Monster Mashup - Master Thread

Game Master CaveToad

Can you rescue your 'beloved' mentor from the forces of evil? Will you make your way in a world that may not trust you, understand you, or want you? Will you stay true to the path Goodwin set out for you, or revert back to your former life?


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Dalang Teniel wrote:

Until you add in Bloodrager and Dragon Sorcerer (and eventually Dragon Disciple for the balancing +4 Str), but you'll be starting out at 20 Str. Or for a buckets of smack, crossblood that sorcerer into Orc, take tattood sorc for a valet familiar, and drop Amplified Rage for a starting Str of 24.

I'm playing a character right now who's pretty darn physically capable, despite being at 16 Str. But with a bit of bloodline wrangling, anyone can become far more powerful than that. Starting ability scores don't mean nearly as much as you think they do.

So your solution is to change 2 of 3 classes, which are massively differently themed, and then waiting numerous levels for a bonus just to make it work?

I think refluffing a lizardfolk is a better idea. No need to shoehorn in things to make it work, and they get to play their character how they envision it.


thunderbeard wrote:
@Monkeygod: Why not just use a Kyoketsu Shoge or Kurisagama? It's basically a monk whip, other than the Indiana Jones flavor.

Because they are both two handed weapons, and I need one free for potential Spell Combat use.


Aury'tss wrote:

So your solution is to change 2 of 3 classes, which are massively differently themed, and then waiting numerous levels for a bonus just to make it work?

I think refluffing a lizardfolk is a better idea. No need to shoehorn in things to make it work, and they get to play their character how they envision it.

Or just, yaknow, add "large" to kobold which, with advanced Str, should have you covered just fine. I was suggesting those more for flavor—"dragonish" is always a fun way to play kobolds.

Monkeygod wrote:
Because they are both two handed weapons, and I need one free for potential Spell Combat use.

Aha! Still have a solution. Spear Dancing Spiral + Quarterstaff Master. It takes 5 feats and requires you to be level 5 (or level 4 with the right dip), but lets you use any polearm one-handed.


Johnnycat93 wrote:

Oh snap, I didn't realize the full possibility of FPP.

I know I'm echoing myself but what are the chances of expanding FPP to include some of the other weapon qualities like trip or attached?

...but why? Trip and Attached aren't *good* abilities.


If your STR is at least 17 there's a feat out of the new Path of War Expanded book that could help, allowing you to wield two-handed weapons in one hand.


Xanya Zellor wrote:
CT has allowed very few deviations from raw and enforced new erratas as they have come out. I kinda doubt he'll allow this. I could be wrong of course. As a sidenote 7 FPP sounds extremly expensive simply for adding monk to a weapon. You might want to look at crusader's flurry and following Calistria instead or something similar, that would allow you to use monk stuff with a whip.

Hey, I'm not the one who came up with the monk property costing 7 FPP, that's all Cave. I'm just trying to make my build work within the rules as given.

Also, Crusader's Flurry requires channel energy, so maybe after fourth level when I can take a cheese dip, as I am not wanting to switch my main classes. I'll probably go Warpriest then anyway, but I still need two levels before I get Fervor.

Yea, it's awhile, and yea, I could take Warpriest now and one of my current classes as a Cheese Dop, but I like the build I have now.

I mean, I think I end up with close to 15 feats when all is said and done.

Hey Thunderbeard, have you never fought or seen a trip focused character in action?

I have, my brother played one, and let's just say most foes were dead before they got to do anything other than attempt to get up.


thunderbeard wrote:
Johnnycat93 wrote:

Oh snap, I didn't realize the full possibility of FPP.

I know I'm echoing myself but what are the chances of expanding FPP to include some of the other weapon qualities like trip or attached?

...but why? Trip and Attached aren't *good* abilities.

Coincidentally, neither is Monk.

But that's an aside. I want Attached so I can have a wrist-blade-stabby thing which is proving ever more frustrating to do the more I look into it. I've already been shot down trying to make a case for weapon creation out of weapon masters handbook, but there's hope yet if I can eventually use FPP to add the quality.

Silly or not I want a pile-bunker.


thunderbeard wrote:
Aury'tss wrote:

So your solution is to change 2 of 3 classes, which are massively differently themed, and then waiting numerous levels for a bonus just to make it work?

I think refluffing a lizardfolk is a better idea. No need to shoehorn in things to make it work, and they get to play their character how they envision it.
Or just, yaknow, add "large" to kobold which, with advanced Str, should have you covered just fine. I was suggesting those more for flavor—"dragonish" is always a fun way to play kobolds.

Large is not an option available for purchase in this campaign, and CT doesn't generally make exceptions. And I didn't have any problems with your suggestion - you suggested switching to an alternate theme. It just bothers me when I see people say "Oh you can't mechanically get <original theme> to work? Just <change theme entirely by replacing most of the character>, obviously."

If you just outright suggest doing a different theme, fine. But changing the majority of the character to different themes doesn't really achieve the original theme or solve the problem.


OK, I've got the crunch planned out for my Merfolk U.Rogue/U.Monk/Shaman(Waves). I'll consolidate everything and try to get a post up over the weekend.
That was a serious a mental exercise!


@Monkeygod: I think it's more that 'Trip' doesn't benefit a good trip character. If you're optimized for tripping the option of dropping your weapon if you fail by 10 or more (you probably shouldn't try to trip something you're likely to fail by 10 or more against) doesn't provide much real benefit. It's nice to have the option when things go badly (getting proned sucks, otherwise why would you be tripping people?), but it should be an edge-case, rather than an often-case (so to speak).

But I'm not really good at Pathfinder, so it could be something else. :)


DeviousDevious wrote:

OK, I've got the crunch planned out for my Merfolk U.Rogue/U.Monk/Shaman(Waves). I'll consolidate everything and try to get a post up over the weekend.

That was a serious a mental exercise!

Merfolk

Shame Makoto's group doesn't have an open spot - they're on boats right now I think.


Aury'tss wrote:
DeviousDevious wrote:

OK, I've got the crunch planned out for my Merfolk U.Rogue/U.Monk/Shaman(Waves). I'll consolidate everything and try to get a post up over the weekend.

That was a serious a mental exercise!

Merfolk

Shame Makoto's group doesn't have an open spot - they're on boats right now I think.

ah, that is too bad; that'd have been REALLY convenient.

A big sell on the Monk levels is the increased movement speed, so I'll be able to flop-flop-flop around pretty quickly, even on land.


Wouldn't it, though? We're currently in need of someone who can survive being underwater for a few hours alongside crush depths... :p For Reasons™.


CaveToad wrote:
@Ilia: to be clear then you would be a lizardfolk, not a kobold reskinned, and would not qualify for kobold feats etc. Also as mentioned Aegis is not available as a starting class.

I have no problem with saying that kobold feats/ext would not work for him due to his vastly different build from the rest of Kobolds, so that mechanically for any reason other than a magical "only Kobolds are hurt by the spell Ysridon's Kobold Slapper"/"Only a Kobold can use the mighty chalice of Asrabon, the dragontears made vengeance" he is a lizardfolk. But if you're saying that I cannot use a lizardfolk to represent a giant kobold and must either be a kobold (sigh, fine, thank you PoW for a million and one cheese ways to use Dex for everything Str is used for normally and then a few other things) or a lizardfolk, blarg, I can roll but I'm a bit sad.

As for Aegis, would you mind if I took the Hit Die/Maneuvers and nothing else, just so that when psionics unlocks I don't have to rebuild/multiclass? The only thing I'd miss out on is the Psychoactive Skin which, in my case at my level, amounts to all of 10 ft. speed (already get from monk), evasion (already get from monk, no stack), and a +2 Enhancement to Dex (I'll miss it, but hardly character defining). I honestly think stripping the psionics from the Aegis class (who doesn't even have a way to use the power points they have by default) would still leave me plenty fine in the power department.

Speaking of the power department, once you've got one PoW class, you've got uses for all of your actions in the round, swift, move, standard. The only thing left to do is to get passive non-action buffs from your other classes. Like Monk's AC/other nifty. And Aegis's suit. The things I'm giving up from those classes I probably wasn't going to use (Monk) or can get back by spending a few feats (Aegis, and you've given us feats to spare). I chose all initiators because I think it'll give the character both a fun theme, and because I think it'll be strong. Just think of the absurd number of counters I can have prepared while still maintaining an attack for every situation, where a normal PoW character has to balance the two.


Johnnycat93 wrote:
But that's an aside. I want Attached so I can have a wrist-blade-stabby thing which is proving ever more frustrating to do the more I look into it. I've already been shot down trying to make a case for weapon creation out of weapon masters handbook, but there's hope yet if I can eventually use FPP to add the quality.

That's because this already exists, dude! Spring loaded wrist sheaths, they cost 5 gp and work with any light weapon.

Monkeygod wrote:
Hey Thunderbeard, have you never fought or seen a trip focused character in action?

Trip got errata'd a few years back—it's not nearly as much of a lockdown as it used to be (though still very good, especially in mythic campaigns). A good trip abuser now needs to rely on disarm, bull rush, or reposition as well. Now, a feinting-flurry-medusa's-strike dirty trick thug monk... there's some serious murder potential from a single maneuver.

But yeah, Makoto got what I meant was that the "trip" property is useless. "Disarm" is the one that gives a mechanical boost.

Aury'tss wrote:
Shame Makoto's group doesn't have an open spot - they're on boats right now I think.

Yeah... and we've already got multiple monk/rogues. But Table 1 is... a bit unusual.


You can use a lizardfolk no problem! Thunderbeard is not the GM and CaveToad said nothing negative about that part of your character.


thunderbeard wrote:
Johnnycat93 wrote:
But that's an aside. I want Attached so I can have a wrist-blade-stabby thing which is proving ever more frustrating to do the more I look into it. I've already been shot down trying to make a case for weapon creation out of weapon masters handbook, but there's hope yet if I can eventually use FPP to add the quality.

That's because this already exists, dude! Spring loaded wrist sheaths, they cost 5 gp and work with any light weapon.

But a light weapon takes a hand, which is something I'm distinctly trying to avoid by taking attached. It's not a wrist-blade-stabby thing as much as a dagger (or whatever) you can draw as a swift action. Admittedly a slight difference but an important one nonetheless. Again, frustrating for me (especially since the exact thing I'm looking for is so tantalizingly close in both 3.5 and WMH)

Also, we're starting at 3rd level but I think new characters are still limited to only taking one item at the beginning.


Xanya Zellor wrote:
You can use a lizardfolk no problem! Thunderbeard is not the GM and CaveToad said nothing negative about that part of your character.

He did indeed, but it was ambiguous. I was asking for clarification of "Do you mean that I can't use fluff to justify mechanically being lizardfolk and kobold and mixing and matching to suit my needs" which I totally agree with and was not intending on doing in the first place or "Do you mean that I cannot use purely lizardfolk mechanics to represent a giant kobold" which I would be sad about, because I want to be lizard Andre the Giant.

And, since I realized that was a clearer explanation of my above question, I'll do that again for my question on psionics. "Do you mind if I have the Aegis class without psionics, and just unlock the psionic parts level by level via your normal Twin Mind mechanic, or would you prefer not?" I'm not too beat up about this one, but it'd take a little back to the drawing board.

And finally on the power note: Path of War Expanded introduces a bonanza of "combine maneuvers from different disciplines" effects, like Eternal Hourglass, "Once per encounter, while you maintain a Riven Hourglass stance, you can initiate an Eternal Guardian counter as a free action (even if it isn't your turn)." or Molten Silver Strike, where you perform Solar Wind (normally requires a bow) maneuvers with your Mithral Current Katana attacks, allowing you to do ye old "I swing my sword and the guy 30 feet away falls dead" move. I intend on using these.


thunderbeard wrote:
Trip got errata'd a few years back—it's not nearly as much of a lockdown as it used to be (though still very good, especially in mythic campaigns). A good trip abuser now needs to rely on disarm, bull rush, or reposition as well. Now, a feinting-flurry-medusa's-strike dirty trick thug monk... there's some serious murder potential from a single maneuver.

Eh? What was it errata'd to? and where?(not that I don't believe you, just a lil surprised)


Illia- wrote:


And finally on the power note: Path of War Expanded introduces a bonanza of "combine maneuvers from different disciplines" effects, like Eternal Hourglass, "Once per encounter, while you maintain a Riven Hourglass stance, you can initiate an Eternal Guardian counter as a free action (even if it isn't your turn)." or Molten Silver Strike, where you perform Solar Wind (normally requires a bow) maneuvers with your Mithral Current Katana attacks, allowing you to do ye old "I swing my sword and the guy 30 feet away falls dead" move. I intend on using these.

Sword beams!


Actually trip got a huuuuge boost with the recent weapon master handbook. Before trip users couldn't use their tricks against flying monsters. Now there is a feat that lets you trip fliers. I'm sure there is a way to get at least a 20 feet globe of death, if not more.

Monkeygod wrote:


Hey Thunderbeard, have you never fought or seen a trip focused character in action?

I have, my brother played one, and let's just say most foes were dead before they got to do anything other than attempt to get up.

As for this... The monsters might be tougher than you are used to. When my 4th level character dealt 120 odd damage in a round the boss was far from finished. I imagine this will only continue to get more extreme as we level up...


1: Creatures can take a 5 foot step as part of the action to stand.
2: Errata: The attack of opportunity for a rising creature is triggered against a prone target (meaning you could trip them, but they're already in the process of removing the prone condition, so it would have no effect).

So, 1 and 2 together allows you to trip them as an attack of opportunity, then as they get up get your swing. But you can no longer just infinitely keep one person on the ground with no effort. There might be more than that, but that's what I found when breaking my player's trip-to-win build.


Johnnycat93 wrote:
Illia- wrote:


And finally on the power note: Path of War Expanded introduces a bonanza of "combine maneuvers from different disciplines" effects, like Eternal Hourglass, "Once per encounter, while you maintain a Riven Hourglass stance, you can initiate an Eternal Guardian counter as a free action (even if it isn't your turn)." or Molten Silver Strike, where you perform Solar Wind (normally requires a bow) maneuvers with your Mithral Current Katana attacks, allowing you to do ye old "I swing my sword and the guy 30 feet away falls dead" move. I intend on using these.
Sword beams!

I'm thinking more flavoring along the lines of Yamato, Vergil's weapon, where the sword slices happen at the target, regardless of the intervening space. But yeah, totally. :P


Illia- wrote:
I was asking for clarification of "Do you mean that I can't use fluff to justify mechanically being lizardfolk and kobold and mixing and matching to suit my needs" which I totally agree with and was not intending on doing in the first place or "Do you mean that I cannot use purely lizardfolk mechanics to represent a giant kobold" which I would be sad about, because I want to be lizard Andre the Giant.

Why not be a lizardfolk "adopted" by kobolds, who started to worry about him when they realized he got way taller than he was suppose to? Kind of a Carrot Ironfoundersson situation.

Xanya Zellor wrote:
You can use a lizardfolk no problem! Thunderbeard is not the GM and CaveToad said nothing negative about that part of your character.

Right! Just offering suggestions that everyone is free to ignore.

Johnnycat93 wrote:
But a light weapon takes a hand, which is something I'm distinctly trying to avoid by taking attached.

Actually, knuckle axes don't take a hand; neither do cestuses, spiked gauntlets or (possibly) emei piercers. Or you can use weapon cords in addition to your spring-loaded sheaths?

Monkeygod wrote:
Eh? What was it errata'd to? and where?(not that I don't believe you, just a lil surprised)

I forget the where, I think it was an FAQ. Basically, you can only trip someone who stands up while they're still prone, so no trip-locking. With 15' of reach, it looks like:

1. They move to 10' (AoO 1 trips)
2. They stand up (AoO 2 damages)
3. They 5' step and attack (no AoO)
So unless you have Vicious Stomp + Greater Trip, you're only making the same amount of damage as a standard trip; the utility is in delaying your enemies' approach. Ki Throw can help this a bit, throwing them back 5' every time they fall prone, but this just leads to your enemies taking Withdraw actions to reach you; basically a slightly better Difficult Swings.

It's still good. Just not as good as it was in the days of the 3.5 spiked chain.

Xanya Zellor wrote:
As for this... The monsters might be tougher than you are used to. When my 4th level character dealt 120 odd damage in a round the boss was far from finished. I imagine this will only continue to get more extreme as we level up...

Your character is probably the most damage-optimized of any I've seen here, so it's also likely he's specifically challenging you with high-HP monsters. Teniel recently went toe-to-toe with a barbarian who took well over 80 points of damage, and won primarily through good rolls.


Illia- wrote:
Johnnycat93 wrote:
Illia- wrote:


And finally on the power note: Path of War Expanded introduces a bonanza of "combine maneuvers from different disciplines" effects, like Eternal Hourglass, "Once per encounter, while you maintain a Riven Hourglass stance, you can initiate an Eternal Guardian counter as a free action (even if it isn't your turn)." or Molten Silver Strike, where you perform Solar Wind (normally requires a bow) maneuvers with your Mithral Current Katana attacks, allowing you to do ye old "I swing my sword and the guy 30 feet away falls dead" move. I intend on using these.
Sword beams!
I'm thinking more flavoring along the lines of Yamato, Vergil's weapon, where the sword slices happen at the target, regardless of the intervening space. But yeah, totally. :P

Best of luck. You and I are competing with similar concepts (not that Im making claims to sword beams or katana shenanigans). It'll be neat to do a comparison before selections are made.


@Thunderbeard.
Totally, and putting aside for a moment that I dont think I can have a wrist sheath at creation, it's getting to the point that I'm willing to reflavor one of those items as the thing I actually want.

As I said, it's frustrating because it seems so simple but is becoming a real pain (more so for the GM since I cant stop bringing it up. Sorry.)


A Klar might be 'spiritually' close enough to what you want. It's basically a spiked light shield that weighs a lot less. A light shield can hold other items in the same hand. You couldn't retract it, normally, nor weild a weapon in that hand while it was out, -but- if the DM will let you add the quickdraw property to it (such as with quickdraw light shield), it definitely serves nearly every need you currently have. Just without the mechanics of launching it into your hand with engineering. :)

Bonus points: It counts as a shield when not being wielded, and you can take all those fancy shield feats to make it awesome.


Makoto 'Maks' Kasumi wrote:

A Klar might be 'spiritually' close enough to what you want. It's basically a spiked light shield that weighs a lot less. A light shield can hold other items in the same hand. You couldn't retract it, normally, nor weild a weapon in that hand while it was out, -but- if the DM will let you add the quickdraw property to it (such as with quickdraw light shield), it definitely serves nearly every need you currently have. Just without the mechanics of launching it into your hand with engineering. :)

Bonus points: It counts as a shield when not being wielded, and you can take all those fancy shield feats to make it awesome.

Thats something Ill look at but it sounds like it'll play hell with my handed-ness for magus


Or you could take Improved Shield Bash on your magus, and just punch away with a spiky light shield?


Then how would I use sword beams?

Spoiler:

I pulled that trick once and you just took the damn shield away. Thunderbeard you meanie!


Well, I mean... my Shield Ranger worships Iomedae, and has lots of swords on the front of her shield. So it's possible. :)


Posting my first pass at a build for critique. I'm assuming Harbinger as my third class for the sake of convenience, until I hear otherwise. I haven't done Signature Item stuff yet because I'm still holding out hope for a hidden blade.

Sheet:

Female changeling magus (kensai) 3/warlord (bushi) 3/harbinger
NG medium humanoid (changeling)
Init +4; Senses darkvision 120 ft; Perception +4
--------------------
DEFENSE
--------------------
AC 15, touch 14, flat-footed 11 (+4 DEX, +1 Natural Armor)
hp 33 (3d10+3)
Fort +3, Ref +5, Will +10 (+2 vs mind affecting, poison)
--------------------
OFFENSE
--------------------
Speed 45 ft
Melee 2 claws +7 (1d4+1)
Special Attacks arcane pool 7/day, dark claim

Warlord Maneuvers Known (IL 3rd)
Stances-scarlet einhander, circular stance
Strikes-hunting party*, iron wave*, tidal blade, scything strike*
Boosts-leaping dragon*, pride movement*, prince's attitude, steady hand
Counters-
(*Readied Maneuvers)

Harbinger Maneuvers Known (IL 3rd)
Stances-distorted clock, spirit sensing stance
Strikes-mimic's gambit*, strike the hourglass, stutter strike
Boosts-ghost hunting blow*, minute hand*
Counters-clockwatcher*, inner sense
(*Readied Maneuvers)
--------------------
STATISTICS
--------------------
Str 13, Dex 19, Con 10, Int 22, Wis 12, Cha 22
Base Atk +3; CMB +4; CMD 18
Traits Metamagic Master (Frostbite), Magical Lineage (Shocking Grasp), Fate's Favored
Feats Combat Expertise, Butterfly's Sting, Daisho Expertise, Deadly Agility, Exotic Weapon Proficiency (Katana, Wakizashi), Weapon Focus (Katana), Quick Draw, Intensified Spell, Rime Spell, Dark Allure, Winds of War, Toughness
Skills Craft (Weapons) +12, Bluff +13, Fly +10, Knowledge (Martial) +12, Knowledge (Religion) +12, Linguistics +16, Perception +7, Perform (Dance) +12, Sense Motive +7, Spellcraft +12, Stealth +10, Use Magic Device +12
Languages Common, Draconic, Dwarven, Elven, Giant, Gnoll, Orc, Aquan, Auran, Celestial, Ignan, Infernal, Necril, Sylvan, Terran, Undercommon
SQ Natural Armor, Claws, Darkvision, Green Widow, Object of Desire, Witchborn, Advanced Intelligence, Advanced Charisma, Flexible Bonus Feat (Combat Expertise), Resistant, Gift of Tongues, Gifted Linguist, Arcane Pool, Cantrips, Spell Combat, Spellstrike, Magus Arcana (Lingering Pain), Weapon Proficiency (Katana), Diminished Spellcasting, Canny Defense, Weapon Focus, Warlord's Gambit (Victory, Unbreakable), War Leader, Force of Personality, Iaido Training, Quick Draw, Bushido (Honor), Ill Tidings, Accursed Will (Attack Rolls), Dark Claim, Dark Focus (Mithral Current), Grim News
Gear
--------------------
SPECIAL ABILITIES
--------------------
Maneuvers (Ex)
A Warlord/Harbinger begins her career with knowledge of six martial maneuvers. The disciplines available to her are Cursed Razor, Golden Lion, Mithral Current, Riven Hourglass, Scarlet Throne, Solar Wind, Shattered Mirror, Tempest Gale, Thrashing Dragon, and Veiled Moon. Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by warlords/harbingers is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown on Table: The Warlord and Table: The Harbinger. The warlord/harbinger must meet a maneuver's prerequisites to learn it. See the Systems and Use chapter.

Upon reaching 4th level, and at every even numbered warlord/harbinger level after that, she can choose to learn a new maneuver in place of one she already knows. In effect, the warlord/harbinger loses the old maneuver in exchange for the new one. The warlord/harbinger need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The warlord/harbinger can swap only a single maneuver at any given level. A warlord/harbinger's initiation modifier is Charisma for her Warlord maneuvers and Intelligence for her Harbinger maneuvers.

Dark Claim (Su)
The harbinger reaches out with her sorcerous malice, marking foes as her own. As a swift action, the harbinger may Claim an enemy that she can see (including with special senses such as blindsense or tremorsense) within close range (25 feet plus 5 ft. per 2 levels) for a number of rounds equal to ½ her class level (minimum 1). Additionally, Claimed creatures using the withdraw action to leave a square threatened by the harbinger provoke attacks of opportunity from her. The harbinger may only have a number of Claimed creatures equal to or less than her Intelligence modifier at any given time. The harbinger automatically knows the position of creatures she has Claimed. Any opponent the harbinger cannot see has total concealment (50% miss chance) against her, and the harbinger still has the normal miss chance when attacking foes that have concealment. The harbinger is still denied her Dexterity bonus to Armor Class against attacks from Claimed creatures she cannot see.

Changeling Race Building:

Base 8 RP; 22 RP remaining
Object of Desire 1 RP
Advanced Intelligence 4 RP
Advanced Charisma 4 RP
Flexible Bonus Feat 4 RP
Resistant 2 RP
Darkvision 120 ft 3 RP
Gift of Tongues 2 RP
Gifted Linguist 2 RP

Spellbook:

1st (4/day)—blade lash, color spray, enlarge person, feather fall, frostbite, grease, infernal healing, long arm, obscuring mist, shocking grasp, silent image true strike, vanish
0th (4/day)—acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark

Where prepared casters allowed to begin play with a spellbook?


Just curious, but are you going to go into Bladecaster to actually make spellcombat work with maneuvers? Personally I would probably have gone witch or wizard on one side just to get access to more and higher level spells, but it's your character. You would still get two sides with maneuvers (even if the Bladecaster would get less).


I vaguely recall cavetoad saying he thought that harbinger was too dark for the start of the campaign where everyone is supposed to be 'good'
Fact check me, I can't go through old posts right now


Xanya Zellor wrote:
Just curious, but are you going to go into Bladecaster to actually make spellcombat work with maneuvers? Personally I would probably have gone witch or wizard on one side just to get access to more and higher level spells, but it's your character. You would still get two sides with maneuvers (even if the Bladecaster would get less).

Not planning on it, there are enough maneuvers that work with spell combat for my tastes. I also don't really mind being limited in casting for a bit. Then again, I could always try a blade adept arcanist instead.

Quote:

I vaguely recall cavetoad saying he thought that harbinger was too dark for the start of the campaign where everyone is supposed to be 'good'

Fact check me, I can't go through old posts right now

He did, and I disagree. Currently it's up in the air.


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Xanya Zellor wrote:
Just curious, but are you going to go into Bladecaster to actually make spellcombat work with maneuvers? Personally I would probably have gone witch or wizard on one side just to get access to more and higher level spells, but it's your character. You would still get two sides with maneuvers (even if the Bladecaster would get less).

No, nobody goes into Bladecaster to make spellcombat work with maneuvers (this actually got nerfed in errata to a reasonable level). You go into Bladecaster to get near-infinite reuses of maneuvers and massive AC boosts, ridiculous fast healing, and total immunity to magic because Martial Counterspell. It's a very, very defensive PrC.


Harbinger basically has 'Antihero' written all over it in sharpie. (See Also: Emokid, Crybaby, Country Singer)

The question for me is: Can an angry person be a good guy, without pushing that anger out of themselves first? And my answer is 'Well, we have Bloodragers and Barbarians, don't we?' We have Paladins of Vengeance. I just don't see how 'Anger Issues' becomes a problem when there's a class whose basic power is 'Rage', or characters whose theme is 'Hurt those that hurt me'.

Now, bear in mind that there is a lot of 'Violence' fluff in their descriptors. So your mileage may vary. (Though, any amount of stabbing is pretty violent.) The only real problem is that they tend to relish that violence, by the fluff of basically every power they have.

Raven Lord seems to subvert this. Rather than 'Violence', they seem to be focused on mourning and sorrow... and trying to push those emotions out. Also, Raven Lord Harbinger is ridiculously cool. Do want.


5d6 ⇒ (3, 4, 5, 5, 3) = 20 = 14
5d6 ⇒ (2, 6, 6, 1, 5) = 20 = 17
5d6 ⇒ (5, 1, 1, 3, 2) = 12 = 10
5d6 ⇒ (5, 6, 4, 4, 5) = 24 = 16
5d6 ⇒ (5, 1, 6, 1, 1) = 14 = 12
5d6 ⇒ (3, 4, 6, 2, 3) = 18 = 13
5d6 ⇒ (4, 5, 2, 5, 3) = 19 = 14

17, 16, 14, 14, 13, 12.

I may be late but this is an interesting thing to do on a saturday. I think am going to make a very fey kitsune. Not sure just what sorts of classes yet.


Reason I'm trying to make the whole whip thing work, is because my concept, beyond being a weapon master of a specific weapon, is a battlefield tactician type. Somebody who controls fights via trips, disarms, re-positions, etc.

I realize the whip may not be the best weapon for this, but I am limited by needing my weapon of choice to be one handed so I can still make use of Spell Combat.

Any suggestions or advice would be welcome.


Basically you want to make the ultimate maneuver magus? There are a number of great gestalt maneuver builds you can just throw magus on top of. Personally I would totally go with white haired witch (can already spell combat with the hair since it counts as a hand I believe). Monk (perhaps tetori or maneuver master or underfoot adept) + abberant bloodrager also seems awesome. Monk can let you flurry with the hair (though it's not clear if you can flurry and use spell combat at the same time). Isn't there a whip magus archtype?

One thing I've really wanted to build for this game (well third in line behind my other two ideas) is a character focusing on taking advantage of Ki Throw (and the further versions) combined with Seize The opportunity (from path of war expanded) and the cleave line of feats (might have to go mongrelman to qualify for the orc/dwarf/halfling stuff, though the sheer size of Ogre is attractive too). That'll give you a few AoOs for every attack you make until all the enemies are just piled on top each other in a heap (trip a guy, throw him next to another which provokes a cleave, which you can then continue into the guy next to him who you then can throw further. Of course if you get all the feats they don't even need to be next to each other). I think I was planning some reach weapon (though a whip might work even better) to reach even further than unarmed strikes could alone.


Makoto 'Maks' Kasumi wrote:

Harbinger basically has 'Antihero' written all over it in sharpie. (See Also: Emokid, Crybaby, Country Singer)

The question for me is: Can an angry person be a good guy, without pushing that anger out of themselves first? And my answer is 'Well, we have Bloodragers and Barbarians, don't we?' We have Paladins of Vengeance. I just don't see how 'Anger Issues' becomes a problem when there's a class whose basic power is 'Rage', or characters whose theme is 'Hurt those that hurt me'.

Now, bear in mind that there is a lot of 'Violence' fluff in their descriptors. So your mileage may vary. (Though, any amount of stabbing is pretty violent.) The only real problem is that they tend to relish that violence, by the fluff of basically every power they have.

Raven Lord seems to subvert this. Rather than 'Violence', they seem to be focused on mourning and sorrow... and trying to push those emotions out. Also, Raven Lord Harbinger is ridiculously cool. Do want.

For me, I like it for lining up my changelings theme.


I wanna keep the current classes, which means I may need to modify my concept. However, with all the various bonuses and such, I'm pretty sure I get 16 feats at level 3, so I would rather not change the classes, but rather try to make the build work, or scrap it all together for something different yet still badass.


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White-haired witch is... not as amazing as it seems.

@Monkeygod: Consider the double-chained kama. It can be wielded in three ways: as a single one-handed weapon, double-weapon, or two-handed reach weapon, and you can switch between them as a free action. Which means you can one-hand it for spell combat, then switch to reach for AoOs. Furthermore, if you one-hand it it counts as a kama and can be used with the Weapon Adept's Perfect Strike. Its damage output starts a bit low, but it's one of the ultimate monk tripping weapons due to your ability to switch between 1H and reach as a free action.


Thunder, that is badass. Not too concerned about damage output, because I'll have a fair amount of bonuses to that from the various classes I have.

Thanks buddy!


Update on my Changeling character. Not sure if this is the right way to stat block it or a specific format is needed. I Think I will get Monk with the first cheese dip next level, huge boost to AC there. Second cheese possible crossblooded sorcerer. Fitting given the fountain of magic that this character would be spewing. Anyways the background is forthcoming. Theme of being weird, scary and off putting, not evil but definitely a bit creepy. Lots of debuffing enemies and enchantment.

Character Sheet:

Blaire
Female Changeling(Night Hag) Witch(Dreamweaver) 3/Oracle 3/Druid(Storm Druid) 3
TN Medium Humanoid(Changeling)
Init +10; Senses Darkvision 120ft, Low-Light Vision, Carrion Sense; Perception +13
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DEFENSE
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AC 19, touch 14, flatfooted 15 (+4 dex, +5 natural)
HP 30 (3d8+6)
Fort +3, Ref +6, Will +8
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OFFENSE
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Speed 30ft.
Melee 2 Claws +2 (1d4)
Special Attacks Hexes(Slumber[30ft., DC 16, 3 rounds]), Storm Burst(8/day), Brain Drain(1/day, DC 16), Gift of Madness(8/day, DC 16), Thunderstaff(1 round)

Witch Spells Prepared (CL 3th; concentration +12)

2nd - glitterdust(DC 17), Web(DC 17)
1st - command(DC 16), ear-piercing scream(DC 17), Ill Omen(DC 16), mage armour
0(at will) - arcane mark, daze(DC 15), dancing lights, message

Patron Portents

Druid Spells Prepared (CL 3th; concentration +12)

2nd - fog cloud(d), bark skin, frost fall(DC 18)
1st - obscuring mist(d), entangle(DC 16), feather step, heightened awareness, hydraulic push(DC 17)
0(at will) - create water, detect poison, guidance, purify food and drink

Domain Storm(weather)

Oracle Spells Known (CL 3th; concentration +12)

1st(7/day) - entropic shield, cure light wounds, endure elements, bless, protection from evil
0(at will) - enhanced diplomacy, light, mending, read magic, detect magic

Curse Tongues(Aklo)
------------------------------------------
STATISTICS
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Str 10, Dex 18, Con 10, Int 20, Wis 20, Cha 20
Base Attack +2; CMB +2; CMD 16
Feats Toughness, Skill Focus(Knowledge(Nature)), Combat Casting, Extra Hex(Cackle), Extra Hex(Evil Eye), Improved Initiative, Alertness, Mother's Gift, Uncanny Concentration, Eldritch Heritage(Stormborn), Spell Focus(Evocation)
Traits Reactionary, Desperate Focus, Quick Reactor
Favoured Class: Witch +3HP
Skills(10 per level) 3 Diplomacy +14, 3 Disguise +11, 3 Intimidate +11, 1 Knowledge(arcana) +9, 1 Knowledge(geography) +9, 1 Knowledge(nature) +11, 1 Knowledge(planes) +9, 1 Knowledge(religion) +9, 3 Perception +13, 3 Sense Motive +13, 3 Spellcraft +11, 3 Stealth +10, 1 Survival +11, 3 Use Magic Device +11
Languages Aklo, Common, Celestial, Draconic, Elven, Gnoll, Goblin, Orc
Equipment Masterwork Headband
Money
------------------------------------------
WITCH ABILITIES
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Thrush Familiar(Ex) Master gains a +3 bonus on Diplomacy checks.
Alertness(Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link(Su) The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Share Spells The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Store Spells Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
Patron: Portents: 2nd—sow thoughts, 4th—dust of twilight, 6th—deep slumber, 8th—modify memory, 10th—dream, 12th—cloak of dreams, 14th—ethereal jaunt, 16th—moment of prescience, 18th—astral projection.
Slumber Hex(Su) A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Evil Eye(Su) The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.
Cackle(Su) A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Dream Spinner(Su) At 2nd level, when a dreamweaver casts a mind-affecting spell on a target that is sleeping because of her slumber hex or a spell she cast, she adds +1 to the mind-affecting spell's DC. If the target succeeds at the saving throw against the spell, it does not wake up, nor does it have any recollection of having resisted a spell. If appropriate, the dreamweaver may incorporate elements of a mind-affecting spell (i.e., sow thoughts, suggestion, and so on) into the target's subconscious so it believes the spell's effects originated in its dreams (the details of how these elements fit into the dream is up to the GM).
Cantrips Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilise, Touch of Fatigue
1st Spells Celestial Healing, Command, Comprehend Languages, Ear-Piercing Scream, Enlarge Person, Hex Vulnerability, Identify, Ill Omen, Mage Armour, Mount, Sow Thoughts
2nd Spells Glitterdust, Web
------------------------------------------
DRUID ABILITIES
------------------------------------------
Spontaneous Domain Casting A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.
Nature Bond(Ex) A storm druid may not choose an animal companion. A storm druid must choose the Air or Weather domain, or the Cloud, Storm, or Wind subdomain.
Storm Subdomain 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—call lightning storm, 6th—sirocco, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.
Storm Burst(Sp) As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Nature Sense(Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy(Ex) A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Windwalker(Ex) At 2nd level, the penalties from natural or magical wind effects are treated as one step less severe for a storm druid.
Stormvoice(Ex) At 3rd level, a storm druid’s voice can magically carry over howling winds and peals of thunder. Whenever a Perception check is needed to hear the druid’s voice, the DC is reduced by an amount equal to the druid’s level.
------------------------------------------
ORACLE ABILITIES
------------------------------------------
Curse: Tongues[Aklo] Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
Mystery: Dark Tapestry An oracle with the dark tapestry mystery adds Disguise, Intimidate, Knowledge (arcana), and Stealth to her list of class skills.
Bonus Spells entropic shield (2nd), dust of twilight [APG] (4th), tongues (6th), black tentacles (8th), feeblemind (10th), planar binding (12th), insanity (14th), reverse gravity (16th), interplanetary teleport [UM] (18th).
Brain Drain(Su) You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d4 points of damage for every oracle level you possess. After successfully attacking with this ability, you may use a full-round action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you had used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every five levels beyond 5th.
Gift of Madness(Su) You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round. A successful Will save negates the effect. This is a mind-affecting compulsion effect. At 7th level, the confusion lasts for a number of rounds equal to your oracle level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
------------------------------------------
RACIAL TRAITS
------------------------------------------
Claws Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Natural Armour Changelings have a +4 natural armor bonus.
Greater Darkvision Changelings see perfectly in the dark up to 120 feet.
Low-Light Vision Members of this race can see twice as far as a race with normal vision in conditions of dim light.
Carrion Sense Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Heartstone Heritor (Night Hag) The changeling gains a +2 racial bonus on saving throws against disease.
Bonus Feat(2) Members of this race select two extra feats at 1st level.
------------------------------------------
FEATS
------------------------------------------
Toughness(bonus) You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Alertness(familiar) You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Skill Focus(Knowledge(Nature))(level 1) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Extra Hex(level 1) You gain one additional hex. You must meet all of the prerequisites for this hex.
Extra Hex(level 1) You gain one additional hex. You must meet all of the prerequisites for this hex.
Combat Casting(level 1) You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Improved Initiative(level 1) You get a +4 bonus on initiative checks.
Mother's Gift: Surprisingly Tough(Ex)(level 2) Your natural armor bonus increases by +1.
Uncanny Concentration(item level 2) You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks.
Eldritch Heritage(Stormborn): Thunderstaff(Sp)(level 3) At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Spell Focus(Evocation)(item level 3) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Thrush Familiar:

Warble the Thrush
TN Diminutive Magical Beast(Familiar)
Init +2; Senses low-light vision; Perception +11
------------------------------------------
DEFENSE
------------------------------------------
AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size, +2 natural armour)
hp 15 (half master's; 3HD)
Fort +1, Ref +4, Will +5
------------------------------------------
OFFENSE
------------------------------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +8 (1d2–5)
Space 1 ft.; Reach[/b] 0 ft.
------------------------------------------
STATISTICS
------------------------------------------
Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +2; CMB +0; CMD 5
Feats Skill Focus(Perception)
Skills 3 Diplomacy +1, 3 Disguise +1, 1 Fly +12, 3 Intimidate +1, 1 Knowledge(arcana) -1, 1 Knowledge(geography) -1, 1 Knowledge(nature) -1, 1 Knowledge(planes) -1, 1 Knowledge(religion) -1, 3 Perception +11, 3 Sense Motive +6, 3 Spellcraft +1, 3 Stealth +20, 1 Survival +3, 3 Use Magic Device +1
------------------------------------------
FAMILIAR ABILITIES
------------------------------------------
Improved Evasion(Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Deliver Touch Spells(Su) If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.

Signature Item:

Item Name Blaire's Headband
Description This item is a masterfully crafted interwoven headband.
Slot Headband.
2nd level Feat Uncanny Concentration.
3rd level feat Spell Focus(Evocation).
Magic Creation Pool 3,000 unspent
Flexible Power Pool 0


I'm sure this has already been answered, but, are we allowed to swap racial traits normally or are we only able to purchase them?

I want to swap out a hobgoblin's sneaky for one of the alternate traits that give bonuses to intimidate.


Lily is going to be my kitsune, I've been reading table seven and I'm definitely taking cleric for the imagination domain and themes of redemption, and probably taking warder to have something to do in combat and to represent goodwin's structured "you'll be a hero because I say so" training, but I'm going around in circles on class 3. I'm trying to catch up on table four now while I take a break.

Here's my concept so far. I'd like to build lily as a first worlder that predates the current first world. She was one of the fey which would eventually become the kitsune but was captured by goodwin before she and her sisters settled into themselves and became the kitsune progenitors. As a result she hadn't settled on 'fox' yet and was still fluid in her shapeshifting and more in tune with spirits and other aspects of creation. Imagine a pile of toddler fey/celestial spirits running around making up games, playing hide and seek, etc, and goodwin comes along and butterfly nets one of them. Looking for a tone somewhere between faerie very grimm and spirited away for 'child wandered away from home' here. Maybe with a dose of lighthearted but occasionally deadly kami or the seasonal court fey stuff if it makes sense. Themes of imaginary worlds, exploration, building faery castles, that sort of thing. Essentially the summerlands of childhood and the usual faerie world meets the kami ideas of place/nature spirits.

So that's where she came from, but when Goodwin (kitnapped) adopted her she grew up. She learned about order and structure and protecting what you cared about. She took to her training very seriously because she wanted there to always be room in the world for children and childhood. She probably privately thinks what Goodwin did to the children he 'saved' was as monstrous in it's own way as the things he taught them to fight. After all, he stole their childhoods and used the flame of their youth to forge weapons. It might be for the greater good, but many paths through winter sound just as sweet, and end as deadly.

So she grew up, but she never grew old and she hasn't settled on what she was (??), vs what she is (Warder), vs what she's becoming (Cleric).

I've looked at:

Fey Creature Template
Oracle (Spirit Guide)
Druid (Menhir)
Shaman

and I can't decide what best fits the sort of proto-fey I'm imagining. Any suggestions?

I have a pretty MAD-enabling spread of attributes, (17/16/14/14/13/12+10)but I'd like to nail down the flavor before worrying about assigning points or picking combat stuff.


Pretty sure templates are just off the table.


Ash.. wrote:

Lily is going to be my kitsune, I've been reading table seven and I'm definitely taking cleric for the imagination domain and themes of redemption, and probably taking warder to have something to do in combat and to represent goodwin's structured "you'll be a hero because I say so" training, but I'm going around in circles on class 3. I'm trying to catch up on table four now while I take a break.

Here's my concept so far. I'd like to build lily as a first worlder that predates the current first world. She was one of the fey which would eventually become the kitsune but was captured by goodwin before she and her sisters settled into themselves and became the kitsune progenitors. As a result she hadn't settled on 'fox' yet and was still fluid in her shapeshifting and more in tune with spirits and other aspects of creation. Imagine a pile of toddler fey/celestial spirits running around making up games, playing hide and seek, etc, and goodwin comes along and butterfly nets one of them. Looking for a tone somewhere between faerie very grimm and spirited away for 'child wandered away from home' here. Maybe with a dose of lighthearted but occasionally deadly kami or the seasonal court fey stuff if it makes sense. Themes of imaginary worlds, exploration, building faery castles, that sort of thing. Essentially the summerlands of childhood and the usual faerie world meets the kami ideas of place/nature spirits.

So that's where she came from, but when Goodwin (kitnapped) adopted her she grew up. She learned about order and structure and protecting what you cared about. She took to her training very seriously because she wanted there to always be room in the world for children and childhood. She probably privately thinks what Goodwin did to the children he 'saved' was as monstrous in it's own way as the things he taught them to fight. After all, he stole their childhoods and used the flame of their youth to forge weapons. It might be for the greater good, but many paths through winter sound just...

Sounds like you want some sort of high personality/charisma character from your description. Sorcerer might work and gives you move abilities to play "tricks". Illusions are good for that. Shaman seems in line with the spirits of her former life.

Help that helps, though I'm not sure it does.


I would honestly suggest Kitsune Trickster (Rogue) It offers lots of skills, gives you a bonus to charisma goodies based on your int. Though that's also easily a 'dip' level, since beyond that it's standard rogue with Trap/Danger Sense exchanged for some Charm Person effects. :)

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