Aron Kir

Gavin Carroway's page

62 posts. Alias of Echos Myron.




Received my copy of Pact Worlds with pages fused together


The Outsiders will be a companion game to Justice League: Generations and Suicide Squad: Generations. The tone is a bit more discrete than your typical superhero tale. The focus is more on black ops and stealth but with it's fair share of action.

We have one available slot for the time being.

System: Mutants and Masterminds 2nd edition

Setting: DC Universe set 20 years forward from current time. We are playing loose with much of the history and what was or was not canon.

Synopsis: When a clandestine operation gets greenlit by top US government officials, A.R.G.U.S. Director Dick Grayson has no choice but to work outside the red tape. While he can't readily act against the motion, he sends in a group he knows will get the job done. He sends in The Outsiders.

Submission:
Power Level: 10
Power Points: 165
Impervious: Capped at ½ your Toughness.
Trade Offs: Capped at +/- 4. For instance, Defence/Toughness max at a combined total of 20, average of which would be 10 and 10. Max trade off value would be 6 and 14 or 14 and 6.

Please have a quick paragraph or two for a backstory, and include why exactly Dick Grayson trusts them so much.

This will be my second attempt at GMing a PbP. I expect at least one post per day, but I understand that life is a thing that exists.

The team currently consists of:
Iota, size/density manipulator
Gravewound, a technomancing killing machine
Knightingale, vigilante and daughter of Green Arrow and Black Canary
And an unnamed Gadgeteer

Recruitment will be closed once we (myself and the other four players) have reached a consensus, or a week from today. Whichever comes first.
Hope to see some great ideas.


Let us discuss!


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I have a Level 1.2 Brawler that I am looking to respec into a Slayer 1/Investigator 1. Still being very new to PFS (it's been over a year since I last played the brawler), I'm not sure what works and what doesn't work outside of homebrew games where we're mostly screwing around with ideas. Would it be feasible to play such a character?

Considering going with Human for race, if that matters.


A few questions from a GenCon first-timer and someone not-so experienced in PFS.

I know PFS asks that you own your sources. Am I expected to bring them all to the convention?

Is it possible to start multiple characters and get them to a decent level?
Is it possible to take a level 1 and get them to 10-11?

This'll be my first time at any sort of gaming convention and I'll be spending a lot of it alone and I'm worried I'll back myself out of participating in anything. What are some good tips for first timers?


Coming up with a Big Bad for a dungeon delve and it just so happens to be a Half-Orc Barbarian 4/Oracle 2/ Rage Prophet 4. Who is also a Ghost. No Strength, Charisma instead of Constitution. I lost access to Power Attack and Raging Vitality the moment I added the Ghost Template.
The Big Bad (not quite evil) Guy is the ghost of a mighty king who unified the many tribes and lead them to defeat their giant overlords. Originally, I intended on him being very strong, but that went out the window once I added the template.
So what would he focus on in combat?

Hrashkül the Unifier:

Hrashkül the Unifier CR 11
XP 12,800
Half-orc ghost barbarian (titan mauler) 4/oracle (warsighted) 2/rage prophet 4 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, 275, Pathfinder RPG Bestiary 144, Pathfinder RPG Ultimate Combat 30)
N Medium undead (humanoid, human, incorporeal, orc)
Init +6; Senses darkvision 60 ft.; Perception +23
--------------------
Defense
--------------------
AC 30, touch 19, flat-footed 28 (+11 armor, +7 deflection, +2 Dex)
hp 174 (10 HD; 2d8+4d10+4d12+70)
Fort +13, Ref +4, Will +8
Defensive Abilities channel resistance +4, incorporeal, orc ferocity, rejuvenation; Immune undead traits
--------------------
Offense
--------------------
Speed fly 30 ft. (perfect)
Melee (L) +5 ghost touch greatsword +10/+5 (3d6+8/19-20) or
. . corrupting touch +10 touch (11d6)
Special Attacks corrupting gaze (DC 22), draining touch, martial flexibility 4/day, rage (21 rounds/day), rage powers (auspicious mark[UC], moment of clarity, powerful blow +3)
Rage Prophet Spell-Like Abilities (CL 4th; concentration +18)
. . 1/rage—guidance
. . 1/day—dancing lights, ghost sound (DC 17), mage hand
Oracle (Warsighted) Spells Known (CL 5th; concentration +19)
. . 2nd (6/day)—cure moderate wounds, fog cloud, inflict moderate wounds (DC 19), spiritual weapon, weapon of awe[APG] (DC 19)
. . 1st (8/day)—bane (DC 18), cure light wounds, divine favor, enlarge person (DC 18), inflict light wounds (DC 18), ray of sickening[UM] (DC 18), unseen servant
. . 0 (at will)—detect magic, guidance, mending, resistance, stabilize, virtue
. . Mystery Battle
--------------------
Statistics
--------------------
Str —, Dex 14, Con —, Int 17, Wis 15, Cha 25
Base Atk +8; CMB +10; CMD 27
Feats Extra Rage, Extra Rage, Extra Rage, Extra Rage Power[APG], Improved Initiative, Recovered Rage[ACG]
Skills Acrobatics +14, Climb +14, Diplomacy +20, Fly +9, Intimidate +9, Knowledge (religion) +11, Perception +23, Sense Motive +15, Stealth +9, Survival +15, Swim +9; Racial Modifiers +2 Intimidate, +8 Perception, +8 Stealth
Languages Common, Giant, Goblin, Orc
SQ big game hunter, jotungrip, oracle's curse (lame), orc blood, ragecaster, raging healer
Other Gear +5 ghost touch mithral breastplate, +5 ghost touch greatsword
--------------------
Special Abilities
--------------------
Auspicious Mark (1/rage) (Su) Use 2 rage as a swift action, gain +1d6 to a d20 roll.
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs. foes larger than self.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Corrupting Gaze (DC 22) (Su) Gaze attack deals 2d10 HP + 1d4 CHA.
Corrupting Touch (DC 22) (Su) Touch does 11d6 damage from aging, ignoring most resistances (Fort half).
Darkvision (60 feet) You can see in the dark (black and white only).
Draining Touch (Su) Touch attack deals 1d4 from a selected ability score and heals 5HP for the ghost.
Flight (30 feet, Perfect) You can fly!
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Jotungrip (Ex) Wield 2 handed weapon of appropriate size in 1 hand, but take -2 penalty.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Moment of Clarity (1/rage) (Ex) Remove the benefits and penalties of a rage for 1 round without ending the rage.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Powerful Blow +3 (1/rage) (Ex) One attack per rage deals extra damage.
Rage (21 rounds/day) (Ex) +4 Str, +4 Cha, +2 to Will saves, -2 to AC when enraged.
Ragecaster (+4 CL) (Su) Oracle CL adds Barbarian level with moment of clarity.
Raging Healer (Su) Can cast cure spells on yourself while raging, without clarity of mind.
Recovered Rage When red foe to 0 or less hp while raging, regain 1 rd of rage if foe has at least 5 HD.
Rejuvenation (Su) Ghosts can return after a few days.
Undead Traits Undead have many immunities.


I'm currently running a homebrew game and one of the players feels like he can't get what he's looking for out of his character. Currently, he's playing a swashbuckler in a 3-person team that consists of a rogue and an inquisitor. As it is, he feels like he's lagging behind the rogue in DPS and doesn't really compete with the inquisitor in terms of skill. He's contemplating a new character, but I'd really love to surprise him with a custom archetype.

He really seems to love the panache system and the crazy stuff he could do with it, and I know he really liked the Path of War classes so i'm thinking a swashbuckler who can manipulate panache into doing supernatural feats.

I'd like to take away the charmed life and nimble abilities and instead replace them with a bigger starting bank of panache (double and perhaps his first custom archetype ability (maybe an immediate action +cha to a save or dodge bonus to AC, to kind of roll charmed life into the mix). I'm not too sure where to go from there.

I am looking for supernatural utility abilities that could be used in and out of combat. Thematically, I'm thinking about The Prince of Persia's time warping abilities, or abilities that boost survivability. Am I crazy, or is this stuff that could be worked with?


I run a homebrew campaign for three friends. Due to recent events in my personal life, I've found myself in a creative little rut in time for our game on Sunday. I can't seem to get the cogs going in the right direction to crank any ideas for our next session.

Here's a bit of background:
As stated, this is a homebrew world. At some point in the game's history, a Great War forced a country into isolation. The ruling monarch had a magical barrier erected that would separate the country (Gath) from the rest of the world. The monarch then ruled that only the LG God is to be worshipped and that arcane magic is to be heavily regulated by the monarchy with only a few legally allowed to practice. Arcane casters and worshippers of other deities are punished by death.

With that said, there is an underground network of arcane casters and supporters who continue to operate under secrecy. Every seven years they hold court to pass on the Codex Arcanum, which contains the collective knowledge of the master casters of each region (7 in total).

(Ok, I'm going to try to keep this as clean as possible, but it might get messy seeing as this is an intrigue game and there are various organizations)

The court is held in the bustling merchant city of Arden Spire, where Lord Hedgerow rules with a differing opinion than his second cousin, King Roln II of Belgrim. Hedgerow, himself an arcane practitioner (N Half-Elf Summoner 13 with a huge size Dragon-like eidolon that I may or may not have flubbed evolution points on) and a member of the court itself, wants to undermine the king, finding his anti-arcane ruling irrational. He welcomes the court and arcane casters under one strict rule: "Cast not in the open".

The player characters hail from the northeastern region and they travel with their Master, Lady Rhiana ( NPC NG Aasimar Magus 13). The PCs are: Oswald (Aasimar Inquisitor 6), Xanros (Half-Elf Swashbuckler 6) and Rodric (Gnome Rogue 6). By actual luck, they end up responsible for the Codex, which comes in a large featureless, stone, sealed black box. Which oddly shrinks.

To the southeast of Gath is an archipelago called Karkatha that managed to get ensnared within the radius of the barrier. Because of its proximity to the barrier, the islands of Karkatha are slowly dying. As a last ditch effort, Karkathan Prince and war general Kath Auliriel (N Elf Slayer 13) travels mainland in hopes of finding refuge for his people. Of course, this takes him to Arden Spire.

While traveling to Arden Spire and upon their arrival, Swashbuckler Xanros is targeted by an assassin's guild, and Inquisitor Oswald casts a spell out in the open to defend. This action is met by a team of 5 (homebrewed non-sentient, bestial) Dragons who rain fire from the skies. The PCs quickly learn why magic is not cast out in the open, while simultaneously escaping from their would-be assassins. After a series of close calls with the assassins, Lady Rhiana tells Xanros to squash the crap before they move on. He heads to their headquarters and finds out that they are a serious business. They barter a deal: his bounty for another. He is tasked with defaming Prince Kath of Karkatha so that whatever plan Kath has in mind is foiled. At this point, they do not know Kath is trying to save his nation and they quickly agree. They're given three days to gain Intel and do the deed. Xanros gets spotted snooping by Kath, learns that his plan is twofold (not only seeking asylum but wants Lord Hedgerow to take an active stand against the King). Xanros lies to Kath (failed a bluff check pretty badly) and Kath has him pegged as a conspirator.

OK SO: After farting around town, the PCs return to their inn only to find its inhabitants (arcane sympathizers) dead. They hear noise upstairs and figure that whoever is behind this is looking for the Codex. They rush upstairs and are met by a troop sent by the King. A battle ensues, PCs win, the codex is missing, noise is heard from the closer-- out pops an elf child who casts a monster out Fireball spell that nearly kills 2/3 PCs and blows a hole through the room. They quickly realize the child is the codex, knock him out and they run for it while high pitched dragon cacophony of screeches is heard in the distance.

And that's where we left off.

So, clearly they're running for their lives, but where do I go from there? I don't necessarily want to punish the PCs even further for scaring the child and triggering the fireball (had they asked questions first, The Codex would've been able to tell who was on what side. Instead, they went in swinging), but I also don't want to give them an easy way out of the situation. They're practically enemies of the state, but I don't know where to go with that.

Sorry that was so long, but with intrigue stuff, I feel like you can't leave info out. Looking forward to any input. Thanks!


I'm talking a Halfling riding atop an Orc for a game of XCrawl!

The Rider, Gobbo, will be a Halfling, using THIS guide for the basis.

The Mount (and the main source of damage output) is Grull, an Orc (most likely) Barbarian.

We're playing at level 7, so a build will look something like this:

Gobbo
Halfling Order of the Dragon Inspiring Commander Cavalier 5, Battle Herald 2

Traits:
1. Helpful (Halfling Racial)
2. ?

Feats
1 EWP: Whip
1 Bonus Teamwork Feat: ???
3 Combat Reflexes
5 Bodyguard
7 Leadership

Grull
Orc Barbarian 5
1 Power Attack
3 Furious Focus
5 Extra Rage

My main tactic is to have whip & lance wielding Gobbo buff Grull with Aid Another.
What would be the most advantageous teamwork feat/trait in my situation?
What are some of the problems I fall into?

This is completely new territory for me so any advice would be welcome.


A bit of background:
My friends and I decided to create our own setting using Microscope (which is awesome). In our game world, Dragons have convinced a human emperor to kill the elves, and in return, the dragons will grace the emperor and his bloodline with a lifespan that rivals their own. A thousand years later, the dragons have all died off, the elven kingdoms are whittled down to one tenth their size, and the humans are left squabbling over who is the proper ruler of the throne. The game picks up after a hundred year war.

Fair Warning: Most of my choices were made based off of flavor and roleplay, not rollplay. This is my attempt at fixing some things with rollplay in mind.

I've decided to play a young Elven noble of whats left of their kingdom. I decided on the Vanguard Slayer class, mainly for the initiative boost, tactical flavor, and the general badassery that comes with Slayer. The character will have a deep hatred for humans, but will have to work with them.

Parameters:
1) Ability points gathered by using Standard method.
2) 3rd party allowed with approval (though I'd rather not)
3) Starting level is 7th

Here's where my build is at right now.

N Elf Vanguard Slayer 7

str: 17+1 (4th level ability bonus)
dex: 15+2 Racial
con: 14-2 Racial
int: 18+2 Racial
wis: 14
cha: 11

Traits:
Bruising Intellect: Intelligence to Intimidate
Armor Expert

Feats:
1 Power Attack
2 Bonus Teamwork Feat: Lookout
3 Intimidating Prowess
5 Seething Hatred (Humans) (Studied Target damaged doubled against favored enemy)
6 Slayer Talent: Combat Trick: Cornugon Smash
7 Killing Flourish (Bring enemy down to 0, demoralize those around him)

At 9th, thinking of taking Extreme Prejudice (Sneak attack vs favored enemy increased to d8)

How do I get the most out of the Slayer-specific feats Seething Hatred, Extreme Prejudice, and Killing Flourish? Are these feats viable? Any better ways of going about this, feat-wise?


"Pops always said there'd be a war in the streets of The Fens"
----------------

Besides name, Georgie had taken a lot after his father. Built tall and wide, the guy was a beast, yet his warm, jovial laugh had a way of easing all tensions.
He leans his massive frame over the counter, jamming his finger on the remote's power button, but the television won't catch.
"These god damn things don't ever wanna work, " he says. He shoots Father Ivanovich a coy, wiry smile "heh sorry Father. 'Ey Rocco! Can y'get the TV for me? We're probably missin' out on the trial!"

Rocco, Georgie's oldest son makes his way into the dining room of "Gorgeous Georgie's Pizza & Beer". Years and years ago, the pizzeria was a gym dedicated to the old American art of boxing. Times had changed, and the Genovese family needed a better way to make money. Rocco shuffles out to the big screen and clicks it on. You've seen the kid here before, always working, yet you can't seem to remember if you've ever heard more than two words from him. On the screen, a news reporter stands out in front of the Freedom City Courthouse. Plenty of police officers are seen standing at attention in the background.

"Amy Feng with News Channel 3 here at the courthouse where Ray Park is on trial." Georgie needlessly shushes everyone in the establishment. They weren't open for another hour or so, but it was a habit he developed. "Tensions are high this morning, as this will be quite the momentous occasion. Perhaps we may get answers for all of VIPERS wrong doings. For now, the cameras are off within the courthouse, but be sure to stay tuned to News Channel 3 for all your Ray Park trial updates. For News Channel 3, I'm Amy Feng."

A strange silence comes over the pizzeria. Georgie glances back at his son and then at you, the five men seated in the corner. He finally breaks the silence with a cough.
"Well, ain't that some shit? They practically got a whole precinct, maybe two, sitting right outside the courthouse yet we can't get us more than TWO cops at a time. They let us fend for ourselves, yet they still takin' our tax dollars. That is some SHIT. It makes my blood boil. If it wasn't for the Knights, this place'd be god damn 'No Man's Land'." He throws his hands up in defeat and heads towards the oven where he pulls out a fresh pizza made especially for the group. "It's kind of early, but it's always a good time for pizza."

From the dining room, a door can be heard faintly closing.
"Jeez Rose! Lookitya! You call for a meetin' and you come lookin like you've been drinkin' all night. Sheesh"

"Can it, Georgie, something's going down."

Detective Rosemary Alcorn makes her way out to the dining room by way of the kitchen. Her hair is tousled, outfit disheveled, and she seems to be in need of coffee.

"Georgie, let me get a cup of coffee, please? Black."

She sets down a file on the table before taking a seat. She slouches into the booth. Though a tiny woman, she typically radiates confidence, strength and energy. Obviously, something is different now. She folds her arms, leans back and closes her eyes.

"Good morning, boys."


Greetings!


Testing


Going to my second PFS game tonight, but this will be my first time not using a pre-gen. I'd like any advice hat I could get.

Human Mutagenic Mauler Brawler
Str 16+2
Dex 14
Con 14
Int 10
Wis 10
Cha 10

Feats:
1st: Pummeling Style
Human Bonus: Combat Expertise?

Some info:
I hate negative modifiers. Hate them. I know my spread might not be optimal, but I intend on using my mutagen when necessary to sure up any physical stat when needed.

I chose brawler because I like the idea of a brutish back alley brawler with very little formal training. The character will be played as a simple person with simple pleasures: beating the crap out of things. Inspiration came from Charlie Bronson and Gangs of New York.

I chose mutagenic mauler because I tend to freeze up at the table and extra options, especially ones that require me to flip through a bunch of feats, will add to that. Also, being a PFS noob, I don't wanna hold the table back or have anyone feel like they have to walk me through anything. RP-wise, the character will have an addiction problem, the mutagen being his drug of choice.

As for bonus feat, I'm not sure what to go with. I know I can go with Combat Expertise and weasel my way into a greater trip+vicious stomp build, but I really don't want to pigeon hole myself into a niche build where I'll end up being useless.

Lastly, any other advice regarding the ins and outs of PFS that can be imparted would be greatly appreciated.


Hi
I've been playing pathfinder for years, all homebrew games, and I'd like to finally try Pathfinder Society out. My biggest problem is that, from past experiences, I don't do well playing games in a loud public setting. PFS meet ups in my area all seem to be located at very noisy stores, and, to be completely honest, my attention span is crap in those sorts of environments.

If possibly, I'd like to find a group willing to take in a PFS noob in the Orlando area that either plays at a home or in a not-so-loud environment AND that meets up on Sundays (currently shooting for a new job and that is the only definite day off).

A little about myself:
I am 26, the "in it for the flavor"-type of player, and I've been told I smell good? I won't tear your home up? I'll even bring my own snacks?

Feel free to PM me!


So I'm looking to join my local PFS for the first time. I own a physical copy of the CRB and a .pdf copy of the ACG.

I decided on going vanilla swashbuckler. The build I wanted to go for initially (more of a support role by way of Butterfly's Sting) probably won't be as feasible. Given my limited legal resources, is there anything I could I go with that would produce a similar effect?

Besides class, everything else is pretty open. Looking for a medium size and trying to stay away from any dervish builds.

May consider spending another $10-15 on another .pdf if absolutely necessary.


Got bit by a bug early this morning while scouring the recruitment thread and now I can't shake the idea.

How do I make a Ratfolk Trench Fighter Dune Drifter gestalt work in a way that isn't completely useless/"shooting myself in the foot"?

When creating a character, I tend to think of a scenario that I feel would be TOTALLY cool and B.A. and then kind of work my way around with the crunch.

Imagine this:
Wastelands, bandits on the loose. From a distance, a wolf charges, kicking dust up in it's wake. Atop the wolf, a lightly armored ratfolk with lance in one hand, buckler in the other. The two charge through a group of bandits, striking one dead-center with the lance, and another gets blasted away with the ratfolk's buckler gun. He stows the lance and buckler gun, draws a revolver and a knife, and kick's off of the wolf and goes back-to-back with his mount in preparation for close combat with the remaining bandits.

How the hell would I make this work, crunch-wise that won't be totally ridiculously underpowered?

This was originally an idea for a recruitment floating around, but I would love to have this character in case of a rainy day table game.

EDIT: It may be helpful to know that the stats rolled for that recruitment were 14, 13, 14, 17, 16, 16 and that the game starts at 3rd level