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say you are large with a 10-foot reach and have the following feat chain;

Feats Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack, Whirlwind Attack.

I believe it is implied because you have to have the combat expertise, dodge, mobility, spring attack chain in order to get Whirlwind Attack, that you are allowed to move, attack and move again (with SPRING ATTACK), using WHIRLWIND ATTACK in your Spring Attack.

Correct me if I'm wrong and please explain why. Thanks in advance.
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Relevant feat descriptions are here along with some FAQ's
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Spring Attack (Combat)
You can deftly move up to a foe, strike, and withdraw before he can react.
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Normal: You cannot move before and after an attack.

FAQ
Can Vital Strike be used with Spring Attack? Can Vital Strike be used on a charge?

No. Vital Strike can only be used as part of an attack action, which is a specific kind of standard action. Spring Attack is a special kind of full-round action that includes the ability to make one melee attack, not one attack action. Charging uses similar language and can also not be used in combination with Vital Strike.

Can I use Spring Attack to make an attack from an ally’s square?

Let’s use a diagram of a 5-foot-wide hallway to help visualize this question. Periods are open squares. A is the acting character. Numbers are allies of A. X is the monster.

. . . . . A 1 2 3 X

Using the diagram as a model, the question is, “Can I use Spring Attack to move from A to 3, make an attack on the monster from 3’s square, then move back to A and end my turn?” The answer is “yes.” The key to understanding this is the general rule, “you cannot end your movement in an occupied square.” Spring Attack is a full-round action; it is not a move action, then an attack, and then another move action, it’s one continuous movement with an attack happening in the middle. Thus, with Spring Attack you’re not ending your movement until you end your movement for the turn. To look at it another way, if the character just wanted to move from A to 3 and back to A, that would be a legal move because he’s not ending his movement in 3, he’s ending his movement back in A. With Spring Attack, the character still isn’t ending his movement in 3; the feat gives him the ability to perform an attack as part of the continuous movement from A to 3 to A (regardless of whether that attack happens when he’s in an occupied square). (Even with speed 15, a character moving 15 feet from A to 3 and then 15 feet from 3 to A isn’t ending his movement in 3… using a move action to move 15 feet and a standard action to move 15 feet doesn’t mean he’s actually pausing halfway through his movement to change actions.)

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Whirlwind Attack (Combat)
You can strike out at every foe within reach.
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.


Plz advise what Race/Classes/Archetypes/Feats would optimize this Character?
Already determined what to make each Spear but if you have suggestions feel free;

Gae Buidhe (Yellow Spear) is a +1 Coup de Grace Adamantine Ranseur
Gae Dearg (Red Spear) is a +1 Brilliant Energy Ranseur


This is in the adventure path Curse of the Crimson Throne.
My Players are 50% power gamers, 50% hack and slash.
I need something to challenge them.
This is what the module gives me, but i'm not happy with it.
Any tips on building a better/deadlier Red Mantis assassin?
Potion/Scroll buffs in preference to item buffs, please

Assassin, Red Mantis
Male human fighter (two-weapon fighter) 2/red mantis assassin 5/rogue 3
LE Medium humanoid (human)
Init +5; Senses Perception +17
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Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 80 (10 HD; 8d8+2d10+30)
Fort +10, Ref +12, Will +5 (+1 vs. fear)
Defensive Abilities evasion, red shroud, trap sense +1
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Offense
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Speed 30 ft.
Melee dagger +12/+7 (1d4+1/19-20) or
. . dagger +12/+7 (1d4+1/19-20) or
. . dagger +12/+7 (1d4+1/19-20) or
. . dagger +12/+7 (1d4+1/19-20) or
. . mwk sawtooth sabre +15/+10 (1d8+3/19-20) or
. . mwk sawtooth sabre +15/+10 (1d8+3/19-20) or
. . unarmed strike +12/+7 (1d3+1 nonlethal)
Special Attacks sneak attack +4d6
Red Mantis Assassin Spell-Like Abilities (CL 5th; concentration +7)
. . 1/day—summon mantis
Red Mantis Assassin Spells Known (CL 5th; concentration +7)
. . 2nd (3/day)—cat's grace, invisibility, spider climb
. . 1st (5/day)—disguise self, expeditious excavation[APG], feather fall, jump
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Statistics
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Str 12, Dex 20, Con 16, Int 8, Wis 10, Cha 14
Base Atk +7; CMB +8; CMD 23
Feats Alertness, Blind-fight, Double Slice, Exotic Weapon Proficiency (sawtooth sabre), Greater Weapon Focus (sawtooth sabre), Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (sawtooth sabre), Weapon Specialization (sawtooth sabre)
Skills Acrobatics +18, Bluff +10, Diplomacy +6, Disable Device +10, Disguise +6, Escape Artist +12, Intimidate +15, Knowledge (local) +10, Perception +17, Sense Motive +2, Sleight of Hand +9, Stealth +18
Languages Common
SQ resurrection sense, rogue talent (lasting poison[APG]), trapfinding +1
Combat Gear mask of the mantis[ISWG], potion of resist fire 10, alchemist's fire; Other Gear +2 darkleaf cloth leather armor, dagger, dagger, dagger, dagger, mwk sawtooth sabre[ISWG], mwk sawtooth sabre[ISWG], cloak of resistance +1, thieves' tools
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Tracked Resources
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Alchemist's fire - 0/1
Dagger - 0/1
Dagger - 0/1
Dagger - 0/1
Dagger - 0/1
Mask of the mantis (3 charges) - 0/3
Potion of resist fire 10 - 0/1
Red Shroud (5 rounds, 3/day) (Su) - 0/3
Summon Mantis (1/day) (Sp) - 0/1
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Special Abilities
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Blind-Fight Re-roll misses because of concealment, other benefits.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Lasting Poison (Ex) Applying poison as a full-rd action makes it last for 2 hits, but foes save at +2.
Red Shroud (5 rounds, 3/day) (Su) Create a red mist around yourself that grants +1 AC and fast healing.
Resurrection Sense (Su) Sense if someone you killed within the last year is resurrected.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Summon Mantis (1/day) (Sp) Summon giant praying mantises.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.


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So I’m helping Deaths Adorable Apprentice out with an Azlanti Campaign setting, populating islands of the Shattered Continent with some pretty outrageous ideas attributed to the Earthfall.
I’m also creating some pirate, merchant, smuggler and even ghost ships.
That is the reason for this thread; What original ideas do any of you have for some SHIPS around the waters of Azlant & the Sightless Sea?
Below I have some examples of what I’ve come up with and would look forward to seeing what you can contribute.
If you could use the following format, it would be helpful. Thanks in advance. ;-)

Pirate Airship - - Cervantes’ Warhawk - - the Plane of Air - - CR 9 (Osirion made sailing ship)
DEFENSE: INIT +6, AC 16, touch 5; Hardness 5, hp 1,215 (sails 720), Save +12
OFFENSE: Maximum Speed 120 ft. Ranged 10 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +20; CMD 30, Ramming Damage 10d10 (reinforced keel)
CREW: Captain Cervantes Alba (CG male aasimar gunslinger 5/Brawler 5; Profession [sailor] +20), First Officer Wilbur M’Tura (CG male tiefling swashbuckler 9), 10 ship’s officers (CG human swashbuckler 1/fighter 5), 60 pirates (CN human rogue 3), 50 sailors (minimum 20)
EQUIPMENT: 10 light ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, reinforced extended keel, magically treated sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 5 points of plunder (ship’s arsenal and pirated goods). Many doors and chests are trapped to keep them off-limits to swabs and common sailors.

Cervantes’ Warhawk is Captained by Cervantes Alba, a notorious pirate Free Captain of the Shackles who has long plagued Chelish merchant shipping in the Inner Sea and Arcadian Ocean. Compact but fierce, Alba has more muscles than most his crew, he's known for carrying 5 single shot pistols and fighting in close with twin blades.
The Warhawk has a secret. It’s also an airship capable of calling forth a gate to the plane of air. One of Warhawks main tactics is to travel in the clouds to stay out of sight for as long as possible. Swooping in from on-high to use its reinforced keel to ram the target ship, usually crippling the other vessel, and making her the next mark in the Warhawk’s list of trophies. Alba is not known to leave survivors, but recycles taken ships to add to his pirate fleet.

Ships of the Shattered Continent:

Pirate Ship - - Devastation - - CR 9 Chelish man-o’-war (sailing ship)
DEFENSE: Init +4, AC 19, touch 2; Hardness 7, hp 1,620 (sails 960), Save +14
OFFENSE: Maximum Speed 120 ft. Ranged 20 light ballistae +3 (3d8/19–20), 2 standard catapults +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Paracount Sebastian Von Strom (LE male human fighter 10; Profession [sailor] +20; +1 on sailing checks to gain the upper hand), Commander Kera Toomes (LE female human cavalier 6), 14 ship’s officers (LE human aristocrat 2/expert 3), 120 Chelish pirates (LE human fighter 2), 60 sailors (minimum 20)
EQUIPMENT: 20 light ballistae with 400 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 120 squares of sails (four masts), Cargo 6 points of plunder (ship’s arsenal and stores)

Sebastian Von Strom is a Chelish Paracount turned pirate, stealing a man-o’-war pirate hunter, one of several powerful ships sent by Cheliax to patrol the western coasts of the Inner Sea region and occasionally scout along the edges of the Shackles. It was easy for him to trick the Chelish Naval captain into turning over command of the vessel to him and he gradually recruited and replaced the crew with pirates and sailors loyal to him. By replace, Captain Sebastian killed them quietly, or at least well away from the rest of the crews prying ears. Despite his Nobel beginnings he is perhaps the most feared Free Captain on the water, and not just because of his impressive ship, Devastation. He is blood thirsty and vicious, capable of the most heinous murders imaginable.

Pirate Ship - - Deathtoll - - Ethereal Plane - - CR 10 Urdefhan whaler ghostship (sailing ship)
DEFENSE: Init +8, AC 18, touch 2; Hardness 5 hp 1,620 (sails 360) Save +14
OFFENSE: Maximum Speed 120 ft. (magic; can submerge and reappear anywhere within 1 mile at will); Acceleration 30 ft., Ranged heavy ballista +11 (4d8/19–20) CMB +26; CMD 36 Ramming Damage 10d8, Maw of the Depths; Bite 10d8 (ignores hardness)
CREW: Captain Kenwight Wikdison (CE male half-fiend Urdefhan fighter 11; Profession [sailor] +16) 28 brine zombies, 20 male Urdefhan fighter3/rogue3,
EQUIPMENT: Gear heavy ballista with 20 bolts (fore), ram, bite, Cargo 4 points of plunder (stolen pirate treasure), 6070 spines of condemned souls used as teeth for the megalodon like maw of the vessel.

Kenwight is an urdefhan half-fiend spawn of a conjured daemon and an urdefhan female. He has risen to his high position of power rapidly and with vicious efficiency. This ruthlessness has earned him his prize, the Deathtoll, part Megalodon Ghost Shark, part urdefhan ship, capable of submerging and reappearing anywhere within 1 mile at will, as well as being able to go to the Ethereal Plane for 10 minutes every day.

Pirate Ship - - Morning Breeze/Devil’s Breath - - (Andoran merchant sailing ship)
DEFENSE: Init +5, AC 18, touch 5; Hardness 5, hp 1,450 (sails 750), Save +12
OFFENSE: Maximum Speed 120 ft. Acceleration 30 ft., Ranged 20 light ballistae +3 (3d8/19–20), 1 standard catapult +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Arin “Undertow” Wraithwind (N male undine expert3/rogue6; Profession [sailor] +20), 7 ship’s officers (LE human aristocrat 2/expert 3), 70 pirates (NE human fighter 2), 30 sailors (minimum 10)
EQUIPMENT: 10 light ballistae with 200 bolts (port and starboard), 1 standard catapult with 25 stones (aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 4 points of plunder (ship’s arsenal and stores)

This ship is glammered to appear as a slow moving merchant caravel (the “Morning Breeze”) when in reality it is a sleek, aggressive sailing ship (the “Devil’s Breath”).
Captained by the portly undine Arin “Undertow” Wraithwind, Arin plays up the merchant angle to the hilt. He even has his crew dress the part, keeping the ship under glamour most of the time, until he spies a likely target. This is when the glamour drops and the Devil’s Breaths’ pirate flag is raised and all bets are off. Undertow might be on the heavy side but he swims like a shark and fights like a dervish.

Smuggler’s Vessel, Elemental - - The Corbi - - (Varisian sailing ship)
DEFENSE: Init +8, AC 20, touch 5; Hardness 7, hp 1,200 (sails 600), Save +14
OFFENSE: Maximum Speed 240 ft. Acceleration 60 ft., Ranged 5 light ballistae +5 (3d8/19–20), CMB +25; CMD 35, Ramming Damage 5d8
CREW: Captain Elias Corbi (N male human rogue10; Profession [sailor] +20) 5 ship’s officers (LE human expert 3 / rogue 3), 10 pirates (NE human fighter 3), 20 sailors (minimum 10)
EQUIPMENT: 5 light ballistae with 100 bolts (port, starboard and aft), 1 standard catapult with 15 stones (fore), broad rudder, shallow keel, magically treated sails, light ram, rapid deploy silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 10 points of plunder (ship’s arsenal and smuggled stores)

This already sleek and fast smugglers vessel is also powered by a water elemental, effectively doubling its speed or rigging the ship for silent running at normal speed.
Captain Elias Portran was once a Chelish Naval captain when his Patrol boat was sunk by pirates. Injured, he was floating on the remnants of his ship when he was found by a female sylph smuggler called Corbi. She nursed him back to health and they fell in love. Corbi continued to smuggle but was betrayed while she was on land, and promptly hung for being a pirate. Elias, distraught, took her name for his last in remembrance. He has been smuggling and upgrading their ship ever since. He holds no love for the Chelish Navy.

Pirate Hunter - - Gold Kissed Pearl - - CR 10 Munavri man-o’-war (sailing ship)
DEFENSE: Init +8 AC 20, touch 10; Hardness 10, hp 1,620 (sails 960), Save +16, capable of teleporting between the Arcadian Ocean and the Sightless Sea 3/day.
OFFENSE: Maximum Speed 120 ft. Ranged 20 heavy ballistae +10 (4d8/19–20), 2 standard catapults +9 (6d6), CMB +27; CMD 37, Ramming Damage 10d8
CREW: Captain Francesca Caviezel (LG female half-dragon munavri paladin 10; Profession [sailor] +20) Commander Lazlo Kurl (LG male munavri cleric 6), 14 ship’s officers (NG munavri fighter 2/expert 3), 120 munavri free soldiers (NG munavri fighter 3), 60 sailors (minimum 20)
EQUIPMENT: 20 heavy ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (both fore), broad rudder, extended keel, magically treated sails, ram, rapid deploy silk sails, sturdy hull, 120 squares of violet sails (four masts), Cargo 8 points of plunder (ship’s arsenal and stores)

The polished, powerful violet-sailed, intricately carved ivory ship is part of the Munavri initiative to destroy the Urdefhan presence in the Sightless Sea, be they pirate or otherwise. The Pearl’s ability to teleport grants her a tremendous advantage when combating other vessels.
Captain Francesca Caviezel is a half gold dragon munavri paladin held in high esteem by much of the munavri race. Her part draconic heritage makes her a formidable combatant, resulting in her being a feared captain of the Sightless Sea. So much so, the Urdefhan flee the sight of her Gold Dragon flag unless they out number her. Francesca’s kind heart is only over matched by her tenacity.

Pirate Barrel Boat - - Barrel O’ Terrible - - CR 5 Derro barrel boat (submersible ship)
DEFENSE: INIT +4, AC 16, touch 5; Hardness 5, hp 610 (no sails), Save +8, (magic; can submerge and reappear anywhere within ½ mile at will);
OFFENSE: Maximum Speed 90 ft., 120 ft. for short sprints, Ranged 6 underwater ballistae +3 (3d8/19–20), CMB +10; CMD 20, Ramming Damage 5d8 plus 5d6 electricity damage (lightning coil ram),
CREW: Captain Driig (CE male derro sorcerer 4/oracle 4), Commander Zluur (CE male derro sorcerer 6, Profession [sailor] +14), 1 ship’s officer (CE derro fighter 4), 20 pirates (CE derro rogue 3), 20 sailors (minimum 10 who rotate out after each use of the lightning coil ram).
EQUIPMENT: 6 underwater ballistae with 120 bolts (2 port, 2 starboard, 1 fore and 1 aft), broad rudder, lightning coil ram, periscope, sturdy hull, Cargo 3 points of plunder (ship’s arsenal and pirated goods).

Each Barrel Boat is equipped with a lightning coil ram powered by the constant fo ot-peddling of derro sailors. It takes 3 full rounds to peddle enough to charge the Coil, 3 rounds the derro use to reposition. The Coil releases its charge when it deals ram damage, inflicting an additional 5d6 electricity damage to everyone in a 30ft cone in front of the boat at the point of impact Reflex DC15 for half, and automatically stunning the 10 sailors peddling the boat for 1 round, but dealing them no damage.
Barrel O’ Terrible is Captained by Driig, a notorious derro pirate Captain of the Silent Sea who has long plagued its waters. Crazy but possessed of an insane cunning, Driig is perhaps the most stable of his crew, he's known for carrying out brilliant ambushes utilizing 6 to 10 barrel boats.
The Barrel O’ Terribles’ ability to submerge and reappear is unique to Driig’s vessel. It’s workings are currently unknown to Commander Zluur, who will launch a mutiny against Captain Driig as soon as he can figure it out and take his place as captain.

[While the Barrel Boats are all R.A. Salvatore’s’, the lightning coil ram is all mine.]

Pirate Ship - - Wrath of Ydersius - - Serpentfolk man-o’-war (serpent ship)
DEFENSE: Init +8 AC 19, touch 5; Hardness 7, hp 1,215 (no sails), Save +16,
OFFENSE: Maximum Speed 120 ft. Ranged 30 light ballistae +8 (3d8/19–20), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Ssscarzina (NE female serpentfolk swashbuckler 10; Profession [sailor] +20) Commander Ssseperado (NE male serpentfolk rogue 6), 8 ship’s officers (NE serpentfolk fighter 2/rogue 3), 120 serpentfolk pirates (NE serpentfolk fighter 3), 90 sailors (minimum 30)
EQUIPMENT: 30 light ballistae with 300 bolts (port, starboard, fore and aft), broad rudder, linked extended keel, ram, sturdy hull, Cargo 6 points of plunder (ship’s arsenal and stores)

Made of darkwood and polished to a scaly shine, this powerful 450-ft long vessel magically unjulates sinuously and rapidly across the water, looking like great serpent. The 30-ft broad head of the ship gradually narrows to 5-ft wide at its tail. The head is capable of rearing 50-ft into the air and slamming down onto the deck, driving two 10-ft fangs into the target ship, hooking the two vessels together for boarding.
Captain Ssscarzina is a purecaste serpentfolk of white, red and gold scales, often referred to as Daughter to Ydersius by the degenerate serpentfolk. She fights with cold, casual, sinuous grace paired with deceptively quick strikes. Her intellect works the same way and she is most adept at flirting during a fight to distract her opponents if she deems them worthy adversaries.

Pirate Ship - - Eclipse All Light - - CR 10 (Drow sailing ship)
DEFENSE: INIT +7, AC 18, touch 5; Hardness 5, hp 1,215 (sails 720), Save +14
OFFENSE: Maximum Speed 120 ft. Ranged 10 heavy ballistae +5 (4d8/19–20), 2 standard catapults +6 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Maluster Darkholm (CE male drow magus 6/ rogue 4; Profession [sailor] +20), Commander Pyrjerolm Darkholm (CE male drow fighter 8), 10 ship’s officers (CE drow magus 6), 80 pirates (CE drow fighter 3), 40 sailors (minimum 20)
EQUIPMENT: 10 heavy ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically treated sails, quick release piercing ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 9 points of plunder (ship’s arsenal and pirated goods).

Eclipse All Light is a mat-black vessel enchanted with a variety of non-detection spells and countermeasures. It can go invisible and lay a false water wake via hallucinatory terrain 3 times per day for 1 minute each use. The ship can also cast deeper darkness at the pilots will.
Captain Maluster Darkholm is wiry, whip-quick and fights in-close with a rapier that absorbs blood. Maluster is an otherwise forgettable dark elf. This is an affection he purposely cultivates. He likes to blend in, as much as a drow elf can, using disguise kits and a hat of disguise. Even among other Darkholm elves he is virtually anonymous. Maluster is meticulous and never leaves evidence of his doings. He leaves no trace of himself and no one but Maluster knows how he disposes of his victims or their ships.

He possesses an artifact of the Darkholm, a tiny adamantine bell called the Anvilknell that when struck against the hull, can teleport any ship of 3-masted size or smaller to a massive ravine on a smallish island (called the Riven Isle) in the Shattered Continent, creating its own ship graveyard on dry land.

Spire Outrigger Skimmer - - (Mordant Spire skimmer)
DEFENSE: INIT +4, AC 16, touch 2; Hardness 5, hp 305 (sail 145), Save +10
OFFENSE: Maximum Speed 90 ft. Ranged 2 heavy crossbows +5 (1d10/19–20), CMB +10; CMD 15, Ramming Damage 3d8
CREW: 3 passengers.
EQUIPMENT: 2 heavy crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated low profile rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: None.

The Mordant Spire elves travel the perimeter of the Shattered Continent on skimmers. The outrigger magical vessels carry up to 3 elves on it to patrol. This outrigger skimmer has the ability to send messages back and forth between the Mordant Spire and other outrigger skimmers. The outrigger can be operated as a sailing ship using command words in elvish or manually.

Spire Surf Skimmer - - (Mordant Spire skimmer)
DEFENSE: INIT +4, AC 16, touch 2; Hardness 5, hp 150 (no sails), Save +12, Base Stealth +10
OFFENSE: Maximum Speed 90 ft. CMB +15; CMD 20, Ramming Damage 1d8
CREW: Single passenger, can carry 2 at half speed.
EQUIPMENT: long board, sturdy hull, Cargo: None.

The agile surf skimmer is designed primarily for stealth and maneuverability and its not uncommon to see Mordant Spire elves firing bows from the stable platform. The surf skimmer can move at a height of 2 feet above the water for up to 5 hours per day. It can also cloak the board and rider to look like a dolphin or a shark for up to an hour per day, making viewers from ships believe they are seeing large pods of dolphins escorting them.

Spire Ship - - Acavna’s Reach - - Adjacent to the Ethereal Plane (Mordant Spire sailing ship)
DEFENSE: INIT +8, AC 18, touch 5; Hardness 5, hp 1,215 (sails 720), Save +14
OFFENSE: Maximum Speed 120 ft. Ranged 20 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Retsulum Whitewave (LG male mordant elf sorcerer 10; Profession [sailor] +20), Commander Mlorej (LG male mordant elf rogue 8), 10 ship’s officers (LG male mordant elf magus (Spire Defenders) 6), 60 Vigilant Needle (LN male mordant elf fighter 3), 40 sailors (minimum 20)
EQUIPMENT: 20 Spire Surf Skimmers, 20 light ballistae with 400 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically treated low profile sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 4 points of plunder (ship’s arsenal and ship’s stores).

Acavna’s Reach is constructed from some form of rune carved white wood that seems to radiate moonlight in the dark of night. The ship can also cast a variant of the daylight spell that generates moonlight at the pilots will.
In addition the ship and its occupants each have the ability to Ghostwalk as a swift action with a range of “personal”, targeting either the ship or any passenger whose been on the ship for 24 hours or more, for a duration of 1 round up to 3 times per day. The initiator steps through to the borderland between the Material and the Ethereal planes, becoming an incorporeal figure in both realities for a few moments. Until the beginning of his next turn, the initiator or ship gains the incorporeal subtype. This is an Ethereal plane using maneuver.
Captain Retsulum Whitewave is a witty if dour Mordant Spire Elf with a regal and commanding personality. He is in command of a small fleet of Mordant Spire outrigger and surf skimmers.

The Ghostship - - Roaming Rift to many places - - "Ghostship stories have been floating around forever about ghost ships encountered in every corner of the seas. Why, in my day, I was sailing along the Arcadian Ocean, when up in air for all to see, an enormous ship sailing some 200 leagues above me. Why I had such a start, I know my tongue plain dried up! Now I was mighty uncomfortable wit' it smack dab right above me but then a saw a second ship IN-THE-AIR! An' it was tacking straight for us! I mean them, them fellers' above me, so I turned port an' picked up a few knots. An' the ships above me turned an' matched my course an' speed! I was struck dumber than my first mate, Willie. I would've changed course again but I knew it was too late, an the second ship, why it was as transparent as colored glass! I thought they would collide above me and rain so much debris around me I’d be sunk fer sure. THAT DIDN'T HAPPEN. That second ship, the smaller ship, hit the bigger ship in the aft, an' done sucked up that bigger ship, masts and all…"
partial decree of the august bodies of Such & Such; "...are of the opinion that the second ship, the, er, Ghostship was in fact an extra-dimensional vessel that served as a gateway to another plane, and based on the stars and moons lunar alignment, the Plane of Air..."


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1. Fireball is cast, as it leaves casters hand it explodes into a 20' ball of eye stinging soapy suds.
2. Magic Missile is cast, each missile strikes as normal, leaving behind a tacky red paint-like substance.
3. Lightning Bolt is cast, each target struck is left with 10d6 gold pieces in their square.


I am Nemesis wrote:
DthKnell wrote:
Yeah that prestige class [Master Chymist] is pretty much Hulk for Pathfinder. That or Venom... if you choose your Discoveries and Extracts carefully it fits quite well actually.
ooooo, Venom. hadn't thought of that. Damn. Now i'm really, REALLY interested!! ;-)

Sooo I just used this;

The Hulk in The Pathfinder Roleplaying Game by Neal_Litherland Sep 27, 2014 Edited Oct 5, 2014:

Prepare to Hulk Out
For many comic book fans the Incredible Hulk represents the slim margin by which the darker forces of human nature are held in check. For others he represents the power that everyone holds inside of them. No one can deny that the appeal of the Hulk lies in the freedom that comes with letting the monster loose to smash until its heart's content, though.
This guide will walk players through every step of creating their own Hulks using the Pathfinder roleplaying game. That said this is not the only way to make a Hulk; it's your character so feel free to build it the way you want. This build has been field-tested though, so it is a good idea to at least consider following these steps.

Begin at The Beginning: Attributes, Race, and Traits
Before there was a Hulk there was Bruce Banner, celebrated nuclear physicist. Bruce is a human, and his intelligence is likely his high score (though for practicality's sake it's a good idea to put good stats in strength and constitution as well). When it comes to traits it's a good idea to think about what you want your Hulk to be doing. If he's going to be brewing up his own chemicals then a trait like alchemical adept(which provides a +2 on all craft [alchemy] checks and states that unless you roll a natural one on a check that you ruin no raw materials) might be what you need. If a life on the run has made your Hulk twitchy then reactionary (which provides a +2 to your initiative) is also a good option. Trait bonuses need to be geared toward abilities you're going to use often, so think carefully.

Start With A Base of Ragechemist
The obvious beginning for Bruce Banner is an alchemist, but not just any alchemist! The Ragechemist variant (Ultimate Combat) provides abilities that are more conducive to a real hulk-out. Ragechemists lose most of the alchemist's poison-based abilities but instead gain the Rage mutagen feature, and increased natural armor and damage-dealing capabilities.
It's important to remember that when a Ragechemist takes any kind of damage during a round in which the Rage mutagen is active the character has to make a Will save or take a -2 to both Intelligence and Will saves. These penalties stack in successive rounds. It's a steep price to pay, particularly since alchemists do not receive a good base will save. Feats like Iron Will (Core Rule Book 129) can grant bonuses, and any and all items that can increase this save should be invested in heavily.

Add A Dose of Barbarian
In addition to the Ragechemist players should add at least one level of the Drunken Brute (Advanced Player's Guide) to the list. The Drunken Brute grants the character the Rage class feature, another strength and constitution bump, and it also gives a character the ability to drink a potion or similar item (like a mutagen) as a move action that doesn't provoke an attack of opportunity. That's a handy power given how many things this build might need quaff when it's time to roll initiative. Players also gain access to more armor and martial weapon proficiency, which can make what was an already dangerous character even more threatening.
While it's up to you if you want to pursue more than a single level of barbarian, you shouldn't take more than two levels. The Ragechemist is going to provide more useful, and more thematically appropriate, benefits to your character. Ideally the Drunken Brute should be your second level, but for those who want to max out their hit points you can take it as your first level instead.

Stir in The Master Chymist
The Master Chymist prestige Class (Advanced Player's Guide) is the key to a solid Hulk. Based off the Jekyll and Hyde archetype, this prestige class is what alchemists who rely too much on their mutagens tend to become; a divided being where one half will have its own feelings, alignment, goals, and desires separate from the other persona that it shares a body with. Worse, while it was mutagen that gave this chimerical form its birth the changes can occur of their own volition after this class is taken.
The Master Chymist requires an alchemist who can make at least 3rd level extracts, and who have either the feral mutagen (which I would recommend) or infuse mutagen discoveries. That means that it takes at least 7 levels of Ragechemist, with a single level of Drunken Brute. This means that level 9 is when you really get to hulk out.
In addition to the flavorful effects of having an honest-to-goodness Hulk and Banner pair on your hands the Master Chymist gains other useful abilities. Increased access to extracts, continuing bomb damage, but also access to chimerical abilities that alter the shape and powers of the Hulk form. These abilities can make Hulk tougher, stronger, and may allow him to remain in the world for longer periods of time. Master Chymists also gain Brutality, allowing them to do even more damage than their altered physiology would allow.

Discovery Recommendations
For this build to work players need to take either the infuse mutagen discovery (allowing the creation of multiple mutagens) or feral mutagen (which provides two claws and a bite attack, along with an intimidate boost). If a player takes only one of these that's 1 of 3 discoveries before becoming a Master Chymist.
So what should the other two be?
Well that depends on what you want to do with your Hulk. If you want him to be a bomb-thrower then it's a good idea to take the precise bombs discovery to keep your allies out of the blast. On the other hand if you're intending to be mixing it up with enemies in melee then it's a good idea to also take the infuse mutagen (for backup imbibing), or a discovery like spontaneous healing which will keep you on your feet just a little bit longer.
As to the Advanced Mutagen ability granted by the Master Chymist class, again it depends on what you want your Hulk to do. If you're going to be a grappler (a personal recommendation) then the Burly ability will be useful for clamping down hard on enemies. Dual Mind provides a bonus to that dangerously low Will save, and Extended Mutagen allows the Hulk to exist for longer periods of time.
Ask what it is you're planning to do (especially if it's something other than Smash), and pick your discoveries accordingly.

Feats
Unlike some builds your Hulk is a product of chemistry and magic, rather than a carefully chosen feat tree. However, there are still several feats that can make combat that much more overpowered in your favor.
Improved Unarmed Strike (Core Rule Book 128): Make unarmed attacks as if armed.
Improved Grapple (Core Rule Book127): Make grapple attacks without provoking attacks of opportunity. Add +2 to CMB and CMD for grappling.
Greater Grapple (Core Rule Book125): Gain an additional +2 to CMB and CMD for grappling. Maintaining a grapple is now considered a move action, allowing a possible two grapple actions per turn.
The tree above is good for those who want to grab enemies and crush them into pulp. It utilizes the extreme strength of the Hulk, and takes away many enemies' abilities to harm you (since two handed weapons can't be wielded while grappled, and casting spells becomes much more difficult).
Power Attack (Core Rule Book 131): Take a negative to your to-hit, gain a bonus to damage.
Improved Sunder (Core Rule Book128): Receive a +2 to CMB and CMD on sunder maneuvers. Perform a sunder maneuver without provoking an attack of opportunity.
Greater Sunder (Core Rule Book125) Gain an additional +2 to CMB and CMD for sunder maneuvers. Any leftover damage when an item is sundered is transferred to the wielder.
While there are other feats (the Vital Strike tree is appealing for Hulks who are going to wield a greatsword or similarly huge weapon), these two most mimic the character's comic book style. As always, feat selections should be geared toward your fighting style and what most benefits your Hulk.

Skills
Which skills should Banner have? That depends largely on how you intend to play him and his alter ego. You do have a minimum of 5 (4+1 for being human) even if you had no intelligence bonus. You should though, since a high intelligence is key for the character.
Recommended skills include:
Craft (Alchemy): This is a no-brainer. Alchemists will be able to create so many items so quickly that there's no reason parties shouldn't have a treasure trove of alchemical weapons.
Intimidate: Bruce and Hulk are both frightening in their own ways. While the skill doesn't change too much, it's a fun challenge to try and use different kinds of intimidation in different forms. Bruce might describe the process by which his body will change, or bring up discussions about things the Hulk has done. Hulk, on the other hand, might twist a steel sword out of true and growl menacingly.
Use Magic Device: Neither Bruce or Hulk get spells, per say. But spell completion items are still great things to have on hand in a pinch.
Perception: Because when you're being hunted by the U.S. Army, it makes sense to be twitchy.
Spellcraft: Knowledge is power, and being able to understand the magic flowing through the world is an important skill.
Since you should have an intelligence modifier other skills to invest in include survival, disable device, knowledge (nature), knowledge (arcana), and heal. As always though skill selection should be based on what role your Hulk is fulfilling in the party.

Extracts and Equipment
Alchemists don't get spells, but you do get extracts. While the selection can be quite varied, there are several that should be selected at lower levels. Shield is chief among them, as is Bull's Strength and Enlarge Person. Other useful ones for brawlers and grapplers include Thorn Body, Barkskin, Invisibility, Haste, and Displacement.
As to what gear your Brute Squad should be carrying that also varies. Alchemical items are a given, including classic choices like tanglefoot bags, alchemist fire, and holy water. That said, items like troll styptics (which grant characters fast healing for a short period of time) are great to have on hand in the event the cleric goes down. Beyond these items though it's important to invest in good armor and other AC boosting items like rings of protection, amulets of natural armor, etc. Your Hulk isn't indestructible, so it's important to make sure he shrugs off as many attacks as possible. Any stat-boosting items are a good idea, especially if they help strength, constitution, dexterity, intelligence or wisdom. Charisma is often the one that falls by the wayside here. Hulk is a simple creature, and most of his capabilities come from your class abilities instead of his equipment.
Lastly, it's important to have the right equipment to carry all your extracts, potions, and alchemical gear. The bandolier and the adventurer's sash are great options for those who want to have their gear right to hand and ready to throw.


to create this as a base:
Venom:

Versatile human alchemist (ragechemist) 7/barbarian (drunken brute) 2/master chymist 3 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Player's Guide 26, 78, 267, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 25)
CE Large outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 26, touch 8, flat-footed 25 (+10 armor, +1 Dex, +4 natural, -2 rage, +4 shield, -1 size)
hp 149 (12 HD; 7d8+3d10+2d12+79)
Fort +16, Ref +9, Will +10; +4 bonus vs. poison
Defensive Abilities fortification 50%, uncanny dodge; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee gauntlet (from armor) +21/+16 (1d4+14) or
. . unarmed strike +21/+16 (1d4+14+1d6 piercing) or
. . bite +21 (2d6+14+1d6 piercing), 2 claws +22 (1d8+14+1d6 piercing)
Ranged bomb +11 (4d6+2 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks bomb 9/day (4d6+2 fire, DC 15), powerful build, rage (10 rounds/day), rage power (knockdown[APG])
Alchemist (Ragechemist) Extracts Prepared (CL 9th; concentration +11)
. . 3rd—displacement, haste, thorn body[APG]
. . 2nd—barkskin (3), bull's strength (2)
. . 1st—enlarge person (3, DC 13), shield (3)
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Statistics
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Str 34, Dex 13, Con 22, Int 14, Wis 16, Cha 7
Base Atk +10; CMB +24 (+28 grapple); CMD 33 (35 vs. grapple)
Feats Brew Potion, Feral Combat Training[UC], Greater Grapple, Improved Grapple, Improved Unarmed Strike, Iron Will, Throw Anything, Weapon Focus (claw)
Traits accelerated drinker, bruising intellect, enduring mutagen
Flaws exiled, implacable
Skills Acrobatics +14, Bluff +0, Climb +17, Craft (alchemy) +9 (+16 to create alchemical items), Diplomacy +0, Heal +15, Intimidate +9, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Perception +15, Sense Motive +15, Stealth +10, Survival +15 (+19 in urban and underground settings), Swim +19, Use Magic Device +10; Racial Modifiers +2 Sense Motive, +2 Stealth
Languages Aklo, Azlanti, Common, Thassilonian
SQ advanced mutagen (burly[APG]), alchemy (alchemy crafting +7), discoveries (feral mutagen, preserve organs[UM], preserve organs[UM]), gutter rat[ARG], heart of the slums[ARG], heart of the streets[APG], imperious human[ARG], lost promise (bite), mixed heritage[ARG], mutagen (+4/-2, +2 natural armor, 100 minutes), mutagenic form, mutate, rage mutagen, raging drunk, scion of humanity[ARG], silver tongued[ARG], swift alchemy, truespeaker[ARG], umbral unmasking, versatile human[ARG]
Other Gear +5 mithral kikko armor[UC], alchemist starting formula book, 150 gp
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Tracked Resources
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Bomb 4d6+2 (9/day, DC 15) (Su) - 0/9
Feral Mutate: Phys Attr +4, Mental Attr -2, +2 Nat AC. (2/day) (Su) - 0/2
Knockdown (1/rage) (Ex) - 0/1
Rage (10 rounds/day) (Ex) - 0/10
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Special Abilities
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Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 4d6+2 (9/day, DC 15) (Su) Thrown Splash Weapon deals 4d6+2 fire damage.
Burly +1 (Ex) In mutagenic form gain bonus to Str/Con checks, Str skills, and CMB/CMD.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Feral Combat Training (Claw) Use Improved Unarmed Strike feats with chosen natural weapon.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Feral Mutate: Phys Attr +4, Mental Attr -2, +2 Nat AC. (2/day) (Su) Can assume mutagenic form without a mutagen, and crit or failed Fort save can force change.
Fortification 50% You have a chance to negate critical hits on attacks.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Gutter Rat Often second-class citizens living in sprawling ghettos and slums, these humans work hard to eke out an existence in a city. Replace the skilled racial trait with heart of the slums and the bonus feat racial trait with mixed heritage (heart of the st
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Imperious Human Hailing from either an empire, an emerging nation, or a controlling city-state, these humans are arrogant expansionists, absorbing others to their causes and culture. Replace the skilled racial trait with silver tongued and the bonus feat racial trai
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockdown (1/rage) (Ex) 1/rage, make a Trip maneuver without AoO
Lost Promise (Bite) Gain maw or claw tiefling alternate racial trait while evil.
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 100 minutes.
Mutagenic Form (Chaotic Evil) (Ex) Mutagenic form has a different alignment and personality from normal form.
Powerful Build Can function as one size larger where advantageous.
Preserve Organs 50% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Drunk (Ex) Move action: consume alchohol - this round does not count against rounds of rage/day.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Sturdy Rage Mutagen STR mutagen bonuses increase, but penalty to Will & Int when hurt (Will neg).
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Truespeaker Learn two languages for each rank you put in Linguistics.
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Help me refine this mixture, what do we need to make this build really VENOM
...and i don't mind losing BOMBS to do it.


Ok, i got my DM to agree to letting me create an evil MARVEL comics Daredevil in the HELL'S VENGEANCE campaign. The character is blind but has the echolocation spell in effect at all times, granting the character blindsight. I'm starting out as a monk up to 5th, taking the WAR SCHOLAR archetype and plan to use the Brawler's SHIELD CHAMPION archetype at 6th level, with a light quickdraw shield, renaming it BillyClub in the stat block. The Throwing Shield ability of the Shield Champion will allow me throw a light quickdraw shield (substituted w/ (L) billyclub) as a free action. RIGHT NOW, at this level the character does not throw the billyclub

So far we've played up to 4th level. The feats gruesome butcher & vengeance, the traits ex-iomedaean & thrune loyal agent were chosen for character flavor, turning an aasimar to evil. What I need now is help with feats for my anti-hero. Below is what my character looks like now. The two extra feats come from "home game" FLAWS inputted into Hero Lab, while Thrune Trusted Agent is free, granted by an oath to the Queen.

Any good suggestions out there in regard to feat selection or the build itself?
.
.
.
Devereaux Deville
Male versatile human monk (war scholar) 4 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7)
LE Medium outsider (native)
Init +16; Senses blindsight 40 ft.; Perception +7 (+9 against Cheliax)
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Defense
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AC 25, touch 20, flat-footed 22 (+5 armor, +3 Dex, +7 untyped bonus)
hp 39 (4d8+16)
Fort +8, Ref +10, Will +13; +2 circumstance vs. blinded or dazzled, +1 bonus vs. any good outsider and his minions.
Defensive Abilities evasion, thrune loyal agent; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 40 ft.
Melee (L) billy club +8 (2d6+8) or
. . gauntlet (from armor) +7 (1d3+7) or
. . unarmed strike +7 (1d3+7)
Special Attacks powerful build
Spell-Like Abilities (CL 4th; concentration +4)
. . At will—halo
. . 1/day—summon lantern archon
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Statistics
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Str 10, Dex 16, Con 16, Int 10, Wis 24, Cha 10
Base Atk +3; CMB +16; CMD 23
Feats Coordinated Maneuvers[APG], Gruesome Butcher (Cheliax) (Completed), Improved Initiative, Thrune Trusted Agent, Vengeance, Weapon Focus (shield, throwing; substituted w/ (L) billyclub)
Traits cosmic caravan (the star gazer), ex-iomedaean, reactionary, thrune loyal agent
Flaws *complete blindness, jingoism
Skills Acrobatics +9 (+13 to jump), Bluff +2 (+4 against Cheliax), Diplomacy +2, Intimidate +7 (+9 circumstance vs. evil creatures), Knowledge (dungeoneering) +5 (+12 to identify the abilities and weaknesses of creatures), Knowledge (local) +5 (+12 to identify the abilities and weaknesses of creatures), Knowledge (planes) +5 (+12 to identify the abilities and weaknesses of creatures), Knowledge (religion) +5 (+12 to identify the abilities and weaknesses of creatures), Linguistics +7, Perception +7 (+9 against Cheliax), Sense Motive +18 (+20 against Cheliax), Stealth +9, Survival +9 (+13 in urban and underground settings, +11 against Cheliax); Racial Modifiers +2 Sense Motive, +2 Stealth
Languages Abyssal, Celestial, Common, Infernal, Sylvan
SQ ac bonus, battle focus, fast movement, gutter rat[ARG], halo[ARG], heart of the slums[ARG], heart of the streets[APG], imperious human[ARG], ki pool (11 points magic), mixed heritage[ARG], monk vows (vow of celibacy[UM], vow of cleanliness[UM]), monster lore +7, rapid planning, scion of humanity[ARG], silver tongued[ARG], slow fall 20 ft., solo tactics, truespeaker[ARG], umbral unmasking, versatile human[ARG]
Combat Gear fire elemental gem, potion of cure moderate wounds (10), acid (9), alchemist's fire (10); Other Gear mithral kikko armor[UC], billy club[APG], sand acid, sand acid, sand acid, 5,560 gp
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Tracked Resources
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Acid - 0/9
Alchemist's fire - 0/10
Halo (At will) - 0/0
Hold Person (1/day) - 0/1
Ki Pool (11/day) (Su) - 0/11
Metal throwing shield - 0/1
Potion of cure moderate wounds - 0/10
Sand acid - 0/1
Sand acid - 0/1
Sand acid - 0/1
Summon Lantern Archon (1/day) (Sp) - 0/1
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Special Abilities
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AC Bonus (+7) The War Scholar adds his Wisdom bonus to AC and CMD, more at higher levels.
Battle Focus (Ex) Spend a move action to gain your wisdom modifier to damage.
Blindsight (40 feet) (Ex) Sense things and creatures without seeing them.
Coordinated Maneuvers +2 to CMB if adj ally with same feat. +4 if trying to break free of a grapple.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (+10 ft.) You add 10 or more feet to his base speed.
Gruesome Butcher (Cheliax) (Completed) +2 Bluff, Knowledge, Perception, Sense Motive, Survival weapon attack and damage rolls against Cheliax.
Gutter Rat Often second-class citizens living in sprawling ghettos and slums, these humans work hard to eke out an existence in a city. Replace the skilled racial trait with heart of the slums and the bonus feat racial trait with mixed heritage (heart of the st
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Imperious Human Hailing from either an empire, an emerging nation, or a controlling city-state, these humans are arrogant expansionists, absorbing others to their causes and culture. Replace the skilled racial trait with silver tongued and the bonus feat racial trai
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (11/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Monster Lore +7 (Ex) +7 to Knowledge checks when identifying the weaknessess of creatures.
Powerful Build Can function as one size larger where advantageous.
Rapid Planning (Ex) You can study the scene to give your allies bonuses in combat.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Thrune Trusted Agent Gain bonus to Ref and Will save when within 30 ft. of ally with feat, or increase effectiveness of aid another action.
Truespeaker Learn two languages for each rank you put in Linguistics.
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Vengeance (any good outsider) (Completed) +1 to att, dam, and saves vs. any good outsider and his minions.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Vow of Celibacy (+1 ki) The monk must abstain from all sexual and intimate physical activity. A monk with this vow takes it to an extreme, refusing to even share a room with another person, or sleeping on the opposite side of a camp from other people in a group. A celibate
Vow of Cleanliness (+1 ki) A monk undertaking this vow must wash daily. He must change into fresh clothes daily or shortly after his robes become dirty. His appearance must be kept immaculate, including either neatly braiding or shaving off his hair (and, for male monks, maint
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