Comedy session, I'd rather laugh than AAAAAAHHHHHH!!!!! Would you rather take over DMing for a group of brand new players who had been going through a "Let's Make a Deal" dungeon (AND BEHIND DOOR NUMBER ONE IS....) resulting in some overpowered newbies (WHAT IS A LEVEL 3 CLERIC DOING DUAL WIELDING VORPRAL SWORDS? WHAT DO YOU MEAN YOU CANNOT BE HIT OR SUFFER DAMAGE WHILE WEARING YOUR ARMOR? THAT IS A REALLY SPECIFIC ENCHANTMENT!) Or be one of the newbies in said campaign when the DM start giving you realistic loot and enemies? Spoiler: My father was the DM in the above scenario, this was AD&D.
I'd rather create the deities for my own homebrew setting, it allows me to give the plot a bit more flavor (remember the crazy old man who gave the Kobold the big rock for saving him from bandits? Yeah he's the god of travelers, also the rock is now a +4 Holy Adamantine Warhammer of Bane Undead.) Have a powerful enemy working against your group because he mistakenly thinks you killed his son, or because you actually did kill his son?
I'd rather play a TTRPG based on Icewind Dale, I originally was going to say Baldur's gate, but if the person who was the lynchpin left the group that'd screw everything up. On a related note... Play in a game where one of the players is "THE CHOSEN ONE" and the rest of the group is his back-up, or where an NPC controlled by the DM is "THE CHOSEN ONE" and the group is his back-up?
Seeing as how I'm good now, I'd go with the Angel. Game at a really nice wooden table, with a felt lined box inset at each place for dice rolling, a GM screen that folds out of the table and a battle grid on coasters that can easily be sent around to all players, but with REALLY uncomfortable and unbalanced stools, or game at the same table but with no climate control (making it unbearably hot in the summer and unbearable cold in the winter.)
I'd rather die as a meaningless NPC villager because then at least my death maybe spurred the plot along in some way shape or form. Have the Campaign start with the Terrasque rampaging through the kingdom (You run from it and barely escape with your life) or have the kingdom getting ravaged by goblins (you fight but cannot the destruction and barely escape with your life.)
I'd rather do the genie, more room for fun things to be done to the hapless adventurers. Would you rather generate you character's statistics by 4d6 re-rolling 1's and 2's and keeping the highest 3 until you have your six stats
IS fire touched the one that doesn't burn to death in non-magical fires? I'll go with that one, so I can set myself on fire and run into battle. Play game where any published OGL books are allowed (modified to fit the setting, i.e. if you take levels from star wars d20 you wouldn't get W.P. lightsabers or blasters) or play in a gestalt game.
16-hour gaming per week, you can make more headway that way. Most of the groups I've been in take 2.25 hours just to get through a single room (seriously at one point we spent 15 minutes of real time arguing over who was going to coup-de-gras the two unconscious mutated goblins in the cellar.) Play in a game where all the players are aware of the common tropes of gaming, or where you are the only one who is aware of the tropes?
Final Arrangements:
Stats:
Name: Tanith Nisha
Sex: F Age: 16 Height: 6’2” Weight: 125 lbs. Race: Vishkanya (13 RP) STR: 14 DEX: 18 (16+2) CON: 10 INT: 10 WIS: 8 (10-2) CHA: 18 (16+2) Class: Rogue Alignment: LE HP: 8 Racial abilities: Low Light Vision Poison Use (never accidentally poisons self while applying poison to weapons) Toxic (Once per day may poison a blade with saliva or blood of self.) W.P. Kukri, Shuriken, Hand crossbow, rapier, sap, short bow, short sword, simple. A.P. Light Skills: Stealth: (4DEX+1 rank+2 racial trait+3ICB) 10 Escape Artist: (4DEX+1 rank+2 racial trait+3ICB) 10 Perception: (-2WIS+1 rank+2 racial trait+3 ICB) 5 Bluff: (4CHA+1 rank+3 ICB+2 Feat) 10 Sense Motive: (-2WIS+1 rank+3ICB+1 trait) 3 Diplomacy: (4CHA+1rank+3ICB) 8 Sleight of Hand: (4DEX+1 rank+3ICB) 8 Disable Device: (4DEX+1 rank+3ICB) 8 Disguise: (4CHA+1rank+3ICB+2 feat) 10 Languages: Common, Vishyanki Feat: Deceitful Faction: Athar Traits: Suspicious (+1 Sense Motive) Unhinged Mentality (+2 to will saves vs. Confusion, Insanity, and Fear) Background:
Tanith was not always a paranoid vishkanya, in fact she was quite happy as a child until her brother’s death. While out playing one day her brother dropped dead, of course none of the adults believed her, playing among the rooftops as they were wont to do her brothers body had fallen from such a height that it was easy to believe that he had fallen to his death. Since Sigil is a place where the truth is affected by belief, this conception was repeated enough that it became truth. Tanith was desperate to find someone to believe her, someone who could find who had killed her brother and why, and more importantly someone who would be able to help protect her family from this threat. She finally found someone willing to listen to a young girl’s ranting, a mysterious man in a thick black cloak that barely masked the chill air surrounding him. He soon returned to her in the company of a small disgusting creature with the torso of a child and the body of a disgusting fly. The fly creature produced a scroll that the man insisted would ensure protection to her family for certain “considerations.” Blinded by a desire to protect her family, a desire to avenge her brother, and ignorant of the workings of the devils, she signed the scroll. As mentioned before Sigil works off of belief and strong will, a single strong willed individual can will a person out of existence, but the strongest mortal will pales in comparison to that of an archdevil. And when a mortal signs a contract accepting that will, it can easily turn a human into a serpentine humanoid that would be far more useful to a prince of the lower plains. Forced away from her family, how to explain your daughter suddenly changing race? She was forced to resort to thievery to survive, guided by her dark patron into a more befitting mentality. The betrayal brought about from a powerful entity who preyed on her naïve altruism partnered with the destitute conditions in which she grew up has shaped her into a manipulative distrusting creature. Loyal only to the patron whom shaped her into her current form, which suits him just fine. contract:
Tanith was not always a paranoid vishkanya, in fact she was quite happy as a child until her brother’s death. While out playing one day her brother dropped dead, of course none of the adults believed her, playing among the rooftops as they were wont to do her brothers body had fallen from such a height that it was easy to believe that he had fallen to his death. Since Sigil is a place where the truth is affected by belief, this conception was repeated enough that it became truth. Tanith was desperate to find someone to believe her, someone who could find who had killed her brother and why, and more importantly someone who would be able to help protect her family from this threat. She finally found someone willing to listen to a young girl’s ranting, a mysterious man in a thick black cloak that barely masked the chill air surrounding him. He soon returned to her in the company of a small disgusting creature with the torso of a child and the body of a disgusting fly. The fly creature produced a scroll that the man insisted would ensure protection to her family for certain “considerations.” Blinded by a desire to protect her family, a desire to avenge her brother, and ignorant of the workings of the devils, she signed the scroll. As mentioned before Sigil works off of belief and strong will, a single strong willed individual can will a person out of existence, but the strongest mortal will pales in comparison to that of an archdevil. And when a mortal signs a contract accepting that will, it can easily turn a human into a serpentine humanoid that would be far more useful to a prince of the lower plains. Forced away from her family, how to explain your daughter suddenly changing race? She was forced to resort to thievery to survive, guided by her dark patron into a more befitting mentality. The betrayal brought about from a powerful entity who preyed on her naïve altruism partnered with the destitute conditions in which she grew up has shaped her into a manipulative distrusting creature. Loyal only to the patron whom shaped her into her current form, which suits him just fine. equipment:
Starting Gold: 10.3
Weapon(s): Short-bow: 1d6 damage, *3 critical, 60’ range, 2 lbs. Piercing 100 arrows Short Sword: 1d6 damage, 19-20 *2 critical, 2 lbs. Piercing Dagger: 1d4 damage, 19-20 *2 critical, 10’ range, 1 lb. Piercing/Slashing Armor: Chain Shirt: +4 AC, +4 Max Dex, -2 Armor Check, 25 lbs. Equipment: Backpack: 2 lbs. Disguise Kit: 8 lbs. Thieves Tools: 1 lb. Chalk (10) Winter Blanket: 3 lbs. Bedroll: 5lbs. Notes on the background: Her brother died because a man was given immortality, but every time he died another died in his place, her brother was one of them. The immortal has since become mortal and died, and is thus fighting in the blood war. The one who cast the spell on him is a hag imprisoned by the Lady of Pain, as such Baalzebul will never hold up his end of the bargain, additionally by changing her into a different race, Baalzebul made it such that she no longer has any true "blood relatives" for his portion of the contract.
Village idiot. Be forced to draw from a deck of many things every day at least once, or have a cursed magical sword that compels you to run into battle against evil beings while shouting "I have the Power!" With a giant magical glowing arrow pointing to you with big bright letters writing "KILL ME!" Right above your head.
Altered my character's statistics, when I created the first stats I accidentally used a 20 point buy, and I forgot about the +1 skill point for favored class. Added in my lvl. 1 feat. Here are my new stats. Stats: Name: Tanith Nisha
Sex: F Age: 16 Height: 6’2” Weight: 125 lbs. Race: Vishkanya (13 RP) STR: 14 DEX: 18 (16+2) CON: 10 INT: 10 WIS: 8 (10-2) CHA: 18 (16+2) Class: Rogue Alignment: LE HP: 8 Racial abilities: Low Light Vision Poison Use (never accidentally poisons self while applying poison to weapons) Toxic (Once per day may poison a blade with saliva or blood of self.) W.P. Kukri and Shuriken Skills: Stealth: (4DEX+1 rank+2 racial trait+3ICB) 10 Escape Artist: (4DEX+1 rank+2 racial trait+3ICB) 10 Perception: (-2WIS+1 rank+2 racial trait+3 ICB) 5 Bluff: (4CHA+1 rank+3 ICB+2 Feat) 10 Sense Motive: (-2WIS+1 rank+3ICB+1 trait) 3 Diplomacy: (4CHA+1rank+3ICB) 8 Sleight of Hand: (4DEX+1 rank+3ICB) 8 Disable Device: (4DEX+1 rank+3ICB) 8 Disguise: (4CHA+1rank+3ICB+2 feat) 10 Languages: Common, Vishyanki Feat: Deceitful Faction: Athar Traits: Suspicious (+1 Sense Motive) Unhinged Mentality (+2 to will saves vs. Confusion, Insanity, and Fear)
Pathfinder books. Man cannot live by bacon alone. Receive a cursed dagger you cannot get rid of that will turn you into a LG female halfling when you go more then 10 feet underground, or receive a cursed dagger that compels you to try and convince everyone and everything you meet that it is actually a greatsword?
Alright, finished my character, Tanith Nisha, Vishkanya Rogue.
Spoiler:
Name: Tanith Nisha
Sex: F Age: 16 Height: 6’2” Weight: 125 lbs. Race: Vishkanya (13 RP) STR: 14 DEX: 16 (14+2) CON: 10 INT: 10 WIS: 8 (10-2) CHA: 18 (16+2) Class: Rogue Alignment: LE HP: 8 Racial abilities: Low Light Vision Poison Use (never accidentally poisons self while applying poison to weapons) Toxic (Once per day may poison a blade with saliva or blood of self.) W.P. Kukri and Shuriken Skills: Stealth: (3DEX+1 rank+2 racial trait+3ICB) 9 Escape Artist: (3DEX+1 rank+2 racial trait+3ICB) 9 Perception: (-2WIS+1 rank+2 racial trait+3 ICB) 5 Bluff: (4CHA+1 rank+3 ICB) 8 Sense Motive: (-2WIS+1 rank+3ICB+1 trait) 3 Diplomacy: (4CHA+1rank+3ICB) 8 Sleight of Hand: (3DEX+1 rank+3ICB) 7 Disable Device: (3DEX+1 rank+3ICB) 7 Languages: Common, Vishyanki Faction: Athar Traits: Suspicious (+1 Sense Motive) Unhinged Mentality (+2 to will saves vs. Confusion, Insanity, and Fear) Background: Spoiler:
Tanith was not always a paranoid vishkanya, in fact she was quite happy as a child until her brother’s death. While out playing one day her brother dropped dead, of course none of the adults believed her, playing among the rooftops as they were wont to do her brothers body had fallen from such a height that it was easy to believe that he had fallen to his death. Since Sigil is a place where the truth is affected by belief, this conception was repeated enough that it became truth. Tanith was desperate to find someone to believe her, someone who could find who had killed her brother and why, and more importantly someone who would be able to help protect her family from this threat. She finally found someone willing to listen to a young girl’s ranting, a mysterious man in a thick black cloak that barely masked the chill air surrounding him. He soon returned to her in the company of a small disgusting creature with the torso of a child and the body of a disgusting fly. The fly creature produced a scroll that the man insisted would ensure protection to her family for certain “considerations.” Blinded by a desire to protect her family, a desire to avenge her brother, and ignorant of the workings of the devils, she signed the scroll. As mentioned before Sigil works off of belief and strong will, a single strong willed individual can will a person out of existence, but the strongest mortal will pales in comparison to that of an archdevil. And when a mortal signs a contract accepting that will, it can easily turn a human into a serpentine humanoid that would be far more useful to a prince of the lower plains. Forced away from her family, how to explain your daughter suddenly changing race? She was forced to resort to thievery to survive, guided by her dark patron into a more befitting mentality. The betrayal brought about from a powerful entity who preyed on her naïve altruism partnered with the destitute conditions in which she grew up has shaped her into a manipulative distrusting creature. Loyal only to the patron whom shaped her into her current form, which suits him just fine. Contract: Spoiler:
I, the undersigned, henceforth known as The Indentured, do hereby agree to the following terms and conditions as set forth by the Representative of Archduke Baalzebul, Lord of Flies, Ruler of the Seventh Layer of Baator, henceforth known as The Representative, in exchange for certain terms and conditions to be fulfilled by Archduke Baalzebul, Lord of Flies, Ruler of the Seventh Layer of Baator, henceforth known as The Archduke.
First The Indentured shall forsake the worship of all Gods and Devils aside from The Archduke. The Indentured shall not partake of the sacraments of another deity, nor shall she allow herself to be inducted into their mysteries, nor shall she seek the officiants off other deities to perform rites and ceremonies upon her, her lovers, or any offspring born of her womb, neither shall she seek out officiants for to perform rites and ceremonies for the benefit of any of these. Second The Indentured shall not partake of any lovers until she has been inducted into the inner mysteries of The Archduke, excepting those mortals who have been inducted into the inner mysteries of The Archduke, or the Devils who are in service of The Archduke, or under strict orders from The Archduke or The Representative. Under no circumstances may The Indentured partake of a lover who has been initiated into the mysteries of Dispater, Mephistopheles, nor any god dedicated to the destruction of devils or demons, nor any person enthralled by any demon. Third The Indentured shall make no honest oath or contract to any mortal or immortal, except under the name and sign of The Archduke. The Indentured may make oaths and contracts for self-preservation or convenience, as long as The Indentured intends to break the oath or contract at the earliest convenience or when the betrayal would be most devastating to the other party in the contract. Fourth The Indentured shall respond to all calls and demands of The Archduke as relayed through The Representative or other designated emissary. Included but not limited to, performing assassinations, retrieval of artifacts, representing The Archduke in the battles of The Blood War, seeking out potential mortals to enter contract with The Archduke. Fifth The Indentured shall accept a form more useful to the will of The Archduke. Her rigid flesh will be made more limber and supple to be more agile and more subtle, her eyes shall be altered to provide better senses in service to The Archduke, he blood and saliva shall be made poison to better destroy the enemies of The Archduke. In exchange The Archduke, through the mediation of The Representative agrees to the following terms for the benefit of The Indentured. First The Archduke shall extend his hand and his protection to the blood relatives of The Indentured, his armies and agents shall be placed to watch over them in order and keep them safe from those who would seek to kill them. Second The Archduke shall utilize his agents and resources to find the party or parties responsible for the death of the elder brother of The Indentured, henceforth known as The Perpetrator this information shall be relayed through The Representative to The Indentured when a course of action shall be determined. Third Once The Indentured is fully initiated into his mysteries, The Archduke shall aid The Indentured, as well as her blood relatives, with living a prosperous and comfortable life. The Archduke reserves the right to withhold information relevant to The Perpetrator from The Indentured under the following conditions. First That The Perpetrator is a servant of Asmodeus, The Lady of Pain, or other high powered Deity that The Archduke has a treaty with, is subordinate to, or is powerful enough that overt movements against would endanger The Archduke, his allies, or his servants. Second That The Perpetrator is already deceased, and has been damned to fight in the Blood War or rewarded with eternity in the realm of the gods. Third That revealing information pertaining to The Perpetrator shall upset machinations that The Archduke has set in motion. Fourth That The Perpetrator is already being punished by another deity for the crime, or for unrelated crimes, that would cause the same complications as the first condition under the nullifying conditions. Be it known that if The Indentured willingly violates any of the terms set forth in the first section, The Archduke is released from the terms binding him to The Indentured, furthermore The Indentured shall be contacted by The Representative to create a new contract, in addition to a punishment dependent on the term violated. First The Indentured shall be scarred in order to appease The Archduke for her transgression. Second The Indentured shall undertake a period of servitude to a lesser servant of The Archduke, furthermore she shall surrender any child resulting from such union to be raised by servants of The Archduke in a location of his choice. Third The Indentured shall be set to a task wherein she shall enact a task of great betrayal in the other party of the oath or contract. Scarification may be required at The Archduke’s discretion. Fourth The Indentured shall immediately be hunted down and brought to the court of The Archduke and compelled to complete the task ordered, The Archduke may also punish The Indentured at his discretion with any of the above punishments or death. Fifth The form given to The Indentured is now her true and complete form. Any magic which restores her to a natural form will restore her to the form given to her by The Archduke. The Indentured: Tanith Nisha
One more question, what is your policy on updating 3.5 prestige classes to pathfinder? I ask because I haven't selected my 1st level feat and you answer will affect what feat I choose.
My group once used the breathe underwater spell along with a Summon Nature's ally in order to make the Dwarven Warrior ride an Orca into a battle against the enemy attacking our ship. The same group (different campaign) used Create Water, and Bless Water to flood a crypt full of vampires with holy water.
Orphaned Goblins. You are a paladin, an evil cult has performed a ritual to summon a demon lord using an infant as the focal point. If you kill the infant it will stop the lord from coming, but if you let it live the infant is the only one who can kill him and he cannot receive divine or arcane powers from any source other than the demon until the demon is defeated, and he would be more susceptible to falling into evil's ways. Would you rather kill the child or try to raise it to fight the only entity that can give him power?
Fort Rannick's.
When you are DM, what sort of variant rules do you like to give to your players? Not necessarily game-changing rules, but rules to give the game more flavor, or to try and encourage better roleplaying. I'll give a few examples first. DEATH AND RESURRECTION:
About ToctepIn both versions:
Normal:
Toctep Male nagaji bloodrager (crossblooded) 4/dragon disciple 3/fighter 1 (Pathfinder RPG Advanced Class Guide 15, 83, Pathfinder RPG Bestiary 4 199) CG Medium humanoid (reptilian) Init +1; Senses low-light vision; Perception +11 -------------------- Defense -------------------- AC 21, touch 12, flat-footed 20 (+7 armor, +1 deflection, +1 Dex, +2 natural; +2 deflection vs. evil) hp 91 (8 HD; 5d10+3d12+36) (currently 90) Fort +14, Ref +6, Will +3; +2 bonus vs. spells cast by self or an ally, +2 vs. mind-affecting effects and poison; +2 resistance vs. evil Defensive Abilities blood sanctuary, uncanny dodge; Resist acid 3, cold 3, electricity 6, fire 3 -------------------- Offense -------------------- Speed 40 ft. Melee mwk nodachi +12/+7 (1d10+15/18-20) or . . sap +11/+6 (1d6+10 nonlethal) Ranged javelin +8 (1d6+6) Special Attacks blood casting, bloodrage (13 rounds/day), breath weapon (7d6 acid, 30 ft. cone, DC 16, 1/day), claws, claws (2, 1d4, 4 rounds/day), dragon bite Bloodrager (Crossblooded) Spells Known (CL 6th; concentration +7) . . 1st (2/day)—feather fall, phantom blood[ACG], shield, touch of the sea[APG] (DC 12) . . Bloodline Abyssal, Draconic -------------------- Statistics -------------------- Str 22, Dex 12, Con 17, Int 10, Wis 8, Cha 12 Base Atk +7; CMB +11; CMD 25 Feats Arcane Strike, Blind-fight, Eschew Materials, Power Attack, Raging Vitality[APG], Toughness, Weapon Focus (claw) Traits omen, unscathed Skills Acrobatics +0 (+4 to jump), Diplomacy +5, Intimidate +12, Knowledge (arcana) +8, Knowledge (local) +4, Perception +11, Spellcraft +5, Survival -1 (+1 to avoid becoming lost), Swim +9; Racial Modifiers +2 Perception Languages Common, Draconic SQ demonic bulk, fast movement, resistant, serpent's sense Combat Gear lesser extend metamagic rod, oil of daylight, potion of fly, scroll of break enchantment, scroll of suppress charms and compulsions (x5), wand of cure light wounds (35 charges), wand of infernal healing (50 charges), wand of shield (40 charges), acid, alchemist's fire, alkali flask[APG] (2), antiplague[APG] (2), antitoxin, holy water (2), liquid ice[APG] (2), smelling salts[APG] (2), stillgut[ARG], vermin repellent[UE] (5), wismuth salix[UE] (2); Other Gear +1 mithral mountain pattern armor[UC], javelin (3), mwk nodachi[UC], sap, belt of mighty constitution +2, cloak of resistance +3, furious amulet of mighty fists, ioun torch ioun stone[APG], ring of protection +1, wayfinder[ISWG], backpack, belt pouch, blanket[APG], cork vest[ACG], earplugs[APG] (10), flint and steel, grappling hook, hot weather outfit[APG], pot, silk rope (50 ft.), smoked goggles[APG], soap, torch (10), trail rations (4), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 7,301 gp -------------------- Special Abilities -------------------- Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Blind-Fight Re-roll misses because of concealment, other benefits. Blood Casting (Su) Cast bloodrager spells while in bloodrage. Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally. Bloodrage (13 rounds/day) (Su) +4 Str, +6 Con, +0 to Will saves, -2 to AC when enraged. Breath Weapon (7d6 acid, 30 ft. cone, 1/day, DC 16) (Su) As a standard action, deal energy damage in area (Ref half). Claws & Bite (4 rounds/day) (Su) Bite attack deals 1d6 damage. Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person). Dragon Bite (Ex) Bite atacks deal 1d6 damage Energy Resistance, Acid (3) You have the specified Energy Resistance against Acid under specific conditions. Energy Resistance, Cold (3) You have the specified Energy Resistance against Cold under specific conditions. Energy Resistance, Electricity (6) You have the specified Energy Resistance against Electricity under specific conditions. Energy Resistance, Fire (3) You have the specified Energy Resistance against Fire under specific conditions. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Magic Claws (Ex) 2 Magic Claw attacks deal 1d6 damage. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Raging Vitality +2 CON while raging, Rage does not end if you become unconscious. Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison. Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles. Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Rage:
Toctep
Male nagaji bloodrager (crossblooded) 4/dragon disciple 3/fighter 1 (Pathfinder RPG Advanced Class Guide 15, 83, Pathfinder RPG Bestiary 4 199) CG Large humanoid (reptilian) Init +0; Senses low-light vision; Perception +11 -------------------- Defense -------------------- AC 17, touch 8, flat-footed 17 (+7 armor, +1 deflection, +2 natural, -2 rage, -1 size; +2 deflection vs. evil) hp 115 (8 HD; 5d10+3d12+60) (currently 114) Fort +17, Ref +5, Will +3; +2 bonus vs. spells cast by self or an ally, +2 vs. mind-affecting effects and poison; +2 resistance vs. evil Defensive Abilities blood sanctuary, uncanny dodge; Resist acid 3, cold 3, electricity 6, fire 3 -------------------- Offense -------------------- Speed 40 ft. Melee mwk nodachi +14/+9 (2d8+19/18-20) or . . sap +13/+8 (1d8+13 nonlethal) or . . bite +15 (1d8+21), 2 claws +16 (1d8+15) Ranged javelin +6 (1d8+9) Space 10 ft.; Reach 10 ft. Special Attacks blood casting, bloodrage (13 rounds/day), breath weapon (7d6 acid, 30 ft. cone, DC 19, 1/day), claws, claws (2, 1d4, 4 rounds/day), dragon bite Bloodrager (Crossblooded) Spells Known (CL 6th; concentration +7) . . 1st (2/day)—feather fall, phantom blood[ACG], shield, touch of the sea[APG] (DC 12) . . Bloodline Abyssal, Draconic -------------------- Statistics -------------------- Str 28, Dex 10, Con 23, Int 10, Wis 8, Cha 12 Base Atk +7; CMB +15; CMD 26 Feats Arcane Strike, Blind-fight, Eschew Materials, Power Attack, Raging Vitality[APG], Toughness, Weapon Focus (claw) Traits omen, unscathed Skills Acrobatics -1 (+3 to jump), Diplomacy +5, Intimidate +12, Knowledge (arcana) +8, Knowledge (local) +4, Perception +11, Spellcraft +5, Survival -1 (+1 to avoid becoming lost), Swim +12; Racial Modifiers +2 Perception Languages Common, Draconic SQ demonic bulk, fast movement, resistant, serpent's sense Combat Gear lesser extend metamagic rod, oil of daylight, potion of fly, scroll of break enchantment, scroll of suppress charms and compulsions (x5), wand of cure light wounds (35 charges), wand of infernal healing (50 charges), wand of shield (40 charges), acid, alchemist's fire, alkali flask[APG] (2), antiplague[APG] (2), antitoxin, holy water (2), liquid ice[APG] (2), smelling salts[APG] (2), stillgut[ARG], vermin repellent[UE] (5), wismuth salix[UE] (2); Other Gear +1 mithral mountain pattern armor[UC], javelin (3), mwk nodachi[UC], sap, belt of mighty constitution +2, cloak of resistance +3, furious amulet of mighty fists, ioun torch ioun stone[APG], ring of protection +1, wayfinder[ISWG], backpack, belt pouch, blanket[APG], cork vest[ACG], earplugs[APG] (10), flint and steel, grappling hook, hot weather outfit[APG], pot, silk rope (50 ft.), smoked goggles[APG], soap, torch (10), trail rations (4), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 7,301 gp -------------------- Special Abilities -------------------- Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Blind-Fight Re-roll misses because of concealment, other benefits. Blood Casting (Su) Cast bloodrager spells while in bloodrage. Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally. Bloodrage (13 rounds/day) (Su) +4 Str, +6 Con, +0 to Will saves, -2 to AC when enraged. Breath Weapon (7d6 acid, 30 ft. cone, 1/day, DC 19) (Su) As a standard action, deal energy damage in area (Ref half). Claws & Bite (4 rounds/day) (Su) Bite attack deals 1d6 damage. Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person). Dragon Bite (Ex) Bite atacks deal 1d6 damage Energy Resistance, Acid (3) You have the specified Energy Resistance against Acid under specific conditions. Energy Resistance, Cold (3) You have the specified Energy Resistance against Cold under specific conditions. Energy Resistance, Electricity (6) You have the specified Energy Resistance against Electricity under specific conditions. Energy Resistance, Fire (3) You have the specified Energy Resistance against Fire under specific conditions. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Magic Claws (Ex) 2 Magic Claw attacks deal 1d6 damage. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Raging Vitality +2 CON while raging, Rage does not end if you become unconscious. Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison. Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles. Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Notes:
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