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Since on release 2E likely won't have any races other than those in the core rulebook what kind of boons would you like to see for GM instead of a race boon? Personally I think access to special magic items (like some of the ones on current chronicles that are a combination of 2 items) would be good.
Does a Lion's Shield get any bonus to hit or damage from spells that are active on my PC? Also what is the damage type? B,P,S since it's a bite?
In PFS my character has access to an alternate version of an Elixir of Dragon's Breath that does more damage and has a higher caster level (CL 10 instead of CL 7 for the standard version) but this alternate version doesn't mention what the save DC is. Does it remain the DC 16 of the standard version or increase?
I'm building a Bloodmarked (werebat-kin) psychic for PFS and can't really think of what to take feat wise beyond lvl 1 (which will be bat shape). I will also grab a Ring of Eloquence for the character (assuming the base languages of Common, Elder, Dwarven and Gnome) to overcome the whole not able to talk as a bat issue.
I know the new seasons name will be released soon but I want to get a thread of speculation going with all we know is that it's the next season. My vote is there won't be new races added, or at least not a full 4. We've had 8 races added in the last while, some should be left as only available through boons just to keep them special.
My understanding of getting a reroll from an item like a shirt is that you are to be wearing the shirt. Am I in the wrong to think that to get a reroll from a character folio said folio should be for the character you are playing? (ie "I have the folio in my bag for a different character" isn't good enough?)
In hope that the Swarm Monger archetype from Blood of the Beast will be approved for PFS I'm trying to clear up some of the Swarm rules, esp in relation to how the archetype works. 1) do swarms add their Str bonus to their damage?
In hope that the Swarm Monger archetype from Blood of the Beast will be approved for PFS I'm trying to clear up some of the Swarm rules, esp in relation to how the archetype works. 1) do swarms add their Str bonus to their damage?
About Rhesus Ghawn--------------------
Skills:
Acrobatics +19 (+23 to jump) Appraise +0 Bluff -2 Climb +13 Diplomacy +3 Escape Artist +1 Intimidate +16 Knowledge (Local) +7 Perception +17 Stealth +1 Survival +14 (+16 to avoid becoming lost) Swim +13 Languages Common, Shoanti SQ Controlled Rage, Crowd Control Combat Gear halflight charm, greater, potion of cure light wounds (3), potion of cure moderate wounds, shard of greed; Other Gear +1 chain shirt, +1 adaptive composite longbow, +3 furious earth breaker[UE], arrows (40), mwk kukri, amulet of natural armor +2, bag of holding ii, belt of physical might +4 (Str, Con), boots of striding and springing, cloak of resistance +3, ioun torch ioun stone[APG], pale blue rhomboid ioun stone, ring of protection +4, wayfinder[ISWG], bedroll, blanket[APG], crowbar, everburning torch, flint and steel, grappling arrow[UE], hammer, hat[UE], manacles, piton (8), portable bridge[UE], portable ram, shaving kit[UE], shovel, silk rope (200 ft.), trail rations (25), waterskin, weapon cord[APG], whetstone, 15,594 gp, 7 sp -------------------- Special Abilities -------------------- Beast Totem +4 (Su) +4 to Natural Armor while raging. Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Come and Get Me (Ex) Enemies get +4 to hit and damage you, but attacks provoke AoO from you Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks. Crowd Control +7 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate. Damage Reduction (14/lethal) You have Damage Reduction against non-lethal damage Damage Reduction (7/-) You have Damage Reduction against all attacks. Dirty Fighter +1 damage when flanking. Eater of Magic (1/rage) (Su) Reroll if fail save vs. spell/Su ability. If reroll succeeds, negate effect & gain temp Hp for 1 min. Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. Ghost Rager +5 (Su) Full damage to incorporeal creatures, morale bonus to touch AC when raging (max normal AC) Heroic Will (1/day) Attempt a new saving throw against a harmful condition requiring a Will save. Improved Sunder You don't provoke attacks of opportunity when sundering. Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells. Nontraditional Native: Shoanti +1 Survival for Varisia & +1 to confirm crits with earth breaker & klar. Power Attack -4/+8 You can subtract from your attack roll to add to your damage. Rage (37 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged. Reckless Abandon (+/-4) (Ex) Trade AC penalty for to hit bonus while raging. Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's Superstition +5 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'. Witch Hunter +4 (Ex) Bonus to damage spell casters while raging. -------------------- History:
Born of the Moon Clan, Rhesus Ghawn no longer uses his birth name among the people of Diamond Lake. After one too many fools ended up broken for laughing at Hooting Owl he finds it easier. Towering over the frail people of the region at 6'8", Rhesus is an imposing figure. Named Hooting Owl by his father on the day of his manhood, Rhesus has always hated the name. Full of pride and vanity, he petitioned for a more noble name, fitting what he felt was his great destiny. His father told him a name like Raging Talon would cause men to fear, but a name like Hooting Owl would teach him to fight. He is yet to understand his father's laughter at this.
In-Game:
HP 198/198 DR 7/-, 14/lethal, fire 4 AC 23/T16/FF21 CMD 37 Fort +18, Ref +10, Will +9; +2 insight bonus vs. transmutation spells, +5 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +4 bonus to Will saves vs. enchantment spells. Rage: 37/37 Shard of Greed: 1/1 Eater of Magic: 1/1/Rage SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking Row: Front Opponent: None |
