Ravingdork's Crazy Character Emporium


Advice

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It depends on what level of Immersion your group wants.

High Immersion: No, don't let class be a tangible thing.
Low Immersion: Yes, they can know the Class & Level.

My groups tend to prefer High Immersion.


paladinguy wrote:
Ravingdork wrote:
Except for what they can see, or what they've heard from other NPCs/divination spells/what not, they can't.
Is that generally accepted practice? If I started DM'ing for some new guys, would I be silly for telling them the level and class of every NPC they met (assuming the NPC wasn't purposefully concealing it)?

They shouldn't even know the class, much less the level.

If you see a guy like Conan, being a thief, does that tell you what's his class? He could be a rogue, with proficiency in bastard sword. Or he could be a barbarian, or fighter, or ranger. Thievery is what he does for a living, not his class.

Some guy could be an assassin (ie: kill for money), but his class could be Rogue, Ranger, Monk, Fighter, or even Cleric (of a god of murder).

some times you can infere level from the looks: a dude with a magical staff, some circlet in his head, a scillanting cloack, several rings, and ioun stones orbiting his head, is often higher level. But he could be faking it, or just having a horrible taste for fashion. While Gandalf was quite poor in his vestments.


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Come on guys! Only 5 more likes until 200!

CHARACTER UPDATES
Daren Mott and Helegur, added snowball (from People of the North) to their spell lists,
Nudel the Devourer, fixes some typos and math errors

Enjoy!


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Hopefully this will get me to 200 favorites.

NEW CHARACTERS
Dirgah Hammerhead - 4th-level dwarf pirate; if rumors are to be believed, this old saltbeard is capable of pushing through anything, regardless of malady
Skivven - 9th-level ratfolk plague bearer, a detestable little creature with an affinity for deadly airborn toxins that flies about on his magically enhanced tumor

Special thanks to Alwaysafk for the tumor mount idea!


I love Dirgah...

Not sure what to think of Skivven... And Wasn't the Mount thing proven to be Illegal unless you could shrink yourself while enlarging your Tumor?


Going to look at Dirgah later. He may be just the thing to baseline a race of sea-going piratical dwarves I've been brainstorming for my world. You may have just fathered am entire sub-race with that guy! :-)


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Azaelas Fayth wrote:
Not sure what to think of Skivven... And Wasn't the Mount thing proven to be Illegal unless you could shrink yourself while enlarging your Tumor?

To my knowledge, I have not used any illegal aspects of the original idea. Worst case scenario, he takes penalties to his Ride checks for not having a saddle and for riding an inappropriate mount (I couldn't find the prices/weight of a small exotic saddle).

Feel free to double check me on that though.


I had a question regarding Dayer, your weapon master Archer. When reading the profile, i found this. Weapon Training (Ex) You gain a +6 bonus on attack and damage rolls with longbows (included above).

But When I read the archetype I found this. Weapon Training (Ex)

At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.
This ability replaces Armor Training 1, 2, 3 and 4.

So he gets +1 at third level, and one every 4 after.

3 - +1
7 - +2
11 - +3
15 - +4
19 - +5

Your archer has +2 more then what he should at that level, and on top of that a +1 higher then maximum at level 19. I was just wondering what I was missing here. Sorry!


Gloves of Dueling increase the bonus from Weapon Training by an extra +2.


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Yep, Kazejin is correct.


oh perfect thank you!


Isn't it the same cost regardless of the Size of the Mount?

I see now that Skivven has a Permanent Reduce Person on him.


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Azaelas Fayth wrote:
Isn't it the same cost regardless of the Size of the Mount?

Probably, but what about the weight?

I refuse to believe it is 40 pounds regardless of size, even though that seems to be what RAW indicates. In any case, 40 pounds is far to heavy for such a small, weak creature.


I would just treat it as a suit of Armour or Container.


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Despite the disgusting habit of mounting his own tumor, Skivven can be quite scary for a host of other reasons. First and foremost, he is an apt poisoner, carrying a variety of deadly doses at any given time, many of which cannot be cured naturally.

He even possesses some amazing tools of manufacture which allow him to rapidly create 5 doses of poison in only half an hour (1 hour per the item's description, then cut in half due to swift alchemy, multiplied by his Intelligence modifier in doses thanks to his Master Alchemist feat).

He also specializes in "biological warfare" utilizing a variety of poison gas attacks to ensure that his enemies either die quickly, or suffer for lengthy periods of time.

He also excels at infiltrating locations using his small size, stealth skill, unassuming cap of human guise (posing as a servant or army laborer), and/or gaseous form spell (to sneak past guards and to get into secure areas) in order to wreak havoc with siege engines, weapons, or steeds/vehicles via his disable device skill.

If he has his way, the enemy forces will be absolutely crippled before they even realize there's a threat about them.


:D))))))))))))))))))))))))))))))))))))))))))))))))))

I love Saboteurs!


Ravingdork wrote:

Despite the disgusting habit of mounting his own tumor, Skivven can be quite scary for a host of other reasons. First and foremost, he is an apt poisoner, carrying a variety of deadly doses at any given time, many of which cannot be cured naturally.

He even possesses some amazing tools of manufacture which allow him to rapidly create 5 doses of poison in only half an hour (1 hour per the item's description, then cut in half due to swift alchemy, multiplied by his Intelligence modifier in doses thanks to his Master Alchemist feat).

He also specializes in "biological warfare" utilizing a variety of poison gas attacks to ensure that his enemies either die quickly, or suffer for lengthy periods of time.

He also excels at infiltrating locations using his small size, stealth skill, unassuming cap of human guise (posing as a servant or army laborer), and/or gaseous form spell (to sneak past guards and to get into secure areas) in order to wreak havoc with siege engines, weapons, or steeds/vehicles via his disable device skill.

If he has his way, the enemy forces will be absolutely crippled before they even realize there's a threat about them.

You may have given birth to a new NPC in my home campaign...


Do you have a 1st level version of Shisio lying around? If not, can you stat one out? I have some interest in running a PC based off of his concept in an upcoming Reign of Winter campaign.


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CHARACTER UPDATES
I fixed some errors in Shisio Dafoe's character sheet, specifically adding equipment that he had paid for with his starting funds, but never got added. I also noticed that he was also one feat short, so I added Rime Spell, granting him some more battlefield control options.

Martiln wrote:
Do you have a 1st level version of Shisio lying around? If not, can you stat one out? I have some interest in running a PC based off of his concept in an upcoming Reign of Winter campaign.

I imagine he was pretty crappy at low levels, taking metamagic feats he couldn't yet use and the like.

Perhaps when the new Ultimate Campaign book is released with the rules for changing character options mid-career, we could assume that, that was something he did.

But for now? He was built to roughly model an epic character I played from v3.5. As such, earlier iterations of him in Pathfinder don't make much sense, or are even optimal.


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EVEN MORE CHARACTER UPDATES
Both Angol Ceredir and Sela Kurn, everyone's favorite abjurers, have had lesser astral projection added to their Spells Known and Ongoing Spells lists, effectively making both of them immortal.


These are awesome. I'm especially fond of your Ifrit Sorcerer :P


Is there a master list, or link to the entire character list you have here? Want a quick and easy way to search through the builds.


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Not yet, no.


I tried making one in Google Docs. I ended up getting confused...


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By google docs? I've never had much luck with those either.


I was using it as a Table of Contents method. I ended up adding in Seregon 5 times...

I think a simple page on your site might be better.


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CHARACTER UPDATES
I've added a picture of Helch Barad to Helegûr's character sheet.


ONE WORD!:

SWEET!


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CHARACTER UPDATES
I found a cheaper method of doubling Helch Barad's hardness and hit points and have invested the savings not only into making the flying fortress more powerful, but also into new magical items for Helegûr as shown below:

- boots of the winterlands
- pages of spell knowledge, 1st (6)
- rod of ice
- shirt of immolation (this ought to surprise everyone) ;P


<See Previous Post>


Dot.


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I'm tempted to change Helch Barad from an instant fortress into, quite simply, a magical building.

According to the siege rules in Ultimate Combat, a Huge building made of adamantine like Helch Barad should have hardness 20 and 1,260 hit points (or hardness 40 and 2,520 after magical treatments), so in return for the ability shrink it down and re-plant it in another location, I'm short-changing myself to hardness 40 and a pidly 200 hit points.

Still, if I were to change it, it would be strictly homebrew since there really are no rules for making magical buildings (which is why I based it off of instant fortress in the first place--there are established rules for making magical items intelligent).


Could always wait til Ultimate Campaign comes out and see about those Building Rules.

Then you could always make a Magic Item that shrinks it down for easy transit. Maybe even work that item into the Castle Defenses.


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It's going to have Building Rules?


From this Blog Post:

"8. Build a Legend. The downtime system unlocks awesome new challenges for your character to take on between adventures, like creating a headquarters for your adventures, starting a tavern, or even building a castle. With downtime, use your wealth, influence, and magic to shape your game world like never before."


Whats the cheaper method for strengthening Helch Barad? My GM gave me the OK for my wizard to build something similar in our Kingmaker campaign.

Wish my comp hadn't died so I could view everything :(


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Tels wrote:

Whats the cheaper method for strengthening Helch Barad? My GM gave me the OK for my wizard to build something similar in our Kingmaker campaign.

Wish my comp hadn't died so I could view everything :(

Originally I used the "magically treated walls" rules found in the Environment chapter of the Core rulebook. That costs 1,500gp per 10'x10' section of wall. Since an instant fortress is 20'x20'x30', that means it consists of 32 10'x10' sections (counting the outermost floor and ceiling, but not the foundation extension. That means it originally cost me 48,000 to enchant the whole thing. Those rules were primarily meant for dungeons, however.

In Ultimate Equipment's siege rules, I later found rules for enchanting entire buildings based on their size (a much better fit for what I was attempting). The cost for magically treating an entire Huge building is only 10,000gp if you have the Craft Magic Arms and Armor feat. Since it said "cost" I assumed that, that was if you did it yourself. Helegur technically doesn't have that feat, so I spent double that amount (20,000gp) since she had to pay someone else to do it (the "market price" of the modification, as it were).

It's entirely possible that she could be saving 10,000gp more depending on one's interpretation.


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OH LOOK! ALL THE CHARACTERS IN ONE PLACE!!!


Ravingdork wrote:
OH LOOK! ALL THE CHARACTERS IN ONE PLACE!!!

Link does not work for me. Any way you could repost it or the URL?

Thanks


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Odd. It seems to be working on my end, even when I'm signed out of the service.

Anyone else having trouble with it?


Seems to be working for me.


Microsoft has issues with their cloud atm, so you can expect outages.


Ravingdork wrote:
OH LOOK! ALL THE CHARACTERS IN ONE PLACE!!!

HOLY CRAP ON A CRACKER!


BTW: In you Troll Myrmidon Stat Block their Base AC should be 26 not 27.


Finally a complete list.

One quick idea though. To make it easier to find a specific build, without going through these pages, perhaps putting in the level, class/ character description, similar to what your doing on here. It would make it loads easier for people to find the specific, or rough start character their looking for. For example, Dayer or Deacon. All the while nobody knows their fighters or archers for that matter, until after clicking on each one. Just an idea.


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Fixed.


Thanks!


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Azaelas Fayth wrote:
Ravingdork wrote:
OH LOOK! ALL THE CHARACTERS IN ONE PLACE!!!
HOLY CRAP ON A CRACKER!

I made a few changes, which may have broken the above link, so here it is again, just in case.

https://skydrive.live.com/redir?resid=BE45A5E31B322825!194&authkey=!AAV htc9jjDglhno

The files should be editable now, if you want to bother changing the file names or information to include race, classes, and level/CR.

All I ask is that you be consistent.


They both work. I have them downloaded so I can always look at them on my own time.


Can't wait till you put out a new batch. Getting tons of ideas and new uses for characters. Nice job.

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