Level 20 After Con Game


PaizoCon General Discussion

51 to 100 of 114 << first < prev | 1 | 2 | 3 | next > last >>

I'd also be more than happy to let the Monk take all the hits. :-)


[GM: Kelly (Gotrek22)
PC1: Kyle - Human Paladin
PC2: Majuba - Bard (Core w/ Beguiling Gift [Goblin Brains])
PC3: Kjob - Human Oracle (Lore)
PC4: Malcolm (mln84)- Monk
PC5: Scott (Radon)- Ranger (Archer or Treantmonk's switch hitter)
PC6: Derek - Witch?
PC7: Chot - Alchemist?

RPG Superstar 2012 Top 16

Question: With no magic items, can they just blow the Wealth by Level on Wishes for INherent bonuses to all stats?

===Aelryinth


Kyle Baird wrote:
Any plans on how the monk is going to bypass DR/good?

I was just talking to Scott and he is thinking Ranger- so GMF, baby!

No stat boosters is kinda hurting, though. :)
Also was wondering about this line:

PRD wrote:
Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction.

What does similar mean here? Just an alignment-based DR or the same alignment?

.
..
...
....
Kyle Baird wrote:
I'd also be more than happy to let the Monk take all the hits. :-)

Hey, now... you're the one in the big tin can!


Aelryinth wrote:

Question: With no magic items, can they just blow the Wealth by Level on Wishes for INherent bonuses to all stats?

===Aelryinth

Not the normal WBL- 10K GP.


mln84 wrote:
What does similar mean here? Just an alignment-based DR or the same alignment?

Same alignment. Essentially if something has DR/Chaotic and hits you with a natural weapon, your DR/Chaotic applies. In a 3.5 Darksun campaign, we had a half-giant wield a gargoyle as a club to hurt another gargoyle. :-)

mln84 wrote:
Hey, now... you're the one in the big tin can!

Quit making assumptions! :-) I will NOT be in a tin can. w/o magic items, there (almost) no way to make AC relevant unless you're a monk. I think hitpoints are going to be the best defensive resource we've got. Both AC, Saves, and CMD will be significantly lower w/o items... unless you're a mook. I mean monk...

I'm eager to see the Alchemist throw 5 bombs in one round at 10d6+INT each. At least I'll be eager to see it if I'm not caught in the blast radius!


mln84 wrote:
Kyle Baird wrote:
Any plans on how the monk is going to bypass DR/good?

I was just talking to Scott and he is thinking Ranger- so GMF, baby!

Not sure if you meant this, but GMF (greater magic fang?) won't bypass DR/good.

I would suggest the paladin cast bless weapon on the monk's fists.

mln84 wrote:
PRD wrote:
Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction.
What does similar mean here? Just an alignment-based DR or the same alignment?

Honestly, I think that's just a mistake. Two creatures with DR/Chaotic are very unlikely to bypass each other's DR (alignment DR doesn't work like DR/magic as far as "counting as"). It's a creature who is chaotic subtype whose natural weapons count as chaotic that you need to be worried about. Inevitables have DR/chaotic as well, but are lawful and count as lawful for pummeling through that DR (for the few creatures who have it).

Aelryinth wrote:
Question: With no magic items, can they just blow the Wealth by Level on Wishes for Inherent bonuses to all stats?

This really is a good question, by level 20 some inherent would almost be a given. Gotrek, what do you think? Not worth dealing with? +2 or +4 spread as preferred?


FYI, my tentative stats and spells:

CEDRIC KROSTBLADE

Spoiler:

Str 10, Dex 20/24, Con 12, Int 14, Wis 12, Cha 16

Init +7; Senses Perception +16
AC 20, touch 16, flat-footed 14. . (+4 armor, +6 Dex)
hp 143 (20d8+20)
Fort +9, Ref +17, Will +13

Bard Spells Known (CL 20, +22 melee touch, +29 ranged touch):
6 (5/day) Cat's Grace, Mass, Charm Monster, Mass (DC 19), Eyebite (DC 19), Shout, Greater (DC 19), Sympathetic Vibration (DC 19)
5 (5/day) Mind Fog (DC 18), Dispel Magic, Greater, Cure Light Wounds, Mass (DC 18), Mislead, Song of Discord (DC 18)
4 (5/day) Dimension Door, Modify Memory (DC 17), Cure Critical Wounds (DC 17), Invisibility, Greater, Repel Vermin (DC 17), Secure Shelter
3 (6/day) Haste (DC 16), Displacement (DC 16), Daylight, Good Hope, Phantom Steed, See Invisibility
2 (6/day) Cure Moderate Wounds (DC 15), Invisibility, Rage, Blur (DC 15), Mirror Image (DC 15), Silence (DC 15)
1 (6/day) Disguise Self, Ventriloquism (DC 14), Feather Fall (DC 14), Grease (DC 14), Animate Rope, Silent Image (DC 14)
0 (at will) Dancing Lights, Flare (DC 13), Light, Mage Hand, Detect Magic, Message


Majuba wrote:
mln84 wrote:
Kyle Baird wrote:
Any plans on how the monk is going to bypass DR/good?

I was just talking to Scott and he is thinking Ranger- so GMF, baby!

Not sure if you meant this, but GMF (greater magic fang?) won't bypass DR/good.

I would suggest the paladin cast bless weapon on the monk's fists.

Ugh! I was thinking 20th level caster, which a ranger won't be. Shoot!


mln84 wrote:
Majuba wrote:
mln84 wrote:
Kyle Baird wrote:
Any plans on how the monk is going to bypass DR/good?

I was just talking to Scott and he is thinking Ranger- so GMF, baby!

Not sure if you meant this, but GMF (greater magic fang?) won't bypass DR/good.

I would suggest the paladin cast bless weapon on the monk's fists.
Ugh! I was thinking 20th level caster, which a ranger won't be. Shoot!

Same here. Pally is only 17th level caster too. :-/ At least my weapons always count as good aligned!


Monk could use brass knuckles and GMW from the Oracle...


First attempt:

Spoiler:

.
------------------------------------------------------------------
Rostaem
Male human (vudrani) paladin (sacred servant) of Abadar 20
LG Medium humanoid
Init +1; Senses Perception -2
------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------
AC18, touch 12, flat-footed 16 (+6 armor, +1 Dex, +1 dodge)
hp 264 (20d10+140)
Fort +19,Ref +9, Will +12
DR 10/evil; Immune compulsion, disease, fear
------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------
Speed 40 ft.
Melee mwk Adamantine Falchion +25/+20/+15/+10 (2d4+6/15-20)
Space 5 ft.; Reach 5 ft.
Special Attacks lay on hands (12/day, 10d6), smite evil (4/day)
Spell-Like Abilities (CL 17th, Concentration +22)
At will - detect evil
1/week - call celestial ally
Special - Dimensional Hop (170 ft./day)
Spells Prepared (CL 17th, Concentration +22)
4th - break enchantment, death ward, dimension door*, king's castle
3rd - daylight, greater magic weapon, fly*, prayer
2nd - delay poison, locate object*, paladin's sacrifice, resist energy, shield other, supress charms and compulsions
1st - grace (2), hero's defiance (2), liberating command, longstrider*
* Domain spell; Domains Travel
------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------
Str 18, Dex 13, Con 21, Wis 7, Int 7, Cha 14
Base Atk +20, CMB +24, CMD 35
Feats Critical Focus, Dodge, Furious Focus, Improved Critical, Mobility, Power Attack, Selective Channeling, Spring Attack, Staggering Critical, Stunning Critical, Toughness
Skills Acrobatics +0, Appraise -2, Bluff +2, Climb +7, Diplomacy +15, Disguise +2, Escape Artist +0, Fly +0, Heal +5, Intimidate +2, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics -1, Perception -2, Ride +2, Sense Motive +10, Stealth +0, Survival -2, Swim +7
Languages Common, Kelish, Vudrani
SQ agile feet (1/day), aura, divine bond (4/day), mercy (Exhausted, Nauseated, Paralyzed, Staggered, Sickened, Stunned)
Combat Gear Mwk mithral breastplate, mwk warhammer, mwk dagger, mwk spiked gauntlet; Other Gear Stuff!
------------------------------------------------------------------
SPECIAL ABLITIES
------------------------------------------------------------------
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Faith (Su): At 14th level, a paladin’s weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming damage reduction. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Justice (Su): At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.
Aura of Righteousness (Su): At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Call Celestial Ally (Sp): At 8th level, a sacred servant can call upon her deity for aid, in the form of a powerful servant. This allows the sacred servant to cast lesser planar ally once per week as a spell-like ability without having to pay the material component cost or the servant (for reasonable tasks). At 12th level, this improves to planar ally and at 16th level, this improves to greater planar ally. The sacred servant’s caster level for this effect is equal to her paladin level. This ability replaces aura of resolve.
Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Divine Bond (Su): At 5th level, instead of forming a divine bond with her weapon or a mount, a sacred servant forms a bond with her holy symbol. As a standard action, a sacred servant can bind a celestial spirit to her holy symbol for 1 minute per paladin level. When called, the spirit causes the sacred servant’s holy symbol to shed light like a torch. At 5th level, the spirit grants one bonus. For every three levels beyond 5th, the spirit grants one additional bonus. These bonuses can be spent in a number of ways to grant the paladin enhanced abilities to channel positive energy and to cast spells. Each bonus can be used to grant one of the following enhancements: +1 caster level to any paladin spell cast, +1 to the DC to halve the damage of channel positive energy when used to harm undead, +1d6 to channel positive energy, +1 use/day of lay on hands. These enhancements stack and can be selected multiple times. The enhancements granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. If the sacred servant increases her number of uses of lay on hands per day in this way, that choice is set for the rest of the day, and once used, these additional uses are not restored (even if the spirit is called again that day). The celestial spirit imparts no enhancements if the holy symbol is held by anyone other than the sacred servant, but resumes giving enhancements if returned to the sacred servant. A sacred servant can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases.
Holy Champion (Su): At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/ evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount. Will save DC 26 up to 34 HD
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the aff liction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability."
Spells: At 4th level, when a sacred servant gains the ability to cast spells, she also chooses one domain associated with her deity. Her effective cleric level for this domain is equal to her paladin level –3. In addition, she also gains one domain spell slot for each level of paladin spells she can cast. Every day she must prepare the domain spell from her chosen domain in that spell slot.


Kyle Baird wrote:
Any plans on how the monk is going to bypass DR/good?

Or you could use the Share-a-Smite(TM) feature! :)


mln84 wrote:
Kyle Baird wrote:
Any plans on how the monk is going to bypass DR/good?
Or you could use the Share-a-Smite(TM) feature! :)

Well I'm already at reduced smiting (4 intead of 7). If you're within 10-ft of me, you'll have good aligned weapons too.


mln84 wrote:
Majuba wrote:
mln84 wrote:
Kyle Baird wrote:
Any plans on how the monk is going to bypass DR/good?

I was just talking to Scott and he is thinking Ranger- so GMF, baby!

Not sure if you meant this, but GMF (greater magic fang?) won't bypass DR/good.

I would suggest the paladin cast bless weapon on the monk's fists.
Ugh! I was thinking 20th level caster, which a ranger won't be. Shoot!

20th level GMF (or GMW) won't help bypass DR/good.


Majuba wrote:
mln84 wrote:
Majuba wrote:
mln84 wrote:
Kyle Baird wrote:
Any plans on how the monk is going to bypass DR/good?

I was just talking to Scott and he is thinking Ranger- so GMF, baby!

Not sure if you meant this, but GMF (greater magic fang?) won't bypass DR/good.

I would suggest the paladin cast bless weapon on the monk's fists.
Ugh! I was thinking 20th level caster, which a ranger won't be. Shoot!
20th level GMF (or GMW) won't help bypass DR/good.

A +5 enhancement bonus from a spell doesn't work, but a +5 enchanted weapon does?

p.s. Any feedback on my pally?


Majuba wrote:

FYI, my tentative stats and spells:

CEDRIC KROSTBLADE
** spoiler omitted **

Any thoughts about taking Eagle's Splendor instead of Rage? Would help with your DC's and help my smite and divine grace.


Kyle Baird wrote:
Majuba wrote:
]20th level GMF (or GMW) won't help bypass DR/good.
A +5 enhancement bonus from a spell doesn't work, but a +5 enchanted weapon does?

That is correct - both spells state the enhancement bonus does not help bypass any damage reduction except magic. Funny enough, Pasadin's

Kyle Baird wrote:
p.s. Any feedback on my pally?

I like - though dropping smites feels wrong to me. Nice domain choice.

I think your mercies are slightly off - you need Fatigued to get Exhausted I believe.

Your alternate divine bond is interesting. With up to +6 from it, the maximum healing you can do is +2d6 channel, +4 lay on hands uses (for 588 healed per person). You could also get your caster level up to 20 for GMW with half your bonus.

Also for the record, at no time is increasing the DC of your channel energy better than increasing the d6's.

Agreed Eagle's Splendor would be good - was hoping the Oracle would take Mass Eagle's. I snagged Mass Cat's. Was also hoping someone would take Heroes' Feast - it's almost a must have.


Sorry---hopefully tonight or tomorrow I'll get a spell's known list out. I planned on Mass Eagle's Splendor.
Also, I can cast several Magic Vestments, Greater for +5 to armor and +5 to shield, if I understand it right. If we have in game days to prepare, these could be cast extended, I believe, although I'll admit thats probably violating the spirit of this and my understanding of high levels buffs is a little...lacking.


Majuba wrote:
Also for the record, at no time is increasing the DC of your channel energy better than increasing the d6's.

I probably would be hard pressed to waste two lay on hands to channel to harm undead when my DC is so low. Besides, if I make a touch attack vs. a single undead, it gets no save.

Majuba wrote:
With up to +6 from it, the maximum healing you can do is +2d6 channel, +4 lay on hands uses (for 588 healed per person).

Is that accounting for my maximized healing when using lay on hands? The problem with selecting the extra lay on hands is that once they're used, they're used and I can't use those "pluses" for anything else. I get that ability 4 times per day. I was thinking that I wouldn't use it for extra lay on hands until I've already called the spirit 3 times.

If we're counting on me to channel for healing, we're likely in trouble. I was imagining that I'd only channel when it was really needed. I believe hitting something is probably a better use of my standard actions. I did consider having Quick Channel as a feat to help with that, but I'd probably have to give up on the spring attack chain.

Question for Kelly. When I'm smiting an evil outsider and "I successfully strike it," it's subject to a banishment spell. The text reads, "After the banishment effect and the damage from the attack is resolved, the smite immediately ends." So if I hit once, and it makes its saving throw and isn't banished, does my smite evil end?! If that's the case, that's a horrible ability and makes smite evil last all of 1 or 2 rounds (assuming you hit once in the first or second round). What's your take on this ability?


Majuba wrote:
I think your mercies are slightly off - you need Fatigued to get Exhausted I believe.

Yep! I switched them around so many times, they got detached! I'll end up waiting to see what spells (known) we'll have available before nailing these down. Essentially, between you and Kjob, whatever we don't have covered, I'll try to cover either via mercy or spell prepared.

Nauseated to me is a big one. As is stunned and paralyzed.
Frightened isn't because remove fear is actually a ranged spell which is better than my touch.

I could prepare Neutralize Poison.
I could prepare Break Enchantment or Remove Curse.
I could prepare Remove Blindness/Deafness and kill both birds with one stone instead of two mercies.
Even a Ranger can prepare Remove Disease.
Dazed doesn't seem to come up much at higher levels.
If we had a barbarian, fatigued would be useful.


Majuba wrote:
You could also get your caster level up to 20 for GMW with half your bonus.

I'm not sure the difference between +4 and +5 is worth it necessarily.

Are we going to have at least regular Bull's Strength at the table? What about Mass Bear's Endurance?

+25 to hit. Smite + Eagle's + Bull's + GMW (+4) = +36 to hit on the first (and likely only) attack. That's probably going to hit, right? ;-)


You've got it down Kjob (though it's just Magic Vestment, no greater version required). Thanks for the reminder on a shield - would be worth having a buckler on my bard for that. As for extending them - seems legit *if* we have time.

Kyle: I was indeed counting the maximize, though I realize I completely misspoke. Best is +4d6, +2 uses. 12 Lays + 2 from divine bond = 7 channels * 14d6 (maxed) = 588. I don't think we'll be needing your channel during combat so much, but it is very powerful if needed (like half a Mass Heal given our hit-points).

I don't see what you mean about not bond'ing for channel boosts until after using it 3 times. I don't think you can "re-use" the extra lay on hands the next time you call the spirit (DM call there), but they wouldn't be "gone" for other purposes that I can see.

Bards don't get Bull's or Bear's, so that's on you guys :) - btw you're one high on that calculation (Smite = +4 with eagles, +2 bull's, +4 GMW = +35 total).


Majuba wrote:
btw you're one high on that calculation (Smite = +4 with eagles, +2 bull's, +4 GMW = +35 total).

Grrr. lol.

Here's the way I understand my divine bond:

I get 6 total pluses each time I summon the spirit.

If I use 2 of them for 2 extra lay on hands, I can use the other 4 for the other stuff.

If I use those two extra lay on hands, the next time I summon the spirit, I only get 4 pluses to allocate, since the other 2 are allocated for spent uses of lay on hands.

So the way I see it, the first three times I summon it, I should use it to add 6d6 to my lay on hands. The fourth time I should add additional lay on hands. This way it's 12 lay on hands for 96, and 6 additional (or less) for 60 (or more). Total would be 1512 total for lay on hands.

Of course I could be totally wrong. That's happened before. Twice. In this thread. :-)


A. You're completely right - using more than one divine bond you can get even more healing. I was thinking of Channels, which would be half as much (but to everyone).

B. You get six +'s each time you use the bond. There's no reason *using* those +'s would carryover from use to use. There is some reason to think your use of lay on hands would carryover (as in, using two while you have +2, doesn't make those two be free when the +2 goes away). Given that, you would want to wait to use the +'s for extra lays. But if you did use up all your lay on hands, no reason the next use of divine bond would have lingering "used" lays attached to the new +'s.


OK, what do you think?

Monk20:
BILYK CR 19
Male Human Monk 20
LG Medium Outsider (Augmented Humanoid, Human)
Init +5; Senses Perception +27
------------------------------
DEFENSE
AC 21, touch 21, flat-footed 19 (+1 Dex, +1 dodge)
hp 203 (20d8+80)
Fort +15, Ref +13, Will +16
Defensive Abilities Evasion, Improved Evasion; DR 10/chaotic; Immune Diamond Body, disease, poison; SR 30
------------------------------
OFFENSE
Spd 90 ft.
Melee Unarmed Strike +20/+15/+10 (2d10+4/19-20/x2)
Special Attacks Flurry of Blows +18/+18/+13/+13/+8/+8/+3, Ki Strike, Adamantine, Ki Strike, Lawful, Ki Strike, Magic, Quivering Palm (1/week) (DC 24)
------------------------------
STATISTICS
Str 18, Dex 12, Con 16, Int 8, Wis 18, Cha 8
Base Atk +15; CMB +24 (+26 Tripping); CMD 40 (42 vs. Trip)
Feats Blind-Fight, Cloud Step (50'), Dodge, Improved Critical: Unarmed Strike, Improved Initiative, Improved Trip, Improved Unarmed Strike, Lunge, Medusa's Wrath, Monk Weapon Proficiencies, Power Attack -4/+8, Punishing Kick (Push 5') (20/day) (DC 24), Snatch Arrows, Spider Step (50'), Spring Attack, Step Up, Stunning Fist (20/day) (DC 24), Toughness +20, Vital Strike, Weapon Focus: Unarmed Strike
Skills Acrobatics +24, Climb +27, Perception +27, Stealth +24
Languages Common
SQ Abundant Step (Su), AC Bonus +9, Empty Body (Su), Fast Movement (+60'), High Jump (+20) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Perfect Self, Purity of Body (Ex), Slow Fall any distance (Ex), Still Mind (Ex), Stunning Fist (Stun, Fatigue, Sicken, Stagger, Blind, Deafen, Paralyze) (Ex), Timeless Body (Ex), Tongue of the Sun and Moon (Ex), Unarmed Strike (2d10), Wholeness of Body (20 HP/use) (Su)
-------------------------------
SPECIAL ABILITIES
Abundant Step (Su) For 2 Ki points, use dimension door.
AC Bonus +9 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Blind-Fight Re-roll misses because of concealment, other benefits.
Cloud Step (50') Air Walk half your slow fall distance as a move action.
Damage Reduction (10/chaotic) You have Damage Reduction against all except Chaotic attacks.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Empty Body (Su) You can assume an ethereal state for 1 minute.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+60') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +18/+18/+13/+13/+8/+8/+3 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+20) (Ex) +20 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your WIS modifier.
Ki Strike, Adamantine (Su) At 16th level, a monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Lunge -2 to AC for +5' reach
Maneuver Training (Ex) CMB = other BABs + Monk level
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Perfect Self You gain damage reduction 10/chaotic.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Punishing Kick (Push 5') (20/day) (DC 24) You can push or knock down an opponent with an unarmed attack.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quivering Palm (1/week) (DC 24) (Su) Once a week, make an attack that can kill with your thought.
Slow Fall any distance (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (30) You have Spell Resistance.
Spider Step (50') Walk half your slow fall distance across walls, ceilings, ropes, branches, water, etc. as a move action.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Step Up You may make a 5' step closer when your opponent makes a 5' step away from you.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stunning Fist (20/day) (DC 24) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue, Sicken, Stagger, Blind, Deafen, Paralyze) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Timeless Body (Ex) At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when hi
Tongue of the Sun and Moon (Ex) A monk of 17th level or higher can speak with any living creature.
Unarmed Strike (2d10) The Monk does lethal damage with his unarmed strikes.
Vital Strike Standard action: x2 weapon damage dice.
Wholeness of Body (20 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
--------------------------------------
Created With Hero Lab® - try it for free at http://www.wolflair.com!

I think I'm missing a +5 on my FOB- those are just the numbers from the chart, no strength or weapon focus bonus.

I haven't spent any money, yet, but there's not a lot I need to buy. Any suggestions for generally useful stuff?


@Kelly,

Also, would it be too cheesy to ask to make myself one age category older to get some benefit from the "Timeless Body" ability? You did say we could consider ourselves either renowned or retired Pathfinder Society members. :)

I understand if you think it is a "give up nothing to get something" but it is a class ability that otherwise has no chance of being useful in-game.

Thanks,
Malcolm


Spent a few hours on the phone with Scott today, putting his character into Hero Lab. Here's where we are at :

Radon:

RADON CR 19
Male Human Ranger 20
NN Medium Humanoid (Human)
Init +7; Senses Perception +24
---------------------------------------------------------------
DEFENSE
AC 20, touch 14, flat-footed 16 (+6 armor, +3 Dex, +1 dodge)
hp 184 (20d10+40)
Fort +14, Ref +15, Will +7
Defensive Abilities Evasion, Improved Evasion
----------------------------------------------------------------
OFFENSE
Spd 30 ft.
Melee Dart +25/+20/+15/+10 (1d4+5/20/x2) and
Masterwork Dart +26/+21/+16/+11 (1d4+5/20/x2) and
Masterwork Falchion +27/+22/+17/+12 (2d4+7/15-20/x2) and
Masterwork Flail, Heavy +26/+21/+16/+11 (1d10+7/19-20/x2) and
Unarmed Strike +25/+20/+15/+10 (1d3+5/20/x2)
Ranged Masterwork Longbow, Composite (Str +5) +24/+19/+14/+9 (1d8+5/20/x3)
Ranger Spells Known (CL 17, 25 melee touch, 23 ranged touch):
-----------------------------------------------------------------
STATISTICS
Str 20, Dex 16, Con 14, Int 13, Wis 13, Cha 7
Base Atk +20; CMB +25; CMD 39
Feats Blinding Critical (DC 30), Cleave, Critical Focus, Deadly Aim -6/+12, Dodge, Endurance, Far Shot, Improved Critical: Falchion, Improved Initiative, Improved Precise Shot, Manyshot, Power Attack -6/+12, Quick Draw, Rapid Shot, Shot On The Run, Vital Strike, Weapon Focus: Falchion
Skills Acrobatics +17, Climb +26, Escape Artist +2, Fly +2, Handle Animal +21, Heal +8, Intimidate +6, Knowledge: Dungeoneering +10, Knowledge: Geography +5, Knowledge: Nature +24, Perception +24, Ride +7, Spellcraft +6, Stealth +25, Survival +24, Swim +13
Languages Common, Elven
SQ Camouflage (Ex), Enemies: Humanoids (Elf) (+2 bonus) (Ex) (1/day), Enemies: Humanoids (Human) (+10 bonus) (Ex) (1/day), Enemies: Magical Beasts (+2 bonus) (Ex) (1/day), Enemies: Outsiders (Evil) (+2 bonus) (Ex) (1/day), Enemies: Undead (+2 bonus) (Ex) (1/day), Hide in Plain Sight (Su), Hunting Companions (1 rounds) (Ex), Improved Quarry, Master Hunter (DC 21), Swift Tracker (Ex), Terrains: Forest (+4 bonus) (Ex), Terrains: Plains (+2 bonus) (Ex), Terrains: Underground (+4 bonus) (Ex), Terrains: Urban (+4 bonus) (Ex), Track +10, Wild Empathy +18 (Ex), Woodland Stride (Ex)
Combat Gear Masterwork Falchion, Masterwork Longbow, Composite (Str +5), Masterwork Flail, Heavy, Mithral Breastplate, Masterwork Dart (4), Dart (12);
-----------------------------------------------------------------------
SPECIAL ABILITIES
Blinding Critical (DC 30) Critical hit blinds or dazzles target.
Camouflage (Ex) You can use the Hide skill in favored terrain.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Critical Focus +4 to confirm critical hits.
Deadly Aim -6/+12 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Humanoids (Elf) (+2 bonus) (Ex) (1/day) +2 to rolls vs Humanoids (Elf).
Enemies: Humanoids (Human) (+10 bonus) (Ex) (1/day) +10 to rolls vs Humanoids (Human).
Enemies: Magical Beasts (+2 bonus) (Ex) (1/day) +2 to rolls vs Magical Beasts.
Enemies: Outsiders (Evil) (+2 bonus) (Ex) (1/day) +2 to rolls vs Outsiders (Evil).
Enemies: Undead (+2 bonus) (Ex) (1/day) +2 to rolls vs Undead.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Far Shot Halve the range increment penalty for extended range.
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies within 30' as move action.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Precise Shot Ignore certain AC / concealment bonuses.
Improved Quarry +4 to hit and other bonuses against your designated quarry.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Master Hunter (DC 21) Track at full speed without penalty. Gain a chance to kill or KO a favored enemy outright.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shot On The Run When attacking with a ranged weapon, you can move - attack - move.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Terrains: Forest (+4 bonus) (Ex) +4 to rolls vs Forest.
Terrains: Plains (+2 bonus) (Ex) +2 to rolls vs Plains.
Terrains: Underground (+4 bonus) (Ex) +4 to rolls vs Underground.
Terrains: Urban (+4 bonus) (Ex) +4 to rolls vs Urban.
Track +10 +10 to survival checks to track.
Vital Strike Standard action: x2 weapon damage dice.
Wild Empathy +18 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

---------------------------------------------------------------------
Created With Hero Lab® - try it for free at http://www.wolflair.com!


mln84 wrote:

OK, what do you think?

** spoiler omitted **...

Do you plan on Spring Attacking much? If so, will Step Up come into play?

I find it entertaining that both tanks are highly mobile dimension dooring, spring attacking fighter types.

The SR is very very nice.

Can you take Improved Natural Attack?


mln84 wrote:

Spent a few hours on the phone with Scott today, putting his character into Hero Lab. Here's where we are at :

** spoiler omitted **...

Humans over Evil Outsiders?

13 Wis means he can't cast 4th level spells.

Why the 13 Int?


mln84 wrote:

@Kelly,

Also, would it be too cheesy to ask to make myself one age category older to get some benefit from the "Timeless Body" ability? You did say we could consider ourselves either renowned or retired Pathfinder Society members. :)

I understand if you think it is a "give up nothing to get something" but it is a class ability that otherwise has no chance of being useful in-game.

Thanks,
Malcolm

Malcom, yes go ahead and slide your guy one age category.

Kelly


FYI on stats for the monk and ranger. Depending on how you calculate it, you're actually under 20 point-buy.

Bilyk:

Spoiler:

Current Scores: Str 18, Dex 12, Con 16, Int 8, Wis 18, Cha 8
Starting Scores: Str 15, Dex 12, Con 15, Int 8, Wis 15, Cha 8 = 19 p-buy
[+2 racial on Str, +1 level to Str and Con, +3 level to Wis]

Suggested Starting: Str 15, Dex 15, Con 15, Int 7, Wis 15, Cha 7 = 20 p-buy
Suggested Current: Str 18, Dex 16, Con 16, Int 8, Wis 18, Cha 8
[+2 racial on Str, +1 Int/Wis/Cha age, +1 level to Str, Dex, Con, +2 level to Wis]


Radon:
Spoiler:

Current Scores: Str 20, Dex 16, Con 14, Int 13, Wis 13, Cha 7
Starting Scores: Str 14, Dex 15, Con 14, Int 13, Wis 13, Cha 7 = 19 p-buy
[+2 racial on Str, +4 level to Str, +1 level to Dex]

Suggest lower Int 1, raise Wis 1 (net +1 p-buy)


Majuba wrote:
mln84 wrote:
Kyle Baird wrote:
Any plans on how the monk is going to bypass DR/good?

I was just talking to Scott and he is thinking Ranger- so GMF, baby!

Not sure if you meant this, but GMF (greater magic fang?) won't bypass DR/good.

I would suggest the paladin cast bless weapon on the monk's fists.

mln84 wrote:
PRD wrote:
Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction.
What does similar mean here? Just an alignment-based DR or the same alignment?

Honestly, I think that's just a mistake. Two creatures with DR/Chaotic are very unlikely to bypass each other's DR (alignment DR doesn't work like DR/magic as far as "counting as"). It's a creature who is chaotic subtype whose natural weapons count as chaotic that you need to be worried about. Inevitables have DR/chaotic as well, but are lawful and count as lawful for pummeling through that DR (for the few creatures who have it).

Aelryinth wrote:
Question: With no magic items, can they just blow the Wealth by Level on Wishes for Inherent bonuses to all stats?

This really is a good question, by level 20 some inherent would almost be a given. Gotrek, what do you think? Not worth dealing with? +2 or +4 spread as preferred?

Everyone can have +4 worth of stat bonuses from wishes to apply to their character.


The characters are looking good.

I would recommend that people bring dice rollers with their attacks and major spells already setup to speed up combats. (there are several Iphone/Ipad/Pc apps. I have the Feudz dice roller on mine) After GMing through Witchwar legacy, the act of dice rolling and adding with high level characters can really slow down combats. If you are using dice please have some sort of colored coded dice system to roll hits and damage at the same time.

Does anyone have any other suggestions for speeding up dice rolling?

thanks
Kelly


Majuba wrote:

FYI on stats for the monk and ranger. Depending on how you calculate it, you're actually under 20 point-buy.

Bilyk:** spoiler omitted **
Radon:** spoiler omitted **

Well, 20 point buy just seemed awfully generous. Or, apparently, we suck as optimizers. :) You don't have to start with stats that you'd play to level 20 with ...

Thanks for the assist.


Gotrek22 wrote:


Does anyone have any other suggestions for speeding up dice rolling?

thanks
Kelly

I personally enjoy the feeling of rolling dice and abhor dice rollers. :-) That said, I won't be casting any 40d6 disintegrates or even 10d6 fireballs.

I think if we're all conscious of who's "on deck," we'll be fine. Have a plan A ready and a plan B if the person in front of you drastically changes the situation.

The highest levels I've ever played in 3.5 were around 14th. All I remember from those was that we'd spend an hour planning and only 2 rounds in combat.

I think the best advice to speed things up is to avoid combat as much as possible! :-) Bard/Oracle/Paladin diplomacy FTW!


I've run up to 31st level, and when it comes to those 20d6 rolls, or even 4 rolls of a holy longsword, I created a chart that takes a full body of dice roll results (based on 50k runs), breaks them into strata (like percentile rankings), averages the results in the strata, and assigns a number. This way you get most of the full spread of results (not just "taking average"), with the same probabilities you would otherwise have (not roll 1d6 and multiply by 20).

Here's the Chart.


Majuba wrote:

I've run up to 31st level, and when it comes to those 20d6 rolls, or even 4 rolls of a holy longsword, I created a chart that takes a full body of dice roll results (based on 50k runs), breaks them into strata (like percentile rankings), averages the results in the strata, and assigns a number. This way you get most of the full spread of results (not just "taking average"), with the same probabilities you would otherwise have (not roll 1d6 and multiply by 20).

Here's the Chart.

Jesus H Majuba...

I'll stick with quickly adding my stuff up. I don't have to add up Xd6 from my channels since their maximized. :-) I'll have a chart for all the +/-'s going on with weapons.

I still stick by my assertion that the best way to speed up combat is to avoid it all together. Be prepared to be convincing Mr. Bard. :-)


Kyle Baird wrote:
Majuba wrote:
Here's the Chart.
Jesus H Majuba...

What??... You try having 6 epic characters, 2-3 of which are part arcane, and one with 17d6 of sneak attack on up to 9 attacks.

Kyle Baird wrote:
Be prepared to be convincing Mr. Bard. :-)

Charisma = 16 :)


Kyle Baird wrote:


Jesus H Majuba...

This made me chuckle.

Kyle Baird wrote:


Be prepared to be convincing Mr. Bard. :-)

"Please, Mr. BBEG, stop draining all the magic from the world- you know it's not nice."


Hey Gang!
Here's my spell list, let me know what you think. Please feel free to rip it apart, I probably have some redundancy in there that could be cleaned up. For third level spells I only picked up Remove Blindness/Deafness because I think we can handle other afflictions fairly well, right? I also have no clue what to add for that third 9th level spell know.

Feat wise and build wise, I plan on focusing on my spells, so Ill be taking some metamagics and some of the spontaneous caster love in the UM.
One thing of note, if I went Lore instead of Enlightened Philosopher, I could get 1 free use of wish per day as well as Time Stop as a 9th level spell. By going Enlightened Philosopher, I get a better overall spell list, and +charisma to saves (+7 unbuffed).
From my mysteries I will be able to, effectively, cast any spell 8th level or lower of the wizard/sorc list once per day.

Incomplete Character Sheet


Kjob wrote:

Hey Gang!

Here's my spell list, let me know what you think. Please feel free to rip it apart, I probably have some redundancy in there that could be cleaned up. For third level spells I only picked up Remove Blindness/Deafness because I think we can handle other afflictions fairly well, right? I also have no clue what to add for that third 9th level spell know.

Feat wise and build wise, I plan on focusing on my spells, so Ill be taking some metamagics and some of the spontaneous caster love in the UM.
One thing of note, if I went Lore instead of Enlightened Philosopher, I could get 1 free use of wish per day as well as Time Stop as a 9th level spell. By going Enlightened Philosopher, I get a better overall spell list, and +charisma to saves (+7 unbuffed).
From my mysteries I will be able to, effectively, cast any spell 8th level or lower of the wizard/sorc list once per day.

https://docs.google.com/document/d/1J2bkmoywrR-HftxEFJYaoDXPAn-BgyM8movRnSd X-3k/edit?hl=en_US&authkey=COKdlfwH

9th level: Etherealness? We could travel to the Etheral plane to bypass physical obstacles..

What'd benefit you take for your favored class? You could take an extra spell known from the APG..

For a 1st level spell you need Liberating Command from Andoran, Spirits of Liberty.

No Bear's Endurance? That's an extra 40 hit points..


Kyle Baird wrote:
Kjob wrote:

Hey Gang!

Here's my spell list, let me know what you think. Please feel free to rip it apart, I probably have some redundancy in there that could be cleaned up. For third level spells I only picked up Remove Blindness/Deafness because I think we can handle other afflictions fairly well, right? I also have no clue what to add for that third 9th level spell know.

Feat wise and build wise, I plan on focusing on my spells, so Ill be taking some metamagics and some of the spontaneous caster love in the UM.
One thing of note, if I went Lore instead of Enlightened Philosopher, I could get 1 free use of wish per day as well as Time Stop as a 9th level spell. By going Enlightened Philosopher, I get a better overall spell list, and +charisma to saves (+7 unbuffed).
From my mysteries I will be able to, effectively, cast any spell 8th level or lower of the wizard/sorc list once per day.

https://docs.google.com/document/d/1J2bkmoywrR-HftxEFJYaoDXPAn-BgyM8movRnSd X-3k/edit?hl=en_US&authkey=COKdlfwH

9th level: Etherealness? We could travel to the Etheral plane to bypass physical obstacles..

What'd benefit you take for your favored class? You could take an extra spell known from the APG..

For a 1st level spell you need Liberating Command from Andoran, Spirits of Liberty.

No Bear's Endurance? That's an extra 40 hit points..

Spell selection shown represents +2 Spells known to each level, +3 to 8th level spells from favored class (also Mystery Spells-denoted by star, and the free cure X wounds stuff).


Full stats for Cedric

Spoiler:

CEDRIC KROSTBLADE
Male Human (Taldan) Bard 20
LN Medium Humanoid (Human)
Init +6; Senses Perception +14
--------------------
DEFENSE
--------------------
AC 20, touch 16, flat-footed 14. (+4 armor, +6 Dex)
hp 143 (20d8+20)
Fort +9, Ref +18, Will +13
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dark Dancer +20/+15/+10 (1d6+0/17-20/x2) and
. . Comet +20/+15 (1d6+0/17-20/x2) or
. . Mulgthor's Shard +22/+17/+12 (1d6+0/17-20/x2) and
Ranged Darkwood Shortbow, Composite (Str +0) +22/+17/+12 (1d6+0/20/x3)
Special Attacks Bardic Performance (swift action) (46 rounds/day), Bardic Performance: Countersong, Bardic Performance: Deadly Performance (DC 24), Bardic Performance: Dirge of Doom, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 24), Bardic Performance: Frightening Tune (DC 24), Bardic Performance: Inspire Competence +6, Bardic Performance: Inspire Courage +4, Bardic Performance: Inspire Greatness (4 allies), Bardic Performance: Inspire Heroics (2 allies), Bardic Performance: Mass Suggestion (DC 24), Bardic Performance: Soothing Performance
Bard Spells Known (CL 20, +15 melee touch, +21 ranged touch):
6 (5/day) Cat's Grace, Mass, Charm Monster, Mass (DC 20), Eyebite (DC 20), Shout, Greater (DC 20), Sympathetic Vibration (DC 20)
5 (5/day) Mind Fog (DC 19), Dispel Magic, Greater, Cure Light Wounds, Mass (DC 19), Mislead, Song of Discord (DC 19)
4 (6/day) Dimension Door, Modify Memory (DC 18), Cure Critical Wounds (DC 18), Invisibility, Greater, Repel Vermin (DC 18), Secure Shelter
3 (6/day) Haste (DC 17), Displacement (DC 17), Daylight, Good Hope, Phantom Steed, See Invisibility
2 (6/day) Cure Moderate Wounds (DC 16), Invisibility, Rage, Blur (DC 16), Mirror Image (DC 16), Silence (DC 16)
1 (6/day) Disguise Self, Ventriloquism (DC 15), Feather Fall (DC 15), Grease (DC 15), Animate Rope, Silent Image (DC 15)
0 (at will) Dancing Lights, Flare (DC 14), Light, Mage Hand, Detect Magic, Message
--------------------
STATISTICS
--------------------
Str 10, Dex 22, Con 12, Int 14, Wis 12, Cha 18
Base Atk +15; CMB +15; CMD 31
Feats Arcane Strike, Bard Weapon Proficiencies, Combat Expertise +/-4, Craft Magic Arms & Armor, Great Fortitude, Greater Feint, Improved Critical: Shortsword, Improved Feint, Improved Great Fortitude (1/day), Improved Two-weapon Fighting, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +27, Appraise +10, Bluff +27, Climb +6, Diplomacy +27, Disable Device +8, Disguise +27, Escape Artist +29, Fly +27, Handle Animal +27, Heal +5, Intimidate +27, Knowledge: Arcana +16, Knowledge: Dungeoneering +16, Knowledge: Engineering +16, Knowledge: Geography +16, Knowledge: History +16, Knowledge: Local +16, Knowledge: Nature +16, Knowledge: Nobility +16, Knowledge: Religion +16, Knowledge: The Planes +16, Linguistics +15, Perception +14, Perform: Act +27, Perform: Dance +27, Perform: Oratory +27, Perform: Percussion Instruments +27, Ride +10, Sense Motive +27, Sleight of Hand +10, Spellcraft +15, Stealth +29, Survival +5, Swim +5, Use Magic Device +12
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Infernal, Orc, Osiriani, Ancient, Undercommon
SQ Antitoxin (vial), Bardic Knowledge +10 (Ex), Jack of All Trades: Class skills (Ex), Jack of All Trades: Take 10 (Ex), Jack of All Trades: Trained skills (Ex), Lore Master (3/day) (Ex), Versatile Acting +27 (Ex), Versatile Dance +27 (Ex), Versatile Oratory +27 (Ex), Versatile Percussion Instruments +27 (Ex), Well Versed (Ex)
Combat Gear Dark Dancer (adamantine shortsword), Comet (mithral shortsword), Mulgthor's Shard (cold iron shortsword), Mithral Shirt, Darkwood Buckler, Darkwood Shortbow, Composite (Str +0), Adamantine Arrows (20), Masterwork Silver Arrows (20), Cold Iron Arrows (20); Other Gear Acid (flask), Alchemist's fire (flask), Antitoxin (vial), Backpack (empty), Grappling hook, Lock (Superior), Manacles, masterwork, Perfume, exotic (10), Pouch, belt (empty), Rations, trail (per day) (2), Rope, silk (50 ft.), Sewing needle, Signet ring, Torch
--------------------
SPECIAL ABILITIES
--------------------
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Arcane Strike As a swift action, add +5 damage, and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +10 (Ex) Add +10 to all knowledge skill checks.
Bardic Performance (swift action) (46 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Deadly Performance (DC 24) (Su) Enemies who see and hear your performance die.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 24) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Frightening Tune (DC 24) (Sp) Enemies who hear your performance are frightened.
Bardic Performance: Inspire Competence +6 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +4 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Greatness (4 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Inspire Heroics (2 allies) (Su) +4 to saving throws and +4 to AC for one ally.
Bardic Performance: Mass Suggestion (DC 24) (Sp) Make a Suggestion to one Fascinated creature.
Bardic Performance: Soothing Performance (Su) Allies are healed and some conditions are removed.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Greater Feint Target of your feint loses DEX bonus to AC until the beginning of your next turn, rather than your next attack.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Great Fortitude (1/day) 1/day, re-roll a Fort save.
Jack of All Trades: Class skills (Ex) All skills become class skills.
Jack of All Trades: Take 10 (Ex) You may take 10 on all skills at any time.
Jack of All Trades: Trained skills (Ex) You may use all skills untrained.
Lore Master (3/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Versatile Acting +27 (Ex) You may substitute the final value of your Perform: Act skill for Bluff or Disguise checks
Versatile Dance +27 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Oratory +27 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Versatile Percussion Instruments +27 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependant effects.

Kjob: Is heal not on your class spell list? It would seem to be a required spell (although technically the paladin has it).

Dark Archive

I am still picking Feats and Discoveries but it looks like i am almost there.
I am bouncing between 2 Grand discoveries:
True Mutagen (+8 physical -2 mental) and Fast healing 5:
I will most likely go with fast healing 5 and Grand Mutagen.

The alchemist will be a bit of a jack of all trades(sub optimized) but I will be more of a bomber in combat, my bombs will hurt as a half-orc(extra +10 damage), 27 splash damage. I may have my one super angry combat(stacking size bonus, with enchantment bonus, with alchemical bonus to stats).

Note: I will have Heal and Breath of life.


Majuba wrote:

Full stats for Cedric

** spoiler omitted **...

Given any thought to Mass Cacophonous Call?


Chot wrote:

I am still picking Feats and Discoveries but it looks like i am almost there.

I am bouncing between 2 Grand discoveries:
True Mutagen (+8 physical -2 mental) and Fast healing 5:
I will most likely go with fast healing 5 and Grand Mutagen.

The alchemist will be a bit of a jack of all trades(sub optimized) but I will be more of a bomber in combat, my bombs will hurt as a half-orc(extra +10 damage), 27 splash damage. I may have my one super angry combat(stacking size bonus, with enchantment bonus, with alchemical bonus to stats).

Note: I will have Heal and Breath of life.

How do you get access to Breath of Life? (I'm also amazed to see Heal on the Alchemist spell list!)


Sounds good Chot!

Kyle Baird wrote:
Given any thought to Mass Cacophonous Call?

No.


Majuba wrote:
No.

Well that was concise. ;-)

Dark Archive

How do you get access to Breath of Life? (I'm also amazed to see Heal on the Alchemist spell list!)

The Alchemist chirurgen archtype gets Power Over Death: At 10th level, a chirurgeon adds breath of life to his formula book as a 4th-level extract. His infused curative ability applies to this extract.

Heal and the Half Orc Ferocity is good fun too.

No poison for me...

51 to 100 of 114 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Paizo / PaizoCon / General Discussion / Level 20 After Con Game All Messageboards

Want to post a reply? Sign in.