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On the Dying Sea (Private Recruitment)


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I'm setting up this thread so we can talk about the potential of a Darklands focused game without continuing to clutter up Jon's campaign discussion with talk about something completely different. I am not actually putting build rules up or anything like that yet because I am no nearly ready to jump straight in to playing. I have a solid plot outline, but I want to have a chance for people to put together character concepts, discuss the setting, and generally work out details so I can incorporate character roles and backstories into the world and find good hooks to keep everyone invested in the plot if this takes off.

The Player's Document is here and contains the setting information. Use this link instead of the old one because this one I can edit properly if I need to make changes so it will be the one that I keep updated. It only contains the fluff and setting stuff, so we'll work out mechanical stuff here before everyone starts to build characters.

The current races I'm allowing are listed below. I'll also include the stats for things that don't have official stats, I'm using 3rd party material for (though it's all been modified to a degree), or I'm making other changes to.

Races:
Caligni
Derro
Dhampir
Drow
Duergar
Ghoul
Goblin
Half-Drow
Half-Orc
Hobgoblin
Kobold
Orc
Serpentfolk
Tiefling

Caligni:
Caligni are as written, but also gain the following Racial Ability.

Kin-folk: Caligni are descended from ordinary Dark Folk of one caste or another, and receive training in skills of their ancestors. A caligni character picks one of the following abilities:
- Stalker-kin: +2 Stealth and Survival
- Slayer-kin: +2 Spellcraft and Use Magic Device
- Dancer-kin: +2 Acrobatics and Perform
- Caller-kin: +2 Knowledge (Arcana) and Knowledge (Planes)
- Empath-Kin: +2 Bluff and Sense Motive

Derro:
Base Racial Traits
Ability Scores: Derro are dexterous and compelling, but utterly insane. They gain a +2 Dexterity, +2 Charisma, and -4 Wisdom.
Type: Derro are humanoids with the derro subtype.
Size: Derro are Small creatures and thus gain a +1 size bonus on their AC, a +1 size bonus on attack rolls, a -1 penalty on their combat maneuver checks and Combat Maneuver Defense, and +4 size bonus on Stealth checks.
Base Speed: Derro have a base speed of 20 feet.
Languages: Derro begin play speaking Aklo and Undercommon. Derro with high Intelligence scores can choose from the following: Common, Elven, Draconic, Dwarven, and Goblin.
------------------------------
Defense Racial Traits
Madness: Derro apply their Charisma modifier to their Will Saves instead of their Wisdom and gain a +2 on all saving throws versus confusion or insanity effects. Only a miracle or wish can remove this deeply ingrained insanity, but doing so grants them a +6 Wisdom and a -6 Charisma.
------------------------------
Magical Racial Traits
Spell-like Abilities: Derro can cast ghost sounds as a spell-like ability 3 times per day.
------------------------------
Offense Racial Traits
Poison Use: Derro are skilled poisoners and never risk accidentally poisoning themselves.
Weapon Familiarity: Derro are proficient with aklyses, light repeating crossbows, and fauchards.
------------------------------
Sense Racial Traits
Darkvision: Derro can see perfectly in the dark up to 60 feet.
------------------------------
Weakness Racial Traits
Light Blindness: Ghouls are blinded for 1 round when exposed to bright light, such as sunlight of the daylight spell. They are dazzled as long as they remain in areas of bright light.

Ghoul:
Base Racial Traits
Ability Scores: Ghouls are remarkably flexible and possess an unholy will. They gain a +2 Dexterity and +2 Charisma.
Type: Ghouls are undead and gain all the benefits and penalties of being an unliving horror.
Size: Ghouls are Medium creatures and receive no notable bonuses or penalties for their size.
Base Speed: Ghouls have a base speed of 30 feet.
Languages: Ghouls begin play speaking Necril and Undercommon. Ghouls with high Intelligence can choose any language (except for secret languages).
------------------------------
Defense Racial Traits
Channel Resistance: Ghouls gain a +2 on all saving throws against channeled energy.
------------------------------
Offense Racial Traits
Natural Attack: Ghouls possess a natural bite attack that deals 1d4 points of damage.
------------------------------
Sense Racial Traits
Darkvision: Ghouls can see perfectly in the dark up to 60 feet.
------------------------------
Weakness Racial Traits
Hunger: Ghouls suffer from starvation, unlike most undead. Their meals must consist of uncooked flesh (fresh or slightly rotted). Starvation damage on a ghoul is considered lethal damage, and instead of a Constitution check, they must make a Will Save. If they fail, they turn feral and are under the GM's control until they successfully consume at least 1 pound of flesh and satisfy their hunger.
Light Blindness: Ghouls are blinded for 1 round when exposed to bright light, such as sunlight of the daylight spell. They are dazzled as long as they remain in areas of bright light.

Kobolds:
Kobolds gain the Dragon-Scaled racial trait in addition to all of their original abilities. Additionally, their racial traits are replaces with +2 Dexterity, +2 Charisma, -2 Strength

Serpentfolk:
Base Racial Traits
Ability Scores: Serpentfolk are far more dexterous than most races and their minds are inhumanly sharp, but they lack true physical prowess. They gain a +2 Dexterity, +2 Intelligence and -2 Strength.
Type: Serpentfolk are monstrous humanoids.
Size: Serpentfolk are medium creatures and stand around 6' tall.
Base Speed: Serpentfolk have a base speed of 30 feet.
Languages: Serpentfolk begin play speaking Draconic and Undercommon. Serpentfolk with high Intelligence scores can choose from the following: Aboleth, Abyssal, Aklo, Common, Dwarven, Elven, and Infernal.
------------------------------
Defense Racial Traits
Resilient: Serpentfolk gain a +2 racial bonus on saving throws vs. mind-effecting effects and poison.
------------------------------
Feat and Skill Racial Traits
Skilled: Serpentfolk have very limber bodies, and their minds are adept at understanding arcane knowledge. They gain a +2 racial bonus on Escape Artist and Use Magic Device checks.
------------------------------
Magical Racial Traits
Spell-like Abilities: Serpentfolk can cast disguise self, suggestion, and ventriloquism each once per day, using their total character level as their caster level.
------------------------------
Offense Racial Traits
Natural Weapons: Serpentfolk have a bite attack that deals 1d4 damage. This is a primary natural weapon.
Poison: Serpentfolk possess a natural venom in their fangs. Whenever a creature is struck with their bite attack, they suffer the effects of this venom; Venom: Injury (Bite), Save: Fort (DC = 10 + 1/2 Serpentfolk HD + Con modifier), Frequency: 1/round for 6 rounds, Effect: 1d2 Str damage, Cure: 1 save.
------------------------------
Sense Racial Traits
Darkvision: Serpentfolk can see perfectly in the dark up to 60 feet.


Serpentfolk Rogue/Cleric dip/Assassin. :-) Hmmm, Ranger is a decent fit too, never thought about it before...

Member of Nightrunner Guild (if allowed).

God, Ydersius.


A Nightrunner is fine. As I have stuff drafted up now, they're also the party's first employers during the game, so having a member in the party fits just fine.


My build is together, need to work on the fleshed out Background but I'm traveling so writing is hampered.


What level are we starting at?


I am thinking of either drow or tiefling fighter. Or perhaps, if you will allow it, a martial adept from path of war?


I'm thinking 8th level. I'm more interested in discussing setting stuff and character concepts than just mechanical builds right now though.

I'll have to think about Path of War stuff. I don't know the system very well, but I've recently done a couple of small builds with it so I'm starting to understand the basics.


For PoW, I am looking at stalker/umbral blade or stalker/mage hunter.

For the fighter idea I have not totally settled on what combo to put together. Definitely something stealthy and mobile, but probably not ranged. Perhaps slayer would be a good fit.

The idea is that he is either a drow or a tiefling of drow descent trained as an elite soldier for one of the houses. Whether he is still a member in good standing, disgraced and exiled, or working as a spy for his house I have not yet figured out. I figured I would put that together as the other characters come together.


O.O

If you will allow it, and access to new stuff and/or upgrades, can I play a cyber-soldier?!

:)


I'm still tossing around ideas for this one. The sketch outline I'd put together in mind for your old Darklands game wouldn't really work here, so I need to consider what builds would be interesting.


I'm definitely going to say no to cyber-soldier. I'd rather keep it more fantasy than sci-fi and keep stuff from the Technology Guide out of it for the most part. They're more appropriate for Iron Gods than anything else.


I'm really interested in this! Just wanted to show my interest, I will read over the player guide later and get to the discussion.


This is currently a private recruitment for me and a group of friends. If we're short on people, I'll be looking for more players at a later date.


Kamen, I am trying to decide if I want this to be a character that is a straight killer out for fame and fortune or a sleeper agent for a Serpentfolk leader who wishes to see the people rise once more. Any preference from you for a story perspective?


Alright, I've decided I'll be building a drow swordmaster who works for House Misraria and the Nightrunners, serving as a skilled and quick warrior. He's been finely trained with ancient swordplay techniques to become an excellent duelist as well as a fearsome opponent in an out-and-out fight. Buildwise I'm looking at Monk (Master of Many Styles) 2/Fighter (Learned Duelist) 6, possibly with Lore Warden tossed into the mix.

Once we settle on more concrete character creation rules I'll stat him up, and I'd love to chat about possible backstory links with other folks in the meanwhile!


Nightrunner agents seems like an easy link for us Loup.


@Shadow: I'm actually okay with either. The overall villain I have planned is someone who the Serpentfolk as a whole would absolutely despise, so secretly working for them would still keep you in line with the plot. There is a section where I'm planning on sending the party to the old Serpentfolk capitol city if that influences your decision at all.


Oh! One thing I forgot to mention. If any of the adapted races have monstrous traits or abilities that the scaled down version doesn't have, we can work out a way to regain them as feats for anyone who's interested.


The Faceless GM wrote:
I'm definitely going to say no to cyber-soldier. I'd rather keep it more fantasy than sci-fi and keep stuff from the Technology Guide out of it for the most part. They're more appropriate for Iron Gods than anything else.

Fair enough. Any ruling on the PoW?


If PoW is allowed, I will likely build a Harbinger. They're neat.


I think I'm going to say no for now. I don't feel confident that I can keep track of all the stuff attached the the PoW classes.


Too tired to draft a background tonight but you know the general direction I am going in GM.

The build will be Cleric 1/Unchained Rogue 3/Spell-Less Ranger 3(Sentinel/Shapeshifter)/Assassin1. Not exactly optimal but fun as I am envisioning it :-)


Amusingly, the 3.5 organization I based the Nightrunners on was mostly made of Ranger/Rogues.


Allow me to say, and this comes from the deepest parts of my heart with only the most pure honesty, that I can't pass on the opportunity to play a campaing set in the Underdark. Specially not with y'all people and when undead are available as a race.

That said I had something of a crazy idea, one that banks on you allowing two tiny shiny teeny weeny things: Leadership and using the Ghoul race but being a skeleton.

The idea:

I picture this gal, a drow from house Vexidyre, that happened to f$~! up by attempting a coup without making sure her 'allies' wouldn't betray her.
Obviously the punishment was a long, painful and cruel death... Yet she returned by methods unknown as a sentient skeleton. Death has gifted her with an unsatiable hunger for flesh but also with wisdom: House Vexidyre are small time and time runs against them, she is eternal and can wait for the proper circumsssnces to strike then down like vermin... For now she is happy with hoarding gold, gathering power and a strong group of allies to act as an army when the time comes.

And those are half the reasons she joined Clan Black Tooth.

Now, why Leadership? Because the only ally that didn't betray her was a tiefling priestess, member of Clan Black Tooth, and the dark priestess is actually her cohort. Now outside people she makes sure she can trust and/or blackmail, they play the old 'Necromancer and her skeletal puppet' but in truth she is in charge and calling the shots.

And that's the idea. In truth I could easily go with a ghoul instead of a skeleton, but I like skeletons. A lot. And the Leadership part could easily be left out, but I wanted to mention it for your consideration.

Aaaand I found an appropiate 'undeady' armor to accompany the concept!
Behold Skelegirl in her full plate!


I picked ghouls because they already have a significant presence in the Darklands and they have a culture and place in the setting already, so I'd prefer if you stuck with that. That being said, I'm fine with pretty much everything else. And the 'necromancer and undead servant' racket would still work with a ghoul. The drow are definitely not above using magic to enslave their neighbors too.


The Faceless GM wrote:
I picked ghouls because they already have a significant presence in the Darklands and they have a culture and place in the setting already, so I'd prefer if you stuck with that. That being said, I'm fine with pretty much everything else. And the 'necromancer and undead servant' racket would still work with a ghoul. The drow are definitely not above using magic to enslave their neighbors too.

Or each other if they can get away with it! :-)


I have a fairly well known love of Necromancers, and 7th or 8th level is when they really take off. I have three ideas. One is pretty far out there, but I'm going to list it anyway.

1) A Serpentfolk Hex Channeler Witch looking to start a one-snake coven (yes, it is possible. I'll explain later if this concept is picked). She wants to learn if there is a way to resurrect or raise her headless god. She thinks of herself as something of a den mother. Not a leader. More of a grand visir.

2) A Dhampir Curomancer Wizard. He will have the biggest undead horde possible. Zookeeper extrodinaire. He seeks power and knowledge for their own sakes and is very mercenary until things get personal. Then he goes all in.

3) A Pseudodragon Wizard with an inferiority complex. Formerly the familiar of a mostly uninspiring drow necromancer. The little dragon took the drow's lessons to heart and started teaching himself magic. When he'd learned enough he killed his master in his sleep, took his books and equipment, and set out on his own. He feels his size and stature is a cosmic practical joke. His goal is to become a real dragon. His plan is to use some complex necromancy to do it.

GM, any preferences? Thoughts? Questions?


OMG Doomed Hero, now I want to run an all Familiars game with choice 3 as a submission. LOL.


Either of the first two I think, whichever you prefer. I just ask that if you're planning to play minion master, you try to keep your horde from bogging down combat and remember that most places in the Darklands are a bit tight on space, so trying to cart around hordes of low level undead won't be practical in some places.

And I would totally play an all familiars game. That sounds hilarious.


ST Shadow Submission Background:

A'streth is not your normal Serpentfolk, he is far, far more dangerous.

Ice water from the most frigid seas run though his veins. When first hatched he consumed all of his hatch mates as they hatched, believing their presence would somehow prejudice his own existence. At least that is how he remembers it.

His mother recognized in him this cunning and gave him as an offering to the High Priest of Ydersius to be properly cultivated. Cultivated he was, despite his homicidal tendencies, which the High Priest referred to as merely "belligerence", A'streth was finally able to come to grips with the fact that he need not be the only sentient being on the planet to be secure.

The God worked it's way into A'streth's soul and showed him the ancient glories of his people and that his desire for blood could be appeased with the slaying of lesser races fro the glory of all Serpentfolk. Still, even though he was no longer actively seek to kill everything he saw, A'streth's talents did not lie with the Divine.

The High Priest began to groom him as an assassin to be used against his foes. The warrior behind glass to break in case of an emergency. Once suitably trained, the High Priest bade A'streth to immerse himself in the culture of one of the enemies of the Serpentfolk, the drow. To do so, he would have to leave the ancient city and travel to Telderist
near Lake Nirthran.

A'streth immediately made an impact upon arrival slaying a few slaves who offended him at a local Tavern. The Crimelord who owned the Tavern recognized the skills of the Serpentfolk and hired him on as muscle.

Soon enough, a better opportunity came along and A'streth killed his former employer for a handsome sum giving ownership of the Tavern to a drow of much greater power, an agent of the Nightrunners.

The Nightrunners gave A'streth further training and more importantly. steady work on their own payroll. A'streth began to wonder if his original purpose here would ever be served but has continued to do as he was bade, enmesh, immerse and become even more deadly.

A little generic but I can fill in with more detail if you like GM.


I think I'll go with the Serpentfolk Witch. I'll have an alias up sometime in the next day or two.


Here's Doomed Hero's Necro-Witch. She's a Hex Channeler specializing in Slumber Hex, and Animate Dead.

Kassii looks like an Albino cobra, so she's all white with blood red eyes and markings.

Kassii is surprisingly caring and nurturing for a necromancer prone to mind-controlling or sleep-assassinating people. She is very giving and helpful to those loyal to her. Pretty much everyone else exists only to be another step in the staircase of corpses she builds to reach her goals.

I'm basing her personality on a combination of Cerci Lannister from Game of Thrones and Adria from Diablo.

I have some ways of forming a Coven with Leadership, Simulacrum or Animating/Controlling an Undead witch, but if anyone in the game has hexes (or has one or more levels of Accursed bloodline sorcerer), I'd love to have another PC or two in the Coven. (Variant Multiclass Witch or Sorcerer is another way to get the ability to join a coven).


Kassii the Bloodscaled wrote:

Here's Doomed Hero's Necro-Witch. She's a Hex Channeler specializing in Slumber Hex, and Animate Dead.

Kassii looks like an Albino cobra, so she's all white with blood red eyes and markings.

Kassii is surprisingly caring and nurturing for a necromancer prone to mind-controlling or sleep-assassinating people. She is very giving and helpful to those loyal to her. Pretty much everyone else exists only to be another step in the staircase of corpses she builds to reach her goals.

I'm basing her personality on a combination of Cerci Lannister from Game of Thrones and Adria from Diablo.

I have some ways of forming a Coven with Leadership, Simulacrum or Animating/Controlling an Undead witch, but if anyone in the game has hexes (or has one or more levels of Accursed bloodline sorcerer), I'd love to have another PC or two in the Coven. (Variant Multiclass Witch or Sorcerer is another way to get the ability to join a coven).

What are the benefits? My character is so sub-optimal that a dip wouldn't be terrible. I'd probably just forego Assassin for another level. The Tongues Hex seems like it could be useful even for a dip for a spy/assassin concept like my character is going for. However, this would be a 1 level dip only so not sure if it is worth it. What do you think Doomed Hero?

At the very least our characters would be acquainted as we are both Serpentfolk.


You would need to take Coven Hex, which is easily the weakest hex (at first). However, if we manage to form a Coven, it becomes by far the most powerful (and it better be considering it takes three different people all taking an otherwise useless hex. Its like a teamwork feat on steroids).

Whoever wears the necklace will get some fun powers.

And when we all work together, we can do some seriously fun stuff.


Doomed Hero wrote:

You would need to take Coven Hex, which is easily the weakest hex (at first). However, if we manage to form a Coven, it becomes by far the most powerful (and it better be considering it takes three different people all taking an otherwise useless hex).

Whoever wears the necklace will get some fun powers.

And when we all work together, we can do some seriously fun stuff.

OK, that's pretty cool even with a 1 level dip it would make it worth it, IF, someone else is willing to take the dip. Any takers? :-)


What is your build concept? If you can give me an idea of what you are going for, I might be able to help you make it more optimal. My system master isn't perfect, but I have a knack for making odd character concepts mechanically viable.


A'streth wrote:
Doomed Hero wrote:

You would need to take Coven Hex, which is easily the weakest hex (at first). However, if we manage to form a Coven, it becomes by far the most powerful (and it better be considering it takes three different people all taking an otherwise useless hex).

Whoever wears the necklace will get some fun powers.

And when we all work together, we can do some seriously fun stuff.

OK, that's pretty cool even with a 1 level dip it would make it worth it, IF, someone else is willing to take the dip. Any takers? :-)

I'd love a third, but we can make do with only two of us. Between Command Undead, various forms of mind control, Leadership and Simulacrum, I can make sure we have a third person for our coven even if no PCs want to jump in.


Doomed Hero wrote:
What is your build concept? If you can give me an idea of what you are going for, I might be able to help you make it more optimal. My system master isn't perfect, but I have a knack for making odd character concepts mechanically viable.

Cleric 1 - Flavor for the Background plus I love the flavor of the Domains for the Serpent God as a Serpentfolk.

Unchained Rogue 3 and Spell-Less Ranger (Sentinel/Deep Walker) 3. I was going to take the Shapeshifter Archtype but with the approval of Piranah Strike (see below) the bump to Strength from one of the Forms is unnecessary. My Ranger Combat Style will be Deceptive which allows me to gain Improved Feint which then allows me to Feint as a move action and add my Sneak Attack in Melee further increasing my damage output.

Feats:
Level 1 - Exotic Weapon Proficiency - Elven Curved Blade.
Level 2 - Improved Initiative.
Level 4 - Piranha Strike (DM approved its use with Elven Curved Blade).
Level 6 - Skill Focus Stealth
Level 8 - Hellcat Stealth

Unchained Rogue gains Weapon Finesse at level 1 and at level 3 uses Dexterity instead of Strength for Weapon Damage.

With a high enough Dexterity, I can certainly do some damage with that build and I am not even set up as a front liner.

Level 3 Unchained Rogue gives me a Talent which I have yet to decide upon as I've been mulling over options for a few days.

That's 7 levels. With level 8 I was planning on taking Assassin 1 and then dipping back into Spell Less Ranger 4 and Unchained Rogue 4 as both levels give a great benefit especially with the Sentinel Archtype and the Ranger Talent giving me Vital Strike. Thereafter, my plan was to take Assassin all the way out.

However, I DO like the idea of the Witch coven so to replace that with Cleric 1 or Assassin 1 I guess is the question.

My Domains were to be Scalykind and Nobility.


So what I'm seeing is that you want a religious tracker/assassin with a finesse-able reach weapon and dex to damage?

Did I miss anything that you would consider vital? Are there any particular class mechanics that you are wanting?


I was considering a Hexcrafter magus... although, I wasn't really toying with Serpentfolk. Perhaps an undead of some sort that has forged an alliance and joined the coven of a necromancer? I don't know how our wonderful GM feels about templates, but Graveknight would be a neat one to try out in a game like this. Or a vampire, perhaps? I was also toying with an Antipaladin/Swashbuckler but I kind of want to try that with a normal paladin more than the antipaladin, to be honest. If he's not cool with templates I could just grab a ghoul or a dhampir I guess.


Doomed Hero wrote:

So what I'm seeing is that you want a religious tracker/assassin with a finesse-able reach weapon and dex to damage?

Did I miss anything that you would consider vital? Are there any particular class mechanics that you are wanting?

Correct. I may as I level, consider some Channeling Feats but I don't know how much utility they'll have as the Cleric dip is really just for flavor.

No particular class mechanics I am looking for. I am eyeing Hellcat Pounce at higher levels and maybe Greater Feint though I think I'll need Combat Expertise for that but no Class specifics. I figure with the Sneak Attack increases from Assassin, even in a one to one fight, if I can Feint successfully it will be a pretty devastating character in melee and if I am flanking, oh boy :-)


Alliances are cool. We don't all have to have the same goals. We just have to be willing to help each other out (which means goals that don't conflict, I guess).

Ghouls and Dhampir can be from non-human stock, so it's possible that you were a serpentfolk before the affliction changed you (if you want to jump on the snake train but still be undead themed). With Aasamar and Teiflings, you look like whatever humanoid your parent race came from, but use the Aasimar or Teifling stats. I can see Ghoul and Dhampir working similarly.


JDPhipps wrote:
I was considering a Hexcrafter magus... although, I wasn't really toying with Serpentfolk. Perhaps an undead of some sort that has forged an alliance and joined the coven of a necromancer?

Sure, why not, we won't eat you until the Serpentfolk reign supreme once mor.... er, we won't eat you.

My one concern with the Witch dip is whether a Patron and God could be the same being or perhaps an aspect of the same being, maybe Apep (or a similar concept) can be the Patron so the interests of those A'streth serves are closely aligned.


No templates please, but any of the races born from something else (dhampir, ghoul, tiefling, etc) can be descended from anything. My write-up just addresses them as primarily from drow because drow are most of the population.

And a patron and a god can absolutely be the same thing.


A'streth wrote:
Doomed Hero wrote:

So what I'm seeing is that you want a religious tracker/assassin with a finesse-able reach weapon and dex to damage?

Did I miss anything that you would consider vital? Are there any particular class mechanics that you are wanting?

Correct. I may as I level, consider some Channeling Feats but I don't know how much utility they'll have as the Cleric dip is really just for flavor.

No particular class mechanics I am looking for. I am eyeing Hellcat Pounce at higher levels and maybe Greater Feint though I think I'll need Combat Expertise for that but no Class specifics. I figure with the Sneak Attack increases from Assassin, even in a one to one fight, if I can Feint successfully it will be a pretty devastating character in melee and if I am flanking, oh boy :-)

here's some build ideas to consider-

CORE OPTIONS (pick 7 levels of one of these)

Swashbuckler chassis:

Swashbucklers get Dex to Damage, and then get their level to damage as well. (This effectively replaces Sneak Attack damage, the averages are roughly the same).

Tracking is gained with Know the Land and max ranks in Survival.

You might consider the Daring Infiltrator archetype. It gives you Stealth and Disguise, which covers your Assassin angle.

For weapons you have a couple choices that would be thematically appropriate.
1) Flying Talon. It's a 1d4 Light piercing weapon with 10' Reach. Sized up, that becomes a 1d6 1-handed piercing weapon with a 15' reach. You can use Effortless Lace to negate the wrong size penalty.
You'll need to take Exotic Weapon Proficiency, but you were planning on that anyway. The weakness of this weapon is that you don't threaten at 5 or 10 feet, but as a Serpentfolk, you threaten with your fangs at 5 feet so that's not too bad. It just means you will need to spend a lot of time using Acrobatics to get back into proper striking distance if the enemy closes on you.

2) Spine Flail. Just look at it's majesty. There aren't many reach weapons that threaten at 5 feet also, and the Blind On Crit thing is just fun.
You'd need to take Slashing Grace to be able to use it as a Swashbuckler, but you don't need to take Exotic Weapon Proficiency.
With a blue Swordmaster's Flair you could even boost the reach when you need to.
(As a note, this is a good weapon for your character no matter what build you go with. It's just particularly strong with a Swashbuckler)

As flexible weapons, both of these options seem more snake-like to me than a spear.

Main benefits- Extremely maneuverable. Very reliable damage output. This build will be very good at getting into position and then punishing anything that tries to move near you.

Side benefits- Much more durable than your original build. You can be sneaky when you want to, and also frontline with the best of them.
Parry and Riposte gives you a fantastic defensive option.
With Reach that threatens close as well, high dex, high accuracy and high damage, this build gets a lot of mileage out of Combat Reflexes.

Disadvantages- None really. This is a strong choice.

Antipaladin/Rogue Chassis:

This delves more into the religious side of your idea.

First, check with the GM to see if the Sacred Servant Paladin Archetype can be used with the Antipaladin (it should be fine, but some GMs are sticklers). That gives you one domain and it's spells.

Three levels of Unchained Rogue gets you Dex to damage. You'll still need to take Exotic Weapon Proficiency. That's three levels and a feat to get approximately a +4 or +5 damage bonus and 2d6 sneak attack. Dex to damage is cool, but that's a very steep price.

Pick up the Channeling weapon enchantment and you can pump your Touch of Corruption into your attacks. This is a big damage boost with some nice additional effects via Cruleties. It's good enough that it might be worth picking up the Extra Corruption feat.

Know the Land trait and max ranks in Survival gets you tracking.

Main Benefits: Best Saves. High skill points.

Side benefits- With Mithril plate and a high dex, this build has the potential for the highest AC.

Disadvantages- Lowest damage of the builds I've listed. It gets circumstantial boosts from Sneak Attack and Corruption, but it is still the lowest average. You'll also be three levels behind in spell progression.

Note: In a game where most everything will be evil Smite Good is not a great option (but when it comes into play it will be very impressive).

Antipaladin chassis:

Similar to above, but drops Dex to Damage. Uses Strength instead. Ask the GM about converting the Dusk Knight paladin archetype. It grants Stealth and infiltration related powers in exchange for stuff that probably doesn't matter to you.

A full 7 levels of Antipaladin gives some nice perks. The big one is the Dazed Cruelty. With a Channeling weapon, this is a lockdown ability. Combine it with a Poisoned weapon, strength-and-a-half damage, power attack and your Corrupting Touch damage, and you'll be able to stomp just about anyone in a one on one match.

Since you don't need Exotic Weapon Proficiency anymore, you spare yourself a feat, which is nice. Or, you could still take it, but pick up a Fouchard. With Keen, that's a rapier with reach and two-hand damage.

Main benefits- very High damage output. Best saves, strong AC.

Side benefits- Heavy Armor. Least dependent on feats to work, so you'll have more options to play with in your build.

Disadvantages- Slower due to reliance on heavy armor.

Note: In a game where most everything will be evil Smite Good is not a great option (but when it comes into play it will be very impressive).

Inquisitor Chassis:

This is the most straightforward blending of your themes.

The Sanctified Slayer Inquisitor gets stealth, tracking, divine spells, and Sneak Attack.

There's not many complexities to this build (though there are quite a few complexities when it comes to actually playing this build). Since you won't need to worry about having a finesse weapon you save yourself a feat and can pick up any reach weapon you want (spine flail is probably still the best option.

By stacking Studied Target, Judgement, Bane, Sneak Attack and divine buff spells you'll be dishing out solid damage.

Main Benefits: The whole package. Everything you wanted in one neat box.

Side Benefits: Sneakiest build. With the aid of spells, you'll be all but undetectable when you want to be.

Disadvantages: Lots of moving parts. It can be hard to remember all the various buffs you have running and what they cost. Expect more bookkeeping than usual.

WITCHERY OPTIONS (just kidding, there aren't options.)

Accursed Bloodline Sorcerer:

Take one level of Accursed Bloodline Eldritch Scrapper Sorcerer

You count as a Hag! Done. You can now join a Coven. No other investment is needed.

I thought some other options might be decent, but none of them compare to this one. It's minimum investment for surprisingly hefty reward.

A handful of Cantrips and first level sorcerer spells add to your versatility without needing to worry about memorization or having a very weak familiar. Probably the best option.

You dont' care about your Bloodline Power, so take the Eldrich Scrapper archetype. Now you have Martial Flexibility a few times per day (which is pretty amazing for your concept).


A'streth wrote:
My one concern with the Witch dip is whether a Patron and God could be the same being or perhaps an aspect of the same being, maybe Apep (or a similar concept) can be the Patron so the interests of those A'streth serves are closely aligned.

Looks like Ydersius could be both god and patron, but if you're looking for another power that is close in goal and concept to Ydersius, you might consider going back to the original serpentfolk stories and being a follower of Yig, the Father of Serpents


I think I would like to put together a drow-descended tiefling with 8 levels in Brawler(Shield Champion).

Idea #2 would be a kobold dragoon with a riding lizard.


Either sounds fine to me.


All suggestions are interesting DH I think the Inquisitor is the one that I "might" go with. Have to map it all out side by side with what I already had in my head before I decide.

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.

The Swashbuckler though is a mighty fine class. I might use that class for my Table Top as the baseline class when I run my 3.5 Savage Tide Campaign.

Arrrgghhhh. So many options !

One of the reasons I like the build as a Dex based one is because the Serpentfolk get +2 to Dex and -2 to Strength.

The Anti is a bit too much frontline for me and I want the religious focus to be more flavor than focus.

---

BTW DH, you truly interested in that Pseudodragon idea? If so, I might just run an All Familiar game...


I'll say that I'd also be absolutely down for an all-familiar game. That sounds like tons of fun and a very unique opportunity.

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