Razorhorn

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Anyone have a lead where one might acquire all six of the modules at a price that would not cost me an organ ... or two?


I am not sure if there are problems with connecting through email, but I am unable to d/l the PDF for Bestiary 2. After personalising - no matter how long I wait - I just get bounced back to my D/L page. Any help would be greatly appreciated.


Hi there,

I sent an inquiry to Customer Service over two weeks ago and have yet to receive a reply. anyway I can confirm whether - in fact - it has been received?


Hi there,

I tried various search patterns and I did not seem to find an appropriate answer. I apologise, therefore, if there is a well establish protocol in this regard. I am about to begin the Slumbering Tsar Saga with my group and Diplomacy (Intimidate and Bluff too) will likely be important at certain points. I am wondering what the protocol is in respect to Diplomacy with multiple characters. I would tend toward saying if someone tries and fails, then that means no one from the party can try again for the stipulated 24 hours. Obviously there may be nuances, but this is where I am tending, but I do not see any specific direction within the rule-set. Any wisdom and direction would be most appreciated!

Race

Half-elf

Classes/Levels

Fighter-Lore Warden 1/ Inquisitor of Shelyn 2 | HP 31 | AC 20 / T 13 / F 17 | Fort +6 / Ref +4 / Will +7 | CMB +4 / CMD 17 (19 vs. grapple) |

Gender

M

Alignment

NG

About Vogue

146251-12 Vogue
Half-elf fighter (lore warden) 1/inquisitor of Shelyn 3 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Magic 46)
NG Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +13
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Defense
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AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 31 (4 HD; 3d8+1d10+6)
Fort +6, Ref +4, Will +7
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 darkwood elven branched spear +7 (1d8+2/×3) or
cestus +6 (1d4+1/19-20) or
dagger +6 (1d4+1/19-20)
Ranged longbow +6 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 darkwood elven branched spear)
Special Attacks judgment 1/day
Domain Spell-Like Abilities (CL 3rd; concentration +7)
7/day—bit of luck
Inquisitor Spell-Like Abilities (CL 3rd; concentration +7)
At will—detect alignment
Inquisitor Spells Known (CL 3rd; concentration +7)
1st (4/day)—cure light wounds, protection from evil, shield of faith, weapons against evil
0 (at will)—create water, detect magic, guidance, prestidigitation, read magic, resistance, stabilize
Domain Luck
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Statistics
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Str 12, Dex 16, Con 12, Int 12, Wis 18, Cha 7
Base Atk +3; CMB +4; CMD 17 (19 vs. grapple)
Feats Combat Reflexes, Coordinated Maneuvers[APG], Phalanx Formation, Weapon Finesse
Traits reckless, two-world magic
Skills Acrobatics +7 (+3 to jump), Appraise +5, Climb +5, Escape Artist +3, Heal +10, Intimidate -1, Knowledge (arcana) +5, Knowledge (planes) +5, Knowledge (religion) +8, Perception +13, Sense Motive +10, Spellcraft +8, Survival +8, Swim +2; Racial Modifiers +2 Escape Artist, +2 Perception
Languages Azlanti, Common, Elven
SQ determination, elf blood, monster lore +4, slender, stern gaze +1, track +1
Combat Gear alchemist's fire, antiplague[APG], antitoxin, smelling salts[APG]; Other Gear +1 agile breastplate[APG], +1 darkwood elven branched spear, arrows (20), blunt arrows[APG] (20), cestus[APG], dagger, longbow, ioun torch ioun stone[APG], sleeves of many garments[UE], courtesan's kit[ACG], holy symbol with compartment[UE], masterwork backpack[APG], mirror, obal[ACG] (12), signet ring, silk rope (50 ft.), silver holy symbol, wrist sheath, spring loaded, 392 gp
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Special Abilities
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Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Coordinated Maneuvers +2 to CMB if adj ally with same feat. +4 if trying to break free of a grapple.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (1/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Inquisitor Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Slender +2 to grapple CMB when attempting to escape a grapple.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Track +1 Add the listed bonus to Survival checks made to track.

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