Cormag cowsreck's page

15 posts. Organized Play character for derpdidruid.


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Liberty's Edge

It is done. We just finished playing the first game with me raised as a bloody skeletal champion. it went very well! I didn't overpower the party I was clearly more effective and holly cow is it fun to RP as a skeletal champion! We even got me a fast zombie tiger to ride around on, I must say I am however much more concerned about the healers in the enemy group now.

Yea. This was a great idea thanks for the guidlines guys realy apriciation the rules info!

Liberty's Edge

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!

Liberty's Edge

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.

Liberty's Edge

Goblin gunslingers can use medium sized firearms. Can't remember if it's a feat or a deed though.

Liberty's Edge

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.

Liberty's Edge

I think it's because they are so focused on wizard spells that they learn NOTHING about other forms of magic or at least how to operate them effectively.

Liberty's Edge

The stats for her are

Str:16
de:10
Con:17
Int:13
Wis:10
Cha:12

She is a core human with these feats

Power attack
Skill foucus (diplomacy)
Combat expertise
Intimidating prowess

Rage powers:

Good for what ails you
Superstitious

Special abilatys
Endure elements (heat)

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?

Liberty's Edge

Maneuver master can incorporate a grapple as part of a flurry of blows.

Liberty's Edge

Is just poopy alchemist fire. Would suggest real alchemist fire purchase or 1 rank craft alchemy. Really it's only 30-60 gp.

Liberty's Edge

1 lvl synthesist summoner=pounce. Correct?

Liberty's Edge

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.

Liberty's Edge

I think the easiest way to deal with underwater scenarios is to buy a wand of water breathing. It's a third lvl spell so a bit pricy for just one adventure but it's got 50 charges in it so you could use it for later scenarios.

Liberty's Edge

Buy a pack mule to carry your equipment, They usualy go unnoticed and are pretty cheap.

I find that doping any class for 1 specific +2 is never a good idea as there are usualy much easier ways to get that bonus. Besides your a kitsune bard your enchantment saves should already be sky high.

Liberty's Edge

Played with a kitsune bard in PF society who had awsome saves on his sleep spells via kitsune Magic and high charisma. His philosophy was essentially the same as pacifism put the big bad guy to sleep.

Full Name

Henaria Sedin

Race

Ancient Elf

Spoiler:
HP 5/16; AC 18; Fort +5, Ref +7, Will +5

Classes/Levels

Ranger 1

Spoiler:
Perc +7, LLV; Exploration = Investigate

Gender

Female

Spoiler:
Versatile Vials: 4/4

Size

Medium

Age

121

Special Abilities

Versatile Vials: 4/4

Alignment

Neutral Good

Deity

Ketephys

Location

Absalom

Languages

Common, Draconic, Elven, Fey

Occupation

Pathfinder

Strength 16
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 14
Charisma 10

About Henaria Sedin

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:
Vigilant Seal = 1

Henaria Sedin
Ranger 1
[N] [Medium] [Ancient Elf] [Humanoid]
-
Perception +7; Low-Light Vision
Languages Common, Draconic, Elven, Fey
Skills Acrobatics +5, Arcana +5, Athletics +6, Crafting +5, Lore: Forest +5, Medicine +5, Nature +5, Occultism +5, Religion +5, Society +5, Survival +5
Str +3, Dex +2, Con +0, Int +2, Wis +2, Cha +0
Items Scale Mail, Alchemist's Toolkit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Formula Book (Blank)
-
AC 18; Fort +5, Ref +7, Will +5
HP 16
-
Speed 30 feet
Melee Bastard Sword [dice=Attack]1d20+6[/dice][dice=Damage]1d8+3[/dice]
Melee Bastard Sword [dice=Attack]1d20+6[/dice][dice=Damage]1d12+3[/dice]
Hunt Prey [1]
Quick Alchemy [1]

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
[Alchemist] [Manipulate]
Requirements: You're either holding or wearing an alchemist's toolkit and you have a free hand. You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead.
• Create Consumable You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that's in your formula book. You don't have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.)
• Quick Vial You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can't be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn.

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
[Archetype] [Dedication] [Multiclass]

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
[General] [Skill]

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.