Pathfinder 1E Leif's Questing Knights - L10 Pfdr Rpg [OOC 01] [Full]

Hit points for Yurei:

Hit Points (1d8+8d6=38)

1d8+8d6 → [7,5,2,3,4,5,4,3,5] = (38)

I intend to equip Yurei with a mix of spells including some blasts, a little battlefield control, a couple of utility spells and a few buffs. Are there any particular buffs that would be of benefit you'd like to see available?

He won't be of much use in melee (though I did pretty well on hp) or even with ranged mundane combat.

I guess I'll have to rethink the teamwork feat with DeWar out. Did anybody else take Shielded Caster?
 

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I have it. I was the first one to have it, as a bonus Inquisitor feat. You might be better off going with Combat Casting, so you do not have to be standing next to me in battle. I do not have a shield, so the only benefit Shielded Caster gives beyond is that it would give you a bonus in non-combat situations, but how often do you use Concentration in non-combat?
 

I have it. I was the first one to have it, as a bonus Inquisitor feat. You might be better off going with Combat Casting, so you do not have to be standing next to me in battle. I do not have a shield, so the only benefit Shielded Caster gives beyond is that it would give you a bonus in non-combat situations, but how often do you use Concentration in non-combat?

Yeah, I've only seen a a couple of occasions ever where a concentration check was needed out side of combat. One was a storm at sea and the other was a trap where we were getting hit with stuff falling. But won't you get a benefit if I'm standing behind you with the feat? Presuming your character would be on the front line and mine behind. Actually, I expect my character to be airborne much of the time. So hovering above and behind maybe?
 

Inquisitors have Solo Tactics, an ability which lets them treat allies as if they had the same Teamwork feats. So Hraln is perfectly fine if no one else has the same feats he does.
 

Red Knight: Maybe check your browser options? I think you can override the website's fonts/colors/etc., depending on the browser.

I am confused by this part of the Fetchling description:
[sblock=excerpt]
[h=1]Shadow Creature (CR +1)[/h]Creatures with the shadow creature template dwell on the Shadow Plane, only rarely venturing onto other, brighter planes, and can be summoned by shadow callers. A shadow creature's CR increases by +1. A shadow creature's quick and rebuild rules are the same.
Rebuild Rules: Senses gains darkvision and low-light vision 60 ft.; Defensive Abilities gains energy resistance and DR as noted on the table below; SR gains SR equal to new CR + 5; Special Abilities Shadow Blend (Su) In any condition of illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.
1–45
5–10105/magic
11+1510/magic

Shadow Creature Defenses [TD="bgcolor: #999999, align: center"]Hit Dice[/TD][TD="bgcolor: #999999, align: center"]Resist Cold and Electricity[/TD][TD="bgcolor: #999999, align: center"]DR[/TD]
[/sblock]

Does this mean at our current level I get DR also, or only If I remake my character's race using a template? Basically, what is this section for, since it seems mostly redundant with the rest of the fetchling description.
 

Red Knight: Maybe check your browser options? I think you can override the website's fonts/colors/etc., depending on the browser.

I am confused by this part of the Fetchling description:
[sblock=excerpt]
[h=1]Shadow Creature (CR +1)[/h]Creatures with the shadow creature template dwell on the Shadow Plane, only rarely venturing onto other, brighter planes, and can be summoned by shadow callers. A shadow creature's CR increases by +1. A shadow creature's quick and rebuild rules are the same.
Rebuild Rules: Senses gains darkvision and low-light vision 60 ft.; Defensive Abilities gains energy resistance and DR as noted on the table below; SR gains SR equal to new CR + 5; Special Abilities Shadow Blend (Su) In any condition of illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.
1–45
5–10105/magic
11+1510/magic

Shadow Creature Defenses [TD="bgcolor: #999999, align: center"]Hit Dice[/TD][TD="bgcolor: #999999, align: center"]Resist Cold and Electricity[/TD][TD="bgcolor: #999999, align: center"]DR[/TD]
[/sblock]

Does this mean at our current level I get DR also, or only If I remake my character's race using a template? Basically, what is this section for, since it seems mostly redundant with the rest of the fetchling description.

Obviously Leif is the final arbiter on such matters, but I believe the problem is you are looking at the Monster entry rather than the character race entry from advanced race guide. Try here:

http://www.d20pfsrd.com/races/other-races/featured-races/arg-fetchling

As a monster a fetchling is basically just a human with the shadow creature template applied. If you use the monster version I think you'll be getting a CR+1 which means you'll lose one level to race so you'll only have 9 levels to play with. By using the proper character race entry sited above you'll get a race that is balanced to the others and thus be able to play at 10th level.
 

I think that is just there so you can make other creatures "like" fetchlings. Maybe for mounts, familiars and animal companions?
 


Happy Sunday, all! Eldran Hawkshand, Ranger-knight of Furyondy, is now on our RG thread!

Stylistically I'm trying to duplicate a 1st edition ranger. No plate armor, though :)

I chose goblinoids as his first favored enemy since hobgoblins were the main humanoids in both the Vesve Forest and Iuz's forces.

Let me know any questions, boss!
 

Obviously Leif is the final arbiter on such matters, but I believe the problem is you are looking at the Monster entry rather than the character race entry from advanced race guide. Try here:

http://www.d20pfsrd.com/races/other-races/featured-races/arg-fetchling

As a monster a fetchling is basically just a human with the shadow creature template applied. If you use the monster version I think you'll be getting a CR+1 which means you'll lose one level to race so you'll only have 9 levels to play with. By using the proper character race entry sited above you'll get a race that is balanced to the others and thus be able to play at 10th level.

Scottley and Kaodi: I suspected as much. I'm sticking with the regular one. DR 5 is not worth losing a level and other goodies. That link you posted is nice. Bookmarked, thanks!

Here is my rough draft for Pasozin. I see his roll as being very mobile, healing, with some potent blasting potential and a decent mundane archer to boot. Not a front line fighter, but can survive there in order to support others:

[sblock=Prasozin]


[sblock=Game Info]
Race: Kayal (Fetchling)
Class: Oracle
Level: 1
Alignment: Chaotic Good
Languages: Common
Deity: Desna, Lamashtu
[/sblock]


[sblock=Abilities]
STR:8
DEX:14(16)
CON:14
INT:10
WIS:14(12)
CHA:15(17)
[/sblock]


[sblock=Combat]
HP: 81 = [9d8+8=51] + 20 (CON) + 0 (misc) + 10 (favored class)
AC: 00 = 10 + 0 (armor) + 0 (shield) + 3 (DEX) + 0 (misc)
AC Touch: 13 = 10 + 3 (DEX) + (misc)
AC Flatfooted: 00 = 10 + 0 (armor) + 0 (shield) + 0 (misc)
INIT: +3 = +3 (DEX) + 0 (misc)
BAB: +7/+2 = +7/+2 (list class)
CMB: +6 = -1 (STR) +7 (BAB)
CMD: 19 = 10 - 1 (STR) + 3 (DEX) +7 (BAB)
Fort: +5 = +3 (base) + 2 (CON)
Reflex: +6 = +3 (base) + 3 (DEX)
Will: +8 = +7 (base) +1 (WILL)
Speed: 30
Damage Reduction:
Spell Resistance:
Spell Failure:
[/sblock]


[sblock=Weapon Stats]
EXAMPLE:
Longsword(melee): +5 = +1 (BAB) + 3 (STR) + 1 (feat)/ DMG = 1d8+3(S), CRIT 19-20x2
[/sblock]


[sblock=Racial Traits]
+2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.


Native Outsider: Fetchlings are outsiders with the native subtype.


Medium: Fetchlings are Medium creatures and receive no bonuses or penalties due to their size.


Normal Speed: Fetchlings have a base speed of 30 feet.


Darkvision: Fetchlings can see in the dark up to 60 feet.


Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.


Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.


Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.


Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.


Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches 9th level in any


combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane orthe Material Plane only) usable once per day. A


fetchling's caster level is equal to his total Hit Dice.


Languages: Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, D'ziriak (understanding only, cannot speak), Ignan, Terran, and any


regional human tongue.
[/sblock]


[sblock=Class Features]
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.


Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 +


the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier.


Oracle's Curse (Ex): Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored


item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level,


add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.


Mystery: Heavens
Class Skills: An oracle with the heavens mystery adds Fly, Knowledge (arcana), Perception, and Survival to her list of class skills.


Bonus Spells: color spray (2nd), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland flight (10th), chain lightning (12th), prismatic spray (14th), sunburst (16th), meteor swarm (18th).


Revelations: An oracle with the heavens mystery can choose from any of the following revelations.


Coat of Many Stars (Su): You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You


can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.


Interstellar Void (Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage per


level. A successful Fortitude save halves this damage. At 10th level, the interstellar void is so extreme that enemies who fail their saving throw are fatigued. At 15th level, creatures who fail their save are exhausted and


stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.


Spray of Shooting Stars (Su): As a standard action, you can unleash a ball of energy that explodes in a 5-foot-radius burst dealing 1d4 points of fire damage per level. A successful Reflex save halves this damage. This attack has


a range of 60 feet. You can fire one explosive ball per day, plus one additional ball per day at 5th level and for every 5 levels thereafter. You can fire more than one ball at a time, but creatures caught inside more than one


simultaneous explosions only take damage once.


[/sblock]


[sblock=Feats & Traits]
1st lvl-Combat Casting
3rd lvl-Point Blank Shot
5th lvl-Precise Shot
7th lvl-Rapid Reload
9th lvl-Rapid Shot


Traits:
a)Slippery (+1 to Stealth, and Stealth becomes a class skill)
b)Desperate Focus (+2 Concentration)
[/sblock]


[sblock=Skills]
Skill Ranks: 40 = [4 (class) + 00 (INT)] x 10 (LvL) + 00 (misc) + 00 (Favored Class)
Max Ranks: 00
ACP: -0


Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
+14 =  Diplomacy           +03    +08   +3  +00        CHA*
+09 =  Fly                 +03    +03   +3  +00   -0   DEX*
+05 =  Heal                +01    +01   +3  +00        WIS*
+04 =  Know:Arcana^        +00    +01   +3  +00        INT*
+na =  Know:History^       +00    +00   +0  +00        INT*
+06 =  Know:Planes^        +00    +01   +3  +02        INT*
+na =  Know:Religion^      +00    +00   +0  +00        INT*
+05 =  Perception          +01    +01   +3  +00        WIS*
+08 =  Sense Motive        +01    +04   +3  +00        WIS*
+13 =  Spellcraft^         +00    +010   +3  +00        INT*
+18 =  Stealth             +03    +010   +3  +02   -0   DEX*
+01 =  Survival            +01    +00   +0  +00        WIS*
+07 =  Use Magic Device^   +03    +01   +3  +00        CHA*
[/sblock]


[sblock=Spellcasting]
Spells Known (CL 10th)
5 (1/day) 3 +3 - CLW Mass, Telekinesis, Overland Flight, Breath Of Life, Summon M5, Wall of Stone
4 (2/day) 5 +2 - CCW, Rainbow Pattern, Death Ward, Summon M4, Blessing of Fervor, Terrible Remorse, Freedom of Movement
3 (3/day) 6 +2 - CSW, Daylight, Dispel M, Prayer, Searing Light, Summon M3, Glyph of Warding, Magic Circle Against Evil
2 (4/day) 6 +1 - CMW, Levitate, Minor Image, Hypnotic Pattern, Grace, Lesser Restoration, Silence, Spiritual Weapon, Spear of Purity, Resist Energy
1 (5/day) 6 +2 - CLW, Color Spray, Divine Favor, Magic Stone, Sanctuary, Protection from Evil, Shield of Faith
0 (At Will) 9 - Mage Hand, Ghost Sound, Create Water, Detect Magic, Light, Guidance, Purify F&D, Read Magic, Spark, Stabilize, Mending
[/sblock]


[sblock=Equipment]
Code:
Equipment                    Cost  Weight




Total weight carried:


Treasure: gp, sp, cp Gems:


Carrying Capacity:
light-
medium-
heavy-
[/sblock]


[sblock=Details]
Size: M
Gender: M
Age: 20
Height: 5'6"
Weight: 140
Hair Color: Whispy Grey
Eye Color: Luminescent Greenish Yellow
Skin Color: Deep Black
Appearance:
Demeanor:
[/sblock]


[sblock=Background]
...
[/sblock]


[sblock=Adventure Notes]
None yet
[/sblock]


[sblock=Level Ups]
Level 2
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:
[/sblock]
[/sblock]

Still have equipment and Background flavor stuff to work out.
 
Last edited:

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