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![]() Temporary Hit Points: Do temporary hit point from the same source stack?:
No. Generally, effects do not stack if they are from the same source (Core Rulebook page 208, Combining Magical Effects). Although temporary hit points are not a "bonus," the principle still applies. This prevents a creature with energy drain (which grants the creature 5 temporary hit points when used) from draining an entire village of 100 people in order to gain 500 temporary hit points before the PCs arrive to fight it. Temporary hit points from different sources (such as an aid spell, a use of energy drain, and a vampiric touch spell) still stack with each other. posted September 2013
tada ![]()
![]() bitter lily wrote:
nope, leaving a threatened square still provokes. ![]()
![]() so i made a mr punchy, still working on background.
Spoiler: Dagon Male dwarf unchained monk 1 (Pathfinder Unchained 14) LN Medium humanoid (dwarf) Init +3; Senses darkvision 60 ft.; Perception +6 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 12 (+1 Dex, +2 Wis) hp 12 (1d10+2) Fort +4, Ref +3, Will +2; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. Melee unarmed strike +5/+5 (1d6+4 plus 1d4 bleed) Ranged cold iron shuriken +2/+2 (1d2+4) Special Attacks flurry of blows (unchained), hatred, stunning fist (1/day, DC 12) -------------------- Statistics -------------------- Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 10 Base Atk +1; CMB +5; CMD 18 (22 vs. bull rush, 22 vs. trip) Feats Belier's Bite, Deflect Arrows, Improved Unarmed Strike, Stunning Fist Traits friends and enemies, merchant of katheer, reactionary Skills Acrobatics +5 (+1 to jump), Appraise +5 (+7 to assess nonmagical metals or gemstones), Climb +8, Linguistics +1, Perception +6, Swim +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones Languages Common, Dwarven, Thassilonian SQ dwarf monk, rock stepper Combat Gear heatstone[ISWG]; Other Gear cold iron shuriken (50), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 1 gp -------------------- Special Abilities -------------------- -1 hardness vs. clay, metal, or stone objects. Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk’s unarmed strike (minimum of 0). Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage. Darkvision (60 feet) You can see in the dark (black and white only). Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon). Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step. Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack. Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName). Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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![]() i made a sneaky type! Spoiler: Shadow Male half-elf ranger 5/shadowdancer 10 N Medium humanoid (elf, human) Init +4; Senses darkvision 60 ft., low-light vision; Perception +23 -------------------- Defense -------------------- AC 26, touch 15, flat-footed 21 (+11 armor, +4 Dex, +1 dodge) hp 149 (15 HD; 10d8+5d10+65) Fort +11, Ref +13, Will +7; +2 vs. enchantments, +2 Luck bonus when in dim light Defensive Abilities defensive roll, improved evasion, improved uncanny dodge, shadow master; Immune sleep -------------------- Offense -------------------- Speed 30 ft. Melee +3 adamantine morningstar +21/+16/+11 (1d8+9) Ranged +1 speed composite longbow +17/+17/+12/+7 (1d8+7/×3) Special Attacks combat style (archery), favored enemies (humans +2, undead +4), shadow master Shadowdancer Spell-Like Abilities (CL 10th; concentration +11) . . 5/day—shadow illusion (DC 12) . . 4/day—shadow call (DC 18) . . 2/day—shadow power (DC 16) Ranger Spells Prepared (CL 2nd; concentration +5) . . 1st—endure elements, pass without trace -------------------- Statistics -------------------- Str 23, Dex 18, Con 18, Int 16, Wis 16, Cha 12 Base Atk +12; CMB +18; CMD 33 Feats Acrobatic Steps, Blind-fight, Combat Reflexes, Deadly Aim, Diehard, Dodge, Endurance, Mobility, Nimble Moves, Power Attack, Rapid Shot, Skill Focus (Stealth) Skills Acrobatics +21, Bluff +5, Climb +13, Diplomacy +5, Disable Device +20, Disguise +5, Escape Artist +21, Handle Animal +5, Heal +7, Intimidate +5, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (nature) +10, Perception +23, Perform (dance) +6, Ride +7, Sleight of Hand +21, Spellcraft +11, Stealth +37, Survival +21, Swim +13; Racial Modifiers +2 Perception Languages Aboleth, Common, Elven, Shae, Vanaran SQ elf blood, favored terrain (forest +2), hide in plain sight, hunter's bond (companions), rogue talents (combat trick, fast stealth, ledge walker), shadow jump, slippery mind, summon shadow, track +2, wild empathy +6 Other Gear +5 shadow, improved mithral breastplate, +1 speed composite longbow (+6 Str), +3 adamantine morningstar, belt of physical perfection +4, headband of mental superiority +2, masterwork thieves' tools, silk rope (100 ft.), waterskin, 61,671 gp -------------------- Special Abilities -------------------- Blind-Fight Re-roll misses because of concealment, other benefits. Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage. Defensive Roll (1/day) (Ex) When reduced below 0 Hp by an attack, can attempt to halve dam with Reflex save. Diehard You are stable and can choose how to act when at negative Hp. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty. Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes. Favored Enemy (Undead +4) (Ex) +4 to rolls vs. Favored Enemy (Undead) foes. Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest). Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft. Hunter's Bond (Companions) (3 rounds) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft. Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam. Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+. Ledge Walker (Ex) No penalty to use Acrobatics to move full speed on narrow surfaces & not flat footed. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area. Nimble Moves (20 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain. Power Attack -4/+8 You can subtract from your attack roll to add to your damage. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Shadow Jump (32 10-ft inc/day) (Su) Travel between shadows as dimension door, but must start and end in dim light. Shadow Master (Su) In dim light, gain DR 10/–, +2 to saves, and critical hit blinds foe 1d6 rds. Slippery Mind (Ex) If you fail a save vs. an Enchantment spell/effect, can re-save next rd. Summon Shadow (Su) Summon a Shadow to serve as your companion. Track +2 Add the listed bonus to survival checks made to track. Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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![]() Ok, so i made a ranger that i like, im going to sleep now. Spoiler: Dorusk Ullogar Male half-orc ranger (urban ranger) 1 (Pathfinder RPG Advanced Player's Guide 129) N Medium humanoid (human, orc) Init +4; Senses darkvision 90 ft.; Perception +6 -------------------- Defense -------------------- AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) hp 13 (1d10+3) Fort +4, Ref +4, Will +2 -------------------- Offense -------------------- Speed 30 ft. Melee battleaxe +4 (1d8+4/×3) or . . battleaxe +4 (1d8+3/×3) or . . dagger +4 (1d4+3/19-20) Ranged shortbow +3 (1d6/×3) Special Attacks favored enemy (humans +2) -------------------- Statistics -------------------- Str 16, Dex 14, Con 14, Int 14, Wis 14, Cha 10 Base Atk +1; CMB +4; CMD 16 Feats Endurance, Fast Learner[ARG], Hermean Blood[ISWG] Traits chance savior, child of the streets Skills Acrobatics +5, Climb +6, Craft (bows) +8, Disable Device +7, Knowledge (geography) +6, Knowledge (local) +6, Perception +6, Sleight of Hand +6, Stealth +5, Survival +6, Swim +6 Languages Abyssal, Common, Draconic, Orc SQ orc blood, track +1, wild empathy +1 Combat Gear heatstone[ISWG]; Other Gear studded leather, arrows (40), battleaxe, battleaxe, blunt arrows[APG] (20), dagger, shortbow, masterwork artisan's tools, masterwork thieves' tools, wrist sheath, spring loaded, wrist sheath, spring loaded, 34 gp -------------------- Special Abilities -------------------- Darkvision (90 feet) You can see in the dark (black and white only). Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes. Hermean Blood (Acrobatics, Escape Artist) 2 skills of your choice are class skills Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Track +1 Add the listed bonus to survival checks made to track. Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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![]() the ring of continuation works on spells with a 10 min/lvl duration and makes 1 a 24 hour duration. so i would expect an item that works on 1 min/lvl spells to cost at least the same amount. the Fearless aura feat is an option for later lvls ![]()
![]() The Chess wrote: Please read this link I already brought before with attention. how does a stone that functions like the ring change the way the ring works? ![]()
![]() Ring of Regeneration Aura strong conjuration; CL 15th Slot ring; Price 90,000 gp; Weight — Description
Construction Requirements Forge Ring, regenerate; Cost 45,000 gp So this doesn't count as magical healing? im aware that its outside the WBL guide, like i said, i got rid of the gear from a retired pfs character except for the ring. i even pulled him back a lvl to be in the range that was given. the ring tells you what it does, it does not give you regeneration. ![]()
![]() ring of regeneration doesnt give regeneration, or is healing from the ring not magical? ![]()
![]() i have a barbarion you can have, switched him to auto progresion to cut back on the gear.
Spoiler: Sarcon the Enduring Male half-orc barbarian (invulnerable rager) 12 (Pathfinder RPG Advanced Player's Guide 79) CE Medium humanoid (human, orc) Init +4; Senses Perception +17 -------------------- Defense -------------------- AC 23, touch 14, flat-footed 21 (+8 armor, +2 deflection, +2 Dex, +1 natural) hp 192 (12d12+48); regeneration 1 Fort +15, Ref +9, Will +9; +9 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies' DR 12/lethal, 6/—; Immune bleed; Resist fire 3, extreme endurance -------------------- Offense -------------------- Speed 40 ft. (30 ft. in armor) Melee +1 furious silversheen falchion +18/+13/+8 (2d4+8/18-20) or . . mwk halfling sling staff +18/+13/+8 (1d8+5/×3) Special Attacks greater rage (30 rounds/day), rage powers (beast totem[APG], beast totem, greater[APG], beast totem, lesser[APG], guarded life[APG], reckless abandon[APG], superstition +9) -------------------- Statistics -------------------- Str 21, Dex 14, Con 18, Int 10, Wis 14, Cha 10 Base Atk +12; CMB +17; CMD 31 Feats Cautious Fighter[ARG], Diehard, Endurance, Fast Healer[APG], Improved Stalwart[UC], Racial Heritage[APG], Stalwart[UC] Traits devotee of the green, reactionary Skills Acrobatics +10, Climb +9, Craft (tattoo) +12, Craft (weapons) +13, Intimidate +4, Knowledge (geography) +16, Knowledge (nature) +5, Perception +17, Survival +23; Racial Modifiers +6 Survival Languages Common, Orc SQ fast movement, heart of the wilderness, orc blood Combat Gear quick runner's shirt[UE], alchemist's fire, flame ink, permanent[ARG], flame ink, permanent[ARG], heatstone[ISWG]; Other Gear +2 agile breastplate[APG], +1 furious silversheen falchion, mwk halfling sling staff, sling bullets (20), boots of the cat[UE], ring of regeneration, bedroll, cooking kit, grappling hook, masterwork artisan's tools, masterwork artisan's tools, masterwork backpack[APG], oldlaw whiskey (per bottle)[UE], silk rope (100 ft.), wandermeal[UE] (10), waterskin, weapon cord[APG], whetstone, wrist sheath, spring loaded (2), 501 gp, 4 sp, 8 cp -------------------- Special Abilities -------------------- Beast Totem +4 (Su) +4 to Natural Armor while raging. Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging Cautious Fighter +2 AC when fighting defensively or using total defense. Damage Reduction (12/lethal) You have Damage Reduction against non-lethal damage Damage Reduction (6/-) You have Damage Reduction against all attacks. Diehard You are stable and can choose how to act when at negative Hp. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Energy Resistance, Fire (3) You have the specified Energy Resistance against Fire attacks. Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability Fast Healer +2 Add half CON mod to all HP gains due to healing. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Guarded Life (12 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize. Heart of the Wilderness +6 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize. Immunity to Bleed You are immune to bleed. Improved Stalwart Double DR gained from Stalwart Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Racial Heritage (Halfling) You count as another race for the purpose of prerequisites. Rage (30 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged. Reckless Abandon (+/-4) (Ex) Trade AC penalty for to hit bonus while raging. Regeneration 1 Heal HP quickly and cannot die. Stalwart Forgo dodge AC bonus for equivalent DR Superstition +9 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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![]() Zen's greatest achivment is killing an ice devil 1-v-1. Silly devil didnt even gat to act, we almost felt sorry for him. RotR: After the evil was vanquished he just kinda wandered around till he heard this call to arms.
His greatest achevment would have been helping to bring down the runelord Karzog, but the tricky bastard was watching and was ready with a maze spell. by the time he got out the rest of the party had managed to defeat him. Also i have some crunchy bits. Zendicar: Zendicar Human paladin 14 LG Medium humanoid (human) Init +6; Senses Perception +8 Aura courage (20 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.) -------------------- Defense -------------------- AC 25, touch 16, flat-footed 19 (+9 armor, +6 Dex) hp 102 (14d10+14) Fort +15, Ref +16, Will +15; +2 vs. death, +4 and one size larger to resist effects of wind Defensive Abilities evasion; Immune charm, disease, fear -------------------- Offense -------------------- Speed 30 ft. Ranged +1 adaptive endless ammunition composite longbow +15/+15/+10/+5 (1d8+9/×3) Special Attacks channel positive energy 6/day (DC 23, 7d6), smite evil 5/day (+6 attack and AC, +18 damage) Paladin Spell-Like Abilities (CL 14th; concentration +20) . . At will—detect evil Paladin Spells Prepared (CL 11th; concentration +17) . . 4th—death ward (2) . . 3rd—litany of righteousness[UC] (DC 18), widen auras[ACG] . . 2nd—litany of righteousness[UC] (4, DC 18) . . 1st—hero's defiance[APG] (5) -------------------- Statistics -------------------- Str 10, Dex 23, Con 10, Int 10, Wis 10, Cha 22 Base Atk +14; CMB +14; CMD 30 Feats Deadly Aim, Fearless Aura[UM], Fey Foundling[ISWG], Improved Precise Shot, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot Skills Fly +5, Handle Animal +13, Knowledge (religion) +17, Perception +8, Ride +12, Sense Motive +13 Languages Common SQ divine bond (weapon +4, 3/day), lay on hands 13/day (7d6), mercies (frightened, paralyzed, shaken, stunned) Other Gear celestial armor, +1 adaptive endless ammunition composite longbow, belt of incredible dexterity +4, bracers of the avenging knight[UE], carpet of flying i, goz mask[ISWG], headband of alluring charisma +4, muleback cords[APG], ring of evasion, 700 gp -------------------- Special Abilities -------------------- Aura of Courage +4 (20 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear. Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good. Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min. Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm. Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage. Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Divine Bond (Weapon +4, 14 mins, 3/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties. Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Fey Foundling Magical healing works better on you Immunity to Charm You are immune to charm effects. Immunity to Disease You are immune to diseases. Immunity to Fear (Ex) You are immune to all fear effects. Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment. Lay on Hands (7d6 hit points, 13/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies. Manyshot You can shoot two arrows as the first attack of a full attack action. Mercy (Frightened) (Su) When you use your lay on hands ability, it also removes the frightened condition. Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition. Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition. Mercy (Stunned) (Su) When you use your lay on hands ability, it also removes the stunned condition. Paladin Channel Positive Energy 7d6 (6/day, DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Smite Evil (5/day) (Su) +6 to hit, +18 to damage, +6 deflection bonus to AC when used. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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![]() ok, so i made a barb for this and need to roll some hp 3d12 ⇒ (1, 3, 8) = 12 so 7+6+8=21 1 point short, dang it. Spoiler: Amon Male half-orc barbarian (invulnerable rager) 4 (Pathfinder RPG Advanced Player's Guide 79) CN Medium humanoid (human, orc) Init +3; Senses darkvision 90 ft.; Perception +8 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 49 (4d12+16) Fort +7, Ref +2, Will +2 DR 2/—, 4/lethal; Resist extreme endurance -------------------- Offense -------------------- Speed 40 ft. Melee +1 living steel heavy pick +9 (1d6+7/×4) or . . dagger +8 (1d4+4/19-20) Ranged javelin +5 (1d6+4) Special Attacks rage (13 rounds/day), rage powers (guarded life[APG], reckless abandon[APG]) -------------------- Statistics -------------------- Str 18, Dex 13, Con 16, Int 13, Wis 13, Cha 7 Base Atk +4; CMB +8; CMD 19 Feats Diehard, Endurance, Fast Learner[ARG] Traits buccaneer's blood, reactionary Skills Acrobatics +8 (+12 to jump), Climb +9, Handle Animal +2, Intimidate +4, Knowledge (nature) +8, Linguistics +4, Perception +8, Profession (sailor) +6, Survival +8, Swim +11 Languages Common, Draconic, Elder Thing, Elven, Necril, Orc SQ fast movement, living steel, orc blood Combat Gear quick runner's shirt[UE]; Other Gear +1 living steel heavy pick, dagger (4), javelin (5), campfire bead[APG], tengu drinking jug[ARG], air bladder[UE], air bladder[UE], backpack, bandolier[UE], bandolier[UE], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded (2), 438 gp, 7 sp -------------------- Special Abilities -------------------- Damage Reduction (2/-) You have Damage Reduction against all attacks. Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage Darkvision (90 feet) You can see in the dark (black and white only). Diehard You are stable and can choose how to act when at negative Hp. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Guarded Life (4 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize. Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Rage (13 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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![]() im back, i think i got everything.
Armon:
Human monk (unchained) 1 (Pathfinder Unchained 14) LN Medium humanoid (human) Init +4; Senses Perception +9 -------------------- Defense -------------------- AC 14, touch 14, flat-footed 12 (+2 Dex, +2 Wis) hp 13 (1d10+3) Fort +4, Ref +4, Will +2 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +3 (1d4+2/19-20) or . . unarmed strike +3/+3 (1d6+2) Ranged nexavaran steel shuriken +3/+3 (1d2+2) Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 12) -------------------- Statistics -------------------- Str 14, Dex 14, Con 14, Int 13, Wis 15, Cha 13 Base Atk +1; CMB +3; CMD 17 Feats Deflect Arrows, Fast Learner[ARG], Improved Unarmed Strike, Skill Focus (Perception), Stunning Fist Traits born to the water (ijo), reactionary Skills Acrobatics +6, Climb +6, Escape Artist +6, Perception +9, Profession (cook) +6, Profession (sailor) +6, Sense Motive +6, Stealth +6, Swim +7 Languages Common, Orc Other Gear dagger, nexavaran steel shuriken (50), backpack, bandolier[UE], bandolier[UE], bedroll, belt pouch, belt pouch, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], trail rations (7), waterskin, whetstone, 20 gp -------------------- Special Abilities -------------------- Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon). Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
10 min:
The Ten-Minute Background Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum. 1. He is a sailor
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. 1. Captain his own ship
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. 1. He knows about the secret tunnel to the mayor's house
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. 1. The town’s lead shipwright, Portenia. Helped build the ship he abandoned
Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor. Sea-monster attack
EDIT: How did skittch get a 22 AC? ![]()
![]() i can agree that dragon totem was a kinda much. but this errata annoys me for contradicting the improved dr one. ![]()
![]() bigrig107 wrote:
Booo... i found the errata. guess i will pounce after all. EDIT: cam , Dragon totem was also errata'd to not increase DR, only the energy resistance. ![]()
![]() Philo Pharynx wrote:
using improved stalwart adds +10 to my DR when fighting defensively. the -4 is why my to hit is kinda low. the DR 8 is from invulnerable rager ~DR breakdown~
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![]() here is a basic breakdown of what im doing. im still missing 8 feats, gear, and a 3rd class but so far i'm happy. tada!: Zendicar Male human barbarian (invulnerable rager) 16/dragon disciple 10/sorcerer (crossblooded) 6/gestalt 16 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Magic 69) CN Medium humanoid (human, orc) Init +5; Senses blindsense 60 ft., darkvision 60 ft.; Perception +27 -------------------- Defense -------------------- AC 27, touch 16, flat-footed 26 (+5 deflection, +1 Dex, +11 natural) hp 304 (16d12+112) Fort +21, Ref +11, Will +15; +4 vs. fear, +11 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies' Defensive Abilities indomitable will; DR 16/lethal, 8/—; Resist acid 10, fire 4, extreme endurance Weaknesses light sensitivity -------------------- Offense -------------------- Speed 40 ft., fly 90 ft. (average) Special Attacks breath weapon, claws (2, 1d6 plus 1d6 acid, treated as magic weapons, 9 rounds/day), dragon bite, greater rage (40 rounds/day), rage powers (energy resistance: cold[APG], energy resistance: electricity[APG], guarded life[APG], increase damage reduction +6, reckless abandon[APG], superstition +11) Dragon Disciple Spell-Like Abilities (CL 10th; concentration +16) . . 2/day—dragon form Sorcerer (Crossblooded) Spells Known (CL 13th; concentration +19) . . 6th (5/day)—true seeing . . 5th (7/day)—life bubble[APG] (DC 21), vampiric shadow shield[ACG] . . 4th (7/day)—greater infernal healing[ISWG], greater invisibility, remove curse . . 3rd (7/day)—heroism, keen edge, water breathing . . 2nd (8/day)—bull's strength, make whole, resist energy, rope trick, see invisibility . . 1st (8/day)—gravity bow[APG], infernal healing[ISWG], mage armor, shield, strong wings[ARG] . . 0 (at will)—acid splash, arcane mark, disrupt undead, ghost sound (DC 16), mage hand, mending, prestidigitation, spark[APG] (DC 16) . . Bloodline Draconic, Orc -------------------- Statistics -------------------- Str 32, Dex 12, Con 22, Int 14, Wis 14, Cha 22 Base Atk +16; CMB +27; CMD 43 Feats Eschew Materials, Improved Initiative, Quicken Spell, Skill Focus (Fly), Skill Focus (Perception), Skill Focus (Use Magic Device), Toughness Skills Acrobatics +20 (+24 to jump), Appraise +21, Fly +26, Handle Animal +25, Knowledge (arcana) +10, Knowledge (engineering) +21, Knowledge (geography) +21, Linguistics +18, Perception +27, Sleight of Hand +17, Survival +21, Swim +25, Use Magic Device +31 Languages Aquan, Auran, Celestial, Common, Draconic, Druidic, Dwarven, Elven, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Protean, Sphinx, Strix SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fast movement, fearless, wings Other Gear 5,000 gp -------------------- Special Abilities -------------------- Acid Claws (9 rounds/day) (Su) As a free action, gain 2 claw attacks (+1d6 Acid) that bypass DR as magic weapons. Blindsense (60 feet) (Ex) Sense things and creatures without seeing them. Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells. Breath Weapon (1/day, DC 21) (Su) 1/day, Breath Weapon deals 10d6 Acid damage, DC 21. Damage Reduction (16/lethal) You have Damage Reduction against non-lethal damage Damage Reduction (8/-) You have Damage Reduction against all attacks. Darkvision (60 feet) You can see in the dark (black and white only). Dragon Bite (Ex) Bite atacks deal 1d6 damage Dragon Form (II, 2/day) (Sp) Use Form of the Dragon II as a spell-like ability 2/day Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Fire (4) You have the specified Energy Resistance against Fire attacks. Energy Resistance: Cold (Ex) Cold Resistance while raging Energy Resistance: Electricity (Ex) Electricity Resistance while raging Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Fearless (Ex) At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2. Flight (90 feet, Average) You can fly! Guarded Life (16 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize. Increase Damage Reduction +3 (Ex) While raging, your DR increases by 1. Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells. Light Sensitivity (Ex) Dazzled as long as remain in bright light. Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled. Quicken Spell Cast a spell as a swift action. +4 Levels. Rage (40 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged. Reckless Abandon (+/-5) (Ex) Trade AC penalty for to hit bonus while raging. Superstition +11 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'. Wings (Su) Fly 90' (average) Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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![]() this looks like it could be a lot of fun. lets see where the boons put me. 1d30 ⇒ 16
hmmm...interesting 16: You can be from Numeria, allowing you to take archetypes, classes and feats from the technology guide, or be a gunslinger. 6: An extra non-combat feat of your choice gonna have to break out the tech guide and come back. ![]()
![]() Matthew Downie wrote:
oh really? I never noticed that, always thought it was on a 1 period. Neat. ![]()
![]() If the NPC's turn had already started then they have to wait till the turn is over. You can't interrupt someone's turn and you can't get more then one turn by waiting till the next round. Personally I ask everyone in delay if they want to come back in after each round, if they say no then the next persons turn starts and they have to wait till it's over to come back in. ![]()
![]() My favorite trap dropped a stone block behind you in a hall way with a secret door as the only way out. It triggered if you messed with the door at the end of the U shaped hall ( so you can't just run straight out) or if you spent to much time there (the ooze on the other side would detect you and set it off trying to get out of the room. Generally I agree though, traps need something extra. Some goblins had a pit trap that was weight triggered, so as long as only on of them was on it it wouldn't go off. So they see the scout and chase him, he runs across the pit no problems. Non small pic follows and trap. ![]()
![]() so i made a guy. this is him. Spoiler: Unnamed Hero
Human oracle 1/sorcerer (crossblooded) 1/gestalt 1 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 69) N Medium humanoid (human, orc) Init +7; Senses darkvision 60 ft.; Perception +4 -------------------- Defense -------------------- AC 15, touch 15, flat-footed 10 (+5 Dex) hp 13 (1d8+5) Fort +4, Ref +5, Will +0 (+1 trait bonus vs. mind-affecting effects) Resist issian Weaknesses light sensitivity -------------------- Offense -------------------- Speed 30 ft. Oracle Spells Known (CL 1st; concentration +6) . . 1st (5/day)—ant haul[APG] (DC 16), bless, cure light wounds . . 0 (at will)—create water, enhanced diplomacy, mending, stabilize . . Mystery Lore Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +6) . . 1st (5/day)—mage armor . . 0 (at will)—acid splash, detect magic, prestidigitation . . Bloodline Draconic, Orc -------------------- Statistics -------------------- Str 14, Dex 10, Con 18, Int 14, Wis 10, Cha 20 Base Atk +0; CMB +2; CMD 12 Feats Eschew Materials, Noble Scion Of War[ISWG], Skill Focus (Diplomacy) Traits issian, reactionary Skills Bluff +9, Diplomacy +12, Knowledge (geography) +6, Knowledge (nobility) +8, Perception +4, Spellcraft +6, Use Magic Device +9 Languages Aklo, Common, Elven, Orc SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), oracle's curse (tongues), revelation (sidestep secret), touch of rage Other Gear 150 gp -------------------- Special Abilities -------------------- Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells. Darkvision (60 feet) You can see in the dark (black and white vision only). Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Issian +1 Will save vs. Mind-affecting. Light Sensitivity (Ex) Dazzled as long as remain in bright light. Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled. Tongues (Aklo) You can only understand and speak one language in combat. Touch of Rage +1 (8/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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