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Khalla's page
29 posts. Organized Play character for romuken.
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I've been looking around lately when I am in my DnD group, and I notice one or two people using applications on their iphone / laptop in order to make / keep track of their characters. Rather than buying paper when I need a character, I was hoping I could find a character builder application for the laptop for Pathfinder, just to let me keep track of my characters attributes, skills, spells, weapons, ect... If anyone knows of such an application / service, please let me know. I'm positive something is on the paizo shopping pages, I just cant find it.

As the subject suggests, I'm wanting to make my own blind swordsman for a PF game that I am in. I have taken consideration that I cannot get blind-sight, since it is neither a trait nor a feat for humans.
NOTE: We all start off at lvl 2.
The first build I was thinking of would use the ninja from PF conversions, using the Ninja secret to get the improved unarmed strike, and then blind-fight for my 1st lvl feats (Human). Unsure where to go after that.
As the fighter version, well, I'd get those three at my first level. At 2nd lvl, I would choose either cleave, or I would choose snatch arrows.
I am thinking of becoming a blind oracle, but it doesn't really fit with the swordsman build.
The reason for the unarmed strike is so that I can get the arrow defense feats.
The problem with this? Rather simple actually. I'm considered flat-footed against ranged attacks, but not with close-range. I doubt that my DM will allow me to make any sort of perception roll to 'hear' the arrow going through the air, so I'm vulnerable to the like. Also, I get the -4 to STR, so unless I take finesse and use a light weapon, I'm at a fairly large disadvantage.
If anyone has ever played a blind character, please give me a few pointers. I'm mainly doing this for flavor tex, but also so I don't have to worry about "oh, there isn't enough light here, so you can't see", or "low-light vision? Well, it's too bright in this spot, so you cant see past that". That, and cause being able to fight while blind is awesome.
Before I begin typing my stuff, I need to know if this is the place where people can post ideas, have other people try that idea, and get replies. If not, please tell/post me the correct link, and I'll continue there. Thank you for any replies.
Hello all. I'm searching for a PbP that is currently either being developed, or perhaps in need of a replacement. I understand that I should read all threads for spots, but so far everything seems to be either full or dead.
If anyone is searching for a replacement, or perhaps seeking PbP'ers for a new campaign, please post. I am always eager for PbP's!
Sorry for this, but Bump.

NOVUS
This race is almost purely made up of cybernetic individuals, with only a few organic lifeforms left. Their main objective is to get rid of the main enemy alien race, the Heirachy.
While their builder units are the weakest, they are no doubt the most valuable unit, able to create not only structures, but able to repair their robotic brethren.
Stats of Novus:
+2 Str, +2 Dex, -2 Wis.
Radar tracking systems: All Novus have the ability to detect things that others might not notice. When against an enemy that is concealed or hidden, a Novus can make a check (10+enemy lvl+Dex mod) against Stealth with a perception check. This check is made by the DM discretely. For every 5 that the roll exceeds the check, the Novus may detect another enemy automatically, make a surprise attack with a +2 to attack, or allow another to make a surprise attack at a -2 to attack (must be range) (may only choose one for every 5).
Metal Skin: All Novus gain a +1 to AC (loss against touch attacks).
Robotic Mind: Novus are unaffected by fear, sleep, or any enhancement spell. They also get a +2 against poisons, diseases, and other attacks of the like.
Shocking response: If a Novus is hit by an electric attack, roll d100. If 1-5, the Novus can deflect the attack, using the caster's roll as the attack roll. 6-15, the Novus shuts down, but takes no damage. 16-39, Novus negates the damage, and gains health equal to half the damage negated. 40-69, the Novus is unaffected. 70-99, the Novus takes the attack regularly (including any resistances). 100, the novus looses all HP and begins dieing. Saving rolls and whatnot still apply, as does healing.
Complicated Systems: Due to the odd systems of Novus, they are able to be healed by any healing ability, though subtract 5 from the total healed if not via repair.
Electrically Able: All Novus start with +10 energy.
Novus Humanoid: Though extremely few, the real novus lifeforms exist, and resemble humans almost exactly, except for lines which glow blue along their bodies (glows in a pulsing motion, rather slow).
STATS:
The Novus Humanoid uses the same stats as Human, with an exception to Strength of Humanity.
Gift of Creation: If enough materials are nearby, the Novus Humanoid can create a number of machines equal to half her level (minimum 1, round down) with a level equal to her own, or may create special items that are otherwise harder to find, or even produce at her level (need enough scrap; determined by the DM. Otherwise, one must give up 4000 GP for any sort of equipment made). This ability only works with Craft(Novus Tech) and Craft (Novus Units). They can also use these checks to rebuild Novus units, though not under their control, leaving the Novus to their last given function, or letting them undertake a new function of their own. The Novus Humanoid can use this ability an infinite number of times a day, but takes 5 rounds to use this ability.
Here's the thing. I have a lvl 3 Elf Rogue in your standard Pathfinder Dungeon Crawler campaign. He has a dex mod of +4, and a str mod of +3. He's fairly well with getting rid of traps (trap spotter helps), and O.K. with sneaking.
Thing is, his damage isn't worth halfling barf. He gets a 4/4 as attack modifiers, and a +3/+1 on damage (Uses rapier & shortsword). Surprise rounds are unheard of to our DM, except when in the monster's favor, and I can never sneak behind an enemy because there's either 10 of them, their waiting behind a door, they heard my party members that are 70 feet behind me, or the orc poo that fell on my rogue (cleaned off though) gave my rogue away.
That being said, I need help on getting more damage output, since I can't do a whole lot in that department. Any help is very much appreciated.
Hello everyone! I'm putting this up b/c...well, obvious. I'm looking for pbp campaigns! I already have a character made up (Summoner), but I am glad to make others if the need be.
I know that my record for posting is, by far, low. However, I do have about 2-years of experience in rl campaigns. I hope this helps decisions when you're seeking people for a PBP!
Here's the deal. I was thinking about making a werewolf in my friend's campaign, but at lvl 1. I read all the lvl--based info and whatnot on d20pfsrd, but I still dont understand how to make a lvl 1 werewolf.
Also, I was going to do a "lvl 1 Half-elf fighter/summoner werewolf", and wanted to know if that's even possible. Any and all related info will be appreciated.

I have been working on this class for quite a while, and I'm hoping to get some feedback on what to improve. Please reply with any changes to make this class better (if needed.) Please no saying things such as it has stuff Patherfinder does not offer. I know. Anubis counts as a sort of secret god if not a part of Pathfinder.
Ancient Wielder
REQUIREMENTS:
• Skills:
+5 Acrobatics, + 4 Knowledge (History), +6 Use Magical Device (if not able to cast spells.)
• BAB:
+ 3
• Special:
Must be exposed to ancient magic within a tomb of sorts where mummification was once practiced, or in an area where mummification is practiced currently.
• LVL 1
• Curse of the Crypt:
Whenever the Wielder is attacking with a weapon, be it natural or not, he/she can inflict an extra 1d4 points of damage that equals to half their BAB for this class. This is treated as both Lawful and Evil damage, whichever opposes the opponent's alignment. At level 4, it becomes 1d6 equal to half their BAB, 1d8 at lvl 7, and 1d12 at lvl 10. Can be used as many times as one can physically attack per round. Attack bonuses are also halved when using this class, until level 6, where one can use total BAB by using up his/her movement action.
• Gift of the Tomb:
When the wielder performs an strike on a target, if not undead, they heal said target for the damage they would deal + 1d4 points that equal half their WIS mod, 1d8 at lvl 5, and 1d12 at lvl 10. This ability can be used lvl + WIS mod per day. (Level is total level, not just the level for Ancient Wielder.)
• BAB: 1 (Increases in increments of 1 up to lvl 3, then increases by 2 until lvl 7, and 3 up to lvl 10, giving a max of a 20 BAB (ONLY for use as an Ancient Wielder. Other BAB do not combine with this class, such as a regular Prestige Class.)
• Lvl 2[/b]
• Bonus Feat (get one every other level. May work with Bonus Fighter Feats, and other Class-only feats.)
• LVL 3
• Bandages of Anubis
The Wielder is given permanent Wrappings from the closest area that last performed mummification, fusing with the skin / weapon (Can be performed with regular wrappings after.) Whenever the Wielder attacks, he/she may add elemental damage that opposes the foe, equal 1d4 per 2 BAB. At lvl 6, this becomes elemental burst damage, and at lvl 10, the damage doubles on any attack roll that is higher than a natural 15. The wraps are on hands, knees, elbows and feet if used with one that uses natural weapons. Cannot be used if one is wielding a weapon with no wrappings on it (Ex: new dagger with no bandages of sorts on it.)
• Aura of the Sphinx:
The Ancient Wielder gains an aura that gives all allies within a 30 foot (6 square) radius a +5 to all attack rolls, as well as a +3 to AC to any within 15 feet. At lvl 6, the radius increases by 15 feet, and the bonuses double. At lvl 10, every friendly within the aura, now increased by 30 feet, gains a total of +15 to attack rolls, and +9 to AC. Can only be used whenever the Wielder has a sort of Symbol with him/her, be it Lawful or Evil, or if a party member has an exposed Symbol (EX: can be tied to their belt, arm, so forth. Such action does not make it a weapon or armor, but the Symbol will be considered as wielded. Only used for this effect.) If a Symbol is not within possession of a party member, then this ability will not activate.
• LVL 4
• Increase all stats (Str, Dex, ect...) by 2, and increase by 4 at lvl 8.
• LVL 5
• Channel of Nile:
The Wielder can cast a channel spell that can either inflict 1d6 + level (Lvl 5 = 5d6, lvl 6 = 6d6, ect...) to nearby enemy creatures, or can heal every friendly target for 1d4 + level.
• LVL 7
• Performance of the Pharaoh:
The Wielder may unleash a flurry of attacks equal to his total level + DEX mod. He/she must half all extra damage from Curse of the Crypt and from Bandages of Anubis, as well as half damage given from the first 2 critical hits per use. The Wielder cannot use this technique if he/she has less than half hp. At LVL 10, the Wielder only needs to remove a 4th, instead of half.
• LVL 10
• Essence of Gods
At the beginning of every round, the Wielder heals himself/herself for 1d4 points + 1/2 STR mod (minimal 1). If his/her aura is activated, the Wielder gains 1d8 + 1/2 STR mod per round instead.
• Soul of Anubis:
The Ancient Wielder is no longer affected by diseases and poisons, wether they be natural or magical. The Wielder can also, by spending 3 full-action rounds, project their soul into Anubis himself, and use him in combat. Anubis is considered as an outsider, and the Wielder must be concentrating, or Anubis will disappear after 3d10 rounds. The stats are the character's stats X5, including BAB, CMD, ect.... If the Wielder cannot control Anubis, it will take on the statistics (not abilities) of two Prismatic Wyrms. Anubis can be moved anywhere, with no distance restrictions, as long as it is on the same land mass (continent) as the Wielder. The Wielder can be on a boat with Anubis, but the Wielder must be moved via other means than himself in order to keep concentration. The Ancient Wielder can use this ability once per every 3 days, unless 5 Symbols are with him, in which case he can continuously summon Anubis, even if he was slain in combat. After 3 uses with the Symbols, the Symbols turn into dust, which can be used as replacement spell components for spells that need materials, and are used up after each use. (Makes up to 24 vials of component, regardless of size of the Symbols.) Every time the summoner looses concentration, Anubis acts on its own free will, attacking anything it wants to. The Wielder can dismiss Anubis at any time, so long if it is under their control.
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