Rappan Athuk Old School

Game Master brvheart

Initiative Order:

Katzor
Elathras
Irenicus
Mitleid
Gruk
Beltin
Gnolls

Rappan Athuk Player's Will


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Sure.

Grand Lodge

Can we pre-craft?

Sczarni

sorry, work got a little crazy this week.

i'll make the changes to Horatio and can have him ready to go tonight or tomorrow.


Here's the crunch for my char. I rolled a sorceror since the party appeared to be lacking in arcane. What world is this set in? What are the cities in the general area? I was hoping to get some ideas for the char background.

Traleth
Male Human sorcerer 5
None Medium humanoid (human)
Init +8, Senses Perception +8
=================================================
DEFENSE
=================================================
AC 14, touch 13, flat-footed 12 (+1 deflection, +2 Dex, +1 natural, )
hp 44 ((5d6)+15)
Fort +4, Ref +4, Will +5
Resistances electricity 5,
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee dagger +0 (1d4-2/19-20)
Ranged dagger (thrown) +4 (1d4-2/19-20)

Sorcerer Spells Known (CL 5th; concentration +10)
2nd(5/day)-flaming sphere(DC 18), glitterdust(DC 17), resist energy(DC 17)
1st(8/day)-burning hands(DC 17), enlarge person(DC 16), grease(DC 16), identify, mage armor(DC 16)
0th(at will)-detect magic, ghost sound(DC 15), light, prestidigitation(DC 15), ray of frost, read magic(DC )

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 7, Dex 14, Con 14, Int 12, Wis 10, Cha 21,
Base Atk +2; CMB +0; CMD 13
Feats Empower Spell, Eschew Materials, Improved Initiative, Intensified Spell, Magical Lineage, Spell Focus (Evocation)
Skills Diplomacy +10, Knowledge (Arcana) +9, Perception +8, Spellcraft +9,
Traits Magical Lineage (Lightning Bolt), Reactionary,
Languages Common, Draconic
SQ bloodline arcana, bonus feat, cantrips, claws, draconic bloodline (blue), dragon resistances, skilled,
Combat Gear Wand of Silent Image (50 charges), potion of cure light wounds,
Other Gear ring of protection +1, outfit (traveler's), cloak of resistance +1, bag of holding (type i), wrist sheath, dagger, 4193.4 gp
=================================================
SPECIAL ABILITIES
=================================================
Bloodline Arcana Whenever you cast a spell with the electricity descriptor, that spell deals +1 point of damage per die rolled.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Claws (Su) You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Your claws are considered magic weapons for the purpose of overcoming DR. You can use your claws 8 rounds per day. These rounds do not need to be consecutive.

Draconic Bloodline (Blue) At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Dragon Resistances You gain Electricity Resistance 5 and a +1 natural armor bonus.

Eschew Materials

Magical Lineage (Lightning Bolt) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Lightning Bolt, treat its actual level as 1 lower for determining the spell's final adjusted level.

No Racial Subtype You have chosen no racial subtype.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Grand Lodge

Here is my paladin, Mercury. He is done barring purchases.

HP: 4d10 ⇒ (2, 4, 3, 1) = 10

Re-roll 1s: 1d10 ⇒ 2

That is even worse than average.

Forgot HP for level 6: 1d10 ⇒ 10

Can I use average?


Lol, reroll. No pre-crafting. Everything needs to be at market price.

Grand Lodge

HP reroll: 4d10 ⇒ (3, 2, 2, 7) = 14

The dice is rigged.

HP reroll: 4d10 ⇒ (10, 5, 8, 3) = 26

Much better.


djpika wrote:
Here's the crunch for my char. I rolled a sorceror since the party appeared to be lacking in arcane. What world is this set in? What are the cities in the general area? I was hoping to get some ideas for the char background.

Bueller?

Grand Lodge

I need opinions on whether I should take combat reflexes when my character has a dex modifier of +2.


We have a half-orc sorcerer but our wizard has been working 70+ hours a week so has been unable to post. The setting is the Lost Lands by Frog God Games. There are no cities close, but the major ones in the area are Bard's Gate and End Home.

Re: Combat Reflexes. It is a viable option as it is rare you would get more than one additional AOO, but there are probably better choices for a Paladin like extra channeling or lay on hands.


Isn't this the current party?

brvheart wrote:

We currently have a Dwarf Zen Archer Qi-Gong Monk, an elven rogue/wiz and a cleric6.

Grand Lodge

Are the additional sources available?


djpika wrote:

Isn't this the current party?

brvheart wrote:

We currently have a Dwarf Zen Archer Qi-Gong Monk, an elven rogue/wiz and a cleric6.

Our half-orc sorcerer Gurk just reported in yesterday after several months so add him to the list. Several others have not reported which is why we are recruiting.


brvheart wrote:
djpika wrote:

Isn't this the current party?

brvheart wrote:

We currently have a Dwarf Zen Archer Qi-Gong Monk, an elven rogue/wiz and a cleric6.

Our half-orc sorcerer Gurk just reported in yesterday after several months so add him to the list. Several others have not reported which is why we are recruiting.

D) Sources: Core Rules, Advanced Players Guide, Ultimate Combat and Ultimate Magic after 5th level on DM approval on a case by case basis only. Additional Sources: Freebooter's Guide, A Brace of Pistols, Book of Magic Pirate Spells, 101 Pirate and Privateer Traits, Fire As She Bears, Pirates of the Inner Sea, Heart of the Jungle, Inner Sea World Guide, Isle of the Shackles and Dead Man's Chest. Other Golarion sources on a case by case basis. If I have it, you can use it.

Grand Lodge

Then I will be requesting fey foundling from inner sea world guide which can also be found on official SRD here.


ok

Grand Lodge

Thx. I should be done.


Hit Dice: 4d8 ⇒ (5, 8, 2, 5) = 20


Ok, here's the crunch for an archer bard:

Ash Silvertongue
Male Human bard 5
None Medium humanoid (human)
Init +3, Senses Perception +8
=================================================
DEFENSE
=================================================
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex, )
hp 38 ((5d8)+10)
Fort +3, Ref +8, Will +5, +4 vs. Bardic Performance, sonic, and language-dependent effects

=================================================
OFFENSE
=================================================
Speed 30 ft.
Ranged shortbow +1 +7 (1d6+1/x3), within 30 ft. +8 (1d6+2)
Melee dagger +5 (1d4+2/19-20)
Ranged dagger (thrown) +6 (1d4+3/19-20), within 30 ft. +7 (1d4+3)
Special Attacks Distraction, Fascinate,

Bard Spells Known (CL 5th; concentration +8)
2nd(3/day)-glitterdust(DC 15), heroism(DC 15), invisibility(DC 15)
1st(5/day)-comprehend languages(DC ), cure light wounds(DC 14), grease(DC 14), silent image(DC 14)
0th(at will)-dancing lights, detect magic, ghost sound(DC 13), prestidigitation(DC 13), read magic(DC ), summon instrument

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 14, Dex 17, Con 12, Int 13, Wis 10, Cha 16,
Base Atk +3; CMB +5; CMD 18
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Bluff (Perform (Sing)) +11, Diplomacy +11, Knowledge (Arcana) +11, Knowledge (Nature) +11, Perception +8, Perform (Sing) +11, Perform (String Instruments) +11, Sense Motive (Perform (Sing)) +11, Spellcraft +9, Use Magic Device +11,
Languages Common, Elven
SQ armored casting, bardic knowledge, bardic performance, bonus feat, cantrips, countersong, inspire competence, inspire courage, lore master, skilled, versatile performance (sing), well-versed,
Combat Gear Wand of Cure Light Wounds (50 charges),
Other Gear shortbow +1, outfit (entertainer's), cloak of resistance +1, chain shirt +1 (mithral), wrist sheath, dagger, handy haversack, bedroll, musical instrument (lute/masterwork), arrows (20), 2215.9 gp
=================================================
SPECIAL ABILITIES
=================================================
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex) You add +2 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 15 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su) You can use your performance to cause up to 2 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 15) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Lore Master (Ex) You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 1 times per day, you can take 20 on any Knowledge skill check as a standard action.

No Racial Subtype You have chosen no racial subtype.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Versatile Performance (Sing) (Ex) You can use your bonus in the Perform (Sing) skill in place of your bonus in the Bluff or Sense Motive skills. When substituting in this way, you use your total Perform (Sing) skill bonus, including class skill bonus, in place of your Bluff or Disguise skill bonus, whether or not you have ranks in that skill or if it is a class skill.

Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.


Paladin ready to go.


This still going?


Aye!

Grand Lodge

Yups


The response is more for the DM since it's been a week.

Grand Lodge

Sorry, I have to back out of this due my mental health dropping.

Grand Lodge

I just sent him (the DM) an email to make sure everything's ok.

Grand Lodge

haven't heard anything from the DM yet, hope he's OK


I am here. Just got rid of family in town.
Post As


Sorry all, I hurt my back and have been unable to post for awhile. Be back soon.

Grand Lodge

Ouch!! Get well


My back is improving, so I think I am ready to get started again:)

Grand Lodge

Great! Glad you're feeling better.


Ok, players sound off if you are ready to play.


Ready


ready

Grand Lodge

I'm ready. Hope this saves, 3rd time saying I;'m good to go


That is three, any more?


Let's try this again, we need 2-3 players for existing RA pathfinder game.

Grand Lodge

Still here, do we need another one or two?


Yes

Grand Lodge

Hmmm try to get a couple of more players?


I had a couple, but then I had to be off line for health reasons. Trying again here.


Gruk says he is interested in continuing.


I am interested if there is still room...

What party composition do you have now? Any gaping holes that need to be filled?

Do I come in at average party level or as a lv 1 newb?

Same creation rules that you posted at the beginning of this thread?


Decided on a Halfling Swashbuckler...seemed like you guys could use another front of the line melee type, and he will make a decent face for the rare event that something social comes up in the dungeon.

Hitdice for Halfling Swash: 4d10 ⇒ (2, 2, 1, 4) = 9 Average = 2.25

Wow...let's reroll that

Reroll: 4d10 ⇒ (3, 8, 10, 3) = 24 Average = 6

That's acceptable.

Back with crunch later today or tomorrow probably.


Okay...character is complete...Ready for your review is Brand Merrywine the Halfling Swashbuckler

The link takes you to the myth-weavers page, but here is the synop of the character:

Brand Merrywine
M NG Halfling Swashbuckler, Level 5, Init 6, HP 49/49, Speed 30
AC 24, Touch 16, Flat-footed 19, CMD 19, Fort 5, Ref 9, Will 3, CMB +4, Base Attack Bonus 5, Action Points 5/5
Scimitar +1 +13 (1d4+6+5ps, 15-20 x 2)
Long Bow (20 regular) +10 (1d6, x3)
Chain Shirt +1, Buckler +1 (+5 Armor, +2 Shield, +4 Dex, +1 Size, +1 Natural)
Abilities Str 11, Dex 18, Con 14, Int 12, Wis 13, Cha 16
Condition None

At the last page I included notes for my self calculating his attack and damage bonuses because the swashbuckler class has so many different bonuses going on.

He has +13 to hit, unless he is using Piranha Sting (Power Attack for Dex) in which case it is +11.
He has 1d4+6 damage normally with an additional +4 for piranha sting. On top of that he gets +5 damage from precise strike or +10 if he spends a panache point. So pulling out all of the stops for damage and assuming a crit (30% of the time) he is dishing 2d4+30 (1d4+10)x2+10

For AC He is hard to hit at 24 and when the opponent swings he can spend a panache point to decide to add his Charisma to his ac to take it to 27 or attempt to parry using his Attack of Opportunity...did not take combat reflexes so he only gets to do that once per round.

The achilles heel tactically is his dismal will and fort saves, but he can add chr (+3) to that 3 times per day...so hopefully that will get him by. Everybody needs a weakness though.

Not sure if this is all legal with the sources you are allowing, I don't have many books so I mainly use PFSRD for character building. Open to comments and feedback if I need to rewrite anything, or if anything is not clear.

Thanks!


We have a sorceror, dwarven zen archer, cleric and a wizard/rogue. He would fit in well:) Level 5 WBL.
Most of it looks fine except a couple of things. Where are you getting the money for all the potions? Also your perception s/b +11 with a +2 racial bonus.

Brand Merrywine
Male halfling swashbuckler 5 (Pathfinder RPG Advanced Class Guide 56)
NG Small humanoid (halfling)
Init +6; Senses Perception +11
--------------------
Defense
--------------------
AC 24, touch 16, flat-footed 19 (+5 armor, +4 Dex, +1 dodge, +1 natural, +2 shield, +1 size)
hp 49 (5d10+15)
Fort +5, Ref +9, Will +3; +2 vs. fear
Defensive Abilities charmed life 3/day, nimble +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 scimitar +13 (1d4+6/15-20+5 Precision)
Ranged longbow +10 (1d6/×3)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (5), swashbuckler weapon training +1
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 14, Int 12, Wis 13, Cha 16
Base Atk +5; CMB +4; CMD 19
Feats Extra Panache[ACG], Piranha Strike, Slashing Grace[ACG], Weapon Focus (scimitar)
Traits anatomist, life of toil
Skills Acrobatics +10, Bluff +7, Diplomacy +7, Escape Artist +7, Intimidate +10, Perception +11, Sense Motive +5, Sleight of Hand +10, Stealth +10, Swim +3; Racial Modifiers +2 Perception
Languages Common, Elven, Halfling
SQ swashbuckler finesse
Combat Gear potion of cure light wounds (5), potion of haste; Other Gear +1 chain shirt, +1 buckler, +1 scimitar, arrows (20), longbow, amulet of natural armor +1, handy haversack, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 695 gp
--------------------
Special Abilities
--------------------
Charmed Life +3 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Deeds
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Slashing Grace (Scimitar) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Swashbuckler Weapon Training +1 (Ex) +1 attack and damage with swashbuckler weapons.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


brvhrt wrote:
Also your perception s/b +11 with a +2 racial bonus.

Brand picked up the alternate racial traits Fleet of Foot and Low Blow.

Fleet of Foot replaces my racial bonus on Acrobatics and Climb for an upgrade on move speed to 30'.

Low Blow replaces my racial bonus on Perception for a +1 bonus on critical hit confirmations when fighting opponents larger than myself. It is a useful trade since Swashbuckler gets improved crit for free and confirmed critical hits recharge my Panache Pool.

brvhrt wrote:
Where are you getting the money for all the potions?

I tried to be careful with making sure I was spending the money correctly, but I will double check and provide the accounting here.

The Accounting:

Starting Gold - WBL Lv 5 - 10,500

Longbow & 20 Arrows - 76 - 10,424
Scimitar +1 - 2,015 - 8,409
Chainshirt +1 - 1,100 - 7,309
Buckler +1 - 1,005 - 6,304
Handy Haversack - 2,000 - 4,304
Swashbuckler's Kit - 9 - 4,295
Amulet of Natural Armor +1 - 2,000 - 2,295
Potion of CLW - 50 x5 - 250 - 2,045
Potion of CMW - 300 x 2 - 600 - 1,445
Potion of Shield of Faith - 50 x 5 - 250 - 1,195
Potion of Haste - 750 - 445
Potion of Invisibility - 300 - 145

Turns out the accounting was helpful anyways, I had ended up with 54gc left last night, double checking the math that should have been 145gc. So 91 gold back...woo!

Open to any other thoughts or comments.


Here is the problem:

Scimitar +1 - 2,015 - 8,409 s/b 2315
Chainshirt +1 - 1,100 - 7,309 s/b 1250
Buckler +1 - 1,005 - 6,304 s/b 1155

You neglected to account for the masterwork cost of these items, 300 for weapons and 150 for armor and shields.


Brand Merrywine
Male halfling swashbuckler 5 (Pathfinder RPG Advanced Class Guide 56)
NG Small humanoid (halfling)
Init +6; Senses Perception +9
--------------------
Defense
--------------------
AC 24, touch 16, flat-footed 19 (+5 armor, +4 Dex, +1 dodge, +1 natural, +2 shield, +1 size)
hp 49 (5d10+15)
Fort +5, Ref +9, Will +3; +2 vs. fear
Defensive Abilities charmed life 3/day, nimble +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 scimitar +13 (1d4+6/15-20+5 Precision)
Ranged longbow +10 (1d6/×3)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), low blow[APG], panache (5), swashbuckler weapon training +1
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 14, Int 12, Wis 13, Cha 16
Base Atk +5; CMB +4; CMD 19
Feats Extra Panache[ACG], Piranha Strike, Slashing Grace[ACG], Weapon Focus (scimitar)
Traits anatomist, life of toil
Skills Acrobatics +10, Bluff +7, Diplomacy +7, Escape Artist +7, Intimidate +10, Perception +9, Sense Motive +5, Sleight of Hand +10, Stealth +10, Swim +3
Languages Common, Elven, Halfling
SQ swashbuckler finesse
Combat Gear potion of cure light wounds (5), potion of haste; Other Gear +1 chain shirt, +1 buckler, +1 scimitar, arrows (20), longbow, amulet of natural armor +1, handy haversack, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 695 gp
--------------------
Special Abilities
--------------------
Charmed Life +3 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Deeds
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Low Blow +1 to critical confirmation rolls against larger creatures.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Slashing Grace (Scimitar) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Swashbuckler Weapon Training +1 (Ex) +1 attack and damage with swashbuckler weapons.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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