Duergar Slaver

Bryun Battlehammer's page

Organized Play Member. 43 posts (50 including aliases). No reviews. No lists. 1 wishlist. 5 Organized Play characters. 1 alias.


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Grand Lodge

I looked for a way to delete/close my account and all I could find where posts.

Thank you.

Grand Lodge

Hello all,
I'm not sure if I'm reading this correctly, so I hoping you can answer my question.

Spirit Sense
You are so attuned to the spiritual world that it is hard to get the jump on you. You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.

If you take Spirit Sense, do you get a +2 to perception that is good all the time or only good for detecting invisible or incorporeal creatures?

Grand Lodge

Jaunt wrote:

I like taking a 1/day saving throw reroll for my other feat, if I don't need something more niche.

Legalistic is the go-to curse that doesn't hurt you, but Tongues is pretty nice too.

Thank you for pointing that one out, didn't know about the other curses. :)

I'm thinking of taking that one instead.

Grand Lodge

This is going to be a great book!
Great because there's nothing in there that's going to interest me. Meaning I won't be buying it.:)

Grand Lodge

Going to keep the stats the way they are.
Not going to wear heavy armor or use anything other than the weapons I have above.

I'm sticking with Half-Elf, I play a human in real life. :)

As for Revelations I'm taking:

Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.

Still open on what the other one is.

Revelations I will not be taking:

Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.

Iron Skin (Su): Once per day, your skin hardens and takes on the appearance of iron, granting you DR 10/adamantine. This functions as stoneskin, using your oracle level as the caster level. At 15th level, you can use this ability twice per day. You must be at least 11th level to select this revelation.

Grand Lodge

Corvino wrote:
What Jaunt said. Reactionary or Elven Reflexes, not both.
Corvino wrote:
What Jaunt said. Reactionary or Elven Reflexes, not both.

Thank you both that's what I was wanting to know.

Do you know of a way to get another initiative bonus using trait that will stack?

Also added curse above.

Grand Lodge

Hello all,

As the subject lines says, I need to know if this all adds up correctly.

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PFS Character

Str:14
Dex:14
Con:14
Int:10
Wis:10
Chr:16(14+2)

Race-Half-Elf
Class-Oracle
Mystery Taken-Battle
Curse: Tongues

Feats x 1
Extra Revelation

Revelations Taken:

Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.

Resiliency (Ex): You are not disabled and you do not gain the staggered condition if you are reduced to exactly 0 hit points. At 7th level, you gain Diehard as a bonus feat. At 11th level, you do not lose a hit point when you take a standard action while disabled. You do not need to meet the prerequisite to receive the Diehard feat.

Traits:
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Only half-elves can select these traits.
Elven Reflexes: One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on initiative checks.

Weapons:
Weighted Spear
Daggers
Sling

Skills w/ Ranks in:
Acrobatics
Perception
Knowledge (religion)
Use Magic Device

Class Skills:
Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha)
Knowledge-(engineering)(history)(planes),(religion)(Int)
Perception (Wis), Profession(Wis) Ride(Dex), Sense Motive (Wis), Spellcraft (Int).

Half-Elf Racial Traits:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.

Languages: Half-elves begin play speaking Common and Elven.

Grand Lodge

1 person marked this as a favorite.

Actually, I liked the alignment system from Rifts/Palladuim.
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Principled (Good)
Principled characters are, generally, the strong, moral character.
A true lawful by-the-book good

Scrupulous (Good)
Scrupulous characters value life and freedom above all else, and
despise those who would deprive others of them. This type of hero is
typically portrayed in many Clint Eastwood and Charles Bronson films;
the person who is forced to work beyond the law, yet for the law, and
the greater good of the people. They are not vicious or vindictive men,
but are men driven to right injustice. I must point out that these characters
will always attempt to work with or within the law whenever possible.
Many cyber-knights are scrupulous.

Unprincipled (Selfish)
This, basically, good person tends to be selfish, greedy, and holds
his/her personal freedom and welfare above almost everything else.
He/she dislikes confining laws, self-discipline and distrusts authority.
This is the Han Solo, Star Wars, character. The guy who is always
looking for the best deal, associates with good and evil characters, is
continually tempted to lie and cheat, and hates himself for being loyal
and helping others.

Anarchist (Selfish)
This type of character likes to indulge himself in everything. He is
the insurgent, con-man, gambler and high roller; the uncommitted
freebooter seeking nothing more than self-gratification. This character
will, at least, consider doing anything if the price is right. These people
are intrigued by power, glory and wealth. Life has meaning, but his
has the greatest meaning. Laws and rules infringe on personal freedom
and were meant to be broken. An anarchist aligned person is always
looking for the best deal, and will work with good, selfish or evil to
get it; as long as he comes out of the situation on top. The anarchist
is continually teetering between good and evil, rebelling, and bending
the law to fit his needs. Often mercenaries fall into this category

Aberrant (Evil)
The cliche that there is "No honor among thieves." is false when
dealing with the aberrant character. This is a person who is driven to
attain his goals through force, power, and intimidation. Yet the aberrant
person stands apart from the norm, with his own, personal code of
ethics (although twisted ethics by the standards of good). He expects
loyalty from his minions, punishing disloyalty and treachery with a
swift, merciful death. An aberrant person will always keep his word
of honor and uphold any bargains. He will define his terms and live
by them, whether anyone else likes it or not.

Miscreant (Evil)
This self-serving, unscrupulous character is out only for himself.
Power, glory, wealth, position, and anything that will make his life
more comfortable is his goal. It matters not who gets caught in the
middle, as long as he comes out smelling like a rose. This person will
lie, cheat and kill anyone to attain his personal goals.

Diabolic (Evil)
This is the category where the megalomaniacs, violent, and most
despicable characters fall. This is the cruel, brutal killer who trusts no
one and has no value for anyone or anything that gets in his way.
Aberrant aligned characters find these dishonorable people just as revolting
as a good aligned character.

Grand Lodge

1 person marked this as a favorite.

All you need are two items:
1- egg timer
2- gun

You'd be amazed at how fast people can state their actions and roll them bones when you keep a gun behind the dm's screen. J/K

Grand Lodge

2 people marked this as a favorite.
Anguish wrote:

What does a "summoner" do? They summon. Very neutral act.

What does a "wizard" do? Magic. Up to the individual to exhibit alignment.
What does a "paladin" do? They explicitly exist to aid others. Clearly Good.

What does an "assassin" do? They specifically exist for the purpose of making individuals dead. Sure, there could be one who only hunts down and kills really bad folk, but when you're looking for a girlfriend and she asks "what do you do for a living?" and your answer is "I kill people", she's not going to be thinking you're Mr. Wonderful.

Check out Death-Match.com

It's a dating site that women would just kill to get a hold of a guy like you! :)

Grand Lodge

1 person marked this as a favorite.
Guru-Meditation wrote:

Because Paizo hates Prestige Classes and wants you to take Archetypes.

/sarcasm off.

...

real reason: Its a very old legacy Artifact from 2nd Edition Greyhawk Setting, in which "The Assassins" were an evil Guild. And to join these you had to prove worthy and dedicated to the organization, just like a Mafia initiation.

Thus when 3.0 was created the Assassin Prestice Class was created with this fluff-background as Greyhawk was set as the standart/generic 3.x setting.
Implicitly saying that in every setting there is a worldwide organisation with the monopoly of training dedicated Assassins, and all other professional stealthy killers are basically just amateur hour, who might get the job done, but never really professionally with 1-stab-1-kill.

And this then got carried over, again, into 3.Pathfinder.

Try 1st edition, it was a sub-class of the thief.

Then in 2nd edition "Al-Qadim: Arabian Adventures", there was an assassin kit you could play. It was more like how the middle eastern "assassin" came about in the real world.

Now, I actually could see another class that could be a assassin like that is Lawful Neutral.

Grand Lodge

1 person marked this as a favorite.
ElterAgo wrote:

Personally, I do not really recommend the crossbow. At low levels acid splash has a much better chance to hit and does nearly as much damage over time. What it doesn't have is range, but that isn't usually needed in PFS. So a lot of sorcs will use a couple of prestige for a wand of magic missile for those times when range is needed.

After a few levels when acid splash is a complete waste of time (xbow would also be a complete waste of time) you almost never run out of spells anyway.

Yeah, that's why I'm going with what I put below, just something to be different.

Weapons:
Short Staff (pretty much longer a little longer than a cane or walking stick and thicker).
Fighting Dagger/knife
Throwing Daggers

Grand Lodge

ElterAgo wrote:
Bryun Battlehammer wrote:
bigrig107 wrote:

Nope.

Empyreal is an offshoot of Celestial.
Okay, I'm totally confused now.

In ultimate magic, the section on the wildblooded arctype.

You will find the Empyreal bloodline. It is like the celestial bloodline but modifies the arcana (use wisdom) and the 9th level power (channel energy).
So empyreal modified the bloodline.

Also in ultimate magic, the section on the crossblooded archtype.
Crossblooded allows you to take 2 bloodlines giving both arcana as well as picking and choosing which powers/spells you take each time.
So Crossblooded modified both bloodlines.

Since both crossblooded and wildblooded modify the bloodline, they can not be combined.

Also thank you for explaining that in a little more detail for me.

Thank you too Dread Knight!

Grand Lodge

Does this look correct now?

Pathfinder Society Character
Race: Dwarf
Class: Sorcerer
Bloodline- Empyreal,Celestial

Ability Score:
Str:9
Dex:14
Con:16
Int:12
Wis:18
Chr:7

Traits:
Grand Lodge-
Observant: +1 on Perception and makes Perception a Class Skill.

Pathfinder Companion: Taldor, Echoes of Glory-
Survivor: +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.

Skills:
Spellcraft (Skill point used)
Knowledge (arcana) (Skill point used)
Perception (From Above & also skill point used)
Sense Motive(From Above & FCB point used )

FCB point in Sense Motive

Dropped Stonecunning for Stonesinger.

Feats:
1 Lvl- Point-Blank Shot

Grand Lodge

TriOmegaZero wrote:
Bryun Battlehammer wrote:
bigrig107 wrote:

Nope.

Empyreal is an offshoot of Celestial.
Okay, I'm totally confused now.
Wildblooded archetype wrote:
When creating a wildblooded sorcerer, select an existing bloodline, then select one of the following mutated bloodlines associated with that bloodline.

Note that it mentions 'associated' bloodlines.

Empyreal wrote:

Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

So you must take the Celestial bloodline to use the Empyreal wildblooded bloodline.

Okay thanks for explaining that.

Why don't they just say that, good god.

Grand Lodge

bigrig107 wrote:

Nope.

Empyreal is an offshoot of Celestial.

Okay, I'm totally confused now.

Grand Lodge

Dread Knight wrote:
You can't take Wildblooded and Crossblooded you'd have to choose one or the other in PFS.

Wildblooded is not allowed?

Grand Lodge

Saldiven wrote:
Yeah, might as well make use of the Dwarven weapon proficiencies, unless you're that concerned about your weight allowance.

Actually I forgot about the weight thing with the dwarves, I need to look about reworking his stats again. Thanks for pointing that out.

Grand Lodge

TriOmegaZero wrote:
Bryun Battlehammer wrote:

Okay I need some advice and info.

First off what is Sacred Cistern? and how do you use it?
Sacred Cistern allows you to Channel Energy once per day. As your effective cleric level is equal to your sorcerer level minus four, a 9th level empyreal sorcerer would channel for 3d6.

Thank you for explaining that. :)

Grand Lodge

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Okay I need some advice and info.
First off what is Sacred Cistern? and how do you use it?

Does what I've typed below look correct?

I took the Wildblooded (Archetype) Empyreal, so I could switch Chr over to Wis.

Pathfinder Society Character
Race: Dwarf
Class: Sorcerer
Bloodline- Empyreal, Elemental-Earth

Ability Score:
Str:9
Dex:14
Con:16
Int:12
Wis:18
Chr:7

Traits:
Grand Lodge-
Observant: +1 on Perception and makes Perception a Class Skill.

Pathfinder Companion: Taldor, Echoes of Glory-
Survivor: +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.

Skills:
Spellcraft (Skill point used)
Knowledge (arcana) (Skill point used)
Perception (From Above & also skill point used)
Sense Motive(From Above & FCB point used )

FCB point in Sense Motive

Dropped Stonecunning for Stonesinger.

Feats:
1 Lvl- Point-Blank Shot

Weapons:
Short Staff
Fighting Dagger
Throwing Daggers

Grand Lodge

Godwyn wrote:
1. Point deductions, just like buying the stat up, occur before the racial modifier. So if your charisma is still at the base of 10 (-2 for dwarf), then you are dropping it from 10 to 9 (7 after racial).

Thanks for clearing that up for me. :)

Grand Lodge

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Here's my characters ability score using 20 points (Society Character) with 1 point left over.

Dwarf
+2 to Con: & Wis:
-2 to Chr:
Ability Score:
Str:16
Dex:12
Con:16
Int:10
Wis:14
Chr:8

My question, can I reduce my Chr: by 1 more point and if I do how many points do I get for doing that? 1 or 4?

Table:
Ability Score Costs
Score Points
7 .. –4
8 .. –2
9 .. –1
10 .. 0
11 .. 1
12 .. 2
13 .. 3
14 .. 5
15 .. 7
16 .. 10
17 .. 13
18 .. 17

Grand Lodge

Thank you all for your info and advice!

Grand Lodge

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Well this is what I think I'm going with.

Pathfinder Society Character

Ability Score:
Str:16
Dex:12
Con:16
Int:11
Wis:14
Chr:8

Traits:
Grand Lodge-
Observant: +1 on Perception and makes Perception a Class Skill.

Pathfinder Companion: Taldor, Echoes of Glory-
Survivor: +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.

Skills:
-Climb
-Swim
-Still haven't decided on what skill to take (Favored Class Bonus)
Thinking either Survival, Knowledge (dungeoneering) or Knowledge (engineering).

Feats:
1 Lvl- Weapon Focus, Power Attack

Weapons:
Dwarven Waraxe (I want to be able to use an axe one or two handed).
Throwing Daggers in a Bandolier.
Two Daggers in belt.

and on his hip, a magical Desert Eagle with infinite ammo. j/k

Grand Lodge

Scott Wilhelm wrote:
Bryun Battlehammer wrote:

I'll stick with the dwarven waraxe .

The only other weapon he might carry is a dagger, and that's iffy.
More than likely, I'll pick some trait/skill that will allow me to use my fists.

If switching from Dwarven War Axe to Great Axe is too radical, you probably wouldn't go for switching to Earthbreaker hammer, would you?

Carrying a few daggers is a solid option: I approve. Daggers can be thrown. You are giving me a clear character concept of a fighter who uses a 1 handed weapon, usually nothing in the other, sometimes holding the 1 handed weapon 2 handed, and with your dagger idea, you can sometimes whip something out and throw it at somebody. To your suggestion I'd recommend carrying a few throwable weapons, some daggers, some small axes and hammers, javelins, some flasks of acid, holy water, and alchemist fire, you know, the right tool for whatever job.

There is a feat that lets you use your fists: Improved Unarmed Strike. Since a new feat is something you get for gaining a level, if you want to take IUS, I recommend you take a level in Monk. You get Improved Unarmed Strike and other cool stuff, too, like extra class skills and +2 on all saves. I wouldn't be a bit surprised if you want to eschew multiclassing, though. The cheapest way to have something like the ability to use your fists is just to put spikes on your armor. Armor Spikes can be used as a Light weapon. They do 1d6 (+ any bonuses, of course), they can be enchanted separately from your armor as if they were a distinct weapon and not part of your armor. And, best of all, they are martial weapons: as a Fighter, you already know how to use them. There are other similar options like Spiked Gauntlets, cesti.

To the list of feats that have been suggested already I have a few to add.

Cleave and Great Cleave, and Surprise Follow Through: like Whirlwind Attack, but cheaper to get, and just the thing for somebody using a big, honkin' axe.

Let them Come: Let Them Come is a Dwarven...

Thanks for the information! This gives me ideas on how to further plan on fleshing this character out. I think you get the gist of what I was going for. :)

Grand Lodge

I'll stick with the dwarven waraxe .
The only other weapon he might carry is a dagger, and that's iffy.
More than likely, I'll pick some trait/skill that will allow me to use my fists.

Grand Lodge

chkflip wrote:
Lol'd Krunchy's trait suggestions are superior. Go with those. /whine

Thanks, I'm going to look at them when I get home.

Grand Lodge

Nicos wrote:
Bryun Battlehammer wrote:


First what's "Favored Class Bonus". Is it a skill or trait bonus?

If you choose the figter calss to be your favored class then everytime you gain a level in that class you can choose to have

a) 1 extra hit point
2) 1 extra skill point

or

3) +1 to your CMD when resisting a bull rush or trip.

All three are good, but I personally would choose the skill points because you want to be able to do things outside combat.

Thanks for explaining that!

I agree, skill point sounds good to me.

Grand Lodge

Okay this is where I have no idea what you both are talking about.
First what's "Favored Class Bonus". Is it a skill or trait bonus?

Also all I want is a dwarf that carries a Big @$$ axe that he can use one or two handed to chop people/creatures/carrots up with. As he goes up in levels, I want him to get even better with his axe and skills to go to town on people with his axe.

As for perception and sense motive, I want him to figure out stuff. Like either someone is nervous because they might be lying or a enemy is sneaking up behind him. Then he takes his happy axe and chops the cr@p up out of them.= Happy Face... :o)

Grand Lodge

Nicos wrote:
Bryun Battlehammer wrote:


Also what do I gain from using a dwarven waraxe vs just a battleaxe?

1d10 vs 1d8 damage

Bryun Battlehammer wrote:


Can the dwarven waraxe be used two handed?

Yes.

Thanks!

Grand Lodge

So here's what I'm thinking for 1st Lvl.

Ability Score:
Str:16
Dex:14
Con:16
Int:10
Wis:12
Chr:8

Feats:
1 Lvl- Weapon Focus, Power Attack

Skills:
1 Lvl- Perception, Sense Motive

Also what do I gain from using a dwarven waraxe vs just a battleaxe?
Can the dwarven waraxe be used two handed?

Grand Lodge

1 person marked this as a favorite.

Thank you all for the replies and explaining the reasoning behind why.
:o)
This gives me something to think about.

Grand Lodge

Bryun Battlehammer wrote:
Nefreet wrote:
Favored Class Bonus

Thanks.

Okay now back to my original question.

So what would be advisable to take as feats/skills?

Grand Lodge

Nefreet wrote:
Favored Class Bonus

Thanks.

Grand Lodge

Nefreet wrote:

Cool cool.

Where do you plan on spending your Favored Class Bonuses? HP? Skill points?

I ask because, if you're planning on going with HP, you could instead lower your Int to 10, and Cha to 8, and raise Con to 16. Then choose skill points as your Favored Bonus instead.

You net the same amount of skill points and HP, and there's no appreciative difference between an 8 Cha and a 9 Cha, but if you do it this way you'll net a +1 to Fort saves and can last 2 more rounds when dying.

But if you're planning on skill points as your FCB anyways, disregard everything I just said.

I could go that route.

Ability Score:
Str:16
Dex:14
Con:16
Int:10
Wis:12
Chr:8

Grand Lodge

Nefreet wrote:
Any reason you're preferring a Battle Axe over the Dwarven War Axe?

Yes, I hate the look. lol

The one I have in mind looks like the one the dwarf (on the far left) on the cover of Forgotten Realms Accessory "Dwarves Deep" is holding.
I think for the most part Pathfinder art is pretty good, except the axes, they look funky.

Grand Lodge

Nefreet wrote:

Hey Bryun!

If you're looking for Advice I'll go ahead and flag your post for the Advice Forum. You're more likely to get the attention your question deserves over there.

I know you're based in Sac, too. Feel free to ask any of us at GEG or Randy's for advice. We have a helpful and knowledgeable player base =).

Thank you,much appreciated!!

Grand Lodge

Hello all,

Fairly new player, so I'm needing advice on what skills & Feats for a 1st Dwarf fighter, who uses a battleaxe two-handed (also one-handed if need be).

I'm not going to use a shield and or another weapon/battleaxe in the other hand at all. I don't care what the bonuses/benefits are for using either.

Ability Score:
Str:16
Dex:14
Con:14
Int:12
Wis:12
Chr:9

Grand Lodge

Just forget it, It was silly of me to even get on here and ask.

Grand Lodge

thejeff wrote:
Grim Gravelskull wrote:
Richard Flynn wrote:
Grim - there are days dedicated to each type of play in Sacramento. Core campaign games are scheduled Sundays at Randy's and Monday afternoons at Great Escape. Thursdays at Great Escape and Saturdays at Randy's are devoted to regular PFS. Check out our schedule at https://warhorn.net/events/sacramento-pfs. It will say CORE before the listing on Warhorn of a Core game and regular pfs will simply appear as scenario.
I did, all I see is core.
Just from a quick glance at the events linked from that page, it looks like Sat, Sun & Mon are Core and Wed, Thu & Fri are regular. They're definitely there.

I don't know what you're reading but Randy's is only running core.

PF Mod: Thornkeep—The Accursed Halls Core Campaign
Saturday, Mar 7, 12-8pm (GMT-08) at Randy's House of Games s

PF Mod: Masks of the Living God Core Campaign
Saturday, Mar 21, 12-9pm (GMT-07) at Randy's House of Games

A Place to Game is up in Yuba city, which is at least an hours drive to there from Sacramento.

As for PFS 5-04: The Stolen Heir
Thursday, Mar 5, 6-10pm (GMT-08) at Great Escape Games
There's no DM.

Grand Lodge

Michael Brock wrote:
Grim Gravelskull wrote:

So no more regular Society games in Sacramento now?

After looking on Warhorn it looks to be pretty much core.
Did you email your VC to see what was going on or if regular games can be scheduled? I just did. Did you volunteer to GM a normal mode game? VOs can only work with what people volunteer to GM.

You want me to run a game that I just started playing?

And all I see at Randy's is core.

Grand Lodge

Richard Flynn wrote:

Grim - there are days dedicated to each type of play in Sacramento. Core campaign games are scheduled Sundays at Randy's and Monday afternoons at Great Escape. Thursdays at Great Escape and Saturdays at Randy's are devoted to regular PFS. Check out our schedule at https://warhorn.net/events/sacramento-pfs. It will say CORE before the listing on Warhorn of a Core game and regular pfs will simply appear as scenario.

I did, all I see is core.

Grand Lodge

So no more regular Society games in Sacramento now?
After looking on Warhorn it looks to be pretty much core.