All's Well that Ends in a Well

Game Master Choon


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Some questions @ Choon:
- Up to which floor do you intend to heap up our bodies? Level 8, 13, higher?

- How about retraining? Especially I ask if I may be able to retrain my favored class bonus at any point in the future.

Also a note at any melee meatbags out there:
If we get selected together, you may REALLY want to look into getting the Outflank Teamwork talent. It only requires you to have a +4 BaB. It will up your flanking bonus to +4 and you will receive an AoO if your flanking buddies with that talent (like myself) confirm a critical. That could make for a really DEVASTATING combo with some brute-strength, two-handed fighter/barbarian/paladin/whatever.


Ma'an could do that. I think my last "mandatory" feat comes at level 7, and after that I was looking at taking lots of "Extra Wild Talent" feats, so I have an opening.


Simon Blue-Eye wrote:

Also a note at any melee meatbags out there:

If we get selected together, you may REALLY want to look into getting the Outflank Teamwork talent. It only requires you to have a +4 BaB. It will up your flanking bonus to +4 and you will receive an AoO if your flanking buddies with that talent (like myself) confirm a critical. That could make for a really DEVASTATING combo with some brute-strength, two-handed fighter/barbarian/paladin/whatever.

I can't have that at the start, but I can do it at 5th. As a rogue, I like flanks.


Simon, if you can pick up Butterfly Sting later, Emily (presumably under the effects of Animal Growth and Strong Jaw, and with Vital Strike herself) will be thrilled with you.


HedwickTheWorldly wrote:
Simon, if you can pick up Butterfly Sting later, Emily (presumably under the effects of Animal Growth and Strong Jaw, and with Vital Strike herself) will be thrilled with you.

I didn't know that feat exist.

Man what did they think? Anyone wants to play a scythe paladin of severe pain? Crit fishing with 15-20 from Simon and passing them to someone with a two-handed x4 weapon is just plain insane, really!
The optimizer in me screams for a T-Rex/Ancylosaurus/Elephant companion right now *haha*.
But no way will I trade away my trusted soul mate for a dumb, extinct brute with a brain like ... a peanut with a headband of intelligence. Nonono, won't happen on my watch!


Simon Blue-Eye wrote:


But no way will I trade away my trusted soul mate for a dumb, extinct brute with a brain like ... a peanut with a headband of intelligence. Nonono, won't happen on my watch!

Somewhere, a strong powerful lizardfolk warrior is shedding crocodile tears. At the time using INT as a dump stat made a lot of sense, it's what all the other fighters did. There was no way to know at the time that their secret love, a fur clad humanoid with blue eyes, would reject oppurtunity with low-INT soul mates so readily. Never had a shot... INT wasn't even needed for fighter feats and skills! Way to go breaking hearts Simon


Simon Blue-Eye wrote:
Anyone wants to play a scythe paladin of severe pain? Crit fishing with 15-20 from Simon and passing them to someone with a two-handed x4 weapon is just plain insane, really!

I've been trying to work out a different melee build since my first idea was duplicative. This actually does sound really fun!

Any specific reason for paladin as the martial class here? I've never played one.


Tundran wrote:
Simon Blue-Eye wrote:
Anyone wants to play a scythe paladin of severe pain? Crit fishing with 15-20 from Simon and passing them to someone with a two-handed x4 weapon is just plain insane, really!

I've been trying to work out a different melee build since my first idea was duplicative. This actually does sound really fun!

Any specific reason for paladin as the martial class here? I've never played one.

Aren't you the lucky duck. This place, as our characters have been told by NPCS in the player guide, is full of Evil and Undead, has an Evil Alter adjacent, and bY the account of some survivors has a direct entrance to hell itself.

Other than that no not much need for a paladin. Feel free to steal a Paladin/Skald build I outlined on the previous page if you need a starting point.


Tundran wrote:
Simon Blue-Eye wrote:
Anyone wants to play a scythe paladin of severe pain? Crit fishing with 15-20 from Simon and passing them to someone with a two-handed x4 weapon is just plain insane, really!

I've been trying to work out a different melee build since my first idea was duplicative. This actually does sound really fun!

Any specific reason for paladin as the martial class here? I've never played one.

Not really, but Paladins can be really scary if fighting undead/evilz plus they are notoriously difficult to get rid off (all that hard armor and healing really is a turn down for the evil boyz!)

Otherwise a pure barbarian or somesuch could be fearsome as well.
There's that archetype that lets you use oversized weapons without much penalty while raging iirc ... imagine a (potentially enlarged) barbarian wielding an OVERSIZED scythe. *brrrr*

@Duck: Well I said *extinct* so it does not actually hit that poor lizarfolk. Also they are *much* more evolved than their prehistoric counterparts ... or so they tell anyone who's listening. Also being a Catfolk, they really just look like a bigger lacerta ... and they are nommy-nom *brrrbrrrbrr* ;-)


Simon Blue-Eye wrote:


I didn't know that feat exist.
Man what did they think? Anyone wants to play a scythe paladin of severe pain? Crit fishing with 15-20 from Simon and passing them to someone with a two-handed x4 weapon is just plain insane, really!

My immediate thought was pairing a two-weapon kukri ranger with a vital striking power attacking titan mauler barbarian with a tetsubo.


Thanks guys, that is a lot of good advice/suggestions that I will take to heart!

DW Duck wrote:
We're talking tank from a holy hell with a mega brute general who constantly makes everyone better at what they do

Exactly! Since I am not much of an optimizer myself (and it seems we already have several melee combat builds), I was planning to build my character more around combat maneuvers, tanking damage and support buffing than actual damage output.

.

In regards to your build suggestion:

DW Duck wrote:

STR/CHA Build

Half-Orc Paladin 4

I actually wasn't planning on making my Paladin/Skald a half-orc, that was just the default image left over from a different character I was adapting, though orc ferocity is pretty swell.

DW Duck wrote:

Undersized Mount Feat

Orc Warcat Mount
Small, Agile and build around charge with Lance (just need 2 squares in a straight line and you get double damage), Swap to Melee and jump off cat for instant flanking partner.

Are you referring to the Warcat from the Belkzen campaign setting book? That says it's a huge sized animal, so I'm not sure what you would need undersized mount for..?

DW Duck wrote:
Go straight Pally for bonuses against Evil or Holy Tactician Archetype and be able to give all your 5ish team mates bonus feats

Holy Tactician is a great suggestion for this build! I had avoided it because it gets rid of Smite Evil, but after re-reading it, it is more of a change, just not with the same name. Totally makes the archetype more worth it! Gives you the best parts of the Cavalier class (IMO).

I had been looking at Divine Defender Archetype mostly for Shared Defense:
At 3rd level, a divine defender can spend one use of her lay on hands ability as a standard action to grant all adjacent allies (including paladins) a bonus. At 3rd level, adjacent allies receive a +1 sacred bonus to their AC and CMD and on their saving throws. These bonuses last for a number of rounds equal to the divine defender’s Charisma modifier. (Later levels increase the bonus.) At 6th level, these bonuses are granted to all allies within 10 feet, and allies that are at fewer than 0 hit points within this area are automatically stabilized.

Question for GM Choon::
I know we can stack archetypes as long as they don't replace or change the same abilities. Divine Defense & Holy Tactician only overlap on 1 thing - 1 changes the divine bond, and the other removes it. In that case, would you rule as they are able to stack or not?

DW Duck wrote:
When your mount goes larger, get enlarge person perm'd on you...

What would give you enlarge person?

----------------------------------------------------------

Simon Blue-Eye wrote:

Also a note at any melee meatbags out there:

If we get selected together, you may REALLY want to look into getting the Outflank Teamwork talent. It only requires you to have a +4 BaB. It will up your flanking bonus to +4 and you will receive an AoO if your flanking buddies with that talent (like myself) confirm a critical. That could make for a really DEVASTATING combo with some brute-strength, two-handed fighter/barbarian/paladin/whatever.

For my Paladin/Skald build I am wanting to give others the benefit of my teamwork feats, so here's my question: if you already HAVE that feat, would it be more beneficial for you to gain access to other ones, or for others to be able to share yours with you?


Largely depends on the feat I guess.
A nice feat for share would be coordinated charge. I don't have it but will get it later on. It will let everybody join a charge if a character who has it (and which target is inside your charge range) makes a charge.
The more have it, the funnier it gets.
That's usually true for most tw feats, so I don't mind if you share a tw feat I already have if it is beneficial for the rest of the group. Actually I can change my latest tw bonus feat 2 times a day, so I may be able to choose something else if you happen to share that very feat ^^
But it all depends on the group composition ...


I think the Holy Tactician & Battle Scion archetypes will do well for a teamwork based build.


Khouri P. wrote:
What would give you enlarge person?

Me! Or pretty much any arcane support character.

It is also very useful if we need to escape through a small tunnel and need someone to, ahem, "hold the door."

Scarab Sages

I apologize that I've been a little less visible today than I normally am. I have had a very busy day at work. I will get to your questions as soon as I can but that probably won't be for a few hours at least.


Just as a heads up I did a pretty big overhaul of my statblock today. Mechanically, I only changed one skill rank and purchased some new gear (which I track on mythweavers), but the layout is more in accord with the standard statblocks I've seen here. Just wanted to let you know in case you were still checking mechanics Choon.

I'm planning to revise parts of the fluff later today.


Simon, I definitely brought a level 11 Hunter with a T-Rex pet to PaizoCon for the PFS Special Event on Sunday night. The feat requires that you worship Desna, so I was CG, obviously.

TWF, Kukris, Paired Opportunists, Pack Flanking, Outflank, and the Snake Hunter Focus for both of us.

T-Rex had Strong Jaw, Greater Magic Fang (I bought a +1 CL ioun stone, too, so it was at +3!), Improved Natural Attack, and Animal Growth all up, with a Menacing AoMF. I'd full-attack, crit, pass it over to the T-Rex. T-Rex would vital strike his crit (I know it doesn't double the vital strike damage, but still), confirm with a +4 for outflank, +4 for Snake focus, +2 from Menacing, BEFORE BAB/Str. Jobu the Dinosaur hit for ~150 damage, and because he crit, Outflank would trigger, and I'd get an AoO too. If I crit? Well....rinse and repeat.

It was DUMB. The GM just stopped trying like 2 fights into the night. T-Rex was hitting for 24d6 + 60ish. (2d6 base -> 3d6 Imp. Natural -> 4d6 Animal Growth -> 8d6 Strong Jaw, x2 for crit, +8d6 Vital Strike)


Thanks for the inspiration! I have put a preliminary character sheet together for my scythe user. I had worked out a fair amount of this character before seeing that suggestion but that brought it all together. I didn't take Titan Mauler but I will be taking Vital Strike when the time comes. For now I will be utilizing the mutagen/rage combo to boost the carnage.

I'm happy to get any comments or suggestions, especially for feats, gear, and other details. I will be doing another pass I expect.

Yes, he is neutral evil, but I hope the backstory makes clear he is moving away from evil and towards true neutral, and also will play nice with the party. If you still have concerns about me causing trouble in the party, feel free to peruse my other games.

Spoiler:
MELKAR
male hobgoblin fighter (mutation warrior) 4 // warpriest of Apollyon 1 / barbarian (urban) 1
neutral evil medium humanoid (goblinoid)

Init +6; Senses darkvision; Perception +9

DEFENSE
AC
19, touch 10, flat-footed 19 (+9 armor)
HP 40 (3d10 + 1d12 +13 Con)
Fort +8, Ref +3, Will +3 (+4 vs fear)
Special Defenses enshrouding darkness, +1 dodge AC when adjacent to 2+ enemies

OFFENSE
Speed
30 feet
Melee +1 cold iron scythe +10 (2d4+11, x4, P or S, trip) or greatclub +8 (1d10+9, B)
Ranged longbow +6 (1d8, x3, 100 feet, P)
Special Attacks mutagen (40 mins), controlled rage 8/day, blessings 3/day, power attack, dazzling display, blind-fight, destructive attack, +1 damage when flanking, +1 attack when adjacent to 2+ enemies

STATISTICS
Str
18 (+4), Dex 14 (+2), Con 18 (+4), Int 12 (+1), Wis 15 (+2), Cha 8 (-1)
BAB +4, CMB +8, CMD 20

Feats
Power Attack:
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Furious Focus: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Weapon Focus (scythe): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Dazzling Display: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Blind-Fight: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.
Weapon Specialization (scythe): You gain a +2 bonus on all damage rolls you make using the selected weapon.

Traits/Drawbacks
Unstable Mutagen:
You discovered or were given a secret to make your mutagens more unstable—but also more potent. Once per day, you can create an unstable mutagen. It is like a normal mutagen in most ways, but also gains a single benefit or hindrance due to its instability. Roll 1d6 to determine the result of the instability. d6 RESULT 1 The unstable mutagen lasts for 5 minutes per alchemist level. 2 The unstable mutagen lasts for 20 minutes per alchemist level. 3 The unstable mutagen does not grant a natural armor bonus. 4 The natural armor bonus granted by the mutagen increases by 2. 5 The penalty that the mutagen applies to the corresponding mental ability score increases by 2. 6 The unstable mutagen does not apply a penalty to the corresponding mental ability score.
Reactionary: You gain a +2 trait bonus on initiative checks.
Doubt: Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour.

Skills 2/level fighter + 4/level barbarian + 1/level Int + 1/level FC + 2/level background = 26
Craft (alchemy) +8, Diplomacy +6, Heal +6, Intimidate +10, Knowledge (dungeoneering, engineering, local, nobility, religion) +5, Linguistics +6, Perception +9, Sense Motive +6, Survival +6
AC Penalty -6 (-3 Climb and jump)

Languages
Common, Goblin, Infernal, Orc, Giant

Racial Abilities
Fearsome:
Some hobgoblins scorn caution and subtlety for swagger and bluster. Hobgoblins with this racial trait gain a +4 racial bonus on Intimidate checks. This racial trait replaces sneaky.
Darkvision: Hobgoblins can see perfectly in the dark up to 60 feet.

SQ
Weapon and Armor Proficiency:
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Mutagen: At 3rd level, a mutation warrior discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. This ability functions as the alchemist’s mutagen ability, using his fighter level as his alchemist level. This ability replaces armor training 1.
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Spell Casting (Divine): A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section. A warpriest must choose and prepare his spells in advance. A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher. To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a warpriest’s spell is 10 + the spell’s level + the warpriest’s Wisdom modifier. Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table Warpriest. In addition, he receives bonus spells per day if he had a high Wisdom score. Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. These spells are cast as any other spell, but aren’t expended when cast and can be used again.
Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name. An evil warpriest (or a neutral warpriest of an evil deity) can’t convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with “inflict” in its name. A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy, below).
Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity’s (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Aura: A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).
Blessings: DARKNESS, DESTRUCTION A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.
Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).
Sacred Weapon: At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage. At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added. If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.
Enshrouding Darkness: At 1st level, you can touch an ally and bestow a darkness blessing. For 1 minute, the ally becomes enshrouded in shadows while in combat, granting it concealment (20%). Creatures that are normally able to see in supernatural darkness ignore this concealment.
Destructive Attack: At 1st level, you can touch an ally and bless it with the power of destruction. For 1 minute, the ally gains a morale bonus on weapon damage rolls equal to half your level (minimum 1).
Skills: An urban barbarian does not gain Handle Animal (Cha), Knowledge (nature) (Int), or Survival (Wis) as class skills; instead, she gains Diplomacy (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Profession (Wis) as class skills.
Crowd Control: At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds. This ability replaces fast movement.
Controlled Rage: When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability alters rage.
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

SPELLS
Warpriest Spells Prepared:

1 –remove sickness, shield of faith
0 (at will) – guidance, light, mending
Caster Level: 1 Concentration: +3

GEAR
Combat Gear
+1 agile half-plate, +1 cold iron scythe, greatclub, longbow, 40 arrows, 40 blunt arrows

Other Gear explorer’s outfit, warpriest’s kit This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

Money 562 gp

FLUFF
Description

History Melkar was raised in a dwindling company of hobgoblins in the Bandu Hills near the Sargavan coast. He was a very promising young warrior and his slight knack for learning even lent him some basic alchemical training. When he was just coming of age, some foreign adventurers visited his tribe while investigating some nearby ruins which they claimed were the entrance to a gold vein. Melkar’s people were traditionally suspicious of the ruins and never ventured in, but a foolish party of humans and their ilk decided to go treasure hunting. Of course they released some long-forgotten plague which consumed both the adventurers and the entire company of hobgoblins.

As the other hobgoblins around him perished, they cursed the undead which they blamed for the pestilence. But Melkar knew better- in a fever dream he was visited by the Horseman of Pestilence, Apollyon himself. The archdaemon explained that he had released the pestilence and had chosen Melkar to survive and serve him. Just as the fever began to break, Apollyon disappeared with a final warning that he would call Melkar to service soon.

Melkar did somehow miraculously recover, one of only a handful to survive the plague. He stumbled savagely forward into the world, trying to learn some way to survive. After all, the only livelihood he had ever known was pillage. He continued on with his childhood training on his own, clinging to the only link he had to the past. He struggled dealing with others but gradually picked up work as a mercenary and slowly became more socialized. He found that when he was civil to potential customers, his rudimentary alchemy skills were actually enough to help sustain a living.

Through this process, Melkar eventually learned to channel his wilder emotions in a socially acceptable manner as an actual member of a community. A community of drifters and ne’er-do-wells but a community nonetheless. What surprised him was that focusing his rage helped him relax the rest of the time and he found himself becoming more and more attached to other people- something he once would have thought impossible.

Naturally, as soon as Melkar made this realization, Apollyon appeared to him again and proclaimed him officially a slave. Melkar did his best to follow his orders but his growing humanity led to internal conflict. He had no issue with killing indiscriminately but blanched when he was instructed to slay those close to him.

Furious, Apollyon gave him one last, utterly suicidal order. The task was not detailed in full but required Melkar to enter Hell via the fabled dungeon, Rappan Athuk. Melkar despaired, knowing that even if he managed to reach the entrance to Hell, whatever further orders he would receive then would be even more terrible.

He reluctantly travelled to Zelkor’s Ferry, where the locals’ tales sobered him even further. He quickly realized he must somehow find others willing to risk the depths with him to have any chance of succeeding in his futile mission.

Age 24

Shadow Lodge

As the super tank character I'd be fine taking the outflank feat at 5th


Moar questions for GM Choon:
How anal are you about which gods can have paladins? For example, Kurgess is NG but a minor deity so I can't find a specific paladin code for his followers, could I still be a paladin of Kurgess? LG is still within one step of his alignment.

Also, how would it work if there was also a "lightly" evil character in the party? The general Paladin Code says

]..a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil.[/quote wrote:

Would I necessarily know everyone's alignment without casting detect evil on everyone? And would I need to do periodic atonement spells?

Also, since we are taking average for HP, should we round up or down?
(Ex: Mathematical average on d10 is 5.5)


Guardsman party journal is pretty fun to read, thanks Choon.


Khouri P. wrote:
** spoiler omitted **

RE the paladin bit, I know according to normal Pathfinder lore there are paladins of NG Gods.

Also, there actually is a paladin code for Kurgess on his archives of Nethys page.


Ah-ha! Thank you so much, Michael!


Khouri P. wrote:
** spoiler omitted **

Re: Mathematical Average for HP

Always always always always round down in Pathfinder unless specifically stated otherwise (usually when it says minimum of 1). I asked Choon about it because overy 4 levels it does add up. He stated for recruitment simplocity we should round down but he may consider giving it to us after.


I thought the standard ruling was that you recalculate every level. So at second level you might have 15 from 2d10, but at third level it goes up to 21.


Khouri. P wrote:
DW Duck wrote:

STR/CHA Build

Half-Orc Paladin 4

I actually wasn't planning on making my Paladin/Skald a half-orc, that was just the default image left over from a different character I was adapting, though orc ferocity is pretty swell.

I didn't see you select any race,
Half Orc was my suggestion due to fitting both theme and stats. Nagaji would do well here too

DW Duck wrote:

Undersized Mount Feat

Orc Warcat Mount
Small, Agile and build around charge with Lance (just need 2 squares in a straight line and you get double damage), Swap to Melee and jump off cat for instant flanking partner.

Are you referring to the Warcat from the Belkzen campaign setting book? That says it's a huge sized animal, so I'm not sure what you would need undersized mount for..?

http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions/#TOC-W arcat No bestiary entry, under the animal companion list

[QOUTE="DW Duck"]
When your mount goes larger, get enlarge person perm'd on you...

What would give you enlarge person?

As stated below Enlarge Person is pretty standard magical affair as a lvl 1 spell for I think every arcane user and most divine. Also standard affair is paying an NPC wizard to cast permancy on you for 2500 Gold as listed under the permancy spell.


GM Choon wrote:

Lvl 1 is max, yes.

I may give that extra hp after selection. I prefer not to muddy the waters any more than they already are right now.

Although I'm not quoted I believe this was in response to my question about average HP near the top of page 8


Alrighty, I guess we do it the round down every level way.

Has someone already asked yet if the gestalt is at level one or level two? It it's at level one then I start with more hitpoints because I take maximum on a higher die, and when we level up to 5 then we get to take a third level.

If it starts at second level then uh...I guess there isn't a benefit for me.


simon wrote:

Up to which floor do you intend to heap up our bodies? Level 8, 13, higher?

- How about retraining? Especially I ask if I may be able to retrain my favored class bonus at any point in the future.

1) As long as there is life or limb to sunder.

2) Retaining is possible, but do not assume it and it is not available during character creation.

khouri wrote:
I know we can stack archetypes as long as they don't replace or change the same abilities. Divine Defense & Holy Tactician only overlap on 1 thing - 1 changes the divine bond, and the other removes it. In that case, would you rule as they are able to stack or not?

The last I've heard on this is no, they cannot.

Quote:
Khouri asks paladin stuff

If you are within one step I'm ok with paladins of not LG gods. However, I prefer here everyone (not just paladins, but especially them and to an extent clerics as well) stay within the pantheon outlined in Inner Sea Gods as that will help me in judging a specific player's actions.

For HP, for now, just take the average rounded down.

Scarab Sages

Gaurwaith wrote:

Alrighty, I guess we do it the round down every level way.

Has someone already asked yet if the gestalt is at level one or level two? It it's at level one then I start with more hitpoints because I take maximum on a higher die, and when we level up to 5 then we get to take a third level.

If it starts at second level then uh...I guess there isn't a benefit for me.

The gestalt begins at lvl2 and comes into play at every even level thereafter.


Lowering my hit points further...

Think twenty five is enough?


Gaurwaith wrote:

Lowering my hit points further...

Think twenty five is enough?

I think we just found a volunteer for the front line


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
DW Duck wrote:
Gaurwaith wrote:

Lowering my hit points further...

Think twenty five is enough?

I think we just found a volunteer for the front line

He'll cast Mage Armor. It will be fine. Somebody has a wand of cure light right?


Thank you for your answers, DM Duck & GMChoon! Sorry I missed the hp thing, I have been trying to search for things so I don't repeat questions that have already been answered.

GM Choon wrote:
If you are within one step I'm ok with paladins of not LG gods. However, I prefer here everyone (not just paladins, but especially them and to an extent clerics as well) stay within the pantheon outlined in Inner Sea Gods as that will help me in judging a specific player's actions.

Kurgess is in Inner Sea Gods, page 179, it just doesn't list his paladin code there, since he's a minor deity. But if you want us to pick from the "Core Deities" pantheon, I can do that too. He is an offshoot of Core Deities, as he was raised to demigod status by Desna & Cayden Cailean.


Nah, it's okay, if Maglin dies it's uh...someone else's fault. Totally. He didn't know what he was doing.

In all seriousness, my plan to use my high disable device score to disable traps is going to be a great idea!

I'm actually really tempted to switch the hit points from FCB to skills, but I wouldn't even know what to put ranks into. I've already got +14 to every knowledge, why invest further?

Scarab Sages

Khouri P. wrote:


GM Choon wrote:
If you are within one step I'm ok with paladins of not LG gods. However, I prefer here everyone (not just paladins, but especially them and to an extent clerics as well) stay within the pantheon outlined in Inner Sea Gods as that will help me in judging a specific player's actions.
Kurgess is in Inner Sea Gods, page 179, it just doesn't list his paladin code there, since he's a minor deity. But if you want us to pick from the "Core Deities" pantheon, I can do that too. He is an offshoot of Core Deities, as he was raised to demigod status by Desna & Cayden Cailean.

If he's there he's fine. You're good to go.


Hey Choon, how strictly is time enforced? If a spell lasts for a few minutes I get that it's typically good for a round of combat, but if something lasts for 40 Minutes, is that going to cover us for the day? or will you be letting us know as the hours tick? What if the spell lasts for hours?


@Kouri: If you have some 300g left, how about packing a wand of this. The bless is really something for melee fighters to go against DR or evilz/undead and also auto-crit confirm against them ... Jummy-nummy eh? (credits for the Duck for pointing that out. Sadly my UMD score is too low to reliably use one at the moment. Maybe someone else has a better umd and likes it?)

Edit: I recalculated the HP again. Had a brainfart there it seems. Now it should be right (sadly a few points lower). I also changed my FCB from Hp-for-Emily to crit confirm bonus for Simon. One has to specialize, eh? And what do they say: "The best defense is a strong offense" ;-)


If it's not too late to sign up
What are we missing in terms of party roles?
4d6 - 1 ⇒ (4, 6, 4, 1) - 1 = 14
4d6 - 2 ⇒ (3, 2, 2, 6) - 2 = 11
4d6 - 1 ⇒ (6, 2, 4, 1) - 1 = 12
4d6 - 1 ⇒ (1, 2, 2, 3) - 1 = 7
Yippee, 3 point buy


Reroll
4d6 - 3 ⇒ (3, 6, 4, 3) - 3 = 13
4d6 - 1 ⇒ (4, 2, 1, 5) - 1 = 11
4d6 - 3 ⇒ (6, 3, 3, 4) - 3 = 13
4d6 - 2 ⇒ (3, 2, 2, 3) - 2 = 8
5-point buy

Dice rolls that have no mechanical effect:

4d6 - 1 ⇒ (2, 1, 5, 6) - 1 = 13
4d6 - 3 ⇒ (5, 6, 3, 6) - 3 = 17
4d6 - 1 ⇒ (2, 4, 4, 1) - 1 = 10
4d6 - 1 ⇒ (2, 1, 4, 6) - 1 = 12
On now I get the good rolls
4d6 ⇒ (3, 4, 2, 5) = 14
4d6 ⇒ (4, 4, 2, 5) = 15
4d6 ⇒ (4, 2, 4, 5) = 15
4d6 ⇒ (5, 4, 1, 6) = 16

4d6 ⇒ (5, 4, 1, 2) = 12
4d6 ⇒ (2, 2, 1, 3) = 8
4d6 ⇒ (5, 1, 4, 6) = 16
4d6 ⇒ (3, 2, 2, 2) = 9


Ancient Dragon Master wrote:

If it's not too late to sign up

What are we missing in terms of party roles?
4d6 -1
4d6 -2
4d6 -1
4d6 -1
Yippee, 3 point buy

I think we're up to 20 applicants of all sorts so it's pretty hard to what's missing. I don't think I've seen much in the way of druid / cleric or dedicated healer which would serve well for the undead a head. I have seen plenty of Paladin's and Oracles though it's not like there's nothing like that.

I'm not sure that any are submitted in final form but some STR/CHA builds are being made last minute.

There's a lot of submissions though so I'd recommend building what feels fun and crossing your fingers

Shadow Lodge

forgot to put updated crunch including equipment andntraits:
Str 8
Dex 16
Con 15
Int 16
Wis 22
Cha 12
Bab 4

To hit mindblade
+12 (+1 weapon focus+4 BAB+6 wisdom+1enchantment)
Damage depends on form

AC 10+6 (chainmail)+3(dex) +1 (natural armor (warrior personality psycrystal))(+4 when using shield)

HP 35 (10+6+5+6+(2x4))

Fort +6
Reflex +7
Will +9

DR 2/-

Skill ranks 4+int (3) per level
Autohypnosis 4
Perception 4
Intimidate 4
Psicraft 4
Stealth 4
Sense motive 4
Know (dungeoneering) 1
know (arcana) 2
Know (psionics) 1

Background skills
Know (engineering) 4
Craft (alchemy) 4

Power points

37 points (includes feats, gifted blade, aegis and racial FCB)

Manifester level 4
Powers known
0th level detect psionics
1st level shield

Blade talents
Focused offense (wisdom to hit/damage)
Combat Slide
Upon successfully striking an enemy in melee, the soulknife may immediately make a 5-foot step (even if she’s already moved in the round, but not if she’s taken a 5-foot step). In addition, when someone misses the soulknife with a melee attack, she may spend an immediate actionto take a 5-foot step.

Astral suit customizations

Free for astral skin
Nimble (dex+2)
Speed +10ft movement rate
Evasion

1 point psycrystal
1 point stalwart (like evasion but for fort/will)
1 point Ranged Attack
The aegis gains the ability to propel a non-psionic crystal, formed from the astral suit, at a target as a ranged attack that deals 1d8 points of piercing damage and has a range increment of 30 ft.
1 point Underwater Breath
The aegis can safely breathe underwater as long as he is wearing his astral suit.

Feats (including bonus feats)

Weapon focus
Power attack
Psionic tallent (x2)
Psionic weapon
Curmudgeon smash

Traits:
Fates favored
Psionic knack

Drawback
Paranoid

Equipment
Quick runners shirt
Headband of +2 wis


As to my admittedly basic backstory
Spoiler:

Marco was a fairly normal chillexian child. Not especially wealthy, but his family such as it was, was happy. But one day, after a plague hit and took out both his parents but left him unharmed, Marco became a ward of the state. In chillex... children such as that have a tendency to.... disappear....
And disappear he did, into the chillexian military's secret expiraments, trying to create the perfect soldier. They tortured him, trying to see if he had some sorcererous potential, and on finding it too week to use as is, decided to splice in the bones of powerful magical creatures and were astounded when not only did his body accept these grafts, but it utilized them further, extending the grafts from his arms as bone blades.... they were less enthused when a few months later he used the blades to cut his way to freedom, vowing to gain enough power by any means to cut them down.
So when Marco discovered a dungeon that would test his mettle, he volunteered while heartedly, with all confidence that he'd gain the power he needed there and use it, and maybe the allies he found within to take on the chillexian military cell that tortured him

Party role: Tanky-mc tank tank:

I take the frontline and absorb hits and damage using my DR, decent AC, and ability to turn power points into either HP or a bonus to saves and relying on that last bit and Stalwart/evasion to help me against magic and traps
I'm also really quite accurate, and with a 22 in my damage stat and a 2h, I can deal pretty good damage

Next level I'll take the outflank teamwork feat everyone here is excited about.


Blood of fiends and blood of angels?


Ancient Dragon Master wrote:
Blood of fiends and blood of angels?

I think that's paizo, right? Then is be fine. I'm not sure as I don't own those books.


Can I sharpen arrows with a whetstone?


No. Normal arrows do not have a sharp edge that would benefit from a whetstone.


GM Choon wrote:
No. Normal arrows do not have a sharp edge that would benefit from a whetstone.

But it'll work on my throwing hammer right?

Kidding, but would it work on thrown weapons? Throwing daggers, axes. I mean it's super cheesy, and most of these things (wasters, training dummys) take a couple hours, a check, and only lasts a day. I don't think I'd alloy it in a game I GM'd, but if you'll allow it I'll grab a whetstone too


Actually ... I would allow it in mine, for throwing daggers and stuff (probably still not for ammunition - too small to reliably sharpen them with such a tool).
A +1 is such a small thing for one-time-use and you had to invest a lot of time for it.
Actually it could make for some good RP and gives the martials something to do while all the casters do their daily wullu-wullu to prepare spells.
Why not have the assassin/fighter sit around, sharpening their blades (given the time, they could probably sharpen 4 blades each morning) for that tiny bonus.

I have that picture of a Zsasz sitting in the corner of the camp, obsessively sharpening all his 'lovely' blades each morning (or every free minute, really) while muttering to himself (and the blades).
*haha*


(Mostly)Finished character:

Character Name
Male Human Ranger 4/Fighter 2 (Deep walker, Divine tracker)
CN Medium Humanoid (Human)
Init +5; Senses Perception +0
Languages Common
DEFENSE
AC 18, touch 15, flat-footed 13 (+3 armor, +0 deflection, +5 Dex, +0 natural, +0 shield, +0 size)
hp 28 (3 HD)
Fort +6, Ref +9, Will +3; +1 bonus on will saves vs. fear
Defensive Abilities x, y, z
OFFENSE
Speed 30 ft. (6 squares), burrow 0 ft., climb 0 ft., fly 0 ft. (maneuverability), swim 0 ft.
Melee primary attack +0/+0 (0d0+0)
+1, strength +2 Composite Longbow +11 (1d8+3)
Space 5 ft.; Reach 5 ft. (10 ft. with xyz)
Special Attacks Favored enemy
Class Spells Known/Prepared (CL 1st; Concentration +1)
1st (2/day) – x, y, z
STATISTICS
Abilities Str 14 (+2), Dex 20 (+5), Con 14 (+2), Int 10 (+0), Wis 14 (+0), Cha 8 (-1)
Base Atk +4; CMB +6; CMD 20
Feats Point blank shot, Endurance, Deadly aim, Diehard, Weapon focus (composite Longbow), Rapid shot, Precise shot
Skills 16 +8 background Perception +9, Stealth +12, Knowledge (dungeoneering) +7, Knowledge (Nature) +7; Armor Check Penalty –0
Combat Gear x, y, z; Other Gear Studded leather, Arrows (60), M.Backpack, +1 Strength 2 Composite longbow, Wand of CLW (2), Silk rope, Spring-loaded wrist sheath (2), Dagger, Alchemical crystals, Mapmakers kit, Travelers any tool 1032 GP
Encumbrance light 58 lb., medium 116 lb., heavy 176 lb.; Weight Carried 36 lb
SPECIAL ABILITIES
Spoilered special abilities


I'm having trouble finding the whetstone entry...

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