Aubrey's 'On Skull Beach' - Table 1

Game Master Aubrey the Malformed

The adventurers set sail to the Isles of Allam, the northernmost territory of the Inotian Empire.


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Female Human Unchained Monk Hungry Ghost Master of Many Styles 2/ Magus Bladebound Kensai 2
HP:
AC 23 HP 6/30 FRW 7/7/5 Perc +7

That looks good.

I’ll look at the build a little more and see if I want to move anything around, and look at those feats. Thanks!


Aubrey the Malformed wrote:
Pixie Rogue wrote:
** spoiler omitted **
OK, not sure that an elven nation would have an embassy as such, but if his basic backstory happens in an elven enclave and he is exiled from it into the Inotian Empire, then I think it's fine.

Sounds good.

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Storyteller Shadow wrote:
Makes sense to me, still have tomorrow as the target day to get that built.

No need to worry, we won't get much done before Christmas.

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The question has been raised regarding languages. I haven't given it much thought, but Common will be the official language of the Empire. Other common languages are Orcish, Dwarvish and Halfling. Elvish is a bit less common but known particularly to arcanists.

There are various human languages beside Common. The Allam Islanders speak their own language, although a few also speak Common. Most people outside the Isles of Allam don't speak Allam Islander as there is little need to do so, but it is not inconceivable one or more of the PCs might speak it (though it would need to figure in your background).


M Humanborn

Any thoughts on whether i'd be following Diktats or The Tinker? what would work best for our party?


Mixed Umm, Aardvark.. DUH! Barbarian 8/ Senator 2/ Pope 5

Wow, yeah, I missed checking this and it exploded.

I haven't read even half of it beyond Aub's recaps on PC concepts, but was wanting to play something I rarely play. A good old fashioned squishy caster type. Either a Wizard or Sorcerer, but if there's too much arcane, let me know.

I'm going to try and go back and read up on the other stuff now.


I think im the only purely arcane character. I say go for it AB

Tenro, I would say go with the Tinker. It would seem the more old style alchemy would fit better. An alchemist following the Diktats would be using the latest and greatest methods to try to get ahead.


Aubrey the Malformed wrote:

<snip>

OK, I think we can start thinking about who goes in which table. How about:

Table 1
SS's orc bloodrager
Mittean's human monk/kensai
Nevynxxx's human alchemist
natloz's gnome arcanist

Table 2
Tenro's human alchemist
mellowgoth's human warpriest
FS's elf mutagen fighter
PR's elf shifter

This spread more-or-less gives us two fighter-types and two non-fighter per party, with a decent spread of abilities and skills (hopefully). Aadvark hasn't given us his idea yet, but when he does we can allocate him to one table or the other. Does this make sense to people?

I would be totally down with the elves having crossed paths, trained together, or even grown up in the same enclave. I think it’s evident that their paths diverged for some time before we became re-acquainted and started working together (the premise is that each table is an established team of mercs given an assignment, right?). Hoping to have a character to show soon.

The table distribution seems fine to me. If we add a squishy caster type, the guard in me might reappear in my personality. Think herding dogs that have never had a herd to tend, they just instinctively try to gather and direct those they consider ‘theirs’ - children, for example. Can really mess up a soccer/football game...

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natloz wrote:

I think im the only purely arcane character. I say go for it AB

Tenro, I would say go with the Tinker. It would seem the more old style alchemy would fit better. An alchemist following the Diktats would be using the latest and greatest methods to try to get ahead.

I think that's a very good way of putting it.

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Pixie Rogue wrote:
Aubrey the Malformed wrote:

<snip>

OK, I think we can start thinking about who goes in which table. How about:

Table 1
SS's orc bloodrager
Mittean's human monk/kensai
Nevynxxx's human alchemist
natloz's gnome arcanist

Table 2
Tenro's human alchemist
mellowgoth's human warpriest
FS's elf mutagen fighter
PR's elf shifter

This spread more-or-less gives us two fighter-types and two non-fighter per party, with a decent spread of abilities and skills (hopefully). Aadvark hasn't given us his idea yet, but when he does we can allocate him to one table or the other. Does this make sense to people?

I would be totally down with the elves having crossed paths, trained together, or even grown up in the same enclave. I think it’s evident that their paths diverged for some time before we became re-acquainted and started working together (the premise is that each table is an established team of mercs given an assignment, right?). Hoping to have a character to show soon.

The table distribution seems fine to me. If we add a squishy caster type, the guard in me might reappear in my personality. Think herding dogs that have never had a herd to tend, they just instinctively try to gather and direct those they consider ‘theirs’ - children, for example. Can really mess up a soccer/football game...

I've currently put the elves in different parties, so they effectively occupy different parallel universes. If we swap the distribution around we can think about if they know each other.

The Exchange

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Aubrey the Malformed wrote:
Pixie Rogue wrote:
Aubrey the Malformed wrote:

<snip>

OK, I think we can start thinking about who goes in which table. How about:

Table 1
SS's orc bloodrager
Mittean's human monk/kensai
Nevynxxx's human alchemist
natloz's gnome arcanist

Table 2
Tenro's human alchemist
mellowgoth's human warpriest
FS's elf mutagen fighter
PR's elf shifter

This spread more-or-less gives us two fighter-types and two non-fighter per party, with a decent spread of abilities and skills (hopefully). Aadvark hasn't given us his idea yet, but when he does we can allocate him to one table or the other. Does this make sense to people?

I would be totally down with the elves having crossed paths, trained together, or even grown up in the same enclave. I think it’s evident that their paths diverged for some time before we became re-acquainted and started working together (the premise is that each table is an established team of mercs given an assignment, right?). Hoping to have a character to show soon.

The table distribution seems fine to me. If we add a squishy caster type, the guard in me might reappear in my personality. Think herding dogs that have never had a herd to tend, they just instinctively try to gather and direct those they consider ‘theirs’ - children, for example. Can really mess up a soccer/football game...

I've currently put the elves in different parties, so they effectively occupy different parallel universes. If we swap the distribution around we can think about if they know each other.

Ignore that, I need to look at my own distribution tables more carefully. I think that background together works quite well. Maybe FS's elf set out earlier, after the war, and PR's later, after a period of peace. Perhaps they knew each other back in the day and met up again in the Empire's capital city, Dornos, where they both went to make their fortunes as soldiers for hire.

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Delmar Ruth wrote:

I can use spell trigger items if the spell is on my infusion list. Cure spells are on the list. Wands are Spell trigger items. I have a wand.

Granted, we are in trouble if I lose the wand, but not sure I want to mess with the discovery's at this point, but I may swap out "frost bomb" for it if people want that extra security.... Also, I really don't get that many extracts per day....

If you prefer, I can swap your alchemist for Tenro's alchemist, which means you go in the party with the warpriest (i.e. healer). That means Tenro's character might need to do the healer role... So it'd need both of you to be happy with that.

Dark Archive

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Aubrey the Malformed wrote:
If you prefer, I can swap your alchemist for Tenro's alchemist, which means you go in the party with the warpriest (i.e. healer). That means Tenro's character might need to do the healer role... So it'd need both of you to be happy with that.

I'm ok with the situation now as long at the rest of the table is. I'm happy to swap around if that's what the majority decide.


When I tried to post this last night pre-pillow time, Paizo was having a moment, so I tried to send it via email. Feel free to ignore that, Aubrey, this is literally the same copy-n-paste.

He currently has no name, no gear, and some fiddly bits with the major aspect (dire tiger sounds fun!) that I want to verify, but here's the chassis I think I will move forward with barring major concerns someone points out.

Elven Shifter draft build:

Unnamed Elven Shifter
Male elf shifter 4 (Ultimate Wilderness 26)
CN Medium humanoid (elf)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+4 defensive instinct, +3 Dex)
hp 33 (4d10+4)
Fort +5, Ref +7, Will +4; +2 vs. enchantments
Defensive Abilities defensive instinct +4/+2; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +7 (1d4+2)
Special Attacks aspect (tiger[UW]), shifter claws, wild shape (7 hours/day)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 12, Wis 16, Cha 8
Base Atk +4; CMB +6; CMD 23
Feats Deadly Aim, Weapon Finesse
Traits devotee of the green, world-weary
Skills Acrobatics +8, Climb +6, Handle Animal +3, Heal +8, Knowledge (geography) +7, Knowledge (nature) +8 (+9 while in forest terrain), Perception +10, Profession (soldier) +7, Stealth +10, Survival +11 (+12 while in forest terrain), Swim +6; Racial Modifiers +1 Knowledge (nature), +1 Survival, woodcraft[APG]
Languages Common, Druidic, Elven, Orc
SQ shifter aspect (minor: 7 min./day, major: 0 sust 7 hours/day), track +2, wild empathy, woodland stride
Other Gear 6,000 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Instinct +4/+2 (Ex) +4 AC & CMD unarmored and unshielded or +2 with nonmetal armor or shield
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Shifter Aspect (7 minutes/day) (Su) Gain abilities of selected animal aspects.
Shifter Aspect (Tiger, +2 Dex) (Su) Minor Form: +2 enhancement bonus to Dexterity. Major Form: dire tiger.
Track +2 Add the listed bonus to Survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (7 hours/day) (Su) Shapeshift into a major form of your aspects.
Woodcraft +1 Knowledge (Nature) and Survival, increasing to +2 in forests.
Woodland Stride (Ex) Move through undergrowth at normal speed.


Nevynxxx wrote:
I'm ok with the situation now as long at the rest of the table is. I'm happy to swap around if that's what the majority decide.

The groups are fine with me. I bought a clw wand as well to use with UMD so I could back you up. You can craft potions too if necessary.


I am fine with chipping for a wand or two for healing so casters get to do the actual fun stuff with their slots.

@PR: Seems ok to me. My character did go around for training after the war so not that likely that a shifter and weapon based fighter might have been at the same place. Same settlement wouldn't be an issue either. If you wanna hammer out details, shoot me PM or if you prefer IM I am on discord.

@Table 2: Due to someone back in the day deciding that 2+INT skill points is enough for a fighter I am a bit limited in skills avenues but I managed a decent set of knowledges.
dungeoneering+8
engineering+8
History+13
Local+14
Nobility+9
Rest +4
The rest of my skills are in the +4-6 for the most part.(before ACP)

The info mostly if someone is still deciding what to invest in. And I do have SOME leeway with some skill points so if we have some gap I might manage some sort of patch job.

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Cool, then we don't needs to rearrange the tables.

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Pixie Rogue wrote:

When I tried to post this last night pre-pillow time, Paizo was having a moment, so I tried to send it via email. Feel free to ignore that, Aubrey, this is literally the same copy-n-paste.

He currently has no name, no gear, and some fiddly bits with the major aspect (dire tiger sounds fun!) that I want to verify, but here's the chassis I think I will move forward with barring major concerns someone points out.

** spoiler omitted **...

Looks good so far.

When it comes to gear you might want to consider an Amulet of Mighty Fists. Also remember, polymorph spells (and the major aspect) mean that your armour bonuses from equipment (magical or otherwise) don't work anymore. There's an magic armour enchantment called Wild but that's as +3 equivalent enchantment bonus and probably out of reach for a 4th level character. I mention it because wildshaping can seriously reduce a druid's AC. If you intend to use, and especially to fight in, your major aspect a lot, you might want to consider items which enhance your stats - i.e. WIS and DEX - rather than your AC directly.

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Aardvark Barbarian wrote:

Wow, yeah, I missed checking this and it exploded.

I haven't read even half of it beyond Aub's recaps on PC concepts, but was wanting to play something I rarely play. A good old fashioned squishy caster type. Either a Wizard or Sorcerer, but if there's too much arcane, let me know.

I'm going to try and go back and read up on the other stuff now.

Sounds good to me.

The Exchange

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OK, recapping the recap which recapped the recap from the recap before:

Table 1
SS's orc bloodrager
Mittean's human monk/kensai
Nevynxxx's human alchemist
natloz's gnome arcanist

Table 2
Tenro's human alchemist
mellowgoth's human warpriest
FS's elf mutagen fighter
PR's elf shifter
Aadvark's squishy caster

Now remember, we won't get going until after Christmas (at the earliest) so there is no rush on finishing your characters at the moment.

The Exchange

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mellowgoth wrote:

For your consideration:

[mellowgoth's PC character sheet]

I'm afraid I noticed a flaw in your PC's build. He currently got Weapon Specialisation. Now, I appreciate that a warpriest can take fighter feats by treating his levels in warpriest as equivalent to those of a fighter. I also appreciate that Weapon Specialisation can be taken by a 4th level fighter, and so in theory could be taken by a 4th level warpriest. However, a warpriest gets no feats at 4th level - not for class level (4th) since they come at odd-numbered levels and not as a bonus feat since a warpriest gets no bonus feats at 4th level. Since he can't take it at 3rd level, since he can't qualify, and since he gets no feats to take it at 4th level, he'd have to wait until 5th level before he can take it. Sorry about that, but he'll have to take a different feat.


Looking at the party composition I've rejigged my feats. I dropped improved Init and picked up skill focus linguistics so I can qualify for Orator for my next craft. It lets me use a linguistics check in place of bluff, diplomacy, and intimidate. Besides the orc bloodrager, I'm the closest we have to a charisma character. Im not sure how useful it would be in the islands but I wanted it covered just in case. And it makes sense for a gnome searching for different magics to be able to be good at languages and being able to talk/ bore people into cooperating.


No worries. I'll fix it. A casualty of making a non-first level character on HeroLab...

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Blythe Merovingian wrote:

That looks good.

I’ll look at the build a little more and see if I want to move anything around, and look at those feats. Thanks!

OK, been doing a little research. In the Ultimate Combat book there is a section (pages 130-134) which talk about eastern weapons (I assume you already know since the katana comes from there). Flicking through that, I noticed a little thing called the nine-ring broadsword. It seems roughly equivalent to your katana (1d8 damage, x3 multiplier on a crit, slashing) but it is described as a monk weapon, and unchained monks are proficient with all monk weapons. Another nice 1-handed monk weapon would be the nine-section whip (1d8 damage, 19-20 x2 crit multiplier, bludgeoning) which has the blocking (if you fight defensively you gain an +1 shield bonus (and therefore plays well to your other feats)), distracting (gives a +2 to Bluff checks to feint) and trip qualities. This might free you up to consider wheather you really need the kensai/magus multiclass or not, since you can get some pretty decent weapon abilities without going down that route and sticking with an unchained monk.

If you are considering going down more of a Weapon Finesse route, there is also the tonfa. It's a light monk melee weapon, not particularly exciting on its own (1d6 damage, x2 crit multiplier, bludgeoning) but it has the blocking property (as above). An alternative, although it is an exotic weapon and NOT a monk weapon, would be a wakizashi (1d6 damage, 18-20 x2 crit multiplier, piercing or slashing) which is effectively the light weapon version of a katana.


mellowgoth wrote:

No worries. I'll fix it. A casualty of making a non-first level character on HeroLab...

I had exactly the same problem come up. Two different “valid” feats I had to pass on because I didn’t qualify yet at my last available feat slot. One is still on my short list: The image of an elf running toward the enemy and changing into a dire tiger as he approaches is too cool to ignore.

Aubrey: The plan is definitely to augment Armor and attack’s as though he were a monk, so the amulets are on the short list. I hadn’t given the armor much thought - do the ability-enhancing items still work while polymorphed? Because that would be ideal bang for the buck.


It doesn't work if you don't have to activate it or if it's from your armor. If it's constant then it's good to go. You can look at Tikrok if you want to see an example of high level shapeshifter with a bunch of stat blocks for ease of use.


natloz wrote:
It doesn't work if you don't have to activate it or if it's from your armor. If it's constant then it's good to go. You can look at Tikrok if you want to see an example of high level shapeshifter with a bunch of stat blocks for ease of use.

Cool, thanks. If I have questions, I know who to ask.

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Pixie Rogue wrote:
Aubrey: The plan is definitely to augment Armor and attack’s as though he were a monk, so the amulets are on the short list. I hadn’t given the armor much thought - do the ability-enhancing items still work while polymorphed? Because that would be ideal bang for the buck.

What natloz says. If it works constantly then it still works in wildshape form. But they make an exception for armour and shield bonuses, which just don't work at all in wildshape form (unless you have Wild armour, which is super-expensive). It's set out in the Magic chapter of the core book under Transmutation (polymorph).

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Aubrey the Malformed wrote:
Blythe Merovingian wrote:

That looks good.

I’ll look at the build a little more and see if I want to move anything around, and look at those feats. Thanks!

OK, been doing a little research. In the Ultimate Combat book there is a section (pages 130-134) which talk about eastern weapons (I assume you already know since the katana comes from there). Flicking through that, I noticed a little thing called the nine-ring broadsword. It seems roughly equivalent to your katana (1d8 damage, x3 multiplier on a crit, slashing) but it is described as a monk weapon, and unchained monks are proficient with all monk weapons. Another nice 1-handed monk weapon would be the nine-section whip (1d8 damage, 19-20 x2 crit multiplier, bludgeoning) which has the blocking (if you fight defensively you gain an +1 shield bonus (and therefore plays well to your other feats)), distracting (gives a +2 to Bluff checks to feint) and trip qualities. This might free you up to consider wheather you really need the kensai/magus multiclass or not, since you can get some pretty decent weapon abilities without going down that route and sticking with an unchained monk.

If you are considering going down more of a Weapon Finesse route, there is also the tonfa. It's a light monk melee weapon, not particularly exciting on its own (1d6 damage, x2 crit multiplier, bludgeoning) but it has the blocking property (as above). An alternative, although it is an exotic weapon and NOT a monk weapon, would be a wakizashi (1d6 damage, 18-20 x2 crit multiplier, piercing or slashing) which is effectively the light weapon version of a katana.

All of this notwithstanding, an easier route might be the following:

- treat your CHA as a dump-stat, since your character doesn't need it for abilities to function, and recycle points from it (and maybe one or two others - you have a fair number of stats with odd number values) to get your STR to 14 (you can do that simply by reducing your CHA to 9) or maybe 15, if possible (shaving a point each from CON and WIS would do this without affecting any bonuses, or reducing CHA even further, or some combination)
- if your STR is now 15, take the ability point you got at 4th level (which you presumably added to your DEX to get it to 17) and instead add it to your STR. Now both your STR and your DEX are 16.
- get as an item a Belt of Giant Strength (or whatever they call them these days) to get +2 STR, taking it to 16 or 18 (cost 4000gp)

... and perhaps you are done, with no changes to your build, but now with an extra +2 or +3 to hit and damage, improved CMB, and so on. Slightly reliant on an item, but not drastically so, and within your budget as a 4th level character. You character is maybe not so great at interacting with people now, and your 8th level stat boost may be less exciting, but since we won't get to 8th level anyway (at least, not with this adventure) that may be moot.

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Folks, we have a late new entrant with therealthom. No idea what he's going to do, but I guess that puts him on table 1.

Table 1
SS's orc bloodrager
Mittean's human monk/kensai
Nevynxxx's human alchemist
natloz's gnome arcanist
therealthom's mystery character

Table 2
Tenro's human alchemist
mellowgoth's human warpriest
FS's elf mutagen fighter
PR's elf shifter
Aadvark's squishy caster


Female Human Unchained Monk Hungry Ghost Master of Many Styles 2/ Magus Bladebound Kensai 2
HP:
AC 23 HP 6/30 FRW 7/7/5 Perc +7

I finally found a feat I’d been looking for that would work for my character, but it is 3.5. It’s called graceful edge, and allows me to use any weapon I have focus and finesse in as a light weapon, as long as I have a free hand, and provides a +1 shield bonus, and +2 if fighting defensively.

I could take those for my next two feats, or potentially shift them around with current ones. Would raise my AC by two and allow me to attack with Dex, if approved.

Let me know what you think!

Graceful edge

If I dropped Combat reflexes and Panther style, replacing them with Weapon Finesse and Graceful Edge, My stays whilst fighting defensively and using arcane pool and Combat Expertise would be Katana +7 for 1d8+2 and an AC of 21 +4 vs. melee.

If I bring my Con to 12 and my 4th level point goes to Str not Dex, my Str would be 14. I could purchase both the Belt of Giant strength and the Dex one (I don’t recall the name, as I’m not where my books are, and I THINK I get 10,000 gp iirc. If not, ignore) That’d give me a Str if 16 and a Dex of 18. Take 2 off Cha and my Wis goes up to 14.

This would make my Katana +8 for 1d8+4 and an AC of 23+4 vs. melee...


Here is my(Fumbles_Suck) character. I still have to write up background and appearance so those spoilers are empty. Sheet is in the profile. I saved up enough money to contribute to the wand(s) and have little spending money. Build wise nothing changed outside of adding gear.

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Blythe Merovingian wrote:

I finally found a feat I’d been looking for that would work for my character, but it is 3.5. It’s called graceful edge, and allows me to use any weapon I have focus and finesse in as a light weapon, as long as I have a free hand, and provides a +1 shield bonus, and +2 if fighting defensively.

I could take those for my next two feats, or potentially shift them around with current ones. Would raise my AC by two and allow me to attack with Dex, if approved.

Let me know what you think!

Graceful edge

If I dropped Combat reflexes and Panther style, replacing them with Weapon Finesse and Graceful Edge, My stays whilst fighting defensively and using arcane pool and Combat Expertise would be Katana +7 for 1d8+2 and an AC of 21 +4 vs. melee.

If I bring my Con to 12 and my 4th level point goes to Str not Dex, my Str would be 14. I could purchase both the Belt of Giant strength and the Dex one (I don’t recall the name, as I’m not where my books are, and I THINK I get 10,000 gp iirc. If not, ignore) That’d give me a Str if 16 and a Dex of 18. Take 2 off Cha and my Wis goes up to 14.

This would make my Katana +8 for 1d8+4 and an AC of 23+4 vs. melee...

Yeah, I'm not sure about that feat. It seems extraordinarily good, and I notice it comes from a Dungeon magazine which means it was probably neither playtested much nor thought through very well. It also seem to duplicate Canny Edge to some extent, as an added defence for a fighter without a shield. I'm inclined to say no. I think your character would be fine as she is if you just boost her STR. That said, a boost to WIS would help AC (though see below).

Also, your budget for equipment is 6,000gp, not 10,000gp, so you can't afford your belt of STR and DEX, I'm afraid, just one or the other.

On the plus-side though, your bonus for Canny Defence seems to be miscalculated. Your character sheet is giving you a +1 Dodge bonus but I think it should be +2 for your level/INT bonus.

I guess we can agonise about her build, but in the end I want you to have a character you are happy with, so we can simply go with how she is now and see how it goes.

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Daenan Lithos wrote:
Here is my(Fumbles_Suck) character. I still have to write up background and appearance so those spoilers are empty. Sheet is in the profile. I saved up enough money to contribute to the wand(s) and have little spending money. Build wise nothing changed outside of adding gear.

Looks fine, just one minor quibble - the trait which gives you Knowledge (Local) as a class skill doesn't give you Knowledge (Nobility) as a class skill as well, so his skill in that would be reduced.


Good catch, probably messed up due to having 3 things affecting the knowledge skills. Fixed.

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Yeah, I like him, a very knowledgable fighter - feels kind-of like a world-weary sophisticate.


Shadow's Status

Internet issues yesterday, will have my build up today.


Shadow's Status

My Bloodrager.

Grulorg Titian:

Orc Bloodrager 4
CN Medium Humanoid
Init +2; Senses Perception + 5 (Darkvision 60’)
--------------------
Defense
--------------------
AC 16, Touch 10, Flat-Footed 16 (+6 Chainmail – Deathless Ignore 10 Points Negative Channeling Per Attack & 25% chance to ignore Negative Levels)
HP 15 (4d10+8)
Fort +8, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 40 ft.
Melee - Earthbreaker +8 (2d6+6/×3) [Bane vs. Humans +2 & +2d6 Damage] [Power Attack +6 (2d6+10/x3)]
Ranged – Composite Longbow +4 (1d8+4/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks

[spoiler=Blood Rage]

The bloodrager’s source of internal power grants him the ability to bloodrage.

At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 18 Wis 10, Cha 14
Base Atk +4; CMB +4 CMD 10

Feats
Weapon and armor proficiencies - all simple and martial weapons, light armor, medium armor, and shields.
Power Attack, Reckless Rage,
Orc Racial Traits – +4 Strength -2 Intelligence, Wisdom, Charisma Ability Scores, Light Sensitivity (Dazzled in Bright Sunlight or Daylight spells),
Ferocity (Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal).
Weapon Familiarity (Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon).

Traits
Reactionary (+2 Bonus Initiative),
Lasting Ferociousness (Increase the number of rounds you can act as disabled from your orc ferocity racial trait to 2 rounds).

Skills
Acrobatics +5 (2), Climb +8 (1), Handle Animal , Intimidate +6 (1), Knowledge Arcana +3 (1),
Perception +5 (2), Ride +4 (1), Spellcraft +3 (1), Survival +4 (1), Swim +9 (2)

Languages
Common, Orc

Magic Gear
Cloak of Resistance +2, Deathless Chain Mail, Earthbreaker Bane vs. Humans

Other Gear
Composite longbow +4, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.) (x2), torch (10), trail rations (5), waterskin, quiver
GP = 205
--------------------
Special Abilities
--------------------
A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance.
Blood Rage 12 Rounds per day.
Fast Movement
Uncanny Dodge (At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him).
Blood Sanctuary (At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts).
Blood Casting (At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state).
Eschew Materials
Bloodline – Elemental – Earth – Burrow 30’
Elemental Strikes (At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and this ability no longer requires a swift action to activate).
Elemental Resistance 10 Acid
Power Attack -1/+2 (You can subtract from your attack roll to add to your damage).
Reckless Rage -1/+2 (When you use Power Attack while raging or while using raging song, you take an additional –1 penalty on melee attack rolls and combat maneuver checks, and you gain an additional +2 bonus on melee damage rolls. Modify this damage bonus appropriately based on the type of weapon you are using, as normal for Power Attack).

--------------------
Spells
--------------------

Known – 1st – 2 (Enlarge Person – Expeditious Retreat)

Per Day – 1 (+1)
[/spoiler]

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

I'm assuming INT 18 is a finger-slip?

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

OK, your armour and weapon look a little odd. You have added magical effects to both but they don't have bonuses. That's actually against the rules, since you can't add an effect until an item has at least a +1 enchantment as well. But you can't afford that since they would cosy about 12,000gp nad you budget is 6,000gp. So you might need to think again on those.

Interestingly I also note you have a DEX of 10. On that basis you might want to consider the Steelblood archetype for the bloodrager, which allows you to wear heavy armour. Otherwise your AC will be pretty low and you would take a lot of damage.


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Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Hi, ya'll, as usual I'm late to the party. I missed the private message for a few days. I'm very happy to be invited to play with you all.

Looks like SS's orc bloodrager , Mittean's human monk/kensai, Nevynxxx's human alchemist , and natloz's gnome arcanist are saddled with me.

Looked over the setting notes. Aubrey, I've got two ideas to run past you.

The first would be a sailor, originally from the Allam Islands. He hasn't been back since he was very young, 12 or 13. He's grown up in Iotian culture. So much to talk about here -- he'd only have an idealized child's view of the Allam culture, and his language skills would be good, but with an underdeveloped vocabulary. He'd dress and arm himself in Iotia styles. So much to talk about here, northern culture and genotype being high on that list. Mechanically looking at a bard-fighter or bard-ranger with a wide, but shallow, selection of skills.

The other character option is an ambitious true-believing, ladder climbing cleric of Iotia with a paternalistic Imperialistic attitude. His mother would be a worshipper of the old gods. I want him to have a soft philosophical underbelly. The build would be straight up cleric.

If you don't like either of those, I can think up something else.


Shadow's Status
Aubrey the Malformed wrote:

OK, your armour and weapon look a little odd. You have added magical effects to both but they don't have bonuses. That's actually against the rules, since you can't add an effect until an item has at least a +1 enchantment as well. But you can't afford that since they would cosy about 12,000gp nad you budget is 6,000gp. So you might need to think again on those.

Interestingly I also note you have a DEX of 10. On that basis you might want to consider the Steelblood archetype for the bloodrager, which allows you to wear heavy armour. Otherwise your AC will be pretty low and you would take a lot of damage.

Yes the 18 was supposed to be an 8.

Ah yes, forgot about the +1 being required first.

OK, I will look at that Archtype.

Will revise and re-post soon.

EDIT: Hit Points
1d10 ⇒ 4
1d10 ⇒ 3
1d10 ⇒ 8

Grulorg Titian:

Orc Bloodrager 4 (Steelblood)
CN Medium Humanoid
Init +2; Senses Perception + 5 (Darkvision 60’)
--------------------
Defense
--------------------
AC 18, Touch 10, Flat-Footed 18 (+8 Fullplate)
HP 33 (4d10+8)
Fort +7, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (25 ft. in Heavy Armor)
Melee – Earthbreaker (+1) +9 (2d6+7/×3) [Power Attack +6 (2d6+10/x3)]
Ranged – Composite Longbow +4 (1d8+4/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks

[spoiler=Blood Rage]

The bloodrager’s source of internal power grants him the ability to bloodrage.

At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 8 Wis 10, Cha 14
Base Atk +4; CMB +4 CMD 10

Feats
Weapon and armor proficiencies - all simple and martial weapons, heavy armor, and shields.
Power Attack, Reckless Rage,
Orc Racial Traits – +4 Strength -2 Intelligence, Wisdom, Charisma Ability Scores, Light Sensitivity (Dazzled in Bright Sunlight or Daylight spells),
Ferocity (Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal).
Weapon Familiarity (Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon).

Traits
Reactionary (+2 Bonus Initiative),
Lasting Ferociousness (Increase the number of rounds you can act as disabled from your orc ferocity racial trait to 2 rounds).

Skills
Acrobatics +5 (2), Climb +8 (1), Handle Animal , Intimidate +6 (1), Knowledge Arcana +3 (1),
Perception +5 (2), Ride +4 (1), Spellcraft +3 (1), Survival +4 (1), Swim +9 (2)

Languages
Common, Orc

Magic Gear
Cloak of Resistance +1, Earthbreaker +1

Other Gear
Composite longbow +4, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.) (x2), torch (10), trail rations (5), waterskin, quiver

GP = 990
--------------------
Special Abilities
--------------------
A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance.
Blood Rage 12 Rounds per day.

Indomitable Stance - At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.

Armored Swiftness - At 2nd level, a steelblood moves faster in medium and heavy armor. When wearing medium or heavy armor, a steelblood can move 5 feet faster than normal in that armor, to a maximum of his unencumbered speed.

Blood Casting (At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state).

Eschew Materials

Bloodline – Elemental – Earth – Burrow 30’
Elemental Strikes (At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and this ability no longer requires a swift action to activate).
Elemental Resistance 10 Acid
Power Attack -1/+2 (You can subtract from your attack roll to add to your damage).
Reckless Rage -1/+2 (When you use Power Attack while raging or while using raging song, you take an additional –1 penalty on melee attack rolls and combat maneuver checks, and you gain an additional +2 bonus on melee damage rolls. Modify this damage bonus appropriately based on the type of weapon you are using, as normal for Power Attack).

--------------------
Spells
--------------------

Known – 1st – 2 (Enlarge Person – Expeditious Retreat)

Per Day – 1 (+1)

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

On your hit points, don't forget that a roll less than half the maximum die roll is treated as half the maximum die roll.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
therealthom wrote:

Hi, ya'll, as usual I'm late to the party. I missed the private message for a few days. I'm very happy to be invited to play with you all.

Looks like SS's orc bloodrager , Mittean's human monk/kensai, Nevynxxx's human alchemist , and natloz's gnome arcanist are saddled with me.

Looked over the setting notes. Aubrey, I've got two ideas to run past you.

The first would be a sailor, originally from the Allam Islands. He hasn't been back since he was very young, 12 or 13. He's grown up in Iotian culture. So much to talk about here -- he'd only have an idealized child's view of the Allam culture, and his language skills would be good, but with an underdeveloped vocabulary. He'd dress and arm himself in Iotia styles. So much to talk about here, northern culture and genotype being high on that list. Mechanically looking at a bard-fighter or bard-ranger with a wide, but shallow, selection of skills.

The other character option is an ambitious true-believing, ladder climbing cleric of Iotia with a paternalistic Imperialistic attitude. His mother would be a worshipper of the old gods. I want him to have a soft philosophical underbelly. The build would be straight up cleric.

If you don't like either of those, I can think up something else.

I like both of these ideas, the first maybe slightly more as the second is quite similar to mellowgoth's character (who is on a different table, so it doesn't matter that much).

Of the first, it might fit better with the setting if the character was in the Inotian Navy, who signed on young (possibly as an adolescent midshipman) and so hasn't been home for a long time. So his memories of home might be pretty hazy, and he may have mixed feelings about the place. Mechanically, fighter/bard might be best to reflect his more martial bent (though do not forget, as I have mentioned several times before - multiclassing a spellcaster reduces access to spells, so the odd dip here and there to fighter rather than splitting evenly might be the best way to go if you want decent spellcasting). The table lacks a little for healing so having someone with healing spells might be helpful.

Of the second, a fairly straight cleric would be mechanically easy to create.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Storyteller Shadow wrote:

My Bloodrager.

** spoiler omitted **[/spoiler]...

Something else I noticed - you've taken the Lasting Ferociousness trait. That's superfluous to an orc, since their Ferocity racial ability is the real deal, not the pale imitation that half-orcs get - namely, he can fight on negative hit points for as long as he can remain conscious or alive (albeit he's staggered), not just a single round like a half-orc. So you should choose another trait, since that one gives you nothing you don't already have.


Shadow's Status

OK, thanks Aubrey, I will finalize those two items and put together my Avatar tonight as well.


HP = 13/36 | AC = 19 (T 10) (FF 19) | F +7 | R +2 | W +2 | Init +2 | Per +5 (Darkvision)

Checking in!

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Hi, looks fine - just notice his hp in the header (26) don't match those in his character sheet (36). Also, the armour bonus from full plate is +9, not +8. Finally, don't forget his armour penalty (-6) to various physical skills. Also, Acrobatics is virtually impossible in heavy armour so the points dedicated to that skill might usefully be recycled to another. But other than that, ready to rock! I like the elemental bloodline, the boost to damage is quite handy.


Took the Weapon Versaility feat instead of Weapon Specialization.


Shadow's Status
Aubrey the Malformed wrote:
Hi, looks fine - just notice his hp in the header (26) don't match those in his character sheet (36). Also, the armour bonus from full plate is +9, not +8. Finally, don't forget his armour penalty (-6) to various physical skills. Also, Acrobatics is virtually impossible in heavy armour so the points dedicated to that skill might usefully be recycled to another. But other than that, ready to rock! I like the elemental bloodline, the boost to damage is quite handy.

OK fixed.

I'll stick with the Acrobatics as I would rather have a -1 than a -6 if ever I am called on to make such a check. :-)

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