Tiefling

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14 posts. Alias of Voyd211.



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So some good two years ago, I made a race for Pathfinder called the starborn. Essentially, think tieflings and aasimars, but descended from cosmic abominations like the Great Old Ones.

Well, last night, I converted them to Starfinder, giving their crunch a complete overhaul while leaving their fluff intact. Let me know what you think of their old and new stats!


See title. The only other thread on this topic hasn't had any posts in over a year, and I'm not about to commit thread necromancy.


So while I'm making this to ask questions myself, I kinda wonder if this could be like an "ask [dev] ALL your questions here" thread? It'd be nice, but probably depends on the devs' opinions.

Anyway, first question for the forums at large: does anybody think the Red Mantis still exist? Or has their god died/been left on Golarion?


Hey all.

So I'm considering making a barathu character, as the title states. However, I feel like we don't have a substantial amount of information on their culture yet; I imagine that will wait until we get an equivalent to the Advanced Race Guide. Nevertheless, there is one thing I've gleaned: barathus love biotech.

Now here's the thing: armor is a necessity to survive in Starfinder. However, even if technological armor does exist for barathus (which it does, the Armory confirms this), I feel like they'd frown upon it.

So! Who else thinks that barathus make biotechnological armor, that looks like shell or carapace? Like, a biological version of vesk plate that looks like a pearly nautilus.


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So I was taking a look at the stalwart defender, and one thought I had was "I wish there was a viable defender option."

That was part of the inspiration for this class.

Sentinel:

Armor is essential in combat. No matter how good a fighter’s sword arm is, eventually he’ll need to rely on his armor to absorb blows. The sentinel takes this necessity and turns it into an art form; shrugging off the hardest blows with incredible resilience, the sentinel wades fearlessly into combat.

Role: While the sentinel is no slouch in combat, his ultimate goal is to defend his allies. Standing between his allies and the blades that fall on them, and ensuring that enemies pay attention to him, the sentinel is a defensive role, but hardly a passive one.

Alignment: Any.
Hit Die: d12.
Parent Classes: Cavalier and fighter.

The sentinel’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering, engineering, nobility) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Swim (Str).
Skill Ranks per Level: 2 + Intelligence modifier.
Base Attack Progression: Fast (BAB = level)
Good Saves: Fortitude, Will

The following are class features for the sentinel.

Weapon and Armor Proficiency: The sentinel is proficient with all simple and martial weapons and with all armor (light, heavy, and medium) and shields (including tower shields).

Challenge (Ex): Once per day, a sentinel can challenge a foe to combat. This functions as the cavalier ability, save that the sentinel does not take a penalty to his Armor Class.

Defensive Combatant (Ex): At 1st level, a sentinel takes only a -2 penalty to attack rolls when fighting defensively. At 7th level, he takes no penalties when fighting defensively.

Fighter Training (Ex): A sentinel uses his sentinel levels as fighter levels for the purposes of qualifying for feats.

Blocking Mastery (Ex): At 2nd level, a sentinel gains a +1 shield bonus to his AC when fighting defensively, as though he were wielding a blocking weapon. This does not stack with the bonus granted by actual blocking weapons. At 6th level, and every 4 levels thereafter, this shield bonus increases by +1 (to a maximum of +5 at 18th level). A weapon’s enhancement bonus is added to this shield bonus.

Intercept Attack (Ex): At 2nd level, a sentinel learns to prevent enemy attacks from striking his enemies. Whenever an adjacent ally is attacked, as an immediate action, the sentinel can thrust out a shield or weapon to block the blow. He makes an attack roll, with an effective AC equal to the triggering attack roll. If he succeeds, the triggering attack fails. If the enemy was making a full attack, the sentinel applies his blocking mastery bonus to his ally’s Armor Class for the remainder of the action. The sentinel takes a -2 penalty to his Armor Class until his next turn. The sentinel can use this ability a number of times per day equal to 1/2 his sentinel level + his Strength modifier.

Armor Training (Ex): Starting at 3rd level, a sentinel learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. This functions as the fighter class feature, and increases at the same rate.

Bonus Feat: At 5th level, and every three levels after, a sentinel gains a bonus feat. This must be Diehard, Endurance, or a combat feat.

Improved Interception (Ex): At 9th level, a sentinel does not take a penalty to his AC after using his intercept attack ability. In addition, creatures whose attacks are intercepted provoke attacks of opportunity from both the sentinel and his allies (not just the one the enemy tried to attack).

Come and Get Me (Ex): At 12th level, the sentinel can deliberately leave himself open to attacks, making him a tempting and distracting target for his enemies. For a number of rounds per day equal to his Constitution score, a sentinel can lower his guard and take a -4 penalty to his Armor Class. All enemies within 60 feet that can see or hear the sentinel must succeed at a Will save or be forced to attack the sentinel. The save DC is equal to 10 + half the sentinel’s level + the sentinel’s Constitution modifier. All attacks against the sentinel provoke attacks of opportunity from the sentinel and his allies, with a +4 circumstance bonus on the attack roll.

Armor Mastery (Ex): At 19th level, a sentinel gains DR 5/— whenever he is wearing armor or using a shield. In addition, his armor no longer has a maximum Dex bonus, and he does not take armor check penalties.

Invincible (Ex): At 20th level, a sentinel becomes almost impossible to put down. Once per day, a sentinel can call on incredible reserves of resilience and tenacity. He gains a number of temporary hit points equal to 1/2 his maximum hit points, a +6 racial bonus to Reflex saving throws, and immunity to fatigue and exhaustion. In addition, all damaging effects (attacks, spells, or spell-like abilities) deal minimum damage to the sentinel (before subtracting damage reduction). These effects last for one hour or until dismissed.

I was imagining that the demonstrative character for this would be a heavily-armored gnome with a shield, until I learned that shield bashing is apparently always an off-hand attack.

Originally, I planned for him to have all good saves to keep the "defender" feel, but it seemed to be a bit much.

Any improvements or tweaks I could make to this concept?


Let's say that I gave my pet T-rex two extra heads, each with a bite attack.

Would those extra heads get the double Strength bonus to damage from powerful bite? Because it says "bite damage," and that seems pretty general to me.

If I'm right, primal T-rexes are terrifying.


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So a couple years back, I posted this thread, where I asked for the bottom line of the various Adventure Paths.

I'm looking into recruiting for home games, and there have been several new adventures since then. I'm trying to figure out how to describe each AP to potential players, without spoiling any of the plot.

Anyone care to update Lord Snow's list?


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I'm trying to collect material for the Awesome Moments page I made on TV Tropes. Unfortunately, there were only two that I knew offhand (one from the lore, one from someone's game)

And this is where you guys come in! While moments from the Golarion canon are appreciated, what I really want to see are Crowning Moments of Awesome from your gaming experience, whether you're GM's or players. Come one, come all! Bring your natural twenties and sky-high skill checks, because this is (hopefully) going to get cool.


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See title. Basically, I'm a player looking for a chance to play an Adventure Path. So, here are my basic criteria of what I'm looking for:

-The GM MUST be willing to accept exotic races. I find the core races incredibly boring, and prefer a little bit of variety. I almost never make characters for the core races.

Really, that's the only thing that I absolutely require. Optional tidbits:

-Preferred APs: Rise of the Runelords, Skull and Shackles, Shattered Star, Reign of Winter, Carrion Crown, Wrath of the Righteous
-Mythic would be nice, but it's not an all-essential thing, unless of course I'm directed to Righteous.
-The GM should be willing to allow characters listed as evil. Main reason being, I have a CE character... though he's not a villain so much as a Grade-A FDA-approved a+$%++$.

I have three characters statted up, wandering Golarion and ready for adventure!

First is Taiken, a Lawful Neutral kobold monk of the empty hand. Of these characters, he's the most fleshed out, and the one I'm leaning toward playing as.

Next is Dayne Verikt, a Chaotic Evil skinwalker alchemist (werecrocodile-kin). This is the a#&~&&@ character I was talking about. He's not a cold-blooded murderer, but he is just a complete jerk with no heart of gold. Also, he REALLY likes fighting.

Finally, Victus Kalrox, a True Neutral nosferatu-born dhampir ranger. He's not the nicest guy, but he is nowhere near evil. He just really, really, really, REALLY hates goblins. He'll attack, kill, and likely eat any goblin he sees on sight. All other humanoids are off the menu, though.

Any GMs running PbP games that fit the criteria, please, let me know, I'd be interested to hear about it!


So, I've created a skinwalker alchemist in the hopes of using him in an adventure path.

Meet Dayne Verikt!

Preferred APs: Rise of the Runelords, Skull and Shackles, Wrath of the Righteous


Hey all.

So, I've said many times that I'd love to play an Adventure Path, namely Runelords, Skull and Shackles or Wrath of the Righteous. However, I usually can't find any of these in Recruitment, and if I do find them, they're often full, or else just don't permit any character concept I have on hand.

Recruitment also seems to solely be about GMs looking for players. How come there isn't anything for players to find people? I want to play, but I don't have any GMs I can work with in meatspace, and I can't seem to find anything I like in the Recruitment forum.


Another topic that's what it says on the box. What's the basic gist of each Adventure Path?

I know a couple of them, though I haven't played them, and I can probably do a format-ish thing here. I probably could've worded that better.

Skull and Shackles: Do what you want cause a pirate is free, you are a pirate!

Wrath of the Righteous: Enter the Worldwound. Kill every demon that exists. Kill a demon lord.

Shattered Star: DUNGEON CRAWL DUNGEON CRAWL DUNGEON CRAWL DUNGEON CRAWL and also figure out the Sihedron.

Rise of the Runelords: Standard adventure: Find the source of problems, make it dead.


I don't really understand what the subscription's listed price means by "30% off cover price plus free PDF."

How much IS the AP subscription?


Hey all!

So, you probably read the title, and that pretty much sums up what I'm doing here: I'd like to be a player in a play-by-post Adventure Path.

However, some things to be said. I don't want Kingmaker. To be honest, I'm getting slightly sick of seeing that in Recruitment.

I'd greatly prefer Runelords, Crimson Throne, or Reign of Winter, but whatever works, right?

Alas, Wrath of the Righteous doesn't really work for any character concept I have. I typically have monstrous races in mind for my characters, and the specific one I'm interested in using happens to be a devil-spawned tiefling. That'd be asking for trouble in that particular AP.

My availability... well, I have ridiculous free time. I do start my first job in a few days, but that likely won't cut into my posting too much.

Also, fear my likely-awkward wording.


So. I'm building a devil-spawn tiefling cleric of Malacoda. I'm building him as a battle cleric, so I'm giving him heavy armor and bolstering his Strength.

Current abilities: STR 17, DEX 10, CON 14, INT 10, WIS 16, CHA 8.

Question: can I dump Dex to boost Wisdom?


Hey all!

So, I'm one of those nutcases who occasionally stats out characters and enemies from video games and movies, pretty much just for shiggles.

However, with one thing we have a problem: Bayonetta.

Statting out the Laguna (the angels you fight in the game) is kinda tricky, since they're explicitly holy, yet also explicitly evil. The compromise I did was making them evil creatures with the good subtype.

Here's what I have so far.

Yes, I decided to go the Bestiary 4 route and stat out Jubileus as a demon lord equivalent.

Assistance and suggestions would be greatly appreciated. Do remember that this is just for fun, although if you decide that you'd like to use them in your own games, feel free!

(How many hits does it take to get to the crunchy bloody center of an Affinity? One iron maiden, tombstone, pulley or guillotine, depending on their position. How many bullets does it take to kill both Gracious and Glorious? The world may never know.)


I've read Burnt Offerings, though I haven't played Runelords myself. (I DON'T CARE ABOUT SPOILERS, LALALAAAA~)

From what I saw, my favorite part had to be The Shopkeeper's Daughter, with Shayliss Vinder, a PC and Ven Vinder's almighty perception check. I've seen hilarious stories with this situation, particularly one where the GM saw fit to play Yakety Sax (trust me, check my favorites, it's hilarious). It made me wonder, though: How would GMs handle this with less standard races?

Like... oh, I dunno... goblins, kobolds and nagaji?

I'm well aware that fantasy-setting humans are probably willing to bed anything, but have any of you out there had any experience with such cross-species shenanigans? If anyone could make them as hilarious as The Shopkeeper's Daughter, I would bow down at your feet and give you this nice shiny sword with absolutely nothing wrong with it whatsoever.


Yes, we're back in the Dreadlands, and I've been playing Jojo's Bizarre Adventure too much. This was inspired by the series' Stand gimmick.

Spirit Fighter

While many summoners send their eidolon to do their fighting for them, there are some that defy this notion, and battle side-by-side with their partner. Spirit fighters have the following class features.

-Weapon and Armor proficiencies

Spirit fighters are proficient with all simple and martial weapons They keep the normal summoner armor proficiencies. This replaces the summon monster spell-like ability.

-Spirit Companion (Su)

The eidolon of a spirit fighter is unique among its kind. The eidolon cannot move more than 20 feet from its summoner. However, it can occupy the same space as its summoner without penalty. In addition, its semi-incorporeal nature grants the eidolon DR 2/–.

The eidolon also recovers far more quickly than others of its kind. If banished, it can be summoned again a number of hours later equal to 21 - the spirit fighter’s caster level (minimum 1).

This otherwise functions like and replaces the standard eidolon.

-Life Bond (Su)

The spirit fighter is bonded even more closely with his eidolon than other summoners, for good or ill. Whenever the eidolon takes damage, the spirit fighter receives half of that damage (rounded up, no save). However, when the eidolon and spirit fighter are within 5 feet of each other, the spirit fighter and eidolon gain a deflection bonus to AC equal to the spirit fighter’s caster level. This replaces life link.


So, I love Pathfinder. And, if you know who I am and are aware of any of my posts, you know that I love love love love LOVE kobolds. Unfortunately, Pathfinder Society does not allow kobolds, which, to me, sucks. Frankly, I find the seven core races rather boring, aasimars and tieflings too steeped in Mary Sue potential, and tengu just arbitrary and random.

So I figured I'd try a different approach. I've never done a Play-by-Post, but I'd be willing to learn. I'd kinda be interested in playing an Adventure Path, perhaps Rise of the Runelords. My only personal requirement is that, obviously kobolds should be permitted. I have an idea for a CN kobold (trust me, context) and he's mostly statted out and ready to adventure. And run like hell from any other kobold he meets.

I have absolutely insane amounts of free time, so willing Game Masters (and obviously other players), kindly step forward.


I linked to this over in my Dreadlands thread, but I did come up with a base class: the Shapeshifter.

The Shapeshifter is a spontaneous caster; he uses the Druid spell list and Sorc/Oracle spell progression. However, the focus of the Shapeshifter is... well, you can guess from the name.

I tried to balance how the Shapeshifting power works, and also scale it with level. He can choose domains, but he doesn't get domain powers, or the option of an animal companion. Instead of bonus spells, the domain gives him bonus forms at the respective levels.

You can find him here.


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So, something that I do with my spare time: I create a world. It uses the Pathfinder base rules, but it takes place somewhere other than Golarion. It has its own gods, its own races besides the standard, and its own stories. Welcome to the Dreadlands.

Map of the Dreadlands

Setting

Races

Gods (Note: A lot of these are older characters from other stories I've created. Only Honorius, Benefin, Libra, Locke, Tyranus, Malignan, Grangorrithax and the Memory of Frost are completely original)

Classes

Important character stat blocks

Campaign-specific planar details

Adventure Path: The World-Breaker's Herald

Please note that this is far from complete, and any suggestions are greatly welcome.


So, just for kicks, I'm doing some homebrew of Bayonetta, in addition to the campaign setting already building itself on autopilot.

The thing is, I need to stat out some weapons. Unfortunately, I don't know how damage dice scale up after Large size. Could someone tell me how much damage Huge, Gargantuan and Colossal damage should do?


Who here has played Bayonetta?

...not too many? Okay.

Anyway, how would you stat out the angels from that? They're highly non-standard angels in that they're explicitly holy, yet also explicitly evil. Are they evil creatures with the good subtype, or what?

I'll leave you with the most basic enemy in the game, the Affinity. You can make them bigger and stronger for Applauds and Ardors.


So, the Additional Resources page lists a lot of archetypes and such that are illegal for PFS play.

Some of these rulings, I don't understand. So, I think I'll just sift through them.

1: Variant Tieflings and Aasimars

I can assume that the rule that "your tiefling/aasimar can only be human" is to avoid people using, say, a demon-spawn gnome to give a Small race a Str bonus.

Question: Why not just say that tiefs/mars have to be medium? Tief/Mar dwarves, elves, orcs, tengu, and even things like gnolls, boggards, and (rather ridiculously) adlets all function in exactly the same way, gameplay-wise, if they're born as aasimars or tieflings. The only difference, pure and simple, is how you roleplay the character. I'd be really interested to see how someone would roleplay an aasimar born to a "usually Chaotic Evil" race.

2: Multipet Parade

I can sorta-kinda see why the broodmaster summoner, master summoner, and pack lord druid were all banned from Society play: The potential to make everything drag out. However, I have a question: Why, instead of banning them outright, could they not just put a cap on how many pets you can have? If someone wants to play as someone with multiple pets, I'd say let them, so long as it's within reason. Say, two or three eidolons/animal companions.

3: The Mystery of the Undead Lord

Why is this banned anyway? It doesn't look overpowered the way I read it, and nowhere in the archetype description does it say that you're required to be evil. There really isn't anything that screams "This is not allowed, do not do this ever or you are a bad person." So, can anyone explain this?

And that's all I have for now.


So I'm playing an oracle with the Bones mystery, and I'm curious about one of the revelations.

Raise the Dead.

According to its text, you can create a single skeleton or zombie with HD equal to your own. Thing is, it's completely unspecific about the kind of skeleton/zombie you make. Are you absolutely required to make a human skeleton, as created in the Bestiary, or could you pull, say, an orc skeleton out of the ground to throw at enemies?


Before anyone asks, no, this isn't about animal companions.

I'm looking at this page over here and it says that stirges can be purchased as pets.

Is this a thing in Society? Come to think of it, are pets allowed besides familiars and animal companions?


Isn't this a stirge?


Yeah, not entirely sure where to put this, but anyway.

I spent the better part of last night statting up this monstrosity. A great umbral wyrm, which I then upgraded to a ravener, and then I threw Mythic status at his face. I had to pick 15 feats, 9 levels of spells, and I had to allocate 406 skill ranks. I took a long while to figure out abilities for the bastard. Then I had to do a metric frick-ton of math to figure out save DCs, and I've still got nothing for some of them.

In any case, have a CR 29/MR 10 final boss monster: Nazethox, the Unholy Shadow.

If there's anything wrong here, PLEASE let me know.


So.

I live near a game store that hosts Pathfinder Society every two weeks, and I usually show up to play there.

Unfortunately, there is one thing about PFS that I really do hate:

Racial restrictions.

The thing is, I personally believe that the core races are just incredibly boring. I like to play as the unusual creatures that you don't expect; the last few characters I've made have been aasimars or tieflings.

But the one thing I really, REALLY want to play is a kobold.

Now, I have considered running my own games with some friends... but there's a problem with that too.

Namely, the GM can't really play. Sure, there's the GMPC, but I don't think that can work at all.

And I don't know any other game masters.

I really don't know what to do about this.


I've already asked such things about spellcasters, but I feel the need to be a bit more general. There are quite a few things about a bunch of the classes that I just do not get.

And so, incoming pile of questions from Voyd!

General:

Were I to use the Eldritch Heritage feat to grab myself a familiar, what classes would that be useful for?

Besides the obvious magus, are there any base classes that can do both martial combat and spellcasting?

Why is Summon Monster so useless at lower levels? A full-round action is a long time, and you don't have the spell slots for a Quickened spell. The only saving grace is that the Summoner can do it as a standard action.

Spontaneous casters. Why? The only ones that have any obvious purpose are the summoner (who has the eidolon to make up for it) and the sorcerer (and then only because of bloodlines.) On all of the others, the absolutely tiny list of spells known seems incredibly restrictive.

These classes, I don't have any real questions for: Alchemist, summoner, fighter, barbarian, druid.

Bard:

I am never quite sure what the bard is about. They seem to be musical knowledge dispensers that happen to cast a few spells and provide buffs and debuffs. Is that all there is to them? Seems a little underwhelming, since virtually every other spellcaster also provides buffs and debuffs. Also, spontaneous caster.

Cavalier:

What is even the point of this class? Aside from the challenge, they just look like inferior fighters.

Cleric:

The cleric is one of those classes I didn't really bother to understand. All I know about them is the fact that they have Inflict/Cure whatever Wounds, Summon Monster and Miracle. Besides being a box of magical band-aids, what is the purpose of the cleric?

Gunslinger:

As much of a gun nerd as I am, I'm not sure what the grit accomplishes. Otherwise, I'd just grab a gun for any other character. Why have the gunslinger?

Inquisitor:

Much like the bard and cavalier, I fail to see this class's purpose, outside of roleplay. Why have it? And again, spontanous caster.

Magus:

Does the magus have any real use? It mainly seems like it's there to say "Okay, we blended magic and combat for you, as a base class. Happy?"

Monk:

From what I've heard, the monk has been nerfed into uselessness by the Pathfinder rules. How accurate is this assessment?

Oracle:

My questions for this one are pretty much the same as the Cleric's, just with the problem of being yet another spontaneous caster.

Ninja:

Another one that I'm not sure of the role. Is this supposed to just be a Charisma-based rogue?

Paladin:

What is the proper paladin? Lawful Stupid is one of the most common, but hardly pleasant.

Ranger:

The Ranger's class features just look to me like a mishmash of the druid and paladin. Why use this, aside from the favored enemy?

Rogue:

What's the Rogue's niche, besides skill monkey?

Samurai:

It's an alternate class for the cavalier, which of course means that it has the same gripe I had about them.

Sorcerer:

Are any of the bloodlines REALLY useful, besides the Arcane bloodline? Metamagic plus spontaneous casting, without the time penalty, is always welcome.

Witch:

It's... a nine-spell-level arcane caster. The hex is the only thing really differentiating it from the wizard, so what's it for?

Wizard:

The arcane bond. How does the familiar even help you, besides having a nifty roleplay pet? Why choose this over the bonded object? There doesn't seem to be anything besides the singular stat bonus for having one.

Also, arcane schools. Why? Having the opposition schools has a big enough penalty that I'd never consider specializing.

Yeah... questions. Get 'em while they're hot.


So, looking ove at the Additional Resources page, I notice that Blood of Fiends spells out in big bold letters that tieflings may only be human-born. While that does dash my plans of a tiefling-gnome druid, I notice that this ruling is NOT applied to Blood of Angels. Does this mean that a gnome-aasimar is PFS-legal?


So, I'm currently making a tiefling druid, as stated in my earlier "Poison" thread. However, a new problem has come up: Namely, I don't know how much health the AC is supposed to have.

Help?


So, I'm making a tiefling druid with a giant scorpion companion. Since I kinda killed his Strength score, I was thinking about giving him some kind of ranged weapon... and I also wanted poisoned ones.

Unfortunately, the Additional Resources page doesn't help me much with that. I don't know how I could acquire poisoned weapons (for instance, darts) and it says that none of the poisons in Ultimate Equipment can be bought by anyone other than people with poison use.

However, I do have the giant scorpion. Is it possible to milk venom from his stinger and coat weapons or ammo with that?


So, you know how aasimars and tieflings are humans descended from celestials and fiends? In other words, good and evil outsiders.

I was wondering: What would Planetouched descended from lawful and chaotic outsiders be like? Humans with a little bit of Inevitable in them, or else a much weaker warpwave and slightly serpentine form.

What would PC versions of Inevitables and Proteans be like? I wouldn't know how to make the races work myself, but if anyone here can use the guide in the ARG to make them work, by all means, go ahead!


So, I've made a tiefling witch for this week's Pathfinder Society game. Yes, he's related to my paladin and my summoner. The Midris are a big crazy family.

Valpurgis Midri:

Valpurgis Midri, the Left-Handed Mystic
CG male tiefling witch of plague 1
Familar: Kriemhild the scorpion

Valpurgis is the youngest Midri. His ancestry is rather baffling, as his deformities would suggest rakshasa, but they are far too dominant across his entire body for that.

Said deformities are the complete inversion of the right side of his body. He has two left hands, feet and wings, and both of his eyes are on the left side of his face. Besides this, he has a too-wide mouth filled with razor-sharp teeth. While his siblings and mother are just tolerant and crazy enough to ignore these, he's aware that most people in Absalom (and indeed, the whole of Golarion) would be terrified by his appearance. Thus, he usually wears a long cloak and a mask to hide his deformed features.

While highly intelligent, he elects to act rather primitive simply to throw people for a loop. He is very fond of his scorpion familiar, Kriemhild. He likes to make bets, although the nature of them means that anyone who knows him knows they are rigged.

"Which hand is meself holding up?"

STR 7 (-2)
DEX 17 (+3)
CON 10
INT 20 (+5)
WIS 10
CHA 8 (-1)

Equipment
Heavy Crossbow

Spells
Cantrips (3/day)
Bleed []
Dancing Lights []
Daze []
Detect Magic []
Guidance []
Light []
Mending []
Message []
Putrefy Food and Drink []
Read Magic []
Resistance []
Spark []
Stabilize []
Touch of Fatigue []

1st-level (8 known, 3/day)
Summon Monster I []
Enlarge Person []
Inflict Light Wounds []
Ear-piercing Scream []
Charm Person []
Burning Hand []
Cure Light Wounds []
Comprehend Languages []

Skill ranks
Spellcraft 1, Intimidate 1, Know(arc) 1, Know(pla) 1, Know(nat) 1, Profession (soothsayer) 1, Acrobatics 1

Hexes
Evil Eye, Cackle

Feats
Rapid Reload, Extra Hex

Alternate Racial Traits
Prehensile Tail, Vestigial Wings

Traits
Adopted (human, bonus feat), anatomist

Is there anything else you would recommend I do with him? Any different feats, traits, skills or spells?

As a side note, I figure that any familiar he has at the time has the same deformities he does. Thus, Kriemhild has all eight eyes on the left side of her head, and two left pincers.


So, I have become aware of several player races that have variant ancestries that affect their stats, namely tieflings, aasimars and dhampirs.

My question is this: What would the descendants of different breeds of celestial/fiend/vampire look like? Would Rakshasa-blooded tieflings have backwards hands? Would Idyllkin have any animal resemblance? Would Ancientborn be just as hideous as their fathers? Would qlippoth-born tieflings be vastly deformed?

My curiosity is piqued, and I must know.


So, we probably all know that the summoner base class has summon monster I as a spell-like ability, although it lasts for a minute per level as opposed to a round.

Question: Can this be used as summon minor monster? I do like the idea of having a bunch of glowing angelic bats flying around.


So, I've got a bunch of PFS characters bouncing around in my brain.

All of them are my summoner and paladin's siblings. Their mom's a high-price Absalom call lady who really hasn't aged a day. Valoran Midri's a CG commoner, yes I thought of a few stats for her. She's still an NPC, though.

Anyway, here we are. The complete nutballs of the Midri family.

Valpurgis Midri:

CG tiefling witch
The Left-Handed Mystic

Valpurgis is the youngest Midri. His ancestry is rather baffling, as his deformities would suggest rakshasa, but they are far too dominant across his entire body for that.

Said deformities are the complete inversion of the right side of his body. He has two left hands, feet and wings, and both of his eyes are on the left side of his face. While his siblings and mother are just crazy enough to ignore these, he's aware that most people in Absalom would be terrified by his appearance. Thus, he usually wears a long cloak and a mask to hide his deformed features.

While highly intelligent, he elects to act rather primitive simply to throw people for a loop. He is very fond of his scorpion familiar, Kriemhild.

Statistics are here.

Vicord Midri:

LG tengu gunslinger
Sarenrae's Explosion

Vicord was adopted by Valoran at a very young age, and is the second youngest in the family. He admires Valoran's oldest son, the half-elf paladin Valedar (character I'm currently using) and wants to be like him. However, he takes a rather different approach to dealing with evil.

As he is not a Midri by blood, he does not suffer from their inherent madness.

Statistics.

I'm also considering an Oracle of Bones, although I don't know how to work an aasimar (any oracle-assisting heritage) or half-orc into that role.


So, I love magic. I love magic to the point that I am unlikely to play any exclusively-martial class besides the gunslinger. However, there are some of them that I just plain don't understand some things about, or why we have them. I'll try to cover as much as I can.

General:

Which spellcasting casters can get familiars? I know that wizards and witches start with them, while sorcerers, magi and alchemists have methods of getting them, and the Summoner has his eidolon so this becomes an irrelevant question for him. But what about the divine casters? Can they get a little magic-assisting critter to help them?

Bard:

What is even the point of the Bard? Their role as a buffer can easily be taken by almost any other spellcaster, and a lot of them can do it better. Why do we still have these, besides tradition?

Sorcerer:

I can never spell that right, it feels like it should be sorcerOr. But besides some of the bloodlines, and getting Eschew Materials for free, why pick this when the wizard can have as many spells as he damn well pleases?

Wizard:

I am completely confused as to the pros and cons of getting a bonded object vs getting a familiar. How does the familiar help you? The rules and Treantmonk's guide aren't exactly that clear on the matter, so I remain perplexed.

Inquisitor:

Again, why do we have this? It's like a divine bard, so she has the same problems.

Witch:

Much like the sorc, I'm not sure what the benefits of the witch vs. the wizard are.

Huh, I could have sworn I had more questions than that. Oh well, you get the idea.


I'm looking at the Additional Resources page for legal stuff, and it has this to say about the ARG:

"To create an dhampir, fetchling, goblin, ifrit, kitsune, nagaji, oread, sylph, undine, or wayang character, you must have a Chronicle sheet that opens the race as a legal option at character creation."

What does that mean? Also, the fact that kobolds aren't listed there makes me sad, but at least goblins are sort of permitted.


(not sure if this is the right board, but eh)

I see basically every guide imaginable for the various classes, magic-type stuff and other such things. However, there's something I want to see that seems nonexistent.

That being optimization guides based around the races. What would a goblin be good at? How much would a kobold suck at being a barbarian? What feats would be recommended for a tiefling of any class?

Such guides don't seem to be in existence, and it's driving me batty.

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