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It has never occurred to me to make a caster without a max casting stat, but I suppose if you are casting on yourself and your party its not as crucial. What are Haylannar's starting stats?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Choant wrote:
It has never occurred to me to make a caster without a max casting stat, but I suppose if you are casting on yourself and your party its not as crucial. What are Haylannar's starting stats?

If I remember correctly, Haylannar began play with the following stat array:

16 STR + 2 racial + 3 levels + 6 belt + 1 manual + 2 mythic = 30 total
14 DEX + 6 belt = 20 total
14 CON + 6 belt = 20 total
14 INT + 2 old age + 6 headband = 22 total
12 WIS + 2 old age = 14 total
08 CHA + 2 old age = 10 total


Doesn't old age lower your physical stats as well? Or am I missing something?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Choant wrote:
Doesn't old age lower your physical stats as well? Or am I missing something?

His age resistance spell negates aging penalties so long as it lasts. Even if it were to be dispelled or something, his physical stats remain SO high that the negative effects of doing so would likely be laughable.


Ravingdork wrote:
Choant wrote:
Doesn't old age lower your physical stats as well? Or am I missing something?
His age resistance spell negates aging penalties so long as it lasts. Even if it were to be dispelled or something, his physical stats remain SO high that the negative effects of doing so would likely be laughable.

There's an Ioun Stone for that as well; especially if you Implant them.

Implanted Ioun Stones wrote:

Not all the secrets of the ioun stones lie with the Ancients. While the First Humans mastered the intrinsic powers of the stones, uncovering new attributes and binding them to devices, the Second Empire explored the interaction of ioun stones and the mind and body, and in time devised a means of implanting an ioun stone within the flesh. This process, originally believed to be irreversible, protected the ioun stone from harm and theft while still providing its full powers to the owner.

Binding a stone to a single owner is a lengthy process. To begin the ritual, the owner meditates with but a single stone in orbit around him. The body must be cleansed by fasting for a period of at least 3 days. If the fast is broken or interrupted, the process must begin anew. At the end of the fast, the owner makes a DC 20 Charisma check; taking 10 is not permitted on this check. Success indicates the stone has bonded with the owner, and may be implanted. Extending the fasting increases the chance of bonding with the stone, but the character may suffer the effects of starvation and thirst if he persists after several failures; the character gains a +1 circumstance bonus to the Charisma check for each full day past the third spent in fasting, to a maximum of +5. Failing the check means the owner must start over.

Once the owner establishes this bond with the stone, he can have it implanted in his body, which takes 1 hour. This requires a DC 25 Heal check (with a –5 penalty if the owner is the one performing the surgery) and a DC 25 Knowledge (arcana) check to succeed. Failure inflicts 1d6 points of Constitution damage and means the implantation process must start again. Success binds the stone on the surface of the owner’s skin in a location of his choice (usually the head, arm, or hand), where it becomes one with the owner’s flesh, deals him 1d2 points of Constitution damage (which he can heal naturally or with magic), and gives him the full benefits of the ioun stone. Once implanted, an ioun stone may not be sundered or targeted by effects and cannot be removed without the owner’s consent while he is alive (barring complete removal of the implanted body part).

Rumors exist of stranger, darker magics that allow spellcasters to channel spells through their implanted stones, or that cause the stones to shatter if the owner is killed, but those with any actual knowledge of these procedures are dead, hidden, or not talking.

From Pathfinder Chronicles: Seeker of Secrets starting on page 45


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I'm familiar with most of the ioun stones and how they can be used.

I rarely use the one you mentioned, however, as many people say that if it is ever removed or dispelled, all your aging penalties come back in full and getting the ioun stone working again does little to remove said penalties a second time.

Grand Lodge

Ravingdork wrote:

CHARACTER UPDATES

- Pollivar Mormont (1st-level variant) has been updated to include a 2-page character backstory that better connects him with the beginnings of the Rise of the Runelords adventure path and has also had a few equipment changes. I don't normally write two-page backstories, but my GM insisted that he know everything there was to know about the character: age, height, weight, family, history, number of hairs on his head, etc.

:P

Thank you for sharing Pollivar Mormont, Ravingdork. I am always interested in how players create and flesh out their player characters.


Ravingdork wrote:

I'm familiar with most of the ioun stones and how they can be used.

I rarely use the one you mentioned, however, as many people say that if it is ever removed or dispelled, all your aging penalties come back in full and getting the ioun stone working again does little to remove said penalties a second time.

Remember this part:

Implanted Ioun Stones wrote:
Once implanted, an ioun stone may not be sundered or targeted by effects and cannot be removed without the owner’s consent while he is alive (barring complete removal of the implanted body part).

This includes dispel magic. So once it's implanted, they have to kill him to dispel it. The exception, of course, is an anti-magic effect, which would negate the age resistance spell as well. Besides, for it's effect, it's pretty cheap.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Cheap maybe, but age resistance is free.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I am happy to announce that Revin Bitter, also known as the Raven King, now has a full biographical writeup detailing exactly who he is and how he came to be.

Kudos to anyone who can find the multitude of hidden references throughout his character.


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Hi, Ravingdork --

First preface, thanks for sharing those awesome ideas.
Second preface, I have some questions regarding Ben Ganji, the "Blind"!

I fell in love with the flavor of this character (the choice of image helped a lot for that) but I'm not sure how does it work mechanically.

1. Why is the build realized at Level 15? The only feature that comes online that late (AFAIK) is "Quivering Palm". How is this an integral part of the build?... I feel like I'm missing something here. So, yeah how do you utilize Quivering Palm with this build?

2. I would like to play a similar character for the second part of Kingmaker campaign, starting at lvl 8. I would like to make some slight changes to the flavor but I have to be sure I understand how the build works first, and what parts of the it were "flavor choice" and what "mechanical optimization". Do you think the character could be competitive from lvl 8? The players and GM in my group are fairly cut-throat.

3. How do you make use of the flying Greatswords? I haven't play with these before and I have no idea how and what they do. Are these Dancing weapons? How do you activate them at the same time? Isn't that expensive? I don't understand...

4. Why Brass Knuckles? At what point do you use them over the Temple Sword?

5. What is your general combat routine with this character? What should one be doing pre-combat/first round, etc. Do you trip a lot? ;)

6. What is a Cold Iron Sphere? x)

Thanks in advance to anyone who can help me out with this. Much virtual gratitude coming your way.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
VaeVictus wrote:
1. Why is the build realized at Level 15? The only feature that comes online that late (AFAIK) is "Quivering Palm". How is this an integral part of the build?... I feel like I'm missing something here. So, yeah how do you utilize Quivering Palm with this build?

The point of the overall build was to min/max his Perception as much as possible. Fifteenth level was simply the earliest level I could get all the feats I wanted. I may also have chosen that level to ensure he had the starting funds necessary to possess some of the powerful equipment he owns. More than likely though, it was the feat limitations that pushed it so high.

It was originally meant to be the "blind warrior" trope that everyone seems to love, without all the cheesy "I'm blind, but not really blind because not I got blindsight for free, which means I'm actually more powerful now, thanks GM" crap. I also modeled the telekinetic abilities after Blind Kenshi from Mortal Kombat. That's probably the only reason he possesses a sword.

VaeVictus wrote:
2. I would like to play a similar character for the second part of Kingmaker campaign, starting at lvl 8. I would like to make some slight changes to the flavor but I have to be sure I understand how the build works first, and what parts of the it were "flavor choice" and what "mechanical optimization". Do you think the character could be competitive from lvl 8? The players and GM in my group are fairly cut-throat.

Get the blind-fight feat tree, max your ranks in Perception, and get a ring of telekinesis and you should fit all the mechanical criteria. Your overall numbers might not be as high with Perception, but you may have fun investing some of those feats and abilities elsewhere anyways.

VaeVictus wrote:
3. How do you make use of the flying Greatswords? I haven't play with these before and I have no idea how and what they do. Are these Dancing weapons? How do you activate them at the same time? Isn't that expensive? I don't understand...

By using the telekinesis spell at will. He simply hurls them at people, round after round, for 18d6 damage.

VaeVictus wrote:
4. Why Brass Knuckles? At what point do you use them over the Temple Sword?

They are primarily for use as backup weapons I suppose. +1 to hit is better than not having a +1 to hit.

VaeVictus wrote:
5. What is your general combat routine with this character? What should one be doing pre-combat/first round, etc. Do you trip a lot? ;)

Hurl swords and/or boulder at people at range, if they get close, cut them down or punch them in the face. Do not neglect alternative actions such as turning out the lights, using combat maneuvers are pinning people from range with telekinesis.

VaeVictus wrote:
6. What is a Cold Iron Sphere? x)

It's a giant boulder made out of cold iron. It exists for no other reason than to be thrown around with telekinesis. It's primarily for use against creatures with damage reduction, who would negate the 2d6 for each greatsword (as opposed to the single 9d6 roll for the sphere)

VaeVictus wrote:
Thanks in advance to anyone who can help me out with this. Much virtual gratitude coming your way.

I just LOVE me some virtual gratitude.


Alright. So, basically the Ring of Telekinesis + swords trick could be done with pretty much every build (with a good attack roll)?

If you were to build an optimized melee-Monk, flavor aside, what build would you rather use? With middle levels in mind. What's your personal preference?

I haven't played Monks at all but I'm super-attracted to the flavor in general. Information on that topic is all over the place and a lot of it is outdated so I can use some help here, if you are in the mood.


So, my apologies if this has been answered before in the thread, but i was just looking at Kang Makhai, the Monk/Magus, and was simply wondering, what are the usual favored tactics for him to employ? How exactly does he destroy armies and such? Also, I'm assuming that the second statblock for him, the "Calikang" form, is just the same character after casting the buff spells in his staff?


Archmage Joda wrote:
So, my apologies if this has been answered before in the thread, but i was just looking at Kang Makhai, the Monk/Magus, and was simply wondering, what are the usual favored tactics for him to employ? How exactly does he destroy armies and such? Also, I'm assuming that the second statblock for him, the "Calikang" form, is just the same character after casting the buff spells in his staff?

Well, for one thing, he's nearly untouchable by nearly anything an army can throw at him. Only attacks enmasse have a chance to hurt him as they basically need natural 20s to hit.

Due to his neigh-invulnerability, he can wade into an army like something out of Nintey-Nine Nights.

Also, he could just toss out a Maximized or Empowered Freezing Sphere which will pretty much wipe out a huge chunk of an army. He could cast Fire Shield while wading into an army as above and anyone who hits him with a melee weapon takes 1d6+15 points of damage. Contagious Flame is also pretty nasty in an army group.

Between Fire Shield, Chain Lightning, Freezing Sphere and Contagious Flame plus his melee abilities, it's not hard to see him wiping out an army single-handedly.

If he had Wall of Fire, it'd be even worse. That spell is stupid good at forcing an army to go where you want. At his level, it'd be a 360 foot long wall of fire, or a 45 ft. radius circle. If he had 3 of them prepared, he could probably completely entrap an army via forming a triangle. Picture the charge of the Rohirrim in either Two Towers or Return of the King, but, instead, drop a wall of fire in front of them that vaporizes most of them immediately after forming.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Tels wrote:
Archmage Joda wrote:
So, my apologies if this has been answered before in the thread, but i was just looking at Kang Makhai, the Monk/Magus, and was simply wondering, what are the usual favored tactics for him to employ? How exactly does he destroy armies and such? Also, I'm assuming that the second statblock for him, the "Calikang" form, is just the same character after casting the buff spells in his staff?

Well, for one thing, he's nearly untouchable by nearly anything an army can throw at him. Only attacks enmasse have a chance to hurt him as they basically need natural 20s to hit.

Due to his neigh-invulnerability, he can wade into an army like something out of Nintey-Nine Nights.

Also, he could just toss out a Maximized or Empowered Freezing Sphere which will pretty much wipe out a huge chunk of an army. He could cast Fire Shield while wading into an army as above and anyone who hits him with a melee weapon takes 1d6+15 points of damage. Contagious Flame is also pretty nasty in an army group.

Between Fire Shield, Chain Lightning, Freezing Sphere and Contagious Flame plus his melee abilities, it's not hard to see him wiping out an army single-handedly.

If he had Wall of Fire, it'd be even worse. That spell is stupid good at forcing an army to go where you want. At his level, it'd be a 360 foot long wall of fire, or a 45 ft. radius circle. If he had 3 of them prepared, he could probably completely entrap an army via forming a triangle. Picture the charge of the Rohirrim in either Two Towers or Return of the King, but, instead, drop a wall of fire in front of them that vaporizes most of them immediately after forming.

Exactly. In melee alone, he's still getting 11 high-damage attacks a round with haste and spellcombat/spellstrike followed up by an additional number of attacks equal to the number of enemies he happens to drop (thanks to Greater Cleaving Finish) plus any more from attacks of opportunities that are provoked while within his reach.

That's potentially 29 attacks in a single round.

In the center of an army of mooks, everyone within his 20-foot reach typically dies each round. Probably looks something like this.


I've been trying to look at the builds for a few days, but it looks like the website can't be found.

Anywhere else to look at these?


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PatheticWretch wrote:

I've been trying to look at the builds for a few days, but it looks like the website can't be found.

Anywhere else to look at these?

Emporium


Thanks!

Dark Archive

Ravingdork wrote:

I would like everyone everyone to introduce my newest creation, Bumi Mei Fong (aka, BMF!).

BMF is a hulking hurler build capable of dishing out the following...

+23/+23/+23/+18/+13 (2d4+26 plus 1d4 bleed/17-20, auto-confirm)

...with rocks. (It was a big rock!)

...out to a range of 200 feet (250 feet if not taking a full attack, up to 120 feet with no penalties, and only -3 penalty at max range).

A big thanks to Cao Phen for for inspiring me and for coming up with the original build.

Tels wrote:

Just got back from watching Frozen. Through out the whole movie, I couldn't help but think, "Helegur, that's Helegur! THAT'S HELEGUR!"

** spoiler omitted **

I have been thinking of something just like this myself, but I was going to make him mythic, his weapon was going to be a legendary rock..cuz everyone knows about the rock of Gibralter right? So, that being said.. think you can add some mythic tiers to this guy and maybe give him a legendary rock that can ROCK?

Man, now I'm gonna have to go see it. Great minds think alike I guess.

Dark Archive

For Bumi Mei Fong, how are you qualifying the rock for "weapon training"?


I'm trying to make a character (level 6, Mythic tier 3) using Araonna Chorster and I'm running into a few problems.

It states that Araonna takes the Extra Path Ability feat, but then you use a Path Ability to get an Extra Mythic Feat, Undead Master (although it doesn't actually say anywhere that you took Extra Mythic Feat, it's simply the only thing I can think of for having the exact right number of path abilities for tier and the exact right number of feats for tier, plus the bonus feat, minus a feat, plus the bonus path ability, minus a path ability). Why did you do this or am I completely missing something?

You also list an ability called Necromantic Mastery. I cannot find an entry for this anywhere. Where did it come from?

I think that's everything. It isn't easy to follow how this character was built.


Add to that, what's "Ongoing Spells"? It seems to be treating these spells like they are on at all times, yet many of these spells don't last long at all, with Death Ward only lasting 1 minute per level.


Well, the death ward effect is from the darkskull item; so too is the protection from good spell as that's apart of the unhallow effect.

Keep in mind, Araonna has extend spell so any spell she casts could last double in length.

So the spells aura of doom, deathwatch, and freedom of movement, all of which have a 10-minute per level duration, could easily last 300 minutes per casting (or 5 hours). Status and shield other both have a duration of 1 hour per level, so they are non issues.

Also, RD never specifies they are always on, just that they are regularly active. If you were to play Araonna as a character in a party, the spells might not always be on because the party may need the slots, though freedom of movement is regarded as one of those 'should always be active when possible' spells as it's so very useful and powerful.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Titania, the Summer Queen wrote:
For Bumi Mei Fong, how are you qualifying the rock for "weapon training"?

By being a weapon master. The weapon master archetype says you need to choose a single weapon for weapon training, not a weapon group. A rock is considered a weapon, whether you consider it an improvised weapon or a true weapon (as it has appeared in several official stat blocks as such).

Yehudi wrote:

I'm trying to make a character (level 6, Mythic tier 3) using Araonna Chorster and I'm running into a few problems.

It states that Araonna takes the Extra Path Ability feat, but then you use a Path Ability to get an Extra Mythic Feat, Undead Master (although it doesn't actually say anywhere that you took Extra Mythic Feat, it's simply the only thing I can think of for having the exact right number of path abilities for tier and the exact right number of feats for tier, plus the bonus feat, minus a feat, plus the bonus path ability, minus a path ability). Why did you do this or am I completely missing something?

I don't remember the exact details now, but she needed to do that to qualify for certain feats and/or Path Abilities at specific times in her career.

I will go through it again and try to remember exactly why it was done that way.

Yehudi wrote:
You also list an ability called Necromantic Mastery. I cannot find an entry for this anywhere. Where did it come from?

You can find it here in the Archives of Nethys. It first appears in Mythic Realms.

Necromantic Mastery (Su): When casting a necromancy spell, you can expend one use of mythic power as a free action to increase its caster level by your tier (minimum 2).

Yehudi wrote:
I think that's everything. It isn't easy to follow how this character was built.

It wasn't easy to make her either. :D

Yehudi wrote:
Add to that, what's "Ongoing Spells"? It seems to be treating these spells like they are on at all times, yet many of these spells don't last long at all, with Death Ward only lasting 1 minute per level.

It's just a note to the player (or GM as the case may be) that these are spells that the character generally starts combat with. Kind of a like how you see an NPC stat block that says "[NPC] casts these spells prior to combat." They are generally long duration spells or spell effects that last for several hours, and thus could easily be case well in advance of a potential battle. These spells' effects are always included in the character's stats where appropriate, so if they are not active for some reason (bad timing, low on spell slots, hit by a dispel, etc.) you will have to account for their removal. However, they should be active pretty much 99% of the time.


Okay, so how does a Heirophant with the Trickers dual path get access to an Archmage path ability?


Yehudi wrote:
Okay, so how does a Heirophant with the Trickers dual path get access to an Archmage path ability?

Tricksters get to dabble.

Path Dabbling (Su): Select one path ability from another mythic path. You must meet any other requirements that path ability has, including a minimum tier restriction.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
agnelcow wrote:
Yehudi wrote:
Okay, so how does a Heirophant with the Trickers dual path get access to an Archmage path ability?

Tricksters get to dabble.

Path Dabbling (Su): Select one path ability from another mythic path. You must meet any other requirements that path ability has, including a minimum tier restriction.

I kept reading that as "Trekkers get to babble." :)


LazarX wrote:
I kept reading that as "Trekkers get to babble." :)

That's also true, in my experience.


Is there a website with all these characters on it? I didn't see it in the op.


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Ravingdork's Crazy Character Emporium.


Hey RavingDork, I was looking at Seregon, and I noticed he's listed as wearing +5 determination heavy fortification mithral full plate.

How is that possible? Both determination and heavy fortification are +5 abilities, which makes the total enhancement bonus for his armor +15. I thought armor capped out at +10.


Tinalles wrote:

Hey RavingDork, I was looking at Seregon, and I noticed he's listed as wearing +5 determination heavy fortification mithral full plate.

How is that possible? Both determination and heavy fortification are +5 abilities, which makes the total enhancement bonus for his armor +15. I thought armor capped out at +10.

Determination is a flat +30,000 gp increase while Heavy Fortification is a +5 increase.


You're right. I was misled by the table in Ultimate Equipment. The column is labeled "+5 Armor Special Ability", and that's what I was looking at, when I should have been looking at the price column.

My bad.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

We all make mistakes from time to time. Lord knows I've made my fair share.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Hama has been updated once again to include new feats from Demons Revisited, which now allow her to not only possess people as a standard action, but it allows her to break through preventative abjurations and to better choose possession targets.

I've also changed the nature of her paralysis and increased her level by one (in order to meet the Wisdom 15 feat prerequisite).


really good thread... is suffering about one only thing: Gnomes T_T... we all love gnomes!


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Orthodox Banjoist wrote:
really good thread... is suffering about one only thing: Gnomes T_T... we all love gnomes!

Kufu Barru is saddened that you don't see him as a gnome. T_T

(Also, you did get the newer master link, which takes you to ALL the characters rather than the old original direct links which take you to single files, right?)


you got it... probably Mr.Kufu will damn me for all my living time XD!

thank you for the link!!

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Ravingdork wrote:
Orthodox Banjoist wrote:
really good thread... is suffering about one only thing: Gnomes T_T... we all love gnomes!

Kufu Barru is saddened that you don't see him as a gnome. T_T

(Also, you did get the newer master link, which takes you to ALL the characters rather than the old original direct links which take you to single files, right?)

I don't see him as a gnome either. He looks like a short extra for Planet of the Apes. :)


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Introducing Manny, the Mancatcher, a 1st-level bounty hunter with a vicious team of hounds.


Ravingdork wrote:
VaeVictus wrote:
3. How do you make use of the flying Greatswords? (snip)...
By using the telekinesis spell at will. He simply hurls them at people, round after round, for 18d6 damage.

BTW, this wouldn't work. If you throw a weapon using telekinesis it does normal damage for the weapon.

PRD wrote:
Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).

If you want to use the violent thrust feature to do damage then you need an object that weighs 25 lbs per damage die. Hide a boulder or a big lead cannonball in a bag of holding and sling that around.


Peet wrote:
Ravingdork wrote:
VaeVictus wrote:
3. How do you make use of the flying Greatswords? (snip)...
By using the telekinesis spell at will. He simply hurls them at people, round after round, for 18d6 damage.

BTW, this wouldn't work. If you throw a weapon using telekinesis it does normal damage for the weapon.

PRD wrote:
Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).
If you want to use the violent thrust feature to do damage then you need an object that weighs 25 lbs per damage die. Hide a boulder or a big lead cannonball in a bag of holding and sling that around.

Ben 'Blind' Ganji uses 9 greatswords as his ranged weapon. Each greatsword deals 2d6 points of damage; 2d6*9=18d6.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Tels has the right of it. More characters coming soon.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Bread Crumbs was so popular, I thought I'd deliver some more kobolds for all you kobold lovers!

Krammer, 9th-level kobold grenadier known destructive concoctions

Sootscale, 9th-level kobold scorpion rider famed for his dark scales, silver armor, and monstrous steed

Please njoy these two new characters and be sure to let me know how much havoc they bring to your campaigns!


Again Kudos to you Ravingdork! Certainly there are few posters who contribute as much to the community as you! Thank-you


Small typo on the scorpion ride - 'scorpian'. Great guide though.


Manny seems to be built on a 23 point buy instead of your usual 25. Or are you so used to dumping to 7 that you forgot you didn't need to in this case?


Tels wrote:
Ben 'Blind' Ganji uses 9 greatswords as his ranged weapon. Each greatsword deals 2d6 points of damage; 2d6*9=18d6.

Hah! Okay, I get it! But why limit yourself to medium-sized greatswords then?

Peet


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Fixed the typo. Thanks for pointing it out.

Peet wrote:
Tels wrote:
Ben 'Blind' Ganji uses 9 greatswords as his ranged weapon. Each greatsword deals 2d6 points of damage; 2d6*9=18d6.

Hah! Okay, I get it! But why limit yourself to medium-sized greatswords then?

Peet

Because anything larger would just look silly, and be impractically difficult to carry about. Also, weight limitations.

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