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Morlock Slave

Peanuts's page

Goblin Squad Member. Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber. 582 posts (3,844 including aliases). No reviews. No lists. No wishlists. 24 aliases.


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Shouldn't we be getting some significant benefits if we're paying an extra 20 or 40 BP in order to get advanced or monstrous characters? I think that entitles you to a bit more than extra options to pick from. Or am I misunderstanding something?

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Yeah, the world was created from nothing, but the races don't have to be. Even if they are created for the game having an idea of why they are/how they became what they are and giving them a proper identity as a race makes it more fun.

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I'f I'm not allowed to have three races I'll probably just go with Strix and Trogs btw. Someone else said they wanted a Humans and Monster combination, uh... Draco18s. He has contacted bobson directly with his choice.

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Yeah I'm in about the same situation as Gobo Horde, I like when systems are detailed like you guys are discussing, but balance is tricky and not something I've had much luck with. Generally better to keep it simple though.

Unless you're looking to make your system really comprehensive--and willing to triple or quadruple the size of your document in the process--I'd suggest just getting the basics down and then deal with individual bonuses as appropriate when you know what races you're actually dealing with, it'll be much less of a hassle I suspect.

Just my thoughts anyway :)

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I like each of us having our own maps and not entirely knowing where everyone else is, makes it feel more realistic.

Oof! You really don't want them to run into a monster! I think it'd be a cool addition if you could hire experts to go on expeditions, that could provide benefits such as a ranger/tracker providing a bonus to your stealth checks by providing advanced notice of monsters, or a scout providing a bonus to your exploration check, an engineer to make repairs and help overcome/bypass hazards, that sort of thing :)

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Thought 2 sounds better to me.

Maybe rather than having a set pool of points which converts to BP at the end separate them into separate pools and have any leftover or overspent points from the first pool (race/terrain) convert into dice of BP. So 5 leftover race/terrain points gives you 1d8 or 1d10BP (dependidng how generous you want to be), while being over 40 (or whatever limit you set) by 3 or 4 gives you -1d6BP or something like that, add a bit of randomness.

If you're looking for things to spend points on for terrain then another options you could have is to be able to purchase landmarks, lairs, resources etc. in addition to whatever random ones you place so people could buy a gold mine within X hexes of their capital, or a wild herd of elk or a chicken roosting ground or the like.

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By Radius 5 I'd say we should definitely be aware of our neighbors at that point and if we're putting the 'average' rating at a radius of 6 then putting initial settlements about 13 +/- 3 hexes (depending on how crowded we want to make things) apart seems fair to me.

Map looks cool if a bit chaotic, given the ex nihilo nature that fits :) The groupings of terrain type seems fair, they seem to be predominantly in horizontal bands, I don't know if that's intentional or not. I'd probably want to start my settlement somewhere along or at least near the border of two to three terrains so you get some different types to play with (not to mention mountainous and hilly terrain is super expensive to build). As far as size that depends on how many people you actually choose, 5-6 players this seems fair, more maybe enlarge it a bit, less maybe crop it.

Ahh heh, I see you already addressed settlement placement now I scroll down. Well if I'm allowed to have my three races I probably would just roll the dice what with having invested so many points into the races :)

My suggestion would just be to allow the player to specify what sort of terrain they think fits their civilization and take that into account as you think best. Having the option to specify things about your starting location is nice but the prices may be a little high considering the minimal effect of terrain (admittedly it I haven't read much of the rules since I tried to run kingmaker a year or two ago so I'm not sure if that's still the case). Maybe being able to pay to make your starting hex a specific type (and an associated bonus eg Economy bonus for starting next to water, defense bonus for starting in hills/mountains, stability bonus from having rich farmland nearby (plains)) might be more attractive.

Having some special hexes guaranteed would be good, they help to add flavour and depth (and potentially mechanical benefits) to the whole thing.

For questions, Heh, maybe but I'm the same :)

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Probably for the best, I think everyone else would be forced to ally to remove the clearly superior threat of the claptraps and wipe them off the plane :p

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I was only wanting to go for 3, thinking Orcs, Strix and a custom Advanced race that's something of a hybrid Ogre/Troll (Large, omnivorous, rather nasty, a bit dim, without the awesome regeneration unfortunately). Would be ~60 points (30 +(5+10) +(5+10))

The 'we take everyone' civilization does make somewhat less sense with the world ex nihilo concept unfortunately. I'm thinking my civilization is the result of the god blowing his nose (or some other bodily function, self-disemboweling perhaps :p) tying the three races into Humorism (Orcs Choleric, Strix Melancholic and Trogs Sanguine).

Racial Traits Race Point Cost
Type Humanoid (giant) 0
Size Large 7
Base Speed Normal 0
Ability Score Modifiers
Specialized (+2 Str, +2 Con, –2 Wis) 1
Languages Xenophobic (Giant) 0

Advanced Constitution (+2) 4
Defensive Healthy 2
Offense Bite x2 2
Offense Reach 1
Senses Carrion Sense 1
Senses Darkvision 60 ft. 2
Total 20
Final Ability Score Modifiers: +4 Str, -2 Dex, +4 Con, -2 Wis
Trogs are physically imposing with great strength and resilience, but are slow and have underdeveloped senses.

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Draco18s wrote:
Peanuts wrote:
Draco18s wrote:
Idly I was thinking sort of Kaer Maga like civ--that is, at least two intelligent species working side by side. My plan was to have humans and a monstrous race.
Hmm, perhaps we could team up? It would make the kaer maga style concept a bit simpler, both to run and adjudicate.

While interesting, I have specific ideas. I'm just not posting what they are. Bobson became aware earlier this afternoon.

While he said that he hasn't yet worked out how such kingdoms will work, he wants it to be possible.

No worries, just figured I'd offer if it was going to be simpler :)

Bobson wrote:

Well, I'm not done with the the kingdom rule document yet - it's up to 14 pages, and I've still got about a quarter of it left to do (not counting the list of buildings). I also haven't started including the mass combat rules yet. It's definitely a bigger project than I was anticipating.

That said, here's another preview. As always, comments and feedback are appreciated.

Founding your Kingdom wrote:

So maximum of two races then or could you keep going spending 5+points for additional races? Just looking for the boundaries here, I imagine points would start to run short after not too long, especially for monstrous ones :)

In case it wasn't clear Raun began to rage once she got free, huzzah for +2 to will saves.

Raun blinks and stares around as he sight returns, frowning at the state of her sword. She does little more however, before charging forward along the passage way, seeking out the creature responsible.

Move and then if necessary double move until she is in the belgoi's face. If she reaches it after the first move (40ft. move speed) then attack, otherwise just get in it's face.

Shortsword (rage, broken, squeeze, PA/FF): 1d20 + 12 - 2 - 2 ⇒ (20) + 12 - 2 - 2 = 28
Damage: 1d8 + 5 ⇒ (8) + 5 = 13

Crit Confirm: 1d20 + 8 ⇒ (3) + 8 = 11
Crit Damage: 1d8 + 5 ⇒ (3) + 5 = 8

Not if it's intelligent, which presumably it would be if it has ranks in a perform skill.

So is everyone happy with kicking in for a lyre? leaving 1675gp 7sp and 2cp each?

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Draco18s wrote:
Idly I was thinking sort of Kaer Maga like civ--that is, at least two intelligent species working side by side. My plan was to have humans and a monstrous race.

Hmm, perhaps we could team up? It would make the kaer maga style concept a bit simpler, both to run and adjudicate. I'd love to play the monstrous race (thinking some sort of lesser troll, or maybe one of the darker/evil fey races (quicklings are awesome but plenty of others out there)). Not sure if having two races combining BP and such would be unbalanced/unfair to the others though...

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This sounds awesome, I would love to create a Kaer Maga style civilization, just a chaotic mix of cultures, species, and peoples and so that it can actually work as a kingdom, all under the iron rule of a warlord and his 'trusted' council (the Patrician/Ankh Morpork comes to mind as another example.)

I actually recently joined a Lords of Creation game on another forum and was going to suggest a similar sort of idea as Goblin Horde, that we as the players are gods, and we have created/chosen our people and (going back to Discworld) are using them as our pawns in a great game of the gods by dropping them on a pristine new world as our playing board. Would solve the communication issue too by letting the players share their civilizations 'prayers' and make trades by divine intervention.

As to earlier questions, I have UC but not any of the others. I've never used Obsidian Portal and have limited experience with roll20, but if people are willing to give pointers or point me to a good guide I should be okay. as to paperwork, I have something of a love-hate with bookkeeping. I like playing with systems but am kind of... bad at it. Still, willing to give it a go.

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Registering my interest. Will work on something tomorrow, this sounds awesome :D

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Ack! I completely forgot I still had to write my background for this! ugh... There's what a few hours left? Hard to tell being in such a different timezone (Australia)

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Still very much a work in progress but I present Naanteki, Magaambyan Arcanist and Archmage extraordinaire! Because I lack the creativity to come up with 20 levels (or in this case 17) of backstory I'm going to go with her having been through the events as detailed in the Serpents Skull AP by Paizo (which I have played 3/4s of and read the rest).

Anyway, still need to do spells and gear (pending your instructions on gear). As stated in a previous post she will have become a member of the pathfinders during the events of the AP.

I realize I may have min-maxed her a little toooo much. The feat Spell Perfection, and focusing on feats to increase her DCs means she can cast a Maximized Chain Lightning as a 6th level spell with a DC of 51, and +41 vs spell resistance. I will understand if you want me to change that feat :p (without it it would be a 9th level spell, have a DC of 43 and +33 vs spell resistance). These DCs includegear btw

Female Human (Mwangi) Magaambyan Arcanist 10/Wizard 7/Archmage 10
CG Medium humanoid (human)
Init +13; Senses Perception +23
AC 26, touch 13, flat-footed 23 (+13 armor, +3 Dex)
hp 136 (17d6+64)
Fort +7, Ref +8, Will +12
Defensive Abilities hard to kill, mythic saving throws, unstoppable; Immune sleep
Speed 30 ft., fly 60 ft. (good)
Special Attacks hand of the apprentice (19/day), mythic power (23/day, surge +1d12)
Spell-Like Abilities
. . Constant—protection from evil
Wizard Spells Prepared (CL 17th; concentration +33):

Str 14, Dex 16, Con 15, Int 42(includes a +5 inherent bonus from a Wish spell, technically gear), Wis 14, Cha 11
Base Atk +8; CMB +10; CMD 23
Feats , Elemental Focus, Elemental Focus [M], Greater Elemental Focus, Greater Spell Focus (evocation), Greater Spell Penetration, Intensified Spell, Maximize Spell, Merciful Spell, Mythic Spell Lore [M], Scholar, Scribe Scroll, Spell Focus (evocation), Spell Focus [M], Spell Mastery, Spell Penetration, Spell Penetration [M], Spell Perfection
Traits magical lineage, seeker
Skills Appraise +27, Climb +6, Craft (alchemy) +25, Craft (armor) +28, Craft (carpentry) +31, Craft (stonemasonry) +28, Craft (weapons) +28, Fly +30, Heal +17, Knowledge (arcana) +40, Knowledge (dungeoneering) +36, Knowledge (engineering) +32, Knowledge (geography) +21, Knowledge (history) +21, Knowledge (local) +36, Knowledge (nature) +40, Knowledge (nobility) +21, Knowledge (planes) +36, Knowledge (religion) +36, Perception +23, Profession (butcher) +10, Profession (cook) +22, Profession (gardener) +15, Profession (tanner) +10, Profession (trapper) +10, Ride +10, Sense Motive +19, Spellcraft +36, Survival +22, Swim +6
Languages Aklo, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Ignan, Osiriani, Polyglot, Sylvan, Terran, Undercommon
SQ altruistic guardian, amazing initiative, aura of good, force of will, immediate spell mastery, immortal, intoned recollection, lasting goodness, legendary hero, recuperation, righteous contravention, specialized schools (universalist), spontaneous spell mastery, superior spell mastery, timeless body, true archmage, virtuous spells
Combat Gear
; Other Gear 5x25,000gp diamond (expended for Wish)

Special Abilities
Altruistic Guardian (16 allies in 30 ft.) (1/day) (Su) Immediate action, redirect spell or supernatural effect to you.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Metamastery (level adjustment <= 3) (Su) Use 1 power to apply a known metamagic (up to listed level adj) to any spell for 10 rd for free.
Aura of Good (Ex) You emit an aura of good.
Component Freedom (2 components) (Ex) Ignore focus, material, somatic, or verbal components when casting spells (up to max listed).
Elemental Focus (Electricity) +1 DC to spells that deal damage of the chosen energy.
Elemental Focus (Electricity) [Mythic] Use 1 power to force foes affected by this element's spells to save twice (take lower).
Enduring Armor +13 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Energy Conversion (Su) Spend 1 power to change energy type of a spell.
Flight (60 feet, Good) You can fly!
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Greater Elemental Focus (Electricity) +1 DC to spells that deal damage of the chosen energy.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hand of the Apprentice (19/day) (Su) Throw the melee weapon you are holding 19/day.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immediate Spell Mastery (1/day) (Sp) Cast any spell mastered, even if it wasn't prepared for the day.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Immunity to Sleep You are immune to sleep effects.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Intoned Recollection (full round) (16/day) (Ex) Quickly fill an open, unused spell slot from spellbook or Spell Mastery list .
Lasting Goodness (+10 rounds) (Su) Extend duration of [Good] spells unless duration is concentration, instant or permanent.
Legendary Hero (Su) One use of mythic power is regained each hr.
Magical Lineage (Chain Lightning) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Merciful Spell You can cast a spell that deals non-lethal damage instead of lethal damage.
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
Mythic Power (23/day, Surge +1d12) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Righteous Contravention (Su) +2 bonus to dispel effects or overcome SR of evil creatures & objects.
Scholar (Knowledge [arcana], Knowledge [nature]) +2 bonus on two Knowledge skills
Sleepless (Su) You don't need to sleep and aren't fatigued or exhausted from lack of sleep.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Focus (Evocation) [Mythic] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Mastery (Chain Lightning) You can prepare the chosen spells without a spellbook.
Spell Perfection (Chain Lightning) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spontaneous Spell Mastery (2/day) (Ex) Swap out a prepared spell with a Mastered Spell.
Superior Spell Mastery (Ex) Spend 24 hours over 3 days studying to change mastered spells.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Timeless Body (Ex) You no longer take ability score penalties from aging.
True Archmage (SR 0 vs. Arcane spells) (Ex) Non-mythic foes save vs your spells twice. Gain SR, if it blocks a spell, regain 1 power.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Virtuous Spells (Su) Cast good descriptor spells at +1 caster level.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

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Okay so changed my idea slightly, going with the Magaambyan Arcanist prestige path for a Wizard 7, Magaambyan Arcanist 10/Archmage 10. Thinking he/she's not a full-time member of the Pathfinders as he/she has retired to manage her own interests these days. I've managed to max out Int at 48 :p that may lower a bit depending on how the character ends up, but primarily a caster.

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4d6 ⇒ (3, 3, 4, 4) = 14
4d6 ⇒ (5, 6, 6, 4) = 21
4d6 ⇒ (2, 2, 5, 2) = 11
4d6 ⇒ (6, 1, 3, 3) = 131d6 ⇒ 4=16
4d6 ⇒ (2, 5, 2, 5) = 14
4d6 ⇒ (2, 1, 3, 1) = 72d6 ⇒ (1, 5) = 61d6 ⇒ 5=15

So 21, 16, 15, 14, 14, 11. Not really sure at the moment, but probably something in a Divine capacity (currently looking at a shaman).

You say 20th level including racial hitdice, so I assume that means that we can play creatures from the bestiary? I'm really not sure whether or not I'm up to writing a proper background for the career of a level 20 character, but I guess I'll see how I go :)

"Thank you Taros. I will then excuse myself to make myself more presentable." Wilhem excuses himself and makes his way out of the building. He waits until Gralk finishes his circuit of the house and then leads the man to his new lodgings, talking as they go.

He emerges a few minutes later in fresh--though equally worn--clothes, returning to the manor house to receive the advance and rejoin the others before they leave.

I believe there have also been Vancaskerkins in two to three of the other Varisian APs, Rise of the Runelords, Curse of the Crimson Throne and Jade Regent (may be wrong about that last one but pretty sure there was in RotR and CotCT at least, it is something of a tradition to have a Vancaskerkin causing trouble.:p).

"I know the spell you're referring to Ferit, but it is not one I prepare regularly. I would suggest a change of clothes instead." he listens to Taros' description of their target, spending a few moments repeating it to himself to secure it firmly in his thoughts. He is pleased that he need not concern himself with securing more permanent lodgings either. They would have to be careful they were followed, but he suspected Gralk and his men would be sufficient to handle that.

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Grinkins are a strange hybrid creature of a sentient fungus infesting an organic host and controlling it like a puppeteer. The process of creating a Grinkin is usually only accomplished on smaller, humanoid forms, as well as some plants; the host usually does not survive. Stories tell however of great Grinkin heroes that have been able to bond to enormous creatures and bring great strength to their 'community', or even some whose hosts are said to survive and coexist in a symbiotic relationship.

RP Build:
Type: Plant (10)
Size: Small (0)
Speed: Normal (0)
Racial Language: Plantspeech (fungi)

Ability Scores: Standaard (0)
+2 Con, -2 Wis, +2 Cha
Grinkins are tough and jovial and generally get along well with others (assuming they are ignorant of the Grinkin's origins). They tend to be impulsive however...

Claws (2)
Fertile Soil (2)
Natural Armor (2)
Improved Natural Armor (1)
Treespeech (2)
Unnatural (1)

Grinkin Glem:
Grinkin Druid (Treesinger) 2/Ninja 2
CN Small plant
Init +2; Senses low-light vision; Perception +7
AC 15, touch 13, flat-footed 13 (+2 Dex, +1 size, +2 natural)
hp 17 (2d8+4)
Fort +4, Ref +5, Will +5
Immune mind-affecting effects, paralysis, poison, polymorph, sleep, stunning
Speed 30 ft.
Melee 2x claws +4 (1d3+3/×2)
Special Attacks ki attack speed, sneak attack +1d6
Druid (Treesinger) Spells Prepared (CL 2nd; concentration +4):
1st (3/day)—magic fang, entangle (DC 13), cure light wounds
0 (at will)—stabilize, create water, guidance, light
Str 17, Dex 15, Con 13, Int 12, Wis 15, Cha 17
Base Atk +1; CMB +3; CMD 15
Feats Bludgeoner
Skills Acrobatics +7, Appraise +5, Bluff +7, Climb +7, Disable Device +9, Escape Artist +6, Knowledge (dungeoneering) +2, Knowledge (nature) +7, Perception +7, Perform (comedy) +7, Sleight of Hand +6, Stealth +11, Survival +8, Swim +7; Racial Modifiers camouflage, ki jump (running start)
Languages Common, Druidic, Sylvan, Treant
SQ green empathy, ki movement, ki pool, ki stealth, ninja tricks (trap spotter), plant bonds (animal companion, crawling vine), poison use, spontaneous casting, treespeech, woodland stride
Other Gear Thieves' tools, masterwork, 900 GP
Special Abilities
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Camouflage (Favored Terrain [Forest]) (Ex) +4 bonus to Stealth when in chosen terrain type.
Green Empathy +5 (Ex) Improve the attitude of an plant, as if using Diplomacy.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Treespeech (Ex) Can talk with plants as though under continual speak with plants spell.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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Proper background to come, but Grem is basically a happy-go-lucky (albeit creepy) little plant/fungus hybrid whose goal is to bring the wonders of the Grinkins to pandora and basically try and cover the place with fetid fungusy swamps.

Or something like that anyway. He thinks he's on a mission from god whatever it is he's up to.

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I will have a brief background and a more polished character up (including name) after work tonight.

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Cheers for the info mdt and the link Dragon :)

@GM Wolf: Well Ninja is basically Rogue+ and my character will be focusing on melee combat over spellcasting. I shall come up with an altered version of a Rat (from Borderlands 2) for my race :)

@Dragon: Isn't Brawler already part Monk and therefore doesn't allow you to multiclass Monk?

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5d6 ⇒ (5, 1, 1, 1, 3) = 11 = 9
5d6 ⇒ (6, 1, 3, 4, 2) = 16 = 13
5d6 ⇒ (1, 3, 2, 4, 3) = 13 = 10
5d6 ⇒ (5, 1, 4, 2, 5) = 17 = 14
5d6 ⇒ (1, 4, 4, 3, 1) = 13 = 11
5d6 ⇒ (3, 4, 6, 2, 1) = 16 = 13
5d6 ⇒ (3, 3, 2, 3, 5) = 16 = 11

That's pretty bad. Equivalent of a... 13 point buy :s Taking the reroll.

5d6 ⇒ (5, 2, 2, 2, 4) = 15 = 11
5d6 ⇒ (6, 1, 5, 1, 6) = 19 = 17
5d6 ⇒ (5, 6, 6, 2, 2) = 21 = 17
5d6 ⇒ (5, 4, 6, 3, 3) = 21 = 15
5d6 ⇒ (3, 1, 2, 3, 5) = 14 = 10
5d6 ⇒ (2, 2, 4, 5, 3) = 16 = 12
5d6 ⇒ (4, 5, 6, 1, 3) = 19 = 15

That's more like it! 17 Str, 15 Dex, 11 Con, 12 Int, 17 Wis, 15 Cha
I've never actually played gestalt before though, so is there an actual rules supplement for it or what? Does taking the better of the two apply to skills too?

Anyway, thinkin' a Ninjuid (Ninja/Druid). As to race, well that's a bit trickier. Given that I'm meant to have some sort of detriment/curse a rat might be appropriate. Or one of the horrible alternate versions of some other race (midget, etc).

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Harakani DM wrote:

Man, I loved that show. Seems reasonable. Sure- Magus Arcana that lets you shrink a weapon (with normal penalties)

I think it really says something about the Schools that there are three transmuters, two illusionsists and no abjurationists in the applications.

Yeah it was great. They used to play 2-3 episodes in a row every weekend, it was awesome.

Ahh, I'd forgotten about size penalties, so a net -4 since Spell Combat already gives -2 to hit...

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Harakani DM wrote:

Seems there isn't much love for Abjuration.

I know the school is considered weak, so if people want to suggest something I am prepared to consider.


You make a good point.
What ways are in the rules at the moment to wield a polearm one-handed? Titan Mauler, shrunk weapon, Alchemist extra-arm, Quarterstaff Master, Phalanx Fighter level 3.
Am I missing anything?
So possibly a Feat to let you wield it one handed could be designed, if is critical. What do you suggest?

Given his associated rune I think the shrinking weapon might work. Maybe make it so that any round in which he wants to use spell combat his weapon shrinks a size. Actually it'd be pretty awesome if he could shrink and grow it at will, like Monkey's staff from Journey to the West (at least in the version I used to watch on saturday morning TV. He used to keep it in his ear). Not entirely sure how you'd balance it though (especially if he could shrink and grow it that much). You could make it use his pool, but he already has a reduced pool thanks to bladebound... Oh! Make it a special magus arcana replacing his 6th level arcana and/or make it a limited number of times per day. Equivalent to a feat so I think this could work, and I'll just have to wait another level until he can use it and Spell Combat.

As to Abjurers I wouldn't mind one but I wanted to play something other than yet another wizard :since you've already got 3. So I figured some diversity was in order, hence the magus who have a grand total of 13 Abjuration spells available to them over their whole career. I'd certainly enjoy less competition for a spot :p

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Sorry for neglecting this one alientude. It seems cool but I'm not going to be able to get a character done in time. I hope you guys have fun :)

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Harakani DM wrote:
@peanuts: Magus only need an explicitly free hand when using Spell Combat, which has not been changed.

Well that's kind of a bummer since that's one of the main benefits of the magus... hmm...

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Alright, preliminary crunch!

Preliminary Crunch:
Azlanti-blooded Magus
Male Human (Azlanti) Magus (Bladebound) 5/Champion 2
LE Medium humanoid (human)
Init +3; Senses Perception +5
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 48 (5d8+20)
Fort +6, Ref +2, Will +5
Defensive Abilities hard to kill
Speed 60 ft.
Melee bardiche of the <insert> +11 (1d10+9/19-20/×2)
Special Attacks mythic power (7/day, surge +1d6), spellstrike
Magus (Bladebound) Spells Prepared (CL 5th; concentration +7):
2nd (3/day)—bull's strength, scorching ray [M], bladed dash
1st (5/day)—shocking grasp (x2) [M], shield, enlarge person (DC 13), burning hands (DC 13)
0 (at will)—disrupt undead, mage hand, detect magic, light
Str 20, Dex 12, Con 14, Int 14, Wis 12, Cha 8
Base Atk +3; CMB +8; CMD 19
Feats Arcane Strike, Craft Wondrous Item, Furious Focus, Power Attack, Power Attack [M], Skill Focus (Knowledge (history)), Weapon Focus (great terbutje)
Skills Climb +11, Craft (calligraphy) +4, Knowledge (dungeoneering) +8, Knowledge (history) +10, Perception +5, Sense Motive +3, Spellcraft +10, Stealth +4, Swim +11
Languages Azlanti, Common, Infernal, Thassilonian
SQ amazing initiative, arcane pool, black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, spell combat, spell recall
Other Gear +1 Mithral Chain shirt, 890 PP
Special Abilities
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Pool (+2) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Impossible Speed (+20 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Power Attack -1/+3 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

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As for backstory, I'm sticking with him having found an Azlanti/Thassilonian artifact that turned him into an Azlanti (though not pureblood this time), which is of course his blackblade. I'm thinking there's some sort of spirit trapped in there since Thassilon's heyday and my character was the first to stumble upon it in 10k years and wake it up. I'm open to suggestions as to the nature of the entity in the blade (a Bardiche, there may be some mechanical issues with it, as it is not normally a valid choice) and it's mission.

I'll try and get a finished version and a more polished background up asap, but I hope this is enough to get me into selection. I'm not too fussed about Virtue/Rune at this stage, but a lot of his spells are transmutation so far, so that would make sense. I'd probably prefer Zealous too, but I'd be okay with any.

Oh, o n a mechanics question, you said he could use a polearm for his blackblade, but most (if not all) are two handed weapons and Magus generally need a hand free for spellcasting. Are they also exempted from this requirement when wielding their blackblade? It would be pretty cool to be inscribing runes in the air with the point of his blade :p

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Oooooh, that's a minus?! Man, okay I had no idea that's what you meant :p Heh, like the others I thought that was pretty powerful... Alright, I'll go for a more standard race then, I thought you got both a powerful RP build and 20 attributes on top :P

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Ruh roh, I better get off my ass then. My race concept is pure-blooded Azlanti (according to the inner sea world guide they can still show up now and then). I'm thinking he was a normal human and stumbled upon some strange Azlanti/Thassilonian device which rewrote his genetic code. They have +2 to all stats, and require GM permission, but I have managed to stat them up with the 24 points allowed. That sound okay?)

Race Build:
Type: Humanoid (human) (0)
Size: Medium (0)
Speed: Normal (0)
Language Group: Linguist (1)
Racial Language: Azlanti
Ability Scores: Advanced (4)
+2 to all Physical
+4 to Intelligence (I'm happy to stick to just +2 as per the inner sea world guide if you'd like, but this was the cheapest way to get the +2 to all stats)
-2 to Wisdom

Ability Scores:
Advanced Charisma (4)
Advanced Wisdom (4)
Advanced Wisdom (4)

Feat and Skills:
Skilled (4)
Static Bonus Feat (Skill Focus) (2)

That seem okay with you? If so I'll finish up my character asap, but might not be until boxing day :s

Yup. Should we just be roleplaying by ourself for a little while? I've been waiting for something from the GM so I'm not just telling you guys what sort of snacks Reve likes.

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Count me interested. I've got an idea for either a brawler or a shaman, good to see the ACG is acceptable :) I'll get something up in the next few days.

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Harakani DM wrote:

@Peanuts: sorry...

Remember no divine from any affiliation other than Lissala.
There is a cleric already, divines will have to work with him. That said, one of the outgoing characters is an oracle.
I am reluctant to allow ACG given the playtest is over and the book is still to be released.

I'm still playing RotR so have carefully avoided knowing much about it. I know what a Sinspawn is though.
At this point the characters are still in "Virtue". Potentially there is some sort of virtue-spawn idea... but I'm going to suggest not. Sorry again :(

No worries. I'm still interested in playing, will just have to have another think :) the requirement for Craft Wondrous Item is a bit limiting, but I'm sure I'll come up with something.

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Registering my interest! First question, are you allowing classes from the advanced class guide playtest? I'm thinking about a Warpriest or a Shaman. That or a Druid or Cleric if the ACG isn't allowed.

For race I was actually thinking of trying to make a 0-HD version of a sinspawn :) It managed to escape from the events of the actual Rise of the Runelords campaign and was experimented on and 'modified' until it could function in civilized society.

Does this sound viable?

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Are you all full up here, or would I still be able to submit a character? I'm guessing you're probably full since you've opened gameplay, but I love this sort of idea. My RL game group was going to do a similar concept but the GM ended up moving away which was a major bummer.

Let me know!

So we have...

Rob - Isroth of Xin-Shalast, Samsaran Arcanist
Biowolf - Human Skald or Halfling Swashbuckler
Jubal - Charbonardent, Half-giant Warpriest
Thron - Radyx Felston, Human Fighter
Celeador - Al'cazar the Sihedron Legionnaire, Shoanti Bloodrager
Kagehiro - Valko van Richten, Half-Elf Investigator
Peanuts - Wilhem Versade, Human Arcanist
Winwaar - Human Dirge Bard

Almost ready to go :)

Umm, I guess not, no. I figured they'd be more for outside the dungeon. A squad is five it says, but I'm happy to only have 3, which i have concepts for already, just need some refinements. Are you okay with one of them having different stats/feats/equipment etc. to the other two? (it would be Gralk. The other two are a pair of Ulfen fraternal twins that he hired/purchased in Kaer Maga)

Preliminary character stats and partial background for Wilhem Versade

Some spoilery questions that occured to me and may help my background:
Question for Crusty (filtered to what my character might know)
How long has/when did Kaer Maga come/been under siege?
Is the library refered to in City of Strangers (page 18 bottom of left column) the one the PCs discover at the end of AP 04 Fortress of the Stone Giants. What has happened to this library, it's 'guardian' (the Black Monk), and the item he protected (the Emerald Codex of the Therassic Order)? (I expect it has come under the sway of the Cyphermages, but is it's existence public knowledge, or even private knowledge to the Therrasic Spire monks? Have things actually changed at all for them since Karzoug's return given their isolation in Kaer Maga?)
What has happened to the Revelation Quill found by the PCs in AP 05 Sins of the Saviors
What has happened to the Runeforge and Vraxeris' collection of religious books from AP 05 Sins of the Saviors

Wilhem Versade
Male Human (Chelaxian) Wizard 1
NE Medium humanoid (human)
Init +3; Senses Perception +0
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 7 (1d6+1)
Fort +1 (+5 circumstance bonus vs. cold weather), Ref +3, Will +2
Speed 30 ft.
Melee hanbo -1 (1d6-1)
Ranged light crossbow +3 (1d8/19-20)
Wizard Spells Prepared (CL 1st; concentration +5):
1st (3/day)—mage armor, ray of enfeeblement (DC 16)
0 (at will)—mage hand, detect magic, dancing lights, sotto voce (DC 15)
Str 8, Dex 16, Con 12, Int 19, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 12
Feats Combat Casting, Spell Focus (necromancy)
Traits alabaster outcast, devotee of a dead god
Skills Appraise +8, Diplomacy +6, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (religion) +9, Spellcraft +8, Use Magic Device +5
Languages Common, Giant, Necril, Thassilonian, Varisian
Other Gear Haramaki, Crossbow bolts (25), Hanbo, Light crossbow, Adventurer's sash (5 @ 6.28 lbs), Cold weather outfit, Signet ring, Spell component pouch, Spellbook, Trail rations, 9 GP, 5 SP
Carried by guards: Noble's outfit, Trail rations (5), Wizard's kit
Special Abilities
Alabaster Outcast +1 Diplomacy & Intimidate within Magnimar.

Arcane Reservoir:
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold an amount of magical energy equal to three times the arcanist’s level. Each day when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 1 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points that the total mentioned above, points gained in excess of this maximum are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers (see arcane exploits). In addition, the arcanist can expend one point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the DC of the spell by 1. She can expend no more than one point from her reservoir on a given spell in this way.

Cold weather outfit +5 Fort save vs. cold weather.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Consume Spells (Su) The arcanist can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if she had used it to cast a spell. In doing so, she adds a number of points to her arcane reservoir equal to the level of the slot consumed. She cannot consume cantrips (0 level spells) in this way. Points added to the arcane reservoir in excess of the limit (see arcane reservoir) are lost.
Devotee of a Dead God (Diplomacy) You simply cannot and will not accept that Arodenthe Peacock Spirit is dead.
Your faith in his teachings and religion are stronger than ever. You gain a +1 trait bonus on Diplomacy checks and Knowledge (religion) checks. One of these skills (your choice) is always a class skill
Potent Magic (Su) Whenever the arcanist expends one use of her arcane reservoir to increase the caster level of a spell, the caster level is increased by 2 instead of 1. Whenever she expends one point from her arcane reservoir to increase the DC of a spell, the DC is increased by 2 instead of 1.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.

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Born the 10th day of Gozran, 4686 in Magnimar Wilhem was priveleged to grow up as the second child of the noble Versade family. All was not quite as it seemed for the Versades however, the family struggling to keep up the facade of an afluent house, while the extravagant parties and celebrations they threw for the elite of Magnimar continued to empty their dwindling coffers. Welhem, a quiet, studious boy fell squarely in his elder sister's shadow; an outgoing, convivial girl who had inherited seemingly all of the family's reputed talent she was lavished with their parents attentions as the potential savior of the family's fortunes.

Ignored by his mother Savasha Welhem nevertheless received some support from his father, until he passed away as Wilhem approached manhood. To the young man's eye his mother wasted no time in moving on, betraying her husband's memory as she married a wealthy elven merchant. Wilhem remained in the family home for a few more years, but eventually he could stand it no more. He informed his mother--now pregnant with twin boys to her new husband—that he was leaving to seek his own fortune in the world. He almost reconsidered when he saw her shocked expression, but little more than a week later he found himself venturing forth accompanied by Gralk, a particularly bestial looking Half-Orc gladiator who the family had employed in the past, and—what seemed to him at least—a rather meager amount of money and supplies.

Wilhem and Gralk wandered for some time, the young scholar seeking aimlessly for a mentor beyond the bounds of Magnimar. Finally after half a year their weary feet carried them to the City of Strangers, where Gralk originally hailed from. It was his suggestion that there were several arcane organizations and groups amongst the chaotic mishmash of it's inhabitants.

A few weeks later Wilhem found himself apprenticed to one of Ankar-Te's necromancers-for-hire (to be completed)

Aww man, less spells :( Everything else is incredibly awesome however! I should be able to finish up my character tonight at work now :)

Yeah I saw that Crusty. It gets even better with the 11th level trick (you get points back depending on the level of the spell you counter)

My character is a Human Arcanist btw, who is trying to resurrect/rediscover/inherit the powers of the Peacock Spirit :) (though I guess that last bit would require Mythic tiers)

Ooooh. Having lived in Kaer Maga prior to Karzoug's reemergence is my character likely to know anything else about the Ardoc brothers? Mainly interested in who they may have been affiliated with in KM, or at the least what district they operated out of. I'll be sticking with the ties to the Therassic Spire for my Arcanist either way but it may provide an 'in' for my character if they could have crossed paths in the past.

Really hoping Bulmahn gets the updated Arcanist out tomorrow.

Heh, yeah the CR system doesn't handle parties outside 3-5 PCs too well :p I guess we can look at it this way, it'll give us a chance to playtest more of the ACG classes :p

From the **Official Query** Arcanist Revision thread posted about 24 hours ago.

Jason Bulmahn wrote:


As an aside, I am hoping to get the revision out this week.

Jason Bulmahn
Lead Designer

So hopefully it will be done in time. I've been keeping a keen eye out for Jason's posts for just this reason :)

hehe, guess we won't be starting today then :p Any update on the cyphermages Crusty?

Heh, not the only one there Jubal :) I'm just waiting for the info on the Cyphermages to finish up (and hopefully for a herolabs update)

Jason Bulmahn revises the Arcanist Concept

This sounds so much cooler. I actually liked the 'unlocking their blood' aspect but the Blood Focus mechanic was pretty lame (at least for the sorcerer half of it. Having Resist Cold 5 for half a minute? Pretty meh...). Now it seems they're keeping the cool hybrid spellcasting I like and turning them into a sort of magic vampire or something! :)

Yeah I didn't think there was anything about upkeep for teams, but I wasn't sure how that would resolve with the food prices. I will likely go with the guards (and given that he came from Kaer Maga they are probably slaves anyway).

Heh, yeah Kaer Maga is pretty crazy, and I spotted a number of references to Thassilon and the runelords reading through it :) I had actually decided on my guy being interested in the Peacock Spirit before I found the Therrasic Spire, so that fit in well. There's a pretty good reason Karzoug would want to get a hold of the place too buried underneath from what I skimmed :p

Oh, I meant to ask Crusty. Alabaster Outcast allows you to start with an additional mundane item worth up to 200gp. Considering I can't wear armor or need much else in the way of expensive equipment I was wondering if I could instead have that 200gp item as a team. I was thinking either a team of Elite Guards (170gp) or a team of Lackeys (120gp) and Laborers (70gp). Thoughts? I need to reread the stuff on teams myself to remember if I need to pay upkeep and the like for them as I imagine the food costs would come into play then.

DM Crustypeanut wrote:
Well let me get more info up, see if it helps ye. I need to also put a bit up on Riddleport.. left it out entirely. I'll admit, my knowledge of that city isn't as detailed as I'd prefer! XD

Alright, I'll check back before work this evening then. As to Riddleport, Second Darkness should have what you need.

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