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Hellknight

Choon's page

Pathfinder Society Member. 2,023 posts (19,461 including aliases). No reviews. 4 lists. No wishlists. 4 Pathfinder Society characters. 35 aliases.


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Scarab Sages

I'm interested. I've GM'd high lvl pbp but haven't had a chance to play it yet.

Scarab Sages

If I think a draft was proposed but I don't remember seeing a final draft

Scarab Sages

Indeed. Good luck all!

Scarab Sages

And anything critical to your class or un-removeable like a bonded item or component pouch

Scarab Sages

Nah. I'm not going to rebuild. Sticky is a rogue at heart, and my rogue levels shall remain.

And a trap-disarming barbarian makes me happy. :)

Scarab Sages

If Deadly Agility is on the table I may need to re-think some things...
Half the reason I dipped rogue was dex to damage, after all

Scarab Sages

Ya. Twang is my only submission. I can't think of anything else I want to play right now. :)

Scarab Sages

Building a character sheet without firm race stats is hard

Scarab Sages

Yep. I should have my full build in tonight.

Scarab Sages

Here's the numbers. I'll have the alias updated soon.

Edit: caught a few things. Updating.
Edit2: Think it's done now. :)

Stickymitts crunch:

NE Male Goblin (humanoid [goblin]) UnBarbarian (invulnerable) 6, URogue (swashbuckler) 4
Init +6; Perception +13; Darkvision 60
Trait: Acrobat, Bouncy
[x]= rage
--------------------
Defense
--------------------
AC 18, touch 18, flat-footed 12 [-2]
(Dex +6, size+1, dodge+1)
hp 4d8+12+6d12+18= 96 [+12] DR 3/- Resist Fire 2
Fort +9, Ref +12, Will +3[5]
CMD 16
--------------------
Offense
--------------------
Speed 40'
Base Atk +9/4;
(hopefully)Armor Spikes +14[16]/9[11] 1d6+6[8] x2
Sneak Attack 2d6
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 16, Int 14, Wis 10, Cha 6
Base Atk +9/4; CMB 3[5] ; CMD 15[17]
Feats:
Roll With It
Weapon Finesse (b)
Skill Focus: Acrobatics (+6)
----------------------------------
Skills: *=Bonus Knowledge skills
----------------------------------
Acrobatics +31 (10rank,6dex,3class,4race,6feat,1archetype,1trait)
Climb+8 (1rank,0str,3class,4race)
Disable Device +19 (10rank,6dex,3class)
Escape Artist +19 (10rank,6dex,3class)
Know:Dun +10 (5rank,2int,3class)
Know:local +10 (5rank,2int,3class)
Perception +13 (10rank,0wis,3class)
Profession (cook?) +4 (1rank,0wis,3class)
Profession (theif) +9 (6rank,0wis,3class)
Sense Motive +13 (10rank,0wis,3class)
Slight of Hand +19 (10rank,6dex,3class)
Stealth +23 (10rank,6dex,3class,4size)
Rogue: (8+2)*4 = 40
Barb: (4+2)*6 v 48
= 88/88
Languages: Common, Goblin, Orc
--------------------
Rage Powers (3)/rogue talents (2)
--------------------
Talents:
Stand Up = Stand safely as a swift or stand as a free action but provoke AoO's
Umbral Gear Su = make a crowbar, 50 feet of silk rope, a glass cutter, a light melee weapon with which she is proficient, a reversible cloak, thieves’ tools, or a wire saw; the GM may allow other similar items. The rogue can use such items for a number of minutes per day equal to 10 plus her rogue level. This duration does not need to be consecutive, but it must be used in 1-minute increments.

Rage Powers:
Reckless Abandon EX (-3/+3)
While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

Lesser Fey Blood: While raging, each time you confirm a critical hit, the target must succeed at a Will saving throw (DC = 10 + 1/2 the barbarian’s level + her Constitution modifier) or be confused for one round. This is a mind-affecting compulsion effect.

Fey Blood: While raging, when you charge, you ignore difficult terrain (including magical terrain, but not other creatures)

--------------------
Racial Traits
--------------------
Standard Racial Traits
Ability Score Racial Traits: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
Type: Goblins are humanoids with the goblinoid subtype.
Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits
Tree Runner: In trackless rain forests and marshes, it can be difficult to find dry ground to build on. goblin tribes living in such areas have learned to live in the treetops. These goblins gain a +4 racial bonus on Acrobatics and Climb checks. This racial trait replaces skilled.
Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
Senses Racial Traits
Darkvision: Goblins see perfectly in the dark up to 60 feet.
--------------------
Class Features
--------------------
Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Martial Training (Ex) (armor spikes)
At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times.
This ability replaces trapfinding.

Daring (Ex)
At 3rd level, a swashbuckler gains a +1 morale bonus on Acrobatics checks and saving throws against fear. This bonus increases by +1 for every 3 levels beyond 3rd.
This ability replaces trap sense.

Finesse Training (Ex) Armor Spikes
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Fast Movement (Ex)
A barbarian's base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's base speed.

Rage (Ex) 19 rds/day
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Invulnerability (Ex) (DR 3/-)
At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.
This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Extreme Endurance (Ex) (heat, fire2)
At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
This ability replaces trap sense.

--------------------
Equipment
--------------------
Needed:
+1 armor Spikes (2000)

Want:
Ring of Feral Action (3000): Ignore Staggered 5/day
Boots of the Cat (1000): Always take minimum damage from falling, always land on your feet
Mushroom vest

Scarab Sages

With the above said, I'm going to go with the Goblin Wrecking Ball. Basically a build talking full advantage of the Roll with It feat and a sky-high acrobatics to tank damage like only a goblin can. You may have seen the concept floating around the boards. I've always wanted to play one and this seems to be the perfect time!

Story:Stickymitts has a problem. He likes things. Shiney things. They call to him, they glint at him! How is he supposed to resist when all that niceness is just one grab away! Then people get all offended because a goblin is "stealing their stuff"! Well how do they know that their stuff wanted to be with them in the first place, huh? HUH?
Well, Sticky learned very early that the best way to not get hurt when people swatted at you when you get caught with your hand up their shirt is to just go with the blow. Sticky is a master of getting hit and walking it off. One time a full blooded orc lady back handed him so hard the surrounding people gasped. Sticky flew across the street and into a shop window, suffering only minor cuts. He skipped out of the shop with suspiciously bulgy pockets and gave her a smile. Then ran for his life.
Soon afterwards he found himself face down in the sand. Interesting. Time to find something to eat.

Scarab Sages

So, that concept fell flat.

I am now tossing around a sensei monk or a goblin wrecking ball. I'm leaning goblin...

Scarab Sages

I have a barbarian archer build/concept that I'm wanting to try out. I'll post it soon-ish

Scarab Sages

Ok, I'm back. I'm re-applying with Twang: Barrista Extraordinaire!

from before wrote:


Twang, the Littlest Barista!
Yordle Bard (Archaeologist/Gesha)
There is one thing that mines, battlefields, state rooms, weddings, funerals, and weekends have in common. Drinks. Twang grew up in a bar and she's picked up a few tricks. Like how you pick a lock and make the perfect margarita. Exactly the skills you need when you discover your calling is to bring liquid courage to those who need it most.

Theme song: It's Five O'Clock Somewhere

In reality I tend to do best with supports like Naut and Morgana and am currently relishing Gallio's rework preview. If not support I play jungle with Yi or Renegar. Usually I just do ARAM because I rarely have the time for a real game.

Update: I'm relishing Gallio and will probably main him in various roles.

Scarab Sages

I came, I saw, I joined the chorus:

Thread new post link counter thingie is GONE! Apocalypse!! AHHGHHH!!

Seriously tough, glad to see you're on it. :)

Scarab Sages

Events in life are forcing me to withdraw from this recruitment. I hope y'all have fun now, ya her'. :)

Scarab Sages

Ya. My bad. :)

Scarab Sages

I like Divine Surge because it's just so awesome feeling. It's not just "you die slower", it's "win now or you're done".

Scarab Sages

No doubt.

Scarab Sages

It's a little after the fray dice. P21 just under the picture with the dragon. Basically, of you go down you have a once per level chance to come back in a big way, but if you fail you are almost certainly dead.

Scarab Sages

I like the fray die as well. Also the Divine Surge is very thematic and I was interested in seeing that used.

Scarab Sages

In that case I'll re-tool that barbarian archer concept and flesh both out over the next few days.

Scarab Sages

Awesome! I'll cook up an alias tomorrow morning and be ready. :)

Scarab Sages

Huh. Interesting. Thanks for the info. :)

Now to wait inn jittery anticipation.

Scarab Sages

Define "cheap". Are we talking a cup of coffee or do I need to mortgage my kidneys?

Scarab Sages

There's a reason I never got into that game. Sounds fantastic. Also sounds like it would drain my life away and take my wallet to just to spite me.

Scarab Sages

I am eager to get this going as well. I have plans. :)

Scarab Sages

Variant Multiclassing. Basically you give up half of your feats for some of the class features from other classes.

Scarab Sages

I suspect that the entirety of Godbound will not be used. I think he mentioned earlier that he disliked the combat system, so we don't have to worry about that.

Scarab Sages

1 person marked this as a favorite.

I don't know. Layering a system like godbound on pathfinder is complex enough for me. Start throwing in things like spheres and things will get super messy super fast.

Scarab Sages

It has been a while, true

Scarab Sages

I'm bad too, but I just keep playing where it doesn't matter and I enjoy myself. :)

Scarab Sages

I vote for 7-8. Most character concepts are fully fleshed out at that point and you move into facing greater threats than, say, a town or city could face. I would say 8 for the clerics out there as that's when domains get their second ability.

Scarab Sages

I must say... that sounds Fantastic. Mainly because I've always wanted to play a Holy Vindicator and this seems like an epic time to do it.

Scarab Sages

Totally. I was just curious about a kickoff timeline. :)

Scarab Sages

count me as interested as well.

Scarab Sages

How long are you planning on running recruitment, monkeygod?

Scarab Sages

Well, you do now have several names to put into your contacts. :)

Scarab Sages

From Monkeygod's post, ya. At least three submitted gods (including Monkey's) have origins in the previous Universe, but I think nothing of substance besides themselves actually survived what I'm imagining as a Big Crunch followed by a Big Bang-esque event.

Scarab Sages

Oh, and my LoL tag is Choonma. :)

Scarab Sages

We are supposed to collaborate or at least know of each other, I think. The loner god is the lonely god is the god who doesn't play long. I'm not sure how Monkeygod feels about pre-selection banter, however.

Scarab Sages

Another revision of Zakaz to make him more suitable for creation level play.

Name: Zakaz, the Progenitor, the Nomad, the Beastfather, The Apex of Predators
Played By: Choon
Domains (Portfolios): Plant (growth), Animal (Beasts)
Themes: God of the Hunt, hunters, assassins, and predatory animals
Alignment: True Neutral
Attack: 3d6
Defense: 2d6
HP: 50
Zakaz is the ultimate hunter, an apex predator of divine power who spawns beasts of powerful appetites wherever he roams. Before him the grasses rise and the herds flourish, behind him the bones bleach and the trees fade. He sprang into being when the first Tiger, Lion, Crocodile, Orca, Harpy Eagle, and Komodo Dragon all feasted on the first great deer upon the first shores of the world. All hunts belong to him. All acts of stalking prey, be it wild, tame, or sapient, is a moment of worship to his name.

Scarab Sages

That is true. We are fledgling gods, meaning you can only have two domains and one Portfolio for each domain.

Scarab Sages

I have edited my god to better comply with that domain clarification.

Name: Zakaz, the Progenitor, the Nomad, the Beastfather
Played By: Choon
Domains (Portfolios): Plant (growth), Animal (Beasts)
Themes: God of Animals and Monsters
Alignment: True Neutral
Attack: 3d6
Defense: 2d6
HP: 50
Zakaz is more of an assumption than a proven fact. Life has to come from somewhere and much of the animal life, especially beastial life, has is source in no other god. So there must be a divine source creating it, though none can hazard a guess as to why. The god must be primordial, wild, and not used to communicating. That's not to say that it never will, just that there are a lot of hints (most of which feature large teeth and claws) pointing to a place of divine force that has yet to show itself.

Scarab Sages

A problem there is a portfolio is related to a specific domain and it doesn't seem to be that you can have a portfolio without the associated domain. So if "Gain Portfilio" were to be an action I would propose that you may only gain Portfolios related to domain you already posess.

Scarab Sages

Ok, after reading more, and with the help above, it seems that domains and portfolios are the mechanic preventing gods from being too similar. One example given in rules V1 is Gorum and Iomadae (as Loup mentioned). Both have the War domain, but their Portfolio is very different.

In rules v.1 two gods were not allowed to have the same Domain(portfolio) combo. And each Domain had to have an attached Portfolio.

I don't see those items explicitly stated in v.2, but it may be a good guideline.

Scarab Sages

Good points. I'm at work so my research is gong slowly. Thanks!

Scarab Sages

As far as I can tell right now the words Domain and Portfolio are used interchangeably. In pathfinder they are separated, but I'm not seeing individual rules for each right now, leading me to believe that your Portfolio is the sum of your Domains.

Scarab Sages

Most of us are still getting used to how this system works so I'm not sure. I'll check into it.

Scarab Sages

Name: Zakaz, the Progenitor, the Nomad, the Beastfather
Played By: Choon
Domains (Portfolios): Life, Monsters
Themes: God of Animals and Monsters
Alignment: True Neutral
Attack: 3d6
Defense: 2d6
HP: 50

Zakaz is more of an assumption than a proven fact. Life has to come from somewhere and much of the animal life, especially beastial life, has is source in no other god. So there must be a divine source creating it, though none can hazard a guess as to why. The god must be primordial, wild, and not used to communicating. That's not to say that it never will, just that there are a lot of hints (most of which feature large teeth and claws) pointing to a place of divine force that has yet to show itself.

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