I have a barbarian who was under rage when he was knocked unconscious and dying. That of course ended his rage. However I have a Second Darkness campaign trait (Opportunistic Gambler) that increases morale bonus duration by 1d4 rounds after they have ended. So even if I am dying and fatigued, do I still get to keep my morale bonuses from Rage?
Dark_Mistress wrote:
As does my ex.
Cheapy wrote:
We have an oracle. Nevertheless a haunted time seer. So I dunno. But no sense motive for the first 3 levels is scary. Especially when people are douchebags just cause you're new. Anyways. Thanks everyone. your help and advice is appreciated.
The rogue bomb thing would be houseruled, But I don't see it as game breaking. You have the vivisectionist. Just don't forget to make a rogue talent called: Alchemist Bomb Discovery. I found the feat. It's called Focused Shot. Apparently it's a bad feat that only applies to single shots, must be 30 feet away, and is considered precision damage.
Aragorn would do good with the Skirmisher archetype. I find this easier to use than the regular ranger, because you don't get spells to prepare. The bond would have to be between friends. It's just so much better unless you want to spend a feat on Boon Companion. Remember that Half-elves can replace skill focus with exotic weapon proficiency. sawtooth blades or wakizashis ftw. Or if he wants, I believe Big Game Hunter is mixable with Skirmisher. Free exotic weapon proficiency to firearms makes a great switch-hitter. Arwen... never saw her as an oracle of time, but sure. She'll most probably be battlefield control. Tell the player that she needs to plan what role she wants to play and stick to it. Character design decisions affect oracles a lot. For Legolas, I believe the highest DPR archers are fighters and zen archers. I believe there's an elf feat to add int bonus to arrow damage. A level of Dawnflower Dervish Bard might work too, giving him Dervish Dance without prerequisites. For the Sorc, please tell her to sculpt the character's code of honor REALLY well. I think this is the easiest way to keep a Lawful Evil character in the game. Also tell her that evil can mean selfish, rather than stereotypical evil. She's going to be the party face for sure. If she wants to be a really good enchanter, crossblooded with Fey is excellent. Sylvan if you want an Animal Companion. Get Boon Companion to boost this up. For the dwarf, let her decide on what she wants to do. Grenadiers are a lot better in battle, while Rogues are better off-battle. To make a battle-rogue, Scout/Thug is a great option. Charge to sneak at lv4. 10 foot move to sneak at lv8. All while sickening. If she decides to go Alchemist, I am quite a fan of the Grenadier (Other than Beastmorph Vivisectionist). The ability to add alchemical items to weapons is wicked for level 1. Martial weapon proficiency to composite longbow with the help of monetary traits like Rich Parents or the one form Legacy of Fire or maybe even something like a Ranseur so you could help Aragorn at melee, add a Tanglefoot bag. and poof. instant control.
Xexyz wrote: Before the APG and alternate class bonuses gnomes and halfings were arguably better sorcerers and likely better oracles as well. Now however with the ability to learn an additional spell with your favored class bonus being a human is heads and tails superior to the other two. I have a house rule that any race can choose favored class bonuses of any other race.
I am interested. I see you don't have a Skill Monkey yet, and since Merisiel is part of the Legacy of Fire Iconics, I'm guessing you guys might need one. Iskandariel Al-Faraj:
Arcane-Trained Half-Elf Bard (Archaeologist) 1 Str16/Dex13/Con12/Int14/Wis10/Cha14 Traits: Duskwalker Agent/Finding Haleen Feats: Lingering Performance, Skill Focus: Disable Device Skills: Acrobatics +5, Bluff +6, Disable Device +5, Intimidate +6, Knowledge (Local) +7, Knowledge (Nature) +7, Knowledge (Everything Else) +3, Perception +6, Spellcraft +6, Stealth +5, Use Magic Device +6 Armor Check Penalty: +2 Melee: Longsword +3 (1d8+3, 19-20/x2) Ranged: Shortbow +1 (1d6, x3) HP: 9 AC: 16, T: 15, FF: 11 (+4 Armor, +1 Shield, +1 Dex) Fort: +1, Ref: +3, Will: +2; +2 against enchantment Spell DCs: 0 (12), 1st (13) Immune to magical sleep effects Archaeologist's Luck 6/day Gear: Longsword, Shortbow, 20 Arrows, Mwk Chain Shirt, Buckler, Backpack, Clay Jug, Grappling Hook, Bullseye Lantern, 5 Oil, Silk Rope, Thieves' Tools, 2 Alchemist's Fire, 3gp, 1sp, 2cp I still have to write his backstory, but it's basically based on his two traits.
I'm putting the AM Baby project into hiatus because there's too much figures to think about. I needed to rest. Allow me to introduce my newest project: Trixie, the Damsel who Distresses She is a Half-Elf Martial Artist 11/Weapon Master 3/Beastmorph Vivisectionist 4/Invulnerable Rager 2. -Half-Elf because of multiple favored classes and free skill focus
Trixie's Signature Move is the Flurry of Medusa's Hasted Reckless Power Sneak Dragons under the Power of Enlarged Mutagenic Raging Giants. Trixie's 20-Level Development:
For the following, MA stands for Martial Artist, WM stands for Weapon Master, BV stands for Beastmorph Vivisectionist, and IR stands for Invulnerable Rager. Feats are bolded while Discoveries and Rage Powers are italicized.
1.WM1- Skill Focus: Survival, Power Attack, Weapon Focus: Unarmed Strike
Trixie's Equipment:
Armor- None
Belts- Belt of Physical Perfection +6 (144,000) Body- Monk's Robe (13,000) Chest- Mantle of Spell Resistance (90,000) Eyes- Goggles of Night (12,000) Feet- Boots of Speed (12,000) Hands- Gloves of Dueling (15,000) Head- Vudran Ashak Helmet (22,000) Headband- Headband of Mental Superiority +4 (64,000) Neck- Amulet of Mighty Fists: Furious, Ghost Touch, Frost, Flaming, Shock (125,000) Ring 1- Protection +5 (50,000) Ring 2- Freedom of Movement (40,000) Shoulders- Cloak of Resistance +5 (25,000) Wrist- Bracers of Armor +8 (64,000) Permanency- Greater Magic Fang: Unarmed (12,300) Book- Manual of Gainful Exercise +5 (137,500) (825,800g/880,000) Spend the rest on a boyfriend? You've got 7 Charisma Trixie's Stats:
Starting stats at 20 point buy:
Str20/Dex12/Con10/Int10/Wis14/Cha7 Stats at level 20
Stats at level 20 under Rage, Mutagen, Enlarge Person, and Power of Giants
The Flurry of Medusa's Hasted Reckless Power Sneak Dragons under the Power of Enlarged Mutagenic Rage:
Attack Bonus for Flurry of Medusa's Hasted Reckless Power Sneak Dragons under Power of Enlarged Mutagenic Rage
+62/+57/+57/+57/+57/+52/+52/+47/+47/+42 Damage for Flurry of Medusa's Hasted Reckless Power Sneak Dragons under the Power of Enlarged Mutagenic Rage
These are achieved by the following bonuses
Bonuses wrote:
Tell me if I missed out anything or if I miscalculated Other Notes:
Under Power of Enlarged Mutagenic Rage, these are some of Trixie's other stats.
HP: 126 AC: 42, T30, FF39 (2 Dex + 5 Wis + 3 Monk - 2 Rage + 6 Nat +1 Dodge +5 Deflection + 8 Armor +4 Shield (supposing you casted Shield)) Fort: 26 Ref: 18 Will: 28 DR1/SR21 BAB +16/+11/+6/+1 CMB40, CMD52 70 ft. Speed 15ft. Reach Huge Immune to sleep, fear, flanking, self-poisoning, fatigue, exhaustion Darkvision 60ft. Ignore DR Once again, tell me if I miscalculated So that's about it. Can I improve on this more? Is my math wrong?
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