Saul Vancaskerkin

Kemedo's page

Organized Play Member. 619 posts. No reviews. No lists. 1 wishlist. 2 Organized Play characters.



Scarab Sages

Hello folks, I´m trying to make it heappen the Rogue of the title for a player of my game:

Half-Orc Scout UC Rogue
Str 10
Dex 20
Con 14
Int 16
Wis 12
Car 14
Alternate Racial Trait: Bestial: +2 Perception
Alternate Racial Trait: City-Raised: Whip and Logsword. (Background: Tthinking to changed to Whip/Scorpion Whip, still uncertain. I will use Whip on talents)
Trait: Tusked: bite attack
Trait: Blood Minded: +1 Intimidation/Initiative

Talents:
1 Two Weapon Fighter, Weapon Finesse
2 Weapon Focus (Whip)
3 Whip Master, Finesse Taining (Whip)
4 Sap Adept
5 Sap Master
6 Enforcer
7 Dazzling Display
8 Shatter Defenses
9 Improved Two Weapon Fight

With Scout and Shatter Defenses, she will probably make full round attacks while doing sneak attack almost all the time.

My maths on 9th level:

Base: +6/+1
Dex 22 +6
TWF -2/-2
Weapon Focus +1
Full Attacks (whitout magic weapon): Whip +11/+11/+6/+6 (1d4+6 + 10d6 Sneak if nonlethal) 15ft, add Bite +11 (1d4+6 + 10d6 Sneak) if 5ft
Initmidate +18 at least

Still +5d6 sneak with lethal damage, but she don't like to do it as her background as slave.

Charge = Sneak
Move = Sneak
Attack = Sneak

Enforcer and Shatter Defenses to perform full rounds attacks and sneak attack.

If SWhip, the final build change nothing

Am i missing something?

Scarab Sages

Is it regular doing:

- Chosen Child
- Rich Parents

Draw:
- Pride

Extra-Trait:

- Signature Moves

In this case, a Paladin rich-born, destined to be the king, would have 1.800 gp to expend and a Heavy Armor (Half Plate Masterpiece) at level 1.

Am I miss something?

Scarab Sages

1 person marked this as a favorite.

One of my players will be a Trapper and wanted to buy some of that Bear Trap listed by 2gp in Pathfinder Roleplaying Game: Advanced Player’s Guide (d20pfsrd link).

But under Traps (where I used to understand the traps on Trap Filled Glade section) there is another Bear Trap (pack of 12) that by definition of the Crafting: Traps rules costs 1.000gp, and both ones are disturbing similar.

My homebrew rules about it, made with the player:

- We try to get the rule of the craft and figured it out how are the 2gp one.

- The homebrew rule we use is modifying a bit the Table: CR Modifiers for Mechanical Traps to include CRs lower than 1, like 1/2, 1/3. So let's say if you take Perception DC 15 from 20, you only reduce de CR by 1/2, instead -1.

- We kept this thinking and extrapole to the cost until we get that 2gp trap.

Math:

- knowning a pack of 12 Bear TRap CR1 is 1000gp, we got 85 gp per trap.
- Perception 20 -> 15 = 85gp -> 41gp
- DC 20 -> 15 = 41gp -> 20gp
- +10 attack -> +5 attack = 20gp -> 10gp
- 2d6+3 damage -> 1d6+2 damage = 10gp -> 5gp
- Disable Device 20, Escape Artist 22, Strengh 26 -> DD 15, EA 15, Str 20 = 5gp -> 2gp

We ended up with:
Lesser Bear Trap
CR 0 (or 1/8) (Cost 2g each)
Perception 15 CD 15
+5 attack (1d6+2 dmg)
Str 18

It was a way to balance that specific trap using (even modified) the craft traps rules.

What do you guys think?

Scarab Sages

Exemple:

Half-Orc Barbarian with Beast Totem at lvl 6:

BAB +6/+1 (forget about Str for this exemple)

1) How it work?
Natural Attacks: Claw +6/Claw +6/Bite+1
or
Natural Attacks: Claw +6/Claw +6/Claw +1/Bite +1

2) How TWF aplies on unarmed strikes of this kind of natural attacks?

My interpretation: Claw +4/Claw +4/Claw -1/Claw -1/Bite -1 (a bit OP maybe)

3) He can get multiattack for -2 instead -5 on bite?

4) Is there by any chance a way to use TWF-chain-feats and use Dex to calculate damage instead Str?

5) Double Sliced works for Dex too, if you add Dex instead Str on damage?

Thanks in advance.

Scarab Sages

Hello folks,

Is there any talent (chain) or Rage Power that allow a barbarian to when charging attack with main and off hand?

I saw the TWF talents chain, Double Slice and Two-Weapon Rend, but miss a Pounce-like ability to make attack with both hands (not a full attack) as charging.

Thank you in advance.

Scarab Sages

Still pretty raw and unbalanced... WIP.

Primitive Berserkers

Image

Primitive Berserkers were the ancestors of the these days barbarians. Living in a world much more violent and wild, the only way they find to survive was become much more violent and resilient yet.
These primitives learn to avoid blows and toughen up their skin while gained power from their truly primitive natures. They are hardened by wild and untainted existence far from the pathetic softness of so-called civilization. The only acceptable life is through the glory of combat, over the corpse of the weak, feeling the hedonistic pleasure from battles wounds and blood taste.
While enrage, they enter in a violent, explosive and assassin frenzy that often take the lifes of enemies and friends without distinction.

Role: Primitive Bersekers are the epitome of destruction, their lives means nothing if not are in the top of their enemies bodies. They do not merge well with civilization and its cultures. Most of them are alone, not because she chose, but because her frenzy soon or later will vanish with friends as well.
Alignment: Any chaotic
Hit Die: d12
Starting Wealth: 1d6 × 10 gp (average 35gp.) she do not begins with any outfits.
Class Skills
The primitive berserker’s class skills are Acrobatics (Dex), Climb (Str), Intimidate (Cha), Knowledge (nature) (Int), Perception(Wis), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.

Class Progression Table

Weapon and Armor Proficiency
Primitive berserker are not proficient with armors and shield of any kind. She is proficient with the following weapons: battleaxe, blowgun, club, greatclub, handaxe, longspear, shortspear, sling and spear.

Fast Movement (Ex)
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Primitiveness
A true primitive berserker cannot read or write.
She refuse to learn the skills: Craft (except for Weapons), Disable Device, Knowledge: Engineer, Perform (which needs instruments other than Drums), Profession, Spellcraft and Use Magical Device.
Her superstition about such things leads her to refuse to ever learn to read or write, those skills, to use any armor or shield, or how to operate any technological device even if she multiclasses into other classes.

Becoming non-chaotic or learning any of this implies of lost all the abilities due the lost of her primitive spirit and Primitive Attack will become the combat feat Power Attack.

Primal Defense (Ex)
While wearing no armor, the primitive berserker gains an armor bonus equal to her Constitution modifier (minimum 0).

Frenzy (Ex)
A primitive berserker calls upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a primitive berserker can frenzy for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can frenzy for 2 additional rounds. Temporary increases to Constitution do not increase the total number of rounds that a berserker can frenzy per day. A berserker can enter frenzy as a free action. The total number of rounds of frenzy per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in a frenzy, a primitive berserker gains a +6 morale bonus to her Strength. If she makes a full attack, she can make an additional attack at her highest bonus. (Not cumulative with effects such as haste or speed weapons.) In addition, she takes a –4 penalty to Armor Class. While frenzied, a berserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
During a frenzy, the berserker must attack those she perceives as foes to the best of her ability. Should she run out of foes while in a frenzy, her rampage continues. She must then attack the nearest creature and fight that opponent without regard to friendship, innocence or health. (The target's or her own.)
A berserker can end her frenzy as a free action by making a Will save (DC 10+1/2 primitive berserker's level + rounds of remaining frenzy) and is fatigued after rage for a number of rounds equal to 4 times the number of rounds spent in the frenzy. A berserker cannot willingly enter a new frenzy while fatigued or exhausted but can otherwise enter frenzy multiple times during a single encounter or combat. If a berserker falls unconscious, her frenzy immediately ends.
A primitive berserker who takes damage immediately enters a frenzy. Entering a frenzy unwillingly can be prevented with a Will save (DC 10 + damage).
This ability count as rage and replaces any rage from others sources. A primitive berserker can use primal powers while in a frenzy.

Primitive Attack
At 2nd level, a primitive berserker receives Primitive Attack feat that functions exactly as Power Attack, but it will look more furious and wild. After level 6 will scale while used in frenzy.
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Besides that Primitive Attack evolves as primitive berserker go deeply in her ways:
Improved Primitive Attack: At the 6th level, while in frenzy the bonus of damage will be +3 for every penalty -1 on attack, before any increasing or halving.
Greater Primitive Attack: At the 12th level, while in frenzy the bonus of damage will be +4 for every penalty -1 on attack.
Supreme Primitive Attack: At the 18th, while in frenzy the bonus of damage will be +5 for every penalty -1 on attack.

Regenerate (Su)
At 2nd level, a primitive berserker gains fast healing 1 while frenzy and conscious. This increases to fast healing 2 at 8th level, fast healing 3 at 14th level, fast healing 4 at 17th level, and fast healing 5 at 20th level.

Naked Courage (Ex)
At 3rd level, the primitive berserker gains a +1 dodge bonus to AC and a +1 morale bonus on saving throws against fear when wearing no armor (shields are allowed). This bonus increases by +1 for every six levels after 3rd.

Deathless Frenzy (Ex)
At 4th level, the primitive berserker can scorn death and unconsciousness while in a frenzy. As long as her frenzy continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at negative hit points. Even if reduced to negative hit points equal to her Constitution or less, she continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from spell effects such as slay living or disintegrate.

Scarred Flesh (Ex)
At 5th level, whenever a critical hit or sneak attack is scored on the primitive berserker, there is a 15% chance that the damage is negated and damage is instead rolled normally.

Primal powers (Ex)
As a primitive berserker gains levels, she learns to use her frenzy in new ways. Starting at 6nd level, a primitive berserker gains a primal power. She gains another primal power at 12th, 16th and 20th . A primitive berserker gains the benefits of primal powers only while frenzying, and some of these powers require the primitive berserker to take an action first. Unless otherwise noted, a primitive berserker cannot select an individual power more than once. Primal power works exactly and count as rage power.
Any primitive berserker who meets the powers’ prerequisites can select and use primal powers. Totem primal powers grant powers related to a theme. A primitive berserker cannot select from more than one group of totem primal powers; for example, a primitive berserker who selects a beast totem primal power cannot later choose to gain any of the dragon totem primal powers (any primal power with “dragon totem” in its title).

Natural Toughness (Ex)
At 7th level, the primitive berserker gains a +1 natural armor bonus to AC when wearing no armor or shields. This bonus increases by +1 for every three levels beyond 7th.

Inspire Frenzy (Ex)
At the 8th level, a primitive berserker can inspire frenzy in her allies while she herself is frenzied. She chooses to use this ability as part of entering in frenzy, all willing allies within 10 feet of her gain the benefits and the disadvantages of Frenzy as they active this ability for themselves. Affected allies will frenzy as long as the primitive berserker remains on frenzy, regardless of whether they remain within 10 feet of her.

Greater Frenzy (Ex)
At 11th level, the primitive berserker gains a +8 morale bonus to her Strength, instead +6.

Leap Attack (Ex)
At 14th level, the primitive berserker can attempt a leaping charge while frenzying.
When charging, determine the distance from your target at which you wish to begin your leap. The total distance of the leap planned plus the amount moved before the leap cannot be more than the distance you could normally move when charging (typically double your base movement).
Once the planned distance has been determined, make an Acrobatics check for leaping as normal. If the check is not successful, the leap fails, but you can continue moving forward, making your charge as normal. If the check is successful, for every 10 feet leaped, add +1 to any damage dealt by the charge. Thus a 10 foot leap would result in +1 damage, 20 feet in +2, 30 feet in +3 and so on. If using Primitive Power Attack, adds this on his bonus instead, before multiplying by 50% for two handed weapons.
All leaps must be calculated in multiples of 10 and a leap with a result between such a multiple must be rounded down, so that a 15 foot leap would only count as 10 feet for the purpose of calculating the damage bonus.

Tireless Frenzy (Ex)
Starting at 17th level, a primitive berserker can enter in frenzy while fatigued or exhausted.

Mighty Frenzy (Ex)
At 20th level, the primitive berserker gains a +10 morale bonus to her Strength, instead +8.

Scarab Sages

Hello folks...

I´m planning to play a Dwarf Fighter and want some advices (system and roleplay wise).

The main background: It will be a regular dwarf, that ends to be a fighter because he failed at paladin training due his lower charisma (6). This makes him be a bit (even more) grumpy with paladins, but don't need to be evil.

Any suggestions for this little uneducated, grumpy and fart-a-lot dwarf?

EDIT: The stats till now (EF 25pts after racials)

Ruble Rupert McLeod IV
(The third -D&D 3- had a lack of wisdow , the second lack of Int - AD&D-, the first - D&D 1 - lack of Dex - not the best idea.)

Dwarf Fighter

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

Scarab Sages

I want to sell my PFO DT Account (Crowndforger Guild one), because personal and professional time issues, no characters created yet.

PM for links.

Scarab Sages

Bom dia!

This weekend I'm planing on GMing a one-shot adventure for new players, still they know what is RPG, they didn't play any game yet. We will have about 4-6 hours to play, so I pretend offer ready characters and a very detailed material (I will translate it for them btw).

If anything related with goblins/orcs better, but not mandatory.

Thank you in advance for any sugestion of adventure...

Scarab Sages

I was reading some opinions here and in Ideascale and seems people want to insert all EVE features in PFO. Any idea that sounds "like EVE" are supported by masses and any idea "not like EVE" are discarded at sigh. All the bias were brought from there to here. It's time to free our minds...

Understanding that a lot of players will come from EVE, but are people really want this game to be a new-EVE in medieval armor? The same question in other words: EVE was really that good that people will narrow their expectations by it, wanting nothing more?

In my case, I imagine the macro politics and wars being like Travian (with less agressive behavior), and micro Character action will be like Skyrim (with "buy with XP Skills"). A more complex craft system, . Not really too much look like, but a similar variation..

Let's leave aside all of the EVE thing and think outside the box: What are others games you based for to brings suggestions and expectations to PFO that could work?

[smaller]PS: In fact I didn't like EVE that much. But this is not an argumentative threat, it is mean to be a constructive one.

Scarab Sages

For next Land Rush Map, could you please do not use yellow and dark yellow? It's confusing...

I remember someone complaining about colors too. Time to improve ;)

The Control Overlay tool is great, better than that only if we can click on the map icon to be directed to Settlement site ;)

Scarab Sages

We do know the abilities that are being chose: Str, Dex, Con, Int, Wis and Cha.

But do we have any clue/list on what Skills and the relations of those abilities we will have?

Str (Capacity)/Int(Craft) for Commoners/Specialists?
Cha/Wis for Autocrats?

Scarab Sages

1 person marked this as a favorite.

Lion Council – Off the Beaten Path Wanderes
Role –Hunter, Monster Controlling and Transportation
Alignement - True Neutral
Motto: “With dust in throat I crave. Only knowledge will I save. To the game you stay a slave”
Focus - PvE
Settlement - Aragorn (CN)
Leadership: Kemedo
Description
This company will be specialized in the control of monsters escalation and travelers duties. The members of this divisions, knows as Rovers, Wanderers, Nomads, Vagabonds (Call us what you will), are motivated by the love of a tough fight and the complete freedom from boundaries.

Who should join the Lion Council?
The Off Path Wanderers is a group of friendly players looking for someone do not bound themselves easily, except our love for travel. Our freedom to roam is our flag, and we are prepared for dangers that could come from this passion:

  • Monsters hunting
  • Transportation Duties
  • Specific Monsters Contracts
  • Specific Transportation Contracts

We do not seek be less than high reputation players, since our target will be maintain our focus in Monsters Contend and Travel. Low Rep deeds are not in our plans, and will be disencouraged.

Six Rivers Freedoms


  • Say What You Will, I Live Free
  • Oathbreakers Die
  • Walk Any Road, Float Any River
  • Courts Are for Kings
  • Slavery is an Abomination
  • You Have What You Hold

Scarab Sages

1) A friend of mine bought the Crowdforger Guild, nice and sweet. We share de bills and so on.

Now he put us on the game on Lion Council guild(we created the goblinworks account merge with this one) but in the end, do not show up the Goblin Squad Member near our names, and I don't know if we are in the Crowdforger Guild rewards system... How could we check this?

2) As we bought the Guild version, and now we want to enter in another Guild in the Land Rush phase. What exactly do we lose by doing that? Is still avaliable to us for create de the guild later in the game?

3) I can provide the names of the Leader and Members if it was necessary.

Ty for answers :)

Scarab Sages

Salutation, after read some guides, I start my Bard to a homebrew game. We used d20pfsrd material (less 3pp ones). My Group was a Fighter (2h without archetype) and a Summoner, but will change for next adventure, still I will maintain the char. It was a Skilled Bard focused in support (I know, small party).

Bard 2 Gnome (Academician + Magical Linguist)

Spoiler:

Str 10
Dex 14
Con 16
Int 16
Wis 10
Cha 20

Feat: Noble Scion of the Arts(+1 All Performs and +3 Performs/day)

Spells:
0
Dancing Lights
Detect Magic
Prestidigi
Spark
Mage Hand
1
Cure Light Wounds
Vanish
Sleep

Skills:
Perform (Oratory and Act - I'm a Dungeon Master \o/ ) +11
--> Versatile - Diplomacy and Sense Motivation +11
Knowledge (almost all) +8
Stealth +11
Perception +7
UMD +10
Appraise +8

In 3rd level I would get Flagbearer talent for a juicy extra +1 bonus to my mates.

Now I need advices. What do you think about my choices, and where should I go?

Scarab Sages

In my group a Fighter with Archer archetype is trying a tricky move. Help me with all the variants:

He bought a couple of Enlarge Person Potions, some regular Large Arrows and have a Wand of Gravity Bow.

All nice and sweet, Enlarge Person only augment your size one step while you are holding it (specifing arrows go back to normal size right after fired), so I understand the Large Arrows is for when he use the Enlarge Person.

Ok.
But if he holds the large arrows while drinking the potion, they will become Huge, and by my concern he can't use a arrow one category above his own size. Correct?(1)

A interesting and efficient way of not doing this is Preparing the large arrows on the ground (this way) so he won´t waste time getting them. What kind of action is preparing arrows like that? (2)

Quiver (actually Efficient Quiver) could be prepared in the floor for this purpose?(3)

Do Enlarge Person using regular Large Arrows stack with Gravit Bow, making them huge (3d6)? (4)

Sorry for bad grammar... ;)

Scarab Sages

As we follow the rules of creating magic itens we can recreate the Ring of Invisibility in perfetion:

Quote:

Use-activated or continuous

Spell level × caster level × 2,000 gp
---
Invisibility
Sorcerer/Wizard 2
Duration: 1 min/lvl
---
Spell level 2 x caster level 3 x 2.000 gp x 2 (as Invisibility has 1min/lvl duration) = 20.000 gp.

But what if I decide to make a ring of permanent Vanish spell?

Quote:

Use-activated or continuous

Spell level × caster level × 2,000 gp
---
Vanish
http://paizo.com/pathfinderRPG/prd/advanced/spells/vanish.html
Sorcerer/Wizard 1
Duration: 1 round/lvl
---
Spell level 1 x caster level 1 x 2.000 gp x 4 (as Vanish has 1 round/lvl duration) = 8.000 gp

A cheaper ring with (in theory) with same effects (permanent invisibility while not attacking).

Thoughts?

Scarab Sages

Salutations Ladies and Gentlemans..

I have the honor to be named Mance Dickinson, The Storyteller of Nordale, the Tear of the Dragon, the Yurling Family Savior, 10th beloved son of Le Dickinson family. My presence here is justify for, as well for entertain your souls, bring to you an wondrous item, that heappen to be a rod, imaginated by this humble serve of yours.

Bards and Perfomancers, delight it...

Quote:


Mance's Scepter of Royality
Aura: feint Divination CL: 1st
Slot: none Price: 12.000 gp Wieght: 5 lbs.

DESCRIPTION

This is a 2-feet longed, well crafted golden rod, higly detailed with musical instrument and chords in black and a oval mirror on his edge.

While a creature hold the Scepter, she tap into the natural beauty of your soul and let it shine from your eyes and your speech. While the spell is active, you gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks.

Additionally, as a Free Action, the wielder could transform the Scepter of Royality in a beautiful and ethereal musical instrument or another etheral object to help the wielder in a Perform check, with no other benefit besides that (a tap dance shoe would not protect your feet, per example). This instrument only works for the wielder ans last until wielder interrupt the ilusion.

CONSTRUCTION REQUIREMENTS

Craft Rod, Summon Instrument, Tap Inner Beauty. Cost: 6.000gp

So, what do you think about it? Would work this way, or it need better adjustments?