Dark Tower

Game Master brvheart

Roll20

Watch Order:
1st: Jhenn, Fralk
2nd: Ciri, Faffnyr
3rd: Thoron, Slim

Order of March:
single:
Thoron, Fralk, Slim, Ciri, Jhenn, Faffnyr
double:
Thoron and Fralk, Slim and Ciri, Jhenn and Faffnyr with bringing up the rear.


Something seemed odd about this town, Mitra’s Fist. And the tavern they were in, The Overlord’s Inn, was certainly
a bit strange as well. [Everyone in the town seemed to stare at them as they walked through, and he had heard more
than one comment about how they didn’t get any visitors here anymore. He began to wonder if they had made a
mistake coming here, but what choice did they have after their guide had died from a scorpion’s bite and a sandstorm
had driven them into this mysterious mountain pass?


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Let me see it fleshed out

you too Reldak Vol


brvheart wrote:

Let me see it fleshed out

you too Reldak Vol

Busy couple of days, thank you for the opportunity... will try to have something today or over the US Holiday weekend.


Yes, Thanksgiving here tomorrow.


Yes, Happy Thanksgiving! I'm in the US, myself.

Thoughts on languages a Barbarian Goblin might learn?

I've got Common, Goblin, xxx, xxx, xxx

Regional or monster that would fit this campaign? Does he need Draconic for being a Wizard (or does he get it auto-magically)?

Item-wise, is Wand of Shield a thing?


Draconic is the language of dragons. Magical speech is just a small part of that.


**I do not wish to step on any Rogue or trap finding toes. I can swap out some options to make him less "trap-py" as needed and perhaps strengthen some other aspects. With another archetype, I can lose trap finding and trap sense all together.

The Goblin... something like this.

Funny Goblin:
Gobbo the Gay Blade! TBD

Male Goblin
Barbarian (Titan Mauler) 2
Rogue (Scout) 4
Wizard/Transmuter 1
NG Small Humanoid (Goblinoid)

Hero Points 1

Init +6; Senses darkvision 60 ft.; Perception +18 (+22 to hear conversation or find concealed object/traps)
--------------------

Defense
--------------------
AC 23, touch 17, flat-footed 17 (+5 armor, +6 Dex, +1 natural, +1 size)

hp 55 (7 HD; 1d6+4d8+2d12+18)

Fort +6, Ref +10, Will +4

Defensive Abilities evasion, trap sense +1
--------------------

Offense
--------------------
Speed 20 ft., climb 10 ft.

Melee
. . +1 bardiche +12 (1d8+6/19-20) or
. . mwk cold iron dogslicer +13 (1d4/19-20) or
. . mwk silver heavy flail +7 (1d8/19-20)

Space 5 ft.; Reach 5 ft. (10 ft. with +1 bardiche)

Special Attacks rage (8 rounds/day), rage power (auspicious mark[UC]), scout's charge, sneak attack +2d6

Arcane School Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—telekinetic fist (1d4 bludgeoning)

Transmuter Spells Prepared (CL 3rd; concentration +5)
. . 1st—burning hands (DC 13), mudball[ARG] (DC 13), touch of gracelessness[APG] (DC 13)
. . 0 (at will)—mage hand, message, ray of frost
. . Opposition Schools Enchantment, Necromancy
--------------------

Statistics
--------------------
Str 10, Dex 22, Con 15, Int 14, Wis 12, Cha 8

Base Atk +5; CMB +4; CMD 20

Feats Alertness, Combat Reflexes, Scribe Scroll, Slashing Grace[ACG], Weapon Finesse, Weapon Focus (bardiche)

Traits magical knack, sacred touch

Skills Acrobatics +20 (+16 to jump), Climb +20, Disable Device +20, Escape Artist +10, Fly +12, Intimidate +3, Knowledge (arcana) +6, Knowledge (dungeoneering) +10, Knowledge (local) +6, Linguistics +7, Perception +18 (+22 to hear conversation or find concealed object), Profession (cook) +5, Ride +10, Sense Motive +10, Sleight of Hand +10, Spellcraft +6, Stealth +19, Survival +5, Swim +6

Racial Modifiers +4 Acrobatics, +4 Climb

Languages Common, Draconic, Dwarven, Goblin, Orc

SQ arcane bond (Arcane Familiar, turtle), big game hunter, hero points, jotungrip, physical enhancement (+1), rogue talents (canny observer[APG], trap spotter), trapfinding +2

Combat Gear
feather token (tree)
necklace of fireballs III - 4x 3d6, 2x 5d6, 1x 7d6
wand of enlarge person (50 charges)
wand of shield (50 charges)

Other Gear
+1 mithral chain shirt
+1 bardiche[APG]
mwk cold iron dogslicer[ARG]
mwk silver heavy flail
bag of holding i
daredevil boots[ARG]
eyes of the eagle
headband of vast intelligence +2
muleback cords[APG]
masterwork thieves' tools
wizard starting spellbook

Money 526 gp
--------------------

Special Abilities
--------------------
Auspicious Mark (1/rage) (Su) Use 2 rage as a swift action, gain +1d6 to a d20 roll.
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs. foes larger than self.
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Climb (10 feet) You have a Climb speed.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Familiar Bonus: +1 natural armor bonus You gain the Alertness feat while your familiar is within arm's reach.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Jotungrip (Ex) Wield 2 handed weapon of appropriate size in 1 hand, but take -2 penalty.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slashing Grace (Bardiche) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Telekinetic Fist (1d4 bludgeoning, 5/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.
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.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.

I may change one spell and their bond/familiar.

Are chakram allowed? Didn't know if they violate the European weapons only directive. Trying to add some range.

Quick Background:
He was adopted by noble nomads and lives always on the move, everything he owns with him (bag of holding). His adoptive barbarian people faught large monsters, trolls, giants, etc... so he learned how to fight similarly.

Eventually, there was only so much he could do physically with strength, so he took to stealth and cunning. He was better than them at that... he was a prized scout.

Ultimately, he was intelligent and curious. Always thinking "outside the box" and offering creative solutions and was asked to apprentice with a visiting Wizard. Eyes wide, he learned all his not so little head could handle.


From one player to another I feel a Bardiche is more playing to the mechanics (aka meta gaming) rather than playing to the aesthetics (aka role playing) as why would would such a small creature employ such a weapon if they are a more scout oriented and eventually a more spell caster oriented character as has been outlined by the background. Scouts tend to use single handed weapons and missile weapons rather than two-handed melee weapons and spell caster definitely do not gravitate to melee weapons at all unless they are specifically built to exploit that.


Sir Rhaym . wrote:
From one player to another I feel a Bardiche is more playing to the mechanics (aka meta gaming) rather than playing to the aesthetics (aka role playing) as why would would such a small creature employ such a weapon if they are a more scout oriented and eventually a more spell caster oriented character as has been outlined by the background. Scouts tend to use single handed weapons and missile weapons rather than two-handed melee weapons and spell caster definitely do not gravitate to melee weapons at all unless they are specifically built to exploit that.

Interestingly, I just submitted to another game, a kobold caster with a big melee weapon, a nodachi specifically, thus I think I can give a few rp reasons for a small primary caster to have a big stick.

First, an adventurer is basically a mercenary, so even if their primary role is caster, they are still knowingly going into combat. Prudence dictates being able to defend oneself across all likely attack vectors, and melee is bad for casting spells, so a melee weapon is preferable should melee happen, and if you have a melee weapon, might as well make it a good one, and one that is intimidating.

Second, uncertainty. If the opposition sees you casting spells, the first idea to counter is to attack in melee, but if the caster is carrying a big dangerous weapon, then they are likely to be wary rather than jump straight into melee as they don't know just how good the caster is with the big weapon. This makes enemies uncertain how to best attack the caster.

Three, little guys need to keep up dmg wise with the big folks. Even a little person carrying a weapon taller than them is a big problem for normal sized people.

Fourth, little guys need to be taken seriously. Big folks are unlikely to take what amounts to a kitchen knife seriously, but a four foot polearm, that demands more respect even at half size.

Besides, if your enemy is casting utility and support spells while carrying a massive f all weapon, would you really approach into melee with them?

Thus, it really can be an rp choice, especially for those, like me, who really don't like classic stereotypes such as casters being incompetent at melee.


Interesting, cus the heaviest hitter in this game is wielding a scimitar.


brvheart wrote:

Interesting, cus the heaviest hitter in this game is wielding a scimitar.

Characters do not see stats, they do not know stats. In fact, players know more than the people who use such weapons for their whole lives. Often, a difference of 1 point is something a player can see easily but a character would need to do in depth experimental studies analyzed with statistics in order to identify.

Besides, a nodachi or a polearm will look much scarier than a scimitar.


Happy Thanksgiving, to all who partake! Everyone else, please ignore :)

My process is, check out the campaign setting... fill some niche, even comedy relief. But, always try to carry your own weight.

That said, Goblins were sorely under represented. Goblins are Dex based. To contribute well in combat, I needed to add Dex to damage. The only way to do this, in this campaign, is with Slashing Grace.

Note: pretty much all char gen is by definition, meta.

Umm...:
I was intent on building a front liner, needed decent HP, AC and damage output. I stumbled upon the Titan Mauler archetype and Jotungrip (probably published prior to Slashing Grace.

Traps were also explained to be numerous and tough, so he's also a good trap spotter with about +25 Perception (for traps).

We're losing an arcane caster, so although he's only got one level Wizard, he can access trigger items with spells on the wizard list. Transmutation bumps his Dex, it's how he survives. He's adaptable, he's had to survive out of his element, in new elements... he's a survivor.

Goblin, so he's a trickster (Enlarge others) and I added some fireworks.

The bardiche, is a reach weapon (he threatens 10'), with combat reflexes he's battlefield control support. It's about the height of the person, not huge. In his case about 3 feet long and the blade about 15 inches. Rules say half weight for small items, but real world physics says 1/8th. It's really light.

There is a lot more nuance, including that of I stopped at Rogue 3 and gone to Barbarian 3, he'd have 2 attacks and a better chance to hit. But, Rogue 4 (Scout) lets him charge into battle.

As to relative damage output, I think most folks in the group beat him. He's by no means overpowered, just effective and versatile.

Every decision was RP based, both personality and role in the group. Ultimately, I feel it will be a really fun character to play. If I have a chance to prove how much RP he's got in him is up to the DM.


Yes, Happy Thanksgiving to all. We give thanks even for those who do not partake.
While Tal is a wizard, it is her rogue abilitie that are needed the most at present. Comic relief is always appreciated. Just watch out for Felix, the half-orc and Thoron the Dwarf!
If you want something intimidating that does damage I always favor the great sword. Problem with reach weapons is what do you do when they get within 5'?
A scimitar may not look intimidating until you see Jim in action. Then you need to be scared. He out does the paladin with his great sword.


I typically try not to get into other folks' builds (or discuss them), but yes...

Scimitar, two attacks +15/+10 and a crit range of 15-20, 1d6+9 damage and some precision. That's some serious business.

Goblin's not an up close build, her needs to 5-foot step to attack effectively. Or tumble away to cast, etc...


Well, I'm hoping that Reldak's +18 Disable Device will be up to the task...but after seeing that last trap, I'm not so sure...lol

He's ready for review, btw.


Reldak Vol wrote:
Well, I'm hoping that Reldak's +18 Disable Device will be up to the task...but after seeing that last trap, I'm not so sure...lol

Trapfinding gives you another +3, for +21.

Not that you asked but, if you pick up Goggles of Minute Seeing, you get another +5 Disable Device for +26.

Also, I'm not sure if they are imposing 20% max starting gold for/on any one item. That's around 4,700 gp.


Reldak Vol wrote:

Well, I'm hoping that Reldak's +18 Disable Device will be up to the task...but after seeing that last trap, I'm not so sure...lol

He's ready for review, btw.

Everything seems fine except the cost of a couple of items

Boots of Elvnkind cost 2500 GP and the armor you forgot the 150 GP for masterwork also I think you only detucted once for the 3 CLW potions

Here is what I have

Reldak Vol
Male elf rogue 7
NG Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex)
hp 51 (7d8+14)
Fort +4, Ref +11, Will +3; +2 vs. enchantments
Defensive Abilities evasion, trap sense +2, uncanny dodge; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 keen rapier +11 (1d6+3/15-20) or
dagger +11 (1d4+2/19-20) or
dagger +11 (1d4+2/19-20) or
dagger +11 (1d4+2/19-20) or
dagger +11 (1d4+2/19-20)
Ranged composite shortbow +10 (1d6/×3)
Special Attacks sneak attack +4d6
Rogue Spell-Like Abilities (CL 7th; concentration +7)
3/day—detect magic
--------------------
Statistics
--------------------
Str 14, Dex 21, Con 12, Int 16, Wis 10, Cha 10
Base Atk +5; CMB +7; CMD 23
Feats Point-Blank Shot, Precise Strike[APG], Skill Focus (Disable Device), Weapon Finesse, Weapon Focus (dagger)
Traits pragmatic activator, reactionary
Skills Acrobatics +17 (+13 to jump), Appraise +11, Bluff +8, Climb +9, Craft (Cooking) +7, Diplomacy +7, Disable Device +20, Disguise +5, Escape Artist +8, Intimidate +4, Knowledge (dungeoneering) +9, Knowledge (local) +9, Perception +12, Sense Motive +6, Sleight of Hand +10, Stealth +12, Swim +3, Use Magic Device +12; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Custom Language, Custom Language, Elven, Orc
SQ elven magic, rogue talents (finesse rogue, minor magic, trap spotter), trapfinding +3
Combat Gear potion of cure light wounds (3), caltrops; Other Gear +2 studded leather, +1 keen rapier, arrows (20), composite shortbow, dagger, dagger, dagger, dagger, belt of incredible dexterity +2, boots of elvenkind, cloak of resistance +1, ring of protection +1, backpack, bedroll, belt pouch, chalk (2), flint and steel, grappling hook, masterwork thieves' tools, silk rope (50 ft.), sunrod (2), trail rations (6), waterskin, 1,146 gp, 8 sp, 8 cp
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Minor Magic (Detect Magic, 3/day) (Sp) Gain the chosen cantrip as a spell-like ability.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +2 (Ex) +2 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.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
--------------------
Reldak was raised in an orphanage with a rather diverse group of children and took to the streets at a young age.

Over time he grew in skill to the point where he became a burgler for hire, who chose his jobs with care so as not try not steal from those who couldn't afford it, and primarily from those who actually "deserved" it. Most of the time.

In any event, he considers himself a professional, and holds himself to a rather high standard of professionalism. When jobs are scarce, he acts as a treasure hunter, and after a recent job went...sideways, and he barely excaped capture with his life, Reldak sought out new horizons and adventures.

As an aside, he is not particularly religious, but devoutly and anonymously donates 10% of his earnings to the orphanage where he was raised.

Otherwise it looks good and is approve and you can dot gameplay and join discussion


Sun-Dapple Grün wrote: Note: pretty much all char gen is by definition, meta.

Well to a degree but it greatly depends on whether you are focused on mechanics or if you are focused on aesthetics as the latter is more about character concept and role playing than is the former which is more focused on min/maxing and meta-gaming.

No doubt I, like many, will work to implement a level of min/maxing to make a better character but all my basic decisions are based on aesthetics which to me is much more important as that relates to role-playing versus roll-playing.

So sure if the character is outlined as having an inferiority complex where they feel they need to overgrandize themselves to feel superior then yeah a polearm seems appropriate but that same philosophy should then bleed over into everything that character is aesthetically about as that is not a minor personality quirk by any means.

Basically the weapon of choice generally boils down to cultural heritage, availability, and chosen profession requirements (if any). Anything outside that must have to do with personal personality quirks which should be outlined to give reason for the extremely odd choice. Basically, why is this character doing something that is so way outside the norm?

Still in the end do as you wish -- to each their own -- what one person finds fun another might not -- still if one wants any respect from their fellow players they should focus on role-play and the aesthetics of their character over the mechanics every time even if that is disadvantageous mechanics wise -- which as MysteriousMaker pointed out is something a character would know nothing about.


I'm happy to join or not, based on the DM and Players' concerns and ultimate decision.

Peace!


brvheart wrote:


Everything seems fine except the cost of a couple of items

I've adapted to your version. :D Except for the fact that he has Precise Shot and not Precise Strike, which I've edited.


Sir Rhaym, what the other players will respect you for, depends a lot on them. I have had the misfortune of meeting plenty of players who absolutely do not respect a player that does not place optimization first as the most important consideration in character building.


You are still not showing a build yet Sun-Dapple Grün


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Reldak Vol wrote:
brvheart wrote:


Everything seems fine except the cost of a couple of items

I've adapted to your version. :D Except for the fact that he has Precise Shot and not Precise Strike, which I've edited.

Sorry, I clicked on Precise Strike in error. Probably watching TV with the wife at the same time. As I said, approved. Dot gameplay and join discussion.


MysteriousMaker wrote:
Sir Rhaym, what the other players will respect you for, depends a lot on them. I have had the misfortune of meeting plenty of players who absolutely do not respect a player that does not place optimization first as the most important consideration in character building.

I prefer a more balanced character that can walk and chew gum at the same time than a min/maxer. A role player is much prefered, but I want players to be able to do more than one thing. A wizard with an 8 STR cannot even carry his equipment.


brvheart wrote:
You are still not showing a build yet Sun-Dapple Grün

Do you mean an alias/profile?

Build is here under Funny Goblin spoiler:

Funny Goblin <<< Link

If there is some role-play test, happy to pass it with flying colors.

Honestly, if I'm lacking... just kill him off. I'd respect that.


Sun-Dapple Grün wrote:

**I do not wish to step on any Rogue or trap finding toes. I can swap out some options to make him less "trap-py" as needed and perhaps strengthen some other aspects. With another archetype, I can lose trap finding and trap sense all together.

The Goblin... something like this.
** spoiler omitted **...

There are a number of issues here:

1) I don't use Hero points
2) You were 2 Character points underspent so I put them into Charisma
3) Skills are a mess. Not sure where you get a 20 climb for instance. Also, you have 3 more points to spend

Gobbo the Gay Blade
Male goblin barbarian (titan mauler) 2/rogue (scout) 4/transmuter 1 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Bestiary 156, Pathfinder RPG Ultimate Combat 30)
NG Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +18 (+22 to hear conversation or find concealed object)
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 11 (+6 Dex, +1 size)
hp 61 (7 HD; 1d6+4d8+2d12+16)
Fort +6, Ref +10, Will +4
Defensive Abilities evasion, trap sense +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 bardiche +8 (1d8+1/19-20) or
mwk cold iron dogslicer +13 (1d4/19-20) or
mwk silver heavy flail +7 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 bardiche)
Special Attacks rage (8 rounds/day), rage power (auspicious mark[UC]), scout's charge, sneak attack +2d6
Arcane School Spell-Like Abilities (CL 1st; concentration +3)
5/day—telekinetic fist (1d4 bludgeoning)
Transmuter Spells Prepared (CL 3rd; concentration +5)
1st—burning hands (DC 13), mudball[ARG] (DC 13), touch of gracelessness[APG] (DC 13)
0 (at will)—mage hand, message, ray of frost
Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 15, Int 14, Wis 12, Cha 10
Base Atk +5; CMB +4; CMD 20
Feats Alertness, Combat Reflexes, Scribe Scroll, Weapon Finesse, Weapon Focus (bardiche)
Traits magical knack, sacred touch
Skills Acrobatics +16, Climb +10, Disable Device +18, Escape Artist +10, Fly +12, Intimidate +4, Knowledge (arcana) +6, Knowledge (dungeoneering) +10, Knowledge (local) +6, Linguistics +7, Perception +18 (+22 to hear conversation or find concealed object), Profession (cook) +5, Ride +10, Sense Motive +10, Sleight of Hand +10, Spellcraft +6, Stealth +19, Survival +5, Swim +6; Racial Modifiers +4 Ride, +4 Stealth
Languages Draconic, Dwarven, Goblin, Orc
SQ arcane bond (Arcane Familiar, turtle), big game hunter, jotungrip, physical enhancement (+1), rogue talents (canny observer[APG], trap spotter), trapfinding +2
Combat Gear feather token (tree), necklace of fireballs iii, wand of enlarge person, wand of shield (50 charges); Other Gear +1 mithral chain shirt, +1 bardiche[APG], mwk cold iron dogslicer[ARG], mwk silver heavy flail, bag of holding i, daredevil boots[ARG], eyes of the eagle, headband of vast intelligence +2, muleback cords[APG], masterwork thieves' tools, wizard starting spellbook, 526 gp
--------------------
Special Abilities
--------------------
Auspicious Mark (1/rage) (Su) Use 2 rage as a swift action, gain +1d6 to a d20 roll.
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs. foes larger than self.
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Familiar Bonus: +1 natural armor bonus You gain the Alertness feat while your familiar is within arm's reach.
Jotungrip (Ex) Wield 2 handed weapon of appropriate size in 1 hand, but take -2 penalty.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Telekinetic Fist (1d4 bludgeoning, 5/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.
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.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
--------------------
He was adopted by noble nomads and lives always on the move, everything he owns with him (bag of holding). His adoptive barbarian people faught large monsters, trolls, giants, etc... so he learned how to fight similarly.
Eventually, there was only so much he could do physically with strength, so he took to stealth and cunning. He was better than them at that... he was a prized scout.

Ultimately, he was intelligent and curious. Always thinking "outside the box" and offering creative solutions and was asked to apprentice with a visiting Wizard. Eyes wide, he learned all his not so little head could handle.

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.

Chakrams are ok
With the traps here, I would not worry about having too many people that can check for them.


Reldak Vol wrote:
brvheart wrote:


Everything seems fine except the cost of a couple of items

I've adapted to your version. :D Except for the fact that he has Precise Shot and not Precise Strike, which I've edited.

You did not account for favored class bonus so add 7 hp


brvheart wrote:
Reldak Vol wrote:
brvheart wrote:


Everything seems fine except the cost of a couple of items

I've adapted to your version. :D Except for the fact that he has Precise Shot and not Precise Strike, which I've edited.

You did not account for favored class bonus so add 7 hp

THAT I will most happily do. Thanks for the heads up!


brvheart wrote:

There are a number of issues here:

1) I don't use Hero points
2) You were 2 Character points underspent so I put them into Charisma
3) Skills are a mess. Not sure where you get a 20 climb for instance. Also, you have 3 more points to spend

Not at my desk at the moment, but a quick accounting.

1) Sorry, was turned on.
2) I'll check my math later tonight, you may be right... I may be crazy.
3) Hero Lab didn't seem to include Alternate Race Traits. +4 Acrobatics & Climb instead of Ride & Stealth. And 10 Climb Speed (for reduction in Speed from 30 to 20, but if you have a Climb Speed, you get +8 Climb Bonus and they stack. I'll check on the errant 3 points.

Are you approving Slashing Grace for this character while using a bardiche with Jotungrip? It's a bit of a cornerstone for me.


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Quote:
Are you approving Slashing Grace for this character while using a bardiche with Jotungrip? It's a bit of a cornerstone for me.

I already said Slashing Grace requires a one handed weapon. The fact you can use a two-handed weapon in one hand does not change that, I thought this was settled about a week ago.

You did not mention or list cave crawler and tree runner, the traits needed.

Gobbo the Gay Blade
Male goblin barbarian (titan mauler) 2/rogue (scout) 4/transmuter 1 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Bestiary 156, Pathfinder RPG Ultimate Combat 30)
NG Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +18 (+22 to hear conversation or find concealed object)
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 11 (+6 Dex, +1 size)
hp 61 (7 HD; 1d6+4d8+2d12+16)
Fort +6, Ref +10, Will +4
Defensive Abilities evasion, trap sense +1
--------------------
Offense
--------------------
Speed 20 ft., climb 10 ft.
Melee +1 bardiche +8 (1d8+1/19-20) or
mwk cold iron dogslicer +13 (1d4/19-20) or
mwk silver heavy flail +7 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 bardiche)
Special Attacks rage (8 rounds/day), rage power (auspicious mark[UC]), scout's charge, sneak attack +2d6
Arcane School Spell-Like Abilities (CL 1st; concentration +3)
5/day—telekinetic fist (1d4 bludgeoning)
Transmuter Spells Prepared (CL 3rd; concentration +5)
1st—burning hands (DC 13), mudball[ARG] (DC 13), touch of gracelessness[APG] (DC 13)
0 (at will)—mage hand, message, ray of frost
Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 15, Int 14, Wis 12, Cha 10
Base Atk +5; CMB +4; CMD 20
Feats Alertness, Combat Reflexes, Scribe Scroll, Weapon Finesse, Weapon Focus (bardiche)
Traits magical knack, sacred touch
Skills Acrobatics +20 (+16 to jump), Climb +20, Disable Device +18, Escape Artist +10, Fly +12, Intimidate +4, Knowledge (arcana) +6, Knowledge (dungeoneering) +10, Knowledge (local) +6, Linguistics +7, Perception +18 (+22 to hear conversation or find concealed object), Profession (cook) +5, Ride +10, Sense Motive +10, Sleight of Hand +10, Spellcraft +6, Stealth +19, Survival +5, Swim +6; Racial Modifiers +4 Acrobatics, +4 Climb
Languages Draconic, Dwarven, Goblin, Orc
SQ arcane bond (Arcane Familiar, turtle), big game hunter, jotungrip, physical enhancement (+1), rogue talents (canny observer[APG], trap spotter), trapfinding +2
Combat Gear feather token (tree), necklace of fireballs iii, wand of enlarge person, wand of shield (50 charges); Other Gear +1 mithral chain shirt, +1 bardiche[APG], mwk cold iron dogslicer[ARG], mwk silver heavy flail, bag of holding i, daredevil boots[ARG], eyes of the eagle, headband of vast intelligence +2, muleback cords[APG], masterwork thieves' tools, wizard starting spellbook, 526 gp
--------------------
Special Abilities
--------------------
Auspicious Mark (1/rage) (Su) Use 2 rage as a swift action, gain +1d6 to a d20 roll.
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs. foes larger than self.
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Climb (10 feet) You have a Climb speed.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Familiar Bonus: +1 natural armor bonus You gain the Alertness feat while your familiar is within arm's reach.
Jotungrip (Ex) Wield 2 handed weapon of appropriate size in 1 hand, but take -2 penalty.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Telekinetic Fist (1d4 bludgeoning, 5/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.
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.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
--------------------
He was adopted by noble nomads and lives always on the move, everything he owns with him (bag of holding). His adoptive barbarian people faught large monsters, trolls, giants, etc... so he learned how to fight similarly.
Eventually, there was only so much he could do physically with strength, so he took to stealth and cunning. He was better than them at that... he was a prized scout.

Ultimately, he was intelligent and curious. Always thinking "outside the box" and offering creative solutions and was asked to apprentice with a visiting Wizard. Eyes wide, he learned all his not so little head could handle.

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.

This accounts for the 3 skill points.

All this climbing would be great for my Skull&Shackles game as a rigger, but not all that useful here. Albeit, with the lack of Slashing Grace working for the Bardiche and no Hero Point, he is tenatively approved to dot gameplay and post in discussion.


Reldak Vol wrote:
brvheart wrote:
Reldak Vol wrote:
brvheart wrote:


Everything seems fine except the cost of a couple of items

I've adapted to your version. :D Except for the fact that he has Precise Shot and not Precise Strike, which I've edited.

You did not account for favored class bonus so add 7 hp
THAT I will most happily do. Thanks for the heads up!

You dotted Skull&Shackles lol Need to try again with Dark Tower


I had thought we were going back and forth, didn't realize that was a ruling.

Thank you for the time and opportunity to pitch the idea.

I'll bow out.

Happy gaming, all!


brvheart wrote:
Reldak Vol wrote:
brvheart wrote:
Reldak Vol wrote:
brvheart wrote:


Everything seems fine except the cost of a couple of items

I've adapted to your version. :D Except for the fact that he has Precise Shot and not Precise Strike, which I've edited.

You did not account for favored class bonus so add 7 hp
THAT I will most happily do. Thanks for the heads up!
You dotted Skull&Shackles lol Need to try again with Dark Tower

* face-palm * whoops


1 person marked this as a favorite.

Reldak Vol
Male elf (Forlorn) rogue 7
NG Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 17 (+5 armor, +1 deflection, +5 Dex, +1 shield)
hp 62 (7d8+21)
Fort +4, Ref +11, Will +3; +2 vs. enchantments
Defensive Abilities evasion, trap sense +2, uncanny dodge; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dagger +12 (1d4+3/19-20) or
. . +1 keen cup-hilt rapier +11 (1d6+3/15-20) or
. . cestus +10 (1d4+2/19-20) or
. . dagger +11 (1d4+2/19-20) or
. . aldori dueling sword +10 (1d8+2/19-20) or
. . elven curve blade +10 (1d10+3/18-20) or
. . unarmed strike +10 (1d3+2 nonlethal)
Ranged mwk composite longbow +12 (1d8+3/×3)
Special Attacks sneak attack +4d6
Spell-Like Abilities (CL 7th; concentration +7)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
--------------------
Statistics
--------------------
Str 14, Dex 21, Con 12, Int 16, Wis 10, Cha 10
Base Atk +5; CMB +7; CMD 23
Feats Point-Blank Shot, Precise Shot, Quick Draw, Skill Focus (Perception), Toughness, Weapon Finesse, Weapon Focus (dagger)
Traits pragmatic activator, reactionary
Skills Acrobatics +20, Appraise +11, Bluff +10, Climb +12, Craft (Cooking) +7, Disable Device +20, Disguise +5, Escape Artist +15, Intimidate +4, Knowledge (dungeoneering) +9, Knowledge (local) +9, Perception +15, Sense Motive +4, Sleight of Hand +12, Stealth +15, Swim +6, Use Magic Device +13; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Goblin, Orc
SQ rogue talents (combat trick, finesse rogue, weapon training), trapfinding +3
Combat Gear potion of cure light wounds (3), caltrops; Other Gear +2 studded leather, darkwood buckler, +1 dagger, +1 keen cup-hilt rapier, aldori dueling sword[ISWG], cestus[APG], dagger (3), elven curve blade, mwk composite longbow (+2 Str) with 20 arrows, belt of incredible dexterity +2, boots of elvenkind, cloak of resistance +1, handy haversack, ring of protection +1, bandolier[UE], bedroll, belt pouch, chalk (2), flint and steel, grappling hook, masterwork thieves' tools, silk rope (50 ft.), sunrod (2), trail rations (6), waterskin, light horse, 991 gp, 8 sp, 8 cp
--------------------
Tracked Resources
--------------------
+1 dagger - 0/1
Arrows - 0/20
Comprehend Languages (1/day) (Sp) - 0/1
Dagger - 0/3
Detect Magic (1/day) (Sp) - 0/1
Detect Poison (1/day) (Sp) - 0/1
Potion of cure light wounds - 0/3
Read Magic (1/day) (Sp) - 0/1
Sunrod - 0/2
Trail rations - 0/6
--------------------
Special Abilities
--------------------
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
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.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
--------------------
Reldak was raised in an orphanage with a rather diverse group of children and took to the streets at a young age.

Over time he grew in skill to the point where he became a burgler for hire, who chose his jobs with care so as not try not steal from those who couldn't afford it, and primarily from those who actually "deserved" it. Most of the time.

In any event, he considers himself a professional, and holds himself to a rather high standard of professionalism. When jobs are scarce, he acts as a treasure hunter, and after a recent job went...sideways, and he barely excaped capture with his life, Reldak sought out new horizons and adventures.

As an aside, he is not particularly religious, but devoutly and anonymously donates 10% of his earnings to the orphanage where he was raised.

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.

here is a stat block


@brvheart

I may be able to salvage the concept (in my mind) will a little rework, if that's OK with you.

Yesterday was a hectic travel day and I may have been premature in an effort to be polite and bring closure.

The heavy climbing was a leftover from when I thought it was more "pirates" (because of the splat books available). And imagined him up on the masts and rigging.

If the walls are all smooth and that would not to helpful, I'll consider passing on it.


Reldak Vol wrote:
brvheart wrote:
Reldak Vol wrote:
brvheart wrote:
Reldak Vol wrote:
brvheart wrote:


Everything seems fine except the cost of a couple of items

I've adapted to your version. :D Except for the fact that he has Precise Shot and not Precise Strike, which I've edited.

You did not account for favored class bonus so add 7 hp
THAT I will most happily do. Thanks for the heads up!
You dotted Skull&Shackles lol Need to try again with Dark Tower
* face-palm * whoops

Well, please dot gameplay here and join discussion. Your skills are in need for the group.


Sun-Dapple Grün wrote:

@brvheart

I may be able to salvage the concept (in my mind) will a little rework, if that's OK with you.

Yesterday was a hectic travel day and I may have been premature in an effort to be polite and bring closure.

The heavy climbing was a leftover from when I thought it was more "pirates" (because of the splat books available). And imagined him up on the masts and rigging.

If the walls are all smooth and that would not to helpful, I'll consider passing on it.

I can see maybe 3 or 4 rooms that climb might be helpful. You might want a hat of Disguise so the Dwarf doesn't kill you onsight.


What is Judge's Guild?


MysteriousMaker Judges Guild (no apostrophe) is a manufacturer of Games and Play Aids that was Founded July 4, 1976.


That is the simple answer. Kind of think of it as the Paizo of the late '70s and early '80s. They published some 150+ game aids and modules. They invented the gaming module. In this module, Dark Tower, Jennel Jaquays invented the NPC fully detailing some 38 of them. TSR had to answer aand started making modules of their own. They were most known for the City State of the Invincible Overlord and the Wilderlands of High Fantasy, 18 maps detailing their campaign setting. The owner Bob Bledsaw, who I worked for off and on from 1981 to 2008 passed away in 2008. His son took the company over but has not been able to do much with it. We revamped Dark Tower in 2007 upgrading it to 3.5 I am converting it on the fly to pathfinder.


I see. Sounds interesting. Thank you for the answer.


Goblin Hit Points, Fighter 2, Rogue 4, Wizard 1: 10 + 1d10 + 4d8 + 1d6 - 1 - 1 ⇒ 10 + (7) + (8, 3, 3, 1) + (1) - 1 - 1 = 31
Reroll 1's: 1d8 + 1d6 ⇒ (4) + (2) = 6

Grand Lodge

Brvheart wrote:
I can see maybe 3 or 4 rooms that climb might be helpful. You might want a hat of Disguise so the Dwarf doesn't kill you onsight.

Nah I'd just preserve him in a barrel of vinegar for goblin pickles to go with the meals.


Thoron Palehorn wrote:
Brvheart wrote:
I can see maybe 3 or 4 rooms that climb might be helpful. You might want a hat of Disguise so the Dwarf doesn't kill you onsight.
Nah I'd just preserve him in a barrel of vinegar for goblin pickles to go with the meals.

Nice...

Are kukri viable/fitting for this setting? Gotta get my 1d3 on! With a decent crit threat, of course.


Yes, I think I have one


Why does everyone think they are a Gurka and want a Nephalese Weapon? I should make it an exotic weapon but relictantly.


I'll go with dogslicer. When I save or kick the Dwarf's butt... I don't want any whining.


He's a bit of a packrat. Stuff might be useful.

Goblin Crunch:
Fralk ibn Sabbah
Male Goblin
Fighter 2
Rogue (Scout) 4
Wizard (Transmuter) 1
NG
Small humanoid (goblinoid)

Init +6; Senses darkvision 60 ft.; Perception +18 (+22 to hear convo or find concealed object, +24 find traps)
--------------------

Defense
--------------------
AC 26, touch 18, flat-footed 19 (+5 armor, +6 Dex, +1 dodge, +1 natural, +2 shield, +1 size)

hp 55 (7 HD; 1d6+4d8+2d10+18)

Fort +6, Ref +10, Will +4 (+1 vs. fear)

Defensive Abilities evasion, trap sense +1
--------------------

Offense
--------------------
Speed 30 ft.

Melee
. . +1 mithral dogslicer +14 (1d4+7/19-20)
. . mwk cold iron dogslicer +14 (1d4+6/19-20)

Ranged
. . darkwood longbow +13 (1d6/×3)
. . mwk chakram +13 (1d6)

Special Attacks scout's charge, sneak attack +2d6

Arcane School Spell-Like Abilities
(CL 1st; concentration +3)
. . 5/day—telekinetic fist (1d4 bludgeoning)

Transmuter Spells Prepared
(CL 3rd; concentration +5)
. . 1st—burning hands (DC 13), mudball[ARG] (DC 13), touch of gracelessness[APG] (DC 13)
. . 0 (at will)—message, ray of frost, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------

Statistics
--------------------
Str 10, Dex 22, Con 15, Int 14, Wis 12, Cha 10

Base Atk +5; CMB +4; CMD 21

Feats Alertness, Dodge, Mobility, Scribe Scroll, Slashing Grace, Step Up, Weapon Finesse, Weapon Focus (dogslicer)

Traits magical knack, sacred touch

Skills
Acrobatics +20
Climb +12
Disable Device +20
Escape Artist +10
Know (arcana) +6
Know (dungeoneering) +8
Know (local) +6
Linguistics +7
Perception +18 (+22 hear convo or find concealed. +24 find traps)
Profession (cook) +5
Ride +10
Sense Motive +10
Sleight of Hand +10
Spellcraft +6
Stealth +18
Survival +5
Swim +6
Use Magic Device +4

Racial Modifiers +4 Acrobatics, +4 Climb

Languages Common, Draconic, Dwarven, Goblin, Orc

SQ arcane bond (Arcane Familiar, turtle), physical enhancement (+1), rogue talents (canny observer[APG], trap spotter), trapfinding +2

Magical Gear
. . weapons and armor
. . +1 mithral chain shirt, 10% ASF
. . +1 buckler, 5% ASF
. . +1 mithral dogslicer, w/weapon cord
. . magic items
. . daredevil boots
. . eyes of the eagle
. . headband of vast intelligence +2
. . muleback cords
. . necklace of fireballs i
. . potion of cure light wounds (3)
. . potion of cure moderate wounds
. . scroll of detect magic
. . scroll of detect magic
. . scroll of flaming sphere
. . scroll of ghost sound
. . scroll of identify
. . scroll of touch of combustion
. . wand of cure light wounds
. . wand of web

Other Gear arrows (20), caltrops, darkwood longbow, mwk chakram, mwk cold iron dogslicer, bedroll, belt pouch, belt pouch, blanket, candle, chalk, crowbar, fishhook, flint and steel, grappling hook, ink, inkpen, marbles, mwk backpack, mwk thieves' tools, mirror, mug/tankard, parchment (3), sack, sack, scroll case, scroll case, sealing wax, silk rope (50 ft.), silver holy symbol of Mitra, smokestick (2), soap, tent, hanging, trail rations (4), twine (50'), waterskin, whetstone, wizard starting spellbook

Money 213 gp, 6 sp, 2 cp
--------------------

Special Abilities
--------------------
Race:
Darkvision (60 feet) You can see in the dark (black and white only).

Character:
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Slashing Grace (Dogslicer) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Weapon Finesse Dex to Hit with Light or Finesse weapons.
Weaponn Focus Dogslicer.

Fighter:
Bravery +1 +1 Will save vs Fear.
Dodge +1 dodge bonus to AC.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.

Rogue:
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
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.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Wizard:
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +1 natural armor bonus You gain the Alertness feat while your familiar is within arm's reach.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Transmutation Transmuters use magic to change the world around them.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Telekinetic Fist (1d4 bludgeoning, 5/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.

Sohlepha CR –
Turtle (Pathfinder RPG Ultimate Magic)
NG Tiny magical beast (animal)
Init -2; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (-2 Dex, +7 natural, +2 size)
hp 27 (1d8-1)
Fort +3, Ref +2, Will +4
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 5 ft., swim 20 ft.
Melee bite +3 (1d3-4)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 6, Con 8, Int 6, Wis 12, Cha 3
Base Atk +5; CMB +1; CMD 7 (11 vs. trip)
Feats Skill Focus (Perception)
[b]Skills
Acrobatics +8 (-4 to jump), Climb +6, Disable Device +3, Escape Artist -1, Linguistics +0, Perception +14, Ride -1, Sense Motive +5, Sleight of Hand -1, Spellcraft -1, Stealth +14, Survival +2, Swim +12, Use Magic Device -3
SQ empathic link, shell retreat
--------------------
Special Abilities
--------------------
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Shell Retreat A turtle can retreat within its shell as a swift action, gaining a +2 enhancement bonus to its existing natural armor. While in its shell, a turtle cannot take any action except to end the retreat. The turtle can end its retreat with a free action on
Swim (20 feet) You have a Swim speed.


You have two too many feat, you are allowed 4 not six


brvheart wrote:
You have two too many feat, you are allowed 4 not six

2 are Fighter bonus feats.

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