Jakardros Sovark

Zantis Fletcher's page

32 posts. Alias of Edgar Lamoureux.



The Exchange

I know there's not a lot of 3.5 on this board, but I figured it's worth a shot. I didn't play much 3.5 with my group, but there were systems I had characters thought up for, mostly incarnum and psionics. I think it would be interesting to play some 3.5, possibly even some of the early Paizo APs as written. Any GMs/Players who are interested, come on down and give some input.

The Exchange

A few friends of mine and I were ejected from a KM game IRL due to an overabundance of players, but we got attached to our characters. We are now looking for a DM to bring us through the Stolen Lands, in one piece or not.

Characters are:

Udoeak Duskwalker, Elven Alchemist (Myself)
Jeremiah Strickland, Human Oracle
Richard Hawke, Human Fighter

I've got my backstory almost completely written up in a googledoc; if a DM decides to either inquire or pick us up, I shall PM/Email a link to it once it is finished. It's all on paper, just not online yet.

The Exchange

1 person marked this as FAQ candidate.

Looking at the Pale Stranger's stat block:

Pale Stranger:

Pale Stranger CR 10
XP 9,600
NE Medium undead
Init +9; Senses darkvision 60 ft.; Perception +22
Aura fear (10 ft., DC 21)

Defense
AC 25, touch 19, flat-footed 19 (+2 armor, +5 Dex, +1 dodge, +3 luck, +4 natural)
hp 127 (15d8+60)
Fort +9, Ref +10, Will +13
Defensive Abilities channel resistance +4; DR 10/bludgeoning and magic; Immune undead traits; SR 21

Offense
Speed 30 ft.
Ranged +1 pistols +15/+15/+10/+10/+5/+5 (1d8+1/19–20/×4)
Special Attacks pistols, stranger's shot

Statistics
Str 17, Dex 21, Con 10, Int 11, Wis 18, Cha 18
Base Atk +11; CMB +14; CMD 30

Feats Deadly Aim, Dodge, Improved Critical (pistol), Improved Initiative, Improved Two-Weapon Fighting, Point-Blank Shot, Precise Shot, Quick Draw, Two-Weapon Fighting

Skills Acrobatics +13, Climb +11, Intimidate +22, Perception +22, Ride +15, Stealth +13, Swim +8

Languages Common
SQ stranger's luck

Ecology
Environment any

Organization solitary
Treasure standard (leather armor, 2 pistols, other treasure)

Special Abilities
Pistols (Su) A pale stranger fights with two pistols. A pistol has a range increment of 20 feet and deals both bludgeoning and piercing damage. At a range of up to 20 feet, a pale stranger's pistol attacks resolve as touch attacks. While pistols normally consume bullets and black powder when fired, a pale stranger's pistols supernaturally reload the instant it fires them, allowing the undead to make multiple attacks in a round with the weapons. In addition, any pistol a pale stranger wields functions as a +1 pistol. A pale stranger does not provoke attacks of opportunity when it fires a pistol in melee, and treats pistols as light weapons for the purposes of determining penalties from two-weapon fighting.

Stranger's Luck (Su) A pale stranger gains a +3 luck bonus to AC and has no chance of misfire when using firearms.

Stranger's Shot (Ex) As a full-round action, a pale stranger can take careful aim with one of its firearms and take a single, ruinous shot. This single shot always resolves as a touch attack, regardless of the actual range. If the pale stranger threatens a critical hit with this shot, it automatically confirms the critical hit. Regardless of whether the shot is a critical hit or not, it deals +6d6 points of damage.

It looks like there is one too many off-hand attacks in there. I believe the full-attack should be +15/+15/+10/+10/+5.

The Exchange

No.

The Exchange

As far as I know, the spell Shield only automatically blocks Magic Missile. My DM has told me that, if one of the foes our party encounters has a Shield spell upon them, my Alchemist's Force Bomb will be blocked by the spell. This doesn't seem correct to me. Anyone have an opinion?