Endless Night

Game Master Bender is great


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Silver Crusade

Ah, thats perfect then, and apologies for the confusion but yes, at least to my knowledge Vancian casting is the prepared spell slots like a wizard/cleric.

What details did you want to smooth out for Davien?


Vancian casting gets its name from the Jack Vance dying earth novels where the casters did indeed prepare particular spells and then use them up as they were cast, so it best describes prepared casters, though at this point I think that any system that uses spell slots (prepared or spontaneous,) is often referred to that way?

I was looking at possibly creating a ratfolk daring champion cavalier of the Order of the Eastern Star, a secret organization that was supposed to be tasked with monitoring and preventing world ending supernatural threats. Clearly they would have dropped the ball on the undead apocalypse here, but the character would be a fairly new recruit to the organization that's been sent out believing that her organization has a plan to save the world based on the knowledge they gathered previously.

For the build I'd normally get weapon finesse at first level as part of daring champion (for light or one handed piercing weapons.) Since we get that for free anyhow with the EitR feat rules I was wondering if I could replace that with Weapon Focus (Light Blades) or light and one handed piercing weapons, though light blades mostly covers that. I'm also wondering if you could suggest a good lore skill for the threat to take as a background skill. Lore (Necromancy) might do the trick if that seems like an appropriate way to cover what the society knows and has told her about the current apocalypse. She'd be working with Knowledge Arcana, Planes and Religion as well, but a lore skill on the current situation seems like a reasonable background skill given the game.

Silver Crusade

Perhaps, I dated myself in regards to Vancian casting definitions then. Heh.


Dotting

Liberty's Edge

Undead apocalypse?

Seems like a good opportunity for a dhampir Kinslayer.


Thurin Foehammer wrote:

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Very thematic choice for Mithias taking the final rest inquisition. And I like the choice on archetypes. Getting detect undead at-will and favored enemy undead is quite useful here, and I'm personally a fan of studied target over judgement. And I noticed that you took the Deathless Spirit alternate racial. Probably a good idea in an undead heavy campaign setting.

Thanks. I decided to really lean into the undead theme. I wouldn't say that the final rest inquisition is good, but it just fits too well to pass up. Should still be competent against other enemies, but one would hope that the based on the description, there should be lots of undead.


GM, how do you feel about animal companions... particularly dinosaur ones? A zombie-slashing deinonychus companion is sounding good about now... :D

Given the way the desert face works, I'm toying with the idea of my lizardfolk character blending features from a few different reptiles. Something like a more serpentine head, kinda gecko-like body (he'll be more fast and slender rather than bulky and heavy, and I'm planning on going with a climb speed instead of a swim speed to reflect that he's from a desert region), but still with a thick crocodilian tail.

I'm also playing with the idea of going Hunter rather than Druid. But I'm still leaning more towards druid. I guess I need to come to a decision quickly if recruitment closes on the 17th. XD

Silver Crusade

would an undead bloodline sorcerer be a little to close to home to work in the campaign?

Similar vibe to the psychic idea, where their soul was tainted with necromancy magic. I may still favor the psychic, as psychic magic is cool. But I had a thought, and figured I'd ask.


Considering creating a Shabti - a failed attempt of some scholar to escape the inexorable fate of dying in such world. Building him as someone who walks in the shadows, maybe with a bow! I'd love to set up some connections in the background with another player (as well as the teamwork feat) if anyone is interested in having a strange outsider friend :) Ideas still going around my mind so I'm mostly doing the background right now, but I will start sketching some crunch soon.


Sorry if I'm missing it, I'm a little sleepy - how would you prefer to do HP?

Also, are we using the Pathfinder pantheon or do you have some Homebrew Gods?

Grand Lodge

Kelionn is going shadow dancer at six for hide in plain sight and I am looking for a nobleman to tie in with along with blec's halfling since I have adopted by halfling in my traits. Interested Archlich?


@Rorek55: Things like how you escaped, how you got captured, things like that.

Zorblag: Lots of things could be horrid Armageddon tier threats without adventurers and organizations taking them down before they got powerful enough. The difference is that the necromancers spent a very long time hiding themselves from the world to build up their strength before revealing themselves. Feel free to swap that for weapon focus light blades. Lore is usually supposed to be for individuals, I don't see a problem of scaling it up to be Lore: Necromancers though, or even Lore: Necromancy.

Almonihah: I like animal companions! Dinosaurs come from the desert area, so you can conceivably have one. The issue of course being that it isn't immune to infection. I love the idea of a combination lizard folk, and climb speed is a fine trade, and even allowed by the stat block.

JonGarett: Max 1st level, average+1 or rolling for further levels. Pantheons: Their are tiers to divinity in this world. The Elven gods have distanced themselves from the material plane (they still provide spells, but can't directly involve themselves) They aren't commonly worshipped outside of the elves, and their pantheon is extensive, but cemented. The human gods on the other hand, are young, impetuous, living fast and dying fast. The lucky ones stay around long enough to become a major deity. As such, you can create your own deity portfolio if you want, or send me a DM with a list of attributes/domains, and I can give you a fleshed out god.


@GM Generica, are Shabti okay? I'm building around this concept but wanted to double check. Thinking on a shadowy guy with a crossbow and hopefully spells to buff the party. I could also build for trapfinding if it's something no one is covering and you feel is relevant in this adventure!


Shabti are fine! Thanks for double checking, looking forward to seeing what you make!


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Would you be open to adding this archetype? Replaces finesse training with improved unarmed strike. I don't see it coming into use much, as Thurin is very much going to use a weapon and bluff isn't a skill that I plan on training until lvl 11, if he got this. And even with with Cha 9 or 10, it wouldn't be amazing. But I liked the flavor of it for a strength based rogue over getting dex to damage.


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I don't love the idea of opening the floodgates to 3rd party content. That being said, I see no problem with that architype.


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:)

I did go out of my way to try and find something that would be as incidental as possible. At the moment, being able to do 1d2+3 damage with a fist (if found completely unarmed and without even an improvised weapon) seemed like something that was flavorful without being game breaking.


Well... I have a backstory.

Long backstory:
Ssearfenth has always been friends with the stars.

In the Great Desert, change was a constant, but the stars were always there at night. Even during the rare storms, he knew they were there above the clouds. Whenever he was lost he could count on them to lead him back to his small tribe. Even among them he was different, his body more slender, his neck longer, but they appreciated his closeness with the desert environment, his wisdom in guiding the chief.

Even so, he did not tell them of his dreams. When it was cold and he slept, the stars whispered to Ssearfenth, telling him of safe places to seek water or food. The trouble was figuring out when they meant--sometimes it might be days or weeks in the future before he would recognize what he had seen in his dreams, other times it was only hours after wakening.

Which was why, when he began to consistently dream of shadows blotting out the sky and consuming the ground, he was not quite certain what to make of it.

When they became more frequent, more insistent, he grew worried.

When Ssearfenth began to see armies in those shadows, he knew he had to act.

There was power in the Great Desert, but no unity. He considered and quickly dismissed trying to change that. No, he would have to seek help elsewhere. He had heard of kingdoms, far away on another face of the world. Surely they would be concerned about his tidings.

Ssearfenth never found out if they would, for the tidings arrived before he did. After a long and perilous journey from the Desert to the face of the Kingdoms, he was shocked to see a the shadow he had dreamed of begin to cover the skies. He only just barely made it to the walls of Mullern before the hordes of the Dead surrounded them.

Since that time he has done his best to learn the ways of the city, to fight alongside them, but within his heart sickens knowing the devastation that has come upon the world. The bounty of life he had seen upon arriving on this face is now ruined, killed by the hordes, and he can only imagine his desert home has likewise been stripped of its own hardy forms of life. Hope, it seems, is hard to find.

...and yet he knows, no matter how thick the clouds, the stars still shine behind them.

So my character will be Ssearfenth, lizardfolk druid (VMC Oracle w/Heavens mystery). Now I just need to put his stats together. :D


Pathfinder Adventure Path, Rulebook Subscriber

I think I am going to back out on this one. Just not feeling what I am working on and don't have the time to start over I don't think.

Liberty's Edge

I have the statblock for my Kinslayer! I tried so hard and got so far towards making a crossbow build, but in the end it required too many feats and too much gold so he's melee now. I'll include it below, and a couple questions before I write out his backstory. Sadly, since he's negative-energy affinity, I had to blow 25% of his WBL on a wand of ILW. Free Teamwork feat is undecided.

1: What are some good languages to learn?
2: Do you have an undead-slaying Pharasma-esqe god? Griffin's mother is a paladin of such a deity. If such a deity has the falchion as their favored weapon that would be cool too *cough cough cough*
3: Does you world allow for non-evil vampires that just kinda bank on immortality to reap the benefits of long term investments? I wanted his father to be a noble vampire lord who took advantage of compounding interest to make his fortune.

Griffin Dashkovari:

Moroi-born dhampir (svetocher) inquisitor (kinslayer) of Pharasma 3
LN Medium humanoid (dhampir)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
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Defense
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AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 22 (3d8+6)
Fort +4, Ref +2, Will +5; +2 vs. disease and mind-affecting effects, -1 vs. positive energy damage
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to positive energy
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk silver falchion +6 (2d4+3/18-20)
Special Attacks judgment 1/day, judgment of slayer's brand
Spell-Like Abilities (CL 1st; concentration +3)
. . 3/day—obscuring mist
Domain Spell-Like Abilities (CL 3rd; concentration +5)
. . 5/day—disrupt undead (+wis mod to dam)
Inquisitor (Kinslayer) Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—divine favor, hide from undead (DC 13), inflict light wounds (DC 13), protection from evil
. . 0 (at will)—create water, detect magic, guidance, read magic, resistance, stabilize
. . Domain Final rest inquisition
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Statistics
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Str 16, Dex 12, Con 12, Int 11, Wis 14, Cha 14
Base Atk +2.25; CMB +5; CMD 16
Feats Combat Expertise, Deadly Aim, Heavy Armor Proficiency, Martial Weapon Proficiency (falchion), Power Attack
Traits fate's favored, undead slayer
Skills Acrobatics -4 (-8 to jump), Bluff +8, Diplomacy +10, Intimidate +3, Knowledge (religion) +6, Lore (Vampires) +6, Perception +8, Profession (Undead Hunter) +8, Sense Motive +9, Survival +8; Racial Modifiers +2 Diplomacy
Languages Common
SQ branding ray, finesse weapon attack attribute, greater brand (branding ray), monster lore +2, resist level drain, solo tactics, stern gaze +1, track +1, undead sense
Combat Gear wand of inflict light wounds (50 charges); Other Gear mwk full plate, mwk silver falchion, 45 gp
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Special Abilities
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Branding Ray (Range: 20 feet) Slayer's brand can be used as a ranged touch attack.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Inquisitor (Kinslayer) Domain (Final Rest Inquisition) Deities: Iomedae, Pharasma, Sarenrae

Granted Powers: The dead have paid their dues; there is no need, and no excuse, for them to walk. You protect their rest personally.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Judgment of Slayer's Brand (1d6+2 damage) (Su) Brand undead with positive energy on melee hit and sense it's location as using locate creature.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Track +1 Add the listed bonus to Survival checks made to track.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Undead Sense (At will) (Sp) Detect undead at will. Gain bonus equal to Inquisitor level to identify vampires.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.


Here is my submission, Kissich Zer, Ratfolk Daring Champion. She's a melee striker with some knowledge skills who's on the scene as a member of a secret society who was supposed to keep the world safe from disasters like this. She still has faith that the Order of the Eastern Star will figure out a plan to set things right in the long term and reports back the information she learns as possible.

For connections to other characters, she'll gladly have thrown herself in with anyone else who's out there trying to do something about the undead and protect the general populace, just let me know!

The build can be tweaked somewhat as needed and the teamwork feats in particular are tentative, with some discussion with other party members expected before they're actually set. Let me know if anything looks like it needs adjustment for either the backstory of the build!

Personality and Backstory:

Kissich’s clan hails from the desert face of the Cube, and several hundred years ago the entire clan was saved from extinction by the actions of the Order of the Eastern Star who stepped in to stop some cataclysmic event from happening in the area. Since then the Zer clan’s tradition has been to send one member of each generation to serve in the Order which is how Kissich wound up there.

Arriving as a young pup Kissich had years to learn the secrets that the Order has preserved over the years and how to fight the forces of evil and chaos which might one day overwhelm the world. And then the necromancers rose and sent out their waves of undead. Not originating from another plane or reality, their actions caught the Order of the Eastern Star somewhat unprepared. This native threat to the world wasn’t indicated in the prophecies and by the time the Order realized what was happening it was too late.

None the less, the leader of the Order, Grandmaster Veh Lonecrest, a Dwarf normally preoccupied with finding a way to undo the damage of the future wars, rallied the members of the Order and set them to work at once, fully dedicated to the crisis. The more junior members were sent out into the field to various population centers to protect who they could and gather what information was possible. More senior members were sent on missions that Kissich could only speculate on, but presumably there was great danger and a tiny chance of gaining the tools or knowledge that could be used in the future to turn back the current grim tide.

Kissich started out excited at the chance to do this field work, to put her training to the test and heroically deal with exciting dangers. What she’s witnessed so far has taken a lot of the edge off that excitement. This isn’t just an adventure; suffering and horror are rampant and, though her skills have allowed her to survive and help somewhat, the situation feels far more overwhelming than she anticipated.

Regardless of this, she’s kept her spirits up the best she can as she searches for places where she can help people survive and carve out a future as well as trying to gather information to send back to the Order’s stronghold where hopefully Grandmaster Lonecrest is putting together some sort of plan for resistance and eventual triumph. She still has faith in the Order and moves on with determination.

Build:

Kissich Zer
Female Ratfolk Cavalier (Daring Champion) 3
LG Small humanoid (ratfolk)
Init +3; Senses Darkvision 60 feet; Perception +6
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Defense
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AC 20, touch 16, flat-footed 15 (+3 armor, +3 Dex, +2 Dodge, +1 Shield, +1 Size)
HP 28/28 (3d10 + 3 Con + 3 FCB)
Fort +4; Ref +4; Will +2
Special Defense: Guarded (DR 1/- and +2 Morale to Saves when fighting defensively or using Combat Expertise), Naive (-2 to to AC vs Improvised Weapons, -2 to CMD vs Dirty Tricks)
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Offense
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Speed 20 feet
Melee Rapier +8 (1d4 +3 P/18-20) or Dagger +8 (1d3 +3 P or S/19 - 20)
Ranged Dagger +8 (1d3 +3 P or S/19-20, range 10 feet)
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Statistics
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Str 9 (-2 R), Dex 16 (2 R, 2 L), Con 12 (1 L), Int 16 (2 R), Wis 12, Cha 14
Base Attack +3; CMB +1; CMD 14 (12 vs Dirty Trick Combat Maneuvers)
Feats Agile Maneuvers (EitR), Combat Expertise (EitR), Deadly Aim (EitR), Dodge (3), Fencing Grace (1), Power Attack (EitR), Precise Strike (Bonus Teamwork), Psychic Sensitivity (Order), Stealth Synergy (Tactician), Weapon Finesse (EitR), Weapon Focus: Light Blades (Daring Champion)
Traits Dangerously Curious (Magic), Highlander (Regional), Secret Knowledge (Religion)
Drawback Naive
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Skills
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Ranks: 27 (4*3 Class +3*3 Int +2*3 Background)

Acrobatics +6 (3 Rank +3 Dex)
Appraise +3 (3 Int)
*Bluff +2 (2 Cha)
*Climb -1 (-1 Str)
*Craft (Alchemy) +11 (3 Rank + 3 Class + 3 Int + 2 Race)
*Craft +3 (3 Int)
*Diplomacy + 2 (2 Cha)
Disable Device NA (3 Dex)
Disguise +2 (2 Cha)
Escape Artist +3 (3 Dex)
Fly +3 (3 Dex)
*Handle Animal NA (2 Cha)
Heal +1 (1 Wis)
*Intimidate +2 (2 Cha)
*Knowledge (Arcana) +9 (+10 for checks involving the occult or supernatural) (3 Rank + 3 Class +3 Int)
Knowledge (Dungeoneering) NA (3 Int)
Knowledge (Engineering) +6 (3 Rank + 3 Int)
Knowledge (Geography) NA (3 Int)
Knowledge (History) NA (3 Int)
Knowledge (Local) NA (3 Int)
Knowledge (Nature) NA (3 Int)
Knowledge (Nobility) NA (3 Int)
*Knowledge (Planes) +9 (+10 for checks involving the occult or supernatural) (3 Rank + 3 Class +3 Int)
*Knowledge (Religion) +11 (3 Rank + 3 Class +3 Int +2 Trait)
Linguistics NA (3 Int)
Perception +6 (3 Rank +1 Wis +2 Race)
Perform +2 (2 Cha)
*Profession NA (1 Wis)
*Ride +3 (3 Dex)
*Sense Motive +1 (1 Wis)
Sleight of Hand NA (3 Dex)
Spellcraft NA (3 Int)
*Stealth +14 (+15 in hilly or rocky areas (3 Rank +3 Dex +3 Class +4 Size +1 Trait)
Survival +1 (1 Wis)
*Swim -1 (-1 Str)
*Use Magic Device +11 (3 Rank + 3 Class +2 Cha +2 Race +1 Trait)

Languages Common, Draconic, Dwarven, Ratfolk, Undercommon
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Racial Traits
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Size: Ratfolk are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Type: Ratfolk are of the humanoid (ratfolk) subtype.
Speed (Slow): Ratfolk have a base speed of 20 ft.
Darkvision: Ratfolk can see perfectly in the dark up to 60 feet.
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
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Cavalier (Daring Champion) Traits
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Weapon and Armor Proficiency: Daring champions are proficient with all simple and martial weapons, light and medium armor, and bucklers. This replaces the cavalier’s weapon and armor proficiencies.

Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Champion’s Finesse (Ex): At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons Weapon Focus (Light Blades), and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements.

This ability replaces mount.

Order of the Eastern Star: This cavalier order exists to keep dangerous secrets hidden from the world and secretly protect the world against unimaginable threats from beyond the mortal realms. These cavaliers scout and observe, concerning themselves not with the trivial pursuit of morality, but rather with ensuring the survival of society itself.

Edicts: The cavalier must preserve the secrets of his order while acting to protect civilization against occult threats. He must thwart the schemes of otherworldly horrors and must give his order a full accounting of any potential threats.

Challenge: Whenever a cavalier of the order of the eastern star issues a challenge, he receives a +1 dodge bonus to AC and a +1 insight bonus on saves against the attacks and abilities of the target of his challenge. He must be wearing light armor and carrying no more than a light load to receive these bonuses. These bonuses increase by 1 for every 4 class levels the cavalier possesses.

Skills: A cavalier belonging to the order of the eastern star adds Knowledge (arcana) and Knowledge (planes) to his class skills. He can attempt Knowledge (arcana) and Knowledge (planes) checks untrained. If he has ranks in these skills, as long as a check involves knowledge of the occult or supernatural, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Feats: A cavalier of this order gains Psychic Sensitivity as a bonus feat.

Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Guarded (Ex) At 2nd level, the cavalier gains DR 1/— and a +2 morale bonus on saving throws when wearing light armor or no armor and fighting defensively or using Combat Expertise. At 6th level and every 4 levels thereafter, this DR increases by 1. He loses the benefits of this ability if carrying a medium or heavier load.

Nimble (Ex): At 3rd level, a daring champion gains a +1 dodge bonus to AC when wearing light or no armor and carrying no more than a light load. Anything that causes the daring champion to lose his Dexterity bonus to AC also causes him to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

This ability replaces cavalier’s charge.

Favored Class Bonus: Skill Rank x1
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Equipment
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Weapons: Dagger, Rapier

Armor: Masterwork Buckler, Masterwork Studded Leather

Other Gear: Alchemist’s Fire (4 flasks), Alchemy Crafting Kit, Backpack, Belt Pouch, Blanket, Chalk (5 pieces), Charcoal (1 stick), Hammock, Mirror (Small, Steel), Paper (5 sheets), Scroll Case, Swordmaster’s Flair (Blue Scarf), Trail Rations (10 days), Twine (50 ft), Waterskin, Whistle (Signal)

Treasure: 19 gp, 4 cp
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Future Plans
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Level 4: Outflank (Free Teamwork Feat)
Level 5: Structural Strike (precise strike on previously immune creatures)
Level 6: Lunge
Level 7-10: Duelest Prestige Class,
Level 7: Swordplay Style
Level 9: Improved Critical if not keen rapier by then


Oh, and just a thought in case any other players were undecided about a build. If there was another melee based ratfolk in the party the access to teamwork feats here makes swarming, paired opportunist and outflank an easily achievable combination which would be some kind of fun.


Completed Submissions

Thurin Foehammer Dwarven Unchained Eldritch Scoundrel Rogue (2) Vampire Hunter (1) VMC Magus

Kelionn, Knight of Shadows Human High Guardian Mutagen Warrior Fighter VMC Cleric (3)

Dasti Hillhold Halfling Wilderness Explorer Ranger (1) Unchained Rogue (2)

Mithias Mead Aasimar Royal Accuser Sanctified Slayer Inquisitor

Griffin Dashkovari Dhampir Kinslayer Inquisitor

Kissich Zer Ratfolk Daring Champion


Zorblag wrote:
Oh, and just a thought in case any other players were undecided about a build. If there was another melee based ratfolk in the party the access to teamwork feats here makes swarming, paired opportunist and outflank an easily achievable combination which would be some kind of fun.

Not a ratfolk but as a melee based rogue I would be all about the paired opportunism and outflanking.


Given how the world is ending and things that go bump in the night are in ascendency, I think that stealth synergy might be a useful teamwork feat for the party.

"While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth."


I'm happy to take both paired opportunist and outflank even without another ratfolk; they're both useful and give more options in combat on their own. They're just tricky to use together as outflank requires flanking and paired opportunist requires being adjacent, but we'd like to as outflank gives attacks of opportunity when your flanking buddy crits and then paired opportunist gives you an attack of opportunity when your buddy gets one, so with both crits give an attack of opportunity to each of the two. Two ratfolk swarming get to flank if they occupy the same space (which presumably counts as being adjacent,) so it's a fairly simple way for both feats to apply at once.

*edit* And definitely agreed about stealth synergy! I've tentatively got that as my tactician teamwork feat so I can give it to the everyone for at least a limited time once per day (with the number of uses and duration going up eventually.) If that's one that everyone's taking on their own then I might switch it for something like Escape Route which would be a good one to let everyone get out of a fight slightly more safely if things were going south.

"An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space."

Hmm, perhaps I should consider a Paladin Holy Tactician instead of Duelist (and possibly Brawler,) for dips for the future. That would trade out some precision damage and defense for better teamwork coordination. It's something to think about I suppose.


There are a whole lot of useful teamwork feats. Escape Route is my favored one, to allow easier flanking maneuvers. With a cavalier and soon at 4th level, we can acquire multiple.


Stealth synergy seems pretty great. Escape Route is useful for melee. Personally, I like the flavor of Bonded mind.

There's a bunch of cool options, but ultimately in the end it's going to depend on the final party composition.


Yeah, that's one of the things that has me gripped in decision paralysis, the fact that a lot of these decisions are going to depend to some degree on the final party. I guess I just need to pick *something* and we can tweak things easily enough when the final party is chosen.


Hey folks! Sorry, yesterday was very busy, and tomorrow/today/(4/16) ought to be as well. That being said, I'm very excited to pick out characters after 10PM EST

Crisischild:
1: Necril, Draconic, any of the elemental languages, are all good choices. Also racial languages are pretty common!
2: In terrms of gods, we have basically infinite! I'm happy to either let you make a deity that I can sign off on, or I can whip one up for you. (Human gods are plentiful, and coexist, the elven and older pantheons are much more locked in stone.)
3:Vampires are twisted versions of their personality in life. They are always evil. Evil takes many forms however, and some may be lazy, or cunning, as opposed to moustache twirling. Do keep in mind that people probably aren't going to be particularly happy to see what could conceivably be an undead! Also undead were not particularly common before the apocalypse; those who created them were in one location, lying low, and naturally occurring ones were drawn to said location.

Loving all the completed submissions so far! It's gonna be hard for sure to choose.


As much fun as this game sounds, this week hasn't allowed me to put a character together in time for the cutoff tonight. Have fun saving the world.


This is Jon's application. Popped in Elemental Commixture as my Teamwork feat for now if anyone else can do fun spellcastery things, but we shall see what the final group.


Hi GM Generica! Archlich here with my Shabti :) I'm doing some more work on him, but wanted to bring it up already so hopefully I can start combining with my mates here some links and hooks (background), and even the teamwork feats :) I particularly like Lastwall Phalanx.

@GM: Lettu is a ranged damage dealer, multiclassed between zen archer monk and synthesist summoner. I set Erastil as his deity, but I'm actually seeking any bow-yielder, nature related, lawful god from the setting to replace it.


Wow! A bunch of quality last minute submissions! Thank you in advance for everyone who submitted a character! This is going to be very tricky. Those of you who would like to be given priority for potential replacements if needed, please put a dot under this post in recruitment.

Thurin Foehammer
Mithais Mead
Tarial
Lettu "Wings" Kan
Kissich Zer
and
Ssearfenth
Please report to the discussion thread.

Grand Lodge

Dot


dot (even though I never finished my initial submission)


.

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