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Post by Cameron on Feb 6, 2013 14:34:32 GMT -8
UNDIVIDED PARTY TREASURE
Arden carrying (153/306/460 ~ ??): Shard of Gluttony {+1 hp per HD; +2 insight bonus on saving throws against necromancy spells; vampiric touch (CL = owner's HD) as a spell-like ability 1/day ~ owner is always hungry and thirsty, and is sickened whenever he has not eaten food in the past hour; must make a DC 20 Will save to resist consuming any food or beverage (including potions and the like) he carries immediately; if the save is successful, the owner can resist the urge for 1 hour before being forced to make the save again} with a pink rhomboid ioun stone {+2 enhancement bonus to Constitution} (1 lb)
2 potions of cure serious wounds 3 potions of cure moderate wounds 1 potion of haste 1 ring of protection +4 helm of underwater action (3 lb)
Bjort carrying (43/86/130 ~ 55): Shard of Envy {+1 insight bonus to AC; +2 insight bonus on saving throws against abjuration spell and spell-like abilities; dispel magic (CL = owner's HD) as a spell-like ability 1/day ~ owner covets the success, wealth, and appearance of all other creatures, and becomes sickened whenever she is within 30 feet of any creature of the same race or character class as herself, physical contact with such a creature nauseates the owner for 2d6 rounds if she fails a DC 20 Fortitude save} with a dusty rose prism ioun stone {+1 insight bonus to AC} (1 lb)
1 ioun stone {+2 enhancement bonus to Dexterity} 1 ioun stone {+2 enhancement bonus to Wisdom} 2 potions of cure light wounds 2 potions of cure moderate wounds 1 potion of cure serious wounds pearl of the sirines
Caleb carrying (76/153/230 ~ 43): Shard of Pride {+2 insight bonus on all skill checks and saving throws against illusion spells; major image (CL = owner's HD) as a spell-like ability 1/day ~ owner suffers delusions of grandeur, and is sickened whenever he must serve another creature as a subordinate of any sort for as long as that arrangement persists; he cannot gain the benefit of the aid another action, nor can he take the aid another action} with a cracked blue-and-scarlet ioun stone {+1 competence bonus on Knowledge (history) checks} (1 lb)
A tome titled From the Minds of Monsters, the book is an incredibly well-preserved investigation of the nature of many monsters that are capable of strange mind-controlling powers. The truly astounding thing, though, is that the book is penned by Sorshen herself, written in her hand in an elegant script. The book is in fact a minor artifact—it functions as a tome of clear thought +1 that automatically recharges its power a month after it is used, although a single creature can benefit from the book only once. In addition, if it is referenced, it grants a +10 circumstance bonus on all Knowledge checks made about monsters that utilize significant mind-affecting attacks (5 lb, in haversack)
1 ioun stone {+2 enhancement bonus to Constitution} 3 couatl feathers (with the use of planar ally and the brilliant feathers you can summon a couatl for assistance) 1 potion of cure serious wounds 3 potions of cure moderate wounds 2 potions of cure light wounds 1 wand of cure critical wounds {8 charges} 1 wand of cure moderate wounds (CL10) {11 charges} 2 wands of cure light wounds {50, 3 charges} 1 wand of communal resist energy (CL11) {45 charges} 1 wand of lesser restoration {3 charges} 1 wand of restoration (9 charges) 1 rod of the viper (5 lbs) 1 wand of sepia snake sigil (8 charges)
1 scroll of detect secret doors belt of giant strength +4 (1 lb)
these are sturdy cold siccatite plates (worth 25 gp each) that function as spell scrolls—a scroll of ice storm, a scroll of wall of ice, a scroll of cone of cold, and a scroll of polar ray
Gremtharm carrying: 1 ioun stone {+2 enhancement bonus to Intelligence} 2 potions of cure light wounds 3 potions of cure moderate wounds 2 potions of cure serious wounds 1 potion of haste
nightgaunt mask (1 lb) amulet of natural armor +1 (from Andel)
Horazama carrying (43/86/130 ~ 55): Shard of Lust {+4 insight bonus on initiative checks; +2 insight bonus on saving throws against enchantments; suggestion (CL = owner's HD) as a spell-like ability 1/day ~ owner becomes narcissistic, and is sickened whenever he has not engaged in sexual relations with another creature within the past 12 hours, staggered while wearing any sort of armor or magic item that occupies the body slot} with a pink and green sphere ioun stone {+2 enhancement bonus to Charisma} (1 lb)
1 oil of life (acts as a true resurrection spell for any dead body it is sprinkled upon) 2 potions of cure serious wounds 1 potion of haste Divine scrolls of cure critical wounds, neutralize poison, remove disease, restoration, greater restoration, resurrection and wind walk 3 divine scrolls of heal 2 divine scrolls of lesser restoration 1 wand of lesser restoration {34 charges} 2 wands of cure light wounds {50, 9 charges}
Singed-Feather carrying: Shard of Greed {+1 insight bonus on attack rolls; +2 insight bonus on saving throws against transmutations; haste (CL = owner's HD) as a spell-like ability 1/day ~ owner becomes greedy, and is sickened whenever he is not wearing at least 500 gp per Hit Die in non-magical jewelry and fine clothing. Each time the owner sells a belonging or gives one away, he must succeed at a DC 20 Will save or take 1d4 points of Wisdom damage} with a pale blue rhomboid ioun stone {+2 enhancement bonus to Strength} (1 lb) Shard of Wrath {+2 insight bonus on all weapon damage rolls; +2 insight bonus on saving throws against evocation spells; fireball (CL = owner's HD) as a spell-like ability 1/day ~ owner becomes addicted to violence, and is sickened whenever he has not brought a living creature to -1 hit points or fewer within the last hour; must make a DC 20 Will save to cease attacking a creature; otherwise, does what he can to kill the creature} (1 lb)
1 incandescent blue sphere ioun stone {+2 enhancement bonus to Wisdom} 1 potion of cure serious wounds 3 potions of cure moderate wounds 2 potions of cure light wounds 1 potion of haste 1 wand of cure light wounds {50 charges} 1 ring of minor spell storing (3 levels) with web and shocking grasp stored 1 pearl of power (5th level)
------------------------------- Another shelf holds a series of metal tablets edged with silver clasps that contain etchings of the internal organs of a whale of prodigious size (measuring nearly 500 feet from head to tail); the tablets are worth 250 gp in all. Three round jars sealed with silver contain baby aboleths preserved in embalming f luid (each jar is worth 50 gp), while fragments of a chuul’s shell sit on another shelf. 5 bone scroll rollers bound in silver and gold and worth 400 gp each dented mithral font worth 900 gp, a handful of strange dice carved from a titan’s bones (worth 500 gp as a set), a silver diviner’s rod (worth 200 gp), a curious metal orb set with tiny jet stones (worth 180 gp), and a cracked crystal ball (this item has the broken condition until it is repaired) cloak of resistance +3, headband of mental prowess +2, handy haversack (wizard's spellbook TBD) 2 siccatite longswords +2
2,700 gp, 108 pp, a small diamond worth 1,200 gp, a set of ivory dice worth 30 gp, an ornate silver comb worth 75 gp, a gold statuette of a red dragon worth 110 gp, a silver chalice with carvings of a marilith on the sides worth 150 gp, a potion of haste, a potion of resist electricity, a potion of waterbreathing, a mithral scroll tube worth 200 gp (containing a scroll of charm monster, a scroll of summon monster V, and a scroll of greater spell immunity), a wand of magic missile (44 charges), a wand of call lightning (38 charges), a staff of understandingUE, a +1 expeditious breastplateUE, and a seducer’s bane Drow body: +1 chain shirt, +1 buckler, +2 shock hand crossbow with 10 drow sleep poisoned bolts, mwk rapier, enslaved collar Nightmare rod (80,000 gp), sapphire key to Whispering Stone (15,000 gp) 19 doses of abysium dust (900 gp per dose)
Andel's gear: Combat Gear potion of cure light wounds (2), potion of cure medium wounds (2), universal solvent (2), acid, alchemist's fire, antitoxin (2); Other Gear +1 mithral chain shirt, +1 darkwood quarterstaff, mwk dagger, cloak of resistance +1, daredevil boots[ARG], handy haversack, ring of protection +2, everburning torch, ink, inkpen, mug/tankard, trail rations (5), waterskin
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Post by Cameron on Feb 6, 2013 14:34:51 GMT -8
Caleb KarkosaMale human magus 12 N Medium Humanoid Init +10; Senses Perception +16 Languages Common, Abyssal, Celestial, Draconic, Elven, Giant, Infernal, Necril, Thassilonian ------------------------------------ AC 26 (+3 Dex, +2 deflection, +1 natural, +10 armor), touch 15, flat-footed 23 hp 105 (12 HD) Resist +2 insight bonus vs. illusions Fort +14, Ref +11, Will +11 ------------------------------------ Speed 40 ft. (8 squares); Nimble Moves Melee mithral sun blade +15/+10 (1d10+6/17-20) {+17/+12 (1d10+8/17-20) vs. evil creatures} {double damage and x3 crits vs undead or Negative Energy Plane creatures} or spine flail +15/+10 (1d8+6) or cold iron morningstar +13/+8 (1d8+4) Ranged composite longbow +1 +13/+8 (1d8+3/x3, range 110) or chakram +12 (1d8+4, range 30) Space 5 ft.; Reach 5 ft. (10 ft. with spine flail) Base Atk +9/+4; CMB +13, CMD 28 Atk Options arcane pool 14 {8 used}, spell combat, spellstrike Combat Gear scrolls (see below); potion of touch of the sea; wands of align weapon {50}, corrosive touch (CL5) {50}, dimension door {11}, fly {32}, infernal healing {43}, lightning bolt {1}, magic missile (CL9) {48}, remove fear {45}, resist energy (CL11) {50}, shield (CL2) {43}, shocking grasp (CL5) {45}, and true strike {49} Magus Spells Prepared (CL 12th, concentration +20 {+22 if using spell combat}, Greater Spell Penetration) __4th (5/day) ~ black tentacles, controlled fireball, dragon's breath {2}, stoneskin __3rd (6/day) ~ fireball, force punch, keen edge (blink), lightning bolt, stinking cloud, vampiric touch __2nd (7/day) ~ ablative barrier {2}, flurry of snowballs, glitterdust, mirror image {2}, scorching ray __1st (12/day) ~ burning hands, enlarge person, feather fall, floating disk, frostbite, grease, hydraulic push, magic missile, ray of enfeeblement, shield, snowball, vanish __Cantrips (at will) ~ acid splash, arcane mark, dancing lights, detect magic, ray of frost ------------------------------------ Abilities Str 18, Dex 16, Con 14, Int 27 (including +1 inherent bonus), Wis 9, Cha 7 SQ magus arcana (wand wielder, familiar, hasted assault, wand mastery), spell recall, knowledge pool, improved spell combat, fighter training, improved spell recall Feats Alertness, Spell Penetration, Nimble Moves, Scribe Scroll, Craft Wand, Craft Wondrous Item, Craft Magic Arms and Armor, Toughness, Improved Initiative, Greater Spell Penetration Traits Pragmatic Activator, Reactionary Skills (-1 ACP) Acrobatics 12/+15, Climb 1/+7, Craft (alchemy / armor / weapons) 1/+12, Fly 5/+10, Knowledge (arcana / dungeoneering / planes) 12/+23, Knowledge (engineering / geography / history / local / nature / nobility / religion) 1/+9, Linguistics 4/+12, Perception 12/+16, Ride 1/+6, Spellcraft 12/+23, Stealth 12/+14, Swim 1/+7, Use Magic Device 12/+24 Possessions (100/200/300 ~ 56, light) {armor} mithral breastplate +4 (15 lb), {belts} belt of giant strength +2 (1 lb), {body} none, {chest} unfettered shirt, {eyes} none, {feet} boots of striding (1 lb), {hands} gloves of incredible dexterity +2, {head} none, {headband} headband of vast intelligence +4 {Perception, Stealth} (1 lb), {neck} necklace of adaptation (1 lb), {rings} ring of wizardry (type I), ring of protection +2, {shield} none, {shoulders} cloak of resistance +4 (1 lb), {wrist} none; mithral sun blade (1 lb), spine flail (10 lb), composite longbow +1 {+2 Str} (3 lb), cold iron morningstar (6 lb), cold iron chakram (1 lb), 6 elf bane arrows +1 (1 lb), 7 undead bane arrows +1 (1 lb), 20 human bane arrows +1 (3 lb), 20 cold iron arrows (3 lb), explorer's outfit (worn), spell component pouch (2 lb), and ioun torch __Handy Haversack (5 lb) with combat gear (-) plus 2 spellbooks (6 lb), diamond dust (2,250 gp) and 175.2 gp cash __Magus Scrolls (1st) enlarge person {2}, obscuring mist {2} (2nd) glitterdust, instant weapon {2}, mirror image (3rd) blink {2}, haste (CL5) {5} (CL10) {5}, heart of the metal (adamantine) {4} (cold iron) {1}, water breathing (4th) greater invisibility {2}, rubberskin, wall of fire, wall of ice, wall of sound (CL10) __Other Arcane Scrolls (UMD 20+CL) CL1 comprehend languages CL3 see invisibility {3}, spectral hand {3} __Divine Scrolls (UMD 20+CL) CL1 (and UMD 26) bless weapon, touch of the sea {2} CL3 (and UMD 27) calm emotions {2}, delay poison {2} __Spellbook, First: acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark 1st burning hands, color spray, corrosive touch, enlarge person, expeditious retreat, feather fall, floating disk, frostbite, grease, hydraulic push, infernal healing, keep watch, magic missile, obscuring mist, ray of enfeeblement, shield, shocking grasp, snowball (conjuration version), true strike, vanish 2nd ablative barrier, flurry of snowballs, frigid touch, glitterdust, instant weapon, mirror image, scorching ray, spider climb, web 3rd blink, conjure carriage, fireball, fly, force punch, haste, heart of the metal, keen edge, lightning bolt, slow, stinking cloud, vampiric touch, water breathing __Spellbook, Second: 4th black tentacles, caustic blood, controlled fireball, dimension door, dragon's breath, forceful strike, greater invisibility, masochistic shadow, poisonous cloud, revenant armor, rubberskin, stoneskin, wall of fire, wall of ice, wall of soundNote: Caleb normally casts revenant armor on his breastplate once a week. Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. __At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. __At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. __Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. __A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.Improved Spell Combat (Ex): At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.Improved Spell Recall (Su): At 11th level, the magus's ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell's level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The magus cannot apply metamagic feats to a spell prepared in this way. The magus does not need to reference his spellbook to prepare a spell in this way.Knowledge Pool (Su): At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.Pragmatic Activator (magic): You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.Reactionary (combat): You gain a +2 trait bonus on initiative checks.Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of "touch" from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.Spell Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.Magus Arcana __Wand Wielder (Su): The magus can activate a wand or staff in place of casting a spell when using spell combat. __Hasted Assault (Su): The magus can expend 1 point from his arcane pool as a swift action to move more quickly. This functions as haste, but only targets the magus and lasts for a number of rounds equal to the magus's Intelligence bonus. __Wand Mastery (Su): Whenever the magus uses a wand, he calculates the DC for any spell it contains using his Intelligence modifier, instead of the minimum modifier needed to cast a spell of that level.MITHRAL SUN BLADE Aura moderate evocation; CL 10th; Price 53,035 gp; Weight 1 lb __This custom-made mithral weapon is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with respect to weight and ease of use. In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword. Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack. __In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and x3 on a critical hit instead of the usual x2). __The blade also has a special sunlight power. Once per day, the wielder can swing the blade vigorously above his head while speaking a command word. The sun blade then sheds a bright yellow radiance that acts like bright light and affects creatures susceptible to light as if it were natural sunlight. The radiance begins shining in a 10-foot radius around the wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius. When the wielder stops swinging the sword, the radiance fades to a dim glow that persists for another minute before disappearing entirely. __All sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the sword is wielded.SPINE FLAIL Aura faint necromancy; CL 4th; Price 13,308 gp; Weight 10 lbs __This weapon looks like the barbed spine of a humanoid. A spine flail functions as a +2 flail that deals slashing damage and has reach. Unlike most weapons with reach, a spine flail can be used against adjacent foes. On a critical hit, the victim must succeed at a DC 15 Fortitude save to resist being permanently blinded.UNFETTERED SHIRT Aura moderate abjuration and transmutation; CL 7th; Slot chest; Price 10,000 gp; Weight - __Once per day on command, the wearer can gain the benefits of freedom of movement for 10 minutes.Concentration check to cast defensively = 15 + (spell level x 2)
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Post by Cameron on Feb 18, 2016 17:01:57 GMT -8
Happy Fun Ball Ioun wyrd familiar (improved) N Tiny Construct Init +3; Senses low-light vision, darkvision 60 ft., blindsight 30 ft.; Perception +18 Languages Common (can't speak); speak with master ------------------------------------ AC 21 (+2 size, +2 Dex, +1 dodge, +6 natural), touch 15, flat-footed 18; +2 armor bonus with ablative barrier hp 52 (13 HD) SR 17 Fort immune (+8 vs. effects that also work on objects or are harmless), Ref +6 (improved evasion), Will +10 ------------------------------------ Speed fly 30 ft. (average) Melee slam +8/+3 (1d4-3) Space 2.5 ft.; Reach 0 ft. Base Atk +9/+4; CMB +9; CMD 17 ------------------------------------ Abilities Str 4, Dex 15, Con -, Int 11, Wis 14, Cha 5 SQ ioun affinity, share iouns, empathic link, share spells, store spells, deliver touch spells, spell resistance Feats Dodge Skills Acrobatics 12/+18, Fly 5/+14, Perception 12/+18, Spellcraft 12/+12, Stealth 12/+25, Use Magic Device 12/+10; Racial Modifiers none Encumbrance (6/13/20 ~ 0, light) none __Ioun Stones cracked dusty rose prism (+1 competence bonus on initiative checks), cracked deep red sphere (+1 competence bonus on Acrobatics checks), cracked incandescent blue sphere (+1 competence bonus on Perception checks), cracked pink and green sphere (+1 competence bonus on Use Magic Device checks)
This strange creature appears as a floating swarm of gemstones surrounding a larger stone that pulses with dim light.
As a Tiny creature, Happy Fun Ball can move into or through an occupied square. This provokes attacks of opportunity as usual. A typical ioun wyrd is roughly 2 feet in diameter and weighs between 15 and 20 pounds.
As a construct, Happy Fun Ball is immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. Happy Fun Ball is not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. Happy Fun Ball does not breathe, eat, or sleep.
Constructs cannot heal damage on their own, but can be healed by certain kinds of magic, including spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Blindsight (Ex): A creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, (magical) darkness, and most kinds of concealment (including displacement and blur effects) are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. Blindsight does not subject a creature to gaze attacks, works underwater but not in a vacuum, and never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight. Blinding attacks do not penalize creatures that use blindsight.
Ioun Affinity (Su): An ioun wyrd may integrate a number of ioun stones into its body up to 1 + 1/2 its Hit Dice. Because an ioun wyrd sees all ioun stones as equal and gains no benefits from them, the wyrd's ioun stones can be swapped out by any creature the wyrd trusts.
Share Iouns (Su): A character with an ioun wyrd familiar gains the benefits of its ioun stones as long as he's within 30 feet of the ioun wyrd.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. __The master of an ioun wyrd familiar also gains a +1 natural armor bonus to AC when the master and familiar are within 1 mile of each other.
Share Spells (Ex): The master may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. Spells cast by the master are not affected by this resistance.
Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
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Post by zach on Sept 10, 2016 19:21:49 GMT -8
Horazama the Merciful (Raz)Male half-elf oracle of life 12 CG Medium Humanoid Init +2; Senses low light vision Languages Common, Elvish ------------------------------------ AC 25 (+10 armor, +1 trait, +1 dex, +1 Natural, Shield +2), touch 15, flat-footed 24; hp 88(13 HD) Resist immune to magical sleep Fort +5, Ref +7, Will +9 ------------------------------------ Speed 30 ft. (20 ft. in +1 adam. Full Plate) Melee +1 Cold Iron Morningstar +10/+5 (1d8+1/ x2) Ranged +2 Merciful Shocking Heavy Crossbow +14 (1d10+2 + 1d6/19-20x2) or Merciful (1d10+2 +2d6 nonlethal/19-20x2) Base Atk +9/+4; CMB +6, CMD 18 Atk Options none Special Actions channel positive energy 5/day (4d6, Will DC 19 half) (1 used) lay on hands 8/day (3d6, Will DC 19 half) (0 used), LOH Mercies: sickened, diseased, confused, petrified Combat Gear amulet of natural armor +1, boots of levitation, belt of incredible dexterity +2, Scroll - plane shift, Screaming bolts (32) Oracle Spells (CL 13th; concentration +19, +24 on the defensive or while grappled) __6th (5/day) (0 used)~ cure moderate wounds mass, heal, chains of light, word of recall __5th (7/day) (0 used)~ cure light wounds mass, breath of life, raise dead, cleanse __4th (7/day) (0 used)~ cure critical wounds, restoration, path of glory-greater, retribution-greater, oracle's vessel __3rd (8/day) (0 used)~ cure serious wounds, neutralize poison, searing light; charitable impulse, aura of peace, sacred bond __2nd (8/day) (0 used)~ cure moderate wounds, lesser restoration, spiritual weapon, summon monster II, silence [dc18], resist energy __1st (8/day) (2 used)~ cure light wounds, comprehend language, detect undead, sanctuary, shield of faith, protection vs evil, hedging weapons __Orisons (at will) ~ create water, detect magic, guidance, light, mending, purify food and drink, read magic, resistance, stabilize ------------------------------------ Abilities Str 12, Dex 14(16), Con 12, Int 12, Wis 10(14), Cha 19(23) SQ elf blood, multitalented (+1 hit point per level of favored class), keen senses (+2 Perception) Feats Point Blank Shot, Precise Shot, Combat Casting, Rapid Reload (Heavy Crossbow), Skill Focus (Spellcraft) (bonus feat), Selective Channel, Heavy Armor Proficiency Traits Skills (-5 ACP,) Diplomacy (12/+20), Heal (12/+17), Knowledge Nature (12/+16), Knowledge Religion (12/+16), Spellcraft(12/+19) Possessions (43/86/130 ~ 87, heavy) combat gear (-), +1 adamantine full plate (50lb), +1 cold iron morningstar (6), TAZER +2 (8), cloak shield +2, spell component pouch (2 lb), headband of mental prowess (4wiz, 4cha)(1lb) and 62,493.36 gp cash __Backpack (2 lb) 100 feet of silk rope (10 lb), flint and steel, waterskin (4 lb), and trail rations (4 lb) Ht 5'8" Wt 150 lbs Age 130Oracle Revelation - Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. Oracle Revelation - Delay Affliction (Su): Once per day as an immediate action, whenever you fail a saving throw against a disease or poison, you may ignore its effects for 1 hour per level. At 7th and 15th level, you can use this ability one additional time per day. (0 used) Oracle Revelation - Combat Healer (Su): Whenever you cast a cure spell, you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. (0 used) Oracle Revelation Energy Body (Su)FAQ: As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level. Oracle Curse : Mercy - If a non-enemy character who is adjacent asks you to heal them, or asks you for help and you can tell they have taken damage or drain or suffer from a disease or poison, you must help them on your next tum. If they have a condition or suffer from a poison or disease that you can neutralize or cure with any ability you possess or any spell you can cast, you must do so as your next action. Otherwise, if they have taken any damage, you must cast a spell or use an ability that heals hit points. Also, you cannot perform a coup de grace. You gain the ability to lay on hands, as the paladin ability, using your curse level as your paladin level.
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Post by triumphruin on May 1, 2019 18:11:17 GMT -8
Singed-Feather Male Tengu Musket Master 5/Druid 7
LN Medium Humanoid(Tengu) Init +9 Senses Low Light Vision, Perception +23
Languages Common, Elven, Druidic
---------------------------------- AC 28 (+7 Dex, +4 Armour, +2 Natural Armor, +2 Deflection, +2 Shield, +1 Nimble) 20 Touch, 20 Flat-footed HP 92/92 (12HD) Resistance +4 vs fey and plant affecting spells
Fort +13 Ref +16 Will +15 ---------------------------------- Speed 30ft (6 squares)
Melee Masterwork Bastard Sword +13/+7 (1d10/19-20), Dagger +12/+6 (1d4/19-20)
Ranged +2 Rifle +19/+13 (1d10+9/19-20/x4, Range 80ft)
Space 5ft Reach 5ft Bab +10/+4 CMB 11 CMD 31 ATK Options Grit (6)(currently 6), Deadeye, Quick-Clear, Steady Aim, Gunslinger Initiative, Pistol-Whip, Fast Musket, Dragon Shot
Druid Spells Prepared(CL 4th, con +8) 4th (2/day) - Freedom of Movement, Warp Metal
3rd (3/day) - Call Lightning, Raven's Flight, Stone Shape
2nd (5/day) - Air Step, Fog Cloud, Sickening Entanglement, Spider Climb
1st (6/day) - Endure Elements, Faerie Fire, Longstrider, Speak with Animals, Blend
0th - Create Water, Detect Magic, Light, Read Magic ---------------------------------- Abilities (20 point buy) Str 12 Dex 24 Con 12 Int 12 Wis 22 Cha 7 SQ Gunsmith, Rapid Reloader, Nimble, Bonus Feat, Musket Training, Nature Bond (Animal Companion), Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Natures Lure, Wild Shape (2/day) (1 used)
Feats Gunsmithing, Rapid Reload, Point Blank Shot, Deadly Aim, Precise Shot, Rapid Shot, Clustered Shots, Improved Critical (Rifle), Dragon Shot
Traits Never Stop Shooting, Worldly
Skills Acrobatics 8/+17, Craft(Alchemy) 10/+14, Fly 8/+17, Handle Animal 9/+10, Knowledge(Nature) 10/+16, Perception 12/+22, Ride 1/+7, Spellcraft 5/+9, Stealth 5/+18, Survival 8/+18,
Possessions (33/66/100) [Armor] Darkleaf Cloth Shadow Leather Armor +2 [Shield] Living Steel Buckler +1 [Belt] Belt of Incredible Dexterity +4 [Headband] Headband of Inspired Wisdom +4 [Shoulders] Cloak of Resistance +3 [Chest] Endless Bandolier [Neck] Amulet of Natural Armor +2 [Ring 1] Ring of Protection +2, [Ring 2] Ring of Minor Spell Storing, Shard Of Greed, Shard of Wrath
Handy Haversack, Oil of Silence x4, Animal Feed(Bird)x14, Bedroll, Journal, Stick of Charcoal, Efficient Tent, Flint and Steel, Hammock, Holy Symbol, Gunsmith's Kit, Powder Horn, Camouflage netting,Trail Rations x14, Rope (silk), Scarf (pocketed), Everburning Torch, Beartrap x4, Waterskin, Golden Masterwork Dagger, 81 Metallic Cartridges, 30 Metallic Cartridges (Silver), 20 Metallic Cartridges (Adamantine), 7 Metallic Cartridges (Ghost Salt), 30 Metallic Cartridges (Cold Iron), 2 Weapon Blanch (Ghost Salt) 30,244gp, 2sp, 3cp
------------------------------------------ LONGTALON HD: 6 Large Animal (Roc) Init: 4 Senses: Low-Light Vision, Perception +5 DEFENSE AC: 27 Touch: 15 Flat-Footed: 21 HP: 51/51 Fort: 7 Ref: 11 Will: 5 OFFENSE Speed: 20ft Fly: 80ft (Average) Melee: Bite +9 (1d8+6); 2x Talons +9 (1d6+6) Plus Grab Ranged: STATISTICS Str 22 Dex 23 Con 14 Int 2 Wis 13 Cha 11 Base Atk: +4 CMB 11 CMD 25 Skills: Fly +9; Stealth +9; Perception +5; Acrobatics +9; Escape Artist +5; Survival +2; SPECIAL ABILITIES Feats: Toughness; Power Attack; Iron Will; Specials: Evasion; Link; Low-light Vision; Share Spells; Tricks: Seek; Bombard; Hunt; Equipment: Tangleburn bag x12, Exotic Saddle, Military [Belt] Belt of Incredible Dexterity +4
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Post by varoxus on May 3, 2019 13:27:35 GMT -8
BjortMale Skinwalker bloodrager 12 Archetypes Primalist TN Medium humanoid (shapechanger) Init +6, Senses low-light vision; Perception +17 ================================================= DEFENSE ================================================= AC 23, touch 13, flat-footed 23 (+8 armor, +3 Dex, +2 natural) hp 146 ((12d10)+48) Fort +14, Ref +9, Will +11, +2 trait bonus on all saving throws against charm and compulsion effects, +2 insight bonus vs. necromancy spells and spell-like abilities Defensive Abilities blood sanctuary, improved uncanny dodge, uncanny dodge, DR2/-; ================================================= OFFENSE ================================================= Speed 40 ft.(30 ft. with medium armor) Melee cold iron/+1 greatsword +17/+12/+7 (1d12+7/x3) Ranged +1/returning chakram (1d8+5) Melee +1/keen ranseur +17/+12/+7 (2d4+7/19-20/x3) Innate Spell-Like Abilities speak with animals (DC ,1/day), Shard of Gluttony Spell-Like Abilities vampiric touch (1/day) Bloodrager Spells Known (CL 13th; concentration +16) 3rd(2/day)-Eruptive Postules, Heroism, Sleet Storm, Elemental Aura 2nd(3/day)- brow gasher(DC 15), See Invisibility, Iron Skin, mirror image, Splinter Spell Resistance1st(3/day)- blade lash, enlarge person(DC 14), long arm, protection from evil(DC 14), shield, Mark of Blood================================================= STATISTICS ================================================= Str 18, Dex 16, Con 18, Int 6, Wis 14, Cha 16, Base Atk +12; CMB +17; CMD 30 Feats Arcane Strike,Blooded Arcane Strike, Eschew Materials, Improved Initiative, Power Attack, Raging Vitality, Steadfast Personality,Iron Will, Raging Brutality Skills Acrobatics +18, Perception +17 Traits Armor Expert, Birthmark Languages Common SQ +2 wisdom, -2 intelligence, +2 to one physical ability score while shapechanged, animal-minded, arcane bloodline, blood casting, bloodline, bloodrage (23 rounds/day), change shape, damage reduction, disruptive bloodrage, fast movement, languages, low-light vision, spell-like ability Gear golembane scarab, crown of the kobold king, +1 Curved Elven Blade, cold iron/+1 greatsword, belt of giant strength +2, mithral/+2 breastplate, cape of the resistant eagle, ioun torch, pink rhomboid ioun stone{+2 enhancement bonus to Constitution}, ioun stone {+2 enhancement bonus to Dexterity}, handy haversack, +1/returning chakram, quickcatch manacles, smoked goggles, balancing pole, bedroll, shard of gluttony, +1/keen ranseur, mirror, rope (50 ft.), 4639 gp (100/200/300 ~ 78.2, light) ================================================= SPECIAL ABILITIES ================================================= +2 Wisdom, -2 Intelligence, +2 to one physical ability score while shapechanged Skinwalkers are well attuned to the natural order of things and value passion above reason. While in their bestial form, they gain a +2 racial bonus to either Strength, Dexterity, or Constitution (see Change Shape). Animal-Minded Skinwalkers have a +2 racial bonus on Handle Animal and wild empathy checks. Blood Casting (Su) At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can attempt concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state. Bloodrage (Su) The bloodrager's source of internal power grants him the ability to bloodrage. A bloodrager can bloodrage for 25 rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours don't need to be consecutive. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and a +6 morale bonus to his Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a -2 penalty to Armor Class. The increase to Constitution grants the bloodrager 27 hit points, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter a bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. Blood Sanctuary (Su) At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts. Change Shape (Su) A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features: * 2 claw attacks that each deal 1d4 points of damage * Darkvision to a range of 6o feet * +1 racial bonus to natural armor The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. Damage Reduction (Ex) At 7th level, a bloodrager gains damage reduction. Subtract 1 from the damage the bloodrager takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every 3 levels thereafter, this damage reduction increases by 1 point. Damage Reduction can reduce damage to 0, but not below 0. Disruptive Bloodrage (Su) The DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with those granted by the Disruptive feat. Fast Movement (Ex) A bloodrager's base speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's base speed. Uncanny Dodge At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 13. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Primal Choices At 4th level and every 4 levels thereafter, a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisites and other requirements. This ability alters the bloodline Class Feature. Spell-Like Ability Skinwalkers with a Wisdom score of 11 or higher can use speak with animals once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker's character level. Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you. Weapon and Armor Proficiency Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
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Post by skulbuggery on Aug 23, 2019 16:19:23 GMT -8
Arden Lucas Male Human Two-handed Fighter 12 NG Medium Humanoid Init +7; Senses Perception +17 Languages Common ------------------------------------- AC 26 (+10 armor, +1 Dex, +3 Snakeskin Tunic, +2 Deflect), touch 13, flat-footed 25 HP 136 Fort +13, Ref +9, Will +10 ------------------------------------- Speed 20 ft Melee masterwork falchion +23/+18/+13 (2d4+14 / 15-20) (2x Strength: 2d4+17 / 15-20) Ranged masterwork composite (+5 Str) longbow +16/+11/+6 (1d8+5 / x3, range 110) Atk Options Power Attack (2 Handed: -3 to attack +9 to damage), Vital Strike (Standard Action: Triple Weapon Die) ------------------------------------- Str 24, Dex 16, Con 16, Int 10, Wis 14, Cha 8 BAB +12; CMB +19 (+23 using falchion); CMD 34 SQ Advanced Weapon Training: Weapon Specialist (Weapon Focus, Greater Weapon Focus) Feats: Power Attack, Weapon Focus (Falchion), Greater Weapon Focus (Falchion), Weapon Specialization (Falchion), Critical Focus, Improved Critical (Falchion), Iron Will, Step Up, Following Step, Vital Strike, Combat Reflexes, Step Up and Strike, Devastating Strike, Improved Vital Strike Traits Seeker, On-Guard Skills (ACP -6) Climb 7/+10, Knowledge (dungeoneering) 6/+9, Perception 12/+17, Survival 4/+8, Swim 7/+10 ------------------------------------- Possessions(153/306/460): Armor: +1 Moderate Fortification Horacalcum Full Plate Weapon: +1 Icy Burst Falchion / Composite (+5) Longbow
+2 Headband of Inspired Wisdom, +2 Amulet of Natural Armor, +2 Cloak of Resistance, Snakeskin Tunic, +4 Belt of Giant Strength, +2 Ring of Protection, Handy Haversack, Shard of Gluttony, Human Bane Arrow x20, Potion of Cure Light Wounds x3, Potion of Cure Moderate Wounds x1, Spider's Silk Rope, Small Tent, Bedroll, Blanket, Ioun Torch, Fishing Tackle, Climber's Kit, Chalk, Bag of Holding III, Handy Haversack
Gold: 646 ------------------------------------- Two-Handed Fighter __These fighting school benefits only apply when using two-handed weapons. __Shattering Strike (Ex): At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces Bravery. __Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single attack (with the Attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces Armor Training 1. __Weapon Training (Ex): As the fighter class feature, but the bonuses only apply when wielding two-handed melee weapons. This ability replaces Weapon Training 1, 2, 3 and 4. __Backswing (Ex): At 7th level, when a two-handed fighter makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces Armor Training 2.
Piledriver (Ex): At 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity. This ability replaces Armor Training 3.
On-Guard (region): You gain a +1 trait bonus to initiative checks, and if you are able to act during the surprise round of an encounter, you can draw a weapon (but not a potion or magic item) as a free action during that round.
Seeker (social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Advanced Weapon Training: Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option for one fighter weapon group that he previously selected with the weapon training class feature. __Advanced weapon training options function only when the fighter is wielding a weapon from the associated group, unless otherwise noted, and use his weapon training bonus for the associated weapon group. Any bonuses on attack rolls and damage rolls granted by advanced weapon training apply only on attack rolls and damage rolls from weapons in the associated group. A fighter with an archetype that replaces weapon training cannot select advanced weapon training options. __Weapon Specialist (Ex): The fighter selects a number of combat feats that he knows equal to his weapon training bonus with the associated weapon group. The selected feats must be ones that require the fighter to choose a type of weapon (such as Weapon Focus and Weapon Specialization), and the fighter must have chosen weapons that belong to the associated fighter weapon group. The fighter is treated as having the selected feats for all the weapons in the associated weapon group that are legal choices for those feats. The fighter is also considered to have those feats with these weapons for the purpose of meeting prerequisites.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon Training (Ex) (Heavy Blades +2): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. (Two-handed Fighter: bonuses only apply when wielding two-handed melee weapons.)
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Step Up: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Following Step: When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.
Step Up and Strike: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round.
Critical Focus: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Improved Critical (Falchion): When using the weapon you selected, your threat range is doubled.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Vital Strike: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Improved Vital Strike: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Devastating Strike: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 maximum). This bonus damage is multiplied on a critical hit.
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Post by dmurphyca on May 21, 2020 12:12:39 GMT -8
GremtharmMale dwarf rogue 12 CN Medium humanoid (dwarf) Init +4; Senses darkvision 60 ft.; Perception +16 -------------------- Gremtharm is an aberration among the Dwarven clans. From a young age, this curious dwarf was infatuated with the lore and history of dwarven ruins. As he came of age, he sought gold and treasure, not from the rich veins of iron, silver, or mythril in the cavernous mines of the dwarves, but from the unique items and glory of finding them within the ruins of empires lost. Gremtharm has learned a number of tricks in his travels as these areas are often guarded by the dead, or worse. Having traveled the plains and mountains of Golarion, he speaks the tongues of many and has a quick wit about him. Given his uncharismatic demeanor, guile and skill are needed to carry him through. Defense-------------------- AC 25, touch 17, flat-footed 21 (+7 armor, +3 deflection, +4 Dex, +1 natural) hp 114 (12d8+54) Fort +13, Ref +17, Will +13; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training, improved evasion, improved uncanny dodge, trap sense +4; Resist negative energy 10, positive energy 10 -------------------- Offense-------------------- Speed 20 ft. Melee +1 ghost touch thundering adamantine longspear +12/+7 (1d8+4/19-20/×3) Space 5 ft.; Reach 5 ft. (10 ft. with +1 ghost touch thundering adamantine longspear) Special Attacks hatred, sneak attack +6d6 +2 Str damage -------------------- Statistics-------------------- Str 15, Dex 18, Con 18, Int 16, Wis 12, Cha 8 Base Atk +9; CMB +11; CMD 28 (32 vs. bull rush, 32 vs. trip) Feats Blind-fight, Critical Focus, Endurance, Improved Critical (longspear), Iron Will, Ironhide[APG], Medium Armor Proficiency Traits armor expert, indomitable faith Skills Acrobatics +21 (+17 to jump), Appraise +3 (+5 to assess nonmagical metals or gemstones), Bluff +10, Climb +16, Diplomacy +10, Disable Device +27, Escape Artist +17, Fly +8, Handle Animal +5, Heal +6, Intimidate +10, Linguistics +14, Perception +16, Sleight of Hand +13, Stealth +21, Swim +13, Use Magic Device +12; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones Languages Abyssal, Celestial, Common, Cyclops, Daemonic, Draconic, Dwarven, Elven, Ettin, Giant, Goblin, Infernal, Orc SQ rock stepper[ARG], rogue talents (crippling strike, fast stealth, improved evasion, opportunist, swift poison[APG], trap spotter), trapfinding +6 Combat Gear cat burglar's boots, potion of cure moderate wounds (2), potion of cure serious wounds, caltrops, giant wasp poison, purple worm poison; Other Gear +1 deathless mirrored mithral agile breastplate[APG], +1 ghost touch thundering adamantine longspear, bag of holding ii, belt of physical perfection +2, cloak of resistance +5, horn of fog, ring of feather falling, ring of protection +3, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), masterwork thieves' tools, mess kit[UE], mirror, piton (10), pot, soap, torch (10), trail rations (5), waterskin, 1,017 gp -------------------- Special Abilities-------------------- Blind-Fight Re-roll misses because of concealment, other benefits. Crippling Strike (Ex) Your sneak attacks do 2 points of Strength damage. Critical Focus +4 to confirm critical hits. Darkvision (60 feet) You can see in the dark (black and white only). Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks. Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks. Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs. Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam. Improved Uncanny Dodge (Lv >= 16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+. Ironhide Your skin is thicker and more resilient than that of most of your people. Prerequisites: Con 13; dwarf, half-orc, or orc. Benefit: You gain a +1 natural armor bonus due to your unusually tough hide. Opportunist (1/round) (Ex) A foe who takes a melee hit from another provokes an AoO from you. Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step. Sneak Attack +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Swift Poison (Ex) Poisoning a weapon becomes a move action. Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps. Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it. Trapfinding +6 Gain a bonus to find or disable traps, including magical ones. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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