Rayhan Xobhadi

Lixeon's page

16 posts. Organized Play character for Brian Turner 355.


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Shadow Lodge

I am running ROTRL and I have a question on reading their creatures stat blocks. On top it says something like Thistletop Commandos (Goblin Ranger 1) (2) and to the left it says CR 1. Now does that mean their both together worth a CR 1 encounter or is it two CR 1 encounters. The only reason i ask is because they reference a page previous where a Goblin Commando (Goblin Ranger 1) was a CR 1 encounter. Im confused because i thought adding a PC glass brings a cr 1/3 to cr 1/2. Now i understand that having pc equivalent gear can raise the CR which is probably how the first Goblin Commando was a CR 1 by himself. But if it is two Goblin Commandos and they are together considered one Cr 1 encounter meaning cr 1/2 each. Do i need to lower their gear that is referenced in the printed adventure. Thanks for the help.

Shadow Lodge

Im running ROTRL and i was wondering if there is a better way to copy the maps so allof the information thatson the map is not there. Specifically hidden tunnels, doors etc. Thanks for the help.

Shadow Lodge

I am a newer GM and i am making my own world. I would like it to be an
Epic Fantasy. But I like my players to roll for their stats. So I figure that 4d6 minus the lowest equals around a 20pt game. But what would equal a 25pt game? 5d6 minus the lowest? All suggestions and ideas are welcome. The reason i dont use the point buy is because i just prefer rolls. But here is another question if i do an Epic Fantasy Campaign what changes do i need to make to the monsters in the Bestiary. I know my Npc's i can make by hand but i am more worried about the ones in the Bestiaries. Thanks for the help.

Shadow Lodge

I am a newish GM and i am doing Rise of The Runelords as my first Campaign. It has four players and they seem to really be enjoying it. They are getting close to the Catacombs of Wrath and i have a question with the Sinspawn:

1. It lists that they have 2 claws and a bite. So im assuming that's 3 attacks. Or is it just two attacks and they are saying the sinspawns first attack is two claws at once (just rolling one atk roll) and than its bite. And i assume it falls under the rules for using more than one weapon.

2. It lists its init as +0. But its Dex is at least a +1 bonus and it has the improved initiative feat which gives it a +4 bonus so it should at least be a +5 bonus but for some reason in the beginning its listed as +0 and i dont see any reason (at lest any listed reason) why its not listed as +5. Im a little confused. Do i apply the feat and Dex or just keep it at +0.

Thanks for all they help.

One more question is there a GM area besides the one in the Pathfinder Societies Forum. I'm not sure if i can post questions there for non society gaming. Thanks again.

Shadow Lodge

I am getting ready to start GMing Rise of the Rune Lords and one of my players has told me eventually he wants to take the feat Inscribe Magical Tattoo (Item Creation). From what i understand it allows him to make a magical tattoo that counts as a slot-less item. Now I've never seen this before and i have some questions. Since its slotless does that mean if he has a tattoo on his feet he could also wear magical boots as well. And can they tattoo any magical items or just the ones that say they are specifically tattoos. Also can anyone tell me what book its in. I can't seem to find out on the pfsrd. thanks for the help.

Shadow Lodge

My druid is coming up to lvl 4 and I wanted to make sure I understood wildshape so that I didn't make and mistakes.

First this is what I understand:
1. when you take on the shape of an animal you get to use its special abilities if it has them such as fly, climb, swim etc.

2. In order to cast spells while in wildshape I need to take the feat Natural Spell.

3. I lose access to my armor bonus. I assume its because the animal can't wear it. And also because everything I wear is melted into the new form I've chosen.

4. A Druids Vestment gives me the ability to wildshape an additional once per day.

Questions I have:
1. When I wildshape into an animal do I use my stats (str, dex, int etc.) or do I use the animals I've changed into. I am curious because I know depending on what size of animal I change into I get plus's and minus's to stats and I'm not sure whos to use.

2. What is the best way to communicate with the party while in wildshape form. I know there is a speak with animal spell. But was wondering if there was an artifact or something that could allow them to understand me.

3. How does flying work with wildshape when I'm in the air such as in eagle form or in the earth such as when I take on the form of an earth elemental.

I forgot to mention that my Druid is mainly a spell caster. He isn't the type to change into a shape and go rampaging the enemy. But he will defend his friends. So he will use his wildshape to give him the best distance and placement for his spells.

Thanks for the help. Sorry this was so long.

Shadow Lodge

I thought wielding a two handed weapon got you a double STR modifier but according to the book it only receives a 1 1/2 times the STR mod. is there anyway to add double your STR modifier to a two handed weapon like a Great Axe. Thanks for the help.

Shadow Lodge

I'm a First time Fighter. Most of my other characters have never had to worry about criting. So my question is when concerning crits. Do you use the basic die roll or do you include modifiers when determining a crit is happening. For example if I roll a 17+3 on a weapon that has a crit range of 19-20. Does that mean I hit since with the modifier it brings it to a 20 or do I miss because the die roll is only a 17. Thanks for the help.

Shadow Lodge

I was wondering when calculating CMB if Masterwork weapons or feats such as Weapon Focus or having a weapon with a +1 enhancement would affect the calculation for a CMB. I am making a two handed Halfling Fighter. I know Halflings have a disadvantage on strength but I think it will be fun to role play. But I would like to increase his CMB. I know the feat agile maneuvers lets you use Dex instead of Str. But my Dex is at a 16 which only gives me one more point since my Str is a 14. Also is playing a 7 intelligence hard. I'm thinking it would be like Caramon from Dragonlance. Not to bright but he talks normal. Thanks for the help

Shadow Lodge

Bob Bob Bob wrote:

Alright, so here's the cliff notes on magic weapons.

An enhancement bonus (+1, +2, +3, etc.) adds to attack and damage with that weapon.

A weapon must be at least +1 before you can add any other magical abilities to it.

A weapon's cost is the cost of the sum of its bonus equivalence (so a +1 keen weapon costs the same as a +2 weapon) plus any static costs. You're using the crafting costs numbers in your example.

Now, the crit range of a weapon is the range of numbers it crits on, this means a keen 19-20 weapon becomes 17-20. The number after the slash is the critical modifier, which is how many times you roll the extra damage.

As for Mighty Cleaving I think you have it right (the person above me has it horribly wrong, you can't do Mighty Cleaving without Cleaving).

So the Table 15-8 lists the base price of a +1 bonus is 2,000gp. Is that true or do I need to use a different chart. Also is the Masterwork price included in the pricing for the +1 bonus. I've tried to find the location that explains the weapon bonuses but I cant seem to find it in the Magic items area. Would someone be able to point this out to me.

Thanks again.

Shadow Lodge

I have never bought a magic weapon before and I have few questions. On the chart in the Core Rulebook the cost for a +1 enhancement is 1,000gp. And the ability Keen cost +1 bonus. Now does this mean I have to first purchase the +1 enhancement bonus for my weapon and then Pay another +1 bonus to have Keen on my weapon which would be 4,000gp. Or do I just pay 2,000gp to have Keen placed on my blade.

Also what does the +1 enhancement bonus do besides allowing a weapon to become magical.

I also have a question on two of the abilities that can be placed on a weapon.
Keen says that it doubles the crit range of a weapon. So if a weapon has a crit range of 19-20/x2. Would Keen change it to 17-20/x2 or 19-20/x4.

Mighty Cleaving says you get another attack after successfully attacking the first target. So in conjunction with cleave does that mean you have the potential for Three separate attack:
1st: Initial Attack Hits
2nd: Secondary attack on adjacent enemy. Allowed by the Cleave feat
3rd: Tertiary attack allowed by the Mighty Cleaving enhancement on weapon.

Thanks for the help.

Shadow Lodge

Ciaran Barnes wrote:

Did you roll ability scores or use point but? Are you able to adjust the scores? If so, would reconsider how many odd numbered scores you have.

Your wisdom only increases your perception by 1.

A small great sword deals 1d8.

You understand that your speed is 15 without armor training, right?

If it is core only, then you do g get a bonus feat at 3rd level. And core does not include traits.

its a 20 point buy system. Could you please explain by what you meant by odd numbered scores. And sorry I meant to write down Great Axe not Great Sword

I do realize my speed is reduced but my character is starting at lvl 3 so his Armor Training will kick in. My DM is allowing traits for the Campaign. I already have my bonus feet chosen for third level. My normal feat for third is Iron will and my bonus is Cleave.

Shadow Lodge

I have created a Halfling Two Handed Fighter and would like some constructive criticism on him. He is starting at lvl 3, in a core only campaign. Please let me know what you think. Also this is my first Fighter. So I might have forgotten something. I have tried looking in the threads but I can't find much on small fighters. Thanks again.

Race: Halfling
Class: Fighter
Specialization: Two Handed Fighter
Level: 3
STR: 15 +2
DEX: 16 +3
CON: 15 +2
INT: 7 -2 (Wasn't sure about having this down so low but needed the extra points. How would I play a 7 Int for a warrior?)
WIS: 13 +1
CHA: 9 -1
Armor Class: Medium Armor
10+6(AC)+3(Dex)+1(Size)+1(Dodge)=21 AC
Attack Bonus:
3(BAB)+2(STR)+1(Size)+1(WF)= 7
Ranged Bonus:
3(BAB)+3(DEX)+1(Size)= 7
Skills:
Perception +11
(3ranks+3class skill+2wis+2halfling+1trait)
Feats:
1st Dodge: +1 AC Bonus
1st Bonus: Power Attack
2nd Bonus: Weapon Focus(Greatsword) +1 BAB
3rd Iron Will +2 Will Save
3rd Bonus: Cleave
Seeker-+1 Perception. It's now considred a class skill
Reactionary- +2 Initiative Checks

Weapons:
Main: Greatsword 1d10 19–20/×2
Secondary: Scizore 1d8 ×2

Armor:
Breast Plate +6 AC, +3 DEX

Shadow Lodge

Hello im making a new character and I decided to make a synthesis summoner.Im either going to go with a half elf or human not sure which one yet. kinda leaning towards human since you get an extra akill of your choice. I was wondering about the constitution modifier. It says when im fused with my Eildolan I have to take its constitution score. When this happens I see it changing my health because of the modifier. My question is does it also affect the health I can at my characters creation and future levels. I don't think so but I want to make sure. Thanks for the help.

Shadow Lodge

Hello im making a new character and I decided to make a synthesis summoner.Im either going to go with a half elf or human not sure which one yet. kinda leaning towards human since you get an extra akill of your choice. I was wondering about the constitution modifier. It says when im fused with my Eildolan I have to take its constitution score. When this happens I see it changing my health because of the modifier. My question is does it also affect the health I can at my characters creation and future levels. I don't think so but I want to make sure. Thanks for the help.

Shadow Lodge

I have made a new character for Pathfinder Society and i would appreciate any and all suggestions. I have not posted this on the advice thread because i find i get more general pathfinder advice not necessarily advice for pathfinder society. Thanks again for your help and comments.

--- Character Sheet ---

Name: Lixeon
PFS Number: 2075-4

Race: Human
Class: Master Summoner
Faction: Shadow Lodge
Alignment: Undecided
Age: 17 yrs
Eyes: Silver
Hair: Blond
Features:
Height: 5ft 5inches
Weight: 195 lbs
Size: Medium
Gender: Male
Level: 1
Exp: 0

Mod
Str: 7 -2
Dex: 14 +2
Con: 14 +2
Int: 10 +0
Wis: 7 -2
Cha: 20 +5

HP: 11/11 (8/class + 2/con + 1/favored class per level after 1st)
Speed: 30 ft
with armor: 30 ft

___________________________________________________________________________ ________________

SAVES
Fortitude: 2 = +0 (base) +2 (con)
Reflex: 2 = +0 (base) +2 (dex)
Will: 0 = +2 (base) -2 (wis)

ATTACKS
-----------------------------------------------------
Base Attack = +0

Melee: -2 = 0(base) -2(str) +0(size)
Ranged: +2 = 0(base) +2(dex) +0(size)

CMB: -2 = 0(base) -2(str) +0(size)
CMD: +10 = 0(base) -2(str) +0(size) +2(dex) + 10
_____________________________________________________

Total AC = Base Shield Dex Armour Size Misc
---------------------------------------------------------------
standard: 16 = 10 +x +2 +4 +0 +0
vs Touch: 12 = 10 -- +2 -- +0 +0
Flatfooted: 14 = 10 +x -- +4 +0 +0
_______________________________________________________________

WEAPONS TAB DMG Crit Range Size Type
--------------------------------------------------------------------------- ---------
Shortbow +2 1d6 x3 60ft M Piercing
___________________________________________________________________________ _________

ARMOUR AC Max Dex Check Penalty Spell Failure Speed
------------------------------------------------------------------------
Chain Shirt +4 +4 -2 20% 30 ft

________________________________________________________________________

SKILLS Abil Mod Abil Ranks Misc (details)
---------------------------------------------------------------------------
Skill points/level: 3 = 2(class)+0(int)+1(human)
Total Spent: xx/xx +0(favored class)

--Class--------------------------------------------------------------------
Climb str* 0 = +0 0 +0(class) -0(AC penalty)
Craft int 4 = +0 1 +3(class)
Intimidate cha 0 = + 0 +0(class)
Perception wis 0 = + 0 +0(class) +0(racial)
Profession wis
Ride dex* 0 = + 0 +0(class) -0(AC penalty)
Spellcraft int 4 = +0 1 +3(class)
Swim str* 0 = + 0 +0(class) -0(AC penalty)
--Cross Class---------------- ---------------------------------------------
Acrobatics dex* 0 = + 0 +0 -0(AC penalty)
Appraise int 0 = + 0 +0
Bluff cha 0 = + 0 +0
Diplomacy cha 0 = + 0 +0
Disable Device dex* -0(AC penalty)
Disguise cha 0 = + 0 +0
Escape Artist dex* 0 = + 0 +0 -0(AC penalty)
Fly dex* 0 = + 0 +0 -0(AC penalty)
Handle Animal cha
Heal wis 0 = + 0 +0(healer's kit)
Knowledge (arcana) int
Knowledge (dungeoneering) int
Knowledge (engineering) int
Knowledge (geography) int
Knowledge (history) int
Knowledge (local) int
Knowledge (nature) int
Knowledge (nobility) int
Knowledge (planes) int
Knowledge (religion) int
Linguistics int 4 = +0 1 +3 (class)
Perform cha 0 = + 0 +0
Sense Motive wis 0 = + 0 +0
Sleight of Hand dex* 0 = + 0 +0 -0(AC penalty)
Stealth dex* 0 = + 0 +0 -0(AC penalty)
Survival wis 0 = + 0 +0
Use Magic Device cha
___________________________________________________________________________
*armour check penalty applies

FEATS
--------------------------------------------------------------------------- -------
(Class) Feat Description
(Human) Marcial Weapon Proficiency (shortbow)
Description: You make attack rolls with the selected weapon normally.
(1st) Extra Summons
Description: You gain 1 additional use of your summon monster spell like
ability per day.
___________________________________________________________________________ _______

TRAITS
--------------------------------------------------------------------------- -------
Trait: Fortified
Description: Some members of the Shadow Lodge aren’t completely convinced of the Decemvirate’s sincerity and fear potential reprisals. Through alchemical techniques and endurance training, you gain the ability to negate a critical hit or sneak attack scored against you once per day. This ability functions as the fortification armor special ability, with a 20% chance of success.
Trait: Watchdog
Description: As a member of the Shadow Lodge, you are trained to detect lies and doublespeak. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive becomes a class skill for you.