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FullStarFullStarFullStarFullStarFullStar Venture-Agent, Canada—Ontario—Toronto 2,977 posts (5,496 including aliases). 46 reviews. 1 list. No wishlists. 63 Organized Play characters. 21 aliases.


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Silver Crusade

Anyr wrote:

There actually is a Music Word. However, it's in the 'Lexicon of the Throne' sourcebook. So unlike the core Words, you'd have to pay for it.

Thanks for the answers.

That book looks VERY cool. Thanks for pointing it out to me

Silver Crusade

Some questions.

Looking at the world, it seems very likely that we will have very different characters from different places with different goals. How does that disparate group become a Pantheon? How do we meet and become a group?

I have a character concept gelling but aren't sure how to implement it. Before becoming a demigod, he was a Howler musician/beast tamer. Ideally, I'd like him to have had access to some "bardic" type stuff. Mechanically, the academy of thought seems perfect. But I'd like to reflavour it to being done by music and insight. Is something like that ok?

I am not sure I understand how low magic works. I think I can be an archmage as one of my facts. But I don't understand how long magic takes to cast and what limits are on it.taking the academy of thought s an example, there must be SOME limits on a 2d6 psychic attack but I don't know what they are.

Silver Crusade

The recruitment thread is up

http://paizo.com/campaigns/GodboundShardsOfDivinity/recruiting#5

Silver Crusade

TheUnthinker wrote:
pauljathome wrote:
Which raises my first mechanical question :-). Does "Adopt the shape of any beast or hybrid, natural or magical" include abilities (flying, breathing water, senses, combat, etc) or not? And does that cost effort when doing it on oneself?
So assuming you're talking specifically about only Many Skinned Mantle, when used on yourself it allows you to assume any form without effort committed. You only commit to impose it on others. Once shifted you always have access to natural, physical abilities like flight, burrowing claws, etc. But supernatural abilities, dragons breath, etc do not transfer over normally. Your damage as a beast is non magical and based on size as detailed in the opening shapechanger paragraph (1d6 small, 1d8 medium, 1d10 large animals).

Right. I'm DEFINITELY interested now :-). Not sure what else I'm going to do but I'm definitely taking that :-) :-).

Oh, and I officially call dibs on this power :-) :-).

Silver Crusade

Definitely interested. I love the concept. Not at all clear how well it all works mechanically but at least it isn't OBVIOUSLY broken on first blush :-).

Not at all sure what my concept is but its certainly likely to include Beast and Many Sided Mantle (I LOVE shapechange in Pathfinder :-))

Which raises my first mechanical question :-). Does "Adopt the shape of any beast or hybrid, natural or magical" include abilities (flying, breathing water, senses, combat, etc) or not? And does that cost effort when doing it on oneself?

Silver Crusade

The gifts don't seem very balanced to me.

Pharasma's is a one time boon. Fairly cool for low level play but pretty meh at mid to high levels where death is really only a speed bump anyways.

Sarenraes, on the other hand, is the gift that keeps on giving. 3 breath of lifes and heals per day, maximized healing. Even at high levels this is very powerful.

Torags boosts to everybodies saves (lets face it, saves are MUCH more important than AC at all levels, especially high levels) seems about on par with Sarenrae's boon but it probably depends more on the group and campaign.

The fact that Pharasma's is
a) once only
b) happens automatically the FIRST time the character dies
makes it way, way, way less powerful than the other two

Silver Crusade

Checking in. Will create character soon (probably in a couple of hours).

Silver Crusade ***** Venture-Agent, Canada—Ontario—Toronto aka pauljathome

Define "worth while". Locally, I've seen at least 2 Owlbear companions and the player seemed to have a lot of fun with them.

Silver Crusade ***** Venture-Agent, Canada—Ontario—Toronto aka pauljathome

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Lau Bannenberg wrote:


Lifting Strength to 20 instead of 18 (post-racial) costs 7 ability points. For those points you can raise Cha to 12 and Int to 14 instead, and be decent at skills.

I don't think the combat difficulty in PFS is at a level where anyone needs to put all they've got into combat stats only.

Just to be clear, I vehemently 100% agree with this. Many PFS characters are far more optimized than they need to be.

Even Core fighters can afford to be somewhat rounded :-).

Silver Crusade ***** Venture-Agent, Canada—Ontario—Toronto aka pauljathome

Cyrad wrote:
Paul Jackson wrote:
Cyrad wrote:

But almost all of the best melee options came from the core rulebook...

My Kitsune who fights in Fox form and my warpriest would both fairly strenuously disagree with that assessment. As I'm sure would the various natural weapon melee sorts that I've seen.
Yes, but a core two-handed barbarian or a wild shaped druid with the right animal companion are still among the most optimal builds in the game. Those come directly from the core rulebook. Fox form kitsunes and warpriests don't raise the bar.

I disagree. I deliberately nerfed my Kitsune when I realized that it was doing about as much damage as a barbarian AND it was doing a LOT more than just damage whereas the barbarian does little more than deal damage.

Silver Crusade ***** Venture-Agent, Canada—Ontario—Toronto aka pauljathome

Cyrad wrote:

But almost all of the best melee options came from the core rulebook...

My Kitsune who fights in Fox form and my warpriest would both fairly strenuously disagree with that assessment. As I'm sure would the various natural weapon melee sorts that I've seen.

Silver Crusade ***** Venture-Agent, Canada—Ontario—Toronto aka pauljathome

MadScientistWorking wrote:


What are you playing as because there is an not insignificant chunk of classes where being well rounded has the side effect of making you more combat effective.

I mostly disagree. Pure buffer classes may fall into that category (I love bards for a reason :-)). But pretty much any class that does damage as its primary contribution to combat is going to be at least slightly impacted in combat if they become more rounded.

Money, traits, feats, class abilities. The more you put towards combat capability the less you have for out of combat utility.

There are certainly classes and builds that are impacted far LESS than others and for some the impact is pretty nominal. But even for something like a bard that feat I spend on Skill Focus - Perform could be "better" spent on improving my fortitude save or something.

Silver Crusade

I tried writing a review of the PFS scenario final blade.

When I hit enter it apparently vanished.

So, I decided to try again.

And now the "write review" link seems to be missing.

My review was fairly negative but this is ridiculous :-)
(for the record, no I don't ACTUALLY think that the content of my review made any difference :-))

Just in case it matters, I wrote the review on an android tablet and I can't find the link on my Windows PC

Silver Crusade ***** Venture-Agent, Canada—Ontario—Toronto aka pauljathome

andreww wrote:
I would agree with that. I would also say that combat in lots of the higher tier season 9 scenario's have been significantly challenging.

I think that they may have gone a little overboard on difficulty, actually.

Simultaneously ratcheting up the combat challenge AND expecting characters to be more rounded just seems a little too much.

Don't get me wrong, I'm one of the people who loves skills and non combat stuff. But I DO pay a (small) price for that in that my characters are less combat effective than they might be. And a couple of scenarios have made me question that choice. Haven't actually seen a TPK yet but there have been so close calls.

Silver Crusade

About me:

I'm an Ex-pat Brit living in Toronto, Canada. I'm a now partly retired Computer Programmer sort (I'm working for a Not for Profit company part time).

An old fart, I've been playing role - playing games before you were born :-). I started with the original White Box D&D in 1978 and have played probably literally (and by literally I DO mean literally, NOT figuratively :-)) over 100 different games since then (depending largely upon how one counts different versions of a game).I haven't played continuously since 1978 but for most of that time it has been my primary hobby.

My favourite part of role-playing games is definitely the role-playing aspects although I also enjoy the problem solving bits and war gaming as well.

I am currently playing in a King maker campaign. One thing that we realized very, very early on is that those rules only work if you do NOT try to mini-max them too much, rather building the things that you think your characters WOULD actually build. So, as a cleric of Erastil I've been constantly pushing for more farms, the snobby Elven wizard has pretty much declared one city "his", etc.

I've never played Dwarven Fortress but I love the idea of playing a group that is all one race with a very clearly defined goal. Dwarves are a great choice for that kind of campaign. They're versatile and inherently have enough personality to be fun. The race also supports LOTS of different character types so I'd be surprised if the group suffers from the "cookie cutter" problem. I also quite like Kingmaker (with the above caveat against mini-maxing. It would totally suck if the group tried to mini-max too much). Everything you said above about the campaign seems like it is aimed directly at me :-)

I'm currently in several PBP games but, as always, some are more active than others. I check in to all the games at least once a day (with obvious rare exceptions like being in hospital :-)) and will post daily as long as there is something to react to. Although I HAVE left 2 PBP campaigns when they just weren't working for me I've NEVER just quit them without notice, always making sure to leave when it was both convenient AND telling the GM that I was going.

Silver Crusade ***** Venture-Agent, Canada—Ontario—Toronto aka pauljathome

Definitely shrinking locally by quite a bit.

I'm not sure how much it is a factor but Dnd5th is quite large locally. Adventure League is considerably more popular than PFS (almost all of the Dnd5th at local cons seems to be Adventure League)

Silver Crusade

I'm not trying to rush you, just curious.

Any idea how long you'll be leaving recruitment open?

Silver Crusade ***** Venture-Agent, Canada—Ontario—Toronto aka pauljathome

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Thorval Thorvalson wrote:

”Yeah, what he said!”

Can I get an aid a other?

Speaking for myself, I ENCOURAGE players to do more than that but I'm not going to FORCE them. If they're having fun doing that who am I to say no?

Silver Crusade

Well, might as well apply for this.

Pacus is a 1/2 Orc Courtly Hunter. I expect his animal Companion (a leopard) to be at least as much a character as Pacus, ESPECIALLY when I can afford a ring of eloquence :-).

OOC:

I can guarantee to post at least once a day (with the obvious rare exceptions) as long as there is something that has happened to respond to. I usually check the game at least twice a day

I'm playing in several games right now (7 in total) but 3 are quite slow (I post less than once per 2 days)

Questions:

1. Pick a Class.
Courtly Hunter

2. How long has your character lived or been in Oppara? If they’re not from Oppara, where in Taldor do they live?

His family lives in the north of Taldor, near to the Vedrudan Forest.
He has been living in Oppara for about 6 months

3. How does your character make a living?
He is a bodyguard/aide to Lady Lotheed

4. What will your character contribute to the party in and out of battle? 


In battle, he is mostly a melee character with some support spells and, of course, an animal companion

Although the courtly hunter isn't as powerful as a regular hunter it is still fairly good. But definitely it takes a bit of a hit as compared to a normal Hunter.

Out of combat he is quite good at social skills. And, especially at level 2 and 3, his animal companion will make a superb scout (both socially and in situations where stealth is useful)

5. Mechanically where do you foresee your character going in the future?

Definitely a Hunter for quite a few levels. Beyond that, unclear. Would depend to some extent on where the story goes and what the party needs.

Other important things to note:

He is a 1/2 Orc with the Overlooked Mastermind racial trait. Although I expect all the characters to quickly be informed, he goes by 2 "identities". He usually pretends to be human and goes by his actual name Pacus. Sometimes it is more convenient to be a obvious 1/2 Orc in which guise he goes by the name Pac.

Backstory:

Pacus is the third son of a minor noble family, a family located in the north of Taldor near to the Verduran Forest.

Although it is not particularly noticeable and can be fairly easily concealed he is a half orc. Somewhere hidden in his mothers ancestry is, obviously, orcish blood.

Not at all surprisingly, the Bursio family has not been eager to let their friends and neighbours know of what they see as a stain upon their family honour. Whenever Pacus was allowed to mingle with his peers he always had to disguise himself as human and was never allowed to stay long enough that his disguise would become noticed.

Left largely isolated by his family Pacus spent considerable time with his uncle Dinius, a recluse who lived in the Verduran forest. On a recent trip there he met Angela, a young leopardess, and they became firm friends.

No longer content to live such a sheltered life Pacus has struck a deal with his family. They used their connections to get him a job as a bodyguard with Martella in Oppara, a city that his family and their friends almost never visit. In turn, Pacus agreed to, when in the north, conceal his identity as a half orc to the greatest extent possible.

It is known by the other people working for Martella that he is a half orc. When it is convenient he accentuates his Orcish features and goes by the name of Pac. When convenient, he conceals his Orcish features and passes for human and goes by the name of Pacus. He isn't trying to conceal anything from his fellow employees and they all know who he is. It is just that sometimes a large threatening half orc with no apparent social graces is effective, sometimes a more polished human with good social graces is more effective.

Appearance:

Pacus is a good looking, well dressed man usually wearing armour and carrying several weapons. He has a well groomed beard and mustache. Whenever socially acceptable he tends to wear a hat.

Pac is often also dressed in good clothing but of a far gaudier bent than Pacus. He has a beard and mustache that are somewhat wild and poorly tended. He drools a little at times, showing his small fangs. His clothing accentuates his slight green colour.

Angela generally wears leather barding entwined with ribbons and streamers. She is a good looking specimen of her species with bright, mischevous eyes.

Pacus is usually wearing armour and a shield since his job, after all, IS bodyguard.

Personality:

He is a fairly cheerful, reasonably moral person who tries to do good when it is convenient. He is pleasant and basically a "nice" person. He likes both animals and children and cannot abide anybody who abuses either. He dotes on Angela

As Pacus he is well spoken and is obviously of gentle birth. He is, however, still somewhat slow intellectually and not very well educated.

As Pac he speaks in the short sentence fragments of somebody who is clearly mentally challenged.

Silver Crusade

born_of_fire wrote:
Dips hurt more than they help in most cases, especially for casters. There are a few limited circumstances where this is not true but they are truly exceptional IMHO. If anything, powergamers avoid dips. In my experience, it's the folks who don't care as much about numbers that meander through a dip or two or three to fulfill a roleplaying desire rather than for the sake of optimization.

One of my PFS characters was getting TOO powerful for my tastes. So I intentionally dipped to make the character more rounded but LESS powerful :-)

Silver Crusade

Michael Sayre wrote:

I just wanted to pop in and drop some clarifications for GMs prepping this scenario. Since this advice contains some minor spoilers, I've tagged it below.

** spoiler omitted **

Thanks everyone!

That's a rather major change! I was worried the scenario was going to last less than an hour

Silver Crusade

pogie wrote:
Best to pick one area and concentrate on it, else you are kinda meh at everything.

The guides always suggest this but I don't think they're necessarily right. It depends on circumstances.

In PFS there is HUGE value to having a versatile druid. One who is a decent to good spell caster, damage dealer, tank, scout, etc.

In a campaign with a very well defined group the value of versatility is definitely reduced. IF the group has all the bases covered well then often concentrating on melee or casting makes a great deal of sense. But if you have a (usually small) group then versatility can again become very useful. With a small group sometimes you need to be able to step in to fill an unusual role. You're hit on all sides and need a secondary front liner, your wizard just went down and you desperately need a control spell to stop the bad guys from overwhelming you as you regroup, etc etc etc.

Silver Crusade

Congrats. Enjoy. And, of course, boo :-) :-)

Silver Crusade

Whew. Just made it before the deadline :-). One more for your consideration

Yeong Nuan is an up and coming performer particularly adept with the Pipa instrument. Unknown to almost anybody, she is actually a Kitsune.

She quite openly worships the Kami. She also greatly respects Benten and even receives a minor blessing from her.

Mechanically. she is a Kitsune Spirit Guide Oracle/Lotus Geisha Bard. She has the Intrigue Revelation and the Wrecking Mysticism Curse. She is definitely planning on getting as many tails as possible as quickly as possible.

History:

A young woman of 19, Nuan is the child of two Kitsune. Her father's human form is a Tian-Shi, his mother's human form is that of a Tian-Min.

She has spent all of her short live in Changdo, living a fairly decent middle class life. Her father Fan is an accomplished artisan and her mother works for the local opera. The third eldest of four siblings she has one older brother (Jing) and two sisters Ming (the eldest) and Shu (the youngest). All of her family work in various roles in either the opera or in their fathers shop

From an early age she has been trained in the arts of the Geisha by her mother Liling. She has also managed to draw the attention of many of the Kami and has been blessed by them with the powers of an oracle. She has been told by a very enigmatic Kami called Omakalla. According to Omakalla, Nuan may have a great destiny. Or, perhaps, not.

Some 6 months ago she grew a second tail. She has taken this to mean that she IS indeed fated for greatness. Or, at least, greatness is a possibility. She strives to be worthy of such a gift

Recently her abities have brought her to the attention of Lady Taishi who has become her patron

At this point in time, her life has actually been fairly uneventful. She has had no great adventures, no great tragedies. She was almost mugged once. Twice the secret that she is a Kitsune nearly came out.

While she has had a few affairs she, so far, has never truly been in love. Something that she regrets and hopes to rectify when the time comes

She has been well trained in all the arts, most certainly including many crafts. When drawing upon her connection to Benten she is able to create many attractive things. Her family concentrates on appearance at least as much as function in all the items that they make

Appearance:

In her human form, Nuan is a very beautiful young woman. She is fairly slender in appearance with comparatively light skin. Her violet eyes stand out from skin that is, by Shu standards, a little paler than the norm. She wears several tattoos and usually can be found wearing silk robes embroidered with images of spirits. All of her clothing and jewelry are works of art.

In her Kitsune form she is most noticeable for having two tails. She is very "tail proud", making sure that both tails remain clean and out of reach. The tails are adorned with silk ribbons.

Personality:

Nuan is a good natured, cheerful girl. She lives for her art and her primary current goal in life is to become a true master of her instrument. And to have fun while mastering it.

She has a very strong sense of personal honour and she views her word as her bond. She is loyal to those who she believes are in a position of authority over her. Her outlook is definitely partly Minkaen.

On the surface, she is humble and self effacing. In reality, she is quite strong willed and determined. In social matters, she will often appear to bend to others will but, somehow, ends up getting her way. Social ju-jitsu as she likes to think of it

She is basically a kind, compassionate person and definitely wants to help others where possible.

She is almost a complete stranger to violence and it isn't clear at this point how she will react when she does confront it. She knows some spells that should protect her should the need arise.

She certainly believes that the current restrictions on gender and race within Po Li are silly. Everybody should be allowed to flourish to the extent of their abilities.

From an early age she has been trained to conceal the fact that she it a Kitsune. There are family stories of how it never really ends well when strangers find out.

That said, very good and trusted friends of her and her family know the truth.

Adventuring:

While currently very much NOT a professional adventurer I don't expect getting her to participate should be a problem. Her loyalty to Lady Taishi and, hopefully, her new found companions should do wonders

Stats:

Kitsune bard (lotus geisha) 1/oracle (spirit guide) 1/gestalt 1 (Pathfinder Player Companion: Dragon Empires Primer, Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 4 175)
NG Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; Perception +0
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee fighting fan -3 (1d4-3/×3) or
. . bite -3 (1d4-3)
Ranged shuriken +3 (1d2-3)
Special Attacks bardic performance 9 rounds/day (countersong, distraction, fascinate [DC 15], inspire courage +1)
Spell-Like Abilities (CL 1st; concentration +6)
. . 3/day—dancing lights
. . 2/day—disguise self
Bard (Lotus Geisha) Spells Known (CL 1st; concentration +6)
. . 1st (3/day)—chord of shards[UM] (DC 16), hideous laughter (DC 18)
. . 0 (at will)—daze (DC 17), ghost sound (DC 15), open/close (DC 15), prestidigitation
Oracle (Spirit Guide) Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—cure light wounds, murderous command[UM] (DC 18), summon monster I
. . 0 (at will)—detect magic, guidance, light, stabilize
. . Mystery Intrigue
--------------------
Statistics
--------------------
Str 5, Dex 16, Con 14, Int 12, Wis 10, Cha 20
Base Atk +0; CMB -3; CMD 10
Feats Magical Tail[ARG], Spell Focus (enchantment), Conceal Spell
Traits inner beauty, rising star, - custom trait -
Skills Acrobatics +9, Bluff +10, Diplomacy +9, Disguise +9, Intimidate +9, Knowledge (local) +5, Perform (dance) +9, Perform (string instruments) +12, Sense Motive +1, Use Magic Device +9; Racial Modifiers +2 Acrobatics
Languages Minkaian, Senzar, Tien
SQ change shape, dragon empire native, kitsune magic, oracle's curse (wrecking Mysticism), revelation (Hidden Magic)
Combat Gear scroll of aspect of the nightingale, expeditious retreat, vanish, scroll of obscuring mist, obscuring mist; Other Gear fighting fan[UC], shuriken (5), backpack, courtesan's kit[ACG], masterwork Pipa, spell component pouch (2), tea ceremony set[UE], 2 gp
--------------------
Special Abilities
--------------------
Bardic Performance (standard action, 9 rounds/day) Your performances can create magical effects.
Change Shape (Su) Assume a single human form.
Dragon Empire Native You come from the Dragon Empires in Golarion, and so your starting languages are Tien and Senzar instead of Common and Sylvan.
Kitsune Magic Kitsune add 1 to the DCs of any saving throws to resist enchantment spells that they cast.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Hidden Magic Gain Conceal Spell
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Wrecking Mysticsm A divine entity has blessed you with a source of eldritch power that erodes your fortitude

Silver Crusade

Dragonofashandflame wrote:
pauljathome wrote:

Coming late to the party but I definitely finally have my core character concept. Kitsune Rising Star Lotus Geisha Bard/Spirit Guide Oracle. Submission should be complete by end of day.

I have one question, though. She very definitely primarily venerates the Kami. She also, however, at the very least GREATLY respects Benten (Shelyn).

Would it be allowable to both venerate the Kami AND Benten? Mechanically, if allowed she would take the Inner Beauty trait

No huge deal either way but I thought that I'd ask. Makes total thematic sense to me but what you think counts more :-)

ya. You can venerate as many gods traditions as u want. But you only receive power from one of thrm

I'm sorry but I find you answer a little unclear. Technically, I WOULD be getting power from two sources (The Kami are powering my Oracle, Shelyn is "powering" the trait). So I THINK that you're saying that you're ok with the fluff but I can NOT take the trait. But I'm unsure enough that I want to confirm that :-)

Silver Crusade

Coming late to the party but I definitely finally have my core character concept. Kitsune Rising Star Lotus Geisha Bard/Spirit Guide Oracle. Submission should be complete by end of day.

I have one question, though. She very definitely primarily venerates the Kami. She also, however, at the very least GREATLY respects Benten (Shelyn).

Would it be allowable to both venerate the Kami AND Benten? Mechanically, if allowed she would take the Inner Beauty trait

No huge deal either way but I thought that I'd ask. Makes total thematic sense to me but what you think counts more :-)

Silver Crusade ***** Venture-Agent, Canada—Ontario—Toronto aka pauljathome

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thorin001 wrote:
Wait, if we fail the mission we get to see Colson imprisoned or executed? Totally worth the prestige.

The trick is going to be to rescue the OTHER prisoners and leave Colson behind. I mean, there is no reason that THEY should suffer, is there.

Silver Crusade ***** Venture-Agent, Canada—Ontario—Toronto aka pauljathome

I quite like her myself. But I have seen her gleefully killed a couple of times in Serpents Rise

Silver Crusade

1 person marked this as a favorite.
Neal Litherland wrote:


Never actually stopped to think there would be another interpretation, as popping an ability that makes you all but stunned seems a waste of time, to me.

Dimension Door is an INCREDIBLY USEFUL spell. "Taxi clerics" are power multipliers with the right group. The caster losing attacks of opportunity is a VERY small price to pay for getting the heavy hitters instantly into melee range.

In fact, off hand I can't think of a single example where the character who cast dimension door would even care :-).

Although I hadn't thought of it before, I now think that losing attacks of opportunity is a quite reasonable interpretation of the rules

Silver Crusade ***** Venture-Agent, Canada—Ontario—Toronto aka pauljathome

RealAlchemy wrote:


Wow. I did not think that through, but if they eat the party does that force resurrection because you no longer have a whole corpse?

If goblins managed to take down a party it almost certainly is very low level play and it won't matter at all if raise dead or resurrection is sufficient.

Silver Crusade

There is a visually impaired player who plays online. He copes just fine with reading software. I'm not sure what the state of the art is for that but it is probably worth at least looking into. Bringing a laptop to the game might make things a lot easier

Silver Crusade

Yup, random seems the right way to do this for me too :-)

2d20 ⇒ (16, 17) = 33

Finnick Deacon (LN human hedgewitch (triple goddess))

Luca Tismaneau (CG human troubadour)

it is.

Won't get time to do it until probably Friday

Silver Crusade

Definitely very interested.

You didn't provide a link to the Gestalt rules that you're using (the Here isn't a link :-(). I think that there may be more than one version so a link would be appreciated :-)

Silver Crusade

As a GM I allow it out of combat but NOT in combat. In combat, you get too many issues relating to initiative, who decides what the mount does, etc. You can get some REALLY abusive situations where suddenly the rider's +10 initiative carries over to the +0 initiative mount.

In an AP there was a hilarious situation where we had EVERY size category from tiny to Huge all riding the next larger size (yes, the bottom of the pyramid was Gargantuan IIRC). Which illustrates how silly it would be in combat :-)

Silver Crusade

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For what it is worth, PFS scenarios (so, semi official at least) constantly change the rules to avoid the character making multiple checks (apparently, the rules often don't support the stories that they're trying to tell).

Usually they just bundle a seemingly arbitrary number of checks into a single check with a seemingly arbitrary increase to the DC.

Often something like 3 - 5 checks become a single check with a +5 to the DC

Silver Crusade

I'd say they are mutually exclusive as they each represent mutually exclusive outcomes

Silver Crusade

leinathan wrote:
Well, I'm not doing the base intro. I'm doing a "the city is thrown into chaos and you're all friends of the Guard so they call you in to combat some chaos" intro, with the option of having Gaedren be later, because I'm tired of running that encounter as written.

Ah. It wasn't clear to me that you were changing the start sufficiently that the normal hooks from the Players Guide were insufficient.

I'll need to tweak his back story a little. I already had him with some loose ties to the Guard (essentially being a bit of an informer in exchange for them looking the other way). I just need to augment those a little to make him better known to the Guard as an ally AND to make it clear to the Guard that he is actually a competent adventurer sort.

Also slightly tweaked his stats (exchanged Business Venturer for Student of Philosophy and bought up bluff and diplomacy at the cost of Escape Artist and Knowledge Engineering). Oh, and put another spell (vanish) into his spellbook.

Note - deliberately NOT naming the individuals here so that you can assign them as fits the story that you want to tell. They may be named NPCs from the AP or not as you wish.

Agiz has made conscious efforts to befriend the guard. Partly this is due to a pragmatic desire to be friendly with those who are in power. Partly this is due to his genuine respect for and appreciation of the Guard as the guardians of peace.

Through a couple of art lovers who are also in the guard he has made known that he provides a hefty (20%) discount on all purchases to members of the Guard and their families and has sold several weapons and some armor to those who value appearance at least as much as functionality. He also acts as a bit of a liason between the Guard and his neighbourhood and between the Guard and Ratfolk in the sewers.

On two occassions he has more actively helped the Guard. There was an incident outside of his shop one day. Two members of the Guard were arresting a thief when the thief's ally suddenly attacked them from behind. One Guard was felled and the other fighting for his life when Agiz intervened, killing one of the thieves with his tail blade and helping to capture the other.

Another time there was a family argument in the neighbourhood that went massively wrong, resulting in a man killing his wife and holding his step daughter hostage. While the Guard were talking to the man Agiz snuck in and rescued the child, managing to sneak her past the distracted man (vanish helped :-)).

For simplicity, I've put the entire new version of the character below. But the only changes should be the ones described above.

Agiz is a ratfolk rogue/Transmuter training to become an Arcane Trickster

History:

Born into one of the extremely poor small groups living in a warren in the sewers of Korvosa Agiz has always aspired to a life greater than his birthright would suggest.

By ratfolk standards he was always large, quick and intelligent. He was intelligent enough to realize that he needed money to move up in the world, intelligent enough to realize that the only route to that success was to be part of a larger group, intelligent enough to conceal how intelligent he really was.

So, in his youth he joined a gang of ratfolk that was led by a wererat Izkintal. His natural talents enabled him to quickly prosper in the group, eventually obtaining the position of Izkintals accountant, the person responsible for keeping the books and fencing the stolen property. While he participated in various robberies he tried to stay as far away from violence as he could while keeping his position.

Unlike his fellow gang members he saved his money and even invested it, buying items that were harder to fence from the gang in order to improve his average profits.

After a few years he had amassed sufficient funds to realize his dream. He finally had enough tuition to attend Wizard School. Given the racial prejudice, higher fees and frankly alarming nature of the Acadamae he chose instead to attend Theumanexus College with its lower standards but much more pleasant surroundings.

Fortunately for him, Izkintal could see the value in having a wizard ally in the future and so he left the gang on quite good terms.

Agiz positively thrived at the College. For the first time he made friends outside of the warrens. He started to learn of the much wider world out there (wider than the warrens, at least. He has never actually left Korvosa). Along with the learning of wizardry he learned how satisfying it could be to make things with his own hands and became proficient in a wide variety of crafts.

He discovered a deep and abiding love for beautiful things and converted to the worship of Shelyn. He counts many artistic people, especially crafters, as his friends.

Upon graduation he decided that he wanted to work in a place where he could still pursue his magical studies while helping the gang that had made his current position possible.

With a loan from Izkintal he started up a small store that sells a wide variety of used and new goods. Some of these goods he makes himself, some he purchases from other local crafters, and others he fences.

His new business is under the protection of his old gang. He also pays a small fee to the Cerulian Society so that they do not interfere in his operations.

He has made it clear to the underworld that he will ONLY deal with stolen items that come from non violent crimes. On at least 3 occassions when somebody tried to fence items stolen by violence he informed the Korvosan Guard. He also acts as a very low level informant for one of the members of the Guard (a fellow devotee of Shelyn). As a result, the Guard never looks into his fencing operation too closely.

Through a couple of art lovers who are also in the guard he has made known that he provides a hefty (20%) discount on all purchases to members of the Guard and their families and has sold several weapons and some armor to those who value appearance at least as much as functionality. He also acts as a bit of a liason between the Guard and his neighbourhood and between the Guard and Ratfolk in the sewers.

On two occassions he has more actively helped the Guard. There was an incident outside of his shop one day. Two members of the Guard were arresting a thief when the thief's ally suddenly attacked them from behind. One Guard was felled and the other fighting for his life when Agiz intervened, killing one of the thieves with his tail blade and helping to capture the other.

Another time there was a family argument in the neighbourhood that went massively wrong, resulting in a man killing his wife and holding his step daughter hostage. While the Guard were talking to the man Agiz snuck in and rescued the child, managing to sneak her past the distracted man (vanish helped :-)).

Appearance:

Agiz is a well groomed and well dressed ratfolk in his early 20's who is always immaculately clean. He is somewhat large for his people at 4'2" and 90 lbs. Within his store and neighbourhood he openly goes as a ratfolk and doesn't attempt to disguise his race in any way. When leaving the neighbourhood he will often wear a hooded cloak so as to attract less attention.

He is generally quite well dressed in colourful and flashy clothing. He does NOT try and appear to be any richer than the small merchant that he is.

If for some reason he is expecting trouble he will have his rapier and shortbow to hand and will dressed in more muted colours.

He wears a great variety of jewelry, all of it hand crafted and more valuable for artistic merit than for its monetary value. Somewhat hidden among his other adornments he ALWAYS has a tailblade tightly strapped on.

Personality:

Agiz is generally a quiet person, content with quietly sitting and observing others in most social situations. He listens more than talks. But he is good at reading people, good at being unnoticed. He has a wide range of knowledge of the local scene gained by observation

One exception to that is when he encounters particularly beautiful crafted items. A beautiful statue, a magnificent sword, even a precisely made basket have been known to elicit high pitched squeals of joy from him.

He is a fairly pragmatic man who knows that the world can be a harsh place. When the situation requires he can be scarily adept at violence. The lessons of his youth are still remembered and he knows exactly where to place a knife to do the most harm. He deliberately chose an Owl as his familiar precisely BECAUSE he wanted to make sure that he would be very, very good at his old profession if circumstances drove him back into it.

He dislikes violence and will use it as a last resort and, even then, will use the minimal amount of violence possible. However, if violence is called for he will not let abstract notions like honour or mercy get in the way of what has to be done. If things can be stopped without violence, great. If matters escalate to violence but deaths can be avoided, great. If people have to die, then they have to die. As efficiently as painlessly as possible.

He DOES try to follow Shelyn's precepts where possible. Sometimes he even suceeeds. He DOES like to help his fellow man, at least when the cost to him isn't too high. He gives money and help to those who need it. Within reason.

He is deeply, deeply loyal to those he considers friends and family and will do anything for them. He is very well liked and respected by his neighbours, not due to his winning personality but because he is somebody that they can rely on. He helps build shelves for stores, he connects people together.

Korvosa is his home and, for all of its faults, he is very proud to call himself a citizen.

Agiz has made conscious efforts to befriend the guard. Partly this is due to a pragmatic desire to be friendly with those who are in power. Partly this is due to his genuine respect for and appreciation of the Guard as the guardians of peace.

Getting him into the action:

The Guard is aware that he is both a friend and ally and that he is competent and capable of actually accomplishing things. This, together with his role as something of a neighbourhood leader, should make it easy to justify the Guard asking for his help.

Although he does NOT consider himself an adventurer and does NOT actually want any more excitement in his life his loyalty to his companions and love for his city should draw him into action quite easily.

The son of one of his neighbours has recently gone missing and has asked Agiz for help. Agiz's efforts to track him down have led him to Gaedrun.

Business and Home:

I'm not sure if this is acceptable or too much. Ideally, he has a small shop Marvellous Miscellany located near to the Gold Market. He lives in an apartment above the shop.

The shop sells a wide variety of items. From hand crafted items that are both functional and beautiful made by local artisans and by Agiz himself to second hand items of reasonable value that include a fair smattering of stolen items

What interests you about your character:

From a story point of view I really like the idea of a character struggling to overcome his background and, despite his own goals, becoming an upstanding hero of the city. Of a member of a race typically looked down upon using the very racial abilities that others scorn to win himself a place in the stories.

Mechanically, I want to explore the idea of a melee focused rogue who uses magic to aid him in those endeavours. The whole character is largely built around the Scurrying Swarmer feat.

And I love this Adventure Path and want to experience it with a character very, very different from my old one both mechanically and from a role playing perspective

Stats:

Agiz
Ratfolk unchained rogue 1/transmuter (shapechange[APG]) 1 (Pathfinder RPG Advanced Player's Guide 147, Pathfinder RPG Bestiary 3 231, Pathfinder Unchained 20)
N Small humanoid (ratfolk)
Init +5; Senses darkvision 60 ft.; Perception +10 (+13 to sight-based checks in shadows)
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 17 (2 HD; 1d6+1d8+3)
Fort +1 (+2 vs disease) Ref +7, Will +3
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee rapier +7 (1d4/18-20) or
. . tailblade +7 (1d2)
Ranged shortbow +7 (1d4/×3)
Special Attacks battleshaping, sneak attack (unchained) +1d6, swarming
Transmuter Spells Prepared (CL 2nd; concentration +5)
. . 1st—color spray (DC 14), grease, reduce person (DC 14)
. . 0 (at will)—detect magic, prestidigitation, ray of frost
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 12, Int 16, Wis 12, Cha 7
Base Atk +1.25; CMB +0; CMD 15
Feats Scurrying Swarmer , Alertness, Scribe Scroll, Weapon Finesse
Traits Student of Philosophy, magical knack
Skills Acrobatics +9 (-2 to jump), Appraise +7, Climb +4, Craft (alchemy) +11, Craft (armor) +5, Craft (bows) +5, Craft (Tools) +5, Disable Device +13, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (local) +7, Knowledge (religion) +7, Perception +10 (+13 to sight-based checks in shadows), Profession (merchant) +7, Sense Motive +7, Spellcraft +7, Stealth +14, Swim +4; Racial Modifiers +2 Craft (alchemy), +2 Perception, Cleaniness
Languages Common, Draconic, Halfling, Undercommon
SQ arcane bond (Fhar, owl), physical enhancement (+1), trapfinding +1
Combat Gear scroll of mage armor, mage armor, scroll of vanish (CL2), vanish (CL2), scroll of monkey fish, acid (3), alchemist's fire (3), tanglefoot bag; Other Gear rapier, shortbow, tailblade[ARG], traveler's any-tool[UE], bedroll, belt pouch, masterwork thieves' tools, scholar's outfit, silk rope (50 ft.), spell component pouch, wizard starting spellbook, 24 gp, 7 sp, 3 cp
--------------------
Special Abilities
--------------------
Battleshaping (6/day) (Su) As a swift action, gain bite, claw, or gore attack for 1 rd with enhancement bonus based on level.
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.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +3 to sight-based Perception checks in shadows You gain the Alertness feat while your familiar is within arm's reach.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Cleaniness +2 saves vs disease
Shapechange Associated School: Transmutation
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Spellbook
Burning Hands
Color Spray
Crafter's Fortune
Grease
Long Arm
Mage Armor
Monkey Fish
Reduce Person
Vanish

Silver Crusade

leinathan wrote:


@pauljathome - So, in order to get into the action, the party has to pursue a kidnapped or missing child that your character knows. How does your character get in contact with the rest of the party?

I'm sorry, I'm completely confused. I've taken a hook right out of the Players Guide. Totally unchanged except to change the relationship with the kid. I just don't understand how that makes things difficult.

I'm not trying to be difficult or obtuse here, I genuinely don't understand what the issue is. My character gets in contact with the rest of the party in the same way that the other members do. No idea what that is (I know what is in the AP but you may be changing it). But I don't see what makes my character particularly difficult to include.

Silver Crusade

2 people marked this as a favorite.
Asmodeus' Advocate wrote:

as far as I know there's no number higher than infinity.

[Insanely pedantic aside]

There are different orders of infinity so it isn't totally unreasonable to say that some infinities are higher than others
[/Insanely pedantic aside]

Silver Crusade

leinathan wrote:


@pauljathome - I assume that your ability score include the "enhancement" bonus from your school?

A shop is reasonable as long as you don't expect to be able to cart your whole stock to some other shop and sell it all at once. Of course you can make money on it via Profession (merchant) checks if you want, but long periods of not running the business due to adventuring might see the end of your business.

I don't believe that you've answered quite to my satisfaction how they could get into the action.

Does Agiz still keep in contact with his family? What are their situations?

Yup, includes +1 in Dexterity.

No, I expect the shop to be more background than anything else.

As to getting into the action

Spoiler:

He is looking for the missing son of one of his neighbours and has learned that he was seen in the company of Gaedrun. So, essentially the Missing Child trait from the Players Guide EXCEPT that I'm not taking it as a trait, just using it for the background flavour.

And from that point on (Assuming you're vaguely following the normal story line) it will be a combination of him helping his new friends and trying to keep Korvosa safe. When there is Anarchy in the Streets Something Must Be Done. While a reluctant hero he very much WILL become the hero, rising to meet the cities needs.

Yes, Agiz very definitely keeps up with all of his family. They all used to live a fairly hand to mouth life in the warrens, getting by via a combination of odd jobs, petty larceny, and scavenging. Now Agiz largely supports them. His 2 younger brothers work for him in his shop and live with him in his apartment while the rest of his family still live in the Warrens

Spells In Spellbook:

Burning Hands
Color Spray
Crafter's Fortune
Grease
Long Arm
Mage Armor
Monkey Fish
Reduce Person

6 free, 2 bought at 15gp per (scribing cost + assumed could pay to copy from somebody)

Silver Crusade

If its ok with you I'll only create an alias if I'm selected.

Agiz is a ratfolk rogue/Transmuter training to become an Arcane Trickster

The hope is that all of your questions are answered below. Putting them in text is just more natural to me than explicitly answering them

History:

Born into one of the extremely poor small groups living in a warren in the sewers of Korvosa Agiz has always aspired to a life greater than his birthright would suggest.

By ratfolk standards he was always large, quick and intelligent. He was intelligent enough to realize that he needed money to move up in the world, intelligent enough to realize that the only route to that success was to be part of a larger group, intelligent enough to conceal how intelligent he really was.

So, in his youth he joined a gang of ratfolk that was led by a wererat Izkintal. His natural talents enabled him to quickly prosper in the group, eventually obtaining the position of Izkintals accountant, the person responsible for keeping the books and fencing the stolen property. While he participated in various robberies he tried to stay as far away from violence as he could while keeping his position.

Unlike his fellow gang members he saved his money and even invested it, buying items that were harder to fence from the gang in order to improve his average profits.

After a few years he had amassed sufficient funds to realize his dream. He finally had enough tuition to attend Wizard School. Given the racial prejudice, higher fees and frankly alarming nature of the Acadamae he chose instead to attend Theumanexus College with its lower standards but much more pleasant surroundings.

Fortunately for him, Izkintal could see the value in having a wizard ally in the future and so he left the gang on quite good terms.

Agiz positively thrived at the College. For the first time he made friends outside of the warrens. He started to learn of the much wider world out there (wider than the warrens, at least. He has never actually left Korvosa). Along with the learning of wizardry he learned how satisfying it could be to make things with his own hands and became proficient in a wide variety of crafts.

He discovered a deep and abiding love for beautiful things and converted to the worship of Shelyn. He counts many artistic people, especially crafters, as his friends.

Upon graduation he decided that he wanted to work in a place where he could still pursue his magical studies while helping the gang that had made his current position possible.

With a loan from Izkintal he started up a small store that sells a wide variety of used and new goods. Some of these goods he makes himself, some he purchases from other local crafters, and others he fences.

His new business is under the protection of his old gang. He also pays a small fee to the Cerulian Society so that they do not interfere in his operations.

He has made it clear to the underworld that he will ONLY deal with stolen items that come from non violent crimes. On at least 3 occassions when somebody tried to fence items stolen by violence he informed the Korvosan Guard. He also acts as a very low level informant for one of the members of the Guard (a fellow devotee of Shelyn). As a result, the Guard never looks into his fencing operation too closely.

Appearance:

Agiz is a well groomed and well dressed ratfolk in his early 20's who is always immaculately clean. He is somewhat large for his people at 4'2" and 90 lbs. Within his store and neighbourhood he openly goes as a ratfolk and doesn't attempt to disguise his race in any way. When leaving the neighbourhood he will often wear a hooded cloak so as to attract less attention.

He is generally quite well dressed in colourful and flashy clothing. He does NOT try and appear to be any richer than the small merchant that he is.

If for some reason he is expecting trouble he will have his rapier and shortbow to hand and will dressed in more muted colours.

He wears a great variety of jewelry, all of it hand crafted and more valuable for artistic merit than for its monetary value. Somewhat hidden among his other adornments he ALWAYS has a tailblade tightly strapped on.
Typical ratfolk are average 4 feet tall and weigh 80 pounds. They often wear robes to stay cool in the desert or conceal their forms in cities, as they know other humanoids find their rodent features distasteful. Ratfolk have a strong attraction to shiny jewelry, especially copper, bronze, and gold, and many decorate their ears and tails with small rings made of such metals. They are known to train giant rats (dire rats with the giant creature simple template), which they often use as pack animals and mounts.

Personality:

Agiz is generally a quiet person, content with quietly sitting and observing others in most social situations. He listens more than talks. But he is good at reading people, good at being unnoticed. He has a wide range of knowledge of the local scene gained by observation

One exception to that is when he encounters particularly beautiful crafted items. A beautiful statue, a magnificent sword, even a precisely made basket have been known to elicit high pitched squeals of joy from him.

He is a fairly pragmatic man who knows that the world can be a harsh place. When the situation requires he can be scarily adept at violence. The lessons of his youth are still remembered and he knows exactly where to place a knife to do the most harm. He deliberately chose an Owl as his familiar precisely BECAUSE he wanted to make sure that he would be very, very good at his old profession if circumstances drove him back into it.

He dislikes violence and will use it as a last resort and, even then, will use the minimal amount of violence possible. However, if violence is called for he will not let abstract notions like honour or mercy get in the way of what has to be done. If things can be stopped without violence, great. If matters escalate to violence but deaths can be avoided, great. If people have to die, then they have to die. As efficiently as painlessly as possible.

He DOES try to follow Shelyn's precepts where possible. Sometimes he even suceeeds. He DOES like to help his fellow man, at least when the cost to him isn't too high. He gives money and help to those who need it. Within reason.

He is deeply, deeply loyal to those he considers friends and family and will do anything for them. He is very well liked and respected by his neighbours, not due to his winning personality but because he is somebody that they can rely on. He helps build shelves for stores, he connects people together.

Korvosa is his home and, for all of its faults, he is very proud to call himself a citizen.

Getting him into the action:

The son of one of his neighbours has recently gone missing and has asked Agiz for help. Agiz's efforts to track him down have led him to Gaedrun.

Although he does NOT consider himself an adventurer and does NOT actually want any more excitement in his life his loyalty to his companions and love for his city should draw him into action quite easily.

Business and Home:

I'm not sure if this is acceptable or too much. Ideally, he has a small shop Marvellous Miscellany located near to the Gold Market. He lives in an apartment above the shop.

The shop sells a wide variety of items. From hand crafted items that are both functional and beautiful made by local artisans and by Agiz himself to second hand items of reasonable value that include a fair smattering of stolen items

What interests you about your character:

From a story point of view I really like the idea of a character struggling to overcome his background and, despite his own goals, becoming an upstanding hero of the city. Of a member of a race typically looked down upon using the very racial abilities that others scorn to win himself a place in the stories.

Mechanically, I want to explore the idea of a melee focused rogue who uses magic to aid him in those endeavours. The whole character is largely built around the Scurrying Swarmer feat.

And I love this Adventure Path and want to experience it with a character very, very different from my old one both mechanically and from a role playing perspective

Stats:

Agiz
Ratfolk unchained rogue 1/transmuter (shapechange[APG]) 1 (Pathfinder RPG Advanced Player's Guide 147, Pathfinder RPG Bestiary 3 231, Pathfinder Unchained 20)
N Small humanoid (ratfolk)
Init +5; Senses darkvision 60 ft.; Perception +10 (+13 to sight-based checks in shadows)
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 17 (2 HD; 1d6+1d8+3)
Fort +1 (+2 vs disease) Ref +7, Will +3
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee rapier +7 (1d4/18-20) or
. . tailblade +7 (1d2)
Ranged shortbow +7 (1d4/×3)
Special Attacks battleshaping, sneak attack (unchained) +1d6, swarming
Transmuter Spells Prepared (CL 2nd; concentration +5)
. . 1st—color spray (DC 14), grease, reduce person (DC 14)
. . 0 (at will)—detect magic, prestidigitation, ray of frost
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 12, Int 16, Wis 12, Cha 7
Base Atk +1.25; CMB +0; CMD 15
Feats Scurrying Swarmer , Alertness, Scribe Scroll, Weapon Finesse
Traits Business Venturer, magical knack
Skills Acrobatics +6 (-2 to jump), Appraise +8, Climb +1, Craft (alchemy) +11, Craft (armor) +5, Craft (bows) +5, Craft (musical instruments) +5, Disable Device +10, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (local) +8, Knowledge (religion) +7, Perception +10 (+13 to sight-based checks in shadows), Profession (merchant) +8, Sense Motive +7, Spellcraft +7, Stealth +11, Swim +1; Racial Modifiers +2 Craft (alchemy), +2 Perception, Cleaniness
Languages Common, Draconic, Halfling, Undercommon
SQ arcane bond (Fhar, owl), physical enhancement (+1), trapfinding +1
Combat Gear scroll of mage armor, mage armor, acid (3), alchemist's fire (3), tanglefoot bag; Other Gear rapier, shortbow, tailblade[ARG], traveler's any-tool[UE], bedroll, belt pouch, masterwork thieves' tools, scholar's outfit, silk rope (50 ft.), spell component pouch, wizard starting spellbook, 26 gp, 3 sp
--------------------
Special Abilities
--------------------
Battleshaping (6/day) (Su) As a swift action, gain bite, claw, or gore attack for 1 rd with enhancement bonus based on level.
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.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +3 to sight-based Perception checks in shadows You gain the Alertness feat while your familiar is within arm's reach.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Cleaninessgains a +2 bonus on saving throws against disease,
Shapechange Associated School: Transmutation
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Silver Crusade

Definitely interested.

I have both played and run this Adventure Path (ran the old 3.5 version, played the hardcover version). While I believe that I'm reasonably good at separating player and character knowledge I KNOW that I'm not perfect (nobody is). Would that knowledge disqualify me? I've no problem if you'd prefer people new to the adventure

Silver Crusade ***** Venture-Agent, Canada—Ontario—Toronto aka pauljathome

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Selvaxri wrote:

** spoiler omitted **

GM: Let's see if him falling to the ground will cause enough damage to wake him up.

I absolutely and completely agree with BNW on how rules should be interpreted. I very, very often take advantage of the "PC tactics invalidate NPCs tactics" clause to have the NPC fight more intelligently.

But if a GM did that level of complete b$*!@%%~ I'd either walk out of the game or never play with them again. Falling wakes you up? Unless the NPC was perched on a very narrow perch above a pit of lava, no. That is a very transparent and obvious attempt to rule by fiat.

Now, I WOULD accept a
Player: I cast sleep hex on him
GM : Your character would realize that he is standing precariously at the top of the stairs and he MIGHT fall and MIGHT then take enough damage to wake him up. Still cast sleep?

But to expect the player to realize that you're going to arbitrarily screw with him is just NOT on

As to the OP :
I love the way that PFS limits bad GMs. I hate the way that it limits good GMs. I accept that the rules have to err on the side of limiting bad GMs :-)

Silver Crusade

I believe that it is acceptable for most paladins of most dieties with one additional caveat. He would NOT be knowingly helping the partner to cheat.

But, for example, I think that paladins of Erastil might take a stronger view on casual sex (frowning upon it at the least). Erastil is about family and a highly visible member of your clergy going through a series of casual one night stands is probably not the best way to go about promoting marriage

I also think that purchasing sex from prostitutes opens up a potential can of worms. In the real world, while there definitely ARE prostitutes who do it purely by their own choice the great majority are somewhere being coerced and forced into it. A paladin would not necessarily have any issues with the former but SHOULD have significant issues with the latter

Silver Crusade

Dot. Will post more in the morning (and create an alias)

Silver Crusade

biskittc wrote:


It's a shame, really, because our GM has the STORY completely outlined, and we players were looking forward to all the wonder and peril before us.

One suggestion that MAY work.

Switch game systems totally. Keep the "essence" of the characters (whatever the players think that to be) but use a system that is DESIGNED for very high level play.

Mutants and Masterminds (A supers D20 game) would be my choice but there are lots of alternatives depending on your tastes.

I've had some success with doing this in the past.

Silver Crusade

Did I miss the window? In case I didn't, here is Fenal. Human Animist Shaman who has VMC'ed into Oracle

background:

Fenal is the first born son of the shaman of the local tribe. As such, it was always expected that he would someday become the new shaman of his tribe.

So, when at adolescence he went on his vision quest it was no surprise when he didn't return quickly. But then months passed, eventually turning into years.

Two years later he returned, appearing to have not aged a day and with absolutely no memory of what had happened during those two years.

He returned with a spirit familiar, an exceedingly feisty little songbird called Decos.

He returned with many spirits accompanying him. Some friendly, some malicious, some just tricksters.

His village tried to adapt to his presence. They really did. But things just got too strange around him and they drove him out of their presence.

He managed to meet up with some others for survival and is trying to find his place in the world, what happened to him over the years that he was gone, and WHY the spirits seem so interested in him

Personality:

Fenal is a young man looking for a purpose, looking to understand who he is and why he is here.

He trusts his bird spirit although he is somewhat dismayed to find that his totem animal is a THRUSH of all things. But the spirit has been his loyal ally and friend (if a somewhat sarcastic one) since he was exiled from his tribe.

He is, of course, a reasonably hard man even at his young age (a softer one would have died). That said, he DOES have a compassionate side to him and will help others if doing so is not TOO dangerous or expensive.

Appearance:

A reasonably handsome young man of 15, he has a fairly typical appearance for his people (not sure what that is :-)). He is of average weight, average height, etc.

While a long way from a mighty warrior he is prepared to defend himself when necessary and wears armour made with wood and leather.

Stats:

Fenal
Human shaman (animist) 2/oracle* (Pathfinder RPG Advanced Class Guide 35, 110)
Medium humanoid (human)
Init +0; Senses Perception +10
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Defense
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AC 13, touch 10, flat-footed 13 (+3 armor)
hp 17 (2d8+4)
Fort +1, Ref +0, Will +6; +2 vs. death
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4+1/19-20) or
. . longspear +2 (1d8+1/×3)
Ranged javelin +1 (1d6+1)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 3/day (DC 13, 1d6)
Shaman (Animist) Spells Prepared (CL 2nd; concentration +5)
. . 1st—cure light wounds, magic weapon, obscuring mist; speak with animals[S]
. . 0 (at will)—create water, guidance, light, stabilize
. . S spirit magic spell; Spirit Life Wandering Spirit
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Statistics
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Str 12, Dex 10, Con 13, Int 10, Wis 16, Cha 14
Base Atk +1; CMB +2; CMD 12
Feats Alertness, Fey Foundling[ISWG], Skill Focus (Diplomacy)
Skills Craft (boneworking) +4, Craft (carpentry) +4, Diplomacy +13, Handle Animal +7, Heal +8, Knowledge (nature) +5, Perception +10, Sense Motive +9, Survival +7
Languages Common
SQ mystery (life), oracle's curse (haunted), spirit animal (thrush named Decos), wrangle condition
Other Gear wooden armor[APG], dagger, javelin (2), longspear, boneworking tools, carpentry tools, 211 gp
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Special Abilities
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Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Fey Foundling Magical healing works better on you
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Shaman Channel Positive Energy 1d6 (3/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (thrush named Decos)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Wrangle Condition (4/day) (Su) As a standard action, Diplomacy check transfers condition from ally to self.

Note - Swapped Skilled for Fey Thoughts and Fey Magic
Fey Magic

The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.

The character sees the world more like a native of the First World. Perception and Sense Motive are class skills

Familiar has Animal Exemplar template

Silver Crusade

3 people marked this as a favorite.

For what it is worth, in the real world there are countless examples of people who formally renounced their faith in order to avoid martyrdom and then rejined their faith as soon as they could and were accepted back into their faith.

Also, of course, lots of people who chose martydom.

I must say, though, that the GM sounds (based on insufficient evidence) to be a bit of a control freak who is determined to tell the story the way HE wants. Conscripting characters and forcing a "renounce or die" choice seems VERY heavy handed unless there was a lot of in and out of character warning.

Mechanically shamans and oracles make great healers if they're also not considered "Kill on sight" classes in this world.

Silver Crusade

Thank you. That would be perfect.

GM - Can I play a Shaman who has VMC'd into Oracle?

Silver Crusade

So, I'm finalizing on my character. Animist Shaman with a life spirit.

What I'd REALLY like (almost completely for role playing reasons) is for this character to be cursed with the Oracle Haunted Curse. There is no legal way to get this that I'm aware of (other than to be an Oracle). However, this is a home game and it seems to me that the Curse is a net negative so I thought that I'd ask.

Any chance that I can play a Cursed (Haunted) Shaman? If yes, what would it cost me?

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