| Rigor Rictus |
Rigor Rictus wrote:Sounds fair, and will probably work better for what I have in mind.
In regards to Guided, I see that PFSRD recently added a note that the feature was intended for melee weapons (though RAW sticklers will note there is nothing in the write up to state it might not be applied). The funny thing about that as that while I have seen numerous GM's allow the feature in Pathfinder games, I've never actually seen it applied to anything other than a range weapon.
Huh. I've mainly seen guided on monks with Amulets of Mighty Fists myself. That's kind of what I thought it was for. I haven't played with that many different people though, so that's probably why I haven't encountered using guided for ranged weapons yet.
Anyway, It's from back when paizo was 3pp for 3.5e, and probably had worse editors - there really should've been language in there describing what happens when you aren't allowed to add your strength bonus to damage with the weapon in the first place.
Remember the editing quality of the Dragon Magazines?
Before my time. I was never a D&D player to any large degree, and I came over from other systems pretty much around the time Pathfinder was just getting started.
The only experience I've had with Guided has been on Crossbows, longbows, and firearms, but mostly on Firearms to be honest. I had an Inquisitor a few years back that had a Guided revolver, a combo that was suggested to me by the GM in that game. I think that was the only time I used it, and that game faded out before we leveled even once. Since, I've seen it in a few comrades within groups, and I've allowed it as a GM. But, as I said, I've actually never seen it on a melee weapon, though for a Cleric or Monk, I can see the potential.
| nate lange RPG Superstar 2012 Top 32 |
guided is great on melee weapons for clerics/druids/shamans... specifically, throw it on a reach weapon and hand that to a caster with combat reflexes- now you use your super high Wis for the DCs of the spells you're casting with your standard action each round and on hit & damage rolls with all your AoOs.
| Game Master the Dragon |
guided is great on melee weapons for clerics/druids/shamans... specifically, throw it on a reach weapon and hand that to a caster with combat reflexes- now you use your super high Wis for the DCs of the spells you're casting with your standard action each round and on hit & damage rolls with all your AoOs.
That's a really cool combination. I've discounted reach clerics on non-stellar stat arrays because of MAD, but I can see that one working even down to a 20pb or so - maybe even lower than that.
| nate lange RPG Superstar 2012 Top 32 |
The original divine protection feat was very powerful... Probably too powerful, yes... But I feel like the nerf was a bit of an over-reaction and probably weakened it more than necessary.
I've been shocked by the amount of 'errata' (mostly actually major revisions/nerfs, not actual errata) there's been to the ACG.
rorek55
|
I am considering another character concept. It's one I've had for awhile now. Its a gunslinger(musketeer)/inquisitor. Though I am considering rogue instead of inquisitor... UGH. All your talk of longarms etc has got me conflicted with what to apply with T.T
GM, would you allow the Machinesmith 3pp class? or is it to "technological" for you?
| Rigor Rictus |
The original divine protection feat was very powerful... Probably too powerful, yes... But I feel like the nerf was a bit of an over-reaction and probably weakened it more than necessary.
I've been shocked by the amount of 'errata' (mostly actually major revisions/nerfs, not actual errata) there's been to the ACG.
Totally agree. The original feat was insane, but there is no way the errattad version is worth a feat in its present form. I think we had a whole errata/nerf-storm rant either a few pages back, or over on rorek55's recruitment page. Overall the feeling seems to be, wtf?
| Smaug, Prophet of the Dragon |
@Smaug, yes, I'll allow the eidolon to do that. As an aside, having him called Smaug causes a lot of mental dissonance in my head, breaks the fourth wall, so to speak. Could you grab another name for him?
Sure, I'll come up with something, I would hate to wreak my chances of getting in over something like that, so thanks for being honest with me.
Is Nico Bolas an OK name for the dragon eidolon? (Nico Bolas is the name of a dragon in Magic the Gathering game)His new name will be something like: XXX, prophet of the Dragon, but will remain Smaug for right now until I come up with something :)
Oh, can I still take the Umbral-unmasking drawback, even if I get no extra trait? It's just a really neat part of his flavor :)
Next post, a big chunk of his back story/fluff \^-^/
| Game Master the Dragon |
@Smaug: Oh Nico is fine.
I was about to say that while there are a number of drawbacks that aren't really drawbacks at all, (Avarice, Paranoia, Warded Against Nature, Umbral Unmasking and Unlearned spring to mind) you can still grab them as RP effects. Or just roleplay as if your character was paranoid/greedy/unlearned.
Except for Warded against nature, which is probably a buff.
@TheNine: I look forward to seeing what you come up with.
@Rorek55: Let me read up on it, I'll get back to you.
| ScubaSteve93 |
Would you be ok with my character's backstory including being born of the dragonborn? Obviously the requirements to be a dragonborn are to have the blood and soul of a dragon, and he would only have the blood through birth, so only his father would have been one, not himself, but it would be a great way to explain how he was introduced to his dragon companion, his understanding of magic, and a few other things.
rorek55
|
ok, so I've decided. I am going to go for a gunslinger "lawman yet not lawman" type. Think I will keep the orphaned and growing up in a monastery Idea, Especially since him wanting to find his mother (who is alive, human) and possibly his father (most likely alive, elf) can make for GREAT RP potential and hooks.
Also, I'll assume my musket is free, and my Shotgun half off (Musket is battered, Shotgun was crafted) also would you be willing to let me swap out the half-elf multi-talented trait for one of the regional alternate traits?
oh and if you would, I would like to take a drawback, the attached one.
ok, backstory is about 1/3 done, but I have class so here is a short description and a characterization. Let me know your thoughts please!
Kyras was born in Cheliax and at 2 years of age was abandoned at the front of a church of Asmodeous (talking big one, in a large city), but as luck would have it, it housed as many followers of Adbar as well. He grew up well off, but was forced to work hard doing chores and other menial tasks. He was trained by the different branches of the church as he grew. Eventually, after a series of events(involving his father and acquiring his hat) he defies the church and leaves, barely managing to escape. He eventually made his way to work as a scout, infiltrator, and soldier for the military though he was primarily given free reign to follow his own course. Often as a ranger along the border, or a protector of a frontier town.
He understands the value in laws, but, having been raised in Cheliax also knows to well their shortcomings, and the evil that can be done with them. Perhaps due to his elf blood he values personal freedom above all and believes laws should never affect that. He detests those of evil, and even more so those that use laws to create evil and will hunt them out wherever he goes.
Personality: cheerful, optimistic and curious, he seeks to protect the freedom of any goodly folk and is willing to risk life and limb to do so. He rarely gets depressed or despairs but can be terrifying when angered. He regrets some of his actions when he was with the church of Cheliax and seeks to atone them and while he has mostly put it behind him it is still a sore spot for him. He has a problem following strict regiments everyday, however, has created his own form of regime.
Classes: Gunslinger(musket Master)/ monk(Zen archer)1/Inquisitor 4
Race: Half-elf
Alternate racial traits: dual minded
Alignment: NG
FCB: +1hp, +4 skill points
Traits: Never stop shooting, Life of Toil, Black powder Bravado(this is actually the Fortune trait, I just think it works better if you swap... makes more sense, besides Bravado is defiantly more fitting)
Drawback: Attached(Hat, story gets into this)
ability scores:
Str: 10
Dex: 20 (22) +1 level +2 race
Con: 14
Int: 12
Wis: 16
Cha:12
Vitals:
HP: 45
AC: 20 T: 20 FF: 13 (10+6dex+3wis+1nimble)
CMD: 21
Saves:
Fort: +9 (5base+2con+1trait+1resistance)
Ref: +11 (4base+6dex+1resistance)
Will: +12 (6base+3wis+2race+1resistance) +2 vs enchantments +2 vs fear, curse, and emotion effects
BaB: +5
Grit: 3
Offense:
Move: 30ft
Melee:
unarmed strike: +5
Damage: 1d6
Ranged:
Musket: +12/10 50ft
Damage: 1d12+7/11 (x4) misfire: 1-2
Shotgun: +12/10 30ft cone misfire: 1
Damage: 1d8+7/11
Feats:
1- Rapid Reload, gunsmithing, point blank shot(monk), IUS, Rapid shot
3- Precise shot
4- Deadly Aim
5- Judgement Surge
Gear:
Magic Arms, Armor and Ammo:
+1 Musket
MwK Shotgun
60 bullets(Musket), 30 Metal Cartridge, 30 paper cartridges, 60 powder doses , 30 salt shot cartridges, 10 dragon-fire rounds
Magic Items:
Belt of Amazing Dexterity +2
Endless Bandoleer
Magic Consumables:
Wand of CLW 750g (50 charges)
Misc Items:
MwK backpack, belt pouch, powder horns(5), 100ft silk rope, grappling hooks, flint and Steel, fishing hook, holy symbol, Explorers outfit, waterskin, sunrod (3) (in progress)
Skills: 6+int/level (7/level)
Perception: 5 (+13)
Sense Motive: 5 (+11)
Acrobatics: 4 (+13)
Intimidate: 3 (+10)
Sleight of hand: 3 (+12)
Survival: 3 (+10)
Stealth: 3 (+12)
Linguistics: 3
Disguise:3 (+7)
Climb: 2 (+5)
Swim: 2 (+5)
Diplomacy: 2 (+6)
Spellcraft: 2 (+6)
Know. Arcana: 1 (+5/8)
Know. Planes: 1 (+5/8)
Know. Religion: 1 (+5/8)
Know. nature: 1 (+5/8)
bluff: 1
Heal: 1
Spells and Domains:
Domain:
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.
Spells:
Spells known: 0th:6, 1st:4 2nd:2
Spells/day: 1st:4, 2nd:2
0th level spells:
Light, create water, resistance, detect magic, read magic, detect poison
1st level spells:
Divine Favor, keep watch, Protection from evil, Deadeye's Lore
2nd level spells:
Focused Scrutiny, Tongues
| oyzar |
All this talk of guns has made me want to make my character passable at using them, even if it isn't the main focus. I'll pick some levels of Warlord (Desperado). However I find myself wanting to be able to mix ranged and melee counters on my opponents turn and I don't plan on wearing armor. Would you allow switching between holding a two handed firearm in one or two hands when it's not my turn so I can use a spiked gauntlet. Alternatively could I put armor spikes on clothes?
Was that a no on Lovesick? As long as the PC in question doesn't die, it probably doesn't cause any penalties...
| Escheton |
Browsing through the witch spell-list for my witch-doctor I came across Thorny Entangement. And now all I wanna do is play Zyra. Elf treesinger//witch using deadly accuracy for thrown stakes to simulate her autoattacks. Because reasons.
| nate lange RPG Superstar 2012 Top 32 |
The issue isn't actually whether you can have a hand free during opponents turns, it's if you can attack with that hand after using to make a two-handed attack already...
By RAW, the answer is no (I believe it's in the FAQ for armor spikes- you can't attack with things like armor spikes or spiked gauntlets if you used both hands for your normal attack). The GM could always overrule that if he wants to. If he doesn't, I believe if you fight with a 1 handed firearm you can threaten with a spiked gauntlet on your offhand (even though you used it to reload). Or you can wait until 6th and pick up snap shot...
| TarkXT |
The issue isn't actually whether you can have a hand free during opponents turns, it's if you can attack with that hand after using to make a two-handed attack already...
By RAW, the answer is no (I believe it's in the FAQ for armor spikes- you can't attack with things like armor spikes or spiked gauntlets if you used both hands for your normal attack). The GM could always overrule that if he wants to. If he doesn't, I believe if you fight with a 1 handed firearm you can threaten with a spiked gauntlet on your offhand (even though you used it to reload). Or you can wait until 6th and pick up snap shot...
One of the sillier rulings imho. Given my love of reach weapons and experience with the fact that yes, yes you can effectively do harm to someone up close.
In any case thinking of dumping the monk/kineticist concept.
He feels so one dimensional as a character that he's better off as NPC material. Fun for an encounter but boring as a protagonist.
| Johnnycat93 |
Are we allowed to do retraining after the game has started?
I'm considering making an allotment for 3 levels of Lore Warden which will grant me Combat Expertise. Unfortunately, I already decided to take it with my normal feat progression. It'd be nice to retrain that if/when it came around so as not to be redundant.
| Shi'Vatha |
| oyzar |
The issue isn't actually whether you can have a hand free during opponents turns, it's if you can attack with that hand after using to make a two-handed attack already...
By RAW, the answer is no (I believe it's in the FAQ for armor spikes- you can't attack with things like armor spikes or spiked gauntlets if you used both hands for your normal attack). The GM could always overrule that if he wants to. If he doesn't, I believe if you fight with a 1 handed firearm you can threaten with a spiked gauntlet on your offhand (even though you used it to reload). Or you can wait until 6th and pick up snap shot...
That FAQ only covers doing things in the same round, that's not what I'm trying to do at all, I'm talking about on someone else's round with an AoO or the like. Anyway, I think I'll just skip any of the ranged counters and just switch it to one hand as already mentioned.
| Game Master the Dragon |
@Oyzar, Any reason it has to be a gauntlet? I think you can pistol-whip or rifle-butt with firearms, so there's your melee weapon right there.
Also, "the same round" isn't the same thing as "the same turn". A "turn" is only the bit of the round where you act, a "round" is the whole thing from top of the initiative to bottom of the initiative. For ease of use, you treat rounds as starting on your turn and ending when you start your next turn.
I think I've missed the Desperado arcehtype, could you link it?
@Johnnycat, as Escheton says, there's a bit of a time-sensitive aspect to the adventure, so you might wind up having to wait a few levels after you get loremaster to get your retraining done, but there will be time and opportunity to do so eventually. Unless you wind up really far behind schedule, for some reason.
@Rorek, Attached is allowed. I'll let you decide the subject of your attachment; preferably it should be an item you bring with you, or maybe another one of the chosen players, if they want to.
As for crafting shotguns and stuff, you can gain 2000gp max in excess of normal wealth by level from crafting feats before the game starts, whether it's gunsmithing or magic item creation feats. So if you made a shotgun, it'd cost 3000gp, and then you'd have to pay normal price to repair your broken starting gun. So 3975gp for a masterwork musket and a masterwork shotgun.
The fluff seems fine.
@Shi, it's wonky enough that I don't really want to deal with hammering it into something playable, sorry. It's not that I think it's neccesarily OMGWFTOP, it's that I don't want to deal with how the various rules interact with each other. Also, adding all those ability score increases on top of a point buy option and the increases from gear and stuff seems like it might get out of hand rather quickly.
@Scuba-steve, I'm unsure which dragon-born you're talking about. The ones from Skyrim? I don't think they're a thing in the Golarion setting. If you're asking me if you can make a pc with draconic ancestry that gives him magic powers then sure you can. (dragon bloodline sorcerers and bloodragers, are examples of this) If you want to import the Dragonborn of Skyrim into Golarion wholesale, ehh, I'd rather not.
Divine Protection is a bit underwhelming, I can see that. So here's what I'll do to upgrade it, but still keep it less powerful than divine grace as a feat.
Prerequisites: K.(Religion) 5 ranks
Benefit: Once per day, you may reroll a saving throw before the results is announced. You gain a bonus on the reroll equal to your charisma modifier.
This replaces the current benefit of the feat.
Basically, cha-casters get to auto-succeed at 1 saving throw per day at the cost of a feat. Compare Improved Iron will, this is still powerful.
rorek55
|
wait, so I don't get the free battered firearm?
Gunsmithing
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
note, I pay for any upgrades, (IE magic weapon/masterwork)
like, I get the musket free (class ability), but also gain the gunsmithing feat, which would allow me to craft said shotgun.
| oyzar |
Here it is, at the bottom. I'll just skip on Divine Protection.
The following applies right?:
Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.
Or are the early firearms not 25%(which is then reduced to half of that again if you craft it)?
There are three taits I really want, so I think I'll just take the penalty for a severe drawback. Which of the following would you allow(In order)?:
Lovesick (with a willing PC)
Naive
Mark of Slavery (An escaped slave from cheliax is a good idea, this is worse than it looks with the various maneuvers requiring skill checks to succeed)
Overprotective
Misbegotten
Oblivious
Are we using fractional saves or not? My saves will be pretty good if not...
I got Improved Unarmed Strike from Enlightened Paladin, but I'm taking a level in swashbuckler in order to be able to hit with dex. I can't do that as swashbuckler only affect piercing weapons. Hence why I want to use a spiked gauntlet or somesuch.
How do you feel about masterwork tools? I've seen some GMs say that you can just pay 50 gp to get +2 to a skill while others don't allow them at all. I want to improve my diplomacy, both the maneuver Warning Roar as well as the general use of the skill.
| Game Master the Dragon |
And secondly, I have two options to assume human form: The alter self spell of the sorcerer that lasts 1 minute per level, or the Draconic Exemplar's "Humanoid Form" Draconic Gift that does the same thing, minus the stat bonus, but lasts indefinitly. Given that I only get one gift per 3 levels, I'd prefer to get the spell. But if you believe that having only a short-duration human form prevents me from properly contributing to the campaign (say, because we spend a lot of time RPing in small villages where everyone would panic upon seeing a dragon), I'll take the long duration Gift.
I see I missed this. I can roll with you being a dragon all the time, especially if you're a non-chromatic dragon. A chromatic dragon would be well-served to have the alternate form gift though, while a metallic or a variant like Brine would have an easier time of it. The local populace are used to dragons color coded for their convenience; if it's blue or green etc. you either run, hide or try to shoot it down, and if it's golden or silver you merely make sure to keep an eye on where your livestock gets off to.
I'd put something in here about Alter Self changing you into another creature of your type, but I see that this was changed in pathfinder - now it just makes you humanoid. Still, the duration is probably too short for you to do anything useful with it in the way of interaction.
wait, so I don't get the free battered firearm?
Gunsmithing
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.note, I pay for any upgrades, (IE magic weapon/masterwork)
like, I get the musket free (class ability), but also gain the gunsmithing feat, which would allow me to craft said shotgun.
Yeah, sorry. I was remembering the 'special' clause of the feat wrong. My bad.
You get a free battered musket, and can turn it into a masterwork thingy for 300gp, in accordance with the gunsmithing feat.
Crafting a shotgun would take 3000gp out of your starting budget, in accordance with the houserule above.
@oyzar
Fractional Saves and BAB.
Those Drawbacks are fine.
Regarding early firearms, yes. Shotguns aren't early firearms, however.
You could also just substitute a level of fighter and grab weapon finesse, or unchained rogue and get their improved weapon finesse thingy. That's like weapon finesse and agile rolled into one.
Masterwork tools exist for crafting, linguistics check for forgery or discerning forgery, those poles that olympics use to make high jumps etc. Generally delicate work, like picking locks or disabling traps, and work that naturally require tools, like disguise checks, for example.
Things like diplomacy checks, knowledge checks and perception checks don't have tools. Masterwork tools for physical skills are usually unwieldy to wear or carry into combat.
when do you plan on making selections, been busy this week but hope to have something together in the next few days. thinking something wilderness like a barbarian ranger or druid something
I missed this one as well, it seems. Oops. I plan to make selections not tuesday, but the following tuesday.
| oyzar |
Fractional Saves and BAB.
Those Drawbacks are fine.
Regarding early firearms, yes, where'd you get the idea that it wouldn't?
You could also just substitute a level of fighter and grab weapon finesse, or unchained rogue and get their improved weapon finesse thingy. That's like weapon finesse and agile rolled into one.
The main draws to swashbuckler are opportune riposte and parry and dodging panache. Still, if you won't allow shooting, then moving the firearm in one hand and then parrying with my gauntlet I'll just have to live with being unable to parry on the turns when I do shoot. I can still dodge.
Knowledge checks actually do have RAW masterwork tools, books. You can't use them effectively in combat though.
| Game Master the Dragon |
Game Master the Dragon wrote:Fractional Saves and BAB.
Those Drawbacks are fine.
Regarding early firearms, yes, where'd you get the idea that it wouldn't?
You could also just substitute a level of fighter and grab weapon finesse, or unchained rogue and get their improved weapon finesse thingy. That's like weapon finesse and agile rolled into one.
The main draws to swashbuckler are opportune riposte and parry and dodging panache. Still, if you won't allow shooting, then moving the firearm in one hand and then parrying with my gauntlet I'll just have to live with being unable to parry on the turns when I do shoot. I can still dodge.
Knowledge checks actually do have RAW masterwork tools, books. You can't use them effectively in combat though.
You know, that's a fairly cool use of that ability. I'll allow you to do it.
I regard what I said as my final ruling on masterwork tools. Further debate on the subject will take place in spoilers, if you want to, to avoid derailing the thread:
The rules have this to say on general tools:
This tool is perfect for its intended job. It grants a +2 circumstance bonus on a related skill check (if any). The bonuses provided by multiple masterwork items do not stack.
Several common items already count as masterwork tools for particular skills. These are the alchemist's lab, climber's kit, disguise kit, healer's kit, masterwork musical instrument, and masterwork thieves' tools. Therefore, there is no masterwork climber's kit, masterwork healer's kit, and so on—those items are already the best available for general checks with the relevant skill.
Some skills have no appropriate tool or masterwork tool—no non-magical item exists that grants a bonus for all uses of that skill. For example, just because a certain perfume is favored by local nobles (granting a +2 circumstance bonus on Diplomacy checks to influence them) doesn't mean that perfume has the same effect on a member of the thieves' guild, a foreign berserker, or a medusa. Likewise, just because a fake beard woven by dwarves out of the beards of famous dwarves may grant a +2 circumstance bonus on Use Magic Device checks to emulate the dwarven race doesn't mean the beard has any effect on using that skill to activate elven items or paladin items, or to decipher a written spell.
Individual GMs may want to allow masterwork tools for other skills at the listed cost. The circumstance bonus for such a tool should never be more than +2. The tool should either have a limited number of uses (such as the disguise and healer's kits) or only apply to certain aspects of the skill (such as the balancing pole's bonus on Acrobatics checks to traverse a narrow surface or the magnifying glass's bonus on Appraise checks for detailed items).
If you play by Rules As Written (i.e. you do what it says in the above quote), then some skills don't have tools, and individual GMs may want to allow masterwork tools for skills that do have tools. If they do, the tool costs 50gp and provides a +2 circumstance bonus on related skill checks as per the first paragraph.
Because that's what the rules say, that is RAW.
Anyway, that's my position on this thing. How do you think it should be read?
Edit: Ahh, you must be talking about this one, no?
Pathfinder Chronicle
Numerous volumes and editions of the Pathfinder Chronicles exist. When used as a reference (an action that typically takes 1d4 full rounds of searching the text), an Adventurer's Chronicle grants a +2 circumstance bonus on a specific Knowledge check. Each Adventurer's Chronicle grants this bonus to a different type of Knowledge, but regardless of which type that particular chronicle is focused on, the overall cost of the book remains the same. Price 50 gp; Weight 1 lb. [/qoute]That's not a masterwork tool, that's a Pathfinder Chronicle. If masterwork tools for knowledge checks were allowed, they'd stack, as both are circumstance bonuses.
| oyzar |
Sorry for all the questions... Can I "upgrade" my starting battered Musket to a darkwood one? Or is it not wooden enough? Also thinking to craft a Double Barreled Musket. Can I make that Darkwood as well or can I go with Mithral?
| Game Master the Dragon |
Okay. I have stats and a map prepared for the first fight.
Let's see how we're doing with characters.
Thus far, we have these completed sheets, in no particular order:
Ecko, a Tengu Vigilante Stalker//Lore Warden Fighter by YoricksRequiem.
Trask Gundancer, a Hobgoblin Gunslinger 5//Kata Master Monk 2/Unchained Rogue 3 by Philo Pharynx
Antonius Stopka, a variant Skinwalker Archeologist Black-snake Bard//Divine Tracker Skirmisher Ranger by Johnnycat93
Andulian Vogh, a Half-Elven Treesinger Druid//Unchained Monk by adsapiens
Kyras Lorach, a Haf-Elven Musket Master Gunslinger//Zen Archer Monk 1/Inquisitor 4 by rorek55
Moldren Gresham, a Half-Elven Gendarme Cavalier//Phalanx Soldier Fighter by eddv.
| Game Master the Dragon |
** spoiler omitted **
Sorry for all the questions... Can I "upgrade" my starting battered Musket to a darkwood one? Or is it not wooden enough? Also thinking to craft a Double Barreled Musket. Can I make that Darkwood as well or can I go with Mithral?
It's quite all right. You can't change the starting weapon into new special materials - You'll have to buy or craft the weapon made from the material in the first place.
Guns are considered metal weapons for the purpose of special metals, and they don't confer the abilities onto their ranged attacks: shots from a pistol made out of adamantite don't penetrate DR/adamantite, for example.
That said, I always liked the idea of composite items made from darkwood and mithral, so I'll rule that you can have gun made out of both if you pay for 3/4 of the weight in mithral, and the last 1/4 in darkwood.
Thus, a Mithral and Darkwood Double Barreled Pistol would cost an additional 1887gp & 5sp(5lb*3/4*500gp+5lb*1/4*10gp) for the special materials, not factoring in the base cost of the gun, and weigh 2.5 pounds.
| Smaug, Prophet of the Dragon |
So here is the first draft for the background stuffs for my summoner (and again, his name will change, I just suck at names horribly!) but I have yet to get any of the crunch up for him. This will probably change in chunks as I get his crunch built up and different abilities get factored into his story. The main reason That I have his fluff done before his crunch is that he is a reoccurring character of mine, and mostly I just had to dig it up and shape it for this campaign. If you see something that you really dont like, let me know now and I can easily change it ^-^
A quick 2 liner about his backstory; He believes that the world will one day be overrun by dragons, and in the near future. He goes around trying to "preach" his religion and warn the masses of the impending doom. He is an arcane caster and has a "dragon hatchling" who manifests near him. Smaug doesn't know it, but the dragon beside him is the reincarnation of the same dragon he prophesies will destroy the world, and ages in reverse, the longer he lives, the further back in time he "existed" until he finally meets up with his former glory. (Basically he ages at double speed, or greater. It explains why he gains power so much quicker then a normal dragon would (at class levels instead of decades to centuries)
"hes a crazy koot, and old to boot.
Actually hes just like old boots..."
Worth noting. I took the Umbral Unmasking Drawback as my shadow takes on the form of a monstrous dragon (DC 15 Wis to see it), and my shadow disappears every time I summon Nico Bolas. If you want to play up the interactions brought about my monstrous shadow, as I do intend to spend a fair bit of time without him summoned (such as in towns), go ahead :)
An older man, probably in his 50s, lean, gaunt and raggedy. He has the look of a man who has been out in the wild for far too long and an almost crazy look in his eyes. Not the dangerous crazy, rather the look of someone who has seen things that cannot be explained.
While the clothes he wears are by no means rags, they are well worn and weathered, giving the impression of a man on the road for ages.
The other thing of note, he wears the skin of a giant salamander, adorning his shoulders like a massive red cowl draped across him...
Lo! he calls to you guys
I mean no harm! Ive been traveling from that city from over yonder mountain and could use some company, and a warm meal, if you would be willing to spare and share with an old prophet.
He keeps at a polite distance, waiting to be invited in rather than intruding in these harsh and often unpredictable times.
Well. Human company anyway.
Name
Smaug, Prophet of the DRAGON
Class
Human Summoner 5/something (possibly Thug Rogue or sorcerer (not draconic, Nico is the dragon, not Smaug) or maybe bard?)
Physical Description
Smaug is an older gent, well into his fifties. He has graying black hair, or "Salt and Pepper" hair that has been unkempt and uncut for a while resulting in a wild and rugged looking face. His blue eyes are intense, with a clear focus that stabs out and pierces the existence he sees before him. The rest of him is a withered old man with the look of a man who hasn't had a proper meal in far too long. Lean and gaunt.
Another striking feature of his is the skin of a salamander he wears across his shoulders like a scarf. A large salamander.
If you paid him enough attention, you might notice his shadow does not have the appearance of a human at all, instead appearing monstrous, almost draconic, and are those red eyes peering out of it? Wait, did it just move?
Nico Bolas, a young red wyrmling crouched forward on all fours, with a long neck and slender tail flickering to and fro. His scales are a deep red, creviced with soot black. Along his ridged and bony back sit two wings, while at the tip of the lizard rests the mighty head of the Red Dragon. Scaled and serpentine, with deep, dark eyes almost tinged with evil and malice, while a fearsome maw dripping fire embers and spewing black smoke tops out the fearsome presence of the mighty red wyrmling.
While Nico Bolas is too young for his wings to hold him aloft or his flames to scorch stone, he is aging rapidly... Soon...
Smaug had 2 main phases in his life, essentially before he went crazy and after he went crazy. Pre-catalyst he was just your average working man, there was very little outstanding about him and he never really applied himself to the things he did. As a result he worked for the government of Andoran, pushing paper and keeping the bureaucracy going, but never made it into any position of significance. Mundane, boring, and going nowhere.
Then one day while he was out traveling between cities, his buggy overturned and he was injured. Badly. While he did survive, he was never the same and had actually developed schizophrenia. His life was changed quite drastically ever after as voices whispered to him in his head. Whispered warnings of doom and prophecies of a time of dragons. A time where one dragon will rule over the others and bring about the apocalypse, the end of times.
Yet more than 10 years had passed while he raved and ranted and was ignored. Dragons? While they were real enough, who would believe that they would be "that final straw."
Smaug was ignored and rejected as simply a crazy old man...
Yet he had mellowed out a bit over these last few years (or at least less vocal) and the government of Andoran has re-hired him, this time as something more like a consultant, for Smaug was someone who had traveled far and seen many things, he could act as an emissary in difficult or dangerous places, and trusted to keep Andorans interests in whatever business he was doing.
And so, Smaug found himself in a position where he often traveled, was able to preach about his beliefs, help others and further the aims of Andoran.
Recently, Commander Gerregne of the Andoran Army had approached Smaug. He was sending a group of adventurers to Vraath Keep in Isger and he needed someone there to keep an eye on the group, and on neighboring Cheliax. A Government watchdog, if you will.
Nico Bolas has a different story. A celestial dragon bound to the outer planes, he longed to be manifest on the material plane, but more then just exist there, he wanted to rule. However, no one knew him. No one believed, feared or revered him. He could not grow nor exist nor rule without the belief of the people. Perplexed, Nico Bolas was stuck.
Searching, Nico Bolas found Smaug, his mind broken like his body from the crash. There he began whispering to him, telling him of power and prophecies. Prophecies of himself, of his rise to power and his eventual rulership. And of the world ending at his hand...
Soon, the voices in Smaugs head begun to take on a very real essence. They got louder and more persistent, slowly revealing themselves to be the voice of Nico Bolas. Then, in a dream, Nico Bolas came to Smaug, telling him he would assist him on his journey, intertwining their fates together.
When Smaug awoke, he found out that his dream had been made manifest, a red dragon wyrmling lay sleeping at his feet, warm and real.
Nico Bolas has an interesting existence. He grows exceedingly fast, both forwards in time and backwards. To have the immense power he required, he would have to live the lifetime of an ancient dragon, and to achieve that, he grows into history. The older he gets, the further into the past he has existed.
Another interesting dynamic is the alignment of the two. Smaug is NG, his prophetic lifestyle is very free and whimsical, going where the wind takes him while his government work requires a degree of order from him. Smaug is also very selfless, doing things for others and generally caring for their well-being over his own. Nico Bolas is in many ways his opposite, being CE in a very selfish and self serving way. He cares little for others, valuing only himself and the altruistic attitude of Smaug is something he simply cannot understand.
Nico Bolas is bound to Smaug, can only manifest when Smaug wishes and generally has to do what he says, however he constantly tries to tempt him with power.
Smaug has resigned himself to a gruesome death sometime in the future. He knows he will die either at the hands of the dragons or on the journey to warn others. Now, and for as long as he can, he travels around, warning others and helping out. While most people shun him, a few accept him (although they usually ignore his words), and in doing so they find a kindly soul willing to help out and care for people. He is also bound to Andoran both out of loyalty and a sense of doing right so he often goes places (such as Vraath Keep) at the whims of his superiors.
Nico Bolas has a different agenda. He secretly knows that he is the one in the prophesy. That he is the one who will bring about the end times. But in order to do that he needs to grow. And in order to grow he needs others to believe in him, believe he exists, believe that he WILL bring about The End Times. If he can get enough people to believe then it will become reality. And he is growing stronger...
Smaug will continue as a summoner from here on out, picking up extra evolutions when he can and generally focusing on support. He will also try to keep his intimidate as high as possible, as his prophetic speeches continue to scare the masses :D
Nico Bolas is a more complex case. I will continue to build him like how i envision a dragon to be. Intelligent, flying, bony hide, a fearsome and flaming bite, and intimidating.
Some of the evolutions i am looking at are: Improved Damage (bite), improved armor, Reach (bite), fire resistance, Skilled (lots of knowledges), Int Increase, Energy Attacks (fire), Flight, Fire Immunity, Frightful Presence, See in Darkness, Swallow Whole, Fire Breath Weapon,Large.
I wont be able to take all of these, but this is the pool ill be drawing from.
One of Smaug main goals is to spread the word about the impending doom by the dragons, and the ruler of the dragons. A red-black behemoth as fierce as the gods and as powerful as death itself. He will annihilate the world and burn it to nothing.
As such his greatest fear is when (not if) this will happen, and it will happen...
As for his crunch I am unsure at this point what his other half will be. in a nutshell he is a very tough summoner with good social skills. a few ideas I had were:
1: Thug rogue (extra skills! and thug is awesome. But rogue and summoner dont mix much?)
2: Sorcerer (More Cha casting! not draconic bloodline, as that is Nico, not Smaug)
3: Bard? (Cause social skills. otherwise I dunno)
4: Something tough and/or durable. I want him hardy XD
Any suggestions that I can check out?
| oyzar |
@Smaug: Paladin, Swashbuckler and Warlord all makes for extremely good gestalts with a cha based character if you want a more martial bent. I am taking all of them... Bloodrager and Barbarian are GREAT options if you want to play mounted, the rage power Ferocious Mount allow you to share rage with your Eidolon. Ninja might be an better idea than Thug rogue as you get Ki based on cha. Unchained Rogue (you can still go Thug) would allow you to add Dex to hit and damage, which might free up you to move some points away from strength (though swashbuckler could do that too with better bab and hp, though less skills). Bard is great at further buffing your eidolon as well, and due to versatile performance it can outpace rogue for skills.
| Bificommander |
Divine Protection is the only nerf I wholeheartedly support.
I don't disagree that that one badly needed a nerf. It was so stupidly powerful, the oracle who didn't take that feat at 5th level would get mocked by his druid partymember who didn't take Natural spellcasting.
But the specific nerf they gave it is so heavy, they might as well have scrapped the feat altogether. I would've prefered it if they'd cut the effect by half, or even two thirds.
And thanks on the info. I'll go without any polymorphs for now then, it fits my characters current mindset. Also, I'll be the same size as a human for the moment anyway, so I won't have to worry about not fitting into the dungeon.
| Smaug, Prophet of the Dragon |
Paladin: no
Swashbuckler? Will have to look into this, same with warlord
barbarian. No, just doesnt fit :) Also, I have no intent on doing mounted. (but a raging barbarian with ferocious mount on a flying eidolon=broken level of good)
Ninja: Ooh! Will have to look there :)
However, I think I found my second class, if the GM is willing to lift a race restriction: DRAGON HERALD!
Its about as perfect for what I am looking for as I can get XD Fire resistance, Dragons Voice, Diplomatic Immunity, and I even have my own Draconic patron right with me \^-^/
Might be worth picking up Racial Heritage just to unlock it if the GM says no to lifting the race restriction (however, that is a hefty investment)
| Hotaru of the Society |
I would suggest putting creation rules on the campaign info tab, if possible. It allows you to do quick edits and add changes and a list of errata to the bottom. :)
So far, I'm not really seeing people that my character concept works with. I'll keep watching, and not try to shoehorn in my character amidst the concepts I've seen so far.
| Game Master the Dragon |
I would suggest putting creation rules on the campaign info tab, if possible. It allows you to do quick edits and add changes and a list of errata to the bottom. :)
So far, I'm not really seeing people that my character concept works with. I'll keep watching, and not try to shoehorn in my character amidst the concepts I've seen so far.
My best advice is to create the character. Other people could be thinking like you, and having your character out there will influence other submissions in the direction of your character.
Look at what happened with the whole deserted island e6//goblonoids thing.
| Escheton |
Goblin Island came about quite organically. Was fun to watch.
Looking at the current list of applicants makes me think there is already far too much elf blood in the pool. So while a fun idea, I won't finish my elf. Instead I'll be going with a dwarf Cleric5//Unchained Monk4/Hunter1. Called Bolrim the Undying. Running around nigh naked, covered in broken off arrows and spears.