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King of Roses

Rotolutundro's page

308 posts. Alias of Krisam.


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Congratulations to all who got in! Happy gaming!

DM, please add me to the list of people who would like feedback. Thanks!

It's on page 15 of the AE, under Goblins In The Streets.

So... Azaelan is of Chelish blood, but not actually a Chelaxian, I think?

I actually considered going with a ranged... well, ranger. I thought the mages would handle the ranged stuff, and also hadn't realized there were no real ranged martials. I could retool, if necessary.

Also: I could have sworn it was "Chelish." I think I've seen it elsewhere. Maybe it's a regional dialect. :P

Since there are so many Tricksters, I decided to switch again and go the Champion route.

Azaelan Rhagos:

Azaelan Rhagos
male tiefling fighter 2/ranger (demonslayer) 1 CN
hgt: 6'7 wgt: 180 lbs
eyes: red
hair: black
age: 65

Azaelan can never pass for human; his mouth is full of the fangs of a carnivore, his nails more claw than human, his ears are jaggedly pointed, and his catlike eyes blaze with hellfire, to speak nothing of the long, barbed tail that twitches behind him - but more than that, an aura of unease accompanies him whereever he goes, as though Hell watches those who come too close. His inky hair is left to do as it will, and thus is most often a wild tangle that hangs to his shoulders. His narrow face is suspicious, his lips most often kept in a sardonic twist. His rangy frame is stretched, his proportions just slightly wrong to be human. Despite his clearly inhuman nature, his features are quite handsome, and those who fancy a touch of danger have had brief flings with him, though they never last longer than a night. Thus does he pay tribute now and again to Belial, as well as Asmodeus.

Azaelan wears a fine chain shirt under his cloak, and a serrated greatsword on his back that has the dark, matte look of iron rather than steel. A club carved with strange runes and sigils rests beside it, and over them is slung a powerful bow.


Treated as something other his whole life, Azael is intimately familiar with both humility and arrogance. In him they have mixed, making him both confident in his abilities and destiny, and acutely aware that he does not belong, that he is a monster. Used to rejection, he has steeled himself against growing too fond of anyone or anything. It is his most private wish to return to his family and be welcomed, for all that he is a bastard. He keeps his family's treasured signet ring on a chain around his neck, under his clothes.

Banished from Cheliax when he was born to a noblewoman with features not only tiefling, but distinctly not those of her husband, Azael was raised near the Worldwound, amid Chelish servants who both knew of his blood (at least, on his mother's side), and of the circumstances of his birth, thanks to gossip. Raised in an atmosphere of both respect for his lineage and contempt for his nature, Azael showed an early aptitude for blades (much to the woe of the local bullies), and was soon sent off to patrol the Worldwound before he decided to make his anger more lethal.

Long trained to withstand the armies of the Abyss, Azael's position was overrun in the surge that brought Deskari's forces pouring out of the Worldwound. He escaped, but had nowhere to go; only the hopeful whispers of refugees huddled around their campfires told him of a meeting in Absalom, and directed him away from a life of savage banditry. Now he dreams of returning to Cheliax, not as a supplicant, but as a hero.


Common, Infernal, Abyssal, Orc


RACE: Tiefling
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving.

Native Outsider: Tieflings are outsiders with the native subtype.

Medium: Tieflings are Medium creatures and receive no bonuses or
penalties due to their size.

Normal Speed: Tieflings have a base speed of 30 feet. (*See fiendish sprinter)

Darkvision: Tieflings see in the dark for up to 60 feet.

Prehensile Tail: Many tieflings have tails, but some have long, f lexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Fiendish Sprinter: Some tief lings have feet that are more bestial than human. Whether their feet resemble those
of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot
racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.

Spell-Like Ability: Tieflings can use darkness once per day as a spell-like
ability. The caster level for this ability equals the tiefling’s class level.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5,
and fire resistance 5.

Favored class: fighter

CLASS: Fighter (<--Favored)/Ranger (Demonslayer )
Str 17
Dex 13
Con 17
Int 15
Wis 11
Cha 9

SENSES darkvision 60'

AC 17 Touch 11 FF 16 (+1 Dex, +6 breastplate)

CMD 17

HP: 33 (d10+3)

Fort: +9
Ref: +4
Will: +1

Init: +1

MW cold iron greatsword +7 (2d6+3, 19-20) S
PAFF +7 (2d6+6)
(MW) darkwood greatclub +7 (1d10+3, x2) B (considered MW)
PAFF +7 (1d10+6)
MW dagger +7 (1d4+3, 19-20) P/S
PA +6 (1d4+6)

MW dagger +5 (1d4+3, 19-20) 10' P/S
MW comp.longbow (+3 Str) +5 (1d8+3, x3) 110' P

FE: +2 bonus on weapon attack and damage rolls against evil outsiders

BAB: +3 CMB: +6

Class abilities:

Class abilities: Fighter
Bonus feats
Bravery +1

Class abilities: Ranger (demonslayer)
Favored enemy: evil outsiders +2
Wild empathy

Skills, traits and feats:

Bluff +2 (+2 vs. evil outsiders)
Intimidate +8
Knowledge: dungeoneering +6 (+2 vs. evil outsiders)
*Knowledge: engineering +3 (+2 vs. evil outsiders)
*Knowledge: geography +6 (+2 vs. evil outsiders)
*Knowledge: history +3 (+2 vs. evil outsiders)
Knowledge: nature +6 (+2 vs. evil outsiders)
*Knowledge: nobility +5 (+2 vs. evil outsiders)
Knowledge: planes +8 (+2 vs. evil outsiders, +3 vs. demons)
Perception +6 (+2 vs. evil outsiders)
Sense motive +0 (+2 vs. evil outsiders)
Stealth +6
Survival +6 (+2 vs. evil outsiders, +1 track)

*Background skill
**May use Knowledge skills untrained to ID favored enemy: evil outsiders, with a +2 bonus

Demon hunter - religion
Demon-proof mind - regional (Demon hunter's handbook)

Furious focus
Intimidating prowess
Power attack

I've decided to go with a goblin alchemist (fire bomber) instead of a gunslinger. I'm leaning toward the Trickster path, but I have to study it some more. Sheet pending!

Okay, I couldn't resist:

Try #1:
4d6 ⇒ (4, 1, 3, 3) = 11 = 10
4d6 ⇒ (3, 5, 1, 6) = 15 = 14
4d6 ⇒ (6, 4, 1, 4) = 15 = 14
4d6 ⇒ (2, 5, 5, 3) = 15 = 13
4d6 ⇒ (3, 2, 3, 2) = 10 = 8
4d6 ⇒ (5, 4, 1, 4) = 14 = 13
14 points

Try #2:
4d6 ⇒ (4, 4, 6, 6) = 20 = 16
4d6 ⇒ (6, 1, 2, 4) = 13 = 12
4d6 ⇒ (6, 1, 1, 1) = 9 = 8
4d6 ⇒ (2, 2, 1, 2) = 7 = 6
4d6 ⇒ (5, 6, 5, 2) = 18 = 16
4d6 ⇒ (5, 5, 2, 4) = 16 = 14
Not sure what the 6 is worth, but pretty sure it puts this under 20 points.

Try #3:
4d6 ⇒ (1, 4, 6, 5) = 16 = 15
4d6 ⇒ (4, 6, 3, 3) = 16 = 13
4d6 ⇒ (5, 6, 3, 3) = 17 = 14
4d6 ⇒ (6, 4, 3, 1) = 14 = 13
4d6 ⇒ (1, 1, 3, 4) = 9 = 8
4d6 ⇒ (6, 3, 1, 1) = 11 = 10
16 points

Try #4:
4d6 ⇒ (3, 5, 3, 5) = 16 = 13
4d6 ⇒ (4, 2, 5, 2) = 13 = 11
4d6 ⇒ (4, 1, 3, 4) = 12 = 11
4d6 ⇒ (5, 6, 6, 2) = 19 = 17
4d6 ⇒ (3, 3, 4, 4) = 14 = 11
4d6 ⇒ (6, 5, 6, 2) = 19 = 17
32 points - I'll take it!

GM, would you be willing to consider the gungineer class from Into The Breach - The Gunslinger by Flying Pincushion Games? It's a fun tinkering class that makes your gun modular. Otherwise, I'm going to work on a gunslinger concept.

Dot for interest/lurking in this campaign, though I probably won't submit a character.


1 person marked this as a favorite.
Squirrel_Dude wrote:
I'd like to see some conversions/reissues of previous APs like Legacy of Fire and Curse of the Crimson throne to Pathfinder as they did with Rise of the Runelords, too.

HEAR HEAR! I would LOVE that.

Not too wild about another edition, though.

2 people marked this as a favorite.
alexd1976 wrote:

I also thought elementals had intelligence and souls...

Binding them into golems and such seems pretty rude to me, if not evil.

I wouldn't like being stripped from my home plane and forced to do some pansy wizards bidding.

Like Aahz? ;D

1 person marked this as a favorite.
Pixie, the Leng Queen wrote:

That is reckless immaturity and naivety that gets people killed for no reason at all. In the face of a disease with no cure that turns people into monsters if full gestation happens what do you expect the Paladin to do? Stand around hoping for a miracle and just let the guy suffer in horrid agony as he is slowly turned into an inhuman monstrosity?

Honestly, if anything, THAT is the cruel and heartless path.

Why, hello, Carol.

If you murder someone for your own expedience, it's still murder. The choice to die should always be your own. THEN it would not be murder, but a charitable act. "Death by paladin," if you will.

Gone again! Any chance of another re-upload?

Here is Mruf.

I didn't know if you'd prefer any one of my ideas, so I went ahead and fleshed all of them out a little.

Rikkek, ratfolk rogue:

Stolen from his nest in a small town in Varisia along with the rest of his siblings, Rikkek doesn't know his parents' fate, though he suspects the worst. The slavers took him and his brethren to Kaer Maga, where they were sold off, one by one. Rikkek never saw his siblings again.

He was sold to a high-standing family in Bis, where he served at the pleasure of petulant children who loved to make him fight. The more "ratlike" he acted, the better they liked it. Thus, he cultivated a down-and-dirty fighting style, ganging up on others whenever he could. [Trait: Dirty Fighter]

Rikkek never gave up his dream of freedom, but had little hope of attaining it... until one night, the Freemen raided the compound he lived in, and took him and his fellow slaves with them to the Bottoms. [Trait: Freed slave] Rikkek was so overwhelmed with gratitude and inspiration that he, too, swore to free slaves whenever he could, and joined the Freemen. Now he is a fearless freedom fighter with a strong sense of vigilante justice.

Mruf, catfolk urban ranger:

Mruf was born a slave in Kaer Maga. Destined for arena fights, he was trained from childhood to fight. [Trait: Armor expert] When he grew old enough to enter the arena, he was often pitted against gangs of orcs or the undead to show off his "fierce and feral nature." Yet, behind the scenes, there was not so much animosity among the fighters. They knew their lot was to fight, and to die. Mruf had little hope of anything else.

Mruf's ferocious fighting gained him many fans, but only one who cared enough to barter for his freedom. As soon as he was freed, Mruf took off running, but his benefactor tracked him down easily, and offered Mruf more than freedom: a life, and a home. The catfolk couldn't refuse.

Mruf was trained in the ways of the Duskwardens, and in time joined them, with a newfound sense of community and self-reliance. [Trait: Regional recluse] Now he patrols the Halflight Path, wishing to repay his benefactor's belief in him.

Jargar, Shoanti unbreakable fighter:

Native to the Cinderlands, Jargar was mocked by his quah for his lack of speed, horse training and riding prowess, perhaps in jealousy of his coveted Emberstorm tattoo. [Trait: Auspicious tattoo] In any case, he could never become the burn-rider he wished to be with his total lack of animal empathy. He turned his back on his Quah and went to Kaer Maga, where he earned a living as a mercenary among strangers. He had talent at that, at least, and though his temper was hot, he knew how to keep his enemies at bay. [Trait: Threatening defender]

Now Jargar sells his service to the highest bidder, bitter about his past and looking for honor to upweigh the slights he felt he has been dealt.

OK, I've narrowed down the last trait to either Underworld Explorer (if the party lacks Survival), Local Know-it-all, or Freed Slave (+1 Fort, for the abuse he survived).

Alternately, a catfolk duskwarden (urban ranger) might be fun... Maybe an ex-arena fighter slave paying back the one who bought his freedom.

traits: armor expert, regional recluse

In combat: rowr fight! Ranged or melee, as the party needs most

Out of combat: I was thinking some kind of Diplomacy would be interesting, but I probably won't have the points to swing that kind of Charisma if he has to go melee, which seems likely in such close spaces. His connection to the Duskwardens could prove an interesting plot hook, though, and he would still have extensive local knowledge.

DM Sound, would you have a preference for either character?

OR, if you prefer a core race, a Shoanti unbreakable fighter, multiclassing into barbarian, could be a mercenary who left the Sklar-Quah due to being mocked for his inability to handle horses, and thus become a burn-rider. He would not be a native of Kaer Maga, unlike the other two. He's a grumpy one. ;)

Traits: Auspicious Tattoo and Threatening Defender.

In combat: HULK SMASH

Out of combat: Intimidation and quick judgements. ;P He'd also have Survival.

I'm thinking of a CG ratfolk rogue brought to Kaer Maga as a slave when he was a ratling, and freed during a raid by the Freemen, whom he happily joined. He has since become a freedom fighter himself, sneaking into or infiltrating slave-holders' homes and staging raids to free the slaves.

Traits: Dirty fighter and something I haven't picked yet, want to throw my hat in the ring while I still can!

In combat: sneak attacks. Out of combat: stealthy skill monkey.

More details to come.

Dang, I had an idea for a troll diviner/oracle. Hmm, let's see what else can be done...

Awesome! Looking forward to playing! Congratulations, fellow lucky players!

Good luck! :)

The Godsmouth Heresy would be awesome.

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Velkommen tilbage, Black Dow!

I'm actually more used to larger parties than smaller ones. I find that if there are more players, events don't get left dangling as often due to missing players.

I think Wikiwik would make a fun Marshall too. Maybe in the other group? *goes to look at the doc* I'd like Wikiwik to be in the group with Evan and Kejal, if possible.

GM_Solspiral wrote:

Well both characters have a martial bent and build something. One makes crazy modified guns hat they can even adjust like a spell caster adjusts their spells the other tinkers with a mechanical mount made from clockwork components.

A good PRC would balance advancing your creations and maybe add a few features to make them more compatible (like a weapon mount on the clockwork mount and so on...)

Right now the idea is half baked but you know...

Sounds VERY intriguing! I'd definitely be interested for another character, but I think my current guy is better suited as a gungineer. I'm dying to do all the cool gungineer stuff! :D

GM_Solspiral wrote:
@Roto- he's your character, I have no issue with his background. Another prestige class I'm considering work on is the Clockwork Knight/Gungineer for those that love tinkering. Let me know if that's of interest.

Very intriguing! I'd love to hear more. :)

I can have Wikiwik be from somewhere other than Varisia if you prefer. I just liked the idea.

Here's my goblin gungineer first pass, let me know if there's anything egregiously wrong.

A few questions:

Is crafting OK pregame, for lowering the cost of ammunition?

Is it OK to switch out racial traits for something else? I'm thinking of Stalker and Weapon Familiarity.

How fast do civilized goblins age in your game? Sorry if you've answered this already, I can't seem to spot it.

GM question: Are advanced firearms available, and if not, will they become available? I love the idea of a goblin with a rifle.

Also, how long do civilized goblins live, and how quickly do they mature?

@YoricksRequiem: You got it! But it's going to have to be tomorrow, because it's 2:20 AM here and I really ought to get some sleep. Accursed biological needs, getting in the way of my gaming! *shakes fist*

I can send you my basic thoughts about it, though, so you have something to work with.

GM_Solspiral wrote:
Rotolutundro wrote:

I like the hobgoblin, but I don't see an alternate goblin anywhere? Was it in a different post? The Wyrd Hunter actually sounds more interesting, flavorwise. :)

Civilized Goblins/goblins of Heem

AWESOME. Goblin all the way! Besides which, they're such fun little illiterate pyromaniacs. Unless, of course, they're too civilized to be illiterate pyromaniacs anymore, haha. That actually meshes quite well with my planned backstory...

GM_Solspiral wrote:

Sent you into the breach the gunslinger see the race link for my version of goblins... they might serve you well. Our version of Hobs might be even better.

I like the hobgoblin, but I don't see an alternate goblin anywhere? Was it in a different post? The Wyrd Hunter actually sounds more interesting, flavorwise. :)

YoricksRequiem wrote:
Hey buddy! Great to see you - playing with you is always a good time. If no one takes me up on the Avariel character, and you go Goblin, we should talk. I've got a Goblin in the back of my mind that might pair well with yours.

Absolutely! Always glad to pair up with a creative demigenius! :D

Hey, YoricksRequiem! This bodes well! Bad Ben here. ;)

I'd be interested in playing a goblin or hobgoblin gunslinger, or a ranger, or a fighter, potentially of some other race, though I already have a background in mind for a goblinoid. The idea of playing such a creature with the possibility of taking over a parcel of land for fairytale shenanigans tickles me. Do you have any suggestions along these lines?

Thanks, I'll give them a look! :)

dot for interest.

Does anyone have suggestions for published adventures/modules to run as a prelude to Red Hand of Doom? I'm thinking of starting the game at level 1. Refluffing isn't a problem.

I found this, but the domain appears to have expired. Not sure if that's an oversight or a sign that Sinister Adventures is defunct.

Interesting! And it gives rise to the presence of an interesting NPC... maybe just in time for meeting the PC, too. The evil wizard dynamic might need some work due to her history with him, but it's a great idea.

I'd love to hear any more ideas anyone might have!

KFRO players stay out!:

I'm running a semi-homebrew game in which the PCs are going to discover that there's a link between the elves of Faerûn (1345 DR) and the Sidhe/Unseelie of legend, and the campaign is going to revolve around that and an Unseelie invasion. I have one elven PC, a star elf, who was enslaved from birth by an evil wizard in the Moonsea. She escaped him by joining the Church of Shar (in my version of the Moonsea, the Dark Gods (led by Bane) more or less rule, in that they are worshipped largely unopposed), whose main purpose in keeping her is to avoid adding her power to the Brotherhood of the Cloak, a guild of mages who are supposedly under their control, but in reality are a faction that vies with the Church and the nobles of the Moonsea. The PC doesn't know anything about who she really is, or where she came from, or how she came to be enslaved.

I've decided that star elves have an even closer link to the Sidhe/Unseelie than the other elves of Faerûn, but I could use some input for interesting ideas as to who this PC should really be, or how she ended up enslaved from infancy. She shouldn't be a Sidhe/Unseelie herself, as I have special plans for them, but... I'm kind of ramming my head against the wall when I try to come up with new ideas. Total brain burnout. Can anyone help me?

I always think of asking the forums about 3 seconds before I need to get to sleep. Please don't be offended if I don't respond to great ideas right away!

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The Alkenstarian wrote:

A GM who isn't capable of planning for -any- group, regardless of class/race/species/gender composition, is either inexperienced (which is fair enough ... everyone needs to learn), or simply not trying hard enough.

"I don't want evil-aligned characters in my campaign" has become a soft, cushy pillow for a lot of GMs to hide their face in. But being a GM is about preparation, it's -meant- to be a challenge and it's meant ... at times ... to include the surprising and unexpected.

Gee, thanks for clearing that up for us. I guess 47% of DMs out there aren't worth their salt.

I don't think TrustNo1, or anyone else, has to justify not wanting to deal with certain alignments (or anything else) in their games. The DM is there to relax and have fun too, not just to work overtime. If they have a vision they want to share, it's fine to say "no thanks" and pass. If you don't like the games available, run the game you want to see. Trying to browbeat the DM into changing the rules because you don't like them? Not so fine.

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Thymus Vulgaris wrote:
Snorter wrote:

For a truly epic thread, join two epic memes together, into one super-thread.

"Was it right that I was kicked out of the group, for eating the host's marzipan?
It's not my fault; I couldn't read the label, and wouldn't have known what it was, even if I had."

Can someone enlighten me in regards to the other meme?

I'm interested to hear of this as well. I've just amused myself with rereading this thread, and I need more entertainment.

War Jack wrote:

The home brew I'm working on is fallen empire destroyed by druid terrorists, that have left civilization clinging to the mountains where it is safe. Looking for airships as a means of transport between the mountains. I'm looking at a clockwork race similar to warforged from Eberron that was created to help carve this place of safety. Guns, investigation, and political upheaval will be the name of the game. Plus, I like the idea of my heros being more Indiana Jones, than King Arthur for a change. I've been thinking of morphing the Alchemist into a gunpowder mage, or doing the same thing with the magus.

-War Jack

Your campaign ideas interest me and I would like to subscribe to your adventure newsletter.

Revised sheet for Thondain

GM, I sent you a PM a while ago - just making sure you don't miss it.

Thanks for the advice, GM Sarpadian. I'll have a look at the archetypes available and see what I can do, and I'll address the racial traits on the sheet once I've found a good archetype.

GM Sarpadian wrote:
Understandable. No, I'm aware of it, but there are a few characters ahead of Brondain in line. I should have feedback for you by tonight, depending on how long the others take.

Ah, excellent. Thanks for letting me know!

Is my submission okay, GM Sarpadian? Just wanted to make sure my post wasn't lost in the shuffle.

Here's my submission: Thondain Bokreran

One more dot for interest! Yikes, I'd better get building so I don't miss the deadline...

I considered doing it between modules 1 and 2 as a quest to turn Nualia from evil by rescuing her child, which had survived. I decided against it primarily because I just didn't have the time and energy to write up an adventure in addition to the ones I was running, and none of the published things for Kaer Maga seemed to suit what I needed with minimal changes. But if you come up with a way to work it in, I'd love to hear it!

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