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Quote:

Martial Versatility (Combat, Human)

You broaden your study of weapons to encompass multiple similar weapons.
Prerequisites: Fighter level 4th, human.
Benefit: Choose one combat feat you know that applies to a specific weapon (e.g., Weapon Focus). You can use that feat with any weapon within the same weapon group.
Special: You may take this feat more than once. Each time it applies to a different feat.
Quote:

Martial Mastery (Combat, Human)

You further broaden your study of weapons to encompass multiple similar weapons.
Prerequisites: Martial Versatility, fighter level 16th, human.
Benefit: Each combat feat you have that applies to a specific weapon (e.g., Weapon Focus) can be used with all weapons in the same weapon group.


There any updates on this? They release anything new to pull this off? Really wanted a trait or something for a specific class.


I made this a while ago, designed to be used with your phone. Doesn't include some of the Off Disciplines, I think only the vampire one and the werewolf one are missing.

https://www.dropbox.com/s/wk661q0nhjj3qv7/Path%20of%20War%20-%20Maneuvers%2 0-%201.1.2016.html?dl=0.


Over a year later Paizo perfectly solved this problem, you'll have to use Master of Many Styles to do this in any kind of timely fashion.

PFSRD wrote:

Ascetic Style (Combat, Style)

You blend arms and martial arts, using weapons with the same ease as unarmed strikes.

Prerequisite(s): Weapon Focus with the chosen melee weapon; base attack bonus +1 or monk level 1st.

Benefit(s): Choose one weapon from the monk fighter weapon group. While using this style and wielding the chosen weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike, as if attacks with the weapon were unarmed attacks.

Special: A 5th-level monk or character with the weapon training (monk) class feature can use Ascetic Style with any monk weapon, in addition to the chosen melee weapon.


Come to find out you are absolutely right. I present you with "Path of War - Maneuvers - 1.1.2016"

Now contains all the maneuvers.

Core Maneuvers
Black Seraph, Broken Blade, Golden Lion, Iron Tortoise, Primal Fury, Scarlet Throne, Silver Crane, Solar Wind, Steel Serpent, Thrashing Dragon, Veiled Moon.

New Maneuvers
Elemental Flux, Rivenhour Glass, Mithral Current, Shattered Mirror, Eternal Guardian, Sleeping Goddess, Cursed Razor, Piercing Thunder, and Tempest Gale.


link?

I don't know what happened.


https://www.dropbox.com/s/t8ynt2xd1qxfj18/Path%20of%20War%20-%20Maneuvers%2 0-%2012.31.2015.html?dl=0

A rather basic HTML doc that contains all the Maneuvers that Dreamscarred Press has released, has all the maneuvers that I’m aware of. Designed to be viewed on a mobile device.

Core Maneuvers
Black Seraph, Broken Blade, Golden Lion, Iron Tortoise, Primal Fury, Scarlet Throne, Silver Crane, Solar Wind, Steel Serpent, Thrashing Dragon, Veiled Moon,

New Maneuvers
Elemental Flux, Rivenhour Glass, Mithral Current, Shattered Mirror


Once the art and stuff is done what software does Paizo use to cook up the final books?


Paizo released the Instructor Archetype for the Wizard class, I think it's pretty awesome.

Instructor Archetype wrote:
Because cohorts are most interested in the instructor's magical ability, the instructor uses his Intelligence modifier, rather than Charisma, to determine his Leadership score.


James Jacobs wrote:
Haladir wrote:
Any place in New England you'd like to visit some day?

...Providence, Rhode Island....

I'll be quite sad if I'm not aware of this...


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Don't forget bleed damage, Fast Healing effectively neutralizes Bleed Damage.


FingPat wrote:
Explain Razmir?
James Jacobs wrote:
Razmir is... ...FAR from perfect.

Heresy.


James Jacobs wrote:
Also, gods are more interesting if they're not perfect.

Explain Razmir?


What do?


So party members don't take the hit, I found the idea of building an "AC tank" who takes hits for other people an interesting idea. The only problem is getting the enemies to focus on you, Body Guard doesn't really accomplish it because that well since your AC doesn't matter all that much.

I figure a build that looks like:

4 Levels of Paladin's Holy Tactician Archetype
- 1 Teamwork Feat (Ally Shield)
- Battlefield Presence, can share teamwork feats with allies.

Normal Feats: Combat Reflexes -> In Harms Way

Traits: Adopted Social Trait -> Helpful

With these feats/traits you could several times per round give +8 AC to an adjacent ally and in the event that you are hit you re-resolve the attack, the enemy rolls again and checks against your AC.

Battlefield Presence (Su):
Battlefield Presence (Su): At 3rd level, a tactician can direct her allies in battle, granting each ally within 30 feet one teamwork feat she possesses as a bonus feat as a standard action. All allies must receive the same feat, but do not need to meet the prerequisites of this bonus feat. This ability does not function if the paladin is flat-footed or unconscious. Allies must be able to see and hear the holy tactician in order to gain this benefit. Changing the bonus feat granted is a swift action. This ability replaces aura of courage.


Update: The best way I found of doing this with is the Paladin's Holy Tactician archetype.

Gains an ability to share feats with party members, almost no limitations on this ability. Use that with Ally Shield, I feel it works especially well due to the high saves and built in healing that a Paladin would afford.


Update: After a lot of searching I wasn't able to find a way of accomplishing it.


Also, in a Pathfinder game, do you ever play with third party material? Or played in a game where someone played with third party material?


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On average how much time do you spend a day answering these questions? Which I think is excellent by the way, this thread more then anythings makes me feel like Paizo cares.


If you enjoy third party content Dreamscarred Press has the Zealot in open beta it seems to accomplish, or would mesh well, with much of the previously mentioned stuff.


graystone wrote:
The head doesn't seem to conform to the standard. For example bite and gore are both allowed even though they are both on the same 'limb'.

That's because tusks glorious enough to gore with are limbs to themselves, the head being the "body" to these limbs. Just as you'd be able to body check an individual and then punch him with one of your puny bendy fleshy bits.


IMOO: No, or a concentration check.


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pfsrd wrote:

Somatic (S)

A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component
pfsrd wrote:

Material (M)

A material component consists of one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don't bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.

Focus (F)
A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. As with material components, the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch.

I would say, read as written, none at all. So long as you have one unbroken free hand. Spells without material or somatic components could be cast with both arms missing, never mind broken. Don't quote me on this though, I'd say most spells have one and/or the other. If the arm has been freshly broken that could impair someone's ability to concentrate.


Ring of Tactical Precision benefits both of these prospective builds, however while 11k gold isn't a large amount it isn't so small that you could justify multiple purchases of it easily till upperlevels.

Enhancement wrote:

Benevolent (Armor Special Ability)

Aura faint enchantment; CL 5th; Weight —; Price +2,000 gp

--DESCRIPTION--
This suit of armor best serves a wearer who focuses on assisting and protecting his allies. Benevolent armor is usually decorated with motifs of prosperity, plenty, and generosity, such as helping hands, cornucopias, and flourishing plants.
When the wearer of a suit of benevolent armor uses the aid another action to give an ally a bonus to AC against an opponent's next attack, he also adds the benevolent armor's enhancement bonus to the ally's AC.

--CONSTRUCTION REQUIREMENTS--
Craft Magic Arms and Armor, aid; Cost +1,000 gp

Magic Rings wrote:

Ring of Tactical Precision

Aura moderate transmutation; CL 3rd Slot ring; Price 11,000 gp; Weight

--DESCRIPTION--
This steel ring is inlaid with adamantine swords and shields.
The wearer gains a +5 competence bonus on Profession (soldier) checks, and anytime the wearer gives or receives a numeric bonus from a teamwork feat or the aid another action, that bonus increases by +1. By wearing the ring for 1 hour, a creature may imbue it with a teamwork feat he knows for 24 hours. During this time, any creature wearing the ring may use that feat when cooperating with the creature that imbued it, but not with other creatures even if they possess the same teamwork feat. If the ring is imbued with a new teamwork feat, it replaces the previous feat.

--CONSTRUCTION REQUIREMENTS--
Forge Ring, creator must have 5 ranks of Profession (soldier) and at least one teamwork feat; Cost 5,500 gp.


Found the Halfling Trait Helpful, could be combined with the adopted trait. Kin Guardian is a tad circumstantial but if you could convince your party members to be family then I'd be pretty powerful, on the fly +6 bonus to AC...

Halfling Trait wrote:

Helpful (Halfling, Race Trait)

You see nothing wrong with letting others achieve greatness so long as the job gets done.
Benefit: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Social Trait wrote:

Adopted (Social Trait)

You were adopted and raised by someone not of your race, and raised in a society not your own.
Benefit: As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race.
Combat Trait wrote:

Kin Guardian (Combat Trait)

You are dedicated to defending members of your family.
Benefit: When you use the aid another action to give a member of your family a bonus to AC, increase the bonus by 2. This increase is a trait bonus (and therefore doesn't stack with increases granted by other family members using this trait). This trait has no effect when using the aid another action to increase a family member's next attack roll.


Quote:

Suicidal (Tiefling)

Shame and horror fill your subconscious, and you never stop looking for ways to grant yourself the peace of the grave.
Benefit: Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.


Also, Body Guard and In Harm's Way is /really/ cool.

In Harm's Way:
Quote:

In Harm’s Way (Combat)

You put yourself in danger’s path to save your allies.
Prerequisite: Bodyguard.
Benefit: While using the aid another action to improve an adjacent ally’s AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.). A creature cannot benefit from this feat more than once per attack.

Body Guard:
Quote:

Bodyguard (Combat)

Your swift strikes ward off enemies attacking nearby allies.
Prerequisite: Combat reflexes.

Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.
Normal: Aid another is a standard action.


Update: I'm kind of exploring Ally Shield as an option in conjunction with class abilities that hand out teamwork feats, the limitation that Betrayal feats place on these abilities wouldn't be a big deal considering what I'm going for.

Ally Shield:
Quote:

Ally Shield (Betrayal, Teamwork)

You are willing to use your allies as shields to ward off attacks aimed at you.
Benefit(s): Whenever you are the target of a melee or ranged attack and are adjacent to an ally who also has this feat, you can initiate this feat to skillfully pull the abettor into harm's way or dodge behind the abettor as an immediate action.
You gain cover against that attack (and only that attack). If the attack misses you but would have hit you if not for the cover bonus to your armor class, the abettor becomes the target of the attack and the attacker must make a new attack roll (with all the same modifiers) against the abettor's armor class.

Betrayal Feats:
Quote:

Betrayal Feats

Description Source: Champions of Corruption
“Teamwork” is a relative term. Many villains don’t concern themselves with collateral damage and make their plans with exceeding ruthlessness. Presented below are several teamwork feats with the common theme of reaping a benefit at your allies’ expense. All of these feats refer to an initiator and an abettor. The initiator is the one activating the feat (also referred to as “you”) and the abettor is an ally who also has the feat and whose presence and (perhaps unwilling) sacrifice allows the feat to take effect. Choosing one of these feats effectively grants consent for an ally with the same feat to harm you in combat, and vice versa, but evil characters are often willing to take big risks to get the upper hand. Some recruit devoted minions specifically to use in this way. Characters with class abilities granting allies access to teamwork feats (such as cavaliers or inquisitors) can select these teamwork feats normally, but allies who are granted these feats can use the feats only as initiators, not as abettors. An inquisitor could not grant an ally the Ally Shield feat and then use the ally as a shield, for example, but he could allow that ally to use him as a shield.


Thanks bud, this seems pretty useful.


Looking for consistent methods to redirect attacks, weather that be to take hits for your party members or to force monsters to take damage in your stead.

A quick google and I found the Archon Style feats, the Redirect Attack advanced rogue talent (not very consistent), the Flowing Monk Elusive Redirection feat and a few others that mostly required high levels to achieve or didn't do it consistently enough.

Archon Style seems to encapsulate what I'm trying to accomplish here the most but other options would be cool. So far it looks like a dip into Master of Many Style Monk to gain early access to a complete Archon Style feat tree.

What are your thoughts? Other feats/classes that would go good with this? I was thinking I'd play it as a hired body guard built as an AC Tank, short of HP and DR I don't know of any good ways to actually take hits consistently.

Archon Style:
Quote:
  • Archon Style (Combat)
    You have trained thoroughly to protect your allies from harm, even if it means temporarily sacrificing your own safety in the process.
    Prerequisites: Combat Expertise, Improved Unarmed Strike, base attack bonus +2 or monk level 2nd.
    Benefit: While using this style, as a standard action, you can actively protect adjacent allies from a single opponent that you are currently adjacent to. This grants any adjacent allies a +2 dodge bonus to AC against that opponent's next melee attack (as long as that attack comes before the beginning of your next turn), but causes you to take a –2 penalty to AC against that opponent until your next turn. The dodge bonus persists even if your allies move away from you, but still only applies against attacks made by the opponent that you designated upon first using this ability.

  • Archon Diversion (Combat)
    You are able to throw yourself in front of danger to protect your friends.
    Prerequisites: Archon Style, Combat Expertise, Improved Unarmed Strike, base attack bonus +4 or monk level 4th.
    Benefit: The penalty to AC for using Archon Style to grant nearby allies a bonus to AC against a single opponent decreases to –1, and you can spend a move action instead of a standard action to use this ability.
    Once per round while using Archon Style, when you have at least one hand free, you can divert one melee weapon attack that would have struck an adjacent ally and take the blow in your ally's stead, using your own AC to determine whether the attack hits you. Whether or not a diverted attack actually hits you, the ally you protected can make an attack of opportunity against the diverted opponent. You expend no action to divert the attack, but you must be aware of it and must not be flat-footed.
    You must declare that you are using this feat after your opponent has declared the target of its melee attack but before it makes its attack roll.

  • Archon Justice (Combat)
    Your righteous indignation knows no bounds, and foes that attack your companions soon learn the error of their foolish ways.
    Prerequisites: Archon Diversion, Archon Style, Combat Expertise, Improved Unarmed Strike, base attack bonus +8 or monk level 7th.
    Benefit: You no longer take a penalty to AC for using Archon Style to grant nearby allies a bonus to AC against a single opponent, and you can spend a swift action instead of a move action to use this ability.
    Whenever you take damage from using Archon Diversion to divert an opponent's attack toward yourself, any allies threatening your opponent can make an attack of opportunity against the diverted opponent.


Anarchy_Kanya wrote:
Might Makes Right feat. I believe it can be found in Races of Faerun. It adds Str mod. To Leadership.

Sorry, its for a Pathfinder campaign, we as a group frown on non-Pathfinder/non-Dream Scarred Press material.


Well pretty core to the concept is actually using Leadership to get a ton of minions, not just for the single higher level cohort. So ideally I'd want as high a leadership score as possible and using Wisdom would just be cool.


So I have this idea kicking around that requires a character to use leadership but Charisma isn't going to be his strong suit.

Is there a way to use another stat in place of Charisma for your leadership score?


I found, kind of, a hinkey way of accomplishing a 19-20 threat range. If you take one level of the Monk archetype Kata Master and then four levels of Swashbucker you can pull it off.

Step 1. So you use take 1 level of Kata Master to gain its alternate Panache feature.

Step 2. You take eight levels of Swashbuckler to gain two Bonus Feats.

Step 3. With the bonus feats attained at fourth and eigth level you take the second and third feats out of the Snake Style tree (since the first one doesn't require unarmed strike in its use.)

Step 4. Utilize a monk weapon with a 19-20 threat range (there are a couple) with the style feats.

Alternate Step 5. Use an ability like the Crusader's Flurry feat to just add a weapon with a 18-20 threat range to your list of Monk Weapons.

Kata Master's Panache:
PFSRD wrote:

Kata Master's Panache

At 1st level, a kata master gains the swashbuckler's panache class ability. At the start of each day, a kata master gains a number of panache points equal to her Charisma bonus (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than his Charisma bonus (minimum 1). A kata master gains the swashbuckler's derring-do and opportune parry and riposte deeds. A kata master can use an unarmed strike or monk special weapon in place of a light or one-handed piercing melee weapon for swashbuckler class features and deeds.
This ability replaces stunning fist.

Also I totally missed this guy: Blade of the Sword-Saint, the 75,350 gp price tag hurts though.

Incoming impolite posts.


ElMustacho wrote:

Snake fang specifically calls for unarmed strikes when referencing to attacks of opportunity provoked by misses. Maybe you can convince your GM to use the style with cestus, which are 19-20/x2 (so 17-20).

Maybe feral combat training with a natural weapon 18-20.
Maybe.
I'm not good with 3rd stuff, so I don't know if there's something there.
My instinct says no.

Thanks for the help either way.


So lets put the pieces on the board:

Snake Style (Combat Feat):
Quote:

Snake Style (Combat)

Prerequisite: Improved Unarmed Strike, Acrobatics 1 rank, Sense Motive 3 ranks.
Benefit: You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.
Normal: An unarmed strike deals bludgeoning damage.

Snake Sidewind (Combat Feat):
Quote:

Snake Sidewind (Combat)

Prerequisite: Improved Unarmed Strike, Snake Style, Acrobatics 3 ranks, Sense Motive 6 ranks.
Benefit: You gain a +4 bonus to CMD against trip combat maneuvers and on Acrobatics checks and saving throws to avoid being knocked prone. While using the Snake Style feat, whenever you score a critical threat with your unarmed strike, you can make a Sense Motive check in place of the attack roll to confirm the critical hit. Whenever you score a critical hit with your unarmed strike, you can spend an immediate action to take a 5-foot step even if you have otherwise moved this round.
Normal: You can take a 5-foot step only if you have not otherwise moved this round.

Snake Fang (Combat Feat):
Quote:

Snake Fang (Combat)

Prerequisite: Combat Reflexes, Improved Unarmed Strike, Snake Sidewind, Snake Style, Acrobatics 6 ranks, Sense Motive 9 ranks.
Benefit: While using the Snake Style feat, when an opponent’s attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this attack of opportunity hits, you can spend an immediate action to make another unarmed strike against the same opponent.

So the goal I'm trying to achieve, rather then beat around the bush, is to utilize a weapon with a 18-20 threat range and the Snake Style feats at the same time. Which is to say I hope to, one day with this character, use Snake Fang to make an attack of opportunity with a 15-20 threat range when an opponent misses me in combat. I've searched around and can't for the life of me find a way to accomplish it, I'm willing to entertain feats, class abilities, magic items, or pretty much anything else. Also, the DM is a absolute believer in Dreamscarred Press and quick to allow their material.

Please don't post any objections to Dreamscarred Press' material or the build concept.


Maybe someone else can answer but I have no clue.


Samuel Frederick wrote:

Hi everyone,

There is a feat I'm looking for, it grants a flat +6 hp and another small bonus.

http://www.d20pfsrd.com/feats/general-feats/tribal-scars

Tribal Scars?

PFSRD wrote:

Tribal Scars

You endured the grueling coming-of-age rituals of your tribe or following, and proudly bear the scars that grant you the blessings of your tribe’s ancestors or totem.

Prerequisite: Member of a tribe of the north.

Benefit: You gain 6 hit points. In addition, you gain another benefit, depending on which Mammoth Lords following you belong to.

- Bear belt: You gain a +1 bonus on Fortitude saves and a +2 bonus on Intimidate checks.

- Great tusk: You gain a +2 bonus on combat maneuver checks to make bull rush or overrun maneuvers and a +2 bonus on Ride checks.

- Ice chasm: You gain a +1 bonus on Reflex saves and a +2 bonus on Climb checks.

- Night hunt: You gain a +2 bonus on Perception and Survival checks.

- Raptor scale: Your base land speed increases by 5 feet, and you gain a +2 bonus on Acrobatics checks.

- Sloth jaw: You gain a +1 bonus on Will saves and a +2 bonus on Handle Animal checks


The brawler archetype Snakebite Striker gets an ability called Snake Feint, my brain might have s$!$ it's self when I read a section of it's text. I would love it if someone could elaborate on it a tad.

Advanced Class Guide wrote:
- Snake Feint (Ex): At 3rd level, a snakebite striker who uses a standard action to move can combine that move with a feint. If she is able to feint as a move action (such as from having the Improved Feint feat), she can combine a move action to move with her feint.

So, I'm curious about the differences between:

- "a snakebite striker who uses a standard action to move can combine that move with a feint."

- "If she is able to feint as a move action, she can combine a move action to move with her feint."


How do you feel about full caster archetypes that trade out primary stats with other stats?


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James Jacobs wrote:
FingPat is so handsome and witty. Also he can do no wrong.

Why did you, James Jacobs, post this, I'm so confused. I've never even met you.

Full Name

Rehl Ecraish

Race

Init +4 Percept 11+ SenseMotive +1

Classes/Levels

59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Gender

Male elf Rogue 3, Ranger 3, Mythic Trickster 1

About Rehil Ecraish

Rehil Ecraish

N Male, Elf Rogue 3, Ranger(Skirmisher) 4, Mythic Trickster 1

At first glance, Rehil is an unremarkable young elf. He is a little darker, and a bit bigger and better muscled than the average but otherwise unremarkable. His posture is erect and broad, but not stiff and when he moves he is as fluid as quicksilver on glass.

Currently his clothes show signs of wear and hard use. They are sweat-stained, mud spattered, and sun-faded. His leather armor is cracking in places where water soaking and abuse have stressed the leather.

Ability Scores and HP:
25 pt buy. Str 16 + 1 level (10) +2 Dex 16+2 racial (10) Con 14-2 racial (5) Int 8+2 racial (-2) Wis 12 (2) Ch 10 (+0)
4th level ability bonus to strength

2nd level HP roll + favored class bonus
3rd level HP roll (no favored class)
4th level HP roll
5th level HP roll + favored class
+4 Mythic Tier 1.
6th level HP roll
7th level HP roll

Strength 17
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 12
Charisma 10

Initiative +4, Speed 30'
HP 59 Currently see header
Defense:
AC 20, touch 16, flat-footed 14 (+4 MW Chain Shirt, +4 Dex, +1 Dodge, +1 Mythic Dodge{+10})(+1 v Traps)
Saves- Fort +6 (+1+4+1Con) Reflex +11(+3+4+4dex) (+1 v Traps) (Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.) Will +3(+1+1+1wis) ( immune to magic sleep effects, +2 racial saving throw bonus against enchantment spells and effects.)

Attacks:(BAB +6/+1 , CMB +9 CMD 23 )

Elven curve blade:
1d10 18–20/×2 — 7 lbs. S —

Essentially a longer version of a scimitar, but with a thinner blade, the elven curve blade is exceptionally rare. You receive a +2 circumstance bonus to your CMD whenever a foe attempts to sunder your elven curve blade because of its flexible metal.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls with an elven curve blade that is sized for you, even though it isn't a light weapon. 1d10 18–20/×2 — 7 lbs Two Handed

MW Elven Curve Blade +11/+6 1d10+4 18–20/×2 (Two Handed) (Weap Focus)
Dagger : +9/+4, 1d4+3, 19-20 x2, 10'
Sap +9/+4, 1d6+3, ×2 2 lbs. B nonlethal
(+2 to hit and damage against reptilian humanoids)
(Sneak Attack +2d6)
Power Attack:
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

MW Composite Longbow (+2 Str): +10/+5 1d8+2, x3, 110' (14 normal arrows, 1 reptilian humanoid bane )
Dagger, thrown : +10/+5, 1d4+3, 19-20 x2, 10'
(Point Blank Shot +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.)
((ACS) Rapid shot Two attacks at full attack bonus -2 )

Mythic Power Points 5 of 5 remaining (surge +d6, surprise strike, deadly dodge)

Skills:

Skill Ranks per Level: 3*(8 + Int modifier) + 4*(6 + Int. Mod) (48)

Acrobatics... 13 = 7 +4 D +3 class- 1 Armor
Climb......... 8 = 3 +3 S +3 Class - 1 Armor
Disable Device 8 = 2 +4 D +3 Class - 1 Armor
Escape Artist. 8 = 2 +4 D +3 Class - 1 Armor
Intimidate.... 5 = 2 +0 Ch +3 Class
Know (Local).. 4 = 1 +0 I +3 Class
Know (Dungeon) 4 = 1 +0 I +3 Class
Know (Nature). 4 = 1 +0 I +3 Class
Linguistics .. 4 = 1 +0 I +3 Class
Perception .. 13+ = 7 + 1 W +3 class +2 race (+ 1/2 rogue level v. traps)
Perform (Dance) 4 = 2 +0 Ch +3 Class - 1 Armor
Profession(canoeist)4 = 1 +0 I +3 Class
Ride __________ 7 = 1 +4 D +3 Class - 1 Armor
Sense Motive... 5 = 1 +1 W +3 Class
Sleight of Hand 7 = 1 +4 D +3 Class - 1 Armor
Stealth ..... 13 = 7 +4 D +3 Class - 1 Armor
Survival ..... 8 = 4 +1 W +3 Class (+ 1/2 ranger level to track)
Swim ......... 7 = 2 +3 S +3 Class - 1 armor
UMD .......... 5 = 2 +0 Ch +3 Class

Untrained:
Acrobatics 0 +4 D - Armor -- skilled
Appraise 0 +0 I
Bluff 0 +0 ch
Climb S -- skilled
Craft 0 +0 I
Diplomacy 0 +0 ch
Disguise 0 +0 ch
Escape Artist 0 +4 D - 0 Armor -- skilled
Heal 0 +1 w
Intimidate 0 +0 Ch
Perception 0 +1 w -- skilled
Ride 0 +4 D -- skilled
Sense Motive 0+1 w -- skilled
Spellcraft 0 +0 I
Stealth skilled D - 0 Armor -- skilled
Survival 0 +1 W - 0 Armor -- skilled
Swim -- skilled S -- skilled

The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Languages- Common, Elven, Draconic(Linguistics)

Feats and Traits and Rogue Talents and Rangerness:

Traits:None

Feats:
1st Dodge
3rd Point Blank Shot
5th Power Attack
7th Weapon Focus (Elven Curve Blade)

Rogue Talents:
2nd Trap Spotter

Ranger stuff
Favored Enemy: Reptilian humanoids.
Archery Combat Style (ACS) Rapid Shot
Endurance
Favored Terrain: Jungle

Magic Equipment:
CLW potion (beltpouch)

- 1 masterwork weapon (Curve Blade upgrade)
- 10 +1 arrows
- 1 masterwork chain shirt ( AC +4, ACP -1)

- MW Composite Longbow (+2 Str)

- 1 potion of Cure Serious Wounds
- 1 oil of Repair Serious Damage
- 2 oils of Magic Weapon

Equipment:

Current Load: {Limits: 86 Light lbs. or less 173 Medium lbs. 260 Heavy lbs.}

Combat weight 51 ; Total Load 52

Arms:
Leather (AC+2 Max Dex+6 ACP 0 Spell Fail 10% Speed 30 ft. 15 lbs.)
elven curve blade
1 dagger
sap

Shortbow (gifted to Ashshar)
Quiver with 9 normal arrows, 10 (+1 arrows) and 1 arrow (lizardman-bane?) made of steel and fletched with narrow metal flanges carved with runes

Traveller's outfit

Pouch, belt
Tindertwig 5x
Thieves Tools

Cash: 1PP, 14 gp, 19 sp

Waterskin

Background:

Rehil was born to an unhappy woman who only ever wanted her son to regain her position in House Thuranni. His mother, Felhia of House Thuranni, was forced from a life of sybaritic comfort and tantalizing intrigue when she lost the trust of her Thuranni masters. She was reassigned to Regalport where they could keep an eye on her.

Rehil was the product of one of many casual liasions she carried on to distract her from the anger and frustration of her new life. With his birth she discovered a new purpose, for him to reenter the Thuranni service, gain renown and a high place within the House and so vindicate her being.

She pushed him hard from birth, to recreate in him the cunning courtesan and master spy that she had been. He took well enough to the physical training, but lacked the will, intelligence and charm to succeed at her more devious lessons. In these fields, despite incessant lessons and drilling, he was a constant disappointment to her, but he was half the pieces she had to play in the game she had set herself. So his childhood was a sad miasma of training, failure, and criticism. His favorite memories are of the times when she would reminisce about her previous high posting in which she ran a salon which attracted the intelligent, the rich, the influential, and the beautiful of a city whose location she kept deliberately vague.

Occasionally he could escape and found relieved freedom running the alleys and rooftops of the city. Paradoxically the training, especially the long fruitless sessions on social graces, charm, and discernment with which his mother consumed his time prevented him from developing his own abilities in these areas naturally. He could never spend enough time with anyone to truly make friends.

She had lost none of her beauty or talent, and used these to leverage him a minor position in Thuranni. The House tutors were less hard than his mother, less brilliant, but they still found him wanting. He impressed them with his physical abilities, but lacked the scheming, the social graces and the sharp-witted improvisation that marked the real power of the House. Rehil was marked as a minor operative of no importance.

When an operation went bad through no fault of his, Rehil and His teammates on the burglary squad became the scapegoats of the mission leader. They were all re-stationed to minor posts at minimal expense. Someday they might prove valuable again by uncovering information from a remote area or providing a base for other operations should the House become interested in their area.

Now Rehil finds himself under "deep cover" in Q'barra. He has no access to Thuranni assets; his only communication is through dead drops. He's been told a few pass phrases and countersigns so that he can recognize his handlers if they ever wish to meet him face to face, but he doesn't know who they are.

He is smart enough to realize he's being punished by this obscure posting. He resents it, and thinks about just quitting. He feels that Thuranni wouldn't notice. But some vague hope of recovering the House's favor remains, and feeds a fantasy of some day gaining his mother's approbation.

Other details:

??? years old

Mythic:
Trickster

Mythic Power (Su): A wellspring of power. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Mythic Surge: 1d6 added to any d20 roll after the roll is made. Cost 1 MP.

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Surprise Strike (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

Deadly Dodge (Ex): As a swift action, you can expend one use of mythic power to gain a +4 dodge bonus to your AC until the start of your next turn. During this time, whenever a creature misses on a melee attack against you, it provokes an attack of opportunity from you. You can choose to either take this attack of opportunity or force that creature to reroll the attack and change the target to a creature of your choice that is adjacent to you and within the attacker's reach. This reroll uses the same modifiers as the initial attack roll.

Mythic Dodge Feat: Gain a +1 dodge bonus and expend mythic power to gain a +10 dodge bonus against one attack

Elven Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Constitution

Elves are Medium creatures and have no bonuses or penalties due to their size.Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Rogue Class Features:

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue'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 rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue 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 rogue 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 rogue 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 rogue cannot sneak attack while striking a creature with concealment.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Ranger Class Features:

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.


Rogue Class
Ranger Class

Experience= 15,047 after Mythic apotheosis 16,872 after Kalaktua

Notes:

Bokehn ... our initial House Tharashk employer, and Gatekeeper
Pooma ... chief of the friendly lizardfolk tribe
Portforged ... 137ben's first PC psionic warforged PC. Died at waterfall ambush.
Will and James_ex-companions. Cavalier-cleric and his dog.
Tal

Oula ... the nasty little Poisondusk shaman, croc rider
Jageela . another P-dusk shaman, rides a green-eyed blackscale (dead by party's hand)

Ygza .... Jag's 'black horse' blackscale (dead by party's hand)

Irret ... female Finback champion warrior (Dead by Zzej's hand)
Koouri ... Otto's Finback shaman (Dead by Zzej's hand)
Eshsheth . Otto's Finback jailer (Koouri's factotum)
Chief Ylyeshshi Ex-Finback chief (dead by party's hand)

Chief Zzej of the Skinwings and united tribes

Lizard Folk:
Blackscales -- the big bruisers
Poisondusk -- small archers
Cold Suns -- 'normal' lizardfolk

Cold Sun Tribes
River Serpents: Pooma's crew
Finbacks:
Skinwings:

First Finback Conference

Just after Portforged dies

dearthaireacha armais = comrades in arms, or some such, in elven

Da'Sheth -- the volcano holy site of lizardfolk where we failed to stop the despoiling troopers.

The vision in the Silver Flame
Back at Poomba's village after speaking to the Silver Flame.

The vision in Kalaktua's lair.

Action Points