Rashida Massri |
L1: 8+2 = 10
L2: 1d8 + 2 ⇒ (2) + 2 = 4 (take default of 6)
L3: 1d8 + 2 ⇒ (6) + 2 = 8
L3: 1d8 + 2 ⇒ (8) + 2 = 10
Total HP: 34
Pic
Taraz Rorenson |
Treppa: I am having a little trouble replicating your numbers.
I have to assume you are starting with 20-point buy as follows:
Based on these Attr numbers, the lowest I can get your HP is 31. I think you forgot when you were subtracting your +1 from the Con adjustment you made that the default roll for HP would still remain at least 5(1/2HD+1) with an additional +1 for your new lower Con mod and would therefore be 6 total still. If you had remained at the +2 Con mod, the default roll would still have been 5+2=7 not the 6 you listed in the roll post.
Assuming 3 levels of +1 Skill point and 1 special racial Aasimar cleric +1/2 channeling against undead, I can only get the following:
I am unclear how Acrobatics is getting the extra bump as you would not be able to add any further skill ranks until next level.
Lastly, all of your Save bonuses seem to be 1 higher than what HL can produce. At level 4 Cleric with the above Attr, I can only get Fort +5 Ref +4 Will +7. You have +1 on all of them currently, but I am unable to locate the source if it does not include or assume equipment.
Let me know if I got anything wrong.
Taraz Rorenson |
Class skill bonus is only 3 not 4. :-)
So with my clarification of the HP for the default roll taking you to 31 max, the addition of the cloak to explain the saves, and the class bonus correction for your Acrobatics down to +11, everything should check out.
The last thing to clarify was just what deity you were selecting. HL keeps bringing that up as the last error, and I didn't find a deity which had both travel and war domains. I'm assuming you're "philosophying" it?
Luara, Aasimar Cleric |
Kaliri |
Link for Discord server invite
I didn't get the rides I wanted to, so I might either not be able to get online or my availability will have a gap in it.
pinvendor |
Ken Benobi
Male human (Ulfen) oracle 4 (Pathfinder RPG Advanced Player's Guide 42)
LG Medium humanoid (human)
Init +1; Senses Perception +7
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 40 (4d8+13)
Fort +3, Ref +2, Will +4
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee mwk cold iron greataxe +7 (1d12+5/×3) or
. . silversheen longsword +7 (1d8+4/19-20) or
. . unarmed strike +6 (1d3+3 nonlethal)
Ranged paueliel light crossbow +5 (1d8/19-20)
Oracle Spells Known (CL 4th; concentration +7)
. . 2nd (4/day)—cure moderate wounds, fog cloud, hold person (DC 15)
. . 1st (7/day)—bless, cure light wounds, enlarge person (DC 14), protection from evil, shield of faith, weapons against evil
. . 0 (at will)—bleed (DC 13), guidance, light, purify food and drink (DC 13), read magic, resistance, stabilize
. . Mystery Battle
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Statistics
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Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 16
Base Atk +3; CMB +6; CMD 17
Feats Combat Advice, Extra Revelation[APG], Toughness, Weapon Focus (battleaxe)
Traits dedicated defender, weapon training
Skills Acrobatics -2 (-10 to jump), Climb +4, Diplomacy +9, Heal +5, Intimidate +9, Knowledge (engineering) +4, Knowledge (religion) +4, Perception +7, Profession (soldier) +4, Ride +2, Sense Motive +4, Spellcraft +4, Stealth -1, Use Magic Device +4
Languages Common, Skald
SQ oracle's curse (lame), revelations (skill at arms, war sight, weapon mastery)
Combat Gear potion of cure light wounds, potion of cure moderate wounds (3), potion of shield of faith +2 (8), scroll of sanctuary (x5) (CL 4th), alchemist's kindness[APG] (2), antiplague[APG] (2), antitoxin (2), bloodblock[APG] (2), healer's kit, smelling salts[APG], soothe syrup[APG] (2); Other Gear mwk agile breastplate[APG], crossbow bolts (30), mwk cold iron greataxe, paueliel light crossbow, silversheen longsword, bandolier[UE], bedroll, belt pouch, belt pouch, belt pouch, blanket[APG], bottle of strong brandy (1.5 lb), chest, small (treasure), flint and steel, scroll box[UE], tobacco, waterskin, heavy horse (combat trained), backpack, bit and bridle, blanket, candle, cold weather outfit, feed (per day), hemp rope (50 ft.), lock, superior, mess kit, poncho, pot, riding saddle, saddlebags, soap, soldier's uniform, torch, trail rations, 1,671 gp, 1 sp
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Tracked Resources
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Alchemist's kindness - 0/2
Antiplague - 0/2
Antitoxin - 0/2
Bloodblock - 0/2
Crossbow bolts - 0/30
Healer's kit - 0/10
Potion of cure light wounds - 0/1
Potion of cure moderate wounds - 0/3
Potion of shield of faith +2 - 0/8
Smelling salts - 0/1
Soothe syrup - 0/2
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Combat Advice As mv act, designate enemy, ally gains +2 comp bonus on next atk vs. target.
Dedicated Defender +1 to attack and checks vs. SR while adjacent to a dying/disabled ally.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
War Sight (Su) Take your choice of 2 initiative rolls.
Weapon Training +1 bonus on damage with traditional Ulfen weapons.
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Luc
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
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AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
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Offense
--------------------
Speed 50 ft.
Melee unarmed strike +5 (1d4+5 nonlethal) or
. . bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
[b]Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
Other Gear backpack, bit and bridle, blanket[APG], candle (10), cold weather outfit, feed (per day) (10), hemp rope (50 ft.), lock, superior, mess kit[UE], poncho[UE], pot, riding saddle, saddlebags, soap, soldier's uniform[UE], torch (10), trail rations (5)
--------------------
Tracked Resources
--------------------
Feed (per day) - 0/10
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
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Cold weather outfit +5 Fort save vs. cold weather.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.