Sebecloki's Untitled Campaign (Inactive)

Game Master Sebecloki


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Ah missed that, whoops.

hit points: 10 + 3 + 1 + 6 + 1d4 + 3 + 1 ⇒ 10 + 3 + 1 + 6 + (2) + 3 + 1 = 26


I'll update the campaign page later with all the clarifications to the build rules stuff that came up in discussion. I also just want to do a quick check list with everyone they remembered certain things.

Grand Lodge

Do we still add our Con modifier at each level? What about FCB and feats?

Also, I spent many, many hours on Saturday creating a Sylph Bard. Will probably change it since there's another bard. Actually, two bards may be fine.


roll4initiative wrote:

Do we still add our Con modifier at each level? What about FCB and feats?

Also, I spent many, many hours on Saturday creating a Sylph Bard. Will probably change it since there's another bard. Atually, two bards may be fine.

Con modifier still applies. Favored class bonus applies.

What is the question about feats?


Settled on dwarf Warpriest of Torag.

HP level 2: 1d4 + 4 ⇒ (3) + 4 = 7

Grand Lodge

Feats that give a hp bonus. Toughness, etc...


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roll4initiative wrote:
Feats that give a hp bonus. Toughness, etc...

What about them -- you can also use those... this system will only give you a high total, not max.


1d4 + 4 ⇒ (3) + 4 = 7


Here is Smiles-a-lots Warpriest. Heading over to the discussion thread.

Grand Lodge

Ugh. Still undecided. It looks like we need a heavier arcane caster. I'm now considering a classic/vanilla elf wizard that was stuck in his tower for centuries and finally got out and soon discovered the massive array of adventurer classes.

I'll throw one together tonight.


roll4initiative wrote:

Ugh. Still undecided. It looks like we need a heavier arcane caster. I'm now considering a classic/vanilla elf wizard that was stuck in his tower for centuries and finally got out and soon discovered the massive array of adventurer classes.

I'll throw one together tonight.

My advice is play what you want. Party balance is over rated.

RPG Superstar 2010 Top 32, 2011 Top 4

1 person marked this as a favorite.
roll4initiative wrote:

Do we still add our Con modifier at each level? What about FCB and feats?

Also, I spent many, many hours on Saturday creating a Sylph Bard. Will probably change it since there's another bard. Actually, two bards may be fine.

I think two bards is fine, speaking as bard #2. Arcane Duelist plays very different from most archetypes, and if bard #1 is using Inspire Courage, that would leave room for bard #2 to use Bladethirst.


1 person marked this as a favorite.
roll4initiative wrote:

Ugh. Still undecided. It looks like we need a heavier arcane caster. I'm now considering a classic/vanilla elf wizard that was stuck in his tower for centuries and finally got out and soon discovered the massive array of adventurer classes.

I'll throw one together tonight.

yeah, honestly just play what you want, this isn't a super serious or tactical game, I just want to throw some dice and do some classic adventures. I'm also planning on a more OSR style of high danger combats, so everyone should be prepared to potentially die and or have to get resurrected.


Already planning my next PC ;)


I'm going to go ahead an open up the play thread in case anyone wants to do some RP before we get going. The scenario is that the group arrives in a 1,000 person pastoral town called Griffondale, and you have a couple of days to hang out and potentially shop or do other stuff before the adventure gets started.

EDIT: threads up with some material if anyone wants to start RPing for a day or two before we get started on the 22nd or 23rd.

Grand Lodge

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Sylph Bard it is.
1d4 + 4 ⇒ (1) + 4 = 5


And I'm not going to deliberately try to kill anyone -- I'm just going to pick monsters in about the same number as the PCs with about the same damage output, AC, BAB, etc., so it's a reasonable 50/50 who goes first, and they do as much damage as they take for the most part. It won't be unfair, but it won't be weighted in your favor either. And I'm just going to let the dice do what the dice do in a more OSR style.

Also -- I'm not against RP -- I'm just trying to set the expectations to be very reasonable for a kind of casual game that I also imagine being not totally serious. It will be fun if some plot lines and cool scenes emerge naturally from the story telling, but I'm not setting out to do anything else than do a decent job running these adventures.

Some of them need fleshing out for some stuff -- like the beginning of Rudwilla's Stew says you hang out in this town for 2 days before the adventure starts -- that's just an instruction to the DM, there's nothing to read. I'm fleshing that kind of stuff out. I may do some additional changes like adding opponents, extending or switching out some maps and stuff -- but I think that's pretty much what was expected; 2e I think had much less of an idea that the adventures were a railroad that told the entire story completely, but rather gave you a framework to run on, but didn't flesh absolutely everything out.

Grand Lodge

Wait... You're not gonna have us start in a tavern!?! How dare you forgo a common old-school cliché! ;)


1 person marked this as a favorite.
roll4initiative wrote:
Wait... You're not gonna have us start in a tavern!?! How dare you forgo a common old-school cliché! ;)

You are starting in a tavern! And it's completely cliche! Read the stuff I just posted friend!

Grand Lodge

Sebecloki wrote:
roll4initiative wrote:
Wait... You're not gonna have us start in a tavern!?! How dare you forgo a common old-school cliché! ;)
You are starting in a tavern! And it's completely cliche! Read the stuff I just posted friend!

Oh, snap!!! Lol! Awesome.


roll4initiative wrote:
Sebecloki wrote:
roll4initiative wrote:
Wait... You're not gonna have us start in a tavern!?! How dare you forgo a common old-school cliché! ;)
You are starting in a tavern! And it's completely cliche! Read the stuff I just posted friend!
Oh, snap!!! Lol! Awesome.

The name is even cliche!


Man, I gotta finish my rogue -- I'm a forever DM, mostly by choice, and I had partially forgotten how long it takes to look through character options even at low levels. I looked at a bunch of different options for a level 2 unchained rouge. I'm also not really optimizing, just trying to make something with a schtick that works. I'm going to go into assassin as a prc, and I don't think anyone thinks that's a strong choice -- they got rid of spellcasting for the 3.5 version.

Grand Lodge

Sebecloki wrote:
Man, I gotta finish my rogue -- I'm a forever DM, mostly by choice, and I had partially forgotten how long it takes to look through character options even at low levels. I looked at a bunch of different options for a level 2 unchained rouge. I'm also not really optimizing, just trying to make something with a schtick that works. I'm going to go into assassin as a prc, and I don't think anyone thinks that's a strong choice -- they got rid of spellcasting for the 3.5 version.

What about ninja? Just reflavor it as a Euro medieval style assassin.


roll4initiative wrote:
Sebecloki wrote:
Man, I gotta finish my rogue -- I'm a forever DM, mostly by choice, and I had partially forgotten how long it takes to look through character options even at low levels. I looked at a bunch of different options for a level 2 unchained rouge. I'm also not really optimizing, just trying to make something with a schtick that works. I'm going to go into assassin as a prc, and I don't think anyone thinks that's a strong choice -- they got rid of spellcasting for the 3.5 version.
What about ninja? Just reflavor it as a Euro medieval style assassin.

Yeah, I know ninja is technically better -- I might do that, I'll look at it again


does someone have hero lab? If I give you the options I want, will you input them for me for my character? I'm just really having a hard time actually getting everything calculated and written out, even though I've picked most of my options -- I'm going to go ninja and just pretend its a medieval character to get better powers, but I think I have everything else selected.


Unfortunately, I do not have hero lab. I do feel your pain … in the past the options and math of high level gestalt games drive me crazy at times


Algrim Ironheart wrote:
Unfortunately, I do not have hero lab. I do feel your pain … in the past the options and math of high level gestalt games drive me crazy at times

I think someone does, I thought I saw the formatting in one of the submissions.

I'm gonna stick with Urogue actually -- you can't take the darkness archetype I used with ninja, and my whole build is based around that, and I don't want to figure out other options, so I'll just stay with what I'm doing.

I haven't made a character in a while -- it's amazing how many options and things there are to keep track of even with these fairly limited build rules.


No Hero Lab.

I downloaded Miro, though. Unfortunately, I don't own a computer. Miro is very clunky on my phone and I may not be able to use it very well, if at all, but, I'll give it a try.


I can just screen shot it and upload that if I have to I guess.


1d4 ⇒ 2


Sebecloki wrote:
does someone have hero lab? If I give you the options I want, will you input them for me for my character? I'm just really having a hard time actually getting everything calculated and written out, even though I've picked most of my options -- I'm going to go ninja and just pretend its a medieval character to get better powers, but I think I have everything else selected.

I do. Let me know what you need, I'll see if I can cobble it together.


Arrock Ghostseye wrote:
Sebecloki wrote:
does someone have hero lab? If I give you the options I want, will you input them for me for my character? I'm just really having a hard time actually getting everything calculated and written out, even though I've picked most of my options -- I'm going to go ninja and just pretend its a medieval character to get better powers, but I think I have everything else selected.
I do. Let me know what you need, I'll see if I can cobble it together.

Thanks -- these are the options I want

Luke Slade

Level 2 Unchained Rogue (Shadow Walker archetype)

Str 10
Dex 19
Con 17
Int 13
Wis 10
Cha 7

Racial Traits

Bonus Feat
Dimdweller

Traits

Reactionary
Inspired
Hidden Hand

Drawback

Umbral Unmasking

Feats

Combat Stamina (free)

Extra Rogue Talent
Extra Rogue Talent
Two Weapon Fighting

Rogue Talents

Minor Magic
Gloom Magic
Greater Gloom Magic

Skills:
put the skill points into these skills, in this order, maxing out until I run out of poitns

Stealth (Dex):
Acrobatics (Dex):
Disable Device (Dex):
Escape Artist (Dex):
Sleight Of Hand
Perception
Knowledge (dungeoneering)
Knowledge (local) (Int):

Favored class option

Rogue: The rogue gains +1/6 of a new rogue talent.

equipment

Spider-Silk Bodysuit
sickle
Crossbow, hand
Dimorphodon Poison


Is anyone else planning to join? I see that six have already posted -- once my character is together we'll have 7, so I'll go ahead and start the adventure tonight or tomorrow.

RPG Superstar 2010 Top 32, 2011 Top 4

Sebecloki- here's a draft. Just a few things that need noting:
-Some of your options involve supplements I don't have the packages for, so I'll try and manually add them in where appropriate but double check and make sure I haven't missed anything. Specifically, those are the Shadow Walker archetype, the Dimdweller Trait, the Umbral Unmasker flaw, gloom magic and greater gloom magic rogue traits, the spidersilk bodysuit and dimorphodon poison.

You seem to be one feat over what a 2nd level human rogue would have, unless I'm missing something that would add it in. Minus the bonus EITR and Combat Stamina feats, it should be two feats.

Reactionary and Hidden Hand are both combat traits, so technically it would be one or the other.

Good news- you're actually significantly UNDER spent on your skills! Per HeroLab, you have another 4 regular skill points and 2 background skill points to spend.

Minor Magic needs a spell associated with it.

Also, you get another starting langue because you're so darn smart.

I can put it through HL again if you want to give me corrections, or alternately you can just take the formatting as a template and adjust it yourself.

Luke:

Luke Slade
Human unchained rogue 2 (Pathfinder Unchained 20)
N Medium humanoid (human)
Init +6; Senses Perception +5, Darkvision 70 feet
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 20 (2d8+6)
Fort +3, Ref +7, Will +0
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee sickle +1 (1d6)
Ranged hand crossbow +5 (1d4/19-20)
Special Attacks sneak attack (unchained) +1d6
Rogue (Unchained) Spell-Like Abilities (CL 2nd; concentration +0)
At will—minor magic (spell needed)
2/day— darkness
1/day— deeper darkness
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 17, Int 13, Wis 10, Cha 7
Base Atk +1; CMB +5; CMD 15
Feats Agile Maneuvers, Combat Expertise, Combat Stamina, Deadly Aim, Extra Rogue Talent, Extra Rogue Talent, Power Attack, Two-weapon Fighting
Traits hidden hand, inspired, reactionary
Flaw Umbral Unmasking
Skills Acrobatics +9, Disable Device +8, Escape Artist +9, Knowledge (dungeoneering) +6, Knowledge (local) +6, Perception +5, Sleight of Hand +9 (+10 to conceal light weapons), Stealth +9 ?? ?? ??
Languages Common
SQ agile maneuvers, combat expertise, deadly aim, expanded sight, finesse weapon attack attribute, point-blank shot, power attack, rogue talent (minor magic), two-weapon fighting
Combat Gear dimorphodon poison
Other Gear spidersilk bodysuit, hand crossbow, sickle, 44 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Dimdweller Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
Expanded Sight (Su) At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet. When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity.
This ability replaces trapfinding.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Minor Magic (??, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Gloom Magic A rogue with this talent gains the ability to cast darkness twice each day as a spell-like ability. The darkness created by this ability does not impair the rogue’s vision. The caster level for this ability is equal to the rogue’s level.
Greater Gloom Magic A rogue with this talent gains the ability to cast deeper darkness once each day as a spell-like ability. The darkness created by this ability does not impair the rogue’s vision. The caster level for this ability is equal to the rogue’s level.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Two-Weapon Fighting [Combat Trick] Reduce two-weapon fighting penalty for primary hand by 1 for every 2 stamina spent.
Umbral Unmasking [Flaw] You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

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.


DankeSean wrote:

Sebecloki- here's a draft. Just a few things that need noting:

-Some of your options involve supplements I don't have the packages for, so I'll try and manually add them in where appropriate but double check and make sure I haven't missed anything. Specifically, those are the Shadow Walker archetype, the Dimdweller Trait, the Umbral Unmasker flaw, gloom magic and greater gloom magic rogue traits, the spidersilk bodysuit and dimorphodon poison.

You seem to be one feat over what a 2nd level human rogue would have, unless I'm missing something that would add it in. Minus the bonus EITR and Combat Stamina feats, it should be two feats.

Reactionary and Hidden Hand are both combat traits, so technically it would be one or the other.

Good news- you're actually significantly UNDER spent on your skills! Per HeroLab, you have another 4 regular skill points and 2 background skill points to spend.

Minor Magic needs a spell associated with it.

Also, you get another starting langue because you're so darn smart.

I can put it through HL again if you want to give me corrections, or alternately you can just take the formatting as a template and adjust it yourself.

** spoiler omitted **...

thanks

Feats are correct

1 for human bonus feat racial trait
1 combat stamina (free)
1 for first level
1 for second level

I'll take this for my other trait instead of hidden hand

Venom-Drenched (Norgorber) - You are immune to one specific nonmagical poison. If you ingest a dose of that poison (even if it is a contact, inhaled, or injury poison), it remains in your system for 24 hours; any creature that bites you during that time is subject to the poison’s effects. Kind of a funny trait. If you want to use poison with no poison use this could help with your favorite poison. The bite thing seems a waste. Poison is expensive. Like the trait Boarding at Mediogalti if you want to pull off THIS here you go lol.

I'll take orc and goblin for languages

Put some more points into climb, survival, and swim I guess

Grand Lodge

Venom-drenched requires that you're a halfling.

RPG Superstar 2010 Top 32, 2011 Top 4

Sebecloki wrote:


Feats are correct

1 for human bonus feat racial trait
1 combat stamina (free)
1 for first level
1 for second level

Where is the second level feat coming from?


Being 2nd level I imagine. Upthread folks have been rolling for their 2nd level hit points…

RPG Superstar 2010 Top 32, 2011 Top 4

Oceanshieldwolf wrote:
Being 2nd level I imagine. Upthread folks have been rolling for their 2nd level hit points…

Yes, starting level is 2. My question is what I'm missing that gets this character a feat at level 2. If it's a house rule for the campaign, I missed that.


Ah, yes. Brain fade. No idea. ;)


Original post sez 1 feat per level.

RPG Superstar 2010 Top 32, 2011 Top 4

Ah, yes, see, I did miss that. Cool, all is well and I can tell HL to stop glaring its big red letters at me. And can beef up my own character while I'm at it.


Oh, I missed that too. Thanks.

RPG Superstar 2010 Top 32, 2011 Top 4

Sebecloki wrote:


I'll take orc and goblin for languages

Put some more points into climb, survival, and swim I guess

You're only one language short, did you want orc or goblin? Or else see option #2 in the background skills section below.

With 4 points to spend on your skills, you can max out two of those three, or you can spread them around unevenly. If you want to max, which two were the priority?

And then the last 2 points to spend are on background skills, so you can max one out. Or, if you still want both Orc and Goblin, you could put one point in Linguistics and one point in something else. (Maybe Luke secretly loves to crochet when he's not poisoning people.)

Grand Lodge

Regarding the Venom-drenched trait, are we hand-waving prerequisites (like race or deity) for traits, feats, etc...? As long as it's reasonable?


roll4initiative wrote:
Regarding the Venom-drenched trait, are we hand-waving prerequisites (like race or deity) for traits, feats, etc...? As long as it's reasonable?

I'm okay with doing that if everyone else is, but that seems self-interested for me to just decide that to facilitate something for a DM-pc, so I don't want to just make a unilateral decision about it.


DankeSean wrote:
Sebecloki wrote:


I'll take orc and goblin for languages

Put some more points into climb, survival, and swim I guess

You're only one language short, did you want orc or goblin? Or else see option #2 in the background skills section below.

With 4 points to spend on your skills, you can max out two of those three, or you can spread them around unevenly. If you want to max, which two were the priority?

And then the last 2 points to spend are on background skills, so you can max one out. Or, if you still want both Orc and Goblin, you could put one point in Linguistics and one point in something else. (Maybe Luke secretly loves to crochet when he's not poisoning people.)

I'll take orc

max out the first two in that list.


Sebecloki wrote:
roll4initiative wrote:
Regarding the Venom-drenched trait, are we hand-waving prerequisites (like race or deity) for traits, feats, etc...? As long as it's reasonable?
I'm okay with doing that if everyone else is, but that seems self-interested for me to just decide that to facilitate something for a DM-pc, so I don't want to just make a unilateral decision about it.

Considering the cost of poisons I don't see this as an over-powered trait. Just my two coppers....

RPG Superstar 2010 Top 32, 2011 Top 4

My take on racial traits is that, since anyone of any race can get whatever racial trait they want by picking Adopted, it's fine to just handwave that instead of requiring people to invent a convoluted backstory. Especially in the case of a casual, RP-lite game.

RPG Superstar 2010 Top 32, 2011 Top 4

Okay, here's Luke as semifinalized. The only things you have to do when you copy him into your profile is select a cantip to use with minor magic (I filled it in with resize shadow to fit your theme, but your call, of course) and replace Craft (crochet) with something you'd actually want from the Background Skill options.

Luke:
Luke Slade
Human unchained rogue 2 (Pathfinder Unchained 20)
N Medium humanoid (human)
Init +6; Senses Perception +5, Darkvision 70 feet
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 20 (2d8+6)
Fort +3, Ref +7, Will +0
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee sickle +1 (1d6)
Ranged hand crossbow +5 (1d4/19-20)
Special Attacks sneak attack (unchained) +1d6
Rogue (Unchained) Spell-Like Abilities (CL 2nd; concentration +0)
At will—resize shadow
2/day— darkness
1/day— deeper darkness
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 17, Int 13, Wis 10, Cha 7
Base Atk +1; CMB +5; CMD 15
Feats Agile Maneuvers, Combat Expertise, Combat Stamina, Deadly Aim, Extra Rogue Talent, Extra Rogue Talent, Power Attack, Two-weapon Fighting
Traits hidden hand, inspired, reactionary
Flaw Umbral Unmasking
Skills Acrobatics +9, Climb +5, Craft (crochet), Disable Device +8, Escape Artist +9, Knowledge (dungeoneering) +6, Knowledge (local) +6, Perception +5, Sleight of Hand +9 (+10 to conceal light weapons), Stealth +9, Survival +2
Languages Common, Orc
SQ agile maneuvers, combat expertise, deadly aim, expanded sight, finesse weapon attack attribute, point-blank shot, power attack, rogue talent (minor magic), two-weapon fighting
Combat Gear dimorphodon poison
Other Gear spidersilk bodysuit, hand crossbow, sickle, 44 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Dimdweller Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
Expanded Sight (Su) At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet. When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity.
This ability replaces trapfinding.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Minor Magic (??, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Gloom Magic A rogue with this talent gains the ability to cast darkness twice each day as a spell-like ability. The darkness created by this ability does not impair the rogue’s vision. The caster level for this ability is equal to the rogue’s level.
Greater Gloom Magic A rogue with this talent gains the ability to cast deeper darkness once each day as a spell-like ability. The darkness created by this ability does not impair the rogue’s vision. The caster level for this ability is equal to the rogue’s level.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Two-Weapon Fighting [Combat Trick] Reduce two-weapon fighting penalty for primary hand by 1 for every 2 stamina spent.
Umbral Unmasking [Flaw] You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

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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