Villamar Koth

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Goblin Squad Member. Organized Play Member. 590 posts (7,215 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters. 38 aliases.


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4d6 ⇒ (6, 3, 2, 6) = 17=15
4d6 ⇒ (4, 5, 5, 5) = 19=15
4d6 ⇒ (5, 5, 5, 3) = 18=15
4d6 ⇒ (6, 5, 3, 5) = 19=16
4d6 ⇒ (2, 4, 3, 5) = 14=12
4d6 ⇒ (4, 4, 1, 5) = 14=13
Yeah, I think I'll keep those.

Now what to play? I'm thinking an Aasimar Cavalier...maybe?


I have a Witch (winter witch) that I ran through this AP until about 4th level. I'll just have wait until I can get home after work to rebuild her to the current specifications.


Mokmurian, you might also want to create a discussion thread so we can talk OOC to each other without cluttering up the Gameplay thread.


I agree with the others. 10-14 days is usually long enough to get a sufficient pool of players. Anything longer and people tend to drift off.


I'm Nicolai's player, not FangDragon.


I'd like to submit Nicolai Fortescu, Human (Varisian) Wizard (Diviner [Foresight]), for your consideration.


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A lot of drug addicts lying around


Male Human Dad/17

Apologies for the interruption but there seems to be some confusion. Damien is just a Necromancer Wizard, I refered to him as a "white" necromancer (little w) as he will be anti-undead. White Necromancer is a third party class from Kobold Press, as Igar stated no third party material I decided to go with the Life subschool to bring in a little healing.

If Igar would consent I could rebuild him as a White Necromancer instead.


Okay, here he is, Damien Blackrose, Human (Taldane) Necromancer ([Life] Hallowed Necromancer)

Damien Blackrose:

Damien Blackrose
Human (Taldan) necromancer (life[APG]) 4 (Pathfinder RPG Advanced Player's Guide 146, Pathfinder RPG Horror Adventures 74)
LN Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 24 (4d6+8)
Fort +2, Ref +3, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4-1/19-20) or
. . quarterstaff +1 (1d6-1)
Necromancer (Hallowed Necromancer) Spells Prepared (CL 4th; concentration +8)
. . 2nd—blindness/deafness (DC 17), false life, mirror image, spectral hand
. . 1st—chill touch (DC 16), enlarge person (DC 15), mage armor, magic missile, ray of enfeeblement (DC 16)
. . 0 (at will)—disrupt undead, light, prestidigitation, ray of frost
. . Opposition Schools Divination, Enchantment
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 12, Int 18, Wis 12, Cha 14
Base Atk +2; CMB +1; CMD 13
Feats Scribe Scroll, Spell Focus (necromancy), Toughness
Traits reactionary, the reclaimer
Skills Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +8, Perception +5, Spellcraft +11
Languages Celestial, Common, Dwarven, Hallit, Necril, Varisian
SQ arcane bond (amulet), healing grace, positive touch, share essence
Other Gear dagger, quarterstaff, arcane bond amulet, , backpack, belt pouch, flint and steel, ink, inkpen, mess kit[UE], spell component pouch, trail rations (5), waterskin, 47 gp
--------------------
Special Abilities
--------------------
Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Divination You must spend 2 slots to cast spells from the Divination school.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Healing Grace (x1) (Su) Whenever you cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the spell a total of 1 point of damage per level of the spell. This healing may be spread out between the targets
Life Associated School: Necromancy
Positive Touch (7/day) (Su) Spontaneously cast necromancy spells as cure spells that can only damage the undead
Share Essence (1d6+2 temporary hp, 7/day) (Sp) As a standard action, take nonlethal dam to grant same as temp hp to touched ally for 1 hr.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

I'll work on his background over the weekend.


I'm thinking about a "White" Necromancer (Hallowed Necromancer archetype with the Life sub-school). I can get the build up later today but the background might take until the weekend.


I'm thinking a Human (Taldane) Order of the Lion Cavalier.


I'm in


I've got a couple of different characters I've made over the years for this AP and GM Trevor, if you'll allow, I'd like to submit both for consideration.

First up is Randall McNally, a Human (Varisian) Bard (sea singer). Randall's an affable and amiable sort who's penchant for skirt chasing has gotten him into trouble more than once but who's quick wit and silver tongue has gotten him out just as fast. While, not exactly, Captain material Randall would make an excellent First Mate and go between for the Captain and the crew.

Second is Kragor Bloodskull, a Half-orc Ranger (freebooter). Kragor is the son of the infamous orc pirate Kurgan Bloodskull, whose mother was dropped off in Port Peril, while still pregnant, by Kurgan and (with a sizeable amount of loot) was left to raise the child on her own. Spurred on by his mother's tales Kurgan left Port Peril at an early age to find his father. Kurgan is definitely Captain material and will settle for nothing less than his name overshadowing that of his father.

If only one submission per applicant is allowed then I'd rather go with Randall, as he's the more entertaining character to play.


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I think I didn't phrase my question correctly. Are the kingdom rules for 1e going to different from those found in the Ultimate Campaign book?


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James Jacobs wrote:
Papa-DRB wrote:

Was anything done with the Kingdom Management sub-system?

I DM'd the original AP with my home group, and have played the Owlcat CRPG. To tell the truth, I am hoping that that the Kingdom Management was "updated" to what is in the CRPG.

If no, I will either do something myself, or hope that one of the 3rd party folks does it.

thanks for any answers.

It's a new game edition, so the Kingdom Management system was rewritten from the ground up from its 1st edition version. It's role remains closer to how it worked in the 1st edition game, since the way it worked for the video game (as a series of narrative encounters with choose-your-own-adventure style choices and a VERY complex series of calculations and time-management steps better handled behind the scenes by a computer than by people playing a tabletop game) isn't really appropriate for the table.

The 2nd edition version of these rules instead presents the kingdom in a similar way to a character, sort of like how the Hell's Rebels rebellion worked, or how a starship works in Pathifnder, but taking full advantage of the new edition's rules.

So it's a completely new sub system and not just a rehash of the Ultimate Campaign rules?


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Does anybody know what the level cap will be with the new content? Will it top at 20th level?


Male Human Dad/17

To all that celebrate, Merry Christmas!


I know the GM said something about closing it on the 6th, but that hasn't happened.


I'm thinking of an Elven Hedge Witch who has been living on the outskirts of Phaendar for many years, a well know (if considered somewhat odd sight), and who occasionally travels into town to trade her herbal remedies and potions for the supplies she needs. She just happens to be in town when the hammer falls (or near enough that the sight of smoke would draw her to investigate).

Tamarantha Callandriil:

Tamarantha Callandriil
Female elf witch (hedge witch) 2 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Ultimate Magic 84)
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 12 (2d6+2)
Fort +3, Ref +3, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +2 (1d4+1/19-20) or
. . quarterstaff +2 (1d6+1) or
. . silver sickle +2 (1d6)
Ranged composite longbow +4 (1d8+1/×3)
Special Attacks hexes (cauldron[APG], healing[APG], ward[APG])
Witch (Hedge Witch) Spells Prepared (CL 2nd; concentration +5)
. . 1st—enlarge person (DC 14), mage armor, summon monster I
. . 0 (at will)—detect magic, guidance, read magic, stabilize
. . Patron Healing
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 17, Wis 11, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Alertness, Brew Potion, Extra Hex[APG]
Traits frontier healer, pragmatic activator
Skills Craft (alchemy) +12, Heal +6, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +9, Knowledge (planes) +8, Perception +4, Sense Motive +2, Spellcraft +8 (+10 to identify magic item properties), Use Magic Device +8; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Goblin, Sylvan
SQ elven magic, witch's familiar (mongoose named Tavi)
Other Gear arrows (20), cold iron dagger, composite longbow (+1 Str), quarterstaff, silver sickle, backpack, bedroll, belt pouch, familiar satchel[UE], flint and steel, mess kit[UE], spell component pouch, trail rations (5), waterskin, 723 gp, 12 sp, 1 cp
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 on Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Healing (1d8+2) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Ward +2 (1 at a time) (Su) Ward another, granting +2 to AC and saves until hit or fail a save.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

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

Tavi CR –
Mongoose (Ultimate Wilderness 190)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 6 (1d8)
Fort +2, Ref +4, Will +4; +4 vs. poison from snakes
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft.
Melee bite +5 (1d3-4)
Space 2 ft.; Reach 0 ft.
Special Attacks attach
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
[b]Skills
Acrobatics +10 (+6 to jump), Climb +10, Escape Artist +3, Heal +3, Spellcraft +0, Stealth +14, Use Magic Device -1; Racial Modifiers +8 Acrobatics, +4 Stealth
SQ empathic link
--------------------
Special Abilities
--------------------
Attach (Ex) If you hit with the listed attack, you can latch on to your opponent.
Climb (20 feet) You have a Climb speed.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


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While reading the adventure it states that in room C4 the carvings eye socket is chipped and that whatever was removed is in Damil Russo's possession in C9 but in reading Damil's stat block in C8(?) I see nothing mentioned in it that could be that mysterious item (nor any mention of it in the write up of C9.


So, let's say for the sake of argument.

Benefit: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained (and its Varisian name) are as follows:

It doesn't differentiate between spells I've memorized or those I "cast" from a scroll (whereas Cypher Magic does).


I'm currently playing an evoker wizard with the Varisian Tattoo feat. We recently came across a scroll of Fireball (CL:5) and I was wondering if the tattoo would enhance the scroll's caster level, thereby making it a CL:6 when I cast it or does the feat only count to spells that I've personally memorized for the day?


My Wizard character just bumped his intelligence up enough to increase his starting languages. What languages would be useful throughout the campaign? He already has Celestial, Common, Draconic, Thasilonians, and Varisian.


I was thinking of, if you'll allow it, a Warpriest if Agraad.


Oops, my notes were a little screwed up.

Feat Progession:
1 Spell Focus (evocation)
HB: Varisian Tattoo (evocation)
3 Spell Specialization
5 Greater Spell Focus (evocation)
WB: Intensify Spell
7 Empower Spell
9 Spell Penetration
WB: Piercing Spell
11 Greater Spell Specialization
13 Greater Spell Penetration
15 Spell Perfection
WB: ???
17 ???
19 ???
WB: ???


My friends and I recently started a Return of the Runelords campaign and I chose an Evoker (admixture) Wizard. We are currently at 3rd level so the feats and traits I've chosen up tot his point can't be undone but I'm looking for advice going forward.

Randeron the Red:

Randeron "The Red" DuMorne
Male human (Varisian) evoker (admixture[APG]) 3 (Pathfinder RPG Advanced Player's Guide 143)
CN Medium humanoid (human)
Init +6; Senses Perception +3
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 17 (3d6+3)
Fort +2, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +0 (1d6-1) or
. . dagger +0 (1d4-1/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks intense spells (+1 damage)
Spell-Like Abilities (CL 3rd; concentration +3)
. . 3/day—dancing lights
Evoker Spells Prepared (CL 3rd; concentration +6)
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 12, Int 17, Wis 12, Cha 10
Base Atk +1; CMB +0; CMD 12
Feats Alertness, Scribe Scroll, Spell Focus (evocation), Spell Specialization[UM], Varisian Tattoo[ISWG]
Traits magical lineage (burning hands), scion of legend
Skills Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +9, Knowledge (planes) +10, Knowledge (religion) +10, Perception +3, Sense Motive +3, Spellcraft +9
Languages Celestial, Common, Draconic, Thassilonian, Varisian
SQ arcane bond (Nipper, rhamphorhynchus), versatile evocation
Combat Gear potion of cure light wounds, scroll of enlarge person, scroll of grease, scroll of shield, wand of glitterdust (7 charges); Other Gear club, crossbow bolts (20), dagger, light crossbow, backpack, bedroll, belt pouch, mess kit[UE], spell component pouch, trail rations (5), waterskin, wizard starting spellbook, gold bar (worth 200 gp, 4 lb), 49 gp, 7 sp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Versatile Evocation (6/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

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

Nipper CR –
Rhamphorhynchus (Ultimate Wilderness 204)
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 8 (1d8)
Fort +2, Ref +7, Will +5
Defensive Abilities evasion, improved evasion
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (good)
Melee bite +1 (1d3-2)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, sudden swoop
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 11
Base Atk +1; CMB +2; CMD 10
Feats Lightning Reflexes
Skills Acrobatics +3 (-5 to jump), Fly +11, Perception +6, Spellcraft +1
SQ empathic link
--------------------
Special Abilities
--------------------
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fly (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Sudden Swoop (Ex) Do not provoke an AoO when making a charge whil flying. Gain +2 damage with bite when making a sudden swoop.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Feat Progession:
1 Spell Focus (evocation)
HB: Varisian Tattoo (evocation)
3 Spell Perfection
5 Greater Spell Focus (evocation)
WB: Intensify Spell
7 Empower Spell
9 Spell Penetration
WB: Piercing Spell
11 Greater Spell Specialization
13 Greater Spell Penetration
15 Greater Spell Perfection
WB: ???
17 ???
19 ???
WB: ???

So that's my plan. Any advice on things I should pick or rearrange would be appreciated.


Have you thought about using the Background Skills option from Pathfinder Unchained?

I'm thinking a Human (Kellid) Gunslinger (Pistolero)


What would you think of a Hexcrafter Magus?


Hey all, I'm going to begin this AP soon and am wondering what to do with the NPC's (Conchobhar, Crimson, Fishguts, Owlbear, Rosie, and Sandara). I was thinking of treating them as Cohorts as soon as the party takes over the Man's Promise, giving the party a group "Leadership" feat.

I'm wondering how to level them. Should I just level them up as the PC's level (with Ambrose and Sandara being the exception to the -2 level rule) or should I put them on the Slow experience progression (and have them fall further behind the PC's)?

What's everyone's thoughts?


We recently lost our GM of many years due to job/family concerns. I've tried to step up and keep this game going because we have a great group of characters and I'd hate to see that fall by the wayside. But, recently, I've been blindsided with some emergency home rehab projects that have taken up most of my free time.

I'm hoping we can find some Benevolent GM to take over and get things moving again. We have just started book #3 (Escape from Old Korvosa) and are currently 8th level. The party consists of myself, a Diviner (foresight) Wizard, going into the Harrower PrC, An Oracle (Life)/Holy Vindicator, a Slayer, and an (Unchained) Rogue/Assassin.

Please take a look at the Gamethread Here and the Discussion thread Here

Help us, Obi Wan Kenobi. You're our only hope.


I'm going to have to bow out. I'm having a hard time coming up with a character I like and just don't have the time now just cobble something together just to get a submission in.

Good luck to everyone else


Lathiira wrote:
I've heard there will be more, but it jumped to..Hulu? Netflix? Can't remember. So we'll be missing it for a year or more while they get sorted out.

Season three will debut on Hulu. As far as a release date I haven't seen anything other than "late 2020".


I'm going to submit a Human (Varisian) Tattooed Sorcerer and childhood friend of Sandru


I'm thinking of a Warpriest of Erastil. Let me bang my head against the keyboard and see what I come up with.


Please cancel all of my subscriptions (including any pending orders).


Ah, therein, lies the rub.
The characters I want to transfer aren't PFS characters.


I'm going to be ditching this account for...reasons, but I have a number of characters involved in games and I want to transfer them over to another account I've created.
Is this possible?


Has anyone else noted Sir Balin is missing a feat? As a 5th level Human Fighter he should have 7 feats (3 fighter bonus feats and 4 regular ones) but he only has six (Cleave, Iron Will, Power Attack, Step Up, Weapon Focus, and Weapon Specialization).
What would you add for a seventh?


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What do you mean?
Oliver and his dad sailed the Queen's Gambit down the Chicago river to the Illinois, then to the Mississippi and the Gulf of Mexico. From there the sailed around the Yucatan peninsula and cut across the Panama Canal to the Pacific Ocean. Once in the Pacific they began sailing towards China when they ran into the storm and...
Forget it, it's all screwed up.


Actually, when Damien Darhk was going to nuke Starling City the tactical map showed the city somewhere around Chicago.

Map


John Wesley Shipp will appear in the Arrowverse Elseworlds crossover.


Unfortunately my cable company, Wide Open West, dropped BBCA over a contract dispute.


Can you tell me if the Way of the Wicked books 3-6 downloads contain a printer friendly version? The product descriptions for books 1,2, & 7 specifically call out a printer friendly version whereas books 3-6 do not.


Thanks Kevin. Guess I'll ask in the Customer Service thread just to make sure. I'd hate to spend the money only to have buyer's remorse once they're downloaded.


Does anybody know if the WotW books 3-6 downloads from Paizo contain a printer friendly version? The product descriptions for books 1,2, & 7 specifically call out a printer friendly version but 3-6 do not.
Just wondering before I plunk down 40 more bucks.


DeathQuaker wrote:
If you are a grognard without cable, how do you watch the new season? Is it streaming?

Popcorn time


Thinking about a warpriest of Cayden Cailean. Human (Varisian) C/G. When are you thinking about closing recruitment? I've got date night tonight with my wife and then I leave for GenCon tomorrow morning, wouldn't have much time to work on it until Sunday or Monday.


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Zima, it Zucks!


GreenDragon1133 wrote:
Word is he'll be visiting one of the other shows for at least an ep. Probably Flash.

He's got to get back to his own world, so that makes the most sense