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I guess you guys are right.

I thought that I found a nice way to get some more action. Sadly there is no way,crit to stack!
Multi cassing does not work as I have expectet it. If someone wants a mix of them classes they better take some from the advanced players guid or other Books!


I did what I could do with 33.000GC at lev 8

New Char:
LV8V2RangerFight
Männlich Half-Elf (Azlanti) ranger 4 / fighter 4
LN Medium humanoid (elf, human)
Init +7, Senses low-light vision; Perception +15
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DEFENSE
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AC 22, touch 17, flat-footed 15 (+4 armor, +7 Dex, +1 natural, )
hp 63 ((4d10)+(4d10)+16)
Fort +11, Ref +13, Will +2, +1 Will vs. fear, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 9 m
Melee rapier +1 (fire-forged steel/keen) +17/+12 (1d6+3/12-20)
Melee rapier +1 (keen) +17 (1d6+3/12-20)
Ranged longbow +15/+10 (1d8/x3)
Melee dagger +15/+10 (1d4/19-20)
Ranged dagger (thrown) +15/+10 (1d4/19-20)
Special Attacks Undead +2,
Wayfinder Spell-Like Abilities light (at will)

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TACTICS
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STATISTICS
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Str 10, Dex 24, Con 14, Int 12, Wis 8, Cha 8,
Base Atk +8; CMB +15; CMD 25
Feats Agile Maneuvers, Blind-Fight, Combat Reflexes, Endurance, Improved Critical (Rapier), Skill Focus (Perception), Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Rapier), Weapon Specialization (Rapier)
Skills Climb +5, Craft (Alchemy) +5, Disable Device +10, Escape Artist +10, Handle Animal +5, Heal +5, Intimidate +5, Knowledge (Dungeoneering) +5, Knowledge (Engineering) +5, Knowledge (Geography) +5, Knowledge (Nature) +5, Perception +15, Ride +11, Sleight of Hand +15, Spellcraft +5, Stealth +18, Survival +4, Swim +5,
Traits Anatomist, Child of the Streets,
Languages Azlanti, Common, Elven, Read Lips
SQ adaptability, armor training, bonus feats, bravery, elf blood, elven immunities, favored terrain (underground) +2, hunting companions, keen senses, low-light vision, multitalented, track +2, wild empathy +3,
Combat Gear Wand of Mage Armor (50 charges), scroll (enlarge person), scroll (mending/divine), scroll (restoration (lesser)) (2), scroll (shield of faith) (3),
Other Gear amulet of natural armor +1, rapier +1 (fire-forged steel/keen), rapier +1 (keen), belt of incredible dexterity +2, outfit (pickpocket's), cloak of resistance +1, mithral shirt, boots of elvenkind, handy haversack, arrows (20), longbow, dagger (3), wayfinder, ioun stone, pale ruby trillian - cracked, scroll case, 327.5 gp

now got +2x keen weapons+1 8kGC; Mithral shirt 1k1GC;+wand of Mage amour 750GC ,- helmet.

I did not do the math jet. I gues it went to +13+13+8 at (1d6+3) (12-20/x2) 3x 40% (+1 to confirm 68,4% thretenig crit with 55% confirm)
at cr8 it would mean 15% more crit (Aprox)
:D :D :D


1 person marked this as a favorite.

Well thank you guys.

My Intention is/was a high crit double striking Halfelf. In my main Group we are using critical hit and fumbel cards.
So I would get +15 +13 +10 (1d6+1)(15-20/x2), so I get every full round 3x 25 % (+1 to confim; avarage total 33% for cr8) chance of a fumbel card.
https://docs.google.com/spreadsheet/ccc?key=0Ah9XdNtiCTe5dEhNQlEzbnRFMlk5RX FmQWRFY2pManc#gid=2

Indeed the magic and will saves are realy week points.
The next 3 levels must be rougue.

@nicholas storm: I could not find what you meant with agile weapons.

The Rouge build would get the improved crit at lv 9.

Im replacing Double silce with weapon specialisation.
This build has also a high count of skills for the role playing part. He is very stealthy!
Pcgen does not seam to have Fate's Favored as a trait.

What other weapons would you suggest for a lot of attacks with a high crit chance?


Hi I used pcgen to generate this Player Char it seems legit. Does any one see any obvious errors ?

LV8V2RangerFight
Männlich Half-Elf (Azlanti) ranger 4 / fighter 4
LN Medium humanoid (elf, human)
Init +7, Senses low-light vision; Perception +15
=================================================
DEFENSE
=================================================
AC 25, touch 18, flat-footed 18 (+6 armor, +7 Dex, +1 natural, )
hp 63 ((4d10)+(4d10)+16)
Fort +10, Ref +12, Will +1, +1 Will vs. fear, +2 vs. enchantment spells and effects

=================================================
OFFENSE
=================================================
Speed 9 m
Melee rapier +1 (adamantine) +17/+12 (1d6+1/15-20)
Melee rapier +1 +17 (1d6+1/15-20)
Ranged longbow +15/+10 (1d8/x3)
Melee dagger +15/+10 (1d4/19-20)
Ranged dagger (thrown) +15/+10 (1d4/19-20)
Special Attacks Undead +2,
Wayfinder Spell-Like Abilities light (at will)

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 10, Dex 24, Con 14, Int 12, Wis 8, Cha 8,
Base Atk +8; CMB +15; CMD 26
Feats Agile Maneuvers, Blind-Fight, Combat Reflexes, Double Slice, Endurance, Improved Critical (Rapier), Skill Focus (Perception), Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Rapier)
Skills Climb +5, Craft (Alchemy) +5, Disable Device +10, Escape Artist +10, Handle Animal +5, Heal +5, Intimidate +5, Knowledge (Dungeoneering) +5, Knowledge (Engineering) +5, Knowledge (Geography) +5, Knowledge (Nature) +5, Perception +15, Ride +11, Sleight of Hand +15, Spellcraft +5, Stealth +23, Survival +4, Swim +5,
Traits Anatomist, Child of the Streets,
Languages Azlanti, Common, Elven, Read Lips
SQ adaptability, armor training, bonus feats, bravery, elf blood, elven immunities, favored terrain (underground) +2, hunting companions, keen senses, low-light vision, multitalented, track +2, wild empathy +3,
Combat Gear scroll (enlarge person), scroll (mending), scroll (restoration (lesser)) (2), scroll (shield of faith) (3),
Other Gear amulet of natural armor +1, jingasa of the fortunate soldier, rapier +1 (adamantine), rapier +1, belt of incredible dexterity +2, cloak of elvenkind, mithral shirt +2, outfit (pickpocket's), boots of elvenkind, handy haversack, arrows (20), longbow, dagger (3), wayfinder, ioun stone, pale ruby trillian - cracked, scroll case, 177.5 gp
=================================================
SPECIAL ABILITIES
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Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.

Anatomist You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You gain a +1 trait bonus on all rolls made to confirm critical hits.

Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.

Child of the Streets You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Favored Terrain (Underground) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in underground terrain (caves and dungeons). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.

Hunting Companions (Ex) You form a powerful band with your companions. You may spend a move action to grant half your favored enemy bonus against a single target to all allies within 30 feet who can see or hear you for 1 rounds. This bonus does not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher.

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Track (Ex) You gain +2 to Survival checks made to follow tracks.

Undead (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Wild Empathy

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+3 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

tnx a Lot !


Thank you

"the Rot Grub"

that is actually very helpful !


Dear Paizo,

I am starting a new round as a new DM.I am handing out my printed version of the BB Hero's handbook for the Players to read and understand the basic rules.
I would like to give them my version of as a pdf-file so they could read the pdf without destroying my booklet. As far as I understand this would be Piracy, so I will not. After the "Humble bundle" promotion two of them got the "1$" version, but it would be really nice of you guys, if you could lift the restrictions to the basic booklet for player characters !

Best Regards
Losthero