Hello, I'd like to add my submission Freija Runeshield for your consideration. She's a Dwarf Warpriest (Shieldbearer). (Due to my involvement in PFS I have about a million aliases, so I try not to post on new ones until I'm accepted into a game.)
Here's my entry for your consideration: Nayani Zaiturca:
Nayani Zaiturca Female human (Varisian) oracle (dual-cursed oracle) 1 (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58) CG Medium humanoid (human) Init -1; Senses Perception +2 -------------------- Defense -------------------- AC 18, touch 13, flat-footed 15 (+3 armor, +3 Dex, +2 shield) hp 9 (1d8+1) Fort +1, Ref +4, Will +4; -2 vs. disease, illusions, poisons, and the spells, spell-like abilities and supernatural abilities of fey -------------------- Offense -------------------- Speed 20 ft. Melee dagger +0 (1d4/19-20) or . . heavy shield bash -4 (1d4) or . . shortspear +0 (1d6) Oracle (Dual-Cursed Oracle) Spells Known (CL 1st; concentration +5) . . 1st (4/day)—bless, command (DC 15), cure light wounds . . 0 (at will)—create water, detect magic, ghost sound (DC 14), light, mage hand, mending . . Mystery Lunar -------------------- Statistics -------------------- Str 10, Dex 8, Con 12, Int 14, Wis 14, Cha 18 Base Atk +0; CMB +0; CMD 9 Feats Extra Revelation[APG], Extra Revelation[APG] Traits devotee of the green, intense artist, sandpoint faithful Skills Acrobatics -4 (-8 to jump), Craft (painting) +6, Diplomacy +8, Handle Animal +5, Knowledge (history) +6, Knowledge (nature) +7, Knowledge (planes) +6, Knowledge (religion) +6, Perform (sing) +5, Perform (string instruments) +9, Sense Motive +6, Spellcraft +6 Languages Celestial, Common, Shoanti, Varisian SQ fey-taken, oracle's curses (haunted, lame), revelations (misfortune[UM], primal companion, prophetic armor) Other Gear hide shirt, heavy wooden shield, dagger, shortspear, artisan's tools, bedroll, belt pouch, candle (10), flint and steel, Lute, masterwork backpack[APG], mess kit[UE], pocketed scarf[UE], pot, scarf[UE], scarf[UE], scarf[UE], scarf[UE], soap, tattoo[UE], tattoo[UE], tattoo[UE], tattoo[UE], tattoo[UE], tattoo[UE], torch (10), trail rations (5), waterskin, wooden holy symbol of Shelyn, 5 gp, 5 sp -------------------- Special Abilities -------------------- Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Fey-Taken -2 vs. disease, illusions, poison and spells, spell-like abilties and supernatural abilities of fey. Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away. Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o Prophetic Armor (Ex) You may apply your Charisma modifier instead of Dexterity to AC and Reflex saves. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Zoya (Animal Companion):
Zoya Wolf (totem guide) N Medium animal Init +2; Senses low-light vision, scent; Perception +5 -------------------- Defense -------------------- AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 natural) hp 13 (2d8+4) Fort +5, Ref +5, Will +1 -------------------- Offense -------------------- Speed 50 ft. (35 ft. in armor) Melee bite +2 (1d6+1) -------------------- Statistics -------------------- Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Base Atk +1; CMB +2; CMD 14 (18 vs. trip) Feats Light Armor Proficiency Tricks Attack, Attack, Attack Any Target, Down, Flank, Heel, Sneak, Work Skills Perception +5, Stealth +3; Racial Modifiers +4 to survival when tracking by scent SQ attack, attack any target, down, flank, heel, sneak, work Other Gear hide shirt, carnivore feed (per day) (10), exotic pack saddle -------------------- Special Abilities -------------------- +4 to Survival when tracking by Scent +4 to Survival when tracking by Scent. Attack [Trick] The animal will attack on command. Attack Any Target [Trick] The animal will attack any creature on command. Down [Trick] The animal will break off combat on command. Flank [Trick] Attempts to attack and flank indicated enemy. Heel [Trick] The animal will follow you. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Sneak [Trick] Creature stays hidden. Trip (Ex) You can make a trip attempt on a successful attack. Work [Trick] The animal pulls or pushes a medium or heavy load. Ten Minute Background:
Facts: Nayani is the 3rd of 9 children and grew up with her
She is both a social butterfly and a seeker of knowledge, learning the stories and arts of her people and others she has met in her travels with her band. On her 16th naming day Nayani encountered a werewolf who attacked her, causing her to fall into a ravine, resulting in a broken leg that has never properly healed. Nayani's power manifested after the accident, resulting in a bond with her constant companion, a silver furred wolf named Zoya, as well as a perpetual haunting by a pair of spirits. Nayani is devoted to Shelyn, and lives to create art and beauty. Nayani's greatest enemy was once her best friend, a Varisian boy named Ionacu Imoroa. He was exiled from the band after Nayani told her father that Ionacu killed a young woman who spurned him in Magnimar. Goals: Nayani wants to create a traveling archive of the art of her people. Esentially a moving museum. She also wants a true resolution with and explanation from Ionacu. Secrets: Nayani was in love with Ionacu and secretly regrets telling her father about the murder. She has only had small dalliances with both men and women due to this undying love. Unbeknownst to Nayani, Ionacu had fallen in with a cult of Zon-Kuthon, and the murder was a test to ascend to a higher rank within the cult. He now leads his own cell of the cult in Magnimar. People: Nayani's family and band are very protective of her, and nurture her love of art and knowledge. Her father, Romero, in particular greatly favors her. Nayani learned much about her faith in Shelyn from Antiresse, a half-elven priestess in Magnimar. A visit to Antiresse's theatre/art studio/temple is always Nayani's first destination in Magnimar. Another student of Antiresse, Magda Teshanari is Nayani's rival in the realm of artistry. The both play the lute, harp, and violin, and both are accomplished painters. Magda is jealous that Nayani has always just edged her out as the better player and painter. Nayani has never even really noticed Magda and is unaware of her ire. Memories: Nayani remembers a vision of her goddess that took her the first time shen entered Antiresse's temple. She of thinks of it when working her arts. The look of hatred and disgust on Ionacu's face when he he was exiled haunts her to this day. The moment she felt Zoya's presence in her mind has always stuck with Nayani.
Full Background:
Nayani Zaiturca was born to Romero and Anastazia Zaiturca of the traveling people of Varisia. The third of nine children, Nayani grew up as most children of the traveling people do, taking care of the horses, learning the history of her people, playing the fiddle and lute, and sharing stories. At the age of eleven, Nayani found her religion when she visited a small temple to Shelyn in Magnimar, run by the half-elven priestess Antiresse. Part art studio, part theatre, the temple was immediately a second home the young Varisian girl. Over the following years, Nayani spent many months in the temple learning music, painting, singing, acting, and other performance arts, though she took a particular interest in painting and stringed instruments, particularly the violin, lute, and harp. On her 16th nameday, Nayani's life changed irreparably. As she hiked in the woods near where the band had camped for the night, she chanced upon a werewolf who attacked her. She ran from the beast, its howls growing louder as it gained on her. Nayani came to a cliff and turned, now cornered by the beast. It snarled, stalking slowly forward, then struck, claws first. As the beast grabbed her right leg, raking furrows in her flesh, the full moon overhead flared, and the werewolf yelped, shrinking back. Nayani never saw it run, falling over the ledge into a deep ravine. She awoke the next morning to the members of her band yelling her name, massive pain from her knee, and a powerful headache. She was brought back to the caravan, her knee set and wounds tended, but her leg never properly healed and she has had to hobble ever since. In addition to her scarred and broken leg, her eyes changed from their natural green to moonsilver, and her skin paled considerably from olive to ivory. Over the following weeks, Nayani became aware of a pair of strange lights following her about, apparently only visible to her. Capricious little things, they constantly interfered with any object she interacted with, knocking over her lute when she'd set it down, scattering her paintbrushes, and otherwise being generally annoying. At the next full moon, the moon began to give blessings rather than merely curses. First, a silver furred wolf came to the young girl that night. Nayani felt the name Zoya in her mind and the wolf responded to it, becoming her constant companion ever since. With Zoya's presence, she began to gain a form of control over the spirits that followed her, though they still messed with her things, she found she could trick them into grabbing things for her, or even have them make sounds if she concentrated hard enough. Furthermore, she began to manifest more powers from her own will, such as the ability to create light or water, heal the injured, repair objects, and other such abilities. The following winter, the band had once again made its way to Magnimar, and as Nayani returned from Antiresse's temple, she witnessed Ionacu Imoroa, her lover for the past year, kill a Magnamari woman in the street. She saw his face for an instant, locking eyes with him for that moment as he fled. Devastated that her lover, her love, had killed, apparently in cold blood, she returned to the caravan, and told her father what had happened. Ionacu was questioned by the elders of the band, and found guilty, he was exiled from the band. He looked upon Nayani with hatred and disgust before leaving. Nayani's band's travels have brought them to Sandpoint for the consecration of the Cathedral there, as most of the band revere one or more of the Sandpoint Pantheon.
Appearance:
Nayani is a small, slight human girl of 19 years. For a Varisian, she has quite pale skin, almost the color of ivory. Her eyes, while tilted as is normal for Varisians, are silver in color, which is rather strange. The girl's hair is dyed in various hues of white, pink, and magenta. She has a number of tattoos, her left arm covered in tattoos related to her deity, Shelyn, including a glaive, roses, and the songbird. A lute tattoo adorns her right shoulder with a tattoo of angel feathers nearby on her clavicle. A tattoo of a lillend covers her entire back. She wears loose fitting, green colored clothing, with a half skirt worn over her right leg. She wears a well made pair of brown leather boots then come up to jsut below her knees, and has a matching pair of elbow length leather gloves at her belt. In addition, she wears two scarves, one of black lace over her shoulders and head, the other like a sash about her waist. She rotates her sash between one with a glaive, roses, and the songbird of Shelyn embroidered upon it, another with a bronze dragon embroidered upon it, a third with interwoven tree branches and doves, and finally her family's Kapenia. When seen with armor on, she has a tough hide shirt made of rose died mammoth hide, which she acquired on one of her band's trips to the Land of the Linnorm Kings. She carries a plain short spear and a mahogany shield, and wears the gloves that match her boots. Inspiration Photo (Picture by Anne Pogoda)
Personality: Nayani is generally a happy and pleasant person. She's rather charming and always opts for kindness over meanness when presented with the opportunity. She is very focused when pursuing her arts, and can occasionally be somewhat curt when deeply embroiled in them. She seeks joy and pleasure in all things, and furthermore seeks to bring beauty to the world.
I don't know if the wording will let you do it, but perhaps the Spell Blending Arcana will let you do it? Spell Blending Benefit: When a magus selects this arcana, he must select one spell from the wizard spell list that is of a magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell of its wizard spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast. Special: A magus can select this magus arcana more than once.
I think the intent of the rule is to provide better action economy when engaging in combat. Furthermore, alchemist's fires and other such items are listed as 'Alchemical Weapons' in Ultimate Equipment. An item listed as an 'Alchemical Weapon' is surely a 'weapon-like object' seeing as how it is a weapon.
I don't think anyone's saying that they're playing the game wrong, I think they're merely saying that rogues are still mathematically inferior to all the other classes and that combat healing is mathematically inferior to disabling/killing the enemy, even in Core. You can get by with rogues/combat healing (and occasionally combat healing is necessary, crits happen), but that doesn't make it a good choice. The thing I'm happy to not see in core is me. I bought a bunch of books from Paizo, I bought the data files from HeroLab. I'm damn well going to use them. If other people want to play Core, whatever, no problem here. I'll be over in the main campaign playing how I like to play.
You can have +21 Diplomacy at level 1 combined with Caravan for 5 pp to make it a day job. This is with no items or anything increasing it. It will only go up from there, due to the excellent item support for charisma based skills and diplomacy in particular. Human Sorcerer (Arcane)
You can use your other trait slot for two world magic to get Enhanced Diplomacy on your list for an At Will +2 to Diplomacy. The scary part about this path is that you're still a fully functional sorcerer and that Diplomacy is an incredibly useful skill rather than basically throwing away points on Alchemy or Perform (unless you're a bard).
This doesn't really bring the power level down. In a few ways, maybe. However, there are still full casters and they will still dominate the game as easily as they always have if they choose to do so. Rogues will still be meh, but they get their niche back. Barbarians and Paladins will still mostly outclass Fighters and Rangers. What I would have rather seen than CRB only is Pathfinder Roleplaying Game only. Just the hardcovers, nothing else. A much less intidating cost to get everything, especially at PDF prices, and only 2 or so book releases per year. We get to keep interesting classes like the Magus and Oracle, but cut out the bloat that some complain about. I myself will be sticking to the original campaign, cutting out the vast majority of customization makes the game uninteresting to me.
The Magus' 3/4 BAB is completely overcome by enchanting your blade with arcane pool until fairly high levels (10+). At that point you should have spells to cover the rest of the difference. The real issue here is twofold. First, multiclassing as a Magus is generally bad because the class is heavily reliant on class abilities and on gaining access to new levels of spells at the proper timings. Delaying your second and third level spells in particular harms the class quite a bit. Second, the Magus is very strapped for swift actions anyway, and spending them on regular attacks is not usually a great idea until after you've already used the swift actions that are required to get up to full potential.
I like how this guy is just willfully ignorant of everyone who keeps mentioning that Spell Combat is a full round action with certain properties of a full attack. That said, Bladed Dash is not a very good spell till you get to level 8 or so. It's strictly worse than just casting shocking grasp at level 4. It's decent once you can consistently haste yourself at level 7. It's good once you get your iterative at level 8, and keeps getting better from there. Also, on the subject of quickened shocking grasp, you can have that at level 7 if you take Wayang Spell Hunter and Magical Lineage for shocking grasp. At level 10 you can have quickened intensifying shocking grasps.
This character is my level 11 PFS Magus. Four attacks per round at level 10 is completely normal for a magus. Unless he can't cast haste because of whatever the 3pp did to the class he shouldn't be putting speed on his weapon, he should do keen and flat enhancement bonus. He has his primary attack, his iterative attack, the attack from haste, and the attack from spell combat + spellstrike if he uses a touch spell. He gets a -2 to all attacks from Spell Combat, but gets a +1 from Haste/Speed. Second, if you play correctly and spend some resources on Pearl of Power (1st Level), the Magus has no '15 minute day' problem after level 5 or 6. At 10th level a magus has 5 first level spells, + 1 or 2 bonus spells from Int, + 3 or 4 pearls of power (3000 or 4000 gp total, no more than taking a +1 weapon to +2) + 8 - 12 Arcane Pool Points (some of which will be used to enchant the magus' weapon). This gives you at least 7 or intensifying shocking grasps minimum. You will also have a casting of vanish, enlarge person, shield, etc. Those can also be cheaply recharged with pearls or APP. This is before we even consider 2nd, 3rd, and 4th level spells. 2nd level spells are primarily used for Bladed Dash (literally Magus pounce), Mirror Image, Glitterdust, and various utility spells, 3rd level for Haste, Fly, Vampiric Touch, and more utility, while 4th gives you Black Tentacles, Wall of Ice, and Dragon's Breath (for easily changable elemental damage). All the spell related advice may be nullified by whatever changes the 3pp did to the class, but Magus is not a 15 min workday class.
Malachi Silverclaw wrote:
Levels are whole numbers. Divinding them in half doesn't make them stop being whole numbers. 5/2=2.
They are all from different sources, they don't have a type, and they don't push the damage past colossal, which is the limit, so they should stack fine for 3d6 damage. People get all weirded out by a shield doing 3d6 damage and want to ban it, but fail to think about a plain greatsword only needing lead blades to achieve the same damage with a better critical strike chance. Gauss wrote: Bashing + Lead Blades does not stack because both use the same language (as if X size categories larger). There's no reason why that would be the case. They are different sources that grant similar bonuses. Two separate, untyped sources that grant a +1 to hit stack together just fine, why would a bonus to die size be any different?
Pathfire wrote: Are you really blinded to the fact that this feat would be completely OPed? I mean would you be killed by someone using their agility or by someone using their strength? I mean if you were getting stabbed by a scrawny person, wouldn't you take barely any damage, compared too a strong guy, whom would probably kill you with that blow? I mean, isn't that the point of strength? Weapon finesse makes some sense, as you wouldn't need much strength to carry a knife, but it would to carry a 5 foot sword now, wouldn't it? One, it's not OP, read my previous post for the breakdown as to why. Second, you obviously have no experience with melee weapons if you think being stabbed by anyone at all isn't easily fatal. A 5 year old with a knife, especially with a bit of momentum, could easily kill an adult. A 3 inch blade could easily pierce an important internal artery, or one of the major arteries near the skin, resulting in a quick death. Dervish Dance, Slashing Grace, the Agile Enchantment, The Aldori Swordlord Prestige Class. All of these are Paizo created. All of these grant Dex to Damage. The sky still has not fallen.
Oly wrote:
Because two handers based on strength still do more damage than builds with dex to damage. It's not even a contest. Strength builds get two or more extra feats to increase their damage potential, and aren't required to spend their point buy on an additional secondary stat (strength) in order to get a power attack equivalent, or spend a +1 on their light weapons for agile to ignore the strength requirement (Piranha strike). The AC bonus that dex builds get for having high dex is basically negligible until they can get Celestial Armor, since Full Plate is as good as any mithral light armor with maxed dex bonus, and far cheaper besides. +3 Mithral Full Plate can almost keep up with Celestial Armor, only 1 AC behind. The only real advantage they are getting is better touch AC. So the dex to damage guys are spending either 2 feats and 7 point buy (the difference between a 7 str and a 13 str for power attack is 7 points), or 1 feat and at least 6000gp per weapon to get better reflex saves, initiative, and bonuses to dex based skills. As we've seen, the AC difference is neglible, except for touch AC, and they are doing less damage because they can't get 1.5x damage and power attack by using two hands, and they are two feats behind the strength based attacker. As to your real life situation, most people that are strong or agile are both, not one or the other. Competitive weight lifters are probably the only thing I can think of that might be both slow and strong, but that distinction is basically an unrealistic abstraction for game balance (present in many games). As soon as you bring a weapon into the equation, it no longer matters if the person is strong or fast, a light cut to the right place will end a life no matter the strength behind it (major arteries primarily: the femoral, brachial, or carotid will all kill you within a few minutes and a shallow gut wound that opens up intestines will kill with infection in only a few hours to days).
I really like the idea of some positive attachments for the spirit emotions. A parent dragging themselves back across the ethereal to protect their child even in death really appeals to me as a concept. You could use lovers for the same concept. Duty is another possibility, the bodyguard of the [noble, child, politician, etc.] returns from death to guard their charge once more. Something like the character is the heir to a long lost noble lineage, and their ancestor's devoted bodyguard has looked after the line for a long time, but this was the first scion of the line that had the gift to allow the bodyguard to manifest. Some other ones that could work, off the top of my head: Pride: The phantom believes they are too good to die already, and comes back looking for a host to let them prove they never should have died. Lust: No one's going to be having sex as an undead creature in the plane of shadow, so the phantom flees back to the material. Sloth: A spirit so lazy it couldn't even be bothered to leave the material plane. Gameplay idea: Won't actually do anything on its own, has to be forced to move with the spiritualist's actions. All its abilities are passive/auras. Deals damage by being moved into an enemy's square, maybe starts as size large. The rest of the seven deadly sins can probably be worked into place, and would make interesting characters for any of the Varisia based APs. Greed especially. Sorrow/Loss could be very interesting for any number of concepts. This is definitely my favorite class of the playtest. It oozes flavor, and has interesting mechanics to go along with it.
All right. Here is Arklon Coldblood half orc samurai (sword saint), with a bit of time to spare. If the Kelaquois have their own language, I'll take that instead of giant.
Taking a full attack is a single full-round action in which you make many attack rolls. You are allowed a sneak attack on each of those rolls. Casting scorching ray is a single standard action that allows you to make many attack rolls. You are only allowed one sneak attack roll. Fire a double barreled gun is, in some ways, like both of these. They have conflicting rulings. I see three options. 1. Double barreled guns, like other attacks made with weapons, grant sneak attacks with all attack rolls made with them under the conditions of sneak attack. 2. Double barreled guns, like other attacks that ask you to roll multiple attacks from one action, only get one sneak attack. 3. Double barreled guns grant sneak attacks with all bullets fired during a full round action, like full attacks do, and only one sneak attack when firing two bullets with a standard action, like scorching ray and other such attacks.
So you're trying to say that if you fail the save, or if there is no save, or you resist it with SR, then you can make a Knowledge arcana check, but if you make a save you're somehow prevented from using the skill? That would seem to fly in the face of being able to make the check with the others, especially SR. Also, please spare me the patronizing tone of 'it clearly does' when if the rule was completely clear there would be no discussion here.
I would have to rule that you can identify the spell. Every character gets a saving throw on every spell that allows one, barring some other rule. So the general case is that everyone gets a save and saving doesn't tell you what spell you just saved against. Not every character has ranks in Knowledge: Arcana. Those people with special knowledge of magic can do what others can't, figure out what spell just hit them, even without having seen the spell.
Would it be cool if I refluffed the samurai class into a caste of orc/half orc warriors? The only mechanical change would be to make their weapon expertise feature affect orc weapon familiarity weapons (Falchion, Great Axe, Orc Double Axe) instead of the katana, naginata, and wakizashi. It would keep the longbow option.
I'm looking at it for my Phalanx Soldier with Bodyguard. Don't really need to stay a fighter after I hit level 5, so anything that helps with Aid Another is a potential move. The first part is meh, I'll never fail except on a 1, but the second part is pretty awesome. I may have to dip a few levels in Slayer, or just go slayer after 5.
I would like to add, for posterity, 'You are your own ally'. I know it doesn't matter in this particular case, but it really can't be restated enough. If the feat did call of an ally to threaten the creature you're attacking, you being adjacent (or threatening it from reach in some way) to the enemy as a monk would fulfill that requirement because you are your own ally.
I'm guessing your gm is getting flustered with the 100 damage crits you can pull off around level 8-9. Not casting a spell after killing the target is valid. Even if you did have to cast a spell you could pick whatever spell you want. Even if you had to cast Shocking Grasp it wouldn't fizzle, you'd hold the charge, since it's a touch spell. Karrick Westraven has not created a profile. |
