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Skyfall - Colonies of the Shining Sea

Game Master Corerue

Battle at the lift

Crosses vs


251 to 300 of 1,148 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Human Skyborne Sorcerer 1/ Myterious Stranger Musket Master Gunslinger 4; HP 46/46, AC 22/18/14, Init +8, Perception +9, F7/ R11/ W6
Cassian Vespertine wrote:

Ninja gets 8/lvl so you should have 26 (1(8+0) + 3(6+0)) ranks to work with before adding any favored class junk.

As long as peer review is in session, feel free to critique my sheet as well. It's easy to miss stuff when your looking at your own work.

I second, or third that! Critique and comment away! ; )


Human Lore Warden // Talented Monk 6
Stats:
HP 84/84, Nonlethal 84/84; AC 28, touch 23, Flat Footed 19; CMD 36 (+2 v Trip, +1 v Heavy Blades); Fort +9, Reflex +11, Will +9; Blindsense 30ft; Perception +12; Initiative +5; Acrobatic Dodge (+16) [8/8 day]

I don't see any glaring issues with your sheet, Diyeana. I may actually borrow your tabs for 'Quest Notes' and an items wishlist. Do you plan on taking any more levels in Sorcerer?


Human Skyborne Sorcerer 1/ Myterious Stranger Musket Master Gunslinger 4; HP 46/46, AC 22/18/14, Init +8, Perception +9, F7/ R11/ W6

Thanks for the check-up Cassian. And sure, borrow away!

Reminds me though I do still have to list her mundane items purchases...

As for Sorcerer levels, not sure. I've considered it, but as this is a 'magic lite' world, thought I'd wait and see how it seems to factor in. Are you asking for any specific reason?


Female Tabaxi Ranger/ Barbarian 6 (Skirmisher, Natural weapon style/ Invulnerable Rager)

Will post on my lunch break


Human Lore Warden // Talented Monk 6
Stats:
HP 84/84, Nonlethal 84/84; AC 28, touch 23, Flat Footed 19; CMD 36 (+2 v Trip, +1 v Heavy Blades); Fort +9, Reflex +11, Will +9; Blindsense 30ft; Perception +12; Initiative +5; Acrobatic Dodge (+16) [8/8 day]
Diyeana Stormwin wrote:

Thanks for the check-up Cassian. And sure, borrow away!

Reminds me though I do still have to list her mundane items purchases...

As for Sorcerer levels, not sure. I've considered it, but as this is a 'magic lite' world, thought I'd wait and see how it seems to factor in. Are you asking for any specific reason?

Just asking out of curiosity. I wasn't sure if you were going to go for a gun-mage or a gunslinger with some useful tricks up her sleeve. Either way seems helpful


Np, just making sure I hadn't lost you with my abysmal posting rate ^^;


Shadow Assassin/Shadow Warrior 6 (HP 90 AC 19, T 16, Flat 13 F+5 R+10 W+11 Init +8/10; Senses: Darkvision 60ft Low-Light Vision (X2), Per +16

Could be worse you could be using DRA's posting rate...that was wrong and if you read this I'm sorry DRA.

Well alittle I mean we 'did' have to threaten your beard....
\../ >.< \../


Human Skyborne Sorcerer 1/ Myterious Stranger Musket Master Gunslinger 4; HP 46/46, AC 22/18/14, Init +8, Perception +9, F7/ R11/ W6
Cassian Vespertine wrote:
Diyeana Stormwin wrote:

Thanks for the check-up Cassian. And sure, borrow away!

Reminds me though I do still have to list her mundane items purchases...

As for Sorcerer levels, not sure. I've considered it, but as this is a 'magic lite' world, thought I'd wait and see how it seems to factor in. Are you asking for any specific reason?

Just asking out of curiosity. I wasn't sure if you were going to go for a gun-mage or a gunslinger with some useful tricks up her sleeve. Either way seems helpful

I think the second is what I had originally had in mind, but as i've learned long ago, most of my characters have mind's of their own, and I have a feeling Di is gonna run near the tops of that independent minded list, so we'll see what she decides ; )


Human Lore Warden // Talented Monk 6
Stats:
HP 84/84, Nonlethal 84/84; AC 28, touch 23, Flat Footed 19; CMD 36 (+2 v Trip, +1 v Heavy Blades); Fort +9, Reflex +11, Will +9; Blindsense 30ft; Perception +12; Initiative +5; Acrobatic Dodge (+16) [8/8 day]

Seems fair. That's one of the reasons I stopped drawing out 20 level progressions. The bigger factor being that I've never gotten to level a character more than 5-6 times.


Leon Cross wrote:

Could be worse you could be using DRA's posting rate...that was wrong and if you read this I'm sorry DRA.

Well alittle I mean we 'did' have to threaten your beard....
\../ >.< \../

lol, true!


Male Tabaxy Paladin 2

I'm not going to be able to post till Monday. I have to go on a business trip. Very sorry. Of course, you can DMPC Num-Rah if there is a need for it.


Female Tabaxi Ranger/ Barbarian 6 (Skirmisher, Natural weapon style/ Invulnerable Rager)

Would there be room to dash past the oncoming monsters, even if it leaves me open to AoO's?


At Mir: Yes with AoO's like you said.

Num-rah: No problems, we'll see you soon. :)

Internet is going to be spotty for the next several hours, will pot at 7 pm Alaska time. Sorry guys heading to work, lots of flying :p.


Shadow Assassin/Shadow Warrior 6 (HP 90 AC 19, T 16, Flat 13 F+5 R+10 W+11 Init +8/10; Senses: Darkvision 60ft Low-Light Vision (X2), Per +16

Into the Darkness is essentially HiPS. Isn't it?


dunno looks good though :)

@Everyone: work was really hectic today so I didn't have much time to post, I will catch up with Di first tomorrow and work my way down in order of your guys posts. I will get caught up tomorrow as they won't spring a 2 hour meeting on me at 7 pm. :P

Thanks for your continued Patience!


Male Silastrix Magus (Bladebound Kensai) 11 (HP 83/83 AC 30, T 23, Flat 11 - F+9 R+9 W+8 Init +12; Senses: Darkvision 60ft Low-Light Vision (X2), Per +13

Hammerblow would have been real nice....also when will we know about the heroic distinction/archetypes stuff.


Male Human Rogue 1 (Thug) / Monk 1 (Martial Artist) / Fighter 2 (Brawler)

In answer to a comment of Cassian's on the IC board...yeah, I think Cassian and Donovan will work great together. Once you get Greater Trip, it will be an old-fashioned curb stomping. :)

I think he could also work well with the Crosses, though...grapple and pin a guy, who then gets hit with a healthy dose of sneak attack. :)


Shadow Assassin/Shadow Warrior 6 (HP 90 AC 19, T 16, Flat 13 F+5 R+10 W+11 Init +8/10; Senses: Darkvision 60ft Low-Light Vision (X2), Per +16

Justvwant to say Aurora is switching to a wakizashi and scorpion whip. And taking the blqcksnake archetype if we take those.

Cheliax

I am back from my trip. Will post tomorrow.


Female Human Time Thief 6 [Current HP 37 Total HP 37, Init +5, Perception +9, AC 20/15/15]

Corerue, thanks for the explanation. If you ever want to make any maps, I've had a bit of experience with maptools: might be fun to try.


Human Lore Warden // Talented Monk 6
Stats:
HP 84/84, Nonlethal 84/84; AC 28, touch 23, Flat Footed 19; CMD 36 (+2 v Trip, +1 v Heavy Blades); Fort +9, Reflex +11, Will +9; Blindsense 30ft; Perception +12; Initiative +5; Acrobatic Dodge (+16) [8/8 day]
Donovan Lynch wrote:

In answer to a comment of Cassian's on the IC board...yeah, I think Cassian and Donovan will work great together. Once you get Greater Trip, it will be an old-fashioned curb stomping. :)

I think he could also work well with the Crosses, though...grapple and pin a guy, who then gets hit with a healthy dose of sneak attack. :)

Greater Trip and Combat Reflexes are next on my "feats to get" list. If you're willing to go in with me on Teamwork feats I can think of a few that would compliment our character builds. :)

Outflank
Paired Opportunists
Precise Strike

I don't plan on taking Fighter to 20 and rogue seems like my best choice of multiclass so whatever we get on the ground would probably be jelly by the time his turn comes back around. :D


Male Human Rogue 1 (Thug) / Monk 1 (Martial Artist) / Fighter 2 (Brawler)
Cassian Vespertine wrote:

If you're willing to go in with me on Teamwork feats I can think of a few that would compliment our character builds. :)

Outflank
Paired Opportunists
Precise Strike

I think Outflank is probably not worth the feat investment (IMO). Paired Opportunists might; I especially like the ability to take an AoO anytime your partner gets one. But if I had to pick of those 3, Precise Strike is probably the best.

Don't know if I can spare a feat for a bit, though...I know I want to pick up Crane Style (and maybe further on that line), and I'd like to perhaps get Jawbreaker and/or Mantis Style. I love feats, and can never get enough. :)

But see below...

Quote:
I don't plan on taking Fighter to 20 and rogue seems like my best choice of multiclass so whatever we get on the ground would probably be jelly by the time his turn comes back around. :D

Yeah, that's what I was thinking. :)

If you're planning to multiclass (and really, who isn't?), have you considered a dip in Cavalier? You could get an archetype to swap out Mount (musketeer, maybe?), and even 1 level would give you Tactician...imagine giving Precise Strike to not just myself but Leon and Aurora as well... *evil grin* Plus, it's a full BAB class, has some nice features, and seems to suit your swashbuckling style.


Shadow Assassin/Shadow Warrior 6 (HP 90 AC 19, T 16, Flat 13 F+5 R+10 W+11 Init +8/10; Senses: Darkvision 60ft Low-Light Vision (X2), Per +16

I could live with communal precise strike.


Male Human Rogue 1 (Thug) / Monk 1 (Martial Artist) / Fighter 2 (Brawler)
Leon Cross wrote:
I could live with communal precise strike.

Who couldn't? :)

That's my biggest problem with teamwork feats...they require investment not just by you, but by everybody, or their use is very limited. Which is why Tactician is so nice. But then, it's easy for me to tell somebody else to squeeze another class into their build. :)

And of course, Tactician only works 1/day, for limited rounds...but still, for that span of time, some people will get very, very hurt.


Human Skyborne Sorcerer 1/ Myterious Stranger Musket Master Gunslinger 4; HP 46/46, AC 22/18/14, Init +8, Perception +9, F7/ R11/ W6

Boy, you guys really get into this! I'm just planning to Shoot a lot of stuff! = D


Human Skyborne Sorcerer 1/ Myterious Stranger Musket Master Gunslinger 4; HP 46/46, AC 22/18/14, Init +8, Perception +9, F7/ R11/ W6

Boy, you guys really get into this! I'm just planning to Shoot a lot of stuff! = D

(But, that said, if any of you experts happen to run across any awesome feats for we gunslinging sorcerer types, be sure to give a holler! ; )


Shadow Assassin/Shadow Warrior 6 (HP 90 AC 19, T 16, Flat 13 F+5 R+10 W+11 Init +8/10; Senses: Darkvision 60ft Low-Light Vision (X2), Per +16

Di, have you looked at the sharpshooter archetype from archer archetypes? That might work for a rifle useing character.


Male Human Rogue 1 (Thug) / Monk 1 (Martial Artist) / Fighter 2 (Brawler)
Diyeana Stormwin wrote:

Boy, you guys really get into this! I'm just planning to Shoot a lot of stuff! = D

(But, that said, if any of you experts happen to run across any awesome feats for we gunslinging sorcerer types, be sure to give a holler! ; )

Hrmmm...I'm not seeing a ton that stand out to me; partly because Gunslingers are fairly new, and partly because of your style of shooting.

The best I'm seeing is Impact Critical Shot, which would let you blow guys off their feet (ranged trip). That'd be pretty cool. :) But it also needs +9 BAB, so it's in the future.

Snap Shot isn't bad, but requires Rapid Shot as a prereq...which does nothing for you (at least, as I'm seeing your character now; if you had a revolver or carried several guns, things might be different).

There are 2 others that looked good to me at first blush, but which aggravated me when I read them closer. It seems to me sometimes that Paizo is like "We need to severely limit feats that let martial characters do cool stuff...they might actually be really effective! Can't have that!"

For instance? Parting Shot. I thought, 'great, a way to disengage and still blast people at close quarters'. Then I read "once per encounter". Seriously?

The other was even worse...Sidestep. There was a stance in Tome of Battle that did something similar, so I thought 'that'd be good'. So of course, Paizo neutered it a bit. "Must remain within that opponent's threatened area". Soooo...the main reason you'd want to use it isn't an option? And then, for added insult, "If you take this step, you cannot take a 5' step during your next turn". Blah.

I think Cass asked you earlier, but how much sorcerer are you planning on taking? Would you consider any other classes, if they fit stylistically?


Human Skyborne Sorcerer 1/ Myterious Stranger Musket Master Gunslinger 4; HP 46/46, AC 22/18/14, Init +8, Perception +9, F7/ R11/ W6

These are just spoilered for space. Thank you both!

@Leon:

Hey ya, if I'm looking at the right sharpshooter archtype, it seems pretty cool. Di already gets something similar to Lethal Accuracy. But Love Called Shot. Still not quite sure how these kinds of archtypes work. It is just something we get to add on for free?

@Donovan:
Ya, sharpshooter sounds pretty awesome at first! The Pistolero Archtype gets a similar class ability. But on further thought though, ranged trip doesn't sound that effective, practically speaking. I mean, if he's far away and falls down, he just gets back up (plus doesn't prone have AC bonus' vs ranged?) Unless, of course, she's shooting into melee and her ass stompin' cronies are there to smush the prone fella. Still and all though, I do love the idea of blastin' people off their feet! = D

Snap Shot, definitely on the list of possibles. Making AOO's with a ranged weapon=awesome. Di already never evokes AOO's when she uses her rifle anyway, but the feats still totally worth it anyway.

Parting Shot seems like quite an expensive feat to only be able to be used once an encounter. I mean, it's still pretty cool, seeing as you'd be pretty much the only one that gets to make an attack during a withdraw. But it would certainly be a much more deadly/effective feat without the limitation.

Sidestep? I don't really see the point or benefit of it, worded as it is. Am I missing something?

And finally, I though I did answer Cass, maybe it got 'ete? Anyway, still not sure how much sorcerer Di will be taking, especially in a magic lite world. Thought I'd play it by ear, depending on how the game goes. But certainly am not averse to considering others. What did you have in mind?


Human Lore Warden // Talented Monk 6
Stats:
HP 84/84, Nonlethal 84/84; AC 28, touch 23, Flat Footed 19; CMD 36 (+2 v Trip, +1 v Heavy Blades); Fort +9, Reflex +11, Will +9; Blindsense 30ft; Perception +12; Initiative +5; Acrobatic Dodge (+16) [8/8 day]

Paired Opportunist seems a lot more painful than Precise Strikes seeing as Monks are natural combat maneuver masters and I plan to gear Cass in the same direction.

I considered Cavalier but I'm not entirely sure if it would be ideal for what I have in mind. Rogue is one of my favorite classes and I had originally sketched Cassian as a rogue but decided that Lore Warden was really neat and seemed like something fun to try out. I only like to plan ahead by 2-3 levels so I've got a while to worry about it. Besides, I'd like to see what Corerue has come up with on his own before obligating myself to anything.


Male Human Rogue 1 (Thug) / Monk 1 (Martial Artist) / Fighter 2 (Brawler)
Diyeana Stormwin wrote:


But on further thought though, ranged trip doesn't sound that effective, practically speaking. I mean, if he's far away and falls down, he just gets back up (plus doesn't prone have AC bonus' vs ranged?) Unless, of course, she's shooting into melee and her ass stompin' cronies are there to smush the prone fella. Still and all though, I do love the idea of blastin' people off their feet! = D

Yeah, point taken. I'll admit it was primarily the awesome visual that made me suggest it. :) That said, besides the possibility of tripping people for your allies to whup on, trip does slow down anyone trying to rush you (helps you keep your distance), and you can also bull rush (shoot guys off of walls or airship?...).

Re: Parting Shot and Sidestep, you aren't missing anything...they were feats that I WOULD have suggested, but after reading closely decided are kinda sucky. Which is a shame, because without the (IMO unnecessary) limitations, they could be good and useful feats.

Quote:
Anyway, still not sure how much sorcerer Di will be taking, especially in a magic lite world. Thought I'd play it by ear, depending on how the game goes. But certainly am not averse to considering others. What did you have in mind?

Nothing just yet...wanted to know what options I should be looking at, though. Mainly a.) are you interested in feats and such that enhance your casting, and b.) would you have room to branch out into any other classes, if they were useful.


Just applied for the dawnguard beta. ;)


sorry guys, hurt my hand today at work and it hurts to bad to post today.

Tomorrow I will catch up when the swelling goes down. :(


okay i'm back and will try and catch up hardcore today. Hand is loads better and the swelling is gone. :)

I think we will try out the heroic distinctions if everyone is cool with it. As Leon, Aurora and Di know I am usually always tweaking characters to make them a little more interesting. Like the Dragonrider class. ;)

So any changes we do though we can implement once characters get out of combat. :)


Shadow Assassin/Shadow Warrior 6 (HP 90 AC 19, T 16, Flat 13 F+5 R+10 W+11 Init +8/10; Senses: Darkvision 60ft Low-Light Vision (X2), Per +16

Heroic distinctions and archetype or just heroic distinctions?

And glad to hear the hands better. Speaking of tweaking I'm going to be doing lots of tweaking to Maiathreen and Livain once I get my copy of the ARG next week. ;)


Nice! Hmmm does the heroic distinctions x-out archetypes?


Human Lore Warden // Talented Monk 6
Stats:
HP 84/84, Nonlethal 84/84; AC 28, touch 23, Flat Footed 19; CMD 36 (+2 v Trip, +1 v Heavy Blades); Fort +9, Reflex +11, Will +9; Blindsense 30ft; Perception +12; Initiative +5; Acrobatic Dodge (+16) [8/8 day]

The creator of the heroic distinctions noted that he gave his players the option of picking up a "free" Super Genius Games Archetype to add to their characters. Your call if you want to follow suit or not. I honestly don't mind either way.


Male Human Rogue 1 (Thug) / Monk 1 (Martial Artist) / Fighter 2 (Brawler)

Honestly, I think we're all doing pretty good with what we have...I would just like Heroic Distinctions, as a way of getting rid of (or at least, heavily reducing) magic items in the campaign.

So I vote no archetypes...but will not object if I am outvoted.


Shadow Assassin/Shadow Warrior 6 (HP 90 AC 19, T 16, Flat 13 F+5 R+10 W+11 Init +8/10; Senses: Darkvision 60ft Low-Light Vision (X2), Per +16

I vote for as does Aurora. For me its mostly because both the archetypes we've picked will allow us to do something we both wanted with our characters without heavy feat requirements. Maybe its wrong, but I like the idea. *shrugs*

Me the ability to run on walls and her the ability to use a whip in combat with out taking the entire whip mastery feat line.


Human Lore Warden // Talented Monk 6
Stats:
HP 84/84, Nonlethal 84/84; AC 28, touch 23, Flat Footed 19; CMD 36 (+2 v Trip, +1 v Heavy Blades); Fort +9, Reflex +11, Will +9; Blindsense 30ft; Perception +12; Initiative +5; Acrobatic Dodge (+16) [8/8 day]

I don't find any of the archetypes to be particularly attractive so I don't have any issues if it's decided not to use them. If we do then I'll have some horrifying number of feats at my disposal. I'm mostly just looking forward to the distinctions :)


Female Human Time Thief 6 [Current HP 37 Total HP 37, Init +5, Perception +9, AC 20/15/15]

If you accept the distinctions then the idea is to take both distinctions and archetypes because that is what's needed to keep up with the CR system and not have a christmas tree effect (according to the people who generated the system).

So, the idea is...
Normal character = christmas tree
Normal character + heroic distinctions = slightly less shiny tree
normal character + distinctions + archetype = graceful nordic pine

I don't mind piling on the magic items, so it makes no difference to me, there is also a lot of discussion about how the GM should alter party wealth and access to magic equipment. It seems that cutting the magic gear is more important, having PCs who can actually afford to own homes doesn't really affect the game.

Link to the house-rule thread.


Human Lore Warden // Talented Monk 6
Stats:
HP 84/84, Nonlethal 84/84; AC 28, touch 23, Flat Footed 19; CMD 36 (+2 v Trip, +1 v Heavy Blades); Fort +9, Reflex +11, Will +9; Blindsense 30ft; Perception +12; Initiative +5; Acrobatic Dodge (+16) [8/8 day]

Nice post Aelessaer! I guess there should be more concern with how our future loot will be handled and what should be done with the magic items we've already bought.


Human Skyborne Sorcerer 1/ Myterious Stranger Musket Master Gunslinger 4; HP 46/46, AC 22/18/14, Init +8, Perception +9, F7/ R11/ W6

Still haven't really had a chance toi dive into distinctions or archtypes so still have no real preference either way. Never had a problem with magic items, so keeping things the way they are is fine, but if the group prefers to go the other way, that's fine too.

Btw, what books would I all have to get to get up to speed? Or are they are incorporated into the SRD (which is what I usually refer to)

@Donovan: Blowing people of airships!! I want that! I want that!

Since Di hasn't been in combat yet, is she free to make changes Mr DM?


Male Human Rogue 1 (Thug) / Monk 1 (Martial Artist) / Fighter 2 (Brawler)
Diyeana Stormwin wrote:


@Donovan: Blowing people of airships!! I want that! I want that!

Since Di hasn't been in combat yet, is she free to make changes Mr DM?

*grins* Glad you like the idea...but sorry to burst your bubble, but that feat needs +9 BAB. It'll be a little while. :(


Female Human Time Thief 6 [Current HP 37 Total HP 37, Init +5, Perception +9, AC 20/15/15]
Diyeana Stormwin wrote:

Still haven't really had a chance toi dive into distinctions or archtypes so still have no real preference either way. Never had a problem with magic items, so keeping things the way they are is fine, but if the group prefers to go the other way, that's fine too.

Btw, what books would I all have to get to get up to speed? Or are they are incorporated into the SRD (which is what I usually refer to)

@Donovan: Blowing people of airships!! I want that! I want that!

Since Di hasn't been in combat yet, is she free to make changes Mr DM?

Super Genius Archetypes

Must be on PFSRD as well, surely?


Shadow Assassin/Shadow Warrior 6 (HP 90 AC 19, T 16, Flat 13 F+5 R+10 W+11 Init +8/10; Senses: Darkvision 60ft Low-Light Vision (X2), Per +16

I looked but didn't see them....


Female Tabaxi Ranger/ Barbarian 6 (Skirmisher, Natural weapon style/ Invulnerable Rager)

Will take a look at everything tomorrow when I'm off.


No rush Mir :) Life takes precedence~ :)


Male Tabaxy Paladin 2

Can someone give me a link to a product that contains heroic distinctions? I'm all for upgrading existing items instead of piling new ones on our characters - that's why I decided to save the extra 2k GP.

Edit: Never mind. Found the thread.


Female Human Time Thief 6 [Current HP 37 Total HP 37, Init +5, Perception +9, AC 20/15/15]

What Aelessaer would look like:

AELESSAER CR 3
Female Human (Azlanti) Time Thief Weapon Master 4
CG Medium Humanoid (Human)
Init +5; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 21, touch 16, flat-footed 15. . (+5 armor, +5 Dex, +1 dodge)
hp 26 (4d8+4)
Fort +6, Ref +11, Will +6
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Silversheen Rapier +10 (1d6+4/18-20/x2) and
. . Brass Knuckles +8 (1d3+2/20/x2) and
. . Unarmed Strike +8 (1d3+2/20/x2)
--------------------
STATISTICS
--------------------
Str 14, Dex 20, Con 12, Int 16, Wis 10, Cha 14
Base Atk +3; CMB +5; CMD 21
Feats Combat Expertise +/-1, Dodge, Weapon Finesse
Traits Poverty-Stricken, Resilient
Skills Acrobatics +12, Bluff +9, Climb +9, Escape Artist +12, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Planes) +7, Perception +7, Ride +12, Sense Motive +7, Sleight of Hand +12, Stealth +12, Survival +5, Swim +9
Languages Azlanti, Catfolk, Celestial, Common, Polyglot
SQ Starsong Sash
Combat Gear +1 Mithral Chain Shirt, +1 Silversheen Rapier, Brass Knuckles; Other Gear Cloak of Resistance, +1, Starsong Sash
--------------------
SPECIAL ABILITIES
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.

Mote of Time (7/day)
Once a round, as a free action, a time thief can expend a mote to do any one of the following things:
• Gain a bonus to one attack roll, skill check, ability check, or saving throw. The roll must represent a single action that occurs entirely within a single round. At 3rd level, a time thief gains the ability to add the bonus from spending a mote of time to a single damage roll, or to her armor class (as a dodge bonus) until the beginning of her next turn.
The bonus gained is equal to +1d4. The time thief can decide to add this bonus immediately after seeing the result of the original die roll.
Temporal Talent: Steal Time
Steal Time (Su): With this talent, a time thief can steal time from a target. The time thief spends a mote as an immediate reaction after damaging a target with a melee attack.
The target must make a Will save (DC 10 + 1/2 the time thief’s level + the time thief’s Charisma modifier) or be staggered for one round per two class levels of the time thief.
While one or more targets are staggered by the time thief’s use of this ability, she gains a +1 bonus to all attack, damage, and skill rolls as she uses the stolen time to carefully plan each action she takes.
Temporal Talent: Old Wounds (1d8+4)
Old Wounds (Su): As a standard action, the time thief can channel time into a wound, causing it to experience rapid healing, as if
many days had passed. The time thief may spend a mote to heal her own wounds, or the wounds of an ally touched. The wounds heal for 1d8 damage +1 per class level of the time thief.

Favoured Weapon(Ex): Light Blades: At first level the weapon champion selects a group of weapons (from the fighter’s list of weapon groups for the weapon training ability) to act as her favored weapons. She is proficient with all these weapons. If the weapon champion has a feat that applies to one of these weapons (such as Weapon Focus), it applies to all the weapons in the group.
Weapon Advantage(Ex): +2 to CMB for disarm, trip and sunder attempts made with light blades.
Weapon Dominance(ex): +1 to attack and damage with light blades

Heroic Disinctions:
Lucky = +1 to saves
Dextrous = +2 to dexterity

As we levelled up I would get better with the rapier, taking weapon focus, web of steel (defensive fighting feat from SGG's Feats of Battle) and the improved trip tree, plus the feat which lets you use dex for CMB and some cool AoO feats.

So, at level 5 I'd add tripping to my debuffing/controlling schtick and have my 'bolt time' ability to let me get close to dangerous foes. At level 9 I would have a high CMB and to hit but my damage would still be pretty low (1d6+6) and my AC would be around 28.

What I would miss from magic gear? damage enhancement on my weapon, speed/skill enhancement items.
What I would get that magic gear might not give? Tripping skills, although I have had to drop other things (acrobatics, acrobatic dodge) to get onto the feat chain.
Thoughts? The person who came up with this (Kolokotroni) advocates giving weapon enhancements on magic items without and +1 type of enhancements, if we were implementing that change as well, which would come with accepting his whole system, then I could change my blade to the agile weapon property, making it +9/1d6+6 now and upping my level 9 damage to about 1d6+9.
I have had to go down the weapon/trip line to get something out of the archetypes that might suit my character. I do wish there was a line of archetypes that included an acrobat/daredevil/gymnast which I might take instead.

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