Jhofre Vascari

Djack's page

158 posts. Alias of Hassan Ahmed.


RSS

1 to 50 of 158 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Male Human Rogue 1
DM Azure_Zero wrote:
you can use it, kinda doing something similar with the Hammer.

Thank you.


Male Human Rogue 1

@DM Azure_Zero

Are you approving for me, the monk to take Exotic Weapon Proficiency (Kusari-gama) early, before BAB +1 and use it...

...or just take it, but need to wait until BAB +1 to use it?


Male Human Rogue 1
Ruisxys wrote:
...and I’m not planning anything hugely exciting, but it will be peach season in my neck of the woods.

Peaches in the woods! Sounds awesome... I'll admit "nothing hugely exciting" vacations are the best!

So, cold weather gear... check. For the game, but the vacation.

Anyone have an idea of how we could know each other or have met up, recently?


Male Human Rogue 1

Returning home, today... will be better equipped to jump in.

For my half-orc, he was orphaned and mostly bullied and abused until some monk saw potential in him. Much like taking a stray, the animal is skittish, covers up, maybe be even lashes out.

But eventually his mind calmed, thought he is still traumatized. Maybe he's heard about the sunless citadel and is slowly making his way there.

Currently, at or approaching Falcon's Hollow.


Male Human Rogue 1

I need to create/finish the profile for the Monk... apologies. Currently on family vacation. Promise will get to it!


DM Azure_Zero wrote:

Ah, that is correct.

The BOGO is fine, I just found it odd that so far Every complete submission has Iron Will.
Just thought you'd use the BOGO to Boost your Fort Save...

I considered it, but then everything would have been "average" and wanted him to be good at something... and trying not to min-max.

Or like the examples you mentioned where someone would take a weakness, only to select something else to offset it.

So played into the weaknesses and will let the dice decide their fate.


DM Azure_Zero wrote:

@Dajck

I've gone over the character and it looks all correct, except for HP, it's 10 because of the -1 CON mod.

-------------------------------------------------

Everyone also seems to have taken Iron Will as part of their BOGO.

Apologies, probably the +1 Favored Class bonus?

I can switch my BOGO, I just figured I'd we can't (is reluctant, anxious about) attacking with melee or range, he should at least excel at something.

Basically, bullied and beat into submission... always doubting (at the point of attacking) whether he should.

In his mind he knows the answer is yes (Iron Will), but his body betrays him.


How about something like this?

Orne - Monk of Desna:

Orne
Half-orc monk (monk of the four winds, monk of the sacred mountain) 1 (Pathfinder RPG Advanced Player's Guide 112, 114)

LG Medium humanoid (human, orc)

Init +2; Senses darkvision 60 ft.; Perception +5
--------------------

Defense
--------------------
AC 16, touch 16, flat-footed 13 (+2 Dex, +1 dodge, +3 Wis)

hp 11 (1d8+3)

Fort +1, Ref +4, Will +7; +2 racial bonus vs. disease, ingested poisons, nauseated, or sickened, +2 bonus vs. negative levels

Resist plagueborn[APG]
--------------------

Offense
--------------------
Speed 30 ft.

Melee
. . kusarigama +4 (1d3+6) or
. . kusarigama flurry of blows +3/+3 (1d3+4) or
. . unarmed strike +4 (1d6+4) or
. . unarmed strike flurry of blows +3/+3 (1d6+4)

Space 5 ft.; Reach 5 ft. (10 ft. with kusarigama)

Special Attacks flurry of blows
--------------------

Statistics
--------------------
Str 18, Dex 14, Con 9, Int 13, Wis 16, Cha 8

Base Atk +0; CMB +4 (+6 trip); CMD 20 (22 vs. trip)

Feats
FLAW 1 - Non-Combatant (-2 Melee Attack)
Alertness (BOGO)
Combat Reflexes (BOGO)

FLAW 2 - Shaky (-2 Ranged Attack)
Exotic Weapon Proficiency (kusarigama) (BOGO)
Improved Trip (BOGO)

Combat Expertise (free)

Dodge (monk)
Elemental Fist[APG] (monk)

Improved Unarmed Strike (monk)
Iron Will (level 1)
Toughness (BOGO)

Traits militia veteran (monastery/town), sacred touch, savage

Skills

Climb +8,
Craft (weapons) +3
Know (history) +5
Know (nature) +6
Perception +5
Sense Motive +5
Stealth +6
Survival +8 (+9 to get along in the wild)
Swim +8

Languages Common, Goblin, Orc

SQ orc blood, shadowhunter

Other Gear
kusarigama[UC]
backpack
bedroll
belt pouch
blanket[APG]
hammock[UE]
mess kit[UE]
mug/tankard (cup)
soap
teapot[UE]
trail rations (5)
waterskin

Money 15 gp, 4 sp, 7 cp
--------------------

Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Elemental Fist (1d6) You can add 1d6 energy damage to an attack.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Plagueborn (alt racial) +2 save vs. disease, ingested poison, nauseated, sickened.
Shadowhunter (alt racial) Attacks affect incorp foes as though use magic weapon, 2x phys ab heal from undead, +2 to save vs. neg levels.

I can add skill rank/bonus details as needed. I think I understood the instruction properly. Let me know if I messed up.


Not sure if it would help, but... fund this Wizards DMG Errata:

DMG Errata, kusari-gama:
p. 161, col. 2: (INSERT As a Large, Exotic weapon)

Kusari-gama*† 10 gp 1d6/1d4 x2 — 3 lb. Slashing/Bludgeoning

Kusari-gama: A kusari-gama can be used either as a double weapon or as a reach weapon. You can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, you can only strike at an adjacent opponent.

If you use the kusari-gama as a reach weapon, you can strike opponents 10 feet away with it. In addition, unlike other weapons with reach, you can use it against an adjacent foe. In this case, you can only use one end of the kusari-gama effectively; you cannot use it as a double weapon. You can choose which end of the kusarigama to use. The kama end deals 1d6 points of damage and is a slashing weapon; the chain end deals 1d4 points of damage and is a bludgeoning weapon.

You can make trip attacks with a kusari-gama. If you are tripped during your own trip attempt, you can drop the kusari-gama to avoid being tripped.

When using a kusari-gama, you get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a kusari-gama.

I had searched for: Dungeon Master Guide errata kusarigama


And, I suppose... most importantly, is the kusarigama (kusari-gama) or each end of it, eligible for Weapon Finesse?

I see a non-DnD/Pathfinder SRD saying so, but wondering if there is an official source.

3e SRD <<< Link

Not a rules lawyer, but Spiked Chain <<< Link works with Weapon Finesse, it's also two-handed, flail... but shorter and way heavier (10 lbs vs 3 lbs).

OK... back to the drawing board for me! Thanks for your time.


@DM Azure_Zero

As a Monk, would love to take Exotic Weapon Proficiency (Kusarigama <<< Link), but BAB = 0, disqualifying me for Exotic. Any way to get this?

Can I take it and only get the benefit when he has BAB +1?

My Flaws will be Non-Combatant (-2 Melee Attack) & Shaky (-2 Ranged Attack), if that matters.


I like multi-classing, would have had a high diplomacy & sense motive is all.

I might come back with it.


Djack wrote:
DM Azure_Zero wrote:

Yeah, it was slightly buried, so I was gonna let the first hiccup slide some.

But yeah, Pick Stat Method, Class and Race(Core, Gambled feature/uncommon, or Template) in one pop for the submission.

Gracious of you... can bring the 15 >> 14 and the 7 >> 8.

How about a half-orc monk with the Overlooked Mastermind alt racial trait.

14, 16, 13, 9, 8, 16

I'll bow out of this set of stats... will reroll declaring race & class, if I can think of something.


DM Azure_Zero wrote:

Yeah, it was slightly buried, so I was gonna let the first hiccup slide some.

But yeah, Pick Stat Method, Class and Race(Core, Gambled feature/uncommon, or Template) in one pop for the submission.

Gracious of you... can bring the 15 >> 14 and the 7 >> 8.

How about a half-orc monk with the Overlooked Mastermind alt racial trait.

14, 16, 13, 9, 8, 16


DM Azure_Zero wrote:
You can re-roll, or Knock the 15 to a 14 to get that 7 to an 8.

Feeling bad I didn't pick a Class prior.


DM Azure_Zero wrote:
Djack wrote:
15, 16, 13, 9, 7, 16 = 25 PB

Spot on you got the usage right, but need to have that 7 as an 8 at a min or the race you picked boosts that 7 into a 9. As Stats need to be Above 8 Post-Racial Adjustments

Also class has to be picked with the Stat Gen Method, as it is part of the gamble with the stats.

Thanks for the feedback! I can start over :)


Let's see: 25 PB

Roll 1: 2d3 + 12 ⇒ (1, 2) + 12 = 15 so... 25 - 7 = 18 PB
Roll 2: 1d8 + 10 ⇒ (6) + 10 = 16 so... 18 - 10 = 8 PB
Roll 3: 1d6 - 1d3 + 10 ⇒ (5) - (2) + 10 = 13 so... 8 - 3 = 5 PB
Roll 4: 1d6 - 1d6 + 10 ⇒ (3) - (4) + 10 = 9 so... 5 + 1 = 6 PB
Roll 5: 1d6 - 1d6 + 10 ⇒ (1) - (5) + 10 = 6 so... 6 + 6 = 12 PB

12 PB = 16 with 2 left over, bringing Roll 5 up to a 7.

15, 16, 13, 9, 7, 16 = 25 PB


1 person marked this as a favorite.

I'm happy to tag along on a low level "romp" as it were... happy to role-play whatever role/class is needed.

I would humbly suggest keeping things simple if not "core" for a debut play-by-post campaign on here.

Will do my best to keep my posting consistent and help move things along where I can.

ps: endlessly heroic, always!


Axolotl wrote:
I don't want people to have to deal with multiple technologies, so I'll probably just do the game with maps on Google Slides as I have previously (unless the assemble group looooves Roll20 or Foundry).

Harpy <<< Link Looks very cool! I love the ease of their maps and token for a pseudo-3D feel.

I actually started a Discord Server dedicated to Virtual Table Tops!


I've been around since 2010, but never truly played PF2E.

Definitely interested in doing my toe in the water.

Happy to take them last, possibly niche filling character/role.


Male Human Rogue 1

My first real PFS character... I'm have to create him/her.

What do we need? I have Hero Lab, doesn't take long.


Hi experienced player, but new to PFS. How does this work?

Not understanding the Core vs. Non-Core discussion.


Djack wrote:

So, I cast the net wide and they dove deep... (all puns intended). I offer a not so optimized but interesting and setting appropriate guide and protector as you devle into the mysteries of of the ancients.

Holy Diver:
Holy Diver
Human (Arcadian) brawler (snakebite striker) 1/ranger (abendego diver) 1/unchained rogue (sharper) 1/sorcerer 1 (Pathfinder Player Companion: Elemental Master's Handbook 12, Pathfinder RPG Advanced Class Guide 23, 88, Pathfinder RPG Ultimate Intrigue 47, Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +5; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 34 (4 HD; 1d6+1d8+2d10+9)
Fort +6, Ref +9, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork silver dagger +6 (1d4+1/19-20) or
. . net +5 (entangle) or
. . unarmed strike +6 (1d6+2)
Ranged frost-forged steel underwater light crossbow +6 (1d8/19-20)
Special Attacks favored enemy (aquatic humanoids +2), sneak attack (unchained) +1d6, sneak attack +1d6
Bloodline Spell-Like Abilities (CL 1st; concentration +2)
. . 4/day—disorienting touch (1 round)
Sorcerer Spells Known (CL 1st; concentration +2)
. . 1st (4/day)—air bubble[UC], mage armor
. . 0 (at will)—detect magic, light, mage hand, read magic
. . Bloodline Impossible
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 12, Wis 13, Cha 12
Base Atk +2; CMB +4; CMD 17
Feats Eschew Materials, Improved Unarmed Strike, Skill Focus (Bluff), Snake Style[UC], Weapon Finesse, Weapon Focus (unarmed strike)
Traits reactionary, resourceful
Skills Acrobatics +8, Appraise +5, Bluff +10, Climb +8, Craft (weapons) +5, Knowledge (dungeoneering) +5, Knowledge (geography) +6, Perception +7, Sense Motive +9, Spellcraft +5, Stealth +8, Survival +6, Swim +9
Languages Azlanti, Common
SQ bloodline arcana (constructs susceptible to enchantment (compulsion) and treated as living), brawler's cunning, deep diver, martial training, ocean's blessing, scam artist +1
Combat Gear feather token (anchor), potion of mage armor (4), potion of shield of faith +2 (3); Other Gear +1 darkleaf cloth studded leather, frost-forged steel underwater light crossbow[ARG], masterwork silver dagger, net, fruitful sash, tengu drinking jug[ARG], wayfinder[ISWG], 603 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Impossible Constructs are susceptible to enchantment (compulsion), treated as living.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Deep Diver (Ex) Hold breath for twice as long as normal.
Disorienting Touch (1 round, 4/day) (Sp) Melee touch sickens creature, multiple touches extend duration.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Favored Enemy (Aquatic Humanoids +2) (Ex) +2 to rolls vs. aquatic humanoids foes.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Ocean's Blessing An Abendego diver adds buoyancy[ACG], control water, elemental speech[APG] (water only), hydraulic push[APG], hydraulic torrent[APG], ride the waves[U
Scam Artist +1 (Ex) Gain listed bonus on all Bluff and Sleight of Hand checks.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

I'm your huckleberry. Still interested!


Happy gaming all! Peace!


The ol' previous table trick... :) I was hoping to try a discord game.

Happy gaming all! Peace!

I'm happy to fill any party role (I enjoy the creation and RP challenges), if you are in need for a wizard (more wizard, less trapfinding) or cleric, keep me in mind.

Besides, there is synergy here... Djack-o-Lantern, see...


NewXToa wrote:
...@Djack: Human Evoker Wizard with some other stuff mixed in (completed, but will need to be moved to Mythweavers at some point)...

Does this need to happen before selection? I registered, but have never used Myth-Weavers before. Taking some time.

Wizbang on Myth-Weavers (under construction) <<< link


Wizbang Past and Future:

Possibly Neutral Good
Miscreant wayward youth, gets involved with fringe/border criminal activity... Scouted by the Pathfinders, finds magic in his blood and in texts and turns his life around.

Hungry to help people and solve problems, a little wanderlust "Kissed by Desna" reverting Life, Freedom and Beauty.

Loves to tinker, make stuff, solve puzzles.

A bit bitter (drawback) from some childhood experiences, but he doesn't let that keep him from doing the right thing.

Tortured Soul - strong sense of identity and reality (save vs. memory tampering, illusion is an opposition school)... Also, the very fabric of his being (fort save).

Future Progression: Mostly Wizard Crafter.

Dips were for rounding out the character and giving him a little "bite" and synergizing - besides, it's nice to have a wizard who is an unarmed combatant (hands free for spell casting).

Trapfinding works well for a Tomb Raider, delver, explorer.

I can see going up to levels 2 or 3 in Brawler and/or Rogue (probably Rogue for Evasion).


I present and edgy wizard, dad-pun intended!

Unfocused in youth, found he was well suited to magic... but his experiences would not go wasted. Pathfinder, exploring, reporting, protecting...

Wizbang (Evoker):

Wizbang placeholder

Male human (Varisian)
Brawler (snakebite striker) 1
Unchained Rogue 1
Evoker 6
Sorcerer VMC

CG Medium humanoid (human) "proteans give chaos a bad name"
Init +5; Senses Perception +12
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 49 (8 HD; 6d6+1d8+1d10+14)
Fort +8, Ref +11, Will +8
--------------------
Offense
--------------------
Speed 30 ft.

Melee unarmed strike +7 (1d6)

Ranged +1 outsider/chaotic-bane darkwood light crossbow +8 (1d8+1/19-20 plus 2d6 vs. Outsider/Chaotic)

Special Attacks intense spells (+3 damage), sneak attack (unchained) +1d6, sneak attack +2d6 for (+3d6 total)

Arcane School Spell-Like Abilities (CL 6th; concentration +10)
. . 7/day—force missile (1d4+3)
Bloodline Spell-Like Abilities (CL 8th; concentration +9)
. . 4/day—disorienting touch (4 rounds)
Evoker Spells Prepared (CL 8th; concentration +12)
. . 3rd—explosive runes, fireball (DC 17), lightning bolt (DC 17), communal resist energy[UC]
. . 2nd—cat's grace, flaming sphere (DC 16), glitterdust (DC 16), communal protection from evil[UC], scorching ray
. . 1st—burning hands (DC 15), hydraulic push[APG], mage armor, magic missile, shocking grasp
. . 0 (at will)—light, mage hand, message, read magic
. . Opposition Schools Illusion, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 18, Wis 12, Cha 12

Base Atk +4; CMB +7 (+9 grapple); CMD 17 (19 vs. grapple)

Feats Accomplished Sneak Attacker, Agile Maneuvers, Arcane Builder[UM], Combat Expertise, Craft Magic Arms & Armor, Deadly Aim, Power Attack, Scribe Scroll, Skill Focus (Bluff), Skill Focus (Spellcraft), Unarmed Combatant
Traits magical knack, reactionary, - custom trait -

Skills Acrobatics +10, Appraise +9, Bluff +13, Diplomacy +5, Disable Device +15, Escape Artist +7, Fly +7, Knowledge (arcana) +15, Knowledge (engineering) +8, Knowledge (planes) +8, Linguistics +10, Perception +12, Profession (farmer) +5, Sense Motive +8, Sleight of Hand +7, Spellcraft +18, Stealth +8, Survival +1 (+3 to avoid becoming lost), Swim +5, Use Magic Device +8

Languages Abyssal, Azlanti, Celestial, Common, Dwarven, Elven, Shoanti, Sylvan, Varisian

SQ arcane bond (ring of resistance +2), bitter, bloodline (impossible), brawler's cunning, finesse weapon attack attribute, martial training, spontaneous generation, trapfinding +1

Combat Gear feather token (anchor), feather token (tree), potion of shield of faith +2 (4); Other Gear +1 outsider/chaotic-bane darkwood light crossbow, crossbow bolts (30), amulet of natural armor +2, daredevil boots[ARG], fruitful sash, goggles of minute seeing, handy haversack, ring of resistance +2, traveler's any-tool[UE], wayfinder[ISWG], masterwork thieves' tools, wizard starting spellbook, 6,307 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Bond (Ring of resistance +2) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Builder (Weapons) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Bitter Heal 1 less point when receiving healing from an ally’s class feature, spell, or sla.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Disorienting Touch (4 rounds, 4/day) (Sp) Melee touch sickens creature, multiple touches extend duration.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Force Missile (1d4+3, 7/day) (Sp) As a standard action, magic missile strikes a foe.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells (+3 damage) (Su) Evocation spells deal listed extra damage.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spontaneous Generation Non-potion/spell-trigger/spell-completion item: ignore 1 spell prereq.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.


Thanks for the quick feedback... do you already have a trapfinder/magical trap disabler?


Crafting-wise, do you allow the part-time rules (RAW) in the CRB?

Magic Item Creation:
Magic Item Creation. <<< link

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item’s base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item’s base price (or fraction thereof) by increasing the DC to create the item by 5.

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours’ worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).


So, I cast the net wide and they dove deep... (all puns intended). I offer a not so optimized but interesting and setting appropriate guide and protector as you devle into the mysteries of of the ancients.

Holy Diver:
Unnamed Hero
Human (Arcadian)
Brawler (snakebite striker) 1
Ranger (abendego diver) 1
Unchained rogue (sharper) 1
Sorcerer 1
CG Medium humanoid (human)
Init +5; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 34 (4 HD; 1d6+1d8+2d10+9)
Fort +6, Ref +9, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork silver dagger +6 (1d4+1/19-20) or
. . net +5 (entangle) or
. . unarmed strike +6 (1d6+2)
Ranged frost-forged steel underwater light crossbow +6 (1d8/19-20)
Special Attacks favored enemy (aquatic humanoids +2), sneak attack (unchained) +1d6, sneak attack +1d6
Bloodline Spell-Like Abilities (CL 1st; concentration +2)
. . 4/day—disorienting touch (1 round)
Sorcerer Spells Known (CL 1st; concentration +2)
. . 1st (4/day)—air bubble[UC], mage armor
. . 0 (at will)—detect magic, light, mage hand, read magic
. . Bloodline Impossible
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 12, Wis 13, Cha 12
Base Atk +2; CMB +4; CMD 17
Feats Eschew Materials, Improved Unarmed Strike, Skill Focus (Bluff), Snake Style[UC], Weapon Finesse, Weapon Focus (unarmed strike)
Traits reactionary, resourceful
Skills Acrobatics +8, Appraise +5, Bluff +10, Climb +8, Craft (weapons) +5, Knowledge (dungeoneering) +5, Knowledge (geography) +6, Perception +7, Sense Motive +9, Spellcraft +5, Stealth +8, Survival +6, Swim +9
Languages Azlanti, Common
SQ bloodline arcana (constructs susceptible to enchantment (compulsion) and treated as living), brawler's cunning, deep diver, martial training, ocean's blessing, scam artist +1
Combat Gear feather token (anchor), potion of mage armor (4), potion of shield of faith +2 (3); Other Gear +1 darkleaf cloth studded leather, frost-forged steel underwater light crossbow[ARG], masterwork silver dagger, net, fruitful sash, tengu drinking jug[ARG], wayfinder[ISWG], 603 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Impossible Constructs are susceptible to enchantment (compulsion), treated as living.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Deep Diver (Ex) Hold breath for twice as long as normal.
Disorienting Touch (1 round, 4/day) (Sp) Melee touch sickens creature, multiple touches extend duration.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Favored Enemy (Aquatic Humanoids +2) (Ex) +2 to rolls vs. aquatic humanoids foes.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Ocean's Blessing An Abendego diver adds buoyancy[ACG], control water, elemental speech[APG] (water only), hydraulic push[APG], hydraulic torrent[APG], ride the waves[U
Scam Artist +1 (Ex) Gain listed bonus on all Bluff and Sleight of Hand checks.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

The details and nuances are setting and personality appropriate and synergize into a lethal weapon. He's a beach comber and tomb raider, nomad, vagabond... (yes, you recognized the song). Oh, and he's crafty... and crafting!

All advancement from here on in should grant +1 BAB.

Easy going by nature and dead serious as needed.

Peace and happy gaming!


20 Point Buy, one Drawback.


Hey folks, good luck to all! Happy Gaming!

Astrill of Desna, bowing out of this one.


Typically, it's rather easy...

One click to personalize, wait 60 second (the difficult part for many - I used to be one of them) and click again... as clearly stated.

It's a miniscule bit of friction, but nothing offensive.

Peace! Game on!


So Mikra could be a Barbarian... with a Druid Dedication?

"Don't make me angry, you wouldn't like me when I'm angry..." Raging in self-defense or when loved ones are perceived to be in danger?

Otherwise: Peace, Love and Happiness... off somewhere on the more-rural outskirts, away from people. Animals are just way simpler to understand. Less rage triggers.

The reluctant Barbarian.


What About...

Astrill of Desna:

Human (Varisian) fighter (weapon master) 1/warpriest of Desna 1 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Advanced Player's Guide 109)
CG Medium humanoid (human)

Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
hp 13 (1d10+3)
Fort +4, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee starknife +6 (1d6+4/×3)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks blessings 3/day (Liberation: liberation, Travel: agile feet), sacred weapon (1d6, +0, 1 rounds/day)
Warpriest Spells Prepared (CL 1st; concentration +2)
. . 1st—protection from evil, shield of faith
. . 0 (at will)—create water, light, purify food and drink (DC 11)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 12, Wis 13, Cha 18

Base Atk +1; CMB +1; CMD 14

Feats Divine Fighting Technique (desna's Shooting Star), Point-Blank Shot, Precise Shot, Skill Focus (Bluff), Weapon Focus (starknife)
Traits ironfang survivor, reactionary

Skills Acrobatics -3 (-7 to jump), Bluff +7, Diplomacy +8, Intimidate +8, Perception +5, Survival +5

Languages Common, Halfling, Varisian

Other Gear breastplate, light wooden shield, light crossbow, starknife, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, 22 gp
--------------------
Special Abilities
--------------------
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Divine Fighting Technique (Desna's Shooting Star) Starknife att/dam is Charisma based. Advanced: full-rd thrown starknife deals 1d4 hits.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.


Warpriest/Fighter
Travel and Liberation
Desna's Shooting Star and Startoss Style Tree

Charisma/Dex Build, possible multiclass into Rogue Knife Master.


Maybe it's a bad question. I'll figure it out.


How would you make a tinkering rogue?


If recruitment is extended, would love to try my hand at a Warpriest of Desna/Knife Master Rogue (no traps).

Focus on short ranged starknife attacks, 20-30 feet. And, flanking starknife melee (+1d8 sneak stab).

Weapon damage starts at 1d6 and increases with Warpriest levels.

Would also like to go with Way of the Shooting Star (Desnan divine Fighting technique) and Startoss style tree...


Not a bad thing, that's one of my favorite short stories... Sticks with me decades later.

Enjoy the game!


Omelas, as in... Those who walked away?


Hey folks, I wish everyone the best in submissions and the game!

I think I have come to the realization, I'm not too dungeon-crawly. Claustrophobic? Dunno!


GM Choon wrote:
That is definitely a very nice stat array there! And ya, you can totally play it. Only a part of my choice will be mechanical. If you can't build an interesting character around it then it won't be worth much more than number on paper, right? :)

When you're right, you're right!

Question: how would a Blinkback Belt work with a feat (Startoss Comet, Startoss Shower) that allows a thrown weapon to make successive attacks? Would the "attack" be "resolved" at the conclusion of that chain of attacks?

Or would the weapon teleport back as soon as the first attack dealt damage?


Simon Blue-Eye wrote:
I am looking forward to meet you 'down the well', meow!

All that said, do we double down with additional melee & teamwork feats to create a "grinder" as it were... a kill zone?

I always wanted to Craft, actually. If this game if crafting friendly, woohoo!

How about a Warpriest of Desna/Knife Master?

Looking to go with Way of the Shooting Star, Divine Fighting Technique and Startoss Style.

Total weapon flank/Sneak damage of something like... 4d8+8, that's my goal.


Let's see what fate had in store...

4d6 - 2 ⇒ (6, 5, 6, 2) - 2 = 17
4d6 - 1 ⇒ (6, 6, 5, 1) - 1 = 17
4d6 - 5 ⇒ (5, 6, 6, 6) - 5 = 18
4d6 - 2 ⇒ (4, 2, 3, 4) - 2 = 11

I love Gestalt-ish-esque!

Umm... can I still play, with these rolls? It's a 44 point buy, just for these 4 stats. Around 59 points total?


What about a...

  • Female Half-Orc
  • Cleric (Desna) 2/Knife Master 1
  • 10,14,12,13,14,18
  • Campaign Trait: Exchange Agent
  • Way of the Shooting Star, for Charisma to Hit/Damage with starknife..
  • Overlooked Mastermind (+2 or +4 "social"), alt racial trait.
  • Healing Channel x7/day
  • High Bluff/Feint for Sneak 1d4+1d8+4 with starknife (ranged or melee).
  • High Diplomacy.
  • Feats - Selective Channeling, Combat Expertise - later (Improved Feint, Accomplished Sneak Attacker, etc...)

    I think of her as a divine and capable Tomb Raider.

    Considering Blossoming Light archetype, but no armor is scary!

    Although, Channel x10/day with the promise of x15+/day is interesting with the ability to affect chaotic evil outsiders (and some other baddies) being very alluring.


  • GM Phntm888 wrote:
    @Djack - I'm familiar with the feat tax rules, and am using them in one of my other games, but not for this one. As for a second rogue, if they are distinct enough from the current one, I will consider them.

    Certainly, quite distinct.

    Male Half-Orc Desnan Champion of the Faith/Knife Master

    Cha/Dex Build

    Way of the Shooting Star & Startoss Style (all about the starknives).

    One might categorize him as "fighter" rather than rogue.


    I made a Wizard using the app!


    Hi, any consideration for these Feat Tax alternate rules?

    Feat Taxes - and How to Help

    Also, would you mind another Rogue, no-traps... Melee, flanking and starknives. Knife Master.

    Also Charisma, not Intelligence focused.

    Divine Fighting Technique (Desna, Starknife).

    Could make for a perfect pair.


    I'll do my best to be done, today!

    1 to 50 of 158 << first < prev | 1 | 2 | 3 | 4 | next > last >>