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17 posts (27 including aliases). No reviews. No lists. No wishlists. 1 alias.




Does anyone have a list of all the NPC in Sandpoint? I have been looking pretty much everywhere but i can't find a good simple list.

A list of NPCs in Magnimar and other places would be appreciated as well

Thanks beforehand.


I made the following two feats for my campaign. What do you think? Are they balanced?

Quick Rake
You have learned to quickly strike with your off-hand weapon after delivering a strike.
Prerequisites: Two-Weapon Fighting, BAB +1, Dex 15
Benefit: When you make an attack as a standard action and you hit you may make an additional attack with your off hand weapon at a -2 attack penalty.

This feat will give two-weapon fighters a bit more mobility.

Thrust
You have learned to plunge a deep and precise strike against an enemy when wielding a weapon in one hand.
Prerequisites: BAB +2, Dex 15
Benefit: You may as a part of a full-round or standard attack make one attack at +1 bonus and a 1d6 damage bonus. When making this maneuver you take a -2 ac penalty for one round. This attack must be made with a weapon wielded in one hand and your other hand empty. The damage bonus increases by 1d6 at BAB +6, BAB +11, and BAB +16.

This will make freehand fighters able to deal a bit more damage.


Hi there.

One of my players is currently playing a sorcere/rogue and going for arcane trickster. We are currently level 4, and he is doing pretty well, but still not as good as other party member (wizard, fighter and rogue).

However I am afraid the his power will diminish when going to higher levels, and he wouldn't be able to really fit in the party. He feels very skill starvet, especially because he have full ranks in two diffrent perform skills (sing and string)!

Not only that, he is playing the character exactly like a bard. There for I try to convince him to change his class to bard, but he wont budge. As a bard he will not feel skill starvet, and he will have all sorts of great abilities. Hell, he can even take a bard acrhetype to keep his sneak attack.

I just think that he will fare so much better as a bard and enjoy the game much more if he changes his class.

How can I convince him to change class?


So I decided to make an inquisitor archer. The mix of fine BaB progress, many skills and a fine spell selection was just the class i wanted to play.
My party member is a rogue, wizard and a two-handed fighter. We start off at level 4.

Race: Human
Level and class: Inquisitor 4
Stats (epic point-buy):
Str 14
Dex 18 (+1 lvl, +2 race)
Con 13
Int 12
Wis 16
Cha 8

Statistics:
Hit Points: 34 (already rolled)
AC: 18 flat: 14 touch: 14 (+4 armor, +4 dex)
Fort +5, Ref +5, Will +7
BaB +5, CMB +5, CMD 19
Init +9, speed 40 ft.

Class features:
Judgement 2/day
Domain: travel
+10 ft.
Agile feet 6/day
Monster lore
Orisons
Stern gaze
Cunning initiative
Detect magic (we don't use alighnment in our game)
(solo tactics and teamwork feat - I might get them exchanged)

Traits: Armor expert, acrobatic (+1 and acrobatics as class skill - houseruled) and reactionary (bonus trait for being afraid of water)
Feat H: Point blank shot
Feat 1: Precise shot
Feat 3: Rapid shot

Skills (36):
Acrobatics 12 (4)
Climb 6 (1)
Diplomacy 6 (4)
Heal 8 (2)
Intimidiate 8 (4)
Knowledge arcane 6 (2)
Knowledge dungeoneering 6 (2)
Knowledge nature 5 (1)
Knowledge planes 5 (1)
Knowledge religion 5 (1)
Perception 10 (4)
Sence motive 10 (2)
Spellcraft 5 (1)
Stealth 11 (4)
Survival 8 (2)

Spells:
Level 0: Guidance, sift, light, resistance, create water and read magic
Level 1: Cure light wounds, shield of faith, divine favor and expeditious retreat
Level 2: Invisibility and weapon of awe

Equipment:
MW chain shirt
MW composite (+2) longbow +8 or 6/6 (1d8+2 / *3)
MW heavy mace and shield +6 (1d8+2)

I want this character to be good at many diffrent things, so i choose skill points as my favored class bonus.

The GM and I have been talking about exchangeing solotactics and the bonus teamworks feats for something diffrent. We talked about giving my character a 1d6 sneak attack damage, at level 3, 9 and 15 and something diffrent in the other levels.

So is this build good, and will I have a good spot in my party?

Sources: CRB and APG


Hallo out there ladies and gentlemen.

I choose to make a monk alternative. One of my players played a monk and he felt very dissapointed about that class. The monk should be moveable, being everywhere on the field. But because of Flurry of blows the monk was forced to stay on one spot throughout the combat to gain a full-round attack. So I made this monk alternative. It is not quite finished yes, but I would appreciate some constructive criticism. If you notice any orthographical errors please point them out.

Monk variant
Hit Die: d8
Starting Wealth: 1d6 × 10 gp (average 35 gp)
Class Skills: The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

Level BAB Fort Ref Will Special Dmg Dodge move
1st 1 2 2 2 Unarmed strike, Ac bonus, Ki pool, agility, minor ki power 1d6 +0 0 ft.
2nd 2 3 3 3 Simple monk balance, quick draw 1d6 +0 +10 ft.
3rd 3 3 3 3 minor ki power, spring attack 1d6 +0 +10 ft.
4th 4 4 4 4 Simple monk balance, slow fall 20ft. 1d8 +1 +10 ft.
5th 5 4 4 4 minor ki power, evasion 1d8 +1 +20 ft.
6th 6/1 5 5 5 Simple monk balance, slow fall 30ft. 1d8 +1 +20 ft.
7th 7/2 5 5 5 minor ki power, purity of body 1d8 +1 +20 ft.
8th 8/3 6 6 6 Simple monk balance, slow fall 40 ft. 1d10 +2 +30 ft.
9th 9/4 6 6 6 Average ki power, still mind 1d10 +2 +30 ft.
10th 10/5 7 7 7 Martial monk balance, slow fall 50 ft. 1d10 +2 +30 ft.
11th 11/6/1 7 7 7 Average ki power, diamond body 1d10 +2 +40 ft.
12th 12/7/2 8 8 8 Martial monk balance, slow fall 60ft. 2d6 +3 +40 ft.
13th 13/8/3 8 8 8 Average ki power, diamond soul 2d6 +3 +40 ft.
14th 14/9/4 9 9 9 Martial monk balance, slow fall 70ft. 2d6 +3 +50 ft.
15th 15/10/5 9 9 9 Major ki power, improved evasion 2d6 +3 +50 ft.
16th 16/11/6/1 10 10 10 Exotic monk balance, slow fall 80ft. 2d8 +4 +50 ft.
17th 17/12/7/2 10 10 10 Major ki power, timeless self 2d8 +4 +60 ft.
18th 18/13/7/2 11 11 11 Exotic monk balance, slow fall 90ft. 2d8 +4 +60 ft.
19th 19/14/9/4 11 11 11 Major ki power, Impenetrable mind 2d8 +4 +60 ft.
20th 20/15/10/5 12 12 12 Exotic monk balance, perfect self, slow fall any distance 2d10 +5 +70 ft.

Unarmed strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Agility
A monk gains half his level of monk (minimum +1) as a bonus to his acrobatic checks.

Ki pool
At first level a monk receives a ki pool. Ki determines how often he can use fantastic ki powers, which the monk uses to accomplish amazing feats. A monk’s ki pool is equal to his monk level + his wisdom modifier.
Every time a monk uses a ki power he expends some of his ki.
A monk regenerates half his monk level in ki + one with 8 hour rest. In addition a monk gains 1 ki every time he scores a critical hit.

Minor ki powers

Fast dodge: If a monk moves at least 30 ft. in a round he may gain a +4 dodge bonus to ac for 1 round. This ability cost 1 ki point.
Fire strike: A monk may as an unarmed attack surround his fists with fire and gain fire damage with that attack. The attack deals 1d6 bonus of fire damage. This increases to 2d6 in level five and increases by 1d6 every five level thereafter to a maximum of 5d6 at level 20. This ability cost 1 ki point.
High jump: A monk may jump gain +20 bonus on his jump check. This ability cost 1 ki point.
Ki strike: As a full-round attack the monk may forfeit all other attacks to gain one precise unarmed strike. This strike gains the monks wisdom modifier as an attack bonus and his monk level as bonus damage. This ability cost 1 ki point.
Ki through pain: As a standard action a monk may hurt himself to gain ki. For every 5 lost hit points he gains 1 ki. A monk cans maximum gain 1 ki for every four level of monk with this ability each day.
Piercing/slashing strike: In exchange of a normal unarmed attack a monk may do piercing or slashing damage (his choice) instead of bludgeon damage. The precision damage of this strike increases by 1 + 1 for every three level of monk. This ability cost 1 ki point.
Moment of speed: As a free action a monk’s speed increases by 20 ft. for 1 round. This ability cost 1 ki point.
Sickening strike: As a part of an unarmed attack a monk may choose to sicken his enemy for 1d4+1 rounds. The dc equals 10 + wisdom modifier + ½ monk level. This ability cost 1 ki point
Stone body: A monk may as a move action gain dr 10/-, but receive a -4 penalty on ac for 1 round. This ability cost 1 ki point.
Swift attack: Every time the monk makes at least one attack in his round, he may gain an additional attack. This attack has a -2 attack penalty. This ability cost 1 ki point.
Wholeness of body: As a standard action a monk may heal himself. The healing power equals 2*monk level + wisdom modifier. This ability cost 1 ki point.
Wise combat maneuver: As a part of a normal combat maneuver a monk may add his wisdom modifier to the attack roll. If the combat maneuver provokes an attack of opportunity the monk gains +4 ac on attack of opportunities made by that combat maneuver. This ability cost 1 ki point.

Average ki powers
Blinding strike: A monk may as an unarmed strike blind his foe for 1d4+1 rounds if the enemy does not succeed on a fortitude save at a dc which equals 10 + ½ monk level + wisdom modifier.

Explosive strike:
Iron body:

Major ki powers

Simple monk balances
Bonus feat: Agile maneuvers, Blind fight, Catch Off-Guard, Combat Reflexes, dazzling display, Deflect Arrows, Dodge, Improved Grapple, Improved Bull Rush, Improved Disarm, Improved Feint, improved reposition, Improved Trip, punishing kick, mobility, Scorpion Style, stand still, stunning fist, Throw Anything and wind stance. A monk may choose any of these feats even if he does not meet the prerequisites
Chance to strike: If the enemy is caught flatfooted or denied his dexterity bonus to ac, a monk doubles his critical range. This ability only works with unarmed strike.
Combat maneuver expert: A monk with this monk balance does never provoke attack of opportunity when making a combat maneuver. This balance requires an improved combat maneuver feat.
Flurry of blows: A monk can make an additional unarmed strike during a full-round attack action at a -2 attack penalty to all attacks made that round.
Flying kick: A monk who charges gains 1d6 bonus damage.
Sneak attack: Gain 1d6 damage of sneak attack.
Surprising strike: Every time a monk uses a new improvised weapon in combat the first attack with that weapon the enemy is treated as flatfooted. The monk must not have the weapon in hand in the round before the attack. A monk may change any improvised weapon to gain use this ability again in the same encounter. This ability does not work on creatures with uncanny-dodge. This ability requires catch-off-guard.
Weapon diversity: All weapon except improvised weapons are treated as a monk weapons.
Wise combat reflexes: Functions like the feat combat reflexes, except he also gains bonus from his wisdom modifier. This balance requires combat reflexes.
Uncanny dodge:

Martial monk balances
Bonus feat: Gorgon’s Fist, Improved Critical, improved blind fight, Medusa’s Wrath, Snatch Arrows, step up, whirlwind attack,
Critcal ki: Ki gained from critical hit is increased from 1 to 2.

Exotic monk balances