DM Drider |
Example of non-crafts:
Consider it this way: All tools/kits are items, but not all items are tools/kits.
What I'm saying is that just because it mentions that the craftable items are in fact items, doesn't mean that they're not tools/kits anymore, and shouldn't be crafted as such. Now, sure you could be lax with your definition of what a tool/kit is, but I think that's where the bending begins.
Not trying to be contentious, please ignore this if you don't care!
Laele Tuin |
@Laele
Yeah I dont feel good allowing that sense that would pretty much allow you to get a +2 to any skill by spending very little gold. As for the books that give a bonus to knowledge they already exist, Pathfinder Chronicle's. You just need to buy one for each knowledge and they are cheaper. So in this case I am sticking with what PF already has, just saved you 450 gp a pop. ;)
That's fine. I only suggested it because I liked the idea of non-magical sneaky cloaks anyway.
Oh yeah, my character, when faced by a monster, would totally dig down into her pack, pick out a book, and check the index for "What to do when attacked by Umbral Dragon." Good luck with that.
@Maverick
You should consider picking up Common, where did you get DR 15/magic? Also what role do you see your guy playing?
All good points, so I am going to respond to this reply as if it was aimed at me, because it is 1 AM and my brain gets wierd when I have insomnia:
@1: I should. I am going to do that, actually.
@2: I wondered how Maverick got that as well, but my mild dyslexia makes stat blocks a pain to read...
@3 Laele Tuin will use her 17/17/12 for 4 attacks with average 15 damage each to deal damage. She will also dispense Darkness/Deeper Darkness across the battlefied as a swift action so the party always can take advantage of everyone having Darkvision.
She could also scout pretty well, I suppose, since she can move stealthy at full speed without penalty. Although that is liable to get her killed, so we’ll see about that.
Maverick |
@Maverick
You should consider picking up Common, where did you get DR 15/magic? Also what role do you see your guy playing?
Switching Drow Sign Language for Common is easy enough.
I use the HeroLab program for building characters, especially those whose races/classes I don't know very well (or if I intend to play around with gear on), so most likely it is either an artifact of one of the magical items I was playing with before making my final gear choices, or it's simply a bug in the program. I don't see anything that actually grants me DR 15, so that line can be removed.
As for party roles, I see her being useful as a scout, an infiltrator, a flanking buddy, and a liaison with non-Drow in the absence of a bard or other "face" character. She can disable mechanical traps, deals decent damage (especially with 4d6 sneak attack and the ability to go invisibile at least once an encounter), and has a wide variety of skills. While Disable Device makes sense for an infiltrator in my mind (you might need to disable traps or open locked doors to find what/who you are looking for), I can certainly change some of the skill points around to build up another skill if there is no need for it.
@3 Laele Tuin will use her 17/17/12 for 4 attacks with average 15 damage each to deal damage. She will also dispense Darkness/Deeper Darkness across the battlefied as a swift action so the party always can take advantage of everyone having Darkvision.
Laele, I know I'm not terribly familiar with drow, but how do you get four attacks at 17/17/12 with a BAB of 7, a +6 Dex mod, and a +2 composite longbow? Isn't that 15/10, or more attacks at lower bonuses when using feats like Multishot or Rapid Shot? Or have I missed a rule somewhere that says composite longbows let you add both Strength and Dex to your attack?
Laele Tuin |
BAB +7, Dex +6, +2 Longbow, +2 Weapon Training(Bow), +1 Weapon Focus(Longbow), +1 Point Blank Shot.
19/14 With Point Blank Shot, 18/13 Without it, 17/17/12 Rapid Shot+Point Blank Shot, 16/16/11 just Rapid Shot. Manyshot for all of these, it adds another arrow on the first iterative attack.
Cavern Snipers get Weapon Training for only one weapon group, but get +1 more than they would otherwise get.
Do note that I do not have Deadly Shot yet, so those arrows are not terribly damaging.
Damage Calculation is 1d8+4(Composite)+2(Enchantment Bonus)+2(Weapon Specialization)+2(Weapon Training)+1(Point Blank Shot).
So 10/11 +1d8(average 4.5) equals 14.5/15.5
Laele Tuin is a non-caster archer. Ignoring her 3 skills and her racial abilities, supported though they may be by the Cavern Sniper alternate class, her only contribution to combat is consistent damage. She has no excuse whatsoever that would justify being bad at it.
Maverick |
BAB +7, Dex +6, +2 Longbow, +2 Weapon Training(Bow), +1 Weapon Focus(Longbow), +1 Point Blank Shot.
19/14 With Point Blank Shot, 18/13 Without it, 17/17/12 Rapid Shot+Point Blank Shot, 16/16/11 just Rapid Shot. Manyshot for all of these, it adds another arrow on the first iterative attack.Cavern Snipers get Weapon Training for only one weapon group, but get +1 more than they would otherwise get.
Do note that I do not have Deadly Shot yet, so those arrows are not terribly damaging.
Damage Calculation is 1d8+4(Composite)+2(Enchantment Bonus)+2(Weapon Specialization)+2(Weapon Training)+1(Point Blank Shot).
So 10/11 +1d8(average 4.5) equals 14.5/15.5
Laele Tuin is a non-caster archer. Ignoring her 3 skills and her racial abilities, supported though they may be by the Cavern Sniper alternate class, her only contribution to combat is consistent damage. She has no excuse whatsoever that would justify being bad at it.
Neat. I'm still fairly new to Pathfinder, so many of the options are not second-nature to me. Nice damage possibilities. :)
DM Drider |
Female Drow, Noble Cleric 7
LN Medium Humanoid (Elf)
Init +3; Senses Darkvision, Low-Light Vision; Perception +11
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DEFENSE
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AC 24, touch 14, flat-footed 21. . (+7 armor, +2 shield, +3 Dex, +1 natural, +1 deflection)
hp 45 (7d8+7)
Fort +7, Ref +6, Will +11
Immune sleep; Resist Elven Immunities; SR 18
Weakness Light Blindness
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OFFENSE
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Spd 20 ft.
Melee Unarmed Strike +5 (1d3/20/x2)
Ranged +1 Darkwood Crossbow, Light +7 (1d8+1/19-20/x2)
Special Attacks Vision of Madness (8/day)
Spell-Like Abilities Bit of Luck (8/day), Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Suggestion (1/day), Vision of Madness (8/day)
Cleric Spells Prepared (CL 7, 5 melee touch, 8 ranged touch):
4 (2/day) Confusion (DC 19), Protection from Energy, Communal, Fleshworm Infestation (DC 19)
3 (3/day) Protection from Energy (DC 18), Summon Monster III, Summon Monster III, Dispel Magic
2 (4/day) Restoration, Lesser (DC 17), Bear's Endurance (DC 17), Bear's Endurance (DC 17), Aid, Silence (DC 17)
1 (6/day) Summon Monster I, Shield of Faith (DC 16), Shield of Faith (DC 16), True Strike (DC 16), Remove Fear (DC 16), Bless, Command (DC 16)
0 (at will) Resistance (DC 15), Stabilize, Read Magic (DC 15), Light
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STATISTICS
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Str 10, Dex 16, Con 12, Int 13, Wis 18/20, Cha 18/20
Base Atk +5; CMB +5; CMD 19
Feats Combat Casting, Improved Channel, Selective Channeling, Versatile Channeler
Traits Birthmark, Focused Mind, Sacred Conduit
Skills Acrobatics +0, Bluff +10, Climb -3, Diplomacy +15, Escape Artist +0, Fly +0, Heal +11, Knowledge (Arcana) +5, Knowledge (History) +5, Knowledge (Nobility) +5, Knowledge (Planes) +5, Knowledge (Religion) +5, Perception +11, Ride +0, Sense Motive +11, Spellcraft +5, Stealth +0, Swim -3
Languages Common, Elven, Undercommon
SQ Aura (Ex), Cleric Domain: Luck, Cleric Domain: Madness, Good Fortune (1/day) (Ex), Murder Variant Channeling (±2 Sacred), Poison Use (Ex), Spontaneous Casting, Versatile Cleric Channel Positive Energy 4d6 (8/day) (DC 21) (Su)
Combat Gear +1 Darkwood Crossbow, Light, +1 Mithral Breastplate, +1 Mithral Buckler; Other Gear Amulet of Natural Armor +1, Backpack, Masterwork (empty), Bedroll, Cloak of Resistance, +1, Flint and steel, Headband of Mental Prowess, WIS & CHA +2, Noble's outfit, Ring of Protection, +1, Signet ring, Silver necklace, ruby pendant, Spell component pouch
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Bit of Luck (8/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Domain: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain: Madness Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to magic sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Focused Mind +2 to Concentration checks
Good Fortune (1/day) (Ex) Reroll a die.
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Murder Variant Channeling (±2 Sacred) Bleed effect
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Resistance (18) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Versatile Channeler Channel both positive and negative energy
Versatile Cleric Channel Positive Energy 4d6 (8/day) (DC 21) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Vision of Madness (8/day) (Sp) With a melee touch attack, target gains +3 on attack rolls, saving throws, or skill checks and -3 on the others.
Removed demonic template.
Brixana does not worship a deity, and is LN.
She now casts heal spells spontaneously, but can also channel both negative and positive energy selectively.
Brixana's purpose in a party is to be a healer and buffer/debuffer. Her spells focus on survival buffs first, and enemy debuffing 2nd.
Her negative channeling ability she reserves for moments when it makes sense to burn down enemies with raw damage.
Laele Tuin |
Neat. I'm still fairly new to Pathfinder, so many of the options are not second-nature to me. Nice damage possibilities. :)
To be honest, they aren't to me either - I learn feats and class abilities by reading rules secondarily, by trying to build a character including them primarily. Creating such an association is the easiest way for me to remember.
This is actually the first fighter I’ve built. Ever. Alright, I've considered building an Armor Master, but other than that, nada.
Dark Netwerk |
Maverick |
I've done some thinking, and tweaked my gear selection a bit. Solniss should be a bit more survivable now. Also, I figured out where the DR was coming from, it was apparently an additional trait granted by the Dark Sun campaign setting, which I have removed.
Female Drow, Noble Ninja 7
NN Medium Humanoid (elf)
Init +8; Senses Darkvision, Low-Light Vision; Perception +13
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Defense
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AC 24, touch 17, flat-footed 18 (+5 armor, +1 shield, +6 Dex, +1 natural, +1 deflection)
hp 52 (7d8+14)
Fort +4, Ref +11, Will +4
Defensive Abilities Uncanny Dodge; Immune sleep; Resist Elven Immunities; SR 18
Weakness Light Blindness
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Offense
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Speed 30 ft., Light Steps
Melee Masterwork Cold Iron Wakizashi +11 (1d6+1/18-20/x2) and
. . Masterwork Kusarigama +8 (1d4+3/x2) and
. . Silversheen Wakizashi +11 (1d6+2/18-20/x2)
Ranged Darkwood Shortbow, Composite (Str +2) +12 (1d6+2/x3) and
. . Shuriken +11 (1d2+2/x2)
Special Attacks Hidden Weapons +7, Ki Attack Speed, Pressure Points, Sneak Attack +4d6
Spell-Like Abilities Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Suggestion (1/day), Vanishing Trick
--------------------
Statistics
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Str 14, Dex 21/23, Con 12/14, Int 12, Wis 12, Cha 15
Base Atk +5; CMB +7; CMD 24
Feats Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (Wakizashi)
Traits Fast-Talker, Indomitable Faith, Reactionary
Skills Acrobatics +16, Bluff +13, Climb +14, Diplomacy +12, Disable Device +18, Disguise +14, Escape Artist +16, Perception +13, Sleight of Hand +16, Stealth +21 Modifiers Ki Jump (Running Start), No Trace +2
Languages Common, Elven, Undercommon
SQ Bandages of Rapid Recovery, Ki Movement, Ki Pool, Ki Stealth, Poison Use, Poison Use
Combat Gear +1 Shadow Mithral Chain Shirt, Arrows (20), Arrows, Flight (10), Darkwood Shortbow, Composite (Str +2), Masterwork Cold Iron Wakizashi, Masterwork Kusarigama, Shuriken (10), Silversheen Wakizashi; Other Gear Amulet of Natural Armor +1, Bandages of Rapid Recovery, Bedroll, Belt of Physical Might, DEX & CON +2, Caltrops, Candle (2), Chalk, 1 piece, Climber's kit, Disguise kit (10 uses), Everburning torch, Flint and steel, Grappling arrow (5), Grappling hook, Hammer, Handy Haversack (37 @ 53.5 lbs), Mirror, small steel, Piton (4), Pouch, belt (empty), Rations, trail (per day) (7), Ring of Protection, +1, Rope, silk (50 ft.), Rope, Spider Silk (50'), Sack (empty), Sack (empty), Sunrod (3), Thieves' tools, masterwork, Tindertwig (4), Waterskin, Whetstone
--------------------
Special Abilities
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Bandages of Rapid Recovery These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to magic sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Hidden Weapons +7 (Ex) A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
No Trace +2 (Ex) Survival DCs to track you are at +2, gain +2 to Disguise and Stealth when you are stationary and not acting.
Poison Use You don't accidentally poison yourself with blades.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Pressure Points (Su) A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ab
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (18) You have Spell Resistance.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
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Growing up as a follower of Shizuru won Solniss few friends. Bullied as a child for her parents' beliefs, she learned to hide her own feelings toward her god while retaining her belief in her. She also learned to defend herself, first with a sharp wit and quick thinking, and later with impressive martial skills. However, she discovered her true calling after meeting a fellow worshipper of Shizuru, an outcast from the far-away and scarcely-acknowledged lands of Tian Xia.
Trin was an oddity, a human living among the Darklands. He was tolerated because his services as an assassin and spy had proven quite useful to the great Houses over time. He had served them each in turn, never working against his immediate previous employer, and proved extremely effective. One mission went south, however, and he was injured, eventually growing too weak to continue and collapsing as the House guards approached to finish him off. Solniss, who had been nearby practicing, heard the commotion and was intrigued by the strange human in her lands. She surprised the guards and fought them off, then took him to the healer that Trin mentioned prior to passing out.
When Trin awoke, Solniss was still there, asleep upon a chair near his bed in the healer's hut. Solniss asked Trin about his presence and attackers, and learned of Trin's profession. After explaining how she came to be in a position to save him, and discovering their shared faith, Solniss requested to apprentice for Trin, who considered briefly before agreeing.
Solniss proved to be an excellent student, and soon grew to match her tutor's skills in infiltration and combat. After several successful missions together, Solniss learned of a mercenary unit recruiting drow to assist in recapturing the ancient city of Celwynvian. Intrigued with the idea, she took her leave of Trin, but not before he presented her with a pair of enchanted wakizashi, weapons common to his homeland but hardly known among the Darklands.
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DM Irthos |
Well it was not easy and I somehow got tricked into taking more then I planned by you wily poster's. So here are the ones I am taking.
Brixana
Laele Tuin
Zendross Zil'Doren
Solniss
Please introduce yourselves here. For those of you who did not make it, better luck next time and I wish you the best. It was not easy and if I could I would take you all, I kinda tried but my mind screamed mercy. xP