I have had to withdraw my character from an on-going campaign and have requested that the GM remove my character to clean up my campaign page. After searching the internet, neither my old GM or myself can find out how to do this.
Can anyone explain this to me so that I may forward it along to him?
Fighting Chicken wrote:
Bryn sounds like the type of character that my slayer might travel with. Maybe our paths crossed while we were heading south to Absolom? Just a thought.
Too bad we pretty much fill the same role though, not sure how much that would negatively impact our chances of both being accepted...
This has me very interested. I'm thinking of a half-orc slayer with a big sword and some sort of vendetta, I'm just trying to place his motivations for traveling to this new land.
The Ankou's Shadow archetype interests me quite a bit. Maybe he was an outcast from Belkzen from the start for being a bastard, and then hunted with the intent of murder when he manifested his shadowy double. He is traveling here to escape and start over. Maybe to find acceptance? His new companions and the opportunity to play a role in the founding of this new settlement could be the key to his salvation. Or maybe he is toeing the line between good and evil, and his experiences here could turn him into a murderous hunter not unlike the ones that tracked him down.
My idea is a dwarven geokineticist/cavalier who has risen from the earth itself to defend Golarion against the looming threat of an ancient evil returned. He would be steadfast, trustworthy, and loyal to his companions. I picture him riding a ram, but I'm not sure if that would be feasible or not.
I'll try to bang out the details over the weekend for your consideration.
I can't resist this, but I have a few questions:
1. When are you planning on ending your recruitment period?
2. Since there are so many great submissions already, would you consider adding two characters instead of one?
I'm eyeballing a kineticist/X build, but I know building a character like this is quite a bit of work, so I'll wait for your reply before I really get down to it.
4d6 ⇒ (2, 3, 5, 6) = 16 14
4d6 ⇒ (6, 6, 5, 5) = 22 17
4d6 ⇒ (5, 6, 3, 2) = 16 14
4d6 ⇒ (6, 3, 3, 5) = 17 14
4d6 ⇒ (4, 5, 5, 3) = 17 14
4d6 ⇒ (3, 2, 4, 6) = 15 13
Re-roll if needed:
4d6 ⇒ (2, 3, 5, 3) = 13
3d8 ⇒ (4, 8, 5) = 17
Third times a charm:
3d8 ⇒ (2, 3, 1) = 6
Hmm, the link for the conversion guide won't open on my work computer so I'm not sure what my wild talents are, but I am certainly keeping that first set!
So are occult magics completely replacing psionics?
Edit: Looks like Philo beat me to the punch, but I'll leave the question up for visibility.
I find it very hard to resist Dark Sun, so I am thinking about a half-giant vexing daredevil mesmerist. A tricksy 'mess with your head and then cut it off while you're distracted' front-liner with a really big sword. ;)
Uuuuggghhh, why must you tempt me so! Dark Sun is my favorite campaign setting from yesteryear so I'll be watching this one with tentative interest. It's nice to see some old friends round here as well. Hello chill and Fabian!
I can't guarantee I'll submit something, but I'll gladly give you the bump. This forum could always use a bit more Dark Sun.
It doesn't look like elemental annihilator will work for a TWF build, so I might drop kineticist... I already play a switch-hitter ranger and a thrown weapon warpriest, so I'm trying to find a concept that fits this AP that doesn't overlap too much with either of those and also complements with some of the other proposed build ideas. Man this is tough.
I do have an ifrit UC rogue going down the demoralize/intimidate path. Or I might just have to come up with something brand spanking new for this...
Alright, that settles that. I'll go kineticist. I feel the class can be molded in such a huge variety of ways, I might wait to see how the other builds come together before hammering out my own.
Have you decided to make this a full-on recruitment? Any details on the party size or what kind of deadline you're looking at? I'm assuming other than the fighter requirement, the chargen guidelines are the same as the original recruitment?
My warpriest/swashbuckler was accepted into another game, but I am curious as to what you think about the cavalier order I sent you. If that doesn't fly, I might submit something else, I'm just not quite sure what. Maybe a slayer or rogue since that role seems to be needed.
Kineticist interests me as well. I know a traumatic event is sometimes the catalyst for a kineticist discovering his powers, so maybe the initial attack on Phaendar could be the catalyst? The idea of a character discovering his powers just as the adventure starts seems very interesting. He could learn more about himself as the adventure goes. I certainly like that idea, what do you think?
A couple concepts I've been tossing around is an intimidate rogue, thrown starknife warpriest (linked above), vexing daredevil mesmerist, and possibly an elemental annihilator or kinetic knight kineticist. Although, for II I really feel like submitting something "nature-y", which none of those concepts particularly are.
Shisumo, I'd like to ask if you'd approve the order of the bow from this book. It really works well when combined with the luring cavalier archetype for a fun mounted archer which I think would really fit the theme of II. I played it for a time in a very short F2F Kingmaker game that quickly fizzled out and it was a blast. Let me know. ;)
Yes, yes, yes. I certainly would. Maybe there will be enough of us so we might be able to just submit one cohesive group. I'm not really sure what type of character I'd like to submit, but certainly color me interested.
Edit: If Anca doesn't make the cut in the RotRL recruitment I'm in that ends this weekend she is certainly a build I'd throw into the ring. I plan on taking a few levels of flying blade swashbuckler to give her a few more tricks.
I am looking at your ifrit build and a couple things stood out:
Firstly, rogues are not proficient with kukris. Your build would have to be changed to daggers or else find another route for proficiency.
Secondly, you mention enlarging yourself using Efreeti Magic, but unless you take the Mostly Human alternate racial trait, then you are an outsider and therefore not a valid target for enlarge person.
I'm usually a core races only guy, but something about this game makes me want to try something a bit different. There is an ifrit UC rogue intimidate build I've been dying to try out. I'm excited about the concept so I hope I can do it justice and get into this game.
He is LN with a very specific personal code that he follows. Since I am utilizing the rake and bandit archetypes, he is a boastful man with a firey (heh) passion for life and all that it offers. While he does raid trade caravans just outside of Magnimar, he does so only against those caravans he has verified are transporting stolen goods or goods that are being distributed by a corrupt or downright evil merchant.
He loves life, loves to laugh, and makes no claims as to hide who and what he is. He loves his city and will defend it with his life. He is proud of who he is and challenges any who may try to take him down. Bring it on, he says, and let us see who is the better scoundrel!
Hmm, I was very intrigued by this campaign idea once I read that the AP was RotRL, but it seems like there is somewhat of a disconnect here between "regular" high-level characters and "let's see how broken we can make our character" builds. I just want a little clarity before moving forward with a concept. I've never played past level 8-10ish so this is definitely something that intrigues me greatly, but most of my concepts fall on the flavorful side more so than the over-the-top powerful side.
I've got a couple concepts floating around in the ol' noggin. I guess one 3pp thing I might be interested in exploring is the Half-giant race from Psiconics Unleashed. Is that approved for use? I think that race could be very interesting from a flavor perspective in the later books of the AP...
I'll be submitting a starknife slinging human warpriest of Desna. It seems like there are quite a few ranged characters coming out of the woodwork for this, but luckily this character is just as effective in melee as it is at range due to Desna's divine fighting technique.
I'm planning on taking a dip of flying blade swashbuckler (pending GM approval) to add a bit more versatility. While I'll be short on skills, I should have the AC of a frontliner, social skills covered, and warpriest spells to boot.
I really want to play in this AP, so I'm going to take my time selecting my campaign trait and coming up with a decent background.
I am resurrecting this thread because I am in Harford County and desperately looking for a game on the northern side of Baltimore. It seems like the entire concentration of Maryland Pathfinder players is concentrated south of the city.
I am not interested in PFS, my ideal game would be something based in the Pathfinder published Golarion campaign setting. Preferrably an AP!
I've done my share of GMing and I've found it is not for me, I want to play! I will gladly host if needed, we just bought a house and have plenty of space.
Thanks for the reply UAE. My inital concept was the flying blade, but after reading up I agree with you that either fighter or warpriest would be the way to go.
If you're of a mind to try your hand at a thrown weapon concept in your build testing I certainly wouldn't mind taking a look at it. Then again, there are quite a few threads out there that already tackle this issue - although none with any real solid conclusion. Close-Quarters Thrower, the Startoss feat chain, and Ricochet Shot all seem to be interesting facets of the build for sure. Just uncertain how to make them stick. Throwing TWF into the mix is a whole other can of worms and certainly limits options.
Like I said: Ah, Pathfinder. ;)
I think it's all but guaranteed that this will be isometric 2.5D in the BG/PoE style. Sorry, mate.
It is interesting to hear your opinion, though. I felt the exact opposite as Pillars of Eternity was the most immersive gaming experience I've had in years. The ambient sounds, the music, the art all just sucked me right in. I guess I just prefer games that leave a bit more of the experience up to the imagination. To each his/her own, of course.
It's funny that you mention NWN2, I'm just now getting around to watching a Let's Play of the game since I could never beat it due to the horrendous party AI (even with mods!). I am very much looking forward to getting back into it.
I know this is rumored to be in the works (or a future project that has yet to be started) and wanted to see what the community would like to see in the game. Would you buy it and at what price point? Should it be kickstarted? Turn-based or RTwP? Where on Golarion would you like it to take place? Etc, etc. There are hundreds of discussion points so I won't list them all.
I know it'll most likely be RTwP, but I would slightly prefer turn-based. I hope the art direction is as close to Pillars of Eternity as possible as I absolutely loved the art direction in that game. To keep it from being too generic, I'd like the game to take place in Nex/Geb/Alkenstar.
Please feel free to share your thoughts and lets get the discussion going.
I am definitely going with the vexing daredevil mesmerist. I'm trying to combine two ideas into one solid concept, but either way this character is shaping up to be a force!
Edit: Also, with the bonus feats, can we use them if we don't qualify for them? In other words, can I power attack at first level even though I have a +0 BAB?
Hexes, channel energy, spells, and an eidolon? Wow, I wasn't aware that covering all those bases was possible. You're like a one person party, hah.
If the party wishes to do so, please feel free to weigh in on which option you'd rather I play. If I do the half-giant, I might write his story so that his giant half was of the northern frosty variety. That'd certainly be interesting. But the rogue provides the party with DD, so I'm still kinda torn between the two concepts.
@16BC, one drawback is allowed. I dislike them a little bit, but I'll deal. Try not to take the smallest possible drawbacks in exchange for the best availible traits? Like, if someone takes a flaw that doesn't really do anything, and then comes up with a campaign trait, Fate's Favored and Reactionary, that feels cheesy as hell. If someone took a drawback in exchange for making something a class skill, or getting a +2 to a skill, I could deal with that.
Alright, great. I honestly have no idea what traits I'm going to take for this character (hopefully something that'll help him kill witches better), I just thought the drawback went well with my story. The brand will be on his drawing hand, so every time he goes to loose an arrow, it'll be clearly visible.