Abra Lopati

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Okay so I am going to be DM'ing a new realm with 4 new players to the tabletop gaming scene. My wife has never played any form of DnD or Pathfinder, but her friends are slightly experienced as far as I am aware. I am not 100% sure on what their experience is however, yet it seems minimal. So, when I decided I would want to DM for them, I decided I would create my own realm, with my own pantheon, and my own changes to current, and some new, races. I also decided that this particular 'campaign' would not be a campaign at all, but an adventure that I tailor to the players as we go. We will be using Roll20, since 3/4 players live in another state, and I will be making a lot of tables to reference in order to react to what they want to do, instead of leading them down a path.

There will be an overall story, if they so choose to go through it, but I will not force that upon them. As it stands right now, I am creating the half of the continent that they live on that the setting will take place in, initially at least. I am looking to get some creative advice to how I can change things around as is. Already I have made a custom race for Anthromorphs, so some of the players could use it if they want. I am already aware that they would want to make one, so I am infusing it in to the realm as is. Something major that I am changing is that Elves, for the most part, favor the water over the land and thus mainly have the Spirit of the Waters alternate trait. In order to get the normal traits, they would have to be from a specific grouping of Elves instead of the general race.

Humans, Elves, and Dwarves, along with my custom race currently named Nyrashi(the name is a derivative of their Goddess, Da'nyra- Queen of the Hunt, Nyrashi meaning Of the Hunt) are the main races across this continent. Of course the standard races still exist past this, but I think the Featured Races list might be limited severely. Anyway, the social interaction is basically as follows:
Main Elf Society keeps to itself, but is always open to outsiders and trade in the favor of knowledge.
Nyrashi keep to themselves among the forests of the realm, although not exclusively to the forest. They are very religious society that Druids and Shamans are often their village leaders, and thus emulate the withdrawn standard of Druidic societies.
Humans vary from kingdom to kingdom. This is one of the main things I would like some feedback on. The kingdoms will be spread out, but I have yet to come up with a good idea for the kingdoms. Most of the human race lives in smaller settlements and live off of the land peacefully.
Dwarves are completely xenophobic. They do not trust outsiders at all, and keep to their mountains. I do not think I will let a PC be a Dwarf unless their backstory really removes them from the Dwarven Society. They sometimes trade with humans, but very rarely. I think I will make a human kingdom somewhere near the main Dwarven strongholds for this purpose.

As it stands, I am not looking for help as far as story, but suggestions for more social interactions from the main races, for types of locations I should incorporate in to the map, and any ideas for kingdoms that are not cookie cutter Tolkein Fantasy or the like. I just figure, with all the different minds and perspectives on this site, I can get a more diverse feel to this realm as I create it! Please and thank you for your input!


This is my first post here on Paizo, and I am here to share a build that my friend, Mike, and myself, Mike, have created. Here lately, we have been getting bored at work, and have started to Min-Max, just to see what we could come up with. This is one of our works, which we are referring to as The Green Arrow. Should be obvious what this character is based around. Archery.

I would like some feedback, and if at all we have messed up on any rules anywhere, I would like to be informed! We are following Pathfinder Society High Fantasy rules for the stats. Sometimes when it comes to Min-Maxing, we lean towards something we believe most GM's (in our experiences, not necessarily yours) would be okay with. However, I do not believe we made such an assumption on this particular build, hence why I wish to share this one first. Unless you include the Hero Point system, which this is dependent on. Well here he is!

Elf Fighter Lv.20
Base+Racial+Levels+Perm.Increase+Equips=Total
Str= 18+0+0+4+6=28 (+9)
Dex= 18+2+5+5+6=36 (+13)
Con= 7-2+0+0+6=11 (0)
Wis= 7+0+0+0+6=13 (+1)
Int= 8+2+0+0+6=16 (+3)
Cha= 7+0+0+0+6=13 (+1)

Equipment:

Before you go on about costs and everything, do a little research on this. As a High Fantasy campaign with the 20 point buy system for stats, you can have up to twice the expected wealth of a standard Lv20 character. That standard wealth is 880,000 gold. To double this and actually use up all of the money is insane, and I do not know how someone can honestly do this in any way...

Weapon: +5 Composite Longbow with +9 Strength Modification and Endless Ammunition, with any other magical effects to round out to +10
Armor: +5 Masterwork Darkleaf Cloth Quilted Armor of Heavy Fortification
Head: Jingasa of the Fortunate Soldier
Headband: Headband of Mental Superiority
Neck: Amulet of Natural Armor +5
Eyes: Eyes of the Dragon
Shoulder: Cloak of Displacement, Major
Chest: Spectral Shroud
Body: Otherworldly Kimono
Belt: Belt of Physical Perfection
Feet: Boots of Striding and Springing
Wrists: Bracers of Falcon's Aim
Hands: Gloves of Dueling
Rings: Ring of Protection +5, Ring of Evasion
Slotless: Dusty Rose Ioun Stone
Manual of Gainful Exercise +4
Manual of Quickness of Action +5

So from here we talk about ability to kill. Something to point out, before I explain everything, this archer is designed to be close to his or her enemy. Most everything, to equate how I have it written, requires a range no further than 30ft.

This character, when all and all are added up together, have the following attack bonuses with a full attack action. 40/40/35/30/25. It is to be noted, the first 40 is actually two attacks due to the Manyshot feat, and the second is from Rapid Shot. The damage for each of these are 1d8+50. How do you come up with this?

Damage Modifier= +5 Weapon +13 Dex +9 Str +4 Weapon Training + 17 from Feats(+12 from Deadly Aim[-6 to Attack Roll] +1 Point Blank Shot within 30ft +4 Weapon Specializations) +2 from Glove of Dueling =50

Keep in mind, this is without any other damage sources, such as energy damages from weapon enchantments. With the feats that are selected, you also threaten a 15ft radius around you with your Composite Longbow, and with the feats, you also get an extra 6 damage on Attacks of Opportunity to equal 56 bonus to Attacks of Opportunity.

Now you also have a Crit Threat of 19-20/x4. A single crit on any of these attacks is an instant 200 damage without rolling. Just to add insult to injury, due to Critical Mastery, the enemy who gets crit and survives will be either Stunned or Staggered while bleeding 2d6 per turn(which is stack-able according to the feat!). If this character were to hit all 6 attacks as a crit(which is automatically confirmed), you would do 1200 damage before you even rolled a die for damage.

So this character must be pretty weak right? Actually hitting this point is going to be hard, due to the huge negative in Con throughout leveling, but once level 20, his or her AC of 41 makes them quite survivable in near close range combat.

AC= 10 Base +6 Armor(+5 Quilted) +13 Dex(Armor Training mixed with Darkleaf Cloth to hit a higher maximum allowed Dex Bonus) +12 from Equipment such as the head, neck, ring, and Ioun Stone. All of this adds to a 41 with a very restrictive DR3/-(look up Quilted Armor if you want to know the details of it)

To add to this characters effectiveness are plenty of utility based equipment and feats. The Elvish feat Stabbing Shot allows the character to push back an enemy with a melee attack from your first drawn arrow. This basically acts as a withdraw ability, except you force your enemy to shift 5ft so you can move freely without taking attacks of opportunity. They then must move through your 15ft threat range to again be able to attack you within melee range.

When it comes to concealment or cover, only 100% of either makes any difference at all. To top this off, the player has a constant ability to see invisibility due to the Spectral Shroud. Even furthering this effect, the Eyes of the Dragon give the archer Blindsense 60ft and doubles the range the character can see compared to their standard Elvish Sights, on top of bestowing 120ft Darkvision. This archer can sense anyone within 60ft and can see all invisibility. Throw in the Otherworldly Kimono, and you now can cast Maze at something you can not handle.

Sound like you need to just throw an impossible AC at this character in the form of a tank? Well, with Pinpoint Targeting, you basically can take a Single Attack as a Touch Attack, although that is not how it is worded. Plus, with the base movement speed of 40ft, due to the feet slot, this archer can pop off shots at any range necessary to keep a heavy tank character away from them. They will only be taking the single shot each time, so the 30ft rule does not need to apply quite as much.

Well there you have it. This is our Fighter Archer Min-Maxed to what we think is a ridiculously powerful character. Please leave your comments on the build, but not how you would defeat it. Min-Maxing leaves plenty of holes in a character, but we just enjoy pushing the limits of it as best as we can. If we have messed up the RAW (not RAI, because lets face it, RAI is opinion, although you are welcome to share your opinion on RAI!) please correct us! We would like to make more Min-Maxed characters to share with the community in the future, to include our Codename Aquaman, which needs to be reworked.(Can you see the theme? It started with a certain Merfolk Tank...) Thank you for reading!