GM's Guide to...Gunslingers

Postby rchurchwell » Tue Dec 24, 2013 1:34 am

A while back I had the idea to make a set of quick reference resources for GMs to help them prepare for some of the more complicated classes. The first one I tackled was the gunslinger, since it tends to draw the most ire from GMs, and because I think that usually comes from players not fully understanding the class themselves.

Here's the current draft, available in the PFS Shared resources folder in Google Drive.

If people find this helpful, is there any particular class they'd like to see covered in another guide? I was thinking Magus or Alchemist. Or maybe a guide to animal companions or mounted combat.
Eyes of the Ten Roll20 link, ALEX

Katya Menia (40970-16, Soveriegn Court) (Human/Bat Form)
Spoiler: show
L7 Katya Menia, Blood Kineticist
Female werebat-kin skinwalker (bloodmarked) hydrokineticist 4 (Pathfinder RPG Bestiary 5, Pathfinder RPG Occult Adventures 10, 88)
NG Medium humanoid (shapechanger, skinwalker)
Init +4 Init +6; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 19
AC 28, touch 19, flat-footed 22
hp 75
Fort +12, Ref +10, Will +5; +4 vs. disease
Defensive Abilities fortification 15%[/b]
AC 27, touch 18, flat-footed 22 (+8 armor, +1 deflection, +5 Dex, +1 natural, +2 size)
Fort +12, Ref +12, Will +5; +4 vs. disease

--------------------
Offense
--------------------
Speed 30 ft.
Speed 10 ft., fly 60 ft. (average)
Special Attacks water blast +11 (4d6+14) or blood blast +11 (8d6+18)
Special Attacks water blast +15 (4d6+14) or blood blast +15 (8d6+18)

Kineticist Wild Talents Known
. . Defense—shroud of water
. . Infusions—bleeding infusion (+2 burn), extended range (+1 burn), snake (+2 burn), wrack (+0 burn)
. . Utility—basic hydrokinesis, kinetic cover, kinetic healer
--------------------
Statistics
--------------------
Str 9, Dex 18, Con 22, Int 9, Wis 10, Cha 13
Base Atk +5; CMB +4; CMD 19
Str 7, Dex 22, Con 22, Int 9, Wis 10, Cha 13
Base Atk +5; CMB +9; CMD 18

Feats Bat Shape, Point-Blank Shot, Precise Shot, Iron Will
Traits ease of faith, fashionable, fast-talker
Skills Acrobatics +10, Bluff +7, Diplomacy +7, Disguise +1 (+11 to appear as a bat in bat form), Fly +11, Perception +0 (+2 at night), Sense Motive +5, Stealth +11, Use Magic Device +5; Racial Modifiers +2 Fly
Skills Acrobatics +12 (+2 to jump), Bluff +7, Diplomacy +7, Disguise +1 (+11 to appear as a bat in bat form), Fly +20, Perception +4 (+6 at night), Sense Motive +5, Stealth +21, Use Magic Device +5; Racial Modifiers +2 Fly
Languages Common
SQ animal-minded, bleeding infusion, blood tell, burn (2 point/round, max 9), change shape, change shape (+4 perception), change shape (bite), change shape (falls), change shape (scent), elemental overflow +2, gather power, infusion specialization 1, internal buffer 1, wrack
Combat Gear wand of infernal healing (50 charges), alchemist's fire (2), alkali flask[APG] (2); Other Gear cold iron dagger, silver light mace, lesser talisman of freedom, lesser talisman of life's breath, cloak of resistance +1, ring of protection +1, jewelry[UE], masterwork backpack[APG], silk rope (50 ft.), waterskin, 924 gp
--------------------
Special Abilities
--------------------
Animal-Minded +2 to Perception checks at night.
Bat Shape (Bat) Take the form of a bat, as beast shape II.
Bleeding Infusion (DC 19) (Su) Failed save: Target takes 1 point of bleed damage for every die of blast damage.
Burn 1/round (4 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.
Elemental Overflow +2/+4 (Max +1, +2 STR, +2 CON, 15% Fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Kinetic Healer (Sp) Heal others equal to your blast damage
Metakinesis (1 burn: Empower) (Su)
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Wrack (DC 19) (Su) Target takes half damage, but dam is untyped and ignores DR.
Wracking Water Blast (DC 19) (Sp) Level 3; Burn 0

RIP Quarles * Chumley Roughknuckles * Grundle Axewound * Thujone * Wander (she got better) * Hariq al Safar
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Postby Slayrn » Tue Dec 24, 2013 4:33 pm

Wow. Great job.

Magus seems pretty straight forward to me (delivering touch spells though melee), but I've rolled one before. Animal companions would be good. Inquisitor maybe? What about prestige classes? Does anyone play those? Are they PFS?
Mocavious Kryst
Spoiler: show
Mocavious Kryst
Male Human Fighter 1
NG Medium humanoid (human)
Init +4; Senses Perception +2
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+7 armor, +1 shield, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee light shield bash +3 (1d4+2) and
. . longsword +3 (1d8+4/19-20)
Ranged shortbow +4 (1d6/×3)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 7, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 18
Feats Improved Shield Bash, Power Attack, Two-weapon Fighting
Traits bully, defender of the society, watching taldor
Skills Intimidate +3, Perception +2, Sense Motive +2
Languages Common
Combat Gear wand of cure light wounds; Other Gear four-mirror, shield spikes light steel shield, arrows (50), longsword, shortbow
--------------------
Special Abilities
--------------------
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Watching Taldor During surprise round may draw weapons as a free action.
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Postby rchurchwell » Tue Dec 24, 2013 4:39 pm

Most of the prestige classes are legal, but they're pretty rare, and rarely all that powerful.

I'm probably going to cover Alchemists next, mostly because I need to learn how they work for my Investigator (hybrid class of Alchemist and Rogue). The main problem is they're not technically spell casters, which has some unforeseen consequences. That and bombs.

But I'm still fielding requests.
Eyes of the Ten Roll20 link, ALEX

Katya Menia (40970-16, Soveriegn Court) (Human/Bat Form)
Spoiler: show
L7 Katya Menia, Blood Kineticist
Female werebat-kin skinwalker (bloodmarked) hydrokineticist 4 (Pathfinder RPG Bestiary 5, Pathfinder RPG Occult Adventures 10, 88)
NG Medium humanoid (shapechanger, skinwalker)
Init +4 Init +6; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 19
AC 28, touch 19, flat-footed 22
hp 75
Fort +12, Ref +10, Will +5; +4 vs. disease
Defensive Abilities fortification 15%[/b]
AC 27, touch 18, flat-footed 22 (+8 armor, +1 deflection, +5 Dex, +1 natural, +2 size)
Fort +12, Ref +12, Will +5; +4 vs. disease

--------------------
Offense
--------------------
Speed 30 ft.
Speed 10 ft., fly 60 ft. (average)
Special Attacks water blast +11 (4d6+14) or blood blast +11 (8d6+18)
Special Attacks water blast +15 (4d6+14) or blood blast +15 (8d6+18)

Kineticist Wild Talents Known
. . Defense—shroud of water
. . Infusions—bleeding infusion (+2 burn), extended range (+1 burn), snake (+2 burn), wrack (+0 burn)
. . Utility—basic hydrokinesis, kinetic cover, kinetic healer
--------------------
Statistics
--------------------
Str 9, Dex 18, Con 22, Int 9, Wis 10, Cha 13
Base Atk +5; CMB +4; CMD 19
Str 7, Dex 22, Con 22, Int 9, Wis 10, Cha 13
Base Atk +5; CMB +9; CMD 18

Feats Bat Shape, Point-Blank Shot, Precise Shot, Iron Will
Traits ease of faith, fashionable, fast-talker
Skills Acrobatics +10, Bluff +7, Diplomacy +7, Disguise +1 (+11 to appear as a bat in bat form), Fly +11, Perception +0 (+2 at night), Sense Motive +5, Stealth +11, Use Magic Device +5; Racial Modifiers +2 Fly
Skills Acrobatics +12 (+2 to jump), Bluff +7, Diplomacy +7, Disguise +1 (+11 to appear as a bat in bat form), Fly +20, Perception +4 (+6 at night), Sense Motive +5, Stealth +21, Use Magic Device +5; Racial Modifiers +2 Fly
Languages Common
SQ animal-minded, bleeding infusion, blood tell, burn (2 point/round, max 9), change shape, change shape (+4 perception), change shape (bite), change shape (falls), change shape (scent), elemental overflow +2, gather power, infusion specialization 1, internal buffer 1, wrack
Combat Gear wand of infernal healing (50 charges), alchemist's fire (2), alkali flask[APG] (2); Other Gear cold iron dagger, silver light mace, lesser talisman of freedom, lesser talisman of life's breath, cloak of resistance +1, ring of protection +1, jewelry[UE], masterwork backpack[APG], silk rope (50 ft.), waterskin, 924 gp
--------------------
Special Abilities
--------------------
Animal-Minded +2 to Perception checks at night.
Bat Shape (Bat) Take the form of a bat, as beast shape II.
Bleeding Infusion (DC 19) (Su) Failed save: Target takes 1 point of bleed damage for every die of blast damage.
Burn 1/round (4 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.
Elemental Overflow +2/+4 (Max +1, +2 STR, +2 CON, 15% Fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Kinetic Healer (Sp) Heal others equal to your blast damage
Metakinesis (1 burn: Empower) (Su)
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Wrack (DC 19) (Su) Target takes half damage, but dam is untyped and ignores DR.
Wracking Water Blast (DC 19) (Sp) Level 3; Burn 0

RIP Quarles * Chumley Roughknuckles * Grundle Axewound * Thujone * Wander (she got better) * Hariq al Safar
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Postby rchurchwell » Thu Dec 26, 2013 3:14 am

Eyes of the Ten Roll20 link, ALEX

Katya Menia (40970-16, Soveriegn Court) (Human/Bat Form)
Spoiler: show
L7 Katya Menia, Blood Kineticist
Female werebat-kin skinwalker (bloodmarked) hydrokineticist 4 (Pathfinder RPG Bestiary 5, Pathfinder RPG Occult Adventures 10, 88)
NG Medium humanoid (shapechanger, skinwalker)
Init +4 Init +6; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 19
AC 28, touch 19, flat-footed 22
hp 75
Fort +12, Ref +10, Will +5; +4 vs. disease
Defensive Abilities fortification 15%[/b]
AC 27, touch 18, flat-footed 22 (+8 armor, +1 deflection, +5 Dex, +1 natural, +2 size)
Fort +12, Ref +12, Will +5; +4 vs. disease

--------------------
Offense
--------------------
Speed 30 ft.
Speed 10 ft., fly 60 ft. (average)
Special Attacks water blast +11 (4d6+14) or blood blast +11 (8d6+18)
Special Attacks water blast +15 (4d6+14) or blood blast +15 (8d6+18)

Kineticist Wild Talents Known
. . Defense—shroud of water
. . Infusions—bleeding infusion (+2 burn), extended range (+1 burn), snake (+2 burn), wrack (+0 burn)
. . Utility—basic hydrokinesis, kinetic cover, kinetic healer
--------------------
Statistics
--------------------
Str 9, Dex 18, Con 22, Int 9, Wis 10, Cha 13
Base Atk +5; CMB +4; CMD 19
Str 7, Dex 22, Con 22, Int 9, Wis 10, Cha 13
Base Atk +5; CMB +9; CMD 18

Feats Bat Shape, Point-Blank Shot, Precise Shot, Iron Will
Traits ease of faith, fashionable, fast-talker
Skills Acrobatics +10, Bluff +7, Diplomacy +7, Disguise +1 (+11 to appear as a bat in bat form), Fly +11, Perception +0 (+2 at night), Sense Motive +5, Stealth +11, Use Magic Device +5; Racial Modifiers +2 Fly
Skills Acrobatics +12 (+2 to jump), Bluff +7, Diplomacy +7, Disguise +1 (+11 to appear as a bat in bat form), Fly +20, Perception +4 (+6 at night), Sense Motive +5, Stealth +21, Use Magic Device +5; Racial Modifiers +2 Fly
Languages Common
SQ animal-minded, bleeding infusion, blood tell, burn (2 point/round, max 9), change shape, change shape (+4 perception), change shape (bite), change shape (falls), change shape (scent), elemental overflow +2, gather power, infusion specialization 1, internal buffer 1, wrack
Combat Gear wand of infernal healing (50 charges), alchemist's fire (2), alkali flask[APG] (2); Other Gear cold iron dagger, silver light mace, lesser talisman of freedom, lesser talisman of life's breath, cloak of resistance +1, ring of protection +1, jewelry[UE], masterwork backpack[APG], silk rope (50 ft.), waterskin, 924 gp
--------------------
Special Abilities
--------------------
Animal-Minded +2 to Perception checks at night.
Bat Shape (Bat) Take the form of a bat, as beast shape II.
Bleeding Infusion (DC 19) (Su) Failed save: Target takes 1 point of bleed damage for every die of blast damage.
Burn 1/round (4 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.
Elemental Overflow +2/+4 (Max +1, +2 STR, +2 CON, 15% Fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Kinetic Healer (Sp) Heal others equal to your blast damage
Metakinesis (1 burn: Empower) (Su)
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Wrack (DC 19) (Su) Target takes half damage, but dam is untyped and ignores DR.
Wracking Water Blast (DC 19) (Sp) Level 3; Burn 0

RIP Quarles * Chumley Roughknuckles * Grundle Axewound * Thujone * Wander (she got better) * Hariq al Safar
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Postby jchapman » Mon Dec 30, 2013 10:59 am

Awesome doc on Animal Companions. Thanks for this. Hugely helpful
Characters:
Rathen Wyrmblight - Rogue (Unchained)/8, Pathfinder Field Agent/4
Spoiler: show
Rathen Wyrmblight
Male human (Varisian) pathfinder field agent 4/rogue (unchained) 8
CG Medium humanoid (human)
Init +12; Senses Perception +28
--------------------
Defense
--------------------
AC 29, touch 18, flat-footed 23 (+9 armor, +1 deflection, +6 Dex, +1 insight, +1 natural, +1 shield)
hp 103 (12d8+40)
Fort +10, Ref +17, Will +11
Defensive Abilities danger sense +2, evasion, improved uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 adamantine gladius +16/+11 (1d6+8/19-20) or
. . +2 adamantine gladius +16/+11 (1d6+5/19-20) or
. . cold iron dagger +15/+10 (1d4+2/19-20) or
. . sap +15/+10 (1d6+2 nonlethal) or
. . silver dagger +15/+10 (1d4+1/19-20)
Ranged shortbow +15/+10 (1d6/×3)
Special Attacks sneak attack (unchained) +4d6, sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 23, Con 14, Int 12, Wis 14, Cha 8
Base Atk +9; CMB +13; CMD 30
Feats Great Fortitude, Improved Initiative, Improved Two-weapon Fighting, Iron Will, Skill Focus (Diplomacy), Skill Focus (Perception), Toughness, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Traits poverty-stricken, reactionary
Skills Acrobatics +19, Appraise +5, Bluff +10, Climb +5, Diplomacy +21, Disable Device +27, Disguise +6, Escape Artist +8, Fly +10, Intimidate +7, Knowledge (arcana) +5, Knowledge (dungeoneering) +10, Knowledge (local) +7, Knowledge (nature) +5, Knowledge (planes) +7, Knowledge (religion) +5, Linguistics +5, Perception +28, Profession (gambler) +6, Sense Motive +10, Sleight of Hand +13, Stealth +19, Survival +7 (+9 to avoid becoming lost), Swim +4, Use Magic Device +15
Languages Common, Draconic, Elven, Varisian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, pathfinder training (rogue talent, sneak attack +1d6), rogue talent (trap spotter), rogue talents (assault leader[APG], combat trick, multitalented, resiliency), trapfinding +4, wayfinder upgrade, wayfinder upgrades (daylight, silence)
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds, potion of invisibility, potion of touch of the sea, scroll of raise dead, scroll of restoration, snapleaf[UE], wand of cure light wounds, wand of cure light wounds, wand of endure elements (50 charges), air crystal, holy water, smelling salts[APG], vermin repellent[UE]; Other Gear celestial armor, +2 adamantine gladius[UC], +2 adamantine gladius[UC], arrows (20), cold iron dagger, sap, shortbow, silver dagger, dusty rose prism ioun stone, amulet of natural armor +1, belt of incredible dexterity +4, circlet of persuasion, cloak of resistance +3, cracked magenta prism ioun stone, eyes of the eagle, handy haversack, ioun torch ioun stone[APG], pathfinder pouch, ring of protection +1, wayfinder[ISWG], bedroll, belt pouch, chalk, cleats[APG], cold weather outfit, everburning torch, flint and steel, jewelry[UE], masterwork backpack[APG], masterwork thieves' tools, noble's outfit, paper (24), scroll case, signet ring, silk rope (50 ft.), smoked goggles[APG], tabard[UE], trail rations, waterskin, whetstone, winter blanket, wrist sheath, spring loaded, wrist sheath, spring loaded, diamond dust (for restoration scroll) (worth 900 gp), 480 pp, 3 sp, 3 cp
--------------------
Special Abilities
--------------------
Assault Leader (1/day) (Ex) When you miss an attack, allow an ally also flanking that target an immediate attack.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Cleats -50% walking penalty for slick surfaces.
Cold weather outfit +5 Fort save vs. cold weather.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Improved Uncanny Dodge (Lv >=12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Multitalented (1/day) (Ex) Can use 1/day rogue talent an extra time.
Pathfinder pouch (4 @ 0 lbs)
Resiliency (1/day) (Ex) When brought to 0 Hp or less, gain 16 temporary Hp for 1 min.
Rogue Talent The Pathfinder field agent can select any rogue talent for which she qualifies.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Wayfinder (1 @ 0 lbs)
Wayfinder Upgrade (Wayfinder [1 @ 0 lbs]) The chosen wayfinder grants extra abilities when equipped.

Nym the Enchanter - Wizard (Enchanter)/3
Spoiler: show
Nymathor the Enchanter
Male human (Ulfen) enchanter 7
N Medium humanoid (human)
Init +8; Senses Perception +0
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 51 (7d6+21)
Fort +5, Ref +5, Will +7
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +2 (1d6-1)
Arcane School Spell-Like Abilities (CL 7th; concentration +13)
. . 9/day—dazing touch
Enchanter Spells Prepared (CL 7th; concentration +13)
. . 4th—ball lightning[APG] (DC 20), confusion (DC 22), dimension door
. . 3rd—fireball (DC 19), fly, haste, suggestion (DC 21)
. . 2nd—glitterdust (DC 18), hideous laughter (DC 20), invisibility, levitate, mirror image, scorching ray
. . 1st—burning hands (DC 17), charm person (DC 19), feather fall, grease, magic missile (2), unseen servant
. . 0 (at will)—detect magic, light, prestidigitation, read magic
. . Opposition Schools Abjuration, Necromancy
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 12, Int 22, Wis 10, Cha 14
Base Atk +3; CMB +2; CMD 13
Feats Feral Speech[UM], Greater Spell Focus (enchantment), Greater Spell Penetration, Improved Initiative, Spell Focus (enchantment), Spell Penetration, Toughness
Traits ease of faith, reactionary
Skills Acrobatics -2 (-6 to jump), Bluff +12, Diplomacy +16, Fly +4, Intimidate +5, Knowledge (arcana) +16, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (history) +16, Knowledge (local) +10, Knowledge (nature) +16, Knowledge (planes) +16, Knowledge (religion) +10, Linguistics +16, Spellcraft +16, Survival +0 (+2 to avoid becoming lost)
Languages Abyssal, Aklo, Ancient Osiriani, Azlanti, Common, Draconic, Dwarven, Elven, Goblin, Infernal, Osiriani, Skald, Sylvan, Thassilonian, Tien
SQ arcane bond (ring), enchanting smile
Combat Gear pearl of power (1st level) (2), potion of cure serious wounds, scroll of communal protection from energy, scroll of communal protection from energy, scroll of monkey fish, scroll of remove curse, scroll of see invisibility, wand of infernal healing (50 charges), wand of lesser restoration (8 charges), wand of mage armor (50 charges), wand of magic missile, wand of protection from evil (50 charges), acid, alchemist's fire (2), vermin repellent[UE] (2); Other Gear quarterstaff, - arcane bond ring -, cloak of resistance +2, cracked dusty rose prism ioun stone, handy haversack, headband of vast intelligence +2, wayfinder[ISWG], backpack, bedroll, belt pouch, cold weather outfit, ink, inkpen, parchment (5), scroll case, soap, spell component pouch, spellbook (2), trail rations (3), waterskin, 658 pp, 1 gp, 2 sp, 9 cp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Dazing Touch (9/day) (Sp) As a standard action, touch dazes foe for 1 rd, if HD <= wizard level.
Enchanting Smile (Su) Gain bonuses to Bluff, Diplomacy and Intimidate. Turn enchantment spells.
Enchantment The enchanter uses magic to control and manipulate the minds of his victims.
Feral Speech Speak with amphibians, birds, fish, mammals, reptiles, or vermin (choose which one when you activate this ability), as per Speak with Animals.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.

All characters:
Spoiler: show
77280-1 Rathen Wyrmblight - Rogue/8, Pathfinder Field Agent/4 (Grand Lodge)
77280-2 Charoc
77280-3 Armun Govil
77280-4 Chambren
77280-5 Malkir
77280-6 Jasper Jibbens
77280-7 Gavin de Roche
77280-8 Kirana
77280-9 Fez Arkul
77280-10 Othreis
77280-11 Rodric Dumont
77280-12 Alliziah
77280-13 Werner Albern (CORE)
77280-14 Roger de Roche (CORE)
77280-15 Nym the Enchanter
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Postby thunderspirit » Thu Jan 02, 2014 2:01 pm

Sammy needs to make one of these for grappling.

And include monsters too.
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Postby Sammy » Thu Jan 02, 2014 2:41 pm


PFS Characters
Spoiler: show
L17 Dual-Cursed Life Oracle
L16 Tetori 9/Brutal Pugilist Barbarian 7
L12 Shield-Bash Ranger 6/Horizon Walker 3/Fighter 3
L11 Zen Archer Monk
L10 Ranged Geokineticist
L7 Animist Shaman
L7 Wizard 2/Cleric 1/Mystic Theurge 4
L6 Spirit Walker Mesmerist
L5 Summoner w/ 1-hit Eidolon
L4 2H Paladin of Shelyn
L4 2WF STR Slayer
L4 Trip Reach Barbarian 3/ Fighter 1 (CORE)
L2 Dirty Trick Reach Barbarian
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