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Im building a monk for a buddies game. I found a few things that I cant find rulings on. I'd like to know how they work. Does anyone know what book covers Improved Paralyze Opponent, Improved Hinder Natural Attack, and Improved Special Ability. I remember seeing it in a book just can't remember which book. Please Help.


Hey everyone me again! Hey built a TWF Rogue with two kukri. I would like some help formatting the character to be better, with your help. 25 point buy, 23,500 gp (level 7 starting gold), and I think thats it...maybe. Anyway, here is what I have:

Swift
Male Human Rogue (Knife Master) 7
CG Medium Humanoid (human)
Init +6; Senses Perception +11
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Defense
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AC 21, touch 17, flat-footed 15 (+4 armor, +4 Dex, +1 deflection, +2 dodge)
hp 52 (7d8+14)
Fort +4 (+2 circumstance bonus vs. hot weather), Ref +9, Will +5
Defensive Abilities blade sense +2, evasion, uncanny dodge
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Offense
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Speed 30 ft.
Melee +1 Keen Kukri +7 (1d4+3/15-20/x2) and
. . +1 Keen Kukri +7 (1d4+2/15-20/x2)
Special Attacks sneak attack +4d8/+4d4
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Statistics
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Str 14, Dex 18, Con 14, Int 13, Wis 12, Cha 13
Base Atk +5; CMB +5; CMD 24
Feats Combat Expertise +/-2, Improved Feint, Iron Will, Martial Weapon Proficiency (Kukri), Two-weapon Fighting, Weapon Finesse, Weapon Focus (Kukri)
Traits Outlander - Exile, Reactionary
Skills Acrobatics +12, Bluff +11, Climb +10, Disable Device +14, Escape Artist +12, Fly +2, Perception +11, Ride +2, Sense Motive +11, Sleight of Hand +12 (+15 to conceal a light blade), Stealth +12, Swim +10, Use Magic Device +11
Languages Celestial, Common
SQ hidden blade +3, rogue talents (combat trick, deft palm, finesse rogue)
Other Gear Chain shirt, +1 Keen Kukri, +1 Keen Kukri, Handy haversack (106 @ 153.32 lbs), Ring of protection +1, Ring of sustenance, Hot weather outfit, Poisoning sheath, Portable ram, Silk rope (2), Tent, large, Thieves' tools, masterwork, Trail rations (100), 16 GP
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TRACKED RESOURCES
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Trail rations - 0/100
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Special Abilities
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Blade Sense +2 (Ex) +2 dodge bonus to AC vs. attacks made against you with light blades
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deft Palm (Ex) Conceal a weapon while being observed.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hidden Blade +3 +3 bonus on Slight of Hand checks to conceal a light blade.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Improved Feint You can make a Bluff check to feint in combat as a move action.
Portable ram +2 to STR checks to break open a door, and allows a second helper (+2).
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Sneak Attack +4d8/+4d4 +4d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


Hey everyone! I am making a fighter for my buddies Slumbering Tsar Campaign. It is an Aldori Sword Lord. I have already made it. This is what I came up with let me know what you think and any improvements I could make to better the character.

Forest Jackson Aldori
Male Human Aldori Swordlord 2 Fighter (Aldori Swordlord) 5
CG Medium Humanoid (human)
Init +7; Senses Perception +0
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Defense
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AC 22, touch 18, flat-footed 15 (+1 armor, +2 shield, +5 Dex, +1 natural, +1 deflection, +2 dodge)
hp 53 (7d10+7)
Fort +7 (+2 circumstance bonus vs. hot weather), Ref +8, Will +3 (+1 vs. fear)
Defensive Abilities bravery +1, defensive parry +2
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Offense
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Speed 30 ft.
Melee +1 Keen Sword, Aldori dueling +10/+5 (1d8+12/17-20/x2)
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Statistics
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Str 13, Dex 21, Con 12, Int 14, Wis 10, Cha 14
Base Atk +7; CMB +6 (+8 Disarming); CMD 26 (33 vs. Disarm, 31 vs. Feint)
Feats Aldori Dueling Mastery, Combat Expertise +/-2, Dazzling Display (Sword, Aldori dueling), Exotic Weapon Proficiency (Sword, Aldori dueling), Improved Disarm, Piranha Strike -2/+4, Weapon Finesse, Weapon Focus (Sword, Aldori dueling), Weapon Specialization (Sword, Aldori dueling)
Traits Child of the Temple (Knowledge [nobility]), Suspicious
Skills Acrobatics +15, Intimidate +12 (+13 to demoralize with Dazzling Display & Aldori dueling sword, +14 to demoralize with Dazzling Display & Aldori dueling sword), Knowledge (nobility) +13, Sense Motive +11, Survival +10
Languages Common, Draconic, Orc
SQ disarming strike, display weapon prowess +3
Other Gear +1 Keen Sword, Aldori dueling, Amulet of natural armor +1, Belt of incredible dexterity +2, Bracers of armor +1, Cloak of resistance +1, Handy haversack (107 @ 214.04 lbs), Ring of protection +1, Ring of sustenance, Fighter's kit, Grappling hook, Hot weather outfit, Portable ram, Silk rope (2), Tent, large, Trail rations (100), 552 GP
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TRACKED RESOURCES
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Trail rations - 0/100
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Special Abilities
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Aldori Dueling Mastery Gain combat benefits when using Aldori dueling swords
Bravery +1 (Ex) +1 to Will save vs. Fear
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Dazzling Display (Sword, Aldori dueling) Intimidate check to demoralize can affect those within 30' who see you.
Defensive Parry +2 (Ex) +1 bonus to AC against melee attacks after making a full attack.
Disarming Strike (Ex) At 5th level, when an Aldori swordlord successfully disarms an opponent using an Aldori dueling sword, the swordlord also deals normal damage to the target, but without the normal Strength bonus to damage. This ability replaces weapon training 1.
Display Weapon Prowess +3 (Ex) Bonus to Dazzling Display, perf combat, & dueling parry and resolve.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Improved Disarm You don't provoke attacks of opportunity when disarming.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Portable ram +2 to STR checks to break open a door, and allows a second helper (+2).
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.


I got together with a couple buddies of mine and discussed an idea of a campaign. Once I brought up my idea the conversation picked up and idea were flying left and right. So now I bring it to my fellow GM's.

In the following you will learn the history of my idea and what I have so far. I haven't fleshed anything out and the names you read here are made up on the fly. I would like some feed back and your ideas on this plot of mine. So without further ado...

History

Every faction has its leaders and its ranks. On particular faction is the Arcane Counsel. The highest rank being Arc Mage. Arc Mage Vilimir (Elven Sorcerer), who has been in his station for many millenia. He stood faithfully by the side of his elven sorceress wife, Nyla. Vilimir and Nyla bore six children;(born in order) Andimir (Magus), Briandor (Sorcerer), Davian (Inquisitor), Harivian (Summoner), Dandilous (Warlock...male witch?), and Kaelius (Wizard). Nyla died giving birth to Kaelius. Each child was born ten years apart. A millenium had gone by when Kaelius died to the hands of another wizard in a wizard duel. Seven years later Dandilous died in his sleep by being poisoned Tears of Death. Seven years later, Harvian, dies in a troll incident. Again, seven years later, Davian dies to the flame of a red dragon, then seven years after, Briandor dies to a Finger of Death from a wizard, and finally Andimir, was assassinated in his sleep with a bad case of a slit throat.

Years have passed and it is getting close to name a successor for Arc Mage, when Vilimir, was assassinated. No markings, no struggle, and no witnesses. Without an heir to the seat or someone being named successor, the Arcane Counsel is in an uproar. A schism has began dividing factions and allies. Factions pointing fingers at each other with accusations of murder. All out war has broke out arcane casters have been taken out in the streets, buildings blown up, arcane societies flee in terror from one another and into hiding. Two masses of arcane casters are growing in power. Casters mount horses, dragons, and other beasts to gain an edge in battle. War has not broke out as of yet, but its only a matter of time.

My Ideas

The players are brought forth to investigate the assassination. No arcane casters will be allowed due to the Arcane Counsel's decision of an unbiased investigation. They are allowed into the murder scene and are able to take notes. The Arcane Counsel wishes them luck in their investigation with hand shakes and parting gifts of weapons and armor that level with the players (Like the was found in Drow Wars by Mongoose Publishing).

Things that players find out: Kaelius, is very much alive...well, when I say alive I mean vampire...well when I say vampire I mean Vampire Lich. Like it could get worse. Maybe a Worm that Walks, but that would make no sense at all. Kaelius systematically killed his brothers by various means. Kaelius is also is on the Arcane Counsel under a false guise. When shaking the players hands, he casts a spell on their bones, for easy scrying (yes, I know there is no rules for this. But it was a great idea brought forth from my buddy). So the entire investigation they are being scryed upon and hunting parties are sent out to put a stop to them.

Kaelius's brothers are also alive...ish. When I say this they came back as wraiths, lost souls sent to haunt Kaelius. But Kaelius was smart and trapped their souls in a gem. With this soul gem he made an aberration of their former selves. To give you a mental picture, think of the ring wraiths from Lord of the Rings. These wraiths are controlled by Kaelius, he sees what they see, and he gives them orders. These are not normal wraiths, if they are killed they comeback 24 hours later in a new shell. The only way to kill them is from different sources. One has to be killed by a woman, one killed by a gnome, one by a half-orc, one by an elf, and one by a human. Each wraith has the lich template and spells.

Kaelius want the war to happen so when him and his wraiths come on to the battle field and start decimating everything people with side with him or cower in his power.

A Bit About the Wraith

Each wraith had a hatred in life, a bane if you will it. But they were also put in charge of different elements after Kaelius's death and are as followed:

Andimir - Element of Water - hated gnomes
Briandor - Element of Air - hated orcs
Harvian - Element of Earth - hated his fellow elves
Dandilous - Element of Fire - hated humans
Davian - Element of Shadow - hated females

Now somewhere in the past all these boys have been wiped from the face of the earth, except snippets here and there, but never revealing their name.

The players need to piece together who killed the Arc Mage, place how the wraiths fit in, learn how to kill them, and try to prevent millions of people dieing.

The wraiths are named in their books which are guarded by their elements. A library of sorts. They have to figure out where the library is and how to get into and survive the trip. This will require some gathering of the information. Each book will tell them the true name of the corresponding wraith and how to kill him.

So what do you guys think? Is it good? What are your ideas? Help me out please.