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Abra Lopati

Banesama's page

Goblin Squad Member. Pathfinder Society Member. 779 posts (1,958 including aliases). No reviews. No lists. No wishlists. 10 Pathfinder Society characters. 6 aliases.


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I'm working on a Scarlet Spider Unchained Rogue 4/Earth Druid 1. With Finesse Training (Bite) she will do around 1d3+7+poison damage before enchantments like Magic Fang spell.


When you first create your profile in can take a few minutes (or longer) to finish it. But after that it doesn't take that much work to keep it up to date if you make changes when they are needed. Adding 1 level at a time just requires very little work.


After thinking it through, I think a Scarlet Spider Unchained Rogue would be cool. I'll see about creating that tonight.


Whatever works for group balance. I think it would be fun to play a Faerie Dragon, but if there is a CR restriction or something like that, then I'll go with another type of familiar. I'm still looking at the Mephits also.

Long time ago, I once played a Wizard that had 6 different types of Mephit familiars. They were fun to roleplay. Had them look like tiny elemental female fairies.


Yeah. Faerie dragon gets a lot of racial spells, those high ability scores, Spell Resistance, and a couple of immunities. I can see them being treated with racial levels.


I used the Hero Lab software and created a Wizard like normal then gave him a Faerie Dragon familiar. The Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16 scores came up like was above.


It was mentioned before, but it is a good question. How will be handle the 15 point buy for attributes and racial modifiers?

Example is the Faerie Dragon has -1 STR, +7 DEX, +3 CON, +6 INT, +4 WIS, +6 CHA.
You add in 15 point buy and you have some really high attributes.

Also levels. Will racial levels be in effect? A Faerie Dragon would be a level 3 race, leaving 2 free levels for class.


There is a Clockwork Familiar. 2 types actually. One type allows for Item Installation. Both forms take the shape of a mechanical raven.


I've played in a game once where I was a human familiar of a Bronze Dragon.


Interesting sounding game. Thinking of maybe a Faerie Dragon or some type of Mephit.


I have my FR Faiths & Pantheons for 3E book in reach.

Umberlee's Domains are Chaos, Destruction, Evil, Ocean, Storm, Water.

It should be noted that Umberlee is a Chaotic Evil goddess. But she does allow Chaotic Neutral clerics. The only other two options are Chaotic Evil and Neutral Evil.


Yeah. Works now.


Interested. However when I try to access the page for the Rules, I get nothing. All the other pages work, but that one. Hitting F5 repeatedly didn't work.


Just being helpful to someone else.

Here is the link to the Slimehunter Gillman. Slimehunter is an Alternate Racial Trait.

Here is the link to the Kineticist if needed.


Banesama wrote:

I'm interested. I'm thinking of a CN Human Warpriest of The Lantern King.

** spoiler omitted **

hehe... interesting Stats. 18,16,16,10,9,7. Should be an interesting build and roleplaying.

7th Roll: 4d6 ⇒ (4, 1, 6, 3) = 14

That changes the final total and gets rid of the 7.
18,16,16,13,10,9


I'm interested. I'm thinking of a CN Human Warpriest of The Lantern King.

Dice Rolls:

Epic: 1d3 + 15 ⇒ (3) + 15 = 18
Epic: 1d3 + 15 ⇒ (1) + 15 = 16
Epic: 1d3 + 15 ⇒ (1) + 15 = 16
Other: 1d10 + 6 ⇒ (4) + 6 = 10
Other: 1d10 + 6 ⇒ (1) + 6 = 7
Other: 1d10 + 6 ⇒ (3) + 6 = 9

hehe... interesting Stats. 18,16,16,10,9,7. Should be an interesting build and roleplaying.


grimdog73 wrote:
Hey, Banesama, what class are you bringing in? I am rebuilding a toon...thinking martial type.

I'm thinking a kineticist. I've had this idea for a Hydrokineticist/Brawler idea for a while. Of course, the Brawler part will have to come later when he levels up.


I would be interested too. Never played any part of RoW. As for Core or non-Core, either is fine with me.


Dotting for interest. All of my current PFS characters are committed to games already, but I can whip up a new character in a few minutes.


Koralie wrote:
Banesama wrote:

Sounds very interesting. Here is my recommended character.

Race: Undine
NPC Class: Adept
Future Class:Cleric (Deity would be preferable to allow access to weather/water based domains.)
Inventory: Will start with just the clothing on his back and the 100gp.
Reason to be on the Ship: He is a young Undine who was directed to go out on a journey in the above world to become a man. A relative managed to get him hired as the ship's medic/healer. Even though he is not a cleric, he is still able to heal and bless when needed to a limited effect.

The free gestalt is just for the 1 level of the NPC class, it's a bonus for starting off as a NPC level guy/girl. You can't keep leveling that class up though. It's a level 1 and done deal. :) and certainly not a heroic class gestalt, that's a bit overpowered for this game.

Ah... okay. I changed the above to Cleric for future class than.


Sounds very interesting. Here is my recommended character.

Race: Undine
NPC Class: Adept
Future Class:Cleric (Deity would be preferable to allow access to weather/water based domains.)
Inventory: Will start with just the clothing on his back and the 100gp.
Reason to be on the Ship: He is a young Undine who was directed to go out on a journey in the above world to become a man. A relative managed to get him hired as the ship's medic/healer. Even though he is not a cleric, he is still able to heal and bless when needed to a limited effect.


Nohwear wrote:
Is anyone planning on starting anything soon for tier 1-2?

There is usually a lot of low tier games available but they fill up really fast. I've seen games fill up in only 15 minutes from original post.


1 person marked this as a favorite.

If this goes well, after Dragon Mountain is over I might start a new campaign focused on running old school modules. I have well over 100 modules and other box adventures from 1E/2E AD&D. As well as all old issues of Dungeon Magazine.

I can imagine starting a group at 1st level and running them through a lot of them converted to Pathfinder.


ElegantlyWasted wrote:

Well, this seems downright fascinating.

10th level, you say?

Color me interested.

I will note, reading earlier in the thread, you seemed good with a Synth Summoner. That archetype is incompatible with an Unchained Summoner (as you stated Unchained must be taken where available).

I am strongly leaning towards an Unchained Monk. I will get a build up shortly.

The problem with the Synth Summoner was brought to my attention. Thanks for also bringing it up.


I'm going to allow these three races as well.

Kitsune, Nagaji, Wayang


1 person marked this as a favorite.

For the Advances Races these will be allowed:
Aasimar
Catfolk
Dhampir
Drow
Fletchling
Goblin
Hobgoblin
Ifrit
Kobold
Orc
Oread
Ratfolk
Sylph
Tengu
Tiefling
Undine

@RHMG Animator,
Yes, VMC will be allowed.


1 person marked this as a favorite.
Jesse Heinig wrote:
I'm very interested in participating; are you doing 20 point buy? Starting wealth? Traits? Background skills yes/no?

Haven't worked out all the details yet. Will probably put up a Recruitment Post on March 1st. But I will probably go with the 25 point buy and 2 Traits. I'm debating on using Background skills or not. And since the characters will start at 10th level I'll have to do some math and see how I want to handle that and magical items.

I was originally thinking of 6 players, but the game is designed for 6 to 8 players. So if enough good entries are submitted I might make it an 8 member party.

Also, even though the characters will start at 10th level, there is a good possibility of them reaching 20th level at the end of Dragon Mountain. If they survive.


The Dragon Mountain Adventure comes in what was called a Deluxe Box Set. It has three thick books for the adventure itself, a lot of maps and printouts as well. Being this will be a PbP game, I suspect it will take over a year to finish.


1 person marked this as a favorite.
RHMG Animator wrote:
What races will be available?

Any Core or Advanced Race Guide are okay.

-----------

I'm allowing more strange combinations on Race/Class options because being a old school module, they tend to be more deadly than modern modules. Last time I ran this game, which when 3E D&D just came out, the party had some very tough spots and some deaths before we even finished the first Book in the box. There are 3 books in all.


I'm going to allow any official Piazo class/archtype with a few exceptions.
Where Unchained is available, they must be chosen.
No Samurai, Ninja and Gunslinger
If an Archtype is new to me, after I look it up I might decide to not allow it.

@That Sean fellow,
After looking up the Summoner Synthesist, I have no problem with it. So allowed.


The Emerald Duke wrote:


Ugh... just had mental flashes of Baby Metal meets Vampire: the Masquerade... excuse me while I go vomit...

ROFL...


Teiidae wrote:

Listen playing a vampire is amazing any way you spin it. Although bardic vampires is very interesting. Doom metal band?

Ladies and gentlemen, I present to you: The Princes of Night!

as for Vampires are people going to be cliche with names like Alucard or "Coach Feratu"? Maybe follow this advice,Vampire naming issues?

lol... or better yet.

Kawaii Metal band with Vampire Bardess Idols. :P


Terevalis Unctio of House Mysti wrote:
Would a normal drow be allowed?

Yeah. But the group will be non-evil and probably won't allow Chaotic Neutral either.

Also, whatever group winds up joining I'll probably want them to be part of an established party already. So what players I select will be given an opportunity to for each player to get their characters to know each other before the game officially starts.


There looks to be enough interest, so I'll be doing it. As for races/classes I'm leaning toward any official Paizo material. Though I'm thinking of having no firearms/gunslingers since they might be too powerful for an old campaign like this.

Since the dungeon is something that travels between worlds/dimensions, I'll have it pop up somewhere in Golarion.

An official recruitment thread will be up probably on the second week of March or sometime around then.


They all look promising, but the only one that really interest me is the All Bard group. That should provide very interesting roleplaying potential.

A question. For the All Bards game, would that include Skalds too? I have an interesting idea for an Urban Skald.


I haven't DMed in awhile but I've been thinking about throwing my hat back into the mix. I like long campaigns though. I scrounged up some of my old AD&D modules and box adventures when I came across my old Dragon Mountain box set which I converted to d20 several years ago. If there is enough interest, I'm willing to run this massive adventure in a PbP format.

I'll have to work out some of the details for Pathfinder but will probably run the adventure with 6 players starting at 10th level.

If I run the game, it won't start right away. I'll need to scan the maps, letters, etc... and do some other things to fit Pathfinder but shouldn't require to much work since I already converted it to d20 system. If enough interest is shown, I see myself putting up a recruitment thread sometimes mid March.


lol... sounds interesting. Will it have the voluptuous, big breasted high school girls, teachers, and hot military sniper women?


I'm interested. I plan on making a Water Elemental Sorcerer belonging to the Sovereign Court. Should have him made and posted before the night ends.


Hmm... not sure if he would be a legal character. I have a level 1 Monk that is available but has done Confirmation already but none of the other Evergreen quest.


Storyteller Shadow wrote:
Johnnycat93 wrote:
Storyteller Shadow wrote:
Johnnycat93 wrote:
Dot. I dream someone runs a Reign of Winter campaign and the party consists of a Witch, a Witch Doctor, a Witchguard, a Witch Hunter, a Witch Killer, etc.

LMAO.

I probably would recruit for that.

Not right now plate is full :-)

Do it.

** spoiler omitted **

Council of Thieves all Bard campaign? :-)

That all talk in 3rd-person.


Grandmaster TOZ wrote:
Are you including the captives? Most of them look only bruised, except for the unconscious man laid over the bar.

Yes. Should've mentioned them.


DM Forgedawn wrote:

Banesama: Please specify your race. You didn't list it in your character.

Also, everyone uses airships, rather than traditional ships. Also, most islands are floating, so that is considered the norm. I immediately assume that the island is sea level, as opposed to floating, as you mentioned he was a fisher.

Ah.. sorry. Human.

I put the +2 Racial modifier in Dex and the +1 4th lvl upgrade into Int. How he got the 20 Dex and 18 Int.

Yeah. Sea level island. But I can change that to floating island and make a few changes in his history if need be.


SEERUS FORSTEE:

Seerus Forstee
ROGUE 5
Alignment: Lawful Evil
STR 15
DEX 20
CON 10
INT 18
WIS 14
CHA 12

Initiative: +5
DEFENSE
AC 22, touch 17, flat-footed 16 (+5 Armor +5 Dex +1 Deflection +1 Dodge)
hp 45
Fort +1, Ref +11, Will +3
Trap Sense: +1 AC & Reflex vs Traps
Evasion
Uncanny Dodge

OFFENSE
Speed: 30 ft.
Melee: +1 Rapier +9 (1d6+3, 18-20/x2)
Ranged: +1 Rifle, Mosin-Nagant m1891 +9 (1d10+1, 80', x4, MF 1, Cap 5); Revolver, Nagant m1895 (1d8, 80', x4, MF 1, Cap 7)
Ammo: 50 Rifle Rounds, 50 Pistol Rounds
Sneak Attack +3d6
Point Blank Shot: +1 Hit/Damage with range attacks 30' and less.
Sniper's Eye: Can use Sneak Attack vs Concealed Targets.

STATISTICS
Str 15, Dex 20, Con 10, lnt 18, Wis 14, Cha 12
Base Atk +3; CMB +5; CMD 22/16 FL
Languages: Aquan, Common, Magi, Orc, Sahaugin
Feats: Dodge, Lightning Reflexes, Point Blank Shot, Toughness, Weapon Finesse (Rogue Bonus)
Skills: Acrobatics 5(+13), Appraise 5(+12), Bluff 5(+9), Climb 5(+10), Diplomacy 5(+9), Disable Device 5(+17;+19 vs Traps), Disguise 0(+1), Escape Artist 5(+13), Fly 0(+5), Heal 0(+2), Intimidate 0(+1), Knowledge:Dungeon 5(+12), Knowledge:Local 5(+12), Perception 5(+10), Ride 0(+5), Sense Motive 5(+10), Sleight of Hand 5(+13), Stealth 5(+13), Survival 0(+2), Swim 5(+10)
Combat Gear: +1 Rapier, +1 Rifle, Mosin-Nagant m1891, Revolver, Nagant m1895, 50 Rifle Rounds, 50 Pistol Rounds, +1 Mithril Chain Shirt, Ring of Protection +1
Gear: Ioun Torch, MW Backpack, Bedroll, Belt Pouch, Winter Blanket, Explorer's Outfit, Fishhook x4, Flint & Steel, MW Thieves' Tools
455 gp, 9 sp 8 cp

History: Seerus originated from a small island town with the primary commerce consisting of fishing. His family was very large with his parents and 3 older sisters. Being the youngest and only son, he was often spoiled by his sisters. While his father was often away on fishing trips for several months he would take on the role of 'man of the house' doing most of the physical labor around his house and bringing back meat from fishing and hunting.

His life was fairly quiet on the island until one day some pirates came to raid the island. The pirates were repelled without much damage to the town but Seerus was enamored by the pirates that showed up and started dreaming of one day going out to sea to be a pirate himself. That day came when he was 15 years old when a friendly pirate visited the island. He convinced the Captain of that ship to take him own. His sisters and mother argued with him but his mind was set and they finally consented and wished him well.

While out on the sea, Seerus proved his worth and became the 1st Mate. But his lucked turned sour and their ship was captured by the authorizes and the entire crew was taken prisoner. He was scheduled to be executed but managed to seduce a cleaning lady to get him a key to his cell where he proceeded to escape and flee. Losing his Captain and his crew, he shipped out on merchant ships to find a new pirate crew to join.

Personality: Seerus is often serious but does have a sense of humor that often falls on the dark and sometimes sadistic side. Even though he has no trouble committing truly despicable acts for his crew and Captain, he is very loyal. He will treat his shipmates friendly and will look out for them unless they betray his trust in which case he will exact truly horrible punishments for traitors.


Rolls:

4d6 ⇒ (4, 5, 6, 2) = 17; 15
4d6 ⇒ (3, 5, 1, 6) = 15; 14
4d6 ⇒ (6, 4, 1, 2) = 13; 12
4d6 ⇒ (1, 3, 5, 2) = 11; 10
4d6 ⇒ (5, 6, 6, 4) = 21; 17
4d6 ⇒ (1, 6, 6, 6) = 19; 18

Wow... nice. With those rolls this will be a 44 point buy character.

Some questions:
Are we using Traits?
How will HP handled after 1st level?


The campaign sounds real interesting. I'm thinking of making a Lawful Evil Kitsune Flame Oracle that follows the Diabolism Philosophy.


Rolls:

4d6 ⇒ (3, 5, 2, 6) = 16;14
4d6 ⇒ (3, 5, 5, 4) = 17;14
4d6 ⇒ (3, 5, 2, 4) = 14;12
4d6 ⇒ (3, 2, 6, 6) = 17;15
4d6 ⇒ (3, 6, 2, 4) = 15;13
4d6 ⇒ (3, 1, 4, 2) = 10;9

Reroll (if needed): 4d6 ⇒ (4, 3, 4, 5) = 16;13


Will it be 1/2 HD +1 on HP after level 1?


Banesama wrote:

Here is a Ranger I just created.

** spoiler omitted **...

Shalyn, the wolf-dog hybrid that accompanies Heath will become his ranger animal companion if she survives long enough for Heath to obtain the Hunter's Bond ability at 4th level.


Here is a Ranger I just created.

Heath Do:

Full Name : Heath Do

Race: Elf

Classes/Levels Ranger 1

Gender M

Size M

Age 124

Alignment: NG

Deity: Ehlonna

Languages :Common, Elven, Sylvan

Strength 14 (+2)
Dexterity 15 (+2)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 14 (+2)
Charisma 12 (+1)
Height: 6'1" Weight: 117 lbs Hair:Silver Eyes: Blue
Favored Class: Ranger(+1 HP)
EXP:
Hit Points: 12
Spd: 30/20 w/ armor
Init: +4
AC: 20(armor shield)/Touch 13/FF 17)
BAB: +1
CMB: +3
CMD: 16/13 FF
Fort: +3/+5 vs Enchantments
Ref: +4/+6 vs Enchantments
Will: +2/+4 vs Enchantments

Weapons:
Gauntlet +3/1d3+2/x2 B
Heavy Shield Bash +3/1d4+2/x2 B
Longbow +3/1d8/x3/100' P (40/40 arrows)
Longsword +3/1d8+2/19-20 x2 S
Unarmed Strike +3/1d3+2/x2 B (Non-lethal)

Trained Skills:
+5 Handle Animal
+6 Heal
+5 Knowledge, Nature
+8 Perception
+5 Spellcraft
+0 Stealth
+6 Survival

Untrained Skills:
-4 Acrobatics
+1 Appraise
+1 Bluff
-4 Climb
+1 Diplomacy
+1 Disguise
-4 Escape Artist
-4 Fly
+1 Intimidate
-4 Ride
+2 Sense Motive
-4 Swim

Feats:
Dodge: +1 dodge bonus to AC

Traits:
Sacred Touch: As a standard action, you may automatically stabilize a dying creature by just touching it.
Warrior of Old: +2 Trait bonus on Initiative checks

Special Abilities:
Elven Immunities: +2 racial bonus on saves vs enchantment spells and effects.
Elven Immunities: Sleep
Elven Magic: +2 spellcraft checks to identify magical items
Favored Enemies: Orcs +2
Low-Light Vision
Track +1
Wild Empathy +2
Keen Senses: +2 racial bonus on Perception checks

Equipment
Backpack
-Traveller's Outfit
Belt Pouch
-Flint & Steel
-Silent Whistle
PP:
GP: 51
SP: 5
CP: 8
Longbow (40/40 Arrows)
Longsword
Scale Mail
Heavy Wooden Shield

Background:
Heath was born and raised in a small elven village located at the edge of a vast forest. His family mainly consisted of fighters that trained to be guards and mercenaries from this village. This is where Heath gained most of his martial prowess, but unlike the rest of the his family he was drawn more to the forest where he honed his forestry skills and became a good hunter along with his trusted dog.

When he got old enough to be considered an adult, Heath set out from his village for the trial of manhood that all members of his village was required to do. This trial though mainly consisted of travelling around and getting to know what the outside world is like and returning at some point later to tell his stories and reveal what he has learned.

So Heath left his village followed by his faithful dog, Shalyn.

SHALYN

Race: Guard Dog (Wolf-Hybrid)

Classes/Levels Dog 0+1

Gender F

Size S

Age 2

Alignment: TN

Strength 13 (+1)
Dexterity 13 (+1)
Constitution 15 (+2)
Intelligence 2 (-4)
Wisdom 12 (+1)
Charisma 6 (-2)
Height: 4' Weight: 145 lbs Hair: Silver Eyes: Yellow
EXP:
Hit Points: 10
Spd: 40
Init: +1
AC: 13/Touch 12/FF 12)
BAB: +0
CMB: +0
CMD: 11/10 FF
Fort: +4
Ref: +3
Will: +1

Weapons:
Bite +2/1d4+1/x2 S/B/P

Trained Skills:
+8 Perception

Untrained Skills:
+1 Acrobatics
+1 Climb
+1 Escape Artist
+1 Sense Motive
+5 Stealth
+1 Survival
+1 Swim

Feats:
Skill Focus (Perception): +3 bonus to Perception checks

Tricks:
Attack, Defend, Down, Guard, Stay, Track

Special Abilities:
Low-Light Vision
Survival Bonus: +4 bonus on Survival checks when tracking by scent
Scent
Acrobatic Bonus: +4 bonus to Acrobatic checks when jumping

Equipment
Animal Harness
Saddlebags
-Grappling Hook
-Silk Rope
-Trail Rations x3 days
-Waterskin (water)
-Whetstone


Interested. I'll try to get a character up and ready by the end of the day.

drbuzzard asked first. :P
But he has good questions.

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