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You could say that for anything concerning errata. It's lazy. I'm sure it was an oversight, but it should be corrected in the errata. Especially for those of us who don't give a toss about PFS.


Awesome. That makes the entire class better.


This ability gives several options to be chosen by the player. Blur, Energy Resistance etc. Do you choose one of them for the life of the character, or can a different spell be chosen at each bloodrage?

example: I choose Energy Resistance. My next rage, I pick Spider Climb.

Or..

Example 2: I choose Blur. I may only choose Blur from now on when raging.


Steel Lamellar's piecemeal torso section seems incorrect. +1 Torso, +1 Arms, +1 Legs (+3 total) vs. +6 for a full suit?

The Steel torso should at least be a +2, if not a +3. It makes no sense that the mountain pattern and horn (which is a cheaper, less durable material) are both more durable than steel.


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I'm puzzled as to why the piecemeal armor for "Lamellar (Steel) Torso Piece" is a +1, while the Horn version is a +2? That would mean..

Lamellar (Steel) Piecemeal: +1 (Torso) +1 (Legs) +1 (Arms) = +3
Lamellar (Steel) Full Suit: +6

So... where does the other +3 come from? That seems like an incredibly hefty loss of protection. It's obviously minus a helmet (let's say +1), but feels like the Steel Torso piece should at least be as strong as Horn armor (+2).

Is there an explanation?


master_marshmallow wrote:

Normally don't gnolls have 2hd? I thought that was the case.

They all do in the Monster Codex and other sources.

I'm utilizing the Advanced Race Guide (p 225) and Cackle of the Gnolls as a source. Both have an identical, 6 RP Gnoll build with 0 Racial HD.

+2 Str, +2 Con, Darkvision, +1 Natural Armor, Xenophobic.


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Yrrza
Male Gnoll Bloodrager 1 (Pathfinder RPG Advanced Class Guide 15)
Lawful Good | Medium humanoid (Gnoll)
Init +2
Senses Darkvision 60 ft.; Perception +4
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural)
Hit Points 14 (1d10+3[Con]+1[Bonus])
Fort +5, Ref +2, Will +0
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OFFENSE
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Speed 40 ft. (30 ft. in armor)
Melee Heavy Flail +5 (1d10+6/19-20) | Longsword +5 (1d8+4/19-20)
Special Attacks Bloodrage (7 rounds/day)
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STATISTICS
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Str 18 (+2), Dex 14, Con 16 (+2), Int 10, Wis 10, Cha 13
Base Atk +1; CMB +5; CMD 17
Feats Power Attack
Skills Acrobatics +2, Linguistics +1, Perception +4, Survival +4
Languages Common, Gnoll
SQ disruptive bloodrage, fast movement
Other Gear scale mail, heavy flail, longsword, backpack, belt pouch, flint and steel, pot, torch (10), trail rations (5), waterskin, 16 gp, 1 cp
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SPECIAL ABILITIES
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Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
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Biographical Data
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Member of an outcast tribe of Gnolls which has rejected the ways of Lamashtu and embraced their relations with human society. Only experiencing the beginnings of civilization, this fledgling band still struggles with their bestial nature. Most members maintain the traditional role of hunters, though a small minority have been introduced to eldritch arts.

Local humans remain wary of the Gnolls' presence in their settlements. To combat this perception and engage the humans, the tribe has offered its protection of outgoing and incoming caravans from raiders. Yrrza is the head of one security detail whose sole purpose is the safeguard of innocents.

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