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DM Doomed Hero wrote:
Agreed, I read that pretty fast before I left the house this morning, and I was reading the power completely backwards. What order should we resolve stuff in? ![]()
GM Blood wrote:
Just by sight first, and if it seems innocuous, I'll lean over and scrape some if I can do so without getting all the way in. If that needs a second roll, 1d20 + 7 ⇒ (19) + 7 = 26 ![]()
GM Sean wrote: @Noran - You're 35' from Tasskar... did you want to take a 5-foot step first for Point Blank Shot? Also, isn't your attack bonus +2? (+1 Dex, +1 Point Blank if you move, +1 Inspire Courage, -1 Flurry). Crud, why did I think I was already in point blank range? Yes, I need to step in, I've been using that bonus! ![]()
Joboo wrote: ok I see the ability damage rules but it makes no sense imo. That treats odd and even ability scores with the same bonus the same in turns of taking damage. 1) I believe that's the point. 2 creatures with the same dex bonus would always get the same penalty to their bonus from the same dex damage, regardless of the underlying scores. ![]()
Talhaearn wrote: I've made some adjustments to my character sheet; and I am now a Half-Elf. I will also take advantage of leaving a trait open until the First Steps conclude and will adjust my character sheet accordingly. OK Talhaearn wrote: My PFS # is: 6919 If this is your first character, it would be 6919-1. If it's not your first character, I'll need the -# for this one. ![]()
This sounds pretty fun. I'd be interested in: Oni-Spawn Tiefling Zen Archer
Spoiler:
Pure Zen Archer monk. Massive ranged damage and decent at staying alive. Let the meat shield get in their face, and then blow their face off. Not a lot of skills. Halfling Mystic Theurge (spontaneous)
Spoiler:
It's not the quality of the spells, it's the quantity. :)
Oracle 4, Sorcerer 4, Mystic Theurge 10 It's all about battlefield control, buffing, summoning, and wands for utilities. Can pretty much use almost any spell completion or spell trigger item in existance without UMD checks. Major face skills. Aasimar Synthesist Summoner
Spoiler:
Full-on melee destruction, either via pounce if quadraped or hard hitting reach attacks. Utility and battlefield control casting. Face and other skills. I post several times a day generally. ![]()
Surak Kekmor, cleric of Ragathiel, domains Leadership (Nobility), Archon (Good) What's the HP gain rule? For now I put in max and avg+1 for level 1 and 2.
details: SURAK KEKMOR CR 1
Male Dwarf Cleric 2 NG Medium Humanoid (Dwarf) Init +2; Senses Darkvision (60 feet); Perception +5 -------------------- DEFENSE -------------------- AC 19, touch 12, flat-footed 17. . (+6 armor, +1 shield, +2 Dex) hp 20 (2d8+5) Fort +4, Ref +2, Will +6 Defensive Abilities Deep Warrior; SR 7 -------------------- OFFENSE -------------------- Spd 20 ft. Melee Light Shield Bash -1 (1d4+2/20/x2) and . . Cold Iron Javelin +3 (1d6+2/20/x2) and . . Cold Iron Javelin +3 (1d6+2/20/x2) and . . Cold Iron Javelin +3 (1d6+2/20/x2) and . . Cold Iron Javelin +3 (1d6+2/20/x2) and . . Cold Iron Javelin +3 (1d6+2/20/x2) and . . Masterwork Sword, Bastard +4 (1d10+2/19-20/x2) and . . Unarmed Strike +3 (1d3+2/20/x2) Ranged Crossbow, Light +3 (1d8/19-20/x2) Spell-Like Abilities Touch of Good (6/day) Cleric Spells Known (CL 2, 3 melee touch, 3 ranged touch): 1 (3/day) Murderous Command (DC 14), Hide from Undead (DC 14), Bless, Weapons against Evil (DC 14) 0 (at will) Stabilize, Detect Magic, Guidance (DC 13), Vigor -------------------- STATISTICS -------------------- Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 12 Base Atk +1; CMB +3; CMD 15 Feats Toughness +3 Traits Armor Expert, Zest for Battle Skills Acrobatics -1, Climb -1, Escape Artist -1, Fly -1, Heal +8, Perception +5, Ride -1, Stealth -1, Swim -1 Languages Common, Dwarven SQ Archon, Aura (Ex), Channel Positive Energy 1d6 (4/day) (DC 12) (Su), Cleric Domain: Leadership, Greed, Hatred, Inspiring Command (1 allies) (Su), Slow and Steady, Spontaneous Casting, Stability Combat Gear Cold Iron Bolts, Crossbow (50), Cold Iron Bolts, Crossbow (50), Cold Iron Bolts, Crossbow (50), Cold Iron Bolts, Crossbow (50), Cold Iron Javelin, Cold Iron Javelin, Cold Iron Javelin, Cold Iron Javelin, Cold Iron Javelin, Crossbow, Light, Masterwork Breastplate, Masterwork Shield Spikes Shield, Light Wooden, Masterwork Sword, Bastard; Other Gear Backpack, Masterwork (empty) -------------------- SPECIAL ABILITIES -------------------- Archon Associated Domain: Good Armor Expert -1 Armor check penalty. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Channel Positive Energy 1d6 (4/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead. Cleric Domain: Leadership Associated Domain: Nobility Darkvision (60 feet) You can see in the dark (black and white vision only). Deep Warrior +2 AC and +2 grapple vs. Aberrations. Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred +1 racial bonus to attacks against Orcs and Goblinoids. Inspiring Command (1 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks Slow and Steady Your base speed is never modified by encumbrance. Spell Resistance (7) You have Spell Resistance. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Stability +4 to avoid being bull rushed or tripped while standing. Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r. Zest for Battle Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls. -------------------- The Kekmor family wandered more than typical dwarves, as they spent more time with other followers of Ragathiel than with normal dwarves. Noran ended up training as a monk, and becoming a zen archer. His brother Surak focused on religious and martial studies, and eventually became a cleric of Ragathiel, charged with protecting the defenseless and defending society from unnatural evils, specifically of the undead and outsider varieties. During a time of study in Katapesh, the followers of Ragathiel started to hear rumors of evil centered around the mines near Solku; Surak was sent to investigate, and has met a group of adventurers who may have different goals, but all seek to enter the mines as a means to achieve them. ![]()
Since it's 4d6 not drop lowest, I'll use my original rolls for my goblin cavalier: (18, 15, 15, 14, 12, 10) Background:
Zagrin the Honorable and Short had not always been Honorable, but he had always been Short. As a young goblin, Zagrin was fairly scrawny, and probably would have ended up in the stew pot if he hadn't been sneaky and good at judging when to duck. He learned early on that a slow goblin is a dead goblin, and actually spent a lot of his time practicing being evasive, sneaky, and most of all, not trusting other goblins. One day, a squad of humans dressed in matching black clothes was traveling through their swamp, and a wandering goblin spotted them, and ran back to tell the rest of the tribe. When Chief Worgtail heard this, he gathered a group of 10 or so young goblins, just reaching full size, and proclaimed, "Stupid biggers in our swamp. *spit* Kill biggers and bring stuff to tribe. Bring dead biggers for stew pot." Zagrin ran along with the rest of his goblin cohort to do what Chief Worgtail had asked, but when he got close to the humans, Zagrin grew wary. There was something abnormal about a group of humans all dressed exactly the same, and they seemed more alert than most he had seen previously. His caution was abnormally wise for a goblin, and as the goblins began their attack on the human group, Zagrin moved off to the side, and used his sneakiness to his full advantage, going around to the other side of the humans. As he watched, the goblins charged, but the squad of humans reacted precisely and efficiently, and his friends were no match for the humans in black. Fearing what Chief Worgtail would do to him if he returned to his tribe alone when all of his friends had died, Zagrin again used his abnormally astute goblin brain, and snuck onto the back of one of the humans wagons, hiding between some barrels. When the humans finally set up camp for the night, Zagrin was quickly discovered. The goblin cowered, but the humans only laughed at him, rather than attacking him. "Why would we be afraid of you? You're just one little goblin." Zagrin turned this idea around in his head, and realized this meant the humans were not going to try to kill him. This made the humans much more appealing than his own tribe, which would as soon throw him in the stewpot as anything else. When Zagrin got used to the thought that he was safe, he was a changed goblin. Zagrin spent the next week traveling with the humans, who he found out were called Blackdogs even though they were not dogs. That idea, also, took some time to arrange itself in his head in a way that he understood. Zagrin became the squad of Blackdogs unofficial mascot. When they reached their destination, Zagrin found that it was a large encampment of even more Blackdogs-who-were-not-dogs, and there were even dogs there who were not blackdogs but were trained only to attack goblins when they were ordered to, and not just because goblins are tasty.
After another month, Zagrin approached the commander of the human squad. "Great human chief! Your men say anybody can become blackdog, if they can fight good and always listen to bosses. Zagrin fight good! Zagrin promise always listen good to blackdog bosses. Want to be a blackdog." The rest, as they say, is history. Zagrin became Zagrin the Honorable, the first Goblin member of the Blackdogs, and as fierce a mounted fighter as any they had seen. Many stories of his greatness were told around blackdog fires, mostly in his own poor grammar.
Crunch: ZAGRIN CR 1/2
Male Goblin Cavalier (Emissary, Beast Rider) 1 LN Small Humanoid (Goblinoid) Init +7; Senses Darkvision (60 feet); Perception +5 -------------------- DEFENSE -------------------- AC 21, touch 18, flat-footed 14. . (+2 armor, +1 shield, +7 Dex, +1 size) hp 12 (1d10+1) Fort +3, Ref +7, Will +1 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Light Shield Bash +7 (1d3+1/20/x2) and . . Cold Iron Lance +9 (1d6+7/20/x3) and . . Cold Iron Rapier +7 (1d4+1/18-20/x2) and . . Unarmed Strike +7 (1d2+1/20/x2) Ranged Shortbow +9 (1d4/20/x3) Special Attacks Dragon's Challenge +1/+1 (1/day) -------------------- STATISTICS -------------------- Str 13, Dex 24, Con 13, Int 14, Wis 12, Cha 8 Base Atk +1; CMB +1; CMD 18 Feats Mounted Combat, Ride-by Attack, Weapon Finesse Traits Cliff-Master (Varisia), Color Thief, Dexterous, Weapon Bond (Lance) Skills Handle Animal +3, Perception +5, Ride +15, Sense Motive +5, Stealth +21, Survival +6 Modifiers [/b]+2 Ride while riding your bonded mount. Languages Common, Goblin, Halfling SQ Animal Companion Link (Ex) Combat Gear Cold Iron Lance, Cold Iron Rapier, Kilted Quilted Cloth, Nexavaran Steel Arrows (5), Shield Spikes Quickdraw Shield, Light Wooden, Shortbow, Silver Arrows (5); -------------------- SPECIAL ABILITIES -------------------- +2 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -2 while riding your mount. Animal Companion Link (Ex) You have a link with your Animal Companion. Color Thief Your skin is an odd tint that somehow absorbs background colors. Maybe because your mother drank a lot of potions when you were still inside her belly. Maybe because you've been blessed by the barghests. Maybe because you're just better than the othe Darkvision (60 feet) You can see in the dark (black and white vision only). Dragon's Challenge +1/+1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge. Dragon's Skills +1 (Ex) +1 to Survival checks for allies. Mounted Combat Once per round you can attempt to negate a hit to your mount in combat. Ride-by Attack You can move - attack - move when charging mounted. -------------------- DOGBREATH CR 2
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Oddly enough, while I was looking forward to this game a lot more than the one in Absalom (which is also cool sounding, but this just sounds more awesome), I will stick with the Goblin I've submitted for the other one, I don't really want to play this witch except where he was a required character here. ![]()
Goblin Cavalier:
Spoiler:
Zagrin the Honorable and Short had not always been Honorable, but he had always been Short.
As a young goblin, Zagrin was fairly scrawny, and probably would have ended up in the stew pot if he hadn't been sneaky and good at judging when to duck. He learned early on that a slow goblin is a dead goblin, and actually spent a lot of his time practicing being evasive, sneaky, and most of all, not trusting other goblins. One day, a squad of humans dressed in matching black clothes was traveling through their swamp, and a wandering goblin spotted them, and ran back to tell the rest of the tribe. When Chief Worgtail heard this, he gathered a group of 10 or so young goblins, just reaching full size, and proclaimed, "Stupid biggers in our swamp. *spit* Kill biggers and bring stuff to tribe. Bring dead biggers for stew pot." Zagrin ran along with the rest of his goblin cohort to do what Chief Worgtail had asked, but when he got close to the humans, Zagrin grew wary. There was something abnormal about a group of humans all dressed exactly the same, and they seemed more alert than most he had seen previously. His caution was abnormally wise for a goblin, and as the goblins began their attack on the human group, Zagrin moved off to the side, and used his sneakiness to his full advantage, going around to the other side of the humans. As he watched, the goblins charged, but the squad of humans reacted precisely and efficiently, and his friends were no match for the humans in black. Fearing what Chief Worgtail would do to him if he returned to his tribe alone when all of his friends had died, Zagrin again used his abnormally astute goblin brain, and snuck onto the back of one of the humans wagons, hiding between some barrels. When the humans finally set up camp for the night, Zagrin was quickly discovered. The goblin cowered, but the humans only laughed at him, rather than attacking him. "Why would we be afraid of you? You're just one little goblin." Zagrin turned this idea around in his head, and realized this meant the humans were not going to try to kill him. This made the humans much more appealing than his own tribe, which would as soon throw him in the stewpot as anything else. When Zagrin got used to the thought that he was safe, he was a changed goblin. Zagrin spent the next week traveling with the humans, who he found out were called Blackdogs even though they were not dogs. That idea, also, took some time to arrange itself in his head in a way that he understood. Zagrin became the squad of Blackdogs unofficial mascot. When they reached their destination, Zagrin found that it was a large encampment of even more Blackdogs-who-were-not-dogs, and there were even dogs there who were not blackdogs but were trained only to attack goblins when they were ordered to, and not just because goblins are tasty.
After another month, Zagrin approached the commander of the human squad. "Great human chief! Your men say anybody can become blackdog, if they can fight good and always listen to bosses. Zagrin fight good! Zagrin promise always listen good to blackdog bosses. Want to be a blackdog." The rest, as they say, is history. Zagrin became Zagrin the Honorable, the first Goblin member of the Blackdogs, and as fierce a mounted fighter as any they had seen. Many stories of his greatness were told around blackdog fires, mostly in his own poor grammar.
My build would be emissary and beast rider archetypes, and order of the dragon: Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt. ![]()
rolls:
4d6 ⇒ (3, 6, 3, 3) = 15
4d6 ⇒ (2, 5, 5, 6) = 18 4d6 ⇒ (5, 2, 2, 1) = 10 4d6 ⇒ (2, 4, 2, 4) = 12 4d6 ⇒ (5, 1, 5, 3) = 14 4d6 ⇒ (6, 1, 2, 6) = 15 = (12, 16, 9, 10, 13, 14) = 19pt Going with 30pt. Now to find an interesting race. :) Terok: You ended up with exactly a 30pt buy. May want to switch if you're not happy without an 18 but not bad rolls for a multi-attribute dependent build. ![]()
Presenting Nemeia Terreis, tiefling vivisectionist. background: Nemeia was born in Cheliax, in the city of Westcrown.
As a tiefling, she didn't have the easiest of lives, but at least in Cheliax she was somewhat accepted, even if as a second class citizen. When she was a teen, her intelligence paid off, and she was taken as an apprentice by an open minded alchemist who worked for the Wiscrani beaurocracy. He trained her in alchemy, and other scientific pursuits. In her work for the government, she was noticed by the slightly more...covert...agents of Cheliax. Her mental acuity as well as her good physical condition led them to recruit Nemeia as an agent for a covert organization run by General Gorthoklek, the Queen's regent. In her capacity as a secret agent, Nemeia received training in spycraft and combat, as well as specialized training for her alchemical skill. All in all, she felt very fulfilled as an agent for the government, and keeping the peace and helping the prosperity of her kingdom made her feel like she's doing what she should. Recently, Nemeia's handler called her in to the palace, and handed her what she said was was an important new assignment. "Agent Terreis, you are to immediately cease work on all other cases and travel to Tian Xia, to the city of Goka. There you will enter the Ruby Phoenix tournament. We need you to do whatever it takes to win it; General Gorthoklek insists that obtaining the prize is vital to Chelish security."
crunch: NEMEIA TERREIS CR 10
Female Tiefling Alchemist (Vivisectionist) 11 LN Medium Outsider (Native) Init +6; Senses Darkvision (60 feet); Perception +14 -------------------- DEFENSE -------------------- AC 26, touch 17, flat-footed 19. . (+9 armor, +6 Dex, +1 dodge) hp 105 (11d8+33) Fort +10, Ref +13, Will +3 Immune poison; Resist cold 5, electricity 5, fire 5 -------------------- OFFENSE -------------------- Spd 30 ft. Melee +2 Agile Silversheen Sickle +16/+11 (1d6+8/20/x2) and . . Gauntlet (from Armor) +14/+9 (1d3-1/20/x2) and . . Unarmed Strike +14/+9 (1d3-1/20/x2) Special Attacks Bleeding Attack +6, Sneak Attack +6d6 Alchemist (Vivisectionist) Spells Known (CL 11, 7 melee touch, 14 ranged touch): -------------------- STATISTICS -------------------- Str 8, Dex 20/22, Con 14/16, Int 16/20, Wis 10, Cha 8 Base Atk +8; CMB +7; CMD 24 Feats Brew Potion, Dodge, Mobility, Piranha Strike -3/+6, Sidestep, Spring Attack, Throw Anything, Weapon Finesse Traits Bandit (River Kingdoms): Stealth, Extremely Fashionable: Bluff Skills Acrobatics +15, Bluff +16, Climb -3, Diplomacy +11, Disable Device +18, Escape Artist +4, Fly +8, Heal +18, Intimidate +0, Knowledge (Arcana) +9, Knowledge (Nature) +18, Perception +14, Ride +4, Sense Motive +11, Sleight of Hand +8, Spellcraft +10, Stealth +23, Swim -3, Use Magic Device +13 Modifiers Alchemy +11 Languages Abyssal, Common, Draconic, Elven, Gnome, Infernal, Orc SQ Fast Poisoning (Swift Action) (Ex), Healing Touch, Infusion, Muleback Cords, Mutagen (DC 20) (Su), Nourished by ash, cinders, dust and sand, Poison Use, Spontaneous Healing (55/day), Swift Alchemy (Ex), Torturous Transformation, Wings (11 minutes/day) Combat Gear +2 Agile Silversheen Sickle, Celestial Armor; Other Gear Belt of Physical Might, DEX & CON +2, Courtier's outfit, Headband of Vast Intelligence, +4: Diplomacy, Sense Motive, Jewelry, Muleback Cords, Mutagen: +4 DEX, -2 WIS, +2 Nat AC, Noble's outfit, Shinobi shozoku, Signet ring -------------------- SPECIAL ABILITIES -------------------- Alchemy +11 (Su) +11 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bandit (River Kingdoms): Stealth +1 to Stealth checks, Stealth is always a class skill for you. Bleeding Attack +6 (Ex) Sneak attacks also deal 6 bleed damage per round. Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks. Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks. Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action. Healing Touch The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The Immunity to Poison You are immune to poison. Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s d Mobility +4 to AC against some attacks of opportunity. Muleback Cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry. Construction
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Presenting Rutan Chidu Suji, Samsaran Witch and Sable Company member. background: Rutan Chidu Suji was definitely a wandering soul.
While most Samsaran are born in the Dragon Empires, Rutan first opened his eyes in Faldamont, a small settlement in the foothills of the World's Edge mountains, in Taldor. Clearly the pale child was different from his neighbors, but none understood the truth until he was old enough to start to remember...
When Rutan was eight, a party of travelers came through Faldamont, and Rutan's life was changed forever. There was a Wizard traveling with them, and he noticed the boy watching them as they settled in at the tavern. That evening, the Wizard asked the boy what he remembered. He remembered Chidu Suji Rehu, the chieftain. He remembered Suji Rehu Keji, the hedge witch who traveled the Fernwall mountains, caring for her Varisian neighbors. He remembered many others, faintly. Lives all over Golarion... The Wizard asked Rutan to bring his parents to see him.
After spending five years with the Wizard, Halaron told Rutan that his magic was developing in a way he was unfamiliar with, and for Rutan's own safety, Halaron journeyed with him to Korvosa. There, Halaron delivered Rutan into the care of a contact of his who was a witch serving King Eodred. With tutoring from a proper witch, Rutan's magical abilities quickly blossomed. Eventually, his mentor presented him with an egg, which Rutan was to keep warm, and watch over carefully. After two months, the egg hatched, and Rutan met his familiar for the first time. Yuki was a beast Rutan remembered from his previous life...a rhamphorhynchus, a tiny pterosaur from the expanse. When the young witch was old enough, Larissa got him a job as a squire in the Korvosan Guard. He worked diligently, and quickly rose through the ranks, by virtue of applying brains more often than brawn. His superiors noticed his abilities, and Rutan was eventually asked to join the Sable Company, and placed on a team that handled unusual assignments, when the King needed things done quietly. ![]()
Samsaran Witch crunch is done.
stat block:
Samsaran Witch 1
LN Medium Humanoid Init +4; Senses Low-Light Vision; Perception +6 -------------------- DEFENSE -------------------- AC 14, touch 14, flat-footed 10. . (+4 Dex) hp 8 (1d6+1) Fort +1, Ref +4, Will +3 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Sword, Bastard +4 (1d10+4/19-20/x2) and . . Unarmed Strike -1 (1d3-1/20/x2) Ranged Crossbow, Light +4 (1d8/19-20/x2) Special Attacks Misfortune (DC 14) Witch Spells Known (CL 1, -1 melee touch, 4 ranged touch): -------------------- STATISTICS -------------------- Str 9, Dex 18, Con 13, Int 19, Wis 12, Cha 8 Base Atk +0; CMB -1; CMD 13 Feats Accursed Hex, Extra Hex Traits Eyes and Ears of the City, Highlander (hills or mountains), Intelligent: +2int/-2str, Weapon Bond: Bastard Sword (Int) Skills Knowledge (Arcana) +8, Knowledge (Local) +10, Knowledge (Nature) +8, Perception +6, Spellcraft +8, Stealth +9 Languages Common, Samsaran, Tien SQ +2 Initiative, Cackle, Empathic Link with Familiar (Su), Lifebound (Ex), Share Spells with Familiar Combat Gear Crossbow, Light, Sword, Bastard; -------------------- SPECIAL ABILITIES -------------------- +2 Initiative You gain the Alertness feat while your familiar is within arm's reach. Accursed Hex Target a creature with a hex a second time that day if it made its save the first time Cackle Extend the duration of other hexes. Comprehend Languages (1/day) (Sp) With Charisma 11+, cast Comprehend Languages once per day. Deathwatch (1/day) (Sp) With Charisma 11+, cast Deathwatch once per day. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas. Lifebound (Ex) Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Misfortune (1 round(s)) (DC 14) (Su) Target must take the lower of 2d20 for rolls. Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Stabilize (1/day) (Sp) With Charisma 11+, cast Stabilize once per day. -------------------- ARCANE FAMILIAR CR 1/3
Doing Deception patron. Not sure what direction to go with on back story, should we worry about that yet? ![]()
For damage, high strength flurry barehanded or with temple sword, power attacking. For survivability, stack that AC. Ring of protection, bracers of armor, qinggong barkskin, crane style fighting defensively makes you VERY hard to hit in the single digit levels. edit: also synergizes well with vow of peace... ![]()
Was doing the standard tiefling so +dex/int -cha, no non-standard heritage. If you want a non-standard heritage I could easily switch to Daemon spawn and end up with the same exact buy. I'm planning on straight alchemist, basically going for a magical rogue with tons of skills. Mostly dex mutagen. variant ability: To replace darkness:
1d100 ⇒ 7 from the table: You can eat and gain nourishment from ash, cinders, dust, and sand. ![]()
Here's the crunch for my level 11 Tiefling Alchemist (Vivisectionist) Haven't come up with a back story yet because I don't know anything about the module yet :) Also haven't spent ~15k gold yet. Spoiler: Tiefling Alchemist (Vivisectionist) 11
LN Medium Outsider (Native) Init +6; Senses Darkvision (60 feet); Perception +14 -------------------- DEFENSE -------------------- AC 17, touch 17, flat-footed 10. . (+6 Dex, +1 dodge) hp 105 (11d8+33) Fort +10, Ref +13, Will +3 Immune poison; Resist cold 5, electricity 5, fire 5 -------------------- OFFENSE -------------------- Spd 30 ft. Melee +2 Agile Silversheen Sickle +16/+11 (1d6+8/20/x2) and . . Gauntlet (from Armor) +14/+9 (1d3-1/20/x2) and . . Unarmed Strike +14/+9 (1d3-1/20/x2) Special Attacks Bleeding Attack +6, Sneak Attack +6d6 Spell-Like Abilities Darkness (1/day) Alchemist (Vivisectionist) Spells Known (CL 11, 7 melee touch, 14 ranged touch): -------------------- STATISTICS -------------------- Str 8, Dex 20/22, Con 14/16, Int 16/20, Wis 10, Cha 8 Base Atk +8; CMB +7; CMD 24 Feats Brew Potion, Dodge, Mobility, Piranha Strike -3/+6, Sidestep, Spring Attack, Throw Anything, Weapon Finesse Traits Bandit (River Kingdoms): Stealth, Extremely Fashionable: Bluff Skills Acrobatics +17, Bluff +15, Diplomacy +10, Disable Device +20, Fly +10, Heal +18, Knowledge (Arcana) +9, Knowledge (Nature) +18, Perception +14, Sense Motive +11, Sleight of Hand +10, Spellcraft +10, Stealth +23, Use Magic Device +13 Modifiers Alchemy +11 Languages Abyssal, Common, Draconic, Elven, Gnome, Infernal, Orc SQ Fast Poisoning (Swift Action) (Ex), Healing Touch, Infusion, Mutagen (DC 20) (Su), Poison Use, Spontaneous Healing (55/day), Swift Alchemy (Ex), Torturous Transformation, Wings (11 minutes/day) Combat Gear +2 Agile Silversheen Sickle, Celestial Armor; Other Gear Belt of Physical Might, DEX & CON +2, Headband of Vast Intelligence, +4: Diplomacy, Sense Motive -------------------- SPECIAL ABILITIES -------------------- Alchemy +11 (Su) +11 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bandit (River Kingdoms): Stealth +1 to Stealth checks, Stealth is always a class skill for you. Bleeding Attack +6 (Ex) Sneak attacks also deal 6 bleed damage per round. Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks. Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks. Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks. Darkness (1/day) (Sp) Darkness once per day. Darkvision (60 feet) You can see in the dark (black and white vision only). Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action. Healing Touch The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. Immunity to Poison You are immune to poison. Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. Mobility +4 to AC against some attacks of opportunity. Mutagen (DC 20) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level. Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons. Poison Use You don't accidentally poison yourself with blades. Sidestep When an opponent misses you in melee, you can immediately take your next 5' step, as long as you remain within their threatened area. Sneak Attack +6d6 +6d6 damage if you flank your target or your target is flat-footed. Spontaneous Healing (55/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I Spring Attack You can move - attack - move when attacking with a melee weapon. Swift Alchemy (Ex) You can construct alchemical items in half the normal time. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Torturous Transformation At 7th level, a vivisectionist adds anthropomorphic animal to his formula book as a 2nd-level extract. Wings (11 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. ![]()
We Be Goblins! is a blast and if you have players that want to run it, it's definitely worthwhile. Having already run through it, I would probably not rate it high on replayability due to it being very hard to roleplay properly knowing the spoilers. I would probably want to submit characters for either of the others. ![]()
rolls:
set 1:
4d6 ⇒ (3, 1, 5, 3) = 12 4d6 ⇒ (6, 5, 2, 1) = 14 4d6 ⇒ (5, 3, 5, 6) = 19 4d6 ⇒ (2, 2, 3, 3) = 10 4d6 ⇒ (3, 5, 3, 2) = 13 4d6 ⇒ (6, 4, 5, 6) = 21 set 2:
Makes:
So I'll build something with array 1: 17, 16, 13, 11, 11, 8 ![]()
Sir Loric the Righteous wrote:
No, it's cool, DM DH had already said you could include other people in your montage stuff. I was just going to include another scene after yours. ![]()
"GWRRR'RRR!" Enraged, the Orc charged at Zib and attempted to clothesline him. "WHAT YOUR PROBLEM LITTLE MAN?" action: "Gwrrr'rrr just thirsty." He held his hands up as if to pacify Zib, "Not like anyway." Charge, unarmed strike, power attack at Zib: 1d20 + 9 ⇒ (8) + 9 = 17, damage 1d3 + 9 ⇒ (1) + 9 = 10
stats: HP: 10/17 AC: 10 Fort: +7 Reflex: +3 Will: -1
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