Looks like 11, 16, 12, 12, 9, 14 (19 points). I’ll go with the point buy. I have a couple of ideas and a question. Is a Svirfneblin okay? (Link to race)
Look at the feat hurtful (it is from the monster codex) it allows an attack when you intimidate. Also, if you are worried about hitting, you might consider the rage power “reckless abandon” it gives you +1 to hit every 4 levels at the cost of -1 AC every 4 levels.
I’ve played in a couple of solo games irl but never on the boards. My Instincts are telling to build an Investigator, definitely human, (not sure what archetype, if any yet) with ties to the Pure Legion.
I’m thinking investigator for the following reasons:
1. I think I can tie it to an interesting background of hunting down, finding, and investigating violators of the Laws of Man.
2. Skills - he will be on his own and skills help advance the plot. An investigator gets plenty of them. Plus inspiration for when you really need it.
3. Action economy -(not as good as a magus or white haired witch) but he has a good mix of actions and free riders to his attacks with the right talents.
4. Resource management- All classes will have problems with this but extracts, talents, and inspiration makes this a pretty flexible class.
I have a couple of questions:
1. Have you thought about using hero points?
2. At 7th level will the leadership feat be in play?
Still working on my vigilante ideas. Hopefully I’ll have something fleshed out by this weekend.
How would you feel about my PC being one of the vigilantes from the GAZETTE (not the Red Raven). I’m not sold on this idea but thought I’d ask before I go to far down that rabbit hole.
Admixture vial options:
Shield + reduce person (defense + defense and it helps your attacks too)
Long arm + enlarge person (reach+reach)
Long arm+ shield (great combo too)
Surprising charge is a great choice. Also, I’d change out the Noble Scion of war feat. It only nets you a plus two to initiative. The initiative feat will get you +4.
I’m currently playing a Totem Skald in Iron Fang Invasion and he smashes face. He is currently level 11 and has been out damaging the two weapon fighting slayer when the slayer is flanking. It has been one of the most fun and versatile class I have played. Great in melee, good skills [knowlege/face], nice utility with spells.
I’m also playing a melee bard in another campaign. He can hold his own but is not as good as the skald because the totem skald has 3 attacks (5 when pouncing), fast healing when raging (from skalds vigor), DR (from planer wild shape), and can smite evil (again from planer wild shape), add rage powers into the mix and it isn’t even close.
Now the bard is slightly better with skills, your allies are more likely to accept his song, and the sound striker archetype is a great ranged option.
Good luck, I’ve found that 3/4 bab, 6 level spell casters to be the most fun to play.
Decided that I will be working on the gnome jester. The primary class will be mesmerist but I’m undecided on the secondary class. Unchained Rogue, will have nice feint synergy but looking at a couple of other options (unchained monk, Oracle, and bard). If anyone has thoughts or ideas let me know.
Here is my submission: Damkil, a human (Shoanti), Sklad (fated Champion). Good Luck!
Appearance:
Damkil is a giant and massive man standing a full head over six feet, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs. His skin is ruddy from constant exposure to the elements and is covered in tribal tattoos that accentuate the hard, dangerous lines of his body. Although he is a big man, Damkil moves with the grace of a large cat and has the predatory gaze of a wolf. He has smoldering green eyes which are set below a low and broad brow. His gloomy, scarred, almost sinister face is that of a warrior. The Shoanti wears his head shaven like many of his Quah. Damkil has a loud booming voice like stone breaking. He usually wears a breast plate made from the skull of a large reptile with an Earth Breaker close at hand.
Personality:
Damkil is at heart a product of the Storval Plateau and tries to keep the old ways, recognizing his ancestor’s spirits in the happenings around him. He also tries to keep the spirit of the hunt alive in his daily undertakings. Often thinking of mundane activities in terms of predator and prey. In spite of this, his Quah's frequent interaction with outlanders has taught him much about civilized ways.
While he is a barbarian there is more to Damkil then meets the eye. He is open and inquisitive as well as a lover of debate and physical challenges, embracing these as experiences which will please his ancestors. Additionally, he often gives advice in riddles, aphorisms, and metaphors of his people.
Backstory:
The wilds of Varisia are hard and unforgiving lands that have produced hard and self-reliant people. Damkil is one such product, a Shoanti of the Shriikirri-Quah.
Some Shoanti look inward for strength taking solace in the traditions of their ancestors. While others look to the forests and its beasts for guidance. Still others spend lifetimes travelling outside their Quah’s trying to perfect themselves. Damkil’s life was shaped by all of these beliefs in one way or another.
High atop the southern peaks of the Stony Mountains of Avistan overlooking Velashu Uplands, the Curchain Hills and the throat of the Varisian Gulf sits the eyrie of the Shriikirri-Quah, Hawk Clan of the Shoanti. The Shriikirri are a people of great patience. They are animistic and pay homage to the avian creatures of the sky that they dwell among. The Hawk most revered above all others. It is hear the heart of Damkil’s character is forged.
Raised in a tribe of the Hawk Clan, respect for the natural world was a simple fact in Damkil's life, but he had always felt a deeper spiritual connection to the natural world then most of his Quah. From an early age he was always looking for meaning in nature’s changes. Always questioning the tribal elders about nature’s fickleness and the signs they saw. All the while, he had grown from a strapping lad to a hulking bear of a man and earned the name Damkil or orc skull in his tribes tongue.
As all of the Shriikirri-Quah do, Damkil went on his spirit walk when he came of age. For six months he traveled the wildlands of Varisia communing with nature, feeding his soul. Upon completion of his spirit walk Damkil was tattooed with the rune Ingir, Beast Heart, and left his Quah and began a journey of discovery, to find a path that would bring honor to his Quah.
To that end, he traveled from his Quah’s lands, seeking follow nature’s signs and learn more about himself. And so he found himself joining the pathfinders in Magnimar.
Crunch:
Damkil
Human Skald (fated champion) 3
Age 20; Height 6' 5"; Weight 220 lbs
CG Medium humanoid (human, Shoanti)
Init +2; Senses Perception +6
DEFENSE AC 18, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 enchantment)
Hit Points 30 (3d8 +6 con, +3 toughness, +3 fcb)
Fort +5, Ref +2, Will +3
OFFENSE Speed 30 ft. (20 ft in armor)
Melee Earth Breaker +6 (2d6+6/x3), or
Earth Breaker +5 (2d6+9/x3) Power Attacking, or
Earth Breaker +7 (2d6+10/x3) Power attacking, raging song Ranged Sling +3 (1d4+4/x2) 50 ft,
Spells Known (CL 1st; concentration +3)
0 ( DC 12) — Dancing Lights, Detect magic, Ghost Sound, Light, Message, Read Magic
1st (4 /day, DC 13) — Cure Light Wounds, Liberating Command, Saving Finale, Vanish
STATISTICS Str 19, Dex 12, Con 14, Int 10, Wis 10, Cha 14
Base Atk +2 CMB +6; CMD 15
Feats (1) – Toughness (1st Level), Skalds Vigor (Race bonus)
Traits Nontraditional native (Campaign), Auspicious Tattoo (race)
Skills(ACP-3)(4/level + 1 race) – Climb +8 (1 rank), Diplomacy +8*, K(Dungeoneering)+5 (1 rank), K(Local) +5 (1 rank), K(Nature) +5 (1 rank), Perception +6 (3 rank), Perform [oratory] +8 (3 rank), Sense Motive +8*, Survival +4 (1 Rank), Swim +8 (1 rank), Use Magic Device +8 (3 rank)
Background Skills K. Engineering +5 (1 rank), K. Geography +5 (1 rank) , K. History +5 (1 rank), K. Nobility +5 (1 rank), Handle Animal +6 (1 rank), Linguistics +4 (1 rank)
FCB – Level 1 – 1HP, Level 2 – 1HP, Level 3 – 1HP
Languages(1) Common, Shoanti, Ancient Thassolonian
SQ Spells, Cantrips, Raging Song [Inspired Rage, Song of Marching], Versatile Performance [oratory], Scribe Scroll, Watcher of the Weave +1, Rage Power [reckless abandon],
Light Load 100 Medium Load 200 Heavy Load 300
Total Carried 80 lbs
Special Abilities Auspicious Tattoo : +1 to will saves.
Bardic Knowledge (Ex) A skald adds half his class level (minimum 1) (the current bonus is +1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.
Bonus Feat Humans gain a bonus feat.
Cantrips Skalds learn a number of cantrips, or 0-level spells, as noted on Table 1-11: Skald Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Nontraditional Native +1 trait bonus on Survival checks made while in Varisia and gain a +1 trait bonus on rolls to confirm critical hits made using an earth breaker or a klar.
Power Attack -1 (+2/3) You can subtract from your attack roll to add to your damage.
Rage Power [Reckless Abandon] (Ex)While raging, take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Raging Song (Su) 9 rounds/day Start a raging song as a standard action and maintain it as a free action. At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead.
** inspired rage allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a -1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.
** song of marching a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle (Core Rulebook 170) for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour.
Skalds Vigor gain fast healing equal to your raging song strength bonus while performing a raging song.
Skilled Humans gain 1 skill point/ level.
Toughness +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point.
Versatile Performance [Oratory] Use perform skill in place of diplomacy and sense motive.
Watcher of the Weave +1/2 skald level to initiative.
I’m thinking Skald (fated champion). Spell kenning and umd should be able to handle status removal. Or maybe an Oracle. Do you have a preference between the two?
No preference. Play what you like.
Cool, thanks. I'll have something submitted today.
I’m thinking Skald (fated champion). Spell kenning and umd should be able to handle status removal. Or maybe an Oracle. Do you have a preference between the two?
You’ve got some time, at least until the 14th, see below:
“Helix Missionary” wrote:
As far as the length of this recruitment goes, I'm looking for ideally 3-6 people, and will leave the thread open as long as I'm getting responses--probably at least until June 14th.
Although mine was rolled separately I like the way they feel together.
ORDER/Compassion You Empathize with the struggles of others and offer your personal strength to those who lack it, defending any cause that you determine pure and just. You will inspire others to proudly rise up, and wise parents will offer your example to their children to help them sleep at night.
CHAOS/Scorn You are in love with the sound of your own voice, and no one is more impressed with your wordy bon mots that you are. Your barbs are weapons and you employ them liberally.
There are a lot RP opportunities in there.
I can see him saying something like "Fear not my friends for Robbet Reeve and his stout cudgel are at your side. Always speaking in the third person. Pointing out his good deeds etc.
At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.
Couple of options:
1.dodge, mobility, spring attack + sneak attack. Hit and run. Unless they can pounce you are denying them full attacks on your PC
2. This could work for a range build too (I think) move ten feet and your attack gets sneak attack.
Ancestry: Elfen [dice=Ancestry]1d100
Archetype Profession Pit Fighter
Waiting for the ancestry to continue
Sorry I missed this earlier:
Meditative healing: Gifted with the kindred’s ability to live between the weave of the world, you have learned how to harness an inner power to mend your own wounds
Also, saw mention of additional skills or experience from age (elderly)?
I think that was a thing in the play test. As far as I can tell the only advantage/disadvantage associated with age is the number of Distinguishing Marks you get.
I’m not sure what the effects of aging during the campaign might be.
Can someone else summarize Markus’s professions (and alignments) for him I didn’t realize what time it is and have to hit the hay. I have an early start tomorrow. Thanks.
Here you go, sorry no minotaur. Also, you need to roll 1d100 three times for distinguishing marks due to your age. I’ll post a brief summary of your professions in a bit. Finally chose your race and I’ll let you know what your ancestral trait means
2d100 ⇒ (6, 5) = 11 ancestry: dwarf, trait: cave sight (or blessing in disguise if human)
2d100 ⇒ (3, 28) = 31 profession 1: academic, Apothecary
2d100 ⇒ (42, 46) = 88 profession 2: knave, grave robber
70, 26 profession 3: socialite, entertainer
1d100 ⇒ 51 season: autumn
1d100 ⇒ 49 dooming: Revenge is upon you
1d100 ⇒ 96 age: elderly
1d100 ⇒ 9 upbringing: cultured (fellowship [favored attributes])
1d100 ⇒ 14 social class (can flip roll see GM comments)
1d100 ⇒ 43 order Alignment: ferocity
1d100 ⇒ 31 chaos alignment: hypocrisy
@ kamenhero25 - seems like switching brawn and willpower is a good move.
I am thinking about going reeve and using my mercy to bring my intelligence to 42 (currently 38)but I’m not sure if it would be better to switch perception (52)(or willpower50) and combat 45. Thoughts??
The Boatman makes his living on the water. Some are sailors, living off the bounty of the ocean or trading with far off lands, salty winds in the sails and their faces, the sight of mighty leviathans swimming alongside bringing comfort. Always longing for the familiar feeling of bottomless depths under their feet, they live an independent life, free of any laws save kinship with other sailors. To them a heart broken in every port, bastard children and debts mean little when you are a thousand miles away from any border. Others sail up and down twisting rivers and along winding coasts, finding comfort in known shores, often undertaking similar tasks.
Some though, take this love too far. Sailing for months out of sight of land or trying to navigate through endless mazes of deadly deltas can drive a man to drink or madness. Such Boatmen whisper horrible stories of vast cities under the waves, declare their love for flesh-eating mermaids, and prove unable to rest before they hunt down the beast that slaughtered their former companions. Many a hapless Boatman has come to believe in such tales and followed them to their deaths in the briny depths. Others who escape such drownings can be seen clinging to rocky outcroppings in the midst of the sea, bones and desiccated flesh left to rot.
BATTEN DOWN THE HATCHES
A Boatman can steer a ship, boat, or barge safely through almost any passage.
Effect: You may flip the results to succeed at Pilot Tests. When you succeed, it is always considered a Critical Success. In addition, when using the Movement subtype of Swim, you do not have to add the additional 1 Action Point cost. Action Points (called AP throughout the rest of the book) are thoroughly covered in Chapter 8: Combat.
NOBLE SAVAGE
Whether through purposeful training or accident, Humans have developed a natural resistance to the elements.
Effect: You never suffer physical Peril as a result of failed Toughness Tests.
CANDOR: You are direct
and steady, a firm believer
in the marriage of words
and deeds. Others treat your
proclamations with the greatest respect and never doubt that you mean what you say.
ARROGANCE: You are haughty and disliked and your inflated sense of self-worth is an insult to others. You are inclined to view yourself as more capable than you are and others will be more than willing to correct your mistakes.
gutter snipe:
GUTTER SNIPE
Many Guttersnipes are orphans, usually from broken homes or having lost their families through war and disease. They either made their way in-and-out of disgusting and cruel orphanages or took instantly to a life on the street. Either way, they are not skulkers or sneaks, but instead operate in the broad daylight. They may take on a disguise of a petty laborer, such as a chimneysweep, coal delivery boy or parcel runner, in order to case their next mark. With such easy trusting access to people’s homes and wallets, it’s hard not to pick up a few coins, jewels or delicacies. Leaving cupboards and cabinets bare while the residents are out, oblivious to the messenger boy’s true intentions, are trademarks of the Guttersnipe.
Guttersnipes are often young, so they tend to get bored and take up adventuring as just ‘something to do’.Their experience in ducking through alleyways, crawling up chimneys and swimming through sewers have given them many useful skills, savory or otherwise. But it is also the young who are the most tragic; Corruption loves to manipulate tender minds, planting the seeds of destruction early to germinate into a terrible fruit-bearing tree. Their innocence is soon replaced by vacant stares, shaky hands and paralyzing nightmares.
ARTFUL DODGER
Guttersnipes were orphaned on the streets and thieve to eat and survive. Some even take up ‘trades’ – such as a chimneysweep or ragpicker– casing joints underneath the guise of an honest- working citizen.
Effect: You automatically gain every Focus in the Stealth Skill when you enter this Profession. This means you may exceed the normal limits for Focuses set by your [IB], but for Stealth only.
Talented in ways that others are not, Hedgewise are practitioners of the ancient, Themelic arts. Drawing their power from talismans, old rituals, inner will and a bit of luck, they are able to exhibit an uncanny mastery over the smallest of spells. They dally with danger as they work with Magick, lacking the formal training their betters will have had. Most Hedgewise discover their power at a very young age, using simple ‘parlor tricks’ to impress others. But as they mature in age, so do their powers. As does the allure of greater mastery over their strange abilities. Unless they become officially sanctioned Magick practitioners, Hedgewise are usually outlawed. Thus, most Hedgewise operate in secret, eternally fearful of investigation by Inquisitors.
Once a Hedgewise’s powers have matured, they are strong enough to attract the attention of the Inquisition. Regarded as apostates by students of the arcane and treated as witches by worshippers of the divine, Hedgewise usually live lives spent in isolation or on the road. No matter how careful they are, their displays of Magick invariably invite the wanton attention of Abyssal demons. They constantly whisper promises of unmitigated power in return for the small ‘sacrifice’ of the Hedgewise’s soul; thus, the lust for power begins, and the path towards the Warlock and Black Magister beckons...
HEDGEWIZARDRY
The Hedgewise can harness the simplest of the ever-changing Winds of Magick far more naturally than their studiously, wizardly counterparts. They exhibit mastery over the smallest of spells, but maintain an ignorance towards others beyond their understanding. Effect: When casting Generalist Magick – at your option – you may automatically succeed at the Incantation Test, but move one step down the Peril Condition Track negatively. You also understand how to use the Ritual of Magick Circle.
SPECIAL TRAIT: ARCANE MAGICK
Combing the Æther into energies through sheer force of will and formula, you can harness Magick with but an utterance of a few words. Effect: You are solely a practitioner of Arcane Magick. As a consequence, you may never adopt a Profession which has Divine Magick as a Special Trait. In addition, you immediately learn three Generalist Magick spells when you enter this Profession. If you gained Arcane Magick from a previous Profession, you learn an additional Generalist Magick spell instead.
DRAWBACK: CRUEL TUTELAGE
As Hedgewise are wholly self-taught in the ways of Magick, the practice of their spells is messy and chaotic. Hedgewise and their ilk make easy prey, leading them down a path towards the blackest and most soul-corrupting of Magicks.
Effect: When you generate face ‘1’ or ‘6’ with Chaos Dice, you invoke a Chaos Manifestation. See Chapter 10: Grimoire.
VAGABOND
A rolling stone gathers no moss, but you could say otherwise about the Vagabond. Vagabonds are wanderers, storytellers and well-weathered vagrants who find more solace on the roads between villages than they do settling into a dull drudgery. Wandering hither-and-yon, hopping on ships or tagging along with wagons to see what the world has to offer, Vagabonds live at the whim of their wanderlust and that is how they like it. Often strange and somewhat aloof, the Vagabond tends to pick up little mannerisms, stories and attitudes from places they visit, becoming more worldly and independent in the process.
Vagabonds are already adventurers in a sense, though they would rarely delve into tombs or walk alone into badlands. They are hardy and crafty individuals, having a smattering of skills from all walks of life they picked up on the road. The Vagabond is no stranger to tragedy, though, and sometimes the people they meet end up dead or worse. At times, having nowhere to call your own is rough on a wanderer, and Abyssal servants love tormenting these souls with visions of a life the Vagabond will never have, but one they will always chase after.
AIMLESS DRIFTER
Consigned to the life of a wanderer, you have seen far-flung places, shook hands with strange people and picked up odd affectations along the road, but as an experienced traveler, you know that road. In that, you’re oftentimes viewed with apprehension or adoration, depending on who you speak with.
Effect: When you fail a Folklore or Navigation Test, you may re-roll to generate a better result, but must accept the outcome.
"Dirty Trickster
Source Inner Sea Races pg. 211
All gnomes love pranks, but some specialize in those improvised during battle. These gnomes gain a +2 racial bonus on dirty trickAPG combat maneuvers. They need not meet the Intelligence requirement to select Combat Expertise, Improved Dirty TrickAPG, and any feat with Improved Dirty Trick as a prerequisite. This racial trait replaces defensive training, hatred, and keen senses.