| Doomed Hero |
GM, I have a question for you-
Can you take a look at the Scarred Witch Doctor Archetype?
Would you consider dropping the racial prerequisite for this game?
Normally it's limited to Orcs (or humans with the Racial Heritage feat). I wanted to play a human, and my current build includes the feat, but I wanted to know if you thought the archetype was appropriate to any of the human native tribes.
| brvheart |
My problem with it isn't that I could not see a few of the Tulita going that direction, some do, but such a character would be by it's nature evil and not a good mix in the party. I mean who wants to adventure with a cannibal? The Tulita worship the turtle, the whale and the dolphin. Not sure what this character would be worshipping, but it would not be the three.
| brvheart |
One of the major hexes is "cook people"
Cook People (Su): The witch can create fabulous spells by cooking an intelligent humanoid creature in her cauldron, either alive or dead. Using this hex creates one meal or serving of food of the witch’s choice, typically a delicious stew or a dough suitable for cookies, pastries, or other desserts. Cooking the victim takes 1 hour. Eating the food provides one of the following benefits for 1 hour: age resistance, bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, neutralize poison (instantaneous), owl’s wisdom, remove disease (instantaneous). Alternatively, the witch can shape the dough into a Small, human-like creature, animating it as a homunculus for 1 hour. The witch must have the cauldron hex to select this hex. Using this hex or knowingly eating its food is an evil act.
| Doomed Hero |
Oh, I see what you're looking at.
Yeah, that's an option for evil witches, and is listed as a recommended option for Scarred Witch Doctors (because of the Orc theme), but nothing says that Hex has to be taken. I certainly wasn't going to.
All the listed hexes in the archetype are just suggestions, not things the class automatically gets.
I was planning on taking Cauldron as my first Hex (because everyone loves the guy who passes out potions). Later hexes will probably be Fortune and Misfortune.
| brvheart |
Your party will like you with Fortune and Misfortune also. We have a witch in our ftf game, a sea witch. OK, as long as you keep away from anything evil related I will allow it. You will need to chose what ethnic subtype of Tulita you are as well as anyone that is playing a Tulita.
| --Sandman-- |
As I developed the character I deviated from my original Vodoun inspiration to something more like Aboriginal mythology.
I chose the Turtle as my patron, choosing themes of protection, sleep, dreams and healing.
Any of the other Tulita characters have backstories yet? I haven't chosen a particular ethnic subtype, so I was thinking about tying my character in with someone else's background. Who wants to be buddies with the Witch Doctor?
| Sapele Lalolagi |
Sandman - have you considered PNG as a source of inspiration? The Asaro Mudmen seem uncannily suited to the setup.
Sapele will be of the Moamasu though he will be more a more squat and dense specimen. Body reference probably close to this. I'm going to be sourcing alot of inspiration from Samoan and Maori sources as far as style of dress and whatnot.
| --Sandman-- |
Great link, thanks! That's good stuff. I hadn't thought of them. :)
I had a loose idea of having Sandman heal people, and prepare for fights, with various alchemical concoctions that would be ritualistically painted on the body in swirling patterns, something like Woad, but I like the idea of a mud-based paint better. There are places where sand is so fine that it is essentially powder. That ties into his name wonderfully.
The powder becomes the base that an alchemical liquid is mixed with to be applied as mud to the body. Awesome. :)
3d6 ⇒ (5, 4, 6) = 15
| --Sandman-- |
Ok! Getting pretty close to done. This character is nothing like I originally thought he'd be, but I'm really enjoying how he's turning out.
I still have to finish my equipment list and get my background finished, but other than that, I'm just about ready.
Mark Peyton
|
Ok so far we have
Tulita Monk
Tulita Scarred Witch/ Sea Reaver Barb
Gunslinger
Potential Cleric of Quell
So for me to play:
Tempted by a Blockade Runner Rogue. Finding those ways to slip people and goods into or out of Port Shaw. Always a smile for a Dragoon in case they start thinking they should pay more attention to him. Unless that clashes with Shadowyfox's Rake too much.
Or Magus Hexcrafter who is blade bound - though just read the allowed classes so that's an ask if that's ok?
Or Storm Druid. There's a storm coming to Port Shaw and I mean to control it.
| ShadowyFox |
Oh that won't conflict at all, really. It'll be fine, as the rake will be good in certain situations and you in others. It'll be complimentary, I think. I've been stuck on a smart phone since yesterday evening (when my laptop died). Good news is that I did get to read up on a few things; bad thing is, I can't post a sheet worth anything. But at least I know it'll be a rake/scrimshaw fetishist and that it'll probably be a 3/2 split. Thinking from the pirate traits PDF the one called Mad Matey (just because being half crazed would explain his cockiness). Thinking either the Eyepatch of Grit (which negates the one-eyed penalty when wearing an eyepatch of some sort) or sailborn (which gives a bonus to profession (sailor) equal to my character level. As fun as the eyepatch is, I think sailborn is a bit more appropriate and would compliment my blockade runner friend there. ;)
But yep, it's shaping up nicely. I just have to decide on feats, since I'm thinking the rapier would be a good weapon of choice.
| brvheart |
@Oceanshieldwolf Yes, max hit points at 1st level
@Mark Peyton No Magus please
@ShadowyFox There are a lot of nice rapier feats. Let me know if I need to post them up.
| brvheart |
I like the way the characters are shaping up:) This should be very interesting!
| Sapele Lalolagi |
Dex: 14 +2
Con: 14 +2
Int: 10 +0
Wis: 15 +2
Cha: 11 +0
Hit Points: 48 (8+7+7+8+8 +10 from Con)
BAB +3, Flurry Base +3/+3, Unarmed Damage 1d8, Saves +4
Skills: (4 + FC per level)
Acrobatics (Dex): 11 (5 +2 Dex +3 Class +1 Trait) (13 to balance on ships) (15 to move past or through threatened area) (16 on checks to jump)
Climb (Str): 12 (5 +4 Str +3 Class)
Perception (Wis): 12 (5 +2 Wis +3 Class +2 Feat) (14 on ships)
Profession (Sailor-Wis): 14 (5 +2 Wis +3 Class +4 Feats)
Swim (Str): 12 (5 +4 Str +3 Class)
Traits:
Totem Tattoo: of Tumatenga, +1 trait bonus to Will saves.
Acrobat: +1 bonus on Acrobatics checks, and only a —2 penalty when using the Climb skill to attempt an accelerated climb.
Feats:
Improved Unarmed Strike:
Stunning Fist:
Seaworthy: +2 competence bonus to all Profession (sailor) checks. In addition you gain a +2 circumstance bonus to all Acrobatics checks made to balance while onboard a seafaring vessel of any kind, and a +2 circumstance bonus to all vision–based Perception checks made at sea.
A Life at Sea: +2 bonus to Perception and Profession (Sailor)
Dodge: +1 dodge bonus to AC
Improved Grapple: +2 to CMB and CMD for grapples, does not provoke AoO for grapple attempts.
Power Attack: -1 to Attack for +2 to damage
Dragon Style: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Class Abilities:
AC Bonus (Ex): when unarmoured and unencumbered, add Wis bonus to AC and CMD. Also gain +1 bonus to both AC and CMD. These apply when flat-footed and against touch attacks. Lose bonuses when wearing armor, carrying a shield or carrying a medium or heavy load.
Flurry of Blows (Ex): full-attack action. Make an additional attack, taking a -2 on all rolls. For purpose of these attacks, use monk level as BAB. Apply full Str bonus to damage rolls, and may substitute disarm, sunder or trip maneuvers for attacks within the flurry.
Unarmed Strike: gain Improved Unarmed Strike as bonus feat. 1d8 damage.
Stunning Fist (Ex): Gain as bonus feat.
Can choose to make the target fatigued instead of stunned. Choose which condition will apply before the attack roll is made. These effects do not stack with themselves, but additional hits do increase the duration.
Evasion (Ex): successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead takes no damage. Evasion can be used only if wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex): +10ft enhancement bonus to speed. Lose bonus in armor or carrying a medium or heavy load.
Maneuver Training (Ex): use monk level in place of BAB when calculating CMB.
Still Mind (Ex): +2 bonus on saving throws against enchantment spells and effects.
Ki Pool (Su): 1/2 monk level + Wis mod.
While have at least 1 point in ki pool, can make a ki strike – which allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Spend 1 point to make additional attack at highest attack bonus when flurrying.
Spend 1 point to increase speed by 20 feet for 1 round.
Spend 1 point for +4 dodge bonus to AC for 1 round.
All activated as a swift action. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Slow Fall (Ex): When within arm's reach of a wall takes damage as if the fall were 20 feet shorter than it actually is.
High Jump (Ex): adds level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. Always counts as having a running start. Spend 1 ki as a swift action, for +20 bonus on Acrobatics checks made to jump for 1 round.
Purity of Body (Ex): immune to all diseases, including supernatural and magical diseases.
Gear: 10,500, no more than 25% on one item.
MW Coral Bracers:1d6, x3, 2lb, S – 330gp (+1 shield bonus to AC, if hit with two flurry attacks, can attempt a rake attack for 1d6 damage).
Amulet of Natural Armor +1 – 2,000gp
Cloak of Resistance +1 – 1,000gp
Quick runner’s shirt – 1,000gp
Belt of Tumbling – 800gp
Obsidian Grenade: 800gp
brvheart - can you give us an indication of how the adventure will be kicked off? - just to help dovetailing his background and story thus far.
| Llaelian |
I'm going forwards with my shaping up. After looking at the different gods/domains/favored weapons/builds, I'm torn between different builds. I have seen that the Witch has some good healing abilities so I can sort of relax from being a pure healer.
One would be a cleric of Dame Torren with domains of Air(Wind) and Animal (Feather) and a Roc animal companion.
The other one would be a storm druid. The second build would mean no channeling but a good versatility with spellcasting and shapechange.
What do you think would fit better?
| brvheart |
Whether you are native to the Razor or sell swords in search of adventure or responding to a call for help from the chapter house of Quell you all have arrived newly to the docks of Port Shaw.
No blade is more loaded with history and culture than the
rapier. It is a refined killing tool, a murderous brush applied
to the canvas of death. Any oaf can heft a broadsword and
hack at a man, but consistently plunging your rapier’s point
into an inch-wide target with the grace of a pouncing leopard
takes years of dedication to the art of the sword.
The rapier was historically a civilian weapon, specifically
associated with a gentle social class, especially in the
halcyon days of the Renaissance. In the sixteenth and
seventeenth centuries, a gentleman was expected to wear
a rapier in public and know how to use it. The rapier was
an essential symbol of class; if a man wore a rapier, he was
clearly a gentleman. If a man was a gentleman, he never set
foot out of doors without his rapier hanging at his side.
The rapier’s purpose was primarily to defend one’s life
and/or honor in a duel with another gentleman. These
were typically formal affairs rather than wild melee sparked
in a tavern or alley. The law tolerated dueling to a greater
or lesser degree in different times and places, but among
gentlemen, dueling was vital in maintaining one’s social
standing.
Occasionally, duels were used as a means to murder
someone without real consequences. A highly skilled bravo
could intentionally instigate a duel against an opponent,
citing honor as their cause when dubious ulterior motives
– the desire to rid oneself of an enemy for example – lurked
beneath. More than a few noble families throughout history
snatched land and power by burying their sword point in a
rival’s heart. Likewise, some duelists provoked fights with
famous gentlemen in order to cut their name into history.
Contrary to popular belief however, most duels were
probably not intended to be deadly. Usually the intent of
the duel was to demonstrate a willingness to risk your life
for your words or deeds, or to stand against the word of
your opponent. Since there are no accurate records of the
statistics of duels, we cannot know how many men lived
or died engaging in these tests of honor, but certainly
fatal wounds occurred. For most disagreements between
gentlemen, fighting until one man sustained an injury was
sufficient. In fact, a famed English fencing master named
George Silver lamented specifically that duels became
more deadly with the advent of the rapier, and the further
development of the murderous smallsword (or foil) in the
Restoration period eventually resulted in stringent laws
against the practice. The lethality of these new weapons
turned a vital display of honor into a deadly affair far too
often.
The rapier was also a gentleman’s means to defend
oneself from ruffians and the like, but this was generally
seen as undignified, and a gentleman would certainly
not engage a commoner in a duel. Truth be told, it was
uncommon for a gentleman to be dealing with low-class
ruffians at all, and if so, drawing a rapier might only invite
later derision upon a gentleman so accosted.
Of course, in a fantasy RPG, the “realism” of dueling may
take a back seat in some campaigns leaning more towards
the swashbuckling side. The process of finding seconds,
negotiating terms, setting a time and place, and conducting
a formal duel may be interesting in some adventures, but
just as many players are more excited by the prospect of
shouting a challenge across a crowded room and fighting
from tabletop to tabletop.
As a civilian weapon, the rapier was not a useful
weapon for war. The techniques taught for its use and the
specific limitations of the weapon made it a bad choice for
prolonged combat facing multiple opponents and tactical
situations.
Of course, many gentlemen engaged in war felt it
important to carry the symbol of their class, and used them
on the battlefield regardless. Military experts across Europe
repeatedly wrote against this practice, their vitriol-filled
reports indicating how frequently it happened.
Most rapier instruction focused on the use of the
single rapier as the foundation for other combat skills.
Many duelists, especially early on, relied upon a secondary
weapon in their off hand. The dagger and buckler were
popular choices, depending upon the time and place,
but occasionally other weapons were used. Early rapiers
were long and heavy, and parrying effectively with these
cumbersome blades proved difficult. Secondary weapons
were used for defense and the rapier for attacks. As
technology improved and rapiers became lighter, the rapier
could be relied upon for primary defense, and more options
became available for secondary weapons. Bucklers fell out
Appendix Five: The Book of Indulgences 413
of style since their use was largely defensive, and daggers
became more popular, as with one in hand a duelist could
defend or threaten a foe as needed. Continued advances in
sword technology and techniques, and the advent of the
smallsword eventually led to the abandonment of secondary
weapons entirely.
New Equipment
The standard rapier (Pathfinder Roleplaying Game,
Chapter 6, “Equipment”) assumes a simple hilt design, of
which there were many variations. The rapiers described
below are suggestive of special hilts designed to give specific
advantages in combat. They are treated like normal rapiers
in all other regards.
Cup-Hilt Rapier: The cup-hilt rapier has quillons as
well as a large bell-shaped guard over the hand. When
used defensively in combat (fighting defensively, using total
defense, or using Combat Expertise and taking a penalty
of at least –2 to your attack), a cup-hilt rapier grants an
additional +1 dodge bonus to AC. This bonus stacks with
the bonus for using a cup-hilt dagger. When using a cup-hilt
rapier and using the Attack with Opposition or Stop-Thrust
feats (see “New Feats” below), you gain a +2 bonus to AC
against your opponent during that action. Price: 75 gp
Swept-Hilt Rapier: The swept-hilt rapier has
a complex guard made up of heavy wire forming a
swirl-patterned basket. These wires are neither simply
decorative nor just protection for the hand. They are
specifically designed to entrap an opponent’s blade. When
using a swept-hilt rapier, you get a +2 bonus on combat
maneuver checks made to bind or disarm an enemy
wielding a one-handed sword, rapier, scimitar, or a similar
bladed weapon. Price: 50 gp
Case of Rapiers: These twin rapiers elegantly fit in one
sheath. Their owner draws and wields in concert. They are
lighter than standard rapiers and less sturdy, suffering –2
penalty on Combat Maneuver Defense to avoid all bind,
disarm, and sunder maneuvers. They also deal 1d4 points of
damage as a Medium weapon. A Case of Rapiers cannot be
made Small. However, they may be wielded as if both were
light weapons by anyone with the Weapon Finesse feat,
thus allowing them to be used in both hands with reduced
penalty. Price: 250 gp
These specialized daggers below are usually made to
match a rapier and used in the left hand. They are treated as
normal daggers in all other ways.
Cup-Hilt Dagger: Sometimes called a main-gauche,
this dagger actually has a large triangular hand-guard
and quillons. When used defensively in combat (fighting
defensively, using total defense, or using Combat Expertise
and taking a penalty of at least –2 to your attack), a cup-hilt
grants an additional +1 dodge bonus to AC. This bonus
stacks with the bonus for using a cup-hilt rapier. Price: 50 gp.
Swept-Hilt Dagger: The swept-hilt dagger has a
complex guard made up of heavy wire forming a swirlpatterned
basket, designed to entrap an opponent’s blade.
When using a swept-hilt dagger to bind or disarm an
opponent, it is considered a one-handed weapon rather
than a light weapon. Price: 40 gp.
New Combat Maneuver
Bind
As a melee attack, you may attempt to gain control
of your opponent’s weapon. Make a combat maneuver
check against your opponent’s combat maneuver defense,
including all appropriate modifiers. If you succeed on your
check, you bind his weapon. If you fail to meet or exceed
your opponent’s CMD, you fail to bind his weapon.
While bound, you and your opponent may not use the
bound weapons and do not threaten any squares with these
weapons. On his turn, the opponent may attempt to free
his weapon with combat maneuver check of his own, or he
can drop it as a free action. If the opponent does not free or
drop his weapon, he may not move out of your threat range.
While binding your opponent, you suffer the same
limitations, except that you may end the bind as a free
action. If you attempt to disarm your opponent or sunder
the bound weapon, you do not provoke an attack of
opportunity, and you receive a +4 bonus to the combat
maneuver check and to the damage of the sunder attempt.
You can only bind the weapon of an opponent who is no
more than one size category larger than you, and attempting
to bind a foe while unarmed imposes a –4 penalty on
the attack.
Designer’s Note:
Why Use Bind?
Binding is a sword-fighting technique near and dear
to my heart, and one that provoked many discussions
of historical techniques and sword design in my swordfighting
classes. It is also a technique seen in movies all
the time. Binding is a core element of the oldest known
manual of swordplay, written around A.D. 1300 (although
in that case it often simply means actively blocking your
opponent’s weapon) and the technique was developed
and perfected throughout history. But what use is it in
game? At first glance, it seems that it is easier to simply
attempt to sunder or disarm your opponent. Binding
offers several advantages, however. First, it bypasses the
attack of opportunity both these techniques provoke,
giving an alternative to the “improved” feats. Second, a
bind may hamper your opponent longer if they try to
free their weapon and fail.
414 Razor Coast Book of
Indulgences Handouts Adventure
Options Deep Waters
Attack with Opposition (Combat)
You are skilled at controlling your opponent’s weapons
to avoid attacks of opportunity and counter-attacks.
Prerequisites: Dex 13, Dodge, Responsive Duelist,
Weapon Finesse.
Benefit: When fighting with a slashing light weapon or
a rapier, if an opponent makes any attack of opportunity or
counter-attack against you, you gain a +4 dodge bonus to
AC against that attack.
Historical Note: This action had many names
historically, including jam and prix de fer (“taking the iron”).
Cloaked Duelist (Combat)
You use the very cloak on your back against an enemy,
befuddling their attacks.
Prerequisites: Dex 15, Dodge, Defensive Parry,
Responsive Duelist.
Benefit: When fighting with a cloak on and at least one
hand empty, you may sweep your cloak into your free hand
as a swift action to aid you in a fight. You may make bind
combat maneuvers and defensive parries with your cloak. If
you fight defensively, the cloak grants you a +1 shield bonus
to AC. If you opt for total defense, your cloak grants you a
+2 shield bonus to AC.
Come to Grips (Combat)
You are trained at tripping and grappling while fighting
with a sword or rapier. Prerequisites: Dex 13, Defensive
Parry, Dodge, Responsive Duelist, Weapon Finesse.
Benefit: When fighting with a slashing light weapon
or a rapier, after making a successful parry or bind combat
maneuver, you may immediately make a trip attempt or
initiate a grapple as a free action that does not provoke an
attack of opportunity.
Historical Note: Wrestling was often used as a
foundation for weapon training, and many sword
instructors integrated swordplay with wrestling, especially
in Germany and Italy.
Dagger Defense (Combat)
You may use your dagger to assist your rapier attacks.
Prerequisites: Dex 15, Two-Weapon Defense, Two-
Weapon Fighting.
Benefit: When fighting with a slashing light weapon
or a rapier in one hand and a dagger in the other, you may
choose to fight defensively with your dagger while fighting
normally with your primary weapon. The penalty for
fighting defensively applies to all attacks with your dagger
only, and you still gain the bonus to AC. You may not use
Combat Expertise or total defense in this manner, although
you may still apply Combat Expertise to all of your attacks,
in which case the bonuses and penalties stack.
Duelist’s Lunge (Combat)
You can use your expert footwork to attack at great range.
Prerequisite: Base attack bonus +1.
Benefit: When wearing light armor or no armor, you
may treat any one-handed piercing weapon as a reach
weapon. Reach attacks made using this feat provoke attacks
of opportunity from anyone who threatens you. After the
attack, you may choose to make a free 5-foot step towards
the enemy you attacked.
New Feats
Feat Name Prerequisites Benefit
Cloaked Duelist Dex 15, Dodge, Defensive Parry, Responsive
Duelist
Use your cloak to defend yourself
Dagger Defense Dex 13, Two-Weapon Defense, Two-
Weapon Fighting
Fight defensively with off-hand only
Duelist’s Lunge Base attack bonus +1 Attack as though using a reach weapon
Responsive Duelist Dex 13, Dodge, Weapon Finesse, base
attack bonus +5
Chosen opponent’s attacks provoke counter-attacks
Attack with Opposition Dex 13, Dodge, Responsive Duelist,
Weapon Finesse
+4 bonus to AC vs. attacks of opportunity and counter-attacks
Defensive Swordplay Dex 13, Dodge, Responsive Duelist,
Weapon Finesse
+4 bonus on bind, disarm, and sunder combat maneuvers as
counter-attacks
Defensive Parry Dex 13, Dodge, Responsive Duelist, Weapon
Finesse, base attack bonus +8
Negate attack with counter-attack
Come to Grips Dex 13, Dodge, Defensive Parry, Responsive
Duelist, Weapon Finesse
Grapple or trip your opponent after a parry
Stop-Thrust Dex 13, Dodge, Responsive Duelist,
Weapon Finesse
+4 dodge bonus against opponent you hit with counter-attack
Appendix Five: The Book of Indulgences 415
Historical Note: The exact origins of the lunge are
debatable, but most 16th-century fencing manuals include
a similar type of attack. Notably, Camillo Paladini advises
against the long lunge, because it gives your opponent the
opportunity to counter. By the 17th century, the lunge was
widespread, although in 1610 Ridolfo Capo Ferro calls it
“the incredible increase of the long thrust.”
Defensive Parry (Combat)
You may use your weapon to defend yourself against an
opponent.
Prerequisites: Dex 13, Dodge, Responsive Duelist, base
attack bonus +8.
Benefit: You may use a counter-attack to parry a single
melee attack made against you. Make an attack roll using
all applicable modifiers. This roll receives a cumulative
–4 penalty for each size category larger the attacker’s
weapon is than yours. If your attack roll is greater than your
opponent’s attack roll, the attack is negated. Essentially,
your attack roll becomes your Armor Class if it is higher
than your regular AC.
Defensive Swordplay (Combat)
You are adept at striking your opponent’s weapons as
they attack.
Prerequisites: Dex 13, Dodge, Responsive Duelist.
Benefit: When you use a counter-attack to disarm or
sunder, you do not provoke an attack of opportunity and
you gain a +4 bonus on your combat maneuver.
Responsive Duelist (Combat)
You can respond to your chosen opponent’s attacks,
answering them steel for steel.
Prerequisites: Dex 13, Dodge, Weapon Finesse, base
attack bonus +5.
Benefit: When fighting with slashing light weapon
or a rapier, any attack made by a single enemy you have
designated provokes an attack of opportunity from you.
This special attack of opportunity is called a counter-attack.
You may not counter-attack your opponent’s counterattack.
Any counter-attack uses one of your attacks of
opportunity for the round.
Riposte (Combat)
You may attack after a successful parry.
Prerequisites: Dex 13, Defensive Parry, Dodge,
Responsive Duelist, Weapon Finesse
Benefit: After a successful parry, you may immediately
attack the enemy whose attack you just parried. This uses
one of your attacks of opportunity for the round, but is not
considered a counter-attack.
Stop-Thrust (Combat)
You are able to avoid your opponent’s attack while
responding with a counter-attack of your own.
Prerequisites: Dex 13, Dodge, Responsive Duelist,
Weapon Finesse.
Benefit: If you hit with a counter-attack, you gain a +4
dodge bonus to AC against the attack that provoked your
counter-attack.
Historical Note: This action covers a variety of
historical fencing actions including the thrust from the left,
passata sotto, arrest, inquartata, and reassmblement. The
names refer either to the counter-attack itself, or how the
fencer moves their body out of the way of the initial attack.
| brvheart |
Sorry if that was rather long and poorly formatted. I wanted to get it up there without taking the time to make it pretty. I will work on getting it formatted if we have time.
@Llaelian You will be spending about 40-50% of your time in Port Shaw, about 20% or so aboard ship and the remainder at different locations in the Razor so hopefully that will help with your choices. Most in Port Shaw give at least omage to Quell for good voyage, but that does not prevent you from being a cleric of Dame Torren.
| --Sandman-- |
OSW, want to tie your adopted Tulita's backstory in with Sandman's? I haven't come up with a full fledged backstory yet, so I can work with whatever you come up with.
| brvheart |
You guys might want to put a bag over Sandman's head. Not sure you want him out in public! The dragoons are going to have fun with him. FYI, what is your alignment Sandman? (That's ok, I have a dwarf named Toast in my ftf game with an INT of 7 and a CHR of 6!)
Edit: Ok, I reread his description and he doesn't look that bad unless he puts the mask on. No where near as bad as Toast! Probably better behaved too!
| --Sandman-- |
Sandman doesn't wear the mask all the time. It usually just hangs from his sporran (big belt pouch that hangs down the front).
Yes, Sandman has an angry face for a codpiece.
Sandman's alignment is neutral good. The locals better not try to have too much fun. Sandman might be a healer, but he's also a six and a half foot barbarian with power attack and more hit points than most fighters.
| brvheart |
I think he will be an interesting character and will get along with the other Tulita very well. Just realize this campaign presumes a white colony that considers the Tulita as an inferior ignorant race with few exceptions. You Tulita characters will have to deal with the racial prejudices, but will have advantages with the Tulita locals who consider the colonists as outsiders. I plan to stress the latter over the former. This will have other advantages also as the game goes along, just not in diplomacy with the powers that be. Things could be worse, you could be an elf!
| --Sandman-- |
Are we all humans? That's kinda awesome. I haven't ever seen that in a game where other races were an option. Now the non-humanness will be more interesting and strange when we run into them.
| Mallory Lewis |
Since we're all humans and presumably some of us were of a pirate nature, if anyone wants to do some kind of pre-existing relationship, I was figurin' on having arrived semi-recently from a shipwreck.
| brvheart |
Ok, we will use Hook #2 to get you all here:
savages the ship, and it limps in to Port Shaw. Minerva’s Joy
will not be leaving for the PCs’ homes anytime soon (repairs
could take weeks), and the harbormaster marks no other
vessel heading for the party’s corner of the world until next
month. They may as well settle in for a little recreation in the
Razor Coast’s most rambunctious (and only) port of call.
| brvheart |
@OceanshieldWolf You already have your hook on how and why you are here.
The other Tulita would be from the area of the Razor somewhere.
| brvheart |
Sorry, I posted that separately. Yes they are native to the area.
| --Sandman-- |
Sandman is native, but the backstory I had in mind has him serving (or recently served) as a ship's doctor on some ship out there.
I figure he's been in the nautical business for a while and is pretty darn recognizable and unique, so anyone who wants to have worked with him or met him before, go ahead.
He's the kinda guy who remembers everyone.
| Morgan "Hoeroa" Randall |
OSW, want to tie your adopted Tulita's backstory in with Sandman's? I haven't come up with a full fledged backstory yet, so I can work with whatever you come up with.
Sounds good DH - I'll PM you some ideas I have!
| Llaelian |
Okay, here is my character, nearly ready. I just need a feat and have still got about 2000 GP left. I'll work on the background but at heart, she is an explorer/sailor/agent for the church of Quell.
Beth Macara
Female Human Cleric (Quell) 4/Ranger (Freebooter) 1
CG Medium Humanoid (human)
Init +4; Senses Perception +11
Aura freebooter's bane +1
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Defense
--------------------
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 45 (1d10+4d8+9)
Fort +8, Ref +8, Will +8
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 Scimitar +9 (1d6+5/18-20/x2) and
. . Harpoon, steel +4 (1d8/x3)
Ranged Masterwork Composite longbow (Str +0) +9 (1d8/x3) and
. . Harpoon, steel +8 (1d8/x3)
Special Attacks agile feet (6/day), storm burst (6/day)
Spell-Like Abilities
. . 6/day—Storm Burst (6/day)
Cleric Spells Prepared (CL 5):
2 (3/day) Resist Energy, Shield Other, Silence (DC 15), Locate Object
1 (4/day) Protection from Evil, Shield of Faith, Divine Favor, Obscuring Mist, Air Bubble
0 (at will) Guidance, Purify Food and Drink (DC 13), Detect Magic, Light
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 13, Int 14, Wis 16, Cha 10
Base Atk +4; CMB +4; CMD 18
Feats Dervish Dance, Extra Channel, Weapon Finesse
Traits Magical Knack (Cleric), Skilled Crewman (Razor Coast) (Acrobatics)
Skills Acrobatics +8 (+12 jump), Appraise +6, Climb +4, Diplomacy +4, Escape Artist +3, Fly +3, Heal +7, Knowledge (dungeoneering) +6, Knowledge (geography) +6 (+8 while in water terrain, +8 to navigate in the wilderness), Knowledge (religion) +6, Perception +11 (+13 while in water terrain), Perform (dance) +2, Profession (sailor) +11 (+13 to navigate at sea), Ride +3, Sense Motive +7, Stealth +7 (+9 while in water terrain), Survival +10 (+12 while in water terrain, +11 to track, +12 to navigate in the wilderness), Swim +4
Languages Auran, Common, Tulita
SQ aura, cleric channel positive energy 2d6 (5/day) (dc 12), domains (travel, weather), spontaneous casting, track, wild empathy
Combat Gear Wand of cure light wounds; Other Gear +1 Chain shirt, +1 Scimitar, Harpoon, steel, Masterwork Composite longbow (Str +0), Boots of friendly terrain (water), Cloak of resistance +1, Astrolabe, Fishing net, Holy symbol, wooden (Quell), Outrigger Canoe (4 @ 30 lbs), 1816 GP
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Astrolabe +2 navigation
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 2d6 (5/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Freebooter's Bane +1 (Ex) +1 to hit & damage versus chosen target.
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Storm Burst (1d6+2) (6/day) (Sp) 30' Ranged touch attack deals 1d6+2 nonlethal damage and inflicts a -2 to hit penalty for 1 rd.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
| brvheart |
Beth, you will probably want to check in with the Chapterhouse in Port Shaw. The last information you have is that Archibald Noeliss is the local head priest.
| Sapele Lalolagi |
I'd like to leverage the wide eyed native angle and have Sapele lived much of his life within the Tulita of Kakeou island, without too much contact with the colonials.
The elders talk of the white man and his pillage of land and home, but Sapele has not seen it with his own eyes. The distant ships that pass by always stirred wanderlust within him, but any time he questioned or asked of them he was met with misdirection or silence.
Eventually he resolved to make his own way, and packing up his possessions in a tanned sharkskin bag, he left. Spying a ship under sail a few miles from the island, he dove into the waters and swam out to meet it. Selman was skeptical, but Sapele had no silk with which to shroud his earnest words. It was there that he joined the Minerva’s Joy as sailor and guard both, putting his natural seamanship to work.
Sapele will speak pidgin Common at the start of the PbP, which will gradually improve - though he also speaks Tulita fluently.
He will start with only a small amount of gold, all other wealth tied up in either gear (trophies from competition) or items of barter.
| Morgan "Hoeroa" Randall |
@brvheart - I'm sending you a PM re: feats.
* Oops - HPs incorrect.
Should be max 1st Fighter - 10 + 2 Con = 12
4 x Yohunga - 18 (7,4,3,4) + 8 Con = 26
So 38, not 35.
[EDIT - D'oh. Still wrong. +4 for favored class. So 42.]
* I'm going to reorder my spells known and possibly tiki powers.
* Tikiman stats and eqpt will follow soon.
| brvheart |
@SF I will allow it but as you said this is PBP so we will define it as after the party rests for the day you would get the ability back. I Likes IT! If the game had started already I would have given you XP for making the DM laugh!
| ShadowyFox |
Hey, nobody can say no to the loveable crazed character. :) Since we have the blockade runner rogue, I decided I'd go with fighter (buccaneer) 3/ wizard (scrimshaw fetishist) 2, so that he really can be super good in combat, which is the concept for him. Especially since the rapier options are so very good. :)
But yeah, I love that trait, and if I ever get one of my local DMs to run the joyous stuff from Razor Coast or S&S, I'm going to strongly suggest that book of traits, because there were so many good ones.
I can see him being one of those guys that peeks over another character's shoulder while they're working on something important and giving them "sagely advice", ie. someone is disarming a trap and he says "pick the blue wire" when there is obviously only a boulder with a stone in front of it. Crazy but occasionally useful.
| brvheart |
@Sandman Can I get a better breakdown on where you are spending your gold?
Mallory, Sapele and Beth look good so far. Looks like we are waiting on Morgan, SF and Mark Peyton for characters. The rest just need some finishing touches.
I know Morgan is working with the designers on his class so there will be a slight delay on him.
| --Sandman-- |
Definitely, as soon as I get it all sorted. I'm keeping track on a spreadsheet on my computer, but it's definitely not finished. I'm a bit busy until tomorrow night, but I think I can have it finished on Saturday.