Karrak Ironhand |
Karrak Ironhand wrote:Are we supposed to roll for HP? I think I have been using average +1/2.yeah, d8 HD would be 1d5+3, d12 HD would be 1d7+5.
it's a roll, but adjusted so no one gets nerfed with less than 1/2 possible hp on a level.
Looks like I did it correctly at 4th level. HP was 30 then.
5th level HP gain: 1d5 + 3 ⇒ (1) + 3 = 4
with the +1 from CON gives me 35.
Wolfwaker RPG Superstar 2013 Top 8 |
voodoo chili |
I actually liked BotM the most of the three books I just bought. I'm actually running a werebear blooded Ulfen and although the book didn't really add anything I didn't already have, it's got nice flavor. As a DM, I see some promise there... mwu-ha-ha!
Bestiary 4 is going the way of the 3.5 MMs in my opinion. the monsters just get more and more epic (high CR ridiculousness) and goofy :( most of the good ones were just reprints from the APs
As for Towns, I mainly got it for Solku and honestly I think my take is better, of course! ; )
Hungry Voodoo |
Hmm, yeah.
I dont think poisoned weapons are even going to work for gremlins as they aren't likely to even break the skin for lethal damage with the str penalty. Contact poisons might work but they are kinda overkill. caster levels seem the best option for gremlins to wreak havoc, but what to do with the rank and file? still plotting know that i've painted myself into a corner ; )
Hungry Voodoo |
1 person marked this as a favorite. |
Well, I was going for an old school feel... L5 PC killed by gremlins and stirges has to hurt though ; )
BBB is fine with it and is thinking about a more charismatic PC that won't antagonize elves so much.
So some noodling on my part to figure out how to make dangerous gremlins. Thanks for your patience. Hopefully you all don't feel too abused. I've got one more trick to try out.
Bilbo Bang-Bang |
HP Roll New Guy
1d6 + 4 ⇒ (1) + 4 = 5
1d6 + 4 ⇒ (3) + 4 = 7
1d6 + 4 ⇒ (2) + 4 = 6
1d6 + 4 ⇒ (2) + 4 = 6
1d6 + 4 ⇒ (6) + 4 = 10
New Guy's buddy
1d5 + 3 ⇒ (1) + 3 = 4
1d5 + 3 ⇒ (3) + 3 = 6
1d5 + 3 ⇒ (5) + 3 = 8
Please review. Hero minus any gear.
Unnamed Hero
Male Human Ranger (Skirmisher) 5
NG Medium humanoid (human)
Init +4; Senses Perception +10
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 41 (5d10+7)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +8, Will +4
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Offense
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Speed 30 ft.
Special Attacks favored enemies (gnolls +2, undead +4)
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Statistics
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Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 10
Base Atk +5; CMB +7; CMD 21
Feats Dervish Dance, Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse
Traits flame of the dawnflower, indomitable faith
Skills Acrobatics +7, Bluff +0 (+2 vs. gnolls, +4 vs. undead), Handle Animal +8, Heal +6, Knowledge (dungeoneering) +6 (+8 vs. gnolls, +10 vs. undead), Knowledge (religion) +2 (+4 vs. gnolls, +6 vs. undead), Linguistics +2, Perception +10 (+12 vs. gnolls, +14 vs. undead, +12 while in underground terrain), Perform (dance) +2, Sense Motive +2 (+4 vs. gnolls, +6 vs. undead), Spellcraft +6, Stealth +10 (+12 while in underground terrain), Survival +10 (+12 vs. gnolls, +14 vs. undead, +12 while in underground terrain, +12 to track), Swim +6 (+10 to resist nonlethal damage from exhaustion)
Languages Common, Dwarven, Elven
SQ combat styles (archery), favored terrain (underground +2), hunter's bonds (animal companion, leopard), hunter's tricks, hunter's tricks (hateful attack), track, wild empathy
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Gnolls +2) (Ex) +2 to rolls vs Favored Enemy (Gnolls).
Favored Enemy (Undead +4) (Ex) +4 to rolls vs Favored Enemy (Undead).
Favored Terrain (Underground +2) (Ex) +2 to rolls vs Favored Terrain (Underground).
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Hunter's Trick (Hateful Attack) (Ex) The ranger can use this trick as a free action when he makes an attack against one of his favored enemies. The ranger doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat ran
Hunter's Tricks (4/day) (Ex) Various tricks.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Animal Companion
Leopard
N Small animal
Init +5; Senses low-light vision, scent; Perception +5
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Defense
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AC 18, touch 17, flat-footed 12 (+5 Dex, +1 size, +1 natural, +1 dodge)
hp 24 (+6)
Fort +4, Ref +8, Will +2
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Offense
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Speed 50 ft.
Melee bite +4 (1d4+1) and
. . 2 claws +4 (1d2+1)
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Statistics
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Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +2; CMD 18 (22 vs. trip)
Feats Dodge, Mobility
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Down [Trick], Fetch [Trick], Heel [Trick], Hunting [Trick], Seek [Trick], Track [Trick]
Skills Acrobatics +9 (+17 jump), Fly +7, Perception +5, Stealth +13 (+17 in Undergrowth); Racial Modifiers +4 Stealth in Undergrowth
SQ attack any target, hunting
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.
Hungry Voodoo |
1 person marked this as a favorite. |
Aw, quit yer whining, Chitleen. It's the same with any arcanish caster, you have to stock up. I thought you'd made some standard alchy gear? A regular tanglefoot bag would have stymied the rodent rider pretty good. Load up.
The druid's no longer concentrating on the swarm so that'll wrap and then it's really just mopping up whether Chitleen survives or no.
It might take a bit to bring in Seamus though. btw, per request I'm considering a nice touch to the hooked lance. I think it would be pretty funny fashioned as an extra long pipe that can puff out a cloud of haze or confusion once a day or something like that : )
Chitleen Shudra |
1 person marked this as a favorite. |
Had made some basic alchemy gear... that then got used up pretty quick.
More frustrated at myself for not having a bit more strength bonus or something to amp up his regular attacks. He misses on a 12 and 90% of the time he'd do less damage (even before DR) than a tiny gremlin is doing to him at present.
Yes it's pity week and I'm whinging. I just need a pat on the head and a there there... maybe a hot chocolate and a cookie...