Giseil Voslil

Issceran's page

230 posts. Alias of Markus Freeman.



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So, what's the best way to maximize the Piloting skill? My first interpretation at 1st Level has been to build a Human Ace Pilot Operative with Skill Focus: Piloting. With Dexterity 18, that's +13 at 1st Level based on my math - not even counting equipment. I have not gotten that far into the weeds yet.


This is a general post to gauge interest in players and Game Masters who would like to consider Ultimate Psionics in some form or another in a play-by-post campaign.


Looking over the Feat lines for bows and crossbows, it appears the crossbow style of combat requires too many Feats to be effective. Are there any unique tricks besides the Feats to make a crossbow more worthwhile? The advantages I see is the higher base damage and increased critical range. Howevever, with Vital Strike being useless with other neat crossbow feats I don't see how to differentiate it other than an inferior option.


If a Feat requires an Ability Score of 19 (Ex: Greater Two-Weapon Fighting, Dex 19) and a PC has an Ability Score of 17 with a magic item that increases his Ability Score to 19 (Ex: Belt of Incredible Dexterity), does he qualify for the Feat? I think no, however a lot of players discuss casting higher level spells by wearing a headband deapite having a lower base Ability Score. I wondered if there was a similarity or difference in function. Thanks!


Quote:

Dragon (10 RP)

A dragon is a reptilian creature with magical or unusual abilities. A dragon race has the following features.
Dragons have the darkvision 60 feet racial trait.
Dragons have the low-light vision racial trait.
Dragons are immune to magical sleep effects and paralysis effects.
Dragons breathe, eat, and sleep.

Looking at the ARG, what would be a better alternative or way to reduce the RP of the Dragon while replicating it? Instead of pure immunity, I would prefer just bonuses. For what I am doing, the other features feel appropriate.


I want some advice! I have a few Bard concepts I am mulling over currently. Each concept is based on a high Dexterity build out of the Archaeologist archetype.

1) Archer Bard: Point Blank Shot Feat Chain
2) Whip Bard: Whip Mastery Feat Chain
3) Dervish Dance Bard: 'Nuff Said
4) Two-Weapon Fighting Bard: 'Nuff Said

Not sure where to go.


Could I get some suggestions for what classes shine the most in Second Darkness? I want to pick something that I will thoroughly enjoy. I am concerned that some classes, such as the Cavalier, might encounter some challenges along the way. Thanks!


For the enterprising Druid, what creatures are the best for each stage of a Druid's Wild Shape? I was looking over the class features and it with each Bestiary, it appears more and more options become available. What animals, elementals, plants, and magical beasts would you suggest as the ability progresses in power? Suggest utility shapes raw combat prowess alike.


Heartstone (Ex)
At 2nd level, a stonelord's flesh becomes progressively rockier. She gains a +1 natural armor bonus to AC and DR/adamantine equal to 1/2 her paladin level. The natural armor bonus increases by +1 at 6th level, and every four levels thereafter, to a maximum of +5 at 18th level. These benefits are halved when not touching the ground or a stone structure. This ability replaces divine grace.

Amulet of Natural Armor
This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.

Does the Stonelord ability stack with the Amulet of Natural Armor?


Due to a change in finances, I need my subscription cancelled, and my recent automatic order cancelled and refunded. Thank you for your time.


So, if you take a Hungry Ghost Monk and combine it with a Qinggong Monk as a Tiefling (Oni-Spawn) I'm pretty sure you get Akuma. You can get your Gou Hadoken fireball attack with Searing Ray at 4th Level for 2 ki (later 1 ki with Ring of Ki Mastery) and Blood Crow Strike at 14th Level for 2 ki (ditto) w/ the entire Dimensional Agility feat chain at 13th Level + for his Shun Goku Satsu attack. What else would compliment the build...? Currently, I have the following for a PFS Character:

18 Str, 14 Dex, 12 Con, 10 Int, 16 Wis, 6 Cha

Given that Akuma in the games has always been a bit of a glass canon (high attacks, low health) I felt the above array reflected that better than my previous idea:

16 Str, 14 Dex, 14 Con, 10 Int, 16 Wis, 8 Cha

I'm torn on the feats, however, currently sitting on:

Toughness, Dodge, Deflect Arrows, Dragon Style

Thoughts? Thanks for the musings!


The Freebooter Ranger archetype has an ability called Freebooter's Bane. Does the ability work like Favored Enemy, limited to times per day? It does not specify.


Is there any 3PP who have put out good material for fencing oriented Fighters? I'm wanting a good archetype that meshes very well with a savvy swashbuckler.


Lunge:
Lunge (Combat)
You can strike foes that would normally be out of reach.
Prerequisites: Base attack bonus +6.
Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.

Step Up:
Step Up (Combat)
You can close the distance when a foe tries to move away.
Prerequisite: Base attack bonus +1.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Following Step:
Following Step (Combat)
You can repeatedly close the distance when foes try to move away, without impeding your normal movement.
Prerequisites: Dex 13, Step Up.
Benefit: When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.
Normal: You can only take a 5-foot step to follow an opponent using Step Up.

Step Up and Strike:
Step Up and Strike (Combat)
When a foe tries to move away, you can follow and make an attack.
Prerequisites: Dex 13, Following Step, Step Up, base attack bonus +6.
Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round.
Normal: You can usually only take one standard action and one 5-foot step each round.

If you're using Lunge with a normal non-reach weapon to threaten for 10 ft melee range, would your extended range apply to the Step Up chain?


7 people marked this as FAQ candidate. Staff response: no reply required.

Parry (Ex): At 2nd level, a duelist learns to parry the attacks of other creatures, causing them to miss. Whenever the duelist takes a full attack action with a light or one-handed piercing weapon, she can elect not to take one of her attacks. At any time before her next turn, she can attempt to parry an attack against her or an adjacent ally as an immediate action. To parry the attack, the duelist makes an attack roll, using the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the duelist, the duelist takes a –4 penalty on her attack roll. The duelist also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The duelist must declare the use of this ability after the attack is announced, but before the roll is made.

I don't think so, but can a Duelist with a dagger in her off-hand lose her additional attacks to activate her Parry ability?


I'm wanting to play a Duelist for a game.

Character Creation
1st Level
25 Point Buy
2 Traits
Core Classes Only
Archetypes Okay

I know that the Duelist route (Finesse) is not the best for damage but I want to have fun and try something new. I want to be fast, dashing, have a wide range of skills, and help set up flanks. This is my proposal:

Human Fighter (Lore Warden) 1
AC 19 (10 + 4 Dex + 4 Armor + 1 Dodge)
14 STR
18 DEX
14 CON
14 INT
10 WIS
10 CHA
Dodge, Mobility, Weapon Finesse
Chain Chirt, Rapier
Expert Duelist, Reactionary

Thoughts? And looking to the future, what is a good idea? Is disarm or feint worth investing into?


I'm looking for a weekly game of Pathfinder RPG to become familiar with Roll20.net's VTT. If anyone is looking to start a game or has room for an additional player, let me know.


My potential Wizard player asked me after I said, "If its banned in Pathfinder Society, it's banned at my table," (as a general guideline of what I expect) if he could craft magical items. The adventure path already has loot from beginning to finish so I would think its not necessary at all. If I allow it, I risk the potential of the wizard breaking the breaking the adventure path by imbalancing the WBL... I think. What do you guys think? Is it good or bad for the adventure? The general feel I get is there is not a lot of downtime for the adventure. I already told the ranger it wouldn't make sense to dual wield sawtooth sabers from a story perspective (which just comes off as cheesing to me).


I'm GMing Rise of the Runelords and the party is working to create their characters. So far I have a player wanting to play a Stonelord Paladin and an Urban Ranger. I've suggested the Ranger try a Trapper Ranger instead since communities doesn't have a big impact outside of Magnimar and Sandpoint. Given the nature of the campaign, is it okay to suggest a player play a Wizard? That would leave a final role to fill. Would any class work? I was thinking a Cleric, Druid, or Oracle would fit -- I want there to be a Divine spellcaster to round out the party. My friend suggested a Witch being a viable option as well. I just want to as a GM try to make sure the group dynamic is there and we are not missing any vital roles since the Ranger wants to essentially be a Rogue.


Please cancel my Pathfinder Campaign Setting subscription.

Thank you.

Kyle Smith


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So, I read this suggestion for the moment of Ascension and giggled.

Passed On: The character is present at the death of
a powerful, or perhaps even mythic, creature. In its
final moments, it passes on its power to the character,
granting mythic abilities. Alternatively, it may not be
given voluntarily, but instead taken upon the death of
the mythic character. This might even be the way that all
mythic power is gained in a campaign.

This reminds me of slaying dragons in Skyrim and sets up that sort of campaign if you're interested. Skyrim aside, dragons are traditional and are supposed to the smartest, most powerful creatures in most settings so I could easily see using this as a means of gaining Mythic ability.


This thread is to address the mythic Power Attack feat and to hopefully also address the issue of STR based builds versus DEX based builds at the Mythic level.

Power Attack (Mythic)
Your attacks are truly devastating.
Prerequisite: Power Attack, 1st mythic tier.
Benefit: When you use Power Attack, you gain a +3
bonus on melee damage rolls (instead of +2). When
your base attack bonus reaches +4 and every 4 points
thereafter, the amount of bonus damage increases by +3
(instead of +2). In addition, the bonus damage from this
feat is doubled on a critical hit.

Suggestion 1: Add an additional requirement involving a higher Strength score. This will appease STR builds and prove they still dominate DPS compared to DEX builds. Keep it in range of characters who are not two handed warriors, though.

Suggestion 2: There is no wording for the effects of power attacking with a two handed weapon. How about +5 when weilding a one handed weapon with two hands or weilding a two handed weapon? It continues to validate STR fighters and makes sensed based on the original feat.


Who else has returned to the fight?


So, should the Brother of the Seal utilize Awesome Blow as much as possbile? Looking at the class, I can't help but think you might as well get your mileage out of it and rock a DEX/WIS build since it benefits from WIS to damage. Move around the battlefield throwing people around like the best of them.


So, I'm thinking for PFS making a Monk/Paladin/Champion of Irori. Since Aasimar are now available, I'm thinking its the best option for the class since they still suffer MAD but a Monk combined with a Paladin gets even more defenses. A Monk 3/Paladin 2 is clearly the best entry into the prestige class. So, how does the following spread look at Level 2?

STR 10, CON 13, DEX 16, INT 10, WIS 16, CHA 14? A DEX build seems the most viable.


Okay, so take a board game. Take traditional fantasy elements like elves, dwarves and humans. Add in appropriate classes like warriors, rogue and mages. Mix in a slew of clasic fantasy monsters liek kobolds and dragons. Add in some retro 8-Bit and 16-Bit flavoring. Color with bright anime style make everything chibi. What do you get?

Super Dungeon Explore

I've read a lot of reviews on this game by Soda Pop Miniatures and have heard nothing but good things. Has anyone else played? I'd like to hear what other people think. I went ahead and ordered a copy and look forward to playing with my wife.

Warning:
FYI if you're going to just reply with how much you don't like anime in your games, please don't respond.


"A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare."

Would a Wizard be able to take one hour and study his spellbook in the middle of the day to change his prepared spell list from what he would have in the morning?


My wife and I lost our very first PFS characters and their chronicle sheets. Is there anything we can do to recover these characters?


Are there any traits that relate to a Paladin's Lay on Hands?

Thanks.


Human Fighter (Polearm Master)

Pathfinder Society 20 Point Buy

18 STR (+2 Racial) (10)
14 DEX (5)
14 CON (5)
13 INT (3)
11 WIS (1)
7 CHA (-4)

Feats

Level 1 - Exotic Weapon Proficiency: Fauchard, Combat Expertise, Improved Trip
Level 2 - Power Attack
Level 3 - Combat Reflexes
Level 4 - Furious Focus
Level 5 - Iron Will
Level 6 - Greater Trip
Level 7 - Improved Iron Will
Level 8 - Improved Critical
Level 9 - Tripping Strike
Level 10 - Critical Focus
Level 11 - ???
Level 12 - ???

Traits

Adopted: Military Merchant (Dwarven) +1 Perception and CS
Carefully Hidden: +1 Will, +2 Saving against divination effects

Exotic Weapon Proficiency

Fauchard
1d10, 18-20/x2, Slashing, Reach, Trip

My idea is to play a Polearm Master Fighter and take advantage of a trip build using the Fauchard. I'd gain the bonuses on attack and damage as a Fighter so I'd forgo the Weapon Focus chain in favor of utility feats. When I can't trip an enemy, I'm two-handing a reach weapon with Power Attack for very good damage.


Of all the archetypes in the Advanced Race Guide, I find the Stonelord to be the most interesting. The class trades all of its Charisma related abilities out for an extremely defensive focused build. It even dips into the Stalwart Defender prestige class. However, I'm curious what is the best way to go with the class? As a Pathfinder Society character, how would you create a Stonelord and advance him? I'm thinking a reach weapon build or sword and board is the best course of action.


When you have extra feats laying around, what do you go for to round out a character for survivability and function? If you would like, list two lists: one for melee characters, one for ranged characters (martial or arcane).


Example:

Trait: Warrior of Old and Trait: Reactionary

Its not configuring in Hero Lab so I needed to query the board. I assume two bonuses from the same source (Trait) don't stack together?


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I'm not overly familiar with gestalt characters and have seen various threads addressing combinations of classes for this variant of the game. Could someone give me a run down of how gestalt rules work? I'm aware it was common during the 3.x era for DnD however I'm unsure if it works just the same for Pathfinder with their various changes to the ruleset. Thanks ahead of time.


Is there any third party support for a Cavalier archetype for a fencer/swashbuckler/duelist oriented character?


I'm a bit confused with how archetypes can stack together. For the purpose of what I'm wanting to do, can I combine the Two-Weapon Fighter and Tactician archetypes to replace Bravery with Tactical Awareness?


When I get home from deployment one of my character considerations for my next PFS character is going to be a Samurai. Does anyone have any advice on the Samurai in PFS? I love the Samurai adaptation of the Cavalier class and the added bonuses of being a badass with a katana. What sort of ability score array should I look at? Should I focus on Fighter Feats?

As I'm aware, its only this latest season's modules which have Tian considerations (with the introduction of the Lantern Lodge and Tian Xia adventures). So, would it be in my potential character's best interest to only play Season 3 modules?


Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

I was wondering, outside of playing a Bard or casting a Divine spell, would allowing Diplomacy to give a momentary morale bonus as a sort of opposite to the Demoralize action under Intimidate be a fair house rule and if so, how would you word it? In my PbP I wanted my Paladin to 'rally the troops' and motivate a group of people who feel they are about to do. My GM mentioned Perform would be required however I am not a Bard and it seems to step on their toes.


Pathfinder RPG took the Dungeons and Dragons OGL for v3.5 and expanded on the rules, fixed the rules and updated the rules in varying degrees. Inevitably, there will be a revision to the Pathfinder RPG at some point in the form of a new edition, where that is in 5, 10 or 15 years. The strength of Pathfinder RPG is its backwards compatibility with previous 3.0 and 3.5 material.

My question is, would you feel comfortable if the next 'edition' completely overhauled the system? Not in the degree that was the difference between v3.5 and v4.0, but enough where Paizo didn't feel restricted to 3.5?


Hello all!

In my custom campaign setting, Cevryn, the three prominent races of elves are the High Elves, Wood Elves and Dark Elves. In a Pathfinder conversion, they are represented by the High Elves as the default Elf race from the Core book; the Dark Elves are represented as the Drow from the Bestiary with minor tweaks (the Dark Elves have transcended the underground cliche, for instance); the Wood Elves are the "original" elven race, with a deep rooted respect for nature and being predators of nature and men. I need help tweaking the base Elf race to reflect the Wood Elves better.

Here is the default Elf from the PRD:

Elf:
Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Wood Elves favor the Ranger and Druid classes, which is thematic for their way of land in their forest domain and their spirituality in tune with nature.

I want to alter their racial ability scores to +2 Dexterity, +2 Wisdom and -2 Constitution to represent this. They are the finest archers in the campaign after all and have a deep rooted understanding of the world around them.

The Elven Magic racial trait needs changed the most in my opinion, something that is universally useful for all wood elves. Any suggestions? Silent Hunter and Woodcraft appear thematic to me for the nature of the class, with Silent Hunter being a little too focused. I think Woodcraft is great.

Can anyone suggest a Favor Class option for Druids?

The Languages will be changed to reflect the setting.

The weapon familiarity will be updated as well.


Hi! I'm wanting to put together an order for the cavalier that is specific to cavaliers who serve in Lastfall protecting the world from the Whispering Tyrant. Between orcs and undead threats, could someone help me put something together?


With Dimensional Dervish, I can either: 1) Use Abundant Step AND use Flurry of Blows on one target or 2) Use Abundant Step AND use Flurry of Blows on multiple targets?

From how I read the feat, I can take a full attack action and attack everything within twice my movement range.


There has been a lot of controversy surrounding the Monk class. Now and again the forums flare up with topics regarding the Monk with various issues. I would like to collaborate with the community to rebuild the monk for my own personal game. This is not a place to argue over what is wrong and what isn’t, that discussion is reserved for another thread. I would like the help for those who are willing and critique to create something balanced. I want to retain the flavor of the monk in the process.

First I am going to list the abilities of the Monk that I like.

1. Good Saving Throws – Fortitude, Reflexes, Willpower
2. AC Bonus
3. Bonus Feat Progression
4. Flurry of Blows
5. Stunning Fist
6. Unarmed Strike
7. Evasion
8. Fast Movement
9. Maneuver Training
10. Still Mind
11. Ki Pool
12. High Jump
13. Purity of Body
14. Wholeness of Body
15. Improved Evasion
16. Diamond Body
17. Abundant Step
18. Diamond Soul
19. Quivering Palm
20. Timeless Body

Next, I am going to list the abilities of the Monk that I do not like.

1. Slow Fall
2. Tongue of the Sun and Moon
3. Empty Body
4. Perfect Self

Lastly, I am going to list the abilities of the Monk that I feel that need revised.

1. Base Attack Progression – If the Monk’s BAB is altered, the following would be affected:
a. Flurry of Blows
b. Maneuver Training
2. Bonus Feats – I think the Monk needs more options.
3. Unarmed Strike – One of the greatest arguments with the Monk’s Unarmed Strike is the fact that it becomes less effective at higher levels. Other combatants get magical weapons, Monks can too but they have no synergy with their special Unarmed Strike. The Amulet of Mighty Fists is the assumed fix for this but it costs more, doesn't offer a +10, and takes up a neck slot compared to a normal magic weapon.
4. Still Mind – I think that this ability could improve.
5. Ki Pool – I think that the ki pool comes too late for the Monk (the ninja gets it at Level 1).
6. Slow Fall – I like the concept of the ability but it needs to work differently.
7. Purity of Body and Diamond Body – I think this ability should be rolled up into one ability or simply scaled; it doesn’t need to have two separate abilities.
8. Wholeness of Body – I think that this ability is very limited and should be improved.
9. Abundant Step – I’m not sure if this ability actually fits the flavor of the class at all, with teleporting.
10. Diamond Soul – This ability needs to have a clause to work with friendly spells.
11. Tongue of the Sun and Moon – Why does the Monk need this? Similar to Abundant Step in that it doesn’t fit the flavor very well in my opinion.
12. Empty Body – Like Abundant Step and Tongue of the Sun and Moon, how does it fit?
13. Perfect Self – I don’t like the capstone ability at all; it seems so weak compared to every other class in the game.

So, starting out, what does everyone think? This is a very brief overview.


What is the most viable Cavalier mechanically when it comes to taking an emphasis off of mounted combat? I'm trying to determine what is the best course of action when it comes to the crunch of my character for a Carrion Crown campaign. I'd like to be viable when my character isn't mounted and feel that I can still contribute just as well as the rest of the party. From player's experiences while playing cavaliers, how was your character able to perform when not on a mount? Honestly, I have no desire to play a small character to make the class more viable (I do not like Halflings or Gnomes). Any good archetypes and/or feat combinations to facilitate a capable character?


Up the coast from the sea side small village of Cayden's Landing is a small cave. The rangers and huntsmen have identified the cave as goblin territory, a den of filth which is easily found with a half day's march. You and your companions took on a bounty from a local farmer whom had his fall harvest ruined from a recent rampage of goblins through his fields. In the assault, a good league of crops were razed and he lost one cow, two sheep, seven chickens, and the family dog. The farmer's own house was nearly burnt to the ground in the incident. A bounty worth your time was offered and beside your own reasons, it was worth the trouble. That morning you left Cayden's Landing in a trek up the coast, cutting your way through the rolling hills and coniferous forests until you found your destination. Nestled into bottom of a hillock was the mouth of a cave and on either side of the cave were fire hardened spears with skulls, feathers and leather of an unknown origin adorning them. The wind off of the sea rolled in and rattled the skulls.

From what the farmer had told your small band was that a good dozen goblins were involved in the attack on his farm. From what the local hunters mentioned, there were at least thrice as many who dwelled across the forested coutnryside. The cave could have perhaps just a dozen or more dwelling inside, it was hard to say. Many of the creatures were tribal in nature and by the red paint on the skulls, you were sure that this game belonged to one of two or three known tribes of goblins. There is a clear maniacal chatter found within the carvern, echoing out to greet you. Armed with your steel, wits and spellcraft, are you ready?


If you have been selected to take part in this campaign, go ahead and post here so we can prep for the game.


2 people marked this as FAQ candidate.

Why is it that the starting wealth for a Samurai is less than the starting wealth of a Cavalier?


I'm looking for a game where a GM is willing to allow me to play a Sword Saint Samurai, the archetype of the Samurai from the Dragon Empires Primer. I'd like to be able to play the Samurai class and not be restricted mechanically, which is my greatest fear when it comes to playing the class. With an interest in role playing a traditional feudal Japan inspired samurai, I think I could add a very memorable character to a game's roster. Let me know if you're willing to consider a Samurai. Thanks!


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Welcome to Infinite Dungeon!

Infinite Dungeon is a campaign based on a dungeon crawl experience with a heavy emphasis on dungeoneering, combat, and exploration. While the game will place less of an emphasis on role playing encounters, having strong writing skills (or the ability to narrate an interesting character) is mandatory to participate in this game. Below are the guidelines for this game.

Character Creation:
1st Level
25 Point Buy
2 Traits
Max Hit Points
Average Wealth
Source Material: Core Rulebook, Advanced Player’s Guide, Ultimate Magic, Ultimate Combat (see House Rules for details)

House Rules:
1. No Archetypes
2. Only Core Classes (no Advanced Player's Guide, Ultimate Combat or Ultimate Magic classes)
3. Only Core Races (no Bestiary races as PCs)
4. Banned Feats:
- Leadership
5. Modified Feats*:
- Agile Maneuvers: Is no longer a Feat, applies to all Finessable weapons
- Combat Expertise: Combat Maneuver instead of a Feat
- Deadly Aim: Combat Maneuver instead of a Feat
- Dervish Dance: Feat applies to all Finessable Weapons
- Power Attack: Combat Maneuver instead of a Feat
- Vital Strike: A single scaling Feat that improves at 11th and 16th levels similar to Improved Vital Strike and Greater Vital Strike
- Weapon Finesse: Is no longer a Feat, applies to all Finessable weapons
- Weapon Proficiency: Now a Trait instead of a Feat

* Modified Feats are inspired by DM Ryuko.

Expectations:
1. Character applications will be submitted replying to this thread, with three spoiler tags: one labeled "Character Sheet" with your character's crunch, the second labeled "Writing Example" with a one to three paragraph example of your writing involving your character, and the third labeled "Questions for the GM" for all your questions you have for me.
2. Characters should be very flexible. Min-maxing is discouraged and a well rounded character is preferred with flesh out personality.
3. Posting is expected to be daily with a minimum of five days a week, Monday-Friday. Weekends will be "off days" but you are free to post as it is not expected.

The setting for this campaign is in line with the title: Infinite Dungeon. This game is not set in Golarion or any other established setting. At the beginning of the game the characters will be introduced to the dungeon crawl and will spend the majority of their adventures within a massive, sprawling dungeon. I look forward to seeing your applications and will close recruiting when I see fit. Thank you.

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