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Cymric's page

Organized Play Member. 96 posts (373 including aliases). 1 review. No lists. 2 wishlists. 5 aliases.


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Scarab Sages

yes but an alchemist adds his int to bomb damage. -2 int = -1 dam

Scarab Sages

Golarion is 420 friendly

Scarab Sages

Maybe a bit dehydrated? You're not dead, not even close to dead, you certainly would not look like you are rotting

Scarab Sages

I would suggest that if you house rule it, using a speast as a double weapon be an exotic weapon. Like most double weapon its more a question of fighting style then anything else

Scarab Sages

Limeylongears wrote:

Maybe there should be a male version, then, with a strategically placed gap to allow one's glory to shine forth, or (alternatively) some sort of eye-popping steel 'aesthetic enhancement' to the same area. If anything would prove distracting, that certainly would, and it would also make sure your opponent was at least nine inches away from you at all times.

EDIT: Oh, what a surprise. History is filthy (NSFW?)

Wow that was hilarious, i knda wished they have a sideview photo. That was ridiculous

Scarab Sages

I have always loved the idea of orcs with guns. can you imagine a bunch of orcs canoneer with a big-a** cannon strapped on a triceratop. Awesome

Barukaz was sneaking up on the unsuspecting man when the sight of his shadow betrayed him the man quickly turned around and bathed him in an acrid smelling black smoke. Barukaz looked down at the hole pulsating blood from his side and then he smiled, tusk gleaming in the darkness. I do believe i wont kill you little man

Powder orcs

Years ago, a relatively unknown war-chief found his way to Alkenstar. There he discovered the devastating power of black powder and through means still unknown managed to harness its ways. Learning to recreate the mix and having his smiths find new ways to cast powerful canons to be strapped to his warbeasts. Woe be the foes of Barakuz for he is mighty indeed.

The powder orcs are known to be smarter then their cousin
+2 str,+2 dex-2 wis and cha
Gun affinity: Powder orcs are proficient in fire arms
Fire res: Powder orcs learn very young to ignore the burns of gunfight fire res 5

Scarab Sages

Its a question of effective grip on the weapon, wether you want to stab someone or give him a good twack your hands are going to be placed completely differently on the shaft. A spear would actually be closer to 6 to 8 feet depending on the height of the wielder and a quarterstaff would be roughly the height of its wielder and have weighted ends for added damage and protection vs splintering. Theres also thickness of the shaft to be considered. A spear would actually have a thicker shaft of hardwood because its expected to be the victim of ennemy battering down on it to break the point off wherehas a quarterstaff will be slightly less thick and a more flexible wood, that way its natural springness will add a bit of OOMPH to every strike.

They are not the same weapons at all. Feel free to house rule it though, but those are the main reasons why they are not the same, there are probably more reasons that im not aware of.

Scarab Sages

nogoodscallywag wrote:
Hmm where are you getting this number

Just some 3.5 old rulings. They priced mansions at 100 000gp in the wilderness section of the GM's guide. You can also look into Stronghold Builder (another 3.x book) Heres a link to the 3.5 srd

3.5 Ruling as per GM guide:

Buying Buildings
Characters might want to buy their own buildings or even construct
their own castle. Use the prices in Table: Buildings directly, or as a guide when for extrapolating costs for more exotic structures.

Table: Buildings
Item Cost
Simple house 1,000 gp
Grand house 5,000 gp
Mansion 100,000 gp
Tower 50,000 gp
Keep 150,000 gp
Castle 500,000 gp
Huge castle 1,000,000 gp
Moat with bridge 50,000 gp
Simple House: This one- to three-room house is made of wood and has a thatched roof.
Grand House: This four- to ten-room house is made of wood and has a thatched roof.
Mansion: This ten- to twenty-room residence has two or three stories and is made of wood and brick. It has a slate roof.
Tower: This round or square, three-level tower is made of stone.
Keep: This fortified stone building has fifteen to twenty-five rooms.
Castle: A castle is a keep surrounded by a 15-foot stone wall with four towers. The wall is 10 feet thick.
Huge Castle: A huge castle is a particularly large keep with numerous associated buildings (stables, forge, granaries, and so on) and an elaborate 20-foot-high wall that creates bailey and courtyard areas. The wall has six towers and is 10 feet thick.
Moat with Bridge: The moat is 15 feet deep and 30 feet wide. The bridge may be a wooden drawbridge or a permanent stone structure.

Knock out value for disrepair and Middle of Nowhereness.

As far as I know theres nothing about the costs of building in pathfinder (only found cost of living)

See.. i didnt pull that number out of my a** :D

Scarab Sages

Why not take Prodigy instead of skill focus, it allows you to pick two crafts at +2

Scarab Sages

@Marthkus I went back and read your original post and have to admit that it is indeed a very good post. That dosnt change the fact *IMO* that the thread has been derailed.

I just feel that its a shame the thread went into the way it did, it has no purpose anymore, its a hate-fest on the Fighter. Fighter is a perfectly valid class and a lot more interesting to build then the others because of its versatility and its particular challenges.

I personnally never feel over-shadowed by other classes when i make Fighters. The barbarian hulks out and deals massive amount of damages, and hes down after 3 rounds because he had no armor on. The ranger is lucky and gets to fight his favored ennemy, he deals massive amount of damages, and hes down after 3 rounds because he had no armor on (unless hes an Archer). Cavalier and Paladins both have the same staying power the fighter has (or even better) but they dont deal massive damages(with the exception of a few paladins built).

There are accusations of the Fighter being a one trick pony, to that I say you've probably never seen a good fighter built. The fighter is not irrelevant because hes versatile. He dosnt have to be good at only one thing. He is not easily countered or ignored and is a threat to the BBEG even at high lvl.

Its true that he does not scale the way full casters do but at lvl 20 if I had to place bets between a fighter and a wizard I wouldnt necessarily put my money on the wizard (i probably would). Whereas Fighter VS Wizard at lvl 1, Hands down money on the Fighter.

Scarab Sages

Marthkus wrote:
Its not trolling just because you fail to see how the conversation relates to the topic.

Its not trolling to completely derail a thread? News to me. The only way you have participated at all in the OP's thread was when you said

Marthkus wrote:
MrSin wrote:
out of combat class features are?
I don't believe they have those... 2+int skill points is base for a humanoid. Being a fighter doesn't give you out of combat skills, but it does give you room to spend your leveling feats on something other than combat.

And thats a fine opinion, im cool with you saying that but then you and Shallowsoul have swamped this thread on how its just awesome to be a wizard instead (or not). And i hate to burst your bubble but that is not what this thread is about.

The question is * What can a Fighter do out of combat*. And the answer is... there is nothing that a fighter cannot do outside of combat that another character can do (except trapfinding and inspire others because nobody messes with the Rogues and Bards Union). He is free to spend his feat and skills wherever he wants. Obviously he cant do everything but neither can the wizard (fact:wizards have a maximum amount of spells per day by lvl and a maximum of spells known by DM).

An elven or dwarf fighter can take the feat Breadth of knowledge and immediately be able to make Knowledge check in EVERY knowledge and profession. He can take crafting and with 2 feats (wich he can easily afford) craft magical items. He can do perception and track monsters or be the party face(Intimidate or skill focus). He can climb a montain and set spikes ahead of his party and facilitate everyone's climb. He can sneak with the proper enhancements on his armore. He can sing and perform if he feels like it. He can take ANY of the skills on the list and *turn* it into a pseudo class skill with skill focus (even better he can make it a class skill with a trait). Will he be doing a lot of them well that depends. A human fighter with 10 int has 4 skills per level. A fighter that decided to go for combat expertise and trips has base 13 (why not go for 14) wich brings him to 6 skills per lvl(5 if hes not human). Is that a lot? no but its probably higher then any Barbarian or Cavalier that dont have a lot of feat and probaly wont go for combat expertise and decided to dump Int.

CAN the fighter cast spells to buff his allies or change his surrounding? Yes, with the right scroll or wand and UMD. He can but its not optimal but theres another but, the questions is "What can the fighter do", not "Can the fighter beat all the other classes in their repective fields".

There are no limits except those you set yourself. Note that ANY of those options are available to ANY other character, but for the fighter to waste a few feats in skills takes a much smaller toll on his built then any other class.

You are turning this thread into yet another Fighter's suck thread. You are De facto trolling.

Scarab Sages

Heres a suggestion, if you want to talk about summoners so bad why dont you open a thread about that subject. You could call it "Are fighters replaceable by summons". This thread WAS interesting about 3 pages ago but your efforts in making a hypothetical point have really made it suffer. Furthermore just because someone is trolling *cough*Marthkus* dosnt mean you have to feed him *cough* Shallowsoul*. Finish your feud by pm, on another thread or let it go.

Scarab Sages

I assure you, i meant master craftman.

Thank you Seriphim, looks like i got the price of my armor mixed with my shield (+2 with acid,cold fire and lightning res).

More importantly this reveals that i cant make this armor because my caster lvl is not high enough (caster lvl=ranks in crafting per master craftman feat so Effective CL=10)

So it would take 19 weeks to make the adamantine full plate ( taking 10=31 at accelerated rate DC29)

I must have rolled a 1 in my perception since i completely missed that part of magic item creation even tough it was right there in the core book in what should have been the first section i should have read.

Thank you all for the help

Scarab Sages

I am not sure how this particular scenario works out. Take a fighter lvl 10 with maxed rank in armorer, 14 int prodigy (craft armor weapons) masterwork artisan's tools and the master crafter and craft magic arms and armors (skill at 21). He wants to make a +2 adamantine Ghost touch full plate (76000 and peanuts).

Whats the craft dc? (Im asking because i cant find what Flaming or keen or ghost touch do to the craft DC)

Hes a fighter, how does he put the Ghost touch into it?

Ghost touch is a +3, what does that do to the crafting DC?

Magical items are cited as taking 1 day/1000gp (76 days for the item in question) but regular crafting
works in weeks and is (item worthx10)/(craft rollxCraft DC) (in other words hella long time (something like 115 weeks). Wich is it?

Do I need to craft the masterwork armor first and THEN enchant it?

Scarab Sages

I use hero lab. Whenever want to use something that I know that isnt in it(such as a feat, archetype or traits), i simply add it via editor. The editor was intimidating at first but i have quickly gotten used to it.

Scarab Sages

i see the train but cant find the tracks.... talk about derailment. :-)

Scarab Sages

I got accepted in another campaign, im retiring Nodeozox from the roster. Thanks you and have fun y'all.

Scarab Sages

this looks fun, dotting.

Scarab Sages

Staticky: Your hairs always stand on end qnd the occasional electrical arc can be seen waving across your body. Whenever someone touches you, he get a static shock.

Scarab Sages

And while Old Willow is an arcane caster, she can heal as well as any cleric and will debuff ennemies left and right

Scarab Sages

The child in me says "Yes, a thousand times yes". But as an adult I would have to say that it depends on how long he has had his new body. If he just woke up and he feels threatened, he might. If its been human for a few days, i doubt it.

Scarab Sages

shouldnt worry, that was a joke. It would be a cold day in hell when two paladins are caught in an act of kinkyness

Scarab Sages

Anthony Krast wrote:


Sorry to keep "arguing" with you but this is as much for my own sake as yours.

Humanoid in "shape" does not mean humanoid in "type"

Aasimars type is "Outsider"

Atleast by 3.5 standards, it didnt work, but again I havnt looked into how it functions in Pathfinder (I kinda just assumed it worked the same)

I see your point and made a through search. Creature type si defined as

d8 HD
eat breath sleep
proficient in weapons and armor by description or class

Aasimar are defined as such as well but only because they have the subtype Native.

All in all, i believe its the DM's call

Scarab Sages

Anthony Krast wrote:


Not sure if its as it was in 3,5, but if Krieger is an Aasimar, whats the point of him having an enlarge person potion?

Enlarge and reduce now target one humanoid creaturez. I believe Aasimars fit the profile ;-). Good catch though, i didnt think of it.

Scarab Sages

With the addded gold from the armor switch Krieger got himself a potion of enlarge person and pair of kinky manacles... i mean regular manacles

Hopefully final update on Krieger:

Krieger
Male Aasimar Paladin (Warrior of the Holy Light) 1
LG Medium Outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+6 armor, +3 shield, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +3
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +3 (1d4+2/x2) and
Javelin -1 (1d6+2/x2) and
Silver Shortsword +3 (1d6+1/19-20/x2) and
Warhammer +3 (1d8+2/x3)
Special Attacks smite evil (1/day)
Spell-Like Abilities Daylight (1/day), Detect Evil (At will)
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 15, Int 10, Wis 13, Cha 15
Base Atk +1; CMB +3; CMD 14
Feats Shield Focus
Traits Adopted, Guardian of the Forge (Knowledge [engineering]), Tunnel Fighter
Skills Acrobatics -6 (-10 jump), Climb -5, Craft (armor) +6, Diplomacy +8, Escape Artist -6, Fly -6, Knowledge (engineering) +5, Perception +3, Ride -6, Stealth -6, Swim -5
Languages Celestial, Common
SQ aura of good
Combat Gear Potion of enlarge person; Other Gear Four-mirror armor, Heavy steel shield, Javelin (4), Silver Shortsword, Warhammer, Artisan's tools, masterwork (Craft [armor]), Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Candle (5), Chalk (5), Crowbar, Flint and steel, Grappling hook, Torag, Ink, black, Inkpen, Manacles, Parchment (10), Piton (5), Pot, Rope, Saw, Scroll case (10 @ 0 lbs), Soap, Trail rations (5), Waterskin (2), Whetstone, 6 GP, 5 SP
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Guardian of the Forge (Knowledge [engineering]) You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you.
Shield Focus +1 Shield AC
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
--------------------
Krieger is a dwarf of aasimar descent. As such he is taller then most dwarves, his long beard seems to be made of wiry gold. His eyes are charcoal gray but sometimes in moments of righteous anger streaks of reds covers the pupils as if someone blew on hot coals.

At birth, because of his unusual size and appearance, Krieg was seen as a sign of portent by his clan and was taken to the temple by the elders. The temple refuted such claims but the clan would hear no such thing and decided to leav him in the care of the followers if Torag. Krieger spent his formative years at the temple where he learned the ways of the dwarves, the forge and Torag. Since he was a strong lad of fine wisdom and strength he was offered training to be one of the blessed warriors of the faith.

When Krieg heard of Cleftwood's plight, he did not hesitate. He grabbed his warhammer, the armor and shield he made at the temple and offered his service. With the 50gp he was given, he bought a silver sword and several supplies for his quest. He takes comfort that his beloved Magna decided to come with him. Maybe its a sign that she might feel the same way about him that he feels about her. If only that Umgir "good for nothing" fellow would leave her alone

Scarab Sages

Corsario wrote:
Ungrim wrote:

I have some elder siblings in my background, as well as a monastic upbringing. If anyone wants to tie Ungrim the dwarven archer into the emerging group, I'll happily cooperate (and rewrite as needed). Otherwise I figured I'd discover in play that I was a clansman of some other dwarf....

One dwarven party coming up! ;)

Magnitofera has made a charity vow, and tries to have the least possessions she can... Except for a pair of earrings someone gave to her, and she felt obliged to keep, as it was a gift paid with a lot of effort...
And that someone could be Ungrim... Someone heard "love triange" somewhere? :P

Was this your imagination or did Krieger's eyes really did start smoking?

1d20 + 6 ⇒ (12) + 6 = 18
1d20 + 6 ⇒ (10) + 6 = 16

Scarab Sages

Master of Dungeons wrote:
Cymric, that would be fine. Just have to make your rolls here. Need a DC of 16+. If you fail one of the rolls, it won't be completed in time.

I have a dice roller on hero lab but no way to link it. Are any recommended online rollers? Alternatively on a take 10 i get 16.

Scarab Sages

Master of Dungeons wrote:

I will allow pregame crafting using these rules:

You have approximately 1 week to craft before setting out. This is enough time for a standard item (weapon, armor, items etc) to be crafted, and 7 magic items (rods, wands, potions, scrolls etc) to be crafted. You can take 10 if that would allow you to succeed.

If crafted a standard item, provide your roll and the item you are crafting. If you manage to roll high enough to craft in less then a week, you can attempt a second item (if it takes a full week that will be fine). Must pay 1/3 the base price.

If crafting a magic item, provide your roll and the items you are crafting. If you fail (DC = 5 + Caster Level of item), the day and materials are wasted. In this way, you can prepare for the adventure by spending the week before hand crafting. Must pay 1/2 the base price.

That wont allow enough time to craft my banded mail (easy enough difficulty but 2500 total craft point, i can make 442 per week on a 20) . Do you allow the four mirror armor? (medium +6 =2 MAX DEX -5 skills 45gp base price). Its craft price would be 450 so i would still technically need 2 weeks but thats a lot less then 10 weeks (average roll for the banded mail gives 289 cp per week)

That is, if I read the crafting rules correctly

Scarab Sages

Here is my second character submission, she is an atheist witch who sees the well being of Cleftwood as a personal mission. The source of her power is in the pond and the willow of her shack, they are fey spirits of natural health and remedies but she herself is unaware of that. She takes the role of support and healbot with the Hedgewitch archetype. Her familiar is a goat that she finds very useful. I've put her into the middle age category for an elf (250) but did not alter her stat for it (felt like rule abuse) but am debating making her even older. I'd like it if she really was older then Cleftwood itself.

A few fun facts about goats. Goats can eat just about any plants (even some usually toxic ones, Nightshade will still kill them) and live comfortably, goat milk is excellent for the health and contains many vitamins and is a great source of calcium, further more, you can make creamy goat cheese in just about 20 minutes

Old lady Willow backstory:

Local legend says that before Cleftwood was ever built there was a witch. A witch who had built a shack by a pond underneath the arms of a gigantic willow tree. The legend says that when the founders of Cleftwood came, she showed them where to build so their village could prosper. They say she was there when the first child of Cleftwood was born, that she acted as the midwife. They say that not a child was born without her being present. They say that when the first mayor's son was bit by a snake, that she is the one who saved his life. That she killed the snake and made a strange brew and made him drink it. They say that if you need fortune told, to ask the willow witch. When farmers need to know what to plant this year, Willow knows best, if your cow wont milk or your chicken wont lay, ask Willow. If you cough or you sneeze or your tooth aches, your back aches and your joints swell or just cant get rid of an itch, go see Willow. She wont take a coin, a penny or a shilling but if you want Willow's help you better bring a gift. Sometimes a ham, sometimes a pound of coffee grains or even a good story. They say many a great things about Wise old Willow but they never say her true name for she has never given it. But all know that Willow takes care of Cleftwood and she needs no one's help.

Willow has been known to spit on holy symbols and hiss at servants of the faiths. She likes to say that there are no gods and that all who claim to detain powers from above are charlatans and hoaxes. She swears often and tolerates no fools and yet she remains endearing. Willow helps because she can, she helps because its the right thing to do and if she dont help then she just knows they wont do things right.

Willow is going after longtail before he starts infecting her precious Cleftwood with his lycanthropy, she knows she cant bring him down herself so she'll accept to work with those younglings that are going after him. Someone is going to need to patch them up if they run into trouble and she just knows that without her special touch things will just go badly.

Old lady Willow statblock:

Old lady Willow
Female Elf Witch (Hedge Witch) 1
CG Medium Humanoid (elf)
Init +3; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +2, Ref +3, Will +3; +2 vs. enchantments, +1 trait bonus vs. divine spells
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longsword -1 (1d8-1/19-20/x2)
Ranged Shortbow +3 (1d6-1/x3)
Witch (Hedge Witch) Spells Prepared (CL 1):
1 (2/day) Mage Armor, Ray of Enfeeblement (DC 14)
0 (at will) Mending, Spark (DC 13), Stabilize
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 17, Wis 13, Cha 12
Base Atk +0; CMB -1; CMD 12
Feats Breadth of Experience
Traits Forlorn, History of Heresy
Skills Heal +7, Knowledge (arcana) +9, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +9, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +3(+5), Profession (herbalist) +7, Spellcraft +7 (+9 to determine the properties of a magic item), Survival +2(+5)
Languages Celestial, Common, Elven, Gnome, Goblin
SQ +3 to survival checks, elven magic, empathic link with familiar, hexes (healing), patron spells (healing), share spells with familiar
Combat Gear Scroll of Comprehend Languages, Healer's kit; Other Gear Arrows (40), Longsword, Shortbow, Backpack (13 @ 2.5 lbs), Candle (10), Cheese cloths, Fortune-teller's deck, Sewing needle, Spell component pouch, 13 GP, 9 SP, 11 CP
--------------------
Special Abilities
--------------------
+3 to Survival checks You gain the Alertness feat while your familiar is within arm's reach.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Healing (1d8+1) (Su) Use cure light wounds once per day/person.
History of Heresy +1 save vs, divine spells
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scroll of Comprehend Languages Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
--------------------

I really like Willow, she's not powerfull but she seems fun to play

Scarab Sages

Nebari Freyr wrote:
How does one pronounce Nodeozox?

Most people refer him as "that thing" or Nod as to the proper enonciation, i would imagine No-day-oh-zox

Scarab Sages

@Corsario: Our paladins could have met at the temple of Torag, we could be traveling companions and long time friends.

Krieger's backstory:

Krieger is a dwarf of aasimar descent. As such he is taller then most dwarves, his long beard seems to be made of wiry gold. His eyes are charcoal gray but sometimes in moments of righteous anger streaks of reds covers the pupils as if someone blew on hot coals.

At birth, because of his unusual size and appearance, Krieg was seen as a sign of portent by his clan and was taken to the temple by the elders. The temple refuted such claims but the clan would hear no such thing and decided to leave him in the care of the followers if Torag. Krieger spent his formative years at the temple where he learned the ways of the dwarves, the forge and Torag. Since he was a strong lad of fine wisdom and strength he was offered training to be one of the blessed warriors of the faith.

When Krieg heard of Cleftwood's plight, he did not hesitate. He grabbed his warhammer, the armor and shield he made at the temple and offered his service. With the 50gp he was given, he bought a silver sword and several supplies for his quest.

Scarab Sages

thank you

Scarab Sages

Here is my submission. Let me know if you want me to change anything. If you dont allow pre-game crafting, i will downgrade his armor adequatly.

Krieger:

Krieger of the Shiktuk clan
Male Aasimar Paladin (Warrior of the Holy Light) 1
LG Medium Outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 20 (+7 armor, +3 shield, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +3
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +3 (1d4+2/x2) and
Javelin -1 (1d6+2/x2) and
Silver Shortsword +3 (1d6+1/19-20/x2) and
Warhammer +3 (1d8+2/x3)
Special Attacks smite evil (1/day)
Spell-Like Abilities Daylight (1/day), Detect Evil (At will)
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 15, Int 10, Wis 13, Cha 15
Base Atk +1; CMB +3; CMD 14
Feats Shield Focus
Traits Adopted, Guardian of the Forge (engineering), Tunnel Fighter
Skills Acrobatics -7 (-11 jump), Climb -6, Craft (armor) +2, Diplomacy +8, Escape Artist -7, Fly -7, Knowledge (engineering) +5, Perception +3, Ride -7, Stealth -7, Swim -6
Languages Celestial, Common
SQ aura of good
Other Gear Banded mail, Heavy steel shield, Javelin (4), Silver Shortsword, Warhammer, Artisan's tools, masterwork (Craft [armor]), Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Candle (5), Chalk (5), Crowbar, Flint and steel, Grappling hook, Torag, Ink, black, Inkpen, Manacles, Parchment (10), Piton (5), Pot, Rope, Saw, Scroll case (10 @ 0 lbs), Soap, Trail rations (5), Waterskin (2), Whetstone, 1 GP, 1 SP, 7 CP
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Guardian of the Forge (-Choose-) You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you.
Shield Focus +1 Shield AC
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
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Krieger is a dwarf of aasimar descent. As such he is taller then most dwarves, his long beard seems to be made of wiry gold. His eyes are charcoal gray but sometimes in moments of righteous anger streaks of reds covers the pupils as if someone blew on hot coals.

At birth, because of his unusual size and appearance, Krieg was seen as a sign of portent by his clan and was taken to the temple by the elders. The temple refuted such claims but the clan would hear no such thing and decided to leav him in the care of the followers if Torag. Krieger spent his formative years at the temple where he learned the ways of the dwarves, the forge and Torag. Since he was a strong lad of fine wisdom and strength he was offered training to be one of the blessed warriors of the faith.

When Krieg heard of Cleftwood's plight, he did not hesitate. He grabbed his warhammer, the armor and shield he made at the temple and offered his service. With the 50gp he was given, he bought a silver sword and several supplies for his quest.

Scarab Sages

Daylight is really the only thing that dosnt really fit do i think i'll stick with it.

Scarab Sages

I propose an Aasimar (half-orc if aasimar is not allowed) paladin for melee specialist. How are we on archetype and crafting skills? will there be crafting opportunities? Can a character starts with crafted armor to save costs?

Scarab Sages

So I decided to go with an warped aberrant sorcerer instead of a magus simply because i wanted something weird and otherworldy. I chose the Aasimar race for lack of a better fit. I wanted something that woud stand out of the norm but there are no aberrant races per say. I gave him the space diplomat traits because i felt the knowledge local would help in his archeologist/ancient ruin explorer side

Nodeozox:

Nodeozox
Male Aasimar Sorcerer (Wildblooded) 1
NG Medium Outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +2, Ref +3, Will +3
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee Cestus -1 (1d4-1/19-20/x2)
Ranged Light crossbow +1 (1d8/19-20/x2)
Spell-Like Abilities Daylight (1/day)
Sorcerer (Wildblooded) Spells Known (CL 1):
1 (4/day) Shield, Ear-Piercing Scream (DC 15)
0 (at will) Message, Flare (DC 14), Read Magic, Detect Magic
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Statistics
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Str 9, Dex 16, Con 13, Int 12, Wis 13, Cha 18
Base Atk +0; CMB -1; CMD 12
Feats Eschew Materials, Merciful Spell
Traits Resilient, Space diplomat
Skills Acrobatics +0 (-4 jump), Climb -4, Diplomacy +6, Escape Artist +0, Fly +0, Intimidate +8, Knowledge (dungeoneering) +5, Knowledge (local) +2, Perception +3, Ride +0, Spellcraft +5, Stealth +0, Swim -4
Languages Celestial, Common, Draconic, Lashunta
SQ mutated bloodlines (warped), warp touch (7/day) (dc 14)
Combat Gear Scroll of Identify, Comprehend Languages; Other Gear Cestus, Crossbow bolts (20), Light crossbow, Backpack (Everything but the belt pouch and spell component pouch), Bedroll, Belt pouch (moneys), Blanket, winter, Candle (5), Grappling hook, Ink, black, Inkpen, Pot, Rope,Scroll case (Identify, Comprehend language) Spell component pouch, Waterskin (2), 7 GP, 4 SP, 9 CP
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Special Abilities
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Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Merciful Spell You can cast a spell that deals non-lethal damage instead of lethal damage.
Scroll of Identify, Comprehend Languages Add this item to create a scroll with spells on it.
Space diplomat You grew up exposed various space cultures and learned much about the cultures residing within the galaxy. You gain a +2 bonus to all charisma based checks and you must choose a particular planet whose culture you have studied more than the others, i
Warp Touch (7/day) (DC 14) (Sp) Starting at 1st level, you create brief, disorienting changes in a creature's physical form. This ability affects one creature within 30 feet, which is dazed for 1 round (Fortitude negates; DC 10 + 1/2 your sorcerer level + your Charisma modifier). Y
Warped The alien taint in your blood causes malformations and mutations in others.

Associated Bloodline: Aberrant.

Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, one target of your choice may receive one random e
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The individual that you see has a strange appearance to say the least. For instance, it seems that all of his body hair have been repalace by short downy feathers. The skin of his arms has a rigid look like the yellowed scales that birds have, His nails themselves are short black and seemingly pointy. His eyes are purple, pupil-less and very round and close together, his strongest feature though, the one that seems to create the most fixation upon those he meets would be his beak. Nodeozox is lucky to be blessed with parrot like vocal cords, else his dictation might suffer.

Nod does not know his own origins, he knows he was born like most people and not of an egg. He knows where he grew up, whom influenced him and where he was learnt. By origins he of course means his parentage. In effect Nod knows not whom his father is and if his mother is to be believed he was a virgin birth. In his quest for origin Nod decides to turn to the stars themselves. His appearance most aberrant makes him believe that there just might be a link between him and the void creatures.

Nod will begin his search in ancient ruins. After many years of studies of the planet Aballo, he feels confident that he might find a clue there. But first he must find allies for such an endeavour will be most assuredly perilous.

Scarab Sages

Does the space diplomat trait also add knowledge local to the character skill list?

Scarab Sages

Are there any aberrant language? i know that there are no Illithids in pathfinder but back when there were it was deep speech or undercommon but what about now? Would a space faring aberrant speak those languages

Scarab Sages

technically speaking, while your character could shoot 5 bolts in one round, he couldnt do so effectively. Meaning that his shots would go so wide as to miss the large side of the barn. You could shoot one or two bolts (with the right feat) with no problem but after that, to respect the established rules, every hit attempt would unexplainedly miss.

I have player in my game with a repeater crossbow. With the help of the wizard, he had a special cartridge that holds more bolts made (think quiver of elona), putting him on par with regular archers

Scarab Sages

Is there room for a dwarf staff magus?

Scarab Sages

No, i wouldnt play this and i've played Warhammer fantasy dont pick your stats or your career. Pathfinder isnt designed for point buy 11. Theres no fun prospect for you in playing with that stat aray. Ask for at least a 15 point buy and then maybe consider playing with such a controling DM. *maybe

Scarab Sages

There where no nefarious intent in what they did. It was a knockout poison, it didnt even do constitution damage. Its not the pcs fault that their DM decided to rule it the way it did. Not to mention that drow poison isnt the ingested kind. It shouldnt have done anything at all except maybe give the girl an upset stomach

Scarab Sages

I should add Starrel the Squire. He should hvae been a cavalier but they didnt exist back then. He was a lawful neutral fighter who dreamed of being a paladin but lacked an ounce of mercy in him. He was all about the gallows and eye for an eye and hand for a theft. He was also a blind follower of the nobility until he met one hell of bastard noble scion. Had a lot of fun playing him through various moral dilemnas. He had all the mounted combat feats and on the ground he fought with an oversized mace and shield. When the campaign ended, he was on the verge of becoming a knight in full mithral plate. My plan after that was leadership feat with dragonne mount. All of this was back in 3.5

Scarab Sages

Sorcerer make nice canons, altough they lack in versatility. Barbarian who focuses on provoking Aoo's and strike back (probably a few other good builds as well)

Scarab Sages

Are you trying to create a wondrous item without the feat? If you are, if i were your dm, I wouldnt allow it. Besides that, if you do have the feat, creating that magical item would cost you less then by going the permancy way. The magic item Wind fan costnonly 5500 (or 2750 if you craft it). A permanency spell costs 7500

Scarab Sages

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Thats a tough one but I think im boing to go with my dwarffighter/cleric in 3.5.

His name was Goldor of the Bondak clan and he was on a mission to find a new mountain for his people (detonated the cavern ceiling of their city to stop an invading army from bellow). He was getting old, he only had one eye and he had been conscripted into the clergy (too many clerics died in the war). He could also fight using just about anything, he would shield bash, use his hammer and if it came down to it was even trainec in unarmed combat and blind fighting. Hilarious character, had a story for everything. Funnily enough, his clan last name startee a trend in my gaming circle for dwarven names. Even had another player ask me if he could play one of theBondaks

Scarab Sages

Yeah Champions was fun, have a really fond memory of playing but was glad it was a rental. We where 4 guys just hanging out after a d&d game and we finished it overnight (was in college over summer). Maybe 6 hours of play i think. Isnthat the one with the yuan-ti god?

As for daggerdale, i only downloaded the demo. Didnt like it much, felt it lacked innovation. Would have been fine with the game as a rental but did not want to play full price for it. Since i didnt play more then 20 minutes, i didnt want to make a critic on it

Scarab Sages

http://en.wikipedia.org/wiki/Dungeons_%26_Dragons:_Daggerdale

Scarab Sages

While not a direct sequel, daggerdale on the ps3 seems pretty similar

Scarab Sages

3 people marked this as a favorite.

Are you guys really making fun of a situation where somebody died? Have a little decency

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