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Ouachitonian's page

Organized Play Member. 832 posts (2,750 including aliases). No reviews. No lists. No wishlists. 19 aliases.


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And PF still pretends the Falchion is a huge, heavy two-hander. So?

(For anyone reading this that still wants khopesh stats, it's in Ultimate Equipment. Basically Longsword stats, but with the Trip property.)

hustonj wrote:

Yeah, I had missed the bit about only two players, too. Been mulling it over since the discussion beat me over the head with the fact it was there.

I'm not that superhuman. There are periods where I need other players wanting to press forward to help keep me motivated. I get blind spots in my thought processes, or miss a key phrase now and again (as an example . . .). I frequently enjoy the benefit of differing perspectives.

In other words, I prefer games with multiple involved payers over smaller games. Personal preference, that's all.

Seems like this one isn't really for me. Thank you, GM Clockwork, for choosing to run a game, and for choosing to run it the way you would want to play it.

I hope everyone involved enjoys themselves and has the most fun in this game (and/or others) that you can!

I'm thinking the same. I don't think I've ever been in a game with fewer than 3 (and that was due to dropouts). I'm not sure I'm ready to take on being half the party. Maybe I'll change my mind and put something together, but as they say "expect me when you see me."

Question: he Eagle Knight Recruit trait says:


You begin play with a breastplate, a
longsword (or some other martial or
simple weapon), and an additional 100
gp of gear. In addition, you gain a +1
trait bonus on saving throws against
mind-affecting effects.

Since we can choose a different martial weapon, would it be possible to pick a different armor? The character I have in mind would probably be sticking to light armor.

Ommerra wrote:
Blue Lucien, you might have trouble getting flanks with only two PCs. Maybe it's worth taking the Nature Soul/Animal Ally line to get an animal companion?

Y'know, somehow I missed that the GM's only taking two. Hmm. I think I'll try to retain a lot of this concept, but I'm going to withdraw Lucien as he's built and do some retooling.


Trinam wrote:

I have a character below, who I made assuming that under the feat tax rules the free weapon finesse feat rogues get because free weapon focus with them instead. Also, I should ask if combat stamina is being used and if so is it free on fighters because, well. Fighter. Anyways, here's Russ!

** spoiler omitted **...

To go along with this, the Feat Tax rules merge Improved Unarmed Strike into a new feat (Unarmed Combatant). Should we assume that monks, brawlers, and others that get IUS as a bonus feat get Unarmed Combatant instead?

Have fun!

I’m working on an Undine. As much emphasis as the PG puts on underwater combat, I figured it’d be good to have someone who can excel there. Looks like he’ll be a Knifemaster unRogue on one side, haven’t decided on the other yet, but probably something martial. Ranger, Fighter, etc. Dex-SAD skill monkey in any case.

Hey, coincidentally I was just going to drop Lucien out. Nothing against he GM, to be clear. I've just got other things taking priority at the moment.

I’m definitely interested. Need to review the PG before I decide on a concept, but an AP I haven’t played and Gestalt is a combo I can’t resist.

MindFl*yer98 wrote:
I like the focus that Nex culture has on magical and alchemical reasearch but the fact that outside the city the nation is a wasteland and the terrible government system give me pause. I think Rahadoum is the best place to live (unless you are unlucky enoug to be born a oracle, but that would mean innate magical power so...). Advanced magical and probbly alchemical research, peace, stability, and outsiders are more likely to squabble invisibly 200 miles over your head than to set up murderous cults in the cities. Their culture encourages debate, ethical questioning and generally being nice to each other, since other men it's all they have. I believe that, overall, it would be an excellent country to live in.

Eh, I don't really like the idea of a nation that persecutes religious believers as a matter of state policy. Especially in a setting where divine beings so obviously exist. It's one thing to outlaw worship of Demons, but I wouldn't want to live somewhere that's going to jail, exile, or even execute me for following, say, Desna. Or Shelyn.

Long story, but I’m back from training now.

4 people marked this as a favorite.

It's always going to be with a G to me, because "Jeb" reminds me of several notable people. I can't call a country full of undead "Jeb" without my brain coming up with a lot of hilarious images.

I don't see how it's more powerful than being able to improve your stats. I mean, You can burn two wishes to get +2 to Dex. Let's say you're a Dex-to-damage martial. Two wishes just got you:

+1 to attack (equivalent to Weapon Focus, but for all weapons)
+1 to Damage (equivalent to half of Weapon Specialization, but for all weapons)
+1 to AC (equivalent to Improved Natural Armor or Dodge)
+1 to Initiative (equivalent to 1/4 of Improved Initiative)
+1 to Reflex Saves (equivalent to half of Lightning Reflexes)
+1 to 7 skills (worth about a feat, I think. Skill Focus gives you 3-6 skill points, other skill feats give about 4-8)
Probably something else I'm forgetting.

So that's what, equivalent to around 4-5 feats for 2 spells? Other stats might give even more power.

I don't see how granting a feat for a wish is overpowered. Limited wish is, of course, more limited, but still.

1 person marked this as a favorite.
Reduxist wrote:
Geb is a great place to live if you’re dead, since everything inevitably will be!

A great place to unlive, one might say.

Hey, I was Drystan in the game. Since it died I tried to repurpose the alias, so its stats and pic aren't right, but I'd be happy to hop back on. Or submit something new, if the GM wanted to go a different enough direction.

Andoran or Absalom are probably he safest. The River Kingdoms, the Lands of the Linnorm Kings*, or Nirmathas are probably more fun. Maybe Lastwall or Mendev, as long as you don't live near the border.

*I'm surprised they haven't been mentioned more. As long as you have a good, stable Linnorm King like White Estrid, what's not to like? Well, besides the cold.

5 people marked this as a favorite.

Dou-Bral is dead, from a certain point of view. Zon-Kuthon betrayed and murdered him.

Race question: Are Skinwalkers allowed?

Good luck to those who made the cut! Fingers crossed for the second table.

I came in as a replacement character in a game here on the boards. I started in book 2 (and we’re still there), so at first it shouldn’t be an issue but eventually I’ll need to separate IC/OOC knowledge. Is that workable? If you’d rather I held off I understand.

4d6 - 2 ⇒ (2, 2, 5, 6) - 2 = 13
4d6 - 2 ⇒ (6, 5, 3, 2) - 2 = 14
4d6 - 1 ⇒ (4, 1, 5, 6) - 1 = 15
4d6 - 2 ⇒ (6, 6, 5, 2) - 2 = 17
4d6 - 1 ⇒ (6, 1, 4, 5) - 1 = 15
4d6 - 2 ⇒ (3, 2, 3, 2) - 2 = 8

I think I’m gonna hold off. I’m in a few games and have other characters submitted to other recruitments, don’t want to overload myself. Plus there’s a lot of submissions here similar to what I’d be putting together. Another time, perhaps.

DM waz up? wrote:

Well, you don't need the feat to take a separate bloodline (I'm not that cruel) but you can take it to roll on the variant ability table..

Roll twice and take both powers if you decide to do it...

1d100 ⇒ 48 You are invisible to all unintelligent undead. This is a supernatural ability.

1d100 ⇒ 46 You gain an additional +2 racial bonus to your Intelligence score.

Ok, totally worth a feat. Done.

I've got a gun-wielding Eldritch Archer coming up. Just not quite finished yet.

Hmmm. I don't really know the setting at all, but I'm a sucker for rolled stats. let's see what the dice have to say.

4d6 - 2 ⇒ (5, 5, 6, 2) - 2 = 16
4d6 - 3 ⇒ (3, 5, 6, 6) - 3 = 17
4d6 - 1 ⇒ (3, 3, 4, 1) - 1 = 10
4d6 - 1 ⇒ (1, 5, 6, 6) - 1 = 17
4d6 - 3 ⇒ (3, 6, 3, 3) - 3 = 12
4d6 - 3 ⇒ (4, 4, 6, 3) - 3 = 14
17, 17, 16, 14, 12, 10 Not bad at all.

3d8 ⇒ (6, 7, 8) = 21
Telepathic lash. Certainly seems to work in the setting.

Great guide (as I've come to expect from N. Jolly). I've re-read it recently because I'm looking at a gun-wielding Eldritch Archer for a Guns Everywhere Victorian-ish setting. A couple of questions on that:

1) Since you talk in the guide about there being little reason to stay in Gunslinger past L5 for Gun Training, should you never take more than 1 level in a "Guns Everywhere" game, since it gives Gun Training at L1 in that setting? Seems like That would make a perfect dip for a gun-wielding Magus, but I didn't really see anything about how the different gun rarity levels affect choices (besides early/advanced firearm).

2) Your thoughts on the "Roving Range" trait? Seems like anything that increases range increments would merit a mention (especially with guns' typically-pitiful ranges), but I didn't see it in the guide.

Good luck all!

Reposting this in case the GM missed it:

Ouachitonian wrote:

GM: Since you mention Tieflings, can they roll on the variant ability chart?

Daphne Hermstos wrote:

Dotting in for later application.

I normally use herolab so need to work out best way to make a character.

Same. I've become quite dependent on HeroLab automating things. If I have the time I may have a go at doing a character by hand. Probably an android exocortex mechanic. Probably.

Wealth: 4d6 ⇒ (3, 5, 2, 4) = 14x100=1400. Huh, average exactly.

DM waz up? wrote:

Well, honestly, an investigator would fit much better (and work better) than a flat out Rouge.

And please mind, if your all ratfolk It might be weird :P

Also I should have also recremended Teifling, as I forgot they have different bloodlines and several of those (not telling to avoid spoilers) fit pretty well...

GM: Since you mention Tieflings, can they roll on the variant ability chart?

Since Gimli, at least, aren't dwarves often portrayed as being culturally similar to Scots? No kilts or bagpipes, obviously, but in many ways. Similarly, there's often a distinct Celtic flavor to the culture of elves and/or halflings.

Interesting. I keep wanting to try an Eldritch Archer Magus who spellstrikes with a firearm, this would be a good game for it (also an AP I've yet to play, another plus). I may put something together. Do you allow non-female changelings? I know it's not standard, but I've seen it pretty commonly on games where changelings are called out as a more common race.

DM Raltus wrote:

A roc is Gargantuan in size, How would that fit anywhere?

** spoiler omitted **

Could flavour it too be a butterfly, it is medium sized so it can go different places without many issues. Just need to take away some of the attacks that are unique to it.

The PRD bestiary entry for the roc has a note on roc companions at the bottom.

Definitely Archmage, possibly Dual Path Champion.

I’m thinking maybe an Eldritch Archer Magus who spellstrikes with laser guns. That sounds like fun.

Eh, I'm planning on using the 25 point buy. Rolling my HP is enough chance for me. Besides, not many of the Tiefling options beat a prehensile tail.

Ooh, Aasimar/Tieflings can roll on the variant ability chart?

When you say common races, does that mean Core? Also, are Tieflings out completely, or just “be warned, some townsfolk won’t like you”? I’ve got a Tiefling Magus from another Wrath recruitment that ended recently I could tweak to fit these rules pretty easily. If Tieflings are out I can still use him, it’ll just take more retooling.

tonyz wrote:
Shiremaker: an order of halfling knights dedicated to creating a new nation where all pipeweed is created equal... which deity would they be dedicated to?

Chaldira Zuzaristan, I'd think.

Wow, big game. Good luck all!

1 person marked this as a favorite.
Fire Drake wrote:
Like watching the DM roll to see if you die or not. I need the extra fignernails trait.

You just need one of these.

1 person marked this as a favorite.

A Druidic circle would be fun too. Lean toward a party composed of Druids, Hunters, Rangers, Shifters, Green Faith Marshal Inquisitors, throw in some arcane support from Nature- or Fey-themed bloodlines, and there you go. Forget human subjects, we’re going to Awaken all the animals and trees in the forest!

Trinam wrote:
** spoiler omitted **...

Question: what demons are you thinking of that are weak against electricity? I flipped through the SRD Bestiary when I was working on my entry, and most demons are immune to electricity. It’s actually forced me into a nonstandard Magus build, since the normal Shocking Grasp build won’t work.

Kingmaker always get a lot of interest.

Someone floated the idea of an all kobold Kingmaker a while back; that seems fun but would probably require high point buy or good rolled stats to counteract their general weakness.

A concept I’ve always wanted to run in Kingmaker is a party trying to reestablish a free Rostland ruled by the Aldori Swordpact; Run it as a Gestalt game, but one side has to be the Aldori Swordlord Fighter archetype (or something similar, maybe Swashbuckler). That gives a coherent theme but still leaves plenty of room for characters to play different roles.

Another question based on the above: if it’s really the skills you’re looking for, would a rogue work? With the right build they can have most everything as class skills.

Kuruk Vetrov wrote:

Hi potentials I'm one of the players in this campaign. I'm pitching in to help the interested.

We could really use a knowledge and arcane resource.
In my opinion what would work best: Wizard, Arcanist, Magus, Bard, or Witch
Not as well but could work with the right build: Cleric or Inquisitor (with high int and knowledge or Magic Domain), some of the int focused occult classes, Int built Sorc.

What we struggle with is not combat but the stuff that arcane casters tend to bring to non-combat. Identification, knowledge skills, and linguistics.

Combat wise we have a monk and a buffalo holding the front, a gun toting slayer, archer ranger, and archer hunter taking down ranged threats. The hunter is also the main healer.

@Tiger Claw we started in New Orleans so Cajun French would make sense. I could see one with a caymen familiar having fun RP potential. Illusion to misdirect could be VERY effective with all our ranged power.

@Slayde77 another ranged combatant might be redundant, you'd need to bring heavy flavor I think.

@DBH good crew of RPers to play amung I'd start with a personality then pick a class.

Hmm, just noticed that. I'd been thinking about a gun-toting Eldritch Archer magus. Spellstrike with a revolver would be pretty cool. But I can go a different direction.

Put the 6 in STR and be a Wizard whose familiar carries his bags for him. lol

I’m a sucker for rolled stats. Let’s see what the dice have to say.

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

Well. Nothing spectacular, but pretty well-rounded. I’ll think on some concepts.

Btw, are we using background skills?

i think I've (finally) settled on a Slayer. Here are my GP and HP rolls:

5d6 ⇒ (4, 6, 5, 1, 3) = 19x10=190

1d10 ⇒ 6

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