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Here is my brawler build, working on the story. When is the deadline?
Anton "Wolf" Steele
Male human brawler (mutagenic mauler, shield champion) 15
NG Medium humanoid (human)
Init +4; Senses tremorsense 20 ft.; Perception +26
AC 32, touch 14, flat-footed 28 (+9 armor, +4 Dex, +9 shield)
hp 199 (15d10+105)
Fort +19, Ref +17, Will +14
Defensive Abilities evasion, fortification 25%
Speed 30 ft.
Melee +5 called ghost touch impervious heavy shield bash +28/+23/+18 (3d8+18) or
+5 called ghost touch impervious heavy shield bash flurry of blows +26/+26/+21/+21/+16/+16 (3d8+15) or
unarmed strike +21/+16/+11 (2d6+6) or
unarmed strike flurry of blows +19/+19/+14/+14/+9/+9 (2d6+6)
Ranged shield: +22/+17/+12
Special Attacks brawler's flurry, close weapon mastery, knockout 2/day (DC 23)
Str 22, Dex 19, Con 22, Int 10, Wis 16, Cha 8
Base Atk +15; CMB +21; CMD 35
Feats Greater Shield Focus, Greater Weapon Focus (shield, heavy), Greater Weapon Specialization(shield, heavy), Improved Shield Bash, Improved Unarmed Strike, Improved Vital Strike, Iron Will, Missile Shield, Power Attack, Shield Focus, Shield Master, Shield Slam, Two-weapon Fighting, Vital Strike, Weapon Focus (shield, heavy), Weapon Specialization (shield, heavy)
Traits unstable mutagen, Shield-trained
Skills Acrobatics +20, Climb +15, Intimidate +10, Knowledge (local) +4, Perception +26, Sense Motive +21
SQ brawler's cunning, champion's defense, martial training, mutagen (+6/+4/-2, +4 natural armor, 150 minutes), mutagen damage bonus, mutagen discoveries (greater mutagen, preserve organs), returning
shield, throw shield
Combat Gear mutagen (greater) , wand of enlarge person , acid (3); Other Gear +5 mithral chain shirt , +5 bashing adamantine heavy steel shield , belt of physical perfection +4 , cloak of resistance +4 , eyes of the eagle, golembane scarab , headband of inspired wisdom +4 , ring of evasion , ring of freedom of movement, tremor boots, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, grappling hook, ink, black, inkpen, mess kit, pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 1047 gp.
Brawler's Flurry +13/+13/+8/+8/+3/+3 (Ex) Can make full attack & gain two-weapon fighting, but only with unarmed strike, close, or monk weapons.
Champion's Defense (1/day) (Ex) When reduced to 0 hp by weapon attack, attempt Fort save to absorb half damage with shield.
Close Weapon Mastery (Ex) Weapons of the close group deal damage as unarmed strike at -4 levels.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fortification 25% You have a chance to negate critical hits on attacks.
Golembane scarab Can combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
Greater Mutagen (Su) The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty to two attributes.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Vital Strike - Three times weapon damage.
Knockout (2/day, DC 23) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.
Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 150 minutes.
Mutagen Damage Bonus +3 (Su) When in mutagenic form, gain a bonus to melee damage.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is normal.
Returning Shield (Ex) Thrown shield ricochets off multiple surfaces (or foes) to return.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Shield Focus +1 Shield AC
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Throw Shield (Ex) Gain the benefit of Far shot when throw shields. Can use certain maneuvers at range.
Tremorsense (20 feet) Sense things and creatures without seeing them.
Unstable Mutagen (1/day) You discovered or were given a secret to make your mutagens more unstable—but also more potent. Once per day, you can create an unstable mutagen. It is like a normal mutagen in most ways, but also gains a single benefit or hindrance due to its instability.
Vital Strike Standard action: x2 weapon damage dice.
Ok, Thrynn and Jon. Here's the story: For whatever reason, as indicated in your back story, you found yourselves stranded in the Mwangi Expanse and paired up for mutual preservation from its dangers. You traveled for nearly three days before you reached this camp with guards this morning. As long as you pledged your song and sword to defend the camp from wild elves attacks, you were given permission to stay, even though you are ignored and treated as second class citizens for the most part. At least you got a warm bed to rest. At night, there was commotion that snapped you out of your reverie, as newcomers on a riverboat have arrived with supplies. Any questions or comments, please let me know.
Applicants thus far:
Scranford - how does your character get around requirement that shahepshifter archetype must take natural weapon combat style at 2nd level and not thrown weapons, as listed on sheet?
Rysky - given that main big baddie of Savage Tide turns out to be an antipaladin, going to say no to that.
Deadline for submission of characters - Monday, July 6, 7:00pm EST.
If recruitment is still open, I present Desmond Firecaller, halfling cleric of Sarenrae and reformed brigand. I will make an alias if chosen. I have so many. :)
Male halfling cleric of Sarenrae 4
NG Small humanoid (halfling)
Init +3; Senses Perception +13
————— Defense —————
————— Offense —————
Cleric Spells Prepared (CL 4th; concentration +7)
————— Statistics —————
Languages Common, Halfling
————— Special Abilities —————
The halfling named Desmond was born into abject poverty in Brevoy as an orphan. Naturally, his circumstances led him to life a thievery given his natural size and uncommon speed. He was not a skilled thief by any means but he small and fast so whenever he was spotted, he took off like the wind, using his natural agility. He was also very charming and wise. He distracted you with his cuteness before robbing you blind. He became known in the streets as Desmond the Fearless for his brave thefts. But Desmond was never a bad person. He did what he did to survive and the streets taught him to stay ahead of danger at all possible costs. He developed a skill for spotting the guards, other criminals, and other dangers that crossed his way. This skill proved to be quite valuable to a band of brigands who needed a lookout for potential caravan ambushes. Desmond was assured no one would be hurt so he went along with it. After 3-4 such ambushes, he became a favorite of the brigands for his great observational skills. Then one fateful night, while on lookout, he spotted an unusual caravan. The people all wore desert garb and covered their faces. The brigands ambushed the caravan and a cleric of Sarenrae was present. One of the brigands got too handsy and slapped one of the women, who just happened to be the cleric's daughter. A burst of fire engulfed the brigand and he died a horrible death. The other brigands ambushed the cleric, who could not fend so many attackers and he looked at Desmond for aid. The fearless halfling was too much of a coward to help and turned his back on the priest, who died a horrible death. He did however preserve the priest's holy symbol, the ornate sun medallion. For days after the incident, Desmond saw the priest's face in his dreams and nightmares and he felt a calling for the first time in his life. He ran into the woods at dawn and there he swore he saw the goddess appear before him, offering the halfling salvation. He immediately took it, bowing in tears at her feet and swearing his services to her if she forgave his transgressions. She did and Desmond abandoned the brigands stealing their gold in the process. He found a Temple to Sarenrae and trained for year in her teachings. A year later Desmond reappeared, no longer Desmond the Fearless but Desmond the Firecaller. He now seeks to spread Sarenrae's teachings all through the Kingdoms and if the brigands come seeking for him, he will be ready for them.
After a brief hiatus, I am taking this Savage Tide PbP up again. Party is currently 4th level on its way to 5th and is running a side trek adventure. They are currently on a riverboat up the Vanji river.
Party consists of:
I want to recruit 1-2 players, if there is any interest.
Sure, you're all stuck in the swamp of death and swarms...LOL. You went to find a special source of energy to fuel the riverboat you are on and it just happened to be guarded by a Shambling Mound, who severely injured Gruug, almost killing him. You vanquished the creature and were carrying the fuel source and Gruug back to the ship when you are ambushed by lizardmen led by a shaman. You vanquished them pretty easily and are going to resume your trek back to ship.
Jalal Hammada wrote:
Treasure:Mummified Guardian (sale value: 1500 gp)
Pentheru’s gold funerary mask (150 gp)
Gold-and-turquoise scarab pendent (50 gp)
2 brass urns (30 gp)
Benches not considered treasure
Well, since I feel responsible for costing you the GM, I could DM this game for the rest of you and find a convenient disappearing act for Valgrim. I am sure I can go scouring into my stored Dungeon mags, if necessary. My mapping won't be anywhere near the quality of what we had but it will be sufficient. Or we can wait to see if someone else wants to DM such a high level game or we can let game end. Let me know.
Great story-telling and managing and great characters. Having played through this on another PbP, it's great to see the changes/nuances. We never finished the fight with Auric, as the Overworm interrupted it, but one of the characters was swallowed and killed the creature, slashing his way out of its gullet, so it was classic! Keep up the good work!
FYI: James Jacobs discussed golem immunity in a thread:
Golems' immunity to magic ONLY extends to effects that normally allow SR checks. A good way to think of this is that if an effect hits a golem and has to roll an SR check, you just assume that the SR check fails to penetrate the golem's SR. Every golem has a few spells that affect it in unusual ways, and these exceptions automatically get through this phantom SR but have different effects than normal.
Effects that don't get blocked by SR, such as acid arrow, a dragon's breath weapon, or the fire on a flaming sword hurt the golem normally unless it ALSO happens to have resistance or immunity to that effect (as in the case of the ice golem, which is immune to all cold effects) (emphasis added).
I'll throw my hat into the ring.
MiniGM, you were part of an expedition in the jungle that met an unfortunate end (be it killed by the wild elves, natural disaster, something else), surviving on your arcane skill and you have not eaten for 2 days and you smelled the food and immediately went looking. Feel free to come up with your own history.