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Sheriff Belor Hemolock

Enchanter Tim's page

Goblin Squad Member. Pathfinder Society Member. 219 posts (7,858 including aliases). No reviews. No lists. No wishlists. 9 Pathfinder Society characters. 25 aliases.


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Dotting for interest. I have an idea for an Underground Chemist Rogue. Drug Dealer turned killer.


4d6: 4d6 ⇒ (2, 4, 2, 4) = 12 10
4d6: 4d6 ⇒ (5, 2, 3, 6) = 16 14
4d6: 4d6 ⇒ (4, 5, 1, 1) = 11 10
4d6: 4d6 ⇒ (2, 2, 4, 2) = 10 8
4d6: 4d6 ⇒ (1, 4, 3, 6) = 14 13
4d6: 4d6 ⇒ (3, 5, 2, 2) = 12 10

Wow. Kinda horrible. 20 point buy it is!


Here's Silvio's character sheet.

Silvio Slate:

Silvio Slate
Male human rogue (unchained, scout, underground chemist) 1/alchemist* (Pathfinder RPG Advanced Class Guide 109, Pathfinder RPG Advanced Player's Guide 134, Pathfinder Unchained 20)
N Medium humanoid (human)
Init +7; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4/19-20) or
. . rapier +3 (1d6/18-20)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 12, Int 16, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 13
Feats Improved Initiative, Point-Blank Shot, Weapon Finesse
Traits alchemical adept, star struck
Skills Acrobatics +6, Appraise +7, Bluff +6, Craft (alchemy) +7 (+9 to craft alchemical items), Diplomacy +6, Disable Device +7, Intimidate +6, Knowledge (dungeoneering) +7, Knowledge (local) +8, Perception +4, Sense Motive +4, Stealth +6, Swim +3, Use Magic Device +6
Languages Common, Elven, Halfling, Infernal
SQ trapfinding +1
Combat Gear acid (3); Other Gear studded leather, dagger, rapier, belt pouch, chalk (10), ink, inkpen, journal[UE], sunrod (2), thieves' tools, waterskin, 101 gp, 2 sp, 7 cp
--------------------
Special Abilities
--------------------
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


Lots of roguish types here, but here's goes nothing!

Silvio Slate:

Five Things About the Character's Concept and Background
1. Silvio’s older brother, Lars, is an accomplished alchemist, but has gone missing since House Thrune declared martial law in Kintargo.
2. Silvio handled the business side of Lars’ work, though he often provided an extra hand when his brother needed help with formulas and complex reactions.
3. Their shop, The Bottled Sage, was ransacked and partially burned a couple days after Lars went missing. Most agree it was the Hellknights. Silvio believes they were looking for something, and the timing suggests it could have something to do with the Silver Ravens.
4. Silvio has long enjoyed the old stories of Jackdaw’s exploits in the Chelish Civil War. Now that Silvio believes the Silver Ravens might know something about his brother’s disappearance, the idea that he might come face-to-face with Jackdaw has inspired even more him to dig into the secret organization.
5. Silvio’s build is centered about using alchemical items such as Alchemist’s Fire, Acid, and Tanglefoot bags, eventually getting the ability to perform ranged sneak attacks with them. He’ll mostly be crafting the items himself after a few levels.

Two Goals
1. Find Lars or learn what happened to him. He believes the Silver Ravens might know something about his brother’s disappearance and has tried to make contact.
2. Restore his brother’s business with him or in his memory.

Two Secrets
1. Lars secretly worked for the Silver Ravens, using the alchemy shop as part of their network in the city. (Unknown to Silvio)
2. Silvio has been embezzling from shop’s coffers for over four months now, using the money to gamble on cards at the tavern. He’s lost it all and is now in debt.

Three People Tied to the Character
1. Lars Slate - Silvio’s older brother and a member of the Silver Ravens. Lars ran an alchemy business for years with Silvio using his store and skills to help the Silver Ravens acquire goods and move messages. He hid all of his secret work from his brother.
2. Demara and Emil Slate - Lars’ wife and 4 year old son. Demara is beside herself with worry about her missing husband, not to mention how she will support herself and their child now that the shop is out of business.
3. Sasha Rykov - Silvio’s friend who is a midwife. Silvio knows she occasionally helps the Bellflower Network hide and heal escaped slaves.

Memories
1. Walking into The Bottled Sage, seeing the burned out husk of the store. Broken glass was everywhere with concoctions still sizzling on the floor. All of their inventory was destroyed and most of the back half of the shop was charred. The smell of alchemical reagents mixed with burning wood will stay with Silvio for the rest of his life.
2. Opening day of The Bottled Sage. Silvio and Lars made the first sale together with Lars promising a full refund if the balm didn’t work. In less than a month, the store was making money.
3. That first night waiting with Demara after they had reported Lars missing. Demara tried to be strong and care for Emil, but after the little boy had gone to sleep, she broke down crying. Silvio could only help console his sister-in-law, since he was in despair too. It was a long night.

If I have time, I'll work up a more narrative background, but all the important points are there. Silvio is a hometown boy with, until recently, a profitable and respected business with his brother. Lars owns the shop and is the source of the many alchemical items they used to sell, but Silvio will is equally smart, has picked up a lot of knowledge from his brother, and knows how to close a sale with any customer.

Rogue (Underground Chemist, Scout) VMC with Alchemist


Interested. I have a Underground Chemist Unchained Rogue that would be fun with an Alchemist VMC.

GM, would you be ok with him crafting lots of alchemical items? Mostly, he'll be throwing them as his only real attack.


Make a debuffing rogue instead. Use URogue with Dirty Tricks and the Rake archetype and Scout for added sneak attack chances. Put your first skill unlock into Intimidate. Now you can flank or charge and hit them. Instead of doing tons of damage, in a couple of hits, you can make them shaken/frightened/panicked, blinded, unable to do AOOs, bleeding, penalty to their AC, etc. Most of them will stack and then your party can wipe them out easily. Rinse and repeat without the need to manage spell slots.

It's not perfect, but it's a great way to do minimal damage in combat, but be very effective at the same time. There are plenty of builds out there for this.


The Paladin struck down an enemy connected with the Abyss, either a demon or a mage in the act of summoning a demon. As the mage/demon died, he gave off a death curse. The Paladin would forever hear the call of the Abyss every moment of the rest of his life.

The Paladin spends the next year of his life nearly going mad. He almost kills himself several times. But through his devotion, he begins to find a way to use the power he was cursed with. Still, every time he does so, he knows he's tempting fate and the demonic powers are ready to claw at his soul and pull him into evil.

So, is he righteous enough to live with this curse and use the dark power to fight evil? Or will he fail to control the power and fall to the demonic realm? Or should he simply end his doomed struggle by suicide?

A pretty dark proposition. Sort of Cthulu-esque. Gotta be a game with lots of demons/demonic powers. Maybe a dark Wrath of the Righteous.


Link to Marius' Character Sheet Could make some modifications, but here's the basic idea.


Marius' background is finally done. A Dhampir Magus, holy knight of Nethys.

Marius, the half-dead:

Marius eventually realized that he was different. He had grown up in the Temple of Nethys for all his life, never knowing his mother or father. The priests and mages of the temple cared for him and lead his education, both mundane and magical. When Marius questioned the priests about his heritage, the Archmage came to to teach Marius about Vampires, Dhampirs, death, and life. Marius learned he was something special, a half-vampire. The mages and priests had never seen one up close. The Archmage explained that he could teach the mages and priests so much about how magic affects the undead. Marius agreed. Knowledge, especially magical knowledge was a basic tenant of Nethys and if he could help them learn more about magic, he would do it.

Little did Marius know what was in store for him. The Archmage ordered his studies to grow tenfold. The boy had talent in arcane arts and the mages pressed him hard, forcing his child’s mind to grow up quickly. He trained for years in the magical arts, learning arcane spell structure, how to control mystical energy, and how it interacted with the divine. Marius was also the subject of study too. The priests tested how spells interacted with his undead lineage, crafting cure spells to see how he was harmed by them. His concentration and skills were tested in consecrated areas to see how he handled the sheer divinity of the place. Marius was alternately starved and then fed blood and flesh to test his cravings. Years turned into decades. Many times Marius cried himself to sleep. He begged the mages to stop. Stop hurting him, stop testing him, stop forcing him to use magic, and finally he begged him to stop healing him. But they didn’t. The Church continued to learned much about necromancy and how magic affects the Dhampirs.

Marius’ salvation came from magic and faith. Marius returned one day from his trials to find two scrolls and a note under his pillow. Marius’ training easily allowed him to see a scroll of Expeditious Retreat and Invisibility. The note simply read, “Free yourself.” Marius read both scrolls and stepped out into a hallway covered in a dense fog. Marius ran along the corridors, trying to find a way out. Soon, he found himself on a high outer wall with shouts closing in around him. Marius looked down at the ground 100 feet below, littered with rocks. He closed his eyes and leaped. He heard a voice speak to him. “Good. Have faith in the magic.” Much to his surprise, Marius fell through the illusion, softly landing on his feet. A half-elf in armor stood nearby. He cast a spell and two horses suddenly appeared. “Let’s go,” he said. “Or stay and let the Archmage find you.” Marius climbed onto the Phantom Steed and the two galloped off.

The man’s name was Kyle Solomon, but he was not an ordinary knight. He was a Holy Knight of Nethys able to use magic as well as the sword. He was a member of a small sect of arcane knights. The knights saw the encroaching threat of the darkness and sought to fight it. This was a same threat the Temple mages saw, but where the mages wanted to use Marius to learn how to fight the undead, Kyle and his companions saw Marius as a powerful brother who could fight the darkness with them. Marius served the knights as a squire at first, learning how to fight and use arms and armor. Then he was welcomed into their order and taught how to blend magic and steel.

For the next few decades, Marius fought. He fought to forget his childhood, and he fought for his fellow knights. He still held to the tenants of Nethys, but he began to see how some magic would consume others if left unchecked. The light and the dark needed to be in balance, just as Nethys was. Too much of one and the other would suffer. As the world seemed to be slowly led into the darkness, it was their job to drive back the darkness enough to for the light to recover. They lost many knights along the way, brave souls who gave everything to destroy the undead tide. While Marius felt he had found acceptance, however, he knew he was always expected to make up for his heritage. He had to be the weapon against the darkness because he was born of that darkness.

As many evils as they fought, it was bound to happen, but it was destiny for it to be a vampire. A small group of knights led by Kyle and Marius investigated a series of killings in a small village. They soon find a vampire at the heart of it. He slaughtered half the knights immediately. Wounded, Kyle had a plan, but he needed to tell Marius something first. They were half-brothers. His mother was Evelyn, a priestess of Nethys who was captured and eventually killed by a vampire. But she was pregnant with Marius and the vampire’s taint turned Marius into a Dhampir. Kyle continued, shaking Marius even more with his next secret. The Archmage who presided over his tortuous childhood was John Solomon, their grandfather. He had only seen his daughter’s death in Marius’ life. Before Kyle can say much more, however, the vampire attacked and Kyle finished his plan. With the knights scattered from the attack, the vampire fed on Kyle, giving the other time to regroup and attack. Kyle strained to hold the vampire to him allowing Marius and the others to kill the beast. Unfortunately, when they finish, Kyle was dead and beginning to rise as a vampire himself. Marius takes it upon himself to kill his brother, holding the newly undead ma's head under running water until the former knight is completely destroyed.

Afterwards, Marius left to live on his own. As the years passed, however, he knew the darkness was growing and the balance of magic continued to be in danger. The half-vampire would need to rejoin the fight.

Appearance/Personality:

Marius is a smaller man, owing to the severe abuse he faced as he grew up in the temple. His skin is a pale gray, mixed with a dark blue bruise-type color. He wears his light auburn hair short, and he typically is wearing a set of silvery mithril chainmail. The preternaturally graceful man has faced decades of abuse and his spirit broken many times. Half-dead in body, he still believes in the salvation of magic. The darkness needs to be brought back into balance.

Story Hook:

Family is unexplored for Marius. Having a branch of the Solomon family in Absolom would force him to confront what his own family has done to him.


Alright, two possibilities that I'm tossing around:

Holy Knight of Nethys (Magus): The Church of Nethys has watched the growing dominion of the necromancy with concern. Magic has two sides and the balance of light and dark magic is essential to the health of the world. As the shadow of necromancy grows, the balance is being spun out of control. A small sect of arcane knights seeks to restore the balance by driving away the darkness.

Underground Chemist (Rogue): A former drug dealer has been forced to abandon most of his business since people are more afraid to work in the dark corners of the city. He's found that his skills are now useful to create alchemical items such as alchemist fire to drive away undead. As the threat becomes more pervasive, he's created his own market in selling these items to the rich to have greater means of defending themselves from the undead menace.

With either of these, being a Dhampir might be fun, but not necessary. It could explain why he's been called to fight the threat.


Interested. I'm thinking of gritty holy warrior that's not a Paladin. Maybe a Dhampir Kinslayer Inquisitor or a Eldritch Scion Magus. How would Dhampirs be looked on in this future?


I second the Aberrant Bloodrager. Use a reach weapon + Long Arm + Enlarge Person + Abnormal Reach = 25 foot reach. Get your dex moderately high for 3 AOOs/round with Combat Reflexes, then add in things like Lunge, Combat Patrol or Stand Still.

Not only is the reach impressive in combat, but you get to do fun things like cast touch spells on people from 25 feet away, unlock door/chests from 25 feet, or grab the top of 25 foot high walls to climb up.


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Ok, some differences of concept here. If you think of a Paladin as someone who is spontaneously called to service perhaps through a vision or voices (Joan of Arc) and granted powers to be on a mission from god, then perhaps there's not any reason to doubt the devout character. If, however, you think Paladins form a religious order, get specialized training, and are acknowledged as brothers by other members of the faith, then it's going to be hard (though maybe not impossible) to claim Paladinhood.

I'm all for a character being perceived as a "paladin" by others. It's a different story if he's claiming to be of a specific religious order that he's never been initiated into. And the big question is why would you? Why claim to be a Mason, Special Forces, or an NFL player if you're not?


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"Paladin" is specific, but not specific enough, just like "Cleric." The real question is Cleric/Paladin of what faith? A person would react very differently to a Paladin of Shelyn and a Paladin of Abadar. Even a Paladin of Torag and a Paladin of Ragathiel ought to evoke different reactions. Just as in our world, a Catholic priest and a Buddhist monk evoke different images and thoughts.

In that way, perhaps "Paladin" is less like "Navy Seal" and more like "Special Forces" or "Commando." It matters which Special Forces you're talking about, though they all are highly skilled and deadly.

I'm a fan of each faith developing names of their Paladin or Inquisitor orders. Torag might call his, "Hammers." Shelyn calls her group, "Artists." Ragathiel has "Avengers," and Erastil has "Hunters."

So to me, it would be very different to say you're a heavily armored fighter devoted to Erastil. That's awesome and should be encouraged. But it's another thing to say you're a Hunter of Erastil.


Is the restriction on applying an Evergreen credit to a 2nd level character for Standard and Core separate? For instance, if I've gotten credit for The Confirmation with a 2nd level Standard character, can I play it again for credit with a 2nd level Core character?

Wasn't sure if Core and Standard are effectively firewalled off as completely different games or not.


Really nice job on these backstories, everyone! I'm happy to link Silvio to anyone else if we get in. It would make sense that he knows anyone who was a 'Lamm'.


Alright, I'm expanding Silvio's submission.

RP Sample:

Silvio ducks his head entering the small hovel. He slings his bag into a corner and steps quickly down the stairs. ”You’re late, boy!” A gravely voice startles him, making him stiffen. Silvio spins around and finds Kilain staring at him from the shadows. The young man relaxes just a bit. ”Kilian, damn it, you scared me half to death. Listen, I’m sorry, there was a cart that got stuck on the street and-”

”Shut up! I don’t care ‘bout no damned cart! Get to work!” The older man shouts at him and then shoves Silvio up against the wall. The man’s rotten teeth and breath make Silvio gag. ”You’re lucky I don’t beat you here and now. You’re getting too smart for your own good, Silvio. Lamm and I might just need to knock that out of you.” He pulls the blond haired, young man around and shoves him towards the back room. ”Now get to work!’

Silvio stumbles and rushes into the back room. He closes the door behind him as the familiar noxious fumes fill his nose. ”You liar, Silvio. There was no cart was there? You want him to beat you? Break your hand again? Where the hell were you?” It’s a thin voice, muffled by the mask Sasha is wearing. Silvio looks over to the half-starved teenage girl, her hands trembling a bit as she holds a lit tindertwig. The shaking was from the shiver, though it could just a well be from the fact that she probably hadn’t eaten since yesterday.

Pulling out half a roll from his pocket, he puts it on the table near her and he grabs his own mask. He had breathed in more than a lifetime of the shiver fumes, but every little bit helped. At least he no longer shook like Sasha did. Either his body was used to the exposure or it just hid it better. Sasha grabs the roll and tears into it, gulping down bites and finishing it in a matter of seconds.

”I know, I know, Sasha.” Silvio glances back and sees that they’re alone. The other two tables were empty for now, but he saw the equipment going. The others must be taking some of the product to the storehouse. Silvio and Sasha rarely went because they were more useful in the lab. ”I needed to check on Arcadius. I hadn’t seen him or Maretha in over a month. I was worried something had happened to him.”

”Well, you’d better forget that for now. I heard Kilain talking earlier. I think Gaedren’s coming to visit.” Silvio nearly drops the glass vial he’s holding. He turns around and stares at her. ”Gaedren’s coming here!” Sasha nods, trying to seem nonchalant about it, but he knows she’s just as scared as he is. ”That’s why Kilain was so nervous about you not being here. You think Kilian will work you over? Gaedren might just kill Maretha if he found you missing.”

Silvio shakes his head and tries not to think about it. ”Yeah, makes you miss the days when he just let us go hungry, huh?” Sasha laughs for a moment, but then breaks into a fit of coughing as she breathes in the fumes. He smiles and then sighs. ”Ok, if Gaedren is coming, we need to get to work. He’ll want to see the latest batch.”

Appearance:

Silvio is a thin young man. He has brittle blond hair, a telltale sign of his exposure to Shiver, but he doesn’t seem to have the shakes that most do. Growing up as one of Gaedren’s little Lamms, he has adopted an unassuming posture to stay out of the way and he tries to remain out of the spotlight most of the time. The fingers on his right hand refuse to straighten, clearly having been broken badly in the past. He can easily still grasp things, and he’s learned to be quite deft with his broken hand, but it’s a constant reminder of the consequences of life.

Background:

Silvio Slate's first memories are of being beaten in the orphanage. He grew up in Madame Origenna's orphanage, starving and having to hide food and hide himself to avoid being beaten. Arcadius and Maretha were the only friends he had. If it wasn't for them, he would have died there. Maretha was older and helped care for him, and Arcadius was stronger and could protect them. After several painful years of begging, hunger, and beatings, the three were bought by Gaedran Lamm and taken away.
Life as a 'Little Lamm' was better, but Silvio soon learned pain could come in other ways. He became a errand boy for Lamm, delivering good around the city. Soon Silvio learned what was inside the packages he would give to people. Shiver. As he grew up, Silvio moved from delivery boy to working in the Shiver labs and met Kilain. Kilain Beltran was a chemist to help Lamm make the Shiver. He saw Silvio's brightness and helped the boy become an apprentice. Silvio took to the chemicals quickly and soon began helping Kilian produce more of the addicting drug. Over time, Silvio was exposed to Shiver more and more. Cuts on his hand would get Shiver into them and he would breathe in the noxious fumes. Eventually Silvio himself was addicted, but Kilain and Lamm kept him working. Knowing Arcadius and Maretha were still in Lamm's clutches was often the only reason he could force himself to continue.


No problem. Here's the link for Variant Multiclassing.

If the answer is no, I might just remake him as a full Alchemist.


Would you consider allowing the Variant Multiclassing rules from Pathfinder Unchained? I have Silvio Slate here, who is a Unchained Rogue/VMC Alchemist mashup.


Works for me!

Now I just have to find someone in my games to talk to. Thanks!


No errors for me. I also don't think it's an extension. I went into the Chrome setting and disables all the other extensions (not just disabling adblock on that particular page), and I saw no change. So unless it's interfering just by being installed, it's not an extension.


Verified. 1.1.1.

I just had a thought. Does seeing the chat require someone in your games to have the extension too? (i.e. someone to chat with?)


Am I missing something? I don't see any chat icons. I see the highlighting and the arranger working, but no chat.

I've turned off my flashblock and adblock, but still nothing.


Congrats to the chosen!


I think the addition of swift actions isn't bad, but I wanted to see how reactions would work. I honestly want to try out the new action economy exactly to see where it breaks down. Seeing the Magus abilities get a bit wacky is probably no surprise. Spellstrike/spellcombat specifically messed with action economy, so a change to how actions work would hit them hard.

I'm up for using as much as we can and letting the chips fall out.


Ok, here's my submission:

Silvio Slate:

Silvio Slate
Human Underground Chemist Rogue VMC Alchemist

CG Medium humanoid (human)
Init +7; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +2, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4/19-20) or
. . rapier +3 (1d6/18-20)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 16, Wis 10, Cha 12
Base Atk +0; CMB +0; CMD 13
Feats Improved Initiative, Point-blank Shot, Weapon Finesse
Traits drug addict (personal), firebug
Skills Acrobatics +6, Appraise +7, Bluff +5, Climb +3, Craft (alchemy) +7, Disable Device +7, Knowledge (arcana) +4, Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (nature) +4, Perception +4, Sense Motive +4, Swim +3, Use Magic Device +5
Languages Common, Dwarven, Shoanti, Varisian
SQ trapfinding +1
Combat Gear acid (2); Other Gear studded leather, dagger, rapier, belt pouch, flint and steel, masterwork backpack, thieves' tools, torch (5), waterskin, 2 gp, 7 sp, 6 cp
--------------------
Special Abilities
--------------------
Firebug +1 to attack rolls with thrown splash weapons.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Background:

Silvio Slate's first memories are of being beaten in the orphanage. He grew up in Madame Origenna's orphanage, starving and having to hide food and hide himself to avoid being beaten. Arcadius and Maretha were the only friends he had. If it wasn't for them, he would have died there. Maretha was older and helped care for him, and Arcadius was stronger and could protect them. After several painful years of begging, hunger, and beatings, the three were bought by Gaedran Lamm and taken away.

Life as a 'Little Lamm' was better, but Silvio soon learned pain could come in other ways. He became a errand boy for Lamm, delivering good around the city. Soon Silvio learned what was inside the packages he would give to people. Shiver. As he grew up, Silvio moved from delivery boy to working in the Shiver labs and met Kilain. Kilain Beltran was a chemist to help Lamm make the Shiver. He saw Silvio's brightness and helped the boy become an apprentice. Silvio took to the chemicals quickly and soon began helping Kilian produce more of the addicting drug. Over time, Silvio was exposed to Shiver more and more. Cuts on his hand would get Shiver into them and he would breathe in the noxious fumes. Eventually Silvio himself was addicted, but Kilain and Lamm kept him working. Knowing Arcadius and Maretha were still in Lamm's clutches was often the only reason he could force himself to continue.

Family, Acquaintances and Enemies:

FAMILY: Silvio considers Arcadius and Maretha to be his only family.

ACQUAINTANCES:
Sasha Rykov - A teenage girl also working in the Shiver labs. Silvio is watching her slowly become addicted too.

Wylie Antell - A corrupt Korvosan Guard who takes payment from Lamm to look the other way on Shiver shipments and provide protection for the deliveries. He developed a liking for Silvio since he was a boy, making deliveries.

Lordes Farrell - A local herbalist who sometimes sells Silvio herbs, tonics, and ingredients for compounds.

ENEMIES -

Kilain Beltran - Chemist for Lamm who taught Silvio how to make Shiver. He now keeps forcing Silvio to make the drug and watches over production.

Unchained Rules:

Silvio will be testing the Unchained Rogue (especially how it does with ranged sneak attacks), VMC rules, Skill unlocks, Action Economy, and Alternate crafting rules.


Another question on action economy: I see you get 3 acts. Move is a simple act. Attack is a simple act.

PRD wrote:

Move (Move): You move up to your speed. Typically you move across the land at either a walk or a sprint, but this covers other movement modes, including burrowing, flying, jumping, and swimming.

Attack (Attack): You make one or more attacks against a single foe within your melee reach (if making a melee attack) or range (if making a ranged attack).

So does this mean you can triple move if you do nothing else? Does this mean you can move, move, attack (without the charge bonus/restrictions)? Or move, attack, move (ala spring attack)? Or Charge (2 act), then move?


Ok, still working on my Underground Chemist Rogue VMC Alchemist. I think he's going to specialize in throwing splash weapons with a minor in standard rogue melee. Eventually he'll be throwing actual Alchemist bombs, but most of the time he'll just be doing mundane alchemical splash weapons. Free Weapon Finesse and Dex damage to melee will help him not suck without tons of investment. The problem will be getting any sneak attack at range, and Unchained didn't do anything to help that. I love the concept and I'll run with it, but he may be strictly weaker than an equal level Alchemist.

Question: Underground Chemist adds 1/2 level to Craft (Alchemy) checks. VMC Alchemist adds full level to Craft (Alchemy) checks. Do I get both of those for a whopping 1.5x level to Craft (Alchemy)? It would really help with making all these Acids and Alchemist's Fires that I foresee.


Dotting for interest. I'm considering an Underground Chemist (archetype) Rogue VMC with Alchemist. Seems like those would really complement each other. Perhaps a bit of a Walter White-type forced to do his chemistry work for Lamm.


I did Winter Oracle/Marid Sorceror for a PFS character.

A couple of points in favor of this combo:
- I can use divine and arcane items with no real need for UMD.
- Winter Oracle's Freezing Spells ability does not require a second save like the Rime-Blooded Arcana. You fail the spell's normal save, you get slowed automatically.
- Marid allows you to turn any energy spell into Cold, so you can get Cold Fireballs, Cold Lightning Bolts, etc. For this reason, I actually tend to choose non-cold spells, so now I have two options on how to cast it. Find a cold-resistant enemy? Use normal Burning Hands.
- Divine Orisons + Arcane Cantrips = Lots of at will stuff to offset taking the hit in spell level early on.
- Some of the Winter Revelations don't rely on Oracle level much, so you can go Winter Oracle 1/Marid Sorc X. Use feats to pick up more revelations if needed.

Things to note, however: Freezing Spells only applies to spells with saves, so it won't work with Acid Arrow or Scorching Ray. Also, I originally wanted to Xblood Marid with Boreal, but this hit to spells was too great. Boreal is the nicer bloodline, but doesn't allow for the conversion to cold.


Checking in. I signed up with my Sorcerer/Oracle, but since this is involves Sovereign Court, I'm considering switching to my Aldori Swordlord fighter 1.


Checking in. I'm thrilled to be here among so many great applicants. Congrats everyone!

Barcas: Most of us have played with the idea of love or family. Do the Citizens of Hermea even understand these concepts (perhaps only academically)? I suppose some might have studied animals or seen the outside world, but for most it would seem like they are alien ideas and terms. Is there a term or attachment for someone who was raised with you? Schoolmate? Broodmate?

I'll work on stating up Dryth today.


Writing sample:

*Bang! Bang!*

Dryth jerks his head up from the wires he was working on. ”Krys, see who’s at the door.” He peers back into the control box and attaches the wires. There, that should do it. Now, let’s see if the code is right.

”Yes, sir.” Krys, Dryth’s personal robotic servant, wheels over to the door, but just as he approaches it, the door opens. With all endeavors and items in Promise for the collective good, there were no such things as locks to keep people out, but it was still impolite for someone to just enter on their own. Krys expresses his surprise at the intrusion. ”Excuse me, sir! I was just coming to get the door. You did not need let yourself-- Ah, Master Tyrone, wonderful to see you, sir. Master Dryth is in his workroom. Would you like any refreshments?”

”No, Krys, thank you. It seems Dryth has missed an appointment with Aldus this afternoon.” He yells out for Dryth. ”The man’s pride is hurt, Dryth. He was looking forward to this. You’ll have to apologize to him.” He walks into the workspace. ”What are you working on now that made you skip the meeting?”

Dryth curses as he hears Tyrone’s words. He turns and greets the man who has become a bit of a mentor these last two years. ”Tyrone, good to see you.” He turns back to his status screen. ”Aldus didn’t want to see me, he wanted a chance to mock me. I didn’t need that today. Besides, take a look.” He points to the half-torso of the robot he had been working on. Typing a few commands, he pulls out a control device. ”Ok, let’s see if this works.” He taps the device.

Suddenly, the half-robot glows with a reddish light. Dryth walks up to touch it. ”See, nothing but normal metal. But watch.” He pulls out a wand from his bag and touches it to the robot’s torso. White hot fire shoots out, enveloping the torso and driving Tyrone back from the residual heat. Dryth pulls the wand away. As both men struggle to regain their eyesight from the blinding light, Dryth grabs Tyrone’s hand and places right where the fiery wand had been a moment before. The older man feels cool metal. Dryth laughs. ”Not a scorch mark or hint of melted metal. Not even warm! And that was a maximized, intensified wand of burning hands. I borrowed it from Prena.”

”A proper protection spell can do the same.” Tyrone responds.

”Yes, but it can’t do it all the time. Drop this guy into a volcano for a week and he’ll come out without a mark. Think of him living in a forge, making repairs without having to shut it down. He works 24 hours a day without a break. He could be used to test fire weapons or rescue someone in a burning building. All without a ‘proper protection spell’ being cast.”

Tyrone rubs his chin, his mind running through the possibilities. He smiles and begins to speak when the torso begins glowing again. This time both men feel the intense heat emanating from the machine and are forced back. ”What’s going on, Dryth?!”

”I don’t know!” He reaches for the control, but it’s too close to the robot. The desk begins to blacken. Cursing, Dryth casts a simple spell. Suddenly the power to the robot is interrupted for a moment, but it’s enough for Tyrone to grab the control unit and power the whole lab down. As the temperature returns to normal, Dryth looks at Tyrone. ”Ok, maybe it’s not fully worked out. But it has potential, right?”

Tyrone laughs. ”Keep working, and be thankful your Daze spell works on machines like this. It would have burned my whole house down!” The older man pats him on the back. ”Go see Aldus and apologize. For my sake, at least. I have to deal with him everyday and he’s going to sulk. I know it.” He turns to leave. ”And remember the dinner with Gorath tomorrow! Grace is coming too, I spoke to her. Her testing of the new crops is going well and she’ll be able to make it.”

Dryth nods. ”We talked this morning. It seems the swamp rot isn’t affecting this new batch. Imagine being able to grow wheat in a bog! Maybe Promise will be able to feed more people. But do I really have to go to this dinner? You know how I hate those things.”

Tyrone laughs. "Right. You were holding court at the last one! I've never seen so many people interested in hearing about trionic networks. You'll be there, I know it." He begins to leave.

Dryth merely shrugs and waves to Tyrone. He turns back to his workshop. ”Krys, see Tyrone out. And get me something to eat.”


Also, I used the Pelagio tribe with Grace and made her a botanist. Pelagio can be in charge of agriculture, farming, and other things involving plants and livestock. Certainly I see them using technology to aid them. We could be talking about GMOs, pesticides, cross-breeding, etc.


Quote:
Enchanter Tim: The section on Grace (an anachronistic name) raises a few questions. Were they secretly lovers as teens (a violation of the rules)? Have they attempted to get permission for a one-year match? Coming late into the rank of the citizens is an interesting point of view. How much of the technology has he explored? They're far beyond clockwork constructs, so he would have to understand the computers behind robotics.

The section on Grace is my exploration into relationships in Hermea. With no familial bonds to speak of and no attachments to mates, I sort of see things as perpetual series of hookups even with the one-year bond being fairly short in comparison with our society. Dryth and Grace have never petitioned for the one-year match. I see them as having a weird (in our sense) brother-sister/friends-with-benefits relationship. This might be the norm in Hermea. Dryth and Grace are not sneaking off at every opportunity (though they did break the rule as teens once). Mostly they're close friends who had a shared upbringing, which was tested while Dryth was at the farm. Occasionally that closeness crosses into intimacy whether it's a kiss or more, perhaps when stress and tension are high or feelings are low. This is a utilitarian intimacy still (like most in Hermea, I expect), and I stress this is occasional thing perhaps happening less than half a dozen times in all. Both of them have had many other partners. Grace has birthed 2 children and Dryth fathered 1.

I see Dryth as having come into Promise for less than 2 years now (making him around 24). He is still exploring what technology can do, but he sees the vast potential. I wasn't exactly sure what tech level Hermea was at. Do they have cars? Battle robots? Teleportation circles? Robotic farmers? Dryth's views on techno-slaves combined with the Arcana from his Impossible bloodline sets himself up as someone who could rule an army of robots. He could be the guy at the top in the beginning of every robot revolution story. For now though, he's still trying to convince others of the potential of his ideas and what it would mean for Hermea. He sees glory like that of Ancient Egypt, the Plantation South, and Mother Russia, but built on the backs of robot slaves who you never have to feed. Much of this idea is based around his experiences on the farm and the relative hardships they faced (manual labor) compared to those in Promise.

I'll lay out my idea of Crossblooded with Imperious Bloodline here too. Would you consider a tweak to make the Imperious Bloodline work with machines only? This would heighten his role as a robotic overlord, especially if his spells could actually cause robots/constructs to become shaken, a condition they can't otherwise have. So he would be able to enchant constructs as well as make them 'feel' fear. A robotic slaver.


Dryth ex-Thermostila, a mechanical artisan with an interesting birth history intent on creating and controlling a class of mechanical slaves for Hermea. Mechanically, he's a Sorcerer with the Impossible Bloodline, though I also have some ideas on Crossblooded with the Imperious Bloodline.

Gaming experience:

I've have considerable experience with PbP, with most being on the Paizo site. I was overseas for several years with PbP as my only gaming outlet. I've joined many games and I've GM'ed a few PFS scenarios. I'm currently in 6 games on the Paizo site including one lasting since 2012 and now over 5000 posts and another since 2013 and just shy of 3000 posts. I like to try to play different characters with varying personalities and mechanics.

Dryth ex-Thermostila:

Five background and concept elements important to Dryth ex-Themostila.
1. Dryth was part of an experiment by the Diocles tribe. Rather than have Rhodeans breed and control the bloodlines, a sect of the Diocles tribe thought to create suitable citizens through alchemical and magical infusion of infants. In essence, they sought to shortcut the decades long process of breeding by infusing infants with desired traits, particularly advanced intellect.
2. Dryth is of middling intellect, especially compared to many of the Themostila tribe, but he has a natural way with machines which seem to far outpace many of his tribe-mates.
3. Dryth was initially not accepted into any tribe and moved out to one of the farming communities. He lived there for nearly 6 years before his magical abilities suddenly fostered. With his ability to perform spells and a seemingly innate aptitude for handling machinery, he was soon brought back into Promise.
4. Dryth believes in the idea of machine slaves. He believes Hermea can unlock the true potential of humanity by freeing themselves of meaningless physical work. Fulfilling the Unity doctrine and finding enlightenment can be made easier by relegating nearly all tasks to machines, such as fighting, harvesting, and even walking,
5. Dryth is a mechanical artisan. He has an amazing way with machines, not just making them work or understanding how they function, but often controlling them in a way no one else can. He has found that his spells will affect machines where others’ won’t, and he can convince machines to follow him or pay attention to his innate presence.
Two goals that are important to Dryth.
1. Dryth wants to show he does indeed belong in Promise. Having failed to become a Citizen at first, Dryth is very proud of his accomplishment, and he constantly strives to display his usefulness to the nation.
2. Dryth wants to create himself mechanical slaves to do whatever he needs. He believes if he can show the potential of machine slaves, all of Hermea will benefit.

Two secrets about Dryth, one that he knows, and one that he not yet aware of.
1. The Diocles attempts to create suitable Citizens was ultimately declared a failure. Of the more than 300 the infants subjected to the process, most never survived the infusion process or died within several years. Only five children survived. Four showed immediate enhanced intelligence and awareness, and they all became Citizens. Dryth was the fifth child, who showed normal, unexceptional development. The cost of the experiment was deemed too high, and the details of the Diocles experiment have been hidden. Further attempts to alchemically create Citizens has been forbidden.
2. While Dryth believes in the power of machines to enhance humanity, he actually doubts part of the Unity Principle. His time on the farm showed him the strong talents and spirit of the farming communities. They have a drive and an ethic which is at times lacking in Promise since its Citizens have little more to strive for. He knows the farms have many people who would make excellent Citizens and be valuable, productive members of Promise. This is what has inspired his work and proposals for machine slaves. He feels if he can create these slaves, then the farming communities may be allowed to join the ranks of Promise, freed from their duties in the fields.

Four people that are tied to Dryth, three are friends and one is an enemy.
1. Tyrone tal-Diocles - Senior researcher in the Diocles alchemical citizen project. Tyrone wasn’t in charge of the alchemical project, but he is one of more prominent researchers who survived the project’s fall. With Dryth’s acceptance into Promise, Tyrone has tried to become a mentor and friend to the young man, trying to gauge his abilities. Dryth has come to rely on Tyrone as someone who can guide him in life, while not knowing the man’s history or intentions.
2. Grace ex-Pelagio - Childhood friend and sometimes-lover. Grace and Dryth were raised together in the same Rhodean unit. She is his friend, confidant, and seemingly the closest thing to family allowed on Hermea. Experiencing so much together as they grew up, it seemed only natural for them to become lovers too. Grace was accepted into the Citizenry immediately, which pulled them apart for several years. Dryth’s acceptance into Promise, however, was one of their happiest moments. Grace has had 2 children already, neither of them Dryth’s. Grace studies plants for Hermea as a part of the Pelagio tribe.
3. Piotr - Non-citizen friend from the farm where Dryth worked during his 6 years before becoming a Citizen. Dryth had been at the farm for a year when Piotr arrived. He helped the young man learn their tasks and the two soon became fast friends. When Dryth left to move to Promise, Piotr was crushed. He was losing his best friend.
4. Halpern ex-Themostila - Halpern is another machinist and Dryth’s philosophical opposite. He believes in the power of the Citizentry as superior beings to the rest of humanity, even those in the farms in Hermea. He believes all other humans should be enslaved to bring their base urges and other defects under control. Human slaves, he argues, can be used for labor and sustaining the Citizenry, who will be free to explore greater enlightenment. Halpern even places machines above potential slaves since they are not bound by the same flaws and can be constructed towards perfection in a single task. Halpern loves machines more than people actually. Dryth and Halpern have argued so much in his time as a Citizen that they fester hatred on sight of each other.

Four memories, mannerisms or quirks Dryth possess.
1. Dryth has a brand of a spoked wheel on his lower right arm. It was done one night in the farming community with many of them wanting to show pride in their positions on Hermea, despite not being Citizens. While painful to have done, he is proud of it.
2. Dryth has a love of animals, born of his time at the farm. He learned to care for horses and dogs there, seeing the intense loyalty these animals can have.
3. When Dryth was welcomed into Promise and signed the Contract of Citizenship, Grace was among the first to greet him. It was a reunion they had looked forward to for years. She presented him with a laurel wreath and helped him dress into his new clothes. They laughed together like they had as children, spinning around until they got so dizzy they collapsed. It was pure, uncontested joy.
4. Dryth has a habit of tapping his lips when he’s thinking, as well as wandering when deep in thought. When he’s working on a complex project, he will often wander the streets of Promise, only faintly aware of his surroundings. With the civil environment of the city, this is rarely a problem as no danger ever comes to him. When he was at the farm, he would wander some of the fields at times tapping his lips and moving through the rows of crops. Several times, he would ‘awake’ from his thoughts to find himself far off the farm property with dwindling daylight.


Dang Fizz, I was thinking of a policeman as well. Maybe a more mundane law enforcement official/detective who is suddenly confronted with the darker side of the society and finds it doesn't sit well.

Barcas: How much do the men even know of their offspring? Would they even know if their mate had the child successfully? Know if it was a boy or girl?

And I echo Tarondor. I could be in a face-to-face game later, but this setting is very compelling.


dotting for interest


wraithstrike wrote:
Enchanter Tim wrote:

It solves the hand problem if you don't assume manipulating the material component and doing the somatic gesture has to be at exactly the same time. You caster can begin the casting, then reach into the pouch and pull out the spider silk/butter/whatever, and then complete the casting. All possible in a couple seconds.

Now that doesn't answer the 'Do you need to have the material component in your hand?'.

Agreed, but I think it is reasonable to say at some point during the casting the item makes its way into your hand.

Yes, but I'm saying you don't need to be doing somatic gestures at that exact moment. So you wiggle your fingers, pull out the component, it gets sucked away by magical energies, and the spell is cast. Or you start the casting, pull out the component, it gets dissolved by magical energies, and you finish it by making a hand motion.


It solves the hand problem if you don't assume manipulating the material component and doing the somatic gesture has to be at exactly the same time. You caster can begin the casting, then reach into the pouch and pull out the spider silk/butter/whatever, and then complete the casting. All possible in a couple seconds.

Now that doesn't answer the 'Do you need to have the material component in your hand?'.


Interesting, because my Sczarni character is the one I have the hardest time believing he would fit well into his new Faction. Mostly it's because while he was interested in money, it was more the family and mob power that he was most interested in. Heck, if the Shadow Lodge was still around, he would move there in a heartbeat. The Exchange just seems too focused solely on cash for him.

I'm playing the transition scenario right now with my Andoran, so we'll see how this turns out. It'll be interesting because his first interaction of the scenario was saluting the Major as a higher ranking officer. If that military structure is lost in moving to Liberty's Edge, he might feel left behind.

I agree that we need a better sense of these new factions for our old characters to fit in well. The old nation-backed factions could feed on the history and culture of the specific nation to flesh them out. Honestly, I felt the non-nation ones (Grand Lodge, Silver Crusade) were the most flat. Now all of them feel that way.


dotting


I voted to have everyone in our Kingmaker game play Druids. I was shot down.


Dotting for interest. Either a Dwarven Magus (Soul Forger might be cool, but so might Black Blade+Relic of Dwarven Smithy) or a Foehammer.


Over the weekend, I tried to order some PDFs, but I got a message that my card had been declined. I tried multiple cards, but I got the same message. I've also checked my bank, and the original card I tried shows 2 holds on it from Paizo.

Any ideas on a fix?


I also got one from captainGreg903.


Ok, I always said if I had some time, I would give back and GM a PFS scenario. So now I find myself with some time and it's time to make good on that.

Since this is my first scenario to run, I'd like to do The Confirmation. I'll be reaching out to the top 5 on the list to see if they'd like to join.


What's everyone playing? I have an Archeologist Bard and a Aldori Swordlord both level 1.


Huh, I totally missed this. Apologies.


I've labeled mine. I'm open for anything I can play. I've only got a couple of level 1s available for play right now, unfortunately. Otherwise, I'd love to do something like City of Strangers of Devil we know for a mid or higher tier.

I'm also considering jumping into the GM pool with something basic like Confirmation or First Steps.

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