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Pathfinder 1E INTEREST/RECRUIT - TIDERULER - THE FALL OF LAHOLT (HIGH-LEVEL CHARS)

Boo hoo! I just read an errata - with Feral combat training, you no longer get to use natural attacks as improved unarmed attacks - no longer can you count on weapon focus (unarmed), no improved damage etc...

I need to recalculate the damage (probably losing Improved Natural Attack feat because I need another Advanced Weapon Training) :( I hate changes in the system - if anyone catches any other mistake, report freely
 

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Hey, Neurotic, I am making an Oracle now, with the Dragon Mystery. So perhaps there's some connection between us, background-wise.

The oracle is not quite as combat-worthy as the magus or bard I worked up, but with the appropriate buffs I think can get close. And I have evocation blast spells and gobs of healing/condition removal, so it fills the missing niches better.
 

How about you went where vision Sent you and found a kobold encased in crystal. But the kobold such as wasn't seen in the world for centuries. For starters, he was pure green in color, such vibrant green that can be seen in old forests in spring under noon sun.

He spoke in draconic and archaic common. After short intermezzo while he talked about dragons and demons and some forgotten war, he made his armor of pieces of crystal (his cryssalis) he returned underground seeking some tribe or other in todays Laholt.

I'll add the parts what he did underground and you get the part where you called upon him or he upon you...say around 10th level. And we adventured / travelled together ever since.
 

Is there still an opening here? If an unchained monk would help the party, I have the rolls for it:

_: 4D8.HIGH(3) = [7, 8, 7, 7] = 22
4D8.HIGH(3) = [7, 6, 3, 7] = 20
4D8.HIGH(3) = [4, 8, 2, 7] = 19
4D8.HIGH(3) = [6, 3, 6, 6] = 18
4D8.HIGH(3) = [8, 7, 4, 2] = 19
4D8.HIGH(3) = [8, 7, 5, 8] = 23


Probably take me a while to mind shift into Pathfinder (even if it is the only game I play live albeit on Fantasy Grounds). Just can't hold two D&Dish spell systems in my brain and I thought I saw you guys are missing a front line fighter. With those stats, the MAD Monk is viable. At 12th level, a monk has three full-BAB attacks with flurry of blows.
 






Still in progress, just needs a name, a history, a feat, a couple traits, a ki power or two. Maybe a god I'm all monked about. And I should spend 2k gp on a weapon for those times when bare hands aren't a good thing. Oh, and I need equipment besides magic items. I also should actually read, rather than skim, the campaign background.

Yes, my CMD is so good even I need a 19 acrobatics check to tumble past myself.

Is hit points Max or Average?

[TABLE="width: 100%, align: left"]
[TR]
[TD="width: 33%"]Name:
Race: Female Human
Class: Monk-12
Alignment: Lawful Neutral
XP:
Hit Dice: 12d10+72

Strength: 24 (+7) (20 +4 item)
Climb (12+): +22
Swim: +7​

Constitution: 20 (+5) (19 +1 at 8th)

Intelligence: 20 (+5) (19 +1 at 12th)
Appraise: +5
Knowledge: History (12+): +20
Knowledge: Religion (12+): +20
Linguistics: +5
[-]Spellcraft:[/-]​

Wisdom: 28 (+9) (23 +1 at 4th, +4 item)
Heal: +9
Perception (12+): +24
Sense Motive (12+): +24
Survival:​
[/TD]
[TD="width: 33%"]Initiative: +8
AC: 35 (+8 Dex, +9 Wis, +4 class, +2 ring); touch: 35; Flat: 25
BAB: +12/+7/+2 ; CMB: +19; CMD: 42
Fort: +16; Ref: +19; Will: +16
Speed: 70 ft
HP: 192 or 150 ???

Dexterity: 26 (+8) (22 +4 item)
Acrobatics (12+): +23
[-]Disable Device: [/-]
Escape Artist (12+): +23
Fly: +8
Ride: +8
[-]Sleight of Hand:[/-]
Stealth (12+): +23​

Charisma: 18 (+4) (18)
Bluff: +4
Diplomacy: +4
Disguise: +4
[-]Handle Animal:[/-]
Intimidate (12+): +19
Perform: +4
Use Magic Device: +4​

+Proficient
[/td][td="width: 33%"]

[/td]
[/tr][/table]
[sblock="COMBAT"]OFFENSE
Initiative: +8
CMB: +19 (+12 BAB +7 Str)
[table="align: left"]
[tr][td]Weapon
Unarmed Strike
Flurry of Blows[/td][td="align: center"]Range
[/td][td="align: center"]To Hit
+22/+17/+12
+22/+22/+22/+17/+12[/td][td]Damage
2d8+7 (crit 19-20)
2d8+7 (crit 19-20)[/td][td]Notes
Overcomes magic, cold iron, silver, and lawful DR
Overcomes magic, cold iron, silver, and lawful DR[/td][td]BAB Calc
+7 Str, +2 amulet, +1 WF
+7 Str, +2 amulet, +1 WF[/td]
[/tr]
[/table]Optional Maneuvers
Power Attack: -4 AC; +8 Damage
5-foot Step: Cannot be denied by rough terrain.
AoO: Can make AoO flat-footed
Stunning Fist: Fort DC 25 or choice of: stunned 1 round or fatigued or sickened 1 minute or staggered 1d6+1 rounds
Touch of Serenity: Will save DC 25, target does not cast spells or attack for one round
Grapple: No AoO, +4 AB; +2 CMD; can make 2 grapple checks per round
Trip: No AoO, +2 AB, +2 CMD, opponents falling prone provoke AoO from me
Style Strike: Once per flurry. choose:
Shattering Punch: bypass all DR with one strike
Foot Stomp: Held target may make combat maneuver check to escape.​
Ki Maneuvers
1 kp Ki Pool (swift action) Extra full BAB attack during flurry.
1 kp Formless Mastery (immediate action) +4 AC, +4 AB, +12 damage on unarmed strikes
2 kp Diamond Soul (swift action) Gain SR 22 for 1 minute

DEFENSE
AC: 35 (10 +8 Dex, +9 Wis, +4 class, +2 ring); touch: 35; Flat: 25
CMD: 42 (10 +12 BAB, +7 str, +8 dex, +9 wis, +4 monk, +2 ring)
Fort: +16 (+8 class, +5 Con, +3 cloak)
Ref: +19 (+8 class, +8 Dex, +3 cloak)
Will: +16 (+4 class, +9 Wis, +3 cloak)
Immunity: diseases, magical diseases, falling damage (only near a wall)

EXPENDABLES TRACKING
Stunning First: 13/day Fort DC 25
Touch of Serenity: 12/day Will DC 25
Ki Points: 15/day
AoO: 9/day
[sblock="Common Conditions"]Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Pinned: A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.
Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting) or lose the spell.
Prone: The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.
Standing up is a move-equivalent action that provokes an attack of opportunity.
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Staggered:A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.
Stunned:A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).
Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.
[/sblock][/sblock][sblock="FEATURES AND TRAITS"][sblock="Proficiencies and Languages"]Languages: Common, Undercommon, Infernal, Abyssal, Celestial, Draconic
Armor: None
Weapons: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
[/sblock][sblock="Race: Human"]Bonus Feat: Humans select one extra feat at 1st level: Nimble Moves
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
[/sblock][sblock="Traits"]TODO
[/sblock][sblock="Feats"]
Race: Nimble Moves
Level: 1st: Power Attack; 3rd: Weapon Focus (unarmed strike); 5th: Touch of Serenity; 7th: Greater Grapple; 9th: Vicious Stomp; 11th:
Monk: 1st: Improved Grapple; 2nd: Combat Reflexes; 6th: Improved Trip; 10th: Improved Critical (unarmed strike)​

Combat Reflexes: You can make additional attacks of opportunity.
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Greater Grapple: Maintaining a grapple is second nature to you.
You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Improved Critical: Unarmed Strikes Attacks made with your chosen weapon are quite deadly.
When using the weapon you selected, your threat range is doubled.
You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Grapple: You are skilled at grappling opponents.
You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Improved Trip: You are skilled at sending your opponents to the ground.
You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Nimble Moves: You can move across a single obstacle with ease.
Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.
Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Stunning Fist: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds.
Touch of Serenity: With a single touch you can reduce the threat of even the most savage of foes.
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals no damage and bestows no other effect or condition, but the target cannot cast spells or attack (including attacks of opportunity and attacks as immediate actions) for 1 round unless it succeeds on a Will saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. You may attempt a touch of serenity once per day for every four levels you have attained (but see Special), and no more than once per round.

A monk may attempt a touch of serenity a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Vicious Stomp: You take advantage of the moment to brutally kick an enemy when he is down.
Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
Weapon Focus: Unarmed Strike
You gain a +1 bonus on all attack rolls you make using the selected weapon.
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
[/sblock][sblock="Class: Unchained Monk"]AC Bonus:
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Bonus Feats
At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Flurry of Blows:
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Ki Pool (Su):
At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Power (Su):
At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
4th: Slow Fall (Su):
A monk within arm’s reach of a wall can use it to slow his descent by expending 1 point from his ki pool. When he uses this ability, he takes no damage from the fall (as if using feather fall), but he must be adjacent to a wall for the length of the fall (although this can be used to reduce the damage from a fall if only part of it is adjacent to a wall).
6th:
x
8th: Formless Mastery (Ex):
A monk with this ability varies his styles, never repeating the same move twice and capitalizing on the weaknesses of an opponent’s style. As long as he does not possess any style feat, the monk can spend 1 point from his ki pool as an immediate action to gain the following against opponents in the stance of a style feat: a +4 dodge bonus to AC, a +4 circumstance bonus on attack rolls, and a bonus equal to his monk level on damage rolls. These bonuses last until the end of the monk’s next turn (or his current turn if he uses this ability on his own turn). The monk can activate this ability and the furious defense ki power with the same immediate action for a total cost of 3 ki points. A monk must be at least 7th level before selecting this ki power.
10th: Abundant Step (Su):
A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk’s caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk must be at least 8th level before selecting this ki power.[sblock="Dimension Door"]Casting Time: 1 standard action
Components: V
Range: long (400 ft. + 40 ft./level)
Target: you and touched objects[-] or other touched willing creatures[/-]
Duration: instantaneous
Saving Throw: none and Will negates (object);
Spell Resistance: no and yes (object)
By the way…
Because ships are constantly in motion, the caster of spells of the teleportation subschool must have line of sight to teleport onto a ship. Otherwise, a caster must scry upon a particular ship first, then immediately teleport to the scryed destination. Any delay in casting means the ship has moved from its scryed location and the spell fails.

Source Skull & Shackles Player’s Guide

DESCRIPTION

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired – whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.
[/sblock]​
12th: Diamond Soul (Ex): KP: 2 swift action; SR: 22; Duration: 12 rounds
A monk can spend 2 points from his ki pool as a swift action to gain spell resistance equal to his monk level + 10. This spell resistance lasts for a number of rounds equal to the monk’s level. A monk must be at least 12th level before selecting this ki power.
Improved Evasion (Ex):
You take no damage on successful Reflex saving throws against attacks, and you only tale half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.
Still Mind (Ex):
At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
Purity of Body (Ex):
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Style Strike (Ex):
At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.
5th: Shattering Punch
The monk delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The monk must attack with a fist to use this style strike.
9th: Foot Stomp
The monk stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe’s movement is restricted. Until the start of the monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike.
[/sblock][/sblock][sblock="EQUIPMENT"]Headband of inspired Wisdom +4 (16,000gp) +4 Wis
Amulet of Might Fists +2 (16,000gp) natural attacks at +2
Belt of Physical Might +4 (40,000gp): +4 Str, +4 Dex
Cloak of Resistance +3 (9,000gp) +3 to all saves
Ring of Protection +2 (8,000gp) +2 deflection AC
Monk's Robe (13,000gp)
When worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-Level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk’s AC bonus.​
102,000 gp spent
[sblock="Carrying Capacity"][table="align: left"][tr][td="align: center"]Light Load
233 or less[/td][td="align: center"]Medium Load
234 - 466[/td][td="align: center"]Heavy Load
467 - 700[/td][td="align: center"]Push, Drag, Lift
3500[/td][/tr][/table][/sblock][/sblock][sblock="DESCRIPTION and HISTORY"]HISTORY:
[table="width: 100%, align: left"][tr][td="width: 33%"]Race: Human
Gender: Female
Age:
Relationship: [/td]
[td="width: 33%"]Height:
Weight:
Complexion:
Skin: [/td]
[td="width: 33%"]Hair:
Eyes:
Face Structure:
[/td][/tr][/table]
APPEARANCE:
[/sblock]
 

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