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Post by Rabbit on Dec 7, 2009 20:15:04 GMT -5
[Second Soldier: Another warforged with reach weapon. Working behind Harvester to trip/kill anyone who gets too close. Played it safe and went with the 13, 12, 11, 10, 9, 8]
Crow Rank Corporal Warforged - Infantry Buster Alignment: LN Fighter L2 (Favored Class) Height: 6’ Weight: 332 lbs HP: 19 [2d10+Con] 11, 3 [+2 FC] [toughness+3] •Damage Reduction 2/ adamantine AC: 18/22 [18 flat, 10 touch] [Tower Shield +4] BAB: +2 [+1 Str] [+1 Guisarme] 5 Guisarme (masterwork +1) 2d4×3 3 Flail 1d8×2 3 Crossbow, heavy (masterwork +1) 1d10 19–20/×2 [120 ft.]
Power Attack in Action 4 Guisarme 2d4+3 [×3] +50% 2 Flail 1d8+3 [×2] +50% AC: 16/20
Initiative: +0 Speed: 20’
Fort: 5 Ref: 0 Will: -1 [+1 against fear saves]
STATS STR 12 (+1) DEX 11 (+0) CON 15 (+2) INT 12 (+1) WIS 9 (-1) CHR 6 (-2)
SKILL POINTS 6 [(2+1=3)*2] [AbMod+Rank+CS-ACP][/size] -4 Climb (Str) [1+0+na-5] 6 Craft (Armor Smithy) (Int) [1+2+3-na]
NA Handle Animal (Cha) -2 Intimidate (Cha) [-2+0+na-na]
NA Knowledge (dungeoneering) (Int) 5 Knowledge (engineering) (Int) [1+1+3-na] 3 Profession (Wis) (Military) [-1+1+3-na] -5 Ride (Dex) [0+0+na-5] 4 Survival (Wis) [-1+2+3-na] -4 Swim (Str) [1+0+na-5]
FEATS Lvl 1; Adamantine Body: +8 Armor bonus to AC. Max Dexterity bonus to AC is +1. –5 Armor check penalty. 35% Arcane Spell Failure chance. Damage Reduction 2/adamantine Base Speed is 20’ Fhtr 1; Weapon Focus (Guisarme) Fhtr 2; Power Attack
CLASS ABILITIES Bravery +1: bonus on Will saves against fear.
ITEMS/EQUIPMENT Income
150 gold=15*[10 days of daily income pool] 15 = [2CL*5]+ 5 [Profession (military)
- Masterwork melee or ranged weapon (350 gp) Guisarme (masterwork) 2d4×3 12 lbs. (S) reach, trip. 9 gp
- Masterwork armor (250 gp) Tower Shield (masterwork) +4 AC [MaxDex+2] [ACP–9] [50%ASF]. 45 lbs. 180gp
- Nonmagical ammunition, weapons, armor, shields (200 gp) Flail 1d8×2 5 lbs. (B) disarm, trip. 8 gp Crossbow, heavy (masterwork) 1d10 19–20/×2 [120 ft.] 8 lbs (P). 350 gp Bolts (10) 1 lb. 1 gp
- Adventuring gear, special substances, tools & skill kits, mount (100 gp) Repair Kit Healer's Kit: 1lb. 50 gp Caltrops: 1 2lbs. 1gp Ram, Portable: 10lbs. 10 gp Alchemist's Fire: 1d6/1d6. 20 gp Acid: 1d6. 10gp Sunrod: 30ft/6hours. 2gp Holy Symbol of Urgathoa (wood):1gp
Potion of repair light damage (1d8+1). 50 gp Potion of repair light damage (1d8+1). 50 gp Potion of repair light damage (1d8+1). 50 gp Potion of repair light damage (1d8+1). 50 gp
RACIAL Medium size • 30’ movement • +2 Armor bonus to AC, but 5% Arcane failure chance • Light Fortification – 25% chance of Critical Hit or Sneak Attack bonus damage being negated. • Natural weapons provide a 1d4 Slam attack each (one per arm.)
Living Construct • Immune to Poison, Sleep, Paralysis, Disease, Nausea, Fatigue, Exhaustion, Sickening, and Energy Drain. • Does not Eat, Sleep, or Breath. • Does not naturally heal. • At 0 hp, is Disabled (as usual). From –1 to –9 hp, is Inert (i.e., Unconscious, but stable) • Conj (healing) spells only heal 1/2 hp.
• Craft Check Healing: Can be ‘healed’ by a Craft check that takes 8 hours. The Warforged is repaired the check –15 hp. It is possible to ‘Take 10’, but not ‘Take 20’. The following Craft skills can be used: armorsmithing, blacksmithing, gemcutting, & sculpting. A Warforged may repair itself. This check cannot be done untrained
• Repair Deadly Wounds: When repairing deadly wounds, you can restore hit points to a damaged warforged. Repairing deadly wounds restores 1 hit point per level of the warforged. If you exceed the DC by 5 or more, add your Int modifier (if positive) to this amount. A warforged can only benefit from its deadly wounds being repaired within 24 hours of being injured and never more than once per day. You must expend two uses from a warforged repair kit to perform this task, or else you take a –2 penalty on your Heal skill check for each use from the healer's kit that you lack.
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Post by reefwood on Dec 8, 2009 10:16:55 GMT -5
Harvester Rank Sergent Warforged - Infantry BusterAlignment: LN Fighter L3 (Favored Class) HP: 41 [3d10+Con] 13,13,9 [+3 FC] [+3 toughness] •Damage Reduction 3/ adamantineAC: 19 [18 flat, 11 touch] BAB: +3 AB: 4/5 [Str:+1]/[+1 (Scythe)] Harvester looks good. No corrections needed, but a few things to note: 1) Handle Animal is a trained skill but can be used untrained in these ways - If you have no ranks in Handle Animal, you can use a Charisma check to handle and push domestic animals, but you can't teach, rear, or train animals. A druid or ranger with no ranks in Handle Animal can use a Charisma check to handle and push her animal companion, but she can't teach, rear, or train other nondomestic animals. 2) Repair Deadly Wounds takes 1 hour to attempt. Also, whenever you use a warforged repair kit to repair damage, you receive a +2 circumstance bonus to the Craft check. 3) Set a height & weight for Harvester and Crow. I looked up these base stats for warforged at the Wizards website: Composite Plating - A warforged with the default composite plating has a base height of 5'10", with a +2d6 height modifier, base weight of 270 pounds, and weight modifier of x4. Adamantine Body - Its base weight is 320 pounds, with a weight modifier of x6. While adamantine itself is no heavier than steel, a warforged with this feat is typically more massive than other models, with more steel and stone in its construction. So these guys will be at least 5'10" and 320 lbs each. Each inch above 5'10" adds 6 lbs more. This may not come up, but it's good to have ready just in case. 4) You may want to list out individual attacks because between feats, masterworkness, and ability mods, each weapon could have a different attack bonus.
[ Second Soldier: Another warforged with reach weapon. Working behind Harvester to trip/kill anyone who gets too close. Played it safe and went with the 13, 12, 11, 10, 9, 8] Crow Rank Corporal Warforged - Infantry BusterAlignment: LN Fighter L2 (Favored Class) HP: 19 [2d10+Con] 11, 3 [+2 FC] [toughness+3] •Damage Reduction 2/ adamantineAC: 18 [18 flat, 10 touch] BAB: +2 AB: 3/4 [Str:+1] [+1 (Guisarme)] Crow looks good in terms of stats, but you may want to double check his equipment. I know you moved Harvester's equipment list onto Crow's sheet, and maybe some changes were lost in the shuffle. Crow has a scythe listed but probably wants a guisarme. Also, he has a holy symbol for the same goddess as Harvester.
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Post by reefwood on Dec 8, 2009 11:03:47 GMT -5
In looking over the Loyal Steed, I noticed an error with Sir Grolton. Sir Grolton, 1st Cavalry(new features in red)Human Cavalry L2 Druid L1 Fighter Feats:F1: Trample: +2 on mounted overrun, mount gets an attack on success Trample does not provide +2 on mounted overrun. This is the benefit - When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.The benefit partially overlaps with Improved Overrun by not letting the target avoid, but the rest of the benefits of each feat are different.
Most of the Loyal Steed looks good. A few things to note/correct: 1) Give Sir Grolton and the Loyal Steed a height & weight: Horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 and 1,500 pounds.2) Total AC is correct, but the incorrect Dex mod is listed in the equation. Also, please list the item providing armor since it is important to note the cost, weight, armor check penalty/skills, etc. 3) Charging Overrun is +10. Also, since the attack made on a successful overrun is against a prone target, you may want to list the attack for "hoof +3" (-1 +4 prone). 4) Skills still need to be selected, and I believe the class traits are Link and Share Spells for being an animal companion. 5) Tricks must be selected. Combat training will take up 6 of them, but your animal companion gets +1 bonus trick too. Also, remember that normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
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Post by reefwood on Dec 8, 2009 12:01:59 GMT -5
Combat Maneuvers
These may not come up tonight, but just to have them hand in case, please calculate these modifiers and place them on your character sheet.
Combat Maneuver Bonus CMB = Base attack bonus + Strength modifier + special size modifier
Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB. The special size modifier for a creature's Combat Maneuver Bonus is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMB when performing specific maneuvers.
Combat Maneuver Defense CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier
The special size modifier for a creature's Combat Maneuver Defense is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers. A creature can also add any circumstance, deflection, dodge, insight, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.
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Post by icnivad on Dec 8, 2009 12:11:50 GMT -5
ok. I have the character flushed out a little better in my personal sheets. I'll post later when I have my L2 guy figured out.
edit: And good catch on trample. This won't come up this session, but how does trample work when using a mount that does not have a hoof attack. Like a tiger, which has a bite and two claws, or a wolf, which only has a bite. Both of which become valid mounts at druid level 7, when they become large.
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Post by reefwood on Dec 8, 2009 12:40:29 GMT -5
ok. I have the character flushed out a little better in my personal sheets. I'll post later when I have my L2 guy figured out. edit: And good catch on trample. This won't come up this session, but how does trample work when using a mount that does not have a hoof attack. Like a tiger, which has a bite and two claws, or a wolf, which only has a bite. Both of which become valid mounts at druid level 7, when they become large. It is a bit curious that the feat specifies a hoof attack. However, unless I see something to the contrary, I don't see why a creature with another type of limb that moves along the ground (since the target is prone) and functions as a natural weapon can't make an equivalent attack. The tiger could make a claw attack, but the wolf could not make a bite attack.
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Post by icnivad on Dec 8, 2009 12:59:23 GMT -5
I have a question about cohort armor selection. I'm taking the hybrid package, which gives me "Masterwork armor OR potions of mage armor potions & shield of faith (200 gp)". Is the masterwork component of the armor part of that 200 gp? meaning the only armor I can chose are ones that cost less than or equal to 50gp?
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Post by reefwood on Dec 8, 2009 13:14:04 GMT -5
I have a question about cohort armor selection. I'm taking the hybrid package, which gives me "Masterwork armor OR potions of mage armor potions & shield of faith (200 gp)". Is the masterwork component of the armor part of that 200 gp? meaning the only armor I can chose are ones that cost less than or equal to 50gp? Correct. The gp amount at the end of each line is always the max that can be spent on an item(s), and it can be spent only on the items listed in that particular line. There are no hidden costs included or left out.
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Post by icnivad on Dec 8, 2009 13:23:57 GMT -5
do I have to select masterwork armor? or could I select non-masterwork?
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Post by reefwood on Dec 8, 2009 13:38:02 GMT -5
do I have to select masterwork armor? or could I select non-masterwork? Correct. The gp amount at the end of each line is always the max that can be spent on an item(s), and it can be spent only on the items listed in that particular line. There are no hidden costs included or left out. "Masterwork armor" only provides masterwork armor. "Nonmagical ammunition, weapons, armor, shields" can be used to purchase any kind of armor that isn't magical.
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Post by icnivad on Dec 8, 2009 16:22:30 GMT -5
Sir James, 1st Cavalry, squire (new features in red) Human Cavalry L2 Cleric
Health: HP: 18 (11 class +2 con +2 preferred class +3 feat)
Stats Str: 9, -1 Dex: 12, +1 Con: 13, +1 Int: 10, +0 Wis: 17, +3 (15 +2 human) Cha: 11, +0
Saves: Fort: +4 (3 class +1 con) Reflex: +1 (0 class +1 dex) Will: +6 (3 class + 3 wis)
Defense: AC: 18 (armor: +5, dex +1, shield +2)
Offense:
Skills:
Profession (Military): +7 (3+1 ranks+3 wis) Ride: +3* (2 ranks+1 dex) Spellcraft: +4 (3+1 ranks+0 int) * subject to armor check
Class Traits: Aura: good Channel Energy 1d6, 3/day God: Sarenrae NG Goddess of the sun Domains: Healing(heal 1d4+1 on creature below 0hp 6/day), Good (give +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws 1 rnd 6/day) Orisons
Feats: L1: Mounted Combat Hum: Toughness.
Items: Mst Scale Heavy Wooden Shield Wand of cure light wounds, (21x) Wand of Sanctuary (3x) Potion of cure light wounds - Nonmagical ammunition, weapons, armor, shields (125 gp) (-7gp shield, -100gp barding) - Adventuring gear, special substances, tools & skill kits, mounts (100 gp) Lantern, bullseye (12gp) caltrops 10 (10gp) Holy Water or Acid (depending on the price of holy water. see below) "Temples to good deities sell holy water at cost (making no profit)." -From holy water. Since Sir James is a cleric of a good diety, is it safe to assume he has access to a temple of a good diety?
Horse 2 HD Horse
Health: HP: 15 (9 class +6 con)
Stats Str: 16, +3 Dex: 14, +2 Con: 17, +3 Int: 2, -4 Wis: 13, +1 Cha: 7, -2
Saves: Fort: +6 (3 class +3 con) Reflex: +5 (3 class +2 dex) Will: +1 (0 class + 1 wis)
Defense: AC: 15 (armor: +4, dex +2, size -1)
Offense:
Tricks: Attack 1 Come Defend Down Guard Heel
Skills: Perception: 6 (3+2+1wis)
Class Traits:
Feats: Endurance Run
Items: Hide
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Post by reefwood on Dec 8, 2009 16:46:39 GMT -5
Sir James, 1st Cavalry, squire(new features in red)Human Cavalry L2 Cleric Class Traits:Domains: Healing(heal 1d4+1 on creature below 0hp 6/day), Nobility (give +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws 1 rnd 6/day) Orisons I couldn't find a diety list, so I just picked two domains that I thought fit. The rules say you can pick any two domains if you don't follow a specific dietyFeats:L1: Mounted Combat Hum: ? I listed the Pathfinder deities in this thread, but they are several pages back, so I just made a new post in the Pathfinder Rules/Changes thread that lists them. This is what the book says about domains: I would let PCs (and maybe even cohorts) choose any 2 domains if they had a good reason/background for it, but the GM does not approve of ordinary NPCs being allowed this much free reign. Find a deity for Sir James to follow. Also, he still needs to have a racial bonus feat selected. Once these things are complete, I'll look over the build. Although, please try to get your PC done first. I'd rather have more time to look over Sir Grolton & Loyal Steed, and remember, you may not have your NPC for long anyway. A regular riding horse has 2 HD, not 3. Drop the last HD rolled. If you did not keep track of each individual HD rolled, re-roll the hit points.
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Post by icnivad on Dec 8, 2009 16:51:42 GMT -5
I updated Sir Grolton, too, on page 7. I think he's pretty much done. I swapped out trample for weapon focus, lance.
And sorry about the hit die, I copied from the sir grolton page and must have missed that. It's right on my sheet. should be 15 hp total, 9 class + 6 con.
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Post by reefwood on Dec 10, 2009 11:26:18 GMT -5
Can everyone post the final/updated version of their character(s)? When doing so, please make a note of current hit points, spells already cast, magic items used and any other expendables (bolts, repair kits uses, etc) that have been spent. Also, if you made any kind of special attacks (i.e. Grapple, Trip, etc) that you may want to do again, please include a line for that on your sheet, and I'll be sure to read up on how it works.
And please make a new post for this, don't update a previous post.
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Post by icnivad on Dec 10, 2009 13:05:15 GMT -5
Sir Grolton, 1st Cavalry
Loyal Steed
Sir James, 1st Cavalry, squire
Horse
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