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Cinder Wolf

Skorn's page

FullStarFullStarFullStar Pathfinder Society GM. 295 posts (19,716 including aliases). No reviews. No lists. No wishlists. 17 Pathfinder Society characters. 52 aliases.


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Dark Archive

Its 2 PA. We have no real healer. Get a wand.

Dark Archive

Its fair and reasonable for everyone to have a wand of cure light to share the burden/cost of getting people healed up after combat. Wands are great for that. I do agree that they are not so good at keeping people up during combat. We will have to use our wit and good tactics for that. I am going with the Skald. I will prep him and update his alias now.

Dark Archive

So my shaman is busy in another game. I can offer you my Skald level 6 that can indeed use said wand, and cast a little healing himself. He is pretty good in melee as well. Or if the group needs better heals I'll play Shine, my level 7 gnome cleric of Sarenrae. I'd rather roll with the Skald but if the party feels we need the channels I'll do that.

Dark Archive

Hey. I am here. Was off work today and will be off again tomorrow. Will be back to regular posting Minday but will try to post again tomorrow night.

Dark Archive

With an oracle and pally the group may be more happy with a fighter that can buff than a healer/de-buffer. Hmm but a Bones oracle is likely not a great healer. I am happy playing either.

Dark Archive

I checked - It looks like the cleric has leveled to 7. So that leave a shaman -5 and a skald-6 that can play.

Dark Archive

I would very much like to play. I can offer the following characters and will play whatever the party needs at whatever APL we go with. If we go low I would prefer the Skald but if we need heals I'll have fun with the Shaman or cleric.

Low:
Caster Shaman 5
Melee Skald 6

Mid:
Caster/Healer Cleric 7
Small Cavalier 7 with Medium Warg and Large damage output

High:
Ninja 8 - one level of selfish bard
Melee Inquisitor 9
Melee Druid 9 - shifter with pet

Dark Archive

Count me interested as well. I have a number of options in that level range and could play a Shamen, Skald, or cleric. I'll have to dust off my characters tonight to verify levels and to see what else I might have in that range. I'd prefer the Skald whom I believe just leveled to 6.

Dark Archive

Strix - one issue is the flight thing. Except for small druids (or other class that can ride a flying mount) there is really no way to fly before 5th level. Its simply game changing at 1st level.

The other issue is that strix are so rare that one is going to stand out as unique in any social setting and usually in a bad way. They are not highly thought of by other races in general and have a racial hatred of humans. Humans know this. I can see you not being allowed in to inns, temples, peoples homes and shops, etc. Your average person on the street may not know what you are. Some might attack you on sight. Heck in the right setting I can you being blamed for things you did not do and potentially the target of angry mobs.

Dark Archive

Hi all. I just got back from helping my daughter move and found that I made the game. I'll create an alias later tonight and start catching up. Thanks for choosing me, and Taket!

Dark Archive

Plus 200 more to make it a +2 strength bow. Since your strength is 14 that would seem to be the thing to do. And if you are looking at spending that much there are special materials that make it harder to break. (I am not sure which are in the Hardback books though). Bows are ridiculously easy to sunder. Have a back up. :)

Dark Archive

Normally you cannot upgrade named items. But look at the Deliquescent Gloves that add Acid damage to any wielded weapon. Cheaper than the upgrade from +2 to +3 also.

Dark Archive

I wanted to mention that Taket has an option at level 11 and can either pick up Improved Sunder as a feat (which goes very well with Spell Sunder and is handy in general) or can pick up an extra rage power and be able to pounce. Barbarian pouncing is pretty nasty and some might consider it overpowered. Since I do not really know at what level the combats are run I wanted to get input from the other players and DM before finalizing that choice.

Dark Archive

Taket's HP:

10d12 ⇒ (5, 9, 10, 1, 4, 11, 1, 6, 11, 9) = 67

So that is 12 + 6 + 9 + 10 + 6 + 6 + 11 + 6 + 6 + 11 + 9 + 55 = 147 which is 10 more than half +1. I'll take it. :)

Dark Archive

So meet Taket, a human Shoanti barbarian who came to Sand Point to warn the town about the giant threat. He was sent because of an omen from a great Shoanti shamen who fortold of the giant's planned attack on the town. He is scarred and tattooed and looks intimidating as hell but has a good heart and will bravely defend his friends. I plan to create a more detailed background for him later.

Taket Stats :

Taket
Human (Shoanti) barbarian (invulnerable rager) 11
CG Medium humanoid (human)
Init +2; Senses Perception +14

—————
Defense
—————
AC 25, touch 14, flat-footed 23 (+10 armor, +1 deflection, +2 Dex, +1 luck, +1 natural)

hp 137 (11d12+55) 181 while raging

Fort +14, Ref +8, Will +6; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging

Defensive Abilities fortification 25%; DR 10/lethal, 5/—; Resist fire 2, extreme endurance

—————
Offense
—————
Speed 40 ft. (30 ft. in armor)
Melee
Special Attacks greater rage (28 rounds/day), rage powers (beast totem, beast totem, lesser, spell
sunder, superstition +4, witch hunter)

—————
Statistics
—————
Str 22/28, Dex 14, Con 18/26, Int 10, Wis 10, Cha 10

Base Atk +11; CMB +17 (+19 sunder); CMD 31 (33 vs. sunder)

Feats Dazing Assault, Dreadful Carnage, Furious Focus, Improved Sunder, Power Attack, Raging Vitality, Vital Strike
Traits armor expert, giant slayer, memorable

Skills Acrobatics +10, Climb +8, Craft (weapons) +3, Handle Animal +4, Intimidate +16, Linguistics +1,
Perception +14, Ride +4, Survival +13, Swim +8

Languages Common, Giant, Shoanti

SQ fast movement, heart of the fields, paranoid
Gear
Weapons
Cold iron arrows (50)
+1 furious vicious adamantine earth breaker
arrows (75)
blunt arrows (20)
cold iron morningstar
greatsword
locked gauntlet
mwk composite longbow
silver kukri
sling, and sling bullets (10)

Armor
+1 light fortification mithral full plate
jingasa of the fortunate soldier,

Consumables
acid,
alchemist's fire
Potion of Cure Light X5
Wand of Infernal Healing

Other Magic
amulet of natural armor +1
belt of physical might +2 (Str, Con)
cloak of resistance +3
cracked magenta prism ioun stone (Intimidate)
ring of protection +1
winged boots

backpack, belt pouch, blanket, crowbar, flint and steel, hemp rope (50 ft.), soap, sunrod, torch (10), trail rations (5), waterskin, whetstone, 104 gold

—————
Special Abilities
—————
Beast Totem +3 (Su) +3 to Natural Armor while raging.
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Dazing Assault (DC 21) -5 to all attacks and maneuvers but struck foes are dazed 1 rd (Fort neg).
Dreadful Carnage If you reduce an enemy to 0 or fewer HP, you can make an intimidate check to demoralize
all enemies within 30' as a free action.
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate
effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold
resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fortification 25% You have a chance to negate critical hits on attacks.
Heart of the Fields +5 (Craft [weapons], 1/day) 1/day, ignore an effect that would make you fatigued or
exhausted. +1/2 character level to the selected Craft or Profession skill.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Paranoid Aid Another DC 15 for attempts to help you.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (28 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding
at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her
combat maneuver check against a CMD of 15 plus the effect's
Superstition +4 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Vital Strike Standard action: x2 weapon damage dice.
Witch Hunter +3 (Ex) Bonus to damage spellcasters while raging.

HP Question - Do we get full HP at first level?

Dark Archive

Hi. I am quite interested and propose a superstitious Shoanti (Human or half orc) barbarian. He will likely use an earthbreaker. I like the idea of starting at 11th level as that is usually about how high I get to before the game ending. I can post daily except for special events in my life an usually can post more than daily.

Dark Archive

GM Aerondor wrote:


Ghost - 50 damage. 45' up (reduce haste duration here)
Siddhartha/Sioni : Mage Armor, Shield, Resist Energy(Fir

Not sure I would know but is the ghost healing? A few turns back it seemed to be down 50. After more damage over at least two rounds its down less than this. If its healing is there any way we could tell?

Dark Archive

I was already thinking druid, as my core character is a druid. I'll at least look at the Bard as I do not recall even glancing at it before. And those links are indeed up there, but were not when I posted. I promise. I think I just needed to refresh the page. lol.

Thanks for the advise.

When do we start?

Dark Archive

GM Aerondor wrote:

I'm happy with a pre-gen if you are happy to play one. That is a legal table size now. I'll leave it open for another day or so to see if we can get up to six.

I have opened the discussion thread for the four of you to put your character details in.

Sorry, but I am unsure how to get to the discussion threat from here. Do you have to provide a link?

It looks like we have the following rolls at least partially covered:

Melee
Skills
Healer
Arcane - to a lesser degree.

Not sure what Luke will play and if we will get a 6th. I will wait until I know who is at the table before choosing a core Iconic. I hope that any core class iconic will work but seem to recall that some came out later than other and I guess its possible that some of their abilities or even gear is not core. If you know one way or another let me know.

Core Iconics I know of are:
Amira - Barbarian
Ezren - Wizard
Harsk - Ranger
Kyra - Cleric
Lem - Bard
Lini - Druid
Merisiel - Rogue
Sajan - Monk
Seelah - Paladin
Seoni - Sorcerer
Valeros - Fighter

Anyone have any preferences?

Dark Archive

I'd love to play but my core character is level 2. I could maybe join with a core pregen at level 7?

Dark Archive

If you can play a Tiefling look at Fiendish Vessel. This archetype channels Evil and not positive or negative. Evil heals evil characters and harms good ones at the same time. That is the only way I know to do both with a single channel. But there is a price for this - Channel Evil uses D4s for results instead of D6s. I do not believe there is a class that does the opposite - i.e. Channel good.

Dark Archive

Help me out here. We have a druid, Cavalier, and sorcerer. How about I go unchained rogue? Thoughts? I could go strength build or full dex build and two weapon fight.

Dark Archive

OK. I still will want to hear from our 4th before final decision. I think I'll go archer/ranger with good perception and survival. But if we lack a face or arcane caster I can go sorcerer. I already have the ranger pretty much built so can post the ranger quickly. Likely just strait ranger but maybe infiltrator.

The truth is that rangers are powerful but quite linear to play and can get boring...Or that is my experience at least.

Dark Archive

OK. I can have fun playing about anything. What role would you guys like to see me fill?

Dark Archive

Hi all. I too have played part of this AP 3 other times and am hopeful/expecting that this game will be a lasting game.

Previously I played an elven archer ranger and a gnome fire oracle. But if we have a druid and a hunter then a ranger is likely redundant, especially if we only have 4 players.

I could play an arcane type and could go sorcerer if we need a face. Thoughts?

Dark Archive

Ravvyx the Plague wrote:
Skorn wrote:
I am interested and actually like your set of house rules. I could go Ranger or Arcane. Any preference? And what is starting gold?

Average for the class. You could always take the best of both worlds and make a Myrmidarch Magus. Touch spell arrows could be a major pain for baddies. >:)

I've actually got a character I've been wanting to try for a while (a kobold blight druid with the radiation subdomain, very debuff and status oriented with healing thrown in for good measure), but I've got a couple questions that could do with some clarification. I'm planning on taking the Pioneer trait because he actually lives in the Stolen Lands, though not incredibly deep into them. The trait says you get a free horse - could I substitute it for another more appropriate creature, like a giant ant? It feels like it would fit his theme (vermin and disease) a bit better than the horse... and kobolds do use giant ants as pack animals!

I see that now. Thanks for pointing it out. I read over the rules twice and failed to see it.

Dark Archive

I am interested and actually like your set of house rules. I could go Ranger or Arcane. Any preference? And what is starting gold?

Dark Archive

Reckless wrote:
WhtKnt wrote:

RECRUITMENT WILL END ON OCTOBER 29 AT 11:59 CST. I will make my selections between then and the 31st of October.

Thanks! Time to get to work. :)

Dark Archive

I asked before but did not get an answer, or maybe I missed it - do you have a submission deadline?

Dark Archive

Sir Bastion wrote:

I was looking at the Mass Combat guide and I can't see a reason not to use the Ambush condition.

The description of what the tieflings have done to crusaders remains at the ford can only be answered one way, the annihilation of their forces.

After careful consideration in his first command position, Sir Bastion orders the Knights of Kenabres to position themselves around the intended battlefield so that they may ambush the tiefling army. In this position the army will be able to perform a flanking maneuver with both their longbows and longswords.

So the Army of Kenabres will take advantage of the Ambush condition, and will choose the Expert Flankers tactics for the battle (+2 OM/-2 DV).

Knights of Kenabres
HP 16
DV 16; OM +10 ranged
Speed 3; Morale +5
Commander Sir Bastion (Cha +4, Prof(Soldier) 4, Leadership 8, no boons)

[Dice=Ambush]1d20+8
If I read the phases correctly, the chosen tactic is not part of the condition check.

Sir Bastion has posted this a while back.

Dark Archive

Wow. A chance to play at 20th level. This is not an every day thing. I am very interested. I want to play a wizard BUT that is a lot of work to build that class well. And a demon hunting Paladin is very thematic for sure, so maybe that. Let me play with some concepts and I'll see what I can come up with. Do we have a character due date?

Just thinking about the mission - I think if we actually see Orcus we have done it wrong. :)

Dark Archive

I will take the Experiment. If someone else really wants to play him, I will take the professional instead. PM if you you really want the Experiment.

Dark Archive

Sweet. Now I gotta tell you that I am traveling starting today but will be back on the 30th. I will be able to post some between now and then and can at least get my alias ready. And when I get back I am headed to Dragon Con on Sept. 4-7. So limited posting again for 4-5 days.

Dark Archive

Likely good use of the star. :)

Dark Archive

Core druid level 1 here. I've played twice and both were specials. Might as well keep up my streak. :)

Dark Archive

We have 5. When do we start? :)

Dark Archive

There is a wide selection of races showing up. With little input from our DM on creation guidelines I guess we are unsure if he has preferences for more standard races or not. Only time will tell. :)

Any thoughts on the timeline for selection?

Dark Archive

I'd love to play this! I have a core character but she is still first level - I have played her twice.

Disclaimer - I have already played this once on Normal mode.

Dark Archive

A lot of good ideas here.

Grit has some hours/level buffs but even those do not last all day. I guess we really need to be ready 24/7 -that is hard to do. I am all for any types of alarms to alert us that the enemy is here but we have to keep in mind the possibility that they can appear in out midst.

Stone Shape is good - but will require us to re-memorize spells in order to cast. We might not have that long. And they we are operating down some higher level spell slots. And we already know our enemy can teleport. So a stone will might not be effective and I think at best will act as an alarm as they break through the thin stone.

I like Nnn's center room idea - with doors open. This further lets us potentially hold a door against them while the room's guardians flank with us. I like this a lot because ideally we need to support each set of guardians to maximize their benefit.

If the girl can sense her sister then that in itself is an alarm no?

Dark Archive

Hmm. Down to three slots. I had better step up my game. :)

Here are some details on the druid character I was thinking of.

Background:

Hailing from the great savannahs of the Mwangi expanse, Ojore first came to the white man's camps as both an emissary and observer to see what these foreign men would do in the Mwangi. Now he watches them from within. He chose to join a group to better watch them and protect his jungle from their misuse. Keep your friends close and your enemies closer...

Party Role:

Ojore and his lion companion will contribute to the party in a number of ways.

With a good outdoor skill set and the ability to track, even by scent, he will be quite handy to have in any natural surrounding. He can serve as both scout and guide and at 4th level his scouting can be enhanced with a climb speed or swim speed. By 6th level he will also have a fly speed. His perception will be +6 starting out and improve with each level. He also is a local, knowing local customs and speaking the native language.

Ojore is a front line fighter when he needs to be and will a respectable starting AC of 20. With a round to buff he can deal out significant damage. His lion companion will flank with the party and chase down any who might try to run away.

As a caster Ojore will both buff and heal while doing some battlefield control when needed.

Description:

Ojore is tall for a Zenj warrior, standing almost 5 and a half feet in height. He is lean and well muscled with skin as black as night. His eyes are a bright blue, telling of a mixture of races somewhere in his background. Maybe he has Cheliax blood, but do not tell him that.

Ojore dresses in traditional tribal apparel. His sandals lace high onto his calves. His cloak is made from a lion skin and includes the lion's head as a hood. His shield is kite shaped with a heavy wooden rim and fine hides stretched tight over the boss. he wears a war club on his belt that has seen use and carries a javelin loosely in his free hand.

Dark Archive

Having trouble downloading the player's guide. Finally got it and read it. I was thinking of maybe a Mwangi druid who was a local and joined up with the group to partly keep an eye on the foreigners. Depending on starting location maybe a cat shaman or a plains druid.

Dark Archive

I have played many play by email games in years past, mostly with the GURPS rules. I would love a chance to get into another one. Serpent's Skull would me my campaign of choice, but I'd play any of them. Note that I am pretty familiar with the first book of Kingmaker.

I can have fun playing any role and would be happy to fill a role needed in the group. Thinking Oracle or Bard at the moment, both of whom could do some secondary healing.

Dark Archive

Seemed like you needed a healer. :) I'll get her in order.

Dark Archive

Hmm. Looks like you will play high. Would you like a 6th? I have a 5th level cleric.

Dark Archive

Taking Mythic Shield Other. You are gonna like it. :) 680 foot range.

Dark Archive

Sorry to hear about your loss Caladire. I lost my father earlier this year and know a lot of other people who have lost people they love. 2015 seems like a year of loss.

Dark Archive

Hi all. I hope to be joining you shortly as your healer. I have a build ready to present to DireMerc as soon as I hear from him on a few questions. I wanted to post here to say hello and to ask your thoughts in general about healers.

I built what I think is a very good life oracle. Later I noted he is very similar to the life oracle you previously had. I guess the goal of being a good healer pushes you into that mold. Is that what you think you need?

My personal thought is that it is very hard to heal in combat and keep up with APL appropriate damage. It usually better to buff and support and do most healing out of combat. That said, this guy has combat healing and can cast quickened cure serious at 30' range twice a day. Plus his channels are 7d6 as currently equipped.

He would be better at support if he was a cleric instead of oracle. But then he would loose life link and a d6 of channeling.

Also, I had a question about everyone's level. It seems people are different levels. Is that correct?

Dark Archive

DireMerc wrote:
You can reroll any set that is 15 points or less.

OK. That would be both sets. And I PMed you on my build I am very close but wanted to hear back before sending you something to look at.

Set one: this is a nice set of rolls! I will happily take these.

Stat: 4d6 ⇒ (6, 6, 5, 6) = 23 18
Stat: 4d6 ⇒ (4, 6, 1, 5) = 16 15
Stat: 4d6 ⇒ (6, 6, 3, 5) = 20 17
Stat: 4d6 ⇒ (4, 1, 4, 1) = 10 9
Stat: 4d6 ⇒ (5, 6, 6, 3) = 20 17
Stat: 4d6 ⇒ (5, 1, 4, 2) = 12 11

Set two: 11 ponts

Stat: 4d6 ⇒ (6, 6, 2, 3) = 17 15
Stat: 4d6 ⇒ (3, 3, 1, 4) = 11 10
Stat: 4d6 ⇒ (6, 4, 1, 5) = 16 15
Stat: 4d6 ⇒ (5, 1, 2, 3) = 11 10
Stat: 4d6 ⇒ (3, 1, 6, 3) = 13 12
Stat: 4d6 ⇒ (2, 2, 2, 2) = 8 6

Set two redo: 17 points,

Stat: 4d6 ⇒ (1, 1, 3, 6) = 11 14
Stat: 4d6 ⇒ (5, 3, 2, 4) = 14 12
Stat: 4d6 ⇒ (6, 3, 2, 5) = 16 13
Stat: 4d6 ⇒ (1, 2, 4, 5) = 12 11
Stat: 4d6 ⇒ (4, 6, 3, 5) = 18 15
Stat: 4d6 ⇒ (1, 3, 4, 1) = 9 8

Dark Archive

Well crap, I forgot to drop the low die. The better of the two is an 11 point build. Guess I will take the 25 points if that is ok, as an 11 point build in this game is not gonna work. The second set is a negative number. Any chance for a re-roll of that one? :)

Dark Archive

Rolling stats for my divine caster.

Set one

Stat: 4d6 ⇒ (3, 2, 6, 4) = 15
Stat: 4d6 ⇒ (6, 3, 2, 2) = 13
Stat: 4d6 ⇒ (4, 4, 1, 1) = 10
Stat: 4d6 ⇒ (5, 2, 6, 1) = 14
Stat: 4d6 ⇒ (4, 3, 4, 5) = 16
Stat: 4d6 ⇒ (2, 5, 4, 4) = 15

Set two

Stat: 4d6 ⇒ (3, 6, 2, 2) = 13
Stat: 4d6 ⇒ (3, 1, 2, 6) = 12
Stat: 4d6 ⇒ (2, 3, 4, 5) = 14
Stat: 4d6 ⇒ (4, 6, 1, 1) = 12
Stat: 4d6 ⇒ (4, 1, 5, 1) = 11
Stat: 4d6 ⇒ (2, 1, 1, 3) = 7

First set is slightly better than a 25 point buy so I'll take it.

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