I've decided on a Half-orc Sanctified Rogue. Publicly a brutal thug. Secretly reporting to his church on the undercurrents happening in the Kenabres underworld. He could have been an brutal thug for real but a Priestess of Sarenrae saw the angry child and saved him from that life. Very loyal, but he does believe in redemption if possible. I need to do some more work on his backstory.
stats 1: 5d6 ⇒ (3, 2, 2, 6, 3) = 16 12 Dropped
15, 15, 12, 16, 15, 17. stats 2: 5d6 ⇒ (3, 4, 5, 3, 2) = 17 12 Dropped
16, 17, 14, 13, 18, 16. This is very workable. I'll think about it, I'm currently leaning towards either Slayer or Rogue of some form. Probably Slayer as they work closely with churchs.
EltonJ wrote:
That is the one. I thought it would fit with going into Undermountain.
This really takes me back. I played the Keep nearly 40 years ago. I'd love to experience it or a version of it again! stats: 4d6 ⇒ (6, 6, 6, 4) = 22 18
That would make an interesting character. Generally good but one major flaw somewhere. :) "I have 6 intelligence. I know what I'm doing."
Thanks for the reroll. Dex: 10 + 2d4 ⇒ 10 + (4, 2) = 16
Con: 10 + 1d6 ⇒ 10 + (4) = 14
Wis: 14 - 1d6 ⇒ 14 - (3) = 11
Now that is very workable. Do we still get the racial adjustments? I'm think Half-elf so that's +2 to any stat. I haven't tried to play one yet so I'm looking into Investigator, dipping into Bard later if selected. Or maybe straight Bard (detective).
stats: 4d6 ⇒ (5, 6, 4, 3) = 18 Goes to 15
I believe I can make something with this. Not a bad set of rolls, takes me back to 2E days when a player of mine rolled 5 18's and a 17 in front of me. Followed up by rolling 100 for his strength. The rest of the table voted to kill him if he didn't stop giggling. :) And the starting gold: gold: 3d6 ⇒ (6, 6, 2) = 14 140gp.
Male Human Commoner
After some waffling I've come to a solution that works for me, and helps the party. When making a Cleric I generally pick a Deity with that gives the healing domain , looking through them I noticed Pharasma also gives the knowledge domain. Which means all Knowledge skills are class skills. Immediately the image of a slightly creepy, academic Cleric came to me and I started building him or her. While I tend to let the character develop as they play and get levels, sometimes you get an image of the character and they start almost fully fleshed out.
Male Human Commoner
I ran a Slayer through Giantslayer and she was absolute murder at ranged combat. Took the Rogue trapfinding at 2nd to cover traps, and after that the Ranger combat feats. If she saw you at range you were going to hurt. Another good option for 1 & 2 would be a Ranger with the Trapper archetype. The Knowledges are going to need to be filled though, I'm currently building a life Oracle who has History, Nature, Planes & Religion. No Arcana though.
Male Human Commoner
I'm in GM_Ventiine's Ruins of Azlant game. Looking at the current party I see Fighter, Sorceress, Bard & Druid. What do the current group feel would be the most helpful to them? Druid covers survival & nature. Sorceress & Bard mean Arcane & Knowledge skills are covered. Fighter covers fighting. :) If accepted I'm thinking Cleric or Shaman with Life spirit to be the main healer.
Male Human Commoner
rdknight wrote: @DBH: Hm! If you'd be bringing in a character like Jaxon that would really take care of the knowledge skill checks problem. I'd probably switch over to playing the Halfling Time Oracle instead, which is just fine with me! A halfling with time and Chaldira hijinks sounds like a hoot to play! Sounds like fun. I do like Oracles and have tried a few in my live games'. An Oracle of Dark tapestry was a lot of fun in a not-all-there kind of way. I have a love of characters with all the Knowledge skills. He's also great at Alchemy of course. With some painting to sketch suspects. :) I took the Professions Barrister & Clerk to show his background of being able to go through the paperwork for a case. A touch of cooking for those lonely nights in his tiny apartment as he works to become known as the man to call if you have a case that needs solving. :) Personality wise he's quiet & easygoing. Letting people underestimate him and convict themselves by blabbing away while he listens and watches.
Male Human Commoner
For some unknown reason PcGen won't let me make an Arcane Trickster? I have all the requirements but it just says I don't qualify? Seems to be a bug. While playing around with PcGen I did make this guy, who got a little strange. Jaxon Brand:
JAXON BRAND Male Tiefling (Daemon-Spawn) investigator 4 / universalist 3 NG medium outsider (native) Init +4; Senses Darkvision (60 ft.), Perception +11, Languages Abyssal, Common, Draconic, Dwarven, Halfling, Infernal, Shadowtongue, Strix AC 14, touch 14, flat-footed 11, hp 42 (7HD) Fort +3, Ref +8, Will +8, +2 vs. poison, +1 Reflex to avoid traps Defensive Abilities Trap Sense +1, Resistances Cold 5, Electricity 5, Fire 5, Speed 40 ft. (8 squares) Ranged +1 revolver +8 (1d8+2/x4), within 30 ft. +9 (1d8+2)
Base Atk +4; CMB +5; CMD 19 Special Actions Hand of the Apprentice, Prepared Spells Prepared Spell List
Wizard (CL 3rd):
Racial Spell-Like Abilities: death knell ( DC 13, 1/Day) Abilities Str 12, Dex 17, Con 12, Int 18, Wis 12, Cha 12 Special Qualities Alchemy, Arcane Bond, Arcane School, Blind Shot, Arcane Bond (Object), Cantrips, Expanded Inspiration, Fiendish Resistance, Fiendish Sorcery, Inspiration, Investigator Talents, Keen Recollection, Packing Heat, Poison Resistance, Shot in the Dark, Skilled, Spell-Like Ability, Spells, Studied Combat, Studied Strike, Trapfinding, Universal School, Weapon and Armor Proficiency, Weapon and Armor Proficiency, Feats Amateur Gunslinger (Deadeye), Gunsmithing, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Reload (Revolver), Scribe Scroll Skills
Possessions ring of protection +1; gloves of reconnaissance; boots of striding and springing; thieves' tools (masterwork); cold iron/+1 sword cane; formula book; +1 Revolver ; Beneficial Bandolier ; Handy Haversack [ Gunslinger's Kit; Alchemist's Kit; Disguise Kit; Gear Maintenance Kit; Grooming Kit; Mess Kit; Survival Kit (Masterwork); Traveler's Any-Tool; Coffee Pot; Grappling Hook, Common; Waterproof Bag; Paper; Silk Rope (50 ft.); Shovel, Folding; Wire Saw (Common); Chocolate (Bar); Coffee (Cup); Oldlaw Whiskey (Bottle); Powdered Milk; Trail Ration; ]; Waterproof Bag [ Inkpen; Ink; ]; Wrist Sheath, Spring Loaded [ Masterwork Silver Dagger; Masterwork Dart; Drow Poison (x2); ]; Belt Pouch [ Sewing Needle; Soap; String (50 ft.); ]; Canteen ;
Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 4 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping-an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant-comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae. Arcane Bond (Ex) (Su) (You have selected to establish a powerful arcane bond with an object.) Arcane School A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a -4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks. Blind Shot (Su) A steel hound can spend 1 grit point to ignore all miss chances due to concealment when making firearm attacks. This effect lasts until the end of his turn. This ability allows the steel hound to ignore concealment, but does not reveal or allow him to see the enemy. This ability replaces swift alchemy. Arcane Bond (Object)
Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots. Daemon-Spawn (Grimspawn) Enthralled by death and appearing ill and malnourished even if healthy, these tieflings are tied to the daemons of Abaddon. Expanded Inspiration (Ex) An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill. Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Firearm Proficiency Choice (Revolver) Hand of the Apprentice (Su) You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability 7 times per day. Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 6. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Investigator Talents The steel hound can select the Extra Grit or Rapid Reload feats in place of an investigator talent. Keen Recollection You can attempt all knowledge checks untrained Packing Heat (Ex) At 2nd level, the steel hound gains both the Amateur Gunslinger and Gunsmithing feats as bonus feats. He also gains a battered gun identical to the one gained by the gunslinger. This ability replaces poison lore. Poison Resistance (Ex) You gain a +2 bonus on all saving throws against poison. Shot in the Dark (Ex) At 4th level, a steel hound gains the following deed. This deed works and interacts with grit the same way as gunslinger deeds, but only the steel hound can use it. If the steel hound also has levels in gunslinger, he can spend grit points from that class to use this deed. Skilled Grimspawn have a +2 racial bonus on Disable Device and Sleight of Hand checks. Spell-Like Ability Grimspawn gain death knell as a spell-like ability. Spells
Studied Combat (Ex) With a keen eye and calculating mind, you can assess the mettle of your opponent to take advantage of gaps in talent and training. You can use a move action to study a single enemy that you can see. Upon doing so, you add 2 as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 4 rounds or until you deal damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An Investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability. Studied Strike (Ex) You can choose to make a studied strike against the target of your studied combat as a free action, upon successfully hitting your studied target with a melee attack, to deal additional damage. The damage of studied strike is 1d6 precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If you used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If you chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual -4 penalty), the studied strike damage may also deal nonlethal damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment. Trapfinding An investigator adds 2 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps. Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps. Universal School You have chosen not to specialize in a single school of spells. Urban Sleuth (Professor Mangvhune: Knowledge (local) or Knowledge (planes).) Much of Kintargo's history is lost or hidden. You know because you've made a point of seeking out those secrets. Local urban legends and bits of strange historical rumors have long fascinated you-who knows what amazing truths about Kintargo's past have been lost forever to the redactors of House Thrune? What caused Professor Mangvhune of the Alabaster Academy to become the city's most infamous serial killer? Who were the dragons Adrakash, Ithanothaur, and Rivozair, and what were their ties to Kintargo? Why do the Devil's Bells of the Temple of Asmodeus seem to ring at random times, and is there a pattern to the peals? Who were the Silver Ravens who defended Kintargo during the Chelish Civil War, and why did they vanish so soon after that war's resolution? So many mysteries, and who better than you to find the answers? Pick one of the questions above as your focus. Answers to these questions can be discovered at different points during Hell's Rebels, but don't expect to learn these answers any time soon! More important, your choice of focus grants you a +1 trait bonus in a particular Knowledge skill check associated with that focus (pick one of the two options provided below for your question). That Knowledge skill is always a class skill for you. Once per day, when you attempt a Knowledge skill check in either of the types associated with your focus, you can roll twice and take the better result as your actual result. Devil's Bells: Knowledge (arcana) or Knowledge (planes). Local Dragons: Knowledge (arcana) or Knowledge (history). Professor Mangvhune: Knowledge (local) or Knowledge (planes). Silver Ravens: Knowledge (local) or Knowledge (history). Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields. Weapon and Armor Proficiency Steel hounds are proficient with simple weapons, plus the rapier, the sap, and one type of firearm selected at 1st level. They are proficient in light armor, but not shields. This replaces the investigator's weapon and armor proficiencies. He will be going all Wizard from here on. Very much a skill monkey as well. Thoughts?
Male Human Commoner
Hi everyone, DBH here. Profession smith 6 ranks has offered me a place in the game. Looking at who is playing I can see most areas are covered. I was considering either a pure Rogue, or an Arcane Trickster. What does the group feel would work best with them? Boon?: 1d30 ⇒ 1
Here is the rough draft of my Tiefling Brawler. I still have to work out her backstory and reasons for being in the abyss? Roberta:
Roberta Crask Female Tiefling (Oni-Spawn) brawler 7 / rogue 1 N medium outsider (native) Init +2; Senses Darkvision (60 ft.), Perception +11, Languages Abyssal, Common, Draconic, Infernal AC 21, touch 15, flat-footed 18, hp 75 (8HD) Fort +9, Ref +11, Will +5, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol Defensive Abilities AC Bonus, Resistances Cold 5, Electricity 5, Fire 5, Speed 40 ft. (8 squares) Melee unarmed strike +11/+6 (2d6+4)
Atk Options Blind-Fight, Sneak Attack 2d6, Special Actions Brawler's Flurry, Brawler's Strike, Close Weapon Mastery, Knockout, Innate Spell-Like Abilities: alter self ( DC , 1/day) Abilities Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 12 Special Qualities Bonus Feats, Brawler's Cunning, Darkvision, Fiendish Language, Fiendish Resistance, Fiendish Sorcery, Finesse Training, Martial Flexibility, Martial Training, Skilled, Spell-Like Ability, Trapfinding, Weapon and Armor Proficiency, Feats Accomplished Sneak Attacker, Blind-Fight, Combat Reflexes, Exotic Weapon Proficiency (Firearms), Improved Natural Attack (Unarmed Strike), Improved Unarmed Strike, Tiger Style, Weapon Finesse Skills
Possessions unarmed strike; ring of protection +2; +2 mithral shirt; cloak of resistance +2; boots of striding and springing; brawler's flurry; Handy Haversack [ Bullet (Adamantine) (x10); Bullet (Firearm/Silver) (x10); Bullet (Firearm/30); ]; +1 Pistol (Double-Barreled) ; Abyssal AC Bonus (Ex) When wearing light or no armor, a brawler adds 1 AC as a dodge bonus to her Armor Class. If a brawler is helpless or immobilized, she loses this bonus. Bonus Feats At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level. Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. Brawler's Flurry (Ex) Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two- Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes, weapons from the close fighter weapon group or monk weapons. You may substitute any of these attacks for a disarm, sunder or trip combat maneuver. You cannot use Brawler's Flurry with natural weapons. Brawler's Strike (Ex) A brawler's unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. Close Weapon Mastery (Ex) When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon. This must be declared before the attack roll is made. When wielding a close weapon, you may treat its base damage as 1d6 (you may apply any effects that increase your unarmed damage dice). Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal. Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Fiendish Sorcery (Ex) Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities. Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. Infamous You were publicly linked, truthfully or not, to a crime of significant infamy. You draw attention wherever you go and risk imprisonment or worse in the jurisdiction where the crime was committed. You and your apparent allies take a -4 penalty on Diplomacy checks to interact with law-abiding citizens (except enemies of the authority that accused you).
Knockout (Ex) 1/day, you can unleash a devastating attack that can instantly knock a target unconscious. You must announce this intent before making your attack roll. If you hit and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 17) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. Maneuver Training (Ex) A brawler can select combat maneuvers to receive additional training. You gain +2 to CMB and CMD to Grapple combat maneuvers. You gain +1 to CMB and CMD to Trip combat maneuvers. Martial Flexibility (Ex) The brawler can gain the benefit of two combat feats he doesn't possess. He can select one feat as a swift action or two feats as a move action. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 6. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability. Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist. Poverty-Stricken Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you. Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Scholar of the Great Beyond (Knowledge (Planes)) Your greatest interests as a child did not lie with current events or the mundane- you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you. Skilled (Ex) Oni-Spawn tieflings have a +2 racial bonus on Disguise and Intimidate checks.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment. Spell-Like Ability (Sp) Oni-Spawn tieflings can use alter self 1/day as a spell-like ability.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps. Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).
She's neutral in alignment now after being an unpleasant individual for much of her life. Something she's recently changed and maybe a reason to be at the Inn-and-out. If Lady Nocticula can change so profoundly maybe Roberta can? Any problems or question let me know?
I have the basics sorted. HP: 5 + 1d5 ⇒ 5 + (1) = 6
So 54 + 14 (con) + 7 (Favored class bonus) = 75Hp. Some awful rolls. As a Brawler most of her feats aren't in The elephant in the room list. Just have to work out her skills. I'm thinking of making her a maid and calling her Roberta. :) She has 1 level of Rogue which she keeps well hidden. No one suspects the hulking bruiser of being the one to pick the lock and stealthily steal your gold. :)
Male Human Commoner
My father passed away on Saturday no I won't be able to run Crispin for the next few days please bot me if needed. It wasn't sudden, he's been very ill for the last few months and was in a hospice. So it was expected but it still hits you. I'm not dropping out as gaming is my escape. I'll be very busy in the coming days.
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