
Gaelden the Lost |

Rules lawyer? I am honored. :)
As for Gaelden…I dropped her AC from 28 down to 26. It puts her AC squarely among the rest of the entries. Used the gold to get Boots of the Earth. Move action for Fast Healing 1. Expensive. But out of combat healing is nice to have and she won’t need to rely on her pitiful lay on hands (6x 1d6) for healing anymore.

Robert Henry |
1 person marked this as a favorite. |

RIZZENMAGNUS, at the advice my Rules Lawyer, Grumbaki; I have made these two changes to Vondal "Silvertongue" Goldbeard
Grumbaki is wise, one should always listen to the wisdom of Grumbaki....

Grumbaki |

TheWaskally wrote:RIZZENMAGNUS, at the advice my Rules Lawyer, Grumbaki; I have made these two changes to Vondal "Silvertongue" GoldbeardGrumbaki is wise, one should always listen to the wisdom of Grumbaki....
This message is brought to you by our sponsor, Grumbaki. Gr-....wait. No. Ignore that. What he said was 100% legitimate and was NOT paid for.
Yes. That will do. Fooled them all...

Kolaiah |

Rules lawyer? I am honored. :)
As for Gaelden…I dropped her AC from 28 down to 26. It puts her AC squarely among the rest of the entries. Used the gold to get Boots of the Earth. Move action for Fast Healing 1. Expensive. But out of combat healing is nice to have and she won’t need to rely on her pitiful lay on hands (6x 1d6) for healing anymore.
I could raise Kolaiah's AC, if she switched to sword and board, rather than the greatsword, but where's the fun in that?

Grumbaki |

Gaelden the Lost wrote:I could raise Kolaiah's AC, if she switched to sword and board, rather than the greatsword, but where's the fun in that?Rules lawyer? I am honored. :)
As for Gaelden…I dropped her AC from 28 down to 26. It puts her AC squarely among the rest of the entries. Used the gold to get Boots of the Earth. Move action for Fast Healing 1. Expensive. But out of combat healing is nice to have and she won’t need to rely on her pitiful lay on hands (6x 1d6) for healing anymore.
The fun is (almost) always in the damage. With your Strength 22, a greatsword just makes sense!
Personally...I go for a shield only if...I'm using shield brace (heavy shield with a polearm), unhindering shield (buckler with any weapon), or a niche build (such as a slayer using range combat style to get shield master and combines with sneak attack for damage*)
Example build of when I would want to use a shield instead of a two handed weapon:
Class: Deliverer Slayer (10)
Slayer talents for ranger combat style at lvls 4+8+12
Race: Dwarf
Traits: Dwarven Weapon Training (+1 damage), Glory of Old (+1 hardy)
Weapons: Dwarven War-Shields
Feats:
Lvl 1: Shield Focus
Lvl 3: Shield Bash
Lvl 4: Two Weapon Fighting (no prerequisites)
Lvl 5: Power Attack
Lvl 7: Heavy Armor Proficiency
Lvl 8: Shield Master (no prerequisites)
Lvl 9: Weapon Focus
Lvl 11: Accomplished Sneak Attacker
Lvl 12: Improved Two Weapon Fighting (no prerequisites)
Gets studied target +3 (swift action), sneak attack (5d6), divine anethma (2d6 bonus damage so long as enemy is 2 alignment steps away). Improved Two weapon fighting adds two extra attacks, and shield master removes two weapon fighting penalties and allows the shield to use it's shield enchantment as a weapon enchantment too!
A +3 magic sword is 18000 gold. A +3 magic shield is 9000 gold. Thanks to shield master, you can get your main shield with bashing. So +1 hit, +1 damage, and 1d6 base damage turns to 2d6. The offhand shield would be +3. So +3 hit, +3 damage and +3 AC.
So...rough math time. Assuming Str18 Dex13...
Main Hand: +19+14/+9 to hit and 9d6+12 damage
Off Hand: +21/+21 and 8d6+10 damage
Given that you only need Dex12 to max out your plate armor and you have a +3 shield, AC won't be a problem at all.
Anyways...rambling over. I'd never take a shield for a martial character unless it falls into one of these three categories. Shield Brace, Unhindering Shield, or a specialized build that uses the shield as a weapon.

Kolaiah |

Kolaiah wrote:The fun is (almost) always in the damage. With your Strength 22, a greatsword just makes sense!Gaelden the Lost wrote:I could raise Kolaiah's AC, if she switched to sword and board, rather than the greatsword, but where's the fun in that?Rules lawyer? I am honored. :)
As for Gaelden…I dropped her AC from 28 down to 26. It puts her AC squarely among the rest of the entries. Used the gold to get Boots of the Earth. Move action for Fast Healing 1. Expensive. But out of combat healing is nice to have and she won’t need to rely on her pitiful lay on hands (6x 1d6) for healing anymore.
As I said, "where's the fun in that?"

pad300 |
@Rizzenmagnus, I had some Q's that may have gotten missed:
1) Crafting and equipment. I propose to have a bunch of alchemical gear, which I can craft myself. Can I buy it at craft your own prices (1/3 cost)?
2) Similarly, but with magic items, if we can craft our own, do we get them at reduced price (1/2 cost)?
3) Are we using the Spontaneous alchemy rules from the Alchemy manual?

Astrillith |

Here's my (Seth86) application
Class : Magus (Staff Magus)
Astrillith is a follower of Pharasma(or equivalent) and is one of the coroners in the city
Main duty is to perform last rights to the dead before being entombed or laid to rest. Not a cleric but a priest/coroner by profession.
Often going with adventurers to help with battling incursions or outbreaks of monsters and other threats to the city.

RIZZENMAGNUS |

RIZZENMAGNUS |

@Rizzenmagnus, I had some Q's that may have gotten missed:
pad300 wrote:
1) Crafting and equipment. I propose to have a bunch of alchemical gear, which I can craft myself. Can I buy it at craft your own prices (1/3 cost)?
2) Similarly, but with magic items, if we can craft our own, do we get them at reduced price (1/2 cost)?
3) Are we using the Spontaneous alchemy rules from the Alchemy manual?
I saw them. Couldnt post a reply lol
Typing from my phone
1 & 2) yes. Thats fine. I am going to say that you can only apply up to 25% of your total gold towards this item.
3) got a link?

RIZZENMAGNUS |

Gaelden: Changeling Champion of the Enlightened
Jambreth: Elven Knife-Master Rogue
Vondal: Dwarven Aasimar Godling
Kolaiah: minotaur skald "i studied the blade"
Astrillith: staff of magus... think you forgot to post some stats, bud.
Torgar: dwarf barbarian
Devon Shadowsong: Half-elf Gunslinger
Trawets: human evocation wizard
Using my phone, so its hard to double check that thats all completed submissions, so if i missed anyone,just post again and i'll update the list

pad300 |
pad300 wrote:@Rizzenmagnus, I had some Q's that may have gotten missed:
pad300 wrote:
1) Crafting and equipment. I propose to have a bunch of alchemical gear, which I can craft myself. Can I buy it at craft your own prices (1/3 cost)?
2) Similarly, but with magic items, if we can craft our own, do we get them at reduced price (1/2 cost)?
3) Are we using the Spontaneous alchemy rules from the Alchemy manual?I saw them. Couldnt post a reply lol
Typing from my phone
1 & 2) yes. Thats fine. I am going to say that you can only apply up to 25% of your total gold towards this item.
3) got a link?
LINK HERE, Scroll down to Expanded Alchemy Options

Astrillith |

Astrillith
Daemon-spawn tiefling magus (staff magus) 8 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 9, 49)
N Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +1 natural, +1 shield)
hp 92 (8d8+28)
Fort +10, Ref +7, Will +9
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 conductive adamantine quarterstaff +11/+6 (1d6+7) or
. . dagger +9/+4 (1d4+3/19-20)
Special Attacks arcane pool (+2, 10 points), improved spell combat, magus arcana (familiar[UM], pool strike[UM]), spell recall, spellstrike
Spell-Like Abilities (CL 8th; concentration +8)
. . At will—deathwatch
Magus (Staff Magus) Spells Prepared (CL 8th; concentration +13)
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 16, Int 20, Wis 12, Cha 11
Base Atk +6; CMB +9; CMD 24
Feats Arcane Strike, Quarterstaff Master[UM], Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff)
Traits dark magic affinity, reactionary
Skills Bluff -2, Craft (gemcutting) +18, Craft (jewelry) +18, Disguise -5, Fly +8, Intimidate +11, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (planes) +16, Knowledge (religion) +13, Ride +15, Spellcraft +16; Racial Modifiers +4 Fly
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Infernal
SQ knowledge pool, quarterstaff defense
Other Gear +1 mithral chain shirt, +1 conductive adamantine quarterstaff, dagger, amulet of natural armor +1, belt of physical perfection +2, cape of free will +1/+2[MA], ring of protection +1, ring of sustenance, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, hip flask[UE], masterwork backpack[APG], masterwork gemcutting tools, masterwork jewelrycrafting tools, mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone
--------------------
Special Abilities
--------------------
Arcane Pool +2 (10/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Improved Spell Combat (Ex) Use weapon in one hand at -2 & cast a spell with the other. Gain additional +2 circumstance bonus on concentration checks when using spell combat.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Pool Strike (3d6 energy damage) (Su) 1 Arcane pool: As a standard action, melee touch att deals energy dam (can be used with spellstrike).
Quarterstaff Defense +1 (Ex) At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature. At 13th level,
Quarterstaff Master Use a quarterstaff one-handed
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
--------------------
Pac CR –
Viper (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 46 (1d8-1)
Fort +5, Ref +5, Will +7
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +11 (1d2-3 plus poison)
Space 2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
--------------------
Statistics
--------------------
Str 4, Dex 17, Con 8, Int 9, Wis 13, Cha 2
Base Atk +6; CMB +7; CMD 14 (can't be tripped)
Feats Weapon Finesse
[b]Skills Acrobatics +3 (-1 to jump), Climb +11, Intimidate +4, Perception +9, Ride +11, Spellcraft +7, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
Languages speak with animal (same kind only), speak with master
SQ empathic link, poison
--------------------
Special Abilities
--------------------
Climb (20 feet) You have a Climb speed.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison (DC 13) Viper Poison: Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save. The save DC is Constitution-based.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Swim (20 feet) You have a Swim speed.

Grumbaki |

RIZZENMAGNUS |

Its late, im laying in bed typing this out, halfway asleep. So if it doesnt make sense, ill fix it later
Setting: forgotten realms, 3.5e setting.
Ruleset: pfe1
8 level
Max HPs
Roll 4d6, drop the lowest. Can reroll 1s.Starting gold: ill get that later.
Two traits. One drawback
Background skills used
Races: core races or forgotten realms races
Classes:ask. Archetypes are allowed
Alignment: yes, you can play evil if you want. DM me. Or the whole party can play evil,i dont care.
Opening up recruitment for 2 new plays. The party has just descended into undermountain

RHMG Animator |

Its late, im laying in bed typing this out, halfway asleep. So if it doesnt make sense, ill fix it later
Setting: forgotten realms, 3.5e setting.
Ruleset: pfe1
8 level
Max HPs
Roll 4d6, drop the lowest. Can reroll 1s.Starting gold: ill get that later.
Two traits. One drawback
Background skills used
Races: core races or forgotten realms races
Classes:ask. Archetypes are allowed
Alignment: yes, you can play evil if you want. DM me. Or the whole party can play evil,i dont care.
Oh......
Gonna look at other race options.
Storyteller Shadow |

Hey Rizzen, is this an 8th level build still?
Edit: Githzerai allowed?
Edit: Rolls
4d6 ⇒ (6, 2, 2, 2) = 12 = 10
4d6 ⇒ (5, 1, 4, 6) = 16 = 15
4d6 ⇒ (2, 2, 5, 4) = 13 = 11
4d6 ⇒ (6, 5, 3, 2) = 16 = 14
4d6 ⇒ (1, 1, 6, 2) = 10 Reroll 2d6 ⇒ (4, 4) = 8 = 12
4d6 ⇒ (2, 3, 6, 2) = 13 = 11
Not stellar but a few decent rolls there.

Storyteller Shadow |

Storyteller Shadow wrote:Hey Rizzen, is this an 8th level build still?
Edit: Githzerai allowed?
Edit: Rolls
4d6 = 10
4d6 = 15
4d6 = 11
4d6 = 14
4d6 Reroll 2d6 = 12
4d6 = 11
Not stellar but a few decent rolls there.
Yes, 8th level
No githzerai
Got it. My rolls probably don't allow for the concept I was envisioning anyway!

Evindyl |

Hey Rizzen, is this an 8th level build still?
Edit: Githzerai allowed?
Edit: Rolls
4d6 = 10
4d6 = 15
4d6 = 11
4d6 = 14
4d6 Reroll 2d6 = 12
4d6 = 11
Not stellar but a few decent rolls there.
I get that your character might not have taken Knowledge (Math) yet, but, 4+4+6 actually equals 14, not 12.
So maybe a little more stellar?