Pirate Bomber

Isabeau's page

132 posts. Alias of bluedove.


RSS

1 to 50 of 132 << first < prev | 1 | 2 | 3 | next > last >>

Female Fetchling

"Guen and I took some fire from the bomb, just a little singed." Isabeau says in answer to Aja as she searches the fallen kobold for anything of use.

Perception, guidance: 1d20 - 1 + 1 ⇒ (17) - 1 + 1 = 17

Both at 8/11 hp.


Female Fetchling

Isabeau Reflex: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Guen Reflex: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11

Isabeau and Guen fail to avoid the alchemist's bomb. She touches the shadow cat with a guidance and directs Guen to bite and step back to give Robert room to maneuver.
Guen Bite, guidance: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22 Damage: 1d6 + 2 ⇒ (6) + 2 = 8

She steps further away from the door of the room to try and get out of range and drops her dagger to draw her crossbow.


Female Fetchling

Taken aback by the rear attack, Isabeau turns to face the attacking kobold. She draws her dagger and stabs at the creature.

Dagger attack vs Blue, bless: 1d20 + 1 ⇒ (14) + 1 = 15 Damage: 1d4 ⇒ 4


Female Fetchling

Isabeau calls down the narrow hall, "See anything interesting? Should Guen go in first?"


Female Fetchling

Isabeau casts guidance on the halflings, hoping to help them deal with the hazard. She shrugs, "Every little bit helps."

+1 on next skill check for both Cassius and Mehji.


Female Fetchling

"Unfortunately, down is the only direction I know to look for. Did I see you step over a trap there, Robert? Perhaps we'd better take care of that first." She suggests.

So apparently I deleted half my post earlier, this is what happens when I post from my phone, lol!


Female Fetchling

Guen is only -2, the 17 doesn't hit with mage armor.

"Yes, that seems prudent. Running them from the territory may prove easy enough if they break this easily. Then again, they may be falling back to a more fortified position." Isabeau agrees, keeping her crossbow in her


Female Fetchling

I considered taking that step, but it would have opened up the potential for Guen to be flanked. We were at a disadvantage on this map, so I wasn't eager to fall into the perceivable traps. Was definitely hoping to down the foe so Robert could move freely, it just didn't work out that way.

That said, speaking is a free action and Guen understands Common, as do I. ^_~


Female Fetchling

Isabeau readies her longspear as the shadowy cat prowls toward the door the Rat King indicated was the quicker route. "Guen can see in the dark, so she will accompany the leaders. She is unlikely to much help against traps though."

Guen Perception, guidance: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23


Female Fetchling

"Indeed," Isabeau replied, her mind already at work considering the options. She would not wish to actually threaten an innocent, but she had been interested in precisely this sort of ruse to make use of.

"On our way then, my thanks again, Majesty." She says as they make their way toward the indicated door.

Perception for Aja: 1d20 - 1 ⇒ (1) - 1 = 0
There you go, proof I can and do roll poorly from time to time. XD


Female Fetchling

Isabeau looks somewhat surprised at the investment in their little venture, but she covers it quickly. Especially considering these same weapons would be dangerous to the Dead Rats themselves. "Yes, we do indeed appreciate the vote of confidence as well as the word of caution."

As Cassius returns to retrieve Mehji, she thinks of a final question that might yield useful information. "Can you tell us anything of Rykker himself, perhaps something that would enable us to get close enough to strike?"

Diplomacy: 1d20 + 3 ⇒ (17) + 3 = 20


Female Fetchling
The Shadowed GM wrote:

Before you can speak, however, the woman gangster steps in to explain the situation, telling of how you come to 'deal' with their Gnashing Fangs problem.

"Is that right?" Rsolk says, picking the cleaver up and returning to his task of butchering the leg. "And why should I trust you to just waltz through our territory? That you'll magically fix all these problems I suddenly find myself with?"

Isabeau said a brief prayer for Shar's guidance as they were led into the chamber. She suppressed a sneer at the woman's back, she had made no such promises yet. And now this Rat King was insinuating that allowing them to serve as his fixers would only be offered as a great favor. She stepped forward, offering a deep bow.

"Your Majesty, my name is Isabeau. As I told your advisor, we have come to offer our respects and negotiate for safe passage through your territory. I also have information to relay, though I suspect it may not be news to you. The Gnashing Fangs are preparing to make a significant play for control of the area. They have entered into alliance with the Tower Girls and maybe others as well. They are actively fundraising and soliciting benefactors among powerful cabals such as the Zhentarim and The Red Wizards of Thay. They have turned on their own and have brought violence to the streets of Neverwinter. They attacked us unprovoked earlier today. The Fangs are no longer simply your problem, sire, begging your pardon. Perhaps it is time you consider some alliances of your own. The enemy of my enemy, as they say…” She said with a warm smile, letting the phrase linger in the air a moment.

”Our target is none other than Rykker Slyfoot himself. We represent no threat to you and yours. Nature abhors a vacuum and it is always wise to favor the devil you know.” Another smoky smile passed her lips, a light of mischief in her deep purple eyes. ”Do you not see the appeal of a gamble where you have nothing to lose and everything to gain, Highness?”

Diplomacy, guidance: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22


Female Fetchling

Isabeau stepped forward to speak. "We need to reach the Brewery below. As we understand that control of this area is under the Dead Rat's jurisdiction, we have come to offer our respects and negotiate the terms of our safe passage." She stated plainly.


Female Fetchling
Mehji Thicktoes wrote:
As the group approaches the Rats' lair, Mehji says: "I've dealt with the Rats in passing before, but always in the guise of a human kid who'd been hired as a courier to conceal her bosses' identity. If I show up here and now as myself and negotiating in my own right, it could cause problems later. I'm going to try to hide in the shadows and keep a lookout. Does one of you bigger folks want to volunteer to be the 'parent' I run to if I get spotted?"

Isabeau blinks in surprise. "Seriously? You only mention this now?" She hisses under her breath, rolling her eyes lavishly before releasing an aggravated sigh. "Fine! I will do it. But I'm clearly too annoyed to be convincing as anything more than a sibling." She says, tossing her raven locks over her shoulder.


Female Fetchling

"Practical." Isabeau repeats the Soothsayer's words, sounding somewhat relieved. "That is for the best, I think. Indeed, I would prefer to promise nothing at all. However, we may not have that luxury."

Isabeau's thoughts drifted to the memory of her mother. She would likely not have been so practical, having worn her heart on her sleeve, as her father had often said of her. Maybe if she had been then... what?

The Shadow Caller's eyes became unfocused as she lifted a hand to touch where the bridge of her nose met her brow. She squeezed the spot as if trying to soothe a headache and then looked up, blinking hazily at the door. She shook her head slightly to refocus herself and cleared her throat. "No time like the present, I suppose." She said as she nodded for their guide to knock.


Female Fetchling
Mehji Thicktoes wrote:
Aja wrote:
"Negotiating, in good faith, with the Dead Rats is the best way, then? Assuming we have something they want."

"We definitely have something, or rather could get something, that they want—the heads of the Gnashing Fangs.

<snip>
The germane question is: what are we willing to do to make it to the Gnashing Fangs?

<snip>
"All in all, I think negotiation is our best path forward, but I want everybody to know ahead of time that it's liable to get messy."

"Indeed," Isabeau says with a resigned sigh. "That point does seem to grow clearer by the moment. We must reach the Gnashing Fangs leadership anyway so it seems prudent to align ourselves with those pursuing similar ends. I cannot say I care to serve as some pawn in gangland politics. But if it is unavoidable..." She shrugs.

"Aja, as one who has rendered aid and care to both groups, you are the most likely to suffer compunctions over what we may be asked to do. You are also the most likely to have engendered this 'good faith' you speak of. If there are lines you will not cross, you might ought to advise us of such in advance to negotiations."


Female Fetchling

Isabeau considered, "Do either of you already have a working relationship with the Dead Rats? We may indeed need to ally ourselves with one group or another. Though I do think actual membership should be avoided if possible." She added thoughtfully, her allegiance was already spoken for, anything else could only be pretense. Shar was not one to share, after all.


Female Fetchling
Aja Endymion wrote:

The healer is impressed and intrigued. ”Not now, but… could I pet this cat at some time? I would like to know what a shadow feels like.”

<snip>
She walks in silence for a way before offering, somewhat shyly, ”This job… what are we doing?”

Isabeau cocks her head to the side, "I imagine that can be arranged. Though I will caution you that Guen is not particularly affectionate, so it would be wise to keep such contact brief." A low rumble from the beast stalking at her side opposite from Aja seemed intended to punctuate the statement.

She raised an eyebrow at the inquiry, somewhat surprised that the self-proclaimed soothsayer did not already know their purpose. It wasn't out of character for her Mistress to limit those in the sphere of knowledge to the strictest necessity... perhaps it was a quality she should emulate.

"We must gain access to the leader of the Gnashing Fangs, through either subterfuge or force. Preferably, in that order. He has information we need so his cooperation would make things simpler." She related in hushed tones. Turning to the dark halfling, she asked, "Mehji, can you tell us something more of the gangs we are likely to encounter, and under what circumstances are they likely to let us pass?"

Guen keeps an eye out as they move along and discuss.
Guen Perception: 1d20 + 4 ⇒ (16) + 4 = 20


Female Fetchling
Aja Endymion wrote:
Aja freezes at the strange noises coming from Isabeau’s spine and then her friend. ”That sounds like a large cat… or do the echoes make a fool of me?”

Isabeau considers, "Well, not precisely... It would be more accurate to say that Guen takes the form of a large cat. I am what my people term a Shadow Caller. That is, I summon planar creatures with a shadowy aspect. Does that make sense? The Nightbringer has long been our patron goddess and so most of us have developed an affinity with Shadow." She explains.

"But no need to fret, Guen is essentially a part of me. She will harm none that I would not harm myself." She smiles, perfectly comfortable with the ambiguity of the statement.


Female Fetchling
Aja Endymion wrote:

Aja moves her hand down to hold onto Isabeau's elbow, explaining "This is better. It lets me feel your movements and anticipate what comes. I apologize, I cannot walk quickly." She quickly proves the truth of it and that her walking stick is used for more than just guidance. She has a pronounced and severe limp. (Move: 20')

"So there is a Mehji and a Cassius. What is your name and that of 'Sir Knight'? And... is someone wearing cologne?"

Isabeau nods her assent at the correction of position. "But of course, my name is Isabeau. If you smell lavender, that is likely me. Though Sir Robert has proven to be... aromatic, on occasion." She adds diplomatically, but grins impishly at the rough cut young man.

"While we're having introductions, I do have another friend who would like to come out and play. I will just need a minute." And she seems to mean this quite literally as she stretches languorously, her vertebrae crackling with the movement. Then she begins to chant in an unfamiliar language as she smooths her hands across the alabaster skin of her face and over the crown of her head, then down the shining length of her long, raven hair, down her hips and legs to her feet. All the while her shadow seems to concentrate, growing darker and larger until it seems roil and writhe under it's own power.

It flows away from her, slinking up from the flat plane, it's umbral mass unfurling like smoke into the prowling shape of a black panther. The creature stretches it's spine, much as Isabeau did as she began her strange ritual, flexing sharp claws and baring white teeth as it regards these new companions with glowing eyes.

"This is Guen." Isabeau states matter-of-factly. "Poor dear, she has been cooped up too long as of late. She was quite pleased to hear we may soon be flushing out some rats for her to hunt." Guen makes a sound somewhere between growl and purr in assent.

Anyone who looks for a shadow attached to Isabeau finds it conspicuously absent now.


Female Fetchling
Aja Endymion wrote:
The veil lifts and her cheerful disposition returns. ”Oh! I am Aja, a soothsayer and healer. I am known in Blacklake – above us. Ask about me and you will see. Some call me the Lady of Eyes.”

Isabeau sighs in obvious relief, "A healer? Oh thank the Dark Lady. You need not worry about Cassius, his footprints are still fresh on the shadowed path." She moves close enough to loop her arm with the soothsayer's. "You can walk beside me."


Female Fetchling

Sense Motive: 1d20 - 1 ⇒ (2) - 1 = 1

Isabeau does not know what to make of the strange woman.

Aja Endymion wrote:
She turns her gaze roughly in Robert’s direction. ”Few places are good for the blind in Neverwinter. Are you concerned about my well-being that you would warn me so?” There seems to be some extra weight to her question.

"Should we be?" She asks in reply, "Concerned, that is?" She does not specify if she means for her or because of her...

Mehji Thicktoes wrote:
Mehji snorts, but keeps her mouth shut until she shes how the others respond.

Hearing their new acquaintance stifle a laugh, she arches a sable eyebrow at the brunette halfling, "Friend of yours, perhaps?"


Female Fetchling
Aja Endymion wrote:
I've taken the liberty of building a loot tracker. It's shown in my header. I assume we are taking anything not nailed down? :)

Thanks for that, spreadsheets are not my forte!

We are still poor, so until that situation changes, I would vote yes. As long as Isabeau doesn't have to carry it... XD


Female Fetchling

Isabeau smiles with obvious relief upon hearing the pass phrase. "That is most reassuring. My name is Isabeau, but perhaps you already know that?" She takes a seat at the table and motions for the others to do the same.


Female Fetchling

Isabeau approaches the halfling tentatively, looking curiously at the purple disk that reminded her somewhat of an inverted holy symbol of Shar. "Word about town suggests you might know your way about the undertown, as it were... Might we join you?" She asks, politely.


Female Fetchling

"Terrible business." Isabeau agrees, "I am glad you were unharmed. But as you can see, my friend here was not so lucky, though he gave as good as he got. Do you know of any healers or hedge wizards nearby?"


Female Fetchling

Isabeau moves up to the counter and stabs across with her longspear.

Longspear attack: 1d20 ⇒ 20 1d8 ⇒ 4
Crit confirm?: 1d20 ⇒ 15 2d8 ⇒ (3, 2) = 5

The dark eagle flies to bite at the remaining wererat.
Celestial Eagle Bite Attack 1, flanking, RS: 1d20 + 3 + 2 + 1 ⇒ (12) + 3 + 2 + 1 = 18 Damage: 1d4 ⇒ 2


Female Fetchling

Hello, hello to you both! I went back and clipped my little thematic intro and put it into my profile here so it's easy to find.

Isabeau's mother was an Oracle of Shar, one with an atypical streak of compassion for the church. She had a presence on the streets of Neverwinter and might have had an association with both/either of your characters, if you like.

Mehji, we have a little bit of a gangland lead into our mission and so your character might make a good guide as we head into that part of our journey.

Let me know anything I can do to help you acclimate!


Female Fetchling

The Celestial Eagle materializes opposite Robert, shrieks it's intent to destroy evil and slashes the wererat with talon and beak. Swift action to Smite Evil in case they are...

Celestial Eagle Talon Attack 1, flank, RS: 1d20 + 3 + 2 + 1 ⇒ (15) + 3 + 2 + 1 = 21 Damage: 1d4 ⇒ 2 (3 if evil)
Celestial Eagle Talon Attack 2, flank, RS: 1d20 + 3 + 2 + 1 ⇒ (8) + 3 + 2 + 1 = 14Damage: 1d4 ⇒ 1 (2 if evil)
Celestial Eagle Bite Attack 1, flank, RS: 1d20 + 3 + 2 + 1 ⇒ (16) + 3 + 2 + 1 = 22 Damage: 1d4 ⇒ 1 (2 if evil)


Female Fetchling

A dark miasma begins to gather and swirl around her as Isabeau starts to summon monster. She throws out her hand in Robert's general direction and the shadowy mass is flung further into the room as it coalesces and begins to take shape. Dark feathers flutter and the screeching cry of a bird of prey echoes through the warehouse.

It won't technically arrive until next round, placed a symbol of Shar where a celestial eagle will arrive.


Zahir ibn Mahmoud ibn Jothan wrote:

Yes, so, about that. My Forgotten Realms knowledge is dodgy it best. I've played more Greyhawk, Birthright, and Pathfinder than I ever did in the FR realm, so any help would be much appreciated.

Any existing players have an idea for a bit of assistance? Obviously, my plan, as an Inquisitor of Shar, is to be a formal member of the enforcement arm of the church itself, so the why and the how of my being assigned to assist is simple, but where am I from, etc? I imagine tieflings come from everywhere humans do in FR, the same as elsewhere.

You definitely don't need to be FR specific in your background. I wasn't since I adapted this character from a Ravenloft campaign that died on the vine. Tieflings do indeed come from everywhere. We are currently in Neverwinter, so you could base your history there. If you like the Eastern based themes of the Hungerseed Tiefling, you might have ancestors from Kozakura.

Our initial quest has us working to battle/infiltrate local gangs (in a sewer hideout, ew!) to retrieve an artifact that is important to the church of Shar. So a Barrister with an axe to grind with one or more of said gangs might be a good angle. One group is the Gnashing Fangs(Wererats) and another is the Tower Girls, but I suspect these are homebrew with no pre-established lore in the campaign setting. Here is a link on Dark Justicars the GM mentioned.

Aja Endymion wrote:
This stormraven with my WIP Aja...

I have it in my background that Isabeau's mother was an Oracle of Shar, so she could be a direct friend or at least acquaintance. That would also serve to provide a means to disturb Isabeau's memory block here and there since it's centered around her mother's death.

Robert Macintyre wrote:
Zahir ibn Mahmoud ibn Jothan wrote:
I’d have no trouble putting in a full divine caster, really, if that is desired. Let me take a look at it.
I wasn't saying you need to change. An oracle has been put forth as well.

Right, most important is to play a character you will enjoy and think will engage with the story. One good point of being affiliated with the Church is that there are bound to be NPC clerics we can seek out for aid if it really comes down to it.


The Shadowed GM wrote:
Current party is an investigator, unchained summoner rogue , urban skald, and a fighter.

Fixed that for ya! ^_~

Hello, I'm Isabeau and I'm the Sharran Amnesiac. Happy to be a background association with any PCs connected with the church. She was raised a follower. The ability to heal somehow will be greatly appreciated!


Female Fetchling

Isabeau sighs once she realizes the scope of their impending errand. "So we must bluff or fight our way through multiple gangs and sewer monsters and our only lead is to find and coerce Rykker Slyfoot for the specifics about the artifact. Do the Gnashing Fangs even consider recruits who are not Wererats? Do you know how soon the Auction is meant to take place? Anything about those who will likely be invited to bid on these items?" She was still hopeful that some sort of subterfuge might help them toward their goal.


Female Fetchling
The Shadowed GM wrote:
Keria laughs a few times before she realizes you're serious. "Oh that wasn't a joke? No, I won't be going with you unfortunately." she says, taking the chance to gather a handful of supplies from the shelves and tables before walking out of the panic room and heading to sit back down at her desk.

Isabeau nods, having suspected the word we was just a slip of the tongue. "So where is this intermediary meeting spot and how might we go about finding out where the artifact is being kept or where it will be moved to for the auction?"

After she gave Keria the opportunity to reply, she asked, "Could you make a suggestion of a guise under which we might be well received? I fear we must interview someone to get the information we need and that will be easier if we can enter and exit the area unchallenged."


Female Fetchling

Isabeau gives a wry smile, "The Nightbringer cares not if I like my duty, only that I fulfill it. But She rewards good service. You said 'where we can find out', does that mean you intend to accompany us? If your position among your fellows has been compromised, that may hinder our errand rather than help it. But please, share whatever you can about what we face."

She casts guidance on herself to aid in recalling anything she might know about the two gangs.
Knowledge(History): 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Knowledge(Local) Untrained: 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12


Female Fetchling

Isabeau blinks in surprise but seems relieved to see that Keria feels confident in her recover. "Oh, you are quite... resilient it seems. That is good news as my compatriots have already mentioned; we are not skilled in the healing arts."

She moves to close the outer door now that she has no need to run for aid and checks the bodies on the floor to confirm they are unlikely to stir and interrupt. "Well, we have come for information on the artifact. As well as any advice you can offer toward pursuing it's liberation. I take it your gang has already begun to question your loyalties?"

Heal(Untrained): 1d20 - 1 ⇒ (15) - 1 = 14 Just checking for a pulse.
Diplomacy: 1d20 + 3 ⇒ (18) + 3 = 21

Sorry, I thought I had already posted here. Must have left it on preview and forgot to submit.


Female Fetchling

Worriedly, Isabeau looked around for something else to be of help. "Are there other potions here? Wands or maybe scrolls? Someone who can heal in the building? I can fetch them."


Female Fetchling

Perception: 1d20 - 1 ⇒ (17) - 1 = 16

Staying clear of the opening and thus the line of fire, Isabeau calls out tentatively. "Keria? We- we had an appointment. The shadow guides our path to you. But hopefully not into the path of a crossbow bolt!"


Female Fetchling

"Hello? Miss Keria?" Isabeau calls through the heavy door. "I don't like this..." She said more softly to the fellows beside her as she casts detect magic to try and get a read on any magical happenings going on behind the door.


Female Fetchling

Isabeau gave the guard another bright smile, "Thank you, Captain!" She said with gratitude she did not need to feign. It was probably not his title, but men of arms tended to appreciate such honorifics.

Then she glided to precisely where the guard had indicated. "Second building on the right. Looks like business is good."

She kept a look-out for inventory manager as she rapped at the door out of courtesy and then made her way inside. Hopefully with her company of fellows in tow.

Diplomacy: 1d20 + 3 ⇒ (17) + 3 = 20
For first impressions with Keria or to get past any more go-betweens.


Female Fetchling

Isabeau decides to make another overture toward the guard. She makes her best attempt to stick to the truth of the matter, lest she raise his suspicions even more.

"Oh please don't ask me that... I was rather strictly bidden to be discreet about these inquiries. I'm sure it's not any fault of the company, you see. But well, there's an item involved of a rather... sensitive nature and my employer feels that it is possible that the particular item hasn't arrived yet where it was meant to go, you know. She hopes very much that the item should be restored to it's proper place and felt certain that the inventory manager could direct us further on that matter. I do hope you understand, I would hate for anything delivered by the business to have gone to the wrong recipient, after all." She blathered vaguely, skirting the issue as she gazed at him earnestly with her deep purple eyes. As he considered, she drew a deep breath as if preparing to launch into another such effusion if he were not yet satisfied.

Diplomacy: 1d20 + 3 ⇒ (19) + 3 = 22


Female Fetchling

This is probably a good time for someone else to pipe up with some combination of Bluff, Intimidate and or Knowledge(local) as I don't have any of those to make use here. Best I can do is suggest our business is private and meant to be handled quietly, which is true, at least, lol!


Female Fetchling

Isabeau stepped forward, offering the guard a hopefully beguiling smile. "Good afternoon, is this where we might find the inventory manager for Deepwater Deliveries? My employer sent me to inquire about a discrepancy with a recent shipment."

Diplomacy: 1d20 + 3 ⇒ (14) + 3 = 17


Female Fetchling

Isabeau arrives in the appointed place a bit early, wearing much the same garb she had worn the night before, though well brushed and aired out. The truth was, she only had one other full set of clothes and they were for journeying beyond the city. Not at all suitable on as bright and warm a day as today.

She shelters in the shade beneath the brim of her hat, looking quite out of place in the full light of day. Her pallor marking her out among the sun-darkened dock workers. She nods in greeting to the young tough, who had arrived before her and sniffs the air experimentally. "You seem much... refreshed." She offers tactfully as she settles in beside him to wait for the others.

"Master Vade had volunteered to do the talking, I believe. I will do what I can to set Keria's mind at ease that she will find solace among The Dark Lady's faithful." She said as she resettled the amulet beneath her cloak where she could display it, if she needed.


Female Fetchling
Cassius Thwaite wrote:
"Do any of us have, hrmm, how to say it.... a particularly glib tongue? Who should take the lead on the discussions, as it were?"

Isabeau gives a slight smile at the compliment to her idea and her deep purple eyes drift to the polished looking fellow, Alixus, at the question. "I suppose that would depend upon whether Keria feels more comfortable speaking with a man or a woman." She shrugs, "We shall see. And now, if there was nothing else, I should retire as well." Lacking her Mistress' skill with relocation magic, she simply slides to the end of the booth seat and rises to her feet, scooping up the amulet if no one objects to her taking it.

Her shadow looms up behind her, seeming at once larger and darker than the lighting should allow. It falls across those present as she moves away like a pall, it's touch substantial, cold and lingering as if the dark shape has it's own weight and mass.

She turns back as an afterthought before approaching the door. "You should know that while many of Lady Shar's faithful have some capacity for healing, my talents lie... elsewhere." And with that enigmatic pronouncement, she slips through the door and out into the night. As she raises her hood, her form seems to be enfolded by the velvety gloom until no sight of her remains.

Stealth: 1d20 + 9 ⇒ (17) + 9 = 26


Female Fetchling

Isabeau looks up at the fellows around the table and adopts a knowing smile. "We are free to continue our discussion without being overheard, if you wish. Approaching Keria for employment might well work. But it doesn't give us all access to her. What if we feign that we inquire about a shipment that never arrived on behalf of our employer? That is a matter that might require she speak to us in private to check our paperwork against her ledgers and she could send us away claiming that we merely came to the wrong shipping house by mistake."


Female Fetchling

Isabeau's eyes widen slightly at the sight of the medallion, which was clearly an elaborate version of Shar's Holy Symbol. And then narrows them again at the dissipating dust of the Paracountess' departure.
Spellcraft: 1d20 + 5 ⇒ (10) + 5 = 15 Nope!

Clearly, she had more to learn from the woman as a disciple. Her eye fell again on the medallion. She murmured the incantation for detect magic, scanning both for any sign of magical auras on the medallion as well as the spell that had been erected to dissuade eavesdropping to see if it was still in place.
Spellcraft: 1d20 + 5 ⇒ (17) + 5 = 22


Female Fetchling
Cassius Thwaite wrote:
"We should discuss the pretext under which we will seek out Keria, in terms of her employers are nearby or the like."

"We could... make inquiry about shipping rates for cargo, or some such." Isabeau supposed. "Though it might be wise to shadow her first, to get a firmer handle on the nature of her business."


Female Fetchling

Finishing her bread and wine, Isabeau dabbed her mouth with her napkin and turned to the gentlemen at the table. "So I suppose we must arrange to meet on the morrow and make our inquiries of this Keria down at the docks. Around lunchtime, perhaps?" She asked, looking from one to another in turn.


Female Fetchling

Isabeau's eyes go wide at the mention of the sum and a low, eager rumble sounds from her direction. Her pale cheeks color slightly in embarrassment, and she quickly takes another sip of her wine and reaches for a slice of bread. Slathering it thickly with butter, her elbow bumps against the side of the booth. "Excuse me." She says softly, but it sounds more like a reproach than a courtesy.


1 person marked this as a favorite.

About to post at Crimson Throne. Reviewing the AoO functions for a bit, cause I thought I was certain drawing provoked. Battle is definitely not one of my GMing strongsuits to the point my homebrews rely on chases and traps. Sort of like an Indiana Jones movie.


2 people marked this as a favorite.

Atarlost, you make a point. Now if only they'd make Prestige Classes that make you feel the prestige.


1 person marked this as a favorite.

The king is dead! In the Varisian port city of Korvosa, the death of a monarch leads to chaos, and only the PCs can hope to save the city from its own darkest tendencies. As the rule of the young queen grows more and more draconian, it's up to a band of bold adventurers to stop the spread of tyranny before all of Korvosa is crushed beneath her iron fist.

Player's Guide

Deadline: February 6
Player Count: 5

CHARACTER CREATION:
  • Backstory: 500 words minimum; Should be the focus of your character and sync with most of the character's details, especially traits, and describe how the character was wronged by Gaedren Lamm. "The campaign you are about to begin starts as you and several other promising young heroes are brought together to do what the city guards cannot (or will not) do—to see that Gaedren Lamm answers for his crimes, be that in a court of law or at the edge of a vengeful blade." More info on Gaedren Lamm may be found in the Campaign Info tab.
  • Experience: 1st level
  • Ability Points: 20 Point Buy
  • Wealth: Maximum gold for desired starting class
  • Health: Max at first level, Average beyond.
  • Alignment Restrictions: no NE or CE. LE characters must have a heavy-set, semi-Paladinesque code of honor and sees evil as selfishness rather than stereotypical evil.
  • Racial Restrictions: Core races and Tieflings are allowed. Tieflings may take Fiendish Heritage as a social trait rather than a feat. Heritage may be chosen, however the race trait must be picked from three d% rolls.
  • Class Restrictions: No 3PP classes are allowed. Online reference must be available.
  • Traits: 2. One trait must come from the Curse of the Crimson Throne Player's Guide. (pp 14-16)
  • Favored Class Bonus: You may choose optional favored class bonuses of any of the core races.
  • Item Creation Feats: Characters with bonus Item Creation feats may choose their replacement PFS feat instead. Alchemists may replace Brew Potion with Extra Bombs; Wizards and Clerics of the Rune Domain may get Spell Focus instead of Scribe Scroll.
  • Clerics of Irori: Clerics of Irori gain Improved Unarmed Strike as a bonus feat at level 1.

ADDITIONAL RULES:
  • Sneak Attack: Any character that gains Sneak Attack as a class ability gains Cheapy's Oppurtunities Aplenty instead.
  • Leadership: The Leadership feat is not allowed. Clerics and Druids of the Nobility Domain gain the Persuasive feat instead.
  • 2d10: We will be using 2d10 instead of d20. For critical purposes in attack rolls, getting an 18-20 counts as a 20, 17 counts as a 19 or 20 keen, 16 counts as a 18, 15 counts as 19 keen, and 14 sounds as 18 keen. This allows a higher tendency to hit the average.
  • Multiclass BAB: If a character multiclasses between two classes with the same non-full BAB progression, the BAB advances as if he or she did not multiclass. I.E.: A rogue 1/bard 1 would have a BAB of +1, not +0.
  • Multiclass Saves: If a character multiclasses to a class with good saves in a save he or she is already good at, that save gains a -1 penalty.
  • Agile Finesse: Weapon Finesse and Agile Maneuvers are now combined into one feat called Agile Finesse
  • Weapon Proficiency: Each character may take Weapon Proficiency as a combat trait at level 1. This is only available at level 1 and applies only to one weapon. Any additional weapon proficiencies must be taken as a feat as normal.
  • Weapon Restrictions: No advanced firearms.
  • Spell Restrictions: No Time Stop, Wish, Miracle, or related spells.
  • Atonement: The Atonement spell does not exist. This is figured out through role-playing repentance and acts to prove it.


1 person marked this as a favorite.

The staff really need to clean up to monk. It's horridly messy written.


3 people marked this as a favorite.

I'm putting the AM Baby project into hiatus because there's too much figures to think about. I needed to rest.

Allow me to introduce my newest project: Trixie, the Damsel who Distresses

She is a Half-Elf Martial Artist 11/Weapon Master 3/Beastmorph Vivisectionist 4/Invulnerable Rager 2.

-Half-Elf because of multiple favored classes and free skill focus
-Martial Artist for fighter levels and chaotic monk.
-Weapon Master because Weapon Training + Dueling Gloves is better than Brawler's Close Combatant
-Beastmorph Vivisectionist for Alter Self, Sneak Attack, and Mutagens
-Invulnerable Rager because Brutal Pugilist just doesn't work here so I'll just pass with the DR

Trixie's Signature Move is the Flurry of Medusa's Hasted Reckless Power Sneak Dragons under the Power of Enlarged Mutagenic Raging Giants.

Trixie's 20-Level Development:
For the following, MA stands for Martial Artist, WM stands for Weapon Master, BV stands for Beastmorph Vivisectionist, and IR stands for Invulnerable Rager. Feats are bolded while Discoveries and Rage Powers are italicized.

1.WM1- Skill Focus: Survival, Power Attack, Weapon Focus: Unarmed Strike
2.MA1- Improved Unarmed Strike, Stunning Fist, Combat Reflexes, AC Bonus, Flurry of Blows,
3.MA2- Scorpion Style, Dragon Style, Evasion
4.MA3- Fast Movement, Maneuver Training, Pain Points
5.MA4- Dragon Ferocity, Martial Arts Master, Exploit Weakness
6.MA5- Extreme Endurance, High Jump
7.IR1- Raging Vitality, Fast Movement, Rage
8.WM2- Furious Focus, Weapon Guard: Unarmed Strike
9.IR2- Eldritch Heritage: Orc, Reckless Abandon, Damage Reduction
10.BV1- Brew Potion, Throw Anything, Sneak Attack 1d6, Mutagen
11.WM3- Improved Eldritch Heritage Orc 9, Weapon Training: Unarmed Strike
12.BV2- Bleeding Attack, Torturer's Eye, Poison Use
13.BV3- Greater Weapon Focus: Unarmed Strike, Sneak Attack 2d6, Beastmorph Mutagen
14.MA6- Gorgon Fist
15.MA7- Weapon Specialization: Unarmed Strike, Physical Resistance
16.BV4- Spontaneous Healing (or Extend Potion)
17.MA8- Greater Weapon Specialization: Unarmed Strike
18.MA9- Improved Evasion
19.MA10- Medusa's Wrath, Greater Eldritch Heritage: Orc
20.MA11- None (Gotten for 2d8 unarmed damage with Monk's Robe)


Trixie's Equipment:
Armor- None
Belts- Belt of Physical Perfection +6 (144,000)
Body- Monk's Robe (13,000)
Chest- Mantle of Spell Resistance (90,000)
Eyes- Goggles of Night (12,000)
Feet- Boots of Speed (12,000)
Hands- Gloves of Dueling (15,000)
Head- Vudran Ashak Helmet (22,000)
Headband- Headband of Mental Superiority +4 (64,000)
Neck- Amulet of Mighty Fists: Furious, Ghost Touch, Frost, Flaming, Shock (125,000)
Ring 1- Protection +5 (50,000)
Ring 2- Freedom of Movement (40,000)
Shoulders- Cloak of Resistance +5 (25,000)
Wrist- Bracers of Armor +8 (64,000)
Permanency- Greater Magic Fang: Unarmed (12,300)
Book- Manual of Gainful Exercise +5 (137,500)
(825,800g/880,000)
Spend the rest on a boyfriend? You've got 7 Charisma

Trixie's Stats:
Starting stats at 20 point buy:
Str20/Dex12/Con10/Int10/Wis14/Cha7

Stats at level 20
Str36/Dex18/Con16/Int10/Wis20/Cha7

Stats at level 20 under Rage, Mutagen, Enlarge Person, and Power of Giants
52/Dex14/Con24/Int8/Wis14/Cha7


The Flurry of Medusa's Hasted Reckless Power Sneak Dragons under the Power of Enlarged Mutagenic Rage:
Attack Bonus for Flurry of Medusa's Hasted Reckless Power Sneak Dragons under Power of Enlarged Mutagenic Rage
+62/+57/+57/+57/+57/+52/+52/+47/+47/+42

Damage for Flurry of Medusa's Hasted Reckless Power Sneak Dragons under the Power of Enlarged Mutagenic Rage
2d8 Unarmed Attack +47 Bonus +2d6 Power Sneak Attack +2 Bleed +1d6 cold +1d6 fire +1d6 electricity
2d8+5d6+47+2+Dragon Stuff
87~126 first hit
66~105 every other hit
681~1071 total if all attacks hit

These are achieved by the following bonuses

Bonuses wrote:

Dragon Style +31

Dragon Ferocity +10
Str Bonus +21
Power Attack -5/+10 (Furious Focus)
Greater Magic Fang +5
Furious +2
Weapon Focus/Spec +2/+4
Exploit Weakness +2 (attack only)
Touch of Rage +9
Reckless Abandon +1 (attack only)
Weapon Training + Duelist Gloves +3
Enlarge -1
+1 Haste(Attack)

Tell me if I missed out anything or if I miscalculated

Other Notes:
Under Power of Enlarged Mutagenic Rage, these are some of Trixie's other stats.
HP: 126
AC: 42, T30, FF39 (2 Dex + 5 Wis + 3 Monk - 2 Rage + 6 Nat +1 Dodge +5 Deflection + 8 Armor +4 Shield (supposing you casted Shield))
Fort: 26 Ref: 18 Will: 28
DR1/SR21
BAB +16/+11/+6/+1
CMB40, CMD52
70 ft. Speed
15ft. Reach
Huge
Immune to sleep, fear, flanking, self-poisoning, fatigue, exhaustion
Darkvision 60ft.
Ignore DR
Once again, tell me if I miscalculated

So that's about it. Can I improve on this more? Is my math wrong?


1 person marked this as a favorite.

Since the eidolon is translucent and not transparent, you can easily hide yourself by casting light on your clothes or armor. The effect then would cause this light to be diffused in the eidolon, giving it a cool glow and effectively hiding you. Photography ftw.


2 people marked this as a favorite.

Also catfolk=furries. Furries=porn. Porn=Lust. Cayden Cailean is a chaotic GOOD deity with Lust domain.

Therefore...

Sexy catfolk are good and Cayden approves. He's also Desna's and Iomadae's good friend, so they're cool with it too. I also believe he's Shelyn's friend.


2 people marked this as a favorite.
Abraham spalding wrote:
If we are going to base this off of a single piece of artwork then I suggest we start looking at the Iconics, then several of the other creatures' pictures in the bestiary. Many are much more risque than the catfolk.

I.E: dryads, avatars of lamashtu, the intro pic of nidal, certain calistria pics in elves of golarion, etc. Don't get me started on the Lust subdomain. and damn the fanbase of Seoni.


1 person marked this as a favorite.
TriOmegaZero wrote:
deusvult wrote:
Squawk Featherbeak wrote:
thus this was born
Thread winner.
Facebooked.

or better yet, FOR THE GLORY OF GOLARION


9 people marked this as a favorite.

thus this was born


1 person marked this as a favorite.

That's what humans would call them most probably. I doubt that Elf is Elf in Elven, or that Dwarf is Dwarf in Dwarven. Same goes for Catfolk.


4 people marked this as a favorite.

Hi. I'm compiling a list of houserules, additional rules, and grey-area considerations for when I GM. I want to know what are your favorites.

Also: How do you handle PBP? There isn't a solid rulebook to it. Just a set of unspoken rules and regulations.


2 people marked this as a favorite.

Dual shieldies were thought of long since the shield was invented. Humans are a creative and innovative race. We aspire to find new ways to do things regardless of what others tell us to do. For some such as I, it is that spite and rejection that drives us to pursue what others believe to be impossible, stupid, or both. This is not for bragging rights, but rather for the conquest that we did something great.


1 person marked this as a favorite.
James Jacobs wrote:
Show me something from anything—history, movies, comic books, whatever—that's not an RPG— where someone uses two shields in a cool fighting style that doesn't look lame and actually looks like it works to both defend and fight... then we'll talk!

Samurai Jack. That episode based on the Battle of Thermopylae with the robot minotaurs and the Spartans with the explosive spears. During the final battle against the robot octopus thing, Jack was disarmed of his katana and borrowed the shield od the main Spartan guy, thus wielding dual heavy steel shields. The fighting style resembled a mix of Captain America with fighting fans.


2 people marked this as a favorite.

In that case...

Human Maneuver Master/Archaeologist
Traits: Prehensile Whip, Maestro of the Society
CL1- MM1: Improved Unarmed Strike, Stunning Fist, Improved Trip, Weapon Finesse, Flurry of Maneuvers, AC Bonus
CL2- MM2: Improved Disarm, Evasion
CL3- A1: Agile Maneuvers, Bardic Knowledge, Archaeologist's Luck +1, Cantrips
CL4- A2: Clever Explorer, Uncanny Dodge
CL5- A3: Fury's Fall, Trap Sense +1
CL6- A4: Rogue Talent: Weapon Training: Whip
CL7- A5: Whip Mastery, Lore Master 1/day, Archaeologist's Luck +2
CL8- A6: Evasion, Trap Sense +2
CL9- A7: Improved Whip Mastery
CL10- A8: Rogue Talent: Combat Trick: Serpent Lash

Pros: Earlier improved maneuvers, more spells, more will, more bard stuff in general, monk stuff.
Cons: Less BAB by far, less whip feats, less fortitude, later whip mastery.


5 people marked this as a favorite.

Human Mysterious Pistolero/Archaeologist/LoreWarden
Traits: Prehensile Whip, Maestro of the Society
CL1- MP1: Weapon Finesse, Agile Maneuvers, Gunslinger's Dodge, Grit, Gunsmith
CL2- A1: Bardic Knowledge, Archaeologist's Luck +1, Cantrips, Inspire Courage
CL3- LW1: Weapon Focus (Whip), Whip Mastery, Scholastic
CL4- LW2: Combat Expertise, Serpent's Lash
CL5- LW3: Improved Trip, Maneuver Mastery +2
CL6- LW4: Improved Whip Mastery
CL7- LW5: Improved Disarm, Weapon Mastery (Firearms)
CL8- LW6: Fury's Fall, Bravery +1
CL9- LW7: Greater Whip Mastery, Know Thy Enemy
CL10- LW8: Fury's Snare

Above CL10, Increase levels in Archaeologist. Gain Eclectic as your Level 11 and Lingering Performance at level 13.


1 person marked this as a favorite.

So here

Spells Known
0- Detect Magic, Ghost Sound, Read Magic, Prestidigitation, Mage Hand, Sift
1st- Saving Finale, Timely Inspiration, Expeditious Retreat, Silent Image, Sleep (Replace with Cure Light Wounds at 5), Grease
2nd- Allegro (Replace with Invisibility at 8), Mirror Image, Versatile Weapon, Gallant Inspiration, Heroism
3rd- Exquisite Accompaniment, Good Hope, Dispel Magic, Haste
4th- Dance of 100 cuts, Freedom of Movement, Dimension Door, Discordant Blast (Mostly for flavor. I wanna Fus ro dah.

I like having spells that other people don't have so that's why I got those. If ever I am not allowed to use such spells, I'll have to go with pipedreamsam's and treantmonk's ideas.


1 person marked this as a favorite.

Ok. New build. Used STR Ranger's sample build and converted the monk into Sohei of Many Styles. He's going to single wield a jutte.

build:

Human Lore Warden/Sohei of Many Styles
Starting Stats: Str16/Dex16/Con11/Int16/Wis8/Cha7
Skills: Acrobatics 16, Sense Motive 20, Perception 20, Arcana 20, Dungeoneering 16, Nature 16, Planes 16, Religion 16
CL1- LW1: Weapon Fcs (Jutte), Quick Draw, Iron Will
CL2- SoMS1: Improved Unarmed Strike, Kirin Style
CL3- SoMS1: Kirin Path, Snake Style
CL4- LW2: Combat Expertise, Improved Disarm
CL5- LW3: Power Attack
CL6- LW4: Weapon Spec (Jutte), Retrain Quick Draw for TWF
CL7- LW5: ITWF
CL8- LW6: Snake Sidewind
CL9- LW7: Combat Reflexes
CL10- LW8: Snake Fang
CL11- LW9: Gtr Wpn Fcs (Jutte)
CL12- LW10: Kirin Path
CL13- LW11: Two-Weapon Rend
CL14- LW12: Break Guard
CL15: LW13- Pin Down
CL16: LW14: Penetrating Strike
CL17- LW15: Gtr Wpn Spec (Jutte)
CL18- LW16: Gtr Penetrating Strike
CL19- LW17: GTWF
CL 20- LW18: Stunning Assault


1 person marked this as a favorite.

If you have a paladin, or a lawful good cleric, you have a problem against their code.

I personally don't allow Evil characters in my campaign and if I do, it's only Lawful Good.

Yes it is possible. The evil player would have to help you out with a new backstory and proper roleplaying. Make the story in line with his intentions. A proper evil character puts himself before others, whether that means helping them or hurting them.


1 person marked this as a favorite.

On a more serious note, which parts of Ninja do you like?


1 person marked this as a favorite.

oh right... Invulnerable Rager, spend a ton of points on acrobatics, tie yourself to a siege weapon.


2 people marked this as a favorite.

I made a simple guide for me and my friends a while back. It's somewhat similar to what KT said, but doesn't see law necessarily as society's law. Also, it's much friendlier, allowing CE characters to join the party with less conflict.

The Good and Evil axis represents how much you put others before you. Good being more selfless, while evil being more selfish. It doesn't mean you'll willingly do harm if you're evil. It just means you care less about others and more about yourself. Neutral in this axis means you balance the importance of others and yourself. You think about others, but you're not a doormat.

The Law and Chaos axis represents how strict you are with yourself. Lawful characters usually live by a certain code, whether that be a personal code, or local law. Chaotic characters see themselves better off doing what they feel like doing. It doesn't mean you break every law just because. It means you do everything just because. You're not following the law. The law just happens to agree with what you want to do. Neutral in this axis means you have a code, but you sometimes wish to disobey it.

-In this sense, killing someone out of fun is a chaotic act, not an evil one. Killing someone out of vengeance for one's self is and evil act, and depending on the case may either be lawful or chaotic.

-Theft is evil. Either neutral or chaotic.

-Breaking the law is not necessarily chaotic. You could have done this because it breaks your own code.

-Twisting the law or stating loopholes is chaotic evil. You're just using law as a vessel.

-Most people in real life are True Neutrals or at least never within the extremes. It is true though that this is the hardest to roleplay. Also note this alignment does not mean emotionless and apathetic. It means you'd rather think of the situation before acting upon it, balancing vanity with charity, instinct with self-control.


2 people marked this as a favorite.

Whenever someone quits my group because of the gaming experience, I consider myself a bad GM and get to more reading.


1 person marked this as a favorite.

And I quote.

Iced2k wrote:
The DM sounds like a tool


1 person marked this as a favorite.
Quantum Steve wrote:
Go with a Tiny sized long spear, it's -4, but then you could fit your reach weapon in your pocket!

THIS LOGIC


1 person marked this as a favorite.

yes, you could use it as a simple whip if you had the whip proficiency, but to use it as a SCORPION whip with the disarm, trip, and reach functions, you'd need both


1 person marked this as a favorite.

ZEN ARCHER~~~~


1 person marked this as a favorite.
Mike Schneider wrote:
Lore Warden is stupendously nice: finally, a brainy fighter archetype that doesn't suck.

Absolutely. One of the best CM users. Tap this in with Maneuver Master Monk and you've got on hell of a wrestler.


1 person marked this as a favorite.

Someone at the forums complained that there was no optimal shapeshifting class in Pathfinder. Let's see what I can do about it.

First off I would like to thank Treantmonk, because this build is based on his guide.

Race::
Here, we're going to take my favorite race, the Human. The extra feat and skill points will be handy. Also, humans have the Eclectic trait.

Alignment::
For future purposes, I suggest to stay Neutral in the Good/Evil axis.

Abilities::
Str>Dex>Con>Wis>Int>Cha. Strength will be your primary ability as you will be a melee warrior. Dexterity and Constitution are important as they will decide your defensive capabilities. Wisdom is important, even if casting is not your primary objective. Intelligence and Charisma are dump stats, although a bonus to Intelligence might help with skill points.

Skills::
Knowledge (Nature) is important as you can't turn into something if you don't know how it looks like. Perception is amazingly important in any game. Handle Animal is important as you must teach your Animal Companion. Fly is needed when you learn to fly. And single dips into Climb, Swim, Survival, and Heal would be helpful as well. You also need 10 ranks in Spellcraft and 5 ranks in Knowledge (Planes)

Items::

• Armor: Wild Ironwood Fullplate
• Belt: Belt of Giant Strength/Physical Might (Str/Con)/Physical Perfection
• Body: Druid's Vestment
• Chest: Mantle of Spell Resistance
• Eyes: Goggles of the Night
• Feet: Boots of Speed
• Hands: Any
• Head: Mask of Giants
• Headband: Headband of Inspired Wisdom
• Neck: Amulet of Might Fists
• Rings: Ring of Protection
• Shield: Wild Heavy Shield
• Shoulders: Cloak of Resistance
• Wrist: Bracers of Armor

Class Progression::

Level 1: Take this in Druid. Vanilla Druid is perfect for this. First off, choose Animal Companion as your Nature Bond. Ape is a solid choice because you'll be taking Boon Companion. Tigers are epic starting at level 3 (being a level 7 companion). I suggest to take a Roc at later levels. A large flying bird would be helpful for scouting and transporting people. This choice is here, because soon, you'll be multiclassing, and your companion won't be as battle-ready as you'd like it to be. Looking at a logical perspective, adventurers are not always on missions. There are those dry days. Use those to switch companions. For feats, take Boon Companion as recently stated, and Power Attack.

Level 2: Nothing special here. Woodland Stride, I'd think, would be more useful in later levels, unless your GM's the type to have you guys in difficult terrain battles at early levels.

Level 3: Take Improved Overrun. This is a chain to better

Level 4: FINALLY. Wild Shape baby. Now transform and make babies with your Animal Companion. No. Not really. That's gross.

Level 5: Natural Spell. Spellcasting while in Wild Shape is quite useful.

Level 6: More Wild Shape, more animal choices. Now strut like the Dire Tiger you are.

Level 7: Take Wild Speech. If you're spending the entire day as an animal, you might as well talk.

Level 8: More animal choices! But that's mostly it.

Level 9: Time to multiclass. You've got 12 hours of Wild Shape anyways and have unlocked all the forms. Invulnerable Rager Barbarian. I'd take Drunken as well, but most animals can't hold bottles. Take Shaping Focus for your feat.

Level 10: Rage powers. Knockback. This rage power, mixed with a dire tiger's pounce is quite epic.

Level 11: Take Quick Wild Shape. The penalty in Druid levels shouldn't be a problem cause the plant forms and most of the elemental forms suck.

Level 12: Take Superstition. This is a great bonus when fighting spellcasters and fey

Level 13: Your final Wild Shape feat. Take Powerful Shape. This is why it's important to stay Neutral in the Good/Evil axis.

Level 14: Let's take Swift Foot. Pounce is your friend.

Level 15: Now that you're done with Wild Shape feats, let's focus on pounce. The Charge Through feat gives you the ability to overrun someone in the path of your charge.

Level 16: Swift Foot once more. Well fine. Every time I say Swift Foot, you can go Witch Hunter, Strength Surge, or Disruptive.

Level 17: Elephant Stomp. That guy you cross? He's getting a hit in the head.

Level 18: Swift Foot! … or Flesh Wound.

Level 19: Last feat. Might as well finish the overrun chain. Greater Overrun. Also you get Greater Rage.

Level 20: Last Rage Power. Swift Foot! I know you can only take this four times, but read the /foot note/ at level 16.


1 person marked this as a favorite.

I made this build a while back. hope you like it. link


1 person marked this as a favorite.

I want to see how far this thing can go. 20PP, 2 traits, 20 levels of straight Commoner.


2 people marked this as a favorite.

LV 20 AM BARBARIAN build Mighty Genie-Bound Devil-Bound Two-Headed Diamond Undead Lord Vampire Rune Giant. CR 54 with a CR 51 mount.

Hehehehe.