Sajan Gadadvara

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I am running my own campaign I was researching cannibals and came across the KURU cannibals and references to the temple of the ravenous moon

is there an adventure detailing maps of the temple? or is there an adventure with a kuru cannibal tribe? I like to use paizo made stuff when ever possible.


what is the AC of an downed player? We had a player charge get hit hard and drop his HP down to -1. the monster is a hungry and wants to continue to eat him.

he is wearing scale male so should his AC be 15 to hit? or is there some rule I am missing. I figure it should be easy to bite a guy who is lying unconscious in front of me.


I have to game tonight and need a frog Samurai sword saint.
And i will not have time to roll one up for my game. this is a DMPC.

standard point buy will work and a budget at level 3 character.

could one you do this for me?

I know I am asking a lot from you.

thanks!


Hey team,

I have a player who is a raksha blood line sorc level 2. he has maxed out his talking skills. I will get you the stats breakdown but it looks like he has silver tongue which is +5 and the skill maxed out and an 18 charisma. i think if he rolls well he gets a +16 to the roll.

he is half elf with skill focus bluff +2
he is level 2 with it maxed out +9(+2 rank +3 class skill +4 charisma)
and then silver tongue (+5 3x per day)

any way we were fighting an orgekin and it calls for backup immediately. any way 2 more monsters run into the room and he makes an amazing bluff roll talking about how he is a powerful sorc and will curse them with the symptoms of ebola. he rolled really high the total roll was around 35 and even with a -15 for blatant lies he still rolled really high.

anyway I want to give him some leeway because he is the party face. and combat is basically him casting acid splash over and over again.

but how does that play out? I had the orgekin who are stupid run away in fear. basically saving the party from a TPK.

how does it work using the rules? and no dm being nice?

also I have another player who is playing the standard gnome illusionist so he creates ghost sounds and silent image during combat
I have been giving the effected enemies -2 to hit and DMG due to distraction.

how does it actually work during combat?


Long story short but my level 1 party now has a Level 1 dire goat fighter.

What are a few good feats I should consider?

Improved Nat attack

Ability Focus Trample

Weapon Focus (natrual attack)

ect....


1 person marked this as a favorite.

Last night my party used a goat as bait to lure a monster out of hiding.

the party Gnome ended up riding him and scoring the critical hit that killed the monster.

one of our players is a skin walker and can speak to animals. He convinced the goat to join the party.

so now the party is super pumped about having "adventure goat" in the party. they spent all there money on a military exotic saddle for him and barding.

my rules Question is this.

how do I do have a goat as a part of the party and how do I equip the goat with armor.

I want to know the extend of his participation in the party. the skinwalker can speak to animals but what does that actually mean in terms of goat communication??

I found this stat
http://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/goat

or a dire goat?

I want to make the goat a part of the party he will split XP and gold. but not make him anything more that a goat.


my players just finished the Iron gods book 1 and didnt like it. so they all want to start Jade regent. Is there anything I need to know if the party starts on book 2? we may just start book one.

also what is involved with the caravan combat system can I skip it?

what are a few things to keep in mind? when running this AP either from book one or 2?


I have a player who is loving Grappling. I know of a few feats but with the game being out so long and so many books I was wondering if anybody had a list of all the grappling feats in one place?


I am running a AP and last night was a epic battle. MY house rules are this I make the final call as the dm and if after the game you have a different interpretation of the rules feel free to approach me and we can discuss.

so a few things I had to rule on the fly.

1. healing potions? if a character is at -10 HP and has a con of 14.

he is fed a healing potion the roll is 5 I ruled he stabilized and was at now at 0.

what happens when he is fed a potion he does stabilize? and then do we have to subtract from the neg HP so is he now at -5?

grappling:

those flow charts are amazing we have those.

a gargoyle is grappled by the monk.

round 1 th emonk grapples he rolls super high the gargolyle is now grappled.

round 2 the gargoyle ignored the monk and full attacks the PC in front of him. Claw x2 bit x1 and Gore x1. In the heat of the battle I forgot about the monk and wanted to know if he could ignore the puny human and attack?

the next round the gargoyle is put into the pin condition.

now what? he can only try to escape right? can he fly?


my player wants to be a vanilla Skin walker.

our question is this does he have to pick one physical stat to get a +2 each time he changes? or does he pick at the beginning and it is always +2 to str.

does that make sense? or the next time he changes he picks +2 to con instead?


so I made the mistake of having my party sorcerer get comped some 200 silver disks at the Silver disk hall to introduce the location and proprietor. he was supposed to go get the party and let them know but instead he kept the silver disks to himself and never told the party. Instead of doing a really complicated gambling game we rolled some dice and he bet all of it on one roll and won 2000 Silver disks which I found out are worth 10 GP each so he ow has 20,000 gold to spend in Numeria. so what can he buy what should he by?

if you were him a 2nd level sorc what would you buy?
and has a DM what is the restrictions on what magic items are available for the size of the town it is torch from the iron gods AP


I have a player who wants to play a skin walker monk

what are the basics of the race and what was changed with an errata to the shape shifting?


I am running Iron gods and had a new guy join he has not played since THACO he wanted to be a wizard. I made him an electric Elemental bomber wizard to deal with those filthy robots.

I am more of the grapple it kind of player and don't really focus on ranged and spells any advice for him on feat selection? I gave him point blank and precise shot.

what is the SChitck for the elemental bomber? what is the classes main function? what can i advise him on to have a good time and be a good part of the group? he seemed to get the bombs down I once played with an alchemist so I have some experience with bombs. can you give me the basic walk-through on this archetype?


my players never quite are able to kill this little guy and he harbors a taste for vengeance. he has become sort of a party nuisance/mascot. i want to level him up with the party so every level he comes back stronger and more determined to kill them.

any ideas?


my party is going to come up on hetuath the leader of the skeletons.

I know he has 4 arms but does he get 4 attacks? and how should my players identify how to put him and his skeletons down for good? any ways to subtly lead the players to drag his corpse int the desert?


Hey!
It has been a while since I have checked out the options for a unarmed punch machine.

I have a new player and he was instantly drawn to the monk and of course fell into the trap of "why can't I hit anything"

back int he day (3 years ago)my stichk was playing a luchadore do I considered my self an expert in playing a wrestling face punching murder machine but time s have changed with the brawler and unchained monk.

my question is this what is a good basic punching class for this guy to play he has zero knowledge of the game and is a brand new player the bralwer lookes good but I am afraid the large amount of combat feats and kowing which feat does what will be a bit overwhelming.

I was thinking of having him go unchained monk or unarmed fighter with a dip into MOMS for him

level 2 and we are running the iron gods book 1

the other thing is that we have ZERO internet where we game so we have to have the stuff prepared ahead of time.


I have a bunch of first time players, And I was wondering how High Technology does this AP get?

does it end up with full stormtrooper armor and laser rifles and swords? or does it keep some of the sword and sorcery setting?


a little back story:

I am running Iron gods and the team desperately needs a rogue type character. I was going to have them run into a DM run character that is a ninja but is in disguise as a Sargovian Explorer named Mwangi Jack.

I was going to have him part of the 5th expedition int to the mountain of torch.

the reason why I want to hide his ninja skills is I do not want the party to became dependent on me to solve things for them and I want them to have fun and I may occasionally point out a trap or somethings for them.

so I waned him to have a musket he will be level 3 so what feats do I need to wield a musket in combat.


Forgive me please I have a hard time getting out what is in my skull on paper.

my main question is how do you keep a serious Atmosphere when you are gMing? fun is okay but there times I want my players to focus and feel the palpable danger int he air.

Background: I am running Iron gods after about 4 years away from TRPG. I want my characters to have fun and it is okay to be a little silly but I am having a hard time Balancing the "fun" factor with the Serious factor.

I spend a lot of time making custom sound effects Printing out giant maps and practicing what is going to happen. In my head it always seems so badsass and serious but within about 45 minutes in it turns to a bunch of good friends joking and being kind of silly, which I like to an extent...

there is no wrong or right to do this that is my motto for RPG

but maybe some advice on how to ton-down the " the sheriff is missing a testicle lets all focus on that for 20 minutes"
they asked me if the sheriff had any kids and why he was so grumpy I didn't expect it so I said he had a logging accident and couldn't have kids. it devolved into a in depth discussion of his particular injury that I was making up on the fly.

because my players are all new I ran the falcons hollow module as a tutorial

I don't want to limit the players in anyway shape or form. but I want to make sure the gravity of the situation is felt ie... you get to explore a sweet buried space ship!!!!!!

one of the best and most serious DM's I ever played with had me do the weight of all the gold and every item we carried I don't want to go to that length and bog down the game.


I apologize a head of time I am scattered brained.

1. my Pcs want to start buying stuff in town. When they come across a flare gun at the temple of Brigh does Joram Kyte know what he is selling? or is it an orange thingy for 500 gp. how much description shoudl I give them?

same with the cureall hemochem ect..

I was thinking of telling them that what the townsfolk sell is beneficial but you wont be able to what it is yet. like if they find a potion and they dont do a spell craft all they know is it is a vial of green liquid ect..

my pcs are still level 1 so they would not have any of the feats to identify technology yet having never encountered it.

what is the exact process for identifying technological gear. I want to make it fun and mysterious not to easy but not be a jerk about it.

any suggestions? i know at some point they will pick up on it and have lazer swords and blasters ect.


I am a rusty DM and player is rolling a Cleric he has a 19 wisdom

on the level 1 cleric table it says he has 3 0 level spells and 1+1 1st level spells.

I went to his table on the bonus spells and assigned him the proper bonus spells +1 extra at each level ending at level 4.

my brain fart is what the heck is the 1+1 mean? is that just 2 first level spells or 1 1st level spell and +1 domain spell?

can somebody spell it out for me???

I have not run a cleric since 3.5


any body have any suggestions for starting gear for a level 12 ninja?
I was thinking one handed katana guy.

is there a basic must have gear list for the ninja like kI ring ect...


If I have a speed katana and make a full round attack does it stack with the extra attack I can use as a swift action I can use with my KI pool?

I have searched and searched and found nothing recent all the posts were form 2010


If I take 4 levels of monk and decide to use Wisdom as my main KI pool stat are all my ninja abilities now using 1/2 level +wisdom for things like assassinate, and ninja tricks and such?


What Happens if you summon a insect swarm into the same square as an invisible creature damage wise for the invisible creature?


I am running a ninja character for the first time I really like it. I do realize I know very little about getting the most bang for your buck in regards to landing Sneak attack damage in combat.

are there any tactics/feats I am missing. My build doesn't matter very much I am only really asking about common tactics/feats. Is there a Sneak attack guide as opposed to a rogue or ninja guide? what are the basics I need to know?

1. Improved invisibility

2. Feint?

3. Betrayer feat

4. flanking

5. Ranged sniping ( shurikens allwwing you to hit and not have to be close


Assassinate (Ex): A ninja with this master trick can kill foes that are unable to defend themselves. To attempt to assassinate a target, the ninja must first study her target for 1 round as a standard action. On the following round, if the ninja makes a sneak attack against the target and the target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the ninja as an enemy. If the sneak attack is successful and the target of this attack fails a Fortitude save, it dies. The DC of this save is equal to 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. If the save is successful, the target still takes the sneak attack damage as normal, but it is immune to that ninja’s assassinate ability for 1 day

would this ability be negated by fortification?

I think the damage would be


I am looking for a fun character to run.

I want a sub standard race I am thinking

goblin,kobold,grippli

I am thinking of running a monk or samurai.

I want a bold rash fun class that is survivable but does not need to be super optimized.

we are running Serpents skull righ now we are on book 5.

I do have a kobold Samurai

i like a kobold monk idea. any body ever done this


In our weekly game we have an alchemist and every time we come across a monster with any type of dr or magic resistance our DM panics (poor guy) and is confused about what type of damage the Bombs do.

I think they do energy type right? just plain old fire damage?

how about an golem with magic resistance?

what type of damage does an alchemist fire bomb do? how about an Ice Bomb or a madness bomb?


I am a level 13 Lizard man ninja.
I have taken the TWF feat tree but dont really see the need for TWF defense or TWF rend the point is to get hits and do Sneak Attack Damage.
I have focused on Improved Natural armor I just hit level 13 and now have a new feat in front of me. There is no "extra ninja trick" feat correct?
besides improving my natural armor up a point any feats that are really good for a TWF sneak attack ninja?


is there rules for children pc's? I was thinking of an angry baby barbarian?


I read an old Conan story called the "Devil in Iron" Basicly a being from the abyss come to the material plane he is not able to form flesh due to his demonic nature so he makes for himself a Man suit of iron. Basicly he inhabits a Golem for 1000 years and no metal blade can pierce his skin.

then a priest of his slaves finds a "star metal" and over throws him and destroys his empire this star metal is the only thing that can hurt him It cant kill his golem body so he traps him on an altar weighed down by the knife trapped until freed.

is there a instance In Pathfinde of a monster like this? hasany body read the story and can they point me in the right direction golem wise?

I was thinking of not making the star metal Admantium that is to easy to get a hold of any suggestions?


I am designing a +5 great sword weapon for my Barbarian. I have it at a +3 courageous furious weapon. I want to add keen instead so I need to drop one of the other enchantments which in your opinion is better?

courageous:

gives me 1/2 my enchantment to str
gives me 1/2 my enchantment to con
boosts my superstition bonus bonus by half the enchantment

Furious:
increases my enchantment bonus to+5 boosting my Courageous bonus to +2(see above)
makes my sword capable of overcoming majority of DR


2 people marked this as FAQ candidate.

I have greater invisibility on I am attacking a guy so is the barbarian in front of me do we still flank even if I am invisible ?

The bad guy is between us


I have never ran a Samurai Character before. Let me give you a little back story, I have been building a back up character for my Ninja in serpents skull book 5. I have been toying with the idea of a viking two handed damage dealer but I just got sick of all the optimization I never felt happy I felt like I was trading armor for speed weapons for items...

so I decided to just make a fun character
i had my original goblin fighter with all the feats like improved will and reflexes and mobility and underfoot I planned on making him a rush into combat kind of guy fairly reckless but very agile.I skipped the weapon focus path and just took the feats I always wanted to take but never had room for.
and this idea morphed into a goblin Two handed fighter into a goblin Samurai. I love the idea of a pint sized Goblin named "gobo the brave" who is a samurai.

my back story so far is a direct knock off of an old Conan Story I read:
basically an evil look alike of my queen takes over and me being the head of the queens guard stand up to her she cast a spell on me turning me into a goblin when I freed my queen she exiled me not bearing to look at me so I now wander has a samurai trying to find a cure for my Condition and fighting my "goblin nature. ie pyromania)

I looked at the order of the lion and really felt that fit the back story. the order of the penanatent I dint like the abilities.

any way I also took sword saint and was wondering how I run a samurai, and any suggestions on what to do to have fun but not get killed? how owuld you do a knight turned goblin who still has his human sensibilities but finds him self staring at fire for long periods of time.

we are in the underdark where every body is evil so it wont be a huge surprise or RP disadvantage being a goblin.


Buhler?

can I take heart of fire if I am a goblin monkey or what ever feats are racial feats for goblins?


what are the new feats and Traits are they worth taking a look at?

I see people talking about bent body where is this located


I am going for a un-killable Barbarian theme. I am not planning on having him be at deaths door for every encounter but I have noticed all my previous characters on the AP have died because they are just overwhelmed by enemies. I still need to buy a bow

Sven the Un-killable:

Male Human (Ulfen) Barbarian (Invulnerable Rager) 12
CG Medium Humanoid (human)
Init +5; Senses Perception +17
--------------------
Defense
--------------------
AC 25, touch 12, flat-footed 21 (+11 armor, +4 Dex, +2 natural)
hp 202 (12d12+108)
Fort +19 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +10, Will +11; +9 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 18/lethal, 9/—; Resist fire 3, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 40 ft.
Melee +3 Courageous, Furious Adamantine Greatsword +24/+19/+14 (2d6+33/19-20/x2)
Special Attacks rage (31 rounds/day), rage powers (increase damage reduction, increase damage reduction, increase damage reduction, spell sunder, superstition +9, witch hunter [+4])
--------------------
Statistics
--------------------
Str 32, Dex 18, Con 28, Int 14, Wis 14, Cha 7
Base Atk +12; CMB +23; CMD 35
Feats Deathless Initiate, Diehard, Endurance, Ironhide, Power Attack -4/+8, Racial Heritage (Orc), Raging Vitality
Traits Defender of the Society, Veteran of Battle
Skills Acrobatics +18 (+22 jump), Climb +25, Escape Artist +15, Fly +3, Perception +17, Ride +3, Stealth +3, Survival +23, Swim +25 (+29 to resist nonlethal damage from exhaustion); Racial Modifiers +6 Survival
Languages Common, Dtang, Dwarven, Skald
SQ courageous, fast movement +10, heart of the wilderness +6
Other Gear +5 Mithral Mountain pattern armor, +3 Courageous, Furious Adamantine Greatsword, Amulet of natural armor +1, Belt of physical perfection +2, Cloak of resistance +2, Ioun stone (pearly white spindle, cracked), Fighter's kit, 300 GP
--------------------
Special Abilities
--------------------
Courageous +5 morale bonus to save vs fear, +2 added to bonuses from similar abilities.
Damage Reduction (18/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (9/-) You have Damage Reduction against all attacks.
Damage Resistance, Fire (3) You have the specified Damage Resistance against Fire attacks.
Deathless Initiate Not staggered while using Diehard; gain +2 on melee damage rolls
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Wilderness +6 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Ioun stone (pearly white spindle, cracked) This stone bears an obvious crack, whether as a result of crafting, because the raw stone began cracked, or due to damage. It grants the bearer the ability to regenerate 1 point of damage per hour. This works like a ring of regeneration, it only cures damage taken while the character is using the stone.

A Spindle is usually faceted, but as a prism with 10 or more sides has a nearly round cross-section. Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.

Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 1,700 gp
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Racial Heritage (Orc) You count as another race for the purpose of prerequisites.
Rage (31 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Superstition +9 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
Witch Hunter (+4) (Ex) Bonus to damage spellcasters while raging.
--------------------
For generations the viking tribe that you belonged to has guarded a holy artifact JERRODS STONE one night a vicious attack by serpent folks slew your warriors and stole your Artifact. you were selected by your tribe to follow after them. after 2 years of tracking them you came to the portal stone, Takign a deep breath and a whispered prayer to the patron diety of you tribe you stepped through.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Rolled a critical fumble card last night it said my weapon breaks unless it can make a reflex save.
The crit card didn't give the dc of the save but the instructions said it was the ac of the opponent by default.

We calculated the reflex of my sword at cl10 2+ half the cl =7
So the reflex Is 7 the Dc is 26
Now my sword is destroyed and I need a cl 20 make whole to repair it? Is my math correct ?
Please tell me my math is wrong the crit card seems super powerful for a fumble card. The crit cards are super lame like one point of no lethal damage and stuff


1. Does the cracked ion stone give me immunity to bleed and limb regeneration also?
the description states it functions like a ring of regeneration the only thing is changed is the HP regen is once an hour.

also I have a +4 furious great axe when i am raging is it a +6 axe for overcoming alingment dr and epic?


This is not a paladin alignment thread. This thread is how to deal with a perceived violation of the paladin code of honor. Some back ground
My character is a chaotic neutral ninja.

We are on book 5 of serpents skull we cleaned out a fortress and in the basement we found several cells against the wall and in those cells there were bodies and a few barely breathing drows, ulfins and morlocks.
Our paladin walks in detects evil and decides that because they are evil he should send his earth elemental in to the cell to kill every one. me and the good barbarian say wait a minute let’s just let them go they aren't a threat to us. The paladin refuses and kills all of them except a drow giving this big speech about how evil is a choice and he is not going to let a potential threat live let alone waste resources arming our enemies.

Well we decided to back down so it didn't get into PVP.
I have decided my ninja will not aid the paladin in any way during combat.

In character my main problem with it is that he is acting holy than though but when it comes to being a selfish jerk who will kill prisoners. In my mind he is no better than me. I have decided to write a letter to his superiors in game and make a case for a formal complaint. Has anybody ever done this successfully?

I have had an offline conversation with the player and we resolved any personal conflict.


I am trying to take rage powers in place of bonus feats but hero lab is not letting me. I think it is calculating my effective barbarian level incorrectly.

i am a level 12 fighter that means I am a level 9 barbarian correct for rage powers and such?


Can you guys help me decide what to do with this.
There has been some sub threads about my +5 axe I am going to stay with that.
I guess my main questions revolves around what archetype to take or just go straight fighter.
my character is a viking Ulfen.

I looked at the Viking class but realize I really like all my feats and don't want to trade them out for rage powers. I did take all the improved will,reflexes ect to boost my saves. I also have the gloves of dueling and full plate so I would have to re -arrange a bunch of stuff ie medium armor gloves of dueling.... Is it worth is for spell sunder and ghost rager?
I did take a small buckler and have added shieled focus and greater shield focus so it is not a bad class for wearing a buckler.

As I Type this I like the Viking alllot I may go tweak it, I am a weirdo who isn't impressed with the rage powers I look at them and go meh...and shrug but being able to sunder an enemies spell would be pretty rad.

the next Archetype I looked at is two handed fighter a must for this type of class but I don't like giving up armor training and moving at full speed in full plate. to counter this I bought the boots of striding and springing. the abilities seem nice but I just don't know

I can go straight fighter I am really leaning towards this I like the weapon training and the armor training.

I have posted my Build Below the main idea is to move in and destroy enemies while singing songs to Thor.

Sven The Mighty:
Sven the Mighty
Male Human (Ulfen) Fighter (Two-Handed Fighter) 12
N Medium Humanoid (human)
Init +3; Senses Perception +14
--------------------
Defense
--------------------
AC 30, touch 11, flat-footed 29 (+13 armor, +5 shield, +1 Dex, +1 natural)
hp 141 (12d10+60)
Fort +14, Ref +10, Will +9; +4 vs. effects that cause you to lose your grip on weapons
--------------------
Offense
--------------------
Speed 30 ft.
Melee Jerrod's Axe +26/+21/+16 (1d12+37/x3)
Special Attacks backswing, overhand chop, piledriver, shattering strike +3, weapon training abilities (axes +4, heavy blades +3)
--------------------
Statistics
--------------------
Str 26, Dex 16, Con 16, Int 14, Wis 14, Cha 7
Base Atk +12; CMB +20 (+27 Sundering); CMD 31 (35 vs. Disarm, 40 vs. Sunder)
Feats Furious Focus, Great Fortitude, Greater Shield Focus, Greater Sunder, Greater Weapon Focus (Greataxe), Greater Weapon Specialization (Greataxe), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack -4/+8, Shield Focus, Toughness +12, Weapon Focus (Greataxe), Weapon Specialization (Greataxe)
Traits Defender of the Society, Law Enforcer
Skills Acrobatics -2 (+3 to jump), Climb +12, Escape Artist -2, Fly -2, Intimidate +13, Perception +14, Ride -2, Sense Motive +2 (+4 to get a hunch in a social situation), Stealth -2, Survival +23, Swim +12; Racial Modifiers +6 Survival
Languages Common, Dtang, Dwarven, Skald
SQ heart of the wilderness +6
Other Gear +3 Full plate, +2 Buckler, Jerrod's Axe, Amulet of natural armor +1, Belt of giant strength +4, Boots of striding and springing, Cloak of resistance +1, Gloves of dueling, 825 GP
--------------------
Special Abilities
--------------------
Backswing (Ex) Attacks after the first in a full attack receive 2x STR bonus.
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Heart of the Wilderness +6 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Law Enforcer +2 to Sense Motive to get a hunch.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Piledriver (Ex) Standard action: attack with a two handed weapon, if successful, free bull rush or trip w/o AoO.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Shattering Strike +3 (Ex) +3 Sunder and damage vs. objects.
Shield Focus +1 Shield AC
Weapon Training (Axes) +4 (Ex) +4 Attack, Damage, CMB, CMD with Axes
Weapon Training (Blades, Heavy) +3 (Ex) +3 Attack, Damage, CMB, CMD with Heavy Blades
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For generations the viking tribe that you belonged to has guarded a holy artifact JERRODS STONE one night a vicious attack by serpent folks slew your warriors and stole your Artifact. you were selected by your tribe to follow after them. after 2 years of tracking them you came to the portal stone, Takign a deep breath and a whispered prayer to the patron diety of you tribe you stepped through.

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I am building a level 12 character an have just enough for a +5 weapon or the equivalent like +2 speed. I am thinking the smart thing to do is just go straight +5. We are running into a lot of dr creatures and the plus five would over com that right?


I know you cant use them on a charge. but it seems they do stack.

one is a standard action the other modifies your standard action.

any official ruling?
CLEAVE
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

VITAL STRIKE
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.


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