The Year of Our Lord 1437 Pathfinder RAW PBP (Inactive)

Game Master Michael Johnson 66

Fantasy swords and sorcery in the early Renaissance!


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RPG Superstar 2012 Top 32

So.... I have a glut of ideas. I’m not sure which one I want to build, and honestly may still come up with more ideas before I actually decide, but I though I’d post some thoughts for feedback to see if the GM has a preference, and so others can say ‘hey that’s a lot like what I’m doing’. Here’s what I have so far:

1) a European knight from a minor Noble family who’s trained to be a battlefield commander (a paladin with VMC cavalier, headed for the battle herald PrC; largely a buffer with some melee)

2) a full Orc raised as a slave in Spain to fight in the pits (a brawler with VMC barbarian; melee) human gladiators were outlawed centuries before this but there were still animal fight in France and Spain, plus bull-fighting with matadors... so in areas where Orcs are seen as completely sub-human they could probably fight?

3) a Jewish mystic from Eastern Europe (probably an arcanist; definitely some kind of caster)

4) an Elf who watched half of Europe die of the plague and decided to try to bolster humanity by infusing elvish blood into it so he’s looking for pretty much any opportunity to ‘bless human women with half-elven children’ (probably a bard)

5) a Christian mystic from England who was heavily influenced during his time at Oxford by the writings of Roger Bacon (probably an alchemist)

6) a dwarf who’s family converted to Christianity but really focuses primarily on God’s attributes as creator and sustainer of the world instead of redemption/healing/etc (probably a paladin but maybe like a separatist cleric or something)


Michael Johnson 66 wrote:


If you are interested and willing to commit to attempting to post daily (preferably), please submit your character sheet and backstory. Im accepting 6, and there haven't been that many yet, I don't think.

Oh, not even six yet, okay then :) I'll get something up soon.

Scarab Sages

Michael Johnson 66 wrote:
Cool... You would probably be rivals or friends with English composer John Dunstable (pioneer of counterpoint), or French composer Guillaume Dufay, or a part of the flourishing music scene in Holland, which is currently where European music is really blossoming.

I haven't picked a nationality yet. Kitsune come from Japanese mythology, but the Pathfinder kitsune is rather different from that so it doesn't mean my character must be Japanese (that doesn't even seem like an option, with the Euro-centric location of the campaign). Where do you think a kitsune is most likely to be from in this fictional Earth? Are any of the other fantasy races grouped in certain areas?


Giovanna di Domenico wrote:

ok...here's my concept...she's an aasimar swashbuckler....inspired blade archetype.. had crunch finished but didnt save it...fml...will do again today...

Sounds good so far, link that crunch and fluff! ;)


nate lange wrote:

So.... I have a glut of ideas. I’m not sure which one I want to build, and honestly may still come up with more ideas before I actually decide, but I though I’d post some thoughts for feedback to see if the GM has a preference, and so others can say ‘hey that’s a lot like what I’m doing’. Here’s what I have so far:

1) a European knight from a minor Noble family who’s trained to be a battlefield commander (a paladin with VMC cavalier, headed for the battle herald PrC; largely a buffer with some melee)

2) a full Orc raised as a slave in Spain to fight in the pits (a brawler with VMC barbarian; melee) human gladiators were outlawed centuries before this but there were still animal fight in France and Spain, plus bull-fighting with matadors... so in areas where Orcs are seen as completely sub-human they could probably fight?

3) a Jewish mystic from Eastern Europe (probably an arcanist; definitely some kind of caster)

4) an Elf who watched half of Europe die of the plague and decided to try to bolster humanity by infusing elvish blood into it so he’s looking for pretty much any opportunity to ‘bless human women with half-elven children’ (probably a bard)

5) a Christian mystic from England who was heavily influenced during his time at Oxford by the writings of Roger Bacon (probably an alchemist)

6) a dwarf who’s family converted to Christianity but really focuses primarily on God’s attributes as creator and sustainer of the world instead of redemption/healing/etc (probably a paladin but maybe like a separatist cleric or something)

Wow, I really like a few of those! The orc brawler pit fighter could definitely work. Just because gladiatorial combat is illegal doesn't mean it doesn't happen.

Elf bard man whore is so much awesome! LOL

Jewish Mystic sounds cool too


Keante wrote:
Michael Johnson 66 wrote:
Cool... You would probably be rivals or friends with English composer John Dunstable (pioneer of counterpoint), or French composer Guillaume Dufay, or a part of the flourishing music scene in Holland, which is currently where European music is really blossoming.
I haven't picked a nationality yet. Kitsune come from Japanese mythology, but the Pathfinder kitsune is rather different from that so it doesn't mean my character must be Japanese (that doesn't even seem like an option, with the Euro-centric location of the campaign). Where do you think a kitsune is most likely to be from in this fictional Earth? Are any of the other fantasy races grouped in certain areas?

Japan. Why not? In my first campaign in this setting, a player played a Japanese Koga clan ninja on the run from his family, Hattori Hisao.

As for other races, its been established that:

Elves: high elves are from Alfheim, one of the Nine Worlds of Norse cosmology. Wood elves are found in communities in the Black Forest, the wilds of Scandinavia, continental Europe, and the British Isles. Dark elves live in the Underworld, the real-world Underdark that riddles the crust of the Earth; svartalfar live in Svartalfheim, another fairy realm from Norse cosmology.

Dwarves: Largest populations are the Kingdoms Under the Mountains in Harz Mountains and Bavarian Alps of the Holy Roman Empire, but hill dwarves have integrated in many human cities where their craft skills are highly valued.

Gnomes: Live in great numbers in the Black Forest and the rural areas of continental Europe, Scandinavia, and the British Isles.

Halflings: Integrated into human cultures worldwide.

Orcs and Goblin races: Monster races living in badlands and wilderness areas throughout Earth, particularly in the shallow reaches of the Underworld, having been driven from the deeper depths by the dwarves, and driven from the forests by the elves.

Undines: coastal communities along the Atlantic and Mediterranean coasts.

Sylphs: Mountain aeries in the Alps and Wallachian Mountains.


Can Sulayman VMC with brawler, you seem to have been on board with it for others, but I just want to make sure that it's good given that I've already submitted.


Simeon wrote:
Can Sulayman VMC with brawler, you seem to have been on board with it for others, but I just want to make sure that it's good given that I've already submitted.

Yes


Ifrits: Arabian desert and Morocco, parts of Moorish Spain.

Oreads: Alps, Cambrian Mts Harz Mts, and Atlas Mts

Kitsune: Japan and other parts of Asia and India, rural wilderness areas

Nagasi: Asia and India wilderness areas


Aasimar and Tiefling: integrated into human culture

Dhamphir: Transylvania, Romania, etc, integrated into human or other cultures

Catfolk: African savannah, Egypt, integrated into human cities elsewhere

Ratfolk: India and Africa, parts of China and Mongolia


Kenku: "Tengu" from wilderness areas of Asia, integrated into human culture in Europe, India, Africa

Vanara: jungles of India and Asia

Gillfolk: Atlantic, Mediterranean


Well, there's no rules for VMCing brawler, and I realized I need the feat at third level to get the maximum benefit out of my archetype, as I was thinking of going into slayer. So nevermind on the VMC.


Michael Johnson 66 wrote:
Lucky Fools joined by...the Andvaranaut Ring and Tarnhelm helmet from the lair of ancient white dragon Frostfloyen in Norway.

So did the Lucky Fools kill Frostfloyen or just P!$$ him off?


How about this GM

Fay: Ireland, parts of Wales, Scotland, and other critic places in Europe.


Wulfgar Ivarsson wrote:
Michael Johnson 66 wrote:
Lucky Fools joined by...the Andvaranaut Ring and Tarnhelm helmet from the lair of ancient white dragon Frostfloyen in Norway.
So did the Lucky Fools kill Frostfloyen or just P!$$ him off?

Lol...they tricked him, posing as Admirers come to warn him that his minions had been bought out by the ancient red dragon Wormwood in Mt Vesuvius, and were about to attack and rob him in his sleep. In outrage, Frostfloyen, who readily believed the red dragon coveted and conspired to steal his hoard, flew two days and nights from Norway to Mt Vesuvius and died in a duel to the death against Wormwood.

Weakened and wounded from fighting Frostfloyen, Wormwood was killed while recuperating in his volcanic lair by the enterprising Lucky Fools!


Thus they won two dragons' hoards by fighting only one wounded dragon


GM_Panic wrote:

How about this GM

Fay: Ireland, parts of Wales, Scotland, and other critic places in Europe.

:-)

Way ahead of ya friend! Exactly. Iceland comes to mind as one of the other places, as does Black Forest


Giants are found in mountainous or hilly wilderness areas throughout the world

Chromatic evil dragons have been hunted nearly to extinction by knights and wizards, but the rare few remaining are found in their usual wilderness habitats--black in swamps and bogs throughout British Isles and continental Europe and Scandinavia; blue in deserts of Africa and Asia; green in forested regions of the world; red in hilly, mountainous, or volcanic regions; white in cold climes; etc

Metallic dragons have declined through their own controlled population, and inhabit the usual wilderness regions--gold and copper in hilly regions, silver in cold climes, brass and bronze in arid desert badlands; etc


Angels are found in Heaven
Devils, Demons, Daemons, Rakshasas, Oni, Divs, and all other evil outsiders come from one of the several Hells--The Nine Cantos of Judeo-Christian Hell; Jigoku, the Japanese Hell, Hades, the Greco-Roman Hell; Niflheim, the Norse Hell; etc
Einherjar and Valkyries are found in Asgard
Fates, dryads, nymphs, good titans, and Greek gods come from Mount Olympus


All the gods of Earth mythologies are real and can grant clerical spells. The Christian Church has dominated European pagan faiths for the past several centuries, persecuting just as the Roman Empire had persecuted them. Nonetheless, pagan religion still thrives in the world, for the gods are real and present!

Devil worship is common in Europe (The Church of Lucifer is an international secret society and cult dedicated to Lucifer and other archdevils, such as Asmodeus, Mephistopheles, Belial and Moloch) and in the Persian Arab world (The Mahgreb).

Demon worship is unfortunately rampant throughout the world, with mad cults dedicated to demon lords such as Kostche, Baphomet, Lilith, Orcus, and Demogorgon hidden in lands from Africa to Scandinavia


Since you are informing about the supernatural, how prevalent are magic items? Based on the description of items the Lucky Fools found, there must be some.

In PF magic shops seem to abound. I have seen a lot of discussion about the need for the 'big 6' in PF to be able to function. If magic shops do not abound on earth or the 'big 6' are not readily available, would you consider using the automatic Bonus progression?


Ok, so I've got a concept, with a couple of options: A bard of Romani extraction from the Sulukule quarter of Constantinople who has spent quite a bit of time travelling in Arabia and Ottoman lands (I think the Ottomans haven't quite taken Constantinople yet?). He has lately decided to see more of Europe and and its burgeoning modern culture (i.e. he's annoyed too many people in too many places, and is fleeing the Middle East).

I'm thinking either the dervish dancer bard or the archeologist focusing on archery (maybe with a dip in fighter). I've never played a dervish dancer, so that's appealing, and I'd probably want to take the Dervish Dance feat (so if that's out for some reason let me know!). However, the archeologist fills so many roles, and has good thiefy skills, so that may be more attractive from a party composition point of view.

Any thoughts on these musings DM?


Wulfgar Ivarsson wrote:

Since you are informing about the supernatural, how prevalent are magic items? Based on the description of items the Lucky Fools found, there must be some.

In PF magic shops seem to abound. I have seen a lot of discussion about the need for the 'big 6' in PF to be able to function. If magic shops do not abound on earth or the 'big 6' are not readily available, would you consider using the automatic Bonus progression?

As prevalent as on Golarion. Standard assumption of magic items, using Gamemastery Guide to determine number and power of magic items available in each city for sale.


nate lange wrote:
Heaps of cool ideas

Hi there nate. Regarding my above post, I see you have a sweet idea for a bard, so if you go with that I'll probably ditch the bard thing and go some kind of full caster with a similar kind of story. So if you decide what you're going to build, maybe throw out a post so I don't try to go down the same road as you. Cheers!


littlehewy wrote:

Ok, so I've got a concept, with a couple of options: A bard of Romani extraction from Constantinople who has spent quite a bit of time travelling in Arabia and Ottoman lands (I think the Ottomans haven't quite taken Constantinople yet?). He has lately decided to see more of Europe and and its burgeoning modern culture (i.e. he's annoyed too many people in too many places, and is fleeing the Middle East).

I'm thinking either the dervish dancer bard or the archeologist focusing on archery (maybe with a dip in fighter). I've never played a dervish dancer, so that's appealing, and I'd probably want to take the Dervish Dance feat (so if that's out for some reason let me know!). However, the archeologist fills so many roles, and has good thiefy skills, so that may be more attractive from a party composition point of view.

Any thoughts on these musings DM?

I do like Indiana Jones style traps in my adventures, so having someone capable of doing the archeology trap disabling thing will likely be in the party.s best interest.


Michael Johnson 66 wrote:
littlehewy wrote:

Ok, so I've got a concept, with a couple of options: A bard of Romani extraction from Constantinople who has spent quite a bit of time travelling in Arabia and Ottoman lands (I think the Ottomans haven't quite taken Constantinople yet?). He has lately decided to see more of Europe and and its burgeoning modern culture (i.e. he's annoyed too many people in too many places, and is fleeing the Middle East).

I'm thinking either the dervish dancer bard or the archeologist focusing on archery (maybe with a dip in fighter). I've never played a dervish dancer, so that's appealing, and I'd probably want to take the Dervish Dance feat (so if that's out for some reason let me know!). However, the archeologist fills so many roles, and has good thiefy skills, so that may be more attractive from a party composition point of view.

Any thoughts on these musings DM?

I do like Indiana Jones style traps in my adventures, so having someone capable of doing the archeology trap disabling thing will likely be in the party.s best interest.

Roger. To be honest, the cheeky treasure-hunter is more interesting to me than the flashy scimitar wielder with nice dimples, I think it's just the novelty of the dervish dancer that piques my interest. I'll get to work on an archeologist archer then :)


So, I may be missing someone's submission, but so far, I have 4 solid submissions:

Sariel's Wulfgar Ivarsson, aasimar bloodrager from Constantinople

GM Panic's Lord Perpireen McGibel, sprite investigator psychic detective

Simeon's Sulayman Hain, human fighter (CAD)

and my old pal Paddy's Giovanna di Domenico, aasimar swashbuckler inspired blade


Seems a tough, tanky, durable lot so far lol
Another couple squishy casters or skills monkeys would found the team out nicely


Oy! Wazzat? Ye be thinking I be plottin ta hex his majesty and make him ill? I'd never do such a thing as at! And I ain't no witch, neither! Tis all lies an slanda!


Hi there GM, just seeking a small rules exemption for flavour rather than any mechanical benefit... I'm wondering if you'll let me spend 3 skill ranks on Linguistics purely so my Albanian Romani from Constantinople who has travelled extensively in Ottoman lands can speak Greek, Turkish, Romani, and English?

I'm totally happy to cap the Linguistics skill bonus for ranks at my level even though I've spent 3 ranks to know those languages... It just doesn't make any sense for him not to speak them. Is that cool with you? If not, I'll have to forego English. And Turkish I guess (which really doesn't make sense).

Also, trust me when I say I'd much rather spend those skill ranks on skills I'm actually going to use. It just doesn't seem right for this Rom not to be able to speak all those languages given his background.

Crunch will be posted soonish :)


Eeeeek!!

She witch! She kiss devils ass! She dance naked on Harz Mountains Walpurgis Night!


Crunch all worked out (bar the Linguistics question) on a messy one note page, I'll have to format it up nicely here tomorrow. Looking forward to presenting Altin Kerala, treasure-seeker, archer, con man, and all-round nice guy :)


littlehewy wrote:

Hi there GM, just seeking a small rules exemption for flavour rather than any mechanical benefit... I'm wondering if you'll let me spend 3 skill ranks on Linguistics purely so my Albanian Romani from Constantinople who has travelled extensively in Ottoman lands can speak Greek, Turkish, Romani, and English?

I'm totally happy to cap the Linguistics skill bonus for ranks at my level even though I've spent 3 ranks to know those languages... It just doesn't make any sense for him not to speak them. Is that cool with you? If not, I'll have to forego English. And Turkish I guess (which really doesn't make sense).

Also, trust me when I say I'd much rather spend those skill ranks on skills I'm actually going to use. It just doesn't seem right for this Rom not to be able to speak all those languages given his background.

Crunch will be posted soonish :)

That is fine


littlehewy wrote:
Crunch all worked out (bar the Linguistics question) on a messy one note page, I'll have to format it up nicely here tomorrow. Looking forward to presenting Altin Kerala, treasure-seeker, archer, con man, and all-round nice guy :)

sounds like a hero


Awesome, thanks GM :)

I'm also thinking it makes sense for Altin to have been pressed into service as a Janissary also... In the event that both Sulayman and Altin are in the party, perhaps they could be deserters together, fleeing to wherever the campaign starts? Just a thought. Might be getting ahead of myself, but I do like to make friends before a campaign starts :)


littlehewy wrote:

Awesome, thanks GM :)

I'm also thinking it makes sense for Altin to have been pressed into service as a Janissary also... In the event that both Sulayman and Altin are in the party, perhaps they could be deserters together, fleeing to wherever the campaign starts? Just a thought. Might be getting ahead of myself, but I do like to make friends before a campaign starts :)

sounds like the beginnings of a great backstory for our epic lol

RPG Superstar 2012 Top 32

Hmm... given those applications I’ll probably either work up the Jewish mystic (I think probably an arcanist with the occultist archetype, definitely some kind of arcane caster), or I might come up with a new idea for a divine caster...


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Just had a cool idea, who would like Lord Perpirenn McGibel as a bound fay. He lost a bet with you and now has to serve you for 101 days

I really like the idea of a playful Fay having to do boring things on the behest of his Master.

Scarab Sages

Social Identity:
The handsome young human, Toshio Okumura, sits on the organ bench at the church of Sainte Waudru (English: Waltrude; Dutch: Waldetrudis; German: Waltraud) in Mons, Belgium. His long, sleek black hair is pulled back in a pony tail, the end of which rests gently against the back of his fine cloth jacket. His fingers traverse the keyboard gracefully as he practices a Credo written by his predecessor in this post, Gilles Binchois. This afternoon he will conduct a rehearsal of the church singers before removing himself to his study to continue work on his ongoing composition, a set of nine motets under the working title Les Neuf Contes.

Vigilante Identity:
Ogon Fox slips quietly around a street corner as he continues to tail the pair of thugs some 50 feet away from him. The kitsune's snout protrudes outward from his face which is otherwise hidden darkly by the hood of his cloak. He has suspected for some time that these two are in the employ of the local bishop, put to work in his hidden activities for the Church of Lucifer. A bit of lightning arcs around his knuckles as Ogon Fox clenches his fist in anticipation. He surely won't learn anything from these two that truly implicates the bishop as far as any court of law would be concerned, but it will bring him one step closer...

Background:
Toshio is a kitsune, born to kitsune parents in Japan. His father was one of the Wokou pirates--more specifically one of those 20 captured pirates that Ashikaga Yoshimitsu sent to China, where they were boiled in a cauldron in Ningbo. This happened in 1405, when Toshio was yet an infant. Toshio's mother fled west with him, and she didn't stop moving west for a very long time, which is how they ended up in western Europe. With rare exception, as far as anyone around here knows, Toshio and his mother are humans.

Here's a link to a not quite complete character sheet. Still need to pick traits, languages, and equipment. I did actually pick spells though, I think that's the hardest part!


Lord Perpireen McGibel wrote:

Just had a cool idea, who would like Lord Perpirenn McGibel as a bound fay. He lost a bet with you and now has to serve you for 101 days

I really like the idea of a playful Fay having to do boring things on the behest of his Master.

"What!? I, Lord of the Wee Folk, milk the cows!?"


Ha that's a great idea!

Scarab Sages

Keante wrote:
at the church of Sainte Waudru in Mons, Belgium

This location is very much open to adjustment--say, if the majority of the party is made up of janissaries and we need to be closer to Turkey. ;)


Michael Johnson 66 wrote:
Lord Perpireen McGibel wrote:

Just had a cool idea, who would like Lord Perpirenn McGibel as a bound fay. He lost a bet with you and now has to serve you for 101 days

I really like the idea of a playful Fay having to do boring things on the behest of his Master.

"What!? I, Lord of the Wee Folk, milk the cows!?"

Never said he would do it well or as asked. He is a Fay after all


Keante wrote:
Keante wrote:
at the church of Sainte Waudru in Mons, Belgium
This location is very much open to adjustment--say, if the majority of the party is made up of janissaries and we need to be closer to Turkey. ;)

Closer to Turkey? Not a problem for some of us...

Three janissary? *Wulfgar pulls his cloak tighter over his 'Four-mirror' armor, so they don't notice it's from a janissary he killed.'*

Remember the Janissary were taken as children and raised into the Janissary. I haven't read anyone's backstory but I'm assuming that's common knowledge.

I was thinking going that route, but instead, I based Wulfgar partially on a couple of Robert E. Howard Characters from 'historical fiction'

Fun Fact: Did you folks know Red Sonja was based on a Robert E. Howard character? 'Red Sonya of Rogatino' a female swashbuckler from his 1934 short story "The Shadow of the Vulture"


From memory, Janissary recruitment age was around 8-12 yeah? My character got to Constantinople at age 7, so could have been nabbed in the nearby Ottoman-held territory at 11 or 12.

Did not know that about Red Sonja, I'll have to check it out :)


littlehewy wrote:

From memory, Janissary recruitment age was around 8-12 yeah? My character got to Constantinople at age 7, so could have been nabbed in the nearby Ottoman-held territory at 11 or 12.

Did not know that about Red Sonja, I'll have to check it out :)

I don't remember what age without rechecking. The Janissary were the children of Chrisian families that lived in Ottoman held lands that were taken as a 'tax' directly for the sultan. They were raised as Muslims and loyal to him and the janissary, instead of a local tribe or chieftain.

"Shadow of the Vulture" was one of several short story's written by Howard in a 'historical fiction' compilation paperback I had. My earlier comment about 'Solomon Kane' got me thinking about them.


Yeah, when I say "recruitment" I meant "forced conscription". They were also trained and educated much better than regular soldiers, at least after the Ottomans took Constantinople.

I've never heard of those Howard short stories. Sounds interesting.


Okay, here's the crunch for my submission: Altin Kerala. Backstory to come. If anyone has any suggestions on alterations to this, let me know (eg I never take CLW as a 1st level spell, but if we have no other healer I just may).

Crunch:
Altin Karela 
Human archaeologist 1  
CG Medium humanoid (human) 
Init +3; Senses Perception +3 
-------------------- 
Defence 
-------------------- 
AC 16, touch 13, flat-footed 14 (+2 armor, +3 Dex, +1 shield) 
hp 9 (1d8+1) 
Fort +1, Ref +5, Will +1 
-------------------- 
Offence 
-------------------- 
Speed 30 ft. 
Melee longspear +2 (1d8+2/x3)
Melee dagger +2 (1d4+2/19-20)
Ranged composite short bow +3 (1d6+2/x3)
-------------------- 
Statistics 
-------------------- 
Str 14, Dex 16, Con 12, Int 10, Wis 8, Cha 16 
Base Atk +0; CMB +2; CMD 15 
Feats Point Blank Shot, Precise Shot 
Traits Criminal, Fate's Favored 
Skills Acrobatics +7*, Bluff +7, Diplomacy +7, Disable Device +8*, Knowledge(local) +6, Linguistics +4, Perception +3, Stealth +7*
* -1 if buckler equipped 
Languages Greek, Turkish, Romani, English
Gear leather armour, buckler, composite short bow, arrows x60, longspear, dagger, backpack, bedroll, belt pouch, caltrops x5, chalk x10, silk rope 50', grappling hook, rations x4, waterskin, 19 gp, 37 sp, 10 cp 
-------------------- 
Spells 
-------------------- 
0-level: daze (DC 13), ghost sound, message, prestidigitation, read magic
1st-level (2/day): disguise self, hideous laughter (DC 14)
-------------------------
Special abilities
-------------------------
Bardic Knowledge A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Archaeologist's Luck Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

RPG Superstar 2012 Top 32

alright... I have some questions...
1) how do you feel about the sacred geometry feat? Its from the Occult Mysteries book (an official Paizo campaign setting book) but it seems like some people/GMs find it really intriguing/cool and others hate it... to me it seems like one potential way to work in like the 10 sephirot and the use of names of God in kabbalistic magic?

2) this one's a bit longer:
So, I have an idea that (afaik) is RAW but I think it might stretch RAI... I like the theme/concept of it though, and it could potentially help cover what looks like it could be a weak spot for the party... the whole thing kind of hinges on whether you'll allow the faith magic arcane discovery (from Magic Tactics Toolbox). If you will, I'd make a wizard (probably an exploiter to hold on to a little of the arcanist feel) and take that discovery at 5th level... I'd pick a 1st level spell from one of God's domains and cast it as a 2nd level spell- the thing is, the discovery specifically says it counts as a divine spell, so it would allow me to qualify for Mystic Theurge (because it fulfills the requirement that I be able to cast 2nd level divine spells). At 6th (or sometime before 6, maybe) I'd take 1 level of inquisitor with the living grimoire archetype so that his divine magic would also be based out of his book(s). From 7th on he'd level as a Mystic Theurge and be gaining spells as a wizard and an inquisitor (which, obviously, is less significant than a wizard and a cleric). Is that something you'd be okay with? Like I said, it would help address the lack of magic in the party (not in terms of how much you can accomplish in battle, but I'd be able to cover a lot of utility), plus I just think it's really cool to be studying these esoteric tomes and unlock both arcane and divine secrets within.


littlehewy wrote:

Okay, here's the crunch for my submission: Altin Kerala. Backstory to come. If anyone has any suggestions on alterations to this, let me know (eg I never take CLW as a 1st level spell, but if we have no other healer I just may).

** spoiler omitted **...

Altin looks good, will look more carefully and let u know if I find anything amiss.

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