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The base creature looses all feats when it becomes a normal skeleton. The skeletal champion is a template you add to a living creature and while it uses some stats of the skeleton when it comes to feats all the skeletal champions stat block says is that it gains improved initiative as a bonus feat. Does that mean a skeletal champion keep all the feats of the base creature?
As long as you stick to the prerequisites IN the feat(s), i right in thinking they stack? Example : level 1 Human Fighter, Short Sword, Str 13 / Dex 16
No PS or PA - Shortsword+4, 1D6+1
LEVEL 2 - take the Furious Focus feat
Hi guys, So i played PFS for the first time at CrispyCon a few weeks back and I really really enjoyed myself !! I've played 5 scenarios so i believe that puts me one away from leveling to level 3. I'm hopefully heading to Conception at the end of January to play again but I'm wondering what my 3rd level feat should be. My character, Reon is listed below. Reon, Human, Grande Lodge F / PP = 10 Dual-Cursed Metal Oracle, Level 2 HP 19
STR 16 (+3)
Fort +2 (+2 Con)
BAB +1
-Skills- Skill points per level: 3 = 4(oracle) -2(int) +1(human) +8 Diplomacy
-Spells- 0 - Detect Magic, Read Magic, Light, Create Water, Mage Hand, Ghost Sound, Mending
-Curses- Dual Cursed Archtype A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels
Haunted (will level as i progress) Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
Legalistic (never improve, so what you read is what I have) Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. -Revelations- Armor Mastery (Ex): You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1. At 10th level, and again at 15th level, these bonuses increase by 1. Misfortune(Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day. Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor. -Feats-
-Traits- Deft Dodger (Combat)
Lessons of Chaldira (Religious Trait)
-Armour / Weapons- Scalemail
Morning Star +4, 1D8+3, x2, B/P
If your wondering about the thrown weapons, after buying my equipment i didn't have enough for a decent ranged weapon (the bow came after my 1st or 2nd scenario) so i bought thrown weapons to compliment my Str bonus. My first round of combat usually involved throwing my trident and then drawing a more suitable weapon. I love this guy. He was great at everything but chase scenes, which he failed so badly at (-3 or 5 on all str, dex based skills). No matter what group i was in he could comfortable fit any role. I think his "big thing" though was Misfortune. It's usually a witch ability but because im a Dual-Cursed Oracle I get to mess around with it and its so powerful.
I also threw out a couple Ill Omen spells (listed below) which gave the monster affected the option: Move or (potentially) Suck. School enchantment (compulsion) [curse, mind-affecting]; Level witch 1
After all this though im still wondering on which Feat to take at third level.. I know that my revelation at level 3 is going to be Dance of the Blades (spd+10 ft and extra yummies at level 7 and beyond) and I know what I want to do when I have the money too, find some masterwork mithril heavy armor (which becomes medium and through my Armor Mastery Revelation allows me to move at my full speed (40ft), ditch the shield and run around with a tasty selection of two handed weapon. But its just the feat selection... Any help please? Also as a side question. Would it be worth picking up Quicken Spell at level 11 for Ill Omen?
Thanks for reading and for any advice you guys have! :)
Hey guys, So i've just finished my first ever PFS event (CrispyCon) and have come back with a still living and breathing Oracle (now level 2). Yay! When I created him I chose the Silver Crusade Faction, but at the first day of the event, before I sat down to play my first adventure, I changed my Faction to The Grand Lodge. I understand that your allowed to make multiple changes to any level 1 character before he reaches level 2 as long as its noted on your chronicle sheet.
Today I logged in here to check my account has been updated with the event, which it has but my Character is still said to be associated with the Silver Crusade (which should be Grand Lodge) and apparently only has 2 F/PP instead of 10 (5 adventures over the course of the weekend, all fully completed, none spent) How do i get this changed or does it not matter as long as its on my personal chronicles sheets that are kept with my character and taken to events? Thanks for the feedback, Joe
Hey guys, I'm building a cleric for my friends up coming game. You alwways see the same types of cleric so i wanted to mix it up a little and make something different. I've pretty much got him all sorted but im still 1 feat down and wondering how im going to deal damage. 25 point buy, Human Cleric (N) Channels negative energy BUT can convert any prepared spell into Healing spells Domains - Death / Travel 10 Str
Feats = Selective Channeling / ????? Trait (only 1) = Freed Slave (+1 on fort saves) Equipment :
At 3rd level I'm taking the Versatile Channel Feat so i can use my Channel ability to heal (as a cleric 2 levels lower) Originally the idea was to make a Channel Damage Cleric, which i can do 6 times per day at the moment. So at 5th level and above i take Extra Channeling / Improved Channeling feats etc However, i know that if i channel in every encounter i'll be out of uses very quickly so i need away to deal damage besides channeling and spells. I'm thinking Weapon Finesse.. (dex is +2) but there aren't many routes i can take with it... Are their other options I'm not seeing? Thanks guys |
