Where do you see this? It was the case in 3.5, but PF War domain doesn't grant proficiency or Weapon Focus, per the PRD.
Strength: 1d10 + 7 ⇒ (2) + 7 = 9
Well, that adds up to ... 16 point buy if I'm not mistaken. Think I will take the reroll:
Strength: 1d10 + 7 ⇒ (10) + 7 = 17
And to the other extreme we go. Have to see if I can't do some un-optimization with my character build, which will probably be a rework of a prostitute-burning aasimar oracle I worked up for an earlier WotW pitch.
I started with six and am now down to five in the PbP I am running now and I think prefer the larger group, as the extra participant helps keep up the pace if a couple of others are slower to post. Adding a few extra mooks and giving max hp to boss types is generally a good balance, I've found.
I'm considering an inquisitor of Ragathiel, probably with a level of urban barbarian (either 1st or 2nd) for controlled rage. I have two questions:
1) Inquisitor gains proficiency with deity's favored weapon. For Ragathiel and the bastard sword, would this count as martial weapon proficiency (ie., I could only use it two-handed) or exotic (so I could use it one-handed)?
2) Say I get the controlled rage variant from urban barbarian. If I later pick up the Anger Inquisition or Rage Subdomain (both of which grant rage that stacks with barbarian levels) is there a problem with having those stack with controlled rage for effect and rounds per day just as they would for regular rage?
The Vital Strike feats only double (or triple) the damage dice on an attack, not the damage bonus from all those other sources. So, in your example you'd be doing 3d6+35 with Improved Vital Strike, not 3d6+105.
For the fighter-mage-thief, I'd just do a Ranger (trapper) 1/Wizard (probably transmuter) 5/Eldritch Knight ++.
The cargo bay is not that big guys - each square is only 5 ft, meaning Grit physically can not be more than 15 ft. from Zok (who is standing on the "B" in "Cargo Bay."
The power used (augmented to 3 pp) is a 25 ft. cone, enough to reach all but the very corners of the cargo bay from the mindbender's position (the square between A and B only partly filled with stair lines). Zok was directly in front of him, Safia in the center of the room, and Grit in the "the SW part of the hold," not the extreme corner.
Actually being disabled is pretty harsh, but this is relatively easy to overcome.
In the interim, you might consider adding a "Wishlist" spoiler on your alias profile. This could include specific equipment (ie., Raun envisions herself as an axe-fighter, and would like a big axe and some studded leather armor, Safia wants a cloak that acts as a hat of disguise) as well as goals (Zok wants to eat one of every PC race, Nnn'tkklik'l wants to find a mate, Gorkhan wants to meet a sorcerer-king and role-play a week-long conversation).
Also, unless anyone objects, I will plan on rolling Perception and Initiative checks for everyone (with results shown in the post) as a general rule. Hopefully, this will keep combats moving along at a faster pace. I may roll saving throws, as well. When describing your actions, you can roll to hit and damage together in OOC text. If targeting an opponent with a spell or psionics, please include the saving throw DC and any damage in the post.
Wow, lots of great submissions. I've narrowed it down to six to start, but I'll be keeping several others in mind in case anyone drops out or fails to confirm. Without further ado:
Tenro: Nnn'tkklik'l, thri-kreen vitalist
I'll get the gameplay thread set up in the next day or two. For now, I'd like everyone to post in the discussion thread as a way of confirming entry into the group.
This will be the discussion thread for the game.
Before we get started, please take the time to create an alias with you character's statistics, description and background.
Important: Enter your name and race in the appropriate fields. In the "Classes/Levels" field, include the following information:
An example can be found here. This way, the necessary info will be readily visible in the gameplay thread.
I'll be taking submissions until 5 p.m. Here's what's been mentioned or submitted so far:
Tenro: thri-kreen vitalist (submission complete)
@Dark Netwerk: Looks good so far, talent is fine. It looks like you won't be using armor much, but note that you can trade out Heavy and/or Medium armor proficiency for Shield Focus and/or the Armor Optimization feat (in the House Rules document linked in the first post).
Here's the updates list of what's been mentioned and submitted so far:
Tenro: thri-kreen vitalist (submission complete)
I'm interested in both the familiar and the extra spells, which indeed wouldn't show up until level 11. If we do not reach that point then I'm more than happy with just the familiar.
That's fine with me. Note the modified list of available familiars in the Races and Classes document.
@Transylvanian Tadpole: Those choices all are fine.
@Cuan: Possibly, although I'm not sure we'll get to the higher levels needed for the later feats in the chain (you have to be 11+ to get anything past the first-level power). Are you just after a familiar?
@Rokku: Pissed off ex-templars are the best kind of templars.
@Yingzen: Those stats are awful. Roll up another set if you like. You'll have a better chance of getting in with a halfling psion than with a half-giant.
@Cuan: Refluff looks good. I'm ok with pulling the occasional revelation from another mystery if it makes sense. Spirit Walk certainly fits the bill, as would Voice of the Grave.
I noticed that the recruitment thread for my PbP game is no longer showing up in the list of threads in that category. I can still get to it by clicking on my recent posts, but the thread is very slow to load.
Another question: Are these Wild Talents enough to be considered a Manifester for the Psicrystal Affinity feat?
No, I've modeled them after the powers gained through the Unlocked Talent feat.
@Cuan: I'm intrigued. Go ahead and pursue that idea.
@Transylvanian Tadpole: Endurance won't reduce the amount of water needed, but will give you a bonus on rolls to avoid the negative consequences of not getting enough water.
EDIT: To restate an earlier point, I'm fine with feats/traits/abilities that give a character a bonus to overcome a problem; I tend to be opposed to those that allow them to ignore it altogether.
As I mentioned earlier, I'll continue taking submissions until 5 p.m. Sunday, Central time. Based on the number and quality of submissions so far, I'll almost certainly choose a full group of six.
With that in mind, here's what I'd like to see as formal submissions:
Post as yourself with the following information, preferably in spoilers, or post as yourself linking to an alias with the pertinent information.
* A one to two sentence physical description of your character.
For reference, here's what's been mentioned so far:
Tenro: thri-kreen vitalist
I'm thinking kreen ranger. If you think that there are too many kreens, I'll roll another character. :)
It's up to you. But I will say that I'm inclined not to have more than one thri-kreen in the group. And as the only focused healer submitted so far, Tenro's kreen probably has a (chitinous) leg up.
@Tenro: On reflection, any of the favored class bonuses for the existing races would be fine. Just let me know which you pick. And, as promised, a few thri-kreen traits:
Hardened Carapace (Race, thri-kreen):
Your exoskeleton provides especially effective protection against the inferior weapons common in the Tablelands.
Benefit: Your natural armor bonus is increased by +1 when an opponent attacks you with a weapon that has the fragile quality.
Virulent Venom (Race, thri-kreen):
The paralytic venom you produce is especially potent
Benefit: When you bite an opponent, the saving throw DC of your venom is increased by +1 on the first round. A failed save that round automatically results in the maximum amount of ability damage.
Student of Strangers (Social):
You have spent much of your life studying unfamiliar cultures.
Benefit: Your gain a +1 trait bonus on any Knowledge skill check related to a race or culture other than your own.
For everyone else:I'm generally fine with re-fluffing other traits for Athasian races. I can review when you post a build.
@Arknight: Your ideas on background are good. Stats looked fine except I think you are missing your trained bonus on some class skills.
@Tenro: I'll throw together a couple of traits later tonight. Thinking about +1/6 psionic or metapsionic feat as a favored class bonus, unless you had something else in mind. The vitalist favored class bonuses for some of the other races like dromites or gnomes look fine, too, if you'd rather one of those.
@Dark Netwerk: I'll keep taking applications until 5 p.m. Sunday CST, and try to have a group picked later that evening.
@Skorn (aka Grit): I'll look at the stats more in depth later tonight. Archetypes are perfectly fine if they fit, especially the environmental variants you listed. I'll take a closer look at Beast of the Society later, but am leaning toward allowing it.
hmm how do you handle my guys placement on the caravan if im selected?
Easy. Your mistress (or one of her relatives) might have grown wise to your tricks, or she might have died, and you were sold.
@Tenro: A vitalist would be interesting, as well. Coordinating backgrounds with Arknight (or anyone else) also is a great idea. Based on what I have planned at this point, it might make sense for both characters to have been raised by a thri-kreen druid (possibly a relation to your character). You then could have been recently enslaved during a visit to Urik.
Note for everyone: When the campaign starts, you will be in a slave caravan en route from Urik to Tyr, where you presumably will be sold (if you are lucky) or put to work building Kalak's ziggurat.
@Skorn: I've got nothing against a mul druid. You could even have been raised by the same thri-kreen druid as the rest - one big happy family. (Note: being raised by a bug is not a prerequisite for being picked).
For reference, here's a list of the characters mentioned or submitted so far. Some healing certainly might be useful ...
Tenro: thri-kreen soulknife (perhaps nimble blade)
Algar Lysandris wrote:
Looking fine, although the name "Albert" seems a little ... off, for Athas. I keep thinking of Fat Albert or Albert Einstein, rather than Albert the grizzled Athasian gladiator.
EDIT: If anyone is interested, you can find a gigantic list of Athasian names at this website.
That archetype would be fine, just note the change to endure elements in the House Rules document.
GM do you like?
Looks cool. What insight did you choose? Also, don't forget the (new) human racial ability:Breadth of Experience: Humans choose two extra class skills at 1st level and gain proficiency in two martial weapons or one exotic weapon of their choice.
Re: soul knife: I was playing with the idea of making him focused on throwing or making him a nimble blade since he can't realistically wear armor. In any event, at least early on, i have found it is useful to carry real weapons anyway due to having to take a move action to summon yours.
That would be fine.
Algar Lysandris wrote:
DM: how do you handle iterative attack when using natural weapon? (i am a bit off on the rules as i last used then in 3.5 And when using claw claw bite you din't get more attacks, but aberration could get the feat rapid strike that allowed them to get more natural attack at higher levels)
You don't get iterative attacks with natural weapons, just one attack per natural weapon (which may be at a penalty if it's a secondary natural attack).You could get iterative attacks by wielding a weapon in your main hand (but see the change to iterative attacks in the House Rules document)and still get a single, secondary attack with a bite and/or claw.
@Stiehl9s: Sounds like a great gladiator concept.
@Peanuts: The half-giant concept you've described sounds pretty balanced - go ahead and pursue that if it's where your interest lies. Although a vitalist (maybe even a half-giant!) wouldn't be bad, either.
Also, regarding the invulnerable rager - the house rules amend endure elements so that it reduces heat by one "level" rather than eliminating the need for Fort saves altogether. Also, the invulnerable rager's DR (like DR from any source) only applies against "normal attacks" like weapons or unarmed strikes.
Also, @Peanuts: Rolling the "psionic resistant" entry on the Wild Talents table doesn't prevent you from taking levels in a psionic class, or from gaining a power through feats (Wild Talent and Unlocked Talent together get you 4 PP and one 1st-level power).
Questions first, then a couple of general notes.
@Tenro: The DS books contain examples of gythka made from a variety of materials (chitin, bone, obsidian, even steel), but they'll still take penalties based on the material. The "no-penalty" rule only applies to a handful of weapons like clubs and carrikals (which by design are made from jaw bones).
@Algar: As a human you get both rolls, although you only get the Wild Talent feat once. At this point, you should roll for three random talents and one 1st level power. Alternatively, you can drop the second roll (your 62) to gain +3 PP.
Now, for the general stuff:
* I didn't include a note in my original post about alignment and I can't edit it now. I'm not outright banning evil alignments or characters that regularly commit evil acts (such as defiling) but you will have to work much harder to convince me to choose your character to be part of the group. Athas is a ruthless world - LG would be a tough sell, too - but there may be in-game consequences for evil acts.
* Likewise, heat and dehydration rules will be an issue. This could make being a half-giant ... problematic. Note the requirement for four times the normal amount of food and water. Will your traveling companions value your company that much? Also see the note about min-maxing: a raging half-giant focused on Strength is pretty much maxed.
* The lack of resources and making do with inferior weapons are hallmarks of the Dark Sun setting. A player in my home game runs a soul-knife and his lack of reliance on weapons borders on unbalanced. More importantly, it makes him kind of boring. Character builds that don't use weapons aren't prohibited, but you'll have to work extra hard selling your concept if it side-steps a core theme of the game. Same thing for any archetypes, abilities or spells that allow you to ignore thirst, heat, etc.
* Finally, for anyone unhappy with their Wild Talent roll (or hankering for more psionic flavor), I would draw your attention to the Unlocked Talent feat, which almost everyone should qualify for at 1st level and will let you pick up an additional 1st-level power known of your choice.
“I live in a world of fire and sand. The crimson sun scorches the life from anything that crawls or flies, and storms of sand scour the foliage from the barren ground. Lightning strikes from the cloudless sky, and peals of thunder roll unexplained across the vast tablelands. Even the wind, dry and searing as a kiln, can kill a man with thirst.
Dark Sun is one of my favorite campaign setting and I recently put together a set of rules converting the setting to Pathfinder. If there's enough interest, I'd like to start a play-by-post here using the same material.
I'd prefer players who are familiar with the Dark Sun setting (particularly the original 2E campaign setting, from which I drew inspiration for my conversion). That said, anyone with an interesting character concept is welcome. As much as I disliked the 4E adaptation of the setting, the first page of this document provides a great primer for anyone new to the world of Athas. Additional information about the world is available here.
I'll be setting the game in the 190th King's Age, in the Year of Priest's Defiance. King Kalak still rules Tyr with an iron fist as thousands of slaves toil to complete his mighty ziggurat. For the purposes of the campaign the events of the novels and later supplements have not occured.
Characters will start as slaves, although it's up to you whether that is a recent development or long-term condition. If you simply can't reconcile starting as a slave with your character concept, I may be able to work you in, but in most cases I think slavery can be justified – a noble may have offended a sorcerer-king, a templar may be going undercover, a druid might have been captured by slavers, etc.
As a play-by-post, I expect the game will emphasize role-playing interspersed with exploration and (hopefully quick, almost certainly brutal) combat. To keep combats moving, I'll likely have players describe a series of two or three actions at a time, rolling damage along with to hit rolls, etc. We'll see how it goes and adjust as needed – combat and Dark Sun go hand-in-hand, but I don't want to spend a week at a time on a single fight.
I tried to emulate the original Dark Sun rules as much as possible, which means starting characters are a little more powerful than the Pathfinder baseline to account for the deadlier environment and lack of resources. Those benefits (higher ability scores overall and starting at 2nd level with max hit points) should help characters survive even if they aren't optimized for combat. Heavily min-maxed characters will be passed over in favor of those with broader capabilities and strong backgrounds.
If there's enough interest I'll pick the top five or six characters submitted over the next week or so and we can get started soon thereafter. This will be my first time running a play-by-post game but I'm a long-time GM. I'd like everyone to try to post daily, but occasional lapses are fine. My own schedule can be a little hard to predict, but I should be able to respond at some point during any given day.
Ability Scores: Roll 4d4+4 six times and arrange as desired.
Level: Characters begin play at level 2, with maximum hit points. Characters will roll for hit points at subsequent levels, with a minimum gain equal to the average for their hit die (round up).
Race, class and psionic wild talents: See the Races and Classes document for changes and a list of allowed classes. Psionic classes will use the rules from Psionics Unleashed, which are available at d20pfsrd.com if you don't have a copy.
All characters may roll once (twice for humans and half-elves) on the Wild Talent table.
Traits: All characters will begin play with two traits – I'm happy to create custom traits or modify existing ones to match Athasian flavor.
Other House Rules: In addition to the changes to races and classes, you may want to review the House Rules file for a few other changes – mostly related to heat and dehydration – as well as several custom feats. In particular, note that the Exotic Weapon Proficiency feat has been changed to grant proficiency with groups of exotic weapons. The Equipment file includes amended statistics for a host of weapons.
Equipment: Everyone will start play as a slave with no possessions other than a breechcloth (and harness, if female). For characters that need certain equipment to use class abilities (like a spellbook or divine focus), we'll work something out. Characters that receive familiars or animal companions will have an opportunity to find one relatively soon after the campaign begins, as will characters specialized in certain weapons or armor.
In light of a recent development at work, I'm going to have to pull Kohrath the flame oracle from consideration. Not sure I'd be able to post regularly for the next couple of months and there are lots of enthusiastic alternatives here. Good (evil?) luck!
I'd be interested in an angel-kin aasimar oracle of flame, focus Charisma, with Wisdom as foible.
Interesting. Crunch and fluff to come.
I have to double- and triple-check NPC names with my players - like kids on the playground, if there's an inappropriate nickname suggested, they'll jump on it. I was running a conversion of an old Dark Sun intro module last night when one slipped through.
The fact that the characters started off as nearly naked slaves probably affected their reaction when they were introduced to the dwarf elder Baranus ...
Of course, I had spent the previous hour gleefully describing a combat in which two of the three PCs were repeatedly injected with eggs by a giant wasp queen. When the dwarf kept making his saves, he joked that it must have been a legitimate attack, "because the body has a way of shutting those things down."
I think you'd be better going for a Wisdom-based caster due to your racial mods. Oracle puts off 2nd level spells for another level, and the Battle mystery doesn't offer anything very compelling. I think your earlier idea is your best bet:
I don't see any point in losing spells for Crusader Cleric if you go Divine Scion for access to Weapon Specialization, etc. Libicocco's access to Destruction is better than Sarenrae if you can get away with being LE and can access the Optimistic Gambler trait (campaign trait from a 3.5 AP, so maybe not). Otherwise Magical Lineage and Wayan Spellhunter for Dazing spell.
Mystic Past Life doesn't appear to limit you choosing spells from a single divine class, so you could still grab wrath off the inquisitor list (since it stacks with divine favor and eventually gives you Improved Critical, as well) and some other goodies like stoneskin as a 4th-level spell.
Cleric into Holy Vindicator also could be interesting if you went Libicocco (for negative channeling) and focused on Channel Smite for extra damage. At Cleric 7/HV 5, you could Channel Smite for +7d6 damage plus 1d6 bleed and sicken the target on a failed save, making it that much easier to daze.
Huh, I guess I was thinking of Dex to damage as precision damage. Shows what you get for applying common sense to RAW.
What about a paladin? You could do four levels of oracle first to get flame blade and a mystery or two, then paladin for smite evil. Going straight paladin you could still get flame blade by 7th, and the Unsanctioned Knowledge feat would get you some more fun spells like wrath, haste and divine power. Your caster level will suck, though.
Why wouldn't you get Dex to damage? Dervish Dance grants Dex to damage on melee attacks with a scimitar. Flame Blade is a melee touch attack that you "wield as if it was a scimitar."
I'd say "you wield as if it was a scimitar" makes the scimitar a weapon for the purposes of bane, but I can see why some would argue otherwise.
I would think inquisitor is the way to go. Stacking bane weapon with the destruction judgment and Destruction domain power, plus Precise Strike and maybe divine favor and wrath nets a pretty nice damage bonus on each strike - at 6th level, it's something like 3d6+12 before any ability modifier.
Maybe Weapon Finesse & Dervish Dance to cut down on MAD, although feats could get tight. Grab Magical Lineage and Wayang Spellhunter (can you do both?) as traits so you can add Empowered or Dazing to your flameblade later on.