Dr Lucky

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I'm too lazy to go through and format this for the board. Uses a falchion which it can throw abilities on with its bonded ability. Should be a pretty tough fight if the party isn't ready for it. I wanted to see what the vampire bbeg would look like so I stated it up. It's splendid ring is the most expensive item on the guy, but a BBEG should have a at least one cool item.

Vampire BBEG (CR 15, XP 51,200)
Male Human Vampire Antipaladin 14 (Pathfinder RPG Advanced Player's Guide 118)
CE Medium undead (humanoid, human)
Init +7; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 38, touch 17, flat-footed 36 (+13 armor, +1 Dex, +8 natural, +5 deflection, +1 dodge)
hp 200 (14d10+112); fast healing 5
Fort +26, Ref +20, Will +21; +4 bonus vs. channeled energy
Defensive Abilities channel resistance +4, fortification 25%; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10; SR 22
Weakness vampire weaknesses
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Offense
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Speed 20 ft.
Melee +1 cold iron spiked gauntlet +25/+20/+15 (1d4+11) and
+1 silver spiked gauntlet +25/+20/+15 (1d4+10) and
+5 living steel falchion +30/+25/+20 (2d4+20/18-20) and
slam +19 (1d4+5)
Special Attacks channel negative energy 6/day (DC 23, 7d6), aura of sin, blood drain, children of the night, create spawn, dominate (DC 23), energy drain (2 levels, DC 23), smite good
Spell-Like Abilities (CL 14th; concentration +20)
At will—detect good
Antipaladin Spells Prepared (CL 11th; concentration +17):
4th—greater invisibility, inflict serious wounds (DC 20)
3rd—blade of dark triumph[UM] (DC 19), deadly juggernaut[UC]
2nd—corruption resistance[APG] (DC 18), invisibility, litany of defense[UC], silence (DC 18)
1st—death knell (DC 17), doom (DC 17), murderous command[UM] (DC 17), murderous command[UM] (DC 17), protection from good
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Statistics
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Str 30, Dex 16, Con —, Int 13, Wis 12, Cha 23
Base Atk +14; CMB +24; CMD 43
Feats Alertness, Cleave, Cleaving Finish[UC], Combat Reflexes, Dazzling Display, Dodge, Improved Initiative, Intimidating Prowess, Leadership, Lightning Reflexes, Power Attack, Shatter Defenses, Toughness, Weapon Focus (falchion)
Skills Acrobatics +1, Bluff +18, Diplomacy +20, Handle Animal +12, Intimidate +33, Knowledge (religion) +5, Perception +16, Sense Motive +30, Stealth +10; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common
SQ aura of cowardice, aura of despair, aura of evil, aura of vengeance, change shape, channel negative energy, cruelties (cruelty [paralyzed], cruelty [shaken], cruelty [staggered], cruelty [stunned]), fiendish boons (fiendish boon [weapon]), gaseous form, shadowless, spider climb, touch of corruption, unholy resilience
Combat Gear cloak of the hedge wizard (abjuration), jaunt boots; Other Gear +4 fortification (light) full plate, +1 cold iron spiked gauntlet, +1 silver spiked gauntlet, +5 living steel falchion, amulet of natural armor +2, belt of giant strength +4, headband of alluring charisma +4, ring of splendid security
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Special Abilities
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Antipaladin Channel Negative Energy 7d6 (6/day, DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Despair (Su) Enemies within 10' take a -2 penalty on all saving throws.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Aura of Sin (Su) Your weapons, and attacks against enemies within 10' of you are considered evil-aligned for the purpose of overcoming damage reduction.
Aura of Vengeance (Su) You may expend two uses of your Smite Good ability to allow your allies within 10' to Smite Good, using your bonuses.
Blood Drain (Ex) Suck blood for 1d4 CON dam when pin foe and gain 5 Hp.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Cruelty (Paralyzed, DC 23) (1 rd, DC 23) (Su) When you use your Touch of Corruption ability, you may also paralyze your target for 1 rd.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty (Shaken, DC 23) (14 rds, DC 23) (Su) When you use your Touch of Corruption ability, you may also make your target shaken for 1r/Antipaladin level

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty (Staggered, DC 23) (7 rds, DC 23) (Su) When you use your touch of corruption ability, you may also make your target staggered for 1 rd per 2 Antipaladin levels

You may only apply a single Cruelty ability to each use of touch of corruption, chosen when used.
Cruelty (Stunned, DC 23) (3 rds, DC 23) (Su) When you use your Touch of Corruption ability, you may also make your target stunned for 1 rd/4 Antipaladin levels.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazzling Display (Falchion) Intimidate check to demoralize can affect those within 30' who see you.
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Dominate (DC 23) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Drain (2 levels, DC 23) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fiendish Boon (Weapon +4, 3/day) (14 minutes, 3/day) (Sp) You can enhance your weapon for 1 minute per level one or more times per day.
Fortification 25% You have a chance to negate critical hits on attacks.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Jaunt boots (3/day) When make 5 ft step, move up to 15 ft without AoO.
Leadership (Base Score 20) You attract loyal companions and devoted followers.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Ring of splendid security This extravagant ring is heavy with precious jewels. Even were the ring itself not magical, it would be worth thousands.

As fashions go in and out of style (or as your fancy shifts), you can alter the appearance of your armor, clothing, and even weaponry as you see fit at will as a standard action; this change is illusory and does not affect the actual abilities of gear or weapons (although drastic changes in size are beyond the scope of this ability).

A ring of splendid security’s primary purpose, though, is to grant you protection from harm. As long as it is worn, the ring grants you a +5 deflection bonus to AC, a +5 resistance bonus on saving throws, and spell resistance 22.

Construction
Requirements Forge Ring, minor image, resistance, shield or shield of faith, spell resistance; Cost 90,000 gp + 7,200 xp
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Smite Good (5/day) (Su) +6 to hit, +14 to damage, +6 deflection bonus to AC when used.
Spell Resistance (22) You have Spell Resistance.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Touch of Corruption (7d6, 13/day) (Su) You can inflict 7d6 damage, 13/day
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.


Rise of the Runelords 4/4
Legacy of Fire 3/5
Carrion Crown 0/6 (party wiped, completed adventure with group of paladins)
Skull and Shackles (4/5)


Why not P6? http://p6codex.com/

Here is a thread where the dude that put it together talks about it. http://paizo.com/threads/rzs2q1ra?P6-Codex-E6Pathfinder


I appreciate the replies. It was a concept for an NPC I've been working on and I was curious about this bit.


What happens if a Balor was able to become a LG Paladin and dies? Does it go to hell or does it get to hang out with Iomodae?


Anyway to get this to work on an iPad?


I tried character folio and didn't like it. iCS d20 I did like. It has bad reviews since it has issues with the first gen iPad. You can also email your character sheet as well, something character folio does not have.

Also check out PFRPG rd. with the ics and pfrpg I don't bring anything except dice to the game.


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Grand Magus wrote:

1. Battlestar Galactica (2004-2009) because they flew the fleet

into the sun.

WTF !!!

.

I liked the ending of Battlestar Galactica.


Jiggy wrote:
Adam Zeliasz wrote:
eventually I'll be wearing full plate.
Well, then you'd better multiclass, because clerics don't have heavy armor proficiency. ;)

I also vote to take the feat.


Mike Cargile wrote:

Me and my son have been playing pathfinder for a few months now and would like to build our own characters,but find the core rule book to be utterly confusing. Is there anything out there that is a step by step guide for building a character. I can't even level up my Ranger that I am currently playing.

Any help would be appreciated.Thanks

Well, I'll see what I can come up with. I'll cover what I do when I create a character.

Read all of the Core Rule book.
Particularly the race, class, skills, feats, ability scores, and spells section. This is just to get an idea on how everything works. You don't necessary have to read it all, but you want to understand how things work.

What type of character do I want to play?
The first question you need to ask whenever you make a character, is what type of character you want to play. Something like Aragorn, that would be a ranger. Maybe Dumbledore would be a wizard or sorcerer. It kind of keeps going from where with character types. The reason I do this first is, I have to have some type of goal at the end of building the character that I'm trying to reach.

For the purposes of this, I'm going to use the character I just finished working on for a new campaign starting up that I wanted to be a good two-handed fighting character, similar to Roy from Order of the Stick.
http://www.giantitp.com/comics/oots0001.html

Which Character Class should my character be?
What character class I want to have is the next question. This is similar to the first question, but sometimes you might want to go and do some random stuff. So I want to be Gandalf, right? Gandalf wasn't particularly a straight wizard as he would step up into melee and have a go with everyone else. This might lead me to do a fighter/wizard/eldritch knight or some variant of it.

For my two-handed fighter, I thought about going with a ranger but realized I'd like to go ahead and be proficient with heavy armor. I also like the idea of all those feats. So, we'll go with Fighter as the class

Character Stats and Race
There are a few ways to do character stats. 4D6, dropping the lowest. 3D6 with rerolls, 20 point buy, and it goes on and on. Generally, point buy will give the most balanced characters in the party and it allows a good bit of character optimization since you can decide where what stats go where. Page 16 in the core role book has what the point buy costs are.

So, then it comes to race. Race modifies certain abilities you have and stats you have. It's possible to do an elf fighter, but you take a hit to constitution.

For my fighter though, I like the idea of being a human with an extra feat at first level and skill point per level, so. Human fighter.

Character Build
I've seen people argue both ways with doing this. A character build is basically what your character will look like per level, when it comes to feats and skills and other what nots. Particularly, this is done with feats.

Skills
During the class description, it tells you what your class skills are. For class skills, these are the abilities in which your character has been “trained” in for their abilities. Wizards gain a lot of knowledge skills, bards gain perform, and other classes other skills and a lot of over lap. When you put a rank in a class skill, you get a one time automatic +3 for the skill.

So, for my fighter I put a rank into intimidate and I gain an automatic +3 to the skill, plus the skill “rank” (or point) into it, plus the ability modifier. So if I had a 10 charasima (which means 0 for the ability modifier) I'd be at a + 4 for Intimidate. If I put a rank into diplomacy, I'd only be at a +1 since it is not a class skill.

Each class gains a certain amount of hit points. Fighter gain 2+intelligence modifier. So, fighter with a twelve intelligence would have 3 hit points per level. Since I'm doinga human, I'll have 4 skill points per level. I can not have more ranks(or points) in a skill past my character level.

Hit Points
Hit points are fairly simple once you get the math.

First level, you gain your full hit die. Fighters have a d10. Lets say I have a constitution of 14, which means a +2 ability modifier. At first level I'd have 10(from my hit die) + 2 from my constitution score. This gets me 12 hit points. If I can have fighter as a favored class, this can allow me to gain an extra hit point or skill point. Since I'm doing a fighter, I'll go with the extra hit point so that means I have 13 hit points at first level.

At each additional level, there are a few ways to do this depending on the group, but usually you'd take the hit die and give it a roll. If I rolled a 7, I'd take the 13 I had and add 7. From 20 I'd add two from my constitution score and then another hit point for continuing to advance in fighter. So I'd be at 23 hit points.

Calculate saves
This is where you take your class saves and add it to your ability modifiers plus any other random modifiers to saves you might have.

Example is if I have a 13 dex, as a fighter I'd only have a +1 to my reflex save.

Equipment
This is where your purchase your starting equipment. Page 399 has your starting wealth depending on class.

Continue on
I could go further, but hopefully this helped. I'd recommend trying to fill in everything on the character sheet. At that point, the character should be built. Dorje offered the good advice, of simply following the book chapter by chapter, as it is fairly straight forward with what you need to do in character creation and acts as a guide in the steps.


My second DnD character. Thomas Becket. Clerical priest who was on a quest to complete a Staff of Law. Made him a one trick pony besides healing, and that was turn undead. Took every feat/item i could so that I could jack up the abilities.

Most memorable part was tunneling straight into the BBEG at the end of the module who gathered up all his posse. One turn undead later, room was filled with a hell of a lot of ashes.


hoosierloser wrote:

As a GM, I know where my comfort level/limit is on the number of players I want. I've played in games where there were 9 people at once (never doing that again). For myself, I prefer a group of 4-5 that have no animal companions. Currently, I am running a home brew campaign that consists of a human ranger, half elven wizard (evocation), And an elven paladin of saranrae. I have 3 more people that are interested in playing. For two of them, I had previously invited them to play, but their work schedules conflicted with when the game night is being hosted. All of them have character ideas that could help the group, those being a halfling rogue, human cleric, and a chaotic neutral goblin fighter, but I don't want to have a game with 6 players. I have read on here about taking each player and doing a 1 on 1 game with them in a try out of sorts, but I wanted to get feedback from the community on this.

I was in a game where, due to the kindness of the DM, the game got up to twelve players. I will say this, the battles turned into epic fights. But for a single encounter, since the DM was adjusting everything to equal our amount of players, it took three games sessions to do one encounter. It didn't help matters that at one point, the party split into three different groups as we were assaulting a castle.

After the end of that particular adventure though, he admitted that he didn't have the time to keep planning and doing games like that anymore. He put in place a system where the three longest playing, plus himself, voted to see who was to stay in the group with six players and one dm. We were given three votes each, and whoever collected the most would be invited to stay. His reasoning was that we would know who we like to play with and as we had gotten the group started, we should have a say.

Not sure if this helps, but just a way you could go about limiting the group. I'd recommend letting your players get to know who might be joining them and having them vote on who is accepted.


Alright. So check it. I've played a campaign where I was playing as an Inquisitor Tank. I'm going to try to tell you as much as I could remember, so this all from the top of my head. Note, this character was all about flanking and AC. It looks like from your post, that your character is already created. However, I'll cover what I did for the sake of sharing the character.

Name: Marrer (Based upon the Community episode of DnD)
Class: Inquisitor
Race: Half-Orc (w/sacred tattoo alternate racial)
Deity: Sarenrae

20 Point buy
Str 16
Dex 16
Con 14
Int 12
Wis 12
Cha 7

1-Iron Hide (+1 NAT Arm)
3-Shield Focus (extra +1 to shield AC) Teamwork-Precise Strike (extra 1d6 for flanking)
5-Dodge (+1 dodge)

From here, It was what ever I felt I needed. I went for more damage with power attack. I played the character until level 7, before we started a different campaign. around level 7-8. To my understanding, Iron hide will stack with other natural armor bonuses since it is untyped while an amulet is listed as enhancement. At least that's what myself and the DM agreed on. The following is the AC the character had when we stopped playing.

AC:31 =10(Base)+3(dex)+ 8(+2 Brestplate)+5(+2 hvy steel shield)+2(ring +2)+1(ironhide)+2(amulet of nat arm +2)

Popping the sacred judgement gives you even higher AC depending on your level.

For damage, it was fairly bursty. I had taken Power Attack, but due to BAB found that more often than not my attacks were missing more than hitting. I would only power attack then when I popped the judgement that increase your to hit. Thats the great thing about the Inquisitor btw, switching judgements around makes you very versatile.

The one drawback is damage. It was extremely bursty. With the weapon I had, i'd do anywhere from as low as like... 6-9 to as high as 30 depending on buffs/position in combat.


BluePigeon wrote:
Are there any good web comics out there that can tickle my fancy. I looking for just about anything, Pathfinder, D&D, general audience, mature content, etc. Anything with a link or two.

Another Gaming Comic is perhaps the best comic I've seen when it comes to covering DnD gamers. Horrible artwork but great stuff inside.


Catharsis wrote:

Int 7 Wis 7 are fit for a barbarian, not a divine role model. I realize this is an optimization guide, but still...!

I'm playing a female Paladin of Iomodea in a Kingmaker campaign with Int 7 and Wis 7. It has great role-playing possibilities as she is literally a dumb blond who has cha 18. So far she has been a hoot to role-play as I get to say the stupidest things I can possibly think of and continue to roleplay it out.


vash wrote:
Does the APG change any of the best builds for treeant guides, specifically the ranger? I'm building a ranger for a game that starts next week.

Yes and no.

Yes in the sense that their are new potential builds/combos that you can play with.

No in the sense that the guides are still good. They just do not include any of the new stuff.

The guides that Treantmonk has are that: guides. They are his play style and he gives his observations on them. Some of his views might change with the new stuff, but you will be fine following his guides when building your character. You just might not delve into the new stuff as much. :P


Abraham spalding wrote:
FunnyMan21 wrote:


Now, you can take this view on Asmodeus having Pally's and try to twist it for the CG deities. However until something official from Paizo is put out, it won't work. Two steps is just too severe. Go ahead and house rule away if you don't like it, but I believe you fail to grasp what the concept of a paladin truly means.

You fail to realize that the word "worship" doesn't mean what you think it does.

Also:

It's not house ruling since nothing in the paladin write up states you have to worship a god, or that if you do that god has to be within 1 step of your alignment.

Those rules are for clerics, a completely different class and do not apply to anyone else (including paladins).

I'd love for you to tell share what you believe 'worship' means, since we differ on views on the word apparently. Perhaps you would rather have me use such words as revere, glorify, or venerate?

I sat down and re-read the write up for Paladin. In the descriptive text for the class it clearly makes references to deity worship, or venerate if you prefer. According to RAW though, you are correct that it does not state that deity worship is required.


seekerofshadowlight wrote:
wraithstrike wrote:


Most of the time a devil's evil works in the background so a paladin of Asmodeus would not be out slaughtering villages(insert other evil act as needed). He would be out promoting Asmodeus "good name".
And that is spreading evil and helping evil to harm folks which breaks the code. But as always your free to rule it otherwise

I'm going to chime in again since no one has apparently read the Asmodeus article besides James.

Not sure if I can get in trouble for posting this much, but I'll roll with it.

Ahem. Okay, so, the jist of playing a Paladin of Asmodeus is thus: You are being lied to. You have been taught the wrong tenants of the Asmodeus faith. You are not in a place such as Cheliax which has wide Asmodeus worship. You are somewhere like... in the middle of no where or a good territory. Some where Asmodeus worship is illegal. You come in as a LG character and begin spreading Asmodeus religion. You hold true to certain tenants of the religion and are ignorant of the others. You view yourself as a reformer, if anything. Trying to get the word straight on Asmodeus, since people aren't viewing him right.

Now, you can take this view on Asmodeus having Pally's and try to twist it for the CG deities. However until something official from Paizo is put out, it won't work. Two steps is just too severe. Go ahead and house rule away if you don't like it, but I believe you fail to grasp what the concept of a paladin truly means. It's not something as simple as a Holy Warrior. It is based on the idea of chivalry as put out in the Song of Roland and is where the gaming concept of a Paladin came from.

Song of Roland


seekerofshadowlight wrote:

Joana it does say that even if it does not make a lick of sense. In golarion you need a god or bad things happen when ya die{or not good things anyhow] So if a paladin has a god why would he not serve them? It makes little sense you would not.

These gods have paladins

Abadar
Erastil
Iomedae
Irori
Sarenrae
Shelyn
Torag

I feel like pointing out that no one is mentioning paladins of Asmodeus. In the write up for the god in the Mother of Flies module, number 29 for those kids without it, it says paladins of Asmodeus exist. Page 63-64 writes how Asmodeus pulls it off and why he has them.

Thought I'd throw that bit out to cause a bit more arguing.