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![]() Mergy wrote: Interestingly, because fists are simple weapons, every class but the wizard has the equivalent of Improved Unarmed Strike automatically. Rogues end up doing quite a bit of damage with punches without any investment at all; I'm thinking of using unarmed in tandem with a shortbow with that class. Except every other class besides monk deals non-lethal damage with their unarmed strikes unless they choose to do lethal damage and take the -2 (or more) penalty to hit for it. ![]()
![]() Natural Ambition is an Ancestry Feat that specifically says you gain a 1st-level class feat for your class. The multi-class rules say you can spend your class feats on archetype feats. Since Natural Ambition is not a class feat, you cannot use it to spend on archetype feats. I mean, besides the obvious interpretation that Natural Ambition allows you to choose FEAT [1]. But hey, feel free to allow it in your homebrewed games, I doubt your interpretation will be allowed in 'official' games. ![]()
![]() If you notice, they have removed all the racial 'traits' from PF1, and made them into feats. No race gets access to their heritage weapons, just like dwarves aren't naturally resistant to poison and elves are not immune to sleep - unless they take the feat. As normal, you can RP and change the rules as you see fit for your home games, but officially and in PFS, you need to take the feat if you want to start with access to a goblin dogslicer. Nothing stopping you from killing some goblins on your first adventure and looting a goblin dogslicer. ![]()
![]() Why would you shut down your party spellcasters? Are you attacking them or something? If you are referring to your skald raging song, it doesn't work the way you think it does... Raging Song wrote: If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first.
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![]() QuidEst wrote: Human Kineticist with PBS and Precise Shot. They can pick anything they want after that and it will be all right. By all the gods and their mothers... hell no. Do you even realize the book-keeping required for a kineticist? The intimate knowledge of their rules you have to have? This is not a starting player's class. I agree with Ranger or Paladin. Oath of Vengeance Paladin with Power Attack, Fey Foundling and Extra Lay on Hands up the wazoo. Might be boring, but straight forward and no paralysis (the extra lay on hands powers their smite, so they don't have to 'save' it or worry about blowing it too early). This was a build posted by someone else, might be a bit out of date, but it looks made for starting players:
Someone's Paladin Build wrote:
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![]() DC - Notes
Total DC is 15 (or 10 if you want to spend 16 days crafting, but you probably don't and you cannot fail anyways). As Dasrak said, take a 10 on your skill check: 10+11=21. Congratulations, after 8 days (spending 8 hours straight) and 8,000 gold (half of the market price) you have a Scabbard of Keen Edges. Note that unless I am reading it wrong, the time it takes to craft a magic item is 1 day per 1,000 gp in base (market) cost. If you don't have time to craft an item, you can still work at it while adventuring. All work must be done in 4 hour blocks to count as actual 4 hours of crafting. If you cannot do so, then you can still spend 4 hours toiling and still get 2 hours of crafting out of it. ![]()
![]() Which makes perfect sense since... Ill Omen also wrote: A target who can speak and has at least one free hand and who is aware of the spell and its effects (such as from a Spellcraft check to identify the spell as it is cast) can negate one reroll by spending a move action to utter a brief prayer or good luck charm to appease the spirits of ill fortune.
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![]() You've got high acrobatics, I am assuming you want to tumble through threatened squares? If so, consider mithril for your armor. 4000gp is rough for medium, but if you cannot afford it, going to chain shirt (light armor) for a loss of 1 AC reduces the cost to +1000gp. Alternatively you can reduce the Mithril breastplate to a +1 for the same cost savings (I think my math is right... 1000 (+1) + 4000 (mithril) vs 4000 (+2) + 1000 (mithril)) ![]()
![]() Remember... +550gp for your armor, +1000ish gp more for the weapons (more for composite longbow with strength). Mithril for your breastplate? (especially if you are planning to tumble around)
Remember you can take a 1st/6th/10th ranger style feat without meeting the pre-reqs. I would get Dex to 15, that way the belt will make it 17 and allow you to take Double Slice on your own and save your slayer ranger style for GTWF (which requires Dex 19) at 10th. You can do this at start or keep it 14 and pump it up with the 4/8 ability increase. Just off the top of my head. ![]()
![]() So RAW works when the kineticist would get a bonus (like gnome pyromaniac racial working with pyrokineticists) but RAW doesn't work when it negatively affects them? If you cannot have "ability X" because it is not clearly defined in the description of the ability, they why would it not apply in similiar situations where a list of things are defined but your ability is not? Gnomes wrote: Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance. Nope, does not apply to Kineticists because it does not spell it out specifically when listing all the things it applies to. (As per Mark) Feeblemind wrote: Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw. I do not see it spell out kinetic blast among the other things it spells out specifically, so it should not apply to that. ![]()
![]() Kurald Galain wrote:
Has anyone found out why it was banned for PFS? or reasons why it is considered "very powerful"? I'm playing one in a RotRL campaign, and so far, I haven't found anything overly powerful (currently 4th level), in fact, probably the opposite (have yet to land a critical spellstrike) - but it does seem to be safer. ![]()
![]() Protoman wrote:
You are correct... I must have failed a copypasta save somewhere... I am correct in saying the earliest you can pick up Kinetic Whip with Extra Wild Talent is 10th? (3+2 then doubled?) ![]()
![]() It seems to be worded that way in the fluff, but it does not specifically say that it removes the cover penalty. Also, according to the information about the feats in general, you cannot "force" someone to take a betrayal feat in order to benefit from it- they both need to purchase the feat separately. ![]()
![]() Enfilading Fire does not say anything about removing soft cover penalties. At level 8, a Sanctified Slayer can choose a Slayer Talent, one of which could be one from the list of Rogue Talents available to Slayers. Yes, he could choose Combat Trick. If Combat Trick is selected, and you meet the prerequisites, you can use Combat Trick to select Many Shot (Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6) or Clustered Shot ( Point-Blank Shot, Precise Shot, base attack bonus +6). ![]()
![]() I've taken Improved Critical at 9th, it delays kinetic whip for me till 13th, but I think my geokineticist can make due till then. Improved critical is about as awesome as it is for any 20/x2 weapon: 5% better chance to critical hit. In standard Pathfinder, you cannot increase the critical range once you already have done so. ![]()
![]() Torbyne wrote: The thing about this that makes me worry is that when spell striking you add the weapon's enchantment bonus to your hit roll and Arcane Gun double dips on that. It shouldn't stack but i could see it being an argument at a lot of tables. You cannot double dip. You can only apply a bonus once (there is a FAQ somewhere about that). If for some reason you have a save as well as to hit, you should be able to apply the gun's enhancement bonus on attack and on the save DC. Torbyne wrote:
You do not fire a bullet when you cast a spell through the Arcane Gun, you fire the spell through the gun. If you are not spellstriking, a spell fired through the Arcane Gun uses the spell's range. If you are spellstriking, "...The attack does not increase the spell's range..." you could argue that it does decrease it (since it doesn't specifically say decrease) or you can argue that it doesn't (using the science term of decrease meaning negative increase). I do not think you can double misfire, although I can see how it could be argued. You must apply the roll simultaneously, so the gun would get the broken condition (If the [arcane] gun already has the broken condition, the gun explodes) Torbyne wrote: Remember to grab Broad Study at level 6 to Spell Strike those few wizard spells you know... that are probably obsolete at level 6 anyways :/ I am not sure there is any CL1 wizard spell you would want to cast through your weapon. ![]()
![]() isdestroyer wrote: Also, I know that I asked the boards for clarification on this, and that I just answered with my own clarification, but that was because I realized that I was asking a question that can't really be answered. But I do thank you guys for taking the time to answer. It is kind of splitting hairs, and I got into it as well. Until I realized what it would take to make it happen and the power level of others. Let's assume you get the x3 on spellstrikes. Let's assume that you want to pull off the Named Bullet Disintegrate spellstrike with your firearm (ie auto critt'ing disintegrate at x3). Regardless of the feat investiture (which is massive btw), you'll be casting this combo at 17th level. The same level Wizards are casting Wish (among other 9th level spells). So while 96d6 damage (aw hell, you've taken Magical Knack right? so I'll give you those other 6d6) or 102d6 damage is really really alot (yeah, you are going to annoy everyone else at the table while you spend an hour rolling dice and doing math), it should be on par with the other 9th level spells being tossed around. ![]()
![]() Typelouder wrote:
1d8 -> 2d6 single arrow damage. At 11th, you have 2 natural attacks and spellstrike, making 3 attacks at 2d6 which is 6d6. Add another 2d6 when (or if) you get around to casting haste. I would assume you would start combat by casting haste (for you and your party), then gravity bow, then intensified snowball at the nastiest thing in the room... all the while shooting arrows at the same time you are buffing (which is why I love the magus SO much). ![]()
![]() Cloyes wrote:
Well, either I'm dense, inexperienced in making multi-class characters, or something else because I cannot figure out how you are getting:
I suppose Arcane Archer could be handy, if you want to shoot area spells with your bow. The elemental damage is nice, but the enhancement on the arrows is useless since your bow will be +1 before you get the prestige class. Just my opinion, but I feel spell casting progression is important to get key spells as soon as possible in order to put them to use as early as possible (especially as the only arcane caster in the group). ![]()
![]() The Bronze Gong? It doesn't say you need to channel into it though, but I think that is how it works (spend a channel to charge it, then later you can use the gong for a ki point) ![]()
![]() I don't know for sure, but the language seems to indicate no. The same language is found under the Myrmidarch archtype as well. You could probably convince your GM to make it work, but they way I'm seeing the Rule as Written is that anything left over is wasted (gone). This makes some sort of sense as melee touch spells are more dangerous to utilize and thus tend to be more powerful than ranged spells. Now... if you use Reach Metamagic, but do not spellstrike with it... I would assume you can freely range touch attack up to your BAB - and more? Does Rapid Shot work with ranged touch attack spells? ![]()
![]() The Mortonator wrote:
But SLA is specifically called out in the trait: ...using the bloodline powers of the fire elemental bloodline... That is an SLA, stated so in its own description. Also: ...determining the damage of alchemist bombs that deal fire damage... This one says that the increase in level increases the damage of an SLA. Is this not how the trait is written? ![]()
![]() Casting a spell as a full round action does not change the fact he is casting a spell. This should be evident with the spell combat ability to take a penalty to attack for a bonus on concentration checks. He does not need to make a concentration check DUE to spell combat though (ie, if he wants to spell combat to cast a spell and throw a dagger while not being threatened by anyone). ![]()
![]() Rapid Shot is an extra attack. At level 3, your BAB gives you 1 attack. Therefore, Using Rapid Shot during a Full Attack Action allows you to make 2 attacks at your highest BAB-2. Using a double barrel weapon and firing both barrels in the same round on your turn is a special standard action attack. Double Barrel Musket wrote:
Emphasis mine. I'm not sure what Lightning Musket is... But I will guess you mean Fast Musket, which if it is what you mean, then no, a level 3 musket master with rapid reload reloading a firearm with alchemical cartridges does not cost a grit point, but you must have a grit point in your pool in order to do so. ![]()
![]() First off, great guide N.Jolly! I've been reading for awhile and while I might have seen it, I have forgotten if it has been brought up before in this thread. It has to do with Spells and Spell-Like Abilities (yes, I know, I should be put out to pasture and flogged with a dead horse). Scenario:
Gnome racial Pyromaniac wrote: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance. So anything (including the kitchen sink by the way they wrote it, but I'll not get into RAW and RAI) with the (Fire) descriptor gets a CL bonus. I would assume this CL bonus to include the Produce Flame SLA they also get. Wild Talents wrote: ... A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire or water) matching its element entry ... We know Kineticists have Caster Levels since they have to bypass SR. Wild Talents have elemental descriptors appropriate to their element. So a Fire Blast has the Fire descriptor if you chose Fire as your Primary Element at level 1 (or secondary/tertiary at 7/15). Aside from getting a +1 bonus to bypassing SR, said pyromaniac gnome also gets upgraded damage a level earlier (at kineticist level 2, his Fire Blast is considered to be level 3 and thus gains 1d6 damage). Note that this doesn't help him gain infusions or other abilities sooner. Am I correct in interpreting this? Because this helps out gnomes wanting to go Pyrokineticist and also Dwarves who want to go Geokineticist (Stonesinging and Earth) and might make those races more popular. ![]()
![]() Rapid Shot works early for you since you are using Chill Shot and you don't have to spell combat a cantrip. But... if you read Reach Spellstrike, I do not think you can use Chill Shot the way you are assuming. Reach Spellstrike allows you to put multi-charge ranged spells to use by firing them up to your allotment of attacks in a Full Attack action plus your Spellstrike. In other words, at level 4, chill touch will allow you to fire twice (Spellstrike + regular attack) and gain +1d6 for each attack then the spell ends and the extra charges disappear. Ranged Spellstrike wrote: If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer's turn are wasted. Emphasis mine. Snowball is looking to be the champ it seems... ![]()
![]() I suppose for PFS or the like it would work. I don't play that, and the campaigns I play in don't have regular retraining (in this case, we are going through an adventure path and we only get down time after we complete a book). Essentially you are trading out Intensify for Reach. Since we get Reach Metamagic as an arcana choice at 9th, I am not taking it early. Not taking rapid shot that early as you already have it with spell combat, and more minuses doesn't help the early levels. 1 Point Blank Shot
(I'm an elf, thus the extra arcana FCB) Only 4th level so far in RotRL, not sure this is the best way to go, but I think it works out. I'm the only arcane in the group, thus I figured we'd need (and I need) Craft Wondrous Item. PS Precise Shot at 3rd level is horribly incredibly painful. I now understand why every level 1 archer is a human... ![]()
![]() You'll have to choose some archery feat to put off to take Reach Metamagic. You also need to deal with SR. Snowball does more damage, has a staggered effect w/save, and bypasses SR. Eventually does fireball-like damage (intensify metamagic) that is relevant up to 20th level The special riders both suffer equally against Undead (cannot be fatigued, ignore effects with CON save) but the damage against cold resistant creatures (a lot of undead) hits Frostbite extremely hard. ![]()
![]() Cloyes wrote: with 3-4 levels of eldritch archer, 3-4 levels of Zen monk then prestige of arcane archer you have 1-2 off full BAB, d10 HD , possibility of mixing ki and arcana pools, a ton of bow specific feats which I am pretty much sure beat fighter as some don't require prereqs, and all of this while retaining most (more than half at least) of your spell casting progression Sorry, I still don't see what you are trying to do here with the Frankenstein build. At 11th level, you are putting out 5d6 snowballs + 2d8 arrows + static damage modifiers. You cannot flurry and snowball, so I am guessing you want to mix and match spellstrike and flurry during combat. You need to hit 5th Magus in order to get specials on your bow. Whereas an 11th level Eldritch Archer is throwing out 10d6 snowballs + 6d6 arrows (haste) + static modifiers AND +3 weapon enchants. I'm not familiar enough with Zen Archer Monk to comment precisely, but I'm sure at 11th level that straight class is going to do more damage than a Magus/Monk multiclass. ![]()
![]() Warpriest wrote: ... For 1 minute, any attacks made with the weapon take no penalties due to range ... No penalties means you can shoot 105 feet with a pistol and not take a -10 to hit. It mentions nothing about range increments nor anything about extending bonuses or special abilities. Firearms wrote: When firing an early firearm, the attack resolves against the target’s touch AC when the target is within the first range increment of the weapon... The language you are looking for can be found here: Magic Weapon Special Abilities wrote: A distance weapon has double the range increment of other weapons of its kind. A pistol now has a range increment of 40ft, any attacks made within 40ft resolve against the target's touch AC. ![]()
![]() 5e seems to agree with you (the OP). There is no Bastard Sword in 5e. The Longsword can be wielded 1-handed for 1d8 damage or 2-handed for 1d10 damage (they call these types of weapons Versatile. 3.5/Pathfinder has metric crapton of weapons that essentially do the same thing. Is there really that much of a difference between a club and a tonfa? Just how many different kinds of maces do you need? I'm not saying get rid of them, but really you can just use (or re-use) the same stats for them. But this is Pathfinder, where 1,234 feats are at your disposal... ![]()
![]() UnArcaneElection wrote: If you are just 1 level behind in spellcasting/caster level advancement, is Magical Knack really worth it? You are only getting half of the benefit. To some people, 1d6 damage is important, to others it is not. You can take Called instead for an pseudo extra gun clear, or Reactionary for initiative. UnArcaneElection wrote: Also, what's the deal with Wayang Spellhunter? I have also seen this elsewhere, where everybody seems to ignore the part about actually being a Wayang to get this trait (people seem to be using an oversight in the wording of the trait). This is all I have to go on for it: Archives of Nethys wrote:
I'm sure people will point out that it does not say anything about being Wayang, the actual book might be different? Cloyes wrote:
Flurry of Blows is a full round action that conflicts with Spell Combat (which is a full round action itself). I think you would probably be better off going fighter for the extra feat? ![]()
![]() The Dragon wrote: What's really cool about the DC thing is that the magus has everything else beat for getting a high bonus on his weapons - he can easily be running around with a +3 gun at level six, if he uses arcane pool. Which he should. You mean +4 right? and the next turn you can swift sacrifice a spell for Seeking or Distance (there has been debate on whether the Spellslinger's Mage Bullets enhancement bonus will stack with a bonus already on a weapon). +2 at 5th level seems entirely doable (6th if you don't have brass ones to craft without the pre-req). +2 from Arcane Pool. Being a magus you'll want Magical Lineage or Wayang Spellhunter. Being multiclass spellcaster, you probably want Magical Knack. These edge out Called, so you'll be kind of forced into taking Amateur Gunslinger sooner rather than later. You also need Rapid Reload by 3rd otherwise you won't be able to Spellstrike.
You are in hell until 5th, hitting touch AC offsets the -4 to hit for shooting into melee. 20ft Range means you are always in range for something to come up and smack you with a tumble through your front line. Luckily at 6th you can put an extra +1 and distance on your pistol or sacrifice a spell for the distance and put a +2 on your weapon which should already be +2 base. Not really sure about Gunslinger, sure you don't provoke by shooting any more, but you are still probably going to 5ft step back to Spell Combat anyways. I think its less cheese since I last commented, and I feel there is ambiguity in whether you can use specific ammunition with spellstike (ie Named Bullet). But 30d6 Snowballs at level 14 probably isn't the end of the world and x3 Disintegrates at level 17 are still sub-optimal to level 9 spells I think? ![]()
![]() Many apologies Ravingdork, I should have known (it was saved as a bookmark). Please take a moment and peruse the wonderful and astounding Ravingdork's Crazy Character Emporium. Be lost in its glories! We now return you to your regularly scheduled... what ever happens in here. ![]()
![]() Glord Funkelhand wrote:
N.Jolly's guide lists all the talents by element and grades them to boot. Someone also posted a spreadsheet with all the talents that you could sort and filter, but I can't seem to find it, but it is somewhere in this thread, just have to go through the 1000+ posts to find it. (I would have thought N.Jolly would have throw that in the guide). Edit: I lied, I found it at Ravingdork's Character Emporium... more than just a character emporium! ![]()
![]() Magic Item Creation wrote:
So.. DC= 10 + 1 (level 1 spell) + 0 (11 ability = 0 mod) = 11 ![]()
![]() I'm not sure you can use the Spellslinger Arcane Gun ability with Spellstrike since you have to cast the spell through the gun (ie it is a range touch attack modified by the gun's enhancement). Ranged Spellstrike requires you to use the normal firing rules of your ranged weapon and (in essence) attaching your range touch spell to the fired projectile. I'm sure someone will find the loophole to make it work, but I think the intention is there. You can use the Called trait for a free reroll on a natural 1 which helps a bit without grit. If some DM lets this works, you are going to be incredibly feat starved (PBS, Precise Shot, Amateur Gunslinger all before getting Intensify). Along with the constant rules lawyering at the table (is a spellstriked scorching ray 20 ft range or 130 ft range?) ![]()
![]() You can trade away trap sense (danger sense) and trap finding and pick up the campaign trait Trap Finding to essentially get it back (minus the level bonus)
About LohcoLocho
HP: 28/28 Perception: +5 w/Darkvision
Implement: Mirror Fortitude(E): +7
Thaumaturge DC: 18 Chaotic Good
Racial Features:
Size: Small Darkvision Speed: 25 feet Languages: Common, Goblin, Orc, Ancient Osiriani Your racial HP bonus is 10 instead of 6, take half damage from falling. Class Features & Feats:
Trained in all Simple and Martial Weapons + Unarmed Attack Trained in Light & Medium Armor Esoteric Lore: A special lore that can be used to Recall Knowledge regarding haunts, curses, and creatures of any type. Modified by Diverse Lore class feat to allow it to be used for all topics, but check is at -2 when not one of the usual topics. Implement's Empowerment: When implement is on one hand, do +2 damage for each damage dice rolled for Strikes. (Presuming does not apply or Shortbow Strikes.) Diverse Lore: (Class Feat – Level 1)
Implement: Mirror Esoteric Warden (Class Feat – Level 2)
Exploit Vulnerability:
Exploit Vulnerability Make an Esoteric Lore check against the targets standard DC for its level. You gain an effect depending on level of success until you use Exploit Vulnerability again. Critical Success: You learn all the creatures’ weaknesses, resistance, and immunities. You learn the amounts of those, and any special weaknesses of vulnerabilities. You may use Mortal Weakness. Also compare result against target’s Recall Knowledge DC. Finally, gain a +2 AC or +2 Saving Throw against next attack the target uses on you. Success: You learn its highest weakness. You may use Mortal Weakness. Also compare result against target’s Recall Knowledge DC. Finally, gain a +1 AC or +1 Saving Throw against next attack the target uses on you. Failure: You may only use Personal Antithesis. Crit Failure: You become flat-footed until the beginning of your next turn On anything but a Crit Failure, you attacks count as magical against the target if they weren’t already. On a Success or Critical Success chose one of the following. On a failure, you may only choose Personal Antithesis. Mortal Weakness: You attacks trigger the target’s highest weakness. Damage type does not change, so resistance might apply to damage. Personal Antithesis: Target gains a vulnerability of 2 + half your level against only your attacks.
Skills:
Acrobatics +7 Arcana +5 Deception +8 Diplomacy +8 Intimidation +8 Nature +3 Occultism +5 Religion +3 Society +5 Stealth +7 Thievery +7 Goblin Lore +5 Games Lore +5 Esoteric Lore +8 Pathfinder Society Lore +5 (From school) Feats:
Dubious Knowledge (free from class) On a Recall Knowledge check, if you get a failure (but not critical failure) get one true fact and one false fact. Lie to me (from Background)
Assurance (Esoteric Lore) (Level 2 skill feat)
Pathfinder Society:
Faction: Horizon Hunters School: Swords Free Lore: Pathfinder Society Free Item: Healing Potion, Minor Equipment:
Bulk 2.8/6 (Limit 11) Adventure’s Pack -- bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin. All in Backpack Dagger Dogslicer (+1 Rune) Shortbow (20 Arrows) – in backpack Studded Leather Armor Wayfinder Crowbar -- Stored in backpack Marbles – Stored in Backpack Playing Cards – Stored in Backpack Thieves’ Tools – In Bandolier Replacement Thieves’ picks – in backpack Esoteric Pouch (not an official item, but I am noting it here) Mirror (not an official item, but I am noting it here) Winter Clothes – Stored in backpack Writing Kit – Stored in backpack Standard Attacks:
Given that Locho is a Thaumaturge, a lot of his attacks depend on his situation. All of these include Implement’s Empowerment, as the situations where it cannot be used should be rare. This +2 damage is untyped. The +1 from flanking is due to the Dogslicer’s Backstabber trait, and is precision damage. Default attack if nothing is applying: [Dice=Dogslicer]1d20+8[/dice][Dice=Damage, Slashing]1d6+1+2[/dice]
[Dice=Dogslicer, Flanking]1d20+8[/dice][Dice=Damage, Slashing]1d6+1+2+1[/dice]
[Dice=Dogslicer, EV-PA]1d20+8[/dice][Dice=Damage, Slashing]1d6+1+2+3[/dice]Target has Weakness 3 against this attack, already included in damage
[Dice=Dogslicer, Flanking, EV-PA]1d20+8[/dice][Dice=Damage, Slashing, Precision]1d6+1+2+3+1[/dice]Target has Weakness 3 against this attack, already included in damage [dice=Shortbow]1d20+7[/dice] [dice=Damage Piercing]1d6[/dice]
Character:
Lohco is a goblin of two voices. When talking normally Lohco is like any other goblin, hyperactive and with broken diction. When speaking about things he knows (ie Lore or Recall Knowledge) he adopts a ‘professor’ voice. |