Golarion Galaxies (Inactive)

Game Master Jaster Kite

The Galaxy of Golarion is yours to explore. A sandbox spanning the planets.


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Peet wrote:
Jaster Kite wrote:

Peet-

I believe the Unchained Rogue can use all of the Rogue archetypes.
Sadly, I couldn't find a rogue archetype that was built for firearms. Maybe I'm not looking around enough. But the DEX-to-damage that the unchained rogue gets at level 3 only ever applies to melee. Same with the investigator's studied strike. Have yet to find one that will work at range.

If we're working on Guns Everywhere rules, the Gunslinger gets Gun Training at level 1 so you only need to dip it. Since we're starting at 2 you'll have a Rogue level before the game starts.


Was thinking that once the dragon gets bigger he will be staying in the bay or main ship rooms and eventually I'm guessing we can get a bigger ship.


Here's my Character Sheet.

I'll go into more specific detail with the GM if I'm picked, so I hope I did everything right, I nearly flubbed when I though deadly agility applied to ranged attacks, so I may have made a mistake.


Peet-
Looked myself. Couldn't find any, though there are rogue talents for firearms I believe. I think they're rendered redundant by now, though.


Ok, so, unless I'm missing something, the only way to start with a firearm, is to be a gunslinger (given the prices and starting gold). Cheapest would be 400gp. Or by taking the 'Rich' trait (which is kind of a waste of a trait really).

I assume from above then that we're using the Armor as DR option rules?

How will armor work for droid type characters?

Debating on whether to go with a full sorcerer, or dipping a level of gunslinger for the gun training...


I'd prefer if guns just attack AC instead of touch AC, since armor is basically bulletproof armor.


@Shadow: You’re going to have a lot more trouble finding a small bow than a small gun (consider: a tiny rifle is basically a small pistol, and with the existence of toy guns like derringers there are ready-made bows sized for a character of your stature. A longbow, however, would be the size of a small shortbow, which might not be super common). I’d also like to point out that dragons don’t usually have opposable thumbs (and are not actually listed as being able to wield weapons), so firing a bow becomes MUCH more difficult than using a gun, unless you’re using tech to flavor some sort of auto-reloader/trigger mechanism on your bow.

Even then, it’s probably something closer to a crossbow. Have you looked at the Bolt Ace gunslinger archetype? It’s one of my favorite archetypes out there, and actually really appropriate for tiny characters (because +Dex to damage)


@Thunderbeard - Technically, no race in the core rule book is listed as having opposable thumbs. Given dragons are both pictured as having them (check the pictures) and that they are listed as having treasure hordes and lifting things, I think it's a safe bet dragons both have thumbs and the ability to wield weapons. I can put up some pictures if you like. :) Usually though, there's no reason for them to do so, and it's more complicated than for a biped, which is why they don't bother (that whole my claws are more deadly than any weapon thing doesn't hurt).

The bit you're thinking of is from the 3.5 draconomicon, which is not part of the PRD and didn't make it into Pathfinder. In Pathfinder, they are called out as able to make somatic gestures with their hands, which is about as dextrous as one can possibly get... :)


Wohoo. I've got the fluff for an oracle from ages ago that was waiting just for this. Will put it up as soon as I can. Assuming Guns Everywhere rules.


Yeah, the more I think about it, the less a drake holding a longbow nmakes sense, lol. I'll look through the races I guess and maybe make a ranged fighter or something. What do we have so far? A rogue bard, a dragon, a pitborn, and an insectoid. So, uh, I'll look later xD


Yeah I can change the name no problem.

Suggestion at will could be pretty powerful. For the same RP I can do it twice a day. If that is better. Let me know.


Maybe a worm that walks, but the race version of that. Like a planet devoured by a hive mind of creatures similar to fire ants. As well, I don't see anyone with super high intelligence, so maybe I could go wizard, and handle paperwork, cargo, and scheduling?


My character is intended to be a force multiplier for others - I want to take Riving Strike later on to give enemies penalties on saves - so a wizard would definitely be a good choice.


Stishas Kisthan:

LN : Male Dathori (near-Human)
Warlord 1 / Inspired Blade Swashbuckler 1
Traits: Community Minded, Optimistic Gambler
Init: +6; Perception +7
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 12
(+2armor,+6Dex, +2shield)
HP: 24
Fort +5, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 30ft:

Scarlet Throne Stance
MW Energy Sword +9 2d6+6

--------------------
Statistics
--------------------
Str 6, Dex 22, Con 14, Int 16, Wis 14, Cha 16
Base Atk +2; CMB +0 (+5 Force Push); CMD: 16

Feats: Weapon Finesse, Weapon Focus(Rapier/Energy Sword), Deadly Agility, Iron Will, Combat Reflexes,

Skills:
Perception +7
Sense Motive +7
Acrobatics +11
Diplomacy +8
Survival +7
Escape Artist +11
Stealth +11

Background Skills:
Sleight of Hand +10
Profession Pilot +7
K. History +7
K. Engineering +7

Abilities:
Suggestion 2/Day DC 15
Force Push CMB +5
Panache 6/6
Gambits: Brave, Sweeping

Maneuvers and Stances:
Scarlet Einhander Stance

Scything Strike, Encouraging Roar, Panther on the Hunt, Crushing Blow, Leaping Dragon, Offensive Roll

Readied: Encouraging Roar, Leaping Dragon, Scything Strike, Crushing Blow

Gear: 265gp
MW Energy Sword(Rapier), Robes, Leather Armor

Think I'm done. Now to work on the backstory. My leveling plan would be Monk at level 3 to drop armor and to pick up deflect arrows so I can deflect a blaster shot. Too bad this isn't a gestalt game. That would make trying to make a jedi easier for sure. Race name change will come while I'm working on background.

Stishas has a 16int and 7SP per level + the 2 background skills. His SP are spent on adventuring stuff though like perception, survival, stealth, acrobatics, diplomacy, sense motive and such.

Debating still on the extra trait or extra feat. May do the feat to pick up skill focus.


Tik'Klik will have high int, but not a lot of skills due to being in a class that's 2+INT.

Dark Archive

Many:
Type: Although Many is vermin, it does not need to eat or sleep, though it may.

Senses: Darkvision 60 feet and blindsight 30 feet.

AC: Many gains an insight bonus to its AC equal to its Wisdom bonus (minimum of +2).

Defensive Abilities: Many gains the following additional defensive abilities.

Many's Traits: Many has no discernible anatomy, and is not subject to critical hits or flanking. Reducing Many to 0 hit points causes it to discorporate. Many is immune to any physical spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of such spells and effects generated by Many itself, which treat Many as one single creature if it so chooses. Mind-affecting effects that target single creatures function normally against Many, since the creature’s individual components share a hive mind. Many takes half again as much damage (+50%) from damaging area effects, such as fireball and splash weapons. Many is susceptible to high winds—treat Many as a Fine creature for the purposes of determining wind effects.

Damage Reduction: Many gains damage reduction 1/- for every class level it takes.

Fast Healing: Many gains fast healing equal to its class level.

Immunities: Many is immune to disease, paralysis, poison, and sleep effects.

Special Attacks:

Discorporate (Su): Many can collapse into a shapeless swarm of ants as a free action. All held, worn, and carried items fall and its Strength score drops to 1. Many functions as a true swarm while discorporated, with a reach of 0 feet (its space remains unchanged). While discorporated, Many loses all of its defensive abilities and gains all of the standard swarm traits. It loses its slam attacks and all special abilities and special attacks, but can make a swarm attack that deals damage equal to its engulf attack. Many can reform into its true form (including equipping all gear in reach) as a full-round action as long as it has at least 1 hit point.

Squirming Embrace (Ex): If Many grapples a foe, as a swift action, it can cause a swarm of ants to wriggle over the grappled creature. These ants deal automatic swarm damage with no attack roll needed (see the table below). If a creature takes damage from the swarm, it is also subject to the swarm’s distraction ability, and must make a Fortitude save or be nauseated for 1 round. The save DC equals 10 + 1/2 Many’s HD + its Con modifier).
Many can only have one embraced target at a time, but it does not have to continue grappling in order to maintain the embrace. If Many moves more than 5 feet from the swarm or dismisses the swarm (a free action), the swarm dies. Any area attack that damages the swarm or any severe or stronger wind effect that affects the swarm’s target kills it.

Abilities: Int +4, Con +2, Cha -2, Str -2.

Skills: Many gains a +8 racial bonus on Perception, Sense Motive, and Stealth checks.

Feats: Many gains Diehard as a bonus feat.

If I go wizard, I could definitely be the crew member that handles cargo, trade, scheduling, black market deals, and stuff like that. If we don't need someone like that, then I'll keep looking.


Which monster is Many based off of?

Tik'Klik is a sage sorcerer, but I don't think there's an issue with a sorcerer and a wizard in the party. Tik's more of a blasty type.

Dark Archive

It's mainly just a worm that walks, without a base creature and much less DR. I figure it could be an interesting character since we have a crew member that gained sentience from a hive mind. As well, it comes with some glaring weaknesses, like the AoE damage, that will make Many paranoid around other magic users. I'd be more focused on utility/divination than blasting though, so that's cool.


What type of crew are we going for. Since Stishas is based on a jedi I was thinking a good guy, but I have no trouble walking the path of the dark side :) I mean darkness. I'm doing backstory now so just asking to know where to take it. I don't want to play the goodie goodie trying to make you guys do noble stuff if we just want to go pirating. Though the GM did mention something about saving the galaxy :)

Dark Archive

I'm also submitting a high intelligence support/scouting PC, Qeetan’Chachol Shaaldanarth Vrulsh.

Qeetan is an arynth (custom aquatic race) occultist, based on Abe Sapien, from Hellboy.

I also prefer a good aligned party.

Any thoughts?

Silver Crusade

I could do either or but Im thinking someone that is relatively mobile or quick in shadows would be nice. Ill look over the other people maybe we can start combining backgrounds/finding similarities.


My character's CN, but she's one that can function properly in a good or evil party. Some degree of piracy would be preferred, of course.


Tik'Klik-
Simple firearms are going to be half the price, and advanced firearms are 75% of the price.
Nope. Shadow's right. I'm just having it that guns don't attack the AC of most (but not all) armors.

Ashe-
Character's looking good so far, but how much did that Masterwork energy blade cost?
It will be a slightly mercenary group of people looking for a quick credit, though they certainly have the best interests of the people at heart.

IronGiant-
Looking over your ideas for Many, I see that it could potentially become massively overpowered as you progress into class levels. Any way that you could either switch it to a race from the race-creator, or a CR1-2 monster?

Sir Longears-
Read through your character sheet. I liked it. Been waiting for an Occultist in one of my campaigns.


Dathori:

Type: Humanoid
Size: Medium
Speed: 30'
Stats: Advanced(4RP) +4 physical, -2 physical, +2 all Mentals
Language: Standard: Common and Racial
Advanced Dexterity(4RP)
Lucky, Lesser (2RP)
Darkvision (2RP)
Spell Like ability 2/Day (4RP): Suggestion
Spell Like ability at will (2RP): Hydraulic Push(Force Push)

Stishas Kisthan:

LN : Male Dathori
Warlord 1 / Inspired Blade Swashbuckler 1
Traits: Community Minded, Optimistic Gambler, Dathori Warrior(Fighter of the Society)
Drawback: Pride
Init: +6; Perception +7
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 15
(+2armor,+6Dex, +2shield, +1trait)
HP: 24
Fort +5, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 30ft:

Scarlet Throne Stance
MW Energy Sword +9 2d6+6

--------------------
Statistics
--------------------
Str 6, Dex 22, Con 14, Int 16, Wis 14, Cha 16
Base Atk +2; CMB +0 (+5 Force Push); CMD: 16

Feats: Weapon Finesse, Weapon Focus(Rapier/Energy Sword), Deadly Agility, Iron Will, Combat Reflexes,

Skills:
Perception +7
Sense Motive +7
Acrobatics +11
Diplomacy +8
Survival +7
Escape Artist +11
Stealth +11

Background Skills:
Sleight of Hand +10
Profession Pilot +6
K. History +7
K. Engineering +7

Abilities:
Suggestion 2/Day DC 15
Force Push CMB +5
Panache 6/6
Gambits: Brave, Sweeping

Maneuvers and Stances:
Scarlet Einhander Stance

Scything Strike, Encouraging Roar, Panther on the Hunt, Crushing Blow, Leaping Dragon, Offensive Roll

Readied: Encouraging Roar, Leaping Dragon, Scything Strike, Crushing Blow

Gear: 265gp
MW Energy Sword(Rapier), Robes, Leather Armor

Backstory:

Stishas was born on the planet Dath. The Dathori were a proud warrior people, known for their agile bodies and sharp minds. As a boy Stishas proved to be quite gifted in mystical power. He was able to move objects and alter peoples perceptions like other great warriors before him. For this he was recruited to the Dathorian Academy. Here he learned to hone his ability. He also became quite advanced in the art of fighting with energy swords. His reputation grew and he honored his family. With his abilities he was recruited to come to the main mystic academy. It was here that the best mystic knights in the galaxy were forged.

Stishas said his good bye’s and boarded a ship. Dath was an outer planet so the journey would take a few days. Stishas was in hyper sleep when their ship was boarded. The ship had been attacked by pirates. His pod was taken along with others. He was to be sold into slavery. He awoke to find himself caged with others. They were on a planet unknown to him. The slaves were tested. Some were sold as servants others to the pits for fighting. Stishas was sent to the pits. Though he was lacking in physical strength he struck with speed and power. With a light blade in his hands he was deadly. He hid most of his power. He only used what was needed to stay alive. He became close with the others enslaved with him. He cared for them as a family. He entered harms way many a times to save one on the arena floor. He desired freedom and imagined what it would have been like to be at the mystic academy. This along with the love of his family, and his new family kept him going. He gambled with his life many times but the fates seemed to guide him. It was these moments when others bet against him that he exceeded their expectations.

Stishas knew some things were needed for escape. The win piled up in the arena, but nothing would be gained for him. He was a tool and his current job was to make money for his master. He did get certain perks. Women were one of these. It was here his plan started. He convinced the young girl to place a wager on him. He gave her what he managed to pocket away from around the complex and had her use some of her own coin. After a few weeks he had the gold needed to bribe a smuggler. It was this night he made his move. He requested the same girl again. When she came she brought the bag of coins. The guard carried a well made energy blade that Stishas had been eyeing for months now. When the door opened he pulled the guard into the room and slammed him against the wall leaving him unconscious. He kissed the girl, took the keys and the sword from the guard and made his escape. Sneaking through the complex was easy enough. He had been here awhile now, and the girl was a house servant able to move about freely so she passed any detail needed to him. Soon after he stole his masters speeder and headed to the ports. He had coin but what he was asking was more than any smuggler wanted to deal with. He simply suggested the coin he had would be more than enough, and a particular week willed smuggler agreed.

He now finds himself again on an unknown planet. He got off the ship at the first stop the smuggler made. No doubt he now had to watch his back as a bounty was sure to be put on him. With a small bit of coin he needs some supplies and some friends. Staying on a planet would not be the best idea. His skills have grown. He may never see the mystic academy but that is for the future to decide.

Ready to go. I'm cool with joining backstories up from the end here. If we want to already have know each other and done a job or something. Let me know.

@GM I just did normal cost of a MW Rapier. I'm fine with it just being that now if energy weapons are more. Didn't know exactly how you wanted to play that. Let me know. Lets just go with a nice rapier for now :) I will of course make an alias if selected. As for posting I post 10-20 times a day in all my games. I play in one of MDT and I are in a very slow kingmaker game, but it may start moving now that the GM seems to be posting and I play in one of his games so I can vouch for him as a good poster :)


The insect monk will be lawful neutral most probably, reflecting the training of his former masters. He is still learning about the world, so will not have much to say about piracy or whatever the direction will be, as long as it does not involve mindless slaughter his species tends to incorporate.

Btw GM are you okay with the custom race ?


Jaster Kite wrote:

IronGiant-

Looking over your ideas for Many, I see that it could potentially become massively overpowered as you progress into class levels. Any way that you could either switch it to a race from the race-creator, or a CR1-2 monster?

I could remove the DR completely and have the Fast Healing scale every two levels instead, would that work?


@ Many: Fast healing 1 cost 6RP in the race creator just to give you an idea. I would say start from scratch and work from within there but I don't think you can make what your trying to make. Good luck.


Ashe-
I hate to make you go through any more changes, but is it possible you could get the RP down just a little more. Perhaps make the hydraulic push 2/day as well. I did like te backstory, though, and enjoyed the Star Wars-y.

Marconi-
I'm okay with it. Also, if you want, I've never been a fan of the monk's alignment restriction, so you can just choose whatever alignment you want.

Many-
Yeah, Ashe's right. Fast Healing could end up a major game changer here. If you want to keep it, you're going to probably have to give up a lot else. The Race-Maker is probably the best go.


Ashe-
No problem with the sword. If you want it energy, it could be a glowing force-blade constructede from the same stuff they use to make energy shields.


Fair enough, but the race-maker I was using didn't list vermin or any of the stuff I was looking for. Can you link me to one you use?

Dark Archive

I think there is no other source with race builder rules... here are some exemples:

Greater Paragon (3 pts) and Advanced Constitution (4 pts)

Wis to AC (6 pts a least): Should have a high cost, since it is better than the monk feature.
Many's traits (10 pts at least): Immune to rogues, single spells and basically immortality.
Damage Reduction (20 pts): Max on racebuilder is 10/magic, and yours is /-.
Fast Healing (15 pts): Since it is leveled, reduced from 25 to 15.
Immunities (6 pts): A mix of Duergar and Elven immunities.

Discorporate and Embrace (12 pts): Weird, but could be almost replicated by a at will spell-like ability of 3rd level.

Skills Bonus (24 pts): Basically it is 1 pt per bonus, and your have three +8.
Static Bonus Feat (Diehard) (2 pts)

Darkvision 60 ft. (2 pts)
Blindsight 30 ft. (4 pts)

Your race is close to 108 pts! Just as a guide, the most powerful race in PF are the drow noble with 41 pts and it is already pretty OP! The core are around 10 pts.


Dang, alright, I guess I'll look for some more ideas. Should I try to stay around 20 points then?


Yeah I was at 16RP then added darkvision. I really want him to be able to use the fore push. It will be more thematic then anything battle changing. Though situations may come up who knows. I will drop the Advanced Dex and go with Quick Reactions and drop back to 16RP if that's cool. That is between Aasimar and Suli two of the better races to select in my opinion.

Yeah glowing force blade is cool. I didn't want it to be a specific energy type. Just looking for the aesthetics of our favorite elegant weapon of another galaxy far far away. ;)

@GM yeah I wanted to help world build but wanted to leave it open if you wanted that planet to be ran by a Jaba type or some such you know.

Dark Archive

Mine was built with 11 pts, Ashe's with 16 pts, Marconi's with 17 pts, Arachnofiend's tiefling-based is 13 pts and Tik'Klik is a wyrwood that is worth 20 pts.

It would be nice the to get a common value, so any of us take a more powerful class that could unbalance the game or overshadow the other PCs. I would say that 'custom' races to have a lower point limit than regular paizo races, since we are actually only choosing traits desirable for our PCs.

Silver Crusade

I likely will use stark human with maybe a tweak here or there.. the character really doesnt need much outside of classes and is exotic based on abilities more than race.


I like going pure human usually. Hope that won't mean my oracle will be underpowered. Maybe a few GM boons here and there can even things up.

Dark Archive

I guess I'll go cyborg human, and handle scheduling, cargo, trade, etc. Not sure about the class, but it'll be intelligence based. Are there any like that that aren't magical?


Azih wrote:
I like going pure human usually. Hope that won't mean my oracle will be underpowered. Maybe a few GM boons here and there can even things up.

Human bonuses are stronger than most people give them credit for. No Darkvision hurts in the early levels but as vanilla as they sound a bonus feat and skill point is a very strong racial.

TheIronGiant6 wrote:
I guess I'll go cyborg human, and handle scheduling, cargo, trade, etc. Not sure about the class, but it'll be intelligence based. Are there any like that that aren't magical?

Lore Warden Fighters have good reason to boost intelligence, and they've received a significant buff with the release of the Weapon Master's Handbook and all of the CMB options within (a Lore Warden with a shortspear is a very strong build now, actually). A strength-based TWF character could boost intelligence to take advantage of Artful Dodge as well. There's Alchemists/Investigators depending on whether or not you consider alchemy to be magic, of course.

Dark Archive

TheIronGiant6 wrote:
I guess I'll go cyborg human, and handle scheduling, cargo, trade, etc. Not sure about the class, but it'll be intelligence based. Are there any like that that aren't magical?
Lore Warden Fighters have good reason to boost intelligence, and they've received a significant buff with the release of the Weapon Master's Handbook and all of the CMB options within (a Lore Warden with a shortspear is a very strong build now, actually). A strength-based TWF character could boost intelligence to take advantage of Artful Dodge as well. There's Alchemists/Investigators depending on whether or not you consider alchemy to be magic, of course.

Good point, I'll probably go alchemist then. So I'll be a midline battlefield controller, as well as a genius out of combat. I'll get the character sheet ready, hopefully I can stick with this :P


If you want High Int non caster maybe Alchemist. They are kind of a caster though. Not sure why we would welcome a guy that throws bombs around on a ship in space though :) As long as the hull doesn't get damaged we should be fine.


With a crew of 8 I'm sure we will loose some. As long as the GM sticks it out I know myself and MDT are around for the long haul game. Is that what you meant by sticking it out @TheIronGiant. As long as you have a couple players to drive the game forward it will be fun.


Ashe wrote:
With a crew of 8 I'm sure we will loose some. As long as the GM sticks it out I know myself and MDT are around for the long haul game. Is that what you meant by sticking it out @TheIronGiant. As long as you have a couple players to drive the game forward it will be fun.

Nah, I meant 'sticking with' as in 'sticking with this character.' My last two characters, Shadow and Many, didn't work out too well :P


TheIronGiant6 wrote:
Lore Warden Fighters have good reason to boost intelligence, and they've received a significant buff with the release of the Weapon Master's Handbook and all of the CMB options within (a Lore Warden with a shortspear is a very strong build now, actually). A strength-based TWF character could boost intelligence to take advantage of Artful Dodge as well. There's Alchemists/Investigators depending on whether or not you consider alchemy to be magic, of course.

Don't forget Unchained Kirin Style! (A 2-level dip in Maneuver Master Monk, and you're adding Int to damage with all weapons)


@Thunderbeard explain please. I assume you meant Master of Many Styles. A FAQ a while back ruled only the first feat in the style chains are style feats so you can't cheat higher level feats anymore. Also Kirin Style is poop as it takes a swift to enter, swift to ID, then on round 3 if you hit you get to add 2x Int to damage with a swift. Not sure what you mean by Unchained Kirin Style as Unchained classes can't take archetypes.


I think Thunderbeard is referring to the version of Kirin Style in the stamina rules system, which is an improved version of the feat.


Ah, yeah the stamina rules are pretty good. We have a mounted charge guy using it in a game. It gives a static bonus on spirited charge so it hits pretty hard.


I got a question about the feat deflect arrows. Seeing as how arrows are probably not going to be used very often, could I use this feat to deflect projectile attacks from blasters and such? It would be cool to be able to deflect them jedi style, and it would fit the monk class in this setting nicely I think.


Lev2 HP: 1d8 ⇒ 4


Err yeah, I meant Master of Many Styles. (And you're right, they changed how the class worked in the most recent UC errata, but that was a few months ago). And with Combat Style Master + Unchained Stamina (e.g. a single level fighter or the Combat Stamina feat), Kirin Strike functions QUITE differently—you enter as a free action, study as swift, then automatically add Int to damage with all weapons.


@Marconi: Deflect Arrows RAW blocks guns and energy weapons.

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