Stephan Neufang's page

Organized Play Member. 47 posts (1,190 including aliases). No reviews. No lists. No wishlists. 25 Organized Play characters. 13 aliases.


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Dotting for interest too. Cleric will follow tomorrow.


Male Human Producer of hot air (sometimes cold air too)

Then Kenan's total damage rises by 3 to 49 since 3 arrows are affected by the prayer.


I'm interested too, since my home skulls campaign was unfortunately canceled after a few sessions (We where just on board)

I'm planning to play an Human Cleric of Besmara.

Everything else will follow in a few hours, when I'm at home.


You can't throw anything under water.
Splash radous isn't affected.
But some elemental damages don't work.


Since there isn't any melee character here, I would be interested to play an human paladin. I'll irk him out when I'm home from work.


I'm interested too.


1 person marked this as a favorite.

Divination: 1d100 ⇒ 46
Give Class: 1d100 ⇒ 97
Build: 1d100 ⇒ 3
Age: 1d100 ⇒ 97
Skin Colour: 1d100 ⇒ 13
Quirks: 1d100 ⇒ 41
Hair Colour: 1d100 ⇒ 35
Eye Colour: 1d100 ⇒ 42
Age: 1d10 + 35 ⇒ (6) + 35 = 41


Fusebox, you invited a few up in the thread when I had already posted.
Would it be useful for me to finish my Arbitrator or have you already chosen? I had his stats already finished in an prfile, when a timeout wiped all data.


Wounds: 1d5 + 8 ⇒ (2) + 8 = 10
Fate Points: 1d10 ⇒ 10 -> 3
Wealth: 50 + 2d10 ⇒ 50 + (5, 5) = 60


Let's Begin:

Home World: Hive World

Characteristics:
WS 2d10 + 20 ⇒ (9, 6) + 20 = 35
BS 2d10 + 20 ⇒ (5, 9) + 20 = 34
S 2d10 + 20 ⇒ (7, 6) + 20 = 33
T 2d10 + 15 ⇒ (9, 1) + 15 = 25
Ag 2d10 + 20 ⇒ (10, 5) + 20 = 35
Int 2d10 + 20 ⇒ (6, 6) + 20 = 32
Per 2d10 + 20 ⇒ (3, 5) + 20 = 28
WP 2d10 + 20 ⇒ (1, 7) + 20 = 28
Fel 2d10 + 25 ⇒ (2, 3) + 25 = 30
Reroll WP 2d10 + 20 ⇒ (3, 7) + 20 = 30

Career Path: Arbitrator


I would like to participate too.

An Hive World Arbiter would be my choice of character. More will follow when I'm at home.


3d6 + 1 ⇒ (5, 6, 1) + 1 = 13
3d6 + 1 ⇒ (6, 5, 6) + 1 = 18
3d6 + 1 ⇒ (5, 4, 1) + 1 = 11
3d6 + 1 ⇒ (6, 2, 6) + 1 = 15
3d6 + 1 ⇒ (1, 3, 4) + 1 = 9
3d6 + 1 ⇒ (4, 3, 5) + 1 = 13


Done


I'm one of the two remaining players.

To introduce myself:

Home: Saarland Germany
Age:32
Profession: commissioning engineer for ventilating- and air conditioning systems

I will play an melee alchemist. Charakter will follow soon.


Male Human Producer of hot air (sometimes cold air too)

I wanted to test an melee alchemist. Would fit in the role of melee and skill monkey.


Male Human Producer of hot air (sometimes cold air too)

I'd always wanted to play the Jade Regent adventure path. But I never found a group.


HP for 2nd Level: 1d10 ⇒ 10


Rough concept stands:

Tiberius Cornelius Scipio, former Signifier form the allacostian army.

Class will be Fighter (Aldori Swordlord Archetype) going versus Aldori Swordlord prestige class.


Hi Jelani,

Since our random game and the greenskin campaign unfortunately died, I would like to participate at your new campaign.

I will come with an concept in a few hours.


Male Human Producer of hot air (sometimes cold air too)

Kenan spurred by the cold shiver running down his back fires 2 Arrows at the ghost.

Arrow #1 (Perfect Strike): 1d20 + 11 ⇒ (2) + 11 = 13, 1d20 + 11 ⇒ (17) + 11 = 28 Damage: 1d8 + 11 ⇒ (6) + 11 = 17
Arrow #2: 1d20 + 11 ⇒ (6) + 11 = 17 Damage: 1d8 + 11 ⇒ (3) + 11 = 14


Male Human Producer of hot air (sometimes cold air too)

Let's see if this makes you laugh too!

Kenan challenges the bird and lets 3 arrows flight.

Arrow1: 1d20 + 11 ⇒ (20) + 11 = 31 Damage: 1d8 + 10 ⇒ (3) + 10 = 13
Arrow2: 1d20 + 11 ⇒ (20) + 11 = 31 Damage: 1d8 + 10 ⇒ (8) + 10 = 18
Arrow3: 1d20 + 6 ⇒ (4) + 6 = 10 Damage: 1d8 + 10 ⇒ (8) + 10 = 18

Confirm Arrow1: 1d20 + 11 ⇒ (5) + 11 = 16 Damage if Crit: 3d8 + 30 ⇒ (3, 3, 4) + 30 = 40
Confirm Arrow2: 1d20 + 11 ⇒ (17) + 11 = 28 Damage if Crit: 3d8 + 30 ⇒ (2, 5, 3) + 30 = 40

Outch


Male Human Producer of hot air (sometimes cold air too)

Stealth: 1d20 + 7 ⇒ (8) + 7 = 15

That's an good idea.


Male Human Producer of hot air (sometimes cold air too)

Torald tries again to hit the scythe with a mighty swing

Standard Action: Attack

Attack: 1d20 + 6 + 2 + 2 ⇒ (9) + 6 + 2 + 2 = 19 Miss


Male Human Producer of hot air (sometimes cold air too)

Kalina, Raoul, Benedict and Cerana must post your actions.


(Gromsch from Greenskins and Dareos from Random Game)

Here is my slightly adjusted concept:

Human Cavalier
I'm Arik, Son of Gorag, one of the last riders of the steppe of golarion. We are proud people, but the wide lands of our ancestors are getting smaller and smaller. More and more settlents are founded in them. But our herdes need wide plains or hillscapes to gaze.
I want to join this crusade to earn the right for my people to feed their herds in this to be founded dominion.

6d6 ⇒ (1, 6, 4, 3, 3, 4) = 21 -> 14
6d6 ⇒ (2, 3, 1, 4, 1, 6) = 17 -> 13
6d6 ⇒ (1, 1, 2, 2, 4, 3) = 13 -> 9
6d6 ⇒ (1, 1, 5, 5, 1, 4) = 17 -> 14
6d6 ⇒ (3, 4, 5, 6, 6, 5) = 29 -> 17
6d6 ⇒ (5, 3, 4, 1, 1, 5) = 19 -> 14


6
Commonplace Guns
I would like to make the Heroe Points decission dependant of your decission how epic and dangerous this campaign should be.
Custom races are equal to me because I wwill play a dwarf if I should be chosen.


An Kingmaker like Campaign in Mendev seems interesting to me. I may have a charakter concept in the back of my head.
It would be an Dwarven Cavalier trying to establish an dwarven settlement as an stronghold against the threat of the worldwound.


Remember, that you can reroll Class and Race once.


Is the Werewolf an natural or an afflicted Werebeast?


6d6 ⇒ 6d6 ⇒ (6, 2, 2, 3, 2, 2) = 17 ⇒ 11
6d6 ⇒ 6d6 ⇒ (3, 2, 6, 1, 6, 2) = 20 ⇒ 15
6d6 ⇒ 6d6 ⇒ (5, 4, 5, 4, 2, 3) = 23 ⇒ 14
6d6 ⇒ 6d6 ⇒ (5, 4, 6, 5, 2, 6) = 28 ⇒ 17
6d6 ⇒ 6d6 ⇒ (2, 3, 5, 2, 6, 3) = 21 ⇒ 14
6d6 ⇒ 6d6 ⇒ (2, 1, 3, 2, 6, 1) = 15 ⇒ 11

Race: 1d38 ⇒ 1d38 ⇒ 36 ⇒ Werewolf (human base form)

Class: 1d22 ⇒ 1d22 ⇒ 18⇒ Summoner

Cash: 3000+5d100 ⇒ 3000 + 5d100 ⇒ 3000 + (22, 6, 85, 32, 14) = 3159


At least Hero Lab replaces the standard bonus feats with these.


Base your statement please on written rules.


One Note: You can't take craft wondrous items. You haven't got an caster level

Alchemist Class wrote:
The alchemist uses his level as the caster level to determine any effect based on caster level.


Male Human Producer of hot air (sometimes cold air too)

Gandal, my girlfriend will probably contact you. She studies Italian for translation at the university and she would like to train her skills.


Male Human Producer of hot air (sometimes cold air too)

Thank you very much Looking over the mans goods Hoch much would you like for 2 of your apples?


Male Human Producer of hot air (sometimes cold air too)
Zyren Zemerys wrote:


Would you like to use the board dice roller, or roll for yourself?
Do you want me to make your initiative rolls at the beginning of combat?

I think we should use the boards dice roller.

I have no problems with your proposition to roll our initiative.


I would also give it a try.
I'm GMT+1 too (Germany)

Character would be a Human Paladin. Further details will follow.


Sean, would you please answer us the following questions:

- Can a mount attack at a ride by attack?
- If not, can a mount with spring attack attack at a ride by atack

- Why are there the great differences between spring attack and flyby attack?
- 1 vs 3 feats to get it
- Attack vs Standard Action when at the Target
Theat means, that an aerial Creature has much earlier the access to such a feature and it can use all special Attacks like Cleave or Vital Strike. Seems a little bit strange to me.


One thing is strange to me:

Why does a land based creature need 3 Feats (Doge, Mobility, Ride-by-Attack) and a flying creature need only 1 Feat (Flyby Attack) to fulfill the same role, besides that such an attemp seems to me much more difficult.


RuyanVe wrote:
Concerning your question, Zen: I think that was answered early in the thread, also by Sean. Your mount has to have the feat spring attack to do so. This is the ruling I stick to, at least.

Unfortunately not, Sean hasn't answered the question of Tanis:

Tanis wrote:

1) How does the mount having Spring Attack help in a charge situation? Spring Attack allows a melee attack, charge is at least a standard.

2) Can a rider and mount attack in the same round if the rider has Ride-By Attack, and the mount has Pounce (and/or Spring Attack if it works).


BigNorseWolf wrote:
Stephan Neufang wrote:

I have read both rules (Mounted Charge and Ride by Attack) once more: No difference in Attacks between Ride-by-Attack and Mounted Charge

heres the difference:

If you make an attack at the end of the charge , you receive the bonus gained from the charge

You are right, besides:

Ride by attack: move and attack as if with a standard charge and then move again

-> It says that you move and attack like the standard charge (-> Normal mounted charge for mount and rider) and after the charge you are allowed to move again


I have read both rules (Mounted Charge and Ride by Attack) once more:

Mounted Charge:
If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge).

-> It's your mount which does the charge, you get only the boni/mali

Ride by Attack:
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

-> you may move and attack as with a standard charge -> No difference in Attacks between Ride-by-Attack and Mounted Charge

Seems logical to me.

Greetings
Stephan


I was also looking at the different Commands.
I selected the following for my future BH
It will be a Halfling 9 Cavalier/1 Arcane Duelist/10 Battle Herald in a Kingmaker Campaign

1 Shake it Off*
2 Keep your Heads
3 Inspire Hardiness
4 Sound the Charge
5 Stand Firm

Opionions:
Inspire Hardiness: Same like you
Inspired Tactics: Same like you
Keep Your Heads: Same like you
None Shall Fall*: You have most of the time only one Command and Inspire Hardiness seems the better one for me
Pincer Maneuver: Bonus only when flanking -> Better use InC or Sound the Charge
Rally: Rallying Cry seems better for me
Reveille: Same like you
Scatter*: Same like you
Shake It Off*: Seems to be a must have
Sound the Charge: In my build it is slightly better than InC.
Sound the Retreat: Same like you
Stand Firm: For Grapplers/Trippers etc.
Teamwork: Same like you
Tuck and Roll: Same like you


I have found another source:
Bestiary I:

Traits of Animal Type:
Proficient with no armor unless trained for war.


Another Point: I have Hero Labs. When I combat train a mount it gets the 3 Armor Feats for free.


MisterSlanky wrote:

I can't point to the specific rule, but yes, mounts require purchase of armor proficiency before they can use barding.

As a related rule which explains this rule, Cavalier mounts get Light Armor proficiency specifically noted as a "Bonus Feat".

But when you read the Handle Animal Skill:

Combat Training (DC 20)
An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way. (An animal trained in this way counts as trained for war, and becomes proficient with all forms or armor. See FAQs and Animal Type.)


I discovered one thing at your Charakter. Your AC is 20 not 22. You didn't calculated the maximum Dex Bonus of your Breastplate

Race

HP: 176/176| AC: 34 | F: +22, R: +21, W: +26 w/resolve; +1 vs. fire | Perception +23 (+2 init) | Focus 2/2 | Spells: 7th 3/2; 6th 3/3; 5th 3/3; 4th 3/3; 3rd 3/3; 2nd 3/3; 1st 3/3

Gender

Appearance |

About Lisavet Ambra

Female human cleric 14
NG Medium Humanoid (Human)

Senses: Perception +23 (+18 proficiency, +5 Wis)

DEFENSE
AC 34 (+4 armor, +18 proficiency, +1 Dex, +1 item)
HP 176/176
Resist electricity 5

Fort +22 (+18 proficiency, +3 Con, +1 item)
Ref +21 (+18 proficiency, +2 Dex, +1 item)
Will +26 (+20 proficiency, +5 Wis, +1 item); resolve

OFFENSE

Melee staff +19 (d8+4)
Ranged

Spd 25* ft

CLASS/SPELL DC 33

DIVINE SPELLS PREPARED
7th (3/day)-heal x4 (x2), angel form x2, divine decree
6th (3/day)-summon celestial^, dispel magic^, true seeing
5th (3/day)-dispel magic^, flame strike, prying eye
4th (3/day)-air walk, circle of protection, dimensional anchor
3rd (3/day)-darkvision^, fireball, searing light
2nd (3/day)-darkvision, see invisibility, shield other
1st (3/day)-air bubble, bless, command
Cantrips-disrupt undead, divine lance, forbidding ward, guidance, shield

FOCUS SPELLS (2 Focus Point)
Fire Ray (14d6), Share Burden (React)

RITUALS KNOWN
Guardian's aegis, planar ally, resurrect

STATISTICS
Str 14 (+2)
Dex 14 (+2)
Con 16 (+3)
Int 10 (+1)
Wis 20 (+5)
Cha 18 (+4)

CLASS FEATURES

Divine Font, Doctrine (Cloistered Cleric)

HERITAGE

Versatile Heritage

BACKGROUND

Raised by Belief: Whether in a monastery, a religious household, or just as part of your everyday life, your upbringing was steeped in the traditions of a faith or philosophy. You might remain committed or you may have turned from your childhood creed, but your skills are still founded in your devotion.

Choose two ability boosts. One boost must be to an ability specified in the Divine Ability entry for your deity, and one is a free ability boost.

You’re trained in your deity’s associated skill, and you gain Assurance with that skill. You gain a Lore skill with a subcategory associated with your deity (Abadar Lore, for instance).

FEATS

Ancestry Feats:

1st: Cooperative Nature: The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.

1st: Natural Ambition: You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

3rd: General Training: Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat's prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.

5th: Clever Improviser

7th: Sense Allies

9th: Cooperative Soul

11th: Group Aid

13th: Stubborn Persistence

Class Feats:

Doctrine: Domain Initiate: Fire

Natural Ambition: Healing Hands: Your positive energy is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s.

Turn Undead: Undead harmed by your positive energy might flee, compelled by an innate aversion to the force opposite undeath. When you use a heal spell to damage undead, each undead of your level or lower that critically fails its save gains the fleeing condition for 1 round.

Medic Dedication: You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour.

Expanded Domain Initiate: Repose

Doctor's Visitation: You move to provide immediate care to those who need it. Stride, then use one of the following: Battle Medicine or Treat Poison. You can spend a second action to instead Stride and then Administer First Aid or Treat a Condition (if you have it).

Magic Hands: The blessing of your deity heightens your healing ability, making your mundane healing work as if by magic. When you succeed at a Medicine check to Treat Wounds, your action gains the divine trait and you heal the maximum amount for the 2d8 (or 4d8 on a critical success). If you have an ability that adds additional dice to your Treat Wounds, you still roll those normally.

Treat Condition: You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your Medicine modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a good character gains from carrying an unholy weapon) has no effect as long as the circumstances continue.

Critical Success Reduce the condition value by 2.
Success Reduce the condition value by 1.
Critical Failure Increase the condition value by 1.

Channeled Succor: You can remove conditions with divine grace. You can sacrifice one heal spell you’ve prepared in your extra slots from healing font to cast one of the following spells instead: remove curse, remove disease, remove paralysis, or restoration. The spell is heightened to the same level as the heal spell you sacrificed.

Holistic Care: You provide emotional and spiritual care. Add frightened, stupefied, and stunned to the list of conditions you can reduce with Treat Condition. If the stunned condition has a duration instead of a value, you can't use Treat Condition to reduce it.

Shield of Faith: Residual energy from your domain spells bolsters your defenses. When you spend a Focus Point to cast a domain spell, you gain a +1 status bonus to your AC until the start of your next turn.

Ritualist Dedication: You have begun to master the difficult art of casting rituals. You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a level no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a level no higher than half your level and for which you meet the prerequisites. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well.

Domain Focus: Your devotion to your deity’s domains grows greater, and so does the power granted to you. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

Flexible Ritualist: You can perform two aspects of a ritual yourself. When you cast a ritual, you can reduce the number of secondary casters by 1. When you do, you must fulfill any requirements for the secondary caster, and you attempt the secondary check normally performed by that secondary caster. You can't replace a secondary caster who is the target of the spell (as in the atone ritual).

Fast Channel: Divine power is always at your fingertips, swiftly responding to your call. When you cast harm or heal by spending 2 actions, you can get the effects of the 3-action version instead of the 2-action version.

Assured Ritualist: You can cover for a secondary caster’s error. If you are the primary caster, after rolling all the secondary checks, choose one check on which the secondary caster rolled a failure or critical failure, and treat the result as one degree of success better.

Skill Feats:

Background: Assurance (Medicine)

Battle Medicine: You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Continual Recovery: You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

Ward Medic: You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.

Pilgrim’s Token

Battle Prayer

Resourceful Ritualist: You can cast difficult rituals that might otherwise be just beyond your skill. You can attempt checks to cast a ritual that requires expert proficiency if you are trained, master proficiency if you are an expert, or legendary proficiency if you are a master.

+1

General Feats:

Versatile Heritage: Armor Proficiency (Light)

Armor Proficiency (Medium)

Incredible Initiative

Fleet

Toughness

SKILLS
Diplomacy (M) +24
Intimidation +20
Medicine (M) +25
Religion (M) +25
Sarenrae Lore +16

LANGUAGES
Common

EQUIPMENT
greater staff of healing, +1 resilient red dragonhide breastplate, elemental robe (electricity)

568.8 gp

20 wks pregnant