
Oskar Dragenaev |

Fair nuff.
On your most recent post, it doesn't look like you've updated the quasit's damage total since the previous round. +my hit, -its fast healing.

GM Woran |

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*peeks his head into the room*
Greetings!
*ducks and dodges as he blunders straight into the melee*
Hey, so, GM Woran was SUPER kind to extend me an invitation to join this fancy group ya'll got goin', but on such short notice I'm somewhat stumped on what to build...
*watches as the ugliest goblin goes limp*
I was told you might be in need of a frontliner. I was initially thinking Earth Kineticist for DR and In Harm's Way, but I already have a high level Kineticist in PFS and want to try something new.
*makes raspberries at the quasit as it struggles*
I'm looking at the Battle Host Occultist, maybe. Something like a Shoanti with an ancestral Earth Breaker. I'm still really unfamiliar with the Occult rules and such, though.
*almost slips on some blood*
I've also never done a Combat Maneuver Build, so maybe something with Greater Trip and Vicious Stomp would be fun. But I see you already have a Brawler.
Soooo.... What would the group like?
EDIT: and what sorts of options are available for character building? Is it PFS legal stuff only or is it anything Paizo? I'm wondering about Variant Multiclassing and Piecemeal Armor, in particular. And there are some flavorful archetypes that aren't available in PFS, too.

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I've had an awesome run in a Iron Gods PbP here on the boards. Sadly it crashed halfway trough the first book.
Oh! These players probably don't know our history.
If anyone is in need of some light reading...
Long story short: Woran played a plucky little Ratfolk Iron Priest of Brigh, and I played an Emo, hair-flipping, 1/16th Orc who geeked out over stalagmites.
Good times were had... WHen people posted =\

GM Woran |

For Snowflake:
Paladin Code
The paladins of Erastil are gruff, strict traditionalists. They seek to preserve the integrity of rural life and communities. Their tenets include the following affirmations.
My community comes first, and I will contribute to it all that I can. If I don’t give something back, who will?
I must offer the poor in my community assistance, but I may not do the work for them—instead, I must teach them to contribute to the settlement. It is only through cooperation that a community grows strong.
When danger threatens, I am not a fool. I seek first to make sure the weak and innocent are safe, and then I quell the danger.
I keep to the old ways, the true ways. I am not seduced by the lure of money or power. I remember that true honor comes from within, not from the accolades of others.
I remember that reputation is everything. Mine is pure and upstanding, and I will repair it if it is broken or tarnished. I stand by my decisions, and live so that none shall have cause to blame me.
I show respect to my elders, for they have done much. I show respect to the young, for they have much left to do. I show respect to my peers, for they carry the load. And I shall carry it with them.
I am honest, trustworthy, and stable. If I must leave my lands and community, before I go, I ensure that they will be tended in my absence. Even when duty calls, my duties to my home come first—letting them lapse makes me a burden on my people.

GM Woran |

GM Woran wrote:I've had an awesome run in a Iron Gods PbP here on the boards. Sadly it crashed halfway trough the first book.Oh! These players probably don't know our history.
If anyone is in need of some light reading...
Long story short: Woran played a plucky little Ratfolk Iron Priest of Brigh, and I played a Emo, hair-flipping, 1/16th Orc who geeked out over stalagmites.
Good times were had... WHen people posted =\
We probably could have done everything by ourselves, but it was an AP, not "The Adventures of Dromer and Iantha". Altough if we ever find a GM silly enough we could still do that :)

Oskar Dragenaev |

Hi howdy hey! I think I read a few of Hmm's PFS adventures she GMed that you were in. Pleased to meet you.
The character you'd be replacing would be Hmm's investigator, so for what my two cents are worth, in addition to any melee role you can fill, I think we also now have a skill gap that it wouldn't be a bad idea to plug. (If any of you agree or disagree, please feel free to jump in and anytime.) I know virtually nothing of what the Occultist class does, so I can't tell you how well they'll fill the hole we are currently facing.

Oskar Dragenaev |

As far as I knew, Taj's Swashbuckler level was the classic Investigator "one level dip of Inspired Blade for the bonus feats" move, after which the plan was straight Investigator. But you'd have to ask her to be sure.

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I think I'll toss a few builds up here and see which ones people like. My first is "Shorty", a melee striker/tank Dwarf Occultist.
LN Dwarf Occultist (Battle Host) 2
(10) 16 STR 16
(+2) 12 DEX 12
(+5) 14 CON 16
(+5) 14 INT 14
(+2) 12 WIS 14
(-4) 07 CHA 05
FEATS:
1st - Breadth Of Experience
TRAITS:
Forbidden Knowledge, Tomb Raider
SKILLS (6 ranks/level):
+9 Kn.Arcana (2 ranks, +2 Int, +3 Class, +2 Feat)
+9 Kn.Dungeoneering (1 rank, +2 Int, +3 Class, +1 Trait, +2 Feat)
+9 Kn.Engineering (2 ranks, +2 Int, +3 Class, +2 Feat)
+9 Kn.History (2 ranks, +2 Int, +3 Class, +2 Feat)
+9 Kn.Planes (roll Kn.History instead)
+9 Kn.Religion (2 ranks, +2 Int, +3 Class, +2 Feat)
+7 Perception (1 rank, +2 Wis, +3 Class, +1 Trait)
+7 Spellcraft (2 ranks, +2 Int, +3 Class)
BACKGROUND SKILLS (2 ranks/level):
+9 Prof. Short Order Cook (2 ranks, +2 Wis, +3 Class, +2 Feat)
+9 Lore, Craft Beers (2 ranks, +2 Int, +3 Class, +2 Feat)
SPELLS:
I'm trying to research Implements and Focus Powers and I'm still not sure how they all work... I feel so old...
EQUIPMENT:
Masterwork Dwarven Stone Plate
Masterwork Dwarven Longaxe
More to come...
BACKGROUND SUMMARY:
"Shorty", as the townsfolk of Sandpoint have nicknamed him for decades now, isn't a native of Varisia. Non-dwarves assume he hails from the nearby settlement of Janderhoff, but to dwarven ears his accent is unplaceable. He's grizzled, even for a dwarf. He passes his days as a short order cook at the nebulous Fatman's Feedbag (unless that conflicts with the story thus far), where few patrons dain to imagine he could be anything more than a grease stained servitor.
In truth, Shroton Blackbrow was once an esteemed Pathfinder who spent years travelling the world on various quests. He was a scholar first, a combatant second, and intolerable the rest of the time. He was eventually given an honorable discharge after numerous adventuring parties were simply unwilling to cooperate with him, which made him all the more dour.
The event that ultimately hastened his social decline was a disastrous encounter with a mummified elf in the nation of Geb. Before the reanimated horror could be put down it cursed a horrid rot upon Shroton's face. He was already unpleasant to talk to, and now he was unpleasant to even look at. Even odder still was the supernaturally advanced discoloration of his family's namesake hair, transitioning from black to pure white in a manner of weeks.
These days Shroton holds on to his adventuring gear. He knows the world isn't truly safe anywhere. But he takes solace in being a cook, away from the public eye and yet still working a trade. On his days off he cruises the other local bars and taverns with a particular taste for craft breweries. It always seems like some young upstart human is out to prove his worth at the busy port, and he's all too happy to ruin their day.

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After several hours of swamp ass toiling away I only barely have a few other concepts drafted up:
Elf Unchained Rogue:
Relies on the interpretation that a race with Weapon Familiarity can select a racial exotic weapon with the Heirloom Weapon equipment trait.
If that's Kosher, then she'd grab Combat Reflexes at 1st level, Phalanx Formation at 2nd Level, Power Attack at 3rd and work her way towards being a decent DD but not a very good tank (Con of 12). She'd be able to handle traps and lots of athletic skills, though.
Human Brawler with 1 level dip into Unbreakable Fighter:
The first level of Unbreakable is amazing, granting you Endurance, Diehard and Heavy Armor Proficiency. Couple that with the Human alternate racial trait Heart of the Wilderness and you essentially double your conscious hit points (~35hp at level 2). He'd quickly become a Tripping specialist with Greater Trip, Vicious Stomp, and eventually Whirlwind Attack. Dumb as a box of nails, though.
Helpful [insert race here] Investigator:
Combines the traits of my Kineticist build and applies them to the Investigator. Either relies on being a Half-elf who was adopted by Halflings, or a Halfling who uses an Elven Branched Spear. NOT a tank, but we'd never need skills again.
The really, really big axe build:
Nothing else drafted up other than I want to use THIS. Maybe even go with some archetype that wields oversized weapons, and RP that this axe used to belong to a giant. I could go Slayer, Bloodrager, Barbarian, and make it tanky. If I went with Fighter I'd probably also eventually get Unhindering Shield for a Buckler (unless the group plans on eventually regular buffing me with Shield). EDIT: just looked at Titan Fighter. A 1 level dip into that instead of Unbreakable might be just what I need, but then I'm wielding a 4d6 weapon and I'm not sure Woran wants that...
Anyone have any suggestions?

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I'm not sure how well-provisioned we are when it comes to social and wilderniss skills.
Ah. Totally doable. Somewhere in one of the very early posts it looked like you guys had an inventory list of party skills and Knowledges weren't too strong, but I haven't worked my way through everything.
I can tweak the Occultist to use Intelligence for Bluff and Diplomacy, and give him Sense Motive. I don't think I can work Intimidate in with that, though.
Investigator is king at being face.
A not-unintelligent Barbarian, Slayer or Bloodrager can be excellent at Wilderness skills.
A Vishkanya Scaled Fist seems too exotic for this type of Campaign, but that that could handle face skills, athleticism and tankiness. Wouldn't be a DD until they could acquire an Agile Amulet of Mighty Fists.
It's midnight where I'm at now. I'll try to draft up some more ideas tomorrow.

GM Woran |

For ease:
Vitro:
Appraise 1 rank +4 int +3 class +3 familiar +11 background skill
Craft (alchemy) 2 ranks +4 int +3 class +10 background skill
Craft (jewelry) 2 ranks +4 int +3 class +10 background skill
K:Arcana 1 rank +4 int +3 class +1 trait +9
K:History 1 rank +4 int +3 class +8
K:Local 1 rank +4 int +3 class +8
K:Nature 1 rank +4 int +3 class +8
K:Planes 1 rank +4 int +3 class +8
Linguistics 1 rank +4 int +3 class +8
Perception 2 ranks +-2 wis +2 keen senses +2 +2
Spellcraft 2 ranks +4 int +3 class +9
Stealth 2 rank +3 dex +5
Justin:
Knowledge (arcana) + 9 (1 rank +3 trained +4 int +1 trait)
Knowledge (dungeoneering) +8
Use Magic device +8
Spellcraft +8
Appraise +8
Knowledge History +9
Linguistics ( Varisian)+8
Lore: Bathing +8
Snowflake:
Acrobatics -6 (-10 to jump),
Diplomacy +7,
Handle Animal +9,
Knowledge (nobility) +4,
Knowledge (religion) +4,
Spellcraft +4,
Survival +7 (+9 to avoid becoming lost when using a Mapmaker's Kit as you travel);
Oskar:
Acrobatics +5 (+1 rank, +3 class, +4 Dex, -3 ACP)
Bluff +0 (+1 vs. giant subtype creatures)
Climb +5 (+1 rank, +3 class, +4 Str, -3 ACP)
Craft (alchemy) +5 (+2 rank, +3 class)
Intimidate +8 (+2 rank, +3 class, +2 racial, +1 trait)
Knowledge (local) +4 (+1 rank, +3 class)
Linguisitics +2 (+2 rank)
Perception +7 (+8 vs. giant subtype creatures) (+2 rank, +3 class, +2 Wis)
Sense Motive +6 (+7 vs. giant subtype creatures) (+1 rank, +3 class, +2 Wis)
So a lot of skills are represened. Looks like no one can decently lie but that can also be fun :)

Oskar Dragenaev |

I'll be out all day, it's my kid's birthday. Oskar will keep the grapple up, enabling someone else to coup de grace. If someone could roll grapple check and damage for me as per last turn that'd be great.
And also, Oskar shoots a look right back at Vitro that makes it clear he knew what he really meant.

GM Woran |

Ok, so all knowledges are represented, with Arcana being double.
Paladins get crap skill ranks, so knowledge religion might stay low.
There are 2 different crafts represented, Alchemy and Jewelery. Alchemy is double.
There is so far only one lore skill.
Linguistics is a tripple. Appraise is a double.
Intimidate and Diplomacy are both represented. No one can bluff worth their lives.
Skills are evenly distributed with everyone having their strong points.

''Vitro'' Wizjietroczenon |

My long-term idea is to focus on rays. Picking up Precise Shot next level will be a big thing for me. And clearly I'm going to work on special material arrowheads now.
Vitro is an earth wizard, praying to Yuelral. Hence the craft:jewelry. Alchemy is just a hobby because wizards should dabble in many crafts since they have talent. He's not going to be over-subtle.
I don't understand occultists but from what I've seen it's solid and fun.

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Okay, I have a new potential addition. After this whole kerfuffle regarding the Lore Warden I couldn't help but read up on them, and I like the original version. I tinkered a bit at work today and came up with this:
LAQUEEL WAVEBORN
CG female half-elf fighter (lore warden) 2
STR 17, DEX 14, CON 14, INT 14, WIS 12, CHA 07
Feats: Skill Focus (Linguistics), Orator, Medium Armor, Combat Expertise, Improved Trip
Traits: Heirloom Weapon (Halberd, +2 Trip), <insert idea here>
Skills (4 + 2 Int-based + FCB):
Acrobatics
Climb
Kn.(geography)
Linguistics
Sense Motive
Survival
Swim
Background:
Profession (sailor)
Lore (Sahuagin)
Orator
Benefit: You can use a Linguistics check in place of a Bluff check to tell a falsehood or conceal information, in place of a Diplomacy check to change the attitude of a creature, or in place of an Intimidate check to force a creature to cooperate. You must deliver your attempt in a language the target understands.
That's just what I've come up with so far. How does this compare to the other ideas? She's got more of the "active" Skills, and can function as a face (so long as she's not gathering information).

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You're comfortable with Orator's big limitation? That it only works on diplomacy checks to influence attitudes, not to persuade?
There is no meaningful difference there.
Diplomacy is divided into two subsections: changing the attitude of a creature, and gathering information. With Orator you can only do the first, and not the second.
Likewise Bluff has three subsections (lying, feinting, and passing secret messages). You can only use the "lying" subsection with Orator.
And then Intimidate has two subsections: changing the attitude of a creature, and demoralizing them in combat. With Orator you can only do the first, and not the second.

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Ascalaphus wrote:You're comfortable with Orator's big limitation? That it only works on diplomacy checks to influence attitudes, not to persuade?There is no meaningful difference there.
Diplomacy is divided into two subsections: changing the attitude of a creature, and gathering information. With Orator you can only do the first, and not the second.
Likewise Bluff has three subsections (lying, feinting, and passing secret messages). You can only use the "lying" subsection with Orator.
And then Intimidate has two subsections: changing the attitude of a creature, and demoralizing them in combat. With Orator you can only do the first, and not the second.
I read diplomacy as having three, not two sections:
1) Change attitudes ("Check: You can change the initial attitudes of nonplayer characters with a successful check.")
2) Make "requests", provided attitude is at least indifferent ("If a creature's attitude toward you is at least indifferent, you can make requests of the creature. ")
3) Gather information
Orator would only apply to the first section. 1 and 2 are different things.

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Additional subsections are distinguished by italics.
The table for "making a request" is included in the first subsection.
EDIT: or, since we each have our own interpretation, how would you like to rule it, GM? I'm fine with either interpretation here, since I haven't finalized a character yet.

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Sure thing. Better to find out now rather than several levels later.
I have a 5th Level Investigator who's been doing this very combo, both in person and through PbP, and it's the first I've heard of it not working. I guess I'll have to ask GMs going forward.