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Dark Netwerk's page

318 posts (2,803 including aliases). No reviews. No lists. No wishlists. 24 aliases.


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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.


  • Take the half-orc alternate racial trait Shaman's Apprentice for the free Endurance feat (which should help for certain rare Con checks)
  • Take the half-orc alternate racial trait Sacred Tattoo for the +1 luck bonus to saving throws
  • Take the Fate's Favored faith trait to increase the luck bonus (so now you have +2 luck to all saves)
  • Take the Toad familiar (+3 hp)
  • Take the Great Fortitude feat (for +2 fort saves) or Toughness (for the +3 hp at 1st)
  • If it's an option take a second trait that gives a +1 trait bonus to Fort saves

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:
HP: 8
Fort: +2

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
4d6 ⇒ (2, 4, 3, 1) = 10 9
4d6 ⇒ (1, 6, 1, 6) = 14 13
4d6 ⇒ (1, 3, 5, 1) = 10 9
4d6 ⇒ (3, 5, 5, 5) = 18 15
4d6 ⇒ (5, 5, 2, 5) = 17 15
4d6 ⇒ (3, 6, 6, 5) = 20 17
4d6 ⇒ (3, 6, 4, 5) = 18 15

17, 15, 15, 15, 13, 12

@Maxson: You can find a fairly comprehensive list of Golarion/PF deities in the Archives of Nethys


Having a glance at the combats, is it true that the casters don't get any prep time (to cast protection/buff spells and the like)?


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.


After some deliberation, I think I may change Dogrin's class from Stonelord Paladin into Forgemaster Cleric. It seems to fit my crafting-related concept better. Since I'm not online much weekends, I'll try to update things tomorrow (and include the background) so that I'll finally be able to post in the gameplay thread.

That being said, seeing as how there are already 46 posts there, I'm not sure I'd be able to do anything. I find it difficult to follow RP threads with a lot going on, particularly if people aren't all together interacting with each other.


No. You replace the standard +2 Con, +2 Wis, -2 Cha with whatever ability modifiers the trait gives you.


Dotting. Thinking of a Stonelord Paladin. Will start work on it, but likely won't finish until after the weekend.


In case the outcast comment was also, in part, directed towards me, I wasn't considering Ryzztyl's outcast as due to the color of his scales (although it had crossed my mind for a moment). They may even be a dark-tinged blue which could still fit with the clan. It's his rather open worship of certain aspects of Dahak and dragon-kind in general rather than the tribal worship of Old Sharptooth. It also has to do with his high-ish Charisma (and Diplomacy/Intimidate) that could give him an upper hand should he eventually survive long enough to contest the leadership. By casting him out of the tribe, it prevents him from gathering his own followers or supporters that could help propel him towards that goal... whether or not he was even cosnidering such a thing (he wasn't at the time). Sort of a pre-emptive strike/better safe than sorry action.


Dotting for interest. Possibly a blaster Sorc with plans to move into Dragon Disciple (assuming they survive so long).


This (Lamashtu) shows info on the deity including the deific and demonic obediences as well as the antipaladin code (as well as magic items and archetypes that fit the flavor).

The demonic obedience:

Lamashtu wrote:
Engage in a tryst with the sincere intention of being impregnated or impregnating your partner, or sacrifice a creature that has been alive for no more than a week. Gain a +4 profane bonus on saves against insanity, confusion, and polymorph effects.
and the Antipaladin code particularly this part
Lamashtu wrote:

...

• I fill the wombs. I birth the children. I teach our enemies why they fear the night.
...
• I will spread the Mother’s seed. If the blind cannot be taught to see, their children can.

are both quite appropriate.

And that mask thing is really cool. Make your own army from your children.


Hmmm... Human Racial Heritage (grippli) with this feat, paint your face and start/join a rock band?


If you're with Sarenrae, you could always dip into Dawnflower Dervish bard for a couple levels to get you a little bump to damage (Dervish Dance feat for Dex to damage, and Battle Dance for +2 attack & damage).

If you want to attack whilst helping your allies there's a series of feats that could make things interesting. Crane Style, Cautious Fighter, and Blundering Defense along with Acrobatics of at least 3 (also need Improved Unarmed Strike & Dodge for the CS) nets you a +6 AC when fighting defensively while adjacent allies gain a +3 luck bonus to AC. Add the +4 from your Aid with Bodyguard and they're well protected.

EDIT: forgot about Bodyguard


Slight Alteration.

Tragen Blackmourne is my Aasimar Oracle/Paladin submission. (I preferred the name for the paladin)

Ellismus Rayne is my Fetchling Inquisitor Rogue submission.

Both complete with information in their profile.


Putting together a second app as an Oracle of Life/Paladin.


I actually posted my character yesterday: Tragen Blackmourne. I just need to get the profile pic changed and add a Story feat.

EDIT: And now I'm having ideas for a different character. Are we allowed more than one app (although if this closes soon it won't matter)?


If you have the crafting feats, and the GM allows pre-game-start crafting, then you can extend the gold even further (as mentioned by others above).

Still, as you have Leadership and a slew of followers, why not spend any gp above your typical WBL on them?

Of course, being noble, don't forget your noble's outfit and plenty of jewelry. Maybe the Sleeves of Many Garments so you can keep up with the latest trends.


Hmm. Thinking on an Inquisitor (Cold Iron Warden and maybe Heretic) / Rogue (Sanctified Rogue & something else) following the Trickster path. I'll be busy tomorrow so, hopefully, I can get something up in time.


A few questions:
- Were you the only party member in the room and the rest were attacking through the door? Would the alchemist (assuming this from the use of the term 'bomb') have line of effect to your square? If not, the stray bomb might have impacted on the door frame wall closer to them rather than curving around corners.
- Just to make sure: You took 15+ splash damage in one hit, or was it across several? You guys high level and the alchemist have very high int? Or was it a special discovery that increased splash damage (admittedly, I don't know much about alchemists)?


Consider the Whip Mastery feat. The damaging aspect is less useful with the Scorpion Whip but the not getting an AoO on you when you're using the whip(s) is good. Then you can get Improved Whip Mastery which allows you to threaten out to 10' (nice, since Whips don't let you threaten) and grab some things with it. Later on Greater Whip Mastery has some interesting things (never dropping the weapon on a failed maneuver & using the whip to grapple).

There's also other interesting whip-related feats like Serpent Lash, Greater Serpent Lash, and/or Fury's Snare, although some are better than others.


4d6 ⇒ (6, 4, 3, 2) = 15 13 (3)
4d6 ⇒ (5, 3, 1, 1) = 10 9 (-1)
4d6 ⇒ (3, 3, 4, 5) = 15 12 (2)
4d6 ⇒ (3, 4, 4, 5) = 16 13 (3)
4d6 ⇒ (3, 5, 3, 3) = 14 11 (1)
4d6 ⇒ (2, 6, 2, 6) = 16 14 (5)
13 pt, reroll

4d6 ⇒ (1, 2, 1, 6) = 10 9 (-1)
4d6 ⇒ (1, 4, 4, 6) = 15 14 (5)
4d6 ⇒ (3, 4, 4, 3) = 14 11 (1)
4d6 ⇒ (2, 1, 5, 3) = 11 10 (0)
4d6 ⇒ (2, 1, 2, 6) = 11 10 (0)
4d6 ⇒ (6, 2, 6, 3) = 17 15 (7)
12 pt, reroll

4d6 ⇒ (2, 4, 6, 2) = 14 12 (2)
4d6 ⇒ (6, 1, 1, 3) = 11 10 (0)
4d6 ⇒ (6, 2, 3, 2) = 13 11 (1)
4d6 ⇒ (4, 6, 4, 1) = 15 14 (5)
4d6 ⇒ (4, 1, 1, 6) = 12 11 (1)
4d6 ⇒ (4, 1, 3, 2) = 10 9 (-1)
8 pt, they're getting worse... reroll

4d6 ⇒ (4, 1, 3, 5) = 13 12 (2)
4d6 ⇒ (4, 4, 3, 5) = 16 13 (3)
4d6 ⇒ (3, 4, 1, 6) = 14 13 (3)
4d6 ⇒ (5, 3, 2, 2) = 12 10 (0)
4d6 ⇒ (2, 2, 6, 6) = 16 14 (5)
4d6 ⇒ (6, 4, 5, 2) = 17 15 (7)
20 pt buy on the nose. I'll ponder a bit on where to go with this.


Damn those Talengaridans. Why has no one stopped them until now? *shakes fist* Guess those ex-prisoners failed and now it's up to the next generation to save the day.


You had me at 'evil campaign'. I am liking the twist on things though. We can't take over the world if it's destroyed, so lets save the world first, then take it over when everyone is thanking us for being their saviour.


The cards are thrown as Darts (which are not ammunition), but are destroyed and enchanted as if they were ammunition. They are not to be confused with Blowgun Darts which are ammunition launched from the blowgun. Quickdraw is a necessity if you have more than one attack and want to take advantage of it.

Also, if you have the quickdraw feat, I don't see a problem with using the Harrowed Spellstrike while holding something (like a staff) in your other hand. Use the free hand to cast and quickdraw the card that is to be used to channel the spell.

If you wanted to make your enchanted deck last a bit longer, you could always add "returning" which will bring back the ones that miss (since a hit=destroyed). Still, it's probably better not to bother enchanting it and suffer the lack of a +5 weapon. You may be able to make the cards out of various materials (I don't see anything saying the cards need to be from paper) to help with DR and the like.

EDIT: I wasn't aware of all the new archetypes there. As another thread has pointed out, three levels of Cartomancer Witch allows you to use Deadly Dealer without fear of the cards being destroyed _and_ they get the returning property (and can be used to deliver touch spells...)


If it's 330 gp of loose coins, then yeah, a Sleight of Hand check for each coin, which is a standard action. The rest of the party may become suspicious if he's just standing there for several minutes and might end up bringing the opposed Perception checks around.

If it's 330 gp in a sack, then it's really too big for Sleight of Hand (being 6.6 lbs and all). If there are any gems in the chest, it would be safer and more profitable to take one of those and leave the coins (and other gems) for the others.

This is assuming the rest of the party are in the same room. If the rogue is off scouting ahead and found it, he'd probably have a bit more time. Still 6.6 lbs is heavy, so check his encumbrance and perhaps give the party some perception checks to notice him walking with extra weight.

Alignment-wise, it's a CN act. And he's only indirectly stealing from the party (since they haven't compiled the treasure yet). I played a similar character who would snag small things while he was off scouting. I kept it small and made sure it wouldn't really affect WBL that much (I think across 12 levels he netted maybe 1k worth of stuff). He also spent more on frivolities.

It's a group game and everyone wants to have fun (and taking a large portion of loot for oneself tends to cut into other people's fun).


For the Zen Archer, since you can use Wis instead of Dex for archery by 3rd level, Dex is less important (still useful for AC and the first couple of levels, but not necesary to max). Thus the races that give you Wis + Str (I prefer Str over Con for an archer). So the Oread or the Hungerseed or Motherless Tiefling fits the bill. I rate Strength high, since with some cash thrown into a composite bow, you can add your strength bonus to damage.


I don't think Alchemists have cantrips. I'll use craft (pictogram) for the time being. And with that: Gogmurch Dogroaster is complete! (aside from extract selection, I think)


Yeah, I got it. I was hoping they'd have a more rules based thing, though. They have a rule for someone trying to decipher goblin pictograms (-10 spellcraft) but not if there is a skill, feat, or anything required to make those pictograms and have them be viable for use as spell or formulae book. Unless goblins gain the ability to do so for free.


Great intro and interesting twist. Dotting for interest and will think on a character.

EDIT: Thinking on a Goblin (obviously) Alchemist (Fire Bomber archetype)
EDIT2: Perhaps a combination of Fire Bomber and Mindchemist archetypes as they don't seem to have any conflicts.


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Illusion isn't just about covering things up. It's misdirection as well. Use it in that fashion. Mix it with the mundane.

Make an illusory pit over an actual closed pit trap.
Detect magic="Oh look that giant pit in the ground could be illusory!"
Interaction=Tap on the floor where the illusion lies, illusion vanishes. "Yep. It's not a pit"
Trap=When enough weight is on the area, actual pit trap opens. Witness the confusion on their faces as they plummet.


Craft your armor yourself ago that you break even as you sell it off. Eventually make impervious adamantine full plate with resistance to acid or fire. Go graveknight and choose the other as your rectification. Fun times.


I'm curious as to what the pic was that inspired this thread.


For something a little more off the wall, if you have a class that channels, variant positive channeling rulership adds diplomacy or trickery adds to bluff, disguise, sleight of hand, and stealth.

Enchantment school wizard has a scaling bonus to bluff, diplomacy and intimidate. Manipulator subschool has an aura that debuffs vs mind affecting.


Dhampir. Natural Charmer feat for when you've got them to friendly/helpful. Persuasive feat followed by Rhetorical Flourish. The latter feat mixes bluff and diplomacy.

EDIT: Of course, if you're going bard, you may want to check with the GM to see how this might interact with versatile performance. Or just take an archetype that dumps it.


There's also the Final Rest inquisition, depending on the whether you can use the 8th level ability on bows.


Interesting idea. I'll think a bit on it. Perhaps a thug and/or bandit that specializes in unarmed strikes and intimidation.


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Look at it this way, the spell says that it "channels a portion of the next spell you cast into magic that heals you". It doesn't matter if it actually does any damage to anyone, the magic of the spell says that you roll dice to damage anyone inside and 25% of that damage becomes healing for you. It doesn't matter if you fireball a room full of people, a single person, or an empty chamber. The dice roll is the same and the healing you'd receive is also the same.


'cept it's 25k over and above the cost of the armor. But, as I actually read things, that might just be more of a variant for folks that want to do it to themselves rather than it ocurring through circumstance.


Query: Are you waiving the extra 25k gp the Graveknight needs to spend for the ritual (or doing something similar to your lich solution)?


HP are max at 1st and half+1 other levels (so d10=6).

Ioun stones, Ghost Touch weapon (with conductive property to channel your Corrupting or Draining touch), maybe a Staff to open up the non-weapon magic options of the Staff. Ghost touch armor, etc. Of course, if you plan to use your incorporealness often, you'll have to keep coming back for your stuff.

@thunderbeard: Not really feeling the WtW Witch Doctor. Too much cheese. I'll withdraw that one. I'll think about another character, but I doubt I'll get it in on time.


Further refining my concept. A Half-orc Demonic Vermin (+1 CR) Worm that Walks (+2 CR) Scarred Witch Doctor 6. It has the cool factor of hiding a mass of worms behind a mast, a lot of resilience (and Con), but also the potential to lose the fetish mask, particularly if he discorporates (although I may have to think about ways to reduce or avoid this eventuality).


Dotting. Thinking of a worm that walks.


Antipaladin and other melee-types may want to consider the Graveknight which can be popped onto anything with 5+ HD.

If you rule that the CL for the phylactery is CL with necromancy spells, folks can mitigate some of the caster level requirements for Lich with things like Bloatmage Initiate, Varisian Tattoo, and the dhampir favored class bonus (+1/4 CL necromancy). So 8th level would have CL 12. The Agent of the Grave does mention how the process of becoming a lich is largely up to the GM, so you could easily house rule something of the sort. My earlier point was that you'll want to specify whichever option you devise in the ad.


Zen Archer to have a ranged focus character or the switch hitter ranger would work.

If you wanted a front line monk you could look at making a dwarven monk (Sacred Mountain archetype for flavor).
- The Hatred racial ability gives +1 attack vs orcs and goblinoids.
- The defensive training nets you +4 ac vs giants.
- Grab the Blooded regional trait (Mindspin mountains) for +1 damage vs. giants, goblins, and orcs
- Grab the Monster Hunter campaign trait for the +1 attack and damage vs. abberations and magical beasts.
= So you'd get a +1 to hit and/or damage vs most enemies you'll meet in RotRL, +4 vs giants (also in the AP). That +1 to hit helps overcome the lower BAB of the monk (or the - from the flurry).

There's also the Dwarven Hardy racial ability + Monk saves + Steel Soul feat to be a monster with your saving throws.


Dotting for interest. I like the evol.

Note that some of the options you mention in the fluff require a higher level, specifically the Lich, which requires a caster level of 11 to create one's phylactery. I do notice you mention acquiring templates later, but I wanted to point this particular one out, so that you can replace it with "wannabe lich" or explicitly waive such requirements in the official ad.


I am having second thoughts on a CB sorc and am thinking something more evil. I'm still thinking on options (and might go back to it) so I'll fire off some questions that could help narrow things (still looking at the arcane side of things).

Do you allow Dhampir (and the Cruromancer archetype)? EDIT: And if no dhampir, what about Racial Heritage (dhampir) to still acquire the archetype?
What about Thassilonian (Sin Magic) Specialist?
What is your opinion on the possible combination(s) of the crossblooded, wildblooded, and/or tattooed sorcerer archetypes?

How long before you close applications?


Dotting for interest. It's been a while since I've had a chance to sail the seas (was in an S&S game a long time ago). Rather than rehash that character (a freebooter with the driver feats), I'll go in a different direction for a different experience.

I'm thinking a cross blooded sorcerer (draconic[blue or bronze]/stormborn) with the intent of eventually going dragon disciple (assuming surviving for that long).

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