Halfling Paladin / Mammoth Rider
GM Tiger wrote: Can you even take more than 1 dedication at a time (w/o having to get 2 feats related to the dedication -- except for Multitalented, which has restrictions anyway)? on Pathbuilder you can't. On a sheet of paper with a pencil, you can do whatever you want :D
Halfling Paladin / Mammoth Rider
@GM: That Initiative Macro is working incorrectly.
damage: 3d6 ⇒ (1, 1, 2) = 4 B and damage: 3d6 ⇒ (2, 4, 2) = 8 P
Halfling Paladin / Mammoth Rider
@GM,I just found a very cool rare item: a staff that is also a Musket. Would be perfect and flavorful for my Witch/Investigator.
@Drallin,my Dwarf won't be any faster
Halfling Paladin / Mammoth Rider
Watery Soup wrote:
are you talking about Pathbuilder? yes, you need to take those two archetype feats beyond your dedication, before starting a new archetype.
Halfling Paladin / Mammoth Rider
question:
quick summary, of what has been established regarding builds and submissions for Table 2: Watery Soup (Confirmed): Centaur Animist or fat goblin monk archer
Candidates (in no particular order): Ellioti: Dwarf Occult Witch Investigator with a gun
GM Tiger wrote: Who were you asking? I don't have a problem with a Gunslinger (I have one in my live table) :) you, the GM, ofc. Some GMs don't like firearms in their games. I might switch from War Mage Wizard to Witch, because I like the Occult list better. More Divination and spirit spells does fit the investigator theme better than blasting... But that's a minor deviation from the general concept.
still no answer on the firearms question, I'll take this as a silent yes :) Here's my build proposal for table 2: Dolgrin the dwarfen War Mage Investigator:
Dolgrin Stonecaller is a grizzled dwarven war mage. Originally from the Dungan Hold, he joined a roaming mercenary army. Leaving the Mana Wastes, he could focus more on arcane magic and, where he controlled the front lines—raising barriers, locking down enemies, and dragging the wounded back from the brink. Now retired, he’s taken those same skills to the streets of Absalom, working as a private investigator who solves problems before they turn deadly. He’s blunt, methodical, and constantly referencing “how we did it in the campaign,” but when things go sideways, Dolgrin is exactly who you want at your side—locking enemies in place, keeping allies alive, and figuring out what’s really going on. He carries an old clan pistol, trusts stone more than people, and treats every encounter like a tactical puzzle. Lvl 1: Shield Block (Awarded), Battle Medicine (Awarded), Dwarven Weapon Familiarity (Ancestry)
Veracruz, Sage of Modernity wrote:
omg, I love Dandy. But isn't Gossip Lore a bit redundant with Keen Recollection?
This is my application: Dwarf War Mage Wizard with Investigator archetype (and eventually Unexpected Sharpshooter) I've never played a prepared caster, so I'm leaving my comfort zone here. He'll be doing battlefield control with the occasional shot from his trusty Clan Pistol. He also has Battle Medicine. Background Story: Dolgrin Stonecaller is a grizzled dwarven war mage who’s seen too many battlefields to believe in luck. In the army, he controlled the front lines—raising barriers, locking down enemies, and dragging the wounded back from the brink. Now retired, he’s taken those same skills to the streets of Absalom, working as a private investigator who solves problems before they turn deadly.
He’s blunt, methodical, and constantly referencing “how we did it in the campaign,” but when things go sideways, Dolgrin is exactly who you want at your side—locking enemies in place, keeping allies alive, and figuring out what’s really going on. He carries an old clan pistol, trusts stone more than people, and treats every encounter like a tactical puzzle.
GM Tiger wrote:
well, demand is high. If you keep this recruitment open for a week or two, you would be spoiled for choice. Myself, I was looking for a new game to join for a while now, only to be afk yesterday - and missed opportunity, I guess. If the running is still open, I'd like to play a ranged gish, either based on a Magus or the Eldritch Archer. Something with Int, a Bow and some spells. Maybe there's some Witch in there? A dark patron is always good for RP and for the GM to give the player a nudge
that's actually a not so easy question. We haven't had any encounters yet and lvl 14 builds are pretty wide. I'll try my best:
Halfling Paladin / Mammoth Rider
I was startled to find out Torch Goblin is not a Core feat. This invalidated my whole build.
Halfling Paladin / Mammoth Rider
I just noticed that some of my core feats are from a source book not in your list. My build is based on some Goblin feats from Character Guide, namely Torch Goblin and Scalding Spit.
Halfling Paladin / Mammoth Rider
Tomas de Balincour wrote: Additionally, for flavor, I'd like the Dandy archetype. Is that possible? Uhh, I love Dandy. Since I'll most likely go with Scoundrel, we can double up and support each other on some social skills. GMAndrewW wrote: Just to say, I dont intend for us to actually start for another two weeks so you have plenty of time for character building. I'm almost done and can't wait.
Halfling Paladin / Mammoth Rider
GMAndrewW wrote:
I'll take Signature spell Heal and Staff of Major Healing as a 12th lvl item. That'll make me the party healer, I guess. If no one else has it, I could swap Thievery for Medicine, too
Paolingou wrote:
I'm confused. If you didn't have Pathbuilder (who doesn't? It's free), how did you open CucumberTree's character, which you reviewed and commented on? Anyways, I wish PB had a good export for a text version. I won't submit a character, I've been accepted into another game. hf
Ridge wrote:
I voted different on both accounts, but I totally agree with you on all terms :). RP-heavy is particularly in favor of PbP
Hi DoctorEvil, I used to play a lot of Pathfinder 1e on this board before my children hiatus. (see my profile)
I'd like to avoid RotRl no matter how awesome it is, because I already played through it.
My picks:
2) don't know too much about any of them. I like the setting of Strength of Thousands, but I might prefer a more combat-focused Age of Ashes
I owe you one thing from your list. Didn't get this done last time. Ellioti wrote:
Skarn was sent on an assassination mission that didn't require subtlety, his favorite. He skulked through the shadows of the noble's manor, a wicked grin spreading across his scarred face. He had heard of the noble's vast fortune, and his greed burned brighter than the torches lining the halls. Skarn's fingers twitched as he reached into his pouch, pulling out a small vial of explosive powder, a favorite toy of his. With a mere touch, he set the powder ablaze, tossing it into the noble's study where the man was engrossed in his ledgers. The room erupted in flames, and amidst the chaos, Skarn slipped in, his dagger finding the noble's heart with lethal precision. As the manor burned to the ground, Skarn vanished into the night, the echoes of his maniacal laughter trailing behind him.
Hello GM Andrew. I'm so hyped to see this. I've played PbP extensively on this board before a longer family hiatus. It was all 1E then... I wanna get back in the gaming saddle now.
1. How familiar are you with the 2E rules et? very 1. Where is your character from? the backstory is flexible here, adjustable to any campaign, but it would be some continental area
Long version: :
Skarn was born in the shadowy depths of the Darkfang Mountains, where goblins thrived in their squalor, raiding the nearby villages and reveling in their chaotic nature. From a young age, Skarn exhibited a rare cunning that set him apart from his kin. Where other goblins would charge recklessly into battle, Skarn would slink through the shadows, striking from behind with deadly precision. His talent for stealth, thievery, and assassination quickly earned him a place of prominence within his tribe. But Skarn's ambition knew no bounds. The goblin longed for more than just power within his tribe; he sought domination over all goblin-kind, and even dreamed of one day ruling over the lands of men. He began to covet the ancient and forbidden magic said to be hidden deep within the mountain. These were secrets of the old gods, who had long abandoned the goblin race, leaving them to their savage ways. One fateful night, Skarn found the ancient temple, buried beneath the mountain's roots. There, in the heart of the forgotten shrine, lay an ancient artifact-a chalice said to contain the essence of the gods' wrath. In his greed and arrogance, Skarn believed that by drinking from the chalice, he could harness the power of the gods themselves. He would become more than just a goblin; he would be a god among mortals. As Skarn lifted the chalice to his lips, he did not notice the growing heat in the air, nor the faint whispers warning him to stop. The moment the liquid touched his tongue, a searing pain shot through his body. The gods, furious at his presumption, cursed him in the most fitting way they could imagine: with the very fire he sought to control. Skarn's body erupted in flames, his skin charred black, but he did not die. The fire consumed him, becoming a part of his very being. His eyes burned with an eternal flame, his breath seethed with heat, and his touch could ignite the very air. The fire granted him power, but at a terrible cost: it burned him from the inside out, a constant reminder of his folly. Now, Skarn is a twisted shadow of his former self. His once smooth and stealthy movements are accompanied by the crackling of embers, and his presence alone causes torches to flare and wood to smolder. He wanders the land as an outcast, even among goblins, feared and reviled by all who see him. His ambition remains, but it is now tempered by the curse he bears. Skarn seeks a way to break the gods' curse, and in his pursuit, he will stop at nothing-betrayal, murder, and terror are but tools in his hands. He has become a harbinger of fiery destruction, a rogue driven by vengeance against the gods who damned him. Skarn Firetongue no longer dreams of ruling the world; he dreams of watching it burn.
I wonder if I was in one of your eariler Way of the Wicked recruitments? stats:
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (2) + 7 = 9 1d10 + 7 ⇒ (9) + 7 = 16 1d10 + 7 ⇒ (7) + 7 = 14 STR: 18 CHA: 8 I have a nice Ranger/Spiritualist build whose storycan bu adjusted for an evil build. The Giant template looks very much fun actually.
GM of the Mines wrote: You have all heard the rumors. An abandoned dwarven mine dug far below the ruined citadel of what was once Tar-Urkatha, full to the brim of undiscovered treasures enough to make anyone a king. A formerly imposing dwarven fortress reduced to ruins and infested with gnolls that guard the entry ways deeper into the mines. What is the timeline on this? Could one be a surviving dwarf?
Turin Starfall wrote: So how do you make a Commando Construct or Enlightened Construct. You can't base it on a normal race. It requires you to base it off a constuct. The closest you can try for is an android, and even that's a stretch. Could you please inform us of how you would like to proceed? Wyrwood would work.
Monkeygod wrote:
Everyone could have anti-undead measures available, since the templates are available. Same with outsiders and dragons. I don't actually, for now. Yes, it's metagaming, but I do not trust people on the internet enough :D
The Controller wrote:
Truesight should work, too, should it not? The Controller wrote:
Time to get some scrolls!
|