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.
DM Azure_Zero wrote:
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:
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
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
Melee
Space 5 ft.; Reach 5 ft. (10 ft. with kusarigama) Special Attacks flurry of blows
Statistics
Base Atk +0; CMB +4 (+6 trip); CMD 20 (22 vs. trip) Feats
FLAW 2 - Shaky (-2 Ranged Attack)
Combat Expertise (free) Dodge (monk)
Improved Unarmed Strike (monk)
Traits militia veteran (monastery/town), sacred touch, savage Skills Climb +8,
Languages Common, Goblin, Orc SQ orc blood, shadowhunter Other Gear
Money 15 gp, 4 sp, 7 cp
Special Abilities
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. 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.
Djack wrote:
I'll bow out of this set of stats... will reroll declaring race & class, if I can think of something.
DM Azure_Zero wrote:
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:
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
12 PB = 16 with 2 left over, bringing Roll 5 up to a 7. 15, 16, 13, 9, 7, 16 = 25 PB
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!
Djack wrote:
I'm your huckleberry. Still interested!
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...
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)
CG Medium humanoid (human) "proteans give chaos a bad name"
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)
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
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
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!
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
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)
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
Warpriest/Fighter Travel and Liberation Desna's Shooting Star and Startoss Style Tree Charisma/Dex Build, possible multiclass into Rogue Knife Master.
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...
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
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... 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.
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