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Bishop Ze Ravenka

Lil B's page

Pathfinder Society Member. 39 posts (290 including aliases). No reviews. No lists. No wishlists. 2 Pathfinder Society characters. 6 aliases.


I'm no longer going to check this thread for updates. PM me if it starts up again.

This is what I show so far:

Anoirtrou - Calon - Elven Transmuter
Tangmcgame - Anton Kree - Human Alchemist
KRNVR - Gunser - Half-Elf Sorceror
Zotsune - Falrur Azak - Dwarf Samurai
Saxikath - Jannet Breveyn - Human Witch
LilB - Garris Bresnik - Human Ranger
Grand Moff Vixen - Narcelia - Half-Elf Sorceror
Jack Spellsword - Ciarn - Damphir Paladin
Wolfman1911 - Sahat Yavor - Nagaji Summoner

I apologize if I left anyone off, or misspelled anything.

I agree that would be a better option, but how much extra work would it take, and would it further clog the forums? Personally I would like if they removed some of the older beta test forum topics and other forums that haven't seen a post since 2010 or earlier.

It does, but I don't think most people notice it, as evidenced by the majority of posts ion the forum. A sticky titled something along the lines of "read this before posting" I think would have greater effect. Just my two cents.

Another option would be to place a sticky at the top of the forum with guidelines on how to post on the forum, so that there is uniformity, and it is easier to search the thread.


US, AZ, Phoenix - Looking for game
Canada, BC, Vancouver - Looking for GM

This would make it much quicker to find games, especially if you could sort the forum alphabetically.

I am GMing a game where the opponents are relatively weak right now doing damage of 1d4-1. If a 1 is rolled,is it damage of 1 or 0? I was thinking 1, but I'm questioning my decision.

I tend to play more NG than true Neutral, so I was planning on that.


Lil B wrote:

I'm interested. I can work up a concept today and tomorrow, but I will be on vaction from the Aug 16-20, and then will be able to participate. I guess we'll see how this affects me getting into a group.

6d6 - 14
6d6 - 16
6d6 - 16
6d6 - 11
6d6 - 18
6d6 - 13

ooh off to a good start.

If you get enough for a second group, I would like to join as well using this PC.


I'm interested. I can work up a concept today and tomorrow, but I will be on vaction from the Aug 16-20, and then will be able to participate. I guess we'll see how this affects me getting into a group.

6d6 ⇒ (6, 1, 6, 2, 4, 1) = 20 - 14
6d6 ⇒ (4, 5, 6, 4, 5, 5) = 29 - 16
6d6 ⇒ (3, 6, 1, 1, 5, 5) = 21 - 16
6d6 ⇒ (5, 1, 2, 3, 2, 3) = 16 - 11
6d6 ⇒ (6, 6, 6, 2, 4, 4) = 28 - 18
6d6 ⇒ (5, 4, 1, 1, 2, 4) = 17 - 13

ooh off to a good start.

2 people marked this as a favorite.
ciretose wrote:
Lil B wrote:
Cheapy wrote:

None of them address the root problem, which is an issue that can and should be addressed with an item.

You can't hit reliably using unarmed strike. The AoMF costs 45k and takes a slot to do what every other class (including the monk) can do with one weapons at 18k.

So to have a viable monk, I need to not use one of the core class features.

That is what needs correction.

So really, it's the AoMF that needs to be fixed, or some other item alternative introduced.

1 person marked this as a favorite.
Cheapy wrote:

Ya'know, not finding ways to complain about everything monks get would go a long way to scrub these threads of the reputation of "nit picking b@*!$ session" :P

(Although, it's probably best to realize that headband of ki focus really isn't that great, if you got your hopes up about it.)

This. It seems like everytime you offer an option, you get a response of That's not good enough because....

Nicos wrote:
Lil B wrote:

One of the main issues seems to be the monks inability to overcome DR, which is interesting since they actually have the ability to overcome three types of DR built into the class, which I don't believe any other class has.

DR/ magic is like a joke almost everyone can bypass that DR at leves when it start to apear.

DR/Lawful ho much creatures have that DR?

DR/Adamantine, great but it is until Levevl 16, at that level martical class should have a +5 weapon thatn can byppas almost all DRs.

What happes with the others DR like evil and cold iron? the monk have to buy back up weapons and Hole and cold iron are not really inexpensives.

Which supports my option of adding items that enhance the unarmed strike to be a magic weapon.

One of the main issues seems to be the monks inability to overcome DR, which is interesting since they actually have the ability to overcome three types of DR built into the class, which I don't believe any other class has.

So, in reality, the real issue is lack of options to enhance the unarmed strike. The fighter can have five different weapons that each work against a different DR (not very realistic, but possible.) Why aren't there options like handwraps, that take up a weapon slot, that turn your fists into +5 good aligned weapons, or frost/fire weapons etc?

Nicos wrote:
Brain in a Jar wrote:

Human Monk 15 points
STR 16
DEX 13
CON 12
INT 10
WIS 14
CHA 10

Is there anything wrong with those stats?

Lets see, with those numbers at 4 level a fighter can have full plate for and have an AC of 20 and your monk will have and AC of 13.

That's not entirely accurate. They would have a +1 from class level, probably would have used the bonus stat to increase dex by 1, and most likely would have the dodge feat bringing the AC to 16. That is a touch 16 vs the fighter's touch AC of 10. Flatfooted not as good, but probably just as good as the rogue.

I'm confused why everyone is putting down spell resistance. It can be turned off temporarily for healing or buffing, maybe not a great idea mid-combat, but it's still possible.

Saint Bernard wrote:
Lil B wrote:
Saint Bernard wrote:
One thing that puzzles me is the chart listing the staves does not seem to be in any particular order; neither alphabetically nor by price.
They are alphabetical. Notice the first several are Staff of the...
Grr! Too many years ignoring the "the" when alphabetizing. Thanks.

I totally understand. It took me a minute to figure it out.

Saint Bernard wrote:
One thing that puzzles me is the chart listing the staves does not seem to be in any particular order; neither alphabetically nor by price.

They are alphabetical. Notice the first several are Staff of the...

I have a PFS character I'd like to submit. He is a half-elven rogue(trapsmith). I'm at work right now, so I don't have access to the sheet. I'll export it from Hero Lab tonight and put it into the profile. I am going to be on vacation from 8/16-8/20, but would love to join a game starting after that date. As of yet, I haven't done any PFS adventures.

6d6 ⇒ (2, 6, 2, 5, 3, 5) = 23 16
6d6 ⇒ (4, 5, 4, 4, 1, 2) = 20 13
6d6 ⇒ (2, 4, 6, 4, 2, 1) = 19 14
6d6 ⇒ (3, 6, 4, 6, 3, 6) = 28 18
6d6 ⇒ (1, 3, 4, 3, 1, 2) = 14 10
6d6 ⇒ (4, 4, 5, 6, 1, 6) = 26 17

1d48 ⇒ 28 Kitsune
1d22 ⇒ 5 Fighter

Rerolling Class
1d22 ⇒ 8 Ranger

I would go with Kitsune Fighter in this case, but I probably shouldn't as I will be on vacation from 8/16-8/20.

Karnag grew up in a remote mining village in Mindspin Mountains. He trained as a soldier and defender of his people. They were located near several giant enclaves, so his training was focused speciifcally on those foes.
This past winter, they suffered several major attacks, and the leader of the soldiers pushed for the townspeople to move to a more secure location. However, they had just discovered a large vein of gold, and refused. The following day three separate bands of giants attacked all at once. The town was wiped out. Karnag had been knocked unconscious and covered in the snow.
Left for dead, he stirred several hours later, crawled away from the town towards the nearest road, and collapsed just as he reached it. He awoke two days later in a wagon bound for Sandpoint. A passing caravan, leaving Janderhoff, had found him, and taken him in. He arrived in Sandpoint two days before the festival is to take place.
He has decided to embrace the view of Angradd, and is taking the battle to his enemies rather than wait to defend against them. He longs to return to the mountains to avenge his family and village, but waits until he has the strength.

Stat Block:

Male Dwarf Paladin (Warrior of the Holy Light) 1
LG Medium Humanoid (Dwarf)
Init +2; Senses Darkvision; Perception +0
AC 15, touch 10, flat-footed 15. . (+5 armor)
hp 12 (1d10+2)
Fort +5, Ref +0, Will +2
Defensive Abilities Defensive Training
Spd 20 ft.
Melee Gauntlet (from Armor) +3 (1d3+2/20/x2) and
. . Greataxe +4 (1d12+3/20/x3) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Str 15, Dex 10, Con 14, Int 10, Wis 10, Cha 15
Base Atk +1; CMB +3; CMD 13
Feats Weapon Focus: Greataxe
Traits Outlander - Exile, Resilient
Skills Acrobatics -4, Climb -2, Diplomacy +6, Escape Artist -4, Fly -4, Knowledge (Religion) +4, Ride -4, Sense Motive +4, Stealth -4, Swim -2
Languages Common, Dwarven
SQ Aura of Good (Ex), Giant Hunter +1 to attack/+2 to tracking, Greed, Hardy +2, Slow and Steady, Stability +4, Stonecunning +2
Combat Gear Greataxe, Scale Mail;
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Slow and Steady Your base speed is never modified by encumbrance.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

Garren Kodlak wrote:

This is me commiserating with the both of you. I'm in the middle of a 60 day period where my desk will have changed 4 times. They're rennovating the whole bloody building and for some reason keep sticking me in whatever area is due to be re-noved next.

Oh well, in the end, I'll have a bigger office than I started out with. At least there's that.

Mine is a mixture of remodeling, plus changing positions. Two moves were for me changing to a new department. The other 4 were for remodeling of that floor or reorganization of the deparmtent I belong(ed) to.

Garden Tool wrote:
Quick note: posting will be spotty (or just late) today, as my office is moving today. I'll catch up on all I've missed on or before Monday for sure.

I feel for you. I just went through that a few months ago. I'm actually at my 6th desk and 4th floor in the seven years I've worked for this company.

Artheriel Stat Block:

Male Elf Cleric 3
NG Medium Humanoid (Elf)
Init +3; Senses Low-Light Vision; Perception +5
AC 16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
hp 18 (3d8)
Fort +5, Ref +5, Will +7
Immune sleep; Resist Elven Immunities, Resistant Touch (6/day)
Spd 20 ft.
Melee Quarterstaff +2 (1d6/20/x2) and
. . Unarmed Strike +2 (1d3/20/x2)
Ranged Masterwork Longbow +6 (1d8/20/x3)
Spell-Like Abilities Resistant Touch (6/day)
Cleric Spells Prepared (CL 3, 2 melee touch, 5 ranged touch):
2 (2/day) Shield Other (DC 15), Hold Person (DC 15), Sound Burst (DC 15)
1 (3/day) Shield of Faith (DC 14), Identify, Magic Weapon (DC 14), Bless
0 (at will) Create Water, Read Magic (DC 13), Detect Magic, Guidance
Str 10, Dex 16, Con 10, Int 10, Wis 16, Cha 14
Base Atk +2; CMB +2; CMD 15
Feats Brew Potion, Elven Weapon Proficiencies, Extra Channel
Traits Classically Schooled, Forlorn
Skills Acrobatics +0, Climb -3, Diplomacy +6, Escape Artist +0, Fly +0, Heal +7, Knowledge (Planes) +5, Knowledge (Religion) +5, Perception +5, Ride +0, Spellcraft +7, Stealth +0, Swim -3
Languages Common, Elven
SQ Aura (Ex), Cleric Channel Positive Energy 2d6 (7/day) (DC 13) (Su), Cleric Domain: Magic, Cleric Domain: Protection, Elven Magic, Hand of the Acolyte (6/day) (6/day) (Su), Spontaneous Casting
Combat Gear Arrows (40), Masterwork Longbow, Quarterstaff, Studded Leather; Other Gear Bracers of Armor, +1, Potion of Barkskin +2 (2), Potion of Cure Light Wounds (4), Potion of Cure Moderate Wounds (2), Scroll: Delay Poison (CL 2)
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 2d6 (7/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Magic Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Cleric 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.
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.
Hand of the Acolyte (6/day) (6/day) (Su) Throw the melee weapon you are holding 6/day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

Brak Krelzrak wrote:
Zack Muad'Dweeb wrote:
Is the Bruce Leroy build designed that by time he reaches 20th level, he develops "The Glow?"

Guess I would have to have gone pure monk or oracle to do that...hmmm, maybe I'll just make sure he "learns some moves" and have like 30 ioun stones floating around him instead. :)

Oh, and he says "Hawaaaaaaahhhh" and such a lot like all good kung fu artists do. ;)

The important thing is that with "the glow" you'll be able to catch bullets in your teeth.

I have decided to change the domains for my cleric to magic and protection rather than rune.


Artheriel was born in the great city of Abasalom to two wizard instructors at the Arcanamirium. He spent his youth in the halls of the great school believing that he too would be a renowned wizard one day. As he reached his maturity, he was tested, and as it turned out, he was not cut out for arcane magic. Though his parents acted like they didn't mind, he could tell they were disappointed.
He spent several weeks moping and visiting the Temple of Nethys to pray for access to the arcane arts. One of the priests began talking to him on his visits to help cheer him up. The priest offered to test him to see if he had what it takes to be a Cleric of Nethys. Artheriel excelled at the tests, so began his studies in the arts of divine magic.

Upon completion of his training, he decided to join the Pathfinders, so that he could see the world and discover new and old magics that had been lost. His first mission was to Varisia. He spent several months there, but decided the cold wasn't for him, so he headed south to the Mwangi Expanse, and is anxious to start his explorations.

I read the advertisement, and this game sounds great. I am thinking of doing an NG elven cleric of Nethys with the magic and rune domains. The reason he would be venturing into the wilderness as a pathfinder is to rediscover old magics as it advances the cause of his deity.

He is originally from Absalom, and his main party role would be as a healer. I will make him more light armor based with a higher Dex score, and act as a backup battle caster if needed. I'll work up a full background and character sheet this afternoon if this sounds acceptable.

I'd like to add Jakeem for consideration.

Jakeem Human M Fighter (Dawnflower Dervish)

Traits: Nightstall Urchin, Reclaiming Your Roots

Jakeem grew up as an orphan in the great city of Katapesh. He was raised in an orphanage run by the church of Saranrae. He often ran away from the orphanage, exploring the great city. He was especially fond of the Nightstalls and all of the strange creatures contained within, spending days watching the happenings before one of the Dawnflower priests would find him and drag him back to his studies.
On his twelfth birthday, the head priest called him into his office. It was time for him to learn of his past. He handed him a package. The package contained a note from his mother. He learned that he was born in the village Kalmarene. His mother’s family ran the inn for the village, and his father was a Cleric of Saranrae who had made his residence in the town after falling for his mother. His father died in an attack by the gnolls. His mother had been injured in the attack as well, and lived long enough to bring him to Katapesh, where she left him at the temple of Saranrae. The package held one more item of importance, his father’s scimitar. The scimitar is ornate with the symbol of Saranrae formed on the hilt.
Upon learning of his past, Jakeem mended his ways, and began studying at the temple with vigor. He found the clerical path too esoteric for him, but excelled in the dervish fighting style. Now that he has completed his education and training, he plans to find the village of his youth, and reestablish his family’s business.

Where in Golarion would you place the Age of Worms adventure path?

What's really interesting to me is how many GM's seem to look at playing as a win/lose situation. The GM is there to tell a story, and make the game fun,(which includes challenging) not to win by killing the party.

That said,I can see how having multiple major bad guys killed in one round would be annoying, but rather than change the monster stats to make it harder on the gunslinger, change the layout of the combat to include more cover, add extra bad guys that close on the gunslinger to prevent him from focusing on the BBEG. Make sure every character gets a chance to shine.

Just my two cents.

PS. It doensn't sound like this GM is like the example above, just not finding creative ways to make the encounters more challenging.

I think the whole thing is 3+ wisdom per day, whether you are using it to create a flanking opportunity, or to enhance your attack roll.

Jiggy wrote:
blackbloodtroll wrote:
It is a prerequisite feat for Dervish Dance. A feat that allows you to use dex for attack rolls and damage when using a scimitar in one hand.
Note that Dawnflower Dervish gives you Dervish Dance without having to meet prereqs.

That is actually in the Bard Dawnflower Dervish archetype. The one I was referring to was the Fighter Dawnflower Dervish archetype. (Not that I specified.) However, the fighter could just extend two feats to get there. Not too difficult. Or I could multiclass between the two, get the extra skill set and the perform abilities. Not a bad combination actually.

In the description for the Dawnflower Dervish in Inner Sea World Primer, it suggests weapon finesse as a feat for the Dawnflower Dervish arcehtype. The archtype is meant to use the scimitar. However, I can't find any mention that the weapon finesse feat would actually apply to the scimitar. Does it? If not, why make that as a suggested feat for the archetype?

The PRD doesn't include a description of the scimitar.

Thinking a sorceror. Still not sure on bloodline yet.

I'm thinking of running a game in Cettinge in Molthune. I'm trying to think of a way to start the campaign. The game would eventually lead to the city trying to gain its freedom from Molthune, but I'm trying to think of some adventure ideas for low level characters. Thoughts? Thanks in advance.

I would like to add a Ranger (skirmisher) for your consideration. The background is below, and I will be working on the character sheet tonight. He will be full ranger, no dips into any other classes, with the archery style.


Mindarel “Drell” Brightmantle

Drell hails from the town of Arsmeril in the Mierani Forest. His mother is an Elven ranger named Sharil. His human father, Davin, also a ranger, died in a particularly nasty battle against a band of frost giants in the fog peaks. His companions drove the giants off, but were unable to raise Davin. The group’s cleric claimed his soul either could not or didn’t want to return. Shortly after, his mother discovered she was pregnant, and returned home to Varisia.
Drell grew up among the elves. The other elves looked at him with sadness, especially his mother. He assumed it was due to the loss of his father, but as he aged, he realized, it was also due to his human heritage. He steadily outpaced his peers, growing more quickly, and maturing at a much faster rate. He began to range the forests with the Elven militia, learning the use of the bow. At the age of twenty, he left the settlement, unable to handle the pity that he felt from the elves around him.
He spent a few years exploring the northern reaches of Varisia, and eventually found himself among the Linnorm Kings exploring the Grungir Forest. Over time, he has worked his way eastward toward the haunted lands of Irrisen. He has decided to work against the evil rulers of this realm as best he can and, if possible, free the people from their despotic rule.

I googled and found this.
Map generator

For those interested in creating a divine character, do you have a some basic info on religions? I think areas of interest, domains, and alignments would be most important. However, I am thinking of playing a half-elf rogue. I'll come with a back story and stats later as I am at work.

The intro sounds interesting, and the campaign info so far is promising. I would like to put my hat in to play an inquisitor, or if needed, I would be willing to play a rogue to fill in the gaps that are missing.

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