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Male Human in Jungle

Arknight's page

Pathfinder Society Member. 558 posts (875 including aliases). No reviews. 2 lists. 1 wishlist. 5 Pathfinder Society characters. 22 aliases.


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Dotting for interest


Darn, :(

Work was full of meeting this morning or I would have finished my submission for Ferias, champion of Irori.

Ferias' concept:
When your nine years old, the child of two Crusaders, and living in Kenabres, along with many other children of crusaders, you feel that every day is a day of excitement. Even though war is going on all around you, usually you don't understand how easy it is to suddenly be a victim of the war with the forces of the Worldwound unless you experience it firsthand. That’s how it was for Ferias. His mother was a Paladin of Irori, and his father a “Witch Hunter” in the name of Iomedae. When they had duties that called them to the front, they would leave Ferias in the care of his grandmother who served as a nanny for a large group of children. This worked out well, as the children were well cared for. That is until the day the shadowy figures came. They spoke with Ferias’ grandmother and she smiled a vicious smile as she let them take the children, one after the other.

All Ferias remembers of the next two weeks is screaming, blood, howling and heat. While he saw several of his friends be sacrificed over the course of time, when it came time for the cultists to offer him to their dark demons his and the remaining children’s lives were spared by the arrival of Ferias’s father alongside several other hunters. The hunters eliminated the cultists, but fearing their influence might still be unknown over the children, made arrangements for them to be taken in in other locales. For Ferias, he was sent to the Houses of Perfection in Jalmeray, where his mother had spent time training.

For the next decade, Ferias was cut off from all that he had known, orphaned in all but theory. For over a year after being sent to Jalmeray, he survived on his own, unknowingly under the eye of House members. Once he had proven he had the will and capability to survive, a master was assigned to guide him on the path of knowledge and perfection. After more time serving the House, he began to have what he could only term encounters in his dreams with a large dour Stone Giant accompanied by an intelligent white tiger who glowed with a celestial aura. They began to appear on the edges of his dreams when he would dream of being home in Kenebres and overlooking the Worldwound, dreaming of it conquering the city, obliterating it with his grandmother leading the battle. He would awaken, screaming and sweating at first, but as time went by, the giant and tiger would be closer and closer to him and his fear and panic grew less and less.

Ten years to the day he of his entry into the houses, he had the dream that made him leave and return home. In this dream, he saw his mother approached by his father, only his father had a shadowed visage, one that combined his father, the giant and the tiger. After their coupling in the dream, he watched what he knew was his own birth, only his own face was now shadowed by the figures. When he told his master of this, his master told him it was clear that Irori himself had hand in Ferias’ conception and birth. Because he had been born in Kenabres itself that that was where he would find his destiny. And so, gathering up his things, Ferias began his journey home, joining the bands of crusader hopefuls flooding the city. Once there, he found his childhood home a burned out shell and that his possessed grandmother had killed his father and fled the city years ago.

Now, he searches for a way to prove his dream of being Irori’s Champion a reality by becoming a Crusader himself (even though a part of him is unsure he is up to the task).


Good luck and I'll be keeping an eye out for another chance. :)


Backed! :)


Dotting for interest...

4d6 ⇒ (2, 3, 6, 5) = 16 14
4d6 ⇒ (2, 4, 1, 3) = 10 9
4d6 ⇒ (4, 2, 5, 1) = 12 11
4d6 ⇒ (4, 6, 4, 1) = 15 14
4d6 ⇒ (4, 1, 1, 1) = 7 6
4d6 ⇒ (3, 4, 5, 2) = 14 12
9 pt buy...

4d6 ⇒ (1, 1, 1, 5) = 8 7
4d6 ⇒ (4, 5, 6, 5) = 20 16
4d6 ⇒ (4, 3, 1, 3) = 11 10
4d6 ⇒ (3, 5, 2, 4) = 14 12
4d6 ⇒ (4, 2, 4, 4) = 14 12
4d6 ⇒ (6, 4, 3, 2) = 15 13
14 pt buy

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

Nice. :) actually considering an Unchained monk.


Ditto. :) looking forward to digging into this juicy morsel....


I'll have something up later today for my character. :)

I can't do my original Archetype combo idea because both have change to Gun Training. :(
I think overall though, may add in a few levels of Swashbuckler (Musketeer) to the gunslinger, but I have a bit before have to decide on that. :)


Interested :)

Thinking Gunslinger (Musket Master, Mysterious Stranger) for a frontiersman feel...

One question: Are you allowing Drawbacks for an extra trait? I'm thinking Paranoid due to his heavy self-reliance and not trusting anyone but himself completely....


Interested.... Let's see what the dice have in store:
4d6 ⇒ (2, 1, 6, 2) = 11 10
4d6 ⇒ (2, 5, 5, 3) = 15 13
4d6 ⇒ (5, 2, 3, 5) = 15 13
4d6 ⇒ (6, 4, 4, 6) = 20 16
4d6 ⇒ (1, 2, 2, 4) = 9. 8
4d6 ⇒ (5, 6, 3, 1) = 15. 14
4d6 ⇒ (3, 3, 5, 5) = 16. 13
4d6 ⇒ (3, 4, 1, 2) = 10. 9

Ok, 16,14,13,13,13,10 -> looks like a good setup for a rogue character....


Congrats to those chosen, have fun! :)


Luck everyone! :)


Interested too.... :)


I think I finally narrowed down a concept. :)

*****************
Growing up, X was always surrounded by his 'imaginary friends'. They were in all forms, from animals to people from current and old times. Naturally his parents never believed in them, and after some time, they gradually stopped coming around.

Fast forward a decade, X is graduating with a degree in criminal justice, but no set plan after graduation. As a joke, he and a couple of friends stopped into an old bookstore that also happened to have a 'Fortune Teller' in residence. Curiously, once they left an hour later, all X could remember was the fortune teller telling him "Your destiny is here and now." for weeks after he was seeing all kinds of strange things and barely sleeping from nightmares. Figuring out it had something to do with the shop, he returned.

Once there, he found the place empty and developed a massive headache. The door was open, so he looked in to see what looked like a fire in the back room. Figuring to help, he rushed in, to see a strange (he could only call it demonic) creature tearing the room apart and screaming a strange language. In a matter of moments, the creature touched a box on a shelf, which unleashed a bright beam of light, which struck X square in the chest.

X felt a surge of warmth through him, and strangely understood that the demon was cursing in its search for a mystic book which X somehow knew was in the box. Words and gestures came unbidden to his mind, and X found himself throwing a bolt of mystic energy, disrupting the creature's structure and banishing it to where it had come. Moments after, he passed out only to wake up out front of the building with it on fire.

In the aftermath, X was notified that he had been the heir of the older 'fortune teller' lady who had had a heart attack across town. She had left him the bookstore and a bank account of the store's finances. Shaking his head on the way to the store, he tried hard to understand what was going on. Once at the burned out store, he found an untouched door which he opened. the other side seemed to have a whole other building behind it, seemingly in the same location as the burned out husk of the bookstore.

In the hours he spent exploring the other building, he found only minutes had passed back in the remains of the bookstore. Curious but encouraged, he spend several days studying what seemd to be a magical laboratory with envelopes addressed to him. The envelopes told him that he was the heir to an ancient magical legacy and had information to begin his journey along the path of the arcane arts.
**********************
Thoughts?


I'm interested. :) curious too since it would be Eberron, would the 'Psychic Magic' of the Occult Adventures Playtest fit? I've been dying to try a couple of the classes.....


I present Halthair, Magus of the Mordant Spire

Spoiler:
Halthair the Lost
Male half-orc magus (spire defender) 1 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Magic 9)
LN Medium humanoid (human, orc)
Init +1; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+3/19-20) or
. . scorpion whip +3 (1d4+3)
Ranged throwing axe +1 (1d6+3)
Special Attacks arcane pool (+1, 4 points), spell combat
Magus (Spire Defender) Spells Prepared (CL 1st; concentration +4)
. . 1st—color spray (DC 14), true strike
. . 0 (at will)—flare (DC 13), prestidigitation, ray of frost
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 12, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Combat Expertise, Dodge, Endurance, Light Armor Proficiency
Traits caravan guard, magical lineage
Skills Climb +7, Perception +1, Profession (driver) +4, Spellcraft +7, Survival +5; Racial Modifiers +2 Climb
Languages Common, Draconic, Elven, Orc, Varisian
SQ orc blood
Other Gear lamellar (leather) armor, dagger, scorpion whip, throwing axe (2), 57 gp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

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Interested!

I'll have to step into the closet of hero ideas and see what I come up with.. :)


Interested! :)

Will dig into the book and see what can come up with...


Presenting Balthazar the Arcanist. He still needs gear and 7 languages.... any thoughts on what the dominant languages in Quantium are? :)

Balthazar and his familiar:
Balshazar
Male human (Taldan) arcanist 5 (Pathfinder RPG Advanced Class Guide 8)
LN Medium humanoid (human)
Init +5; Senses Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 22 (5d6)
Fort +1, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (3/8), arcanist exploits (familiar, metamagic knowledge, metamixing, potent magic), consume spells
Arcanist Spells Prepared (CL 5th; concentration +10)
. . 1st—burning hands (DC 16)
. . 0 (at will)—ray of frost
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 10, Int 20, Wis 12, Cha 14
Base Atk +2; CMB +2; CMD 13
Feats Alertness, Elemental Spell[APG], Extra Arcanist Exploit[ACG], Focused Spell[APG], Intensified Spell[APG], Skill Focus (Knowledge [local])
Traits magical lineage, precocious spellcaster
Skills Appraise +9, Craft (alchemy) +13, Craft (gemcutting) +10, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +16, Knowledge (nature) +9, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +9, Linguistics +10, Perception +3, Sense Motive +3, Sleight of Hand +6, Spellcraft +11, Stealth +3, Survival +5 (+9 in urban and undergournd settings); Racial Modifiers +2 Sleight of Hand, +2 Stealth
Languages Common
SQ heart of the slums
Other Gear 10,500 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +2 DC or CL (8/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Spell (Acid) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Focused Spell You can cast a spell that gains +2 DC against one of its multiple targets.
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Magical Lineage (Burning Hands) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamixing (Su) Use 1 reservoir while casting a spell, apply a known MM to spell without affect on casting time.
Precocious Spellcaster (Ray of Frost, Burning Hands) Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.

--------------------

Arcane Familiar
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 120 ft.; Perception +4
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 11 (1d8)
Fort +2, Ref +4, Will +4
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +7 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 8, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 9 (21 vs. trip)
Feats Deep Sight[APG], Weapon Finesse
[b]Skills
Appraise +0, Climb +7, Linguistics +1, Perception +4, Sleight of Hand +6, Spellcraft +2, Stealth +19, Survival +4; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Darkvision (120 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


--------------------
Background Highlights:

* raised on the streets of Quantium
* caught as a teen breaking into the University
* Professor who caught him sensed some innate power within Balthazar, so decided to work with the authorities to let him work as his apprentice as punishment
* actual friends with small greensting scorpion, it often rode his shoulder as he did chores.
* when his mentor began teaching him, Balthazar showed extreme promise and skill with evocation spells, in particular the Burning Hands spell.
* While he showed a knack for Alchemy as well, his fondness for carousing in the areas he had grown up kept him from truly excelling (Although, he did learn much about the city in general and all the goings on both legal and illegal in the city.)
* He quickly began learning all that he could, both about all things arcane and anything else he could get a hand on. His time on the streets had told him that knowledge is everything.
* His mentor would consult for the City Guard from time to time and allow Balthazar to help with small crimes. As he grew older, he found himself providing more and more information to the Guard himself.
* An opportunity to join the Guard arose, and he asked his mentor to put in a good word for him. It worked and he found himself joining a couple of years ago.
* Since then, he's helped solve a couple of strange murders in the low quarters, and several burglaries (not with his arcane skill, but with his overall knowledge of the city and his appraisal skills.
* He came close to dying when he and a fellow guard member were on the trail of a Ghoul who had somehow taken up residence in the undercity. He's now a bit hesitant when it comes to undead, but he's also confident that he can handle anything that comes his way.


Changing things up, I think an arcanist will be my submission. (So many melee folks, a swashbuckler might be lost in the shuffle... LOL)

Would Reach Spell extend the 15'range of Burning Hands to Close (25 +5/2lvls) ? if not, is there a metamagic that would extend it?


Darkest Corners GM wrote:
Castor Drey wrote:
I am not the GM, but I would say it adds or changes the descriptor (depending on the usage). It would seem weird to have a cold spell with fire descriptor.

I am the GM, and I concur.

That said, I'm aware of the cheese here. Don't make a character that exploits this to ridiculous levels.

I admit, I was thinking of a Halfling Magus with Magical Lineage using Shocking Grasp+Elemental Spell (Cold)+Rime Spell.

However, I've also been watching Musketeers recently, and think a Swashbuckler is in order. ;)


Question for DCGM: Would Elemental Spell (Cold) Metamagic feat actuall change the descriptor of the spell to Cold? I've seen a lot of dissension on if it does or not...


Actually, I think a Two Weapon Rogue would be perfect for this..... :)


Interested. :) I have in mind an Arcanist....


Partial background for Sunao (wanting to get something in before the deadline at least...):

Quote:

The son of Yasuki Hiryu and his wife Mirumoto Meiko, Sunao grew up feeling torn between his father's mercantile business and his mother's bushi family history. Unfortunately (or perhaps fortunately for Sunao) an outburst of anger and temper at his father when he was barely in his teens, forced Hiryu to accede to Meiko's request to allow Sunao to train at the Mirumoto Dojo with her father.

For the next several years, Sunao put his family out of his mind while he focused on his Sensei and his School's teachings. To his father's and many other's surprise, he excelled at all the teachings and was an example of Bushido. The death of his father forced Sunao to leave his studies and return home where he learned much more about commerce than he thought possible.


First Draft of Sunao Yasuki: more fluff and background to come...

Spoiler:
NAME: Yasuki Sunao
CLAN: Crab
SCHOOL: Mirumoto Bushi
RANK: 4
Age: 23 Sex: Male Height: 5'11"

Background: Father is Yasuki, mother is Mirumoto. Grandfather supported his entry to Mirumoto school as an attempt to restrain his temper and violent urges.

FIRE 3 (Agility 3; Reflexes 3
AIR 3 (Intelligence 3; Awareness 3)
EARTH 4 Willpower 4; Stamina 4)
WATER 3 (Perception 3; Strength 3)
VOID 3
GLORY 1.0
HONOR 5.5
INSIGHT 203

INITIATIVE 7k3
TN TO BE HIT: 25
Armor Reduction: 3

Healthy (+0) 20
Nicked (+3) 28
Grazed (+5) 36
Hurt (+10) 44
Injured (+15) 52
Crippled (+20) 60
Down (+40) 68
Out 74

TECHNIQUES
Way of the Dragon - When wielding a katana in main hand and wakizashi in off-hand, gain bonus of School Rank to Armor TN. Additionally, when targeted with a spell, may raise or lower TN of spellcasting roll by 5

The Calm in Midst of Thunder - While in Center Stance, bonus to total of Iaijutsu rolls equal to Kenjutsu Skill Rank

Strong and Swift - Attack as a Simple Action with Samurai weapons

Furious Retaliation - During reactions stage of combat, choose one opponent who made or attempted attack against you this round. During next turn gain bonus of +3k0 to all attack rolls against chosen target

KATA
Strength of the Dragon - When wielding a katana in main hand and wakizashi in off-hand, gain +3 bonus to Armor TN.
Striking as Earth - When in Full Defense stance, gain additional Reduction equal to Earth Ring

ADVANTAGES

Different School
Precise Memory

DISADVANTAGES

Brash
Daikoku's Curse
Phobia (Heights)

SKILLS
Defense 5, Iaijutsu 5, Kenjutsu (Katana) 5, Courtier 3, Lore (Theology) 2, Meditation 2, Lore (Shujenja) 1, Etiquette 2, Investigation 2, Lore (Bushido) 2, Lore (Crab) 2, Perform (Flute) 2, Commerce (Appraisal) 1, Intimidation 1, Kyujutsu 1, Lore (Dragon) 1, Lore (Shadowlands) 1, Sincerity (Deceit) 1, Tea Ceremony 1

EQUIPMENT


GM Koan wrote:
Arknight wrote:
I'm thinking maybe a Toritaka family member who was allowed to train at the Mirumoto Bushi school in the Niten style.
I'd place the approximate date of this campaign around 1122, so the Falcon Clan hasn't yet been absorbed into the Crab. Combined with a Dragon school, be sure to include a good reason why your character would be at Winter Court.

Ah, I missed that about the Falcon. I was wanting a Crab family not known for Bushi.... :)

Something else, Are you allowing rolls on the Heritage tables (I think from Great Clans)?


Ok, looking things over, since I'm not that up on the L5R system, it's going to be easiest for me to create a Bushi. I'm thinking maybe a Toritaka family member who was allowed to train at the Mirumoto Bushi school in the Niten style.


My submission, Kallin Raines - Brawler, Merchant, Sailor

Kallin Raines:
Kallin Raines
Male human brawler (snakebite striker) 5 (Pathfinder RPG Advanced Class Guide 23, 88)
LN Medium humanoid (human)
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 15 (+5 armor, +3 Dex, +2 dodge)
hp 55 (5d10+5)
Fort +5, Ref +7, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +12 (1d8+8) or
unarmed strike flurry of blows +10/+10 (1d8+8)
Special Attacks brawler's flurry, brawler's strike (magic), close weapon mastery, knockout 1/day (DC 16), sneak attack +1d6
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 12, Int 12, Wis 12, Cha 10
Base Atk +5; CMB +9 (+11 grapple); CMD 24
Feats Combat Expertise, Dodge, Improved Feint, Improved Unarmed Strike, Jabbing Style[ACG], Mobility, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Traits armor expert, brevoy bandit (mivon), merchant
Skills Acrobatics +11, Appraise +6 (+7 when bargaining for the price of goods), Bluff +8, Climb +12, Craft (carpentry) +6, Diplomacy +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Escape Artist +10, Knowledge (local) +7, Perception +8, Profession (merchant) +5, Profession (sailor) +10, Sense Motive +7 (+8 when bargaining for the price of goods, +5 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Stealth +7, Swim +10
Languages Aquan, Common
SQ brawler's cunning, martial training, pride, snake feint
Other Gear +1 brawling lamellar (leather) armor, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), torch (10), trail rations (5), waterskin, 6,281 gp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Brawler's Flurry +3/+3 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Brawler's Strike (Ex) Unarmed strikes overcome DR as various things.
Brevoy Bandit (Mivon, Profession [sailor], Strength) You fled the persecution of Brevoy authorities and wound up in Mivon. Whether or not you are guilty of your alleged crimes, you seek to build a new life amid new neighbors. Choose one Profession skill and one ability score other than Wisdom. You add
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Jabbing Style (1/round) +1d6 if you hit target with 2 unarmed strikes, +2d6 if hit with more than 2.
Knockout (1/day, DC 16) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Merchant +1 on Appraise/Sense Motive checks while bargaining for the price of goods.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Snake Feint (Ex) Can feint while moving.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
--------------------

Background:
A native of Port Shaw, Kallin was raised in a merchant family, learning the tricks (sometimes literally) of the trade and the evaluation of goods and services. Needless to say, he saw around him all the ships sailing off to far ports, the adventurers with their wild stories and the excitement of the taverns and gathering places; Kallin was 'hesitant' to not be a part of that excitement.

At age 16, when his family wanted him to apprentice to the family business, Kallin instead put hit natural physical strengths to use as a sailor on one of the merchant vessels. As it was a safe route, Kallin found himself being part of a group (mostly mercenaries) who fought for fun with bare knuckles and nothing else. Kallin excelled, and in no time when they returned back in Port Shaw was involved in the pit fights at the Broken Skull in the Bawd District.

For the last three years, he's been alternating between the fights and shipping out to keep his sailing skills to par. His biggest concern recently is that his family discovered that he was staying at the Eight Pence in the Tide District and that they considered an embarrassment. Several times he's been 'urged' to return home, but each time he hasn't, much to the family consternation.


I am definitely interested for something different. :)

I'll have to check my books and see what come up with...


Interested! :)

I think for this I shall work up Kellen Raines (not his real family name but the one he fights and sails under), Brawler, Sailor and merchant's son ( who is an embarrassment for his interest in such a lowly profession and sport.

I had considered making him a Fighter/Monk, but I think I'll go with Brawler (Snakebite Striker) instead.

Edit: I'd also like to use the Brevoy Bandit trait, re-fluffed for Razor Coast (use Strength for Profession (sailor) in addition to Wisdom)


Dotting for interest.....


This is a character I put together for another SS game that hasn't taken off....

Dengar the Exiled:

Dengar the Exiled
Male human barbarian (mad dog, beast totem) 1 (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Advanced Player's Guide)
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 shield)
hp 13 (1d12+1)
Fort +3, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee light flail +4 (1d8+3)
Ranged throwing axe +3 (1d6+3)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 14, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Pack Tactics, Precise Strike[APG]
Traits armor expert, get the cargo through, mentored
Skills Handle Animal +4, Knowledge (nature) +6, Perception +5, Profession (sailor) +3, Survival +5, Swim +3
Languages Common, Polyglot
SQ fast movement, heart of the wilderness
Other Gear agile breastplate, buckler, light flail, throwing axe (2), 51 gp
--------------------
Tracked Resources
--------------------
Throwing axe - 0/2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Mentored (Profession [sailor]) +1 to skill checks when making an aid another roll.
Pack Tactics Animal companion counts as having your teamwork feats for purpose of teamwork feat bonuses.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
--------------------
Exiled from his home in the Mwangi Expanse as a boy after a failed coup by his parents, Dengar had a tough time surviving. That is until he befriended Wevror (Savior in Dengar's native language), a small and agile dinosaur. They worked well together, working as a team to deal with any threats. When fighting, Wevror serves a a distraction for the most part, typically causing opponents to be more worried about the creature's claws and bites until Dengar lays into them with his preferred weapon, a flail.

He has recently been earning good money as a mercenary ensuring the safety of various vessels sailing in and out of Magnimar. For the last several months, he's been working aboard the Jenivere keeping ship and crew safe, and letting Wevror keep the hold free of rats and various other vermin as well.

--------------------

Wevror
Deinonychus (totem guide)
N Small animal
Init +3; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 15 (+6)
Fort +6, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 60 ft.
Melee bite +5 (1d4), 2 talons +5 (1d6)
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14
Base Atk +1; CMB +0; CMD 13
Feats Weapon Finesse
Skills Acrobatics +3 (+15 to jump), Perception +5, Stealth +11
--------------------
Special Abilities
--------------------
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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Ok, Itried to resist, but I'm interested. :)

I'll be submitting a Human Samurai (Sword Saint).


Interested. :)

I'm considering a Magus or an Arbiter, but might depend on a question or five. :)

what is your take on the Scorpion Whip?

1) Does it require both MP: Whip and EWP: Scorpion whip?
2) Light Weapon or One-handed like the actual whip?
3) Finesseable like the Whip?
4) Would Weapon Focus (Whip) and other Whip feats apply equally to the Scorpion Whip?
5) Slashing Grace applicable?


If I'm proficient in Using a whip and have the Slashing Grace feat (with the required finesse and focus (whip) ) should I be getting DEX to damage with a Scorpion Whip?

Why or why not?

Thanks! :)


I present Dengar, Beast Totem Barbarian (Mad Dog) with his Deinonychus companion.

Dengar:
Dengar the Exiled
Male human barbarian (mad dog, beast totem) 1 (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Advanced Player's Guide)
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 shield)
hp 13 (1d12+1)
Fort +3, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee light flail +3 (1d8+2)
Ranged throwing axe +3 (1d6+2)
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 12, Int 13, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Pack Tactics, Precise Strike[APG]
Traits armor expert, get the cargo through, mentored
Skills Handle Animal +4, Knowledge (nature) +5, Perception +5, Profession (sailor) +3, Survival +5, Swim +2
Languages Common, Polyglot
SQ fast movement, heart of the wilderness
Other Gear agile breastplate, buckler, light flail, throwing axe (2), 51 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Mentored (Profession [sailor]) +1 to skill checks when making an aid another roll.
Pack Tactics Animal companion counts as having your teamwork feats for purpose of teamwork feat bonuses.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
--------------------

Exiled from his home in the Mwangi Expanse as a boy after a failed coup by his parents, Dengar had a tough time surviving. That is until he befriended Wevror (Savior in Dengar's native language), a small and agile dinosaur. They worked well together, working as a team to deal with any threats. When fighting, Wevror serves a a distraction for the most part, typically causing opponents to be more worried about the creature's claws and bites until Dengar lays into them with his preferred weapon, a flail.

He has recently been earning good money as a mercenary ensuring the safety of various vessels sailing in and out of Magnimar. For the last several months, he's been working aboard the Jenivere keeping ship and crew safe, and letting Wevror keep the hold free of rats and various other vermin as well.

--------------------

Wevror (Deinonychus):

Wevror
Deinonychus (totem guide)
N Small animal
Init +3; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 15 (+6)
Fort +6, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 60 ft.
Melee bite +5 (1d4), 2 talons +5 (1d6)
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14
Base Atk +1; CMB +0; CMD 13
Feats Weapon Finesse
Skills Acrobatics +3 (+15 to jump), Perception +5, Stealth +11
--------------------
Special Abilities
--------------------
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Just wanted to make sure Vonali didn't get lost in the shuffle. :)


KingmakerDM: would a Master of Many Styles (Snake style and some other...) archetype be acceptable for a human Monk?

I'm thinking of a troublesome young noble, sent to a monastery to learn discipline but while there most of his older brothers and father were killed during some battle or monster raid. He's received requests and demands to return home and help lead the family, but declined as he feels no longer part of it. He hopes that journeying into the Stolen Lands will allow him to start his own legacy in terms of a school or monastery.


I've decided to go with a half-elf ranger.

Vonali:
Vonali Dwen'ettln
Male half-elf (Snowborn) ranger (skirmisher, wild shadow) 1 (Pathfinder RPG Advanced Player's Guide 128, Pathfinder RPG Advanced Race Guide 45)
LN Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 11 (1d10+1)
Fort +4 (+4 racial bonus to avoid nonlethal damage from cold environments), Ref +6, Will +2
Resist cold 2
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +2 (1d8+1/19-20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (goblinoids +2)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 14, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Point-blank Shot, Skill Focus (Survival)
Traits child of nature, elven reflexes, northern ancestry
Skills Climb +3, Craft (bows) +4, Handle Animal +4, Knowledge (geography) +6, Knowledge (nature) +7, Perception +8, Stealth +6, Survival +9 (+11 to find food and water), Swim +3; Racial Modifiers +2 Perception
Languages Common, Elven, Goblin, Hallit
SQ cold-honed, elf blood, track +1, wild at heart, wild empathy
Other Gear studded leather, buckler, dagger, handaxe, longbow, longsword, 47 gp
--------------------
Special Abilities
--------------------
Child of Nature (Survival) +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill.
Cold-Honed Snowborn can move through natural snow and ice at their normal speed and gain a +4 racial bonus on Fortitude saves to avoid nonlethal damage from cold environments. This racial trait replaces the elven immunities racial trait.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. Favored Enemy (Goblinoids) foes.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild at Heart (Ex) Only add 1/2 your class level to wild empathy checks and 1/4 to follow or identify tracks in urban areas.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Vonali a Dwen'ettln (Ice Shadow of the Walkers in Magic) earliest memories are of nothing but cold and blinding white covered terrain. Born in Irrisen, his mother raised him with the intent of sacrificing him so that she could gain the power to become one of the Witches. He was twelve before he realized what his mother had in mind, so in the middle of the night he grabbed what he could and fled out into the ice and snow.

Among the items he grabbed was a letter that his mother had written to his father but never sent. While it appeared that she had written it to simply let him know of Von's birth, something told him that it was more of a taunt to hurt the man. It took weeks of hiding and moving for Von to finally arrive at the village of Heldren, where the letter had been addressed. Unfortunately, he discovered that his father had left a year earlier and not returned.

Disappointed and unsure what his next step should be, his path crossed with that of Tessarea Willowbark when he brought some herbs that he had found to sell. Over the next few months, they developed something of a familial relationship. For the last eight years he has been in and out of the village more than most and known for helping with any travel or other task involving the wilderness around the village.


DMDM: With the Heirloom weapon trait, would you allow the proficiency to extend to 2 separate Kukris? I'm planning a Rogue (Survivalist/Scout) Rogue and would like him to be using paired Kukris as his primary weaponry.


Dotting! I'm thinking this is the perfect opportunity for an Investigator. :)


GM Captain Trips wrote:

Polling some resources and looking directly at the wording this would stand RAW. For spirits there are two statistics that impact them, WIS and CHA. In all instances, DC is WIS based, uses are CHA based. So the Spirit Whisperer would want a decent INT and CHA for the class to function fully. Your INT would be the factor that ability DCs were based off of, as written, but CHA is still the factor that determines usage per day. To allow INT to replace both WIS and CHA would lead to an archtype that was less MAD than the original class itself, and imbalanced.

Hope that helps :)

It does, thanks. :) I may bump a couple of points around to CHA in that case. :)


Ixos wrote:
Some Hexes key off Wis, some Cha, and others key on both.

True :) but this is specifically stating for the Spirit Abilities, not the hexes.

It's not a big deal, but it means a difference of 4 uses of the Acid Touch ability from the Stone spirit ability. :)


Question: I'm looking at a Wizard with the Spirit Whisperer (from the Advanced Class Guide) archetype. One of the abilities states that the wizard gains a spirit ability from the chosen spirit selection and may substitute Intelligence for Wisdom with the ability. However, all of the abilities use Charisma and not Wisdom. Would you agree that the RAI is to substitute INT for CHA?


Dotting for interest. :)

I've got a couple of ideas in mind, but I want to fluff them out a bit before I submit...


If the Rebellion had a direct bearing on the adventure, the players would (most likely) be "Independent Contractors".

However, AoR material is considered fair game for character creation. :)


For example:

Test: 2eA+1eP+1eB+1eS+3eD 1 failure, 4 advantage
Test 2: 2eA+1eP+1eB+1eS+3eD 3 successes

When you make the roll on the site, there's a graphic image of the dice, but they don't show here. :(


You could always use Orokos.com for the die rolls. There's dice expressions set up specifically for the new FFG Star Wars there. :)


Ok, I've been dying for a chance to play Iron Gods, and this looks like a good opportunity. :)

4d6 ⇒ (4, 4, 2, 4) = 14 = 4,4,4 = 12
4d6 ⇒ (5, 5, 3, 4) = 17 = 5,5,4 = 14
4d6 ⇒ (1, 3, 6, 5) = 15 = 3,6,5 = 14
4d6 ⇒ (6, 3, 1, 5) = 15 = 6,3,5 = 14
4d6 ⇒ (5, 3, 5, 6) = 19 = 5,5,6 = 16
4d6 ⇒ (4, 3, 2, 5) = 14 = 4,3,5 = 12
4d6 ⇒ (2, 5, 5, 3) = 15 = 5,5,3 = 13


Would a Forgeborn Aegis (Crystal Warrior) be allowable? I have an idea for a forgeborn created as a warrior but more interested in knowledge and secrets...


Currently in Puerto Rico on vacation with intermittent access to posting :) should be able to post here and there though....

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