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I'll be submitting Gabria Tovanu, Godclaw Skinwalker Druid using the Nature Priest archetype. She's a devotee of Achaekek but not that fond of the Red Mantis assassins.
As for the Godclaw thing, that's what she calls herself. After all, her shape changing ability is in the image of her god.
Now I just can't decide whether I want the Trickery domain or a Giant Mantis companion.
DM waz up? wrote:
If you have an idea for the 2nd skill bonus, spell-like ability and 4th shapeshift ability I'd love to hear it. That goes for everyone actually.
An alternative concept I have would be a Cavalier using a reflavoured version of the First Mother's Fang archetype where the character is a martial devotee of the Eldest Ragadahn.
I'd love to work on a skinwalker version of the weremantis.
My ideas for Weremantis skinwalker:
As far as ability scores go I'd say +2 Wis all the time and +2 Dex while shifted would fit, just not sure about the penalty. I could see that go to Con (mantises look rather frail) or Int (vermin are mindless).
For skill bonuses I'd say Stealth makes sense but not sure about the other. Maybe Perception.
Not sure what a sensible spell-like ability would be.
As for shape shifting bonuses:
Oh and my rolls
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 6) + 6 = 18
Seems a single set suffices.
In the same line as the lycanthropy question from Seth, how do you feel about entothropes (the were-vermin from Bestiary 6)?
The idea would be for a weremantis, the daughter of a heretic of Achaekek. Her hybrid and vermin form would be a literal red mantis while she herself isn't quite sure what to make of the organisation. They killed her father for his herecy, which took the form of turning himself into a weremantis to get closer to his god. She wasn't killed because she was just a kid and nobody knew her father had passed on his curse.
Apparently I hadn't rolled yet
4d6 ⇒ (6, 2, 3, 4) = 15 13
4d6 ⇒ (2, 1, 3, 1) = 7 6
4d6 ⇒ (1, 6, 3, 1) = 11 10
4d6 ⇒ (1, 6, 3, 4) = 14 13
4d6 ⇒ (3, 1, 3, 3) = 10 9
4d6 ⇒ (3, 1, 1, 4) = 9 8
4d6 ⇒ (5, 1, 5, 6) = 17 16
4d6 ⇒ (2, 3, 5, 6) = 16 14
I'll take the second set.
GM Redelia wrote:
They are in the ARG, page 229.
Assuming we still start at Phaendar, the character would be a devotee of Kurgess and part of a travelling troupe of entertainers. He'd function as a brigand deterrent, strong man and as a back up horse for pulling carts.
I decided to go with the Dwarf with the warrior panoply. That makes the whole spellbook thing moot as well (at least until 18th level as I could still get it by then, should we reach it).
Hama Steelblood is from Kraggodan and stopped in Phaendar for the festival while on her way to the Five Kingdom Mountains where she seeks to study the Rivethun.
I'm still debating whether or not I want to drop the Charisma to 6, Constitution to 14 and raising Int to 16. I'm not a huge fan of dropping stuff below 8 but then again I really want the 16 int. I could also drop Dex to 10 but that costs me AC, initiative and reflex while the Cha doesn't cost me a thing.
If you want something that doesn't break on a 1, pick up a club. It's free and it's superior to the light hammer in every way (light hammer has more range but you wouldn't throw an iron weapon). The +1 equivalent isn't all that important at 1st level anyway.
I agree that it has rp potential but as Iradyiel pointed out it has more "being ambushed in a dark alley" potential than anything else. So while you'll get killed for the weapon you can hardly use it do defend yourself while your ambusher smashes you to a pulp with his greatclub, which also doesn't break on a 1.
I agree that getting a large, steel longsword out of it is probably way too strong but only getting a light hammer or short spear is way too weak. I won't even mention the arrows as you wouldn't want to shoot them and lose the money.
As intended, the best use of that trait would be selling the weapon.
EDIT: I'll just swap the trait out for Signature Moves and grab a large cold iron longsword instead. I'll even make it masterwork.
As I initially suspected. One thing, the arrows would not work. For starters because the trait only allows a single weapon but also because arrows aren't weapons. They are ammunition.
It does make the trait completely pointless though and a waste of text.
I ask because of the class feature I quoted above.
If I can write things into a spellbook that means any scrolls that are found containing wizard spells can be put in the spellbook, even if they aren't also on the Magus list (which would mean Aegis can already copy them into his spellbook already). It also means I can copy from Aegis and don't need to poach his spellbook every time I'd use that class feature.
Another question for the Mage's version. Could a character who doesn't prepare spells from a spellbook write new spells in a spellbook?
I'm asking because of the following ability of the Mage's Paraphernalia panoply:
Psychic Anthology wrote:
I know. The idea for my character is that she used to be a valued slave owned by a Templar of Tyr with some interest in the iron mines. Due to her skills she quickly became foreman for the templar's personal crew of mining slaves. He ended up being so fond of her that he made sure she'd be freed from slavery if he perished and she'd become the owner of the mining squad. In addition she'd get his steel greatsword (longsword to her) as he figures he should not leave that to his only daughter figuring women shouldn't carry such weapons. He obviously doesn't know Toh'Ckck is female, the thought something that looks brutish could even be a woman never even rose to his mind.
She came onto the ship as a hired guard as it was a paid way to get away from Tyr before her old master's daughter figured out a way to properly take her vengeance.
As for goals, Toh simply wants to find a home. Preferably a place where she isn't harassed by slavers wanting to capture her because her kind are rare and sell well. Short term she also wants to escape the wrath of her former owner's daughter.
As my own goal: Having fun mainly. The character concept is one I have had running around in my mind for quite a while now so being able to finally play it would also be grand.
Hmm, seems the Armed with Steel trait doesn't actually work all that well.
I suspect so. Especially since Stoneplate isn't just made from stone but from alchemically treated stone.
I'll save the heavy armor for later as I won't even need it until about 6th level. The fact I pay 4 times normal price for any armor other than shields also takes care of that.
I had completely forgotten about Stoneplate. That solves a lot of problems.
It seems I hadn't even rolled stats yet, though I do have Wild Talent rolls (10 and 14). I'll go for the 14, which is Mindlink.
Wow, that's a -8 pb roll. I think that qualifies me for a reroll.
4d6 ⇒ (4, 3, 4, 3) = 14 11
From -8 to 31. I approve
I'll be working on Toh'Ckck, a female Trox Siegebreaker Fighter. She'll be a walking, talking bulldozer who actually prefers building things to destroying things.
EDIT: I swapped out Terran for Kreen when it comes to starting languages, seemed a better fit on Athas.
I wonder what Loupblanc's and Elegantly Wasted's character will be like Charisma wise as we are bound to need some people able to talk.
For me it will differ a bit based on which set I go with. For the warrior panoply I'll go for a Dwarf who is a Rivethun adherent (which I actually quite love as it breaks away from the standard beard, booze and Torag/Moradin Dwarf) and that one will be rather lacking in the Charisma department.
Both will be decent melee combatant though the dwarf would, obviously, be far superior and would actually be running a full bab most of the time. The (Half)Elf would be a finesse warrior with an Elven Branched Spear who will, eventually, get Int to damage.
A question: Can we take a Drawback for an extra trait?
I'm still interested in this game.
I'm struggling a bit though, mostly because the character idea I have for the Trox will rely on heavy armor. The price increase is a small hurdle, especially if I make sure he can craft his own. The issue though is that heavy armor has to be metal, as per the guide, and that is incredibly rare and rather problematic in the heat.
My sword and board wouldn't be your full on sturdy gall though. For starters there'd only be medium armor and a d8 hit dice. Let's just say she'd be an anvil with your character and both ranger and magus being hammers. In addition the character would be handing out buffs.
The caster version would still be a melee combatant as well, including the medium armor and martial weapons, but the focus would be on the casting. It doesn't really work unless I have a filled (upto 6th level) spellbook though. Now if I could borrow our Magus's spellbook I could prepare any wizard list spells he has. Still, it isn't ideal and I'm not even sure if someone who isn't a wizard/magus/other book-based caster could even write new spells into a spellbook.
I understand the spells will be useless almost all of the time. Personally I think that is the point, they are a mechanical trade off for the archetype. I still get the other half of the normal patron spells as well though.
As for the Quasit, I see how that can be an issue. Do keep in mind though that it can both be permanently invisible and it can shape change to take a more acceptable shape. The biggest problem would actually be those who witness it's arrival, though the fact my character would be just as shocked and appalled as they are probably helps.
After some more thought I'll actually be going for the Panoply Savant Occultist. I figured the witch is better suited for other adventures (read, places where the whole demonic connection and quest to reverse damnation is more fitting. How I'd love to play such a character in Wrath of the Righteous).
Only thing I'm in doubt about is whether I want to focus on Trappings of the Warrior panoply or the Mage's Paraphernalia.
The first would be a sword and board style fighter, though the board would be a defensive feature only. The latter would be a very good caster of spells upto 6th level, assuming I can get my hands on a decent spellbook.
After some more thought, would you be ok with a Demon-Sworn Witch Heroes of the Darklands? So basically a character tied to a demon lord through a single desperate act and who, at least in my character's case, would want nothing more than to reverse the pact.
The basic idea is the character was a serving girl in the bar that was burned down during the Night of Ashes who already dabbled in witchcraft. If allowed she'd be a Changeling.
How she became demon sworn:
As the fire started she was in a storeroom in the back with the door closed. As a result she could see and smell the smoke coming from under the door before the fire actually breached the room. She was trapped and keenly aware she was going to die there. Initially she simply started praying to Milani, her patron goddess but as the first flames licked the inside of the door she got more desperate. She wanted to live and her prayers started to drift elsewhere. First to the other good gods and then to Pharasma. None of them answered. Even the evil gods seemed to ignore her pleas.
Desperate for any help she started calling upon anyone willing to come to her aid, promising anything just to get her out of there alive. Initially nothing happened but then the wall shifted behind her, opening a passage that hadn't been there before. She got up and ran in, the wall quickly closing behind her. Not knowing where she was she simply ran through the maze-like halls only to find a closed door. As she grabbed the handle to open the door it burned her hand. When she looked at her hand there was a rune seared into it and she instinctively knew what it meant. Whoever or whatever saved her, owned her now. When she touched the handle again it was cool to the touch and as she opened the door she found herself in an alleyway a few streets away from the bar.
Since that day she had been obsessively trying to figure out who she made a deal with and how she might get out of it. The first answer was relatively easy to find as the rune on her hand was the abyssal sign of Baphomet. She started wearing gloves once she knew that. The second answer was much harder to find and so far she hasn't had in luck. She was forced to stop anyway as Thrune started cracking down harder on the city and if she was discovered, branded by a demon lord, she'd be executed on the spot and her soul would truly be lost.
She was at home when there came a knocking at the door. When she opened it there stood a young boy asking her her name. When she answered he handed her a letter. Someone knew she was a survivor of the fire at the bar and that she'd sympathise with a possible rebellion against Thrune. He wanted to meet, publicly and the letter told her where. Initially she didn't want to go but then decided she had nothing to lose. If it was a trap, and she couldn't see how, she was dead. If it wasn't all she could do at home is wait for them to figure out and then she'd be dead anyway. Better to take a shot at escaping that fate even if only to buy her more time to figure out how to escape the fate of her immortal soul.
Her demon's interest in my character:
Baphomet is the lord of conspiracies and secret societies and that alone makes him like the whole secret rebellion. In addition the rebellion stands to hurt Asmodeus's interests on Golarion and Lamashtu, Baphomet's lover, hates the infernal god. So if Baphomet can show her that he was somehow involved with striking at Asmodeus she might be pleased. And even if the rebellion failed he'd still have had some entertainment and a desperate soul to toy with.
She have the Pattern Seeker trait and would be at the protest to meet a contact.
EDIT: Just to be clear, she'd be Chaotic Good
My character would still be a Neutral Good it's just her familiar that is evil. In fact, I could even turn the character into a full time necromancer and she'd stay Good (as long as she doesn't acquire the corpses in an evil way). Just to be clear: I wouldn't.
To be honest, I'm actually starting to doubt whether I want to run this character through this specific AP. Basically I'm stuck with too many fun ideas.
As for a healing wilderness god, have you checked Immonhiel? She is an angel empyreal lord, a devoted healer and goddess of herbalism, swamps and toads.
What does everyone else think about the Demon-Sworn Witch? Would you be ok with travelling alongside someone who regretfully made a desperate pact with a Demon lord and ends up actually being stuck with a fully evil demonic familiar?
As for why no Dwarf on the Panoply Savant: I don't like playing the stereotypical Dwarf and that's where you'll quickly end up with that, be it a smarter version of the stereotypical Dwarf.
I get that and I'll give it some more thought. A thing to note though is that the Quasit does have the ability to change shape into any 2 of small centipede, bat, toad and wolf (I'd say it's at least bat for this one since it's sent as a "gift" by Nocticula and her sacred animal is the bat) and can turn invisible at will so it does have ways to avoid being found out as a demon.
The alternative at the top of my list at the moment is Panoply Savant Occultist with the Warrior panoply. Not sure that'll still be a Dwarf though.
EDIT: As for the healing; Not really. All her hexes would do 1d4 nonlethal damage, including her Healing hex. In addition the mechanical downside of the archetype is that half of your patron spells get replaced by evil spells (Protection from Good, Unholy Blight, Dispel Good, Blasphemy and Unholy Aura to be precise) though the upside is evil spells don't change your alignment.
As far as Skinwalkers go: The first book of Ironfang Invasion actually offers a new kind of Skinwalker as well: The Aeriekin.
They are the Skinwalker descendants of Wereraptors (the bird kind).
As for my concept, I understand that having a Quasit familiar will cause some conflict, especially since it will still be evil (though 100% obedient, as per the archetype). Those who witness the arrival of the Quasit will probably understand but that'll probably be a small group.
I can understand if you think it wouldn't work in which case I'd look at other ideas I have for this AP. Probably something more martial, like an Occultist or a Phantom Blade Spiritualist.
I actually have a concept I'd love to play:
A Dwarven Witch and priestess of Bolka. While working as a matchmaker in Kraggodan she sought to escape the marriage arranged for her by her own family. She had no interest in the lecherous, old drunk, even if it helped her family if she married a man of such noble standing. When they came to find her on the day she was supposed to marry she desperately prayed for help and a chance to escape but the only one who answered was Nocticula, a demon lord. In desperation my character accepted her help and so she was shrouded in shadows and none could see her while she fled to the surface.
Now she has become a Demon-Sworn Witch (Heroes of the Underdark) and is stuck with a pact she wishes she hadn't made. She ended up in Phaendar where she continues to provide the services as a priestess of Bolka, though with a focus on supporting newlyweds and those about to be married. At the same time she desperately searches for a way out of her pact without damning herself again in the process.
Just to be clear, she'd be Neutral Good.
EDIT: I'm not absolutely tied to this concept as it fits multiple APs. Basically it just requires the proximity of a Sky Citadel/large Dwarven city.
As far as concept goes I'm more tied to background than to mechanics.
I'm looking at a male Human Fighter coming from one of Cheliax's most prominent noble houses (either Henderthane or Narikopolus) but it's a house without prominent holdings in Kintargo. If a Henderthane my character will go for melee and take the Siegebreaker archetype, if a Narikopolus he'd be a straight up Fighter focusing on archery.
At age twenty five he already is a veteran of sorts. At age eleven he was sent to be his cousin's squire at the end of the Goblinblood Wars, his cousin being a Hellknight armiger on the verge of becoming a full Hellknight.
The cousin perished after being overwhelmed by an immense number of goblins. My character initially survived by hiding among the bodies but was later discovered when the goblins started scavenging among the dead bodies. If not for the timely arrival of a squad of Andoran Eagle Knights he would have lost more than half of a finger on his left hand. The Eagle Knight took him back to their camp, nursed him back to health and he stayed with them for the remainder of the war as their camp was the safest place for him to be.
After the war the Eagle Knight that had saved him from the goblins took it upon himself to bring my character back home. He got special dispensation to cross Cheliax and bring the boy but once that was done he was, to his own and my character's shock, immediately clapped in irons and imprisoned for being an Andoran infiltrator.
My character's reaction to the way his saviour was treated combined with his prolonged exposure to the "perverted" ideologies of the Andorans prompted his family to arrange for my character to be sent away to a military academy two days from the city of Kantaria for re-education. However, during the night before they would arrive at the academy he slipped away with the purse that contained his tuition for the first year and fled further west and ended up in Kintargo.
The first thing he did when he arrived in Kintargo was changing his last name as his real name would cause naught but trouble. There lived for years on the fat purse by being very prudent when it came to expenses. When the money started to run low he joined the dottari. For several years he enjoyed his work there, until Barzillai Thrune arrived. That man and his rules represented all he had left behind and so he left it all behind once more. Now he is contemplating boarding a ship and leaving Cheliax behind for good.
Any idea on my previous question?
Quoting for ease:
How would you feel about Trox?
Basic idea for background for the race is that they are the result of experimentation by one of Nibenay's high ranking templars to make a version of the Thri-Kreen that was better suited for slavery. They seemed to have succeeded as the result lived longer, was stronger and not as bright but they were at least twice as stubborn. Many escaped into the desert in a brutal slave revolt the remainder was put down. As was their creator. This all would have happened ages ago.
Do you want fire giants and red dragons passing out from heat exhaustion in their volcano lair? Do you want a white dragon freezing to death on a glacier? Clearly the intent is that resistance/immunity to cold/fire helps you out in extreme environments.
I understand that. Common sense is it works. I'm not asking about common sense though. As it stands the damage isn't typed beyond being nonlethal.
So by RAW Fire Giants do suffer from heat exhaustion. Doesn't make any sense but it is how it's written at the moment. That is why I'd like an official clarification.
I assumed the other effects that happen upon taking damage still happened.
The issue is that the damage both cold and heat do isn't defined beyond being non-lethal, with the exception of breathing in exceptionally hot environments. as such one could argue that the damage is untyped and the resistance does not apply.
So I guess the question actually is: Does cold environment do Cold damage and does hot environment do Fire damage?
Common sense would say yes but the rules don't say anything.
EDIT: I know Endure Elements makes you immune to all of it but that isn't the point.
Does fire resistance protect you from environmental heat and does cold resistance protect you from environmental cold?
Would you allow an evil character?
My interest is not the cackling kind or even the clearly malevolent kind. I'd be looking at a character that's simply willing to go what is good and proper in order to achieve his or her goals.
The character would be loyal to others, friendly and caring to those around him but utterly ruthless and downright nasty to those deserving his or her ire. In this case that would be the Ironfang Legion.
I have some more questions though:
If I choose the Wild Talent as a Thri-Kreen do I lose the entire Toxic Bite racial feature or just the poison? In other words, do they keep the 1d3 bite?
Would you allow the Elven Branched Spear? Something about a Kreen with an Elven weapon just seems right to me. That and it's a finesse option.
EDIT: As for Create Water, I have seen a good fix for that in another PF Dark Sun game some time ago. In that game it simply became a 1st level spell instead of a 0 level spell and produced a quarter of what it normally produces.
With Endure Elements, I'm not sure cutting the spell is the way to go. Might be an idea to just decrease it's power. Something like the 1st level version only working between -5 and 100 Fahrenheit and adding a 3rd level version that is like the normal version. Communal version would get the same treatment.
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