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Sasquatch

Mark Sweetman's page

Goblin Squad Member. RPG Superstar 2014 Star Voter. Pathfinder Battles Case Subscriber. Pathfinder Society Member. 1,864 posts (24,108 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 29 aliases.


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10% on the way to the target now and a couple of extra add-ons made available.

Crystals and fountains and lava... and still more to be added.


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Project is here

I've been following them for a few weeks on their facebook and they've come up with some pretty funky bits and bobs - plus their base terrain and lights look fan-bloody-tastic.

Glowing Mushrooms - check
Lit torches - check
Laser beams - check
Levitating Dwarf sleds - check


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Much as Spelljammer is a burning jewel of awesomeness floating in a puddle of reverence to me... I'd highly doubt them taking that to a fleshed out setting... and especially not until they'd done at least a few other settings of wider appeal and demographic.


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From Ultimate Equipment:
Companion
Price 5cp–10 gp
Whether a brazen strumpet, gigolo, saucy tart, escort, or expensive doxy, this person is available for an adventurer who needs intimacy. An hour's diversion typically costs a few silver pieces plus the price of a room.


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NZ Politician who puts it better than I can:

For Length:
"I've had a reverend in my local electorate say that the 'gay onslaught will start the day this bill is passed.' So we are struggling to know what the gay onslaught will look like. We don't know if it will come down the Pakaranga highway as a series of troops or whether it will be a gas that flows the electorate and blocks us all in.

"I also had a Catholic priest tell me that I was supporting an unnatural act. I found that interesting coming from someone who has taken an oath of celibacy for his whole life. Celibacy... I haven't done it so I don't know what it's about.

"I also had a leader tell me I would burn in the fires of hell for eternity and that was a bad mistake because I've got a degree in physics. I used the thermodynamic laws of physics. I put in my body weight and my humidity and so on. I assumed the furnace to be at 5000 degrees and I will last for just on 2.1 seconds. It's hardly eternity. What do you think?

"I also head some more disgusting claims about adoption. Well, I have got three fantastic adopted kids. I know how good adoption is, and I have found some of the claims just disgraceful. I found some of the bullying tactics really evil. I gave up being scared of bullies when I was at primary school.

"However, a huge amount of the opposition was from moderates, from people who were concerned, who were seriously worried, about what this bill might do to the fabric of our society. I respect their concern. I respect their worry. They were worried about what it might do to their families and so on.

"Let me repeat to them now that all we are doing with this bill is allowing two people who love each other to have that love recognised by way of marriage. That is all we are doing. We are not declaring nuclear war on a foreign State. We are not bringing a virus in that could wipe out our agricultural sector forever.

"We are allowing two people who love each other to have that recognised, and I cannot see what is wrong with that for neither love nor money. I just cannot. I cannot understand why someone would be opposed. I understand why people do not like what it is that others do. That is fine. We are all in that category.

"But I give a promise to those people who are opposed to this bill right now. I give you a watertight guaranteed promise.

"The sun will still rise tomorrow. Your teenage daughter will still argue back to you as if she knows everything. Your mortgage will not grow. You will not have skin diseases or rashes or toads in your bed. The world will just carry on.

"So do not make this into a big deal.

"This bill is fantastic for the people it affects, but for the rest of us, life will go on.

"Finally, can I say that one of the messages I had was this bill was the cause of our drought. Well, if any one you follow my Twitter account, you will see that in the Pakuranga electorate this morning, it was pouring with rain. We had the most enormous big gay rainbow across my electorate. It has to be a sign. If you are a believer, it is certainly a sign.

"Can I finish, for all those who are concerned about this, with a quote from the bible. It is Deuteronomy. I thought Deuteronomy was a cat out of the musical 'Cats,' but never mind. The quote is Deuteronomy 1:29. 'Be ye not afraid.'"


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I'll note that it is an Anti-Paladin code - so it isn't a surprise that you find it laden with some reticence. It does need a soft hand, mature players and clear battle-lines to make it work - especially alongside a Paladin.

It can still work though - as long as there is a clearish definition of what passion and desire the Calistran Inquisitor has. Perhaps he came from a position of wealth and has little desire for it himself, instead having a passion for fine food, or art. Maybe he was an orphan himself, and defines his life's work as elevating other orphans to where they can take command of their own passions.

It's also important to see how the Paladin defines his / her character. A Paladin of Erastil can be a very different animal than one of Shelyn for example.


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On the Antipaladin Code (from Inner Sea Gods):

  • My life is my path, and none will sway me from it.
  • I devote myself to the pursuit of my passions.
  • I take what I desire, by trick or by force. If others resent my actions, they may attempt to take vengeance against me.
  • All slights against me will be repaid tenfold.
  • I am the instrument of my own justice. If I am wronged, I will take vengeance with my own hands.

Those guidelines can easily be interpreted without needing to be overtly evil; and serve as a nice contrast to some of the other Antipaladin codes.


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Just doing some quick math on the relative value / stretch goals.

  • $90 - 48 pieces - $1.88 per piece(no stretch goals)
  • $140 - 43 pieces - $3.26 per piece (1st stretch adds 5 pieces - 12% increase)
  • $295 - 111 pieces - $2.66 per piece (1st SG adds 7 pieces - 6% increase)
  • $590 - 275 pieces - $2.15 per piece (1st SG adds 111 pieces - 40% increase)

Obviously this is just a straight cost per piece with zero weighting on the size of pieces, etc - but there is one thing abundantly clear... it's that the value spot is wholly aimed at the $590 pledge for the castle. This is both with the initial cost ratio, as well as the first major stretch goal at $100k funding. Which is obviously great for those that have that kind of cash to throw at it... but less so for those that don't.

Will be interesting if anything is done / changed to adjust / soften this weighting through the course of the campaign.


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I backed both Dwarven Forge kickstarters (and am eagerly awaiting the soonish arrival of my caverns) - to the value of 2 sets + some add-ons for the Tiles, and 3 sets + add-ons for the Caverns.

ced1106 is right, the 'sweet spot' that Upworks have gone with is the $590 pledge... which is very rich for my blood - especially since I'm international and would need to also stump for the $340 shipping that goes with that level. That would be roughly equal to the amount that I pledged for both of the DF kickstarters combined.

That plus the fact that Upworks aren't offering a pre-painted set will likely mean I'll wait for the next DF kickstarter - but I'll keep on eye on this regardless and see where it ends up in 30 odd days.


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I've got a Halfling Inquisitor of Calistria that I run with in a PbP.

Although lust, trickery and vengeance are the three daggers of the Calistrian faith - I find that there's an aspect that can sometimes get overlooked. That is the pure unfettered individualism of the deity.

A true Calistrite does what he/she wants regardless the consequences and fallout. Bonds of 'friendship' are only one-way, as a Calistrite could drop a years long bond at a whim if circumstances change.

I view them as endorsing and worshipping personal choice, and the need to engage with the world with eyes open. A rich heir beholden to rule by convention is pitiable, while a destitute drug addict beggar might be viewed favorably if the beggar chose that life.

A beautiful example in print would be Nicomo Cosca from Abercrombie's most excellent Best Served Cold.


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*shrugs* You clearly have a significantly different interpretation of Rovagug to me.

If you actually read his entry in Inner Sea Gods or any other literature you'll find he's never mentioned to be 'stealthy' or 'tricksy' in any way at all. He is the metaphorical definition of wanton destruction and annihilation. Very now, very short term - very little long play there.

But I'm not calling badwrongfun here - just that you're running a different Rovagug than others would.

There's many subtle ways that Norgober could be used to subtly influence proceedings - but again you're defining him as above fault - so... guess no room for interpretation there.

As a non-god specific suggestion, have them discover that they're being used mid-venture - then it's on them as to how they subvert that for their own purposes.


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I'm not sure Rovagug is the best option here. He'd be one of the gods least likely to work through a cat's paw.

From Inner Sea Gods: The Rough Beast is indifferent to the petty things mortals do in his honor, or whether they speak his name with adoration or loathing. He requires no special rituals and demands no heartfelt devotion as a channel for his divine energy—he wishes only to be set free, and to know that he is not forgotten.

Are you wedded to it being Rovagug? - would another more suitable god (such as Norgober) fit?


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For favoured weapons - I think it's best to leave those to the Heavy Gunners / Weapons Specialists amongst us to choose (as they'll be using them).

Though for basic weapons I'd prefer something with real punch like a Plasma or Melta.


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No additional notes on the regiment creation from my side - as I said I'm easy going as long as we get a decent armor and sidearm.

HeftyUpTop - might be worth kicking off the Discussion thread as well? - that way we can take the chatter over to there.


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One of the justifying arguments for having cool gear despite being from a penal colony would be taking 'The Few' as a drawback.

Eveyone else is dead, but we looted all the good stuff.

I'll second having HeftyUpTop making an executive decision and defining the regiment based on what best fits both the avenues we've posted, and his vision for the game.


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We could still pick up the weapon and flak armor as part of the regimental loadout, but it would limit the points available for other customizations.

A M36 and flak armor would chew through 20 of the available 30 points (unless we were a penal regiment) - so it's doable, just cheaper and easier to get through doctrine / regiment choices.


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Mechanized would work as well - it includes an M36, flak armor and grenades in the standard regimental kit also.


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Rather than be prescriptive to one - I've tallied some that I like below (with a short comment why):

Rundown:
Homeworld:
Death World: good skill / talent and extra wounds.
Penal Colony: limits the starting gear, but I like the RP potential of being criminals sent out to die and having to fight against the odds, etc.
Frontier World: gives good skills and talent and provides a good RP base.

Regiment Type:
Line Infantry: sounds boring, but we get a good rifle, grenades in the regimental kit for free and flak armor.
Grenadiers: - light carapace armor and grenade launchers for everyone. Also get tech-use as a skill.

The key choice for the Regiment type is whether we want to stay on our feet or have a regimental vehicle. Choices like Armored, or Hunter-Killer provide vehicle support - but don't contain any real upgrades to the basic guardsman's kit. So if we went with a vehicle I'd suggest taking one of the doctrines that provides armor and a gun / melee weapon.

Training Doctrines:
Hardened Fighters: gives a melee weapon upgrade.
Iron Discipline: gives WP as an aptitude.
Sharpshooters: gives BS as an aptitude, making upgrades cheaper / boosting XP for character creation.
Chameleoline: stealth boosting items.
Warror Weapons: gives Parry as a skill, helping us not die ;)
Close-Quarters Battle: monoknives, light carapace, las carbines a free talent and bonuses to attack point blank.
Electro-Vox Warfare: we get a bunch of techie gear like slates, microbeads and auspexs.

Drawbacks:
Cult of Chivalry / Dishonoured / Honor Bound: all allow for some common RP thread to shape the unit and group together.

As far as regimental gear, the only two things that I'd be adamant on - is starting with at least flak armor (if not carapace) and making sure we get a decent basic weapon.


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Gives a short bow - thanks for the selection HeftyUpTop, and I'll put forward on the regiment choices shortly.


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Just repeating that if Commissars are permitted, I'll respectfully withdraw completely.


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How is a Hunter's Animal Companion better than a Druid's? - two big reasons:
1) ANIMAL FOCUS - an underrated ability. It's permanent on your AC, one at 1st level, 2 at 8th level. +4 to both Strength and Dexterity is nothing to sniff at for fighting; but it could as easily be bonuses on Perception or Darkvision or Scent.

2) Teamwork feats - the benefit of these can't be downplayed. Stealth Synergy means that your Hunter + AC could sneak better than a rogue. They also offer significant bonuses to combat efficacy.


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A previous Only War PbP I was in for writing comparison

A current Rogue Trader to show that I understand the system and have a few wilted writing chops.

If you take a poke through my aliases and previous campaigns I would hope that you can see that I'm present, engaged and reliable.

If there's anything else you'd like to see let me know.


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Hand raised - I've got the books, and an inkling to kick on.

I'm also acquainted with the regiment creation system, and will be able to assist with that. I'd suggest that the people be picked first, then follow on with regiment creation on the discussion thread thereafter.

My preference would be to go with a Weapon's Specialist, though I could also make a Sergeant.

The only things that I'd be leery of is allowing Commissars and Storm Troopers as character options. I just find that Only War really cries out to be tailored more at the shapeless mass of the imperium... rather than allowing executioners beholden to no-one but themselves free reign; and Storm Troopers just start out with gear far better than every other option.


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Dotted for something potentially halfling and Investigator-y.


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I'm interested in playing a Barbarian. Will set up the details tonight :)


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Dire Collar - 1,000gp for a enlarge person on an animal companion is great at low levels.


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Liberating Command is always good as a utility spell.
If you're around water and cliffs alot Monkey Fish might have some utility.
Heightened Awareness is a Perception and Initiative booster (and 10 minutes per level).

See above for 2nd level.


A post from AK in another thread


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Here's a few low level spells to consider:

1st Level:
Bristle (like power attack, but for natural armor)

2nd Level:
Aspect of the Bear (AC bonus and maneuver enabler)
Barkskin (Natural Armor that stacks and scales)
Bull's Strength (higher bonus until 8th level when Animal Focus is equal)
Lockjaw (grants the grab ability)

Also, splash out 1,000gp for a Dire Collar (ACG) so you can enlarge person your AC.


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Bull Rushing is ably taken care of by Martial Flexibilty.

I'd consider taking Dodge? - it gets you a good foothold in the mobility suite of feats (eg. at 6th you could Martial Flexibility into Whirlwind Attack).


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TL DR:
Shield Proficiency (no pre-reqs): allows you to use a shield without the armor check penalty applying to attacks.

Martial Weapon Proficiency (no pre-reqs): allows the use of a single martial weapon without penalty.

Exotic Weapon Proficiency (BAB +1 req): allows the use of a single exotic weapon without penalty.

Under Shield entry (in Core) it states: Used this way, a light shield is a martial bludgeoning weapon. or piercing weapon for spiked shields.

So yeah - they are distinct and separate... hmm, that's a weird little corner case then.

So if one wanted to use a madu defensively as a Brawler one would need to take the shield proficiency. Though you could still get a benefit from the special madu rules without needing shield proficiency.

If you are proficient with the madu, you may use it to fight defensively with a –2 penalty instead of the normal –4, and your attack penalty for using Combat Expertise improves by +1 (minimum –1 penalty).

Question answered.


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I hear that - but the counterpoint would be the 'Shield Champion' archetype - which has:
Weapon and Armor Proficiency: A shield champion is proficient with all simple weapons. She is also proficient with light armor, and with bucklers, light shields, and heavy shields.

The light shield is listed under martial weapons - not simple. So if blackbloodtroll's interpretation is correct then the shield champion would be proficient with shields as armor, but not proficient at bashing with shields.


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The Brawler's weapon proficiencies are:
A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, but not with shields.

And the Close Weapon Group (from Ultimate Combat) is:
bayonet, brass knuckles, cestus, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, light shield, madu, mere club, punching dagger, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart

So my read on that is that the Brawler is actually proficient with shields, as they are listed under the Close Weapon Group.

Is this right / wrong?


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Sadurian wrote:
Mark Sweetman wrote:
Video 1 and At 40 seconds and 1 minute 50s and a third for good luck.
Very entertaining, but those are not shields.

PRD would disagree - it's RAW

Here's the wiki and here's one in real life

It's RAW, it's real... it's done.


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Video 1 and At 40 seconds and 1 minute 50s and a third for good luck.


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Another Reference:

Maduvu (Deer Horns):
It is a short defending weapon usually made of deer horns. Since the horns are very rare to get, the players usually use the weapon made of hard wood or soft iron bar. The exponents with a single maduvu or double can defend him against all chops, strikes and hits. A very skilled person will be able to defend and counter. Usually in India, maduvu will be played with long stick called "Puli Attam" where a man wears a costume like a tiger and defends against a single or double attacker.


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Pathfinder Battles Case Subscriber

Pathfinder has the Madu - which is based off of an indian weapon / shield used in Silambam also referred to as the maduvu or maan kombu.

Here's a article with photo (grainy) showing a man dual wielding the maan kombu which includes the following:
An action where the horns held in both hands are swirled across the chest while moving back and forth, sideways and lifting the legs alternately, is called ‘bavala’ or a feint. During the course of the class, I learn that ‘Maan Kombu’ is an integral part of Silambattam, but is rarely used because of its deadly nature. Most of the steps are designed to block a stick attack with one horn, and attack with the other. Any serious attack with these horns can inflict mortal wounds. Horns are no longer made for this martial art and the ones in circulation belong to Silambattam instructors who got them many years ago. The ‘Maan Kombu’ set with Manoharan was handed down to him by his uncle 45 years ago.

Another reference

So yes - Silambattam / Silambam includes a martial art that utilises dual wielded 'shields' / madu.


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It enables them - but with 15 Charisma, that's tying up 7 points from your point buy (if you use that system) as well as preventing you from using Charisma as a dump stat. And it costs a feat. Androids also have Dex and Int as their 'plus' stats, which makes it point buy prohibitive pumping Strength to high levels.

Shrugs - it's cool that it can happen, but I don't think it makes them 'best'.


I'll aim to get squared away tonight - long weekend involved much child wrangling.


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Spelljammer isn't super-science... it's anthromophic penguins riding sentient flying pigs hiring hippo-people mercenaries to fight against illithids in nautiloids while british-navy esque elves look down upon them and tinker gnomes pilot monstrosities of cobbled together engineering through the sky.... it's glorious.


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Spelljammer


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If you play a norse campaign - some Elder Futhark Runes in Gemstone perhaps.

There's a lot of custom stuff available on Etsy nowadays as well, Leatherwork, chainmail, etc.
I got a Personalised fingerpuppet of my father (though unfortunately looks like he's closed down the webstore).


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Wyrmwood Gaming - make funky dice boxes and rolling trays out of exotic woods.

Black Rock Relics - make custom ceramic dice with your choice of colors and such.

Brain Vessel - just got the pirate cards c/w leather pouches and dealer coins for my Freeport campaign.

All depends on how much you want to spend ;)


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Brawler concept wasn't playing out well enough so I've changed tack and shall have a Halfling Swashbuckler up for review relatively soonish.


Slowly Coming Together:
Str: 19 (21)
Dex: 12
Con: 14 (16)
Int: 10
Wis: 16
Cha: 10

Human
Warpriest (Sarenrae) 9

DEFENSE
AC 25 (10 +10 Armor +3 Shield +1 Luck +1 Dex), touch 12, flat-footed 23
CMD: 22 (10 +6 BAB +5 Str +1 Dex)
Hit Points: ()
Fortitude: +11 (6 +3 Con +2 Resist)
Reflex: +5 (2 +1 Dex +2 Resist)
Will: +11 (6 +3 Wis +2 Resist)

OFFENSE
Speed: 20 ft
Melee: +14/+9 (6 BAB +1 WF +2 MW +5 Str)
CMB: +11 (6 +5 Str)

Feats: (10 total – 6 normal, 3 combat, 1 from FC)
Weapon Focus (Scimitar): +1 to hit with scimitar.
Power Attack: -2/+4
Toughness: extra HP = character level

Fortified Armor Training: if hit with a critical, can turn it into a normal hit by giving either armor or shield the broken condition.
Weapon Specialization (Scimitar): +2 on damage when using scimitar.
Improved Critical (Scimitar): threat range doubles when using scimitar.

Traits:

Racial Traits:

Favored Class: Warpriest – 6 levels to earn a combat feat (Toughness); 3 for extra HP

Skills: (6 + Int)

Class Abilities:
Weapon and Armor Proficiencies: simple and martial weapons, favored weapon of deity, and with all armor (heavy, light, and medium) and shields (except tower shields).
Aura (Ex): aura (as a cleric) of both Lawful and Good.
Blessings (Su): 3 + 1/2 his warpriest level per day.
Focus Weapon: receive Weapon Focus as a bonus feat.
Sacred Weapon (Su): 1d8. As a swift action enhance weapon with +2 enhancement bonus. Can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. Can enhance a weapon with any of the following: brilliant energy, defending, disruption, flaming, frost, keen, shock, ghost touch, holy, axiomatic and merciful.Can be ended as a free action at the start of the warpriest’s turn.
Spontaneous Casting: can channel stored spell energy into healing spells that he did not prepare ahead of time.
Chaotic, Evil, Good, and Lawful Spells: cannot cast spells of an alignment opposed to his own or his deity’s.
Fervor (Su): 1/2 warpriest level + Wis modifier per day.
Expend one use to touch a creature and heal for 1d6 + 1d6/3 levels above 2nd. Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action).
Can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
As a swift action, expend one use to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Bonus Feats: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus combat feat in addition to those gained from normal advancement. Must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus for these feats (in addition to base attack bonuses gained from other classes and racial Hit Dice). Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.
Channel Energy (Su): Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Can choose whether or not to include himself in this effect.
Sacred Armor (Su): as a swift action give armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1. Can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don’t need to be consecutive.
These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5.
The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn. This ability cannot be applied to a shield.
When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor.

Spells: (5/5/4/3)
0th: mending
1st: divine favor [ ], liberating command [ ], remove fear [ ]
2nd” lesser restoration [ ], protection from evil (communal) [ ], remove paralysis [ ], shield other [ ]
3rd: daylight [ ], deadly juggernaut [ ], resist energy (communal) [ ], searing light [ ]

Healing Blessing: Powerful Healer (minor): As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn’t stack with itself or the Empower Spell feat
Good Blessing: Holy Strike (minor): can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.

Gear: 46,000 gp
+2 Scimitar – 1d6, 18-20/x2, 4lb, S – 8,315gp
+1 Heavy Steel Shield - +3 Shield, -1 Armor Check, 15lb – 1,170gp
+1 Fullplate - +10 Armor, +1 Max Dex, -5 Armor Check, 20ft, 50lb – 2,650gp

Cloak of Resistance +2 – 4,000gp
Jingasa of the Fortunate Soldier – 5,000gp (+1 luck to AC, 1/day when struck by a crit or sneak attack can spend an immediate action to negate. Damage is instead rolled normally)
Feather Step Slippers – 2,000gp (ignore difficult terrain as per feather step)
Belt of Physical Might (Str and Con) +2 – 10,000gp
Headband of Unshakeable Resolve – 5,600gp (+2 enhancement to Wisdom, when suffer a fear effect can spend an immediate action to reduce severity by 1 step)


Appreciate you letting me give the Warpriest a run. I'll build him up and post once I've got the majority of the character choices locked down.


Re-Dot


A Warpriest would slot in quite well and do both of those requirements (as in the healing part as well as the tanking part)... any chance you could be convinced to allow that class to ride?

If not, then I'd think a Paladin might be easiest to slot in and do some tanking as well as provide some healing capability. Smiting always helps against the bigger draconic foes as well.

Personality will be fairly shallow and definitely good focused, especially since the campaign is winding down.


Pathfinder Battles Case Subscriber

Halfling Brawler incoming.


If you're looking for some fresh meat to fill out the party then I could hop back in with a far less abrasive character than I had last time...

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