Epic Rise of the Runelords (Inactive)

Game Master nate lange

Following a surprising attack by giants from a number of tribes, our intrepid adventurers find themselves thrust into the spotlight as the 'Heroes of Sandpoint'...


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One quick question, what do you want us to do about character appearance? do you need a picture or just a detailed description?


Bloodrager doesn't work with rage prophet though. That's the point of the barbarian. I would love to take a version of rage prophet that does work with bloodrager. Also in order to get rage powers from Bloodrager I would have to take at least 4 levels, which would either mean either skipping Paladin or delaying the Rage Prophet progression. Maybe I should just go straight bloodrager, getting to cast 3 spells for free when starting rage does wonders for the action economy and it saves me from having to ask you awkward questions... If I do that I would probably like to use Sacred Geometry in order to make up for the low number of spells per day a witch gets.


Heh. Look what I made!

Obviously, he isn't powerful enough to play with the big boys, and inquisitor casting doesn't provide enough versatility to make up for it, but still, he's pretty cool.

I think I'll submit a cleric//wizard, maybe. Might mess around with stuffing some sorc in there as well.


dotting in here.

looking at barbarian.... need to work on the mechanics in a bit but want to finalize a backstory first.

the story I have is geared for a level 1 start so will have to make some additions to explain the higher level start.


question

Auto Bonus progression:
does it apply to unarmed strikes?

I am finding that only monks can benefit? otherwise all others must attune a different weapon. that sucks

unarmed fighter cannot have enhancement bonuses to his unarmed strikes?

bad guy as DR x/magic so character must abandoned his training (ie feat selections) to use a different weapon just to have magic weapon?


Ashmael Spiritfire wrote:
One quick question, what do you want us to do about character appearance? do you need a picture or just a detailed description?

I just posted a link to a picture, but I'll likely include a description anywho to cover certain details.


This still open?!


Alright my full backstory is up on my page! Hope its good enough!


This is Critzible soon I will have my numbers crunched and everything will be done save the background


Hey, just wanted to say that I'm dropping interest for this. I've found a character for another game that speaks to me, and I want to focus on that application. Besides, I can't really figure out some fluff I like for this one.

You guys have fun though!


Character Sheet. (Not 100% done, still need Mythic stuff and maybe swap some Feats around, Probably going Champion/Trickster Dual Path)

Quick story (WIP): Zair Alkovoran is a Half-Elf raised by humans who became a mercenary for hire. Eventually he fell in with a band of largely Dwarven (with a few human members) mercs known as the Hammers of Torag. Originally they kept him around as the "team pet", liking the irony of having someone of Elven heritage as one of their members, but he quickly gained their respect, and even got one of them to teach him how to use one of their more interesting weapons: The Dwarven Dorn-Dergar. He took to it well, moreso than the sword he had been using, and became quite skilled with it, one of the few non-Dwarven people to do so.

Eventually the group disbanded, and he traveled to Sandpoint after hearing of trouble brewing there (and the Swallowtail Festival going on didn't help matters for a mercenary "on leave" with a pocketful of gold).

Liberty's Edge

Interested


Here is Tsun Wu, Sword Saint Samurai/Scroll Scholar Cleric of Shizuru from Xa Hoi in Tian Xia. I've got almost all of the crunch done. I think all that's left is to buy more stuff. (Finding it hard to spend all the gold we get when some of the items are taken off the list.) He's going Champion/Heirophant Dual Path.

As for fluff, the basics is that he's a scholar warrior with a fascination for history who is traveling throughout the Inner Sea region studying ancient history and culture of the various areas. Knowing of the myriad Thassilonian ruins still covering much of Varisia, he has set his sights on traveling the country and finding out everything he can. So while he's not exactly in Sandpoint for the festival, he does have a reason to be there.

I'll have the introduction post up tomorrow after I get some sleep and hopefully get over this blasted head cold.

RPG Superstar 2012 Top 32

Ashmael- description is fine.

Oyzar- I don't know what exactly you're going for, but if you want a rage prophet in gestalt you can always just go bloodrager/oracle all the way? Also, I don't recall what sacred geometry does... any chance you could toss up a link for me?

Edward- you could pick up an amulet of mighty fists? Or, probably a better option, dip one level of monk on one side so that you can attune your fists. It's late and I'm on my phone- anyone know if brawlers can do that too?

Gatherine- yup. Until midnight GMT on Sunday September 20th.

Dragon- sorry to hear that there's still over a week, so feel free to wander back when the other app is done if you like.


Think I'm finished with Shirin's background. Writing up the interaction now.


Zair Backstory (Long Version):

Zairis Nyrin Alkovoran (Zair to his friends and allies) was born of a human mother and an elf father in the city of Magnimar. Soon after his birth and naming, his father left to return to his home, and Zair was left to be raised alone by his mother.

His life was comfortable, all things considered. His mother was a knowledgeable herbalist, and more importantly a skilled alchemist and made a living as such selling components and potions. A single healing potion brought in more money than most families made in a month, and so he never wanted for anything.

Due to his elven heritage and highly intelligent mother, it was no surprise when Zair turned out to be an inquisitive and quick-witted child himself. He quickly took an interest in his mother’s craft, and she obligingly began teaching it to him. The herbal knowledge was interesting to him, but the mixing of chemicals and the strange reactions they had enamored him more, doubly so when his mother showed him how to mix a little of his own essence into the chemicals to give them supernatural properties. By the age of twelve he was an adequate alchemist, and his insatiable desire for knowledge didn’t stop there. Zair read every book he could get his hands on, and frequently went out into the city to “play”, performing all manner of scientific experiments of his own with the same zeal most children would put into playing with a new toy.

Of course, as he grew older these simple experiments no longer scratched the same itch, and the alchemical art his mother practiced he began to see as simplistic, only very shallowly dipping into the infinite possibilities of the craft beyond simple healing potions, and draughts to induce euphoria.

At fifteen, he announced he was leaving to see the world. Predictably, his mother forbade it. Clearly she didn’t understand him and his desires! Or so he thought, and ran away from home in the middle of the night.

That night was one of the best of his life, or so he felt. Freedom to do anything, go anywhere he pleased, and see all the things he’d never seen before.

The next day was even better! The light of day brought out all sorts of new details, and he put quite a bit of distance between himself and Magnimar.

By the third day, he realized he’d made a terrible mistake. Lost in the midst of the Mushfens, running low on food, and realizing that simply reading books on how to survive in the wilderness did not translate to actual skill in doing so, he found himself in quite the pickle.

The day worsened when his luck finally ran out, and he finally encountered a pack of spear wielding Boggards, without so much as a walking staff to defend himself with (not that he would have been able to do much had he possessed one regardless). The lead Boggard stabbed forward with its spear, a wicked grin on its face, and Zair flinched and closed his eyes, waiting for the blow to fall.
It never did.

He opened his eyes and was stunned by the sight of a hatchet embedded in the creature’ head, dropping it stone dead. The other boggards looked n confusion, then horror as they whirled on their adversaries: A party of six heavily armed and armored dwarves.

The boggards were quickly dispatched, and the dwarves looked on Zair curiously. “What in the nine hells is a wee pointy ear doing all alone in these parts?” one of them wondered, and then looked at Zair expectantly. He explained, the dwarves having to stifle laughter at how unprepared he was for such an excursion, but nevertheless impressed by him having the balls to do it if nothing else. They told him to tag along with them at least far enough to get out of the marshes.

They explained on the way that they were the Hammers of Torag, a group of dwarf mercenaries originally from the city of Janderhoff. They sold their services to the highest (reputable) bidder and did dangerous work, like exploring the abandoned Thassilonian ruins of the Mushfens for archaeologists and scholars too weak to look themselves.
Zair had been waffling on whether he should head home or continue his journey, but these men cinched it: He wanted to be like them. And he couldn’t do that if he gave up now.

He asked to join…and as might be expected they laughed in his face, that such a green youth would want to join a mercenary band, and that it would be irresponsible to let him trek into dangerous ruins untrained regardless. However, they MIGHT need someone to do the cooking and cleaning and tending the fire when they made camp, and since he’d made himself so conveniently available…

Zair jumped at the chance, and did his work well. He even spiced up their cooking a bit with some herbs he knew tasted good. Though he was far from a good cook, he was better than the dwarf who had done the job before, and so everyone was quite happy with the arrangement.
And as they journeyed, Zair began to learn things. Where to step and where not to step to avoid being seen, even in heavy armor. How to spot traps in woodlands, marshlands, mountains, and dungeons, and how to disarm them. And importantly, he learned how to fight.

One of the dwarves in the party was a traditionalist, and used a weapon that was falling out of favor in recent years: The Dorn-Dergar, or Chain Flail. Zair was mesmerized by this weapon whenever he saw it in action. Unlike the utilitarian hacks of the axe, or strokes of the hammer, this weapon seemed…elegant. Snapping forward to a length of 10 feet, perfectly aimed so the ball would strike the opponent, then snapped back to hand. Flung, the chain used to trip, bind, or cut the opponent. The way a shortening of the grip made it a powerful close-rage weapon if need be. Everything about it, Zair loved.
Being a forthright sort of person, Zair told the dwarf so. Being a forthright sort of person in return, he offered to teach Zair, and he accepted.

It took years to fully master the weapon, if indeed he even has, but he eventually learned how to use it well. Years of traveling and swinging a ball and chain had toughened Zair, making his muscles as powerful as his brain, and he finally began to accompany the dwarves on the dungeon delves proper, they satisfied that their “mascot” could handle himself in a fight now, especially with the potions and concoctions he'd perfected over the years to help with more practical things.

They raided tombs, fought boggards and dragons and worse, and helped people where they could for a long while, but all good things must come to an end. The dwarves had been away for a few years when they took up with Zair, and hadn’t been home since. The oldest missed their families, and the youngest wished to start them, and so they decided to go home. The offer to join them was extended to Zair, but he still wasn’t prepared to settle down. Reluctantly, he declined, and so soon they’ll be parting ways.

But, for now, they’ve stopped in the town of Sandpoint, to enjoy the fruits of the Swallowtail Festival. One last hurrah before Zair’s oldest friends and surrogate family take their leave of him.
What could possibly go wrong?

Short version: Zair is a half-elf from Magnimar who learned alchemy from his mother. He ran away from home to see the world and took up with a band of dwarven mercenaries, from whom he learned the ins and outs of an adventurer's life, as well as how to fight. The dwarves are disbanding their company and going home, but not before they stop off to have one last fun "goodbye party" during the Swallowtail Festival in Sandpoint.

And yes, this is a re-used alias. I used it for Rise of the Runelords first, where he was a Tiefling Inquisitor of Achaekek, and that fell through. Then for a game where everyone was Drow, which didn't even start. Hopefully third time's the charm.

So just ignore the previous posts.


Dot looking at some kind of heavy caster.


Dotting. Looking at Paladin/Oracle or Paladin/War Priest.

Dark Archive

I think this one is basically all done.

Short Background:

Nevaal was a slave, along with his mother. He does not know his father or have any memory of him. He was beaten, starved, and overall mistreated when he was a child as part of a slaver's inventory. After the slaves rebelled outside of Kaer Maga, he and his mother went into hiding. After several years, they finally settled in Sandpoint.

A few years later, Nevaal learns of his heritage, develops his powers, and determines to shut down the slave trade. He travels the Inner Sea hunting down slave caravans and releasing the prisoners. Throughout his travels, he uses the moniker "The Shadow of the Lost Coast" in homage to his home town. Once a year, he returns to Sandpoint to visit home and to participate in the Swallowtail Festival.


@Nate: My character is going to primarily an arcane caster (either witch or sorcerer). A woman with such great temper that it boosts her magic (using the feat Mad Magic). I'm sure you've experienced the tempers of a woman before ;). For the other side I was considering either Bloodrager(with scarred witch doctor) or Rage Prophet(probably with sorcerer). I think I'm just going to go straight Scarred Witch Doctor/Bloodrager to make things easier on you. It'll have a problem with reflex saves and won't have as high DC as the rage prophet, but I gotta have some weaknesses right?

Scarred witch doctor allows me to add abilities to my fetish mask. Would you allow me to add Monocle of Unveiled Auras with it (getting the 5000 extra GP from crafting)?

I haven't played much with mythic before, so I'm probably going to have some questions about that. We are going with the errataed version of Wild Arcana right? With Wild Arcana can I cast my patron spells as well? It's not clear to me if they count as being on my spell list.

Here is sacred geometry is it fine or do you prefer to not have to deal with it?

I'm thinking to get a furious, coragous weapon (I can still get furious right?). How much would that cost? 16000 (what I think it should cost as I could have gotten them while the weapon was only +1) or 24000 (what happens when weapon attunement increase further? Do I have to pay more)? If I get a two handed weapon, do I still get the bonus if I hold it in one hand? I want to get a reach weapon, but at the same time be able to cast spells.

On another note I'm having trouble deciding between this appearance and this.


oyzar wrote:

@Nate: My character is going to primarily an arcane caster (either witch or sorcerer). A woman with such great temper that it boosts her magic (using the feat Mad Magic). I'm sure you've experienced the tempers of a woman before ;). For the other side I was considering either Bloodrager(with scarred witch doctor) or Rage Prophet(probably with sorcerer). I think I'm just going to go straight Scarred Witch Doctor/Bloodrager to make things easier on you. It'll have a problem with reflex saves and won't have as high DC as the rage prophet, but I gotta have some weaknesses right?

Scarred witch doctor allows me to add abilities to my fetish mask. Would you allow me to add Monocle of Unveiled Auras with it (getting the 5000 extra GP from crafting)?

I haven't played much with mythic before, so I'm probably going to have some questions about that. We are going with the errataed version of Wild Arcana right? With Wild Arcana can I cast my patron spells as well? It's not clear to me if they count as being on my spell list.

Here is sacred geometry is it fine or do you prefer to not have to deal with it?

I'm thinking to get a furious, coragous weapon (I can still get furious right?). How much would that cost? 16000 (what I think it should cost as I could have gotten them while the weapon was only +1) or 24000 (what happens when weapon attunement increase further? Do I have to pay more)? If I get a two handed weapon, do I still get the bonus if I hold it in one hand? I want to get a reach weapon, but at the same time be able to cast spells.

On another note I'm having trouble deciding between this appearance and this.

It costs only 8000, but each special ability eats into your regular bonuses.

You have an attunement of +2, so a furious courageous weapon will be a +0 that rises to +2 when you rage, and increases morale bonuses by +1 when you rage.


Ah, so you basically have to pay for the special abilities twice? I think coragous still works with a +0 weapon since it's minimum +1, though I might skip on the furious for now anyway since +4 is a long way away. Hmm, you don't even have to attune for coragous to work eh? I could get coragous armor spikes and attune a (furious) reach weapon instead right? Can I put armor spikes on silken ceremonial armor? If not I guess I'll have to reconsider arcane armor training->mythic arcane armor training in order to wear a mithral breastplate at 0 ASF...


Considering that you're paying for a fraction of the cost for a weapon, I wouldn't say you're paying for it twice. You're simply limited as to how powerful your weapon can become.

You can still wind up with a +10 weapon by level 20, and it'll only cost you 50'000 of your gold, as opposed to 200'000. In fact, in the long run, you get 50'000 more gold to spend on wondrous items. We're trading flexibility in weapon enhancements for flexibility in other areas.

Of course, I get that that's not much of a help to a barbarian who wants his +2 furious couragous weapon now, dammit!, and is forced to make do with +4 to a mental stat instead.


I'm not sure I like it. There are a lot of characters that have no use for weapons or armor. I would never have gotten an amulet of natural armor, ring of protection nor magic armor with this character (bonuses to armor aren't great unless you have a lot of it to start with and they don't stack with mage armor/scar hex). Still, I'll manage better than someone who also have no use for a weapon. Are there any items you can buy to improve reflex save since cloak of quick reflexes is banned?


oyzar wrote:
I'm not sure I like it. There are a lot of characters that have no use for weapons or armor. I would never have gotten an amulet of natural armor, ring of protection nor magic armor with this character (bonuses to armor aren't great unless you have a lot of it to start with and they don't stack with mage armor/scar hex). Still, I'll manage better than someone who also have no use for a weapon. Are there any items you can buy to improve reflex save since cloak of quick reflexes is banned?

Nope. Them's the breaks. More flexibility, less bonuses. There are also lots of characters who have no use of +mental stat boosts, yet they get them first anyway.

I don't think I'll be using it that much myself, but I can certainly see that it's an elegant system. It forces everyone to go for interesting options instead of cramming as much brute +stats into their characters as possible.


oyzar wrote:
Here is sacred geometry is it fine or do you prefer to not have to deal with it?

Anybody who allows this feat at a live table is stupid. The amount of game-slowing it does is much greater than any benefit it allows. On PBP, it goes to merely annoying.

oyzar wrote:


On another note I'm having trouble deciding between this appearance and this.

The second picture is quite forbidding. As in "403 Forbidden".


Philo Pharynx wrote:
oyzar wrote:
Here is sacred geometry is it fine or do you prefer to not have to deal with it?

Anybody who allows this feat at a live table is stupid. The amount of game-slowing it does is much greater than any benefit it allows. On PBP, it goes to merely annoying.

oyzar wrote:


On another note I'm having trouble deciding between this appearance and this.
The second picture is quite forbidding. As in "403 Forbidden".

That's weird. Is this better?


oyzar wrote:
Philo Pharynx wrote:
oyzar wrote:
Here is sacred geometry is it fine or do you prefer to not have to deal with it?

Anybody who allows this feat at a live table is stupid. The amount of game-slowing it does is much greater than any benefit it allows. On PBP, it goes to merely annoying.

oyzar wrote:


On another note I'm having trouble deciding between this appearance and this.
The second picture is quite forbidding. As in "403 Forbidden".
That's weird. Is this better?

Lots. Although, that hip is downright laughable. Gotta love lineage art.

Edit: Okay I don't know why I'm so bothered by the armor in those pictures, but I figure I'll go ahead and ask you - are you 100% sure you wouldn't like to go with something like this, instead?

Hmm. I might have to do something with that picture, if you don't. Not sure if it will be for this campaign, but I'm definitely saving it for later.


@Shirin Ravengale, just wanted to say I think your backstory is awesome! Great flavor and cool plot points.


Here's my submission - still incomplete. I'll be adding more meat on the next days (writing my background now, which might end up changing a little bit my sheet).

My inspiration are the Dragon Monks from L5R, as talked with the GM :) Abbo is from Korvosa itself, from a noble family, but rejected his roots to take care of the poor. He is designed to work as a defender. I built my character using only 90% of the proposed wealth - he donates 10% of everything he makes to the poor in the name of Irori.

RPG Superstar 2012 Top 32

Mythic Items- You cannot buy mythic items to start with. If you wish to take mythic crafter for your mythic feat you do not gain any additional wealth for doing so (unlike with item creation feats), but you can start with one mythic item you crafted yourself (but you must pay full price for it).

Crafting via Class Abilities- if you have a bonded item or a similar class ability that lets you enchant a single item, you do not gain any bonus gold. Instead, you pay half cost for that item but can only start with enchantments that you can produce by taking 10.

Sacred Geometry- PbP is one of the few places I'd allow sacred geometry... so, yes, it is available... the thing is, while very esoteric, it is a very intellectual technique. It would only really make sense on an intellectual caster (I could see it on a standard witch, but not one who's magic is all Con based). Also, because it's based on an Int based skill (know:engineering) I wouldn't let you use it while raging even with mad magic.

a word on Automatic Bonus Progression- in the long run you do actually end up with (functionally) more magical stuff. The cost of that is lost flexibility. Rather than seeing that as a downside, I actually see it as kind of a strength... that loss of flexibility forces everyone to shore up some weaknesses where they normally wouldn't invest resources (like mental stats for a barbarian) while hindering people from ultra-optimization (which makes my job of creating suitable challenges easier).


nate lange wrote:

Mythic Items- You cannot buy mythic items to start with. If you wish to take mythic crafter for your mythic feat you do not gain any additional wealth for doing so (unlike with item creation feats), but you can start with one mythic item you crafted yourself (but you must pay full price for it).

Crafting via Class Abilities- if you have a bonded item or a similar class ability that lets you enchant a single item, you do not gain any bonus gold. Instead, you pay half cost for that item but can only start with enchantments that you can produce by taking 10.

Sacred Geometry- PbP is one of the few places I'd allow sacred geometry... so, yes, it is available... the thing is, while very esoteric, it is a very intellectual technique. It would only really make sense on an intellectual caster (I could see it on a standard witch, but not one who's magic is all Con based). Also, because it's based on an Int based skill (know:engineering) I wouldn't let you use it while raging even with mad magic.

a word on Automatic Bonus Progression- in the long run you do actually end up with (functionally) more magical stuff. The cost of that is lost flexibility. Rather than seeing that as a downside, I actually see it as kind of a strength... that loss of flexibility forces everyone to shore up some weaknesses where they normally wouldn't invest resources (like mental stats for a barbarian) while hindering people from ultra-optimization (which makes my job of creating suitable challenges easier).

Weird, I haven't found any rules text anywhere that makes the mythic items different from normal items, nor any feat or ability that grants the ability to make them. There is the archmange path ability that grants all crafting feats and then there is mythic craft wonderous item which lets you craft 8 hours by spending 1 point of mythic power. I thought they were just extra items that had extra effects if you were mythic. Where can I find the rules for this mythic crafting? I'm probably skipping on it altogether since as you say there won't be much time for crafting. I find rules on legendary items and artifacts though.

Half price for a single magic item is probably going to be more than 5K gp though.. I guess that means I'm restricted to head items and can't make for example headband or goggles right?

I would still go with a fair bit of intelligence to get extra spell slots, still not being able to use it while raging kinda kills the idea...


@nate could you help me with the automatic bonus progression? Can you help me convert Abbo's stuff?

RPG Superstar 2012 Top 32

Mythic Crafting- the mythic feat Mythic Crafter is a prerequisite for crafting any mythic items. There are very few mythic people in the world so those items are exceedingly rare (ie not available to purchase). Also, without having that feat you are incapable of putting mythic enchantments into a bonded item (because the class feature lets you act as though you had the appropriate item creation feat, but not as though you had mythic crafter).

Oyzar- a bonded item may result in a greater benefit (effectively greater gp increase) than an item creation feat, but also has the restriction of needing to be enchants you can do while taking 10. Most bonded items are restricted to certain types of items as well so that's an extra restriction too. Regarding your mask, I'm willing to be flexible about which slot it actually takes up... You can pick head, headband, or eyes and pick your enchantment(s) accordingly.


Thanks, I guess that's out then :). Are we going to be able to find/shop for the mythic magic items we might want as the adventure progresses?

RPG Superstar 2012 Top 32

Archlich- I don't have enough time to do that right now, sorry. Read the new rules again and do the best you can. If you have a specific question about converting something post it and I'll try to answer it, or someone else may (the info the dragon already posted in conversation with Oyzar may be helpful).

Oyzar- There will never be a shop where you can just buy whatever mythic items you want. As we play there will be chances to acquire mythic items- mostly as loot, but occasionally perhaps other ways. I'll always try to make sure that the stuff you get is worthwhile and desirable but there will be no guarantees on specific items. If there's something specific that you know you'll really want, you might want to consider something like an item creation feat or an upgradable legendary item.


THE SHEER AMOUNT OF CHARACTER POSSIBILITIES IS DRIVING ME INSANE!!!!


TheWaskally wrote:
THE SHEER AMOUNT OF CHARACTER POSSIBILITIES IS DRIVING ME INSANE!!!!

Try go trawling google for cool images of heroes, or fantasy (and not-fantasy) characters in general. Then build off of something you like there.

Edit: Apologies if this was covered in the other thread, or if the OP was intended to encompass it, but would you allow Variant Multiclassing from the unchained rules? I'm specifically interested in the magus version.


The Dragon wrote:
oyzar wrote:
Philo Pharynx wrote:
oyzar wrote:
Here is sacred geometry is it fine or do you prefer to not have to deal with it?

Anybody who allows this feat at a live table is stupid. The amount of game-slowing it does is much greater than any benefit it allows. On PBP, it goes to merely annoying.

oyzar wrote:


On another note I'm having trouble deciding between this appearance and this.
The second picture is quite forbidding. As in "403 Forbidden".
That's weird. Is this better?

Lots. Although, that hip is downright laughable. Gotta love lineage art.

Edit: Okay I don't know why I'm so bothered by the armor in those pictures, but I figure I'll go ahead and ask you - are you 100% sure you wouldn't like to go with something like this, instead?

Hmm. I might have to do something with that picture, if you don't. Not sure if it will be for this campaign, but I'm definitely saving it for later.

I'm pretty sure I'm not going to go with that for my unarmored caster. I actually like the pictures. Sorry that they bother you :(. If they bothered nate as well I would try to find something different though.


DekoTheBarbarian wrote:

Here is Tsun Wu, Sword Saint Samurai/Scroll Scholar Cleric of Shizuru from Xa Hoi in Tian Xia. I've got almost all of the crunch done. I think all that's left is to buy more stuff. (Finding it hard to spend all the gold we get when some of the items are taken off the list.) He's going Champion/Heirophant Dual Path.

As for fluff, the basics is that he's a scholar warrior with a fascination for history who is traveling throughout the Inner Sea region studying ancient history and culture of the various areas. Knowing of the myriad Thassilonian ruins still covering much of Varisia, he has set his sights on traveling the country and finding out everything he can. So while he's not exactly in Sandpoint for the festival, he does have a reason to be there.

I'll have the introduction post up tomorrow after I get some sleep and hopefully get over this blasted head cold.

As promised, here is his introduction post:

Helllllooooo, traveler!:
The sun was high in the sky, beating down on the traveler's uncovered skin. Wiping the sweat from his brow, he gazed ahead and spotted the outline of the town he was traveling to. 'Sandpoint, if I remember correctly,' he thought to himself. Adjusting his gear, making sure his weapons were strapped in place, he quickened his pace to arrive soon.

As he got closer, he noticed a lot of activity on the outskirts, with people moving to and fro, decorations hanging from poles and buildings within the city. 'Must be some kind of festival, that it is,' he thought with a small smile. 'I look forward to enjoying myself today. Business can always wait for another day.' Walking up to one of the men helping to decorate the town, he said, with his foreign yet polite accent, "Greetings, sir. I am but a simple scholar traveling around the area, that I am. Might I inquire as to the purpose of this festival you are currently preparing for?"

The man shrugged, replying, "Sure. See, a few years ago our town had some troubles come up, and it resulted in our biggest church burning to the ground, killing our head priest and his daughter. The new church built to replace it was just finished, so we're having a festival celebrating it. Everybody in town is excited about it, and travelers are more than welcome to participate." With his piece said, he turned around to finish setting up, before looking over his shoulder and adding, "By the way, stranger, the innkeeper of the Rusty Dragon and her family has an accent similar to yours, so you might want to try looking her up. Who knows, you might know her family or something."

Giving his thanks, and intrigued by the mentioned innkeeper, he slowly made his way through the bustling city, giving a smile to those he met in passing and outright grinning at the antics of the children excited for the big festival. As he got closer to the inn the man mentioned, he perked as he recognized the smells coming from the building. 'Food from the homeland!' he thought excitedly, and hungrily. 'Indeed, they must be from Tian Xia, or at least their cook is.' With that thought, he eagerly stepped inside.

The inside was a spacious afair, with dark woods and stone making up the floor and walls. It was a homey look, one he much appreciated. Looking around, he spotted what must have been the woman mentioned to him. A happy smile lit his face as he walked towards the woman and said, speaking their native tongue, "Greetings, sister of my homeland. I am Tsun Wu, that I am. What might be your name?"

Hope the introduction is good. Let me know if it needs a bit of work done.


nate lange wrote:


Sacred Geometry- PbP is one of the few places I'd allow sacred geometry... so, yes, it is available... the thing is, while very esoteric, it is a very intellectual technique. It would only really make sense on an intellectual caster (I could see it on a standard witch, but not one who's magic is all Con based). Also, because it's based on an Int based skill (know:engineering) I wouldn't let you use it while raging even with mad magic.

Can we please not? It's literally three Feats in one. Metamagic iss already crazy. Two Metamagic Feats for one Feat is even crazier. Getting to, at-will, apply both of them FOR FREE to any spell you want by solving a simple math problem (Which at level 11 is guaranteed to succeed no matter what numbers you roll) is way too good. The ONLY possible balancing factor is taking a lot of time to use at the table...which is stupid as it is, and entirely irrelevant in a PbP.

It's better than the equivalent MYTHIC ABILITY, by a LONG shot. You need to take that one 2-4 times to get any real benefit, it takes a Swift to activate, costs an MP, and only applies to one Metamagic Feat at a time, not two.

-------------------------------

Question on Spell Storing: Can Alchemist Extracts be used with this?


I agree with Rynjin. Sacred Geometry is a very powerful feat at this level, and not to mention there's a mythic power that substitutes the same effect. I don't want to be picky or disassemble Oyzar's build but might a suggest something. How I ran sacred geometry into home game is that the PC was required to take the said meta magic feats, but still be able to reduce casting time and effective spell level. And yes I know the feat specifically says "meta magic feats you do not yet have." But I felt that was over powered. And again I don't want to disassemble your build, and I hoped input was helpful and is considered.


I would like a ruling on something that does not come up often. how would you interpret the trait helpful halfing that makes aid another a +4 bonus to start, with the cavalier order of dragon which also looks like it makes aid another turn into a +3 bonus to start. would they stack, would i only get the bigger bonus, would you not like to deal with it?

(cavalier/investigator/marshal)the idea of this build is to use body guard feat to up party's ac by between 8 and 10 as a aoo. while i can use a move or swift action to up the to hit or ac of party by the same amount. and using the cavalier tactician ability to give everyone harrying partners to make the bonus stay for 1 turn rather then one attack.

I can understand if you would not like to see this in your game it is kind of crazy. the weakness of it is does not help outside of melee, so does not help if getting attacked by spell casters or ranged, also does not help the party's spell casters or ranged too much.

body guard

harrying partners

order of dragon

helpful halfing


The reduced casting time and spell level thing is the most powerful part. Free Metamagic is, hands down, the single most powerful thing in the game.

This is the equivalent of getting two free Metamagic Rods without the 3 times per day limit and no chance of them being disarmed.


I don't agree with Rynjin on this though. Sacred geometry is a rather powerful option, I know, but it will hardly make you "godlike". Especially for a witch. I also think, that while not as fun, there are more fair and balanced options out there. And Nate already said it couldn't be used in mad magic, so depending on how the witch is played, can be very debilitating to overall performance


Here's an example where it's powerful for a Witch.

Persistent Spell.

Every spell you ever cast, for the entire game, the enemy has to roll twice and take the worst result. On a spell list with tons of nasty debuffs.

Which is, again, much more powerful than the equivalent Mythic Ability (Mythic Spell Focus, which only works for one school of magic, requires a regular Feat AND a Mythic Feat, and costs an MP to use).

This Feat is one of the most horridly designed things Paizo has ever released. I'm amazed at no point during development did somebody look over the shoulder of the guy that made this and go "What the f~@@ is this? What? NO. Jesus man."


Well if persistent spell is used in combat, it can't be used while raging because Nate banned it from being utilized by mad magic. But I do see your point


@Nate: all good man! I'll start reading on the progression thing and adapt Abbo accordingly. I'm now working on the background and it's coming out very cool!

As for Sacred Geometry: very broken stuff. With a simple spreadsheet you can make it virtually no down side. I had it even in a table, and I agreed with the GM to remove the fear after some uses and ban from our games. In a PbP it's even more ridouncolous.


Rynjin wrote:

Here's an example where it's powerful for a Witch.

Persistent Spell.

Every spell you ever cast, for the entire game, the enemy has to roll twice and take the worst result. On a spell list with tons of nasty debuffs.

Which is, again, much more powerful than the equivalent Mythic Ability (Mythic Spell Focus, which only works for one school of magic, requires a regular Feat AND a Mythic Feat, and costs an MP to use).

This Feat is one of the most horridly designed things Paizo has ever released. I'm amazed at no point during development did somebody look over the shoulder of the guy that made this and go "What the f!&& is this? What? NO. Jesus man."

To be fair, it doesn't function for your highest-level spells: you do need to be able to cast spells of the spells effective level. That said, it still lets you reduce the cost of every normal metamagic'd spell you'd ever want to cast from 'higher-than-normal-level slot' to 'free!' and lets you apply free metamagic to every low-level spell you ever cast.

It is absurdly powerful for a single feat - compare Spell Perfection, which does the same thing, but for a single spell, and only one metamagic feat can be added. And that one isn't a bad feat by any stretch of the imagination. If it's included it becomes mandatory for everyone, in order to keep party balance somewhat cohesive, but maybe that isn't a bad thing, to have all the players end their turn by throwing out a quickened 1-2level spell: it just raises the stakes a bit.


First off, I already said I'm not taking it. It does have a limit of the maximum spell level you can cast though. It is still really good as it allows you cast effectively higher level spells out of lower level slots. Unless I get 20+ intelligence I would only have 2 level 5 slots and 1 level 6 slot. I would rather not use those slots of quickened 1st level spells. There were a lot of ways they could have gone about it without making it as crazy as they did though. (Why not make it DC 15+spell level so it's actually solvable in reasonable time and not give any free metamagic feats?).

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