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But that would have been too tempting to get into a fight with 100 duck sized horses.
Some wonders that I have for my homebrew setting (not including ones very similar to previous suggestions):
32. The Gargoyle: Near the western end of the World Scar, deep in the Wilds Lands, is The Gargoyle. The southern wall of the canyon has been carved into a colossal demonic statue hundreds of feet tall. The demon sits on its haunches, its elbows on its knees with its clawed hands out stretched palms up as if asking the world for a sacrifice. Between its cloven hooves is an entrance to a cave.
33. The Pillars of Creation: Deep in the heart of the Keloran Wood, an unending and primeval forest, are the Pillars of Creation. The Pillars, the most sacred site to all the native races of Vogundium, are a grove of five cyclopean trees each standing a mile high. The holiest temple of the Elven faith stands in the centre of the grove, a vast structure of wood that seamlessly blends in with its surroundings.
34. The Gate of Heaven: The walled city of Taifeng is the capital of Hoshen Province. It is a centre of learning and religious study. Visitors to the city must first pass through The Gate of Heaven, a torii gate over 100ft tall. Legend has it that the wood used to craft the gate was gifted to the Emperor Who Is The Ruler of the World in the name of the Heavenly Bureaucracy by the Heavenly Emperor That Sits on the Jade Throne from a grove of trees that grow in Paradise.
35. Nethercity: A vast necropolis in the Kingdom of Ealvick that has twice been the source of Undead Uprisings that threatened the entire continent. It has not been active for centuries.
36. The Frozen Giants: A circle of undetermined number of standing stones, roughly hewn to resemble giant humanoids. Local legend states that if anyone were to stand in the centre of the circle and count exactly how many stones there are, they would come to life.
37. The Ice Caves of Aefnia: Deep in the mountains, far from any civilization, are huge caves of ice. Gargantuan creatures, frozen deep in the ice, are clearly visible through the crystal clear ice. Strange looking humanoids can be seen fleeing from and fighting the monsters.
I did a homebrew All Dwarf campaign a few years ago (ok maybe 10 but who's counting). The premise was that the dwarves were the islamic like inhabitants of an area and the Christian like Elves came Crusading. A Memorable adventure within the campaign was a restyling of Roarkes Drift. the PCs were held up in a lodge with a thousand elves charging at them. Some rifles and a whole bunch of fireballs later the Elves were decimated and the dwarves stood for another day.
Mythic Evil Lincoln wrote:
Thank you for reminding of Sean Connery in a red nappy
Hello. I am hoping that the forums can help me fine tune a number pathfinder characters. This is theoretical party build for my own use. These are not optimised by any stretch just ideas about building a group that would nicely complement each other. Any tweaks to my current builds would be greatly appreciated.
The fighter is a devil with a bow, the rogue is a tracker the paladin buffing with teamwork feats, the wizard is a crafter of constructs plus buffing with spells and the cleric keeping everyone alive with healing. I imagine them as a military squad given the “special missions” to go behind enemy lines etc.
Builds (All 20pt buy)
1 – Point Blank Shot, Weapon Focus: Longbow, Fast Learner
Skills: main skills are Craft (Bows), Profession (soldier) and Perception with occasional ranks Knowledge (arcana) (dungeoneering) (engineering), bluff, climb, handle animal, intimidate, ride, sense motive, survival and swim
1 – Weapon Focus: Morningstar, Skill Focus: Profession (Soldier)
Skills: concentrate on heal and diplomacy with some intimidate, bluff and sense motive
1 – Dodge
Skills: High Int and rogue gives plenty to work with but max in perception and bluff would be a must, plus Face skills. Can also fill out the knowledge skills to back up the wizard
1 – Breadth of Experience
Skills: Focusing on crafting and Spellcraft to create items for the group, using transmutation spells and school abilities to buff the group. Can also put some ranks into knowledges to make most use of Breadth of Experience
1 – Selective Channelling
Skills: Heal. Has enough Cha to back up the main party face
As a former archer I would say that using a longbow as a melee weapon would be incredibly ineffective. Basically what you are hitting your opponent with is a long, light, very flexible stick, almost like a switch. It would be very unwieldy and cause minimal if any damage, even if you used with both hands on it. It would unlikely survive being swung in such a manner once or maybe twice if you unstrung it first. What possible benefit could you be trying to get by categorising it as a 2H weapon?
I think all my AD&D characters had that kind of array. I was famous for always rolling average stats. In fact one of my favourite characters from the last days of 2nd ed would have killed to have stats that good.
But the real issue isnt the stats. Others here have already weighed in on that subject though
So many games, so many characters. This is one I have a soft spot for:
Zelmar of Scarpsey. My first 3.0 character. An Elven Rogue. Fell in with an odd bunch of fellows at a local festival and went on to have many curious adventures. The thing was he was awful at being any kind of thief. One time he actually got caught stealing washing from a line. But he was ever so charming and had really amazing moments of extraordinary luck when doing anything other than rogue type stuff.
If its not too cheeky I am going to add another character to the bottom of the list. This is a character that I played for while a couple of years ago joining an Age of Worm campaign part way through. That was put on hiatus for a while to give others the chance to GM. We will shortly be going back to it.
Jaygo Lightfoot – Human, Male, Wizard 12 (Conjurer)
[Casting choice: Alexander Skarsgard]
Jaygo Lightfoot is very tall for a human, he stands out from most other wizards at 6'6". He has short blond hair, a handsome face with an easy smile. Jaygo is always clean-shaven; he is still in his twenties and feels that a beard would be wasted on his youth and only plans to grow one once he has gone grey in his old age. His ornate crystal glasses cannot hide his intense blue eyes that show a keen and perceptive intellect, with a particular fondness for new languages. On his head is a well-crafted headband of silver and gold, and above his head floats a small red prism-shaped gemstone.
Whilst Jaygo has fairly broad shoulders he has a slender frame that could give him a gangly appearance if he was not so naturally poised and graceful. Perched on his shoulder is the Raven Doctor Sin, loyal companion to Jaygo since his boyhood days in his apprenticeship as a wizard. A keen mind for a bird, Doctor Sin has always been a useful source of information and a sounding board for Jaygo to bounce ideas from.
Jaygo wears a finely tailored suit [pretty much a jacket, waistcoat, shirt etc], with a cloak, of purple with dark blue and black highlights. A single gold band on his right hand balances two silver rings on his left. Ornate leather bracers cover his forearms. He usually wears his dark brown leather haversack when out and about, slung under that is a very well made light crossbow. Jaygo is never without his stout oaken walking staff, which can in a pinch act as quarterstaff.
[Extra Flavor if useful: In play, Jaygo prefers to use summon spells (Hound Archons and Elementals in particular) and to use teleport effects to manoeuvre around the battlefield. For blasting spells he prefers Wall of Fire and Scorching Ray where possible.]