Knight of Ozem

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Thanks :) And sorry, should have been clearer, for gameplay balance I might say something like this is a heavy RP module, or this is mostly a dungeon crawl with little RP, or this will be a sandbox style game akin to Kingmaker, etc.


Can I ask what sort of gameplay balance you are aiming for, and what the posting rate expectations would be?


Forgive me if somebody has already asked, but will you allow a drawback to take an additional trait? With the usual unwritten rule that it cannot be something the character will constantly sidestep.


Given that the OP seems to be the groups most competent optimizer I would suggest he sets himself a challenge and attempts to make a well rounded martial character that is useful at the level. For extra points build them to use two weapons. I personally prefer playing casters because of the array of choices, but many of the new classes offer much more varied and interesting play styles and so ought to satisfy those who enjoy variety. I particularly enjoy the brawlers martial flexibility and at 18th level a brawler's daggers, or better Kama's, would have the same base damage as greatswords.


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kyrt-ryder wrote:
Fergie wrote:
Honestly, that character is the Pathfinder version of PunPun, and should never be brought into an actual game.

Wait wait wait.

You're suggesting that a Core Class, using standard options available to it in main line books, is somehow the PunPun [as in, an obscure monster trick available in an obscure book utilizing an npc race] of Pathfinder?

Oh yes the "standard" option of having a 16th level Kineticist intelligent weapon. Hardly Punpun, but far from standard. Allowing Leadership at all is foolish and allowing an intelligent weapon with class levels with it is just asking for trouble.

I think a healthy practice is to allow 1 in battle summon and 1 combat follower. As a GM the rule with high level play is simplify as much as possible. Ensure players have attacks routines written out and explain that you wish to limit the numbers on the battlefield to increase the flow and thus fun of the game.


I have just started running part 1 of the AP, not having played it or yet reviewed the 2nd book, would it be okay for me to apply? It seems like playing through the book before would be a much more entertaining way to learn about it, and I would love to get a chance to play through.


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Generally the way it works is that you need to apply for games. I would highly recommend reading the following guides Doomed Hero's PBP Guide and Painlord's Advanced PBP Guide they should point you in the right direction and offer some great tips. Good luck, hope to play with you at some point :)


Fabian Benavente wrote:
Akosua wrote:
Here is Akosua, a Bonuwat Cleric of Gozreh.

So you'll be talking to animals, eh? I always have issues roleplaying that; I just don't know what an animal really says. But we'll have fun nonetheless. :)

LOL, well only for 24 seconds a day, I do not imagine we will be able to manage any great philosophical debates. I the information garnered in her background was probably over the course of many weeks, getting tidbits and gradually honing in on them, etc.


Would a Gozreh worshipper be problematic, maybe one of a more conventional bent? Given the mention of a heretical sect in the opening post.


@Fabian Benavente playing around with creating a Spiritualist, and just reading the class for the first time, would you have any issue with such a new class? From what I can tell so far I would be fulfilling a role similar to that of a caster cleric.

I am thinking of making a female character from Jalmeray, possibly a former wife, one of many, of a powerful Jalmeri noble disgraced and banished after loosing a political struggle within the harem. So likely jaded, rather lost, and coming to terms with her new more precarious lot in life.


Currently trying my hand at an in character recruitment thread for the Giantslayer AP, it is a lot more work for the GM, me, but allows for me to get a look at prospective players writing skills. Also allows players to potentially be creative and for me to foreshadow and get players familiar with the starting location, etc.

I would also add that personally simple things like proper capitalization and grammar go a long way. Because there are many people with English as a second language I try not to be too pedantic about it, but text speech or a large number of wrongly uncapitalized letters is a turn off.


Just got Giant Slayer, so I will be reading over it and then posting recruitment in the next week or so. Probably be looking for players to commit to a minimum 2 posts a day rather than 1 for a slightly faster game.


I think I'll submit a Wood Elemental school specialist, sounds like a fun challenge, and speedy GMs are always appealing :)


Giving this ago for a Bloodrager

Gold: 3d6 ⇒ (3, 4, 3) = 10


Well first as Pizza Lord says, they are going to need to succeed on a DC 23 will save or waste 2000gp though that is likely pretty doable. Awaken allows for specific tasks and endeavours, I would refuse accompanying them on adventures, but agree to local tasks, but play up its age and the damage such a large creature moving about might do.

Just speak with your players and explain to them what you will and won't allow so they will not feel cheated. I would say a powerful local defender and occasional help with large construction is reasonable.

You might simply add the clunky and slower construction flaws meaning it can only move 20ft a round in total and thus would slow the group hugely since you seem to be expected to assign its traits as an animated object. I might make it very powerful, but impractical to travel with.


Could I ask about the expected posting rate? I tend to think it is good to know what is expected in advance and tend to prefer a minimum expectation of 1 post per day.


@Mottied could you use this Avatar pic for Roban please Mottied, a bit smiley, but close enough :)


Let's see what I have to work with :)

2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (6, 6) + 6 = 18


No I'm not a mind chemist!

I'm not a mind chemist!

I'm Spartacus!

Wow, wouldn't it be lame if I wasn't making that joke ironically ;)


A beautiful boy, golden haired boy, wearing an elegant, but plain, suit of rich greens and golds enters, a Unicorn the size of a dog trotting along at his side. Although he carries himself with a haughter he cannot be much more than four feet tall, and the sword at his side appears to be in constant danger of tripping him,

DC 20 Perception:
Wait a minute that's not a boy! That chest is not as flat as it ought to be, strapped down, but hardly flat, and when you look that walk has more sway in it than most males would.

"This is the place Hayakaze? It hardly seems fit for purpose, just look at this disorganized rabble, if they cannot organize the entrance ceremony what hope for the rest?"

The Unicorn wicker's, "Brurrhahaur, just wait Aveila, this is destiny it will not be set aside for paperwork."


Hooo, boy, this really got away from me... Not done the stats, yet, but Aveila would be a petite (small sized) human Paladin with a pony-sized Unicorn (reskinned Goat familiar with the Mauler archetype for medium size) which would ideally become her bonded mount at the appropriate level.

I would be going for a, mostly, classic Tsundere.

Background Sequence:
For all his life Andro had been handsome, rich, and vain, a true Taldan elite. But when he broke yet another girls heart she cursed him wishing he would feel the pain he caused others... The very next morning he awoke in the body of his tiny twin sister Veila, but when he went to... himself Veila/Andro laughed at him, telling him that if she could help it there was no way they were every switching back. She would come to rule their father's lands and he could marry some wealthy fat old man!

After throwing a fit and refusing to stop spouting "crazy lies" "Veila" was shipped of to a reformatory school in the middle of nowhere. Boarding with other girls she started to see them as real people, and realized what an ass she had been, even coming to forgive her sister knowing she might have done the same in her place.

The very day she forgave her sister, and asked the other girls to call her Aveila she found a mysterious Unicorn necklace at the foot of an oak tree. When she placed it around her neck a pony sized Unicorn appeared offering her a place at the House of Unyielding Radiance, and promising to stay by her side until true loves kiss frees her from the curse - a fact Aveila feels pretty ambiguous about.

Poorly Translated Theme Song:
A Unicorn riding Princess,
sure to pierce your heart!
A beautiful sunlight Princees,
sure to pierce your heart!
A radiant golden haired beauty,
surely the ultimate cutie!

But she cries a single tear,
and though no one else can hear,
she calls why, oh why,
can't you see that I'm a guy!
A perfect flawless Princess,
in almost every way!

A tiny perfect Princess,
brave as any Knight!
A glorious hard luck Princess
full of innocence!
A Unicorn Riding Princess,
sure to pierce your heart!


I could cast produce flame if that would help? The very 80s franchise I was thinking of incidentally :)


Tamas Personality:
Tamas is kind to people and animals, but does tend to put them on the same level - beneath him. This is mostly because of his faith in his Harrow deck and the belief that his guided destiny is necessarily superior - although he has never articulated such a thought. Despite being a little condescending, he is always eager to help, and often uses both his harrowing and magical skills to aid others.

He dotes upon Ravi, who he raised from hatching, and often spends hours painting her spines in bright colours, or etching patterns into her leather armour. Ravi a does her master and is even willing to tolerate his appalling singing voice - he was always a bit jealous of his older brothers, both of whom were talented musicians, but has a tin ear.

He hates making major decisions without getting a proper augury from his cards, and can be alarmingly indecisive without their guidance, but never hesitates if there is danger to others. He has a great respect for divinations and prophecies, but will generally convince himself any and all are chiefly about him.


Confident they are, though I would not see them as an outlier here.


I'm not sure I like the aesthetic, but its hard to justify why you would not give a beloved companion fighting alongside you every protection.

I was giving serious thought to a rhino to, but this seems like the AP where a dinosaur would be most appropriate so I couldn't resist :)

It has nothing to do with my childhood love of the Dino Riders toys *shifty eyes*


I'll submit Varisian Druid :) Still tweaking personality and appearance - need to find an avatar that fits.

Tamas Dolchescu:
Tamas Dolchescu
Male human (Varisian) druid (saurian shaman) 1 (Pathfinder RPG Ultimate Magic 39)
NG Medium humanoid (human)
Init +0; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 10 (1d8+2)
Fort +3, Ref +0, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee wahaika +3 (1d6+3)
Ranged sling +0 (1d4+3)
Druid (Saurian Shaman) Spells Prepared (CL 1st; concentration +4)
. . 1st—commune with birds[ARG], entangle (DC 14)
. . 0 (at will)—create water, guidance, light
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 13, Int 12, Wis 17, Cha 8
Base Atk +0; CMB +3; CMD 13
Feats Spell Focus (conjuration)
Traits harrow chosen (varisian), - custom trait -
Skills Acrobatics -5 (-9 to jump), Craft (armor) +5, Handle Animal +3, Heal +7, Knowledge (nature) +7, Perception +7, Profession (cook) +7, Sense Motive +5, Spellcraft +5, Survival +9; Racial Modifiers +2 Sense Motive
Languages Common, Druidic, Polyglot, Varisian
SQ nature bond (stegosaurus named rava), nature sense, wild empathy +0
Other Gear lamellar (horn) armor[UC], heavy wooden shield, sling, sling bullets (30), wahaika[UC], artisan's tools, backpack, harrow deck[UE], holly and mistletoe (4), spell component pouch (2), 4 sp, 3 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Tamas grew up as part of the slave staff on the Chelexian Lord Algrad's estate. His family performed as entertainers, but after Tamas's father injured his leg he was sent to work in the menagerie with his boy.

Tamas took to it and soon showed an unusual talent with animals, eventually he was given charge of the newly imported dinosaurs. In particular he took special care in raising the first dinosaur to hatch in his care - his steogosaurus companion Ravi.

Several months ago after the death of Lord Algrad Tamas learned that the new Lord had no interest in the Menagerie and it was to close. After speaking with his family, and the majority of the estates other slaves Tamas released the menageries creatures, leading to mayhem and panic.

The slaves escaped and scattered with Tamas taking Ravi hidden in a stolen cart to the Port City of Pezzack. Selling the cart and horses to fund passage to Sargava he hopes to find a more natural habitat for Ravi.

--------------------

Rava
Stegosaurus (Pathfinder RPG Bestiary)
N Medium animal
Init +4; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 22, touch 14, flat-footed 18 (+2 armor, +4 Dex, +6 natural)
hp 9 (2d8)
Fort +3, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee tail slap +5 (2d6+1)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 10, Int 2, Wis 12, Cha 10
Base Atk +1; CMB +2; CMD 16 (20 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +8, Perception +5
Other Gear leather armor, bedroll, pack saddle
--------------------
Special Abilities
--------------------
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Congrats, have fun with the game :)


DM ERK wrote:

@Twany indeed you are just under the wire.

I now consider recruitment closed. I'll let you all know my decision later this evening. Thank for the wonderful submissions, you've all made my life a little hard.

I don't know how I managed to miss this for so long, probably because I was focused. Best of luck all :)


Think I can get this in just under the wire...

Presenting Akella Stoftsonn, a female dwarf druid.

Stats:
Akella Stoftsson
Female dwarf druid (menhir savant) 1 (Pathfinder RPG Ultimate Magic 38)
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 11 (1d8+3)
Fort +5, Ref +1, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee club +3 (1d6+3) or
. . dwarven waraxe +3 (1d10+3/×3)
Ranged sling +1 (1d4+3)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . At will—speak with animals (4 rounds/day)
Druid (Menhir Savant) Spells Prepared (CL 1st; concentration +4)
. . 1st—calm animals[D] (DC 14), entangle (DC 14), thorn javelin[ACG]
. . 0 (at will)—create water, guidance, know direction
. . D Domain spell; Domain Animal domain
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 16, Int 13, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Spell Focus (conjuration)
Traits heirloom weapon (proficiency), - custom trait -
Skills Acrobatics -4 (-8 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +2, Handle Animal +3, Heal +7, Knowledge (nature) +5, Perception +7, Survival +7 (+9 to track vs. humanoids of the Giant subtype); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Druidic, Dwarven, Terran
SQ giant hunter, nature bond (Animal domain), rock stepper, spirit sense
Other Gear hide armor, heavy wooden shield, club, dwarven waraxe, sling, sling bullets (30), backpack, belt pouch, blanket[APG], flint and steel, holly and mistletoe, mess kit[UE], pot, soap, spell component pouch, waterskin, 6 gp, 5 sp, 5 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Druid (Menhir Savant) Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Speak with Animals (4 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spirit Sense (Sp) As det. undead, also fey, outsider, astral/ethereal/incorporeal simultaneously.
--------------------

Backstory:
Akella only recalls her mother, who was taken in by the people of Trudeau after being recovered from a party of young orc raiders. The pregnant dwarf could not speak, her tongue having been removed by the orcs, and the only laid claim to a single battered waraxe from the orc's spoils. The town's folk expected her to give birth to a half orc, but instead Akella proved to be a perfect little dwarven babe.

Sadly her Mother was a deeply unhappy woman, mad with grief, who beat and berated her daughter constantly; Akella became nearly feral often spending weeks out in the wilds, and gradually training and learning to speak with the residents of a nearby rabbit warren - where she often slept.

After some thirty years, she met and fell for a Dwarven mercenary named Stoft, and with his aid managed to piece together some of her past. From the symbols of the axe her mother always held dear she learned that she had belonged to a clan who's small hold had been destroyed by giants in the far north. She had Stoft teach her the dwarven giant fighting traditions, and the two were eventually married.

Stoft's company is presently engaged in the lands that were once the World Wound, and much to Akella's annoyance he refused to allow her to accompany him. It has been six months and she is angry and frustrated by their separation - and his very brief, very occasional letters.

She now lives in a small hut on the outskirts of Trudeau, making a living collecting herbs, and pelts which she sells in town. She rarely speaks with her mother, but drops off food every few days - family being family. She is friendly with the townsfolk, but becomes uncomfortable around more than a few people, and tends to prefer her own company.

Personality:
Akella is sensible, shy, and has a low opinion of herself. She is both deeply in love with, and currently, very irritated with her husband Stoft, who she adores and often day dreams about. Never much of a talker she would dearly like to make some close friends, but finds the task of making them very daunting.

Her animal companion, a huge rabbit called Bigwig, recently passed away, and she cannot bring herself to replace the dear old fellow.

She gets an Animal Companion at 4th level, and will likely take the feat to bump it up to full level. I thought it was worth it since there is already a companion in the party, and it gives her a better connection to animals than most with the animal domains spells and speak with animals ability.


Hmmm, I'd like to try and see if I can make it through the early levels with a Wizard. So here is Narg.

Is Strix an acceptable race? It does not seem to have an assigned race points number, but I would argue it would clearly be under 20. The Syrinx is very similar at 16 points is pretty comparable and would be my choice if Strix is not acceptable - they basically have slightly better IMO racial traits, but worse ability score mods, especially for my purposes.

Narg Crowbait:

Strix wizard 1 (Pathfinder Campaign Setting: Inner Sea World Guide 313)
NE Medium humanoid (strix)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+2 armor, +4 Dex, +2 shield)
hp 9 (1d6+3)
Fort +2, Ref +4, Will +2; +2 bonus vs. illusion spells or effects
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (average)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks hatred
Wizard Spells Prepared (CL 1st; concentration +5)
. . 1st—charm person (DC 15), color spray (DC 15), sleep (DC 15)
. . 0 (at will)—daze (DC 14), ghost sound (DC 14), mage hand
. . Opposition Schools Metal
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 14, Int 18, Wis 10, Cha 6
Base Atk +0; CMB -1; CMD 13
Feats Improved Initiative, Scribe Scroll
Traits bully, reactionary
Skills Acrobatics +3, Fly +6, Intimidate +3, Perception +6, Spellcraft +8, Stealth +3; Racial Modifiers +2 Perception
Languages Auran, Common, Goblin, Infernal, Strix
SQ arcane bond (arcane familiar, scorpion, greensting), flexible enhancement, splintered spear, suspicious
Combat Gear scroll of entangle, scroll of shield, acid; Other Gear lamellar cuirass[UC], heavy wooden shield, crossbow bolts (20), light crossbow, spellbook, 9 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Flexible Enhancement +1 (Dexterity) (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Flight (60 feet, Average) You can fly!
Hatred +1 (Ex) Gain a bonus to attacks vs. humans.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Metal You must spend 2 slots to cast spells from the Metal school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Splintered Spear (7/day) (Su) As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your S
Suspicious +2 bonus to save vs. illusion.

--------------------

Arcane Familiar
Greensting scorpion (Figment Archetype) (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 2 (1d8)
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Additional Traits, Weapon Finesse
[b]Traits
bully, extremely fashionable
Skills Acrobatics +7, Climb +11, Fly +11, Intimidate +1, Perception +8, Spellcraft -1, Stealth +19; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.


GM Infinity wrote:
Ok, I uploaded those from my hard drive let me try posting them to the web and linking off the url.

Sorted seems fine now :)


ellequoi wrote:

When people say APs, are they strictly referring to the multi-book Paizo type stuff?

I ask because I just started a recruitment thread for a loosely connected 3-module solo campaign, non-Paizo.

Yes, typically, though I don't think anybody will be up in arms, and anyone who builds a character ought to read your intro and quickly realize what you are about. I would just say 3 modules combined into a campaign and maybe give the level spread you imagine covering.


Presenting White Knight II, an Android Magus, with his Earth Mephit Improved Familiar Pawn VIII. I've been twiddling this idea around since the previous interest thread, I guess they are either the remains of, or just separated from some powerful being's living chess set?

At first the pale slender figure seems to be a statue, he stands motionless, save for a silk black and white chequered cloak stirring gently with the breeze. His skin is white with a faint metallic sheen, and even his armaments, clothing, helm, and scimitar, are predominantly white giving him a ghostly appearance. Emblazoned upon his chest is a black horse head resembling the Knight chess piece. His pale hairless features are perfectly symmetrical, but more harsh than handsome, and the letters WKII are embossed upon his forehead.

At the pale warrior's feet sits a small winged humanoid creature, with a comically spherical head, that seems to have been roughly hewn from white granite. This one has WPVIII seemingly chiseled into his forehead, and is humming a jaunty little tune. Pausing it looks up,

"What's going on boss? Poor old Pawny don't remember a thing."

The White Knight frowns, "I am unsure Pawn, we do not appear to be in our place. This troubles me."

"Oh right? So what are we doin' then?"

"I suppose we must find others and ask them... Ask them where we belong? We are... Incomplete, part of a set, yes?"

"Don't know nothing about that, but if you say so boss."

Stats:
White Knight II
Male android magus 7 (Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid
Init +11; Senses Perception +12
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 11 (+1 deflection, +5 Dex)
hp 65 (7d8+21)
Fort +8, Ref +8, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 spell storing scimitar +11 (1d6+6/18-20) or
. . mwk cold iron scimitar +11 (1d6+5/18-20)
Special Attacks arcane pool (+2, 8 points), magus arcana (familiar[UM], spell blending [2 spells of lower level][UM]), spell combat, spell recall, spellstrike
Magus Spells Prepared (CL 7th; concentration +12)
. . 3rd—haste, greater magic weapon
. . 2nd—false life, false life, mirror image, mirror image
. . 1st—mage armor, shield, shocking grasp, shocking grasp, true strike, vanish[APG] (DC 16)
. . 0 (at will)—arcane mark, detect magic, mage hand, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 9, Dex 20, Con 14, Int 20, Wis 10, Cha 6
Base Atk +5; CMB +4; CMD 20
Feats Dervish Dance[ISWG], Improved Familiar, Improved Initiative, Intensified Spell[APG], Weapon Finesse
Traits magical lineage, reactionary
Skills Acrobatics +12 (+16 to move through a threatened square or enemy's space), Craft (weapons) +8, Fly +15, Knowledge (arcana) +15, Knowledge (dungeoneering) +9, Knowledge (planes) +10, Perception +12, Perform (dance) +0, Spellcraft +15, Use Magic Device +8
Languages Aboleth, Auran, Common, Common, Draconic, Elven, Terran
SQ knowledge pool, medium armor
Combat Gear pearl of power (1st level) (3), quick runner's shirt[UE]; Other Gear +1 spell storing scimitar, mwk cold iron scimitar, belt of tumbling[UE], cloak of resistance +1, eyes of the eagle, headband of vast intelligence +2, ring of protection +1, bandolier[UE], bandolier[UE], weapon cord[APG], wrist sheath, spring loaded, 1 pp, 78 gp, 8 sp, 8 cp
--------------------
Special Abilities
--------------------
Arcane Pool +2 (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

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White Pawn VIII
Earth mephit (Pathfinder RPG Bestiary 202)
N Small outsider (earth)
Init +2; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 24, touch 14, flat-footed 21 (+3 armor, +2 Dex, +1 dodge, +7 natural, +1 size)
hp 32 (3d10+3); fast healing 2
Fort +6, Ref +5, Will +5
DR 5/magic
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Offense
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Speed 30 ft., fly 40 ft. (average)
Melee mwk cold iron ranseur +8 (1d6+1/×3) or
. . 2 claws +2 (1d3)
Special Attacks breath weapon
Spell-Like Abilities (CL 6th; concentration +8)
. . 1/day—enlarge person (self only), soften earth and stone, summon (level 2, 1 mephit of the same type 25%)
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Statistics
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Str 13, Dex 15, Con 12, Int 13, Wis 11, Cha 14
Base Atk +5; CMB +5; CMD 18
Feats Dodge, Flyby Attack
Skills Acrobatics +9, Bluff +8, Craft (armor) +5, Craft (weapons) +4, Fly +17, Knowledge (history) +2, Knowledge (nature) +2, Knowledge (planes) +6, Knowledge (religion) +2, Perception +10, Sense Motive +6, Spellcraft +8, Stealth +12, Use Magic Device +9
Languages Common, Ignan, Terran
SQ improved evasion
Combat Gear wand of ray of enfeeblement (15 charges), wand of true strike (50 charges); Other Gear mwk studded leather, mwk cold iron ranseur, whetstone,
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Special Abilities
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Breath Weapon (DC 13) (Su) Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.

A cone of rocks that deals 1d8 bludgeoning damage.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Enlarge Person (self only, 1/day) (Sp) As the spell. DC 14, caster level 6th.
Fast Healing (if underground) 2 (Ex) Heal damage every round unless you are killed.
Flight (40 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Soften Earth and Stone (1/day) (Sp) As the spell. DC 14, caster level 6th.
Summon (level 2, 1 mephit of the same type 25%, 1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr

Personality:
White is decisive and aggressive, in the heat of them moment, but when he has time to make a decision he has a habit of getting bogged down analysing every last possible variable. He struggles with personal interactions, both finding them a little pointless, and being fascinated by them. Most of all he feels lost, having gained a sudden freedom both exhilarating and terrifying.

Pawn is an easy going pragmatist with a great deal of affection, and a cheerful contempt for his boss. Mostly he wants to sleep and eat as much as possible.


How about exploring a land in Golarion that has had little written about it, Nex, or Jalmeray perhaps? A none western setting would be great, and both of those places seem to have only a few tantalizing details written about them, so could inspire without much confining, or needing you to look stuff up.


Just to put it out there to any GMs pondering which AP to run I have a real hankering to play Giantslayer :)


Congrats and best of luck with the campaign guys :)


Wizards are considered a tier 1 class for a reason they in no way need a power up, and familiars are amazing. If left in your back pack they can still give you alertness, and a +2 save boost or +4 Init, two feats. They also gain your skill ranks meaning that they can aid another on pretty much every skill you use, or provide an additional knowledge check, etc., and they can deliver beneficial touch spells for you in many situations without risking combat.

There are many ways to boost a familiar within the rules, some Improved Familiars are amazing, you can use the familiar archetypes to specialize them in something, there is a feat to give them one evolution point, like the eidolon, notable for the skilled evolution which gives +8 to a skill, and you can make a familiar you don't have to worry about dying with the Companion Figurine feat though its rather expensive.

They are not for using in melee, but its very easy to make them a virtually free quickened spell, and there are loads of ways to power up a familiar within the rules, none of them really make a familiar viable in combat, but if that's what you want summoner is probably the way to go.

I am seriously considering spending two feats to get a familiar, skill focus knowledge (blah) and Eldritch Heritage Arcane.


Congrats to those who made it, and commiserations to the rest of us :) Best of luck with the campaign guys!


A place in the game, peace on earth, winning lottery ticket? I'm not fussy, also I live in Leicester so 5,000 to 1 odds are nothing to me :) Premier League Champions Leicester City woooo! *shuffles off looking embarrassed*


*Baits his breath*


@baja1000 it was actually bumped up to 25 point buy later in the thread :)

Best of luck all :)


Great, looking forward to it :) Congrats all!


Ooooh, I never knew that, I like it though makes sense and is a nice substantial penalty. That said I recall an old friend telling me that always going last is the same as always going first in the second round :) Plus I am a lot more comfortable with a 21 AC going last than with 14 AC I can manage without it.

I'll adjust init accordingly. As for ride, its really only going to come into play when/if a 20ft. speed would slow the party so I am not too concerned about it, plus again it becomes less and less relevant from next level.


The heavy armor and lack of proficiency is intentional, the only downside is a minus on attack rolls which does not matter for this character. The acp on skills is a pain, but proficiency does not fix that. I tend to think this happened plenty in the real world, plump nobles wearing fancy armor they were not really trained to fight in, etc.

Thanks for the information on crafting, I suspect that I'll take Beckon the Frozen if you are okay with that feat?


Ah, missed that, on greenbound summoning, yes probably wise :) Hmmm, what is the stance on crafting in this adventure, is it viable, not encouraged, etc.? Thinking of taking Craft Wondrous Item.

If not I'll likely take Beckon the Frozen to enhance summons - Frostburn gives summons the cold subtype and +1d6 cold damage.


Works for me :)


No, I'm with you there, I literally played in a level 15 game with another player who's character had 13 different classes - his character sheet was a mess :p


Tyeal wrote:
Count me interested. Haven't done any 3.5 in awhile BECAUSE of how bad cheesing can get, and the MC combos that can come from so many splat books.

Do remember though that this is specifically a terribly hard adventure designed to murder your characters, almost every reference you find advises both high levels of optimization and that you prepare multiple back up characters :0 The advice seems to be to prepare especially survivable characters that can last through many more encounters than the standard adventuring day!

And good idea, I'll roll HP to :)

1d8 ⇒ 8
1d8 ⇒ 8
1d8 ⇒ 7

Edit: Nice!


Yes to Battle Blessing, probably no to Sword of the Arcane Order, since getting Into high enough and getting a spell book/access to a spell book would be problematic.

Getting more tempted by the druid though, Fleshraker animal companions are just nasty, and even first level summons can use Wall of Thorns with Green bound summoning - I wouldn't use that in a normal game, and mention it for possible nerfing, but it seems like it would be tremendously useful in RA - though I am not sure how you would legitimately instruct them to use the ability outside of speak with plants, which balances it somewhat.

Edit: definetly Druid if we have a Crusader, and other than dire warnings I am not familiar with the adventure so I cannot comment on the Pathfinder level thing :)

Spoiler:
I do know that we should not go down the well anytime soon, or this decade this being PBP.


I confess I never really warmed to TOB, and while I largely agree on Paladin's I think splatbooks make them fairly powerful, their spell casting in particular gets surprisingly badass, they have naturally great defences, and can get some great mount choices that can be summoned in when the dungeon opens up for battles against larger foes - I kind of assume that this will happen at higher levels semi frequently when large+ foes are more prevalent.

That said I am well aware of the dungeons legendary lethality, so I'm also pondering a druid, though I am wary of having a low AC in Wildshape forms.

Would using age categories, and eventually using wildshape to pretty much ignore the penalties, be cheese? I wouldn't normally ask, but Dungeon of Graves and all that :)

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