GM Granta's AP Planning

Game Master Granta

Skills Spreadsheet


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With Skill Unlocks being available, I may need to revisit Phantom Rogue.

Sovereign Court

Blake's Tiger wrote:
With Skill Unlocks being available, I may need to revisit Phantom Rogue.

Keep in mind, the part of phantom thief related to skill unlocks is only for unchained rogues, which we aren't using. That class goes on my list of cheese that is too powerful and never should have been published.


Oh, well, then I just need to weigh the gobs of combat feats against Bardic Knowledge and either Inspire Courage, Satire, or Archaeologist's Luck.

Will probably ultimately depend on if we get a 5th and if the 5th is going to be a physical attacker or a spell caster.


Skill Unlocks only work with the Signature Skill feat, right?

Sovereign Court

Blake's Tiger wrote:
Skill Unlocks only work with the Signature Skill feat, right?

Correct, but let's invent a talent for the chained rogue:

Signature Talent (Ex): A rogue who selects this talent gains the skill unlock powers for a single skill as appropriate for her number of ranks in that skill.

Note: This talent does not actually grant the Signature Skill feat, so you would still be able to take it and unlock a second skill.


Male Human

For my oracle I'm thinking of going for a very striking female focusing on social skills. If I use the Intrigue mystery (if allowed), have a high CHR, and use the Charming and Rising Star traits, then I have a lot of bonuses on navigating social type encounters.

Is Pavo also still headed in that direction?

Sovereign Court

Check above for the ruling on Ultimate Intrigue.


MindXing wrote:

For my oracle I'm thinking of going for a very striking female focusing on social skills. If I use the Intrigue mystery (if allowed), have a high CHR, and use the Charming and Rising Star traits, then I have a lot of bonuses on navigating social type encounters.

Is Pavo also still headed in that direction?

Yes.

While I understand that there's going to be a lot of social situations and social combat, there'll be plenty of physical combat we need to survive as well, I believe.

The intrigue mystery helps--sort of--with the former but not at all with the latter.

I'd be concerned if our casters were hyperspecialized on diplomacy and charms when we encounter a band of undead enemies.


I want to be careful to not overwhelm you about asking for permission on things, especially when I'm deciding between two significantly different builds, but we're getting closer to the end of the week.

Feat: Bookish Rogue from the Advanced Class Guide
Summary: Change Minor/Major Magic Rogue Talent's spell by studying a spellbook.
Feat: Talented Magician from the Advanced Class Guide
Summary: Extra use of Minor/Major Magic Rogue Talent's SLAs.

Rogue Talent: Assault Leader from the Advanced Player's Guide.
Summary: One flanker can make an attack as an immediate action if the rogue misses.

...actually, the links for the rogue talents all go to the same place.

Careful Stab from the Adventurer's Guide
Summary: Opt to not kill target by overkill.

Combat Swipe from the Advanced Player's Guide.
Summary: Grants Improved Steal as a bonus feat.

Positioning Attack from the Advanced Player's Guide.
Summary: Move up to 30 ft without triggering AOOs after hitting a target, but must end movement adjacent to that same target.

Sovereign Court

Those talents and feats are all okay :-)


Male Human

I'm working on my known spells for the Oracle and am looking for some advice. Is it better to add bless to my known spell list or wait until I can buy a bless wand and use the known-spell-slot for something else?

Also, for those of you using HeroLab, how do I get the WftC campaign traits into HeroLab?


IMO, I'd get bless as a spell, then at level 4 trade it out for something else. I'd grab a wand earlier than that though. It's a great spell to drop every combat!

Sovereign Court

I just typed up a nice, long response and fed it to the Paizo monster. Grr . . .

Here is the short of it:

  • I like condition removal and other rarely needed, but life saving spells for spontaneous casters.
  • I love the racial favored class bonus of an extra spell known.
  • Here is the planned spell list for my Reign of Winter oracle.
  • Bless is only worthwhile as an ambush pre-cast, and even then rarely so. It is actually a horrendous spell.


I use this guide for oracles.

I definitely agree the extra spell FCB is very useful to an oracle.


If it's just me and Gummy in combat, Divine Favor is good. Protection from Evil.

Sovereign Court

Divine favor is good pre-combat, but there are lots of better choices during combat rounds, i.e. swinging a weapon. Once initiative is rolled, it is very important to consider the opportunity cost of actions.

Sovereign Court

Regarding the guide that Blake linked: please, please disregard the advice on how often a spell should be useful. The whole point of a spontaneous caster is that you can fill a slot with any spell known. It does not matter how often each spell is useful; it matters how often you have a useful spell.

Consider an oracle and two clerics. Cleric (A) prepares divine favor and remove fear, while the oracle knows those two spells. Cleric (B) prepares divine favor twice. On day one, they each run into two combats, but no fear effects. Cleric (A) has a wasted spell slot, but the oracle and cleric (B) are at full effectiveness. On day two, they each run into two combats, including a fear effect that panics the front liner. Cleric (B) is unable to stop the fighter from running away, but the oracle and cleric (A) do. Basically, there is no variation of circumstances under which the "Tuesday" spells are better for prepared casters than spontaneous ones.


Depends on what kind of oracle you're going for: debuffer, controller, or fighter. If he's tanking STR and doesn't plan to swing a sword, making the sword-swingers hit more often is better than him swinging a club at -2 to hit for 1d4-2 damage.

Not much is better than Summoning, but there's not much point to taking it before 2nd level.

Sovereign Court

Blake's Tiger wrote:
Depends on what kind of oracle you're going for: debuffer, controller, or fighter. If he's tanking STR and doesn't plan to swing a sword, making the sword-swingers hit more often is better than him swinging a club at -2 to hit for 1d4-2 damage.

Tanking strength also devalues divine favor :-p


Oh, yeah... been a couple years since my oracle (he was cool). I forgot DF was personal.

Nevermind, don't take that unless you're building a self-sufficient melee Oracle (which is what I had).

I also had a lot of non-Core spells.

Sovereign Court

The oracle that I linked to earlier is also a self-sufficient melee oracle, but even then I rarely cast divine favor in initiative.


Coordinate with the arcane caster(s), but here are some suggestions/requests:

Cantrips:

Stabilize (keep me from bleeding out), Read Magic (to use found scrolls), Mending (to fix thing we might accidentally break), and Guidance (for your lock-picker/trap disarmer)

1st:

Magic Weapon or Bless (to trade out later) and Shield of Faith (to maybe trade out later) unless we're going the Blind-Fighting/Waves mystery route, in which case Shield of Faith and Obscuring Mist.


What do you guys think about a balanced stat array for my character? If he had no sneak attack?

14, 15, 14, 14, 10, 12

The first stat-up would go into the 15.

Sovereign Court

I can't judge stats without seeing the full build.


Or at least the general purpose, since you were considering two paths last I heard!

EDIT: Just a heads up, I will be out of the country from this Saturday to next Saturday. I should have internet access, but there is always the chance that I won't.

Sovereign Court

And keep in mind, tomorrow is just a rough draft, so that we can start coordinating in more detail. Nothing is set in stone yet.


That particular array is for the Phantom Thief rogue (no sneak attack, lots of combat feats and skills).

For the self-buffing bard, swap Int and Cha.

If I did a rogue with sneak attack, I would consider:

12, 16, 14, 13, 10 14
Or even... 10, 16, 14, 13, 12, 14


My only concern would be hitting things tbh. Maybe not at low levels, where everything really comes down to the dice, but at mid/higher levels (for the phantom thief).

Imo it looks great for a non-combatant! The second one for a sneak attack rogue looks like something I'd do too.


That (hitting things) is my concern with most of my rogue builds.

Now, I am supposed to be flanking things and theoretically feinting.

Here is a comparison of my sketches.

The bard hits really well, but it doesn't do much raw damage.

I think my bard build (or the Phantom Thief with it's True Strike) could be more useful with Improved Dirty Trick from the APG, as I could be applying Debuffs with that CMB. I would have to trade out Weapon Focus for Agile Maneuvers though.

EDIT: Corrected typo: Improved Dirty Trick


The Revised Bard without Bardic Knowledge:

Pavo
Male human (Taldan) bard (archaeologist) 1
NG Medium humanoid (human)
Init +3; Perception +4
DEFENSE
AC 15, touch 13, flat-footed 12 (armor +2, dexterity +3)
HP 10 (1d8+2)
Fort +2, Ref +5, Will +3
OFFENSE
Speed 30 ft.
Melee rapier +3 (1d6, 18x2, P)
. . . with archaeologist’s luck rapier +5 (1d6+2, 18x2, P)
Ranged
Bard Spellcasting (Caster Level 1st +1 for spells with the [emotion] descriptor)
1st --- (2/2): grease (UC) (DC 13), delusional pride (UM) (DC 14)
0th --- (o/o): lullaby, mage hand, open/close, prestidigitation
STATISTICS
Str 10, Dex 16, Con 14, Int 13, Wis 12, Cha 14
Base Atk +0; CMB +0; CMD 12

Extra Performance
True Love (story)
Weapon Finesse

FCB+1
Acrobatics +7’
Bluff +6’
Charisma +2
Concentration +3
Constitution +2
Dexterity +3
Diplomacy +6’
Disable Device +8’
Intelligence +1
Knowledge (history) +5’
**Knowledge (local) +5 (young reformer)
**Knowledge (nobility) +3
Perception +5’
Profession (barrister) +5* (heart of the fields)
Sense Motive +7’ (true love)
Stealth +7’
Strength +1
Wisdom +0
‘ = rank
* = bonus maximum ranks
** = profession synergy

Fate’s Favored (faith): luck bonuses increase by 1
Young Reformer: +1 to Disable Device (in class) & Knowledge (local); 1/day -- make arrangements

Languages Common (Taldane), Kelish
SQ heart of the fields (+1)
Combat Gear rapier, leather armor
Magical Gear
Other Gear thieve’s tools (common)
18 lbs/ 43 lbs Light Load
Coins: 45 gp
SPECIAL ABILITIES
Archaeologist’s Luck (Ex): As a swift action, he can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier [12 (extra performance)].
Bardic Knowledge (Ex): He adds half his class level (minimum 1) [1] to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Sovereign Court

I only like true strike for ambushes or ranged spells that really need to hit. A 3/4 BAB build should be able to hit 50% of the time without true strike, so the action economy falls apart during initiative.


Male Human

Whew! This week is Spring Break for my kids so I took the week off for a family fun vacation called "clean the garage"! We ordered an 8 cubic yard (6.1 cubic meters for you non-US peoples) dumpster and filled it to 90% full of junk. Not counting the 5 trips of a loaded Expedition to Goodwill for donating stuff.

But now, the garage is much much cleaner. Just in time for me to setup a large gaming table for my biweekly Ironfang game!

Also, now that this is behind me, I hope to have more time to flesh out my oracle.

I'm coming back around to the waves mystery. It is looking pretty good.

For combat I see my role as (in order):
1) buffing the group (this is why I like bless, an area effect that helps everyone and stacks with everything)
2) debuffing enemies
3) healing, as needed
4) ranged attacks with a ranged weapon

Should I consider damage producing spells or should I leave that to the wizard?

Sovereign Court

If you do go with the blind fight strategy, I would bump (4) to (2). You'll be constantly going against flat-footed AC, which will make your weapons more useful and allow the saving of magical resources for post- and non-combat usage.


Male Human

Why will I be going against flat-footed AC? Does concealment give you the flat-footed condition?


With the Waves mystery's mist sight, you can shoot at targets who can't see you. You are flat-footed against attackers you can't see.


Sorry about not being active on the chat, I have been reading stuff and thinking about the arcane caster type. I have Katrin, a cold-based control sorcerer who could work nicely with blind fight strategies. Also, more general wizard would be Lady Delena, who is an enchantress and so could handle intrigue better.

Katrin has some questions:
Rime spell is from UM, it would help but is not necessary.
Bloodline is rime or boreal, rime is wildblooded and thus archetype from UM which were legal, but boreal in itself wasn't.
There are no usable cold spells in core from levels 1 & 2, so I had some suggestions:
1: Snowball is from Ultimate Wilderness. A stronger version is also in a softcover, but I'm not trying to get that.
2: Frigid touch is from UM and Frost fall from UC.

Katrin:

Name Katrin
Class/levels Sorcerer (boreal) 1
Profession Stable master
Race Human
Alignment Neutral Good

Init +2
Senses Perception +0

AC 12, touch 12, flat-footed 10; (+2 Dex)
HP 9 (6 base, 2 con, 1 FC) current 9
Fort +3, Ref +2, Will +3
Special Defenses

Speed 30 ft
Melee dagger -2 (1d4-2) 19-20x2

Spells known
1st (4/day) — Snowball (?), Grease
Cantrips/Orisons (at will) — Detect Magic, Ray of Frost, Read Magic

Str 7 Dex 14 Con 14 Int 13 Wis 11 Cha 18
Base Atk +0; CMB -2 (+0 BAB, -2 Str); CMD 8.
Weight 110 lbs
Height 5' 4"
Feats Rime spell (?), Spell focus: Abjuration
Story Feat Unforgotten
Skills Spellcraft +5 (1), Bluff +8 (1), Diplomacy +9 (1), Use Magic Device +8 (1)
Profession Skills Handle animal, Ride
Traits Senator Hopeful, Resilient
SQ Cold steel (weapon frost lvl rounds), Boreal : cold DC +1 / Rime: One cold target slowed 1 round
Racial Extra skill point

On person Noble or Courtier outfit, maybe some scrolls if money left over
Encumbrance 0 (23 lb. light/ 46 lb. medium/ 70 lb. heavy)
Wealth

Planned later
Spells

2nd — Frost Fall ?/Frigid Touch ?, Glitterdust
3rd — Haste, Dispel Magic, Sleet storm
4th — Ice storm
5th — Cone of cold

Feats
3rd craft wondrous item
5th Improved Initiative
7th spell specialization: Dispel magic

Short biography:

Katrin is the daughter of a minor nobleman from less important part of northern taldor. Her mother was from far north, Land of the
Linnorm Kings. Her parents had met while her father temporarily lived in Linnorm lands for some years and gotten married there,
and later moved to Taldor. Her mother had later disappeared, and father remarried a local noblewoman. Katrin does not get along
with her stepmother. Her father and mother enjoyed time outdoors, and also Katrin learned little about laws or government, but
learned to ride along her parents. At age of 16, Katrin got fed up with her stepmother, and moved to Oppara to gain a position of
her own.

Her bloodline is from the icy north, from cold and giants. Her mother was a tall, strong woman, but Katrin's blood drained too much
of her energy in the harsh cold, and she ended up quite tiny. She was close to dying as a child, but her body finally strengtened
itself to great resilience and she lived.

Katrin is an impulsive teenager, and opposes much authority just on principle. She is determined to strengthen her position, she just
doesn't have a slightest idea yet how.

Gameplay:

Katrin is meant to be a battlefield-control and buffing sorcerer. The cold spells with rime, bloodline & other effects should hamper
enemies quite heavily. Her other speciality, planned right from the beginning with spell focus, would be to stop enemy casters with
counterspells.

Out of combat, Katrin relies on her natural charm, and future scroll collection.

Delena:

Name Delena
Class/levels Wizard (enchanter) 1
Profession Barrister
Race Human
Alignment Chaotic Neutral

Init +6
Senses Perception +1

AC 12, touch 12, flat-footed 10; (+2 Dex)
HP 9 (6 base, 2 con, 1 FC) current 9
Fort +2, Ref +2, Will +2
Special Defenses

Speed 30 ft
Melee dagger -2 (1d4-2) 19-20x2
Special attacks Dazing Touch 7/day daze a living creature as a touch attack

Spells known
1st — Charm Person, Shield, Mage Armor, Cause Fear, Feather fall, Enlarge person, Expeditious retreat
Cantrips/Orisons (at will) — All. Prepared: Daze, Detect Magic, Read Magic

Str 7 Dex 14 Con 14 Int 18 Win 12 Cha 12
Base Atk +0; CMB -2 (+0 BAB, -2 Str); CMD 8.
Weight 130 lbs
Height 5' 7"
Feats Scribe Scroll, Spell Focus: Enchantment, Improved Initiative
Story Feat Lost Legacy
Skills Spellcraft +8 (1), Bluff +11 (1), Linguistics +8 (1), Know arcane (1), planes (1), religion (1) +8, Intimidate (1) +9
Profession Skills Knowledge: local & Nobility
Traits Disgraced Noble, Bully
SQ School: Enchantment, opposition schools Evocation & Illusion. Enchanting smile +2 Bluff, Diplomacy, Intimidate.
Racial Extra skill point

On person Noble or Courtier outfit, parasol, maybe some scrolls if money left over
Encumbrance 0 (23 lb. light/ 46 lb. medium/ 70 lb. heavy)
Wealth

N Tiny animal
Init +3; Senses low-light vision, scent; Perception +9

Defense
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 natural)
hp 4 (HD 1)
Fort +1, Ref +5, Will +3

Offense
Speed 20 ft, climb 20ft, swim 20ft
Space 2-1/2 ft.; Reach 0 ft.

Statistics
Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
Poison Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Wizard:
SQ: Alertness, improved evasion, share spells, empathic link

Spells
2nd — Blindness, Daze monster
3rd — Haste, Dispel Magic, Hold Person
4th — Confusion, Fear

Feats
3rd Create Wondrous Item
5th Greater spell focus: Enchant, Combat casting

Short biography:

Lady Delena is a disgraced young widow, her husband dying under mysterious circumstances. Her father lost his title,
and Delena decided she will do anything to regain her status. She had been married to an older nobleman in her
father's hopes for alliances, but when the relationship began to turn too restrictive and demands of children
became stronger, the husband suddenly died.

Delena is manipulative and mean, but honest in certain viewpoint. She will admit that she's not a good person, and
she's bullying people just to gain an advantage. She does have a good sense of humour, but it often shows as cruel
jokes or belittlings.

Delena is chaotic neutral, but not in a disturbing way. She is not stupid and will not betray her companions on a whim
or even anger them. She views the potential chaos of inheritance wars as a conveniently timed ladder for her rise.
The alignment is more of a result of her acceptance of questionable methods when those would be useful.

Gameplay:

Lady Delena is very much at home in court intrigues. Her tactics will be to use her natural charms and mind-affecting
magic to manipulate persons around her to do her bidding. In combat, her tactic is to hamper the minds of the opponents
or strenghten her allies with spells such as haste.

Neither one planned to do much damage. Katrin was the first idea but might not work as well with crafting and intrigue, and she also has some ruling problems. I'm happy with either, so would like a comment or two, and also ruling on the frost stuff.

Sovereign Court

The boreal bloodline is legal. When I said archetypes from various books were okay, I meant to include the variants which aren't technically "archetypes"--things like bloodlines, domains, etc. Poor wording on my part.

Rime Spell, snowball (UW), frigid touch, and frost fall are all okay. Frost fall in particular seems good for use inside a mist, since it doesn't have any targets.


I like Katrin much better.

Katrin has debuffs and control spells that generally affect anything equally (barring defenses specific to a given monster). She is also CHA-based, so she would do well in Social Combat (where you use your Charisma instead of the stat that goes with the skill--an INT-based wizard with Knowledge skills would fair worse than a Sorcerer).

Delena, as an Enchanter, runs the risk of being left out of any battles against undead, vermin, oozes, constructs, or other mindless or mind-affecting immune creatures of which there are many.

EDIT: Consider the Elemental Spell metamagic feat for Katrin, that way if we encounter something resistant to cold damage (or worse, immune), she can change her Direct Damage spells to a different element. Also consider a different element for the damage cantrip. I know cold is thematic, but at least in a clutch, if you can't use cold, you can shoot at something with acid (and avoid spell resistance... if I remember correctly).


I like the wizard! The idea of a social wizard makes me happy and that type of personality sounds like fun. Enchantment feels like it would be useful in this AP, as do knowledge skills.

EDIT: Looking at Blake's post, the only point I disagree with is the social combat. If it is anything like what I've seen in PFS, I've found a wizard to be outright better than a bard due to the knowledge skills. They typically are at a lower DC than diplomacy and borderline ever present in some fashion. Can anyone confirm or deny the PFS social combat stuff compared to the AP?

Sovereign Court

"Social encounter" does not mean "charisma only". Gummy Bear's edit is spot on.


I do like the Knowledge skills, but we've got to survive the usual sorts of monsters, too. Look at the picture on Book 1: Constructs. Look at the picture on Book 2: Undead. Look at Book 6: Lots more undead.


"Social encounter" does not, I agree and never said that it did. However, Social Combat replaces the stat modifying the skill to only include ranks + Charisma (and none of the extra bonuses one might have).

Sovereign Court

If you are referring to the social combat mechanic from Ultimate Intrigue: book one only mentions that as an optional method for influencing additional NPCs. Don't worry about it too much.


I didn't not realize there was a distinction between encounter and combat, my bad! Looking at the covers now too. The players guide should have something on the creatures we will face too.


Favored Enemies and Environments wrote:
Players will encounter a variety of opponents throughout the course of the War for the Crown Adventure Path as they traipse through urban sprawl, ancient dungeons, fetid waterways, and sweltering plains. The best choice for favored terrain is urban, followed by plains and underground. Throughout the adventure, rival humanoids—especially humans—will be the PCs’ most frequent opponents, backed up by animals, magical beasts, and evil outsiders.

Though that doesn't cover the animated books with fangs, sea ghouls, or death knights on the covers.

Humans will be the bulk of what we run into, but I'm afraid we might run into trouble because we brought 12 different wrenches and then ran into the one thing we needed a hammer for. Like swarms. Alchemist's fire is so expensive...


Although Delena the Wizard has less charisma, the crazy bonuses from various stuff actually makes her bonus equal or even higher for charisma skills than Katrin the Sorceress has, at least for now. Also, knowledges and much higher skill point count also helps.

I'd of course get something to get around the basic immunities, and use general spells like haste when everything else fails. Enchantment would be the main focus.

I specifically chose evocation as an opposition school as I've played a blast cleric to level 15 in PFS, and want something different. Also, they say that damage spells are quite bad use of wizard actions.

I'm not saying I have chosen the wizard yet, just pointing out that the choice is between social wizard and combat sorcerer.


Oh! Oh! Oh! Would you tell me about your experience with an evocation focused character in PFS? I have an arcanist that is evocation focused (still level 1) that I'm really excited about, I've always wanted to do it.

MindXing's character should be coming up soon, so maybe that'll help your decision, Melda.

On the topic of the covers, there is a guy on a horse in the 3rd book! :D I'll probably get to charge something! My build won't change, but getting to hit something for that double damage is still going to be sooooo nice...


Male Human

Ok. The Oracle is coming along. I'm back to the Waves mystery and I decided on the Athletic Champion campaign trait. I don't have all of the backstory worked up yet but the idea is Thalasou grew up in a coastal town and has become a champion swimmer.

Thalasou Eidelhan:

Thalasou Eidelhan
Male human (Taldan) oracle 1 (Pathfinder RPG Advanced Player's Guide 42)
NG Medium humanoid (human)
Init +0; Senses Perception +7
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 9 (1d8+1)
Fort +0, Ref +0, Will +4
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +0 (1d8/19-20)
Oracle Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—bless, cure light wounds, obscuring mist
. . 0 (at will)—create water, detect magic, guidance, light
. . Mystery Waves
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 14, Wis 14, Cha 18
Base Atk +0; CMB +0; CMD 10 (12 vs. bull rush, 12 vs. drag, 12 vs. reposition)
Feats Point-Blank Shot, Precise Shot
Traits - custom trait -, sacred touch
Skills Acrobatics -2 (-6 to jump), Climb +3, Diplomacy +8, Knowledge (history) +6, Perception +7, Sense Motive +6, Spellcraft +6, Swim +2
Languages Common, Kelish, Varisian
SQ oracle's curse (lame), revelation (water sight)
Other Gear lamellar (leather) armor[UC], crossbow bolts (20), dagger, light crossbow, 6 gp
--------------------
Special Abilities
--------------------
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Water Sight (1 rounds/day) (Su) See through fog and mist. Can use a calm pool of water for .


Did a divine shark sent by Gozreh bite his leg, making him lame but also blessing him with powers over the ocean? =)


Male Human

:-)

My current thinking on the backstory is that while young he encountered a young mermaid, became friends. And of course, when her father heard about it, he prohibited his daughter from being friends with him. As a part of all of this, there was a conflict with the father and he cursed Thalasou with lame feet. The lameness is in his feet and ankles. The pain from walking led Thalasou to spend more time in the water -- swimming wasn't affected by the twisted feet -- thus he became a great swimmer. And the emotional drama of this whole thing awakened the oracle powers.

That first part sounds like a Disney movie...

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