Bone Devil

Gishou's page

24 posts. No reviews. No lists. No wishlists.


RSS


I think I have found a way for someone to keep attacking until they miss. You need two levels of siegebreaker fighter, eleven levels of fell rider cavalier, and the shield slam feat. Shield slam gives a free bull rush on hits with a shield, siegebreaker gives a free overrun if you succeed with a bull rush, and fell rider can make a free attack if overrun succeeds. Does this work?

Sorry if this has been asked before I am bad at using search.


I remember the 3.X book of vile darkness saying that cannibalism is only evil if it is done for power.

Sorry if this has been said as I did not read much of this yet.


I have wanted to make a fighter/monk using the rope dart for as long as I have known it was in Pathfinder.


I think even with bastard swords you still take the -2 if you use them like that. You may want to just get a nodachi if you want a Japanese sword bigger then a katana.


I think that it might just be unsafe to try to do much with positive/negative energy without some outside force helping you, To the point you have to not be very sane to try. just look at most NPC necromancers.


Maybe make it so that they have no penalty and make it so if an ally is using a tower shield for cover they also get the cover from attacks coming from that angle.


I do not see anything saying you can't do that but you may have a hard time getting a set of that masterwork or magic.


All of the scorpions I can find in my bestiaries use claws not pincers, so you can just keep the claws it starts with.


You can get a gore from a helm of the mammoth lord, so races with stuff better then two hooves might be preferable.


3 people marked this as a favorite.

If your GM lets you take it, you should take equipment trick (rock). It would let you treat rocks as normal weapons or improvised weapons, whichever is more beneficial for you.


Pick Aroden's Spellbane to stop all the bads trying to use Mage's Disjunction.


1 person marked this as a favorite.

I think that it is a much worse thing to do to someone then kill them.
You are effectively killing them and replacing them with someone who is opposed to everything they ever stood for.


The archetype for kobold fighters gives you step up for free at level 13 and makes it so a creature sharing a square with you is considered adjacent for the purposes of step up. why not just be a kobold?


The APG says "Armor Bonus: The number noted here is the eidolon's base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the eidolon's base form and some options available through its evolution pool. An eidolon cannot wear armor of any kind, as the armor interferes with the summoner's connection to the eidolon."

Can anyone tell me why it would be better to have an armor bonus and not a natural armor bonus for an eidolon?


You can get two more arms at level 10 as a summoner with aspect. so how does this ruling mess with this?


I think all this stuff is somewhat sad, but hay you got a funny to roleplay PC out of it.


Just found it on the prd it says in equipment "Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaves, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.

The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can't use it as a double weapon—only one end of the weapon can be used in any given round." don't know if that helps.


I think that with double weapons you can use it as a two handed with the damage bonus but if you do that you can not use the other side with two weapon fighting, sadly I do not remember if that is pathfinder or something from 3.0 that I am not remembering right.


I think that might depend on if you are getting the bonus damage from two handing the double weapon or not.


What if you have four hands and two longspears?


What if you have three hands?


So can I have an eidolon who has as many arms as it can and multiweapon Fight with unarmed strikes to get as many attacks as it has arms?


Can you use Multiweapon Fighting with unarmed strikes if you have three or more hands?


1 person marked this as a favorite.

You could try taking Leadership the next time you can pick a feat and have it be your cohort.

Full Name

Makirut Canan'ga

Race

Half-Orc

Classes/Levels

Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

Gender

Male

Size

Medium

Age

19

Special Abilities

Darkvision 60ft

Alignment

Neutral

Languages

Common, Orc, Giant, Draconic

Occupation

Merchant's Apprentice

Strength 13
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 12
Charisma 14

About Makirut

Lost Lands: Lost City
Obsidian
Init +2 Perception +5
fort +1 ref +4 will +3
HP 6/12
AC 15 T:12 F:13

Combat:
BAB +0
CMB +1
CMD 13

Melee
Long Sword +1 1d8+1(19-20/x2) -Slashing

Whip +1 1d3+1(20/x2) -Nonlethal
[Disarm, nonlethal, Trip, 15ft Reach]

Ranged
Shortbow +2 1d6(20/x3) Range-30' Arrowsx20

Conditions:n/a

Skills :
Skills are listed as (medium load)/(combat load).
Acrobatics: -1/2
Appraise: 6
Bluff: 6

Climb: -2/1
Craft: 2
Diplomacy: 6
Disable Device: 4/7

Disguise: 2
Escape Artist: -1/2
Heal: 1
Intimidate: 8
Local(KN): 7

Untrained (KN): 3
Perception: 5
ORATORY(Perf): 6
Untrained(Perf): 2
Ride: -1/1
Sense Motive: 1
Sleight of Hand: 2
Stealth: 3/6
Survival: 1
Swim: -2/1

Spells:
L0 Bard-
Detect Magic
Message
Prestidigitation
Read Magic

L1 Bard-
Expeditious Retreat: Your base land speed increases by 30ft.
Grease: make an object or 10ft of surface slippery

Feats:
Armor Proficiency (Light)
Shield Proficiency
Simple Weapon Proficiency++ longsword, rapier, sap, shortsword, shortbow, whip, falchion, and greataxe
Toughness(L1 Feat)
Additional Traits:[Vagabond Child, Armor Expert]-Campaign Bonus Feat

Equipment & Inventory:
Studded Leather Armor 20lbs (25gp) +3AC ACheckPenalty-1
-Hardness 2 approx 5 itemHP. 1min to don. 5Rounds to don hastily.

Long Sword 4lbs (15gp)
-Hardness 10 approx 30 itemHP.

Whip 2lbs (1gp)
-Hardness 2 approx 5 itemHP.

Shortbow 2lbs (30gp)
+Arrowsx20
-Hardness 5 approx 10 itemHP, Requires both hands.

Outfit(Explorer's)
Backpack
-Bedroll
-Rations x 8
-Waterskin x2
Spell Component Pouch
-A clear crystal (read magic)
-a piece of copper wire (message)
-a small steel jar of preserved fireflies (light)
-leather pouch with a few ounces of soot and salt mixture (comprehend languages)
-several wax sealed butter pellets (grease)
Belt Pouch A
-Candlex4
-Flint&Steel
Belt Pouch B
-Thieves' Tools
28gp 3s 6c

Encumbrance
6'2, 262 lbs, Makirut can carry (Light)50 lbs. (Medium)51–100 lbs. (Heavy)101–150 lbs.

Fully Loaded Weight=67.5 (medium)
Combat Load Weight=42.5 (light)

Character Features:
Level 0
Access to one additional spell of L1/Day for CHA bonus
Intimidating: Racial Bonus +2 to Intimidation
Orc Blood: Counts as both Human and Orc for effects related to race.
Orc Ferocity: 1/day if brought below 0HP, but not killed outright. 1/2 Orc has chance to fight on as if disabled for one round.
Weapon Familiarity: Greataxes and Falchions. "Orc" weapons are martial weapons.
Languages: (see above)
Level 1
-Bardic Knowledge (bonus to knowledge skill checks)
-Cantrips (4-L0, 3-L1)
+Archaeologist's Luck (often relies on luck to see him through)

Appearance:
A tall, broad gray-skinned man approaches you. By the silhouette, you can tell he bears the marks of orc-blood, and is unarmed. He carries fierce tusks, a rocky nose, jet hair and sharp ears bearing gold rings. His spindly mitts perch at ease on a broad black belt at his hips. The long jacket on the half-orc’s shoulders is a fading dark blue that hangs loosely open over a stained white shirt and dirty gray pants.
He walks deliberately, minding his boots upon the path. Every day, it is the same walk. Makirut meanders around the way pouting, thinking, taking it all in. At his neck, he wears a blue bandana with a silver compass. It is old; a sign of Sefagreth that contrasts his youthful face.
Picture

bio:
Background: As he would tell it, the half-orc was cast-out by family at birth. The Temple priests to Oghma in Bard's Gate supposedly took him in and raised him for a while. At some point, he ran away in search of his mother. The she-orc he found horrified him.
He was imprisoned as a slave in her tribe, and still bears the scars of his servitude.
What he learned of Grotaag and the Orc ways terrified him to his core, so he ran away again. Once released, he traveled for most of his short adolescent life. He has led his life as a bard and occasional apprentice.

Personality:
Whereas most bards would enliven or cajole you, Makirut aims to scare you. He has tweaked several Orcish fables, and presents them as horror stories in human taverns on his travels. He believes that through confronting these horrors in a safe setting, the forces of good commoners will be better prepared.
Any traveler who truly gets to know him will find him as lighthearted as many a voyaging bard. His intimidating stage presence is merely an act he uses to get by.

Motivation:What motivates him more than anything is his need to know. What training he has received is piecemeal so far. His bold independent streak has led him through a quick string of mentors: Longhunter rangers, frontier magicians, and rough merchants. Not all of them remember him fondly, but Makirut always means well.
Subjects of ancient and academic interest intrigue him, but he yearns for first-hand delve into Rappan Athuk. As a result, he's willing to take huge risks, not for the prestige, but for the lessons hiding within the earth.