GM Striker, how important would you say Trapfinding is for the Trickster role?
I'm asking because I have a character concept for this campaign other than the Rage Prophet that I've been thinking about for quite a while. The basic idea is a junior Lantern Bearer from Kyonin who came to Kenabres with a mentor to get more information that might help battle the demons in the Tanglebriar. He chaves at more or less being confined to his room in the inn while his mentor is out, heads off into the Worldwound and ends up getting saved by the mysterious woman. Subsequently the mentor dies in the attack on Kenabres.
The way I see him though he'd be either a Fighter (Lorewarden) or Ranger at the start and as such wouldn't have Trapfinding.
Never mind the Giant Weasel question, Daji will be riding a boar into battle (forgot she'd start lvl 4 so she could already have one).
She is a Gnome with an intense hatred of Giants, particularly Hill Giants and Ogres. She rides into battle on her faithful boar and mostly employs her lance in combat, though she isn't above using dirty tricks to topple a giant. She uses the Emissary archetype and is a follower of the Order of the Dragon. She is a friendly sorts who thoroughly enjoys life, with the exception of her Giant hunts which she considers a grim necessity.
Background, first bit as I ran out of time:
Daji's story begins in the town of Whistledown, which is mostly populated by Gnomes. Her family had been swineherds at the edge of town for many years, taking great pride in the many breeds they "created" and the quality of the meat they produced. For Daji this all ended when a trio of Hill Giants attacked their farm to steal pigs. Not only did the assault cost them many pigs, including several unique ones, the giants also killed her cousin and aunt and destroyed part of the archives where they kept records of the breeding. While the rest of her family wanted to rebuild she swore vengeance.
Shortly after she joined a mercenary group that specialised in taking down giants and consisted mostly of Dwarves. With them she learned how to fight and survive out in the wilds and she travelled through most of Varisia with them.
I have an idea for a Gnomish Cavalier from Whistledown based on a character I played in an RotRl game that sadly perished before we left Sandpoint. She basically is a giant hunter ever since a trio of Hill Giant brothers devastated the outskirts of her town in some sort of game they played.
I do have a question though: Would you be ok with me using the Giant Weasel Companion from RoW #1 as opposed to the later version from Bestiary 4? Asking because B4 basically turned a very fun and unusual companion (with Attach and the such) into a boring dime a dozen beasty.
Still working on the crunch for Danil, my daemon spawn tiefling Investigator, but I have the background and extra credit.
Danil was born into House Leroung in the Chelish capitol of Egorian. He was a very frail baby but that did not surprise his family since his mother had been very ill during the pregnancy and they simply assumed things would get better. When Danil remained frail and sickly well into his second year they started to suspect something worse was at play. When their own research pretty much established what they feared they knew the boy would not be safe within the Chelish borders.
As he grew older Danil easily took to his family's intellectual pursuits, learning to read and write by the age of three and mastering his second language only a year later. He lived a relatively happy and peaceful life amongst the books of the library at the university. It wasn't long however before people started to suspect something was wrong with the boy and by the age of nine he was sent away to his cousins in the Varisian colony of Korvosa.
Danil never really managed to get settled in Korvosa. He found the homes of his cousins' to be poorer versions of the family holdings in Egorian. While his academic pursuits were as fruitful as ever he found himself more and more frustrated by his situation. At the tender age of fourteen he took to wandering the city's streets and his curiosity quickly ended up with him engaging in several sorts of illicit activities. The worst of these activities was his experimentation with various narcotics, eventually culminating in the use of Shiver.
In this drug he found a way to escape his dreary life and experience something wholly new to him. It was a feeling of grandeur that surpassed his days in Egorian and filled him with bliss. It wasn't long before his studies began to suffer on his increasing dependency on the substance. It was after an increasingly bad day that he ended up biting off more than he could chew and he would have died had he not been picked off the street by a fellow student from the University.
While he recovered from both his overdose and his addiction he never was the same again. Somehow the abuse of the drug jump started his ageing process and he now looks many years older than he actually is. But while he blames the Shiver for his condition the truth is that the source lies within a taint running through his veins. The same taint caused his parents to move him to Korvosa.
It is only recently that Danil found out that the source of the Shiver he used is Gaedran Lamm though he lacks definite proof of the man's involvement. Add to that that he more or less disgraced his family by his antics and he is on his own to deal with his knowledge.
He hopes that getting rid of Lamm will help him get on the path to regain his standing within his family though he fails to grasp that part of the reason for his situation is his daemonic heritage. Beyond that he simply seeks to find a place for himself within the city.
Still working on the extra credit part
I think I'll turn my Barbarian into a Human. He'd be a man of Kellid descent, raised among the Gorumites in northern Numeria, along the Worldwound's border. He himself would not be a Gorumite though and would, like his mother, be a follower of Pulura, a traditional deity of Sarkoris. His differences with the Gorumites would have been what spurred him on to come to Kenabres, or at least that's what his conscious mind says. He actually felt like was being pulled to the place, as if he was supposed to be there for some reason.
He would start taking Oracle levels at level 3, spurned on by a vision he received in his sleep, and would eventually go Rage Prophet (PrC from the APG). He would have the Touched by Divinity campaign trait and as such would become a Heirophant, though I might dual path him to Champion, Guardian or Marshall, depending on how he develops.
I do have a question though GM Striker: Are you ok with Pulura as a deity? She is mentioned in the player's guide for this AP but the details on her are not from one of your allowed sources (they are in Chronicle of the Righteous).
I'd be interested in this game
Basic premises is a Daemon Spawn tiefling Investigator(from the ACG playtest). The idea is that he is in denial of his actual heritage as it only kicked in a noticeable way during puberty, when he was also addicted to Shiver, supplied by Lamm. He as such blames Lamm and the Shiver for what he is, or has become in his own eyes.
Well my character isn't quite evil, despite her similarity to a medusa (though she isn't one of those fully either, no snakes for hair for instance). Her hunger for power actually comes from her human side, though it's more the recognition she craves than the actual power.
That said, she'd be more devoted to her god/goddess than anything else and that deity should be neutral or good. Which brings up a thing for me, as when it comes to deities there I no standard Golarion one that really fits her unless I pull the 'Vudra' card, which I personally don't mind. Only downside is that I think Vudrani are more likely to actually accept a monstrous human who is blessed/cursed by a god than anyone else and that takes away an element from the game.
Solipha grew up as the daughter of a priestess to (insert deity governing things like snakes, poison and healing here) and it was only logical that she would tread in her mother's footsteps. The mayor difference between the two was that while her mother was more than content to tend to the needs of the small town they lived in Solipha desired more.
It was this desire that drove her to eventually join one of the bigger temples to her deity. There she labored hard in hopes of eventually becoming a high priestess but when the time to pick a new high priestess arrived they simply chose the daughter of an already established high priestess, ignoring the country girl.
She prayed to her goddess for justice. She deserved to become a high priestess more than any of those wenches that were promoted. She got no answer. Every day she prayed again and again, requesting the boon of her deity. When, after months, there still was no response from her deity she instead demanded the blessing of her goddess. Her goddess agreed.
Solipha felt a surge of power flowing through her, filling her with the blessing of her goddess. When she looked down at her hands it looked more like a curse though. Her hands and forearms were covered in fine scales and her hands had turned to claws. Looking in the water bucket in her room she found her eyes had turned golden. Fearing the reaction of her peers she fled the temple and hid in the city.
Motivation: Solipha is very much distressed by her current state. She knows she has brought it upon herself by her demands to her goddess and she will have to deal with it.
I intend for her to eventually accept her new shape and actually revel in it. She will stay loyal to her goddess and hopes to make her proud. Initially she does this in the hope she can convince her goddess to undo the curse but she'd soon discover that it truly is a blessing.
She however still lusts for power and while she does her goddesses work it never comes without a price.
She'd focus on the use of her claws and poison as well as her eventual fangs. By the time she develops a tail grappling and constrict would also become very interesting as would the Final Embrace line of feats from UC.
While she originally would be an Oracle or Cleric I see her become more of a Fighter, Monk or, if you allow the playtest, Brawler once the transformation sets in. Her ability to heal the debilitated would be an innate ability, not a class feature (basically she won't heal HP damage but will do things that fall under Restoration and it's ilk)
Would you allow the character to change type? As in start as a Monstrous Humanoid but shift to Outsider (Elemental) as time goes on?
The basic idea is for a character modelled after the Gorgons of MtG
The idea is that she is blessed by her goddess (not sold on who or what yet) but actually comes to regret that blessing as her shape twists. She could go both evil and good depending on her environment and how it plays in to her development while she deals with the blessing turned curse and it's ramifications.
Shape would be bipedal but I'd love for her to eventually develop the ability to turn her legs into a serpentine tail and back again.
She would have been a priestess before the transformation so I'd like her to have at least 1 level of Oracle, Cleric or Druid.
I'm more and more thinking there should be an irreversible choice at level one determining your skill list. Both options would have associated spirits but I don't think it should limit the selection of your main spirit, could affect Wandering Spirit though. Spirits in parenthesis are from mysteries released after the APG. I left out Dark Tapestry, Outer Rifts and Spellscar because I don't think they fit.
Option 1: You venerate the spirits of your ancestors. Get access to the Cleric spell list.
Option 2: You venerate the spirits of nature. Get access to the Druid spell list.
I added Life(& Time) to both lists as a case could be made for both.
EDIT: If you really want to push things you could even say that they get all Orisons from both lists. (Push as in how complicated it gets, not power)
I think the SA, like the Heal skill, is a way they want to represent the Slayer's knowledge on anatomy and the ability to hit where it hurts.
I agree though, it lacks some flavor. It's very one dimensional as is and could use abilities that support it's slaying.
Monster Lore would be a great fit for that I think, maybe expand it with bonuses on damage against an identified target. Maybe something like an increase in Favored Target bonuses if you identified the target. One could also look at the Kirin Style feat chain for inspiration.
Raw DPR, yes. You exchange it for utility, though with limited use. I'd hardly call utility a thing for losers.
The thing is that it simply does not fit the concept of a Slayer to lose damage potential for utility. The whole thing is about dealing damage, killing stuff, offence. It isn't a toolbox nor should it be.
Utility is great but a class that even called Slayer should slay things, plain and simple, and it's abilities should help it do just that.
EDIT: The way I see it Slayers could be scouts and skirmishers as well as the guy that moves in to take out that spellcaster/archer that's hiding in the back. He should be the martial blaster of sorts.
EDIT2: And like I said, make it optional. This is how I view the class but some other might want to disarm traps so give them that option. Make it a talent that way you don't have to pay for it in another way since the cost is that you don't have another talent. The only thing that would more or less require is the addition of Disable Device to the skill list but if that's what's needed to keep options open for all then so be it.
I'd say that makes my point even more relevant as it means a Slayer would have to lose slaying potential for an ability that isn't even all that useful.
What's your point? I fail to see how Rogue being the only class that has Trapfinding without an archetype is relevant. Archetypes exist for a reason, to offer options. If people choose to ignore them they choose to limit themselves. That's ok if it's what they want but others should not have any consequences of that choice.As for looking through archetypes to find trapfinding, I'd say 'Trapper' is pretty obvious.
Oh, and there is a 2nd option: Investigator. It's not a full BAB option but it is an option that works without archetypes.
I still say, make Trapfinding an option for the Slayer. Forcing it on people is not the way to go. Sure, you could go the other way around and make it baseline while having almost all archetypes trade it away, like with the Rogue, but I'd say that's far from ideal and makes one wonder why it's baseline in the first place.
EDIT: Another reason is that Trapfinding tends to be seen as a strong ability, mostly because it's seen as a must have for a successful party, and as such the Slayer will have to lose Slaying potential in order to 'pay' for the ability.
Not saying someone else should or must bear that burden. Personally I think it should be a choice and not a burden that every rogue has to bear. It's why I'm very happy there are several archetypes that give it to other classes so that people can choose to have it instead of being stuck in the role by default.
That's why I say make it an archetype for the Slayer, or maybe a talent, that way you're only stuck in that trap guy role if you choose to be.
And there are full BAB options for trapfinding, just look at both the Trapper and Urban Ranger Ranger archetypes.
I'm actually working on a Slayer as we speak, though the game starts at lvl 3. I'm actually still figuring out whether or not I want to try it with a two hander (the game has an Eastern setting so it would be a Nodachi). More likely option would be burning a feat on exotic weapon proficiency and use Sawtooth Sabres.
All I have to say is please don't give it trapfinding. If you do it basically because Rogue 2.0 and we don't want that (or at least I don't and I get the idea the designers don't either). Trapfinding isn't versatility, it's a burden. The moment you give the class Trapfinding you basically say that every Slayer should take Disable Device to use it because they are the trap guy. The Slayer should not be the trap guy, he should be the kill guy.
Trapfinding as an option, sure. Make it an archetype or a talent but please don't make it baseline.
A thing I do find surprising though is the lack of a Hide in Plain Sight equivalent. He comes from two classes that both have it in some form and the small blurb at describing their role even says they specialise in getting in, killing, and then back out again. Why is it not one of the talents?
As for the poison use mentioned before, I agree that that should also be in, either baseline or as talent. Then again, baseline might be overdoing it a bit.
For standards the Skald isn't some hooligan, it's a warrior-poet, it's more akin to a novelist with aggression issues than a Hell's Angel.
Beyond that it actually fits what a kenning is very well. A kenning basically replaces a noun with a description of that word, like how a 'sword' would become a 'wound-hoe'.
EDIT: As for the increased time needed for full-round, higher level spells it actually makes sense (despite the fact that I don't like it) from a thematic point of view. It's more like a complex kenning, like how a 'warrior' becomes a 'feeder of raven' (he kills people, ravens scavenge the dead). It's poetry in magic.
Well, the things with Kenning is you can't access any spells higher than 6th level as you can sacrifice the appropriate slots. In addition casting something like Summon Monster VI would take 7 full rounds, hardly useful I'd say.
If anything I think Spell Kenning isn't good enough. The versatility is great but the cost is quite debilitating.
While the idea is very nice the class itself is rather lacking
First the HD, like many mentioned before, should be a d10 as to make it sturdier than a bard, which it apparently is supposed to be.
The weapon proficiencies make no sense at all. A Skald with a Rapier and other finesse weapons? Give him axes, swords and hammers. Basically just give him martial weapons, maybe limited to melee weapons or even one-handed/light melee weapons.
Skill wise, why isn't Perform (Sing) a class skill? You can hold speeches, play a fiddle or play drums but you can't sing? Seems strange to me.
Like others mentioned before me, I would not want a Skald in my group simply because having one gets everyone fatigued and makes it impossible for them to cast spells. Only barbarian's don't suffer from it but then again they don't get anything from it either, except the ability to save their rage rounds for later though I'm not sure how much good that will do.
It is looking quite nice so far, though it is incredibly MAD. You need Wis for casting and Cha for some abilities. Beyond that the Shaman seems to have quite a few abilities keyed towards melee combat, which makes Str a must as well and makes Con more important as well. The low reflex saves makes dumping Dex a bad idea. Basically the only stat you could possibly dump is Int.
The fact that it's MAD in and of itself isn't bad, but when you need 4 out of 6 stats and of the 2 remaining can't afford to one of them too low I think the MAD has gone a bit too far.
Which brings me to the Lore Shaman. You get the ability to get Sorc/Wiz spells, which is really cool, but you need Int for it to get anything decent. It becomes even weirder when while this relies on Int you have another ability that actually allows you to replace Int by Wis for all skillchecks. Seems odd to me. And it only gets stranger when you see the Lore Shaman gets inherent boosts to Intelligence.
Xavi only misses equipment and one last feat right now. I'm working on the equipment at the moment.
EDIT: And I just figured out a spellbook filled with cantrips would cost a fortune (12.5 gold per cantrip) so I'm probably leaving that out.
I have a question in regards to the feat though: Does the rule that says you can't have more than one trait per category also apply to traits gained via the Extra Traits feat?
My point is more that to have his wizardly powers just fall out of the sky would be rather silly. Mechanically it works but fluff-wise it's strange.
I know Wizards get a free spellbook when they take their first level, but my idea was to perhaps use that book and then add the 1st lvl spells for free, only some time invested.
Hmm, I indeed seem to have enriched myself for just over 47 gold more than the 300 allotted. I'll just subtract that from the remaining funds.
Btw, the onyx shards she carries total 50 gold, it's not 50 gold per shard. In case that was part of your calculation.
EDIT: I think I also found the cause for my miscalculations, it comes from not deducting from the platinum count when you exchange some for smaller currencies.
Book of the Damned Volume 3: on Azulos the Corrupting, first Horseman of Pestilence wrote:
So I guess he wasn't a chump Horseman at any moment.Elsewhere the book also states that many diseases were in fact created by the various Horsemen of Pestilence.
As for the origin of the Daemons, the same book states they are the result of the first cataclysmic event after the birth of mortals, when the Boneyard couldn't handle the sudden influx of souls and the basically "spilled" onto Abaddon, which was empty till then (so no Urgathoa yet there either).
Book of the Damned, volume 3 wrote:
Now that was the first Daemon. The book doesn't say anything about the amount of time between then and the birth of the Horsemen.
As for Urgathoa's home in Abaddon, it is supposed to be somewhere within Szuriel's, the Horseman of War, domain. Seems odd if there was a relation between Urgathoa and the Horseman of Pestilence.
The Great Beyond: A guide to the Multiverse wrote:
Some mortals wonder why these two gods live on a plane of godless, soul-devouring fiends; the answer is that the daemons invited them. Long ago, Urgathoa and Zyphus had domains on the Material Plane, but at some point—unprompted and unexpectedly—the fiends of Abaddon set aside a domain for each of them and offered to let them stay. Seeing this as a beneficial arrangement, the deities willingly (if warily) accepted. Urgathoa’s influence ends at the boundaries of her deific domain, and she makes no attempts to expand it. Simply put, her interests lie within the mortal realms and not within the blasted wastes of Abaddon.
I do have something for Ashiel though, to fuel her dislike of Pharasma:
Pharasma's deal with the Daemons:
It was at this time that one of the daemons—the original, the First whispered out to the cosmos, mocking it, taunting the gods with the knowledge that each soul that came to Abaddon was forever snuffed out, each light extinguished. Among all the gods, only one, the death goddess Pharasma, listened to the voice, as the other deities squabbled in their own wars and conflicts, and remained ignorant of its whispered mockery.
Before long, the low growl of something else replaced it—the cries of thousands of souls, being devoured by the daemons of Abaddon. The cries went on for eons as Abaddon grew, its realms divided up between the greatest of daemonkind. There was no longer just the First—indeed, daemons of all makes and sizes now inhabited the horrid lands, preying upon the River of Souls that led deceased mortals to Pharasma’s Spire. The Styx channeled in evil souls from other planes as well, and the daemons welcomed the castaways with open arms and jaws.
Finally, Pharasma looked down from her throne and realized that she could no longer ignore the voices that whispered at her—four voices where once there had been only one, all wet with unrestrained hunger.
So Pharasma is actively supporting the destruction of the multiverse through Daemonic means.
PS: Talking about derailing a thread...
@ DM Alaion
Would you be ok with me having a spellbook filled with cantrips on my Rogue?
Xavi would be intrigued by the book and would study it, trying to decipher what's within. It would help set up his eventual wizard levels, needed to become an Arcane Trickster.
I have a question regarding the whole Urgathoa and diseases thing:
As far as I know the Horseman of Pestilence is a station that has existed as long as there were Horsemen and they in turn have existed since the birth of Daemon-kind. So unless the Horseman of Pestilence was the Horseman of Pretty-Pink-Unicorns before Urgathoa ascended I don't see how her being the origin of disease can be true.
The problem is more that I have nothing to spend my money on that would actually both be useful and would make sense for my character to have. I'll go and check the ARG if it has some fitting (Half) Orc equipment but otherwise I don't know.
As for Alex, the Cavalier archetype I think he means is the Huntmaster from Animal Archive. It basically is a Cavalier that gets dogs/birds instead of a horse. He could have 2 beasts at level 2, but they'd both be lvl 1.
EDIT: Varah is done. She still has over 200 gold to spare, but I turned quite a bit of it into gems (keeping in mind some future spell casting as well).
Still busy statting him up, but Xavi is found here.
Xavi's recent life before the game:
Xavi runs a small shop at the edge of Magnimar's Dockside district. The building also houses a small warehouse for his father's import/export company which is used purely for temporary storage of cargo.
Most of Xavi's work consists of making and repairing locks for merchants though on occasion he is hired to open a lock for which the key has been lost.
He is in a relationship with the daughter of a tailor who has a shop on the same street. Neither she nor her parents know of Xavi's past as part of a Sczarni gang and he tries to keep it that way.
Xavi always appears well taken care of, his face shaved and his clothes tidy. Only his work clothes tend to be marred with oil stains but even they are otherwise clean and tidy.
Xavio never wears anything that bares more than his forearm for while those are covered in traditional Varisian tattoos the tattoos that mark him as Sczarni are on the rest of his arm and his torso.
Gameplay is indeed looking very nice.
Almost done with Varah (who is found here )
Still stuck on which combat feat to grab from my fighter level, especially since the Half Orc racial feat Ironhide somehow isn't a combat feat (give +1 NA but somehow that isn't a combat thing...)
That and I still have more than 250 gold to spend.
@ GM Alaion
That said, I do have another character idea that keeps the Sczarni angle but takes a different approach to it.
Basic idea is a human male who comes from a Sczarni family but whose father wrestled himself out of it when he and his younger brother were little and became a honest business man (as far as businessmen are honest).
Xaviandrin (my character), aka 'Xavi', and his brother worked as low ranking Sczarni thugs in their teens, to the dismay of their father. Both committed what they called victimless crimes, only things like theft and fraud. Xavi himself was a burglar.
When he grew older he left the Sczarni and their crime behind, as much as one can. He instead turned his skill as a burglar to a legal use and became a locksmith.
His brother however never managed to get out of the life of crime, mostly due to substance abuse on his side. Now he is in such a debt to the Sczarni that they have come knocking at Xavi's door, basically demanding he'd do one last thing for them to clear his brother's debt.
That one last thing is infiltrating in the Solrath Consortium.
As a result of all of this he would be very open to switching sides, as long as the Solrath could help him get his brother free. He doesn't care about the Sczarni at all, would rather be rid of them.
As for the character itself, he'll be a rogue with a fascination for mechanics and combining that with magic, which is why I want to go Arcane Trickster with him. The emphasis will be on the rogue part though.
As for the skinwalkers, they actually look like normal people of whatever race spawned them when not shifted. When they shift they change, but I don't think it's any worse than an alchemist becoming bestial when he drinks a mutagen or a druid who turns into an actual beast. Most people won't know the difference, especially since the skinwalkers have control over their abilities.
No need to apologize. I was talking about her full sisters. She has many half-siblings, mostly pureblooded orcs, but she doesn't care about those.
Busy statting her up, just trying to figure out what I'm going to do exactly with her fighter level.
EDIT: For those desperate for healing, I'll be picking up Use Magic Device and have a hefty Charisma bonus so I should be able to operate a wand of CLW or the such.
The complete breakdown of the race is actually in the product discussion thread for the book, starting on page 7: http://paizo.com/products/btpy91dq/discuss&page=7?Pathfinder-Player-Com panion-Blood-of-the-Moon#tabs
As far as being found out goes, the guy himself would be harmless to the Solrath Consortium and while doing grunt work for them he won't be able to figure anything out about them (I think). In fact, he might involuntarily give them more information about the Sczarni than he can give the Sczarni about them.
DM Alaion how do you feel about the Skinwalkers from Blood of the Moon, particularly the Bloodmarked (werebat-kin)?
I have an idea for a rogue sent by the Sczarni who have caught wind of the new organisation. Basically they want an inside man to figure out what the new group is up to and whether they are potential allies, business partners or enemies. My character would be a rookie Sczarni and they sent him because he's expendable, they can deny his membership and his heritage makes him elusive.
She doesn't mind them being evil, she isn't good herself either (neutral something, haven't quite settled on it yet).
That said, I would find it odd if they are chaotic evil, especially her older sisters, since they were all raised by their enslaved mother, who would probably have been Lawful Neutral. Some of that would have rubbed off on them, like it did for Varah.
Well, when it comes to how Varah got to Freedomtown the most likely reason would be to find information, resources and allies for her personal mission (freeing her sisters). She would have arrived from Urgir, where she was until recently.
As for my HP roll
Looks like it's low. Oh well, happy I went with Fighter as first level