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Best of luck all.


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:
DM wrote:
A slight warning/expansion on some of the advice from the Player's Guide. This is not Skull and Shackles, and while there will be some boat action, most of the adventuring involves being underwater. I have read the adventure and some advice for running it/making characters for it, and most of the deeper actual underwater parts do come later in the book. So, you should make sure to sort of future-proof your character for underwater combat and exploration. I know the temptation is strong to just make an aquatic waterbreathing race so as to eliminate that issue, but I won't accept you being an undine 'just because'. So be sure to emphasize character background and flavor over mechanical benefits.
Gonna repost my comment from the beginning of the recruitment. I won’t disallow undine or characters that can breathe underwater eventually, but the flavor and background will have to be stronger to justify it. In other words, don’t pick undine just because you want to avoid that part of the challenge for this AP, make it make sense instead.

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.


Interested. Looking into creating a full arcane caster. After looking at the player's guide, I'm currently thinking along the lines of an Aquatic Bloodline Sorcerer maybe with the Tattooed sorcerer archetype.


Hi there. Checking in. Putting together the character now. Still in the pseudo planning stages but she'll probably be an Air Wizard.


I can't seem to find the complete descriptions of the stances & maneuvers on d20pfsrd.com. They've put in the Black Seraph, thankfully, but they don't seem to have the others (or the links aren't updated). Anyone have a different public & legal source?


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
R2: 4d6 ⇒ (2, 6, 4, 4) = 16
R3: 4d6 ⇒ (5, 6, 6, 6) = 23
R4: 4d6 ⇒ (5, 6, 2, 5) = 18
R5: 4d6 ⇒ (6, 6, 5, 6) = 23
R6: 4d6 ⇒ (5, 2, 5, 1) = 13
R7: 4d6 ⇒ (6, 4, 3, 2) = 15

Reroll 1 from R1: 1d6 ⇒ 4
Reroll 1 from R6: 1d6 ⇒ 1

Reroll 1 from reroll of R6: 1d6 ⇒ 5

R1: (4,4,4) = 12
R2: (6,4,4) = 14
R3: (6,6,6) = 18
R4: (5,6,5) = 16
R5: (6,6,6) = 18
R6: (5,5,5) = 15
R7: (6,4,3) = 13

Holy Toledo. That's 18,18,16,15,14,13.


Dotting for interest.

Just need to decide between a fetchling stygian slayer (or maybe the executioner archetype) or a ru-shi dhampir cruoromancer wizard.

EDIT: Fair warning. I have been in some WotW campaigns but they all seemed to have died, so I'm hurting for some evil gameplay.


@Imbicatus: Well there's that... lol, I didn't even look at that when I was thinking it might be a factor. Still, maybe he just didn't want any points 'wasted' on Dex higher than the armor's maximum.


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.
Metal oracles have Armor Mastery which does something similar.
The Hellknight prestige class has something similar with their armor.

Mithral armor increases max dex by 2 (so mithral full plate would have +3).
Celestial Full Plate (found in the CoCT AP) has a max dex of +6.


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
False/Razmiran Priest {replaces 9th level power and 3rd & 5th bonus spells}: This is for False Focus to help Animate up to 4HD of creatures per casting, free of charge. aid is kind of like false life anyhow.
Seeker {replaces 3rd and 15th level power}: mainly for the +4 concentration and CL checks vs SR, but the 15th level ability can give you free Reach Spell on your vampiric/chill touch, without having to cast Spectral Hand, or an Intensified Vampiric Touch/Finger of Death.

They all stack and the powers you'd lose (aside from Grave Touch) don't really do the debuff or ability damage thing anyhow.


Hmm... I'll see if I can't put together a 'perfect human' Dread (who may multiclass into Monk). Trained to master their own fear, and manipulating the fear of enemies, reflecting the fear often associated with evil back upon itself.


Any alignment restrictions?
Core, Base and Hybrid classes allowed (excluding the previously mentioned gunslinger, and presumably alternates like samurai, ninja and antipaladin)? Synthesist summoners?


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?).


Hmm, what about a Gambit?

Magus (Card Caster / Staff Magus & maybe Hexcrafter)? Perhaps with a dip in cartomancer witch (if only to get the non-destruction of your cards and the returning property)..


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?


Sort of the opposite to what was initially suggested above (which wouldn't work)...

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?


Dotting for interest. Initial idea is an Aldori dueling blade-wielding Kensai magus or Swashbuckler (with the Sword Scion campaign trait). I'll see if I can decide and put it all together by the deadline.


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).


For #3, I suspect that RAI, the Wisdom bonuses do not stact and they intended the Su to be associated more with the +1 deflection the sacred fist gets, as opposed to the +1 untyped bonus the monk Ex ability gets at 4th level.


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It's nice how a mathematician playing a 7 int sorcerer can make great use of the feat but the less mathematically inclined painter playing the 22 int wizard is SOL.

Such awesome role playing opportunities!


Ahh, I see I said 'second level Swashbuckler' but what I meant was the second level of the build which is the Swashbuckler level.

Edited my previous post.


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.


Ah right the house rules.

No to the critical/fumble thing. Yes to the hero points.


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?
Unholy warrior. Spirit of vengeance, who is willing to guide others should they have their own dreams of vengeance. Although a warpriest of Eiseth, she is a follower of diabolatry and thus follows (although less stridently than her patron) the entire hierarchy of Hell.

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.
Although possessed of a near otherworldly beauty, Amestri’s near single-minded drive for revenge, shapes her face into a grim visage that detracts from her looks. Although her words can be short, almost clipped, in a typical conversation, her upbringing allows her to speak fluidly and diplomatically, becoming almost pleasant.
With the loss of her lover, the idea of love remains within her and she may present a much softer visage and tone when speaking to those who have found love. This tone hardens (and likely blood may flow) should someone try to break that love, or should it be found to be a lie.

4. What are your character's goals, conscious and, perhaps, subconscious?
Consciously, Amestri wants to see her father die by her hand. The spirit of vengeance drives her and she desires to be its avatar, the vehicle to which it deals its fateful retribution. Subconsciously, Amestri wants things to go back to normal (relatively speaking) once her vengeance has been sated.

5. How easily does your character love? Have they been in love?
Her ability to love has eroded, although there remains a spark of possibility within her. She has been deeply in love in the past, and it was the loss of this man that had set her upon the path she walks.

6. Is your character racist at all, either now or in their past?
Race is not something that concerns Amestri. Being raised a privileged noble, all were considered beneath her. Being raised in a misogynistic household, men were her betters. Now, she understands that, particularly in matters of vengeance, everyone is equal.

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?
Amestri believes there is nothing for her to do but slay those who wronged her. The idea that there may have been reasons behind the acts, or that such disagreements could be hashed out without violence is something she refuses to let herself think. If vengeance was not the only option, then would all the blood on her hands be meaningless?

8. How is your character about material possessions?
Although raised in luxury and oversaturated in riches, she now only craves the accoutrements of battle. Jewelry may be beautiful, but the blade that can be bought with the proceeds and the blood that flows down its channel are priceless.

9. What does your character perceive their major problems to be?
Her father still lives and she is unsure whether his surviving her arrow was because of mere faulty aim, or something deeper in her heart that nudged her aim aside.

10. What does she perceive the solutions to those problems to be?
Confront her father and kill him. Only then she will know it was mere chance, and not some remnant of daughterly attachment to him.

11. What are your character's religious beliefs?
Although raised to be a Mitran as most other Talingardians, she has fallen into diabolatry. Her true, underlying ‘religion’ is revenge, thus, of all the ranks of Hell, she aligns herself mostly with Eiseth, Queen of the Erinyes, spirits of vengeance.

12. What does your character fear?
Amestri fears that all that remains within her is the desire for vengeance. She does not know what will happen once her father is dead, but she feels that she will continue down that road. She fears that she will not want to, let alone be able to, stop because it is all that she now knows.
She also fears that she will be unable to kill her father given the opportunity.

13. How much of a temper does your character have? What sorts of things set them off?
Amestri seems cold tempered. Outwardly calm at someone who has given her offense, she inwardly seethes, yet not acting upon her rage until much later, when the offender has thought the deed forgiven or forgotten. At that point her vengeance is devastating and likely quite out of proportion to the initial offense. Things such as the breaking of her trust or her heart could easily set her upon this long path to revenge.


10 hr background:

Concepts
  • Former member of the Talingardian nobility
  • Married in secret to her ‘true love’ rather than fall into the arranged marriage her parents had been planning.
  • Due to the disapproval of her family and the one she was supposed to marry into, her husband was sent on dangerous missions. He died in the field and, since Amestri had not had a child of the man, she was still accepted into the other family.
  • Going through her dead love’s things she found some of his trophies, items of diabolatry that he had kept as souvenirs. These items, the priest who had married them, and her own dreams guiding her further towards the vengeance of Eiseth as she trained herself in secret.
  • She plotted her revenge over the years her extended life allowed her, killing them off slowly at first, then during the funeral of her late noble husband, slew them all. A night of blood only her father, who had arrived late, had survived.

Goals

  • Attain her final vengeance by killing her father.
  • Further enhance her role as an avatar of vengeance.

Secrets

  • Amestri isn’t sure her thirst for vengeance will be quenched once her father dies. She has found herself making lists in her head, adding people to certain columns depending on the slight she had received. This both terrifies and exhilarates her.
  • Her husband, thought dead, still lives (see below).

Ties

  • Lucian Blackburn (friendly/neutral/enemy?): Amestri’s great love and husband thought killed in the line of duty (as a soldier or paladin). In truth, he was forced to leave her through a combination of high level commands, threats against himself and Amestri, and payments. His participation in this ruse caused him to fall, although he remains a good soul. Lucian still loves Amestri deep in his heart but he would be horrified to find out what she has become.
  • Arasmes Atezadeh (enemy): Amestri’s father. He always suspected something was off about her after they were able to rid her of her lowborn husband, but had never realized the depths to which she had fallen. Witnessing the bloodshed she had performed on his family and his friends, along with the arrow that nearly pierced his heart, has turned him completely against her. He has nothing for her but the desire for a quick death.
  • Ostarian Rayne (friendly): The ostensibly Mitran priest that married Amestri and Lucian. In truth a diabolist, priest of Asmodeus. He foresaw Amestri’s fall (and in fact Lucian’s as well), and guided her in the right (wrong?) direction. Removing two powerful families, allowed other families, more open to alternate religions, to advance. Ostarian knows that Lucian still lives, but has kept the information to himself. It may come in handy later.

Memories

  • Her wedding to Lucian. It was a simple affair, since it was effectively an elopement, but it was where their love shined in their faces and presented through their vows. The simple kiss at the end was exquisite to her. She cherishes this memory, despite the darkness and cold rage within her.
  • She remembers the discovery of the pendant showing a horned longbow in her husbands souvenirs. The dreams she had afterwards were vivid and guided her to ask Ostarian about it. There her indoctrination into diabolatry began.
  • From her years of being raised as a noblewoman, particularly that received by her rather misogynistic family, she often still finds herself deferring to the men. Not for long, but there remains an occasional pause before she interjects an opposing opinion.


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
I have been involved in PbP since, if I recall correctly, summer 2012. Mainly on the paizo site, but I've also looked into games on other sites.

3. Expectations for playing and what you want out of the experience
I am interested in a good mix of RP and combat situations. I enjoy RP, but I would prefer not to have everyone writing novels for each post. I prefer one post a day on weekdays, barring holidays, illness and other RL stuff (although, on occasion, I may be able to do more). This is particularly important should I make it to Phase III. I have found it difficult to follow mass RP-style auditions as they tend to get very busy very quickly. I would prefer not to have to wade through 40 posts in order to find something that involved an interaction with my character.

4. Philosophy as a PbP player
Fun: That's why we're all here after all.
Courtesy: Take all OOC things on the internet with a grain of salt as misinterpretations can be detrimental. Be respectful to others opinions.
Teamwork: OOC-ly - A PbP game is a communal story. It requires everyone to be involved in the process. IC-ly - Try not to be the lonely wolf. Characters, even evil ones, should want to work together and not against each other. This is a PbP that, in theory does not include PvP, so my characters should be capable of cooperation.

5. Why you are applying to this game?
I enjoy developing characters in general and exploring the darker sides of things in specific. Evil games are few and far between. Thank goodness (evil-ness?) for Fire Mountain Games and their creation of Evil APs (this and Throne of Night). Honorable mention goes to, not just those who GM WotW but those who modify existing APs towards Evil (e.g. Kingmaker) or who create their own Evil adventures.

6. Define what you think good role-playing is in PbP.
Interacting with the environment and other characters. Understand where your character came from and where it will be going (barring unforseen circumstances that may change its focus). I like posting the thoughts of my characters, although I also see the benefit of keeping them to myself and merely show physical reactions to those thoughts. If there is nothing for a character to do, post anyway, thoughts passing through their head, or even if it's to describe an itch in their nose, the act of scratching that itch, and the offering of the offending nasal blockage to a fellow character (ok, maybe if it's a low Cha character).

7. What is your experience with this adventure path?
I am currently playing a Bard in an Empire of Night (we become Vampires) version of the game and, to be brief and with low-end spoilers, are in or near a certain keep. I'm not sure how much has been altered due to the Vampire focus.
I am currently playing a Barbarian in a Mythic version (although we haven't acquired a mythic level yet) with about 10 characters, so it's been heavily modified to increasy the difficulty due to the numbers and the Mythic theme.
I played an Antipaladin in two games. One made it to the benefactor's before dying out, the other never escaped the prison before same.
Oh yeah. Played a witch in a game that died out before we even left the cell, lol.


lol, I've been working on putting together a half-elf bladebound hexcrafter magus.


Dotting for interest.


Re: AP healing with Touch of Corruption
There is always the Necromantic Affinity feat if you have a 15 Con (and the GM allows the word "spells" to include other kinds of channeled energy (like channel energy or touch of corruption). Alternatively the Knight of the Sepulchre archetype wouyld get what's needed by 5th level.

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:
Antipaladin (Lord of Darkness)
Cleric (Unholy Barrister)
Monk (Hand of Tyrrany)
Inquisitor (Torture Master)

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.


  • 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.