Tomos wrote:
You do not need line of effect from the jar. "While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures."
TriOmegaZero wrote:
Having them print it would charge me automatically before it even gets approved which they probably wouldn't print it either as the website also has a copyright on the bottom.
TriOmegaZero wrote: Have you printed the FAQ authorizing printing of PDFs and shown it to them, or do they want specific authorization for the individual person and file? I can't print the FAQ. I do not have a working printer which is why I was having fedex/kinkos print the character sheet for me (not the original that has the photocopy ok on the bottom)
Yeah my local fedex/kinkos refuses to print them or even to go to the website to look where it says I have permission to print a copy of a pdf by paizo publishing. They just keep repeating they need written permission from the copyright holder (which what company is gonna take time for every small request like this)
It also reads that way to me but the first excerpt on it brings up questions, but no where does it say it uses one of your change shape abililities. I would also like further clarifications and opinions on it as I am currently playing a Werebat-kin oracle with this feat Quote:
ArmouredMonk13 wrote: You can probably wait until 3rd level for either revalation. For a ranged weapon, I actually (and I am sure some people will disagree with this) is a sling. You get your str. to damage, it is free, and ammo is free. Note that with iron weapon whatever you summon, you are considered proficient with, and don't need skill at arms for. So if you summon an earthbreaker without skill at arms, you can use the summoned one still as if you were proficient. Yeah I realized that I was just going to use skill at arms for the heavy armor proficiency and ranged martial weapons and free up a couple feats. lemeres wrote: I only just realized this myself, but according to this FAQ, the 'retrieve a stored item' action affected by the haunted curse and the 'draw a weapon' action are completely different. The curse would only come up if you had stored your weapon in a backpack or something. So you could go with any weapon you want without any trouble from your curse. Also I was not referring to the retrieval of my weapon but the fact if I'm disarmed it gets tossed several squares away or I happen to drop it somehow. Which could also be alleviated by having locking gauntlets.
OK a little info time. Character will be level 1 and an Aasimar. I want to focus on melee and support buffs. So I figure going with Iron weapon at first level and Dance of Blades (With Extra Revelation Feat) then at level 3 taking Skill at Arms for the heavy armor proficiency, and then focusing on melee/meta-magic feats, or should I go with skill at arms and ignore iron weapon? I am taking the Haunted curse so i figure being able to conjure my weapon will be a big help.
About NemirethPhysical Description:
5'11" tall, weighing 145 lbs, she is lithe and toned. Long dark hair, fair skin and light grey eyes. *********************************************************************** Nemireth's Backstory:
It was toward the end of the Third Age when her parents, Langon and Calithil, survivours from Eglarest, travelled to and settled temporarily in the Grey Havens as other Elves readied themselves to depart from Middle-earth. Langon and Calithil dedicated their fine crafting skill and sea knowledge to Cirdan the Shipwright, and helped to build the ships which would take the Elves to Valinor of the Blessed Realm. Even with the diminishing number of Elves, Grey Havens continued to be a functioning port into the Fourth Age, when Nemireth and then her younger brother, Thandon, were born, with Cirdan still overseeing the Elvish port as Master of the Grey Havens. Her family were now a true part of the small Elven community which remained at port while the majority of Elves sailed to the Utter West. Nemireth and Thandon joined their parents as mariners and ship builders, learning about the Great Sea, the art of building Elven ships, and gaining much experience sailing on the sea. The Elvish siblings would often stand watch from the shoreline and protect the Grey Havens from inbound threat. It was in the Grey Havens that an Elvish swordmaster, Angion, taught Nemireth how to properly and accurately wield an Elven curve blade and she found that she had the temperament for fighting with such a weapon, in close quarters. Nemireth had been taught with a Elven bow from childhood and Thandon kept to his longbow, but would from time to time watch his sister practice with Angion, when neither of them had other duties to attend to. Time passed and Nemireth sought out missions to and from the port as her skill and confidence grew. Ships of Men would sail into port and Nemireth had some interaction with the sons and daughters of Men. It was on one fateful day when a Man scholar; an ambassador, Pelton the Learned, from Gondor arrived, via ship, in the Grey Havens. Pelton had come to deliver something of import to Cirdan and then sought an Elvish tracker to accompany him back to Gondor and work alongside him in common goal. Nemireth was now 114 years old and had experience as tracker, scout, hunter, guard/protector, shipwright and sailor. Taking the sea lane south-east through Belegaer (The Great Sea), Nemireth set out with the scholar, destined for Gondor. Her time with Pelton lasted four months (mainly in search of or protection from various outlaws) before she gained word that King Eldarion required ambassadors to travel and meet the southern lords, to learn their dispositions and the strength of their loyalty. She understood the necessity of such knowledge and offered her services to the Half-Elven King, with Pelton’s blessing. Nemireth boarded the Man ship, The Moonchaser, in Pelargir, headed for Harandor, and, then onto the City Fortress of Barad Harn. *********************************************************************** Personality:
A steadfast, loyal ally but is formidable and determined when chasing down an enemy or threat. Nemireth takes the initiative and is courageous. She is not one to sit back and let things happen around her. Although she does prefer to observe and learn from situations, events and people - a wisdom of life she has adopted over her long years.
She has a steady disposition generally but her feelings/emotions can run deep like an ocean. It is not hard for her to make friends in each town that she travels through/visits. That is why she is good at gathering information and discovering her quarry. It helps that she has good intuition (and common sense). Nemireth does not talk needlessly - she will speak when she has something to say or add to a conversation or topic. She is not easily swayed by general opinion or pressure and is proud of her accomplishments (both on land and sea). She possesses a natural grace and confidence. ***********************************************************************
************************************************************************ Nemireth
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(Once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll - from Tactician feat)
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Feats Endurance (bonus feat), Precise Shot (bonus feat), Power Attack, Weapon Finesse, Two-Weapon Fighting Traits Friend in Every Town (Social), Tactician (Combat) Skills Acrobatics +5(2 ranks), Appraise +5(1 rank), Bluff +5(1 rank), Climb +6(1 rank), Craft (Ships) +5(1 rank), Diplomacy +7(2 ranks, +1 trait), Disable Device +7(1 rank), Handle Animal +5 (1 rank), Heal +7/+9(2 ranks/+2 for healer’s kit), Intimidate +5(1 rank), Know. Geography +5(1 rank), Know. Local +8(1 rank, +1 trait, +2 people watcher), Linguistics +9(2 ranks), Perception +13(4 ranks, +2 Keen Senses, +2 GM racial bonus), Profession (Bounty Hunter) +6(1 rank), Profession (Sailor) +8(1 rank+2 GM racial bonus), Ride +7(1 rank), Sense Motive +10(1 rank, +2 GM racial bonus, +2 people watcher), Sleight of Hand +7(1 rank), Spellcraft +7/+9(1 rank, +2 GM racial bonus, +2 magical racial trait), Stealth +12(4 ranks, +2 GM racial bonus), Survival +9/+11(4 ranks/+2 Track), Swim +6(1 rank) (Racial Skill Modifiers +2 to the following GM racial bonus on skills: Perception, Profession: Sailor, Sense Motive, Stealth, Spellcraft) Languages Elven (Telerin - speech & literacy), Elven (Quenya - speech only) Westron (speech and literacy), Haradrim (speech only), Elven (Sindarin - speech only) SQ Track, Uncanny Dodge, Worth More Alive, Endurance, Sneak Attack +3d6, Bonus Feat, People Watcher Gear
Armour
Weapons
Equipment
Grand Total Cost of Gear & Equipment: 436gp & 8sp out of 500gp, 80.5 lbs (medium encumbrance) * Payment made to secure release of Ethain, son of Errel, of Lossarnach:(approx Half of 53gp & 8sp, cost shared with Melui) 26 gp & 4 sp. * 1 Bottle of Old Winyards bought from Raj at the Tavern (as gift for Seer): 5gp Nemireth's remaining coin: 33 gp and 4sp. * Mule (for carrying heavier gear/equipment) - cost 8gp (given free by Quartermaster) In her possession (gift from Captain Harluin of The Moonchaser): A bag containing 3 pounds of quality Pipeweed from the Halfling settlement of the Undertowers near the Havens. Gifted to the Hobbit Thane, Halvor - son of Havardr of the House of Falhófnir on the first afternoon in Barad Harn. From Serpent's Gorge:
From Númenórean ruins' cave:
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Sneak Attack (Ex): If a bounty hunter can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. The bounty hunter's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the bounty hunter flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two bounty hunter levels thereafter. Should the bounty hunter 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 (like a sap, whip, or an unarmed strike), a bounty hunter can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The bounty hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A bounty hunter cannot sneak attack while striking a creature with concealment. This is the same as the rogue ability. Worth More Alive (Ex): At 2nd level, a bounty hunter learns how to bring them in alive. If she so chooses, her sneak attack damage counts as nonlethal damage, even if delivered with a lethal weapon. Uncanny Dodge (Ex): Starting at 2nd level, a bounty hunter can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A bounty hunter with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. Endurance: At 3rd level, a bounty hunter gains Endurance as a bonus feat. Bonus Feat: At 4th level, and every four levels thereafter, the bounty hunter may choose a bonus feat from the following list: Alertness, Animal Affinity, Blind-Fight, Catch Off-Guard, Combat Reflexes, Exotic Weapon Proficiency, Fleet, Improved Disarm, Improved Trip, Disruptive, Spellbreaker, Improved Initiative, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Self-Sufficient, Stand Still. The bounty hunter need not meet the usual prerequisites. People Watcher (Ex): At 5th level, the bounty hunters gains a +2 bonus on Knowledge (local) and Sense Motive checks. ************************************************************************ Hero Points:
4-1=3+1 (for solving the mystery of the morgul blade and her bane blade's illumination=4 Light Riding Horse stats - Dapple-Grey Palfrey named Vórëa:
Light Riding Horse CR 1 XP 400 N Large animal Init +2; Senses low-light vision, scent; Perception +6 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks. Panther Cub, Aravir's Stats:
Panther Cub, Male, named Aravir CR 3 N Medium animal Init +3; Senses low-light vision, scent; Perception +9 DEFENSE
OFFENSE
STATISTICS
Feats Improved Natural Attack (bite), Skill Focus (Perception), Weapon Focus (bite), Improved Natural Attack (claw) Skills Acrobatics +7 (+15 balancing), Climb +16, Linguistics +1, Perception +9, Stealth +11 (+15 in heavy undergrowth and tall grass), Swim +16; Racial Modifiers +8 Acrobatics when balancing, +4 Stealth (+8 in heavy undergrowth and tall grass), +4 Swim Languages Understands Haradrim & Elven (Sindarin) but does not speak Special (per GM’s ruling in lieu of Share Spells):
Each time you do this you must remain either sitting or standing and the time lasts for a period of 1 Minute. During this time Nemireth cannot act unless she interrupts the link (you can end the link early if you are in danger). You can do this for your Wisdom Modifier+3 minutes a day (2+3=5 mins a day), though the minutes do not have to be consecutive. * Unlike normal Animal Companions (which require Handle Animal to use and perform tricks), the panther cub is more like a Familiar. He understands what you ask of him and if he could talk to you directly, he would answer. But all you have to do is tell him to do something, and he will do it. Link (Ex) A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. * Other bonuses to be unlocked over time. |
