So I was looking at a cool concept for a high level gestalt undead character. I liked the concept of the Sayona, so when I saw the Dread Sayona I thought cool I can use this template to make a Sayona. Except that the template is a mess.
Except there is no Blood Curse mentioned in the template. The only Blood Curse I can find is a Lvl 8 Sorcerer spell made by one of the writers that doesn't seem to fit very well and as a gaze would make no damn sense and its from Super Genius Games from like 7 years previous.
Its spawn ability just doesn't mention any control the Dread Sayona would have over its spawn (it does have a separate ability to control Ghouls within 30 ft of it, but that seems like an oddity) when the official Sayona has a spawn ability that straight up says its a slave to its master It has a Paralysis ability that says any melee or touch attack invokes a Fort save of leaves the victim paralyzed but doesn't give a duration. The base official Sayona has a 1d4 duration. Looking at other Dread undead templates this one seems like a real mess like it was incomplete and published. Any ideas on if there was an errata or any official word on this? Owen K.C. Stephens was I the author mentioned earlier.
5d6 ⇒ (1, 2, 3, 1, 4) = 11 [9]
So drop the 9
OK so I am starting a new game and was wondering if I should use vmc with my bard. I am worried the feat loss will cripple the bard as I always seem to use a lot of them. I was thinking of using the magus vmc to gain access to some fun arcana like deed arcana. Is this a good idea? How bad will it hurt to lose half my feats?
Kobold Cleaver wrote: I wouldn't say Fast Healing. She doesn't heal on-the-spot, she just heals more over time. I'd say she has an ability that lets her heal double her hit dice from rest. Possibly but we do see her resist injury and heal quickly. Her fight with that robot who wanted to marry her mother shows this. He had super strength and his grabbing of her and hits didn't leave a bruise by the time the cops arrived so either she took no damage from that, or she as she put it "heals quick"
Melkiador wrote: The thing about Buffy is that she uses all manner of weapons, but usually uses none. This sounds a lot like a brawler using martial flexibility to gain weapon proficiencies to me. I agree, her and Angel's favorite finisher is the Necksnap after pummeling the baddie down. Weapons are for those who have DR lol
pennywit wrote: I'd probably spec Buffy as a Brawler or as a Warpriest (Sacred Fist archetype), possibly with a mythic tier or one of the mythic simple templates. I don't think she is mythic level though. She can fight Vampires which are superhuman sure, but by the end of the series Xander and Giles are doing that as well. In fact by season two of Angel we see Wesley fighting Vampires albeit with some difficulty but by season 3 and onward Gunn and Wes are fighting toe to toe with Vampires in hand to hand.So I say Buffy would have a template that gives Fast Healing, maybe a Divination SLA once a day and buffs her physical abilities.
I agree Buffy would have a template. If you wanted to spec it out, then I recommend looking at the Half-Troll template and stripping out the Claw and Rend stuff, Remove Scent and you have a close Aproximation of what the Slayer is. +4 Natural Armor, Fast Healing 5, +6 to Str and Con +2 Dex -2 Int and Cha (for most slayers at least buffy tends to have a higher Cha so her human +2 goes into Cha to cancel it out)
Slayer makes sense if you are going weapon wielder slayer, which yes she can do with almost every weapon but thats through training and practice she is a gifted unarmed fighter without training.
Well we need to look at the fluff and what the Elan is.
Sounds to me like Elan is a Template not a static race. Of course though we treat them as a base psionic race. But I am curious as to why?
I mean Elan is a good way to explain an Azlanti still wandering around as the Azlanti could have been turned into an Elan, but still possess the aspects of the Elan (The bonus feat and so forth) Why would it remove their former race?
Alright, so I am making a character. This character is a human, which is to be honest kind of rare for me.
Using the Human Feat, and the Feats my two Flaws get me
With these three feats I decided to go splatbook diving as well as using the web to find me some tasty treats
And This nets me basically Powerful Build and Regen 1 with only the cost of constant fatigue in sunlight. Well after picking up these feats I am really interested as to what I can do with this character, what makes the most sense of a character who counts as Large whenever it is advantageous and Regen 1 at level 1.
James I know Jason referenced this once, but I can only find it on the Third Party SRD page. Drow Noble are suppose to be a Cr +1 right? But officially they are not currently? I mean to say that I should if one is in play have them be a level behind, but if I was following the rules strictly the player would be at the same level as the rest? I ask because I am playing a slightly higher game and well one player wants to look into the Drow Noble, while the others are taking the Advanced Template to boost their overall power which will result in a lot of +6 bonuses depending on the races. Also does Dispel Magic count as a divine spell for the purpose of Divine Protection feat?
Drow nobles have no level adjust as of official published books Drow Noble at bottom
I think I will focus on the weapon then, as for traits Warrior of Old gives a nice bonus to initiative allowing him to almost always move first. Any specific weapon enhancements I should look for and why?
Oh yes I am so going there.
Now I want to play a LG Paladin, of course this is a gestalt game as are many of mine. But that class is Swashbuckler, Rapier and all seems iconic for the Drow its focus on high Dex even more so makes it perfect. Now of course people will complain because "Oh you just want to be a special snowflake" or "nobles are too powerful, just play a normal drow." Well I don't care and I don't want too I want to play a Drow Noble. So please do not make this thread about that. What I want help on is how to build a Paladin as I have not ever played one. Also with Divine Bond should I go mount or weapon focus? What feats will be best? I plan on taking Rapier and Light Armor (With smite's bonus to AC and Dodge Panache seems like I might be alright). What traits are best? The character is a Drow Noble who was born of Common Parents. These Drows went to near the surface when they had the child. Worried the other nobles would either kill them and take the child, or kill all three of them. Either way they figured they where screwed as it held that many noble born of base parents killed them anyway. So while evil and selfish the mother could not overcome her motherly love, at least as this was her first child. She could not bring herself to kill the child, and the husband feared his wife's retaliation if he attempted it himself. Instead they took the child near the surface and left it. Sure it would die but at least it would not be bloodying their hands. Soon after the child was found by a forest spider of very large size and carried from the cave it was found to the woods. Planning on turning the youngster into a nest for its young, as well as a good food source for the hatch-lings it encased him in silk and prepared to lay its eggs. It was stopped by a passing blind man who had heard the babies cries and slew the beast before it could act to harm the child. This blind man was a former Paladin himself, sensing no evil from the newborn he took the baby home and took care of it. Raising it up to be a good man, never seeing what his race was. It was not till the boy was ten already that the man asked the boy to describe himself. After realizing he was drow he became concerned as he knew the boy wanted to become a traveler and a hero as he had been in his youth but knew the elves would likely kill him on sight. So he changed up his training some, teaching him to wear gloves to hide his hands, a large hat to hide his head and face and to always keep his distance when not working toward a good goal. That is a general background I pitched to my DM anyway.
Question: Why are Monk's not given profiency with all weapon of the Monk fighter Group?
which leads me to Question 2:
Does this mean when attacking with this weapon.. you can instead use Unarmed Strike instead of the damage listed?
Avoron wrote: I believe Kasatha Swashbucklers are best off going Strength-based with unarmed strikes. Although you could always just get an Agile Amulet of Mighty fists, which is worth it if you're focusing on parry, because of Combat Reflexes. They get a bonus to Dex so Dex based To hit and damage would make them lethal. Also with Emei Piercers turn Unarmed Attacks into Piercing Damage.
I want to try a Kasatha Swashbuckler, at least till level 5 to get Improved Critical and the Parry and Reposte deed is nice to have. Now Kasatha are OP at any martial class, because well they have four attacks instead of one. So Precise Strike would be a Loss for them not a gain right? At least compared to the damage output of 4 rapiers or Kukris if I am using Slashing Grace right?
So I wanted to play a cocky Gaston-esque character who believes he is the best swordsmen in the world. Now of course there will be builds who deal more damage, yada yada yada but I want him to be very charming, swav and good with a blade but also a bit of magics. I am stuck between the ideas of a Bard with Paladin or Bard with Swashbuckler. Or without magic Swashbuckler with Paladin Bard//Paladin is amazing in saves and has solid BAB and good HD, it can smite to add much needed damage. Bard//Swashbuckler is very iconic and the Parry and Riposte, along with precise strike gives good sword power to the bard. If focused on a Selfish Bard build it could do some seriously good one on one duelist style play. Swashbuckler//Paladin gets only a very little boost save for Fort save, good saves over all and the ability to add double level to damage a few times per day.
Alright so I was considering taking a Kitsune to the table and I like the shape shifting aspect and of course magical tails. Is there any way to take the total of nine feats needed without crippling a build? 8 magical tails and realistic likeness or something (afb). I was considering bard as a class due to cha increase but not set in stone.
thegreenteagamer wrote: Not to mention it's nice to stick sacred weapon's damage on a weapon that otherwise has low dice but a good threat range. I could see dual-wielding kukris as being pretty nifty with this ability, for example. I have played a Warpriest of Cayden that used Kukris and added Keen to his weapons and had to buy one for his other. Dual Enhancement will be something I pick up now because you do not need to waste gold if you do not want too. Picking up Improved Critical made this a very sweet combo. Image level 20 dealing 2d8 with a crit threat range of 15-20 x2 on top of the enhancements you can throw on as a bonus.
Rub-Eta wrote:
Well only till you get Dual Enhancement. It is a feat that allows you to add bonuses to both hand weapons.
Actually fighter has the Martial Master archetype which gives them the Martial Flexibility ability which is kinda the Brawler's gimmick and with that along with all those feats makes it very easy to get prereqs for flexible feats. (Also the Extra Martial Flexibility feat gives you +3 more uses per day) I like Swashbuckler, but I feel it needs to pull back on how many swift and immediate actions it needs to rely on. Also add 1/2 level to your Panache points would give them enough so you do not need to rely on the Extra Panache feat.
Maybe a Bard taken to 9th level, or a class like the Bard class.
A class with fortune telling and lots of preemptive focus as well as being quick with his tongue and skilled with a blade. The ultimate gish in a can. One with real power.
Ventnor wrote:
That is would Also check out Ring of the Golden Bell feat a ranged Unarmed strike at a range of 5+5ft per Wis bonus point. Sweet all around.
I also believe it was made my Paizo back in the day
Which is why I said mobile spells. Get in quick and deal with the mage before he can cast his AoE spells and so forth. Yes direct damage spells are considered the weakest spells in the game in use of powers but its still commonly used by DMs as a way to attack players from a range. Also no one is saying you could not be used as a bounce point with this style of magic deflection and redirection. A sorcerer on your team throws a fireball at you. You roll your parry and riposte of the spell to launch the spell into the opponent mage if the sorcerer has no direct line of sight. I like the Monk of the Four Winds because of Slow time giving you a few Standard Actions to spend which could really hurt a mage should you get to them.
Hmm good question Well I would like a class that was capable of getting to a mage before they can flee or cast their powerful damaging spell. As far as flying I was thinking maybe have monks who can throw shurikens and use Stunning Fist so when a mage takes flight the monk can take them down with a well placed skillful throw. Maybe even the ability akin to the Swashbucklers parry and riposting ability allowing her to parry and redirect a magic spell back to that mage, or to the mages buddies.
Monk of the Four Winds
At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces stunning fist.
At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity. This ability replaces abundant step. Aspect Master (Su) At 17th level, a monk of the four winds must choose an aspect of one of the great spirits of the world. Once made, this choice cannot be changed. This spirit grants the monk a new appearance and new abilities, as well as changing or augmenting the monk’s personality in some way. Once this choice is made, it cannot be changed. The monk must abide by the alignment restrictions of the aspect. If the monk ever changes his alignment to something outside the aspect’s alignment restrictions, he loses this ability and cannot regain it unless his alignment later changes again to match that of the aspect. Aspect of the Carp: The monk’s skin becomes a coat of golden, iridescent fish scales, his neck grows gills, and his fingers become webbed. He can breathe water and gains a swim speed equal to his land speed. The carp is heroic and adventurous—a monk must be nonevil to take on the aspect of the carp. Aspect of the Ki-Rin: The monk’s skin takes on a golden luminescence, and a silvery mane that cannot be bound grows atop his head. He gains a fly speed equal to his land speed, but he must end each turn on the ground. If the monk does not land by the end of his turn, he falls from whatever height he has attained. The ki-rin is honorable, honest, and self-sacrificing—a monk must be lawful good to take on the aspect of the ki-rin. Aspect of the Monkey: The monk’s face becomes that of a monkey, and he grows a prehensile tail. The monk can pick up objects and make unarmed attacks with his tail (though the tail does not grant additional unarmed attacks or natural attacks). In addition, the monk gains a climb speed equal to his land speed. The monkey is a creature of whimsy and a lover of pranks—a monk of any alignment can take on the aspect of the monkey. Aspect of the Oni: The monk’s skin becomes pitch black, and his hair turns white, black, red, or violet. He can assume gaseous form (as the spell) as a standard action for 1 minute per day per monk level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The oni is treacherous and deceitful, and it hungers for the pain and death of living creatures—a monk must be evil to take on the aspect of the oni. Aspect of the Owl: The monk grows feathers, and his head becomes avian, with wide, unblinking eyes. He gains a fly speed of 30 feet. The owl is a sage creature, deeply serious, and driven toward a single goal—a monk of any alignment can take on the aspect of the owl. Aspect of the Tiger: Dark stripes appear on the monk’s skin, and his face becomes more feline. His eyes become catlike, with vertical pupils, and his canines enlarge. Once per hour, the monk can move at 10 times his normal land speed when he makes a charge and is treated as if he had the pounce ability. The tiger is swift, fierce, and deadly—a monk of any alignment can take on the aspect of the tiger. This ability replaces timeless body.
At 20th level, a monk of the four winds no longer ages. He remains in his current age category forever. Even if the monk comes to a violent end, he spontaneously reincarnates (as the spell) 24 hours later in a place of his choosing within 20 miles of the place he died. The monk must have visited the place in which he returns back to life at least once. This ability replaces perfect self. I find the level 12 power useful, and the level 20 seems thematic
Perpetr8r wrote:
Ok so never mind that. The Archetypes are Master of Many Styles, Kata Master, and Qinggong Monk
So I want to use a Monk for the curse of the crimson thrones AP.
Probably Human for the bonus feat. 32 Point buy. What feats should I choose?
About Gabriel the HandBackstory:
Parched Dunes… several weeks ago "Gabriel, rise!" The voice was the first thing he heard. It was the first thing he heard for a very long time. How long? He felt the scorching sun bathing his naked body with its life-giving rays. He felt the sand under him. He did not dare to open his eyes yet. The brilliance he saw even through his closed eyelids was more than he could take at the moment. When was the last time I felt the sun above or the sand under me? "Gabriel, it is time for you to serve the Lady again. You have been resting long." The voice was continued. Resting, I do not feel especially rested.. "Whrr…" his mouth was parched. He swallowed and wet his lips, then he tried again. "What lady?"
Gabriel tried hard to remember. To remember anything, but his memory was blank – tabula rasa. Easy for you to say.. He slowly opened his eyes. Just a little at first. He saw a plate-clad woman with large bird wings augmented with pieces of metal. The armor was adorned with skulls. A pair of glowing eyes was all he could see of her face in the open-faced helm. "Are you an angel?" He though the being sighed, but could not be sure. "Gabriel, the Lady of the Graves demands your services again. You have been most resourceful agent in the past and she was always pleased with your performance. Almost always." she paused as if thinking of some past event. "Nevertheless you have a new task in front of you. The Lady saw a most disturbing occurrence about to happen. You will go to Wati, where the Necropolis has been reopened. You need to become one of the new explorers. Fate will give you an opportunity to enter the Necropolis. That is why I have been instructed to bring you back to life." Gabriel tried to sit, his head was hurting. He listened to the being but he could not make sense of what she was telling him. "I live… I live again?" The being was patient, she might have been patience incarnate. "Gabriel, you are the Hand. You go where the lady sends you and you do what needs doing. You have always done so. Now it is time for you to head to Wati. Trust in fate. It will show you what to do." He felt his mind was slowly starting to work properly. Well, go to Wati, do what needs to be done. The task seems straightforward enough. But more information would not hurt. "Can you tell me more?" he asked. "Gabriel, you should know I am not permitted to share any more details with you. You have to find what is going on for yourself. I cannot be seen to help you. That is the way it works. That is the way it has always worked." the armored women told him. "All I can do is give you this. It should help you start your new life once you find your way to the civilization." she handed him a purse and a sheathed dagger. "So long, Gabriel. We will meet again." she nodded and vanished. Nice trick. He unsheathed the weapon. It was a double-edge ceremonial dagger with a dull gray blade. The pommel was decorated with a stylized depiction of a woman’s face and hair. He looked around. Desert, I am in the middle of a damn desert. She could at least take me somewhere more hospitable. He stood up and started walking… Recent history:
The Necropolis… several hours ago "Hello, Gabriel" the voice surprised him, he thought he was alone in the room. He rolled from the makeshift bed, both daggers springing into his hands. He crouched in the corner, ready to face the unknown person. Then he recognized the voice. It was the first thing he heard after the long sleep. “Hello, you.” he said and followed by casting a ball of light onto one of his daggers. The plate-clad winged woman stood across the room. Yeah, it is her. Again. I am thrilled. "Gabriel, you may put the weapons down, you know who I am." the being said, her eyes glowing more brightly inside her helmet. Actually no, I do not. But I know who sent you. Or who you claim sent you. he thought. "I remember you, all right. You are the one who left me in the middle of nowhere, almost naked, with only a purse full of coins and a dagger. And with a cryptic message. You know, money is great. If you have somewhere to spend it. In the desert – not so much. Some food and a better weapon would be preferable." he looked at her angrily. ”I was hunted by some oversized vermin across the desert, unable to defend myself properly. It was no fun, no fun at all. I am not feeling particularly grateful, trust me." "But you survived, Gabriel. As I knew you would. You needed incentive to awake properly." the woman said calmly. "Bones and ashes, awake properly!? You must be kidding." he almost shouted. She waited, watching him. He calmed after a while. His voice became low and icy. Somehow, he sounded distinctly more dangerous than before. "You know, last time we met, you asked me to search my memory, my feelings. I did. I still do not know who I am or was. Memory evades me. But not so my feelings. I do not like you. I never did. I even do not much care for the Lady. Yes, I agree with her on most points. The important ones. But I think we do not see eye to eye. We never did. And her clergy, I like them even less. Most of them are a bunch of self-serving, pompous and smug boneheads." "Let me tell you a short story. After I escaped those crawling monsters, I arrived to Wati. I hooked up with an adventuring group bound to enter the reopened Necropolis – they called themselves Tomb Claws. There was a lottery and they were one of the groups that won." "The funny thing is, one of the Claws was a Pharasmin cleric – that was the initial reason I chose to join them. But I found out he was actively opposed to helping poor and destitute people in the city. I thought he was only joking the first time, but through our exploration of the Necropolis, other clues gave him away. He was an uncaring bastard who thought the only way to serve Her is to kill the monsters. When one of the other Tomb Claws was mortally wounded, he behaved as if he had no way to cure him just because he feared he will need the healing for himself as more enemies were closing in. Later I overheard him saying that before the lottery he had been passing a pregnant woman in a side street near the market and he laughed at her when she begged him to help her deliver the child but was unable to pay him for it. He even found it to be a funny enough story to share with his companions. Oh, it was funny for those Tomb Clowns, all right." he stopped, sheathed one of his daggers and put the lighted one on a slab of stone. Then he picked up his canteen and took a swing. The glowing eyes seemed angry now. Could it be she does not know about such behavior of her clerics? Or she does know and is not permitted to do anything about it? Gabriel mused. "They were not having such a great time when next we met some of the denizens of these ruins…" he paused, taking another sip of the water. "Gabriel, what happened next?" the women enquired. "I let them deal with it. Did not feel like spending any more time with them." "You have been known to enact more… permanent… solutions, Gabriel. But it is for the best. You did right to enter the Necropolis. Now you have to join forces with another adventuring group you meet here. They are the ones who will help you with your destiny. You must agree to accompany them anywhere their quest will take them." "A quest?" Is her tone pleading this time? What is going on? "Yes Gabriel, they have a quest set before them, but they do not know it yet. They will ask you to join them. You will accept. It is the Lady’s will. That is why I was sent here tonight." He was taken aback. Cryptic again, aren’t you? Can’t say more, can you? "All right, I will do that…" "Good," she paused. "So long, Gabriel. We will meet again." she nodded and vanished. Again? At least she has not left me in the middle of a desert this time. I should count myself lucky. Or perhaps not. He extinguished the light, sheathed the dagger and returned to his makeshift bed…
Appearance and Personality:
Gabriel is of average height and weight. He has athletic body and no fat to speak of. His skin is tanned and crossed with so many scars, it is a surprise he is still alive. Some of the scars are from standard weapons but others are of decidedly strange origin. He has a spiral shaped tattoo on his left hand. Although he looks to be around 25 years old, his dark brown eyes seem ancient. He keeps his blackish hair short and wears no jewelry. He wears travel stained clothes but keeps them reasonably clean. He bathes regularly to keep his odor to minimum. Gabriel has no social skills to speak of. He is direct and usually quite truthful – often to the point of being annoying. He is not exceptionally talkative but usually says what he thinks with no regard to what others may think about him. This does not make him many friends. He does not care. He has low opinion of churches in general. He values the services some of their representatives provide to the common folk (healers, midwifes etc.), but finds most of them to be too rigid, self-absorbed, haughty, lecturing, greedy or power-hungry fools. It cannot be said he believes in or even reveres gods. He knows they exists, but finds them to be no better than the majority of people and definitely worse than some. His relations with Pharasma are something even he does not understand. He feels they are connected somehow but as he does not remember almost anything from his life before he awoke in the desert, he is not sure how. All he has are brief flashes and feelings. He thinks laws and rules in general are good as long as they do not impede people doing the right thing. This approach usually does not endear him to authorities. He does not really have problems with authorities as long as he considers them competent, but it is safe to say many authorities have problems with him. He has hard time trusting people as he usually expects the worst. He may seem paranoid at times, but as the saying goes “Just because you are paranoid doesn’t mean they are not after you”. He has been proven to be right several times. He cares about folks. It does not mean he is nice to them, but if someone really needs help, he does his best to aid him/her to the best of his ability. This usually means facing some threat – ordinary or otherwise. He hates anybody who preys on innocents or on those who cannot defend themselves properly. This holds especially true for undead and other monsters, but applies to bad people as well. Personal recount of Gabriel’s departure from TC:
"Well, if you really feel like you need to know. The Tomb Clowns were a pitiful bunch, I would never joined them if I knew what sort of people they were. They are just glorified tomb robbers, self-centered bastards who do not care much about each other and even less so about anyone else. I decided I was safer alone down here than in their company. If you meet them, be careful. They might seem friendly but it will change when it suits them the most. If they are still alive... They were about to have some company when I took my leave. I reckoned, there was no reason to risk my life for the likes of them. Oh, and they are not really called Clowns, they call themselves Claws. But in reality - they resemble clowns more closely." Statblock:
Gabriel the Hand - Osirion Male human (garundi) inquisitor of Pharasma 2 (Pathfinder RPG Advanced Player's Guide 38) N Medium humanoid (human) Init +5; Senses Perception +8 -------------------- Defense -------------------- AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield) hp 16 (2d8+3) Fort +3, Ref +2, Will +6; +2 trait bonus against death effects. -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee dagger +5 (1d4+4/19-20) or . . dagger +5 (1d4+4/19-20) or . . mwk morningstar +6 (1d8+4) Special Attacks judgment 1/day Inquisitor Spell-Like Abilities (CL 2nd; concentration +5) . . At will—detect alignment Inquisitor Spells Known (CL 2nd; concentration +5) . . 1st (3/day)—cure light wounds, expeditious retreat, protection from evil . . 0 (at will)—create water, detect magic, disrupt undead, guidance, light, read magic, stabilize . . Domain Spellkiller inquisition -------------------- Statistics -------------------- Str 19, Dex 14, Con 11, Int 10, Wis 16, Cha 10 Base Atk +1; CMB +5; CMD 17 Feats Disruptive, Intimidating Prowess, Toughness Traits armor expert, resurrected Skills Acrobatics -2 (-6 to jump), Heal +7, Intimidate +9, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (nature) +4, Knowledge (religion) +4, Perception +8, Sense Motive +9, Stealth +3, Survival +8 Languages Common, Osiriani SQ monster lore +3, spellkiller, stern gaze +1, track +1 Combat Gear potion of endure elements, potion of hide from undead, potion of remove fear, potion of shield of faith +2, alchemist's fire (3), armor ointment (2), healer's kit, tanglefoot bag, vermin repellent (4); Other Gear mwk breastplate, heavy steel shield, dagger, dagger, mwk morningstar, bandolier, bedroll, belt pouch, candle (10), crowbar, fire-resistant boots, flint and steel, marbles, marbles, masterwork backpack, mess kit, pot, silk rope (100 ft.), soap, spell component pouch, surgeon's tools, torch (10), trail rations (3), waterskin, wooden holy symbol of Pharasma, wrist sheath, spring loaded, wrist sheath, spring loaded, 115 gp, 1 sp, 3 cp -------------------- Special Abilities -------------------- Armor Expert -1 Armor check penalty. Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will. Disruptive +4 DC to cast defensively for those you threaten. Fire-resistant boots Fire resistance 1 against attacks directed against your feet. Inquisitor Domain (Spellkiller Inquisition) Deities: Any (with GM approval). Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites). Judgment (1/day) (Su) Variable bonuses increase as the combat continues. Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures. Resurrected You do not die until your hit points drop to negative 15 or lower. Spellkiller (+2 Sacred, DC 14) After defeating enemy, gain +2 sacred bonus to AC for 2 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent. Track +1 Add the listed bonus to survival checks made to track. lvl 2 equipment:
Rules: no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins Selling (half price):
Disposable capital 1301,79+2+30=1333,79 (25%=333.45, 15%=200.07, 10%=133.38)
- mwk breastplate 350 gp - backpack, mwk 50 gp
- potion of Endure elements 50 gp
Total: 1219 gp 2 sp Remaining coins: 115 gp, 1 sp, 3 cp |