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sieylianna wrote:
My recommendation: roll a ninja. You'll get ki points out of the points you put in Charisma. I wanted to like the weapon master rogue, but you give up trapfinding to gain a sleight of hand bonus to hide weapons on yourself.

Yeah I thought about Ninja, but my ST is not a fan of the eastern theme, so its not an options sorry I should have included it in my orginal post.

Also I would like some recommendations about feats and stat spread, I went the 12 Int to get the extra skills I need to do the face.


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Good Afternoon Guys and Gals,

I am considering making a Knife Master Rogue for a Carrion Crown game. It likely I might have to be the face of the party so will need some diplomacy/intimidate. Party at this stage looks to be 4 players including a Ranger and a Sorcerer (Arcane Bloodline)

Its starting a first level and just Pathfinder only supplements, and I was thinking about the following build does anyone have any advice on race. I should hopefully get flanking

Str 10
Dex 16 (+2 Human)
Con 12
Int 12
Wis 11
Cha 14

Rogue 1/Knife Master
Lvl 1 Feat: Two Weapon Fighting Human Feat: Weapon Finesse
Lvl 2: Rogue Talent Fast Stealth
Lvl 3: Improved Initiative
Lvl 4: Rogue Talent :Bleeding Attack
Lvl 5: Quick Draw
Lvl 6: Rogue Talent: Surprise attack
Lvl 7: Point blank Shot (for knife throwing)
Lvl 8: Combat Trick: Improved two-weapon fighting
Lvl 9: ??
Lvl 10: Rogue Talon: Improved evasion

Skills: Acrobatics, Bluff, Climb, Diplomacy, Disable Device, Perception, Intimidate, Stealth, Sleight of Hand and Use Magic Device.


I have searched through the book but can not see the cost (Gold) to create an animated object.

I want to make an animated flying ship but not sure how much it would cost.


Had a go at the spells what do poeple think

Aberrant

Creating a Half-Aberrant
“Half-Aberrant” is an inherited or acquired template that can be added to a living, corporeal creature. A half-Aberrant uses all the base creature's statistics and special abilities except as noted here.

CR: HD 4 or less, as base creature + 1; HD 5 to 10, as base creature + 2; HD 11 or more, as base creature + 3.

Alignment: Any evil.

Type: The creature's type changes to outsider (native). Do not recalculate HD, BAB, or saves.

Armor Class: Natural armour improves by +5 (if HD 11 or less) or +10 (if HD 12 or more);

Defenses/Qualities:

• Gains darkvision 60 feet;

• immunity to poison; acid; 25% chance to ignore critical hits or sneak attack scored against you, increases to 50% 5+HD, 75% 10HD+, 100% 20HD+

• Fast Healing 2 (if HD 11 or less) or Fast Healing 5 (if HD 12 or more);

• SR equal to creature's CR + 11 (maximum 35).

Speed: Twice the base creature's land speed.

Melee: A half-Aberrant gains two claw/tentacle attacks and a bite attack. Damage depends on its size (see pages 301–302).

Special Attacks: A half-Aberrant gains the following.

Corrupting Touch (Su): Once per day it can add extra damage equal to its HD (maximum of +20) against a lawful or neutral foe.

Spell-Like & Supernatural Abilities: A half-Aberrant with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, an ability is usable 1/day. CL equals the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher).

Table: Half Aberrant Spell-like Abilities by Hit Die

1–2 Acid Spray 3/day

Acidic Spray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two HD you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Abyssal

3–4 Long Limbs
Long Limbs (Ex): At 3HD, your reach increases by 5 feet whenever you are making a melee attack. This ability does increase your threatened area. At 11HD, this bonus to your reach increases to 10 feet. At 17HD, this bonus to your reach increases to 15 feet.

5-6 Chaotic blight (As per Unholy Blight but effects only Lawful and Neutral creatures)
7-8 Confusion 3/day
9-10 Nightmare
11-12 Insanity
13-14 Cloak of Chaos 3/day, Plane Shift
15-16 Polymorph Any Object
17-18 Summon monster IX
19-20 Shape Change

Abilities: A half-Aberrant gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.

Skills: A half-Aberrant with racial HD has skill points per racial HD equal to 6 + Int mod. Racial class skills are unchanged, and class level skill ranks are unaffected.


Alex B. wrote:

3.5 had this template. Its called pseudonatural creature, from the Lords of Madness:Book of Aberations.

Hope that helps.

Thanks thats one rather nasty template, unfortunately it is significantly more powerful than what I was looking at.

http://www.d20srd.org/srd/epic/monsters/pseudonaturalCreature.htm

I was hoping to have something that works on par with the half-celestial/half-fiend

Although a I suppose a Natural armour bonus could be swapped out for the DR instead of fast healing.

Do poeple think that something similar to the Abberant Sorceror bonus (except the reach allows meele attacks) more powerful than the spells provided in the half-outsider templates.


Hi Peoples,

I am running a campaign and need some help making up what I will term as an ‘Aberrant’ version of the Half Celestial/Half Fiend it needs to be reasonable similar is strength. I know half Aberrant is not a good name for the template but I think it portrays what I am after. Basically its meant to represent creatures who have touched an ancient artefact that warps anything that comes close to it, to a twisted an alien version of itself.

Half Aberrant
“Half-Aberrant” is an inherited or acquired template that can be added to a living, corporeal creature. A half-aberrant uses all the base creature's statistics and special abilities except as noted here.

CR: HD 4 or less, as base creature + 1; HD 5 to 10, as base creature + 2; HD 11 or more, as base creature + 3.

Alignment: Any chaotic.

Type: The creature's type changes to Aberrant. Do not recalculate HD, BAB, or saves.

Armor Class: Natural armor improves by +1.

Defenses/Qualities: Gains darkvision 60 feet;

Speed: Base creature +10

Melee: A half-aberrant gains two claw attacks and a bite attack. Damage depends on its size (see pages 301–302).

Abilities: A half-aberrant gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.

Skills: A half-aberrant with racial HD has skill points per racial HD equal to 4 + Int mod. Racial class skills are unchanged, and class level skill ranks are unaffected.

Now I was thinking that Fast Healing instead of the DR from the Half Celestial templates, perhaps on the basis of half what the DR would be.

But what I am really having trouble with is figuring out something that balances out the spell like abilities that come with either of the original templates, although I was wondering if perhaps something similar to the Sorcerer bloodline could work, although allowing the extended touch attacks ability to be used to actually create melee reach.

Thankyou for any help you can provide, this is my first time doing something like this and I am quiet lost.


Would love a copy please

knightware@hotmail.com


Robert Young wrote:


The familiar gets your skill ranks, but its own class/ability modifiers.

Sorry I am a bit of a noob, so I just make sure my 7th level wizard purchases some ranks in UMD.

So a DC 20 for my familar to pull of using a wand, with my ranks of +7, +2 for his Charisma makes +9, less than 50% chance to pull it off.


I am sure this is a stupid question but how do you get UMD for your familar.

Is it you buy the skill ranks so it can use them or is there some other trick I am missing.


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