| Ellioti |
4d6 - 2 ⇒ (3, 2, 4, 5) - 2 = 12
4d6 - 1 ⇒ (4, 5, 3, 1) - 1 = 12
4d6 - 3 ⇒ (3, 4, 5, 6) - 3 = 15
4d6 - 3 ⇒ (4, 3, 5, 6) - 3 = 15
I can do with that!
and a strong elf in heavy chainmail carrying a huge ax
I'm intrigued by the idea of a str-based elf:
Str 18, Dex 17 (15+2), Con 13 (15-2), Int 14 (12+2), Wis 12, Cha 8Mithral Chainmail, Dwarfen Longaxe
I'll build an Investigator (Psychic Detective) 8 / Fighter 4 with that.
| Simon Blue-Eye |
Howdy potential new-bloods, this is your friendly death-by-a-thousand-cuts-dealer with some thought-stuff for you, yesyes!
- Thanks Choon for the funny summary of our group, I enjoyed it a great deal and it is very on point.
Things of note: (just stating the facts, make of them what you want)
- Beside Zadira, we are all quite melee focued.
- Between Simon (+Emily) and Grelthe we do utilize teamwork feats quite a bit. Simon is a crit-fishing cat that semi-reliably 'produces' AoOs via Outflank (which is the default share of Grelthe). Simon also has Shared Opportunists up and will soon fetch Broken Wing Gambit as well.
- All characters are depicted and played as mostly good-hearted people. To the point where we spared nasty rats because they were protecting baby rats and a very particular merchant with his twin bodyguards that will be central part of our introduction so I can't talk more about that here.
- We do not have an item crafter (we once had)
So long ...
I am looking forward to meet you 'down the well', meow!
| Djack |
I am looking forward to meet you 'down the well', meow!
All that said, do we double down with additional melee & teamwork feats to create a "grinder" as it were... a kill zone?
I always wanted to Craft, actually. If this game if crafting friendly, woohoo!
How about a Warpriest of Desna/Knife Master?
Looking to go with Way of the Shooting Star, Divine Fighting Technique and Startoss Style.
Total weapon flank/Sneak damage of something like... 4d8+8, that's my goal.
| Helikon |
I would love to join too.
I think some ranged damage would be awesome, so either a gunslinger/inquisitor or a monk/inquisitor
Most likely a Dwarven Zenarcher Monk/ravener Hunter of Erastil following the dwarven Hatred Style.
This should work rather well and offer a LOT of long ranger firepower and maybe even add a bit with teamwork skills ;-)
| Ellioti |
Howdy potential new-bloods, this is your friendly death-by-a-thousand-cuts-dealer with some thought-stuff for you, yesyes!
- Thanks Choon for the funny summary of our group, I enjoyed it a great deal and it is very on point.Things of note: (just stating the facts, make of them what you want)
- Beside Zadira, we are all quite melee focued.
- Between Simon (+Emily) and Grelthe we do utilize teamwork feats quite a bit. Simon is a crit-fishing cat that semi-reliably 'produces' AoOs via Outflank (which is the default share of Grelthe). Simon also has Shared Opportunists up and will soon fetch Broken Wing Gambit as well.
- All characters are depicted and played as mostly good-hearted people. To the point where we spared nasty rats because they were protecting baby rats and a very particular merchant with his twin bodyguards that will be central part of our introduction so I can't talk more about that here.
- We do not have an item crafter (we once had)So long ...
I am looking forward to meet you 'down the well', meow!
My build just above your post would be a reach-melee. AoO and Paired Opportunists would be right up its ally.
| Gyrwynt |
Introducing the Naive Treasure hunting Naiad: Blueberry Dŵr.
Init+1; Senses Low-Light Vision; Perception+14
----------
Defenses
----------
AC 20, Touch 15, Flat-footed 15; (+1 Dex, +1 Dodge, +5 Shield, +3 Wis)
hp 78 (1d8+3d6+4d10 + 24[Con] +7[fcb])
Fort+9 Ref+7 Will+12
----------
Offense
----------
Speed 30 feet; Swim 30 feet
Melee +9 Ghosttouch Unarmed Strike (1d6+6)
Flurry of Blows +8/+8 Ghosttouch (1d6+6)
Special Attacks Flurry of Blows, Stunning Fist (1/day, DC 16)
Wizard Spells Prepared (CL 7th; Concentration +12 [+16 Combat Casting])
4th- Dimension Door, Secure Shelter
3rd- Daylight, Fly, Fireball (DC 17)
2nd- Blur, Flurry of Snowballs (DC 16), Mirror Image, See Invisibility
1st- Expeditious retreat, Feather fall, Magic Missile [x2], Mage Armor
0-At Will Arcane Mark, Detect Magic, Light, Read Magic
----------
Statistics
----------
Str18 Dex 13 Con 16 Int 18 Wis 16 Cha 10
Base Atk +4; CMB+12; CMD 23
Feats Combat Casting, Crane Style, Cut your losses, Favored Prestige Class [Spellcraft], Improved Unarmed Strike, Prestigious Spellcaster, Scribe Scroll, Shield Focus, Stunning Fist, Unhindering Shield
Adventure Skills Acrobatics +9, Escape Artist +13, Knowledge (Arcana, Dungeoneering, Nature, Planes, Religion) +10, Perception +14, Sense Motive +14, Spellcraft +17, Stealth +12
Background Skills Linguistics +15, Sleight of Hand +13 (+15 to conceal objects on person)
Naiad Racial Traits: Inspiration [Inactive], Water Bond [Inactive]
Traits Gifted Smuggler, Muscle of the Society, Infamous [Cheliax]
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Ignan, Sylvan, Terran, Treant
SQ Bonded Book, Efficient Packer (+2) Great Odyssey, Knowledge is Power (Wizard 5th), Weight Training
Combat Gear +1 Ghosttouch Handwraps, +3 Buckler
Other Gear +2 Headband of Wisdom, +2 Belt of Strength, +2 Aquatic Ring of Resistance, Muleback Cords, 1 Potion of Cure Moderate Wounds, 1 potion of Delay Poison, 2 potions of Cure Light wounds, Silk Rope [50 feet], Silver Holy Symbol of Magdh, Spell component pouch, Bandolier, Masterwork Backpack
Currency 994 gp, 9 sp
Light Carry Capacity Effective Str: 16+2[Feat]+2[Trait]+2[Class]+8[Muleback]+1 [Backpack]=31 Light=612 lbs and lower
4th- Black Tentacles, Dimension Door, Protection from energy, Communal, Secure Shelter
3rd- Arcane Sight, Aura Sight, Daylight, Diamond Spray, Fireball, Fly, Force Punch, Haste
2nd-Acid Arrow, Blur, Defoliate, Flurry of Snowballs, Glitterdust, Mirror Image, Retrieve Item, See Invisibility
1st Air Bubble, Ant haul, Disguise Self, Endure Elements, Expeditious Retreat, Feather fall, Long Arm, Magic Missile, Mage Armor, Secluded Grimoir, Vanish
Str 4d6 ⇒ (6, 6, 5, 1)-1 = 17 [-2 Racial][+1 Lv.4][+2 Belt]=18
Dex 4d6 ⇒ (3, 2, 3, 5)-2 = 11 [+2 Racial]=13
Con 4d6 ⇒ (3, 1, 6, 6)-1 = 15 [+1 Lv.8]=16
Int 18
Wis 4d6 ⇒ (6, 4, 3, 4)-3 = 14 [+2 Headband]=16
Cha 8[+2 Racial]=10
Adventurers often entered the ruins. Most wouldn't return- But those that did carried great treasures, shiny and alluring. This was not the Naiads concern- For material wealth was not interesting to these fey guardians. But to young Blueberry, the stories these relics seemed to tell were far more interesting. To the adventurer with charred clothing- What caused such dire burns? And to the Cleric without an arm- You had two going in, what terrible fate caused you to lose it? Against his families wishes, Blueberry began to sneak out of their mist-veiled lake to approach these adventurers and ask personally.
Blueberry was... Not as Charismatic as most Fey. Some adventurers were kind- Others were not. But each was interesting in their own way. The one similarity to each adventurer was their seemingly magnetic pull to explore the ruins, and come out alive with gold and glory.
Eventually, Blueberry realized that if he could plunder the ruins... He would be an adventurer too! And so, armed with a cool stick, he entered the ruins. Thing was... The ruins were empty! It had seemed like every floor had been cleaned out- Not a mote of treasure, or a hint of danger. Just when he was about to give up, however- A adventuring group on the brink of death came up from the next floor.
Apparently, the next few floors had not been cleared yet- And this adventuring group had spent the better part of the day trying to escape a Minotaur lair. Calling themselves "Pathfinders", the group explained that they had run out of spells and potions- And their front line fighter had passed out from blood loss. It was a shame, but they would need to leave behind their hard-earned loot and regroup, recover and return.
Blueberry offered to help- This could be his chance to become an adventurer! The Pathfinders declined- They were already surprised and concerned a kid wandered this deep, and they weren't going to endanger him further. But... Blueberry insisted he could at least carry some stuff- If everyone was leaving the dungeon, he might as well help out!
After getting vetted, the Pathfinders decided the young Naiad had no ill intent. Letting him carry a box, they fully expected the runt to give up. But not only was Blueberry able to carry the box, he also carried a veritable mountain of treasure, surprising everyone present with an odd talent for carrying things.
After getting both their unconscious fighter, and their loot out, the Naiad begged the Pathfinders to let him help out- Clearly he proved his worth! Seeing his eagerness to adventure, the Pathfinders eventually break- And after finishing their assignment, Young Blueberry traveled out beyond the reaches of his misty, lakeside home. Once a simple fey frolicking his days away, Blueberry was now a squire! And time would only hone and develop his growing skills and passion for adventure.
Apologies if the Submission fluff is a little too long, or if it's a little facetious to put him interacting with the NPC's that are scheduled to have some sort of dilemma involving the submissions that are selected.
Originally he was going to be a fighter||monk gestault, but after Simon Blue-eyes helpful post describing party comp, I figured I'd modify him to be an eldritch knight. I know he's not the most min-maxed perfect Eldritch Knight, but I think he should be fine! A decent AC Arcane Caster who isn't helpless in melee, can emergency grab fallen comrades and yoink them to safer territory. (Cut your losses is a niche feat, but fantastic when it works into your action economy)
| Djack |
That is definitely a very nice stat array there! And ya, you can totally play it. Only a part of my choice will be mechanical. If you can't build an interesting character around it then it won't be worth much more than number on paper, right? :)
When you're right, you're right!
Question: how would a Blinkback Belt work with a feat (Startoss Comet, Startoss Shower) that allows a thrown weapon to make successive attacks? Would the "attack" be "resolved" at the conclusion of that chain of attacks?
Or would the weapon teleport back as soon as the first attack dealt damage?
| WabbitHuntr |
stat: 4d6 - 2 ⇒ (4, 3, 5, 2) - 2 = 12
stat: 4d6 - 2 ⇒ (5, 3, 6, 2) - 2 = 14
stat: 4d6 - 3 ⇒ (6, 5, 4, 3) - 3 = 15
stat: 4d6 - 1 ⇒ (2, 1, 3, 5) - 1 = 10
I can work with that
Yours is one of the rare campaigns that allow psionics and I see you are melee heavy and could use some ranged damage. Would a Soulknife Psychic Armory be acceptable?
| “The Jester” |
Here is Gaming Ranger's Submission based on "a gnome dressed like a court jester".
He is a Bard (duettist/sound striker) 8/ Mesmerist (vox) 4. He is a buffer/debuffer who can blast too. He has very little melee capability and will try to avoid it and if pressed used touch attacks. His familiar is a poppet (miniature doll like creature). He dose damage with his words (weird words, word strike, and wounding words) I intend to roleplay it as his jokes and limericks causing harm.
Anyway, good luck with the recruitment.
The first thing you notice about this gnome is the cap and bells that he wears. It is of green and white motley with three plush prongs attached to the crown that curve out to the sides. Each prong has a metal jingle bell at the tip and blocks of vivid color.
Upon closer inspection the gnome is short and scrawny, even by gnome standards, standing barely three feet tall. His features are disproportionate and disconcerting with an overly large mouth that appears to be permanently set in a maniacal grin. With eyes that are full of mirth and mischief. The willowy gnome has alabaster skin which is as flawless and milky as fresh cream and stands in stark contrast to the vibrant motley of his jesters outfit and the rouge he wears on his cheeks.
As his name implies The Jester is capricious and whimsical. He always has a joke ready and it is hard to tell when he is serious. He is erratic, doing things not normally done or should be done, but he always has the "best of intentions" or so he says.
The eight pillars
1. The gnome known as the Jester was raised in a traveling troop of entertainers, troubadours, and acrobats.
2. For the first fifty years of his life the gnome never smiled, laughed, or showed any interest in humor.
3. Eventually the troop gave up on the dull Gnome and he was abandoned in Zelkor’s Ferry.
4. He eventually stumbled upon the graveyard outside Rappan Athuk and smiled for the first time. That smile remains plastered on his face for all to see.
5. He smiled because he realized his calling was to become an adventurer and explore the vast complex Rappan Athuk using the skills he observed in the troop.
6. Over the intervening years he has lost many companions venturing into the dungeon. He tries to memorialize each departed companion with a humorous tomb stone.
7. He built Poppet primarily to help dig graves for his deceased companions. However, over the years they have become a comedic adventuring duo.
8. He insists on being called The Jester and will answer to nothing else.
The Goals
1. Short Term: Take care of these trolls and ditch his current group as they haven’t had much success.
2. Long Term: Explore every level and nook of Rappan Athuk.
Two or three or four Secrets
1. Known: Only The Jester knows exactly how many of his adventuring companions didn’t make it out of the dungeon of graves (18).
2. Known: The Jester’s real name is Nibbles Bignoodle.
3. Unknown: One of his past companions (#13) who The Jester thought was dead is really alive (or undead) and might be wandering the deep caverns below.
4. Known: The Jester made his poppet using dirt from the graves of his former companions.
Three People
1. Beoric the Whale, (male, human) Captain of the keel boat named Brawler that trades between Zelkor’s Ferry and points up river. He ventured into the dungeon with The Jester and actually survived retiring to brave the dangers of the river in his keel boat. Beoric and The Jester both enjoy a good ale, a loud joke, and a nice smoke. When they both are in Zelkor’s Ferry there is a good change they will be swapping tales and sharing a drink on the Brawler or at the Bristleback Inn.
2. Poppet, his familiar, his closest friend and confidant. They often complete each other’s jokes and sentences. Poppet is one of the few things he really cares about.
3. Former Adventuring companion(I’’ll leave the name and details up to you or work with you on this if selected) (Hostile): Someone The Jester left behind as dead might be wandering the caverns below.
Three Memories
1. After weeks of tireless research, preparation and work the moment was finally at hand for the Poppet to be done. With little fanfare the Poppet jumped to life. He slowly looked around and deadpanned, ”Two elves walk into a bar...the gnome walked under it.”
”Keep quiet. I’ll handle the jokes….. you get to carry the shovel,” The Jester informed his creation.
2. ”I told ye not to be going down into the well,” The Jester angrily rebuked the still form in the cleric’s arms. Is she number ten or eleven,[/b] he wondered, trying to remember the number of adventures he has accompanied to their final rest.
After a moment’s thought he concludes, [i]ten, she’s definitely number ten.
”We best be burying the lass. There is a nice spot next to Aelrik Ravenmane that I’ve had my eye on,” he told the others.
3. The Jester looked down at his handy work and muttered, ”that be fourteen, fifteen, and sixteen.“
With his maniacal grin plastered on his face he reads the three headstones he has made;
This is the final resting place of Elten.
Who lost his life to a purple worm.
Eaten but not forgotten,
Here lies Ryk
Who was always a few links shy of a chain,
Larik's last words:
"Let's split up, we'll cover more ground"
As he finishes reading the tombstones The Jester turns his head to his poppet and grumbles while he rubs his sore back, ”might be best if I have them dig their own graves before they enter this dungeon.”
===============================================
The Jester
===============================================
Male, Gnome, Bard (Duettist/Sound Striker) 8 / Mesmerist (Vox) 4
N, Small Humanoid (Gnome)
Initiative +5 (+3 dex, +2 trait)
Senses Perception +11; Darkvision 60, low light vision
Move 20
===============================================
DEFENSE
===============================================
AC: 20, touch 15, flat footed 17 (+3 Dex +3 Armor, +1 natural armor, +2 enchantment, +1 size )
HP: 67 (43 class, +24 con)
Fort +6, Ref +10, Will +7
Special Defenses Spells, Tricks, bardic performances
===============================================
OFFENSE
==============================================
Melee, Touch
wounding words +5 (1d6 +4 sonic) plus DC 19 will save or take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round if attack vs target of compelling voice
Ranged, touch
Weird Words +11/+11 (4d6+7/4d6+7 sonic) or +10 (8d6+7) range 30
Word Strike +11 (1d6+8 sonic) half damage vs living creatures
Special Attacks: Spells, Bardic Performances, Stares, wounding words
==============================================
STATISTICS
==============================================
Str 6, Dex 16, Con 16, Int 10 Wis 10, Cha 24
Base Atk +6; CMB +3; CMD 10
Feats Point Blank Shot (1st level), Poppet Familiar (3rd level), Precise Shot (5th level), Manifold Stare (7th level)
Skills Acrobatics +14 [8 rank], Bluff +24, Escape Artist +14 [8 rank] Intimidate +22, Perception +11 [8 rank], Sense Motive +5 [2 rank], Sleight of Hand +12 [6 rank], Spellcraft +11 [8 rank], Stealth +18 [8 rank], Use Magic Device +(22)
Background Skills Perform Comedy +22 [8 rank], Linguistics +11 [8 rank]
ACP: -0
8 ranks/level (6 class, 2 background)
Traits Social – Savant, combat – Excitable
Disadvantage Overprotective
Languages Common, gnome, sylvan, dragon, goblin, giant, undercommon +4
Favored Class Bonus round of performance (x8)
Level up +1 charism (4th level), +1 charisma (8th level)
==============================================
BARD SPELLS KNOWN
==============================================
0 - Detect Magic, Read Magic, Prestidigitation, Message, Dancing Lights, Light +6
1st (6/day, DC 18)- Feather Fall, Liberating Command, Saving Finale, Touch of blindness, Ear Piercing Scream
2nd (6/day, DC 19)- Piercing Shriek, Mirror Image, Invisibility, Glitter dust, Air step, Heroism
3rd (3/day, DC 20)- Cure serious wounds, Invisibility sphere, See invisibility
==============================================
MESMSRIST SPELLS KNOWN
==============================================
0 - Detect poison, Bleed, Lullaby, Message, Open/Close, Unwitting Ally
1st (6/day, DC 18)- Confusion (Lesser), Grease, Ray of Enfeeblement, Vanish +4
2nd (3/day, DC 19)- Blistering Invective, Lesser Restoration
==============================================
EQUIPMENT
==============================================
Headband of Alluring Charisma +2, 4,000gp (1 lbs)
Spider-silk bodysuit +2, 4,000gp (2 lbs)
Amulet of Natural Armor +1, 2,000gp (-,lbs)
Wand (Cure Light Wounds), 750gp (1 lbs)
Cloak of Resistance +1, 1,000gp (1 lbs)
Coins & Gems
GP: 678gp (15322 spent)
Encumbrance
light: 20 lbs medium: 40 lbs heavy 60 lbs
==============================================
SPECIAL ABILITIES/CLASS FEATURES
==============================================
Artistic +2 to perform comedy.
Bardic Perfomance Use Perform skill to create magical effects as a move action (33 rounds/day)
+countersong creatures within 30 feet use bard perform check to save vs. magical effects that depend on sound.
+distraction creatures within 30 feet use bard perform check to save vs. magical effects that depend on sight.
+fascinate Creatures within 90 feet make DC 21 will save or take -4 on skill checks.
+inspire courage +2 competence bonus on attack and damage rolls for all allies that can perceive the performance. +2 morale bonus on saving throws against charm and fear effects.
Blended view Gain darkvision in addition to low light vision.
Bold Stare impose an additional condition on the subject of the Mesmerist’s compelling voice.
+Disorientation -2 to attack rolls.
Cantrips Spells that do not consume spell slots and may be used again.
Compelling Voice (Su) focus voice on one creature within 30 feet as a swift action for -2 to will saves.
Consummate Liar +2 to bluff checks. Qualify for Improved and Greater feint without meeting the intelligence or feat requirements.
Eternal Hope +2 saves vs fear. Once per day reroll a 1 on a d20.
Excitable +2 initiative.
Espanded Versatility (Ex) use Perform Comedy in place of Use Magic Device.
Familiar (Ex) gain a familiar treat bard levels as wizard levels.
Gnome magic Add 1 to DC of illusion spells they cast. spell like abilities 1/day - dancing lights, ghost sound, presdidigitation, and speak with animals. DC 17.
Harmonizing Familiar (Su) Perform same bardic performance simultaneously with familiar. DC increases by 2 and competence bonus increases by 1. Cost 3 rounds of bardic performance per round.
Illusion Resistance +2 racial bonus on saving throws against illusion spells or effects.
Knacks Spells that do not consume spell slots and may be used again.
Manifold Stare Use painful stare two times a round.
Mesmerist Tricks (Su) 9/day standard action and touch to implant can be activated as a free action.
+ Compel Alacrity move 10 feet as a free action without provoking attacks of opportunity when they begin their turn within an enemy’s reach.
+False Flaker duplicate flanks enemies and allies gain flanking bonus.
+Mesmeric Mirror one illusory image appears next to the subject for 4 minutes. Works like mirror image.
Overprotective If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Painful Stare (Su) +2 damage to the target of the Mesmerist’s compelling voice as a free action when the target is damaged by an attack. Increases by 1d6 if used to increase damage dealt by the mesmerist.
Performing Familiar (Su) Familiar can use master’s bardic performances but only the familiar or the duettist can have a performance active. Cost 2 rounds of bardic performance per round.
Point Blank Shot +1 to hit with ranged attacks on targets within 30 feet.
Poppet Familiar gain a tiny poppet familiar.
Precise shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Savant +2 on one performance type (Comedy).
Sound Mimicry imitate sounds and voices opposed by sense motive. +4 to check if listened to sound for 10 minutes and -4 to listeners check if they are unfamiliar with the sound.
Spells Cast bardic spells as 8th level caster. Cast Mesmerist Spells as a 4th level caster.
Spellcasting add spells to mesmerist spell list and cannot remove verbal component from mesmerist spells.
Versatile Familiar (Ex) Familiar benefits form master’s versatile performance.
Versatile Performance (Ex) Use perform Comedy in place of Bluff and Intimidation.
Weird Words (Su) as a standard action spend 1 round of bardic performance to make a ranged touch attack with a range of 30 feet. 4d6+7 against two targets or 8d6+7 against one target.
Wordstrike (Su) spend 1 round of bardic performance as a standard action to do 1d4+8 damage to an object or half this damage to a living creature.
Wounding Words Su standard action to make a melee touch attack that deals 1d6+4 sonic or add the damage to a single attack with a melee weapon (10/day). If the target is the same as the target of compelling voice that creature must make a DC 19 will save or take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round.
==============================================
==============================================
==============================================
POPPET
N Tiny Construct
Init +4; Senses Darkvision 60 ft., low-light vision, Perception +10
------------------------------
DEFENSE
------------------------------
AC 20, touch 16, flat-footed 16 (+0 armour, +4 Dex, +2 size, +4 nat)
hp 33
Fort +2, Ref +10, Will 5
Immune construct traits
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee slam +12/+7 (1d2-1)
Spray of splinters 1d6 in a 15ft cone 3/day
------------------------------
STATISTICS
------------------------------
Str 8, Dex 18, Con —, Int 9, Wis 9, Cha 1
Base Atk +6; CMB +3; CMD 12
Feats
Skills Acrobatics +12 [8 rank], Bluff +22, Escape Artist +12 [8 rank] Intimidate +22, Perception +10 [8 rank], Sense Motive +1 [2 rank], Sleight of Hand +10 [6 rank], Spellcraft +7 [8 rank], Stealth +23 [8 rank], Use Magic Device +(22)
Background Skills Perform Comedy +22 [8 rank], Linguistics +7 [8 rank]
Abilities sealed, fleet, nimble
Special alertness, improved evasion, share spells, empathic link, deliver touch spells,
[b]Languages:[b] Common
Construct Traits - Constructs are immune to death effects, Disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, Poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality. Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
You can choose a standard Tiny poppet that you control as your familiar. This poppet cannot have any existing augmentations. You absorb the poppet’s token harmlessly into your body, making it impossible for you to transfer control of the poppet thereafter. A poppet familiar uses the rules for regular familiars, with the following exceptions: its type does not change, and it does not gain the ability to speak with others of its kind. The poppet’s Wisdom score increases to match its Intelligence score and it can speak and understand one language chosen by you at the time you select the poppet as your familiar. A poppet familiar has Craft, Perception, Profession, and Stealth as class skills. A poppet familiar cannot receive augmentations from crafting, but its connection to you allows it to spontaneously generate augmentations of your choice as you increase in level.
If your caster level is 5th or higher, your poppet familiar either becomes Small in size or gains two augmentations of your choice. You do not need to meet the requirements (or pay the construction cost) to craft these augmentations. At caster level 7th, and every 2 caster levels thereafter, your poppet familiar gains an additional augmentation of your choice.
If your caster level is 7th or higher, your poppet familiar gains the ability to generate spray of splinters as a breath weapon that deals 1d6 points of piercing damage in a 15-foot cone. At caster level 9th and every 2 caster levels thereafter, the damage increases by 1d6 (to a maximum> of 7d6 at 19th level). A poppet can use this breath weapon three times per day.
If your poppet familiar is lost or destroyed, you can replace it with another standard Tiny poppet that you control by undertaking a ritual that takes 8 hours to complete. If your previous poppet familiar was Small or had gained augmentations, you can choose different augmentations for your new poppet familiar.
| “Poppet” |
”I’m with this guy,” Poppet stated while he points at the post above.
Poppet will be able to use his master’s bardic performances and has a high UMD (+22).
I do have one question how do you handle magic item slots on familiars? Do they get 1 like PFS or is it only limited by their body type?
I still have a bit of gold to spend and I want to know if I can pimp out my familiar. Thanks.
| GM Choon |
@Wabbithuntr It's very front loaded, including two feats that are usually not given out quite so easily. It is also only dependent one a single Stat, Wis, for all of it's abilities.
My approval of this class is wavering. It's probably slightly OP. I would personally like to see it retain Dex to hit and not give away precise shot at level 1. However, it is very cool. So, here's my compromise:
1) You use Dex to hit instead of Wis and you have to take Precise shot normally
or
2) You may only use swirling panoply up to your wis mod times per day.
Does an either/or choice of those options sound fair? If no, what would you propose to bring this beast down half a notch or so. It's not horribly out of whack, but I'm already doing a 1.5 gestalt so even slightly OP means I start having to completely re-write encounters which is exactly what I'm trying to avoid.
| Thedmstrikes |
some hit points: 8d10 ⇒ (7, 8, 9, 9, 2, 7, 3, 9) = 54 and a
[ b]Shiney Plate[/b]
Male Human Paladin (Holy Guide/Warrior of Holy Light) 8/Arcanist 4
Lawful Good Medium Humanoid
[ b]Init [/b]+5; [ b]Senses [/b]Normal; Perception +7 (+2 if underground)
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[ b]Defense[/b]
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[ b]AC [/b]22, touch 11, flat-footed 21 (+7 armor, +4 Shield, +1 Dex)
[ b]hp [/b]78 (8D10+16+8)
[ b]Fort [/b]+11, [ b]Ref [/b]+7, [ b]Will [/b]+10
[ b]Resist [/b]Fear immunity (ally w/in 10' +4)
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[ b]Offense[/b]
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[ b]Speed [/b]30 ft.
[ b]Ranged [/b]Spell +9/4 (By Spell/x2)
[ b]Melee [/b]Longsword +1 +13/8 (1d8+4/19-20x2)
[ b]Melee [/b]Touch +9/4 (LoH/x2)
[ b]Special Attacks [/b](3/day) Smite Evil, Lay on Hands (4D6 vs undead DC 23)
[ b]Spell-Like Abilities [/b](At Will) Detect Evil, (13/day) Lay on Hands/Nimbus of Light (4D6 or +1 morale bonus and lesser restoration)
[ b]Arcanist Spells Prepared [/b](CL 6):
Level 0 (At Will) (DC 14)[ i]Detect Magic, Light, Open/Close, Spark, Drench, Disrupt Undead[/i]
Level 1 (5/day) (DC 15) [ i]Enlarge Person, Protection from Evil, Stunning Barrier[/i]
Level 2 (3/day) (DC 16) [ i]Burst of Radiance[/i]
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[ b]Statistics[/b]
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[ b]Str [/b]14(16), [ b]Dex [/b]13, [ b]Con [/b]12(14), [ b]Int [/b]16(18), [ b]Wis [/b]8, [ b]Cha [/b]18 (20)
[ b]Base Atk [/b]+8/3; [ b]CMB [/b]+11; [ b]CMD [/b]22
[ b]Feats [/b]Extra Reservoir, Extra Exploit (Metamixing), Extra Lay on Hands, Improved Initiative, Shield Focus, Outflank
[ b]Traits [/b]Magical Knack, Armor Expert, Pride
[ b]Skills [/b]Climb (5), Fly (9), K. Dungeoneering (14), K. Local (10), K. Nature (14), K. Planes (14),
K. Religion (14), Perception (7) (+2 if underground), Spellcraft (11), Swim (5), Use Magic Device (11)
[ b]Languages [/b]Common, Abyssal, Infernal, Celestial
[ b]SQ [/b]Divine Health, Channel Positive energy (4D6 DC 23), Divine Bond (Longsword) Aura of Resolve (immune to charm, allies w/in 10' +4)
[ b]Other Gear [/b]Mithril Breastplate +1, Mithril Heavy Shield +1, Handy Haversack, Spell Component Pouch, Belt Pouch, Ink, Inkpen, Soap, Spellbook*, Grooming Kit*,
Bedroll*, Messkit*, Waterskin*, Trail Rations (10)*,Waterproof Bag*, Belt of Physical Might +2, Headband of Mental Prowess +2 (Perception, Draconic)
1.6K GP
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[ b]Special Abilities[/b]
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Favored Terrain (EX) (Underground +2)
[ b]Exploits (SU)[/b]
Reservoir Points 5/7
Dimensional Slide, Metamagic (Still Spell)
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Spellbook
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(class says all cantrips, but traveling spellbook has only Read Magic, Detect Magic, Light, Acid Splash, Mage Hand, Mending, Open/Close, Spark, Drench,
Disrupt Undead, and Ray of Frost)
1st: Magic Missile, Ear Piercing Scream, Protection from Evil, Floating Disk, Enlarge Person, Reduce Person, Vanish, Air Bubble, Stunning Barrier, Detect Secret Doors
2nd: Burst of Radiance, Glitterdust
not quite a final submission, but I am super happy with the HP roll. Maneuverability is key for this guy, but he is not a totally efficient killing machine. Missing the cash needed to get Bane, but at least he can Holy his weapon several times a day. All favored class bonus went to HP. Also, still have 1.6K gold remaining to spend or carry over to help with some crafting costs later on? Suggestions are welcome.
| WabbitHuntr |
@Wabbithuntr It's very front loaded, including two feats that are usually not given out quite so easily. It is also only dependent one a single Stat, Wis, for all of it's abilities.
My approval of this class is wavering. It's probably slightly OP. I would personally like to see it retain Dex to hit and not give away precise shot at level 1. However, it is very cool. So, here's my compromise:
1) You use Dex to hit instead of Wis and you have to take Precise shot normallyor
2) You may only use swirling panoply up to your wis mod times per day.
Does an either/or choice of those options sound fair? If no, what would you propose to bring this beast down half a notch or so. It's not horribly out of whack, but I'm already doing a 1.5 gestalt so even slightly OP means I start having to completely re-write encounters which is exactly what I'm trying to avoid.
I like option 2 limiting swirling panapoly to wis mod/day
Now to think of what the 1/2 gestalt class should be some options might be aegis, contemplative wilder, vitalist, psy warrior
| “Poppet” |
Okay, I’ve done some research and have run into a problem. Since Poppet is a construct he can only be healed with certain spells. None of them are on the bard or mesmerist spell list. Looking at some options any advice or input is welcome:
1. Get a different familiar (least appealing, although there are better options mechanically)
2. Buy a wand (4500gp for a 2nd level spell).
3. Change the mesmerist class
Thinking about option 3, maybe sorcerer with the impossible blood line. That blood gets the ability to treat constructs as living beings for the purposes of spells. Plus, the get craft wondrous items as a bonus feat (helps with the crafter aspect the group lacks too).
Any thoughts or opinions or other ideas I’m missing??
| Thedmstrikes |
I can offer that if selected, I can find a way to add the spell to my spellbook...Casting arcane spells will not be my strong suit anyway...
I have made a couple of updates to my submission, most notably, I have switched around a couple of my stats after better consideration of my abilities and have actually added in my human racial bonus (+2) which I inadvertently left off before. Final submission to come in tomorrow night, I still gotta spend that last bit o'cash..
Also, to confirm, we are using Lost Lands, Golarion, or some other pantheon?
| caps |
I am interested.
4d6 - 1 ⇒ (1, 1, 4, 5) - 1 = 10
4d6 - 3 ⇒ (4, 4, 3, 4) - 3 = 12
4d6 - 1 ⇒ (6, 1, 6, 2) - 1 = 14
4d6 - 3 ⇒ (3, 4, 4, 3) - 3 = 11
18,14,12,11,10,8
4d6 - 4 ⇒ (6, 4, 5, 4) - 4 = 15
4d6 - 1 ⇒ (3, 2, 2, 1) - 1 = 7
4d6 - 1 ⇒ (2, 6, 1, 2) - 1 = 10
4d6 - 4 ⇒ (4, 5, 6, 6) - 4 = 17
18,17,15,10,8,7
Hmm. Interesting arrays. I may be better off with the point buy. Now, which NPC to impersonate?
| Simon Blue-Eye |
@Unbeugsam: Neat.
How did he end up in Rappan Attuk? Which of the NPCs would you represent? Probably none and have to come in later, yesyes?
What lead him to the Inquisitor-half of the character? (great pick btw, I have to remember that archetype).
For mechancis: Did you consider going Unchained Zen Monk?
Monk (as well as Rogue) gained a net upgrade with unchained imo.
I am playing an unchained Zen in another campaign and I really enjoy the improved flexibility of the reworked class. It is also a lot more streamlined and has better RAW interoperability with other classes (namely Ki extra attacks working with haste) and Quinggong archetype is practically baked in now.
@Poppet: I really enjoy the character idea and are looking forward to see whether you make it. Simon will probably be freaked out by your doll *lol*.
@Blueberry: +1 for that name alone. Like the story. I think she and Simon would get along very well :-)
@Anyone I did not mention: Fear not, I just work bottom up and I do have not as much time as I'd like to. Also: martial ones will likely see more prompts (mechanically) from me, as I am a notorious martial-focused player.
| The KGB |
If it's not too late, I'm going to design the elf ax wielding character into a Barbarian/Vivisectionist, and go for a real hard hitting front liner.
Can the Axe actually be a polearm, such as a Fauchard or Halberd? Is it possible for the character to be a half-elf as well?
Strength: 18
Dexterity: 4d6 ⇒ (4, 2, 4, 6) = 16... 14 (16)
Constitution: 4d6 ⇒ (1, 6, 5, 6) = 18... 17 (15)
Intelligence: 4d6 ⇒ (4, 1, 3, 5) = 13... 12 (14)
Wisdom: 4d6 ⇒ (5, 4, 3, 1) = 13... 12
Charisma: 8
| Unbeugsam |
@Unbeugsam: Neat.
How did he end up in Rappan Attuk? Which of the NPCs would you represent? Probably none and have to come in later, yesyes?
What lead him to the Inquisitor-half of the character? (great pick btw, I have to remember that archetype).For mechancis: Did you consider going Unchained Zen Monk?
Monk (as well as Rogue) gained a net upgrade with unchained imo.
I am playing an unchained Zen in another campaign and I really enjoy the improved flexibility of the reworked class. It is also a lot more streamlined and has better RAW interoperability with other classes (namely Ki extra attacks working with haste) and Quinggong archetype is practically baked in now.
Just because the Aspodell Rangers have rangers in their name, I thought they do NOT HAVE to be all rangers. Inquisitors, especially erastilian, fit the bill excellently too. He was impressed by them and trained by them. I think they make just splendid partners. Offering a bit more divine power with the same I track and kill theme.
For mechanics: I was not sure if I can combine Zen archer with unchained Monk. If it is allowed I would think about it. You loose a few attacks and your good will save. Off set by inquisitor, of course