Drace Krennit

Kohana the Dead's page

Organized Play Member. 16 posts. No reviews. No lists. No wishlists. 3 Organized Play characters. 1 alias.




Hey there folks. I am playing the shapeshifter variant ranger and have reached a BAB of 6 which gives me iterative attacks. However I am not sure what my full attack should look like. The relevant info is as follows:

Feats:
Power Attack
Weapon Focus(natural attack)
Aspect of the beast (2 primary claws)
Improved Initiative
Improved Unarmed Strike
Imrproved Natural Attack (claws)
Multiattack

BAB is 6/1
STR is 23(+6)
Amulet of Mighty Fists +1

I also have a secondary bite attack.

I believe my full attack (I always use power attack) is two claws at +12,a bite at +10, and an unarmed strike at +7.

Is this full attack sequence correct?


I don't understand combining spot, listen, and search into perception and then breaking up perception into five senses. With races having touch-based, taste-based, etc. bonuses to perception checks, players must keep tract of 5 sub-skills with their individual sight, hearing, touch, taste, and smell modifiers. Does anyone find this actually complicates this skill instead of simplifying it?


This ability should be clarified please. We noticed potential abuse in our playtest by a mage carrying a large size greatsword just for this ability. The description should explicitly state that the hand can draw a one-handed weapon of a size useable by the caster, or draw a weapon with which the caster is proficient. Also should the casters intelligence bonus be added to damage? We felt it made sense to add intelligence modifier for attack rolls, but not for damage.

Has anyone else noticed how powerful this can be at lower levels?


After several playtests, condensing skills has been appreciated at the table. The only complaint has been deception vs deeption skill checks since skills have never been opposed by themselves before. It seems that skills under Pathfinder RPG are an area that still needs tremendous work. Allow me to recommend the following skills for Pathfinder:

Acrobatics (Dex): combines Balance, Tumble, Escape Artist
Appraise (Int): same as 3.5, but includes new use to identify items
Athletics (Str): combines Jump, Climb, and Swim
Craft (Int): same as 3.5
Deception (Cha): combines Bluff, Forgery, and Disguise
Fly (Dex): as described in Pathfinder RPG
Handle Animal (Dex): combines Handle Animal and Ride
Heal (Wis): same as 3.5
Knowledge (Int): as described in Pathfinder RPG
Linguistics (or Speechcraft) (Cha): combines Diplomacy, Intimidate, Gather Information, Decipher Script, and Speak Languages
Perception (Wis): combines Spot, Listen, Search, and Sense Motive, no perception checks by sense (unnecessarily complex)
Perform (Cha): same as 3.5
Profession (Wis): same as 3.5
Spellcraft (Int): as described in Pathfinder RPG, combines Concentration
Stealth (Dex): combines Hide and Move Silently
Survival (Wis): as described in Pathfinder RPG, also includes Use Rope
Theft (Dex): combines Open Lock, Disable Device, and Sleight of Hand
Use Magic Device (Cha): same as 3.5

Combining skills in this way will require significant adjustments of all class skill points per level. DC’s listed and the descriptions of these skills must change to reflect the basic functionality of the new skills. Simply combining several skills under a new name without changing their ease of use is not a functional change. A name change alone does not streamline the current skills system!


Hey there everyone, we just started Rise of the Runelords and I am playing a multiclass Barbarian/Savage Bard (variant from Unearthed Arcana).

I am looking to make a prestige class to represent a Shoanti skald and could use some ideas or a point in the right direction if anyone has made a skald prestige class before.

My thoughts for a ten level prestige class are as follows:

Prereqs: ability to Rage, Bardic Music, BAB 4(This would make the prestige class available at 6th level)

Progression: full BAB, Good Will saves, Bad Fort & Reflex, levels stack with barbarian for purposes of determining rage/day, levels stack with bard for ALL bardic music effects, spellcasting improves at every even level

It would be cool if new bardic music effects replaced the standard inspire competence, suggestion and such. Something like a shared rage song, since this class if for a battle leader type.


I have been looking into a scout build, and while in the description of the trapfinding ability it speaks as if they have disable device, that skill is not listed for the class. I know open locks was added in the errata, but do scouts in fact have the disable device skill?

Full Name

Cearb

Race

Gnome with Redcap Tendencies

Classes/Levels

Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

Gender

M

Size

S

Age

54

Strength 10
Dexterity 17
Constitution 18
Intelligence 14
Wisdom 10
Charisma 12

About Cearb

Cearb
Male Gnome Rogue (Knife Master, Scout) 3
CN Small humanoid (gnome)
Init +5; Senses low-light vision; Perception +8
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Defense
--------------------
AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 size, +1 natural)
hp 30 (3d8+12)
Fort +4, Ref +6, Will +1; +2 vs. illusions, +2 bonus vs. fear and despair
Defensive Abilities blade sense, evasion
--------------------
Offense
--------------------
Speed 15 ft.
Melee dagger +6 (1d3/19-20) and
. . dagger +4 (1d3/19-20) and
. . dagger +6 (1d3/19-20) and
. . dagger +6 (1d3/19-20) and
. . dagger +6 (1d3/19-20) and
. . dagger +6 (1d3/19-20) and
. . masterwork cold iron dagger +5 (1d3/19-20)
Special Attacks sneak attack +2d6
Spell-Like Abilities
. . 1/day—dancing lights, ghost sound (DC 12), prestidigitation (DC 11), speak with animals
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 16, Int 14, Wis 10, Cha 12
Base Atk +2; CMB +1; CMD 14
Feats Nimble Moves, Two-weapon Fighting, Weapon Finesse
Traits excitable, poverty-stricken
Skills Acrobatics +6 (-2 jump), Bluff +5, Climb +1, Craft (Skrimshaw) +6, Disable Device +3, Escape Artist +5, Intimidate +9, Knowledge (dungeoneering) +6, Knowledge (geography) +3, Knowledge (nature) +5, Perception +8, Ride +1, Sense Motive +4, Sleight of Hand +5 (+6 to conceal a light blade), Stealth +10, Survival +6; Racial Modifiers +2 Craft (Skrimshaw), +2 Perception
Languages Aklo, Common, Gnome, Other Language, Sylvan
SQ eternal hope, hidden blade, rogue talents (combat trick)
Combat Gear oil of magic weapon, alchemist's fire (3), holy water (2), tanglefoot bag (2); Other Gear studded leather armor, dagger, dagger, dagger, dagger, dagger, dagger, masterwork cold iron dagger, blanket, winter, - custom gear -, flint and steel, hip flask, mug/tankard, perfume, common (10), signal horn, whetstone, 212 GP, 2 SP, 6 CP
--------------------
TRACKED RESOURCES
--------------------
Alchemist's fire - 0/3
Dagger - 0/1
Dagger - 0/1
Dagger - 0/1
Dagger - 0/1
Dagger - 0/1
Dagger - 0/1
Dancing Lights (1/day) (Sp) - 0/1
Eternal Hope (1/day) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Holy water - 0/2
Masterwork Cold Iron Dagger - 0/1
Oil of magic weapon - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Tanglefoot bag - 0/2
--------------------
Special Abilities
--------------------
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hidden Blade +1 +1 bonus on Slight of Hand checks to conceal a light blade.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Sneak Attack +2d8/+2d4 +2d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.

Cloak of the Yeti:

VALUE 4,000gp SLOT shoulders CL 3rd WEIGHT 5 lbs. AURA faint abjuration
This heavy cloak is crafted from shaggy white yeti fur. When the cloak’s hood is pulled up over the wearer’s head, it takes on a semblance of its arctic namesake’s fearsome visage.
Northern warriors value its ability to ward against the chill of winter, as well as the protection it provides in combat. The cloak of the yeti provides a constant endure elements effect in cold weather (it has no effect in hot weather). In battle, the cloak wraps around the wearer, granting a +1 natural armor bonus. In addition, with the hood drawn over the wearer’s head, the cloak grants a +2 competence bonus on Intimidate skill checks.

Background:
Ceaerb was born of the First World, son of Caullyn, a Red Cap and his mother, a Gnome Wood-Witch. His first memories are of roaming the streets of Nithveil, early visions of the wondrous sights and sounds. Mostly left to his own devices growing up, Cearb grew up in a near feral state. His mother seemed to care little for matters of the flesh and his father traveled much, a Guardian of the Grungir and restless in nature.

It is the share of this restlessness that led Cearb to his current exile. Rumors were spreading of an Irrisan war party, and Cearb's father was tasked to the defense force. Catching sight of his Father's red cap, with its pinch of wold hair tassel, amongst the assembly of treants, trolls, and fey animals that set out for the fight.

Marveling at the sight of the fey troop, Cearb followed, at an age not fully realizing the rules of Nithveil. He followed the force to the Thundering River where they joined an uneasy band of Ulfen warriors. A force of Irrisan witches and their minions operated with impunity on the east bank while an uneasy truce seemed to extend over the group of Men and Fey unable to cross. The standoff lasted several days, some of which Cearb wandered off, bored by the lack of war. That was until he heard the yelling. He saw his father stomp from the camp and approach the roiling river. Laughing the Ulfen followed. They tossed their shields, one by one upon the water, and his father leap from each to make his way across. Into the quiet witch camp he sped and soon calls of alarm were raised.

Caullyn reappeared spattered in blood with several Winter witches in pursuit. From wands of blue, they shot blasts of sleet that Caullyn dodged, each time taking one more step into the river. The witches kept up their barrage until finally Caullyn stepped from the newly created ice bridge, back to the shore on his side of the river. A way across established, the horde of Men and Creatures charged the witches forces and a great battle ensued. His father seemed not to rejoin the fight, until it reached its desperate peak. He raced back a cross and nearly reached the Irrisan leader, but she froze him in his tracks. Others began to fall, and their steel began to fail in the cold. Elfar the Ulfen leader snatched the frozen Redcap and used his father's outstretched blade to fatally stab the witch while she uttered her last fatal curse.

The aftermath saw the witches forces shattered and broken, the Ulfen men in pursuit, but of the Fey, a few trow, treants, and animals licking their wounds slunk back into the forest by ones and two.

Once things quieted, Cearb went in search of his father, finding his shattered frozen corpse and some ways off his boots frozen to the ground. It was then the realization of his exile became known, for without an army to follow, Cearb did not know the way back to Nithveil.

Giving his Father to the Forest, Cearb made his way to LostHome, a refugee himself. He now lives a wandering life on the outskirts of town, watching the wood, waiting and watching for the return of those responsible for his exile and hoping one day to find his way back home.

Personality:

Excitable to the point of distraction, Cearb finds wandering the Forest more to his liking rather then dodging the footfalls of the large Ulfen in the town. He has come to serve a role very similar to his that of his Father, Cearb has taken to serving as an agent between the Ulfen and the concerned Fey in the Forest edge. He also scouts for the town watching its hinterland for signs of Witches. Although extremely short, he does not see height as a physical measure of a man and takes no insult or slight easily. Although none among the humans would call the strange Gnome a friend, there are those who appreciate his efforts and by showing respect, Cearb will raise a horn with them on occasion.

A bit of his father and mother, though, is always there. Cearb seems to lack a full set of emotion and compassion. He does not anger quickly, but violence is always close, not needing a reason to rear. When he does act out, it can be for a slight on his person or a simple misunderstanding. Diffusing and distraction can often set Cearb on a different path, avoiding an episode.

On his wanders, he often carves as he walks. With his set of knives, he carves woodland scenes in antlers and tusks he comes across. By trading these, he always finds the towns meadhall welcoming, if not always understanding.

2 Traits and 2 Flaws:

A willingness to try anything twice. Anything that gets the better of Cearb, he will attempt again, knowing now he will overcome any tricky element that foiled him the first time.

A restlessness that sees him never sleep in the same place twice. Always on the lookout for new experiences and never tiring of pursuing his current interest, until distracted. His wanderlust provides a near immunity to whatever foul magics empowers the Bleaching.

A carelessness that at times can endanger those around him. He does not have the empathy to thinks of others' safety when in pursuit of whatever is momentarily a concern. Raised among careless and fickle Fey have left their mark.

A reluctance to enter water and living in bowers and abandoned animal dens leaves Cearb in a state of unkempt. His hair, has taken to resemble the spike's of a hedgehog's hide, laced with fur and twigs. The remnants of clothes he wears are held together with lichen and moss.v

Appearance and Inherited Item:

Cearb stands on the short side of 3 feet tall, that is boosted by the large boots he wears. His brownish skin and eyes, blend with his dirty skin and hair. His hair has hardened into a spiked mass, partially resembling a hedgehog pelt. His clothes are canvas and furs seemingly held together with a scattering of moss and lichens.

Knive handles protrude from numerous places such as his boots, belt, hair, and he is often just carrying one of his bent serrated blades, picking at his teeth, scratching his back, or working distractedly at a piece of scrimshaw.

Cearb wears his Father's frost-scarred boots. They are slightly oversized for him, but Cearb has learned to compensate. The boots were found (along with just the feet) frozen to the remains of an ice bridge just before it broke up and floated downstream after the battle of ShieldBridge (see below).