Mogmurch

Jarred Henninger's page

Organized Play Member. 314 posts (1,624 including aliases). No reviews. 1 list. No wishlists. 13 Organized Play characters. 14 aliases.


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Dark Archive

i agree with the stacking of the effects, but i am of the opinion that things you have to summon on a daily basis aren't family. looking further doesn't it say you summon an aspect of the Eidolon that you bonded with, not the actual being.

Dark Archive

FAQ

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

Dark Archive

bitter lily wrote:

Waterhammer, thank you. Now, what if Bob had started out in the last square that the buddy threatens, and was wielding a glaive? Would charging the next FG keep the buddy from making an AoO? (Obviously, using a reach weapon keeps the target from doing so.)

lemeres, Outslug style looks interesting, but the PRD search engine isn't pulling it up. What book is it from?

nope, leaving a threatened square still provokes.

Dark Archive

well so far you are the only one to make that assumption.

EDIT: did that sound snarky? Not sure i wanted it to or not...

Dark Archive

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).

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Dark Archive

i want in! i have played this before but that was several years ago, i only remeber the end fight.

Dark Archive

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.

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Dark Archive

yup yup i want in, must ponder

Dark Archive

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.

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Dark Archive

.

gotta go find my players guide

Dark Archive

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

Dark Archive

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?

Dark Archive

Ring of Regeneration

Aura strong conjuration; CL 15th

Slot ring; Price 90,000 gp; Weight —

Description
This white gold ring is generally set with a large green sapphire. When worn, the ring continually allows a living wearer to heal 1 point of damage per round and an equal amount of nonlethal damage. In addition, the wearer is immune to bleed damage while wearing a ring of regeneration. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell regenerate. In either case, only damage taken while wearing the ring is regenerated.

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.

Dark Archive

ring of regeneration doesnt give regeneration, or is healing from the ring not magical?

Dark Archive

eh, like i said its a pfs guy, i just kept the ring and scraped the rest.

your first thread is about fast healing and doesnt apply.

i dont see the point of the seconed thread.

Dark Archive

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'.

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Dark Archive

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:
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.
After the evil was vanquished he just kinda wandered around till he heard this call to arms.

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.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Dark Archive

oh, 1 ranged damage dealer on the way to slay the evil dracolich!

Dark Archive

when i played rotrl my dm used maze. my archer pally had a -1 int mod and was gone for 10 min. damn no save spells.

Dark Archive

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.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Dark Archive

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)
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Statistics
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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
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Special Abilities
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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
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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
2. Prefers the sea, at least the animals are predictable
3. He Abandoned the last ship he was on after a mutiny started
4. He wasn't expecting to find a city here when was trying to get out of the storm, but is growing fond of it

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
2. Steal pirate treasure

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
2. He did not see who won the mutiny and they might be upset about him stealing their supplies when he left

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
2. The mayor's daughter, Desprow. Showed him the tunnels
3. The Beast-master, Rastar. Upset because he tried to eat one of Rastar's animals that attacked him

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
The mutiny
the storm

EDIT: How did skittch get a 22 AC?

Dark Archive

1d6 ⇒ 5*10=50

gonna go with unchained monk

Dark Archive

lets see if i can slide in under the wire.

2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (5, 2) + 6 = 13

hmmm, do i want the 13 or the 14?

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and were done! that was fun. a few kinks here and there but nothing major.

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-5 for Pa, -4 for fighting defensively, non rage numbers

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lucky me, i call the sunday at 3:00

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i can agree that dragon totem was a kinda much. but this errata annoys me for contradicting the improved dr one.

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How much does a scroll of Maze cost? It removed my paladin from a fight with a runelord for a while.

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bigrig107 wrote:

Unfortunately, they FAQ'd/errata'd Invulnerable Rager not to work with Increased Damage Reduction.

Something about how their "Invulnerability" ability wasn't called "Damage Reduction"....

EDIT: speaking of which, Jarred, you can't increase your DR with Improved Damage Reduction.

But still, good idea. Not so sure how it'd deal with non-physical damage besides fire, though.

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.

Dark Archive

Philo Pharynx wrote:
Sundakan wrote:

The main issue I'm running into with my character is more a matter (somewhat) of concept. As a character defined by Law primarily, I wanted him to use nonlethal tactics a lot of the time.

I'm just wondering if that's worthwhile, at all. I have Enforcer and the Cudgeler Style Feats, but I don't know if they're at all worth it if the trials are going to be more of a straight dungeon crawl. I know nonlethal isn't ALWAYS worth it, but if it's useless more than 50% of the time except as a way to coup de grace people later, no need to waste 4 Feats on it.

Well, this is a game where feats aren't nearly as constrained a resource. 16 feats + whatever you get from race and class + a boatload of bonus feats.

Jarred Henninger wrote:
ok, here is my guy Zendicar. would love some feed back if anyone is willing.
How did you get DR 36/lethal, 18/—. I see the invulnerable rage, and I see the added when you are raging, but there's still some missing.

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~
Start at 8 for DR=.5 level
fighting defensively with stalwart gives +2 DR
having 3 ranks in acrobatics raises this to +3
cautious fighter increases this by +2 for the max of +5
improved stalwart doubles the stalwart effect to +10
Tada! DR 18/-
side effect of invulnerable rager doubles the DR Vs non-lethal damage
Tada! DR 36/Lethal

Dark Archive

ok, here is my guy Zendicar. would love some feed back if anyone is willing.

Dark Archive

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
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Dark Archive

quick question, can i use the armor attunement on mage armor/shield?

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Obj, this looks neat. I will return with a dragon barb thingy to play with!

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i made a goblin barbarian/rogue both unchained. i forgot to pick a path but i want to fight giant scorpions.

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so i can just leave this dot you right? i'll be back after i think about things

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so it sounds interesting, but i don't know much about greek history so im not sure if i would fit. but if your willing to put up with me i am interested.

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this looks like it could be a lot of fun. lets see where the boons put me.

1d30 ⇒ 16
1d30 ⇒ 6

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.

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Matthew Downie wrote:
Zenogu wrote:
The only skill that has a "natural 1 fumble" is use Magic Device for activation.
To be precise, you suffer a penalty (you can't try to activate that item again for 24 hours) for UMD on a 1 only if you also fail the skill check - there's no auto-fail.

oh really? I never noticed that, always thought it was on a 1 period. Neat.

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I still want to play this I'm playing around with a barb/monk retriever of escaped people

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i want to play

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Hello! Yes I still want to play! What are the new rules?

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familer/cohortuses scroll of greater dispell magic on your carpet of explosive runes, fails the check and sets them off. thats about it for abuse.

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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.

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Dots for you! (They say I want to help on them)

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1 person marked this as a favorite.
Shifty wrote:

OK thats it, Im buying that named Adamantine Crowbar.

Now if only I could recall the Chronicle it was on...

Spoiler:
The golemworks incident.

Everyone needs a "Trusty Buddy"

Dark Archive

So I've been lurking for a while now and just wanted to express my still living interest in this game. Just as an FYI.

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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.

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If your already planning on pouncing then I have to vote dragon. Ignore difficult terrain on a charge, the allies thing is nice if you get ambushed.

Dark Archive

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
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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