Amir Hiram's page

86 posts. Organized Play character for Raphaele Flickerlamp.


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Scarab Sages

One note: You can actually use a Human feat, Racial Heritage, to play the character as a halfling instead with access to all the same feats and traits.

That said, Halflings are really amazing at this job. I'm posting as such a character right now. There's a lot of ways to go about playing a helpful character based around Aid Another. I use a Halfling Fighter (Tactician) who will eventually take a single level splash into Monk (Maneuver Master); Cavaliers are a much more popular option, partly because your mount can ALSO use Aid Another, meaning even more attack or AC for your allies. Let me give you a few feat links. Feats are VERY important here.

Bodyguard - This feat, once you've got it and its prerequisites, will allow you to defend your allies easily. I think you can get this on your mount if you're a Cavalier, since it only requires Combat Reflexes, meaning your mount can ALSO be using Bodyguard on your allies... and on you. (I know you were already looking at this, but consider the ramifications of having it on your mount or animal companion if you get one.)

Swift Aid - This lets you use Aid Another once per round as a Swift Action as well.

Cautious Fighter, Blundering Defense, Crane Style - Get these feats if you can. You'll be boosting your allies' defense around you just by standing there looking pretty. Also grab 3 ranks in Acrobatics; it'll net you +1 AC when fighting defensively. Total this up: 6 AC when fighting defensively, 3 of it being given to your allies, and all this at only a -2 attack penalty.

If you want to get an animal companion to provide Aid Another bonuses as well, consider the next two feats: Nature Soul and Animal Ally. Two feats for an animal companion of your choice? Sure, why the Hell not? You can be any class you like to get this benefit.

Since you're not going to be optimizing for damage, you should probably pick up something to do when you're not throwing Aid Another around. I decided to specialize in Dirty Trick, but there are other maneuvers you could consider; and if you're a caster you could always cast spells or use a wand.

As far as traits go, Helpful is definitely nice, but I think that there's another trait (a campaign trait) that gives +1 Aid Another. Wait, here it is: Fools for Friends. That would give you +3 Aid Another, bringing you to +5 total.

This should be enough to get you started. As I said, there are LOTS of ways to do this.

EDIT: If you DO get a mount or animal companion... I strongly suggest the Wolf or Giant Chameleon. The Wolf gets Trip; need I say more? The Chameleon gets a climb speed. Climb speed. Small creatures can ride either of these into battle, too.

Scarab Sages

Astoroth wrote:
That's what I was thinking. To the outside eye, it's a normal master/slave deal. In actuality, we're the Underground Railroad. :-)

Sounds good. Let's do it, but I'd rather have my character still be a slave to the not-so-kind master when the campaign starts. Your character can purchase her in the campaign - perhaps with a little financial aid from my character, especially if she can rob her master before she leaves his service. (Right now she's broke.)

EDIT: Wait, we have 3,000 gold, not 1,000? ...I'm going to have to purchase more gear.

Scarab Sages

I've found that the more I think about this, the more undecided I am. I've got five or so separate ideas bouncing around in my head right now. I can't even decide for sure that I like the two ideas I presented as they are... And that's without me wondering if maybe Ratfolk would be more fun as a seafaring species than halflings.

Either way, I'm going to wait for a more detailed post on this before I brainstorm further.

Scarab Sages

This sounds like an awesome game idea. I've always wanted to do something like this, actually; I've contemplated making a Halfling or Lizardfolk nation in the past for such a world. As soon as there's an official recruitment thread for this, I'd love to pounce on in.

The rough ideas for each would be:

Halflings - Merchant kingdom; probably sea and river based. Not very good fighters, but they have wealth and lots and lots of sneak attack.

Lizardfolk - A small reptilian empire with a ruler who wishes to see his kingdom be legitimized by the rest of the world and treated as equals. There is dissent in the kingdom as the ruler is trying to shift his kingdom toward a more industrial society. They fight largely by means of guerrilla warfare, utilizing stealth and their ability to breathe underwater to ambush unwary enemies.

Scarab Sages

Astoroth wrote:
@Amir: psst! How'd you like to work for me? :-)

If we both get picked, that would be perfect. Heck, if your character could buy my character from her current master, she'd still have the guise of being a slave and wouldn't have to steal things to have access to magical books, AND she'd have someone to work with when freeing slaves. It would be perfect.

Scarab Sages

Okay. My character's sheet is complete!

Sonya, Tiefling Ranger (Freebooter / Trapper)

Sonya Black was born in Cheliax to two lower class humans who were struck with shock and disbelief when they realized their child had obvious demon heritage. It was strange because her two older siblings had been ordinary humans; so why was she different? Her father accused her mother of being unfaithful, and her mother accused her father of having fiend blood. Within a month after her birth, her parents were divorced, her older brothers leaving with her father while her mother was stuck with the demon child. It was not a loving relationship Sonya had with her mother.

Being treated poorly by everyone she knew, Sonya learned how to defend herself very quickly. She developed a mean right hook before she learned how to read or write, and she learned how to pick a lock by the age of nine. By the time she was twelve, her mother had thrown her out of her house, and she started living with a gang of like-minded individuals, all of whom were also tieflings. They did some odd jobs, some of them less legal than others, and also mugged a few unlucky passers-by. They never killed anyone, but they knew how to rob and how to fight.

Sonya became an integral member of the group, partly because of her natural strength, partly because of her skill at lockpicking, and partly because she had a way of encouraging and guiding her friends in a scrap with a keen eye and a few quick words. She was happy enough with this life, though never quite content. It was a dangerous way to live, but they managed to avoid the attention of the Hellknights, which was more than could be said for other criminals.

It all ended, though, after the gang muscled the wrong noble for some gold. One day after they'd robbed him blind, he had multiple squads Hellknights come after them. The result was bloody; of the dozen or so tieflings, only three of them got out alive, and they had to flee in such a way that they couldn't find each other again.

Now lacking a group to be a part of and wanting a little revenge on the Hellknights, Sonya is looking for a new job and maybe a new bunch of folks to work with... if they're not a bunch of prim-and-proper arrogant bastards, that is.

Scarab Sages

I'm going to go ahead and see if I get better point buy than what I have. If not, I'll keep my 13 point buy; and I can also keep my point buy if you prefer it. I have a character concept that works with 13 point buy and won't be disappointed if others are stronger than I am. Sonya will be able to beat people with a shield whatever I choose.

Since she'll be a ranger either way, I'm going to roll my HP now.

HP: 1d10 ⇒ 9

Point Buy: 10d3 ⇒ (2, 2, 1, 3, 1, 1, 2, 2, 1, 3) = 18

EDIT: Okay... That's pretty impressive. 9 on the roll +3 from toughness +1 from favored class and +X from Constitution... This is a solid start. 18 point buy is considerably better than 13 point buy, too. Okay.

Rolling wealth now.

Wealth: 5d6 ⇒ (5, 3, 4, 5, 1) = 18, multiplied by 10.

Scarab Sages

Okay. I threw the character together on Myth Weavers.

I live in the U.S. Central Standard Time Zone. I can post once a day, and probably a little more than that from Thursday-Sunday.


Reia has been a slave all her life, though she's had the luck (perhaps ill in its own way) to be the servant of a Chelaxian wizard. She's always been more cunning and observant than she lets on, and her ability to spin a solid lie or tell a half-truth without blinking has been in her favor for a long time. She's a skilled enough thief, and she's good with a blade, but what makes her unique as a slave is how she combines these skills with her understanding of magic.

Without her master ever noticing, Reia has studied his tomes and learned the languages he writes them in, despite having no formal training and little opportunity to do so. She's even developed a little magical ability, though she hasn't quite grasped how to make the spells work yet. The tricks she has learned, though, have proven very useful to her; and since she's recently stolen a magical cap of illusions from her master's collection of items, she's been able to gain a considerable amount of autonomy using her talents.

Reia tries to help other slaves escape when she can. She remains in her position despite the fact that she could probably escape on her own largely because she can help other slaves from where she is. Being the pet of a wizard does have its perks, after all, especially when one needs to "borrow" a few useful magical trinkets...

Still, Reia has some notable faults. She has trouble trusting others, especially humans, and she has difficulty expressing herself honestly. One might describe her as 'withdrawn' and 'cautious,' or even 'paranoid.'

Reia, Halfling Trick Blade

Who are you?

Reia is a cunning slave that uses trickery and the assumption of a docile nature to get into places other people can't.

Who do you want to be?

She wishes to one day be a free woman and a hero to other halflings - and perhaps a magic user in her own right.

What are you afraid of?

Death. Capture. Torture. Betrayal by a friend.

Why are you in Cheliax?

Reia is the slave of a local wizard. She typically runs small errands for him, collects his spell components, cleans his laboratory, and other such menial tasks. She's been experimented on a couple times, but thankfully was not harmed.

Scarab Sages

Err, a small typo I just noticed in my post with the rough ideas for both my characters: Under the trait 'Student of Philosophy,' the words "Use INT instead of DEX" should be "Use INT instead of CHA."

Scarab Sages

Awesome - I'll finish up the character later today and then leave her to be judged. I think I'll go with a shield-oriented setup.

Scarab Sages

Let's see... I'm throwing up a rough character outline for each; I'll finish the sheet of whichever character you folks thinks would be a more fun choice for the group. The backstories for each will be similar, too.

These character sheets are in a rough state. I'm still undecided between which I like. Brock (the half-orc) would be a standard Barbarian/Rogue Intimidate-focused scary guy that gets easy sneak attacks on scared folks; he's a brute force kind of guy. Amelia (the tiefling) will be headed in the direction of becoming an Arcane Trickster and will be more stealth and cunning oriented. She'll be capable of being the party trapmonkey whereas Brock won't.

The background is pretty straightforward for both characters, whichever one I pick. These are orphans, and they've grown up on the mean streets having to steal and scrape for scraps (when they're not begging or getting food from the local church). Brock has dealt with his lot in life by baring with the punishment he's had to endure... and then beating the crap out of those he could. Amelia has dealt with her problems by using her inborn magic and agility to rob people blind and sneak away from bad fights. This will affect how I play them, too; if I pick Brock, his first instinct will be to bare his teeth and snarl, then get ready to fight. If I pick Amelia, I'll be playing a more cunning, evasive character that tries to avoid conflict.

One thing I'm considering, if allowed: Since they're both orphans and are about the same age, I'd like whichever character I don't pick to be a friend of the other - a friend that died, perhaps. This gives the other kid a reason to want to do something about what's happening in town instead of just getting out while they still can.

I've chosen True Neutral as an alignment for now, but I'm tempted to go with Chaotic Neutral or Chaotic Good instead. I'll wait and see.


Brock - Young Half-Orc Barbarian (Invulnerable Rager) 2, Rogue (Thug) 1

True Neutral

Strength: 17
Dexterity: 16
Constitution: 14
Intelligence: 12
Wisdom: 9
Charisma: 11

BAB: 2
Saving Throws: Fort - 5, Reflex - 5, Will - -1

Traits: I haven't decided yet.

Racial Traits: Small (Young), Intimidating (+2 Intimidate), Toothy (Secondary Bite 1d4), City-Raised (+2 Knowledge: Local, Proficiency with Whip and Longsword), Darkvision 60 ft.

Level 1: Power Attack; Fast Movement, Rage
Level 2: Rage Power (Intimidating Glare), Invulnerability
Level 3: Weapon Focus: Flail, Heavy; Sneak Attack +1d6, Frightening

Attack: Heavy Flail +7 (1d8+4) OR Bite +6 (1d4+1)
Full Attack: Heavy Flail +7 (1d8+4), Bite +4 (1d4+1)
Attack (Raging): Heavy Flail +9 (1d8+7) OR Bite +8 (1d4+2)
Full Attack: Heavy Flail +9 (1d8+7), Bite +6 (1d4+2)


Amelia - Young Tiefling Rogue 2, Sorcerer (Sage Bloodline) 1

True Neutral

Important: The Sage bloodline makes Amelia's sorcerer abilities operate off of her Intelligence score, not her Charisma score. I was originally going to make her a Crossblooded Inferal/Sage sorcerer, but that... seemed like a very bad idea, as it further limits how many spells my character would have.

Strength: 9
Dexterity: 20
Constitution: 10
Intelligence: 19
Wisdom: 9
Charisma: 12

BAB: 1
Saving Throws: Fort - 0, Ref - 7, Will - 2

Traits: Student of Philosophy (Use INT instead of DEX to persuade others with Diplomacy or lie to others with Bluff), Motherless (+2 to Bluff and Disguise checks to seem sickly, injured, or weak in some way)
Drawback: Nervous

Racial Traits: Small (Young), Fiendish Resistance, Skilled (+2 Bluff / Stealth), Darkness 1/day, Darkvision 60 ft., Prehensile Tail

Level 1: Grasping Tail, Sneak Attack +1d6, Trapfinding
Level 2: Evasion, Rogue Talent (Fast Fingers)
Level 3: Spell Focus (Shocking Grasp), Bloodline Power, Cantrips, Eschew Materials

Ranged Touch Attack: +7

Cantrips - Jolt, Mage Hand, Open/Close, Prestidigitation
1st Level - Shocking Grasp, Infernal Healing

Scarab Sages

Hm... Since you're making a cleric/sorcerer, that can help me narrow my character options. I'm not swiping sorcerer off the list, since a rogue/sorcerer appeals to me greatly, especially if I can get Arcane Trickster eventually. I love the concept of that class.

(Interestingly, if I made a tiefling kid instead of a human kid, I could get into Arcane Trickster by level 5. That's... tempting.)

I'll go ahead and do Rogue, though I'm actually considering making the kid a Half-Orc and going Barbarian instead. Y'know - the kid's been bullied enough for his/her looks and heritage that they just sort of punch people in the face really, really hard now whenever someone gets uppity. ...I'm going to be seriously considering that.

Any opinions?

Scarab Sages


I'd like to play a young character, but I'd like to have permission to use a PC class instead of an NPC class. My character's tie to the town would be, y'know: "Hi, I'm a kid that lives in this town." I'd probably want to play a character between 10-14 years old. Given my love for pickpockets and thieves of all sorts, I may end up gunning for the Rogue class. Sorcerer is also an option.

If I'm selected, I can do once a day; but on the weekdays I may not be able to post more than that. Thursday-Sunday I can post a few more times per day.

Rolling stats!

4d6 ⇒ (3, 6, 3, 5) = 17
4d6 ⇒ (1, 6, 3, 2) = 12
4d6 ⇒ (4, 1, 4, 3) = 12
4d6 ⇒ (3, 4, 1, 5) = 13
4d6 ⇒ (6, 6, 3, 5) = 20
4d6 ⇒ (5, 5, 6, 3) = 19

So, let's see... That's...

14, 11, 11, 12, 17, 16. Those are pretty respectable stats before racial modifiers. I'm content with these rolls.

Scarab Sages

Okay. Here's my rough character idea thus far. I'll finish the sheet in a third post later, if this concept is allowed, complete with a backstory and personality. I just want an 'okay, you can keep working' message first.

Name: Sonya
Gender: Female
Race: Tiefling (Pitborn, no alternate racial traits) - +2 STR, +2 CHA, -2 INT
Class: Ranger (Freebooter / Trapper)

STR - 16
DEX - 13
CON - 13
INT - 10
WIS - 10
CHA - 12

Traits: Haven't decided, but she's going to get Sleight of Hand as a skill through one of them.
Feats: Toughness (Yeah, I get the feeling this will be very necessary)
Favored Class: Ranger

Backstory: I haven't fully decided, but this character isn't actually a sailor. 'Freebooter' is just to represent her ability to offer useful commands in battle. She's going to have a history as a thief.

Plans: I'll be going with Two-Handed Weapon for my combat style, so this character will be swinging around a big weapon - probably a bludgeoning one. She's going to have horrible AC whatever I do, so I'm going to grit my teeth and bear with it. Skill-wise, she's going to be equipped to fill a Rogue's role (Stealth, Sleight of Hand, Disable Device, and Perception are all going to be maxed for sure), especially since she gets Trapfinding at level 1. She'll probably start fights by pointing at someone she wants the party to take down, shooting at them with a bow, and then advancing the next round with a big melee weapon.

Do note that I chose Freebooter because of the character's suboptimal stat rolls. Giving my allies a bonus to attack and damage like a Bard would seems like a good idea with these rolls.

I am contemplating taking the alternate racial trait for Tieflings that gives them +1 Natural AC and going with a handaxe and a heavy shield instead of using a two-handed weapon. That would give my character respectable AC. I could even go with Improved Shield Bash at level 2 and drop using a weapon entirely; Sonya could just bash opponents with her shield as a two-handed weapon, which would be effective enough. Essentially, she'd be Captain America.

Scarab Sages

Making a double post here. Forgive me.

I want to go ahead and clarify what class I'm asking about, and why I want to use it. I'll also give you an idea of what sort of character I was thinking about making.

The class I'm interested in is the Trick Blade, a sort of Rogue/Magus meld. Medium BAB, slower Sneak Attack progression; swaps out and delays some Rogue abilities for Magus stuff. Has a spell list. They get Trapfinding at level 2, and since we'll be starting at level 2 or 3, I thought that was a perfect fit.

The character I had in mind is someone that is a Halfling slave whose master is a local wizard. She isn't very happy about her situation, but manages to play the fool and act weaker than she is; behind her master's back, she's been reading his spellbooks and scrolls and trying to figure out how they work, as well as generally being more perceptive of her surroundings than she lets on. She's handy with a dagger (I haven't decided on whether she'll use TWF), at lying, and especially at pretending to be weak and meek.

Her goals will be, generally speaking: Stay alive, help other halflings, free slaves, don't get caught, and maybe get the heck out of Cheliax. There's no particular order to these priorities. Alignment: Neutral Good.

Scarab Sages

I'm interested. I'm going to roll, but I'm not expecting to play because so many people have already signed up before me. If I do get to play, awesome. How often do you want folks to post?

Stat1: 3d6 ⇒ (5, 4, 3) = 12

Stat2: 3d6 ⇒ (6, 2, 6) = 14

Stat3: 3d6 ⇒ (5, 4, 1) = 10

Stat4: 3d6 ⇒ (4, 3, 3) = 10

Stat5: 3d6 ⇒ (6, 3, 4) = 13

Stat6: 3d6 ⇒ (4, 3, 6) = 13

EDIT: Hm... I could drum up an okay Fighter or Rogue with these stats, or if using aging rules is allowed, I could use it to make an old man spellcaster. Hm... Well, in general, a lot of things are doable. This isn't terrible; just sub-optimal.

I think I have exactly 13 point buy with these rolls. Well, I can live with that.

I'll look at what others are making and drum up a character concept in a second post.

Scarab Sages

Color me interested. I'm not sure what I'll make yet. A few questions...

1) How often would you want us to post?
2) You mention dealing with escaped slaves. If we're playing a Halfling, as an example, can we work to actually help the escaped slaves while doing what is asked in all other respects? Would you rather avoid the possible conflict that could arise from that?
3) Precisely which level are we starting at? 2 or 3?
4) I'm assuming this will be roleplay heavy?

EDIT: Hm... One more question, since this is a homebrew game.

5) Would you consider classes made by third parties or homebrew classes? There's a homebrew class I'd love to try, but I'm not at all bothered if you say 'no.'

Scarab Sages

hgsolo wrote:
I actually like fighters for this type of play. If your group is super optimized than you'll want to plan regardless, but if you go for a generalist fighter you can have a little bit of everything. Get a good STR & CON with a even moderate DEX and you can two hand, sword and board, or do some archery. You won't be great at any of it, but you can fight in way more circumstances than the guy who threw every single feat at being the best falchion fighter ever, and you aren't completely screwed when you lose your favorite weapon.

I can see how that would work. I'd personally advocate Barbarian, Ranger, or Paladin instead, though. Avoid getting Weapon Focus and similar feats; focus instead on your general area of expertise. You still get solid BAB to use with other weapons, too, including the bow, the falchion, the whatever.

And, of course, Rogue is good for this style of play because Sneak Attack works with pretty much anything, even spells. You just need to be sure you can catch your enemy without his DEX in some fashion if you're using ranged weapons, or you're limited to one attack per round (via Stealth and Sniping).

Scarab Sages

Steve Geddes wrote:
Fantastic, thanks (I generally play fighters and thieves and it was a fighter that made me think of this query - I could tell he was poor, and wondered if there was a better choice of class). How about ranger? Does that suffer horrendously without much planning?

Not really. At least, not in my opinion. As I said in my post, Ranger gets an honorable mention for not needing a lot of planning.

Think of it this way: At levels 1 and 2, you're going to decide how you want to play. Do you like crossbows? Bows? Two weapons? One darned big weapon? Build for that at level 1, and then at level 2 just pick the appropriate Combat Style. Bam! You're set for the future; now, you just pick feats from the list for your Style whenever you get Ranger levels and pick terrains/favored enemies you think fit roleplay-wise or that you think you're going to encounter. It's pretty straightforward.

EDIT: And, personally, one wonderful thing about Rangers is their abilities tend to mesh well with Rogues and Fighters. If you decide to take a level from one of those classes, you'll either get bonus feats (which help you focus on killing more) or sneak attack die (which help you kill more when flanking). It's pretty much a win-win.

Scarab Sages

Agreed. Clerics have access to all their spells at the get-go, making them a very forgiving (and strong) pick. The same goes for Druids. Wizards will need to choose spells and then buy the rest later, but that's still very forgiving.

I would advise against Fighter in this context because feats are your bread and butter as a Fighter, meaning you need to plan, plan, plan. I'd probably go with a Barbarian or Paladin instead, at least in this context. With Barbarian you'll still need to pick Rage Powers, but that's not so bad. Ranger deserves an honorable mention here, since once you pick a path to go down (Two-Handed Weapon, Two-Weapon, Sword-and-Board, Archery), you've got your choices already limited to useful feats for you when you level. I.E.: The planning is already done for you.

Rogues, while many people don't like them, wouldn't be a bad choice for a game like this. The two things you really need to think about each time you level as a rogue are skill points and Rogue Talents. If you have a vague idea of what sort of character you want to play - a bruiser, a smooth talking scoundrel, a gentleman thief -, then choosing those will be pretty easy. Rogue also benefits from multiclassing a lot, so if you decide you want to play a caster instead, you can get sneak attack damage on your touch attacks; or if you decide you want to be beefier, dipping into Fighter can get you BAB and Bonus Feats to make you that much better of a melee combatant. I'd avoid playing a ranged rogue unless someone helps you get your sneak attacks off.

Finally, consider the sorcerer. While the choices you make won't be very forgiving if you make poor ones, the personality of the sorcerer befits "ad-hoc" more than a wizard. Spontaneous casting has its perks. You can eventually switch out old spells for new ones, too.

Scarab Sages

OH! Before I forget...

Hydras are fantastic creatures to throw templates on. While using the zombie template seriously hindered the hydra for my group, I had another hydra type planned for higher level encounters that used the Vampiric template. Now, rules-wise, you're supposed to get rid of the natural Fast Healing a hydra has if it's Vampiric; but since this was for a homebrew game, I ignored that. So, it had all the benefits of being a hydra as well as undead benefits and vampiric bites that drained Constitution. Vicious? Very. Backed up with supporting negative energy clerics, an Aquatic Vampiric Hydra of this design can make an extremely fun encounter.

And never forget: If your party is fighting enemies on another boat, the other boat can fire weapons at them. Cannonballs flying around can be environmental hazards. Harpoon guns can be fired at the party from across the water. Throwing weapons and crossbow bolts can be hurled. Enemies can come swinging onto the battlefield (err, the deck) around the party via ropes. You have LOTS of scenic luxuries at your disposal in ship vs. ship combat. Be creative!

Scarab Sages

I LOVE putting players on a boat! *CACKLE*

...Okay. The first time I ever had my players fight an aquatic encounter was in 3.5. It was actually how the campaign opened; in that campaign world, a new continent had been discovered, and the players were sailing over there to work as mercenaries and join the ranks of colonists.

The problem, however, is that the orcish equivalent of Vikings made the "New World" their home. Necromantic, slavery-practicing orcish Vikings with hydra pets.

They were on their boat when thick fog came around the ship. Rules-wise, the fog was an enlarged, persistent Obscuring Mist spell being activated from rods that orc clerics were using on their ships, though you could use other spells in place of that (and I probably should have). Anyway, this fog their rods were producing was obscuring their raiding vessels from sight. The players went below deck to roleplay and meet each other. Well, the halfling that manned the crow's nest decided to go on below deck to have a drink, too, because, quote: "I'm useless up there anyway! I can't see s#@*."

A minute or so later, screaming came from above deck. Then, the door burst open, and orcish raiders charged in through the door.

I forget their exact stats, but I was using Weapon Group rules and had given them a Raiding weapon group. They were proficient in shortspears, shortswords, handaxes, throwing axes, javelins, torches and nets; this is because, realistically, you don't swing a greataxe around in the cramped quarters of a ship. There's just not enough room to do so.

These frontline orc warriors (Fighters) fought side-by-side in a shield wall (and had a feat that gave them bonuses to their AC when they stood adjacent to others with the feat). They opened by throwing javelins and throwing axes into the room, then marched forward defensively. Meanwhile, lightly armored orcs (Fighter/Rogues) rushed out from behind the shieldwall and flanked the party, dealing sneak attack damage and using nets to impair and capture their opposition (for purposes of dragging them to their own ship to enslave them, of course).

The party managed to beat two groups of these orcs, though they were pretty damned bloody by the time they had finished. They heard a loud roar come from the decks above, and the whole ship shook. By this point, my players were anxious and afraid. They went above deck...

...and got to fight a zombified aquatic hydra. I chose to make it zombified to make it easier to kill (I.E.: No Fast Healing) while still giving them the "OH CRAP" factor of fighting a hydra on deck. It was supported by two first level orcish clerics (negative energy) and was under attack by several (4-5) first level Human/Halfling/Half-Elf warriors. It killed a couple of them before the party reached it. The fighting was somewhat brief, but when it looked like my party was going to lose a member before the adventure even reached the shoreline, I had a couple more Warriors join the fight and distract the hydra for them (this made the rest of the battle go a little worse for the crew, since they had to stop fighting orcs to engage the monster).

It was my second game I ever ran as a GM, and I have to say that I sincerely loved this intro more than any other campaign intro I've ever run for my players.

Scarab Sages

I was toying with one last idea for a new PFS character. I want to make a caster this time around, but at the same time I want to fill the role of trap specialist (since that is something my tables are always lacking). So, it hit me: What if I use the Seeker archetype coupled with the Sage (wildblooded version of Arcane) Bloodline?

From the Seeker archetype, I get Trapfinding as a rogue. I lose Eschew Materials, but that's not so bad, and I don't know how big a problem that will be in PFS. Then, I can couple that with the Sage bloodline which makes my sorcerer operate off of Intelligence rather than Charisma. If I grab a trait that lets me get Perception and another for Stealth, I'm set to be a party scout and trapfinder.

Beyond this, I'm a bit unsure what direction I want to take this build. What race will fit best? I figured Halfling, Dwarf, or Human would be best (Dwarf for Darkvision, Stonecunning and CON; Halfling for Small Size, stealth, perception, and DEX; Human for the feat and more skillmonkey points). Half-Elf looks very appealing, too, especially if Drow-Blooded is PFS legal. But then, what about feats? What spells fit best (besides the usual best first level spells)? Illusion spells and Invisibility come to mind, as do touch attack spells. Is there anything else I should be considering?

EDIT: And should I be considering Arcane Trickster, perhaps?

Scarab Sages

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The one time I had serious fun playing an evil campaign was when my group drew HEAVY inspiration from the Dungeon Keeper setting. We were all minions of a bodiless, almighty evil overlord that would invade our minds and demand we serve. Very fun stuff. I was the only player using a standard race; everyone else was a monster.

Scarab Sages

Oh - If I were to play in this game (and I am tempted to ask if you're running this online), I'd totally want to play a Rogue/Wizard or something of the sort. Actually, there's a homebrew class that mixes the Rogue and Magus that I'd REALLY love to use. Rogue skills + some small magic, including Invisiblity, and a focus on melee combat would be interesting for a game like this.

Scarab Sages

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Huh... Interesting.

You'd want someone who's good with herbs, considering that you'd probably need some actual material components to give to the Wizard or Cleric of a deity that would approve of this. A Druid or Ranger would work well; in fact, a Druid could possibly even be the one making the drug as well.

The more I think about it, the more I think the Druid would be the best suited to helping a group like this out, actually, or a Wizard who can talk to animals. Or a gnome. Anyway, a Druid could use common animals (especially vermin, like rats, not to mention pigeons) as spies and lookouts. Simple instructions could range from "Tell me if you see anyone enter this building" to "Make loud noises if anyone walks out with boxes." The druid could also gather any herbs needed to make the drugs, could possibly make them, and would probably have enough control over animals in the region to make them serve as cheap thugs for the organization. Hell, just imagine if anyone who crossed your organization suddenly had plagues of rats, spiders, and termites infecting their homes...

In a similar vein, isn't there a Piper archetype for the Bard, or something of that nature? A bard that controls vermin? That could work similarly.

Scarab Sages

This opens up a lot of opportunities for me. Thanks, guys! That quote from the Atonement spell will be very helpful.

Scarab Sages

So, it largely comes down to DM fiat and player initiative rather than any specific ruling? I'll see if I can talk my DM into allowing it, then. Thanks.

EDIT: Atonement can switch you from one non-evil alignment to another?

Scarab Sages

I've been playing a Halfling fighter (tactician) in PFS, and I realized that one way I could make my character's build truly amazing (aid another; buff allies, etc.) is to take a single level dip into Monk. The problem: My character is Neutral Good, not Lawful Good.

Is there a way I can change my alignment? I already roleplay something between Lawful Good and Neutral Good; my character believes in upholding the law, but puts Good before Law and doesn't approve of... certain systems. (I.E.: He's very much anti-slavery due to being a halfling. I may have to change his allegiance to Andoran soon.) I spoke to the PFS DM I normally play with about this, and he pretty much said that as far as he knows I'm stuck with my current alignment.

Is it possible to spend Prestige to make this shift, perhaps? Is there another resource I could use?

Thanks in advance for any and all advice.

Scarab Sages

This isn't entirely on topic, but are there any plans to playtest these rules coming up? I'm busy with Pathfinder Society and other tabletop RPGs, but I would definitely try to make time to playtest this sort of system online. I haven't had as much exposure to E6 (or P6, clearly) as I would like, so...

Scarab Sages

So, I started developing this bloodline as a joke with some friends, but I actually started taking it seriously midway through the work. Forgive me, please.

I would like some opinions on this bloodline concerning both its mechanics and its fluff (which need to feel like they belong to a "bro"). I tried to make sure it measures up decently with other bloodlines, but I get the feeling its 1st level Bloodline Power may be too strong, and I'm uncertain as to how I feel about the 15th level power both fluff-wise and mechanically.

I wanted to fit in something concerning drinking, but I couldn't actually think of anything that fit well. Also, I couldn't decide on a 20th level ability, though I was toying with something akin to making the user of this bloodline everybody's BFF with an ability called 'Bromance.' My brain's energy petered out at that point, though.

Again, any and all advice and suggestions are desirable. Thanks beforehand for any and all input!

The bond you have with your compatriots and extended family is so strong that you derive real, physical strength and magical power from them. Brethren before wenches!

Bromancy Bloodline

Class Skill: Knowledge: Local
Bonus Spells: Moment of Greatness (3rd), Pilfering Hand (5th), Heroism (7th), Telekinetic Charge (9th), Stoneskin, Communal (11th), Heroes’ Feast (13th), Giant Form I (15th), Clenched Fist (17th), Heroic Invocation (19th)
Bonus Feats: Improved Unarmed Strike, Toughness, Iron Will, Improved Bull Rush, Power Attack, Great Fortitude, Combat Casting, Combat Expertise, Swift Aid
Bloodline Arcana: Whenever you deliver your spells through an unarmed strike, a natural melee attack, or a melee touch attack, you may choose to deal additional damage equal to your sorcerer level. This applies even if the spell does not normally deal damage. This bonus damage does not apply when used with conjured or manufactured weapons, though spells or abilities that modify or grant you additional natural attacks may be used in conjunction with this ability.

Bloodline Powers: Your power of Bromancy manifests as increased physical power and the ability to grant boons to your comrades-in-arms.

Brofist (Su) – Starting at 1st level, you may make a single unarmed strike, natural melee attack, or melee touch attack against an enemy as a standard action. You may choose to deal bonus damage as per your Bloodline Arcana as if you are casting a spell through your attack. If this attack hits, you may attempt to Bull Rush your opponent as a free action using your Charisma bonus in place of your Strength bonus. You add ½ your sorcerer level to your CMB when using this ability. If the Bull Rush attempt is successful, your opponent is moved the normal number of squares, but you remain in place. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Awesome Strength (Su) – Starting at 3rd level, you count as one size category larger than your usual size for purposes of determining your CMB, CMD, and what creatures you can attempt combat maneuvers upon (including the Bull Rush action from Brofist). This effect persists when you are polymorphed, and the bonus applies to your new form’s size. At 9th level, you count as two size categories larger. At 15th level, you count as three size categories larger.

Wingman (Su) – A real brother knows when to help a friend take center stage. At 9th level, you gain the ability to do just that. Once per round, when an ally within 30 feet of you attacks an enemy you can see, you may perform the Aid Another action as an immediate action to assist your ally’s attack. Instead of the usual bonus, you give your ally a bonus equal to your Charisma modifier to the attack. Additionally, if the attack hits, it deals bonus damage equal to your sorcerer level. This damage is not multiplied on a critical hit. You can also use this ability to replace your usual Aid Another bonus to skill checks with your Charisma modifier instead. You may use this ability a number of times per day equal to ½ your sorcerer level.

Not Cool, Bro (Su) – At 15th level, you gain permanent spell resistance equal to 10 plus your sorcerer level. Whenever an enemy caster succeeds on a check to overcome your spell resistance, you may force the caster to reroll, taking the new result even if the result is worse for you. This ability may be used three times per day.

Scarab Sages

Not cool, bro!

Scarab Sages

I just had an image: Brother Broland the Broadin fighting alongside his stalwart bropartiots Brolaf the Broserker and Brock the Brogue.

Scarab Sages

Antipaladins fall when TV Tropes says they need to go back to the Heel-Face Revolving Door.

Scarab Sages

blahpers wrote:
Arloro wrote:
Saw a Paladin summon an Ice Devil in the middle of a crowd of townspeople. We referred to him as an ex-paladin for the rest of that adventure.
Hmm. Character idea: Paladin (or cleric, or inquisitor) that summons demons or other such creatures in an attempt to convert them to the side of light.

"Hello, spawn of the Abyss. Have you heard Sarenrae's word lately...?"

Scarab Sages

Forsooth! Thou hath no respect for man's brotherhood with man! THIS PANSY SHALL BE BROSMITTEN!

Fear not, my brothers! Those who fall shall never be brogotten!

Scarab Sages

If it were me, I'd actually avoid TWF since you're going to be spending at least two more feats than the average fighter already, especially if you splash dip into Bloodrager (not a bad choice). Your character will be stretched for feats no matter how you go about this, though.

If you want to use Martial Versatility, then you go Human Fighter. If you don't mind it, go Dwarf Fighter. Splash levels in Barbarian, Ranger, Rogue, or Bloodrager as you please. Choose and plan smartly.

My personal suggestion: Focus on feats that work with all weapons you have (and Power Attack, even though that technically does not work with thrown throwing axes). So, you'll be getting Weapon Focus and Weapon Specialization as well as Power Attack - generic fighter stuff - and then combine all that with Martial Versatility. Afterwards, consider picking up maneuver focused feats (if you have the intelligence), Combat Reflexes with feats that enable its use (such as Greater Trip, actually), more weapon based feats (if you go pure Fighter), Barbarian rage feats (if you go Barbarian for a fair distance)... You have a lot of options available to you that will affect almost all your weapons. Also consider going Barbarian for the Pounce stuff, since Pounce is always amazing. Oh, and you'll want Quick Draw since you'll be changing weapons frequently, at least IMO. You may want to talk to your DM about allowing a houserule that lets you put your weapons away for free with Quick Draw, too, since I doubt your character would want to just drop his beautiful axes to the ground.

For equipment, remember that you'll want a - I forget the name, a Belt of Mighty Hurling or something? - to maximize your ability to kill stuff with your throwing axes. You'll want a reach weapon, a one-hander, and a set of throwing axes all enchanted; and don't forget to bring a shield, just in case.

Scarab Sages

Hm... Well, folks? Who wants to...


...FALLow Deth's advice?

In seriousness, I approach every post initially as if it's a serious question / not a troll, except when I don't. Forgive my awfully vague post here; I'm just trying to keep all my options, both silly and serious, open.

Scarab Sages

How did the wizard beat the paladin in a debate?


He found a logical FALLacy.

Scarab Sages

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You know, perhaps it's just me, but the more I think about it the more I find Paladin codes to be...



Scarab Sages

Huh. That's very interesting, and it makes a shield-based build more viable in my head. I may have to try playing a Captain America character myself, now.

Scarab Sages

Human or dwarf works fine. He could be a human from the Land of the Linnorm Kings, or perhaps he's just a forester's son (and thus the first "weapon" he ever held was a woodcutting axe). If you choose dwarf, you get good flavor, too, but of a more stereotypical variety.

Axes is a very good choice, though. You have a good variety of weapons with multiple uses available to you. You can TWF, use two-handed weapons, throwing weapons... The trouble is pretty much everything you use is Slashing, so be ready to deal with piercing/bludgeoning DR in some way.

Scarab Sages

PFSRD wrote:

Benefit: These spikes turn a shield into a martial piercing weapon and increase the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you (see “spiked shields” on Table: Weapons). You can't put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack.

An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.

Insinuating that you cannot normally enhance spiked shields as weapons, at least as far as +1-+5 enhancement bonuses go. If you can't use a spiked shield's enhancement bonus to deal damage, then why would you be able to use a non-spiked shield to improve its damage?

You can still enchant the shield with weapon enchantments I think, now that I've done a bit of cursory research, but your enhancement bonus is only ever applied to your AC. So, a shocking +1 heavy shield would deal shocking damage and give you +1 AC. At least, that's how I'm translating this. An FAQ post may say differently if someone can drum one up.

EDIT: Also, BlackBloodTroll actually made a good point in an older thread you may want to consider - you can use a Heavy Shield or Spiked Heavy Shield with two hands and wield it as a two-handed weapon. That means you get 1 1/2 times your strength bonus, meaning you have no need for TWF at all.

Scarab Sages

Nullmancer wrote:

Where this came from was looking at the warpriest in the new Advanced Class Guide. My idea was taking a light shield, and create a build around that since the damage increases much like a monk's with the sacred weapon bonus.

Any thoughts? I mean, I know it's too soon, but while the class is the way it is, I'd like to test it out.

Hm... I'm guessing you want to go with Two-Weapon-Fighting? That's the only way I see you maximizing the benefit from a high DEX.

Personally, just go with TWF, spiked light shields, and get the Agile enchantment for your spikes on each shield. Use Improved Shield Bash, too. It's a bit silly, of course, since you're swinging two shields around at people, but it works mechanically. It's too bad that the Warpriest only gets a single weapon they can focus on, or I'd make a sword-and-board styled Warpriest, too...

Scarab Sages

Quandary wrote:

Define 'debatable':

In the Blog where Martial Versatility was announced, the author states:

You could argue that Net Adept works with nets, therefore it only "applies to a single weapon." I would hope that calling out Weapon Focus as a specific example is sufficient to demonstrate that the intent of the feat is to apply to any feat for which a single weapon must be specifically selected in order for the feat to apply to that weapon. Nomenclaturally, any feat that requires you to put the name of a specific weapon in parentheses after it (for example, Weapon Focus, Weapon Specialization, Improved Critical, Exotic Weapon Proficiency, Rapid Reload, Close-Quarters Thrower) is what is intended as "feat that applies to a single weapon." To use a specific example of what I meant by that phrase, Exotic Weapon Proficiency (net) would be valid, while Net Adept would not.

Quandary wrote:
So I take it that MV/MM aren't intended to allow using Dervish Dance with any 1-handable Heavy Blade?
That is correct.

I never actually saw that blog post, thus why I saw it as debatable. If that's the intent, then it's considerably less debatable.

Scarab Sages


If you want to houserule something, may I point you to an archetype that simply introduces a new weapon group? Meet the Corsair, a Fighter focused on a new weapon group called Pirate Weapons! hter-archetypes/corsair

This is actually one of my favorite weapon groups because you can have a fairly effective two-weapon-fighter that uses a hand crossbow and a cutlass at the same time.

In short, this archetype introduces a new weapon group, if a small one, and then provides a few abilities for it. You could probably convince your DM to let you make a new weapon group for your character and make it an archetype. Couple that with the Martial Versatility feats, select a weapon that will cover multiple weapon groups (as Imbicatus suggested), and you have a nice range of weaponry that you'll have Weapon Focus and Weapon Spec in.

Scarab Sages

Firstly, remember that it only applies to Light Weapons. Thus, it works for a Light Shield or Spiked Light Shield, but not a Heavy Shield. You'd also want Improved Shield Bash so as not to lose your shield bonus to AC.

Secondly, the best ways to get DEX to damage with weapons are to either A) Use a scimitar and the Dervish Dance feat, or B) Use Agile weapon enchantments, as you noted. Otherwise, I think you're pretty much stuck with STR to damage.

EDIT: Alternatively, you COULD play a human and use Dervish Dance along with Martial Versatility (a human feat). It's a debatable thing, but you have a pretty good argument for using that to say "Yeah, I can get a DEX bonus to attack and damage when swinging a longsword, bastard sword, broadsword, and other such heavy swords!"

Scarab Sages

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Torbyne wrote:
But martial mastery is late game and only one weapon group.

Precisely. So, you're best off either focusing on being "The world's best <X>", where <X> equals "swordsman" or "pikeman" or "axeman" or what-have-you, or using a class other than Fighter and focusing on having a flexible combat style (I.E.: Not being a one-trick pony).

Alternatively, talk to your GM and show him the Martial Versatility / Martial Mastery feats, go over your concept, and ask him if you can design a Fighter archetype based around this idea. Hell, your GM may even let you play a non-human version of this if you can make a good case.

Scarab Sages

There's a few paladin threads here right now that refer to GM Jerkitude and/or Player Entitlement, actually. I was shocked by one GM's posts in one.

Scarab Sages

"Prerequisites: Fighter level 4th, human.

Benefit: Choose one combat feat you know that applies to a specific weapon (e.g., Weapon Focus). You can use that feat with any weapon within the same weapon group.

Special: You may take this feat more than once. Each time it applies to a different feat."

So, yes, it can be taken more than once. You need four levels of Fighter first, but that gets you Weapon Specialization anyway. The trouble is it Martial Versatility only applies to one specific weapon group at a time, and only to one feat at a time; so, if you wanted Weapon Focus and Weapon Specialization to apply to all polearms, you need Weapon Focus and Weapon Specialization in one polearm, and then two feats spent on Martial Versatility for each feat.

So, your build may look like:

Weapon Focus: Glaive
Weapon Specialization: Glaive
Martial Versatility (Weapon Focus: Glaive)
Martial Versatility (Weapon Specialization: Glaive)

Which would then allow you to apply Weapon Focus and Weapon Spec to all polearms.

Alternatively, you could go straight Fighter and wait until level 16 to get Martial Master ( ).

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