DM Unchained |
Darkness rises in Korvosa, the Jewel of Varisia. The delicate balance of power between the ruling factions is failing, along with King Eodred II's health. His new young bride Queen Ileosa has yet to produce an heir - no ruler of Korvosa has ever passed the crown to their child. The locals talk darkly of a curse, and speak ill of their rulers - be they monarch, priest, or aristocrat. Tension grows between citizen and citizen, between Varisian, Chelaxian, and Shoanti. Yes, Korvosa needs heroes...
...but what it's got is YOU.
Welcome to this recruitment thread for Curse of the Crimson Throne, using (some of) the Pathfinder Unchained rules. Details are below; please read carefully before you submit your character for consideration. Please, please do NOT apply unless you have a copy of Pathfinder Unchained: the PDF costs less than 10 dollars, this ought not to be a problem.
For the curious, I've put some information (including the house rules I use) into my profile .
Good question! We're not going to playtest all the new ideas (if only because some of them don't seem to stack). The following new rules are going to be in use:
- Unchained classes (pages 6-39)
- Background skills and expanded skills (pages 46-53)
- Alternate crafting and profession rules (pages 72-81)
- Skill unlocks (pages 82-87)
- Variant Multiclassing (pages 88-91)
- Revised action economy (pages 102-109)
- Stamina and combat tricks (pages 112-135)
- Diseases and poisons (pages 138-141)
- Limited magic (pages 146-147)
- Wild magic (pages 147-148)
- Overclocked spells (page 148; I will run this with the wild magic, so if you fail, you'll get a wild magic event)
- Esoteric components (pages 150-155; the "optional" variant)
- Automatic bonus progression (pages 156-157)
- Scaling magic items (pages 160-179)
- Dynamic magic item creation (pages 180-191)
- New monsters (pages 192-253)
It would help me if you can explain somewhere in your post what part of Unchained your build will help test. I will take this into consideration.
I've put links to information about the city and its various races, together with a map, in the Campaign tab.
I've DM'd this AP several times before, and my usual practice is to make Gaerdran Lamm more prominent, by swapping him over with one of the other criminal NPCs (Devargo Barvasi, for the curious). You will start the game actually working for Lamm himself - doesn't have to be willing, in fact it's better if it's not; but somehow, at the start of this AP Lamm has some hold on you and you need to do what he says - at least for now. The nature of this hold is up to you and is likely to result in something a bit less 'heroic' than your standard fantasy trope, although that's not essential... I look forward to reading what you come up with!
This is a reasonably significant deviation from the module as written, but my experience is that players find it far more cathartic when you get your final showdown with Lamm.
As a final point: there is a certain amount of what is termed "mature" content in this AP, and I don't intend to shy away from it; but I'm looking for players who can handle adult themes in an adult manner (and not misogynistic neckbeards who hit on Laori Vaus because 'dude, she's hawt...'). Just saying.
Read the Player's Guide to CotCT
Read the other spoilers in this post.
I'm mainly looking for a good concept, good roleplaying, and a good background. That means characters who have a connection with the city, and who are invested in what happens to it. You don't need to use the (horribly misnamed) 10-minute background, but please do list 3 or so Korvosan NPCs that you are linked to, and spend a little time fleshing them out for me, together with their relationship (ideally friendly - trust me, you have enough enemies!) with your PC; these can be Chelaxian, Varisian, Shoanti as you please.
It doesn't matter if you already know the AP - I'm mixing it around enough that things should still surprise you, although you will need to be able to separate your player knowledge from the character's knowledge for some of the major plot points.
I will take from 4 to 6 characters.
Level: 1
Ability Scores: 20 point buy
Alignment: Non-evil. This is non-negotiable.
Races: Any Paizo, but weird had better have a good story. Alternate racial traits and heritages are fine. The Fiendish Heritage feat is not required, abilities of the d100 table are not permitted.
Classes: Core, Base, Hybrid, Unchained (barbarian, rogue, monk and summoner HAVE to be Unchained). All archetypes available. No 3rd party, please don't ask.
HP: Max at first, then 1/2+1
Traits: 2 traits, one must be a campaign trait.
Starting Gold: Average
I suspect that assimilating the new rules and putting crunch together will take a while, and that there will be a lot of questions. I'm therefore setting two deadlines: a first of Monday 22 June for submitting a concept (name, race, class(es), background!, which bit of Unchained your build will test), together with any questions. After that date, I'll set a further deadline for completing crunch.
Please do NOT put questions in a spoiler. Please DO put everything else (background etc) in a spoiler. Please do NOT put roleplay in the recruitment thread.
I realise that there are probably job applications with less reading involved, but I'm planning to devote a significant part of my leisure time to this; we're more likely to have fun if we know in advance what's expected.
Thanks for applying, and good luck!
F. Castor |
This is basically a dot.
A question, by the way: As far as Finesse Training and its effect at 3rd level is concerned, does Dexterity simply replace Strength, thus adding it 1+1/2 times when wielding a two-handed weapon and 1/2 with an off-hand weapon? As far as I have seen in the forums, they tend to lean towards yes (the rationale being that whenever an ability or feat replaces Strength with Dexterity for damage, it tends to specifically state what happens when two-handing).
In general, background skills, revised action economy, automatic bonus progression and quite possibly scaling magic items (well, as long as the DM throws one my way... ;-P) will also be tested through playing.
I did consider -briefly- to throw Variant Multiclassing into the mix, but making him into a rogue/VMC fighter (as that would make the most sense) is not really the wisest course of action, sacrificing five whole feats for class features that are neither that great nor come early enough to matter all that much. Besides, I would rather prefer to see how the rogue fares (albeit with combat-oriented archetypes) in a fight without multiclassing him into a, well, fighter.
DM Unchained |
Laori is ... strange.
And a very fun character.
Agreed. My comment is based on a long story which I shan't repeat here.
I doubt there is space for someone that know the AP, right?
Not a problem - I'm changing it round quite a bit, and the new rules should shake things up some. Feel free to apply!
Core, base and hybrid classes? So no Magus (and all the classes from Ultimate combat)?
Magus is a Base Class - see the link here. So, yes, Magus is completely permitted.
As far as Finesse Training and its effect at 3rd level is concerned, does Dexterity simply replace Strength, thus adding it 1+1/2 times when wielding a two-handed weapon and 1/2 with an off-hand weapon?
Sounds good to me.
Diego Rossi |
Diego Rossi wrote:Core, base and hybrid classes? So no Magus (and all the classes from Ultimate combat)?Magus is a Base Class - see the link here. So, yes, Magus is completely permitted.
I was unaware of that definition. I generally use the PRD and not the D20PFSERD.
I think I will make a Varisian inquisitor of Desna. But finding a reason why he would work for what is essentially a Fagin or even worse isn't simple.
Revised action economy (pages 102-109)
Stamina and combat tricks (pages 112-135)
Those would be tricky.
Limited magic (pages 146-147)
Wild magic (pages 147-148)
Overclocked spells (page 148; I will run this with the wild magic, so if you fail, you'll get a wild magic event)
And I have only skimmed those rules. Plenty of stuff to read carefully.
F. Castor |
Barring any changes here and there (hmm... Dodge or Toughness, Toughness or Dodge...?), the following is my character's crunch (it is missing its campaign trait though, as I have not decided on his background and which one fits it better yet). A more complete submission will follow of course, but I thought to give an idea.
I do have one thing to say though. The elven curve blade is freakin' expensive; the guy is left with basically the clothes on his back, a pair of small back-up weapons and a couple of "tools of the trade". :-P
Male Half-Elf Rogue (Unchained, Scout, Swashbuckler) 1
CG Medium Humanoid (Elf, Human)
Init +5; Senses Low-light vision; Perception +7
--------------------
DEFENSE
--------------------
AC 16, touch 14, flat-footed 12. . (+2 armor, +3 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +1; +2 vs. enchantment
Defensive Abilities Elven Immunities; Immune Sleep
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Elven curve blade +3 (1d10+1/18-20/x2) or
. . Dagger +3 (1d4+1/19-20/x2) or
. . Unarmed strike +3 (1d3+1/20/x2/nonlethal)
Ranged Dagger +3 (1d4+1/19-20/x2/10 ft.) or
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 13, Dex 16, Con 13, Int 14, Wis 12, Cha 12
Base Atk +0; CMB +1; CMD 15 (17 vs. sunder when wielding an elven curve blade)
Feats Dodge, Exotic Weapon Proficiency (Elven curve blade), Weapon Finesse
Traits Elven Reflexes
Skills (Trained) Acrobatics +7, Bluff +5, Climb +5, Diplomacy +5, Disable Device +7, Escape Artist +7, Intimidate +5, Knowledge (Local) +6, Linguistics* +6, Perception +7, Sense Motive +5, Sleight of Hand* +7, Stealth +7; Modifiers Keen Senses
Skills (Untrained) Appraise +2, Craft +2, Disguise +1, Fly +3, Heal +1, Perform +1, Ride +3, Survival +1, Swim +0
Languages Common, Dwarven, Elven, Sylvan, Varisian
SQ Ancestral Arms, Elf Blood, Finesse Training, Martial Training (Longbow), Multitalented
Combat Gear Elven curve blade, leather, thieves’ tools, spring loaded wrist sheath (1 lb: dagger), spring loaded wrist sheath (1 lb: dagger); Other Gear Pickpocket's outfit, belt pouch (2 lbs: caltrops), belt pouch (0 lbs: flint and steel), belt pouch (0 lbs: money)
Magic Items None; Potions None
Money 0 platinum pieces, 1 gold piece, 0 silver pieces, 0 copper pieces; Other Wealth None
--------------------
RACIAL TRAITS
--------------------
Ancestral Arms Gain Exotic Weapon Proficiency or Martial Weapon Proficiency as bonus feat at 1st level, replaces Adaptability
Elf Blood Count as both elf and human for any effect related to race
Elven Immunities +2 racial bonus on saves vs. enchantment, immunity to sleep
Keen Senses +2 racial bonus on Perception checks
Low-Light Vision (Ex) See twice as far as a human in low light, distinguishing color and detail
Multitalented Choose two favored classes at 1st level
--------------------
CLASS FEATURES
--------------------
Finesse Training (Ex) Gain Weapon Finesse as bonus feat
Sneak Attack Deal extra damage vs. flanked or flat-footed opponents (not applied vs. targets with total concealment)
Martial Training (Ex) Gain proficiency with one martial weapon, may take the Combat Trick rogue talent up to two times, replaces Trapfinding
--------------------
SPECIAL ABILITIES
--------------------
Elven Reflexes +2 trait bonus on Initiative checks
Question: Is the Trap Finder campaign trait from Mummy's Mask allowed as a general trait? For various reasons, I am assuming no, but I thought to ask anyway. :-)
Adahn_Cielo |
We have to work for Lamm, uh? That's going to take some backflips to explain, as I want to play an Oradin.
Of Vildeis.
Yay happiness and rainbows.
Basically, he grew up shunned by almost all of his village, and things only got worse after much of his village was wiped out from a disease, and he was the only one of the children to survive. The villagers' abuses guilt tripped him into believing he had been the cause for that, and he grew up believing to be the cause for all the misfortunes that happened around him.
Years after, he decided to leave the village (even if he can't forgive himself for "running away"), and joined the Korvosan guard. Thing went relatively well, as he finally found a place to feel useful...then Lamm happened. After the inkeeper's son of where he was living got kidnapped, the Merry Oradin managed to trace it back to Lamm. After he asked (without results) the guard for help, he decided to save the kid by himself: like any young and naive LG person, he PALADIN CHAAAAAARGE'ed the place where the kid was kept, only to be captured by Lamm's thugs about 2 minutes in. After that, Lamm has been blackmailing him by threatening to kill the boy if he didn't agree to work for him, giving him insider information from the guard.
It goes without saying that Menedemus is even more depressed and devoured by guilt than before, but he's determined to not run away this time and end Lamm once and for all.
I'm planning for him not to know he's a Paladin (or even know who Vildeis is), but kind of him finding about it with a process that culminates in the 3rd level as an oracle.
On the other hand, while I maintain my stance that most of the classes lose on having swift actions cost one act, I noticed that a lot of the spells I wanted to pick up (Paladin's Sacrifice, Martyr's boon, Blaze of Glory, the litanies, etc.) are all Swift or Immediate actions: I'll see if the new system can be a boon to a character like that.
In addition, I plan to see how useful are spells on someone with both non-full casting and with multiclass (prevision: I don't think it's going to be effective <.<). I'm not very thrilled about this part. D:
Now, questions!
1)I'd like to ask a detail of something that happens in book 2: I'm going to put it into spoilers, even if it's something that a lot of people know.
2)A more crunchy question: I'll have to pick Fey Foundling to make the whole Oradin thing work, but the flavor doesn't fit with Menedemus. Instead of asking for a simple reskin, I had an idea connected to the Rituals of Mortification from Chronicles of the Righteous.
Offering your blood to your patron may cause you pain,but you can transform your agony into a source of healing.
Time Investment: 3 days.
Affliction: You begin to bleed and do so continuously until the ritual’s end. The location of this persistent hemorrhage differs between participants. Some bleed from their tear ducts, mouths, nostrils, or ears, while others gain phantom wounds that mimic noted injuries ascribed to their patron deity or empyreal lord. The blood flows continually, but slowly enough that you are not leaving oceans of blood in your wake. You take 1d6 points of damage at the start of every day.
Benefit: Any cure spell you cast heals an additional 2 points of damage per die.
*.*
It's almost perfect, except for a couple of things: the benefit it grants doesn't work with LoH, and I have to keep refreshing it.
My proposal would be thus: I always have the Cold Iron weakness, but Fey Foundling's bonus is rolled into the ritual of blood and it works only when I have it on. No bonus to healing until I've done my ritual of mortification.
The second thing is to get an harsher HP cost to keep up the Mortification without having to wait each time for three days for the thing to refresh. I was thinning of something like this: while by RAW it should be (assuming 16 CON)
Day 1:no effect, 1d6 damage
Day 2: No effect, 1d6 damage
Day 3:No effect, 1d6 damage
Day 4-10: Active, 1d6 damage
Day 11-14:No effect, 1d6 damage
I was thinking something like:
Day 1-6: Active, 1d6 damage
Day 7-9: Active, 1d6+1d6 damage
Day 10-16: Active, 1d6 damage
etc...
Basically, taking double the damage the days I should have normally spent to refresh the ritual, but in turn I can keep it up at all times.
Basically, I want to combine the above plus the two curses from Double-Cursed Oracle, Clouded Vision and Shattered Psyche, to assemble a sort of "Super Curse, Vildeis style": blind eyes, crying blood, and constant screams of those you've failed echoing in your head. (Happy stuff!)
I could pick all of these things separately, but I thought I could ask you if you wanted to work together to make something more organic.
Of course, I agree to be hit by all kind of temporary nasty stuff when I reach level 3 and get my oracle level: bring on the CON and WIS damage! :P
Fighting Chicken |
Dotting for interest.
I'm going to play the illegitimate daughter of a wealthy high-ranking diplomat. Having grown up in Korvosa, she's more a Korvosan than her native ethnicity, and more fond of her city than her family. She's educated, a bit entitled, and afforded enough of a comfortable (if cold) childhood that she's picked up a lot of somewhat random and incongruous interests - the love of dueling and opera being the two main loves of her life. Probably CG tending towards CN in alignment, or a good-leaning CN, with a shift firmly into the CG or NG territory as the story develops.
Mechanically, I'll be going Lore Warden VMC Bard. I'll be building my submission to test the following rules: VMC, stamina and combat tricks, expanded skills (expanded perform at least, perhaps profession [musician or something similar as well]), scaling magic items and dynamic magic item creation (admittedly, I've just skimmed these sections, but I plan that Juliet will have a weapon very special to her, that she will want to hold onto over time).
Of course, I figure that these Unchained options will come up as well, for my submission and anyone else's: background skills, revised action economy, automatic bonus progression.
I'm unsure about skill unlocks - if I can find the right fit and enough feats, I'll work one into my build as well.
DM Unchained, will you be treating stamina and combat tricks as "feat access," "free for fighters," "fighter bonus feats only," or "free for everyone"?
EDIT: It looks like the New Skills section in the book falls under Background Skills. Just checking to see if I've interpreted this right - will you be allowing Lore and Artistry as skills? If so, I'll be taking Lore (Korvosa), and if not, I'll be taking Knowledge (Local).
pH unbalanced |
I've got a couple of other game applications pending. If I get into those, I'll need to withdraw from consideration. But I'd love to play a game of CotCT that makes it past the first combat.
In order for maximum testing effectiveness, I'm thinking I'll build a character I've played several other versions of to see how it compares. For this I would like to make her a Cartomancer Witch VMC Rogue, probably adding Arcane Trickster or Harrower later.
Areas of testing will be VMC, and all the various magic changes.
DM Unchained |
Questions piling up already! Good good good.
BTW, as I answer questions on interpretation of Unchained rules, I will put the answers into the Campaign tab for future reference.
Question: Is the Trap Finder campaign trait from Mummy's Mask allowed as a general trait? For various reasons, I am assuming no, but I thought to ask anyway. :-)
You aren't supposed to have two traits from the same category, I believe; thus since you're taking a CotCT trait, a Mummy's Mask trait would not be permitted. However, since the Trap Finder trait (in terms of fluff) isn't really tied to the MM AP as such (unlike, say Mummy-Cursed or Sphinx Riddler) I'm happy to house-rule that it's a General Trait and not a Campaign Trait, if that will help.
[wow, angsty stuff]
Gosh, I haven't seen that much angst since Carrion Crown! Are you sure you're applying to the right AP? :P
To answer your questions, no (the disease is entirely new, no one's seen it) and no (there's enough rule changes here already that I don't want to add any more). Sorry.
DM Unchained, will you be treating stamina and combat tricks as "feat access," "free for fighters," "fighter bonus feats only," or "free for everyone"?
I like your concept. To answer your question, the Combat Stamina feat is free for fighters at 1st level.
EDIT: It looks like the New Skills section in the book falls under Background Skills. Just checking to see if I've interpreted this right - will you be allowing Lore and Artistry as skills? If so, I'll be taking Lore (Korvosa), and if not, I'll be taking Knowledge (Local).
Yes, Lore and Artistry will be background skills. Lore (Korvosa) might be a bit broad, though: if you look at page 50, you'll see that an entire large city or metropolis is listed as "inappropriate". I suggest you either take Lore (particular district of Korvosa) or stick with Knowledge (local) if you want to know the city and surrounding area as a whole.
EDIT (by the magic of time travel) -
Ah, I almost forgot. Will you be allowing a drawback for a third trait?
Drawbacks are allowed.
F. Castor |
Heh, I almost missed the answer. But then again time travel can be tricky. Paradoxes and causality loops and some such...
As for how and why he is working with Lamm, there are two ideas.
One is so he can bring him and his organization down from the inside, as well as find the evidence necessary to tie the man to the murder and finally clear his mother's name. A relative newcomer in Korvosa, his real connection to the Varisian woman is not necessarily known, and while he has visited her and learnt of her plight, he has chosen to not divulge that he is her son and has told her to do the same. Thus, a new arrival in Korvosa may very well be looking for work, and a rogue who can not only steal and pick locks but fight as well should be able to find something to do, probably something shady.
The second option (and probably the less complicated one) is that Lamm knows who Vaen is and finds he can use that by dangling the evidence needed to clear his mother's name (but not necessarily tie himself to the murder) and force the half-elf to do more than a little dirty work for his organization. Again, Vaen's character crunch should certainly prove useful to one such as Gaedren Lamm and give him the incentive needed to use this particular half-elf in jobs and such. Besides, if he dies while on a job, no skin off his back, so to speak; in fact, it might even serve to tie up a loose end.
They need a bit of streamlining of course, and that they will be getting, but I am guessing they more or less are plausible enough reasons (and a staple of many a revenge film) as to how he finds himself working for the bad guy. I have to admit that the second one seems the simpler and more logical choice; not only does it not need infiltration skills that may very well be beyond a 1st-level character's abilities, but it also gives him common ground to work with others whom Lamm is blackmailing or holding something over, i.e. the PCs if I understand the character creation and the changes to CotCT you have in mind correctly.
Johnnycat93 |
Dot, may try and create a necro-knight. I'm at work right now, can someone remind me if the unchained classes are allowed the traditional archetypes of their non-unchained counterparts? I think that's the case (at least in the OP post), but I want to be absolutely sure. In this case Master Summoner for Unchained Summoner.
pH unbalanced |
Dot, may try and create a necro-knight. I'm at work right now, can someone remind me if the unchained classes are allowed the traditional archetypes of their non-unchained counterparts? I think that's the case (at least in the OP post), but I want to be absolutely sure. In this case Master Summoner for Unchained Summoner.
Unchained Rogue can use all archetypes (Danger Sense is called out to count as Trap Sense for all purposes.)
RAW, the Unchained Monk cannot take most archetypes. This is because they changed a lot of Class Abilities to be Ki Powers chosen from a list. It would be very easy for a GM to rule that you swap out your Ki Power at the level you would have gained the ability for the new archetype power (that's what the design team recommends) but that is completely a GM call.
PFS has ruled that Summoner archetypes only work with the Unchained Summoner if they don't change the Type or Base Form of the Eidolon, which cuts out about 2/3 of the archtypes. RAW is a bit fuzzier -- again, basically a GM call.
I don't work enough with Barbarians enough to have a clear sense of how Barbarian archetypes are affected. I think it's a case by case basis.
Johnnycat93 |
Johnnycat93 wrote:Dot, may try and create a necro-knight. I'm at work right now, can someone remind me if the unchained classes are allowed the traditional archetypes of their non-unchained counterparts? I think that's the case (at least in the OP post), but I want to be absolutely sure. In this case Master Summoner for Unchained Summoner.Unchained Rogue can use all archetypes (Danger Sense is called out to count as Trap Sense for all purposes.)
RAW, the Unchained Monk cannot take most archetypes. This is because they changed a lot of Class Abilities to be Ki Powers chosen from a list. It would be very easy for a GM to rule that you swap out your Ki Power at the level you would have gained the ability for the new archetype power (that's what the design team recommends) but that is completely a GM call.
PFS has ruled that Summoner archetypes only work with the Unchained Summoner if they don't change the Type or Base Form of the Eidolon, which cuts out about 2/3 of the archtypes. RAW is a bit fuzzier -- again, basically a GM call.
I don't work enough with Barbarians enough to have a clear sense of how Barbarian archetypes are affected. I think it's a case by case basis.
Cool, thanks.
If memory serves, Master Summoner does not change the Type or Base Form of the Eidolon, so it would be legal under those terms.
Still, I'll wait for the GM to make a call before committing to anything.
Fighting Chicken |
I like your concept. To answer your question, the Combat Stamina feat is free for fighters at 1st level.
Excellent!
Yes, Lore and Artistry will be background skills. Lore (Korvosa) might be a bit broad, though: if you look at page 50, you'll see that an entire large city or metropolis is listed as "inappropriate". I suggest you either take Lore (particular district of Korvosa) or stick with Knowledge (local) if you want...
Cool - thanks for pointing out that bit about the selectiveness of the Lore skill. I've got her pictured as kind a latchkey kid (or latchkey young adult, really), whose spent a lot of time wandering the city, getting into various scrapes (it is probably one of these scrapes that now has her working for Lamm). Thus, I think she'd know more than one district and I don't have so many skill points to sink into three or four Lores. I think I'll go Local and confine it to the people, places and secrets of Korvosa (and not, for example, the weaknesses of giants and bugbears). Thanks for the input!
DM Unchained |
RAW, the Unchained Monk cannot take most archetypes. This is because they changed a lot of Class Abilities to be Ki Powers chosen from a list. It would be very easy for a GM to rule that you swap out your Ki Power at the level you would have gained the ability for the new archetype power (that's what the design team recommends) but that is completely a GM call.
So ruled.
PFS has ruled that Summoner archetypes only work with the Unchained Summoner if they don't change the Type or Base Form of the Eidolon, which cuts out about 2/3 of the archtypes. RAW is a bit fuzzier -- again, basically a GM call.
Sounds reasonable.
Adahn_Cielo |
Hm, I think I'm going to scrap the Oradin idea, and pick up my Swash/Investigator back...
...and try to go with a poison build. O w O
Maybe with the new poison and crafting rules I'll finally be able to build the archetypical dirty poison fighter (without going bankrupt).
A couple of crunchy questions:
1)The Investigator can pick some rogue talents: do I pick the Unchained or the normal version?
2)Is there a rule to convert old poisons, or I'm limited to the dozen or so examples that got an update in unchained?
3)Maybe I'll dip Daggermark Poisoner down the road: will I have a chance to satisfy the requirements/will they got changed to something similar but in line with the AP? Speaking of the PrC: how does Quick Poisoning and Toxic Manufactory work with the new crafting rules? They refer to things that are no longer in the process.
Now I'm pumped. *.*
EDIT: Oh, come on! Investigators get all the poison Alchemist discoveries except Sticky Poisons and Celestial Poisons! <.<
Ugh, I'll have to pick Alchemist instead of Investigator.
I've changed build half a dozen times today. D:
Adahn_Cielo |
And there are quite a few days left before recruitment is closed. If you have changed so many builds in a day, imagine what you can do in a week. :-P
Don't tell me. <.<
I have two PDFs, a word document, and five tabs open and I don't know what's going on anymore. D:i.e Now that I've gone over the Investigator talents, I've found that they get the Lasting Poison Rogue talent, that got buffed in unchained almost to sticky poisons level, just a little bit weaker.
Every Alchemist option for poison is the best one that you can pick: thing is, I don't want to play an alch, so I'm finding a way to make it work with the Swash/Investigator trough various surrogate abilities. Maybe I'll be able to throw together a build by tomorrow, once I'm a little more lucid.
PS: On the bright side, I could throw a strong poison Alchemist build together, even if something is a little too bizarre: Human Alchemist with Racial Heritage(Nagaji) in Korvosa? Wut?
DM Unchained |
1)The Investigator can pick some rogue talents: do I pick the Unchained or the normal version?
Good question - I'm going to say that the Unchained Rogue talents replace the existing Rogue talents.
2)Is there a rule to convert old poisons, or I'm limited to the dozen or so examples that got an update in unchained?
I'm sure we can come up with a few more if needed - which ones were of particular interest?
3)Maybe I'll dip Daggermark Poisoner down the road: will I have a chance to satisfy the requirements/will they got changed to something similar but in line with the AP? Speaking of the PrC: how does Quick Poisoning and Toxic Manufactory work with the new crafting rules? They refer to things that are no longer in the process.
Should be fairly straightforward to adapt: Quick Poisoning just means you make twice the listed progress per day; Toxic Manufactory looks pretty much unchanged to me.
DM Unchained, the Missing Child (Sibling) trait states "Gather Information and Sense Motive are always class skills for you." How would you rule that phrase, being that Gather Information is a function of the Diplomacy skill now?
I could do some ruling about a bonus to Diplomacy when you use it to gather information, but the simplest thing is to rule that Gather Information = Diplomacy.
EDIT VIA THE MAGIC OF TIME-TRAVEL:
@GM: Just to clarify: are we using Skill Unlocks through the feat only or can everyone access them through merely havin the necessary ranks?
Skill unlocks are only available with the Signature Skill feat (unless you're a Rogue).
Evelyn Gertruade deGrey |
Evening Folks, this is Johnnycat with the alias I plan on submitting (Unchained Master Summoner w/VMC Magus). I'm about 60% complete with the stat-block and I haven't really begun on the background aside from what's posted below.
As I said earlier, I'm attempting to make a Necromatic Knight. With that there is two main goals: 1) The ability to summon spooky skeletons and 2) the ability to hit things with knightly form. The first is accomplished via Skeleton Summoner, the second is something a little more out-of-reach at first level, though I've managed the ability to use martial weapons at least.
Fluff-wise she's a poor, young girl that holds the lofty ideals of a true knight at heart. I took the Unhappy Childhood trait, though I don't have a reason for a continued relationship with Lamm yet (several ideas, but nothing strong enough to put here).
She also has no money, few possessions, no family, and makes her home in the somber fields of the Gray district. Whatever magic she learned has been self-taught, gathered from scraps found at the walls of the mighty Acadamae. She is accompanied by a quasi-otherwordly creature; the venerable Sir Erhart deGrey - the closest thing she has to a father figure.
Trying to build around this as a reference.
Mechanically I'm your typical summoner. That means lots of monsters to run interference along with some limited support from my spell-casting. I'll also have a decent number of skills (at least, decent for 2+) and the ability to be a minor threat in melee combat.
Feedback/suggestions are much appreciated from anyone who may have them.
Unchained Summoner
Magus VMC
Revised Action Economy (excited)
Limited Magic
Wild Magic
Overclocked Spells
Esoteric Compounds
@GM: Just to clarify: are we using Skill Unlocks through the feat only or can everyone access them through merely havin the necessary ranks?
F. Castor |
Interesting character.
What subtype is the eidolon? Far as I can tell it is an Inevitable, right?
It is a shame there is not some sort of undead subtype for the Unchained eidolon. Out of curiosity, seeing as how you are going for a necromantic knight sort of build, have you given the Psychopomp eidolon subtype a look? It is rather good and it appears to be close enough to some sort of otherworldly guardian spirit sort of thing. And going by the various psychopomps in the various Pathfinder books, they can have a humanoid shape and/or appearance more or less.
Adahn_Cielo |
@Evelyn: It's a bummer we aren't using the Playtest versions of the classes from occult adventures: Sir Erhart would be a perfect Phantom!
I'd say that a Psychopomp isn't a good idea, though: while Skeleton Summoner could go around the problem as they are summoned creatures, Psychopomp serves Pharasma and she hates undead.
@DMU: I was talking about the pp instead of sp part, but it's no problem anymore: I decided to just take a single level dip into the PrC.
The two poison I would have liked to get adapted are the Drow Poison (really cheap, and it's kind of the bread and butter poison for the "Chained" poison build), and the Purple Worm Poison (the most/only reasonably-costed of the nasty poisons): the others are too cost ineffective.
By the way, new question: what about using Fractional Base Bonuses (page 40)? It has no effects on single class characters (just follow the normal tables), but it helps Multiclassed characters tremendously.
Can I have BAB and Saves? Please? :3
Currently, I put together something like this:
1) Inspired Blade 1; Feat: Fencing Grace
2) Investigator 1
3) Investigator 2; Feat: Combat Reflexes
4) Investigator 3; Talent: Lasting Poison
5) Investigator 4; Feat: Master Alchemist
6) Daggermark Poisoner 1
7) Investigator 5; Feat: Airy Step ;Talent: Concentrate Poison
8) Investigator 6;
9) Investigator 7; Talent: Poison Conversion; Feat: Wings of Air
10) Investigator 8;
11) Investigator 9; Feat: Inner Breath Talent: Expanded Inspiration
Not sure about Airy Step and Wings of Air, but I'm happy to have managed to make my original concept work with poisons. I even found out that Inner Breath is a thing, and now I'm searching for a way to deliver Inhaled poisons!
Who's going to choke to death? Not me.
EDIT: My build changing continues. <.<
I've just found out that the standard Investigator doesn't qualify for Daggermark Poisoner, but it needs Daggermark Lore to do so.
More feat tax, but, on the bright side, I get to buff one poison, I guess. :P
Enchanter Tim |
Ok, still working on my Underground Chemist Rogue VMC Alchemist. I think he's going to specialize in throwing splash weapons with a minor in standard rogue melee. Eventually he'll be throwing actual Alchemist bombs, but most of the time he'll just be doing mundane alchemical splash weapons. Free Weapon Finesse and Dex damage to melee will help him not suck without tons of investment. The problem will be getting any sneak attack at range, and Unchained didn't do anything to help that. I love the concept and I'll run with it, but he may be strictly weaker than an equal level Alchemist.
Question: Underground Chemist adds 1/2 level to Craft (Alchemy) checks. VMC Alchemist adds full level to Craft (Alchemy) checks. Do I get both of those for a whopping 1.5x level to Craft (Alchemy)? It would really help with making all these Acids and Alchemist's Fires that I foresee.
Zahir ibn Mahmoud ibn Jothan RPG Superstar 2014 Top 16 |
DM Unchained, the Missing Child (Sibling) trait states "Gather Information and Sense Motive are always class skills for you." How would you rule that phrase, being that Gather Information is a function of the Diplomacy skill now?
That's under "Consolidated Skills" right?
That's not one of the rules the GM listed as wanting to try, right?
Evelyn Gertruade deGrey |
@F. Castor & Adahn_Cielo:
Yeah, I've had a bit of a hard time selecting my Eidolon with the new restrictions placed by Unchained (by way of form and appearance). On top of that since I have Unhappy Childhood (Religious) there's the added difficulty of having to navigate a deity into this (which is especially difficult because PF is a setting where necromancy is strictly evil).
I'd love to run a Psychopomp, especially since I worship Pharasma in favor of Urgathoa, but I'm already treading a fine line with my summons. Right now I'm working on the guise that they aren't -technically- true skeletons, just summons that I'm borrowing for a few seconds.
I'm just not sure if an argument of semantics would be enough to smooth out whatever grievances a Psychopomp may have with my methods.
Zahir ibn Mahmoud ibn Jothan RPG Superstar 2014 Top 16 |
Because somebody should, and because the "chained" rogue is almost universally considered UP, I believe I'll take a swing at a straight up Unchained Rogue.
I will take the opportunity to resurrect and old character, so the fluff would be a piratey seagoing type.
I need to fully understand how action economy and iterative attacks work, but pending that she will quite probably be a dual wielding type, to take full advantage of what I THINK are the strengths of the unchained rogue.
F. Castor |
Fighting Chicken wrote:DM Unchained, the Missing Child (Sibling) trait states "Gather Information and Sense Motive are always class skills for you." How would you rule that phrase, being that Gather Information is a function of the Diplomacy skill now?That's under "Consolidated Skills" right?
That's not one of the rules the GM listed as wanting to try, right?
Not exactly. Gather Information is a skill from 3.5, as CotCT is actually 3.5, not Pathfinder. In Pathfinder, it is the Diplomacy skill that is used to gather information.
Edit: Alrighty then. The crunch for my CG Half-Elf Rogue (Unchained, Scout, Swashbuckler) is finally finished. Once I finalize the background, I will post the whole thing.
Zahir ibn Mahmoud ibn Jothan RPG Superstar 2014 Top 16 |
Tyenar "Whisper" Checkeredpage |
Presenting to you Tyenar, Investigator Multiclass mishmash extraordinaire.
Luckily for Tyenar, that hadn't the case: his parents had not treated him any different because of his Sylph heritage, and the most he had gotten from other inhabitants of the village were curious stares (something that annoyed him to no end). No, Tyenar's reason for leaving his home were much more simple: the place was dreadfully boring. By the time he was a young man, he had already found about everything there was to know about all of the one-hundred or so inhabitants of the village, read every single book there was in the town, and catalogued all of that information in neat files ordered by subject, name, and chronological order.
Because of this, shortly after he turned 18, Tyenar left his home and travelled to the nearby city of Korvosa.
For some time, life was wonderful: Tyenar spent almost all of his time eavesdropping in the streets, slowly picking up Korvosa's rumors and secrets. In little more than a year, he was more knowledgeable about the city than most of the people that lived there all their life did.
Tyenar even managed to find a job to scounge up some coin, by making simple medications for Martha, the owner of the inn the sylph was living in: beside running the place, the woman also worked as a midwife for the poor people of the Shingles.
Unfortunately, things started going downhill after he butted heads with Gaedr Lamm.
A couple of months before Ander, Martha's little son, suddenly disappeared. At first, the sylph didn't pay it much mind: he wasn't the first kid to disappear in Old Korvosa, and he surely wasn't going to be the last. Homewer, something kept nagging at Tyenar's heart: was it really okay to ignore the plight of someone that was so kind to him. Moved by feelings he couldn't really explain, Tyenar started to look for the missing boy: after two weeks of searching, he had found where Lamm kept him.
Homewer, Lamm is a monster, not a fool: he knew that Tyenar was trailing him and, after finding which boy the sylph was searching for, blackmailed him into working for him, threathening to kill little Ander if he didn't started t work for him.
About half a month had passed, and Tyenar had been gathering information for Lamm since: it repulsed him to work for someone like that, but the sylph had no choice.
Unbenknowst to Lamm homewer (at least for now), Tyenar's information gathering work had been getting sloppy: in fact, the Sylph had picked up a weapon for the first time in his life and was devoting most of his energy to train, waiting for the right time to strike...
The grocery store was selling spoiled cabbages.
A girl was killed in Rat's Alley last night. Wounds from a Sawthooth saber were found on the body.
A caravan from Magnimar with merchandise for the blacksmith still hasn't arrived.
They weren't the rumors he was searching for, but he still scribbled them furiously on his journal.
The Sylph had found that Korvosa, and the Shingles in particular, to be a perfect place for him. He left his village 8 months before: it wasn't that his parents didn't love him, or that people shunned him for his heritage. Quite the contrary, he was well liked and rather famous, but that indeed was one of the problems: Tyenar couldn't stand all the attention people gave him. You couldn't stay alone for a moment that everyone came to you and said “Hi!” or “How's it going?” or “Why are you hiding in that barrel?”. He understood that it was because everyone cared for him, but it was very irritating.
An inhuman screech came from the Acadamae last night.
A certain Johan had beaten his wife.
The people killed by Shiver overdose had increased in this last month.
And nothing happened in his home town, anyway. He knew all that could be knew about all of the townsfolks. He even grew so bored that he compiled all of the information on paper, and then made a copy of everything just to be sure. It was no small task to acquire that amount of information, and it would have been a shame if everything got lost. Still, when Tyenar turned of age he left his village and moved to greener pastures. The city of Korvosa, in particular, piqued his attention.
It was as if Korvosa was made of rumors. Big cities usually breeds an incredible amount of them because of the sheer number of people that lived in it: but Korvosa was special. Here, the city's underworld, the Chelaxian government and tales of strange cults spawned secrets like no other place. And of course there where Korvosa's two biggest attractions: the truth behind what was going on in the Acadamea and the so-called “Curse of the Crimson Throne”. Uncovering the first would be akin of what a Paladin would achieve by defeating a legion of undeads, but finding the truth beyond the second...A thing that will be remembered in the ages!
After wiping the drool off his mouth, Tyenar looked at what he just wrote ”Shiver, uh? That damn Lamm sells that. I should follow this lead today.”
Small Centipede Poison was seeing a rising in usage among thieves.
A lot of thieves also said that Small Centipede Poison was useless and a waste of money.
A cargo of distilled Dream Spider poison, used to make Shiver, was to arrive at Dock number...
The SYlph was writing everything down, and about to listen to the ushed whisper about the cargo when he heard a voice behind him. ”HEY! It's him! Bring that F***er to me!”
Gustavo. Oh joy. Tyenar tought.
Gustavo was a Varisian thug, and part of a famed gang in the Shingles. Or at least he was. All of the criminals around the Shingles didn't like the Sylph much: because he always sneaked around, they believed that he was trying to steal their work (something that wasn't true) and snooping about their businesses (that was kinda true, tough).
Anyway, Gustavo really disliked him. It was probably because, after being confronted by him and his boss some weeks ago, he made Gustavo make a slip about the fact that he was cheating on his boss with his wife. He escaped, and the fight that broke out between the two Varisian was hilarious (watched from a safe distance, obviously), but Gustavo, now kicked out of the gang, and some of his thugs tormented him all the time.
The sylph sighed and started to run. He had to find where Ander was, not lose time with these idiots.
Some of the thugs weren't even able to make the jumps between a building and the other. It was true that Tyenar had passed the last 8 months almost completely hiding and traveling the Shingles, and his heritage made it so he was way lighter than a normal human, but these guys were embarrassing, the sylph thought. How can you live in Old Korvosa and not even be able to make a 20 feet jump? Amateurs.
Gustavo, in the meantime, was running after him spewing profanities. Tyenar didn't knew a couple of them, so he pulled out his journal while running and wrote them down.
He was really getting annoyed now, tough, and ran to the tallest building he could spot in the surroundings. He pulled a little vial of purple liquid from his belt, and then jumped down, the tents running between the two sides of the road almost hiding all of the street below. He channeled the winds that continually swirled around him to soften the fall, and landed with a soft *paf*.
Sure enough, the thugs that followed after him, thinking that he wouldn't have jumped down from a building too tall, landed with a way more cacophonous sound. He didn't even turn to check if Gustavo had jumped: the sylph already played that trick to him a week ago, and now he was probably taking the long way down to pursue him. Instead, he drank the extract and effortlessly meshed and walked in the crowd, moving even faster than normal, while making a note in his journal of what sound a Varisian Thug does when he falls several feet down.
Pulling another vial, containing a greenish extract, he appointed on his journal the progress he made that day.
He didn't find the whereabouts of little Ander, unfortunately.
He's the last person Martha has left...poor woman
Shaking his head to snap out of too depressing musing, the sylph turned back for a moment: in any case, he had to get rid of Gustavo, and so he drank the potion he was holding and entered a small alley.
When the Sczarni thug entered the alley, he didn't find no one except for an old beggar, who stretched his hand to him, talking in a raspy voice ”Spare change for a veteran?”. In response, the Varisian Thug kicked him angrily and left the alley, pursuing Tyenar in the direction he thought he had gone, swearing like a sailor.
The beggar stood on the ground for some time, pondering what had just happened, when he overheard two noblemen talking in the distance ”I swear, this little blonde urchin tried to snatch my coin-purse AGAIN! He was there yesterday, the day before, and the day before that!”...”Yeah, I tried to catch him, but some other brats got in the way. I even heard one say 'Ander, get away!'. Probably the name of that blasted little thief.”
The beggar grinned, and pulled from his pocket a little journal, and scribbled the information he just acquired.
Maybe today wasn't fruitless, in the end the disguised Sylph tought, smiling, while he stowed away the empty vial of Disguise Self extract.
Light blue arabesque continually move and swirl on Tyenar's skin, only a symbol under his right, grey eye almost still. The soft breezes that continually envelops him move his grey hair, the same breezes that help his seemingly-lithe frame to move with inhuman agility. To a bit of his dismay, no amount of training seemed to have tangible effects on his physique, even if he does manage to put more strength in his strikes than before.
Acquaintances
-Iacob and Nanya Checkeredpage, Age 33 and 31: Tyenar's parents: even if the sylph has trouble showing it (what with his heritage and the awkwardness of a teen around his parents), he loves them dearly . It goes without saying that they were more than worried when their son, packed up and left to Korvosa, they have since calmed down a little.
However, in the last month and a half, TYenar's letters had got more and more spare, and the couple is considering to travel to Korvosa to see if their son is okay...
-Martha, Age 38: The widowed owner of the Inn Tyenar lives in. Despite the Shingles not being the most respectable of places, she's an honest and kind person: in fact, she does also works as a midwife for the poor people of Old Korvosa. While Tyenar didn't talk to her much at first, the Sylph slowly opened up to her, crafting medicines and ointments to pay for his room and food. The disappearance of his only son has been slowly sapping her strengths, but she nonetheless still runs the inn and keep working, a selflessness and dedication Tyenar deeply respects.
-Ander, Age 8: Martha's son. A cheerful and active child, he's the sole support Martha has left. Tyenar had pooled all of his resources into finding him but, alas, Lamm is currently using the boy's life to blackmail the sylph into service.
-Gustavo, Age 27: Previously a member of a famed Sczarni family, he's been kicked out from it when Tyenar revealed the tryst between the Varisian thug and the wife of his boss. Now a petty criminal with a dozen of loyal men, he passes most of his time searching for the Sylph to have his revenge.
Goals and random things
-Catch Lamm. Then Stab him. Then do a victory dance.:Duh.
-Uncover the secrets of the Curse of the Crimson Throne: Tyenar loves secrets, and discovering the one behind the Curse of the Crimson Throne, the mysterious series of untimely deaths that plagued Korvosa's royal line for centuries is one of his greatest dreams.
-Alignment Shift: His restless search of Ander had already made Tyenar question his previous, selfish, life choices, and a good member in the party would go a long way of making the Sylph chose the path of goodness.
-Zohls: The Empyreal Lord of Truth would be a perfect match for the sylph once he finds the way to righteousness. The biggest problem is that Tyenar doesn't even know that Empyreal Lords are a thing, and much less that there's one with the perfect portfolio for him.
A divine caster (or Divine Savvy) member of the party could point him to it, maybe pointing the fact that Whisper's surname is exactly Zohls' holy symbol.
Done! :D
How does it look? The short story was his previous background, so instead of scrapping it completely I made a separate backstory and kept it as something to have an idea of the character.
Crunch coming in a bit!
Arcadius Steele |
This is Tarondor's submission. He's a bounty hunter and nascent revolutionary currently in the unwilling service of Gaedran Lamm.
Male human slayer (bounty hunter) 1 (Pathfinder RPG Advanced Class Guide 53, 118)
CG Medium humanoid (human)
Hero Points 1
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (1d10+2)
Fort +3, Ref +3, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +2 (1d8+3/19-20) or
. . shortsword +2 (1d6+1/19-20)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 13, Int 16, Wis 9, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Artful Dodge, Two-weapon Fighting
Traits missing child (sibling), student of philosophy
Skills Acrobatics +5, Appraise +4, Bluff +4, Climb +7, Diplomacy +4, Disable Device +0, Intimidate +4, Knowledge (local) +7, Linguistics +4, Perception +3, Sense Motive +3, Stealth +5
Languages Common, Shadowtongue, Shoanti, Undercommon, Varisian
SQ hero points, track +1
Combat Gear caltrops; Other Gear studded leather, crossbow bolts (10), light crossbow, longsword, shortsword, belt pouch, crowbar, grappling bolt, grappling hook, pomander, merchant's, sack, signal whistle, silk rope (50 ft.), string or twine, 5 gp, 9 cp
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Tracked Resources
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Crossbow bolts - 0/10
Pomander, merchant's (1 uses) - 0/1
Studied Target +1 (move action, 1 at a time) (Ex) - 0/1
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Special Abilities
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Artful Dodge Gain +1 dodge bonus to AC vs. opponent only you threaten.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Student of Philosophy Use Int instead of Cha for Diplomacy checks to persuade others and Bluff checks to lie.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.
--------------------
Arcadius Steele was raised in one of Korvosa's worst and most violent orphanages, brawling and scrapping for food and a warm place to sleep until he was sold by Madame Origenna, the mistress of the orphanage, to the criminal Gaedran Lamm.
While at the orphanage, he became fast friends with (Tim's character) and Maretha, a girl a few years older than himself. (Tim's Character) went to work for Gaedran Lamm alongside Arcadius, but Maretha was sold into Lamm's service and they never saw her again. Arcadius has been searching for her ever since.
In Lamm's service, Arcadius has become a master of shadows, able to go almost anywhere in the city and able to intelligently size up his opponents and situations with great accuracy. He hates Lamm but has yet to strike out at the man because of several veiled threats against Maretha and (Tim's Character).
Arcadius has become increasingly interested in the teachings of Milani and believes that justice will soon be meted out to men like Lamm.
[spoiler=Family, Acquaintances and Enemies]
FAMILY: Arcadius has no family, but considers (Tim's character) and Maretha to be his siblings.
ACQUAINTANCES:
Jarrod Eldred - A bookseller in the Grand Market is one of Arcadius's best sources of information. He has a penchant for sweets and a weakness for pretty women.
Sharp Maddie - Leader of a group of street toughs, Sharp Maddie delights in all things sharp and dangerous. She may be slightly mad, but she's also truly deadly in a knife fight. She's taken a liking Arcadius (whom she calls "Cady") and will occasionally give him information or assistance.
Quinn Magera - a sergeant in the Watch, Quinn has never quite arrested Arcadius. When Arcadius needs some official information, Quinn can sometimes be convinced to supply it.
ENEMIES -
Norl Taulbert - Gang tough and street brawler. Arcadius and Norl have fought each other bloody more than once in the pubs and back alleys of Korvosa. Last time, Arcadius knocked out two of Norl's front teeth, and Norl has sworn revenge.
Ailsbelle Caran - An inquisitor of Abadar who is convinced that Arcardius is guilty of a bank heist and the murder of the bank's guard. This is untrue, but Arcadius did provide stolen plans of the bank to "The Ogres", a violent street gang, in exchange for information about Maretha's whereabouts (which ultimately proved to be false).
[spoiler=Goals]
GOALS -
FIND MARETHA - Arcadius is driven by his desire to find Maretha.
DESTROY GAEDRAN LAMM - Arcadius doesn't really care if he gets to kill Lam - he want Lamm to live knowing what he lost.
OVERTHROW - His growing awareness of Milani is creating a nascent revolutionary in Arcadius. The cruelty and corruption of the city has led him to increasingly radical political thought.
REDEMPTION - Over time, Arcadius has done a lot of harm in Lamm's service. He's stolen, cheated and assaulted people. He's destroyd property and burned buildings. The only crime he hasn't committed is kidnaping. He wants to feel clean again, but doesn't know how to go about that.
1 - Slayer - Artful Dodge, Two Weapon Fighting.
2 - Slayer - Ranger Combat Style - Double Slice
3 - Master of Many Styles - Kirin Style - Combat Stamina
4 - Master of Many Style - Kirin Strike.
5 - Slayer - ?
6 - Student of War
7 - Student of War - Improved Two Weapon Fighting
If chosen, Arcadius will be giving the Stamina rules a workout!
DM Unchained |
The two poison I would have liked to get adapted are the Drow Poison (really cheap, and it's kind of the bread and butter poison for the "Chained" poison build), and the Purple Worm Poison (the most/only reasonably-costed of the nasty poisons): the others are too cost ineffective.
Fair enough - what about the following?
Drow Poison
Type poison, injury Save Fortitude DC 13
Track Dexterity (special) Frequency 1/minute for 2 minutes
Effect Healthy-Sluggish-Unconscious; no end state
Cure 1 save
Purple Worm Poison
Type poison, injury Save Fortitude DC 24
Track Strength Frequency 1/round for 6 rounds
Effect Healthy—Weakened—Impaired—Staggered—Immobile—Dead
Cure 2 consecutive saves
By the way, new question: what about using Fractional Base Bonuses (page 40)? It has no effects on single class characters (just follow the normal tables), but it helps Multiclassed characters tremendously.
Can I have BAB and Saves? Please? :3
I'm not saying no right now, but there's a lot of paperwork on FBB - I'll hold off on this for the time being until I see how many of the submissions might need it and how much additional work it's likely to be.
Question: Underground Chemist adds 1/2 level to Craft (Alchemy) checks. VMC Alchemist adds full level to Craft (Alchemy) checks. Do I get both of those for a whopping 1.5x level to Craft (Alchemy)? It would really help with making all these Acids and Alchemist's Fires that I foresee.
Good question - my guess is no; bonuses in the same category don't stack, and the 'fluff' for Underground Chemist is that they aren't as good at alchemy as Alchemists are. So, if you 'upgrade' to Alchemist, your bonus improves from +1/2 to +1; it doesn't stack. If you have anything in RAW that suggests otherwise, let me know.
A good set of submissions so far, thank you for your interest! I look forward to seeing what else people come up with.
Diego Rossi |
A question about the Revised action economy.
I have read and re-read it and it seem to change the game a lot.
A few examples to clarify how it seem to work and to see if my interpretations are right:
6th level fighter
1st simple action: attack adjacent enemy
2nd simple action: move up to your speed
3rd simple action: second attack at -5
8th level Monk with flurry of blow
1st simple action: move up to your speed
2nd simple action: make 2 attacks against an adjacent enemy at -2
3rd simple action: make 2 attacks against an adjacent enemy at -7
16th level fighter:
1st simple action: attack adjacent enemy
2nd simple action: attack adjacent enemy at -5
3rd simple action: attack adjacent enemy at -10
.... you are unable to make your 4th attack.
11th level fighter:
1st simple action: attack adjacent enemy and drop it
2nd simple action: move 5' to be in range of another enemy
3rd simple action: attack adjacent enemy at -5
.... you are unable to make your 3rdh attack.
Magus standard procedure (level 2+)
Before
swift action: use arcane pool to enhance your weapon bonus or recharge a used spell
use spell combat to cast a spell (shocking grasp) and make a full attack
use spellstrike to deliver your shocking grasp with your weapon
and
swift action: use arcane pool to enhance your weapon bonus or recharge a used spell
Cast shocking grasp
move your full movement
use spellstrike to deliver your shocking grasp with your weapon
With the revised action economy.
1st action: Swift action (simple) enhance your weapon/recharge a spell
2nd use spell combat, simple: cast shocking grasp and attack
... you can't use spellstrike
and
1st action: Swift action (simple) enhance your weapon/recharge a spell
2nd and 3rd use spellstrike (complex, 2 actions): cast shocking grasp and attack
... you can't move or use spell combat.
Another one:
1st and 2nd action use spellstrike (complex, 2 actions): cast shocking grasp and attack
You can use your 3rd action to move between casting shocking grasp and delivering the spell?
It seem a big nerf for the magus and all other classes that have a lot of swift abilities and a questionable tradeoff for people that get an high BAB early. The ability to move, attack, attack or attack, move, attack at the cost of an attack at -10 is a great boost, the loss of the 4th attack is still a perceptible cost and having a 5' step eat a potential attack is a big cost.
I am thinking to make a magus to see how it really works. It would be easier to justify why he is working for someone like Lamm than with a divine character and it seem a great class to test how the revised action economy change gameplay.
Can you reply explaining if my interpretations are right?
- * -
Another question: how will work haste with the revised action economy?
To get the extra attack you need to make a full attack, but there is no "full attack" action now.
And you get a bonus attack action? That would be nice for people using 2 weapons as they will get 2 attacks with 1 attack action.
DM Unchained |
A question about the Revised action economy.
I have read and re-read it and it seem to change the game a lot.
Yes. Yes it does. Hence why I'm playtesting it.
A few examples to clarify how it seem to work and to see if my interpretations are right:
These are great! I'll go through them in more detail once I'm not at work.
Can you reply explaining if my interpretations are right?
Ha. No, only official FAQ can do that! What I can do is give you my - current - interpretation of how I will run them until we get official rulings.
Another question: how will work haste with the revised action economy?
Ah, this one I can answer! See the box on page 109: Haste gives you 1 additional act/round, which can only be used to make an attack simple action.
Tyenar "Whisper" Checkeredpage |
And here's the crunch!
Male sylph swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 56, 125, Pathfinder RPG Advanced Race Guide 156)
N Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +1, Ref +6, Will +1
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Offense
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Speed 35 ft.
Melee rapier +6 (1d6+4/18-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (4)
Spell-Like Abilities (CL 1st; concentration +0)
. . 1/day—feather fall
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Statistics
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Str 12, Dex 18, Con 12, Int 16, Wis 10, Cha 8
Base Atk +1; CMB +2; CMD 16 (16 vs. disarm)
Feats Fencing Grace, Weapon Focus (rapier)
Traits clever wordplay, missing child (son or daughter)
Skills Acrobatics +7, Appraise +1, Bluff -3, Climb -2, Craft (alchemy) +7, Craft (traps) -1, Diplomacy +6, Disguise -3, Escape Artist +1, Fly +1, Heal -2, Intimidate -3, Knowledge (local) +7, Linguistics +4, Lore (The Curse of the Crimson Throne) +7, Perception +4, Ride +1, Sense Motive -2, Sleight of Hand +7, Stealth +4, Survival -2, Swim -2
Languages Auran, Common, Custom Language, Dwarven, Elven, Halfling
SQ breeze-kissed, inspired panache, meticulous
Other Gear studded leather, rapier, alchemy crafting kit, formula book, grappling hook, inkpen, journal, masterwork backpack, silk rope (50 ft.), 18 gp, 9 sp
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Special Abilities
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Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Clever Wordplay INT modifier to Diplomacy
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fencing Grace Add Dex instead of Str to rapier damage. +2 CMD vs. disarm if you have at least 1 panache point.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Meticulous -2 on all untrained skill checks
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
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Wind-Carried Voice: You are a master of seeing through falsehoods and sharing secrets—the wind itself seems to carry your voice to those you trust. You gain a +1 trait bonus on Sense Motive checks to tell when someone is lying to you. Additionally, at will, as long as you are outdoors or in an area where there is noticeable air movement, you can whisper to any creature from up to 30 feet away. You can only designate one person in sight to hear your voice, and nearby creatures can hear these messages with a successful DC 20 Perception check. This is an extraordinary ability that otherwise functions as message.
@DMU: Those looks neat, thanks! I'll be using the Drow poison on my weapon, so the 1/minute save won't be a problem! (For me at least. Stab Stab. *.* )
EDIT: So, people we have so far...
F. Castor; Vaenathis “Vaen” Konnal, Rogue (Unchained, Scout, Swashbuckler); URogue, Scaling Items
Fighting Chicken; Juliet? Fighter (Lore Warden, VMC Bard); VMC, Stamina, Scaling Items
pH Unbalanced; ??? Witch (Cartomancer, VMC Rogue) into Arcane Trickster; VMC, Magic
Enchanter Tim; ??? Rogue (Unchained, Underground Chemist, VMC Alchemist); VMC, URogue
jhonnycat93; Evelyn Gertruade deGrey Summoner (Unchained, Master Summoner, VMC Magus); VMC, USummoner, Magic
Zahir ibn Mahmoud ibn Jothan; ??? Rogue (Unchained); Vanilla URogue
Adahn_Cielo; Tyenar Checkeredpage Investigator (Swash and Daggermark Poisoner dip); Poisons, Magic
Tarondor; Arcadius Steele Slayer (Bounty Hunter, MoMS and Student of War dip); Stamina, Minor UMonk?
That's a lot of Rogue/Roguey types. O.o
Few casters are understandable given limited magic, but there are no Divine Classes so far. D:
Diego Rossi |
Diego Rossi wrote:Can you reply explaining if my interpretations are right?Ha. No, only official FAQ can do that! What I can do is give you my - current - interpretation of how I will run them until we get official rulings.
Diego Rossi wrote:Another question: how will work haste with the revised action economy?Ah, this one I can answer! See the box on page 109: Haste gives you 1 additional act/round, which can only be used to make an attack simple action.
LOL, I wasn't asking for an official Paizo interpretation, simply your interpretation as the GM of this game.
From what I have seen so far it seem that there is a good boost in efficiency for combatants that rely on mobility or dual wield. Being able to move and make more than 1 attack is very good.
A sharp decrease in efficiency for those that rely on swift actions.
And some strange corner case like spellstrike, that completely lose the "almost haste" value that it had.
Actually there is another strange thing with spellstrike/spellcombat:
Spell Combat (Attack, Complex): You make an attack roll with a light or one-handed melee weapon, then cast a spell on the magus UM spell list with a casting time of 1 standard action. You take a –2 penalty on the melee attack, but the spell is cast regardless of whether the attack hits. If you cast the spell defensively, you can subtract your Intelligence bonus from the result of the attack roll to add the same value as a circumstance bonus on the concentration check.
You must have the spell combatUM class feature to take this action, and can take this action only once per turn. To take this action, you must have one hand free. You can’t also take the following actions this turn: cast a standard-action spell or cast a 1-round-action spell.
As written the -2 applies only to the spell combat action, not to all the attacks in the round and, differently from the normal rules, you must attack first and cast the spell after attacking, so certainly in melee range and breaking the combo true strike+attack all in 1 round.
Or even the standard: cast, 5'step, make full attack combo.
YanJieming |
Why did they even redo Spellstrike? Before, the melee attack was a free action to replace any touch attack necessary with a spell. Why not just leave it that way?
Anyway, I've seen a summoner and rogue, but no monk. I'll see if I can put one together. I've got two questions about the monk though;
1) In the revised action economy sidebar it talks about flurry of blows with a -2. My assumption is that this is talking about standard flurry and not unchained, so the unchained monk would get an extra attack at full bab. Is this correct?
2) How would you handle the swift action ki point to gain an extra attack? Would it allow an additional attack action before 6 bab? So:
Flurry: 1 action
Spend ki: 1 action
Extra attack: 1 action
Or would it allow an extra attack as part of the swift action?
So 6th level monk;
flurry: 1 action
attack: 1 action
Spend ki and attack: 1 action
F. Castor |
Handy list.
Technically, anyone with an Unchained Rogue character will also be testing Skill Unlocks by default, thanks to the Rogue's Edge class feature. As for my rogue, the idea is to test the Unchained Rogue in general, but also to test his combat effectiveness in particular and in comparison to the Core Rogue, since that was the area where he was lacking the most, if I am not mistaken.
Other than that, I am guessing that Background Skills, Revised Action Economy, Automatic Bonus Progression and quite possibly Scaling Magic Items, as well as New Monsters, will probably be tested by everyone selected, as they are changes that affect all characters and gameplay in general.
Shaeda Stormborn |
Count me in as Zahir's Unchained Rogue offering. Please note that rogue does not equal thief!
Background is written. I was excited to see that halflings and sailing have a special place inside Korvosa, so I'm diving right into that.
Campaign trait is chosen and described in the background.
3 contacts are listed.
Class is described, as well as what I'm testing out.
I think that's everything needed for the 22nd deadline is in my profile.
Much of the profile for this character is old stuff that needs to be "cleansed" so don't read too far down her profile.