Character Roster (post your character here)

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Apr 27, 2016 8:02 am
Hello everyone,

not sure what I'll be playing yet (what are you guys rolling?, I see a wizard/cleric, a warpriest, and a warrior?) but here are my rolls:

Rolls

Str - (4d6)

(3335) = 14

Dex - (4d6)

(5563) = 19

Con - (4d6)

(4434) = 15

In - (4d6)

(6535) = 19

Wis - (4d6)

(1335) = 12

Cha - (4d6)

(4561) = 16

Apr 27, 2016 9:11 am
1. Can a Zen Archer Monk use an Unchained Monk as a base? Wait, Are Unchained Classes allowed at all?
2. Can a Zen Archer Monk also be a Qinggong Monk?

It's interesting that the Monk class offers no Favored Class Bonuses for aasimar.
Apr 27, 2016 10:52 am
I'm building a human gunslinger. Still working on some details. Should have it wrapped up today.
Apr 27, 2016 12:47 pm
Jabes.plays.RPG says:
1. Can a Zen Archer Monk use an Unchained Monk as a base? Wait, Are Unchained Classes allowed at all?
2. Can a Zen Archer Monk also be a Qinggong Monk?

It's interesting that the Monk class offers no Favored Class Bonuses for aasimar.
1. I don't think Unchained classes can take archetypes at all, since the class features don't match up*

2. As long as the things that the archetypes alter don't overlap you can take more than one*

*Subject to DM discretion
Apr 27, 2016 12:54 pm
Thanks! I find PF bewildering, to be honest!

Next question: A character gains one feat at first level (two if human), and then you just follow the career path for your class/archetype. There are no "character level" feats independent of class. Correct?
Apr 27, 2016 1:04 pm
Jabes.plays.RPG says:
Thanks! I find PF bewildering, to be honest!

Next question: A character gains one feat at first level (two if human), and then you just follow the career path for your class/archetype. There are no "character level" feats independent of class. Correct?
You gain a feat at every odd character level. 1, 3, 5, etc. Other than that you may gain feats as a class feature, such as the fighter gets the Bonus Combat Feat at Fighter level 1 and every even level afterwards
Apr 27, 2016 1:27 pm
http://i846.photobucket.com/albums/ab26/lisatoddsean2006/Roland.jpg
Roland
Male Human Gunslinger 6
Lawful Neutral
Init +6

Defense

AC: 22 ; Touch: 16 ; Flat-Footed: 18
HP: 53
Fort +7; Ref +9; Will +5


Offense

Speed 30
Melee: Pistol Whip - Melee attack (+0), 1d6 pistol/1d10 long gun damage
Ranged: Blunderbuss (+10), Fires in 15 foot cone, 1d8 damage
Revolver (+10/+5) can attack twice, holds 6 rounds, 1d8+4 damage
Double Hackbut (+10/+5) can attack twice, holds 2 rounds, 2d12 damage

Special Attacks
Deadly aim: -2 to attack, +4 damage
Precise shot: can fire into melee with no negative
Dragons breath: fires from blunderbuss, dc 15 reflex save for half damage, fire damage
Entangling shot: fires from blunderbuss, dc 15 reflex or entangled for 2d4 rounds

grit 5 points per pay, 5 point maximum

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.


Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.

• Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.

• Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally.

• Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Statistics

Str 11, Dex 18(16+2 from belt), Con 14, Int 14, Wis 17, Cha 14
Base Atk +6/+1; CMB +6; CMD +20
Feats: Gunsmithing, Deadly aim, point blank shot, precise shot, extra grit,
acrobatics 8, bluff 5, climb 5, craft alchemy 5, handle animal 4, heal 8, intimidate 4, knowledge (engineering) 4, Knowledge (local) 4, perception 10, profession 4, ride 4, sleight of hand 5, survival 5, swim 5, stealth 10
Languages: common, elven, dwarven

Combat Gear: Double Hackbut, Revolver, Blunderbuss, Mythril Agile Breastplate,

Other Gear:
GP=3
SP=34
100 metallic cartridges (750)
Black powder keg (100)
2 powder horns (6)
100 bullets (10)
100 pellet loads (10)
10 Silver Bullets (2.5)
Gunsmiths kit (15)
Alchemist's lab (200)
Alchemy crafting kit (25)
Handy HaverSack (2000)
Deluxe Dungeoneering Kit (130)
includes two candles, chalk, hammer and 4 pitons, 50 feet silk rope, two sacks, three sunrods, four tindertwigs, everburning torch.
Bedroll (1sp)
Two bandoliers to hold cartridges (1)
3x Alchemical cartridge (Dragons Breath) (60)
3x Alchemical Cartridge (entangling shot) (60)
Healers kit (50)
Travelers outfit (1)
8x tindertwig (8)
Mule (8)
Cart (15)
Belt of Incredible Dexterity +2 (4000)
Light bringer dues (100)


That should have him finished.
Last edited May 5, 2016 1:09 pm
Apr 27, 2016 1:39 pm
@ Parvus, so far the only thing the party seems to be missing is a dedicated trapfinder.
Apr 27, 2016 2:32 pm
Ok, now I'm confused:

Kalajel gave me permission to play a Garuda-blooded Aasimar, retaining Toxophilite, and trading the Snake-hater trait for the Deathless Spirit trait. But reading through the Standard and Alternate racial traits now I see that Deathless Spirit is meant to replace Celestial Resistance.

So does that mean I get to retain Celestial Resistance because I didn't have to give it up to get Deathless Spirit? And can I now trade it away for something else that's meant to replace it, such as Exalted Resistance?
Apr 27, 2016 5:12 pm
Oh, I think I see where the confusion stems from. Snake-Hater and Toxophilite are RACE traits and not RACIAL traits. I.e. they are traits you can take with your 2 starting character traits. Again, naming different things the same... Grr...

Edit: So basically, the only thing that changes are you attributes modifier, skill bonuses, and spell-like ability. The rest is as per the normal aasimar, so it means that yes, you do get Celestial Resistance, and everything else, and if you want Deathless Spirit, you must trade in Celestial Resistance for it.

Good thing you re-read that man...
Apr 27, 2016 5:27 pm
Quote:
Players may choose one of the following six heritages for their aasimar characters in place of the traditional aasimar racial features. Each heritage presents new ability modifiers, spell-like abilities, and skill modifiers that replace the default aasimar racial traits, as well as a pair of custom traits. Each entry also discusses the most common (though by no means ubiquitous) personality traits, physical features, and places of origin of aasimars with that particular heritage.
Kinda sounds like the entire Aasimar race is overwritten by this choice
Apr 27, 2016 5:33 pm
They really didn't write it out well.

After looking in the book that they actually come from I was able to determine that the heritage only replaces the Ability Score Adjustment, Spell-like Ability, and Skill Modifiers. It then offers the custom traits as options that you can take with your two starting traits. You keep Celestial Resistance and the Darkvision.
Last edited April 27, 2016 5:42 pm
Apr 27, 2016 5:43 pm
kalajel says:
Oh, I think I see where the confusion stems from. Snake-Hater and Toxophilite are RACE traits and not RACIAL traits. I.e. they are traits you can take with your 2 starting character traits. Again, naming different things the same... Grr...

Edit: So basically, the only thing that changes are you attributes modifier, skill bonuses, and spell-like ability. The rest is as per the normal aasimar, so it means that yes, you do get Celestial Resistance, and everything else, and if you want Deathless Spirit, you must trade in Celestial Resistance for it.

Good thing you re-read that man...
Gah! I didn't see this post, so I looked all of this up for nothing! Oh well, it was a fun search
Apr 27, 2016 6:02 pm
Ok, if I understand what you guys have said this is what's happening:

Aasimar Standard Racial Traits
-Ability Score Racial Traits: +2 Wisdom and +2 Charisma.

Defense Racial Traits
-Celestial Resistance

Feat and Skill Racial Traits
-Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

Magical Racial Traits
-Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Senses Racial Traits
-Darkvision: Aasimar have darkvision 60 ft.

Now, a Garuda-blooded Aasimar has these traits that modify some of the above:
-Ability Modifiers +2 Dex, +2 Wis (instead of Wis & Cha)
-Alternate Skill Modifiers Acrobatics, Fly (instead of Diplomacy & Perception)
-Alternate Spell-Like Ability Plumekith gain see invisibility as a spell-like ability. (instead of daylight)

Now looking at the Alternate Racial Traits I want Deathless Spirit so I give up Celestial Resistance for that.

Ok. So now Snake-Hater and Toxophilite are options for my two starting traits. I take Toxophilite. I toss Snake-Hater and take something else from the traits list instead, like Honored Fist of the Society.

How's that?
Last edited April 27, 2016 6:03 pm
Apr 27, 2016 6:03 pm
Jabes.plays.RPG says:
Ok, if I understand what you guys have said this is what's happening:

Aasimar Standard Racial Traits
-Ability Score Racial Traits: +2 Wisdom and +2 Charisma.

Defense Racial Traits
-Celestial Resistance

Feat and Skill Racial Traits
-Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

Magical Racial Traits
-Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Senses Racial Traits
-Darkvision: Aasimar have darkvision 60 ft.

Now, a Garuda-blooded Aasimar has these traits that modify some of the above:
-Ability Modifiers +2 Dex, +2 Wis (instead of Wis & Cha)
-Alternate Skill Modifiers Acrobatics, Fly (instead of Diplomacy & Perception)
-Alternate Spell-Like Ability Plumekith gain see invisibility as a spell-like ability. (instead of daylight)

Now looking at the Alternate Racial Traits I want Deathless Spirit so I give up Celestial Resistance for that.

Ok. So now Snake-Hater and Toxophilite are options for my two starting traits. I take Toxophilite. I toss Snake-Hater and take something else from the traits list instead, like Honored Fist of the Society.

How's that?
Correct
Apr 27, 2016 6:12 pm
Jabes.plays.RPG says:
Ok, if I understand what you guys have said this is what's happening:

Aasimar Standard Racial Traits
-Ability Score Racial Traits: +2 Wisdom and +2 Charisma.

Defense Racial Traits
-Celestial Resistance

Feat and Skill Racial Traits
-Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

Magical Racial Traits
-Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Senses Racial Traits
-Darkvision: Aasimar have darkvision 60 ft.

Now, a Garuda-blooded Aasimar has these traits that modify some of the above:
-Ability Modifiers +2 Dex, +2 Wis (instead of Wis & Cha)
-Alternate Skill Modifiers Acrobatics, Fly (instead of Diplomacy & Perception)
-Alternate Spell-Like Ability Plumekith gain see invisibility as a spell-like ability. (instead of daylight)

Now looking at the Alternate Racial Traits I want Deathless Spirit so I give up Celestial Resistance for that.

Ok. So now Snake-Hater and Toxophilite are options for my two starting traits. I take Toxophilite. I toss Snake-Hater and take something else from the traits list instead, like Honored Fist of the Society.

How's that?
That looks good to me.
Apr 27, 2016 6:30 pm
I'm a little bummed that the Monk class offers no Favored Class Bonuses for aasimar.
Apr 27, 2016 6:32 pm
Jabes.plays.RPG says:
I'm a little bummed that the Monk class offers no Favored Class Bonuses for aasimar.
There may not be favored class bonuses, but with the right feat they don't have to be lawful to be a monk...kinda baller.
Apr 27, 2016 6:36 pm
I was going to just go ahead and roleplay LG even though it says Plumekith are typically CG. Oh damn, do I need Enlightened Warrior now?

I'm curious, is anybody planning to go for a prestige class? I just discovered Champion of the Enlightened :-D It looks like a lot of fun but if I go for it I'll have to throw out the whole archer concept. The stats still fit (I think), though if I want to optimize a little bit I might have to look at a different aasimar variant.
Last edited April 27, 2016 6:58 pm
Apr 27, 2016 6:42 pm
I'm going for Mystic Theurge...I've always wanted to give one a try, and never managed to get there.
Last edited April 27, 2016 6:43 pm
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