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Fanguar's page

Pathfinder Society Member. 71 posts (4,993 including aliases). No reviews. No lists. No wishlists. 20 aliases.


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Dotting for interest.

Planning a cannibal wizard into vampire into bloodmage. Will try to have it all together shortly.

DM Morvius wrote:
As noted in the OP, no third party products of any kind will be considered.

Ha! Read right though that! Just had too many visions of Modrons and Bariaurs running through my head.

This the best news ever.

Quick question: Paizo published only or are 3rd party materials ok as well (basically the stuff on

focus Wis, foible str

8 str
Dex: 1d10 + 7 ⇒ (5) + 7 = 12
Con: 1d10 + 7 ⇒ (1) + 7 = 8
Int: 1d10 + 7 ⇒ (1) + 7 = 8
18 Wis
Cha: 1d10 + 7 ⇒ (9) + 7 = 16

Ugh, I'll see what I can come up with.

Before I go through all the trouble of putting something together, I'm currently running this campaign. Would that be a problem?

Int or Str: 4d6 ⇒ (6, 4, 5, 6) = 21, Int or Dex: 4d6 ⇒ (3, 1, 6, 2) = 12, Int or Con: 4d6 ⇒ (3, 1, 1, 5) = 10
Wis or Str: 4d6 ⇒ (3, 6, 6, 4) = 19, Wis or Dex: 4d6 ⇒ (6, 1, 1, 2) = 10, Wis or Con: 4d6 ⇒ (5, 6, 4, 6) = 21
Cha or Str: 4d6 ⇒ (1, 5, 5, 2) = 13, Cha or Dex: 4d6 ⇒ (3, 3, 2, 2) = 10, Cha or COn: 4d6 ⇒ (6, 5, 4, 5) = 20

STR 17, Dex 11, Int 9, Wis 16, Con 17, Cha 16

Paladin me thinks.

So do we start on level 2 as well? Starting wealth?

Can we get a bit of an up to date campaign synopsis? Any allies that the PCs have made? Organizations? How were you planning on integrating the new characters?

I'm putting together a life oracle.

@Gnick Gnak PaddyWack: Any idea what part of the setting you are starting the adventure? Just curious for character background development.

Dwarves all the way!!

Cool, I hadn't seen this. I'll throw together a good old fashioned evoker

STR: 1d10 + 7 ⇒ (5) + 7 = 12
Dex: 1d10 + 7 ⇒ (8) + 7 = 15
Con: 1d10 + 7 ⇒ (5) + 7 = 12
Focus Int: 18
Wis: 1d10 + 7 ⇒ (10) + 7 = 17
Foible Cha: 8

As awesome as my rolls are, I think I'll skip this one. Just not feeling a good character concept at the moment. Have fun everyone.

4d6 ⇒ (5, 3, 6, 4) = 18 15
4d6 ⇒ (2, 6, 2, 3) = 13 11
4d6 ⇒ (6, 2, 1, 6) = 15 14
4d6 ⇒ (6, 2, 5, 5) = 18 16
4d6 ⇒ (2, 1, 3, 3) = 9 8
4d6 ⇒ (5, 5, 1, 6) = 17 16
4d6 ⇒ (2, 6, 6, 4) = 18 16
4d6 ⇒ (5, 2, 3, 3) = 13 11

16, 16, 16, 15, 14, 11

I'm thinking of giving a Slayer a whirl

*Cough*Level 2 HP*Cough*: 1d10 ⇒ 10

Sorry, I meant a re-roll of Aeron original stats.

Obviously, would love to use a 38 pt buy. Which I gather is OK...? (please be Ok..)

I've caught up on the gameplay thread. Champion should be fun. I'll try to plan out things a bit for the future.

Aeron's stats are pretty terrible especially compared to the rest of the group, (great rolling guys).

Any chance for a re-roll?

4d6 ⇒ (4, 1, 3, 4) = 12
4d6 ⇒ (1, 3, 4, 2) = 10
4d6 ⇒ (6, 5, 4, 3) = 18
4d6 ⇒ (5, 5, 6, 2) = 18
4d6 ⇒ (1, 5, 3, 5) = 14
4d6 ⇒ (6, 6, 1, 1) = 14

4d6 ⇒ (2, 6, 5, 4) = 17
4d6 ⇒ (5, 4, 3, 1) = 13
4d6 ⇒ (4, 5, 2, 5) = 16
4d6 ⇒ (2, 1, 1, 5) = 9
4d6 ⇒ (6, 3, 5, 2) = 16
4d6 ⇒ (6, 5, 6, 6) = 23

Baring that I would even take a 20 pt buy.

If you don't find anyone, I wouldn't mind taking over Aeron character. Ideally I would like to switch up the feats and traits a bit, but a pure level 2 fighter would be fun.

Max starting gold, like the other thread?

Will you be allowing the stalwart defender prestige class, or any prestige classes for that matter? I have an idea for a Dwarven tank kicking around...

Vanish is awesome for survivability. It lasts multiple rounds, so you can just pop it at the end of your turn and get the AC bonus and 50% miss chance. Plus at level 10 there is the greater version, so a ninja will pretty much be invisible for every fight all day long.

I would be down for either. They're both pretty cool premises.

Str: 1d10 + 7 ⇒ (8) + 7 = 15
Dex: 1d10 + 7 ⇒ (9) + 7 = 16
Con: 1d10 + 7 ⇒ (8) + 7 = 15
Int: 1d10 + 7 ⇒ (8) + 7 = 15
Wis = Focus 18
Cha = Foible 8

Ummm... Those rolls might be a little too good. Let me know if you would rather I did a 25pt buy.

I'm planning on submitting a dwarven zen archer monk, should have something together in a little bit.

Sounds super intriguing.

Celeador wrote:
Fanguar, don't say that, your a great player. I love Barnabas, you got great writing chops.

Geez now you make me feel like I was trolling for compliments ;)

John Woodford wrote:
.... It's not like creativity is a zero-sum game (though, sadly, spare time is).

Oh I agree, I wan't saying it wasn't worth the effort. I enjoy creating character concepts, it's just that you invent this individual that you would like to explore and evolve and then poof he/she is gone (At least for me, I don't generally recycle characters). Which is fine, I've always got a couple of concepts kicking around in my head, but it's still disappointing.

That being said, PCs are never that far away from oblivion, especially at low levels.

Hmmm sounds interesting

Think I'll work up a inquisitor with the spirit medium trait. Should have it up in the next day or so.

Good luck everybody and may the best gnome win ;)

GM Armadillephant:

Whoops, had a brain fart and added racial modifier before the point buy. Fixed moved the 2 int pts to Dex, so final stats are now 14 Str and 16 Dex. As for Orin and his wolf, you would be more than welcome to take control of the wolf when needs be. As to whether or not the beast is actually a spirit guide, I think I would leave that up to you. From a roleplay perspective, Orin has his doubts about the whole thing, as his wolf has never eally given any concrete sign (the whole thing with Shalelu is pretty much Orin looking for any sign at all), but has resigned himself to seeing it through to the end.

I do think that if the wolf started showing signs that it was more than just an animal, it would force Orin to reevaluate some of his beliefs and I could see him shifting from a pseudo skeptic to eventually a true devotee of the natural world. I actually think that kind of personal development would be a lot of fun to RP.

This seems like it would be fun.

I'm thinking a True Primitive Barbarian goblin and a Druid for the jade regent PC. I'll think about backgrounds and have something up in the next day or so.

Yup average.

Discussion thread open.

DMPCS Planning Thread

Link fixed

DM Carpe wrote:

I read myself, caffein addict, Fanguar, and Almagafor, as being up for the bigger commitment.

That is correct sir.

I think this is a great Idea. I've had a couple of other games dry up recently, so I could probably make the commitment.

I would be game for running age of worms, savage tide or RotR

Fanguar wrote:

Sounds interesting:

4d6 =15
4d6 = 8 +2 =10
4d6 = 12
4d6 = 15 +1(4th level) =16
4d6 = 12
4d6 = 11 +1 =12

Still interested, should have a gnome bard up today.

Have a better idea of a build, so I am gonna tweak the stats to 9, 11, 13, 13, 15, 15 (16 with +1 from 4th level), also going to go as middle aged, so -1 to physical stats +1 to mental stats.

(HP: 5d8 + 5 ⇒ (8, 4, 6, 6, 5) + 5 = 34)

@Jelani: Ya I know. It originated years ago as mash up of fang and jaguar, but the fact that it means restaurant in Chinese has definite added to its longevity. People got a kick out of it when I used to play WoW too.

Those rolls are disgusting. Colour me jealous.

Sounds interesting:

4d6 ⇒ (5, 4, 5, 5) = 19 =15
4d6 ⇒ (6, 1, 1, 1) = 9 = 8 +2 =10
4d6 ⇒ (4, 2, 1, 6) = 13 = 12
4d6 ⇒ (6, 5, 4, 3) = 18 = 15 +1(4th level) =16
4d6 ⇒ (2, 2, 5, 5) = 14 = 12
4d6 ⇒ (5, 4, 1, 2) = 12 = 11 +1 =12

So that's a 17 point buy. (added pts to get up to 20)

Thinking Gnome Bard (Prankster)

Well here is some details about the kind of player I am and the kinds of PCs I like to play.

The Player: A 30 something PBP veteran. Cut my teeth playing AD&D and have continued to game off and on for ~15-20 years, as both player and DM. For PBP, I prefer to keep my posts short and to the point and prefer playing with those who do the same. I never read walls of text posted by anyone other than the DM. I never have inner monologue, have no interest in hogging the focus, enjoy group focused story building and feel that extensive backstories serve no purpose other than to provide hooks for the DM. I spend entirely too much time checking these boards and can post multiple times a day if need be.

Combat:Prefer map based combat, as things like reach and AOO are pretty dependant on a good spacial representation of what is going on, but played for years without them. Prefer individual initiative over group initiative and love it when DM's recaps each round before the next one starts.

Types of Characters: I prefer melee and divine spell casting classes, but do have an unhealthy affection for gnomish bards. Always play Neural or Good characters, have no interest in playing with Evil PC's. My PC's are always good natured and a little mercenary, and I like my dwarves gruff and my gnomes completely ridiculous.

colour me interested

6d6 ⇒ (6, 4, 5, 1, 5, 5) = 26 =16
6d6 ⇒ (4, 4, 5, 2, 6, 5) = 26 =16
6d6 ⇒ (6, 3, 2, 1, 5, 1) = 18 =14
6d6 ⇒ (5, 4, 1, 1, 6, 2) = 19 =15
6d6 ⇒ (4, 1, 6, 5, 6, 3) = 25 =17
6d6 ⇒ (1, 4, 2, 1, 4, 6) = 18 =14

Dwarven cleric of Desna incoming.

Guns are pretty fun, but if they are common place, they pretty much make armour obsolete (they are against touch AC)

Leadership is flat out broken. You take a feat and get a second character and minions. At 9th level you can have a 7th level cohort and have them take leadership and get a cohort and followers. Rinse and repeat. You don't even have to use them in combat. Set up a shop and have them craft stuff either for you or to sell.

For free.

For a feat.

Or you could take something else to get +2 to trip attacks or whatever.

On second thought, I think I am going to back out of this one. I think I am getting dangerously close to being over committed and wouldn't want to have to bail once things had begun.

Good luck to the rest of you and have fun, this sounds like it could be a pretty great campaign.

Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

Pretty much everyone should use guns instead of other weapons as soon as they can afford one, they hit against touch AC.

As for the king/queen role, it doesn't have to be a PC. We could throw whatever puppet NPC up there we wanted. Anyways, my character would be a Human witch, shooting for one of the int based non-leader roles. I will try to put together something a little more concrete shortly.

@DM: Ability focus would be to raise the DC of specific witch hexes. Also will you be using maps or would combat be freeform?

I was thinking about playing a witch, but re-skinned as a shaman instead of the stereotype. Out of curiosity, would you allow the Ability focus feat from the Beastiary?

Ability focus:

One of this creature's special attacks is particularly difficult to resist.
Prerequisite: Special attack.
Benefit: Choose one of the creature's special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat, it applies to a different special attack.

Big fan of E6, sounds like it could be a fun campaign.

This sounds like it could be pretty fun, I would probably be interested.

I'm still around. If you are ok with the fluff I posted, I'll throw together an alias.

Here be the fluff:

Born into the great slave pits of the City of Brass, Grune began his life in bondage. Raised to be the biggest and meanest that he could be, Grune’s strength and size caught the eye of the slave masters and he was groomed for greatness. Eventually, he was bought by a wealthy merchant who sent him to the gladiatorial pits, where Grune made a name for himself and the merchant a great deal of money. Eventually, he earned his freedom and was set loose. Thus began his wanderings.

Since those beginnings, Grune has travelled the planes, usually as a bodyguard to this or that wizard, sometimes as a mercenary fighting for this or that cause, occasionally signing on as part of a pirate crew sailing the astral sea. More often than not, these adventures would dump him in Sigil. Recognizing it as nexus of sorts, Grune decided that the Cage would make a good base of operation and source of business. So he settled himself into the Hive Ward at the Roaring Balor, and now enjoys the pleasures of Sigil between jobs.

Grune is a hulking mass of meat. 7’6” and 300lbs he makes for an intimidating character. He has short-cropped, black hair and deep set dark eyes in his coarse featured face. He is missing his left ear and is covered head to toe in crisscrossed scars. His shiny black whip is never far from his side and he almost always wears his breastplate glammered to look like roughspun clothes.

Coarse and crude, but cheerful, Grune is an old campaigner with a been there seen that personality. Lacking anything remotely close to a scruple, some of Grune’s stories might be distasteful to those with delicate sensibilities. Despite his flexible morality, Grune is loyal to fault to his employer, at least until the coin runs out.

Q and A:

One contact name - who - and what are they
Micha a lantern archon member of the Fraternity of Order. The Fraternity are constantly putting together expeditions in search of this or that lost bit of knowledge and Micha almost always has work for Grune whenever he wants it.

One enemy - who and why
Sir Byron Sneed, an officer of the Harmonium. They have had a number of disagreements over the years and have developed a strong dislike for each other. Grune has often considered dropping the man into a hole somewhere, but as of yet, has not decided to cross the Harmonium.

Some thing you care about, what and why
The Roaring Balor inn. It's pretty much the only real home that Grune has ever had and he would probably try to protect it if it came to that.

OK, since this doesn't seem to be all that combat oriented, I've decided to go with a whip build fighter that focuses of combat maneuvers.

I'll throw together the background after I've thought about for a while.

Rough crunch:

Half-Ogre Fighter (Unbreakable) 6
Favored Class: Fighter (+1 HP)
Languages: Common,

Str 22 (+6)
Dex 14 (+2)
Con 14 (+2)
Int 13(+1)
Wis 9 (-1)
Cha 8 (-1)

[spoiler=starting stats

(20 point buy)
Str 15 (7 pts) +4(racial) +1(level bonus) +2(item) > 22
Dex 14 (5 pts)
Con 12 (2 pts) +2(racial) >14
Int 15(7 pts) -2(racial) > 13
Wis 11 (1 pts) -2(racial) >9
Cha 8 (-2 pt)
AC: 22 (+7 Breastplate +1, +3 Large Shield +1, +2 dex)
T: 12 // FF: 20
Fort: +8 // Ref: +5 // Will: +3
BAB: +6
CMB: + 15// CMD: 23
Speed: 30ft (6sq) // Ini: +2

Whip +1 (15ft reach): +12/+7 (1d3+7) x2 [Trip] [Disarm] [Non-lethal] [slashing]

[spoiler=Fighter Class Abilities
Weapon and Armor Proficiency: An unbreakable is not proficient with tower shields.

Tough as Nails: An unbreakable gains Endurance and Die Hard as bonus feats. This ability replaces the fighter's 1st-level bonus feat.

Unflinching (Ex): At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.

Heroic Recovery (Ex): At 5th level, an unbreakable gains the Heroic Recovery feat as a bonus feat, if he does not have it already. If he already has this feat, the unbreakable can choose any combat feat instead. In addition, he may use this feat one additional time per day for every four levels after 5th (to a maximum of 4 times per day at 17th level). This ability replaces weapon training 1.


Traits, Feats, and Skills
Traits: Heirloom Weapon[whip](gain Weapon prof), Freed Slave (+1 Will), Scholar of the Great beyond (+1 Knowledge(planes) and is class skill), Dangerously Curious (+1 Use Magic device and is class skill)
Feats:Endurance, Diehard, Heroic Recovery, Weapon Focus(whip), Whip Mastery, Improved Whip Mastery, Combat Expertise, Improved Trip, Improved Disarm
Trained Skills: Intimidate +10, Knowledge(planes) +11, Use Magic device +9

Current Coins:979 gp

[spoiler=Starting Equipment

Starting Coins: 16000
Glamoured Breastplate +1 (4050gp)
Heavy Steel Shield +1 (1170gp)
Whip +1(2301gp)
Ring of sustenance (2500gp)
Belt of Giant Strength +2:(4000gp)
Cloak of Resistance +1: (1000gp)

Total Spent: 15021gp

Profession(burgling) for sure.

Ok, I think I'm going to submit a Half-ogre Fighter (unbreakable), will try to have it up sometime today.

couple of questions/clarifications

1)So no paladin, inquisitor, oracle, druid or ranger spell casting?

2)Can arcane classes that can cast healing magic still do so, a la bard for instance?

Okay, so I decided against going burglar, because I came across the funnest rogue build ever and I must try it.

So may I present Weyland Piper, human Rogue (Scout/Knife Master). His whole build will be based off of mobility and knife throwing.

Let me know if you would like me to elaborate on anything.

Some Rough Crunch:

(Human = 25 point buy)
Str 12 (2 pts)
Dex 18 (17 pts) +2(racial) > 20
Con 12 (2 pts)
Int 12 (2 pts)
Wis 12 (2 pts)
Cha 10 (0 pt)

Trained Skills: Acrobatics +9, Bluff +4, Disable Device +9, Escape Artist +9, Knowledge(Local) +5, Perception +5, Sleight of Hand +9, Stealth +9, Use Magic Device +4, Linguistics +5

Traits: Bullied and River Rat

Feats: Dodge and two weapon fighting

Rough Background and DM questions:

Weyland doesn’t remember much of what happened ‘before’, but he thinks it was good. He knows he was an apprentice in a butcher shop, but whether that butcher was a family friend or his father, he couldn’t say, so much of the past is a haze. What he does remember is that is where he first learn to use the knives and that bit of skill has served him better in the city than anything else he might have once known.

I could keep going, but let's keep it brief for the moment

* A name and quick description of a younger kid in the gang you look out for
Weyland looks out for Knuckles. Knuckles is a big boy, he will be a monster when he grows up, and doesn't say much. This makes other kids think he is dumb. They pick on Knuckles and then Knuckles usually has to hurt them. Weyland has leaned that the boy isn't slow, but just a deep thinker and really a sensitive soul at heart. The big boy doesn't like to hurt people, but the realities of the streets usually force him to. Weyland does his best to keep others off of Knuckles case, so he doesn't have to fight.

* A time when Grandmother (old Female Human Witch 4) saved you
Gutter running is a way of life on the streets and Weyland is one of the best. Unfortunately, maintenance has grown somewhat slack in the city and one day a ledge gave way beneath him and he fell. His leg gave way beneath him when he hit the cobbles below and something snapped. A broken leg was as good as a death sentence, and this one was bad, Weyland could see bone poking through the skin. He was a sitting duck. An easy target. Dead. It took him three days, dragging himself from hiding hole to hiding hole to make it to Grandmother's place. By then a fever had gripped him hard and the last thing he remembered before he blacked out was the old woman's face. She set the bone and saved his life. He owes her everything and would deny her nothing within his power to give.

* A name and description of an enemy in a gang whose territory borders yours.
Nine finger Tom. A skinny, sallow youth with bad teeth and a worse completion. Weyland ran a foul of him while casing out a place for heist one night. Tom said that he had been casing the joint for a week already and it as his for the taking. Weyland disagreed and steel was drawn. It was a quick and dirty fight, but neither party was willing to die for the chance to burgle a place, so when Weyland's blow caught Tom in the hand taking off his little finger, Tom rand and Weyland let him go. Tom hasn't forgotten the humiliation, mainly because Weyland wont let him, wearing a finger bone necklace publicly and telling all who ask where the bones came from.

* An ally or friend you have made in the area outside the gang who will help you out.
Madam Orla, the plump, heavy-chested proprietress of the Forbidden Delights brothel house. Weyland has an arrangement with Orla to sell her any finery or jewelry that he comes across in his nocturnal forays. Orla in turn feeds Weyland potential marks from among the brothels cliental. These Orla uses to deck out her girls in a fashion that might not have been possible through legal means. Orla is in her thirties and always offers to pay Weyland in other ways than coins for his goods. One day he might even take her up on it.

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