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Organized Play Member. 37 posts (41 including aliases). No reviews. No lists. No wishlists. 2 aliases.


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Shadow Lodge

HarbinNick wrote:
Anglekos It's a neat character concept, except there are a few problems with in the game world. Namely that the Kett are xenophobic. They kill almost anybody they can get away with. Instead of the dwarf being taken into the clan, perhaps you can work up a story that says a young Tirawit actually hid a lost/injured dwarf from the clan. I'll try to have a more complete post about Kett Society up soon.

Ah, I see. Thanks for the Ethnic write-up, really cleared some things up. Let me write up a new background for him really quick, suiting for the tastes. :)

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Tirawit, the Mountain's Hammer
- Age: 17.
- Race: Human (Kett).
- Class: Monk (Sacred Mountain)

A bitter youth trained in the martial arts, Tirawit grew up unlike most others his age. Whereas other boys sought to reach the ways of the forest and commune with the spirits that dwelt there, he always felt most at home with his feet digging into the soft earth, his fingers touching the hardened rock and soil. While growing with the all-around respect that his elders and family ingrained upon him, and pressured to follow the path of his father before him (a druid no less), Tirawit always sought his own path and fought to gain individuality in a tribe weighing him down with expectations other than his own.

That chance came one day when an older dwarf monk, remiss from his days of traveling, came across their little village and sought refuge from the night's beckoning. Not one to turn aside the weary the elders brought him in, and curious as to the dwarf's strange garb Tirawit inquired of his nature. It was only a night's worth of information and the boy was only shown the basics, but it was enough; the youth watched the rippling power in the old one's strikes with fascination bordering upon greed.

At this point he practices what of the martial art he can, attempting to ingrain the principles of the dwarves into his daily life as much as possible. Having abandoned the ways of the forest for that of the mountains, he takes refuge in the caves and cavern and seeks out other masters for him to learn from. While he does not worship any particular God, he does respect Zhur far more than the others.

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Dotting for interest.
I'm thinking about playing a Kett Monk of the Sacred Mountain. He would be Lawful Neutral (leaning towards Lawful Evil for cruel mindset), and I'm thinking about playing him as some hermit martial-artist kind of guy. Like others of Kett origin he has strong ties to the forest and mountains and could possibly double as an unarmed Barbarian, should his mindset shift.

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Choon wrote:

I love Mord Sith. But honestly, read the books. Cara and Deena are so much better in them

On Topic. Inquisitor, Leather armor. and Weapon Finesse use a club.
If possible get the DM to give you a Club with a Psionic Power called Inflict Pain usable on hit (if you're high lvl) or certain times/day. Possibly more times per day as you lvl up to on hit when you're at 15 or so and a scaling DC to match. You wouldn't need much else. Maybe take the Enforcer feat and go to town with your intimidate checks

Just my two cents. :)

This.

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Finally decided. Making a Human Skirmisher (ranger, APG variant; weapon focus going to be Two-Handed at 2nd level) and going to have his campaign trait be "Jenivere Crew". Hope I get in! If so, this'll be my first PbP when it comes to Pathfinder. :)
I'll post his stats, items, and backstory/personality soon.

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GM Idyll wrote:

Just to clarify, I'm fine with all the Paizo-produced stuff (core, APG, UM, UC, supplements, etc.). Any variants, archetypes or feats provided in those is fair game. It's the third-party stuff I'd like to review before approving.

As for the Gunslinger class, I don't want to give too much away, but that would prove to be a difficult class to play in this AP. I won't disallow it, but you've been warned. ;)

Oh, cool! Thanks for clarifying. :) I might go with some variant of Cavalier or something, but I'll take sometime to think about it.

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Mihajlo Velickovic wrote:
Anglekos wrote:

Was honestly thinking about trying out the Gunslinger class, but thinking on it now it'd be better suited to the Skulls and Shackles AP when it comes out. Still want to make the character kind of roguish, though, like a kind of swashbuckler without fully going "Rogue".

I own the Core Rulebook and the APG. Those are my sources; just wanted to know if the variants on the core classes are allowed.
Ooops, sorry Anglekos, I just now saw your post - if you plan and would like to go rogue/swashbuckler style, I can easily try to make something else then...?

Was thinking about it, I won't lie. But that's okay. I can easily make what I want and not have to go Rogue. :) Besides, all the sneak-attack stuff and Stealth would go to waste with him, as I plan on making him more of an up-and-front fighter.

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Was honestly thinking about trying out the Gunslinger class, but thinking on it now it'd be better suited to the Skulls and Shackles AP when it comes out. Still want to make the character kind of roguish, though, like a kind of swashbuckler without fully going "Rogue".
I own the Core Rulebook and the APG. Those are my sources; just wanted to know if the variants on the core classes are allowed.

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Dotting my interest. Working on character as we speak. Question; do you have limits as to what classes we can choose and/or what books to use?

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Well, I've read through all two-hundred and fifty posts of this dreaded thread, and I suppose I've dwelt long enough on it to impose a question.

I'm new to the Pathfinder game. Not to tabletop roleplaying in general, but Pathfinder, yes. Done research, but not nearly enough to say I'm competent in my knowledge of the rules, nor the difference between "RAW" and "RAI" for a lot of things.

That said, I would like to ask you (Shallowsoul) this. What was your purpose in creating this thread? Or was it arbitrary whim? I'll agree that it just seems like you're snapping at every turn, but I don't know you or any of these people well enough to make a clear judgment.

Secondly, here is my view on it. I very much like roleplaying over "rollplaying". I like the flexibility imagination has to offer and I like the fact that tabletop roleplaying allows the players and the GM to be innovative - something I believe should be rewarded, not shut away.

That also said, on Wild Shape: If someone has reasonable, written justification as to why they can shape-shift into this being, I don't see why not let them. I'm not saying I'd let them shape-shift into the Tarrasque if they have a page-worth of backstory as to how their parents took a chunk off its hide and ate it, and now its blood flows through their veins; no matter how well-written it was. That is an example of unreasonable circumstance. But, say, they wanted to shift into a polar bear, and their native area was a jungle; perhaps their backstory includes time spent training in the artic, or something similar. That's reasonable.

As a GM I like to reward innovation. I reward originality. I reward out-of-the-box thinking, as long as it doesn't blatantly metagame.

There's my take on it.

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Mergy wrote:

My party also killed the dragon. I was going to start taking them through a modified Kingmaker, and one of the players (even though they plan to make brand new characters) wants his character to get credit for what the pregens did.

I told him he definitely does not get to keep the sword.

Haha, indeed. I could see the sword being used as a plot device later on though - after all, why was the dragon in the same area as such a blade that could kill it? Perhaps there was more going on than just random killings. Who knows.

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Whiskey Jack wrote:
Thanks for sharing your BB experience! Sounds like you have a promising start with your group. :-) It's great that you can share your passion with your family.

And thank you for replying! It's nice to know that others read even these threads.

The only complication I have is that I was going to do a continuing adventure with the dragon at first, but with it dead I have to think of something else. ^^ Ah, well. That's what improvisation's for, right?

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IronDesk wrote:

My 8yr old daughter made a rogue as her second character and we had a chat about using her skills to solve problems instead of always charging in with her sword like she did with her first character, the fighter

While fighting Blackfang she got a determined look on her face and explained to me that she wanted to sneak up behind him, jump on his back and ride him up out of the cave. :o

When I suggested that Blackfang was a pretty scary beast that probably would be too happy about having an elf on his back, she pushed her character sheet over to be and said, " but look, I took stealth, acrobatics and ride!"

Your daughter is adorable. And well-educated. ;D

I loved this adventure. BB for the win.

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When I ran the dungeon, my brother-in-law, his wife and my wife played and we all had an amazing time. My wife played the cleric, his the rogue, and he played the fighter. All-in-all, they did AMAZING; managed to clear the entire dungeon in less than three hours, and killed the dragon to boot!

It started off with them getting used to the combat scheme of Pathfinder. They adapted quickly, all of them having played D&D 4th before, and after slaying the goblins took their loot. Afterwards they went in and discovered the secret to the fountain, got the ruby, killed the spider and reefclaw, and I allowed them to make Knowledge Nature checks to see if they could harvest the spider's poison and the reefclaw's, well, claws; on both times they succeeded (DC 15 checks for both). It was improvisation, but I thought it was really innovative on their part, so I allowed it. They ended up having poison to use against the the dragon and the rogue gained a new pair of improvised daggers.

When it came to the goblin king and his cohorts, they did an amazing job roleplaying. Decided ultimately not to rush in, seeing as they were outnumbered, and instead made some diplomacy checks, as per the guide. They did such a good job roleplaying and interacting with the goblins for a solid half-hour, including the side-quest of finding his "toy", that they got some extra treasure out of it and a goblin cohort to boot; an NPC that ditched them shortly after meeting the dragon out of fear.

The skeletons went down quick, mostly due to the cleric, and when they came to the dragon the fighter immediately used the potion of invisibility they got from the hoard of treasure by the reefclaw (identified by the cleric via detect magic). Using the tip from the goblins, with a little luck and thanks to the dragonbane longsword, the three of them managed to actually knock the dragon from the air (a critical sling-shot to the opened wound in its belly) and finish it off before it could flee. This was some roleplaying improvisation again on my part, as they were really intent on slaying the beast and they brought it up to me as something they wanted to do.

Another knowledge nature check (DC 20 I decided this time) and they succeeded in harvesting some of Black Fang himself, ending up with an impressive haul of loot and extra exp. All-in-all, we had an amazing time and ended up going to bed satisfied.

I just wanted to share my story with you guys. Tabletop roleplaying has always been a passion of mine, and I've only just recently started actually DMing, both Pathfinder and 4th Edition.

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The tension is KILLING ME.

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GM Wulfson wrote:
Anglekos wrote:
tomcatmemow wrote:

Hmm, I have an idea for a Suli rake

any objections to Suli?

Dammit, beat me to it.

If I don't get in on your other one, I'm gonna try to make a Human Barbarian for this.
I want to go for the Titan-Mauler archetype, but not the one used in the book. Instead I'd like to go with Maxximilius's revised version of the archetype for my character. (page 17 of the document)
If that's not alright let me know so I can whip something else up.
As much as I really don't like limiting a player's option too much I'm going to have to say no to this.

That's fine, why I asked first.

I'll work on just a normal Barbarian then, or two-handed fighter.

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tomcatmemow wrote:

Hmm, I have an idea for a Suli rake

any objections to Suli?

Dammit, beat me to it.

If I don't get in on your other one, I'm gonna try to make a Human Barbarian for this.
I want to go for the Titan-Mauler archetype, but not the one used in the book. Instead I'd like to go with Maxximilius's revised version of the archetype for my character. (page 17 of the document)
If that's not alright let me know so I can whip something else up.

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The_Normal_Anomaly wrote:

@Majesticmoose

You didn't read up high enough in the description. It is at the end of that top chunk of writing, right before your long quote from sword saint. It is in the same location relatively that all of the special conditions on the archetypes are located.

I wrote:

As to the one-handed element

Sword Saint
"The following benefits apply only when a sword saint is using a sword and carrying nothing in his other hand."
Free-hand fighter
"His fighting school benefits only apply when he is using a one-handed weapon and carrying nothing in his other hand."
In the case of the free-hand fighter, if this wording did not mean that you must be one handing your weapon, you could use a one-handed weapon in two hands for all abilities other than singleton, which I believe goes against intent, if not outright writing.

Yeah. What I was hoping to go for was perhaps a quick, Iaijutsu greatsword strike, but that's not possible due to the restrictions. Quick-draw on the other hand is entirely possible, and I've done it before.

However...Could, with exotic weapon proficiency, a bastard-sword be used instead?

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Hmm. Well, there goes my plan for a quick-draw zweihander attack. Dang it all.

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I would love to join in this, but...
I have no idea how to play or make a character. D;
I'm just a huge Dresden Files fanboy.
PDF's anywhere?

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Heavy-armored barbarian armed with full-plate and greatsword.
Hell yeah.

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Maxximilius wrote:
Outside the fact that it simply cannot wield oversized weapons by RAW ?

It can't? I thought that was one of the appeals of it.

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Aelryinth wrote:

Titan Mauler has mechanical problems wielding big weapons.

Falcata takes an EWP. It's the best weapon out there, especially since you can use it two handed or one handed as needed. Technically, I believe you can use it two handed without an EWP, but I could be mistaken.

Having the flexibility to use a shield or not is actually a highly tactical choice.

The downside of Superstitious is its harder to heal you, just so you know. You have to save against all magic, even healing spells.

Unless you're playing a Dwarf with racial bonuses, I unfortunately have to recommend staying away from the fighter. Defenses are low, unless you dip some 3.5 stuff to bolster the will save. Helm of Mindarmor from the MIC is nice.

===Aelryinth

What are the technical issues of a Titan Mauler?

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Maxximilius wrote:
Anglekos wrote:
I guess the kind of style I'm looking for is something like Guts from Berserk. Enough power to put some "wow" into his fights, but enough defense where he can carry from one battle to another. Superstitious Human Barbarian with added greatsword feats kind of sounds appealing, actually; I'll look into it.
Are you allowed 3PP/homebrew ? Because my revisited version of Paizo's Titan Mauler was written exactly with such image in mind. Wielding a large bastard sword two-handed, or even one-handed while raging does the trick wonderfully.

Mainly I'm making this character for my own usage; I'm hoping he'll campaign one day, but in the meantime I just want to make a character that I can really go far with and enjoy. I'll probably make him either high-fantasy or epic-fantasy stats, depending on what the majority of campaigns seem to allow.

Thanks for all the tips, guys! I'm going to take a look at both the Titan Mauler Barbarian and Superstitious barbarian archetypes and see what fits. Keep the tips and/or your own personal builds coming, and sometime I'll post my character up here for your evaluation.

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Aelryinth wrote:

If you want absolutely killing, smashing offense, a Two handed weapon archetype fighter will rock the enemy.

If you want defense, a Superstitious Human Barbarian using a Greatsword has awesome defenses against spells and magic which are plentiful in that AP.

On the lighter side, a switch-hitting Ranger with FE: Undead is also going to be a terrific combatant with a variety of weapons. Get him a Sun Blade and he'll OWN undead. Heh. Make him a dwarf with Steel Soul and Glory of Old and he'll have solid saves, too.

===Aelryinth

That's quite ironic, actually, as I currently have a switch-hitter ranger up-and-running for the Carrion Crown campaign, and he wields a greatsword and a compound bow with the FE: Undead. Check out my alias "Elric Mistletien", he's under there somewhere.

I guess the kind of style I'm looking for is something like Guts from Berserk. Enough power to put some "wow" into his fights, but enough defense where he can carry from one battle to another. Superstitious Human Barbarian with added greatsword feats kind of sounds appealing, actually; I'll look into it.

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...Do fighters really suck?
If so, that's too bad. I like martial classes. I really do.

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So I'm trying to work on an individual character I want to use outside of the Carrion campaign. I know I definitely want him to wield a two-handed sword (most likely just a greatsword), but I'm unsure as to what class/build I should use.
Human would be the race primarily, but I'm open to others if they fit.
Any help?

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Iaijutsu seems deadly when combined with Quick Draw.
EDIT: Could it be used with a Greatsword or other two-hander?

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Can someone link to the Swordsaint archetype? I wanna take a look at it before making judgement.

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I know the others in the thread have said that it's too late for in-character punishment or fixing, and on one hand, it kind of is. However I'm not going to let that stop me from throwing my idea in the hat. Perhaps this would help to deal with their racism issues.

In your next session, instead of having a Bigotry penalty, make every important NPC, every potential ally, every person they have to kiss-ass into getting somewhere, a dwarf. Perhaps the Oracle's god is pissed off at her/his racism and instead of directly punishing her, has temporarily influenced the entire party into approaching dwarven figures instead of their normal other racial counterparts. If the A) continue their racism against the NPC's, they're going to get nowhere and possibly even dead. On the other hand, B) if they start being all goody-goody with the dwarves, you can be all, "However, due to your inherent bigotry towards the dwarven race, you cannot express yourself in that way; instead, you do so in the most crude and insulting manner possible. The dwarven barbarian is now very, very upset." This would leave your dwarf PC to help mediate between the angered kin and his 'allies', with a +12 in Diplomacy that mysteriously pops up due to his racial connection.

Anyways, just an idea. I think this would really make the consequences of their "in-character" racial attitude hit home.

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I wish I had the time to perhaps apply for this game, but I'm already attempting at another Carrion Crown campaign. That said, good luck with your campaign!

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I always have to play the "balanced" guy. Whether it's the skills themselves, or his alignment, everything has to be in "balance".
That said, I don't like being spellcasters. ;D

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GM Wulfson wrote:

@ Elric & Helaman,

I think I see where the confusion is at. Elric a standard composite longbow is 100gp. For that price the damage bonus is +0. For every 1 point of Strength damage you want the bow to do it would cost an additional 100 gp's. For your bow to add your +4 strength modifier to it's damage it would cost 500gp's (100 for the standard bow plus an additional 400 for the +4 strength).

I've officially edited in the changes. I'm gonna write up a brief history to explain his connection to the Professor as well, should give me something to do.

Spoiler:
Elric CR 1/2
Male Human Ranger 1
N Medium Humanoid (Human)
Init +2 Senses Perception +5
--------------------
DEFENSE
--------------------

AC 18, touch 12, flat-footed 16 (+6 armor, +2 DEX)
HP 12 (1d10, +1 CON, +1 Favored Class)
Fort +3, Ref +4, Will +1
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OFFENSE
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Spd 30 ft, 20 ft in armor.
Melee Cold-Iron Greatsword +7 (2d6+6/19-20/x2)
Ranged Composite Longbow +5 (1d8+4/x3)
Special Attacks Power Attack, Favored Enemy (undead +2)
--------------------
STATISTICS
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Str 18 Dex 14 Con 12 Int 10 Wis 13 Cha 10
Base Attack Melee +5; Base Attack Ranged +3; CMB +5; CMD 17
Feats Power Attack, Quick Draw
Traits Making Good On A Promise, Rich Parents
Skills ( Armor Penalty -4) Acrobatics +2, Climb +8, Escape Artist +2, Fly +2, Heal +5, Knowledge (Dungeoneering) +4, Knowledge (Nature) +4, Perception +5, Ride +2, Sense Motive +1, Stealth +6, Survival +5, Swim +4
Language Common
Combat Gear Cold-Iron Greatsword, Composite Longbow w/ 40 arrows, Breastplate; Other Gear Pack, 3 days worth rations, waterskin, money pouch (100 GP)
--------------------
SPECIAL ABILITIES
--------------------

Favored Enemy (undead) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Quick Draw You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Making Good On A Promise A bonus of +2 against fear effects.

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I can't see this as coincidence. The hidden thieves just kind of slammed the point in.
I own a module of an adventure I plan on taking part in, and I haven't even glanced at it. It would spoil the air, the surprise, for me personally. But, even if I did so, I would prefer to separate OOC from IC interactions. I don't like the 4th wall breaking.
Apparently this guy doesn't mind doing so, and either is intentionally malicious about it and out to "beat" the GM or he is honestly and truthfully unaware that it is, practically, the same as 'cheating' in any other game.
As the other have said, time and again. Talk to him.

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Daelen wrote:
I would say a Rogue is probably your best bet. Focus on sneak attacks from above your foes utilizing that flight speed and your vision and stealth capabilities. Alternately, a Ranger, stacking the hatred bonus with favored enemy could get some nice things going there. Either way stick to archery, I'd say. I'm sure others will either expand on this or shoot me down lol.

I was gonna say Ranger but you beat me to it.

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This happened in a D&D 4th edition game I ran, once.
We had three characters; two of which happened to be mage-types, and the third was your classic tank.
I guess it really depends on the adventure you're playing, too; the one I ran was based on four-to-five players. I dealt with it by being a little generous with healing opportunities throughout the adventure; perhaps the dragon required all his little minions to be at top health while running the dungeon, and so the party would often come across a creek that just happened to have minor healing qualities to it, or they would find a few good stamina potions on the leader of each encounter, if they took the time to loot. All-in-all, it came down to if they could survive the encounter, they would have a chance to heal up afterwards. Made things run smoothly without having to detract from the tenseness of the situation.

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I am also interested. I am in the middle of making a True Neutral Human Ranger right now, so perhaps he would fit in...?