7Swordsmen: Black Demon Hand

Game Master Burnscar

Regional Map
Fast XP: 2211/3300


1 to 50 of 142 << first < prev | 1 | 2 | 3 | next > last >>

Nate Lange's excellent recruitment thread inspired me to do something I've wanted to do for a while. So here goes:

Character Creation
Level: 2nd, fast experience track.
Stats: 30 point buy
Races: The available races for this are Humans, Halflings, Devilblooded (see the 'races' spoiler) and Aasimar.
Gear: 1000gp, in accordance with Wealth By Level. Additionally, you will begin play with one of the seven legendary swords of your order. It will gain powers as you accomplish great deeds and become worthy of their heritage, eventually becoming the equivalent of magic items worth 20k gp. Currently, they are +1 masterwork swords in your hands.
Variant Rules: Epic 6, Background skills. Stamina is free for fighters.
Allowed Paizo material: All official pathfinder material. 3.5e written by Paizo, such as the Guided weapon property, is not allowed.
Allowed 3pp material: Path of War & Expanded. The Zealot alone may use Psionic Feats, taken from the ones at d20pfsrd.
Background: I'd like to know about your characters' histories of course, but that's not as important as their personalities and their social ties. Why did the previous wielder of your sword choose to pass it on to you? Are you a proper samurai with lord, lands and titles, or just some guy with a sword? If you're a samurai, who is your clan, and how are they special? If you're female, how did you end up learning martial arts when that's very much a male-dominated field?

Finally, some info about your sword. What special purpose does it serve, in a group of seven swordsmen? Do its wielders have something in common, and does it have any legends associated with it? What's it called?
What sort of sword is it?

~~

In ancient times, a magnificent sword was forged. They called it the Sword of Kings, and it was prophecied that it should be taken up by three kings in succession.

The first king to wield it would forge an empire. The second would rule for a thousand years, and the third would reign eternal.

Terrified of the prospective doom inherent in that prophecy, seven swordsmen banded together. They swore to hide and protect the blade, keeping it out of the hands of those who would rule unjustly, until such a time where a worthy ruler should come to pass. Further, they swore to oppose the forces of darkness, wherever they came across them.

That oath withstood the ages; the blade was lost from the keeping of the seven but once, and from that occasion arose the Empire of the Sun, with the Divine Emperor at its head, all before the sword could be returned to the seven.

But a month ago, the Sword of Kings was stolen from its hiding place, the two eldest of the swordsmen killed, and their blades bestowed on relative novices. The last ten years have been peaceful, and all seven of you have been given your blades in that time of relative peace.

Now however, you must stand your first real test. The divinations point to the Spirit Forest of the Sentori Valley as a possible location of the thief, and so the guardians must ride there to recover the stolen blade, and forestall an eternal reign of terror.
First stop, Son Watari, a sleepy little village, and the nearest place to cross the river for many miles in both directions.

~~

Races:
-Humans are the dominant people of the island empire. They form the samurai caste, and makes up the majority of other people in the lands.
-Halflings are the other indiginous race of humanoids. They're generally of lower class, and when they're not clearly working as farmers or servants, they're regarded with some suspicion as to their purpose. Humans generally understand the smallfolk to steal a lot, and have a propensity for the ninjitsu arts, and so are quick to accuse them of stuff.
-Aasimar are of the Divine Imperial bloodline. Noble and pure, they're the family of the emperor. They're also rather unlikely to venture far from the court, and a member of the royal family turned adventurer would be a great breach of conduct.
Mechanically speaking, neither variant aasimar heritages, nor the table of Variant Aasimar Abilities is allowed, although alternate racial traits are allowed.
-Devilblooded are the result of humans mixing with the race of devils of the conquered 9th province, and are viewed with great suspicion and a little bit of horror. They're generally large, possess great horns that curl back from their brows, and hooved feet. As half-humans, their hair and skin ranges from ashen white and grey, to the standard human colors. They're born with an intristic understanding of arcane magic that belies their physical size.
Devilblooded Racial Traits:
Humanoid(Human, Devilblooded)
30ft. Speed
Languages: Common, any bonus.
+2 str, +2 int, -2 cha
Low-light vision
Natural Attack: Gore, 1d6 primary(secondary when used alongside weapons)
Powerful Magic: +2 to cl checks overcome spell resistance
SLAs: Detect Magic 3/d as an SLA, cl 1.

Swords, with all credit to Nate Lange:
Most swords available in Pathfinder will be available in this game, they’ll just be made in an Asian style. Before looking at specific swords, please take a moment to familiarize yourself with a few asian swords: the Dao (Chinese sabre style), the Jian (Chinese straight sword), the Chokuto (Japanese straight blade, like the ninjato), and the Uchigatana (Japanese curved blade, like a katana or wakizashi). Please make sure that the style of your weapon is indicated in your description (and/or in your equipment).

The following constitute available swords and may be styled as listed:
Bastard Sword- a fairly long Dao, Chokuto, or Uchigatana
Butterfly Sword- as described
Cutlass- a medium sized Dao
Dueling Sword- a medium sized Jian or Uchigatana
Estoc- a large Jian
Elven Curve Blade- a Nagamaki
Falcata- a broad, heavy, medium length Dao
Falchion- a large Dao or Uchigatana
Flambard- as described (Indian weapon)
Gladius- a short Jian with a tassel or feathers hanging from the pommel
Greatsword- a large Dao or Chokuto
Katana- as described
Khopesh- a hook sword
Kukri- as described (Indian weapon)
Longsword- a medium sized Dao, Jian, Chokuto, or Uchigatana
Naginata*- as described (it was considered a sword in Japan, so we’ll count it)
Nine-ring Broadsword- as described
Nodachi- as described
Rapier- a narrow, medium length Jian
Sawtoothed Sabre- lightweight, medium length Dao (no serrations)
Scimitar- a medium sized Uchigatana
Sevenbranched Sword - as described
Shortsword- a short Jian or Chokuto
Sword Cane - Shikomizue (actually the name of a blade mounting, the blade is most often a short Chokuto)
Temple Swords- as described
Two-bladed Sword- a short wooden shaft with Dao or Uchigatana blades on each end
Wakizashi- as described

Finally, certain homebrew feats will be available once your characters reach 6th level.

Epic Feats:
These feats are available to characters who have reached level 6. Any character of 6th level may select general epic feats, but only characters who possess six levels in a class may select capstone feats, and a character may only possess a single capstone feat.

General Epic Feats

Ability Training
Benefits: Pick one ability score. You gain a +1 bonus to ability checks and skill checks involving that ability score.
Special: Ability Training may be selected multiple times, once for each of the six ability scores. The bonus does not stack.

Ability Advancement
Benefits: Pick one ability score for which you have Albility Training. This ability score increases by two points.
Special: Ability Training may be selected multiple times, once for each of the six ability scores. The bonus does not stack.

Magical Stamina
Prerequisites: Spellcasting as a class feature.
Benefits: You gain an additional spell per day of a level you can cast. This follows the normal rules for spellcasting, and may not be applied to spells from Master Spellcaster.

Capstone Epic Feats

Barbarian
Deradnought
Benefits: You gain Damage Reduction 2/-. This stack with DR/- from other sources.

Bard
Maestro
Prerequisites: Bardic Music
Benefits: You gain the ability to use Inspire Greatness as a ninth level bard.

Master Spellcaster
Prerequisites: Ability to cast 2nd level bard spells.
Benefits: Pick one 3rd level spell from the Bard list. You may cast this spell twice per day, using the normal rules for spellcasting. Bonus spells from a high charisma modifier or other sources do not apply.

Cleric
Domain Savant
Benefits:

Master Spellcaster
Prerequisites: Ability to cast 3rd level cleric spells.
Benefits: Choose five 4th level spells from your spell list or your chosen domains. Each day, you may prepare and cast one of these spells, using the normal rules for spellcasting. Bonus spells from domains, a high wisdom modifier or other sources do not apply.

Druid
Master Spellcaster
Prerequisites: Ability to cast 3rd level druid spells.
Benefits: Choose five 4th level spells from your spell list or your chosen domain(if any). Each day, you may prepare and cast one of these spells, using the normal rules for spellcasting. Bonus spells from domains, a high wisdom modifier or other sources do not apply.

Fighter
Armor Master
Benefits: You gain Armor Training II. If you do not already possess Armor Training, you gain Armor Training I it instead.

Master Warrior
Benefits: For the purpose of prerequisites, you count as having a base attack bonus and fighter level of 8. Additionally, you gain an additional combat feat.

Unchained Monk
Ki Master
Benefits: You count as a monk of 8th level for the purpose of choosing Ki powers. You gain an additional Ki power.

Master Warrior
Benefits: You count as a monk of 8th level for the purpose of calculating your unarmed damage and unarmored AC bonus, and gain Ki Strike(Silver and Cold Iron)

Paladin
Aura of Resolve
Benefits: You gain the Aura of Resolve of an 8th level paladin.

Master Spellcaster
Prerequisites: Ability to cast paladin spells.
Benefits: Choose five 2nd level spells from your spell list or your chosen domain(if any). Each day, you may prepare and cast one of these spells, using the normal rules for spellcasting. Bonus spells from domains, a high charisma modifier or other sources do not apply.

Ranger
Master Woodsman
Benefits: You gain the Swift Tracker, Woodland Stride, and 2nd Favored Terrain Class features.

Master Spellcaster
Prerequisites: Ability to cast ranger spells.
Benefits: Choose five 2nd level spells from your spell list. Each day, you may prepare and cast one of these spells, using the normal rules for spellcasting. Bonus spells from domains, a high wisdom modifier or other sources do not apply.

Unchained Rogue
Master Warrior
Benefits: Your sneak attack increases by 1d6, and you gain the Improved Uncanny Dodge class feature. Should you not possess uncanny dodge, you gain that ability instead.

Shadowdancer
Benefits: You gain Hide in Plain Sight, as per the Shadowdancer ability.

Sorcerer
Bloodline Savant
Benefits: You gain the 9th level bloodline power of your chosen bloodline.

Master Spellcaster
Benefits: Pick one 4th level spell from your spell list. You may cast this spell twice per day, using the normal rules for spellcasting. Bonus spells from a high charisma modifier or other sources do not apply.

Wizard
Master Spellcaster
Benefits: Add two fourth level spells from your spell list to your spellbook. Once per day, you may prepare and cast a 4th level spell, using the normal rules for spellcasting. Bonus spells from school specialization, a high intelligence modifier or other sources do not apply.
Special: You may add other 4th level spells from your spell list you encounter to your spellbook. However, this proccess uses up ten times the usual resources.

Harbinger
Ill Intentions
Benefits: You gain the Ill Intentions class feature of an 8th level Harbinger.

Master initiator
Benefits: Pick one 4th level non-stance maneuver of a discipline you have access to. Once per combat, you may initiate this maneuver.

Mystic
Master of Glyphs
Prerequisites: Elemental Glyph class feature.
Benefits: You count as an 8th level mystic for the purpose of which benefits are granted by your Elemental Glyph class feature.

Master initiator
Benefits: Pick one 4th level non-stance maneuver of a discipline you have access to. Once per combat, you may initiate this maneuver.

Stalker
Master initiator
Benefits: Pick one 4th level non-stance maneuver of a discipline you have access to. Once per combat, you may initiate this maneuver.

Warder
Adaptive Tactics
Benefits: You gain the Adaptive Tactics class feature.

Master initiator
Benefits: Pick one 4th level non-stance maneuver of a discipline you have access to. Once per combat, you may initiate this maneuver.

Warlord
Tactical Assistance
Benefits: You gain the Tactical Assistance class feature.

Master initiator
Benefits: Pick one 4th level non-stance maneuver of a discipline you have access to. Once per combat, you may initiate this maneuver.

Zealot
Mission Augments
Benefits: You gain access to the Mission Augments of your Mission.

Master initiator
Benefits: Pick one 4th level non-stance maneuver of a discipline you have access to. Once per combat, you may initiate this maneuver.

Capstone feats will be provided for the rest of the classes eventually, base, hybrid & occult, but I think you can just about figure out the thrust of them by now, right?

Fair warning: I don't know much about China, Japan, or the far east in general. Google and pop-culture 'facts' will abound, and I expect to completely butcher most of it.

I'll also be ripping storylines from all over the place - this adventure will be largely based on a published 3.5e adventure, for instance.


Im interested.


Dot


Devilbreaker Amon
Male human barbarian (unchained, drunken brute, invulnerable rager) 2 (Pathfinder RPG Advanced Player's Guide 78, 79, Pathfinder Unchained 8)
CN Medium humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 27 (2d12+8)
Fort +6, Ref +1, Will +0
DR 1/—, 2/lethal
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +7 (1d3+5) or
. . the oni's fang +9 (1d10+8/18-20) or
. . unarmed strike +7 (1d3+5 nonlethal)
Ranged throwing axe +3 (1d6+5)
Special Attacks rage (9 rounds/day), rage power (good for what ails you[APG])
--------------------
Statistics
--------------------
Str 20, Dex 13, Con 16, Int 10, Wis 10, Cha 10
Base Atk +2; CMB +7; CMD 18
Feats Power Attack, Weapon Focus (nodachi)
Skills Acrobatics +4 (+0 to jump), Climb +7, Craft (alchemy) +5 (+7 on Craft (alchemy) checks to produce alcoholic beverages), Handle Animal +4, Intimidate +4, Knowledge (nature) +4, Linguistics +1, Perception +5, Survival +5, Swim +7
Languages Common, Literacy
SQ raging drunk
Combat Gear masterwork brewer's kit; Other Gear mwk kikko armor[UC], the oni's fang[UC], throwing axe (5), belt pouch, blanket[APG], boulderhead bock (6), flint and steel, hemp rope (50 ft.), jug, masterwork backpack[APG], pot, soap, tattoo[UE], torch (10), trail rations (5), waterskin, 257 gp, 9 sp, 7 cp
--------------------
Special Abilities
--------------------
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Good for What Ails You (Ex) While raging, drink alchohol to re-save vs. various conditions.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 9 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Raging Drunk (Ex) Move action: consume alchohol - this round does not count against rounds of rage/day.
--------------------
Appearance:
Devilbreaker Amon wears a fine armored coat most of the time, plain pants and boots, and leather bracers on his wrists. His skin is tanned from days out in the sun, and his hair and eyes are plain brown. His body is thick and strong, with corded muscle and strong bones. When shucked of his coat, his entire upper body, including the arms to his wrists, are covered in tattoos of snarling oni in black and red ink. His weapon, the Oni's Fang, is a somewhat thicker than normal nodachi with a strange, bonelike blade and a iron guard. The pommel bears a stamp of a legendary swordsmith.

History:
The man known as Devilbreaker Amon was once just the brewer Amon. A young apprentice brewer, he had a strong relationship with his drink, as well as a girl who lived in the same humble village. At the age of fifteen, the village was attacked by a bandit gang led by a vicious oni.
He was drunk at the time; it had been late at night. He witnessed his father beaten and his girl killed before his eyes and something inside him snapped. A rage the likes of which had never before been seen in the man took over him, and when the red faded away, he found he had not only beaten many bandits to death with a piece of burning timber, he had also shattered the oni's spine over his knee and drove that wooden improvised weapon into his chest.
As the oni burned, a man arrived, carrying a magical blade. Dispatching the remaining bandits, he surveyed Amon's achievements and offered him a chance; come with him, and learn how to direct his rage to the enemies of the people. If he didn't go, he would very likely end up the kind of bandit that had just taken everything from him.
Amon agreed.
After years of training, Amon was gifted the Oni's Fang, a nodachi said to be made from the fang of an enormous saber-toothed demon. The tooth was sharpened and set with a handle, and was as strong as steel. With his great strength, he is able to wield the blade with surprising skill and swiftness.

Personality:
Amon is a simple village man, and doesn't like to think about loftier things. He likes 3 things in life: good drink, good women, and good fights. The first one he can make, the second one he can find easily enough, but the last one... has been getting difficult.
When drunk, Amon switches from 'happy drunk' and 'angry drunk' when threatened or in danger. He doesn't hesitate like he would when sober, instead attacking the source of danger directly and without restraint until it flees or is destroyed.
Amon is not a duplicitous man. He prefers to speak plainly, and without dishonesty. This is not because of an attachment to good or to the law, but rather because he knows that he just couldn't remember a lie well enough to keep if the next time he drinks.
He loves to talk about alcohols, brewing, and telling outlandish tales about the Oni's Fang, many of which he insists are true.


Love E6! I'm not sure if I'll be able to submit anything but I'll give you a bump since I love the idea!


I like Amon's concept - as is the case with all good drunken masters, he's really a tragic character at heart. I can get behind that.

G-unit, thank you! I'm surprised to find that seems that people who enjoy e6 are quite in minority around here. Enough so that my pitch may not even attract enough submission to take up all seven swords. That'd be a right shame, but you can't force people to play with you.

That, or maybe my post set off some red flags in a bunch of people. Who knows.


Looks interesting :)
I havs a few ideas that I could choose from, but I have a few questions first.
About the sword.
do we get any say in its future enchantments? Or are they pre-set. Could I have a wishlist for the Calling enchant as an example?
Whats your thoughts on TWF? Just buy a second mwk weapon from our starting cash?
+1 Mwk, so a magic weapon correct? pretty sure yes, but just clarifying :)

Burnscar wrote:
But a month ago, the Sword of Kings was stolen from its hiding place, the two eldest of the swordsmen killed, and their blades bestowed on relative novices. The last ten years have been peaceful, and all seven of you have been given your blades in that time of relative peace.

So we all are the novices and we have all been training with them and each other the last 10 years?

What about spellcasting or partial spellcasting clases like the magus?

Traits? (aww heck) guns?

What happens if you dont get a full 7 players? (And thats a fair few)
Create the game with a smaller party?

Anyways thats it for now, now here are my ideas :)
Since swords are such a big thing, I was thinking on creating a bleed focused character. But I will have to figure out how to make one. Would you allow bleed effects to stack? I honestly have no idea how overpowered or underwhelming it would be.

Ditto an impaling sword. needs BAB +7 :(

Next idea was to create an Aasimar Paladin with about as much light packed into him as I can. Then play up the parts about being a noble and how great a breach for nobles to go adventuring and so he forces himself to wear a disguise to hide himself (another breach of conduct (and needs a trait :/)).
But since it is pretty obvious when he fights and the glowy bits start shining I wonder how long I can keep the guise up :)
He would also have the Radiant Charge feat for if that Big Evil Guy is being especially antagonizing.

Next idea is to create a Str based TWF Ranger. I was thinking like a Katana-Wakizashi combo :) except they are both exotic weapons? :(

Or some sort of Naginata wielding cleave fighter with broad strokes.

Edit: Ohh! Or a really fast monk with an eastern-equivilant monk weapon.
Edit: Temple Sword >:)
I will have to see if I can make this work.

Ill have to get thinking :)


Cam James wrote:

Looks interesting :)

I havs a few ideas that I could choose from, but I have a few questions first.
About the sword.
do we get any say in its future enchantments? Or are they pre-set. Could I have a wishlist for the Calling enchant as an example?

I would definitely entertain wishlists for the powers the swords have.

It would be a bit of a back-and-forth proccess.

Quote:
Whats your thoughts on TWF? Just buy a second mwk weapon from our starting cash?

Essentially, yes.

Quote:
+1 Mwk, so a magic weapon correct? pretty sure yes, but just clarifying :)

Yes.

Quote:
So we all are the novices and we have all been training with them and each other the last 10 years?

So, the thing to understand about e6 is that it's not just about the players - it applies to the entire world, and your second level status needs to be understood in that context.

If you took all the people who could reasonably be called warriors, and lined them up, perhaps one in forty of these warriors would be better than you.

The vast majority of warriors are of the actual warrior NPC class, are built with a 5 point buy, and have 1 or 2 levels.

Then, there are a few men of 1 or 2 class levels with slightly better point buys, but who are still somewhat below you.

Five ordinary warriors would probably overwhelm any one of your number, but, three of them against one of you? That would make for an interesting fight.

When someone reaches above the first three or so levels, they become potential figures of legend. They're the sort of people whom the scribes pay attention to on an indivdual basis, and who decides the course of history in their time.

So no, you're not novices, unless you want that to be part of your backstory. But you're not figures of legend either.

You were the previous holder of your sword's best stab at a potential inheritor. If you're a novice, that makes you quite the prodigy.

Otherwise, you've probably spent countless hours of training, and seen at least a few real battles, even if they were not of much noteworthyness in the grand scheme of things.

Quote:
What about spellcasting or partial spellcasting clases like the magus?

Spellcasters definitely are allowed. However, you have to be a swordsman. That means being comfortable around your sword in combat. If you can translate that to a wizard, then that's fine.

Quote:
Traits? (aww heck) guns?

Traits yes, definitely. Two of them, no drawbacks. Guns are Emerging.

Quote:

What happens if you dont get a full 7 players? (And thats a fair few)

Create the game with a smaller party?

I'm going to have to insist on seven guys. Sorry. There's a fair chance that this might not get up and running in the end.

Quote:
Since swords are such a big thing, I was thinking on creating a bleed focused character. But I will have to figure out how to make one. Would you allow bleed effects to stack? I honestly have no idea how overpowered or underwhelming it would be.

Mhmmm... On one hand, bleed is very underwhelming as is. On the other, that sounds just like the kind of systematic change that will have unforseen consequences.

If you know which feats and abilities you'd use to facilitate bleed, I'd be much better able to gauge if it's appropriate to let it stack. My gut feeling says I might allow it though.

The hidden aasimar idea is quite cool. I'd be fine with you creating that.

You might be interested in the Silver Crane discipline from Path of War, if that subsystem is something you like. Otherwise, I'm sure paladin will work fine too.

I was quite tired when I wrote this. If something seems off, feel free to ask more questions. I'll review it when I wake up again.


I've been eager to try E6 for a while now, and this campaign sounds really intriguing ... also a good excuse for me to finally check out the paths of war system. Might take me a few days to get a character concept posted though.


I didn't think I'd have an idea but I will never pass up path of war. And looking at the new extended stuff, Bushi really fits the scenario. So I am thinking a Devil-Blooded, Bushi Warder (Zweihander Sentinel). Tanky and deadly without even having his weapon drawn.


dotting.


Zayne Iwatani wrote:
I didn't think I'd have an idea but I will never pass up path of war. And looking at the new extended stuff, Bushi really fits the scenario. So I am thinking a Devil-Blooded, Bushi Warder (Zweihander Sentinel). Tanky and deadly without even having his weapon drawn.

I haven't done anything with Mithral Current Yet, so it'll be interesting to see your spin on it.

IronDesk wrote:
I've been eager to try E6 for a while now, and this campaign sounds really intriguing ... also a good excuse for me to finally check out the paths of war system. Might take me a few days to get a character concept posted though.

A nice opportunity indeed.

Also, if someone wants to add a touch of Path of War, but doesn't want to spend their whole character on it, an interesting trick is to pick up the Practiced Initiator regional trait, which adds +2 to the initiator level of one class, up to your hd.

Since initiator level is what decides the level of maneuvers you can pick up, and it already scales with half level outside of initiator classes, you can do stuff like Wizard 5/Harbinger 1, and still get to play around with the 3rd level maneuvers.


Focus will likely be on Mithril Current and Eternal Guardian. Scarlet Throne and Iron Tortoise will likely fill in the extra slots for versatility. I didn't think Zweihander and mithril current would work together, since Zweihander requires the blade to be out for some of its defensive features, but since I can sheathe as a move and most attacks are standard actions, they should fit well.


Argh, damn you Zayne. Zweihander w/Nodachi is something I've been dying to run. I will pass along that there are a few feats/Mithral Current abilities that allow you to threaten areas/count as having drawn your weapon even without a weapon drawn.

@GM I have a concept. Do you have any problems with prestige classes as long as we can qualify with them using E6? Also, how open are you to additional resources:

Dread Prince (Harbinger)

Witchblade (Fighter)

Heir Apparent (Cavalier)

Steelforge Playtest

This Replacement for Iaijutsu Strike:
As a full-round action the sword saint can draw his weapon with blinding speed to deliver an especially deadly attack. When he does this he makes a single melee attack against a target, but makes as many attack rolls as he can, based on his base attack bonus. He makes the attack rolls in order from highest bonus to lowest, as if he were making a full attack. If any of the attack rolls hit the target, the sword saints single attack is considered to have hit. For each additional successful attack roll beyond the first, the sword saint increases the damage of the attack by the base damage dice of his weapon, plus an additional 1d6 for every four sword saint levels he possess. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increases by this attack. If one or more rolls are critical threats, he confirms the critical once using his highest base attack bonus -5. If he successfully confirms the critical then the entire attack is considered to have been a critical hit and the damage for the attack is multiplied as normal. In order to use this ability, the sword saint's weapon must be sheathed at the start of his turn. After making an iaijutsu strike, a sword saint takes a -4 penalt to his AC until his next turn, but his weapon is now drawn and he may to continue to fight normally.

I don't really need any of these, but knowing my options will help me shape my submission (I'm trying to build something that I usually do in 8 levels with only 6).


I'd like to keep it to Path of War stuff currently on d20pfsrd, Johnny.

So no steelforge playtest or the archetypes.

I'd rather not get into changes to Iaijutsu strike.

Prestige classes, presuming you can somehow qualify, are fine.


Well that makez things a little narrower...I kind of wanted to play around with Fool's Errand.

My plan was Warlord 1/Bloodrager 4/Landsknetch 1 with a Magus VMC but spellstrike doesnt come on until 11 so I need to rethink. If I can find a spellstrike alternative then I'll be a happy camper, even if it means resorting to Spellstoring.


I have an idea, but my right hand is useless at the moment with a sever gout attack. Typing is slow with one hand. If I have a few days I can throw something together.


@Johnny: They allow you to threaten, yes, but you are still not "wielding" the weapon. I need to wield it to use the Aegis class feature and the Defending Shell stance. Mixed Combat comes at the perfect time to allow quick drawing on both strikes but Quick Draw is only for the attack, not for defending.


Didn't they put out an Improved Quick Draw? I recall it doing something to that effect, but I don't have the book in front of me at the moment.

@GM How do you feel about magic? I'm looking at doing a build where I use a magic sword as my signature weapon. How would that work with what you've laid out already? It'd be like a Magus Mind Blade.


Oh wait. Quick Draw's wording is different from what I thought. It says drawing is a free action, not that you can draw as part of an attack. Crap. Defending Shell for AC or Ready the Draw to look cool?


Johnnycat93 wrote:

Didn't they put out an Improved Quick Draw? I recall it doing something to that effect, but I don't have the book in front of me at the moment.

@GM How do you feel about magic? I'm looking at doing a build where I use a magic sword as my signature weapon. How would that work with what you've laid out already? It'd be like a Magus Mind Blade.

Magic is generally fine.

And that depends on the rules for signature weapon in question.


I've got a concept working for a Shaman. I wanted to have a Flame Blade spell for my signature weapon; I've got a pretty good backstory going if you'd like to hear it. The only - thing, it'd be really nice if I could cut a deal of some sort to get Flame Blade as a 1st level spell. That way I wouldn't have to wait 'till 3rd for it to come online.


You could just use Produce Flame and refluff it as a blade.


How does that work with the legendary weapon? Would I still need to make/have one? I don't want to throw a bunch of stuff at spellcasting and end up with a random weapon that I'll never use. At the same time, it'd be nice to have some kind of buff to my signature spells for the trade. I don't think focusing on flame blade and produce flame would be out of theme for this game, as long as I stick with the swordsman motif.

Now I just have to figure out if hex strike is worth fitting into a E6 build...


You'd have to be two-weapon fighting, more or less. It's a good solution to not having to buy an off-hand weapon, and since you don't have a strength bonus on your flaming blade, it isn't so bad for the off-hand.

--Not related to your build, but does let someone deal elemental damage with attacks--

I'd let someone have their free sword be designated as a Black Blade, if someone wants to roll a Bladebound magus. The bonus would overlap (i.e. it doesn't add its original +1 bonus to the +1 bonus of being a black blade, when it becomes one, it remains +1), but you'd be able to convert the damage it does entirely to fire damage if you wanted to.

You could also use the Mystic path of war class - they get an ability that lets them convert all their damage to elemental damage, which is significantly easier to use often than that of the bladebound magus.


Well the thing is that it lets me get Flame Curse of as a swift action, which might be worth three of my four advancement feats. I'd consider dipping into one of the monk-esque classes for IUS, TWF AND WIS to AC but I'm not sure that's worth my 6th level revelation and a spell slot. I could go Sacred Fist for access to blessings to boost my damage (another shortcoming) but that'd delay my access to Flame Blade to 4th and I'd have to try and get Crusader's Flurry. Are there any 1st-level strikes from Path of War that allow an attack as a swift action? I think Riven Hourglass had it, but I can't recall if it was first level.

It'd also be nice to try and fit in Guided Hand somehow, but that's like another 20,000xp worth of feats right there.


There's a boost called minute hand from Riven Hourglass. It's first level, and comes with -2.

Trashing Dragon's Swift Claws and Flash Kick also come to mind, although that second one is second level, and only gives you an unarmed attack. You could Ascetic Style/form your way into that, though.

And you could use that trick with Practiced Initiator, if you don't mind waiting a few levels.

Shaman 5/Mystic or Stalker 1 could work out, maybe. I must admit that I do not quite understand the moving parts of what you're trying to accomplish here, so my ability to help with it is limited.


Minute Hand works perfectly. Flash Kick would also be good, but I'm not sure I'll be able to spring for 2nd-level maneuver access. I'll try and explain what I'm trying to accomplish.

Right now my thought process is revolving entirely around making Flame Blade consistently viable (E6 should make that a lot easier). It appears only on the Shaman and Druid lists naturally, so I'm opting for Shaman (as Shamans are really strong). Because I'm focusing more on being a swordsman than caster, I'm opting for the Speaker of the Past archetype. This will replace my wandering spirit/hex with the Oracle Revelations taken from the Time and Ancestors lists, both of which are strong melee buffers. Should I also choose to go for Guided Hand (WIS for attacks) or Crusader's Flurry, I can also take Spirit Warden for Channel Energy. However, I don't think I need that.

I'm opting for the Flame spirit because it's decent and keeps with my flavor so far. There is a hex called Flame Curse in there that hits an enemy with a no-save vulnerability to fire. That boosts my damage by 50% straight-up. The only problem is delivering it as Hexes are standard actions. I've come up with two solutions:

1) Hex strike, which allows the hex to be delivered as a swift action. Costs me two-feats and requires TWF/iterative attacks if I want to get a Flame Blade strike in. Unless...
2) Path of War. Using the Combat Training trait I can get access to a single 1st-level boost, strike, or counter. In this case, Minute Hand happens to be a boost that allows me to make a melee attack as a swift action. Perfect for delivering Hex Strike/Using a Standard Action hex while still getting an attack in. That should tide me over until level three when I can take Martial Training I.

Sorry if that's hard to follow, I'm working really hard to make this work. Assuming that you don't have a problem with a spell as my legendary weapon than I think I can start putting things together. I don't want to sacrifice a level of Shaman unless I absolutely have to. It's not worth delaying Flame Blade and losing a Revelation.


How many Shaman levels do you need to have?

Shaman 5/Stalker, Mystic or Ordained Defender Warder 1(last one is the only way to have full BAB and wisdom initiating) with the Practiced Initiator regional trait all have 3rd level maneuvers at level 5.

Sorry to shoot your stuff down, but I'd prefer your legendary sword be an actual sword, not something you summon with magic.


Thanks for the answers! I have largely figured out what I am going to build. I am going to create a Human UMonk who wields a Temple Sword and follows the Way of the Wind, so a focus on speed and weather.

  • The Temple Sword is great! Its a monk weapon, Im proficent, I can use it one handed or two, it has a crit rating, and it has a decent enough damage die.
  • The Swords description will probably be something like this;
    The Wind Whisperer was forged for the Legendary fighter of old. The Legend was faster then a gazelle, chasing down the wind and with unseeable speed, vanish. And so the Wind Wisperer was forged to serve such a man, the sword would sing as it slid through the wind and was so keen that it could slice the very air itself.
    At least that is what the legends say... A great man might be able to make the blade sing its song as it slides through the air, but it would not respond for a lesser man, for it only sings for the swift.

The Wind Whisperer looks almost like a reverse scimitar with the exceptionally sharp cutting edge curving forward for just over two feet. Along the back of the blade there are holes drilled that catch the wind as it swings through the air creating an omnious, low hum that intensifies with the wind. While exceptionally balanced for one hand it does have an extended hand-and-a-half handle allowing for ease of switching hands or even two-handing the blade as needed.

Random bits about my character so far (unorganized):
As for my character, he will have 16 Str, Dex and Wis which will make him a bit above average and fairly well rounded by pathfinder standards, but he should still be a formidible opponent by E6 standards. I also geve him 10 Con. I like the idea of him having to rely on speed and non-standard defenses like deflect arrows to keep him alive. Most speedy types are not burly beefcakes :/

His feats will be Deflect Arrows, Dodge, Imp Unarmed Strike, Storm Lashed, Stunning Fist and either Power Attack/Stunning Fist Adept depending on how much power I think I'll need (default is Adept). (or maybe Roll With It if you would allow it)
Im also going to take the Heart of the Mountians racial trait and have him from a clan/dojo that exists high up in the mountians and along a ravine edge where the wind howls and they can train their tecnique.
I am thinking of taking the Storm Touched trait because it is the only decent storm based trait I could find, but its wording is not very clear. Whats your verdict on it?
"Benefit: You gain DR 1/— against creatures and attacks with the electricity type."

So the main idea with this guy is that he gets faster over time, at lvl 3 he gets +10 move speed, Ki strikes. Lvl 4 he gets Burst of Speed. Lvl 6 he gets wind stance.

A bit on how he will fight in combat;
So he has a few options. He can two-hand the [i]Wind Whisperer[/i'], or he can fight with 1 hand free so he can use stunning fist or deflect arrows, or even fight unarmed if needed. He wont have much in the way of ranged (maybe chakarams?)
But I can mix it up a bit :)

Weapon Wishlist.
Something Air/Wind/Speed based
Keen enchant (the sword is so fast and sharp it slices through the wind)
Made of Mithral material.
Oh, would I be able to buy a Mwk Tool: Wind Instruments and have it be a part of the sword?


Burnscar wrote:
How many Shaman levels do you need to have?

Six gives me access to two Revelations, rather than one.

Quote:
Shaman 5/Stalker, Mystic or Ordained Defender Warder 1(last one is the only way to have full BAB and wisdom initiating) with the Practiced Initiator regional trait all have 3rd level maneuvers at level 5.

Yeah, but they'll be stuck with the 1st level number of prepared/know maneuvers and stances. I think I can fit in Martial Training I and II and that'll be just fine.

Quote:
Sorry to shoot your stuff down, but I'd prefer your legendary sword be an actual sword, not something you summon with magic.

I can work in still having a physical sword, but I'd intend Flame Blade to be my main offense. Is that a fair compromise?


Quote:
I can work in still having a physical sword, but I'd intend Flame Blade to be my main offense. Is that a fair compromise?

That's a little wierd, but it works. Go right ahead.

Quote:

Thanks for the answers! I have largely figured out what I am going to build. I am going to create a Human UMonk who wields a Temple Sword and follows the Way of the Wind, so a focus on speed and weather.

The Temple Sword is great! Its a monk weapon, Im proficent, I can use it one handed or two, it has a crit rating, and it has a decent enough damage die.
The Swords description will probably be something like this;
The Wind Whisperer was forged for the Legendary fighter of old. The Legend was faster then a gazelle, chasing down the wind and with unseeable speed, vanish. And so the Wind Wisperer was forged to serve such a man, the sword would sing as it slid through the wind and was so keen that it could slice the very air itself.
At least that is what the legends say... A great man might be able to make the blade sing its song as it slides through the air, but it would not respond for a lesser man, for it only sings for the swift.
The Wind Whisperer looks almost like a reverse scimitar with the exceptionally sharp cutting edge curving forward for just over two feet. Along the back of the blade there are holes drilled that catch the wind as it swings through the air creating an omnious, low hum that intensifies with the wind. While exceptionally balanced for one hand it does have an extended hand-and-a-half handle allowing for ease of switching hands or even two-handing the blade as needed.

That sounds cool. I'm intruigued.

I forgot to mention, weapons can be made of special materials if you so desire.

Storm Touched applies to creatures with the Air subtype, and to creatures with significant ties to electricity (my call).

I will allow Roll with It on a non-goblin who otherwise qualifies.

A mwk instrument could be integrated into the sword, yes.


How expansive are the Legendary Weapons? Just run-of-the mill magic weapons, or full blown 3.5 Legacy Weapon things?

Also, do you have any established information about the swordsmen? Could I have been the disciple of one of the two dead swordsmen? Do they all have established profiles, or are we allowed to basically "create" our swordsmen?


You're allowed to create the swordsmen - and in fact I was hoping you would. And yes, it would be good if two of you were ones who had taken up your swords after the Sword of Kings had been stolen, and those two former swordsmen died.

The swords start out as +1 weapons, but will eventually become more.

I plan to ballpark it at around 20000gp worth of magic item(not including the cost of the weapon or special material), unlocked at two intervals. One would be unlocked when you reach 6th level with no further effort required on your part. This ability will be roughly equivalent to a +1 special ability.

The other would be unlocked when your character personally carries out an act of great heroism. This will correspond to roughly 12kgp worth of magic item.

They won't neccesarily come in that order, but I believe that it will be the case more often than not.


Ok, that's my angle. My character was a disciple of the two dead swordsmen. Driven mad with grief, he refuses to believe that they're truly dead and has taken up their name and identity, believing that they are the reincarnation of the dead swordsmen. My characters lack of development betrays the truth, but I'm still out for revenge.

My legendary weapon will be fire themed along with my character, and I already have a few ideas for it. I'll get to work right away!


If Aasimar is available as a race then why not make teifling a race instead of Devil-blooded. Devil-blooded seem best suited for a magus or at least a caster. Or if not teifling then do you have any suggestions for an alternate racial trait instead of the powerful magic and SLA?

Edit: Also, did these devil's occupy the 9th province already or was the 9th province always full of devil-blooded people who made a pact with devil's long ago? What kind of devil's live on the material plane and how where they conquered?


Tiefling is not a race because the races listed are the ones I have room for setting-wise. They are not thieflings, because despite the name their heritage doesn't have anything to do with the lower planes.

As for their classes, I had Magi, 'Hyde'chemists, Harbingers & Warders in mind when I designed them. Their +str/-cha as opposed to +dex/-con also point wizards and witches in the direction of beating face with swords, which makes them setting-appropriate stand-ins for elves.

What do you need to get from your race?

RE Edit: The ninth province is on the mainland. The Empire has some colonies/provinces over there, and the ninth is one of them.

A hundred years ago or so, the expanding Empire encountered a race of ashen-skinned borderline giants with horns who were well schooled in magic and philosophy, beat them in a war, and made them part of the empire. Devilblooded are a result of humans and 'Devils' (a race of large and horned humanoids, not the outsider subtype) interbreeding. As such, they get a pretty shitty end of the stick all round.


Okay. I like them. Brainy brutes. And I can see where you are coming from.

But with Warder, half the racial features aren't very useful. Probably not even going to use the horns as he would think that barbaric and doesn't need to give people any more reason to hate him. Especially as they will probably think he stole the blade, which I have dubbed Kikko, the Tortoise. It is a blade meant to be used to defend its wielder and those around him.

For a caster, +2 CL to overcome spell resistance is pretty good and detect magic 3/day allows the preparation of extra cantrips. I have little use for these so maybe alter them.

Instead of +2 to overcome resistance, I get something like Hardy, the dwarven trait. +2 to resist spells and spell-like abilities.

Instead of detect magic, maybe something like Keen Senses, +2 to perception checks.

Just some ideas. We can leave the horns in case I am disarmed or the weapon is lost.


Here is what I have so far.


Hrmm. We shall leave racials as they are, I think. If you feel they are not useful, then pick up spellcraft, making your SLAs useful at least.

Or... Maybe this.

Certain devilblooded take more after their human parent. Their horns are smaller, and their skin and hair less pale.
They gain the Skilled racial trait of Humans, losing their Powerful Magic and SLA racial traits.


Eurgh, E6 isn't giving me as much room as I thought. I have an alias, but I think I need to go back to the drawing board...


Ok, I've been working it over and I think I'm going to try out a Brutal Slayer Stalker. I wanted to have a dual identity like a Vigilante, but I couldn't justify losing out on Stalker 6. So instead I'm going to take the Ascendant story feat. My character has totally adopted the persona of his slain master, and if that illusion were ever shattered he'd be forced to face the terrible truth.

Think I want to go with a scimitar for my weapon (uchigatana, whatever). I kind of got attached to the idea when trying to make Flame Blade work. I'll be going to bed shortly but I'll wake up and look at how I want to try and make things work.

Would you allow martial traditions?


To be sure. Except the mainly evil ones, like Black Seraph's radition.


Dotting this, interested.

What are magical spellcasters and magic in general like in the setting?


Cool, I'll got with Descendants of the Golden Council for Golden Lion access. I think it fits in with the setting.


Battlespy wrote:

Dotting this, interested.

What are magical spellcasters and magic in general like in the setting?

That's a good question. It's rare, but not unheard of.

Probably everyone has seen someone do magic, at least once in their lives. All but the smallest village has at least one person who can do magic.

Arcane spellcasters are generally believed to be people who've made pacts with various outsiders, spirits or other evil entities, in exchange for magical knowledge. As such, you have to be weary, because you never know what they promised to do for these beings in return, or what ends they'll pursue with their power.

While it's true that that is basically what witches do, it's not entirely accurate. Anyone can learn to be a wizard, if they've access to a teacher or the right books, and some ten thousand hours to spend on study and rote recitation.

Divine Spellcasters are relatively common, and most practice fictionalised Shinto, Taoism or Confucianism. For instance, the town/village you're soon visiting is home to roughly 400 people, with 400 more living in the sorrounding areas, and they have a shrine with a third level cleric, who has a 1st level Adept apprentice.

The cleric is one of the richest people in town, because aside from being a priest and a go-to advisor to the townsfolk in that capacity, they also spend a lot of their time scribing scrolls, most of which are sold to the local lord to be used in times of war.

It's relatively common for lords to sponsor at least one arcane spellcaster, keeping them on their council and supplying them with funds for acquiring knowledge and conducting rituals and experiments.

The Ki of monks, stalkers and ninja is technically magic, and so is a lot of the things that path of war characters can do.


Would Knowledge (Martial) be considered a Background Skill or an Adventuring Skill?


Adventuring skill.


How are we doing hp?


Done-ish. Might make some tweaks.

1 to 50 of 142 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / 7Swordsmen: Black Demon Hand [Pathfinder, E6] All Messageboards

Want to post a reply? Sign in.