Levelling up Thyur

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EvilGenius
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Levelling up Thyur

Post by EvilGenius »

So I was picking out magical items and it was pretty standard fare: add a few "+"s to my armor and a few to various weapons. Take a misc Wonderous Item that helps ranger-y stuff. Standard fare.

Then, as I was scrolling down the Magical Items list, something caught my eye. Apparently, in Pathfinder, there is a Rod of DWARVEN Might!!!! What the frick?!?!?

Well. I am now adjusting my item picks to make room for my new 80,000gp Rod. :D
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EvilGenius
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Re: Levelling up Thyur

Post by EvilGenius »

So I think I'm going with this:

Sold +1 Keen Short Sword :-8k
+3 Mithril Chain Mail, Lg Fort (traded in old set and got new with different abilities that cost the same): 20,150gp (gp neutral)
Gauntlet of Rust (new): 11.5k
Mind Sentinal Medallion (new): 3500gp
Cloak of Resistance +4 (upgrade from +2 cloak): 12K
Boots of Friendly Terrain (new): 2400gp
Hunter's Band (new): 11k (16.5k to add to existing headband)
Headband of Mental Prowess +2 (upgrade adds +2 Wisdom): 6k
Rod of Dwarven Might (New): 80k

:*)
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NukeHavoc
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Re: Levelling up Thyur

Post by NukeHavoc »

Ok by me.
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
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Jonkga
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Re: Levelling up Thyur

Post by Jonkga »

Hunter 's Band and Headband of Mental Prowess? Aren't they both headbands? I didn't think you could combine items like that... But, I could be wrong...
"Here are your waters and your watering place.
Drink and be whole again beyond confusion."
-- "Directive" by Robert Frost
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EvilGenius
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Re: Levelling up Thyur

Post by EvilGenius »

They are both Headbands. You can add additional, different types of enchantements into the same item but you pay 1.5 the gp cost. So the base item was a Headband of Vast Intelligence +2. So first I further enchanted it to a Headband of Mental Prowess +2 (+2 to both Int and Wisdom).

Then I further enchanted it to add the Hunter's Band abilities to it. A Hunter's Band normally costs 11,000gp so I would pay 16,500gp to add those abilites to the Headband, and I would end up with a Hunter's Band that also grants +2 Intelligence and +2 Wisdom.

:)
Last edited by EvilGenius on Thu Mar 14, 2013 12:27 pm, edited 1 time in total.
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Jonkga
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Re: Levelling up Thyur

Post by Jonkga »

Cool. just checking now so it didn't become an issue later. :)
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EvilGenius
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Re: Levelling up Thyur

Post by EvilGenius »

I think this is what I'll look like at 15th:

Thyur (Oath Rune)
Male Dwarf Ranger 12 Rogue 3
NG Medium Humanoid (dwarf)
Init +4 (+6 in Mountains, +12 Underground)
Senses darkvision 60 ft.; Perception +21
--------------------
Defense
--------------------
AC 24, touch 14, flat-footed 20 (+9 armor, +1 shield, +4 Dex)
hp 136 (12d10+3d8+45)
Fort +16 (+4 vs. hot or cold environments and to resist damage from suffocation), (+1 trait bonus vs. spells, spell-like abilities, and poison, +3 vs. poison, spells, and spell-like abilities)
Ref +19 (+1 bonus vs. traps) (+1 trait bonus vs. spells, spell-like abilities, and poison, +3 vs. poison, spells, and spell-like abilities)
Will +12; (+1 trait bonus vs. fear, +1 trait bonus vs. spells, spell-like abilities, and poison, +3 vs. poison, spells, and spell-like abilities)
Defensive Abilities defensive training, evasion, fortification 25%, trap sense
--------------------
Offense
--------------------
Speed 20 ft., swimming (60 feet)
Melee
Rod of dwarven might +17/+12/+7 (1d4+1/x2)
+1 Holy, Spell Storing Cold Iron Handaxe +17/+12 (1d6+1+2d6 vs. Evil/x3)
Ranged +2 Light crossbow +20/+15/+10 (1d8+2/19-20/x2)
Special Attacks favored enemies (aberrations +4, drow +4, magical beasts +2), hatred, sneak attack +2d6
Ranger Spells Prepared (CL 11):
3 (2/day) Cure Moderate Wounds, Neutralize Poison
2 (3/day) Protection from Energy, Barkskin, Barkskin
1 (3/day) Longstrider, Resist Energy, Unbreakable Heart
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 16, Int 16, Wis 16, Cha 18
Base Atk +14; CMB +14; CMD 28 (28 vs. Bull Rush, 28 vs. Trip)
Feats
Additional Traits, Athletic, Endurance, Improved Two-weapon Fighting, Leadership (Base Score 19), Quick Draw, Rapid Reload (Light crossbow), Rugged Northerner, Scholar (Knowledge [history], Knowledge [geography]), Skill Focus (Survival), Two-weapon Defense, Two-weapon Fighting, Weapon Finesse
Traits
Deep Marker, Defensive Strategist, Glory of Old, Magical Knack (Ranger)
Skills
Acrobatics +2 (-2 jump),
Appraise +7 (+9 to determine the price of nonmagic items with precious metals or gemstones),
Bluff +8 (+12 vs. aberrations, +12 vs. drow, +10 vs. magical beasts),
Climb +12,
Diplomacy +17,
Disable Device +9,
Escape Artist +2,
Fly +2,
Handle Animal +8,
Intimidate +8,
Knowledge (arcana) +6 (+10 vs. aberrations, +10 vs. drow, +8 vs. magical beasts),
Knowledge (dungeoneering) +21 (+25 vs. aberrations, +25 vs. drow, +23 vs. magical beasts),
Knowledge (engineering) +9 (+13 vs. aberrations, +13 vs. drow, +11 vs. magical beasts),
Knowledge (geography) +20 (+24 vs. aberrations, +24 vs. drow, +22 vs. magical beasts, +22 while in mountainous terrain, +28 while in underground terrain),
Knowledge (history) +17 (+21 vs. aberrations, +21 vs. drow, +19 vs. magical beasts),
Knowledge (nature) +20 (+24 vs. aberrations, +24 vs. drow, +22 vs. magical beasts),
Knowledge (planes) +8 (+12 vs. aberrations, +12 vs. drow, +10 vs. magical beasts),
Knowledge (religion) +8 (+12 vs. aberrations, +12 vs. drow, +10 vs. magical beasts),
Perception +21 (+22 to locate traps, +25 vs. aberrations, +25 vs. drow, +23 vs. magical beasts, +23 while in mountainous terrain, +29 while in underground terrain, +23 to notice unusual stonework, such as traps and hidden doors in stone walls or
floors, only -1/20' while using a spyglass, instead of -1/10'),
Ride +6,
Sense Motive +17 (+21 vs. aberrations, +21 vs. drow, +19 vs. magical beasts),
Stealth +30 (+32 while in mountainous terrain, +38 while in underground terrain),
Survival +33 (+37 vs. aberrations, +37 vs. drow, +35 vs. magical beasts, +35 while in mountainous terrain, +41 while in underground terrain, +39 to track),
Swim +17 (+21 to resist nonlethal damage from exhaustion)

Languages Common, Dwarven, Giant, Orc, Terran
SQ
camouflage, combat styles (two-weapon combat), favored terrains (mountainous +2, underground +6), fortification (light), greed, hardy, hunter's bonds (companions), immunity to rust, quarry, rogue talents (combat trick), slow and steady, spell storing, stability, stonecunning +2, swift tracker, track, trapfinding +1, wild empathy, woodland stride
Magical Gear
Rod of dwarven might
+3 Mithril Chainmail, Lt Fortification
+1 Cold Iron Handaxe, Holy, Spell Storing
Gauntlet of rust,
+1 Bane (Aberrations) Crossbow bolts (50),
Ring of spell storing (minor),
Ring of chameleon power,
Belt of physical might (Dex & Con +2)
Boots of friendly terrain (underground)
Bane baldric (5 rounds/day),
Cloak of resistance +4,
Golembane scarab,
Handy haversack (26 @ 74.5 lbs),
Headband of mental prowess (Int & Wis +2) (Knowledge: Dungeoneering) + Hunter's band
Pearl of the sirines

Other Gear
Oil (3), Tanglefoot bag (2); Bedroll, Belt pouch (3 @ 1 lbs), Blanket, winter, Bottle (2), Chalk (2), Climber's kit, Crowbar, Flask, Flask, Flint and steel, Grappling hook, Hammer, Hooded lantern, Mirror, Pathfinder chronicle (Knowledge Dungeoneering]), Pathfinder chronicle (Knowledge [geography]), Pathfinder chronicle (Knowledge [history]), Pathfinder
chronicle (Knowledge [nature]), Rope (2), Spyglass, Thieves' tools, masterwork, Waterskin (2), 8 GP, 1 SP
--------------------
TRACKED RESOURCES
--------------------
+1 Bane (Aberrations) Crossbow bolts - 0/50
Bane baldric (5 rounds/day) - 0/5
Disguise Self (At will) - 0/0
Rod of dwarven might - 0/1
Rusting Grasp (1/day) - 0/1
Tanglefoot bag - 0/2
--------------------
Special Abilities
--------------------
Boots of friendly terrain (underground) Gain a Favored Terrain or increase bonus by 2 if already have same.Favored Terrain)
Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Marker Gain a +1 trait bonus on saves against fear.
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get to act in combat.
Defensive Training +5 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Aberrations +4) (Ex) +4 to rolls vs Favored Enemy (Aberrations).
Favored Enemy (Drow +4) (Ex) +4 to rolls vs Favored Enemy (Drow).
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs Favored Enemy (Magical Beasts).
Favored Terrain (Mountain +2) (Ex) +2 to rolls vs Favored Terrain (Mountain).
Favored Terrain (Underground +6) (Ex) +6 to rolls vs Favored Terrain (Underground).
Fortification (light) 25% chance to ignore critical hit/sneak attack.
Gauntlet of rust You and your gear are completely protected from rust (magical or otherwise).
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Golembane scarab Can combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +3 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +2 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hunter's band +1 to hit favored enemies (also for those affected by hunter's bond).
Hunting Companions (3 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Immunity to Rust (Gauntlet of rust) Protected from rust (magical or otherwise).
Leadership (Base Score 19) You attract loyal companions and devoted followers.
Magical Knack (Ranger) +2 CL for a specific class, to a max of your HD.
Pearl of the sirines Can breathe in water and cast spells underwater without hindrance.
Quarry +2 to hit and other bonuses against your designated quarry.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Reload (Light crossbow) You can reload fast with Light Crossbows
Ring of chameleon power As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also use the spell disguise self as often as she wants
Ring of spell storing (minor) Store 3 spell levels.
Rugged Northerner Frostbite, hypothermia, and extreme cold effects lessened
Scholar (Knowledge [history], Knowledge [geography]) +2 bonus on two Knowledge skills
Slow and Steady Your base speed is never modified by encumbrance.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Spell Storing Store a spell of up to 3rd level in weapon.
Stability +5 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Swimming (60 feet) You have a Swim speed.
Track +6 Add the listed bonus to survival checks made to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 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.
Wild Empathy +16 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Last edited by EvilGenius on Fri Mar 22, 2013 4:59 pm, edited 2 times in total.
Another daring escape for the intrepid Spaceman Spiff!
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EvilGenius
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Re: Levelling up Thyur

Post by EvilGenius »

Well, I have to tweak my item selection a bit. The Rod of Dwarven Might can transform into a +2 Lt Crossbow or a +2 Hv Crossbow, so I've been looking at magical bolts to go with it. Whoa baby, there are some good things in Pathfinder!! :D

Wow, scratch that idea. Magical ammo is pretty durned 'spensive!
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EvilGenius
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Re: Levelling up Thyur

Post by EvilGenius »

Hmm, thinking about adding a few levels of Rogue to pickup SneakAttack ..... :D
Another daring escape for the intrepid Spaceman Spiff!
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