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nate lange wrote:
@Orranis (or anyone else who cares)- I'll allow any rogue to take the swordmaster archetype with one caveat: tiger trance cannot be used with two weapon fighting or abilities that function like two weapon fighting (such as flurry of blows or spell combat).
Tbh, despite working on a charge-oriented build, I was kind of put off of Tiger Trance right away anyways given that a Rogue will often have a hard time making that combat maneuver check (even with Agile Maneuvers). I'm planning on using the Snake Trance 90% of the time.
Ah, I realize I forgot to state my timezone and posting habits.
I'm North American Pacific, and average a posting rate of probably 6 posts/week, unless waiting on a combat action. The nature of my job means some days I'm on the computer for hours with plenty of time to kill, and others I don't have the opportunity to so much as look at a screen until I'm home late, hence the slightly-less-than-once-a-day posting average. I tend to post much more frequently when there's active roleplaying back-and-forth.
4d6 ⇒ (4, 2, 1, 5) = 12(11)
Well, that is superlatively abysmal.
I guess it's point-buy for me, but it's going to be tough keeping up with all these submissions with multiple 16+ stats. :-/
GM Phntm888 wrote:
** spoiler omitted **
Re: Ethnic Languages: I know they're not free. The trait I took, Child of Two Peoples, gives them to me, but I forgot to include that in the trait description. :P It also gives me a bonus on situational Will saves I blanked on including in my defensive statistics, so I'll add that in.
Yes, Favored Class went to skill points. I'll indicate that somewhere on the sheet.
Totally blanked on Background Skills! Always happy to have more skills. I'll get those added in.
GM Phntm888 wrote:
Mithral armor is treated as one category lighter, turning medium armor into light. I didn't see anything specifically saying you couldn't use even Mithral armor with any of the fears you mentioned or their prerequisites. Unless I missed something?
The Armor Style feats require you to be wearing their associated category of armor, irrespective of special materials altering that category. Each one allows for use of the feats with any armor you are proficient with if you possess the Armor Training ability, but Sensate trades that away.
I was thinking of doing a pole-arm fighter built to skirmish, using things like Spring-Attack and Spring-Heeled style. Problem is, with how Armor Styles work, I'd be stuck in light armor for my whole career (no Mithral breastplate for me). I've never been one to prioritize optimization, but I don't want to be hittable by everey hopeful mook with a short sword.
Although, it did occur to me that I could make room in my feats for Disruptive and Spellbreaker, which would give my character a clearer purpose in combat. "Mage-killer" goes especially well with my better-than-average Will saves for a Fighter.
Ah, got it. SRD listed it under Regional Traits for some reason. :P
No VMC means I'll have to completely re-conceptualize, though. Was gonna do a singing Brawler. Ah well.
Question 2: I'm working with the idea that my character grew up on the streets (I know we don't remember anything but it's impossible for me to make a character without conceptualizing their background a bit), and there's a nice Regional Trait called "Urchin" listed on the SRD that fits my character's personality and general background well, but it says it's from the Legacy of Fire Player's Guide. Since that was before Pathfinder proper existed, I'm guessing it used to be a feat? But it's not nearly powerful enough to be worth a feat by today's measure. (although, it's keyed off Fear effects, so in this particular campaign it may well be a feat's worth of value.)
Here's the text:
You grew up an orphan on the streets. The strange and often horrific sights you saw forced you to grow up fast—there’s little that can shock or unsettle you.
Benefit You gain a +2 trait bonus on saves against fear effects, and when you do make a successful save against a fear effect, the resulting rush of bravado grants you a +1 trait bonus on attack rolls and all skill checks for the next minute.
How do you feel about it as a trait?
I think that sounds extremely fair as well as a ton of fun!
I have hit a hiccough, though, in that I'm starting to realize I may absolutely need Big Puckmuch to carry my stuff for me, which would mean a backpack full of gear instead of a backpack full of goblin. :-/
Much as I'd love to say "screw mechanical viability, let's do the fun stuff!"... Carrying capacity is a difficult hurdle to ignore.
I'll futz around with things and see how it comes up.
@GM BC, I have a question...
I have sort of fallen in love with the idea of Big Puckmuch carrying Puckmuch around in a backpack like Master Blaster, but am fuzzy on what sort of mechanical impact that would have. My desire is solely to build on the hilarious concept, but mulling it over I am concerned that it would enable unintentional advantages. What are your thoughts?
First, some HP rolls for my gobby:
HP!: 3d8 + 6 ⇒ (7, 4, 7) + 6 = 24
And his eidolon:
More HP!: 3d10 + 3 ⇒ (4, 3, 8) + 3 = 18 Ah! There it is, there's the "eff-you" from the RNG
Here's the "rough draft" of Puckmuch:
The Greatest Goblin That Ever Lived:
Str 5; Dex 21; Con 15; Int 17; Wis 15; Cha 16
Favored Class Bonus: +1/4 extra Evolution point, must be spent on fire-related evolutions
I could really use some helpful suggestions for gear? My light load is 12lbs (ahahahahaha!) so I'm not even going to speculate about armor (I can rock a 20AC if I need to anyways), but I've got 1500 gold to spend on, what? Scrolls maybe? A masterwork blowgun???
Also, I realize Snowball would be a much more mechanically sound selection than Ray of Sickening, but Puckmutch has no time for Cold damage! It is the opposite of Fire, and as such not worth his time!
Aaaaaaand, here's a rough draft of his best fweind in da whole wide woild...
Str 19; Dex 13; Con 13; Int 7; Wis 10; Cha 11
Feats: Toughness, ???
I wasn't sure at all what to spend his feats on, though those HP rolls up top have made Toughness an auto-select :P
Possibilities for the second? Dodge? Power Attack?
Anywhosit, the general concept: Puckmutch was basically best at everything in his tribe EXCEPT fighting. The chieftain saw him as a huge threat to leadership of the tribe, as he was smarter than the rest of the tribe by leagues. However, Puckmutch slipped up and it got out that he could read, and that was all the chieftain needed to exile him.
Puckmutch is a fanatically loyal worshiper Zarongel and he believes his Eidolon is a blessing sent to him from his god, specifically that it is an incarnation of Puckmutch's future as a herald of Zarongel. Puckmutch is half right: his Eidolon was indeed sent to him by Zarongel, but the crafty deity has no plans to actually elevate Puckmutch in any capacity beyond the mortal power he is capable of.
While innately brilliant, Puckmutch is poorly educated in every subject outside of magic, and relies on his eidolon for all other information (an arrangement his manipulative god is all to happy with).
So! GM, if you've got any suggestions, or if I've got something that doesn't work right in this first pass, please let me know!
(I've got fairly solid system mastery overall, but precious little experience with Summoners!)
I'm going to avoid many of the typical Summoner abuses. For one, that'd defeat the purpose of this (FUN!), and for two, well... A huge-size Eidolon doesn't exactly sound particularly dungeon-friendly.
Since he's a goblin, I think the Eidolon is going to be sort of an absurd vision of his idealized self: Tall, terrifying, probably breathes fire. Hmmm... This could be entertaining...
So let's see what happens on a mulligan!!!
1d28 ⇒ 12 Goblin! That's fun!
The stats! The RNG is definitely setting me up for a BIG fall... >_>
This is... Beautiful.
Now that I've said that, let's see how bad the dice destroy me. :D
1d28 ⇒ 2 Elf
Huh. Powerful, SAD class with a strongly compatible race and good stats.
I know I should feel lucky, but I was hoping for something a bit more... Unorthodox. :-/
Ah! Always wanted to do Reign of Winter! I've been itching to play a Sensate Fighter for a while, and I think I could build one into a neat facsimile of a Rondolero duelist, since she'll be hailing from Taldor.
It's gonna be super feat-intensive, so no VMC for me. Making it work on a 15-point budget should also be a fun challenge!
The most truthful answer to this question, for me, would just be "Bard" ad infinitum, but in the interests of keeping things a bit more interesting:
1. Bard. Always and forever, any Edition.
I'm cooking up a Qlippoth Ectoplasmatist. I'm trying to avoid particularly fine details until the Player's Guide is out, but the more work I do on her the more pumped I get about this AP.
I'm thinking True Neutral, with a kind of Boromir angle: One of the good guys, but a bit too eager to try and harness the very dark powers they're fighting against in order to gain an edge. Also, really want to play up the trope of "Looks like she's doing something suspicious/evil/traitorous, but it turns out she is actually helping you", given that she's gonna look a whole lot like some sort of shoggoth herself.
Also, depending on how much work I want to make for myself, she might speak entirely in iambic pentameter... >_>
4d6 ⇒ (1, 3, 2, 5) = 11
Welp, that corners me pretty squarely into some SAD builds. A Witch, maybe. Or perhaps a total DGAF Barbarian with archetype like Invulnerable Rager or Savage Barbarian.
How do you feel about age categories, i.e. starting at middle age?
While I admit there would be (small) mechanical gain, the idea I am working with works best flavor wise with a character that is a bit older. Of course, I can make it work without, should you decide against it.
The concept: Undine Monk, with the Qingong, Ki Mystic, and Sensei archetypes. Her "Monkness" is less an official monastic order, and more a manifestation of how she worships/perceives the nature of the sea. She "feels the sea" move her to where she needs to be, and I'd like to angle for a character motivation along the lines of, after being press-ganged, she feels like she could escape easily enough but believes she is where the sea wants her to be, assisting the rest of the PCs (Whether or not this is actually the case is academic: she believes it to be so.)
Mechanics-wise, she'd do very little outright punching or anything. Out of combat, she'd be skill focused, perhaps with some party-face capabilities, and extremely proficient at handling things underwater via the Aquatic Ancestry feat. In combat, she'd provide party buffing via the Sensei's Baric Performance analogue, battlefield control via Hydraulic Push and the Hydraulic Maneuver feat, and occasional spell support through various Qingong abilities.
I think I'm going to withdraw from this. Best of luck to the rest of the applicants, though!
Oh hell, I just realized I floated exactly the same character concept as you! That was entirely unintentional, result of me not paying close enough attention, I am sorry.. I will gladly drop that for something else. I hope it wasn't a factor in your decision to drop from the running. :(