Goblin

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Pathfinder Rulebook Subscriber. Organized Play Member. 22 posts (46 including aliases). 1 review. No lists. 1 wishlist. 11 Organized Play characters. 2 aliases.


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The Exchange

Pathfinder Rulebook Subscriber

Class
Part Member 1: 1d56 ⇒ 40 Kineticist
Part Member 2: 1d56 ⇒ 30 Skald
Part Member 3: 1d56 ⇒ 28 Investigator
Part Member 4: 1d56 ⇒ 42 Mesmerist
Part Member 5: 1d56 ⇒ 55 Warrior

Class Table
Part Member 1: 1d46 ⇒ 39 Monkey Goblin
Part Member 2: 1d46 ⇒ 24 Changeling
Part Member 3: 1d46 ⇒ 3 Gnome
Part Member 4: 1d46 ⇒ 35 Vanara
Part Member 5: 1d46 ⇒ 14 Hobgoblin

Party Member 1
Part Member 1: 2d6 + 12 ⇒ (5, 3) + 12 = 20
Part Member 1: 2d6 + 12 ⇒ (6, 5) + 12 = 23
Part Member 1: 2d6 + 12 ⇒ (3, 2) + 12 = 17
Part Member 1: 2d6 + 12 ⇒ (5, 6) + 12 = 23
Part Member 1: 2d6 + 12 ⇒ (2, 1) + 12 = 15
Part Member 1: 2d6 + 12 ⇒ (1, 3) + 12 = 16

Party Member 2
Part Member 2: 2d6 + 12 ⇒ (2, 6) + 12 = 20
Part Member 2: 2d6 + 12 ⇒ (3, 5) + 12 = 20
Part Member 1: 2d6 + 12 ⇒ (4, 5) + 12 = 21
Part Member 2: 2d6 + 12 ⇒ (2, 1) + 12 = 15
Part Member 2: 2d6 + 12 ⇒ (2, 6) + 12 = 20
Part Member 2: 2d6 + 12 ⇒ (4, 5) + 12 = 21

Party Member 3
Part Member 3: 2d6 + 12 ⇒ (3, 5) + 12 = 20
Part Member 3: 2d6 + 12 ⇒ (1, 5) + 12 = 18
Part Member 3: 2d6 + 12 ⇒ (5, 5) + 12 = 22
Part Member 3: 2d6 + 12 ⇒ (1, 5) + 12 = 18
Part Member 3: 2d6 + 12 ⇒ (5, 1) + 12 = 18
Part Member 3: 2d6 + 12 ⇒ (3, 4) + 12 = 19

Party Member 4
Part Member 4: 2d6 + 12 ⇒ (4, 2) + 12 = 18
Part Member 4: 2d6 + 12 ⇒ (2, 3) + 12 = 17
Part Member 4: 2d6 + 12 ⇒ (6, 3) + 12 = 21
Part Member 4: 2d6 + 12 ⇒ (1, 4) + 12 = 17
Part Member 4: 2d6 + 12 ⇒ (6, 1) + 12 = 19
Part Member 4: 2d6 + 12 ⇒ (2, 5) + 12 = 19

Party Member 5
Part Member 5: 2d6 + 12 ⇒ (1, 3) + 12 = 16
Part Member 5: 2d6 + 12 ⇒ (1, 5) + 12 = 18
Part Member 5: 2d6 + 12 ⇒ (6, 4) + 12 = 22
Part Member 5: 2d6 + 12 ⇒ (4, 3) + 12 = 19
Part Member 5: 2d6 + 12 ⇒ (4, 5) + 12 = 21
Part Member 5: 2d6 + 12 ⇒ (2, 6) + 12 = 20

The Exchange

Pathfinder Rulebook Subscriber

Meet the bold adventurer Ulam Cragson! He is an Aasimar Monk/Sorcerer gestalt who looks to buff himself and his party before finishing in melee range. If the game goes long enough I hope to take the Dimensional Agility feat chain for fun teleport games.

Background Questions:

1. What is your character’s name?
Ulam Cragson

2. How old is your character?
34

3. What would somebody see at first glance?
While other Aasimars often get lustrous features, Ulam's Plumkith heritage has granted him both amber eyes with slitted pupils and the puckered complexion of a plucked chicken. He is also completely bald. Because of this he keeps most of his skin hidden under a travel worn brown cloak, a long sleeved white tunic, and leather gloves. The haft of a short bladed weapon can be seen poking through the cloak always close at hand.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
When Ulam speaks it is hard for him to keep his arms and hands still, despite how much he may try. The more excited he is, the worse it gets. His parents used to tease him that it looked like he was about to fly away.

5. Where was your character born? Where were you raised? By who?
Ulam doesn't know where exactly he was born, all he knows is that he was traded to his dwarven parents (though his parents would lay 'rescued' not traded) from a merchant in Cheliax.

6. Who are your parents? Are they alive? What do they do for a living?
Ulam's parents are Broxidon and Martha Cragson. They are traveling merchants who transport rare and exotic luxury goods throughout the Inner Sea region. Both are very much alive and still working.

7. Do you have any other family or friends?
As a bit of a nomad, Ulam doesn't have many long term relationships outside of the traveling caravan. However he does have many acquaintances in the cities they would regularly stop at.

8. What is your character’s marital status? Kids?
Unattached with no children.

9. What is your character’s alignment?
Neutral Good

10. What is your character’s moral code?
To treat life with reverence.
To protect those in need.
To strive for personal improvement at all times
To bravely face adventure where one finds it
11. Does your character have goals?
Ulam is always seeking out great teachers to learn from. He would like to found an adventurer's academy but that is a long way off.

12. Is your character religious?
He worships the god of his adoptive parents, Torag.

13. What are your character’s personal beliefs?
While most of the consequences of his personal beliefs are expressed in his moral code, Ulam has a deep and personal hatred of slavers, and the places where it is legal given the circumstances surrounding his adoption.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Ulam is generally an easy going Aasimar who is comfortable interacting with people from all over the Inner Sea. He tries to remain upbeat and optimistic in order to keep his traveling companions morale high. Teamwork makes dreams work.

15. Why does your character adventure?
Ulam views adventure as a personal test and as a way to improve his skills. It is almost a moral obligation for him, so long as the end results would not bring about greater damage to the community.

16. How does your character view his/her role as an adventurer?
Ulam's training has given him a fair amount of physical confidence. He does his best to avoid drawing weapons but when the need arises he tries to close fast and not give the enemy a chance to harm anyone.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Apart from the rough skin of a plucked bird, Ulam has a tattoo of a scorpion on his chest, but it is rarely ever seen.

18. How does your character get along with others?
Ulam values group harmony, as learned while spending many long hours riding in wagons. He tries to subsume small disputes and play peacemaker in order to serve the group's goals.

19. Is there anything that your character hates?
Slavers, and dishonest brokers.

20. Is there anything that your character fears?
Spiders, big or small. They churn his stomach.

Rough Sheet:

Ulam Cragson
Male Aasimar UC Monk 3/ Empyreal blooded tattooed Sorcerer 3
NG Medium Outsider
Init +8 ; Senses Perception +12
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Defense
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AC 19, touch 19, flat-footed 10 (+0 armor, +4 Dex, +4 Wis, +1 Dodge)
hp 28 (3d10+6)
Fort +5, Ref +8, Will +8
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Offense
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Speed 40 ft
Melee Mwk Waveblade: +9, 1d6+4(18-20 x2)

Sorcerer Spells Known (CL 3rd; concentration +9)

. . 1st— Mage Armor, Ray of Enfeeblement, Bless, Liberating Command
. . 0 (at will)—detect magic, ghost sound, read magic, ray of frost, prestidigitation

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Statistics
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Str 10, Dex 18, Con 12, Int 10, Wis 18, Cha 8
Base Atk +3; CMB +3; CMD 17
Feats Weapon Focus(Waveblade), Slashing Grace, Dodge, Deflect Arrows, Stunning First
Traits: Adopted(Tunnel Fighter), Focused Mind, Defensive Strategist
Skills Acrobatics +10 , Bluff -1, Climb +4, Diplomacy -1, Disguise -1, Fly +4, Handle Animal +4, Heal +6, Intimidate -1, Perception +12, Ride +4, Sense Motive +12, Stealth +8, Survival +4, Swim +0, Use Magic Device +3
Languages Common, Celestial
SQ
Combat Gear: Cloak of Resistance +1, Spell Component Pouch, wand of cure light wounds(50 charges) x2 potion of cure light wounds, Traveler's anytool, monk kit, x3 alchemist's fire, x3 holy water
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Special Abilities
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Evasion
Flurry of Blows
Tattoo Familiar (Green String Scorpion)
Ki Pool(5 points)

I may need to tweak this sheet after I put it into herolab. I am at work currently so I cant use it to double check all the modifiers, but all of the essentials should be correct.

The Exchange

Pathfinder Rulebook Subscriber

This looks awesome, I will definitely be submitting something <3

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Pathfinder Rulebook Subscriber

So here is the Druid I am submitting. I am still working on placing him in the world but I've gotten a few good leads. A few gear choices might change, and the Druid spell list is pretty big but otherwise I think he is solid.

Paric Root-Walker:
Paric Root-Walker
Male human druid (plains druid) 9 (Pathfinder RPG Advanced Player's Guide 100)
NG Medium humanoid (human)
Init +6 (+10 in plains terrain); Senses Perception +20 (+24 in plains terrain)
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 84 (9d8+36)
Fort +14, Ref +10, Will +19
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 darkwood quarterstaff +9/+4 (1d6+4)
Ranged sling +8 (1d4+2)
Special Attacks wild shape 2/day
Druid (Plains Druid) Spells Prepared (CL 9th; concentration +17)
. . 5th—baleful polymorph (DC 23), control winds[D] (DC 23), wall of thorns
. . 4th—aspect of the stag[D,APG], ball lightning[APG] (DC 22), dispel magic, greater flaming sphere[ACG] (DC 22), gravel vortex
. . 3rd—aqueous orb[APG] (DC 22), burrow[UM] (DC 21), dominate animal (DC 21), haste[D], stone shape, wind wall
. . 2nd—aboleth's lung[ARG] (DC 20), barkskin, chameleon stride[D,APG], euphoric cloud[ACG] (DC 21), gust of wind (DC 20), gusting sphere[ARG] (DC 20), lesser restoration
. . 1st—faerie fire, liberating command[UC], mount[D], obscuring mist, tears to wine (DC 19), tripvine (DC 19), windy escape[ARG]
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domain Plains domain[UM]
--------------------
Statistics
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Str 14, Dex 14, Con 16, Int 12, Wis 26, Cha 8
Base Atk +6; CMB +8; CMD 20
Feats Augment Summoning, Craft Wondrous Item, Improved Initiative, Natural Spell, Spell Focus (conjuration), Wild Speech[UM]
Skills Acrobatics +0 (-4 to jump), Bluff +0, Climb +4, Diplomacy +2, Disguise +0, Fly +8, Handle Animal +3, Heal +12, Intimidate +0, Knowledge (geography) +5 (+9 in plains terrain), Knowledge (nature) +13, Perception +20 (+24 in plains terrain), Ride +4, Spellcraft +13, Stealth +0 (+4 in plains terrain), Survival +12 (+16 in plains terrain), Swim +4, Use Magic Device +8
Languages Common, Druidic, Sylvan
SQ canny charger, migrating herd, nature bond (Plains domain[UM]), plains traveler, pounce, savanna ambush, wild empathy +9
Combat Gear wand of cure light wounds; Other Gear +1 hide armor, +1 darkwood quarterstaff, sling, belt of mighty constitution +2, cloak of resistance +5, first aid gloves, headband of inspired wisdom +6, 445 gp
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Canny Charger (Ex) Charge through allies' squares, turn 90 during a charge, +4 dodge vs. enemy charges and +4 damage when readied for a charge.
Druid (Plains Druid) Domain (Plains) Granted Powers: The wide open spaces of the prairie, savanna, and steppe are yours to master.
Migrating Herd (Su) Summoned herd animals gain +10' speed and double their spell's duration.
Natural Spell You can cast spells while in Wild Shape.
Plains Traveler (+4) (Ex) Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks in plains terrain, and cannot be tracked there.
Pounce (2/day) (Ex) You may make a full attack as part of a charge.
Savanna Ambush (Ex) Concealment if prone in natural surroundings, stealth checks at no penalty while prone, stand up as an immediate action during the surprise round.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (7 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Speech Speak while in wild shape

The Exchange

Pathfinder Rulebook Subscriber

The concept I am looking to play is a Plains Druid that has been exiled from their tribe so has gone to seek their fortune elsewhere. He would likely value independence and self sufficiency above all else, but only since his exile. Losing one's family/tribe is a pretty major paradigm shift.

Truth be told I am not super familiar with Greyhawk world, but I do know that it is a big one. If you have any good resources you can direct me to I would appreciate it.

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Pathfinder Rulebook Subscriber

Does the stat cap apply to the attribute bonuses gained at 4th and 8th level?

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Pathfinder Rulebook Subscriber

How do you feel about classes introduced later like the Kineticist? I don't think they would need many non core feats though extra wild talent might be nice.

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Pathfinder Rulebook Subscriber

I have wanted to play this AP for awhile. I'll probably brew up a physic <3

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Pathfinder Rulebook Subscriber

Certainly interested. So many options!

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Pathfinder Rulebook Subscriber

Given this game is both gestalt, mythic, and with a large party I'm sure the GM will be adjusting up the power level of the written encounters in order to provide a suitable challenge. If enemies start dying in one round, and combat starts to become monotonous it would be silly to expect the encounters to not scale with the party.

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Pathfinder Rulebook Subscriber

I would love to play Kingmaker! Let me see what I can brew up for a submission <3

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@Anathiel I love the story and the details work for me. The one question I have is about how many years precampaign were you imagining it takes place?

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Pathfinder Rulebook Subscriber

@eriktd I am all for being a part of the same ritual, whatever that means for the backstories. Having precampaign connections between characters will make for a more interesting story.

I haven't spent much time thinking about the specifics of the ritual, I just want it to act as the catalyst for Zeno's magical abilities. There are lots of ways that could have happened and I wanted to wait to see what traits everyone else wanted before working on that bit.

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Pathfinder Rulebook Subscriber

@eriktd I don't particularly care about the bonus to CMD, I just really dig the flavor part of the trait. There is no need to optimize every choice for combat when a strong-stat caster will have lots of options already, especially given the resiliency of the mythic paths.

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Pathfinder Rulebook Subscriber

Wonderful! I've wanted to play around with some of the weirder items and this seems like a good place to do it.

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Pathfinder Rulebook Subscriber

So right now because that stolen fury trait is so juicy, I'd like to submit Zeno Leroung, a Chelish Expat. As a victim of the Demonic Ritual, Zeno manifested spontaneous magic. Thankfully because he was a member of a minor noble house, he received training. However, because Cheliax tends to favor the meticulousness of Wizards, Zeno decided to continue his education abroad. He wanted to study one of the most magically active areas in all of Golarian, the World Wound, so he set out for Mendev.

Zeno stands a little under two meters tall, is 23 years old, and bears clear marks of his Chilaxian heritage. He keeps his black hair tied back in a ponytail, which has grown long on his journey.. Zeno's particular family line has strong Ulfen features despite their smaller size. Zeno set out on foot two years ago but has retained a robust written correspondence with many others in the minor nobility of Cheliax. Since he has arrived in Mendev some of his letters have been circulated as "Reports from the Front." Currently Zeno is looking for opportunities to embed with a group of Crusaders so he can "safely" go deeper into the World Wound, and report back.

If this idea fits then Zeno would likely be a Sorcerer/Oracle with a focus in conjuration magic as a manifestation of the ritual he unwillingly underwent years ago. I'd like to take the Lore Mystery to help cover my knowledge checks and play Zeno as a bit of a War Reporter. He has lots of reason to be in the region, and to engage in risky behavior.

Also GM question: How valuable will the craft feats be given the rule variants, or would you just rather not see them?

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Pathfinder Rulebook Subscriber

So excited to finally play this. I'm Putting together the specifics now but I am looking at a sorc/oracle gestalt.

Also: the campaign trait tie-ins look like they'll be fun.

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I would love to play a flame kineticist who understands their power as a gift from their god. Perhaps a member of the temple of Sarenrae that was displaced by the Red Reaver or an Iomedae worshiping member of the town guard/militia.

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Too late to enter?

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Pathfinder Rulebook Subscriber

Seems like a good tactic. What is the point buy for him/the party? If you optimized the character for his DCs and dumped a lot it could be nasty, but most likely not fatal. Hopefully he goes first.

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Pathfinder Rulebook Subscriber

As a TCG player, I always love when I get a misprint. Little bit of flavor, something most others don't have.

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Pathfinder Rulebook Subscriber

Another thing to consider is that triage would be a lot simpler when a wand of CLW will stabilize even the most grievously wounded combatant with a standard action.