Halfling

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How long does the penalty from the Hexing weapon enchantment stick around for? I can't find it anywhere.


Wait, are we starting at level 5?


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Ogre-Druid?


I'm really excited for the idea. I'm just confused" the setting. Is it still medieval sword and sorcery or are we bumping the age up a bit?


Thanks DaWay!


If you're ok with me being a little light on background, my Dwarven Cleric of Moradin (Tempest Domain) is a friend of Ontharr Frume. He's a member of a Brewer's Guild and mason for fun. I've got stats and I'm still working on a name. I'll be ready for first roll.


If I can't come up with a good idea, I'll go with that. I like clerics too so....


Crap. I'll see what I can do.


I take it recruitment is closed then?


Sweet. Thanks.


Where should we link them?


Ok. I'd really like to roll up a Halfling Warlock who had always dreamed of being a wizard after his family was killed. Having no talent of his own he was sent away from his chosen academy in tears. That's when he was approached with another option.
Bond number 8 is best for me I think.


I can do that. How do you like character sheets linked?


I tried to get into a CotCT before and I still love the idea of the AP. I'm thinking about playing off on the Dockside Avenger trait. I'll get something together soon. Maybe something worth a whip?


I've wanted to try out 5e for a while now. Would you be willing to take on an inexperienced player?


Marial "Mouse" Redfist wrote:
Dhenn wrote:
I know things are pretty busy already, but I'd like to throw together a Varisian Witch, doing my best to avoid the typical Slumber/Misfortune paradigm. The Cartomancer archetype seems thematically appropriate, but integrating the Harrow may be problematic in this format. Thoughts? I'll just go vanilla if it's an issue.

If it's drawing from the deck that's problematic for you, it can be simulated with dice rolls. Just roll a d6 to determine the suit.

Or, if you have some way to find or host the harrow images online, you could draw from a personal deck, then link the image of the card you drew (although that depends more on trust).

It can be done. :)

I just got out of a group in which I played a Cartomancer Witch. I would have liked to see it utilized but, no one wanted to interact with that part of my character. If you have any questions about the Harrow Dhenn, let me know.


You guys still have room?


Leo1925, Maukui's host uses the breath weapon of a Young Adult Void Dragon, which is a 50ft cone of cold that does 10d8 damage and has a DC 21 Reflex save.

Speaking of Maukui, His natural armor bonus is missing. Does anyone know why?


I don't use XP either when I'm running an Adventure Path but, I'd need to refer to CR and some XP budget to create enough encounters of the right level right?


I've been DMing Adventure Paths for a while now and I've always been interested in running my own campaign. I come up with crazy fun ideas but putting it to the test with the math usually discourages me.

My question is, has anyone built their own campaign from start to about 15th level and had fun? How did you make those XP decisions in regard to "filling up" that 10,000 point budget for your five level-1 PC's? What were the percentages spent on monsters, traps, and story awards?

Just, what do I do?


I'd like in. Just need to get something together.


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We're currently playing our weekly game and we had a funny idea about how Diamonds being treated as stone objects with regards to the Stone Shape spell.

You see, we need a 20,000gp diamond for the spell Purify (1001 Spells) and we have x4 5,000gp diamonds for other spells. Our question is: Can you use Stone Shape to smush these smaller diamonds into one big one?

Thanks for the help!


Thanks guys. I really appreciate your input. The poison thing is kind of a secondary part of the character. They're not as bad as they used to be. There's a great FAQ called I Drank What? on the site that answers a bunch of questions and makes poison deadlier.


Ok, here's what I made last week and all the gear he has accrued since. Any further help, comments, critique or questions would be appreciated.

Fard The Spider
Male Halfling Sorcerer (Wildblooded) 2 (Pathfinder RPG Ultimate Magic 0)
CN Small humanoid (halfling)
Hero Points 1
Init +3; Senses Perception +10
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 17 (2d6+5)
Fort +3, Ref +4, Will +6; +2 vs. fear
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Offense
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Speed 20 ft.
Melee bite +2 (1d3) and
dagger +2 (1d3/19-20)
Special Attacks serpent's fangs
Sorcerer (Wildblooded) Spells Known (CL 2nd; concentration +4):
1st (5/day)—poison weapon (DC 14), web bolt (DC 14)
0 (at will)—deepen shadow, detect poison, inky ray (DC 13), spider's thread (DC 13), trip line (DC 12)
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Statistics
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Str 11, Dex 16, Con 14, Int 14, Wis 14, Cha 14
Base Atk +1; CMB +0; CMD 13
Feats Eschew Materials, Spell Focus (conjuration)
Traits seasoned climber, seeker, trap finder
Skills Acrobatics +5, Bluff +6, Climb +8, Disable Device +9, Perception +10, Sleight of Hand +4, Stealth +10; Racial Modifiers +2 Perception, swift as shadows
Languages Common, Halfling, Osiriani, Undercommon
SQ hero points, loner, mutated bloodlines (envenomed)
Combat Gear potion of darkvision (2), black adder venom, chill cream, medium spider venom (2), oil (5); Other Gear dagger (5), bag of holding i, backpack, bedroll, belt pouch, hammer, piton (3), thieves' tools, trail rations (14), waterskin, 22 pp, 651 gp, 16 sp, 2 cp
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Special Abilities
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Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fearless +2 racial bonus vs Fear saves.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Loner -1 to AC and attack when adjacent to ally or using aid another.
Serpent's Fang + Poison (1 CON, 5 rounds/day, DC 13) (Ex) Bite attack deals 1d4 damage + Poison (Bite-injury; DC 13; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save)
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Swift as Shadows Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.
Trap Finder Use Disable Device to disarm magic traps, like a rogue.


@andimust: I'm liking the suggestions here, I have access to 1001 Spells and I fell in love with the cantrip Spider's Thread. Between that, the spider-like spells and the use of poisons makes him feel more spider-like. I'll take your ideas under advisement and post what I have already.


My group just started Mummy's Mask and I wanted to play a spider themed character. I need some help making him cool and functional at the same time. So far he's a halfling sorcerer (envenomed bloodline) who plans on using the natural poison he gets on his throwing daggers. I'm on mobile so I can't post the exact details but, he has to fill the rogue role and I plan on taking the Mummy's Mask Trap Finder campaign trait to help. I have two other traits at start, 25 point buy, and 120 starting gold. Level 2 also.

If anyone has ideas or questions, I welcome them all. Thanks guys.


Ipslore the Red wrote:
Why do you want to make it a steel weapon? I don't think it would affect damage, sundering is rarely if ever used, and it'll make the weapon vulnerable to rust and magnetism. Since you're already reflavoring the scizore, just reflavor steel to stone.

Our group uses 1001 spells. I saw this one that turns metal weapons into adamantine for a few rounds. Sunder monkey! But the whole shtick is to use Stone Shape to augment the weapon, change damage types, extend reach and the like. I want to have my cake and eat it too. Lol


I have an interesting problem. I'm trying to build a Warpriest (playtest class) that uses a made up weapon that's basically a large stone fist that is modeled off of the Scizore. Bludgeoning instead of slashing and retaining the shield bonus thing. My issue is that I want to find a spell that will change a stone weapon into a metal one temporarily. The other plan is to just make the weapon out of metal but, that kills my plan to use Stone Shape to augment the Stone Fist on the fly (Full Metal Alchemist style).

If anyone has any questions, ideas or concerns, please let me know. Thank you.


I'm the guy running the Campaign that OP is in. They were straight up getting their asses kicked until somebody off-handedly mentioned their 18 freaking Ballista. It was a rough night.


Thanks Man!


If my rogue has the Fast Stealth Talent and uses a Ring of Invisibility to become, well...invisible, would moving full speed still take -10 off of the invisibility bonus to Stealth?

Thanks as always for any answers forthcoming.


My bad-ass Arcane Trickster died last night by "corking" an Acid Pit spell with a Force Cage. Weird story.

Anyway, our party needs a front-liner and I'm thinking about the concept above. I need some ideas on how to make him awesome. I have access to all material and I have Level 14 Starting cash. Let's do this.


Improved Natural Attack. 1d8 bite out of the box.


I went down the Whip Mastery line but, they basically give me the benefits of the Scorpion Whip and my Prehensile Whip Trait. I have no other idea but going down a familiar skill tree (i.e. Combat Reflexes/Expertise, Dodge...).

In general, I like to think I'm missing something that will tie this whole thing together.


Thanks Nephril, I do appreciate your assistance. A couple of things that I needed to clarify in my OP:

1. Scorpion Whip Prof. is free with Whip Prof.

2. I chose Barbarian to be able to mitigate some strength issues. Yes the lack of feats does hinder me a bit but, the class is one of the base things that I really don't want to change. (I'm kind of a Barbari-phile.)

3. The race is important for my story's original concept. "The Giant Strangler" sounded high-larious when first mentioned, Actually, he might be able to pull it off if my GM says I can use my whip as an imporvised garrote...

With these things in mind, I was hoping that I can get help with this character's progression. Any further input would be great.


This is my shameless bump. I hate to push my post up the ladder but, I need a little help from the character building gurus.


OK. Despite the title, I doubt this character is going to actually strangle anything with the Giant subtype. In that case, I really want to make a good Whip-Based Halfling Barbarian. If anyone can help me put it together or offer insight into different routes that would be great.

Until then, here's what I have already:

Att: STR 16, DEX 16, CON 14, INT 13, WIS 10, and CHA 10. (25 point-buy mind you.)

Skills: Climb, Intimidate, Knowl (Nature), Perception, Stealth, and Survival.

Feats: Exotic Weapon Prof. (Whip)

Weapon: Scorpion Whip

Traits: Prehensile Whip, Swampland Skulker (Or something like that)

Alt Racial Traits: Underfoot, Low Blow

All this is subject to change. I just want a few opinions please.

Thank You!!!