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Mark Sweetman's page

Goblin Squad Member. RPG Superstar 7 Season Star Voter. Pathfinder Society Member. 2,003 posts (26,598 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 29 aliases.


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Dotski


Respectfully withdrawing.


Dotski


Shelyn's Paladin's Code:
The paladins of Shelyn are peaceable promoters of art and beauty. They see the ugliness in evil, even when cloaked in the form of beauty, and their mission is to defend those who devote their lives to the creation of beauty, bring it forth themselves, and prevent the weak and foolish from being seduced by false promises. Their tenets include the following adages.
• I see beauty in others. As a rough stone hides a diamond, a drab face may hide the heart of a saint.
• I am peaceful. I come first with a rose rather than a weapon, and act to prevent conflict before it blossoms. I never strike first, unless it is the only way to protect the innocent.
• I accept surrender if my opponent can be redeemed—and I never assume that they cannot be. All things that live love beauty, and I will show beauty’s answer to them.
• I live my life as art. I will choose an art and perfect it. When I have mastered it, I will choose another. The works I leave behind make life richer for those who follow.
• I will never destroy a work of art, nor allow one to come to harm, unless greater art arises from its loss. I will only sacrifice art if doing so allows me to save a life, for untold beauty can arise from an awakened soul.
• I lead by example, not with my blade. Where my blade passes, a life is cut short, and the world’s potential for beauty is lessened.

That's from Inner Sea Gods... and I agree with Gorbacz that there are some tasty concepts in there to drive a character.


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*Gibbers quietly in the corner in anticipation*


2 people marked this as a favorite.

Need to have a Paladin of Ghenshau show up somewhere...

That's the empyreal with ignorance, placidity, and simplicity as his sphere of influence.


Expect table variance about what people think gods are all about...

However Calistria's Anti-Paladin code includes these two lines: My life is my path, and none will sway me from it.
I devote myself to the pursuit of my passions.

To my eyes that shows a commitment to something greater than just kill slay plunder, etc.

And the Goddess of Trickery surely has at least a healthy portion of backstabbery going on in the background.


Eh - not quite. He's in Calistria's domain... which means he's surrounded by duplicitous backstabbers out for themselves.

Plus if all he does is the MDK style of CE, then he's likely not going to be following Calistria's code all that closely.


Shakespearian Option

Lutherian Option

Scottish Option


Detect thoughts and it's big brother Seek Thoughts.


Stonelord (a Dwarf specific archetype in the ARG) replaces the smite with a stonestrike, and also gets rid of spell casting for a defensive stance ala Stalwart Defender.


Short answer: You'd likely get enough interest to get the campaign up and running.

Longer answer: You'd also filter out a fair proportion of people that wouldn't be interested in the concept.

Only answer that matters: PbPs live, breathe and die by the DM. If it's something you're interested in - go for it.


So after diving a bit deeper into the Spiritualist... even I'm struggling to come to terms with how all the bits interact!

Therefore I'm going to respectfully withdraw and wish all those remaining the best.


Books 1 and 2 have been released in PDF form to backers, and the custom art prints have been fulfilled as well.


DM Stalwart - now that the thread of interest is piqued... I'll write the reasoning into my submission :)

It'll be a wee while as I'll build the character in full and use the submission as a means of demonstrating what the character is capable of as part of the narrative.

As a side note - Spiritualists get access to Cure and Restoration spells as well ;)


DM Stalwart - in line with your post above about not wanting to be weighed down by new mechanics and such... I thought it would be prudent to do a partial suggestion first before writing up a full blown character.

Spiritualist Basic Concept:
The Spiritualist is a new class that is most similar to a Summoner.
Medium BAB, Good Fort and Will saves.
4+ Int skills per day, with access to all Knowledges
6 level spellcasting based off of Wisdom
Primary defining ability is to be capable of manifesting a Phantom (similar to an Eidolon)

Phantoms are partially customizable, but only in choosing an 'emotional focus' - which for my character would be Despair. This gives his phantom some emotionally based abilities (such as increased attacks vs shaken / emotionally compromised targets, Aura of despair, etc).
A 5th level Phantom would be a 4 HD, +4 BAB, 8 skill points, 2 feats, with 2 x 1d8 slam attacks.
Phantoms can either manifest as 'incorporeal' or 'ectoplasmic' = physically present. Each form has different advantages and disadvantages - though my character would focus predominately on the ecto form - as that's the one that can most easily attack.

The high concept for the character would be a Half-Elf that was brought up by his elven mother after the human father abandoned her. His mother sank into despair after the abandonment and subsequent shunning by the elven community, eventually giving up and starving herself to death. My character then lived hard, suffering through whispers and voices eating their way into his head. Eventually learned the ability to summon his mother's essence as an emaciated phantom.

From there he pursued and ended his father's life, and came to the attention of the Red Mantis as a piece of unmolded clay. Since then he has been shaped under their care and grown into the level 5 operative he is today.

If you could give me a small indication of whether there is enough of a piqued interest to see a full blown submission that would be grand :)... or if the potential of learning the rules puts you off, feel free to tell me no as well.


DM Stalwart wrote:
@Mark: I'm not sure if (when) I'll pick up Occult Adventures. I won't say no, but I'm not crazy about learning a whole bunch of new classes, either. That may be discouraging, or a challenge to come up with something good enough that will get me interested in trying them out.

Wondering_Monster - asked and answered above.


2 people marked this as a favorite.

In handy poster form to put on your wall as a reference.


DM Stalwart - reading you loud and clear. I'll wait until I can read through it in detail before making a call on whether I can build something that I think might be both a) easy on the DM, and b) pique your interest enough.

Will also let the mind wander in the meantime to see if anything sticks.


Dotting for consideration. I had pitched a Halfling Mouser for the initial recruitment though I would change that up for this re-recruitment taking the current character roster into account.

The initial recruitment was anything Paizo published, and I should get my greedy mitts on Occult Adventures when it releases as a PDF on Wednesday - is that fair game for concept fodder?


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Most well rounded party would surely be 4 x Bloatmage?


Derek - that view's fine as long as the goblins react in the same way. As in greet the PCs either indifferently or in a friendly manner. If the morality of the world is to be grey on gray, then the 'monsters' need to behave similarly.


Banesfinger - direct to my email (same one as registered on KS) by Michael Clarke himself (as in not through KS as an intermediary, nor via Gary).

My guess was that Gary parsed out the email addresses of the appropriate persons and Michael wrote a direct email to them. Would you like me to PM you the full text and contact email?


As there might be others interested in the news - I thought I'd just pop in with a mention that Michael Clarke (the artist) just got in touch to confirm the custom art piece that came along with the $250 pledge on the campaign.

So some movement in the backgrounds.


This one - which ran to 26,346 posts.

This one - at 8,858 posts.


Reference for anyone else to save searching.

Total of 2,647 posts only - fair to say that the entire experience was streamlined somewhat...


Stupid goblin rolls away... just going to grab it... and squeeze.

Doesn't work against grapple.


The same trick works if you use the preview button as well.


Would an Orc also fall into your acceptable races?


Just dropping in to state that the character is slowly coming along. I should have a bullet-point style background for review sometime in the next day or so.


Draco Voodoo wrote:
Also not sure what the inspired stuff is about ??

Advanced Class Guide - basically acts as a skill booster.


Voodoo - he's referring to the kineticist, specifically the earth focused one that will be included in the upcoming Occult Adventures (coming out next month).

For the moment, the only street para-legal version is from the open playtest document - found here.

Or in grognardian terms - he wants to play a dude that can shoot rock around with his mind ;)


Work in Progress:
Str 8, Dex 15, Con 12, Int 13, Wis 14, Cha 14

Male Halfling Hunter 3

Feats:
Combat Expertise: can take a -1 penalty on attack rolls to gain +1 dodge to AC.
TBC (non-combat feat)
Outflank: when me and an ally with this feat are flanking, flanking bonus increases to +4. In addition, when scoring a critical hit – provoke an AoO from ally.
Pack Flanking (teamwork bonus): when companion is adjacent and threatening the same creature, considered to be flanking.

Traits:
Beast Bond: +1 on Handle Animal and Ride
Frontier-Forged: +1 on Perception and Survival to get along in the wild

Racial Traits:
Small: +1 size bonus to AC, a +1 size bonus on attack rolls, a –1 penalty to CMB and CMD, and a +4 size bonus on Stealth.
Slow Speed: base speed of 20 feet.
Wanderlust: +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, treat caster level as +1 higher than normal.
Keen Senses: +2 racial bonus on Perception checks.
Outrider: +2 bonus on Handle Animal and Ride checks.
Weapon Familiarity: proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Languages: Common, Halfling, Varisian.
Favored Class: Hunter – animal companion gets a +¼ luck bonus on saving throws.

Skills: (6 + Int)
Handle Animal (Cha): +11 (3 +2 Cha +3 Class +2 Racial +1 Trait) (15 with companion)
Heal (Wis): +8 (3 +2 Wis +3 Class)
Knowledge (Geography-Int): +9 (3 +1 Int +3 Class +2 Racial)
Perception (Wis): +11 (3 +2 Wis +3 Class +2 Racial +1 Trait)
Profession (Ursari-Wis): +8 (3 +2 Wis +3 Class)
Stealth (Dex): +12 (3 +2 Dex +3 Class +4 Size)
Survival (Wis): +11 (3 +2 Wis +3 Class +1 Trait +2 Racial)

Class Abilities:
Weapon and Armor Proficiency: simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Animal Companion (Ex): functions like the druid animal companion ability. The hunter’s effective druid level is equal to hunter level. A hunter may teach companion hunter’s tricks from the skirmisher ranger archetype instead of standard tricks.
Nature Training (Ex): counts total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Wild Empathy (Ex): functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds hunter level and her Charisma modifier to determine the wild empathy check result.
Precise Companion: both gain Outflank.
Track: as Ranger class feature.
Hunter Tactics (Ex): automatically grants teamwork feats to animal companion.
Teamwork Feat: gain bonus teamwork feat. As a standard action, can choose to learn a new bonus teamwork feat in place of most recent. Can change Wis / day.

Animal Focus (Su)

Spells Known: (Wis based spontaneous)
0th: create water, detect poison, know direction, mending, resistance, virtue
1st: bristle, cure light wounds, heightened awareness, magic fang

Gear: 3,000 gp
Masterwork Shortsword – 310gp
2 x Dagger – 4gp
Chain Shirt – 100gp

Dire Collar: 1/day on command, creature that fastened the dire collar (and within 30ft) can cause animal to gain benefits of enlarge person for 1 minute. 1000gp
Masterwork Studded Leather Bear Armor: +3 Armor – 200gp

Animal Companion: Bear
Ability Scores Str 15+1, Dex 15+1, Con 13, Int 2, Wis 12, Cha 6
Size Small; Speed 40 ft.; AC 17 (10 +2 natural armor +2 Dex +3 Armor)
HD 3, BAB +2, Fort + (3+), Ref + (3+), Will + (1+)
Special Qualities low-light vision, scent.
Attack bite + for 1d4+, 2 claws for 1d3+
Link (Ex): can handle animal companion as a free action, or push it as a move action. +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Skills: Perform (Dance), Stealth, Survival
Feats: Power Attack, Weapon Focus (Claw)
Tricks: attack, come, down, fetch, heel, perform, stay, track

Crunch is taking shape - will be building him up as a Varisi halfling from Ustalav who was part of a gypsy troupe before being forced to go it alone due to insert event here and has turned to a combination of the land and working as a Usari to make his way in the world. When in the wild it's all business, while in a city his bear can be muzzled and pose/work as a dancing bear.


Thrymr's demise was less sad and more 'fitting' I thought. Got into a poor situation and wasn't able to get away from it.... slight Ulfen bloodlust didn't help either ;)

Fury Road is indeed a magnificent film, looking forward to when it finally comes out on DVD so I can watch and re-watch and pick up on more of the buzzard details and whatnot. Hopefully Miller kicks on and makes another film in the milieu.


An alternative that I could offer is a rework on a character concept I bounced around in my head a while but didn't commit to paper... and is a bit more fitting the Ustalav landscape.

Broad strokes is a Varisi traveller with a bear companion. Maintains the survival skills, but pairs them with a bit more of a social orientation as well.

I'll commit a bit more detail to the concept before I throw it up for public ridicule ;)


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Topically relevant


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An awesome gallery of the vehicles of Fury Road - complete with lore snippets


Personally decide a movie is 'probably' outrageous - yes.

Deride a movie as guaranteed to be carrying a 'feminist' message - no.

His claim from the initial article: But let us be clear. This is the vehicle by which they are guaranteed to force a lecture on feminism down your throat.


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There's one big shining and flashing reason to ignore the so called 'Captain Capitalism'... which is thus:

Clickbait Merchant Himself wrote:
Hopefully, (unless the movie proves otherwise) we can save a lot of people a lot of money and a lot of time, and again, I am more than happy to watch the movie if it proves NOT to have a lecture on feminism or SJWing, etc. in it.

Otherwise known as the 'I'm so damn outraged by this thing that I've not even bothered to watch myself before getting outraged about.'


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Klaus van der Kroft wrote:
Had so much fun watching it the first time I've already watched it twice. The Boom Truck with the flaming guitar guy really stole the movie.

The mighty Doof Wagon that is ;)

A nice article with stills of some of the choicer cars in the movie - my favorite is the Buzzard Excavator.


My thoughts are currently running to a Buckler of Swash, mouser archetype so he can stand under bigguns and stab them in the ghoulies, and utilising a stabby tail ornament as his weapon de rigueur.


It's on like Donkey Kong... but I'll need to have a ponder first before I weigh in with tangible intent.


Average Aussie's work day commute...


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To be fair the comic had a better explanation of the walker getting inside the walls

Comic Explanation:
They swarmed up on one of the temporary walls that wasn't sunk deep enough and pushed it over - letting a horde of them inside the walls.


The muse did not materialise, and thus I shall withdraw.


A hand raised in quizzical interest as I ponder.

If I do put forward a character it will most likely be of an Occult bent.


Shifty wrote:
True, but I'm not that fussed as I have rolled with PFS groups seven deep before. If that's not your bag though and you are more inclined to sit out and see then thats ok too.

After a bit of thought on it... I'll pull back to leave you with an even six. I'll tag along a watching, but leave it to the A team for the ROFLstomping.


Shifty - with Karlan, Ailetha, Sable, Bree, Kabal and Celestra you've got six already.

Seven can get a little bit unwieldy, if you'd prefer to keep it to the six only I don't have any issues keeping to the shadows on the outer.


Awesome :) - Ansha's Rogue should pair pretty well with Vhailor as one of the lynchpins of his combat effectiveness is going to be Threatening Illusions (from Gnomes of Golarion), which basically uses illusions to provide flank partners.

Also, as I was researching into cats to fine tune Vhailor's familiar choice I was pleasantly surprised. The khao manee is a thing - and is a spitting image for the otherwordliness that I was actually looking for! I'm always chuffed when the natural world trumps imagination.


Stat Rolls:
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (4, 1) + 6 = 11

Array: 15, 15, 14, 13, 11, 11

*Waves an enthusiastic hello*

I'm reasonably sure I'll know at least a few of whoever else has been invited to join Joana's new adventure here, and am looking forward to facing up to the orc and giant threat.

I'll be playing a Gnomish Illusionist... or more specifically a Wizard (Illusion specialist with Shadow subschool) with Familiar Adept archetype; and cat familiar with Sage familiar archetype.

I'll take a good look at the NPCs and figure out how to slot Vhailor in, though he'll be a relative newcomer to Truneau (having arrived as an apprentice to a master that is now gone).

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