Flesh Golem

Sarcon's page

42 posts. Organized Play character for Jarred Henninger.


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Dark Archive

ok

Lich 4/2/6Fly/12 (two hits to kill)
Lich 4/2/6Fly/8
Bone Soldier 3/2/2/5
Vampire 5/5/2/10
Light ship 2/2/6/7
Zombie (Med infantry) 2/3/1/4
Skeleton (Light infantry) 1/1/2/2
Garrison 0/2/0/2

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its my special -3 cost unit

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so would mine look like this or should i not be messing with the formulas?

Lich 4/2/6Fly/12 (two hits to kill)
Lich 4/2/6Fly/8
Bone Soldier 2/2/2/3
Vampire 5/5/2/10
Light ship 2/2/6/7
Zombie (Med infantry) 2/3/1/4
Skeleton (Light infantry) 1/1/2/2
Garrison 0/2/0/2

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Name of Country: Geb
Alignment of Country: Lawful Evil
Leader of the Country: Ghost King Geb
Exotic Units: Vampires, Liches, Bone Soldiers

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no.

Step up:
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Following step:
Benefit: When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.

Step up and strike:
Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round.

step up can only trigger on a 5 foot step

Withdraw:
Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. Invisible enemies still get attacks of opportunity against you, and you can't withdraw from combat if you're blinded. You can't take a 5-foot step during the same round in which you withdraw.

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i want Geb

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i'm interested,
4d6 ⇒ (4, 4, 5, 1) = 14=13
4d6 ⇒ (4, 3, 1, 6) = 14=13
4d6 ⇒ (5, 3, 2, 6) = 16=14
4d6 ⇒ (5, 6, 3, 5) = 19=16
4d6 ⇒ (5, 2, 5, 4) = 16=14
4d6 ⇒ (1, 3, 3, 3) = 10=9
not bad, i'll come up with an idea and be back

Edit: Idea! A wood elf master of the hunt ranger.

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i want in! must make character now

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I want in. It sound like a lot of fun.

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you don't need to keep track of them, its essentially a 24 our bear's endurance. you get the extra hp and fort save bonus right away, but nothing permanent (rounds of rage are the only thing i can think of) till the next day.

EDIT: Yes, apply retro hp

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the items don't grant bonuses permanently, you get the bonus as long as you are wearing them. They stop being treated as a temporary bonus after 24 hours granting you extra rage rounds and things like that.

1-A)
only +4

2)
only one belt can affect you at a time

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go with the feat. when you have the prestige for a +2 weapon get a +1 Furious weapon. By the time you have the prestige to make it a +3 you'll be within a lvl or 2 of getting the feat.

Furious:
This ability can only be placed on a melee weapon.

A furious weapon serves as a focus for its wielder’s anger. When the wielder is raging or under the effect of a rage spell, the weapon’s enhancement bonus is +2 better than normal. If the wielder has a rage power that gives a skill bonus while raging (such as raging climber, raging leaper, or raging swimmer), the wielder gains an enhancement bonus to that skill whenever the weapon is wielded or held in hand, even when not raging; this bonus is equal to the enhancement bonus of the weapon (including the +2 when the wielder is raging).

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The Madu!

Also the trait Threatening Defender

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color spray! I think it will be a good challenge, just don't hit them with anything to severe afterwards

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As the only one in a party of 6 without spells im mostly focused on tanking, and high AC tanks are boring

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thank you, i was mostly just wondering how it rates on the power scale. im stuck playing the fighter type and i wanted to try something different

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the shield reduces the fight defensively penalty to -2. it also reduces combat expertise penalty by 1 (min 1), my trait also reduces the penalty by 1 (min 0). So using combat expertise and fighting defensively i take a -2 penalty to hit instead of a -6.

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you could fly-by tail spike them as they run away

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bump

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the tried and true melee pally, sorry for not having a suggestion, just a heads up for a possible work around to the "put things between pally and BBEG" tactic

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Question. is it an archer pally? if he has to capture BBEG alive he uses divine weapon bond to give weapon the merciful quality, smite doesn't distinguish between lethal and nonlethal damage.

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there is no ranged focus oracle, there is a battle oracle that's good for general combat.

War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

if they get in close they have this

Surprising Charge (Ex): Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level.

and these 3 are just fun to have

Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.

Iron Skin (Su): Once per day, your skin hardens and takes on the appearance of iron, granting you DR 10/adamantine. This functions as stoneskin, using your oracle level as the caster level. At 15th level, you can use this ability twice per day. You must be at least 11th level to select this revelation.

Battlefield Clarity (Ex): Once per day, as an immediate action, whenever you fail a saving throw that causes you to become blinded, deafened, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day.

All revelations except Iron skin can be taken at 1st lvl.

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i would say life or nature. the lifelink revelation that life oracles get would heal the frontline fighters while keeping you out reach. the nature oracles i like because they get a mount that gets all the benefits of a druids animal companion of the same lvl.

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i say gnomish flame oracle! more offensive options and gnome favored class ability is +1/2 lvl on oracle curse, plus pyromaniac racial trait applies to flame revelations.

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i'm assuming the tiers were 1-2, 4-5. at that point i would have based it on what the players wanted. if they wanted to play up don't try to kill them but use the first encounter to show them this might be a bad idea.

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I'm just looking for some feedback on the build. only Core, APG and AA are allowed. and the stalwart feat from UC.

Build:

Barb 1 (Invulnerable Rager)
Human (Heart of the Wilderness)
STR-20 (18+2)
DEX-14
CON-15
INT-13
WIS-10
CHA-7

AC-17 (+4 Armor, +1 Shield, +2 dex)
HP-15 (12+2+1)
Fort-+4
Ref-+2
Will-+0

Feats
Endurance
Diehard

Traits
Threatening Defender-Reduce combat expertise penalty by 1
Rich Parents-900 starting gold
Sword Scion-+1 to hit with longsword

Equipment
MW Cold Iron Longsword +8 (1d8+5)19-20x2
MW Madu (Shield)fight defensively with a –2 penalty instead of the normal–4, reduce Combat Expertise by 1 (minimum –1)

The plan is to take combat expertise at 3 and stalwart at 5. That would give me DR 7/- at lvl 5, doubled vs nonlethal.

Stalwart:

Prerequisite: Diehard, Endurance, base attack bonus +4.

Benefit: While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/—, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian's, but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR.

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1. Yes
2. I say yes, sadly I can only tell you how I would run it as a GM. But 3 prerequisite feats and a min lvl 5 I would give to you.
3. Doing x2 will mean if you have a STR of 30 (+10) you deal 2 less damage then if you do 1.5+.5 eg. (10x2=20) [(10x1.5)+.5=22]
Edit: I would do x2 because it's faster.

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If you have been applying it once per round then maybe. You get sneak attack once if you are using a volley attack such as Manyshot. if you have multiple attacks from a high BAB or Rapid Shot you get sneak attack on all of them.

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if i provide stats for a 14th lvl character, can you run him through this instead of the ninja? I'm curious if any character could do what the ninja did.

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thanks for that. looking at it, it seems like they planed for that.

flurry of blows gives -2 to all attacks
flurry of stars gives -2 to all attacks
rapid shot gives -2 to all attacks

so at 3rd lvl you do have 5 attacks but at a -6 to hit.

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so could a ninja/monk do flurry of blows+flurry of stars+rapid shot+extra ki attack?

if it can i need to rebuild my ninja.

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Other class abilities have this line of text.

][b wrote:
Bleeding Attack* (Ex):[/b] A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

However the gunslinger does not.

][b wrote:
Bleeding Wound (Ex):[/b] At 11th level, when a gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger’s Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger’s choice) instead. Creatures that are immune to sneak attacks are also immune to either type of bleed damage.

Does this mean the gunslingers bleed damage stacks with itself?

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did things change for the gunslinger? Deadly aim doesn't work for touch AC.

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Stephen Radney-MacFarland wrote:

Solarious wrote:

How would the heirloom weapon Trait interact with this @ first lvl, Since the Gunslinger starts with a firearm?

Quote:

You carry a weapon that has been passed down from generation to generation in your family. This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation). You gain a +1 trait bonus on attack rolls with this specific weapon and are considered proficient with that specific weapon (but not other weapons of that type) even if you do not have the required proficiencies.

Does he now get a masterwork firearm for free? or does he get a masterwork firearm @ 1000g price?

Good question. I'm tempted to say that you get the masterwork firearm instead of the normal firearm at first level, if you are a gunslinger. Anyone else would have to pay 1,000 gp or 1,500 gp for the masterwork weapon (pistol or musket).

just to clarify, would a gunslinger who chooses pistols get 2 heirloom pistols or 1 heirloom and a regular one?

i think it's 1 and 1 but would be very happy if wasn't.

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Kryptik wrote:
AFAIK the Massive Damage rule is optional. As it is ungodly early in the morning here....I don't think I quite get what you're saying with the "one of the hits be enough to invoke that rule" thing. Are you saying that it should be, like, a once per combat thing?

i think he means one single attack has to beat 50 points of damage before totaling it, because adding the damage together before applying the massive damage rule will almost always be above 50.

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on the bright side, when you stop using grit to reload mobility becomes less of an issue.

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ok, thanks for that

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if this has been addressed already i apologize.
is a Ninja2/Monk4 able to use the ninja feature to gain an extra attack as part of a full attack as well as the monk feature to gain an extra attack as part of a full attack?

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The attack calculations did not include point blank shot. That is a situational bonus, everything else is static if you decide to use it.

Purple Dragon Knight wrote:
+9 init via DEX , reactionary feat and gunslinger initiative deed?

yes, really wanted to add improved initiative for a +13, but not enough room.

][b wrote:

Improved Critical (Combat)[/b]

Attacks made with your chosen weapon are quite deadly.

Prerequisite: Proficient with weapon, base attack bonus +8.

Benefit: When using the weapon you selected, your threat range is doubled.

Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

This effect doesn't stack with any other effect that expands the threat range of a weapon.

this is the same wording as keen. so that means that targeting doesn't stack right? I'd love to be wrong about this but i don't think i am.

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I figured out a way to make this even better! It's called getting my prices right.

+3 distance musket – 33,800
+2 mithral breastplate – 8,350
ring of protection +2 – 8,000
bag of holding I – 2,500
boots of levitation – 7,500
headband of inspired wisdom (+4) – 16,000
bullets (200) – 200
black powder (200 doses) – 2,000
eyes of the eagle – 2,500
Potion of haste – 750
Starting Wealth: 82,000 Spent: 81,600

This is what it should look like. sorry about that.

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I'll be back later to see how people think i could improve this build.
I may have calculated the skills wrong, it's 2:30 here so i apologize.
Edit:I thought the keen enchantment was for melee weapons only because it's not on the ranged weapon enchantment table.

Starting Wealth: 82,000 Spent: 81,050
Anton Smythe – Gunslinger 11
N Medium Humanoid (Human)
Init +9
Senses Perception +21

DEFENSE
AC 25, touch 17, flat-footed 20 (+8 armor, +5 Dex, +2 Ring)
hp 99 (11d10+33)
Fort +8, Ref +12, Will +8 (+11 vs Fear)

OFFENSE
Speed 30 ft.
Melee
Ranged +3 Distance Seeking Musket w/Deadly Aim, Point Blank Shot, Rapid Shot +16/+16/+11/+6 (1d12+14+bleed 5)
Class Abilities grit (5 pt), deeds, brave and tough (+3 Fort/Will saves vs. fear), gun training (musket, pistol…)

STATISTICS
Str 10, Dex 20, Con 14, Int 12, Wis 20, Cha 8
Base Atk +11/+6/+1; CMB +11; CMD 26
Feats 6+2+1
1 Rapid Reload
Human Deadly Aim
3 Point Blank Shot
4B Weapon Focus
5 Lightning Reload Deed
7 Point Blank Master
8B Weapon Specialization
9 Rapid Shot
11 Signature Deed (Bleeding Wound)
Skills Acrobatics +19 , Craft (gunsmith) +15, Knowledge (Local) +15,Perception +21
Traits Reactionary, Isger Fixer
Languages Common, Draconic

GEAR
+3 distance seeking musket
+2 mithral breastplate – 8,200
ring of protection +2 – 4,000
bag of holding I – 5,000
boots of levitation – 3,750
headband of inspired wisdom (+4) – 8,000
bullets (200) – 200
black powder (200 doses) – 2,000
eyes of the eagle – 2,500

Dark Archive

Does race not matter? Or alternate race traits? Also, I'm assuming this targets normal AC making Deadly Aim an option.