All's Well that Ends in a Well

Game Master Choon


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OK final submission, I believe I did everything right here.

it's all in the alias. also I provided a name for the port town in the Shackles. If you want a different name then let me know.

I did kind of steal the name from another Rappan Athuk recruitment.


Question- can psychic classes from occult adventures count as arcane spellcasters for the purpose of qualifying for prestige classes?


The story so far:

Completed/mostly completed entries:
markofbane - Tihn Tremako - Diviner/Investigator Link
lord foul II - soulknife/aegis Link
Grumbaki - Sir Godwyn - Paladin/Dual-Cursed Oracle of the Godclaw Link
Kayla - Black Scorpion - Ninja/Slayer Link
Phntm88 - Hydrokineticist/Unchained Monk Link

Things people have said they'd likely play/WIP:
Peet - Oracle/Paladin? or Warpriest/Rogue?
Pale King - Paladin/Rogue?
XandercarX - Archer/Transmuter?
Sylvanus, TFK - Magus/Ninja?
Red DM of Doom - Ierox - Unchained Rogue/Wizard (VMC Magus) Link
Slayde77 - Marksman/Slayer or Marksman Rogue?
CariMac - Oracle/Sorcerer?
Michael7123 - Psion/Mesmerist?

Scarab Sages

4d6 ⇒ (3, 1, 5, 3) = 12
4d6 ⇒ (6, 4, 6, 1) = 17
4d6 ⇒ (4, 1, 3, 1) = 9
4d6 ⇒ (4, 6, 4, 5) = 19

So we've got 11, 16, 8, 15. Not too bad. Time to see what I come up with.


Missed me in the list, but I'll have it my final character in tonight, now that the pesky earning-money thing isn't interrupting my gaming. :)


Michael7123 wrote:
Question- can psychic classes from occult adventures count as arcane spellcasters for the purpose of qualifying for prestige classes?

No. Psychic casting is its own thing. They can, however, qualify for PrC's that do not specify arcane or divine casing.

Scarab Sages

Thanks for that, Hedwick!

Scarab Sages

Variant ability: 1d100 ⇒ 48

Meh.


Here's a WIP I'm working on right now. I might ditch Oread for Human, may play with deity/feats, but this is the general idea.

Also, for the hell of it, I'm gonna try a reroll on those stats

Reroll:

4d6 ⇒ (5, 5, 5, 3) = 18 15
4d6 ⇒ (5, 5, 4, 3) = 17 14
4d6 ⇒ (6, 6, 1, 1) = 14 13
4d6 ⇒ (6, 2, 6, 5) = 19 17
Those are MUCH nicer.

Stats:

Oread Ecclesitheruge of Osiris 4//Monk of the Sacred Mountain 2
LG Medium Outsider (Native)
Init +2; Senses Darkvision 60', Perception +12
Defense
AC 19, Touch 17, Flat-Footed 12 (+2 Natural, +5 Wis, +2 Dex)
HP 39 (4d8 +4 Toughness +4 FCB +8 Con)
Fort +6, Ref +3, Will +9

Offense
Speed 20 ft.
Melee +1 Flail +10 (1d8+6) or
2H Flail Flurry +8/+8 (1d8+8)
Cleric Spells Prepared (CL 4th; Concentration +9)
2nd -
1st -
0 (at will) -

Statistics
Str 20, Dex 15, Con 14, Int 13, Wis 20, Cha 6
Base Attack +3; CMB +8 (+10 Grapple); CMD 20

Feats Weapon Focus (Flail), Crusader's Flurry, Combat Reflexes, Improved Grapple, Toughness

Traits

Skills (16 ranks, 8 background ranks)
Perception +12 (4 ranks +3 class + 5 Wis)
Heal +12 (4 ranks +3 class + 5 Wis)
Sense Motive +12 (4 ranks +3 class + 5 Wis)
Knowledge (Religion) +8 (4 ranks +3 class + 1 Int)

Languages Common, Terran, Dwarven
Special Qualities

Special Abilities
Granite Skin
Ferrous Growth
Crystalline Form
Weapon Focus
Crusader's Flurry
Toughness
Combat Reflexes
Improved Grapple
Flurry of Blows
Primary Domain - Plant (Growth)
Secondary Domain - Healing (Restoration)


Here's a weird one: I am doing a Sorcerer / Ranger and I get one of these abilities from each class (From Deep Earth Bloodline and Dungeon Rover Ranger Archetype):

Stone Scouting: +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking.

Stonecunning: +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

They don't completely overlap, but where they might (traps for instance), should they stack or not?


They're distinctly separate abilities that do similar things, applying an untyped bonus. They should stack just fine.


They are from different abilities and the bonus is untyped, so they stack. Nice find!

Scarab Sages

Wilson Krane:
Wilson Krane
Male angel-blooded aasimar (angelkin) unchained monk 2/unchained summoner 4/gestalt 2 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder Player Companion: Legacy of Dragons 14, Pathfinder RPG Bestiary 7, Pathfinder Unchained 14, 25)
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+4 Cha, +2 Dex, +1 dodge)
hp 38 (2d10+12)
Fort +3, Ref +5, Will +5
Defensive Abilities evasion, shield ally; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 nine-ring broadsword +9/+9 (1d8+8/×3) or
. . siangham +8/+8 (1d6+5) or
. . unarmed strike +8/+8 (1d6+5)
Ranged cold iron shuriken +5/+5 (1d2+5)
Special Attacks flurry of blows (unchained), stunning fist (2/day, DC 16)
Spell-Like Abilities (CL 4th; concentration +8)
. . 1/day—alter self
Summoner (Unchained) Spell-Like Abilities (CL 4th; concentration +8)
. . 7/day—summon monster II
Summoner (Unchained) Spells Known (CL 4th; concentration +8)
. . 2nd (2/day)—barkskin, glitterdust (DC 16)
. . 1st (4/day)—feather fall, grease, long arm[ACG], mage armor
. . 0 (at will)—detect magic, guidance, light, mending, open/close (DC 14), read magic
--------------------
Statistics
--------------------
Str 20, Dex 15, Con 12, Int 8, Wis 8, Cha 18
Base Atk +3; CMB +8; CMD 25
Feats Deflect Arrows, Dodge, Improved Unarmed Strike, Power Attack, Stunning Fist, Toughness
Traits deft dodger, indomitable faith
Skills Acrobatics +8, Diplomacy +2, Handle Animal +11, Heal +1, Linguistics +6, Perception +5, Use Magic Device +9; Racial Modifiers +2 Heal
Languages Abyssal, Aquan, Auran, Celestial, Common, Terran
SQ bond senses (4 rounds/day), eidolon (unchained), life link
Combat Gear potion of cure light wounds (2), wand of cure light wounds, acid (2), alchemist's fire (2), holy water (2); Other Gear +1 nine-ring broadsword[UC], cold iron shuriken (50), siangham, cloak of resistance +1, traveler's any-tool[UE], backpack, bedroll, belt pouch, flint and steel, mess kit[UE], pot, silk rope (200 ft.), soap, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded (2), 194 gp
--------------------
Special Abilities
--------------------
Bond Senses (4 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Eidolon (Unchained) Can summon a powerful aspect of an outsider.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shield Ally (Ex) +2 AC and save when within eidolon's reach.
Stunning Fist (2/day, DC 16) You can stun an opponent with an unarmed attack.
Summon Monster II (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

Zeb (angel eidolon):
Zeb
Biped
LG Medium outsider (angel)
Init +1; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 19 (3d10+3)
Fort +4, Ref +2, Will +3; +4 bonus vs. poison
Defensive Abilities evasion; Resist acid 5, cold 5, electricity 10, fire 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +6 (1d3+3) or
. . slam +6 (1d8+4 plus grab)
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 13, Int 7, Wis 10, Cha 11
Base Atk +3; CMB +6 (+12 grapple); CMD 17 (19 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike
Skills Disable Device +17, Heal +6, Perception +6, Use Magic Device +6; Racial Modifiers +8 Disable Device
Languages Common
SQ angel save bonus
Combat Gear potion of cure light wounds (2); Other Gear masterwork thieves' tools
--------------------
Special Abilities
--------------------
Angel Save Bonus +4 to save vs. poison.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

History:
Wilson Krane and Zeb have spent the last few years protecting merchant wagons traveling the coast road. While most of their journeys are blissfully uneventful, in the last 6 months bandit activity had become more organized to the point that the pair were tested to their limits. Fortunately, Wilson and Zeb were aided by a trio of paladins that were traveling to investigate rumors of a strange graveyard in the region. With their help, they were able to defeat the bugbear leader, and scatter the growing bandit gang.

Wilson is a tall, broad shouldered man with tanned skin. He keeps both his head and face cleanly shaved, and wields an elaborately engraved broadsword with nine-rings piercing the back of the blade.
Zeb appears as a slightly shorter man, with blueish-silver skin and heavily corded muscles. When Zeb is present, a golden four-pointed star adorns both of their foreheads.


Thanks. :)


Would you be willing to allow the Thrallheard PRC down the line? Figure I should ask now because of how it mimics leadership.


Rogue/Aegis here. I should be posting tomorrow. (my game got Cancunned)

Señor Choon, can we craft mundane gear?

Shadow Lodge

oh thrallheard would be interesting and weird here


Thrallherd is allowed. Crafting is not.


Will in-game magic item crafting be allowed? I get an arcane bonded object that I was hoping to use to upgrade my off-hand dagger, eventually. It's part of how I was hoping to mitigate the usual problem of TWF being quite expensive to keep up with.


In game crafting is an option, yes. Just not pre-game crafting.


Ok, I've been thinking about a kineticist (elemental annihilator) as my primary with a melee-focused class which can give me a mutagen as my secondary (to boost Con even more). So the secondary would probably be either brawler (mutagenic mauler) or alchemist (vivisectionist).

Here's my complicated-and-not-really-that-important question:

GM Choon:
Under the Dampened Versatility ability for elemental annihilator it says:

Quote:
Rapid Shot and Two-Weapon Fighting can be used with a kinetic blast only if the annihilator also possesses flurry of devastation (see below).

Flurry of Devestation says:

Quote:

At 6th level, an elemental annihilator can make a full attack of devastating infusions against targets within 120 feet as a full-attack action. Each individual attack deals damage as a devastating infusion.

This is a 3rd-level form infusion that costs 1 point of burn and can be used with the same blast types as devastating infusion. Abilities such as Rapid Shot and haste that grant additional attacks apply normally to this full attack. If she makes only melee attacks with her flurry of devastation, she can use the Two-Weapon Fighting feats (unlike with the kinetic blade wild talent), but ranged devastating infusions do not work with Two-Weapon Fighting. For the elemental annihilator’s off-hand attacks with Two-Weapon Fighting, she adds half her Constitution modifier to the damage (increasing to her full Constitution modifier if she has Double Slice). Though she can normally mix melee and ranged attacks with her flurry of devastation, she can’t do so when she uses Two-Weapon Fighting. She can never use metakinesis or substance infusions with flurry of devastation.

So this ability is really more like two separate abilities: a ranged flurry and also a melee flurry which can use TWF.

The melee half of that is pretty similar to the Brawler's Flurry ability:

Quote:

Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.

So questions:

1- Would you allow Brawler's Flurry to work with just the melee half of Dampened Versatility so that I can use it now, instead of waiting til 6th level?
2- If so, what would that look like?
a- Could I use TWF?
b- Burn cost?
c- What mods would I get to add? Con? Str? Or Dex since I would be using Weapon Finesse?

----

Also I found that someone else has submitted a similar character when I came to post this and read through the thread explosion. I think our characters would be different enough or at least hope so. I'm looking at a hobgoblin so backgrounds and stuff would be way different. And of course focusing on the melee elemental blasts would make my character fairly unique.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Here's the crunch. I'll work on the background this weekend. Please feel free to let me know if I'm missing something obvious. Female half-orc oracle 4/sorcerer (tattooed sorcerer) 2

Vizi Ognok:

Vuzi Ognok
Female half-orc oracle 4/sorcerer (tattooed sorcerer) 2/gestalt 2 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 42)
N Medium humanoid (human, orc)
Init +8; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 11 (+1 armor, +4 Dex, +1 dodge)
hp 32 (2d8+16)
Fort +6, Ref +6, Will +5; +2 insight bonus vs. diseases, mind-affecting, poison
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk longspear +3 (1d8+1/×3) or
mwk morningstar +3 (1d8+1)
Ranged sling +5 (1d4+1)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear)
Spell-Like Abilities (CL 4th; concentration +8)
3/day—touch of fatigue (DC 14)
Oracle Spells Known (CL 4th; concentration +8)
2nd (4/day)—align weapon, cure moderate wounds, false life
1st (7/day)—bane (DC 15), cause fear (DC 15), cure light wounds, entropic shield, protection from evil
0 (at will)—create water, detect magic, guidance, purify food and drink (DC 14), read magic, stabilize
Mystery Bones
Sorcerer (Tattooed Sorcerer) Spells Known (CL 2nd; concentration +6)
1st (5/day)—ear-piercing scream[UM] (DC 15), mage armor
0 (at will)—acid splash, disrupt undead, mage hand, mending, spark[APG] (DC 14)
Bloodline Elemental (water)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 16, Int 9, Wis 10, Cha 18
Base Atk +1; CMB +2; CMD 17
Feats Alertness, Dodge, Draconic Heritage (chromatic), Varisian Tattoo[ISWG]
Traits resilient, sacred touch, seeker
Skills Appraise +5, Craft (alchemy) +5, Craft (tattoo) +7, Intimidate +6, Knowledge (history) +6, Linguistics +2, Perception +8, Sense Motive +2, Spellcraft +4, Stealth +8, Use Magic Device +10; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Dwarven, Goblin, Infernal, Orc, Terran
SQ bloodline arcana (change energy damage spells to match bloodline energy), bloodline tattoos, familiar tattoo, magical klutz, oracle's curse (tongues [infernal, terran]), orc blood, revelations (near death, raise the dead)
Combat Gear oil of magic stone, potion of cure light wounds (2), potion of endure elements, potion of shield of faith +2 (2), wand of bless (50 charges), alchemist's fire (3); Other Gear silken ceremonial armor[UC], mwk longspear, mwk morningstar, sling, sling bullets (50), cloak of resistance +1, handy haversack, bedroll, belt pouch, bread (3), candle (10), chalk, everburning torch, fine wine (per bottle) (2), flint and steel, hammer, hemp rope (50 ft.), masterwork tool, mess kit[UE], piton (4), pot, sack (2), silk rope (50 ft.), soap, sunrod (3), teapot[UE], tindertwig (4), trail rations (30), waterskin, waterskin, wrist sheath[UE], wrist sheath[UE], 24 gp, 6 sp, 6 cp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Cold energy.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Darkvision (60 feet) You can see in the dark (black and white only).
Draconic Heritage (chromatic, Electricity, 7/day) As a swift action, melee attacks with hands deal +1d6 dam of chosen energy for 1 rd.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Magical Klutz When Use Magic Device to activate blindly, roll 2x (take low) and same for Ref saves vs. magic items.
Near Death +2 (Su) +2 to save vs. diseases, mind-affecting, poison.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Raise the Dead (4 HD, 1/day) (Su) Summon a 4 HD Skeleton, or Zombie to serve you.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Tongues (Infernal, Terran) You can only understand and speak two languages in combat.
Varisian Tattoo (Necromancy) Spells from chosen school gain +1 caster level.

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Are we playing with background skills?


Here's Zanbabe's submission.

It's complete except for buying more equipment (which might upgrade weapons if I have enough money... not sure). I will also write some little explanations by things that could use clarification (like abilities). I'll finish that in the morning, but wanted to get this in. Hopefully this is enough to see the complete idea of the character.

Happy to tweak anything you notice I did wrong, or that doesn't fit the theme.

It's all in the Alias, but copied here for ease of access (although the alias might be more updated later):

Zadira, Female Aasimar Deep Earth Sorcerer 4 / Dungeon Rover Ranger 2

Stats:

Str 8 -1
Dex 18 +4
Con 12 +1
Int 17 +3
Wis 12 +1
Cha 18 +4

AC 18 / Touch 14 / Flat-Footed 14 (4 armor / 4 dex)

BAB +2 | HP 24 | CMB 1 / CMD 15 | Initiative +4 | Speed 30

Fortitude +2 / Reflex +5 / Will +6 (+1 on will from variant ability roll)

Resistances acid 5, cold 5, electricity 5

Weapons:

Melee Attack: Longsword
+1 Attack | 1d8-1 Damage | 19-20 x2 Critical | Slashing

Ranged Attack: Longbow
+6/+7 Attack | 1d8 (+4) Damage | x3 Critical | Piercing
(+1/+1 and focused shot +3 within 30 feet, standard action)

Skills:

[40 skill points, 8 of which are background skills, and 4 favored class bonus]

Acrobatics +4 |+4 Dex
Appraise +7 |+3 Int +1 rank +3 class skill
Artistry: Design Rings +3 |+3 Int +1 rank +3 class skill
Bluff +9/+11 |+4 Cha +1 rank +3 class skill +1 trait [+2 v Undead]
Climb +3 |-1 Str +1 rank +3 class skill
Craft Jewelry +7 |+3 Int +1 rank +3 class skill
Diplomacy +14 |+4 Cha +4 ranks +3 class skill +2 racial +1 trait
Disable Device* +11 |+4 Dex +4 rank +3 class skill
Disguise +4 |+4 Cha
Escape Artist +4 |+4 Dex
Fly +4 |+4 Dex
Handle Animal* +8 |+4 Cha +1 rank +3 class skill
Heal +5/+7 |+1 Wis +1 rank +3 class skill [+2 with Healer's Kit]
Intimidate +9 |+4 Cha +1 rank +3 class skill +1 trait
Knowledge (Arcana)* +7 |+3 Int +1 rank +3 class skill
Knowledge (Dungeoneering)* +10 |+3 Int +4 rank +3 class skill
Knowledge (Engineering)* +7 |+3 Int +1 rank +3 class skill
Knowledge (Geography)* +7 |+3 Int +1 rank +3 class skill
Knowledge (History)* +4 |+3 Int +1 rank
Knowledge (Local)* +4 |+3 Int +1 rank
Knowledge (Nature)* +7 |+3 Int +1 rank +3 class skill
Knowledge (Nobility)* untrained
Knowledge (Planes)* +4 |+3 Int +1 rank
Knowledge (Religion)* +4/+6 |+3 Int +1 rank [+2 v Undead]
Linguistics* +4 |+3 Int +1 rank
Lore: Underground Treasure +7 |+3 Int +1 rank +3 class skill
Perception +10/+12 |+1 Wis +4 ranks +3 class skill +2 racial [+2 v Undead]
Perception +12 to automatically notice underground environmental hazards (traps, potential cave-ins, dangerous flora, etc.) within 10 feet
Perception +12 to automatically notice unusual stonework (traps, hidden doors, etc.) within 10 feet.
Perception +14 to automatically notice underground environmental hazards involving stonework within 10 feet.
Perform: Storytelling +4 |+4 Cha
Profession* Smuggling (Appraiser/bookkeeper) +5 |+1 Wis +1 rank +3 class skill
Ride +4 |+4 Dex
Sense Motive +1/+3 |+1 Wis [+2 v Undead]
Sleight of Hand* untrained
Spellcraft* +7 |+3 Int +1 rank +3 class skill
Stealth +8 |+4 Dex +1 rank +3 class skill
Survival +5/+7 |+1 Wis +1 rank +3 class skill [+2 v Undead]
Swim +3 |-1 Str +1 rank +3 class skill
Use Magic Device* +8 |+4 Cha +1 rank +3 class skill

Traits, Feats, Abilites:

Traits
Drawback: Betrayed
Extremely Fashionable
Two-World Magic

Feats
Eschew Materials [cast any spell with a material component costing 1 gp or less without the component]
Focused Shot
Point-Blank Shot
Precise Shot

Special Abilites
Archery (Combat Style)
Darkvision 60 feet
Deep Earth Bloodline
Dungeon Rover
Favored Enemy = Undead (Ex)
Rockseer (Su)
Stone Scouting (Ex)
Stonecunning
Tremor (Sp)
Variant Aasimar Abilities
Vermin Affinity (Ex)

Spells:

Cantrips
Acid Splash
Arcane Mark
Detect Magic
Disrupt Undead
Mage Hand
Open/Close
Stabilize

1st Level
Air Bubble
Burning Hands
Expeditious Excavation (bonus)
Monkey Fish

2nd Level
Spider Climb

Equipment:

Healer's Kit
Longbow
Longsword (15g)
Mithral Chain Shirt (1100g)

Background:

The Soap Opera Terrible Tragedies of Zadira
Zadira comes from a long line of very successful smugglers, and was down in the mines with her father learning how to extract and appraise gems at an extremely young age and also went "treasure hunting" with them to local digs and tombs, recovering valuable items that the dead didn't really need anymore. She was supposed to follow in their footsteps and become a smuggler herself. She learned many things in this pursuit and was groomed to take over the family business someday. When she found that she had a budding magical talent, her family was very supportive, and sent her off to school to learn how to control and use it better. Life seemed practically ideal in those days. And then, out of the blue, she received word at school that her family had been killed in a terrible tragedy: a flying carpet accident. She returned home to bury them and put the family's affairs in order.

As she was going through her parents' things, she began to find evidence that there was something very wrong. She knew there was a second set of books. That's just necessary. She didn't know, however, that there was a third set, showing not only the traditional bribes and under the table transactions necessary to conduct business, but things of an even shadier nature than she had ever known. Payments to Munavri and Drow and many other underground groups (both literally and figuratively), not only to buy gems and the other treasures that her family dealt in, but also it seemed, some assassinations. She thought back to much of the political turmoil in the area, and realized that much of it--too much of it--could be traced directly back to her family. She also discovered that her mother had been blackmailed for years concerning "her daughter's true nature," whatever that meant. She dug further and found that her mother had long-term affairs with a number of underground contacts, with her father's encouragement, in order to cultivate unique business contacts. They had been paying the blackmailer steadily only so that she would never find out. ... And apparently the blackmailer was her true father, one of the assassins.

She reacted badly. She set fire to the third set of books and the malfunctioning flying carpet in the middle of a warehouse full of illegal mushrooms, which had a marked effect on people who stayed close enough to get a whiff.

Although she left well ahead of the effects and was careful about leaving any evidence, someone reported her involvement, and she was taken into custody, beaten, and told she would be killed. However, she had access to all of her family's accounts, and when the young men finally stopped to listen to her, she was able to bribe her way out of an arson charge with the proof of wealth being the jewels that she wore, as well as the promise of more (a promise she kept immediately upon release), and it went down in the records as a terrible tragedy. Except... "terrible tragedy" seemed to be a theme, and after she returned with the additional gems, the very well-bribed and now-friendly guardsmen gladly told her the group that had sent in the tip, and showed her also the other things that they had recently covered up for the group, including a recent flying carpet "accident."

She couldn't be certain who was behind all of this, but she knew her uncle belonged to that group, as her father had. He was her only remaining family. He had comforted her at the graves of her parents and brother.

Not knowing who she could trust, and knowing her life was in danger, she told her uncle that she was too overcome by events to run the business and offered to let him buy her out. He did so, and she bought false papers and smuggled herself out, taking only what she could carry, including her mother's many jewels since she had given her own to the guardsman. After getting out, she changed her name again and traveled further, knowing that her uncle could easily have tracked her that far because he had the same contacts she did. She used up most of her wealth escaping, and gave up any trace of her family's questionable past. She got an honest job as an appraiser for a mine. Gems were one of the things that she knew well, and she still had an affinity for wearing them well. She started developing friendships and was learning to be a different person.

Then, she got a letter from her real father, asking to meet. Scared that someone had tracked her, and knowing that as an assassin, he was certainly also part of the group that was after her, she panicked and ran again.

She has learned to use her magic amazingly well, and all of the sniper skills she learned in her younger days have seen much use at the mines and archaeological digs where she usually picks up work. She travels a lot, trying to make sure no one can track her or betray her again, but finds herself consistently drawn to underground jobs and the lure of treasure, even after all of these years. She also consistently wears expensive jewels, not only because she loves the beauty of them, but also remembering how they once saved her life.

Which brings us to today. She had been working at a mine appraising finds and also doing their books (honestly), when she heard some of the miners talking about Rappan Athuk. It was about time for her to be moving on anyway, and she decided to travel there next, and see if she could pick up some work.

Scarab Sages

Tundran:
because of all the questions that arise from mixing those two abilities, I think it's best if we keep them as written and you must wait until 6th to use Flurry of Devastation. This makes a certain amount of sense as you haven't yet learned to use your powers in conjunction with your brawler's flurry. When you do, it becomes Flurry of Devastation.

Gaurwaith - Yes. Everyone should have plenty of skills. :)


Hmmm, I guess this was probably asked already but ... Do we get all the class skills of the second class as well as those of the first? How about weapon & armor proficiency?

And this was asked I am sure, but it gets hard to find things in this thread, so once again to make absolutely sure everyone is on the latest information level:
Skills/level: Always the better one of both classes, or (in case the second class got the better progression) every other level the better?


Here is Peet's submission: Catarya Utanbe, Undine Warpriest of Pharasma (and also Rogue). She is a two-weapon knife fighter with a bunch of tricks up her sleeve.

There are a few things left to do:
* I haven't bought things like rations and torches and rope yet. It's a tedious process and I'd rather wait to see if I am picked.
* Fluff is basically done but I may need to edit things a bit. Need a personality and appearance entry.
* Need to add lots of links to my character sheet.

But she is basically done.

Fluff (rough draft):
Deep in the jungles of southern Garund, the priests of Pharasma ply the rivers in their funeral boats, traveling to and fro, carrying the dead to sacred burial sites. Though these priests were required to remain neutral in disputes between tribes, they sometimes came under attack by tribes corrupted by Urgathoans from Geb.

Catarya was raised on such a family boat, and her family had a secret: their bloodline was infused with those of the plane of water, and all her family were excellent swimmers. Some, like herself, could even breathe underwater, though they never revealed this to outsiders.

When Catarya was seventeen her family's boat was stormed by tribesmen loyal to the Gebbite necromancer Karatusha. The boat was plundered and destroyed, and Catarya and some of her siblings escaped with nothing but their lives.

They made their way to Sargava, in the hopes of finding employment in order to raise enough money to finance a new funeral boat. Catarya obtained a berth on the merchant ship Silver Swan and began working as a sailor. Life as a sailor was tough for a woman but Catarya's reputation as an adept knife fighter kept her out of most trouble.

But after a few runs her ship was attacked by a group of pirate vessels under the command of Captain Vaqarusha. The ship and her crew were captured, and Catarya faced a horrible fate. Desperate, she managed to escape and set fire to the pirate vessel before jumping overboard into the sea. She was wounded in the attempt and did not expect to survive.

But she awoke to find herself in the hut of a strange old woman on a small island in the shackles. The woman, named Hannagra, had nursed her back to health and treated her wounds. "Was it fate that brought you to me? Or miraculous luck? You washed up on the beach not a stone's throw away. You would have died almost anywhere else. But I recognized your tattoo; I have one like it." Hannagara revealed that she had a tattoo of Pharasma much like Catarya's, and was a cleric of Pharasma.

After she was restored to health, Catarya thanked Hannagra and made her way to Port Peril. Though she wanted little to do with pirates, she realized that it was the only significant port in the region, and if she wanted to find a ship to take her back to Sargava that was where she would have to go.

Once there she had a hard time finding any ship captains she could trust. She worked in the town for a while providing spellcasting services for money (mainly healing), until she met Captain Philippe Guiscard. Guiscard hailed from Andoran and insisted on only attacking Chelaxian ships, particularly slave trading ships, intent on freeing slaves. He claimed to have a letter of Marque from the government of Andoran, and acted as a privateer, not as a pirate, which he insisted was different since a privateer acts out of patriotic duty rather than greed.

Captain Guiscard cut a dashing figure, and Catarya joined his crew on board his ship, the Chainbreaker. She soon fell in love with him and became his mistress, though with her many talents she was able to silence any complaints that she only had a berth because she was the captain's girl.

However, she gradually learned that Captain Guiscard was not the virtuous crusader he claimed to be. He would allow his crew to commit the same atrocities that other pirates would do, justifying it by saying that he "had to keep the crew happy." She realized that his claim to be a privateer was just an affectation and his letter of Marque was a forgery; Philippe Guiscard was in it for the money after all.

She tried to get some of the crew to mutiny, thinking they had signed on under the same assumptions that she had. But most of the crew were already pirates or had been with Guiscard long enough to know the score. Threatened with execution when her mutinous words were discovered, once again she fled the ship by simply diving into the water.

She returned to the Shackles, but by now she didn't trust pirates at all, and there were few pirate captains who would be willing to take her on in any case, since word had got around about her attempted mutiny. She needed to find some other way to return home.

But this was when she heard of the complex of Rappan Athuk. Hearing that a nearby place was infested with demons and undead, she thought, "Is this what the lady of fate had planned for me all along? That there is a place where my talents are needed, and must be put to a larger purpose than simply reuniting with my family?"

She packed up her things and set out to investigate the complex.


The Ghost of War wrote:
Hmmm, I guess this was probably asked already but ... Do we get all the class skills of the second class as well as those of the first? How about weapon & armor proficiency?

You get the class skills and armor proficiency of your primary at 1 and secondary at 2.

Quote:

And this was asked I am sure, but it gets hard to find things in this thread, so once again to make absolutely sure everyone is on the latest information level:

Skills/level: Always the better one of both classes, or (in case the second class got the better progression) every other level the better?

If your secondary class has better skills you'll see a bump every other level. If your primary has better skills you'll always be using that number.


Actually, Tundran, I'm also focusing on the melee blasts - blade, whip, etc. We'd be making two rather similar characters in the end, I think.


Okay, here's Roggee. A cheerful naive goblin who is a rather rugged rogue.

description:

Roggee is small, even for a goblin. And his head is sort of twisted, like it didn't grow right. But he always seems to be smiling. It's not the usual goblin smile the one that says, "I'm thinking of ways to hurt you."[/b] This is more the smile of somebody who thinks that everybody is his friend, despite all evidence to the contrary. It should be annoying, but somehow, it seems charming.

He's wearing leather and carrying a sword over his shoulder. It's a rapier, but comically oversized. It sticks up almost a foot over his head. On top of that he seems a little wet - there's a sheen over him like he's wet.

background:

Roggee was the world's best goblin-ball. For the uninformed, goblin-ball is played when a bunch of big-people toughs take a young goblin, tie them into a ball and kick them around. The game ends when people get bored or the ball stops screaming. Roggee never stopped screaming. And he came back for more. He didn't have anybody else, and these people paid attention to him.

After a while these toughs came up with an idea. They would kick Roggee around near more trafficked areas of the city. If people tried to help Roggee, he'd get a chance to pick their pockets. If they wanted to join in, the toughs would ask for money to kick the goblin. Either way they came out ahead.

This worked until one day the twins walked by the courtyard. They yelled at the toughs, who laughed at the halflings. They weren't laughing a moment later. A big glowing ape appeared and a ball of wind swept through them, bowling them all over. They ran quickly. Roggee was still getting untied, so he was all alone.

Caralee healed Roggee's bruises while Isteban cleaned him up. The halflings took him home and fed him - and he actually got meat in his stew. Roggee tried to explain that the toughs were his friends, but Caralee explained that friends don't do that. And she had it straight from a goddess, so that was that. As a priestess of Chaldira Zuzaristan, she wasn't going to let big people bully somebody small. Isteban wasn't the type to trust a goblin, but he was willing to humor his sister. They were adventurers, a cleric and sorcerer. And they were looking for some assistance.

They helped him learn how to be an adventurer. He was quick, and despite his stupid grin, he was smart. Breaking and entering came easy to him. And they figured out why he was so tough. It was a strange and exotic magic that surrounded him. It made him tough and fast and gave him leverage.

They had talked about the riches in Rappan Athuk. It had always been a goal of the twins. But sadly, it was not to be. They came down with a nasty case of nobility. Incurable. Sadly, they had to go back to their life of not-delving-in-dungeons. But they insisted that Roggee travel and do this for them.

crunch:

Roggee
Goblin aegis 2/unchained rogue 4/gestalt 2 (Pathfinder RPG Bestiary 156, Pathfinder Unchained 20, Ultimate Psionics 28)
NG Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +10 (+14 to hear conversation or find concealed object)
--------------------
Defense
--------------------
AC 22, touch 18, flat-footed 15 (+3 armor, +7 Dex, +1 shield, +1 size)
hp 42 (2d10+20)
Fort +7, Ref +11, Will +3
Defensive Abilities danger sense +1, evasion, form astral suit, uncanny dodge; DR 2/—
--------------------
Offense
--------------------
Speed 40 ft., climb 40 ft., speed (2) 2 ft.
Melee (M) +1 rapier +12 (1d6+8/18-20)
Ranged (M) mwk sling +12 (1d4+1)
Special Attacks powerful build, sneak attack (unchained) +2d6
Aegis Powers Known (power points 4, ML 2nd; concentration +3)
--------------------
Statistics
--------------------
Str 12, Dex 25, Con 18, Int 14, Wis 8, Cha 5
Base Atk +3; CMB +3; CMD 20 (18 vs. dirty trick)
Feats Piranha Strike, Roll With It, Weapon Finesse
Traits clever wordplay, indomitable faith
Skills Acrobatics +14 (+18 to jump), Climb +13, Craft (alchemy) +10, Diplomacy +7, Disable Device +18, Escape Artist +12, Knowledge (dungeoneering) +7, Perception +10 (+14 to hear conversation or find concealed object), Sleight of Hand +14, Stealth +18, Swim +5
Languages Common, Goblin, Halfling
SQ astral repair, astral skin, climb, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, naive, nimble, powerful build, rogue talents (canny observer[APG], trap spotter), trapfinding +2
Combat Gear acid (4), air crystal, alchemist's fire (4); Other Gear darkleaf cloth studded leather, mwk buckler, +1 rapier, mwk sling, sling bullets (10), cloak of resistance +1, blanket[APG], masterwork backpack[APG], masterwork thieves' tools, trail rations (10), wandermeal[UE] (12), waterskin (2), 122 gp, 2 sp, 8 cp
--------------------
Special Abilities
--------------------
Astral Repair(2 HP) (Ps) Restore 2 HP to damaged object touched.
Astral Skin When formed in this way, an astral suit resembles a psychoactive skin. Forming an astral suit into this form takes a swift action. The aegis gains no armor bonus from his astral suit when worn in this fashion, but he gains the following free c
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Climb (40 feet) You have a Climb speed.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Form Astral Suit (Su) Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit – skin, armor, or juggernaut. An aegis is always considered to be proficient with his
Naive -2 to AC vs. improvised weapons. -2 CMD vs Dirty Trick
Nimble The aegis gains a +2 enhancement bonus to Dexterity while he is wearing his astral suit.
Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons.
Powerful Build Can function as one size larger where advantageous.
Roll With It If you are struck by a melee weapon you can roll acrobatics to move instead of taking the damage.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Speed (2) (10 feet) The aegis's base land speed is increased by 5 feet. This customization can be selected up to five times. Its effects stack.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.


Oh snap, I forgot my drawback. I think it was supposed to be paranoid. Meaning the church to use aid another is 15 instead of 10 for me


What are your thoughts on implementing Psionics Tallents ?


My character is done... updated equipment and ended up adding a little to background and switching a couple of spells too.

Because she only has 8 strength, I ended up buying two sets of clothing and mix-and-matching parts of them so that she didn't go into being burdened. Hope that's okay. If it isn't, I can just get her a peasant's outfit instead. :)


Well, I wasn't sure for a while if I was still going to apply- not sure if I can even compete with this many submission. For now, though, just lurking in the shadows.


Huh you are running The Dangerous Dungeon of Certain Doom™ Choon?

I did manage survive a run-in in The Unsafe Dungeon of Likely Doom™ so maybe it is time to try and push ones luck ... : )

Dices:
4d6 ⇒ (1, 5, 2, 4) = 12 -> 11
4d6 ⇒ (6, 4, 5, 1) = 16 -> 15
4d6 ⇒ (2, 5, 4, 2) = 13 -> 11
4d6 ⇒ (1, 4, 1, 5) = 11 -> 10

4d6 ⇒ (4, 5, 5, 1) = 15 -> 14
4d6 ⇒ (5, 6, 2, 1) = 14 -> 13
4d6 ⇒ (2, 2, 4, 5) = 13 -> 11
4d6 ⇒ (1, 6, 5, 5) = 17 -> 16

...And so far so good. Now only the tiny detail of making a playable and useful character remains. Oh well, still have some time for that I hope (as I think two weeks of recruitment was given and cutting it closer was only mentioned and not yet done?).

Scarab Sages

Yes, lessah. You have some time. :)


What book are the talents from? I can't seem to find a reference.


Quick series of questions to prove how gritty of an adventurer I am.

Is there a mechanical difference between iron spikes and pitons? Other than the weight and price, that is, could I use one for something that I couldn't use the other for?

Similarly, is there a difference between a hammer and a sledge? Or is a sledge supposed to be for dragging?

If I have two 50' sections of rope and tie them together, how long is my rope? Will hemp ropes frey with repeated use, forcing me to pay extra for silk?

Is there a limit other than my carrying capacity to how much stuff I can put into my backpack? Can I put more stuff in a masterwork backpack? What about attaching stuff to the outside of the backpack?

The books specify price for chalk, but say that colored chalk might come at a higher price. How much extra do I have to pay?

If I have ten different items with no listed weight, will it add up to a weight for purposes of encumbrance? Should I assume that 1 coin weights 1/50th of a pound?

Do I need to buy separate containers for each of my items? That is, if I have a few sheets of paper and a bunch of cat food in my pack, will the food get all over the paper?

I seem to remember somewhere something about clothing not weighing anything, is that a rule or should I describe my character naked?

And, most importantly of all, how easy will it be to acquire dozens and dozens of tactical rats? I also want numbers on how many rats will fit in a burlap sack.


Additional question: if I remove the "birch poles" from a set of fishing tackle, will it get any lighter? Will it still be any useful if I have, say, a nice long shaft of hard wood that I carry around with me anyway?


Pretty sure that clothing does weigh something... just had to deal with this on my character. Under Clothing and Containers (http://www.d20pfsrd.com/equipment/goods-and-services/containers-bags-boxes -more/) an explorer's outfit, for instance, is listed at 8 pounds, while many others weigh less. They don't always have listings for the items separately either, so when I bought my fire-resistant boots, I then had two sets of boots, but no real way to "subtract" them from the other outfit. Of course, GM rules trump everything if it isn't an issue for the game. I usually don't worry much about it; just thought I should in this case because the 8 score was an intentional weakness we are supposed to adapt to. :)


GM Choon wrote:
What book are the talents from? I can't seem to find a reference.

Psionics expanded I believe. I'm using the SRD for information, so I'm not sure.

Here is a link on the SRD about them.


Gaurwaith wrote:

Quick series of questions to prove how gritty of an adventurer I am.

Is there a mechanical difference between iron spikes and pitons? Other than the weight and price, that is, could I use one for something that I couldn't use the other for?

Similarly, is there a difference between a hammer and a sledge? Or is a sledge supposed to be for dragging?

In the real world Pitons are a climbing aid specifically designed to be anchored into small crevices. Iron spikes are more like rail road ties.

Quote:
If I have two 50' sections of rope and tie them together, how long is my rope? Will hemp ropes frey with repeated use, forcing me to pay extra for silk?

Just under 100'. 99'ish.

Quote:
Is there a limit other than my carrying capacity to how much stuff I can put into my backpack? Can I put more stuff in a masterwork backpack? What about attaching stuff to the outside of the backpack?

Technically no, though if you end up carrying out several treasure chests I might look at you sideways. Mwk backpack are identical to normal ones as far as capacity. I have no problem with you attaching things to the outside.

Quote:
The books specify price for chalk, but say that colored chalk might come at a higher price. How much extra do I have to pay?

I don't know, honestly. A silver maybe?

Quote:

If I have ten different items with no listed weight, will it add up to a weight for purposes of encumbrance? Should I assume that 1 coin weights 1/50th of a pound?

Do I need to buy separate containers for each of my items? That is, if I have a few sheets of paper and a bunch of cat food in my pack, will the food get all over the paper?

I seem to remember somewhere something about clothing not weighing anything, is that a rule or should I describe my character naked?

I don't plan on getting that picky. This thing is going to be deadly enough without going in to that much detail.

Now, in the case of Zanbabe I might be looking at that sheet more closely than someone with a Str 18 because that's part of the character's flaw and there's less room for error there. However, in general, I'm not going to count clothing against encumbrance and anything that weighs "nothing" in the rules is probably going to be too troublesome to track, so lets not.

Quote:
And, most importantly of all, how easy will it be to acquire dozens and dozens of tactical rats? I also want numbers on how many rats will fit in a burlap sack.

Lots. Keeping them there will be another matter. What on earth do you want "tactical rats" for?


Michael7123 wrote:
GM Choon wrote:
What book are the talents from? I can't seem to find a reference.

Psionics expanded I believe. I'm using the SRD for information, so I'm not sure.

Here is a link on the SRD about them.

Going to have to say no. One of the defining differences in my opinion between psionics and magic is the lack of a stable of "at will" options. You might get one or two or even three, but most of the time you're going to have to commit to get something done, and I like that about the system.

Scarab Sages

Gaurwaith wrote:
Additional question: if I remove the "birch poles" from a set of fishing tackle, will it get any lighter? Will it still be any useful if I have, say, a nice long shaft of hard wood that I carry around with me anyway?

In reality they are birch for the flexibility. Ripping out a fish hook because the pole was too stiff sucks, but I'm not going to get that picky. The kit is the kit. Getting into that level of detail will only cause headaches. Besides, you never know when a couple of poles might come in handy.


GM Choon wrote:
What on earth do you want "tactical rats" for?

Clearly you've never played with real murderhobos.

In actual fact that was a joke, I have no intention of carrying around rats. I do currently have an entry for cat food in my equipment section, though so uh...maybe that?

I've come pretty close to finishing my character, but my backstory is currently a jumble of events which I want to try to put some meat on. Do you care if my backstory is more like a series of notes than anything else?

Additional question: what's your stance on profanity, innuendo, etc?

Edit: added link.


GM Choon wrote:
Michael7123 wrote:
GM Choon wrote:
What book are the talents from? I can't seem to find a reference.

Psionics expanded I believe. I'm using the SRD for information, so I'm not sure.

Here is a link on the SRD about them.

Going to have to say no. One of the defining differences in my opinion between psionics and magic is the lack of a stable of "at will" options. You might get one or two or even three, but most of the time you're going to have to commit to get something done, and I like that about the system.

Well, that makes taking Acess psionic Tallent a no go too then I assume. Hmm. I'm going to have to reconsider my build then.


How does something like a Ring of Spell Knowledge interact with an Alchemist extract? Is it possible to use something like that to learn an Alchemist-only spell? Or no?


4d6 - 4 ⇒ (6, 4, 4, 5) - 4 = 15
4d6 - 3 ⇒ (4, 3, 6, 4) - 3 = 14
4d6 - 4 ⇒ (4, 4, 6, 4) - 4 = 14
4d6 - 2 ⇒ (6, 2, 2, 4) - 2 = 12

Hmmmm.... that's interesting. Not quite on par with some of the other rolls, but workable.

Maybe a Magus//Rogue?

Scarab Sages

HedwickTheWorldly wrote:
How does something like a Ring of Spell Knowledge interact with an Alchemist extract? Is it possible to use something like that to learn an Alchemist-only spell? Or no?

No, because the description of the item specifies that it benefits only spontaneous arcane casters.

Scarab Sages

Gaurwaith wrote:

I've come pretty close to finishing my character, but my backstory is currently a jumble of events which I want to try to put some meat on. Do you care if my backstory is more like a series of notes than anything else?

Additional question: what's your stance on profanity, innuendo, etc?

Edit: added link.

You could make it into a journal. Either way is fine.

Mild profanity/vulgarity/innuendo is fine. I can read stronger profanity, but it tends to annoy me. I'm one of those paladin-adjacent people who things profanity is the refuge of those who have forgotten their thesaurus.
At the same time I tend too get a bit graphic in my descriptions of violence, so I'm nice and balanced. :)
It also depends on how creative it is. I'm in a Warhammer game with a player who is really creative with the cursing and I've greatly enjoyed it.

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