Toff Ornelos

Ronnie K's page

Organized Play Member. 64 posts (66 including aliases). No reviews. No lists. 1 wishlist. 10 Organized Play characters. 1 alias.



Grand Lodge

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This will be for PFS. Please take a look and let me know if he could be improved. The overall theme here is simply to build the best bowman I can.

I considered Ranger, but can’t see any in-combat advantage other than taking Improved Precise Shot at 6th rather than 11th. But the fighter can get weapon focus and weapon training, giving him +2 in all situations (So in a sense the fighter is only at a -2 penalty when firing against cover.) I did like the idea of a night tracker/hunter, but I’ve always liked being really really good at one thing. The extra feats and weapon/armor training really make the fighter a better archer than a ranger.

I also considered the archer archetype. The tricks would be really cool, especially in combination with combat reflexes and improved snapshot. But at 11th level it would mean sacrificing +3 max dex from armor training. And with pointblank master I didn’t see any other real advantage.

Ugruk
Male half-orc fighter 11
LN Medium humanoid (human, orc)
Init +8; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 31, touch 20, flat-footed 23 (+9 armor, +2 deflection, +8 Dex, +2 natural)
hp 92 (11d10+22)
Fort +11, Ref +14, Will +6 (+3 vs. fear)
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft.
Melee +1 scimitar +14/+9/+4 (1d6+3/18-20)
Ranged +3 composite longbow +26/+21/+16 (1d8+9/×3)
Special Attacks weapon trainings (bows +2, axes +1)
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Statistics
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Str 14, Dex 26, Con 12, Int 10, Wis 10, Cha 7
Base Atk +11; CMB +13; CMD 33
Feats
1st- Precise Shot, Point-blank Shot
2nd- Rapid Shot
3rd- Weapon Focus (longbow)
4th- Point Blank Master[APG]
5th- Weapon Specialization (longbow)
6th- Manyshot
7th- Snap Shot[UC]
8th- Combat Reflexes
9th- Improved Snap Shot[UC]
10th- Greater Weapon Focus (longbow)
11th- Improved Precise Shot
Traits observant, reckless
Skills I maxed perception, put 1 point in every class skill, and put the rest in acrobatics.
Acrobatics +17, Climb +6, Handle Animal +2, Intimidate +4, Perception +15, Ride +12, Survival +4, Swim +6; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ armor training 3, orc blood
Combat Gear I spent most of 82,000 gold
adamantine arrows (50); Other Gear +3 mithral agile breastplate, +1 scimitar, +3 composite longbow (+2 Str), arrows (60), amulet of natural armor +2, belt of incredible dexterity +4, cloak of resistance +3, ring of protection +2, 3,679 gp, 5 sp
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Special Abilities
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Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Snap Shot You threaten an additional 10 feet with Snap Shot
Manyshot You can shoot two arrows as the first attack of a full attack action.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Weapon Training (Axes) +1 (Ex) +1 Attack, Damage, CMB, CMD with Axes
Weapon Training (Bows) +2 (Ex) +2 Attack, Damage, CMB, CMD with Bows

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Grand Lodge

Is there a way to use my dex modifier in place of str for damage when using a composite longbow? I'm trying to build an archer and don't want to miss this if possible.

Grand Lodge

Quote:
Conjurer's Focus (Sp): An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. This ability replaces the arcanist exploit gained at 1st level.

Am I correct that the archanist does not need to have any Summon Monster spells prepared? In fact doesn't necessarily even need to have them in his spellbook?

Grand Lodge

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https://drive.google.com/file/d/0B1ZzyIXywWzNNmJ4LVN3c1hTSTg/view?usp=shari ng

Not really sure the best way to make this available. If this doesn’t work or there are better ways please let me know. Anyhow, I offer this to the community hoping it may be of some use. I know there are a lot of dpa calculaters out there, but every one I have seen, even the most complex, require numerous iterations calculated one at a time. These can’t be directly compared to each other. This calculator allowes you to compare almost any number of complex examples side by side.

This dpa calculator is based on the formula h(d+s)+tchd, where

h=chance to hit, expressed as a decimal percentage,
d=average damage per hit,
s=average precision damage per hit (or other damage that is not multiplied on a crit),
t=chance to roll a critical threat, expressed as a decimal percentage, and
c=critical hit bonus dice, e.g. x2=1, x3=2, etc.

However this formula assumes chance to hit is already calculated based on the attackers BAB and the defenders AC. Meaningful results require numerous iterations. This calculator gives results for any BAB over the full range of defender’s AC from AC 10 to AC 40.

In order to do this the input variable are modified from the variables in the dpa formula as follows,

ab= attack bonus (the number the attacker adds to his to hit d20 roll),
d=average damage per hit, as defined above,
s=average precision damage per hit, as defined above,
threat=the lower limit of the threat range, e.g. 17-20=17,
multiplier=the critical multiplier, e.g. x3=3.

Each column on the spreadsheet calculates the dpa of any particular attack over a range of defender’s AC. You can compare different attack options side by side over the full range of to hit probabilities. By adding the results across rows, you can calculate the total dpa for a full attack action.

The example provided compares the Hound Arhon’s two full-attack options.

Yellow-These are the only numerical cells that should be adjusted.
Blue-These cells should not be modified in anyway, other than duplicating columns if needed.
Orange-These cells should not be modified. This compares the two different full-attack options.

Columns can be copied and duplicated as needed to cover almost any imaginable example.

The second sheets shows the following examples;

This example shows the difference between several different weapon types. It assumes the attack bonus is the same regardless of which weapon is used, and that damage bonus is +4 (i.e. Str 18) for one-handed weapons and +6 for weapons used in two hands.

This example compares one-weapon fighting with two-weapon fighting. It compares a rogue fighting with a rapier to a rogue fighting with two shortswords and Two-weapon Fighting. In either case they have the appropriate Weapon Focus feat. These stats do not include sneak attack!!! As these are per attack numbers, the two shortsword columns must be summed and compared to the rapier column in order to obtain meaningful results.

This example compares the different threat range/crit multipliers while holding chance to hit and damage equal. Please note while these numbers are accurate the comparison is unrealistic because weapons with different threat range/crit multipliers do not do the same amount of base damage.

This example compares the different weapons with different threat range/crit multipliers while holding chance to hit and static damage equal.

Grand Lodge

I can't find an answer to this.

Animal Archieve and Ultimate Equipment make some animals available to any character for purchase including things like tiger and axebeak. The AR for AA states that dinosours and megafaunse can't be purchased unless the dinosaur is already available in the AR under Beastiary 1, 2, 3, or UE.

Does this mean a dinosour listed under Animal Companions in the AR for the bestiaries are legal for purchase? Or does it also have to be listed in the AC? What about dinosaures listed in the AR for Beastiary 4?

My issue is a Nagaji Paladin riding a horse. I can't stand the thought. I'm not trying to cheese but it seems the only way to get a reptile mount is if these options are available.

Thanks in advance.

Dark Archive

I'm thinking of using my race boon to make a Nagaji Paladin. Is it legal to have a large dinosaur for a mount?