Seltyiel

Pennor Ningannel's page

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Sczarni

Mechanically, I know it's hardly a strong feat, but I'm not looking for the number crunch with this particular choice. The reasons I want it are simple: This character was built mostly around being the face of the party, as well as overall playing upon the social aspects of the game world (prancing around with nobles, working things out with merchants, fighting off bards in a verbal duel to keep our reputation up, etc.) It gives me something to look forward to in the future as I work towards my character's goals. It's a good carrot for character development in my mind, I find it fits my character choice and it was a feat which appealed to and tickled my fancy.

According to my Gamemaster, once I complete this goal and the feat evolves to it's full potential, I can then swap it out for a new story feat while keeping the benefits of the old one- to be honest, a never ending plot hook which grows sounds kind of neat to me.

Sure, there are other more crunchy feats out there, but this one has a certain charm to it I couldn't resist.

Sczarni

To be honest, I think that would work just swell. Being an Aasimar, he'd outlive both parents, so death by sorrow, old age, etc, could all happen within his lifetime. I'm thinking the affair also gave him another welp, which would lead to the competition the Aasimar would be unaware of the claim what is rightfully his. With the Aasimar unheard of but all to the noble himself and a select few, silencing them or hiding the evidence of the transfer would be easy, allowing the usurper to step in and try to hold power.

Any other suggestions out there?

Sczarni

So our Gamemaster has decided to allow the Ultimate Campaign book into the campaign we are currently playing, as well as offering us to switch out a feat we currently have for a Storytelling feat. I wasn't too keen on the prospect at first, but after doing a little reading one of them seemed to match where my character was going in life, as well as a little with the character's past:

Lost Legacy (Story):

What once belonged to your family shall be yours again.

Prerequisite: Your family must have claim to an inherited title or position that no longer belongs to them, or have the Dishonored Family background. You can take this feat even if you have no knowledge of this lost family title.

Benefit: You gain a +1 bonus on Charisma-based ability checks and skill checks.

Goal: Regain your family's lost claim, either for yourself or another in your family. In the process of completing this claim, you must decisively defeat a challenging foe that seeks to deny your birthright.

Completion Benefit: You gain a +1 bonus on Wisdom ability checks, Wisdom-based skill checks, and Will saving throws.

Special: If you manage to regain your position without defeating a challenging foe, you may still complete this story feat at a later date if a suitable challenging foe attempts to steal your birthright again.

I'm really excited about the feat, but I only have one problem: It doesn't click perfectly in my mind with my character, which is why I'm here on the forums. Basically it boils down to me looking for suggestions to help me move and shift things around to make the feat work with the background I do have supplied for the character, as well as what I've considered as a possible claim.

Some Information on the Character:

Character Class: Starsoul Tattooed Sorcerer
Character Race: Aasimar (Peri-Blooded)

Character Description: The aasimar in question is a male whom everyone assumes is a woman based on appearance, voice, and mannerisms. He's graceful in movement, has soft, angelic features, fair skin, and curved in the right places. The aasimar's hair trails down in snow white, curling locks, descending to about mid-back or so. His tone and voice are melodic and smooth, song-like in the way they run. He also smells sweet, almost as if the fragrance of roses covers him and follows him everywhere. Silvery tattoos cover his body, forming intricate lines and arcs in constellation-like patterns which have a light glow to them. He doesn't sweat, his clothes dance lightly even without wind, and his shadow always seems to have avian wings attached to it- even though he has none.

To sum it all up, he looks and acts like he's a beautiful, angelic lady.

Moving forward to what he's currently up to: The aasimar wants to build a noble household, has gone out of his way to get a nice signet ring set up, bought the proper forms to allow the purchase of land, gotten a landless title from a noble (which the Gamemaster has set up just as "Lady," which works for him,) is getting a torchbearer as a handmaiden off the bat (the feat later evolves into leadership,) and working about setting money aside to buy the land I'm looking for.

Before the Aasimar's Existence: The Aasimar's mother is a delightful young Varisian woman who was wed to a wealthy, charming young man, whom desired to have an heir to carry on their family line. Sadly, the young Varisian woman was found to be barren. Try as they could, they were unable to have children, causing the man to grow slowly bitter, while the wife drew into the shadows of sadness. It was later discovered he was having an affair with another woman, hoping to gain the heir he so desired. This caused a greater sadness in the woman, whom after discovering her husband's unfaithfulness left and went on her way back to her family.

Charater's Existence: The aasimar was born to a barren woman due to the handiwork of a star gazing Peri, whom after discovering her watching and wishing on the stars above for many moons, took compassion on her and granted her wish to bare a child. She had an easy and near painless child-baring, the aasimar coming out a healthy and beautiful child.

Things get a little fuzzy here, but the Aasimar learned in his youth of his origin and grew close to the stars, admiring their beauty and desiring to learn more about them. This soon led to the tapping into of his bloodline, finding the power of the stars and cosmos seemed to whisper and draw to him, allowing him to command power he wasn't aware he had.

He grew up embracing his grace and appearance, his mother raising the young boy as her daughter, wanting to protect the already odd child from being further different from those around him.

Where to go from Here: As for where to go from here, he's already on his way to build a household, my mind keeps drawing to how perhaps the signet ring he designed, as well as the desire to create a household line, all draws itself back to his father's household. My problem with that idea is how I'd link the aasimar back to the father's household line and having a stake in claiming legitimacy towards the noble house.

I've thought of the idea maybe the house was founding originally by a lord who was born under similar circumstances, an aasimar who should have been the child of what was an unfaithful man- but the idea sounds farfetched and odd in my head.

I guess the end result I'm looking for is that link, the link which would either entwine the new house the Aasimar is creating with the old house, letting it rise to the top, or to link him into a grab for the old house he should have somehow been a part of.

That's all I have at the moment, if anyone wants to take a stab I'd greatly appreciate it.

Sczarni

I'm looking into jumping into Pathfinder Society in the near future, with the goal of playing something akin to a gambling Errol Flynn bard with a splash of lock picking goodness. I have a few stat blocks picked out, as well as race selections, but the trouble I'm having is figuring out exactly how to make the build work the way I want.

What do I want out of the build:

*A swashbuckling, piratical feel, rapier included
*With some actual usefulness to support the party with damage
*The ability to pick my way through locks and disable traps
*The ability to smooth talk my way through most conversations

I know there is the Archeologist archetype, which would swap out quite a few of the Bards natural abilities to make it more roguish, but I'm looking for a straight Bard alternative if possible.

Stat Blocks:

Human Bard::
STR: 14 (+2) |5 points
DEX: 16 (+3) |10 points
CON: 12 (+1) |2 points
INT: 12 (+1) |2 points
WIS: 7 (-2) | -4 points
CHA: 14+2 racial (+3)|5 points

Total points spent: 20

Tiefling Demon Spawn Bard::
STR: 12+2 racial (+2)|2 points
DEX: 16 (+3) |10 points
CON: 12 (+1) |2 points
INT: 14-2 racial (+1)|5 points
WIS: 7 (-2) |-4 points
CHA: 14+2 racial (+3)|5 points

Total points spent: 20

Tiefling Rakshasa Spawn Bard::
STR: 14 (+2) |5 points
DEX: 14+2 racial (+3)|10 points
CON: 12 (+1) |2 points
INT: 12 (+1) |2 points
WIS: 11-2 racial (-1)|1 points
CHA: 14+2 racial (+3)|5 points

Total points spent: 20

I've thought about taking the Vagabond Child regional trait from the Taldor book to add Disable Device to my class skills list. Being a Pitborn Demon Spawn would add a +2 Disable Device and Perception as a racial, which would give me good bonuses for needed skills.

I'll add Profession: Gambling to my list of skills- aside from that, I am mostly needing help making it a viable build in melee combat. Any suggestions?

Sczarni

Alright gang, once again I'm asking for some help on building a character with the concept I'm going to roll out below.

So I've read through the wonderful Paladin guide by Bodhi and quite enjoyed it, I'm currently using a Castigator type build, with stats based on actual dice rolls instead of a points system. With my rolls I pulled up the following numbers and started stating like

this:

An 18, 14, 15, 13, 13, 15.

I put them into the following stat slots.

STR: 18
DEX: 14
CON: 15
INT: 13
WIS: 13
CHA: 15

Being a human paladin I put the floating +2 into strength, cranking it up a notch to 20. I'm starting at level 2, so my saves have kicked up nicely.

Now, you're probably asking, "Hey Pennor, what does any of this have to do with reach weapons. Well, I'm building the character around the idea of drawing attention to himself during combat to keep the enemies off of his friends, taking blows for them while he dishes out damage.

Now, a reach weapon would allow me to annoy quite a few enemies every while, but I'm wondering if there is a viable build focusing on using a reach weapon to pull people in for a good beating, possibly with some tripping, disarming, or other such tricks involved. I'm allowed to use both Pathfinder and 3.5 material, so feel free to throw it out there as well as where it is from.

Sczarni

From the forces of good or god/desses of good I would assume. Only the Sacred Servant seems to be required to have a specific deity chosen. I don't see why you couldn't say 'worship' the powers of good itself, instead following specific examples from several god/desses.

For instance, a belief in following the laws as set to follow Abadar's examples, all but the laws set in wickedness for immoral gain. A paladin could strive for a belief in community, family, and helping ones fellow man from Erastil. A page could be taken from the great Iomedae, giving the paladin an upholding idea of valor, honor, and justice in the name of what is good.

You could continue with Irori, with the belief of always seeking to better oneself and learn something new each day, working to perfect yourself as you struggle along the path to purity and righteousness. The ideal of the redemption of yourself and others, as well as honesty, could come rising from the fires of Sarenrae, burn itself into your heart as a constant reminder you are never too far away from falling yourself. Why not even stand up as a tower of protection for others, shielding those as would please Torag?

I think setting a code based on following ideals of multiple god/desses, the overall force of good itself, would be a possible and probable force which could allow one to be righteous enough to gain the powers of a paladin, following along the path of the knights of old to rise and strive to fight for what is considered good and just.

Akin to Sir Lancelot before his fall.

Sczarni

I'm not quite getting where it says I must worship a god/dess in the Campaign Setting The Inner Sea World Guide, nor where it says I should have one in PFS Organized Play Guide. Is there something I'm missing or a quote link I should refer to?

Sczarni

1 person marked this as FAQ candidate.

I have read the Core quite a few times over to try and find an answer, as well as did a few searches through the search bar (perhaps my searching abilities are a bit lacking,) but most of the topics seem to cover god/dess needing to be one alignment step from the character to gain their 'benefits'.

I'm wondering if perhaps a Paladin could be godless, gaining his righteous powers from the overall force of 'Good'. Does a Paladin need a god/dess in order to be blessed with the ability to fight for the forces of good?

Sczarni

Recently I have started working on a rogue half-elf character with a 20 point buy system. While I do have a good grasp on the character concept, my ability when crunching numbers is still growing at a crawling pace, so I'm seeking advice to throw a playable build together to make the character work well in a party.

I'm wanting to build a rogue who's good at disabling and playing with traps, open and bypass most locks I run into, who can talk his way into and out of most situations, as well as be an overall skill monkey. I've run through a guide or two and while they were informative, most of them seem to focus quite a bit more on combat, which is something I'm not wanting to absolutely excel at- I'd play my old barbarian otherwise.

I've thrown a few points around, and here's what I've got.:
STR 7 (-4 points saved)
DEX 16 (10 points spent)
CON 12 (2 points spent)
INT 15 (7 points spent)
WIS 10 (0 points spent)
CHA 14 (5 points spent)

That's a grant total of 20 points there.

I plan on taking Weapon Finesse with a rapier to be able to stab things with my DEX score instead, and my reasoning behind not cutting out points from WIS is due to perception, which I would rather not have a negative score in at the starting.

Tell me what you guys think, I'm open to suggestions and learning a few new tricks. After all, if I'm not learning something new each day I'm living wrong.

-Pennor

Sczarni

Thank you all, this is a grand amount of advice I can keep in mind.

I picked up the random dice rolling for drama and suspense on the GMs part, my current GM does it often and it can be quite frightening during high-tension parts of the adventure.

Another GM gave me a piece of advice which I enjoyed- cheat, always cheat both for and against the characters for the sake of fun, which I can agree with. Not every poor dice roll should ruin the experience for a player- and I've had those moments where a brilliant idea comes to mind at a vital moment- and was crushed with a poorly rolled 1.

Sczarni

Within a month I am planning on running the Council of Thieves adventure path. This affects me in several ways: filling me with wonder and excitement at the idea of running my friends through an exciting quest involving intrigue, the almighty diabolism controlled country of Cheliax and it's city Westcrown, battling forces on both sides of the law. At the same time, it also draws to mind questions I need answered, as well as a search for general advice to buff myself as I prepare for the adventure ahead.

I own the Pathfinder Gamemastery Guide, which has been a great deal of help, as well as the Council of Thieves: Bastards of Erebus book. It seems pretty straight forward, but I'm wondering if there is:

A. Any advice which can be offered about this particular adventure path from people who have run it.

B. Any advice in general which a new GM should know which would help things to run smoothly.

Sczarni

I currently play with another player who had the most amusing Gnome I've ever run into. "Nigel Neggabeggabob Fizzwhippit" (yes, his full name was just so,) was the most curious gnome alive, the subject didn't matter, he wanted to learn about it if it perked his interest. He always carried name cards with his full name on them- the cards then folded down and outwards to reveal it completely. He insisted on giving these cards to everyone he met, which lead to many different reactions.

He pulled pranks often- including once where he urinated in the public fountain, then told a man in a drunken stupor there was beer in the fountain, which the drunkard then proceeded to drink out of.

Best advice I can give is to go crazy with the gnome, everything is over the top, from inventions to even introduction. Be curious, blow things up on accident often, play pranks- go wild. Before you know it, you'll be a Gnome Gnome-one will ever forget about.

Sczarni

Alchemist is always a good choice for a character focused on throwing things. An Alchemist starts with Throw Anything, which would negate any penalties from throwing improvised weapons. People seem to forget, Throw Anything means anything is a throwable, not just knives, daggers, darts, stars, etc. Pick up some rocks and throw them, they're easy to find and restock yourself with. Rush into a room and throw a table at someone, throw chairs, throw mugs, throw kegs- throw everything.

Don't forget, people can always be thrown too- pick up a gnome and toss him at the half-orc mouthing off at you.

Sczarni

blackbloodtroll wrote:
They stack.

Ah, you'd be right. I think my mind was flying to the Magus' Blackblade archetype.

Sczarni

BQ wrote:
Must admit that after having had a look at the Elemental Rage powers and Beast Totem rage powers a two weapon fighting Barbarian should be pretty good. You've got the elemental rage to give the weapons energy damage and the ability to pounce from the beast totem. Seems pretty good to me.

Oh, it does throw out amazing damage, even with just the Elemental Rage power line. Throwing in all the stats I pointed to a post or two above, I was easily hitting above 50 damage in most cases, up to the 92 points of damage I hit tops last game. With the new level (we all just hit level 11,) Greater Rage kicks in and you are even more likely to put the hurt on people.

Sczarni

blackbloodtroll wrote:
Arcane bond + tumor familiar.

Arcane bond + tumor familiar is a decent idea, except if your arcane bond is also a familiar. Sadly you cannot have two of them- tumor familiars are also- a bit gross to most party members, which does add to some interesting roleplay bits about this attachment you have.

Sczarni

Ah, I personally took a dip into the Wizard class as an Alchemist for multiple reasons.

1. Fluff. In the campaign I had rescued a cat from a den of evil spiders in a crypt, I wanted to keep it and handle animal was just out of the question, so I instead made it a familiar. It also fit well into his character concept.

2. More spells per day. With a dip into Wizard an Alchemist can easily be casting quite often with both arcane spells and extracts. Later add the ability to give those extracts to friends with a discovery, level up and make those bombs more powerful, and you become quite pesky.

3. All knowledge types as class skills. I play my Alchemist like the brains of Bruce Wayne, vast knowledge of everything is key. So I reach into the back of my mind and pull forth everything I want to know.

4. Will save gets a +2 added to it. Naturally your Will save as an Alchemist is a bit horrid, so a level in wizard fixes it slightly- no, it's not a sole reason to take a level in it, but it's a bonus.

Those were my reasons to take the dip- not to mention, Alchemist is pretty awesome even without it's final Grand Discovery, so if you want to throw around a level then go for it.

Sczarni

Vienemen wrote:

Does no one like the concept behind the grabarian because its not the top dmg dealing build? I have leveled this single class barb focused on grapple since close to lvl 1 and he has dominated the enemies. Grabbing two foes at once and pinning them later on with greater grapple...fun stuff.

Anyways, I had two thing bothering me that I need help answering. Would elemental rage dmg apply to grapple maneuvers?(animal fury bite as well?) The rage power states melee attacks only. I say they do because a CMB is an attack rolls RAW but my group says grapple is a standard action and not a melee attack. I need RAW to back up my arguements.

Second was what is your alls stance on armor spikes and if you add str mod to spike dmg on successful grapples?

BTW my barb went Invulnerable rager instead of the brawler one while focusing on grappling. I am glad I did as well. That DR is king.

Nah, I like the idea, I just like smashing things with flaming/one more elemental swords of fury.

As for your question about Elemental Rage, I don't think it would apply to the initial grapple. But I would think if you continue your grapple and use an attack as your "other action," it would apply. It is a melee attack in my mind, it's just attached to a grapple.

Personally, I don't use armor spikes, but I've considered it. Once again, I don't really grapple much, but I bet someone else would be able to answer the question.

Sczarni

Sleet Storm wrote:
Intellegent??? Very unfortunate word for spelling mistakes:)

Hah- funny thing, I spelt Intelligent right throughout the post, but not in the title, how funny.

As for the item in question, it was interesting, but my party decided to remove it from me with a "Remove Curse." Then they told me it left me and didn't want me anymore, "But it wanted to be my friend." Oh well.

Sczarni

I've been having a great deal of luck with my two-weapon wielding barbarian at the current moment. I'm currently using the feats Power Attack, Cleave, Great Cleave, Two-Weapon Fighting (Improved,) Double Slice, and Two Weapon Rend.

Throw in there both Lesser and Normal Elemental Rage, Smasher, and Knock Down into the fray, while wielding two Flaming weapons (a long sword and short sword,) you can do quite a bit of damage. If you roll right, you're looking at 3d8 with Str bonuses for long sword strikes, add another 2d6 for each of those for the Flaming effect and Elemental Rage, 2d6+ Str bonuses, with 2d6 once again for Flaming and Elemental Rage, then one more d6 for Lesser Elemental Rage. If both your off-hand and regular hand hit you also add in a d10 due to Two-Weapon Rend.

In total if everything goes smoothly, 3d8+Str (Longsword strikes)+2d6+Str (Short Sword strikes)+11d6 (Flaming effect + Elemental Rage + Lesser Elemental Rage) +d10 (Two Weapon Rend), which is a world of hurt. Lots of dice.

Sczarni

Alright, so I'm going to ask a few questions, but after I recap a few things.

I am a level 10 barbarian, playing around the elemental rage powers, two-weapon fighting, as well as sundering and causing enemies to scream as fire and ice filled rage hits them.

Last gaming session my party as of recently has ticked off a group of rather evil beings who are trying to bring back an extremely powerful beings, last play we ran into some of their higher up lackies inside of a town. There were a few casters, a ranger, as well as what seemed to be a barbarian, who struck my character with a large two handed sword. As it slashed me, it seemed to suck out some of my blood for a moment- which would then disappear from the sword as if it were drinking it. In a few more attacks it felt as if it were tugging at my soul, wanting to pull it out and away.

We defeated the men, sending most of them fleeing with a teleport or two- but the Barbarian we downed. Being that my character likes to take shiny swords which seem powerful as trophies, I couldn't resist the sword and started to wrap it up- when it spoke to me, calling me "friend," and telling me, "We're going to have fun together." Obviously it is either an intelligent item which may or may not be cursed, sadly I haven't seen the stats for my new- "friend," yet, but will be tomorrow. One thing I do know- it wants to stay on my person and won't leave.

I've had to make a few will save throws during the fight against it, as well as when it spoke to me- I have horrible will saves for a level 10 barbarian, a +1 to be exact. So this is where the questions start to run in.

How does a barbarian deal with a sword like this besides will saves? Is there a way to "remove" it from myself, such as remove curse? Is it possible to break intelligent items and destroy them (I have the breaker rage power,) so that if I can resist it and can possibly remove it from me for a moment, I could smash it?

Any suggestions?

-Infernarr the Barbarian