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That drawing is great. As far as changing around skills, feel free to do so right now (as you haven't yet entered combat). Mobile Fighter is fine for counting as Spring Attack, Whirlwind attack isn't that great that it needs to be locked behind a huge feat chain (unless you are doing some spiked chain enlarged bullshit). I've got a few ideas for shapeshifter I might work on tonight. For now, add Darkvision 60' to the predator form.
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# ? Oct 17, 2015 04:24 |
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# ? Apr 26, 2024 20:29 |
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Piell posted:(unless you are doing some spiked chain enlarged bullshit). Oh, whatever. Whirlwind attack: do nothing unless you have more nearby enemies than attacks; surround yourself with all of them; deliberately distribute your damage instead of focusing it to remove any of them from combat; profit??? You don't need to equivocate on the off chance that a fighter might inadvertently have a nice thing.
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# ? Oct 17, 2015 08:19 |
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I'm pretty sure Piell was joking???
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# ? Oct 17, 2015 09:22 |
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Yeah I am fine with going for whirlwind attack. Also Ryuujin I told you in chat that you would have Darkvision but I lied and decided Shapeshifters would get Low-Light Vision at first level.
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# ? Oct 17, 2015 17:21 |
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Okay is that in Predator Form or always or what?
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# ? Oct 17, 2015 17:23 |
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Always on. I'm still hammering out what upgrades shapeshifters will get at higher levels but that's all for now. Also I work 12 hour shifts on weekends so probably won't be updating much on weekends.
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# ? Oct 17, 2015 17:28 |
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So just to be clear, the only spells a Disciple naturally knows are Domain Spells, with 1 additional spell drawn from the Cleric list every even level, so a maximum of 10 spells learned at 20th level? Also there's no 0-level spells on the class.
Cuchulain fucked around with this message at 22:42 on Oct 17, 2015 |
# ? Oct 17, 2015 22:31 |
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Whoops. Pick 3 0th level spells to known, you have 3 slots per day to cast them. Other than your domain spells, you will known 10 spells, correct.
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# ? Oct 18, 2015 04:15 |
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Piell, could Disciple count as Cleric (or Druid) for the Initiate feats or other feats that rely on those classes being present? If yes, http://dndtools.pw/feats/categories/initiate/ is a good way to add some more spells to your list.
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# ? Oct 18, 2015 05:00 |
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Bouquet posted:Piell, could Disciple count as Cleric (or Druid) for the Initiate feats or other feats that rely on those classes being present? First, I'm totally down to trade feats for a few spells learned. Also oh baby Khaemwaset's deity has a feat in there and it gives the best 1st level buff spell in the game.
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# ? Oct 18, 2015 05:23 |
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Disciples can take an Initiate feat.
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# ? Oct 18, 2015 17:36 |
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I wanna get a headband and have someone cast Continual Flame on it so that I don't have to worry about holding torches any more. This is annoying.
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# ? Oct 21, 2015 17:48 |
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I think it's a Watch Lamp that's a glowy ball that hovers over your shoulder. Dunno the cost offhand.
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# ? Oct 22, 2015 00:21 |
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Watch Lamp is 500 gp and occupies the head magic item slot. Paying a level 3 wizard/sorcerer to cast Continual Flame on your favorite non-magical top hat costs 110 gp (50 gp material cost + Caster Level * 20 gp for a level 2 spell) and does not occupy the head magic item slot.
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# ? Oct 22, 2015 01:16 |
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FYI, I made a second roll to confirm because I saw an 18 and got super excited, and it wasn't until after I rolled that I realized "wait, I'm a dumbass, that's 18 total, not a natural 18".
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# ? Oct 22, 2015 15:18 |
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whoops wrong thread
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# ? Oct 25, 2015 18:29 |
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Do Disciples have bonus spells per day from Wisdom?
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# ? Oct 25, 2015 21:23 |
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Yes.
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# ? Oct 26, 2015 04:04 |
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I'm probably going to jump to 4th level after this fight - there's not really much to test at 2nd level, I probably should have gone with 4th right off the bat, oh well. Probably going to try to murder you all to see how well disciple healing works in practice (though your deaths will only be for this fight's purpose and you'll be fine afterwards.)
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# ? Nov 4, 2015 15:05 |
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Does that count as proper Kord worship? Seems like the kind of guy who would appreciate that.
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# ? Nov 10, 2015 05:26 |
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At work right now, will post in the game thread once I'm home.
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# ? Nov 10, 2015 20:44 |
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SRD posted:When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by a character or creature friendly to you on the opponent’s opposite border or opposite corner.
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# ? Nov 17, 2015 16:33 |
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Invisible line goes through the bottom and the right side of the large size.
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# ? Nov 17, 2015 17:49 |
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# ? Nov 17, 2015 18:05 |
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Piell posted:
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# ? Nov 17, 2015 18:49 |
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6th level! 3/4 of HD for hit points gain 12000 gp The following items may be purchased for half price (to reflect randomish loot) +1 armor/shields Scroll of Mass Fire Shield Eternal Wand of Cure Light Wounds Potion of Protection from Energy Potion of barkskin +2 Scroll of resist energy Crystal of mind cloaking, least Essentia jewel Scroll of find traps Wand of light Skill shard, greater Scroll of lightning bolt Scroll of greater invisibility Wand of Mage Armor Necklace of copper dragon scale Bag of Boulders Inquisitor Bracers
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# ? Nov 28, 2015 18:38 |
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I think I'll pick up the Bag of Boulders as a ranged weapon, since my class features play nice with it. Edit: Done! Mythweavers sheet AND main-thread sheet updated! I was a little uncreative with my magic item choices, but I'll branch out a bit more now that my core competencies are covered. girl dick energy fucked around with this message at 22:55 on Nov 28, 2015 |
# ? Nov 28, 2015 22:23 |
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pre:Class: Avenger 4 (Paladin of Tyranny base)/ Bone Knight 2 ACF: Skilled City Dweller (swap Knight's Ride for Tumble, Handle Animal for Gather Information) Hit Points: 54 Alignment: Lawful Evil Speed: Walk 15 ft. Languages: Common, Halfling, Elven, Dwarven Stat Score Mod STR 14 (+2) * Increased at level 4 DEX 14 (+2) CON 10 (+0) INT 14 (+2) WIS 14 (+2) CHA 14 (+2) -------------------------- Skills -------------------------- Former class skills are: Climb, Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Know (nobility), Know (religion), Profession, Ride, Sense Motive, Swim, Tumble Class skills are: Craft, Handle Animal, Intimidate, Know (Noble), Know (Rel), Ride 36 ranks Skill Total Rnk Stat Msc Balance -2 0 2 +2 synergy -6 ACP Climb -4 0 0 +2 racial -6 ACP Craft (Armor) 8 6 2 Craft (Weapon) 8 6 2 Handle Animal 7 5 2 (DC -2 with Killer) Hide 0 0 2 +4 size -6 ACP Jump -1 0 1 +2 synergy +2 racial -6 ACP Know (Rel) 7 5 2 Listen 4 0 2 +2 racial Move Silently -2 0 2 +2 racial -6 ACP Ride 13 9 2 +2 synergy (+2 circum. staying in saddle) Tumble 1 5 2 -6 ACP -------------------------- Feats --------------------------- Mounted Combat [Knight 2 Bonus] 1/round you may attempt a Ride check (as a reaction) to negate a hit on your mount. Ride check must be > opponent's attack roll. Combat Expertise [Level 1] May subtract up to 5 from attack rolls and add it to AC. Combat Reflexes [Stoutheart Bonus] Dex mod additional AoO/round Ride-By Attack [Level 3] Move and attack as part of mounted charge w/o provoking AoO Improved Trip [Level 6] +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee, immediate melee attack against that opponent as if you hadn’t used your attack for the trip attempt. -------------------- Special Abilities --------------------- +2 racial bonus on Climb, Jump, Listen, and Move Silently checks. Gain 1 additional feat at 1st level. +2 morale bonus on saving throws against fear. +1 racial bonus on attack rolls with a thrown weapon and slings. Aura of Evil (Ex) Moderate Detect Good (Sp) Divine Grace (Su) Deadly Touch (Su) 8 hp/day Smite Good (Su) 1/day Aura of Despair (Su): Enemies within 10 feet take -2 on all saving throws. Divine Health (Ex): Immune all diseases, including supernatural and magical. Rebuke Undead (Su) 5/day as level 3 Cleric Knight's Challenge 4/day Fighting Challenge (7 rounds): +1 morale to Will, attack, damage vs. one foe Test of Mettle (7 rounds): Try to make everyone attack you Shield Block (Ex): During your action, designate a single opponent. Your shield bonus to AC against that foe increases by 1. Bulwark of Defense (Ex): An opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Armor Mastery (Ex): Ignore the speed reduction for wearing medium armor. Bonecraft Armor (Ex): You can produce a suit of bonecraft medium or heavy armor that would normally be composed mostly of metal. Same cost and time to create as normal armor of that type. The armor grants you a +4 bonus on Intimidate checks made while you wear it and DR 1/bludgeoning if it is medium armor or DR 2/bludgeoning if it is heavy armor. Bonecraft armor is not metallic for purposes of spells/attacks. Bone March (Su): May assume control of animated undead from willing caster within 60 feet of both the caster and the undead as standard action. Max total HD you may command is 4 x Class Level. May not control any individual undead creature with more HD than class level. Summon Skeletal Steed (Sp): As paladin with skeleton template applied. A skeletal steed cannot be turned while its bone knight master rides it. Paladin Spellcasting: 2 level 1 spells prepared/day. DC based on Wisdom Caster level 3. See spell list below -------------------------- Combat -------------------------- Total / Touch / Flat Footed AC: 24 / 12 / 22 = +1 size +1 dex +9 armor +3 shield +2 AC vs ranged attacks DR 2/bludgeoning Armor Check Penalty: -6 = -5 armor -1 shield Initiative: +2 BAB: +6 Melee tohit: +9 (+1 size modifier +2 str) Ranged tohit: +9 (+1 size +2 dex +1 with thrown/sling) Fortitude: +8 = +6 base + 0 CON + 2 CHA Reflex: +5 = +1 base + 2 DEX + 2 CHA Will: +8 = +4 base + 2 WIS + 2 CHA (+2 morale vs. fear) Weapon To Hit Dmg Crit Range Lance +1 +10 1d6+3 20/x3 Sling +10 1d3+2 20/x2 50 ft. Longsword +9 1d6+2 19-20/x2 ------------------------- Equipment ------------------------ Name QTY LBS Lance +1 (Small) 1 5 lbs Sling (Small) 1 0 lbs Metal Heavy Shield +1 (Small) 1 7.5 lbs Full plate +1 (Small) 1 25 lbs Longsword (Small) 1 2 lbs Chain Shirt Barding +1 1 25 lbs Exotic Military Saddle (Small) 1 15 lbs Magebred Clawfeet 4 - Leather barding 4 15 lbs Potion Belt 1 - Blessed Bandage 1 - Vial 1 - Saddlebags 1 8 lbs Total weight carried: 39.5 pre:Chaser, Skeleton Magebred Clawfoot Medium Undead Hit Dice: 2d12+12 (33) Initiative: +15 Speed: 60 ft AC: 26 (+7 dex, +7 natural, +2 armor), touch 17, flatfooted 19 Base Attack/Grapple: +1/+8 Attack: Talons +8 melee (1d8+7+1d6 cold) Full Attack: Talons +8 melee (1d8+7+1d6 cold) and 2 foreclaws +3 melee (1d3+3+1d6 cold) and bite +3 melee (1d6+3+1d6 cold) Special Qualities: Immunity to Cold (Ex), DR 5/bludgeoning, Low-light vision, scent, excellent learner, swift breed, turn resistance +4 Saves: Fort -4 (immune), Ref +7, Wil +3 (+2 vs command undead) Abilities: Str 25, Dex 25, Con -, Int 2, Wis 10, Cha 1 Skills: Hide +15, Jump +32, Listen +8, Spot +8, Survival +8 Feats: Improved Initiative, Run Known tricks: attack x 2, come, defend, down, heel, jump (Storm), track Render: as Chaser but swap Run for Multiattack feat, Swift Breed for Thick-Skinned Breed, jump trick for ambush trick. Speed: 50 ft. AC: 28 (+7 dex, +9 natural, +2 armor), touch 17, flatfooted 21. Skills: Hide +20, Jump +23, Listen +8, Spot +8, Survival +8 Warder: as Chaser but swap Run for Alertness feat, Swift Breed for Thick-Skinned Breed, jump trick for guard trick. Speed: 50 ft. Skills: Hide +15, Jump +23, Listen +13, Spot +12, Survival +8 pre:Killer, Magebred Clawfoot Skeletal Steed Medium Undead Hit Dice: 4d12 (49) Initiative: +9 Speed: 50 ft AC: 26 (+5 dex, +6 natural, +5 armor), touch 15, flatfooted 21 Base Attack/Grapple: +2/+8 Attack: Talons +8 melee (1d8+6) Full Attack: Talons +8 melee (1d8+6) and 2 foreclaws +6 melee (1d3+3) and bite +6 melee (1d6+3) Special Qualities: Immunity to Cold (Ex), DR 5/bludgeoning, low-light vision, scent, swift breed, turn resistance +2, empathic link, improved evasion, share spells, share saving throws Saves: Fort +3 (immune), Ref +6, Wil +4 (+2 vs command undead) Abilities: Str 22, Dex 21, Con -, Int 6, Wis 10, Cha 1 Skills: Hide +12, Jump +22, Listen +15, Spot +15, Survival +8 Feats: Improved Initiative, Multiattack, Combat Reflexes 0060 - Desecrate by level 3 caster 0840 - Animate Dead (4th level version) by level 16 caster for 8 HD 2370 - Awaken Undead (7th level version) by level 16 caster 0900 - Three additional magebred clawfeet 1325 - Full plate +1 (small) 0585 - Heavy metal shield +1 (small) 0500 - Least crystal of arrow deflection 0500 - Restful crystal 2000 - +1 enhancement to lance 0750 - Healing Belt 0410 - Eternal wand of cure light wounds 0820 - Eternal wand of inflict light wounds 0585 - Chain shirt barding +1 -050 - Sell chain shirt 0080 - 4 x leather barding 0100 - Continual Flame on shield -------- 135 Bonuses/changes for animated skeletal magebred clawfeet Magebred: -Natural AC +2. -Can learn a maximum of 8 tricks, and Handle Animal DC - 2. -Time required to train for a purpose -1 week (min 1). -A magebred animal also gains one of the following additional special qualities. --Swift Breed: One of the creature’s modes of movement increases its speed by 10 feet. --Thick-Skinned Breed: The creature’s natural armor bonus to AC improves by an additional 2. --Tracking Breed: The creature gains a +4 bonus on Survival checks made to follow tracks. -One of Strength, Dexterity, or Constitution increases by 4. -The other two ability scores increase by 2. -A magebred animal always has an Intelligence score of 2. -One bonus feat: Alertness, Athletic, Endurance, Improved Natural Attack, or Multiattack. Skeleton: -HD become d12. -Immunity to Cold (Ex). -DR 5/bludgeoning. -Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2. -Dexterity increases by +2, no Constitution or Intelligence score, Wisdom changes to 10, and Charisma changes to 1. -No skills. -Loses all feats of the base creature and gains Improved Initiative. Desecrate at altar: -plus 2 HP per HD Creator is Dread Necro >= level 8 and has many Corpsecrafter feats: -plus 4 enhancement bonus to Strength and Dexterity -4 additional hit points per Hit Die. -plus 4 Turn Resistance. -Add 1d6 cold damage to natural weapons. -plus 2 Natural Armor Class. -plus 4 bonus on initiative checks -plus 10-foot base land speed Awaken Undead: -Intelligence score of 1d6+4; can't be more intelligent than typical living creature of same kind. -Regain armor and weapon proficiencies they had in life and will don armor and take up weapons while obeying your commands. -Regain any extraordinary racial abilities. -Gain a +2 profane bonus on their Will saving throws to resist control undead. -Also gain +2 turn resistance unless existing turn resistance is higher. Notable NPCs Level 16 Strongheart Halfling Dread Necromancer who has retired from adventuring to the Hardnose lands for a life of ease and research. In exchange for some infrequent spellcasting assistance, he's been granted a noble title and is supplied with whatever he needs. -Feats: Corpsecrafter (Lvl 1), Deadly Chill (Lvl 3), Hardened Flesh (Lvl 6), Nimble Bones (Lvl 9), still has 3 more feats to play with. -Advanced Learning: Awaken Undead (Lvl 16), 3 free Paladin of Tyranny Spell List 1st—axiomatic water, bane, blessed aim, clear mind, corrupt weapon, swift corrupt weapon, create water, curse water, deafening clang, deathwatch*, detect incarnum, detect manifest zone, detect poison, detect undead, detect vestige, detect weaponry, devastating smite, divine favor, divine sacrifice, doom, endure elements, lesser energized shield, find temple, golden barding, holy spurs, inflict light wounds, knight unburdened, know greatest enemy, magic weapon, lesser one mind, protection from chaos, protection from good, protection from incarnum, protective interposition, read magic, resist planar alignment, resistance, resurgence, rhino's rush, second wind, soul of order, soul of shadow, sticky saddle, strategic charge, summon holy symbol, traveller's mount, virtue, warning shout * added by Bone Knight Bouquet fucked around with this message at 09:48 on Nov 29, 2015 |
# ? Nov 29, 2015 02:30 |
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I don't have my books at work, but I think I've updated everything relevant to the sheet. Piell, when you say things on that list can be bought at half price, does that imply that other things can be bought at full price instead?pre:Roarke Nissil NG Human Battlemind 6 Strength 10 ( 0) Dexterity 19 (+4) +2 Item +1 at 4th Constitution 14 (+2) Intelligence 12 (+1) Wisdom 18 (+4) +2 Item Charisma 8 (-1) HP: 51/51 Speed: 40' Armor Class: 20 = 10 +1 Armor +4 Dex +4 Wis +1 Class Touch AC: 19 Flat-footed: 16 Initiative modifier: + 8 = 0 +4 Dex +4 Feat Fortitude save: + 8 = 5 +2 Con +1 Item Reflex save: +10 = 5 +4 Dex +1 Item Will save: +11 = 5 +4 Wis +1 Feat +1 Item Attack (handheld): +10 = 6 +4 Dex Attack (unarmed): +10 = 6 +4 Dex Attack (missile): +10 = 6 +4 Dex Grapple check: + 6 = 6 +0 Str Languages: Common, Goblin Feats: Human - Dodge 1st - Mobility Btl1 - Mage Slayer 3rd - Spring Attack 6th - Improved Initiative Skills Balance 9 = 5 +4 Dex Hide 13 = 9 +4 Dex Jump 4 = 4 +0 Str Listen 13 = 9 +4 Wis Move Silently 13 = 9 +4 Dex Spot 13 = 9 +4 Wis Tumble 13 = 9 +4 Dex Abilities - Ki Weapon (+1 Sundering Adamantine Greatsword) - Fighting Versatility - AC Bonus - Wis +1 - Infuse Ki 3D6 - Throw Ki Weapon (30' increment) - Stunning Strike - Diamond Soul - SR16 - Ki Motion Gear: Backpack 2 Bedroll 0.1 Flint and Steel 1 Crowbar 2 3 Belt Pouches 3 50' Silk Rope 10 Signal whistle 0.8 Tent 10 Waterskin 1 10 days rations 5 Explorer's outfit 10 Traveler's outfit 1 Everburning Torch 110 "Spellbook" 15 Ink 8 Inkpen 0.1 Sling - Sling bullets x20 0.2 Healing Belt 750 Potion of Mage Armor 50 Gloves of Dex +2 4000 Periapt of Wis +2 4000 Cloak of Resist +1 1000 Bracers of Armor +1 1000 Potion - Barkskin +3 600 Potion - Shield Faith +4 600 Potion - Rage 750 50.8 gp Vicissitude fucked around with this message at 21:25 on Nov 29, 2015 |
# ? Nov 29, 2015 06:36 |
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Yes, you can buy anything, those things are just half off (rolled on the MIC item tables).
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# ? Nov 29, 2015 18:07 |
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For some strange reason Piell didn't want me to have a single character that controlled a whole skeleton dinosaur hit squad.pre:Class: Avenger 6 ACF: Skilled City Dweller (swap Knight's Ride for Tumble, Handle Animal for Gather Information) Hit Points: 54 Alignment: Lawful Evil Speed: Walk 15 ft. Languages: Common, Halfling, Elven, Dwarven Stat Score Mod STR 14 (+2) * Increased at level 4 DEX 14 (+2) CON 10 (+0) INT 14 (+2) WIS 14 (+2) CHA 14 (+2) -------------------------- Skills -------------------------- Class skills are: Climb, Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Know (nobility), Know (religion), Profession, Ride, Sense Motive, Swim, Tumble 36 ranks Skill Total Rnk Stat Msc Balance -2 0 2 +2 synergy -6 ACP Climb -4 0 0 +2 racial -6 ACP Diplomacy 8 2 2 +4 synergy Handle Animal 7 5 2 Hide 0 0 2 +4 size -6 ACP Jump -1 0 1 +2 synergy +2 racial -6 ACP Know (Nob) 7 5 2 Know (Rel) 7 5 2 Listen 4 0 2 +2 racial Move Silently -2 0 2 +2 racial -6 ACP Ride 13 9 2 +2 synergy (+2 circum. staying in saddle) Sense Motive 7 5 2 Tumble 1 5 2 -6 ACP -------------------------- Feats --------------------------- Combat Expertise [Level 3] May subtract up to 5 from attack rolls and add it to AC. Combat Reflexes [Stoutheart Bonus] Dex mod additional AoO/round Mounted Combat [Knight 2 Bonus] 1/round you may attempt a Ride check (as a reaction) to negate a hit on your mount. Ride check must be > opponent's attack roll. Stand Still [Level 1] Attempt to prevent movement that provokes an AoO Weapon Focus (Lance) [Knight 5 bonus] +1 to hit with lance Weapon Specialization (Lance) [Level 6] +2 damage with lance -------------------- Special Abilities --------------------- +2 racial bonus on Climb, Jump, Listen, and Move Silently checks. Gain 1 additional feat at 1st level. +2 morale bonus on saving throws against fear. +1 racial bonus on attack rolls with a thrown weapon and slings. Aura of Evil (Ex) Moderate Detect Good (Sp) Divine Grace (Su) Deadly Touch (Su) 8 hp/day Smite Good (Su) 2/day Aura of Despair (Su): Enemies within 10 feet take -2 on all saving throws. Divine Health (Ex): Immune all diseases, including supernatural and magical. Rebuke Undead (Su) 5/day as level 3 Cleric Knight's Challenge 5/day Fighting Challenge (7 rounds): +1 morale to Will, attack, damage vs. one foe Test of Mettle (7 rounds): Try to make everyone attack you Shield Block (Ex): During your action, designate a single opponent. Your shield bonus to AC against that foe increases by 1. Bulwark of Defense (Ex): An opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Armor Mastery (Ex): Ignore the speed reduction for wearing medium armor. Vigilant Defender (Ex): If an opponent uses Tumble to move through your threatened area or space without provoking AoO, the Tumble check DC to avoid your AoO increases by your class level. Shield Ally (Ex): As immediate action you absorb part of the damage dealt an adjacent ally. Each time he takes damage from a physical attack before your next turn, you can take half this damage. Paladin Spellcasting: 2 level 1 spells prepared/day. DC based on Wisdom Caster level 3. See spell list below -------------------------- Combat -------------------------- Total / Touch / Flat Footed AC: 24 / 12 / 22 = +1 size +1 dex +9 armor +3 shield +5 AC vs ranged attacks Armor Check Penalty: -6 = -5 armor -1 shield Initiative: +2 BAB: +6 Melee tohit: +9/+4 (+1 size modifier +2 str +2 with AoO) Ranged tohit: +9/+4 (+1 size +2 dex +1 with thrown/sling) Fortitude: +8 = +5 base + 0 CON + 2 CHA + 1 resistance Reflex: +7 = +2 base + 2 DEX + 2 CHA + 1 resistance Will: +10 = +5 base + 2 WIS + 2 CHA + 1 resistance (+2 morale vs. fear) Weapon To Hit Dmg Crit Range Lance +1 +11/+6 1d6+5 20/x3 Sling +10/+5 1d3+2 20/x2 50 ft. Longsword +9/+4 1d6+2 19-20/x2 ------------------------- Equipment ------------------------ Name QTY LBS Lance +1 (Small) 1 5 lbs Sling (Small) 1 0 lbs Longsword (Small) 1 2 lbs Metal Heavy Shield +1 (Small) 1 7.5 lbs Full plate +1 (Small) 1 25 lbs Chain Shirt Barding +1 1 25 lbs Bracers of Opportunity 1 0.5 lbs Vest of Resistance +1 1 1 lbs Exotic Military Saddle (Small) 1 15 lbs Potion Belt 1 - Blessed Bandage 1 - Vial 1 - Saddlebags 1 8 lbs Total weight carried: 39.5 pre:Killer, Magebred Clawfoot Paladin Steed Medium Magical Beast Hit Dice: 4d8+12 (38) Initiative: +4 Speed: 50 ft AC: 25 (+4 dex, +6 natural, +5 armor), touch 14, flatfooted 21 Base Attack/Grapple: +3/+9 Attack: Talons +9 melee (1d8+6) Full Attack: Talons +9 melee (1d8+6) and 2 foreclaws +7 melee (1d3+3) and bite +7 melee (1d6+3) Special Qualities: Low-light vision, scent, swift breed, empathic link, improved evasion, share spells, share saving throws Saves: Fort +8, Ref +6, Wil +6 Abilities: Str 22, Dex 19, Con 17, Int 6, Wis 12, Cha 10 Skills: Hide +12, Jump +22, Listen +16, Spot +16, Survival +8 Feats: Multiattack (B), Combat Reflexes, Power Attack 1325 - Full plate +1 (small) 0585 - Heavy metal shield +1 (small) 2500 - Lesser crystal of arrow deflection 0500 - Restful crystal 2000 - +1 enhancement to lance 0750 - Healing Belt 0410 - Eternal wand of cure light wounds 0585 - Chain shirt barding +1 -050 - Sell chain shirt 0100 - Continual Flame on shield -150 - Sell Killer 2300 - Bracers of Opportunity 1000 - Vest of Resistance +1 -------- 0025 Paladin of Tyranny Spell List 1st—axiomatic water, bane, blessed aim, clear mind, corrupt weapon, swift corrupt weapon, create water, curse water, deafening clang, detect incarnum, detect manifest zone, detect poison, detect undead, detect vestige, detect weaponry, devastating smite, divine favor, divine sacrifice, doom, endure elements, lesser energized shield, find temple, golden barding, holy spurs, inflict light wounds, knight unburdened, know greatest enemy, magic weapon, lesser one mind, protection from chaos, protection from good, protection from incarnum, protective interposition, read magic, resist planar alignment, resistance, resurgence, rhino's rush, second wind, soul of order, soul of shadow, sticky saddle, strategic charge, summon holy symbol, traveller's mount, virtue, warning shout Bouquet fucked around with this message at 07:45 on Nov 30, 2015 |
# ? Nov 30, 2015 02:56 |
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Partially updated sheet:quote:Val, Killoren Skirmisher 6 2 to 6 skirmisher +4 BAB (+2 to +6) +2/2/2 FRW (+3/3/0 to +5/5/2) +4d8 hd Skills at 8+int (2 climb, 2 disable, 2 heal, 2 hide, 4 k nature, 4 listen, 4 move silently, 5 search, 3 sense motive, 4 spot, 4 survival) Skirmish +2d6, +1 AC Fast Movement +10' Trackless Step Endurance Bonus Feat Animal Companion Spells Evasion 2nd favored enemy Flawless Stride Improved Combat Style (Manyshot) Mobile Combatant Alright, first thing I notice is that the Manyshot feat conflicts with Mobile Combatant. Rapid shot as a full attack with movement from Mobile Combatant is strictly better than the standard attack from Manyshot. Manyshot would still be worthwhile in the few situations where I needed a move action, but that's... really weird, overall, and I don't think it would be intentional as part of a skirmisher class. I need to root around in some books to see if there are alternate ranger features that replace Manyshot. Could I take the wild shape ranger variant? Would fast movement stack with scout? Scout is enhancement and barbarian is unnamed. I'd take Rapid Shot as a regular feat. It's not really the best default for a "skirmisher" class but I think it would fit pretty well for Val.
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# ? Nov 30, 2015 06:40 |
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No to wild shape ranger variant, that's much stronger and steps on the Shapeshifter's toes too much. You can, however, take Improved Rapid Shot instead of Manyshot.
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# ? Nov 30, 2015 14:22 |
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I've been talking about a very different style of shapeshifter in irc to Ryuujin, here's a quick skeleton of how I might build a less combat-focused shapeshifter: Human Shapeshifter 6 STR 14 DEX 14 CON 14 INT 16 WIS 10 CHA 10 Skills: 90 points Balance 5 +2 synergy Bluff 9 Disable Device 1 Diplomacy 9 +4 synergy Disguise 9 +2 synergy stay in character Hide 9 Intimidate 9 +2 synergy Jump 5 +2 synergy Know (arcana) 1 Know (dungeon) 1 Know (local) 5 Know (nature) 1 Know (religion) 1 Know (planes) 1 Open Lock 1 Search 9 Sense Motive 5 Tumble 5 +2 synergy Skill Tricks: Collector of Stories (Knowledge 5) - Level 2 Never Outnumbered (Intimidate 8) - Level 5 Feats: Sly Fortune [Lvl 1] Unbelievable Luck [Human] Knowledge Devotion [Lvl 3] Better Lucky than Good [Lvl 6] Equipment: Self, armor slot: +1 Shadow (+5 Hide) 6k gp Self, body: +1 resistance to saves 1k gp Head slot: Circlet of Persuasion 4.5k gp I'd also maybe try to convince Piell to allow a Prey, Aerial Prey, Ocean Prey form paired with the predator forms. Their only use would be for becoming Tiny (with no stat changes, just for being able to fit into small places/be uninteresting). In combat you're trying to get in a flanking position using your superior maneuverability and then Intimidate or attack defensively as seems most useful. Shapeshifter as it's written is just never going to be king of melee. Warblade, crusader, barbarian, duskblade, hero, mindblade, avenger and even disciple depending on the build are all set up to be better at going to to toe.
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# ? Nov 30, 2015 22:16 |
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Piell posted:No to wild shape ranger variant, that's much stronger and steps on the Shapeshifter's toes too much. You can, however, take Improved Rapid Shot instead of Manyshot. Yay thats still good and better for testing yeah.
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# ? Dec 1, 2015 00:46 |
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getting slammed at work, will have my character updated by like 4pm pacific. Edit: Changed my mind! I like Khaem. He's updated quote:
How does Cower interact with the Shaken<Frightened<Panicked, mechanic by the way? I don't know of any link between them, just want to double check. Snake's Swiftness looks dope. Shame I'm locked into Cleric already. Cuchulain fucked around with this message at 01:21 on Dec 10, 2015 |
# ? Dec 1, 2015 06:11 |
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Cowering is what happens if someone is Panicked and blocked from flight. Eternal Wand of CLW is 410 gp. Don't bother selling regular CLW wand, we'll use it. You should spend 550 gp to upgrade your Chain Shirt to +1. You need to have +1 before applying Keen. etc. so you'll have to pick either Keen or Thundering until you can afford another 10k gp. If Piell will allow Caduceus Bracers to work with Disciple healing they solve a ton of potential problems to the party for 2000 gp. Other suggestions, depending on budget remaining: Vest of Resistance +1 for 1000 gp Ring of Protection +1 for 2000 gp Healing Belt for 750 gp Spells (must choose cleric/druid list permanently): If Cleric, any of these would be good. Class Level 2: Obscuring Mist, Shield of Faith, Protection from Evil, Ebon Eyes Class Level 4: Resist Energy, Dark Way, Divine Protection, Lesser Restoration (if Caduceus Bracers aren't an option) If druid, consider these. CL 2: Faerie Fire, Longstrider, Obscuring Mist, Crabwalk, Snake's Swiftness CL 4: Resist Energy, Spider Climb, Lesser Restoration (if Caduceus Bracers aren't an option), Mass Camouflage, Earthbind, Master Air, Mass Snake's Swiftness I think if it was me I would do druid with Faerie Fire and Mass Snake's Swiftness, then you can get Call Lightning at next level.
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# ? Dec 7, 2015 05:48 |
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I'm gonna say no to Caduceus Bracers for Disciples. Eternal Wand of Cure Light Wounds is 820 gp, but a Healing Belt is better and only costs 750 gp. Also update your sheets on the first page of the game thread if you haven't already! I'll be going over sheets tonight.
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# ? Dec 7, 2015 16:56 |
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Basically updated. Still have animal companion and some spare cash I should probably spend but god I forgot how much I hate fiddly item shopping. Can I skip the companion stat block and say "she has an eagle, it's always somewhere else in a fight"? And then calculate AC or whatever if and when it comes up? For example, standard eagle has AC 14 and Dex 15, so a Druid 3's eagle with +2 natural armor and +1 Dex would have an AC of 17. I mean assuming animal companion HD advancement doesn't increase size. Although I guess a Medium eagle would be pretty cool? edit: I forgot about the half price things, whoops. zachol fucked around with this message at 19:42 on Dec 7, 2015 |
# ? Dec 7, 2015 19:35 |
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# ? Apr 26, 2024 20:29 |
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Well, you can post the statblock and at least have the eagle provide flanking somewhere :p If nothing else it would be a good partner for Roarke and her mobile blitzing.
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# ? Dec 7, 2015 20:43 |