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Skulls and Shackles: The Sea of Evil


Recruitment

51 to 100 of 216 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (6, 6) + 6 = 18

Sovereign Court

Undead continued: okay, along these lines I will allow Undead as long as the base race is a non-monster race, and it drops the point buy to 15, to compensate for the increased Stats and lack of Constitution. So long as the CR added doesn't pass 2.

Although the reason I'm hesitant about this is that you are kidnapped in the first book to join a Crew... I don't think a captain would think grabbing a skeleton or Something worse would be very smart of them...

Alternatively you can be revied in-game as undead instead of through the standard spells. Of course this implies someone can do that.

In regards to that, I will also allow for inherited lycanthrope following the same rules except it has 20pt instead of 15.

Dreamscared: afraid not. The only psionics I want floating around are Occult.

Giants: no, afraid not

Other allowed Races: I have Warforged here approved for you all, as for other races run them by me and I'll have a look before approval.

Sovereign Court

Noble Drow: nope. I'm flatlineing anything over 20RP for the same reason I'm hesitant about undead.

Meta-knowlege: we all know what player to character knowledge is, try to keep it safe. No DQ simply for having played before.

Forbidden Races: well from the top! CENTAUR, DRIDER, DEEP GNOMES(don't ask), NOBLE DROW, ANDROIDS(thematically not for any stat reason), KATHASA, and FLEDGLING

Favored races: Kobold (I love them too much), hobgoblin/goblins, Catfolk/Ratfolk, Tengu, Kitsune, Grippli(I never see players of this race ever!), Dhampir, Teifling, Aasimar, And any core race.

Go ahead and ask about others


PM coming your way.


How prevalent are firearms?


Rolling with a Grippli Bogborn Vivisectionist!


DM, if it's possible...
Could we, please, not have templates at character creation? As much as I love them, a lot of the good ones (vampire, hellbound, and so on) can't technically be applied to a 1-HD character. Also, from my understanding, the starting scenario is we're all drugged/knocked out and taken to the ship, right? Undead are immune to poisons and drugs, and can't be knocked out.

Now, mind you, I still love me some templates, and would think it was great if we did get them at some point into the game- just, not at game start. Please? Maybe I'm alone in that, and, if so, I'll just jump on the bandwagon.

How does going with Undead affect dice rolls?


I have a lawful evil Vanara, zen archer I would love to play. He was rejected for a previous S&S game. Ill roll stats and re-tool him as needed, but let me know if Vanara is not acceptable and ill change his race.

2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (3, 5) + 6 = 14

even with a 9 this is pretty damn good. Ill begin working on him immediately, he will be up tomorrow afternoon at the latest.

Silver Crusade

roll 1: 2d6 + 6 ⇒ (5, 6) + 6 = 17
roll 2: 2d6 + 6 ⇒ (6, 4) + 6 = 16
roll 3: 2d6 + 6 ⇒ (1, 4) + 6 = 11
roll 4: 2d6 + 6 ⇒ (5, 4) + 6 = 15
roll 5: 2d6 + 6 ⇒ (5, 1) + 6 = 12
roll 6: 2d6 + 6 ⇒ (1, 4) + 6 = 11


PM sent concerning 2 potential 3rd party classes, and some truly monstrous potential 3rd party races.


DM waz up? wrote:

Noble Drow: nope. I'm flatlineing anything over 20RP for the same reason I'm hesitant about undead.

Meta-knowlege: we all know what player to character knowledge is, try to keep it safe. No DQ simply for having played before.

Forbidden Races: well from the top! CENTAUR, DRIDER, DEEP GNOMES(don't ask), NOBLE DROW, ANDROIDS(thematically not for any stat reason), KATHASA, and FLEDGLING

Favored races: Kobold (I love them too much), hobgoblin/goblins, Catfolk/Ratfolk, Tengu, Kitsune, Grippli(I never see players of this race ever!), Dhampir, Teifling, Aasimar, And any core race.

Go ahead and ask about others

full-blooded Orcs? Gnolls? I saw mention of the Lycanthrope template, what about Skinwalkers?


Pathfinder Companion Subscriber

Dotting for a taninim. Would you allow me to reflavor faeriekin as a pseudodragon?

2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (6, 4) + 6 = 16


Vrog Skyreaver wrote:

Dotting for a taninim. Would you allow me to reflavor faeriekin as a pseudodragon?

Or perhaps a tidepool dragon?


For the templates, if you rolled can you still take one?
Maybe if you take a template you have to take the first result?


Wis: 2d6 + 6 ⇒ (4, 1) + 6 = 11 = 11
Str: 2d6 + 6 ⇒ (1, 6) + 6 = 13 -4 = 9
Cha: 2d6 + 6 ⇒ (5, 5) + 6 = 16 = 16
Con: 2d6 + 6 ⇒ (5, 2) + 6 = 13 -2 = 11
Dex: 2d6 + 6 ⇒ (5, 6) + 6 = 17 +2 = 19
Int: 2d6 + 6 ⇒ (5, 4) + 6 = 15 = 15

I am thinking of a CE Kobold Unchained rogue. Should have something up in the next couple of days.

Shadow Lodge

Koalas have such good racial feats
I mean their breath weapon is perfect for noxious bite


Pathfinder Companion Subscriber
Philo Pharynx wrote:
Or perhaps a tidepool dragon?

That would work as well. I am leaning heavily towards an enchantment specialist of some stripe


Lord Foul II wrote:

Koalas have such good racial feats

I mean their breath weapon is perfect for noxious bite

Autocorrect doesn't have kobold in it?


Still waiting on a reply to that PM but (s/h)e's busy. I'm currently really diggin' on a Godhand (Little Red Goblin Games) of some kind. Possibly either a Dreige (Dreamscarred Press) or a Hasa (LRGG), which I just realized I didn't float by the DM in my PM of questions.

If all of my 3rd party kick falls though, I'll probably wind up playing a Twilight Sage Arcanist, since I'm not sure either of my rolls work for a Dark Elementalist Blood Kineticist.


This is for Ignuspyre, a Goblin Unchained Rogue (Knife Master/Scout) ready to serve up some da...um, I mean, serve up some meals with his Profession Cook skill! =D

Just working on his background now. Never played a Goblin before, and kind of excited to do so! And very excited about Skulls and Shackles!

Does starting equipment matter given our "circumstances"? If so, average for class, or something else?


I'm currently deciding between a wizard, sorcerer, and (twilight sage) arcanist, myself. Not sure about the race yet. I suppose it'll depend on how rolled stats mesh with templates.
Personally, I'm interested in the Hellbound template, if the 'minimum 5 HD' is waived, and it is comparable to the lycanthrope template (same CR boost, and keeps constitution).


Dot.

Set 1:
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (4, 6) + 6 = 16

Set 2:
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (6, 6) + 6 = 18


Sounds like fun.

Set 1: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Set 1: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Set 1: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Set 1: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Set 1: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Set 1: 2d6 + 6 ⇒ (2, 6) + 6 = 14

Set 2: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Set 2: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Set 2: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Set 2: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Set 2: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Set 2: 2d6 + 6 ⇒ (6, 3) + 6 = 15

Lots of options.


Pathfinder Companion Subscriber

If anyone is going to play a wizard with an arcane bond, I would be happy to do a joint submission with you where I pretend to be your familiar.


Hmmm... I'm actually having trouble getting excited about an arcane necromancer. I think I'll go with a binder- a controller and power-hungry wizard who delights in cursing others and binding them to his will.

Does anyone know if there are rules anywhere for sacrificing creatures for money? I know I saw something somewhere....

Vrog- It might work for me. I might go with Exploiter (because it's really the only viable way to go universalist, should I be unable to decide on opposition schools), and really, it would be better for you to be with someone that doesn't have a familiar, to keep up the illusion.


Dotting interest, let's see how the rolls turn up:

First Set:
First Set: 2d6 + 6 ⇒ (4, 1) + 6 = 11
First Set: 2d6 + 6 ⇒ (2, 3) + 6 = 11
First Set: 2d6 + 6 ⇒ (3, 6) + 6 = 15
First Set: 2d6 + 6 ⇒ (1, 5) + 6 = 12
First Set: 2d6 + 6 ⇒ (2, 3) + 6 = 11
First Set: 2d6 + 6 ⇒ (5, 6) + 6 = 17

aaaaaaand

Second Set:
Second Set: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Second Set: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Second Set: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Second Set: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Second Set: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Second Set: 2d6 + 6 ⇒ (4, 4) + 6 = 14

Ha, both are 25-point-buy, unless I'm calculating wrong. Guess I'm using the point buy.

I'm strongly considering making a Pai Zin (or "Divine Herbalist" on d20pfsrd) Oracle of Life that follows Zon Kuthon. An upbeat masochist who heals others by taking their pain upon himself (via Lifelink).

Quick question for the GM: would Profession (Herbalist) be helpful at all if I was aiming for the role of ship's cook? I sort of like the idea of a Kuthonite with the Ravenous (3pp) curse, able to self-inflict a sort of mental pain by creating meals that taste flavorful to others. But all he can taste is ash.

All that said, Occultist and Cabalist (Vigilante) are quite tempting.


Couple of questions. First, how should we do HP? Second, as i asked earlier, could i use rouge archetypes, specifically scout, for ninja, as scout replaces the abilites ninja has. also what about gold. Also to note, i am aiming for the role of captain or first mate and plan on trying leadership later if thats ok.


Pathfinder Companion Subscriber
Δaedalus wrote:
Vrog- It might work for me. I might go with Exploiter (because it's really the only viable way to go universalist, should I be unable to decide on opposition schools), and really, it would be better for you to be with someone that doesn't have a familiar, to keep up the illusion.

Okay, sounds good then. What nation were you thinking of being from?


Vrog Skyreaver wrote:
Δaedalus wrote:
Vrog- It might work for me. I might go with Exploiter (because it's really the only viable way to go universalist, should I be unable to decide on opposition schools), and really, it would be better for you to be with someone that doesn't have a familiar, to keep up the illusion.
Okay, sounds good then. What nation were you thinking of being from?

I'm still working on even the basics- I'm still settling on a race (though I'm thinking tiefling), but I suppose any nation could work. Perhaps from the Mwangi Expanse? It might be a fun way to go.


How do you feel about were-shark for lycanthropy?

Just a dot. Will roll etc when i get a chance


BeastMasterFTW here, Submitting Sairuka Kithlan, Kitsune Ninja. For now until i get confirmation, im assuming max hp at first level, average gold, and am waiting on weather on not i can use the scout archetype. Also, the full backstory got deleted by paizo no save it, so i will write more soon, just wrote a summary for now.


Working on a were-shark unchained monk


2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (2, 2) + 6 = 10

This is awesome. will stick with these :)

Introducing

Rokea Razortooth:

Rokea
Onstrous lycanthrope monstrous lycanthrope (natura unchained monk 1 (Pathfinder RPG Bestiary 4 190, Pathfinder Unchained 14)
LE Medium humanoid (human, shapechanger)
Init +2; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 15 (+2 Dex, +5 Wis)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +4/+4 (1d6+6)
Special Attacks curse of lycanthropy, curse of lycanthropy (DC 15), flurry of blows (unchained), stunning fist (1/day, DC 15)
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 15, Int 12, Wis 20, Cha 6
Base Atk +1; CMB +4; CMD 22
Feats Deflect Arrows, Improved Unarmed Strike, Power Attack, Stunning Fist, Weapon Focus (bite)
Traits savage, touched by the sea
Skills Acrobatics +6, Knowledge (nature) +6, Perception +9, Profession (fisherman) +9, Profession (sailor) +9, Sense Motive +9, Stealth +6, Survival +5 (+6 to get along in the wild), Swim +9
Languages Aquan, Common
SQ change forms (human, hybrid, monster form), change shape (human, hybrid, and shark; polymorph), lycanthropic empathy, lycanthropic empathy (+4 with sharks and dire sharks), monstrous blood
--------------------
Special Abilities
--------------------
Change Forms (human, hybrid, monster form) (Su) Change into Hybrid or Monster forms.
Change Shape (human, hybrid, and shark; polymorph) (Su) Change into three different forms: base humanoid, hybrid and animal forms.
Curse of Lycanthropy (DC 15) (Su) Enemy within 1 size category contractd lycanthropy (Fort neg).
Curse of Lycanthropy (DC 15) (Su) Bitten humanoid enemy within 1 size category contracts lycanthropy (Fort neg).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lycanthropic Empathy (Ex) Communicate with creature related to your monster form.
Lycanthropic Empathy (sharks and dire sharks) +4 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.
Monstrous Blood (Ex) Consided to be both base creature and monster's type for the purposes of spell effects.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stunning Fist (1/day, DC 15) You can stun an opponent with an unarmed attack.

Born and raised as were-shark. Her whole family are like this. they believe it is natural, right and their right to be who they are. Explore the oceans. Living off of it. Gifted to them by their dark gods. They believe the ocean is theirs to live in.

just a concept. backstory still a WIP


Here is the profile :)

Lantern Lodge

In the same line as the lycanthropy question from Seth, how do you feel about entothropes (the were-vermin from Bestiary 6)?

The idea would be for a weremantis, the daughter of a heretic of Achaekek. Her hybrid and vermin form would be a literal red mantis while she herself isn't quite sure what to make of the organisation. They killed her father for his herecy, which took the form of turning himself into a weremantis to get closer to his god. She wasn't killed because she was just a kid and nobody knew her father had passed on his curse.


My profile has an error. But don't have access to my pc to fix. Wisdom needs to be 18. Not 20.

Sovereign Court

Alrighty! Time for some awnsers: for reference and such!

Characters with Templates: you are less likely to be picked than someone without one, doesn't matter your work or even background. I, to your determent, dislike unbalanced Characters. Adding a template usually alters stuff and creates unbalance. Unless I compensate by letting everyone get the same Templates than I have to deal with you stealing the show.

3pp Classes to be honest the only ones I am truly Familiar with I have listed before (the dragon examplar and spheres of power) however​ I do not like third party classes. AP are often made with them not in mind and end up breaking under the stress they cause to the story. Stick with what I already said.

Lycanthrope: fall under the same category as the template section above, I suggest Skinwalker instead (I Forgot to label them as favored)

HP: roll or take average, your choice, first level max of course.

Weaker races such as Kobold or Grippli it was brought to my attention that some races actually​ suck, so to compensate I'm giving any race who's RP drops bleow 5 a free bonus feat at lvl 1. I believe koblds are larger than that, but I'm changing them differently. Kobolds now only have a -2 to Str, and also have a +2 to Cha.

An idea for Entothropes If you work with me I'll be able to create a Skinwalker subtype for them, all because I want to give balanced players a better chance.

Why even bother letting you be undead if I would likely not pick you?: honestly it's because you asked. Go ahead, have it as your background, I'm not stopping you! If you impress me enough to be picked, congrats!

Lantern Lodge

I'd love to work on a skinwalker version of the weremantis.

My ideas for Weremantis skinwalker:
As far as ability scores go I'd say +2 Wis all the time and +2 Dex while shifted would fit, just not sure about the penalty. I could see that go to Con (mantises look rather frail) or Int (vermin are mindless).

For skill bonuses I'd say Stealth makes sense but not sure about the other. Maybe Perception.

Not sure what a sensible spell-like ability would be.

As for shape shifting bonuses:
- +4 on saves vs Mind-affecting things (witchwolves get +2 to all saves so +4 to a subset seems fine I think)
- 2 claws for 1d4
- Perhaps an initiative boost, to mirror the mantises Sudden Strike ability. Or just the Sudden Strike ability (take a full round in surprise rounds, instead of only a standard action)
- No idea for the fourth

Oh and my rolls

Stat rolls:

2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 6) + 6 = 18

Seems a single set suffices.


So i updated her to a seascarred skinwalker (were-shark)

GM, do you think it will be possible to become a full were shark as the game progressed? i like the idea of her trying to find out if she can harness her bloodpowers

Liberty's Edge

2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (6, 2) + 6 = 14

Great stats. Interested in this but just need to work out a concept.

(Stupid?) question - can I rearrange this array? I.e. does the 8 I rolled have to stay in Strength?


Vrog Skyreaver wrote:
If anyone is going to play a wizard with an arcane bond, I would be happy to do a joint submission with you where I pretend to be your familiar.

I would love that, I'm going Shamen (either wind of waves)


Gotta think of something evil and piratey, but rolling for posterity.

Stat: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stat: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Stat: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Stat: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Stat: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Stat: 2d6 + 6 ⇒ (1, 4) + 6 = 11

reroll
Stat: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Stat: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stat: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Stat: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Stat: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Stat: 2d6 + 6 ⇒ (6, 4) + 6 = 16

thats lovely... the second one is a 45 point buy... um, GM you were mentioning unbalanced characters...


Love rolling dice. Love evil characters!

2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (1, 1) + 6 = 8

2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 6) + 6 = 17

Second set is not bad at all!


I think you rolled one die too many in that second set ;)


Okay, here's my very odd submission.

story:
The fey of the islands are a reclusive bunch, hiding in the jungle and using their magic to hunt. Most are content to simply survive in the harsh environments. But a few are different. Heartrender has a need within her. A need to inflict pain.

She was shunned by her tribe when they saw the evil in her. This was a mistake. She found a deep cave with a pool of blood within. It rose and fall with a pulse like a living being. It called to her. She entered it and in exchange for her shadow, she gained power. Power to control the blood running through people's veins.

With that, she slaughtered her tribe, making sculptures with their bones. When the tiny island was free of all life with blood she flew onward.

The city she came to had so many people to kill. So many that she had to be smart about it. She was hiding and stealing from the drunks in the inn. Sadly, one of the drinks she sipped from was dosed and she fell deeply asleep. She woke inside of a lantern on a ship. She knew she could escape, but there were too many around and they were too strong to do it stupidly.

crunch:

Note: I went with Sprite. It's a 1/3 CR monster, and I removed the hit die. A lot of my point buy went to buying off the bad stats, so I shouldn't be too powerful.

Heartrender
Female sprite hydrokineticist 1 (Pathfinder RPG Bestiary 3 256, Pathfinder RPG Occult Adventures 10, 88)
CE Diminutive fey
Hero Points 1
Init +4; Senses detect evil, detect good, low-light vision; Perception +5
--------------------
Defense
--------------------
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 14 (1d8+3)
Fort +5, Ref +6, Will +1
DR 2/cold iron
--------------------
Offense
--------------------
Speed 15 ft., fly 60 ft. (perfect)
Space 1 ft.; Reach 0 ft.
Special Attacks kinetic blast
Spell-Like Abilities (CL 5th; concentration +3)
. . Constant—detect evil, detect good
. . At will—dancing lights, daze (DC 8)
. . 1/day—color spray (DC 9)
Kineticist Wild Talents Known
. . Defense—shroud of water
. . Infusions—bleeding infusion, gut-wrenching infusion, vampiric infusion, wrack
. . Blasts—water blast (1d6+4)
. . Utility—basic hydrokinesis
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 16, Int 12, Wis 12, Cha 7
Base Atk +0.75; CMB +0; CMD 9
Feats Point-Blank Shot
Traits anatomist, hurricane savvy, unshackled
Skills Acrobatics +4 (-4 to jump), Craft (boneworking) +5, Escape Artist +17, Fly +22, Heal +5, Perception +5, Profession (torturer) +5, Stealth +20, Swim +8; Racial Modifiers +8 Escape Artist
Languages Aquan, Common, Sylvan
SQ burn (1 point/round, max 6), gather power, hero points, luminous, umbral unmasking, wrack
Other Gear masterwork boneworking tools, 25 gp
--------------------
Special Abilities
--------------------
Burn 1/round (1 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Fly (60 feet, Perfect) You can fly!
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Luminous (Su) Can shed light as bright as a torch, adjust or extiguish as a swift action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Water Blast (Sp) Level 0; Burn 0
Wrack (DC 14) (Su) Target takes half damage, but dam is untyped and ignores DR.


Grippli is 6 RP - what would you do for them? Or do they remain as-is?

I'd love for them to get Int, since they have an alchemist archetype, but that may be greedy.

Shadow Lodge

The yellow boxes wrote:
Vrog Skyreaver wrote:
If anyone is going to play a wizard with an arcane bond, I would be happy to do a joint submission with you where I pretend to be your familiar.

I would love that, I'm going Shamen (either wind of waves)

I am going wind (considering taking an archetype that nixes familiar)

Inspiration for the character
BBC's Moriarty paraphrasing and putting into how my character would say it "did you know how dust is mostly people's skin... when I look at you... I just see dust... waiting to be distributed"


Stat Rolls #1:
Stats: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Stats: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Stats: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Stats: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Stats: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Stats: 2d6 + 6 ⇒ (2, 4) + 6 = 12

Not horrible, but not great...Screw it, first time I have rolled for stats in like fifteen years, may as well try again to be in the spirit of the thing.

Stat Rolls #2:
Stats: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Stats: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stats: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Stats: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Stats: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Stats: 2d6 + 6 ⇒ (6, 1) + 6 = 13

That...is not much different, rofl. First set is fewer points, but looks like it works better. Okay, a lot of interest here, but will get my hobgoblin brawler maneuver expert (and crew overseer morale officer) rough draft posted soon.

Shadow Lodge

I would like to point out how important wind is to the navy
Slowing down our adversaries and making us faster,
And control winds is a very destructive spell if we decide to lay seize to a town


Why not have a party full of only necromancers?
Nope. Nope. That looks like NOPE...

As for my idea, I was thinking of creating a small creature with a big inferiority complex and so he starts dabbling in Enchantments to "force" people to like him... probably the Mesmerist class :)
I was already thinking of going Kobold or Goblin as they most easily lend themselves to evil but they both take a hit to Cha, and then you went and posted a fix for that XD
The basic idea is that he is very unlucky and mistreated, but he finally escapes and to celebrate his newfound freedom he goes to the bar. Not wanting to drink alone, he charms the guy beside him to be his bestest buddy for the evening. The problem is, the "buddy" liked him so much that he press ganged him into his crew... (and thats why they decided to press gang a spindly, weak kobold who probably couldn't row to save his life...)
Quick confirmation, the Kobold gets -2 Str, +2 Dex, -2 Con and +2 Cha, with no bonus feat? That puts them more in line with the other standard races :)

Comeon just need an 18...:

2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 4) + 6 = 16
Very large 39pb with two 16s

2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (5, 4) + 6 = 15
18pb with a whole lot less :(


39pb with 2 16's. Thats very usable :)

Edit: definitely gunning for the leadership feat >:)

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