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Male Human in Jungle

Arknight's page

Pathfinder Society Member. 497 posts (743 including aliases). No reviews. 2 lists. 1 wishlist. 2 Pathfinder Society characters. 21 aliases.


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Sounds good! :)

Let's see if the roller is kind today.....
3d6 ⇒ (2, 5, 2) = 9
3d6 ⇒ (5, 1, 6) = 12
3d6 ⇒ (5, 2, 4) = 11
3d6 ⇒ (5, 6, 2) = 13
3d6 ⇒ (4, 4, 3) = 11
3d6 ⇒ (2, 6, 6) = 14

Nope, looks like 20 pt buy it is for Davrien Nostromos, Swashbuckler (inspired blade). :)


If it helps, it was put out there as a Rapier-friendly version of the Slashing Grace feat in the ACG. :)


Helikon wrote:
Arknight wrote:

I have a couple of questions for my Swashbuckler concept:

1) I don't have my guide with me, so could you tell me what churches are prominent in Torch? I'm guessing Brigh, but most interested in if Callistria is present.
Brigh has the only temple, but there is a gambling den.
2) is there a theatre or stage available for performances of storytelling and oration?
No
3) would Fencing Grace be available? Would it require a boon?
In wich book do I find Fencing grace?
** spoiler omitted **
I'm thinking a Swashbuckler (inspired blade) along the lines of a fun-loving, carousing, cad who pretends to be a bit less skilled than he truly is, just to avoid trouble and challenges.
Thoughts?

I can work with 1 & 2 :)

Fencing Grace will be in the upcoming Advanced Class Guide: Origins book, but it was posted here on the boards by Jason Bulmahn and copied to the first post here for a separate thread: All Hail Fencing Grace!


I have a couple of questions for my Swashbuckler concept:
1) I don't have my guide with me, so could you tell me what churches are prominent in Torch? I'm guessing Brigh, but most interested in if Callistria is present.

2) is there a theatre or stage available for performances of storytelling and oration?

3) would Fencing Grace be available? Would it require a boon?

Fencing Grace:
FENCING GRACE (COMBAT)
Your extreme style and fluid rapier forms allow you to use agility rather than brute force to fell your foes.
Prerequisites: Dex 13, Weapon Finesse, Weapon Focus (rapier).
Benefit:When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size.
In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point.

I'm thinking a Swashbuckler (inspired blade) along the lines of a fun-loving, carousing, cad who pretends to be a bit less skilled than he truly is, just to avoid trouble and challenges.

Thoughts?


Here's Vergian:

Vergian
Male Half-Elf (Half Drow) Swashbuckler (Musketeer) 1
NG Medium humanoid (elf, human)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 11 (1d10+1)
Fort +1, Ref +5, Will +0; +2 vs. enchantments
Immune sleep
Weakness light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +5 (1d6/18-20)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks deed: opportune parry and riposte, panache
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 13, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Gunsmithing[UC], Rapid Reload, Skill Focus (Knowledge [engineering]), Weapon Focus (rapier)
Traits acrobat, local ties
Skills Acrobatics +6, Climb -2 (-4 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Craft (alchemy) +5, Craft (blacksmith) +5, Diplomacy +2 (+4 to gather information), Knowledge (engineering) +9, Perception +4, Sense Motive +0 (+2 to read a social situation), Sleight of Hand +5; Racial Modifiers deed: derring-do
Languages Common, Elven
SQ deed: quick clear, elf blood, urbanite
Other Gear lamellar (leather) armor, crossbow bolts (10), light crossbow, rapier, 34 gp
--------------------
TRACKED RESOURCES
--------------------
Crossbow bolts - 0/10
Panache Pool (2/day) - 0/2
--------------------
Special Abilities
--------------------
Acrobat When doing an accelerated climb, penalty is reduced to -2.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Derring-Do (+3 extra dice) (Ex) Use 1 panache, +1d6 to Escape Artist, Fly, Ride, or Swim check. On a 6, roll another die.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deed: Quick Clear (Ex) Use 1 grit as a standard action to remove the effects of a misfire.
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.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Local Ties (Knowledge [engineering]) You are considered to have the technologist feat for Knowledge (engineering)
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Urbanite +2 Diplomacy to gather information & Sense Motive to read a social situation.
--------------------
Growing up on the streets in a city like Alkenstar, Vergian had no idea what the next day was going to bring. He didn't know his family, and he had to fight for every bit of food he ate. The daily struggle met it end on the day he managed to steal some fresh food from a blacksmith's family. While he was devouring his treasure, several other thugs surrounded him to take it. He began fighting, but the numbers were a bit much and he felt blow after blow. Just before he passed out, he saw the woman blacksmith fire a shot from a gun into the ground next to the leader's head. Without hesitation, the gang fled, leaving the smith to kneel beside Vergian and check on the young man.

When he awoke, amazingly it was to a new life. The smith hadn't held it against Vergian for taking the food, only admonished him that if he'd asked the smith would have given him that and more. Feeling guilty, Vergian asked to stay to help the woman out with chores for a few days. In the end, Vergian stayed for years. Over the time, he learned about smithing and metals as well as how to construct the guns that made Alkenstar a place for business. However, not only did the smith teach him to make the weapons, she taught him to use them. The entire relationship made Vergian feel like he actually did have a mother, and the feeling of mother to son also was the feeling of the smith to Vergian.

The family feeling ended as abruptly as it began however when the smith left to meet an associate in a small town called Torch. As the woman had been doing the same previously, Vergian didn't think much of it. When he was awoken by the feeling of tragedy his mind changed. Unsure of what he was feeling, he spent days in a bit of a mood. When a letter was delivered to him from the smith, he knew what put him in a mood. According to the letter, the smith had arrived in Torch just in time for a raid by the Black Horse clan to strike near the town. Afterwards she had gone with a group of individuals to track down the source of the raid. She had written some of her adventure in the letter, but by the end, a different hand had finished it. There was no mention of what killed her, but the letter being sent was her dying request and included her will leaving the smithy to Vergian.

It was with a heavy heart that Vergian decided to leave the business in the hands of others and journey to Torch to find out first hand what had happened. The trip took longer than he'd planned, but in the months after, he found that Torch was a place to start over. He helped with the local smithy, and on the occasion where help was needed for the town, he and his gun skill was there. While he's been staying at Agren Maust's boarding house, he's trying to find a place to call his own. He also discovered that Khonnir Baine was the friend that his second mother had come to meet. Talking to Khonnir, Vergian learned a lot about the woman and he also learned that there was still much he could learn about crafting. Meeting with Khonnir from time to time, he rapidly expanded his knowledge of what was possible.

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I need to finish my submission in next couple of hours... This is the background I'm looking at...

Vergian, Swashbuckler (Musketeer):
Growing up on the streets in a city like Alkenstar, Vergian had no idea what the next day was going to bring. He didn't know his family, and he had to fight for every bit of food he ate. The daily struggle met it end on the day he managed to steal some fresh food from a blacksmith's family. While he was devouring his treasure, several other thugs surrounded him to take it. He began fighting, but the numbers were a bit much and he felt blow after blow. Just before he passed out, he saw the woman blacksmith fire a shot from a gun into the ground next to the leader's head. Without hesitation, the gang fled, leaving the smith to kneel beside Vergian and check on the young man.

When he awoke, amazingly it was to a new life. The smith hadn't held it against Vergian for taking the food, only admonished him that if he'd asked the smith would have given him that and more. Feeling guilty, Vergian asked to stay to help the woman out with chores for a few days. In the end, Vergian stayed for years. Over the time, he learned about smithing and metals as well as how to construct the guns that made Alkenstar a place for business. However, not only did the smith teach him to make the weapons, she taught him to use them. The entire relationship made Vergian feel like he actually did have a mother, and the feeling of mother to son also was the feeling of the smith to Vergian.

The family feeling ended as abruptly as it began however when the smith left to meet an associate in a small town called Torch. As the woman had been doing the same previously, Vergian didn't think much of it. When he was awoken by the feeling of tragedy his mind changed. Unsure of what he was feeling, he spent days in a bit of a mood. When a letter was delivered to him from the smith, he knew what put him in a mood. According to the letter, the smith had arrived in Torch just in time for a raid by the Black Horse clan to strike near the town. Afterwards she had gone with a group of individuals to track down the source of the raid. She had written some of her adventure in the letter, but by the end, a different hand had finished it. There was no mention of what killed her, but the letter being sent was her dying request and included her will leaving the smithy to Vergian.

It was with a heavy heart that Vergian decided to leave the business in the hands of others and journey to Torch to find out first hand what had happened. The trip took longer than he'd planned, but in the months after, he found that Torch was a place to start over. He helped with the local smithy, and on the occasion where help was needed for the town, he and his gun skill was there. While he's been staying at Agren Maust's boarding house, he's trying to find a place to call his own.


This is a work in progress for Terif Vacal...

10 minute background:
Five background and concept elements important to Terif Vacal.
1) The earliest memories Terif has are of running through the streets of Flint with his sister at his side. They were surviving day to day in the Nettles.
2) In order to survive, Terif and his sister had to join one of the many gangs running around. Unfortunately, when Terif failed to return from a job, the gang leader took it out on his sister and Terif hasn’t seen her since, although he’s sure she’s still alive.
3) The last job that Terif went on for the gang was to steal some weapons and alchemical substances from Valderon, an half-elven smith known for her skill both with the hammer and anvil as well as firedust and firearms.

4) Injured during the chaos when the young thieves were caught red-handed, Terif awoke to his wounds being tended to by Valderon. Something about young Terif had drawn her to him, and since to the gang he was dead and would be killed if he showed his face, she took him in and began training him in her secrets as if he were her son. Her attitude and kindness permeated all that Terif is, and even with his shaded past, easily gained a spot with the RHC.

5) Five months ago, while Terif was away on an investigation for the RHC, Valderon was found murdered in her shop. Suspicions pointed to the leader of the gang that Terif had run with. Without absolute proof though, no one has been taken into custody for it.
Two goals that are important to Terif.
1) Terif wants, no needs to discover what happened to his sister. He has tried to find her ever since they were separated with no luck. 

2) Valderon was like a second mother to Terif, one he’d hoped to share with his sister. Now though, he just has to figure out who killed her and bring them to justice. However, whether it’s RHC justice or a sharp blade wielded by Terif, he hasn’t decided for sure yet.
Two secrets about Terif, one that he knows, and one that he not yet aware of.
1) Terif always has a signet ring on a chain around his neck. This is the last connection to his mother as well as his father. It has an inscription about family forever on its interior. According to his mother, the ring was his father’s.

2) Terif’s sister is indeed still alive…. Sort of… She has become one of the undead and is growing more powerful. In her mind, Terif left her to her fate, so she’s out for vengeance. That’s what led her to Valderon’s shop and why she killed her.
Four people that are tied to Terif, three are friends and one is an enemy.
1) 

2)
3) Lem Halffoot – Halfling fence and former gang member alongside Terif. While publicly he holds a grudge against the RHC for an incident where half his foot was cut off, he covertly provides them with information and ‘found’ objects to be returned to those who might be missing them.
4) Grishnar – Half-orc thug and leader of the gang that Terif ran with. Grishnar is an atypical half-orc, in that he prefers using his brain over muscles. However, at the same time, he’s not afraid to use his muscles either.
Three memories, mannerisms or quirks Terif possess.
1) When deep in thought, twists and rolls the ring on the chain around his neck through his fingers.

2)

3)


I know I too would be thrilled to get in on a SW game.... Also have access to the Force and Destiny beta if that would be usable. :)


I actually have an idea for an Investigator with the Steel Hound archetype and the Gunsmith theme feat. He'd grown up on the streets and actually got caught when he was trying to steal some items from a local blacksmith to sell for food. The smith took him in as an apprentice and gave him a place to stay. The smith was proud when the character joined the training program for the R.H.C. Unfortunately, she was killed recently with no signs of the killer. The character is looking into it when he doesn't have normal duties.


Interested!!

Am thinking a human or half-elven Swashbuckler(Musketeer) raised in Alkenstar, and come to Torch to learn new techniques and secrets for his smithing. But, as a musketeer, he's bound by honor to help with the loss of the violet flame and against the Technic League's villainy.


Falv took the axe back from Thaddeus with a nod and a smile. As he cleaned the weapon he listened to Janira. He put his hand on Jorun's head, petting it and scratching it behind it's ear.

"I do have some experience with travel in the wilderness. Jorun here has proven to be a help at times too. Between us we may be able to find a shortcut."


Interesting....

What's the X-men without a weather manipulator? :)

Maelstrom (Drew Addams):
Background: Bad boy. Thug. Punk. Dumb***. Andrew Addams had heard all the words in the book when people talked to him as he was growing up. That is wih the exception of love and son. Before he had turned three, he'd been abandoned and left at a home for orphaned children. Before he was twelve DA, as he was being called, had been in five foster homes and sent to juvenile hall as many time for petty theft and vandalism. It was during one of his last outings from juvie when he encountered the police officer who would make a difference for him. Although it was a struggle at first the officer, Damon Martins, was able to convince the boy that he was on the wrong path and that there was an even better path out there for him. And the thing that had the most impact on DA was that Damon and is wife started the process to officially adopt Andrew. Andrew felt he was able to look forward to a normal life. How wrong he was.

To truly give Drew a new start, Damon and his family (wife and daughter) moved from the depths of Chicago to a new home in Salem Center New York while they waited for the adoption process to be completed. Transferring to the SCPD police department, Damon took on the role of lieutenant and managed to gain the confidence and respect of his men rapidly. However, fate was not so smile kindly on Drew and his new family. On the way home from celebrating the official adoption, the car driven by Damon found itself hurtling off the rod and into a light pole courtesy of a drunk driver. Drew found himself flying through the front of the car and clear of the wreckage.

Discovering the car on fire, Andrew gave no thought to what had just happened, but immediately ran to the car and pulled the door open. Or rather off the car as he flung it to the side just as police and rescue arrived. Seeing the bodies of the family that made him one of their own was too much for Drew and he passed out.

When Drew awoke in the hospital and learned the fate of his potential father he fell into a deep depression. Strangely, at the same time, the entirety of North Salem experienced a storm outbreak that lasted for a couple of weeks. Noticing the storms abated as he left the hospital, Drew put a couple of other smaller incidents together in his mind and he realized that it was his own moods that were affecting the weather around him. Over the next couple of days, he learned a few things about what he could do.He managed to keep it hidden, but he was very afraid that he would lose control and spawn an EF-5 tornado or other devastating weather event. This fear and potential strength acted as a beacon for Professor X and Cerebro. Soon after he was spotted, Professor Xavier sent him an invitation to visit and join his school.


I'd be up for that. :)


Working on crunch, but here's the background on Seneb, rogue.

Seneb background:
What is your name?
I am Senebenhof, but my friends call me Seneb.

How old are you?
By whose calendar? If you're going by the standard, I'm 18. If you gauge by street experience, then I am much older.

Do you have any personal goals? What are they?
At the end of a long journey, having a weapon at your side, a horse between your knees and a woman that loves you seems to be the best thing to live for. In the end though, just belonging somewhere is important. If you don't have a home, then anything else doesn't really matter. Although, finding my sister is a high priority.

Where are you from and why are you here?
I grew up on the streets of Wati, so even though I left a few years ago, the opening of the tombs brought me back. My mother had always said that her family was descended from great pharoahs but that she had no proof. She would always point to the necropolis and tell me that when I went there, I would find proof. I could never bring myself to raid the toombs and face being judged for it, but now I have a chance to find that proof. And getting wealth and fortune in the end isn't bad either.

Who is your best friend?
I would have to say that Vanderon, the woman that taught me how to use a knife and treat people with respect. She's not much older than I am, but she knows how to handle a knife and has my respect. So yes, she would be my best friend.

Who is your most potent ally?
I'm not sure I've found a true ally yet. I know I have a couple of aqaintences, but if I had to say then Vanderon would also be my more potent ally.

Who is your greatest enemy?
Grishnar, a half-orc thug who tried to press me into the service of his gang. Because I managed to escape, he took it out on my sister and her family. Her family's dead and I haven't seen her since. I want him just as dead.

Have you ever killed anyone? Who?
A couple of Grishnar's thugs, and some monstrous creatures in my journeys outside of Osirion.

What is your most prized possession?
I'd have to say it's a signet ring given me by my mother last time I saw her. She said it had been in her family for generations, but I haven't found anything out about it yet.

What is your most closely guarded secret?
According to my mother, my father was a nobleman, and had no heirs when he and my mother were together. I guess that would make me some kind of noble, but I definitely don't feel it.

Do you owe any debts? What are they?
Nope, I've been lucky enough to just buy what I can afford. Although, I do feel a debt of honor to Vanderon.

Do you have any old grudges? What are they?
I've been trying to forget the past and look to a new future. However, I'm sure there are a few that I ticked off here in Wati that aren't as lenient as I am. If I run into them, I'll deal with it then.

What is your single greatest regret?
Leaving my home and not being there when that thug attacked my family.

Of what accomplishment are you most proud?
Having the courage to return home.


Interested. :) I'm thinking brawler type, maybe a monk/fighter in the tournament to show he is one of the best and only seeking knowledge of new techniques a book of which he'd heard was in the vault.


K177Y C47 wrote:

Oh.. that Elemental master... it is gonna get scary...

I can just see thing:

Crosblooded Sorcerer (Dragonic/Orc) 1
Elemental master Arcanist X
Bloodline Development (Elemental or one of the Genies)

You thought the Sorc 1/Wizard X blaster got scary...

Add in that Arcanists can crank up DCs/CLs AND are some of the best at abusing meta-magic... things are gonna get scary in the blaster world....

Here's the thing to remember though.... The Arcanist (or any of the other classes in the ACG playtest) CAN'T multiclass with a class that makes up it's core. In the case of the Arcanist, there can be no Sorcerer/Arcanist or Wizard/Arcanist characters without house ruling it.....

Just a thought. :)


I have run into an issue at both work and home and won't be able to post until tomorrow afternoon. Please assume my character and his Dino fried are sitting quietly cross legged listening and observing. :)


For sure! :)

Btw, what are the policies in the PFS for these kind of meetings regarding Companions? :) even though Jorun is small, folks might have something against a Dino in the meeting hall... :)


Are you at the limit for table 2? I've got a concept for a Mad Dog Barbarian with a velociraptor companion I'd like to give a shot in PFS......


If there's still time, I've got a concept that will work for a new PFS character, a Barbarian with the Mad Dog archetype (from Animal Archive) and a Velociraptor companion. I haven't gotten much chance to play PFS, but I would love to get this going :)


OK, working on Vorev, NG Rogue (Knife Master) 1.

A former 'Little Lamm' who fought to get free, but was punished for his escape attempts by forcibly getting him hooked on Shiver and throwing him to the streets. After a rough time, he found a place for himself running the rooftops of Old Korvosa as well as performing and working the crowds on the streets for loose change.


Interested. :)

8 pts:

4d6 ⇒ (4, 1, 6, 3) = 14 13
4d6 ⇒ (3, 4, 4, 5) = 16 13
4d6 ⇒ (3, 4, 1, 6) = 14 13
4d6 ⇒ (3, 3, 6, 4) = 16 13
4d6 ⇒ (3, 4, 3, 1) = 11 10
4d6 ⇒ (1, 1, 2, 4) = 8 7

Rerolling:
15 pts:

4d6 ⇒ (2, 3, 4, 1) = 10 9
4d6 ⇒ (2, 4, 5, 3) = 14 12
4d6 ⇒ (3, 3, 5, 3) = 14 11
4d6 ⇒ (5, 1, 4, 4) = 14 13
4d6 ⇒ (1, 4, 6, 3) = 14 13
4d6 ⇒ (1, 6, 5, 4) = 16 15

Rerolling:
6 pts:

4d6 ⇒ (3, 2, 4, 6) = 15 13
4d6 ⇒ (2, 6, 2, 2) = 12 10
4d6 ⇒ (3, 5, 1, 2) = 11 10
4d6 ⇒ (4, 1, 3, 4) = 12 11
4d6 ⇒ (3, 6, 1, 1) = 11 10
4d6 ⇒ (2, 6, 2, 4) = 14 12

Rerolling:
25 pts:

4d6 ⇒ (4, 1, 2, 4) = 11 10
4d6 ⇒ (3, 5, 5, 2) = 15 13
4d6 ⇒ (6, 2, 2, 6) = 16 14
4d6 ⇒ (2, 5, 5, 2) = 14 12
4d6 ⇒ (5, 6, 2, 5) = 18 16
4d6 ⇒ (3, 6, 3, 5) = 17 14

Wow... this roller is a pain at times... LOL


I think I will reroll the extra Pet and TK:

1d100 ⇒ 29 = Heightened Intelligence B
1d100 ⇒ 78 = Telepathy

I'll probably drop the Pet, and crunch together the rest. :)

Oh, power-specific rolls:
Strength: 11
Endurance: 13
Agility: 16
Intelligence: 15
Charisma: 12

Skills:
Natural Weaponry ( 1d6 ⇒ 6 = +3 hit/ +6 damage)

Magic/Psionics:
Astral Projection
Heightened Intelligence B: 3d10 ⇒ (4, 3, 4) = 11
Telekinesis
Telepathy

Magic/Psionic Items:
Dimensional Travel (Type 1)
Paralysis Ray
Sonic Abilities
Transformation (Power Activation)
Extra Powers:
1d100 ⇒ 80 - Telekinesis
1d100 ⇒ 47 - Invulnerability (3d10 ⇒ (7, 9, 8) = 24)
Weakness: 1d100 ⇒ 46
Willpower (A)

Weakness: Vulnerability


Attributes:
4d6 ⇒ (3, 6, 1, 6) = 16 = 15
4d6 ⇒ (2, 3, 1, 6) = 12 = 11
4d6 ⇒ (3, 6, 2, 3) = 14 = 12
4d6 ⇒ (5, 2, 3, 5) = 15 = 13
4d6 ⇒ (1, 6, 5, 5) = 17 = 16

Origin: 1d12 ⇒ 9 = Supernatural

Magic/Psionics: 1d4 + 1 ⇒ (4) + 1 = 5
Items: 1d4 + 1 ⇒ (4) + 1 = 5

Skill: 1d100 ⇒ 74 Natural Weaponry
Magic/Psionics:
1d100 ⇒ 51 Pet
1d100 ⇒ 52 Pet
1d100 ⇒ 71 Telekinesis
1d100 ⇒ 76 Telekinesis
1d100 ⇒ 7 Astral Projection

Magic/Psionic Items:
1d100 ⇒ 98 Willpower
1d100 ⇒ 74 Sonic Abilities
1d100 ⇒ 87 Transformation
1d100 ⇒ 61 Paralysis Ray
1d100 ⇒ 21 Dimensional Travel

Weakness:1d100 ⇒ 93 Vulnerability

*****
Most Interesting. :)


Let me check things out and I'll see what I can come up with. :)


Definitely interested in playing this! :) I already have the Numeria book to read over for inspiration. :)


Is there still a spot in this? V&V was the first hero game I played way back when and would love to try it again. :)


I've got a concept for a Mad Dog Barbarian that might work well for this. :)

I'm thinking he would have been an old friend of Shaelu(sp?) and coming to visit. When he heard of the incidents in Sandpoint, he rushed on to see what help he and he companion could provide.


How are you on the ACG Playtest classes? I'm thinking of an investigator type (more into alchemy than anything else....)


I'm looking at either a Brawler who was a former gladiator or an Investigator who's having to get out of town because he found out the wrong thing about the wrong person (that is assuming the classes are available :) )

I'll play around with the points a bit and see where his roll goes :)


7 people marked this as a favorite.
brent norton wrote:

Shepard Book in Browncoat uniform. love it.

Don't the scrolls have something to say about killin' folks, Quinn?

They do. They are however a bit fuzzier on the subject of kneecaps.
(unsheathes swordcane)


I would love to get a copy as well :)

Spoiler:
tn_clegg@lycos.com


I definitely would like to be on the Waiting list.. :)


CaptainMarvelous wrote:
Is there a reason your character lacks the birthmark, or is that just a piece of fluff to keep him from being the chief?

i actually had it in mind that the birthmark (maybe more of a waning crescent) was some last tie to Acavna. The character is the first of the new generation without the mark (symbolic of the new moon).

Quote:
I'm guessing you're going with Dreams of Lost Azlant as your campaign trait.

correct :)

Quote:

The connection to a local tribe could work to your advantage; if you could add them to your nation you'd have citizens who actually know the jungle.

I'd like to hear more about who the character is. Is he a proud tribal warrior? He kind of comes off as a bit of a softy in your background, but that's likely because he's constantly juxtaposed with a tribal society.

He's always been a bit smaller and weaker than most of the warriors in the clan. Even though he's the cheiftain's son, he's still always had to prove himself that he belongs and is worthy of his place. He is a very proud warrior, and since he found his companion, others have begun to see his inner strength as well. At times maybe he's a bit too cautious, but that a lot of the time his wariness works for him instead.

Quote:
When did he decide to leave his tribe to go off in search of his dreams?

as his dreams have become closer together and stronger, he's felt that it's time to follow them. It's been a few months, and he's been a bit overwhelmed with civilization when he's visited, so he's spent most of his time in the wilderness, occasionally coming across someone in need, and his tribal instinct is to help and protect those around him.

I'm also open to any and all suggestions as well. :)


I've been mulling something's over, and I think I'm changing up my initial thought on a barbarian to go with the Mad Dog archetype.

Pitch:
Near where the Jasut Flow begins on the edges of the Mwangi Jungle, the Moon Clan has fought to survive for centuries. For the last couple of generations, the leaders of the clan have been born with a birthmark resembling a crescent moon rising above the horizon. Typically the child's birthmark is a bit higher above the horizon than their parent's as well as being slightly larger. To the disappointment of the clan and especially his mother, Govara has been born completely without the birthmark. Seeing it as a bad omen, many of the older clan members encouraged replacing the leader of the clan, and the younger members took to harassing Govara any way they could.

From the time he was 3, Govara would have these dreams of another place and time. As speaking about these dreams tended to draw the wrong kind of attention from his peers and older kids, he had a tendency to keep them to himself, although he did speak with his mother from time to time about them and she would say that dreams should be listened to and encourage him to follow them and see where they take him. As he grew into his teens, his dreams took him to the older time, but with a lizard-like creature at his side. While he had always had an affinity for the animals of the jungle and spent much time alone with them, he didn't recognize the creature in his dreams.

His destiny as he saw it unfolded when the riverbank gave way beneath him during a storm and he fell into the river, swept away quickly downstream. He awoke to the sensation of sharp teeth digging into his shoulder and being pulled to shore. When he opened his eyes after the sensation stopped, he looked up into the eyes of a creature much like the one in his dream, and it seemed to regard him with more of a curiosity than anything. Seeing this as a sign, he reached out to the creature much like he would have a pet dog or wolf that his clan kept, and it responded in a friendly manner. Heading back upriver, he found the creature following him all the way home. And like any teen, he decided to keep him, much to the astonishment of the others in the clan who received an icy glare and hiss from the creature whenever they approached it.

Thoughts?


Interested. :)

I'm thinking a Mwangi Barbarian (Wild Rager, Beast Totem) from the Moon Clan who has the Dreams of Ancient Azlant trait. He has been ridiculed by those around him for believing in the return of Azlant and the goddess. His dreams lately have driven him to prove himself right.


What about crafting items to begin with such as Alchemical cartridges or firearms?


HP: 6d10 ⇒ (3, 4, 7, 7, 8, 9) = 38


How are you doing HP for levels after 1st?


Interested. :)

Will come up with something shortly.


I have to say that one thing I'm disappointed about is there not being a Audiobook version in the download. :(

I loved having the .m4b version with the first book. Any chance of that coming still for this one?


I'm considering running this with it set in Golarion. Anyone have any thought on where the best location would be? I'm currently considering the Land of the Linorm Kings, but not sure that's a good fit.

Thoughts?


Definitely interested. I'm thinking something along the lines of an Enlightened Monk, raised in Sigil, but interested more in mysteries and the unknown.


HP: 1d8 ⇒ 5

Rough draft:

Zaren:
Zaren
Male Human Fighter (Unarmed Fighter) 1/Monk (Master of Many Styles) 1
LN Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+1 armor, +2 Dex, +1 dodge, +2 untyped)
hp 15 (1d10+1d8)
Fort +4, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee nine-section whip +5 (1d8+4/19-20) and
. . unarmed strike +6 (1d6+4)
Ranged sling +3 (1d4+4)
Special Attacks stunning fist (1/day, DC 13)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 10, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +5; CMD 21
Feats Dodge, Dragon Ferocity, Dragon Style, Improved Unarmed Strike, Stunning Fist, Weapon Focus (unarmed strike)
Traits noble born - orlovsky, tactician
Skills Acrobatics +8, Climb +8, Intimidate +4, Knowledge (religion) +4, Perception +7, Perform (dance) +4, Sense Motive +6
Languages Common
SQ ac bonus, fuse style, stunning fist (stun), unarmed strike
Combat Gear potion of enlarge person, potion of mage armor (2); Other Gear lamellar (leather) armor, nine-section whip, sling, sling bullets (30), bracers of armor +1, monk's kit, 23 gp, 7 sp
--------------------
Special Abilities
--------------------
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Dragon Ferocity +2, 1d4+4 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (1/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Tactician (1/day) Gain a +2 trait bonus on an attack of opportunity.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

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Thank you, that's what I wanted to be sure of :)


If I go more fighter side of things I'm eventually planning on taking Monastic Legacy to help offset the unarmed damage dice a bit. If I just go a few fighter levels it might not be worth it.

I do have a build question for how a couple of feats interact as you see it though. I'm looking at taking Dragon Style and Dragon Ferocity. Dragon Style gives the first Unarmed Strike 1.5x STR Mod for damage. Dragon Ferocity says it adds a bonus to damage rolls equal to 1/2 STR modifier. As the DF is an untyped bonus, would this mean it stacks on the first Unarmed Strike where with an 18 STR, it would be 1D6 + 6 (Dragon Style) + 2 (Dragon Ferocity)?

Also, as the Unarmed Strike is considered a Natural Weapon, would Power Attack provide a +2 or a +3 bonus if used with the first UA attack (due to DS making it a 1.5x STR Mod)?

I'm trying to figure out a couple of ideas since I lose Flurry..... :)


Interested for sure :)


Interested. I'm thinking a Monk (MoMS)/Fighter (Unarmed Fighter). I'm leaning away from the Brawler as it's a bit more Maneuver oriented than I had in mind. same for the Brawler archetype.

He would be a former gladiator ( possibly an escaped one), out to start new and perhaps start his own school.

Something like that work?


I'm anxious for the digital download too! Loved the first one and hate waiting... Lol


GM DSP wrote:
Arknight: Were are not using piecemeal armor rules, but the escaped gladiator mercenary works. However, Amerys would enlist anyone becoming a national. It is possible to get a "contractor position" with the army, but it usually only comes with previous service rendered.

I can work with that :) I'll see what I can come up with for background. I guess I should roll stats too.. :)

Set 1
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (1, 6) + 6 = 13

Set 2
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (3, 4) + 6 = 13

I think the first set works best....

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