Edward Griswold, Jr.'s page

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Using the the Wizard (Scryer) SLA (Not a PFS game) for early entry.
Group consists of Barbarian and Battle Cleric and a Bard running RotRL anniversary edition.

House Rules:
Everyone gets 1 extra feat at 1st level.
DM allowed me to change Arcane Archer Feat Prerequisites to WF (Longbow) + Any Two Archery Feats.

Thinking Elf Fighter 2/Wizard 2/Eldritch Knight 2/Arcane Archer 4/EK X
Wielding a Longbow and Elven Curve Blade

Want to play a Self buffing Ranger like character with a lot of scrolls who can use all the spell books we're supposed to find.

25 point buy.

Str 13
Dex 18
Con 10
Int 16
Wis 14
Cha 10

Perception, Stealth, Survival,

Key feats:
Rapid Shot, Manyshot, Deadly Aim, Weapon Finesse, Improved Critical (Elven Curve Blade), Power Attack.


Vic Wertz wrote:
Edward Griswold, Jr. wrote:
Curious to know why most of my artwork is missing from the pdf. I notice in all my pathfinder products missing letters in the titles probably as a way to track file sharing i assume but the artwork? really?
I suspect both of the issues you're talking about come from using Preview under OS X 10.6. Try Adobe Reader instead, and I think you'll find both of those problems will go away.

I apologize for taking so long to reply. I was using preview for OSX and adobe acrobat did fix the issue.

thank you


Aelryinth wrote:

You are completely ignoring the existence of the Angel-powered Warlock from Complete Mage. Angels should be another elective path/sponsor for you, especially with Dresden as an inspiration.

==Aelryinth

Thats why you get a soulfire as a choice


I like it. Thanks Smilodan.
couple of things though:
idk if you should be able to have hellfire, and soulfire at the time, just one or the other. Maybe if you already have one (say hellfire), and a few levels later get the other (soulfire)your previous choice(hellfire) automatically becomes the new type as if you had chosen it multiple times (soulfire)

Also, while this conversion helps some with versatility and survivability, it still massively lags behind on damage. I think we should either boost skills again (from 4/level to 6/level) to make it a skill class, give it an ability to attack with eldritch blast more often per round equal to its BAB in the early levels (instead of after you already get other cool things to do to make up for weak damage) or increase damage die to 1d8.

As is, it makes a great solo adventure class that can almost do a bit of everything and survive even if he isnt a kill machine. However, I want to be able to play him with the rest of my party. First 3 levels he does great damage and when he gets greater invocations he gets more battlefield control so damage isn't as big a deal but from 4 to 11 he goes from a cool concept to "I'm bored and mostly worthless. please kill me so I can play something else".


@kaisoku- I was to excited about the magus to even notice the words of magic I'll check them out.

@pale- Same here. Jim's books seem to keep coming out during major changes in my life and somehow touching on the same issues (you know interpersonal-interaction wise not magic and stuff... IM NOT CRAZY);). I always seem to realize he has a new book and end up reading it during a major crisis in my life where it gives me a reprieve during from the stress (deployments, divorce, deaths of friends/family, etc., etc. Jim always gots my back).
But for the Class I just always liked the idea of the class and the setup and kinda wished it was more effective. Harry is more the class in spirit than me going thru everything about Dresden and turning it into a class.
Ex. I can use ring of the Ram for his kinetic rings or Repelling blast, but both are effective while it would be hard to make a truer representation of Harry work in Pathfinder.
So harry in "Spirit" but warlock conversion=just viable in pathfinder


I dont know how to update a post :?.
I moved decieve item from level for to level 3. Imbue item replaced decieve item coming down from level 12 to level four. and added free metamagic spell-like ability feats at level 14, and 19.
I think I'll leave the damage die alone and just keep the updated blast shape invocations, and 6/level skill point wont really break the class.

I just need to write up the text for invocation and Eldritch blast. Any ideas?


Pale wrote:
Have to allow for a hellfire or soulfire blast. ;)

Honestly I decided at the beginning to just call it what you want and keep it as damage, because trying to make up a new ability text for soulfire that is true to the novels seems tedious :).


SmiloDan wrote:

Looks really good.

A few questions:

Why isn't Spellcraft a class skill?

There are a few quasi-dead levels (3, 14, 19). Any ideas for filling those? Maybe some kind of metamagic spell-like abilities? Empower, Maximixe, Quicken, etc. Maybe move Deceive Item to 3rd level and give bonus metamagic feats at levels 4, 9, 14, and 19? Useful (and usable) for eldritch blasts and (specific) invocations!

Maybe throw in some more cantrips? Their Pathfinderized "at will spell-like ability" status seems to really go well with warlocks.

Hellfire is a really great mechanic. It gives the occasional boost to the eldritch blast when it needs it.

Thanks a lot smilodan

i read a lot of your stuff while trying to come up with this, so thanks for popping in.
Spellcraft was a typo it should be in there I'll fix it. I did notice the dead levels but I wanted to get some opinions before I added anymore stuff.
Decieve item could move and I really want to move imbue item down a bit, so it can be used with scrolls. That should keep any EBlast bonuses in the higher levels but I wasnt sure if I should include those as free feats or make your have to buy them.

My biggest issue though is wording invocations and Eldritch Blast text. Any ideas?


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I need some help updating just a few things. I don't want to drastically alter the class like I see with most conversions just beef it up to a pathfinder standard (much less the weak standard of 3.5) by including a hellfire prestige into it and increasing some of its versatility

I basically want to make a kind of harry dresden type class. some magic blasting and battlefield control, resourcefully versatile, hard as hell to kill.

Help with rewording eldritch blast and Invocations class feature to something short, concise, and with none of the confusion, loopholes and endless online searching for errata of the previous version are my biggest concerns.

So far his skills went up to 4/level, his total invocations are up from 12 to 20 at 20th level, his DR/cold iron increases every other level starting at 2nd, His Fiendish resilience gets a small boost and he gets his energy resistance early and its better. His capstone is now making his energy resistance into energy immunity.
I gave him hellfire which beefs up his damage a few times per day in the later levels but its still fairly weak even then. He wont out-damage or outlast a warrior(not even close) and he'll never be as powerful as a wizard/sorcerer(or even in the next closest weight class), but I want to avoid stepping on the rogues toes if i can (which is hard because everyone I play with, including players who mainly play rogues think they need a boost themselves). Undecided if I want to boost his skill points again to from 4 to 6/level to increase his versatility or if I should boost damage by either boosting his EB to d8 or changing his first to blast shapes to allow multiple attacks with your BAB
Example:

Eldritch Shot: Imbue a ranged weapon with your Eldritch Blast damage for all ranged attacks made by that weapon until the beginning of your next. *this blast shape replaces eldritch spear*

Hideous Blow: Imbue a melee weapon with your Eldritch Blast damage for all melee attacks made by that weapon until the beginning of your next.

Take a look tell me what you think

Spoiler:

medium BaB, High Will Save
Alignment: Any Chaotic or Evil. (dont like chaotic as i think infernals have the best flavor as a patron)
Hit Die: d8.

Class Skills The Warlock’s class skills are Acrobatics(Dex), Bluff(Cha), Craft(Int), Disguise(Cha), Fly(Dex), Intimidate(Cha), Knowledge (Arcana)(Int), Knowledge (Planes)(Int), Knowledge (Religion)(Int), Perception(Wis), Profession(Int), Sense Motive(Wis), Use Magic Device(Cha).

Skill points per level: 4+Int modifier

Class Features
All of the following are class features of the warlock.
Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons. They are proficient in light armor but not with shields.

*clean up*Invocations: the

*clean up*Eldritch Blast(Sp): the

Damage Reduction(Su): Fortified by the supernatural power flowing through his body, the warlock becomes resistant to physical attacks, gaining DR 1/Cold Iron at 2nd level and increasing by 1 every even level thereafter.

Detect Magic(Sp): Starting at 2nd level, a warlock can use Detect Magic as the spell at will. His caster level equals his class level.
Deceive Item(Ex): At 4th level and higher, a warlock becomes an expert on commandeering magic items made for other classes. Any time he uses Use Magic Device, he may Take 10 even when distracted or threatened.

Energy Resistance(Su): At 5th level and higher, a warlock has Resistance 5 against any two of the following energy types; acid, cold, electric, fire, sonic. Once these types are chosen they cannot be changed. This Resistance increases by 5 every five levels to max of 15 at 15th level

Hellfire Blast (Sp): At 7th level, whenever you use your eldritch blast ability, you can change your eldritch blast into a hellfire blast. A hellfire blast deals your normal eldritch blast damage plus an extra 2d6 points of damage. If your blast hits multiple targets (for example, the eldritch chain or eldritch cone blast shape invocations), each target takes the extra damage. This damage is not fire damage. Hellfire burns hotter than any normal fire and is unaffected by energy resistance. This damage increases by 2d6 damage every 5 levels after 7th, e.g. 12th, and 17th. A warlock can use this ability a number of times per day equal to his Charisma modifier (minimum one) without penalty, any additional uses per day cost the warlock 1 Constitution damage per use.

Fiendish Resilience: Beginning at 8th level a warlock learns the trick of Fiendish Resilience. Once per day, as a swift action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 2. The amount of fast healing he receives increases by 2 every five levels thereafter, ex. 13th, and 18th.

Hellfire Infusion (Su): Starting at 9th level, a warlock can infuse magic items that he wields with the power of hellfire. Whenever he uses a charged magic item (such as a wand or a staff), he can apply one of the following metamagic effects to his next use of the item: empower, enlarge, widen, or energy substitution. These effects work just like the metamagic feats of the same name. Using hellfire infusion is a swift action. A warlock can use this ability a number of times per day equal to his Charisma modifier (minimum one). When a warlock infuses an item with hellfire, it glows briefly with fiery symbols that are disturbing to look upon.

*clean up*Imbue Item(Su): Beginning at 12th level a warlock can substitutes a Use Magic Device check (DC 15+spell level for arcane spells or DC 25+spell level for divine) in place of a spell to create items. Should the warlock fail this save he does not lose any of the gp used to create the item, his progress is merely halted, and he must begin crafting again from the beginning.

Energy Immunity(Su): At 20th level, the warlock’s Energy Resistance ability now grants immunity to the chosen energy types.

TABLE:

Spoiler:

Level://Special Abilities://///////////////////Invocations:
1//////Eldritch Blast 1d6, Invocation (Least)///////1
2//////DR 1/Cold Iron, Detect Magic/////////////////2
3//////Eldritch Blast 2d6///////////////////////////3
4//////DR 2/Cold Iron, Decieve Item/////////////////4
5//////Eldritch Blast 3d6, Energy Resistance5///////5
6//////DR 3/Cold Iron, Invocation (Lesser)//////////6
7//////Eldritch Blast 4d6, Hellfire 2d6/////////////7
8//////DR 4/Cold Iron, Fiendish Resilience2/////////8
9//////Eldritch Blast 5d6, Hellfire Infusion////////9
10/////DR 5/Cold Iron, Energy Resistance 10,////////10
11/////Eldritch Blast 6d6, Invocation (Greater)/////11
12/////DR 6/Cold Iron, Imbue Item, Hellfire4d6 /////12
13/////Eldritch Blast 7d6, Fiendish Resilience4/////13
14/////DR 7/Cold Iron,//////////////////////////////14
15/////Eldritch Blast 8d6, Energy Resistance15//////15
16/////DR 8/Cold Iron, Invocation (Dark)////////////16
17/////Eldritch Blast 9d6, Hellfire 6d6/////////////17
18/////DR 8/Cold Iron, Fiendish Resilience6/////////18
19/////Eldritch Blast 10d6//////////////////////////19
20/////DR 10/Cold Iron, Energy Immunity/////////////20


Also, from personal experience, stick to PDF. Its not like you have much room to keep books.


ok thanks,
so if a rogue takes at least 3 levels of fighter and wears mithril breastplate he has only has encumbrance to worry about but with 7 levels and mithril fullplate he still moves full speed but loses evasion?


Is this right?


interestingly the new skills for grappling with a rope fit into the ninja style accurately, as a rope was a common historical weapon and using a rope for multiple purposes was a discipline in itself. now if only we had a a silence trick the ninja would be the ultimate scout (or mage killer).

Silence the guard with a solar plexis strike quietly grapple n tie him up signal the party that the way is clear.
tell me thats not totally ninja

BTW why does the ninja have tricks that mimic items like smoke stick? id much rather just have more items like black eggs than a class feature


maddigan wrote:


I have never, ever, ever, ever, never, ever, ever EVER, NEVER, EVER, watched a show, read a book, or seen any show ever represent a ninja without martial arts. You are missing a major iconic ability associated with the ninja when you don't include martial arts.

Usually as a sneak attack,(Drop from behind snap neck) than a main attack. Most real fights with ninjas in movies involve weapons like the kusarigama, sword, or shuriken

maddigan wrote:


But it won't feel like a ninja without martial arts. The fact that there is a fighting system called Ninjutsu you would think would be a big wake up call to the designers that a ninja without Ninjutsu isn't much of a ninja. Though if you do deeper research you find that Ninjutsu is more of a fighting philosophy while the actual martial style is called Taijutsu which translates as "body combat art". It is a style of...

Pulled directly from wikipedia description of ninjutsu

According to Bujinkan members Ninja juhakkei, the eighteen disciplines were first stated in the scrolls of Togakure-ryu;. Subsequently they became definitive for all ninjutsu schools by providing total training of the warrior in various fighting arts and agarter.

Ninja was often studied along with Bugei juhappen (the "18 samurai fighting art skills"). Though some are used in the same way by both samurai and ninja, other techniques were used differently by the two groups.

The 18 disciplines are:[8]

1. Seishinteki kyōyō (spiritual refinement)
2. Taijutsu (unarmed combat)
3. Kenjutsu (sword techniques)
4. Bōjutsu (stick and staff techniques)
5. Sōjutsu (spear techniques)
6. Naginatajutsu (naginata techniques)
7. Kusarigamajutsu (kusarigama techniques)
8. Shurikenjutsu (throwing weapons techniques)
9. Kayakujutsu (pyrotechnics)
10. Hensōjutsu (disguise and impersonation)
11. Shinobi-iri (stealth and entering methods)
12. Bajutsu (horsemanship)
13. Sui-ren (water training)
14. Bōryaku (tactics)
15. Chōhō (espionage)
16. Intonjutsu (escaping and concealment)
17. Tenmon (meteorology)
18. Chi-mon (geography)

The name of the discipline of Taijutsu, literally means "body skill" or "body art". Historically, the word taijutsu is often in Japan used interchangeably with jujutsu (as well as many other terms) to refer to a range of grappling skills. The term is also used in the martial art of aikido to distinguish the unarmed fighting techniques from other (e.g. stick fighting) techniques. In ninjutsu, especially since the emergence of the Ninja movie genre in the 80s, it is also used to avoid the undesired bravado of explicitly referring to "ninja" combat techniques.


Curious to know why most of my artwork is missing from the pdf. I notice in all my pathfinder products missing letters in the titles probably as a way to track file sharing i assume but the artwork? really?

I apologize if this has already been answered but I found nothing using the search bar.

Also a huge improvement would be page and word links through out the document like on the paizo products its my favorite feature and I'm spoiled by it

otherwise great conversion, i was very worried through out much of the play test because it seemed you wanted to kill off the versatility of the powers themselves on top of the casters limited powers but I see its not the case

**** (+1* withheld due to what I CAN see of the artwork but for the price of the book cant really complain)


Why not have both. I think Arcane pool should be tied in with caster level not class level that way going with a prestiges class wont totally gimp the Character. So instead of Half Class Level it should read Half Caster Level plus int mod.


Another change is I think Arcane pool should be tied in with caster level not class level that way going with a prestiges class wont totally gimp the Character. So instead of Half Class Level it should read Half Caster Level plus int mod.

@lyrax
didnt know your crit changed for spells. that is some nice damage and gives a better reason to use spell strike too. very nice


Anyone think some incarnation of Insightful Strike could really help this class?

Before any flames actually do some math and think about it. Magus is a MAD class. Armor Prof. set up means Dex is going to have some importance especially in the beginning levels. Intelligence is obviously highly important and so is strength/constitution. Even if you have ridiculous rolls the class is stretched thin trying to even compare to other combat classes which all receive some kind of class based damage bonuses not to mention taking a hit to attack on top of the 3/4 BAB just to use the signature ability.
Its low a/c makes me think glass cannon but its Damage output doesn't support this yet its not a skill class and doesn't summon some uber powerful minion.

I don't have time to do the math but if someone feels like it compare this

elf Magus (racial bonus added in already) with weapon finesse and insightful strike - which adds your int mod to your str mod to calculate your damage bonus

18 dex
18 int
14 str
12 con

I love the flavor of this class and the abilities are great but even trying to min max in a non min maxed group it comes out weak. but with insightful strike i can make my favorite character concept (typical elf bladedancer who can actually play like the badass i always roleplay him to be) without the struggle and failure encountered with about 15 splat books.


Anyone think some incarnation of Insightful Strike could really help this class?

Before any flames actually do some math and think about it. Magus is a MAD class. Armor Prof. set up means Dex is going to have some importance especially in the beginning levels. Intelligence is obviously highly important and so is strength/constitution. Even if you have ridiculous rolls the class is stretched thin trying to even compare to other combat classes which all receive some kind of class based damage bonuses not to mention taking a hit to attack on top of the 3/4 BAB just to use the signature ability.
Its low a/c makes me think glass cannon but its Damage output doesn't support this yet its not a skill class and doesn't summon some uber powerful minion.

I don't have time to do the math but if someone feels like it compare this

elf Magus (racial bonus added in already) with weapon finesse and insightful strike - which adds your int mod to your str mod to calculate your damage bonus

18 dex
18 int
14 str
12 con

I love the flavor of this class and the abilities are great but even trying to min max in a non min maxed group it comes out weak. but with insightful strike i can make my favorite character concept (typical elf bladedancer who can actually play like the badass i always roleplay him to be) without the struggle and failure encountered with about 15 splat books.


any one?


But aside from that for the most part I'm comfortable with the class layout, it looks very viable to me. Using Int as a damage modifier on top of strength and Dex for hit accuracy and armor boosts then coupled with Arcane Strike I'm hoping will keep it at least in the same league as a fighter for damage potential but with more mobility and better against Magic threats. just wanted a second opinion.
I also plan on sticking with high crit chance attacks don't is that a good idea?

My biggest concern though is spells, feats, and what gear to strive for. Also I have a rough idea of the tactics ill be using but any suggestions wont hurt thanks again guys


Dennis da Ogre wrote:
VV wrote:
Wiz3//Swash3>Swash2/AC5 works.

The problem with this is while you maintain caster level you still have 2 levels where your spell advancement is stalled. I would suggest that the 2 levels of advancement lost from taking 2 levels of swashbuckler are not worth the caster level increase. Also, if you go straight wizard on the non-AbChamp/ Gestalt rules then your caster level will be full regardless.

I would suggest just take the first 3 gestalt levels then wizard 4 then Abjurant Champion. Your BAB drops by 1 versus your original design but you don't sacrifice any spell advancement. Being able to cast 6th level spells at 11th level is more than worth the drop in BAB.

Off the top of my head I'm not sure Swashbuckler gives you the weapon proficiencies you need for Eldritch Knight.

Thats what I was thinking also but on the other hand i didnt want to wait that long to get into AbjChp. I'm hoping that the armor penalty wont be so horrible those first 5 levels but i also dont want to hold out over long on getting the Chpions armor bonus, hence the level of Eldritch Knight to keep the spell progression w/o waiting for another level for BAB requirements.


The cap stone abjurant champion ability allows you use your BAB or your actual caster level which ever is higher. Not sure if that was what you are talking about or not.

also Swashbuckler has Proficiency with all simple/martial weapons and light armor but no shields so it qualifies.

Thanks for the advice on the build. I looked it up and that would be powerful especially with almost all my relevant abilities based on Int which will be around 19-20 starting out.

Downside of this is trying to convince the DM to allow all the multi-class and splatbook feats. That's gonna be a bit of a hassle i was thinking something with less core multiclassing.

I would really like to take some bladesinger levels for the Int to AC but doesnt seem worth it also hopefully paizo gets around to remaking it or maybe my DM will let me condense the class into five levels with full spell progression which just seems fair.


WOW lotta info there thnx,

gonna look this over abit


Also just to clarify this will be a fighting class, the gestalt levels mean i dont lose as much spell power which is nice, but if it wasnt gestalt it would be (Swashbuckler/fighter/wizard/abjurant champion/eldritch knight 3/1/2/5/remaining levels) focus is on combat.

As we are trying to do this with just three somewhat powerful characters i believe all three will be somewhat less fragile (unless we get a mystic theurge), coupled with two battlefield controllers to keep enemies where we want them to be.

also considering including summons in our battlefield control for meat shields any thoughts thnx in advance


Sorry I should have clarified. Core pathfinder and the AP is being converted to pathfinder.
Using pathfinder core only for feats and skills and equipment but classes and spells can come from complete series, PHB II, and spell compendium


Shackled city AP with three characters
DM is letting us start with our first three levels as Gestalt from Unearthed Arcana which means some prestige classes are much easier to qualify for with less penalties such as Arcane Trickster

there's going to be an Arcane Trickster and the other character is as of yet undecided but leaning towards the Cleric/Warlock prestige class (I suggested some kinda Bard/party face/google/healbot class any cool suggestions)
suggestions welcome from anyone with Shackled City experience

For my PC Im thinking a Gestalt Swashbuckler/wizard 3 (which is awesome reason to attempt this build), Wizard 2, Eldritch Knight 1, Abjurant Champion 5

Primary Tank/back up battle field control
Elf with Max Int/Dex
Built around the swashbucklers Weapon Finesse and Insightful Strike abilities and backed up with Arcane Strike feat for attack and damage narrowing down my stat requirements. Mage Armor and Shield scrolls are going to provide most of my defense except at the lowest levels where i use studded leather until i get into Abjurant Champion territory.
Spell Priority would be self buff (defense mainly), battlefield control, and mobility.
Spell Selection?
Feat selection besides arcane strike?
Any changes recommended thnx in advance


i like to think of gun powder as negatively affected by magic making it unreliable and almost unuseable outside of anti-magic areas.
therefore all guns have to be crafted of cold iron to use and cannot be enchanted.
also consider that the arms are only made in a certain non magic area meaning that powder will be very expensive.
so i would make guns do more damage and recieve the x3 crit and counter balance with cost and availability, and possibly reload times twice that of a crossbow depending on how advanced the tech is so if its early tech long reload times, short range, does spash damage and critically misses on a 1-3 (at which point it blows in ur face causing full damage and destroying the weapon) but works kinda like a short range low level fireball for non-magic types.
higher tech is more accurate (no splash damage), longer range, shorter reload times, (repeating 8 shot crossbow), but requires an exotic WP:fire arms feat and still costs more.
high tech compares to the different crossbows (think expensive, exotic weapon school crossbows that dont take magic well)
lower tech is expensive dangerous more powerful alchemist fire without any damage carrying over the next round


just moving to killeen will be in austin for about 1 1/2 months but wont be to far away for a game every other weekend plan on visiting dragons lair today to pick up dice mind if i join. and what levels/classes should i plan to build as im still getting familiar with the pf core rules and dont want to overload on all the classes at once?
thnx in advance


btw if Im wrong in the above post please feel free to constructively correct me as i have a somewhat tougher skin than other posters on this thread and will not take offense and can admit it if shown that im am wrong. im not a GM or expert player tho i do have alot of experience with this build (one of my favorites) as a player, bt dont mind learning new things


The dex based, spiked chain trip build that used combat reflex that everyone is so worried is overpowered (which doesnt really make sense to me since while it was awesome in some situations those situations only came around about a quarter of the time and then the rest of the time it was either useless or merely useful.) in 3.5 required combat exp, imp trip, combat reflex, weapon finesse, and EWP spiked chain. very feat intensive to build this character so what i dont understand is why everyone believes that a fighter with that many feats shouldnt be pretty powerful without being a str based damage build.
but since thats not the topic of this thread.
even if the build was overpowered (a highly debated opinion i dont share btw) that was 3.5 paizo changed the rules with combat maneuvers which make such a build so much harder and more feat intensive, changed the feats so they give less bonus, and now killed the weapon that made it worth it. what you guys are forgetting is how feat intesive it is to be a dex chain trip build
first you need Agile maneuver (just to use dex for manuevers), then combat expertise, improved trip (which has half the bonus of 3.5), weapon finesse, and Exotic weapon prof. spiked chain.
FIVE FEATS for a build that is even harder to pull off due to the change in how Combat maneuvers work meaning much less reliability.
When a strength build fighter can now do it better with a flail with just two feats (combat exp, imp trip)
So Im very curious why you would nerf a cool useful weapon (that was in no way overpowered considering feat cost to use and it limited effectiveness without a certain build) which would make such a build still have some usefulness?


you guys weren't listening to the commentary where u? what u where seeing was the red cloth, which btw was way more distant than a long sword, if you had listened to the commentary you would have heard where they mentioned that the cloth was used to confuse the enemy and was actually a few meters back from the striking dart. that weapon had crazy reach


AWESOME THNX LOTS.
anyway u can add the swashbuckler class from complete warrior? and the abjurant champion prestige from complete mage thanks again and let me know if u dont have these books and need the class features.

Full Name

Praxedis "Prax" Duvanti

Race

Female Half-Elf Rogue 2 | HP: 18/18 | AC: 18 (T: 15, F: 14) | CMB: +1, CMD: 16 (+2 vs Trip, Disarm) | F: +3, R: +7, W: +1 (+2 vs Enchantments) | Init: +6 | Perc: +8 (+1 Trapfinding), SM: +5| Speed 30' |

Size

Medium

Age

22

Alignment

CG

Deity

Milani

Location

Korvosa, Varisia

Languages

Taldane, Elven, Varisian, Infernal

Strength 10
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 13
Charisma 10

About Praxedis Duvanti

Prax Character Art

Statistics:
Female Half- Elf Unchained Rogue 1
CG Medium Humanoid

Init +6 Senses Perception +7
------------------------------
DEFENSE
------------------------------
AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex +1 Dodge)
hp 18
Fort +3, Ref +7, Will +1 (+2 vs enchantment spells and effects.) (-2 vs Swarm Distraction)
------------------------------
OFFENSE
------------------------------
Speed 30

Melee +5 (+6 Elven Curve Blade)

Ranged +5
------------------------------
STATISTICS
------------------------------
Str 10, Dex 18, Con 14, Int 12, Wis 13, Cha 10
Base Atk +1; CMB +1; CMD +16
.
.
.
.
.
TRAITS

Drug Addict (Campaign):
Someone you know has become addicted to shiver, a drug distilled from the venom of tropical arachnids known as dream spiders. The drug induces sleep filled with vivid dreams, during which the user’s body shakes and shivers, giving the substance its street name. You’ve always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You’ve done a bit of investigating and have learned that the villain who got your friend addicted in the first place was a crime lord named Gaedren Lamm. Unfortunately, the guards seem to be focused on the bigger dealers. They don’t have time to devote many resources to what they’ve called “a bit player in a beggar’s problem.” It would seem that if Gaedren’s operation is to be stopped, it falls to you.
Personal Addiction: You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you gain a +1 trait bonus on Fortitude saving throws.

Elven Reflexes (Race):
One of your parents was an elf and you’ve inherited a portion of your elven parent’s quick reflexes. You gain a +2 trait bonus on initiative checks.

Cunning Liar:
You were forced into hiding or willingly went on the run at a young age, and learned to reading others’ interests to inform your lies. You can use your Intelligence or Wisdom modifier in place of your Charisma modifier on Bluff checks.

Entomophobe (Drawback):
A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together. You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.

FEATS

Dodge:
Your training and reflexes allow you to react swiftly to avoid an opponent’s attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. This bonus increases to +5 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Deft Maneuvers (Replaces URogue Finesse Training 1):
You are skilled in a variety of dextrous combat maneuvers.
Prerequisite: Dex 13.
Benefit: You do not provoke an attack of opportunity when performing a trip or disarm combat maneuver. In addition, you receive a +2 bonus on checks with trip and disarm combat maneuvers, and you can make a Bluff check to feint in combat as a move action. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip or disarm you.
Normal: You provoke an attack of opportunity when performing a trip or disarm combat maneuver. Feinting in combat is a standard action.

Weapon Focus:
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Elven Curve Blade

SKILLS
(22 points; 16 class, 2 INT, 4 Background)
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Acrobatics* +9 = DEX 4+2+3
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Appraise +5 = INT 1+1+3
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Bluff +6 = WIS 1+2+3
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Climb* +4 = STR 0+1+3
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Craft +1 = INT 1+0+0
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Diplomacy +4 = CHA 0+1+3
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Disable Device*† +10 = DEX 4+2+3+1 (+1 Trapfinder)
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Disguise +0 = CHA 0+0+0
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Escape Artist* +8 = DEX 4+1+3
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Fly* +4 = DEX 4+0+0
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Handle Animal† +0 = CHA 0+0+0
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Heal +1 = WIS 1+0+0
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Intimidate +0 = CHA 0+0+0
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K (Arcana)† +1 = INT 1+0+0
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K (Dungeoneering)† +5 = INT 1+1+3
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K (Engineering)† +1 = INT 1+0+0
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K (Geography)† +1 = INT 1+0+0
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K (History)† +1 = INT 1+0+0
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K (Local)† +6 = INT 1+2+3
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K (Nature)† +1 = INT 1+0+0
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K (Nobility)† +1 = INT 1+0+0
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K (Planes)† +1 = INT 1+0+0
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K (Religion)† +1 = INT 1+0+0
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Linguistics† +5 = INT 1+1+3 (+1 Background)
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Perception +8 = WIS 1+2+3+2 (+2 Keen Senses)(+1 Trapfinding)
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Perform +0 = CHA 0+0+0
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Profession† +1 = WIS 1+0+0
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Ride +4 = DEX 4+0+0
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Sense Motive +5 = WIS 1+1`+3
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Sleight of Hand*† +9 = DEX 4+2+3 (+1 Background)
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Spellcraft† +1 = INT 1+0+0
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Stealth* +9 = DEX 4+1+3
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Survival +1 = WIS 1+0+0
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Swim* +4 = STR 0+1+3
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Use Magic Device† +0 = CHA 0+0+0
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ACP -1
*ACP applies to these skills
Non-Standard Skill Bonuses

+2 Perception (Half-Elf)
+1 Disable Device (Trapfinding)
Wisdom to Bluff (Trait)

Languages Taldane, Elven, Varisian, Infernal

Special Abilities:

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SPECIAL ABILITIES
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HALF-ELF

Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Ancestral Arms:
Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait. Elven Curved Blade

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

Elven Immunities:
Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Blended View:
Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet.

-ROGUE (UNCHAINED)-

Sneak Attack:
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding:
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex):
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents:
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

-Weapon Training: A rogue who selects this talent gains Weapon Focus as a bonus feat.

Spells:

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Spells
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Orisons (0 | (At Will)

1st (0 / Day)

2nd (0 /Day)

3rd (0+0 /Day)

Gear/Possessions:

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GEAR/POSSESSIONS
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Consumables:

Acid Flask (2)
Rations (5 Days)
Torches (10)
Candles (2)
Sling Bullets (10)
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Magic Items:

Potion: Cure Light Wounds
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Elven Curve Blade
Dagger x2
Light Mace
Sling
Studded Leather Armor
Iron Holy Symbol (Milani)
Thieves Tools
Pickpocket's Outfit
Backpack
Waterskin
Grooming Kit
Bedroll
Belt Pouch
Notebook
Pen & Ink
Flint & Steel
Mess Kit
Soap
Rope, Hemp 50'
Oil of Keen Edge

------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 8 GP 8 SP 5 CP

Background:

Prax uses the name Prax only, never Praxedis and never Duvanti. She and her family are completely estranged from each other and haven’t spoken in over four years.

The Duvanti family is a cadet branch of the Leroung family. While the Leroungs are one of the five great noble families of Korvosa, their Duvanti distant cousins are counted among the Dock Families, of minor prestige compared to the great families, but very wealthy due to the rights of control they hold on two of Korvosa’s shipping wharves.

Always looking to move up by parlaying their substantial income into greater social standing, Prax’s mother Caterucia was engaged be married to a member of House Ornelos, a huge step upward for House Duvanti. Caterucia however was beyond displeased with the match. She loathed her husband to be who, to be fair, was and is quite repulsive in several ways. Caterucia’s attempts to cancel the marriage by appealing to her family were absolutely rejected, so Caterucia took the matter of destroying the coming betrothal into her own hands.

She had only a short time to work with, so she took the shortest and easiest path available to her. She initiated a string of trysts with an elf, one of Perishial Kalissreavil’s entourage by the name of Alavar. Everyone in the know was aware of the elven ambassador’s and his various aid’s proclivities. Perishial and his entourage regularly circulated through the parties and feasts of the city’s notables, and if Caterucia did not find them that way soon enough, she could go visit the enclave where the Mierani Forest elves lived in the South Shore district. There was no need to be subtle or coy about it. Such trysts had happened scores of times before and would happen many scores of times again. It was uncomplicated, since all parties knew it was not about romance or a future. It needn’t be a secret since Perishial Kalissreavil and his people were diplomats, legally and practically immune from retribution by families or jilted young women who didn’t understand the rules or thought they would be an exception to them.

As soon as Caterucia could confirm her pregnancy she informed both her fiancé and her own family. The wedding was off of course. It was a great insult to House Ornelos. House Duvanti was tainted by scandal. Caterucia disappeared from public sight for around three years. When she did quietly emerge again, it was with a three year-old Praxedis and a new husband. Raffiano, Caterucia’s husband, was a commoner, but also a wealthy and ambitious lawyer with a desire to enter politics. Caterucia had fallen very far, but she had a marriage she was satisfied with. It is true she had underestimated the long-term damage her reputation would suffer; she would never again be welcome in the high social circles she had traveled in before the scandal. But, Caterucia is stiff-necked if anything, and she has contented herself as best she can with living quietly and letting her name serve as a stepping stone for Raffiano’s career.

Young Praxedis is the one who suffered the most for her mother’s actions, and all the reactions to what she did. Raffiano never took to the girl. He is neither sentimental nor given to emotion. Caterucia had gotten what she wanted from Praxedis before she was even born. It would be wrong to say Caterucia didn’t love Praxedis at all, but the burden of having her was the message Praxedis received most clearly. Things only worsened when Caterucia and Raffiano had a daughter, and then a son of their own and the amount of not quite benign neglect Praxedis experienced increased.

Oddly, considering the embarrassment she caused the whole family, the single relative of hers who did seem to have affection for her was her grandfather. Crusty old Stregino Duvanti, head of House Duvanti, found Caterucia admirable after the she went such extreme lengths to sabotage the wedding she didn’t want. He would never have said this in a million years, he never stopped being angry about it. But, the determination and backbone it took for his daughter to do what she did, spoke well of her mettle. She truly was his daughter. If he couldn’t show his pride in his daughter, he could transfer those feelings to his grand-daughter.

Stregino wasn’t one for displays of tenderness, but he did insist Praxedis must come when her parents visited, rather than staying home with a nanny, which is what everyone else would have preferred. He bought her small presents, and he himself paid for most of the things Praxedis benefitted from in her childhood.

Stregino passed away when Praxedis was fifteen. Until that time she had received most of her education from tutors. But tutors were expensive, at least compared too what her parents were willing to pay. Instead she was sent to a boarding school of middling quality across town. By her mid-teens though, Prax had decided if she was her family’s embarrassing dirty little secret, she would be very embarrassing. After a few months Prax was expelled for a variety of misdeeds. Prax was send to a lesser school where standards were lower next, but she didn’t last long there either.

After the second expulsion, Prax’s parents stopped trying with her. Short of barring the windows to her room and keeping her locked away all the time, they couldn’t control her. Prax began staying away from home for days at a stretch. Eventually she stopped coming home at all. Her parents didn’t look for her, but her father did come to get her from jail twice after she had been arrested. The first time he took Prax home, but she only stayed overnight. The second time he gave her a purse with twenty gold coins and told her not to come back home again, she was no longer welcome there.

Over the next couple of years Prax got by through working a little, or finding boyfriends she could stay with, or petty crime. Usually more than one of these things at any given time. Petty crime proved to be the most reliable and often least complicated means among the things she tried. Prax didn’t go in for big risky things or situations where violence was likely. She ran various scams, picked pockets, all the little things she learned from the street kids she met. If she worked somewhere for a while and didn’t like the proprietor or boss, Prax would wait a few months and rob it since she knew the place well. She pilfered from her parents’ house a couple of times.

Prax also picked up a couple of habits that weren’t necessarily cheap. She used alcohol and flayleaf regularly and to excess, as well as harlot sweets on occasion if she needed the boost for certain varieties of scams or cons.

But then Prax fell in love with a guy named Lenuzo. Lenuzo was a Milanite priest, of which there were practically none in Korvosa. They would come across each other here and there out in the streets or some other place where people gathered. Lenuzo never actually preached at Prax, he had too much savvy for that sort of thing. Instead, he would say something about being sure or believing that she had a role to play in making Korvosa a better place. All she needed was to wake up and look for the signs showing her the way. Eventually his comments came with a little flirting as well. Prax thought he was crazy or just ridiculous, but he was cute and she did like the flirting.

With time they got to know each other better, and like each other better. As they spent more time together they sort of became friends, but quickly moved past friendship to love. Prax moved into his cheap little flat in Bridgefront. With time, Prax was swayed by Lenuzo, becoming a worshipper of Milani as well. He helped her shed her addictions and, if Prax didn’t exactly find the straight and narrow path, she did at least cut back on her criminal activities and become selective about her targets in alignment with Milanite social philosophy. When Prax expressed a desire to help Lenuzo with his ministry, he told her that he was biding time in Korvosa waiting for communication telling him the time had come for him to go to Cheliax. When he arrived there he would connect with a local branch of the Bellflower Network. Aside from his regular duties as a priest, he would be assisting with a plan to establish a new western or northwestern route for smuggling halflings out of Cheliax.

Prax immediately volunteered to accompany Lenuzo. After all, she had skills that could be very helpful with the kind of work he would be doing. After some long conversations Lenuzo agreed to take Prax with him. The two of them helped each other learn Infernal, and otherwise prepare to blend in when they arrived in Cheliax. Praz took greater vows to further Milani’s goals. When word came that everything was set for them to leave, Prax and Lenuzo sailed for Corentyn. Things went sideways almost as soon as they disembarked. While they were at sea, the group of Tillers they were to contact were exposed. The branch of the Bellflower Network they were to be working with was rolled up, and all the locations it had used were put under surveillance.

Prax and Lenuzo immediately walked into the trap. As they fled the dottari, Prax and Lenuzo were separated. Prax escaped the pursuit and hid for a few days. She searched for Lenuzo as well as she could manage and eventually learned that he had stood and fought, preferring to die rather than be captured. Prax waited a few more days, sitting with her initial grief until she could manage a clear head. She found a ship bound for Korvosa and willing to take passengers on without a lot of questions, and returned home.

Back in Korvosa, Prax ditched her faith in Milani. Clearly Lenuzo had been wrong about her having some purpose to fulfill. She took up her old habits and lifestyle again, except this time around there was something new. A drug she’d only vaguely heard of in the past had become easier and cheaper to get. Shiver became the linchpin of Prax’s routine for most of a blurry and disturbed year. Recently though, Prax has been working hard to kick her shiver habit with success. After knowing, or knowing of, several shiver users who have died, Prax thinks maybe she might have one small purpose after all. It wasn’t hard to get a name, Gaedren Lamm. She might not be able to eradicate shiver in Korvosa, but Lamm is innovating somehow. Maybe if she kills him, nobody else will be quite so clever and the supply will recede like in the past. Prax expects he will be taking precautions and be protected. But if she can get in with just enough time to take her shot before she’s cut down, she promises not to miss. It’s a small purpose, but then she’s only ever lived a small life anyway. It seems a fair trade to her.

Appearance and Personality:

Height: 5'5" | Weight: 115 | Hair: Dark Brown | Eyes: Hazel Green

Appearance

Prax is only 5’5” tall, on the short side for a half-elf. She is also string bean skinny. Either Prax’s body type strongly favors her elven side minus the extra height, or she’s woefully underfed.

Her dark brown hair and hazel green eyes contrast with her pale skin, adding to the impression that Prax isn’t exactly hearty and robust. Although she’s been clean for a little while now, all the drugs probably haven’t helped. She is in good condition though, stronger and sturdier than she looks. She has one visible scar, a straight, thin line about 2 inches long running diagonally across her left cheek. It healed well and isn’t all that noticeable except for up close.

Prax’s clothes are the typical street wear of common people in the city, practical, durable, items of canvas, cotton, and wool depending on the season. She’s a bit shabby though, her things show lots of color fading and repairs from long wear.

While she certainly isn’t a classic beauty, Prax is fairly attractive if the above is one’s cup of tea.

Personality

So, a couple of notes about my ideas about what Prax is all about before I get into personality stuff.

First, Prax isn’t exactly herself at game opening. She’s not all that mentally healthy. She’s recently lost the most important person in her life. She has also been using drugs heavily until quite recently. I wouldn’t describe her as suicidal, but she doesn’t really care much if killing Lamm gets her killed as well. She doesn’t see her life as having much value at all. She is depressed for sure. I don’t expect her to remain in this state. The campaign will give a two things she needs in short order. First, she needs a sense of purpose. The coming events after Lamm is taken care of will give her that fairly quickly. Second, she needs some people in her life. The party will give her that.

The second thing is that in Prax’s background I implied she is a former inquisitor who quit after the botched mission to Cheliax. I didn’t say it directly in case I don’t end up choosing to multi-class into inquisitor, but I wanted the hint to be there in case I do. She was new to it all, and when things went bad so quickly she just walked away from it all. She hasn’t rejected Milani, but rather she sees herself as not actually up to the tasks involved, another thing she tried that didn’t work out. When she has her purpose again, she’ll return to service in one form or another depending on which of the three build paths I choose.

Prax isn’t much of a people person, but she’s not a misanthrope. She’s introverted and is used to spending time alone. Her past life hasn’t provided her with many examples of well-intentioned, caring people so she tends to be suspicious of others until she has some sort of evidence they are trustworthy. This is why she used harlot sweets so often if she needed to adopt a persona the was outgoing and bubbly for a longer-term scam. The high would put her in a frame of mind to be expansive and upbeat, things that exhaust her if she must sustain them for very long.

In some ways Prax resembles her mother. She can be very stubborn. If she feels pushed for forced by others, Prax reflexively pushes back. The easiest way to get a ‘yes’ from Prax is to insist she say ‘no’. Prax grants almost no consideration for what is conventional or traditional. Her independence is her top priority. Also like her mother, Prax keeps score. She doesn’t forgive easily, nor does she forget. She might not be consumed with vengeance over every little thing, but she also doesn’t clear a person’s ledger just because it’s been a while or because everyone deserves a second chance. This is why she was sympathetic (eventually) with Lenuzo’s appeal to a possible better world. She knows her own family. What little she saw of other families of the same or better social rank showed them to be no better. Therefore Prax is just fine with the idea of removing them all to get them off the backs of their class “inferiors”. Not that the common people are better people, as a rule they’re not. But, it’s not fair for the nobility to leech off them. Obviously Prax can also be cynical about people in general. Despite this fairness does matter a lot to her.

In their relationship, and in their respective views of faith, Prax and her partner Lenuzo were quite different. Lenuzo was a visionary and philosopher who was more at home thinking about and discussing what a free and equal society would look like and how it would work. He was immersed in principles and ethics. Prax is far better at concrete problem solving and innovating to fix a discrete problem like ‘but how do people get fed in your utopia?’ or ‘how do I find the money to pay rent tomorrow so we have a place to live?’ rather than ‘what is the nature of justice?’. Perhaps this is why Prax came back alive from Cheliax and Lenuzo did not. In the moment, he chose to make the symbolic gesture of becoming a martyr. He could have made other choices, like accepting arrest on the chance Prax could find a way to break him out of jail. Prax on the other hand was at the same time thinking very hard about how to stay both free and alive and how to get back to Lenuzo, who would probably need her help to get away.