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I don't know about you guys, even though it is a bit more straightforward than to my liking, it is pretty common for most adventures to start somewhat like this. I mean I have seen some that just start by walking by chance upon a tower/dungeon/(place creepy name here).
So really it is perfectly fine in my opinion.
I'm good either way (either your friend coming in or you playing a 5th pc/npc).
Back in the days that I used to DM I would have NPCs come into the party on a regular basis, which in all fact they were really character concepts I always wanted to try.
Just as a note, this week-end I won't be posting too much as it is my wife's b-day and were are going on a small trip to celebrate, so posting might either be erratic or non-existent until sunday afternoon/night.
Back story could also be that we were an old adventuring party that split up to follow other interests for a while...me to spread the faith, Thogg just being Thogg, Carver to further his culinary career, etc.. etc..., and we decided to meet up again in our fair dragon ravaged town (obviously not knowing this) for old time sakes to catch up on what is happening with each other....
@Yuengling: I might just drop John a line since my career is in web related work. :)
Hey thanks!! I didn't even know that it existed...plus I didn't have the book, you have to love pfsrd.
Count me interested for sure, seems like a really interesting concept for a world ((post-)apocalyptic, settings are always fun).
Based on dice rolls, I'll submit a character concept:
1d3 + 15 ⇒ (2) + 15 = 17
1d3 + 15 ⇒ (2) + 15 = 17
1d3 + 15 ⇒ (3) + 15 = 18
Wow, 18,17,17,14,14,13 pretty snazy, the options!
Benoit you do know they have changed the trait Heirloom weapon right?thought id make sure you have your attack with the weapon as +6 they changed the trait, so you get a non-masterwork weapon and a choice of three options, proficiency with that single blade (weapon), bonus to AOO, or bonus to one Combat maneuver made with the weapon
Thank you Raventhorn, I didn't know actually. But that does make sense as it was a powerful trait.
Borum, I know you said you wouldn't allow two archetypes, but rather to tone down the character would you rather that I change the race to elf instead? It is just that both archetypes really fell in nicely with the type of character that I wanted to make/have for Ithalin?
Ithalin redux 2:
Background is essentially the same, just did not have a celestial father, and his father died in the final days of the war.
Ithalin 112 years old male Elf
Not a problem for the half-celestial/ half-elf confusion, I am good either way as it is only a slight modification. My understanding was that the half-celestial acts as a template that you add on top of the base race as is. But if you would rather that I take it as a half-elf modification that works fine for me as well.
Lunar to answer your question on archetypes if you look at the text it states that you can have more than one, as long as they don't change/modify the same abilities.
To be honest I am more keen on playing Ithalin (as I have been wanting an oportunity to play a magus for while), but if the party would rather that I play Banil, I can do that as well. (I'll have to change his archetype, as it is a non casting one, but that doesn't affect his stat block at all, as it would only have come into effect at lvl 5)
@Borum: Not a problem, from your post after your misfortune I figured that you had a really s~~%ty day and was just venting it out. Not a problem , I didn't take it personally. I've had similar ficked situations as well, so I can relate somewhat. As for the modifcations to Ithalin, here are the changes. I was leaning more heavily on the Kensai due to flavour part (unarmored fighter dancing around his foes and assaulting them with spell and blows), but just having bladebound can still work for the character concept with a few modifications.
Ithalin 112 years old male Half-Elven Half Celestial
S:16 +3 (+2 Celestial)
Based on your comments in the discussion thread let me submit different characters. (Sorry I thought that it was based on core races, so that's why I did half-orc. I'm not really attached to the barbarian, so accept that one as the less likely one that I would want to play). As for making similar character...sorry I hadn't looked at extensively at other players submissions.
Banil , Martial:
(Human Skirmisher Ranger) Banil grew up near the wilderness in a small hamlet near Stagholt with his parents. This proximity to the wilderness gave the young boy hours upon hours of entertainment and teachings. Banil has a muscular lean structure dark black hair and of a darker tan. He is of a quiet temperament Having recently received his adventuring gear from his father, he has set out to Stagholt to find out more about the rumors, and to see more of the world.
Banil 22 year old male Human
S:19 +4 (+2 Human)
AC: 16 (+3 Armour, +2 Dex, +1 Shield)
Ithalin , Arcane/Martial:
(Elven Half Celestial Bladebound Kensai Magus)
Born over a century ago Ithalin, was born during the height of the war with the dragons of an elven mother and celestial father. His father left after the war was over, so he knows very little of his celestial ancestry, with the exception of what he learned in books. Seeing the descent of humanity through his lifetime, has made him realize that life is quite fragile. With this in mind, he has set it as his goal to perfect his combination of both magic and combat. Having received his blade from his mother who said that her father left it to him as a gift and that it will be a great companion, Ithalin set out from the wilderness near Stagholt and has recently arrived in the town. Hearing of the problems of Orcs, Ithalin wants to help this small town in his own way.
Ithalin's celestial appearance is apparent in both his skin and hair. Both have a complexion that is much lighter than usual with streaks of golden blond and blue, with golden eyes. He has a lithe frame with muscular arms. He is adorned in normal travelers clothing, with an elegant scimitar scabbard and associated blade at his side.
He has a quiet disposition and seems to weight every word before spoken. While he carries a spellbook, he seems to be more focused on his martial pursuit than his arcane studies (the latter supporting former).
Ithaling 112 years old male Elven Half Celestial
S:16 +3 (+2 Celestial)
Borum, if possible would it be okay to not have wings and rather a jump/featherfall spell-like ability?
Link to Kensai abilities:
Link to Bladebound abilities:
Hi Everyone, just saw this thread now.
I know that submissions end today, but here are some ideas for characters, if I can still submit I'll flesh them out more tomorrow (it is already past 10 here, so a bit late to do stat blocks).
Berktgar of the leopard tribe:
(Human Barbarian - Wild Rager Savage Barbarian) Having grown in the steppes, Berktgar learned to hunt and survive at a young age with few resources and without the help of any adults as both his parents died while he was still young. Recently he learned that his tribe came from a civilized culture that was once thriving but was decimated by large flying lizards generations ago. Having come to manhood a few years back, Berktgar has decided to leave his tribe and find one of these lizards so that he can show that he is also a valuable member of the tribe.
Harlil, the wanderer:
(Half-Elf World-Walker Eagle Shaman (Druid)) Growing up with his elven parents, Harlil spent a significant amount of time in the wilderness and constant mental acuity challenges. He soon took a liking to his time in the forest and would spend days on end watching it's inhabitants in their daily routines and survival. On one evening he received a vision of a great eagle watching not only over the forest, but over all of the world. Waking from his dream, Harlil decided that this 'vision' was a sign that he should set out into the world and learn more of it, if he is to act as a natural steward to its inhabitants. Learning of the rumours of dragons, only reinforced his view that he must learn more of not only these lizards, but also of any other threats that could threaten
(Half-Orc Staff Magus) Growing up in the academy, Korduk was often picked on by the student of the 'smarter' races, so much so that he spent extra time practicing with his quarterstaff in case of protection. While the half-orc was certainly not dumb and compared equally in classes to most of his academic colleagues, he was always passed aside for apprenticeship under the tutelage of a master wizard or professor. Only when an adjunct teacher came to teach at the academy, was his prowess in both combat and the arcane arts noticed. Since then, Korduk has trained equally in both magic and combat and has come to rely significantly on his quarterstaff as a reminder of his strength and often overlooked potential
If submission are closed then I guess that I just came up with some character ideas for future campaigns ;o).
@Shanosuke: I'm guessing, based on being lvl 1, a few months at most. Long enough so he has already started laying down the ground work in his mind of the settlements layout. Possibly already having put some plans down on paper.
Alternatively, Aakif coould have been with the guild for a while but never out on assignment. Doing more administrative and planning stuff than the adventuring. After being with the guild for a few years he has finally decide to go to the frontier.
Reconsider for Engineer/Guard role instead of Guard/Engineer
Aakif "Quinto" Al-sherian
Languages: Common, Giant, Osiriandi, Varisian
Combat Gear: Gunsmith's Kit, Studded Leather Armour, Mw. Rifle if Heritage weapon is allowed, scimitar, buckler.
Gear: Based Upon DM's 'donation'
Aakif or Quinto was born in the city state of Alkenstar. His mother was an architect, while his father worked in the Gunworks. At a young age it was obvious that he had a nack for both trade. He equally spent hours over his mother's drawings and his father's hidden gunsmithing shop in the basement. Alkenstar provided him with a source of inspiration for both buildings and firearms. He quickly understood that while form was bound to function, function provided an almost limitless canvas of design as parts could be rearranged, as long as they answered to its basic needs.
Having both Garund and Kelesh ancestry gave Quinto two diveerse backgrounds that offered him quite a unique worldview. From the Kelesh, he took their worldview on combat. That an opponent must be dealt at with carefullness: if the enemy can be killed without physical conflict the better (why take a chance when you don't have too). From the Garundi, he took the easy going nature as well as the concept of inclusion into the group can be earned; one is not necesarrily born into a group, he or she can work their way into it.
He has a cautious curious nature. He will study a problem before making any quick decisions. Every stroke of a brush or groove on a barrel has a meaning and purpose.
Both of his ancestries are apparent in his build. From the Keleshite, he has the long silky black hair and sharp angular face; and from the garund he has a strong build, slightly broad nose and promonent cheack bones.
Aakif would be a great enginner for the group as his skillset is geared towards building (craft,knowledge, and profession all alligned towards engineering and architecture). Also with the Garund concept of inclusion and the 'building' of a clan it makes for a great reason for him wanting to go into the expanse and build a settlement. (Including his dislike of the Alkenstar's gunworks view on the release of technology. He believes that technology and art should be shared as it allows for 'better' forms to emerge).
He also is a decent warrior with his father's rifle, and skill with the scimitar.
Will give a shot at the rolls and then see what class ideas I come up with.
2d6 + 6 ⇒ (6, 4) + 6 = 16
So that gives me: 18, 17, 16,16, 11, 11
I would be looking at (probably) human gunslinger who would fill the guard / engineer role
I'd be interested. Would you allow for the Magus? If not I'll either do a Bard or Rogue type of character.
1d3 + 15 ⇒ (3) + 15 = 18
Lecen of Mitran wrote:
I think I would rather have the fighter have a bonus on saves against fear than an overall good will save.
As a DM, the fighters low will save is one of the only ways effectively dealing with a fighter. While reflex saves are poor, the fighter normally has enough hit points to throw around so he can survive quite a few spellblasts and when it comes to fortitude, forget about it, the fighter will most of the time make his save against a creature of an appropriate challenge rating; by most I mean 60%+ of the time.
How about we just wait what the Pathfinder crew puts out, and then we'll have something to work with or criticize. They're doing a pretty bang job as it is, and I'm sure Alpha 3 will be pretty good as well.
I'm not saying that everything is perfect, as that's impossible and you can't please everybody, but rather that it is taking a good direction that I think most of us can appreciate.