The Awakening

Game Master Turnage


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Alexander's alias ^.

I have the backstory ready, just need to type it up. Will PM to Turnage at some point.


First post is up :), have fun guys!

http://paizo.com/campaigns/v5748p75hohl0/gameplay#1


4d6 ⇒ (5, 6, 4, 2) = 17
4d6 ⇒ (2, 6, 2, 4) = 14
4d6 ⇒ (2, 5, 3, 5) = 15
4d6 ⇒ (4, 6, 5, 5) = 20
4d6 ⇒ (2, 5, 1, 4) = 12
4d6 ⇒ (6, 3, 5, 4) = 18

4d6 ⇒ (2, 6, 3, 4) = 15
4d6 ⇒ (2, 4, 3, 6) = 15
4d6 ⇒ (6, 6, 3, 6) = 21
4d6 ⇒ (3, 5, 5, 5) = 18
4d6 ⇒ (1, 2, 2, 4) = 9
4d6 ⇒ (4, 3, 3, 1) = 11

4d6 ⇒ (5, 4, 5, 5) = 19
4d6 ⇒ (6, 1, 3, 5) = 15
4d6 ⇒ (3, 6, 3, 4) = 16
4d6 ⇒ (4, 2, 4, 5) = 15
4d6 ⇒ (4, 1, 4, 2) = 11
4d6 ⇒ (2, 6, 5, 2) = 15


Crunch:

Male Human (Chelaxian) Ninja 4
CN Medium Humanoid (Human)
Init +5; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 31 (4d8+4)
Fort +2, Ref +7, Will +1
Defensive Abilities Uncanny Dodge
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Katana +9 (1d8+7/18-20/x2
Power Attack +1 Katana +9 (1d8+10/18-20/x2) +2d6 SA
Nunchaku +7 (1d6+4/20/x2) and
Unarmed Strike +7 (1d3+4/20/x2)
Ranged Shuriken +6 (1d2+4/20/x2)
Special Attacks Ki Attack Speed, Sneak Attack +2d6
Spell-Like Abilities Vanishing Trick
--------------------
STATISTICS
--------------------
Str 18, Dex 16, Con 13, Int 12, Wis 11, Cha 15
Base Atk +3; CMB +7; CMD 20
Feats Furious Focus, Power Attack -1/+3, Weapon Focus: Katana
Traits Armor Expert, Warrior of Old
Skills Acrobatics +8, Appraise +5, Bluff +7, Climb +6, Craft (Alchemy) +6, Diplomacy +9, Disguise +6, Escape Artist +8, Fly +1, Knowledge (Local) +6, Perception +7, Ride +1, Sense Motive +7, Sleight of Hand +6, Stealth +8, Swim +6, Use Magic Device +9 Modifiers Ki Jump (Running Start), No Trace +1
Languages Aklo, Common
SQ Ki Movement, Ki Pool (Su), Ki Stealth, Poison Use
Combat Gear +1 Agile Breastplate, +1 Katana, Nunchaku, Shuriken (5); Other Gear Pathfinder's Kit, Potion CLW x 2
--------------------
SPECIAL ABILITIES
--------------------
Armor Expert -1 Armor check penalty.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Disguise and Stealth when you are stationary and not acting.
Poison Use You don't accidentally poison yourself with blades.
Power Attack -1/+3 You can subtract from your attack roll to add to your damage.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Sovereign Court

Something to note- all of your feats require BAB+1. You won't have had BAB+1 at 1st level, when you got two of them. Herolab won't pick up on that as you probably made the character straight at 4th level. Will need to revise.

Edit: In addition, without medium armour proficiency you will take your ACP (-2 even with masterwork and armor expert trait) to all attack rolls and any skill checks that involve moving.


Alexander Kilcoyne wrote:

Something to note- all of your feats require BAB+1. You won't have had BAB+1 at 1st level, when you got two of them. Herolab won't pick up on that as you probably made the character straight at 4th level. Will need to revise.

Edit: In addition, without medium armour proficiency you will take your ACP (-2 even with masterwork and armor expert trait) to all attack rolls and any skill checks that involve moving.

Yeah I'm with alex on this one, you're going to have to change two of your feats. And playing a rogueish class with medium armour isn't usually a good idea. you can make up your ac with feats like dodge and by having a high dex bonus, so the armour would just hinder you.

Sovereign Court

The medium armour is rules legal but you'll take the ACP (-2 in your case) on your attack rolls. Make it Mithril and the problem is solved, or take Medium Armour Proficiency. I'd spend the gold personally.


You are right, but I only have to change one feat. Weapon focus was taken at second level. I will change furious focus. Thank you for catching that!

I took medium armor proficiency. May switch it to mithril if it will save me a feat. Medium armor minuses to skills can be effectively diminished without feats.

Sovereign Court

I can't see your Ninja tricks on that statblock but unless Weapon Focus was taken with your first one, you would still need to change two feats (two feats at 1st level, one at 3rd).

Your feats are listed above, can't see Medium Armour Prof there.

If you can afford it, get Mithril Breastplate- you won't need medium armour proficiency for it as it will reduce ACP to 0 with your check making it irrelevant.

Edit: TWF isn't actually inferior to two-handed fighting when you have a high source of damage per hit (read- sneak attack). High strength to go with it is always helpful of course :)- and the two handed saves you feats that is for sure.


Turnage wrote:
Alexander Kilcoyne wrote:

Something to note- all of your feats require BAB+1. You won't have had BAB+1 at 1st level, when you got two of them. Herolab won't pick up on that as you probably made the character straight at 4th level. Will need to revise.

Edit: In addition, without medium armour proficiency you will take your ACP (-2 even with masterwork and armor expert trait) to all attack rolls and any skill checks that involve moving.

Yeah I'm with alex on this one, you're going to have to change two of your feats. And playing a rogueish class with medium armour isn't usually a good idea. you can make up your ac with feats like dodge and by having a high dex bonus, so the armour would just hinder you.

Raising my dex bonus to AC would gimp my attack. Two weapon fighting is inferior to two handed weapon fighting. That is why I went with the armor. I have several friends who tried high dec builds and they stunk badly.

I will do whatever you guys think I need though.


Alexander Kilcoyne wrote:

I can't see your Ninja tricks on that statblock but unless Weapon Focus was taken with your first one, you would still need to change two feats (two feats at 1st level, one at 3rd).

Your feats are listed above, can't see Medium Armour Prof there.

If you can afford it, get Mithril Breastplate- you won't need medium armour proficiency for it as it will reduce ACP to 0 with your check making it irrelevant.

Sry didn't realize med armor prof required bab 1. I'll change them.


I put the crunch together late last night after MMA class. I'll get him right after work. Thanks again for your advice. Please feel free to offer me suggestions as well!

And you were right I made him at 4th and didn't catch the bab 1 due to thinking med armor prof didn't require it!

Sovereign Court

No worries. Happy to help- i'll critique the next crunch you post too. With Herolab, your better off building a character level by level otherwise pre-requisite stuff just doesn't work very well.


I am still at work, but just from looking I need to change 1 feat:

Level 1-medium armor prof (though I'll drop this if mithril does the same thing), need to replace furious focus
Level 2-got weapon focus through ninja class trick
Level 3-Power Attack
Level 4-Trick (vanishing)

Anyone have experience with building/playing ninjas?


Alexander Kilcoyne wrote:
Edit: TWF isn't actually inferior to two-handed fighting when you have a high source of damage per hit (read- sneak attack). High strength to go with it is always helpful of course :)- and the two handed saves you feats that is for sure.

The info I have read discusses that the feat requirements and -2 to each attack cause a significant decrease in dmg compared to two handed build not to mention you have to get SA dmg every round to be effective. Str builds do really good dmg even without SA dmg plus it punishes people for drawing attacks of opportunity versus the dex build (1d6+1 is underwhelming compared to 1d8+7). With the option to add an extra attack with the KI point, the str build racks up even more dmg(again 1d6+1 compared to 1d8+7). Add combat reflexes and that is a significant loss in dpr. This is why rogues are thought of as a lower tier skillsy class by many (too MAD to do anything except TWF).

I think if I get the feats worked out that this guy will be an effective melee combatant and a skillsy guy (especially with face skills and stealth/recon which the group needs). I'll have to let the urban Druid do traps though. I am looking forward to getting my crunch right and starting the RP. That is my favorite part anyway. I just do not like playing characters that are not effective at their role ;)

Edit: I'm thinking iron will, improved Init, or toughness.


HP: 3d8 + 3 ⇒ (6, 1, 8) + 3 = 18


Nice character Nicolae. Per the DM you can chose to reroll that 1 for hit point but if you do must reroll it with a net -1, so 1d8-1, and keep the roll. I believe a zero is possible so be careful. But to me it makes sense to reroll a 1 or a 2.

Improved Init for someone with sneak attack always makes sense...

Sovereign Court

Nicolae Vintila wrote:
Alexander Kilcoyne wrote:
Edit: TWF isn't actually inferior to two-handed fighting when you have a high source of damage per hit (read- sneak attack). High strength to go with it is always helpful of course :)- and the two handed saves you feats that is for sure.

The info I have read discusses that the feat requirements and -2 to each attack cause a significant decrease in dmg compared to two handed build not to mention you have to get SA dmg every round to be effective. Str builds do really good dmg even without SA dmg plus it punishes people for drawing attacks of opportunity versus the dex build (1d6+1 is underwhelming compared to 1d8+7). With the option to add an extra attack with the KI point, the str build racks up even more dmg(again 1d6+1 compared to 1d8+7). Add combat reflexes and that is a significant loss in dpr. This is why rogues are thought of as a lower tier skillsy class by many (too MAD to do anything except TWF).

I think if I get the feats worked out that this guy will be an effective melee combatant and a skillsy guy (especially with face skills and stealth/recon which the group needs). I'll have to let the urban Druid do traps though. I am looking forward to getting my crunch right and starting the RP. That is my favorite part anyway. I just do not like playing characters that are not effective at their role ;)

Edit: I'm thinking iron will, improved Init, or toughness.

It depends on point buy- and assuming the default 20 point buy, TWF tries hard to compete with THF (high dex usually means low strength) especially with the usual feat tax of weapon finesse. With strength and dexterity as high as yours (18,16), TWF is actually more optimal. Extra attack via a ki point works for TWF too. The feats to improve your damage are limited as a ninja anyway, that problems more for fighters.

Anyway, i'm very familiar with optimising in PF and I will have read anything you point me to, i'm well aware of the opinions of rogues etc.

Theres nothing stopping you dual-wielding with a Cestus and using THF on standard action attacks and charges and using TWF for full attacks, to have your cake and eat it too.

Frankly it wasn't my initial comment in the first place and I don't want to beat a dead horse. Play the character you want to play.


Alex: Thank you for your comments. I am going to relook at it with your suggestions!! I am so used to the 20 pt buy that I probably overlooked that. I did not mean to sound argumentative and I apologize if I came across that way. I am not very good at optimizing when it comes to rogues/ninjas. I usually play casters. I am not worried about being completely optimized, but i want to be effective. My comments were for discussion and banter. Thank you again for your input!

1d8 - 1 ⇒ (7) - 1 = 6


Crunch Revised:

Male Human (Chelaxian) Ninja 4
CN Medium Humanoid (Human)
Init +5; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 37
Fort +3, Ref +8, Will +4
Defensive Abilities Uncanny Dodge
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Katana +9 (1d8+7/18-20/x2)
Power Attack +1 Katana +8 (1d8+10/18-20/x2) 2d6 SA
Nunchaku +7 (1d6+4/20/x2) and
Unarmed Strike +7 (1d3+4/20/x2)
Ranged Shuriken +6 (1d2+4/20/x2)
Special Attacks Ki Attack Speed, Sneak Attack +2d6
Spell-Like Abilities Vanishing Trick
--------------------
STATISTICS
--------------------
Str 18, Dex 16, Con 13, Int 12, Wis 11, Cha 15
Base Atk +3; CMB +7; CMD 20
Feats L1-Iron Will, L1-Medium Armor Prof, L3-Power Attack -1/+2, L2 (Ninja trick)Weapon Focus: Katana
Traits Adopted, Armor Expert, Warrior of Old
Skills Acrobatics +8, Appraise +5, Bluff +7, Climb +6, Craft (Alchemy) +6, Diplomacy +9, Disguise +6, Escape Artist +8, Fly +1, Knowledge (Local) +6, Perception +7, Ride +1, Sense Motive +7, Sleight of Hand +6, Stealth +8, Swim +6, Use Magic Device +9 Modifiers Ki Jump (Running Start), No Trace +1
Languages Aklo, Common
SQ Ki Movement, Ki Pool (Su), Ki Stealth, Poison Use
Combat Gear +1 Agile Breastplate, +1 Katana, Nunchaku, Shuriken (5); Other Gear Cloak of Resistance, +1, Pathfinder's Kit
--------------------
SPECIAL ABILITIES
--------------------
Armor Expert -1 Armor check penalty.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Disguise and Stealth when you are stationary and not acting.
Poison Use You don't accidentally poison yourself with blades.
Power Attack -1/+3 You can subtract from your attack roll to add to your damage.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Want to first make the rolls before making my final decision on the character to create.

1st set:
4d6 ⇒ (5, 2, 3, 1) = 11
4d6 ⇒ (2, 3, 4, 2) = 11
4d6 ⇒ (3, 1, 1, 5) = 10
4d6 ⇒ (2, 5, 1, 1) = 9
4d6 ⇒ (5, 3, 2, 5) = 15
4d6 ⇒ (2, 5, 4, 5) = 16

2nd set:
4d6 ⇒ (1, 5, 4, 3) = 13
4d6 ⇒ (5, 4, 5, 3) = 17
4d6 ⇒ (2, 5, 2, 1) = 10
4d6 ⇒ (5, 2, 5, 1) = 13
4d6 ⇒ (4, 2, 5, 6) = 17
4d6 ⇒ (3, 2, 5, 3) = 13

3rd set:

4d6 ⇒ (4, 1, 4, 5) = 14
4d6 ⇒ (5, 6, 2, 6) = 19
4d6 ⇒ (5, 4, 4, 3) = 16
4d6 ⇒ (3, 3, 4, 1) = 11
4d6 ⇒ (6, 5, 6, 2) = 19
4d6 ⇒ (3, 2, 6, 4) = 15

Hmm...time to have a think on the character.


Some good roles in that third set. We have a ninga, ranger, magus, and fighter/monk atm.


I'd go for a bard type character, lots of high stats, exactly what you need. Plus they play a fantastic support role. I don't think we have much diplomacy, just an idea.


Or Paladin, or high chr. cleric, or oracle. We do not have a true divine caster either. My ranger will be a poor substitute.


I have +9 diplomacy and +7 bluff. LG might be rough for this group. I like the idea of a bard or divine caster. Your awesome ability scores open up a ton of options.


I don't think of Ninja's as a diplo character. Good to know you have that covered. :) Always good to have two that can help each other too.


Ninja is just the crunch. Think about a spy/assassin (Bourne movies or League of Shadow's Ra's al Ghul). They are sneaky type killers, but very charismatic and can play a "role". Heck..,I would consider the Dark Knight a ninja crunch, but he was also a wealthy business President with some serious charisma :P

I only look at classes mechanically.


Already got an idea. I'm thinking wizard/druid and going Mystic thurger.

With races being as they are, what's the set up with languages? Do certain variations of human just have their own tongue or they all speak common and languages are for the really different races?

hp rolls: Wizard 1d6 + 1 ⇒ (2) + 1 = 3, Druid 2d8 + 2 ⇒ (1, 4) + 2 = 7

Still havn't worked out a backstory, but I'm thinking follower of Nethys who is attempting to follow his god's form by with one hand to heal the sick and poor, but the other hand to destroy .

Seeing his city in such a state, he decides he wishes to help the king bring the city and country back to it's former glory, but at the same time he'd like to be knighted and become a noble with a place on the council to discuss business of the kingdom. Latter might be too much, say if it is, will be fine with being knighted and giving a nobility.

hp re-roll druid: 1d8 ⇒ 8 and as per the rules -1 makes that 7, right?


For languages I've rules that different dialects correspond to the,different languages. In mechanic terms that means take and use languages as normal. That backstory is fine, although making you a noble would be out of captain raichus's grasp, being knighted will be fine. Could you make him from fourwinds? Would make him much easier to introduce


Turnage wrote:
For languages I've rules that different dialects correspond to the,different languages. In mechanic terms that means take and use languages as normal. That backstory is fine, although making you a noble would be out of captain raichus's grasp, being knighted will be fine. Could you make him from fourwinds? Would make him much easier to introduce

Okey, though could you tell me a bit about four winds so I get an idea of what his past may have been like?


sorry for long delay, been moving house and just got internet. Fourwinds is a city placed in the intersection of 4 air currents, as such it is surrounded by a permanent tornado. It is mainly a merchant town, originally people were attracted by the amazing natural occurrence but the cities thriving population and low tax is what draws the traders now. Lots of people with lots of money to spend. The tax is so low because only a small barricade is needed with only a small number of regular guards. Due to ranged units being all but useless and there being only one real entrance, the defensive unit is small but extremely effective, with all attacks on the city being repulsed with relative ease.

There are currently large scale riots in the city, the nobles are scared and are hoarding their gold, afraid to go to the market and spend it, and so the city is suffering. As one of the main influxes of gold for the kingdom, this must be sorted.

I'd advise reading the gameplay thread, so you know whats going on.


Okey, here's the character and here's his backstory so far:

Origonally born Bill Rica he found his own life to be a chaotic mess at times. Parents would seem to switch moods depending on the time of day. the city of Four Winds had been his home and when he found faith, he found it in all things chaotic and uncontrolled.

Soon he went into further education, becoming a wizard and found he wished to learn everything and all knowledge. It is then that he met a old sage who spoke of the power of fire, however he said this was nothing compared to what ashes teach. Skeptical, he questioned what he meant and the old man grinned, teaching him how the ashes were remains for fire does not entirely destroy what it sets alight, but merely turn it into ash.

After this revelation he began learning from this man, lessons that were very different from what he had been taught in the past and kept his attention, but due to his unique mind he was able to keep his learning of the arcane too.

Things went well until he ended up in a fight with a student who argued arcane was the real truth and you can learn nothing of nature. At that point Bill broke into a rage and threw a firebolt into his face. Charges were dropped due to how much of a scandle it would cause not to mention his mood swings could cause more danger to himself and the town.

Insulted at his ejection he decided to travel to the capital and search for work, revealing the powers he had. He had some rudimentry knowledge of medicine and could help heal the sick, however he wanted more and to hear that Captain Raichus was looking for people he decided to join up. in return he wants to start his own establishment of knowledge. He gave the name Bilnerk Ricina, Duel Minded in Darconic, one of many tongues he has studied, so that the good captain wouldn't hear about his ejection from school not to mention the incident which, Bill believes, was a improvement on the fool's face.

Bilnerk decides to ask for land, wanting to have some large farmland to settle down if he ever does with a family, many years from now. first of all he'd like to deal with the person or persons reponsable for the riots.

Got the numbers, unfortunatly couldn't think up much to buy the character. I got him a club, light crossbow, bolts and wand of CLW (CL2 20 charges) meeting the 600 gp value for limited use magic items. unfortunately I'm left with about 5k so I'm wonder if I'm allowed to spend the rest on a set of bracers of armour +2?


If you can afford them and you can come up with a good story reason as to why you have them (you stole them from the college out of spite before you left or something) then that would be fine.

Could you post your full background and numbers on your profile asap please. I'll introduce your character when they make it to fourwinds, or a little bit before if it's taking a while.


Fully updated and added the current amount of cash too. Also I added a sickle. Don't have much in weapon range, but I thought a good slashing weapon would help.


Hi all, Sorry for my absence. I am back from Dragon Con and catching up. Will post soon.


Not sure if you're waiting for me to post or not. Just had a look and it seems your introducing someone and I totally forgot about physical looks lol.


Bilnerk Ricina wrote:
Not sure if you're waiting for me to post or not. Just had a look and it seems your introducing someone and I totally forgot about physical looks lol.

It wasn't meant to be you but it gets you into the game quicker so I'm fine with it. Just modified stuff a bit.

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