Sorry about the spelling error. Well mort we are an evil/neutral party so no problem with the alignment and skeletal champions retain their prior knowledge and experiences. I couldn't find anything that says we can't do it so my gm says he's gana make it more expensive. Probably make us pay for a resurrection and raise dead. Me and our undead lord are thinking of making me a madu skeloten as to let me carry 4 lances ( we house rule that you can use TWF when you charge albite at a very big penalty). Also skeletal goblin on a fast zombie rhino clad in rihno hide with spirit charge and 4 lances!
So my group recently found ourselves in a very tight spot. To shorten the story I'm just gana say my cavalier sacrificed himself to win the fight. We are about lvl 12 and I am playing a goblin cavalier. We also have a undead lord in our party..... I was woundering if it would be possible for our undead lord to put the sick undead template on me and then slap all the sweet sweet skeleton stuff on top. And still maintain my counsisness of course.
You can't use combat expertis while raging? Hm. Is it stated anywhere? Me and my gm looked but couldn't find anything. We came to the conclusion you could due to there being defensive rage powers and having the abilaty to fight defensively while raging. Blood rager came to mind but I decided against it. The spells take to long to come into play and I won't be pumping my CHA to much just keeping it out of the negatives.
The stats for her are Str:16
She is a core human with these feats Power attack
Rage powers: Good for what ails you
Special abilatys
Gear: hide armor, great sword, backpack, 10 canteens of grog. I made here because my previous edit gunslinger got killed. he was the party face so I wanted to make her competent in diplomacy. So I ask you. Any suggestions? Did I mess anything up?
You need TWF for using dual pistols or dual hand crossbows so I would asume the same would apply for thrown weapons. 1: yes but you can't make extra attacks with them unless you BAB allows it. 2: feats for ranged weapons work with thrown weapons with the exception of rapid shot, you need quick draw to throw more than your BAB's worth of throwing weapons. No you can't use feats for ranged weapons on things that are not ranged weapons via throwing them. 3:Things like improved hurling and throw anything would work with non thrown weapons. 4: at +6 BAB you get another attack at +1 with quick draw you can throw as many weapons as you have those extra attacks. 5: The enemy's square. That's the best to my knowledge of the rules that I can do.
About Henaria SedinChronicle Sheets:
Henaria Sedin:
Ethnicity: Aiudeen Nationality: Kyoni Birthplace: Iadara, Kyonin Age: 21 Gender & Pronouns: Female, She/Her Height: 5'11" Weight: 136 PFS Information:
PFS Number: 2431643-2001 Experience: 1 Total Gold Earned: 15+4 (including starting gold) Total Gold Spent: 13.5 Current Gold: 5.5 Faction Reputations:
Henaria Sedin
Class Features: Hunt Prey, Hunter's Edge (Outwit) Formula Book: Cognitive Mutagen (Lesser), Acid Flask (Lesser), Alchemist's Fire (Lesser), Elixir of Life (Minor), Frost Vial (Lesser), Bottled Lightning (Lesser), Eagle Eye Elixir (Lesser), Versatile Vial (Lesser) Ancestry Features & Feats:
Ancient Elf In your long life, you’ve dabbled in many paths and many styles. A typical ancient elf is at least 100 years old, though you might be younger at the GM’s discretion. Choose a class other than your own. You gain the multiclass dedication feat for that class, even though you don’t meet its level prerequisite. You must still meet its other prerequisites to gain the feat. Alchemist Dedication chosen. Forlorn Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.
Scout Background:
You called the wilderness home as you found trails and guided travelers. Your wanderlust could have called you to the adventuring life, or perhaps you served as a scout for soldiers and found you liked battle. Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost. You’re trained in the Survival skill and a Lore skill related to one terrain you scouted in (such as Forest Lore or Cavern Lore). You gain the Forager skill feat
Class Features:
Hunt Prey [Concentrate] [Ranger] You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. Hunter's Edge (Outwit) You are talented at outwitting your prey. You gain a +1 circumstance bonus to AC against your prey’s attacks and a +2 circumstance bonus to Deception checks, Intimidation checks, Stealth checks, and any checks to Recall Knowledge about the prey. Quick Alchemy
Class Feat:
Monster Hunter [Ranger] You quickly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature's defenses in addition to any other benefits. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature. Alchemist Dedication
You put your alchemical interest into practice. You become trained in alchemical bombs, the alchemist class DC, and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You gain the Quick Alchemy benefits, creating up to 4 versatile vials during your daily preparations. Add the formulas for four additional common alchemical items to your formula book, in addition to those you gain from Alchemical Crafting. Quick Alchemy Benefits: You gain the Alchemical Crafting feat if you don’t already have it. In addition, you gain the Quick Alchemy action, which lets you create short-lived alchemical consumables with a special action, and you can create a certain number of versatile vials during your daily preparations to fuel Quick Alchemy. Unless otherwise noted, you can’t regain versatile vials throughout the day the way alchemists can. The individual archetype tells you how many versatile vials you can create each day, and might impose special restrictions or benefits for how you can use them. If you gain versatile vials from more than one source, you use the highest number of vials to determine your maximum rather than adding them together, but you can use the vials for any Quick Alchemy option or other use of versatile vials you possess.
Skill Feats:
Alchemical Crafting [General] [Skill] You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book. Forager
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many additional creatures. You can choose to support half the number of creatures with a comfortable living. Increase the number of additional creatures you feed on a success to eight if you're an expert in Survival, 16 if you're a master, and 32 if you're legendary.
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