Alain

Kain Dragonhand's page

Organized Play Member. 51 posts. No reviews. No lists. No wishlists. 9 Organized Play characters.



Silver Crusade

I propose you generalize the weapon groups. I've stated it before, but I'd like to talk about it in conjunction with exotic proficiency.

Change the damage of weapons to this. Then, instead of changing the damage dice of the weapon, throw in a modifier based on the size of the creature wielding it. -8, -4, -2, -1, 0, +1, +2, +4, +8

Close - 1d4
Light - 1d6
One Handed - 1d8
Polearm - 1d10
Two Handed - 1d12 (not 2d6!, D12 is the least used die in the set and it needs some love)

This will cut down on confusing size category charts, and make it simpler for DMs to adjust monster stats as they construct them

Then you have the categories of

Simple - Anyone can use, but they do not have any special properties.

Martial - you need proficiency, and martial weapons allow for use of things like trip, or something else that sets them apart from simple weapons.

Exotic proficiency - Instead of locking any weapon behind exotic proficiency, make it to where someone who specializes in the use of a weapon to get a bonus in how that weapon is used.

Example - Anyone with martial proficiency can use a spiked chain and perform trip maneuvers with it. However someone with exotic proficiency (Spiked Chain) gains a modifier to performing that maneuver with the weapon. (+2, 4, or whatever is deemed appropriate).

Silver Crusade

There should be some way to track what creature types you encounter.

For instance, you come across a Troll, and learn that the troll needs to be killed with fire.

Then you play the next week and you encounter an enemy, the GM asks for a knowledge check to identify the creature, only 1 person has it and doesn't make the requisite roll to identify it. "It's an Unnggghhhh"

Now nobody knows that you need to kill it with fire. This just doesn't seem right and if you play in an actual campaign, your character, even though he doesn't have the knowledge required to identify the creature, would likely remember to use fire on trolls. (of course, that's where the DM throws an alternate troll at you, and fire does nothing). The point is that characters should be able to learn.

If there were somewhere on the chronicle sheets for Monster types encountered as opposed to items that are in the books anyways. Hey thanks for listing that potion of cure light wounds, really needed that ink on my chronicle.

Silver Crusade

Pathfinder Society Character concept

Unarmed Fighter 1
Urban Bloodrager 1 (Abberant Bloodline)
Skald 10

Str 8, Dex 18, Con 14, Int 12, Wis 8, Cha 15 (Base)
Str 8, Dex 20, Con 14, Int 12, Wis 8, Cha 16 (Lvl 12)

Feats
1 - Weapon Finesse
Fighter 1 - Improved Unarmed Strike
Fighter 1 - Crane Style
3 - Cautious Fighter
Skald 1 - Extra Performance
5 - Tumor Familiar with Protector Archtype
7 - Dervish Dance
9 - Osyluth's Guile
11 - Crane Wing

Traits - Maestro of the Society, Cautious Warrior

Bloodline - Abberant

Skills -
Fighter 3 - Climb, Swim, Intimidate
Bloodrager 5 - Acrobatics x3, Perception, Spellcraft
Skald 50 - Perform Oratory 12, Dance 12, Know (each 1) (10), UMD 11, Perception 11, Perform Percussion 1, Escape Artist 1

Dance of 23 steps Bardic Mastery

So the basis behind this build is fighting defensively for -2 to hit, +16 dodge AC when fighting defensively.

The level in Urban Blood Rager allows for no - to AC while giving +6 to Str, Dex, or Con and being able to use skills while doing so. Skald song allows me to use my own rage in place of standard skald rage bonus without fatiguing afteward. So I can use my song to boost allies and increase my dex. Ideally I'll have a +6 dex belt increasing my dex to 26, Rage to 32 (+11)

So when Raging +11 dex, fighting defensively -2 to hit +16 to AC, +27 to AC before items/armor, also adding Dex to damage with dervish dance.

If I do managed to get hit, I split damage with my familiar, my familar then heals at fast healing 5. I can make it use a wand to cure my own damage without sacrificing any of my own actions, hence the high UMD. Familiar also aids another to further improve AC. Once I add magical Items I am looking at 35+ AC and touch AC. Fast Healing, improving allies while I go.

Dance of 23 steps allows me to take an additional -4 to hit and add another 8 to my AC, for a total of -6 to hit and +24 to AC

Any suggestions to improve this build?