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Viggrizzor

Jam412's page

Pathfinder Society Member. 1,277 posts (1,883 including aliases). No reviews. 1 list. 1 wishlist. 1 Pathfinder Society character. 8 aliases.


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Mutated Animal Turtle Smasher 10
Kirth Gersen wrote:
Ooh... that doesn't make an awful lot of sense, does it. Lemme look at it. Due to no one ever playing one before, a lot of the PrPal issues haven't been brought up yet, much less ironed out.

Hey, that's part of the fun!!


Mutated Animal Turtle Smasher 10

Random rules question: I just noticed that in the Prestige Paladin, you get Smite Evil before you get Lay on Hands. Does that mean that you can't use your Smite Evil until level two unless you already have Channel Energy from a previous class?


Mutated Animal Turtle Smasher 10
TriOmegaZero wrote:


Incarnadin?

Barbaladin? Not sure which is worse..


Mutated Animal Turtle Smasher 10

Kirth: Is a chain shirt reasonable for starting equipment?


Mutated Animal Turtle Smasher 10
TriOmegaZero wrote:

Would you prefer I not? Rose is probably more Chaotic anyway.

Incarnate just doesn't mashup with Paladin like Oracle does.

Incarnadin?

Oh no, doesn't matter to me at all! Just didn't want to step on your toes.


Mutated Animal Turtle Smasher 10

So with the serenity feat, I'm thinking I'd like to work toward the prestige paladin class. TOZ, were you still considering that?


Mutated Animal Turtle Smasher 10
TOZ wrote:
Are you? I should get off my ass today and fix that.

No need to get up. I made my entire character on my ass.


Mutated Animal Turtle Smasher 10
Andostre wrote:
Jym will be using it for the extra hit point per level for the foreseeable future.

Considering Uro's 13 AC, I was thinking of doing the same..


Mutated Animal Turtle Smasher 10

Pluses indicate bonus skills and asterisks are class skills.

Also, thanks!! I accidentally exited my window while I was writing it and lost a bunch, so I kinda rushed rewriting it, haha. Hopefully I didn't forget anything that I wanted to include.


Mutated Animal Turtle Smasher 10
Andostre wrote:
Jam412 wrote:
Also, what are your thoughts on multiclassing between barbarian and druid?
I had a long-running 3.5 barb/druid. He was amazing at first because my DM let me use Shillelagh on a great club, but other than that, the two classes don't synergize very well in 3.5. I bet they'd do a better job together in Kirthfinder, though.

Yeah, I've been looking around for options that help synergize the two classes but work and my attention span have other plans for me. :-P


Mutated Animal Turtle Smasher 10
Kirth Gersen wrote:
It won't hurt to read any of the guides, as long as you stay away from the actual adventure text. Keep in mind that Sasserine won't necessarily be good for much more than background and 1-2 adventures, the way the AP is written.

Okay, cool! I'm just a little stumped on writing a background. I know pretty much nothing about Greyhawk, so I figured if I read a little more about Sasserine, I might get a better idea how an orc would fit in. Any suggestions from the referee on that btw?

Also, another couple of questions before I finalize some character stats: Is there anything in the rules that would allow a paladin to substitute wisdom as the primary stat instead of charisma? Maybe a feat or something?

Also, what are your thoughts on multiclassing between barbarian and druid? I thought it would be a cool character idea and would be fun, but I know you said that this campaign is pretty though and my optimization skills are nil, lol.


Mutated Animal Turtle Smasher 10
Andostre wrote:
Jam412 wrote:

Is it okay to read the Sasserine guide in Dungeon 139 or is it spoilery?

Jam, isn't that the same as this one that you linked in the Recruitment thread?

Nah, it seems a lot more detailed. Not sure if it's too detailed though. The one that I linked does reference it though, on the first page.

"Further details on Sasserine are provided for the
DM in Dungeon #139, which also kicks off the new
Savage Tide Adventure Path. This campaign assumes
your starting character is a Sasserine native, and as
such you can expect to know a fair amount in advance
about the city. This booklet presents everything you’ll
need to know about your new home town, from an
exhaustive list of every major shop and tavern to the
names of famous locals and the rumors currently
circulating in the streets and taprooms."


Mutated Animal Turtle Smasher 10

Is it okay to read the Sasserine guide in Dungeon 139 or is it spoilery?


Mutated Animal Turtle Smasher 10

Yeah, sorry for the delay on my part. I was out sick from work most of last week and had a lot of catching up to do. I should be able to get things going soon though.


Terquem wrote:
HMe, I want a pretty pink birthday cake with my picture on it, but I'm not gonna hold my breath.

That's actually pretty doable.


Mutated Animal Turtle Smasher 10

Sure, that would work for me. Although, I will be tied up with family on Thanksgiving itself, I'm sure I could sneak a post or two in..


1 person marked this as a favorite.

The Carrion Crown that sits on Carrion Hill sends out a Carrion Call to the Carrion King... not to be confused with The Vulture King of course.


Here is a cool new piece for the new Majora's Mask 3ds game. link


Mutated Animal Turtle Smasher 10
Kirth Gersen wrote:

For barbarians, I always have a separate stat block for when they're raging, rather than looking for that stuff all over the place. It's your call -- if it's easier for you to keep all combat stuff together, I'd encourage you to do so, for example -- but, idiosyncratically, I find it a lot easier when I'm DMing to have something like this:

** spoiler omitted **

Cool, looks good. I was going to do just my attacks in a separate block, but your way makes a lot more sense.

Follow up question, how did the barbarian in your example get a 40ft move speed? I've been looking for that and can't seem to find it.


Mutated Animal Turtle Smasher 10

Do I have to stick to the favored terrain of my totem? I don't think Uro will have ever even seen a plain.. If given the choice, I'll take forest or jungle (whichever is the wilderness around Sasserine).


Mutated Animal Turtle Smasher 10

Should we take a district feat?


Mutated Animal Turtle Smasher 10
TriOmegaZero wrote:
Having reviewed the rules, I'm leaning towards Incarnate of War, possibly going for Paladin.

Cool, that would get me off the hook. :-P


Mutated Animal Turtle Smasher 10
Kirth Gersen wrote:
That has the potential to be very handy in this campaign, especially with the right selection of rage powers going forward. But it will potentially deprive me of ever seeing a paladin in play! (Unless someone else goes that route, or you end up a barbarian/paladin...)

If I can work out the stats, Barbarian/ paladin may be what I go for. If not, there is always our home game (slow as it may be).


Mutated Animal Turtle Smasher 10

I'm thinking that I may do an orc barbarian.


Mutated Animal Turtle Smasher 10
Kirth Gersen wrote:

This is the discussion thread for the invitational Kirthfinder "Savage Tide" PBP game. As noted in the recruitment thread, with 4 PCs, it's a challenging campaign, although not the meat-grinder that Age of Worms was. Play starts in the tropical port city of Sasserine; the player's guide has some background and flavor info about it, but the purchase of this $0.50 PDF is entirely optional: you probably won't be staying there too long, so don't get too attached to the place!

Just a note on this, the PDF is free, the hard copy is $.50. The link is at the bottom of the description, not in the usual place for whatever reason.


Mutated Animal Turtle Smasher 10
Kirth Gersen wrote:
Whatever you like! This can be his near-identical twin in an alternate universe. Like Gabe Law and Gabriel Yulaw in The One.

Ha, I hadn't considered how weird it would be playing the same character IRL. I'll hit reset and play someone/thing else. Lets see how the dice shake out.

4d6 ⇒ (6, 4, 5, 6) = 21 17
4d6 ⇒ (2, 3, 3, 3) = 11 9
4d6 ⇒ (1, 3, 5, 3) = 12 11
4d6 ⇒ (6, 1, 3, 6) = 16 15
4d6 ⇒ (2, 3, 4, 6) = 15 13
4d6 ⇒ (6, 6, 1, 1) = 14 13

Not bad!!


Mutated Animal Turtle Smasher 10

I'd like to do a paladin if everyone else was okay with it. Kirth, is it cool if I use my character from the home game? I'll just roll him back one level?


Sure thing, sent!


Hey Andostre, Here is a link for the Savage Tide Players guide. I'm not familiar with the campaign either, so I'm not sure how much it helps. If you give me your email, I can send you the most recent Kirthfinder rules.


Count me in! I'm fine to play Savage tide or your Aviona home game.


Has anyone made an expanded list of results for the Thassilonian library under Jorgenfist? I figure my PCs will be eager to research more than just two topics.


Douglas Muir 406 wrote:

Not to necro, but I'm wondering if there's anyone out there who ever used this. I know of a couple of people, but I'm curious if there are more.

Doug M.

Unfortunately, I don't think she lasted a round in my game. I even beefed her up a bit.


1 person marked this as a favorite.
Kirth Gersen wrote:
Tried the local Indian buffet. Asked a bunch of co-workers if anyone wanted to try it out with me, but this being Pittsburgh, all of them said, "No, thanks, I don't eat weird food."

Hey now...


Angry Cow wrote:
My party has a barbarian who really did destroy the drone in one swing in the first round of combat. I don't really see a problem with that. It was just after the inquisitor tried diplomacy to no avail, so everyone had a good laugh when greataxe diplomacy proved much more persuasive. Its not really a challenge but it does get the party thinking about robots and the other strange oddities to come. Considering much of the Black Hill caves are standard fare, the encounter sets up some foreshadowing of the craziness beyond.

Ha! Greataxe diplomacy! I'm going to use that one.


4 people marked this as a favorite.

I chose my guy because he looks like Beebop from TMNT. Just need some sweet square shades.


Got ya covered Simbaa, just sent a copy.


Looks like this finally died. :-(


They aren't all new classes, but here are the adjustments I've made in my game.

Bruthazmus:
Bruthazmus
Bugbear Fighter 5/Ranger 3
CE Medium humanoid (goblinoid)
Init +8; Senses darkvision 60 ft., scent; Perception +7
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 113 (8d10+3d8+36)
Fort +11, Ref +11, Will +3 (+1 vs. fear)
Defensive Abilities bravery +1
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 composite longbow +17/+12 (1d8+10/19-20/×3)
Special Attacks favored enemy (elves +2), weapon trainings (bows +1)
--------------------
Statistics
--------------------
Str 22, Dex 18, Con 16, Int 10, Wis 10, Cha 8
Base Atk +10; CMB +16; CMD 30
Feats Critical Focus, Endurance, Improved Critical (longbow), Improved Initiative, Manyshot, Point-Blank Shot,
Precise Shot, Rapid Shot, Skill Focus (Stealth), Weapon Focus (longbow), Weapon Specialization (longbow)
Skills Acrobatics +8, Climb +11, Escape Artist +6, Intimidate +8, Knowledge (dungeoneering) +4, Knowledge (geography) +4,
Knowledge (nature) +5, Perception +7, Spellcraft +5, Stealth +22, Survival +7 (+8 to track), Swim +11; Racial Modifiers +4 Intimidate,
+4 Stealth
Languages Common, Goblin
SQ armor training 1, combat styles (archery), favored terrain (forest +2), track, wild empathy +2
Combat Gear +1 elves-bane arrows (50); Other Gear +1 mithral chain shirt, +1 composite longbow, 150 gp
--------------------
Special Abilities
--------------------
Bravery +1 (Ex) +1 to Will save vs. Fear
Critical Focus +4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Elves +2) (Ex) +2 to rolls vs Favored Enemy (Elves).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
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.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track +1 Add the listed bonus to survival checks made to track.
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Nualia:
Nualia Tobyn CR 14
XP 38,400
Female Half-Fiend Human Antipaladin 12
CE Medium outsider (humanoid, human, native)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+8 armor, +2 Dex, +2 natural)
hp 146 (12d10+48); fast healing 5
Fort +17, Ref +11, Will +15
DR 10/magic; Immune disease, poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 25
--------------------
Offense
--------------------
Speed 20 ft., fly 60 ft. (good)
Melee +2 shocking burst bastard sword +21/+16/+11 (1d10+9/19-20+1d6 electricity) and
. . bite +14 (1d6+3) and
. . 2 claws +14 (1d4+3)
Special Attacks channel negative energy 5/day (DC 21, 6d6), smite good, smite good
Spell-Like Abilities (CL 12th; concentration +17)
. . At will—detect good
. . 3/day—darkness, poison
. . 1/day—blasphemy, contagion, desecrate, unholy blight
Antipaladin Spells Prepared (CL 9th; concentration +14):
3rd—defile armor (DC 18), dispel magic
2nd—blindness/deafness (DC 17), invisibility, silence (DC 17)
1st—blood blaze, death knell (DC 16), disguise self, protection from good
--------------------
Statistics
--------------------
Str 25, Dex 14, Con 18, Int 10, Wis 14, Cha 20
Base Atk +12; CMB +19; CMD 31
Feats Blind-Fight, Combat Reflexes, Critical Focus, Exotic Weapon Proficiency (bastard sword), Improved Natural Armor, Lamashtu's Mark, Power Attack
Skills Acrobatics +1 (-3 jump), Bluff +10, Climb +8, Fly +3, Intimidate +11, Knowledge (history) +4, Knowledge (planes) +4, Knowledge (religion) +6, Perception +5, Ride +11, Sense Motive +9, Spellcraft +9, Stealth +4, Survival +3, Swim +6, Use Magic Device +7
Languages Common
SQ aura of cowardice, aura of despair, aura of evil, aura of vengeance, channel negative energy, cruelties (cruelty [cursed], cruelty [paralyzed], cruelty [poisoned], cruelty [stunned]), fiendish boons (fiendish boon [weapon]), touch of corruption, unholy resilience
Other Gear +2 agile breastplate, +2 shocking burst bastard sword, belt of giant strength +4, headband of alluring charisma +2
--------------------
Special Abilities
--------------------
Antipaladin Channel Negative Energy 6d6 (5/day) (DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Despair (Su) Enemies within 10' take a -2 penalty on all saving throws.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Aura of Vengeance (Su) You may expend two uses of your Smite Good ability to allow your allies within 10' to Smite Good, using your bonuses.
Blasphemy (1/day) (Sp) Granted by Half-Fiend heritage.

Kills, paralyzes, weakens, or dazes nonevil subjects.
Blind-Fight Re-roll misses because of concealment, other benefits.
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Contagion (1/day) (Sp) Granted by Half-Fiend heritage.

Infects subject with chosen disease.
Critical Focus +4 to confirm critical hits.
Cruelty (Cursed) (DC 21) (Su) When you use your touch of corruption ability, the target is cursed, as if you had cast bestow curse, using your antipaladin level as the caster level.

You may only apply a single Cruelty ability to each use of touch of corruption, chosen w
Cruelty (Paralyzed) (1 rd) (DC 21) (Su) When you use your Touch of Corruption ability, you may also paralyze your target for 1 rd.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty (Poisoned) (DC 21) (Su) When you use your touch of corruption ability, the target is poisoned, as if you had cast poison, using your antipaladin level as the caster level.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when
Cruelty (Stunned) (3 rds) (DC 21) (Su) When you use your Touch of Corruption ability, you may also make your target stunned for 1 rd/4 Antipaladin levels.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkness (3/day) (Sp) Granted by Half-Fiend heritage.

20-ft. radius of supernatural shadow.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Desecrate (1/day) (Sp) Granted by Half-Fiend heritage.

Fills area with negative energy, making undead stronger.
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fiendish Boon (Weapon +3) (12 minutes) (2/day) (Sp) You can enhance your weapon for 1 minute per level one or more times per day.
Flight (60 feet, Good) You can fly!
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Lamashtu's Mark (1/day) (DC 27) Melee hit grants deformity to reduce target's CHA by 1d4 for 1 hour (Fort neg).
Poison (3/day) (Sp) Granted by Half-Fiend heritage.

Touch deals 1d10 Con damage, repeats in 1 min.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +5 to hit, +12 to damage, +5 deflection bonus to AC when used.
Smite Good (4/day) (Su) +5 to hit, +12 to damage, +5 deflection bonus to AC when used.
Spell Resistance (25) You have Spell Resistance.
Touch of Corruption (6d6) (11/day) (Su) You can inflict 6d6 damage, 11/day
Unholy Blight (1/day) (Sp) Granted by Half-Fiend heritage.

Harms and sickens good creatures (1d8 damage/2 levels).
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.

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Justice Ironbriar:
Justice Ironbriar
Elf Inquisitor 8
NE Medium Humanoid (elf)
Init +13; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 16 (+4 armor, +2 shield, +6 Dex)
hp 58 (8d8+8); judgement of profane healing 3
Fort +6, Ref +9, Will +8; +2 vs. enchantments
Defensive Abilities judgement of profane protection +2; DR judgement of profane resiliency 2: magic; Immune sleep; Resist elven immunities, judgement of profane purity +2, judgement of profane resistance 6 (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Rapier +14/+9 (1d6+2/18-20/x2)
Special Attacks bane (+2 / 2d6) (8 rounds/day), bleeding touch 4 rounds (5/day), judgement of profane destruction +3, judgement of profane justice +2, judgement of profane piercing +3, judgement of profane smiting (magic), killing blow (4 bleed damage) (1/day)
Spell-Like Abilities Bleeding Touch 4 rounds (5/day), Detect Alignment (At will), Discern Lies (8 rounds/day)
Inquisitor Spells Known (CL 8):
3 (2/day) Keen Edge, Fester (DC 15), Retribution (DC 15)
2 (5/day) Resist Energy, Hold Person (DC 14), Invisibility, See Invisibility
1 (5/day) Doom (DC 13), Shield of Faith, True Strike, Detect Good, Protection from Law
0 (at will) Resistance, Daze (DC 12), Detect Poison, Read Magic, Detect Magic, Bleed (DC 12)
--------------------
Statistics
--------------------
Str 12, Dex 24, Con 11, Int 12, Wis 15, Cha 8
Base Atk +6; CMB +7; CMD 23
Feats Combat Reflexes (8 AoO/round), Coordinated Defense, Improved Initiative, Precise Strike, Toughness +8, Weapon Finesse
Skills Acrobatics +15, Bluff +4, Climb +6, Diplomacy +6, Disable Device +11, Heal +7, Intimidate +10, Knowledge (arcana) +6 (+8 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +6 (+8 to identify the abilities and weaknesses of creatures), Knowledge (history) +3 (+5 to identify the abilities and weaknesses of creatures), Knowledge (local) +4 (+6 to identify the abilities and weaknesses of creatures), Knowledge (planes) +8 (+10 to identify the abilities and weaknesses of creatures), Knowledge (religion) +8 (+10 to identify the abilities and weaknesses of creatures), Perception +11, Sense Motive +12, Spellcraft +7 (+9 to determine the properties of a magic item), Stealth +18, Survival +2 (+6 to track), Use Magic Device +2 Modifiers monster lore
Languages Common, Draconic, Elven
SQ domains (murder), elven magic, judgement (3/day), solo tactics, teamwork feat (change 2/day), track
Combat Gear Potion of cat's grace, Potion of undetectable alignment, Wand of cure moderate wounds; Other Gear Mithral Chain shirt, +1 Buckler, +1 Rapier, 150 GP
--------------------
Special Abilities
--------------------
Bane (+2 / 2d6) (8 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bleeding Touch 4 rounds (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (8 rounds/day) (Sp) Discern Lies at will
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Inquisitor Domain (Murder) Associated Domain: Death
Judgement of Profane Destruction +3 (Su) Weapon Damage bonus.
Judgement of Profane Healing 3 (Su) Fast Healing
Judgement of Profane Justice +2 (Su) Attack bonus
Judgement of Profane Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Profane Protection +2 (Su) AC bonus
Judgement of Profane Purity +2 (Su) Save bonus
Judgement of Profane Resiliency 2: Magic (Su) DR/magic
Judgement of Profane Resistance 6 (Fire) (Su) Energy Resistances
Judgement of Profane Smiting (Magic) (Su) DR bypass
Killing Blow (4 bleed damage) (1/day) (Su) Critical hits deal additional bleed damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Second Judgement (3/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another
Track +4 Add the listed bonus to survival checks made to track.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Tsuto:
Tsuto Kaijitsu
Half-Elf Monk 4 Rogue 3
LE Medium Humanoid (elf, human)
Init +8; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 19, touch 19, flat-footed 14 (+4 Dex, +1 dodge)
hp 49 (7d8+7)
Fort +6, Ref +11 (+1 bonus vs. traps), Will +8; +2 vs. enchantments, +2 vs. enchantment spells and effects
Defensive Abilities evasion, trap sense; Immune sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 40 ft.
Melee Unarmed strike +7 (1d8+2/x2)
Ranged +1 Shortbow +11 (1d6+1/x3)
Special Attacks flurry of blows +2/+2, ki strike, magic, sneak attack +2d6
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 16, Cha 8
Base Atk +5; CMB +8; CMD 26
Feats Dodge, Improved Initiative, Improved Unarmed Strike, Point Blank Shot, Precise Shot, Rapid Shot, Scorpion Style (DC 16), Skill Focus (Acrobatics), Stunning Fist (4/day) (DC 16), Weapon Focus (Shortbow)
Skills Acrobatics +15 (+19 jump), Bluff +4, Climb +10, Diplomacy +3, Disable Device +9, Escape Artist +11, Intimidate +4, Knowledge (history) +4, Knowledge (local) +5, Knowledge (religion) +4, Perception +11 (+12 to locate traps), Sense Motive +9, Sleight of Hand +10, Stealth +10, Swim +6, Use Magic Device +5
Languages Common, Elven
SQ ac bonus +4, elf blood, fast movement (+10'), ki defense, ki pool, maneuver training, rogue talents (weapon training), slow fall 20', stunning fist (stun, fatigue), trapfinding +1, unarmed strike (1d8)
Combat Gear Ring of the ram; Other Gear +1 Shortbow, 150 GP
--------------------
Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +2/+2 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
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.
Ring of the ram A ring of the ram has a setting crafted to resemble a ram's head. The wearer can command the ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.

The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring wearer. The ram is Large and uses the ring's caster level as its base attack bonus, with a Strength of 25. This gives the ram a Combat Maneuver Bonus of +17. The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.

In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with a Strength score of 25. This usage expends 1 charge. If 2 charges are expended, the effect is equivalent to a character with a Strength score of 27. If 3 charges are expended, the effect is that of a character with Strength score of 29. A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item.

Construction
Requirements: Forge Ring, bull’s strength, telekinesis; Cost 4,300 gp
Scorpion Style (DC 16) Standard action: Unarmed strike also reduces target's land speed to 5 ft.
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Stunning Fist (4/day) (DC 16) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.

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

Orik:
Orik Vancaskerkin
Male Human Fighter 8/Rogue 1
CN Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 26, touch 12, flat-footed 24 (+10 armor, +4 shield, +2 Dex)
hp 101 (8d10+1d8+34)
Fort +10, Ref +6, Will +5 (+2 vs. fear)
Defensive Abilities bravery +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 bastard sword +17/+12 (1d10+9/19-20)
Ranged masterwork composite longbow +11/+6 (1d8+4/×3)
Special Attacks sneak attack +1d6, weapon trainings (heavy blades +1)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 14, Int 8, Wis 12, Cha 10
Base Atk +8; CMB +13; CMD 25
Feats Combat Reflexes, Exotic Weapon Proficiency (bastard sword), Great Fortitude, Greater Weapon Focus (bastard sword), Iron Will, Power Attack, Shield Focus, Toughness, Vital Strike, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Traits dirty fighter, world traveler
Skills Acrobatics +5, Bluff +4, Climb +11, Diplomacy +4, Knowledge (dungeoneering) +4, Knowledge (local) +4, Knowledge (nature) +1, Perception +6 (+7 to locate traps), Sense Motive +5, Stealth +4, Survival +5, Swim +6
Languages Common
SQ armor training 2, trapfinding +1
Combat Gear potion of cure moderate wounds (3), potion of spider climb, oil (6); Other Gear +1 full plate, +1 heavy steel shield, +1 bastard sword, masterwork composite longbow, belt of giant strength +2, bedroll, chain (10 ft.), climber's kit, crowbar, lock, simple, rope, thieves' tools, masterwork, torch, twine (50'), -384 gp, 7 sp, 8 cp
--------------------
Special Abilities
--------------------
Bravery +2 (Ex) +2 to Will save vs. Fear
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dirty Fighter +1 damage when flanking.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

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


Mutated Animal Turtle Smasher 10

Hey all, moving tomorrow and I'll be without internet at the house for about a week. I can still post from work and phone, but inconsistently.

James, please GMNPC me if needed.


Mutated Animal Turtle Smasher 10

Sorry for the lack of posting. I'm moving into my new house this weekend (hooray), so my life is full of hectic craziness.


Having seen this thread, I was very careful while taking the map out of Tears at Bitter Manor. Unfortunately, it still tore the inside cover of my book.


James Jacobs wrote:
Jam412 wrote:
Have you seen this suspected Chupacabra?
I have.

They put the chupacabra down. :-(


Have you seen this suspected Chupacabra?


I'm hoping I can get some use out of my Necron minis for this AP.

Edit; Also, this author list is killer. Logue and Shel have become two of my favorite adventure writers.


MeanDM wrote:
Thanks Jam!! I really appreciate it!

Hey no prob! Glad I could reciprocate some of the help that I received when I was new to the series.


Oh, the number on the bottom right is the number of souls you have. If you die, you drop those souls wherever you were killed. To get them back, you have to make it back to that spot and find your blood stain.


MeanDM wrote:
I have no clue from playing how you level up. What the heck do you collect for "EP" is it the meter on the bottom right that goes to zero every time you die? I'm utterly confused.

To level up, you collect souls. These are your XP and currency. They are absorbed automatically every time you kill a monster. To spend the the souls and level up, you will have to talk to the lady standing near the bonfire in the town Majula. I think her name is the emerald herald.. something like that..


el cuervo wrote:
Jam412 wrote:

My party is about to go against Nualia again, at the beginning of Fortress, just after the raid. Here are the stats I am going to use, for those interested:

Nualia ** spoiler omitted **...

I'm sure this is just nitpicking, but shouldn't Nualia only have one claw attack? I know you've updated for higher (much higher) CR, but even with two claws (did you turn her other hand into a claw?), she would only have one claw attack if she is wielding the sword (or none, if she swings two-handed). Of course, if she's disarmed then the other claw comes into play -- then again, this only applies if her transformation continued and her other arm also transformed.

Yeah, that's just how herolab outputs stat blocks. I like the raptor claw idea though.. :-)

Maybe to show her transformation into a Vrock.


1 person marked this as a favorite.

My party is about to go against Nualia again, at the beginning of Fortress, just after the raid. Here are the stats I am going to use, for those interested:

Nualia

Spoiler:
Nualia Tobyn CR 14
XP 38,400
Female Half-Fiend Human Antipaladin 12
CE Medium outsider (humanoid, human, native)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+8 armor, +2 Dex, +2 natural)
hp 146 (12d10+48); fast healing 5
Fort +17, Ref +11, Will +15
DR 10/magic; Immune disease, poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 25
--------------------
Offense
--------------------
Speed 20 ft., fly 60 ft. (good)
Melee +2 shocking burst bastard sword +21/+16/+11 (1d10+9/19-20+1d6 electricity) and
. . bite +14 (1d6+3) and
. . 2 claws +14 (1d4+3)
Special Attacks channel negative energy 5/day (DC 21, 6d6), smite good, smite good
Spell-Like Abilities (CL 12th; concentration +17)
. . At will—detect good
. . 3/day—darkness, poison
. . 1/day—blasphemy, contagion, desecrate, unholy blight
Antipaladin Spells Prepared (CL 9th; concentration +14):
3rd—defile armor (DC 18), dispel magic
2nd—blindness/deafness (DC 17), invisibility, silence (DC 17)
1st—blood blaze, death knell (DC 16), disguise self, protection from good
--------------------
Statistics
--------------------
Str 25, Dex 14, Con 18, Int 10, Wis 14, Cha 20
Base Atk +12; CMB +19; CMD 31
Feats Blind-Fight, Combat Reflexes, Critical Focus, Exotic Weapon Proficiency (bastard sword), Improved Natural Armor, Lamashtu's Mark, Power Attack
Skills Acrobatics +1 (-3 jump), Bluff +10, Climb +8, Fly +3, Intimidate +11, Knowledge (history) +4, Knowledge (planes) +4, Knowledge (religion) +6, Perception +5, Ride +11, Sense Motive +9, Spellcraft +9, Stealth +4, Survival +3, Swim +6, Use Magic Device +7
Languages Common
SQ aura of cowardice, aura of despair, aura of evil, aura of vengeance, channel negative energy, cruelties (cruelty [cursed], cruelty [paralyzed], cruelty [poisoned], cruelty [stunned]), fiendish boons (fiendish boon [weapon]), touch of corruption, unholy resilience
Other Gear +2 agile breastplate, +2 shocking burst bastard sword, belt of giant strength +4, headband of alluring charisma +2
--------------------
Special Abilities
--------------------
Antipaladin Channel Negative Energy 6d6 (5/day) (DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Despair (Su) Enemies within 10' take a -2 penalty on all saving throws.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Aura of Vengeance (Su) You may expend two uses of your Smite Good ability to allow your allies within 10' to Smite Good, using your bonuses.
Blasphemy (1/day) (Sp) Granted by Half-Fiend heritage.

Kills, paralyzes, weakens, or dazes nonevil subjects.
Blind-Fight Re-roll misses because of concealment, other benefits.
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Contagion (1/day) (Sp) Granted by Half-Fiend heritage.

Infects subject with chosen disease.
Critical Focus +4 to confirm critical hits.
Cruelty (Cursed) (DC 21) (Su) When you use your touch of corruption ability, the target is cursed, as if you had cast bestow curse, using your antipaladin level as the caster level.

You may only apply a single Cruelty ability to each use of touch of corruption, chosen w
Cruelty (Paralyzed) (1 rd) (DC 21) (Su) When you use your Touch of Corruption ability, you may also paralyze your target for 1 rd.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty (Poisoned) (DC 21) (Su) When you use your touch of corruption ability, the target is poisoned, as if you had cast poison, using your antipaladin level as the caster level.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when
Cruelty (Stunned) (3 rds) (DC 21) (Su) When you use your Touch of Corruption ability, you may also make your target stunned for 1 rd/4 Antipaladin levels.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkness (3/day) (Sp) Granted by Half-Fiend heritage.

20-ft. radius of supernatural shadow.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Desecrate (1/day) (Sp) Granted by Half-Fiend heritage.

Fills area with negative energy, making undead stronger.
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fiendish Boon (Weapon +3) (12 minutes) (2/day) (Sp) You can enhance your weapon for 1 minute per level one or more times per day.
Flight (60 feet, Good) You can fly!
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Lamashtu's Mark (1/day) (DC 22) Melee hit grants deformity to reduce target's CHA by 1d4 for 1 hour (Fort neg).
Poison (3/day) (Sp) Granted by Half-Fiend heritage.

Touch deals 1d10 Con damage, repeats in 1 min.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +5 to hit, +12 to damage, +5 deflection bonus to AC when used.
Smite Good (4/day) (Su) +5 to hit, +12 to damage, +5 deflection bonus to AC when used.
Spell Resistance (25) You have Spell Resistance.
Touch of Corruption (6d6) (11/day) (Su) You can inflict 6d6 damage, 11/day
Unholy Blight (1/day) (Sp) Granted by Half-Fiend heritage.

Harms and sickens good creatures (1d8 damage/2 levels).
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.


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James Jacobs wrote:
Jam412 wrote:
James Jacobs wrote:

Or it could be research Wes is doing for something else entirely.

AKA: We're not all about Pathfinder 100% all of the time when we're doing stuff with our personal time. Believe it or not! ;-P

Haha, true, buuuut..

Wes's blog wrote:
Design reference for the new Pathfinder RPG thing I’m working on this weekend. Any guesses?

Haha, true, buuttt...

Wes is tricksy.

*Looks to the sky and throws fists up in rage*

Weeeeeeeeeeeesss(ker)!!!!!!

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