| pad300 |
...
@pad300 A comment on your numbers: Nereid’s Grace’s bonus to AC is capped by your monk level.
...
Thanks for catching that. Should a Monk's Robe be on my future shopping list?
Nirialdar
CG Gathlain
Small Fey
Monk (Water Dancer) 1/Kineticist 1
Deity: The Eldest
Init +6 = +4 (Dex) +2 trait
Speed 20 ft / 30 ft flying
Low Light Vision
Defense
AC: 21 = 10+4 (dex) + 1 (NA)+1 (size) +1 (Dodge, Neried’s Grace)+4 (AC Bonus)
HP: 19 = 8 +(1d8=>5)+2*3 Con
Fort +7 = +2 Monk 1 +2 Kineticist 1+3(Con)
Ref +8 = +2 Monk 1 +2 Kineticist 1 +4(Dex)
Will +3 = +2 Monk 1 +0 Kineticist 1 +1(wis)
+2 trait vs Mind Affecting
CMD: 19=10 +1(bab)+0 (str) + 4 (dex) +1 (Dodge, Neried’s Grace)+4 (AC Bonus) – 1 size
Offense
BAB : +0
Melee: Unarmed Strike, cestus, short sword
Ranged: Kinetic Blast (+0 bab +4 dex +1 small )
CMB : +0 = +0 (Bab)
Talents
Basic Hydrokinesis (Bonus, Monk 1)
Cold Blast -Kinetic Blast (Water) (Monk 1)
Basic Geokinesis (Bonus, Kineticist 1)
Telekinetic Blast - Kinetic Blast (Earth) (Kineticist 1)
Stats
Str 11 = 11 (Rolled)
Dex 19 = 17 (Rolled) +2 racial
Con 17 = 17 (Rolled)
Int 15 = 15 (Rolled)
Wis 12 = 12 (Rolled)
Cha 18= 16 (Rolled) +2 racial
Feats: (Elephant in the Room)
1st Precise Shot
Monk 1: Improved Unarmed Strike Unarmed Combatant
Traits: Trapfinder (Campaign), Reactionary (Combat), Deathtouched (race)
Skills 2*(4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception 2 ranks + 3 trained +1 wis
Stealth 2 ranks +3 trained +4 dex +4 small
Disable Device 2 ranks +3 trained +4 dex +1 trait
Fly 2 ranks +3 trained + 4 Dex - -8 clumsy +2 small
Use Magic Device 2 ranks +3 trained +4 Cha
Intimidate 1 rank +3 trained +4 Cha
Acrobatics 1 rank +3 trained +4 dex
Background Skills (2*2 = 6 ranks)
Sleight of Hand 2 ranks +3 trained +4 dex
Handle Animal 1 rank +4 Cha
K History 1 rank + 3 trained +2 int
Languages: Common, Sylvan, Draconic (int), Goblin (int),
Sumak Wildheart
|
Lvl 2 HP: 1d10 ⇒ 3
Name: Sumak Wildheart
-------------------
Male Half Orc Shifter 2
NG Medium humanoid (Human, Orc)
Init +5 ; Senses Perception +7
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 Defensive Instinct)
hp: 21 (1d10+6 Con +2 FC) [10,3]
Fort +8, Ref +8, Will +6
Defensive Abilities:
--------------------
Offense
--------------------
Speed: 30 Ft
Melee: Shifter Claw +5 (d6+4; x2)
Ranged: Sling +7 (d4+5; x2)
Special Attacks: Shifter Claws
--------------------
Statistics
--------------------
Str 19, Dex 17, Con 16, Int 14, Wis 16, Cha 14
Base Atk +1 ; CMB +5; CMD 18
Racial Abilities:
Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Class Abilities:
Shifter Aspect: At 1st level, a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form (see Aspects) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.
As the shifter gains levels, she gains more aspects; she gains her second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level.
Tiger
Minor Form: You gain a +2 enhancement bonus to your Dexterity score. This bonus increases to +4 at 8th level and +6 at 15th level.
Major Form: Your shape changes to that of a dire tiger. While in this form, you gain a base speed of 40 feet, low-light vision, scent (30 feet), two claws (2d4 damage) and a bite (2d6 damage), the grab ability with both your bite and claw attacks, and pounce. At 8th level, you gain a +4 racial bonus on Stealth checks. At 15th level, you gain the rake attack with your back claw attacks (dealing additional damage equal to that of your claw attack).
Shifter Claws: At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.
As the shifter gains levels, the power of her claws increases.
At 3rd level, her claws count as magic weaponsSOURCE, ignore DR/cold iron and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.
While a shifter uses wild shape to assume her aspect‘s major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form’s claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.
Alternate Natural Attacks
A shifter can draw on her chosen animal aspect to transform her hands into deadly weapons, as represented by the shifter’s claws class feature, but not every animal has prominent claws. The following list provides alternate natural attacks for the shifter claws class feature. Each time the shifter activates her shifter’s claws ability in her natural form, she can manifest one of the alternate natural attacks listed below for any of her chosen aspects, or those that relate to her archetype. Each alternate natural attack replaces one of the shifter’s claw attacks. The shifter can gain up to two different alternate natural attacks with this method. These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature.
Tiger: Bite (B, P, S).
Wild Empathy: A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Defensive Instinct: At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks and when the shifter is flat-footed. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.
Track: At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.
Traits
Fate’s Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Reactionary: +2 Trait bonus to Initiative
Indomidable Faith: +1 Trait bonus to Will Save
Feats:
Improved Natural Attack (Claws):
Skills: Acrobatics +8 (6) [2], Climb +8 (6) [1], Fly +7 (5) [1], Handle Animals +7 [2], Knowledge: Geography +7 [2],Knowledge: Nature +7 [2], Perception +8 [2], Stealth +8 (6) [2], Survival +8 (9 w/tracking) [2],
Languages: Common, Orc, Druidic, Sylvan, Goblin
Combat Gear Lamellar (Leather) [60 gp, 30 lbs], Sling [0 gp, - lbs], 20 bullets [0.2 gp, 10 lbs], Dagger [2 gp, 1 lb], Wayfinder
Gold: 98 Silver: 2 Copper:
--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll * 1/1 5 0.1 gp
*= Carried in Backpack
Total Weight lbs lbs light or less/ medium / heavy
Sumak grew up with his widowed father in the woods on the outskirt of town. His father was the primary hunter for the village and was renown for bringing back the meat needed by the village. When Sumak came of age, his father began to teach him to hunt by becoming one with nature and shifting to become like the animals around them. Sumak took to this, but decided to use it in a different way. He went and joined the Pathfinder Society to find ways to improve the world for people beyond just providing deer meat in the winter.
| Li Mui |
Hi GM - Submitting Li Mui here!
We all know there are some builds that are especially busted - like the wizard that paints/constructs the genies, the unkillable magic jar witch, the green man druid, etc.; nothing against my other peers here if they want to go with one of those, of course, but I preferred staying on the field of "strong, a bit broken, but still fun to the rest of the party".
I was originally building an old idea that I had about a battle witch (using a ragebred) but I feel I'll save it for when a gestalt game appears.
Instead, since I saw people gave up on the synthesist, I decided to take this route myself. There are some busted/broken things about them, but I feel they're still somewhat playable in such way that the rest of the party has fun too, so I think it aligns nicely :) I thought about the classic master summoner too (and maybe it works better via forums without the whole party waiting 30 minutes during my turn!) but it has been a while since I played a pouncing outsider monstrosity, so here it goes.
As for race, I risked with Li Mui as an Wyrwood. I went for the high risk high reward angle.
At the end, I think I ended up with a powerful and fun combo. I had to write some concept and story too (as I get involved with the characters!) so I hope it's okay... The profile has the sheet too, as well as some plans for the future.
Happy to address any issues or questions :)
| Seth86 |
Redone to be an archer, also, she has a name now
Duskeno
Female kasatha ranger (bow nomad) 2 (Pathfinder Player Companion: People of the Stars, Pathfinder RPG Bestiary 4 174)
LN Medium humanoid (kasatha)
Init +7; Senses Perception +9
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 14 (+4 armor, +4 Dex, +2 dodge)
hp 24 (2d10+8)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +8, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+3/19-20) or
. . halberd +5 (1d10+6/×3)
Ranged composite shortbow +7 (1d6/×3) or
. . composite shortbow +7 (1d6/×3)
Special Attacks combat style (archery), favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 17, Dex 20, Con 17, Int 15, Wis 18, Cha 14
Base Atk +2; CMB +7; CMD 22
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Precise Shot, Two-weapon Fighting
Traits reactionary, spidery climber
Skills Climb +7, Craft (weapons) +7, Handle Animal +7, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (nature) +7, Perception +9, Stealth +8, Survival +9, Swim +6
Languages Common, Draconic, Dwarven, Kasatha
SQ desert runner, desert stride, finesse weapon attack attribute, jumper, multi-armed, stalker, track +1, twin bows
Other Gear chain shirt, arrows (40), blunt arrows[APG] (20), composite shortbow, composite shortbow, dagger, halberd, backpack, bandolier[UE], bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, hip flask[UE], mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), string or twine[APG], thread (50 ft.), waterskin, weaponsmithing tools, whetstone, 9 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Jumper (Ex) Always has a running start when using Acrobatics to jump.
Multi-Armed (Ex) Has one primary and 3 off hands.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stalker (Ex) Perception and Stealth are class skills for kasathas.
Track +1 Add the listed bonus to Survival checks made to track.
Twin Bows (Ex) You can wield two bows at once.
| Almonihah |
I threw together a draft build in HeroLab. A lot I need to tweak--I don't have Elephant in the Room loaded in my HeroLab, for example, and I haven't chosen feats, so don't feel like you need to comment on it yet--but this should give a general idea of what I'm going for:
Sekelkek
Male lizardfolk druid (saurian shaman) 2 (Pathfinder RPG Ultimate Magic 39, Ultimate Wilderness 188)
N Medium humanoid (reptilian)
Init +1; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
hp 21 (2d8+8)
Fort +6, Ref +1, Will +6
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Melee club +5 (1d6+4) or
. . spear +5 (1d8+6/×3) or
. . bite +5 (1d3+4), 2 claws +5 (1d4+4)
Ranged sling +2 (1d4+4)
Special Attacks bite
Druid (Saurian Shaman) Spells Prepared (CL 2nd; concentration +5)
. . 1st—cure light wounds, firebelly (DC 14), goodberry
. . 0 (at will)—create water, light, purify food and drink (DC 13), stabilize
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 17, Int 14, Wis 16, Cha 11
Base Atk +1; CMB +5; CMD 16
Skills Handle Animal +5, Heal +8, Knowledge (geography) +7, Knowledge (nature) +9, Linguistics +4, Perception +8, Spellcraft +7, Survival +10, Swim +10
Languages Common, Draconic, Druidic, Polyglot
SQ nature bond (deinonychus named Kele), nature sense, saurian's totem transformation, wild empathy +2, woodland stride
Other Gear lamellar (leather) armor[UC], club, sling, sling bullets (40), spear, backpack, belt pouch, blanket[APG], feed (per day) (5), flint and steel, holly and mistletoe, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 43 gp, 6 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Bite (Ex) Prerequisites: Small or larger size.
Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Saurian's Totem Transformation (Standard Action, 2 minutes/day) (Su) Adopt aspect of the saurian while in normal form.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swim (30 feet) You have a Swim speed.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Kele CR –
Deinonychus (Ultimate Wilderness 188)
N Small animal
Init +3; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 24 (3d8+9)
Fort +6, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 60 ft.
Melee bite +3 (1d4), 2 talons +3 (1d6)
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14
Base Atk +2; CMB +1; CMD 14
Skills Acrobatics +3 (+15 to jump), Stealth +13
--------------------
Special Abilities
--------------------
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
| Radana Alaris |
| 1 person marked this as a favorite. |
Radan Alaris wrote:Rolling.
5d6 ⇒ (5, 6, 5, 6, 2) = 24 best 3 +3 -> Max 18
5d6 ⇒ (2, 5, 5, 1, 3) = 16 best 3 +3 -> 17
5d6 ⇒ (1, 6, 3, 2, 3) = 15 best 3 +3 -> Max 18
5d6 ⇒ (3, 5, 3, 1, 3) = 15 best 3 +3 -> 14
5d6 ⇒ (5, 5, 1, 1, 3) = 15 best 3 +3 -> 15
5d6 ⇒ (4, 1, 2, 6, 4) = 17 best 3 +3 -> Max 18
My math was off because I rerolled, but will just take the original roll above with best 3 plus 3.
Stats:
18, 16, 15, 14, 16, 17Will come up with something asap.
Just one question GM: What happens under the Elephant in the Room rules for Swashbucklers that receive Weapon Finesse with certain weapons for free. What replacement would you choose? Thanks
Hello GM, thanks again for this recruitment opportunity.
See below my submission!
Radana Alaris
Race: Aasimar (Scion of Humanity)
Class: Warpriest (Molthuni Arsenal Chaplain) 2
Alignment: Lawful Neutral
Homeland: Molthune
Radana Alaris was born in the military nation of Molthune, though her celestial ancestry was a surprise so that most would never have suspected it, as she appears entirely human and was raised as one among her people. Only occasional hints suggested that something celestial lies buried deep within her bloodline.
Her mother is a devoted cleric of Irori who spent years teaching martial discipline and self-mastery. An accomplished practitioner of the Crane Style, she believed that true strength came from control rather than aggression. Radana spent much of her childhood training in unarmed combat under her mother’s strict but loving guidance.
Her father was a Pathfinder Society agent and an accomplished archer. Before Radana was born, he embarked upon an expedition from which he never returned. She never knew him personally, knowing him only through stories, old journals, and the treasured longbow he left behind. Those stories painted the picture of a man who believed that knowledge was worth any risk and that the world was meant to be explored.
Inspired by both parents, Radana followed a unique path. She entered training among the Molthuni Arsenal Chaplains in Korholm’s Arsenal District, learning to combine divine devotion with military excellence. While her mother taught her discipline and the perfection of body and spirit, her father’s legacy drew her toward the bow and eventually toward the Pathfinder Society itself.
Now, having completed her training as a Warpriest, Radana seeks to walk the path her father never finished. She joins the Pathfinder Society not only to honor his memory, but also to test herself against the wider world. Every expedition is an opportunity to improve, every challenge a lesson, and every victory a step closer to the ideal of perfection preached by Irori.
~
Pure Warpriest (Molthuni Arsenal Chaplain)
The concept is a dedicated martial divine archer that remains Warpriest at all levels.
The Molthuni Arsenal Chaplain archetype exchanges Sacred Weapon progression for Fighter-style Weapon Training and accelerated access to combat feats. This creates an unusually effective archery platform because Warpriest self-buffs stack extremely well with ranged full attacks.
Key strengths include:
* Fighter Weapon Training progression without multi-classing.
* Bonus combat feats gained through Warpriest and Human Favored Class Options.
* Swift-action self-buffing through Fervor.
* Access to powerful divine buffs such as Divine Favor, Blessing of Fervor, Magic Weapon, Deadly Juggernaut, Divine Power, and others.
* Excellent action economy, allowing buffs while maintaining offensive output.
* Full BAB-equivalent accuracy once buffs and Weapon Training come online.
* Strong defenses through Warpriest spells and access to Crane Style as a backup defensive package when forced into close combat.
The build is designed to become an increasingly dangerous full-attack archer while retaining the flexibility and survivability of a divine caster.
~
Feats
Level 1 (Warpriest Bonus Feat): Weapon Focus (Longbow)
Level 1: Improved Unarmed Strike (favored weapon of Irori)
Level 1: Precise Shot
Level 3: Dodge
Level 3 (Warpriest Bonus Feat): Rapid Shot
Level 5: Crane Style
Level 6 (Warpriest Bonus Feat): Manyshot
Level 6 (Human Favored Class Bonus unlock): Clustered Shots
Level 7 (Molthuni Arsenal Chaplain Bonus Feat): Quicken Blessing (War)
Level 7: Crane Wing
Level 9 (Warpriest Bonus Feat): Weapon Specialization (Longbow)
Level 9: Point-Blank Master (Longbow)
~
The early levels focus on establishing accurate ranged attacks through Weapon Focus and Precise Shot.
By level 6 the build reaches the classic Manyshot + Rapid Shot combination, generating a high number of attacks every round. Clustered Shots ensures damage remains effective against enemies with damage reduction.
At higher levels Weapon Training, Weapon Specialization, Divine Power, Blessing of Fervor, and Warpriest buffs combine to create a highly accurate and hard-hitting ranged combatant.
Crane Style / Crane Wing and her martial arts training represent her mother’s teachings and provide a defensive fallback when ranged combat is not possible.
~
Radana believes that perfection is not a destination but a journey. She is disciplined, patient, and respectful, though years among Molthune’s military institutions have left her with a direct and practical outlook.
She views the Pathfinder Society as both an opportunity and a responsibility. Each mission allows her to honor her father’s memory while continuing her own pursuit of mastery. Whether facing monsters, bandits, ancient ruins, or distant lands, Radana approaches every challenge with the same mindset:
“If a task is worth undertaking, it is worth doing well.”
I hope that this submission gives you an explanation of why the build is mechanically strong.
I’ll provide a full character sheet asap!
Thanks and of course available for any questions.
Michael_Hopkins
|
Roll 1: 5d5 ⇒ (5, 1, 1, 3, 5) = 15 16
Roll 1: 5d5 ⇒ (2, 5, 2, 4, 5) = 18 17
Roll 1: 5d5 ⇒ (3, 4, 5, 4, 4) = 20 16
Roll 1: 5d5 ⇒ (4, 1, 4, 2, 3) = 14 14
Roll 1: 5d5 ⇒ (1, 3, 3, 4, 1) = 12 13
Roll 1: 5d5 ⇒ (3, 4, 3, 3, 3) = 16 13
Roll 2: 5d5 ⇒ (5, 3, 2, 1, 4) = 15 15
Roll 2: 5d5 ⇒ (4, 3, 1, 4, 5) = 17 16
Roll 2: 5d5 ⇒ (2, 2, 2, 2, 2) = 10 9
Roll 2: 5d5 ⇒ (5, 3, 3, 2, 5) = 18 16
Roll 2: 5d5 ⇒ (4, 5, 5, 3, 3) = 20 17
Roll 2: 5d5 ⇒ (1, 1, 5, 1, 4) = 12 13
I think I can make the first status block work quite well!
Time for me to think as what to make!
| Helina the Beast |
Ok here Goes, Meet...
IMAGE: Helina The Beast
FEMALE {Giants Blood} ICE-ELF BARBARIAN L2
I will later her to fit this PC build rules but she is there but for that.
1:5d6 ⇒ (3, 1, 5, 4, 6) = 19 = 15
2:5d6 ⇒ (3, 5, 6, 4, 5) = 23 = 16
3:5d6 ⇒ (5, 4, 3, 2, 6) = 20 = 15
4:5d6 ⇒ (1, 3, 6, 1, 6) = 17 = 15
5:5d6 ⇒ (6, 1, 5, 2, 6) = 20 = 17
6:5d6 ⇒ (5, 5, 2, 6, 5) = 23 = 16
EDIT just seen the rolling 1s thing
Rolls with Ones
1: Re roll 1x1 again 1d6 ⇒ 1
1: Re roll 1x1 again 1d6 ⇒ 4 No Change
4: Re roll 2x1 again 2d6 ⇒ (2, 5) = 7 15 becomes 17
5: Re roll 1x1 again 1d6 ⇒ 3 No Change
Standing some 8'2", Helina looks like a Half-Elf/Half-Frost Giant, which she is in a way, she is a full elf, but has Giant Blood, making her taller and much stronger than a normal elf. In looks, she has snow white Hair, pale blue skin and blue glowing eyes. Her armor is simple, boots, hide breast and Kilt. She is attractive if you like big strong woman who can snap you like a twig. She is also fast, long legs propelling her into battle.
Adopted by humans who found Elina adrift on an High ice. Elina grow up with her northern human Clan in her younger years, gaining a reputation for being indomitable, hard willed and having a very short temper. She excelled at physical training. Her hot temper and endless anger at the world, {yes she has an anger management problem} like her human Shield maiden mother got her into trouble more times that she can count. As a person, she respects those who are simple, distrusting those of flowery words and complex actions. She says what she means and means what she says. She likes a good drink and a good fight, As a person she is very free spirited. Good at heart she just hates to many rules. And will walk away from a place if she feels its too full of them. Also she has a deep dislike of Slavers. In her heart she longs for the wilds, her home and where she likes to be. Happy with her own company or that of others. As an elf she outlived her adopted human family, she has done a lot, At 247 years old she has seen many things, but of above all things she loves drinking and fighting the best, Give her these things and she will be you new best buddy.
For the shear bloody fun of it, Helina is not a complicated woman, she likes a fight and a drink and what could be better getting into scrapes with a group of pathfinders then after spending all the money on Drink.
Simple BARBARIAN all the way.
For her Dream is to cr]ush her enemies, see them driven before her, and to hear the lamentations of their men.
| eriktd |
I had been thinking the rules said you had to use the first set of rolls if you rolled twice, but it doesn't look like that's the case. So, here's my second set of rolls so I can choose between the two!
Set 2, roll 1/6: 5d5 ⇒ (3, 2, 2, 2, 4) = 13 = 12 (Best 3, add 3)
Set 2, roll 2/6: 5d5 ⇒ (5, 3, 5, 3, 3) = 19 = 16 (Best 3, add 3)
Set 2, roll 3/6: 5d5 ⇒ (2, 1, 2, 5, 2) = 12 = 12 (Best 3, add 3)
Set 2, roll 4/6: 5d5 ⇒ (2, 3, 1, 4, 3) = 13 = 13 (Best 3, add 3)
Set 2, roll 5/6: 5d5 ⇒ (4, 1, 3, 4, 5) = 17 = 16 (Best 3, add 3)
Set 2, roll 6/6: 5d5 ⇒ (2, 2, 3, 4, 1) = 12 = 12 (Best 3, add 3)
Pretty bad by comparison, so I'm going to stick with my first set. :)
Critzible
|
Hgt. Wgt.Hair: Eye:
Str:10, Dex:20Con:15 Int:14 Wis:17Cha:13
HP: 24| HD 1d10 +2(Con)
Init:+5 Speed:20ft
Fort: +6|3+2(Con)+1(race)
Reflex:+9|3+5(Dex)+1(race)
Will:+4|0+3(Wis)+1(race) +2 v Fear
BAB:+3
Melee:+9
Ranged:+9
Languages: Common, Halfling,Goblin,Dwarven
CMB+1
CMD: 16 |10+2(bab)-1(Size)+5(Dex)+0(Str)
AC: |10+3(armor)+1(
Armor:
Studded Leather
25gp +3 Max Dex+5 Dex Penalty -1 Spellpenalty 15% 20ft 20lbs
Buckler
5gp +1 Max Dex - Dex Penalty-1 Spell Penalty 5% - 5lb
Weapons:
Melee:
Cestus:+9 1d3 19-20/x2 - 1lb B
Dagger +9 1d3 19-20/x2 10ft 1lb P
Boarding Axe +9 1d4 x3 - 3lb S or P
Halfling Rope Shot +9 1d4 x2 - 1lb B
Ranged:
Sling:+9 1d3 x2 50ft - B
Ammo: 20 bullets, 2sp, 10lbs
Skills:16
Climb 5|1+1(Str)+3
Disable Device 9|2+5(de)+3+1(Class)
Handle Animal 7|1+3(Wis)+3
Heal 7|1+3(Wis)+3
Intimidate 6|2+1(Cha)+3
Know(Dungeon) 5|1+1(Int)+3
Know(Nature) 5|1+1(Int)+3
Perception 11|2+3(Wis)+3+2(Race)+1(Class)
Stealth 14|2+5(Dex)+3+4(Size)
Survival 9|2+3(wis)+3+1(Class)
Background Skills:
Craft Trapmaking 6|2+1(Int)+3
Profession Cook 7|1+3(Wis)+3
Profession Fisher 7|1+3(Wis)+3
Feats: Precise Shot, Quick Draw
Traits
Equipment:
Explorers Outfit
Fanger Kit:
9gp 22lb
Backpack, Bedroll,.Belt Pouch,Flint and Steel, Iron pot,Mess Kit, Torches(10),5 days Rations, Waterskin,
Dungeoneering Kit
15gp 25lb
2 candles, chalk, hammer & 4 piton,50ft hemp rope,Hooded Lantern, 5 flasks of oil,2 sacks, 2 Torches, 4 tindertwigs
Survivors Kit
5gp 4lb
Flint & Steel,mess kit, 2 waterskin, Basic Map, Utility Knife
Fishing Kit
5sp 3lb
Gear Maintenance Kit
5gp 2lb
Metal Polish,small file,leather pairing knife, conditioning oil for leather,2 soft cloths, extras leather straps,sewing needle,buttons
Adventurer’s Sash
20gp 3lbs
Candle Lamp
5gp 1lb
Feed(5 days)
Goat
Exotic Pack Saddle
Saddle Bags
Harness
PP-
GP-10
SP-
CP-
Class:
Weapons and Armor:
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemy (Ex):Goblinoids +2/+2
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
The full list of Combat Styles can be found here.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Racial:
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small statures make them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Warslinger:Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.
Halfing Weapon Familiarity:Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
| I like runes |
| 1 person marked this as a favorite. |
Submissions:
Shrikkt, Arcane Trickster build.
Duskeno, kasatha double bow build.
Sumak Wildheart, vanilla shifter.
Emmet Xanderi, brawler with favorite terrain.
Rashk, monk with magic.
Guzzlah. Goblin bottle thrower.
Li Mui. Synthetist summoner with skills
Sekelkek. Druid of the dinosaur.
Radana Alaris. Archer warpriest.
Helina The Beast. Pure Barbarian.
Halfling ranger. Melee slap a lot?
| Helina the Beast |
I always like to run a little test play under spoiler of a PC I make. It helps me find their voice and check the build feels right GM
What follows is just that a small scene to work them out.
Wind flow the 1st signs of snow over the mountain tops. The Caravan master knew this was a bad sign, Yes it was spring but sometime the witch of the north set back the winter in these parts, just to remind the locals. He called a stop on the mountain track and pulled the marchants wagons in close, the mounts and pulling beasts also. By the time the camp was formed harvey snow was falling. A fire was lit, tents and tarps sling close to wangons and the few guards they had, hiddles looking out at the snow storm. Wind blow even harder as night feel, then the sounds came, The howling of wolves and something big close buy. The guards now ready looking out into the gloom. Something big moved there, some thing massive.The head gaurd, nodded and a shot was sent out into the gloom.
"YA!, be careful with your bow, that came was close to hitting-me"
The shape came closer, The head Guard called out,
"Who is there! we armed!"
The shape stopped.
"Of course you are armed my friends, your just shot-at-me ya!"
Then it moved again, now they could see it was a very large elf, blue tinted skin, a bear cloak, She held a long spear, and on her back was a massive axe. And over its shoulder it carried the carcass of what looked to be a small cow.
She topped just in front of the fire as others now looked out from tent and wagon at here.
"I farmer, paid me to find some cows. I found em, but not until after the Wolves did."
She throw the cow carcass onto the snow by the fire. Bite marks could be seen around its throat.
"Staying here is not a good thing, wolf pack close and they are always hungry."
Her think Nordic accent said. As she stabbed her spear in the ground, and with two hands unclipped her winter coat. Letting it also fall to the now. She hefted off the massive grate Axe form her back.
"I think if I kill of few of them, they will go"
She tuned away fire and went to walk back into the snow. A wild look in her Elvish eyes. The head guard called out and she stoped.
"What is your name stranger?"
She stopped and looked back saying.
"I am called Helina, Helina the Beast."
Abd she smiled
"I will be back for those"
She nodded at the things she had left next to the fire. Then she want on walking out into the darkness. And soon the howling stopped.
| pad300 |
Submissions:
Shrikkt, Arcane Trickster build.
Duskeno, kasatha double bow build.
Sumak Wildheart, vanilla shifter.
Emmet Xanderi, brawler with favorite terrain.
Rashk, monk with magic.
Guzzlah. Goblin bottle thrower.
Li Mui. Synthetist summoner with skills
Sekelkek. Druid of the dinosaur.
Radana Alaris. Archer warpriest.
Helina The Beast. Pure Barbarian.
Halfling ranger. Melee slap a lot?
Please don't forget about Nirialdar,
and a slightly revised stat block,Here.
And note, if the party needs something tricky rather than tanky, that can be accomplished by flipping Kineticist element from Earth to Aether.