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Ok, aid another is +2. The text says you add the enhancement bonus to the aid another bonus which to me suggests that its an enhancement bonus to the +2, not to your AC. Furthermore, its an untyped bonus in the first place, so the fact that its an enhancement bonus is not really important. Your barkskin +2 enhancement bouns to nat armor doesnt prevent your +5 armor from working. So to summarize, aid another gives an untyped bonus to their ac, and you apply the enhancement bonus to that, not to their armor bonus like their +3 blessed greased grey dragon scale mail (if you dont get the reference im sad but its ok). ![]()
Just put on your +2 int headband of now im a lawyer (profession barrister, wear for a week or whatever) then call up a contract devil with planar binding and very very carefully word three wishes to gain immortality. If you die you are completey, irrevocably screwed. Dont mess up the wishes. Usually using the first wish so that the 2nd and 3rd can't be subverted is a good investment, but it really depends on how strong your lawyer-fu is (higher lawyer-fu means less value from safety wish). Just my two cents here.
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![]() Alchemist is the greatest hands down. Wanna build constructs? Army of undead? Simulacra? Break action economey? Break economey? Melee dpr? Ranged dpr? Party debuffer? Better rogue? Quite literally a character that can go anywhere. Not a liability early, dominates midgame, solid lategame, class is perfect. ![]()
Sundering build using greater sunder with a maul of the titans and spirited charge as a druid with one of the giant masks so your huge and you smash stuff. Bonus points for cohort or party member throwing red cloaks on people so you can sunder the dragon (matador anyone?) also raw dmg bonuses for maximum goodness, abilities for ignoring hardness... anything im missing here? Edit: Also the lantern archons are really really good if you summon enough of them (touch attacks that bypass DR) ![]()
@DualJay my objection is mostly in the fact that the PC is being treated as though it can adjust to whatever the monster does, whilst the enemy is forced into a predetermined, and suicidal action. Yes, I will admit that as a test of if you can do X DPR against different sets of AC, DR, and Regeneration, or beat a save array of X, Y, Z with immunities to whatever, it is pretty good. However, it is not actually an indicator that you could actually beat these creatures in a "fair" fight. Edit: the biggest problem with the challenge is anything that can go in a surprise round is really imbalanced, because with halfway decent initiative, none of these even get an action. also explain what spells you use to infer your next opponent with 100% accuracy. ![]()
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Perception: listening to thier conversation reveals that they are retired demon hunters now on the run from cultists. ![]()
Build an adamantine box on my shoulder, and enchant it to be pretty much immune to everything. Put permanently shrunk gnome witch with cackle and fortune hex in the box.
That and having a bunch of lvl1 followers be wizards with true strike and having them man the ballista on my airship. Or building a bounty hunter with a caceodaemon familiar to get the soul gems, and a portable hole to keep the bodies to sell to necromancers, specked out knowledge skills to know who to sell this stuff too, and just go maximum profit in an evil campaign. Or using wish to reduce the opening of a everflowing bottle thingy 1 micron diameter. Due to the flow being a constant number of gallons... they make great engines for your airship of doom... or you can just turn it into an adamantium cruise missile.
About Phaedra ValeriusClass/Level: Skald/5
HP: 43/43
Daily Use
Ability Scores:
Strength 17 (+3) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 8 (-1) Charisma 16 (+3) Combat Information:
Init +4; Senses: Perception -1 CMB: +6 [+3 BAB+3 Str] CMD: 18 [10+ 3 BAB+3 Str+2 Dex] Concentration +7 Defenses
Offense
Melee:
Melee (Power Attack):
Melee (Raging):
Melee (Raging, Power Attack):
Ranged:
Ranged (Raging):
Skills:
name [ability] (ranks/ability/class/other mod) total Dimplomacy +13 Versatile Performance (Oratory) Knowledge (geography) +7 [1rank+1int+3inclass+2skald] Knowledge (local) +7 [1rank+1int+3inclass+2skald] Knowledge (history) +7 [1rank+1int+3inclass+2skald] Knowledge (nobility) +7 [1rank+1int+3inclass+2skald] Knowledge (religion) +9 [3ranks+1int+3inclass+2skald] Knowledge (planes) +8 [2ranks+1int+3inclass+2skald] Knowledge (dungeoneering) +8 [2ranks+1int+3inclass+2skald] Perform (oratory) +13 [5rank+3cha+3inclass+2trait] (+17 when Obedience performed.) Perform (percussion) +11 [5rank+3cha+3inclass] (+15 when Obedience performed.) Sense Motive +13 Versatile Performance (Oratory) Spellcraft +9 [5rank+1int+3inclass] Use Magic Device +11 [5rank+3cha+3inclass] Ranks: [4+2 (Int mod)]*5 = 30 Languages:
Common, Infernal Traits, Feats and Class Abilities:
Traits Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Community-Minded: While some pray to the gods for mercy or prosperity, you follow a different tack—you believe in improving the lives of those around you through earnest labor and the efforts of you and your community. Your hard-earned discipline and the candor of your words affect all who bear witness. Benefits: Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds. Love Lost: Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from the body. Whoever murdered your loved one stole that ring—you’re convinced of it. You’ve done some investigation on your own and recently found the ring for sale at a local merchant. Although, to your great frustration, you can’t afford yet to buy it back, the merchant did tell you from whom he purchased the ring. It seems likely this criminal is the one who killed your loved one, or at the very least knows who did. The only problem is finding him. Orphaned: The murder victim was your only surviving parent. You had to grow up fast to take care of your siblings or to handle your family’s matters and were forced from an early age to support yourself. You gain a +2 bonus on one of the following skills: Craft, Perform, or Profession. Choosing Perform Oratory Feats Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Extra Performance: You can use bardic performance for 6 additional rounds per day. Skald's Vigor: While maintaining a raging song, you gain fast healing equal to the Strength bonus your song provides, starting in the round after you begin the song. If you stop maintaining your song, the fast healing ends, even if the effects of your song persist. Deific Obedience (Shelyn): Paint a small picture, compose a short poem or song, dance a scene from a ballet, or create another work of art, whispering praise to Shelyn’s beauty and grace as you do so. The art piece need be neither large nor complex, but heartfelt and made to the best of your ability. Gift the piece of art to a stranger and pay her a sincere compliment as you do so. If there are no suitable individuals around to receive the gift, leave it in an obvious place with a note praising Shelyn and asking whoever finds it to take it with your warmest wishes. Gain a +4 sacred bonus on Craft and Perform checks. Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. Class Abilities Bardic Knowledge: A Skald adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Scribe Scroll: At 1st level, a skald gains Scribe Scroll as a bonus feat. Versatile Performance: At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 7th level, and every 5 levels thereafter, the bard can select an additional type of Perform to substitute. Well-Versed: At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects. Uncanny Dodge: At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. Raging Song (SU): 18 rounds (3+Charisma [3]+2*3 [levels beyond 1]+6 Extra Performance), standard action to start, free action to maintain Inspired Rage (SU): At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. Song of Marching (Su): At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour. Rage Powers: When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald’s level as their effective barbarian level. Superstition: The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies. Spell Kenning (Su): At 5th level, a skald is learned in the magic of other spellcasters, and can use his own magic to duplicate those classes' spells. Once per day, a skald can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his skald spells known, expending a skald spell slot of the same spell level to cast the desired spell. A spell cast with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell.
Equipment:
20 gp, 30 sp, 9cp Weapons
Armor
Carried
In Backpack
Total Weight [on character]: 98.5 lbs Carrying Capacity Light 76 lbs; Medium 77-153 lbs; Heavy 154-230 lbs Carrying Capacity (masterwork backpack) Light 86 lbs; Medium 87-173 lbs; Heavy 174-260 lbs Mount
Racial Abilities and Traits:
Human
Favored Class: Skald
Spells:
Spells Known
Spells per Day Level 1: 4+1
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