Soulbound Doll (Bear)

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Organized Play Member. 1,372 posts (1,560 including aliases). 1 review. No lists. 1 wishlist. 1 Organized Play character. 6 aliases.



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Silver Crusade

I have an odd one here...

A diminutive character (mousefolk hunter) with a tiny animal companion (augmented bodyguard bird) that focuses on supporting other characters (PCs) through aid another action in combat. What feats and traits would you recommend to make the build effective?

Thank you! :)

Silver Crusade

Hi, what mystery would you recommend for an "oracle of Lissala"? I was thinking occult or spellscar would work. I know that oracle's do not have to worship one deity like a cleric, but I am working on this concept as a cohort to a cleric of Lissala.

Silver Crusade

Hi, I have a character with the following stats Str 13, Dex 14, Con 13, Int 10, Wis 15, Cha 8. Unfortunately, the stats are static. I am wondering, as I want to play a cleric (probably of Lissala), how I can compensate for a low Charisma when channelling. Is it worth taking variant channelling (like rulership) rather than trying to heal?

My concept so far is a cleric focused on duty and obedience, who supports the ruler (another PC) as an advisor (with the plan to take up a leadership position in the future). I am thinking of Lissala as part of a rulership cult or church that guards and protects the ruler of the kingdom.

Silver Crusade

Hi,

Our current campaign is set during the Age of Darkness and our tribe is slowly unlocking class and technological advancements. I am looking to build an unarmed melee warrior though we currently do not have access to the fighter or monk classes and it will be a while before we do.

We can play adepts, barbarians, bards, druids, experts, hunters, oracles, rangers, skalds and warriors. Our race options are humans, halflings and half-elves.

I am looking for any tips on how to build an unarmed melee combatant out of these options. I know Improved Unarmed Strike is going to be one of my 1st-level feats.

Any advice is appreciated!

Silver Crusade

Hello,

I played through this AP with my group a few years back, and it was a lot of fun. Our characters were exciting to play and the group as a whole meshed well as the city was ideal for our style of roleplaying.

I am toying with GMing soon and I have not been in the chair for over a long, long time. I am considering the idea of continuing the story following the conclusion of the Book 6, literally as the final blow ends... well, the Queen.

Since this would be a bit of an undertaking, I was wondering if anyone else continued beyond Book 6 and have any tips for a GM thinking of doing the same thing? Has anyone run this AP again for the same group and did you change it at all?

Silver Crusade

Hi,

I am planning on running my first adventure path for Pathfinder, and it looks like a bit of a daunting task. I have not GM'd for many a year, never anything as long as an adventure path, and was hoping to get some tips on how best to prepare for the campaign.

The adventure path I am thinking of running is Reign of Winter.

Silver Crusade

Hi,

Our group is looking for a couple of new players for Pathfinder. Sessions are mostly hosted in Newtown, Sydney with occasional sessions being held in Thornleigh or Winston Hills.

We are just finishing up book six of Carrion Crown and then moving on to Kingmaker inspired sandbox-campaign named Two Hundred Years of Winter. The group also includes Dementrius and Mothman who can be found commenting on the message boards or involved in campaigns here.

Sessions are played fortnightly on Friday nights. We would like to meet socially first but are keen to have new players at the table.

If you're interested, please PM me.

Silver Crusade

This is a two-part question! :)

1) What spells would you recommend for an oracle who likes making life difficult for planar and undead creatures? (Level 14).

2) What spells and hexes would you recommend for a witch who buffs the party? (Level 12)

Thank you.

Silver Crusade

Our group has started playing a new campaign set a short time after Earthfall. The idea is to build a civilisation from the ruins of the old ones by rediscovering knowledge and technology. As we advance the various classes will become "unlocked" and we can then retrain or make characters with those classes (we can only use the NPC classes until we do).

After generating one hundred randomly rolled stat arrays (bought with Build Points), these become members of our tribe and can be used to adventure, explore and discover new advancements. We have fleshed out a lot of the characters already, though I am now working on my last stat array and want to generate an adept.

I will be playing a human adept (we can select our casting stat) until we can unlock an appropriate spellcasting class (I am hoping for oracle or sorcerer). My stats are:

Str 10
Dex 14
Con 13
Int 14
Wis 12
Cha 18 (+2 human bonus)

I am stuck on a feat progression for the character. Survival is important as the temperatures are 23F (-5C) degrees in summer and much colder in winter. We have a -7 penalty to Survival checks. The world is also in constant darkness.

I have been thinking of starting with Tribal Scars feat (Night Hunt: +6 HP, +2 Perception, +2 Survival) and the Northern Ancestry trait (+1 Fort, cold resist 2). I was thinking of taking Blind-Fight or Combat Casting as another feat.

Any ideas?

Silver Crusade

Hi everyone,

This is not a build advice thread. :)

Recently, my druid died in an end-of-book fight in our Carrion Crown campaign. I am going through some ideas for a character.

Our party consists of:
- alchemist/gunslinger
- cavalier/monk
- inquisitor/cleric
- monk/wizard
- ranger

The inquisitor/cleric is mainly focused on the inquisitor side (inquisitor 8/cleric 1) and the monk/wizard is mainly focused on the monk side (monk 8/wizard 1). We lack a lot of arcane and divine muscle. So I am thinking a mystic theurge would be a good addition (I am not a fan of the witch class).

My question is: would a mystic theurge be a decent addition to this party or should I go the single-caster route?

Silver Crusade

Hi,

I am going to be playing a druid and was wondering if I could get any tips on my build? I have not played one before, so its going to be a new experience. My focus is spellcasting and using Wildshape. Combat is only going to be a concern if I am attacked. The focus on Use Magic Device is to help out with arcane items as we do not have an arcane spellcaster in the group (except for the alchemist/gunslinger and an absent monk/wizard, though he only has one level in his arcane class).

Here it is:

Arden Calashadir
Female Half-Elf Druid 8
NG Medium humanoid (elf, human)
Hero Points 2
Init +4; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 18 (+4 armor, +2 shield, +2 Dex, +1 natural, +1 deflection)
hp 51 (8d8+8)
Fort +8, Ref +5, Will +12; +2 vs. enchantments, +4 vs. fey and plant-targeted effects
Immune magic sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee light shield bash +3/-2 (1d3+1) and
. . darkwood wooden stake +4/-1 (1d4+1) and
. . mithral scimitar +8/+3 (1d6+1/18-20) and
. . unarmed strike +7/+2 (1d3+1)
Ranged masterwork sling +9/+4 (1d4+1)
Special Attacks wild shape 3/day
Domain Spell-Like Abilities (CL 8th; concentration +13)
. . 8/day—lightning lord, storm burst (1d6+4 nonlethal damage)
Druid Spells Prepared (CL 8th; concentration +13):
4th—cure serious wounds, flame strike (DC 19), grove of respite, sleet storm [D]
3rd—call lightning [D] (DC 18), cure moderate wounds, greater magic fang, spike growth (DC 18), stone shape
2nd—barkskin, fog cloud [D], lesser restoration, resist energy, soften earth and stone
1st—cure light wounds, entangle (DC 16), faerie fire, longstrider, magic stone, obscuring mist [D], produce flame
0 (at will)—detect magic, guidance, read magic, stabilize
[D] Domain spell; Domain Weather
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 12, Int 12, Wis 20, Cha 14
Base Atk +6; CMB +7; CMD 20
Feats Augment Summoning, Natural Spell, Skill Focus (Use Magic Device), Spell Focus (conjuration), Wild Speech
Traits dangerously curious, elven reflexes
Skills Climb +4, Diplomacy +8, Fly +5, Handle Animal +6, Heal +12 (+15 to treat poison), Knowledge (geography) +8 (+9 to navigate underground in Ustalav), Knowledge (nature) +8, Linguistics +6, Perception +12, Ride +5, Sense Motive +8, Spellcraft +8, Stealth +4, Survival +12 (+13 to navigate in the wilderness in Ustalav, +14 to avoid becoming lost when using this), Swim +4, Use Magic Device +17; Racial Modifiers +2 Perception
Languages Aklo, Common, Draconic, Druidic, Elven, Sylvan, Treant, Varisian, Worg
SQ elf blood, hero points, nature bonds (druid domain [weather] domain), trackless step, wild empathy +10, woodland stride
Combat Gear potion of cure light wounds (3), potion of cure moderate wounds, potion of hide from animals, Potion of Hide from Undead, potion of protection from evil, potion of restoration, lesser, Scroll of Animal Messenger, Scroll of Calm Animals, Scroll of Charm Animal, Scroll of Speak with Animals, wand of cure light wounds (50 charges), wand of goodberry (50 charges), antiplague (3), antitoxin (3), Healer's kit (10/10 uses remaining), moonrod (3); Other Gear +1 leaf armor, +1 light wooden quickdraw shield, darkwood wooden stake, masterwork sling, mithral scimitar, sling bullets (50), amulet of natural armor +1, boots of the winterlands, cloak of resistance +1, handy haversack, headband of inspired wisdom +2, ring of protection +1, robe of blending, antidote kit, area map, bandolier, belt pouch, belt pouch, book of letters, canteen, compass, earplugs, everburning torch, flint and steel, garlic (10), hammer, hip flask, holly and mistletoe, holy symbol, silver, holy text, journal, magnifying glass, mirror, paper (10), pathfinder chronicle, pathfinder chronicle, perfume/cologne, - custom container -, scrivener's kit, scroll case, scroll case, - custom container -, signal whistle, spell component pouch, star charts, tindertwig (10), traveler's dictionary, unholy symbol, silver, waterproof bag, waterproof bag, waterproof bag, wolfsbane (5), 517 GP, 6 SP, 5 CP
--------------------
TRACKED RESOURCES
--------------------
Action Points - 0/9
Antidote kit (10 uses) - 0/10
Antiplague - 0/3
Antitoxin - 0/3
Darkwood Wooden stake - 0/1
Healer's kit - 0/10
Lightning Lord (8/day) (Sp) - 0/8
Moonrod - 0/3
Potion of cure light wounds - 0/3
Potion of cure moderate wounds - 0/1
Potion of hide from animals - 0/1
Potion of Hide from Undead - 0/1
Potion of protection from evil - 0/1
Potion of restoration, lesser - 0/1
Sling bullets - 0/50
Storm Burst (1d6+4) (8/day) (Sp) - 0/8
Tindertwig - 0/10
Wand of cure light wounds (50 charges) - 0/50
Wand of goodberry (50 charges) - 0/50
Wild Shape (3/day) (Su) - 0/3
--------------------
Special Abilities
--------------------
Antidote kit (10 uses) +3 circumstance bonus to Heal checks to treat poison.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Area map (Ustalav) A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Boots of the winterlands Travel across snow at full speed, across ice without slipping
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Druid Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hero Points (2) Hero Points can be spent at any time to grant a variety of bonuses.
Lightning Lord (8/day) (Sp) Call down lightning bolts against your enemies.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magnifying glass +2 Appraise for small or highly detailed items.
Natural Spell You can cast spells while in Wild Shape.
Potion of Hide from Undead Add this item to create a potion of a chosen spell.
Robe of blending 1/day can assume the form of another humanoid creature, as if using alter self
Scroll of Animal Messenger Add this item to create a scroll with spells on it.
Scroll of Calm Animals Add this item to create a scroll with spells on it.
Scroll of Charm Animal Add this item to create a scroll with spells on it.
Scroll of Speak with Animals Add this item to create a scroll with spells on it.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Storm Burst (1d6+4) (8/day) (Sp) 30' Ranged touch attack deals 1d6+4 nonlethal damage and inflicts a -2 to hit penalty for 1 rd.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wand of cure light wounds (50 charges) Add this item to create a wand of a chosen spell.
Wand of goodberry (50 charges) Add this item to create a wand of a chosen spell.
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (3/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Speech Speak while in wild shape
Woodland Stride (Ex) Move through undergrowth at normal speed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Silver Crusade

I am trying to create a new hex using Hero Lab for my witch and I have no idea how to do it using the editor. Has anyone tried to add a new witch hex before?

Here is the new hex:

Lethe Ward (Su): A witch can cause an undead creature within 30 feet to become transfixed, as per the spell halt undead. The creature receives a Will save to negate the effect, even if it is non-intelligent. If the save fails, the creature is transfixed for a number of rounds equal to the witch's level. This hex can affect an undead creature of any HD. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Silver Crusade

I am trying to create a new hex using Hero Lab for my witch and I have no idea how to do it using the editor. Has anyone tried to add a new witch hex before?

Here is the new hex:

Lethe Ward (Su): A witch can cause an undead creature within 30 feet to become transfixed, as per the spell halt undead. The creature receives a Will save to negate the effect, even if it is non-intelligent. If the save fails, the creature is transfixed for a number of rounds equal to the witch's level. This hex can affect an undead creature of any HD. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Silver Crusade

I am currently playing a witch in a Carrion Crown campaign (this is probably my billionth thread) and was musing over an idea for a witch who used her powers to hunt the dead (such as vampires) rather than using them to create them. So I was wondering about patron, spells, feats and hexes.

For patron, I think elements and light would be okay. May be occult (replace create undead with undeath to death) or may be even death (rest eteranl comes to mind).

Spells do not seem overly effective against undead. It seems the witch is more geared to being friendly to the dead rather than destroying them.

Feats are another area that I kind of found myself in dead-end. Arcane Strike and Arcane Blast may be, Spell Focus and some of the metamagic feats.

Hexes could be Healing and Major Healing could be fairly effecive (using positive energy to harm undead). May be Ward, but also Fortune and Misfortune (Evil Eye is fairly useless due to it being mind-affecting).

So what do you think, is this type of witch a dead-end and better leaving it up to the paladin and the cleric?

Silver Crusade

My group is coming to the end of Carrion Crown Book 1 and I have been playing a witch in the campaign. The GM is giving us a chance to make some tweaks to our characters before launching into the next book.

I am playing a bonded witch who has necromantic and vampire influences in her background. However, I am just not too happy with the way I have built her. Has anyone considered a vampire-themed witch in the past? Can you make any suggestions on feats, hexes or spells?

Note: the dhampir is not an option in our campaign.

Silver Crusade

Hi everyone...

Our group is currently playing through the Carrion Crown Adventure Path. I am playing a human bonded witch (with GM approval) and have become a bit unsatisfied with the class. However, our party really needs an arcane and divine caster!

Party members:

Dwarf cavalier 1
Elf monk 1
Half-elf gunslinger 1
Human cleric of Pharasma 1
Human ranger 1
Human witch 1

The cleric is going to multiclass with inquisitor in the next level or so. The player is picking up a feat that allows both classes to count towards his channel energy ability. So, the only other spellcaster in the party is my character.

While I feel that I am not really in the "zone" with my witch, I am wondering if playing a mystic theurge would be a better choice? More spells and versatility would be nice. Also, the witch does not get a lot of decent combat spells and that is a bit annoying too.

In this scenario, would a mystic theurge be a better choice than a witch?

On a different note, how would you build a witch with an Eastern European vampire feel (theme)?

Silver Crusade

Hi everyone. My group is rapidly approaching Carrion Crown and I really (emphasise really) want to play a Tien-based character. However, I am kind of stuck on ideas for in her background to bring the character from Tian Xia to Avistan.

I am thinking of playing an arcane spellcaster (probably a sorcerer, may be a wizard) and had a thought about using New Oppara as an avenue to get to Andoran at least. I have kind of hit a creative block on this one.

Has anyone played a Tien character in the Inner Sea region yet? Do you have any ideas on how such a character could end up in Ustalav (not worrying too much about the possible racial discrimination and all)? Is it going to be too involve too much disbelief to have one there? I don't really want to prevent the other from immersing themselves in the adventure path!

Silver Crusade

There is always something you would love to do, but the demands of life (family, friends, employment etc) always get in the way! What would you love to do, if you were able too?

Personally, I would love to travel some more, especially to France and Spain. May be take a boat around the Mediterranean. Also spending more time on my guitar would be nice.

Silver Crusade

I have rolled up a necromancer (life) and chose enchantment and illusion as the opposed schools. Does anyone have some suggestions about this choice? Just want to make sure I am not handicapping myself too much. I know we will be facing a lot of undead, so that kind of influenced my choice.

Silver Crusade

Hi everyone!

My group is about to finish up with Curse of the Crimson Throne and go on to Carrion Crown. Our GM has recommended that a divine caster capable of channel positive energy would be a good addition to the group.

I put my hand up to play this character. However, I am not a big fan of playing armour-clad clerics, but prefer robe-wearing priest kind of characters (yes, kind of like in WoW - that is almost painful to say lol - and I am guilty of being a little bit influenced by the game).

I am thinking of playing a human or half-elf.

I am trying to think of a build where I can play a non-armoured, mace-wielding (or other weapon) cleric and compensate for the lack of armour. I am not envisaging this character to be a secondary or frontline fighter.

I initially thought the oracle would work, but armour plays a big part of the class (I know I could just not wear armour) and turned to the cloistered cleric archetype for an answer. This archetype seems more geared towards NPCs.

So I have turned to the PBT (Paizo Brain Trust) for assistance! Please help! :)

Silver Crusade

I do not have any source material on the drow. Can anyone help me out with some details on their religion please?

Silver Crusade

Hi everyone!

One of my students is completing a project for her Higher School Certificate on how GEN-Y differs on political and civil engagement. She is conducting an online survey and needs as many participants as possible. Especially from Australia.

The project is worth 40% of her final mark for this course and she has done a lot of work to get this survey going. If you could spare a minute of your time to complete the survey, it is found here, your participation will help immensely.

Thank you!

EDIT: Fixed link!

Silver Crusade

Is it possible to design a ranger with an animal companion at 1st-level?

Silver Crusade

Hi All!

I have yet to purchase the Beginner's Box. However, I was wondering, for experienced players would the rules lend themselves to pick-up games?

Often, due to "real world" demands, our group numbers can vary from session to session. I am wondering if the Beginner's Box might be a simple way of playing a one-off session here and there?

Silver Crusade

Is it feasible to run Book 2 as an independent mystery rather than apart of the actual campaign? I know it says it is possible in the book, but would it really work being run independently?

Silver Crusade

I like the idea of running a PbP here on the boards. I am thinking Golarion and using the Pathfinder rules. I have lurked around some PbPs recently. I suppose, I am just seeking some general ideas and tips from GMs and players involved in existing PbPs that I can take onboard before I make the step towards recruitment.

One thing that concerns me is pace and how to bring the adventure to life through this medium. Also, how much detail should you give and is there such as thing as too much detail (the Gygax Factor, so to speak)?

Silver Crusade

I now have a copy of Ultimate Magic and I am very keen to try to use the Words of Power magic system. I am thinking of something along the lines of Thassilonian glyph magic [which was probably more an Azlanti thing...] that has come up in our current campaign.

Has anyone attempted to introduce any form of glyph magic into their campaigns for Pathfinder? If so, how did you do it? Any ideas would be appreciated.

I have a rogue 3/wizard 5/arcane trickster 2. So I am thinking that Scribe Scroll could become Scribe Glyph. When creating a scroll, the character scribes a glyph rather than a sentences or words.

Also, would it be too unbalance to introduce more somatic components into casting rather than verbal components. This would represent drawing a glyph in the air rather than reciting words (even though it is a Words of Power magic system).

Basically, I am trying to keep the more free style of play that Words of Power offers, but keep with the idea that the character is learning a 'new' rediscovered form of magic.

Silver Crusade

I am visiting our nation's capital next week, Canberra, with 170 Year 10 students. Now, these things can be a bit tricky, so what should I take with me to ensure my survival?

May be a taser? A cosmic box? A St. Bernard loaded with booze?

Dark Archive

I have put my hand up to GM Book 4 and this Friday night will run a wrap-up session for Escape from Old Korvosa. The PCs have managed to survive their encounter with House Arkona. However, they are now spoiling for a fight and want to bring the pain to the Arkona on their turf.

Now, our GM for the adventure path has scaled back the power level so that we are between 13th-15th level at the end of the campaign. However, one of the rakhasa would be challenge enough for the PCs! So I need to adjust the encounters to make it more balanced.

However, does anyone have tips on how to conduct a fight between the PCs and House Arkona. I think it could end in a bit of a wipe, but I do want to give them a chance. This is my first time at GMing in ages and my first time GMing Pathfinder.

The group consists of:

LG human paladin of Abadar 7 (plus LG human cleric of Abadar 5 cohort)
LN human arcane duellist 6/rogue 1 (plus LN human fighter 5 cohort)
LE dwarf rogue 7
N human rogue 1/wizard 5 (enchanter)
N human sorcerer 7 (fire elemental bloodline)
N human witch 7

The group has emphasised roleplaying over combat for most of the campaign. However, I do want to give them a chance to pull this off.

Does any one have any tips on how I can run the fight while not appearing to simply hand victory to either side?

Silver Crusade

I am thinking of putting my hand up to GM part of the Curse of the Crimson Throne adventure path. However, this may involve running my PC as an NPC, as well as a few others.

How do you usually run GMNPCs? Do you have any tips on how to run GMNPCs as active, contributing, members of a group?

Silver Crusade

Hello everyone!

A long time back I asked about the possibility or using the wizard class (one class only) but also mimicking the abilities or a rogue. Basically, our GM likes us to use the Pathfinder books only.

This request is probably unrealistic and not easy to work. However, any assistance or ideas are really appreciated! :D

I have been using the beguiler class and now I am trying to build my character again, this time only using the Pathfinder rulebooks. Is it possible to use the wizard class to mimic the abilities of a beguiler?

Here is what I have to work with as it is a pre-existing character...

- Epic point-buy (my character's stats are Str 10, Dex 14, Con 12, Int 20, Wis 10, Cha 14)
- Human
- Level 6
- Traits and feats are open
- Generally wields a magical rapier (+1 silver rapier). She also wears bracers of armour +4 and a ring of protection +4. Nice and powerful protection for 6th-level! Probably means not having to take Armour Proficiency feats or the Arcane Armour Training feat.
- Cat familiar (obtained through a modification to the original beguiler class)

The character is a scholarly/sage type who also spends a lot of time seeking knowledge personally or becoming constantly embroiled in the events of the Curse of the Crimson Throne adventure path. She is also a member of a minor noble house.

I am not too concerned with optimisation or being able to drop the biggest, baddest bad-guy. There are people in our group who can help do that already. I am really looking for ideas on how to re-create the beguiler without losing too much spell-power (trying to keep as close to 3rd-level spells as possible).

I have been thinking of bard and sorcerer as options. However, this may take away from her concept a bit.

Some feats I have been thinking of are...

Human bonus feat - Martial Weapon Proficiency (rapier)
1st-level feat - Arcane Strike
1st-level wizard feat - Scribe Scroll
3rd-level feat - Combat Casting
5th-level feat - Toughness or Weapon Finesse
5th-level wizard bonus feat - Silent Spell or Still Spell

I kind of see her using her magic to buff herself, and distract or confuse opponents. Definitely a support character. Alright, I may not get away without multi-classing, but does any one have any ideas?

I am thinking that may be a rogue 1/wizard 5 might work!

Thank you for any assistance.

Silver Crusade

I want it now... I need a devious plan!

Silver Crusade

I am about to bring a new character into an established campaign based on the Curse of the Crimson Throne adventure path. The characters are already established in Korvosa and have played through to the third book.

The guidelines for character creation are that I belong to an established house (one that has been designed as part of another character's background and his character's family), human race, 6th-level, epic 25-point build and either Lawful or Neutral alignment, no evil characters.

My idea is to have a younger son of the family go away on crusade to Mendev. He has taken the Crusader's Oath and has spent the last two or three years fighting evil.

Before he left on crusade, he was a rakish layabout who had very little ambition and enjoyed the benefits of being a younger son in a doting noble family. After the death of his closest sibling at the hands of Gaedren Lamm, he argues bitterly with his brother-in-law and becomes withdrawn. Eventually, he falls out with his family and takes up the Oath to go on crusade.

Dropping out of the Endrin Academy, he swears allegiance to his god, Abadar, and heads off with other volunteers for the north. Over the course of these two or three years he grows up, becomes more devout (becoming a cleric) and is eventually wounded. His time at an end in Mendev, he returns home to find his city in peril.

Putting the past behind him and attempting to reconcile with his family, especially his brother-in-law since he has avenged the murder of his sister in the first gaming session, to focus on the threats to Korvosa. Even though he is war-weary, he does not hesitate on joining the fight to save his homeland.

Yes, a bit cliched. However, I have been keen to play a crusading martial-type since the new rules were released. So, my question is, how would you design a crusading priest of Abadar? I am not sure to focus on Abadar or Iomedae. I am also stuck on skills and feats.

Thank you for any assistance! :)

Silver Crusade

I know 500 posts is a drop in the ocean for most of you good folk, but for a simple rat like myself I finally managed to reach it! Its been awesome being a part of this great community. Now, if you will excuse me, its time for another 500 posts!

Silver Crusade

I am trying to take the PRG sorcerer and make a "battle sorcerer" concept for a character. What I am looking for is some advice on how to build a sorcerer (without dips into other classes or variant rules) that can fight with a blade (preferably a rapier) and still be a decent spellcaster.

The build is based on:

- 25 points for point buy
- human race
- level 4 sorcerer (no bloodline yet specified)

Can anyone help with some suggestions for a build?

I am thinking initial feats would have to be Improved Initiative, Martial Weapon Proficiency and Weapon Finesse. Arcane Strike would be another one for 5th-level.

Thank you,
Chubbs McGee

Silver Crusade

Does anyone know which supplement the Magic is Life trait is located?

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I created a fey version of the aasimar and the tiefling. Please let me know what you think.

Wyldling

Wyldlings are usually tall, good-looking and generally pleasant. Some have a minor physical trait suggesting their heritage, such as light green hair, golden eyes, an unnaturally intense stare or a unusual way of moving or speaking. Wyldlings are naturally curious and often become scholars and travelers to satiate their desire to seek the unknown.

Most wyldlings are decidedly neutral and often err on the side of good. They have a tendency to fight against evil causes, especially if they feel personally involved or responsible in some way, but shy away from trying to sway others from good or evil.

Wyldlings are humans with fey blood in their ancestry. Unlike aasimar or tieflings, the unpredictable properties of a wyldling heritage in a family means that a wyldling may be born unexpectedly many generations later. Like other planetouched, wyldlings cannot sustain their own communities and are not fertile within their own population.

Most wyldlings consider the infernal fey'ri to be mortal enemies.*

Racial Traits:
+2 Dexterity, +2 Charisma, -2 Constitution: Agile and charming, the otherworldly wyldlings inherit much of the natural beauty and grace of their mysterious fey progenitors. However, they tend to be frail of form.

Low-Light Vision: Wyldlings can see twice as far as humans in conditions of dim light. See Chapter 7.

Skilled: Wyldlings have a +2 racial bonus on Perception and Stealth checks.

[b]Spell-Like Ability: Wyldlings can use hideous laughter once per day as a spell-like ability. The caster level for this ability equals the wyldlings class level.

Fey Immunities: Wyldlings are immune to magical sleep and get a +3 bonus on their Will saves against mind-effecting spells and effects.

Fey Sorcery: Wyldling sorcerers with the Fey bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.

Languages: Wyldlings begin play speaking Common and Sylvan. Wyldlings with high Intelligence scores can choose from the following: Aquan, Auran, Draconic, Elven, Gnome, Goblin, Halfling, Orc and Terran.

* I threw this in because I am a bit of a Forgotten Realms nut.

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Alright, there has been a bit o' discussion about the American Civil War lately. In Australia, we're pretty boring and never had a civil war or even a War of Independence!

In 2010, I am teaching Modern History and one of the topics is the American Civil War. I know a bit about it, but I am an ancient historian and have only taught Modern History once in the past.

If anyone can offer any good suggestions on possible books and resources, please do! Any information on the ACW would be fantastic! A brief rundown on the war would be grand as well.

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In your opinion, what would be the best feats for a generalist wizard?

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I think I've seen it somewhere back in a 3rd Ed book or the such. What is it? How does it work?

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Introduction: Mitch

A human male youth of less than twenty summers is introduced to the company. He is of average height, with a mop of blond hair. His face is wan, like all those who have fallen on hard times, but his grey eyes shine fiercely and he holds his chin up. Perhaps once he was an attractive youth, but the streets have driven than from him and turned him into a gaunt young 'starvling'. He wears faded dark cloth pants, and a worn dirty white shirt - both have holes and tears. His feet are bare and carry bloody sores. His clothes might once have been fine quality garments, but are now little better than rags. In a quiet and cautious voice he speaks his name - 'Mitch'.

With the youth comes a spider-monkey with a creamy coat and black-ringed eyes. The normal energy associated with these creatures has long since passed. Malnutrition has taken its toll on the runaway as it has on his pet.

Over the weeks that pass, Mitch loses his desperate appearance. He sleeps long hours and eats heartily until his color and vigor is restored. The lad begins to show a relentless energy, a desire for action. One day, the rest of company finds him hanging upside-down from a tall mast, as happy as can be, with his monkey, Pepper, at his side. The two often race each other as they clamber and climb all over the ship and the dockyards.

Mitch's curiosity is as boundless as his energy, and soon the Halfling finds himself giving in to the youth's demands to investigate the company's charts. Mitch quickly displays that he knows far more of nautical techniques than most runaways, although his methodical approach belies his carefree attitude.

Over the six months Mitch shows he knows the basics of sword fencing. He is far from expert, but has obviously had lessons in the past. One evening a brawl erupts between several members of the company and some drunks. Mitch is embroiled and soon displays a great deal of skill at unarmed combat, using a combination of punches and kicks that overwhelm the drunken brawlers. When one of the attacks pulls out a knife, Mitch responds by using weapon made of chain and wood to disarm his opponent, before pummeling the larger attack unconscious.

At the end of six months Mitch has proven himself a valuable member of the company. He can sail, navigate and fight. He is something of a daredevil and is always eager for excitement. The marks of his time on the streets can still be seen for he never speaks of his past and is always wary of ... something.

Mitch dresses simply, in loose pants, a loose shirt, and a scarf on his head. His monkey, Pepper, is his constant companion. Mitch does not usually carry a weapon openly, but is known to conceal a knife in his belt.

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Amelia D'Amour was born in Los Angeles and raised in Israel, before returning to live with her paternal grandmother and namesake in Holland, Michigan, at the age of ten. After a fatal accident, in which she lost her beloved grandmother and almost her own life, Amelia came to live with Jack McCandless at the New Amsterdam. Soon after coming to Lawrence, she began to develop a talent for reading the auras of objects and people.

Now twenty-one years old, Amelia is studying at the University of Indiana where she works as a research assistant and keeps a part-job at the New Amsterdam tending bar. She lives with her best friend Ivy Elgin and is considered, along with Ivy, to be one of Jack's Orphans. In addition to her psychic ability, Amelia is very creative and has a lot of technical knowledge that she has learned around the hunters who frequent Jack's hotel.

Amelia has a strong connection with Dr. Henri Nassir Zaid of the University of Indiana. He also features prominently in By Inferno's Light and After Heaven's Glory. Amelia now works part-time as Dr. Zaid's research assistant.

She has a strong connection to Cyrus Ramirez, a friend of her father Harry D'Amour. Amelia has worked with Cyrus in the past, helping him to track down her father. She also featured in The Tarnished Badge and The Mutiny of the Bounty. Cyrus also appears in After Heaven's Glory.

Amelia has turned to Dr. Doe in the past to assist her with understanding her wild talent. She has also turned to him for assistance during the events of After Heaven's Glory.

Eileen Bloom gave Amelia a tarot reading in Kiss from a Rose on the Grave. The reading came true the following evening and Amelia was impressed by the woman's accuracy.

Amelia has also called on the wizard Robert Timms in the past to fly her to South American and to enlist his aid in defeating the serial killer Father John O'Reilly. After the events of Mid-West to Bogota to Rio, Amelia felt she could not trust Timms but this has changed for the better since the conclusion of After Heaven's Glory.

Amelia boards with Ivy Elgin, who inherited her house when her parents were killed in a car accident. Mutual friends also share the large manor house as well.

While she spends a lot of time at the University of Indiana, Amelia can often be found at the New Amsterdam when in Lawrence. She is often seen hanging out or working behind the bar. Whenever she is able, Amelia cooks and cleans up after Jack, Thom and Toby.

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Marianna's Journal: 21-22 Abadius 4708

One day we may look back on the events of the 23rd Abadius and criticise our mistakes. Wonder if we could have made better choices. How we should have foreseen the chaos that erupted across the city and help to prevent the destruction that followed the death of the king.

Everything has changed... We were consumed by vengeance, so keen and so immediate, as we raced to confront Talia's murderer. We ignored the signs presented to us, the uncertainty of the king's health and the disdain in which the populace held the queen. I muse over this page now and can only see the darkness deepening.

Its a feeling, irrational... I felt true evil, more than that of Gaedren Lamm and his henchmen. This was an intelligence of an age and an intensity I never knew existed until last night. It was alien and ancient, and yet it sang to my blood and stirred whatever legacy I have inherited from my ancestors.

I feel numb. It is not the numbness of stasis I have felt creeping into my life recently, my day to day existence dominated by Magnus's schemes or Marcus's duty. It is the numbness of fear, that I was witness to something that was far greater than the death of an evil old man or even a king. This something is connected to me and I do not know how?!

For now Lamm is dead, Talia avenged and the city suffers as civil unrest makes civil hands unclean. The worst, it appears, possess all intensity and the best lack all conviction!

I remember those past nights when Talia was alive, sitting in Seri's room, and Mother holding a single candle against the darkness. She would tell us grand tales of princes, war and true love. The ancient heroes would come to life and we would be spirited away to ancient Cheliax. How did they deal with such chaos? How did they see a way beyond such confronting change?

Something rises in Korvosa and I feel we will not escape its attention any longer!

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In addition, I can only use the new Pathfinder rulebook and supplemental material for my character.

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Okay, I am about to play the Curse of the Crimson Throne adventure path and have decided on playing a wizard from the Acadamae. Can anyone give me any tips on how I should approach such a character?

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