[dice=perception Vitro]1d20 + 5[/dice]
[dice=perception Justin]1d20[/dice] or +10 with scent
[dice=perception Snowflake]1d20 + 1[/dice]
[dice=perception Dayo]1d20 + 5[/dice]
[dice=perception Eoghan]1d20 + 12[/dice] +1 for traps
[dice=will save vitro]1d20 + 2[/dice]
[dice=will save Justin]1d20 + 5[/dice]
[dice=will save snowflake]1d20 + 10[/dice]
[dice=will save Dayo]1d20 + 4[/dice]
[dice=will save Eoghan]1d20 + 8[/dice]
[dice=fort save vitro]1d20 + 2[/dice]
[dice=fort save Justin]1d20 + 4[/dice]
[dice=fort save snowflake]1d20 + 11[/dice]
[dice=fort save Dayo]1d20 + 10[/dice]
[dice=fort save Eoghan]1d20 + 9[/dice]
[dice=reflex save vitro]1d20 + 4[/dice]
[dice=reflex save Justin]1d20 + 4[/dice]
[dice=reflex save snowflake]1d20 + 4[/dice]
[dice=reflex save Dayo]1d20 + 14[/dice]
[dice=reflex save Eoghan]1d20 + 5[/dice]
Brawler 3 (Mutagenic Mauler) HP 26/28 | Init +5 | AC 20 (T 15 FF 16) | CMD 22 (grapple 27, trip 24, BR 23) | F +6 R +8 W +4 | Per +7 (+1 vs. giants), SM +6 | Darkvision | Effects:
BigNorseWolf wrote:
Never thought about that (because i am terrible at throwing punches) but yeah you want to hit with the other two knuckles not that one..
I am terrible in a fight, I cannot stress that enough. The last time I, the person, would have figuratively rolled initiative, would have been New Year's Day 1990, and I was flat-footed until like, Groundhog Day.
That said, yeah, what little I know says you usually don't want to have those fingers involved in your punch. Any time I watch Star Trek reruns (of any of the series, it seems), I chuckle when the characters use that "lace your hands together, then make an overhand clubbing strike" move. Every time I see that, I think to myself, "Yeeeeeah, that's a pair of broken pinkies right there."
I don't need anything. A better weapon or armor is still irrelevant if most of my a convey is getting to the spot to heal. A wand of clw bites to big a chunk out of the kitty
Brawler 3 (Mutagenic Mauler) HP 26/28 | Init +5 | AC 20 (T 15 FF 16) | CMD 22 (grapple 27, trip 24, BR 23) | F +6 R +8 W +4 | Per +7 (+1 vs. giants), SM +6 | Darkvision | Effects:
What did we end up with, 100 gp each from the town and another 100 from Ameiko? I figure if I can, I'd like to upgrade my armor to a chain shirt (assuming I sell off my lamellar at half price, it'll cost a total of 70gp for the upgrade), then after that, I'll have to look at some basic supplies (holy water, alch fire, etc).
whoops started the mithral thing in the wrong place...
anyway, there are TWO ways to get silver without the -1 damage. one is to use mithral instead, the other is to use a bludgeoning weapon, because a big heavy lump of silver hurts as much as big heavy lump of iron.
On a successful attack with a silvered slashing or piercing weapon, the wielder takes a –1 penalty on the damage roll (with a minimum of 1 point of damage)
Which gets weird if you have something like a cestus which does bludgeoning and piercing damage.
Actually, I'm pretty sure a cestus does B or P, so it's a matter of, "If you do piercing, it's at -1 damage". Now, a morningstar is B and P, so there you're taking the damage hit every time.
I'm in the throes of moving my investigator9 to have all the "equipment I should have", so that'll be quite the project too, and I wanna have it ready for wednesday. After that I'll finally sort out Vitro's precise gear. So far I've only gone for strict necessities.
Brawler 3 (Mutagenic Mauler) HP 26/28 | Init +5 | AC 20 (T 15 FF 16) | CMD 22 (grapple 27, trip 24, BR 23) | F +6 R +8 W +4 | Per +7 (+1 vs. giants), SM +6 | Darkvision | Effects:
I think for me it'll be armor upgrade, one each antiplague and antitoxin, cold iron punching dagger, and bank the rest. I'll update my page tonight when I get home.
Vy "Snowlake" Baro
Male agathion-blooded aasimar (idyllkin) oracle 1/paladin (hospitaler) 1 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Player's Guide 42, 116, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 20 (2 HD; 1d8+1d10+6)
Fort +5, Ref +0, Will +5; +2 vs. death
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+2/19-20) or
morningstar +3 (1d8+2) or
shortspear +3 (1d6+2)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 14, 1d6), smite evil 1/day (+3 attack and AC, +1 damage)
Spell-Like Abilities (CL 2nd; concentration +5)
1/day—summon nature's ally II
Paladin Spell-Like Abilities (CL 1st; concentration +4)
At will—detect evil
Oracle Spells Known (CL 2nd; concentration +5)
1st (4/day)—bless, cure light wounds, liberating command[UC]
0 (at will)—detect magic, guidance, read magic, stabilize
Mystery Life
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 17, Int 10, Wis 13, Cha 16
Base Atk +1; CMB +3; CMD 13
Feats Fey Foundling[ISWG]
Traits magical knack, student of faith
Skills Acrobatics -6 (-10 to jump), Diplomacy +7, Handle Animal +9, Knowledge (nobility) +4, Knowledge (religion) +4, Spellcraft +4, Survival +7 (+9 to avoid becoming lost when using a Mapmaker's Kit as you travel); Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common, Sylvan
SQ oracle's curse (tongues [celestial]), revelation (channel)
Combat Gear snake oil[OA]; Other Gear scale mail, heavy wooden shield, crossbow bolts (20), dagger, light crossbow, morningstar, shortspear, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), leeching kit[APG], mapmaker's kit[APG], mess kit[UE], pot, soap, trail rations (5), waterskin, 1 gp, 2 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
Oracle Channel Positive Energy 1d6 (4/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
Tongues (Celestial) You can only understand and speak one language in combat.
--------------------
It's not like he actually has Wolf ears and fangs, but everything about him is wolflike. When he was found, as a baby, he actually was covered in a fine grey-white fur, and he still shows it when the light catches him at the right angle.. A white diamnd-shaped patch in his hair gave him his Birthname:"Snowflake". There was only one problem. Whenever Snowflake became upset, he yelled in a tongue the common folk didn't understand, and although the cleric in Sandpoint said it wasn't an evil tongue, people mistrusted him. Snowflake therefore shied away, and stayed with the cleric, who had a soft spot for foundlings. Snowflake learned a lot about healing peopl. This way he could 'redeem'himself a litle bit to the townfolk. Still, when the temple burnt down, Snowflake knew they wanted a scapegoat, and he fled.
He took to traveling, and took a name, Vy Baro, after a folkhero, the Wise Wolf. On his travels he learned how to defend himself, and he learned what he really was
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Its why the smith just doesnt have them lying around. No two fists are the same.
Also, due to the anatomy of the leg, even when bipedal, trousers wont work for ratfolk. They will get hung up on the ankle joint. Shorts and skirts is basically what is comfortable to wear. (Or robes)
You cant put a cone of shame on a rat. So when we need them to not touch their stitches, we cut up a tube sock and put arm/legholes in them. It looks like a turtleneck sweater.
Brawler 3 (Mutagenic Mauler) HP 26/28 | Init +5 | AC 20 (T 15 FF 16) | CMD 22 (grapple 27, trip 24, BR 23) | F +6 R +8 W +4 | Per +7 (+1 vs. giants), SM +6 | Darkvision | Effects:
Justin, I know you've talked about using enlarge person mainly for its control aspects courtesy of increased reach. Would you consider adding the long arms spell into your tool kit as well? I'd figure sometimes having the reach without the added size will be worthwhile.
Brawler 3 (Mutagenic Mauler) HP 26/28 | Init +5 | AC 20 (T 15 FF 16) | CMD 22 (grapple 27, trip 24, BR 23) | F +6 R +8 W +4 | Per +7 (+1 vs. giants), SM +6 | Darkvision | Effects:
Ah, nuts. I was going from memory on that spell. I was just concerned about not having space to move around, especially once I get into using Outslug Style and become all 5-foot-steppy.