Dotting for interest. I had a few ideas that have been kicking around and was waiting to narrow things down before posting, but I see the list expanding and I'd prefer not to overlap overly much with other submissions, so my current thought is an elven or half-elven Slayer (spawn slayer) with Giant Hunter campaign trait. Might add in deliverer of Calistria if I decide I want to go the whip route.
Philo Pharynx wrote: That's odd. They have usually been quite confusing for me. The only exceptions were minor updates like 3.0 -> 3.5 -> Pathfinder. Maybe the incrementalism between those editions is what I'm most remembering, since they did span (and last for) some years. But I don't think there was much of a stretch between AD&D and 3.0. New or modified rules, certainly, but character creation sort of followed the same path. PF2E (and 5E is likely in the same boat judging by the CRPGs) seems to be a totally different system for me when it comes to creation (and likely playstyle). Different method for stats, hiding half-elves and half-orcs under heritage, starting funds, gear costs, etc. Anyhow, I didn't mean to derail the recruitment thread. I've been using the Pathbuilder app to create a Aiuvarin human (half-elf) fighter focusing on archery (point blank stance feat). I'll start putting together a quick background and populate an alias with the stat block and post when it's ready.
I'll express some tentative interest. I've never played 2e and I'm finding what seems to be a vast change in rules to be a bit jarring (I've been away from gaming a few years but I seem to recall moving between versions relatively seamlessly before). An intro AP like RotR might be a good way for me to become familiar with it given it's appearing more frequently. Maybe with a simple class like fighter (assuming it's simple in 2e).
GM of the Ruins wrote:
My initial thought when I saw the "Ruins of Azlant", was some kind of Wizard interested in finding more about the lost knowledge and legendary magic of Azlant. It was the player's guide that made me wonder if I should go a different route (it doesn't even mention a Wizard in any class examples). Your comment has me wondering if I should return to my original wizard idea.
I'm considering going with Temple of the Opal Ghost and Black Seraph Discipline Hungry Ghost Qinggong Monk. It's obviously tempting to go Oni- or Qlippoth-spawn tiefling, but I might just go with Orc to even out some of those high rolls (although making another a bit extreme). A savage creature that was captured and thought tamed by an Opal Ghost adherent, but with enough cunning to learn and turn the tables on his erstwhile master, earning a place as a member of the temple. I shall ponder some more.
Dotting for interest. Not sure which path, and I think I'll need to read up on the Path of War stuff. R1: 4d6 ⇒ (4, 4, 1, 2) = 11
Reroll 1 from R1: 1d6 ⇒ 4
Reroll 1 from reroll of R6: 1d6 ⇒ 5 R1: (4,4,4) = 12
Holy Toledo. That's 18,18,16,15,14,13.
If it's only the Max DEX from armor that worries you, the Fighter's armor training reduces armor penalties (and increases max dex) at 3rd, 7th, 11th, and 15th (so a max of +4 above the armor's maximum). The weapon training and full BAB doesn't hurt either. Steelblood Bloodrager archetype also has armor training.
Mithral armor increases max dex by 2 (so mithral full plate would have +3).
Wildblooded (Sanguine) {replaces 1st level power and arcana}: this one isn't necessary, since you lose Grave Touch which gives the shaken condition, but you do get +1 CL on necromancy spells
They all stack and the powers you'd lose (aside from Grave Touch) don't really do the debuff or ability damage thing anyhow.
How about a sunder focus build? Power Attack, Improved Sunder, Sundering Strike, Greater Sunder. Have an adamantine 19-20 crit reach weapon (and add Keen or Improved Critical to expand the crit range). Spring attack to hit your opponent. If you crit, you get to sunder their weapon (sundering strike). If you destroy the weapon, the excess damage goes to your opponent (greater sunder). If you're an Orc Half-orc Barbarian or Bloodrager, add in Destroyer's Blessing to gain some rage or healing each sunder. Some Dex and Combat Reflexes would be helpful in order to smack those who attempt to close (and thus set up a potential sunder... whatever will they attack with once they're beside you?).
I was searching for information on this archetype and I had a question that I asked in a thread in the General forum that I realized may better be placed in the Rules forum. So here it is: Could the ecclestheurge choose an inquisition (which have no domain spells) as their secondary domain and then use Domain Mastery to add spells from another domain?
My mention of paizo not printing Monk in SF was directly related to the hybrid nature of the class and not to the obvious monk features (that are even described as such). You cannot multiclass a hybrid class with one of it's components. As the Sacred Fist seems to have had the Fighter half replaced by Monk, one would expect the hybrid to become Cleric/Monk rather than remaining as Cleric/Fighter. They failed to mention the change in the hybrid component, however, so it can stack. How did you combine your Monk/Warpriest? More monk than WP or vice versa? If more WP, I'd expect a little more put initially into Wisdom (considering both blessings and fervor key off of them). Two levels of monk net Evasion and 3 levels of WP get Blessed Fortitude (which you mention). So they could have both, and alongside higher (in your build) fortitude and will saves than the fighter (and tied Reflex) pull them way ahead in the saves department. Depending on your combination, monk could get a bit more mobility too. There's a lot of versatility to the WP with certain spell selection. Granted it would be limited throughout the day while the fighter can keep on trucking, but they can make a world of difference among fewer encounters (such as Righteous Might, Divine Power, etc. which could mitigate a reduction in Str to pump Wis). The main question is why are you comparing the fighter (full BAB class) to this multiclass (of 3/4 BAB classes)?
I'm sort of thinking they didn't spend a lot of time considering the implications of some of their archetypes. This is one but there are others (hello Bolt Ace). The idea of a Warpriest with a Monk dip (or vice versa) to double up on Wis AC and regain Flurry of Blows (lost with some Monk archetypes), among other things, seems a little much. By RAW these things look like they would stack, but I'm thinking that, for some reason, they didn't consider (or they forgot to mention something that would prevent) a Sacred Fist multiclass with Monk. From the way it reads, I suspect that they intended to swap out the Fighter half of the hybrid for Monk (which makes some sense since the Fighter aspects of the class were replaced by Monkish ones). Unfortunately, they didn't bother to print it. I think the book needs another once over followed by thick erratas and FAQs.
I meant anything in the build (like the NA bonus from the draconic resistances), but you're right to point that out. My suggestion of Power of Giants, also wouldn't be as useful when using Form of the Dragon II (which grants similar bonuses and a little bump to NA and a bunch of cool abilities) as they won't stack and so would only be useful if you didn't want to enter the dragon form for some reason, or if you weren't raging. If you're interested in more fear/intimidation type stuff, you could always dump draconic for undead to pick up Frightful Charger and Frightful Strikes.
If you don't care about the draconic resistances (and NA) you could always grab the Demonic Bulk for +2 size bonus. Not the greatest payoff though since you can cast enlarge person on yourself for the same bonus. Alternatively, at 17th level you could grab Greater Eldritch Heritage for the Power of Giants ability (+6 size bonus to strength, +4 to Con, -2 dex, and the +4 NA which doesn't really stack with anything).
You wouldn't be able to choose Slashing Grace at 1st level since you'd need Weapon Finesse (which you don't get until the 2nd level of the build with your Swashbuckler level). You could forget the swashbuckler and hit Fighter at 2nd to get either Two-Weapon Fighting or Slashing Grace, replacing the 1st level feat with Weapon Finesse. Or just go human or half-elf fighter to get there at 3rd: EWP, WFc & WFn @ 1st and SG at 2nd and TWF @ 3rd. Alternatively, take a bit longer (4th level) and go Swashbuckler: EWP, WFc @ 1st, SG @3rd, TWF @ 4th. EDITED to clarify that I meant second level of the build rather thatn 2nd level swashbuckler.
You could always go for flanking and fight defensively (-4 attack reduced to -2 for flanking and gain +2 to AC). 17 AC isn't actually that bad for a 1st level melee character in the grand scheme of things. Shield spell may be better. You don't get spellstrike until next level, so you wouldn't be able to channel that shocking grasp through your weapon anyhow.
I never really bought into the blight druid. I always felt it was missing something. Maybe subbing in Vermin Shape for Elemental Body in the wild shape or something. I thought about a Gravewalker Hex Channeler Witch, but realized it probably wouldn't be all to effective early on until/unless undead happened to be around since all the early Hexes were given up for the undead & channel class abiltiies. I had a dhampir necromancer in an S&S game that didn't go far. There are Archdevil's that deal with undead (e.g. Baalzebul) and certainly some infernal dukes (e.g. Lorcan & Ruzel), so one could still fit the theme. I just wasn't feeling it at the time I was preparing for this.
Just remember that only the bonus feats use the Warpriest level as BAB and fighter level. The regular feats don't have that option, so you'll want to figure out how you'll wantto build with that restriction. For example you could take either Weapon Specialization or Vital Strike as the 6th level bonus (or at one of the other bonus levels). So WS at 6th then VS at 9th (which would be the normal feat since you'll have +6 BAB) and Devastating Strike as the bonus at 9th. You'll not be able to take Improved Vital Strike until 12th with a bonus choice or 15th with a regular. And greater will have to wait until the 18th level bonus feat. You could also look into those Weapon of the Chosen feat line if greatsword is your god's favored weapon. The first two aren't incredible, but the third feat gives you two d20 rolls when you use the attack action (such as when using VS) and pick the best. Better chances to hit and better chances to crit.
Amestri Atezadeh, peri-blooded aasimar Warpriest of Eiseth. Not sure yet if I'll go with the Sacred Fist archetype (since the 'Sisters of Eiseth' became the Devil Nuns of Isger and are a bunch of Monks), or stick with the vanilla Warpriest for the array of weapons and such. Phase II questionnaire:
1. How does your character interact with the others within a group?
Amestri is cordial, her training among the ladies of the court not lost upon her, although her demeanor tends to belie the friendliness of her words. She is cautious to trust, but once she makes that leap her trust will stand firm. Should her trust be betrayed, her vengeance can be terrible. 2. What is your character's role in a group?
3. How is your character not as they seems? I want one or two skills that would surprise others if they found out he knows them. Also include personality traits, positive or negative, that would similarly surprise others.
4. What are your character's goals, conscious and, perhaps, subconscious?
5. How easily does your character love? Have they been in love?
6. Is your character racist at all, either now or in their past?
7. All people believe something that is not true, both about the world around them and about themselves. What lies/untruths does your character believe about themselves and the world around them?
8. How is your character about material possessions?
9. What does your character perceive their major problems to be?
10. What does she perceive the solutions to those problems to be?
11. What are your character's religious beliefs?
12. What does your character fear?
13. How much of a temper does your character have? What sorts of things set them off?
10 hr background:
Concepts
Goals
Secrets
Ties
Memories
Background: Amestri Atezadeh’s bloodline could be traced back to the agents of Mitra, for she had the blood of angels. Such a noble bloodline, however, was also associated with the darkness and there would always be a crack in the veneer of good that evil could seep into. Still, the influence of her heritage allowed her to follow a path of nobility and light. She seemed destined for greatness, beloved of the people. Raised among nobility, she used her presence and coin to help those in need. It was there, offering food to the poor, where she met Lucian Blackburn, a paladin of Mitra. Over time they grew closer, falling deeply in love. They were of one soul and their desire to help and protect those in need was indeed noteworthy. This idyllic life was not to last, however. Amestri’s father did not approve of their union. In fact, he had already made arrangements to have her wed a nobleman in another family, to form alliance of their houses that would empower them both. Despite, or rather, because of this, Amestri and Lucian ended up eloping, marrying in a small ceremony before Mitra. Her father was furious. With his own influence and that of the other house, he was able to cause Lucian’s superiors to order him into battle against the eastern tribes, while at the same time finding and destroying any record of the marriage. Lucian reportedly died in the battles, his body not even returning to her. With Lucian gone and their marriage effectively annulled, Amestri was wedded into the Vitruvian family. Her new husband was far older than she, but at least she did not have to suffer his attentions often. This allowed her to do what she could to collect Lucian’s remaining effects, almost putting together a shrine to the fallen paladin. During this time, she discovered the duplicity of her father and her husband’s family in his demise. Rage began to take hold of her, boiling in her blood. Her own strength of will was the only thing that kept her from killing her husband outright. No, the wise course would be to plan things through. But how would she attain her vengeance? She thought on this question as she rubbed the face of a medallion, a souvenir from her true husband’s crusade against evil, a symbol of a horned bow upon it. Unconsciously she kept the medallion as she returned to her rooms. That night she had a dream, a fearsome dream of fires and battle, but also one of righteous retribution, the symbol appearing foremost in her mind. Was it a religious symbol? If so, perhaps Ostarian, the priest at her true wedding, would know. In fact the priest knew quite well. He was a diabolater in disguise as a Mitran and had, in some small way, helped place Amestri on the path she was on now. Knowing that she was now receptive, he taught her of the ways of Hell. Over the next several years, and with Ostarian’s guiding hand, Amestri trained her body and spirit to become the warrior she must be if she was to gain her revenge upon those who had wronged her. When she was ready she unleashed. Her false husband was first to die, seemingly having choked on a piece of food. It was at his funeral where the blood would flow. Being the wife of the deceased, she had the say on all details of the planning, thus she was able to arrange for a viewing of the body where only family members, unarmed and unattended by their bodyguards, could enter. Fate seemed to favor Amestri’s father though. Due to a broken wheel of his carriage, he arrived to the room late. When he opened the door, the horror he witnessed caused him to gasp, and nearly faint. Strewn about the room were the barely recognizable bodies, or pieces, of his family and those of his in-laws. Standing in the middle of the room was Amestri, covered in blood, a righteous fire in her eyes. Having heard her father’s gasp, the bloody woman looked up at him and smiled. Without a word, she raised her bow and fired off an arrow that buried itself in his chest. Arasmes would have died if it were not for the quick thinking of the coachmen who awaited their charges outside, previously unaware of the deeds performed within. One was able to stanch his bleeding while the rest, their sheer force of numbers along with Amestri’s elation at achieving her vengeance, allowed them to overpower her. Later, as Amestri awaited her trial, Arasmes visited her, in some vain attempt at finding out what had happened. Her surprise at his living, however, along with her pronouncement that she would finish what she had started caused him to walk out. There was no saving her or taking her off this path to Hell. She would be getting there soon enough. Arasmes used what little influence he had left to make sure that the proper charges were laid and that Amestri was sentenced for her heinous crimes.
After perusing the ACG, I think I'll be trying out the Warpriest. Do you need anything else for phase I? I'll be better able to figure out the good/duke/malebranche/whore queen as I piece together a background which likely won't appear until during the week. Hopefully there will still be placed left by then.
It is interesting, but as the Gravewalker gives up Hex at 1st and 4th level, while the Hex Channeler gives up the 2nd level Hex, the character effectively wouldn't have the Hex feature until 6th level (and so no Extra Hex feat). It could be later (10th, since gravewalker loses 8th level Hex too) if they use the 6th level slot to bump up the channel to 2d6. Then again, there's already an archetype that gets rid of hexes altogether, so it's not beyond the pale. For undead control, though, it is a nice little bump, but other classes could do something similar but different (e.g. Juju Oracle gets 6HD/lvl, Cruoromancer gets 5HD/lvl)
I'll vote for 6 as it allows for disappearances that often occur in PbP without necessarily bringing the game to a halt. As for my concept, I'll let you know once I've familiarized myself with the new ACG to see if there is anything that interests me from there. I'm currently leaning towards a masochistic Life Oracle, or perhaps a Synthesist, Blood God Disciple or other form of Summoner (if they are allowed). Something from the ACG might tilt me into something else though. A few of them seem interesting and could fit some of my other evil concepts. I'll let you know when I've narrowed things down.
Rolls:
Because sometimes seeing what the abilities will be helps me to narrow down my ideas or further develop the concept.
1d10 + 7 ⇒ (10) + 7 = 17 1d10 + 7 ⇒ (1) + 7 = 8 1d10 + 7 ⇒ (9) + 7 = 16 1d10 + 7 ⇒ (10) + 7 = 17 Phase I: 1. Your experience with the rules I have been playing Pathfinder since shortly after it came out and have GMed a tabletop game as well. I'm certainly no expert, but I have a general idea on how things work and, if I am not sure I can look it up (whether directly in the books I have or searching through the PRD, d20PFsrd, archivesofnethys for specific printed rules, or even the paizo forums for those that are debatable). 2. Your experience with PbP
3. Expectations for playing and what you want out of the experience
4. Philosophy as a PbP player
5. Why you are applying to this game?
6. Define what you think good role-playing is in PbP.
7. What is your experience with this adventure path?
Re: AP healing with Touch of Corruption
Speaking of archetypes. I know 3rd party are verboten, but I was curious as to the specific (yes, 3rd party too) archetypes created by Fire Mountain Games for their Way of the Wicked game:
Not to mention the different feats they've created (e.g. Devil's Pact).
Dotting for interest. Since the GM is looking for a 'mechanically viable party' (I assume it to mean a somewhat balanced party), it would be nice if the other two players would make their decisions on what they will play sooner rather than later. Although I do enjoy making characters, I would hate to take the time to put something together to have it be immediately removed from consideration should they happen to decide on making something for the same role.
You get all the benefits and penalties of the curse at first level, regardless of whether it advances or not, so you would get mage hand and ghost sound, but not anything else later on. The wrecker curse abilities lend themselves to melee combat, surprisingly enough. With Dark Tapestry, the Many Forms revelation allows you to Alter Self into something with natural weapons (like a troglodyte), so take Power Attack and Improved Sunder (put the 18 in strength and maybe with the human bonus, the 17 in Cha +1 at level 4), you can focus on sundering enemy items (particularly since you reduce hardness at 5th). This gives you the option to go in melee for short stints but still allows you to hang back and cast spells or use your other revelation(s). So at 5th, for up to 5 minutes, you'll have a 22 strength (20 base +2 alter self), 3 attacks/sunders per round (claw/claw/bite), and reduce hardness of objects by 5 (meaning your strikes will do more damage to the object). At 4th, you'll only get 4 minutes and not reduce hardness, but the rest is still golden. EDIT: Don't forget to add Make Whole and Mending to your spells known, so as not to annoy the rest of the party by trashing the potential treasure.
Half-orc wizard with the 4 going into Con.
Wizard: HP: 6 (6 base -3 con +3 toad) {or 9 with Toughness} Fort: +2 (+0 base -3 con +2 luck +2 feat +1 trait) {or only +0 if you went with Toughness} You could also take a Magus instead (myrmidarch archetype so you can use your abilities at range somewhat) but certainly take Toughness since you wouldn't be able to get the toad familiar yet:
Regardless, have enough Cha so that becoming undead becomes a decent boost (only works if you're evil).
@Irnk/Iacobus: Kurgess is NG not CG. And it looks like I'm too late to finalize a submission anyhow, lol. The trouble with being offline on weekends. Good luck all!
Dotting to create a Sorcerer with the Razmiran Priest archetype to go for the High Priest position. I'll see if I can put something together before the deadline. Likely take the Brigand campaign trait since even brigands need something to believe in.
It's funny, I'm noticing the Lawful side are tending towards LN and LG (there's one LE as far as I can tell) and the Chaotic Side is tending towards CN and CE (no good). Interesting. Still haven't decided which direction I want to take, but I'm leaning heavily towards Evil (which is meaningless in the campaign terms). Chaos, with a party of non Good to worry about with friendly fire, means there may be some extra options.
4d6 ⇒ (5, 2, 3, 4) = 14 12
17, 15, 15, 15, 13, 12 @Maxson: You can find a fairly comprehensive list of Golarion/PF deities in the Archives of Nethys
I just saw this. Interested. Thinking of an Angel- or Archon- Blooded Aasimar Purifier Oracle. EDIT: I noticed you said we need to get into the HK prestige ASAP. Are we allowed to drop back into our original class for a level? Oracle gets 3rd level spells at 6th, but there's a neat little revelation the Purifier gets at 7th that I'd like to grab. Alternatively are we allowed to deliberately avoid taking a last skill point required for entry until 7th level and then slide in at 8th? That being said, the HKSig gets a kind of armor training at 3rd, so it might not matter as much. |
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