Corsario's Kingmakers: Agents of the Kingdom (Inactive)

Game Master Corsario

Can the heroes navigate Restov politics as to allow them get to the Stolen Lands?
Annotated Stolen Lands Map


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I actually hadn't noticed the skirmisher archetype, I'll take a look into it. (I googled spell less ranger and found the other XD)

Liberty's Edge

About the Daring Champion archetype, I will have to say no, sorry.

RPG Superstar 2012 Top 32

Are you evaluating archetypes from other paizo sources on a case by case basis? If so, what are your thoughts on the divine tracker ranger?

Also, for things like rage that gets changed with unchained what happens if you get that ability but you're not a barbarian? For example, if you use variant multiclass do you get regular rage or the unchained barbarian's rage? What about one of the archetypes that grants rage (like viking fighter)?

Liberty's Edge

If you don't want the animal companion, I would be more comfortable with the Spirit Ranger archetype.
I would prefer not to do variant multiclassing or archetypes that deal with unchained classes.


Pathfinder Roleplaying Game Superscriber

Very interested... will make a character shortly.. .have one already , but it needs to be revised per your character build rules...


This is Dart's cohort.

I am making his background be a son of a noble, however he doesn't like the boring noble life and so often finds ways to get in trouble. Eventually, this trouble lead to a pretty bad incident involving some brigands and likely would have cost him his life had Dart not saved his. He dabbles in alchemy as his mother taught him when he was younger and while friendly, he often puts on heirs during social meets as the nobility in his blood and his training always manages to show up. Sly, silver-tounged, prideful, cocky, and, surprisingly a rather good guy on the whole. One of the few people Dart would call a good friend.


I'm out.


All right, here's my entry. Let me know if there's anything else I should add.

Background:
Iacobes grew up in an orphanage in the city of Port Ice. He always had almost preternaturally deft hands, allowing him to dominate many of the playground games. One day a visiting gentleman was impressed by witnessing as Iacobes intimidated a bully into running away using a simple sleight of hand. He adopted Iacobes the next day.

Iacobes's adoptive father was Nicolas Brambani, a figure of some repute in the Brambani crime family, one of many subordinate families that worked on behalf of House Surtova. Iacobes was brought into the business of the family from a young age, running messages and acting as a lookout. As he grew up Nicolas saw in him the potential for something more and arranged for him to receive specialized training in unarmed combat.

Iacobes thrived under the tutelage of his master, but decided to cut his studies short. The experience did leave him with a preference for unarmed combat and a reluctance to take life unnecessarily, but Iacobes ultimately decided to return to the family to learn more about the family business rather than proceed on the path of enlightenment.

As time went by Iacobes proved himself a capable enforcer. He was a valuable presence in the day to day street fights and intimidation that was necessary on the border of the family's turf. When House Rogarvia's disappearance sent shockwaves through civil society, Iacobes kept his head and almost single-handedly maintained the stability of his local neighborhood. He was rewarded by being made a boss in his own right, albeit over a very small stretch of territory.

With the opening of the Stolen Lands the country could be facing another time of upheaval. It could also be facing unprecedented opportunity. The Brambani family wants a steady presence in the area either to provide a warning of what is to come or to help stake an early claim on brand new territory.

Appearance and Personality:
Iacobes is tall and lean. His angular features are topped by a pair of bright blue eyes looking out from behind a short fringe of dark hair. While his eyes rest in a nest of smile lines, when he is angry his face has a way of going completely smooth and expressionless other than his piercing gaze.

Iacobes has a strong sense of right and wrong that is not perfectly aligned with Brevoy's legal code. He is quick to protect the defenseless but equally quick to slap down anything he sees as disrespectful behavior. For the most part he is cheerful and gregarious but those who have crossed him rarely forget the resulting fallout.

Iacobes looks down on bandits as little better than animals. He takes great pleasure in having been given the opportunity to rein in banditry and introduce civilization--and all of its vices--to the Stolen Lands.

Crunch:
Iacobes Brambani
Human (Taldan) monk (unchained) 2/rogue (unchained, thug) 5 (Pathfinder RPG Advanced Player's Guide 135, Pathfinder Unchained 14, 20)
LN Medium humanoid (human)
Init +6; Senses Perception +12
--------------------
Defense
--------------------
AC 22, touch 20, flat-footed 15 (+1 armor, +1 deflection, +6 Dex, +1 dodge, +1 natural, +2 Wis)
hp 43 (7 HD; 5d8+2d10+7)
Fort +6, Ref +14, Will +5
Defensive Abilities evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +12/+12 (1d6+6)
Ranged mwk crossbow +12 (1d8/19-20)
Special Attacks flurry of blows (unchained), sneak attack (unchained) +3d6, stunning fist (3/day, DC 15)
--------------------
Statistics
--------------------
Str 8, Dex 22, Con 12, Int 10, Wis 14, Cha 12
Base Atk +5; CMB +5 (+7 dirty trick); CMD 24 (26 vs. dirty trick)
Feats Combat Reflexes, Dazzling Display, Dodge, Enforcer[APG], Improved Dirty Trick[APG], Improved Unarmed Strike, Leadership, Sap Adept[UC], Sap Master[UC], Stunning Fist, Weapon Finesse, Weapon Focus (unarmed strike)
Traits bred for war (shoanti), indomitable faith
Skills Acrobatics +11, Appraise +4, Bluff +10, Climb +3, Diplomacy +16, Disable Device +15 (+11 to checks if more than five feet away from device), Disguise +8, Intimidate +17, Knowledge (dungeoneering) +4, Knowledge (local) +4, Perception +12, Ride +10, Sense Motive +10, Stealth +16, Swim +3, Use Magic Device +8; Racial Modifiers frightening
Languages Common
SQ brutal beating, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (underhanded trick, weapon training), silver tongued
Combat Gear alchemical solvent[APG], alchemist's fire (5), alkali flask[APG] (5), gravelly tonic[ACG] (10), tanglefoot bag (3); Other Gear crossbow bolts (10), mwk crossbow, amulet of natural armor +1, belt of incredible dexterity +2, bracers of armor +1, circlet of persuasion, cloak of resistance +1, elixir of thundering voice[ACG] (2), handy haversack, hat of disguise, ring of protection +1, sleeves of many garments[UE], gambler's kit[UE], masterwork thieves' tools, masterwork tool, thieves' ring, thieves' tool extenders, common, 3,224 gp
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Special Abilities
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Brutal Beating (2 rds) (Ex) Forgo 1d6 sneak attack damage to sicken the target for 2 rds.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dazzling Display (Unarmed strike) Intimidate check to demoralize can affect those within 30' who see you.
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.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
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.
Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Leadership (score 8) You attract loyal companions and devoted followers.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stunning Fist (3/day, DC 15) You can stun an opponent with an unarmed attack.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Underhanded Trick Dirty Trick blinding can't be removed for 1 rd. Can ignore pre-reqs of Greater Dirty Trick.

Cohort: Narses Brambani

Background:
Narses was a fat, rude child one year younger than Iacobes in the orphanage. He was a frequent target of bullying and Iacobes took it upon himself to become the boy's protector. Over time they developed a friendship and Iacobes came to appreciate Narses's blunt honesty and quick wit. Iacobes pleaded with his adopted father for some time and eventually convinced him to adopt Narses as well.

Narses remained introverted and brusque as he grew up, but his intelligence blossomed. The Brambani family provided his education, an investment that paid off in spades. The special training didn't teach Narses the sort of easy camraderie of the naturally gregarious, but he did learn to understand rationally why some of the things that he said used to upset people and was able to get along with them better. More importantly to the family, he proved to be a talented alchemist with a knack for explosions.

Narses and Iacobes remained fast friends. Narses rose through the ranks on Iacobes's coattails, becoming his trusted lieutenant. It was only natural that when Iacobes went to the Stolen Lands, Narses would follow.

Appearance and Personality:
Narses is somewhat short and chubby. His most striking feature is his mop of straw-colored hair, usually somewhat unkempt as he rarely bothers to comb it. He is naturally introverted. When he makes an effort he is able to be polite, but he generally prefers to keep to himself and to devote his time to his studies and to the tasks he has been assigned by Iacobes.

Crunch:
Narses Brambani
Human (Taldan) alchemist (preservationist) 5 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 19)
LN Medium humanoid (human)
Init +7; Senses Perception +10
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 34 (5d8+10)
Fort +6, Ref +8, Will +6; +2 bonus vs. poison
Resist poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +2 (1d4-1/19-20) or
. . mithral cestus +3 (1d4-1/19-20) or
. . mithral dagger +3 (1d4-1/19-20)
Ranged bomb +7 (3d6+4 Fire) or
. . mwk crossbow +7 (1d8/19-20) or
. . smoke bomb +7 () or
. . stink bomb +7 ()
Special Attacks bomb 9/day (3d6+4 fire, DC 16)
Alchemist (Preservationist) Extracts Prepared (CL 5th; concentration +9)
. . 2nd—alchemical allocation[APG], barkskin, summon monster II
. . 1st—cure light wounds, heightened awareness[ACG], heightened awareness[ACG], summon monster I, true strike
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 18, Wis 14, Cha 8
Base Atk +3; CMB +2; CMD 15
Feats Brew Potion, Improved Initiative, Iron Will, Planar Preservationist[UM], Point-Blank Shot, Throw Anything
Traits pragmatic activator, student of philosophy
Skills Acrobatics +4, Bluff +4 (+9 to lie (as a result of using Int instead of Cha)), Craft (alchemy) +4 (+9 to create alchemical items), Diplomacy +4 (+9 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +9, Heal +6, Knowledge (arcana) +12, Knowledge (local) +5, Knowledge (nature) +12, Perception +10, Sense Motive +7, Sleight of Hand +7, Swim +0, Use Magic Device +12
Languages Common, Dwarven, Elven, Gnome, Halfling
SQ alchemy (alchemy crafting +5), bottled ally, discoveries (smoke bomb, stink bomb), mutagen (+4/-2, +2 natural armor, 50 minutes), swift alchemy
Combat Gear boro bead (1st level)[UE], alchemical solvent[APG], alchemist's fire, tangleburn bag[UE], tanglefoot bag (2), unstable accelerant[ARG]; Other Gear darkleaf cloth studded leather, cold iron dagger, mithral cestus[APG], mithral dagger, mwk crossbow, cloak of resistance +1, formula alembic[UE], handy haversack, hybridization funnel[UE], alchemy crafting kit[APG], portable alchemist's lab[APG], 3,054 gp
--------------------
Special Abilities
--------------------
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+4 (9/day, DC 16) (Su) Thrown Splash Weapon deals 3d6+4 fire damage.
Bottled Ally II At 2nd level, a preservationist adds Handle Animal to his list of class skills. He adds summon nature's ally I to his formula book as a 1st-level extract.
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 50 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Smoke Bomb (5 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Stink Bomb (5 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking cloud.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Rules Questions:
I did have a couple of rules questions. Neither one is a big deal but I might want to tweak things a little bit mechanically.

Is Magical Marketplace definitely out? It has a tattoo that is both flavorful and useful, although I don't know what all else is in there.

Regarding combat maneuvers: if I am unarmed and do a dirty trick can I use dex instead of str for my cmb? I have weapon finesse for the unarmed strike and monk unarmed strikes.


Something about this sounds...familiar...

Liberty's Edge

Hi Dylos!

Yes, very familiar!

I just hope I get some characters as interesting as Venetia and Tarina.

What do you think of the changes I made this time? Any recommendations? You can PM them...


Dot, nice concept! Have to put some thought into what I'll submit.


1 person marked this as a favorite.

How do you feel about Monster Cohorts? I'm thinking about a Druid who awakened his former animal companion, who now serves as his cohort (pretty similar situations fluff-wise, only the crunch is different). Come to think of it, that could be extended to followers as well, he can be followed around by a horde of intelligent (but otherwise unremarkable) wolves, which grows as he levels and awakens more of their kind! It'd be like an episode of Oprah: "You get a brain! You get a brain! You get a brain! Everyone gets a brain!" :D


Ouachitonian wrote:
How do you feel about Monster Cohorts? I'm thinking about a Druid who awakened his former animal companion, who now serves as his cohort (pretty similar situations fluff-wise, only the crunch is different). Come to think of it, that could be extended to followers as well, he can be followed around by a horde of intelligent (but otherwise unremarkable) wolves, which grows as he levels and awakens more of their kind! It'd be like an episode of Oprah: "You get a brain! You get a brain! You get a brain! Everyone gets a brain!" :D

does my wolf get a brain?

RPG Superstar 2012 Top 32

This is proving harder than I expected... Every time I work out a concept I like I realize that it requires an archetype, prestige class, or feats from books that aren't on the list.

Liberty's Edge

Iacobes Brambani wrote:
All right, here's my entry. Let me know if there's anything else I should add.

Some notes:

HP seems low... you have maximum HP
Feat Improved Dirty Trick needs Int 13. Besides, I think you have one feat more that you should
Trait: Bred for War? Is he a shoanti? Anyway, one trait should be a Kingmaker trait.
Skills: How did he gets Intimidate 17 (I got to 14)? I also think you have 2 skill points more than you should... or are they for Favored class?
Haven't checked Narses yet.

Liberty's Edge

Monster cohorts?
Remember, most of the time your cohort, and your followers, will be doing their adventuring away from you.
So I don't recommend it.

Liberty's Edge

nate lange wrote:
This is proving harder than I expected... Every time I work out a concept I like I realize that it requires an archetype, prestige class, or feats from books that aren't on the list.

If you really like it, let me know about it, and maybe we can get something going.


Corsario wrote:
Iacobes Brambani wrote:
All right, here's my entry. Let me know if there's anything else I should add.

Some notes:

HP seems low... you have maximum HP
Feat Improved Dirty Trick needs Int 13. Besides, I think you have one feat more that you should
Trait: Bred for War? Is he a shoanti? Anyway, one trait should be a Kingmaker trait.
Skills: How did he gets Intimidate 17 (I got to 14)? I also think you have 2 skill points more than you should... or are they for Favored class?
Haven't checked Narses yet.

Missed the max HP, will change.

The Will save trait is supposed to be the Issian trait. I'll edit that out and change Bred for War. A Shoanti from Issian might be a bit much.

Underhanded trick is a rogue talent that gives you the feat Improved Dirty Trick and lets you qualify for Greater Dirty Trick at Rogue 6 whether you have the prereqs or not.

With the trait switched out I get intimidate as:
7 (ranks) + 3 (class skill) + 1 CHA + 3 (circlet) = 14, then 2 more for a circumstance bonus on demoralization for a masterwork tool. A lot of people flavor the masterwork tool as a necklace of ears, I think a necklace of exotic animal teeth is pretty intimidating but less evil.

I also count 48 skill points, 8 each for five rogue levels and 4 each for two monk levels. Happy to dial it back if I goofed. The 5 FCBs all go to 1/6 of a rogue talent.

ETA: Missed the edit window on the first post, I'll move the character build to my profile.

Liberty's Edge

Ohhh, underhanded trick! I thought it was underhanded. I fear underhanded trick is in a book I don't have.
A necklace of teeth would be intimidating if the teeth are from your species. I fear I can't picture an "intimidate masterwork tool" that a "hero" can carry around. But if you have some ideas about it, let me know and we decide if is workable. But teeth is not it.


Corsario wrote:

Ohhh, underhanded trick! I thought it was underhanded. I fear underhanded trick is in a book I don't have.

A necklace of teeth would be intimidating if the teeth are from your species. I fear I can't picture an "intimidate masterwork tool" that a "hero" can carry around. But if you have some ideas about it, let me know and we decide if is workable. But teeth is not it.

a necklace of shrunken goblin/orc/insert evil troublesome creature here heads. Hero doesn't necessarily have to be nice XD, or hygienic I suppose.


Corsario wrote:

Ohhh, underhanded trick! I thought it was underhanded. I fear underhanded trick is in a book I don't have.

A necklace of teeth would be intimidating if the teeth are from your species. I fear I can't picture an "intimidate masterwork tool" that a "hero" can carry around. But if you have some ideas about it, let me know and we decide if is workable. But teeth is not it.

That's what I get for thinking that the normal sounding tricks are in the main books. Switched it to combat trick for Dazzling Display and added Twist Away where Dazzling Display used to be.

If you don't think the shrunken heads are a good idea, how about some kind of initiation tattoo that gives +2 intimidate against criminals? If I'm reading the setting background correctly the Brevoy government is currently being run by what used to be the main criminal family so "heroic" is a little flexible locally.


Corsario wrote:

Monster cohorts?

Remember, most of the time your cohort, and your followers, will be doing their adventuring away from you.
So I don't recommend it.

Makes sense. That makes me wonder though, how will the followers be split up? Some with PC, some with Cohort? All with PC?


Ouachitonian wrote:
Corsario wrote:

Monster cohorts?

Remember, most of the time your cohort, and your followers, will be doing their adventuring away from you.
So I don't recommend it.
Makes sense. That makes me wonder though, how will the followers be split up? Some with PC, some with Cohort? All with PC?

PC with PCs and cohorts with cohorts?

Liberty's Edge

"Dart" Alexander Dumonte wrote:
a necklace of shrunken goblin/orc/insert evil troublesome creature here heads. Hero doesn't necessarily have to be nice XD, or hygienic I suppose.

I'm afraid in my campaigns I expect them to be nice and heroic, not carrying ear necklaces or torture instruments around. That is what the bad guys are for.

Liberty's Edge

About cohorts and followers.
At the start of the adventure the "mains" and the "cohorts" will be together, with the "mains" attending the ceremonies and official meetings (diplomatic and political stuff) while the cohorts are doing the "backstage" activities (that sometimes are more "interesting" than the "official" activities).
After that the mains will be "off" to do some serious adventuring away, with the cohorts left behind trying to save the day locally, together with the followers.
Normally the followers are in the background, dealing with guarding places and people, building houses and bridges, exploring areas, and dealing with low level threats to the kingdom.
So... Mains and Followers are Player Characters, and expect them to be adventuring separately most of the time, in 2-4 groups doing different stuff at the same time.
Followers, they are fluff. No need to be very detailed with them, but if you are, I will use them accordingly to make the campaign better. But if you don't (my followers are a band of 12 humans, lead by a "cavalier" and consisting in fighters) that is enough to give them something to do.

Liberty's Edge

Iacobes Brambani wrote:
If you don't think the shrunken heads are a good idea, how about some kind of initiation tattoo that gives +2 intimidate against criminals? If I'm reading the setting background correctly the Brevoy government is currently being run by what used to be the main criminal family so "heroic" is a little flexible locally.

Brevoy, currently, is ruled by His Majesty King-Regent Noleski Surtova, and you can end up in jail, or worst, by mentioning "is currently being run by what used to be the main criminal family". No, the Surtovas are not a "criminal family". They are a (ruthless and opportunistic) noble family.

The issue I see with a tattoo, or a "policeman batch" for example is that you won't be in Brevoy, but in the Greenbelt, and in the Greenbelt there won't be many people from Brevoy to know what the tattoo or batch is about, and that they should be intimidated by it.
I was thinking about it. Why there isn't "Masterwork Tools" for Sense Motive, Diplomacy, Acrobatics, and other skills? I think because it doesn't make sense or are VERY circumstantial.
Let's say this.
If you know who you are against, and you manage to get something to intimidate them, let's say you are going against Brevoy bandits, and you know there is a "Police batch" that they are afraid and intimidated by, and you get it, you get the +2 bonus for that encounter. But there isn't a "universal" intimidate masterwork item (at least not one a hero would have or use).

Silver Crusade

Corsario wrote:

About cohorts and followers.

At the start of the adventure the "mains" and the "cohorts" will be together, with the "mains" attending the ceremonies and official meetings (diplomatic and political stuff) while the cohorts are doing the "backstage" activities (that sometimes are more "interesting" than the "official" activities).
After that the mains will be "off" to do some serious adventuring away, with the cohorts left behind trying to save the day locally, together with the followers.
Normally the followers are in the background, dealing with guarding places and people, building houses and bridges, exploring areas, and dealing with low level threats to the kingdom.
So... Mains and Followers are Player Characters, and expect them to be adventuring separately most of the time, in 2-4 groups doing different stuff at the same time.
Followers, they are fluff. No need to be very detailed with them, but if you are, I will use them accordingly to make the campaign better. But if you don't (my followers are a band of 12 humans, lead by a "cavalier" and consisting in fighters) that is enough to give them something to do.

that gives me a great idea... I'm making my cohort an oracle...

same alignment, but a diffrent means of making divine magic


Corsario wrote:
Iacobes Brambani wrote:
If you don't think the shrunken heads are a good idea, how about some kind of initiation tattoo that gives +2 intimidate against criminals? If I'm reading the setting background correctly the Brevoy government is currently being run by what used to be the main criminal family so "heroic" is a little flexible locally.

Brevoy, currently, is ruled by His Majesty King-Regent Noleski Surtova, and you can end up in jail, or worst, by mentioning "is currently being run by what used to be the main criminal family". No, the Surtovas are not a "criminal family". They are a (ruthless and opportunistic) noble family.

The issue I see with a tattoo, or a "policeman batch" for example is that you won't be in Brevoy, but in the Greenbelt, and in the Greenbelt there won't be many people from Brevoy to know what the tattoo or batch is about, and that they should be intimidated by it.
I was thinking about it. Why there isn't "Masterwork Tools" for Sense Motive, Diplomacy, Acrobatics, and other skills? I think because it doesn't make sense or are VERY circumstantial.
Let's say this.
If you know who you are against, and you manage to get something to intimidate them, let's say you are going against Brevoy bandits, and you know there is a "Police batch" that they are afraid and intimidated by, and you get it, you get the +2 bonus for that encounter. But there isn't a "universal" intimidate masterwork item (at least not one a hero would have or use).

Violent suppression of criticism being one of those hallmarks of a rightful and just ruler, of course. From the player's guide:

Rogues wrote:
Rogues are prominent in northern Brevoy, where House Surtova has long controlled powerful thieves’ guilds, organized crime syndicates, and spy networks out of Port Ice. Since the disappearance of House Rogarvia in 4699 ar, they have dispatched discreet agents throughout both Issia and Rostland to consolidate their power in the absence of the traditional ruling family, and the family feel that their scion Noleski Surtova’s rule legitimizes its shameless methods.

I don't really care one way or the other on the intimidation tool. One of the longtime rulings in PFS has been that masterwork tools are allowed for one aspect of a skill, the explanation being that the game designers didn't want to come up with 40 or 50 different tools. It's not central to the concept and I'm happy to leave it off.

Liberty's Edge

About the Surtovas... right. And his cousin his Majesty Rupert Surtova has been selected to rule over the Greenbelt, and you will (presumably) make an oath of fealty and work for him.

RPG Superstar 2012 Top 32

Are our cohorts going to become mythic too or just our primary PCs?

also, feel free to mention this recruitment in the discussion thread for our RotRL game if you want.

Liberty's Edge

The cohorts will become mythic too, in time...
Thanks, I will...


Hmmm.

Found a couple of magic items - the heavyload belt and the muleback cords - which made me go 'oooo!!' and so I'm thinking of playing ...

... the group's 'strong back', pack mule, and extra pair of hands. He'd be fairly adept at combat (rogue knife master / unchained monk) in a supposed scrambling-out-of-the-way manner. If I can get the 'Dynasty Founder' story feat (from Quests & Campaigns), I'm thinking he's out to make his group of pack mules the dominant teamster (especially Adventurer teamsters!) organization(s) in both new and old domains.

As a sideline / sub-rosa support for this goal, he and his people are working for House Surtova as, well, a spy and plant, to keep the king's spymaster appraised of what's going on in the camp of the potentially-most-influential-people in the nation.

Quick build question - '2 traits, 1 from Kingmaker'. Does this mean 2 + 1, like the story feat?


Coalhouse Porter on offer. 357 lbs, with 102 lbs before he gets into medium encumbrance. :D

Anyhow - sorry for the double-post, but a question for you on a bit of synergy - lungchuan tamo. Description clearly states they're 'thin daggers'; would you rule that they apply as such when used for the knife master's [url=http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/knife-master]Sneak Stab[url] ability? It would be really nice to be able to flurry + sneak attack with the same concealable dagger.

Liberty's Edge

One problem with 'Dynasty Founder':
Prerequisite(s): You must have lived in the chosen city for at least 1 year or be the heir of a former city leader.
You are moving into a new place...
But I think I like it, take it, and we can work in adapting it.
Traits: Only 2, and one of those should be from Kingmaker.
About the lungchuan tamo:
1) Seems like an exotic weapon, not available at the place or time. But let's say you can commision somebody to make you some, if you want.
2) The Knife Master Sneak Stab ability is all about being specific to few weapons, and mentions them by name, instead of saying "daggers" in general, so I would say no.

Silver Crusade

Okay, Dagit's stuff is done, and I'm working on his cohort now.


Somehow I am having trouble motivating myself to make a whole mess of characters, backgrounds and whatnot for an AP I didn't even like all that much (played it part way through a few years ago in a face to face game).

Think, I'll just pass.


Hi again. So I decided to nix the tower shield character and have decided on something else. I am going to create a martial artist (a monk) who is the head of a very small clan (or whatever the name will be), generally offering the protection of a group and the training of both body and Ki.
As such, I will be a Monk, my Cohort will be a monk and all my followers will be monks (maybe the occasional fighter?).
Sure this is not very diverse but they will probably be split up anyways :p
Also, they wont be called monks as I dont really like that term and its conotations, instead they will be called Martial Artists or, more likely, Ki Artists.
Also since I am going to try and create a minor clan, I will probably try and raise my Leadership score as high as I can to get as many followers as possible. Heck, I am even thinking of getting the Crusader mythic ability, when we hit mythic, just to double the number of followers I have :)

General tenants of the Clan are Loyalty, Courage leading unto Action, Speed and Ki cultivation.

As for crunch, he will be a 7th lvl Monk focusing on speed (so things like sudden speed, wind stance and maybe a set of style feats) and Unarmed strikes.
I am also thinking of Arcane Strike so that I might later go into Mythic Arcane Strike so I can pull things like turning my Ki into flaming fists or ghostly hands :)
But that may be a huge Swift action bloat, so otherwise I am thinking of Mythic Wind Stance as another possibility, where he moves so fast he is hard to track.
Edit: Dang, just realized I need a caster level to qualify for Arcane Strike. Maybe a trait can give me a SLA to qualify? Will have to think on this.

Of course, by the time we actually hit 8th and Mythic things might change :)

But I do have to ask, could I take an Agile Amulet of Mighty Fists as my 4k item? I am going to be pretty MAD and not having to focus on Str would be a big help. Arcane Strike could help a fair bit but those swift actions are going to be highly valuable.

Oh ya, alignment. His alignment will be LG, but he will try his best to act as NG. He cant have his subordinates thinking he is too soft!
Also, as for why a Ki artist would leave his home base, all it would really take is for someone higher up or with more athority to command or request it of him and he would be duty bound to follow there wishes.
This character may have been influenced by the Manga The Breaker, one of my favorites :)


The Wyrm Ouroboros wrote:

Hmmm.

Found a couple of magic items - the heavyload belt and the muleback cords - which made me go 'oooo!!' and so I'm thinking of playing ...

... the group's 'strong back', pack mule, and extra pair of hands?

Ya I have used those in the past before :)

Whenever I make a strong character (like a barbarian) I always seem to gravitate to muleback chords as a first or second magic item :P

Corsario wrote:

One problem with 'Dynasty Founder':

Prerequisite(s): You must have lived in the chosen city for at least 1 year or be the heir of a former city leader.
You are moving into a new place...

Hmmm. This makes me wonder about my own clan. Are we still going to have a base back in... (where exactly do we start again?) or are we basically kicked out and have to survive exclusively in the Stolen Lands?

I can also flavor the clan as being given the "honor" of this mission, while within the clan they see it as a form of exile. An exile they will dutifully and resolutely complete.

Silver Crusade

racial traits:
low and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonesinger: Some dwarves' affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the deep earth bloodline or earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

class traits:
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order 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 cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

traits:
Noble Born: You claim a tangential but legitimate
connection to one of Brevoy’s noble families. If you
aren’t human, you were likely adopted by one of
Brevoy’s nobles or were instead a favored servant or
even a childhood friend of a noble scion. Whatever the
cause, you’ve had a comfortable life, but one far from
the dignity and decadence your distant cousins know.
Although you are associated with an esteemed name,
your immediate family is hardly well to do, and you’ve
found your name to be more of a burden to you than a
boon in many social situations. You’ve recently decided
to test yourself, to see if you can face the world without
the aegis of a name you have little real claim or care
for. An expedition into the storied Stolen Lands seems
like just the test to see if you really are worth the title
“noble.” Choose one of the following noble families
and associated benefit
Garess: Your family’s long association with the dwarves
of the Golushkin Mountains has left its mark. You ignore
the movement penalty for the first 5 feet of rocky difficult
terrain you move through per round. This applies only
to terrain made difficult by rocks or ruins. In addition,
you gain a +2 trait bonus on Appraise checks to assess the
value of natural stones or metals. Your family motto is
“Strong as the Mountains.

Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure you understood that what powers your divine magic is no different from that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

domains:
Earth Domain
Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.

Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).

Law Domain
Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.

Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).

Skills and Feats:
Skills(rank/ability/other)
Appraise (Int),
Craft (Int),
Diplomacy (Cha),10
Heal (Wis),8
Knowledge (arcana) (Int),
Knowledge (history) (Int),
Knowledge (nobility) (Int),5
Knowledge (planes) (Int),
Knowledge (religion) (Int),2
Linguistics (Int),
Profession (Wis),
Sense Motive (Wis),5
Spellcraft (Int),

Feats
widen spell
extra channel
Leadership

spells:
0(4/day)- light, read magic, detect magic, resistance

1(5+1/day)inflict light wounds, shield of Faith, sun metal, forbid action, detect undead + prot. from chaos

2(4+1/day)spear of purity, consecrate, ghost whip, path of glory + align weapon

3(3+1/day)bestow curse, sands of time, magic circle against Evil + stone shape

4(2+1/day)spiritual ally, lesser planar ally +Order's Wrath

Inventory:

Pp=160
Gp=1000
Sp=30
Bp=
Cp=

Dragon plate armor(red), Bolderhead mace, ring of protection(+1), Meridian belt, Deathwatch eyes, cleric's kit( a backpack, a bedroll, a belt pouch, candles (10), 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.), Iron rope, wand of cure light wounds(50 charges), 2 potions of Bull's steangth, 4 potions of CLW, 2 potions of sheild of faith, 2 potions of protection from chaos, spell component pouch, (10) vials of oil, Cold-iron Mace, living steel H.shield, (5) fuse grenades, (4) vials of holy water,

Dagit's background/personality:

Dagit was raised and trained like every other dwarf in his community, he had an exceptionally normal life. the only special thing about his family, was his shared blood with the Garess family. although he wasn't as rich, or even as Important as the Garess name implied, he was still notable.
His association with the Garess name did, however, attract the attention of the clergy. they tried their best to recruit him, all trying to devote him to their own god.
Dagit just didn't see the benefit in any one god, though. He felt the strength in all the dwarven gods. So when it came time to choose, he picked them all. the clerics of the many faiths found it strange, but accepted it for what it was. each of them taught him a little of their faith. although he learned from each of them, he only took their core with him. power in Order, and power in earth.
when he finished his training as a cleric, he left his dwarven home to earn his name some renown. he joined an adventuring party, and together they cleared a town of orcs, re-established a strong milita, and slayed a Red dragon. in honor of helping slay the dragon, Dagit now wears that dragon's hide as armor.

Dagit is a kind, yet gruff dwarf. His overall personality is helpful, but he also tends to demand order. He strongly respects other's beliefs, and never says anything to make it seam like he rejects others ideals. Even so, He is distrustful of Half-orcs, and is unsure about elves. He enjoys the company of gnomes and halflings, and doesn't seem to have decided yet about humans. He tries not to lie if he can, and often remains silent when he doesn't want to answer truthfully.
he is kind to his followers, but demands order and authority. He knows the importance of strategy and often seeks to use everything to his advantage. He is known to take every advantage, even if it means he must make sacrifices.

cohort:
Selinah
Race: human Female
Alignment: LN
Class/level: Oracle(stone) 5
Abilities: STR:12 DEX:12 CON:14 INT:12 WIZ:18 CHA:11
Saves: FORT:3 REFL:2 WILL:8
BAB:3
Skills:
Heal:8/4/
Know(religon):8/1
Know(the planes):4/1
sense motive:4/4
diplomacy:8/4
craft(stone-working):8/1
Feats: Believer's boon(earth domain), toughness, extra revelation

special:mystery(stone), Oracles curse(deaf),

traits:Adopted(dwarf):Goldsniffer: Your keen senses lead you to hidden treasures. You gain a +2 trait bonus on Perception checks related to metals, jewels, and gemstones.
Noble Born(same as Dagit)

Revelations:Acid skin, rock-throwing, touch of acid

spells=0-light, read magic, detect magic, resistance, guidance, disrupt undead
1-(6/day)cure light wounds, deathwatch, obscuring mists, detect chaos + magic stone
2-(4/day)cure moderate wounds, compassionate ally + stone call

fluff: although not as beautiful as many humans, Selinah is a nice and caring woman. Since she was deafened by the hands of an orc at the tender age of 3, Selinah has learned very well how to communicate without speaking, although she can talk. she was raised by dwarves because her parents died. it just happened that Dagit's sister had opted to raise her. she always looked up to the dwarven cleric, and when she was old enough she became his student. she Learned how to use divine energy, but It wasn't like how Dagit used divine magic. Dagit didn't give up, he helped her with most of her magic and questions. he realized they both drew from the same source, and it made him feel much better about teaching her.

well here is the finished product for Dagit...

I know you said you like your players as heroes... Dagit is a hero... just not a "great" one. he leans towards good, fights evil when it's needed, and is otherwise a good person, but he isn't doing it because he's "good". He does it because he prefers to. He has no righteous cause, rather he has an obligation to establish order.

Liberty's Edge

Cam James wrote:
As such, I will be a Monk, my Cohort will be a monk and all my followers will be monks (maybe the occasional fighter?). Sure this is not very diverse but they will probably be split up anyways :p

Makes sense, and it's something we can build on.

Cam James wrote:
Also since I am going to try and create a minor clan, I will probably try and raise my Leadership score as high as I can to get as many followers as possible. Heck, I am even thinking of getting the Crusader mythic ability, when we hit mythic, just to double the number of followers I have :)

That opens a lot of possibilities.

Cam James wrote:
But I do have to ask, could I take an Agile Amulet of Mighty Fists as my 4k item?

A +0 Agile Amulet of Mighty Fists? Yes, you can.

Why LG is "too soft"?
As for why to move into the Stolen Lands, we can get something good, don't worry about it.

Liberty's Edge

Dagit Downhill wrote:
He does it because he prefers to. He has no righteous cause, rather he has an obligation to establish order.

That is sorely needed on the Stolen Lands.

Silver Crusade

Corsario wrote:
Dagit Downhill wrote:
He does it because he prefers to. He has no righteous cause, rather he has an obligation to establish order.
That is sorely needed on the Stolen Lands.

great, because he's willing to dish it out!

Liberty's Edge

Here is a rough outline for my character....still need to address cohort...

Vik:

Viklop "Vik" Kolavar
Male human (Taldan) fighter 4/monk (unchained, master of many styles) 2/aldori swordlord 1 (Pathfinder RPG Ultimate Combat 59, Pathfinder Unchained 14)
LN Medium humanoid (human)
Init +7; Senses Perception +5
--------------------
Defense
--------------------
AC 25, touch 16, flat-footed 19 (+5 armor, +3 Dex, +3 dodge, +2 natural, +2 shield)
hp 84 (7d10+14)
Fort +9, Ref +10, Will +1 (+1 vs. fear)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee coinspinner +13 (2d8+8/19-20) or
. . unarmed strike +10 (2d6+1)
Special Attacks flurry of blows (unchained), stunning fist (3/day, DC 13)
--------------------
Statistics
--------------------
Str 12, Dex 21, Con 14, Int 13, Wis 10, Cha 10
Base Atk +7; CMB +6; CMD 26 (30 vs. disarm, 30 vs. trip)
Feats Aldori Dueling Mastery[ISWG], Combat Expertise, Crane Style[UC], Crane Wing[UC], Dazzling Display, Dodge, Exotic Weapon Proficiency (aldori dueling sword), Improved Unarmed Strike, Leadership, Stunning Fist, Vital Strike, Weapon Finesse, Weapon Focus (aldori dueling sword), Weapon Specialization (aldori dueling sword)
Traits armor expert, sword scion
Skills Acrobatics +9 (+5 to jump), Bluff +9, Diplomacy +5, Handle Animal +5, Intimidate +9, Knowledge (nobility) +8, Perception +5, Ride +7, Sense Motive +6, Survival +4
Languages Common, Vudrani
SQ armor training 1, deft strike, fuse style
Other Gear +2 studded leather, coinspinner[ISWG], amulet of natural armor +2, belt of incredible dexterity +2, ring of sustenance, backpack, bedroll, belt pouch, blanket[APG], flask, flint and steel, torch (2), trail rations (3), waterskin, whetstone, light horse, bit and bridle, riding saddle, saddlebags, 2,994 gp, 8 sp, 3 cp
--------------------
Special Abilities
--------------------
Aldori Dueling Mastery Gain combat benefits when using Aldori dueling swords
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease.
Dazzling Display (Aldori dueling sword) Intimidate check to demoralize can affect those within 30' who see you.
Deft Strike (Ex) Can apply DEX bonus instead of STR with Aldori dueling sword.
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.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Leadership (score 7) You attract loyal companions and devoted followers.
Stunning Fist (3/day, DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Vital Strike Standard action: x2 weapon damage dice.
--------------------
Viklop was born probably a few generations too late, in his estimate. His family, a lesser cadet branch of powerful House Lebeda, has seen better days. His great-great grandfather was a swordlord of some renown, having had the pleasure of learning his craft form the swordmaster in Silverhall. With this fame, he was able to marry the youngest daughter in House Lebeda. For 3 generations House Kolavar taught the nobles of the Lebeda house line. It was your grandfather that ran afoul of that great house. During a training exercise, the young heir of House Lebeda was injured. It was believed that your grandfather purposely scared the boy, but in truth it was just an accident. The Young Lebeda did not forgive easily, and forbade the family to train at the school. This led to the school falling on hard time.
Viklop's father died when he was still young. A drunken brawl found him on the wrong end of a dagger. His brother, a skilled swordsman in his own right, avenged your father, and took over teaching the few students that attended the school. Vik was the last to graduate and the school was soon sold. His uncle left to find adventure to the west, and Vik struggled as a fencing instructor. House Lebeda gave him a small stipend to help train some of the lesser house's children, but this was barely enough to live on.

Liberty's Edge

His weapon, Coinspinner, what is it?

Liberty's Edge

+1 Aldori Dueling Sword....sorry though it just added a name, guess it removed the base type...


Corsario wrote:

One problem with 'Dynasty Founder':

Prerequisite(s): You must have lived in the chosen city for at least 1 year or be the heir of a former city leader.
You are moving into a new place...
But I think I like it, take it, and we can work in adapting it.

Call it 'Establishing Dominance', and instead of trying to claim governance over a city, you're trying to 'corner the market' on one aspect of commerce - in this case, gaining a monopoly on shipping.

Corsario wrote:
Traits: Only 2, and one of those should be from Kingmaker.

Ach. Have to lose 'Outcast', because the 'Intimidate Starts with INT' of Bruising Intellect is too key to lose.

Corsario wrote:

About the lungchuan tamo:

1) Seems like an exotic weapon, not available at the place or time. But let's say you can commision somebody to make you some, if you want.
2) The Knife Master Sneak Stab ability is all about being specific to few weapons, and mentions them by name, instead of saying "daggers" in general, so I would say no.

If you'll permit me to counterpoint, here's the thing: of the weapons named in Sneak Stab (dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger), the class is only actually proficient with two - dagger and punching dagger. The kerambit, kukri, and starknife are light martial weapons, and the swordbreaker dagger is a light exotic weapon, none of which are given to the Knife Master as proficiencies - and all of which are notably different in form and use from the standard dagger, unlike the lungchuan tamo. The only difference between an ordinary dagger and the lungchuan tamo is that the latter have as sheathes each others' hilts - in other words, their concealability. I am actually kind of surprised that 'knife' isn't listed, unless the intent is that 'dagger/knife-type weapons' is meant, with 'these others' needing to be noted as being dagger/knife type weapons. (Lungchuan tamo are actually slightly worse than standard daggers, as they don't threaten a critical hit on a 19-20; the tradeoff for the monk ability, I suppose. ;) ) So going strictly by the 'only what's named' philosophy, you can't use a switchblade knife, even though it (like the lungchuan tamo) says that except for this little concealability thing, it's a dagger. :/

If I can propose a compromise: instead of being able to sneak attack every attack of a flurry, perhaps he can only use sneak attack on the standard attacks, e.g. the last of the 'top' ones, and those that follow? So the first attack at present would not get the sneak attack damage, but the second two he would, just like an ordinary rogue?

RPG Superstar 2012 Top 32

@Cam (and Cosario)- per the leadership feat unless our GM is changing it, cohorts have real class levels (like monk) but followers have NPC levels, so you'd have some students who are warriors (focused on fighting), some who are experts (focusing on skills like acrobatics, perception, sense motive, etc), and some who are adepts (learning to 'channel their Ki' to create magical effects like a qinggong monk.

Liberty's Edge

Yes, changing it...
The followers won't have "fights", we will deal with them "off screen", so the fact they are warriors or monks won't make much difference. If you want your followers to be monks, go for it! Specially because it will be a nice Role Playing touch, without a real mechanical impact.

RPG Superstar 2012 Top 32

@Cosario- this might be too far outside of the regulations but how do you feel about the bolt ace archetype? I was thinking of maybe using one as a follower of Abadar...

Liberty's Edge

The Wyrm Ouroboros wrote:
Call it 'Establishing Dominance', and instead of trying to claim governance over a city, you're trying to 'corner the market' on one aspect of commerce - in this case, gaining a monopoly on shipping.

So a clan of monks trying to create a monopoly? :S

The Wyrm Ouroboros wrote:
If I can propose a compromise: instead of being able to sneak attack every attack of a flurry, perhaps he can only use sneak attack on the standard attacks, e.g. the last of the 'top' ones, and those that follow? So the first attack at present would not get the sneak attack damage, but the second two he would, just like an ordinary rogue?

I think Coalhouse Porter need a feat to be proficient with the Lungchuan Tamo, right?

If he spends the feat to gain the proficiency, feel free to use it with Sneak Stab.

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