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Post by icnivad on Apr 11, 2011 12:33:56 GMT -5
1) Do the Erinyes have +1 mithral chainshirts made by Nim, or are they still borrowing the bedtime ones from Brion and Duncan? They should have their own by now. Nimarious made one, and I think the other came from Rabbit. 2) Are the Erinyes still carrying the 50-ft rope (10 lb) they started with? Or does someone else have them? Or were they discarded? I know the question about rope comes up once in a while, and I just noticed they came with some, so I thought I'd point it out. I have not been thinking of them with the rope, so let's just say they don't have it. 3) Where are the 900 arrows? On minions? In the equipment locker? It is 135 lb of arrows, so I just want to make sure they are accounted for. It looks like they are listed on Ghoul, which he can handle at a Light load, but he would be at Medium load when also carrying a smashed Nightmare. I'm not sure where you are seeing that. Erinyes 1 has 91 arrows, and Erinyes 2 has 24 and there is 200 in the equipment locker. [update: I think you might be looking at my notes about Ghoul's weight, which is 900.] 4) The belt of giant strength +1 gives Nightmare #1 a carrying capacity of Light 348 / Medium 699 / Heavy 1050. Updated 5) Each Erinyes skeleton weighs 21 lb with 15+ lb of gear, and each Nightmare skeleton weighs 225 lb with 30-55 lb of gear. Just something to keep in mind when smashing them into objects for easier transport. If all were smashed for some reason, it would be 1,005 lb of bone shards (which could puncture a bag of holding) and at least 200 lb of gear. OK Also, I noticed that living Nightmares do fire damage with their hooves, but this fire damage is not listed as any particular kind of ability. I am trying to figure out if it is supernatural (magic) or extraordinary (nonmagical). Cos the latter would be retained by a skeleton. Will let you know what I find. Neat.
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Post by reefwood on Apr 12, 2011 14:56:44 GMT -5
Re: Nimarius - Minions All your replies clear up my questions. Also, I noticed that living Nightmares do fire damage with their hooves, but this fire damage is not listed as any particular kind of ability. I am trying to figure out if it is supernatural (magic) or extraordinary (nonmagical). Cos the latter would be retained by a skeleton. Will let you know what I find. Neat. I didn't receive any official response about this question or any consistent or rules-related answers from anyone. I flipped through the Bestiary to look at stats for creatures who add fire damage to their melee attacks, and that seems to be someone all over the place too. The closest thing I could figure to make a ruling is that many creatures with the (fire) subtype are composed of fire or produce extreme heat and do extra fire damage with the melee attacks. Not all of them do this with an extraordinary ability, and some do fire damage in other ways as a supernatural ability, and some don't have the melee fire damage listed as either. What makes the most sense to me is that (fire) creatures have fire or heat as part of their natural makeup, so their fire damage is natural (unless stated otherwise), and therefore, it will be considered extraordinary. Non-fire creatures aren't made up of fire, so it makes sense that their fire comes from some sort of magic, which would be a supernatural ability. Nightmares aren't (fire) creatures, so its flaming hooves are supernatural, so this ability is lost when it is turned into a skeleton.
Bodyguard Now that Nim is at Level 14, Bodyguard goes up to Level 7. He gains another feat that you may select. His current feats are: Endurance Toughness Dodge Diehard Improved Initiative Combat Reflexes (3 AoO per round) Vital Strike Not too much else changes. He gains 2 skill ranks, and 1 will go into Perception cos that's his bodyguard thing, and at Level 7, he needs to put another rank into Profession (military). I've never really bothered to go into it with players, but the minimum for soldiers is 1 rank in Profession (military) for every 3 levels, so 1 rank between 1st-3th, 2 ranks between 4th-6th, and 3 ranks betwen 7th-9th. Also, his armor training increases, which mostly doesn't affect his current stats. He can now move at normal speed in heavy armor, but he still has a medium load (by a lot), so he is still at 20 ft cos of that.
Summoned Creatures At every level, you can switch out one summoned creature that you could summon at the previous level, so if you want to build another one, now is the time to do it. But of course, you don't have to do this.
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Post by reefwood on Apr 17, 2011 0:52:00 GMT -5
Brion Shaw - Cohort
The only thing to note about AC is that while wearing the ring of protection +1, the deflection bonus vs evil only increases total AC by 1 more since they do not stack. I'm guessing you already noticed this but just thought I'd point it out to make sure.
When the Bite is used as a secondary attack in a full-attack with a manufactured weapon, the strength bonus to damage is divided in half, as is the Power Attack bonus to damage, so the Bite should be 1d8+3, or 1d8+6 when using Power Attack.
Although, looking at the standard Hound Archon, its natural attacks seem to be incorrect. A creature with multiple natural attacks adds its Str mod to damage for all primary attacks and half Str mod to secondary attacks. Or it adds x1.5 Str mod if it only has one natural attack. But the standard Hound Archon (2 natural attacks) has a Str mod +2, and it seems to add x1.5 Str mod to the Bite attack but only x0.5 Str mod to the Slam when making a full-attack with just natural attacks, and both are primary attacks. Some creatures do have exceptions to the standard rules, but I don't see any listed in this description, or any feats or special abilities to account for this. The closest thing I can see is that when the Hound Archon takes canine form, then its Bite attack will add x1.5 Str mod to damage if the canine form only has one natural attack. Also, the full-attack with the greatsword in the entry is also incorrect, as it adds Str mod to damage instead of half Str mod, so it seems like someone may have just screwed up with all the natural attacks for this entry.
Anyway, I'll look into this, but unless I'm missing something that adjusts the Hound Archon's natural attacks, it should be just regular Str mod to natural attack damage, or half Str mod in a full-attack with the greatsword.
Same deal here with the Bite attack damage. And if he ever makes this attack with only one hand on the sword and has the other hand free, he can make the slam attack too. Although, the increased damage with two hands may pan out better anyway, especially when using Power Attack.
And the spear damage should add +9 (i.e. x1.5 Str mod) even when thrown cos it still requires two hands to throw.
The rest looks dandy!
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Post by michael on Apr 17, 2011 19:42:02 GMT -5
Garm Hound Archon (6 HD) Fighter 5
STR - 22 (+2 from Belt) DEX - 16 (+2 From Belt) CON - 16 INT - 12 WIS - 14 (+1 from Headband of WIS) CHA - 10
FORT - 14 REF - 11 WILL - 9; + 4 vs. Poison, +1 vs. Fear, + 2 resistance vs. Evil BAB - 11 CMB - 17 [6 STR + 11 BA; + 1 w/ heavy blades] CMD - 32 [11 BA + 6 STR + 3 DEX + 1 Dodge +1 Deflection +10; +2 Deflection vs evil] HP - 121 (10, 2, 9, 7, 3, 10, 9, 8, 7, 1, 6) +33 CON, +5 favored class, +11 Toughness AC - 33 [15 touch, 29 flat-footed] (10 + 10 Natural + 3 DEX + 1 Dodge + 8 Armor + 1 Deflection; +2 Deflection vs. Evil) DR 10/evil; IMMUNE: electricity, petrification; SR 15 Aura of Menace (DC 15, CHA based) Low-Light Vision, Darkvision 60ft, Scent SPEED - 40 ft INIT. - 7
ATTACKS +2 Adamantine Greatsword (2d6, 19-20 crit/x2, 8lbs, 2h Martial, slashing) --- +21/16/11 Melee (2d6+12), Bite +12 (1d8+3) OR Power Attack +18/13/8 Melee (2d6+21), Bite +9 (1d8+6)
+1 Cold Iron Greatsword (2d6, 19-20 crit/x2, 8lbs, 2h Martial, slashing) --- +20/15/10 Melee (2d6+11), Bite +12 (1d8+3) OR Power Attack +17/12/7 Melee (2d6+20), Bite +9 (1d8+6)
+1 Compound Longbow +6 (1d8, 20 crit/x3, 110 ft, 2h Martial, piercing) --- + 15/10/5 Ranged (1d8+7)
+1 Mithral Longsword (1d8, 19-20 crit/x2, 2lbs, 1h Martial, slashing) --- +19/14/9 Melee (1d8+11), Bite +12 (1d8+3) OR Power Attack +16/11/6 Melee (1d8+20), Bite +9 (1d8+6)
MW Greatclub (1d10, 20 crit/x2, 8lbs, 2h Martial, bludgeon) --- +18/13/8 Melee (1d10+9), Bite +12 (1d8+3) OR Power Attack +15/10/5 (1d10+18), Bite +9 (1d8+6)
MW Spear (1d8, 20 crit/x3, 6lbs, 20 ft, 2h simple, pierce) --- +18/13/8 Melee (1d10+9), Bite +12 (1d8+3) OR Power Attack +15/10/5 Melee (1d10+18), Bite +9 (1d8+6) OR +15 Ranged (1d8+9)
Javelin (1d6, 20 crit/x2, 2lbs, 30 ft, 1h simple, pierce) --- +14 Ranged (1d6+6)
Bite (1d8, 20 crit/x2, Primary Natural, bludgeoning, piercing, slashing) --- +17 Melee (1d8+6) OR Power Attack +14 (1d8+12)
Slam --- +17 Melee (1d4+6) OR Power Attack + 14 (1d4+12)
SPELL-LIKE ABILITIES (CL 6TH) CONSTANT - detect evil, magic circle against evil AT WILL - aid, continual flame, message, greater teleport (self plus 50 lbs of objects only)
SPECIAL ABILITIES -Armor Training 1 -Bravery +1 Weapon Training 1 (Heavy Blades) -Change Shape (Su) A hound archon can assume any canine form of Small to Large size, as if using beast shape II. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any dog-like or wolf-like creature of the animal type.
FEATS Power Attack Improved Init. Iron Will Toughness Weapon Focus (Greatsword) Dodge Lunge Vital Strike Improved Vital Strike
SKILLS Acrobatics 20 (11 ranks, 3 DEX, 3 Class Skill, +3 Boots) Intimidate 9 (6 ranks, 3 Class Skill) Perception 16 (11 ranks, 2 WIS, 3 Class Skill) Sense Motive 11 (6 ranks, 2 WIS, 3 Class Skill) Stealth 22 (11 ranks, 3 DEX, 4 Racial, 3 Class Skill, +1 Cloak) Survival 15 (6 ranks, 2 WIS, 4 Racial, 3 Class Skill) Knowledge Planes 10 (6 ranks, 1 INT, 3 Class Skill)
LANGUAGES Celestial, Common, Draconic, Infernal; truespeech
EQUIPMENT (21 lbs) +2 Mithral Breastplate (15 lbs) +2 Resistant Cloak of Elvenkind (+1 bonus to stealth checks) (1 lb.) +2 Belt of Physical Might (STR & DEX, 1 lb) +1 Amulet of Natural Armor +1 Ring of Protection +1 Headband of Inspired Wisdom (1 lb.) Boots of Elvenkind +3 (1 lb.)
Efficient Quiver (2 lbs) --+2 Adamantine Greatsword --+1 Cold Iron Greatsword --MW Greatclub --MW Spear --10 Javelins --+1 Mithral Longsword --+1 Compound Longbow +6 --54 Arrows --6 Shock Arrows --3 smokesticks
CARRYING CAPACITY Light load: 173 lbs. or less Medium Load: 174–346 lbs. Heavy Load: 347–520 lbs.
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Post by michael on Apr 17, 2011 19:50:26 GMT -5
Second Lieutenant Brion Shaw lvl 14 Human Cleric of Gorum True Neutral 6'4'', 218 lbs
WIS - 22 - +6 CHA - 18 - +4 STR - 18 - +4 CON - 18 - +4 DEX - 12 - +1 INT - 10 - 0
FORT - 15, REF - 7, WILL - 17 BAB - 10/5 CMB - 14 [4 STR + 10 BA] CMD - 27 [10 BA + 4 STR + 1 DEX + 1 deflection + 1 insight + 10] HP - 148 (62, 6, 2 + 56 CON + 14 Tough + 8 Favored Class) AC - 30/26 [13 touch, 29/25 flat-footed] DR3/-
ATTACKS +2 Greatsword (2d6, 19-20 crit/x2, 8lbs, 2h Martial, slashing) ---+16/11 Melee (2d6+8) OR Power Attack +13/8 Melee (2d6+17) MW Longspear (1d8, 20 crit/x3, 2h simple, piercing, brace, reach) ---+14/9 Melee (1d8+6) OR Power Attack +11/6 Melee (1d8+15) MW Morningstar (1d8, 20 crit/x2, 6lbs, 1h simple, blud/pierce) ---+15/10 Melee (1d8+4) OR Power Attack +12/7 Melee (1d8+10) MW Heavy Crossbow (1d10, 19-20 crit/x2, 120 ft, 8lbs, 2h simple, pierce) ---+12 ranged, (1d10) +1 Composite Longbow +4 (1d8+5, crit/x3, 110 ft, 3 lbs, 2h Martial, pierce) ---+8/3 Ranged (1d8+5) OR Weapon Master feat +12/7 Ranged (1d8+5)
SPELLS Orisons: 4 DC 16 1st lvl: 5 + 1 domain (4 + 1 wisdom) DC 17 2nd lvl: 5 + 1 domain (4 + 1 wisdom) DC 18 3rd lvl: 5 + 1 domain (4 + 1 wisdom) DC 19 4th lvl: 5 + 1 domain (4 + 1 wisdom) DC 20 5th lvl: 4 + 1 domain (3 + 1 wisdom) DC 21 6th lvl: 4 + 1 domain (3 + 1 wisdom) DC 22 7th lvl: 2 + 1 domain DC 23
CHANNELING 7d6 healing or damage to undead 30 ft radius 9 per day DC 23 will save to resist damage from channeling (21+2 from glory domain)
SKILLS (+6 point from favored class) Intimidate 18 = 4 (rank) + 3 (military skill) + 4 (CHA mod) + 7 (competance) Survival 20 = 4 (rank) + 3 (military skill) + 6 (WIS mod) + 7 (competance) Sense Motive 12 = 3 (rank) + 3 (class skill) + 6 (WIS mod) Diplomacy 21 = 14 (rank) + 3 (class skill) + 4 (CHA mod) Profession (Military) 29 = 14 (rank) + 3 (class skill) + 6 (WIS mos) + 6 (Skill Focus) Heal 12 = 1 (rank) + 3 (class skill) + 6 (WIS mod) + 2 Healer's Kit Linguistics 4 = 1 (rank) + 3 (class skill) Knowledge (History) 4 = 1 (rank) + 3 (class skill) Knowledge (Arcana) 4 = 1 (rank) + 3 (class skill) Knowledge (Religion) 4 = 1 (rank) + 3 (class skill) Spellcraft 4 = 1 (rank) + 3 (class skill) Ride 2 = 3 (rank) + 3 (skill focus) + 1 (DEX mod) - 5 (AC Penalty)
Concentration - 20 (24 for defensive casting/grappling)
FEATS Armor proficiency (heavy) - Military Feat Toughness - Military Feat Selective Channeling Extra Channeling Power Attack Combat Casting Skill Focus: Ride Skill Focus: Profession Military Weapon Focus: Greatsword Leadership
DOMAINS Glory --Touch of Glory: +14 on CHA check [9 uses per day] --Divine Presence: Allies within 30 ft aura are treated as having the Sanctuary Spell. DC 23, 14 rounds/day --Shield of Faith [lvl 1 spell] --Bless Weapon [lvl 2 spell] --Searing Light [lvl 3 spell] --Holy Smite [lvl 4 spell] --Righteous Might [lvl 5 spell] --Undeath to Death [lvl 6 spell] --Holy Sword [lvl 7] War --Battle Rage: +7 Bonus to Melee DMG on touched creature [9 uses per day] --Weapon Master: Use of 1 combat feat up to 14 rounds/day. --Magic Weapon [lvl 1] --Spirit Weapon [lvl 2] --Magic Vestament [lvl 3] --Divine Power [lvl 4] --Flame Strike [lvl 5] --Blade Barrier [lvl 6] --Power Word Blind [lvl 7]
LANGUAGES Common, Elven
EQUIPMENT - 33 lbs in bag / 66 lbs on person +2 Greatsword - 8 lbs +3 Adamantine Full Plate - 50 lbs +3 Buckler - 5 lbs +2 Belt of Physical Might (STR & CON) - 1 lb +3 Headband of Mental Prowess (+3 WIS & +2 CHA) - 1 lb +2 Cloak of Resistance - 1 lb +1 Ring of Protection +1 Amulet of Natural Armor +1 Dusty Rose Prism Ioun Stone
MW Longspear - 9 lbs +1 Composite Longbow +4 - 3 lbs ----20 Arrows - 3 lbs +1 Mithral Breastplate - 15 lbs
ITEMS - 88.5 lbs in bag / 26.4 lbs on person
POTIONS - 2.7 lbs 9 Potions of Cure Light Wounds 3 Potions of Hide From Undead Potion of Resist Acid 2 Vials of Magic Weapon oil 2 Oil of flame arrow (CL5: 50 min, 0.1 lb) 2 Elixir of hiding (0.2 lb) 2 Elixir of tumbling (0.2 lb) Potion of invisibility (CL3: 3 min, 0.1 lb) 2 Potions of Lesser Restorarion (CL 1, .02 lb)
MISC. - 88.5 lbs in bag / 21 lbs on person Holy Symbol of Gorum (Adamantine, worth 500 gp) - 1 lb Signet Ring x2 Spell Pouch - 2 lbs Backpack - 2 lbs 1 signal whistle 2 Pearls of Power, 1st lvl Feather Token, Swan Boat Inkpen Ink, 1 oz vial Paper, 26 sheets Healer's Kit - 1 lb Amulet of Sending Universal Solvent Silk Rope, 200 ft - 20 lbs Chain, 50 ft - 10 lbs 2 locks (Superior) - 2 lbs 2 manacles (masterwork) - 4 lbs Grappling Hook - 4 lbs Sheath (Longspear) - 1 lb Sheath (Morningstar) - 0.5 lb 2 white robes (medium) - 2 lbs Silk Rope Ladder, 150 ft - 45 lbs Bag of Holding, Type 1 - 15 lbs [Contents - 121.5 lbs]
SCROLLS - 1.1 lbs 1 Scroll of Cure Light Wounds 3 Scrolls of Dispel Magic 1 Scroll of Sanctuary 3 Scrolls of Insect Plague (CL 9) 3 Scrolls of Find the Path (CL 11)
WANDS - 1.6 lbs Wand of Endure Elements (9 charges, CL1) Wand of Comprehend Languages (5 charges, CL1) Wand of Silence (5 charges, CL3) Wand of Summon Monster II (5 charges, CL3) Wand of Bear's Endurance (4 charges, CL3) Wand of Cure Serious Wounds (2 charges, CL5) Wand of Blindness (4 charges, CL 5) Wand of Restoration (3 charges, CL7) Wand of Divine Power (3 charges, CL9) Wand of Remove Curse (7 charges, CL 13) Wand of Break Enchantment (8 charges, CL 15) Wand of Darkness (17 charges, CL 3) Wand of Shield of Faith (18 charges, CL 12) Wand of Shield of Faith (3 charges, CL 12) Wand of Searing Light (9 charges, CL 10) Wand of Enervation (7 charges, CL7)
LOCKER 18 White robes (Medium) - 18 lbs 5 white robes (large) - 20 lbs The Head of a Black Dragon - 40 lbs Reinforced Sack (to hold Dragon Head) - 2 lbs 2 Broken Greatswords Holy Symbol of Gorum (steel) Holy Symbol of Gorum (wood) +3 Full Plate +2 Full Plate +1 Full Plate +1 Darkwood Tower Shield (Damaged) +1 Belt of DEX MW Heavy Crossbow - 8 lbs ---50 bolts - 5 lbs +1 Greatsword - 8 lbs 2x +1 Rapier - 2 lb MW Banded Mail - 35 lbs 4 arrow quivers
2537 gp (Income paid through day 61)
CARRYING CAPACITY LIGHT LOAD - 100 lbs or less MEDIUM LOAD - 101 - 200 lbs HEAVY LOAD - -201 - 300 lbs
Current load - 92.4 lbs
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