Dark Tower

Game Master brvheart

Watch Order:
1st: Sir Rhaym, Reldak Vol
2nd: Ciri, Faffnyr
3rd: Thoron, Slim

Order of March:
single:
Thoron, Fralk, Slim, Ciri, Sir Rhaym, Faffnyr
double:
Thoron and Fralk, Slim and Ciri, Sir Rhaym 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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I figured out you switched from Barbarian to fighter

I don't see the +1 nat armor but everything else is close

Fralk ibn Sabbah
Male goblin fighter 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 +16 (+20 to hear conversation or find concealed object)
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Defense
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AC 25, touch 18, flat-footed 18 (+5 armor, +6 Dex, +1 dodge, +2 shield, +1 size)
hp 58 (7 HD; 1d6+4d8+2d10+18)
Fort +6, Ref +10, Will +4 (+1 vs. fear)
Defensive Abilities evasion, trap sense +1
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Offense
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Speed 30 ft.
Melee +1 mithral dogslicer +14 (1d4+7/19-20) or
mwk cold iron dogslicer +14 (1d4+6/19-20) or
mwk silver heavy flail +7 (1d8/19-20)
Ranged darkwood longbow +13 (1d6/×3)
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)—mage hand, message, ray of frost
Opposition Schools Enchantment, Necromancy
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Statistics
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Str 10, Dex 22, Con 15, Int 14, Wis 12, Cha 10
Base Atk +5; CMB +4; CMD 21
Feats Dodge, Mobility, Scribe Scroll, Slashing Grace[ACG], Step Up, Weapon Finesse, Weapon Focus (dogslicer)
Traits magical knack, sacred touch
Skills Acrobatics +20, Climb +12, Disable Device +20, Escape Artist +10, Intimidate +4, Knowledge (arcana) +6, Knowledge (dungeoneering) +8, Knowledge (local) +6, Linguistics +6, Perception +16 (+20 to hear conversation or find concealed object), Profession (cook) +5, Ride +10, Sense Motive +8, Sleight of Hand +10, Spellcraft +6, Stealth +18, Survival +5, Swim +6, Use Magic Device +4; Racial Modifiers +4 Acrobatics, +4 Climb
Languages Draconic, Dwarven, Goblin, Orc
SQ arcane bond (Arcane Familiar, turtle), physical enhancement (+1), rogue talents (canny observer[APG], trap spotter), trapfinding +2
Combat Gear feather token (tree), necklace of fireballs i, wand of cure light wounds, wand of web, caltrops, smokestick (2); Other Gear +1 mithral chain shirt, +1 buckler, +1 mithral dogslicer[ARG], arrows (20), darkwood longbow, mwk cold iron dogslicer[ARG], mwk silver heavy flail, daredevil boots[ARG], eyes of the eagle, headband of vast intelligence +2, muleback cords[APG], bedroll, belt pouch, belt pouch, blanket[APG], candle, chalk, crowbar, fishhook, flint and steel, grappling hook, ink, inkpen, marbles[APG], masterwork backpack[APG], masterwork thieves' tools, mirror, mug/tankard, parchment (3), sack, sack, sack, scroll case, scroll case, sealing wax, silk rope (50 ft.), silver holy symbol, soap, tent, hanging[ARG], trail rations (4), waterskin, whetstone, wizard starting spellbook, 307 gp, 1 sp, 3 cp
--------------------
Special Abilities
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Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
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.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
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.
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 (Dogslicer) 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.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
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.

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Weapon Finesse, Weapon Focus (dogslicer)

rogue talents (canny observer[APG], trap spotter),

Trade these out for finesse rogue and weapon training and you get weapon finesse and weapon focus free

Slashing Grace (Dogslicer) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.

You are proficient with a small longsword with slashing Grace for 1d6 damage


brvheart wrote:
I don't see the +1 nat armor but everything else is close

Turtle Familiar, +1 Natural Armor.

Ciri Princess of Cintra wrote:

Weapon Finesse, Weapon Focus (dogslicer)

rogue talents (canny observer[APG], trap spotter),

Trade these out for finesse rogue and weapon training and you get weapon finesse and weapon focus free

I love those rogue traits, I want to keep them... could be life savers.

Dogslicer is mostly for flavor, it's OK. I gave to 18-20 crit (kukri, rapier), giving up 1d8 vs 1d6, is OK.

Deep in the RP.

Note - Swashbuckler Finesse says: ...gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons...

Weapon Finesse is more restrictive, only Light & weapons with the Finesse trait.

Was looking into it, as I'd considered a scimitar or cutlass.


ok, dot gameplay and join discussion

Shadow Lodge

1 swords: 1d100 ⇒ 26
2 swords: 1d100 ⇒ 42
3 swords: 1d100 ⇒ 23
4 swords: 1d100 ⇒ 40
5 swords: 1d100 ⇒ 78
6 swords: 1d100 ⇒ 29
7 swords: 1d100 ⇒ 75
8 swords: 1d100 ⇒ 34
9 swords: 1d100 ⇒ 1
10 swords: 1d100 ⇒ 38

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