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Ramoska Arkminos

Axolotl's page

Pathfinder Society Member. 441 posts (6,325 including aliases). No reviews. No lists. No wishlists. 8 Pathfinder Society characters. 20 aliases.


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Open/Close. It's fun to close the door in the enemy's face, or even better, unleash the snarling beast that they have been experimenting upon.


While Kyra is rad, I got inspired to create a Bad Touch Shaman. She will do well against undead, heal, and also be weird and versatile. Hang on a tic....

As long as that's ok with you, GM. :)


If I say it three times, does it gain the Flaming and Holy properties?


Wow, the HeroLab file is totally different, but that's completely unsurprising, as traits are Core, and the pregens are old. I don't know where one gets new pregens; I inputted Hakon myself and found that Paizo was off on several of his stats. Checked it by hand and with the vaunted Hero Lab. ;)

Ok, she's fixed now.


"We have a door to open--Try that key, Jal, and hurry!"


I'll compare it with the PDF, then, thanks. I bet it's a pregen from the Core days.


Kyra is a pregen built into HeroLab; easy peasy. She's my height, weight, and strength IRL! She doesn't come with Traits, though. Play without Traits for her? I dunno what one can/should do.


I can play Kyra. I got inspired to stat up a kitsune dirge bard, but they aren't helpful against undead at Lvl 1. At Level 2, they are amazing!


I think you just need the Fly skill to do maneuvers while flying, like hovering. Maybe we need a chart!


I have an archer cleric with 0 XP, not the greatest channeler, but otherwise, I'm outta characters. Oh, and I'd have to switch her to Classic (nbd).


Rolling at the table in order is a terrible idea. Give the DM feedback.


Oh, if someone wanted to deal with a 10'x10' object in a dungeon just to get the Fly skill, I'd allow it. Or spend the money and leave it elsewhere. They get the Fly skill, as they've learned to glide, or hang glide, or whatever. That's a lot of stuff to lug around or a lot of gold to burn at level 1, just to put a point in Fly.


I'm gonna resurrect this thread, because I realized that tons of Guides, Hero Lab, and character sheets have this incorrect, and players have been taking the Fly skill from level 1. You can only do that if you're a Strix. Let's see when folks can take the Fly skill. (Note that this is NOT comprehensive, I'm just skimming)


Alchemist Level 5 with Fly orLevel 6 with Wings Discovery
Barbarian - Level 10 with Dragon Totem Wings.
Bard - no fly spells.
Cleric - Level 5 with Travel Domain.
Druid - Level 4 (wildshape) or Level 2 Sky Druid.
Oracle - Level 7 Flame Oracle with Wings of Flame, Level 10 Lure of the Heavens, more.
Shaman - Level 5 with Flight Hex, Level 10 Lure of the Heavens, etc etc
Sorcerer - Level 5, if they know the spell.
Witch - Level 5, if they know the spell, or Flight Hex
Wizard - Level 5, if they know the spell.

I'm sure there are more options (Aasimar, Kobold, Sylph feats/traits etc etc), but those are the ones off the top of my head. Now go fix all those Guides! :D I'm gonna mention this to Wolf Lair! :D


Ranger needs Food. Baldy.


Nice--I don't think I'll get to a Con anytime soon, Seth, but that's rad. I dig sky druids as well, but I think non-PFS ones are the way to go for me. And I like Kamaloo and Serpent's Skull (I've done the first battle like 3 times now, so I'd better love it.)


Hey Kamaloo! I'Daiin's player here. I got a little way into Serpent's Skull with a few folks before it fizzled--and we tried recruiting GM after GM, but it never came to pass. I would love to go with a sneaky stowaway Sylph Sky Druid in this AP, if you have room. :)


M1k31 wrote:
darth_borehd wrote:
Axolotl wrote:


An Unlikely Hero class. Bumbling, but with great luck and a few talents, and a talking magical familiar. A small pool of hero points so the class can go to full BAB, or re roll a skill check.

Joxer the mighty, he's very tidy. . .
would they get critical failures treated like a super critical that also blows up in their face?.... with traits that increase their crit failure chance? I would love to see the "this is why we can't give you nice things" type of character... made so that at high levels he kind of plays like a nice fighter... but "O s!%# he just killed the BBE by himself but he's bleeding on the ground naked... maybe we should revive him..."

Some wild luck/unluck talents would be fun; everyone likes stories of crits and misses, right?


UnArcaneElection wrote:
Axolotl wrote:

{. . .

A SAD Dex character, like a mobile dancing debuff character. Maybe one with trance powers, akin to Rage. An Ekstasist.
{. . .}

I know what these terms are supposed to mean, but now I'e got this image stuck in my head of a crying dancer deuffing enemies in the course of a creepy tantrum . . . .

I suppose that would be Harley Quinn on a bad day, no?


I don't understand why there needs to be a disclaimer stating "some people have confused this with actual Paizo products," but ok! I can't imagine someone going "but Neceros' Modified Spreadsheet says this is legit!" This actually speaks to HeroLab in a way, as everyone knows it's more accurate than anything else, with all due respect to other (free, ambitious) products.

When I think about the number of Paizo players who totally mess up their players--think of every beginner making an eidolon with the incorrect stats--and there is no disclaimer on Paizo products that goes "by the way, some players will eff up their stats, so please double check!"...well, anyhow, I see no need for a disclaimer from either company, but I suppose that's just me. I get that it's annoying for some GM's, but I'd rather deal with those players than place the blame back on HeroLab.

I've submitted bug reports to Wolf Lair, by the way. The shaman archetypes were messed up and you could stack all of them. Totally incorrect! They fixed 'em, though!


Hakon is a 22 point buy by HeroLab and by my own mental arithmetic. He's missing one skill point, though! :P

I'll fit him to the printed page, and add the feat and Guidance and whatnot.


Has anyone made a decent Internal Alchemist? It's intriguing, but I could never figure out how to make it work as a non monk gestalt.


Does Paizo need to issue a disclaimer that their rules are inconsistent, or that the traits from People of The North are overpowered?

Do these HeroLab abusers really exist, or are they made of straw? :D You seem awfully grumpy about nothing.

I just started up an iconic in HL, and Paizo was wrong, not HL. Does Paizo need to issue a disclaimer about their iconics' stats?


A Herbalist--healer, druid, alchemist, poison user type. Somewhat covered by other classes...

a full caster bard. A spell singer. The idea of strumming an instrument while in melee always seemed odd to me. Bards could curse people and do some wild magic.

A SAD Dex character, like a mobile dancing debuff character. Maybe one with trance powers, akin to Rage. An Ekstasist.

A Jester class sounds great as well.

An Unlikely Hero class. Bumbling, but with great luck and a few talents, and a talking magical familiar. A small pool of hero points so the class can go to full BAB, or re roll a skill check.


Huh, I use HeroLab and find errors in other people's sheets not done in HeroLab. I do also check by hand at times.


(Hakon can choose, apparently)


Laboriously adding Hakon into Hero Lab. There are all kinds of wee errors--Skalds don't get Guidance, he has 1 extra Feat, his stats are off. Should I go with Hakon as printed, or adjust to correct?

Also, he has the worst Rage Power ever: Superstition. The ENTIRE PARTY will not be able to be buffed or healed while in combat. I'm baffled and amazed. Can people elect to not be affected? o.0


Ahoy, I don't have a 3-4 player, but I can run a pregen. I doubt my bard will have finished by Thornkeep by then; otherwise he'd be in at 3rd level. (or dead.)

Gotta find the spreadsheet, though... :D


I'm back but need to read through and catch up!


I can vouch for Paladin of Baha-Who? as a great player.


Less mopey Khizgir fluff--let's assume Janderhoff has some good resources for orphans:

Khizgir:

Khizgir Marrowstone
Male dwarf monk (qinggong monk, zen archer) 1 (Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Ultimate Magic 51)
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 Wis)
hp 9 (1d8+1)
Fort +2, Ref +5, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +1 (1d6+1)
Ranged or
. . longbow flurry of blows +2/+2 (1d8/×3) or
. . longbow +3 (1d8/×3)
Special Attacks flurry of blows
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 10, Wis 18, Cha 8
Base Atk +0; CMB +1; CMD 18
Feats Improved Unarmed Strike, Perfect Strike[APG], Point-blank Shot, Precise Shot
Traits highlander (hills or mountains), orphaned by giants
Skills Acrobatics +7 (+3 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Perception +8, Sense Motive +8, Stealth +8 (+10 in hilly or rocky areas), Survival +4 (+6 to track vs. humanoids of the Giant subtype); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, highlander (hills or mountains)
Languages Common, Dwarven
SQ giant hunter, mountaineer, rock stepper
Combat Gear weapon blanch (cold iron), weapon blanch (silver); Other Gear arrows (40), blunt arrows (20), longbow, silk rope (50 ft.), waterskin, 35 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Orphaned by Giants +1 trait bonus on atk rolls and +2 trait bonus to confirm criticals vs giants.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
--------------------
Description and Personality

Khizgir is not a boisterous dwarf. His tanned face shows pale scars from his fall and frostbite as a youth, and he is careful and contemplative. His beard is neatly beaded, and he wears a meditation necklace of dark stone, with one purple topaz bead, wrapped around the wrist of his bow arm. His initial sorrow at most of his family’s extermination has been replaced by great serenity and concern for fellow dwarves, and he is known as “Cousin” to many within Janderhoff, or “Uncle” to small gaggles of young dwarves who want to learn his skill in archery. His greatest joy is to be in high places, with an arrow nocked, in search of his quarry, with his heartbeat and breath synchronized to not disturb the bowstring, and he has vowed to return to the Kodar Mountains to build a monastery around the torii of his mentor—after driving the local frost giants back, of course. He does not hold back from speaking the truth, despite the cost, and will speak up in the faces of liars and the impetuous, knowing first hand how deadly haste can be. His greatest struggle is to not defeat his foes (particularly) giants in anger, but in solemnity, lest he make his own anger an enemy to himself. His skill as a bowman and retained knowledge of mining has made him a welcome addition to many an expedition.

Background
The Marrowstones were a venturesome and ambitious extended family of miners who traveled far from Janderhoff in search of rare gems. Khizgir and other young dwarves happily went along; his father, mother, aunts and uncles always led them to spectacular finds in the high reaches of the world, or in its dark depths. His elders had heard of spectacular minerals and ore to be found in the Kodar Mountains—a lead on a rich area, with veins of mithral and clusters of unique topaz and emerald. Eager to get there before the summer thaw, the Marrowstones pressed over Storval to the Kodars in spring and indeed, found their prize deep in the snow packed mountains. They would be wealthy beyond measure! The two dozen or so family members set to work, digging and exploring.

Khizgir had wandered off alone after a jocular communal dinner around a roaring fire to gaze at the full moon, when he heard the horrible sound of screaming, and the rumble of snow crashing down…and then nothing. He ran back to camp to find it buried entirely, unrecognizable after an enormous avalanche. He ran to find anything, a rock, to dig out survivors, but then stood petrified as frost giants began to file down the mountain, laughing evilly to each other. He watched as his family, some still alive, were pulled out of the snow, stripped of possessions…and then…he sank to his knees, weeping.

The noise caused the giants to turn their heads and point. Several broke off from their pillaging to lope towards him, their feet easily striding over the soft snow. His paralysis broken, Khizgir ran with all his might, tumbling and stumbling, with the giants gaining on him inexorably. In his pell mell flight, he did not realize he was running to a cliff edge until he was over it; then, he plummeted, the sound of angry giants ringing in his ears.

He awoke in a snowbank perhaps a thousand feet below, in a vertiginously steep valley. If the giants could not climb down, neither could he climb up…and his leg felt broken. Gashes covered his face, and he began to shiver with shock and hypothermia. He crawled towards a strange arch of rock and fell asleep, certain that it would be his last moments alive.

The rock arch glowed softly, revealing itself to be a weathered, but exquisitely carved gate of Tian origin. After some time, a figure resembling a small person in a suit of armor appeared, knelt at the huddled figure of the young dwarf, and then dragged him into an extradimensional space beyond the gate.

Khizgir awoke to find his leg splinted and his face poulticed. A female warrior in Tian armor was healing him, by placing an arrowhead to his wounds! His eyes widened and he tried to move, but the warrior merely smiled and raised a finger to her lips. “I am Mado, the guardian of this torii,” she said, “you are safe, but you were sorely injured and frostbitten. Rest.”

In the weeks that followed, Khizgir healed with the aid his rescuer; she was a kami of the bow, left over from an ancient Tian settlement. Once summer came and he was able to walk, he insisted on climbing up the ridge (with help) to bury what was left of his family. Mado took pity on Khizgir and offered to teach him the way of the bow, and how to focus his internal energies. For three years, he lived with the kami, and even hunted for giants in the mountains. But both Mado and Khizgir knew that a life of training has to end, and so, after three summers, Khizgir bade farewell to his teacher, promising to return and build a monastery around her shrine, in honor of his family and his adopted teacher/parent.

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 Inc.®, and are used under license.


I think it's that Orphaned By Giants trait that leads to the "oh noes I am a loner" background; that being said, I'm gonna take the opportunity to tweak the fluff to make a happier, more social Janderhoffian Khizgir.


No tweak here, just that I posted the revision without the correct BBcode.

Khizgir:

Khizgir Marrowstone
Male dwarf monk (qinggong monk, zen archer) 1 (Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Ultimate Magic 51)
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 Wis)
hp 9 (1d8+1)
Fort +2, Ref +5, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +1 (1d6+1)
Ranged or
. . longbow flurry of blows +2/+2 (1d8/×3) or
. . longbow +3 (1d8/×3)
Special Attacks flurry of blows
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 10, Wis 18, Cha 8
Base Atk +0; CMB +1; CMD 18
Feats Improved Unarmed Strike, Perfect Strike[APG], Point-blank Shot, Precise Shot
Traits highlander (hills or mountains), orphaned by giants
Skills Acrobatics +7 (+3 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Perception +8, Sense Motive +8, Stealth +8 (+10 in hilly or rocky areas), Survival +4 (+6 to track vs. humanoids of the Giant subtype); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, highlander (hills or mountains)
Languages Common, Dwarven
SQ giant hunter, mountaineer, rock stepper
Combat Gear weapon blanch (cold iron), weapon blanch (silver); Other Gear arrows (40), blunt arrows (20), longbow, silk rope (50 ft.), waterskin, 35 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Orphaned by Giants +1 trait bonus on atk rolls and +2 trait bonus to confirm criticals vs giants.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
--------------------
Description and Personality

Khizgir is not a boisterous dwarf. His tanned face shows pale scars from his fall and frostbite as a youth, and he is quiet and contemplative. His time spent in training with a zuishin kami has set him apart from dwarf society; although he has returned, and friends of his family took him in, he will always feel like an outsider. He values family, although with none to call his own, one can see a longing and sorrow when among other happy dwarves. His greatest joy is to be in high places, with an arrow nocked, in search of his quarry, with his heartbeat and breath synchronized to not disturb the bowstring, and he has vowed to return to the Kodar Mountains to move the torii of his mentor. Though shy, he does not hold back from speaking the truth, and hates liars and injustice with a passion. He has sought an opportunity to leave Janderhoff and has found it in protecting miners out of Skelt; any chance to slay a giant that threatens them is always welcomed, although his mentor has cautioned him to not slay them in anger, but in solemn justice.

Background
The Marrowstones were a venturesome and ambitious extended family of miners who traveled far from Janderhoff in search of rare gems. Khizgir and other young dwarves happily went along; his father, mother, aunts and uncles always led them to spectacular finds in the high reaches of the world, or in its dark depths. His elders had heard of spectacular minerals and ore to be found in the Kodar Mountains—a lead on a rich area, with veins of mithral and clusters of unique topaz and emerald. Eager to get there before the summer thaw, the Marrowstones pressed over Storval to the Kodars in spring and indeed, found their prize deep in the snow packed mountains. They would be wealthy beyond measure! The two dozen or so family members set to work, digging and exploring.

Khizgir had wandered off alone after a jocular communal dinner around a roaring fire to gaze at the full moon, when he heard the horrible sound of screaming, and the rumble of snow crashing down…and then nothing. He ran back to camp to find it buried entirely, unrecognizable after an enormous avalanche. He ran to find anything, a rock, to dig out survivors, but then stood petrified as frost giants began to file down the mountain, laughing evilly to each other. He watched as his family, some still alive, were pulled out of the snow, stripped of possessions…and then…he sank to his knees, weeping.

The noise caused the giants to turn their heads and point. Several broke off from their pillaging to lope towards him, their feet easily striding over the soft snow. His paralysis broken, Khizgir ran with all his might, tumbling and stumbling, with the giants gaining on him inexorably. In his pell mell flight, he did not realize he was running to a cliff edge until he was over it; then, he plummeted, the sound of angry giants ringing in his ears.

He awoke in a snowbank perhaps a thousand feet below, in a vertiginously steep valley. If the giants could not climb down, neither could he climb up…and his leg felt broken. Gashes covered his face, and he began to shiver with shock and hypothermia. He crawled towards a strange arch of rock and fell asleep, certain that it would be his last moments alive.

The rock arch glowed softly, revealing itself to be a weathered, but exquisitely carved gate of Tian origin. After some time, a figure resembling a small person in a suit of armor appeared, knelt at the huddled figure of the young dwarf, and then dragged him into an extradimensional space beyond the gate.

Khizgir awoke to find his leg splinted and his face poulticed. A female warrior in Tian armor was healing him, by placing an arrowhead to his wounds! His eyes widened and he tried to move, but the warrior merely smiled and raised a finger to her lips. “I am Mado, the guardian of this torii,” she said, “you are safe, but you were sorely injured and frostbitten. Rest.”

In the weeks that followed, Khizgir healed with the aid his rescuer; she was a kami of the bow, left over from an ancient Tian settlement. Once summer came and he was able to walk, he insisted on climbing up the ridge (with help) to bury what was left of his family. Mado took pity on Khizgir and offered to teach him the way of the bow, and how to focus his internal energies. For three years, he lived with the kami, and even hunted for giants in the mountains. But both Mado and Khizgir knew that a life of training has to end, and so, after three summers, Khizgir bade farewell to his teacher, promising to return and retrieve her shrine in order to place it in a more hospitable location.

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 Inc.®, and are used under license.


Ok, Khizgir is now less cheesy (but also a bit more squishy.)

Khizgir:

'''Khizgir Marrowstone'''<br/>
Male dwarf monk (qinggong monk, zen archer) 1 (Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Ultimate Magic 51)<br/>
LG Medium humanoid (dwarf)<br/>
'''Init '''+3; '''Senses '''darkvision 60 ft.; Perception +8<br/>
----
'''Defense'''<br/>
----
'''AC '''17, touch 17, flat-footed 14 (+3 Dex, +4 Wis)<br/>
'''hp '''9 (1d8+1)<br/>
'''Fort '''+2, '''Ref '''+5, '''Will '''+6; +2 vs. poison, spells, and spell-like abilities<br/>
'''Defensive Abilities '''defensive training<br/>
----
'''Offense'''<br/>
----
'''Speed '''20 ft.<br/>
'''Melee '''unarmed strike +1 (1d6+1)<br/>
'''Ranged ''' or<br/>
:longbow flurry of blows +2/+2 (1d8/×3) or<br/>
:longbow +3 (1d8/×3)<br/>
'''Special Attacks '''flurry of blows<br/>
----
'''Statistics'''<br/>
----
'''Str '''12, '''Dex '''16, '''Con '''10, '''Int '''10, '''Wis '''18, '''Cha '''8<br/>
'''Base Atk '''+0; '''CMB '''+1; '''CMD '''18<br/>
'''Feats '''Improved Unarmed Strike, Perfect Strike<sup>APG</sup>, Point-blank Shot, Precise Shot<br/>
'''Traits '''highlander (hills or mountains), orphaned by giants<br/>
'''Skills '''Acrobatics +7 (+3 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Perception +8, Sense Motive +8, Stealth +8 (+10 in hilly or rocky areas), Survival +4 (+6 to track vs. humanoids of the Giant subtype);''' Racial Modifiers '''+2 Appraise to assess nonmagical metals or gemstones, highlander (hills or mountains)<br/>
'''Languages '''Common, Dwarven<br/>
'''SQ '''giant hunter, mountaineer, rock stepper<br/>
'''Combat Gear '''weapon blanch (cold iron), weapon blanch (silver); '''Other Gear '''arrows (40), blunt arrows (20), longbow, silk rope (50 ft.), waterskin, 35 gp<br/>
----
'''Special Abilities'''<br/>
----
'''Darkvision (60 feet)''' You can see in the dark (black and white vision only).<br/>
'''Defensive Training +4''' Gain a dodge bonus to AC vs monsters of the Giant subtype.<br/>
'''Flurry of Blows -1/-1 (Ex)''' As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.<br/>
'''Giant Hunter +1 to attack/+2 to tracking''' Gain a bonus to attack and tracking vs. Giants.<br/>
'''Greed''' +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.<br/>
'''Highlander (hills or mountains)''' +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.<br/>
'''Improved Unarmed Strike''' Unarmed strikes don't cause attacks of opportunity, and can be lethal.<br/>
'''Mountaineer''' Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.<br/>
'''Orphaned by Giants''' +1 trait bonus on atk rolls and +2 trait bonus to confirm criticals vs giants.<br/>
'''Perfect Strike (2d20, 1/day)''' With certain weapons, roll twice, higher is attack, lower is confirmation roll.<br/>
'''Point-Blank Shot''' +1 to attack and damage rolls with ranged weapons at up to 30 feet.<br/>
'''Precise Shot''' You don't get -4 to hit when shooting or throwing into melee.<br/>
'''Rock Stepper''' Ignore rubble, broken ground, or steep stairs when taking 5 ft step.<br/>
----
Description and Personality<br/>
<br/>
Khizgir is not a boisterous dwarf. His tanned face shows pale scars from his fall and frostbite as a youth, and he is quiet and contemplative. His time spent in training with a zuishin kami has set him apart from dwarf society; although he has returned, and friends of his family took him in, he will always feel like an outsider. He values family, although with none to call his own, one can see a longing and sorrow when among other happy dwarves. His greatest joy is to be in high places, with an arrow nocked, in search of his quarry, with his heartbeat and breath synchronized to not disturb the bowstring, and he has vowed to return to the Kodar Mountains to move the torii of his mentor. Though shy, he does not hold back from speaking the truth, and hates liars and injustice with a passion. He has sought an opportunity to leave Janderhoff and has found it in protecting miners out of Skelt; any chance to slay a giant that threatens them is always welcomed, although his mentor has cautioned him to not slay them in anger, but in solemn justice. <br/>
<br/>
Background<br/>
The Marrowstones were a venturesome and ambitious extended family of miners who traveled far from Janderhoff in search of rare gems. Khizgir and other young dwarves happily went along; his father, mother, aunts and uncles always led them to spectacular finds in the high reaches of the world, or in its dark depths. His elders had heard of spectacular minerals and ore to be found in the Kodar Mountains—a lead on a rich area, with veins of mithral and clusters of unique topaz and emerald. Eager to get there before the summer thaw, the Marrowstones pressed over Storval to the Kodars in spring and indeed, found their prize deep in the snow packed mountains. They would be wealthy beyond measure! The two dozen or so family members set to work, digging and exploring.<br/>
<br/>
Khizgir had wandered off alone after a jocular communal dinner around a roaring fire to gaze at the full moon, when he heard the horrible sound of screaming, and the rumble of snow crashing down…and then nothing. He ran back to camp to find it buried entirely, unrecognizable after an enormous avalanche. He ran to find anything, a rock, to dig out survivors, but then stood petrified as frost giants began to file down the mountain, laughing evilly to each other. He watched as his family, some still alive, were pulled out of the snow, stripped of possessions…and then…he sank to his knees, weeping. <br/>
<br/>
The noise caused the giants to turn their heads and point. Several broke off from their pillaging to lope towards him, their feet easily striding over the soft snow. His paralysis broken, Khizgir ran with all his might, tumbling and stumbling, with the giants gaining on him inexorably. In his pell mell flight, he did not realize he was running to a cliff edge until he was over it; then, he plummeted, the sound of angry giants ringing in his ears.<br/>
<br/>
He awoke in a snowbank perhaps a thousand feet below, in a vertiginously steep valley. If the giants could not climb down, neither could he climb up…and his leg felt broken. Gashes covered his face, and he began to shiver with shock and hypothermia. He crawled towards a strange arch of rock and fell asleep, certain that it would be his last moments alive.<br/>
<br/>
The rock arch glowed softly, revealing itself to be a weathered, but exquisitely carved gate of Tian origin. After some time, a figure resembling a small person in a suit of armor appeared, knelt at the huddled figure of the young dwarf, and then dragged him into an extradimensional space beyond the gate.<br/>
<br/>
Khizgir awoke to find his leg splinted and his face poulticed. A female warrior in Tian armor was healing him, by placing an arrowhead to his wounds! His eyes widened and he tried to move, but the warrior merely smiled and raised a finger to her lips. “I am Mado, the guardian of this torii,” she said, “you are safe, but you were sorely injured and frostbitten. Rest.” <br/>
<br/>
In the weeks that followed, Khizgir healed with the aid his rescuer; she was a kami of the bow, left over from an ancient Tian settlement. Once summer came and he was able to walk, he insisted on climbing up the ridge (with help) to bury what was left of his family. Mado took pity on Khizgir and offered to teach him the way of the bow, and how to focus his internal energies. For three years, he lived with the kami, and even hunted for giants in the mountains. But both Mado and Khizgir knew that a life of training has to end, and so, after three summers, Khizgir bade farewell to his teacher, promising to return and retrieve her shrine in order to place it in a more hospitable location. <br/>
<br/>

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


Yeah, I saw that! Sorry, I'll de-minmax Khizgir; he'll suddenly become a little more sociable.


Here's Khizgir Marrowstone, a Zen Archer dwarf with an appropriate backstory!

Khizgir:

[Khizgir Marrowstone
Male dwarf monk (qinggong monk, zen archer) 1 (Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Ultimate Magic 51)
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 Wis)
hp 9 (1d8+1)
Fort +2, Ref +5, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +1 (1d6+1)
Ranged or
. . longbow flurry of blows +2/+2 (1d8/×3) or
. . longbow +3 (1d8/×3)
Special Attacks flurry of blows
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 11, Int 10, Wis 18, Cha 7
Base Atk +0; CMB +1; CMD 18
Feats Improved Unarmed Strike, Perfect Strike[APG], Point-blank Shot, Precise Shot
Traits highlander (hills or mountains), orphaned by giants
Skills Acrobatics +7 (+3 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Perception +8, Sense Motive +8, Stealth +8 (+10 in hilly or rocky areas), Survival +4 (+6 to track vs. humanoids of the Giant subtype); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, highlander (hills or mountains)
Languages Common, Dwarven
SQ giant hunter, mountaineer, rock stepper
Combat Gear weapon blanch (cold iron), weapon blanch (silver); Other Gear arrows (40), blunt arrows (20), longbow, 46 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Orphaned by Giants +1 trait bonus on atk rolls and +2 trait bonus to confirm criticals vs giants.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
--------------------
Description and Personality

Khizgir is not a boisterous dwarf. His tanned face shows pale scars from his fall and frostbite as a youth, and he is quiet and contemplative. His time spent in training with a zuishin kami has set him apart from dwarf society; although he has returned, and friends of his family took him in, he will always feel like an outsider. He values family, although with none to call his own, one can see a longing and sorrow when among other happy dwarves. His greatest joy is to be in high places, with an arrow nocked, in search of his quarry, with his heartbeat and breath synchronized to not disturb the bowstring, and he has vowed to return to the Kodar Mountains to move the torii of his mentor. Though shy, he does not hold back from speaking the truth, and hates liars and injustice with a passion. He has sought an opportunity to leave Janderhoff and has found it in protecting miners out of Skelt; any chance to slay a giant that threatens them is always welcomed, although his mentor has cautioned him to not slay them in anger, but in solemn justice.

Background
The Marrowstones were a venturesome and ambitious extended family of miners who traveled far from Janderhoff in search of rare gems. Khizgir and other young dwarves happily went along; his father, mother, aunts and uncles always led them to spectacular finds in the high reaches of the world, or in its dark depths. His elders had heard of spectacular minerals and ore to be found in the Kodar Mountains—a lead on a rich area, with veins of mithral and clusters of unique topaz and emerald. Eager to get there before the summer thaw, the Marrowstones pressed over Storval to the Kodars in spring and indeed, found their prize deep in the snow packed mountains. They would be wealthy beyond measure! The two dozen or so family members set to work, digging and exploring.

Khizgir had wandered off alone after a jocular communal dinner around a roaring fire to gaze at the full moon, when he heard the horrible sound of screaming, and the rumble of snow crashing down…and then nothing. He ran back to camp to find it buried entirely, unrecognizable after an enormous avalanche. He ran to find anything, a rock, to dig out survivors, but then stood petrified as frost giants began to file down the mountain, laughing evilly to each other. He watched as his family, some still alive, were pulled out of the snow, stripped of possessions…and then…he sank to his knees, weeping.

The noise caused the giants to turn their heads and point. Several broke off from their pillaging to lope towards him, their feet easily striding over the soft snow. His paralysis broken, Khizgir ran with all his might, tumbling and stumbling, with the giants gaining on him inexorably. In his pell mell flight, he did not realize he was running to a cliff edge until he was over it; then, he plummeted, the sound of angry giants ringing in his ears.

He awoke in a snowbank perhaps a thousand feet below, in a vertiginously steep valley. If the giants could not climb down, neither could he climb up…and his leg felt broken. Gashes covered his face, and he began to shiver with shock and hypothermia. He crawled towards a strange arch of rock and fell asleep, certain that it would be his last moments alive.

The rock arch glowed softly, revealing itself to be a weathered, but exquisitely carved gate of Tian origin. After some time, a figure resembling a small person in a suit of armor appeared, knelt at the huddled figure of the young dwarf, and then dragged him into an extradimensional space beyond the gate.

Khizgir awoke to find his leg splinted and his face poulticed. A female warrior in Tian armor was healing him, by placing an arrowhead to his wounds! His eyes widened and he tried to move, but the warrior merely smiled and raised a finger to her lips. “I am Mado, the guardian of this torii,” she said, “you are safe, but you were sorely injured and frostbitten. Rest.”

In the weeks that followed, Khizgir healed with the aid his rescuer; she was a kami of the bow, left over from an ancient Tian settlement. Once summer came and he was able to walk, he insisted on climbing up the ridge (with help) to bury what was left of his family. Mado took pity on Khizgir and offered to teach him the way of the bow, and how to focus his internal energies. For three years, he lived with the kami, and even hunted for giants in the mountains. But both Mado and Khizgir knew that a life of training has to end, and so, after three summers, Khizgir bade farewell to his teacher, promising to return and retrieve her shrine in order to place it in a more hospitable location.

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 Inc.®, and are used under license.


Dotting. Mountain druid with Caves domain? Or an Exarch Inquisitor? I can't decide yet.


I tried this; the GM houseruled it to be ok, but it ain't RAW. (but it IS awesome)


Yours is mined wrote:
Luna Shiratori wrote:
I saw a referral post from a red skull calling himself Nebten ...

** spoiler omitted **

Welcome! If you post in-character in Gameplay and check out the GM sign-up lists at the top of the page, hopefully you will find something that interests you.

If you haven’t already, reading this gives you the basics on how to Play by Post. Good luck!

Full agreement...if you want a well run, hard mode game, try GM Nebten. Hoo boy!


He knew the Black Speech of the Ring BY HEART.

He sang symphonic metal about crushing the Saxons.

It just goes on and on with that amazing man.

Let us all try to be so mighty.


I got some messages using Chrome 43, but I was able to turn them off. I can't update Safari at work (ahem, yes, I'm at work) as we use Hackintoshes (ahem) to run older versions of Pro Tools. None of that is your concern. :) Chrome is fine.


I recall playing a war game against someone at a Con a billion years ago. That dude flipped his dice in a way that they flew through the air and landed generally on 5 and 6 (6 sided dice). No tumbling, more like holding them between finger and thumb and flipping them. A trick. A cheat. It really soured me.

This is why dice need to bump up against a surface in Vegas type dice games. Best if everyone uses a little dice cup--the same for everyone--or a dice tower. Or even a dice program as long as everyone sees it.


I have two characters who could jump into The Confirmation! Lemme know, Simon.


Perc: 1d20 + 8 ⇒ (6) + 8 = 14


Hey, I had to balance the compounds.


Vegetarian here, so I'd go for Selenium Iodide, Tantalum Nitrate.


"Nate"?

I'm erbium iodide carbide, then, or something.


Why am I suddenly reminded of "Will It Blend?"


Calistria--you'd think Lamashtu would be the one chiming in.


I'm an atheist, and I do find polytheism, animism, and fantasy settings with a bunch of fallible, not omnipotent gods to be quite fun.

I also like C.S. Lewis and J.R.R. Tolkien, as their protagonists don't hit the God/Eru Iluvatar auto-win button too much (Eagles notwithstanding). :)

Lord of Light--what an amazing, amazing book.

I usually play faithful characters in Pathfinder. Why not? The gods exist in that setting.


Hey all, give me a little bit to finalize that conjurer and get him on the boards. :) -waves-

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