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Amin Jalento

Orannis's page

Pathfinder Society Member. 262 posts (915 including aliases). No reviews. No lists. No wishlists. 9 aliases.


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Liberty's Edge


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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!

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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.
2. Inquisitor. The only class I've ever even approached speculating loving as much as the Bard.
3. Ranger. 3.5ed put this class on the path to becoming the full BaB option that most closely fits my play style and Pathfinder took it the rest of the way, especially with the plethora of wonderful archetypes.

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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... >_>

Liberty's Edge

4d6 ⇒ (1, 3, 2, 5) = 11
4d6 ⇒ (5, 3, 5, 5) = 18
4d6 ⇒ (5, 1, 2, 2) = 10
4d6 ⇒ (6, 3, 1, 1) = 11
4d6 ⇒ (6, 6, 6, 5) = 23
4d6 ⇒ (2, 4, 3, 5) = 14

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.

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I'm not picky: I'd be varying degrees of fine with just about any way they went with this.

Oh, except, put me with everyone who's suggesting the game stays far the hell away from anything like WH40K. That's about the only setting/aesthetic that is just an absolute turn-off for me.

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Cool! Thanks much!

Everyone always underestimates the old lady, until she knocks you off the boat with magical jet of water!

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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.

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Dragoncat wrote:
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. :(

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Ah, thank you! Excellent, excellent. Rogue (Eldritch Scoundrel) VMC Magus it is! Always wanted to have the Magus' general shtick attached to a chassis that isn't 100% combat focused. Let's see how this works out!

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Any hope for Variant Mulitclassing? Seems like a lot of folks don't allow it, but it's made a lot of concepts I've wanted to do feasible for the first time.

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What's the word on starting gold? Max? Average?

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Goblinsaurus wrote:

You do realize that the entire class is still a steaming-hot pile of garbage, right? "Buff" or not, the entire burn mechanic is 100% awful.

That's a nice, totally "objective" opinion you've got there.

My subjective take: I've got an earth/fire kineticist I've taken from 1 to 12 so far, under a tough, not particularly forgiving DM, and I'm doing fine.

But, yanno, YMMV.

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Y'know, I typically avoid playing drow like the plague, to avoid being "that guy", but with the Expatriate trait there could be some fertile ground for contextually appropriate "grey area anti-hero turning towards the light". Plus, while the trait comes with a high risk factor, it's benefits seem really good in a "dramatic plot advancements" way.

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Awesome! Excited to submit!

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I would be so, so, so in for this. I've wanted to do ToEE since I was 10 and have never had the opportunity.

Bards are my all-time favorite since I started playing in 2E, so 90% likely I'd go with that. Preferably an Arcane Duelist or Arrowsong Minstrel, though there's a Bard archetype for literally any party role so I'd be happy slotting in wherever.

I also kinda want to do a Halfling Cavalier, but that's a *very* distant second choice.

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I'm about 80% done on my character's crunch, and 60% with the fluff. It's been a busy week for me, but I should have the whole thing up soon.

Just to give everyone an idea of where he'd fit in to a group dynamic, since Occultists can go so many different directions:

He's primarily a blaster (something Occultists can actually do quite well!) with a secondary focus in defensive magic. Initially it's going to be primarily to shore up the fact that he is the brittlest of glass canons, but by the late early levels I'll have nice protective stuff I can share around with the party.

Skill-wise he's got a handful of the Knowledges, solid competency with UMD, and he can deal effectively with non-magical traps (and if there's a superior trapsmith in the group, he's virtually guaranteed to succeed at handing out a +2 from Aid Another. Yay teamwork!).

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Very interested, especially as Serpent's Skull is one of the precious few AP's I have not only never played, but never even read through.

I've been wanting to try out Occultist, and this campaign feels like a perfect fit. Time to cook something up!

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GM Shady wrote:
Orannis wrote:
Is Variant Multiclassing on the table?
No, sorry. I don't (as a generic answer) expect to be running any optional rules.

Ah, okay. I've got a complete character, but she doesn't work without VMC.

I'll draw something brand-new up, then. To the drawing board!

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Is Variant Multiclassing on the table?

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Hey! Still here, sorry. Got wrapped up in real life plus home internet was having issues, keeping me off the computer for much of my downtime.

I'll do my best to have D5-X9 up by tonight!

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I want to thank everyone for all the help!

Also, I know that a droid can take any PrC they qualify for. I should have more clearly stated that there are no PrCs in the Core Book that do anything at all for the specific droid I am building.

But thanks to your lovely assistance, that should be much less of a problem!

Thank you again, very much. You are all gems.

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I only have the core book, and the droid options are a bit... sparse... to say the least, like not all of the droid equipment presented in stat blocks actually being detailed anywhere in the book. And especially when it comes to taking a prestige class (which is something the game essentially expects you to do, given the huge defense boosts a PrC gives you).

As the game is long-defunct, is there perhaps a wiki or some other sort of free source for content? I would assume there was a book that expanded on droid options.

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Also, I know I said I'd have stats up today but, ahahaha, forgot it was Xmas so I've been running around doing family stuff all day and now I'm exhausted. I'll have the numbers up soon, though!

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spinningdice wrote:
I was going to ask if two droids submissions was too much, then facepalmed myself - it's Star Wars - two droids is a classic setup.

Protocol and an astromech, no less. ;)

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Oh oh oh.

I've had a droid concept I've wanted to play for ages:

D5-X9 is a custom-built-from-scratch astromech droid. His builder, and only master he ever had, was a mid-level criminal who preferred to avoid violence and so built D5 to be a completely trustworthy assistant in the many heists and cheats she orchestrated over her career. D5 meant she never had to hire a splicer or co-pilot who'd take part of the cut and possibly betray her.

She passed away a handful of years before the fall of the Republic, and one of her final acts was to liberate D5 into self-ownership, encouraging him to live on having adventures in her stead.

As D5-X9's memory banks have never been wiped in his almost seven decades of existence, he's developed many quirks (or, as he insists, a personality). Primarily, he's never been quite able to process the passing of his creator. As a result, he actively seeks out organics for friendship and professional partnership, but incessantly regards them as incompetent children who would be hopeless without him. Many find this insufferable, but it is in fact the manifestation of an intense co-dependency and poor ability to deal with loss.

He's also got a crippling gambling addiction, and a tendency to "borrow" items for "safe keeping", typically without asking.

I'm at work, and don't have my Saga Edition book with me, but I can have a stat block up by tomorrow. I intend to use the custom droid construction rules.

And here are my stat rolls! (Only 5, of course, since no CON score)

4d6 ⇒ (5, 1, 1, 6) = 13 12
4d6 ⇒ (3, 3, 5, 3) = 14 11
4d6 ⇒ (4, 3, 1, 1) = 9 8
4d6 ⇒ (4, 6, 6, 4) = 20 16
4d6 ⇒ (1, 6, 6, 3) = 16 15

Yikes. That's... Not fantastic...

Attempt #2!

4d6 ⇒ (5, 3, 2, 3) = 13 12
4d6 ⇒ (1, 2, 6, 3) = 12 11
4d6 ⇒ (3, 6, 1, 2) = 12 11
4d6 ⇒ (4, 6, 5, 2) = 17 15
4d6 ⇒ (4, 1, 2, 6) = 13 12

Barf. Okay, looks like I'm going with set #1!

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Dot. Thinking Rogue. Young, comes from an impoverished, poorly regarded family in Kassen. Hoping to earn some respectability by doing well in the rite of passage.

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2ndGenerationCleric wrote:
Stupid question that pertains to ride the blast. Let's say I fell off a cliff. I'm plummeting to my death, and I forgot my boots of the cat. Assuming my GM let's me take a turn (big cliff) can I target a square on the ground, shoot a blast, then ride it to safety? Can I use it to cross, say, a chasm? Get out of a net? This sounds really cool, but want to make sure it works

I don't know about the rules vagaries, but I'd declare any GM that doesn't allow that an official No Fun Person.

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Dot! Always wanted to play Legacy of Fire!

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Kicking around a Magus(Skirnir)/Brawler(Shield Champion). Busy today, but will be back later with more.

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Perhaps a bit late to throw my hat in (that's a pretty long list at this point) but, eh, might have an inspired idea or two knocking around in my head.

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If I was DMing and a player did that, they'd be out full stop: zero negotiation. I'd also probably never speak to them again. I have less than zero tolerance for the kind of person that plays a game, under any context, with the thought: "Hey, you know, my character should rape this person."

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avr wrote:

A familiar with the protector archetype seems appropriate. It's all part of knowing what's coming.

Given the 'you don't know what direction I'm coming from' I'd think some use of either trip or feint would fit.

That's a good point: Even after paying for VMC, I could flesh out a decent trip build with the feats I have available before lvl8. That could be pretty nasty, too.

I definitely like the Bodyguard part of protector, and now that I'm looking at it Decoy looks like a pretty good option as well. Familiar archetypes had slipped my mind, thank you for pointing them out!

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Scott Wilhelm wrote:

You could be a teleporting Fighter via 3 levels in Horizon Walker. You need to be a level 6 character before you can take your 1st level in HW, so you would get it by level 9. Then you can take Dimensional Agility at level 9, Dimensional Assault at 11, and Dimensional Dervish at level 13.

Getting there as a Monk takes even longer: Abundant Step comes at Level 12.

A Synthesist Summoner can get DimDor at level 6. That might be the way to go, but you said you didn't want to be a Caster but rather a Martial.

But you mentioned taking levels in Wizard, so what, 1 level in Fighter, 5 levels in Wizard, then 4 levels in Eldritch Knight, and you get DimDor as a Level 4 Wizard Spell?

Nope, all 20 levels of Fighter (Sensate). I'm using the Variant Multiclassing (VMC for short) option from Pathfinder Unchained. The short of it is I'm giving up some feats for Wizard class abilities: specifically for this build, the Teleportation subschool, giving me a modified version of Dimension Door as a class ability.

I was not overly specific in my first post, so allow me to clarify: 20 levels of Fighter (Sensate) with VMC Wizard are locked in, that's the core of my concept.

What I am looking for are ideas of what to spend my feats on before I hit level 8 and start taking the Dimensional Agility chain.

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Goth Guru wrote:

You could repackage neraf charge, possibly as blink charge.

Appearing on each side blinking would be self flanking. May need a less confusing name.

Oooooooooh! Teleram! The teleporter tries to teleport into an enemy's space doing the full damage to both participants. Both can save vs stunning DC16

While I appreciate the response, I can't find either of the things you suggested on the SRD.

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I've got the bones of a Fighter I want to put together: Sensate archetype plus VMC: Wizard for the Teleportation subschool. Probably pick up the feat to use Psychic Skill Unlocks for some flavor. The elevator pitch being "I know what you will do before you do, and you don't even know what direction I'm coming at you from."

Problem is I'm still figuring out where I want to go after that, mechanically speaking: weapon selection, familiar and fighting style, mostly, but as an extension of how I wan the character to "feel". I'll have to start in on the Dimensional Agility chain at level 8, but before then I have a few feats to play with (even with VMC eating a couple).

So I was hoping some of you fine folks could throw some inspiration at my while I flip through all my books for some of my own.

Some rough guidelines to what I'm looking for:


I like everything to mesh pretty well, tonally, so dipping into some extremely niche corner in order to gain a superior mechanical benefit isn't really my thing.

I am also, in general, not looking for the "best" choices mechanically. Like, I know a monkey familiar is cool because it can use wands, but does it disrupt the feel of my character?

While my character will definitely have a decent Dex score, as we're looking at a quick, swifty type here, I'm currently leaning towards Strength as my combat stat.

But ultimately I'm open to most ideas. I feel like there's a very specific thing I want, but I haven't found out what that is yet... :P

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Same boat for me.

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Male Human Comic Shop Manager 7/Barista 3

Plot Twist: The Android is the technophobe!

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Male Human Comic Shop Manager 7/Barista 3

I also hope we get a big, beefy Kellid warrior-type in the group somewhere. Because I'm going to need someone to test all those cybernetics on.

"I know you don't trust technology, but think about how much better you can kill things if you have robot arms! And if those robot arms have guns in them!"

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Male Human Comic Shop Manager 7/Barista 3

Cool! That leaves me with Cybernetics, Pharmaceuticals, and Miscellaneous Tech. Having someone else handle weapons and armor gives my feats a little more room to breathe. Also, this character is my favorite of all the one's I've made for Iron Gods so I'm happy she fits in with the party composition.

My runner up is pretty good: A halfling summoner who worships Brigh and has an Inevitable Eidolon that he sees as a messenger from Brigh. He's a little eccentric, and is obsessed with turning himself into a machine through magic and technology. The reason he got booted to my second choice is he requires playing my least favorite alignment of all time: Lawful Neutral. If my Tiefling meets an unfortunate fate, however, I'll break him out.

This character was built mostly as an exercise, so I'm building a background around her and tweaking some crunch here and there to make that background sing with her mechanics.

She's an engineering prodigy from Alkenstar who, after completing an advanced engineering degree, moved to Ustalav to pursue a second doctorate in alchemy (which she couldn't exactly research in the Mana Wastes). While there, due to her engineering talents, she was scouted and recruited by some faculty members who had recently gotten some minor technological devices smuggled out of Numeria. While her work on these devices starts out as a curious distraction, she soon became obsessed with the alien technology and ultimately suspends her studies to mount a one-woman expedition into Numeria.

I hate to overlap with you partner's character again, but Numerian Archaelogist is looking like the best fit for a background trait. :-/ Although, two tech nerds with opposite personalities could be pretty fun to play off of each other! Especially since my character is going to be more than a little obsessed with the two Androids in the party. >_>

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Male Human Comic Shop Manager 7/Barista 3

I might have to nix the VMC idea and just go with taking Exotic(Firearms) and Exotic(Heavy Weapons). The feat loss from VMC is just too heavy for the build I'm doing.

I am somewhat concerned that my character and your partner's character might be overlapping quite a bit on our out-of-combat stuff, as we both seem to be building tinkerers/tech builders. I could roll with a different character (I've got plenty of concepts lying around, though the Alchemist is my favorite), or we could do some meta-gamey conversing before the game and split up the tech building feats (i.e. He takes weapons, I take pharmaceuticals, etc.).

Also, I was really interested in doing cybernetics with my Alchemist, but a good third or so of them are of the "power six" variety and thus rendered null by Automatic Bonus Progression. I don't want to *not* do ABP, but perhaps we could work together to assign different functions to things like Dermal Plating and Wirejack Tendons? Something like skill bonuses or DR or other perks not covered by ABP?

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Ah! Always wanted to take a shot at Emerald Spire.

Thinking perhaps a Cave Druid. Dwarf or Oread.

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Dot dot dot!

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For my second submission, I've decided on a Rogue/Wiz/Arcane Trickster. Trickster Path

Because what's life without challenges? (But really, wanna crack at that Unchained Rogue.)

I'll focus my creative prowess on this guy first, and if I have the energy/time left over I'll submit the Paladin.

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GM Kiora wrote:

Hey there friend!

As long as you can keep up with posting ;) Otherwise I'd have to boot you from both games and that'd be a sad day. :(

Sounds great! There are a bunch of paladin Marshals up in here though, this is true. Something about WotR inspires the paladins to come out of the woodworks I guess ;)

Second characters are fine. You have to use the same stat array though.

No problem!

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Ah! Kiora! This sounds great. I have to take a shot at this. If me being in your Andoran game lowers my odds of being selected, I don't mind. But I've been itching to work out a Chosen One Paladin for ages because I just cant resist that Jeanne d'Arc angle. She'd be following the Marshal Path for sure.

Yikes, there's already a few Paladins in the mix. Welp, competition breeds innovation. (I could also submit a second character, if that's fine, or a different character. To break up the homogeneity.)

Let's take a look at those rolls:

Stats!: 4d6 ⇒ (3, 4, 2, 5) = 14 = 12
Stats!: 4d6 ⇒ (5, 4, 6, 6) = 21 = 17
Stats!: 4d6 ⇒ (1, 5, 1, 1) = 8 = 7
Stats!: 4d6 ⇒ (4, 2, 5, 1) = 12 = 11
Stats!: 4d6 ⇒ (5, 4, 6, 1) = 16 = 15
Stats!: 4d6 ⇒ (5, 1, 3, 5) = 14 = 13

Yowza! All over the place, stat-wise, but it's a 22 point buy and I can definitely work with it!

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@Gisher: Yeah, thought about that. Heavily considered it, in fact. But Magician means giving up most of my "fighty" elements, as well as the "Battle Commander" flavor. :-/

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The concept I'm going for is adding some more "blend martial+arcane" to the Arcane Duelist. A Magus with a Bard subclass does not remotely approach what I'm looking for.

Mechanically speaking, I was vague in expressing the problem I'm looking to solve. Apologies. I'm trying to see if there's a method for getting the Bard in question access to touch spells that are on the Magus list, so that they may be used with Spellstrike. Basically, 90% of this works like a song, but Spellstrike is a hurdle. I'm sifting through all of my PF stuff looking for something, but figured it couldn't hurt to ask for some outside inspiration.

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