Krik.longleaf's page

5 posts. No reviews. No lists. No wishlists.


RSS


I've started a new group in Golarion. I picked an isolated town in a prosperous country to start my PCs in, and I landed on Bellis. We have run one-on-one intro sessions, and now the party will meet one another. After the little ghoul cave I have planned, I am looking for a homebrew adventure set in or near this town. I run multiple games, and I just want something already written for me. TIA.


Was it ever changed from the play test that Hybrid class characters mukti-classed with one of that hybrid's parent classes does not get to stack duplicate abilities? In particular, I'm referring to the Rogue and Slayer sneak attack progression.


Just like it says in the title. Mechanics, where to find the talents. PleSe help


Hi everyone. I'm looking for ideas where to take my non-lethal damage, catch-them-alive character. He uses dirty tricks and stealth. I'm thinking a 2 level dip into paladin for that sweet sweet Cha to saves. Thoughts?

Remy Brownlock. LN Strongheart Halfling. Unchained Rogue 3 = Dimensional Jaunter 1+Standard at 2 and 4+Thug at 3. Unchained Monk 1 (Scaled fist). Swashbuckler 1 (Mouser). Slayer 6 = Bounty Hunter to 4 + Standard at 5-6.

Ability: Adjusted Mod Temp.
Str:7 -2
Dex:24 28 +9
Con:15 +2
Int:10 0
Wis:15 +2
Cha:16 20 +5

HP: _________________/87. AC: 28/ ______. FF 16/ _____. TCH: 28/_____.
Saves: Fort: 16/ _____. Ref: 27/___. Will: 11/_____
BAB:+11/+6/+1. CMB: 19 (dirty trick +23 min, +27 on Flurry, +29 on Marked Flurry, +28 on Marked Flurry adding Brutal Beating) CMD: 27
Full Attack: +22/+22/+17/+12
Damage: Body- 1d4+9 (Bludgeoning), or +1 Emei Piercers of Training (Intrepid Rescuer- if an attack is made against me or an ally that is prone, stunned, helpless, or non-combatant, that creature provokes AoO, if success, the attack takes a -4 to hit.) - 1d6 (min. 2) + 9(Piercing) + (4d6 sneak)

____ skill ranks
Skill: Total= Rank + Mod + Misc.
Acrobatics (tumble): 24= 13+9+2
Escape Artist: 22= 13+9
Intimidate: 24= 14+5+5
Climb: 11= 11-2+2
Stealth: 26= 13+9+4
Bluff: 18= 13+5
Sleight of Hand: 9= 0+9
Survival: 7= 0+2+5
Know Religion: 13= 6+0+5+2
Know Dungeons: 12=5+0+5+2

Skill Tricks: 2 ranks each
1)Collector of Stories: +5 knowledge one enemy.
2)Never outnumbered: demoralize all in 10’ of target.
3)Evasive attack: acrobatics success = FF enemy.

Racial Abilities:
Agile maneuvers- add Dex, not Str to CMB.
+4 Hide, +2 MS, climb, jump, listen
+2 vs fear
+1 AC/ATK
+1 atk with slings/ thrown

Class Abilities:
R.DJ.1) Weapon Finesse (unarmed).
R.DJ.1) Jaunter’s Hop- Motes=3+Rogue level=____/____. Using one does not provoke AoO, nor does the teleport.
A>Instant Liberation (Su): 1 mote, swift act, instantly teleport to standing from prone or out of grapple, to the nearest unoccupied square.
B>Instant Escape (Su): 1 mote, immediate action. Avoid any critical hit or attack that hits 0 HP. Avoiding the hit requires successful Reflex (Cha) save DC= 10 + ½ atk bonus, or DC of Spell or ability.
C>Dimension Hop (Su): move action, 1 mote. Teleport to any spot within Close Range. This can function as Dimension Door beyond character level 8th.
Sneak Attack 4d6 (Rogue 2d6, Slayer 2d6)
Sw1) Swashbuckler Finesse- weapon finesse. Cha replaces Int for feat prerequisites.
Panache points. Equal to Cha mod____/____, replenish by crit or incapacitate foe using piercing light weapon (unarmed).
U.R.2) Evasion.1/2 damage on successful reflex save.
U.R.2) Rogue talent -> Combat Trick->Exotic Proficiency (Emei Piercers)
Sw1) Panache Dodge- cost 1 Panache, immediate act, move 5 feet, gain cha as dodge bonus to a melee Attack.
Sw.M.1) Underfoot Assault- cost 1 panache, immediate act when I'm missed by a melee Attack by a creature larger than me, make a 5' step into the creature space, no AoO, creature gets-4 attack rolls to anybody not me, I can move freely within target's space, but of he tries to escape my space, he provokes AoO, allies adjacent to me and foe are flanking.
Sw.M.1) Derring-Do: cost 1 panache. Add 1d6 to acrobatics, climb, escape artist, ride, fly, if a 6 is rolled, roll again up to cha mod times.
M. SF1) Bonus Feat-combat reflexes
M.SF1) Flurry of Blows- 1 additional Attack at highest BAB.
M.SF1) Improved Unarmed Strike.
M.SF1) Stunning Fist: DC=20, 3/Day. 1/rd.
M.SF1) Use cha in place of Wis for Monk abilities, including AC bonus, stunning fist.
Sl.BH1)Track- add ½ character level to survival checks for tracking.
Sl.BH1) Study Target- Move action, 2 targets (Sl.BH5), +2 bluff, knowledge, sense motive, survival checks, +2 attack/damage/CMB/slayer ability.
Sl.BH2) Dirty Trick- give up sneak attack dice for a +1/dice on dirty tricks, no opportunity attack.
Sl.BH4) Slayer talent->Rogue talent->underhanded tricks- Improved Dirty Trick, meet all prerequisite for Greater Dirty Trick.
Sl.6) Slayer talent-> ranger combat style-> menacing-> shatter defenses: anybody under any fear effect hit by me this round is FF against me for the rest of the round.
U.R.T. 3) Brutal Beating(Ex): forgo 1d6 of sneak dice for sickened rounds = ½ rogue level.
U.R.T.3) Finesse Training (unarmed) add Dex to damage.
U.R4) Uncanny Dodge.
U.R4)Debilitating Injury- deal sneak, -2(-4 to me) AC, -2(-4 to me) atk, or 1/2 spd.

Feats:
1)Enforcer: deal non-lethal damage, make a free demoralize attempt, shaken rounds = damage dealt, on crit target is additionally frightened for 1 round.
2) Darkstalker (3.5)- Stealth works vs blindsense, blindsight, tremorsense, and scent.
3) Monkey Style- add Wis to acrobatics, no penalty for fighting from prone, standing from prone can be a swift act for acrobatics 20, never AoO.
4) Greater Dirty Trick- +4, 1d4 rounds, removing the condition requires standard action.
5) Monkey Moves: crawl/climb 1/2 spd, 5' step can be crawl, climb, or jump, keep dex while climbing, hit twice in one turn, swift action for quick 5' step, even if I've moved already this round.
6)Monkey Shine- while using style, after a stunning Fist, free act, enter opponent square, no AoO's, +4 AC/Atk vs that opponent, he can move away but takes AoO.
7)Dirty Trick Master- escalate 1 DT condition.

Gear: (________gp )(________pp) (__________________________________ Other)
Head:
Face:
Body: Vest of Cha +4
Back: Cloak of intimidate: +5
Arms: Deathstrike Bracers(3.5): 3/day apply sneak benefits on foes typically immune, lasts the whole round
Hands: Gloves of Dex +5
Waist:
Feet: Boots of Speed: free action, haste for 10 rounds/day.
Ring 1) Protection +3
Ring 2) Ring of Resistance +5. All saves
Neck: Collar of Umbral Metamorphosis (3.5)-gain dark creature template for 10 minutes/ day.

Pack: Handy Haversack. (contained inside below)
-Iron Bands of Binding
-Elven rope (50g) DC 25. +3 circumstance UR
-Insistent Knocker
-Adventuring Kit (grappling hook, chalk, marbles, mirror, flint/steel, sleeping gear, quill/paper, silk ribbons, small cuts of rope, stakes, sand)

Various alchemical items
-Fungal stun vial(75x_______ ) 20' Rad, will 20, 10' stun, 20' cpnfuse, 1d2 rds.
-Tanglefoot bag (25x ________)
-Ghostblight (100x________) swift act, ghost touch 3 rounds.
-Gravebane (50x_________) undead won't cross or attack into unless forced and make will 10.
-Verminbane (50x________ ) vermin won't pass unless Fort 15.
-potion, Endure elements (50x ________)
-Beast repellant (50x________) animals won't pass, Fort 15.
-Grease Oil (75x________) Grease, DC 17.
-Glitter bomb (75x________) 20' Rad. Outlines all creatures in pink dust for 1d4+1 rounds.
-Potion, pass w/o trace (50x________)
-potion, cure moderate (300x________)
-Snakebite (100x________) delay poison 1 hour, any creature with a venomous bite that bites me Fort 20 or 1d6 con/ 2d6 con.
-Witchweed (50x________) 10' cube, arcane casters, concentration 15+spell level or lose spell, 5 rounds
-Priestweed (50x________), as witch, divine.
-Warlockweed (50x ________), as witch, SLA.

Dirty Trick Conditions:
-Blind: -2 AC, lose Dex to AC, 50% miss chance, -4 Str/Dex checks.
-Dazzle: -1 Atk and perception
-Deaf: -4 initiative, 20% verbal spell failure
-Entangled: ½ speed. -2 atk, -4 Dex. Concentration 15 + spell level or lose a cast spell.
-Shaken: -2 atk, skills, and saves.
-Sickened: -2 atk, dmg, saves, and skills.
Heightened Trick Conditions:
-Dazzled ->Dazed: Cannot take actions, no penalty to AC.
-Entangle->Pinned: Cannot move, denied Dex bonus. Additional -4 AC. No Somatic Spells. Use spell or SLA, concentration check DC 10 + my CMB (DT) + spell level
-Shaken->Frightened: Flee from the source of fear as best it can. May fight if unable to leave. -2 atk, skill, saves. Will use abilities to Flee first and foremost, will use them to fight if not.
-Sick->Nauseated: Unable to attack, cast spells, concentrate on spells, or anything requiring attention. Only a single move action.


Hi everyone. I'm looking for ideas where to take my non-lethal damage, catch-them-alive character. He uses dirty tricks and stealth. I'm thinking a 2 level dip into paladin for that sweet sweet Cha to saves. Thoughts?

Remy Brownlock. LN Strongheart Halfling. Unchained Rogue 3 = Dimensional Jaunter 1+Standard at 2 and 4+Thug at 3. Unchained Monk 1 (Scaled fist). Swashbuckler 1 (Mouser). Slayer 6 = Bounty Hunter to 4 + Standard at 5-6.

Ability: Adjusted Mod Temp.
Str:7 -2
Dex:24 28 +9
Con:15 +2
Int:10 0
Wis:15 +2
Cha:16 20 +5

HP: _________________/87. AC: 28/ ______. FF 16/ _____. TCH: 28/_____.
Saves: Fort: 16/ _____. Ref: 27/___. Will: 11/_____
BAB:+11/+6/+1. CMB: 19 (dirty trick +23 min, +27 on Flurry, +29 on Marked Flurry, +28 on Marked Flurry adding Brutal Beating) CMD: 27
Full Attack: +22/+22/+17/+12
Damage: Body- 1d4+9 (Bludgeoning), or +1 Emei Piercers of Training (Intrepid Rescuer- if an attack is made against me or an ally that is prone, stunned, helpless, or non-combatant, that creature provokes AoO, if success, the attack takes a -4 to hit.) - 1d6 (min. 2) + 9(Piercing) + (4d6 sneak)

____ skill ranks
Skill: Total= Rank + Mod + Misc.
Acrobatics (tumble): 24= 13+9+2
Escape Artist: 22= 13+9
Intimidate: 24= 14+5+5
Climb: 11= 11-2+2
Stealth: 26= 13+9+4
Bluff: 18= 13+5
Sleight of Hand: 9= 0+9
Survival: 7= 0+2+5
Know Religion: 13= 6+0+5+2
Know Dungeons: 12=5+0+5+2

Skill Tricks: 2 ranks each
1)Collector of Stories: +5 knowledge one enemy.
2)Never outnumbered: demoralize all in 10’ of target.
3)Evasive attack: acrobatics success = FF enemy.

Racial Abilities:
Agile maneuvers- add Dex, not Str to CMB.
+4 Hide, +2 MS, climb, jump, listen
+2 vs fear
+1 AC/ATK
+1 atk with slings/ thrown

Class Abilities:
R.DJ.1) Weapon Finesse (unarmed).
R.DJ.1) Jaunter’s Hop- Motes=3+Rogue level=____/____. Using one does not provoke AoO, nor does the teleport.
A>Instant Liberation (Su): 1 mote, swift act, instantly teleport to standing from prone or out of grapple, to the nearest unoccupied square.
B>Instant Escape (Su): 1 mote, immediate action. Avoid any critical hit or attack that hits 0 HP. Avoiding the hit requires successful Reflex (Cha) save DC= 10 + ½ atk bonus, or DC of Spell or ability.
C>Dimension Hop (Su): move action, 1 mote. Teleport to any spot within Close Range. This can function as Dimension Door beyond character level 8th.
Sneak Attack 4d6 (Rogue 2d6, Slayer 2d6)
Sw1) Swashbuckler Finesse- weapon finesse. Cha replaces Int for feat prerequisites.
Panache points. Equal to Cha mod____/____, replenish by crit or incapacitate foe using piercing light weapon (unarmed).
U.R.2) Evasion.1/2 damage on successful reflex save.
U.R.2) Rogue talent -> Combat Trick->Exotic Proficiency (Emei Piercers)
Sw1) Panache Dodge- cost 1 Panache, immediate act, move 5 feet, gain cha as dodge bonus to a melee Attack.
Sw.M.1) Underfoot Assault- cost 1 panache, immediate act when I'm missed by a melee Attack by a creature larger than me, make a 5' step into the creature space, no AoO, creature gets-4 attack rolls to anybody not me, I can move freely within target's space, but of he tries to escape my space, he provokes AoO, allies adjacent to me and foe are flanking.
Sw.M.1) Derring-Do: cost 1 panache. Add 1d6 to acrobatics, climb, escape artist, ride, fly, if a 6 is rolled, roll again up to cha mod times.
M. SF1) Bonus Feat-combat reflexes
M.SF1) Flurry of Blows- 1 additional Attack at highest BAB.
M.SF1) Improved Unarmed Strike.
M.SF1) Stunning Fist: DC=20, 3/Day. 1/rd.
M.SF1) Use cha in place of Wis for Monk abilities, including AC bonus, stunning fist.
Sl.BH1)Track- add ½ character level to survival checks for tracking.
Sl.BH1) Study Target- Move action, 2 targets (Sl.BH5), +2 bluff, knowledge, sense motive, survival checks, +2 attack/damage/CMB/slayer ability.
Sl.BH2) Dirty Trick- give up sneak attack dice for a +1/dice on dirty tricks, no opportunity attack.
Sl.BH4) Slayer talent->Rogue talent->underhanded tricks- Improved Dirty Trick, meet all prerequisite for Greater Dirty Trick.
Sl.6) Slayer talent-> ranger combat style-> menacing-> shatter defenses: anybody under any fear effect hit by me this round is FF against me for the rest of the round.
U.R.T. 3) Brutal Beating(Ex): forgo 1d6 of sneak dice for sickened rounds = ½ rogue level.
U.R.T.3) Finesse Training (unarmed) add Dex to damage.
U.R4) Uncanny Dodge.
U.R4)Debilitating Injury- deal sneak, -2(-4 to me) AC, -2(-4 to me) atk, or 1/2 spd.

Feats:
1)Enforcer: deal non-lethal damage, make a free demoralize attempt, shaken rounds = damage dealt, on crit target is additionally frightened for 1 round.
2) Darkstalker (3.5)- Stealth works vs blindsense, blindsight, tremorsense, and scent.
3) Monkey Style- add Wis to acrobatics, no penalty for fighting from prone, standing from prone can be a swift act for acrobatics 20, never AoO.
4) Greater Dirty Trick- +4, 1d4 rounds, removing the condition requires standard action.
5) Monkey Moves: crawl/climb 1/2 spd, 5' step can be crawl, climb, or jump, keep dex while climbing, hit twice in one turn, swift action for quick 5' step, even if I've moved already this round.
6)Monkey Shine- while using style, after a stunning Fist, free act, enter opponent square, no AoO's, +4 AC/Atk vs that opponent, he can move away but takes AoO.
7)Dirty Trick Master- escalate 1 DT condition.

Gear: (________gp )(________pp) (__________________________________ Other)
Head:
Face:
Body: Vest of Cha +4
Back: Cloak of intimidate: +5
Arms: Deathstrike Bracers(3.5): 3/day apply sneak benefits on foes typically immune, lasts the whole round
Hands: Gloves of Dex +5
Waist:
Feet: Boots of Speed: free action, haste for 10 rounds/day.
Ring 1) Protection +3
Ring 2) Ring of Resistance +5. All saves
Neck: Collar of Umbral Metamorphosis (3.5)-gain dark creature template for 10 minutes/ day.

Pack: Handy Haversack. (contained inside below)
-Iron Bands of Binding
-Elven rope (50g) DC 25. +3 circumstance UR
-Insistent Knocker
-Adventuring Kit (grappling hook, chalk, marbles, mirror, flint/steel, sleeping gear, quill/paper, silk ribbons, small cuts of rope, stakes, sand)

Various alchemical items
-Fungal stun vial(75x_______ ) 20' Rad, will 20, 10' stun, 20' cpnfuse, 1d2 rds.
-Tanglefoot bag (25x ________)
-Ghostblight (100x________) swift act, ghost touch 3 rounds.
-Gravebane (50x_________) undead won't cross or attack into unless forced and make will 10.
-Verminbane (50x________ ) vermin won't pass unless Fort 15.
-potion, Endure elements (50x ________)
-Beast repellant (50x________) animals won't pass, Fort 15.
-Grease Oil (75x________) Grease, DC 17.
-Glitter bomb (75x________) 20' Rad. Outlines all creatures in pink dust for 1d4+1 rounds.
-Potion, pass w/o trace (50x________)
-potion, cure moderate (300x________)
-Snakebite (100x________) delay poison 1 hour, any creature with a venomous bite that bites me Fort 20 or 1d6 con/ 2d6 con.
-Witchweed (50x________) 10' cube, arcane casters, concentration 15+spell level or lose spell, 5 rounds
-Priestweed (50x________), as witch, divine.
-Warlockweed (50x ________), as witch, SLA.

Dirty Trick Conditions:
-Blind: -2 AC, lose Dex to AC, 50% miss chance, -4 Str/Dex checks.
-Dazzle: -1 Atk and perception
-Deaf: -4 initiative, 20% verbal spell failure
-Entangled: ½ speed. -2 atk, -4 Dex. Concentration 15 + spell level or lose a cast spell.
-Shaken: -2 atk, skills, and saves.
-Sickened: -2 atk, dmg, saves, and skills.
Heightened Trick Conditions:
-Dazzled ->Dazed: Cannot take actions, no penalty to AC.
-Entangle->Pinned: Cannot move, denied Dex bonus. Additional -4 AC. No Somatic Spells. Use spell or SLA, concentration check DC 10 + my CMB (DT) + spell level
-Shaken->Frightened: Flee from the source of fear as best it can. May fight if unable to leave. -2 atk, skill, saves. Will use abilities to Flee first and foremost, will use them to fight if not.
-Sick->Nauseated: Unable to attack, cast spells, concentrate on spells, or anything requiring attention. Only a single move action.