Wednesday, May 30, 2012

Wizard vs Fighter Part 2

Ok, after doing some tweaks here are the partial builds. After looking closely at the wizard, the fighter is going to lose. It is only a matter of time. A 20th level Diviner gets an automatic 20 on initiative rolls plus half his level. Even if the fighter rolls a 20 he can't beat that.

Here's the Fighter:

Male Human (Kellid) Fighter 20
NN Medium Humanoid (Human)
Init +18; Senses Perception +26
AC 31, touch 22, flat-footed 19   (+9 armor, +12 Dex)
hp 244 (20d10+100)
Fort +24, Ref +24, Will +21
Defensive Abilities Bravery +5; DR 5/—
Spd 30 ft.
Melee Gauntlet (from Armor) +23/+18/+13/+8 (1d3+5/20/x2) and
   Unarmed Strike +26/+21/+16/+11 (1d3+8/20/x2)
Ranged +5 Longbow, Composite (Str +5) +40/+40/+35/+30/+25 (1d8+27/19-20/x3)
Special Attacks Weapon Training: Blades, Heavy, Weapon Training: Blades, Light, Weapon Training: Bows, Weapon Training: Natural
Str 14/20,  Dex 28/34,  Con 12/18,  Int 10,  Wis 18/24,  Cha 10
Base Atk +20; CMB +25; CMD 47 (51 vs. Disarm51 vs. Sunder)
Feats Critical Focus, Critical Mastery, Deadly Aim -6/+12, Exhausting Critical, Great Fortitude, Greater Weapon Focus: Longbow, Improved Critical: Longbow, Improved Initiative, Improved Iron Will (1/day), Improved Precise Shot, Iron Will, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus: Perception, Staggering Critical (DC 30), Stunning Critical (DC 30), Tiring Critical, Toughness +20, Weapon Focus: Longbow, Weapon Specialization: Longbow
Traits Reactionary
Skills Acrobatics +13, Appraise +1, Bluff +1, Climb +15, Diplomacy +1, Disguise +1, Escape Artist +13, Fly +13, Heal +8, Intimidate +1, Perception +26, Ride +13, Sense Motive +8, Stealth +25, Survival +8, Swim +15
Languages Common, Hallit
SQ Armor Mastery (Ex), Armor Training 4 (Ex), Gloves of Dueling, Ring of Evasion, Ring of Freedom of Movement, Weapon Mastery: -Choose- (Ex)
Combat Gear +1 Corrosive, Flaming, Frost, Shock Arrows (50), +5 Longbow, Composite (Str +5), Celestial Armor; Other Gear Belt of Physical Perfection, +6, Boots, Winged (3/day), Bracers of Archery, Greater, Cloak of Resistance, +5, Gem of Seeing, Gloves of Dueling, Headband of Inspired Wisdom, +6, Manual of Bodily Health, +2, Manual of Quickness of Action, +5, Potion of Fly, Potion of Good Hope, Potion of Haste, Potion of Invisibility, Ring of Evasion, Ring of Freedom of Movement, Stone of Good Luck (Luckstone), Tome of Understanding, +4
Armor Mastery (Ex) DR 5/- while wearing armor
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Bravery +5 (Ex) +5 Will save vs. Fear
Critical Focus +4 to confirm critical hits.
Critical Mastery Apply two Critical feats to a critical hit rather than one.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Deadly Aim -6/+12 Trade a penalty to ranged attacks for a bonus to ranged damage.
Exhausting Critical Critical hit Exhausts target.
Gloves of Dueling These supple leather gloves grant the wearer gains a +4 bonus to his CMD against disarm attacks, attempts to sunder his wielded weapons, and effects that cause him to lose his grip on his weapons (such as grease). The wearer doesn’t drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, his weapon training bonus increases by +2.

Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Improved Iron Will (1/day) 1/day, re-roll a Will save.
Improved Precise Shot Ignore certain AC / concealment bonuses.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of Evasion This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.

Moderate transmutation; CL 7th; Forge Ring, jump; Price 25,000 gp.
Ring of Freedom of Movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Moderate abjuration; CL 7th; Forge Ring, freedom of movement; Price 40,000 gp.
Staggering Critical (DC 30) Critical hit staggers target
Stunning Critical (DC 30) Critical hit stuns or staggers target.
Tiring Critical Critical hit fatigues target.
Weapon Mastery: -Choose- (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.
Weapon Training: Blades, Heavy +5 (Ex) +5 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training: Blades, Light +4 (Ex) +4 Attack, Damage, CMB, CMD with Light Blades
Weapon Training: Bows +6 (Ex) +6 Attack, Damage, CMB, CMD with Bows
Weapon Training: Natural +3 (Ex) +3 Attack, Damage, CMB, CMD with Natural weapons

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

This fighter has a single trick: his bow. He can unload big damage and if you guys have any suggestions to boost damage let me know. Its the only thing he's got really. Note his arrows; they add an extra 14 points of elemental damage. His saves are good but I can't think of any way to get them up higher.

Here is his opponent:

Male Elf Wizard 20
CG Medium Humanoid (Elf)
Init +22; Senses Low-Light Vision; Perception +5
AC 18, touch 18, flat-footed 10   (+8 Dex)
hp 222 (20d6+120)
Fort +18, Ref +19, Will +20
Immune sleep; Resist Elven Immunities
Spd 30 ft.
Melee Unarmed Strike +9/+4 (1d3-1/20/x2)
Wizard Spells Known (CL 20, 9 melee touch, 18 ranged touch):
9 (5/day) Gate, Foresight, Foresight, Dominate Monster (DC 32), Wish, Time Stop (DC 32)
8 (5/day) Moment of Prescience (DC 29), Moment of Prescience (DC 29), Mind Blank (DC 29), Maze, Maze
7 (6/day) Hold Person, Mass (DC 30), Power Word Blind, Arcane Sight, Greater (DC 28), Forcecage (DC 29), Limited Wish
6 (6/day) True Seeing (DC 27), True Seeing (DC 27), Flesh to Stone (DC 29), Flesh to Stone (DC 29)
5 (6/day) Wall of Stone (DC 26), Dominate Person (DC 28), Contact Other Plane (DC 26), Cloudkill (DC 26), Wall of Force, Baleful Polymorph (DC 28)
4 (6/day) Invisibility, Greater (DC 25), Dimension Door, Dimension Door, Arcane Eye
3 (7/day) Aqueous Orb (DC 24), Wind Wall, Slow (DC 26), Slow (DC 26), Slow (DC 26), Fly (DC 26), Fly (DC 26), Seek Thoughts (DC 24)
2 (7/day) See Invisibility (DC 23), See Invisibility (DC 23), See Invisibility (DC 23), Mirror Image (DC 23), Mirror Image (DC 23), Mirror Image (DC 23)
1 (7/day) Identify, Emergency Force Sphere, Emergency Force Sphere
Str 8,  Dex 20/26,  Con 14/20,  Int 26/32,  Wis 10/16,  Cha 10
Base Atk +10; CMB +9; CMD 27
Feats Elven Weapon Proficiencies, Empower Spell, Great Fortitude, Greater Spell Focus: Enchantment, Greater Spell Focus: Transmutation, Heighten Spell, Improved Great Fortitude (1/day), Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus: Enchantment, Spell Focus: Evocation, Spell Focus: Transmutation, Still Spell, Toughness +20, Wizard Weapon Proficiencies
Skills Perception +5
Languages Common, Elven
SQ Abjuration, Bonded Object: -Choose- (1/day) (Sp), Divination, Diviner's Fortune +10 (14/day) (Sp), Elven Magic, Forewarned +10 (Su), Metamagic Rod, Maximize, Greater, Metamagic Rod, Quicken, Greater, Necromancy, Scrying Adept (Su)
Other Gear Belt of Physical Might, DEX & CON +6, Cloak of Resistance, +5, Headband of Mental Prowess, INT & WIS +6: -Choose-, Helm of Teleportation, Manual of Quickness of Action, +4, Metamagic Rod, Maximize, Greater, Metamagic Rod, Quicken, Greater, Tome of Clear Thought, +4
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Bonded Object: -Choose- (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +10 (14/day) (Sp) Creature touched gains +10 to attackrolls, skill checks, ability checks, and saving throws for 1r.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance.  +2 to spellcraft checks to determine the properties of a magic item.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Forewarned +10 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Greater Spell Focus: Enchantment +1 to the Save DC of spells from one school.
Greater Spell Focus: Transmutation +1 to the Save DC of spells from one school.
Heighten Spell Increases spell level to effective level desired.
Improved Great Fortitude (1/day) 1/day, re-roll a Fort save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Metamagic Rod, Maximize, Greater The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.

Strong (no school); CL 17th; Craft Rod, Maximize Spell feat; Price 121,500 gp.
Metamagic Rod, Quicken, Greater The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.

Strong (no school); CL 17th; Craft Rod, Quicken Spell; Price 170,000 gp.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Quicken Spell Cast another spell in the same round you cast this one. +4 Levels.
Scrying Adept (Su) At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -10 pena
Spell Focus: Enchantment Spells from one school of magic have +1 to their save DC.
Spell Focus: Evocation Spells from one school of magic have +1 to their save DC.
Spell Focus: Transmutation Spells from one school of magic have +1 to their save DC.
Still Spell You can cast a spell with no somatic components. +1 Level.

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The wizard has lots of open spell slots,after I removed a bunch of the non core stuff (and I'm sure I may have missed a couple items), it still looked like more then enough to do the deed. Losing the non core stuff forced me to pump up the Spell DCs slightly so now the Fighter has only a 50/50 chance of resisting a 9th level Will save (although with Improved Iron Will he'll get two shots at the first one).

Tuesday, May 29, 2012

Wizard vs Fighter

While we wait for everyone to arrive  my gaming group often has interesting conversations. This week's topic was: Wizards vs Fighters. In a duel , who would win?

Now before we can actually fight this out we need some rules. I think we agreed it would be a 3 vs 3 battle. But I'm not sure what else was agreed to. Did they have to be straight up fighters vs straight up wizards (no sorcerers, multi-classing, etc. Are they fighters or did we want rangers)? What is the starting distance apart? I'm pretty sure we agree this would be a flat open area with no obstacles.

What levels do we run this at? I think at lower levels the fighter would destroy the wizard, mid levels it is roughly even and upper levels it would be no contest for the wizard. Derobane disagrees about the last part so  we should run the battle twice. Once at level 12 and once at level 17.

Assumptions when creating the duelists:
1. Fighters know they are facing arcane casters. Wizards know they are facing fighter types.
2. They are starting less then 100' apart, no cover, no obstacles
3. If the Fighters can acquire it, Antimagic is fair game.
4. Standard wealth by level rules apply. No more than 25% or total wealth my be spent on a single (magic or otherwise) item.
5. No Leadership Feat

Anyone want to add any further conditions or assumptions? Once we have the ground rules set I'll see what I can whip together. I suspect this could come down to who wins initiative but it should be fun to play out.

Sunday, May 20, 2012

Bards Suck in Combat? Another Sample from Obiri's Lab

Someone (Derobane!) commented at last nights game that bards suck in combat. Yes, they are good at helping others be awesome but solo they are not so great. NO! I say. In my Gish post about a month ago one of the builds I mention is a bard. This guy rocks combat and can be done in either a melee or archer variety. I think the melee is more interesting but its not hard to swap out the melee feats for the archery ones.

Dawnflower Dervish Awesome Bard    CR 11
Male Human (Keleshite) Bard (Dawnflower Dervish) 12
NG Medium Humanoid (Human)
Init +7; Senses Perception +15


AC 28, touch 19, flat-footed 21   (+9 armor, +7 Dex, +2 deflection)
hp 90 (12d8+24)
Fort +11, Ref +18, Will +11


Spd 30 ft.
Melee +2 Keen Scimitar +21/+16 (1d6+24/15-20/x2) and
   Gauntlet (from Armor) +19/+14 (1d3+15/20/x2) and
   Unarmed Strike +19/+14 (1d3+15/20/x2)
Special Attacks Bardic Performance (move action) (30 rounds/day), Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 20), Bardic Performance: Inspire Competence +4, Bardic Performance: Inspire Courage +3, Bardic Performance: Inspire Greatness (2 allies), Bardic Performance: Soothing Performance, Bardic Performance: Suggestion (DC 20), Battle Dance: Inspire Courage +6, Battle Dance: Inspire Greatness
Bard (Dawnflower Dervish) Spells Known (CL 12, +19 melee touch, +22 ranged touch):
4 (4/day) Invisibility, Greater (DC 18), Dimension Door, Freedom of Movement (DC 18), Heroic Finale (DC 18)
3 (5/day) Haste (DC 17), Glibness (DC 17), Cure Serious Wounds (DC 17), Slow (DC 17), Dispel Magic, Good Hope, Purging Finale (DC 17)
2 (6/day) Delay Poison (DC 16), Glitterdust (DC 16), Tongues (DC 16), Heroism (DC 16), Mirror Image (DC 16), Silence (DC 16), Revelation (DC 16), Bladed Dash (DC 16)
1 (6/day) Silent Image (DC 15), Unseen Servant, Comprehend Languages (DC 15), Grease (DC 15), Disguise Self (DC 15), Cure Light Wounds (DC 15), Feather Fall (DC 15), Saving Finale (DC 15), Vanish (DC 15)
0 (at will) Mage Hand, Mending, Read Magic (DC 14), Prestidigitation (DC 14), Detect Magic, Light


Str 10, Dex 21/25, Con 14, Int 10, Wis 10, Cha 14/18
Base Atk +9; CMB +9; CMD 28
Feats Arcane Strike, Bard Weapon Proficiencies, Dervish Dance, Great Fortitude, Improved Unarmed Strike, Piranha Strike +6/-3, Skill Focus: Perform (Oratory), Snake Style, Weapon Finesse
Skills Acrobatics +22, Bluff +24, Climb -2, Diplomacy +28, Disable Device +3, Disguise +7, Escape Artist +5, Fly +22, Handle Animal +7, Intimidate +7, Knowledge (Arcana) +15, Knowledge (Local) +15, Perception +15, Perform (Act) +7, Perform (Comedy) +7, Perform (Dance) +22, Perform (Keyboard Instruments) +7, Perform (Oratory) +28, Perform (Percussion Instruments) +7, Perform (Sing) +7, Perform (String Instruments) +24, Perform (Wind Instruments) +7, Ride +5, Sense Motive +28, Sleight of Hand +5, Stealth +5, Swim -2, Use Magic Device +18
Languages Common, Kelish
SQ Battle Dance (swift action), Circlet of Persuasion, Jack of All Trades: Trained skills (Ex), Mediative Whirl (3/day) (Ex), Spinning Spellcaster (Ex), Versatile Dance +22 (Ex), Versatile Oratory +28 (Ex), Versatile String Instruments +24 (Ex), Well Versed (Ex)
Combat Gear +2 Keen Scimitar, Celestial Armor; Other Gear Belt of Incredible Dexterity, +4, Circlet of Persuasion, Cloak of Resistance, +3, Handy Haversack (1 @ 3 lbs), Headband of Alluring Charisma, +4, Musical instrument, masterwork: String, Ring of Protection, +2


Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (move action) (30 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 20) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +4 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Soothing Performance (Su) Allies are healed and some conditions are removed.
Bardic Performance: Suggestion (DC 20) (Sp) Make a Suggestion to one Fascinated creature.
Battle Dance (swift action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but thes
Battle Dance: Inspire Courage +6 (Su) Morale bonus on some saving throws, attack and damage rolls.
Battle Dance: Inspire Greatness (Su) Grants self 4 bonus hit dice, +4 to attacks and +2 to Fort saves.
Circlet of Persuasion +3 competence bonus to CHA-based checks (skills already included).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Jack of All Trades: Trained skills (Ex) You may use all skills untrained.
Mediative Whirl (3/day) (Ex) Quicken a cure spell as a move action.
Piranha Strike +6/-3 You can subtract from your attack roll to add to your damage with light weapons.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Spinning Spellcaster (Ex) +4 bonus on concentration checks to cast spells defensively.
Versatile Dance +22 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Oratory +28 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Versatile String Instruments +24 (Ex) You may substitute the final value of your Perform: String Instruments skill for Bluff or Diplomacy checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
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Now keep in mind the above stats are a best case scenario. Battle Dance is running, but 18 rounds per day is enough to cover most scenarios. Arcane Strike is active which uses up the swift action which limits the use of Snake Style.

While this bard loses the group song buff, the rest of a bard's awesome buffingness remains. His AC should be pretty good with high Dex, and has access to things like Mirror Image and Snake Style to avoid attacks. His Saves are pretty good especially after self buffing. He has all of the party face skills, plus some knowledge skills.

Bards have a great spell list but with only a so-so Cha score, he focuses mainly on utility,buff, and defensive spells. Offensive spells are for the full casters.

So while my bard is not the wrecking crew the barbarian is, he still hits for around 30 and hits often with a very good attack bonus and as a high crit range. He'd also be a bit more fun to play since he does more then just thrash things in combat.

Thursday, May 17, 2012

My Barbarian, Obiri style

My original character for our current campaign was a barbarian. Unfortunately he met an unfortunate end after being paralysed by an evil hag who then ripped his throat out. He had a vague back story: found by the Aspis Consortium deep in the jungle, he seemed to be part man part beast. A hulking brute of a man, he lacked both intellect and charm but had a sort of ruthless cunning. They nicknamed him "Beast" after the strange animal fetishes he wore. Using a variety of rewards and punishments they managed to turn him into a useful resource doubling as a jungle guide and caravan guard. After several years of their "civilizing" influence he managed to escape the consortium. The ship he was taking to start a new life was shipwrecked beginning the campaign...

Beast BARBARIAN 2    CR 11
Male Human (Mwangi) Barbarian (Invulnerable Rager) 12
CN Medium Humanoid (Human)
Init +5; Senses Perception +16


AC 24, touch 9, flat-footed 21   (+9 armor, +3 Dex, +6 natural, +2 deflection)
hp 197 (12d12+108)
Fort +21, Ref +11, Will +15
DR 12/lethal, 6/—; Resist fire 3, Extreme Endurance (Fire)


Spd 40 ft.
Melee +2 Keen Falchion +23/+18/+13 (2d4+27/15-20/x2) and
   Claw x2 (Beast Totem, Lesser) +16 x2 (1d8+8/20/x3) and
   Gauntlet (from Armor) +21/+16/+11 (1d3+17/20/x2) and
   Unarmed Strike +21/+16/+11 (1d3+17/20/x2)
Special Attacks Beast Totem, Lesser, Pounce, Witch Hunter (+4)


Str 20/28, Dex 14/16, Con 18/28, Int 7, Wis 9/13, Cha 7
Base Atk +12; CMB +21; CMD 30
Feats Combat Reflexes (4 AoO/round), Dazing Assault (DC 22), Extra Rage Power, Extra Rage Power, Iron Will, Power Attack -4/+8, Raging Vitality
Traits Boarded in the Shackles: Will Save, Reactionary
Skills Acrobatics +13, Climb +11, Escape Artist +1, Fly +1, Perception +16, Ride +5, Stealth +1, Swim +11
Languages Common, Polyglot
SQ Beast Totem +4 AC (Su), Beast Totem, Greater (Su), Come and Get Me (Ex), Fast Movement +10 (Ex), Heart of the Fields +6: Profession (Trapper) (1/day), Rage (30 rounds/day) (Ex), Reckless Abandon (+/-4) (Ex), Strength Surge +12 (1/rage) (Ex), Superstition +9 (Ex)
Combat Gear +2 Keen Falchion, Celestial Armor; Other Gear Amulet of Natural Armor +2, Belt of Physical Perfection, +2, Cloak of Resistance, +4, Headband of Inspired Wisdom, +4, Ring of Protection, +2


Beast Totem +4 AC (Su) +4 Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Combat Reflexes (4 AoO/round) You may make up to 4 attacks of opportunity per round, and may make them while flat-footed.
Come and Get Me (Ex) Enemies get +4 to hit and damage you, but attacks provoke AoO from you
Damage Reduction (12/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (6/-) You have Damage Reduction against all attacks.
Damage Resistance, Fire (3) You have the specified Damage Resistance against Fire attacks.
Dazing Assault (DC 22) Take -5 to all attacks and maneuvers until your next turn to daze opponents hit in melee for 1r.
Extreme Endurance: Fire (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replace
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Fields +6: Profession (Trapper) (1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (30 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-4) (Ex) Trade AC penalty for to hit bonus while raging.
Strength Surge +12 (1/rage) (Ex) Once per rage, add +12 to a STR check, CMB or CMD.
Superstition +9 (Ex) +9 save vs. magic while raging.
Witch Hunter (+4) (Ex) Bonus to damage spellcasters while raging.
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The heart of this build is the "Come and Get Me" rage power. Combat starts, Beast rages, charges (pounces) an opponent making a full attack and switches to the Come and Get Me stance. Any time he gets attacked Beast replies with an attack of opportunity until either the foe is dead or he runs out (four). The DR helps mitigate the extra damage but this character really needs lots of healing since his AC is pretty bad and he is basically inviting others to hit him and hit him hard.

While his AC may not be great his other defences are pretty good. His will saves are pretty good and even better when you consider that against attacks that are spells, SLAs or supernatural abilities he gets his Superstitious bonus to saving throws (+9). The downside of course is that he also tries to resist beneficial effects. Anything with spells or SLAs (most high level critters) also take an extra 4 points of damage from Witch Hunter.

Six points of DR is not a lot but it adds up and makes almost 200 hit points go that much further. Most of my character builds at level 12 have about half this many hit points.

Next level he can trade a feat for a rage power and can select Raging Brutality which allows him to trade 3 extra rounds of rage and a swift action to be able to add his constitution bonus to damage (an extra 13 points). That will burn through his 30 rounds of rage very quickly but few could stand against him for long. A great power for the 5 minute adventuring days.

My big problem with Beast is that he's a bit of a one trick pony. Sure, it is a really good trick but I wonder if I would not get bored when we were not engaged in combat. If something happens to my current rogue perhaps I will resurrect Beast and see how he plays.

Tuesday, May 08, 2012

Rippin' on...Conan Unchained

Zack and Steve are back with the AD&D module, Conan Unchained.

Conan Unchained, pt.1

Conan Unchained, pt.2


Wednesday, May 02, 2012

My latest purchase from the FLGS

Back in the 70s and 80s, Game Designers' Workshop (GDW) was the undisputed master of sci-fi rpgs. Of course, the flagship of their product lines was Traveller, which would later become MegaTraveller and the unfortunate Traveller:The New Era before veering off into several different directions with multiple publishers and game systems. However, GDW also published two other high-profile SF rpgs, the gritty post-apocalyptic Twilight: 2000 and the space exploration game, 2300 AD. These two games were set in the same timeline, three centuries apart, as the titles imply. The "Twilight" is a WWIII scenario in which a war between Russia and China expands outward into a global conflict. There's a limited nuclear exchange and a civil war breaks out in the US. In the aftermath, France, having chosen to withdraw from NATO and remain neutral, emerges relatively unscathed and becomes the new global superpower. Diminished versions of the USA (less an independent Texas and much of the southwest annexed by Mexico) and China (now divided into a strong Manchurian and weaker Cantonese state) rebuild in the subsequent centuries to join France as major spacefaring nations. In 2300 AD, these three nations lead the human race in the exploration and colonization of space.

Out of print for many years, 2300 AD has finally been revivified as an alternate campaign setting for Mongoose Traveller. The hardcover core campaign setting book is awesome. Weighting in at over 300 pages, it's light on artwork, mostly ship deckplans and planetary maps, but it's heavy on crunchy content. Of course, while the extensive stats on weapons, vehicles, starships and DNA modifications are useful and help to establish the feel of the setting, it is still the fluffier bits that make it interesting. 2300 AD presents a future that is, in many ways, a reflection of the past, in particular, the colonial period. Powerful nation-states compete with one another for habitable planets. Alliances are made and broken. Alien cultures are encountered. For those familiar with the original version, note that the first contacts with the Kaefers have been made, but little information on them (or indeed, any of the alien races) is revealed in the core book. Presumably a future supplement will be forthcoming.

Among the coolest things about the setting are the various alliances and rivalries that exist. For example, Canada has a long-standing cultural relationship with Great Britain and came to her aid in the aftermath of Twilight to help rebuild. However, Britain also has an economic and political alliance with the French Empire. The French Empire and Manchuria have a hostile relationship and have recently been in armed conflict. Canada, on the other hand, has a very good relationship with Manchuria and maintains several colonies within the Chinese Arm (i.e. Manchurian space). Admittedly, a lot of this high-level stuff probably has little effect on the day-to-day activities of the players, but it makes the setting feel real and immersive.