yep, same as getting a +1 on a suit of armor you can't wear. Now, if you go light armor proficiency and then went stylish and put on an armored skirt, I mean kilt, then you could take advantage of the +1.
Roger, that’s how Unchained calls that one also, I just didn’t know if you had a different intent since you’re not using all of them, and are interpreting them differently.
Query: as I go to use my Cold spell, instead as electricity, it occurs to me to ask.
I haven't had a chance to shop yet, but when I do, I'll be grabbing some power components for focus to add +1 damage to certain spells. How do you rule that works when I admixture the element of the spell? If I make a fiery cone of cold, does liquid ice still give it a +1 damage, or should I have alchemist fire for that maybe? Can that spell only be enhanced in ice mode? Is there a power component for electric damage? An Energizer Bunny, perhaps?
Female Human HP: 26/26 AC=19/ FF 13/ TAC 16 Saves=5/7/0 Perc=6 CMD=17 Init=5 Urban Bloodrager 1/Falcata swashbuclker1 Rage=5/6 Conditions Shard of pride
Piranha strike (feat at level 3) for another +2, and minus 1 to hit.
So the to hit should be 3 (bab) +5 or 7 (dex) +1 (masterwork) -1 (piranha strike) and another -1 if I am actively TWFing (my trait reduces the TWF penalty on the main hand by 1).
Male Sylph Unchained Rogue 3 | HP 17/24 | AC20 T17 FF 14 | F1 R9 W2 | CMD18 | Init+9 | Percep +7 | current effects:
It does that for me as well. I'll refresh and it doesn't show updates then *boom* there's a dozen posts that I've missed. Plus I had a long weekend away so haven't been on for nearly a week. Sorry about that, but I am here and ready to keep going.
Male Sylph Unchained Rogue 3 | HP 17/24 | AC20 T17 FF 14 | F1 R9 W2 | CMD18 | Init+9 | Percep +7 | current effects:
Shathee would have no issue with that. Much simpler than following this potential chain of assassinations, but he could go either way. So asked a question to see if he could get info on the next devil before we took him out. So I'm good going through and following the trail of devils, then cleaning them out on the way back down the line, or going straight for the jugular each time.
I agree with Shathee. The more we can learn about other foes on this level from others, the better. In the end, they are all inherently evil and we should take them all out, I think. But if they offer some treasure as rewards that we don't have to hunt for, that's just a bonus. But that's a chaotic good character speaking. If there is someone lawful that doesn't like double-crossing them or someone good that doesn't like leaving them alone while we take out others, I'm flexible.
It sounds like we want to follow the trail and come back and attack the devils after we have investigated each of their errands. That's fine with Doc. :)
Hey guys, if everyone plans to post only once a week, then count me out. Cimrôdel isn't the one in this party to be breaking down doors, and leading us down hallways. He's the thinking guy and provides fire support.
Male Sylph Unchained Rogue 3 | HP 17/24 | AC20 T17 FF 14 | F1 R9 W2 | CMD18 | Init+9 | Percep +7 | current effects:
I definitely get that. My apologies for my delays in posting. I'll plan on checking every day and posting either live or in discussion, as appropriate, at least every other day. Certainly agree we need to get this moving. It feels like we've been exploring this tower for months.
Male Sylph Unchained Rogue 3 | HP 17/24 | AC20 T17 FF 14 | F1 R9 W2 | CMD18 | Init+9 | Percep +7 | current effects:
I really thought Cimrodel would have fun with Shathee's waxing eloquent on the communication attempts of the elementals. As a note, I have no issues if someone disagrees with his assessment of things. I find this particular view one that should be pondered philosophically, but find the practical applications of the pursuit to be... lacking. :-)
GM, I'm sorry about the window of silence. The caretaking I've been doing has been pretty exhausting. I'll try to be more diligent. I appreciate your patience with me.
Molasbar's arrow goes really wide and the imp laughs at the poor shot. Then Aurie dances past Shathee, avoiding a stinger swipe by the imp, and slams her sword into the beast causing it to pop like a waterskin full of air.
Doc couldn't assist bc he couldn't get into melee. She hit even without the assist. Ready an action to attack Lord Baz if he shows up?
I'm going to claim an assist on this kill. I made the imp laugh so hard it was easy prey for Aurie's strike!
the fourth one I had not mentioned hence the reason it was going to be 2 or 3. Looking at a six man team. The fourth man has been silent on the net for a bit and never provided a concept.
So I've got a crazy idea taking shape and I think I'm gonna run with it. Question for DM: are you okay with me using myth-weavers for my character sheet? I can embed a link to it right in the character line of every post for easy reference.
That is appreciated. If I'm selected, this will be my first game using ABP. While I know of it, I am not clear on how that works when leveling up, so I will be relying on your expertise!
Obviously, any advice for collaboration regarding formulae, mutagens, roles, etc. that would make my Gun Chemist be more cohesive, I'm open. If anyone wants to check out the first one or two episodes of Outlaw Star anime, you'll get a chance to see the Caster Gun in action. That's the feel I'm hoping to bring with the Rex Trulian character.
-- FEATS --
• Level 1 (free): ARMOR PROFICIENCY (LIGHT)
• Level 1 (free): DERVISH DANCE (Combat) - Prerequisites: Dexterity 13, Weapon Finesse [Satisfied through 'Dervish Finesse‘ Swashbuckler class ability], Perform (dance) 2 ranks, proficient with scimitar, Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
• Level 1: ENFORCER (Combat) - Prerequisites: Intimidate 1 rank, Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
-- TRAITS --
• BLADE OF MERCY (Religion: Sarenrae): When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
• Maestro of the Society (Social: Bard, Pathfinder Society): Studying this knowledge gives you the ability to use your bardic performance an additional 3 rounds per day.
* CLASS ABILITIES - Bard (Dawnflower Dervish) 1 *
• Deity: A Dawnflower dervish must be a worshiper of Sarenrae. A dervish who abandons or betrays this faith reverts to a standard bard.
• Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. Dawnflower dervishes gain weapon proficiency with the scimitar. This ability replaces their proficiency with the rapier and whip.
• Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
- Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
- Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
- Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
- Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
-Battle Dance (Su): A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action. When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate). This ability alters the standard bardic performance ability.
-- IFRIT RACIAL TRAITS --
• Wis: -2, Dex: +2, Cha: +2
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION
• WILD HEART: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
• EEFRITI MAGIC: Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
• HYPNOTIC: Ifrits with this racial trait evoke the entrancing nature of flame, adding +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from the ifrit, the ifrit can spend an immediate action to force that creature to reroll the saving throw and use the second result, even if it is worse. The ifrit must announce he is using this ability before the results of the first roll are revealed. This racial trait replaces fire affinity.
@Ironperenti
the link in your campaign info to your ABP variant is apparently not operational yet :).
@pinvendor:
Looking at gun chemist for the first time:
Hej, more firepower! A funny thing is that you can theoretically also load Auries firearm with your infused ability. (Aurie will eventually get a pistol, but later). Niche case, especially due tot he misfire value, but could be situationally worthwhile.
I think the interesting decision with gun chemist if you go blunderbuss or not. I believe a funny answer is take quick draw and switch guns.
Early levels, Blunderbuss offers the ability to completely wreck an encounter using pellets. But the low range increment and the need to absolutely need rapid reload and alchemical cartridges are annoying.
Extract wise, Shield is obviously great because you can cast it on others using the appropriate discovery at level 2, or on yourself because with a blunderbuss you will be in the thick of it. You will want far shot or however that +10 feet reach increment was called for your own purposes.
You gain access to monstrous physique a lot earlier then Aurie would.
Turn her into some nat attack monster (4 handed gargolye, death snatcher), and behold the the carnage because nat attacks count as light and Aurie has Dex to damage, she can twf with rapier and kukri to some pretty impressive damage, and then add the nat attacks.
Item wise: There are 2 items that are very low cost which I would strongly recommend. One is stagger proof boots. 2K, lets you get up from prone without provoking, boosts your CMD against some common threats and you get to move, once per day, as an immidiate action! The defensive value of this is massive, you can also use it to set up for a monstrous Blunderbuss shot.
Another thing I would recommend are Alabastar trappings. These are cheap at 3.5K, occupy the normally not so competetive body slot, and having a no save "No GM that bugger doesnt get to grapple me, eats 5d4 damage and gets yeeted 10 feet into a direction of my choice" immidiate action button is great.
Other things: Iirc Gunchemists dont count as arcane spell casters, so no arcane strike for you.
So question about character building: your "racial HP" line, does that mean we're getting that plus our class's full HD at 1st level? So, say a human witch would get 14 plus their CON modifier? Just want to be sure I'm grasping that correctly.
Yep, that way I can try to kill you from the very start.
That's a feature of 2E and Starfinder I rather liked and am glad to see recreated in 1E. By giving a one-time boost to HP, it allows the GM to introduce genuinely challenging and engaging low-level combat without having to constantly worry about TPKs because the wizard who took Con as his dump stat (aka the 1-Hit-Point Wonder) sneezed wrong or some such.
Yep, that way I can try to kill you from the very start.
That's a feature of 2E and Starfinder I rather liked and am glad to see recreated in 1E. By giving a one-time boost to HP, it allows the GM to introduce genuinely challenging and engaging low-level combat without having to constantly worry about TPKs because the wizard who took Con as his dump stat (aka the 1-Hit-Point Wonder) sneezed wrong or some such.
After rereading my post, I realize that given the fact that my character submission is a perfect example of the low-HP wizard I just mentioned, I'm probably not one to talk.
Crunchy is done, just need to sort out my fluffy bits with a decent blurb. Saw a few odd options that made me smile thinking of using them together so here we go! Mythweavers link is in the class line; I'll make sure to have the basic header set up in time if selected.
Found the vellemancer's ability to preload a hex intriguing; also discovered, with a little clicking, another archetype that I just couldn't pass up: wyrmwitch. For some reason it was NOT on the main archetypes list on the class page of D20pfsrd but is still definitely Paizo, not 3PP.
One question GM Ironperenti: I really love this AP and am glad that you are offering to GM this great adventure but I was just wondering what the decision making process was to choose this adventure with your friends? ;-)
Yep, that way I can try to kill you from the very start.
That's a feature of 2E and Starfinder I rather liked and am glad to see recreated in 1E. By giving a one-time boost to HP, it allows the GM to introduce genuinely challenging and engaging low-level combat without having to constantly worry about TPKs because the wizard who took Con as his dump stat (aka the 1-Hit-Point Wonder) sneezed wrong or some such.
After rereading my post, I realize that given the fact that my character submission is a perfect example of the low-HP wizard I just mentioned, I'm probably not one to talk.
There are litterally CR 1/3 creatures (looking at you "Orc common") that hit for 2d4+4 damage, have 20ish effective HP, ABs of +5 to +7 including charge boni and also have both melee and ranged options, the ranged option still hitting for d6+3.
Seeing it on your list of possible races, can you tell me your thoughts about Lizardfolk society and whether there's a plausible submission for this campaign? I'm potentially interested in a Lizardfolk with an animal companion class (e.g. Wild Child Brawler, Hunter, Druid) and a reptilian companion (crocodile or snake, etc.) who found his way into the Pathfinder Society after serving as a hired guide for a number of their adventures.
Also, how do you view the effect of your modified ABP on having multiple weapons? Does it apply to all proficient attacks or just a specific weapon (which is the original rule)?
Lizardfolk by my reading are typically xenophobic and not technologically advanced as a culture but I see them trading with people on occasion. I had a lizardfolk submission, alas he did not get selected, with a similar background as a guide. I think it works well for stepping into the adventure but you must understand you will be faced with fear and outright distrust in towns. Think American Indian in the old west.
My ABP weapon bonus is a proficiency bonus so if you have proficiency in the weapon then it applies. That does not matter if it is one or two weapons or 4 if you had that many arms. Note that the bonus does not make it a magical weapon and has no effect on overcoming DR.
Worked out some crunch. This is the version that could go to Rage Prophet. Straight Oracle only would only swap some CON for CHA (and have an oracle FCO)
Dashka: NG Sylph Oracle
Appearance:
Dashka is tall and slender, with pale skin and delicate features. Her hair is long and black and seems to flow by itself when it's not tied back. She has the swirling blue marks common to most Sylph, but hers have been accentuated and expanded by Shoanti tattoos.
She tends to wear simple but durable clothing, adorned with feathers that catch the faintest breeze.
Personality:
Dashka is a tempestuous and impulsive woman, driven by her desire to explore the world and uncover its secrets. She has a strong sense of curiosity and a tendency to act first and think later, which often leads her into dangerous situations. Despite her wild and unpredictable nature, Dashka has a kind heart and a deep respect for the natural world and all living things.
Background:
Dashka was the product of a dalliance between her Shoanti mother and a djinni father. Despite her unusual heritage, she was raised in the traditional ways of her Shoanti tribe and grew up in the midst of the tribe's nomadic way of life. At the age of 15, whilst out hunting, she was caught in the middle of a freak thunderstorm. There was a giant crack of thunder that seemed to be centred on her - one that left her permanently deaf, but also seemed to grant her a spark of magic. After examining her, the tribe's shaman concluded it was a blessing from Gozreh, and helped her to develop her emerging powers.
When she came of age, she left her tribe in order to learn more about the world. She soon came across a member of the Pathfinder Society, and after travelling with him for a time, ended up in Magnimar where she decided to join up.
Race Features Type (ARG 157): You are an outside with the native subtype.
Darkvision (ARG 157): You have darkvision to a range of 60ft.
Energy Resistance (ARG 157): You have electricity resistance 5.*
Feather Fall (ARG 157): You can use feather fall once per day as a spell-like ability.
Storm in the Blood (ARG 157): You gain fast healing 2 for 1 round anytime you are subject to electricity damage. You can heal up to 2 hit points per day.
Class Features Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple weapons.
Oracles Curse (Ex) [Deaf] (APG 44): You are deaf and suffer the following penalties: a -4 penalty on initiative checks*, automatic failure on sound-based Perception checks and -4 penalty on opposed Perception checks. You cast all your spells as if modified by the Silent Spell feat without increasing casting level or time.
Revelation: You have discovered a secret to your abilities. (DC 12 unless otherwise stated)
Touch of Electricity (Su) (APG 54)
(5 /day): As a standard action, you can perform a melee touch attack that deals 1d6 points of electricity damage. You can use this ability 5 times a day.
Lightning Breath (Su) (APG 53)
(1 /day): As a standard action, you can breathe a 30-foot line of electricity. This line deals 1d4 points of electricity damage. A Reflex save halves this damage. You can use this ability 1 time per day.
Traits Nontraditional Native (Shoanti) (APShS 4): You gain a +1 trait bonus on Survival checks made while in Varisia and gain a +1 trait bonus on rolls to confirm critical hits made using an earth breaker or a klar.
Indomitable Faith (APG 328): You gain a +1 trait bonus on Will saves*.
FeatsExtra Revelation (APG 160): You gain one additional revelation.
Yep, that way I can try to kill you from the very start.
That's a feature of 2E and Starfinder I rather liked and am glad to see recreated in 1E. By giving a one-time boost to HP, it allows the GM to introduce genuinely challenging and engaging low-level combat without having to constantly worry about TPKs because the wizard who took Con as his dump stat (aka the 1-Hit-Point Wonder) sneezed wrong or some such.
After rereading my post, I realize that given the fact that my character submission is a perfect example of the low-HP wizard I just mentioned, I'm probably not one to talk.
There are litterally [sic] CR 1/3 creatures (looking at you "Orc common") that hit for 2d4+4 damage, have 20ish effective HP, ABs of +5 to +7 including charge boni and also have both melee and ranged options, the ranged option still hitting for d6+3.
Agreed. I'm not saying the one-time HP boost is a bad idea - quite the opposite, in fact - merely that it's a feature of Paizo's other products I'm glad to see recreated here. While the various D&D editions tend to feature combat-heavy rule systems that break down at higher levels (especially 4E and 5E, as well as the "One D&D" playtest material), I think the primary weakness of 1E combat was a somewhat unstable early-game where the GM has to handle encounters carefully to avoid depleting the party's meager reserves of HP (in the provided example, with a +5 to hit and 1d6+3 damage [average to-hit roll of 15.5, average damage roll of 6.5], the given CR 1/3 creature has a slightly better than 50% chance of incapacitating the party wizard [most wizard characters I've seen have had a Dex around 14 or 15 and have no Con bonuses, so assuming max HP at 1st level, AC 12 with 6 HP] in the first round), but I think Paizo has done an admirable job at resolving the issue in later editions and supplementary products and the like.
SRM (who took over Living Greyhawk when Eric Mona [Iquander] was removed from RPGA involvement so that the lines would be clear when Eric's job moved to Paizo as part of the magazine sale) infamously told the Living Greyhawk Triads that their job was to help people level characters to the point that he could kill them in central events. He made it clear that his concept of the hobby is explicitly GM vs players, and not cooperative story-telling with everyone at the table working together to enjoy the result.
His first GenCon where he was in charge of RPGA planning, WotC told him that he HAD to make the GenCon core modules playable by lower level characters. So he opened things up with traps that were automatically lethal to even Barbarians under like 3rd or 4th level, designed so that if you avoided them you missed the event.
He's not the only person who has gotten game designer credit with that perspective. He's just the one I've had shove that perspective in my face while telling me that anything else is wrong-think.
But, all that to say . . ..
And the odds of the normal NPC civilian to survive that attack is close to zero. I think the game design point is to show that while PCs start stronger and more capable than normal civilians, they are a long, long way from invulnerable. The threat can be used well in telling a story, or poorly. The threat itself makes sense in the world.
GM vs players is eh, killing players is easy, comically easy even, especially low level players, while totally staying within the CR budget.
Doing that just results in hyper cautious gameplay.
I dont mind getting killed, (I will complain and rules lawyer a bit to maybe not die, but I think thats what everyone does) and I try to play combats in the most "strategic" way possible.
As Ironperenti can probably validate, I love using bluffs in combat or trying to do creative things with the enviroment to throw some curveballs.
Tazo here. I messed around with a bunch of ideas for a Lizardfolk, but ultimately didn't land on an idea I liked.
So instead, please find my submission for Muziel Moreau, a Dwarf Wizard, and his skunk familiar Trogs! The basic concept is that Muziel snatched a Drow spellbook and learned arcane magic from it in secret. He's previously from Janderhoff, self-exiled to Magnimar as a craftsman, and now is a Pathfinder Society member. Details are in the alias.
Scanning through the thread trying to find the projected closure date (potentially 1 Mar, potentially 15 Mar), I just realized that I skipped giving Yahto the racial HP. Far easier to add if selected than some other errors could be to correct.
I'm assuming the team once built will choose based on perceived need. The fourth man is yet to get started so we have a bit of a wild card on our hands. I'm hoping for a late March kick off to the campaign.
She start at relatively high dex, and at level 2 gains dex to damage via a swashbuckler dip. As long as she bloodrages for dex, that is a sizeable +6 damage bonus to her attacks.
Becuase of 2 to 3 dips (Swashbuckler, Mysterious stranger and maybe gladiator fighter because her build is so feat thirsty) her saves other then will will be pretty good. In the level 10+ game, she will eventually grab steadfast personality to fix that.
She is short ranged, and is heavily neutered as soon as she is fatigued, exhausted or otherwise stopped from bloodraging.
Party synergies: As an Urban Bloodrager, she has partial access to the Bard spell list, which has fantastic buffs, but does not have the spell slots to cast these buffs on party members, normally. However, at the level (9 or 10) she gets that, the 8K price tag for a rune stone of power is fairly achievable. You buy her a runestone level 2 she cast heroism on you.
Its 100+ish minutes, casted pre dungeon delve, and +2 to attack rolls, saves and skill checks becomes a pretty good buy for 8k at around the level it gets available.
The actual competition is a wand of heroism which, at 6K is 2K cheaper, but easier to dispell (CL4 vs 9-10) and last 40 rather then 100+ish minutes.
Heroism only adds to the attack rolls, not to the damge rolls, and doesnt deal with damage resistance at all, but it also boosts all of your saves by 2. Having it on in a situation where we arent surprised for 8k? I would buy that at level 10ish. Especially if coupled with a wand of moment of greatness, for a juicy +4 to saves vs stuff you dont wand to fail.
So somehow, Muziel Moreau just got invited to another game (one I'd applied to before). So I'm withdrawing him from here. Sorry to miss this opportunity.
I might come back with another submission! Probably not a Lizardfolk, but maybe something else exotic.
Hi Ironperenti. I’m submitting Molasbar for consideration. He’s an elven wizard (diviner) with a thrush familiar. He considers himself a sage first, wizard second. He has at least a +6 in all of the knowledge skills, and by 3rd level he’ll have at least +10 in all of them. He also has a familiar that can speak, so if he rolls poorly on a check, his thrush can take a crack at some knowledge rolls too to keep the story moving. I’m also planning on taking a point in Linguistics at each level to get any languages we may need for the story.
If I picked, I can coordinate with your magus to make sure we can swap spells to expand both of our spellbooks. Mostly I’m thinking about buffing and area control spells, plus a few area spells to deal with swarms.
Since you have a warpriest and a magus already (and maybe a full BAB too), I’d probably stick with wizard as he advances. If we needed it, he could take a level in ranger and go into Eldritch Knight for some combat abilities. Also, if no one else ends up with Diplomacy, I can take the Additional Traits feat at 3rd level to get Clever Wordplay and Illumination to get a +12 in Diplomacy right away.
Alrighty, here's my submission. I figured the party could use a bit more arcane oomph with a bit of preloaded healing on the side. I can make some pretty jewelry which might even lead into some bigger crafting later if appropriate...and maybe a bit of luck when the party needs it most. It'll be the first time I've gotten to play a witch, but I plan for hilarious shenanigans. Also I'll make sure the dice behave themselves whether they like it or not! background's a bit "first drafty" but it's been a busy week.
Rabscuttle - Dashka - NG Female Sylph Oracle of Wind, with the Deaf curse
Daynen - Leylia Lucresh - NG F Human Witch
markofbane - Molasbar - CG M Elf Wizard (Diviner/Foresight)
Mokumurian the Great - Kondru Saagod - NG M Human Wizard
Torilgrey - Rheagar Stonewarden - LG M Dwarf Cleric of Iomedae
pinvendor - Rex Trulian - NG M Android Alchemist (Gun Chemist)
noral - unnamed - LG ? Ifrit Bard
Mightypion - Aurie de Valois - CG F Human Bloodrager (Urban)
hustonj - Yhato - ?G M Shoanti Archery Fighter