Not super interested in a character who kicks their own ass for minimal benefits. Reading through I figured that revelation spells would be very powerful as a balance, but they're not. Like someone said above-- too much stick, not enough carrot.
The Battle Oracle's focus spell being +2 to saves and his curse giving him a -2 to saves means you might just blow a focus spell not to be crit because of your penalty, which is hilarious. Take 38 damage anyways and gain fast healing 4. Awesome no-prize. Better run up and ineffectively melee that guy instead of healing or you'll keep your -2 to AC and saves, primary caster.
Flames oracle is real weird. Line of Fire and Effect are just weird suggestions not hard rules, but it's supposed to be "difficult or impossible" to target creatures undetected by you. So that Moderate curse means you have to put the Fireball from Divine Element... exactly where it could always hit you since it must be within 30 feet-- maybe? Either way it doesn't seem great. Because creatures are undetected-- does that mean that effects with the auditory trait don't carry over? It would call out if they were visually undetected, right? See-- just a lot of weird questions.
I don't even want to talk about the life oracle. I never played one but wow that seems real uncomfortable to play as. "Sorry, I can't heal you. If I do I'll go unconscious and I'll also heal all of the enemies. Yeah, I know you're at 15 hp and a cleric could bomb you for 5d8+40 right now, but mistakes were made!"
Sad that I can't remake my clouded vision Battle Oracle. The biggest draw for me to Oracle was that your disability was also your secret strength and as you got stronger it slowly stopped being a disability entirely. These new curses are the opposite of that. These curses start as a pain and get worse and worse...
Not a fan. Could you tell?
I'm coming around to it thanks to you talking me through it actually haha. Maybe I'm a bit too critical but I was hoping for something really out there-- demiplanes, crazy locations, etc. but this is... fine.
The Adamantine Golem is still really dumb-- he's just the biggest gotcha encounter I can think of.
The golem requires a 9th level dispel magic is the big weird thing-- or disjunction, we'll get into that. Dispel Magic doesn't have a benefit for heightening so... why would you prep one at 9th level?
Similarly, disjunction turns off magic items, but enemies in Pathfinder 2 don't really benefit per se from magic items. They just have an AC and attack bonus = to what their CR says. Like Uri for example has 3 more strength, 2 levels and +1 more on his magic weapon in his stat block than the Scarlet Triad Boss creature, but the difference is only +3-- it's what the bonus to hit going from CR 17 to 19 demands. It doesn't change what they use for damage either since their damage dice are just CR dependant-- Uri has 4 dice for his greater striking sword, or 4 dice for his regular striking dagger, for example. So I don't imagine preparing this spell would do anything at all... unless you knew you were going to be fighting an Adamantine Golem.
If the demilich is on the Triad's side it probably would be much better. Uri can probably solo kill her if he lets someone cast Deafness on him so it's weird he wouldn't do that. It makes sense if he did and then the demilich surrendered and they struck a bargain-- would play to his arrogance if the demilich was "enslaved" by him, looking for a way to break free, and the PCs could try to use that to their advantage.
Remember, those fiends are all in rooms almost too small to fit them-- one is in a room where he can only occupy one set of 4 squares without smashing the desk next to him unless he wants to trigger his trap. The marilith appears by accident. The astradaemons are somehow completely unaware that the Triad are under attack/are too dumb to figure out everyone shredding the paperwork and dipping out means the jig is up and there are no slaves for sale. The demilich that they just like left there in a room without disturbing and also without boarding up the door or anything?
The adamantine golem is not really a fight. It's so gotcha that I can't even imagine liking it. It's a pop quiz to see if your fighter read the bestiary and knows he needs one of those to kill adamantine golems.
The phoenix is really cool though. And yeah, the simurgh part is neat. I just can't thematically get behind a lawful evil organization mostly summoning in demons and daemons-- and none of them are given names or personalities...
It's just a small letdown. The last adventure was a hard one to follow!
Not the best. Feels like a low level Pathfinder Society adventure at it's heart, which is good and bad. Good because some low level Pathfinder Society adventures is where it's at, but bad because this adventure ends at level 17-- and the PCs with 9th level spells-- doing things that feel very, very 10th level.
Compared to some of the other AP volumes that end at 17, the stakes, enemies and locations fall kind of flat. The PCs just came out of an undead dwarven city after fighting a lava dragon in a volcano and now they're up against a horde of humans who are inexplicably more powerful than that dragon... stuffed in a cramped pyramid.
That the final fight is just the leader and his buddy cowering in a library is really lame.
Some of the set pieces are cool. The 13 pages of subsystems that Part 2 opens with is mind-melting, but the events described are awesome-- just really hard to not glaze over and scroll until you stop seeing activities.
Up to the Cinderclaw Mine and I can say that this adventure seems very, very tough. Not quite sure what my PCs are doing wrong sometimes, but it isn't uncommon to have monsters crit-crit-hit the PCs on three swings with their +20 to hit.
The worst so far has been the dragon charau-ka with their Draconic Frenzy activity. Crit-crit-hit-hit chunked almost 100 hp off of our Barbarian, which seemed... excessive along with the pillar blinding people. The Barbarian only has 21 AC at 6, and with that pillar being the closest to the east, they came up against someone with +20 to hit. Because of MAP maxing at -10, they swing at +20, +15, +10 and +10... rough stuff.
Roleplaying wise, great book so far. The PCs love the Ekujae elves and the gnome druid who can speak to all animals is loving their interactions with all of the jungle creatures. The party unanimously hates the Pendergrast twins who, after refusing to help their statue-ified companions and then being foiled at blowing up the Temple of Shimye-Magalla have gone full Apocalypse Now and joined the Cinderclaw!
My one big change was to take Kyrion and make him Lawful Good, a side-effect of the shard in his chest. The PCs have met him helping the Elephant People and it was a real Tarzan-type moment (I've made him less arrogant and intelligent considering his weird upbringing by swamp monsters, including a detail that he was sold to the Cinderclaw by the Scarlet Triad many years ago). Hopeful to see where things go.
Was definitely hoping the Scarlet Triad wouldn't be just out in the open hunting people for sport, twirling moustaches and cracking whips with their demon companions. That makes it tough! What makes it tougher that Laria Longroad was basically a party member and hit level 18... tougher still that the party specifically all got Leadership as a bonus feat and used it to set up the Silver Ravens as a legit organization of CG heroes filled with a couple hundred capable adventurers. So I'm going to have to lampshade and cut around and work out how exactly the squad of old heroes doesn't know about this-- or worse, if they do, why haven't they stopped them?
My group is going to make running this adventure way more work than I wanted it to be!
In my game, an earthquake preceded the re-activation of the Huntergate underneath Citadel Altaerein.
The idea being that the Hellknights therein have been committed to destroying "savagery" in rebellion of House Thrune by not cleansing the local indigenous populations but by hunting down a slave trading organization that steals the best and brightest people from all over the world-- the Scarlet Triad. They discovered the Triad were using a portal network to do this and were able to pin down the central hub-- Alseta's Ring-- and took it from the slavers.
They didn't know how to use it, but they also knew the slavers were using it every so often to avoid capture. So they just sealed all of the doors as best they could. They built their citadel atop it in order to guard it from those who might discover it and use to to ill ends...
8 years after they were forced to abandon it due to the decline of Cheliax, the Triad is ready to reclaim the ring and begin the next phase of their plan. They force open Huntergate and the full fury of Dahak waiting in there for 50 years bursts out-- on both sides-- wrecking part of the citadel and causing an earthquake that opens up a cavern behind the Guardian's Way to the Ring.
Voz, of course, was sent by the Triad to watch the Ring until the Triad could claim it. But the earthquake and subsequent fire in town set off her alarm bells and she stayed home. Calmont is Voz's assistant, the son of a pair of halflings who found the ring and she subsequently murdered. Addled by years of being put under charm spells, Calmont wants to claim the ring his parents died to find, and when he hears about Alak's father's ring in passing, he loses his mind when he thinks his parents' treasured "ring" is being stolen out from under him.
The cultists immediately begin to open up the gates for travel, as was their mission, but unfortunately for them the new owners of the Citadel are hot on their heels, and after Dahak's fury spilled out, the Huntergate is damaged and they have no way home...
Part 2 of the adventure is way easier to adjust for +2 players than part one was. The XP math ended up where it was almost always the best option to just add +1 creatures to the encounter, except in two cases-- the gelatinous cube, where I added the cultist skeleton inside that animates if the cube reaches half hp (a residual effect from the ward in B15), and the hellknight skeletons in the hall of graves where I added 2 more skeleton guards.
Very easy to adjust and I have a feeling it will be very easy for every level past 1. Thanks Paizo!
In the Swarm Trait in the Bestiary, pg 347: A swarm can occupy the same space as other creatures. So the swarms can overlap.
They'll hit eachother when they use their swarm attack, but they only do 1d4 damage and have resistance 5 vs piercing so they don't harm or poison one another. I have a feeling this was intentional.
My adjustments for 6 players were to:
. Add a second Fire Mephit
. Add a fourth Goblin Dog
. Add a Goblin Dog to Yoletcha's encounter
. Add a 3rd Spider Swarm
We didn't get past this, but it worked very well. The PCs are currently pushing on towards the devils in A10 with the intention of pressing to the battlements with about half their resources remaining.
In the opening scene of Temple of the Twelve, the heroes are attacked by a Thaumtech Cairncarver.
The gunners have "gunnery +12."
What? How? What does this mean?
Gunnery Check = 1d20 + the gunner’s base attack bonus or the gunner’s ranks in the Piloting skill + the gunner’s Dexterity modifier + bonuses from computer systems + bonuses from the captain and science officers + range penalty
So the entire crew is around level 2 based on the "2 ranks" next to everything the entire crew has. Gunnery is BAB or Piloting (so probably +3 BAB), then DEX. So +4 DEX? That gives +7. How do they have +12? Where is this extra +5 coming from?
Does "ranks" mean the full skill, then DEX mod again? How are they getting such a high number?
I wish the enemy ship stat block was easier to read as "+12 gunnery" is obviously a typo and I wish I could reverse-engineer this myself.
EDIT: In fact, looking at the stats, I'm certain that they took their full Piloting skill and added their Dex Mod again and then the bonus +1 to Piloting checks by the computer. That would give them +8 Piloting, +3 Dex and +1 bonus Piloting.
Meanwhile if you give them a gun they shoot at +5. And the AC of space ships is lower because there's no cover in space.
Humorously upon reading the next chapter my personal request was fulfilled.
Cirieo Thessaddin is pretty cool if I could figure out how to pronounce his name?
Excellent stuff so far, very excited for part 3.
Considering attempting to cast the exploration segments as 'hexploration' ala Kingmaker. It seems more orderly and intuitive for my goals and will give my PCs a bit more of a direct hand in deciding which encounters they stumble into in the first two books of this AP.
I truly enjoy that this AP has laid out all of the story beats so that the GM isn't left questioning what exactly is going on for books and books. This AP is written with a much different voice than the ones that came before it and I enjoy the change in style and tone immensely.
I'm also pleasantly surprised at the absolute deluge of female characters. I would like to give an estimate that 80% of the characters introduced in this Adventure Path are female, which is interesting, as it also includes named villains and enemies-- including...
Spoiler:The characters are charming, their backstories simple and filled with potential for a clever GM to expand to fit his group's needs.
a pair of female troglodytes, a dwarf with no jokes about dwarf women with beards, and a Cleric of Cayden Cailean who simply doesn't care about being near-blind with only one leg.
(My one request since ages past-- a good-aligned handsome heterosexual male character-- has yet to make an appearance, however.)
I can tell that the new AP line is going to be much different than the previous one. I think that's a great thing. I'm excited to start in on the next book after this and see if it falls prey to the other Paizo pitfall-- these interesting NPCs being completely sidelined and ignored.
I'll also put myself forward as interested. M&M is my favorite system and I'd love to get a chance to play a superhero. Two months until a proposed start date sounds great, as by then my life will be a lot less suddenly complicated. GM-chosen powers sound interesting; I'm guessing that the GM would choose power-related complications like Accident and Weakness as well?
With the other characters proposed, I'd go with something like a high school student. Lots of superheroic fun to be had with that kind of situation. Powers... a classic paragon would be fun. Or an ice elemental controller, or a super-agile hyperkinetic in the vein of Spider-Man or Daredevil.
Trait for Acrobatics and then take Skill Focus (Acrobatics)
If you're a wizard versus a fighter at level one, the fighter's got like 15-16 CMD and now you have +10-+11 to acrobatics (1 rank, 3 trained, 1 trait, 3 skill focus, 2-3 stat).
By level ten you're at like +29 with the right magic item and his CMD is 29.
There's a reason there was not acrobatics as a trait, now there is, just take it, enjoy having your cake and eating it too and stop complaining
It's not your fault. With stink bomb and a tetori monk, your PCs have made the combats boring on purpose so that they could win easier. I don't know what to say other than the PCs have to change their characters if they want to have fun.
It's like you're a table tennis referee and everyone brought baseball bats to play with and you're trying to figure out how to make shame ball fun.
No, the fault does not lie with you, but with the players. Explain to them that.
Look at demon spawn (+2 str +2 cha -2 int) and kyton spawn (+2 con +2 cha -2 wis) tieflings for other stat lines.
LoH is great, and so is Oath of Vengeance. If your party has a healer and you own a wand of cure light wounds, sometimes sacking two lay on hands for a second smite is fantastic. Divine bonding your armor to add medium fortification is amazing versus people with sneak attack or high crit chance. Having a domain spell slot is worth giving up channel and one mercy, believe me.
Don't worry about taking Extra LoH for more smites. Just use yours wisely, and re-up when the time comes. It works out well.
I played an oath of vengeance/oath against fiends tiefling paladin and it worked out great. 4d6+8 on my lay on hands? Yes, thank you.
Celia Anetta Azurra is a cleric of Iomedae, the goddess of Valor, and she looks the part. A long-legged pale-skinned beauty, rough around the edges in scale mail, Celia appears more warrior than woman. A sturdy commoner's longsword hangs from her hip, and the holy symbol of Iomedae hangs around her neck. A tattoo of a sword curls its way across the left side of her face, hilt and handle half-encircling a concerned eye.
In all truthfulness, life could have gone a very different way for Celia. She had lived in Westcrown her entire life and had followed the tenets of Asmodeus to their most holy written word. Her family were all devout Asmodeans and each one of them paid their dues to the House Thrune, that lived in far away Egorian so detatched from what was happening in the old capitol of the empire. Nothing was bad; everything was good. If things continued as they were, she would live and die a washer woman in the Parego Dospera like her mother and grandmother before her.
And then the priest came, and threw his talk of freedom and valor and hope around. Celia made the mistake of finding herself invigorated by his words-- by his teachings of honor, glory, law and sacrifice. If it weren't for the longsword on his hip and the winged sword on his neck, Celia would have guessed he was a true Asmodean. But he worshipped a different god-- a goddess named Iomedae. He had come to Cheliax to find crusaders to travel to the Worldwound, and Celia found herself at his sermons... and then found herself dreaming of fighting demons on the plains of Sarkoris. The man invigorated her with his words. She met with the priest many times to speak on the nature of religon and to debate the merits of law and good themselves. Soon, she became a practiced theologian and even learned her way around the art of swordsmanship with the priest as her mentor. Celia couldn't wait for him to take her away from Westcrown.
That would never happen.
The priest was a revolutionary and took his time to settle roots in before he began his work. Whatever it was, it didn't last long, and Celia never learned what he had done. The Hellknights came for her one night and took her to the Citadel. They tortured her for hours and spit her back into the street with the imprint of a blade across her face, a burn scar from the heated sword of an overzealous inquisitor. The priest disappeared completely. She never saw him again.
Since then, Celia has been less inclined to believe the Asmodean mantra. Her family, estranged from her after the event and too afraid to publically ask questions, stayed at arm's reach. With nowhere else to turn, Celia turned to what she had begun to believe in-- the rule of valor and Iomedae. She turned the old priest's lie into the truth, at least for herself. Tattooing a sword across her face to hide the pocked burns the Hellknights had put on her, Celia is prepared to bring about change in Westcrown any way she can-- if it's to overthrow the Hellknights, to end the night terrors, to dig out even a glimmer of hope... Celia's become the revolutionary, now, but perhaps her fate won't be the same as her mentor's.
Celia Anetta Azurra
Female human cleric of Iomedae 1
LG Medium humanoid (human)
Aura good, law (faint)
Init +1; Senses Perception +3
AC 16, touch 10, flat-footed 16 (+5 armor, +1 shield)
hp 12 (1d8+1+3)
Fort +3, Ref +0, Will +6; +1 vs. spells and effects originating from an evil outsider
Spd 20 ft. (30 ft. unencumbered)
Melee longsword +2 (1d8+2/19-20 x2)
Ranged light crossbow +0 (1d8/19-20)
Special Attacks channel positive energy 5/day (1d6, DC 12)
Domain Spell-Like Abilities (CL 1st, concentration +3)
6/day - touch of glory (+1)
Spells Prepared (CL 1st, concentration +4)
1st - bless, shield of faith*, command (DC 14)
0 - detect magic, guidance, light
Domain Glory (Heroism), Sun
Str 15, Dex 10, Con 12, Int 12, Wis 17, Cha 14
Base Atk +0; CMB +2; CMD 12
Feats Selective Channeling, Toughness, Weapon Finesse*
Skills Diplomacy +6, Knowledge (planes) +5, Knowledge (religion) +5, Sense Motive +7, Spellcraft +5, Profession (tailor) +7 All skills listed are class skills. ... ACP -5
Traits Purity of Faith, Westcrown Firebrand
Languages Common, Infernal
Combat Gear longsword, light steel shield, scale mail, light crossbow, 20 bolts, iron holy symbol of iomedae, 22gp~
Special Abilities sun's blessing (+1)
Purity of Faith
Source Faiths of Purity pg. 11
Your soul is clean, and you are deeply committed to fulfilling your duties to the church. You take +1 trait bonus on all Will saves and a +1 bonus on all saving throws made against spells and effects originating from an outsider with the evil subtype.
1. Come up with a character concept (obviously). This includes your background (this can be basic - I don't need a novel if you don't already have one), race, class, appearance and reason for being in Sandpoint. You don't need to have a completed stat block to apply.
I'm considering the following:
Ishikawa Kaijutsu, NG Sword-Saint archetype Samurai
A male Tien human (or half-elf, depends!). He's tall and thin yet wrapped in corded muscle. He carries a family heirloom of the Kaijutsu family on his hip in a Varisian patterned waistband, or obi-- a long curved blade known as a katana in places not here, where it's more aptly described as a fancy brittle longsword. Short black hair frames a boyishly handsome face. Always polite and always cool-headed, Ishi acts definitively on his feelings-- sometimes perhaps too quickly to have thought them through.
This character would be Ameiko's little brother. A bit fixated on the "way of the sword" and the concept of honor and the idealized "bushido" code, he would mechanically belong to the Order of the Shield. Of course, he's young and childish, thinks he's more clever than he should and definitely enjoys the spotlight a bit too much. Arrogant is too formal-- he's just cocky. He'll have to grow into the code to really begin to personify it.
Ishi, as he's known, tries to live up to his sister's and his family's expectations by being helpful-- at whatever they ask, really. He dreams of going on an adventure, of seeing something new and exciting and of living a life that bards would sing about. Stuck in Sandpoint isn't how he wants to live his life-- his worst fear is ending up neurotic and tyrannical like his father.
2. Share how often you can post. As I've seen on RPOL, slow-posting games die quick deaths. I'm asking for a minimum of one-post per 24 hours.
Acceptable! I'm normally extremely on point during combat and a fair bit lax outside of it; I can meet those posting requirements easily.
3. Share how familiar you are with the AP - and be honest. Having prior knowledge of the plot isn't going to keep you from getting in, but it does help me get a sense of what my players know going into the game.
Very. I've run the majority of the AP from the end (last encounter) of Book 2 onwards.
4. Share what you hope to contribute to the game mechanically - both in battles and out of them.
In battles, Ishi is a tank build character meant to bear the brunt of combat across his back. Taking Combat Reflexes early, I plan to use Stem the Tide to force battles to occur where I want them to (and to lock down spellcasting characters), using challenge, the katana's large crit threat range and iaijutsu strike to deal with enemies swiftly.
Ishi can convert damage to nonlethal, which is beneficial towards a life oracle life bond build or to any group healing build or even to a group without magical healing. When he goes down, he's going unconscious, not dying, so that's a plus! He has resolve to aid in Fort and Will saving throws and to deal with going unconscious or negative status effects.
Out of combat, Ishi is a social character with Diplomacy, Bluff, Sense Motive, Knowledge (local) and Intimidate. With a more Charisma-aligned character, he would be a constant source of aid another. Add on a few ranks of Climb and Swim and Ishi is set to be a party face or secondary leader.
Ameiko's younger brother remains calm, quickly standing and holding out a hand. "Wait!" he shouts, and lets the word hang in the air for a moment before navigating a circle around the table he was seated at. Holding up a hand, he holds up one finger. " First, there's no violence in the Dragon. If you want to take it outside, take it outside. But on that note, do you have proof? It's difficult to lose; luck sometimes turns against us all."
He approaches the burly thug with a mischievous smile. "Second? Set the man down; I'll treat you to a drink, on the house, to help cool your temper and soothe the loss. I'm sure my sister won't mind and I'm sure you could use another."
"Plus, I'm sure you don't want to do something you'd regret?" He helps the short Varisian back into his seat, straightening out his clothes with utmost seriousness-- like he's handling a bucket of axe blades. "Sorry, sir. I'm very sorry. I apologize for the incident. I promise, it won't happen again."
He takes the burly thug to the bar by the shoulder, forcing him if he has to. When they're out of earshot, he turns to the table, exasperation across his face. "That was close. You didn't know who he was? He's the Magnimarian bantamweight boxing champion down in the boondocks for a miniature vacation. I saw him punch the head off of a scarecrow last night, and he was blindfolded, drunk and laying down! I'm not saying you should be grateful I got you out of that in one piece, but really, just enjoy the drink and try to keep it cool tonight, alright sir?"
It was Joana's comment that anyone else's character would be a sidekick that got me thinking and then, well... Of course! I'll actually make a character who is, by all means, a sidekick. My charisma is low enough that I can actually just play someone like Guy from Galaxy Quest, who is a red shirt meant for death who somehow survives.
I'm still debating if I want to actually take Weapon Finesse though. Mechanically it's superior but I'm not sure if I want to be that good. I think this character should just flat-out not be mechanically powerful, but on the other hand, it's nigh necessary to carry what little weight I can. Honestly, I'm already relying A LOT on the other players to drag me through the game.
You could STILL make a character that completely invalidates AK's Cav with a 20 PB.
At fighting? Of course. I could make a ton of characters that could wipe the floor with him or push his Str 13 Dex 9 butt around.
But the thing is that I wanted to play the diplomacy/bluff sorcerer with Perform (oratory) from the Martyred bloodline-- a kind of vox populi symbol of the people character, a leader who would inspire the rank and file soldiers to hang on just for one more day!... and if I make that character, I am his character. If I try to one-up him by making my charisma 18 and racialing it to 20 or taking skill focus to dunk on his skills by 1 or 2... I'm a jerk.
His character is awesome. So is my new one, which, honestly, looks fun to roleplay (probably not fun to play but hey whatever! PbP is roleplaying > rollplaying imo). I was just disappointed that he was boss as all get out AND nabbed the role first.
Using 20 point buy.
Ciridiel is a strong, affable looking elf with the personality of wet sand. Corded biceps, long blonde hair and piercing blue eyes betray a simple and irritatingly competitive mindset that drives Ciridiel to always try to best his peers at whatever task they set themselves to. Mithral armor covers his body and a keenly magical curved blade sits across his back, engraved with blood grooves of intertwined flames and thorned vines. A jeweled ring sits on his finger; a dragon-scale necklace hangs across his chiseled chest. He wears a permanent look of cocky derision; as a dragon-slaying master of the art of swordsmanship, he believes he has no peer or equal in the mortal world, and seeks to find an outsider worthy of his blade to test his theory.
Ciridiel is the son of an elven nobleman who had too little time to care for him and too much gold to spend on him. By the age of thirty he was peerless at combat in his social circles; by the age of sixty, he was considered a master at his craft. The day he turned 100, having tasted of the glory of Kyonin and what his conquest of the dueling circuit brought him, Ciridiel left the elf-state south to test himself against what lie beyond the borders of the forest.
A lot of things lie beyond the borders of the forest. After having fought for his life, shattered the bonds of slavery, held a forest stronghold against an army, solved the mystery of the death wisps, been eaten (and cut himself out of) the stomach of a tyrannosaur, discovered an ancient untouched ruin and stole the contents of the treasury in the name of finders keepers, loved more than one woman and regretted his decision immensely, unearthed the ancient blade the Answerer from its home in the stone of Celwynvian and even fought back a legion of drow, Ciridiel realized suddenly that... he was immaculate with his blade. There was no foe alive that could challenge him. He had killed monsters; his cup runneth over.
To test himself, he challenged a dragon to a duel. An enormous monster ten times the size of a mountain cat, the black dragon Ulyaoth was menacing a village in the south of Nirmathas. He set a date and a time; Ulyaoth ignored it and ambushed him long before he was ready. Ciridiel's own arrogance turned against him that night, but when he cut the head from the dragon's shoulders with a snicker-snack it told him what he needed to know: he was invincible.
So, his eye turned to the Worldwound... where the dread legions of the Abyss poured forth to do battle with the nations of men. This would be a fine place to begin. He would challenge the lords of hell themselves and find himself a throne worthy of the master of the Answerer, the elven sword-king Ciridiel Ithanduriel.
On the way to the crusades, his boatman led them astray and he spent a forgettable night on the lakeshore. In the morning, when he woke up, head heavy from drinking, he discovered that his first weapon, his sparring blade-- his father's battered practice sword from Kyonin-- was missing. Cursing the lakefolk for their obvious theft, but too far gone to turn back, he made his way to Nerosyan to take on the deadliest task the paladin lords could give him...
Warrior of Old [Link]
Source Ultimate Campaign pg. 62, Elves of Golarion pg. 15, Advanced Player's Guide pg. 1
As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.
Devotee of the Green [LINK]
Alias: Ciridiel Ithanduriel
Using my original 3d6 down the line rolls.
Nameless is as personable as a hunk of stone-- square, strong-shouldered and nervously stoic. His face is covered by a white mask and his head by a plate helm, either of which he does not normally remove (out of fear for falling debris or the stinking cloud of a dretch). Wearing the insignia of the Mendevian Crusades on a red tabard, Iomedae’s holy symbol, across his chest, he appears like any other rank and file soldier. A black strap and a sheathe hold his elven curve blade on his back, the exotic weapon looking out of place on such a plain person.
Nameless doesn’t really speak; nor does he answer to any real name. Preferring to stand in the background to let the important people talk, Nameless is adept at taking orders and following them. Not that he’s without his own impetus for existence—- just that having people tell him what to do makes him feel like he’s helping more than he's not. He enjoys sword fighting and speaking to people quietly until he’s needed as well as standing just behind (but never in front of ) whomever’s in charge. Nameless personifies the mountain-- slow moving, idle, but stubborn, immovable and with an iron will. There is no one more loyal in this life or the next.
Nameless looked up to the paladins of Mendev for his entire life. He watched countless crusaders pass by his home on their way to glory in the Worldwound out of the front door of his home. His family lived a comfortable existence in a small fishing village in Brevoy on the coast of the Lake of Mists and Veils; simple country folk. Nameless is the fourteenth son of his mother and father, who, having exhausted all of their creativity on their first eleven children's names and phoned in the next three after, simply introduced him to his siblings as “your brother” and referred to him as "hey, you" and "son" afterwards for almost twenty years. Did he have a name? Of course. Did anyone use it? Absolutely not.
But Nameless’s fate was twined with one of the Mendevian heroes in fate's own strange, fickle way. One day, a small ship made landing on the shore not far from their home—crusaders on their pilgrimage to Mendev to fight in the fourth crusade to close the Worldwound. Nameless and his brothers and sisters sat enraptured by the crusaders’ tales and stories of honor, glory, sacrifice and battle. Each one of them was a titan unto themselves, a bastion of such great deeds that Nameless’s meager education could only hope to call them what they were-— heroes.
Before they set sail again, Nameless professed his desire to come along with them—to leave the shore of the Lake and travel to Mendev. But one of the adventurers, a lithe and battlescarred elf, took him aside and with a smile more mocking than genuine gave him a battered, beaten elf-sword that all but curved the wrong way entirely. “Once you’ve learned to wield this sword with courage, skill and dignity, come and find me in far Nerosyan,” the hero said. The ship left that day, and Nameless almost didn’t realize that he had forgotten to ask his sword-donator his name.
Two years later, against all odds, against his parents’ wishes, against his own judgment... he had, in his opinion, mastered the elven curved blade. It was time. All the while, the visions of this hero finally meeting Nameless on the spires of Nerosyan, them standing together against the horde back to back, their great triumphs and stark losses pushed Nameless forward, ever forward to grasping out to his destiny.
Taking the pilgrimage was short—- paying for it took days of work. Walking the long road to Nerosyan was hard—- but days of battering tree trunks with his curved blade was harder. Convincing the recruiter to take him despite his thin build tested him—- but he had already tested himself enough. Donning the mantle of the swords of Iomedae and taking the crusader’s pledge was honor enough—- but joining the fight would be the most glorious thing this nameless soldier had ever done.
The fight wasn't as easy as he thought. Over and over again, he held the line with many others who, to Nameless, looked just like him. Over and over again, they died and on some sad stroke of fate, he didn't. He learned early on that those who introduced themselves to him over a pot of warm gruel just before the bells that told them that the hell-beasts were coming again often had forgettable last names, or strangely left them out entirely. Names like Nik, Jan, Simpo, Barnes, Majo... but never last names. This endless cycle of introduction, battle, death and introduction brought the man to a single conclusion: Nameless refused to give out his name, as doing so would kill him. His sergeant coined the sobriquet "Nameless" for him-- and he has been that (and "hey" and "you, there" and "recruit" and "get over here hells damn it") ever since.
Alias: Nameless the Soldier
At which point-buy, everyone's still a bumbling cohort to AK's 37-point monstrosity who also gets Mythic goodies to "make up for" using rolled stats. You couldn't pay me enough. ;P
Really agreed. I was going to play a charisma mainline character but after seeing that Agyris will always just be better I have completely lost interest there. At the same time, this post personifies the number one thing I don't like about rolling for stats in PbP: Stat envy at the table leads to just sitting down anyways and having fun since you got together to game together, but stat envy in PbP leads to people rolling, not liking it and not applying at all.
Sadly, Agyris is the character I was hoping to play thematically (paladin intro hero with child following in their footsteps), so I'm back to the drawing board...
Now I'm considering playing a straight fighter or a strength-based ninja, and won't have the extra bonuses that go along with being lucky.
Strength: 3d6 ⇒ (3, 3, 3) = 9
As this is just 20 point buy with sad placement, I'm thinking I may go with this for the bonus or I might just re-work it (looking like 12 14 14 13 8 17 if I do). Race isn't chosen yet, but it might be aasimar or just plain old human.
What I'd like to do is have my main character be a Martyed Bloodline Sorcerer whose bloodline is a result of the ill fate of the paladin character I'd like to play in the intro. The problem is that it relies on the intro character having an ill fate.
So, if that's in the realm of possiblity, GM, I can go ahead making a character ASAP.
Was thinking of a sorcerer... but now it seems that the only roles open are frontline (playing that), ranged (playing that) and divine healer (playing that).
Kind of sad. I might try to roll with a ranged inquisitor since the party has approx 0 social skills right now, but I don't know if that's a back up healer or ranged character and it's definitely not a character that can mainline heal.
Til the end of your turn, does that mean that if you go on init 12, declare a lunge attack against opponent 1 who is 10 ft away, you are at -2 for the rest of the round back to the top and until init order 12 to remove the -2 penalty.
You retain the -2 to AC for the rest of the turn until your initiative comes up again (like charging, for example), but no longer have extended reach after your turn ends.
If at 8th~ level a ranger is doing 12 damage, that's not a lot. That's actually like, first level character damage. What are their stats/statistics? A ranger should be doing like three attacks with manyshot for 2d8/1d8/1d8 and then damage from deadly aim, so at least +6 per shot with +12 for the first. If they're a dual-wielder, short swords/kukris for 1d6/1d4 and then +6 again for each attack etc.
In short it sounds like the other characters are just... weak.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
I hate that it says "all." An undead isn't immune to a barrel of things, and saying "all" is just odd.
When a personality conflict occurs, the possessor must make a Will saving throw (DC = item's Ego).
It's a will saving throw, not a mind-affecting effect.
The Strange Life and Times of Bill Quiverpike (Another Strange Homebrew PbP Experiment) Recruitment / Interest Check
Neato. That's where my vote laid.
The hard part about making a character for a game where you can be from anywhere and do anything is that I don't know where to start. Any lingering ideas or advice you can toss out to help us get started? Areas you want to take the group to or themes you want to hit in the game.
"Sandbox" is a good way to say "choose your own adventure" more than "you can do anything!" in my experience. Sandbox games, like real sandboxes, are full of hooks-- and most of them are put there on purpose*. Any hooks you are interested in throwing?
*(Or maybe I had a traumatic childhood...)
I have an 18th level CR 18 samurai build I have laying around from Jade Regent. It might be helpful to you.
I had his iaijutsu inflict "hopelessness" that turned off the bard's inspire courage instead of deafened, so I could still monologue villainously at them.
Hoshimaru no Kensei
Male oni spawn tiefling samurai 18
LE Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +10
AC 30, touch 15, flat-footed 28 (+12 armor, +3 deflection, +2 Dex, +3 natural)
hp 330 (18d10+126+100)
Fort +21, Ref +14, Will +12
Defensive Abilities evasion, greater resolve, honorable stand 1/day, resolve 8/day; DR 3/—; Resist cold 5, electricity 5, fire 5
Speed 20 ft.
Melee Karusetsu +27/+22/+17/+12 (1d8+10/15-20) or with power attack +22/+15/+12/+7 (1d8+25/15-20) or with challenge/power attack +26/+19/+16/+11 (1d8+38/15-20)
Special Attacks challenge (+18, +4, 5/day), demanding challenge
Spell-Like Abilities (CL 18th; concentration +18)
1/day – alter self
Str 20, Dex 18, Con 22, Int 10, Wis 14, Cha 10
Base Atk +18; CMB +23; CMD 40
Feats Blind-Fight, Blinding Critical, Combat Reflexes, Critical Focus, Fiendish Façade (human), Improved Critical (katana), Improved Initiative, Iron Will, Toughness, Weapon Focus (katana), Step Up, Power Attack
Skills Bluff +13, Disguise +20 (+23 to appear human), Intimidate +15, Knowledge (local) +8, Knowledge (nobility) +5, Perception +10, Ride +6
Languages Giant, Minkaian, Tien
Combat Gear potions of cure serious wounds (3); Other Gear o-yoroi of imperial rule (+4 adamantine glamered o-yoroi), Karusetsu (+3 katana), +1 composite longbow (+5 str) with 20 arrows, amulet of natural armor +3, belt of physical perfection +4, cloak of resistance +4, lavender and green ioun stone (27 spell levels remaining), ring of evasion, ring of protection +3, gold bracelet
Fiendish Façade Unlike most tieflings, Hoshimaru appears
Mostly human. As a result, he gains a +5 racial bonus on disguise
Checks to appear as a normal human.
Iaijutsu Strike (Ex): As a full round action after challenging, the sword saint may use his iaijutsu strike as a standard action to deal +9d6 damage. This is not multipled on a critical. The samurai gains -2 to AC as a result.
Brutal Slash (Ex): If the sword saint threatens a critical with his iaijutsu strike, he adds a +9 to critical confirm.
Terrifying Iaijutsu (Ex): When the sword saint successfully hits with iaijutsu strike, all foes within 30 feet must succeed at a DC19 Will save or become shaken for 1d4+1 rounds.
Roaring Iaijutsu (Ex): When a sword saint successfully hits with iaijutsu strike all foes within 30 feet must succeed at a DC24 Fortitude save or be afflicted with hopelessness for 1d4 minutes.
@Ice Titan: Ouch! I haven't heard of a DM that would make you keep all those ones in a while! We've been just using average HP for a whole now and before that we had tried roll and keep whichever s better, the average or the roll. And before that we had tried roll but reroll all ones.
There's a reason why my group does roll and take half+1 if your roll is under half+1.
The reason: Because it's my group, I'm the DM and I played that swordsage. :P
It's 3 days to train 1 hit point so I'm pretty sure it isn't a huge deal unless the PCs have a massive amount of downtime to train their hit points.
Have you ever played a character with low hp? Because it's just sad. I had a frontline melee brute Swordsage in a Pathfinder game once. D8 hit die class. I had 14 Con and at level 8 I had 31 hp. My HD rolls were 8, maxed from first level, then 1, 1, 1, 1, 1, 1, and 1. The backline Cleric/Sorcerer Mystic Theurge with 12 Con and toughness had 65, and the Fighter had close to 100. I'm actually glad they gave an option to retrain hit points-- it gives people like my Swordsage the ability to actually function instead of how I ended up playing, which was ultra-defensive powers instead of any of the cool flashy offensive abilities I had, only because if I got hit once or failed a reflex save I could go from full to dead.
Retraining hit points is fine because, as the DM, you can limit their downtime if someone is trying to retrain the 270 days it might take a level 12 barbarian to take all of his HD and max them.
Working on a half-orc ranger, but a few questions first: In the Holds of Belkzen, is it safe to assume that we're going to be seeing a lot of orcs? Also, the wiki blurb mentions live human tributes given to the orc clans to placate them. Is this a thing in your game? Will we be taking a more or less antagonistic approach to the orc clans?
1. Take all of the mechanics for the insanity dust
2. Trash them
3. Replace with the GM just flavoring the characters slowly getting a bit crazier depending on failed/passed saves.
As much as I love Paizo, their insanity rules are just absurd. There's some telling when I can say I read about dragons who breathe lava and don't blink but their definition of the effects of schizophrenia makes me agitated.