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![]() Probably going to start at least one more PFS1 character. There are still some PFS1 sessions being held in my local area. When one is low level, I will want something to play. All my others are getting close to level 5 and over. Not sure what to start. I still haven't gotten my chance to really play a dragon disciple. But I'm thinking that won't really get toward being a lot of fun until level 10 or so. Even if I get this character up to those levels (not certain with PFS2 becoming more common), I doubt I would get to play him in much seeker level content. Also been considering an animating necromancer of some kind. However, there seem to be a lot of paladins and clerics of pharasma in my area lately. I would still have to be good at just spell casting when they are around. A real sneaky scout tracker might be fun. Going far enough ahead to actually give fore warning so people can really buff and plan. A lot of scenarios don't really seem to allow that as a possibility though. Not sure if it would be worth the effort. A halfling hunter with a giant wasp on which to fly around. An illusionist to mystify. Though a lot of GM's seem to rule differently on what you can actually do to fool people with various illusions. Never really made use of the Occult casters yet. {sigh}
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![]() Might change the name. Gruingar background and personality: Oh that's a good one. A nearly perfect shadow. I tell you Prickles, I don't understand why most folks will only look straight at things under the hurtful glaring sun. A shadow tells you so much more. Look there. You can see the waver that shows roof-line waver in the wind. It will probably collapse in the next storm. It would never be safe to scale. And see that bulge that comes and goes. It is the hidden guard under the eaves. The building is not as abandoned as it appears. Any squatters that try use that building for a night's crib will be unpleasantly surprised. I wonder who is meeting in there. That the shadows can't show us. But the shadows would let us go look and find out. "What do you mean he refused to go?"
I small hunched tattered figure sits in the murky alley. It tears off a bit of sandwich and throws it to the ground by a pile of trash. A small dark patchy paw reaches out from under a wooden box and snags the bit and drags it under the pile.
After probably the strangest entrance interview of his career, the Society venture captain in Magnimar added 'Prickles the Cat' as a probationary member to organizations roles. He would have just had them gently escorted off the premises, but since they were waiting for him in his office, he decided to give him a try. (He still has people trying to figure out how they got past the guards, locks, and traps.) He did leave detailed notes in the ledger that any communications with Gruingar need to be addressed to Prickles. He still isn't sure how he will explain this to the other venture captains. Guingar is a fetchling. Bands of fetchlings in Golarion exist on the fringes of civilization, never trusted or fitting in. Gruingar (and his cat) didn't even fit in with the fetchlings of the band he grew up in. Once when they were passing through Magnimar on a job, he suddenly found himself alone. He doesn't know what happened to them. (He won't really admit it even to himself, but deep down he believes they just ditched him.)
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![]() Ok, this may be the lack of sleep (and a couple shots of whisky) talking. I've got a kinda bizarre conglomeration build/personality going in my head here. But I don't want to put a huge amount of effort into it if you don't like wierd combos like this. Guy has been in street gangs in Magnimar. His only real friend is a mangy cat. He has a hard time getting close to others since his become paranoid with the voices he hears and the shadows he sees flitting around. Even worse, most others don't even see the cat. The guys in the gang don't like him, but he can slip into almost anywhere and he's never been caught yet. So they have put up with him. But is finally, kinda, vaguely realizing that there is no future in the street gangs. Had a kind of peripheral run-in with some pathfinder agents a couple of times. So he is seeing how working with them goes. (Kinda basing the personality off an NPC fetchling I encountered in PFS scenario. Though the build is nothing like it.) So I'm thinking fetchling carnivalist rogue (for a figment familiar) only 1 or 2 level. Then the ancestral memories of the shadow plane start pulling on him even more. The rest of the levels would be Unchained summoner with the shadow caller archetype. Build the eidolon as a scout, not a combat machine. VMC oracle with the shattered psyche curse (to simulate the paranoid delusions yet make him to stubborn and slippery minded to influence magically).
If you don't like the shadow caller summoner, I will probably keep the personality mostly the same. But with an investigator. Probably the bonded or psychic detective archetypes. ![]()
![]() I think I'm leaning toward an investigator. Probably with the psychic detective archetype. I still need to figure out which method I will use to gain him a familiar. Are the ratfolk, fetchling, or wayang races too 'out there' for you? The personality I'm working on definitely is outside the regular society type. People don't trust him. But they sometimes find him useful, so put up with him. So those races work toward that. ![]()
![]() GM - posting rate: I am considering applying for the scout position. But I want to check if you are open to it before I devote too much effort into a build/background. I am in the US eastern time zone. I check the forums several times a day. At least just before I get too work, lunch, and just after I get home from work. Sometimes mid morning, early afternoon, and late evening. Any of those times, I can make a short post to answer/ask a question. Longer posts will usually have to be at lunch or after I get home. Can't spend a noticeable amount of time on the phone during work hours. If the above seems sufficient for you, I will start working on a scout build/background. If it does not, I will work on something else. Probably some sort of primary caster. ![]()
![]() Storm Dragon wrote:
That one was PFS scenario. Friendly Fire is not allowed unless the target specifically gives you permission to hit him. Since he didn't look at the previous 18 posts making the plan, I doubt he would have noticed us asking if we could include him. I tell you what though. If we had even 1 other PC slightly melee capable in that group, I would have suggested we just stay in our hide positions and let him get killed.![]()
![]() It doesn't feel like this should really need to be said; however, it apparently does. Please at least skim the posts from the other players. And definitely read the GM's posts in detail. If you don't understand what the GM said, ask a question. If you don't like the plans the others are making, say something. Just letting you know, Jim-Bob won't understand what you are trying to do. He is just going to charge ahead unless you in-character convince him otherwise.
I have seen several instances in recent months where the 'group' spends some time making a fairly detailed plan on how to deal with X difficult situation. Particular positioning, prep spells, specific things to say or not say to someone, etc... Then some jack-hole throws it all out the window with his first action. Either because he didn't bother reading or because he didn't like the plan, yet said nothing while it was being discussed. Twice it has come whisker close to causing a TPK. Situation A:
Group decided we weren't sure we could handle a combat with a specific group without expending too many resources. So we decided to be diplomatic. Did NOT cast any combat buffs. Didn't even have weapons in hand. DID cast use some spells, scrolls, and potions to enhance diplomacy and bluff. Two specific (fragile caster) PC's were designated to be front-n-center and do most of the talking and what to say. J-H A, interrupts the introductions to tell them we are working for their enemy and tries a lousy intimidate check. Fight breaks out with the squishies in just about the worst possible location. Group surrounded. Casters and archer went unconscious in 2 rounds. The 3 melee characters barely survived (2 were in single digit hps). J-H A says, my PC doesn't like doing things that way. I double checked, he did not make one single post during the entire planning time. Situation B:
Moderately high numbers in the enemy group. Info is slim, but it seems like some of them might be pretty dangerous. So we make plans to lay an ambush. One PC to lure them down a specific path. Everyone else spread out on high ground or across difficult terrain to hit them with spells and missiles in a cross-fire. The 2 melee guys hidden to intercept if/when they start to get close to the others. J-H B immediately charges them as soon as they are sighted. Even though it will take him 2 rounds just to get to them. Now we can't use AoE spells, out of range for all the thrown weapons and some spells, and everyone is in a piss-poor location. Group gets pounded. J-H B just says afterwards "Oh, I didn't know we were doing that." There were literally (I counted) 18 posts making the plan over 2 days time. Those were the worst 2, but there have been several others that were less severe but nearly as irritating. This is more than just slightly irritating. ![]()
![]() Ah, kool. I have always like the teamwork feats. But I've only been in one group where anyone was willing to use them with me. I think they are often extremely effective. Which teamwork feats do you have and which are you planning to take? I don't have the books for the Aldori defender and swordlord. So I will need to do a bit of research, looking at how to build one. 1st d4: 1d4 ⇒ 4
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![]() Thanks for the review. I knew a little bit from the Inner Sea World Guide and from mentions in a couple of PFS scenarios, but I din't know all that. Couple of questions.
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![]() Thinking of joining a group with a wildblooded / crossblodded sorcerer with the sylvan and sage bloodlines. Sylvan to mesh well with the group and sage to provide some much needed skill points. As part of that, I am considering performing the 'face' party role.
There are also traits like Influence to make it a class skill. Unfortunately, all that I have found so far are social traits. So I can't take 2 of them.
I would rather not multiclass this character if I don't have to do so. ![]()
![]() A sylvan sorcerer would fit the Erastil theme pretty good. But sorcerer's don't have many skill points. Not sure if He could really do a decent job of filling 2 roles in the kingdom. I'm not very familiar with the UC kingdom system, but doesn't it rely on the skill ranks? Hmm... Guess I could do a crossblooded sylvan and sage to use intelligence. Then I would have more skills at for the reduction in spells know. I think I could make that work. I saw the hero points. Are you using background skills? What about variant multi-classing? ![]()
![]() - What do you like from PbP gaming? Scratches my gaming itch, when I don't have enough schedule time for a F2F game. But more importantly, it gives me more time to think about how my character will respond to whatever. It also allows for some other things that would take too long or be completely impossible in a F2F game.
- Have you ever played or read partially or completely the Ire of the Storm before?
- What made you decide to apply?
- What is your roleplaying motto?
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![]() Ah no. What I tried to do was:
There is disagreement in my area on if this is allowed. Some are sure you can only sustain a single spell in a round. ![]()
![]() 1) We have 3 votes that you can use it more than once and 3 votes that you can not. Anyone know where the rule is located? I still can't find it. However, my search-fu is weak. 2) Ok, thanks. I will spend some time looking over the buff spell details. Almost all the ones I had looked at last weekend seemed to require the "sustain action" to keep them going. 3) I was afraid of that. I don't recall anyone in my local area that is building for this. Seems like I am going to need to make sure my squishy-casters are not so squishy as they used to be. 4) Well that just seems wrong to me. Just because a person learns how to create one thing shouldn't mean they know how to create everything. Just because you can play a flute does not make you an excellent stage actor. But oh well, that's the rules. 5), 6) & 7) Hmm... Sounds like if I'm not in a campaign that concentrates on a specific type of opponent, We should try to make sure there is someone in the group that has a decent Arcana, Nature, Occultism, Religion, and Society. If there is a specific type of creature or location, we could have one PC take that specific Lore. Other than that, The Lore skill has spread out through so many subsets, that it sounds like kind of a waste. (Mechanics wise, char development wise I will probably still take it.) It is also making Bardic Lore seem even more useful. Even though you can't get the proficiency level as high, it covers all of them. If you concentrate on a few items, feats, and spells just for that; it should cover your needs pretty well. 8) & 9) Ah ha. So a low- and high- grade cold-iron war hammer will behave the same for a 3rd level barbarian. (Well the high grade is slightly less breakable, but that probably doesn't come up too much.) The difference is that the low. However, once that barbarian gets to higher level, he probably won't want the low-grade because it is too difficult to get the bonuses he wants on it. Correct? This will take some thought, once I make martial PC. (I'm starting with a caster.) Does it seem better to have a steel magic weapon. then just a low-grade version of each material for when you need it? Sounds like the vulnerability to the material would be more important than the magic bonuses. And I don't think anyone will be able to afford magic versions of all the material types. What about the material types for the armor? How much of a difference does that make? 10) I will look at the book again when I get home. I thought it said that if the entry lists 'worn' and the item type, you couldn't have another of the same type. Maybe not very many of them list the item type. ![]()
![]() All righty now. Got some questions about the rules, spells, char build, and game play.I'm pretty dang new to PF2. So far, I'm only playing PFS, but the questions are for more than just PFS since I figure my home groups will eventually want to switch to PF2 if it works as well as we hope.In no particular order:
That's what I can think of so far. I'm sure I will have more later. ![]()
![]() Gruingar:
Male nagaji bloodrager (rageshaper) 3/sorcerer 1 (Pathfinder RPG Advanced Class Guide 15, 84, Pathfinder RPG Bestiary 4 199) CG Medium humanoid (reptilian) Init +2; Senses low-light vision; Perception +7 -------------------- Defense -------------------- AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 natural) hp 37 (4 HD; 1d6+3d10+11) Fort +5, Ref +3, Will +3 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power, +1 trait bonus vs. mind-affecting effects); +2 vs. mind-affecting effects and poison, +2 vs. death Defensive Abilities uncanny dodge; Resist issian -------------------- Offense -------------------- Speed 40 ft. Melee mwk silver lucerne hammer +7 (1d12+4) Ranged javelin +5 (1d6+3) Space 5 ft.; Reach 5 ft. (10 ft. with masterwork silver lucerne hammer) Special Attacks bloodrage (10 rounds/day), claws, claws (2, 1d4, 6 rounds/day) Sorcerer Spells Known (CL 1st; concentration +4) . . 1st (4/day)—endure elements, true strike . . 0 (at will)—flare (DC 13), light, read magic, spark[APG] (DC 13) . . Bloodline Draconic, Draconic -------------------- Statistics -------------------- Str 17, Dex 14, Con 14, Int 8, Wis 10, Cha 16 Base Atk +3; CMB +6; CMD 18 Feats Eschew Materials, Fey Foundling[ISWG], Manifested Blood[ACG] Traits blood of dragons, issian, unseen but not undone Skills Acrobatics +5 (+9 to jump), Intimidate +7, Knowledge (arcana) +6, Perception +7, Ride +5, Spellcraft +3, Use Magic Device +7; Racial Modifiers +2 Perception Languages Common, Nagaji SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fast movement, power-hungry, resistant, serpent's sense Combat Gear potion of cure light wounds; Other Gear mithral agile breastplate[APG], javelin (3), mwk silver lucerne hammer[APG], 105 pp, 2 gp -------------------- Special Abilities -------------------- Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells. Bloodrage (10 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Claws (6 rounds/day) (Su) 2 Claw atacks deal 1d4 damage Claws (Ex) 2 Claw attacks deal 1d6 damage Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Fey Foundling Magical healing works better on you Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Manifested Blood (3 rounds) +5 to elemental resistance. Foe takes 2 dam for each nat/unarmed att vs. you. Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison. Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles. Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed. -------------------- personality:
I am the reincarnation of the great dragon de'Morcaine. He that was the paragon and prince of dragons. The direct personal representative of Apsu to the peoples of Golarion.
I will lead you in the conflict ahead to make a place were all people can live in harmony as they properly revere the dragons that make life worthwhile. Gruingar thinks of himself as a great general and leader. However, he really isn't that clever or really much of a professional. While he considers various tactics, he always seems to decide that the best tactic is to charge forward and slash his way through the opposition.
He is switch hitting caster/melee heading toward Dragon Disciple. He is currently built as leaning more toward melee. If the group ends up with plenty of melee, he works just as well with a slight adjustment toward caster.
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![]() Dang! Just looking in above and realized the board ate my second post for Gruingar. I had a moderately lengthy in-character exposition about his motivations. I don't think I can repeat it, especially on my phone. Basically he intends to eventually rule the city-state which will be dedicated to the superiority of dragons. However, he is in no rush to necessarily be the ruler right away. Since he believes himself to be the reincarnation of the avatar of the dragon god, he will "obviously" live forever and will just outlast all you short lived folks whose help he needs for the moment.
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![]() GM Fuzzfoot wrote:
Ok, not a problem. Was not a major part of his build and had nothing to do with his personality. Will just drop Control Undead for a different spell. ![]()
![]() Here is a rough build for Gruingar. Haven't bought all the gear yet. Might adjust the spell selection a bit. Looks like the oracle and cleric are covering buff and support spells pretty well. So I thought you could use some offensive casting. Howling agony, control undead, magic missile, and ray of enfeeblement can make things much more difficult for the opposition. Gruingar crunchy bits:
Dhampir sorcerer 6 (Pathfinder RPG Bestiary 2 89) N Medium humanoid (dhampir) Hero Points 2 Init +3; Senses darkvision 60 ft., low-light vision; Perception +13 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 32 (6d6+6) Fort +5, Ref +7, Will +8; +2 trait bonus vs. fear effects, +2 vs. disease and mind-affecting effects Defensive Abilities negative energy affinity; DR 5/lethal; Resist cold 5, undead resistance Weaknesses light sensitivity -------------------- Offense -------------------- Speed 30 ft. Spell-Like Abilities (CL 1st; concentration +6) . . 3/day—detect undead, touch of fatigue (DC 17) Bloodline Spell-Like Abilities (CL 6th; concentration +11) . . 8/day—grave touch (3 rounds) Sorcerer Spells Known (CL 6th; concentration +11) . . 3rd (4/day)—howling agony[UM] (DC 20) . . 2nd (6/day)—command undead (DC 19), false life, mirror image . . 1st (8/day)—ant haul[APG] (DC 16), cause fear (DC 18), chill touch (DC 18), liberating command[UC], mage armor, magic missile, reduce person (DC 16) . . 0 (at will)—detect magic, detect poison, disrupt undead, drench[UM] (DC 15), jolt[UM], message, prestidigitation . . Bloodline Undead -------------------- Statistics -------------------- Str 7, Dex 16, Con 12, Int 12, Wis 12, Cha 21 Base Atk +3; CMB +1; CMD 14 Feats Eschew Materials, Greater Spell Focus (necromancy), Spell Focus (necromancy), Varisian Tattoo[ISWG] Traits making good on promises, seeker Skills Appraise +5, Bluff +11, Fly +7, Handle Animal +6, Intimidate +10, Knowledge (arcana) +5, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (nobility) +2, Knowledge (religion) +10, Linguistics +7, Perception +13, Spellcraft +10, Use Magic Device +9; Racial Modifiers +2 Bluff, +2 Perception Languages Common, Hallit, Kelish, Necril, Osiriani, Shoanti, Varisian, Vudrani SQ bloodline arcana (corporeal undead affected by humanoid-affecting spells), hero points, resist level drain Combat Gear potion of cure moderate wounds; Other Gear cloak of resistance +2, handy haversack, headband of alluring charisma +2, page of spell knowledge (mage armor)[UE], page of spell knowledge (reduce person)[UE], 370 pp -------------------- Special Abilities -------------------- Bloodline Arcana: Undead (Ex) Formerly humanoid corporeal undead are humanoids for your mind-affecting spells. Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Grave Touch (3 rds, 8/day) (Sp) Melee touch attack leaves target shaken for 3 rounds or frightened for 1 round. Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school. Hero Points Hero Points can be spent at any time to grant a variety of bonuses. Light Sensitivity (Ex) Dazzled as long as remain in bright light. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead. Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD. Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC. Undead Resistance +2 bonus to saves vs. disease and mind affecting effects. Varisian Tattoo (Necromancy) Spells from chosen school gain +1 caster level. -------------------- Gruingar soft bits: I arrived to late to pay my respects to the Great Man. Upon finally arriving, I meditated over his final resting place for a time. Saying my final goodbyes. I wonder what progress he made in his research for my family. I will probably never know. Then I learned that some of those present at his interment may be continuing his work and research. The stories I was told are contradictory and vague. However the possibility remains, maybe they do have some of his written works or the knowledge that he had gleaned. I will have to find them and see what can be learned. Gruingar hates undead. It is really the only thing he is very passionate about. Undeath has warped his body, soul, and magic. It is a blight upon his family. If it could be excised from the world, it would be a near perfect world no matter the cost. Long-Term Goal:
Dark Secret:
Lorrimar was one of the few outside the family that knew of their shame. He was doing some research for Gruingar, trying to find a way to remove the taint from the bloodline.
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![]() Sounds interesting. I kinda like the idea of a themed group. It would depend on which AP though.
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![]() Here is Gruingar de'Morcaine. Bloodrager Sorcerer heading for Dragon Disciple. I haven't bought all his standard gear yet. That will be quick if chosen. I took a Drawback for a 3rd Trait. If you don't want drawbacks it isn't a problem to drop one of the traits. Gruingar:
Male nagaji bloodrager (rageshaper) 3/sorcerer 1 (Pathfinder RPG Advanced Class Guide 15, 84, Pathfinder RPG Bestiary 4 199) CG Medium humanoid (reptilian) Init +2; Senses low-light vision; Perception +7 -------------------- Defense -------------------- AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 natural) hp 37 (4 HD; 1d6+3d10+11) Fort +5, Ref +3, Will +3 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power, +1 trait bonus vs. mind-affecting effects); +2 vs. mind-affecting effects and poison, +2 vs. death Defensive Abilities uncanny dodge; Resist issian -------------------- Offense -------------------- Speed 40 ft. Melee mwk silver lucerne hammer +7 (1d12+4) Ranged javelin +5 (1d6+3) Space 5 ft.; Reach 5 ft. (10 ft. with masterwork silver lucerne hammer) Special Attacks bloodrage (10 rounds/day), claws, claws (2, 1d4, 6 rounds/day) Sorcerer Spells Known (CL 1st; concentration +4) . . 1st (4/day)—endure elements, true strike . . 0 (at will)—flare (DC 13), light, read magic, spark[APG] (DC 13) . . Bloodline Draconic, Draconic -------------------- Statistics -------------------- Str 17, Dex 14, Con 14, Int 8, Wis 10, Cha 16 Base Atk +3; CMB +6; CMD 18 Feats Eschew Materials, Fey Foundling[ISWG], Manifested Blood[ACG] Traits blood of dragons, issian, unseen but not undone Skills Acrobatics +5 (+9 to jump), Intimidate +7, Knowledge (arcana) +6, Perception +7, Ride +5, Spellcraft +3, Use Magic Device +7; Racial Modifiers +2 Perception Languages Common, Nagaji SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fast movement, power-hungry, resistant, serpent's sense Combat Gear potion of cure light wounds; Other Gear mithral agile breastplate[APG], javelin (3), mwk silver lucerne hammer[APG], 105 pp, 2 gp -------------------- Special Abilities -------------------- Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells. Bloodrage (10 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Claws (6 rounds/day) (Su) 2 Claw atacks deal 1d4 damage Claws (Ex) 2 Claw attacks deal 1d6 damage Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Fey Foundling Magical healing works better on you Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Manifested Blood (3 rounds) +5 to elemental resistance. Foe takes 2 dam for each nat/unarmed att vs. you. Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison. Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles. Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed. -------------------- I am the reincarnation of the great dragon de'Morcaine. He that was the paragon and prince of dragons. The direct personal representative of Apsu to the peoples of Golarion. I will lead you in the conflict ahead to make a place were all people can live in harmony as they properly revere the dragons that make life possible. {{ Gruingar thinks of himself as a great general and leader. However, he really isn't that clever or really much of a professional. While he considers various tactics, he always seems to decide that the best tactic is to charge forward and slash his way through the opposition. He is heading toward Dragon Disciple. }} ![]()
![]() Ok, I could read the old thread on my laptop. Not sure what the problem was with trying to read it on my phone. Quote: ... but does try to control the ones encountered? ... from the old thread, it sounds as if it would be out of character for the group to accept someone even controlling the undead for 'good' reasons. So I will drop that concept. Getting a little closer to a build and personality I like for the evoker. Frizell:
Male ratfolk evoker 4 (Pathfinder RPG Adventurer's Guide 63, Pathfinder RPG Bestiary 3 231) N Small humanoid (ratfolk) Init +3; Senses darkvision 60 ft.; Perception +7 -------------------- Defense -------------------- AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) hp 26 (4d6+8) Fort +3, Ref +4, Will +5 -------------------- Offense -------------------- Speed 20 ft. Melee tailblade +2 (1d2-1) Special Attacks intense spells (+2 damage) Spell-Like Abilities (CL 4th; concentration +2) . . 3/day—dancing lights Arcane School Spell-Like Abilities (CL 4th; concentration +9) . . 8/day—force missile (1d4+2) Evoker Spells Prepared (CL 4th; concentration +9) . . 2nd—blur, false life, pilfering hand[UC], sonic scream[ACG] (2, DC 18) . . 1st—detect secret doors, heightened awareness[ACG], liberating command[UC], magic missile (2), reduce person (DC 16), vanish[APG] (DC 16) . . 0 (at will)—detect magic, detect poison, disrupt undead, prestidigitation -------------------- Statistics -------------------- Str 8, Dex 16, Con 14, Int 21, Wis 12, Cha 7 Base Atk +2; CMB +0; CMD 13 Feats Scribe Scroll, Spell Focus (evocation), Varisian Tattoo[ISWG] Traits bauble fascination, havoc of the society, trap finder Skills Acrobatics +4 (+0 to jump), Appraise +9, Bluff -2 (-6 to affect animals), Craft (alchemy) +11, Diplomacy -2 (-6 to affect animals), Disable Device +9, Disguise -2 (-6 to affect animals), Fly +9, Intimidate -2 (-6 to affect animals), Knowledge (arcana) +12, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +9, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +9, Perception +7, Sleight of Hand +4, Spellcraft +12, Use Magic Device +8 (+4 to affect animals); Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device Languages Aklo, Common, Draconic, Goblin, Necril, Orc, Undercommon SQ arcane bond (bonded item only), cornered fury[ARG], paranoid, unnatural[ARG] Combat Gear potion of cure moderate wounds; Other Gear tailblade[ARG], bonded item only, handy haversack, wayfinder[ISWG], wizard starting spellbook, 318 pp, 9 gp -------------------- Special Abilities -------------------- Arcane Bond (bonded item only) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level). Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft. Darkvision (60 feet) You can see in the dark (black and white only). Force Missile (1d4+2, 8/day) (Sp) As a standard action, magic missile strikes a foe. Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage. Paranoid Aid Another DC 15 for attempts to help you. Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. Unnatural -4 to CHA skills vs. animals, +2 Dodge AC against animals. Animal starting attitude one step worse. Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level. Wrath (Evocation) Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease. -------------------- background: Frizell has recently quit the Pathfinder Society. He still has his Wayfinder, though he was supposed to turn it in before he left. But then he didn't exactly tell them he was leaving.
Couldn't stand that he had repeatedly risked his life to recover some valuable relic and then had to turn it over to the society. As far as he could tell all they did was store it in the vaults. It might as well have never been recovered!
Now the paranoid and secretive ratfolk has traveled to Wati to find his own relics and decide for himself how they are best to be used.
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![]() Tried to read up on the history of the group through your links. However, at least on my phone, the text keeps jumping around as the ads change. Making it very difficult to read. I will try again on my laptop this evening when I get home. Any races or classes you don't want to deal with? Hero points? Background skills? VMC? I'm not really feeling the evoker yet. Still working on a personality I like. Would the current group be unhappy with a dhampir necromancer that does NOT animate undead, but does try to control the ones encountered? Obviously don't want to build that if it is undesirable. ![]()
![]() Hmm...
or...
I didn't see build rules in the first post. Did I just miss them? ![]()
![]() Ok, I'm going to approach this a bit different. If I am building a DD, I want to get as much dragon as possible. So I would minimize even slight dips into non-bloodline classes. I also wouldn't really even consider being a weapon using build. Your a dragon. Dragons fight with claws, teeth, and magic. Period. First, a question for your GM. If a PC is draconic bloodrager and draconic sorcerer (they are required to be the same), will DD advance the bloodline for both? RAW isn't completely clear. The GM's I've talked to and the forums seem 70/30 split. With most saying yes. Second, another question for your GM. Same question about the Robe of Arcane Heritage. If your GM says yes, then start with at least 1 level of rageshaper draconic bloodrager. Even if your GM says no to either or both, consider starting with a level of bloodrager. The BaB, hit points, rage, and extra rounds of claws really help you survive and function in the low levels. Plus you will eventually be a raging dragon in combat! There are 2 ways to do this. Switch hitter using both spells and melee as appropriate. For this you take 1 level of bloodrager, 4 sorcerer, 10 DD, then the final 5 sorcerer. Really just a melee machine with the spell casting is mostly just for buffs. This is 4 levels of bloodrager, 1 sorcerer, 10 lDD, then the final 5 bloodrager. ![]()
![]() I don't know how much my GM has modified things. And I don't want to spoil any of the fun for you. In our Strange Aeons campaign, every single character that doesn't have a very good will save and/or significant constant bonuses against fear and/or mind control, has had an extremely rough time. Every character has died off or retired/replaced with one that does have good will saves or at least those 2 types of bonuses. (Some we had to kill ourselves.) Fear saves and mind control saves in the mid 20's are quite common (we are currently level 9). ![]()
![]() I think I would like to give it a try. In all honesty, I've mostly just heard bad things about PF2. However, I have a hard time believing that it is really as bad as 'they' say. Plus I am aware that (at least in our area) PF1 has been losing out to DnD5 for the new players. So I would like to see how it works in actual usage for myself. ![]()
![]() I have a couple ideas I'm looking into, but I have a few questions. 1) Please ask your group what kinds of roles they are anticipating. I would hate to have two of us aiming at the 'king' such that someone ends up with hurt feelings. (Almost as bad would be if no one wants to be king.)
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![]() MrStr4ng3 wrote:
I can not confirm since I haven't played yet or GM'd it. But I have been told that it is too tough for the pregens. They just aren't built well enough for this challenge. ![]()
![]() To be honest, as a GM I am kinda stingy. I generally don't give as much as the WBL table expects. Players usually insist on at least 20 point buy, we usually have 5 or 6 players, most of them are at least halfway decent at building a powerful PC, most of them are pretty experienced.
Boss fights are usually pretty much on 'standard' target.
I also throw in the occasional invented magic item that might be a real lifesaver but you have to be careful with it.
Then as we are playing, if the PC's seem to be struggling (not caused by their own stupidity). I add cash to the next few encounters to allow a little better gear without it getting out of hand. ![]()
![]() I would say you are a bit too focused on offense at the expense of defense.
I know you said gear is low in your campaign. Is that all gear or just high level gear? Does anyone in the group craft anything, like a wizard with Scribe Scroll? Any NPC's that you can bargain for gear rather than gold?
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![]() I haven't, but a friend tried a while back for a couple of AP's he had on the shelf.
Given all that, any sort of detailed analysis is really impossible and pointless. All you can really do is play it and see how it goes. Adding in a bit here and there if it seems necessary.
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![]() born_of_fire wrote:
Various experiences. I have seen quite a few players that didn't care if their characters died. They always have 2-5 backup PC's ready and waiting. And if they bring in the backup PC, they don't even have to worry about the cost of the rez. {shrug} Not my favorite players, but they are out there. Personally, I always have a few backup characters (just cause I lke making them). I also get invested in my PC's and don't want to see them fail. However, for some of them, I don't necessarily consider a heroic death to be a a fail.And I personally hate it if the GM fudges the dice rolls or uses some stupid trope to make sure we don't die. No PC risk, no fun. That said... We have rarely had an actual TPK, (except in something like Raveloft). Even then it was usually due to a GM error. Once I threw an NPC ambush together pretty quickly. It had quite a few opponents picking their ground, but they were also much lower level than the PC's so I didn't think too much about it. I didn't really realize how well the various abilities complimented each other in actual play. All of a sudden in round 3 or 4 I asked the guy keeping track of the initiatives who was next and he said, "Uh I think we're all dead or unconscious." I was like "What? Really?!?" When the TPK is due to my mistake as GM, I would always ask the group what they want to do. We all eventually decided to just pretend that night of gameplay was just a bad dream. I took the next week to plan something completely different (and a little more well thought out). Usually at least 1 PC has the opportunity to get away. At high levels, he may have to sell most of his gear, but he can get the cash for true resurrection if needed. Then the group needs to be very careful (and play a bit smarter) going back with what they learned the first time to get their gear and accomplish the original mission. If nothing else, at high levels I "make plans" as a character when doing something stupidly dangerous. Make a deal with a church that if my body shows up in the next X days, raise and heal it. Then have a contingency teleport to send my body there if I die. But if the party dies, well then the party dies. We decide as a group what to do next. Usually the group would decide something like 'a bunch of friends and relatives decide to go avenge their deaths.' ![]()
![]() Most of the really successful mounted combatants I've seen in PFS have been small chatacters on medium mounts.
As to the original post, I think you are trying to do too much with the wrong chassis. Cavaliers are great, but not really designed for support or social skills. Those sound like they are your main priority.
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