MiniGM's Curse of the Crimson Throne E6 (Inactive)

Game Master Vuvu

I AM THE MAP I AM THE MAP I AM THE MAP I AM THE MAP


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Unnamed

This is where we discuss stuff


Unnamed

Welcome. Those of you already joining please review the remaining candidates. I suspect I will be taking 2 more, maybe 3.

Please post two or three sentences about how you see your play style with this character so I can assign you gear

You are also welcome to make a post in the GP thread if you would like as you wake up


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10

Please take a look at the way I have created the stat and skill line for this avatar. Please do that for your characters as well. This allows combat to go faster and for me to bot you easier as needed.


Vitals:
HP 20/20 | AC 17, T 11, FF 16 | Fort +5, Ref +1, Will +6 | Init +1
Skills:
Climb +4, Diplomacy +6, Intimidate +7, K.Religion +4, Perception +2, Sense Motive +6
Resources:
Blessing 4/4, Fervor 2/3, Harrow Points: 2

Bot-line should be set up properly.

Kara is a melee warrior. Focus Weapon means she can cast spells, even when her hands are full, so long as she's wielding Inner Fire (or other longswords, I suppose), so she'll definitely be hiding behind a shield most of the time. Her dex is low, and heavy armor is expensive, so the extra protection is definitely worth the tradeoff. She can heal, in a tight spot, but prefers to be at the frontline, doling out blows.

As for armor, she wears whatever is regulation among the City Guard.


Unnamed

Kara:

Masterwork Scale Mail
Light Crossbow
20 bolts
MW Light Wooden Shield
Dagger
sap
Manacles
backpack,
a bedroll,
a belt pouch,
Holy text,
a flint and steel,
an iron pot,
a mess kit,
rope,
soap,
a spell component pouch,
torches (10),
trail rations (5 days),
a waterskin,
Silver holy Symbol
2 Holy Water
1 Alchemist Fire
2 Potion of CLW
Chess Set
2 Sets of Loaded Dice (confiscated obviously)
1d50 ⇒ 32 gold 1d50 ⇒ 19 silver 2d100 ⇒ (90, 59) = 149 copper


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Donnen is a rogue with two-weapon fighting - so, besides the dagger, I guess I'd need another light weapon.

It's important for Donnen to be able to feint (which he does based in INT, not CHA) well, flank and all those roguish rogue things.

He probably needs more armor (something light... He has a +4 dex right now) :)


skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc
Harrow:
Points:2 Card:Locksmith
Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

Kazadarin is a switch hitter ranger. Bow until melle range then in your face with his Great club. Will aim to be using medium armor at some point as his main focus will be as a front line combatant. Secondary will be stealth and back up to the rouge in Disable device.


Unnamed

Donnen:

Mithril Dagger
+1 Studded Leather (Darkleaf)
Sap

backpack
, a bedroll,
a belt pouch,
caltrops,
chalk (10),
a flint and steel,
a grappling hook,
an iron pot,
a mess kit,
a mirror,
pitons (10),
rope,
soap,
Master work thieves' tools,
trail rations (5 days),
and a waterskin.
Ioun Torch
MW Stealth Tool
2 Acid Flasks
1 Universal Solvent
1 Scroll of Vanish
2 Scrolls of Ghost Sound
Cards
Marked Cards
1 Dose of Drow Poison


Unnamed

Kazadarin:

MW Breastplate
MW Studded Leather armor (yes purposely giving you both)
MW Composite Longbow +2 STR
20 Blunt Arrows
40 Arrows
Cold Iron Dagger
1 Ghost Salt
1 Adamantine Blanch

backpack,
a bedroll,
a belt pouch,
a flint and steel,
iron pot,
mess kit,
rope,
torches (10),
trail rations (5 days),
a waterskin
Thieves tools
MW Stealth tool
1 Potion of Bull Strength
1 Potion of CLW
1 Air Crystal
2 Alchemist Fire
1 Fireward Gel
1 Anti-plague


Male Human Expert 2/Alchemist 1/Warrior 1

Hmm. While we've technically started, would you allow me to move some stat points around?

Basically I'd like to do

16, 12, 14, 10, 15, 14

Instead of

17, 8, 14, 10, 16, 14.


Unnamed

yes thats fine


Unnamed

donnen1d50 ⇒ 2 gold 1d50 ⇒ 49 silver 2d100 ⇒ (71, 44) = 115 copper
Kaz 1d50 ⇒ 30 gold 1d50 ⇒ 46silver 2d100 ⇒ (16, 12) = 28 copper


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

Darry is a stalwart fellow always ready to charge into the fray with his faithful hound. . . that being said. I see him hanging back and using his sling to it utmost effectiveness, reserving his ability to charge into melee for when his friends are either getting overwhelmed, or when something needs to go down quickly. He is well aware he is but a halfling, and as courageous as he might be, Tall folk do have a slight advantage on him. (though that recklass trait means he will charge into things more often than not)

Will have the statline up sometime tonight hopefully.

I look forward to gaming with you all!

It did occur to me that some of us probably know one another, For instance, I am sure Darry has run across Kara a time or two amongst the guard


Unnamed

curious that you aren't going with the warslinger halfling trait


Unnamed

oh im dumb you do

is he a charge in with a lance or more cautious type? I am thinking the lance?


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

Indeed the lance. :) like I said im plan on starting ranged and trying to stay there, but.. being recklass i cant imagine he stays there long.

(in truth i expect the first time an ally recieves a telling blow on the frontline its a god save the queen charge sort of moment)


Unnamed

Darry:

Studded Leather Barding
MW Breastplate
MW Lance
Banner
Dagger
Shortsword
Light Mace
40 Sling Bullets
20 Cold Iron Sling Bullets

animal feed (5 days),
a backpack,
a bedroll,
a belt pouch,
a bit and bridle,
a flint and steel, a
n iron pot, a mess kit,
a riding saddle,
rope,
saddlebags,
soap,
trail rations (5 days),
waterskin
2 sunrods
1 moonrod
1 bottled lighting
Pan Pipes
bag of chocolates
stack of children story books
1d50 ⇒ 20 gold 1d50 ⇒ 31 silver 2d100 ⇒ (13, 86) = 99 copper


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

Awesome thanks, will have everything all filled out soon!


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

@GM: Is the Mithril Dagger in my list the "Dagger of Secrets" I stole or is it my offhand dagger? Otherwise, would you give me its stats?


Unnamed

It's just a mithril dagger.

Functions as a MW dagger weighs half as much and counts as silver w no damage minus


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Oh, I meant the stats of the "dagger of secrets", so I can add on the hero lab sheet :)


Unnamed

oh. right now it is just a +1 dagger

I set you up to duel wield :)


Unnamed

In addition to your vitals and skills please add a tracker for "harrow points".


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Thanks Mini! I edited my sheet to include all gear and the harrow points. Some points:

1 - Are we ignoring encumbrance? Because if we're not, my gear will make me heavily encumbered :(

2 - I didn't find the acid flasks and masterwork stealth tools in Hero Lab, so I added them as custom valuables. Not sure what's their practical effect though (I can imagine the acid flasks as some throwables maybe?)


Unnamed

Acid flask is a d6 throwable splash weapon. Weird it's not in there

MW stealth gives +2 strealth.

Not ignoring encumbrance so I guess you will have to pick and choose what you carry :)


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

I added a small spoiler in the end with the items he's carrying with him. He's leaving everything else in Korvosa itself, at home (since he's a local).

How much does the MW Stealth tools weight? And the acid flasks?

The backpack isn't masterwork, right?


Unnamed

not MW

Acid flaks wegh 1 pound just like an alchemist fire

im shocked its not in your hero lab, that makes no sense


Vitals:
HP 20/20 | AC 17, T 11, FF 16 | Fort +5, Ref +1, Will +6 | Init +1
Skills:
Climb +4, Diplomacy +6, Intimidate +7, K.Religion +4, Perception +2, Sense Motive +6
Resources:
Blessing 4/4, Fervor 2/3, Harrow Points: 2

How do harrow points work?


Unnamed

I'll explain once we have everyone


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10

Donnen please update you statlines as shown in this profile.

Kaz please put your skills in one


Vitals:
HP 20/20 | AC 17, T 11, FF 16 | Fort +5, Ref +1, Will +6 | Init +1
Skills:
Climb +4, Diplomacy +6, Intimidate +7, K.Religion +4, Perception +2, Sense Motive +6
Resources:
Blessing 4/4, Fervor 2/3, Harrow Points: 2

Which day is it in-game?


Unnamed

Wealday

Wednesday if we use our calendar :)


1 person marked this as a favorite.
skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc
Harrow:
Points:2 Card:Locksmith
Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

I will put my skills in a spoiler when I get on my computer later tonight. My phone is not cooperating.


Male Human Expert 2/Alchemist 1/Warrior 1

Hmm. Those thugs, could I feasibly run them down? Keeping in mind that I'm on 20ft speed, but I might be able to intercept them if they come close by.


Unnamed

They are heading your way. so yes you could easily get them


Vitals:
HP 20/20 | AC 14, T 14, FF 10 | Fort +5, Ref +6, Will +2 | Init +3 | Harrow Card: The Cricket
Skills:
Acrobatics +8, Craft (alchemy) +6, Craft (painting) +5, Craft (sculpture) +5, Intimidate +8, Knowledge (local) +5, Perception +7, Perform (dance) +2, Sleight of Hand +8
Resources:
Grit: 2/2, Bullets: 0/0, Harrow Points: 2/2

Thanks for the selection and I look forward to this game, guys.

Gene (Eugeni's nickname to some friends) tends to get in the middle of things and attack mercilessly. He's pretty focused on his revenge at the moment. However, he will still be intelligent about the way he goes about it. Also, he will use his dexterity and nimbleness to his advantage.


Vitals:
HP 20/20 | AC 17, T 11, FF 16 | Fort +5, Ref +1, Will +6 | Init +1
Skills:
Climb +4, Diplomacy +6, Intimidate +7, K.Religion +4, Perception +2, Sense Motive +6
Resources:
Blessing 4/4, Fervor 2/3, Harrow Points: 2

How does the judical system of Korvosa work? In most countries, you can generally be convicted if an officer says (well, testifies, but same thing, really) he saw you do something, but I'm not quite sure if that's the case here.


Vital Stats:
Init +8; HP 17/17 AC 12/12/10; F +1, R +3, W +6
Skills:
Bluff +9 Craft(alchemy) +5 Diplomacy +8 Nature +5 Planes +5 Religion +5 Perception +7 Sense Motive +5 Survival +7

I think I have the stat lines set up.

Play style: On his own, Aison would rather talk his way out of trouble than fight. If it does come down to combat he'll try to escape by use of his various magical tricks. Failing that he's pretty good with a crossbow, and as a last resort he has a holdout dagger or two on his person most of the time.

As part of a group he'll look to bring good fortune to his comrades, plink away with a crossbow, and bring bad luck and inconvenience to the bad guys.

Should I also be waking up over on the gameplay thread?


Unnamed

Just went back through the Guide to Korvosa, and I actually can't find anything about that.

It is an interesting place. Laws are strict as are punishments. They also REALLY revere their law. So I am inclined to say that JUST your word is not enough to get them convicted. There would have to be a trial. That said you could get them locked up for a bit.

if someone knows that I am missing something let me know, but until then I am inclined to go with that


Unnamed

Eugeni:

Dagger
30 Bullets
15 Cold Iron Bullets
45 doses of Black powder
2 powder horns
MW Studded LEather

backpack
, a bedroll
, a belt pouch,
a flint and steel,
gunsmith's kit,
an iron pot,
a mess kit
, rope,
torches (10),
trail rations (5 days),
a waterskin
MW Alchemy Kit
Portable Alchemy Lab
6 tinderwigs
2 smoke pellets
4 smokesticks
12 empty flasks
2 potions of CLW
1d50 ⇒ 9 gold 1d50 ⇒ 27 silver 2d100 ⇒ (6, 89) = 95 copper


Unnamed

both gene and Aison can make a gp post. Alison, working on your gear now.

once you post I Will tell you about your cards


Vitals:
HP 20/20 | AC 17, T 11, FF 16 | Fort +5, Ref +1, Will +6 | Init +1
Skills:
Climb +4, Diplomacy +6, Intimidate +7, K.Religion +4, Perception +2, Sense Motive +6
Resources:
Blessing 4/4, Fervor 2/3, Harrow Points: 2
MiniGM wrote:

Just went back through the Guide to Korvosa, and I actually can't find anything about that.

It is an interesting place. Laws are strict as are punishments. They also REALLY revere their law. So I am inclined to say that JUST your word is not enough to get them convicted. There would have to be a trial. That said you could get them locked up for a bit.

if someone knows that I am missing something let me know, but until then I am inclined to go with that

Hmm. Would you prefer if I let them go? Right now it'd probably make things less complicated game-play wise, but that's an OOC consideration. IC, I'm leaning towards her reaction to be to beat them up and take them down to the station, probably trying to get ahold of whoever they treathened as a witness.


Unnamed

Aison:

MW Light Crossbow
20 Bolts
15 Cold Iron Bolts
Dagger
mithril chain shirt

backpack,
a bedroll,
a belt pouch,
candles (10),
a flint and steel,
an iron pot,
a mess kit,
rope,
soap,
a spell component pouch,
torches (10),
trail rations (5 days),
a waterskin, a
silverholy symbol.
a dozen "magical charms" reputed to do various things-one of them is actually a bead from a necklace of fireballs and deals 3d6. Though you don't know which one
Wand of CLW with 12 charges
Pathfinder Chronicle for Planes and Religion


Unnamed
Kara Miller wrote:
MiniGM wrote:

Just went back through the Guide to Korvosa, and I actually can't find anything about that.

It is an interesting place. Laws are strict as are punishments. They also REALLY revere their law. So I am inclined to say that JUST your word is not enough to get them convicted. There would have to be a trial. That said you could get them locked up for a bit.

if someone knows that I am missing something let me know, but until then I am inclined to go with that

Hmm. Would you prefer if I let them go? Right now it'd probably make things less complicated game-play wise, but that's an OOC consideration. IC, I'm leaning towards her reaction to be to beat them up and take them down to the station, probably trying to get ahold of whoever they treathened as a witness.

100% up to you! If you wanna dive into that, we can, if you would rather just move on to the house you can.


Vitals:
HP 20/20 | AC 17, T 11, FF 16 | Fort +5, Ref +1, Will +6 | Init +1
Skills:
Climb +4, Diplomacy +6, Intimidate +7, K.Religion +4, Perception +2, Sense Motive +6
Resources:
Blessing 4/4, Fervor 2/3, Harrow Points: 2

Okay. I'm always a bit hesitant on hopping off on my own little tangent if the GM wants us to go somewhere.


Vital Stats:
Init +8; HP 17/17 AC 12/12/10; F +1, R +3, W +6
Skills:
Bluff +9 Craft(alchemy) +5 Diplomacy +8 Nature +5 Planes +5 Religion +5 Perception +7 Sense Motive +5 Survival +7

MiniGM: Swag acquired! I added it on my profile. When I head outside I'll note what I take with me on there. If you'd prefer I set it up to show up automatically with the stats somewhere please let me know.

Also, just to confirm: no second level hex for the unsworn shaman? The class features from the pfs rd are:

Hex:
A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise.

Using a hex is a standard action that doesn't provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman's level + the shaman's Wisdom modifier.


Minor Spirit:
At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. She must make this selection each day when she prepares her spells for the day. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one of her wandering spirits selected for that day. If she selects a shaman or witch hex, she treats her shaman level as her witch level, and uses her Wisdom in place of her Intelligence for the purpose of that hex.

She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter.

This ability replaces spirit and alters hex.


It's written in that classic "proofreading? what's that?" style of the ACG that makes it unclear whether you keep the static hex at 2nd and 10th levels... I'm fine without it and won't ask again, just wanted to have you take a look at it.


Male Human Expert 2/Alchemist 1/Warrior 1

It seems like if they'd just made it say 'this ability replaces hex' everything would've been fine. As is, it says it 'alters' hex,which of course is a stupid thing to say, as it doesn't say what parts to retain and what parts to toss - indeed, it's possible to argue that you should just keep all your static hexes.


Unnamed

I am choosing to read it as you get a hex at 2 but it comes from one of your spirits. Seems like you have a more limited choice of hex

Or I could be convinced that it changes everyday...

Also you can just out a star next to what you carry.

I'll trust you :)


Vital Stats:
Init +8; HP 17/17 AC 12/12/10; F +1, R +3, W +6
Skills:
Bluff +9 Craft(alchemy) +5 Diplomacy +8 Nature +5 Planes +5 Religion +5 Perception +7 Sense Motive +5 Survival +7

It's kind of amazing how sloppy their drafting is, but I think the double dipping is easy enough to shoot down: the archetype alters the fourth level hex from a static hex into a flexible hex.

Keeping the second level static hex keeps the hex count the same between the regular shaman and the unsworn shaman (regular shaman: 2, 4, flex 6; unsworn: 2, flex 1, 4). The regular shaman gets earlier entry into all of the class features. Does that make the unsworn shaman too good? I don't know. Paizo puts a very high value on flexibility (see: wizard vs sorceror) so I suspect that if they ever clarified they would take all the static hexes away, but I don't think keeping the 2/10 hexes is inherently crazy.

I like the archetype because it lets you get mileage out of the sub-optimal hexes that you would never choose to be stuck with long-term. I think it makes for a fun character even if it isn't a great min-max archetype.

ETA: spirit hex at 2 is fine with me. If that's the case then it kind of has to change since the spirit can change (unless you want me to split spirit and hex, but that would be exploit city). If you want a static hex from the generic shaman list that's cool too.


Male Human Expert 2/Alchemist 1/Warrior 1
Aison Biros wrote:

It's kind of amazing how sloppy their drafting is, but I think the double dipping is easy enough to shoot down: the archetype alters the fourth level hex from a static hex into a flexible hex.

Keeping the second level static hex keeps the hex count the same between the regular shaman and the unsworn shaman (regular shaman: 2, 4, flex 6; unsworn: 2, flex 1, 4). The regular shaman gets earlier entry into all of the class features. Does that make the unsworn shaman too good? I don't know. Paizo puts a very high value on flexibility (see: wizard vs sorceror) so I suspect that if they ever clarified they would take all the static hexes away, but I don't think keeping the 2/10 hexes is inherently crazy.

I like the archetype because it lets you get mileage out of the sub-optimal hexes that you would never choose to be stuck with long-term. I think it makes for a fun character even if it isn't a great min-max archetype.

ETA: spirit hex at 2 is fine with me. If that's the case then it kind of has to change since the spirit can change (unless you want me to split spirit and hex, but that would be exploit city). If you want a static hex from the generic shaman list that's cool too.

Technically, it does change something that happens at second level too, though.

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