Rakshasa

DevonRex's page

RPG Superstar 6 Season Star Voter. Organized Play Member. 34 posts (416 including aliases). No reviews. No lists. No wishlists. 5 Organized Play characters. 3 aliases.


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Dorzu Klab wrote:
I've just realized that life will start getting hectic soon and I think I am going to have to withdraw. I am so sorry for the late notice.

Awww, bummer. I was looking forward to the RP's. RL takes precedence of course, hope things go well for ya!

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Gimble, The Storyteller wrote:
DevonRex wrote:
It is nice to meet all of you. This is my first PFS game and I am excited for that AND the chance to try 2e!

Welcome! Let me know if you need any help during the character creation process. Also, here's a link to the Organized Play Guide for 2e.

Organized Play Guide for PFS2e

Thank you! Would you mind giving my character a once over to see if I missed anything?

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It is nice to meet all of you. This is my first PFS game and I am excited for that AND the chance to try 2e!

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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:

Ragnar Barrowheim

Dwarf Cleric (Crusader) of Abadar 1
LN Medium Humanoid (Dwarf)
Max HP: 9 (1d8+1) Current HP:9
Init: +3; Senses: darkvision 60 ft.; Perception +6 (+1 on Surprise checks)
Speed: 30 ft. (30 ft. in armor)
Wealth: 6GP in coins 5GP in semi-precious stones/gems
Languages: Common, Dwarf
Aura: Lawful 1 (Faint)
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Defense
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AC: 18, touch 13, flat-footed 14 (+4 armor, +3 Dex, +1 shield)
CMD: 12 +4 vs. Bull Rush, Trip
Max HP: 9 (1d8+1)
Fort +3, Ref +3, Will +5
+2 racial bonus on saving throws against poison, spells, and spell-like abilities.

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Offense
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Melee:
CMB:-1
dagger +0 (1d4 P/S 19-20/x2)
Ranged:
Light Crossbow +4 (1d8 P 19-20/×2) or +3 (1d8+2 P 19-20/×2) RI:80’ +1 to confirm critical hits
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Spells/Domain/Channel
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Channel Energy (Positive): 1d8 DC:10 3/day
Domain: Travel (Trade Subdomain)
+10‘ Base Move Speed
Silver-Tongued Haggler (Su): +1 6/day
Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—floating disk, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th— overland flight, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—gate
Spells Per Day: Orisons:2, 1st: 1+1 Domain
0: Create Water, Guidance
1: Bless
1D: Floating Disk
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Statistics
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Favored Class: Cleric (+1 Skill point, +0 HP)
Str: 8(-1), Dex: 16(+3), Con: 12(+1), Int: 10(0), Wis: 16(+3), Cha: 10(0)
Base Atk: +0; CMB: +0; CMD: 13
Feats: Deadly Aim, Weapon Focus (light crossbow)
Traits:
City Defender:
+1 To confirm critical hits with ranged weapons.
Militant Merchant:
You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.
Skills:
Armor Check Penalty: -4
Acrobatics (+3) ACP
Appraise (+4)* 1
Bluff (+2)
Climb (-1) ACP
Craft (0)*
Diplomacy (+2)*
Disguise (0)
Escape Artist (+3) ACP
Fly (3) ACP
Heal (3)*
Intimidate (0)
Knowledge (Arcana)* (0)
Knowledge (History)* (0)
Knowledge (nobility)* (0)
Knowledge (religion)* (0)
Knowledge (planes)* (0)
Linguistics (0)*
Perception (+7)* 1
Perform (0)
Profession (Merchant) (+9)* 1
Ride (3) ACP
Sense Motive (3)*
Spellcraft (0)*
Stealth (3) ACP
Survival (3)
Swim (-1) ACP
+2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks.
+2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
+1 Bluff, Diplomacy, or Sense Motive 6/day
Merchant’s Scale: +2 bonus on Appraise for items made of precious materials

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Equipment
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16
Light Crossbow 4
-20 Bolts 2
Dagger 1
Buckler 5
Silver Holy Symbol 1
Merchant’s Scale 1
Abacus 2
Hide Armor 25 (41)
Cleric’s kit
Donkey 8GP
Cart 15 GP
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Racial Abilities
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Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Stoic Negotiator: +2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks.
Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

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I would love to try a 2e game.
Add me in please!

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Are you still recruiting?

I have a couple lvl 1's that would work for this.
A core Half-Orc Barbarian, a Human Sword Saint, and a Dwarven Cleric of Abadar

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After reading all of this I cannot get the image of Dr. Who (usually Tom Baker) or Sarah Jane trying to ride K9 around.

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ok, send them to my Gmail please.

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I am considering additional recruitment as well
if they come back, great! I could handle 6 PCs on a forum

Although at that point there would be default combat options set for everyone to keep things running smoothly if they cannot post at least once every 24-48 hours for that.

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I was not sure of the configuration of our restraints within the cell. The fists will happen soon enough. I was hoping we could at least drop the one with the horn on the surprise round.

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LOL...actually think anthro version of Nyancat...

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Thats ok. My backup charachter will be a Catfolk (Nyan Tribe) Oracle (Heavens) that will shoot color spray behind her.

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Self-mobile-homing-proximity-landmines with Suicidal AI?

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I am in AZ here my current time zone in Mountain. As AZ does not participate in daylight aavings I will be back in Pacific time soon here.

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FYI this is my first pbp game so any advice is welcome.

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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.

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I picked up Amethyst-Renaissance and glanced through it.
While I was looking forward to Deathclaws and Vault-Tec goodies, there is a lot of good stuff in there.

Silver Prince, should we use the adapted skill list in there?
My character could also work as an Operator/Mechanical Operator, although it would make his character concept a bit more serious.
Pity Pagus, can't take techan classes.

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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.

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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).

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How long are the expected play sessions?

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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.

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Is there room for one more?
This sounds like a rather enjoyable wicked romp.

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Will you be allowing traits for charachter generation?
If so will there be any Campaign Traits?

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If you have it Inner Sea Magic has a good table and rules to get you started.

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I have a few ideas in mind
I've got a mad scientist/inventor/scavenger half-orc up my sleeve using the Grenadier Alchemist archetype . (Main optiom)
Alternately playing a full-orc melee berserker (Barbarian) would be fun as well.

Depending on how channeling/magic works there...I might be flexible, but for this type of game my first pick is mad scientist.

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Put me in for the Fallout game!
How do you feel about molerats or robots for animal companions/eidolon?

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2 people marked this as a favorite.

This sounds fun. I'll give it a shot!

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OK! Have fun!

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This sounds good to me, especially the Fallout homebrewed game.
I enjoy a game where basic survival in not guaranteed.
I usually work weekends so I have to ask, how many posts were you looking for per day?

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I'm sorry to arrive late to the party. Is there room for one more in the game?

The Exchange Star Voter Season 6

I must have been weeding through the chaff at the bottom of the pile. I only saw one of the top 32 items while voting.

The Exchange Star Voter Season 6

3 people marked this as a favorite.

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:

Here's my analysis:

The OGL generally requires you to cite an author.
The anonymous nature of the voting means you can't cite authors for these items.
Therefore, they're not officially Open.

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.

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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.

The Exchange

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.
And Ferocity gives you a round to heal/stabilize yourself should you lose too many hit points.

Darkvision and the Shaman's Apprentice alternate racial trait (Which Gives Endurance at the cost of the +2 on Intimidate checks from ARG
means you can sleep in your armor and can fend off a night time ambush easier.

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.