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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber. Pathfinder Society Member. 18,462 posts (19,293 including aliases). 1 review. 2 lists. 1 wishlist. 1 Pathfinder Society character. 8 aliases.


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fictionfan wrote:
You know planets are mobile. They actually move very fast.

lol. Exactly. Where does one draw the line? That is the question!


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Zhangar, I've switched the ability scores, added bull's strength in lieu of status, and switched her curse out for haunted. You should be able to see the changes using the same link I posted earlier.

Overall, a minor difference in the character's overall power I think, though it is still an improvement.

I'm not sure share spell would matter with shield other. Couldn't I just cast it on my companion normally?

Menacing shows up on more of my characters than it probably should. It's such a good enchantment though! An additional +6 to hit just for flanking is simply too good to resist! (And it also gives allies at least a +4 to hit when they flank too!)

Nearly all of my artwork comes from DeviantArt. Some are modified however (my oracle's portrait, for example, looks nothing like the original; it possesses totally different tones/colors).


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Obfuscation of the rules sucks. Eschew obfuscation!


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NEW CHARACTER!

Meet Dag, a 12th-level coldborn hunter with a mean reptile companion.

Thanks to his Animal Soul and Improved Spell Sharing feats, he can cast atavism and animal growth on himself and his companion simultaneously. That's a net +12 Strength, +2 Dexterity, +8 Constitution, +4 Intelligence, Wisdom, and Charisma! His buff potential is damn scary. Imagine his beast with 42 strength, huge size, with strong jaw and barkskin cast on it. A real thunder lizard indeed! And it fits in houses and can be carried through town as easily and innocuously as a figurine of wondrous power.


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Is there any reason to believe that you couldn't use a menacing amulet of mighty fists with natural attacks?


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Which represents... what exactly? Is it a lodge?


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For this to work, the person being forced to don the armor needs to be helpless, paralyzed, or willing.

Ever try to get handcuffs on a person who didn't want them? There's a reason cops often look excessively violent when restraining people. Now imagine trying to get their whole arm into a sleeve.


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Imbicatus wrote:
You can simply choose to use your Dex instead of CHA for that ability if it is more beneficial to you.

Yes, but anyone taking it is likely to dump Dexterity, so that doesn't really help.

What is that little blue thing next to your name?


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So I attempted to make a new oracle using some of the advice in this thread.

Meet Cúran, an 8th-level elf oracle with a 12th-level animal companion. Like many elves, she is quite attuned to nature, so much so that the voices of nature spirits never really stop talking to her.

Conceptually, she's kind of cool, but I think it may well have been a mechanical failure. While creating her, I realized just how feat starved/ability starved oracles are. I really could have used a couple more feats and one or two more revelations. Unfortunately, to get more of the latter, you have to use the former, which doesn't really work for me.

The class needs more support, namely more curses, more revelations and more class-specific feats. It also should have had a revelation every other level like rogue talents or rage powers. The lack of those abilities along with the lackluster spell list really makes the class suffer in my opinion.

While putting her together it wasn't even that I found a starck lack of synergy, but rather more penalties and setbacks everywhere I turned.

Examples:
Much to my chagrin, the only curse that made sense for my concept penalizes nearly all her skills.

I was upset to find that Divine Protection actually makes your Reflex save weaker for having Prophetic Armor thanks to the new FAQ on ability score bonus stacking. (It would have been better for me to have kept Dexterity to the save, then added Charisma, rather than having Charisma get added to the save, then also replace the Dexterity modifier--then get nullified due to the no stacking FAQ.)

Again and again I kept running into little quirks and penalties that held her back. The kinds of things I don't see in other classes and characters.

Take my rogue who's geared towards debuffing, for example; there's TONS of synergy! Not so with the oracle, which seems much harder to pull off well. It's quite telling when it is easier to build a powerful rogue with a lot of synergy than it is a powerful oracle.

In the end, she can pull her weight in an adventuring party, but she doesn't really seem to stand out as anything special to me.

And yes, I know I'm missing the mnemonic vestment and scrolls; I ran out of character funds and wasn't willing to sacrifice the basics like saves or AC to get it. I don't know what the big deal is about that thing anyways. Saving scrolls and expanding your spell list is really nice, but it's still limited to only once per day. You'd have to ask your GM if you could pay the 5,000gp multiple times to end up with a variant that allows multiple uses per day for it to be anything more than a novelty.

How might you build an oracle with a similar concept better I ask? I even used 25-point buy and I still find it lacking.


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NEW CHARACTER!

Meet Cúran, an 8th-level elf oracle with a 12th-level animal companion. Like many elves, she is quite attuned to nature, so much so that the voices of nature spirits never really stop talking to her.


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Turin the Mad wrote:

The FAQ overrules common sense. If you replace one with another, it isn't adding a bonus to another bonus, it is exchanging the bonus source from one ability score to another.

My thoughts exactly!


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Wow. Seems like it's caused more problems than it solved. (Again, what was it trying to solve?)


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I'm running into a similar problem in this thread, and would very much like an official response on the matter.

There's just no way I can believe that they would intentionally invalidate their own builds and release a no-stacking FAQ that actually LOWERS values rather than maintaining them.

Surely when an ability score replaces another ability score (as opposed to adding to it) it should still stack, right?


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Seems to me like the FAQ obfuscated matters rather than clarified them. What exactly was the original issue it was trying to clear up anyways?


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Kalindlara wrote:
Undead antipaladins are in the same boat re: Fortitude, and I believe it was determined somewhere in that whole debacle that they only get Charisma once - despite one "replacing" Constitution.

Can you cite an official source? (Or even an unofficial comment from an official?) Such a precedent would most certainly answer my question.


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Except this isn't a Charisma to saves ability. This is a Charisma replacing Dexterity to saves ability. Totally different.

It doesn't keep even, as most things do when they don't stack. In regards to the final Reflex save, it's actually LOWER than if I hadn't taken Prophetic Armor at all! (In which case I would have had Dex and Cha to the save.)

I really don't think the developers meant for a FAQ on non-stacking to actually LOWER your numbers rather than keep them even.


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That FAQ is actually why I asked the question in the first place. It throws doubt on something that would have obviously worked fine otherwise. I doubt the developers were even aware that their FAQ might keep something like this from working. I seriously don't believe this particular combo not working was their intent.


6 people marked this as FAQ candidate.
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Does the charisma bonus from the Divine Protection feat stack with the Charisma bonus from the lunar oracle's Prophetic Armor revelation? Or does this particular oracle get screwed on his Reflex saves?


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So I take it the Improved Damage evolution and the Improved Natural Attack feat don't stack then?


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Steven T. Helt wrote:
I just said time oracles.

lol.


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Cthulu is the scariest thing I've seen. He's got a whole lot of of immunities, even more ways to hurt you, and can summon multiple CR 20 horrors with automatic success.

Also, failing a DC 40 Will save against Cthulhu's unspeakable presence (range 300 ft.) causes the victim to immediately die of fright.

Finally, you need to kill him twice to stop him, and even then, it only banishes him for a time; and that's only if he wasn't using astral projection to make you waste all your resources first! Insofar as I can tell, he's truly unkillable.


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You know what's so much cooler than neat class abilities with associated penalties? Neat class abilities without associated penalties.

And yes, one of our big beefs is with the spell list. It is positively boring! What's more, half of it are reactive spells (such as cure or remove) rather than proactive spells. The latter tend to be much more beneficial.

I think I must have been getting the oracle's deaf curse and the monk's vow of silence mixed up some how. When I went to look up some horror stories of how disruptive it could be, it was always the latter, not the former causing the fiascos.

Anyone know how to discourage a player who adamantly wants to play a monk/oracle with a Vow of Silence and the Deaf and Clouded Vision curses? j/k :P


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chaoseffect wrote:
Curses as severe drawbacks? The only one I would really call that is Clouded Vision, with the rest fairly easy to work around, plus the downsides often come with some rather good benefits.

You've clearly never seen a deaf oracle in play. SO disruptive!


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mourge40k wrote:
Well, before I really proceed with this, allow me to ask you one question: What do you think of the cleric?

More boring conceptually, but a bit tougher mechanically. Knowing everything on the cleric spell list really helps to make the spell list seem less lackluster than it actually is. It also doesn't have a built in curse mechanic hindering it.


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Had a discussion with my gaming group the other night about the Oracle class and it would seem that most of us, myself included, have a fairly negative opinion about the class.

It has only one good save, no full base attack bonus, a lackluster spell list, and some pretty severe built-in drawbacks (oracle's curse, which seems really forced). The only things it seems to really have going for it, insofar as we can tell, are a few cool feats (such as Divine Protection, for example) and the fact that you can go really far on just your Charisma score. Even so, it looks to us like those things are simply an attempt to cover for the class' overall weaknesses.

I've made some interesting concept characters with the class (such as Drosil the time lord or Lermos the Death Prophet), but none that I felt surpassed other potential class choices from a mechanical standpoint.

However, if these forums are any indication, there are a great many people out there who think that it is a GREAT class.

What is it that we are missing?


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Yeah, you're players are correct on this one. Metamagic rods are just that good.


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It looks to me like they work together just fine.


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DominusMegadeus wrote:

Literally Rumormonger.

Literally.

When I first started he was primarily supposed to be a master forger who was able to get just about anything he wanted through guile and deceit alone.

EDIT: I've expanded on his background.


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I would allow it on a sailing ship or larger vessel. After all, it is secured to the floor and isn't moving from that spot.


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A wizard's spells known are not necessarily the same as the spells in his spellbook.

Though rare, the rules do differentiate between the two. It's a moot point 99% of the time though.

I started a thread on it a while back.

Most of the time those two lists would be the same. In cases where the wizard loses their spellbook, however they should keep a list of which spells were in that spellbook (their "spells known") as that allows them to prepare spells from another wizard's spellbook and write those spells directly into a new spellbook.


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Torbyne wrote:

found another corner case! :)

A Slayer or class that gains Slayer Talents can select this:

"Blood Reader (Ex): While able to see a studied target, a slayer with this talent knows exactly how many hit points his opponent has remaining. This only works against living targets."

Cant think of anything that would defeat this one, your level 8 wizard would ping as way too healthy to be such a low level dude. Of course it would also cause lots of accusations of metagaming. just try to not draw attention to yourself.

You can be a low-level wizard with buckets of hit points you know. Take a 1st-level wizard storm giant for example.

Are we trying to hide his overall power? Or just his true spellcasting ability?


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You can make a Zen archer that uses a bow with the Guided weapon enchantment. That would allow you to use your Wisdom for both attack and damage.

Not quite the same, but still pretty powerful.


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NEW CHARACTER!

Introducing the 10th-level human rogue, Jobe the Lesser, conman extraordinaire!


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andreww wrote:
Ravingdork wrote:
andreww wrote:
I don't think I would count a character whose defences are quite that weak as being an amazing combat built. Especially with an initiative modifier of +2, you need to be able to survive to actually act.
Easily solved by not making it a strength rogue. I believe I made that point in the OP.
How is that going to improve your terrible will save? Doing so also drops your Intimidate by quite a lot. You also don't have much of a plan for things that cannot be intimidated or sneak attacked. You are going to suffer horribly against constructs, plants, undead, oozes, elementals, incorporeal creatures and vermin and will struggle to intimidate level appropriate creatures larger than you.

The Will save is going to be an issue on ANY rogue. It's a fault of the class, not my build.

Intimidate doesn't really drop too much when you prioritize Dexterity, since you could always take Skill Focus instead of Intimidating Prowess. (And yes, I know you could conceivably take both, but you only have so many feats to go around, and it isn't really even necessary seeing as the DCs to demoralize opponents are ridiculously low).

You don't need to demoralize most of the creatures you mentioned. You can still sneak attack most of them and apply other penalties.

Except for creatures that are vastly more powerful than you, I fail to see how intimidating them is going to be a problem. The DCs are low and getting a high modifier is damned easy.


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andreww wrote:
I don't think I would count a character whose defences are quite that weak as being an amazing combat built. Especially with an initiative modifier of +2, you need to be able to survive to actually act.

Easily solved by not making it a strength rogue. I believe I made that point in the OP.


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Just worked out an amazing combat build that I wanted to share with all of you.

The only rogue you will ever need:

Kujo the Butcher (9th-level seascarred unchained rogue)

There are few pirates more feared throughout the Inner Sea than the one known as Kujo the Butcher. Infamous for his vicious and bloody fighting style as well as his excessive cruelty, Kujo revels in the violent dismemberment of his foes, never missing a chance to put on an especially gruesome display for enemies and allies alike. Many are the stories in which he slowly carved into his prisoners with his many knives or consumed their flesh in an orgy of blood.

Though many a jest and rumor claim that Kujo has shark blood in his veins, few outside of his immediate crew are actually aware of Kujo’s heritage as one of the abominable seascarred—distant cousins to true weresharks. He is loath to reveal this secret to outsiders and is quick to devour anyone who might question him on the matter. Kujo has always felt an almost spiritual connection with the ocean and, like most seascarred, makes his living on or near the open sea (as a pirate in his case, or as a butcher when the need to lay low arises). The sea is his god and it constantly demands sacrifice and blood-stained waters, and Kujo is all too happy to oblige.

Nearly as famous as Kujo himself, is the giant hooked axe he carries with him at all times. Called “Wavesplitter,” the axe is said to have been a war trophy taken from a river giant lord with which Kujo once had a dispute. After butchering its former owner, Kujo had the axe head modified to look especially menacing, to better fit his frightening personality. He even went so far as to hang a stylized ribbon made of its former owner’s hair from its haft—a constant reminder to all that none are too big to be cut down to size.

As a strength-based rogue, if his enemies don't get to him first, Kujo favors charging ahead, axe leading; very much like a shark darting after a fish. After landing his first blow his foe must suddenly contend with a host of horrible side-effects including bleed damage, debilitating injury penalties, demoralization, penalties to natural armor, the and the sickened condition. He is, in effect, the ultimate rogue debuffer.

What's more, as Kujo flenses his enemy, the horrific display not only terrifies surrounding foes as well, but also emboldens his allies to serve him better. With a single charge attack and a half way decent intimidate roll, it is quite possible for Kujo to send an entire deck full of enemies diving overboard in blind fear.

Should his enemies not flee in terror or die too quickly, Kujo bides his time, circling like a shark with his allies and hacking chunks off of his foe with his menacing axe (which boosts everyone's ability to flank).

Meant for an aquatic campaign, Kujo's ability to breathe underwater or swim like a fish is sure to serve him well. Even in a land-bound adventure, his ferocity and bite attack are sure to make him a fearsome foe.

Though some of his archetype abilities (brutal beating) are somewhat redundant with his flensing strike feat, the latter only works on living creatures susceptible to bleed. Thus, when fighting a creature immune to bleed damage, brutal beating still proves quite useful to have on hand.

Note that this isn't even 100% optimized. You could do much better with a different weapon that can be finessed and uses less feats, or choose a race that has a Charisma bonus and doesn't actively penalize a key skill. I made certain decisions for fun and flavor, but I think the heart of the build is still represented quite well here.

At higher levels, you could also take the Power Attack and Hurtful feats, or perhaps Disheartening Display, Gory Display or Shatter Defenses.

In any case, I call it the Rogueking ball. (Because he's king of the rogues and something of a wrecking ball.) I hope you will help spread it around. Perhaps it will help to restore some faith in rogues.

EDIT: I recognize that the title is something of a misnomer, as you may still think you want a trap finder or a poisoner or some other meaningless niche rogue. :P


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Malwing wrote:
RumpinRufus wrote:
If the wizard is upset that the fighter is OP, I think the obvious solution is to level up.

I feel like I'm taking crazy pills!

but in all seriousness, trying to outdamage a fighter isn't the only way to contribute to a party. In fact the fighter is generally considered weak because that's the ONLY thing he can do.

Compared to the wizard who can alter reality nigh at will...

Sounds to me like someone with a stick up his butt who doesn't know how to play to his character's mechanical strengths.

Perhaps rather than weakening himself, the OP could teach his friend a thing or two about playing better.


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Remy101 wrote:
Haha. Should have pointed out that he's just doing it in protest. I think he's just doing it to annoy everyone. And we are sixth level

Sounds like there's a bigger problem here than your DPR. (Which actually sounds low to me, what level are you?)

Talk to him, see if you can find the real problem.

If it really is damage though, he shouldn't be worrying about DPR. He's got spells and abilities that will bypass hit points and take enemies straight out of the fight. He should be using them.


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Wow. I guess it's pretty common after all.


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Beware the Nightman! For he is omnipotent and omnipresent!


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Yeah, it's definitely a corner case. My OP still stands though.


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Gah. Can't believe I messed up the thread title...

Thanks everyone. This is exactly the kind of thing I'm talking about! Keep 'em coming!

Corvino, if I'm not mistaken, I came up with that idea on these forums the moment that feat hit the shelves. It is an awesome choice if your GM allows it (not everyone considers a rider and his mount to be "adjacent").


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How often does your GM totally ignore your immunities? That is, he has an enemy use a different ability on you or targets someone else; presumably due to the immunity your foe is not necessarily even aware of at the time.

It may be a deliberate act on the GM's part, or perhaps a subconscious decision, but in my experience it nevertheless happens ALL THE TIME. I'm curious to see if this phenomenon is unique to our group or not.

In my games, the GM used to throw Will save effects at us all the time, but the moment my paladin gained Aura of Resolve, she was never again targeted by charm effects. Coincidence?

A related example might be of a GM who is playing a villain known for murdering armored knights. Nevertheless, when he encounters the party, he goes around the party's armored tank (which he would need a natural 20 to hit) and instead focuses on those softer targets that he can hurt.

I can understand changes in tactics when it warrants. After all, if you can't seem to hit the tank or charm a character after a few tries, or if you are aware of the party's abilities and immunities in advance, then it makes total sense to change it up. Most enemies aren't mindless automatons. This isn't that though, what I'm referring to is essentially metagaming.


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Tels wrote:
My god.... now that is what a Rogue is supposed to be! Not just bonus damage, but you feel bloody awful after a Rogue lands a single blow on you.

At higher levels, he could take the Power Attack and Hurtful feats, or perhaps Disheartening Display, Gory Display or Shatter Defenses. :D


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I have a paladin with a mount possessing 6 intelligence. My mount now has 7 HD and so gains a feat. Thanks to his high intelligence, it can be almost anything he can qualify for. What are some good choices?

He already has Armor Proficiency in light and medium armor, and Multiattack, but now I'm looking for something...stranger.

Some that I've already thought of that might be real effective are Combat Advice, so my horse can give me a +2 aid another bonus to my attack each round as a move action, or Cosmopolitan, so my horse can speak and read two languages. Perhaps the Call Out feat, so he can force enemies to focus on him?

Seriously, what can we get away with?


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Archangel62 wrote:
ACtually speaking of Kingmaker, could both of your vigilante identities take on different kingdom roles?

Conceptually speaking, I imagine they could (not sure if a specific rule specifically forbids the specificity of such an act) though it would be rather time consuming, eating up over 14 days a month.

I think it would be best if the vigilante identity was that of the Kingdom's spymaster. ;D


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This is something we see surprisingly often, from everyday people taking up V's mask to cause confusion in V for Vendetta, to Dread Pirate Roberts actually being multiple people in the Princess Bride, to the Red Whirlwind having his mantle taken up by another in Romeo x Juliet.

But does it work in the rules of the game? Could multiple characters each have the same shared vigilante identity so that when someone tries to scry the identity, they are wholly unaware it is actually multiple people taking turns?

If said group are actively in their shared vigilante identity at the same time, is there then a percentage chance that any one of them would be picked up by divination effects (similar to the 50/50 chance to find the vigilante using the Everyman ability, or the actual individual he is imitating)?

***

The King: It is high time we arrested that fool! He has disrupted my plans for the final time! Advisors, where then shall I send my soldiers?

Court Wizard: My crystal ball shows him near the docks stirring up trouble with our tax collectors.

Royal Inquisitor: Nay my lord, my divination tells me we will find success if we send your soldiers to the thieves' guild.

The King: Well which is it then? One man can't possibly in two different places at once!


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phantom1592 wrote:
Kobold Cleaver wrote:

...Dread Pirate Roberts? Really? I must have missed that scene where he disguised himself as Wesley to win over the soldiers.

Wesley isn't Roberts's alter ego. Wesley is Roberts*. He's an ordinary, "mild-mannered" farmboy only at the start of the movie. Then he becomes a pirate. They aren't alter egos—if anything, they're just character evolution

Well, Humperdink never knew he was ACTUALLY* the Dread Pirate Roberts. The closest he got to 'that' secret was when Buttercup told him he was a 'sailor' on the ship Revenge...

There's a difference between 'pirate' and 'most feared/wanted pirate anywhere!!!'

Soooooo a weak Dual identity, but something....

Not weak at all! Even though multiple people played the role of DPR over the years, whenever someone bothered to scry the dastardly pirate, they always got the same DPR. ;P

Something to think about. :)


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blackbloodtroll wrote:

I am having trouble accessing the main folder for your PCs.

Do you have a link?

Here you go. I noticed OneDrive recently underwent some upgrades. It might be related to the trouble you're having.


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NEW CHARACTER

Kujo the Butcher (9th-level seascarred unchained rogue)

There are few pirates more feared throughout the Inner Sea than the one known as Kujo the Butcher. Infamous for his vicious and bloody fighting style as well as his excessive cruelty, Kujo revels in the violent dismemberment of his foes, never missing a chance to put on an especially gruesome display for enemies and allies alike. Many are the stories in which he slowly carved into his prisoners with his many knives or consumed their flesh in an orgy of blood.

Though many a jest and rumor claim that Kujo has shark blood in his veins, few outside of his immediate crew are actually aware of Kujo’s heritage as one of the abominable seascarred—distant cousins to true weresharks. He is loath to reveal this secret to outsiders and is quick to devour anyone who might question him on the matter. Kujo has always felt an almost spiritual connection with the ocean and, like most seascarred, makes his living on or near the open sea (as a pirate in his case, or as a butcher when the need to lay low arises). The sea is his god and it constantly demands sacrifice and blood-stained waters, and Kujo is all too happy to oblige.

Nearly as famous as Kujo himself, is the giant hooked axe he carries with him at all times. Called “Wavesplitter,” the axe is said to have been a war trophy taken from a river giant lord with which Kujo once had a dispute. After butchering its former owner, Kujo had the axe head modified to look especially menacing, to better fit his frightening personality. He even went so far as to hang a stylized ribbon made of its former owner’s hair from its haft—a constant reminder to all that none are too big to be cut down to size.

As a strength-based rogue, if his enemies don't get to him first, Kujo favors charging ahead, axe leading; very much like a shark darting after a fish. After landing his first blow his foe must suddenly contend with a host of horrible side-effects including bleed damage, debilitating injury penalties, demoralization, penalties to natural armor, the and the sickened condition. He is, in effect, the ultimate rogue debuffer.

What's more, as Kujo flenses his enemy, the horrific display not only terrifies surrounding foes as well, but also emboldens his allies to serve him better. With a single charge attack and a half way decent intimidate roll, it is quite possible for Kujo to send an entire deck full of enemies diving overboard in blind fear.

Should his enemies not flee in terror or die too quickly, Kujo bides his time, circling like a shark with his allies and hacking chunks off of his foe with his menacing axe (which boosts everyone's ability to flank).

Meant for an aquatic campaign, Kujo's ability to breathe underwater or swim like a fish is sure to serve him well. Even in a land-bound adventure, his ferocity and bite attack are sure to make him a fearsome foe.

Though some of his archetype abilities (brutal beating) are somewhat redundant with his flensing strike feat, the latter only works on living creatures susceptible to bleed. Thus, when fighting a creature immune to bleed damage, brutal beating still proves quite useful to have on hand.

If your GM/fellow players don't like the idea of an evil character, simply change his alignment to Neutral. Most seascarred are neutral and he can be played off as a butcher with occasional blood urges rather than a complete psychopath.

Enjoy!

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