Colossus Slayer by DM Forgedawn (Inactive)

Game Master XanaverForgedawn


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This campaign is going to be about fighting Golems and Colossi. The campaign will be formatted like an adventure path, but will be pretty hard.

Character Creation:

Stats
25 Point Buy or
4d6, reroll ones, then drop the lowest

Classes
Any official class or allowed 3pp content
Starting Level 5
Gestalt

Races
Core Races, Android, Kasatha, Kitsune, Drow (Not Noble), and Orc are all allowed

Mythic
You will be starting a MT 1

Variant Rules Allowed
Background Skills
Piece-mail Armor
Variant Multiclassing

Allowed 3pp Content
Spheres of Power
Ultimate Psionics

Traits
Take 2 regular traits
You can take an extra trait for every drawback you take

Money
10000 starting GP

Hope to see some good submissions!


What starting level? Traits? Money?


Added everything to CC I missed.


Ooh, Gestalt. I'll get something done. Do you care about backgrounds much? If so, what world, Golarian?

Sovereign Court

Pathfinder Rulebook Subscriber

Wow this looks very high powered!

I'm a huge advocate of Spheres of Power.

How do you plan on combining it with Mythic?


Hi Forgedawn! Should the PCs know each other? Have we been adventuring together? Is it in Golarion, and is there a reason we're hunting these creatures?


Dotting in

Dark Archive

*sigh* Well at least your known for your stupidly high powered games.

Thinking Kitsune alchemist... thinking rouge.

Also thinking kinetisist- with water or the wood elements... perhaps fire later on.

Or a psychic brawler who enhances her body to punch through steel... give me some time to brew... and are you sure those are the only races :(


Interested. Will get something together.


Just looking for clarification, when you say any "official" class (some GM's have feelings about this); are we required to take Unchained when available, or may we use non-Unchained versions of classes?

Dark Archive

ElegantlyWasted wrote:
Just looking for clarification, when you say any "official" class (some GM's have feelings about this); are we required to take Unchained when available, or may we use non-Unchained versions of classes?

Heh, summoners with huge edolons at lvl 2

Dark Archive

Desided on an android monk psychic. A woman who awoke to find the world too chaotic for her likings and began to train herself mind and body.

Sovereign Court

Pathfinder Rulebook Subscriber

Also with Spheres of Power/Gestalt how would you handle Magic Talents gained?

My guess would be at each level you get the number of talents from the class that gets the most, not talents from both. But this is under class features.


Curiosity...

Ability Score Roll: 4d6 ⇒ (6, 6, 3, 4) = 19
Ability Score Roll: 4d6 ⇒ (2, 1, 4, 5) = 12
Ability Score Roll: 4d6 ⇒ (5, 1, 6, 5) = 17
Ability Score Roll: 4d6 ⇒ (5, 4, 2, 3) = 14
Ability Score Roll: 4d6 ⇒ (4, 3, 3, 4) = 14
Ability Score Roll: 4d6 ⇒ (3, 5, 4, 6) = 18

Rerolls...

Reroll: 1d6 ⇒ 3
Reroll: 1d6 ⇒ 4


5d6 ⇒ (4, 6, 6, 1, 5) = 22 17
4d6 ⇒ (3, 3, 4, 2) = 12 9
4d6 ⇒ (6, 6, 3, 3) = 18 15
6d6 ⇒ (5, 2, 3, 1, 1, 6) = 18 14
6d6 ⇒ (6, 2, 6, 1, 1, 5) = 21 17
6d6 ⇒ (5, 1, 4, 5, 1, 4) = 20 14

Well then. Thinking doing a fun little exercise...

In the quest to make the ultimate punch, would you allow gnolls?

Crunch:

Name Grum
Race Gnoll!
Class Avenger Vigilante / Scarred Monk (5)
Stats
Str (17) Dex (18) Con (16) Int (9) Wis (17) Cha (14) HP (48) AC (23/20/19) Fort (+7) Ref (+8) Will (+7) CMD (25) Initiative (+5)

Traits
* Brawler (+1 unarmed damage)
* Martial Manuscript (+2 to confirm crits with unarmed damage)

Equipment
* Deliquescent Gloves (+1d6 acid damage)
* Ring of Protection (+1 deflection AC)
* Cracked Embedded Dusty Rose Prism Ioun Stone (+1 initiative)

Combat
* One Punch: +10
* Flurry to hit: +9/+9/+4
* Damage: 1d8 (fist) + 1d4 (bleed) +1d6 (acid) +8
- Pummeling Style
- Magical

Skills
* Diplomacy: 5 skill points (+10)
* Intimidate: 5 skill points (+14)
* Bluff: 5 skill points (+14)
* Perception: 5 skill points (+13)
* Stealth: 5 skill points (+14)

Feats
* Lvl 1-Weapon Focus Unarmed (+1 hit)
* Lvl 1 Monk-Dodge (+1 AC)
* Lvl 2 Monk-Combat Reflexes (4 AAOs possible)
* Lvl 3-Belier's Bite (+1d4 bleed damage from unarmed)
* Lvl 5-Pummeling Style (Whenever you use a full-attack action or flurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess.)

Monk
* Flurry (Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability) +4/+4/–1)
* AC Bonus (Wis+1 to AC and CMD)
* Unarmed Strike (1d8)
* Fast Movement (+20ft)
* Stunning Fist (5 times per day, makes target fatigued in addition to other effects)
* Evasion (If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.)
* Still Mind (A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.)
* Slow Fall (At 4th level or higher, a monk within arm’s reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.)
* Purity of Body (At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.)

Ki Pool
* At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
* At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
* At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
* At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
* At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Scarred Monk Mortifications
* When a scarred monk gains his first mortification, he gains a number of ki points equal to 1/2 his monk level + his Wisdom modifier. These ki points can only be spent to activate powers granted from mortifications or to make ki strikes. A scarred monk cannot spend ki points to make an additional attack at his highest attack bonus when making a flurry of blows, to increase his base speed, or to give himself a +4 dodge bonus to AC, nor can she use any of the other powers normally granted to monks that utilize their ki pools.
* Armor of Scars: A scarred monk can force ki into his extensive scars, hardening them like armor. Provided he has at least 1 ki point in his pool, he gains a +1 bonus to his natural armor. A scarred monk can take this mortification multiple times; its effects stack.
* Mortifications alter the ki pool and replace high jump, wholeness of body, abundant step, and empty body.

Avenger Vigilante
* Fist of the Avenger (+2 unarmed damage)
* Lethal Grace (+2 unarmed damage when using dex to hit and str for dmg)
* Social Grace (+4 intimidate and bluff)
* Renown (home village)
* Mockingbird (The vigilante can mimic almost any sort of voice, or even animal calls and sound effects, and he can throw his voice at a distance. This functions similarly to a combination of the ghost sound, ventriloquism, and vocal alteration spells. A vigilante must be at least 5th level to choose this talent.)

Background:
Grum is the the wandering defender of his village. He is a gnoll through and through. He decided long ago that needing a weapon is a weakness, for he is his own weapon. Armor is weakness, for relying on leather means relying on the skin of another, and relying on steel means being afraid of pain. He proudly wears each scar as a badge of honor. He proudly wears a necklace of teeth taken from those who were weaker than him. Further and further he wanders, looking for greater challenges to overcome, and greater pain to experience so that he might prove to himself that he is strong enough to overcome any obstacle.

So yeah. A fun character there. Lots of attacks via monk class. Lots of base damage from the vigilante class, which just gets better as he levels up. At lvl5 he only gets +4 damage from vigilante. But by lvl 10 that'll shoot up to being +10 base damage, and at lvl20 it'll cap at +15.

So at lvl 20 he'll be doing 2d10+15(vigilante)+14(power attack)+1d6(gloves)+1d4 (bleed)+4(amulet)+2(specialization)+6(strength)damage. That's an average of 56 damage per hit. Which is alot when you consider it'd be 7 attacks per round.

Sure, he can't cast spells. But you know what? He can punch you. And he'll have movement speed of 110ft per round, with pounce, and the ability to move his full speed while stealthing without penalty.


Rerolling 1's is equal to d5+1, so here goes.

stats: 4d5 + 3 ⇒ (2, 3, 1, 3) + 3 = 12 11
stats: 4d5 + 3 ⇒ (5, 4, 4, 1) + 3 = 17 16
stats: 4d5 + 3 ⇒ (5, 5, 3, 2) + 3 = 18 16
stats: 4d5 + 3 ⇒ (1, 3, 3, 3) + 3 = 13 12
stats: 4d5 + 3 ⇒ (2, 5, 4, 4) + 3 = 18 16
stats: 4d5 + 3 ⇒ (4, 5, 4, 3) + 3 = 19 16

Nice. Now to figure out what best to play with them.

Dark Archive

4d6 ⇒ (2, 5, 6, 6) = 19=17
4d6 ⇒ (4, 4, 1, 1) = 102d6 ⇒ (5, 4) = 9=13
4d6 ⇒ (5, 3, 5, 3) = 16=13
4d6 ⇒ (1, 6, 3, 6) = 161d6 ⇒ 3=15
4d6 ⇒ (4, 4, 2, 3) = 13=11
4d6 ⇒ (1, 4, 2, 5) = 121d6 ⇒ 11d6 ⇒ 5=14

Hmmm... yeah... that's an odd lineup.

Sczarni

Hmm...this sounds intriguing.

Stats: 4d6 ⇒ (6, 2, 5, 6) = 19 17 (6,5,6)
Stats: 4d6 ⇒ (4, 2, 5, 6) = 17 15 (4,5,6)
Stats: 4d6 ⇒ (1, 6, 2, 1) = 10 14 (3,6,5) 3 from reroll, 5 from reroll of reroll
Stats: 4d6 ⇒ (4, 4, 1, 4) = 13 13 (4,4,5) 5 from reroll
Stats: 4d6 ⇒ (2, 1, 2, 1) = 6 10 (2,6,2) 6 from reroll, 2 from reroll
Stats: 4d6 ⇒ (5, 3, 4, 4) = 16 13 (5,4,4)

1's rerolled in order: 5d6 ⇒ (3, 1, 5, 6, 2) = 17
Reroll that rerolled: 1d6 ⇒ 5

Hmm, rather interesting stat block. Not too shabby and a bit higher point than I prefer making (I normally don't go above 16 so interesting)

I mean, first thought would be a barbarian. You going after large things...nothing like a person full of rage and courage to do it. But I'm having issues figuring out how I would wanna pair it.

Second thought would likely be Ranger. I do like Rangers and a bowman could be extremely useful in this kind of situation. Maybe Ranger, Cleric? That could be interesting.


OK, have a fighter/bard(archeologist) made up. Need to know more world details before I work up a background.

crunch:

Vicor Freedman
Human (Kellid) bard (archaeologist) 5/fighter 5/gestalt 5/Guardian 1 (Pathfinder RPG Ultimate Combat 32)
N Medium humanoid (human)
Init +4; Senses Perception +10
--------------------
Defense
--------------------
AC 29, touch 13, flat-footed 26 (+13 armor, +2 Dex, +1 dodge, +3 shield)
hp 50 (5d10+16)
Fort +6, Ref +6, Will +4 (+1 vs. fear); +1 bonus vs. mind-affecting effects
Defensive Abilities hard to kill, trap sense +1, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee adamantine cutlass +12 (1d6+7/18-20)
Special Attacks archaeologist's luck 6 rounds/day (+2), mythic power (5/day, surge +1d6), weapon training (light blades +1)
Bard (Archaeologist) Spells Known (CL 5th; concentration +7)
. . 2nd (3/day)—glitterdust (DC 14), heroism, mirror image
. . 1st (5/day)—cloak of secrets, expeditious retreat, grease, silent image (DC 13)
. . 0 (at will)—dancing lights, detect magic, mage hand, mending, message, prestidigitation
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Base Atk +5; CMB +9; CMD 22 (26 vs. dirty trick, 26 vs. grapple)
Feats Advanced Armor Training, Arcane Strike, Dodge, Lingering Performance[APG], Power Attack[M], Weapon Focus (cutlass), Weapon Specialization (cutlass)
Traits fate's favored, reactionary
Skills Acrobatics +3 (-1 to jump), Bluff +6, Climb +6, Diplomacy +8, Intimidate +6, Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Knowledge (engineering) +9, Knowledge (geography) +2, Knowledge (history) +7, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +2, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +4, Perception +10, Perform (comedy) +7, Survival +7, Swim +6
Languages Common, Hallit
SQ absorb blow[MA], adamantine mind[MA], armor training 1, bardic knowledge +2, clever explorer +2, lore master 1/day, rogue talent (trap spotter)
Other Gear +1 full plate, +1 heavy steel shield, adamantine cutlass, 3,665 gp
--------------------
Special Abilities
--------------------
Absorb Blow (5 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Adamantine Mind (Ex) +1 to save vs. mind-affecting, and if you succeed the attacker is stunned 1 rd (Will neg).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Archaeologist's Luck +2 (6 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Armor Specialization +3 (Full plate) (Ex) Increase armor bonus of chosen armor.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Clever Explorer +2 (Ex) Half time to use disable device.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Weapon Training (Blades, Light) +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades


@Jing:

Just throwing out here...

(1) Human
(2) Racial Heritage: Storm Giant (lvl 1 bonus feat)
(3) Storm Soul (Immune to electricity) (lvl 1 feat)
(4) Storm Warrior (+1d6 electricity damage to your melee attacks) (lvl 3 feat)
(5) Power Attack (lvl 5 feat)
(5) Class 1: Titan Mauler Barbarian
(6) Class 2: Shaman (or other full casting class)

Grab an oversized bastard sword (only -1 to hit at lvl5), enjoy your d12 hit dice and full casting.

Furthermore, take lessor elemental rage and elemental rage for your 2 rage powers. All of your swings now do +2d6 electricity damage, and you can add +1d6 of a different elemental type as well.

You are now a half-giant barbarian whose every swing hits with the force of a lightning bolt.


I have an idea for a character, the race and class are 3pp so I would need your approval first.

He's from a failed gestalt adventure I was in.
Race:Jotun

Class:Jotun Paragon

So he's one of the children of Ymir, a giant with a mythic rage and embodies the power of ice.
his other class would be bloodrager.

*Edit* Just woke up and read the allow list, my bad for just jumping in. Maybe a psion could be fun.


The Chess: You're not in Golarion. You aren't hunting golems yet, but I have adventure hooks.

Since magic talents are class features, you get the talents from both classes.

You're not required to take unchained classes.


Ok, well Victor is an archeologist with extensive experience exploring old ruins and as a result having the fight the denizens. He gave up on dressing lightly some time ago after he found too many ghouls in a lost crypt. He barely escaped that one with his life and decided that a lot of metal between him and threats was a solidly good idea. He travels all over in search of things not seen by any civilized eyes in ages.


4d5 + 3 ⇒ (1, 5, 2, 4) + 3 = 15
4d5 + 3 ⇒ (3, 2, 3, 3) + 3 = 14
4d5 + 3 ⇒ (5, 1, 5, 2) + 3 = 16
4d5 + 3 ⇒ (5, 2, 3, 4) + 3 = 17
4d5 + 3 ⇒ (5, 3, 4, 1) + 3 = 16
4d5 + 3 ⇒ (4, 1, 1, 1) + 3 = 10

14, 12, 15, 15, 15, 9. Very good.


4d6 ⇒ (6, 1, 6, 2) = 15
4d6 ⇒ (6, 6, 3, 5) = 20
4d6 ⇒ (3, 6, 2, 5) = 16
4d6 ⇒ (2, 2, 4, 6) = 14
4d6 ⇒ (6, 1, 6, 4) = 17
4d6 ⇒ (1, 2, 5, 5) = 13

17
14
12

1d6 ⇒ 2 no change
1d6 ⇒ 1 retry
1d6 ⇒ 5 17
1d6 ⇒ 3 13

so
17
17
14
14
13
12

I will update the build since I had just used the point buy.


Perfect. I'll start working on concepts.


Oh, and for Traits, are campaign traits selectable?


Cool! Thinking of making a life oracle/stonelord paladin.

4d6 ⇒ (4, 5, 3, 4) = 16 = 13
4d6 ⇒ (6, 6, 3, 6) = 21 = 18
4d6 ⇒ (6, 2, 3, 1) = 12 = 15
4d6 ⇒ (6, 2, 6, 2) = 16 = 14
4d6 ⇒ (4, 4, 5, 6) = 19 = 15
4d6 ⇒ (5, 1, 2, 5) = 13 = 12

Rerolls: 2d6 ⇒ (6, 1) = 7


I'm intrigued, I like the prospect of the campaign and its themes, and I like rolling dice for stats.

4d6 - 3 ⇒ (6, 5, 5, 3) - 3 = 16
4d6 - 2 ⇒ (6, 4, 3, 2) - 2 = 13
4d6 - 1 - 3 + 6 ⇒ (3, 5, 4, 1) - 1 - 3 + 6 = 15
4d6 - 1 - 5 + 6 ⇒ (5, 6, 5, 1) - 1 - 5 + 6 = 17
4d6 - 2 ⇒ (3, 2, 2, 5) - 2 = 10
4d6 - 2 ⇒ (3, 6, 2, 2) - 2 = 11
Reroll the First: 1d6 ⇒ 6
Reroll the Second: 1d6 ⇒ 6

17, 16, 15, 13, 11, 10. Very interesting, and I'm certain I can make something neat with this.

Dark Archive

Hey, I sent you a PM, seeing that we're friends, about races and such. Let me know your opinions.


The Chess wrote:
Hi Forgedawn! Should the PCs know each other? Have we been adventuring together? Is it in Golarion, and is there a reason we're hunting these creatures?

Sorry about reposting, but just to make sure you saw the questions :) thanks.


I'm thinking about creating a human ranger/inquisitor.


The Chess: You're not in Golarion. You aren't hunting golems yet, but I have adventure hooks.

The PCs don't have to know each other at all.


Dot.


Do you prefer spellcasters use SOP or does that not matter to you?


4d6 ⇒ (6, 1, 6, 2) = 15 1 reroll 1d6 ⇒ 2
4d6 ⇒ (6, 5, 6, 4) = 21
4d6 ⇒ (1, 3, 6, 3) = 13 1 reroll 1d6 ⇒ 4
4d6 ⇒ (3, 6, 5, 2) = 16
4d6 ⇒ (5, 3, 1, 4) = 13 1 reroll 1d6 ⇒ 5
4d6 ⇒ (5, 4, 3, 1) = 13 1 reroll 1d6 ⇒ 6

Total: 14, 17, 13, 14, 14, 15
I'll toss together some ideas. Be back in a bit.

Sczarni

Did not see but I'm assuming half+1 on HP?


I'll get something up tomorrow...too much beer tonight :p


Oh yeah, stats;
Stat: 4d6 ⇒ (5, 4, 4, 5) = 18
Stat: 4d6 ⇒ (5, 4, 6, 5) = 20
Stat: 4d6 ⇒ (6, 4, 1, 4) = 15
Stat: 4d6 ⇒ (1, 6, 4, 1) = 12
Stat: 4d6 ⇒ (3, 4, 4, 1) = 12
Stat: 4d6 ⇒ (5, 1, 1, 1) = 8

Reroll: 1d6 ⇒ 3
Reroll: 1d6 ⇒ 6
Reroll: 1d6 ⇒ 6
Reroll: 1d6 ⇒ 1
Reroll: 1d6 ⇒ 5
Reroll: 1d6 ⇒ 3
Reroll: 1d6 ⇒ 5

Sczarni

While I appreciated the earlier advice...I've decided to do something that I consider interesting.

I did agree that Titan Mauler is totally a good idea but from there I branched out.

Crunch:

Unnamed Hero
Dwarf barbarian (titan mauler) 5/cleric (merciful healer) of Bolka 5/gestalt 5 (Pathfinder RPG Ultimate Combat 30, 41)
CG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework)
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 55 (5d12+15)
Fort +6, Ref +2, Will +7; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee (L) +1 dwarven longhammer +9 (3d6+8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 dwarven longhammer)
Special Attacks channel positive energy 4/day (DC 13, 3d6), rage (14 rounds/day), rage powers (lesser elemental rage[APG], reckless abandon[APG])
Domain Spell-Like Abilities (CL 5th; concentration +8)
6/day—rebuke death (1d4+2)
Cleric (Merciful Healer) Spells Prepared (CL 5th; concentration +8)
3rd—beacon of luck, cure serious wounds[D], dragon turtle shell
2nd—bull's strength, cure moderate wounds[D], returning weapon[UC], weapon of awe[APG] (DC 15)
1st—bless, cure light wounds[D], divine favor, doom (DC 14), murderous command[UM] (DC 14)
0 (at will)—create water, detect magic, detect poison, spark[APG] (DC 13)
D Domain spell; Domain Healing
--------------------
Statistics
--------------------
Str 20, Dex 13, Con 15, Int 10, Wis 17, Cha 12
Base Atk +5; CMB +10; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Power Attack, Steadfast Slayer, Two-handed Thrower[UC]
Traits militia veteran (any town or village), propitation
Skills Acrobatics +0 (-4 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +8, Intimidate +11, Knowledge (nature) +5, Perception +11 (+13 to notice unusual stonework), Profession (brewer) +8, Profession (butcher) +10, Profession (cook) +10, Sense Motive +7, Survival +12 (+14 to track vs. humanoids of the Giant subtype), Swim +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ big game hunter, combat medic, evade reach, giant hunter[ARG], jotungrip, mercy (mercy: fatigued)
Other Gear +1 chain shirt, +1 dwarven longhammer[ARG], belt of giant strength +2, fishing net, flask, flint and steel, masterwork backpack[APG], medium tent[APG], mug/tankard, silk rope (50 ft.), silver holy symbol, snuffbox, ivory[ACG], waterskin (2), weapon cord[APG], 2,402 gp, 8 sp, 3 cp
--------------------
Special Abilities
--------------------
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs. foes larger than self.
Cleric (Merciful Healer) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 3d6 (4/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Elemental Rage, Lesser (1/rage) (Su) Attacks deals +1d6 energy dam (your choice) for 1 rd.
Evade Reach (5 ft) (Ex) Reduce chosen foe in line of sight's reach vs. you by listed amount.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Jotungrip (Ex) Wield 2 handed weapon of appropriate size in 1 hand, but take -2 penalty.
Mercy: Fatigued (1 creatures) (Su) When the merciful healer channels energy she can remove the fatigued condition from one or more living creatures that she heals within her channel energy burst. Feats and effects that affect a paladin's mercy also affect this ability.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+2 dam to negative HP target.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Steadfast Slayer Gain +2 damage bonus for each size category you are larger than your opponent.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Two-Handed Thrower Gain Str bonus when using two hands to throw a one or two-handed weapon

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Hurlog Crusher. Professional demolisher.

I went with Inquisitor (sanctified slayer) and ranger (galvanic saboteur), of Gorum. Mythic Champion 1. Would work well against non-constructs, but is very effective against them.

Hurlog:

Hurlog Crusher
Half-orc inquisitor (sanctified slayer) of Gorum 5/ranger (galvanic saboteur) 5/gestalt 5/Champion 1 (Pathfinder Campaign Setting: People of the River 25, Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38)
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 20, touch 13, flat-footed 18 (+7 armor, +1 deflection, +2 Dex)
hp 70 (5d10+20)
Fort +8, Ref +8, Will +8; +1 vs. robots
Defensive Abilities hard to kill, sacred tattoo[APG]
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 adamantine earth breaker +10 (2d6+17/×3 plus 1 vs. robots) or
. . battleaxe +8 (1d8+11/×3 plus 1 vs. robots)
Special Attacks bane (5 rounds/day), combat style (two-handed weapon[APG]), favored enemies (aberrations +2, constructs +4), ferocious strike, mythic power (5/day, surge +1d6), sneak attack +1d6, studied target +2 (2nd, move action)
Inquisitor Spell-Like Abilities (CL 5th; concentration +7)
. . At will—detect alignment, discern lies (5 rounds/day)
Inquisitor (Sanctified Slayer) Spells Known (CL 5th; concentration +7)
. . 2nd (3/day)—hidden blades, invisibility, resist energy
. . 1st (5/day)—cure light wounds, handy grapnel[UI] (DC 13), keep watch, wrath[APG]
. . 0 (at will)—brand[APG] (DC 12), create water, detect magic, guidance, light, sift[APG]
. . Domain Strength (Ferocity[APG] subdomain)
Ranger (Galvanic Saboteur) Spells Prepared (CL 2nd; concentration +4)
. . 1st—lead blades[APG] (2)
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Statistics
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Str 20, Dex 14, Con 14, Int 13, Wis 15, Cha 14
Base Atk +5; CMB +8; CMD 23
Feats Endurance, Favored Defense[APG], Outflank[APG], Power Attack[M], Robot's Bane, Weapon Focus (earth breaker)
Skills Acrobatics -1 (-5 to jump), Climb +9, Diplomacy +6, Disable Device +5, Intimidate +10, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +6, Knowledge (geography) +9, Perception +10, Ride +3, Sense Motive +8, Spellcraft +5, Stealth +5, Survival +10, Swim +6; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Orc
SQ devastating smash[MA], fleet charge[MA], hunter's bond (companions), lucky dodge, monster lore +2, orc blood, reprogram +7, solo tactics, stern gaze +2, track +2
Combat Gear wand of cure light wounds, wand of cure light wounds; Other Gear +1 agile breastplate[APG], +1 adamantine earth breaker[UE], battleaxe, cloak of resistance +1, ring of protection +1, 400 gp
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Special Abilities
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Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Devastating Smash (+1/+2) (Su) Reduce construct/object hardness by 10 and +tier dmg, or pwr to ignore hardness and +2x tier dmg.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Defense: Favored Enemy (Constructs) +2 You can add half your favored enemy bonus as a Dodge bonus to AC and CMD.
Favored Enemy (Aberrations +2) (Ex) +2 to rolls vs. aberrations foes.
Favored Enemy (Constructs +4) (Ex) +4 to rolls vs. constructs foes.
Ferocious Strike (+2, 5/day) (Su) +2 damage for a melee attack.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hunter's Bond (Companions) (2 rounds) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Inquisitor (Sanctified Slayer) Domain (Ferocity)
Lucky Dodge (Ex) Luck bonus to touch AC vs. favored enemies equal to half their bonus.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Reprogram +7 (Ex) Improve attitude of mindless constructs as wild empathy, intelligent constructs at -4 penalty.
Robot's Bane +1 +1 attack, damage, and saves against robots.
Sacred Tattoo +1 to all saves.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Track +2 Add the listed bonus to survival checks made to track.


Going back and forth between Monk/Druid and Paladin/Summoner...


Oh, stats;

Stat: 4d6 ⇒ (5, 1, 1, 5) = 12
Stat: 4d6 ⇒ (6, 3, 1, 5) = 15
Stat: 4d6 ⇒ (1, 6, 5, 5) = 17
Stat: 4d6 ⇒ (3, 1, 1, 6) = 11
Stat: 4d6 ⇒ (5, 4, 5, 6) = 20
Stat: 4d6 ⇒ (5, 1, 6, 3) = 15

Rerolls: 7d6 ⇒ (1, 6, 5, 5, 4, 6, 6) = 33

So that would be...16 16 16 13 16 17

Dark Archive

<_< silence... Well, for those curious, the races and such he has listed is still going under renovations.


OK, Victor is set up. Origin has been modified some. It's in the profile.

Grand Lodge

As approved by forgedawn, I'm applying a Vanara Brawler/Shifter, although still debating my mythic Path

I have desided on Trickster.

Sovereign Court

Pathfinder Rulebook Subscriber

Going to stat up an Elven Ranger/Incanter.

Quick question though, will you allow spherecasters to take the Arcane Strike feat? RaW they can't use it.


Cool concept, William


The Following Races are now allowed:

Planetouched (Undine, Fletchling, Ifrit, Aasimar, Tiefling, etc.)
and Vanara.

Jing: Maxed HP.
Vance: They'll be allowed to.

Grand Lodge

Thanks chess, I took brawler because their fists are natral weapons for spells and effects, and the steel-breaker archetype because of the need to fight constructs. Also, shifter gives alot of bonuses to Natural attacks, as well as the fact Natural attacks are considered close weapons in the fighter group, meaning I can apply my brawler's close weapon ability to them.

Basically it's a good mesh of natural attacks and useful shapechanging.

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