| ALLENDM |
I am not familiar, sadly I sold my comic book collection in '82 to buy wedding rings and never looked back...
However I will look at the article :)
The war memory thing came a little from Matrim Cauthon in WoT, and the idea of it weirding people out from Paul's little sister Alia in Dune.
Now just need to figure out how to get my hand on some of those
dwarvenHill Men Axes...Edit: so should we call our Thunder God Ukko, instead of Crom? Cool article, thanks for sharing.
Ok I like that...Ukko...I believe he is the Finnish God of Thunder correct? I really like that...
I have updated the house rules. I didn't realize how much of a working document this was going to be...:)
| Robert Henry |
Ok..so I have given this some thought and I am not sure if this will fit, but I do like the idea. I am looking at a duel class Arcanist/Priest (also new from Kobold publishing). A priestess from Yar- Ammon who, for whatever reason, was chased out of her Temple (of Bastet) and forced to flee assassins.
If you go priestess that is fleeing, is there any reason you couldn't hire the other two to help you escape?
Jack: All right, got a rough idea of the crunch hammered out for my bloodrager, Three questions so I can finishing the crunch:
One, Languages for Hill men of Natli? I assume Natli (there own Language) and how about Lamuran? Since it's south of the hills and seems like the best place for trade.
Two, how to handle exotic weapons: If there were a group of "Hill men" exotic weapons (this would be the three dwarven axes) would I have to select 'exotic weapon' for each of them? Or can I select them as a group? Or are they automatically a 'marshal weapon' for Hillmen, like they would be for dwarves. Just want to knock out feats
Three, standard starting gold for 2nd level?
| ALLENDM |
Daniel Stewart wrote:Ok..so I have given this some thought and I am not sure if this will fit, but I do like the idea. I am looking at a duel class Arcanist/Priest (also new from Kobold publishing). A priestess from Yar- Ammon who, for whatever reason, was chased out of her Temple (of Bastet) and forced to flee assassins.If you go priestess that is fleeing, is there any reason you couldn't hire the other two to help you escape?
Jack: All right, got a rough idea of the crunch hammered out for my bloodrager, Three questions so I can finishing the crunch:
One, Languages for Hill men of Natli? I assume Natli (there own Language) and how about Lamuran? Since it's south of the hills and seems like the best place for trade.
Two, how to handle exotic weapons: If there were a group of "Hill men" exotic weapons (this would be the three dwarven axes) would I have to select 'exotic weapon' for each of them? Or can I select them as a group? Or are they automatically a 'marshal weapon' for Hillmen, like they would be for dwarves. Just want to knock out feats
Three, standard starting gold for 2nd level?
It is all in the HR now.
Languages and weapons are updated. If the weapon has their racial name it is considered martial weapon for them.
Hill-Men: Languages: Hill Speak (derived from a old lost language), bonus language of Zamuran. I went with Zamuran because they are neighbors and would associate with them more than the Lamurans.
Starting gold per class.
Helaman
|
Here we go
S 1d100 ⇒ 92
D 1d100 ⇒ 64
C 1d100 ⇒ 65
I 1d100 ⇒ 39
W 1d100 ⇒ 37
Ch 1d100 ⇒ 72 + L1/25% = 97%
Oookay... quite a pleasant conundrum... can I boost my Str at level 2 with my 25%?
Gold 4d6 ⇒ (6, 4, 6, 5) = 21 x 10 = 210. Wow... Thievery has been good to me.
Ancient Master, last of his 'School' of swordswomanship, fleeing the homeland. I was in a temple (or school) but we were forced to hit the road when a small army burnt it to the ground. We kept pushing west. Having no other students from the school I became his disciple to all his knowledge... well... all that I could absorb before he went and died on me!
I'm STILL trying to make what he taught me work... and I fear if I can ever do it? It will be imperfectly.
| Robert Henry |
Ancient Master, last of his 'School'...
Good man, back to a Chow Yun-Fat supported idea. yeah, bullet proof monk...
| ALLENDM |
Ok, so I am reworking my crunch but keeping the general idea of my character if that will work. Going with a straight wizard (illusionist) character or the theurgist...
Alchemist, Sorcerer, Witch, (Kobold Press) Shaman, Druid, Cultist are really your only options.
I am actually struggling with Theurge as well because it doesn’t tie to some force like Sorcerer (bloodline) or Witch(Patron).
Jack
| Robert Henry |
"Magic in the world of Xoth is subtle, dark, and dangerous. Conjurations, Enchantment, Illusions, and Necromancy along with Divination make up the bulk of the spells in the World of Xoth. Casting a spell is through force of will and taping into one’s life force and empowering a spell. There is no difference between arcane and divine magic instead all magic is arcane in nature and is empowered by the user throw secrets revealed in lost tombs and in ancient rituals handed down from one acolyte to another."
Strangely, I assumed the cost of the life force was the price paid to some unknown evil or god and that's where the power came from. Ie the witches Pact, the cultists god, The Sorcerer and bloodragers paid the life force through their bloodline and the druid drew from nature but still paid the physical price.
So the original Xoth rules said that Druids could not take animal form, does that count for the Shaman as well?
Daniel, if your set on being a priest/priestess Cultist (Oracle) would be the route to go. If your having difficulty with the caster idea, you can take the melee character and I would do a Pict druid.
| ALLENDM |
ALLENDM wrote:"Magic in the world of Xoth is subtle, dark, and dangerous. Conjurations, Enchantment, Illusions, and Necromancy along with Divination make up the bulk of the spells in the World of Xoth. Casting a spell is through force of will and taping into one’s life force and empowering a spell. There is no difference between arcane and divine magic instead all magic is arcane in nature and is empowered by the user throw secrets revealed in lost tombs and in ancient rituals handed down from one acolyte to another."Strangely, I assumed the cost of the life force was the price paid to some unknown evil or god and that's where the power came from. Ie the witches Pact, the cultists god, The Sorcerer and bloodragers paid the life force through their bloodline and the druid drew from nature but still paid the physical price.
So the original Xoth rules said that Druids could not take animal form, does that count for the Shaman as well?
Daniel, if your set on being a priest/priestess Cultist (Oracle) would be the route to go. If your having difficulty with the caster idea, you can take the melee character and I would do a Pict druid.
Yes it does. However this was something I was going to table and discuss. Instead of wild shape we could do something else to replace those abilities for each class.
The whole get a feat to replace the wild shape seems cheap to me. Instead I would prefer to give them the ability to summon nature’s ally’s or something like that.
| Robert Henry |
The whole get a feat to replace the wild shape seems cheap to me. Instead I would prefer to give them the ability to summon nature’s ally’s or something like that.
Funny, I've never played a druid but I thought the feats was a good deal, especially with the 'feat tax' rules in place. What surprised me was that the archetype on the Xoth book "witchdoctor" replaces Wild Shape with access to a necromancy spell, I though "Access to Spells" or "four Feats" That's a no brainer, I liked the flavor of Witch Doctor but....
Any way lots of options...
| ALLENDM |
Let us aim for having your characters set up by next Saturday that includes backgrounds. We can then work on your 1st to 2nd storylines and then figure out where exactly you are at in the world. This doesn't mean we have to start in a city, town, or village. We can start somewhere like a caravan on a long trail or in a ship on a voyage...or something more dramatic like a shipwreck or in chains caught by slavers or a bounty hunter. It is up to the group.
| ALLENDM |
ALLENDM wrote:The whole get a feat to replace the wild shape seems cheap to me. Instead I would prefer to give them the ability to summon nature’s ally’s or something like that.Funny, I've never played a druid but I thought the feats was a good deal, especially with the 'feat tax' rules in place. What surprised me was that the archetype on the Xoth book "witchdoctor" replaces Wild Shape with access to a necromancy spell, I though "Access to Spells" or "four Feats" That's a no brainer, I liked the flavor of Witch Doctor but....
Anyway lots of options...
I can't argue with your logic...what we could do is separate the Druids and Shamans a bit by setting them up with special abilities that are different since we are removing wild shape.
| Robert Henry |
Ok, I think I have the crunch done on my Bloodrager. I did include Favored class bonus. I did not include traits. I think I have all of the 'House Rules' correct please take a look at him and let me know if I missed something.
As for background, I’m thinking the youngest son of a war chief, born to him late in life from a second wife/concubine. His bloodline makes him unpopular with brothers (along with the fact he has a different mother) They go on a raid led by his oldest brother. He does well on a raid, but is pushed into a fight with another young warrior, (who was prompted to challenge him by his brother) When he kills the challenger his brother warns him to flee because he is a murderer now and would be hunted down. So he is on the lamb, headed south... details like names to follow :)
I’m assuming he could find a caravan to guard in Gorod or Navdarak. Eventually being a guard in the caravan our Taikangian is in when he is headed west. Unless of course he takes a boat :(
So still need to figure out how we meet… Or you could just tell us what town to be in and we can take second level getting there…
However you want to play it, I really don’t mind where or how we start.
Initiative: = 2 [dex]
Speed: 25 ft.
Hero points: @ 3
Life Force @ 95 =: STR 18 + CON 14+ DEX 14+ INT 10 + WIS 12+ CHA 13 (prim ability x2) + Caster Level 0
Hit Points: 26 = 20 + 2(2 [con] + 1 [FCB])
Healthy: 20+
Grazed: 13 - 19 HP - 1 Attack Rolls, Saving Throws, Skill, Ability, AC & Caster Level
Wounded: 6 -12 HP - 2 Attack Rolls, Saving Throws, Skill, Ability, AC & Caster Levell
Critical: 1 - 5 HP - 3 Attack Rolls, Saving Throws, Skill, Ability, AC & Caster Levell
Dead: disabled from 0 to - 2 HP and unconscious At - 3 HP
Staggered: (unconscious @ - 2 HP)
AC: 18/20 = 10 + 5 [scale mail] + 2 [dexterity] + 1 [natural armor] + 2 [shield]
Touch: 12
Flat-footed: 16/18
Fort: +5 = 3 [base] + 2 [constitution]
Ref: + 2 = 0 [base] + 2 [dexterity]
Will: + 1 = 0 [base] + 1 [wisdom]
Base Atk + 2
CMB + 6 = 2 [base] + 4 [strength]
CMD 18 = 10 + 2 [base] + 4 [strength] + 2 [dexterity]
Melee: + 6 = 2 [base] +4 [strength]
Ranged: + 4 = 2 [base] +2 [dexterity]
Stats: Str. 18/11% Dex. 14/11% Con. 14/92% Int. 10/40% Wis. 12/51% Cha. 13/98%
Physical Threshold 46 = Physical Vitality Score
Healthy: 35 +
Weakened: 23 -34: - 3 penalty on attacks, damage, fort & reflex, AC, Physical Skills & Ability and life force
Disabled: 12 - 33: - 6 penalty on attacks, damage, fort & reflex, AC, Physical Skills & Ability and life force; Staggered
Critical: 11 and below: - 12 penalty on attacks, damage, fort & reflex, AC, Physical Skills & Ability and life force; Staggered and movement - 10 ft.
Comatose: 0 PVS
Dead: below 0 PVS
Mental Threshold: 35 = Mental Vitality Score
Healthy: 27 +
Impaired: 18 - 26: - 3 will, Mental skills & Abilities, Caster Level and Life Force points.
Confused: 9 - 17: - 6 will, Mental skills & Abilities, Caster Level and Life Force points. Staggered/confused for 1d4 rounds.
Catatonic: 8 and below: - 12 will, Mental skills & Abilities, Caster Level and Life Force points. Staggered/confused
Disabled: 0 MVS is comatose
Dead: Below 0 PVS
Rage@ 6 + 2 will, + 4 HP, + 4 str/coc - 2 AC
Abilities
Race Traits: Hill-Man of Natla
Languages: Hill Speak (derived from a old lost language) and Zamuran
Also learns two more
Culture: Savage
Sturdy: +1 natural bonus to Armor Class. He Suffers no harm from being in a cold environment and can exist comfortably in conditions as low as -50 degrees Fahrenheit.
Feral: Savages gain a +2 racial bonus to Perception checks.
Superstitious: +1 bonus to effective caster level.
Feats:
First level feat: Cleave
Class:Bloodrager Archetype: Steel blood/Primalist
Weapon and Armor Proficiency: A steelblood gains proficiency in heavy armor.
Bloodline:Vestige
Bloodline power: Warrior’s Discipline: As a swift action, you can halve any morale bonuses gained from bloodrage to be able to use Intelligence– or Charisma-based skills, or any abilities requiring patience or concentration. This effect lasts for 1 round.
Bloodrage: 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.
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. This ability replaces fast movement.
Second level:
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.This ability replaces uncanny dodge.
favored class bonus: + 1 HP
Skills Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
13 = 10+3
Acrobatics 2 = 2 Dex + 1 [rank] + 3 [class skill] - 4 [armor]
Bluff 1 = 1 Cha
Climb 4 = 4 Str + 1 [rank] + 3 [class skill] - 4 [armor]
Diplomacy 1 = 1 Cha
Disguise 1 = 1 Cha
Escape Artist - 2 = 2 Dex* - 4 [armor]
Heal 1 = 1 Wis
Intimidate 6 = 1 Cha + 2 [rank] + 3 [class skill]
Knowledge (Military) = 1 [rank] + 3 [background]
Perception 8 = 1 Wis + 2 [rank] + 3 [class skill] + 2 [culture]
Ride 2 = 2 Dex* + 1 [rank] + 3 [class skill] - 4 [armor]
Sense Motive 1 = 1 Wis
Stealth - 2 = 2 Dex* - 4 [armor]
Survival 6 = 1 Wis + 2 [rank] + 3 [class skill]
Swim 4 = 4 Str + 1 [rank] + 3 [class skill] - 4 [armor]
Gear
Cold Weather outfit: N/A, N/A
Scale mail: 50 gp. 30 lbs.
Heavy wooden shield: 7 gp. 10 lbs.
Natla double waraxe: 60 gp. 12 lbs..
Shortsword: 10 gp. 2 gp.
Sling: N/A, N/A
Sling Bullets: 1 sp. 5 lbs.
Kit, Barbarian’s: 9 gp; 26 lbs. Includes backpack, belt pouch, blanket, flint & steel, iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Total weight of all gear: 85 lbs.
140 gp. beginning wealth - 136,1 gp. expenditures = 3 gp. 9 sp. In pouch
Carry Capacity
Light load: 100 lbs. Or less
Medium load: 101 lb. - 200 lbs.
Heavy load: 201 lb. - 300 lbs.
Lift over head: 300 lb.
Lift off ground: 600 lb.
Push or drag: 1,500 lb.
Helaman
|
- Name TBA
Male human unchained rogue 2 (Pathfinder Unchained 20)
NG Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
hp 22 (2d8+6)
Fort +2 (-2 vs. poison and disease), Ref +7, Will +0
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+2/19-20) or
jian sword +7 (1d6+2/18-20) or
unarmed strike +5 (1d6+2)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 14
Base Atk +1; CMB +5 (+7 disarm, +7 grapple, +7 trip); CMD 18 (20 vs. disarm, 20 vs. grapple, 20 vs. trip)
Feats Agile Maneuvers, Amateur Swashbuckler[ACG], Combat Expertise, Improved Feint, Improved Unarmed Strike, Power Attack, Weapon Finesse, Weapon Focus (rapier)
Traits signature moves, threatening defender
Skills Acrobatics +9, Appraise +5, Bluff +7 (+8 while wielding Jian Sword), Climb +6, Diplomacy +6, Disable Device +8, Disguise +6, Escape Artist +8, Handle Animal +3, Heal +1, Intimidate +6 (+7 while wielding Jian Sword), Knowledge (local) +5, Knowledge (nobility) +2, Linguistics +5, Lore (Styles of Swordsmanship) +5, Perception +5, Perform (wind instruments) +6, Ride +5, Sense Motive +5, Sleight of Hand +8, Stealth +9, Swim +6; Racial Modifiers derring-do
Languages Bhangari, Custom Language, Taikangian
SQ rogue talent (weapon training), trapfinding +1
Other Gear mwk studded leather, dagger, jian sword, 83 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Amateur Swashbuckler Although you are not a swashbuckler, you have and can use panache.
Combat Expertise -0/+1 Bonus to AC in exchange for an equal penalty to attack.
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------
Civilised people have the following cultural traits: Ability Adjustment:+2 to one ability score: Civilized characters get a +2 bonus to one ability score of their choice at creation to represent their versatile nature. Educated: Gain 1 extra feat and 4 extra skill points at 1st level, and 1 extra skill point at each additional level. Frail: Civilized people have a -2 penalty to saving throws against poison and disease.
Elephant in the Room Updates
Finesse Training At 1st level, a unchained rogue gains Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon group at 11th level and a third at 19th level.
Weapon Finesse Gone.
The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute like “brace” or “trip,” allowing a weapon in another category to be finessed (like the rapier). Weapon Finesse is the ultimate feat tax. It’s begrudgingly mandatory for most rogues, specifically two-weapon fighting builds. I understand Paizo worries that dexterity might become an uber stat, but weapon finesse still doesn’t grant a damage bonus. It’s really the only thing rogue’s have to compensate for their lackluster BAB.
Agile Maneuvers Gone.
A character adds their dexterity to the CMB if they’re wielding a finesse weapon and their strength otherwise. T his goes hand and hand with the previous change. Making combat maneuvers more accessible will be a recurring theme of this article.
Notes:
Risky Strike Prerequisites:
Base attack bonus +1. You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls.
This bonus to damage is increased by half (+50%) if you are making an attack with a twohanded weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an offhand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Defensive Stance Prerequisite:
Base attack bonus +1.
You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class.
When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1. You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Went with a famous sword (a hold over from my Master) and a defensive sword style that should mimic the WuXia movies of Chinese swordswomanship... I think I've pulled off Martial arts mystic swordsman pretty well thanks to the EitR feat set... and I can still rogue too.
Note this is not the final and is up for discussion etc
| Robert Henry |
Hey, I'm just impressed that you've gotten it put together :) I don't use Hero lab so I have difficulty telling where the 'special abilities' and such things come from. But everything looks cool.
Dont' forget the "Backstreet Contacts"
Are you thinking about picking up a ranged weapon?
I was originally going to go with a switch hitting ranger, but got so enamored with doing a raging hill man that I went bloodrager. He has a sling, but not very interested in range attacks, not with the big honking axe... Not that I think were going to lose any sleep if we don't have a ranged expert. As long as we can threaten something flying I think were good.
Jack Are we using Traits?
| Robert Henry |
So trait-wise, I was thinking Berserker of the Society cause the whole society of the Hill-Man of Natla and some of the women rage...
Helaman
|
Okay... I took 2 traits... let me find a suitable drawback, i think drawbacks are a great idea for this game.
How's this?
Betrayed
You were reported to a dangerous authority and narrowly escaped death. You second-guess your instincts constantly, leaving you never sure whether or not to trust someone and endangered if you encounter that group’s agents again.
Effect(s): You can roll twice and take the lower result on Sense Motive checks to get hunches. You cannot reroll this result, even if you have another ability that would normally allow you to do so.
I like the effect... hate the fluff. Can I re-write that to 'Trusting' and
A sheltered upbringing, inability to read other cultures and my perception that everyone is innately good makes it hard to read others. Just when I think I understand a situation or people, memories of past failures leave me unsure whether or not to trust someone...
Effect(s): You can roll twice and take the lower result on Sense Motive checks to get hunches. You cannot reroll this result, even if you have another ability that would normally allow you to do so.
?
Fits right in with how my woman got me into thieving... I just could NOT read her.
Helaman
|
Are you thinking about picking up a ranged weapon?
Maybe a Shortbow... but I'm trying to juggle encumbrance AND budget constraints.
I can have MW pack but then I can't afford thieves tools or bow.
Oooor I can have adventuring gear and weapons but can't afford the MW pack and thus am carrying like 70lbs.
| Robert Henry |
Robert Henry wrote:Are you thinking about picking up a ranged weapon?
Maybe a Shortbow... but I'm trying to juggle encumbrance AND budget constraints.
I can have MW pack but then I can't afford thieves tools or bow.
Oooor I can have adventuring gear and weapons but can't afford the MW pack and thus am carrying like 70lbs.
That makes sense, so when we get MW gear we can expand our equipment. Also once we start the bloodrager can carry a lot of stuff for you.
I may also look into drawback, I like your "trusting" idea, seems to fit the character
| ALLENDM |
So trait-wise, I was thinking Berserker of the Society cause the whole society of the Hill-Man of Natla and some of the women rage...
That works and I like the modifications for your character and his background.
| Robert Henry |
Three drawbacks I'm considering, all three fit into his background, but none if them really hit skills he is planning on focusing on. I think I would pick 'Vainglory' since I think this character will have a bit of an ego, but do you have preference Jack?
Vainglory
You compulsively seek recognition for your deeds, making it hard to act with subtlety.
Effect(s): You take a –1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.
Righteous Indignation
You have difficulty controlling your temper after living in inhuman conditions.
Effect(s): Whenever a foe provokes an attack of opportunity from you, you must take it unless you succeed at a Will save against a DC equal to 10 + your level. You take a –1 penalty on Will saving throws against spells with the emotion descriptor that do not also have the fear descriptor.
Betrayed
You were reported to a dangerous authority and narrowly escaped death. You second-guess your instincts constantly, leaving you never sure whether or not to trust someone and endangered if you encounter that group’s agents again.
Effect(s): You can roll twice and take the lower result on Sense Motive checks to get hunches. You cannot reroll this result, even if you have another ability that would normally allow you to do so.
If I add a drawback, I would probably find a trait to help with initiative.
| ALLENDM |
Three drawbacks I'm considering, all three fit into his background, but none if them really hit skills he is planning on focusing on. I think I would pick 'Vainglory' since I think this character will have a bit of an ego, but do you have preference Jack?
Vainglory
You compulsively seek recognition for your deeds, making it hard to act with subtlety.
Effect(s): You take a –1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.Righteous Indignation
You have difficulty controlling your temper after living in inhuman conditions.
Effect(s): Whenever a foe provokes an attack of opportunity from you, you must take it unless you succeed at a Will save against a DC equal to 10 + your level. You take a –1 penalty on Will saving throws against spells with the emotion descriptor that do not also have the fear descriptor.Betrayed
You were reported to a dangerous authority and narrowly escaped death. You second-guess your instincts constantly, leaving you never sure whether or not to trust someone and endangered if you encounter that group’s agents again.
Effect(s): You can roll twice and take the lower result on Sense Motive checks to get hunches. You cannot reroll this result, even if you have another ability that would normally allow you to do so.If I add a drawback, I would probably find a trait to help with initiative.
Vainglory and Righteous Indignation seem like really good fits for your character.
I like both.
Jack
| Robert Henry |
Ninja'd by Jack, will edit:
Cool, will decide which, unless you want to give up a couple of traits :)
With your permission will add:
Exile
For whatever reason, you were forced to flee your homeland. Chance or fate has brought you here, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger.
Benefit: You gain a +2 trait bonus on Initiative checks.
edit: excellent more money is always good, will investigate whether best to spend it on offense, defense or transportation.
| Robert Henry |
I would like to start Børak with as well made of an axe as is possible. I found the crafting rules in the "House Rules" encyclopedia, but I didn't find the actual costs of purchasing those items. In the recruitment thread I found this:
3) I am considering using a modified version of the PF2E Playtest Crafting to give weapons/armor a bigger bump even if they are not magical.
Expert = Weapons +1 Atk, Armor -1 to ACP/ +1 -/DR
Master = Weapons +2 Atk, Armor -2 to ACP/ +2 -/DR
Legendary = Weapons +3 Atk, Armor -3 to ACP/ +3 -/DRThis works into the whole "Riddle of Steel" and discovering the secrets of weapon/armor crafting that was lost in Antiquity or found in a alien/lost civilization.
These would be in addition to magical bonus as well. So if you did find a +1 masterwork magic weapon it would also have a +2 attack bonus due to being masterwork (+3 Attack/+1 Damage). This is a pretty big benefit in a world that is a low magic environment.
I am not familiare with PF2E. Normally I would purchase a MW weapon for 300 gp + the price of the weapon. It appears that crafting an 'expert weapon' which seems to be equivalent to MW costs 200 gp. So does that make the cost of purchasing an expert weapon 400 gp. + the cost of the weapon?
| ALLENDM |
If you wanted to purchase a weapon it would be the cost of the weapon + 200gp for Expert, or +2000gp for Masterwork, or +6000gp for Legendary.
Same for armor or shield just use the table and add the cost of the weapon to it.
Bear in mind that improved shield and armor (expert, master, legendary) provides not only a ACP bonus but a DR bonus.
Legendary items are very rare...like the broad sword Conan found in the tomb in the 1970's movie Conan the Barbarian...a long lost sword of a entombed king from another time.
Jack
| Robert Henry |
If you wanted to purchase a weapon it would be the cost of the weapon + 200gp for Expert, or +2000gp for Masterwork, or +6000gp for Legendary.Thank you, that answers the question
Bear in mind that improved shield and armor (expert, master, legendary) provides not only a ACP bonus but a DR bonus.
Hmmm, didn't think about the DR :) So maybe some offense, some defense and some transportation.... thinking about buying a camel...
Will purchase a breastplate with an armored kilt. The description for the kilt says:
Adding an armored kilt to an existing set of armor has the effect of creating a new type of armor,
So is seems I would be purchasing heavy armor.
| ALLENDM |
ALLENDM wrote:If you wanted to purchase a weapon it would be the cost of the weapon + 200gp for Expert, or +2000gp for Masterwork, or +6000gp for Legendary.Thank you, that answers the questionALLENDM wrote:Bear in mind that improved shield and armor (expert, master, legendary) provides not only a ACP bonus but a DR bonus.Hmmm, didn't think about the DR :) So maybe some offense, some defense and some transportation.... thinking about buying a camel...
Will purchase a breastplate with an armored kilt. The description for the kilt says:
PFSRD wrote:Adding an armored kilt to an existing set of armor has the effect of creating a new type of armor,So is seems I would be purchasing heavy armor.
That is correct. That is why I mentioned the DR here because sometimes with all the HR you overlook little things that can really help.
Jack
| Børak |
This is RH's Bloodrager
So, after a few additions, I moved my sheet to a Icon, May I present Børak the outlaw of Natla. I will start putting Pen to paper fingers to 'word document'? to record his background.
Where do we want to meet at? It will effect his next two languages. He work his way through one of the northern countries picking up that language, then pick up the language of the country we meet in.
Extra brownie points if you know where the name came from. Without googling it of course :)
| Børak |
So sad...
So I started looking up words in other languages, Borac is 'fighter' in Serbian. and Croatian so you get half credit :) It remended me of the character El Borak yeah. go ahead and google that one But Borak was taken and I didn't want to do Boarack, so I gave it a 'Northern twist' and ended with Børak
Daniel Stewart
|
Sorry for being quiet...having to get ready to reopen our museum and so this weekend was busy!!
Here is the base crunch for my character...I hope this version is better suited for the game.
Ra-Isa-Maat
Female human witch (hedge witch) 1 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Ultimate Magic 84)
N Medium humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks hexes (healing[APG], slumber[APG])
Witch (Hedge Witch) Spells Prepared (CL 1st; concentration +5)
. . 1st—cause fear (DC 15), cloak of shadows
. . 0 (at will)—detect magic, light, mending
. . Patron Shadow
--------------------
Statistics
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Str 11, Dex 14, Con 12, Int 18, Wis 12, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Extra Hex[APG], Improved Familiar
Traits charming
Skills Bluff +2 (+3 vs. characters who could be attracted to you), Craft (alchemy) +8, Diplomacy +3 (+4 vs. characters who could be attracted to you), Heal +5, Intimidate +6, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +2, Profession (astronomer) +5, Sense Motive +2, Spellcraft +8, Stealth +3, Survival +2
Languages Bhangari, Khazistani, Lamuran, Susrahnite, Yar-Ammonite
SQ witch's familiar (quasit named Tefnut)
Other Gear 140 gp
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Special Abilities
--------------------
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Healing (1d8+1) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (1 round, DC 14) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
--------------------
Tefnut CR –
Quasit (Pathfinder RPG Bestiary 66)
N Tiny outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +7
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Defense
--------------------
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 3 (3d10); fast healing 2
Fort +1, Ref +5, Will +4
Defensive Abilities improved evasion; DR 5/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10
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Offense
--------------------
Speed 20 ft., fly 50 ft. (perfect)
Melee bite +7 (1d4-1), 2 claws +7 (1d3-1 plus poison)
Space 2½ ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th; concentration +6)
. . At will—detect good, detect magic, invisibility (self only)
. . 1/day—cause fear (30-ft. radius) (DC 11)
. . 1/week—commune (6 questions)
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 11, Int 11, Wis 12, Cha 11
Base Atk +3; CMB +3; CMD 12
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +2 (-2 to jump), Bluff +6, Diplomacy +1, Fly +20, Heal +2, Intimidate +6, Knowledge (planes) +6, Perception +7, Sense Motive +5, Spellcraft +1, Stealth +16, Survival +2
Languages Abyssal, Yar-Ammonite; telepathy (by touch only)
SQ change shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph), empathic link
--------------------
Special Abilities
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Change Shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph) (Su) You can change your form.
Damage Reduction (5/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link (Su) You have an empathic link with your master.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Fly (50 feet, Perfect) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (DC 14) (Ex) Claw—injury; save Fort DC 14; onset 1; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Dexterity-based.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Telepathy (Touch) (Su) Communicate telepathically if the target has a language.
| ALLENDM |
I have updated the HR with the Wounds Heal Faster... Updating the HEAL skill and the natural healing in the HR's.
This just clarifies natural healing of lost HP and Ability damage as well as the benefits of the HEAL SKILL in XOTH.
Also I am working on spells. One thing I wanted to bounce off all of you is aomething my RL group did years ago for a short campaign using SENSE as a toned-down version of DETECT.
In the nutshell, the range is your immediate area (5 ft square) +5 ft every two levels. Duration 10 minutes per level. It just gives you a tingle, chill, sensation that what you are trying to sense is nearby...(within your area). No direction or type or aura... So you can sense it then as you gain additional caster levels you would be able to detect it... This would allow me to bump up the DETECT spells and still give casters the ability to sense these things.
Which I feel plays into the Sword & Sorcery world. Thoughts?
| ALLENDM |
Duration and range would increase. Range by +5 per every 2 levels and duration by 10 minutes per level. So it would still really be short in range...even at 6th level it would be 15 ft. At first it would be your immediate square...at 2nd and 3rd it would be 5ft out, 4th and 5th it would be 10 ft out. This would allow me to bump the detect spells out to higher levels so that they are still available but simply at higher levels.
Sense Magic
Sense Cosmic Evil
0 level spells.
| Robert Henry |
That makes good sense, sadly the 'bloodrager' has no 0-level spells.
Which is fine, I only took bloodrager over barbarian to avoid the 'Savages' - 4 on saving throws against creatures with the frightful presence ability. When we get closer to Børak actually being able to cast I'll go through the list of spells and find out which ones work in Xoth and which ones don't.
Daniel Stewart
|
I like the idea of sense instead of detecting. I can see Isa casting around and then feeling the hairs on her arm rising as she 'senses' the existence of magic in the area...
Running the museum means that we have to be ready for visitor safety as well as that of the staff...so many new procedures have had to be implemented. A limit of people within any specific area, no touching of anything, restricting bathroom usage, etc. It is a whole new ballgame with opening when the virus is still out there.
Helaman
|
Oookay... extra money bought nice stuff. Just waiting for the DM to take it away :D Conan won and lost a hundred fortunes and was always changing weapons etc.
I'm down to 8 silvers... which fits fine.
Taikangian Male human unchained rogue (swordmaster) 2 (Pathfinder RPG Advanced Race Guide 164, Pathfinder Unchained 20)
NG Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
hp 22 (2d8+6)
Fort +2 (-2 vs. poison and disease), Ref +7, Will +0
Defensive Abilities evasion
Speed 30 ft.
--------------------
Offense
--------------------
-Melee-
Dagger +5 (1d4+2/19-20) or
Expert jian sword +7 (1d6+2/18-20) [Silversheen]
Unarmed strike +5 (1d6+2)
-Ranged-
Expert composite shortbow +6 (1d6+2/×3)
-Special Attacks-
Sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 14
Base Atk +1;
CMB +5 (+7 disarm, +7 grapple, +7 trip)
CMD 18 (20 vs. disarm, 20 vs. grapple, 20 vs. trip)
Feats: Agile Maneuvers*, Amateur Swashbuckler[ACG], Combat Expertise*, Improved Feint*, Improved Unarmed Strike, Power Attack*, Weapon Finesse*, Weapon Focus (rapier)
* EitR adjustments/feats.
Traits:
Signature moves - Masterwork weapon 900gp Value. +1 Intimidate/+1 Bluff When using sword
Threatening defender - Offset -1 to hit for Combat Expertise
Drawback:
Trusting
A sheltered upbringing, inability to read other cultures and my perception that everyone is innately good makes it hard to read others. Just when I think I understand a situation or people, memories of past failures leave me unsure whether or not to trust someone...
Effect(s): You can roll twice and take the lower result on Sense Motive checks to get hunches. You cannot reroll this result, even if you have another ability that would normally allow you to do so.
-Skills-
Acrobatics +9,
Appraise +5,
Bluff +7 (+8 while wielding Jian Sword),
Climb +6,
Diplomacy +6,
Disable Device +10,
Escape Artist +8,
Handle Animal +3,
Heal +1,
Intimidate +6 (+7 while wielding Jian Sword),
Knowledge (local) +5,
Knowledge (nobility) +2,
Linguistics +5,
Lore (Styles of Swordsmanship) +5,
Perception +5,
Perform (wind instruments) +6,
Ride +5,
Sense Motive +5,
Sleight of Hand +8,
Stealth +9,
Survival +4,
Swim +6;
Languages Bhangari, Taikangian, Custom Language x 2
SQ rogue talent (weapon training - weapon focus: Rapier), trapfinding +1, Deering-Do
-Armour-
Studded leather 2dr /-2acp,
-Weapons-
Dagger,
Expert composite shortbow (+2 Str),
Expert jian sword [Silversheen]
-Other Gear-
bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork backpack[APG], mess kit[UE], soap, thieves' tools, torch (4), trail rations (5), waterskin
8 sp, 6 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Amateur Swashbuckler Although you are not a swashbuckler, you have and can use panache.
Combat Expertise -0/+1 Bonus to AC in exchange for an equal penalty to attack.
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------
Civilised people have the following cultural traits: Ability Adjustment:+2 to one ability score: Civilized characters get a +2 bonus to one ability score of their choice at creation to represent their versatile nature. Educated: Gain 1 extra feat and 4 extra skill points at 1st level, and 1 extra skill point at each additional level. Frail: Civilized people have a -2 penalty to saving throws against poison and disease.
Elephant in the Room Updates
Finesse Training At 1st level, a unchained rogue gains Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon group at 11th level and a third at 19th level.
Weapon Finesse Gone.
The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute like “brace” or “trip,” allowing a weapon in another category to be finessed (like the rapier). Weapon Finesse is the ultimate feat tax. It’s begrudgingly mandatory for most rogues, specifically two-weapon fighting builds. I understand Paizo worries that dexterity might become an uber stat, but weapon finesse still doesn’t grant a damage bonus. It’s really the only thing rogue’s have to compensate for their lackluster BAB.
Agile Maneuvers Gone.
A character adds their dexterity to the CMB if they’re wielding a finesse weapon and their strength otherwise. This goes hand and hand with the previous change. Making combat maneuvers more accessible will be a recurring theme of this article.
Notes:
Risky Strike Prerequisites:
Base attack bonus +1. You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls.
This bonus to damage is increased by half (+50%) if you are making an attack with a twohanded weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an offhand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Defensive Stance Prerequisite:
Base attack bonus +1.
You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class.
When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1. You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn.
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The character is more or less done... polish on name, background, naming his masters sword (now his) all remaining... as well as languages.
Thinking of my name as
Shang Chu Yun, Disciple of Lu Buwei, last of the LiuXingMen school of Swordsmanship. Aka "Shang", "Shang the Swift", "The Flying Thief" and "The Taikangian".
The sword will be the famous "Tear of Heng-O' ".*
*Ancient Chinese name of the Moon Goddess.