Samnell's Against the Necromancers (Inactive)

Game Master Samnell

Sundabar and Environs
Setting primers
Present Battle Map


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roll's:

4d6 - 3 ⇒ (3, 4, 3, 3) - 3 = 10
4d6 - 2 ⇒ (2, 4, 4, 4) - 2 = 12
4d6 - 2 ⇒ (2, 4, 4, 2) - 2 = 10
4d6 - 1 ⇒ (1, 5, 3, 2) - 1 = 10
4d6 - 2 ⇒ (6, 2, 4, 5) - 2 = 15
4d6 - 1 ⇒ (2, 5, 1, 5) - 1 = 12
wow, an 11 point buy, lets try it again

4d6 - 1 ⇒ (2, 5, 1, 2) - 1 = 9
4d6 - 1 ⇒ (1, 3, 1, 4) - 1 = 8
4d6 - 1 ⇒ (1, 3, 4, 2) - 1 = 9
4d6 - 1 ⇒ (4, 6, 4, 1) - 1 = 14
4d6 - 1 ⇒ (1, 5, 5, 3) - 1 = 13
4d6 - 3 ⇒ (6, 3, 5, 3) - 3 = 14
huh, a 9 point buy,

4d6 - 3 ⇒ (3, 6, 6, 6) - 3 = 18
4d6 - 1 ⇒ (3, 2, 1, 4) - 1 = 9
4d6 - 2 ⇒ (2, 4, 3, 4) - 2 = 11
4d6 - 4 ⇒ (5, 4, 6, 5) - 4 = 16
4d6 - 1 ⇒ (4, 2, 4, 1) - 1 = 10
4d6 - 1 ⇒ (6, 3, 4, 1) - 1 = 13
Hey, a 30 point buy, what do you know, I guess it will be that or the 25 point buy if I want a little more rounded numbers.

Ok, so once I started thinking about characters I have developed for a winter comapain, I remembered Valda. She's has seen several builds, each leading to this point. She would be an oracle/bloodrage. Would her backstory fit in this world/game?

Background:

Valda is the daughter of a farmer, Njáll and his wife Asloug, who own a small farm a good distance from the village, way back in the far reaches of the valley, near where the conifer forest meets the frost line. Her parents met when they were both young and adventurous; defending a village with their Jarls, they fell in love and her mother came home with her father and neither have gone a-viking since. Valda is the fourth of seven girls: three older; Kari, Ylva, Mahnhild and three younger: Bodil, Ase , Alfreda. She has earned the reputation of being the diplomat between them.

When she was very young, just weened, if something would not go her way she would throw a fit and get mad, her mother quickly changed that behavior with a switch and she quickly learned to control her temper. So after that when her sisters picked on her instead of fighting she learned to anticipate there aggression and would run away and hide. Eventually she learned to watch what was going on and calm her sisters down before the fighting started. When necessary, If the little ones would not see reason instead of cajoling them she would threaten them, using a switch like her mother had. At an early age she was so good at watching over her younger sisters her father had her watch the sheep, first learning in the low pasture with her sister Ylva, then learning in the high pasture with her sister Kari.

Eventually the sheep became her total responsibility. When one of her sisters was with her they would spar: using sticks as swords and axes, staffs as spears or wrestle and fight barehanded. It was ok to fight to learn, just not to let it turn to anger. Or, when alone, she would practice with the spear and daydream about leaving the farm and becoming a great warrior. It was while she was guarding the sheep that the attack came.

It was late spring and the pass to the high pasture had just opened. The day was clear and promised to be warmer than usual so father had told her to take the flock to the high pasture. Taking her spear as she normally did she shepherd the flock to the pasture, taking a couple of dogs with her. Around about midday the dogs started to bark the direction of the deep woods. Shortly, with both dogs growling and barking out of the woods came a bear. Not one of the common black bears that the dogs run off. Nor one of the larger brown bears that are problematic. This was one of the great white northern bears, Valda had never seen one before. It was huge, its skin hanging on it, maddened by starvation, it took one of the sheep. The dogs and Valda charged the bear.

It was after dark when Bodil and father found her, barely alive; the one sheep, the two dogs and the bear dead. While Valda was recovering she told her parents about her daydreams. That she wanted to go to the village and see more of the world. She wanted to go a-viking or be a huscarl. She wasn’t ready to get married and settle down as Kari had, maybe she would become a sailor on a merchant vessel like Ylva. When she fully recovered her parents provided her with the best equipment they could and watched her leave their small farm to start her own life.

appearance:

Valda Aslougsdottir is as tall as most men 6’ 4” and medium build. Her long blond hair, single braided on her right side laying on her shoulder, her blue eyes, varying from sky blue to almost white, her high cheekbones, thick lips and square jaw, make her a handsome woman. The bear claw scar, running from the right side of her face, her braid hiding the mutilated ear, tucking under her chin then crossing her neck and disappearing onto her left shoulder beneath her armor, keeps her from being beautiful.

She wears simple clothing: small cloths, stocking hose, blouse, skirt, jacket, scarf, gloves and great cloak all made from wool from the families sheep, woven on their farm, dyed mostly shades of blue from ingredients that she and her sisters harvested. Her fur-hide armor, boots, mittens and winter hat made by her mother, from the white bear Valda killed, defending the sheep she has left behind.

Her ruck sack made from sheep skin, filled with treasures her parents could spare: a blanket, an Iron pot, dried food, some torches, flint and steel, and her own ceramic mug, fired in her family’s kiln. The shield made by her mother with a boss that father formed from peat-iron, as was her bearded axe and scramaseax. The only item she carried that was not produced on her family’s farm was her spear, and that was given to her by her mother and her mother before her.

When she rages her entire countenance glows, not as a light per say but more as a presence. All the metal on her person or that she is touching takes on a golden hue. Finally the shadow she casts has angelic wings.

personality:

Valda is a peace keeper and a nurturer, cautiously friendly and optimistic. Having learned to control her temper and temperament from a young age; she is polite to a fault, only raising her voice when someone she cares about is in danger, and then only as a last resort.
On the Myers-Briggs scale she is:
ENFJ - The Giver

Popular and sensitive, with outstanding people skills. Externally focused, with real concern for how others think and feel. Usually dislike being alone. They see everything from the human angle, and dislike impersonal analysis. Very effective at managing people issues, and leading group discussions.


Her Story:

Valda was lying in a bed, not the straw stuffed mattress that she slept on up in the loft; but her parents bed, with wood posts, rope support and the down stuffed mattress. Dawn peaked in through the slots in the shutter covering the window. Half asleep she wonders ’It’s been years since I’ve cuddled with mother and father in this bed, I wonder how many time the mattress has been restuffed.’ Unconsciously she pulls the wool blankets up around her face and flinches when the blankets touch the freshly cleaned wound. OW! Now I remember, the bear…how did I get here, how long have I been asleep?’ As if on cue her father opens the door, walking in with a tallow candle followed by her sisters; Alfreda, Bodil, Ase and Alfreda. Her mother, Asloug, standing quietly in the doorway looking at her, ”I’ve seen that look before, is there something else wrong.’

Father lets the girls greet Valda and tell her about how they found her barely alive under the huge white northern bear that had mauled her and the dogs, the dogs had not been as lucky. Each of them chaotically told a part of the details: one would stop to think and another would start where the previous one had stopped, or would start at a different part of the tale.

Valda eventually learned that she had saved all but one of the flock. That father and Bodil had found her. Father carried her back to the house while Bodil brought the sheep out of the high field to the pen. How mother had cleaned her wounds and kept an eye on her for the next three day as she teetered on the brink of death from a pitched fever. How the girls had helped father go back the next day and bury the dogs and harvest the usable parts from the bear. How each of them had helped care for her and then did their regular chores as well as part of Valda’s.

When they were each done with their part of the story, mother added ”Now that you have gotten to talk to her, we need too. Give your sister a kiss and go catch up those chores you were bragging about.” As the four girls kissed her and left the room, her mother stood there in the doorway watching Valda, Valda began to squirm under the blankets. ’I know that look, something is not right, once the girls are gone, she’s going to want to talk, what is it that has her so concerned?’ As the girls leave Valda’s mother steps out of the doorway long enough to fetch two stools from the table and set them beside the bed.

Valda’s parents sat down on the two stools, watching her closely, her mother unable to lose the look of concern, her father giving her a genuine smile. ”Valda, we need you to tell us what happened, everything you can remember. Take your time if you need to, but tell us everything you can remember, it’s important.” Valda nodded ’that’s easy enough.’

She paused a moment, making sure she had the details right. ”Bent Ear was over by the tree line and started barking, then Hammer Tail trotted around that way, nose in the air, by the time he got to where she was they both started growling and giving that low wruff they did as a warning.” Valda stopped a moment so she didn’t start crying. ’They were good sheep dogs’ wiping her eyes, she continued. ”Out of the woods, over by the creek, the bear came to the edge of the field, it looked at the two dogs then at the sheep. It started to move toward the sheep. The dogs started running at it. I grabbed the spear and began running toward it also. The sheep scattered as it snatched up one of the yearlings. It turned at the dogs, swatting Hammer Tail first, I think it broke her neck.” Valda stopped to wipe her eyes. ”Then, just as it turned I plunged the spear in its chest, just as far as I could. That’s when it swatted me here.” She pulled the blankets back pointing to the four deep cuts running from the side of her head, under her chin, across her neck and shoulder. Pulling the blanket back up, lifting her left arm out from under the blanket exposing the deep slashes there, ”I must have raised my left arm, shield-like to stop another blow, but it must have not been as strong or I think I would have lost this arm. That’s when I went unconscious, I didn’t see it kill Hammer Tail or feel it land on me. But it must have because that’s how you found me.”

Valda’s mother looked at her father, the look of concern still there, her father now had a look of concern also, he asks. ”Are you sure that’s all that happened, no other noises, lights or other languages?” Her mother rested a hand on her husband Njálls arm. ”Maybe she doesn’t remember, I didn’t always remember. Njáll looked at his daughter, his look of concern becoming a look of sympathy. ”Valda let me tell you the story of how your mother and I met; the whole story.”

”As you know we were both with jarls who responded to a request from the village of Fiskerleje, a fishing village in one of the fiords across the bay. Your mother was a greatly honored huscarl of the Jarl Eivind Ørjansson. I sailed with Jarl Henrikson, I did not go a-viking, instead keeping to the farm here, but when I heard this trip was to protect the village I knew I needed to go.” Njáll stopped speaking, placing his hand on his wife’s as it rested on his arm, smiling at her, he continued addressing his daughter. ”The village of Fiskerleje had been attacked by raiding giants and trolls, many Jarls had responded, It seemed the more northmen there were the more giants and trolls there were. The outlying farms were destroyed; however the horde did not make it past the outer defenses early on. The warriors rotated defending the wall day and night, we all became familiar with each other that is where I first met your mother, there on the wall” He smiled at his wife again and continued.

”One evening after your mother and I had been guarding all day a particularly aggressive assault was started by a group of giants near where we were stationed. They started with throwing great rocks at the wall, when there was a small gap the giants charged, using axes and clubs to widen the gap as the warriors fought them off. After bloody fighting the giants had opened a wide enough hole that several trolls ran into the village. By this time all the warriors had been alerted and they had erected a shield wall around the few houses and alleys that the trolls had gotten in to.” Njáll took a deep breath his face showing his age.

”As you know the best defense against trolls is fire, so we put the torch to the buildings that the trolls had run into. We had thought that all of the villagers had been moved closer to the docks and that only the warriors were staying that close to the walls. We were wrong. We heard the screaming of children coming from the buildings. Without thinking I broke from the shield wall and rushed into the burning building from where we heard the children. I entered the low house from one end, standing on the other end were three large trolls, I yelled to the children, drawing my axe and shield, hoping I could fight off the trolls long enough for the children to flee. Then you mother came in.” He looked at Asloug with that questioning look he had. They made eye contact; she nodded her head and then looked at her daughter.

”She had heard the screaming of the children also and followed me in. She rushed past me, screaming in a language I didn’t understand. As she moved she changed, when I had seen her fight before she was disciplined almost methodical in her approach. This was different, this was wild, she attacked with abandon. Her style of fighting changing wasn’t that big of a deal, I had seen berserkers before. But her appearance changed as well. Her iron shirt and spanglehelm turned gold, even the tip of her coldiron spear appeared golden. She literally began to glow, like in the stories you hear about Valkyrie.” Njáll stopped speaking for a moment, breathing in deeply he continued. ”Her shadow, cast by that firelight had wings, I kid you not, I saw it, her shadow had wings. I stood in amazement, mouth open. She thrust her spear into the first troll, holy fire pouring from its tip, killing it outright. She turned on the second troll, thrusting her spear at an odd angle breaking the haft, leaving the cold iron tip in the screaming troll. Drawing her ULFBERHT blade she took the head off of the third troll, kicking it into the nearing fire. As the battle ended, she returned to her normal appearance, striking the head off of the second troll and drawing out her broken spear. Turning to me she said ‘get the children out’ well, I immediately grabbed up the three crying urchins and carried them out.” Father stopped speaking for a moment, breathing a heavy sigh, as if a great burden was relieved off of his chest.

”After that we had more and more occasion to spend time together, she asked me about my dreams, my plans, my future. She told me about her experiences her adventure. As you know she is a few summers older than I. I was a young farmer happy with tilling the soil, she was a famous huscarl of a famous Jarl. Soon the battle was over, we drove the giants and trolls from the destroyed fishing village, I don’t think it ever recovered, quite a shame really. When it was time to leave and we were loading our long boats, she announced to her jarl, the famous Eivind Ørjansson in front of the gods and everyone that she was leaving his service. She returned the fancy chain armor and spanglehelm, the heavy gold chain and even the ULFBERHT blade, keeping only her mother’s coldiron spear that we had re-hafted. She told him she was going home with me.” Valda had never seen her father smile as broadly as he smiled that cold spring morning telling her the story. Mother raised her hand, looking from her husband back to her daughter. It was time for mother to speak.

Winking at her husband, Asloug took up the tale. ”I had always told old Elvind that if I found a man braver than I that I would marry him. When your father rushed into that fire: not for glory, not for honor, not for wealth; but to save the lives of children he didn’t know from a village that he did not belong to moved me. It wasn’t just what he did but why he did it, when I saw him move from the relative safety of the shield wall for the lives of those urchins I knew I had to protect the life of my future husband. As I got to know him in those following days I knew I had made the right decision. So when I told the Jarl, I gave up nothing and gained everything.” Asloug winked at her husband and then returned her attention to Valda, ”Now that brings us to you!” Her appearance again becoming very serious.

”The simplest explanation is that my mother, like her mother before her, and hers before her, had the blood of a Valkyrie running through their veins. It would normally run true, one daughter having the gift, very rarely it would skip a generation. If that happened the grandmother would watch her granddaughters and once the gifted granddaughter was identified the spear would be handed down to her. The gift manifests very much like your father has described. The increased strength, the speed, the recklessness, the physical manifestations, which can be problematic as you can suppose, even the fatigue afterwards. What he didn’t describe is the great wander lust that comes with it. I knew that one of my daughters would have the gift. A telltale sign was the birth of all girls, not that we didn’t keep trying” Asloug again winked at her husband before focusing on Valda.

”Your gifting manifested very young, you would get angry over a perceived injustice and you would start to fuss in the celestial language mixing the different words with Norsk as little kids learning two languages are apt to do. This is the reason when you were little I wouldn’t let you fight with your sisters and made you keep your composure. When I saw the damage you did to the bear I knew that your bloodline had begun to rage.” Looking gently at her daughter, ”Even then the wound the bear gave you should have killed you. That was a death wound, you should have bled out. When your father brought you home your wounds, instead of still bleeding were almost healed. You were also talking in your sleep. At first I thought they were fever dreams, but you were consistently talking to Göndul in the celestial language. Do not be afraid, tell me what she said.” Her mother looked at her expectantly.

As her mother shared, the memories welled up inside Valda. She remembered screaming at the bear in the celestial language. She remembered the power and the vitality as she struck the bear with her spear, plunging it into the beast chest, just below its neck. She remembered continuing to thrust the spear in deeper even as the bear grievously raked her head, neck, shoulder chest and arm with its massive paw. She remembered the beast giant maw preparing to clamp down on her face as it collapsed on top of her, its life blood mingling with hers. She remembered the golden glowing figure of a beautiful spearmaiden dressed in golden-steel ringmail landing beside her, kneeling down and touching her forehead.

Valda turned to her mother, beginning to speak for the first time. “I have begun to remember everything. One of the Valkyrie landed beside me and said “You are not to die today little spear sister, I, Göndul have been sent to begin your training, Wotan has chosen you to be an oracle, one who bears life for those not chosen to die.“ Since then she has come to me in my dreams and taught me how to focus to do things. She said I would be able to heal people, one at a time or in groups. Also that I would be able to call on celestial help. healing and summon monster? Looking at her mother ”She told me I would have your gift, even though I didn’t understand what that meant at the time. She told me that there would be those who didn’t understand so I would need to be careful. Then she told me that the gift had a price; that when I was using it I would only be able to speak with the celestial community. Lastly she told me that when I gained my strength I would need to leave home and follow the course that would be laid out.”

Valda’s mother nodded in understanding, she bent over and kissed her daughter and said ”Rest now child, when your strength has returned we will have all things ready.” As Asloug departed, Valda’s father smiled and leaning over and kissing his daughter on the cheek, he wiped away a tear, trying to smile he whispered ”I will miss my little sheepherder, but I’ve always known you are your mothers daughter, follow your fate little one, follow your fate.”

Shadow Lodge

so to summerize,
crystalline hilts are a no go and you stand by your statement about them not getting ABP?

that's fine.

I'll be going Magus/ageis instead then

swaps out offence for defense and utility

Wait
you aren't even allowing magus arcana to stack???

Quote:

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends

Scarab Sages

Paladin's Divine Bond ability also calls out that it stacks.

Sort of related, the Aegis different armor option each add a customization for free that give a +2 enhancement bonus to a physical ability score. Does that customization work in ABP games? If so, is selecting it additional times a valid option for customization points? If not, is the free customization replaced with something else, or does it just not work and it's an empty slot.

Current version:
Roland Flabbergut
Male dwarf aegis 3/psion 3/gestalt 3 (Ultimate Psionics 28, 49)
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +1 (+3 to notice unusual stonework)
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+8 armor)
hp 42 (3d10+12)
Fort +7, Ref +4, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, form astral suit, fortification 25%; DR 2/—
--------------------
Offense
--------------------
Speed 25 ft., speed 1 ft.
Melee (L) mwk earth breaker +7 (3d6+4/×3)
Special Attacks hatred, powerful build
Aegis Powers Known (power points 22, ML 3rd; concentration +9)
. . 0 (at will)—
Psion Powers Known (power points 22, ML 3rd; concentration +9)
. . 2nd—defy gravity, energy push (DC 15), energy stun (DC 15)
. . 1st—force screen, hammer, inevitable strike, mind thrust (DC 14)
. . 0 (at will)—detect psionics, empathy, far hand, float
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 16, Int 16, Wis 12, Cha 6
Base Atk +3; CMB +6; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Fast Step, Power Attack, Power Channeller
Traits focused mind, grounded
Skills Acrobatics -2 (-6 to jump, +0 on balance-related checks), Appraise +3 (+5 to assess nonmagical metals or gemstones), Climb +0, Craft (crystal carving) +7, Craft (sculpture) +9, Craft (stonemasonry) +10, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (psionics) +7, Knowledge (religion) +7, Perception +1 (+3 to notice unusual stonework), Spellcraft +7, Swim +0, Use Magic Device +2; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Bothii, Dwarven, Illuskan, Orc, Terran
SQ astral juggernaut, astral repair, discipline (psychoportation [nomad]), hardy, invigorating suit, nomad's step, powerful build, push, ranged attack, reconfigure (1/day), stalwart, talents
Other Gear astral half-plate, mwk earth breaker[UE], masterwork sculpting tools, masterwork stonemasonry tools, 1,010 gp
--------------------
Special Abilities
--------------------
Astral Juggernaut When formed into astral juggernaut, an astral suit resembles masterwork half-plate and is treated as such for all mechanical purposes. Should the aegis be wearing armor when forming his astral suit in this fashion, the astral suit encloses the armor
Astral Repair(2 HP) (Ps) Restore 2 HP to damaged object touched.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Form Astral Suit (Su) Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit – skin, armor, or juggernaut. An aegis is always considered to be proficient with his
Fortification 25% You have a chance to negate critical hits on attacks.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hardy The aegis gains a +2 enhancement bonus to Constitution while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhanc
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Invigorating Suit (Su) An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid no
Nomad's Step (Su) As a standard action, you may teleport 20 feet while maintaining psionic focus.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Channeller You have learned how to channel your powers through your weaponry, allowing you to make melee attacks and channel offensive powers at the same time.

Benefit: You can channel a touch range power through a melee weapon. You can make a single
Powerful Build The aegis gains the powerful build trait while wearing his astral suit. Whenever the aegis is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempt
Powerful Build Can function as one size larger where advantageous.
Psychoportation (Nomad) A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.

Class Skills: Climb (Str), Fly (Dex), Survival (Wis), and Swim (Str).
Push The aegis gains the ability to push creatures away with a successful attack. Whenever the aegis makes a successful melee attack, he can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from
Ranged Attack The aegis gains the ability to propel a non-psionic crystal, formed from the astral suit, at a target as a ranged attack that deals 1d8 points of piercing damage and has a range increment of 30 ft. This attack can be used as part of a full attack, in
Reconfigure (1 customization points, 1/day) Starting at 3rd level, an aegis can reconfigure up to his Intelligence modifier in customization points on his astral suit once per day as a standard action. Every two levels thereafter, he can use this ability an additional time per day.
Speed (1 feet) The aegis's base land speed is increased by 5 feet. This customization can be selected up to five times.

Its effects stack.
Stalwart As long as the aegis is wearing the astral suit, if the aegis is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he ignores the effect if he makes a successful saving throw.

The aegis must
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
--------------------
Notes: Take Toughened Suit and Quick Suit in the future.


Joseph Soltz wrote:
A pair of nifty looking Deep Crystal rings might be an interesting addition to my Maskarran... No reason he can't have stolen his own psionic catalyst, and gotten them stuck.

As a flavor item, sure.

Joseph Soltz wrote:
Edit: Do you have any restrictions on Magic Item pricing for what we spend our WBL on? I'd really like a set of muleback cords, but they're a little on the pricey side, at over half of our wealth.
Nope. If you want to spend it all on one item, go for it.

Alright thank you! And yeah, the intent was always to be a flavor item. :)

On the stacking of Arcane Pool and Divine Bond and such; My bad. I haven't made one of them in a long time, and was going by memory. The combination of either of those with Soulknife is interesting, I suppose, in that it allows you to spend the entirety of your enhancement pool (other than a +1) on special abilities, still get a +5, and not run into the DR-breaking issues of GMW, if I'm reading everything correctly.


Of course, I can make magus work because at 5th level you get the ability to use it to add weapon special abilities.
I can just not use that class feature until then.
But this does require me to not play a black blade
Oh well, this frees me up a magus arcana which I will use to take flamboyant arcana

Edited build:

Ageis/magus Alton Vensryn:
LG Elan magus/ageis
Worshiper of Lathander

Str 17
Dex 14 (includes enchantment bonus)
Con 15
Int 18
Wis 10
Cha 11

AC 10+4 (armor)+2(dex)+1 (trait)

Skills 4+int per level

8x3=24

Skills of note
Perception +6
Spell/psicraft 11
Know (arcana) +9
Know psionics +8
Diplomacy +6
Bluff +4
Stealth +6
Craft (alchemy) +11

To hit
Melee +8
Ranged +6

Traits
Combat trained (iron shell)
Magical leniage
Defender of the society

Drawback
Hedonistic

Feats

Weapon focus
Combat reflexes

Magus arcana:

Flamboyant arcana

Arcana pool: 6/day

Customizations 5 points
Nimble
Speedx2
Evasion

Ranged Attack (1 point)
The aegis gains the ability to propel a non-psionic crystal, formed from the astral suit, at a target as a ranged attack that deals 1d8 points of piercing damage and has a range increment of 30 ft.

Stalwart (1 point)

Stalwart (Ex): You are able to resist effects with great willpower of fortitude. If you succeed on a Fortitude or Will save against an effect with a partial effect on a successful save, you instead suffer no effects from the attack.
Improved Stalwart (Ex): You are incredibly resistant to affects that assault the body or mind. If you succeed on a Fortitude or Will save against an effect with a partial effect on a successful save, you instead suffer no effects from the attack. If you fail the save, you instead suffer the partial effect.
As long as the aegis is wearing the astral suit,if the aegis is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he ignores the effect if he makes a successful saving throw. The aegis must be at least 2nd level before selecting this customization.

Climb (2 points)
The aegis gains a climb speedequal to 1/2 of his base land speed. (20)

Swim (1 point)
The aegis gains a swim speed equal to his base speed. (40)

Astral Repair (Ps)
An aegis is capable of repairing mundane items, restoring 2 hit points of damage to the touched item as a standard action usable at will. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Form Astral Suit (Su)
Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit— skin, armor, or juggernaut. An aegis is always considered to be proficient with his astral suit, even if he does not have the appropriate armor proficiency. The amount of time forming this astral suit takes depends on the type of suit being formed. Different astral suit forms grant different free customizations. These free customizations never count against the aegis’s total number of customization points spent on his astral suit.
The aegis chooses the appearance of his astral suit, although its shape must reflect the selections the aegis has chosen: astral skin would cover the aegis like a psychoactive skin, astral juggernaut would appear to cover the aegis like plate armor, etc.
An astral suit can be dismissed as a free action.
An astral suit does not function in areas where psionics do not work, such as a null psionics field. Dismiss ectoplasm can be used against an astral suit; treat the manifester level as the aegis’s class level, although the aegis can simply form his astral suit again on his next turn.
(Editor’s Note: Full details on how astral suits work can be found here: Astral Suits)
Craftsman
Beginning at 2nd level, an aegis gains a +1 bonus to any one Craft skill of his choice. At 6th level and every four levels thereafter, this bonus increases by 1.
Damage Reduction
Starting at 2nd level, when an aegis is wearing his astral suit, he gains damage reduction 2/-, regardless of what type of astral suit he is wearing. At 5th level and every three levels thereafter, this damage reduction improves by 1.
Invigorating Suit (Su)
An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
Reconfigure
Starting at 3rd level, an aegis can reconfigure up to his Intelligence modifier in customization points on his astral suit once per day as a standard action. Every two levels thereafter, he can use this ability an additional time per day.

enchantment bonus class feature response to Joseph soltz:

Joseph Soltz wrote:


Joseph Soltz wrote:
A pair of nifty looking Deep Crystal rings might be an interesting addition to my Maskarran... No reason he can't have stolen his own psionic catalyst, and gotten them stuck.

As a flavor item, sure.

Quote:
Joseph Soltz wrote:
Edit: Do you have any restrictions on Magic Item pricing for what we spend our WBL on? I'd really like a set of muleback cords, but they're a little on the pricey side, at over half of our wealth.
Nope. If you want to spend it all on one item, go for it.

Alright thank you! And yeah, the intent was always to be a flavor item. :)

On the stacking of Arcane Pool and Divine Bond and such; My bad. I haven't made one of them in a long time, and was going by memory. The combination of either of those with Soulknife is interesting, I suppose, in that it allows you to spend the entirety of your enhancement pool (other than a +1) on special abilities, still get a +5, and not run into the DR-breaking issues of GMW, if I'm reading everything correctly.

that is how they normally work, sadly the dm has ruled that it doesn't work for some reason


Let's see what we roll and go from there

rolls:
4d6 - 1 ⇒ (3, 5, 1, 6) - 1 = 14
4d6 - 1 ⇒ (5, 1, 2, 6) - 1 = 13
4d6 - 2 ⇒ (3, 2, 4, 5) - 2 = 12
4d6 - 1 ⇒ (1, 5, 3, 5) - 1 = 13
4d6 - 1 ⇒ (5, 2, 3, 1) - 1 = 10
4d6 - 1 ⇒ (4, 1, 3, 4) - 1 = 11

Under 20 point buy, reroll

rolls:
4d6 - 1 ⇒ (2, 2, 6, 1) - 1 = 10
4d6 - 2 ⇒ (6, 2, 5, 3) - 2 = 14
4d6 - 1 ⇒ (3, 4, 6, 1) - 1 = 13
4d6 - 4 ⇒ (4, 4, 6, 6) - 4 = 16
4d6 - 2 ⇒ (2, 5, 4, 6) - 2 = 15
4d6 - 1 ⇒ (2, 3, 3, 1) - 1 = 8

23 points ... guess I'm going with 25 point buy


Samnell wrote:
Giles the Courser wrote:

@ Samnell

Strange question, but I find myself with a surplus of gold, so how much would a small tavern in one of Sundabar's poorer districts cost? I could figure up the total cost using Pathfinder's Downtime rules but I figure it would be easier just to ask.

Depends how cheap you want to be. A bar is 250 gp for the bare basics. That's basically storage space (not a lot of it), the bar itself, and a little bit of seating. Hole in the wall. If you want a more proper tavern, even if it's on the sleazy side of town, then it would be 300gp to add a common room. If you serve food too, that's a kitchen for 160. The rough part of town knocks 10% off these prices.

Alright, I think I'll pick up a couple of basic ones and invest in a larger establishment as well all in the rougher districts Mostly they're places where my character can drink without people bothering him but they also make nifty offices for conducting his business.

Shadow Lodge

Hmm. To use Kensai or not to use kensai


Zath Crowspark:

Human soulknife (deadly fist, gifted blade) 3 // Malefex 3
Medium humanoid (human)
Init +3; Senses Perception +11
--------------------
Defense
--------------------
AC 14 (20 armored), touch 14, flat-footed 10(16 armored) (+3 Dex, +1 dodge)
hp 36 (3d10+6)
Fort +8, Ref +11, Will +8
--------------------
Offense
--------------------
Speed 40 ft. (30ft in armor)
Melee unarmed strike +9 (1d6+6)
Soulknife (Deadly Fist, Gifted Blade) Powers Known (power points 9, ML 1st; concentration +8)
. . 1st—chameleon
. . 0 (at will)—
--------------------
Statistics
--------------------
Str 7, Dex 17, Con 14, Int 12, Wis 20, Cha 9
Base Atk +3; CMB +1; CMD 15
Feats Crane Style[UC], Dodge, Extra Blade Skill, Improved Unarmed Strike, Mental Leap, Mindblade Proficiency, Psionic Talent, Speed Of Thought, Up The Walls
Traits Cunning Liar, Psionic Knack (Gifted Blade)
Skills Acrobatics +9 (+15 to jump), Autohypnosis +11, Bluff +11, Disable Device +9, Knowledge (local) +7, Perception +11 (+12 finding traps), Sense Motive +11, Sleight of Hand +9, Stealth +9
Languages Dwarven, Illuskan
SQ blade skills (flurry of fists, focused offense, Telekinetic Athleticism), empowered strikes, enhanced strikes, manifesting, psychokinetic discharge, shape mind blade, unarmed assault
Gear Muleback Cords, Agile Breastplate (kept elsewhere), Thieves' Tools, Deep Crystal Rings x2 (50gp value), 20gp
--------------------
Special Abilities
--------------------
Bad Penny The malefex may bind an item to herself with a ritual requiring 10 minutes and 100 GP worth of reagents and preparatory materials. Thereafter, the item is her penny. The malefex may summon her penny to herself as a swift action, regardless of physical distance or planar boundary. If the penny is a weapon, she may have it arrive in her hand, if armor, she may have it arrive donned and ready. Containers arrive with their content in the appropriate place on the malefex's body. A malefex may only have one penny at a time.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Combat Feat The malefex gains a combat feat she qualifies for as a bonus feat.
Empowered Strikes Empower body as a move action, dealing 1d6 damage and considered magic weapons for overcoming damage reduction. Cannot change the form of empowered strikes, but you can still change damage types between bludgeoning, piercing, and slashing, like a normal soulknife.
At 1st level, the deadly fist can, as a move action, wreath his body in psionic energy distilled from his own mind. This energy lasts until the
deadly fist chooses to dismiss it as a free action. When empowered s
Enhanced Strikes Not fully implemented
The deadly fist’s empowered strikes are improved like a standard soulknife’s mind blade, except the enhancement bonus or weapon special abilities apply to the deadly fist’s unarmed attacks, rather than to a
Extra Blade Skill You gain an additional blade skill.
Flurry of Fists Not implemented yet
When making unarmed attacks and making a full attack, the soulknife can make one additional attack at his highest attack bonus, but all attacks in the full attack suffer a -2 penalty to the attack roll. This extra attack does not
Focused Offense As long as the soulknife maintains psionic focus, he adds his Wisdom modifier to his attack and damage rolls instead of his Strength modifier.
Glued Boots (Malefaction) Choose one:
• Your target cannot take 5-foot steps or use the withdraw action
• Your target’s movement speeds are halved (rounded down to the nearest multiple of 5 feet). You gain a 15 foot enhancement bonus to your movement speeds.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Manifesting You have a reduced ML equal to ML-2.
Malefactions Malefactions target a single creature or object within medium range, and require the malefex to clearly verbalize their curse against the target. Malefactions do not provoke attacks of opportunity, and in order to use one, the malefex mus have a general idea of where the target is. Using one is a swift action. Maximum 3+1/2 Wisdom bonus malefactions active at a single time, with only one instance of a given malefaction active at once. Save DC 16, Fortitude save-requiring Malefactions can still affect objects and creatures without Constitution score. Malefactions are curse effects.
Mental Leap While you maintain psionic focus, you gain a +2 enhancement bonus on Acrobatics checks made to jump. If you have at least 10 ranks in Acrobat
Psionic Talent Gain 2 extra power points.
Psychokinetic Discharge Not fully implemented
A deadly fist of 1st level learns how to take the energy he has charged into his unarmed strikes and release it as a blast of energy at an opponent. As a ranged attack, the deadly fist can make an unarmed attack at an opponent. Deals damage as normal for unarmed attacks. Range increment of 10 feet, considered a projectile instead of thrown weapon. Discharges empowered strikes.
School of Hard Knocks At 1st, 3rd, and every three levels thereafter, a malefex selects a knock. Knocks are tricks, edges, and tactics that the malefex learns through training or experience. The malefex must meet all the prerequisites for a knock she wishes to select.
Shape Mind Blade Change the form of your mind blade, or reassign its abilities
Skin of my Teeth The malefex gains a bonus equal to her Wisdom Modifier (if positive) as a bonus on Fortitude and Reflex saves.
Speed of Thought When focused speed +10ft or +30ft when you expend focus.
Sands of Time(Malefaction) If your target (an object) fails its save, it loses 2 points of hardness per character level (minimum 0). If this reduces the object's hardness to 0, it gains the broken condition for the duration of this malefaction.
Steal Courage (Malefaction) If the target fails its Will save, it becomes shaken and you gain a +2 morale bonus on attack rolls against it.
Steal Possessions (Malefaction)If the target fails its Fortitude save, it takes a penalty to its CMD against steal and disarm combat maneuvers equal to your Wisdom modifer and you gain a luck bonus equal to your Wisdom modifer to your CMB on steal and disarm combat maneuvers as well as not provoking attacks of opportunity from attempting steal or disarm combat maneuvers against those affected by this effect.
Telekinetic AthleticismYou gains the benefits of the Mental Leap and Speed of Thought psionic feats while she maintains her psionic focus, and may expend her psychic strike’s charge to fuel the secondary abilities of these feats instead of using her psionic focus.
Trapfinding The Malefex adds half her class level (minimum +1) on Disable Device checks and on Perception checks made to locate traps. A malefex can use Disable Device to disarm magical traps like a rogue can.
Unarmed Assault At 1st level, the deadly fist gains the Improved Unarmed Strike feat as a bonus feat. In addition, the deadly fist gains the Flurry of Fists blade skill.
Up the Walls While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall. You may expend your psionic focus while using Up the Walls and gain its benefits until the end of your turn.
Wrack +1 The malefex gains a +1 bonus to attack cursed creatures, which increases by +1 at 4th level and every four levels thereafter. In addition, attacks against cursed creatures deal additional damage equal to her Wisdom modifier.

Now, I do believe that's a completed stat block. Backstory and such still kinda solidifying, so once I've got that a little more together, I'll post that too! If you see any issues with the stat block, in the mean time, by all means, mention it!


Arcane Pool still works. It is called out specifically to stack. Nothing about the GMs ruling changes this (because the GM essentially did not make a ruling, they're just going with the default Pathfinder rules).

Aegis enhancement bonus does not stack. It is not called out specifically to stack. It still works, you just get the higher of whatever enhancement bonus is affecting you (like normal). So plan carefully. don't buy nimble and then put your physical advancement into Dexterity.

I'm basing all this off the GMs clarifying post yesterday. I'm sure we'll have to end up asking them to clarify again.


ABP has a whole bunch of strange interactions but having been in a number of games with it (as player and GM), I like it. It tends to simplify things when the game is up and running. One game I'm in went even further, completely virtual loot. You can have anything legal by wbl subject to GM approval - no loot to be had. Works just fine for that game.


Johnnycat93 wrote:
Arcane Pool still works. It is called out specifically to stack. Nothing about the GMs ruling changes this (because the GM essentially did not make a ruling, they're just going with the default Pathfinder rules).

That was the intention, standard bonus stacking rules.

Johnnycat93 wrote:
Aegis enhancement bonus does not stack. It is not call out specifically to stack. It still works, you just get the higher of whatever enhancement bonus is affecting you (like normal). So plan carefully. don't buy nimble and then put your physical advancement into Dexterity.

The "this is an enhancement bonus to an enhancement bonus" language in the rules was a confusion-inducing choice on Paizo's part, but it is absent from the aegis ability. If an aegis could get +6 to Dex from repeated buying of nimble, or devote ABP bonuses and get to the same point (though a bit later) but not grab both and have +12 to Dex. Essentially, in ABP, the aegis has the ability to get an advance-placement +6.


Robert Henry wrote:

** spoiler omitted **

Ok, so once I started thinking about characters I have developed for a winter comapain, I remembered Valda. She's has seen several builds, each leading to this point. She would be an oracle/bloodrage. Would her backstory fit in this world/game?

** spoiler omitted **...

Looks like she's a good candidate for being in one of the more settled Uthgardt tribes, though an isolated village of vanilla Illuskans would work too.

The Black Lions have given up the old ways recently and now have a village near Beorunna's Well. They herd, farm, and hunt more than raid these days and have adopted Helm, Ilmater, Torm, and Tyr. (They're still ok with barbarian-ing, but they're settled down a little) A minority are still faithful to Uthgar, but they're shrinking. The Ilmatari are much more focused on his enduring aspect than is usual for the faith and a pretty small part of a small community.

Beorunna's Well is a little place of about five hundred, mostly huts behind a wooden palisade. They conduct a limited trade with Silverymoon and Sundabar, mostly timber (much of this goes to Sundabar), furs, and smoked meats. The routes to both cities are hazardous and usually attempted only under heavy guard, with adventuring parties the preferred protection. The route to Sundabar passes through the domain of Obould Many Arrows, the orc king who rules and raids from a long-fallen dwarven citadel.

The original well is an ancestor mound sacred to the tribe and to the Red Tigers, not far from the village. Beorunna is an ancestor of Uthgar (usually his adoptive father or his grandfather) who slew a great fiend on the spot with a blow so great the earth gave way. Black Lions mostly don't frequent the mound anymore, but whenever the Red Tigers show up there are bound to be a few serious brawls.


Almost skipped over this recruitment because with a post count that high, I thought it was old. But I’m definitely interested! Already seeing several of the ideas I’d be interested in being considered by other (Malefex, especially - new shiny classes are fun!), but I usually have no shortage of PC ideas.

First to see if rolls are any good:

Spoiler:

4d6 ⇒ (6, 3, 5, 5) = 19 16 (+3)
4d6 ⇒ (1, 6, 1, 1) = 9 8 (-1)
4d6 ⇒ (3, 1, 2, 4) = 10 9 (-1)
4d6 ⇒ (2, 3, 4, 2) = 11 9 (-1)
4d6 ⇒ (4, 4, 6, 3) = 17 14 (+2)
4d6 ⇒ (5, 6, 4, 1) = 16 15 (+2)

Hmm... not terrible. Might consider it, but most likely stick with point buy. I usually prefer it anyway.


Ken Marable wrote:

Almost skipped over this recruitment because with a post count that high, I thought it was old. But I’m definitely interested! Already seeing several of the ideas I’d be interested in being considered by other (Malefex, especially - new shiny classes are fun!), but I usually have no shortage of PC ideas.

First to see if rolls are any good:

** spoiler omitted **

It's been a busy thread. :)

Looks like that's 18 point buy. You can reroll.


Working on backstory, I have personality down pat and mechanics more or less done, but I might need help with backstory

Maybe I could join the group as another party member's bodyguard?


Joseph Soltz wrote:
** spoiler omitted **

...

I've just realized I can't have my armor bound to me as a penny. I don't have the extra funds available, if I want to go with the Agile Breastplate, to do so. I think I may drop that back to regular breastplate, perhaps Masterwork, in order to keep it as a penny. The ability to walk around without armor on me, and still have it available at a moment's notice, really draws me in. Honestly, while I like the ability to have medium armor out of thin air, it doesn't really fit very well. I'd like a way to have a decent unarmored AC without spending valuable powers known or a whole monk level, but for now, I'll deal with using some light armor, have a chain shirt stowed in a backpack or what have you. When I post with background, I'll update gear and such in a more reasonable state.


Samnell wrote:
Ken Marable wrote:

Almost skipped over this recruitment because with a post count that high, I thought it was old. But I’m definitely interested! Already seeing several of the ideas I’d be interested in being considered by other (Malefex, especially - new shiny classes are fun!), but I usually have no shortage of PC ideas.

First to see if rolls are any good:

** spoiler omitted **

It's been a busy thread. :)

Looks like that's 18 point buy. You can reroll.

Since it was low but not awful, I didn’t want to presume. Thanks!

Spoiler:

4d6 ⇒ (2, 6, 6, 1) = 15 14 (+2)
4d6 ⇒ (6, 2, 5, 6) = 19 17 (+3)
4d6 ⇒ (3, 6, 3, 1) = 13 12 (+1)
4d6 ⇒ (5, 5, 2, 1) = 13 12 (+1)
4d6 ⇒ (2, 2, 1, 3) = 8 7 (-2)
4d6 ⇒ (4, 5, 2, 6) = 17 15 (+2)

That looks like some interesting numbers, and right on for points, too.

Also one idea (of many) is to possibly have a kineticist or Vigilante (warlock) flavored as Spellfire to give it a FR feel. I’m fine with the just general concept and not trying too replicate the actual Spellfire rules in any way. And, like I said, it’s just one idea of many I am toying with but haven’t really tried working it out yet, but wanted to see if you were disinclined or would consider it.


If you are alright changing classes....

(1) Monk (wis to AC)
(2) Sacred Fist Warpriest (wis to AC)
(3) Kensai Magus (Int to AC)

Otherwise, might I suggest going for light armor which looks like clothing? Start off with that. Studded leather. Or leather lamellar armor (+4 AC, +3 max dex). Think of it as leather clothing.

Then save up for gamered mithril breastplate.

http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-spec ial-abilities/glamered

Add in the armor expert trait. The mithril breastplate "changes shape and appearance to assume the form of a normal set of clothing."

It will also have 0 armor check penalty. If you make it a mithril agile breastplate it will only weight 12.5 lbs. An army combat uniform (acu) is a bit under 10lbs of weight, so this would be just a bit heavier than that. Still well within the realm of feasibility for walking around with no armor on.

It'll cost 7,100 gold though. But if you want an unarmored build that still wears armor, it works.

----

You may even ask the GM if he would let you replace the automatic +1 armor AC from progression with the glammored enchantment. Yeah it costs more than +1 AC, but it only changes appearances and as such makes you less effective in combat.


Just popping in to mention that I'm still working on my submission.


Question for the DM: I am considering an Eldritch Archer Magus/Luring Cavalier. As far as I can tell, the Luring Cavalier archetype removes all need to be mounted, however, the cavalier mount ability still requires mount for a medium creature to be a horse or a camel. In my mind I am picturing the character I am building to start their career as a hunter who hunts with their hound and would much prefer a wolf which is allowed for small characters. Therefore, would you allow a medium Eldritch Archer/Luring Cavalier to select a wolf?

Scarab Sages

Samnell wrote:
Johnnycat93 wrote:
Arcane Pool still works. It is called out specifically to stack. Nothing about the GMs ruling changes this (because the GM essentially did not make a ruling, they're just going with the default Pathfinder rules).

That was the intention, standard bonus stacking rules.

Johnnycat93 wrote:
Aegis enhancement bonus does not stack. It is not call out specifically to stack. It still works, you just get the higher of whatever enhancement bonus is affecting you (like normal). So plan carefully. don't buy nimble and then put your physical advancement into Dexterity.
The "this is an enhancement bonus to an enhancement bonus" language in the rules was a confusion-inducing choice on Paizo's part, but it is absent from the aegis ability. If an aegis could get +6 to Dex from repeated buying of nimble, or devote ABP bonuses and get to the same point (though a bit later) but not grab both and have +12 to Dex. Essentially, in ABP, the aegis has the ability to get an advance-placement +6.

Cool, I might put a couple points into hardy as we level then, and use the ABP to boost my strength. Right now the character feels sort of like a dwarven stone-based version of the Hulkbuster Iron Man suit. He summons big chunks of stone with veins of iron running through that conducts his electric blast attacks from the Psion's spell list. I think I'm going to try to work towards a Vital Strike build as well, since the Fast Step feat lets me flash around the battlefield as a move action, then squish orcs with a massive stone hammer.


@Samnell
I think the character is ready to go. I will expand on the background but it give you an idea of the character and his backstory.


Ken Marable wrote:
Also one idea (of many) is to possibly have a kineticist or Vigilante (warlock) flavored as Spellfire to give it a FR feel. I’m fine with the just general concept and not trying too replicate the actual Spellfire rules in any way. And, like I said, it’s just one idea of many I am toying with but haven’t really tried working it out yet, but wanted to see if you were disinclined or would consider it.

I'm open to the actual spellfire rules if you want. :) They're 3.5, but I just looked over the feat and PrC It doesn't seem too out of whack. Spellfire is cool and much played up due to its starring role that one novel, but 90% of what it does is just blast things and do a bit of self-healing. It's also largely dependent on an outside source (or items) charging you up. If you'd prefer to go just flavor, that's also cool by me.

However, spellfire is one of those big, charismatic things that can draw a lot of hostile attention. I wouldn't dump every villain group around on you for using it, but word would likely get out and people may try to capture or control your PC to learn your secrets or use as a ready weapon against foes. Probably both.


Alton VenRysn wrote:

Working on backstory, I have personality down pat and mechanics more or less done, but I might need help with backstory

Maybe I could join the group as another party member's bodyguard?

You're welcome to work out coordinated backstories with other PCs.


Bolkvar Stonebeam wrote:

If you are alright changing classes....

(1) Monk (wis to AC)
(2) Sacred Fist Warpriest (wis to AC)
(3) Kensai Magus (Int to AC)

Otherwise, might I suggest going for light armor which looks like clothing? Start off with that. Studded leather. Or leather lamellar armor (+4 AC, +3 max dex). Think of it as leather clothing.

Then save up for gamered mithril breastplate.

http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-spec ial-abilities/glamered

Add in the armor expert trait. The mithril breastplate "changes shape and appearance to assume the form of a normal set of clothing."

It will also have 0 armor check penalty. If you make it a mithril agile breastplate it will only weight 12.5 lbs. An army combat uniform (acu) is a bit under 10lbs of weight, so this would be just a bit heavier than that. Still well within the realm of feasibility for walking around with no armor on.

It'll cost 7,100 gold though. But if you want an unarmored build that still wears armor, it works.

----

You may even ask the GM if he would let you replace the automatic +1 armor AC from progression with the glammored enchantment. Yeah it costs more than +1 AC, but it only changes appearances and as such makes you less effective in combat.

Thanks for the ideas on classes and such, but I'll take a pass. I'd already considered them, but I really want to utilize Soulknife and Malefex. I'm going to walk around actually unarmed and unarmored, I'll just keep a chain shirt as my penny. With a swift action, when things get a little heated, I can always don the armor, and with Crane Style, fighting defensively also adds a pretty good chunk of AC. Between the two, I'm up at 22 AC right now, presuming a nonmagical chain shirt. If I make it into the game, soon I'll pick up Focused Defense as a blade skill, and for a while, at least, I won't be too worried about AC anymore.


Slayde77 wrote:
Question for the DM: I am considering an Eldritch Archer Magus/Luring Cavalier. As far as I can tell, the Luring Cavalier archetype removes all need to be mounted, however, the cavalier mount ability still requires mount for a medium creature to be a horse or a camel. In my mind I am picturing the character I am building to start their career as a hunter who hunts with their hound and would much prefer a wolf which is allowed for small characters. Therefore, would you allow a medium Eldritch Archer/Luring Cavalier to select a wolf?

Do you mean to use it as a mount too, or just an animal companion? I don't mind the wolf at all as the latter, but having a grown, armored human or dwarf trying to ride one that's maybe three feet off the ground is a little hard to picture.


Joseph Soltz wrote:
Between the two, I'm up at 22 AC right now, presuming a nonmagical chain shirt. If I make it into the game, soon I'll pick up Focused Defense as a blade skill, and for a while, at least, I won't be too worried about AC anymore.

More time to worry about low saves! :)


Joseph Soltz wrote:
Bolkvar Stonebeam wrote:

If you are alright changing classes....

(1) Monk (wis to AC)
(2) Sacred Fist Warpriest (wis to AC)
(3) Kensai Magus (Int to AC)

Otherwise, might I suggest going for light armor which looks like clothing? Start off with that. Studded leather. Or leather lamellar armor (+4 AC, +3 max dex). Think of it as leather clothing.

Then save up for gamered mithril breastplate.

http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-spec ial-abilities/glamered

Add in the armor expert trait. The mithril breastplate "changes shape and appearance to assume the form of a normal set of clothing."

It will also have 0 armor check penalty. If you make it a mithril agile breastplate it will only weight 12.5 lbs. An army combat uniform (acu) is a bit under 10lbs of weight, so this would be just a bit heavier than that. Still well within the realm of feasibility for walking around with no armor on.

It'll cost 7,100 gold though. But if you want an unarmored build that still wears armor, it works.

----

You may even ask the GM if he would let you replace the automatic +1 armor AC from progression with the glammored enchantment. Yeah it costs more than +1 AC, but it only changes appearances and as such makes you less effective in combat.

Thanks for the ideas on classes and such, but I'll take a pass. I'd already considered them, but I really want to utilize Soulknife and Malefex. I'm going to walk around actually unarmed and unarmored, I'll just keep a chain shirt as my penny. With a swift action, when things get a little heated, I can always don the armor, and with Crane Style, fighting defensively also adds a pretty good chunk of AC. Between the two, I'm up at 22 AC right now, presuming a nonmagical chain shirt. If I make it into the game, soon I'll pick up Focused Defense as a blade skill, and for a while, at least, I won't be too worried about AC anymore.

There's also the armored blade archetype for soulknives. Or, if you're concerned about defenses, you can dip into Path of War maneuvers using the combat training trait or martial training feat.


Okay, here is my submission, Ranek Clifton a Magus/Wizard who's angling to become the next battlemage of Sundabar - and achieve all the (perceived) glories that come with it.

Crunch:

Ranek Clifton
Male magus 3/wizard 3/gestalt 3
LG Medium humanoid (human)
Init +3; Perception +0
Favored Class: Wizard
FCB: +3 Skill points
----------------------------------------------------------------------
DEFENSE
AC 16 24, touch 16 20, flat-footed 10 14 (+4 mage armor +3 Dex +3 Int)
HP 30 (3d8+6)
Fort +6, Ref +5, Will +4
---------------------------------------------------------------------
OFFENSE
Speed 20 ft
Melee masterwork dueling sword +7 (1d8+3, 19-20/x2)
Melee light mace +5 (1d6+1, x2)
Melee dagger +5 (1d4+1, 19-20/x2)
Ranged light crossbow +5 (1d8, 19-20/x2, 80 ft)
Ranged dagger +5 (1d4+1, 19-20/x2, 10 ft)
Special Attacks arcane accuracy (+4), intense spells +1, spell combat, spellstrike, versatile evocation 7/day
Magus Spellcasting (CL 3rd, Concentration +7 (+11 cast defensively))
1st level (3/day) – chill touch (DC 15), corrosive touch, shocking grasp
0-level (3) – acid splash, daze (DC 14), disrupt undead
Wizard Spellcasting (CL 3rd, Concentration +7 (+11 cast defensively))
2nd level (2/day) – burning arc (DC 16), glitterdust (DC 16)
1st-level (3/day) – burning hands (DC 15), grease (DC 15), snowball (DC 15)
0-level (4/day) – detect magic, mage hand, prestidigitation, spark
---------------------------------------------------------------
STATISTICS
Str 12, Dex 16, Con 14, Int 18, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 16
Traits Arcane Revitilization, Market Rat
Feats Combat Casting, EWP (dueling sword) (B), Scribe Scroll (B), Slashing Grace (dueling sword), Weapon Finesse, Weapon Focus (dueling sword) (B), WP (simple)
(B) - denotes Bonus feat from Class Feature
Skills (ACP -0) Appraise* +10, Climb +5, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (local) +11, Knowledge (nature) +10, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics* +10, Profession (scribe)* +4, Ride +9, Spellcraft +10, Swim +5, Use Magic Device +5
* - denotes Background Skill
Languages Common, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Orc
SQ Arcane bond (signet ring), Arcane pool (5), arcane school (Evocation (Admixture)), canny defense, cantrips, diminished spellcasting (Magus), opposition schools (Enchantment, Necromancy)
ABP Resistance bonus +1
Combat Gear 2 potions of cure light wounds, wand of shield (50 charges) Other gear 2 scrolls of comprehend languages, masterwork dueling sword, light crossbow with 20 bolts, light mace, dagger, masterwork backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (10 days), and a waterskin), 43 gp

Backstory:

Ranek was born the younger son of a wealthy merchant in the great city of Waterdeep. Having been born into such privilege, his family had the means to well-fund both his and his family’s educations. Though he had several tutors, there were two who truly stood out to him. The first was a wizard by the name of Ascaralphus. Though he was originally hired to teach Ranek reading, writing, arithmetic, and other useful skills, Ascaralphus determined that Ranek possessed the necessary aptitude to study magic. Though his parents initially were reluctant to allow it, eventually they saw benefit in having one of their children trained in at least the basics of the magical arts, and so Ranek learned magic from Ascaralphus.

The second tutor who stood out was Evarin. A somewhat enigmatic man from the south, he was Ranek’s instructor with the sword. He fought with a strange curved blade that none of Ranek’s siblings were particularly interested in, but Ranek took to quickly, in part for the uniqueness, and in part because he clearly showed a knack for the fluid, dexterous fighting style used by the swordmaster. Though Ascaralphus felt that Ranek should focus exclusively on his magical training, he was willing to acknowledge that the sword lessons did not hinder his arcane development at all. Indeed, when Ranek began using the magic as a means of augmenting his swordfighting, Ascaralphus was suitably impressed that Ranek had the mental fortitude to maintain concentration while engaged in combat. So it was that Ranek learned the skills that would give him the tools he needed to become who he is today. But, it was not a tutor that gave him the drive to become who he is.

Ranek and his siblings, from the time they were 10, were each required to spend 1 day a week working with the family in the market. As Waterdeep is a melting pot of all manner of people, he could hardly go a time without hearing a bard extolling the virtues of a hero, or of a mercenary telling a tale of adventure and excitement. Though his parents called such tales frivolity and exaggeration, Ranek eagerly listened to them, and often daydreamed of himself as the hero of such tales, slaying monsters and amassing wealth far greater than his family ever had. They were good dreams, but far from reality.

Ranek’s father chose to retire from the business, and Ranek’s older brother took over running it. Ranek now assisted with inventory and bookkeeping, as despite his intellect and his skill he was a rather poor salesman. The work was rather boring and repetitive, as his older brother minded the shop and his sister traveled with the caravans. Ranek began to fear that he would never have the opportunity to become the hero he desired to be.

Then one day came the chance he’d been waiting for. His brother found a new contact in Sundabar for the possibility of acquiring some new goods. At the same time, Ranek overheard a rumore that the city was looking for a new battlemage. Thinking that at last his opportunity to become a hero had come, Ranek convinced his brother to let him travel to Sundabar to make sure the merchant contact was on the up and up. Journeying with a caravan, Ranek has made his way from Waterdeep to Sundabar. Now, he just needs to find a way to make a name for himself in the city. Given the prominence of Tyr and Torm in the city, perhaps there are tasks he will be able to do for The Hall of Everlasting Justice. With their recommendation, he should be able to secure a post as Sundabar’s battlemage in no time.

Appearance, Personality, Religion:

Ranek is a human of average height and weight with a slightly athletic frame. He has a quick walk, and is fairly good at moving through crowds. He is typically dressed in plain yet well-made clothes suitable for traveling, as he favors more practical forms of wealth over what he sees as gaudy displays. The finely crafted sword at his side and his family signet ring are typically the only signs of wealth he shows.

Ranek is kind, well-intentioned man who often trips over his own tongue when talking to others. He has a tendency to get wrapped up in work or daydreaming, and as such tends to miss things happening around him. Though not particularly devout, he worships Mystra, the goddess of magic.


I'm not really too worried about defenses at all, actually! With saves all around +9 or higher, AC 18 with armor, 22 fighting defensively, I feel I'm pretty well taken care of, as far as a skirmisher-type character ought to be concerned, for level 3. The Armored Blade archetype for Soulknife also doesn't stack with Deadly Fist, since they both replace Form Mind Blade and such.

I'm honestly pretty comfortable, I think, with my character mechanically. Not much on the damage front, which is fine, but with Up The Walls, Mental Leap, Speed of Thought, and the ability to spend Psychic Strike instead of Psionic Focus for the latter two if I need to, I've got all the mobility I think I need, and then some, for now, with only more on the way.


Jolgren Flintbeard wrote:

@Samnell

I think the character is ready to go. I will expand on the background but it give you an idea of the character and his backstory.

Looks like. Has he got a patron deity? Given his personality, Haela Brightaxe seems a likely pick. She's the dwarven god of getting swallowed by red dragons so you can cut your way out and other such bloody-minded wildness. Clanggedin, dwarf god of warfare, has a temple in Mythril Hall, if you'd a bit less wahoo of a faith for contrast.

Clanggedin's teachings:
War is the finest hour of dwarvenkind. Seize the opportunity to defend the South Folk and ensure their victory wherever conflict does erupt. Revel in the challenge of a good fight, and never waver in the face of adversity, no matter how ruinous. When not fighting, prepare for the next conflict physically and tactically, and by acquiring resources. Attack hill giants whenever possible and other evil giants when necessary.

Death on the field of battle is never welcomed and lives should never be thrown away foolishly. However, if necessary for victory, the highest service that followers of the Father of Battle can perform is to sacrifice themselves for the cause on the field of battle by protecting as many other dwarves as possible.

Haela's teachings:
Through battle there is validation, liberation, and exultation. Trust in Haela to see you through the fray, and the monsters of the world shall fall to the sharp blades of your axes, regardless of their apparent strength and numbers. The Luckmaiden blesses those dwarves who believe in her beneficence, and she, through her faithful, will always be there for the beleaguered and the besieged. Rejoice in the power of your swing in battle, the sound of your weapon smiting a worthy foe, and the challenge of the fray. If asked, show mercy on a noble foe who abides by a code of honor, but hold not your hand against the treacherous, the liars, and the honorless.


Phntm888 wrote:

Okay, here is my submission, Ranek Clifton a Magus/Wizard who's angling to become the next battlemage of Sundabar - and achieve all the (perceived) glories that come with it.

** spoiler omitted **...

And in the doc he goes.


Samnell wrote:


Do you mean to use it as a mount too, or just an animal companion? I don't mind the wolf at all as the latter, but having a grown, armored human or dwarf trying to ride one that's maybe three feet off the ground is a little hard to picture.

I was talking solely as an animal companion. Thanks


Ken Marable wrote:
Also one idea (of many) is to possibly have a kineticist or Vigilante (warlock) flavored as Spellfire to give it a FR feel. I’m fine with the just general concept and not trying too replicate the actual Spellfire rules in any way. And, like I said, it’s just one idea of many I am toying with but haven’t really tried working it out yet, but wanted to see if you were disinclined or would consider it.

Got distracted last post and forgot to say this: You can go vigilante, but fair warning that decent portions of the game will be played out in the wilds where the usual vigilante bag of tricks might not see much use. That doesn't mean there would be no social situations or times when a secret identity may help, but there would probably be a lot less of them.


Samnell wrote:
Ken Marable wrote:
Also one idea (of many) is to possibly have a kineticist or Vigilante (warlock) flavored as Spellfire to give it a FR feel. I’m fine with the just general concept and not trying too replicate the actual Spellfire rules in any way. And, like I said, it’s just one idea of many I am toying with but haven’t really tried working it out yet, but wanted to see if you were disinclined or would consider it.
Got distracted last post and forgot to say this: You can go vigilante, but fair warning that decent portions of the game will be played out in the wilds where the usual vigilante bag of tricks might not see much use. That doesn't mean there would be no social situations or times when a secret identity may help, but there would probably be a lot less of them.

No worries, I'm still debating. But also I've been wanting to play a vigilante Harper for quite some time now since the concept fits so well. I'm comfortable with vigilante limitations in different campaigns. Still not sure I'm going to go in that direction since I have several ideas floating around especially with gestalt opening up so many more options.

Although a Harper Spellfire wielder who only used that ability in his/her identity as "the Silver Flame" or some such to avoid being constantly hunted - especially with gestalt making it easier to have other options and not rely on that one trick all the time... well, the pieces fit together nicely and could be a fun idea. But I have other ideas so we'll see. Gotta start crunching some numbers and fleshing out some details today.


Samnell wrote:

Looks like she's a good candidate for being in one of the more settled Uthgardt tribes...

The Black Lions have given up the old ways recently and now have a village near Beorunna's Well. They herd, farm, and hunt more than raid these days and have adopted Helm, Ilmater, Torm, and Tyr... A minority are still faithful to Uthgar

Thanks for the feedback, I will tweak her background and get rid of the 'Viking' terminology. Her father will follow "The Triad" and her mother (who was originally from a different tribe) will still follow Uthgar. Being an oracle she will respect both. But seeing the good that 'The Triad' is doing she will desire to help. In a low-key fashion of course ;)

Oh, the Black Lions are a great idea, Thanks! I found the 'Forgotten Realms Wiki. Need to polish up on my lore, it's been ages since I played "NeverWinter Nights!"


Joseph Soltz wrote:

I'm not really too worried about defenses at all, actually! With saves all around +9 or higher, AC 18 with armor, 22 fighting defensively, I feel I'm pretty well taken care of, as far as a skirmisher-type character ought to be concerned, for level 3. The Armored Blade archetype for Soulknife also doesn't stack with Deadly Fist, since they both replace Form Mind Blade and such.

I'm honestly pretty comfortable, I think, with my character mechanically. Not much on the damage front, which is fine, but with Up The Walls, Mental Leap, Speed of Thought, and the ability to spend Psychic Strike instead of Psionic Focus for the latter two if I need to, I've got all the mobility I think I need, and then some, for now, with only more on the way.

You can also gain mind armor via the Psychokinetic Armor blade skill from Psionics Augmented. Though it's not available until level 4, so you have time to decide.


Okay Dragon Exemplar/Sorcerer it is.


This is genuinely interesting to me! Something different to get my teeth into. I have an idea to play along with the undead/Necromancer, an undead hunter.

I'm going to pour over all the primer stuff you have and get back to you about any questions. I never played 1e or know much about it so a lot to get into.

Rolls:
4d6 ⇒ (4, 6, 3, 1) = 14
4d6 ⇒ (3, 2, 4, 6) = 15
4d6 ⇒ (1, 6, 2, 3) = 12
4d6 ⇒ (3, 3, 3, 6) = 15
4d6 ⇒ (1, 6, 6, 6) = 19
4d6 ⇒ (5, 1, 5, 3) = 14


I'm pretty sure I'll be alright with what I've got. For a while, a Chain Shirt will work just dandily, and I may end up just sticking with that until I can afford some Mithral medium armor. It's not super high on my priority list; I actually think a little more accuracy might be more important for me, defensively, so that I can use the Fighting Defensively modifiers a little more freely. After all, with a few feats invested into doing so, I should probably try to do it when I can!

Shadow Lodge

Oh dang. Spellfire is available. Cool.

Anyway

Anyone want to collaborate on backstories?


Ictoo wrote:

This is genuinely interesting to me! Something different to get my teeth into. I have an idea to play along with the undead/Necromancer, an undead hunter.

I'm going to pour over all the primer stuff you have and get back to you about any questions. I never played 1e or know much about it so a lot to get into.

** spoiler omitted **

To be clear, the rules are still Pathfinder. Just the setting is roughly as it was in 1e publications.


Lord Foul II wrote:

Oh dang. Spellfire is available. Cool.

Anyway

Anyone want to collaborate on backstories?

I'm open to it.


If anyone wanting to play a dwarf would like to tag up on backgrounds, please let me know.


Yeah, I got that no worries there. Just trying to figure out how to get my guy into the world. I'm really glad to see all the information you have supplied already.


I'm not sure how our backgrounds would mesh up, to be honest. Your dwarf is from Mithril Hall, and is on first name basis with King Battlehammer. This marks him as being either very accomplished, or from a prestigious clan. Based on your background that you wrote thus far, while Jolgren has kin in Sundabar, it doesn't sound like he has close ties personally.

Bolkvar's Clan, on the other hand, are refugees to a dwarf. Having lost their lands during the collapse of the Delzoun, they joined the refugees that fled to Sundabar. Rather than settle inside the city itself, they were one of those which built the tower in Auvandell. After it was overrun, they returned to it when a human village sprang up, but lost their home again when the village too was overrun. The few that are left live in Sundabar, dreaming of their lost golden-age, and telling half-forgotten and embellished stories because so much knowledge was lost. Bolkvar himself was sent away to a monastery of the dwarven god of scholars due to his clan elder mistaking his empyreal bloodline as being 'cursed sorcerery.' He's a nobody, who spent most of his life locked away, studying, and has only now begun his wanderings.

I could see the two having an interesting dynamic. One, a worldly dwarf of influence. Hefting a crossbow, wearing well made armor. The other, wearing simple monk robes and fighting with his fists.

So if you have an idea, I'm always up for RPing and story telling. But it isn't a natural fit.

------------------

Also, on a different topic, if I could offer a bit of mechanical advice?

You chose 2 classes that have full BaB, are both 1d10HP, and which have no spell casting.

I strongly recommend for your fighter class taking the Crossbowman archetype (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo-figh ter-archetypes/crossbowman/). This will trade armor training (which doesn't help a dwarf that much, if at all) for better crossbow skills.

For your second class...take a look at this: Inquisitor with Royal Accuser and Sanctified Slayer archetypes.

http://www.d20pfsrd.com/classes/base-classes/inquisitor/archetypes/inquisit or-archetypes-paizo/royal-accuser-inquisitor-archetype/

http://www.d20pfsrd.com/classes/base-classes/inquisitor/archetypes/inquisit or-archetypes-paizo/sanctified-slayer/

Royal Accuser Inquisitor. It's a 1d8HP class (so your fighter gestalt helps with that) and a 3/4 BaB class (again, your fighter levels help). It gives 6 skill points a level (just like a slayer).

"Royal accusers cut through baroque politics and quietly face a nation’s many threats." If your character works on the orders of King Battlehammer, this fits that role perfectly.

Sanctified Slayer gives you Studied Target (just like the slayer class you'd drop) and it gives you sneak attacks (just like the slayer class you'd drop).

You'd get a few less feats, but you'd make up for it with 3/4 wisdom based casting, and you'd get an inquisition. I strongly recommend the conversion inquisition, so that you can use wisdom for diplomacy, intimidate and bluff.

Also...for feats.

Lvl 1: Point Blank Shot
Lvl 1 Bonus Feat: Precise Shot (you need this if you are going to be shooting into combat)
Lvl 2 Bonus Feat: Exotic weapon proficiency Heavy Repeating Crossbow
Lvl 3 Feat: Deadly Aim

At the moment you have deadly aim (-1 to hit), rapid shot (-2 hit) firing into combat (-4 to hit) and will likely be firing through an ally (cover for enemy, -4 hit). That's -11 to hit. Your positive modifiers are +3 (bab) + 2 (dex) + 1 (weapon focus) + 1 (studied target) for a total of +7.

After factoring in your positive modifiers, you are at -4 to hit
with a total with 2 shots a turn. The average AC for a CR3 monster is 15. So you'd need a 19 to hit one if it is in combat with us. And if you do hit, you are doing 1d10+3 damage. While that isn't bad, a power attacking fighter with Str18 would do 1d10+9 damage and would be much more likely to hit. And yes, you have sneak attack, but that is really hard to pull off with range. I know, because I have played a ranged sanctified slayer inquisitor for awhile.

The mechanics that I put in there would offer you a much better chance to hit.

Assuming you take Fate's Favored as a trait, and buff yourself with divine favor...

To Hit: +3 (BaB) + 2 (Dex) + 1 (studied target) + 2 (divine favor) = +8 (+4 if an ally is in the way)
Damage: 1d10 + 1 (studied target) + 2 (divine favor)

Yes, you have 1 less attack per round. And you have to spend a round buffing (standard action for divine favor, move action for studied target). But you'll be much more likely to cause damage in the long run.

------------

Then for other equipment. If at all possible, grab scale mail. It's only 50gc. Your movement stays the same. Also get a buckler, as you can shoot with it without penalty. Your AC will jump up from AC14 to AC18.


This is Zektolna's character submission. Her stats, background, vignettes, and description are on her profile page.

Please let me know if you have any questions. Also, if being a member of the Broken Ones order wouldn't make sense for the timeline of the story, please let me know and I can change that. The Broken Ones seemed like the best group for Ariyana to be a member of for her backstory.

Thank you for your consideration!

Shadow Lodge

Neils D. Lafont wrote:
Lord Foul II wrote:

Oh dang. Spellfire is available. Cool.

Anyway

Anyone want to collaborate on backstories?

I'm open to it.

so far I got an amnesiac magical warrior who looks like an elf found in some old ruins by the church, but backstory is malleable at this stage


Lord Foul II wrote:
Neils D. Lafont wrote:
Lord Foul II wrote:

Oh dang. Spellfire is available. Cool.

Anyway

Anyone want to collaborate on backstories?

I'm open to it.
so far I got an amnesiac magical warrior who looks like an elf found in some old ruins by the church, but backstory is malleable at this stage

I am hero-man™

I don't know about amnesia, I don't know about elves (though I speak the language), I don't know about ruins, or a church, or magic. But gosh dang am I heroic.

So if some naked elf type fellow needed help, or money, or whatever - Neils is there to step up no questions asked.

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