, Martial Weapon Proficiency (Composite Longbow), mutagen(+4 Dex, -2 Wis, +2 NA), Throw Anything
2nd Discovery: Frost Bomb, Alchemical Weapon, Precise Bombs
3rd Bomb 2d6, swift alchemy
4th Discovery: Tanglefoot Bomb
5th Bomb 3d6
6th Discovery: Tumor Familiar (Hedgehog), Directed Blast
7th Bomb 4d6
Racial Abilities
Darkvision: Half-orcs can see in the dark up to 60 feet.
Scavenger (Source Advanced Player's Guide pg. 19 ):Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo : Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
FCB: Orc Alchemist (7 levels) = +3.5 to Bomb Damage

Ok, this doesn't include equipment and formulae as yet because I have Q's
1) "B) Classes and weapons are restricted to European only. Middle eastern races and weapons are ok"
Is Kikko armor available?
2) Are spellbooks with preparation rituals available, This? It's from UM.

3) I note that ultimate equipment is not on your list of sources... So no Hybrization Funnel or Formula Alembic?


Sorry, Ultimate Equipment is fine. UM is case by case basis, but mostly ok. I am not sure what preparation rituals are. Please give more info. I just don't want a lot of asian armor and equipment in a mostly european and middle eastern setting.


1 and 3 are ok


Finding Your Kin (Campaign),

The campaign is Lost Lands, but I will allow some basic Golarion campaign traits. I just don't have this one.

Note: Choose: an NPC and a class.

This is for NPCs


@brvheart, sorry if I'm not giving you a chance to get to it before asking, but I wanted to make sure you saw the reworked character sheet that I submitted. I think I've cleared up the problems you noted, and am hoping that the encumbrance issue can get worked out with either less gold on the character or using the Handy Haversack in the inventory. If you get a chance I'd love to hear if there's anything else I'd need to change on the submission at this point.

Resubmitted Fantora:

Name: Fantora Ossman
Race: Human
Class: Fighter (Weapon Master) 7
Sex: Female
Alignment: Chaotic Good
Initiative +8
Perception +8

=Defense=

AC 10 + 5 Dex +7 Armor +1 NA +1 Def = 24
TAC 16
FF 19
HP 42 + 14 Con +7 FCB +7 Toughness = 70
Fort +9 Ref +10 Will +5
Special Defenses: Weapon Guard (+2 CMD vs Disarm and Sunder attempts and saves vs effects that target the longbow)

=Offense=

Melee
Dagger +9 (1d4 +2 P or S/19-20 x2)
Space 5 ft.; Reach 5 ft.

Ranged
Dagger +9 (1d4 +2 P or S/19-20 x2)
+1 Adaptive Composite Longbow +17 +12 (1d8 + 7 P, Range 110 ft.)

To Hit: BAB +7, WF +1, WT +2, Dex +6, Enc +1 = +17
Damage: Str +2, WS +2, WT +2, Enc +1 = +7

=Statistics=

STR 14 (+2)
DEX 17 +2 R +1 L4 +2 Enc = 22 (+4)
CON 14 (+2)
INT 10 (+0)
WIS 12 (+1)
CHA 10 (+0)
BAB +7 CMB +9 CMD 25
Move 30 feet

=Powers=

Deadly Aim: Can choose to take a –2 penalty on all ranged attack rolls to gain a +4 bonus on all ranged damage rolls.
Many Shot: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit.
Point-Blank Master: Ranged Attacks do not provoke AOO
Point-Blank Shot: +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Reliable Strike: Once per day reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action.

=Feats=

Point-Blank Shot Human Bonus Feat
Precise Shot Fighter Bonus Feat One
Weapon Focus (Longbow) Level One
Deadly Aim Fighter Bonus Feat Two
Rapid Shot Level Three
Weapon Specialization (Longbow) Fighter Bonus Feat Four
Point-Blank Master Level Five
Many Shot Fighter Bonus Six
Toughness Level Seven

=Traits=

Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result.
Benefit: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Reactionary (Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.

=Skills=

21 ranks
Acrobatics +6 Dex -1 ACP= +5
Appraise +0 Int = +0
Bluff +0 Cha = +0
*Climb +2 Str -1 ACP = +2
*Craft +1 Int = +1
Diplomacy +0 Cha = +0
Disable Device +0 Int = NA
Disguise +0 Cha = +0
Escape Artist +6 Dex -1 ACP = +5
Fly +6 Dex -1 ACP = +5
*Handle Animal +0 Cha = NA
Heal +1 Wis = +1
*Intimidate +0 Cha = +0
Knowledge (Arcana) +0 Int = NA
*Knowledge (Dungeoneering) +0 Int +3 Class +7 Ranks = +10
Knowledge (Engineering) +0 Int = NA
Knowledge (Geography) +0 Int = NA
Knowledge (History) +0 Int = NA
Knowledge (Local) +0 Int = NA
Knowledge (Nature) +0 Int = NA
Knowledge (Nobility) +0 Int = NA
Knowledge (Planes) +0 Int = NA
Knowledge (Religion) +0 Int = NA
Linguistics +0 Int = NA
Perception +1 Wis +7 Rank = +8
Perform +0 Cha = +0
*Profession +1 Wis = NA
*Ride +6 Dex -1 ACP = +5
*Sense Motive +1 Wis = +1
Sleight of Hand +6 Dex -1 ACP = NA
Spellcraft +0 Int = NA
Stealth +6 -1 ACP = +5
Survival +1 Wis = +1
*Swim +2 Str -1 ACP = +1
*Use Magic Device +0 Cha +3 Class +1 Trait +7 Ranks = 11

=Languages=

Common

=Racial Traits=

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

=Weapon Master Features=

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Weapon Guard (Ex): At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd

This ability replaces bravery.

Weapon Training (Ex): At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.

This ability replaces armor training 1, 2, 3 and 4.

Reliable Strike (Sp): At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th.

This ability replaces weapon training 1.

=Equipment=

Armor: +1 Mithral Breastplate (+7 AC, Max Dex Bonus +5, ACP -1, 5100 gp)
Weapons: Dagger (2 gp, 1 lbs.), +1 Adaptive Composite Longbow (3400 gp), 60 arrows.
Magic Items: Amulet of Natural Armor +1 (2000 gp), Belt of Incredible Dexterity +2 (4000 gp), Cloak of Resistance +2, Handy Haversack (2000 gp), Ioun Torch (75 gp), Ring of Protection +1 (2000 gp)

Other Gear: a bedroll, a flint and steel, an iron pot, a mess kit, chalk, mirror, signal whistle, silk rope (100 ft), soap, torch (1), trail rations (5 days), and a waterskin.


brvheart wrote:

Finding Your Kin (Campaign),

The campaign is Lost Lands, but I will allow some basic Golarion campaign traits. I just don't have this one.

Note: Choose: an NPC and a class.

This is for NPCs

1) Finding your Kin is also sometimes called Finding Haleen (THIS IS A LINK). Can you check Herolab for that? (I don't have Herolab, so I can't see what you're looking at.)

2) WRT to 2, did you follow the link under the THIS?

Ultimate Magic wrote:


Journal of the Beast Within (Formula Book, Level 10 Alchemist)
Source Ultimate Magic pg. 123
This ragged collection of scorched and stained notes is tied with cheap twine between wooden covers. A few formulae appear to have been deliberately obliterated, scratched through so thoroughly that the paper is torn in places.
Value 915 gp (2,165 gp with the preparation ritual)
Spells
4th—dragon’s breath
3rd—beast shape I, rage, tongues, water breathing
2nd—barkskin, bull’s strength, cure moderate wounds, elemental touch, resist energy
1st—bomber’s eye, comprehend languages, crafter’s fortune, cure light wounds, disguise self, enlarge person, identify, shield
Ritual
Beastly Concoction (Su) This journal grants you the ability to make an extremely potent and savage mutagen. Spend this boon when you imbibe your mutagen. The mutagen grants you a +6 alchemical bonus to your selected ability score instead of the normal +4; you take a –2 penalty to all of your mental ability scores (Intelligence, Wisdom, and Charisma) while the mutagen is in effect.


1) This is from the Legacy of Fire Players Guide and no, it is not even in HeroLab and is designed for that campaign. Not approved.

2) As it states, you need to be level 10.


Zorblag wrote:

@brvheart, sorry if I'm not giving you a chance to get to it before asking, but I wanted to make sure you saw the reworked character sheet that I submitted. I think I've cleared up the problems you noted, and am hoping that the encumbrance issue can get worked out with either less gold on the character or using the Handy Haversack in the inventory. If you get a chance I'd love to hear if there's anything else I'd need to change on the submission at this point.

** spoiler omitted **...

Looks good to me. Go ahead and post in discussion and dot gameplay please.


Sounds great! Thanks for the chance to play!


brvheart wrote:

2) As it states, you need to be level 10.

Actually, it's the example spellbook for a level 10 alchemist. The value is is 2165 gp including the preparation ritual... which is well inside the gp limit for a 7th level character.


Are you guys still looking for fresh blood? I have been away from gaming on these boards for about a year and looking to come back.


Did Vrog's cleric ever get an official yeah or nay?


Vrog Skyreaver wrote:

[dice=HP]6d8

Okay, here's my submission. I'm not really familiar with the setting, so I'll just say that he's an orphan that was raised by the church, and took his vows when he came of age.

** spoiler omitted **

Not sure how I missed this sorry. This looks good so far. Let me enter it into Herolab for the nuts and bolts, but I don't see anything glaring. Tentatively approved.


Guess you guy are full then?


Okay, dokie. Let me know either way!


Edward Sobel wrote:
Guess you guy are full then?

Not sure if brvheart has finalized the cleric recruitment but if he has ....I think there's nothing better than a Bard casting Saving Finale spells to keep the Cleric alive and by extension the rest of the group. Once you have 5 characters nothing beats a sixth man utility player for filling lotsa gaps like a Bard. I'm not sure what brvhearts looking for, but I do know he has had large groups in the past. I personally would prefer no more than 6 as things slow down too much after that.


The cleric is basically approved. Sorry my wife has her only day off today in two weeks. I have not heard back on the inquisitor in awhile. He is close, but needs some refinement.


Okie dokie! I'll get an alias made and post in discussion.


Vrog Skyreaver wrote:
Okie dokie! I'll get an alias made and post in discussion.

A couple of issues so far. You are 1 point over in character points. ! add up to 26. Again. I am not giving the extra feat so you will need to subtract one.

Still need to do skills

This is what I have so far. I only included heavy armor proficiency as a feat.

Bastion
Half-orc cleric (theologian) of Vanitthu, God of Steadfast Guard 7 (Pathfinder RPG Ultimate Magic 32)
N Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +4
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 21 (+11 armor, +1 Dex)
hp 67 (7d8+28)
Fort +12, Ref +7, Will +13
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk spear +9 (1d8+4/×3)
Special Attacks channel positive energy 5/day (DC 15, 4d6)
Domain Spell-Like Abilities (CL 7th; concentration +11)
7/day—resistant touch (+2)
Cleric (Theologian) Spells Prepared (CL 7th; concentration +11)
D Domain spell; Domain Protection
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 16, Int 10, Wis 18, Cha 14
Base Atk +5; CMB +8; CMD 19
Feats Endurance, Heavy Armor Proficiency
Traits blood of dragons, fate's favored
Skills Acrobatics -4 (-8 to jump)
Languages Common, Orc
SQ domain secret, focused domain, orc blood
Combat Gear wand of endure elements (50 charges); Other Gear +2 full plate, mwk spear, belt of mighty constitution +2, headband of inspired wisdom +2, ring of force shield, backpack, bedroll, waterskin, wooden holy symbol, wooden holy symbol, 292 gp, 9 sp
--------------------
Special Abilities
--------------------
Cleric (Theologian) Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Cleric Channel Positive Energy 4d6 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Darkvision (60 feet) You can see in the dark (black and white only).
Domain Secret (-Choose-) (Ex) Chosen domain spell permanently modified with metamagic.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Focused Domain +2 to cleric level for domain powers.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Resistant Touch +2 (7/day) (Sp) As a standard action, touch ally to grant Protection domain's resist bon for 1 min, but lose own bonus.
Sacred Tattoo +1 to all saves.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


So here is the breakdown for my stats by point:

str: 7 pts
Dex: 3 pts
Con: 5 pts
Int: 0 pts
Wis: 5 pts
Cha: 5 pts

As far as the extra feat goes, I missed that there was a specific list of allowed sources, so I had taken a alt. racial feature to get endurance.

I'll get my alias updated to only allow for the allowed sources.


V 1.2

Grelldar of Oenopion

Mechanical:

N Male ½ Orc (Sacred Tattoo, Scavenger) , Favored Class : Alchemist)

Alchemist 7 (Grenadier)
Init +3
Speed 30 ft
Darkvision (60 ft)

Defense
AC :19 =10+5 (armor) +1 Enhancement +3 Dex
HP: 52 = 8+ (6d8 ⇒ (5, 8, 1 6, 3, 3, 3) = 28) + 14 (con)
Fort +11 = +5 (Alchemist 7) +2 con+2 Luck+ 2 Resistance
Ref +12 = +5 (Alchemist 7) + 3 dex +2 Luck + 2 Resistance
Will +9 = +2 (Alchemist 7) + 1 wis + 2 Luck + 2 Familiar + 2 Resistance
CMD : 19 = 10 + 5 (bab)+4 (str)
Offense
Melee: Longspear +10/1d8+7, Cestus +9/1d4+4
Ranged: Composite Longbow +9/1d8+5
Assorted Alchemy
Bombs (9/day) 4d5+5 DC 16

BAB : +5
CMB : +9 = +5 (BAB)+4 (str)

Stats
Str 18 = 16 (10 pts) +2 Racial
Dex 16 = 15 (7 pts) +1 lvl 4
Con 14 = 14 (5 pts)
Int 14 = 14 (5 pts)
Wis 12 = 12 (2 pts)
Cha 7 = 7 (-4 pts)
Feats : Throw Anything (B), Martial Weapon Proficiency (Composite Longbow) (B) Combat Reflexes (1st), Point Blank Shot (3ed Bonus), Rapid Shot (5th), Alertness (from Tumour Familiar) Precise Shot (7th)
Automatic Feat Equivalents: Power Attack, Deadly Aim, Combat Expertise, Weapon Finesse
Traits : Fates Favored (Faith), Favored Son – Tavern Owner (Campaign)
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Craft (alchemy) (7, +12)
Perception (7, +11+2 hidden objects+2 Alertness)
Spellcraft (7, +12)
Heal (7, +11)
Disable Device (7,+13)
Acrobatics (3,+6)
Ride (4,+7)
Languages : Common, Orc, Draconic, Gnoll, Giant, Abyssal
Class Abilities:
1st Alchemy, bomb (9/day) 1d6, Martial Weapon Proficiency (Composite Longbow), mutagen(+4 Dex, -2 Wis, +2 NA), Throw Anything
2nd Discovery: Frost Bomb, Alchemical Weapon, Precise Bombs
3rd Bomb 2d6, swift alchemy
4th Discovery: Tanglefoot Bomb
5th Bomb 3d6
6th Discovery: Tumor Familiar (Hedgehog), Directed Blast
7th Bomb 4d6
Racial Abilities
Darkvision: Half-orcs can see in the dark up to 60 feet.
Scavenger (Source Advanced Player's Guide pg. 19 ):Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo : Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
FCB: Orc Alchemist (7 levels) = +3.5 to Bomb Damage

Extracts Prepared
L1 (DC 13, 4+1 /day): Longarm, Enlarge, open X2
Formula Book : Shield, Cure Light Wounds, Longarm, Enlarge, Crafter’s Fortune, True Strike
L2 (DC 14, 3+1 /day), Alchemical Allocation X2, False Life, open
Formula Book : Alchemical allocation, Invisibility, false life,
L3 (DC 15, 1 /day), Monstrous Physique
Formula Book : Monstrous Physique

Equipment:

Magic Items
Handy Haversack (2000 gp)
Potion of Barkskin (12th level), (1200 gp)
Sleeves of Many Garments (200 gp)
Mithril Kikko Armor +1 (5250 gp)
Composite Longbow +1 (+4 Strength) (2700 gp)
Longspear +1 (2305 gp)
Cloak of Resistance +2 (4000 gp)
Potion Sponge – Touch of the Sea (52 gp)
Feather Token: Tree (400 gp)
Potion of Heroism (750 gp)
Hybridization Funnel (200 gp)
Formula Alembic (200 gp)
Wand of Cure Light Wounds (50 charges) (750 gp)
Wand of Shield (50 Charges) (750 gp)

29 Weapons: Cestus (5gp), Bombchucker (12 gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp), 20 Arrows Cold Iron (2 gp), Silver Weapon Blanch (5 gp, pre-applied to 10 arrows), 10 Blunt Arrows (1 gp)
Armor: (see Magic Items)
Equipment
2 Bandoliers (1 gp), String 50 ft (1 sp) , belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp,
Sleeves : Explorer’s Outfit, Cold Weather Outfit (8 gp), Swarmsuit (20 gp)
Haversack : Trail Rations (10 days) (5 gp), bedroll (1 sp), blanket (5sp), hammock (1sp), 50 ft hemp rope (1gp), mess kit (2 sp), Inkpen (1 sp), Travelling Formula Book (10 gp). waterskin (X2) 2 gp, Alchemy Crafting kit ( 25 gp), Formula Book. 10 blunt Arrows(1 gp), 40 Arrows Cold Iron (4 gp)
Alchemy (in haversack)
Acid flasks (4, 40gp), Alchemist’s Fire (4, 100 gp), Shard Gel (2, 50 gp), Vial of Ink 8 gp, Holy Weapon Balm (2, 60 gp), Tanglefoot Bag (3, 150 gp), Ghast Retch Flask (2, 100 gp), Alchemical Solvent (20 gp), Alchemical Glue (20 gp), Alchemical Glue Accelerant (25 gp). Adhesive Strip (5, 25 gp), Smelling Salts (25 gp), Sunrod (5, 10 gp), Vermin Repellent (5, 25 gp), Silver Weapon Blanch (5, 25 gp), Twitch Tonic (2, 90 gp), Sooth Syrup (2, 50 gp), Cold Iron Weapon Blanch (20 gp), Meditation Tea (2, 60 gp), Antitoxin (2, 100 gp), Holy Water (4, 100 gp), Bladeguard (40 gp), Antiemetic snuff (3, 150 gp), Tracking Powder (30 gp), Adamantine Weapon Blanch (100 gp), Bloodblock (2, 50 gp)

Questionable: Dessicating Lubricant (30 gp), Bone Burn (4, 100gp), TangleShot Arrows (5, 100gp), Dye Arrows (20, 20gp), Cytillesh Stun Vial (2, 150 gp), many Durable Arrows (*** gp), Smog Smoke Pellet ( 2, 80gp), Rhinarium Paste (75 gp), Vapors of Easy Breath (75 gp), Bodybalm (2, 50) gp, Lantern Honey (150 gp), Suffocating Powder (2, 90gp), Incendiary Catalyst (4, 160gp)

Sources are at the links below,

Dessicating Lubricant

Bone Burn

Arrow, Tangleshot

Arrow, Dye

Cytillesh Stun Vial

Durable Arrows

Smog Smoke Pellet

Rhinarium Paste

Vapors of Easy Breath

Body Balm

Lantern Honey

Suffocating Powder

Incendiary Catalyst


Vrog Skyreaver wrote:

So here is the breakdown for my stats by point:

str: 7 pts
Dex: 3 pts
Con: 5 pts
Int: 0 pts
Wis: 5 pts
Cha: 5 pts

As far as the extra feat goes, I missed that there was a specific list of allowed sources, so I had taken a alt. racial feature to get endurance.

I'll get my alias updated to only allow for the allowed sources.

Armor Focus not from an allowed source

I am not seeing endurance as an alt racial trait. The other three feats are ok. These add up.


pad300 wrote:

V 1.2

Grelldar of Oenopion
n
** spoiler omitted **...

Most of the questionable equipment is ok. I have the alchemy manual. It is the ones from the pathfinder 119 that I think are no. This will take some time for all of this.


yup, so I removed it. If you take a look at my alias, I've updated it to reflect the approved sources.


*Bastion wrote:
yup, so I removed it. If you take a look at my alias, I've updated it to reflect the approved sources.

That all works, just need skills.


This is what I have. The rest of the equipment is not available

Grelldar of Oenopion
Half-orc alchemist (grenadier) 7 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +11 (+13 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste)
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 57 (7d8+21)
Fort +11, Ref +12, Will +7
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longspear +9 (1d8+7/×3) or
cestus +8 (1d4+4/19-20) or
sawback sword cold iron kunai +8 (1d4+4)
Ranged +1 composite longbow +8 (1d8+5/×3) or
bomb +8 (4d6+2 fire) or
frost bomb +8 (4d6+2 cold) or
tanglefoot bomb +8 (entangle)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 longspear)
Special Attacks bomb 9/day (4d6+2 fire, DC 15)
Alchemist (Grenadier) Extracts Prepared (CL 7th; concentration +9)
3rd—monstrous physique I[UM]
2nd—alchemical allocation[APG], alchemical allocation[APG], false life
1st—enlarge person (DC 13), long arm[ACG]
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 14, Wis 12, Cha 7
Base Atk +5; CMB +9; CMD 22
Feats Combat Reflexes, Martial Weapon Proficiency (longbow), Point-Blank Shot, Precise Shot, Rapid Shot, Throw Anything
Traits fate's favored
Skills Acrobatics +0 (-4 to jump), Appraise +4, Craft (alchemy) +12 (+19 to create alchemical items), Disable Device +10, Heal +11, Perception +11 (+13 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste), Spellcraft +12, Use Magic Device +8; Racial Modifiers +2 Appraise, scavenger[APG]
Languages Common, Giant, Gnoll, Orc
SQ alchemical weapon, alchemy (alchemy crafting +7), directed blast, discoveries (frost bomb, precise bombs [2 squares], tanglefoot bomb[UM], tumor familiar[UM]), mutagen (+4/-2, +2 natural armor, 70 minutes), orc blood, swift alchemy
Combat Gear cold iron arrows (50), feather token (tree), potion of barkskin (CL 12th), potion of heroism, potion of touch of the sea, wand of cure light wounds, wand of shield (50 charges), acid (4), alchemical glue[UE], alchemical glue accelerant[UE], alchemical solvent[APG], alchemist's fire (4), antiemetic snuff[ACG] (3), antitoxin, bladeguard[APG], bloodblock[APG] (2), bone burn (4), cytillesh stun vial (2), dye arrow (20), ghast retch flask[UE] (2), holy water (4), holy weapon balm[ACG] (4), incendiary catalyst (4), rhinarium paste, shard gel[UE] (2), smelling salts[APG], suffocating powder (2), tanglefoot bag (3), tangleshot arrow (5), tracking powder[ACG], twitch tonic[UE] (2), vapors of easy breath, vermin repellent[UE] (5), weapon blanch (adamantine)[APG], weapon blanch (cold iron)[APG], weapon blanch (silver)[APG] (2); Other Gear +1 mithral breastplate, +1 composite longbow (+4 Str), +1 longspear, blunted bolts (10), cestus[APG], sawback sword cold iron kunai, cloak of resistance +2, formula alembic[UE], handy haversack, hybridization funnel[UE], sleeves of many garments[UE], alchemist starting formula book, alchemy crafting kit[APG], bandolier[UE], bandolier[UE], bedroll, belt pouch, blanket[APG], bombchucker, cold weather outfit, flint and steel, hammock[UE], hemp rope (50 ft.), inkpen, mess kit[UE], string or twine[APG], sunrod (5), swarmsuit[APG], trail rations (10), traveling formula book[UE], waterskin (2), 212 gp, 9 sp, 9 cp
--------------------
Special Abilities
--------------------
Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 4d6+2 (9/day, DC 15) (Su) Thrown Splash Weapon deals 4d6+2 fire damage.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Frost Bomb (DC 15) (Su) Bomb deals cold damage and staggers foe next round (Fort neg).
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 70 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 2 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sacred Tattoo +1 to all saves.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in the splash
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Also you need another trait. Players guides are not in Hero Lab
I like ROTRL but this is not that AP


Ok
1) You didn't change the breastplate into Kikko armor, which impacts to hit, AC, reflex saves, init. (Don't edit this until we get traits sorted out - see 6. I may end up with Armor Expert, thus making Mithril Breastplate 0 ACP, and the armor choice.)
2)HP are high, you haven't taken out the bonus 7 HP from Finding Your Kin Trait - should be 50.
3) Not sure why move is 20' in armor - mithral breastplate/kikko is considered light armor. I am wondering if I am seeing the same Handy Haversack issues that Fantora was seeing.
4) I note you have blunted bolts, not Blunt Arrows on the equipment list
Link
5) You missed some skill edits:
UMD 0 ranks
Acrobratics 3 Ranks
Ride 4 ranks
and it's doing something goofy with Disable Device to get a +10: 7 Ranks +3 Class Skill +3 Dex = +13

6) WRT to traits, what sources are you using? Favored Son was reprinted in in the Advanced Players Guide, LINK


The issues were mostly with weight. By putting most of it in the haversack, it resolves the DD and move problems. Your HP are 57, unless you are taking the 1 per level for something else?

I had to fake favored son

Grelldar of Oenopion
Half-orc alchemist (grenadier) 7 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
N Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +11 (+13 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste)
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 57 (7d8+21)
Fort +11, Ref +12, Will +7
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 longspear +10 (1d8+7/×3) or
cestus +9 (1d4+4/19-20) or
sawback sword cold iron kunai +9 (1d4+4)
Ranged +1 composite longbow +9 (1d8+5/×3) or
bomb +9 (4d6+2 fire) or
frost bomb +9 (4d6+2 cold) or
tanglefoot bomb +9 (entangle)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 longspear)
Special Attacks bomb 9/day (4d6+2 fire, DC 15)
Alchemist (Grenadier) Extracts Prepared (CL 7th; concentration +9)
3rd—monstrous physique I[UM]
2nd—alchemical allocation[APG], alchemical allocation[APG], false life
1st—enlarge person (DC 13), long arm[ACG]
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 14, Wis 12, Cha 7
Base Atk +5; CMB +9; CMD 22
Feats Combat Reflexes, Martial Weapon Proficiency (longbow), Point-Blank Shot, Precise Shot, Rapid Shot, Throw Anything
Traits fate's favored, merchant family
Skills Acrobatics +6, Appraise +4, Craft (alchemy) +12 (+19 to create alchemical items), Disable Device +13, Heal +11, Perception +11 (+13 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste), Ride +7, Spellcraft +12; Racial Modifiers +2 Appraise, scavenger[APG]
Languages Common, Giant, Gnoll, Orc
SQ alchemical weapon, alchemy (alchemy crafting +7), directed blast, discoveries (frost bomb, precise bombs [2 squares], tanglefoot bomb[UM], tumor familiar[UM]), mutagen (+4/-2, +2 natural armor, 70 minutes), orc blood, swift alchemy
Combat Gear cold iron arrows (50), feather token (tree), potion of barkskin (CL 12th), potion of heroism, potion of touch of the sea, wand of cure light wounds, wand of shield (50 charges), acid (4), alchemical glue[UE], alchemical glue accelerant[UE], alchemical solvent[APG], alchemist's fire (4), antiemetic snuff[ACG] (3), antitoxin, bladeguard[APG], bloodblock[APG] (2), bone burn (4), cytillesh stun vial (2), dye arrow (20), ghast retch flask[UE] (2), holy water (4), holy weapon balm[ACG] (4), incendiary catalyst (4), rhinarium paste, shard gel[UE] (2), smelling salts[APG], suffocating powder (2), tanglefoot bag (3), tangleshot arrow (5), tracking powder[ACG], twitch tonic[UE] (2), vapors of easy breath, vermin repellent[UE] (5), weapon blanch (adamantine)[APG], weapon blanch (cold iron)[APG], weapon blanch (silver)[APG] (2); Other Gear +1 mithral kikko armor[UC], +1 composite longbow (+4 Str), +1 longspear, blunt arrows[APG] (20), cestus[APG], sawback sword cold iron kunai, cloak of resistance +2, formula alembic[UE], handy haversack, hybridization funnel[UE], sleeves of many garments[UE], alchemist starting formula book, alchemy crafting kit[APG], bandolier[UE], bandolier[UE], bedroll, belt pouch, blanket[APG], bombchucker, cold weather outfit, flint and steel, hammock[UE], hemp rope (50 ft.), inkpen, mess kit[UE], string or twine[APG], sunrod (5), swarmsuit[APG], trail rations (10), traveling formula book[UE], waterskin (2), 161 gp, 9 sp, 9 cp
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Special Abilities
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Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 4d6+2 (9/day, DC 15) (Su) Thrown Splash Weapon deals 4d6+2 fire damage.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Frost Bomb (DC 15) (Su) Bomb deals cold damage and staggers foe next round (Fort neg).
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 70 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 2 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sacred Tattoo +1 to all saves.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in the splash
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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In any case go ahead and post in discussion when ready.


brvheart wrote:

The issues were mostly with weight. By putting most of it in the haversack, it resolves the DD and move problems. Your HP are 57, unless you are taking the 1 per level for something else?

I had to fake favored son
...

I was using the FCB for the 1/2 orc Alchemist special ( Alchemist (Advanced Race Guide pg. 53, Advanced Player's Guide pg. 19): Add +1/2 to the alchemist's bomb damage. ). Thus HP drops to 50, from 57, but bomb damage goes up to 4d6+5 (vs 4d6+2 without).

If you don't want to use favored son, I will pick something else...


that is fine, go ahead and dot gameplay.


I have skills in my alias as well. I just don't have many =(


works for me:)

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