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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I'm going Champion/Hierophant for my Mythic Path, not Guardian.


SUBMISSIONS

Tanner Nielsen - Victoria Whitesmith - (Archmage/Champion) LG Human Fighter (2H) 11 // Wizard (Transmuter) 5 / Hellknight Signifier 6
Seth86 - Nox - (Trickster) CG Human Rogue (Unchained) 11 // Magus 5 / Shadowdancer 6
Nevaal - Nevaal Sparrowhawk - (Trickster) NG Human Rogue (Unchained) 11 // Sorcerer (Shadow) 11
TheGwarganaught - Ashmael Spiritfire - (Marshal) LG Human Fighter (Weapon Master) 11 // Monk (Weapon Adept) 11
Arrathion - Shirin Ravengale - (Champion) NG Human Ranger (Toxophilite) 11 // Druid (Storm) 11
Critzible - Lady Ziera Wyvernrose - (Hierophant) LG Human Cleric 11 // Monk 11
Rynjin - Zair Alkovoran - (Champion/Trickster) NG Half-elf Fighter (Mutation Warrior) 11 // Investigator (Empiricist) 11
DekoTheBarbarian - Tsun Wu - (Champion/Hierophant) LG Human Samurai (Sword Saint) 11 // Cleric (Scroll Scholar) 11
adsapiens - Abbo Lyrio - (Guardian) LG Human Paladin (Iroran Paladin, Divine Defender) 11 // Blood Rager (Crossblooded, Spelleater) / Oracle (Lore) 1 / Dragon Disciple 6

Joe Ludwick - Paladin // Rogue


I will be working on story and initial post for this character over the next day or two.


JoeLudwick wrote:
i am the RL friend the gm mentioned. i am thinking of running a pali/rogue any thoughts on build specifics would be welcome

If you're looking for power, Ninja is a more powerful rogue than rogue. It does lose trapfinding, but that ability really isn't important. In return, it gets to make extra attacks with its ki, and other cool things. Unchained rogue is good too though, but make sure to avoid the regular rogue.

Personally, I'd say avoid the enlightened paladin archetype. Instead, take Oath of Vengeance archetype, and have lots and lots of smite uses that can get you that charisma to armor class, and a much bigger boost that the enlightened paladin's nerfed smite ability.


DM Nate, I'd like to introduce you to Josef Waskelian, Arch-Paladin of Iomedae and Defender of Varisia. Please give his character sheet a once over, since he was built using rules new to me.

RPG Superstar 2012 Top 32

Tanner- thanks!

Joe- here's a list of deities, picking one might help define your concept... Erastil is a LG hunter god if you want to make a scout guy. Ragathiel is god (more or less) of vengeance if you want to focus more on smite/sneak attack for destroying evil. Erecura is LN goddess of deduction and subtlety if you want to be more about trapfinding and problem solving, or about subterfuge. Deciding on that first might help narrow down which archetypes you want to look at.

Oyzar- we're going to go with the FAQ/errata (aka nerfed) version of courageous. Sorry.

Ashmael- I'm not 100% sure yet how we'll run epic. It's a long way off... At about 3 levels per book we'd be into book 4 when it comes up.

learning spells for prepared arcane casters- you can add spells to your spellbook/familiar (beyond the ones you get for leveling) by paying for a scroll of the spell plus the cost of scribing it (or doing a ritual or whatever).


No problem.

SUBMISSIONS

Tanner Nielsen - Victoria Whitesmith - (Archmage/Champion) LG Human Fighter (2H) 11 // Wizard (Transmuter) 5 / Hellknight Signifier 6
Seth86 - Nox - (Trickster) CG Human Rogue (Unchained) 11 // Magus 5 / Shadowdancer 6
Nevaal - Nevaal Sparrowhawk - (Trickster) NG Human Rogue (Unchained) 11 // Sorcerer (Shadow) 11
TheGwarganaught - Ashmael Spiritfire - (Marshal) LG Human Fighter (Weapon Master) 11 // Monk (Weapon Adept) 11
Arrathion - Shirin Ravengale - (Champion) NG Human Ranger (Toxophilite) 11 // Druid (Storm) 11
Critzible - Lady Ziera Wyvernrose - (Hierophant) LG Human Cleric 11 // Monk 11
Rynjin - Zair Alkovoran - (Champion/Trickster) NG Half-elf Fighter (Mutation Warrior) 11 // Investigator (Empiricist) 11
DekoTheBarbarian - Tsun Wu - (Champion/Hierophant) LG Human Samurai (Sword Saint) 11 // Cleric (Scroll Scholar) 11
adsapiens - Abbo Lyrio - (Guardian) LG Human Paladin (Iroran Paladin, Divine Defender) 11 // Blood Rager (Crossblooded, Spelleater) / Oracle (Lore) 1 / Dragon Disciple 6
TheWaskally - Josef Waskelian - (Archmage) LG Human Paladin (Enlightened) 11 // Sorcerer (Celestial) 11

Joe Ludwick - Paladin // Rogue


Graverattler- (Heirophant) LN Human (Shoanti) Druid(Mooncaller, Shoanti Shaman)11- Monk (Unchained)11


SUBMISSIONS

Tanner Nielsen - Victoria Whitesmith - (Archmage/Champion) LG Human Fighter (2H) 11 // Wizard (Transmuter) 5 / Hellknight Signifier 6
Seth86 - Nox - (Trickster) CG Human Rogue (Unchained) 11 // Magus 5 / Shadowdancer 6
Nevaal - Nevaal Sparrowhawk - (Trickster) NG Human Rogue (Unchained) 11 // Sorcerer (Shadow) 11
TheGwarganaught - Ashmael Spiritfire - (Marshal) LG Human Fighter (Weapon Master) 11 // Monk (Weapon Adept) 11
Arrathion - Shirin Ravengale - (Champion) NG Human Ranger (Toxophilite) 11 // Druid (Storm) 11
Critzible - Lady Ziera Wyvernrose - (Hierophant) LG Human Cleric 11 // Monk 11
Rynjin - Zair Alkovoran - (Champion/Trickster) NG Half-elf Fighter (Mutation Warrior) 11 // Investigator (Empiricist) 11
DekoTheBarbarian - Tsun Wu - (Champion/Hierophant) LG Human Samurai (Sword Saint) 11 // Cleric (Scroll Scholar) 11
adsapiens - Abbo Lyrio - (Guardian) LG Human Paladin (Iroran Paladin, Divine Defender) 11 // Blood Rager (Crossblooded, Spelleater) / Oracle (Lore) 1 / Dragon Disciple 6
TheWaskally - Josef Waskelian - (Archmage) LG Human Paladin (Enlightened) 11 // Sorcerer (Celestial) 11
Reckless - Graverattler - (Hierophant) LN Human Druid (Mooncaller, Shoanti Shaman) 11 // Monk (Unchained) 11

Joe Ludwick - Paladin // Rogue


Some really awesome submissions! Good luck to all!


Argh. My crunch is mostly done, but it's just laying there on the table. It's not coming to life no matter how many volts I put through my brain.

Anyway, for those that are interested, here's my stats when I called time of death.

Spoiler:

Unnamed Hero
Elf arcanist (school savant) 11/magus (kensai) 11/gestalt 11/Archmage 1 (Pathfinder RPG Advanced Class Guide 8, 78, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
CG Medium humanoid (elf)
Hero Points 1
Init +13; Senses low-light vision; Perception +18
--------------------
Defense
--------------------
AC 32, touch 27, flat-footed 19 (+4 armor, +2 deflection, +6 Dex, +7 dodge, +2 enhancement, +1 natural)
hp 93 (11d8+25)
Fort +13, Ref +12, Will +12; +2 vs. enchantments
Defensive Abilities canny defense, hard to kill; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (good)
Melee perfectionist shavtoosh +18/+13 (1d3+10 nonlethal) or
. . unarmed strike +15/+10 (1d3-1)
Special Attacks arcane pool (+3, 12 points), arcane reservoir (6/14), arcanist exploits (dimensional slide[ACG], potent magic[ACG], quick study[ACG]), consume spells, improved spell combat, lightning flash, magus arcana (broad study[UM], close range[UM], flamboyant arcana), mythic power (5/day, surge +1d6), opportune parry and riposte, spellstrike
Arcane School Spell-Like Abilities (CL 11th; concentration +20)
. . At will—feather fall
Arcanist (School Savant) Spells Prepared (CL 11th; concentration +20)
. . 5th—suffocation[APG] (DC 22)
. . 4th—ball lightning[APG] (DC 21)
. . 3rd—gaseous form
. . 2nd—elemental touch[APG]
. . 1st—mage armor, shocking grasp
. . 0 (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 17), light, mage hand, mending, message, prestidigitation
. . Opposition Schools Earth
Magus (Kensai) Spells Prepared (CL 11th; concentration +20)
. . 0 (at will)—acid splash, disrupt undead, ghost sound (DC 17), ray of frost
--------------------
Statistics
--------------------
Str 9, Dex 22, Con 12, Int 24, Wis 10, Cha 10
Base Atk +8; CMB +8; CMD 32
Feats Arcane Strike[M], Deflect Arrows, Dual Path[M], Extra Arcana[UM], Improved Unarmed Strike, Improved Whip Mastery[UC], Slashing Grace[ACG], Weapon Finesse, Weapon Focus (whip), Weapon Specialization (whip), Whip Mastery[UC]
Traits focused mind, soaring sprinter
Skills Acrobatics +15 (+17 to keep balance or jump), Appraise +11, Diplomacy +3, Fly +20, Knowledge (arcana) +21, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (history) +14, Knowledge (nature) +14, Knowledge (nobility) +11, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics +11, Perception +18, Sense Motive +2, Spellcraft +21 (+23 to identify magic item properties), Stealth +16, Swim +3; Racial Modifiers +2 Perception, derring-do, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Gnome, Orc, Sylvan, Varisian
SQ arcane focus, chosen weapon, critical perfection, cyclone, elven magic, hero points, iaijutsu, opposition school (earth[APG]), perfect strike, specialized school (air[APG]), superior reflexes
Combat Gear caster's tattoo (lesser); Other Gear perfectionist shavtoosh, cracked pale green prism ioun stone (attack), eyes of the eagle, gloves of reconnaissance[UE], handy haversack, sleeves of many garments[UE], 17,839 gp
--------------------
Special Abilities
--------------------
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Pool +3 (12/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Reservoir +2 DC or CL (14/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Arcane Strike [Mythic] Arcane strike lasts 1 min. Use 1 power to grant magic weapon special abilities.
Canny Defense +7 (Ex) +INT bonus to AC (max Kensai level).
Caster's tattoo (lesser, 1/day) A caster’s tattoo is infused with potential magical energy that aids in casting spells that normally utilize verbal and somatic components. Once per day, a spellcaster may activate her caster’s tattoo as a swift action to automatically enhance the next spell she casts in that round with both the Still Spell and Silent Spell feats. When she casts the spell, the caster’s tattoo flares with light for a moment, then grows faint and faded—it replenishes its energy in 24 hours, after which it becomes bold and colorful and can be used again. Required material components or foci must be in the creature’s possession to cast the spell (and are consumed as normal), but need not be held when the spell is cast.

Caster’s tattoos are available in lesser, standard, and greater versions, allowing the modified casting of a spell of up to 3rd level, 6th level, or 9th level respectively.

Construction
Requirements Inscribe Magical Tattoo, Silent Spell, Still Spell; Cost 3,000 gp
Chosen Weapon (Whip) Kensai abilities only function when wielding a weapon of this type.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Critical Perfection +7 (Ex) Bonus to confirm threats & qualify early for critical feats with chosen weapon.
Cyclone (11 rounds/day, DC 10) (Su) Vortex causes all ranged attacks passing through it to miss, and creatures flying through it must make a Fly skill check or fall.
Deed: Derring-Do (+6 extra dice) (Ex) Use 1 panache, +1d6 to Escape Artist, Fly, Ride, or Swim check. On a 6, roll another die.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Dimensional Slide (110 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Earth Classical opposition school for: Air
Five-Element opposition school for: Water

You must spend 2 slots to cast spells from the Earth school.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Flamboyant Arcana (Ex) Gain a selection of deeds, and can use arcane pool in place of panache for them.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR).
Flight (60 feet, Good) You can fly!
Focused Mind +2 to Concentration checks
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Lightning Flash (1d6+5 electricity damage, 10/day, DC 22) (Su) 5 ft burst deals electricity dam and dazzles for 1d4 rds (Ref part).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Perfectionist shavtoosh Grants Improved Unarmed strike when worn.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Slashing Grace (Whip) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Sleeves of many garments Transform current clothes into any non-magical new form.
Soaring Sprinter +2 bonus on Acrobatics checks to keep your balance or jump.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Superior Reflexes (Ex) Extra attacks of opportunity equal to Int mod (min 1). Combat reflexes stacks.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Whip Mastery Using a whip does not provoke attacks of opportunity
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

RPG Superstar 2012 Top 32

Philo- I hope you'll catch a second wind, I thought the idea of an elven arcanist/magus sounded like it had a ton of potential...


nate lange wrote:
Philo- I hope you'll catch a second wind, I thought the idea of an elven arcanist/magus sounded like it had a ton of potential...

Mechanically it's working, but I'm having trouble finding the character in there. when things go right my muse keeps me up at night working on it, but this one just isn't clicking for some reason. I'll still play with it and see if something changes.


Think I will submit an alchemist//Slayer with Champion path.


1 person marked this as a favorite.
Philo Pharynx wrote:
nate lange wrote:
Philo- I hope you'll catch a second wind, I thought the idea of an elven arcanist/magus sounded like it had a ton of potential...
Mechanically it's working, but I'm having trouble finding the character in there. when things go right my muse keeps me up at night working on it, but this one just isn't clicking for some reason. I'll still play with it and see if something changes.

Sometimes I find that if I'm not starting from concept, but working from crunch first, I have to grab two classes that I wouldn't normally use together, or in general go out there and do something wierd, else I don't get a character out of it.

I've seen a hundred different Paladin//Oracles, and after the first few, the backstories start seeming trite, and standardized, somehow. Magus//Wizard is another combination that kind of works like that, in my mind at least.

Sometimes it helps to grab something like Druid//Alchemist, or give your cavalier a greataxe as his main weapon, and that makes it easier to create the person from there. If you have something wierd and non-standard, you can go "Well, that's strange, how did that happen?" and then your backstory flows quite easily from there.


^ what he said

RPG Superstar 2012 Top 32

In a campaign like this it may also be helpful to ask questions like 'how did I become mythic?' or 'what did I do to reach 11th level?'

If your answer is 'I killed stuff and explored places' that's probably not going to help that much, but maybe you fought in a war... That begs the question of 'which side?', which leads to 'why?' and now you're suddenly thinking about how the character might feel about different issues that could cause a war and what my might motivate him to chose this side or that...

Our histories shape us (IRL as well as in the game), if you start to build a background it may naturally begin to bring life to the actual character. I mean that as advice to all players, not just Philo: know your story, where your character comes from and what they've been through molds what motivates them and how they'll react in different situations.


Nate, I appreciate you want us to explore the history of our characters, yet you don't want our backstories to be too long.


Well, as I mentioned, I would be an Elven Arcanist(White Mage)/Slayer going for Arcane Archer.

So an Elven Arcanist would still be up for recruitment ;) (with the elven racial bonus there's a part of Magus with it anyway).

But aye, I saw some good submissions by Philo so even if it's partly the same role, I hope you'll get some inspiration later this week.


Fitting 11 levels into ~2 pages sure is going to be a challenge :). Thanks for the tip about thinking about what makes your character mythic. I usually start at the "beginning", but that works much better for a first level character than for an 11th level one.

The "how did she become mythic" question leads me to the question about how free we stand to add stuff to the world? I'm pretty sure I want my character to have a significant impact of the relationship between orcs and humans.

I'm starting to think it makes the most sense for my character to grow up in orc society, yet mechanically I kinda want the "city-raised" trait. I should probably follow the flavor of the trait and pick something else instead (fey thoughts would be kinda cool to work into the background)?

Do we know anything about how prevalent mythic enemies will be? The path ability that makes hexes auto-succeeded for one round seems pretty silly if there are mostly non-mythic enemies.

Too bad about courageous, I had perfectly figured out what gear I wanted, and now after wracking my brain about it all day I'm still not so sure.

RPG Superstar 2012 Top 32

TheWaskally wrote:
Nate, I appreciate you want us to explore the history of our characters, yet you don't want our backstories to be too long.

Actually, I said you can write as much as you want, I just need a short version for my reference as I evaluate applications because I don't have time to read 20 pages from each person. And I'm not necessarily suggesting you write this all out if you don't want to (or don't have time) but even just mentally exploring that background on your own can go a long way to shape your character and how you RP them, and can really bring them to life for you.

Oyzar- I definitely prefer it when people's traits are tied into their backgrounds instead of just being little tacked on mechanical benefits. Regarding adding/changing the world- I would like for your impact to be minimal at this point. You're powerful enough that you're probably well known somewhere: maybe you saved a trading outpost from giants, or helped broker peace between a human settlement and a neighboring Orc tribe, or recovered a long lost relic for your church. There probably should be at least one significant thing in your history at this level but it should be on a scale where it doesn't effect anything people might read about Golarion on one of the wikis (so, peace between one tribe/outpost is fine, brining peace to the humans/orcs of Belzken Hold is not).


I added a small background summary to my profile too. :)


Thanks, that's exactly the information I was looking for. I assume it's fine to have "bring peace/fairness to the Belzken Hold" as a long term goal? Though I guess it's probably not realistic given that we are closely following the AP eh?


The Dragon wrote:
Philo Pharynx wrote:
nate lange wrote:
Philo- I hope you'll catch a second wind, I thought the idea of an elven arcanist/magus sounded like it had a ton of potential...
Mechanically it's working, but I'm having trouble finding the character in there. when things go right my muse keeps me up at night working on it, but this one just isn't clicking for some reason. I'll still play with it and see if something changes.

Sometimes I find that if I'm not starting from concept, but working from crunch first, I have to grab two classes that I wouldn't normally use together, or in general go out there and do something wierd, else I don't get a character out of it.

I've seen a hundred different Paladin//Oracles, and after the first few, the backstories start seeming trite, and standardized, somehow. Magus//Wizard is another combination that kind of works like that, in my mind at least.

Sometimes it helps to grab something like Druid//Alchemist, or give your cavalier a greataxe as his main weapon, and that makes it easier to create the person from there. If you have something wierd and non-standard, you can go "Well, that's strange, how did that happen?" and then your backstory flows quite easily from there.

Thanks for this. I'm starting to look at other builds and there are a couple with potential.


Think I will throw in the towel. But thanks for the thread. And good luck with recruitment =^^=


Hmm, looking closer at things Belzken Hold is the pretty much the closest neighbor to Varisia. However it's quite fractured and not unified at all. Would negotiating truce between one of the cities there and the neighboring Shoanti be too much? I'm thinking that there is plenty of work that could have been done on the border there without affecting what you find on the wiki. A single shift in power on the orc side is all that's needed to make action start up again. It would have been kinda cool to actually rule in one of the cities, but that's not really fitting for a woman and that would have brought up the question of why she left...

RPG Superstar 2012 Top 32

Like I said, brokering peace between a small town and a neighboring barbarian tribe is fine. Setting yourself up as the ruler of anything isn't really going to work though (it ties you to a location, which prohibits you from adventuring).

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
oyzar wrote:
Hmm, looking closer at things Belzken Hold is the pretty much the closest neighbor to Varisia. However it's quite fractured and not unified at all. Would negotiating truce between one of the cities there and the neighboring Shoanti be too much? I'm thinking that there is plenty of work that could have been done on the border there without affecting what you find on the wiki. A single shift in power on the orc side is all that's needed to make action start up again. It would have been kinda cool to actually rule in one of the cities, but that's not really fitting for a woman and that would have brought up the question of why she left...

With my Shoanti character roaming the territories, there might have been some interaction in our past if we both get selected. Of course, Graverattler was busy stirring up the Shoanti against the Hellknights of Korvosa, so....


Okay, work is coming along nicely on my character.

Right now, still working on the crunch. I've got some idea for the background but want to sit down with the players guide for doing that.

Either way, I would love to be included in the list of entries

Here's the alias

for ease of adding:
MordredofFairy - Túrion Alagostor - (Archmage/Trickster) NG Elven Slayer 6/Arcane Archer 5 || Arcanist(White Mage) 8/Sorcerer(Elemental Air) 1/ Rogue(Unchained) 2

As said, going Arcane Archer with Full Arcane Casting from Arcanist.
He will lose 2 levels to Arcane Archer progression(doubling up on 2 levels so it's only 8 levels with 3/4th), but will still come out with Level 9 Spells at Level 20.

Progression:

Slayer/Arcanist(White Mage)
Slayer/Arcanist(White Mage)
Slayer/Arcanist(White Mage)
Slayer/Arcanist(White Mage)
Slayer/Arcanist(White Mage)
Slayer/Arcanist(White Mage)
Arcane Archer/Arcanist(White Mage)
Arcane Archer/Arcanist(White Mage)
Arcane Archer/Sorcerer(Elemental Bloodline Air)
Arcane Archer/Unchained Rogue
Arcane Archer/Unchained Rogue

will continue as Arcane Archer/Unchained Rogue until Arcane Archer Level 10, then revert to Slayer/Arcanist(White Mage), which conveniently leaves some levels open for our way past Level 20, if needed.

The Mythic Path and some other things are obviously not yet finalized, but most crunch is already in there.


@Nate - The rate of submissions has slowed considerably. Would you consider ending the recruitment early?

SUBMISSIONS

Tanner Nielsen - Victoria Whitesmith - (Archmage/Champion) LG Human Fighter (2H) 11 // Wizard (Transmuter) 5 / Hellknight Signifier 6
Nevaal - Nevaal Sparrowhawk - (Trickster) NG Human Rogue (Unchained) 11 // Sorcerer (Shadow) 11
TheGwarganaught - Ashmael Spiritfire - (Marshal) LG Human Fighter (Weapon Master) 11 // Monk (Weapon Adept) 11
Arrathion - Shirin Ravengale - (Champion) NG Human Ranger (Toxophilite) 11 // Druid (Storm) 11
Critzible - Lady Ziera Wyvernrose - (Hierophant) LG Human Cleric 11 // Monk 11
Rynjin - Zair Alkovoran - (Champion/Trickster) NG Half-elf Fighter (Mutation Warrior) 11 // Investigator (Empiricist) 11
DekoTheBarbarian - Tsun Wu - (Champion/Hierophant) LG Human Samurai (Sword Saint) 11 // Cleric (Scroll Scholar) 11
adsapiens - Abbo Lyrio - (Guardian) LG Human Paladin (Iroran Paladin, Divine Defender) 11 // Blood Rager (Crossblooded, Spelleater) / Oracle (Lore) 1 / Dragon Disciple 6
TheWaskally - Josef Waskelian - (Archmage) LG Human Paladin (Enlightened) 11 // Sorcerer (Celestial) 11
Reckless - Graverattler - (Hierophant) LN Human Druid (Mooncaller, Shoanti Shaman) 11 // Monk (Unchained) 11
MordredofFairy - Turion Alagostor - (Archmage/Trickster) NG Elven Slayer 6 / Arcane Archer 5 // Arcanist (White Mage) 8 / Sorcerer (Elemental Air) 1 / Rogue (Unchained) 2

Joe Ludwick - Paladin // Rogue


Just edited my backstory and added a reason for my "mythicness" in there! It's minimal because i]I wanted to focus on other parts of his life and personality, not just what makes him better then other people. Feedback would be appreciated from those who have time to read my backstory! (it's up on my page)


Pavan here, here is the crunch for my investigator/Cavalier marshal crunch. took a lot more research then i thought it would need. but i did have fun just in the making of it. It is not 100% but all the needed parts are there for combat i think, will update it soon. background and personality will come then too.


SUBMISSIONS

Tanner Nielsen - Victoria Whitesmith - (Archmage/Champion) LG Human Fighter (2H) 11 // Wizard (Transmuter) 5 / Hellknight Signifier 6
Nevaal - Nevaal Sparrowhawk - (Trickster) NG Human Rogue (Unchained) 11 // Sorcerer (Shadow) 11
TheGwarganaught - Ashmael Spiritfire - (Marshal) LG Human Fighter (Weapon Master) 11 // Monk (Weapon Adept) 11
Arrathion - Shirin Ravengale - (Champion) NG Human Ranger (Toxophilite) 11 // Druid (Storm) 11
Critzible - Lady Ziera Wyvernrose - (Hierophant) LG Human Cleric 11 // Monk 11
Rynjin - Zair Alkovoran - (Champion/Trickster) NG Half-elf Fighter (Mutation Warrior) 11 // Investigator (Empiricist) 11
DekoTheBarbarian - Tsun Wu - (Champion/Hierophant) LG Human Samurai (Sword Saint) 11 // Cleric (Scroll Scholar) 11
adsapiens - Abbo Lyrio - (Guardian) LG Human Paladin (Iroran Paladin, Divine Defender) 11 // Blood Rager (Crossblooded, Spelleater) / Oracle (Lore) 1 / Dragon Disciple 6
TheWaskally - Josef Waskelian - (Archmage) LG Human Paladin (Enlightened) 11 // Sorcerer (Celestial) 11
Reckless - Graverattler - (Hierophant) LN Human Druid (Mooncaller, Shoanti Shaman) 11 // Monk (Unchained) 11
MordredofFairy - Turion Alagostor - (Archmage/Trickster) NG Elven Slayer 6 / Arcane Archer 5 // Arcanist (White Mage) 8 / Sorcerer (Elemental Air) 1 / Rogue (Unchained) 2
pavaan - Nethal Olsban - (Marshal) Investigator 11 // Cavalier 11

Joe Ludwick - Paladin // Rogue


ok finally got my submission's stats:

my Barbarian/fighter/Champion:

Unnamed Hero
Female human barbarian (brutal pugilist, drunken brute) 11/fighter (unarmed fighter) 11/gestalt 11/Champion 1
CG Medium humanoid (human)
Init +1; Senses Perception +16
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Defense
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AC 21, touch 15, flat-footed 19 (+5 armor, +2 deflection, +1 Dex, +1 dodge, +1 insight, +1 natural)
{rage} AC 19, touch 13, flat-footed 17 (+5 armor, +2 deflection, +1 Dex, +1 dodge, +1 insight, +1 natural, -2 rage)
hp 179 (11d12+77)
{rage}hp 212 (11d12+110)
Fort +15 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +7, Will +8; +3 vs. exhausted, fatigued, staggered, or temporary penalties to ability scores,
{rage}Fort +18 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +7, Will +11; +3 vs. exhausted, fatigued, staggered, or temporary penalties to ability scores.

Defensive Abilities hard to kill, harsh training, improved savage grapple; DR 2/—, 5/lethal
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Offense
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Speed 35 ft.
Melee
. . unarmed strike +24/+19/+14 (1d3+14)
{rage} unarmed strike +29/+24/+19 (1d6+19)
{rage} bite +17 (1d4+6)
{rage} unarmed strike +27/+22/+17/+27 (1d6+19/1d6+13)
Special: when grappled condition, all unarmed and bite damage die increases to next higher die
Special Attacks greater rage (29 rounds/day), mythic power (5/day, surge +1d6), rage powers (animal fury, animal fury, greater, brawler[APG], brawler, greater[APG], raging grappler, strength surge +11), trick throw, weapon training
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Statistics
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Str 22, Dex 13, Con 20, Int 12, Wis 14, Cha 9
{rage}Str 28, Dex 13, Con 26, Int 12, Wis 14, Cha 9
Base Atk +11;
CMB +19 (+27 grapple, +20 Trip); CMD 33 (35 vs. grapple)
{rage} CMB +22 (+30 grapple, +23 Trip); CMD 34 (36 vs. grapple)
Feats Combat Reflexes, Deadly Grappler, Dodge, Extra Rage Power[APG], Greater Grapple, Improved Grapple, Improved Unarmed Strike, Rapid Grappler[UC], Stag Horns, Tribal Scars, Vicious Stomp[UC], Weapon Focus (unarmed strike)[M], Weapon Specialization (unarmed strike)
Traits iron liver, quain martial artist
Skills Acrobatics +16, Climb +11, Craft (tattoo) +7, Handle Animal +4, Intimidate +13, Knowledge (local) +5, Knowledge (nature) +6, Linguistics +2, Perception +16, Profession (sailor) +15, Stealth +2, Survival +10 (+12 to avoid becoming lost), Swim +11
Languages Common, Tien, Varisian
SQ clever wrestler, pit fighter (CMB grapple), pit fighter (CMD grapple), pit fighter (CMB Tip), raging drunk
Combat Gear animal totem tattoo (dragon), cloak of the hedge wizard (abjuration)[UE], potion of cure light wounds (2), potion of cure moderate wounds (2), potion of cure serious wounds (2), wayfinder, vanishing; Other Gear +1 brawling chain shirt, dusty rose prism ioun stone, furious amulet of mighty fists, gauntlet of the skilled maneuver (grapple)[UE], wayfinder[ISWG], masterwork artisan's tools, 495 gp
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Special Abilities
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Animal Fury (Ex) Gain a d4 bite attack while raging
Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Brawler, Greater While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power.
Clever Wrestler (Ex) At 7th level, an unarmed fighter takes no penalties to Dexterity or on attack rolls while grappled, and retains his Dexterity bonus to AC while pinning an opponent. The unarmed fighter can make attacks of opportunity even when grappled and even again
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage
Deadly Grappler Armor spikes, light, one-handed, natural weapons, or unarmed strikes count as one size larger when grappled.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Harsh Training +3 (Ex) +3 Will save vs. effects that cause exhausted, fatigued, or staggered conditions or temporary penalties to ability scores
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Savage Grapple (Ex) Grapples always provoke AoO from you, no grapple penalties, grapple at +1 size.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Meat Shield (Ex) When grappling, may make grapple check to intercept attack with grappled creature.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Pit Fighter +1 (Grapple) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Pit Fighter +1 (Grapple) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Pit Fighter +1 (Trip) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Rage (29 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Drunk (Ex) Move action: consume alcohol - this round does not count against rounds of rage/day.
Raging Grappler (Ex) Raging: Grapple check inflicts damage as if maintained. Maintain: free action prone.
Rapid Grappler Swift action: make combat maneuver check to grapple while using Greater Grapple w/-5 penalty.
Stag Horns When Charging, if make successful unarmed atk at end of charge, make free grapple chk.
Strength Surge +11 (1/rage) (Ex) As an immediate action, gain a bonus to one STR check, CMB or CMD.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +1 bonus and bypass all DR.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Trick Throw (Ex) Attempt a dirty trick maneuver on a foe you successfully trip with an unarmed attack.
Vicious Stomp When opponent falls prone, it provokes an attack of opportunity from you
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Weapon Focus [Mythic, Unarmed strike] As a swift action, use 1 power to add half tier to attack with selected weapon.
Weapon Training +2 (Ex) +2 to hit and damage with monk and natural weapons.


Okay, I'm working on a witch/kineticist that is really inspiring me.
I know that occult characters are at a disadvantage, but a character I'm not feeling is a worse disadvantage.


Philo Pharynx wrote:

Okay, I'm working on a witch/kineticist that is really inspiring me.

I know that occult characters are at a disadvantage, but a character I'm not feeling is a worse disadvantage.

Sounds like a cool idea. Can't wait to see what you come up with.


Having a hard time writing my "sample scene". RPing with myself feels weird for some reason. =/

Liberty's Edge

Question: I am doing a Ranger / Wizard, and as a Wizard it gets the Scribe Scroll Magic Item Creation feat "automatically".
Does it means she gets the extra 5,000 gp in equipment?

RPG Superstar 2012 Top 32

@Tanner- I think I'm going to leave the recruitment window as is, probably. The rate definitely does seem to have slowed but there are still a fair number of people that expressed interest (here or during the interest check) that haven't submitted yet. Some of them may have lost interest or gotten picked for another game or whatever, but I'd hate to have one show up Friday with a finished submission only to find out we cut things short (plus I picked the end of recruitment based on when I would have some downtime to really sift through the entries).

Philo Pharynx wrote:
I know that occult characters are at a disadvantage, but a character I'm not feeling is a worse disadvantage.

I agree. And a character that really comes to life and feels like an actual character instead of a set of numbers is exactly the kind of character that might be able to overcome a GMs reservations about a class (or set of classes).

@Rynjin (and anyone else struggling with the interaction)- it might be a good exercise in writing to try and get yourself to do that, but if it continues to feel too awkward/forced you could always look for a partner... Two of you could work together by either running each others NPC foil, or by doing your interaction with each other's character (although if you do the latter you should RP the interaction and then both write it up separately, from your character's PoV- please don't just copy and paste the same conversation into both submissions without any descriptions or other flavor text).

@Corsario- good question. I suppose you could take the extra 5,000g but you'd have to start with at least 5,000g worth of scrolls that you can craft, which seems like kind of a lot... Alternatively, you can trade scribe scroll for spell focus like they do in PFS play.

RPG Superstar 2012 Top 32

I'm casually looking over characters at this point (as opposed to later when I'll be doing it thoroughly) but here's a couple things I've noticed:

tanner- remember you get Max HP at first level

Ashmael- I'm having trouble figuring out why your attack bonus jumps so much when you flurry?

Shirrin- heal is a 7th level spell for Druids

Lady Ziera- I don't believe you can flurry with a dagger or hand axe (neither has the 'monk' characteristic)

Zair and Tsun- if possible please add a link to your character sheet so I can look at your fluff from there (if that's not possible can you please give tanner a different link that will take me somewhere where I can see your fluff with a link to the myth-weavers sheet?)

Abbo Lyrio- this link seems to be to the wrong place...

Josef- it looks like your confident defense bonus should be a bit higher

Nethal- it looks like some of your attack bonuses should be higher (as if you've forgotten to add in enhancement bonuses from your effectively +1 weapon or the bonuses from arcane pool...)


I've got 4 more questions:

First: is probably a non-issue, but I assume Weapon Enhancements with Static Cost don't interfere with Automatic Progression(specifically: I want my bow to be Adaptive)?

Second: will we get a chance to coordinate and fine-tune after knowing who gets picked? I am talking minor changes such as spell selection here. If I find out I'm the only arcane Caster in the group, I may opt to pick up Haste instead of Storm Step(even if the latter is more flavorful for the character). If there's no such chance after being picked, it may affect some design choices.

Third: Legendary Items...do they work as written if we decide to pick them up? Or would you prefer we don't get those?

Lastly: Spells...if our "Wealth" is halved from Automatic Bonus Progression, that seems like a slight penalty to Casting Classes that need to learn spells. Especially those picking up Prestige Classes(which don't give "spells learned" when they increase Spellcasting Ability), and starting at a higher level obviously we had no chance to "learn" from scrolls or other spellbooks up until we start(which is kind of weird considering we've been doing stuff for 11 levels).
Is there some alteration of prices to add spells to our spellbooks to account for Automatic Bonus Progression? Or would you be willing to grant a flat amount of Spell Levels we can add as we see fit?(Stuff we found in Scroll or Spellbook-Form in our previous adventuring career)


I'm still working on my Gunslinger/Inquisitor! Will have plenty of time tomorrow and should get something posted then.


This is my alias (Abbo) - please fix the link :)

RPG Superstar 2012 Top 32

@Mordred
1) correct. If a weapon (or armor) ability just has a straight gp cost you just pay that and it doesn't affect you bonuses from ABP at all.
2) yes. Once the group is announced there will be a day or so before gameplay begins for you to talk among yourselves, coordinate who's met whom before, tweak spell/skill selection, etc.
3) without re-reading the whole section right now, I believe they will work as written. Upgradable will not let you improve your weapons or armor beyond what works with ABP, and once we're high enough tier if the ability that lets you double a weapons damage becomes problematic we may have to limit it somehow, but by and large it should work as written I think.
4) you do have it toughest of everyone when it comes to learning spells. I'm going to stick with having to buy the scrolls though. You only get half the normal gp but you don't need to buy any of the big 6 so you should be able to afford quite a few scrolls if spell options are more important to you than other utility items. I will make this concession...

learning spells for prepared casters taking PrCs- wizards and witches who level in a prestige class that grants additional casting as if they had gained a level in their former class automatically gain 1 new spell known that they can add to their spellbook or familiar (this is instead of the 0 usually granted by PrCs, not in addition to the 2 the base class would have granted).


Ok so after the good advice of other people in this thread, I started thinking of my character in terms of life experiences.

What I've come up with is an exiled former samurai from Tian Xia who crossed the crown on the world to get to Avistan, and then through Belkzen to Varisia.

My class build will be UC monk 11//Sword Saint Ronin 3/ Barbarian 1/ Kensai Magus 7

Name is Date Oda Katsuo also know in Avistan as Oda the Wanderer


Okay fixed the Flurry added background

Just have to add the gold

also the scrolls Totally forgot about the scrolls!


Crunch in progress but here's the alias.


How do you rule the Sohei combines with armor?

I've liked this character for a while now, and I think the concept is neat. Paladin//Sohei, obviously. I'd have to come up with less silly fluff, but still...

Liberty's Edge

I think I'll get the Spell Focus feat instead, to keep things simple.


nate lange wrote:

I'm casually looking over characters at this point (as opposed to later when I'll be doing it thoroughly) but here's a couple things I've noticed:

tanner- remember you get Max HP at first level

Ashmael- I'm having trouble figuring out why your attack bonus jumps so much when you flurry?

Shirrin- heal is a 7th level spell for Druids

Lady Ziera- I don't believe you can flurry with a dagger or hand axe (neither has the 'monk' characteristic)

Zair and Tsun- if possible please add a link to your character sheet so I can look at your fluff from there (if that's not possible can you please give tanner a different link that will take me somewhere where I can see your fluff with a link to the myth-weavers sheet?)

Abbo Lyrio- this link seems to be to the wrong place...

Josef- it looks like your confident defense bonus should be a bit higher

Nethal- it looks like some of your attack bonuses should be higher (as if you've forgotten to add in enhancement bonuses from your effectively +1 weapon or the bonuses from arcane pool...)

Oh, you're right. Thank you!

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