GM Rednal's Legendary Planet AP (Inactive)

Game Master Rednal

Unused
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Trebelbet
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Current Goal: Find the Opus Aeterna and learn how to repair Gates


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Yeah, I got that great idea for a Monk/Cleric. ^_^

Seriously though, if we do have to "re-do", anybody wanna switch up our style? I suppose we still want all roles covered.

And remaking another Cleric(for Channel Energy) just swapping out the Monk so I'm not simply re-submitting Eliphas Twin Brother kind of feels wrong.

On a side note, Rednal, what do you think about the recent Nerfs? Con-based casting for Witchdoctors in or not?
I kind of want a STURDY replacement.
Such as that Witch/Barbarian I mentioned. With 23 HP to start out with at first level :P
(12 HD + 4(Con) +3(Thoughness) +1(FCB))+3(Toad Familiar)

of course you would then likely roll a crit and end my dreams, but still :P


Making new characters is... difficult. I can only assume you picked the classes you did because that's what you wanted to play in the game. On the other hand, "my old character with a new name" feels kind of blah, you know? As a personal preference - but not an absolute requirement - I encourage thinking about another idea you've always wanted to play and using that instead, or maybe throwing out several ideas you'd like to play and deciding as a group how to balance the party.

Note: Build for Level 2, because that's where the campaign really begins. Standard WBL, same build rules.

Note #2: Your new characters will be from different worlds and will not know each other. Part One'll be started properly, it seems. XD We can work on the backgrounds together, if you don't have a particular world in mind.

Note #3: You can look at the Campaign Traits for inspiration! We've got plenty of time to hash things out, too.


HP: -2/12 | AC: 12 / T: 12 / FF: 10 | Fort: +5, Ref: +4, Will: +3 (+2 vs enchantments) | R. Touch: +2 | CMB: -1, CMD: 11 | Init: +2, Perception: +7

Are all the alien races in the player's guide available?

I think I will optimize my character a bit more this time around.


The four races presented in the Player's Guide are available. ^^


HP: -2/12 | AC: 12 / T: 12 / FF: 10 | Fort: +5, Ref: +4, Will: +3 (+2 vs enchantments) | R. Touch: +2 | CMB: -1, CMD: 11 | Init: +2, Perception: +7

Can I take and orc racial archetype (scarred witch doctor) without being an orc?


It's limited to orcs, so unfortunately, no.


HP: -2/12 | AC: 12 / T: 12 / FF: 10 | Fort: +5, Ref: +4, Will: +3 (+2 vs enchantments) | R. Touch: +2 | CMB: -1, CMD: 11 | Init: +2, Perception: +7

Can I be an orc?


Honestly, I would probably upgrade Monk(Unchained)/Cleric(Theosophist) into Brawler(Winding Path Renegade OR Snakebite Striker)/Shaman(Speaker for the Past) with Life Spirit.

It's basically the same role, with the same general ideas/coverages(Melee, Full BaB, no Weak Save, full Divine Casting, Channel Energy), but still completely different(no Dimensional Chain, no dual Channeling etc...)...

just throwing that out there. it's a dual hybrid thingie though, so dunno if you'd want that.


@Arialora and Eliphas:

GM Rednal wrote:
Standard WBL, same build rules.

As here.


HP: -2/12 | AC: 12 / T: 12 / FF: 10 | Fort: +5, Ref: +4, Will: +3 (+2 vs enchantments) | R. Touch: +2 | CMB: -1, CMD: 11 | Init: +2, Perception: +7

Do half-orc's Orc Blood racial feature allow them to qualify for Scarred Witch Doctor?

Orc Blood wrote:
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.


Yup. ^^ Much as half-elves can qualify for elf-only things, half-orcs can qualify for orc-only things.


HP: -2/12 | AC: 12 / T: 12 / FF: 10 | Fort: +5, Ref: +4, Will: +3 (+2 vs enchantments) | R. Touch: +2 | CMB: -1, CMD: 11 | Init: +2, Perception: +7

K. Only other question I have is what is starting wealth? I don't see it in the recruitment post.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

I'm very busy this weekend, so I may not have time to build a new character until Tuesday or Wednesday night.

Let's make sure we cover our bases this time, so please post the roles you plan on covering and I'll try to build to fill in the gaps.

Important roles I can think of: Melee damage, Ranged damage, Arcane, Divine, Healing, Traps, Knowledges, Buffs.

Obviously there's some cross over in some of those categories, so post all of the ones you plan on covering, and any others that you can think of that I've forgotten.


Standard WBL for Level 2 is 1000 GP.

@Maverick: I don't even have Part 1 of the main adventure yet - layout next week, delivered to backers afterwards - so don't worry about rushing your creation. XD


HP: -2/12 | AC: 12 / T: 12 / FF: 10 | Fort: +5, Ref: +4, Will: +3 (+2 vs enchantments) | R. Touch: +2 | CMB: -1, CMD: 11 | Init: +2, Perception: +7

I'm thinking I'll be a half-orc.

Level 1:Unchained Monk/Witch (Scarred Witch Doctor)
Level 2:Investigator/Witch (Scarred Witch Doctor)
Level 3+:Unchained Monk/Witch (Scarred Witch Doctor)

He'll be melee, light arcane, debuffer (Hexes) and skills (rogueish skills).


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Are there HeroLab files for the new races?


Not that I know of, and probably not in the future unless fans make 'em - though, if you really wanted to, you could probably try coding the race yourself. XD Alternatively, get as close as you can and then manually adjust your sheet while exporting it.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Once I have some time to build a character maybe I'll give it a shot if I decide on one of the special races. Running a con all weekend.


well, if Aria picks up Monk I'll not get Brawler. And if she picks up Scarred Witch Doctor from my alternate suggetion, I'll not pick the same.

Currently preferring Slayer/Shaman then, for full bab, full saves, full divine casting(+channel), good amount of skills.

Racewise, looking at Tretharri (two-handed wielding of melee OR ranged+shield+hand free for casting).

Waiting for an idea by Maverick before finalizing. I know you wanted to build to "fit" for whatever we are not, but e.g. wether I go for ranged weapons or melee will depend on your choice.

Honestly, since I cannot get pounce nor the dimensional chain, I will probably prefer Ranged Combat using Slayer Abilities to pick up Rangers Point Blank Master(meaning I can "work" as melee too, with a ranged weapon, but have tons more options when melee is not applicable)


Sorry, Eliphas! Didn't mean to step on your toes, but I've been wanting to play an unchained monk pretty badly.

Though I'm going monk, I don't plan to unarmed strike except to deliver Evil Eye via Hex Strike. I will use a sansetsukon (sp?) and mainly be a pretty vanilla melee fighter. Spells will be buffs and some heals.

Here is my current build idea, comments or criticisms are welcome:

New PC Mk I:

Unnamed Hero
Male half-orc gestalt 2:
investigator 1/witch (scarred witch doctor) 1
monk (unchained) 1/witch (scarred witch doctor) 2
LN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 14, touch 14, flat-footed 12 (+2 Dex, +2 Wis)
hp 27 (2d10+7)

Fort +5, Ref +5, Will +5
Defensive Abilities orc ferocity, scarshield
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Offense
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Speed 30 ft.

Melee mwk sansetsukon +5/+5 (1d10+4/19-20) or
. . unarmed strike +4/+4 (1d6+3)

Special Attacks flurry of blows (unchained), hex (evil eye), stunning fist (1/day, DC 13)

Investigator Extracts Prepared (CL 1st; concentration +2)
. . 1st enlarge person (DC 12), enlarge person (DC 12)

Witch (Scarred Witch Doctor) Spells Prepared (CL 2nd; concentration +4)
. . 1st mage armor (3)
. . 0 (at will) daze (DC 12), detect magic, mending, stabilize
. . Patron Strength
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Statistics
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Str 16, Dex 14, Con 16, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +4 (+6 grapple); CMD 18 (20 vs. grapple)

Feats Hex Strike[UC], Improved Grapple, Improved Unarmed Strike, Stunning Fist

Traits reactionary, smuggler

Skills Acrobatics +7, Appraise +6, Bluff +4, Craft (gemcutting) +3, Craft (jewelry) +3, Craft (painting) +3, Craft (sculpture) +3, Disable Device +5, Intimidate +1, Knowledge (local) +5, Linguistics +6, Perception +7, Profession (Smuggler) +7, Sense Motive +7, Sleight of Hand +7, Stealth +7; Racial Modifiers +2 Intimidate

Languages Common, Giant, Orc, Tien, Undercommon

SQ alchemy (alchemy crafting +1), fetish mask, fierce intelligence, hex scar, inspiration (1/day), orc blood, trapfinding +1, witch's familiar

Other Gear mwk sansetsukon[UC], 150 gp

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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evil Eye -2 (6 rounds, DC 12) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Fetish Mask (Su) +2 to Heal, Intimidate & save vs pain while wearing the mask.
Fierce Intelligence Treat Intelligence as 2 higher for effects of hexes.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Hex Scar You must scar your flesh for every hex you learn.
Hex Strike (Evil Eye -2 [6 rounds]) Upon successful unarmed strike, you may use a hex
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inspiration (+1d6, 1/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Scarshield +1 (2 minutes/day) (Su) +1/2 level to AC for a number of minutes per day equal to your level.
Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


no worries, no real stepping at all.
I had planned to have Eliphas go with the Dimensional Chain via Travel Domain early entry and Abundant Step Ki Power.

And Scarred Witch Doctor was mostly(as asked above) considered if Con-based Casting would still have been possible(as combination with a Barbarian-Variant).

So, no worries at all. I love Three-Section-Staffs, btw...actually can use one IRL quite well ;)
So all fine, as said, I'll go with Ranged + Point-Blank-Master for no penalty in melee. I may even pick up Snap Shot Chain, so if someone comes close, I can a.: protect a Caster, and b.: threaten things so you can flank.


Wait, con based casting doesn't work? Isn't that the whole point?


As I recall, errata became a thing, and... well... changing the main stat needed for a character is a pretty significant change. XD; I instantly felt very bad for any PFS players who'd pumped points into the wrong ability.


In that case there is zero reason for me to be a scarred witch doctor.

I'll have to come up with another build.


well, to be honest, it's still a +2 on casting stat, which is in addition to the free floating +2 from half orc(and would stack with it).

But while it definitely is still a powerful choice, it kind of kills the novelty of scarred witch doctor, yep.(especially for gestalted ragecasting).
If you pick up a Monk-Side, you could of course always settle for focusing on Wis-Score.
If you prefer to be divine Caster in some way, I'll gladly swap out Shaman for a Arcane Class considering I'm ranged. Just need to watch out for Arcane Spell Failure Chance ;)


I will muck around in Hero Lab and see what I come up with.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

If you're thinking ranged with divine casting I'll probably see about doing melee with arcane casting. Can you handle traps?


I think I'm going to make a ghetto-rig werebear essentially.

Hunter (feral hunter)/Bloodrager (Rageshaper)

Bjorn:

Unnamed Hero
Male human (Ulfen) bloodrager (rageshaper) 2/hunter (feral hunter) 2/gestalt 2
LN Medium humanoid (human)
Init +5; Senses Perception +7
--------------------
Defense
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AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 26 (2d10+6)

Fort +5, Ref +6, Will +2

Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)

Melee earth breaker +4 (2d6+7/x3)

Ranged sling +5 (1d4+3)

Special Attacks bloodrage (8 rounds/day), claws

Hunter (Feral Hunter) Spells Known (CL 2nd; concentration +4)
. . 1st (3/day) cure light wounds, magic fang, summon nature's ally I, windy escape
. . 0 (at will) create water, detect magic, detect poison, purify food and drink (DC 12), stabilize

--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14 (Bear Focus), Int 8, Wis 14, Cha 14
Base Atk +2; CMB +4; CMD 18

Feats Power Attack, Precise Shot, Weapon Focus (claw)

Traits devotee of the green, reactionary

Skills Acrobatics +5, Appraise +1, Climb +4, Craft (bows) +1, Craft (leather) +1, Craft (traps) +2, Handle Animal +7, Heal +6, Intimidate +6, Knowledge (geography) +5, Knowledge (nature) +4, Perception +7, Profession (trapper) +7, Spellcraft +3, Stealth +4, Survival +7

Languages Common, Skald

SQ animal focus (2 minutes/day), fast movement, feral focus, nature training, track +1, wild empathy +4

Other Gear mwk breastplate, earth breaker[UE], sling, sling bullets (40), backpack, belt pouch, blanket[APG], flint and steel, pot, soap, trail rations (5), waterskin, 100 gp, 6 sp
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Special Abilities
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Animal Focus (2 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bat (60 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bloodrage (8 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Claws (Su) Gain 2 Claw attacks deal 1d6 damage when raging.
Falcon +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Feral Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Frog +4 (Su) When assuming this aspect, gain listed competence bonus to Swim & Acrobatics to jump.
Monkey +4 (Su) When assuming this aspect, gain listed competence bonus to Climb.
Mouse (Su) When assuming this aspect, gain evasion, or improved evasion at higher levels.
Owl +4 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Snake +2 (Su) When assuming this aspect, gain listed bonus to att on AoO & to AC vs. AoO.
Stag +5 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track +1 Add the listed bonus to survival checks made to track.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wolf (10 feet) (Su) When assuming this aspect, gain scent with listed range.

Reference Image

What do you all think? He will constantly have bear focus running, making him bearlike unless he needs to get another focus for a short time. He has good support spells, and strong melee.

After 4th level he can wild shape into a bear, rage and will be a large bear with increased damage claws thanks to Demonic Bulk and Bestial Aspect. Then one of you can ride me if you want.


As a general reminder: Being able to take multiple roles in the party is a good thing, especially because you never know what's gonna happen next. ^^ A broad skillset is always better than a narrow one here.


Well, considering we tried that once and got creamed, meh. Bjorn will cover melee, and divine support stuff (as well as a hunter can). His skills are not great, but they fit his character, mainly nature-stuff. If we are desperate for some skill later I can dip ranger (trapper).


Maverick Silidar wrote:
If you're thinking ranged with divine casting I'll probably see about doing melee with arcane casting. Can you handle traps?

yes, with slayer, I intended to pick up rogue trapfinding. Depending on inmediate feat needs, I cannot promise I'll spend the Level 2 Slayer Talent on it, but considering the bonus primarily affects magical trap and scales, it should be quite possible to do without it early on.

@Jelani, it seems....narrow. Effective, but quite limited in options.
Depending on HOW Maverick intends to do Arcane Melee, we may have some problems with the proposed setup.

I'm Skill+Ranged+Full Divine, later able to operate in melee, too.
So what we should aim to get in, somehow, is a full arcane class, a dedicated melee/tank, and preferably a switch-hitter.
For Arcane Melee, I'm afraid it will likely be Magus or Investigator who only have partial casting, possibly paired with a full bab class.
And yours is dedicated melee/tank.

If Mavericks BAB Class is Ranger with Archery Combat Style with a main dish of magus for Melee, he could make a nice switch hitter, but even so, we would lack a full arcane.
If, on the other hand, Maverick has a full arcane class planned, he will be squishy due to Attribute Demands and Spell Failure.

What I'm trying to say: I, personally, would love to see one of you pick up Full Arcane Casting, and the other person be ABLE to do ranged combat. There's situations where pouncing won't help.
I will gladly swap with roles if neither wants to take them(as said, if I'm pure ranged I'm also fine with picking up a full arcane class and avoiding melee). Just my 2 cents.

As for getting creamed, I still blame the dice (and Rednal, of course. I had a 26 on my perception roll, that may well have been enough to be allowed to act in the surprise round).
But they got a surprise round, got great Init(though they do seem to have had a +6 anyway), rolled good on attack (33% chance), then rolled great on damage(a 5 AND a 6...one less and I would have been staggered and could have channeled, any other elemental damage type, and my resistances would have kicked in)...basically, we were fu**ed by the dice and the script in tandem.
But considering it's several skeletons doing 2d6+2 damage and getting a surprise round in close quarters with that init-bonus, I'd be surprised if we're the only group to suffer casualties.


Well, I don't see full arcane as so necessary, and I personally don't like playing full arcane casters.

I will be able to wild shape into tons of animals, and also summon animals, which makes me pretty flexible.

We need to fly? Eagle.

We need stealth? Something small/tiny

We need to swim? Dolphin.

Etc, etc.

We will have two sources of healing, traps and presumably knowledges covered. As long as we have some way of dealing with swarms, we should be fine I think.

Edit:Also, I have precise shot. So while I'm not great at range, I will be able to switch hit as well. Also I can shift Animal Focuses as a swift action to pick up more dex or whatever.


I blame the dice for that loss. As Eliphas noted, first level can be swingy - and that wasn't actually an especially hard or dangerous fight, it was just one where the dice repeatedly rolled against the odds to cause lots of harm to you. XD; They didn't even have their fiery auras after the opener.

(And as for being adaptable and able to handle different situations, that's also in the Player's Guide. You'll be visiting several different worlds with very diverse styles and themes - if you're only effective in one kind of situation, you could end up handicapping yourself very badly, maybe to the point that an entire section of the AP becomes non-fun. Naturally, I wish to avoid that - hence encouraging characters with the ability to adapt well to various situations. ^^)


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

I'll handle full arcane, not sure exactly how yet. Possibly something like Wizard/Fighter or Sorcerer/Paladin. I'll probably be armored with the arcane armor training feats and either the feat or fighter to get the combat stamina tricks to use it as a free action.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Should we include a campaign trait from the players guide now?


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Ok, quite a lot of stuff done.
I'm still a bit ill so taking a break now.

Either way, there's already quite a bit in the profile(and nothing set in stone yet) so i'm putting that out there for both of you to take a look if you want to coordinate and Rednal to check if whats there is fine.
I do have a headache still so mistakes and oversights are bound to happen.

I do not remember it if it was pointed out: How do we deal with HP for subsequent levels? I have no HP for Level 2 because I'm not sure.

Either way, she'll be a travelling Researcher/Writer.
Xenobiologist, Craft(Painting), Profession(Writer), Linguistics, Knowledge+Survival Skills.

Think "explorers" of the colonial age. She'll try and visit all kinds of planets, paint images of weird stuff she sees and protocol it with text in the journal, hoping to one day be recognized as a lovechild of Spock and Magellan. The natural curiosity on all things strange and unnatural should make it easy to hook her into all kinds of plots.


Yes, you definitely want to have a Campaign Trait now. ^^


fluid fey-touched Dreamlord

and the HP?

plus one more question: I have 4 arms, one of them primary.
One off-hand is wielding the shield. Meaning I have 3 hands left for shenanigans.
Technically, considering you draw the arrow with your primary hand, the bow is "wielded" in a off-hand.
Meaning if I carry a two-handed melee weapon in my third off-hand, it should be possible to "free-action" grip it with my primary hand and two-handed wield it, or "free-action" release the grip(reverting to carry with off-hand), draw an arrow and shoot?
In both cases, I'm only using my primary for one action, and just using my off-hands to carry/wield shield, ranged and melee at the same time, using the primary hand to "activate" either a bow or a two-handed melee weapon.
I know technically it works, mostly asking if that is ok with you.(Hey, I'm not pulling of the "dual-Wield Composite Longbows" forcing you to work out how Two-Weapon Fighting synergizes with Rapid Shot ;) )

@Maverick: If you go Sorcerer/Paladin, that could work out nicely with the intended "Level 20"+use capstone range of the campaign, as you could go for Dragon Disciple and still get Level 9 Casting, while the stat boosts would mitigate some of your MAD-ness.

I had considered Sorc/Pali too, would probably have been my pick if either of you had wanted the Full Divine role, only I would probably have been an Enlightened Pali, didn't consider the Stamina Variant.


*Looks at the first post of the Recruitment page* What about the HP?

Your fighting style does sound like it should work - just keep in mind for the future that the extra limbs do not grant extra attacks, merely the ability to hold more things at once. (As for moving your hand around, I would allow one "let go" and one "grab something else" each round, so you couldn't constantly switch between different weapons.)


fluid fey-touched Dreamlord

ah, max...i totally skipped that line. Because, you know, I did check back on it earlier.

@Fighting Style: of course no extra attacks, thats a given. But well, there has to be a use to these arms as there's little else the race gets.

To be honest, the main idea was as follows(for example with a Reach Weapon):
Round start:
If applicable: [Free action] - 5-foot step away from enemy
[Free action] - Release grip from Melee Weapon
Number of attacks * [Free action] - Draw arrow and shoot
[Free action] - Re-grip Melee Weapon

=> Full ranged attack during my own turn, then threaten enemies that were adjancent during someone elses turn to provide flanking support(possibly using Opportunist to get in a Sneak Attack Melee AoO), and get AoO against anybody charging or moving in to attack(that is, anything beyond 5-foot-step-range).

I think it's a valid package considering smaller group size and our limited action economy.

Honestly, I don't mind, I can simply wield a longsword in my third off-hand so I'm considered armed, and threaten the spaces around me, then swap once if necessary for melee, but would obviously prefer going with RAW and swapping freely.


*Nods* That does sound workable. If it's ever relevant, though - say, the enemy has prepared a Readied Action to run away from you after observing your fighting style - remember that you wouldn't be threatening the spaces while not gripping the weapon. (A bit of a corner case, yes, but something you might want to keep in mind. XD Even -I- have no idea what kind of creatures and challenges you'll be facing, save that many of them will be new and not easy to predict.)


fluid fey-touched Dreamlord

All clear. Though of course, IF that corner case were to happen, if he's next to me, I'm still wielding that shield with shield spikes...(just stating that in case of a withdraw action from next to me...or someone intending to step up to me and doing something like casting a touch spell...) ;)

Seriously though, all fine. I mostly picture it as having that reach weapon ready in a arm, and if i realize someone is coming at me, taking a moment to stab them(AoO on moving towards me), or threaten to stab them again if they let their guard down(flank/other AoO-actions), while mainly dishing damage out with the bow.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

My current idea is something along the line of an Auttaine Paladin/Tattooed Sorcerer (Arcane bloodline maybe), with the tattoos being partly tattoed on the fleshy bits, partly inscribed glowing runes on the constructed parts. Probably going to go with falcata and shield, fighting in melee most of the time. I'll have to go with medium armor (mithral breastplate, once I can afford it) in order to get the spell failure to an acceptable level, unless there's some kind of heavy armor that isn't too high. It's also possible I could just use the Shield spell and 2 hand the falcata, but sword and shield looks cooler.

My only concern with the Auttaine is the half-construct subtype making it so he's not possible to raise from the dead. I think if I go this route, the reason he's traveling the stars is searching for something known in stories as the "Reanimator". He's not sure if it's an artifact, a ritual, or even a creature, but the legend says that it has the ability to enable magic to revive even constructed creatures. He hopes to bring it back to his people so that Auttaine heroes can be revived.

EDIT: I might drop the tattooed archetype and go for the Orc bloodline for some extra synergy with the Strength bonus. I'm just not a big fan of the bloodline spells for Orc.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

This is what I'm currently looking at, but I haven't really made up my mind yet. While my AC is pretty good for now, I don't know how easy it will be to keep it at acceptable levels as we level up due to the inherent item bonuses making magic gear extremely expensive. In a few levels he'll probably be using Bull's Strength most of the time to keep his attacks at a decent level, and I may just ditch the shield since it seems to be causing more difficulty than aid.

@GM What action is it for an Auttaine to deploy/retract a weapon hidden in their arm compartment? Would it be possible to have a light mithral quickdraw shield in it (since it meets the light weapon 3 lbs or less criteria)? Deploying and retracting a fold out shield sounds pretty cool.

Paladin:
Auttaine Paladin
Male auttaine paladin 2/sorcerer (tattooed sorcerer) 2/gestalt 2 (Pathfinder Campaign Setting: Inner Sea Magic)
LG Medium humanoid (half-construct, human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +1 natural, +1 shield)
hp 26 (2d10+6)
Fort +8, Ref +7, Will +5; +2 bonus vs. disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Resist construct resistance, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +4 (1d4+5/19-20) or
. . mwk falcata +5 (1d8+5/19-20/×3) or
. . warhammer +4 (1d8+5/×3)
Ranged bolas +4 (1d4+3 nonlethal) or
. . light crossbow +4 (1d8/19-20)
Special Attacks smite evil 1/day (+3 attack and AC, +2 damage)
Spell-Like Abilities (CL 2nd; concentration +5)
. . 3/day—dancing lights
Paladin Spell-Like Abilities (CL 2nd; concentration +5)
. . At will—detect evil
Sorcerer (Tattooed Sorcerer) Spells Known (CL 2nd; concentration +5)
. . 1st (5/day)—feather fall, magic missile
. . 0 (at will)—detect magic, light, mending, read magic, spark[APG] (DC 13)
. . Bloodline Arcane
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 17
Base Atk +2; CMB +4; CMD 17
Feats Alertness, Power Attack, Varisian Tattoo[ISWG]
Skills Acrobatics -3 (-7 to jump), Appraise +4, Craft (armor) +6, Craft (weapons) +6, Diplomacy +7, Handle Animal +8, Knowledge (nobility) +4, Perception +5, Profession (teacher) +6, Sense Motive +1, Spellcraft +4, Use Magic Device +7
Languages Common, Common
SQ bloodline arcana (+1 DC for metamagic spells that increase spell level), bloodline tattoos, familiar tattoo, lay on hands 4/day (1d6)
Combat Gear cold iron crossbow bolts (50), acid (3), alchemist's fire (3), holy water; Other Gear breastplate, light steel shield, bolas, cold iron dagger (2), light crossbow, mwk falcata[APG], warhammer, traveler's any-tool[UE], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Haymot Steel-Arm, wrist sheath, spring loaded (2), 12 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Construct Resistance +2 save vs. disease, mind-affecting, poison, and exhaustion/fatigue effects.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.


Deploying/Retracting an item from the compartment takes the same kind of action it would normally take to draw or sheathe an item of that type. If there's a way to improve the speed of drawing - feats, quickdraw effects, etc. - you get those benefits in full. ^^


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Ok. I have to include the hidden weapon compartment option and fit Quick Draw into my build somewhere now. Free action to deploy or retract a folding shield out of my arm is way too cool to pass up. I'll probably drop the electricity resistance and skill specialization body modification options.


fluid fey-touched Dreamlord

Or, of course, you could also consider upgrading to this at some time. Surely Rednal could scale it up to make it stronger(such as using that as base price, then add to that the same way as magic armor is added to).

Just saying, retracting and folding a shield out of your arm is cool. Getting your arm to deploy a energetic force shield is even cooler :) (to me, at least).


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

I'm imagining a sliding/folding shield like the iris in Stargate SG-1. If I wanted to go for a Force Shield I could just use Quickened Shield for +4 AC that works against incorporeals.


fluid fey-touched Dreamlord

Aye, I imagined it in a similar way.

As for incorporeals, that Shield is a Force Effect, so does work against incorporeals.
Also, Free action rather than swift, and no spell slot wasted, any time you need it.

But yes, mainly I thought it would be another nice option. Folding out the shield as you plan is plenty cool by itself, and obviously an option you prefer. So, was just meant to bring the alternative to your attention as in my own personal opinion a built-in force effect springing into action to shield you would be even fluffier. But as said, everybody has their preferences, I just thought no hurt done by suggesting it ;)

Plus even a Quickdraw Shield would have an Arcane Spell Failure Chance unless you get it made out of Mithral or something(which you need anyway for weight requirements...and Arcane Armor Mastery only applies to armor), and starts at +1 before enhancement boni get thrown in.
(so a +1 Mithral Quickdraw Shield for an equivalent bonus is only 2209 GP and significantly cheaper, but does not work on incorporeal things...niche thing, so yes, it would mostly have been a fluff suggestion)


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Heh, no offense taken.

It's a bit pricey yes, but shouldn't be too hard to come by in time. Down the road I'll be trying to get both the mithral shield and mithral full plate. Arcane Armor Mastery can normally only reduce mithral full plate to 5% chance, but for very important clutch spells (or those that have expensive components) the Combat Stamina trick will let me expend stamina equal to the level of the spell to completely negate spell failure.

For now, I'm just going to have to eat the 25-30% spell failure until we start getting more feats, but I don't have many spells available at this level anyways.

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