Conquest of the Vale

Game Master leinathan

Map of the Vale

Fort Thorn Map

Battlemap

DAY: 1 / 60
TIME: Around 5 in the afternoon
ACCOMPLISHMENT POINTS: 1

Fey-Aided Bugbear Ambush! round 2

1. Bugbears
2. Gov (prayer, prone) & Basil
3. Reilarri (snared, inspire courage +1)
4. Sven (+1; bane goblinoids)
5. Cyla (4 mirror images) & Shadow
6. Bugbear Leader
7. Stayven <--- You are up!


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"Land, Gold, and Titles!"

That is the headline on the advertisement answered by your mercenary company. Those words are about Bloodsworn Vale, a wild area in the north of Cheliax, long neglected. Following the Glorious Reclamation and the deposition of Queen Ileosa Arabasti, the new monarchs of Korvosa have declared a claim to the Vale. However, the land has proven to be a greater challenge than the martial crew assigned to it. Sir Tolgrith, the Chelaxian knight in charge, has put out a call for strong warriors to reinforce Fort Thorn, the military encampment where the venture is centered. Among the threats to the Fort are a clan of bugbears, giant spiders, fire drakes, a chimera, a medusa, and a tribe of lizardfolk.

Game Type: Extended module (6th-8th level). Classic adventuring against simple foes. Adventurers make expeditions into the wilderness to conquer local threats over a two-month period, making the area safe for settlement. Some battles will be theater-of-the-mind, some will have a simple battlemap on Google Drawings. Encounter selection is somewhat sandbox. A map will be provided, along with intel, and the group will choose which areas to investigate. The goal is to pacify every area.

Party: 4 or 5. Looking for some representation of the four traditional D&D roles, with allowance made for the 5th Member (traditionally a bard). Some diversity is expected, of course, with the number of options available in Pathfinder today. Please do not ask me, "Will [class name] work for [role]?" It's your job to figure that out.

Hook: Party members are part of an existing mercenary company that elects to go together to the Bloodsworn Vale. Advertisements for the job were posted all over Cheliax in public areas. Your characters may be from anywhere, but they were passing through Cheliax.

Duration: As a hopeful goalpost, I hope to spend about six months on this venture. At 8th level, characters will face an enemy who also has plans for the Vale. Once that enemy has been conquered, characters will be rewarded and be able to retire.

Character Creation:
Begin at 6th level.
15 point-buy, Core races only.
Use Automatic Bonus Progression (and half wealth, or 8,000gp).
Use Background Skills.

I want a solid idea of how your character might behave. In that line, I'd like you to explain why you chose your character's alignment. I'd like a description of appearance (including equipment and clothing) and background. I'd like to know where your character is from, and what their goals are. I expect characters to be motivated by the notion of a land grant or large payment in gold.

When multiple characters get posted, I'd like y'all to discuss how you think your character might get along with others. I have no alignment or personality requirements other than that they could theoretically be in a mercenary company with others that are posted here.

Start Date: December 6th

Let me know if I've forgotten anything.


dotting with interest. 6th to 8th level is very sweet.

a common house rule on ABP is to allow switching around the 6th and 7th level bonus as needed. Would that be ok, so martials can have nice thing, too?


I might submit something... I don’t have a concrete idea yet but I’ve been thinking about maybe playing a caster with a pet, so maybe a druid or sylvan sorcerer?

Silver Crusade

I'm interested in this. I do have a question pertaining to character backgrounds: are the new rulers of Korvosa (I infer form your post the events of Curse of the Crimson Throne have occurred) assumed to be loyal to/serving the interests of Korvosa, Cheliax, or both?

If so, I would be interested in a Sister-in-Arms cavalier from the Grey Maidens company.


@Ellioti -- I think that's not necessary. I consider +mental stat to be a nice thing for a martial!

@CrusaderWolf -- I'm not sure how familiar you are with the later plot of Curse and the later ramifications. According to Shattered Star, the Grey Maidens were exiled from the city after Ileosa's defeat, because they were loyal to her (in that adventure, you run into a group of Grey Maidens hiding in a ruin).

Korvosa is an independent city-state that serves its own interests. They're laying claim to the Vale because Cheliax is weak after being invaded by the Iomedaens.


Submitting a dwarven smith and merchant (+14 craft armor, craft weapons, profession merchant, and +15 diplomacy! Goes down to -13 if his pride is challenged. Oh, and +8 intimidate. That way he can have the proper mercantile skills down).

My question is this: Sven will have those high craft skills as well as Craft Magic Arms and Armor and Master Craftsman feats, but only for the purpose of making magic armor. So can he start off with gold saved from these feat and skill investments?

I hope so, as we have 8k gold to spend. And I plan to have the comfort enchantment (5k gold) regardless of the ruling (a necessity for adventuring in heavy armor). So having some of that cost knocked off will help him buy other fun items. The crunch is in the profile, with the assumption that he'd have been able to make his own armor. I can change this if so ruled.


It's fine to get discounts on equipment for crafting.

I see a couple of discrepancies. A suit of comfort full plate costs 3,050gp if self-crafted, and you have it listed at 750.

I see that your weapon line lists 2d6 damage, but a bashing heavy shield has 1d8 damage dice.

It's also missing AC, hp, saves, defensive abilities, languages, CMB and CMD. I believe it also has 1 too many skills trained. Fighters get 2 skills, +2 for background skills, +1 for Intelligence.

What weapon group did you choose for the weapon training?


Yup...still a work in progress.

For the shield, it is from this:

advanced weapon training feat

That gives: Focused Weapon (Ex) The fighter selects one weapon for which he has Weapon Focus and that belongs to the associated fighter weapon group. The fighter can deal damage with this weapon based on the damage of the warpriest’s sacred weapon class feature, treating his fighter level as his warpriest level. The fighter must have Weapon Focus with the selected weapon in order to choose this option.

So a wapriest sacred weapon makes the base damage for the shield 1d8, which increased by 2 steps is 2d6. :) And I chose the close weapon group for the heavy shield.

It's not *quite* as scary as a half-orc with a butchering axe and orc weapon expertise (3d6 damage, x3 crit, +2 Shield AC), but it's still a fun combination! But this still gives me 2d6 damage, x2 crit and +2 Shield AC. It would increase in damage further if we reached lvl8, but the campaign won't go that high.
---

As for gear: * 8k gold with ABP
* Comfort Plate Armor (3050), Bashing Heavy Steel Shield (1505), Ring of Sustenance (2500), Traveler's Any-Tool (250), Fighter's Kit (9), 686 gold


Ah, I see. You don't qualify for that feat at 3rd level.


Switched it around then, so it goes like this:

Lvl 1 (Improved Shield Bash) Lvl 2 (Power Attack) Lvl 3 (Furious Focus) Lvl 4 (Advanced Armor Training) Lvl 5 (Weapon Focus) Lvl 6 (Advanced Weapon Training)

Should meet all the prereq. I'll get the background written up soon.

As for the image, I picture the bashing heavy shield as a gauntlet with a large hammer and shield all combined together. Kind of like a dwarven lantern shield.

-----

And for the skills:

2 class skills and Int12: Diplomacy/Perception/Intimidate
2 background skills and armor master: craft heavy armor, craft weapons, profession merchant


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I see! Thank you for clarifying everything for me. It makes a lot more sense explained like that.

Silver Crusade

So the advertising for mercs to snatch up the Vale was done inside Cheliax, but we are explicitly not aligned with Cheliax? Just making sure I have the setup right.

If so, I'll roll up a dwarf Battle-Herald originally from Kraggodan. Leaning towards someone who survived the Glorious Reclamation's defeat and the purges that followed, and is looking for a way to strike against Chelish interests despite her greatly weakened position.

Cavalier2 (Strategist + Standard Bearer archetypes)
Cleric3 [Torag, with the Defense subdomain] (Evangelist archetype)
Battle Herald1

I'll try to get a statblock up by tomorrow.


Your own character's interests are determined by you, but Sir Tolgrith, the knight in charge of the local fort, works for Korvosa.


Background:

Inside the cavernous halls of Kraggodan, the life of a smith is one competition. It is said that hammers fall like rain upon anvils and one cannot throw a hammer without hitting a smith. Sven was born into this life, and his competition was fiercest with his brother. Born into a long line of master craftsmen, the two spent many a decade competing for their father’s attention and to be named his heir. The fact that neither had to be the only ‘heir’ was besides the point. In large part it was because the two were so different. Sven was even-tempered and even natured, with a ready smile and a serious attitude. His brother, Hrold, was something of a brawler. As eager to drink as he was to fight. Sven was calm, collected. Hrold was loud and boisterous. Sven’s specialties was in shields and Hrold’s in axes. Sven Shieldbearer and Hrold Shieldsplitter were far too opposed to ever make peace.

It had reached the point between the two where nothing but soundly defeating the other mattered. And none found it as exasperating as their father. It was during a particularly spectacular argument that the white-bearded elder had reached the end of his patience. And his mug, for he was deep in his cups at the time. The old dwarf put his foot down and declared a competition! Both sons would leave Kraggodan, and would not come back for ten years! But at the end of their exile they would each return with the fruits of their labor, and it would be based on the merit of their work that they would be judged and their life-long competition be ended. When the elder woke the next morning he immediately regretted what he had done.

Sven has made what he calls a “Toragian Shield.” It is a mixture of a hammer and shield, able to be held in one hand or swung with two. He firmly believes that his invention could revolutionize warfare! Equal amount offense and defense, he is certain that in a few centuries it will catch on. But first what it needs is proper field testing.

It is for this reason that he has answered the call of Sir Tolgrith. For out in the untamed wilds he can practice his craft and test his invention against the multitude of threats that face of the border fort. Because how else will he be confident enough to return home with his head held up high?

Alignment Lawful Neutral:

Sven is a careful, precise and serious dwarf. His beard is always well groomed, and his armor immaculate. The latter in large part because of the runes he placed upon it, so that it would always be cleaned, repaired and as comfortable as a suit of traveler’s clothing. Likewise, much of his gold was spent on a ring which negated his need for food and drink, or for much of any sleep. For in his mind, you can’t trust anyone who isn’t of blood-ties. Food can be poisoned. Throats can be slit in one’s sleep. And an enemy can attack at any-time, or anywhere. Some might call him paranoid, but he calls it being pragmatic. But for all of this distrust, he still believes in one thing over all else. A person’s word. To him, one’s word must be as unbreakable as steel. It is what all must be judged by. To Sven, a person can justify any action if they talk enough. So how can one accept such excuses?

Diplomacy: +14 (Sven is affable, considerate, and honest)
Intimidate: +7 (And if that fails, he knows that he has the skill at arms to defend himself)
Bluff: +0 (He hates liars and conmen. If possible, he will take the straightforward approach. But one thing he will only do if the necessity goes beyond himself is to lie. For it is dishonorable and an affront to everything that he is. He will only “break” his word if betrayed first)
Pride Drawback: He hold himself to a high standard, and takes great offense to those who would belittle him


CrusaderWolf wrote:

So the advertising for mercs to snatch up the Vale was done inside Cheliax, but we are explicitly not aligned with Cheliax? Just making sure I have the setup right.

If so, I'll roll up a dwarf Battle-Herald originally from Kraggodan. Leaning towards someone who survived the Glorious Reclamation's defeat and the purges that followed, and is looking for a way to strike against Chelish interests despite her greatly weakened position.

Cavalier2 (Strategist + Standard Bearer archetypes)
Cleric3 [Torag, with the Defense subdomain] (Evangelist archetype)
Battle Herald1

I'll try to get a statblock up by tomorrow.

As a devout follower of Torag, Sven would be more than happy to fight alongside your battle herald. Also I’ve never seen one before, so I look forward to seeing the build.

Liberty's Edge

Levels 6-8 are about the only levels where the Shifter class isn't a total wreck, so I might try to throw one together for this.

Silver Crusade

dot.


I think I will submit a barbarian (Titan-mauler) or (armored hulk) or a fighter. Not quite decided. Leaning Barb.

Appearance of Arrack

Here is a rough run-down that I will be refining.

He ended up with the merc company entirely due to the nature of his life. He spent his early years fighting to survive, then, for a time he served as a slave warrior. Fighting countless battles in gladiatorial arenas. It wasn't until he showed promise after several blood baths that he was given the more honored title of gladiator. Though, his bouts often ended with blood and death still. Eventually he was freed, at least officially, and having no other real talent aside from physical labor or hunting he naturally gravitated towards the mercenary life. Which was fine with him, he relished the thrill of a real battle, and the feeling of victory when felling a true opponent. He is oddly professional, usually. Keeping a pride in his work that many would not expect of the brutish man.

Arrack is True Neutral.

Reasoning-
He is a naturally self-sufficient individual. He prefers doing things his way, and due to his past dislikes being told what to do. However, it is this same past that taught him, sometimes it is easier and better to do as told than to constantly butt heads with people. Especially when doing so ended up with you going through no small amount of suffering and pain as punishment. Though he often still decides that something is worth the trouble, or small enough he can get away with it. He doesn't see life in the same moral compass as many. He views life as a series of challenges to be overcome. How you overcome them does not matter. As such, he has no qualms performing what some would consider a horrible act in order to better serve his own survival and interest. Might makes right sort of attitude. That being said, he has no qualms with performing a good act if it would further his survival as well.
-"There are those who thrive, and there are those who die". A land grant and a large sum of gold are more than enough motivation for Arrack to do a job properly. And more than plenty to keep him from asking many questions.

personality-
Arrack behaves like a lone wolf. He is blunt, and direct with his desires. He has been thrown out of more than one upper end tavern for coping several feels and "making an offer". Usually he merely shrugs and leaves, taking the mug he had with him. Very seldomly however, he has been known to start a brawl should someone insult him too personally. He is smart enough to easily understand however where his money comes from. So often keeps trouble to a minimum. Once he gets drink in his system he actually becomes more friendly and rather boisterous. He has grown to enjoy the... pleasures... offered in the cities, and that requires money, money he gets, by doing what he enjoys. Fighting.

I plan for him to make use of an orc butchering axe and the vital strike chain.

How much would an (impact) weapon cost?

I haven't decided on race yet. I'm leaning human, but half-orc is appealing as well.

Could I start with having retrained a 5th level feat? (paying the gold required of course) I would like to start with vital strike.


Alright, I got some questions and answers for Arrack.

- Where is he from and how did he get to Bloodsworn Vale?

- Would he ever commit a selfless act?

- Did he kill an orc for his orc butchering axe?

- impact is a +1 enchantment. It costs 2,000gp to enchant a weapon with a +1 bonus. However, your total enhancement bonus can't be higher than your ABP allows, so your weapon would be just an impact orc butchering axe rather than a +1 impact orc butchering axe.

- Sure -- it's 300gp to retrain a feat at 6th level.


Never even thought about that. Vital strike with an impact butchering axe. That's 8d6 damage right there. Nice combination!

Silver Crusade

As I'm going through the statblock for my Battle Herald, and I do have a clarifying question about the Protection Domain (and its various subdomains): since ABP renders the domain's resistance bonus to saves irrelevant, would you prefer I just pick a different domain, or could we substitute a different ability? I do like the powers of the domain but it isn't make-or-break to the build.

Also, it looks like the Impact enchantment is a +2 enhancement bonus rather than a +1. But 6d6 damage with Spring Attack or something would still be brutal!

Silver Crusade

Sven the Shieldbearer wrote:
Never even thought about that. Vital strike with an impact butchering axe. That's 8d6 damage right there. Nice combination!

If my calculations are correct, at level 16 a titan-mauler barbarian can get-

8d6 damage dice, on a vital strike, that's 32d6. haha.


@ GM Ieinathan-

1- He is originally from the north, I am not decided entirely but land of the linnorm may be a good fit. He was exiled from his tribe and after nearly dying in the cinderplains was picked up and "indentured" by a traveling noble/merchant/noble merchant. He would have gone to the Vale for the monetary incentive. Unless you mean how he got there, and I'd say he traveled either as a member of a merc band, signed on to guard a trade caravan heading that way, or just rode his horse there.

2- Hmm, an interesting thought. He would, under certain conditions. Of course, even then the act would be driven by a desire of his or the like. Example- he has taken a real fancy to a lady, he would certainly throw himself in a swords way to protect her. Not necessarily out of the kindness of his heart, but because she is his, he likes having her, and will be dead before he lets someone else take something of his. Or something to that mindset. Another example would be. He may run into a burning building to save an orphan because he sees himself, exiled and alone, in that orphan and even he needed saving at least once. So its a slightly grey scaled yes.

3- Yes! He would have bested an opponent using it in either an arena match or on a contract. Not sure which at this time. I will be flavoring it as an oversized sword.

and cool. thanks for the option of retraining.


Oh! Well then, impact costs 8,000gp (you can still buy more than your share, you just don't get free extra from your attunement).

@CrusaderWolf -- What do you think about changing the Protection domain's bonus to a sacred bonus?

@Arrack -- It's better if the flavor of items with existing flavor remains the same. An orc butchering axe is an oversized axe of orc make.

Silver Crusade

Sacred Bonus sounds great to me! Gonna help shore up that weak Reflex save.

Silver Crusade

If i can't reflavor it, I may go titan-mauler archetype and just use a large greatsword.


Don't want to use an orc's weapon?

Silver Crusade

not at all, I just really like the look of the sword in the image I used for him XD

Its not for certain, and there are other reasons why I would go that route. I was debating between the two from the start.


So, I sadly just found out that sacred weapon and bashing doesn't stack. Sven will thus be modified a bit. At the very least, it drops his damage die down from 3d6 to 1d8. Ah well, it was nice to dream!

Silver Crusade

DM,
-At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes.

She can use two-handed weapons meant for creatures one size category larger, but the penalty for doing so is increased by 4. However, the attack roll penalty for using weapons too large for her size is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0).

This ability replaces trap sense.

Would you allow me to wield a huge Bastard sword (after taking exotic wep. prof) using this ability?

The idea is that, under normal rules, a normal sized creature can weild a large sized bastard sword in two hands (used in Amiri's pre-generated character). So, the this archetypes ability could be seen as allowing the use of a huge bastard sword instead of a large one.


I'm gonna say no. A bastard sword is a one-handed weapon. Characters can use a one-handed weapon one size category too big as a two-handed weapon instead.

In this case, you would want to use a Large-sized greatsword.

@Sven -- that also means you get the money you spent on your bashing shield, or your feat spent on sacred weapon, back and you get to spend it on something else.


True! Good catch. Thank you. :)

Going to use the gold to buy glamered for his plate armor then. "Upon command, a suit of glamered armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a true seeing spell or similar magic reveals the true nature of the armor when it is disguised."

Does nothing for combat. But it means that his plate armor will not only *feel* like regular clothing, but when the situation warrants it, his armor will look like it too. Great for the paranoid adventurer!


So many Shenanigans with no need... Just get the Shikigami Style feat chain and use a sledgehammer from a travelers all tools set. Buy a “large sized” set and use the fighter or barbarian archetype for larger weapons if you want to go even beyond that. That’s true damage dice*. Without enlarge person, I think only a cave Druid would pull more. Vital Strike in it if you truly need people to explode. No need to find cornerstone rules RAWxRAI.

I’m considering building a character for the game too, but concerned with the whole mechanics/optimization talks as I usually prefer more down to earth games exploring RP situations (is this the wrong game for me? If it’s the case, my apologies, have fun y’all and I’ll apply on another one) :)

*I honestly like a lot more the brawler hinyasi/snakebite striker build, flurrying with light improvised weapons. It starts well and scales great, and it gives fun stuff like disarm/feint oriented builds in top of high damage and eventual sneak attacks. I love this build, and at the higher levels with stuff like monks robe it becomes an absolute beast.


@The Archlich -- I'd love to see some good RP. What I want from this adventure is some nice conversations over campfires as you travel all over this valley, and some good "planning-over-the-war-table" talks. Plus, of course, the actual encounters that you'll run into.

Encounters will be tooled up from where they are in the book, but they will not be adapted to player capabilities. Players that minmax for damage will find themselves defeating enemies very easily.

However, it seems we need some things that are not fighters to round out the party dynamic.

Silver Crusade

That shikigami style stuff is absolute nonsense imo lol. Dang. I guess you have to take improvised weapon feats at least

Guess I need to find an axe aesthetic. I'm far from optimizing, I just want big f%#^ off weapon that smacks folks.


"However, it seems we need some things that are not fighters to round out the party dynamic."

Why? I am in an all-fighter group right now. It works fine. It just means that non-magical solutions need to be applied. I mean...even healing isn't an issue with the right build. For example.

The Medic
* Race: Human
* Class: Armiger Fighter
* Traits: Devoted Healer (Raised in the company of skilled healers, you were always encouraged to devote your time and energy to the welfare of others. Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid.), Secret Knowledge (+2 knowledge planes)

Lvl 1: Psychic Sensitivity for Faith Healing (1/day can restore vitality to remove stat damage, treat a disease or poison, or remove an affliction), Healer’s Hands Conduit (You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).), Power Attack
lvl 2: Furious Focus
Lvl 3: Skill Focus Heal
Lvl 4: Weapon Focus
Lvl 5: Signature Skill Heal "When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day."
Lvl 6: Weapon Specialization

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

Now you have a fighter. He has all of the offensive feats that are needed to wade into combat. He can also have, with Wis16 and a vest of surgery, +16 heal. It is DC15 to heal someone, so auto success.

6/day can use Healer's Hand Conduit to heal. Doing so heals 6HP. If you roll a 4+, then you heal 9HP. If you roll a 9+ then you heal 15HP instead. And if you take 20 (and why wouldn't you?) then you heal 15+1d4HP.

This is all assuming your stats are like this:

Str: 15 + 1 (lvl4) + 2 (race) = 18
Dex: 12
Con: 14
Int: 10
Wis: 14 + 2 (ABP) = 16
Cha: 7

And if this medic has a greatsword, then in combat it would be this:

To Hit: +13/+6
Damage: 2d6+15

So not only can the medic heal the party, but he can also dish out some serious damage. He's just...not very friendly. But at this point, does the party *need* a cleric?

-----

Likewise, fighters can act as party scouts, finding and disabling traps and scavenging for food. With the right traits/race they can identify magic items. You can (and I've been part of it) have groups of all fighters with no two PCs feeling the same.


I think we would miss a cleric if anyone got curse (Blindness/Deafness can be a career ender) but some UMD and a few scrolls can make up that difference as well.


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I suppose my argument is, "because I hope for some diversity in my D&D parties". I'm really not looking to have a debate about the viability of builds on this thread.


<Raises finger, pedantically>
<Looks around nervously>
<Lowers finger>

Silver Crusade

Considering the heavy martial focus, I may submit a rogue type instead


Decided to branch out. While I still want to play this specific character, I've decided that the group could use a bit more...flexibility. Therefore Sven is being changed into an occultist. Trappings of the Warrior, with transmutation, abjuration and conjuration. Given that protection domain's resistance bonus was changed to a sacred bonus, is it safe to assume that abjuration is likewise changed to sacred?

--------

What this does is keep Sven as being full BaB, who crafts his own armor and fights with a shield. However, he loses several important feats and abilities. In return, what he gets is this:

* Lvl 1 and 2 spells (mostly for healing spells)
* Automatic identification of magic items and UMD (+15!)
* Focus Powers (to be used on things such as extra movement speed, adding enchantments such as bane to his armor, and dispelling magic)

I think that this will still allow him to mix it up in melee, but it will be more helpful to the party and hopefully more interesting to play as well.

Liberty's Edge

Since there’s already a few melee martial types submitted and my shifter would have basically been a flying barbarian, I’m gonna change my tentative submission to a ddruid instead.

Silver Crusade

Le sigh.


I hope that le sigh wasn't due to me...Sven is still a melee character. He just now has some healing. You putting in a rogue in no way overlaps.

Characters thus far:

* Arrack the Wolf of Thule: Armored Hulk Barbarian (melee)
* Sven the Shieldbearer: Occultist (melee, with lvl2 psychic spells and self buffs)
* Reilarri Silversong: Battleherald (melee, with lvl2 divine spells and group buffs)

A druid and a rogue overlap with none of the above

Silver Crusade

not directed at anyone in particular, Just as a general reaction to the swap of character types lol. Which I found a bit humorous.


The statblock isn't yet completed (Battle Heralds have a lot of abilities) but it's coming along. In addition to buffing with Banner/Inspire Courage/Tactician she is a decent party face and can hold her own in melee. Her channel is very limited but should at least keep anyone from dying!


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Hey there, leinathan!

I was thinking of a psychic with the symbiosis discipline, going for a very nature-themed caster to fill the wizard niche.

How would you feel about reflavoring the Magaambyan Telepath as some sort of Elven psychic tradition?

Silver Crusade

I'll keep my barbarian submission.


Sven the Shieldbearer wrote:

Decided to branch out. While I still want to play this specific character, I've decided that the group could use a bit more...flexibility. Therefore Sven is being changed into an occultist. Trappings of the Warrior, with transmutation, abjuration and conjuration. Given that protection domain's resistance bonus was changed to a sacred bonus, is it safe to assume that abjuration is likewise changed to sacred?

--------

What this does is keep Sven as being full BaB, who crafts his own armor and fights with a shield. However, he loses several important feats and abilities. In return, what he gets is this:

* Lvl 1 and 2 spells (mostly for healing spells)
* Automatic identification of magic items and UMD (+15!)
* Focus Powers (to be used on things such as extra movement speed, adding enchantments such as bane to his armor, and dispelling magic)

I think that this will still allow him to mix it up in melee, but it will be more helpful to the party and hopefully more interesting to play as well.

Where did Sven learn magic, now that he knows it?


Simeon wrote:

Hey there, leinathan!

I was thinking of a psychic with the symbiosis discipline, going for a very nature-themed caster to fill the wizard niche.

How would you feel about reflavoring the Magaambyan Telepath as some sort of Elven psychic tradition?

I would prefer not to reflavor it, but there are elves that live in the Magaambya, and you could be a migrant.

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