Children of Wrath [RotRL]

Game Master nate lange

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Grand Lodge

Ok. Here is my submission. I'll create an alias later if I get in, as my aliases are starting to accumulate a bit much.

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Brother Thelonius:

Male human (Varisian) unchained monk 1 (Pathfinder Unchained 14)
LN Medium humanoid (human)
Bloodline: Draconic (White)
Hero Points 1
Init +3; Senses darkvision 10 ft., low-light vision; Perception +7
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Defense
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AC 18, touch 17, flat-footed 14 (+3 Dex, +1 dodge, +1 shield, +3 Wis)
hp 13 (1d10+3)
Fort +4, Ref +5, Will +3; +2 trait bonus vs. charm, compulsion, and emotion effects
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Offense
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Speed 30 ft.
Melee nine-ring broadsword +4/+4 (1d8+4/×3) or
. . unarmed strike +4/+4 (1d6+3)
Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 13)
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Statistics
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Str 16, Dex 16, Con 14, Int 10, Wis 16, Cha 10
Base Atk +1; CMB +4; CMD 21
Feats Deflect Arrows, Dodge, Improved Unarmed Strike, Snapping Turtle Style[UC], Stunning Fist
Traits monk weapon skill, principled
Skills Acrobatics +7, Bluff -2, Knowledge (religion) +4, Linguistics +1, Perception +7, Perform (string instruments) +4, Sense Motive +7
Languages Common, Shoanti, Varisian
SQ draconic heritage, hero points
Other Gear nine-ring broadsword[UC], Lyre, 130 gp
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Special Abilities
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Darkvision (10 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Draconic Heritage (Ex) Ignore Cha pre-reqs of Eldritch heritage chain of feats.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack.
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Ex) 2 Claw attacks deal 1d6 damage

background:

As a child, Illian's family and entire troupe was mysteriously slain in their wagons while he was off gathering wood for the evening fire. Bereft and without hope he set off down the road expecting to die before he made it to the next town. Yet fate must have had other plans for him, as he stumbled into Sandpoint after two straight days of walking. Delirious with hunger and fatigue he collapsed in the center of town right in front of the chapel.

Father Tobyn took pity on the child and brought him in and fed him enough to nurse him back to his senses and then sent him off to Ilsoari and the Turandok Academy.

He became a fixture underfoot at the academy, and until the "incident" was thought to have overcome his tragic history. Two years ago upon his majority, he and Ilsoari agreed that perhaps the best thing to help the boy settle his mind and purge himself of his nightmares and occasional unexplained rages was to try to see if a monastic career would allow him to set his mind straight.

The monastery of Irori at Magnimar was well suited to him and his abilities and he soon began to walk along the path of self realization. One of the things that he realized was that the death of his parents and his powerful rages were in fact not related. There was something else at play, something that was determined to be Draconic in origin, but still not understood by Illian or his masters at the temple.

Mere days ago, Illian took his new name in the church and decided that he owed it to his savior to be at the consecration of the new cathedral in his adopted hometown. So he set off to Sandpoint, carrying only the robes on his back, his sandals, his lyre, and his temple provided sword. He would henceforth be known as Brother Thelonius.


Jereru wrote:
Summoner has to be Unchained. Does it have access to the same archetypes? (Same question for a monk).

@nate: Any word on Unchained classes' access to archetypes?

RPG Superstar 2012 Top 32

@Jereru- I'm sorry, I missed that question. We're using the standard rules for unchained and archetypes: rogues and summoners can use any archetype that they still qualify for, unchained monks cannot use base monk archetypes (though there's one out now that was written to be used by either).


Thank you, nate. With all these holidays and most of the family around it's just unavoidable to miss on some posts. I will then have a look at the monk and the summoner and see which one I like the most. The fluff is 90% ready and adaptable to whichever I finally choose.

RPG Superstar 2012 Top 32

@Josie- I'm only promising the things I explicitly listed (bloodrage w/bloodline powers and SLAs), but I do sometimes give bonus goodies as rewards (like possibly to mark a game's anniversary, or for reaching a certain number of posts on your alias, of maybe for finishing a book), so getting bonus feats from your bloodline at some point is not outside the realm of possibility...


I thought that might be the case but I wanted to double-check. Thanks!


Been reading up on Skalds, they can do some pretty interesting things, e.g. give everyone who accept their song the
lesser celestial totem
rage power and cast path of glory.

Also Skald's vigor plus the appropriate bloodline makes a pretty good Wolverine.


Problem with the Skald is that it doesn't play well with anyone that rages or casts spells. Which is... everyone, in this campaign. If you're playing a Barbarian it's pretty important to get near 100% uptime on your own rage because of how strong rage powers are, same with a bloodrager and bloodline powers. Plus if you want to cast a spell of any kind you can't benefit from raging song, and Mad Magic doesn't fix that.

The skald is very strong when put in a party of no ragers and no hybrids but that is extremely niche in Pathfinder where most of the really good martials are either ragers or caster hybrids.


I actually saw the initial interest check for this or the other one that used anthropomorphic animals as the idea. Both seemed kind of interesting but I have to say I was happy to see you go through with this one, it sounded like a cool way to tie things together. Anyways, Anton was a grenadier that didn't get into a different game so Im going to switch some things around and apply here instead. I've never actually done a vivisectionist but the idea of a mutagen popping raging berserker coming out when the somewhat quiet, intelligent researcher gets upset is a fun sounding concept to me. So here is my submission:

Background:
Anton was thirteen years old at the time of the incident, old enough to at least vaguely recall the incident and the tension that built up over the months after it as various victims of the Chopper came to light. Before the incident Anton had been considered a quiet child, and something of a suck up. He tended to follow Ilsoari around wherever he could and often talked of how he wanted to be a wizard one day and go on adventures like the headmaster of the Academy had in his youth. His bookish nature got him picked on as a child and over the years that resentment must have played a part in what eventually led to his break during the incident.

Just before he blacked out and flew into a rage, one of the older boys had been teasing him about a book he was reading. Anton was already frustrated because he was having trouble understanding the text he was reading already. It was a very basic primer about magic and he had begged Ilsoari for a month to be allowed to read it, but it was mostly over his head and the harassment wasn't helping. The last thing that he remembered before his vision went red was the boy knocking the book out of his hands as he walked by laughing. Later, Anton learned that he broke the boy's hand and arm in several places and then proceeded to shred the tome he'd been reading, as well as destroy various pieces of furniture before Ilsoari finally dealt with him.

It was a small comfort to learn that he had not been the only one to snap during the incident. It created the possibility that some outside force had brought out that level of rage and anger in him. But deep down he knew that to be nothing more than an excuse, that anger had been building in him for years and that he would have to learn to control it so that nothing like that would happen again. He continued trying to learn whatever Ilsoari would teach him about magic. He also began to exercise more, putting on some muscle weight. Between the children's memory of the incident, a growth spurt and the slow addition of muscle Anton wasn't picked on any longer.

For the last five years Anton has learned what he could from Ilsoari. Along the way he discovered an affinity for potions and alchemical concoctions. He even saved up some money by selling his medicinal concoctions to people who needed them around town. With that money Headmaster Ilsoari was able to attain an alchemical formula book for him, figuring that it might make more sense to him than the arcane tomes of more traditional spell casters. Anton has officially been on his own for six months, providing his services to those in town who needed them. He still visits the Academy fairly often, particularly to see Headmaster Ilsoari whom he views with great respect. And he struggles every day to further bury any feelings of rage he might feel. He is determined to not let his anger control him or shape his life for him. Its not always easy, some in Sandpoint know about his role in the incident and that is enough to scare off business. But so far Anton has been able to get by reasonably well for an orphan with more than bit of an anger management problem.

Crunch:
Anton Krush
Human Alchemist (beastmorph, vivisectionist) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Combat 24, Pathfinder RPG Ultimate Magic 20)
Arcane Bloodrager
NG Medium Humanoid (human)
Hero Points 1
Init +3; Senses Perception +4
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Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 14 (1d8+6)
Fort +4, Ref +3, Will +3
--------------------
Offense
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Speed 30 ft.
Melee longspear +4 (1d8+6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks sneak attack +1d6
Alchemist (Beastmorph, Vivisectionist) Extracts Prepared (CL 1st; concentration +4)
. . 1st—enlarge person (DC 14), shield
--------------------
Statistics
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Str 19, Dex 12, Con 14, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +4; CMD 15
Feats Brew Potion, Iron Will, Throw Anything, Toughness
Traits indomitable faith, reactionary
Skills Craft (alchemy) +7 (+8 to create alchemical items), Disable Device +1, Heal +4, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +4, Sleight of Hand +3, Spellcraft +7, Survival +4, Use Magic Device +4
Languages Common, Shoanti, Thassilonian, Varisian
SQ alchemy (alchemy crafting +1), hero points, mutagen (+4/-2, +2 natural armor, 10 minutes)
Other Gear lamellar (leather) armor[UC], longspear, alchemist starting formula book, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Disruptive Bloodrage (Su) DC to cast spells defensively increases by 2 for enemies in threatened area, stacking with the Disruptive feat.

RPG Superstar 2012 Top 32

Welcome Anton. I've been wondering how many of the people from the interest check would find their way over here (doesn't seem like too many so far).


Just to be sure, Eidolons do have iterative attacks with weapons when they reach +6 BAB, right?


@Arachnofiend you can have barbarian rage and Skald rage up at the same time. The real problem with rage song is casters won't accept it. Still don't get me wrong I think bards are unconditionally better.


Faugh! Bards are effete, soft little court-pets, meant for the tame comforts of civilization. Skalds, on the other hand, are rugged, hardy, and bestowers of chest hair to rival that of the gods themselves with their roaring epics!

Being a bard means you have swag. Being a skald means kicking the bard in the tenders, taking his swag while he holds himself and vomits helplessly, and adding it to your swag for double swag. ;p.


FangDragon wrote:
@Arachnofiend you can have barbarian rage and Skald rage up at the same time. The real problem with rage song is casters won't accept it. Still don't get me wrong I think bards are unconditionally better.

You won't get the benefits of raging song and rage at the same time, which makes the skald nearly as useful as not having a party member. Which is awful, and I'm still to this day bewildered that Paizo mucked up making the skald a useful partner to the barbarian.

Sam C. wrote:

Faugh! Bards are effete, soft little court-pets, meant for the tame comforts of civilization. Skalds, on the other hand, are rugged, hardy, and bestowers of chest hair to rival that of the gods themselves with their roaring epics!

Being a bard means you have swag. Being a skald means kicking the bard in the tenders, taking his swag while he holds himself and vomits helplessly, and adding it to your swag for double swag. ;p.

I think you're underestimating the most versatile class in the game. I can say with experience that the bard is capable of filling every thematic niche the skald provides. At most you'll need to worry about weapon proficiency.

Dark Archive

Sounds like a great idea. I am going to create a wizard to submit for this opportunity. Should have the concept defined and an initial post up tomorrow sometime.

RPG Superstar 2012 Top 32

I got another question about bloodrage so I want to clarify things here a bit:
- just like a bloodrager, you get 4 plus your Con modifier rounds of bloodrage per day at 1st level, plus 2 more rounds/day for each level you gain.
- you can take feats and things that alter bloodrage (like mad magic) but you cannot take any variations (like the urban bloodrager's rage, or trading out bloodline powers like a primalist)
- bloodline powers only work during bloodrage (that's not a house rule, see below)

RAW on bloodline powers:
ACG wrote:
Unless otherwise specified, he gains the effects of his bloodline powers only while in a bloodrage; once the bloodrage ends, all powers from his bloodline immediately cease, and any physical changes the bloodrager underwent revert, restoring him to normal.

from the section titled 'Bloodrager Bloodlines'

A word on skalds, while I'm here...
Those who have pointed out that inspire rage won't stack with bloodrage are right, mostly. I definitely don't think they're useless in this game though: they can give free rounds with the Str/Con bonuses for those who don't have many rounds of bloodrage; there's no fatigue from inspired rage, so it's helpful for people who want to move in and out of rage; finally (and maybe most potently) the morale bonuses do overlap but there's no rule (that I've found) that says you can't benefit from your own rage/bloodrage and inspire rage at the same time... that might sound pointless until you consider that it will allow you to stack the Skald's rage powers with your own...


Hello, Jereru here presenting Markus, an Unchained Summoner (Sybthesist). Here is my Eidolon, Tsophiel.


Thanks Nate for the note about Skalds, I think I'm going to put my hat in the ring with one.

Dark Archive

Hmm. I was not aware that there was an unchained synthesist archetype. Is there? That would indeed be cool.

RPG Superstar 2012 Top 32

I haven't double checked what it trades out but afaik/iirc unchained summoners can take any of the old archetypes they qualify for (any of them that they still have the appropriate abilities to trade away).


Alright, think I'm done. Comments/Criticism very much welcome; I wasn't sure how many hero points we were starting with so I didn't include them.

Reithi
Human Inquisitor 1

Crunch:

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Attributes:
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STR: 18|22, DEX: 14, CON: 14|16, INT: 10, WIS: 16, CHA: 10

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Traits:
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Fate's Favored: +1 to Luck Bonuses
Hardly A Fool: +1 to Sense Motive (included below) and +1 to Saves vs. Illusion Effects

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Skills:
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Climb +6|+8, Handle Animal +1, Knowledge (Dungeoneering) +7, Knowledge (History) +1, Knowledge (Planes) +7, Knowledge(Religion) +7, Perception +7, Sense Motive +9

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Defenses:
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HP: 10|12
AC: 16|14, Touch: 12|10, Flat-footed: 14|12
Fort: +4 Ref +2 Will: +5 | +7
CMD: 16|18

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Offenses:
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Initiative: +2, Speed: 20ft
BAB: +0, CMB: +4
Melee:
Bastard Sword: +5|+7 (1d10 + 6|9, 19-20/x2)
Dagger: +4|+6 (1d4 + 4|6, 19-20/x2)
Ranged:
Shortbow: +2 (1d6, x3)
Ammunition: 20

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Feats:
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Weapon Focus (Bastard Sword), Mad Magic

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Abilities:
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Fervor Inquisition:
-- Fire of Belief (6/day): Deal 1d6 + 1 fire damage to a creature within 30ft. The flames only harm those of non-good alignment.
Monster Lore: The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. (Included above)
Stern Gaze: An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). (Included above)
Judgement (1/day): As a swift action, activate a judgement that lasts until the combat ends.
-- Destruction: +1 sacred bonus on all weapon damage rolls
-- Healing: Gain fast healing 1
-- Justice: +1 sacred bonus on all attack rolls
-- Piercing: +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance
-- Protection: +1 sacred bonus to AC
-- Purity: +1 sacred bonus on all saving throws
-- Resiliency: Gain DR 1/magic
-- Resistance: Gain energy resistance 2 vs. an element chosen when the judgement is declared
-- Smiting: Weapons count as magic for the purposes of bypassing damage reduction
Bloodrage (6rnds/day): As a free action, gain a +4 morale bonus to Strength and Constitution, a +2 morale bonus to Will saves, and a -2 penalty to AC. When it ends, you are fatigued for twice the number of rounds spent in the bloodrage. You cannot enter a bloodrage while fatigued or exhausted.
Celestial Bloodline:
-- Angelic Attacks: Melee weapons are counted as good-aligned for the purpose of bypassing damage reduction and deal +1d6 damage vs. evil outsiders while bloodraging.
Note: Reithi has no idea that his bloodline powers exist; he's never fought an Evil Outsider or anything with DR/Good before.

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Spellcasting:
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Spells Per Day: 1: 2
Spells Known:
Level 0: Create Water, Detect Magic, Light, Resistance
Level 1: Divine Favor, Shield of Faith

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Other Equipment:
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Cleric's Kit, Armored Coat (Included above)


Fluff:

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Appearance:
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A little under six feet tall, Reithi, though young, has a face lined by weather and laughter. His brown hair is cropped short and his hazel eyes stare out into the middle distance. He dresses in simple, well-worn traveling clothes and his sword is un-adorned, long scratches along the blade attesting to it's frequent use by past owners.

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Personality:
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Reithi's restrained appearance is mirrored in his personality; he has a whipcord temper held back by hard-earned discipline and faith. He's earnest in his belief, uncompromising of his own failings and willing, though slow, to forgive the failings of others. Sometimes, however, the rage overwhelms him and all he can do is steer it to where it will do the most good. He avoids drinking (he's a very angry drunk), but has been known to gamble when the mood takes him and otherwise does his best to live a life of quiet contemplation.

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Background:
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The rage lives in the little things; in being cut-off by someone to busy to think, in hearing children disrespect their elders, in watching people waste their lives in pursuit of petty things. In Ilsoari and the other caretakers misunderstanding that the tantrums weren't because some single thing made him angry, they were the pressure valve - the safety release for his own sanity. Even the Incident felt that way; he can barely remember that day but he remembers the rising tide of red, the splitting pain in his skull and the certainty that the world was at fault. The need to bleed off the rage by judging, by punishing.

After Reithi left Turandarok, he moved to Magnimar. His temper saw him fired from job after job, until, sixteen and destitute, he fell in with some unsavory characters near the dock. His first robbery was also, blessedly, his last. The gang jumped an older priest; blasts of fire scorched them from the street - all but Reithi, who fell to his knees unharmed. The cleric, a servant of Sarenrae named Barach, took Reithi in, fed him, and introduced him to his faith. It didn't take, but Reithi found inspiration and, eventually, salvation in the shrine to Ragathiel next door. Reithi has returned to Sandpoint after three years of study and devotion both to welcome the new cathedral and to make amends.

RPG Superstar 2012 Top 32

I just double-checked... unless I'm missing something, unchained summoners can take the synthesist archetype.

Are there any more outstanding questions? I think I've answered them all, so if you asked something and I missed it please ask again.


And here is my preliminary skald submission.

Marcusic Crunch:

Class: Skald (wyrm singer?) 1 (FCB: +1 round raging song/class level)
Race: Half-orc (+2 Cha)
Alternate Racial Trait: City-raised
Alternate Racial Trait: Skilled
Alternate Racial Trait: Toothy

Bloodline: Draconic (brass dragon)

Traits: Community-Minded, Maestro of the Society*, Savant; Tainted Spirit

*If this trait is unavailable, then replace with Maestro with Forbidden Knowledge.

Stats:
Str 15 (+2)
Dex 11 (+0)
Con 15 (+2)
Int 12 (+1)
Wis 13 (+1)
Cha 16 (+3)

Language: Common, Orc, Draconic

Skills: Acrobatics (1 rank) +4, Fly (1 rank) +1*, Intimidate (1 rank) +9, Knowledge (local) (1 rank) +7, Perception (1 rank) +5, Use Magic Device (1 rank) +7; Craft (alchemy) (1 rank) +5, Perform (sing) (1 rank) +9

*The rules state that this skill can't actually be taken without a consistent means of flight available. I'm hoping for a bit of leeway on this point, as Marcusic will meet that requirement eventually, but I really don't want to waste any potential skill growth until then. Does the trade-off of taking ranks in a skill I won't be able to use for some levels make up for the missing requirement?

Feats: Aspect of the Beast (claws)b (substitution feat for Scribe Scroll), Lingering Performance

Class Abilities: Bardic Knowledge (+1), Bloodline Power (claws [1d6]) Bloodrage (6 rounds/day, +2), Cantrips, Raging Song (10 rounds/day, inspired rage +1)

Spellcasting: Cantrips: detect magic, mending, prestidigitation, read magic (at will, CL 1st, DC 13); 1st: chord of shards, cure light wounds (2/day, CL 1st, DC 14)

Advancement:
Level 1: Skald
Level 2: Skald
Level 3: (Unchained?) Monk (Master of Many Styles): Boar Style, Dragon Styleb, Improved Unarmed Strikeb, Stunning Fistb
Level 4: Skald: +1 Str, lesser spirit totem
Level 5: Skald: Dragon Ferocity
Level 6: Skald
Level 7: Monk: Boar Ferocityb, Improved Natural Weapon (claws)
Level 8: Skald: +1 Con, spirit totem
Level 9: Skald: Feral Combat Training, Weapon Focus (claws)b
Level 10: Skald
Level 11: Skald: linnorm death curse (Tor), Elemental Fist
Level 12: Skald: +1 Str
Level 13: Skald: Rending Claws
Level 14: Skald: greater spirit totem OR archetype rage power
Level 15: Skald: Boar Shred
Level 16: Skald: +1 Con
Level 17: Skald: ? rage power OR greater spirit totem, Dragon Roar
Level 18: Skald
Level 19: Skald: Improved Natural Attack (bite), Weapon Focus (bite)b
Level 20: Skald: +1 Con, ? rage power

Marcusic Fluff:

A trace of something very other in his appearance--expressed most visibly in prominent and wickedly sharp canine teeth and a set of nasty claws on each hand--mars Marcusic's otherwise-human appearance. Further muddling his ancestry is faint evidence of orcish heritage as well. Unfortunately, Marcusic is unlikely to ever get any answers to these mysteries, as he is an orphan in the care of Sandpoint's Turandarok Academy, where he was found abandoned, still wet with afterbirth.

Growing up was a challenge for Marcusic, for his childhood was marked by periodic bouts of intense rage only barely held in check. He wasn't alone in this, with several other children similarly afflicted, and the caretakers often had their hands full as a result. During the worst of his rages, Marcusic would often hear a voice, urging him to rend and maim those around him, to crush them into cowering submission, and sear those who resisted in his flames. He never mentioned this voice to anyone, for fear that his lowly status as an orphan would be traded for that of an asylum patient.

Solace, and a measure of a calm over his turbulent mind, came in the form of music. Something about that soothed him, and he gradually developed a habit of humming, whistling, or even singing quietly to himself when he couldn't find someone else's efforts to listen to. Unintentionally, he learned how to use his burgeoning talent to affect those around him, and he quickly sought teachers to help control this new ability before it came to control him. However, the violence within would not bow before the tame and refined arts of the bard; it took a passing skald from the north to finally give Marcusic the knowledge he needed. With the knowledge of how to properly direct the music's power came a gift for spellcasting, which Ilsoari Gandethus--master of Turandarok and a gifted user of magic himself--taught Marcusic to direct properly. It was during these lessons that Marcusic managed to develop a fascination for the alchemist's art, wheedling lessons from Ilsoari on that subject as well.

Marcusic further mastered his inner turmoil by deliberately acting counter to what that inner voice demanded of him. When the voice raged for suffering and destruction, he would offer help to those around him. Muttering about taking what was his due was met with generosity, while coaxing promises of the freedom to be had by acting on his whims was countered by careful discpline. Still, even with such measures, Marcusic would still let that suppressed rage slip once in a while, and such occasions were terrible to behold, as his rage reached out through the power of his music to inflame others as well. Nonetheless, his obvious efforts to control himself garned Marcusic a measure of respect, along with grudging foregiveness of his rare slips.

Nearing the end of his alloted stay at Turandarok, Marcusic currently finds himself at something of a loss in regards to his future. Unable to decide what he wants to do after leaving, he spends his time collecting coins by entertaining at the White Deer, or mucking about with assorted compounds under the close supervision of Ilsoari Gandethus.

Is the lone monk archetype compatible with unchained the master of many styles? The answer to that will definitely matter im determiming which monk version I choose.

Wyrm singer is possible for skald, but I'm not entirely sure yet. More damage and attack and a uselessly-focused save bonus versus less damage and attack, assorted Con bonuses, and a bonus to all Will saves.


I decided to build a Summoner because I had a monk ready and, just when I was going to post it, someone else did :P I was expecting lots of fighters and barbarians, so I thought I would make something different. If it's problematic in any way, I can still apply with the monk.

Grand Lodge

Markus Jäger wrote:
Hello, Jereru here presenting Markus, an Unchained Summoner (Sybthesist). Here is my Eidolon, Tsophiel.

Interesting character. I like the concept and the background. I noticed that you took power attack which you don't have the +1 base attack prerequisite for though. Since you only have the higher base attack bonus when melded with your eidolon.


Shit, you're right. So many guides out there throw in Power Attack on 1st level (assuming it's possible to take it is you spend 24h melded) that I forgot about it. I'll fix it this afternoon (was planning on taking Mad Magic at level 3, just need to swap it with Power Attack).

Edit: also, I don't like the pic for this avatar, will change it as well.

RPG Superstar 2012 Top 32

I haven't compiled a list yet but just from keeping up with the thread there are a few things that have surprised me...
- the very first applicant was a barbarian (I didn't think there'd be any)
- the percentage of people picking the draconic bloodline (I figured it would be a popular one but it seems like 75% or more right now)
- nobody has applied with a melee oracle, I thought for sure there'd be at least one (maybe a wildshape druid too)

Anyone else been surprised at all yet?


The draconic bloodline prevalence definitely surprised me. I avoided going for claws despite it potentially being useful because of that. I was pleasantly surprised to see someone went with Celestial though, I think it fit really well with the Inquisitor as a class.


nate lange wrote:

I haven't compiled a list yet but just from keeping up with the thread there are a few things that have surprised me...

- the very first applicant was a barbarian (I didn't think there'd be any)
- the percentage of people picking the draconic bloodline (I figured it would be a popular one but it seems like 75% or more right now)
- nobody has applied with a melee oracle, I thought for sure there'd be at least one (maybe a wildshape druid too)

Anyone else been surprised at all yet?

Wow, them dragons sure do get around, eh?

And I actually applied with a prior character that I never got a chance to play. Well, prior in that his name is Marcusic, and he's skald. Everything else different. I try to keep my aliases down to a reasonable level by recycling unselected character submissions when I can.

Had the race restrictions been a bit looser? A recycled kitsune dual-cursed oracle would have been my go-to submission, and that was very much a melee-focused build, eventually going two-weapon battlefield control with a rapier in one hand, and a scorpion whip for trips and disarms in the other. Add a bit of racial focus with kitsune feats on top of that for extra fun, and the destined bloodline for spice. (Unfortunately, there are really only two, maybe three APs suitable for a kitsune: RotR, Jade Regent, and that one set up north. Haven't seen anyone recruiting for the northern AP, only ever saw one open Jade Regent--which I didn't get picked for :(--and RotR seems to be considered a "starter" AP where the basics are favored heavily.)


I think we've two Celestial Bloodlines, my own submission and Josie the summoner - which was interesting, I wasn't expecting to see even one summoner and we've two of them as well.

Grand Lodge

nate lange wrote:

I haven't compiled a list yet but just from keeping up with the thread there are a few things that have surprised me...

...
- the percentage of people picking the draconic bloodline (I figured it would be a popular one but it seems like 75% or more right now)
...

Anyone else been surprised at all yet?

Since I took the Draconic Heritage alternate Human Racial Trait, I couldn't see taking any other than the Draconic Bloodline. I actually get no usage from the claws as a monk...


CA Jademan wrote:
nate lange wrote:

I haven't compiled a list yet but just from keeping up with the thread there are a few things that have surprised me...

...
- the percentage of people picking the draconic bloodline (I figured it would be a popular one but it seems like 75% or more right now)
...

Anyone else been surprised at all yet?

Since I took the Draconic Heritage alternate Human Racial Trait, I couldn't see taking any other than the Draconic Bloodline. I actually get no usage from the claws as a monk...

Yes you do. Kick/Kick flurry with claw/claw secondary attacks. They are at -5, but that is still 2 extra attacks! 4 attacks at lvl1 isn't bad.

Then take Beilier's Bite as a feat. So at Lvl 1 with 18 Str and the heavy blow trait and raging:

+7/+7/+2/+2
1d6+1d4+7 damage.

That's some pretty crazy damage potential.

----

Now, to re-fluff it. Say that your Draconic Heritage monk is like these guys:

https://s-media-cache-ak0.pinimg.com/236x/d5/12/32/d51232f9efe3c1d36f7ecc55 472bbd33.jpg

They have sharp bones that protrude from their forearms and forehead. They sharpen them and use them as close combat weapons. That's your monk improved unarmed strike. When you rage, you also use the claws on your fingers. Eventually they won't do as much damage as the ones on your forearms, and they are harder to use (small, harder to hit with), but they are certainly there and you can use them, especially when you get in close.

The bleed damage is pretty self explanatory, given the type of damage you are doing. :P


Throw in Feral Combat Training, and apply any style feats to your claw attacks as well.


And while it doesn't work quite well with this campaign...an Aasimar could eventually get another +2 wing attacks. And lets say he was a Barbarian 2 / Urban Bloodrager 1 / Monk.

Barbarian (2) gives him a gore attack.
Urban Bloodrager (1) gives him the claw attacks, and lets him rage for:
+4 Str, +4 Dex, +4 Con, -2 AC, +2 Will.

At lvl 11 (when he gets his metal wings), assuming that he has deliquescent gloves, weapon focus unarmed strike, a +2 amulet of might blows, Str20:

+21/+21/+16/+11 unarmed strikes
1d10 + 1d6 + 1d4 + 10 damage

Also throws on:

+15 Gore / +15 Claw / +15 Claw / +15 Wing / +15 Wing
1d8 + 1d6 + 1d4 + 10 damage
1d6 + 1d6 + 1d4 + 10 damage
1d4 + 1d6 + 1d4 + 10 damage

Throw out a total of 9 attacks. :D


This was a cool concept, I'm glad you went through with it. I too am from the interest check.

I'll probably have a character up by the weekend.

Sucks that they aren't very compatible with casters though, I've always liked the idea of a caster who gets more powerful when they're mad.

Grand Lodge

If I were going for pure damage output I could certainly change a bunch of things about Thelonius, but I maximized for as high an AC as possible figuring that he would most likely end up as the person to try to counter the opponents damage dealers.

Grand Lodge

A kineticist would in theory get more powerful when raging as they are Con based.

RPG Superstar 2012 Top 32

No. You cannot add natural attacks to a flurry (at least, not usually). The core monk makes this explicit. It is true that the unchained monk doesn't include that explicit language but it does specify that a flurry is a full-attack action and "when using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality" (so no natural attacks in the flurry). There are two potential workarounds for this... you'd have to either make your natural attacks count as monk weapons (in which case we'd have to look carefully at the wording about not gaining extra attacks from multiple weapons in a flurry), or you'd have to find a way to make a full-attack and still make another attack in the same round (like some kind of feat or class ability that lets you make a natural attack as a swift action? If that exists?)

RPG Superstar 2012 Top 32

@Dotraj- it depends on what kind of caster you build... there's a lot of synergy for melee casters. If you want to go with a classic caster it can still make for a decent plan b- it won't improve your casting but it'll give you more survivability and a viable alternative when you face enemies whose SR you have trouble breaking, or who are immune to magic (like many golems).


How are you going to handle overlap? I was thinking of a destined sorcerer, but the second ability of each overlaps with each other almost completely: both give a luck bonus to AC and saving throws. The only difference is that the sorcerer's AC bonus is conditional, while the bloodrager give it one later.

Edit: I understand that part, but it's not what I was going for. No big problem.

RPG Superstar 2012 Top 32

We'll use the standard rules for overlap- you get the higher bonus, not both. I know that effects some classes more than others (particularly barbarians, sorcerers, and bloodragers) but I trust people will consider that in choosing their class.


On the bright side, this is a great opportunity to try out something "cross-blooded" themed without penalties usually associated with that. :V

Damn, now I almost wish I had gone with a Celestial/Infernal hybrid. I'm pretty happy with my submission so I'll leave that idea to someone else, haha.


It would be cool, but we have to pick the same bloodline. I'm going aberrant sorcerer now, I like this concept better anyways.


Can I deliver a touch spell while bloodraging? Standard action (cast)>free action (bloodrage)>free action (deliver touch spell on the round it is cast)

It works action-wise, but I wanted to be sure you were okay with it. Considering you can deliver them with unarmed strikes, I see no reason it would not work, but there is no text directly supporting that.

Grand Lodge

I have always played it as the delivery of the spell is part of the standard action of casting it. But would be un-amazed if I had been playing it wrong all these years.


Out of curiosity, would this work?

Enlightened Bloodrager. You get slow progression on your bloodline in exchange for spells and raging without penalty. But this campaign gives you the bloodline for free. So would an enlightened bloodrager thus get his expanded spells with normal bloodline progression? If so it seems like it could be an interesting build.


@CA Jademan: I had just checked, the way I had it is right. It's a standard action to discharge after the round it is cast.


Reread the thread and as best as I can tell, these are the current submissions:

Markus Jäger : Human USummoner (Synthesist)/Arcane Bloodline

Marcusic : Half-Orc Skald (Wyrm Singer)/Draconic (Brass) Bloodline

Reithi : Human Inquisitor/Celestial Bloodline

Anton Krush : Human Alchemist (Beastmorph/Vivisectionist)/Arcane Bloodline

Brother Thelonius : Human UMonk/Draconic (White) Bloodline

Josie Fizzwicket : Halfling USummoner/Celestial Bloodline

Ellen Turan : Human Oracle (Dark Tapestry)/Aberrant Bloodline

Jardan Weshan : Human Barbarian (Elemental Kin)/Elemental (Air) Bloodline

Konrad Lichstein : Human Paladin (Enlightened Paladin)/Elemental (Fire) Bloodline

So....1 Aberrant, 2 Arcane, 2 Celestial, 2 Draconic, and 2 Elemental as far as bloodline representation goes. Interesting!

RPG Superstar 2012 Top 32

@Dotraj- yes, I'll allow you to enter rage between casting and making the associated touch attack (although you'd really be better off taking the mad magic feat so you can cast while bloodraging)

@Grumbaki- sort of... you would have two separate bloodrages: the enlightened bloodrage (which would work normally for the class), and the standard bloodrage from wrath-taint (which would have all the bloodline powers like a base bloodrager). You'd have to declare which one you were using when you activated it, and track your rounds per day separately.

@Josie- thanks for doing that! bonus points to you


And I'm making an aberrant too! Very interesting.

I'd forgotten about mad magic, or was it I simply wanted the option of not taking it at first level if necessary? I don't remember, and it doesn't really matter. Thanks for clearing that up.

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