The Red Hand of Doom (Inactive)

Game Master The Dragon

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I did find digging around that it would be a house rule to allow swashbuckler to take it as they are made up with a fighter but not a fighter so I will switch it out for reactionary, but there are plenty of post supporting it working with mithral armor and as said it is ran that way in society play. There are no official post on it as it has not needed one because it is being used correctly.


I too am pretty sure this is correct. Medium armour is medium armour, and so should work with that trait just fine. To be honest, this is the first time I've heard of someone questioning that...


Rigor Rictus wrote:

So, through all my searching, I felt like I had kind-of found a combination that was going to work for me in terms of what I had in mind. Of course, with the noticeably massive number of Gunslingers and Monks in the works, the combination I came up with had to be... A gunslinging Monk.

I found a legal way to create a monk who can flurry with a firearm. Find a Deity with a firearm as a Favoured Weapon (Cixyron, a minor, but official Daemon that seems to represent progress - Electricity, Gunpowder, and poisonous metals. He's evil, but could be spun as being evil only in the ways Industrialization was seen as evil, but as NE he would still allow for a TN alignment. Then its just a small mater to take the Crusader's Flurry feat. Alternatively, I was going to ask about a Concept based warpriest, based on progress, science, or somesuch, to get the Firearm favoured weapon without the evil deity (though a Conductive weapon would allow me to make effective use of Channel Negative Energy into those pesky living foes.))

I'd end up with a Fighter (Trench Fighter) 3, Unchained Monk 2/ Warpriest 5. Fighter was to get Dex to Firearms, and the planned progression from then on would be continuing with Unchained Monk.

I speak of all this in the past tense, as with all of the Monks and Gunslingers in here, and with the complete dearth of Arcane classes in the proposals so far, I am going to change tactics and try to fill this obvious neglected niche.

We have a lot of good damage dealers, enough clerical dips that buffing should be solid-ish, so battle field control seems the most obvious route to go, such as a conjurer. I will play with the options...

Dragon: I saw you approved Aasimar/Tiefling; variant abilities/rolls?

Edit: second question; when investigating INT based classes, I came across this one. Would you allow it (should I bother reading up on it to see if I want it)?...

There are at least two full arcane submissions I've seen, in addition to at least three bards and a summoner. Almost no divine though, but make whatever you want of course. My character will be mostly focused on casting, though her gun will do decent damage as a backup weapon.


I submitted a divine caster... A Druid.


Andulian Vogh wrote:
I submitted a divine caster... A Druid.

Yeah, which is why I said almost none, instead of none. :)


Getting ready to submit an oracle later.


Game Master the Dragon wrote:
Al Sa-Her wrote:

"Medium armor is still medium armor my friend for if one is not proficient is can hamper their movements in battle. This fine material mithral makes it so much lighter and flexible while strengthening it. Quite splendid. Peace be with you my friend."

Medium armor is medium armor works for defender. You can do a quick search to verify. It is in a lot of society post back from when the trait came out.

On posting: Im in 12 games and applying for 3 more at the moment. I post between 10-30 times a day based on the speed of the games. One is at 2500 post in 3 months so thats a nice. 2 others have ran for almost 3 years. So I'm not going anywhere as a player. If the game fails because of inactivity it won't be me. I often try to drive the games forward and keep the pace up, but this relies heavily on the GM.

Well, that's a good posting history.

Anyway, I'm going to disagree with you on the trait thing. I've looked over the boards, and unless you can show me somewhere official it says you can do so, I'm going to rule that 'must wear medium or heavy armor to use this trait' is a limitation of the trait, and thus you can't use that trait in mithral medium armor.

Its a simple matter of proficiency. You can't wear mithral fullplate without heavy armor proficiency. So why would mithral Breastplate not count as medium armor?


Hellknight Moldren Gresham wrote:
Game Master the Dragon wrote:
Al Sa-Her wrote:

"Medium armor is still medium armor my friend for if one is not proficient is can hamper their movements in battle. This fine material mithral makes it so much lighter and flexible while strengthening it. Quite splendid. Peace be with you my friend."

Medium armor is medium armor works for defender. You can do a quick search to verify. It is in a lot of society post back from when the trait came out.

On posting: Im in 12 games and applying for 3 more at the moment. I post between 10-30 times a day based on the speed of the games. One is at 2500 post in 3 months so thats a nice. 2 others have ran for almost 3 years. So I'm not going anywhere as a player. If the game fails because of inactivity it won't be me. I often try to drive the games forward and keep the pace up, but this relies heavily on the GM.

Well, that's a good posting history.

Anyway, I'm going to disagree with you on the trait thing. I've looked over the boards, and unless you can show me somewhere official it says you can do so, I'm going to rule that 'must wear medium or heavy armor to use this trait' is a limitation of the trait, and thus you can't use that trait in mithral medium armor.

Its a simple matter of proficiency. You can't wear mithral fullplate without heavy armor proficiency. So why would mithral Breastplate not count as medium armor?

Maybe because that's what the rules says?

pfsrd wrote:
When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor's check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).

I really don't see the point in continuing to argue with the GM when he has already made his ruling.


I also fall into the catagory of Unarmored arcane caster (double caster too!)
dem poor blacksmiths :'(
Tho I do plan on using the quote below for armor, probably, depends on gold :/

Game Master the Dragon wrote:

Anyway, I'll allow enchanted clothes, on the condition that if you wear them, any bracers of armor ceases to function or vice versa.

It'll cost you 150gp for alchemical inlays and stuff to prepare the clothes for enchanting, though.

If you want to get a cortiers outfit or something, you can factor the price of the outfit into the 150gp.

however, headband of +2 cha for me, Belt of +2 strength for Eidolon, Metamagic rod of extend, and whoops! Already over the limit :/


Hellknight Moldren Gresham wrote:
Game Master the Dragon wrote:
Al Sa-Her wrote:

"Medium armor is still medium armor my friend for if one is not proficient is can hamper their movements in battle. This fine material mithral makes it so much lighter and flexible while strengthening it. Quite splendid. Peace be with you my friend."

Medium armor is medium armor works for defender. You can do a quick search to verify. It is in a lot of society post back from when the trait came out.

On posting: Im in 12 games and applying for 3 more at the moment. I post between 10-30 times a day based on the speed of the games. One is at 2500 post in 3 months so thats a nice. 2 others have ran for almost 3 years. So I'm not going anywhere as a player. If the game fails because of inactivity it won't be me. I often try to drive the games forward and keep the pace up, but this relies heavily on the GM.

Well, that's a good posting history.

Anyway, I'm going to disagree with you on the trait thing. I've looked over the boards, and unless you can show me somewhere official it says you can do so, I'm going to rule that 'must wear medium or heavy armor to use this trait' is a limitation of the trait, and thus you can't use that trait in mithral medium armor.

Its a simple matter of proficiency. You can't wear mithral fullplate without heavy armor proficiency. So why would mithral Breastplate not count as medium armor?

Because Mithral makes sure it counts as a category lighter for the purpose of 'limitations'.

Mithral wrote:
Most mithral armors are one category lighter than normal for purposes of movement and other limitations.

So, mithral breastplate is medium armor, sure. However, if an ability(or magic armor property or whatever, i.e. Brawling +1 Mithral Breastplate) is limited to only function when wearing a particular category, it functions as if it was one category lighter. It doesn't function as if it was one category lighter and it's old category, only as if it was one category lighter. Otherwise barbarians would be unable to use fast movement in mithral fullplate, as they'd be wearing both heavy and medium armor at the same time. It's still medium for the purpose of proficiency, and other abilities that don't have limitations based on armor category.

Look at the defender of the society trait.

Quote:
Benefit: You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.

It's limited to heavy and medium armor. For the purpose of abilities with limitations, Mithral Breastplates are light armor.

Ergo, they don't mix.

@Sir Gresham, I'm not seeing how proficiency is relevant to whether Defender of the Society is a trait with a 'limitation'. I'm having a hard time seeing how it wouldn't be considered that, given that it only functions with medium and heavy armor.

Edit: Moving on.

Rigor Rictus wrote:

So, through all my searching, I felt like I had kind-of found a combination that was going to work for me in terms of what I had in mind. Of course, with the noticeably massive number of Gunslingers and Monks in the works, the combination I came up with had to be... A gunslinging Monk.

I found a legal way to create a monk who can flurry with a firearm. Find a Deity with a firearm as a Favoured Weapon (Cixyron, a minor, but official Daemon that seems to represent progress - Electricity, Gunpowder, and poisonous metals. He's evil, but could be spun as being evil only in the ways Industrialization was seen as evil, but as NE he would still allow for a TN alignment. Then its just a small mater to take the Crusader's Flurry feat. Alternatively, I was going to ask about a Concept based warpriest, based on progress, science, or somesuch, to get the Firearm favoured weapon without the evil deity (though a Conductive weapon would allow me to make effective use of Channel Negative Energy into those pesky living foes.))

I'd end up with a Fighter (Trench Fighter) 3, Unchained Monk 2/ Warpriest 5. Fighter was to get Dex to Firearms, and the planned progression from then on would be continuing with Unchained Monk.

I speak of all this in the past tense, as with all of the Monks and Gunslingers in here, and with the complete dearth of Arcane classes in the proposals so far, I am going to change tactics and try to fill this obvious neglected niche.

We have a lot of good damage dealers, enough clerical dips that buffing should be solid-ish, so battle field control seems the most obvious route to go, such as a conjurer. I will play with the options...

Dragon: I saw you approved Aasimar/Tiefling; variant abilities/rolls?

Edit: second question; when investigating INT based classes, I came across this one. Would you allow it (should I bother reading up on it to see if I want it)?...

Ooh, conjurer is cool. :)

Variant aasimar & tiefling (mouse-touched, beast-brood etc.) allowed, the one where you roll on the table to get extra stats isn't. Disregard the feat for variant aasimars.

I'd rather not read through classes you only maybe want. Give it a read, if you're pretty sure it's the class for you, I'll look it through to see if I think it's too out of the whack. Chances are it's fine, but you never know.


Samos, Prophet of the Dragon wrote:

I also fall into the catagory of Unarmored arcane caster (double caster too!)

dem poor blacksmiths :'(
Tho I do plan on using the quote below for armor, probably, depends on gold :/
Game Master the Dragon wrote:

Anyway, I'll allow enchanted clothes, on the condition that if you wear them, any bracers of armor ceases to function or vice versa.

It'll cost you 150gp for alchemical inlays and stuff to prepare the clothes for enchanting, though.

If you want to get a cortiers outfit or something, you can factor the price of the outfit into the 150gp.

however, headband of +2 cha for me, Belt of +2 strength for Eidolon, Metamagic rod of extend, and whoops! Already over the limit :/

Both Summoner and Bard can cast in light armor though.


Another way to get flurries with unorthodox weapons in gestalt is Sohei Monk 6//Fighter 6.

You take weapon training with the weapon you want at fighter 5, and then the ability you gain at level 6 says you can flurry with anything you have weapon training in.


Technically Investigators count as Arcane characters, since they have Alchemy.


I'm divine as well being all druid rangery


About Pindleloric.

Although its crunch is still under construction, the background has been updated and conected to Commander Gerregne of the Andoran army.

Poor Pelius, I'm starting to feel bad for him. XD

Revisiting the character, I noticed that he is not legally able to channel positive energy, so he can not take versatile channeler, that was allowed by previous GM. I have seen you are faithful to the rules, but asking does not harm so, how you feel about it?

Playing just a negative channeler will be a novelty for me. :)


Yeah, I'll allow you to take Versatile Channeler.

I'm wierd about rules - I'll adhere to what they say as closely as I can, but I'm usually fine with changing them to allow for an interesting but unsuppoerted character concept.

RPG Superstar 2012 Top 32

Game Master the Dragon wrote:
Another way to get flurries with unorthodox weapons in gestalt is Sohei Monk 6//Fighter 6

Sohei 6//fighter [weaponmaster] 3|gunslinger 3 also gets gun-flurry but is only 2 levels away from also having gun training (which is a nice damage boost). Or, if you want a cowboy, after 3 levels of weaponmaster go straight cavalier... Boon companion or horsemaster will get you a full progression mount (augmented by the sohei mount abilities) and challenge will give you the needed damage boost.


Although you'll have to go luring cavalier. That's not all bad though.

You can avoid the gunslinger thing by taking Trench fighter, if feats is your thing.


"Forgive my actions noble Game Master. For I was not qualified for such a trait. I only ask this little misunderstanding is not held against me." He bows asking for forgiveness.

No worries here guys, it is what it is, and like I said the hybrid classes qualify for feats limited to fighter but to extend it to a trait would be a house rule and the 1AC is not that big a deal when I'm hoping to parry most attacks :) Good luck all.


Sheet

And this is the submission for Seila, Herald of Justice

Backstory:
Seila was born in the city of Almas to a poor family located in one of its slums.

A hyper active child she found herself early on getting into fist fights with local bullies and ruffians often times coming out on top, but just as often not.

This unrelenting energy and utter lack of fear was tempered by an inability to stay still and concentrate on any one task for any longer than a moment.

This made schoolwork for her nigh impossible. Learning for her was a process she picked up as she went learning in fits and bouts she developed slowly but inevitably even as she bounced from one task to the next.

As she reached puberty her parents were delighted to realize that there strange daughter not only contained the blood of the heavens within her but she exhibited divine capabilities as well.

Hoping to capitalize on this and make something of their daughter they attempted to get her into the priestess hood of Sarenrae having been devout followers for years.

While Seila did indeed find something very agreeable in Sarenrae's teachings of redemption, healing, and necessary violence she had no patience or real understanding of the prayers and koans necessary to work divine magic. Her powers being more of a question of force of personality than willpower.

Had she not been approached by a recruiting member of the Empyreal Knights she may have suffered as a low ranking priestess forever.

What they offered her was a positive outlet for her limitless enthusiasm. Giving her a chance to act as a paladin without necessarily being bound by a paladin's strict and often hampering code of honor.

Leaping at the chance as she does in all things Seila learned the arts of swordplay and what it meant to be a crusader in the name of justice. The girl who fist fought bullies now had a chance to take on much greater and far less petty evils. Being loud, brash and unwilling to back away from her strong beliefs her superiors see it as her greatest strength and most difficult weakness.

When the call to arms came against the Hobgoblins she answered eagerly willing to raise the banner of her goddess and the sword of the knights versus an oppressive evil she sees this oncoming army as the first real test of her capabilities as a knight and the Truth of her beliefs.

And there you go.


Here is Kyras's full story. I'm still editing it and may change/add some bits but its mostly done. I kinda just hit a wall writing it and slammed my head against said wall until it had somewhat of a structural collapse, so any feedback here is greatly appreciated.

also, I am still considering using another class rather than inquisitor, as the character (over time) grew into less of an inquisitor type person.

I was thinking about Ranger, would you allow this 3pp combat style?

Musketeer


Kyras Lorach wrote:

Here is Kyras's full story. I'm still editing it and may change/add some bits but its mostly done. I kinda just hit a wall writing it and slammed my head against said wall until it had somewhat of a structural collapse, so any feedback here is greatly appreciated.

also, I am still considering using another class rather than inquisitor, as the character (over time) grew into less of an inquisitor type person.

I was thinking about Ranger, would you allow this 3pp combat style?

Musketeer

I kinda liked the backstory. How would you like having grown up in westcrown? You could've stowed away on a ship from there when you fled.

Sure on the combat style. Wouldn't archery be better though? Musket master already gets reloads as if it was a one-handed firearm.

As for class, there's always ranger, but that's a bit tried.

Slayer, maybe?

Alternatively, there's always the Luring Cavalier, if you want a mount. You could do the whole Outrider thing. Maybe I've played too much warhammer fantasy battles, but I think they're cool.

There's also this scout, which seems like it might fit - it gets bonus damage when taking an attack action (not full attacks, so it's a sniper kind of thing).


Rigor Rictus wrote:


Dragon: I saw you approved Aasimar/Tiefling; variant abilities/rolls?

Edit: second question; when investigating INT based classes, I came across this one. Would you allow it (should I bother reading up on it to see if I want it)?...

Actually, scratch what I said, I looked through the scholar, and it's fine.

Very factotum, I'm a fan.


Crunch:
Sammosa, Prophet of the DRAGON
Male Human Summoner/Bard (Dragon Herald) 5
NG Medium humanoid (human) Initiative +1, Perception +2
--------------------
Defenses
--------------------
AC 13, Touch 11, Flat Footed 12 (+1 dex, +2 armor, +2 shield)
hp 53/53 (5d8+25)
Special Defences fire resist 5, Shield Ally, Well Versed
Fort 5 Ref 5 Will 6
--------------------
Offenses
--------------------
Speed 30ft
Melee
Ranged Mwk Light Crossbow +3 (1d8 19-20/x2) 80ft range
Modifiers +2/+0 BAB, +1/+0 Dex, +1/+0 Mwk
----------------------
Spells
----------------------
Bard Spells per Day
(Lvl 1): 6/6
(lvl 2): 3/3
Summoner Spells per Day
(Lvl 1): 6/6
(lvl 2): 3/3
Spell DCs 15 +Spell Level
----------------------
Spells Known
(B Lvl 0) Dancing Lights, Detect Magic, Ghost Sound, Know Direction, Prestidigitation, Sift
(S Lvl 0) Arcane Mark, guidance, Message, Open/Close, Read Magic, Resistance
(B Lvl 1) Charm Person, Saving Finale, Silent Image, Vanish
(S Lvl 1) Enlarge Person, Expeditious Retreat, Infernal Healing, Mage Armor
(B Lvl 2) Alter Self, Heroism, Suggestion,
(S Lvl 2) Evolution Surge, Glitterdust, Haste
----------------------
Bardic Performance 17/17, Diplomatic Immunity, Diplomatic Protection, Distraction, Inspire Courage
SLAs 8/8, SLA III
----------------------
Current Magical Effects
----------------------

----------------------
Statistics
----------------------
Str 10, Dex 12, Con 16, Int 14, Wis 14, Cha 20
Base Atk +2 CMB +2 CMD +13

Feats Extra Evolution, Spellsong, Toughness, +1
(Potental feats?: Antagonize, Arcane Strike, Lingering Performance, Skill Focus, Spell Focus, Augment Summoning, Expanded Summon Monster,)
Traits Omen, Resilient, Umbral Unmasking
Silver Tongued

Skills  (8x)
Deplomacy +17 (5 Ranks, +3 CS, +2 Silver Tongued, +2 Voice, +5 Cha)
Disguise +11 (3 Ranks, +3 CS, +5 Cha)
Intimidate +18 (5 Ranks, +3 CS, +2 Silver Tongued, +2 Voice, +1 Omen, +5 Cha)
K: Arcana +10 (5 Ranks, +3 CS, +2 Int)
K: Local +6 (1 Rank, +3 CS, +2 Int)
Perception +10 (5 Ranks, +3 CS, +2 Wis)
Preform: Oratory +13 (5 Ranks, +3 CS, +5 Cha)
Sense Motive +13 (13 Versatile Performance)
Spellcraft +10 (5 Ranks, +3 CS, +2 Int)
Survival +6 (1 Rank, +3 CS, +2 Wis)
UMD +13 (5 Ranks, +3 CS, +5 Cha)

Languages  Common, Draconic, +2
Other Gear
Mwk Crossbow
Leather Armor
20 bolts
Headband of Alluring Charisma
Metamagic Rod of Extend
3177gp

----------------------
TRACKED RESOURCES
----------------------
Bardic Performance (17/17)
Bond Senses (5/5)
Master of Persuasion (1/1)
Omen (1/1)
Rod of Extend (3/3)
Summon Monster III (8/8)

Crossbow bolts 20

----------------------
Special Abilities
----------------------
Bardic Performances standard action to activate, free action to maintain. Only one at a time.
**Diplomatic Immunity: you can generate a Sanctuary effect upon yourself for as long as you perform +1 round.
**Diplomatic Protection: Wrap an ally in the colors and scales of your patron dragon granting them fire resistance 10 and +2 enhancement bonus to their NA. You and your ally must be able to see each other.
**Distraction: make dance check each round. All within 30 feet affected by a affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. Gain a second saving throw if already affected.
**Inspire Courage: all allies that can perceive your performance gain a +2 moral bonus against charm and fear effects and a +2 competence bonus on their to hit and damage rolls. This is a mind-affecting ability requiring audible components.
Bond Senses as a standard action, share the senses of your eidolon for up to 5 rounds a day.
Bonus Feat humans start with +1 feat.
Coat of Arms +5 fire resistance.
Dragon Voice gain +2 to diplomacy and intimidate and gain Draconic as a bonus language.
This ability replaces bardic knowledge.
Eidolon 1 minute summoning time, standard action or unconscious to dismiss. 
Extra Evolution your Eidolon gains +1 evolution point.
FCB +5hp.
Life Link when eidolon would be killed by hp damage, summoner may pay 1 for 1hp to keep it alive.
Master of Persuasion you can always take 10 on diplomacy and intimidate checks. 1/day you can attempt a diplomacy check as a full round action.
Metamagic Rod of Extend 3/day double the duration of a spell that is being cast.
Omen +1 Intimidate. 1/day make an intimidate check as a swift action.
Resilient +1 fort.
Shield Ally as long as you are within 10ft of your eidolon you receive a +2 shield bonus to AC and +2 circumstance bonus to your saving throws as long as your eidolon is not grappled, helpless, paralyzed, stunned, or unconscious.
Silver Tongued +2 Diplomacy and Bluff. Can shift starting attitudes by 3 steps.
Spellsong as a swift action costing 1 round of bardic performance, combine the casting of a spell and a performance check. Observers must make an opposed Perception or Sense Motive check vs your Perform check to realize you are casting a spell.
You may also spend 1 round of bardic performance as a move action to maintain concentration of a bard spell. The spell ends when the bardic performance that the spell is a part of ends.
You must have a bardic performance up prior to using either of these abilities.
Summon Monster III 8/day SLA. Cast as a standard action and they last 5 minutes. Can only have Eidolon or summons out at 1 time.
Toughness gain +5 hp.
Umbral Unmasking your shadow is in the shape of a monstrous dragon (DC 15 Wis check to notice) and then disappears when your eidolon is summoned.
Versatile Performance use Preform: Oratory in place of Diplomacy or Sense Motive.
Well-Versed gain +4 to your saves vs bardic performance, sonic, and language-dependent effects.
----------------------
Encumbrance 22lb
Light 33lb, Medium 66lb, Heavy 100lb
----------------------

Samos, the Dragon Prophet/Summoner/Bard is largely finished. I have a few smaller things to deal with regarding his crunch (1 feat, 3k gold) and his Eidolon is unstated so far.
Everything else tho, should be good to go :)
The fluff below is repeated, just with the name change.
Once I get his Eidolon stated out, consider this my submission.

Intro:

A quick 2 liner about his backstory; He believes that the world will one day be overrun by dragons, and in the near future. He goes around trying to "preach" his religion and warn the masses of the impending doom. He is an arcane caster and has a "dragon hatchling" who manifests near him. Samos doesn't know it, but the dragon beside him is the reincarnation of the same dragon he prophesies will destroy the world, and ages in reverse, the longer he lives, the further back in time he "existed" until he finally meets up with his former glory. (Basically he ages at double speed, or greater. It explains why he gains power so much quicker then a normal dragon would (at class levels instead of decades to centuries)

"hes a crazy koot, and old to boot.
Actually hes just like old boots..."

Worth noting. I took the Umbral Unmasking Drawback as my shadow takes on the form of a monstrous dragon (DC 15 Wis to see it), and my shadow disappears every time I summon Nico Bolas. If you want to play up the interactions brought about my monstrous shadow, as I do intend to spend a fair bit of time without him summoned (such as in towns), go ahead :)

Description:

An older man, probably in his 50s, lean, gaunt and raggedy. He has the look of a man who has been out in the wild for far too long and an almost crazy look in his eyes. Not the dangerous crazy, rather the look of someone who has seen things that cannot be explained.
While the clothes he wears are by no means rags, they are well worn and weathered, giving the impression of a man on the road for ages.

The other thing of note, he wears the skin of a giant salamander, adorning his shoulders like a massive red cowl draped across him...

Lo! he calls to you guys
I mean no harm! Ive been traveling from that city from over yonder mountain and could use some company, and a warm meal, if you would be willing to spare and share with an old prophet.
He keeps at a polite distance, waiting to be invited in rather than intruding in these harsh and often unpredictable times.
Well. Human company anyway.

Fluff:

Name
Samos, Prophet of the DRAGON
Class
Human Summoner/Bard Dragon Herald 5
Physical Description
Samos is an older gent, well into his fifties. He has graying black hair, or "Salt and Pepper" hair that has been unkempt and uncut for a while resulting in a wild and rugged looking face. His blue eyes are intense, with a clear focus that stabs out and pierces the existence he sees before him. The rest of him is a withered old man with the look of a man who hasn't had a proper meal in far too long. Lean and gaunt.
Another striking feature of his is the skin of a salamander he wears across his shoulders like a scarf. A large salamander.
If you paid him enough attention, you might notice his shadow does not have the appearance of a human at all, instead appearing monstrous, almost draconic, and are those red eyes peering out of it? Wait, did it just move?

Nico Bolas, a young red wyrmling crouched forward on all fours, with a long neck and slender tail flickering to and fro. His scales are a deep red, creviced with soot black. Along his ridged and bony back sit two wings, while at the tip of the lizard rests the mighty head of the Red Dragon. Scaled and serpentine, with deep, dark eyes almost tinged with evil and malice, while a fearsome maw dripping fire embers and spewing black smoke tops out the fearsome presence of the mighty red wyrmling.
While Nico Bolas is too young for his wings to hold him aloft or his flames to scorch stone, he is aging rapidly... Soon...

History and Backstory:

Samos had 2 main phases in his life, essentially before he went crazy and after he went crazy. Pre-catalyst he was just your average working man, there was very little outstanding about him and he never really applied himself to the things he did. As a result he worked for the government of Andoran, pushing paper and keeping the bureaucracy going, but never made it into any position of significance. Mundane, boring, and going nowhere.
Then one day while he was out traveling between cities, his buggy overturned and he was injured. Badly. While he did survive, he was never the same and had actually developed schizophrenia. His life was changed quite drastically ever after as voices whispered to him in his head. Whispered warnings of doom and prophecies of a time of dragons. A time where one dragon will rule over the others and bring about the apocalypse, the end of times.
Yet more than 10 years had passed while he raved and ranted and was ignored. Dragons? While they were real enough, who would believe that they would be "that final straw."
Samos was ignored and rejected as simply a crazy old man...

Yet he had mellowed out a bit over these last few years (or at least less vocal) and the government of Andoran has re-hired him, this time as something more like a consultant, for Samos was someone who had traveled far and seen many things, he could act as an emissary in difficult or dangerous places, and trusted to keep Andorans interests in whatever business he was doing.
And so, Samos found himself in a position where he often traveled, was able to preach about his beliefs, help others and further the aims of Andoran.

Recently, Commander Gerregne of the Andoran Army had approached Samos. He was sending a group of adventurers to Vraath Keep in Isger and he needed someone there to keep an eye on the group, and on neighboring Cheliax. A Government watchdog, if you will.

Nico Bolas has a different story. A celestial dragon bound to the outer planes, he longed to be manifest on the material plane, but more then just exist there, he wanted to rule. However, no one knew him. No one believed, feared or revered him. He could not grow nor exist nor rule without the belief of the people. Perplexed, Nico Bolas was stuck.

Searching, Nico Bolas found Samos, his mind broken like his body from the crash. There he began whispering to him, telling him of power and prophecies. Prophecies of himself, of his rise to power and his eventual rulership. And of the world ending at his hand...

Soon, the voices in Samos's head begun to take on a very real essence. They got louder and more persistent, slowly revealing themselves to be the voice of Nico Bolas. Then, in a dream, Nico Bolas came to Samos, telling him he would assist him on his journey, intertwining their fates together.
When Samos awoke, he found out that his dream had been made manifest, a red dragon wyrmling lay sleeping at his feet, warm and real.

Nico Bolas has an interesting existence. He grows exceedingly fast, both forwards in time and backwards. To have the immense power he required, he would have to live the lifetime of an ancient dragon, and to achieve that, he grows into history. The older he gets, the further into the past he has existed.

Another interesting dynamic is the alignment of the two. Samos is NG, his prophetic lifestyle is very free and whimsical, going where the wind takes him while his government work requires a degree of order from him. Samos is also very selfless, doing things for others and generally caring for their well-being over his own. Nico Bolas is in many ways his opposite, being CE in a very selfish and self serving way. He cares little for others, valuing only himself and the altruistic attitude of Samos is something he simply cannot understand.
Nico Bolas is bound to Samos, can only manifest when Samos wishes and generally has to do what he says, however he constantly tries to tempt him with power.

Goals and Reasons for Adventuring:

Samos has resigned himself to a gruesome death sometime in the future. He knows he will die either at the hands of the dragons or on the journey to warn others. Now, and for as long as he can, he travels around, warning others and helping out. While most people shun him, a few accept him (although they usually ignore his words), and in doing so they find a kindly soul willing to help out and care for people. He is also bound to Andoran both out of loyalty and a sense of doing right so he often goes places (such as Vraath Keep) at the whims of his superiors.

Nico Bolas has a different agenda. He secretly knows that he is the one in the prophesy. That he is the one who will bring about the end times. But in order to do that he needs to grow. And in order to grow he needs others to believe in him, believe he exists, believe that he WILL bring about The End Times. If he can get enough people to believe then it will become reality. And he is growing stronger...

Future Plans:

Samos will continue as a summoner/bard from here on out, picking up extra evolutions when he can and generally focusing on support. He will also try to keep his intimidate as high as possible, as his prophetic speeches continue to scare the masses :D
Nico Bolas is a more complex case. I will continue to build him like how i envision a dragon to be. Intelligent, flying, bony hide, a fearsome and flaming bite, and intimidating.
Some of the evolutions i am looking at are: Improved Damage (bite), improved armor, Reach (bite), fire resistance, Skilled (lots of knowledges), Int Increase, Energy Attacks (fire), Flight, Fire Immunity, Frightful Presence, See in Darkness, Swallow Whole, Fire Breath Weapon,Large.
I wont be able to take all of these, but this is the pool ill be drawing from.

Greatest Fear:

One of Samos main goals is to spread the word about the impending doom by the dragons, and the ruler of the dragons. A red-black behemoth as fierce as the gods and as powerful as death itself. He will annihilate the world and burn it to nothing.
As such his greatest fear is when (not if) this will happen, and it will happen...

As for his Crunch Samos is going to be pure summoner/bard, no multiclassing or prestige.
His crunch is currently largely finished, needing only to finalize his last feat, and 3k gold worth of items.
Nico Bolas, the eidolon is not complete.


his home city would be whatever fit best. (Left it vague for that reason), also left a possible enemy/friend/rival character in the Hell Knight he knocked out at the end.

and the second class is proving a tad burdensome to find a perfect fit for... idk if scout would really work either. I am looking into ranger(battle scout)/Horizon walker but idk.


Another Monk reporting for Duty! Specifically Unchained Monk|Stalker (Judge).

Crunch is all done, need to do a little more reading through the thread for details on fluff stuff and a little more background reading. Should have fluff/background up tomorrow or Monday.

No immediate questions here, all the crunch is on the profile. There is a Mythweavers sheet linked at the bottom if that's helpful to figure things out. Otherwise, feel free to ask if you have any questions.

Is re-flavoring traits okay (I guess I lied about no questions)?


@Kyras: I only began reading it just now, but what about Path of War's Stalker as the other class? It fits stat-wise and he gets some useful disciplines like Solar Wind.


Reflavoring traits is fine.

Let's see, I'm trying to get a bit of an idea of who has submitted interest by now.

There are a lot of characters coming along nicely, and the following people have also expressed interest:

Pathfinder Zoey (??, friend of Hotaru)
Hotaru of the society (oracle//kineticist?)
JoshB (??)
Bes753 (??)
Scubasteve (arcanist//dragonrider?)
Rigor Rictus (conjurer//scholar?)
Flynn Rider (??)
Lyesmith (Solar Oracle//Swashbuckler)
Kontaro (??)
Tharasiph (Dwarven Kineticits//Cleric)
Escheton (Zyra, LoL character rip-off, tressinger druid//witch)
markofbane (Ifrit Swashbuckler//Bard)
Boss Zog (Warder//Occultist)
TarkXT (oracle something)

Does this sound about right?


Raises hand, your forgot about me. Need to finish backstory.


You are probably in the category of "coming along nicely" ;). I think that list is just those who haven't posted a character.


Game Master the Dragon wrote:

Reflavoring traits is fine.

Let's see, I'm trying to get a bit of an idea of who has submitted interest by now.

There are a lot of characters coming along nicely, and the following people have also expressed interest:

Pathfinder Zoey (??, friend of Hotaru)
Hotaru of the society (oracle//kineticist?)
JoshB (??)
Bes753 (??)
Scubasteve (arcanist//dragonrider?)
Rigor Rictus (conjurer//scholar?)
Flynn Rider (??)
Lyesmith (Solar Oracle//Swashbuckler)
Kontaro (??)
Tharasiph (Dwarven Kineticits//Cleric)
Escheton (Zyra, LoL character rip-off, tressinger druid//witch)
markofbane (Ifrit Swashbuckler//Bard)
Boss Zog (Warder//Occultist)
TarkXT (oracle something)

Does this sound about right?

I submitted Seila above.


TarkXT wrote:


I submitted Seila above.

Right, sorry. TarkXT is an alias, not your main account, got it :)


And here is Nico Bolas, the Eidolon for Samos, prophet of the Dragon all finished up.
I also gave Samos the feat extra evolution, so the only thing I can think of that needs to be finished is spending 3k gold :/
Enjoy!


Here is my submission. He's a half-elven rogue||sorcerer(umbral) named Strake, conscripted into Andoran service in order to get himself sprung from prison.

He's sneaky and fast, good with traps, and designed to enter shadowdancer at sixth level on the rogue side.

Strake Description:

Strake stands 6 foot 1 and weighs 185 pounds. He has amber eyes and pointed ears that he inherited from his elven father. He typically wears his blond hair in a long braid down his back. He wears somber colored clothes, all browns and grays to help him blend into the shadows. A finely woven dark brown cloak, enchanted to protect him from harm hangs from his shoulders. He carries the heirloom rapier that his mother made for him 50 years ago on his left hip, and when “working” he straps a half-dozen darts to each arm where he can reach them easily.

He won a pair of enchanted, finely crafted, black leather boots in a card game a couple years back. If one looks closely, you can make out the magic runes cut into the leather, circling the top of each boot. If you look closer still, you can make out the hilt of a dirk protruding from the top of the right boot.

A bronze amulet in the shape of a round shield hangs on a loop around his neck and a magical knapsack stuffed with his belongings hangs from his belt on his right hip.

Strake Backstory:

Strake grew up in Steyr, a city in eastern Andoran. His mother was a human metalworker and artist of some note named Lilae, and his father was an elven sorcerer she dallied with for a summer some sixty years ago.

He grew up educated and free spirited. He showed some give for the magical arts that he had inherited from the elven father he never knew. His mother encouraged him to master that gift, but never managed to get him do much with it besides playing tricks on people and trying to use it to cheat at cards.

His mother passed when he was twenty-two years old. He inherited some money and a finely crafted rapier from her, but his ne'er do well attitude meant that he wasted the gold rather quickly on gambling, drink, and women.

He tried using his education and finding a job, but he found the work dull and unrewarding until he devised a scheme to skim from the accounts of the business where he worked. It was profitable for almost a year until the owners of the business got wise. Strake managed to get out of town (on a stolen horse) a few hours before he would have been arrested by the town constable.

He has worked his way across Andoran over the last couple of decades. Doing shady work on occasion to make some money and then living off the spoils for as long as the gold will last.

His combination of illusion magic and stealthy skills have made him useful as a thief and scout to groups ranging from criminals looking to rob the wealthy to adventurers looking to plumb the depths of some ancient ruin.

Six months ago, he and several associates he had met in a card game pulled a heist in the city of Augustana, robbing the city treasury of a considerable amount of gold. The crew went their separate ways after splitting the wealth. Strake thought he would lie low and spend his ill gotten gains on wine and women for as long as it would last.

That plan fell apart when the city guard stormed the inn where he was staying. Even if Strake hadn't been three sheets to the wind when it happened, he probably still would have been caught in the dragnet. As it was, he only had his pants half-way on and he was missing his left boot when the guards tackled him leaving the beadroom of a lovely barmaid named Daisy.

His protestations of innocence went unheeded by the guards. Especially after their sergeant, an evil looking man with treetrunks for legs and beady little eyes, used the point of his sword to lift a gold medallion with the cities crest emblazoned on it from around his neck. “If'n yer so innocent sweetheart ...” the man drawled “how did you come to be wearing the mayor's badge of office in the back room of a whorehouse?” Strake smiled weakly at that and then blacked out as a guard behind struck him with a blackjack.

He woke in prison and spent the next several months trying to devise a plan to escape. The authorities wear wise to him and no opportunity was forthcoming no matter how much schemed. He was sentenced to ten years of hard labor by the courts and taken in a heavily barred prison wagon from the courthouse.

To his surprise, when the door to the wagon opened he found himself in a military camp instead of the prison-quarry he had expected to find himself in. He was deposited in a heavily guarded stockade wear he waited for several days for someone to tell him what was going on.

On the fourth morning he was taken from the cell and escorted to the office of a Commander Gerregne. The commander, several other officers, an elf who seemed to be an army wizard, and a non-commissioned officer who seemed to look an awful lot like the sergeant who had commanded the detachment that captured him back in Augustana.

The commander made Strake an offer to commute his sentence and return his belongings. All he had to do was to sneak into Isger with a few other fellows, break into an old fortress called Vraath Keep, liberate the treasury, and take the place over secretly for Andoran. Strake liked the sound of the parts where “he didn't go to prison” and “he liberated the treasury” even if he had never been the patriotic military type.

He agreed to the Commander's terms and signed a contract that committed him to the venture and threatened thirty years of hard labor if he tried to run instead. After signing he was released into the custody of the evil looking non-com, whose name he learned was Master-Sergeant Gregor, and taken to clean up and wait for the mission to begin.

Strake Crunch:

Strake
Half-elf rogue (unchained, scout) 5/sorcerer (wildblooded) 5/gestalt 5 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Ultimate Magic 70)
NG Medium humanoid (elf, human)
Init +5; Senses darkvision 90 ft., low-light vision; Perception +13
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 natural)
hp 43 (5d8+15)
Fort +4, Ref +8, Will +5; +2 vs. enchantments
Defensive Abilities danger sense +1, evasion; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 rapier +7 (1d6+4/18-20) or
. . dagger +6 (1d4+2/19-20)
Ranged dart +6 (1d4+2)
Special Attacks scout's charge, sneak attack (unchained) +3d6
Sorcerer (Wildblooded) Spells Known (CL 5th; concentration +9)
. . 2nd (5/day)—darkness, darkvision, mirror image
. . 1st (7/day)—color spray (DC 16), mage armor, magic missile, ray of enfeeblement (DC 15), shield
. . 0 (at will)—detect magic, ghost sound (DC 15), light, mage hand, message, read magic
. . Bloodline Umbral
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 19
Base Atk +3; CMB +5; CMD 19
Feats Combat Reflexes, Dodge, Eschew Materials, Mobility, Skill Focus (Perception), Spell Focus (illusion), Weapon Finesse
Traits acrobat, reactionary
Skills Acrobatics +10, Bluff +8, Climb +6 (4 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Diplomacy +8, Disable Device +15, Disguise +8, Escape Artist +7, Intimidate +8, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (local) +4, Perception +13, Perform (dance) +9, Sense Motive +4, Sleight of Hand +7, Spellcraft +7, Stealth +11, Swim +6, Use Magic Device +11; Racial Modifiers +2 Perception
Languages Common, Elven
SQ cloak of shadows, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elf blood, rogue talents (combat trick, fast stealth), trapfinding +2
Combat Gear wand of cure light wounds, wand of identify (50 charges), caltrops; Other Gear +1 rapier, dagger, dart (20), amulet of natural armor +1, cloak of resistance +1, daredevil boots, handy haversack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), masterwork thieves' tools, mess kit, mirror, piton (10), pot, soap, torch (10), trail rations (5), waterskin, 150 gp
--------------------
Special Abilities
--------------------
Acrobat When doing an accelerated climb, penalty is reduced to -2.
Cloak of Shadows +2 (7/day) At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (mi
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Daredevil boots (10 rounds/day) +5 Acrobatics to avoid AoO moving in threatened squares. If successful, +1 attack vs that enemy.
Darkvision (90 feet) You can see in the dark (black and white vision only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Umbral Your nature is to gather the darkness into yourself.


I'm going to remove my submission, as I find myself having less and less time to get on the boards, and wouldn't want to slow down this game. Good luck to everyone


Working to finalize my character, I'd like to make a few minor requests. I hope they're minor.

First, as I'm taking the Oracle's Wrecker curse, I'd like to take the Isger Fixer trait in order to make my armor provide its full protection, but my character isn't from Isger, instead being from Andoran. I'd really like to just have a trait that lets me wear my armor normally, despite its broken condition. :)

Second, I've already selected a regional trait, but that trait is more for fluff than the crunch. I'd like to keep the trait, but would sacrifice it for the AC I'm losing (and just have it be part of the background, as the crunch provided me with effectively nothing). Is it possible to make the alternate Isger Fixer trait into any other sort of trait?

Please and thank you. :)


Hotaru of the Society wrote:

Working to finalize my character, I'd like to make a few minor requests. I hope they're minor.

First, as I'm taking the Oracle's Wrecker curse, I'd like to take the Isger Fixer trait in order to make my armor provide its full protection, but my character isn't from Isger, instead being from Andoran. I'd really like to just have a trait that lets me wear my armor normally, despite its broken condition. :)

Second, I've already selected a regional trait, but that trait is more for fluff than the crunch. I'd like to keep the trait, but would sacrifice it for the AC I'm losing (and just have it be part of the background, as the crunch provided me with effectively nothing). Is it possible to make the alternate Isger Fixer trait into any other sort of trait?

Please and thank you. :)

He already said that reflavoring traits is fine :).


If I took the Signature moves trait would you allow me to reduce one weapon by 900 gold but get something more costly if I pay the rest out of pocket?

I'm wanting to take a Voidglass weapon but it goes over the price limit of 900

Liberty's Edge

With all the monks proposed so far, let's try something different as a martial character. A tank.

If acceptable I will propose a LG Fighter (armor master)/Inquisitor of Abadar.

For now this is only little more than dotting for interest, I will work on it later.


Hotaru of the Society wrote:

Working to finalize my character, I'd like to make a few minor requests. I hope they're minor.

First, as I'm taking the Oracle's Wrecker curse, I'd like to take the Isger Fixer trait in order to make my armor provide its full protection, but my character isn't from Isger, instead being from Andoran. I'd really like to just have a trait that lets me wear my armor normally, despite its broken condition. :)

Second, I've already selected a regional trait, but that trait is more for fluff than the crunch. I'd like to keep the trait, but would sacrifice it for the AC I'm losing (and just have it be part of the background, as the crunch provided me with effectively nothing). Is it possible to make the alternate Isger Fixer trait into any other sort of trait?

Please and thank you. :)

Eh, I'm not o sure that would work on this. The item isn't broken in the regular sense. It's a curse that is a continual effect. Plus Oracle curses are supposed to give you problems. When you can handwave them away with a trait, it's sort of against what they intended.


It specifically ignores the broken effect and works on other items normally (it doesn't fix it). In this particular case, it's meant to represent his training to work with what he has. :) If it doesn't work, I've absolutely no problem with the GM saying no. It's only 3 AC, after all. :)

I'm also not trying to handwave it. I still won't be able to use wands properly, still can't use tools to help me with tough DCs, still can't weild weapons effectively. But yes, I agree that the armor portion is a big deal. I've absolutely no problem with dealing with it, but I thought it was a neat fix. Either way, no means no, and I've no intent to argue with the DM when I get a response. :)


Pathfinder Zoey wrote:

If I took the Signature moves trait would you allow me to reduce one weapon by 900 gold but get something more costly if I pay the rest out of pocket?

I'm wanting to take a Voidglass weapon but it goes over the price limit of 900

You can get the weapon+masterwork portion for free, but pick up the Voidglass potion out of your starting gp.

@Hotaru, I too, think using that trait like that is a little fishy, but on the other hand, the curse is fairly harsh without being particularly powerful. I'll say it works, and that you can pick it up as an equipment trait. Out of interest, what's the other regional trait you want?

Diego Rossi wrote:

With all the monks proposed so far, let's try something different as a martial character. A tank.

If acceptable I will propose a LG Fighter (armor master)/Inquisitor of Abadar.

For now this is only little more than dotting for interest, I will work on it later.

Can't see a reason it wouldn't be.


Before you definitely say yes, bear in mind that I do intend to share my curse with the bad guys, which will rip their AC and To-hit to shreds. Me being able to bypass part of the curse and them not makes it seem a little less... fair. It's not all one-sided when I can drop the suckiness on the target.

Granted, the curse was because it fit the concept and not because of dropping it on people or particularly because it was powerful. :)

If still yes, I'll flavor the trait as being armor only. :)

Thanks in advance :)


Ehh, then I'd rather you didn't grab the trait. Or maybe grab another curse.

Liberty's Edge

Game Master the Dragon wrote:

Stamina is allowed by taking the combat stamina feat.

No on the Master of Many Styles Unchained.

Sorry for returning to this question, but it will require a feat for the fighters too?


Diego Rossi wrote:
Game Master the Dragon wrote:

Stamina is allowed by taking the combat stamina feat.

No on the Master of Many Styles Unchained.

Sorry for returning to this question, but it will require a feat for teh fighters too?

Yes.

Liberty's Edge

Game Master the Dragon wrote:
Diego Rossi wrote:
Game Master the Dragon wrote:

Stamina is allowed by taking the combat stamina feat.

No on the Master of Many Styles Unchained.

Sorry for returning to this question, but it will require a feat for teh fighters too?

Yes.

Thanks, it is useful to set up Herolab.


Alrighty. No problems at all. :) Thank you very much for considering it.

I'll make a few adjustments and finish setting up the profile tonight.

On the topic of Oracle curses:

Mostly, this is meant for Philo, but I'm more than happy to just have a dialogue with whomever on the topic. :)

I'm actually very big on oracle curses meaning something. Sadly, in nearly every case, the curse is either not particularly debilitating, or very easily overcome. In many cases some curses are taken as dips because they are actually buffs!

Blackened adds -2 to my weapon attacks, but doesn't penalize anything else

Clouded vision is nasty, but provides very nice bonuses at higher levels.

Deafness is easily the most harsh curse, but the benefits are positively amazing.

I'm not even sure haunted is really a curse.

Lame can be overwritten by the following: A few thousand gold. A level of barbarian. A mount. And the benefits are so staggeringly good, that people take the 'penalty' to make other builds insanely good.

Tongues is mostly overcome by a skill rank in linguistics on each party member.

Wasting means someone else with a charisma score not-negative is the face. Or that you invest a few skill ranks overcoming it.

Wrecker is almost completely overcome by a few levels in barbarian.

Sadly, most people take curses that don't do a thing to them. What I was going for was still harsh, but even still, no big deal. :) It was basically a trait that have me a couple AC that I'd already paid money for. I'm quite pleased with how the character is working out regardless of the minor loss.


My curse is basically an RP constraint that I was going to follow anyway. I'll happily take the penalty if my character ever breaks her word. The bonus is not particularly powerful though.

I think you are talking about Oracle's burden when you talk about sharing it. That's still a single target 2nd level spell requiring a will save and allowing spell resistance. Even with the wrecker curse I don think it is particularly powerful. It's only a debuff, there is still a lot of things the enemy can do to affect the fight, not to mention that spellcasters and natural attackers are totally unaffected. I think it would be really cool if you did manage my use the spell. I've been trying to wrack my brain around to get the spell working before, but always ended up going for other options (compare it to hideous laughter for example). Not being able to use neither weapons nor wands is already a pretty severe penalty as it'll affect most kinds of characters. Hopefully you'll still be able to use it to good effect with the AC penalty. Are you talking about some other method of sharing it to more people or without allowing a save? That would be pretty cool too.


Curses:

Yes, I was talking about the second level spell. Nope, nothing else special beyond that. I'm just talking about hitting some poor tanky guy in plate mail with a great axe with a good old-fashioned save-or-suck to the tune of 3-5 armor shred and -2 hit and damage, along with a very unwieldy suit of armor (should he find himself on horseback or in the water... bad day). :)

On the topic of legalistic... that's another one I'm not sure is even really a curse. 'Dont break oaths', yeah? I'm not familiar overmuch with it, though. -2 to everything is harsh, but it is so unbelievably unlikely to come up, that I'd have to be really tight with it, as a gm.

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