Aldern Foxglove

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Organized Play Member. 166 posts (1,075 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 20 aliases.


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Say someone is able to get their animal companion's intelligence to 10, how many skill ranks per level do they have? Is it the same as a Wizard (2+int), the same as the Druid(4+int), the same as an Eidolon(6+int), or the same as a Rogue(8+int)?

I highly doubt it would be the same as the Rogue but I feel like I have to cover all bases encase it is the right answer.


As a bard at levels 4-5 you will have a good bit of magical ability with your bardic skills. You will probably want Cha>Dex>Int>other depending on what else you want the bard to be good at.

Strength if you want to be a more useful archer (composite longbow/shortbow and give the weapon a strength modifier equal to what you have, now granted this is why most rangers and fighter archers have a decent strength but for an archer bard I wouldn't really recommend it I'm just throwing it out there because you can fan-angle to make it work with an archetype).

Wisdom if you want to be good at knowing if others are deceiving you and being good at your mental saves.

Con if you want to have more health and be good at resisting poisons and other nasty physical things.


Thank you guys. Learned something new with the survival skill and that I wasn't crazy thinking there was a spell for what I wanted to do.


I thought there was one and it has driven me crazy looking for it so to put this to rest in my mind is there or is there not a spell to learn if it is going to rain in the near future?


Welp time to scrap that idea, thanks blahpers!


Benchak the Nightstalker wrote:

Back when I was playing a Goblin Gunslinger, I had planned to multiclass into Ranger, get a Snapping Turtle animal companion, mount a big gun or cannon on its back, and then ride around on it like a tank.

Multiclass Beast Rider Cavalier and get an elephant. At least then you have the movement speed required for getting around a battlefield.


If I were to go Summoner 4 and Ninja/Rogue 3 and then go into Arcane Trickster would the Eidolon get leveled up as my spells do?


When buying scrolls for higher level campaign play do you use the lowest cost possible i.e. a Scroll of Invisibility, Greater would be 525 G instead of 700 G because a Summoner can cast that spell as a 3rd level?


Have skype though I have a supremely crappy mic so would that be a problem? Also what roles have your two players filled? Also what is maptools?


Made a cleric so Eric doesn't have to do all the healing/divine work.

Sheet:

Bradford Fredrickson
Male 22 Human Cleric
NG Medium Humanoid (Human)
Init +1; Senses Perception +8
Aura G 30 ft.
Languages Common
DEFENSE
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 13 (d8 HD)
Fort +3, Ref +1, Will +6
OFFENSE
Speed 30 ft. (6 squares)
Melee Shield Bash -1 (1d4-1/x2)
Space 5 ft.; Reach 5 ft. (10 ft. with reach weapon)
Spells Known/Prepared
(CL 1st; Concentration +4)
3rd (0/day) – spell, spellAPG, spellUM
2nd (0/day) – spell, spell, spellM
1st (2+1/day) – Bless Water, Protection from Evil, Cure Light Wounds
0 (3/day) – Create Water, Purify Food and Drink, Light
STATISTICS
Abilities Str 8 (-1), Dex 12 (+1), Con 12 (+1), Int 8 (-1), Wis 18 (+4), Cha 18 (+4)
Base Atk +0; CMB -1; CMD 10
Feats Improved Channel, Toughness
Skills Heal +8, Knowledge Religion +3, Perception +8; Armor Check Penalty –7
Combat Gear Chain Shirt, Heavy Steel Shield; Other Gear Bedroll, Masterwork Backpack, Flint and Steel, Spell Component Pouch, Trail Rations (5 days), Canteen, Wooden Holy Symbol, Compartment, Outfit, Monk’s, Vial (7)
Encumbrance light 30 lb., medium 60 lb., heavy 100 lb.; Weight Carried 59 lbs. (excluding tender)
SPECIAL ABILITIES
Spells
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Channel Energy (Su) 1d6 30ft. burst of positive energy either harming undead/evil creatures or healing living healing creatures.
Domains A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.


Interested.


Link to sheet Hope I get in!


need another? I was thinking of going wizard.


Background:
Oni-Kanabo always got lost whenever adventuring with his group and has found himself alone once again in a strange place he doesn't recall. He was the groups main bruiser bashing in people's skulls with ease using his Tetsubo. Oni-Kanabo is only a nickname used by the people in his group but he has adopted it because it is more fitting than Ryan.


What about Lucky?


Okay I got two more weapons, I have 2 gold left after buying. I got a Spear and a Sickle, my total weight is now 115


*Sigh* Guess I'll buy a Katana and some sort of piercing weapon... Maybe Spear.

EDIT: Not enough money for a Katana...

EDIT2: Got a Halberd and I now have 7 gold left after buying stuff.


Grim Reaper uses a Scythe...

And there goes me assuming that Skeletons and Zombies had the same DR...


Time to bash in some skulls!


RIZZENMAGNUS wrote:

note to self, make lucky press himself

What do you mean by "press himself?"

Lucky button? (similar to the muffin button but instead of muffins it showers luck from the sky)


I like Lucky, thanks!


Raging Vivisectionist Alchemist:

Race: Human Name: (haven't thought of one any ideas?)
Point Buy:
Str: 18 (16 before racial)
Dex: 10
Con: 15
Int: 15
Wis: 14
Cha: 7

Feats: Level 1: Endurance, Human Bonus (Martial Weapon Prof. Greatclub)

Skills: Craft (Alchemy) +7, Knowledge (Engeneering) +3, Knowledge (Nature) +6, Perception +6, Survival +6, UMD +2

Equipment:
Studded Leather (25 G, 20 lbs.)
Greatclub (5 G, 8 lbs.)
Kit, Alchemist's (40 G, 24 lbs.)
Formula Book (free, 3 lbs.)
Adventure's Outfit (free, 5lbs.)
Kit, Dungeoneering, Common (15 G, 25 lbs.)
Kit, Mapmaker's (10 G, 2 lbs.)
Portable Alchemist's Lab (75 G, 20 lbs.)
Gold left: 10 G Total Weight: 107 (medium)
Carrying Cap: Light: 100, Medium: 200, Heavy: 300


Still working on my Ragechemist, now I'm thinking of adding on Vivisectionist. It will be Human and depending oh how long he survives will be nearly unkillable.


Can I make a Ragechemist Alchemist and pull off something like Dr. Jekyll and Mr. Hyde?


crunch:
Oni-Kanabo
Male 22 Human Samurai 1
NG Medium Humanoid (Human)
Init +2; Senses Perception +0
Languages Common
DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 13 (1d10)
Fort +4, Ref +2, Will +0
OFFENSE
Speed 20 ft. (4 squares), Melee Tetsubo +6 (1d10+5/x4)
STATISTICS
Abilities Str 20 (+5), Dex 15 (+2), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 7 (-2)
Base Atk +1; CMB +6; CMD 18
Feats Power Attack, Furious Focus
Skills Acrobatics +3, Climb +9, Handle Animal +2, Ride +6, Swim +9; Armor Check Penalty –5
Combat Gear Tetsubo, Four-Mirror Armor; Other Gear Kit, Cavalier’s, Outfit, Traveler’s, 17 Gold remaining
Encumbrance light 133 lb., medium 266 lb., heavy 400 lb.; Weight Carried 167 lb. (excluding tender)
SPECIAL ABILITIES
Power Attack +2 to damage, -1 to hit.
Furious Focus You do not suffer Power Attack’s penalty on melee attack rolls, when wielding a two-handed weapon or a one-handed weapon with two hands, on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Challenge (Ex) 1/day -2 AC to target(s) not challenged, the challenged target takes extra damage equal to his Samurai level only on melee attacks.
Mount (Ex) A samurai gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the samurai’s level as his effective druid level. The creature must be one that he is capable of riding and that is suitable as a mount. A Medium samurai can select a camel or a horse. A Small samurai can select a pony or a wolf, but can also select a boar or a dog if he is at least 4th level. The GM may approve other animals as suitable mounts.

A samurai does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A samurai’s mount does not gain the share spells special ability.
Order (Ex) At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description, but such samurai are rare.
Order of the Warrior
Challenge: Whenever an order of the warrior samurai declares a challenge, he receives damage reduction 1/— against attacks made by the target of his challenge. This DR increases by +1 for every four levels the samurai possesses.

Resolve (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Thomas
Male Large Horse 1
Init +;1 Senses Low-light Vision, Scent; Perception +6
Languages Horse?
DEFENSE
AC 16, touch 11, flat-footed 15 (+5 natural armor, +1 Dex)
hp 14 (2d8)
Fort +5, Ref +4, Will +1
OFFENSE
Speed 50 ft. (10 squares), Melee bite +4 (1d4/x2), 2 hooves +4(1d6/x2)
STATISTICS
Abilities Str 16 (+3), Dex 13 (+1), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Base Atk +1; CMB +4; CMD 15
Feats Light Armor Proficiency, Improved Natural Armor
Skills Perception +6
Other Gear None (Will put on the riding saddle, saddle bags, and put the animal feed in the saddle bags.)
Encumbrance Light: 152, Medium: 306, Heavy: 460


Okay whatever you did keep it just like that it is no longer yellow!!!


I'll be a Samurai with a tetsubo, I'll make the crunch and post it shortly.


that didn't change the text in the drop down menus... though it does look cool! I think that the drop down menus are a problem with the main server...


Try purple.


Wait I might want something that deals blunt damage and a Sword Saint Samurai is not something Blunt friendly... I'll have to think of something else... I know a Stonelord Paladin! Oh wait Human only... Thinking of a different thing now...


Level 1? Sword Saint Samurai allowed?


I can back out if you want to join Shad, I don't even have to books.


I made a profile on roleplayinggames.net, I'm asking the link for the dice roller or the place where we conduct our PbP...


Azure_Zero wrote:

I don't like the fact that were are all forced to take summoner.

I consider the summoner class broken as hell.
Though if I could try Synthesist I might be more likely to be interested

The Synthesist is one of the two most broken Summoner Archetypes... The other one being the Master Summoner and that is just because of the sheer numbers of creatures it can put out.


How much gold do we get? Oh and thanks for the three traits!


Interested, Summoner only seemed steep until you mentioned the Persona bit then it made sense. Very RP heave campaign it seems.

Also if I remember right, the Master Summoner archetype isn't really eidolon friendly and I've heard tale of it being banned in PFS. Are you sure that you want this archetype?


Okay then I pick the Lowhhrick, do you have a link to the sign up on rpg.net? Or even how to get to the dice roller? (I haven't used rpg.net before)


Okay here is my Druid, Aquatic Archetype, Ben Gar

Back Story:
Ben grew up with only his mom. He had heard tales of his father being a feared pirate Capitan. He always played around, imagined being on a ship with his dad at command. He would always get beat up because the other kids didn’t believe him, but Ben knew that what his mom said was true. When he first started to learn how to swim it was in the ocean and, it came to him as naturally as walking. And one day when he was done swimming he found a dog washed up on shore. Ben took the dog back to his house and asked his mom if he could keep him, as all kids would do. After persistent begging his mom finally gave in and Ben was allowed to keep the dog he now named Blacktail. Since that day Ben and Blacktail were inseparable and whenever Ben would get into trouble with the other kids Blacktail would back him up.

A mysterious person came into to town years after Ben found Blacktail and started speaking in a language that nobody seemed to understand, except for Ben. The two were conversing and everyone around them thought that it was strange. When Ben finally asked the person what was going on and why everyone was looking at them like they just saw a devil rise from hell, the person said that they were speaking a language that most don’t know. The language was Druidic, and that had meant that Ben was a Druid. Ben asked what it meant to be a Druid and the person said that he was a guardian of nature, someone to protect and preserve whatever natural setting felt at home to Ben. After thinking for a little bit Ben knew what natural setting felt the most natural and that was in the water. When Ben told this new person what he felt as being the most natural setting to him, the person said his name was Brett and that he was going to instruct Ben in the ways of the Druids of Water. His mom flipped out after hearing the news that Ben was a Druid, saying that no son of hers could ever be a Druid after being kicked out of the order herself. Reluctantly she agreed to Brett teaching Ben in the ways of the Druids if only to ensure his future would lead away from becoming a pirate like his father before him.

Years passed and Ben finally learned the first steps to becoming a Druid, the rest he would have to learn as time went on and after many battles have been fought. He left home shortly after Brett finished teaching him leaving a note to his mother saying “I have left to tame the seas, I don’t know when I will return or if I ever will but know this: I will always love you.”

Ben found himself in Port Peril a few weeks after his journey started. With Blacktail at his side he went into the Formidably Maid for a drink, knowing that this was a pirate hideout. What better way to tame the seas than on a ship traveling across them? After his third or fourth drink he noticed a dashing and flirtatious corsair. With the booze clouding his mind he went to talk to her and after a while of talking found he was beaten senseless and stuffed in a sack, carried off to who knows where.

I will make an aliases for him after I've figured out what crunch I want.

Campaign Trait: Buccaneer’s Blood


I'll make a druid and see if I get in.


I have the PDF's on all of the crunch books for the Star Wars RPG, I have only been in one game and it was with bad GM which made combat impossible... Would it be okay if I made a character or do I have to take a pre-gen?

EDIT: Just made a profile on roleplayinggames.net


How about saving the 3 points on Dex and putting them into Wis? The stat buy would look like Str 16 (+2 Racial = 18), Dex 15, Con 14, Int 10, Wis 14, Cha 8

15 Dex is the min for TWF if needed it can be upped at an ability score up level and put the rest into Str.


Okay so Level 1: Exotic Weapon Prof. Two-Bladed Sword, Point-Blank Shot
Level 2: TWF
Level 3: Power Attack
Level 5: Quick Draw
Level 6: ITWF
Level 7: Rapid Shot
Level 9: Weapon Focus (Two-Bladed Sword)
Level 10: GTWF
Level 11: Crit Focus
Level 13: Improved Crit (Two-Bladed Sword)
Level 14: Two-Weapon Rend
Level 15: Crit Feat
Level 17:
Level 18: Double Slice
Level 19:


Okay so at level 1 feats: Quick Draw, Power Attack
Level 2: TWF
Level 3: Weapon Focus (whatever weapon I end up using for main hand)
Level 5: Weapon Focus (whatever weapon I end up using for off hand)
Level 6: ITWF
Level 7: Hammer the Gap?
Level 9: Crit Focus
Level 10: GTWF
Level 11: Crit feat
Level 13: Improved Crit
Level 14: Two-Weapon Rend
Level 15:
Level 17:
Level 18: Double Slice
Level 19:

Ability Scores (at level 1)
Str: 20, Dex 15, Con 12, Int 10, Wis 13, Cha 7


Okay then forget Many Shot, Precise Shot and put in all Ability Score Increases into Str until level 20 at which point take Dex just to make it +3?


No TWF with two swords it is just that at level 18 the only Combat Style feat left is that Improved Shield Bash and I have to take a Combat Style feat.

As for what Combat Style yes TWF.

I understand that I can't switch hit as well as the 2 hander but I wanted to make a different switch hit than what everyone else has.

As for the Archery feats same reason as the typical switch hitter only I needed to take Precise Shot for Many Shot. Now that I'm thinking about it though I'm only using the bow until a certain point (charging distance) but then what other feats am I going to get Power Attack?


I had a very crazy idea thinking of making a Str Two-Weapon Fighting build when I remembered that the Ranger can bypass prereqs on feats.

So I was thinking of this feat progression:
Making a Two-Weapon Fighting Ranger
Human- +2 to Str
Level 1: Two-Weapon Fighting and Point-Blank Shot
Level 2: Combat Style Two-Weapon Fighting: Quick Draw
Level 3: Double Slice
Level 5: Two-Weapon Shield
Level 6: Combat Style Improved Two-Weapon Fighting
Level 7: Precise Shot
Level 9: Rapid Shot
Level 10: Combat Style Greater Two-Weapon Fighting
Level 11: Hammer the Gap
Level 13: Clustered Shots
Level 14: Combat Style Two-Weapon Rend
Level 15:
Level 17: Many Shot
Level 18: Combat Style Improved Shield Bash
Level 19:

With these stats: (25 point buy at level 1) Str 18, Dex 15, Con 14, Int 10, Wis 14, Cha 8

Increasing Dex at levels 4, 8, and 16 and Increasing Str at 12 and 20

Now before anyone asks I know that the normal Switch Hitter Ranger is the Archery Combat Style with a Great Sword and picking up melee feats when not getting Combat Style feats but I wanted to make something a little different.

If anyone is wondering why Improved Shield Bash is taken at level 18 it is because that is the last combat style feat left.


My character wont be a sneaky/backstabby guy... He will be the town drunk looking for ways to get money to drink more. Also he is drunk when fighting and knows a lot of styles to hand to hand combat.


Here are my two ideas for this:

Drunken Master of Many Styles Monk (Will only be done if Tobaris allows the monk to be of any alignment because I don't think that "Lawful" will work in this campaign also Chaotic simply means going against the law wherever you can if you want to ban alignments for this I would suggest banning Chaotic Neutral, Chaotic Evil, and Lawful).

This guy came wandering in three years ago with a pile of gold. He told the bartender that he will give him all this money in exchange for a room, drinks whenever he wanted them, and if he was in any bar fights anything that broke can be replaced with his money. Well his account ran dry and is now looking for a way to refill it.

This! Now obviously at level 4 instead of 13. I'll come up with a short back story as to why he is doing this kind of work.


So Green Hornet type characters right?


I'll get a character crunch up and running shortly. I'll be a Falconer Ranger.

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