Strife2002 wrote:
Actually the Sai grants +2 to disarm foes, because it has got the Disarm special ability Page 144:
But yes, the Sunder bonus seems out of place, if it isn't meant to be a Sunder weapon the line about the bonus should be just removed. Aside of intentions and simulatinism it seems correct.
As said before, they don't seem unbalanced when playing something different than a Cleric (or whatever that can benefit from both high Wis and Cha). Your GM will prolly allow one, i.e., Aaasimar Paladin, or Sorcerer, or Monk.
I support you, but I'm afraid it isn't going to happen. Actually the Pathfinder GameMastering Chapter is hilarious, you've got a table that pretends to tell you the WBL you should use for your homebrew low magic and high fantasy campaigns (or however they call it), they say that you should adjust the encounters in those cases, and there isn't any kind of suggestion about how to do it.
If they can't support the different WBL progressions written in their CoreRuleBook, they can't support low wealth+limited magic. WotC didn't for 3.5, after years of publishing odd accesories and splatbooks, all we got was 3rd party stuff (thanks god some of it was really good).
Open Beta Testing is ok, but it's useless if feedback isn't filtered.
Bump. Quote: This section introduces monk vows, which any user of ki can take to increase his ki pool. But every vow benefit reads like Quote: A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1). A monk gets that, and any other user? should I replace monk by X class? is there some text missing? (plus questions mentioned above)
A Musket Master isn't a class, it modifies the gunslinger class, it doesn't get another weapon, she "must take a musket when
Rapid Shot gives you another attack, but doesn't remove any kind of penalty or condition that prevents you from doing that attack. Guns have to be loaded before being used and you have to choose one type of ammunition if that gun can fire many kinds of ammos. If you are using a light crossbow you would need a special ability or feat that allows you to reload using a free or swift action, same for guns (lightning reload and/or rapid reload).
Level means character level unless stated otherwise. The description of class abilities use level instead of class level i.e. and I think that it's the only place where they work that way. Note: You can make two attacks using Rapid Shot if you have two loaded guns and the Quick Draw feat, but I would go for other kind of feats.
meatrace wrote:
It depends of your build, your campaign and your level, as everything. If my character does an average 10 damage per sucessful hit, attacks once per round and hits 50% of the time against the average foe; the +1 enhancement increases the average damage by roughly +1.05 (taking in mind the failure chances), while the flame weapon gives him +1.75.
Now, if my character has got high Str, wields a greatsword and deals say 20 damage per sucessful hit, the +1 enhancement gives him +1.55 damage while the flame weapon grants +1.75.
Also note that at high level your first attack is usually autohit. What's worth +1 to attack when you already autohit? Less than it does when you don't.
meatrace wrote:
Same here, until I realized that hitting a lot and dealing crappy damage leads you to death. :)
J.J., Agent of the Decemvirate wrote:
Long story short: If you fail the Acrobatics check you suffer an AoO (as happens when tumbling) and the move action you used is wasted (so you can't try again using this action).
It is a very personal decission imo, some players want to stick with the same character for a long time, some GMs ban resurrection spells and try to avoid harsh stuff. My party, i.e. thinks that resurrection is cheap and doesn't fit our concept of fantasy. So resurrection is banned, or an adventure hook at most.
J.J., Agent of the Decemvirate wrote:
In 3.5 the DC was 15 iirc (with some modifiers), so every 15th level character in light armor (wizards, sorcerers..) was a tumbling artist. Far too easy (back then). In the last Pathfinder Errata they only updated the rules for moving through a foe's space iirc. Edit: Ninja'd! (i'm too slow)
I'm pretty sure that they are affected by sight magic, and most of them require their heads to see.
In any case undeads haven't got eyes in most cases, but you can say that the red evil light most artists draw in a skeleton skull is obviously a sensory device.
If you want to replace Sneak Attack by feats, you can *roughly* replace +1d6 sneak attack for 1 feat.
J.J., Agent of the Decemvirate wrote:
In order to use Acrobatics to avoid AoOs you have to roll Acrobatics and beat the foe's CMD. Mooks have low CMDs, but big foes (the guys you want to flank ASAP) have got high CMDs. Some NPCs built using APG archetypes get CMDs even higher.I could be cool, Acrobatics that work far best for Dex based characters sounds good.
Yes, if he is the 1st, 2nd, 3rd, 4th or 5th player... The Ranger gets Favorite Enemy Humans. All enemies should be humans.
Specially, there's one guy that can't stop moaning, but I guess there's one of those in every party.
J.J., Agent of the Decemvirate wrote:
I disagree, altough I'm not sure what I have to factor to meet your definition of weak. However:
Ravingdork wrote:
No, that's not the problem I have with staves. I think that the staves with a nice selection of spells are worth its price in the CRB. Staves with a bad selection of spells are worth nothing IMO. What I don't find reasonable is the lack of "lesser staves" with less maximum charges, spells of lower level, etc..
Tiny Coffee Golem wrote:
If that's a question for everyone, my answer is: Yes, we do need lesser staves. I like its "high level" item aura, but they've gone too far with this. The least expensive staff in the CRB is worth about 18000 gp, for a balanced approach you shouldn't have an item so expensive until level 9 (not because the item breaks the game, just because you also need other magic items).
I don't think that having lesser staves would damage the game balance, after all you can only recharge one staff a day, so having a lot of staves with usefull 2nd-3rd level spells isn't so good.
Alienfreak wrote:
The DPR research crew goes for the high Str falchion wielding Rogue, but would prolly agree with you. I don't get why your Rogue can't use Evasion while wearing that Breastplate and the Ninja can use his Light Steps and any ability related to Ki Pool while wearing a Breastplate or Full Plate. That's the kind of stuff that makes people raise an eyebrow while reading the Rogue and the Ninja.In my current campaing one player is a high Dex Rogue and another a Ninja with a few fighter levels (breastplate+high Str+two handed weapon). The Rogue is the only character with a decent Touch AC (useful against many monsters with touch attacks), and Evasion is ok. But his touch AC will become irrelevant at high levels (monster's attack raise far more quickly than his touch AC) and I think that the Ninja in armor is overall better.
Alienfreak wrote:
Yep, the Ninja vs Rogue issue was a concern for the UC Playtest, yet very little changed: *For most builds the Ninja gets better weapons, not solved. *So Ninjas get Monk's Ki instead of Rogue's Evasion, but can get Evasion latter as a Master Trick.
*So Ninjas get Monk's Ki AND Light Steps instead of Evasion. Evasion can only be used while wearing light armor, Monk's Ki only works while wearing NO armor. Ninja's Ki Pool works even while wearing a Full Plate, and I can't think of any character screaming "ARMOR RESTRICTIONS" more than a Ninja.
*At least let Rogue's disable magic traps. Nah, multiclassing one single level is enough to get TrapFinding. *To be honest, in the "standard" ideal campaign the Rogue can get most things from magic items or a spellcaster. However most people doesn't play ideal standard campaigns, the Rogue just can't adapt because it has got serious desing flaws, which is different than being underpowered.
While you discuss if you can possess Zero of something and how do you own the incredible ammount of zero Ferraris, mark it for FAQ, plz: Link to UC Errata Thread
Silent Saturn wrote:
The mechanics in Pathfinder are just the same used in 3.X, the same for getting SA, and WBL has been here since 3rd Edition. But I would agree on something: They take too much time to move around foes because Pathfinder is (IMHO too) harsh with Acrobatics, or at least more harsh than 3.X at med/high levels. The rogues my friends play do 5' steps or use Invisibility to get into SA position or perform SAs (if using Improved Invisibility at high levels), they only use Acrobatics against lesser foes or in desperate situations. Anyway, glad to hear that at least someone gets fun playing Rogues and there's people kind enough to explain in detail what they don't like about them, the "Boost most classes, specially Rogue" Lobby is strong here.
I think (after reading all those annoying threads titled "Monks can't fight", "Fighter has got no saves but Monk's Saves are useless", "Rogue can't do anything", "Barbarians are the best", "Barbarian is the worst melee class", etc..) that most of the hate comes from many players that expected those classes (and even the game) to be something different than they are, try to play them the way they think those classes should be, and obviously fail; not that it isn't possible to make nice characters using the Rogue and Monk classes. I.e. a huge ammount of posts complaining about the low damage output of the Monk go like this:
However, IMO, sometimes you will read complaints that have a point or at least do something more than saying "X class sux".
As pointed out previously, creatures that use touch attacks (either spells or incorporeal creatures), they hit everyone no matter how much full of stell is your fullplate. Actually the rogue may have a chance to not get hit, and the wizard (mage armor and shield spell work against incorporeal touch attacks).
A few skill challenges may be also painful for the Paladin, i.e. you have to cross a narrow bridge in order to attack the archers on the other side. Acrobatics 20 or fall, 10d6 damage, then you can use the stairs that go from the pit to the archer's side.
Amulet of Mighty Fists: does it overcome DR as magic weapons do? I.e. Does and Amulet of Mighty fists +3 (+3 enhancement bonus) confer the ability to ignore DR silver and cold iron to your unarmed and natural attacks? (page 562 and 496 of the Core Rule Book) The question is also related to when "weapon" means weapon, or weapon+unnarmed attacks+natural attacks. From this thread: Link
The rules for creating a treasure are not related to WBL, you have a beautiful table with the value of treasure hoards and rules for treasures, and those are actual rules.
Funny when someone says that nobody wants a staff when there're guys in this thread that use them. Now: Cheapy, the book says that "Staves follow the formulas closely", instead of exactly, so I agree with you to some extent, however I don't think that staves prices should be so different in the APG (as pointed out by ZomB) I also agree with Erik542. Famous cheap wonderful pearls of power can't be used by spontaneous spellcasters, instead you have to use rings of wizardy (expensive), staves (expensive?) and many other items (again expensive), at least if all you have is the CoreRulebook.
I can't see the problem, people that were trained to be warriors only knew about killing other people is many cases. It was true even for many XX century armies, you won't have any trouble finding information about veterans that are no more than unskilled labor when they leave the army.
ENHANCEMENT BONUSES (TO ARMOR/SHIELD AC) I'm not sure if it's worth an errata, but certainly it's worth a FAQ entry or some improvement in the core rulebook wording. Summing up, the problem could be expressed with the question, if a wear a +2 buckler and I cast the Shield Spell, my AC against physical attacks is (ignoring other bonuses): 14? 16? --
Back in the 3rdEd/3.5 days enhancement bonuses, and all bonuses, were explained in detail on some page of the Dungeon Master Guide. Unfortunatelly that description was never written in the d20 SRD.
The explanations about how enhancement bonuses work are different in different places of the book, and all the info is scattered. The wording about how enhancement bonuses to AC stack with other bonus to AC is sometimes terrible. The issue isn't often asked, as many 3.5 veterans already know how it works, however it's confusing (even for experienced players) and I'm sure that many new players and GMs are doing it wrong... and don't know it.
As we know the enhancement bonus of an item doesn't apply to the user, it actually enhances a bonus granted by that item, subtle but big difference (for further info: Articles in the WotC site, look for "Does It Stack?" ).
--- The wording: Chapter 6 Equipment/ Section Armor (page 149) says that armor grants a armor bonus, shields grant shield bonus. And obviously a shield bonus to AC won't stack with another shield bonus to AC, same for the armor bonus. No info about enhancement bonus to AC, but works for me. In Chapter 8 (Combat)/ Section Combat Statistics / Armor Class/ Other Modifiers (page 179), there's a nice text:
Quote:
As happen often in the Core Rulebook armor is used for "armors only" in some sentences and "armor and shields" in other sentences. Writting "They apply to the armor (or shield) to increase the armor (or shield) bonus it provides" instead, wouldn't hurt. In Chapter 15 (Magic Items)/ Section Armor(page 461) the following sentence tries to explain:
Quote:
Regular armor bonus? What's a regular armor? or a regular bonus? What's not a regular armor bonus? One could say that the armor bonus from Mage Armor is as usual and regular as anything else, and the magic armor enhancement bonus would stack with mage armor, if the set of armor bonus doesn't stack the enhancement bonus still do, nothing prevents that.Enhancement bonuses raise the armor's armor bonus as said in chapter 8, the actual wording in chapter 15 is weird, overcomplicated and prolly wrong. In chapter 8 it increases the armor bonus, in chapter 15 it stacks with "regular" armor bonuses, not the same. In page 462 shields are "explained".
Quote:
So, shield enhancement bonuses don't stack with a shield bonus? Do they stack with ANY shield bonus? maybe... magic armor means "armor" in some sentences, "armor and shield" in other sentences? On a side note, "All magic armor is also masterwork armor, reducing armor check penalties by 1.", the same should apply to shields (nothing said in the magic item section), as explained somewhere in Chapter 6.
WhipShire wrote:
Funny, we used 20 point buy with Carrion Crown, no problem, and 5 points wouldn't make such a huge difference. Actually the "MAD" players (Paladin[s]) were the most powerful characters, because they get a lot of good stuff from that MAD disadvantage. However I wouldn't use 15 points, it is too low in comparison to rolling dices; ok ok random stats are not as good as point buy, etc..etc., 15 points is yet too low and encourages people to dump Cha to 7, and Int too O_o .
Ki_Ryn wrote:
The Adventure Paths don't seem to follow the standard treasure rules closely, that's why the WBL doesn't make much sense in that case (oddly) and "empirically" works for games that use the standard treasure generation rules. About disparity between characters, rules can't help with that issue, and AP's premade treasure hoards only make the situation worse. The Core Rulebook states that treasures should always be tailored to some extent and I suggest to do the same with AP's treasures.
In any case if wealth is equally distributed you won't end up with one character having twice the wealth of another, if crafting isn't in the equation: it implies one of the characters selling almost every item found, even most of those he should use; and another character that never found or bought a more powerful item than the old item carried, which isn't a reasonable scenario if wealth is actually equally distibuted (another option is a deliberate bad management of items by one PC, which deserves a decrease in WBL, or bad management from GM). The book falls short about crafting, but does NOT need any sentence in case someone wants to change most of its gear for crafting materials. It already suggest how many of the wealth should be expended in what equipment or actual money for a balanced approach. If your WBL is X and you want to join with X gp and no equipment you are not following the guidelines, i.e. the rules suggest 10% for money, 15% for consumibles, 25% for defensive devices, etc.. (iirc) the only question is how are you going to fine tune it as qualitatively suggested in the rules. I strongly suggest to read the last sections of GameMastering chapter MANY times, until you can connect all the scattered information there; Mr Succint wrote that chapter, which is pretty much the problem.
Well, I'm not sure if that's about about options its existence I don't like, options I don't like the way they are, or what. What I don't like is the lack of options in some area, but it isn't an option. Again in the league of no-options the mandatory overspecialization of Ranger's Favored Enemy. About options, many options that are not well explained in the APG (i.e. the barbarian rage powers that give you claw attacks). Samurais with shield proficiency. Even giving shield proficiency to Rogues would have more sense. The alternative to Ranger's animal companion.
Always a tricky question. You know, there's those guys that jump from a cliff to the sea and they never get hurt. Until they do. There's always a chance for failure, but 1/20 is quite high.
UltimaGabe wrote:
Do'h!
Expanding the question... Mage Armor spell + Shield spell + buckler + "bracelets of armor +1" + "amulet of natural armor +3" while wearing a "+2 padded armor" will give you a grand total of: +4 (mage armor spell) +4 (shield spell) +3 (amulet of natural armor)= +11 [edited] Shield spell won't stack with a shield.
Note, however, that mage armor and shield spells are force effects. Sometimes it matters if the AC comes from force effects or actual items.
(Edit: Thanks UltimaGabe :D )
(to OP) If you manage treasure as suggested in the Core Rulebook, over the levels, your equipment (buy value=price), money, etc.. will be worth (grand total) about the same ammount noted in the WBL. That's the point of the WBL Table, nothing less, nothing more. Also the WBL table is not a rule, the table is there to give you information about what is expected and isn't a replacement of the treasure generation rules, it comes FROM these rules. Using the WBL to overcomplicate the treasure management rules (as done frequently in those boards) makes no sense. The text in the Core Rulebook already states that it asumes you are selling old items for 1/2 its price, among other things. New characters will get about the same ammount of stuff the existing characters already have, using those guidelines. Note that the guidelines in page 400 already give hints about placing a few restrictions. ***
Effects of item crafting aren't taken in mind, and yes, that's a problem because parties that craft items will get more money and stuff than parties that don't, using the standard rules. Which is ok because the guys waste feats and skill points in order to craft items, but we don't know the expected effect in the long run. However there's no way you can predict the effect of crafting over wealth-per-level, because it depends of how much of your treasure hoard value is actual money (coins).
House rule:
At least, any ability scores damaged to 0 are raised to 1 (This spell functions like raise dead). However "you are able to restore life and complete strength to any deceased creature"... whatever it means.
The Hunter wrote: Should the Bard (Archaeologist) get Disable Device as a class skill considering at 2nd level he gains an ability that gives him pretty much the same thing as Trapfinding for a rogue? Note that one of the suggested multiclass options for the archetype is Rogue, so you stack the bard levels with your rogue level and you become an excelent device Disabler, while single class bards can't get as good as rogues in that skills (plus there is already enough characters that do something the rogue does as good as him/her, or better).
About Chou XinGENDER: Female
DEFENSE AC 34
OFFENSE Base:
Panache
Bleeding Finisher
Spd 40 ft. (65 ft with panache) STATISTICS Str 10 (+0)
ANCESTRY FEATURES Human
HERITAGE
BACKGROUND Attention Addict: Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You're trained in the Performance skill, and the Gladiatorial Lore skill. You gain the Impressive Performance skill feat. CLASS FEATURES Initial Proficiencies Expert in Perception Trained in Fortitude
Trained in Acrobatics
Trained in simple weapons
Trained in light armor
Trained in swashbuckler class DC Confident Finisher:
Confident Finisher (Single Action): You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect.
Panache:
Precise Strike:
Surprise Attack:
Great Fortitude:
Opportune Riposte:
Opportune Riposte (Reaction): You take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for the Strike. Vivacious Speed:
Weapon Expertise:
Evasion:
Weapon Specialization:
Exemplary Finisher:
Swashbuckler Expertise:
Hunt Prey (Single Action): You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. Continuous Flair:
Vigilant Senses:
Improved Evasion:
Light Armor Expertise:
Weapon Mastery:
Greater Weapon Specialization:
Keen Flair:
You are friendly, clever, and full of humor, always knowing just what to say in any situation. Your witticisms leave foes unprepared for the skill and speed of your attacks. You are trained in Diplomacy and gain the Bon Mot skill feat. You gain panache during an encounter whenever you succeed at a Bon Mot against a foe. Exemplary Finisher:
FEATS Ancestry: Natural Ambition (Level 1): You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet. Cooperative Nature (Ancestral Paragon): You gain a +4 circumstance bonus on checks to Aid. Clever Improvisor (Level 5): You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained. Multitalented (Level 9): You gain a 2nd-level multiclass dedication feat, even if you normally couldn't take another dedication feat until you take more feats from your current archetype. Incredible Improvisor (Level 13) (Reaction): A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check. Class: Flying Blade (Level 1): When you have panache, you apply your precise strike damage on ranged Strikes you make with a thrown weapon within that weapon's first range increment. The thrown weapon must be an agile or finesse weapon. This also allows you to make a thrown weapon ranged Strike for Confident Finisher and any other finisher that includes a Strike that can benefit from your precise strike. One For All (Natural Ambition): Designate an ally within 30 feet; this action counts as sufficient preparation to Aid that ally. When you use the Aid reaction to help that ally, you can roll Diplomacy in place of the usual check. If your swashbuckler's style is wit and your Diplomacy check to Aid meets or exceeds the very hard DC for your level, you gain panache. Rogue Dedication (Level 2): You gain a skill feat and the rogue’s surprise attack class feature. You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC. Basic Trickery - Strong Arm (Level 4): When you Strike with a thrown weapon, the weapon's range increment increases 10 feet. Dueling Parry (Single Action): You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements. (Wielding only a single one-handed melee weapon and have your other hand or hands free.) Bleeding Finisher (Level 8) (Single Action): Make a slashing or piercing Strike with a weapon or unarmed attack that allows you to add your precise strike damage. If you hit, the target also takes persistent bleed damage equal to your precise strike finisher damage. Ranger Dedication (Multitalented): You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice. You become trained in ranger class DC. You can use the Hunt Prey action. Reflexive Riposte (Level 10): At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to perform an Opportune Riposte..
Perfect Finisher (Level 14): You focus your panache into an impeccable assault. Make a Strike, rolling the attack roll twice and using the better result. Felicitous Riposte (Level 16): When you make an Opportune Riposte, roll twice on the attack roll and take the better result. General: Ancestral Paragon (Level 3): Gain a 1st-level ancestry feat. Untrained Improvision (Clever Improvisor): Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions. Incredible Initiative (Level 7): +2 to initiative rolls. Kip Up (Level 11): Stand up for free without triggering reactions. Fleet (Level 15): Increase your Speed by 5 feet. Skill: Impressive Performance (Background): Make an Impression with Performance. Bon Mot (Style) (Single Action): Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.
Forager (Level 2): While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success. Multilingual (Rogue Dedication): You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary. Cat Fall (Stylish Trick): Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. Read Lips (Level 4): When you're at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you're fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone's lips. In either case, the language read must be one that you know. Glad-Hand (Level 6): When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. Shameless Request (Stylish Trick): When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you. No Cause for Alarm (Level 8) (Three Actions): Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour. Doublespeak (Level 10): You disguise your true meaning behind other words and phrases, relying on subtle emphasis and shared experience to convey meaning that only your allies understand. Any allies who have traveled alongside you for at least 1 full week automatically discern your meaning. Other observers must succeed at a Perception check against your Deception DC to realize you are passing a secret message, and they must critically succeed to understand the message itself. Sign Language (Level 12): Learn sign languages. Planar Survival (Level 14): You can Subsist using Survival on different planes, even those without resources or natural phenomena you normally need. For instance, you can forage for food even if the plane lacks food that could normally sustain you. A success on your check to Subsist can also reduce the damage dealt by the plane, at the GM’s discretion. Legendary Negotiation (Stylish Trick): You attempt to Make an Impression and then Request your opponent cease their current activity and engage in negotiations. You take a –5 penalty to your Diplomacy check. The GM sets the DC of the Request based on the circumstances—it’s generally at least a very hard DC of the creature’s level. Some creatures might simply refuse, and even those who agree to parley might ultimately find your arguments lacking and return to violence. Nimble Crawl (Level 16): You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t flat-footed while prone. SKILLS Untrained +16 Arcana
Trained +23 Deception
Expert +20 Athletics Master +29 Acrobatics (Includes +2 Item Bonus)
Legendary +31 Diplomacy (Includes +2 Item Bonus) LANGUAGES Draconic, Senzar, Taldane, Tien, Read Lips, Sign Language EQUIPMENT two 7th-level items, one 8th-level item, two 9th-level items, and one 10th-level item from any
7th: Bag of Holding (Type II)
Boots of Elvenkind (Greater): 1,250 gp
Adventurer’s Pack: 1.5gp (1B)
Climbing Kit: 5sp (1B)
Thieves Tools: 3gp (1L)
Candle (5): 5cp (-)
330gp, 6sp, 0cp General Background:
Chou Xin, (or Xin Chou, as the barbarians from the West would say), has lived her entire life in the shadow of Goka and the Ruby Phoenix Tournament. Thirty years ago her mother, Phan Tai, had been a contestant. As had her father, Chou Wen. They met, they fought, they bantered...is it any surprise that they also fell in love?
When Phan Tai found herself pregnant, she had a choice to make. Continue competing in the Ruby Phoenix Tournament and risk an injury that could cost her the child, or withdraw and lose that chance at greatness. She chose the latter. Chou Wen continued fighting, hoping to win for his new family...only to be eliminated long before the final challenge had even begun. Hoping for another chance, they settled down in Goka and prepared for the next Tournament. Unfortunately for them, ten years later they were unable to even make it past the preliminary rounds. Reluctantly accepting that their time had passed, they opened a dojo and made a living training the next generation of contestants. Xin was raised on her parents’ tales of almost-glory. Her parents may have failed to become champions, but that just meant she would win in their name. Delighted to see their daughter following in their footsteps, both Phan Tai and Chou Wen taught her everything they knew. (”Range is everything in a fight. Most fighters like to get right up in your face. You need range even more for the ones that don’t” Chou Wen smirked. ”Don’t be like your mother, standing there slack-jawed because some mage started hovering thirty feet in the air.” Phan Tai, casually sharpening a knife over in the corner, didn’t even look up. ”Range is good dear, but do you know what’s even better? Being able to actually damage the things you fight. Be precise. The quality of the strike matters far more than the quantity. Don’t be like your father, firing arrow after arrow with nothing to show for it.” A smirk appeared on her own face. ”I seem to recall range didn’t help much when that mastodon had you backed into a corner, a dozen arrows in its side that didn’t hurt it at all.”) While Xin’s parents had very different styles, they both agreed on one thing. To be a champion, it wasn’t enough to be good or even great. You needed showmanship. Flair. Something to get the crowd chanting your name. That, above all else, was what they wanted Xin to learn. Taking the best from both her parents’ teachings, Xin created a new style entirely her own. Flying enemies quickly found that she had both a strong arm and a good eye. Anyone who thought getting close would slow her down found that starknives were equally effective at close range. Most importantly, her style was flashy. Nothing got a crowd excited like a tiny girl dancing around her opponents. (Sometimes literally.) Of course, one can’t simply walk into the Ruby Phoenix Tournament and expect a spot. You have to make a name for yourself first. Xin started small, practicing her craft in underground fighting rings and small-time arenas. Eventually she got good enough to look for better options. The Renowned Rumble. Cataclysm Coliseum. Battleblock Amphitheater. With every victory under her belt she became more and more confident. When she was informed she’d been selected for the prequalifying rounds of the Ruby Phoenix Tournament, it only confirmed what she’d known since she was a child. She would be the next champion. Now she just needs to find a team that can keep up with her… Character Description:
Standing at less than 5’2” and barely more than one hundred pounds sopping wet, Chou Xin does not look like a typical fighter. More than one opponent has tried to corner her, smirking at the thought of an easy victory, only to find that she’s gone under their legs and is slicing at them from behind and did she just backflip away?!
When not fighting she’s sociable and gregarious, although her confidence can easily come across as arrogance. (Which, to be fair, it often is.) She’s clever despite not being particularly smart, and spends far too much time thinking up decent quips to throw her enemies off balance. She loves her parents very much, and deep down wonders if Phan Tai would have been able to win the Tournament thirty years ago if it wasn’t for her. This secret guilt drives her near-obsessive desire to become a champion herself. Character Role:
Xin is built primarily as a ranged fighter, preferring to throw her starknife from a safe distance, but she’s certainly competent in melee when necessary. Most often she’ll use one action to attack hard with a finisher, then use her other actions to reposition, up her AC, and/or use One For All to Aid an ally’s attack. (Likely gaining panache in the process.) Out of combat she has unparalleled Diplomacy skills and has invested enough in Medicine to be a decent healer. (If healing is taken care of by other party members, she can easily focus on a different skill instead.) |