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Sheriff Belor Hemolock

Enchanter Tim's page

Goblin Squad Member. Pathfinder Society Member. 254 posts (8,348 including aliases). No reviews. No lists. No wishlists. 10 Pathfinder Society characters. 26 aliases.


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Congrats folks! Good Luck!


We're using Lore skills? I'll give Jaxon Lore (Dockers), then. It makes a lot of sense for him to have strong knowledge of the Dockers organization over and above other things.

Would Lore also benefit from Inspiration (i.e. not cost a point of inspiration just like Knowledge skills)?


Hanbo or light mace probably work well for a reflavored police baton.


Here's Jaxon. I updated his scene with his father to make it less like corruption for him to join the RHC. I also added a section for after he joined the RHC.

Crunch:

Jaxon Dime
Human hedgewitch 1
NG Medium humanoid (human)
Init +3; Senses Perception +1

Defense
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d8+3)
Fort +0, Ref +3, Will +2

Offense
Speed 30 ft.
Melee dagger +3 (1d4/19-20) or
. . hanbo +3 (1d6) or
. . kunai +3 (1d4)

Class Abilities
Casting (CL 1, Intelligence, DC 13) You can cast sphere effects.
MSB +1 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 12 Use when defending against an MSB check
Tradition Benefit (Charlatanism) Gain Versatile Performance as a bard
Tradition Power (Charlatanism, Diplomacy) Gain a guile pool (3/3)
Versatile Performance (Singing) +6 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Tradition Benefit (Font of Inspiration) Gain Inspiration as Investigator; Gain an Inspiration Pool (3/3)

Magic Talents
Divination: Divine You can divine magical auras
Divination: Divine Charm You can divine for the presence of mind-affecting magic
Read Magic (sense) You can read and decipher magical writing

Mind: Charm You may place charms on creatures.
Mind: Suggestion You may plant thoughts into a target’s mind.
Mind: Suggestion (Greater) As lesser Suggestion, but stronger
Mind: Suggestion (Lesser) Plant a suggestion into the target's mind

Protection: Barrier You can create a ward that absorbs damage
Protection: Deflection +1 You can put an aegis on a creature to grant it a deflection bonus to AC

Feats
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Weapon Finesse Use Dex instead of Str for light weapons
Toughness Gain +3 HP; Gain 1HP/level after 3rd level

Statistics
Str 10, Dex 16, Con 10, Int 16, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 13

Skills Acrobatics +2, Appraise +3, Bluff +6*, Climb -1, Diplomacy +6, Escape Artist +2, Fly +2, Intimidate +2, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +4, Knowledge (planes) +7, Knowledge (religion) +7, Perception +1, Perform (sing) +6, Ride +2, Sense Motive +6*, Spellcraft +7, Stealth +2, Swim -1, Use Magic Device +6
*Versatile Performance

Languages Primordial, Common, Ber, Danor
SQ barrier (ward), casting, charm, deflection (aegis), divine (divine), divine charm (divine), magic skill bonus, magic skill defense, read magic (sense), suggestion (charm), suggestion (greater) (charm), suggestion (lesser) (charm), tradition (charlatanism), tradition benefit (charlatanism), tradition power (charlatanism), tradition power (font of inspiration)

Combat Gear studded leather, dagger, hanbo, kunai, acid; Other Gear belt pouch, flint and steel, ink, inkpen, journal[UE], masterwork backpack[APG], silk rope (50 ft.), sunrod (2), tindertwig, torch (2), waterproof bag[UE], waterskin, 40 gp, 3 sp, 8 cp

Background:

Jaxon was born in the Strand in 469 AOV after his father came to Flint for work. Harry Dime is a ranking member of the Teamster’s Guild, one of many groups who have seen upheaval at the changes of industry in Flint. Harry is also leading member of the Dockers movement, using his graffiti artistry to bring the people’s plight into focus. Jaxon was raised to respect hard work, getting your hands dirty, and to never turn your nose up at the man on the street. Jaxon was a bright young man, and while others might have used that intellect to get ahead, Jaxon used his to help the people of the Bosun Strand. He developed little knacks here and there, some magic, some swordplay, some innate sense of danger. But always he has his sharp wits and Jaxon seemed to use his sense of the people around him to make his way.

But the people of the Bosun Strand were getting pushed harder and harder for less and less each day. After a bad month where he saw two of his schoolmates get locked up, another one die at the hands of the police, and half a dozen more crippled in work accidents, Jaxon was ready to take on Griffin Stowe himself. Instead, Jaxon found himself apprehended by Constable Carlao, after he helped other Dockers flee the police. To his surprise though, he found himself not in a cell, but face-to-face with Stolver Delft.

Joining the RHC:

The Assistant Chief Inspector looks down at Jaxon, chained to a small table. He squints at the young man and paces around the room for several minutes. The cane thumps around the room as Carlao stands silently. Finally Delft speaks. ”He was helping others escape custody?” The armored constable simply nods. Delft spits juice onto Jaxon’s shoes. Then he says, ”Ok, bring him in.”. He turns Jaxon. ”You’re in for a surprise, boy.”

Carlao opens the door and Harry Dime rushes in. ”You promised you wouldn’t hurt him, Delft! And get those damned chains off!” The RHC Assistant Chief smirks and unlocks Jaxon’s chains. He motions for Carlao and the two of them exit the room and close the door.

”Pop, what the hell?! Why are you here?” Jaxon stands and moves towards the door. ”What’s going on?”

”Calm down, son. We need to talk. No sugar-coatin’ this. Put your big-boy pants on.” Harry sits on the table. ”For the past couple of years, I’ve been working as an informant for the RHC. I’ve done it to help our people. I help Deflt control the more explosive elements of the Dockers. In exchange, he and the Governor allow the general movement to continue as a vent for frustrations and hard-feelings. A secretly sanctioned way for the people to speak their mind without tearing the city apart.”

”What?! You been working with them?! How could you?” Jaxon whirls around and faces his father. ”You know they broke Drake’s leg? Got Millie in lockup and won’t even let her see her kids?” He moves up to stand over his father. ”You’re a bloody traitor!”

In a single swift motion, Harry stands and slams Jaxon back to the wall, pressing an arm over his throat. He yells at his son, inches from his face. ”You think I like this?! You think I don’t know what people would say? Drake nearly killed a constable with that rock! That man will never work again. And I’m working to get food to Millie’s family. But this is what I mean. Those families will suffer for years if we don’t show them a different way!” He lets up and turns away, while Jaxon sucks in air in a fit of coughing.

[b]”Maybe you’re not ready for this. You still think like a child.” He turns back around to face his son. ”This ain’t about power or punishment. It’s about keeping people as safe as possible. Drake and Millie are still alive, ain’t they? They’ll have the chance to get back to work and feed their families. Police would have killed both of them if the RHC hadn’t taken over. Now sit down and listen.” Jaxon shakes his head, but sits.

Harry sits at the table facing him and sighs. “It’s worked ok for a couple years. But now Delft wants to take it a step farther. He wants a Docker to join the RHC. I think he has his own reasons, but he says it will begin to rebuild trust. I think it could be good for both Risur and the workers in the Strand.”[/b]

Jaxon closes his eyes. The answers were right in front of him. His father, the teamster union man and Docker, sitting in RHC headquarters with no supervision. Carlao bringing him to see Delft, who released him. He opened his eyes. ”He wants me. He wants me to join the RHC and be a traitor too.”

Harry nods. ”Smart boy. But not a traitor, Jax. We’re going to be a team. I’m going to help Delft control the more dangerous sides of the Dockers. Keep our people from going all out and get the RHC the inside info they need to cut off the worst plots. By joining the RHC, you’re going to learn the Constabulary from the inside out. You’re going to be our voice on the force, helping temper their responses, help them see that the Dockers are people. Delft has a spot for you as a new recruit. He thinks you can be an asset as a real constable. But there are no guarantees. If you fail training or otherwise don’t measure up, you’re out. No games here, Jax. You’ve got to work hard and earn the RHC’s respect. And you’re going to work doubly hard at home. Some people ‘round the Strand won’t take kindly to you. But if this works, we might just save them.”

He continues. We ain’t gonna get out of this by pushing the police harder. We been trying that and what do we got to show for it? Drake and Millie sure ain’t feeding their families.” He takes a deep breath. ”You know the Dockers love this city. Hell, we built this place long before the King brought industry here. We would rather cut of our hands than see it destroyed or turned against us. This is a chance to mend the wounds and bring some understanding to both sides. The RHC needs good men. They’re half-blind. They need to learn to listen to the people again. Workers are everywhere. They see things. They know things. And if there’s the right ear, they’ll be willing to share. The police are too dumb to listen, but the Constables got some smart folk. They just need to see how to work it. You can show ‘em.” Harry smiles at his son. ”And if anyone is going to do this, I’m happy for it to be you. You’re a smart boy and people trust you.

Jaxon stiffens and stares his father. Harry just threw him to the sharks and told him to swim. Delft might have his own reasons for wanting a Docker on the force, but Harry Dime was wiser than any other man he knew in the Strand. He was also a gambler who kept an eye on the prize. There was no going back. He looks up at his father. [b]”You think they’ll give me a badge?” He smirks.

Harry stares at him with a cold expression. ”No games here, Jax. We have everything to lose. If you can’t succeed in the RHC, then there’s little reason to take the Dockers seriously. We have a chance to build some goodwill and respect, but it’s on us to do it. Don’t let me down.”

Recent Events:

After signing the recruitment papers, Jaxon joined the ranks of the RHC Academy cadets. He quickly found himself outmuscled by many bigger and stronger recruits. After a time, though his intellect and quickness showed themselves. He learned the Constabulary's methods of investigation, interrogation, and deduction. He also became quite interested in the laws of Risur and how they were applied and interpreted. Jaxon’s Docker heritage became known early on and he faced ridicule and harassment from his fellow cadets. Jaxon tried to weather these incidents, but he was disciplined twice for fighting after being taunted by other cadets.

After graduation, Jaxon was assigned desk duty. Many in the Constabulary were doubtful about him, though the magical testing confirmed his loyalty to Risur. It was over a month before Jaxon was assigned his first case, follow up to a simple break-in in the Nettles. Jaxon accompanied the other Constables and helped with questioning the witnesses. When they went in search of suspects, one of them bolted and all the other Constables gave chase. Instead, Jaxon reverted to street slang and gathered enough information from the nearby workers to predict where the suspect would be going. When the others caught up to the man at a recently shuttered factory, Jaxon already had the man in custody. Rumors circled that Jaxon somehow knew the man, but most grudgingly accepted that his method had worked. Over the next few months Jaxon showed both competence and a desire to learn the RHC methods, which was met with greater approval from his superiors. While there is still some distrust, most constables have begun to see Jaxon as a peer and fellow constable.


Sounds good to me. Alternatively, a limited-use bomb+sneak attack, once each round.


Underground Chemist archetype allows sneak attacks with splash weapons at 4th level. Yeah, I'm thinking ahead. So the question would be whether it still counts as a splash weapon after you infuse it into ammunition, since it doesn't splash anymore.

Maybe he should use a cool mechnical crossbow/bomb thrower instead.

And I like Wildfire.


Any concerns about Jaxon's motivations? I know his path to the RHC is unorthodox with his father essentially 'buying' him a spot. I tried to imply that Stolver Delft approved of Jaxon and knew his skills/reputation. I think the magical examination would show that he has loyalty to the Dockers and the people of the Strand above that of the RHC. But it would show his devotion to Risur and its people, just that it isn't paramount (which isn't required).

I don't see Jaxon as being a model constable, but he knows he has to uphold his part of his father's plan to help the workers. Especially if the criminals and dangers to Risur threaten the people, Jaxon will use every skill and ability he has to find and stop them (even if it might not be strictly legal).

Does anyone know what source the Font of Inspiration Hedwitch tradition is in? The Herolabs files don't seem to have it.


Sorry, I had some houseguests this past weekend.

I'm going with the Alchemist/URogue idea. I think I'll take the Grenadier and the Underground Chemist archetypes respectively. This lets him throw splash weapons as well as shoot them via a gun. Being able to infuse a tangleburn bag into an AK-47 sounds awesome. Actually it sounds like having a grenade launcher attachment on the weapon. Defer to our GM whether the sneak attack will work if I infuse it onto ammunition.

Can we use Drawbacks and are we using Background skills?

After much consideration, I really will hang something onto the Green Goblin storyline. I'm finalizing his background, but I'm thinking of a young, brilliant engineer, named Lucas Lee, who worked for OSCORP. When Harry Osborne went insane and began using OSCORP to produce more goblin formula and the assorted weaponry, Lucas reported it to the authorities. Eventually, Harry found out and attacked Lucas. He was ultimately no match for Harry, who drowned him in a vat of boiling goblin formula. When the SHIELD found him, though, they realized he was still alive and took him to medical facilities. The goblin formula had transformed Lucas (effectively into a mutant aka half-orc), but his intellect was intact and he joined SHIELD as a leading engineer. With his enhanced abilities, he eventually takes on a field operative role with his own shades of the goblin heritage.

What I really need help with is Lucas' codename. Part of me wants to use the 'Goblin' moniker, but many of those are already taken (though that hasn't stopped Marvel in the past). Also, is there any way to make the name indicate that's he a good guy instead (not that Marvel keeps bad guys bad either). Ones I've played around with:
Free Goblin
True Goblin
Blue Goblin
New Hobgoblin
The Goblin
The Undergoblin
Shadow Goblin
Goblinheart
Firebug

Thoughts?


I'm speaking of the Hedgewitch 'traditions,' which are their powers. It is confusing though. Hedgewitches take different traditions, which give them partial class features of existing PF classes. Font of Inspiration gives you some of the Investigator's inspiration ability. Combat gives you an Magus arcane pool. Spiritualism is like the Brawler's ability to gain feats/magic talents. Entropic Sage is an archetype that gives access to monk/ki powers.

I see can see Jaxon combining Investigator and Magus abilities or Investigator and Monk abilities for a more bare-knuckle approach.


Ok, I completely switched my submission. I was having trouble with my previous idea, so I pivoted. Jaxon is now a generalist. Hedgewitch with one of the Traditions being Font of Inspiration. I'm undecided on the other Tradition. I could see going Entropic Sage or Combat.

Name/Portrait Jaxon Dime

Race Human

Class Hedgewitch

Theme Docker (Docker’s Jank)

Party Role Skill Monkey; Party Face; Secondary Melee

Character History:

Jaxon was born in the Strand in 469 AOV after his father came to Flint for work. Harry Dime is a ranking member of the Teamster’s Guild, one of many groups who have seen upheaval at the changes of industry in Flint. Harry is also leading member of the Dockers movement, using his graffiti artistry to bring the people’s plight into focus. Jaxon was raised to respect hard work, getting your hands dirty, and to never turn your nose up at the man on the street. Jaxon was a bright young man, and while others might have used that intellect to get ahead, Jaxon used his to help the people of the Bosun Strand. He developed little knacks here and there, some magic, some swordplay, some innate sense of danger. But always he has his sharp wits and Jaxon seemed to use his sense of the people around him to make his way.

But the people of the Bosun Strand were getting pushed harder and harder for less and less each day. After a bad month where he saw two of his schoolmates get locked up, another one die at the hands of the police, and half a dozen more crippled in work accidents, Jaxon was ready to take on Griffin Stowe himself. Instead, Jaxon found himself apprehended by Constable Carlao, after he helped other Dockers flee the police. To his surprise though, he found himself not in a cell, but face-to-face with Stolver Delft.

Why he joined the RHC (continued from above):

The Assistant Chief Inspector looks down at Jaxon, chained to a small table. He squints at the young man and paces around the room for several minutes. The cane thumps around the room as Carlao stands silently. Finally Delft speaks. ”He was helping others escape custody?” The armored constable simply nods. Delft spits juice onto Jaxon’s shoes. Then he says, ”Ok, bring him in.”. He turns Jaxon. ”You’re in for a surprise, boy.”

Carlao opens the door and Harry Dime rushes in. ”You promised you wouldn’t hurt him, Delft! And get those damned chains off!” The RHC Assistant Chief smirks and unlocks Jaxon’s chains. He motions for Carlao and the two of them exit the room and close the door.

”Pop, what the hell?! Why are you here?” Jaxon stands and moves towards the door. ”What’s going on?”

”Calm down, son. We need to talk.” Harry sits on the table. ”I’ve made a deal that I hope will be good for Risur and the workers in the Strand. You’re a smart boy, Jax. Figure it out.”

”A deal? With the RHC? What are you talking about?” Jaxon whirls around and faces his father. The young man sees his father’s calm face and Jaxon likewise begins to calm. He takes a seat as his mind tries to work out the details.

”You bought my release? In exchange for something? But you wouldn’t give up others just to save me.”

”Too small, Jax. It ain’t about you. But you will be part of it. It’s about keeping people safe. Hopefully, giving them someone to trust again.”

Jaxon closes his eyes. The answers were right in front of him. His father, the teamster union man and Docker, sitting in RHC headquarters with no supervision. Carlao bringing him to see Delft, who released him. He opened his eyes. ”You’re going to work with them. Be an informant. That’s what bought my freedom”

”Smart boy. But you ain’t going free, not really. Jax, you’re joining the RHC. I’ve already worked out the deal. We’re going to be a team. I’m going to help Delft control the more explosive and dangerous sides of the Dockers. Keep our people from going all out and get the RHC the inside info they need to cut off the worst plots. You’re going to work the inside. By joining the RHC, you’re going to learn the Constabulary from the inside out. You’re going to be our voice on the force, helping temper their responses, help them see that the Dockers are people. Delft already knew all about us. He knows you can be an asset as a real constable. No games here, Jax. You’re going to work hard and earn the RHC’s respect. And you’re going to work doubly hard at home. Some people ‘round the Strand won’t take kindly to you. You’ll be a traitor in their eyes. But if this works, we might just save them.”

He continues. We ain’t gonna get out of this by pushing the police harder. We been trying that and what do we got to show for it? Throwin’ rocks at a beat cop last week got Drake a broken leg and now he’s in lockup. What good’s he doing in there? He sure ain’t feeding his kids.” He takes a deep breath. ”The RHC needs good men. They’re half-blind. They need to learn to listen to the people again. Workers are everywhere. They see things. They know things. And if there’s the right ear, they’ll be willing to share. The police are too dumb to listen, but the Constables got some smart folk. They just need to see how to work it. You can show ‘em.” Harry extends his hand toward Jaxon to seal the deal.

Jaxon stiffens and stares at the extended hand. His father just threw him to the sharks and told him to swim. But Harry Dime was wiser than any other man he knew in the Strand. He was also a gambler who kept an eye on the prize. He already made the deal. There was no going back. He looks up at his father. ”You think they’ll give me a badge?” He smirks and shakes his father’s hand.


Thanks guys! Good to see you again, Midnight. Yeah, Vesna was fun to play. Too bad it didn't last longer.

And you're definitely right, I had a Dresden idea going with the Magus/Witch combo. Either Knight of the Cross or Winter Knight (though a melee version of Scarlet Witch isn't far off either). I have had the Green Goblin idea rolling around for quite a while. With gestalt, I'd get the full slate of Alchemist discoveries and formulae too which would help him stay on par with the super powered spell-casters. Those two are probably my leading candidates.


Hi everyone! JZ invited me into the game, and I'm intrigued how this will work!

I'm not settled onto any concept yet, but I've got a few rolling around both from a mechanical or thematic standpoint:

Bladebound Magus/Witch - An ancient sword bestows powers on a person; really interesting if you can get Conductive on the sword to channel hexes; also possible to make a Winter Fey Knight with magus and Winter Witch

Sacred Fist Warpriest/Emperyal Sorceror or Paladin/Celestial Sorceror - Some sort of avenging archangel come to Earth

Shield Champion Brawler/Paladin - Straight up Captain America

Underground Chemist Rogue/Alchemist - Bombs/Alchemical weapons + sneak attack; Maybe a good guy version of the Green Goblin

Eldritch Scion Magus/? - Dunno, something to help the Eldritch Scion class work better

Gunslinger/Inquisitor - Punisher


Rednal wrote:
Hmm... are those archetypes compatible? I'm pretty sure both Sphere Magus and Eldritch Archer change some of the same abilities, and that's usually a block on taking both, isn't it?

Good point. I was thinking of the Sphere classes as replacements rather than archetypes. I might have to forgo SoP to stay with the concept.


Still here. I got sidetracked this week by work.

So are offspring of Deva normal for their race? I'm considering Deva for Jaxon, but then I got to wondering about the many children these people could sire over the course of their many lifetimes. What would an immortal parent teach a mortal child?

Here's the basics so far. I'm working on the background and RHC portions.

Name Jaxon Dime

Race Deva or Deva offspring

Class Sphere Magus (Eldritch Archer)

Theme (feat) Gunsmith (The Man with Two Guns is God)

Party Role Ranged damage; Magical Protection; Minor Arcane Support; Secondary skill monkey


Been busy this weekend. I'll try to look over SoP and some of the 3rd party stuff, and have a concrete idea soon. Overall, I've been thinking about a gun-mage type character. Perhaps using Eldritch Archer Magus base with the Gunsmith theme. Does anyone know of a way to make him a spontaneous caster? I'd love to try out the SoP rules from that standpoint.


This sounds interesting. I've heard a few things about Zeitgeist, and it sounds very promising.

I've played Pathfinder since it fully came out. I was at GenCon for season 0 of PFS. A few years ago I moved overseas, and that's when I really got into PBP on the Paizo boards. I'm back now and still playing my share of PBP. I really like it for the time it allows you to develop your role-playing. For instance, I was playing a swamp ranger in one game and I could look up plants that would live in a swamp and sprinkle it through his posts.

As a ruleset, I both enjoy Pathfinder and find it starting to buckle under its own weight. I really enjoyed what it brought to 3.5 and some of the ideas in Unchained and other books have really revitalized the conventional thinking. That said, there are now too many choices: too many feats, too many spells, too many random options to keep track of them all. I enjoy new ways to use previous skills and options rather than simply more of them.

I typically enjoy playing balanced, generalist characters. Inquisitor is probably my favorite class, though I would love to try a magus out long term too. I like to tailor my characters to the setting, and most recently I've been interested in urban skill-types (Investigator, Slayer or Rogue). I also typically lean on archetypes and try to play up their different abilities.


Player: Enchanter Tim
Character: Kargen Hapspring
PFS# 1142-2
Faction: Liberty's Edge


dotting


I'm in! Is there a level requirement for the character you're applying the chronicle to?


I'll join you!


I have a character like this. You really don't need the VMC Alchemist, but it's cool to sneak attack with bombs for huge damage.

Take the Scout archetype on the URogue along with Underground Chemist. Then take Charging Hurler. At 4th level you can do a short charge and throw acid or alchemist's fire at anyone and gain sneak attack. The drawback is that you'll only ever get a single sneak attack each round unless you're in surprise. But it's pretty reliable, and you're not in melee combat where the rogue's low AC hurts. Plus, who cares about 3/4 BAB when you're using touch attacks? If you use URogue, then you also get to inflict Debilitating Injury with your ranged sneak attack.

Additionally, you need the feat Master Alchemist (at 5th level) and the trait Alchemical Adept. That should give you about a +23 bonus to your Craft Alchemy roll (depending on your Int) at level 5. You pay 3.3sp per flask of acid and can create nearly 50 each week on average, with nearly no chance to waste materials. Unless you're just grinding through fight after fight, that's probably close to keeping up with how many you use. And you only get better each level.


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PłentaX wrote:

To be honest i don't see reason why wizard can't do the same thing

Because no self-respecting high level adventuring party really fears what a rogue can do? :)


Don't you just use Rumormonger to create tales of either vast wealth and power held by the wizard; or that he's forging dark rituals that will destroy the very fabric of the world and send it all plummeting into a demonic hell?

Then you let the ensuing 15th-18th level adventurers kill him for you.

(I suppose you could sneak in using invisibility to watch and wait, and then strike the final blow yourself, but, well...effort.)


Sweet. Works for me.

I'm going to claim Quinn. Good chance to try out a class I haven't played before.


ok, I'm in. If I can apply this to an exisiting level 1, it'll be 1142-9. if it has to be a brand new character, it'll be 1142-10.


I've never played a quest before. How does it work? Do we play the same pregen all the way through? And how many XP do we get at the end?

I assume it can only be applied to a new PC?


Don't target the saves. There are other methods to debuff. Intimidate checks from Cornugon Smash, Dazzling Display or Killing Flourish dont care if the saves are sky high. Likewise Dirty Trick targets CMD instead, and can make targets blind, sickened and shaken. Dirty Trick Master can turn dazzled into dazed. A team of a witch, thug rogue, bounty hunter slayer, and barbarian can really cause problems if their tactics are aligned.


I'd be more ok with E6 if we weren't starting at level 6. I'd want to see a small amount of progression before hitting the cap. Maybe starting at level 4 for E6 or starting at level 6 and doing E8.


Interesting. Can we do VMC? Background Skills?

I'm thinking of a alchemical rogue, tossing fire and acid with little regard to who gets splashed. He would definitely be crafting his own alchemical items during the game.


I agree with ChaosTicket. A "paladin" of Nethys would be a magus.


I'll take the empty slot, if that's ok. I have an archaeologist bard or a bounty hunter slayer in tier.


I'll take the slot, nightdeath!


Is there anyone out there in a Classic 5-6 or 1-2 game that wants a spot in a Classic 8-9 tier (levels 7-9)? My character is still in a PFS game, so he can't make the special. I'd love to trade tiers so I can play another character in this!

Send me a PM if you're interested in trading tiers.


Sorry guys, it turns out my level 6 won't be done with his game for a while. I don't have another in tier, though I'm willing to play a pregen. Alternatively, I'll drop out and see if you guys can fill the slot. Maybe I'll be able to swap with someone in a lower tier.


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So...could we lower the price of the new Jingasa? Furthermore, what's the price of one with the crit negation expended?


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
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Statistics
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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
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Special Abilities
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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.

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