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![]() fretgod99 wrote:
then this is pretty bad ability compared to a normal cavalier supreme charge ![]()
![]() next question Transfixing Charge (Ex) At 20th level, a gendarme represents the epitome of Mounted Combat. Whenever he makes a charge attack while mounted, he deals triple the normal damage (quadruple if using a lance); this damage includes all increases from the Spirited Charge feat and from the use of a lance. In addition, if the gendarme confirms a critical hit on a charge attack while mounted, the attack deals maximum damage for the weapon wielded. Additional damage from weapon properties, magic effects, precision-based bonuses, or other increases are rolled normally. This ability replaces supreme charge. is this saying that it already factors in the spirited charge or it stacks with spirited charge? ![]()
![]() StreamOfTheSky wrote:
thank you. it seems i may be a cavalier in Wrath of the Righteous ![]()
![]() Supreme Charge (Ex) At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier's base attack bonus. Spirited Charge (Combat) Your mounted charge attacks deal a tremendous amount of damage. Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack. Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance). do these stack or no? ![]()
![]() Evil Paul wrote:
using ur item sheets really added a lv of excitement for my players in book 1. we r starting book 2 in 2 weeks so i will be printing out those as well. how are you comming on the later books? look foreward to them ![]()
![]() Ross Byers wrote:
will a brick or the reg minis qualify us for the rune giant?? ![]()
![]() Biobeast wrote: I allowed it, I'm not sure if its in the rules or not though, I figured without it the party had no chance. i need to read the Haunt rules, to see if their sorcerer will be of any use. a friend ran it for a group i was in, he alowed the monk to soak his wraps on his hand in the holy water to be able to deal damage. of course this group im running it for is much more skilled than the group i played it in ![]()
![]() something that may stray from the "evil" is he has a violent hatred for slavers....but being he grew up as one and was also made to witness many vile things, like the murder of his parents, bot sure if his coldness could count either way. but i agree with the fact that he can kill any thing living with out batting an eye, can give a evil alignment. i just dont want the GM im playing under to view me playing a LN guy wrong cuz his inability to care for any he kills for any reason. ![]()
![]() i am a cleric of Cayden Cailean, my buddy a "paladin" of cayden (caviler), we were fighting some demonic creature. i used tough of good on the "paladin" and said "cayden says to smite him", so he threw his shield and double handed his sword and cleaved his head in twain (crit strike!!!) not big in actual combat, but in theatrics.....maaaaaaaaaan ![]()
![]() Deadmanwalking wrote: Why is he doing this? And would he ever disobey, under any circumstances (such as being asked to murder children)? The answers to these questions go a long way towards answering which Alignment he should be. never disobey, he was originally a slave on a pirates ship and was freed by the leaders late father. he was never able to pay back the man who set him free, so he made an oath to protect the mans son no matter what the cost.. hes cold and calculating. only care is leaders life, even over his own. children are just another target to him. i also believe a death order will never come from the leaders mouth, but more from his "first mate" who is the one who bosses around the crew, like the xo Saul Tigh to the captain Adama in Battlestar Galactia. so i believe that the hits would be from the XO's mouth. ![]()
![]() ok, so we will be starting a new campaign soon. im playing a Tengu ranger, who is the leader of the group's "sword" he points a finger, they r dead. no questions asked, no tears shed for men, women or children. would this classify as LE or LN?? or any of them. if you need more info on personality/ background story. i be happy to add ![]()
![]() evil is as annoying to me as some peoples ideas of paladins. my friend thought that if anything had evil in the align he had to destroy it right away, no questions asked. not reasoning either. i tried to explain to him that all paladins dont have to be that zealous. but same token, most people ( that i have played with) put evil in their align and automatically act like demonic devils. so as a DM i banned evil. its all according to ur players. look at captain hook. he was evil. but he did it in a more stylish way. a fun evil CAN be done. just depends on whos playing it ![]()
![]() Erik Freund wrote:
u have a strong point sir. i will just go with races in the players guide ![]()
![]() Ross Byers wrote:
ross, would u recommend any other races due to proximity of the start of the quest. any player races in the bestiaries? ![]()
![]() James Jacobs wrote: Play a summoner, whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a really loud and opinionated monk with vow of poverty who refuses to adventure with anyone who doesn't also take a vow of poverty. holy crud........i did not know that was possible. thats an amazing idea ![]()
![]() Dave the Barbarian wrote:
i had a friend try to run it in another group. we made it to book 3 and quit. not sure if he ran it properly. im giving it a shot for my new crew. i hope to do better than my other buddy. of course it was his first anything in PF. and he chose to DM. lol ![]()
![]() Helaman wrote: I didnt see Orc added, just Changeling and Dhampir in the players CC players guide, page 6 under "other races" Changeling: When hags trick members of other races
Dhampir: Resulting from the unlikely union of a
Orc: While half-orcs are a standard option for PCs,
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![]() ok. last group didnt work out. so i joined a new crew and im running Carrion Crown....i know the players manual adds dhampir, orc and changeling......any others? i promis this is the one i will run. i just really like this these threads. and am assuming responses from at least 2 people who ususaly help me ![]()
![]() Purple Fluffy CatBunnyGnome wrote:
makes sense. i forgot that that book hasn't been out very long. thank u ![]()
![]() Daniel Luckett wrote:
i would defiantly like for the familiars in book 3 to be legal. since i didnt see it on the legal list i assume its not. unless its an accidental over-site. i just want a Faerie Dragon as a familiar. if not Pesudodragon is fine. lol
About "Chance"Full Character Sheet:
LN Small Halfling Oracle (Pei Zin Practitioner - Life/Legalistic) 3.0
Racial Abilities Slow Speed (Halflings have a base speed of 20 feet), Halfling Luck (Halflings receive a +1 racial bonus on all saving throws), Keen Senses (Halflings receive a +2 racial bonus on Perception checks.), Underfoot Dodger (Heroes of the Streets pg. 9 : City-dwelling halflings do not treat crowd squares as difficult terrain and they gain a +5 bonus on Acrobatics checks to move through the spaces of larger foes. This racial trait replaces fearless and weapon familiarity.), Driven Worker (Inner Sea Races pg. 213 : Many halfling families have developed techniques to accomplish work faster and more efficiently, whether to contribute to the community or to please overbearing masters. These halflings gain a +4 racial bonus on checks with one Craft, Perform, or Profession skill. [Profession – Herbalist]. This racial trait replaces sure-footed.) CLAs Curse (Legalistic), Mystery (Life), Master Herbalist (see below), Healer’s Way (5x/day, _I__, 1d6+1 hp healed, [1d6+3 if self-healing]), Revelations (Life Link [3 targets, _Naevys, Kenza, and Stuinvolk_], Channel Positive Energy [2d6 {+1 if used for healing}, 30 ft burst, DC 15 Will, 5x/day __I_I____]) Traits Helpful (Race, aid another grants +4 bonus instead of +2 bonus, HoG), Blessed Touch (Faith: you heal 1 additional point of damage with healing spells, channels, etc., CoPur) Feats Extra Revelation, Fey Foundling (gain +2 hp/die from magical healing, takes +1 damage from cold iron weapons) Skills (12 pts) Climb-1+0 (0r), Diplomacy+10 (3r), Heal+4 (1r), Knowledge (Planes & Religion)+4 (1r ea), Linguistics+1 (1r), Profession (Herbalist)-4 +17 (3r) Perception-2+2 (0r), Sense Motive+4 (1r), Spellcraft+4 (1r), Stealth-1,-3 +6 (0r), Swim-1+0 (0r) ; 1 – armor check penalty of -3 (mw agile breastplate) not yet applied, 2 – +2 racial bonus applied, 3 – +4 size bonus applied, 4 – Pei Zin modifiers,+2 mw tool bonus applied, & +4 racial bonus applied Languages Common (Taldane), Halfling, Infernal Spells Per Day (CL 3, Concentration +7, DC 14+ Spell Level ; 1st L – 5+CHA Mod [6]) Spells Known (M=bonus mystery spell gained, C=Cure Spell Automatically gained)
Equipment mw small agile breastplate ; mw small darkwood longspear, sling, small cold iron spiked gauntlet ; anti-plague, anti-toxin, Scroll of Magic Weapon (CL 1), Oil of Bless Weapon (CL1), Oil of Sanctify Corpse (CL1), Wand of Cure Light Wounds (40 charges, _II_____), lynx eye charm Mule (CS - “Cabbage-seeker”) with bit, bridle, pack saddle, saddle bags, 10 days feed, 3 days trail rations, bedroll, 50’ silk rope, grappling hook, Other Wealth 335 gp, 15 sp, 50 cp ; 500gp banked ; 6 pairs of rings (10 gp / pair - focus components for Watchful Eye) Appearance
Background
From what he has been able to piece together, he was at one point the property of a Chelish diabolist who had travelled to Irrisen and fell to ill fortune there. As property of that diabolist, he was owned for a short time by a jadwiga youth, who in turn lost him (amongst other things) to a frost fey. He abided in Feyfrost as the property of that fey until his teens, mostly running errands for the fey between Chillblight and Whitethrone while trying not to be eaten by the shapechanging wolves of the Howlings. When he was 16 a chance encounter with a group of Tien traders forever changed his life. He was able to assist them in navigating the difficulties of Whitethrone and they gave him the encouragement and inspiration to finagle his freedom. With that chance encounter and his "taking a chance" (on a rigged game of chance), he chose "Chance" as his freed-one's name. He traveled for several years with the traders where he learned about healing, his curse, and Pei Zin. He grew to love travel (and several hard-to-find tien teas), but eventually made his way to Absalom, where he finally found a place that felt like "home". There he found new purpose in the faith of Abadar (to which he had been a follower for some time when amongst the traveling traders). He also discovered Pathfinder Society and was inspired to join them by a drunken conversation with a halfling woman who would rarely stop talking about its history long enough for him to tell her he wasn't interested in her romantically, but would like to know what he needed to join. Despite her discussions about a 3-year training program, he discovered that his mentor in Pei Zin had an influential niece named Amara Li, whom he had met a few times and once assisted as a Pei Zin practitioner who was happy to pen him a letter of introduction. He has discovered that his philosophy of "healer for profit" works well, especially amongst the members of the Exchange and he is happy that he may finally be able to put down roots in a properly civilized place. Notes Favored Class Bonus – Hitpoints
Chance Oracle Notes:
Legalistic Curse Source Pathfinder Player Companion: Blood of Fiends Effect 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. At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes. At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours. Oracle Archtype - Pei Zin Practitioner Source Healer's Handbook pg. 20
Master Herbalist (Su): A Pei Zin practitioner has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to 1/2 her oracle level (minimum 1), and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, a Pei Zin practitioner can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round. This ability replaces the additional class skills the oracle gains from her mystery. Healer’s Way (Su): A Pei Zin practitioner combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead. This ability replaces the revelation gained at 1st level. Master Healing Technique (Su): At 7th level, whenever a Pei Zin practitioner heals a living creature with her healer’s way ability, as a free action she can attempt a Profession (herbalist) check to remove a condition from the target, with each condition having an accompanying Profession (herbalist) DC (see the list below). She cannot take 10 or 20 on this check, nor can she receive aid from any creature except another Pei Zin practitioner (though the practitioner need not be an oracle; see pages 24–25 of Pathfinder Player Companion: Alchemy Manual). Failure by 5 or more causes the target to become sickened for 1 round (if the Pei Zin practitioner is attempting to remove the sickened condition, this extends it by 1 round). Similarly, failure by 10 or more instead causes the target to become nauseated for 1 round or to have its existing nauseated condition extended by 1 round. A creature that cannot be sickened or nauseated cannot have conditions removed by this ability.
This ability replaces the revelation gained at 7th level.
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