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Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Linguistics: 1d20 + 9 ⇒ (9) + 9 = 18 Linguistics: 1d20 + 9 ⇒ (19) + 9 = 28 Character Folio Re-roll. Raul takes a look at the message and frowns. "What is the technic league? Our friend here was apparently working for them, or it. They were keeping tabs on the Aspis Consortium. Very interesting..." Great game everyone! Thanks for running another fun time, GM. ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() With Na'alu still in the pit and the mechanical man dealt with, Raoul calmly crosses the bridge. Once across, he calls down to Na'alu, "Just be glad there aren't any spikes!" ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Raoul frowns a bit, "Hrm...should've put the grease under it." He instead hold's up his hand, drawing arcane energy seemingly from the air itself. Three balls of energy float above his open palm. In a flash, all three orbs fling themselves into the mechanical man. Magic Missile: 3d4 + 3 ⇒ (3, 4, 4) + 3 = 14 ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() GM: GM - You know, I saw 'heaving' and didn't make the connection of throwing. My bad. So yes, the one in is other hand... that's the ticket. Also, I meant to post the remaining duration of the pit. It should only be for 4 more rounds (unless you don't count the round that it is cast in the duration - I admit to being unsure). Or, perhaps that 5 more rounds includes the current round. ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() No, Raoul didn't move. The elven wizard smiles satisfactorily as the woman seems unsuccessful so far in climbing out of the pit. His attention is drawn back to the mechanical man with the javelin. "Let's see how well you can hold that spear," he says as he draws a bit of butter from his component pouch and rubs it between his thumb and forefinger, targeting the javelin. Cast grease on the javelin. DC 16 Reflex save or the mechanical man drops it. ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Dang, no ranks in Engineering. Raoul sizes up the strange mechanical man crossing the bridge, but decides to focus on the Consortium agent. "Oh, I don't think so." The wizard draws out a small brass figure of a shovel and, pointing at the agent, makes a digging motion. Suddenly, a pit appears beneath the agent's feet. Create pit. DC 17 Reflex save or fall 20 feet, suffering 2d6 ⇒ (6, 2) = 8 damage and landing prone. Creatures ending their turns adjacent to the pit must make a Reflex save or fall in, but they get a +2 to their save roll. ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() "Splendid!" Raoul glances around to ensure the party isn't being watched before gingerly placing the stone into the wayfinder. "Now then, we should see something rather soon, I believe." ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Raoul chuckles softly as he searches his pockets. "Thought for certain I had purchased a wayfinder, but it seems I was mistaken. Does anyone have one?" The elf looks around expectedly. "Oh!" Raoul exclaims as he reaches into one of his pockets and draws out two small pearls. He takes one and balls his fist around it, then holds his fist to his forehead for a moment. He repeats the process with the other pearl. "Oh, don't mind me. Just refreshing some of my arcane abilities." Using a 1st level and a 2nd level pearl of power to reset hypnotic pattern and magic missile. ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Spellcraft: 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 28
Raul holds the small stone in his palm, examining it carefully. "This, my friends, is an ion stone - a hermatite sphere. Though flawed, this little guy can help us from getting lost. Plus, if someone has a wayfinder, we can use the stone in it to direct us to the nearest hermatite sphere stone." ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Raoul brushes any dust off of his robe as he looks around at the fallen enemies. "Good show, everyone. Good show." He furrows his brow at Vasily's suggestion, "But, shouldn't we return to Novaria after delivering this wagon?" "However, I guess since we're here we could look for that clue from the note. What was the number? 342, right? Must be a stall number..." ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() GM: makes sense. Didn't realize one was on the roof and one on the ground. Raoul drops his concentration from the woman. "That'll hold her for a little bit." He then raises his hands up and a light arcane mist settles on the rest of the party. Their reflexes feel sharper, as if they are being hastened by some unseen force. Cast haste on the party (we're close enough together). Lasts 5 rounds. Ungala will be fascinated for 2 rounds. Haste: A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Yes, GM - as a Diviner, Raoul is always able to act in the surprise round. Surprise Round Action: Raoul hears a slight scraping of roofing tile and notices the archers bearing down on them. He takes note of the two on the far side of the street that seem close together and draws out a small bit of incense, rubbing it between his palms. A strange earthy scent fills the air and encompasses the archers done up in blue and yellow - filling their minds with fantastic patterns of color. Cast hypnotic pattern affecting 2d4 + 5 ⇒ (2, 3) + 5 = 10 HD worth of enemies. DC 18 Will Save or be fascinated. SR (if necessary): 1d20 + 5 ⇒ (9) + 5 = 14 I'm guessing since I need to concentrate to keep hypnotic pattern going I can't cast another spell for my normal round action? ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Raoul is barely able to keep up with the rest on the way to House Cartahegn. As he catches up, gasping heavily, he pulls out his rat. "Yes... I know... But... Vastly spoke up first. Well, no, I...I'm not going to tell them that. Who cares that you solved it first...the important thing is that we know where to go. Now...back in the robe!" The wizard stuffs the rat back into a pocket. With his breath caught, he decides to try and help out instead of following along silently. "My dear Madame, it is indeed a pleasure to meet you. We have been sent to ascertain the doings of the Aspis Consortium in the area. What, pray tell, could you tell us about their dealings and influence here in Bloodcove?" ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Raoul will use his scroll of disguise self to try and help himself fit in. Given the time limit on this scroll, I'm not sure if it is technically useful at all. Still, going to give it a shot. Disguise Self: 1d20 + 10 ⇒ (5) + 10 = 15 Ugh, I'm sorry - can't think of much more to type tonight. I'll be better in the morning. ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() An elf, short of one of his race, sits at the table - seeming to just give the barest hint of listening. His jet-black, shortly-cropped hair is slicked back. Occasionally, the elf's attention is drawn to a small rat hiding in the folds of his robe. Knowledge (Local): 1d20 + 11 ⇒ (10) + 11 = 21 Knowledge (Local): 1d20 + 11 ⇒ (10) + 11 = 21 "Fascinating! I can't say I've ever visited the Mwangi Expanse! I mean, I've heard stories of course. Hold on!" The wizard reaches into his robe and removes the rat. The rat is squeaking like mad. "Yes, yes Dr. Gonzo - I already know that! Yes, the drug trade - no, we can't get involved with that! Wouldn't be proper. No, we don't want to get in a turf war between the trade houses." With a huff, the elf stuffs the rat back into his robe. "Well, I'm known as Raoul, and that little chatty-rat is Dr. Gonzo. I need to teach him better manners..." ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() I've got a couple different options as well, and I almost considered bringing in Rhoswen instead of Raoul - but you lucky people get to adventure with the driest of all arcane users ever. PFS# 64554-4
Initiative: +11
Raoul's got the divination school benefit of always getting to act in the surprise round, when there is one. ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Lacking any spells that would be of particular use against the remaining undead opponent, Raoul draws his wand of magic missile and fires off a bolt of magical energy at the vampiric undead. magic missile: 1d4 + 1 ⇒ (2) + 1 = 3 ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Will: 1d20 + 5 ⇒ (20) + 5 = 25
Hold this until my time in initiative: "The horror... the horror..." Raoul is able to withstand the worst of Orphyro's blast of negative energy, but he gets burned by Imelda's bomb.
"Let's see you two try and dig yourselves out of this hole!" Raoul removes a miniature shovel from his component pouch and makes a digging motion. Suddenly, a pit opens up beneath Orphyro and Imelda. Create Pit. DC 17 Refelx save or fall 20 feet. The sides are sloped and any creature ending it's turn adjacent to the pit will need to make the same Reflex save (with a +2 bonus) to avoid falling in. The pit will last 6 rounds. Orphyro or Imelda make the save, they move to the nearest safe square at the edge of the pit. The wizard then takes a few steps backwards as he finds himself hurt a little more than he thought he would be. ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() "Ugh, such foul creatures, these zombies," Raoul notes with a scrunched-up face. He holds his hands out in front of him, calling out, "The flames of hell come to greet you!" Suddenly flames burst from his fingertips, spreading out in front of him and engulfing the two zombies. Burning Hands: 5d4 ⇒ (2, 3, 2, 1, 1) = 9 DC 16 Reflex for half damage. ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Raoul prances down the steps as quickly as he can, NOW what? he thinks to himself. Once he sees the situation, over the halfling's invisible head, he reaches into his pouch. "Now it's my turn to speed things up a bit!" The wizard holds a piece of shaved licorice root aloft, crying out. "Make haste against our foes!" Cast Haste. Good for five rounds. It effects everyone BUT Raoul. ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Raoul watches the bard and the halfling, shaking his head. "But, they seemed to actually enjoy inhaling those toxins - and look - they're bumbling around. Probably going to break their necks falling down those stairs. This is perhaps the most depraved and irresponsible thing I think I've seen." He slaps his forehead. "Well, we better not let them get too far ahead on their own." He starts to follow them, calling out, "Ace! I'm not going to be your groupie anymore!" ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Crud - my fault for not reading Ace's post carefully. Retconning. Raoul points at the zombie, unleashing 3 magic missiles at it. 3 Magic Missiles: 3d4 + 3 ⇒ (2, 1, 3) + 3 = 9 ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() GM: Nope, I totally forgot to do that. No mage armor in effect at this time. Raoul winces from the dart, but manages to keep his mind on the task at hand. He retrieves a piece of shaved licorice root from his spell component pouch and calls out. "The winds shall hasten my companions!" Cast haste. It affects all of my companions, but not me. A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Also, you get an extra attack when you use the full attack action. He then tries to use his companions to get some cover from the. Haste lasts 5 rounds. ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Raoul steps forward, next to boom. He rubs his temples wearily, providing himself with his diviner's fortune insight bonus to his cause. "My dear sirs. We have just come from Dakar himself. Now, we ask that you do not haste in finding your boss. Our patience will grow thin if one of you does not fetch Ophyro and his chemical-swilling sister Imelda immediately!" Raoul steps forward and slaps the coffin to emphasize is point, hoping to aid in Boom's intimidation. Intimidate, Aid Another + DF + GH: 1d20 + 4 ⇒ (8) + 4 = 12 ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Raoul takes a bit of time to use his pearl of power to regain the use of his magic missile spell. He then expends his 2nd level pearl of power to regain the use of hypnotic pattern. That's awesome, Boom! ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Raoul listens intently to the accord that is struck. "Wait, so you want us to almost kill this Orphyro fellow, but let him live by the grace of your word? Is that all? Sometimes I'm afraid that I don't understand all the nomenclature of the organized crime milieu." ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Raoul takes one of the sacks and gingerly places it over his head. "Let's just get this over with, I suppose." -Posted with Wayfinder ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Raoul finds his voice and brings up an idea to Ace, "I could certainly hypnotize these two, if that would make things easier." With a quick motion, Raoul pulls a small crystal rod from his spell component pouch and waves it lightly in the air. Suddenly, a strange, phantasmagoria of colorful shapes appear, threatening to hypnotize the barker and pegasus wrangler. Hypnotic Pattern, Affecting 2d4 + 5 ⇒ (2, 2) + 5 = 9 HD worth of creatures. DC 18 Will Save or the men become fascinated. Lowest HD creatures are effected first. ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() "Careful! That thing is a deathtrap ooze. Immune to acid. Don't let it grab you!" -Posted with Wayfinder ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Knowledge (Dungeoneering): 1d20 + 13 ⇒ (17) + 13 = 30 Depending on how much I learn, I'll ask for: Immunities, Resistances and special attacks - in that order. Raoul rounds the corner and spots the creature that damaged our rock star. He immediately raises his hand up, pointing three fingers at the strange creature. A bolt of arcane energy bursts from each finger, striking the foe. 3 Magic Missiles: 3d4 + 3 ⇒ (2, 4, 2) + 3 = 11 ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Raoul looks up from his notebook, "Huh, wha-? Oh, excellent work Master Hawkwren. Wonderful stuff." "Oh, did you need this door checked for any magic?" Raoul raises an eyebrow dramatically. He then holds his hands out in front of him, gently waving them with palms facing towards the doorway. Detecting magic. ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Head's up, I will be on holiday with the family from Wednesday 10/8 through Sunday 10/12. Taking the family to Disneyland, the beach and horseback riding amongst other activities. I'll likely still be able to check in and post in the evenings. If you need to bot him... good luck. I'm not sure what to do with him half the time. ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() "Well, this Dakar person sounds important - perhaps we try to seek him out first? I mean - I know the auger said that 'one does not find Dakar... But really, maybe we just put the word out that we're trying to reach him?" ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Raoul listens in to Miss Feathers' stories with a furrowed brow, trying to hide his shock at the ribald tales. At Hawk's interruption, Raoul joins in, "Y-y-yes, we really must be going now. Thank you for your help, Miss Feathers." ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Sense Motive: 1d20 + 1 ⇒ (5) + 1 = 6 Raoul smirks a little at the sight of Miss Feathers. Hasn't changed a bit, has she? He follows Ace to the bar. "Are we still to be considered your roadies? It's just, isn't that a bit demeaning?" He raises his hand to get the barkeep's attention, "I'll have what this gentleman is having." ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() In that case, I'll use the Diviner's Fortune on myself. Raoul places his hand behind his ear in am attempt to understand the various clicks. -Posted with Wayfinder ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Raoul's notebook and pencil appear again as he jots down the apparent duties of a roadie. Roadie: fan of a musician that carries said musician's items. "Oh, like a porter," the elf mumbles to himself. ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() I suppose Ace is trying to make up for all the talking Shiyu doesn't do. Raoul is a bit confused by Ace's ruse. He turns to Bartholomew and whispers, "What is a roadie?" However, he feels confident that the musician is able to win over the lip-sewn gentleman (Raoul has certainly followed stranger people). He gently rests a hand on Ace's shoulder, granting him some arcane help for his efforts. Diviner's Fortune to Ace for +2 on his next d20 roll. ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() Oops. Take 10 Spellcraft is 23. -Posted with Wayfinder ![]()
Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8
![]() "Hmm, I only know Master Karela from running an errand for him as a new recruit. The Gaels... I'm not so sure." Knowledge (Local): 1d20 + 11 ⇒ (4) + 11 = 15 Raoul slicks his hair back as he searches his memory. With a wave of his hand, a small notebook appears from a pocket and floats in front of his face, pages turning periodically. "I should really write more legibly..."
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My group completed this adventure and now one of them wants to run it for another group. I'll be participating and while not metagaming too much I'm allowed to use the same piece of knowledge I gave them before they built characters. Charisma matters, a lot. You can also become undead eventually. With that in mind and the somewhat unique build rules (+2 skills/level, 25 point buy, bonus trait) I saw a chance to play an otherwise underwhelming character in a swashbuckler. We also have one special home rule, +3,+4,+5 weapons don't bypass anything You need holy/unholy/spell buffs/metals to bypass DR.
Spoiler:
Swashbuckler
Inspired Blade Half Orc -City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity. -Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. -Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision. Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature. STR: 7
Traits 9 Skill/Level :The swashbuckler's class skills are
3 Traits:
1 Drawback: Paranoid Feats It costs 5 feats to be a vampire. I will retrain several feats to it when we get there.
My problems with the character are as follows 1) The best possible +1 weapon enchantment is also terrible later on because answering is like a jump forward but later on is straight up bad. What weapon enchants would you use? I'll 100% be using fortuitous because it's great but I like unholy due to home rules and bane humanoid is a pretty good investment if you go for answering. 2) This character at level 15+ feels like a joke a best due to know magic. Any remedy? 3) I don't really WANT to play a half orc I want a dex/cha -con or -str race but all the races I looked at with those mods don't have a way to improve your will save. Any advice on these issues would be appreciated. Especially the weapon since it's not unusual to get+7-10 weapons in this game since it goes to 20. ![]()
Spoiler:
Benefit: The longer the investigator studies his opponent, the greater the damage he ultimately deals with his studied strike. When the investigator makes a studied strike, he deal a number of points of additional damage equal to the number of consecutive rounds he studied the target with studied combat. If I use this and refresh my studying I've still studied them for X consecutive rounds. Conceptually what I'm thinking is studying my prison guard for say 10 minutes then flicking a stone at the back of his head. It's a fairly narrow useage but the ability isn't that great so I was curious. I'd be inclined to allow it because it's an interesting power and creates a funny situation where keeping an investigator locked up with someone guarding him is dangerous. ![]()
I want to play a java obsessed investigator who cannot work a case without a cup of coffee and all his alchemy involves pouring the stuff into his coffee. Spoiler:
Investigator Empiricist
Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision. Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Toothy: Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon. Diplomacy (Int), Disable Device (Int), Knowledge (all) (Int), Perception (Int), Sense Motive (Int), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex). STR: 18
Talents
Feats
Potion glutton has already been approved by the GM and been divorsed from urgotha as long as the god I worship indulges in excess, so I said Cayden and he's like "That's perfect." My only problem? Feats. I'm clueless beyond PG and PA. Extra discovery is good but beyond that I have no clue. We're headed to 14-16 from level 1. I'll be using a falchion and bite attack to do some good damage with STR. I could also use help on skills. I'd love to be more rogueish without giving up too much and I'd like good abilities that go with investigator but honestly I'm at a loss. Most guides are for dex oriented rapiers not str oriented 2 handers. ![]()
A long time ago I knew far more than I know now about what is out and errated in pathfinder but Having not played in a long time I need some guidance on building We are using 20 PB, 2 Traits, Standard/uncommon races allowed for a home game. I love warpriests but in light of the gutting of sacred fist it leaves me few options. Spoiler:
Warpriest Archer Human STR: 14 DEX: 18 (+2) CON: 12 INT: 12 WIS: 14 CHA: 7 Skills: Perpception, Sense Motive, Spell Craft, Knowledge Religion Traits: Fate's favored, Reactionary
3rd Level Hit/Damage
1d8+8 Damage +2 Deadly Aim, +2 Str, +1 Weapon, +2 Divine Favor, +1 PBS 6th Level Damage +12(2 arrow)/+12 BAB +4, Weapon Bonus +1, Dex +5, PBS +1, Weapon Focus +1, Divine Favor +3, DA -2, RS -2 1d8+13 +4 DA, +2 STR, +1 Weapon, +3 Divine Favor, +1 PBS, +2 WS I want to play a ranged character with spell casting which a warpriest is well suited for since it get's manyshot on point with other martial classes. I was going to play a ZAM but the group has already seen what it does and thinks it's too much. I could use advice on feats and possibly traits if something is better than reactionary. Additionally other stat buys could be considered but I honestly am pretty set on 16/14/14/12/12/7 as the total array. ![]()
So I've been GMing WotW home game for almost 7 months now and we are approaching the end. (Best evil game I've ever played btw. The party went from ordinary pathfinder level evil to people who would make hitler look like the less evil option) When it finally concludes I will be shift to being a player (we rotate from AP to home game as desired by the players choice and GM who is capable of making their own games). It's been so long since I've built a character and I am honestly a pretty devoted builder so in the weeks leading up to it I'm interested in figuring out what to play. As far as a power level of the game I'd say it'll be on a 6/10 or 7/10 if raponathuk (Spelling) is a 10 and Rise of the Runelords is a 1-2/10. So difficult but fair. We'll need good damage and good awareness and access to the magic system to survive as such I can't really just take a character who is more or less a gimp in combat. We are starting at level 1 20PB All RP15 and lower allowed and going to 14-16. Only special rule is no animal companions/extra character effects from your class are allowed except familiars. Now that's out of the way I've got a few ideas and a few rules out classes. I've ruled out a number of classes due to extreme weaknesses at higher levels, specifically poor will saves and a few classes due to extreme repetition. I was looking specifically at the following classes A zen archer monk which I had played before in the emerald spire but not in regular situation. Pro's Really strong. Con's Probably too strong, character has literally no weaknesses in a cooperating party due to extreme defensive abilities and inherent rail gunnery. A regular monk with the standard SLA trades (Barkskin and such). Good but I just can't see the way it's better than being a sacred fist with 6 levels of spell casting. A kineticist, oh god I tried to make this good but you just do no damage and only have like 2 unique effects (Sure you can fly, so what?) being able to lift thousands of pounds and getting an early ring of invisibility. I tried getting damage from the flurry of blows archetype which does dramatically increase the total DPS output and dramatically improve it but I just cannot justify doing less damage than the barbarian and having less utility than spell sunder. I really want to play it but cannot justify how weak it is. To top it all off if you aren't dwarf your will save is pretty bad. Sacred fist/MoMS or Straight SF are both things I'd love to play. But I see they've been nerfed into oblivion and are no longer playable. Investigator is something I was interested in because I love the concept of being an empiricist and convincing people with logic and reason instead of force of personality. Unfortunately this class largely falls into "Gimp" in combat territory. I asked and I'm allowed to use potion glutton for his homebrew god of gluttony to drink as a swift and I still can't seem to make this class work. Things I've liked but ruled out due to bad will saves Swashbuckler, Slayer, brawler, and fighter. <Posted this in the wrong forum the first time> ![]()
So I've been GMing WotW home game for almost 7 months now and we are approaching the end. (Best evil game I've ever played btw. The party went from ordinary pathfinder level evil to people who would make hitler look like the less evil option) When it finally concludes I will be shift to being a player (we rotate from AP to home game as desired by the players choice and GM who is capable of making their own games). It's been so long since I've built a character and I am honestly a pretty devoted builder so in the weeks leading up to it I'm interested in figuring out what to play. As far as a power level of the game I'd say it'll be on a 6/10 or 7/10 if raponathuk (Spelling) is a 10 and Rise of the Runelords is a 1-2/10. So difficult but fair. We'll need good damage and good awareness and access to the magic system to survive as such I can't really just take a character who is more or less a gimp in combat. We are starting at level 1 20PB All RP15 and lower allowed and going to 14-16. Only special rule is no animal companions/extra character effects from your class are allowed except familiars. Now that's out of the way I've got a few ideas and a few rules out classes. I've ruled out a number of classes due to extreme weaknesses at higher levels, specifically poor will saves and a few classes due to extreme repetition. I was looking specifically at the following classes A zen archer monk which I had played before in the emerald spire but not in regular situation. Pro's Really strong. Con's Probably too strong, character has literally no weaknesses in a cooperating party due to extreme defensive abilities and inherent rail gunnery. A regular monk with the standard SLA trades (Barkskin and such). Good but I just can't see the way it's better than being a sacred fist with 6 levels of spell casting. A kineticist, oh god I tried to make this good but you just do no damage and only have like 2 unique effects (Sure you can fly, so what?) being able to lift thousands of pounds and getting an early ring of invisibility. I tried getting damage from the flurry of blows archetype which does dramatically increase the total DPS output and dramatically improve it but I just cannot justify doing less damage than the barbarian and having less utility than spell sunder. I really want to play it but cannot justify how weak it is. To top it all off if you aren't dwarf your will save is pretty bad. Sacred fist/MoMS or Straight SF are both things I'd love to play. But I see they've been nerfed into oblivion and are no longer playable. Investigator is something I was interested in because I love the concept of being an empiricist and convincing people with logic and reason instead of force of personality. Unfortunately this class largely falls into "Gimp" in combat territory. I asked and I'm allowed to use potion glutton for his homebrew god of gluttony to drink as a swift and I still can't seem to make this class work. Things I've liked but ruled out due to bad will saves Swashbuckler, Slayer, brawler, and fighter. ![]()
Solo Tactics
Spoiler:
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Friendly Fire Maneuvers Spoiler:
Benefit(s): Allies who also have this feat cannot provide soft cover to enemies, allowing you to make attacks of opportunity against an enemy even if those allies grant you soft cover against that foe's attacks. If an ally who also has this feat casts a spell that targets the area you are in as it allows a Reflex saving throw to avoid the effect (such as fireball), you gain a +4 dodge bonus on that saving throw. Since one of the benefits of Solo tactics is that you're treated as allies having the feat for benefits does that mean no allies can provide soft cover O.o That seems really strong. ![]()
I know worshiping urgotha could cause problems but potion glutton seems like a beautiful feat especially with alchemical allocation. It is quicken spell on steroids for alchemists it seems. I figure I play him as an extremely jaded heavy drinker who has come to hate basically all of the living and lost his faith in humanity but still has a job to do. Is it worth worshiping a deity which might cause issues in some adventures to get potion glutton in a society setting? ![]()
Dazed condition Quote: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. Freedom of movement Quote:
The question is simply do the first lines of these abilities mean you negate the dazed condition under the effects of FOM? I'm inclined to say yes given that paralysis is explicitly stated and has the following wording Quote: A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can't swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.
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I figure I'm going to eventually be stuck playing Core only so I'm making a druid who is essentially my original first PFS character minus superior summons and divine interference. The upshot is if it ever converts to regular PFS then I need a whopping 5 PP to fully return to my original character. I could re figure power attack to level 3 but then that leaves my 7th and 11th feats open.
Spoiler:
Race: Human STR: 16 DEX: 12 CON: 14 INT: 12 WIS: 16 <Stat bumps here> CHA: 7 Animal Companion: Big Cat(Tiger) Animal Companion: Big Cat (Tiger)
Cat, Big (Lion, Tiger)
7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6) . Feats
Skills: Perception, Diplomacy, Handle animal, Know-Nature, Spellcraft, Survival Item purchase order (due to fame)
I need to replace my 3rd level feat and my 11th level feat (Possibly instead my race/stat build) That's the only rules I'll need to replace to Core only my first character as my first core character. ![]()
Vicious weapons are one of the few enchantments which (can) provide more DPR than another +1 to the weapon. However this power comes at a price. Who do you think should get vicious weapons? What about in PFS for example where edilons or animal companions are expendable since they auto replace at the end of the adventure. ![]()
I don't know how people play characters without good will saves. I really just don't I've done it before and about half of the time you end up failing a will save and waiting for combat to end. I'm not talking about alleged bad will saves (Looking at you superstitious) I'm talking about honest to god bad will saves like fighters, slayers, and such. Do you invest in iron will?
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In the days prior to season 5 when faction missions were in every adventure you would have things like "You must brand a (Powerful) creature before you kill it.", "You have to steal something from a good aligned merchant", "You have to convince someone to surrender even though they attack you on sight." All of the faction missions were MUCH more difficult than most of the other faction missions and in some cases Especially noticable in some season 4 7-11's where 9 of the factions had "Kill the boss" the Silver crusade had a really tough one, and in another doing the SC faction mission triggers an avoidable encounter with a strong good aligned dragon. In season 5 and 6 it seems like they're at it again only it's even worse. In season 5, the year of the DEMON where you literally fight with the crusade on an every other adventure basis. Yet there were few faction missions and they aren't nearly as easy as most of the others. I say this as someone who has 2 silver crusaders and at least one PC of everything but grand lodge (2 Edge, 2 Dark Arch, 1 of the rest) all of the other faction missions I've ever had have been either easy or flat out impossible (You lack knowledge X, Linguistics, or whatever skill). So does anyone else feel like the writers hate the SC faction?
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Destiny of the sands 3 spoilers Spoiler:
Scrutiny of the Stars: Performing an eldritch ritual temporarily granted you power, but it also attracted the attention of some creature from beyond the stars. The haunting certainty that the someone is watching you leaves you paranoid, and whenever you are confused and roll to determine your behavior in a given round, add 5 to the result. In addition, whenever you sleep, there is a 20% chance that the alien entity attempts to contact you and torments your dreams with terrifying visions, as per the spell nightmare (DC 17). If you are a sorcerer with the aberrant bloodline, you ignore these effects and instead gain an additional daily use of your acidic ray bloodline ability. You may cross this boon off your Chronicle sheet if you are the target of a heal spell while under the effects of nondetection. Spoiler:
The difficulty of the save depends on your knowledge the subject and the physical connection (if any) you have to that creature. Knowledge Will Save Modifier
It's never made clear what is "attracted" to you or even if they know who you are. Given that the DC is minimum it's unlikely an actual caster is doing this and more likely that it's an effect. What bonus DC modifier do you get for this save? +10? +5? It's definitely not +0 or -5 ![]()
We all know there are weapon properties for ranged or melee weapons only. Seeking, Brilliant energy, Spell storing I'm sure I could go on. Most of these properties obviously cannot be enhanced on one weapon type. What about methods that instill these into the weapon without buying them? Forgemaster Dwarf
Spoiler:
*Spellglyph: The inscribed weapon gains the spell storing special ability. The forgemaster must be at least 4th level before learning this rune. Warpriest
Spoiler:
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added. Warpriest Blessing Spoiler:
Spell-Storing Weapon (major): At 10th level, you can cast a spell into a magic weapon as if it had the spell storing weapon special ability. If the stored spell is not used within 10 minutes, it dissipates. Magus
Spoiler:
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Paladin
Spoiler:
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. As you can see there are a huge number of these abilities in existence there are also spells which confer these abilities and some of them are worded differently than others. ![]()
I've recently run low on character ideas. I've looked over classes and can't really find much more I'm interested in building. I've listed my builds which made it past second level (Most PFS but not a big deal). The things I like most in a character 1) Good will saves. I simply am unwilling to ever start a character which doesn't get at least "Good" will saves. If it has less than full progression will saves (Like my barb) I go dwarf with steel soul so dwarf should be good with it. I've been feared/dominated/confused/insane enough before and am tired of it. 2) I don't like being the face for social stuff but can be. If I have good cha so be it but skills are low on my priority list. 3) I'd like to play something new or at least which feels different than any of these.
Spoiler:
Druid Menhir Savant Archer Oath of vengeance paladin. Dwarf Cleric Forgemaster Invulnerable Rager Dwarf Barb Sin Mage Wizard (Sloth) MoMS/Sacred fist Zen Archer Monk Dwarf Reach weapon Warpriest Shaman 4) I'd like the character to not be dependent on other characters (So no bard/skald) because I often take builds and translate them to PFS. It can help them (Haste or whatever) But sometimes you get the all caster table. 5) Lastly I'd like it to be something people like to play with. I don't wan't to make another druid or wizard spamming superior summoned monsters which is groaned about. Thanks in advance for the ideas! ![]()
A while back I started a wizard (Now level 5)for PFS. Conjuration based summoning sloth sin mage with summons, mad monkies, pit spells, glitter dust and other greatest hit's of conjuration. His bonded object is a ring. A long time ago I thought the ring of invisibility was awesome if crafted. Now I'm not so sure. He can activate it before entering any room but can't use it to scout any more. I thought it was really cool because invisibility is not on my spell list. Now I have very little in the way of interesting rings to craft if I don't go invisibility. Where would you go with this. Keeping in mind PFS ends at 11 (Well he might be my second seeker tier character) and fame limits the choices to lower end rings mostly. I was looking at blink but that 20% change to spell fail is a huge turn off. Evasion isn't great with a meh reflex save, and freedom of movement would likely not be available to even craft until about 10th level. ![]()
Quote:
Does this line mean you can maintain the buff for free after using a swift action to start it? The line implies you can enhance both weapons at the same time with two swifts. Can you maintain sacred weapon as a free action? Any clarity on this? ![]()
Spoiler:
Prerequisite(s): Wandering hex class feature.
Benefit: Once per day as a swift action, you can change your wandering hex. When you change your hex, the new hex must be associated with the wandering spirit with which you are currently bonded. At 12th level, you can change either or both of your wandering hexes with the feat. Normal: Shamans select their hexes every day when they prepare their spells and cannot change them. Spoiler:
Arcane Enlightenment (Su): The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list. Can you use Arcane Enlightenment while preparing spells off your list, then use flexible hex to switch your hexes and lose these spells off your list but keep them prepared? ![]()
So we are playing Way of the wicked and we've all noticed something. While it's true we are evil we're LESS brutal than your average pathfinder group because we're outnumbered and outgunned by the good guys. While we're unquestionably evil (necromancer, worshiper of belial, and an antipaladin are among our group) and we've performed seriously evil acts (Killing children, dogs, and enslaving others) sometimes it makes me curious how much more evil than ordinary pathfinders. As a second point Evil feels so much fun to play since moral quandaries give way to a simple violent answer to any question that can be solved by "Kill it" ![]()
It seems like it increments additional attacks at seemingly random intervals. You can see the attack gain at 6, 11, and 16 but the other gained attacks just make no sense. They aren't gained when you would get TWF it's just weird and seems random.
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Reach weapons seem to me at least on this board and in general by people I meet to be highly contentious. Not because they are confusing rule's wise but because they frustrate some GM's and players. The Good
The Bad
The Powerful
If you have any interesting comments or stories about reach weapons feel free to share. In my actual practical PFS games I've about a third the time I've gotten as many AOO's as actual attacks and I don't think I've ever gotten less than 2 AOO's in an adventure... except library of the lion. My players have taken them up and I've also been on the receiving end of a few longspears and such. ![]()
I feel like there are a lot of traits which are significantly better than feats and it's somewhat silly. Tusked, Magical Lineage, Waynag Spellhunter, Lessons of chaldira, defensive strategist, and deadeye bowman are all significantly stronger than feats even specialized feats. There are plenty of them in existence my question is... Why? ![]()
Armor Spikes: Spoiler:
Can I use two-weapon fighting to make an "off-hand" attack with my armor spikes in the same round I use a two-handed weapon?
No. Likewise, you couldn't use an armored gauntlet to do so, as you are using both of your hands to wield your two-handed weapon, therefore your off-hand is unavailable to make any attacks. Helmet, Dwarven Boulder: Spoiler:
This heavy, reinforced helmet can be used to make melee attacks. The wearer may also use the helmet when attempting bull rush maneuvers, granting a +2 circumstance bonus on the check, but after completing the maneuver (whether successful or not), the wearer is staggered until the end of his next turn. In addition, the helmet grants a +2 circumstance bonus to the wearer's AC against critical hit confirmation rolls. A dwarven boulder helmet adds 20% to the wearer's arcane spell failure chance. It occupies the head slot and is made of metal, not stone, meaning that it can be crafted from unusual materials as a metal weapon. A dwarven boulder helmet can be enchanted as a weapon (not as armor, despite providing some protection). Can you THF and TWF at the same time as a dwarf? I don't think you can I just wanted to check. ![]()
Gargrim could use some help on Gargrim build.
Spoiler:
Dwarf Barbarian 18 StR 14 Dex 16 Con 7 Int 13 Wis 5 Cha Traits - Glory of old, Reactionary. Rage powers
Feats
Items
Gargrim not sure if Beast totem line is good enough. Gargrim am retiring at 12. Am there any way for gargrim to get unexpected strike when he does not go first? If I don't take beast totem stuff I can have better rage powers and feats. ![]()
Can you rage as a free action when using an AOO when it isn't your turn? Free Action: Spoiler:
Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM. Making an Attack of Opportunity: Spoiler:
An attack of opportunity is a single melee attack[B], and most characters can only make one per round. You don't have to make an attack of opportunity if you don't want to. You make your attack of opportunity at your normal attack bonus, even if you've already attacked in the round.
Rage (Ex): Spoiler:
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. [B]A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. Snap Shot: Spoiler: Can a character with Snap Shot (page 119) and Combat Reflexes make multiple attacks of opportunity with a ranged weapon, assuming that loading the ranged weapon is a free action?
Yes. As long as you can reload your weapon with a free action you can reload your weapon as part of the ranged attack attack of opportunity you are making with the Snap Shot feat. ![]()
Given the new FAQ Do levels count as sources of a bonus like ability scores do? (Borrowed phrasing from wraith) This heavily impacts for example the Daring Champion Archetype. It seems that it would not stack given the new FAQ regarding stats as a secondary source since level could easily be considered a secondary source and getting double level to damage would not be ok.
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