| richardoson |
Hi Guys, I'm not new to D&D, but fairly new to Pathfinder. Could you please give me a hand with two questions: First, this is my first evil Cleric and I was hoping you could help with a quick audit of my character sheet to see if you can spot any glaring issues or areas for improvement (while not a munchkin, I have no issue with optimization).
edit: I should note that we're only allowed the Pathfinder core books, APG, UM, UC, etc.
CharSheet:
Character Information
Character Name: Teacore
Alignment: LE
Character Level: 3
Homeland: [unsure]
Race: Elf
Size: Med
Gender: Male
Age: 323
Height: 6’ 2”
Weight: 185
Hair: Rough cropped blond hair with grey flecks
Eyes: Blue
Statistics (20 point buy, +2 Dex, +2 Int, -2 Con Racial Adjustment)
STR: 10 (-)
DEX: 15 (2)
CON: 10 (-)
INT: 12 (1)
WIS: 16 (3)
CHA: 14 (2)
Speed
Base: 30 ft.
With Armor: 20 ft.
Swim: -
Climb: -
Fly: -
Burrow: -
Battle Statistics
Hit Points [d8]: 24
Damage Reduction: -
Initiative: +0
AC: 18 [Base: 10, Armor: 6, Dex: 2]
Touch AC: 12 [Dex: 2]
Flat-Footed AC: 16 [Armor: 6]
Spell Resistance: -
Base Attack Bonus: +2
Melee Attack: +2 (BAB: +2, STR: 0)
Ranged Attack: +4 (BAB: +2, DEX: 2)
CMB: 1 (BAB: +2, Size: 0, STR: 0)
CMD: 14 (BAB: +2, Size: 0, STR: 0, DEX: 2, +10)
Saving Throws:
Fortitude: 3 [Base: 3, Constitution: 0]
Reflex: 3 [Base: 1, Dexterity: 2]
Will: 6 [Base: 3, Wisdom: 3]
Skills:
1st level: (4) [Class: 3(2+int), Favored Class: 1]
2nd level: (4) [Class: 3(2+int), Favored Class: 1]
3rd level: (4) [Class: 3(2+int), Favored Class: 1]
Acrobatics: 0 (Dex Mod: 2, Ranks: 0, Class Skill: 0)
*Appraise: 0 (Int Mod: 1, Ranks: 0, Class Skill: 0)
Bluff: 0 (CHA Mod: 2, Ranks: 0, Class Skill: 0)
Climb: 0 (STR Mod: 0, Ranks: 0, Class Skill: 0)
*Craft (): 0 (Int Mod: 1, Ranks: 0, Class Skill: 0)
*Craft (): 0 (Int Mod: 1, Ranks: 0, Class Skill: 0)
*Craft (): 0 (Int Mod: 1, Ranks: 0, Class Skill: 0)
*Diplomacy: 8 (CHA Mod: 2, Ranks: 3, Class Skill: 3)
Disable Device: 0 (Dex Mod: 2, Ranks: 0, Class Skill: 0)
Disguise: 0 (CHA Mod: 2, Ranks: 0, Class Skill: 0)
Escape Artist: 0 (Dex Mod: 2, Ranks: 0, Class Skill: 0)
Fly: 0 (Dex Mod: 2, Ranks: 0, Class Skill: 0)
Handle Animal: 0 (CHA Mod: 2, Ranks: 0, Class Skill: 0)
*Heal: 7 (WIS Mod: 3, Ranks: 1, Class Skill: 3)
Intimidate: 0 (CHA Mod: 2, Ranks: 0, Class Skill: 0)
*Knowledge (Arcana): 5 (Int Mod: 1, Ranks: 1, Class Skill: 3)
Knowledge (Dungeoneering): 0 (Int Mod: 1, Ranks: 0, Class Skill: 0)
Knowledge (Engineering): 0 (Int Mod: 1, Ranks: 0, Class Skill: 0)
Knowledge (Geography): 0 (Int Mod: 1, Ranks: 0, Class Skill: 0)
*Knowledge (History): 5 (Int Mod: 1, Ranks: 1, Class Skill: 3)
Knowledge (Local): 0 (Int Mod: 1, Ranks: 0, Class Skill: 0)
Knowledge (Nature): 0 (Int Mod: 1, Ranks: 0, Class Skill: 0)
*Knowledge (Nobility): 0 (Int Mod: 1, Ranks: 0, Class Skill: 0)
*Knowledge (Planes): 0 (Int Mod: 1, Ranks: 0, Class Skill: 0)
*Knowledge (Religion): 0 (Int Mod: 1, Ranks: 0, Class Skill: 0)
*Linguistics: 5 (Int Mod: 1, Ranks: 1, Class Skill: 3)
*Perception: 10 (WIS Mod: 3, Ranks: 1, Class Skill: 3, Trait Bonus: 1 Racial Bonus: 2)
Perform (): 0 (CHA Mod: 2, Ranks: 0, Class Skill: 0)
Perform (): 0 (CHA Mod: 2, Ranks: 0, Class Skill: 0)
*Profession (): 0 (WIS Mod: 3, Ranks: 0, Class Skill: 0)
*Profession (): 0 (WIS Mod: 3, Ranks: 0, Class Skill: 0)
Ride: 0 (Dex Mod: 2, Ranks: 0, Class Skill: 0)
*Sense Motive: 10 (WIS Mod: 3, Ranks: 3, Class Skill: 3, Trait Bonus: 1)
Sleight of Hand: 0 (Dex Mod: 2, Ranks: 0, Class Skill: 0)
*Spellcraft: 5 (Int Mod: 1, Ranks: 1, Class Skill: 3)
Stealth: 0 (Dex Mod: 2, Ranks: 0, Class Skill: 0)
Survival: 0 (WIS Mod: 3, Ranks: 0, Class Skill: 0)
Swim: 0 (STR Mod: 0, Ranks: 0, Class Skill: 0)
Use Magic Device: 0 (CHA Mod: 2, Ranks: 0, Class Skill: 0)
Languages
Common, Elven, Abyssal, Infernal, Celestial.
Feats:
Command undead: Standard action, use channel negative energy to enslave undead within 30 feet. Will save, DC = 10+ ½ cleric level + charisma modifier. Failed save means undead is under my control as Control Undead spell. Intelligent undead receive new savings throw each day. Total controlled HD of creatures can not exceed cleric level.
Selective Channeling: Ignore up to Charisma Modifier targets in channeled energy
Scribe Scroll: 2 hours if base price is 250gp or less, otherwise takes 1 day for 1,000gp in price. Costs 12.5gp x level of spell x level of caster.
Traits:
Suspicious: +1 trait bonus to Sense Motive checks, class skill
Conspiracy Hunter: +1 trait bonus to Perception, class skill
Racial Qualities
+2 Dex, +2 Int, -2 Con
Low Light Vision
Immunity to magic sleep
+2 savings throw bonus against enchantment
+2 bonus to overcome spell resistance
+2 bonus to spellcraft to identify magic items
+2 bonus to Perception
Proficient with Longbow, Longswords, Rapiers, Shortbows
Class Features:
Aura: particularly powerful evil aura surrounds Teacore
Channel Energy (Su): 30 foot radius burst of negative energy. Will save DC 10 + ½ cleric level + Charasma modifier. Can channel 3 + charisma modifier per day.
Death Domain / Undeath specialty
Death’s Kiss (Su): Melee touch attack causes creatures to be treated as undead for purposes of heal or cause damage based on pos or neg energy. Lasts for rounds equal to ½ cleric level. Does not apply to Turn Undead, or Command Undead feats. Use 3 + Wis per day.
Domain Spells: 1st—cause fear, 2nd—ghoul touch, 3rd—animate dead, 4th—enervation, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—energy drain.
Undead Lord
Corpse Companion (Su): ritual requires 8 hours, animates single skeleton or zombie whose hit dice do not exceed cleric level. Companion does not need to be controlled, follows commands. Can not have more than 1 companion at a time, does not count against controlled undead by other methods. Can use variant skeleton (burning or bloody skeleton, etc,) but Hit Dice can’t exceed half cleric level. Standard action destroys companion.
Spells Cast Per Day:
0 level: 4
1st level: 3+1
2nd level: 2+1
Character Equipment:
Breastplate – 200gp - +6 armor - +3 max dex bonus – 20 foot movement – 30 pounds
Longbow – 75gp – d8 damage – x3 crit – 100 foot range – 3 pounds – piercing damage
Arrows (60) – 3gp – 9 pounds
Smoke Arrows (3) – 30gp – creates 5 foot cube of smoke where arrow hits
Whistling Arrows (20) – 2gp – audible keening sound within 500 feet of flight
Heavy Mace – 12gp – d8 damage – x2 crit – 8 pounds – bludgeoning damage
Dagger – 2gp – d4 damage – 19-20x2 crit – 1 pound – bludgeoning or piercing damage
Backpack – 2 gp – 2 pounds
Bedroll – 1sp – 5 pounds
Blanket – 2sp – 1 pound
Candle (10) – 1cp
Scroll Case – 1gp
Charcoal – 5sp
Clothing, cleric’s vestments – 5gp – 6 pounds
Ink – 8gp
Pen – 1sp
Healer’s Kit – 50gp
Hooded Lantern – 7gp – 2 pounds
Manacles – 15gp – 2 pounds
Lamp Oil – 1sp – 1 pound
Parchment (10 sheets) - 20sp
Belt Pouch – 1gp
Silk Rope – 50 feet – 10 gp – 5 pounds
Sack (empty) – 1sp
Sunrod – 2gp – 2 pounds
Surgeon’s Tools – 20gp – 5 pounds
Holy Symbol, silver – 25gp – 1 pound
Wand: Cure Light Wounds (50 charges) – 750gp – d8+1 cure
Wand: Inflict Light Wounds (50 charges) – 750gp – d8+1 inflict
Scroll: Detect Poison (0 level) – 12.5gp
Scroll: Create Water (0 level) – 12.5gp
Scroll: Ant Haul (1st level) – 25gp
Scroll: Comprehend Languages (1st level) – 25gp
Scroll: Diagnose Disease (1st level) – 25gp
Scroll: Obscuring Mist (1st level) – 25 gp
Scroll: Make Whole (2nd level) – 150gp
Scroll: Lesser Restoration (2nd level) – 150gp
Small bag of Onyx Gems (450gp worth)
Small bag of Silver Dust (100gp worth)
80 gold
And secondly, my character being an Undead Lord, I have access to the ability that's new to me called Corpse Companion (Su):
The ability lets me create an undead companion up to my hit dice. Having access to up to 3rd level fighters, recently deceased (long story, just roll with it), I would like to have either a 3HD skeleton, or a variant Bloody Skeleton if possible though I think he would have to be 1HD due to the Corpse Companion rule.
Can someone please help walk me through how to advance a skeleton to 3HD or create a bloody skeleton? Should I create a 1st level NPC and then apply the skeleton template? I'm confused. I've read the pathfinder rules on advancement of monsters, but am continually stuck. It just doesn't make sense to me. I tried the pathfinder Monster Builder, but the math ends up different than mine. Same with different links around the 'net that have monster builders too. I'm assuming this is part of the "part science, part art" aspect of creating / advancing monsters.
Please help! I want the most "bang for my buck" for my starting companion.
Thanks in advance,
| Grick |
Can someone please help walk me through how to advance a skeleton to 3HD or create a bloody skeleton?
This may or may not be correct.
Grab your basic Skeleton to start with. He's got 1 HD.
Now you'll bump him up to 3 HD.
Fix his HP: d8
Fix his saves: Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2
Fix his BAB: equal to 3/4 of its Hit Dice.
3d8hp, Fort+1, Ref+3, Will+3, BAB+0
For a Bloody Skeleton you can only have him 1 HD.
He gets fast healing 1 (1 per 2 HD, min 1)
channel resistance +4
Charisma is 14 (granting it 2 more HP!)
deathless special quality
| Grick |
I only briefly glanced at your character, but Initiative is a Dex check, so it should be a +2 unless you have some kind of penalty. (As long as you're proficient, Armor Check Penalty applies only to skill checks, not ability checks)
Speaking of which, the ACP on a Breastplate is -4. This should put skills like Acrobatics at -2 (Dex mod +2, Ranks +0, ACP -4)
| richardoson |
I only briefly glanced at your character, but Initiative is a Dex check, so it should be a +2 unless you have some kind of penalty. (As long as you're proficient, Armor Check Penalty applies only to skill checks, not ability checks)
Speaking of which, the ACP on a Breastplate is -4. This should put skills like Acrobatics at -2 (Dex mod +2, Ranks +0, ACP -4)
Thanks Grick! I completely forgot about armor check penalty. I'm used to playing a caster who wears cloth, haha. I've adjusted my skills accordingly. Guess I won't be swimming, climbing or sneaking around much, eh?
| richardoson |
This may or may not be correct.
Grab your basic Skeleton to start with. He's got 1 HD.
Now you'll bump him up to 3 HD.
Fix his HP: d8
Okay, based on your advice Grek, here's what I'm coming up with. So take the standard medium skeleton from the Bestiary:
Medium Skeleton CR 1/3
XP 135
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
hp 4 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed 30 ft.
Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or 2 claws +2 (1d4+2)
STATISTICS
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved InitiativeB
Gear broken chain shirt, broken scimitar
And advance his HD by 2 (since he's already 1 hit dice, a d8 by the way). So do I roll those hit dice, or does he get max, or average? I'm going to assume average at the moment and give him 1/2. so his stat block starts to look like this:
Medium Skeleton
Init +6; Senses Darkvision 60 ft.; Perception +0
Defense
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
HP 12 (3d8)
Because I am advancing this monster by only 2 hit dice, I do not need to modify his ability scores (which only go up ever 4 additional hit dice)
Skills go up by 2 ranks as his intelligence is not improving (no int score), but I don't see any skills listed for this creature, so I guess I skip this step? Or do I give him skills?
Feats are next, since he's going from 1HD to 3HD, he gains a feat. Am I limited to monster only feats? Or can I give him a feat like Toughness (+3 hp)?
Fix his saves: Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2
Fix his BAB: equal to 3/4 of its Hit Dice.
3d8hp, Fort+1, Ref+3, Will+3, BAB+0
Step 5 is where I get stuck. The statistics like BAB, AC, CMB, CMD, etc. The guide for monster advancement seems to want me to know the CR of the creature, not his HD. So how do I figure out his CR advancement? Is it the same as he started (cr 1/3) or is there a formula that I'm missing? You say 1/3 HD, where did you find that? Same with 3/4 HD = BAB. I'm lost here...
Howie23
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| 1 person marked this as FAQ candidate. |
The ability lets me create an undead companion up to my hit dice. Having access to up to 3rd level fighters, recently deceased (long story, just roll with it), I would like to have either a 3HD skeleton, or a variant Bloody Skeleton if possible though I think he would have to be 1HD due to the Corpse Companion rule.
Skeleton is an acquired template added to an existing creature. Advance the existing creature as normal, then the skeleton template.
"A skeleton drops any HD gained from class levels and changes racial HD to d8s. Creatures without racial HD are treated as if they have 1 racial HD. If the creature has more than 20 Hit Dice, it can't be made into a skeleton by the animate dead spell. A skeleton uses its Cha modifier (instead of its Con modifier) to determine bonus hit points."
So, a human fighter 3 who was turned into a skeleton would drop the class hit dice have 1HD.
If your GM is fine with advancing the skeleton's HD, go for it. Otherwise, the typical thing to do would be to make a skeleton from a 3HD corpse, such as a bugbear.
| Grick |
So do I roll those hit dice, or does he get max, or average?
Ask your DM.
Skills go up by 2 ranks as his intelligence is not improving (no int score), but I don't see any skills listed for this creature, so I guess I skip this step? Or do I give him skills?
Skills: A skeleton loses all skill ranks possessed by the base creature and gains none of its own.
Feats are next, since he's going from 1HD to 3HD, he gains a feat. Am I limited to monster only feats? Or can I give him a feat like Toughness (+3 hp)?
Feats: A skeleton loses all feats possessed by the base creature and gains Improved Initiative as a bonus feat.
Step 5 is where I get stuck. The statistics like BAB, AC, CMB, CMD, etc. The guide for monster advancement seems to want me to know the CR of the creature, not his HD. So how do I figure out his CR advancement? Is it the same as he started (cr 1/3) or is there a formula that I'm missing?
"A skeleton's base attack bonus is equal to 3/4 of its Hit Dice." his HD is 3, so his BAB is 0. (3 * .25 = .75 round down)
His AC doesn't change unless he gets some armor or Dex or changes size. (He keeps that +2 for being Medium)
CMB/CMD you calculate as normal based on BAB/Str/Dex/Size etc. Since none of that changed, it's still the same.
You say 1/3 HD, where did you find that? Same with 3/4 HD = BAB. I'm lost here...
http://paizo.com/pathfinderRPG/prd/monsters/skeleton.html
Scroll down to "Creating a Skeleton"
While you could take a bugbear or fighter or whatever was dead, then apply the template, I figured it would be easier to change a couple stats on the existing skeleton and just use that.
I guess a dead level 3 fighter would be an improvement, since it would keep its weapon proficiencies. Weapon Training (if it was 5) would stay, but Armor Training is lost.