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Serpentfolk Seeker

D-Kal's page

Pathfinder Society Member. 431 posts (5,155 including aliases). No reviews. No lists. No wishlists. 10 Pathfinder Society characters. 15 aliases.


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Qadira

GM:
What would you think of me playing a custom cleric archetype? You can check it out here.

Qadira

Morphling:
If you do a stat array like:
16, 15, 14, 10, 14, 8
You can take PBS and be just as good at short-range (30ft) as you are at melee. As you progress you can bump Dex at 4th and get a compound bow for better ranged, then grab power attack at 5th for melee. If you're human you can have PBS, Precise, and Rapid Shot by 3rd.
I have these ideas because I have an inquisitor that basically went this route.

Qadira

Rorrix wrote:
Sorry D-Kal, I won't be taking any custom content. To be fair, it's a neat archetype though!

Thanks for the feedback! I'll see what else I can put together. From paizo.

Qadira

Rorrix:
I know I'm going to regret asking this (you did mention no 3pp), but I've made a cleric archetype of my own that I'd be interested in playing here. I call it "godhammer". If you're willing, you can check it out here.

Qadira

Alright, that's the kind of story I was guessing/hoping for.
I'll look through my archived concepts and see what I might want to flesh out.

Qadira

Rorrix,

Given that you have only 10 total posts (including aliases) on the boards, can we hear more about you? How long have you been GMing? Have you played any PbP before, perhaps on other forums? What got you interested in running one here?
Given your detailed requirements above, it certainly sounds like you're not just an amateur picking up a book. So I'd like to hear more from your side of the table.

Qadira

Very good then. I'd be happy to submit Kerak, the Crab King! If you don't mind the rather unusual theme.
I'll update the point buy when necessary.

Qadira

I'd be interested. What posting rate are you looking for? I prefer a fast-posting game.

Qadira

Joey, the Mighty Roo wrote:
I like the Guardians of Golarian idea.

Now that you mention it, so do I.

Qadira

Yeah, I don't think this is what we'd be looking for, but thanks for the idea! It sounds very unique.

Qadira

Interesting concept. I wonder if I could claim your whole campaign, inviting two other players personally.

For questions, I'm curious if you require the players to use Myth Weavers? Also, when you say "I took Animal Care at a 17", do you mean 17 ranks, a total +17 modifier, or something else? Also, what level are you targeting? Are characters all assumed to be 1st? And finally, what is the setting? An AP? A homebrew? Low-magic, low-money? High-magic historical?

Qadira

Spooky GM wrote:
A cleric may want to see every shrine in the city devoted to Mitra profaned and a grand monument to Asmodeus erected.

I'm leaning towards this, but substitute "profaned" with "burned", as I want to be a fire-obsessed cleric (of Asmodeus, of course).

Qadira

1. Egypt - though I'd vote Old Kingdom over Middle Kingdom. We can debate this as necessary.
2. Arabia - this one sounds pretty fun! Good idea RVT.
3. Age of Exploration Era - Caribbean is fun, but let's not forget the silk and spice trade, reaching from Europe, through Africa, all the way to Asia. Doglocks and sailing ships!
4. I still think a Viking incursion on the unrecorded history of North America has potential.
5. Speaking of the Americas, how about a little bit of Spanish conquistador action?

Qadira

Egypt has a lot of potential.
Or we could do a Viking incursion on north America.

Qadira

Mediterranean near the fall of Rome perhaps? We could be instrumental...

Qadira

Thanks Tiger. I do what I can.

@DM - A historical setting can ease the burden of the GM as you don't have to fabricate as much. On the other hand, if you're playing with history sticklers, it can actually make things more difficult. So saying an "alternate historical setting" might be the easiest. That way you can use whatever history you want and make up the rest.

I see where you're coming from by not tying the "races" to specific regions, but I thought it might help characters develop background as well. I also thought that vision might be an issue, but some people really do see better in the dark than others, so my proposed exchanges would be thus:
trade for improved low-light (3x humans)
trade for Skilled human racial trait (as per Half-Orc alt racial)
trade for Blind-Fight as a bonus feat

Qadira

I would agree that core (Medium) races should be allowed, though they could all be re-flavored as "human", just perhaps different races of human. For instance:
Elf - North African/Egyptian
Dwarf - Prussian
Half-Elf - Mediterranean
Half-Orc - Northern European/Norse
Human - Middle European
Just a thought.

Qadira

I would think hard swapping Ki for the Martial Artist ability, regardless of what type of monk you are, should be fine. Thoughts DM?
And how do you feel about a Rogue's Minor/Major magic?

I also vote for #1. I've been itchy for a low/no magic campaign for a looooong time. Low money would be good too, but it's less important without magic items running around.

Qadira

Ah, I was looking at the RotRL Player's Guide Hide Shirt. You appear to be using the Player Companion "Varisia, Birthplace of Legends" version, of which I was not previously aware.

Qadira

Some notes for RotRL team:

Nar'a:
You probably already know, but you're at a 25-point buy instead of 15. Also, taking Flight at 1st-level is an odd choice. It's fine and all, but mechanically it might be more desirable to take something else (ward? heal?) at 1st and take Flight at 2nd. Just a thought. Do what works for you.
Cedric:
Your armor is wrong on your sheet. You have a hide shirt as a +3/4 AC & -1 ACP, but I believe it is actually +4/4 AC & -3 ACP.
Zhang Hong:
Do you need some help posting your sheet in your alias?

Qadira

If I don't get chosen for another campaign, I might toss in Kerak, the Crab King after appropriate adjustments. Though I'm sure some of you are sick of me plastering him all over recruitment.

Qadira

Is there room for a cleric?

Qadira

We need a Sin Magic wizard.
Just throwing that out there.

Qadira

Alright, I hereby present Kerak, the Crab King!

Qadira

Actually my barbarian is both Mad Dog and True Primitive, as the archetypes don't overlap. He is my most thematically-built character at the moment, though not overly lacking in crunch power. He is, however, somewhat silly, being the self-proclaimed Crab King. I'd imagined him being comfortable in the city, just that the trappings of city life are beneath him. But if you think it's just not a good fit, I'll finish up the cleric and have him submitted promptly.

Qadira

Well then, I need to make a choice between the aforementioned support cleric or a coastal barbarian. Though perhaps you could help me with the decision by telling me if the Mad Dog and True Primitive barbarian archetypes are permitted?

Qadira

A couple of questions, since I know very little about RotRL:

First, is this about the initial rise of the Runelords? Upon reading the player's guide, it sounds more like the rise of the dormant Runelords from ages past. So, just to be clear, this is post-earthfall, correct?

Second question, and this might sound random, but how much of this campaign takes place around water? Any? 10%? 20%?

Qadira

I made a support cleric of Lissala once, but that's complicated with Lissala being dead. Is she still alive in RotRL? If so, this would be the perfect setting for him.

Qadira

I would like to post interest with Kerak, the Crab King! I'm assuming average starting gold.

Qadira

I think I might change to an Undead Hunter inquisitor if it's all the same to you, Lucendar. He'll have strong ranged and melee abilities, a good breadth of skills, and of course, one central mission: slaying undead. Not a very complex character, I understand, but it seems fun to play.

Qadira

I'll take that to mean "commonplace".
I'll work on the necessary edits to Treggor and post when I've finished.

Qadira

So what does that put firearm availability at?

Qadira

Actually I wasn't planning on going gunslinger for that. Black Powder Inquisition was my thought.

Qadira

What is the availability of firearms? Any advanced? I'm recently enticed by the idea of a shotgun-wielding former sheriff.

Qadira

I've been considering firearms. I didn't catch the availability though. Anyone?

Qadira

This is probably nuts, but I hereby present Kerak, the Crab King!

Qadira

That was not how I intended to introduce myself to this thread, but you're welcome.

For my submission, Dashuun, the Necropolis guard (lore warden).
1. Visual description of character (feel free to post link to images if you have something specific in mind):
I'll have to get to this once I choose between Half-Elf, Human, or even Half-Orc. I'm leaning towards a lean, dark-skinned, slightly muscled, mostly-human looking half-orc with short hair and dark eyes. Standard guard attire, light armor under white silken robes to resist the heat.

2. Why do you care about tomb exploring? Why risk death at the hands of ancient traps or untold horrors buried away? Isn't there an easier way for your character to make a living? Is it just greed for gold or something else?
Dashuun has stood guard over the Necropolis gates for so long that he can't help but wonder what lies within. Even if he is not chosen to explore the Necropolis, he is terribly curious about the buried secrets of Wati. Having had enough of dueling his shadow, he is ready to delve the dungeons and test his true mettle.

3. Brief history as to how you heard about lottery and came to be in Wati
Dashuun has lived in Wati for over a decade, having worked as a caravan escort arriving in town and simply never leaving. He has also been a guard that entire time, and as such was among the first to hear of the lottery.

Qadira

Look for the "How to format your text" spoiler below the posting pane where you type. It tells you how to do all the fancy stuff.

Qadira

I am interested in this campaign but I need to catch up on reading. I see evil is banned, but my concept I'm dreaming up is pretty borderline. Fluff-wise, I'm looking for a shadowy, mysterious figure that specializes in mind-bending effects (probably an enchanter wizard or sorcerer), inflicting fear, confusion, memory loss, paralysis, etc. I'd like my character to be renowned as an urban legend committing back alley crimes. Can you weigh in on this idea, GM?
I would also appreciate a summary of the thread thus far, if anyone is willing to provide it.

Qadira

Things like Dervish Dance are why I support starting PbPs at a higher level (such as 2 or 3). It's rough to have to play up to your build for a level or two in PbP, as it can take over a year. Even just starting at level 2 can get you:
Finesse Rogue, Lay on Hands, Oracle/Witch theme spells, Ranger combat style feats, Alchemist discovery, Cavalier order ability, Ninja Ki pool, and that +1 BAB for every class.
Yeah, second level is a sweet spot. And you're strikingly less likely to die than at first.

Qadira

Perhaps a drow-blooded half-elf then. Probably going mostly rogue.

Qadira

I did not miss the original post, but rather was seeking verification since it mentioned a campaign of elves and drow, but did not list drow as playable. I suppose this means they take a dedicatedly antagonistic role, but wanted to be sure.

Qadira

I don't know anything about this campaign, but I guess Drow is not a playable race?

Qadira

Larma is a human oracle. I was going to make a Ranger on the assumption that Larma is not the best choice (though still a good choice) for the sole divine caster. My Ranger will be a front-liner.

Thanks for the compilation!

Qadira

Fiendish:
Here's a 12RP revision. I went to cut Shadow Magic and found Fell Magic, which is just way more thematic. Bleed, Chill Touch, and Touch of Fatigue? That's so zombie.

I also changed the stats from +2 Dex, +2 Cha, -2 Int, and went with +2 Str, +2 Con, -2 Int. Strong, tough, and dumb. I think it's much more thematic that way. Less vampire/skeleton, more shuffling undead.

Half-Undead (5 RP)
Half-undead have the darkvision 60 feet racial trait.
Half-undead gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Half-undead take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they've gained are removed without any additional saving throws.
Half-undead creatures are harmed by positive energy and healed by negative energy. A half-undead creature with the fast healing special quality still benefits from that quality.

Slow Speed (–1 RP): The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance.

Specialized (1 RP): Pick either mental or physical ability scores. Members of this race gain a +2 bonus to two ability scores of the chosen type, and a –2 penalty to one ability score of the other type.
+2 Str, +2 Con, -2 Int: members of this race are strong and hardy, but their brains are rotted by the infection.

Plagueborn (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.

Fell Magic (3 RP): Prerequisites: None; Benefit: Members of this race gain +1 to the DC of any saving throws against necromancy spells that they cast. Members of this race with a Wisdom score of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, touch of fatigue. The caster level for these effects is equal to the user's character level. The DC for these spell-like abilities is equal to 10 + the spell's level + the user's Wisdom modifier.

Bite (1 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

Toxic (1 RP): Prerequisite: Aberration, dragon, plant, or undead type, or grippli, half-undead, reptilian, or vishkanya subtype; Benefit: Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. When you take this trait, choose one of the following venoms.

Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.

Carrion Sense (1 RP): Prerequisites: None; Benefit: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

If you think the race is too OP I can trim it down. It's higher RP than most core races, but it's comparable to Dhampirs (at 11) and less than Aasimar and Drow (at 15 and 14).

I like this arrangement much better. It's more thematic and it's also more viable for this type of campaign (since a bonus to Charisma mostly helps paladins, oracles, and clerics, which are scarce, and samurai/ninjas/cavaliers, which don't make much sense as half-turned).

Qadira

Fiendish:
I wasn't sure if your changing your mind about custom races meant you are now considering it, or you decided later you are not. But regardless, I put together a quick 10RP "half-turned" race, for those who suffered the bite, but didn't quite die. Here are the stats:

Half-Undead (5 RP)
Half-undead have the darkvision 60 feet racial trait.
Half-undead gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Half-undead take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they've gained are removed without any additional saving throws.
Half-undead creatures are harmed by positive energy and healed by negative energy. A half-undead creature with the fast healing special quality still benefits from that quality.

Slow Speed (–1 RP): The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance.

Standard (0 RP): Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –2 penalty to any other ability score.
+2 Dex, +2 Cha, -2 Int: members of this race are supernaturally graceful, but their minds are eroded by the infection.

Plagueborn (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.

Shadow Magic (2 RP): Prerequisites: None; Benefit: Members of this race add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, ventriloquism. The caster level for these spell-like abilities is equal to the user's character level.

Bite (1 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

Toxic (1 RP): Prerequisite: Aberration, dragon, plant, or undead type, or grippli, half-undead, reptilian, or vishkanya subtype; Benefit: Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. When you take this trait, choose one of the following venoms.

Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.

Carrion Sense (1 RP): Prerequisites: None; Benefit: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

Qadira

Well that's a shame. The Heal hex would be a major boon to this game, I would think. Useful on friend and foe alike, and upgrades naturally at level 5! How could you not love it?

Of course, if you went Hexcrafter Magus...
Did I mention I love witches?

Qadira

Wait, so, all bites have a disease/curse? Like, without a save? Can it even be cured magically?
This could make things considerably more difficult.

@Fabian - If you're going snow elf anyway, why not a winter witch?

@Fiendish - How would you feel about a custom race? Say, 10RP? I was thinking something Dhampir-like, but instead of half-vampire, half some other undead (skeleton even?). I'm not married to the idea, but I thought it might be fun.

Qadira

@Algar - Bards and alchemists are considered arcane, though alchemists are not actually considered casters.

@Dalgar - A necromancer wizard was my first thought as well.

@Fiendish - Before putting something together, I'd like to ask about the probability of the PCs finding stronger items as they go along. Is it going to be very scarce resources all the way through, relying on good builds to power characters? Or will they likely find a convenient +1 Flaming Longsword for the sword & board fighter, a handy AoMF for the monk, a surprise Pearl of Power for the wizard, etc?

Qadira

I could, but Raul lacks a certain finesse. Also I thought it might be nice to not out-level everyone since last time Raul was very... glory-greedy.

But yeah, I'll play anyone. Even Leonel.

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