Raistlin

Sammy Kirkpatrick's page

14 posts (15 including aliases). No reviews. No lists. 1 wishlist. 1 alias.


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Get all of my friends together and play a game involving dice and strange esoteric rulebooks!


Templates, woah!
Templates, HOO!


Any info you can give us on Shadow Casting? I'm honestly curios to know how you're gonna do it, and I'm hoping you don't do it terribly like WotC did.


Mayhap someone should make a Level-20 variant of this? See how good all the classes ( Damage-wise ) at the peak of their power.


Anything I missed or did wrong on this? BtW, if you want the portfolio for herolab, I can give you that.

Spoiler:
JACK WHITE-FALCON CR 14
Male Human Ranger (Skirmisher) 15
NN Medium Humanoid (Human)
Init +6; Senses Perception +17
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DEFENSE
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AC 27, touch 15, flat-footed 22. . (+10 armor, +5 Dex, +2 natural)
hp 156 (15d10+45)
Fort +17, Ref +20, Will +9
Defensive Abilities Evasion
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OFFENSE
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Spd 30 ft.
Melee Unarmed Strike +20/+15/+10 (1d3+5/20/x2)
Ranged Sammy's Crossbow +26/+26/+21/+16 (1d10+4/19-20/x2)
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STATISTICS
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Str 16/20, Dex 18/22, Con 16, Int 14, Wis 9, Cha 8
Base Atk +15; CMB +20; CMD 35
Feats Crossbow Mastery: Crossbow, Heavy, Dazzling Display: Crossbow, Heavy, Deadly Aim -4/+8, Endurance, Far Shot, Improved Vital Strike, Point Blank Shot, Precise Shot, Precise Strike, Quick Draw, Rapid Reload: Crossbow, Heavy, Rapid Shot, Vital Strike, Weapon Focus: Crossbow, Heavy
Skills Acrobatics +5, Bluff +2, Climb +23, Diplomacy +2, Disguise +2, Escape Artist +5, Fly +5, Handle Animal +20, Heal +17, Intimidate +20, Perception +17, Ride +5, Spellcraft +20, Stealth +23, Survival +24, Swim +22
Languages Common, Draconic, Elven
SQ Animal Companion Link (Ex), Camouflage (Ex), Circlet of Persuasion, Enemies: Aberrations (+4 bonus) (Ex), Enemies: Dragons (+4 bonus) (Ex), Enemies: Magical Beasts (+4 bonus) (Ex), Enemies: Undead (+2 bonus) (Ex), Heart of the Wilderness +7, Hunter's Trick: Bolster Companion (Ex), Hunter's Trick: Chameleon Step (Ex), Hunter's Trick: Cunning Pantomime (Ex), Hunter's Trick: Defensive Bow Stance (Ex), Hunter's Trick: Second Chance Strike (Ex), Hunter's Trick: Trick Shot (Ex), Hunter's Tricks (6/day) (Ex), Quarry, Ring of Animal Friendship, Share Spells with Companion (Ex), Swift Tracker (Ex), Terrains: Mountain (+4 bonus) (Ex), Terrains: Underground (+4 bonus) (Ex), Terrains: Urban (+2 bonus) (Ex), Track +7, Wild Empathy +14 (Ex), Woodland Stride (Ex)
Combat Gear Sammy's Crossbow, +4 Glamered Mithral Agile Breastplate, Masterwork Cold Iron Bolts, Crossbow (50), Adamantine Bolts, Crossbow (50); Other Gear Amulet of Natural Armor +2, Belt of Physical Might, STR & DEX +4, Boots of Speed, Circlet of Persuasion, Cloak of Resistance, +5, Ring of Animal Friendship
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SPECIAL ABILITIES
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Camouflage (Ex) You can use the Hide skill in favored terrain.
Circlet of Persuasion +3 competence bonus to CHA-based checks (skills already included).
Crossbow Mastery: Crossbow, Heavy You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Dazzling Display: Crossbow, Heavy Intimidate check to demoralize can affect those within 30' who see you.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Aberrations (+4 bonus) (Ex) +4 to rolls vs Aberrations.
Enemies: Dragons (+4 bonus) (Ex) +4 to rolls vs Dragons.
Enemies: Magical Beasts (+4 bonus) (Ex) +4 to rolls vs Magical Beasts.
Enemies: Undead (+2 bonus) (Ex) +2 to rolls vs Undead.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Far Shot Halve the range increment penalty for extended range.
Heart of the Wilderness +7 +5 on CON checks to stabilize, +1/2 level to negative HP level for death, +1/2 level Survival.
Hunter's Trick: Bolster Companion (Ex) The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the an
Hunter's Trick: Chameleon Step (Ex) The ranger can move up to twice his speed as a move action. The ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.
Hunter's Trick: Cunning Pantomime (Ex) As a standard action, the ranger can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the ranger suffers a –4 penalty on all Bluff and Diplomacy checks relating to
Hunter's Trick: Defensive Bow Stance (Ex) The ranger can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.
Hunter's Trick: Second Chance Strike (Ex) When he misses with a melee attack, the ranger may reroll his attack at a –5 penalty. Using this ability is an immediate action.
Hunter's Trick: Trick Shot (Ex) As a standard action, the ranger can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.
Hunter's Tricks (6/day) (Ex) Various tricks.
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 combat.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Quarry +2 to hit and other bonuses against your designated quarry.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Rapid Reload: Crossbow, Heavy You can reload fast with one type of Crossbow.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of Animal Friendship On command, this ring affects an animal as if the wearer had cast charm animal.

Faint enchantment; CL 3rd; Forge Ring, charm animal; Price 10,800 gp.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Terrains: Mountain (+4 bonus) (Ex) +4 to rolls vs Mountain.
Terrains: Underground (+4 bonus) (Ex) +4 to rolls vs Underground.
Terrains: Urban (+2 bonus) (Ex) +2 to rolls vs Urban.
Track +7 +7 to survival checks to track.
Vital Strike Standard action: x2 weapon damage dice.
Wild Empathy +14 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

ANIMAL COMPANION CR 10
Male Leopard
NN Medium Animal
Init +10; Senses Low-Light Vision, Scent; Perception +1
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DEFENSE
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AC 25, touch 16, flat-footed 19. . (+6 Dex, +9 natural)
hp 78 (+20)
Fort +9, Ref +13, Will +4
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OFFENSE
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Spd 50 ft., Sprint x10 (1/hour)
Melee Bite (Leopard) +13 (1d6+6/20/x2) and
. . Claw x2 (Leopard) +14 x2 (1d4+6/20/x2) and
. . Unarmed Strike +13/+8 (1d3+6/20/x2)
Special Attacks Trip
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STATISTICS
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Str 22, Dex 23, Con 15, Int 2, Wis 12, Cha 6
Base Atk +7; CMB +13; CMD 29 (33 vs. Trip)
Feats Agile Maneuvers, Blind-Fight, Improved Initiative, Improved Natural Attack: Claw x2 (Leopard), Multiattack (Multiattack / Extra Attack), Weapon Focus: Claw
Tricks Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Seek [Trick], Stay [Trick], Track [Trick]
Skills Acrobatics +19 Modifiers +4 Stealth in Undergrowth
Languages
SQ Attack Any Target [Trick], Come [Trick], Defend [Trick], Devotion +4 (Ex), Down [Trick], Evasion (Ex), Fetch [Trick], Guard [Trick], Heel [Trick], Multiattack / Extra Attack, Seek [Trick], Stay [Trick], Track [Trick]

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SPECIAL ABILITIES
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+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Agile Maneuvers Use DEX instead of STR for CMB
Attack Any Target [Trick] The animal will attack any creature on command.
Blind-Fight Re-roll misses because of concealment, other benefits.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Sprint x10 (1/hour) (Ex) 1/hour, your charge speed is 10 times your land speed.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.


What are we doing for HP? And what kinda enemies might we be fighting, and where might these be taking place at?


So what's everyone thinking of making? I'm considering either a blasty sorcerer or a ranger or a mounted combat summoner or something else entirely...


Mind if I create a character as well? Level 15, correct?


I'd like to give some interest, if you're still accepting. I'd also like to say that I found a set of epic homebrew rules and can post a link later, if anyone wants to check them out


James Jacobs wrote:
Sammy Kirkpatrick wrote:
What happens when a good and evil outsider gets that special feeling for each other? What if it's a near-divine copulation? Has this ever happenned in Golarion?
I'm sure it's happened before in Golarion, or more likely, the Great Beyond. It's not been something we've covered in any books yet. And if the special feelings the two outsiders have for each other are genuine... then I suspect one of the two will change alignment to match the partner.

Hmmm... but what would te offspring be like?


What happens when a good and evil outsider gets that special feeling for each other? What if it's a near-divine copulation? Has this ever happenned in Golarion?


Will we ever get unofficial stats for cthulhu?
Will I ever remember the other question?


Scipion del Ferro wrote:
There are not even rules to go to 30...

Shh, they don't know that! No, but really, we'll be using the content from the Epic Level Handbook ( With a possible touch of Immortal Handbook, all the Immortal Handbook is unlikely ).

Ice_Deep wrote:

You need to give more info really...

what books are allowed?

- All pathfinder books? Non-pathfinder books?
- Spell compendium?
- Others?

What bloodlines do you favor?
What race do you favor?
What campaign/AP you playing in if any we know?
What does your party consist of?
What level are you starting at?
Are you allowed traits? How many?
Will your DM allow you to use the Human bonus spell trait on other races?

I personally am making a sorcerer, but while my build is heavy in BC it is very light in blast, you can't really do both well with the limited spell selection of sorcerer.

My build (Arcane Human Sorcerer) gets good at 8th level and higher were it can throw a high DC acid arrow+metamagic daze with a 4th level spell (10+5(CHA)+1(Metamagic)+2(Spell Level)+2(Focuses)) 20 DC without items, has a high inititive (+4 Familiar, +4 Imp. Init, +2 Trait, +2 Dex) of 12 to hit them with the BC spells before the battle starts.

Book that are allowed are the pathfinder stuff exclusively, I don't have much of a preference when it comes to the Bloodlines... they're all too cool! I like Human the best, when it comes to sorcerers, and we're ( going ) to be playing in the Drow War campaign. Party stuff hasn't been worked out yet, but it'll probably end up with a rogue, barbarian, and something else. Starting at one, DM would let us do anything ( He previously got rid of Level Adjustment and told us to go crazy. He doesn't care much 'bout over-poweredness, although I don't know if we can be any race right now. ) Oh, and I haven't asked about traits.


I was wondering if anyone could assist me in making a viable build that is good from level one and only got better from there on out. The concept of the build is a summoner ( or sorcerer ) who summons minions to carry out his will. However if he does come out as a sorcerer I would prefer him to be a battlefield control/blaster kind of sorcerer. Oh, and please use 25 point buy. Thanks in advance!