Lini

Shimi Izzlebold's page

5 posts. Organized Play character for HNB.


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Liberty's Edge

stringburka wrote:
A feat's a feat, and if your DM would agree to let you use them as shurikens, EWP (Shuriken) is probably more worth than Throw Anything, though TA is more versatile. But shurikens are quicker to draw, do 1d2 damage and are cheaper to get masterworked as they are treated as ammunition. TA is more suited for someone who doesn't focus in ranged combat, but wants to throw the odd bar mug or chair now and then.

Yeah, you´re probably right, but i´ve been told this is more a flavor thingie.

Liberty's Edge

Paris Crenshaw wrote:


(Given the fact that normal coppers don't have sharp edges, they probably would do nonlethal damage, instead. I realize, however, that it wouldn't fit the character concept as well, so I'd say 1 point of regular damage is fine.)

Yes; sharpening them should´t be too hard.

Thanks to both of you again.

Liberty's Edge

Paris Crenshaw wrote:
You'll want the Throw Anything feat. Then you'll be tossing those pennies with a +1 bonus. :D

Great! I didn´t wanted the stupid feat dummy gave me, anyway. Thanks.

Liberty's Edge

stringburka wrote:
RAW, yes, he'd be at -3. However, I personally would let the player treat the copper pieces excactly like shuriken. No bonus from the trait, but you can use it as a weapon like any other.

Good idea. But i´m afraid that i am not proficient with shuriken as a bard, cause its not a simple weapon, so the penalty would still be there. Thank you for the answer nontheless.

Liberty's Edge

Hello,

I am being created right now and dummy is kinda stuck. He wants me to get the prismati player trait ([...]You gain a +1 trait bonus on attack rolls with fistsized rocks or similarly shaped objects, [...]) and let me throw copper pieces (fistsized, alright).

I like that, but I had to point out that there is a -4 penalty for throwing improvised weapons; thus the attack roll is still -3. Am I right? Oh yeah, what would you use for dmg? 1, 1d2, 1d4-1 etc.

Thanks, Shimi.

About Tam o' the Dale

Tam o' the Dale
Male Human (Varisian) Cleric 1
NG Medium Humanoid (human)
Init +0; Senses Perception +6
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Defense
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AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 11 (1d8+3)
Fort +5, Ref +0, Will +5
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash -2 (1d4+2/x2) and
. . Scimitar +2 (1d6+2/18-20/x2)
Cleric Spells Prepared (CL 1):
1 (2/day) Shield of Faith, Protection from Evil, Bless
0 (at will) Detect Poison, Purify Food and Drink (DC 13), Stabilize
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Statistics
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Str 14, Dex 10, Con 16, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +2; CMD 12
Feats Alertness, Channel Smite
Skills Acrobatics -6 (-10 jump), Climb -4, Escape Artist -6, Fly -6, Heal +7, Knowledge (religion) +4, Perception +6, Ride -6, Sense Motive +9, Stealth -6, Swim -4
Languages Common, Varisian
SQ aura, cleric channel positive energy 1d6 (3/day) (dc 12), domains (healing, heroism), rebuke death (6/day), spontaneous casting, touch of glory (6/day)
Other Gear Lamellar (horn) armor, Heavy wooden shield, Scimitar, Backpack (10 @ 15.5 lbs), Bedroll, Blanket, Blanket, winter, Cooking kit, Flint and steel, Sarenrae, Shaving kit, Torch (3), Whetstone, 10 GP, 3 SP, 5 CP, wand (cure light wounds, 48/50 charges)
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 1d6 (3/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Heroism) Associated Domain: Glory
Rebuke Death (6/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Glory (6/day) (Sp) Grant +1 to a CHA-based skill or ability check.

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Background:
Tam o' the Dale has been sworn to Sarenrae since shortly after his birth; he was deposited on the doorstep of a temple dedicated to Sarenrae and has known the Church ever since.

From an early age, he liked to help people and this was mirrored in his excellence in healing. Although he is a passable fighter, Tam's forté lies in making his allies stronger and keeping them alive.