Gimble, The Storyteller wrote:
Thank you! Would you mind giving my character a once over to see if I missed anything?
This heavily tanned old Dwarf has traded from Absalom to Ketapesh and back. He flashes a grin at the chance to make a few extra coin as a guard on this trip, but quickly goes back to muttering under his breath to the donkey hitched to his cart.
Grumpy Old Dwarf Cleric:
Dwarf Cleric (Crusader) of Abadar 1
Story Time with Doc- GM Dr.Guthrak Olafson's Continuation Of The Mana Wastes Fallout Campaign Discussion
One of the great things about Oracles is that their Mysteries help round out a narrow spell list.
I would hardly consider it a 'trap'. When creating an Oracle choosing your Curse and Mystery, you are choosing your characters abilities, what spells you want to be able to cast, and role in the party.
Using your Ifrit Favored Class ability to make your Revelations more potent will help keep them useful as your level increases (and even give you access to abilities within a Revelation faster than normal--and there is NO max dice cap on damage dealt by Revelations).
Also remember that Spontaneous Casters can 'forget' a spell to pick up a new one at even numbered levels.
Personally I pick what looks fun and best fits the character's envisioned role in the party.
I picked up Amethyst-Renaissance and glanced through it.
Silver Prince, should we use the adapted skill list in there?
As far as additional weapons go, I would like to see incinerator/heavy incinerator, flame throwers, grenades/grenade launchers, and miniguns/rocket launchers.
Will there be EMP weapons?
Also some variant armor types would be nice too.
I am interested in being able to create/modify tech weapons and armor, maybe even fixing and modifying Unamatrix Zero as the game goes on.
Basically what I would like to know is, given your imagining of this world, what feats/discoveries and progression choices should be done to achieve this?
For those new to this thread, my charachter is a half-orc mad scientist/tinker who makes a lot of home-made equipment out of scrap and salvage. (Based on the Grenadier archetype for Alchemist from the Pathfinder Society Field Guide.)
We also have a gunslinger, psychic warrior robot, and a pugilist in the party so far.
For my free starting weapon I would like a shotgun, and I will pay for a 'great axe' IC-wise a giant crescent wench with sharpened sides.
The launch bomb discovery says it needs to be used with a bow, crossbow, or one handed firearm. Are you ok adapting this to heavier weapons? Or would that be a separate discovery?
It sounds like a fun party...a little light on trapfinding and healing, but we should be ok. *hides behind hulking warbot*
Are racial weapon proficiencies the same? If so I sooooo want to adapt a greataxe or falchion with ripper teeth or and autoaxe blades (from Into the Pitt).
LE Aasimar Cleric/Monk of Asmodeus,
Always admired by the humans who raised him, held to impossibly high standards and always told "you're better than your siblings, you must set an example...". The pressure on him building until he agreed, he WAS better then them...and they should learn their place.
The young aasimar now awaits the axeman, for he was careless in his dealings to show how inferior and unfit the rulers of Talingarde are. His loud mouth and gleaming hair all too recognizable among the rabble surrounding him as he spread his contempt and lies. He dared risk a coup in his home town and his conspirators scattered when the local guard charged back by a pair of knights. As it fell apart around him, the guards clapped him in chains and dragged him to justice for his sedition.
I have a few ideas in mind
Depending on how channeling/magic works there...I might be flexible, but for this type of game my first pick is mad scientist.
The general consensus appears to be that if you use someone's submission drop them a PM.
AFTER the voting is over, we can open up a thread for what items people are using in their games.
Sean K Reynolds wrote:
Is there any chance we can get a PFS approved list from RPGSS entries?
A low cost/free .pdf version of the winning RPGSS entries that advanced each round would end up in 'My Downloads' fast on my account. It is great seeing what we come up with year after year. Maybe Paizo can even do it as a reward for pledging a donation to a charity drive.
Personally, I entered this contest for fun. I will worry about remuneration if I get first place. If Paizo does publish the RPGSS material, just seeing my name in print or even an illustration would be nice prize in and of itself.
Lord Phrofet wrote:
Right this second I am trying to think how to use claws and bite (the two most common natural attacks) with dirty trick but coming up empty in my head...
I have a few ideas on that. Warning scatological material ahead!
Dirty Trick And Claw/Bite:
For Sickened/Blinded/Dazzled instead of the usual dirt/muck in face I replace with an equivalent vomit/hairball/bad breath/spray of musk/flung fecal matter depending on the attacker.
Deafened/Shaken could be handled by a loud roar close up.
Entangled could be caused snagging a belt or piece of clothing and tugging it out of place.
I personally do not agree with Dirty Trick being able give the shaken status as it is more of a mental state than a physical one.
The intimidate skill already covers this as does dazzling display and other abilities and feats.
Now if you could inflict the same statuses as Dirty Trick with relevant skills(such as intimidate), I would agree more with it being able to inflict the shaken status.
I had a blast in a Legacy of Fire game with a Half-Orc Heavens Oracle build with the Haunted curse.
Their favored class bonus is the same as humans for the extra spells per the Advanced Race Guide.
Falchion and Greataxe proficiency give you some solid weapon choices.
Darkvision and the Shaman's Apprentice alternate racial trait (Which Gives Endurance at the cost of the +2 on Intimidate checks from ARG
Awesome Display has been thoroughly discussed already and makes Color Spray much more useful longer.
In an exploration heavy game (such as Kingmaker). Guiding Star is a wonderful choice as you can determine your exact location at night, and as a bonus you can add a free metamagic feat to a spell once in a while.
Interstellar Void and Spray of Shooting Stars give you some fun offensive options. Your party is light on AOE so I would recommend Spray of Shooting Stars as your first Revelation.
Personally I would take Heavy Armor Proficiency as a feat over Coat of Many Stars in your party (and save up for Mithral Full Plate)
Lure of The Heavens and Star Chart are great utility revelations. They also fit the Astrologer character theme well RP wise if you are going for that.
Moonlight Bridge is up to your GM as to how exactly you can use it. (as bridge only or 10' wide Wall of Force anywhere). At worst it makes climb checks easier or avoids them altogether and gives you a neat looking RP prop as you can provide the bridge over a castle moat.
Dweller in Darkness gives you Phantasmal Killer/Weird as a Spell-like Ability. 'Nuff said.