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Headmaster Toff Ornels

pavaan's page

101 posts. Alias of Brian Baird 35.


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Goblin Squad Member

pavaan here have not joined anything yet.

So what would be the interaction be between mythic longevity and the spell Threefold Aspect. would the mythic ability make it so you take no penalty's, or would they both work only in the way that is worded, with mythic longevity only applying to real age, and Threefold Aspect does the bounes and penalty regardless of what other ability you might have.

given the cost of the item, and how it talks about things in the price range of 2000, there not being many mundane items in the game, it could be safely thought of that this was meant to craft magical goods what with craft skills being able make magical items. with that in mind things with a final market price of 2000 could be made in 1 hour paying 1000 for the crafting mats.

i think the goal of this item was meant for magical item creation to be done faster and on the road. but just my thoughts on it.

In my game as the dm, the party monk zen archer, has taken on so many higher cr things by himself that just in the last game i tossed a t rex at them and the monk took it out by itself before the rest of the party could act they are level 8 and he took 2 crafting feats. and after that he jumped off the phantom chariot the party was on and ran to the t rex took a tooth from it and ran back hoping on the ride.

7 got your nose - confused.

Too bad for me I live close enough, but I dont have the skills for that job. I hope something i can do will pop up soon.

1 person marked this as a favorite.

you know that someone must be named terry be it npc or player. and some one must make fun of the name. so they will die from dissing terry.

ask yourself, does a small size alchemist do less damage then a medium size one with the bombs?

Goblin Squad Member

ya will be interesting to see players making quests, be it fetch, or kill that guy type. i can see a number of vengeance quests be taken by evil players.

not to bring you guys down. but while this is a nice idea, life happens and i have seen games fall apart in just a week because of that, and in three months or so i would think life would happen for most people making it so they cant play, or not as play as much as they thought.

just food for thought.

so is this going to start any time soon?

got the message, going for a dwarf cleric heirophant that goes into the front lines. information will be up shortly

ya i got into about four pbp around the same time, and most of them, the dm just stopped posting. so while i hope things pick up i am not expecting it, if only from past exerances

i am interested, i will think up something that goes up agenst type but still can work.

I would be up for running a game, let me know what ap you guys would like to play in the most, as a vote or something, also i can easily make or alter some of the characters i have made so far to find into the other games. given a day or so.

the only thing that slows down my posting is when others dont post, otherwise i can easily post every day, but dont want to be annoying with them.

also I would have a rule that if you dont post with in one week then if in combat i would dmpc you, and if out of combat you just had nothing to say at the time and went along with the group. I like to keep a game moving when i can.

but remember that Mythic can be of any level of play, so it would be best not to limit yourself to the high cr monsters

halfing cavalier order of the paw, will change it to match this game

interested, will post more latter

i am thinking of doing an oracle, but a question for you first, what would be point buy or dice rolls be for ability, or the money to start with, well you let people play evil characters, do you have any house rules as well. just some things to think about. I should have a ok amount of info by tomorrow.

So I have an idea for a campaign, where like in the movie groundhog day time goes backward after a set amount of time has passed, in the movie it was just one day, I was thinking of having the time be one month, where the players start the game and then after a month has passed they go back in time, keeping only there knowledge and level but not the gear,

I know there will be problems with this idea for one reason or another, i would like to get any thoughts that all of you have on this idea, and any problems or solutions you might have for it. thank you for your time.

i am thinking tengu, twf, of Abadar, might change gods latter but that is the idea for now. will level up my guy to your game.

to help fill in some of the slots my char idea is on one of the evil lines, Someone that wants all the worlds troubles placed on him, if the people dont want to suffer they make offerings in hopes that it will keep ill fortune away, rather then giving offerings and getting good fortunes like what happens with good gods.

As well as being a multi spell caster, ie wizard cleric or something along those lines, build will vary on what the rules are that would be established.

Line of thinking is there can not truly be good without evil, Blame will always be around not matter what, so by taking the blame for things he will gain power, as well as the prayers would give him power as well.

I have interest in this as well, i am thinking something along the lines of mystic thurge and the like, will think on it more latter, just wanted to show interest is all.

oh just a neat idea, for both sides, if you know you will be gone or unable to post for a few days, start to travel or resource gather or what ever we end up being able to do. so your char is always doing something even if you would not be able to post. true stuff might happen between what you wanted to do and what happens while you would not be able to post, ie monster attacks at your location. but should help smooth the game out. but it is just a players idea so take it as you will.

it looks like you are more of a blaster so i will do my best to find ways to make that work. keep in mind all of this is a suggestion.

5 overland flight(stay in the air for hours/lvl) telepathic bond (to keep everyone in touch) symbol of sleep(for a defense)

4 Dimension Door(escape)scrying(doesn't hurt to have it as a back up also scry and die.)Secure Shelter(place to rest)

3 deep slumber(just for the fun of it) the remove spells just to have them in case

2 Masterwork Transformation (to make weapons for our army) Mount, Communal (to speed up travel with group) Spectral Hand (touch spells at range is always good) Share Memory (to share info and teleport points)

i would suggest not having blight, it effects a small area or 1 animal, and only one at a time, it can also be gotten rid of. while a neat idea, the hex itself does not lend itself well to do much

i am thinking rather then blight Swamp Hag (to move quickly in such areas)
or water lung (to be able to have options in and around water.)

your feats look good for a blaster, nice +10 to the dc, so on average people will fail your saves, only have to look out for people with evasion.

well those are my thoughts on what might help.

just remember that even with play testing something, no plan(or campaign) survives contact with the players. we are full of unexpected ideas, on both sides in this case both good and evil. although i can only speak for the evil side, just guessing that the good players will be just as imaginative.

that all being said, i cant wait till we start this up.

oh just a little edit for Losk, he is a dwarf cleric Forgemaster. also things look good for me with only one other full divine caster up there. true it does not mean i will make it but it might up my chances a bit.

i think i am going with the cleric on this. and just making sure that trait makes it so +1hp and +1 skill point, correct. and should have a fair background by tomorrow.

yes we heal from negative energy. although oddly our anti paladin is immune to negative energy so i dont know how that will work out for him.

ok so how would you say the trait finding haleen works. (the class you take at first levelis always a favored class to you, and every time you take a level in it, you gain +1 hp and +1 skill point over and above what you would normal get.) how does that work with alternate class, as well as does that mean i could pick that trait and pick hp and get +2 hp a level and +1 skill point. just trying to get a confusing trait sorted out for everyone.

well at least now i have a char for the next time this game comes up.

hmm with your house rules it opens up a lot of different play styles and build options, right now i am thinking of making a dwarf monk (drunken fist, way of the sacred mounten) or a dwarf cleric (Forgemaster) both of them will be front line fighter builds. should have them both done in a few hours.

to make matters simpler i withdraw, i got into a different rotr game. char was a witch named tessara

elf bard, will put the crunch and back story up soon

i would like to put in a KAPENIA DANCER magus. from varisia birthplace of legends. it is over all a weaker archetype, but full of flavor. that is perfect for this adventurer path. i have most of it done, just need to change things to fit your crunch.

I would like to put my hat in as well with a half something alchemist. will be done soon.

@ Iorthol, while i am sure your char idea is neat, for one we don't start out the game with anything we could craft, so if your idea was to have a construct army, you would need to start making it when the game starts, and for the most part it takes 1 day for every 1000 gold the thing costs, so you would be sitting there crafting for most the game. or crafting for 8 hours getting a teleport somewhere, do stuff, then teleport back so you can craft. and keep that up till you finish what your making. I am not trying to shoot you down, just saying some things you might not have thought about.

i have scry myself. just so you guys know, and more then likely get myself a ring of invisibility.

curse legal
Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.

False Death (Su): Add charm person and dominate person to your spell list. You must select these spells using your allotment of spells known. Any creature under the effect of one of these spells or charm monster appears dead to any examiners. Although affected creatures do not detect as undead, they look pale and death-like while under the effects of your magic. Additionally, an affected creature ordered to lie still gains a +20 circumstance bonus on Disguise skill checks to look like a corpse.

Spirit Vessels (Su): You can channel wendo spirits into lifeless bodies, reanimating them to aid you. Necromancy spells that create undead lose the evil descriptor when you cast them. Mindless undead created by your magic are of neutral alignment, while thinking undead possess your alignment. When using the animate dead spell, you can control 6 HD worth of undead creatures per caster level rather than 4 HD. In addition, any zombies or juju zombies you create using animate dead, create undead, or similar spells possess maximum hit points.

Undead Servitude (Su): You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead.

feats race endurance, 1Spell Focus (necromancy), 3 craft wonders item, 5 Undead Master, 7 reach spell, 9 extend spell

traits resilient +1 fort, Hedge magician -5% cost to make magic items,

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except

tower shields)

hp 8 +9d8+10

bab 7/2

saves total base stat mis1 mis2 mis 3
fort 7 3 2 1 1
ref 6 3 2 1
will 8 7 0 1

str 7
dex 13 + 1 lvl
con 12
int 12
wis 10
cha 20 +1 lvl + 4 item

favored class 10 spells known

Bluff(cha), 5 3 7= 15
Diplomacy (Cha), 5 3 7= 15
Craft (Int),
Heal (Wis), 1 3 = 10
Knowledge (history) (Int) 1 3 1= 5
Knowledge (planes) (Int), 1 3 1 = 5
Knowledge (religion) (Int), 1 3 1 = 5
Knowledge (nature), 1 3 1 =5
Intimidate(cha), 10 3 7 2 = 22
Profession (Wis),
Sense Motive (Wis), 1 3 0 = 4
Spellcraft (Int) 10 3 1 = 14
Stealth (dex) 3 2 = 5
Survival (wis) 1 3 = 4
Use magic device 10 7 = 17

spells per day
0 -
1 8
2 8
3 8
4 6
5 4

spells known + Juju spells
0 12 create water, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, resistance, spark, stabilize, virtue
1 7 Speak with animals, bless, endure elements, shield of faith, obscuring mist, entropic shield, ant haul. inflict light

2 6 hideous laughter, shield other, desecrate, dread bolt, defending bone, aid, enthrall, inflict moderate wounds
3 5 fear, animate dead, blindness deafness, magic vestment, stone shape, resist energy communal inflict serous wounds
4 4 Charm monster, unholy blight, magic weapon greater, imbue with spell ability, air walk inflict critical wounds
5 1 Create undead juju only, scry inflict light wounds mass.

now need to spend moneys.

ok here is my juju guy, dont have money spent yet, but i know i will be creative there, i always am.

ya all my undead are have max hp, and will have +2 hp per hit die because of desecrate. I can also make undead that are as skilled as they were in life as they how are in death ahahah. so each of the fallen armys will add to our own. now i feel like the scourge from warcraft. oh we should steal some ideas from that....

My char will be a Juju orical, making lots of undead to feed the army, and juju undead to work things that need intelligence. so we can have a more steady form of supply.

lost story short i make the undead.

Name, Faltae Unvalep
faction fallen
character sheet complet no
some kind of necromancer with a horde, detales latter, off to work now

oh just a hint if you run other pbp games as a dm. you will always get a fair amount of people wanting to play, so keeping the recruitment open for a few days to a week, lets you have a fair amount of pick when it comes time to gather the party up. another thing you can do is look at the players profile and see how they do in play by posts, so you can get a feel for the personality, as well as how many play by post games that they are in at the time. just trying to be helpful. have fun gaming.

Here is a sloppy copy of my bard, he is a face, support and knowledge build. a little hard to make it look nice when just working with notepad

Erove Thevale has always had travel lust, always looking for the next thing to learn about, he stays in a reaon for a few years at a time, learning what is unique about the place from its people to its history or hidden lore. Taking on what ever roll he needs to so he can live. His last place of study was in the shackles, after hardening himself from the constant threat of pirates and the hidden lore left there by races now past. He has set his sites on Savara. and has taken the ship when it was in Quent

stats 20 point buy
str 11
dex 14
con 10
int 16
wis 10
cha 16

bard lvl 1
Perception +6, low light vision
Init +2
hp 8
ac 16 10+armor3 , + dex 2, + shield 1,
saves total base stat mis
fort 1 0 0 1
ref 4 2 2 0
will 2 2 0 0

bab +0. CMB 0, CMD 12

Longsword +0, 1d8 19-20 x2

Longbow +2 1d8 x3, 100 feet

Breadth of Experience(You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills

traits, Two world magic create water, Boarded in Quent +1 fort

Common, elven, draconic, polygot, Osiriani, Orc.

Combat gear 150 gold worth
Wooden armor +3 armor, max dex 3, acp -1, weight 25, cost 20 gold
shield Buckler +1, acp -1, weight 5, cost 5 gold
longsword 1d8 19-20 x2 cost 15 gold weight 4
long bow 1d8 x3 cost 75, weight 3 range 100
40 arrows 2 gold 6 lbs.
33 gold

skill points 9 + class bonuses

Acrobatics (Dex),
Appraise (Int), 1 3 3 =7
Bluff (Cha), 1 3 3 =7
Diplomacy (Cha), 1 3 3= 7
Disguise (Cha),
Intimidate (Cha),
Knowledge (all) (Int),feat 2, bard 1, int 3= +6

Linguistics (Int), 1 3 3= 7
Perception (Wis), 1 0 3 2= 6
Perform (Cha), Oratory, 1 3 3 =7
Profession (Wis),
Sense Motive (Wis), 1 0 3 =4
Sleight of Hand (Dex),
Spellcraft (Int), 1 3 3 =7
Stealth (Dex), 1 2 3 =6
and Use Magic Device (Cha). 1 3 3 =7

Bardic performance 7 rounds a day
fascinate 1 target
inspire courage +1

spells known
0 4 detect magic, create water, light, prestidigitation
1 2 grease, sleep

spells per day
1 2

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword,

shortbow, and whip. Bards are also proficient with light armor and shields and Weapon Familiarity: Elves are proficient with

longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any

weapon with the word “elven” in its name as a martial weapon.

Defense Racial Traits

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment

spells and effects.

Feat and Skill Racial Traits

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves

receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Senses Racial Traits

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

dotting, more then likely a knowlage bard

I have been looking as best i can. but what is the starting attitude for Owlbear. am i just missing it some where?

just so i am understanding the class, you have to take the chakra level feat with almost every feat you get to be any good, meaning the only only ability you could really pick out would be the bending ones you get for free from class, if you wanted to stay on par with the rest of the group, so no power attack, weapon feness or other neat tricks, i could see using ki rather then chakra as the modifier for ability's. but that is just my thoughts, and i hope it makes you guys think a bit about it.

ok i have now looked at the game and have my little girl witch ready. i changed it up a little bit making her a crater rather then necromancer, because i did not know how the necromancy part would work out. now to post the intro of kattie

i would only play one, it is your world and game, what one would fit in better do you think, and how would i stat the char up, ie point buy, levels, if you think the incubus is better i would like to hear your thoughts in a PM.

thoughts for story's and char stuff
young witch, why she is there, is because she does not accept or know her power comes from herself, story ark would be her learning to control her power and use it for aiding the school or world.

incubus, why there, looking to learn what he can from the school, and for a love that is not just after his body. or what might fit better, once more your world.

i am thinking of a incubus scholar, at this time. being a bookish person, that is too good with the lady's, but only wants a girl that sees him as a person, rather then a man whore.

another idea was a young template grave walker witch, that might have a undead butler of sorts. being very naive about her ability's, and thinks it is all her dolls doing.

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