Character Roster (post your character here)

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May 3, 2016 3:35 pm
kalajel says:
Hey Nat, I'm a bit curious about your pearl of power of divine favor. I can't seem to find that particular pearl anywhere in the SRDs...
It's actually just a Pearl of Power that lets me recall one first level spell per day as if I hadn't cast it and I can then cast it again.

I have it marked as divine favor, because that's what I'll most likely use it on.
May 3, 2016 4:06 pm
Oh man, I totally missed those alchemical items! Got any Alchemical Flare arrows, or are those crossbow bolts only?

Speaking of ammo, I applied the guild discount to common arrows only, not the silvered ones nor the blunt ones.

Do I even need silvered ammo? I'm thinking about the lycanthropes (which is my mission at the moment). I do have a +1 magic bow.
May 3, 2016 4:15 pm
You could buy them as arrows, but as a bundles of 10 only. You can apply your discount to the silvered arrow as well. I consider silver weapons to be common enough. Lycanthropes are not the only ones to have weakness to silver.
May 3, 2016 4:18 pm
OK, cool! But I still wonder: silvered ammo is intended to overcome certain creatures' damage reduction, yes? Doesn't the +1 magical enhancement conferred by the bow to a common arrow already do that? Just want to make sure I'm not being redundant here.
May 3, 2016 4:20 pm
Jabes.plays.RPG says:
OK, cool! But I still wonder: silvered ammo is intended to overcome certain creatures' damage reduction, yes? Doesn't the +1 magical enhancement conferred by the bow to a common arrow already do that? Just want to make sure I'm not being redundant here.
You actually have to have a +3 weapon to overcome silver/cold iron. The silver on the weapon is still useful to us for a while yet :)
May 3, 2016 4:22 pm
Ah. OK then. Will finish up the character,in the next hour, and jump into the Prologue. :-)
May 4, 2016 12:59 pm
Ok, at long last, here's the final version of my archer monk (pending any corrections).

When I learned that a Garuda is a Hindu thing, that painted the picture in my mind what he looks like and how he acts (that character portrait is actually a depiction of Lord Rama). So I'm not using the terms Zen and Qinggong. JI'm just calling him an archer monk. The name Ujjaya means "ever victorious archer."

I agonized over Deathwarp Strike quite a bit because it's so good, but in the end I had to drop it because I really wanted to focus on archery. The unarmed strikes are only his backup.

I found this whole thing on Pathfinder about awakening chakras that would've been awesome for keeping with the Hindu vibe and I wanted to explore it but again it's an entire feat path that would have just taken away from the archer concept.

Worth noting on this stat block is his CMD (+24), which the character sheet incorrectly shows as +18 because a bug prevents the addition of the 6 point bonus granted by the monk's AC bonus feature.

Gear weight and price calculations are here.
https://s-media-cache-ak0.pinimg.com/564x/57/09/41/57094162fc853430b9c98ada10b88d4e.jpg

Ujjaya

Race: Garuda-Blooded Aasimar
Archetypes: Zen Archer, Lightbringer, Qinggong Monk
Alignment: Lawful Good

STR 14 (+2)
DEX 15 (+2)
CON 14 (+2)
INT 13 (+1)
WIS 21 (+5)
CHA 12 (+1)

HP: 46
AC: Touch 19, Flat Footed 17.
Initiative: +6
Speed: 50 ft.
Saves: Fort +7; Ref +7; Will +10 (additional +2 racial bonus on saves vs. death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school)
CMB: +6
CMD: +24
Senses: Darkvision 60ft
Spell-like Ability: See Invisibility once/day.

Skills:
Acrobatics (13), Climb (2), Craft (1), Escape Artist (6), Intimidate (5), Knowledge (religion) (10), Perception (17), Perform (1), Ride (2), Sense Motive (12), Stealth (11), Swim (2), Fly (4).

Ki Pool
Spend 1 ki point, activate one of the following effects as a swift action:
• Make one additional attack at highest attack bonus when making a flurry of blows attack.
• Increase speed by 20 feet for 1 round.
• Give himself a +4 dodge bonus to AC for 1 round.
• Increase the range increment for his bow by 50 feet for 1 round.
• Barkskin (as per spell, but self only): +4 enhancement bonus to natural armor bonus for 1 hour.
• Truestrike (as per spell, but self only).

Unarmed Strike:
• Damage Calculation: d8 + STR (2)
• Holy Strike (must have at least 1 ki point in pool): vs. evil creatures, strike good aligned, and additional d6 damage.

Bow attacks:
• Attack roll calculation: BAB (4) + WIS (5) + Focus (1) + Magical (1) + Aspect of the Falcon (1) = 1d20+12
• Damage roll calculation: STR (2) + Specialization (2) + Magical (1) = 1d8+5
• +2 bonus to confirm crits on all bow attacks.
• Flurry: +12/+12/+11 (cannot combine with Rapid Shot).
• Ki Flurry: +12/+12/+12/+11
• Rapid Shot: +10/+10
• Perfect Strike: 6/day, must declare before rolling, once/round, as part of attack; roll two d20s for one bow attack, with the lower roll as confirmation if the higher threatens.
• Deadly: -2 attack, +4 damage.
• Point blank (target is w/in 30ft): additional +1 to all bow attack & damage rolls.

Gear:
44.5 lbs (light load)

Headband of Inspired Wisdom+2: 1 lb
Ring of Protection +1
Bracers of Falcon’s Aim: 1 lb
+1 Adaptive Composite Longbow: 3 lbs
Efficient Quiver: 2 lbs
• Arrows, common (20)
• Arrows, blunt (10)
• Arrows, silvered (20)
• Arrows, Alchemical Flare (10)
Extra ammo:
• Arrows, common (20): 3 lbs
• Arrows, blunt (30): 3lbs
• Arrows, silvered (20): 3lbs
• Arrows, Alchemical Flare (10): 2lbs
Potions of Cure Light Wounds (2)
Alchemical Sun Flash (1)
monk's outfit: 2 lbs
backpack: 2 lbs
50 feet silk rope: 5 lbs
waterskin: 4 lbs
bedroll: 5 lbs
trail rations (7): 7 lbs
healer's kit: 1 lb
399 gp
36 sp
Last edited May 4, 2016 3:33 pm
May 4, 2016 1:25 pm
The only thing I see (so far) that needs to be corrected is that you don't add Weapon Focus to damage, only attack rolls.
May 4, 2016 2:22 pm
Naatkinson says:
The only thing I see (so far) that needs to be corrected is that you don't add Weapon Focus to damage, only attack rolls.
Good catch! Will fix it. Thanks!
May 4, 2016 2:46 pm
Are "trained-only" skills a thing in Pathfinder? There are some skills I have on my sheet just because they are class skills, but I didn't put any ranks in them, so the numbers you are seeing in the stat block are just my ability bonuses. I know Climb and Swim can be used untrained, but what about Knowledge (History), Craft, and Profession?
Last edited May 4, 2016 2:47 pm
May 4, 2016 3:00 pm
Jabes.plays.RPG says:
Are "trained-only" skills a thing in Pathfinder? There are some skills I have on my sheet just because they are class skills, but I didn't put any ranks in them, so the numbers you are seeing in the stat block are just my ability bonuses. I know Climb and Swim can be used untrained, but what about Knowledge (History), Craft, and Profession?
Look at this table. If it says "Yes" in the column labeled "Untrained", then you can use it without ranks. If it says "No", then you can't use it until you put a rank in it.
May 4, 2016 3:29 pm
Naatkinson says:
Jabes.plays.RPG says:
Are "trained-only" skills a thing in Pathfinder? There are some skills I have on my sheet just because they are class skills, but I didn't put any ranks in them, so the numbers you are seeing in the stat block are just my ability bonuses. I know Climb and Swim can be used untrained, but what about Knowledge (History), Craft, and Profession?
Look at this table. If it says "Yes" in the column labeled "Untrained", then you can use it without ranks. If it says "No", then you can't use it until you put a rank in it.
Thanks! I can't believe I missed that! So, pretty much like 3.5e then.
May 5, 2016 10:59 am
Hello guys, finally had some time to finish my guy (it's been a copule crazy weeks at the office).


Kuroi Hane
Male Tengu Ranger (Urban)

http://s32.postimg.org/y9jnapvlx/shoot_out_the_lights_by_deriaz_d7iebcs.png

Stats
STR 12
DEX 18
CON 10
INT 16
WIS 17
CHA 11

Init +4

Defense
AC 19 Flat 15 Touch 14 (mithral kikko armor)
HP: 33
Saving Throws: Fort +5: Ref +9: Will: +6
CMD: 21

Offense
Speed:30
Melee: +7/+2
Ranged: +10/+5
CMB +7

+1 Undead Bane Adaptive Composite Longbow.
ATT +12/+7 (+13/+8 under 30ft) (crit x3)
DAM 1d8+2 (1d8+3 under 30ft)
Undead Bane: +2 to attack +2d6 damage against undead.
Adaptive: +1 damage (STR bonus)

Alchemical Silver katana
ATT +7/+2 (18-20x2)
DAM 1d8+1
Silver: -1 dam, bypasses damage reduction on some criatures such as lycantropes.

Masterwork Silver dagger
ATT +8/+3 (19-20x2)
DAM 1d4+1
Silver: -1 dam, bypasses damage reduction on some criatures such as lycantropes.

Natural Attacks (1 Bite, 2 Claws)
Bite (primary)
ATT +7 (x2)
DAM 1d3+1

Bite (secondary)
ATT +2 (x2)
DAM 1d3+1

Claw
ATT +7/+7 (18-20x2)
DAM 1d3+1

Special:
Favored enemy Undead: +4 to attack and damage against undead
Favored enemy Necromancers: +2 to attack and damage against necromancers

Feats
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Weapon Focus (Longbow): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Improved Precise Shot (Ranger) Your ranged attacks ignore the AC bonus granted to targets by anythingthan total cover, and the miss chance granted to targets by anything less than total concealment.
Manyshot (Ranger) When making a full-attack action with a bow, your first attack fires two arrows. If attack hits, both arrows hit. Apply precision-based damage (such as sneak attack)critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

Traits
Magical Knack (Ranger):Your caster level in Ranger gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Undead Slayer (Pharasma): You gain a +1 trait bonus on weapon damage against undead.

Special Attacks

Favored enemy (Undead): You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Favored enemy (necromancer): +2

Special Qualities 
Animal Companion (see below)
Combat Style (Bow)
Favored Community (to determine)
Second Favored Community (to determine)
Glide (Tengu-alternate): Make DC 15 Fly check to fall safely any distance; make additional DC 15 Fly check to move 5 ft. laterally for every 20 ft. fallen.
Low-Light Vision (Tengu): 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 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 can during the day.
Natural Attack (Tengu): You have a 1d3 bite attack.
Sneaky (Tengu): +2 racial bonus on Perception and Stealth.
Claws (Tengu): You have two 1d3 bite attacks.
Track (Ranger): You gain +3 to Survival checks made to follow tracks.
Trapfinding (Ranger):At 3rd level, an urban ranger can find and disable traps, as the rogue class featurethe same name. This ability replaces endurance. You add +3 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Urban Ranger: At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.
Wild Empathy (Ex): You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. 

Skills
Acrobatics 7
Appraise 3
Bluff 0
Climb 8
Craft 3
Diplomacy 0
Disable Device 16
Disguise 0
Escape Artist 8
Fly 8
Handle Animal 3
Heal 8
Intimidate 5
Perception 14
Perception (Trapfinding) 17
Perform 0
Ride 10
Sense Motive 3
Stealth 15
Survival 12
Survival (track) 15
Swim 8

Equipment
Potion of Cure Light Wounds
Potion of Cure Moderate wounds
Silk Rope and Hook
128 gp

Prepared Spells
Gravity Bow x2

Companion Bird
Nevermore
Small Animal
Hit Dice: (3d8)+3 (15)
Initiative:+3
Speed:10 ft. (2 squares) , Fly 80 ft. ,
Armor Class:17 ( +1 size, +3 Dex, +3 natural, ) touch 14, flatfooted 14
Base Attack/CMB/CMD:+2; +1 ; 14
Full Attack:Bite +3 melee (1d4);Talons+3/+3melee(1d4);
Attack:Bite +3 melee (1d4);Talons+3melee(1d4);
Face/Reach:5 ft./5 ft.
Special Qualities: Bonus Tricks , Evasion (Ex), Link (Ex), Low-Light Vision (Ex), Share Spells (Ex), Share favored enemy bonuses.
Vision:Low-Light Vision,
Saves:Fort: +4, Ref: +6, Will: +3
Abilities:Str 11, Dex 16, Con 12, Int 2, Wis 14, Cha 6
Skills: Acrobatics +3; Escape Artist +3; Fly +5; Intimidate -2; Perception +2; Stealth +7; Survival +2;
Last edited May 6, 2016 3:10 pm

Rolls

Companion HP - (3d8+3)

(562) + 3 = 16

May 5, 2016 1:24 pm
ParvusDomus says:
Hello guys, finally had some time to finish my guy (it's been a copule crazy weeks at the office).


Kuroi Hane
Male Tengu Ranger (Urban)

http://s32.postimg.org/y9jnapvlx/shoot_out_the_lights_by_deriaz_d7iebcs.png

Stats
STR 12
DEX 18
CON 10
INT 16
WIS 17
CHA 11

Init +4

Defense
AC 19 Flat 15 Touch 14 (mithral kikko armor)
HP: 33
Saving Throws: Fort +5: Ref +9: Will: +6
CMD: 21

Offense
Speed:30
Melee: +7/+2
Ranged: +10/+5
CMB +7

Ghost Touch Undead Bane Adaptive Composite Longbow.
ATT +11/+6 (+12/+7 under 30ft) (crit x3)
DAM 1d8+1 (1d8+2 under 30ft)
Undead Bane: +2 to attack +2d6 damage against undead.
Adaptive: +1 damage (STR bonus)
Ghost Touch: full damage against incorporeal foes.

Alchemical Silver katana
ATT +7/+2 (18-20x2)
DAM 1d8+1
Silver: -1 dam, bypasses damage reduction on lycantropes.

Masterwork Silver dagger
ATT +8/+3 (19-20x2)
DAM 1d4+1
Silver: -1 dam, bypasses damage reduction on lycantropes.

Natural Attacks (1 Bite, 2 Claws)
Bite (primary)
ATT +7 (x2)
DAM 1d3+1

Bite (secondary)
ATT +2 (x2)
DAM 1d3+1

Claw
ATT +7/+7 (18-20x2)
DAM 1d3+1

Special:
Favored enemy Undead: +4 to attack and damage against undead
Favored enemy Necromancers: +2 to attack and damage against necromancers

Feats
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Weapon Focus (Longbow): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Improved Precise Shot (Ranger) Your ranged attacks ignore the AC bonus granted to targets by anythingthan total cover, and the miss chance granted to targets by anything less than total concealment.
Manyshot (Ranger) When making a full-attack action with a bow, your first attack fires two arrows. If attack hits, both arrows hit. Apply precision-based damage (such as sneak attack)critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

Traits
Magical Knack (Ranger):Your caster level in Ranger gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Undead Slayer (Pharasma): You gain a +1 trait bonus on weapon damage against undead.

Special Attacks

Favored enemy (Undead): You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Favored enemy (necromancer): +2

Special Qualities 
Animal Companion (see below)
Combat Style (Bow)
Favored Community (to determine)
Second Favored Community (to determine)
Glide (Tengu-alternate): Make DC 15 Fly check to fall safely any distance; make additional DC 15 Fly check to move 5 ft. laterally for every 20 ft. fallen.
Low-Light Vision (Tengu): 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 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 can during the day.
Natural Attack (Tengu): You have a 1d3 bite attack.
Sneaky (Tengu): +2 racial bonus on Perception and Stealth.
Claws (Tengu): You have two 1d3 bite attacks.
Track (Ranger): You gain +3 to Survival checks made to follow tracks.
Trapfinding (Ranger):At 3rd level, an urban ranger can find and disable traps, as the rogue class featurethe same name. This ability replaces endurance. You add +3 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Urban Ranger: At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.
Wild Empathy (Ex): You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. 

Skills
Acrobatics 7
Appraise 3
Bluff 0
Climb 8
Craft 3
Diplomacy 0
Disable Device 16
Disguise 0
Escape Artist 8
Fly 8
Handle Animal 3
Heal 8
Intimidate 5
Perception 14
Perception (Trapfinding) 17
Perform 0
Ride 10
Sense Motive 3
Stealth 15
Survival 12
Survival (track) 15
Swim 8

Equipment
Potion of Cure Light Wounds
Potion of Cure Moderate wounds
Silk Rope and Hook
128 gp

Prepared Spells
Gravity Bow x2

Companion Bird
Small Animal
Hit Dice: (3d8)+3
Initiative:+3
Speed:10 ft. (2 squares) , Fly 80 ft. ,
Armor Class:17 ( +1 size, +3 Dex, +3 natural, ) touch 14, flatfooted 14
Base Attack/CMB/CMD:+2; +1 ; 14
Full Attack:Bite +3 melee (1d4);Talons+3/+3melee(1d4);
Attack:Bite +3 melee (1d4);Talons+3melee(1d4);
Face/Reach:5 ft./5 ft.
Special Qualities: Bonus Tricks , Evasion (Ex), Link (Ex), Low-Light Vision (Ex), Share Spells (Ex), Share favored enemy bonuses.
Vision:Low-Light Vision,
Saves:Fort: +4, Ref: +6, Will: +3
Abilities:Str 11, Dex 16, Con 12, Int 2, Wis 14, Cha 6
Skills: Acrobatics +3; Escape Artist +3; Fly +5; Intimidate -2; Perception +2; Stealth +7; Survival +2;
I see a couple of problems here:

1. Your weapon isn't a +1 weapon, so it can't have any additional properties (Adaptive, Ghost Touch, and Undead Bane. You also can't afford to add a +1, so you're gonna have to remove either Undead Bane or Ghost Touch and replace it with the +1.

2. I don't see Exotic Weapon Proficiency for the Katana, which means you will take a -4 to attack rolls with that weapon.

3. You don't roll for animal companion HP, you take the average. Your Animal Companion should have 16 HP.
Last edited May 5, 2016 1:26 pm
May 5, 2016 1:48 pm
Isn't the katana basically a bastard sword? So he would nave no problem with it so long as he wields it with both hands? Also, there are creatures other than lycanthropes which have DR that can be bypassed by silvered weapons, so that line about bypassing DR of lycanthropes is not entirely accurate.
May 5, 2016 2:14 pm
Quote:
Katana

Specifically constructed for samurai, katanas employ multiple types of steel combined in a distinctive forging process. The result are swords noted for their wickedly sharp yet slender, gently curved blades, designed to make graceful hacking strokes capable of severing opponents’ heads and limbs. Though finely balanced, these blades are difficult to master.

Benefit: Characters can use a katana two-handed as a martial weapon, but must take the Exotic Weapon Proficiency (katana) feat to use it one-handed.
May 5, 2016 2:19 pm
Jabes.plays.RPG says:
Quote:
Katana

Specifically constructed for samurai, katanas employ multiple types of steel combined in a distinctive forging process. The result are swords noted for their wickedly sharp yet slender, gently curved blades, designed to make graceful hacking strokes capable of severing opponents’ heads and limbs. Though finely balanced, these blades are difficult to master.

Benefit: Characters can use a katana two-handed as a martial weapon, but must take the Exotic Weapon Proficiency (katana) feat to use it one-handed.
Ahh, I see now! I missed the part about being a martial weapon in two hands. My mistake!

I saw it in the "exotic" category and assumed. Silly me
Last edited May 5, 2016 2:21 pm
May 5, 2016 2:30 pm
The katana is listed under the Tengu racial weapons, would that be ok? if not I'll change it. I'll change the silver weapon line to "...creatures such as...." and also fix those other things right now.

Ok, fixed the silver thing, the animal companion HP, and the bow (removed ghost touch and added a regular +1 so same price).
Last edited May 5, 2016 2:39 pm
May 5, 2016 2:50 pm
ParvusDomus says:
The katana is listed under the Tengu racial weapons, would that be ok? if not I'll change it. I'll change the silver weapon line to "...creatures such as...." and also fix those other things right now.
That depends. Does it says the tengu treat the katana as a martial weapon instead of an exotic one?
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