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Question: The Basidirond on page 28 of Bestiary 1 states that it has tremorsense, but does not include a distance in the description. What would you recommend as the distance for that ability?


Question: The Basidirond on page 28 states that it has tremorsense, but does not include a distance in the description. What would you recommend as the distance for that ability?


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simply put there is your
-base natural armor bonus
-natural armor enhancement bonus

The evolutions modify the base natural armor bonus and are not an enhancement bonus.

The amulet is a natural armor enhancement bonus. It can stack with the base natural armor bonus without problems, but cannot stack with other enhancement bonuses, such as from the spell barkskin. The highest bonus applies in this event.


Agree with Castilliano here, that chart is a lot more accurate a guide than the book. Though i usually end up with higher CR's than calculated. Especially when orcs are involved. Ferocity makes for INSANELY tough barbarians.
A level 1 orc with nothing but class changed from warrior to barbarian becomes roughly CR 2
HP - slightly below average until ferocity is considered
AC - average before rage
High attack - with his falchion ranges from average to well above average depending on where he is in regards to his rage.
Average damage - just above average
Saves - just below average


Perception check for the rouge against hearing/noticing the guards beforehand...if he failed his check then the guards get a surprise round, which because they are law abiding guards will be spent readying weapons for combat.

Though if a rouge fails a perception check against guards that weren't looking for him he probably isn't the best of rouges.


Blueluck wrote:

You offer some excellent insights, thank you!

Check out this Google Spreadsheet with calculations. According to this, the average treasure "loss" is just under 14%.

When D&D 3.0 came out I remember reading that gaining a level required the experience points from 13.33 battles of CR=APL. That seems like a reasonable number to me, 1 challenge per hour, 4 hours per game session, 3-4 game sessions to level. In trying to reconstruct such a ratio for Pathfinder, I get some crazy sounding numbers. 20 fights to gain 2nd level, and 50-70 fights per level after 3rd! Perhaps I'm reading a table incorrectly somewhere?

Problem with the formula in that table. The xp required to level is the total xp required, not the difference between levels.

For example, to get to level 8 you need a total of 75,000 xp. But the difference between level 7 (51,000 total xp) and level 8 (75,000 total xp) is 24,000 requiring 20 challenges equal to APL to level up with a four character party.

According to my calculations, it is ranges from 19-21 equal encounters to level up a four character party, and from 24-26 to level up a five character party using the medium xp totals.


Trikk wrote:

The current horribly broken Stealth rules don't allow this unless you're doing it in dim light or lower light conditions, so you need darkvision to pull this off.

Quote:

In an area of bright light, all characters can see clearly. Some creatures, such as those with light sensitivity and light blindness, take penalties while in areas of bright light. A creature can't use Stealth in an area of bright light unless it is invisible or has cover. Areas of bright light include outside in direct sunshine and inside the area of a daylight spell.

Normal light functions just like bright light, but characters with light sensitivity and light blindness do not take penalties. Areas of normal light include underneath a forest canopy during the day, within 20 feet of a torch, and inside the area of a light spell.

Any rouge attacking someone in broad daylight is doing something wrong.

In addition past five feet "the attacker cannot use sight to locate the target." The rouge would be effectively invisible.

Also...how is that broken?

Full Name

Zib Blepib

Race

Gnome

Classes/Levels

Alchemist(Grenadier) 1

Gender

Male

Size

small

Age

57

Special Abilities

Spell like abilitys

Alignment

CN

Deity

none

Languages

Gnomish, Common, Dwarven, Slyvan, Elven, Orc

Occupation

former slave and test subject

Strength 10
Dexterity 14
Constitution 16
Intelligence 16
Wisdom 8
Charisma 12

About Zib Blepib

Init:2
Senses:Low-Light Vison
Perception: 5
Fort:+ 5;Ref:+4;Will -1
Experience Lvl One
__________________________________
DEFENSE
__________________________________
Normal AC:=17 (10 +4[chain shirt] +2[Dex]+1[size]

Mut AC:=21 (10 +4[chain shirt] +4[Dex]+1[size]+2[Nat Armor]

Touch AC [13]/15 Flat-Footed [15]/17

HP: 12/12 (1d8+3[con]+1[favored class])

CMD:11

___________________________________
OFFENSE
___________________________________
BAB:+0; CMB:-1

Speed:20

Melee:+1

Ranged:+3
Ranged stats are calculated with Pointblank shot and throw anything bonuses included

Bomb: +5(mut:+7) [1d6+4fire] crit X2(only base d6 is multiplied, addition dmg from lvls is not multiplied) splash 4 fire dc 14 reflex/half 4/day

L. Crossbow: +4 [1d6+1p] 19-20X2 80 foot ranged 10 bolts

Sickle: +1 [1d4s] x2

Equipment: L. Crossbow, Sickle, Chain Shirt, Alchemists kit, 10 bolts, formulae book

appearance:
Zib is typical of gnomes, standing about 3'5" weighing in around 40 pounds. As he walks around the jiggle of test tubs and vials can be heard under his coat s was as the ringing of his chain mail.His eye are a bright yellow, never staring at something to long darting back and forth. His head is topped with wild, unkept hair of a dark red color. His face his covered in old burns and scars as are his hands. His expressions are ever changing going from serenity to excitement to dead seriousness in just a few seconds. The only word to describe him is broken.

Back-story:
When Zib was young his parent, who were traveling merchants, where attacked by bandits and killed. The bandits chose to get some money out of the youthful gnome by placing him in the slave market. Most scoffed at the idea of buying such a small thing, what could he do for work? As fate would have it, someone did buy him, a human with a cruel. This man was a accomplished alchemist, spending many years in study at a prestigious college, however when his experiments started to include the student body he was swiftly exiled. Having set up shop in a backwater town where he would not be bothered by such things as laws and ethics. He visited the slave markets regularly for a fresh batch of lab rats. Zib happened to make a fine rat. Under the alchemist care, Zib was put through excruciating pains, with unstable concoctions , new poisons, anything the ageing alchemist could think of would eventually be tested on poor Zib. Despite the constant abuse, or because of it, the Old man became quite pleased with the gnome, having lasted much longer then any other of his test subjects.In between tests, the Alchemist started see a natural curious intellect in the boy, so he decided to teach him of his secrets. Zib learned much, but hidden under the surface was a madness. The constant abuse combine with the chemical bombardment somewhat unhinged his mind. After learning as much as he needed, Zib decided to leave. His owner didnt mind, the alchemist was given a very special present when Zib left, all that was left was ash coated bones. Zib wondered for a while not knowing what to do with his new found freedom. He soon heard of a gladitorial arena, this perked his interest, the perfect place to test his new bombs and potions. The test subjects were more then willing and he can fun watching them burn.

Skills:
Craft(alchemy) +10 = INT 3+1+3+1[alchemist]+2[gnome]
Disable Device*† +6 = DEX 2+1+3
K (Arcana)† +7 = INT 3+1+3
K (Nature)† +7 = INT 3+1+3
Perception +5 = WIS -1+1+3+2 [gnome]
Spellcraft† +7 = INT 3+1+3
Stealth* +6 = DEX 2+0+0+4 [Small]
UMD +5 = CHA +1+1+3

Armor Check Penelty: -2

Bombs:
An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet,alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Mutagen:
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

gnome:
Low-Light Vision
Defensive Training: +4 dodge bonus to AC vs. giants.
Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s flame mystery, and when determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers, only affecting the powers they could use without this ability). Gnomes with Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based. This racial trait replaces the gnome magic and illusion resistance racial Traits.
Hatred: +1 to hit vs. reptilian and goblin humanoids.
Keen Senses: +2 Perception
Obsessive: +2 to Craft or Profession skill of your choice
Weapon Familiarity: Any weapon with 'gnome' in its name is treated as a martial weapon.
Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc

[spoiler=stats][ooc]HP: 12/12
AC: 17 13 15
Fort:+ 5;Ref:+4;Will -1
Bombs left:4/4
Extrats Prepared:
Effects:none[/spoiler[/ooc

[spoiler=stats][ooc]HP: 12/12
AC: 21 15 17
Fort:+ 5;Ref:+4;Will -1
Bombs left:4/4
Extrats Prepared:
Effects:Dex Mutagen[/spoiler[/ooc