|
|||||||||||||||||||||||
|
I also think that NPCs are wimps in comparison to PCs. Especially in PFS. One big reason is that NPCs are built on the elite array(15 pt buy, not optimized) and PCs are built on 20 points, optimized. When I ran Ruby Phoenix, most the NPCs would only have a +10 to +15 to hit at 12th or 13th level, while the PCs are at +16 to +20. ACs were similarly skewed to the PCs favor with NPCs only having around a 20 to 25 AC. And the weakest PC I had (non caster) had a 28AC. And the NPCs couldn't get to the casters because they where in melee from round 2. SAves for cast spells are also bad. PCs at 11th or 12th level will have a casting stat of 22 to 26 by this time. NPCs only had a 20 to 22 MAX. Another Mirror Image/ Ability question.
So far the only nit I have to pick, is the list of new familiars should have been in the players guide for character creation! Leaving the stats in the AP is fine, But here you have a guy bringing a wizard to the table to find out he could have had a pirate themed familiar instead of the toad he chose. Next two.
The Chanters: The big one. The Bards' wpns and Armor makes them medium encumbered. This is not figured into the stat block at all. *affects their Acrobatics roll)
I'm planning to run the Ruby Phoenix Module for a PFS group. Setting aside my complaint that this should have been a 2-slot PFS Scenario, instead of a stand alone mod... While imputing the various characters into Herolab (mainly for spell access without having to look thru multiple books) I've found several errors in the various NPC stat blocks. (I'm not thru yet so there will be more.) Chung Po: The only way I could get his HPs to be the same as the module was to use 6 of his Favored class bonuses as hps. Non are used as Skill points or for extra Ki, Yet were are the other six spent? All on HPs should give him 6 more.
Ruby Phoenix Monks: I cannot get their stats to match up. Using the Heoic statblock, I come out 1 point short in either Str or Wisdom. And again, they underspent their Favored Class bonus by four. (they should either have 4 more HPS, Four more Skill points, or 1 more Ki point)
Oremetsu Yasi: Again, his Favored Class bonus is underspent by 4. Otherwise everything matches. As I find others, I'll post them Inquisitors built as Healers can do really well if they take the healing domain. As a first level inquisitor you can take Stalwart Resolve (spell from PFS Field Guide). This allows a character to ignore ability damage for the length of the spell. Everyone else who qualifies for it does not get it until 3rd level minimum. Also look into the Preacher archetype from Ultimate Magic. You loose solo tactics and your teamwork feats but gain the ability to , AS A FREE ACTION, once a day+ 1x per feat given up, either re-roll an attack roll before knowing the results, or gain an immediate +4 to AC vs a hit, or Make an attacker re-roll an attack against a non-helpless ally that can hear you. Thursday, August 16 Slot 1 (0800-1300): #3-24: The Golden Serpent (5-9) Slot 2 (1300-1800): #3-15: The Haunting of Hinojai (5-9) Slot 3 (1900-2400): #3-24: The Golden Serpent (5-9) [OF] Friday, August 17 Slot 4 (0800-1300): Slot 5 (1300-1800): #3-15: The Haunting of Hinojai (5-9) Slot 6 (1900-2400): Gen Con Special, Part 1 Saturday, August 18 Slot 7 (0800-1300): #3-15: The Haunting of Hinojai (5-9) Slot 8 (1300-1800): #3-24: The Golden Serpent (5-9) Slot 9 (1900-2400): #3-24: The Golden Serpent (5-9) Sunday, August 19 Slot 10 (0900-1400): #3-15: The Haunting of Hinojai (5-9) [OF] Introducing "The Debating Society". (Called that by Lamenar due to the good natured religious debates they get into over the campfire.) A group of lvl10 inquisitors. Torgu -the tank
Spoiler:
TORGU CR 9
Male Human Inquisitor (Spellbreaker) 10 CN Medium Humanoid (Human) Init +8; Senses Perception +14 -------------------- DEFENSE -------------------- AC 22, touch 14, flat-footed 20. . (+8 armor, +2 Dex, +2 deflection) hp 93 (10d8+30); Judgement of Sacred Healing 4 Fort +11, Ref +7, Will +11 Defensive Abilities Judgement of Sacred Protection +3 / +6; DR Judgement of Sacred Resiliency 3 (Law); Resist Judgement of Sacred Purity +3 / +6, Judgement of Sacred Resistance 8 (Fire) -------------------- OFFENSE -------------------- Spd 20 ft. Melee +1 Keen, Spell Storing Greatsword +13/+8 (2d6+8/17-20/x2) and . . Gauntlet (from Armor) +12/+7 (1d3+5/20/x2) and . . Unarmed Strike +12/+7 (1d3+5/20/x2) Ranged +2 Longbow +12/+7 (1d8+2/20/x3) Special Attacks Bane (+2 / 2d6) (10 rounds/day), Destructive Smite +5 (6/day), Judgement of Sacred Destruction +4, Judgement of Sacred Justice +3 / +6, Judgement of Sacred Piercing +4, Judgement of Sacred Smiting (Magic, Chaos, Adamant Spell-Like Abilities Detect Alignment (At will), Discern Lies (10 rounds/day) Inquisitor (Spellbreaker) Spells Known (CL 10, +12 melee touch, +10 ranged touch): 4 (1/day) Spell Immunity (DC 17), Curse of Magic Negation (DC 17) 3 (4/day) Banish Seeming, Deadly Juggernaut (DC 16), Hunter's Eye, Retribution (DC 16) 2 (5/day) Spiritual Weapon, Blistering Invective (DC 15), Brow Gasher (DC 15), Effortless Armor (DC 15), Howling Agony (DC 15) 1 (6/day) Burst Bonds (DC 14), Expeditious Retreat (DC 14), Divine Favor (DC 14), Interrogation (DC 14), Litany of Sloth 0 (at will) Virtue, Disrupt Undead, Bleed (DC 13), Stabilize, Guidance (DC 13), Brand (DC 13) -------------------- STATISTICS -------------------- Str 18/20, Dex 14/16, Con 14/16, Int 10, Wis 14/16, Cha 10 Base Atk +7; CMB +12; CMD 29 Feats Antagonize, Craft Magic Arms & Armor, Defensive Combat Training, Power Attack -2/+4, Spell Bane, Step Up Traits Reactionary, Skeptic Skills Acrobatics -1, Climb +1, Craft (Armor) +3, Craft (Weapons) +3, Escape Artist -1, Fly -1, Intimidate +16, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +8, Knowledge (Local) +5, Knowledge (Nature) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Perception +14, Ride -1, Sense Motive +19, Spellcraft +12, Stealth -1, Swim +1 Languages Common SQ Aura of Destruction +5 (10 rounds/day) (Su), Defense Against Magic +1: Evocation (Ex), Defense Against Magic +2: Enchantment (Ex), Foil Casting (Su), Inquisitor (Spellbreaker) Domain: Destruction, Second Judgement (4/day) (Su), Strong-Willed (Ex), Teamwork Feat (change 3/day), Track +5 Combat Gear +1 Keen, Spell Storing Greatsword, +2 Chainmail, +2 Longbow, Arrows (20); Other Gear Artisan's tools, masterwork: Craft (Armor), Artisan's tools, masterwork: Craft (Weapons), Backpack, Masterwork (empty), Belt of Physical Perfection, +2, Brooch of Shielding, Cloak of Resistance, +1, Headband of Inspired Wisdom, +2, Holy symbol, silver: Gorum, Potion of Blur, Potion of Fly, Ring of Protection, +2 -------------------- SPECIAL ABILITIES -------------------- Antagonize Use Diplomacy or Intimidate to goad creatures Aura of Destruction +5 (10 rounds/day) (Su) 30'r aura grants +1 to all damage rolls within and all critical threats are confirmed. Bane (+2 / 2d6) (10 rounds/day) (Su) Make the weapon you are holding a bane weapon. Defense Against Magic +1: Evocation (Ex) At 3rd level, a spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the spellbreaker picks a new school and gains this bonus against arcane spells of tha Defense Against Magic +2: Enchantment (Ex) At 3rd level, a spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the spellbreaker picks a new school and gains this bonus against arcane spells of tha Destructive Smite +5 (6/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will. Discern Lies (10 rounds/day) (Sp) Discern Lies at will Foil Casting (Su) At 3rd level, when an opponent tries to cast an arcane spell within a spellbreaker's threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat (see page 112 of the Core Inquisitor (Spellbreaker) Domain: Destruction Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks. Judgement of Sacred Destruction +4 (Su) Weapon Damage bonus. Judgement of Sacred Healing 4 (Su) Fast Healing Judgement of Sacred Justice +3 / +6 (Su) Attack bonus Judgement of Sacred Piercing +4 (Su) Concentration and vs. SR bonus Judgement of Sacred Protection +3 / +6 (Su) AC bonus Judgement of Sacred Purity +3 / +6 (Su) Save bonus Judgement of Sacred Resiliency 3: Law (Su) DR/magic Judgement of Sacred Resistance 8: Fire (Su) Energy Resistances Judgement of Sacred Smiting (Magic, Chaos, Adamantine) (Su) DR bypass Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Second Judgement (4/day) (Su) Variable bonuses increase as the combat continues. Skeptic +2 save vs. illusion. Spell Bane Your spells' DCs increase by 2 when bane is in effect Step Up You may make a 5' step closer when your opponent makes a 5' step away from you. Strong-Willed (Ex) At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This a Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another Track +5 +5 to survival checks to track. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Lamenar - the healer
Spoiler:
LAMENAR CR 9
Male Human Inquisitor 10 NG Medium Humanoid (Human) Init +5; Senses Perception +15 -------------------- DEFENSE -------------------- AC 17, touch 11, flat-footed 16. . (+5 armor, +1 Dex, +1 natural) hp 53 (10d8); Judgement of Sacred Healing 4 Fort +9, Ref +6, Will +13 Defensive Abilities Judgement of Sacred Protection +3 / +6; DR Judgement of Sacred Resiliency 3 (Evil); Resist Judgement of Sacred Purity +3 / +6, Judgement of Sacred Resistance 8 (Fire) -------------------- OFFENSE -------------------- Spd 30 ft. Melee +1 Cunning, Keen Scimitar +10/+5 (1d6+3/15-20/x2) and . . Unarmed Strike +9/+4 (1d3+2/20/x2) Ranged +2 Shortbow +10/+5 (1d6+2/20/x3) Special Attacks Bane (+2 / 2d6) (14 rounds/day), Judgement of Sacred Destruction +4, Judgement of Sacred Justice +3 / +6, Judgement of Sacred Piercing +4, Judgement of Sacred Smiting (Magic, Good, Adamanti Spell-Like Abilities Detect Alignment (At will), Discern Lies (10 rounds/day) Inquisitor Spells Known (CL 10, +9 melee touch, +8 ranged touch): 4 (2/day) Cure Critical Wounds (DC 18), Neutralize Poison (DC 18) 3 (4/day) Cure Serious Wounds (DC 17), Remove Disease (DC 17), Dispel Magic, Halt Undead (DC 17) 2 (5/day) Restoration, Lesser (DC 16), Remove Paralysis (DC 16), Calm Emotions (DC 16), Aid, Cure Moderate Wounds (DC 16) 1 (6/day) Protection from Evil (DC 15), Bless, Cure Light Wounds (DC 15), Lend Judgment (DC 15), Litany of Weakness 0 (at will) Virtue, Disrupt Undead, Stabilize, Read Magic (DC 14), Detect Magic, Guidance (DC 14) -------------------- STATISTICS -------------------- Str 12/14, Dex 12, Con 10, Int 14, Wis 18, Cha 14 Base Atk +7; CMB +9; CMD 20 Feats Combat Casting, Dispel Synergy, Extended Bane, Righteous Healing, Scribe Scroll, Shared Judgment Traits Child of the Temple: Knowledge (Nobility), Mathematical Prodigy: Knowledge (Engineering) Skills Acrobatics +0, Climb +1, Diplomacy +12, Escape Artist +0, Fly +0, Heal +17, Intimidate +7, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +12, Knowledge (Engineering) +13, Knowledge (History) +5, Knowledge (Local) +10, Knowledge (Nature) +12, Knowledge (Planes) +13, Knowledge (Religion) +14, Perception +15, Ride +0, Sense Motive +20, Spellcraft +15, Stealth +0, Survival +9, Swim +1 Modifiers Monster Lore Languages Celestial, Common, Infernal SQ Bandages of Rapid Recovery, Determination (4/day) (Ex), Flying Ointment, Healer's Blessing (Su), Inquisitor Domain: Restoration, Metamagic Rod, Reach, Lesser, Metamagic Rod, Reach, Lesser, Restorative Touch (7/day) (Su), Ring of Feather Falling, Ring of Forcefangs, Second Judgement (4/day) (Su), Teamwork Feat (change 4/day), Track +5 Combat Gear +1 Chain Shirt, +1 Cunning, Keen Scimitar, +2 Shortbow, Arrows (20); Other Gear Amulet of Natural Armor +1, Backpack, Masterwork (empty), Bandages of Rapid Recovery (3), Belt of Giant Strength, +2, Cloak of Resistance, +2, Elemental Gem, Air, Elemental Gem, Fire, Flying Ointment, Healer's kit (10 uses), Metamagic Rod, Reach, Lesser, Metamagic Rod, Reach, Lesser, Oil of Bless Weapon, Ring of Feather Falling, Ring of Forcefangs, Wand of Cure Light Wounds -------------------- SPECIAL ABILITIES -------------------- Bandages of Rapid Recovery These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first. Construction
Construction
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower. Construction
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower. Construction
Faint transmutation; CL 1st; Forge Ring, feather fall; Price 2,200 gp.
Note: When first added, the magic missile spell for this ring will have all its charges expended - as the ring absorbs charges, these can be un-spent. Construction
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Shaef - the Scout
Spoiler:
SHAEF CR 9
Male Half-Elf Inquisitor 10 CN Medium Humanoid (Elf, Human) Init +7; Senses Low-Light Vision; Perception +17 -------------------- DEFENSE -------------------- AC 22, touch 15, flat-footed 17. . (+5 armor, +2 shield, +5 Dex) hp 63 (10d8+10); Judgement of Sacred Healing 4 Fort +10, Ref +10, Will +11 Defensive Abilities Judgement of Sacred Protection +3 / +6; DR Judgement of Sacred Resiliency 3 (Law); Immune sleep; Resist Elven Immunities, Judgement of Sacred Purity +3 / +6, Judgement of Sacred Resistance 8 (Electricity) -------------------- OFFENSE -------------------- Spd 30 ft. Melee +1 Adamantine Mace, Light +13/+8 (1d6+2/20/x2) and . . Unarmed Strike +12/+7 (1d3+1/20/x2) Ranged +1 Shortbow, Composite (Str +1) +13/+8 (1d6+2/20/x3) Special Attacks Bane (+2 / 2d6) (10 rounds/day), Judgement of Sacred Destruction +4, Judgement of Sacred Justice +3 / +6, Judgement of Sacred Piercing +4, Judgement of Sacred Smiting (Magic, Chaos, Adamant Spell-Like Abilities Detect Alignment (At will), Discern Lies (10 rounds/day) Inquisitor Spells Known (CL 10, +12 melee touch, +12 ranged touch): 4 (1/day) Invisibility, Greater (DC 16), Freedom of Movement (DC 16) 3 (3/day) Hunter's Eye, Litany of Warding (DC 15), Retribution (DC 15), Righteous Vigor (DC 15) 2 (5/day) Knock, See Invisibility (DC 14), Silence (DC 14), Invisibility (DC 14), Find Traps (DC 14) 1 (6/day) Expeditious Retreat (DC 13), Shield of Faith (DC 13), Comprehend Languages (DC 13), Bowstaff (DC 13), Litany of Sloth 0 (at will) Resistance (DC 12), Acid Splash, Detect Poison, Detect Magic, Light, Sift -------------------- STATISTICS -------------------- Str 12, Dex 18/20, Con 12, Int 12, Wis 14, Cha 13 Base Atk +7; CMB +12; CMD 26 Feats Agile Maneuvers, Defensive Combat Training, Escape Route, Outflank, Point Blank Shot, Precise Shot, Precise Strike, Skill Focus: Acrobatics (Adaptability), Weapon Finesse Traits Child of the Streets, Vagabond Child (urban): Disable Device Skills Acrobatics +21, Bluff +10, Climb +10, Diplomacy +8, Disable Device +26, Intimidate +18, Knowledge (Local) +7, Perception +17, Sense Motive +16, Stealth +20, Survival +10 Languages Common, Elven, Undercommon SQ Blessed Infiltration (2/day) (Ex), Elf Blood, Hide Tracks (Ex), Inquisitor Domain: Heresy Inquisition, Judgement of Sacred Escape (Su), Ring of Evasion, Second Judgement (4/day) (Su), Solo Tactics (Ex), Teamwork Feat (change 2/day), Track +5, Word of Anathema (1/day) (DC 17) (Sp) Combat Gear +1 Adamantine Mace, Light, +1 Buckler, +1 Shortbow, Composite (Str +1), +2 Studded Leather, Arrows (60); Other Gear Belt of Incredible Dexterity, +2, Boots of Speed (10 rounds/day), Cloak of Resistance, +2, Goggles of Minute Seeing, Grappling hook, Handy Haversack (67 @ 22.5 lbs), Holy symbol, silver: Calistra, Pouch, belt (empty), Ring of Evasion, Rope, silk (50 ft.), Sunrod, Thieves' tools, masterwork, Weapon Blanch, Adamantine, Weapon Blanch, Cold Iron, Weapon Blanch, Silver -------------------- SPECIAL ABILITIES -------------------- Agile Maneuvers Use DEX instead of STR for CMB Bane (+2 / 2d6) (10 rounds/day) (Su) Make the weapon you are holding a bane weapon. Blessed Infiltration (2/day) (Ex) Roll twice for Bluff, Diplomacy, or Stealth check and take higher result. Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will. Discern Lies (10 rounds/day) (Sp) Discern Lies at will Elf Blood You are counted as both elves and humans for any effect relating to race. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to Sleep effects. Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies Hide Tracks (Ex) Creatures attempting to track you take a -5 penalty. Inquisitor Domain: Heresy Inquisition Deities: Abadar, Asmodeus, Calistria, Desna, Erastil, Gorum, Gozreh, Iomedae, Lamashtu, Nethys, Norgorber, Pharasma, Rovagug, Sarenrae, Shelyn, Torag, Urgathoa, Zon-Kuthon. Granted Powers: Often it is hard to tell heretics from the f
Moderate transmutation; CL 7th; Forge Ring, jump; Price 25,000 gp.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Sella - the controller
Spoiler:
SELLA CR 9
Female Human Inquisitor (Witch Hunter) 10 NG Medium Humanoid (Human) Init +8; Senses Perception +19 Aura Deflection Aura (10 rounds) (1/day) -------------------- DEFENSE -------------------- AC 15, touch 12, flat-footed 13. . (+3 armor, +2 Dex) hp 63 (10d8+10); Judgement of Sacred Healing 4 Fort +11, Ref +8, Will +16 Defensive Abilities Aura of Protection (10 rounds/day), Judgement of Sacred Protection +3 / +6; DR Judgement of Sacred Resiliency 3 (Evil); Resist Judgement of Sacred Purity +3 / +6, Judgement of Sacred Resistance 8 (Electricity) -------------------- OFFENSE -------------------- Spd 30 ft. Melee +1 Dagger +8/+3 (1d4+1/19-20/x2) and . . +1 Mace, Light +8/+3 (1d6+1/20/x2) and . . Unarmed Strike +7/+2 (1d3/20/x2) Special Attacks Bane (+2 / 2d6) (10 rounds/day), Judgement of Sacred Destruction +4, Judgement of Sacred Justice +3 / +6, Judgement of Sacred Piercing +4, Judgement of Sacred Smiting (Magic, Good, Adamanti Inquisitor (Witch Hunter) Spells Known (CL 10, +7 melee touch, +9 ranged touch): 4 (2/day) Dismissal (DC 20), Hold Monster (DC 22) 3 (4/day) Arcane Sight (DC 19), Dimensional Anchor, Searing Light, Terrible Remorse (DC 21) 2 (6/day) Calm Emotions (DC 20), Tongues (DC 18), Spiritual Weapon, Hold Person (DC 20), Castigate (DC 20) 1 (7/day) Shield of Faith (DC 17), Command (DC 19), Forbid Action (DC 19), Lend Judgment (DC 17), Lock Gaze (DC 19) 0 (at will) Acid Splash, Daze (DC 18), Read Magic (DC 16), Detect Magic, Guidance (DC 16), Light -------------------- STATISTICS -------------------- Str 10, Dex 14, Con 12, Int 14/16, Wis 20/22, Cha 8 Base Atk +7; CMB +7; CMD 19 Feats Allied Spellcaster, Combat Casting, Greater Spell Focus: Enchantment, Point Blank Shot, Precise Shot, Shake It Off, Shielded Caster, Skill Focus: Use Magic Device, Spell Focus: Enchantment Traits Charming, Dangerously Curious Skills Appraise +13, Bluff +3, Climb +4, Diplomacy +3, Fly +4, Heal +11, Intimidate +4, Knowledge (Arcana) +16, Knowledge (Dungeoneering) +14, Knowledge (Local) +11, Knowledge (Nature) +13, Knowledge (Planes) +14, Knowledge (Religion) +13, Linguistics +8, Perception +19, Sense Motive +21, Spellcraft +16, Stealth +6, Survival +10, Swim +4, Use Magic Device +19 Languages Abyssal, Celestial, Common, Cyclops, Draconic, Dwarven, Elven, Giant, Sylvan SQ Inquisitor (Witch Hunter) Domain: Defense, Knowledgeable Defense +3, Metamagic Rod, Reach, Lesser, Ring of Force Shield, Second Judgement (4/day) (Su), Solo Tactics (Ex), Spell Sage +6 (Ex), Spell Scent (1/day), Teamwork Feat (change 6/day) Combat Gear +1 Dagger, +1 Mace, Light; Other Gear Bracers of Armor, +3, Brooch of Shielding, Handy Haversack (16 @ 7 lbs), Headband of Mental Prowess, INT & WIS +2: Appraise, Holy symbol, silver: Nethys, Metamagic Rod, Reach, Lesser, Potion of Blur (2), Potion of Cat's Grace, Potion of Darkvision, Potion of Fly, Potion of Shield of Faith +3 (2), Pouch, belt (empty), Ring of Force Shield, Sunrod, Thunderstone, Wand of Acid Arrow, Wand of Burning Hands, Wand of Enlarge Person, Wand of Feather Step, Wand of Magic Missile, Wand of Ray of Enfeeblement, Wand of Summon Monster II, Wand of Web -------------------- SPECIAL ABILITIES -------------------- Allied Spellcaster +2 to caster level checks to overcome spell resistance if you are adjacent to an ally with this feat. Aura of Protection (10 rounds/day) (Su) 30'r aura grants Energy Resistance 5 and a +1 deflection bonus to AC. Bane (+2 / 2d6) (10 rounds/day) (Su) Make the weapon you are holding a bane weapon. Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you. Combat Casting +4 to Concentration checks to cast while on the defensive. Deflection Aura (10 rounds) (1/day) (Su) 20'r aura grants +2 AC and +2 CMD Greater Spell Focus: Enchantment +1 to the Save DC of spells from one school. Inquisitor (Witch Hunter) Domain: Defense Associated Domain: Protection Judgement of Sacred Destruction +4 (Su) Weapon Damage bonus. Judgement of Sacred Healing 4 (Su) Fast Healing Judgement of Sacred Justice +3 / +6 (Su) Attack bonus Judgement of Sacred Piercing +4 (Su) Concentration and vs. SR bonus Judgement of Sacred Protection +3 / +6 (Su) AC bonus Judgement of Sacred Purity +3 / +6 (Su) Save bonus Judgement of Sacred Resiliency 3: Evil (Su) DR/magic Judgement of Sacred Resistance 8: Electricity (Su) Energy Resistances Judgement of Sacred Smiting (Magic, Good, Adamantine) (Su) DR bypass Knowledgeable Defense +3 At 2nd level, a witch hunter who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th Metamagic Rod, Reach, Lesser The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat. Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower. Construction
Moderate evocation; CL 9th; Forge Ring, wall of force; Price 8,500 gp.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
From Mark Moreland earlier in this thread. Mark Moreland wrote:
So only resurrect/ True RES will work. And it's a *itch trying to get money for it. I enjoyed the rest of the mod though. Thank goodness our mage had 'Create Pit' for the fight against the statue. BTW, I was a slightly wrong on what I thought it would take. Due to the *4* GM credits on the character, and the donation of 1600gp (800ea) from the only two players I could get ahold of. I was able to get a rez. I had fun while playing this scenario except at the end. My character, a 5th level 1/2 orc barbarian, due to piss poor rolling on my part. Got paralyzed and brain eaten in the final encounter. (I couldn't buy a roll above a 10.) Now if what the GM told me is correct, and it looks so from what I read, if you die from that fight, your character is permanently dead unless they are Osirion faction. Was this the intent? The reason I say this, is that there is no way a 1st thru 5th level character can afford a resurrection or true resurrection either by gold or Prestige. Here is the math.
I would have minded this less if it had occured in a 7-11 teir mod, as then there is a possibility to get the character ressed. But this is a "Punish the unlucky player" mod. People keep saying that if the character has a reasonable chance of success, the player should be able to take 10. When I run, If there is a very good chance of success and it is not an opposed roll, I DON'T EVEN ASK FOR A ROLL. I only ask for rolls when the chance of failure means something. When I run higher level PFS, (8+) I usually don't even bother asking for spellcraft rolls for the magic items as the wizard's/ cleric's/ whoever's spellcraft is pumped high enough by that time that they probably will make it anyway. karkon wrote:
Sounds like they are from Divers in LG. A couple of years ago, I ran the first 3 Devil We Know scenarios for a group of 5 Andorans and a Chelaixian. The only guy whose day job I remember is the Cheliaxian's. His day job was slaver. Andthe best result he got over all three scenarios was a 10 (5GP). We joked about his running around with Andorans who had to free slaves every mod was causing him to be mistrusted and not get work. I've been staying out of the "Take 10" debate as I was the GM nosig was unhappy about back the last time this was brought up. nosig, not all skills take only 6 seconds. Some take longer just by the nature of the skill. Easy skills to call out length of time are Craft and Profession. And some the round is only a partial success. (Climb you go at 1/2 speed so may take more than one roll.)
When I GM, I usually don't even have players roll for routine tasks. They have plenty of time, and aren't distracted. I also don't think Take 10 is a good option for opposed rolls. So stealth, and bluff should be rolled. Why? Because the Character should not know how well he did. And the same goes for perception and sense motive. Again, Why? you ask. Because you might be lokking around and looking the wrong way at the wrong moment. Or something else the guy said, distracts you and you are paying less attention to the guy trying to bluff you. And I do not allow taking ten to be done on faction missions. Not because of distraction, but because of what is at stake for failure. I do allow taking twenty because it specifically states you are taking extra time and being careful. Remember, it is easy to say your character is not distracted while YOU are sitting around a table. But your character is in the real world to them, maybe a bazaar, a tavern, etc. and we can't see the minor movements, actions, and conversatons that take place around them as they go about their tasks. My characters from High to low. Cristian Aldori - human fighter 11 from Brevoy
Retired (fro various reasons)
Maze wrote:
THIS. Mark, If your goal is to bring Module play in to line with scenario play, this is what needs to be done. You cannot play a pregen for credit in a scenario, so you shouldn't in a module. Or if you can in a module, why can't you in a scenario?The church of Sarenrae in most of Avistan is very different from the church in Quadira. In most of Avistan, the church is a nice "Light the way to redemption" type. In Quadira, it is a very militant, "Kill the Evil Outsiders first" type. There is enough discord between the two for a schism to happen. Arnim Thayer wrote: +1 to Quantum Steve. Having run a Captain Andoran character for about a year, i know he is correct in how this operates. The price for enchanting is done separately for the Throwing Shield as either a weapon or a shield, with the enhancement caps being independent of each other, but set the same as others of their type (+10 for weapon, +10 for shield). Investing all your GP into one item is costly, especially if it gets Sundered. Thanks for the idea. <EG> see wrote: "Obviously, [Julius Caesar, Napoleon Bonaparte, and Adolf Hitler] did not have an 18 score on physical beauty, so it is quite possible to assume that scores over 18 are possible, for any one of the named historical personalities would have had a higher charisma score — there can be no question that these individuals were 18's — if they would have had great physical attractiveness as well as commanding personal magnetism and superb persuasiveness." Don't forget Rasputin! He probably had a 20 Cha and 20 Con.
It seems that, as a whole, we've gotten over the idea that the cleric is the healbot. When will we get over the idea that a bard must buff the party?
|
|||||||||||||||||||||||||||||||||||||||||||||
|

