@DM. I can't seem to find anything against it so I'm wondering what you reckon. Trying to see how far I can push this natural attack build. Sharpclaws gives 2 claw attacks and Aspect of the beast:Claws of the beast from natural weapon ranger gives 2 claw attacks. If I put sharpclaw on my front feet and claws of the beast on back feet, this should work right? Total of 6 natural attacks :D I suggest it because it would actually make sense for a rat to have claws on all feet, and not just only crazy power grabbing. As such I wouldn't ask for the upgraded race stat bonus.
@GM. To bring ratfolk RP up to lvl with most others, I was thinking of several ideas.
I plan to be a very stealthly sneaky character with several options.
I will make potions like crazy to help out my allies and perhaps infusion discovery, but potions last longer. In a fight I have 4 natural attacks and sneak attack and will be trying to stealth and flank like a good secondary melee combatant or rogue. Though I can be decently powerful with ranger shape shifting and mutagen bonuses. Natural attacks are Bite (toothy), 2 claws (sharp claws) and tail (tail blade, another ratfolk item). so 3 primary and 1 secondary i think. Let me know what you guys think. Backstory goes something like, I am one of the natives of pandora that was experimented on before the company abandoned the planet, thereby unintentionally giving me my freedom back. I stole the cap (800gp if anyones wondering) on my way out along with their alchemist gear and have been trying to learn about humans and why they came to my planet and just blending in and surviving.
5d6 ⇒ (6, 3, 1, 3, 4) = 17 = 13
16, 16, 15, 14, 14, 14. I think it would be awesome to play a Ratfolk. Any problems with this race?
Well is the crunch for my two-faced cleric and desired gear, not sure what else to get with remaining money. Backstory is coming along nicely. How many aplicant's do you have so far? Equipment so far...:
MW full plate 1650 Mithral heavy shield 1020 cloak of protection 1000 amulet of natural armour 2000 ring of protection 2000 MW scimitar 315 MW Spiked chain 325 Heavy Crossbow 50 Bolts(50) 5 Total = 8365
Character Sheet: Ilyrisyn Gordensi Female Human Cleric 4/ Fighter 1 LE Medium Humanoid(human) Init +1; Senses Perception +3 -------------------- Defense -------------------- AC 24, T 13, FF 22 HP 40(1d10+4d8+14) Fort +8, Ref +4, Will +8 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armour) Melee MW Scimitar +7 (1d6+2/18-20x2) MW Spiked Chain +7 (2d4+4/x2) trip, disarm Ranged Crossbow +5 (1d10/19-20x2) -------------------- Statistics ------------------- Str 14, Dex 12, Con 12, Int 10, Wis 16, Cha 13 BAB +4; CMB +6; CMD +17 Feats Power Attack(1st), Toughness(bonus), Combat Casting(bonus), Channel Smite(3rd), Extend Spell(5th) Traits Divine Warrior(religion), Deft Dodger(combat) Skills 2(cleric) +1(skilled) = 3/level = 15 total Climb..............(1)+6 Diplomacy..........(2)+7 Heal...............(2)+8 Intimidate.........(2)+7 Knowledge(history).(1)+4 Knowledge(religion)(1)+4 Linguistics........(1)+4 Sense Motive.......(2)+8 Spellcraft.........(1)+4 Survival...........(1)+7 Swim...............(1)+6 Languages Common, Infernal SQ Channel Energy 2d6, Spontaneous Casting, Night Hunter, Sun's Blessing Other Gear MW Full Plate, Mithral Heavy Shield, MW Scimitar, MW Spiked Chain, Amulet of Natural Armour +1, ring of protection +1, cloak of protection +1, Outfit Explorer's outfit -------------------- Special Abilities -------------------- Divine Warrior You gain a +1 trait bonus on melee weapon damage when you cast a divine spell that affect weapons. Deft Dodger You gain a +1 trait bonus on Reflex saves. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Toughness You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Combat Casting You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. Channel Smite Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect. Extend Spell An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat(an extended spell uses up a spell slot one level higher than the spell's actual level). Bonus feat x2 Humans get a bonus feat at first level. Fighter's get a bonus feat at first level. Skilled Humans get an extra skill point at each level. Favoured Class(cleric) (4 HP/0 skills/0 favoured) 1 extra skill point or hit point per level or add +1 on caster level checks made to overcome the spell resistance of outsiders. Weapon and Armour Proficiency A Cleric/Fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields) and the favored weapon of their deities. (Scimitar/Spiked Chain) Aura(Good/Lawful Evil) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details). Spell Slots(0th=4, 1st=4+1d, 2nd=3+1d) A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Channel Energy 2d6 (Positive/Negative) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Domains A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action. Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again. Spontaneous Casting A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy). Chaotic, Evil, Good, and Lawful Spells A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Day Domain Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy. Day’s Resurgence (Su): At 8th level, you can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th. Domain Spells: 1st—endure elements, 2nd—continual flame, 3rd—daylight, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere. Night Domain Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier. Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive. Domain Spells: 1st—sleep, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—nightmare, 7th—power word blind, 8th—greater shadow evocation, 9th—shades.
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