Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Pathfinder Roleplaying Game

Starfinder


Pathfinder Society


Pathfinder Adventure Card Game

On the Dying Sea (Private Recruitment)


Recruitment

51 to 100 of 101 << first < prev | 1 | 2 | 3 | next > last >>

The pseudodragon idea is a character I ran for a while in another game on these boards. He's one of my all-time favorites. I'd love the chance to reprise him.

In spite of being a tiny dragon, he plays like a pretty normal Necromancer Wizard until about 11th level, and then things get... weirder.


A'streth wrote:
I might go with Accursed Bloodline Sorcerer for the dip though I like the idea of the Witch dip and the Cleric dip both giving me some Healing capability.

Sorcerers get Use Magic Device. A wand of Infernal Healing or Cure Light Wounds would be better for healing than first level cleric or witch spells.

Martial Flexibility is the big draw for the sorcerer. Being able to tailor your feat list to what you are fighting is incredibly useful to a character who's fighting style is fairly circumstantial.


Doomed Hero wrote:

The pseudodragon idea is a character I ran for a while in another game on these boards. He's one of my all-time favorites. I'd love the chance to reprise him.

In spite of being a tiny dragon, he plays like a pretty normal Necromancer Wizard until about 11th level, and then things get... weirder.

Alright.

Well with you, Loup, and one more interested in the idea once I get Azlant up and running this weekend I'll Recruit for it.

Question is what world do you want it run in? Golarion, Krynn, Oerth, Faerun, or Eberron? Hell, I could even do Termana (the Scarred Lands). I suppose we could do Athas but it's a low magic world not suitable really. I don't see an AP working for such a group so I'd probably just run it as a series of Dungeon Mods as I have so many Dungeon Mags why not use them!

---

GM, let me know if you need more out of my Background.


I think your background looks fine. If you want to add more, feel free, but I think I've got enough to attach a few plot hooks for your sneaky snake man.

I generally prefer Golarion because it's the setting I know fairly in-depth. Just be careful not to exhaust yourself running yet another game.


Shadow! Eberron! YES!


MisterLurch wrote:
Shadow! Eberron! YES!

Another taker on the Familiar game eh? :-)

Well, I'll put up a Recruitment for it tomorrow then and link it here so as not to clutter up our GM's Recruitment for this interesting game for which I am still considering build options!

Mister Lurch:
I have an active Eberron game for which I could use a 7th player, any interest? This way, if the Familiar game is not Eberron, at least you'll get into a Table that IS Eberron. One question though, did you ever play the Shadows of the Last War Mod?


Sidekicks.


Just summarizing what we have so far:

Storyteller Shadow: Serpentfolk Assassin
MisterLurch: Tiefling Brawler or Kobold Fighter
DoomedHero: Serpentfolk Witch
Loup Blanc: Drow Fighter
JDPhipps: ??? Magus?
Emissary: Ghoul ??? with Drow Cleric cohort


I am not completely set on what my Ghoul will be, other than I want to be clad in full plate armor and be tough as nails, so melee frontliner.

Options I am considering are Fighter with a focus on using a shield and demoralizing, an Unchained Barbarian with a huge hammer or flail or a Steelblooded Bloodrager (If I can talk Faceless into allowing a Bloodrager with Unchained rage, because otherwise rage is only half as useful for a ghoul).

In any case, and if it is at all allowed, I was considering VMC Cavalier, with my Order being that of the Cockatrice.


Bloodrage can absolutely work like unchained rage does. Do note that normally undead can't gain morale bonuses, but the book that has player ghoul stats in it provides a feat that allows you to gain morale bonuses as if you were still alive. It's called Even in Death, so make sure to include that in your build if you go barbarian or bloodrager.

VMC is also fine.


If you want Demoralizing, here's a nasty combo-

Thug Rogue 2 for 1d6 sneak attack, Frightening and a combat feat (from combat trick).

Fighter 2 for two bonus feats.

Antipaladin the rest (for Aura of Cowardice and Touch of Corruption).

Traits-
Blade of Mercy (subdual damage with slashing weapons. You're a ghoul. you like eating things alive)

Feats-
1) Power Attack
Fighter 1) Weapon Focus
Fighter 2) Dazzling Display
3) Hurtful
5) Shatter Defenses (through retraining at 6th level)
Rogue 2) Cornugon Smash
7) Violent Display
9) Enforcer

So now, everything within 10 feet loses any immunity to Fear.

When you hit someone with Power Attack you get a free Demoralize check. If you Demoralize them you get a free attack against them.

Whenever you hit a Demoralized opponent they are Flat Footed, so you get Sneak Attack.

Any time you land Sneak Attack damage, you get a free Dazzling Display to Demoralize everyone within 30 feet.

If you beat their Demoralize DC by enough to keep them scared for 4 or more round, you can make them run away screaming instead.

So, this essentially lets you take two attacks for the price of one, and Frighten everyone around you at the same time.

Icing on the cake is that as an Undead creature you can heal yourself with Touch of Corruption.

Once you get Enforcer the damage you deal will equal the rounds they are shaken, so the duration of you Demoralize essentially becomes permanent until dead.


poking my nose into this finally since I have a little free time. I am going to assume that this is a rather evil group being built? Which I can get behind. Since the Necromancer has already been called I do have a few other potential ideas.

The Derro looks like a really fun option for an alchemist. Crazy bomber could be a blast. They are insane though so this option would require some watching on the other players because insanity is rather sporadic. I have always wanted to try for a Master Chymist. And the character is already insane in someway so developing a separate personality seems perfectly reasonable ;)

But the goblins are on the list and I my first pbp character was a goblin barbarian. I would love a chance to play another goblin. The goblin calls to me the most simply due to the love of goblins. Still an alchemist. They have great buffs. And a buffer seems to be a roll not claimed. Goblins make the best alchemists. Goblins are best.

Though the Cave Druid archetype has always fascinated me. And this setting seems perfect for it.

I will think on it some and let my brain try to come up with stuff.


My expectation was always that this was going to end up with at best anti-heroes who are either in it for the money or because they want to f*ck up the bad guy, rather than because they're good people who are being heroic. Having a party of borderline evil (or just outright evil) mercenaries really isn't outside what I have planned. I just had to make sure that the villain is going to screw over everyone enough if he wins that even the most evil PCs will want to stick a sword in him.


I can get behind that. I just wanted to check. I am all for the reluctant hero or anti heroes.


I kinda based it off my experience running Skulls and Shackles twice.


My god, I am so bad at managing time. I am still working on getting this character put together. I have settled on a drow descended tiefling Brawler(shield champion).

How does VMC work with spellcasting classes? Do you pick up any of their spellcasting?

Rough background outline:
son of a drow commoner
obvious demon bloodline raised his status slightly
he was given some advanced weapons training
Though they tried to break him of the habit, he used a shield as effectively as a weapon as it was a defense
His house was eventually destroyed, and he escaped its destruction only to find that his only refuge was in Teldarist as a mercenary


Not really. VMC for spellcasting classes just gives you a handful of their other class features.


Anyone have an issue we me working on a rather insane alchemist?


Deaths Adorable Apprentice wrote:
Anyone have an issue we me working on a rather insane alchemist?

Nope.

---

DM if I multi-class does the VMC rule come into play?

Once you let us know the build rules I'll decide on my final build as I believe my Backstory is solid enough to at least give you something to work with.


@DAA: By all means, go for crazy. It's fun that way.

@Shadow: VMC simply replaces some of your feats, so it's not really affected by multi-classing at all. The only thing is that you can't VMC and later take levels in that class.


Checking in, haven't forgotten this.

GM, when would you like us to start putting together mechanics for our characters?


I think I'm alright with people starting to put together mechanics. Level 8, 20-point buy. Would you guys be interested in using ABP, or not?


The Faceless GM wrote:
I think I'm alright with people starting to put together mechanics. Level 8, 20-point buy. Would you guys be interested in using ABP, or not?

I'm 50/50 on ABP so I'll go with the group consensus on this one.

Any Traits or Background skills?


Two traits as usual. You can take one drawback for a third if you'd like and yes to Background skills.


I'll start the crunch over the weekend, probably be done by Sunday.


I generally like ABP with the simple caveat of enchantments stacking rather than overlapping with the bonuses. Canceling out weapon enchantments is probably the only thing I don't like about that system by RAW.

I'm still trying to think of a character for this. I may wait to see what everyone else has and just build to fit the team.


Passing by to say that I am working on expanding and giving more depth to the background!

I want to explore some of Lady Deathknight's (placeholder name, though it sure looks cool as an alias) siblings, former allies turned traitors and enemies turned killers... But I wouldn't want to mess with an already established House that Faceless may have plans for. Do you prefer me to make up a minor house instead? Truth be told I had already given some thought into such an idea but feel free to ditch it if it's overstepping into your worldbuilding role... Or if you don't like it, whatever is the case.

House Ideas:

•Name: House A'Thalakx
•Leader(s): Mother Amalica & Weaponmaster Caelkoth
•'Income' Focus(es): Mercenary work, emeralds, smuggling
•Brief Description: A relatively young and small Drow House, House A'Thalakx has under twenty noble drows but it is backed by a small, yet highly trained by the Weaponmaster, army of almost a thousand, consisting of peasant drows, half-noble bastards and assorted slaves.
The House's income comes from an emerald mine they jealously ward as well as smuggling and mercenary work thanks to the Weaponmaster's connections, which he has due to his previous life as a pirate on the Dying Sea.

As for Lady Deathknight's "build" I am set on being a Stellbloodd Bloodrager as I have fallen in love with the class and starting at a higher level means I don't have to wait until ut really flourish. I am split between the Arcane Bloodline (because of its self-buffing, tanking and offensive abilities as well as the great measure of anticaster it provides) and a Water Elemental one, refluffed into representing the cold powers beyond the Grave.

I will have it ready before Monday in any case, I just need some guidance regarding the previously mentioned House before I dive into writing backstory and connections.


If we use ABP do we create using WBL at 1/2 of 8th? I believe that is how it works in other games I am in with WBL.


@Emissary: I'm fine with creating a new minor house. I'll try to do some interesting things working in some of the stuff from your house.

@Shadow: That's how it's supposed to work, but I always feel like it's a little low. I might make it 3/4 WBL.


The Faceless GM wrote:

@Emissary: I'm fine with creating a new minor house. I'll try to do some interesting things working in some of the stuff from your house.

@Shadow: That's how it's supposed to work, but I always feel like it's a little low. I might make it 3/4 WBL.

Fine by me :-)

With the exception of Skill Point allocation I am just about done.

I removed the Cleric level as it just was not working well in the build. I did add a level of Swashbuckler based on DH's suggestion but felt that the Ranger/Rogue mix would be better suited for what I was looking for, a two handed weapon that would synergize with a Dex based damage dealer.

I will revise my background to have involvement with DH's coven and took the Sorcerer Accursed Bloodline to fit in so at least our characters will know one another.

The Assassin is a bit nerfed from the 3.5 days so while I did take a level as it fit in what I was looking for thematically, I might progress as Ranger/Rogue moving forward, I guess I can make that decision as we see where the game takes us.

Faceless DM:
There is a magic item from the 3.5 days called the Bracers of Murder, they provide a +2 bonus to attack against flat footed opponents and provide a +2 bonus to the DC of opponent saves when delivering a Death Attack. They are a Drow item so flavored for the game I think. I believe their cost is 8K (at least that's what I saw when doing a search). Wanted to see if you would approve this item as part of the WBL selection process. Thanks.

Looking forward to actually starting. ;-)


I'm also a big fan of ABP, with the change that enchantments on armor/weapons stack instead of subtracting. I'll start building my character, and since it seems like a few of us are in favor of/neutral on ABP, I'll assume we're using that for now. (I'm also assuming at our level rather than level+2, since I'm guessing magic items will still be around, ABP just makes them interesting.)


I doubt I will get it done this weekend since I have to marry some people and then I am going to drink because I am not over my stage fright. Not at all.

But I am fine with the ABP stuff. I am going to try selling it to my live table. It opens up space for some of the more entertaining items.

But after my drinking I will get to work on it.


It seems like ABP is more in favor than not, so I believe we'll be using that. The enchantment bonuses will stack instead of replacing special enchantments and yes, we'll be using level+2. 3/4 wealth by level, since magic items are fairly common in an empire mostly run by high level spell casters.

@Storyteller: That item looks fine, though I think removing the third ability (reroll 1s when using sneak attack) is irrelevant now that it's an easy to get Rogue Talent, so it just has to first two effects. Which seem to be what you wanted anyway, so that should be fine.

@Everyone: Don't worry about how long it takes or if you have real life stuff or whatever. I'm incredibly casual about playing so it's fine if it takes a while. I'd rather you take things at your pace and have fun and make it good than pushing yourself and rushing.


Do Serpentfolk have any favored class bonuses or alternate race traits, or is there a Race we can use the additional options from?


I can make some up if you want. And options from races like the vishkayna and the nagaji might work.


From the Nagaji I like this

Hypnotic Gaze (Sp): The nagaji’s gaze is so intense it stops others in their tracks. Once per day, it can attempt to hypnotize a single target, as per the spell hypnotism (caster level equal to the nagaji’s Hit Dice). The DC of this effect is equal to 11 + the nagaji’s Charisma modifier. The effects of the hypnotic gaze only last a single round. This racial trait replaces serpent’s sense

ability, what would I swap it out with?


The Faceless GM wrote:
I can make some up if you want. And options from races like the vishkayna and the nagaji might work.

I'd love to see what you come up with.


Hmmmm, for Hypnotic Gaze, I'd say swap Ventriloquism out for Hypnotism instead. It seems very fitting.

For other alternate racial traits (these would mostly be how I'd do a degenerate serpentfolk playable character):
- Degenerate: Some serpentfolk are brutal and tribalistic instead of cunning. They gain +2 Strength, +2 Constitution, and -2 Intelligence. This replaces the serpentfolk racial ability score modifiers.
- Thick Scaled: Some serpentfolk sacrifice mental ability for pure physical durability. They gain a +2 natural armor bonus. This replaces their spell-like abilities.
- Deep Hunter: Some serpentfolk train in navigating the harsh tunnels of the Darklands instead of honing their magical talents. They gain a +2 bonus to Survival instead of Use Magic Device. This alters Skilled.

For favored class bonuses:
- Use nagaji bonuses for: Alchemist, Mesmerist, Oracle, Ranger, Slayer
- Use vishkanya for: Bard
- Rogue: Gain 1/6 of a new rogue talent
- Psychic: Add one additional spell known from the psychic spell list. This spell must be one level lower than the highest level the psychic can cast
- Witch: Gain 1/6 of an extra Hex.


The Faceless GM wrote:

Hmmmm, for Hypnotic Gaze, I'd say swap Ventriloquism out for Hypnotism instead. It seems very fitting.

- Deep Hunter: Some serpentfolk train in navigating the harsh tunnels of the Darklands instead of honing their magical talents. They gain a +2 bonus to Survival instead of Use Magic Device. This alters Skilled.

I'm all over this and this ;-)


Kassii is about 90% done. The main remaining part of her build is to come up with how her Cohort works.

The short version is, her cohort is a severed head with some class levels. I need to figure out how to work the mechanics for that. Kassii can have a Cohort of 6th level (and will be either a Witch or a Shaman).

here's a couple options-

Homunculus shaped like a skull - (easiest and most rules supported option) Counts as a 3rd level creature under the leadership rules, so would have 3 class levels .

Serpentfolk Ghost - (most thematically appropriate option) Ghost is a CR +2 template, but leadership has serious diminishing returns for trading out basic stuff. No idea how many class levels I'd get with this one. Probably not many.

Any preference? Any other ideas?

Edit: I decided to go with the Homunculus. It fits, and won't take any rules manipulation.


Nice Kassi, so with your Cohort and myself we'll have a full coven! ;-)

This is one of the wildest builds I've ever come up with. I appreciate your input on it DH and I did make a few changes based on those suggestions!

By Sunday, my Avatar Profile will be up.

Are there any Traits that grant Orisons? I can't seem to find any and I'd like to take such a Trait for that Divine flavor I've lost from not taking the Cleric level. The Traits I have now, which I'm between are Called and Indomitable Faith.

Swashbuckler (Inspired Blade) dip made MUCH more sense than the Cleric dip to be sure!


I have all kinds of witchy plans for our floating snake skull coven mascot.


Here's the traits I could find.

Magical Talent

Two World Magic

Arcane Dabbler

Technic Tinkerer


Doomed Hero wrote:

Here's the traits I could find.

Magical Talent

Two World Magic

Arcane Dabbler

Technic Tinkerer

Thanks!


Rolling Hit Points or 1/2+1 for each level? (I assume max at 1st).


Max at 1st, then 1/2+1 for each level. It's easier to keep track of that way.


Almost ready with the Avatar another night I think and it'll be done.


Many small races have the ability to trade out there sloe speed. Would I be able to do that? Preferably trading out the poision stuff but what ever you feel is best if I get to.

And am I limited to only knowing those few Languages?

And I assume Undercommon is the common language in the wonderful world we are playing in?


Oh and the weakness you listed under the Derro is from the Ghoul. Was that deliberate?


In order:

Sure you can trade poison use out for a 30 ft movement speed. If you're an alchemist, you kind of don't need it from your race anyway.

Those are your available starting languages you get a 1st level, just like any race. You can have more from linguistics or other sources just like any character. If you have something else you think is particularly fitting for your character, you can take that as a starting language instead, though I'd like to know what and why.

Undercommon is indeed the base language.

The Derro and Ghoul races both have an identical Light Blindness weakness, so I just copy-pasted it from the Ghoul entry to the Derro when I was writing them up. I just forgot the change the word Ghoul in the Derro section. So it's just a typo, nothing to worry about.

51 to 100 of 101 << first < prev | 1 | 2 | 3 | next > last >>
Paizo / Messageboards / Community / Online Campaigns / Recruitment / On the Dying Sea (Private Recruitment) All Messageboards

Want to post a reply? Sign in.

©2002-2017 Paizo Inc.® | Privacy Policy | Contact Us
Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours, Monday through Friday, 10:00 AM to 5:00 PM Pacific time.

Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.