Brutus Octavius's page

4 posts. Organized Play character for Fumihasa.



Dataphiles

If a monster has Improved Combat Maneuver (Grapple) with a bite attack with Grab of +10, and it has a target grappled, does that mean on the following round it has a +14 to the bite attack role or only needs to hit the targets KAC+4 in order to maintain the Grapple?

Grand Lodge

So the premise of this build is to have a extra helpful healer/buffer. This is my first attempt at a Cleric of this type so any feedback is helpful. He is level 3 from rebuilding him. I finished Murder's Mark with a pregen today (yay forgetting my character sheets) and applied it to him.

Naggeneen
Male Halfling Cleric 3
CG Small Humanoid (halfling)
Init +5; Senses Perception +5
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Defense
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AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size)
hp 21 (3d8+3)
Fort +4, Ref +2, Will +6; +2 vs. fear, +2 trait bonus vs. charm and compulson
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Offense
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Speed 40 ft.
Melee Masterwork Cestus +4 (1d3/19-20/x2)
Ranged Masterwork Light crossbow +5 (1d6/19-20/x2)
Spell-Like Abilities Bit of Luck (6/day)
Cleric Spells Prepared (CL 3):
2 (2/day) Restoration, Lesser (x2), Locate Object
1 (3/day) Expeditious Retreat, Bless, Sanctuary (x2) (DC 14)
0 (at will) Stabilize, Read Magic, Create Water, Detect Magic
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Statistics
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Str 10, Dex 13, Con 12, Int 10, Wis 16, Cha 16
Base Atk +2; CMB +1; CMD 12
Feats Improved Initiative, Lucky Halfling (1/day)
Traits Birthmark, Helpful
Skills Acrobatics +1 (+5 jump), Diplomacy +9, Fly +3, Heal +7, Knowledge (history) +4, Knowledge (religion) +4, Perception +5, Sense Motive +8, Spellcraft +4, Stealth +5
Languages Common, Halfling
SQ adaptable luck +2/+1 (3/day), aura, cleric channel positive energy 2d6 (6/day) (dc 14), domains (exploration, fate), door sight (6/day), fearless, spontaneous casting
Combat Gear Potion of cure light wounds, Wand of cure light wounds; Other Gear Mithral Chain shirt, Crossbow bolts (10), Masterwork Cestus, Masterwork Light crossbow, Ioun torch, Muleback cords, Silk rope, Spell component pouch, Wrist sheath, spring loaded (1 @ 0 lbs), 46 GP
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Special Abilities
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Adaptable Luck +2/+1 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 2d6 (6/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Exploration) Associated Domain: Travel
Cleric Domain (Fate) Associated Domain: Luck
Door Sight (6/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Fearless +2 racial bonus vs Fear saves.
Helpful Aid another grants allies a +4 bonus (instead of usual +2).
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Lucky Halfling (1/day) Roll a save vs an attack affecting an ally in 30 ft. They may use either result.
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
Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Grand Lodge 3/5 5/5

I was curious to see how close I was to my next star and noticed We Be Goblins has "GM ranking: +2" under the notes column. Being the curious fellow I am I wonder why gm'n PFS Specials does not provide the same bonus. Sorry if this has already been addressed, I did not find it when I searched the forums.

Grand Lodge 3/5 5/5

Does anyone have a scenario checklist they use and willing to share? I tried keeping a spreadsheet of what I know has been run locally, but with new players joining and others leaving and the conventions going on I stopped trying to keep track of whats been ran by who. Anyone have a decent looking checklist that I can hand out to players? Thanks in advance!

p.s. Hey Paizo maybe you might want to release something official? Would be easier then everyone flipping through their chronicles.

Grand Lodge 3/5 5/5

1 person marked this as FAQ candidate.

The Corpselight Rapier from the Pathfinder Tales: Prince of Wolves Chronicle... it costs an extra 3000g for undead to be able to locate the sword from up to a mile away? A +2 Bane Rapier comes to 18320g.

Prince of Wolves Chronicle wrote:
Corpselight Rapier (21,320 gp; this +2 undead-bane rapier is ornate and covered with thousands of tiny spirals of Pharasma, with the tail of a single large spiral stretching half the length of the blade. Designed for hunting and dispatching the undead, the unsheathed blade glows when and undead are within a 6-ft. radius. Unfortunately, its antipathy with undead also acts as a beacon, and undead within 1 mile of the blade can sense its presence and direction, even when the sword is sheathed.)

Oh and rough guess, its supposed to glow if undead are within a 60' radius. "Hey guys I think there are undead around here" as the zombie is gnawing at your leg =P

Sovereign Court

I normally build more roleplay type characters, which for the local group is fine but I've found is next to friggin useless for convention play so i'm looking to build a decent Dirge Bard.

I've noticed a lot of undead seem to pop up in Society play, and I have a cert to use a Dhampir (beginner box bash cert for GM'n). Here is my build the have. The only thing I have planned is at level 2 take Inflict Light Wounds with Secrets of the Grave Dirge ability.

LE STAT CR 1/2
Male Dhampir Bard (Dirge Bard) 1
NG Medium Humanoid (Dhampir)
Init +4; Senses Darkvision (60 feet), Low-Light Vision; Perception +3
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 8 (1d8)
Fort +0, Ref +4, Will +3
Defensive Abilities Negative Energy Affinity; Resist Undead Resistance
Weakness Light Sensitivity
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OFFENSE
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Spd 30 ft.
Melee Dagger +1 (1d4+1/19-20/x2) and
Whip +1 (1d3+1/20/x2)
Special Attacks Bardic Performance (standard action) (8 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 14), Bardic Performance: Inspire Courage +1
Spell-Like Abilities Detect Undead (3/day)
Bard (Dirge Bard) Spells Known (CL 1, +1 melee touch, +2 ranged touch):
1 (2/day) Sleep (DC 15), Ear-Piercing Scream (DC 15)
0 (at will) Daze (DC 14), Open/Close (DC 14), Detect Magic, Lullaby (DC 14)
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STATISTICS
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Str 12, Dex 14, Con 10, Int 12, Wis 12, Cha 18
Base Atk +0; CMB +1; CMD 13
Feats Bard Weapon Proficiencies, Harmonic Spell
Traits Inner Beauty (1/day), Prehensile Whip, Reactionary
Skills Bluff +10, Diplomacy +8, Disguise +8, Knowledge (Arcana) +2, Knowledge (Dungeoneering) +2, Knowledge (Engineering) +2, Knowledge (Geography) +2, Knowledge (History) +2, Knowledge (Local) +2, Knowledge (Nature) +2, Knowledge (Nobility) +2, Knowledge (Planes) +2, Knowledge (Religion) +2, Perception +3, Perform (Sing) +8, Sense Motive +5, Spellcraft +5, Stealth +6, Use Magic Device +8
Languages Common, Varisian
SQ Bardic Knowledge +1 (Ex), Resist Level Drain (Ex)
Combat Gear Dagger, Leather, Whip; Other Gear Pathfinder's Kit
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SPECIAL ABILITIES
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Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Harmonic Spell Casting spells extends duration of bardic performance
Inner Beauty (1/day) Once per day, you can manifest your faith in your goddess and gain a +4 trait bonus to a single Bluff, Craft, Diplomacy, or Perform skill check. You can choose to use this trait immediately after making the skill check.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) The creature is alive, but reacts to positive and negative energy as if it were undead - positive energy harms it, negative energy heals it.
Resist Level Drain (Ex) You take no penalties from energy draining effects, though you can still be killed if you accrue more negative levels than Hit Dice. After 24 hours, any negative levels you have gained are removed without any additional saving throws.
Undead Resistance +2 save vs. disease, mind affecting effects.

So anyone have any suggestions to make this optimal, using the Dhampir & Drige Bard as the only guidelines (oh and legal for Society play)? Thanks in advance!

Grand Lodge

Odd question, does performing a Combat Maneuver outside of combat from stealth provoke an attack of opportunity?

Example: The Rogue see the City Watch Guard on patrol, waits in a wagon and when the guard walks past attempts to cut the head off the guards Halberd with their Adamantine Shortsword as a way to disarm but not kill the guard.

Grand Lodge

Just double checking my math to make sure I am doing this right for my PFS character. Level 5 Paladin (Hospitaler & Oath of Charity) Using my Lay on Hands (2d6) on a fellow player at range I roll 2d6 times-50%+50% right? So lets say I roll a 2 and a 5. So 7-3=4, 4+2=6 (I healed for 6 points) or 7+3=10, 10-5=5 (I healed for 5 points). Or am I just making this to complicated on myself and should just have the -50% and the +50% cancel each other out?

Ultimate Magic wrote:
Charitable Hands (Su): At 2nd level, a paladin with this oath heals 50% less when she uses lay on hands on herself, but 50% more than the normal amount when she uses it to heal others. Using lay on hands to harm undead deals the normal amount of damage. This ability otherwise works like and replaces lay on hands.
Ultimate Magic wrote:

Word of Healing

Using the same divine energy as your lay on hands ability, you can heal others at a distance.
Prerequisite: Lay on hands class feature.
Benefit: You may use your lay on hands to heal another creature at a range of 30 feet as a standard action that does not provoke an attack of opportunity. You must be able to speak and have a free hand to use this ability. The target heals half the amount they would have healed if you had touched them, but gains the benefits of your mercies as normal.

Grand Lodge 3/5 5/5

So for the Taldor Prestige Award under Noble Title(Fame 20, 1PP) it says "You become specialized in Knowledge (nobility) question." Does this mean you gain a +3 to it, and is it the equivalent of a class skill or the feat skill specialization?

Grand Lodge

I've been searching around and while I have found this I am hoping knows of a more in depth guide to making classes. Thanks in advance!

Grand Lodge 3/5 5/5

Reading "The Harrowing" to get ready to run it and I noticed something on the record sheet that is only mentioned twice in the book. I tried googling and searching on the Paizo site but I can not seem to find any stats for what I am assuming is a "named" magical weapon. Does anyone know what exactly the Sword of Oaths is (other then a +2 short sword)? Thanks in advance!

Grand Lodge 3/5 5/5

6 people marked this as FAQ candidate. Staff response: no reply required.

I usually GM and not play so when I got the chance to play in a game today I decided to go Gunslinger so I have a better understanding of the class for the future. I've come up with three questions:

1) If a firearm ends the session with the broken condition does this transfer to the next session?

2) If the firearm explodes is it gone or available at the start of the next session? (I would imagine it would be gone... but I would have lost my musket today if I didn't stop to fix it... and the thought of coming up with 1500 for a new one after my first run with this guy would suuuck)

3. Gunsmithing Feat: Is it PFS legal to spend the 300g to upgrade the starter weapon to masterwork since this option is not available to anything else?

Quote:
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Thanks in advance!

Shadow Lodge

Ok so today myself and 3 other guys (dad and 2 family friends) decided to make a portable gaming table using a 32" TV. Pictures here. Other then a coat of paint (which will be done tomorrow) and lowering the height of the plexiglass to just above the TV I was wondering if anyone here had suggestions. This table was built to be portable so please keep that in mind. The TV and plexiglass pop out for transport, its on casters and weighs next to nothing at the moment. I was thinking some shelving to hold gaming materials or a fold out surface for players & DM?

Grand Lodge

2 people marked this as FAQ candidate.

Spirit Sense (Sp): At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind. This ability replaces nature sense and wild empathy.

So since Detect Undead is not a druid spell does this mean I use it like a Paladin uses it? Or do I gain access to the Detect Undead spell at level 1 but it functions like this? And how many times a day? Thanks in advance!

Grand Lodge 3/5 5/5

So I've played in at a couple cons and some home/store games for PFS and so far only 1 of all the games have been reported. Since its been longer then 6 months for most of these games and I'm going to give PFS another try (nothing wrong with the games just dismayed when nothing was reported) are my characters still level 1 with no experience (except the 1 guy with a reported game?). Some of the games I have the documentation for, others (the home/store games) I do not. Or do I count what I have documentation for and not the other games I have no documentation for? Or should I just keep it simple and start a new character?

Grand Lodge 3/5 5/5

I've tried searching the forums and reading the license in the scenario am I correct in assuming we can not go to Office Max or where ever and have a copy printed out? Sorry if this is a repeat question but if it is it might be a good one to sticky. Thanks in advance.

Grand Lodge

I've been reading the Gamemastery guide and just finished the section on the different types of players but in our group their is a play style that isn't covered and if truly frustrating. This guy loves detail! Down to the texture of every figging wall and tapestry. And if their isn't enough detail given to every room he complains about it, for hours on end if you let him. (learned that one the hard way *shudders*) I've never run into a player that can actually ruin a game session by needing so much detail (and then arguing/disagreeing/dismissing with what is said). Trying to talk to him about this hasn't worked so far (this guy could teach an addict about deflection). Any suggestions on how to deal with this player type? Have any of you run into this before? And if so how did you deal with it? Thanks!

Grand Lodge

I'm interested in trying a VTT or PbP game. I've done VTT twice (the guy running it stopped after the second game for an unknown reason) but those where people I knew from the guild I was in playing Vanguard:SOH. Where would one go to find VTT games? Whats the etiquette for VTT and PbP games? Thanks in advance!

Grand Lodge

For an upcoming campaign I'll be playing the cleric and I want to make sure I have this right.

Spells cast that have a added bonus depending on level go off of the caster level not the first level you can cast the spell? For example for Cure Light Wounds its 1d8+1/level (max +5) so at level 3 I would do 1d8+3. Now for Cure Moderate Wounds 2d8+1/level (max +10) would I do 2d8+3 because I'm level 3 not 2d8+1 because its the first level I can cast the spell?

Thanks in advance.

Grand Lodge

1 person marked this as FAQ candidate.

Couple questions here. First
'As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
' means as long as I have 1 point I can make my attacks "magical" for over coming DR but I don't have to spend a 1 ki point correct?

If I'm attacking something like a Zombie that has DR 5/slashing does the "magical" ki strike over come the DR? I can't seem to find the rules on that one.

Last question, can a Zen Archer monk make his arrows as he fires them magical using ki strike to overcome DR?

Grand Lodge

I was thinking about doing a custom campaign set in Golarion that was in part a spy/espionage game. Probably not kingdom vs. kingdom but more likely ruling factions within a major city. Can anyone think of any good source books or modules/AP’s that I could draw inspiration from? Thanks in advance!