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Elan

Black Powder Chocobo's page

Goblin Squad Member. RPG Superstar 2013 Dedicated Voter, 2014 Star Voter. Pathfinder Adventure Path Subscriber. FullStarFullStarFullStarFullStar Venture-Lieutenant, South Dakota—Rapid City. 1,639 posts (5,066 including aliases). 1 review. No lists. 1 wishlist. 15 Pathfinder Society characters. 11 aliases.


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Lantern Lodge

Pathfinder Adventure Path Subscriber

Saitama - Warpriest of Irori: Taken directly by the manga One Punch Man Right now Sacred Fist/MoMS (not double dipping the Wisdom). Need to get Dragon/Pummeling Style going to go for the most powerful single attack possible.

The Dandy Hobo - Mysterious Avenger Swashbuckler: Inspired by a single line from Portlandia's 'The Dream of the 1890s' sketch.

Turk Thundershield - Dwarf Guntank: Personality inspired by Jayne from Firefly/Serenity

Lantern Lodge **** Venture-Lieutenant, South Dakota—Rapid City aka Black Powder Chocobo

Kitsune Swashbuckler; you'll have boosts to your two primary stats (Dex and Cha). Make your first feat Aldori Dueling sword and pick up Slashing Grace by level 5 to use your Dex for Damage instead of Str.

Lantern Lodge

Thornkeep Town map Engima Vault map

Lirianne opens the door, wondering what's on the other side.

A sinister statue at the end of the hall greets her, looming in an alcove. The thing is ten feet tall with a human body, but with the head of a deformed, fanged bird and two coiling serpents for legs. The statue clutches a flail in one hand and a large, open book in the other. A pair of double doors flank the room.

Note, this area is exposed already due to the map you found off of the woman whose decaying corpse greets your nose with its pungent aroma.

Lantern Lodge

Thornkeep Town map Engima Vault map

Whoops, forgot that Lirianne would auto-pass that, too!

Elven:

"Then you may pass, yet touch nothing, lest you be purged."

The party returns to the great hall. Having explored everything to the north, a doorway to the south remains.

There's also the green crystal fragments to the north as well as all the artifacts in this room, too!

Lantern Lodge

Thornkeep Town map Engima Vault map

Same as before when it was Azlanti, although Shilyn would automatically understand it herself (as would Mylv had she been here) You can answer with that, roll, though :)

Lantern Lodge

Thornkeep Town map Engima Vault map

After a few seconds with no answer... the creature speaks again, but this time in another language.

DC 15 Linguistics:

In Elven, it asks out, "By whose leave do you seek the Enigma Vaults?"

Lantern Lodge

Thornkeep Town map Engima Vault map

Sorry for the delay, needed an extra day to handle some work stuff.

I think I'm going to skip ahead to the amount of time necessary to get everyone recovered then head back down. Even with Mylvwara gone, there's enough firepower to handle the remaining couple of encounters.

Last bit of RP to for Deaglan :)
The dwarf laughs and pats Deaglan on the back. "Heh, felt called here, following the beer at first... but seeing all deez lawless hooligans, figger if I can show 'em the way of Gorum, of fair, respectable combat 'stead of their cowardly banditry, things here would improve." Looking around the outside of town as both leave the temple, he sighs. "It apparently be a slow process."

After a few days of rest, Amnur's strength returns. Mylvwara, meanwhile, received a missive requesting her presence at the Grand Lodge to translate some Azlanti-era tomes with elven origins. She politely leaves the party, missing them almost immediately as she heads down the Sellen River.

The party makes their way back down the passages and returns to the old stone bridge. However, as Amnur steps upon the cold stone, an apparition of a snake-legged creature with a bird's head and man's body appears. It speaks out in a strange language.

DC 20 Linguistics check, Varian gets +5:

In Azlanti, it asks out, "By whose leave do you seek the Enigma Vaults?"

Map updated!

Lantern Lodge

Thornkeep Town map Engima Vault map

Alas, you will be missed!

I'll send you a chronicle sheet by the end of the week.

Lantern Lodge

Thornkeep Town map Engima Vault map

Hey guys, sorry I've been quiet; preparing for a mini-con this weekend! We'll get back on track on Monday

Lantern Lodge

Pathfinder Adventure Path Subscriber

Go Warpriest. That way, you can do some decent damage with some of the weirder weapons (bolas for instance). Make sure to use your Weapon Focus on what you select for the Varisian Weapon training and go from there.

Lantern Lodge

Thornkeep Town map Engima Vault map

"How 'bout we do that outside over some beer. Ain't hardly get to talk religion with a fella dwarf; that Amnur, good as he is, ain't the best source of intelligent discourse. Well, neither is most of this town for that matter."

Lantern Lodge

Thornkeep Town map Engima Vault map

"Another fellow dwarf? Praise Gorum!", he cries out, letting his cart slump to the ground to give you an appropriate greeting. "Father Eldrast in the service of our Lord in Iron. Pleasre ta meat ya Deaglan. So what's a respectable dwarf like yourself doin in this hive of scum an' villainy?"

Lantern Lodge

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

I still want to make my One Punch Man using Brawler and a MoMS dip.

I also want to do a melee cheerleader type using the Brawler Exemplar archetype. Thinking of a combat capable version of Will Ferrel's Spartan Cheerleader, but with all of the silliness still there.

The last idea would be to create a swashbuckler Mysterious Avenger: The Dandy Hobo.

Lantern Lodge

Thornkeep Town map Engima Vault map

Whoops, thought I replied to this yet... nuts.

"Thems Azlanti ruins we're standin' over?", cries out Shandar.

Cyrvil, one of the servers, leans and ask, "What else ya get?", his doe-eyed appearance in awe of your adventure so far.

@Deaglan: Amnur points you to the only temple worth knowing, the Shrine of Battle to the west. When you enter, a dwarf in full-plate is gathering a couple of kegs into a cart and is about to pull it out before he sees you. "Blimey, that you Amnur?", he calls out, not paying too much attention to you as he finishes securing the cargo.

Lantern Lodge **** Venture-Lieutenant, South Dakota—Rapid City aka Black Powder Chocobo

@Finlanderboy: I hope that was a learning experience for the player.

Lantern Lodge

Thornkeep Town map Engima Vault map

I think you should post... it'd be interesting to see what comes up :P

Lantern Lodge **** Venture-Lieutenant, South Dakota—Rapid City aka Black Powder Chocobo

Besides, to get that, you're losing a lot of really cool witch hexes.

I do agree that Hex Channeler should be legal, and hope this goes over well when the PTB get time to review this.

Lantern Lodge **** Venture-Lieutenant, South Dakota—Rapid City aka Black Powder Chocobo

Hangman Henry IX wrote:


A lot of people seem to think that honesty and honor is just about only saying literally true things, but I'm pretty sure that is not the intent of the paladins code. Being misleading is just as dishonorable as pointing over a guys shoulder and saying "hey look at that thing" and then stabbing him in the back. You led them to believe you were someone you aren't, how is that not lying?

But on the same token, would not completing a mission you were assigned also be dishonorable? Which dishonor is greater than the other?

I ask because, to me, it sounds like your interpretation of the rigidity of the paladin code is different than mine. And that's OK.

Lantern Lodge **** Venture-Lieutenant, South Dakota—Rapid City aka Black Powder Chocobo

Hangman Henry IX wrote:
David Higaki wrote:

Just to ask, why were you inspired to create this thread? Do you have a problem with a paladin player or are seeing one run into problems?

it came up in a discussion on why certain things are banned, be they archetypes or feats.

someone was saying divine protection was most likely banned because it stepped on paladin's toes. someone else was talking about how they feel "creepy" archetypes and spells aren't allowed because of potential conflict with paladins. if these features are in fact not allowed because of paladins, it seems to me the problem lies more in the paladin than the other features.

Paladins have a lot of cool powers (smite evil, lay on hands, auras, etc.), but the ability to cause archetypes to be banned is not one of them :P

As Mike Brock has stated, stuff like that is usually banned either: the flavor is not what they want in the Pathfinder Society, the archetypes/feats are deemed too evil for the campaign world, because it's something that the campaign leadership wants to be special chronicle sheet rewards, or because it was believed to be undercosted for its power.

While it's coincidental that paladins fight evil and undead masters work constantly with evil and the undead master got banned, paladins are not the cause. Relatedly, removing paladins from PFS play would not bring those banned options back, either.

Lantern Lodge **** Venture-Lieutenant, South Dakota—Rapid City aka Black Powder Chocobo

I've ran the latter two with paladins. If you would, please spoiler tag what happened in those latter two games. I have a gut feeling as to what happened, but I want to know for sure before I comment.

Lantern Lodge **** Venture-Lieutenant, South Dakota—Rapid City aka Black Powder Chocobo

Hangman Henry IX wrote:


it is exactly a paladin problem. a lawful good character can bend any way they want to due to moral arguments and situations with no actual repercussions. paladins do not have this flexibility. paladins must " respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents..." or they lose all class abilities. the other characters are not tied down in this way, so if there is a source of conflict, it is clearly the paladin.

But that is not a PvP issue, that's either the GM making things tough for the paladin because the PC is a paladin (e.g., making the paladin suffer for the actions of paladin's party members) or the PCs not respecting that one of their teammates is a paladin and thus makes things tough for the paladin.

Just to ask, why were you inspired to create this thread? Do you have a problem with a paladin player or are seeing one run into problems?

Lantern Lodge **** Venture-Lieutenant, South Dakota—Rapid City aka Black Powder Chocobo

I disagree with your assertion on Premise #2.

Your premise is based on the belief that paladins will cause conflict because someone/something will act non-lawful good and the paladin will have to do something about it, thus endangering the party or the mission.

The problem I have is that your premise is lacking evidence, just opinions and statements little meat to support them.

They seem to have canon issues - why are the LG holy warriors working with thieves and murderers, ahem, i mean 'a legendary league of explorers, archaeologists, and adventurers dedicated to discovering and chronicling the greatest mysteries and wonders of an ancient world beset by magic and evil':
Why does 'thieves' and 'murders' end up being synonymous the Pathfinder Society? How are you playing non-paladin PCs that end up as thieves/murderers? And then to ask about canon, then what about the Silver Crusade, an organization of paladins and good PCs WITHIN the Pathfinder Society.

They potentially lead to PvP more than any other archetype/class.:
According to what? In the tables I have run, the most PvP I've seen is either from an alchemist missing with his bombs and really bad luck when a bad guy casts confusion over the party (resulting in a humorous situation where a player used a reroll to NOT confirm a crit against another PC while confused and thus not killing her).

As stated above, the PvP situations you are alluding to isn't necessarily caused by the paladin PC but the non-paladins who feel slighted that the paladin would cause them to do something they don't want to do. That isn't a paladin problem but a player-to-player problem.

Other players can put paladins in situations where they should either be breaking their code and losing their class abilities or engaging in pvp and losing their characters.:
This should be addressed in two ways. First, there's the "Don't be a jerk" rule. Trying to cause the paladin to fall would be acting like a jerk. Second, this is where the 'cooperate' portion of the Ptahfinder Soceity credo comes in. Cooperating would mean that the party takes the paladin into consideration when coming up with a plan and the paladin finding ways to be flexible and complete the mission. E.g.: I played with a group for Before the Dawn pt1: The Bloodcove Disguise that included a Stonelord paladin, probably as least stealthy/sneaky as any class would go. When coming up with a backstory, he elected to be the bodyguard to the party's casters and when asked gave that answer (being quite truthful, too, since he had the most HP and highest AC in the party. Stayed LG and we managed to get through the scenario earning both PP.

This can affect wealth for the party.:
While possibly true, this is now mitigated far less with the new standard (started in season 5) in that instead of earning gold by finding/stuff completing encounters, they party instead loses gold from the total by not completing encounters.

Honestly, the issue again isn't the paladin class, but either some of the people playing paladins not playing them well for group dynamics or others with their own flawed interpretations of what a paladin should be interfering with someone playing the paladin PC.

Lantern Lodge **** Venture-Lieutenant, South Dakota—Rapid City aka Black Powder Chocobo

One thing to note is that if you buy the PDFs, print outs from those PDFs will have a watermark with your name/email address on top which is also legitimate. Thus, if you don't have a tablet/laptop you wish to use for the table, you can print out only the pages required (such as the Gunslinger pages UC, the pages from the ARG that list the tiefling stats, the Ultimate Equipment items, etc). I do that with my wizard who has spells from several sources so I can just carry a couple of books or just the few softcovers that I don't have on PDF.

Lantern Lodge

Thornkeep Town map Engima Vault map

Shandar happily accepts the coin as roasted venison sandwiches on thick flatbreads are served with several cups and two bottles of cool wine.

At this point, half of the tavern has slowly surrounded the party, wanting to hear the tale, more so since this is the bloodiest anyone has seen you all since you've arrived, as something of minor celebrity or piqued interest to the local bumpkins.

You guys can play this out as long as you wish! It will take 3 days for Amnur's ability to damage to heal naturally which will give everyone plenty of time to heal and prepare spells of course, too. When a majority of the active party is ready, we'll go back down and finish this :)

Lantern Lodge **** Venture-Lieutenant, South Dakota—Rapid City aka Black Powder Chocobo

@Pirate Rob: There's a Brawler archetype (Snake Biter) that also grants sneak attack at level 1.

Lantern Lodge

Thornkeep Town map Engima Vault map

Shandar sits down on a stool hidden behind the bar, wiping some invisible sweat from his brow. "Well, as long as yer alright and nothins' gonna murda me in my sleep. Already gotta worry 'bout that enough from the Three Daggers or Ironjaws."

Shandar hastily gathers his servers to pour some chilled apple wine and asks Jaina to prepare some sandwiches as he listens in intently. "So, demons, monsters, undaunted bravery, skill and luck... sounds like a good adventure to me! I be all ears, lady!"

@Mylvwara: Those are goggles of minute seeing.

Lantern Lodge

Pathfinder Adventure Path Subscriber
Eltacolibre wrote:

1 level of barbarian would get you +10 ft speed compared to 1 level of monk with no fast movement gain. Without counting that you also get the ability to rage, which comes in handy.

Only problem you will need to take the Monk (Martial Artist) Archetype.

1 Barbarian/19 Monk (Martial Artist)

Race: Any medium race (Human) I guess by default.

100 ft speed without any fleet feat or items. Guess grab boots of speed or whatever for another +30 ft. so 130 ft per round potentially. It's not bad but could be much higher with fleet feats.

Actually, I'd go Bloodrager instead of Barbarian; for some weird reason, the Bloodrager doesn't have an alignment restriction as compared to the barbarian. Bloodrager still grants the Fast Movement ability, allows for a non-martial artist monk so ki points can be used to get more speed. Also, ability to use some arcane wands (haste, expeditious retreat).

Also, there's a magical item from a PFS scenario called the Braid of a Hundred Masters that counts your monk level as 3 higher when determining unarmed strike damage and speed. This means you have greater multiclassing options... and I'm thinking arcanist for the Dimensional Slide exploit.

Dimensional slide:

Dimensional Slide (Su): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement.
She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

So Bloodrager 1/Arcanist 2/Monk 17 to get optimal use out of all classes as far as speed is concerned.

Lantern Lodge

Thornkeep Town map Engima Vault map

Shandar pauses upon Lirianne's words. "... and ya killed it, right?"

Lantern Lodge

Thornkeep Town map Engima Vault map

Oh there's more! However, one of the luxuries of most of Thornkeep is the ability to head to town to recuperate. In PFS, this is even stronger as, well, I cannot do much to add more encounters.

Lantern Lodge

Thornkeep Town map Engima Vault map

With that, there is nothing preventing the party from heading upstairs to recuperate after such a quick, nearly lethal battle. This does give the party time to examine the various trinkets, notes, and other alien artifacts discovered from their first pass of the Enigma Vaults, and of course Shandar, the innkeep, expresses concern upon seeing the bloodied party returning to the Greenforest Inn. "'oly smokes! What happened to ya?", seeing even the mighty Amnur's armor punctured and frayed as his arms limp from obvious pain.

Lantern Lodge

Thornkeep Town map Engima Vault map

I'll pass that along next time I go to GenCon :)

Lantern Lodge **** Venture-Lieutenant, South Dakota—Rapid City aka Black Powder Chocobo

Kyle Baird wrote:
Hangman Henry IX wrote:
What is the target audience for pfs?
Nerds!

I just read that in Ogre's voice.

To be honest, the above posters have commented on the key notes. I have to ask, Hangman, as a 2-Star GM, what have you run mostly? Season 4-5 stuff, or have you gotten into some of the earlier scenario games, as well?

I ask because the deadly scenario spike occurred during Season 4 as they adjusted for 4 player tables and a growing demand for more challenging games. While many agree Season 5 curbed back some difficulty, they're still balanced around the 6 PC paradigm instead of the 4 player tables of prior seasons. Likewise, with 6 player tables, RP time is split up into more slices and thus leading to less time per player.

Lantern Lodge

Thornkeep Town map Engima Vault map

They are, in order:

A scroll of Summon Monster III
A scroll of Summon Monster IV
A wand of charm monster (10 charges)
A wand of invisibility (13 charges)
A Wand of sound burst (15 charges)
A pair of Goggles of Minute Seeing
A Fire elemental gem

As another heads up, usually parties don't get to see the first two scrolls since after casting invisibility, the creature uses BOTH scrolls. It then buffs itself some more based on how long the party takes, usually Protection from Law and Barkskin. Needless to say, it was great that you didn't give this guy the time to do all that. :)

Lantern Lodge

Thornkeep Town map Engima Vault map

Barely... but you're up now!

You did miss the slaying of the BBEG, but to be fair, I roll better for Amnur than he usually did.

Lantern Lodge

Pathfinder Adventure Path Subscriber

To be honest, let him have his shtick. If you are worried about it, talk to the player about your worrries so that if the player ends up on a hot streak of one-shot critting with intensified shocking grasps, then he should try different tactics to let others contribute and while he can do something awesome.

I have a PC in my high level PFS group that I run for that has a keen scythe and has one-shot more than his share of BBEG than odds should dictate. However, he will sometimes delay to let the others have their turn first, or sometimes target a mook instead of the BBEG.

Lantern Lodge

Thornkeep Town map Engima Vault map

@Shilyn: The goggles allow you to pick up near microscopic detail of the room and whatever you're looking at.

Lantern Lodge

Thornkeep Town map Engima Vault map

Assuming the party waits for the creature to finally become visible... there are 5 magical items, 3 alien looking wands and a pair of scrolls. Within the room are two other magical auras, both sitting on the blood-stained workbench: a red crystal the size of Shilyn's fist and a pair of goggles. Finally, a number of strange pieces of jewelry, unusual statues, and other ancient looking relics that, while not bearing an aura, look fairly valuable.

Huzzah, some vengeance was had, Lirianne, even if your efforts were limited due to the choice of foe.

Lantern Lodge

Thornkeep Town map Engima Vault map

Kn: Nature to identify the thing, although getting people conscious would probably aid that.

Lantern Lodge

Thornkeep Town map Engima Vault map

Boom!

And the sound of sizzling is accented with the sound of a thump as Shilyn's bolt of acid hits something with falls to the ground.

Combat over! Whew!

Lantern Lodge

Thornkeep Town map Engima Vault map

@Shilyn: Good enough: the thing is still in the same square in the corner as it was. Make another ranged touch attack and include your dice for miss chance!

Lantern Lodge

Thornkeep Town map Engima Vault map

@Shilyn: Acid shoots out, but with all of the allies and the creature's natural agility, it misses its target.

The creature grabs its wand from the ground and tries to use it again.

Thing UMD: 1d20 + 18 ⇒ (11) + 18 = 29

And it once again disappears from view.

Orion slices twice again.

Orion cane sword: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
Damage on hit: 1d6 + 2 ⇒ (3) + 2 = 5
Miss Chance (1 = miss): 1d2 ⇒ 1
Orion short sword: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
Damage on hit: 1d6 + 1 ⇒ (6) + 1 = 7
Miss Chance (1 = miss): 1d2 ⇒ 2

And misses both times!

Amnur goes for a hefty swing...

Amnur axe: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Damage on hit: 1d10 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Crit confirm: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Extra crit damage: 2d10 + 6 + 4 ⇒ (6, 7) + 6 + 4 = 23
Miss Chance (1 = miss): 1d2 ⇒ 2

and a massive amount of green blood is spilled upon Amnur's last hit, but the buzzing of wings can still be heard.

Init Order: (bold = up)
Amnur
??? (71 damage, invisible)
Varian
Shilyn

Mylvwara (34 damage, stabilized)
Orion
Lirianne
Deaglan (29 damage, stabilized)

Lantern Lodge

Thornkeep Town map Engima Vault map

@Lirianne: Your blade narrowly misses injuring the creature.

@Varian: Your hammer connects... but partially bounces off the fibrous tissue, causing only partial damage!

Lantern Lodge

Thornkeep Town map Engima Vault map

@Shilyn: Need to convince Lirianne to move next round for that sweet, sweet flank bonus... and to stop rolling ones.

Continuing his mission of carnage, the creature turns to Amnur, ready to rend another dwarf to the Boneyard!

Thing claw 1 @ Amnur: 1d20 + 14 ⇒ (7) + 14 = 21
Damage on hit: 1d4 + 4 - 2 ⇒ (3) + 4 - 2 = 5
Thing claw 2 @ Amnur: 1d20 + 14 ⇒ (11) + 14 = 25
Damage on hit: 1d4 + 4 - 2 ⇒ (4) + 4 - 2 = 6
Thing claw 3 @ Amnur: 1d20 + 14 ⇒ (4) + 14 = 18
Damage on hit: 1d4 + 4 - 2 ⇒ (1) + 4 - 2 = 3
Thing claw 4 @ Amnur: 1d20 + 14 ⇒ (2) + 14 = 16
Damage on hit: 1d4 + 4 - 2 ⇒ (4) + 4 - 2 = 6
Grab on hit: 1d20 + 15 ⇒ (15) + 15 = 30
Evisceration damage on success: 2d6 - 2 ⇒ (3, 1) - 2 = 2
Evisceration 25% miss chance ala Stoneblood (low = miss): 1d100 ⇒ 29
Amnur Fort save vs DC 18 on success: 1d20 + 6 ⇒ (8) + 6 = 14
Str Damage on failure: 1d4 ⇒ 3

The creature swipes repeatedly at the dwarf, but his armor deflects all but one attack. But that one is all it needs as it pulls the dwarf in and, as with the others, tries to rend him apart. While the damage is minimal, it succeeds in cutting various tendons and ligaments in the Amnur's shoulders, crippling his strength! The creature is surprised, though, at the dwarf's unnaturally hardy skin and otherwise how little damage it received. It decides to let go of the dwarf to keep its defenses nimble and moves to its previously vacated corner!

Only 7 damage to Amnur, but 3 strength damage, too!

Orion, twin blades finally out, slashes twice at the creature to bring it down!

Orion cane sword: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
Damage on hit: 1d6 + 2 ⇒ (3) + 2 = 5
Orion short sword: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
Damage on hit: 1d6 + 1 ⇒ (3) + 1 = 4

The cane sword misses, but his short blade makes a sneaky jab into the creature!

Amnur, despite the wounds, enters the ancient dwarven stonewall stance, returning his strength to normal and enhancing his durability before swinging at the creature with all of his might!

Amnur axe: 1d20 + 9 + 2 - 1 ⇒ (13) + 9 + 2 - 1 = 23
Damage on hit: 1d10 + 3 + 2 - 1 ⇒ (7) + 3 + 2 - 1 = 11

Amnur is three for three as his defensive stance musters enough strength to cut through the chitin!

Init Order: (bold = up)
Amnur
??? (71 damage)
Varian
Shilyn

Mylvwara (34 damage, stabilized)
Orion
Lirianne
Deaglan (29 damage, stabilized)

Lantern Lodge **** Venture-Lieutenant, South Dakota—Rapid City aka Black Powder Chocobo

BigNorseWolf wrote:
Next year had better be flint knives and bear skins to even it out.

Society exploration to Arcadia? Oh my!

Lantern Lodge

Pathfinder Adventure Path Subscriber

So, Hex Channeler witch + Extra Hex means you can out Channel a cleric by level 5 if you really wanted.

Lantern Lodge

Thornkeep Town map Engima Vault map

So, with some debate, I went with the 1/2 orc scarred witch doctor hex channeler. It's something I've always wanted to play and I can use an aasimar GM credit baby to play a PFS hex channeler, but can't play a scarred witch doctor in PFS (since I didn't feel like dropping a few hundred at GenCon :P)

Sadly, no Ward until level 3; I feel the Healing Hex will be more important with our resource limited first level.

I'll have the first draft ready soon!

Lantern Lodge

Thornkeep Town map Engima Vault map

Yeah, that's what this guy does... and this isn't even this most evil interpretation of his attack pattern, either, BUT Shilyn's master stealth did stop some other nasty things from happening, so in that regard, this is the first group I've run to NOT let him buff up! That may be the edge you need right now!

Orion draws a short sword to help parry and takes another stab at the creature.

Orion sword cane @ thing: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Damage on hit: 1d6 + 2 + 1d6 ⇒ (5) + 2 + (4) = 11

Deaglan stabilization: 1d20 + 2 ⇒ (12) + 2 = 14
Deaglan's blood stop spurting out, although he's still unconscious

And Amnur, angrier with his fellow dwarf down, calls upon Torag to help him hurt this baddie even more!

Amnur axe @ thing: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage on hit: 1d10 + 3 + 2 ⇒ (7) + 3 + 2 = 12

Orion narrowly misses the creature, but Amnur strikes true again!

With Torag's call out... the creature then eyes the Stonelord with fury...

Init Order: (bold = up)
Amnur
??? (56 damage)
Varian
Shilyn
Mylvwara (34 damage, stabilized)
Orion
Lirianne
Deaglan (29 damage, stabilized)

Lantern Lodge

Thornkeep Town map Engima Vault map

Shilyn, having picked up enough first aid skills from Varian, expertly bandages the elf's wounds. The glare the monster gives at her can be felt, and only Varian's body provides the rogue protection from the same fate that landed Mylvwara close to a premature demise!

Orion steps to the side, pulling out his sword cane slashing at the creature!

Orion sword can @ thing: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Damage on hit: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (2) = 8
Crit confirm: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Extra damage on crit: 1d6 + 2 ⇒ (3) + 2 = 5

Deaglan drops his longhammer for his waraxe and together the pair of dwarfs nearly simultaneously slash at the creature, Amnur empowering his strike the power of stone and a patented "ROANOOOOCK!".

Deaglan axe @ thing: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Damage on hit: 1d10 + 2 ⇒ (7) + 2 = 9

Amnur axe @ thing: 1d20 + 9 + 2 + 2 ⇒ (18) + 9 + 2 + 2 = 31
Damage on hit: 1d10 + 3 + 2 ⇒ (9) + 3 + 2 = 14

In a flash of anger and skill, all three men strike the creature, Orion nearly jabbing his blade in the back of the thing's skull but not quite able to penetrate.

The creature looks around... then stares at Deaglan.

DC 15 Sense Motive:

It seems to notice the holy symbol around the dwarf's neck.

It then leaps into action, performing the same rending combination against the Truddite!

Thing claw 1 @ Deaglan: 1d20 + 14 ⇒ (12) + 14 = 26
Damage on hit: 1d4 + 4 ⇒ (3) + 4 = 7
Thing claw 2 @ Deaglan: 1d20 + 14 ⇒ (9) + 14 = 23
Damage on hit: 1d4 + 4 ⇒ (2) + 4 = 6
Thing claw 3 @ Deaglan: 1d20 + 14 ⇒ (3) + 14 = 17
Damage on hit: 1d4 + 4 ⇒ (2) + 4 = 6
Thing claw 4 @ Deaglan: 1d20 + 14 ⇒ (13) + 14 = 27
Damage on hit: 1d4 + 4 ⇒ (3) + 4 = 7
Grab on hit: 1d20 + 15 ⇒ (16) + 15 = 31
Evisceration damage on success: 2d6 ⇒ (4, 5) = 9
Deaglan Fort Save vs DC 18 on success: 1d20 + 7 ⇒ (14) + 7 = 21
Strength damage on failure: 1d4 ⇒ 4

And almost like Mylvwara, the creature slices the dwarf up with the skill of a surgeon and the speed of a master thief. He resists the initial damage, even deflecting a blow, until a pair of claws pull him hin and try to flay his chest open. The damage causes the dwarf to slump in its arms, although his armor and natural resilience prevent any damage to his muscles.

29 damage to Deaglan, who is now down!

Init Order: (bold = up)
Amnur
??? (44 damage)
Varian
Shilyn
Mylvwara (34 damage, stabilized)
Orion
Lirianne
Deaglan (29 damage, bleeding out)

Lantern Lodge

Thornkeep Town map Engima Vault map

Alright :) Now to decide on the Peri-blood or a half-orc... or maybe even full orc. I'll have to play with numbers for a bit to see what looks good and flavorful.

And I'm OK with a pair of androids; as EF said, if you're ever going to play one, this would be the best thematically. And adventurers, but nature, are an uncommon lot, so having an above average number of androids representatively would work.

Now how to convince the GM for a kasatha and... :P just kidding!

Lantern Lodge

Thornkeep Town map Engima Vault map

My first thought was a Brawler/MoMS so I can maximize the single hit damage for a Strength based build with Pummeling Style/Charge and Dragon Style/Ferocity.

Next thought was a hobgoblin Sanctified Slayer inquisitor, although I may have to dip 2 into fighter first just to get the ranged feat tax out of the way.

Final idea is a peri-blooded aasimar hex channeler witch with the elemental patron. Make my first hex Misfortune, Healing or Ward (no slumber as it'd make the GM cry as well as the number of robots and what not would make less useful than before). This would allow me to play the arcane switch hitter, healing, debuffing, or blasting. As long as the GM is okay with the aasimar variant, I think this may be the most useful for the group. Another variation would be a half-orc scarred witch doctor doing the same thing if not allowed.

Fun fact: the Hex Channeler can get insanely high Channels thanks to the Extra Hex feat :)

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