Harakani DM |
Previous recruitment was at here
The game is an epic game about the creation of a new Thassilon (based loosley on Xin’s original vision). The game is strongly based on Kingmaker (but I will have to raise some threats a lot to actually be a threat).
The premise is that a rich dwarven wizard named Hargran Stonebound ran a small (and illegal) ‘cult’ of Lissala in Cheliax, out of Egorian academy. He has seven apprentices/acolytes who are as much lab assistants as anything else.
A few nights ago he arranged a contract with Brevoy to claim the Stolen Lands. He grabbed his students and ran, but the Cheliax government tried to stop him. He is now near death and his students are largely on their own.
There are Seven students (obviously) but three have or are dropped out, so I am looking for three new characters.
Characters should be ex-students and cultists of Hargran who have answered his call to arms.
The group is about to go Mythic. Recruitment ends when just before they do. I'm guessing a week.
I would like everyone to think about why their character was in the ‘cult’;
Are you a true believer? Are you simply hoping to acquire some of Hargran’s wealth? Seeking secret knowledge? Taking advantage of the fact Hargran will give you a better grade if you are in his cult? Hoping to gain power? Using Hargran’s well known tolerance of strange races to gain a measure of protection in prejudiced Cheliax, which has now turned on you?
This is also a Mythic game. Resurrect the true Lissalan Church and in return you will become her Champions on Golarion.
I think a strength of PbP is that it can cope well with many NPCs on the player sides, so Leadership, Familiars, Golems, Summons etc are all fair game. Be warned that means that this is a large party starting to verge on a small army.
I hope this will be a game where a lot of discussion and planning takes place, so be prepared for it.
Currently we have
The Charitable Runelord in Grey, bearer of Rune of Necromancy, Necromancer Wizard
The Generous Runelord Denat, bearer of the Rune of Conjuration , Conjurer Wizard
The Kind Runelord Simon, bearer of the Rune of Evocation, Gun-using evocation Wizard
the Loving Runelord Anglon, bearer of the Rune of Enchantment, Cleric of Lissala.
Available runes and virtues are
Temperante, Zelaous, and Humble
Rune of Abjuration, Transmutation, and Illusion.
Character creation
Level: 5th level, SECOND MYTHIC TIER (which you will get at game start. 6th level hopefully by end of the year)
Sources: Paizo only
Races: 20 points atts for core races, 25-RP for other races. Human or human derived preferred but not required.
Traits: none (Additional Traits feat allowed)
Feats: Anyone with a Knowledge (History) total of 10 or more gets a free Feat at the start of game.
Gold: 11000 (say what you will about Hargan, he’s not stingy)
Characters Must:
* have craft wondrous and & prof in a martial or exotic polearm
* have worshipped Lissala
* not be a dedicate of another god (or religious philosophy)
* be lawful
House rules:
Bladebound may choose a polearm as their black blade.
Clerics of Lissala may take the separatist archetype without the domain penalty.
Special
I will also consider accepting applications for up to one Kobold character of any class with the following limits
Level: 5th level, SECOND MYTHIC TIER (which you will get at game start. 6th level hopefully by end of the year)
Sources: Paizo only
Races: 20 points atts.
Traits: 2 (Additional Traits feat allowed)
Feats: None.
Gold: 100
Characters Must:
* Have recently converted to Lissala
* Be a local Kobold
Walter Lindie |
Hello this seems quite interesting but I don't know what this means Races: 20 points atts for core races, 25-RP for other races. Human or human derived preferred but not required.
Do you mean we use the ARG to make our character and if you do what is the stat buy.
Edit:
Also do the runes do anything to the character?
Do we use the crafting cost for items is Belt of incredible dexterity for 2000 instead of 4000.
Walter Lindie |
Planning on on making a fighter 1 vivisectionist alchemist 4. Transmutation rune and Zealous virtue. Something with a racial spell to use craft wondrous and a hooked lance. Left because of his self experimentation was disturbing but came back when asked, with a freakish tumor that moves over his body.
Shadow Bloodmoon |
I haven't pbp'd in a very long time, but I have been wanting to try it again. I am usually a GM (I run 3 local games) and have been gaming almost my entire life.
The thought I had for this would be a Monk/ Illusionist build, probably LN. Given Lissala's penchant for self-inflicted punishment for the gaining of knowledge, I feel that my character would fit in with the Humility aspect, constantly seeking new fights and pains to better herself and her technique, following (of course) the Rune of Illusion.
Thank you for your consideration.
Edit: Humility's opposite is Pride, so Illusion makes more sense...
Captain Fremont |
I'm writing to put forth my interest in the campaign, but I'm still reading through everything at the moment so I will put up my idea for a character here in just a moment.
Edit: Seeing as there is someone trying out for each of the rune positions already, I suppose I'll try my luck at making a Kobold character. I'll need some time to acquaint myself with my options and I'll throw something up tomorrow if that is okay.
Shadow Bloodmoon |
Here is what I have so far:
Haylissa Ancharden
Female Human (Taldan) Monk (Master of Many Styles) 2/Wizard 3/Archmage 2
LN Medium humanoid (human)
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 17 (+5 armor, +1 Dex, +2 untyped)
hp 46 (2d8+3d6+21)
Fort +7, Ref +5, Will +8
Defensive Abilities evasion, hard to kill
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 monk's spade +4 (1d6+2/×2) and
. . unarmed strike +4 (1d6+2/×2)
Special Attacks mythic power (7/day, surge +1d6), stunning fist (2/day, DC 14)
Wizard Spells Prepared (CL 3rd; concentration +5):
2nd (2/day)—mirror image (x2) [M], raiment of command (x2)
1st (3/day)—vanish, dazzling blade (DC 13), illusion of calm, peacebond (DC 13), unprepared combatant (DC 13)
0 (at will)—daze (DC 12), touch of fatigue (DC 12), arcane mark, prestidigitation (DC 12)
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 17, Int 15, Wis 14, Cha 12
Base Atk +2; CMB +3; CMD 16
Feats Combat Reflexes, Craft Wondrous Item, Improved Unarmed Strike, Inscribe Rune, Martial Weapon Proficiency (???), Mythic Spell Lore [M], Panther Style, Scorpion Style, Scribe Scroll, Snapping Turtle Style, Stunning Fist
Skills Craft (tattoo) +8, Knowledge (history) +10, Knowledge (local) +6, Knowledge (nobility) +6, Knowledge (religion) +6, Perception +8, Perform (Kata) +9, Sense Motive +10, Spellcraft +10
Languages Common, Draconic, Thassilonian
SQ ac bonus, amazing initiative, arcane bonds (object [+1 monk's spade] [1/day]), blinding ray, extended illusions, fuse style, specialized schools (pride [illusion]), stunning fist (stun), unarmed strike
Other Gear +1 Monk's spade, Amulet of mighty fists +1, Bandages of rapid recovery, Handy haversack (12 @ 25.5 lbs), Bedroll, Belt pouch (2 @ 0 lbs), Blanket, Courtier Jewelry, Courtier's outfit, Ink, black, Inkpen, Sack (empty), Spell component pouch, Spellbook, Trail rations (5), Traveler's outfit, 68 GP, 7 SP
--------------------
Special Abilities
--------------------
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Bond (+1 Monk's spade) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Endurance (Ex) +4 to CL for calculating spell durations.
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs SR.
Bandages of rapid recovery These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.
Construction
Requirements Craft Wondrous Item, cure light wounds, lesser restoration, stabilize; Cost 100 gp
Blinding Ray (5/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Enduring Armor +5 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
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
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Panther Style (1/round) Retaliate against opponents that take attacks of opportunity against you
Pride (Illusion) Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Scorpion Style (DC 14) As a standard action, unarmed strike reduces foe's land speed to 5 ft for 2 rds (Fort neg).
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Stunning Fist (2/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
As you can see, I added the Mythic stuff in, but I can take those out if you don't want them until actual game start. I figured Thassilonian specialist fit, but I can taper back to straight Illusionist if needed as well. Let me know what you think.
Shadow Bloodmoon |
Made a slight change to her skill set due to some history I thought fit better...
Female Human (Taldan) Monk (Master of Many Styles) 2/Wizard 3/Archmage 2
LN Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 17 (+5 armor, +1 Dex, +2 untyped)
hp 46 (2d8+3d6+21)
Fort +7, Ref +5, Will +8
Defensive Abilities evasion, hard to kill
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 monk's spade +4 (1d6+2/×2) and
. . dagger +3 (1d4+1/19-20/×2) and
. . unarmed strike +4 (1d6+2/×2)
Special Attacks mythic power (7/day, surge +1d6), stunning fist (2/day, DC 14)
Wizard Spells Prepared (CL 3rd; concentration +5):
2nd (2/day)—mirror image (x2) [M], raiment of command (x2)
1st (3/day)—silent image [M] (DC 13), vanish (x2), peacebond (DC 13), unprepared combatant (DC 13)
0 (at will)—daze (DC 12), touch of fatigue (DC 12), arcane mark, prestidigitation (DC 12)
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 17, Int 15, Wis 14, Cha 12
Base Atk +2; CMB +3; CMD 16
Feats Combat Reflexes, Craft Wondrous Item, Improved Unarmed Strike, Inscribe Rune, Martial Weapon Proficiency (???), Mythic Spell Lore [M], Panther Style, Scorpion Style, Scribe Scroll, Snapping Turtle Style, Stunning Fist
Skills Craft (tattoo) +8, Heal +5, Knowledge (history) +10, Knowledge (local) +6, Knowledge (nobility) +6, Knowledge (religion) +6, Perception +7, Perform (Kata) +9, Sense Motive +8, Spellcraft +10
Languages Common, Draconic, Thassilonian
SQ ac bonus, amazing initiative, arcane bonds (object [+1 monk's spade] [1/day]), blinding ray, extended illusions, fuse style, specialized schools (pride [illusion]), stunning fist (stun), unarmed strike
Other Gear +1 Monk's spade, Dagger, Amulet of mighty fists +1, Bandages of rapid recovery, Handy haversack (13 @ 26.5 lbs), Bedroll, Belt pouch (3 @ 1.46 lbs), Blanket, Courtier Jewelry, Courtier's outfit, Ink, black, Inkpen, Sack (empty), Spell component pouch, Spellbook, Trail rations (5), Traveler's outfit, 66 GP, 7 SP
--------------------
Special Abilities
--------------------
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Bond (+1 Monk's spade) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Endurance (Ex) +4 to CL for calculating spell durations.
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs SR.
Bandages of rapid recovery These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.
Construction
Requirements Craft Wondrous Item, cure light wounds, lesser restoration, stabilize; Cost 100 gp
Blinding Ray (5/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Enduring Armor +5 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
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
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Panther Style (1/round) Retaliate against opponents that take attacks of opportunity against you
Pride (Illusion) Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Scorpion Style (DC 14) As a standard action, unarmed strike reduces foe's land speed to 5 ft for 2 rds (Fort neg).
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Stunning Fist (2/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Harakani DM |
OK, everyone has at least a week to get something in.
Yes, all races are possible. 25-RP means orcs (8RP) get 17. It would be possible to play a custom race.
Don't worry about what the runes do for now, consider them a title. It would be nice if there was a thematic link, but not strictly required.
No cost breaks for crafted gear.
@Walter Alchemists can get Craft Wondrous already. Extracts count as spells for crafting pre-reqs.
The Campaign should be hooked up, so you can look at what we have in more detail.
Captain Fremont |
So in the interest of making sure that I am understanding the build rules for the Kobold correctly, I want to put forth what I'm interpreting.
-Kobold Race
-20 Build Points for Attributes (Str, Dex, Con, Int, Wis, Cha)
-5th Level Class of my choice
-2nd Tier Mythic Path of my choice
-100 gp to start with
Is this correct?
The gliding wings have me intrigued. Sort of makes me want to make a Kobold Trapper (Ranger) that rides around on his Roc Companion.
Captain Fremont |
I've continued examining my options and I do think I enjoy the concept of my little Kobold flying through the air raining death down upon his enemies, but I think it would make more since for him to do such during the night. Thusly, I think I'll have to put off his grand designs until about level 7 when his dire bat companion turns large and can effectively carry him through the night. Otherwise, I'm still looking at a Trapper (Ranger) that goes with the Archery Combat Style.
Otherwise, I have to ask, do you have any suggestions for Favored Enemies that will make him useful to the group? I would prefer to choose something that will come up as opposed to choosing something to find out that I won't use it ever in this campaign.
I was kind of leaning towards Animals and Humans to demonstrate his hatred for the big folk and his skill as a hunter.
Captain Fremont |
I'm kind of sad I don't get to make a super Kobold with some extra Race Points.
Otherwise, with that knowledge, I suspect I'll go with Favored Enemy (Fey and Animal)
Feats: Point-Blank Shot, Precise Shot, Rapid Shot, Boon Companion
Mythic Feat: Rapid Shot (Mythic)
Mythic Path: Champion
Mythic Abilities: Hard to Kill, Mythic Power 7/Day, Surge +1d6, Amazing Initiative +2
Path Abilities: Endless Hatred, Limitless Range
Walter Lindie |
So from the 25 race point idea I can make this ratfolk.
Type
Humanoid (ratfolk) 0
Size
Small 0
Base Speed
Normal 0
Ability Score Modifiers
Standard (–2 Str, +2 Dex, +2 Int) 0
Languages
Standard 0
Skill Bonus
Craft [alchemy] 2
Skill Bonus
Perception 2
Skill Bonus
Use Magic Device 2
Misc.
Swarming 1
Senses
Darkvision 60 ft. 2
Misc.
Rodent empathy 1
Total 10
Then I can add this on.
Advanced Dexterity (+2) 4
Advanced Inteligence (+2) 4
Skill Training (1 RP): Prerequisites: None; Benefit: Pick up to two skills. These skills are always considered class skills for members of this race.
Lucky, Greater (4 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws.
and have his stats as
Str 11 base 13 -2
Dex 20 base 14 +2 race +2 advanced +2 mythic
Con 12 base 12
Int 21 base 16 +2 race +2 advanced +1 level 4
Wis 10 base 10
Cha 10 base 10
Dal Selpher |
This has tickled my interest! As such, I'd like to submit Valerianna Shard for consideration. She's aiming for the title of "the Zealous" and the associated Rune of Transmutation.
I'll work on her backstory, appearance, motivations etc throughout the day tomorrow, but wanted to get the crunch down and posted to show my interest.
If it makes a difference at all, I'm on the East Coast of the US (GMT -5) and have near-constant access to the boards at the office throughout the day.
Ronald Dranstus |
Enticed by the power offered by his master Hargran, Ronald Dranstus took quite readily to the "cult" he formed. Of course, Ronald believed it to be a study group and wizard's cabal more than an actual religion, but then again he took much that was not inherently magical less than seriously.
Adept at confusing the minds, eyes, and hearts of the uninitiated, Ronald relishes the use of his magic and sees it as the reason and cause for life. If not for the power, why bother, right?
As a newly awakened Archmage, he seeks to master the burgeoning power he has discovered, piercing the "reality" of this world until he can see the hidden threads of magic which permeate everything. People, creatures, or objects which get in his way become obstacles only, to be removed without hesitation or regret.
Peanuts |
Registering my interest! First question, are you allowing classes from the advanced class guide playtest? I'm thinking about a Warpriest or a Shaman. That or a Druid or Cleric if the ACG isn't allowed.
For race I was actually thinking of trying to make a 0-HD version of a sinspawn :) It managed to escape from the events of the actual Rise of the Runelords campaign and was experimented on and 'modified' until it could function in civilized society.
Does this sound viable?
Harakani DM |
@Peanuts: sorry...
Remember no divine from any affiliation other than Lissala.
There is a cleric already, divines will have to work with him. That said, one of the outgoing characters is an oracle.
I am reluctant to allow ACG given the playtest is over and the book is still to be released.
I'm still playing RotR so have carefully avoided knowing much about it. I know what a Sinspawn is though.
At this point the characters are still in "Virtue". Potentially there is some sort of virtue-spawn idea... but I'm going to suggest not. Sorry again :(
Nidoran Duran |
Given the need for polearm, I have an idea brewing along the lines of a Bard with a dip in Cavalier (or the other way around), leading into Battle Herald at six. With the Marshal path, I'd end up with a character who can hit and run support pretty hard. Not sure if that's a bit more class jumbling than you're up for, but if it's cool, I'll start fleshing it out. If not, I'd still probably give a spear-based bard a shot, centered around the Spear Dancer feat.
Peanuts |
@Peanuts: sorry...
Remember no divine from any affiliation other than Lissala.
There is a cleric already, divines will have to work with him. That said, one of the outgoing characters is an oracle.
I am reluctant to allow ACG given the playtest is over and the book is still to be released.I'm still playing RotR so have carefully avoided knowing much about it. I know what a Sinspawn is though.
At this point the characters are still in "Virtue". Potentially there is some sort of virtue-spawn idea... but I'm going to suggest not. Sorry again :(
No worries. I'm still interested in playing, will just have to have another think :) the requirement for Craft Wondrous Item is a bit limiting, but I'm sure I'll come up with something.
Peanuts |
Ruh roh, I better get off my ass then. My race concept is pure-blooded Azlanti (according to the inner sea world guide they can still show up now and then). I'm thinking he was a normal human and stumbled upon some strange Azlanti/Thassilonian device which rewrote his genetic code. They have +2 to all stats, and require GM permission, but I have managed to stat them up with the 24 points allowed. That sound okay?)
Size: Medium (0)
Speed: Normal (0)
Language Group: Linguist (1)
Racial Language: Azlanti
Ability Scores: Advanced (4)
+2 to all Physical
+4 to Intelligence (I'm happy to stick to just +2 as per the inner sea world guide if you'd like, but this was the cheapest way to get the +2 to all stats)
-2 to Wisdom
Ability Scores:
Advanced Charisma (4)
Advanced Wisdom (4)
Advanced Wisdom (4)
Feat and Skills:
Skilled (4)
Static Bonus Feat (Skill Focus) (2)
That seem okay with you? If so I'll finish up my character asap, but might not be until boxing day :s
Harakani DM |
I post this as I wait for the kids to wake up christmas morning, so apologies if rushed.
By the rules I posted Peanut's build is in range.
@Peanuts
okay, would need to work with you to do background, but at 23 RP you have 2 points to put in attributes.
I grant that +2 str +2 dex +2 con +4 int +2 wis +2 cha means you don't need many attribute points, but assuming you put it in int you will be 12, 12, 12, 16, 12, 12. A normal human could get that on a 15 point build.
What is it that you are aiming for?
Ynaeve Amryln |
Ahh, I see what you are doing with the attribute points and RP.
Curious how you came up with it though.
The core races are all 0 RP races. With 20 pts for attributes.
What's keeping someone with taking a dwarf, adding 5 pts of RP to it, calling it a flibgardian and still getting 20 pts for attributes?
It looks like it has been skewed to reward non-core.
Dal Selpher |
The core races are all 0 RP races.
Not exactly true. The core races tend to weigh in between 8-10 RP.
Core Race sample builds from the ARG
You'll note the first race listed, dwarves, weighs in at 11 RP.
It looks like it has been skewed to reward non-core.
The opposite is true, in fact. It actually favors Core/Featured races over scratch-built.
Harakani DM |
Ynaeve Amryln wrote:The opposite is true, in fact. It actually favors Core/Featured races over scratch-built.
It looks like it has been skewed to reward non-core.
Yeah, I had a bunch of complicated categorical rules, then realised that if the Racial Points balanced the race I could make up for the differences by reducing attribute points to maintain balance.
Meant someone could play a Kobold (the cheapest race at 5RP) and still get 20 attribute points. Conversely someone who really wanted to play an Ogre or a Construct Race like they Wyrwood could... but they would have to really want it. Ogre would only have 2 attribute points.Biased game towards core races though.
QuidEst |
Yeah, I had a bunch of complicated categorical rules, then realised that if the Racial Points balanced the race I could make up for the differences by reducing attribute points to maintain balance.
Meant someone could play a Kobold (the cheapest race at 5RP) and still get 20 attribute points. Conversely someone who really wanted to play an Ogre or a Construct Race like they Wyrwood could... but they would have to really want it. Ogre would only have 2 attribute points.Biased game towards core races though.
I think that's a very clever strategy! I'd be really tempted to play a Gnoll (who I feel have the most efficient use of RP), but I've got an idea for a Dwarven Abjuration specialist. I'll try and pull crunch together tonight, fluff tomorrow.
QuidEst |
No cost breaks for crafted gear.
I assume that's pre-crafting? Current build has a fair amount invested in speedier, cheaper crafting since Dwarven Wizards do it so well. (1,000 gp/day while adventuring.)
Current work on the Charitable Runelord of Abjuration, Abjurer Wizard Murus Silo. If crafting is always treated as the same cost as buying, I'm going to change a few things around. Focuses are crafting, counterspelling, and boosting saves vs. spells really high.
Peanuts |
Alright, preliminary crunch!
Male Human (Azlanti) Magus (Bladebound) 5/Champion 2
LE Medium humanoid (human)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 48 (5d8+20)
Fort +6, Ref +2, Will +5
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 60 ft.
Melee bardiche of the <insert> +11 (1d10+9/19-20/×2)
Special Attacks mythic power (7/day, surge +1d6), spellstrike
Magus (Bladebound) Spells Prepared (CL 5th; concentration +7):
2nd (3/day)—bull's strength, scorching ray [M], bladed dash
1st (5/day)—shocking grasp (x2) [M], shield, enlarge person (DC 13), burning hands (DC 13)
0 (at will)—disrupt undead, mage hand, detect magic, light
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 14, Int 14, Wis 12, Cha 8
Base Atk +3; CMB +8; CMD 19
Feats Arcane Strike, Craft Wondrous Item, Furious Focus, Power Attack, Power Attack [M], Skill Focus (Knowledge (history)), Weapon Focus (great terbutje)
Skills Climb +11, Craft (calligraphy) +4, Knowledge (dungeoneering) +8, Knowledge (history) +10, Perception +5, Sense Motive +3, Spellcraft +10, Stealth +4, Swim +11
Languages Azlanti, Common, Infernal, Thassilonian
SQ amazing initiative, arcane pool, black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, spell combat, spell recall
Other Gear +1 Mithral Chain shirt, 890 PP
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Pool (+2) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Impossible Speed (+20 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Power Attack -1/+3 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
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As for backstory, I'm sticking with him having found an Azlanti/Thassilonian artifact that turned him into an Azlanti (though not pureblood this time), which is of course his blackblade. I'm thinking there's some sort of spirit trapped in there since Thassilon's heyday and my character was the first to stumble upon it in 10k years and wake it up. I'm open to suggestions as to the nature of the entity in the blade (a Bardiche, there may be some mechanical issues with it, as it is not normally a valid choice) and it's mission.
I'll try and get a finished version and a more polished background up asap, but I hope this is enough to get me into selection. I'm not too fussed about Virtue/Rune at this stage, but a lot of his spells are transmutation so far, so that would make sense. I'd probably prefer Zealous too, but I'd be okay with any.
Oh, o n a mechanics question, you said he could use a polearm for his blackblade, but most (if not all) are two handed weapons and Magus generally need a hand free for spellcasting. Are they also exempted from this requirement when wielding their blackblade? It would be pretty cool to be inscribing runes in the air with the point of his blade :p
likrin |
http://www.myth-weavers.com/sheetview.php?sheetid=744054
Gargo, the Mystic Claw
He has a passion for boosting, enhancing and form changeling magic, but also likes to weaken enemies. He is head strong and very rash.
Orc/Giant
Base Speed Normal 0
Ability Score Modifiers Advanced (+2 str, dex, con, +4wis, -2cha)
Languages Standard 0
Ferocity 4
Weapon familiarity 1
Large 7
Reach 1
Duel-minded 1
Lesser spell resistance 2
+2 Natural armor 3
Darkvision 2
20 rp
11000
Cloak of Resistance +1 1000
Belt of con 4000
Wand of Cure light wounds 750
+1 Glaive 2000
+1 Bracers of Armor 1000
2 Potions of enlarge person 100
Scrolls learned
2nd lvl 150
3rd lvl 375