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Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
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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Eikre
May 2, 2009

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.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
I'm pretty sure Piell was joking???

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
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.

Ryuujin
Sep 26, 2007
Dragon God
Okay is that in Predator Form or always or what?

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
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.

Cuchulain
May 15, 2007

My tiny godly CoX shall burn forever!
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

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
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.

Bouquet
Jul 14, 2001

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.

Cuchulain
May 15, 2007

My tiny godly CoX shall burn forever!

Bouquet posted:

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.

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.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Disciples can take an Initiate feat.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
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.

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
I think it's a Watch Lamp that's a glowy ball that hovers over your shoulder. Dunno the cost offhand.

Bouquet
Jul 14, 2001

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.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
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".

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
whoops wrong thread

Cuchulain
May 15, 2007

My tiny godly CoX shall burn forever!
Do Disciples have bonus spells per day from Wisdom?

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Yes.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
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.)

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
Does that count as proper Kord worship? Seems like the kind of guy who would appreciate that.

Cuchulain
May 15, 2007

My tiny godly CoX shall burn forever!
At work right now, will post in the game thread once I'm home.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?

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.

When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked.

Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking.
I feel like I'm gonna be flanking a lot, so I should make sure I have this right. Wouldn't that be flanking, since it's large?

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc

Invisible line goes through the bottom and the right side of the large size.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Actually you don't even have enough movement to get to N24, since you're moving half speed. Wait nevermind you can get to N24 fine

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?

Piell posted:


Invisible line goes through the bottom and the right side of the large size.
Thank you for the visual aid, that actually helped a lot with getting my head around why it didn't count. I've never actually paid much attention to flanking large creatures before.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
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

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
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

Bouquet
Jul 14, 2001

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
Seeker: as Chaser but swap Run for Track feat, Swift Breed for Tracking Breed, jump trick for seek trick. Speed: 50 ft. Skills: Hide +15, Jump +23, Listen +8, Spot +8, Survival +17
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
Shopping
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

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
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

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Yes, you can buy anything, those things are just half off (rolled on the MIC item tables).

Bouquet
Jul 14, 2001

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
Shopping
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

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Partially updated sheet:

quote:

Val, Killoren Skirmisher 6
Medium Chaotic Good Fey

Str 14 +2
Dex 16 +3
Con 14 +2
Int 12 +1
Wis 12 +1
Cha 12 +1

AC 17 (10+4a+3d)
FF 12, Tch 15
HP 50 (6d8+12)

Init +5 (2d+2r+1c)
BAB +6

Fort +8 (5b+2c+1c)
Ref +8 (5b+2d)
Will +3 (2b+1w)

Attacks
Bow +10 1d8+2 20/x3 110'
Sword +8 1d8+2 19-20


Skills 8+Int

Balance +4 (2r+3d-1a)
Climb +5 (4r+2s-1a)
Concentration 2c
Craft 1i
Disable Device +5 (4r+1i)
Escape Artist +2 (3d-1a)
Handle Animal +5 (1r+2c+2r)
Heal +8 (7r+1w)
Hide +8 (4r+3d+2r-1a)
Jump +1 (2s-1a)
Knowledge (dungeoneering) 1i
Knowledge (geography) 1i
Knowledge (nature) +12 (9r+1i+2s)
Listen +12 (9r+1w+2r)
Move Silently +10 (6r+3d+2r-1a)
Profession 1w
Ride 2d
Search +8 (7r+1i)
Sense Motive +6 (5r+1w)
Speak Language
Spot +12 (9r+1w+2r)
Survival +12 (9r+1w+2r), +2 aboveground natural
Swim +2 (2r+2s-2a)
Tumble +5 (3r+3d-1a)
Use Rope 2d

Languages: Common, Sylvan, Elven

Feats
1L - Point Blank Shot: +1 attack & damage with ranged weapons within 30'.
1B - Track: Track using Survival, 1 check per mile, move at half speed (full speed -5, twice speed -20), DC varies 5 to 20 usually.
2B - Rapid Shot (style, light or no armor): With full attack, may make 1 extra attack at highest BAB, with a -2 penalty to all attacks that round.
3L - ??
3B - Endurance (ranger bonus)
4B - ?? (scout bonus)
6L - ??
6B - Manyshot (style, light or no armor)

Killoren - Fey, low-light vision, immune to sleep, +2 racial vs enchantment spells/effects, +2 Handle Animal, Survival, -2 attack with any cold iron weapon, Manifest Nature's Might--Hunter (+2 Hide, Listen, Move Silently, Spot, initiative)

Proficiencies: simple, martial weapons, light armor, shields (not tower)

Skirmish (Ex): +1d6 damage on all attacks made during any round in which she moves at least 10 feet away from her position at the start of turn. Only applies to attacks made after at least 10 feet of movement. Cannot be used while mounted. Only applies during own turn.
Must be able to see and pick out a vital spot and reach it, and can apply this extra damage to ranged attacks only if the target is within 30 feet. Lost while wearing medium or heavy armor or carrying a medium or heavy load.

Trapfinding (Ex): Can use Search to locate traps with a DC higher than 20, and can use Disable Device to bypass a trap or disarm magic traps.

Favored Enemy (Ex): +4 Bluff, Listen, Sense Motive, Spot and Survival checks and +4 to weapon damage rolls vs selected creature type. Type is Humanoids (human). 2nd type (+2) is Aberration.

Track: Bonus feat.

Wild Empathy (Ex): Use pseudodiplomatic techniques on animals, acting as Diplomacy with a bonus equal to class level plus Cha bonus. Must be visible to each other, generally takes 1 minute. May apply to magical beasts of Int 1 or 2 with a -4 penalty.

Battle Fortitude (Ex): +1 competence to Fortitude and initiative. Lost with medium or heavy armor or load.

Uncanny Dodge (Ex): Cannot be caught flat-footed, as barbarian feature.

Combat Style (Ex): Archery style. Grants Rapid Shot and Manyshot (Improved) even without prerequisites, only when wearing light or no armor.

Fast Movement (Ex): +10' enhancement to speed

Trackless Step (Ex): Cannot be tracked in natural surroundings (as druid).

Endurance: Bonus feat.

Bonus Feat: Scout bonus feat.

Animal Companion (Ex): As a half level druid. Eagle. Stats to come (probably noncombatant).

Spells: CL 1/2 level, based on Wis. 2 1st level per day, DC 13.

Evasion (Ex): Successful Reflex saves mean no damage.

Flawless Stride (Ex): Ignore terrain that slows movement, as well as damage or other impairment. Does not affect Climb or Swim checks, or magically manipulated terrain. Lost with medium or heavy armor or load.

Mobile Combatant (Ex): A 6th level Skirmisher may move during a full attack. They may move a distance up their movement speed and this movement may be split up before attacking, between attacks, and after attacking.


Animal Companion Block (3rd level druid, eagle)


Spells - 2 1st per day, DC 13
Usually prepare pass without trace and speak with animals.


Equipment
Masterwork Chain Shirt - 250 gp, 25 lb
Masterwork Mighty +2 Composite Longbow - 300+100+200 gp, 3 lb
Arrows - 1 gp, 3 lb
Longsword - 15 gp, 4 lb
134 gp remaining + 12000gp

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.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
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.

Bouquet
Jul 14, 2001

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.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.

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.

Cuchulain
May 15, 2007

My tiny godly CoX shall burn forever!
getting slammed at work, will have my character updated by like 4pm pacific.

Edit: Changed my mind! I like Khaem. He's updated

quote:


Name: Khaemwaset the Scarred, Priest of Anhur (War/Storm)
"Anhur teaches that a warrior must not let unjust speech go unaccounted. Talk poo poo, get hit."

A warrior from a foreign land, Khaewaset survived horrific injuries at the hands of an Orcish force that left his comrades dead. During his recovery, he turned to faith and became a Priest with the intention to heal his fellow soldiers, but soon found himself increasingly unsatisfied with this new mission.

So he packed up his sword, donned his old armor, and joined a caravan to somewhere new.

Human
Class: Hero 1 / Disciple 5
Age: 38
Height: 6'6
Weight: 240 lbs
Hair: Bald(Formerly Black)
Eyes: Blue

Attributes + Age + Leveling Bonus
Str: 15 - 1 = 14 (+2)
Dex: 14 - 1 = 13 (+1)
Con: 14 -1 + 1 = 14 (+2)
Int: 9 +1 = 10 (+0)
Wis: 15 +1 = 16 (3)
Cha: 11 +1 = 12 (1)

HP: 62
XP: -¯\_(ツ)_/¯

BAB: +4
AC: 17
Speed: 30 ft

Languages: Common, Orcish
Alignment: NG

Initiative: +1

Saves:

Fort: 6 + 2 + 1 = +9
Refl: 3 + 1 + 1 = +7
Will: 6 + 3 + 1 = +10


Feats:
Power Attack (1st Level)
Subduing Strike (Hero Bonus)
Sacred Vitality (Human Bonus)
Weapon Focus: Falchion (War Domain)
Exalted Turning (3rd Level)
Initiate of Anhur (6th Level)

Racial Bonus:
+1 Feat
+4 Skill Points at first level
+1 Skill Point each level

Class Skills
Bluff
Climb
Concentration
Craft
Diplomacy
Escape Artist
Heal
Hide
Intimidate
Jump
Knowledge
Listen
Move Silently
Perform
Profession
Ride
Sense Motive
Spellcraft
Spot
Survival
Swim
Tumble
Use Magic Device

Skills I actually put points in

Concentration 7
Diplomacy 3
Heal 7
Intimidate 7
Knowledge Religion 7
Spellcraft 7
Speak Language 2(Orcish)

Class Abilities:
Turn Undead (Su)
Any disciple, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy symbol (see Turn or Rebuke Undead).
A good disciple can turn or destroy undead creatures. A Disciple may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier plus half his level (rounded down). A disciple with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Divine Recovery (Su)
A disciple can heal himself or his allies through the power of his faith, through three different methods. They can use this ability 2 times a day, plus their wisdom modifier.
As a swift action, a disciple can restore a number of hit points equal to four times their disciple level to themselves or an ally within close range (25 ft+ 5 feet/2 levels)
As a standard action, a disciple can restore a number of hit points equal to eight times their disciple level to themselves or an ally by touch.
As a minute-long ritual, a disciple can restore hit points by touching their allies. Any number of allies can be healed, as long as the total amount recovered is less than ten times the disciple’s level.

Aura (Ex)
A disciple of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Disciples who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.
Storm Domain(Ex)
5 POINTS OF ELECTRIC RESIST BABY
War Domain
Free Weapon Focus: Falchion

Spells
Druid/War/Storm

Known
0: Create Water, Light, Detect Magic
1st: Entropic Shield, Magic Weapon, Bless Weapon(Initiate of Anhur), Faerie Fire
2nd: Spiritual Weapon, Gust of Wind, Thunderstroke(Initiate of Anhur)
3rd: Sleet Storm, Magic Vestment, Mass Snake's Swiftness


Spell Level 0|1|2|3|
Per Day 3|3|3|2|


Inventory:

Masterwork:geno:+1 Thundering Falchion 8,375gp
+1 Chain Shirt 750gp
Healing Belt 750gp
Ring of Protection +1 2000gp
Cloak of Resistance +1 1000gp
Backpack 2 gp
Rope (Silk, 50 ft) 10 gp
8 days rations 4 gp
Fancy Pants Holy Symbol 10gp
Dinky Holy Symbol 1cp

Cash Money: 0g, 2s, 99c

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.


I got two spells picks at 1st or 2nd level and not sure what I should grab, any thoughts?

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

Bouquet
Jul 14, 2001

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. :yaycloud:

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
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.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
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

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Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
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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