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I think I'd rather be full Magus because inquisitor doesn't really get going till lvl 4. Could make an interesting gestalt mind you (although missing full BaB).


This is up there for sure. I've seen a few games where there were 30 applications for 5/6 spaces but there are only 2 spots here. Hopefully we can get some closure one way or another before long :)


Having run recruitment threads before I know how easy to miss things when compiling lists, we're all human after all.

Another thing to bear in mind if you're not selected, recruitment threads are almost always oversubscribed so most folks are going to get disappointed. Still if you keep at it, one day...


The bit about heroes don't always win reminded me a little of the Mistborn novels. Tian Xia is quite different ofc. Anyway sounds interesting.


I expanded a little on Ahdak Sklar-Quah's appearance:

Appearance:
Even unarmed Ahdak cuts an imposing figure, a hulking 6’6” with arms like tree trunks and rippling muscles a statue would be jealous of. His oiled skin is covered in Shoanti tribal tattoos, he is most proud of his first one, that of a burning orc skull on his right bicep. The arena masters were pleased that it was visible despite the flimsy chain shirt they gave him. On his back he has a skeletal hand wreathed in flames. Cut off from the sun and aided by strange alchemical reagents, Ahdak’s blue eyes grew to unnatural size and he found himself able to see in utter darkness. In the arena he is armed with a Scizore and arboured in chain. There is an animal magnetism to Ahdak, an aura which promises violence, he knows how to work the crowd and put the fear of god into his enemies.


Ahdak Sklar-Quah:
It was the cruelest of fates that brought my father Istakkos Sklar-Quah and his family down here into the Darklands. Like the Sun I barely remember the storm that drove us into that lonely cave. It had the musk of bear about it yet we went in anyway for the voice of the wind and snow was like that of Fenris himself. Teeth chattering from the cold it took father a long time to start the fire and by this time time dogs where growling teeth bared at the back of the cave. With a burning brand in hand father checked the dark recesses and found naught but an old rockfall. With nothing to be done we ate a thin broth and bedded down for the night.

Like a fever dream I awoke to my mother’s screams in the dark. They had come and their nasty little crossbows silenced her screams. She fell in a drugged stupor at the feet of my father who’s back bristled with dark little arrows. They didn’t even bother shooting me, I was about five and no threat to anyone. One dark elf simply grabbed me by the hair and slung me over his shoulder. The warband dragged us below in chains and sold us at the slave market to a cruel master, an ancient elven matron of some proud house - where were never told the name.

There they set us to farming these god forsaken fungi which glowed in the dark, we had to wear special gloves lest they poison us but their sap still blistered our hands anyway. The worst bit was when we had to cut them up into little bits which were pounded into a mash. They gave off this sickly sweet aroma which gave you a strange euphoria and made your heart palpitate, father said the evil little things where luring us to our doom. The mash was fermented into this wickedly strong violet colored wine known as Death’s Head. I’m told it’s worth a fortune on the surface lands. I won’t touch the stuff even if you paid me for it brought my father low. It’s not right that a proud Shoanti warrior of Sun Clan should die down here in the darkness, poisoned by the wine he was forced to make.

How did I end up here in the pens? I guess I made a pest of myself. I suppose putting chili in the wine was a mistake, they whipped me well and good for that one. Still the Arena suits me, I was Bred for War! If I have to die here fine, but I’m going to go out the same way I came into this world - kicking and screaming!

Appearance:
Armed with a Scizore Ahdak cuts an imposing at hulking 6’6”. His oiled skin is covered in Shoanti tribal tattoos, he is most proud of his first one, that of a burning orc skull on his right bicep. The arena masters were pleased that it was visible despite the flimsy chain shirt they gave him. There is an animal magnetism to Ahdak, an aura which promises violence. He knows how to work the crowd and put the fear of god into his enemies.

Crunch:
Ahdak Sklar-Quah
Male human (Shoanti) brawler (exemplar) 1 (Pathfinder RPG Advanced Class Guide 23, 86)
CN Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +4 (+6 while benefit from concealment or full concealment due to darkness or dim light)
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee scizore +8 (1d10+5) or
. . unarmed strike +7 (1d3+5)
Special Attacks martial flexibility 4/day
--------------------
Statistics
--------------------
Str 20, Dex 15, Con 13, Int 9, Wis 11, Cha 16
Base Atk +1; CMB +7 (+9 grapple); CMD 18 (20 vs. grapple)
Feats Combat Expertise, Dazzling Display, Deadly Aim, Power Attack, Unarmed Combatant, Weapon Focus
Traits bred for war (shoanti), Problem Slave, Scizore Style
Skills Acrobatics +4, Intimidate +8 (+10 while benefit from concealment or full concealment due to darkness or dim light), Linguistics +0, Perception +4 (+6 while benefit from concealment or full concealment due to darkness or dim light), Profession (brewer) +4, Sense Motive +4, Stealth +0 (+2 while benefit from concealment or full concealment due to darkness or dim light)
Languages Common, Elven, Shoanti
SQ brawler's cunning, call to arms, dimdweller, finesse weapon attack attribute, martial training
Other Gear chain shirt, scizore[UC]
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Call to Arms (move action) (Ex) As a move action use 1 martial flexibility, allies in 30 ft are no longer flat-footed.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazzling Display (Scizore) Intimidate check to demoralize can affect those within 30' who see you.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Weapon Focus (Close Weapons) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies

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I think Martial Flexibility is lots of fun. Can use it to pick up Hero's Display or whatever is needed. Down the line Ahdak will be able to inspire courage and share teamwork feats. I think both of these will be handy for gladiatorial combats. I'm thinking of the scenes in Gladiator the movie where they had to fight against whatever came out of the gates.


I guess I'm not surprised the Peregrinus is the most popular style. Nobody's gone for the Scizore so I'll build something with that.


Guess I'll just leave this here :)

Logan’s fall from grace:
It was a hot lazy summer’s afternoon and Logan was relaxing at his favorite tea house Cafe Rouge. The waitress, a perky halfling called Amanda brought a steaming cup over to his table and with it a delicious minty aroma. Logan folded over the corner of the page he’d been reading and put the book down. He regarded it for a moment, a history of Cheliax written by an Andorann romantic, the excesses described within where more than a little disquieting. He smiled at Amanda, ”Thanks!” and slid a couple of coins her way.

He took a sip of the scaldingly hot chai before picking his book back up. Several pages later he heard the sound of marching boots and a trio of city guards lead by a particularly boorish lout called Jeffers. They had a scroll with them and in a loud voice started spouting the latest nonsense from Thrune. Something about pests and portraits, Logan really wasn’t listening as they droned on.

Then Jeffers spouted something about tea at night which caused angry murmurings from the patrons around him. Finding it hard to concentrate with the racket, Logan put his book down as the proclamation banning mint was read out This was met by general incredulity which turned to fear as the guards drew maces and clubs and proceeded to start tearing the place apart. Amanda and several other halfling staff protested at this and where koshed mercilessly. As they fell Jeffers and his men started kicking them with a crazed hook in his eyes, clearly this was more than beating.

Incensed Logan drew his sword and shouted, ”Oi! Leave them alone!” The guard sneered, ”Oh look it’s the Tanneson boy with an oversized needle, didn't trip and hurt yourself now! Oh and is that mint tea? Tut Tut. I think we’re going to have to arrest your lordship after we’ve had a spot of fun with your friend here!” Egging the other guards on Jeffers cried, ”Come on! Lets see how far you can kick a halfling!”

Jeffers drew his foot back to kick Amanda in the head when he suddenly felt a strange biting pain. He wobbled and looked down dumbfounded to see a dark metal spike poking out the front of his chest. Suddenly his legs were not working properly and his vest had turned red and he was falling. He saw Logan step past him and parry a wild chop from the nearest guard. Another guard drew his sword and ran screaming at Logan, who at the last moment stepped aside. With a flourish Logan’s sword flicked into the side of the guard’s sword, deflecting it into the chest of the first guard who fell with a startled gurgle. By now a riot was well and truly underway with bottles, chairs and even tables thrown at the guard still standing. The last thing Jeffers saw before darkness claimed him was Logan dragging the halfling woman away leaving a trail of blood behind him.


Dragoncat is there anyway to use brawler's (or monk's) flurry with Diamachaerus style? Seems like no (brawlers are limited to unarmed, close & monk weapons for flurry) but just wanted to check.

What I'm trying to do is build a crowd pleasing gladiator who fights with two weapons and builds towards Hero's Display (and other performance combat feats). But I can't quite make it work :) Mechanically it'll be weaker than anything using a 2h weapon but the visuals make up for it!


@Dragoncat is there a Peregrinus option that would allow a rapier?

Edit: Oh! Elephant in the Room feat taxes makes a huge difference to what we can build thats functional at low level. Particularly since per the performance combat rules a successful combat maneuver allows a performance combat check.


Will victory points (from performance combat) be used?


Interesting! Starting at level 1 I assume? This feels like a campaign for the stalwart feat chain although performance combat, hmm...

4d6 ⇒ (4, 6, 6, 6) = 22 18
4d6 ⇒ (4, 5, 4, 3) = 16 13
4d6 ⇒ (6, 2, 1, 1) = 10 9
4d6 ⇒ (4, 3, 6, 6) = 19 16
4d6 ⇒ (4, 6, 4, 5) = 19 15
4d6 ⇒ (5, 1, 4, 2) = 12 11


If it helps there's a FAQ that never got answered, lots of discussion about how they should be treated.


"Indeed! If such a list were to fall into the wrong hands..."

Quite an interesting selection of characters there, will be fascinating to see who gets selected.


"Miss Canacha I assume? Well I was about to suggest Cafe Rouge. They serve the most delectable, sorry I mean served the most delectable little glacé tarts. Apparently that didn't agree with Thrune's 'delicate' constitution. It looked like a bomb had hit the place after the Hellknights where done."


Looks like Jack Duncloak is pretty darn stealthy but the others haven't invested in it at all.


Game Master Scotty wrote:
Mmmmmm, mint tea....

"Bellisimo! I know this great place not far from here. Oh no wait..."


Heh may the best magus win :)


Mowque I think this is an excellent idea for a campaign, I shall enjoy lurking :)


Looks like the party lost a player with arcane magic and knowledge skills so here's a Magus.

Logan Tanneson:
“Well Logan you've really done it this time!”, the voice was dripping with opprobrium, but surely Nestor would understand once he explained? He’d shown considerable patience over the years and was the closest thing to a father that Logan had known. Of course Logan did have a father, but somebody as important as Arius Tanessen had better things to do than run around after an unwanted sixth son. Of course he’d had a proper gentleman’s education not that much of it sunk in. His etiquette and religious tutors gave up in frustration, but he won the grudging respect of his Gorumite fencing master and the sage hired to teach him history and his letters. He’d learned far more from the sage than anticipated however, having found where he kept his spell books and read them from cover to cover while the man was deep in his cups.

Logan opened his mouth to equivocate but Nestor rode roughshod over him, ”I might just be able to save your worthless neck from the gallows, but there are limits! So much effort was wasted on you and how do you repay it? By killing two of the Mayor’s men over a couple of halfling slaves. You must have taken leave of your senses, the old man is going to hit the roof! Look Logan, I always liked you but you must realize you’re own now. The only thing I can do for now is recommend you plead guilty, they’ll put you to the question otherwise. Do this and we’ll demand a merciful end, beheading with a sword as befits your rank.”

When Nestor started to sweep out of the room, Logan only had one thing to say, ”S@%$”. As day stretched into evening, a chained and Battered Logan had a chance to look around the dank cell. In it where the usual ne'er do wells and, of course, a number of halflings. When he looked, one of them winked at him. ”What?” asked Logan, and the halfling boy, well man really, put his fingers to his lips. Logan sighed and sunk back down, the chains clanked as he did so. Hours passed and Logan had lost focus, adrift in his thoughts. Suddenly the jailor, an unwashed brute of a man, came to the door and pointed at him and the halfing and spat, ”You and you come ere.” The pair where manhandled over to the desk sergeant who looked them up and down disapprovingly, while examining a richly illuminated parchment. ”Most irregular! A writ of habeas corpus for a murderer and known malcontent, I’ve never seen the like” The man examined the parchment again and sighed heavily, ”Stamped with the proper seal and countersigned by his eminence. It seems I have no option but to release you… Don’t travel far and don’t miss your court date. If you make us come find you, I’ll make an exception to the rules and ensure your last feed days are highly uncomfortable d’ya hear me!” the man roared. The pair of them were then unceremoniously thrown out into the night.

Logan muttered, ”What just happened?!” The halfling winked and replied, ”If you want to find out, you’ll have to follow me! We could use somebody like you…”

Description:
Logan is tall, blond haired and blue eyed. Dressed in once fine clothing that’s seen better days, he has a restlessness and twitchiness about him as if he’s expecting his doom at any moment. Armed only with a foppish foil and his wits, Logan is itching for a chance to overthrow House Thrune and bring justice to Kintargo.

Crunch:
Maybe I should have taken Noble Scion of Lore as a feat, it would fit

Logan Tanneson
Human magus (hexcrafter) 4 (Pathfinder RPG Ultimate Magic 9, 48)
CG Medium humanoid (human)
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 38 (4d8+10)
Fort +7, Ref +3, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk cold iron rapier +7 (1d6+3/18-20)
Special Attacks arcane pool (+1, 5 points), hex arcana (arcane deed, flamboyant arcana), spell combat, spellstrike
Magus (Hexcrafter) Spells Prepared (CL 4th; concentration +7)
. . 2nd—bladed dash, mirror image
. . 1st—frostbite[UM], frostbite[UM], shield, vanish[APG] (DC 14)
. . 0 (at will)—acid splash, brand[APG] (DC 13), detect magic, light
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 16, Wis 10, Cha 10
Base Atk +3; CMB +6; CMD 17
Feats Artful Dodge, Extra Arcana[UM], Power Attack, Redirect Attack
Traits bruising intellect, child of kintargo
Skills Climb +6, Intimidate +10, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (history) +9, Knowledge (nobility) +11, Knowledge (planes) +12, Linguistics +7, Spellcraft +10, Swim +6
Languages Common, Elven, Halfling, Infernal
SQ hex (slumber[APG]), hex arcana, hex magus
Combat Gear pearl of power (1st level), weapon blanch (silver)[APG] (4); Other Gear mwk chain shirt, mwk cold iron rapier, cloak of resistance +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, masterwork tool, masterwork tool, masterwork tool, masterwork tool, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Artful Dodge Gain +1 dodge bonus to AC vs. opponent only you threaten.
Flamboyant Arcana (Ex) Gain a selection of deeds, and can use arcane pool in place of panache for them.
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Redirect Attack Once a turn redirect a failed attack from opoonent to another target.
Slumber (4 rounds, DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


HP: 3d8 ⇒ (7, 7, 6) = 20 Nice.


Mowque have you read K J Parker's (Tom Holt lol) Sixteen ways to defend a walled city? Seems very thematic.


Dot :)


Ah too bad. Looks like the barrister angle is spoken for as well (I had a concept there). How about being a merchant of something exotic such as spell components or alchemical supplies? Or maybe something mundane like a bucherie chevaline?


Would running a gazette count for the influential merchant? Perhaps named Le Patriote, ostensively loyal to to the regime but in fact containing cunningly ciphered messages to organize the resistance.


Dot.


This gives me a Stargate vibe too. Out of curiosity would somebody like Harry Dresden fit into the world as we know it?


Hmm dot. I had two games fold (GM I think you know one of them) and this AP sounds fun.


The arcing fragments of coffin lid smash into the undead with a loud ZZZAP! Patches of it's waxy skin darken.

Lizzie's morningstar sails past the undead who in an unnerving feat of agility dodges aside.

Zarine rattled by the undead monstrosity finds her arms have turned to jelly and she has trouble aiming.

Zandomir however manages to send one arcing shot into the undead's chest where it quivers next to the spike. His second shot goes wide, hampered by those in between him and his target.

I changed this monster to have a howl instead of the usual on sight ability Anyway same DC just takes a standard action. Many of you have situational bonuses, please double check I got them right. Lizzie is immune to fear, and those within 10' (Filbert and Momijii) get a +4 morale bonus.

Unfazed by it's wounds and enraged by your action, the waxy undead gestures at the desecrated coffins and throws back it's head to emits keening wail that turns your bowls to water! Even hardened adventurers like Momijii and Zandomir are taken aback and cowed by the sheer vehemence of it's anger!
Filbert Springbit Will DC 21 with Lizzie's aura: 1d20 + 4 + 4 ⇒ (19) + 4 + 4 = 27 <--- PASS
Lizzie: Immune.
Momijii Will DC 21 with Draconic Mettle and Lizzie's aura: 1d20 + 4 + 2 + 4 ⇒ (9) + 4 + 2 + 4 = 19 <--- FAIL
Zandomir Will DC 21 with Stoic Optimism: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 <--- FAIL (don't forget your drawback)
Zarine Will DC 21 with Ring of the Sublime's Morale Bonus: 1d20 + 4 + 4 ⇒ (17) + 4 + 4 = 25 <--- PASS
Paralyzed for how many rounds?: 1d4 ⇒ 2

COMBAT ORDER: Round 2 wrote:

Momijii Incapacitated

Zarine
Filbert Springbit <----- WE ARE HERE
Lizzie "beads" Tamar'
Zandomir Incapacitated
Dessicated Humanoid
Buffs and Debuffs wrote:

Spoiler:
---- Round 2 ----

Momijii Paralyzed (2 rounds)
Zarine
Filbert Springbit
Lizzie "beads" Tamar'
Zandomir Paralyzed (2 rounds)
Dessicated Humanoid
---- Round 3 ----
Momijii Paralyzed (1 round)
Zarine
Filbert Springbit
Lizzie "beads" Tamar'
Zandomir Paralyzed (1 round)
Dessicated Humanoid

Filbert Springbit and Lizzie "beads" Tamar' are up.


Yes! I think I forgot some of the bonuses. You have +2 from protection from evil and +1 from bless.


GM how do you feel about necromancy? In Goloion this is unambiguously EVil, but settings differ. If I went down this way I'd build a lawful character who would fit into the classic community minded anti hero model.


Yeah long odds again ;)


I don't know if this is possible in Goloion, but suppose you had a horizontal portal facing up and it's pair some distance above pointing down, and this was all in a vacuum. Now suppose you drop a weight perfectly aligned with the portals with no sideways velocity, it will fall forever, accelerating asymptomatically towards C. If the portal ever failed for some reason the results would be spectacular.


Dot this sounds awesome.


Hmm interesting.


For your consideration GM: My swashbuckling Magus, Aria Gest

Full disclosure: I've played in a RoTRL game before on these boards but it didn't get very far at all. Too bad because that campaign had an interesting party dynamic.

Background:
I have always been a dreamer, I was practically raised on stories of high adventure and derring do. You see a distant ancestor of mine, Durvin Gest was one of the original pathfinders. While other kids were running around outside I was pouring over the chronicles. I’ve read all the ones that mention Durvin of course and many beside, the first chronicle is still my favorite, and one day I hope to own a copy. Looking back on it now it’s clear my early childhood was cosseted, my parents were merchants, traveling up and down the length of the inner seat to ply their wares. Where ever we’d travel father would promise to find me another chronicle. I guess he couldn’t help but indulge his only daughter, besides secretly he enjoyed them too.I still remember the last chronicle father gave me, it was a battered old copy of the twenty seventh. I loved it, and it helped take my mind away from the reality of doing business in Riddleport.

Riddleport as bad as you’ve heard, a den of scum and villainy. Our boat was stolen, ironically by a traveller from Vudra rather than one of the local Sczarni. This was a disaster, mitigated only by the fact our merchandise, cases of fine wine, had been mostly offloaded. Father resolved to join a wagon train and travel overland via the Cinder Road to Wartle and Magnimar where he planned to sell the wine. A fine idea in theory but just after we’d cleared the Churlwood a band of goblins came boiling down from the Fogscar Mountains and attacked caravan, slaughtering indiscriminately. Father stuffed me into a box in the wagon so that I could hide, I heard him die. I felt his blood trickling through the box lid. I have never been so frightened in my life, I still have nightmares about being confined in a coffin to this day. I think the only reason I survived was because the goblins found so much plunder that they didn’t bother to search every last chest. They drunk most of father’s wine and danced in the light of the full moon shrieking obscenities and toying cruelly with the last survivors. By the morning they were gone, having smashed everything they couldn’t carry.

In the light of the morning I wandered lost and afraid down the road and was rescued by a group of Varisian travelers. I’d lost everything and took pity on me and invited me to stay with them in their brightly colored caravans. The laughter of the head woman, Eva’s somehow made the world smile despite the grimness that had seeped into my soul. Her kindness will stay with me forever, she opened my eyes to the Art, and her sons taught me how to fight. They became my new family and for years we traveled, seemingly at random within Variasia although I began to realize after the third summer there was a rhythm to their wanderings. The golden rule was never return to a place too quickly, I think this is when it dawned on me that they where Scarnazi. It was kind of exciting for a while, but then there was trouble in Magnimar. There was a fight, a man got killed and we left in a hurry, suddenly it wasn’t fun anymore and I asked to leave at the next town. That was Sandpoint, about a year ago a friend of theirs Jubrayl Vhiski took me in. I was disgusted when I found out what Jubrayl was hoping I’d do to pay for a roof over my head! I explained quite firmly that no, I would not be doing that even if it meant I had to gut hagfish for a living! Unfortunately that’s exactly what I had to do at first but now things are looking up. I’ve been doing odd jobs at Savaha’s arms and armory for the past few months and I’ve been able to save some money for the first time in my life!

Description:
At first glance Aria is a tall (almost 6') lean weather beaten young woman, with flame red hair dark eyes and a crooked smile. Despite being a little bookish and shy, she’s clearly been keeping trim and something about the look in her eye suggests an an inner core of iron. She has an impressive tattoo of a stylized dragon over her left shoulder which if you look closely is made out of hundreds of tiny runes. Courtesy of Madame Eva, it supposedly describes the story of how she became part of the family.

Description:
At first glance Aria is a tall (almost 6') lean weather beaten young woman, with flame red hair dark eyes and a crooked smile. Despite being a little bookish and shy, she’s clearly been keeping trim and something about the look in her eye suggests an an inner core of iron. She has an impressive tattoo of a stylized dragon over her left shoulder which if you look closely is made out of hundreds of tiny runes. Courtesy of Madame Eva, it supposedly describes the story of how she became part of the family.

Combat Vignette, level 3 vs a trio of minions:
The three toughs drew their swords and started circling Aria, One of them had an impressive scar across his face, she called him handsome. Another one she called Curly had curly locks of lank hair and a wispy beard. That left the lumbering brute nicknamed Haystacks. Handsome leered at her and boasted ”You’ve nowhere to run little wren, we’re going to show you a good time!”. ”Now boys, that’s no way to treat a lady!” Aria cried as Curly lunged at her. With reflexes enhanced by her arcane trance, she batted the point of his epee out of the way and riposted scoring a hit on his left shoulder which blossomed red with blood. Curly yelped in surprise.

Concentrating hard, she held the forma of a spell in her mind. Dodging several thrusts, she whispered the words that unlocked the power she’d gathered within. A circular plane of force shimmered into existence, which suddenly shifted to intercept a thrust from Handsome and Haystacks who had circled behind her. Whipping around Aria lightly touched Handsome’s sword as it past her, deflecting it enough so that it ran Haystacks through instead. Both men looked shocked, Haystacks because he was dead and Handsome because he’d killed him. ”Get her!” screamed Curly, favouring his shoulder. Circling like wolves the two men bore down on her, Curly feinted high before lunging at waist level. Aria lightly parried his blade and sidestepped foiling Handsome’s strike. They weren't the best of fighters but together they were dangerous, Aria’s luck wouldn’t last, she needed to drop one and fast! Aria parried another thrust as she concentrated, holding the forma for an offensive spell in her mind. Curly’s footwork was getting slower, and he stumbled slightly. Aria thrusted suddenly, Curly desperately managed to block, but Aria whispered the last words to her spell and suddenly her blade crackled with electricity. Startled, Curly tied to dodge away but Aria was faster, her blade pierced his chest and he convulsed as the electric charge fried him. Curly toppled backwards with smoke coming from his eyes. Whirling on the last man standing she demanded, ”Sure you still want to play handsome?” He glances at the still twitching corpse of Curly and the puddle around Haystacks and ran off screaming!

Build:
Aria Gest
Human magus 1 (Pathfinder RPG Ultimate Magic 9)
CG Medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +3 (1d6+3/18-20)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks arcane pool (+1, 3 points), spell combat
Magus Spells Prepared (CL 1st; concentration +3)
. . 1st—shield, shocking grasp
. . 0 (at will)—daze (DC 12), detect magic, light
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 14, Int 15, Wis 10, Cha 9
Base Atk +0; CMB +3; CMD 14
Feats Artful Dodge, Redirect Attack
Traits family ties, scholar of the great beyond
Skills Climb +5, Craft (alchemy) +6, Knowledge (arcana) +6, Knowledge (history) +7, Knowledge (local) +7, Knowledge (planes) +7, Perception +1, Spellcraft +6
Languages Common, Elven, Varisian, Varisian
Other Gear lamellar (leather) armor[UC], light crossbow, rapier, magus starting spellbook
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Special Abilities
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Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Artful Dodge Gain +1 dodge bonus to AC vs. opponent only you threaten.
Redirect Attack Once a turn redirect a failed attack from opponent to another target.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Shalm wrote:
FangDragon wrote:
Regarding ABP and Magus, unless I'm missing something its only the bladebound archetype that seems problematical. Regular Magus should work normally right?

Yes, I suppose it works normally (since ABP is supposed to simulate around when someone would normally get a magical weapon anyone).

All right then :) I have a swashbuckling magus concept that I think would be fun for RoTRL I'll work up a backstory.


N N 959 wrote:
plaidwandering wrote:
N N 959 wrote:
When I sign up for PFS scenarios at level 5 and above, I will sometimes opt out if there are no casters in the group.
Are you serious? In the 200ish tables I've sat at PFS at all levels of play is utterly dominated by weapon combat - maybe not pure martials, but people who "do combat" by hitting things with a weapon.

You're right. I was totally wrong. Martial / caster disparity is a myth.

Someone notify Paizo..

At mid to high levels casters rule, nobody is disbuting that. At low level casters just run out of steam unless the game has very short adventuring days. So yes color spray can trivalize encounters, likewise optimized burning hands builds. But once they've used their trick a few times they're dead weight. I've seen this many times in games I've run and these sorts of casters aren't a problem.

Maybe PFS has distorted your view of things? PFS GMs have to play the adventure as written and moreover the scenario designers can't assume any particular party composition so the adventures (from what I've seen and heard) usually aren't that difficult.


Regarding ABP and Magus, unless I'm missing something its only the bladebound archetype that seems problematical. Regular Magus should work normally right?


Dot.


A long time ago in the 3.0 era the DM I was playing with hated vanican casting and used a variant system similar to psionic power pools (he also let us overcharge spells, a bit like burn, which was rather OP although we loved the visuals).

It worked pretty well because everyone even clerics has it, although I think it might be difficult to balance sorcerer's vs vanican casters if something like that was adopted for PF2. Typically it meant more high level or vastly more low level spells could be cast. That sort of is the Sorcerer's USP but not to that extent.


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Another feat is Spontaneous Metafocus.


Hmm I forgot about the fencing grace errata, so unfortunately I'll need to modify Robbie's build slightly. Rapier -> Saber and Kn: History to Perform; Dance. A saber doesn't really fit the image I have for him but I guess it's not the end of the world.


OK I think I'll throw my hat into the ring.

How Robbie came to Ravengro:
Robbie was sitting at his writing desk when the door opened. In stepped Cesadia Wrentz, an opened letter in one hand, she was a tall attractive redhead with a silky soft voice. She was also his employer and the head of Thrushmoore’s Sleepless Detective Agency where he’d been an agent for a number of years. ”Rob do you remember a couple of years back we had a case where that professor was crossing Lake Encarthan on a dinghy to visit the Isle of Terror?” she asked?

How could I forget? The professor had been asked to visit the Asylum on Briarstone to advice it’s proprietor Doctor Losandro about the treatment of a particularly unusual patient. Professor Lorrimor had apparently rubbed some of the locals up the wrong way when he attempted to get ferried over to Briarstone, instead he’d rented a dingy at an exorbitant price and been directed towards to the distant island at the center of the lake! The day had started off well enough, but by mid afternoon a storm was brewing.

By pure chance I was also on a boat, albeit one rather more suited to the conditions. Several children on a dare had stolen a fishing boat an hour before dawn and snuck off towards the Isle of Terror. Their distraught parents had gotten wind of this and pounded on the Sleepless Buildings door, begging Cesadia for help. She sent me to charter one of the larger fishing boats, and off I went to rescue them. Fortunately we’d managed to intercept them well before they got there, the Isle of Terror is prone to unnatural weather and is roamed by wild beasts of the worst sort.

Lake Encarthan may be an inland lake, but the swell was approaching five feet when I spotted the dingy. I was clinging to the gunwale trying to hold my lunch down when I noticed it being tossed about. I shouted to the skipper who managed to turn us about and a little while later, with the help of three burly sailors, we’d manhandled a thoroughly bedraggled Professor Lorrimor aboard the boat. He’d been almost embarrassingly grateful, especially when I finally managed to get him dry and passed him my coffee thermos!

Glancing up at Cesadia I asked, ”Aye, what about it?”
”According to this letter, he died a few weeks ago and his will is due to be read. Supposedly the executor is asking for you.”
”Really?”
”Yes it’s in Ravengro. Are you going to go? There’s enough time to get there if you hurry.”
Ravengro was the other side of the mountains, it would take a good few days to get there and we were getting close to solving the latest in a series of strange disappearances.
”Er, what about this case boss?”
”Rob, when did you last take some time off?”
I scratched my head, ”I don’t rightly know...”
”It’s been over three years! Rob you deserve a break and Meg can handle it. Besides Professor Lorrimor was supposed to have been quite wealthy and you did save his life. Maybe he left you something important?”
This was all a bit sudden but exciting, ”Erm right, I suppose I’ll never know if I don’t go...”
”That’s the spirit!” Cesadia’s smile was radiant, ”We’ll see you back in a few weeks with some new stories to tell I’m sure!”

So that’s how I came to Ravengro to attend the funeral of a man I’d met by chance in the middle of a lake in a storm. I can’t say I knew him well, we spoke for a couple of hours tops, he swore he’d never forget me and I’m certainly never going to forget him!

Background:
Robbie grew up in a small house overlooking Lake Encarthan in the dour Ustalavian town of Thrushmoor. Outnumbered and outsided by their lumbering human neighbours, Robbie’s family where all nimble and quick witted. Robbie inherited this in full, proving to have a knack for both the arcane and a talent for the foil. He studied with Sentilar Ruoy the local alchemist for a while before being introduced to magic by one of Cesadia’s agents. Robbie quickly came to Cesadia’s attention and joined a few years ago as a junior Sleepless Detective.

Appearance:
Robbie could be mistaken for a human child of about ten, except children don’t normally wear armor or carry swords! He has a mop of brown hair, piercing blue eyes and a ready smile.

Build:
Robbie
Halfling magus (bladebound) 1 (Pathfinder RPG Ultimate Magic 9, 47)
NG Small humanoid (halfling)
Init +6; Senses Perception +3
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Defense
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AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 10 (1d8+2)
Fort +5, Ref +5, Will +3; +2 vs. fear, +2 bonus vs. negative levels
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Offense
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Speed 30 ft.
Melee rapier +5 (1d4/18-20)
Special Attacks arcane pool (+1, 3 points), spell combat
Magus (Bladebound) Spells Prepared (CL 1st; concentration +3)
. . 1st—shield, shocking grasp
. . 0 (at will)—detect magic, disrupt undead, light
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Statistics
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Str 10, Dex 18, Con 14, Int 14, Wis 10, Cha 10
Base Atk +0; CMB -1; CMD 13
Feats Weapon Finesse
Traits chance savior, lessons of chaldira
Skills Craft (alchemy) +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (history) +3, Perception +3, Spellcraft +6, Stealth +7; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Halfling
SQ shadowhunter
Other Gear chain shirt, rapier, magus starting spellbook
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Special Abilities
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Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Shadowhunter Attacks affect incorp foes as though use magic weapon, 2x phys ab heal from undead, +2 to save vs. neg levels.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

About Me:
I've been active on these boards (as a player and GM) since 2013 and have been lucky enough to play in a number of long running games. Some of which unfortunately have slowed right down due to folks having life changes. So I think I have room for one more game :)


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Cyouni wrote:
Slyme wrote:

I could spend hours discussing all the things I don't like about PF2E...versus the couple things I think they got right.

Lets just break it down to roughly 90% negative, 10% positive.

At this point, there is no salvaging PF2 for me. Someone call me when Paizo starts work on PF3E, or when another company does what Paizo did when D&D took this huge of a misstep.

Every person who avoids participating just makes it more sure that their group won't get anything they want.

They've said that they're willing to rip out even the proficiency system - the core system of the game - all the way to its roots if enough people have a problem with it, so this just makes it more certain that your group isn't represented.

Effectively, your loss.

It's actually Paizo's loss because ultimately that's one less group of friends buying their products :(

My take: I think there is a decent system hiding inside PF2 but they'd need some significant changes to the critical failure / success system to realize it. Psychologically a 50% success rate feels bad especially for an optimized character but that is what the critical system demands. Ideally an optimized character would have 75% success rate for maximum addictiveness. The game would also feel better if success rate got better as you leveled. I.e leveling actually meant something rather than playing progress quest. Perhaps success rate for an optimal character should scale from 55% to 75% from level 1 to 20.


Heh three magi... Funny how that kind of thing happens in some recruitments.


Yeah that is strange. If it ever comes up I'd house rule that. The feat is still blue imo even with such a nerf.


Piccolo wrote:

You should check out an unchained version of a Rogue. Deadly as all heck, and even more of a skill monster than a regular rogue.

Snip.

very risky way to get past traps, and you know it. Very expensive too.

URogue *is* a lot better but the original rogue is probably the weakest class in the game. A 3/4 bab class with no class features to boost accuracy and all the hastle with landing sneak attacks makes for lackluster gameplay.

Funny thing is archeologist bards are a better rogue than the rogue.

Incidentally traps in my experience are underwhelming in PF1 based off Paizo's APs. Trapfinding generally isn't necessary.


Seems HeroLab didn't show the ranged damage. With Startoss style and point blank shot it's doing +9 (1d4+7/x3). Over the next few levels that'll ramp up a fair bit.


OK here's my Desnan star knife wielder.

Background:
The son of Silas and Rebecca a pair of plane hopping Desnans, Rictavio had an elective upbringing. Originally from Varisia, his formative years where spent stuck in Sigil when the family had taken the wrong portal and found themselves indebted to the Harmonium and had little option but to work out their indenture. Forced to rely on their own devices, Rictavio's parents taught him to be self reliant and how to treat wounds when cut off from other resources. Exposure to may strange planar energies had a strange effect on Rictavio and he found he was able to summon figments of pure shadow. Over time his control grew until the forms became stable and solid enough to hold an edge! Eventually the family made their way back to Golorion where Rictavio's wanderlust brought him to Phaendar and the rest was history!

Description:
Six foot tall, dark haired and brown eyed, Rictavio ruggedly handsome with a generous smile. Rictavio is never seen without his midnight blue cloak emblazoned with a tasteful butterfly motif. He wears a battered breastplate, which is polished to a mirror shine but bears no obvious arms.

Crunch:
Rictavio
Male human fighter 3 (gloomblade)
CG Medium humanoid (human)
Init +2; Senses Perception +9 (+7 when further than 10 feet from a fallen ally)
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 26 (3d10+6)
Fort +6, Ref +4, Will +3 (+1 vs. fear)
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 starknife +8 (1d4+4/×3)
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Statistics
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Str 9, Dex 14, Con 14, Int 12, Wis 12, Cha 17
Base Atk +3; CMB +2; CMD 14
Feats Divine Fighting Technique (desna's Shooting Star), Point-Blank Shot, Precise Shot, Startoss Style, Weapon Focus (starknife)
Traits frontier healer, starchild, trustworthy
Skills Acrobatics -1 (-3 when further than than 10 feet from a fallen ally, -5 to jump), Appraise +1 (-1 when further than 10 feet from a fallen ally), Bluff +3 (+4 to fool others, +1 when further than 10 feet from a fallen ally), Climb -4 (-6 when further than 10 feet from a fallen ally), Diplomacy +10 (+8 when further than 10 feet from a fallen ally), Disguise +3 (+1 when further than 10 feet from a fallen ally), Escape Artist -1 (-3 when further than 10 feet from a fallen ally), Fly -1 (-3 when further than 10 feet from a fallen ally), Heal +10 (+11 circumstance to treat wounds or deadly wounds, +8 when further than 10 feet from a fallen ally), Intimidate +3 (+1 when further further 10 feet from a fallen ally), Knowledge (planes) +9 (+7 when further than 10 feet from a fallen ally), Perception +9 (+7 when further than 10 feet from a fallen ally), Ride -1 (-3 when further than 10 feet from a fallen ally), Sense Motive +1 (-1 when further than 10 feet from a fallen ally), Stealth -1 (-3 when further than 10 feet from a fallen ally), Survival +9 (+7 when further than 10 feet from a fallen ally, +13 to avoid getting lost), Swim -4 (-6 when further than 10 feet from a fallen ally); Racial Modifiers starchild
Languages Common, Elven
SQ armor training 1, overprotective
Combat Gear healer's kit; Other Gear mwk breastplate, +1 starknife, cloak of resistance +1, deadeye’s spotter ring, masterwork tool, surgeon's tools[UE]
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Special Abilities
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Summon gloomblade A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish.
Shadow weapon acts as a magic weapon with a +1 enhancement bonus; this bonus increases by 1 for every 4 levels a gloomblade has beyond 2nd, to a maximum enhancement bonus of +5 at 18th level.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Divine Fighting Technique (Desna's Shooting Star) Starknife att/dam is Charisma based. Advanced: full-rd thrown starknife deals 1d4 hits.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Startoss Style +2 (Starknife) Gain bonus dmg to thrown weapons.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Party Role:
In combat Rictavio's specialty is summoning and throwing shadowy starknives. Out of combat he's a competent healer and survivalist and his naturally gregarious nature has helped him talk his way out of many a tricky situation.

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