Corsair

Kyra Banior's page

38 posts. Alias of Mark_Twain007.


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My players messed up. How bad? They broke the ceiling to the bottom chamber, stopped the forbidiance spell, got the sword removed from the portal. Then the dice went bad, people died, and they had to flee, without the sword, but the Shrouded Queen is still alive.

The sword is no longer keeping her there since it is not in the portal, so would she stay? They are planning on resting and going back in(though first their ship has been taken by Captain Valerande “Barracuda” Aiger). Would she be their, or would she fly away to freedom and they just find the sword?


Male Half-Orc Inquisitor 6 | HP 51/51 | AC 21, touch 14, ff 17 | Fort +9, Ref +8, Will +9 | Init +6, Perc.+13 || Dyr( Med. Rhino) | HP 42/42 | AC 27, touch 13, ff 24 | Fort +7, Ref +8, Will +3 | Perc. +5

Lets get Moving!!

Kyra will swift action Bane his imporvised weapon, for Bane Human, and charge the nearest guard who appeared to take full damage from the fireball.

attack: 1d20 + 7 ⇒ (4) + 7 = 11
damage: 1d6 + 3 + 2d6 + 2 ⇒ (6) + 3 + (1, 5) + 2 = 17


Male Half-Orc Inquisitor 6 | HP 51/51 | AC 21, touch 14, ff 17 | Fort +9, Ref +8, Will +9 | Init +6, Perc.+13 || Dyr( Med. Rhino) | HP 42/42 | AC 27, touch 13, ff 24 | Fort +7, Ref +8, Will +3 | Perc. +5

Is it technically round 2 then?


Male Half-Orc Inquisitor 6 | HP 51/51 | AC 21, touch 14, ff 17 | Fort +9, Ref +8, Will +9 | Init +6, Perc.+13 || Dyr( Med. Rhino) | HP 42/42 | AC 27, touch 13, ff 24 | Fort +7, Ref +8, Will +3 | Perc. +5

Same as Lucifer, Kyra removes the Cuffs as His standard.

RRRAHHHAHAHA. Time to strech my legs

Kyra keeps the cuffs in hand to use them as an improvised weapon.


Male Half-Orc Inquisitor 6 | HP 51/51 | AC 21, touch 14, ff 17 | Fort +9, Ref +8, Will +9 | Init +6, Perc.+13 || Dyr( Med. Rhino) | HP 42/42 | AC 27, touch 13, ff 24 | Fort +7, Ref +8, Will +3 | Perc. +5

I will be traveling from Michgian to Minnisota tomorrow, so I will not be posting until late in the day.


Male Half-Orc Inquisitor 6 | HP 51/51 | AC 21, touch 14, ff 17 | Fort +9, Ref +8, Will +9 | Init +6, Perc.+13 || Dyr( Med. Rhino) | HP 42/42 | AC 27, touch 13, ff 24 | Fort +7, Ref +8, Will +3 | Perc. +5

Kyra stealth fully removes his own shackles, but hold onto them to use them as an improvised weapon. Waiting for Dani to cast on one of the guards.

stealth: 1d20 + 12 ⇒ (10) + 12 = 22


Male Half-Orc Inquisitor 6 | HP 51/51 | AC 21, touch 14, ff 17 | Fort +9, Ref +8, Will +9 | Init +6, Perc.+13 || Dyr( Med. Rhino) | HP 42/42 | AC 27, touch 13, ff 24 | Fort +7, Ref +8, Will +3 | Perc. +5

I like it. Lucifer I think you are our best liar, so whenever you are ready.


Male Half-Orc Inquisitor 6 | HP 51/51 | AC 21, touch 14, ff 17 | Fort +9, Ref +8, Will +9 | Init +6, Perc.+13 || Dyr( Med. Rhino) | HP 42/42 | AC 27, touch 13, ff 24 | Fort +7, Ref +8, Will +3 | Perc. +5

I pretty much agree. I added some more details though.

1. Someone lures the guard over. (I've offered to do that, I think I have the highest Bluff modifier of the whole party)
2. While the guard is distracted, other people free themselves in order to either incapacitate the guard, or at least weaken him and/or relieve him of weapons. (Danira uses magic as first try after that we use force)
3. Once we're all free, we sneak over to our gear (and Kyra's rhino), except maybe Alluriel, sorry you have low stealth, but your choice on how far away you want to be.
4. Once we're reequipped, we just leave, dealing with the other guards if/as necessary. I may have to kill one just to prove a point, but yes

Also did we lose our witch already?


Male Half-Orc Inquisitor 6 | HP 51/51 | AC 21, touch 14, ff 17 | Fort +9, Ref +8, Will +9 | Init +6, Perc.+13 || Dyr( Med. Rhino) | HP 42/42 | AC 27, touch 13, ff 24 | Fort +7, Ref +8, Will +3 | Perc. +5

"If he is in such a bad state we can take his weapons, this will be perfect. Good enough even you might be able to keep him for a celebratory picnic. Even if we can;t take his weapons, we can still move past him and get to our goals."

Ready when everyone else is


Male Half-Orc Inquisitor 6 | HP 51/51 | AC 21, touch 14, ff 17 | Fort +9, Ref +8, Will +9 | Init +6, Perc.+13 || Dyr( Med. Rhino) | HP 42/42 | AC 27, touch 13, ff 24 | Fort +7, Ref +8, Will +3 | Perc. +5

" I think we should stealth as far as we can, and once we are caught, Fireball would make an excellent opening salvo. From there I can use My flames of the faithful spell, and my particular skills, to be a bane to our human captors. Though I won't be as effective using manacles as an improvised weapon as I would be with a real weapon. I bet I can take 1 or 2 down that have been hit with fireball. Then with their weapons, Lucifer and I can fight our way to our gear, or free the rhino, whichever is closer.

With Dyr free, taking out the rest of the guards will be easier. "

My vote is we start with stealth, only the stealthyist of us moving, which I suspect is everyone but our esteemed cleric, and we head for our gear, or the rhino, whichever is closer. If we make it all the way to one we try and sneak to the other as well. Dyr is much more stealthy than you would imagine for a rhino. When all hell inevitably breaks loose. We hit them with fireball, and rush them. Hoping that the fireball weakens them enough that my spells help me take at least 1 out with my improvised weapon. then we take that guards weapons and press the attack.


Male Half-Orc Inquisitor 6 | HP 51/51 | AC 21, touch 14, ff 17 | Fort +9, Ref +8, Will +9 | Init +6, Perc.+13 || Dyr( Med. Rhino) | HP 42/42 | AC 27, touch 13, ff 24 | Fort +7, Ref +8, Will +3 | Perc. +5

Is Dyr being transported with us, or will I need to get a new animal companion? If he is with us, is he with us, with the equipment, or in a different area?

While being shoved into the Kyra snears at the guards one last time. "better watch our boys, caravans like this where how I made most of my money, and I rarely left survivors"
perception: 1d20 + 13 ⇒ (7) + 13 = 20

On the first day Kyra is mostly silent. occasionally praying to the dark god Ghulander until interrupted by the wagon hitting a large pot hole.
I swear they are doing it on purpose

Lucifer, if I can get free and cast on myself, I should be able to take a guard, even with just improvised weapons, however I may have a better chance of using stealth to at least get some weapons, or free Dyr. Then the fun can really begin. The rest of you, what are your particular skills? Do you require weapons?

do we have holy symbols now, or are we completely bare?


Male Half-Orc Inquisitor 6 | HP 51/51 | AC 21, touch 14, ff 17 | Fort +9, Ref +8, Will +9 | Init +6, Perc.+13 || Dyr( Med. Rhino) | HP 42/42 | AC 27, touch 13, ff 24 | Fort +7, Ref +8, Will +3 | Perc. +5

"Does no one else think it is funny that the leader of a prision, is going to sacrifice his own men just so we can"Air Quotes"Break out of prison" and go murder this s*~+bag that is apparently so evil, he is worth letting us go? Seems a lot like he should have one of these things planted in his neck too.

Hmm, speaking of which anyone think they might be able to figure out a way to remove these things at some point?


Male Half-Orc Inquisitor 6 | HP 51/51 | AC 21, touch 14, ff 17 | Fort +9, Ref +8, Will +9 | Init +6, Perc.+13 || Dyr( Med. Rhino) | HP 42/42 | AC 27, touch 13, ff 24 | Fort +7, Ref +8, Will +3 | Perc. +5

sheet updated with new stats.


Male Half-Orc Inquisitor 6 | HP 51/51 | AC 21, touch 14, ff 17 | Fort +9, Ref +8, Will +9 | Init +6, Perc.+13 || Dyr( Med. Rhino) | HP 42/42 | AC 27, touch 13, ff 24 | Fort +7, Ref +8, Will +3 | Perc. +5

"This plan is s!*+, but not as s!+# as this prison." Kyra growls and looks around at the guards in the distance

"If the guards there and in transit are a lot like the the ones here, we should make our move at night. Most or all of us can see to some distance in the dark. If we make our move when they are sleeping, tracking us will be much harder for them at night. I will simply have to guide Dyr, assuming they are transferring him with me."


Male Half-Orc Inquisitor 6 | HP 51/51 | AC 21, touch 14, ff 17 | Fort +9, Ref +8, Will +9 | Init +6, Perc.+13 || Dyr( Med. Rhino) | HP 42/42 | AC 27, touch 13, ff 24 | Fort +7, Ref +8, Will +3 | Perc. +5

Agreed. I will go with an additional +2 strength on my rhino. With that I am pretty much good to go. I will update stats and then add a link to a character sheet for spells and such in my character page, and will post in Gameplay shortly.


Male Half-Orc Inquisitor 6 | HP 51/51 | AC 21, touch 14, ff 17 | Fort +9, Ref +8, Will +9 | Init +6, Perc.+13 || Dyr( Med. Rhino) | HP 42/42 | AC 27, touch 13, ff 24 | Fort +7, Ref +8, Will +3 | Perc. +5

Kyra is your pretty stereotypical half orc, though much more agile than the standard of his race. He spends as much time as he can trying to grow different plants and fungi in the corners of his cell, but by now the guards have caught on and his attempted creations are destroyed quickly.

Kyra would almost constantly be in fights. fighting for dominance, or for any perceived slight against him, weather it was true or not. His success would very. He has more strength and speed than some(Thank you animal focus) and some of his abilities can be used with the standard improvised weapons one might find and make in prison. However he would often bite off more than he can chew, and have to be saved by the guards, who despise him just as much if not more than his fellow prisoners do.


Male Half-Orc Inquisitor 6 | HP 51/51 | AC 21, touch 14, ff 17 | Fort +9, Ref +8, Will +9 | Init +6, Perc.+13 || Dyr( Med. Rhino) | HP 42/42 | AC 27, touch 13, ff 24 | Fort +7, Ref +8, Will +3 | Perc. +5

Ok I should be pretty much good to go. The only thing left is the animal companion question I had posed in recruitment and did not see an answer for.

In short: my choice of archetype and domain grants me my animal companion and the option for a second one at my level -3 or a +2 bonus to one stat on my first animal companion. Obviously the first option is stronger(especially with the boon companion feat later) but me having 2 animal companions could cause some problems later on, basically a rhino and a boar charging in the same round is a lot of DPS(Bebop and Rocksteady, best minions ever).

So options are 1. second animal companion like that.2. the stat bonus, or 3. I pick a less useful more story based animal companion to have around for fun, like the giant Mosquito using the vermin animal companion rules.


Male Half-Orc Inquisitor 6 | HP 51/51 | AC 21, touch 14, ff 17 | Fort +9, Ref +8, Will +9 | Init +6, Perc.+13 || Dyr( Med. Rhino) | HP 42/42 | AC 27, touch 13, ff 24 | Fort +7, Ref +8, Will +3 | Perc. +5

This is Kyra checking in. I will catch up with more info and update character account in a couple of hours.


I would vote for regular progression as well. But if you had a link to more info on E6 that would be nice.


This is Mark.Twain007 submitting Kyra Banior a Half Orc Inquisitor(Huntmaster) of Ghlaunder with my rhino animal companion. I also have the Fur domain, which could give me a second animal companion, which I will happily take, but if you don't want me to have 2 animal companions, the hunter rule of getting +2 to an animal companion score for that is fine.

character sheet:

Unnamed Hero
Half-orc inquisitor (sacred huntmaster) of Ghlaunder 6 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38)
NE Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 21, touch 14, flat-footed 17 (+5 armor, +4 Dex, +2 shield)
hp 51 (6d8+18)
Fort +9, Ref +8, Will +9
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Offense
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Speed 30 ft.
Melee +1 falchion +7 (2d4+4/18-20)
Ranged +1 adaptive composite longbow +10 (1d8+3/19-20/×3) or
. . mwk longbow +10 (1d8/19-20/×3)
Special Attacks bane (6 rounds/day)
Inquisitor Spell-Like Abilities (CL 6th; concentration +8)
. . At will—detect alignment, discern lies (6 rounds/day)
Inquisitor (Sacred Huntmaster) Spells Known (CL 6th; concentration +8)
. . 2nd (4/day)—cure moderate wounds, flames of the faithful[APG] (DC 14), see invisibility, silence (DC 14)
. . 1st (5/day)—cure light wounds, divine favor, shield of faith, true strike
. . 0 (at will)—acid splash, create water, detect magic, detect poison, light, read magic
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Statistics
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Str 14, Dex 18, Con 14, Int 12, Wis 15, Cha 9
Base Atk +4; CMB +6; CMD 20
Feats Deadly Aim, Friendly Fire, Point-Blank Shot, Precise Shot, Stealth Synergy[UC]
Traits beast bond, fate's favored
Skills Acrobatics +6, Bluff +3, Climb +5, Diplomacy +3, Disable Device +10, Disguise +3, Handle Animal +4, Heal +6, Intimidate +8, Knowledge (arcana) +5, Knowledge (dungeoneering) +8, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +6, Perception +13, Ride +8, Sense Motive +9, Spellcraft +7, Stealth +12, Survival +6, Swim +5; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Orc
SQ animal companion (rhinoceros named Animal Companion), animal focus (6 minutes/day), animal focus (bull[ACG]), hunter tactics, monster lore +2, orc blood, stern gaze +3, track +3
Combat Gear caltrops (2); Other Gear +1 chain shirt, +1 buckler, +1 adaptive composite longbow, +1 falchion, mwk longbow, bracers of falcon's aim[UE], handy haversack, bandolier[UE], canteen[UE], canteen[UE], grappling arrow[UE], masterwork backpack[APG], masterwork thieves' tools, silk rope (100 ft.), tent, large[APG], winter blanket, wooden unholy symbol of Ghlander, 1,176 gp
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Special Abilities
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Animal Companion (animal companion (rhinoceros named Animal Companion)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Focus (6 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bane (+2 / 2d6, 6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will
Friendly Fire Shooting into melee may grant +2 atk, provokes AoO, may hit ally.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Stern Gaze +3 (Ex) +3 to Sense Motive and Intimidate.
Track +3 Add the listed bonus to survival checks made to track.

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Animal Companion
Rhinoceros (Pathfinder RPG Bestiary)
N Medium animal
Init +3; Senses low-light vision, scent; Perception +5
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Defense
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AC 27, touch 13, flat-footed 24 (+6 armor, +3 Dex, +8 natural)
hp 42 (6d8+12)
Fort +7, Ref +8, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee gore +6 (1d8+12/19-20)
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Statistics
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Str 18, Dex 16, Con 15, Int 3, Wis 13, Cha 5
Base Atk +4; CMB +6; CMD 21 (25 vs. trip)
Feats Friendly Fire, Light Armor Proficiency, Medium Armor Proficiency, Power Attack, Stealth Synergy[UC]
Tricks Attack, Attack, Attack Any Target, Come, Down, Flank, Guard, Sneak, Stay, Track
Skills Climb +5, Perception +5, Ride +0 (+2 to stay in the saddle), Stealth +6, Swim +5
SQ attack any target, come, devotion, down, flank, guard, sneak, stay, track
Other Gear mwk breastplate, exotic military saddle, tusk blades
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Come [Trick] The animal will come to you on command.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Flank [Trick] Attempts to attack and flank indicated enemy.
Friendly Fire Shooting into melee may grant +2 atk, provokes AoO, may hit ally.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sneak [Trick] Creature stays hidden.
Stay [Trick] The animal will stay where it is.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Track [Trick] The animal will track a scent.

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background:

Kyra Banior, Inquisitor of Ghlaunder was boor to a poor farming community. Life was hard but good. His father worked as a hunter, killing animals for food and fur, and trapping the more exotic ones to sell to traveling traders. His Mother worked as a seamstress, creating blankets and clothes from the pelts his father brought back to sell and to keep the family warm.
One day however while on a hunt, his father was fatally wounded by a wild Rhino that had come north to graze during the warmer seasons. Worse still, the same Rhino kept coming back year after year to graze, and no one in the community dared trying to attack it, for they felt it was ill to try when a skilled hunter had already failed.

Then during an especially harsh winter, Kyra and his mother’s house was broken into by men covering their faces with bags and masks. They ransacked the house, and took everything of value. The bitter cold of the winter, combined with having no more food or warm furs killed his mother, and he was left alone in the care of the village elder, and old man named Zanthus.

Kyra didn’t know what to think of Zanthus, he has always just been the creepy old man that he avoided, and now he had to live with him. At least he could take some solace in the fact that he was too old and feeble to be one of the men that robbed the house.

He soon learned why he was so creepy, he was a very religious man, but not in any way he had seen before. He had been raised by his parents as a believer in Desna. Though they never attended church often, he knew the stories, and many of the teachings. Zanthus however worshiped in secret Ghlaunder, but instead of hiding the fact from him, he told Kyra almost immediately.

He wanted to run and tell someone, anyone that this worshiper of a horrible god was hiding in their town, but he asked him to stay so he could explain himself.

He explained that rarely is it the goal of a parasite to kill the host, for if the host dies, then the parasite dies with it. In nature, does one Mosquito kill a person? No, the mosquito is a nuisance at best, and both creature can live together with little problem. What kills a person is other people, and what kills a community is the weak people.

When there is a plague, is it the wealthy, powerful, influential, productive people that die? No, it is the weakest of the people, the poor, the slow, and the lazy. They drag down a society to their level, and in turn, slowly kill it like a parasite, but this parasite will kill the host, and then it dies. If that one mosquito happens to induce a plague in a city, it is the lowest and the weakest that will die, ensuring that the greater populace, as the host, will live on.

If a plague had wiped out the weak from this community before the winter, do you think people would have needed to rob your house, resulting in your mother’s death? This last part made perfect sense to him, by clearing out weakness, the host can become stronger. He learned much from him over the years about the laws of nature, survival of the fittest and such, until he decided to strike out on his own, but first he would need a strong host, and he knew where to get one.

Waiting for the warmest time of the year, he searched and searched for the Rhino that came every year, the same one that killed his father, one that would make a truly strong host. Once he found it, he did not attack like his father had, he befriended it, tamed it, and molded it into a powerful host and tool for the coming adventures.


capture:

Unfortunately, Kyra became arrogant. With skills and power granted from his evil god, and the might of rhino, few could stand in his way. He took what he wanted with little thought of consequence food, treasures, women. All were his. He spread the “word” of Ghlaunder. Spreading disease and terror across the land.

Fortunately for him, the larger the nation, the more ripe it was for terror. Andoran proved particularly fertile. It’s merchants traveled much, and simple stealth tactics worked easily on them. With the might of his rhino, and his surprise attacks, it did not matter how heavily defended the caravan was, he could take it.

Until of course, that arrogance mentioned earlier came into play. Kyra had gotten his hands on a large amount of diseased food and needed an effective way to disperse it. A grain caravan would prove a good method. Attack the caravan, take out most of the defenders, but leave a few alive, spread diseased food in with the grain, and leave so the survivors can continue onto their destination with the infected grain.

The plan started off well. Hidden well along the road, the caravan was not expecting a rhino to charge them from the shrubs along the road. They were also not expecting the arrows that followed. A number of the defenders died, and the survivors scattered. Kyra quickly spread the poison, but not quickly enough.

The survivors had regrouped, and unfortunately were better trained than any of his previous targets. The grain caravan he had chosen to strike was headed for an Eagle Knight military base. While most of the defenders he had kills were only new recruits, those that had the sense to regroup were trained Eagle knights, too well trained for one man (and a rhino).

Captured, Kyra was sent to prison, and was waiting to be tried for multiple assault and thievery charges when something wonderful happened. It turned out that the Eagle knights had not noticed Kyra spreading the poison. They thought he was just after the money and gear of the recruits. The poisoned grain was feed to the soldiers at the base, and many of them died.

The great god Ghlaunder had sacrificed one of his disciples to strike a might blow to civilization. Poisoning a might military base and spreading disease. But perhaps it was not such a sacrifice after all.


character plan:

Sacred Huntmaster gives my inquisitor an animal companion, and I would take the animal domain. Everything I have read says that this would actually get me a second weaker animal companion instead of a stronger animal companion because they are based off the same class levels.

My plan of the second companion was going to be either a giant slug, some parasite (I couldn't find any, but if allowed I would see about a dire Stirge maybe, or a vermin companion), or a boar (so I could name them Rocksteady and Bebop from TMNT). Kyra herself focuses on ranged combat, using teamwork feats with my rhino like friendly fire to increase damage, and Escape route to avoid damage.


I may be playing in a Mummies Mask campaign soon, and I want to play a bloodrager/living monolith. My problem is I was to start taking levels in living monolith ASAP, and I'm a little worried by the requirement of having a sphinx or living monolith present about when we would hit level 6. Am I worrying too much, or is this something I need to work out with my GM?


Some thoughts.
If you want to be a conjurer, you may want to either do dual path with heirphant, or trickster and take path dabbling to get mighty summons.

Know that they changed the wild arcane power to a standard action.

Crafting mastery is awesome.

Late game, you should be an encounter ender. Know your opponents, learn combos to kill them. Quickened enervation plus mythic maze. Prismatic wall plus quickened hydrolic push, hydrolic torrent, or sign of wrath. Even quickened mythic ray of enfeeblement plus waves of exhaustion can probably take down a caster.

When in doubt, persistent mythic disintegrate

Improved initiative is your friend, as is the mythic version.

Give yourself lots of CON

There is no shame in hiding behind the Champion when you need to.


I thought I would also throw in my original description of how a worshiper of why god of diseases would be interested in building a city.

I know it might not sound normal to have a worshiper of the god of plague and disease in a campaign where you are trying to build a city. But Kyra is more subtle about it than just putting plagues everywhere. There is a time and a place for them when the population of weak individuals is dragging down the success of the city or community as a whole. A strong parasite also requires a strong host, as a disease can’t spread far if there are no people to spread it. So most of the time all for city growth, and community and stuff, then once in a while a little bit of pestilence.

Plus, if need be we can pull out the old Warcraft 3 tactic, and send export some slightly diseased grain, so no other city.country notices until it is too late. Then we can strike upon our weakened enemies.


I'll throw Kyra Banior back into the mix, a Sacred Huntmaster Inquisitor of Ghulander.

character sheet:

I know these things can be difficult to read sometimes when they are long, so if you would like I can throw all of this in an actual character sheet.
Kyra Banior
Human inquisitor (sacred huntmaster) of Ghlaunder 1 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38)
NE Medium humanoid (human)
Init +4; Senses Perception +6
Aura predator's grace (10 ft.)
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Defense
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AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +4
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
longspear +2 (1d8+3/×3)
Ranged longbow +4 (1d8/×3)
Inquisitor (Sacred Huntmaster) Spells Known (CL 1st; concentration +3)
1st (2/day)—cure light wounds, divine favor
0 (at will)—brand[APG] (DC 12), create water, detect magic, light
Domain Animal (Fur subdomain)
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Statistics
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Str 14, Dex 18, Con 13, Int 10, Wis 15, Cha 10
Base Atk +0; CMB +2; CMD 16
Feats Point-blank Shot, Precise Shot
Traits Pioneer, Fate's Favored, Beast Bonded
Skills Handle Animal +6, Intimidate +5, Knowledge (nature) +4, Knowledge (religion) +4, Perception +6, Ride +3, Sense Motive +7, Survival +6 (+8 to avoid becoming lost when using this)
Languages Common
SQ animal companion (rhinoceros named Animal Companion), monster lore +2, stern gaze +1
Other Gear studded leather, buckler, arrows (40), dagger, longbow, longspear, bandolier, candle (10), canteen, compass, flint and steel, grappling arrow, holy text, manacles, masterwork backpack, soap, spell component pouch, trail rations (5), wooden holy symbol of Ghlaunder, wooden unholy symbol of Ghlaunder, wrist sheath, light horse, animal harness, bedroll, bit and bridle, feed (per day), hemp rope (50 ft.), mess kit, pot, riding saddle, saddlebags, training harness, 7 gp, 1 sp
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Special Abilities
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Animal Companion (animal companion (rhinoceros named Animal Companion)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Inquisitor (Sacred Huntmaster) Domain (Fur)
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Predator's Grace (+10 ft, 5/day) (Su) Swift action: +10 speed, Low-light vision for 1 round.
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Animal Companion
Rhinoceros (Pathfinder RPG Bestiary)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
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Defense
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AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 12 (+4)
Fort +5, Ref +5, Will +1
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Offense
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Speed 40 ft.
Melee gore +2 (1d8+6)
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Statistics
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Str 14, Dex 14, Con 15, Int 2, Wis 13, Cha 5
Base Atk +1; CMB +2; CMD 15 (19 vs. trip)
Feats Power Attack
Tricks Attack
Skills Acrobatics +2 (+6 to jump), Perception +5, Swim +6
SQ attack
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Special Abilities
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Attack [Trick] The animal will attack on command.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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Horse, light
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run[B]
Tricks Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ riding
Other Gear animal harness, bedroll, bit and bridle, feed (per day) (10), hemp rope (50 ft.), mess kit, pot, riding saddle, saddlebags, training harness
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


backstory:

Kyra Banior, Inquisitor of Ghlaunder was boor to a poor farming community in Southern Brevoy. Life was hard but good. Her father worked as a hunter, killing animals for food and fur, and trapping the more exotic ones to sell to traveling traders. Her Mother worked as a seamstress, creating blankets and clothes from the pelts her father brought back to sell and to keep the family warm.
One day however while on a hunt, her father was fatally wounded by a wild Rhino that had come north to graze during the warmer seasons. Worse still, the same Rhino kept coming back year after year to graze, and no one in the community dared trying to attack it, for they felt it was ill to try when a skilled hunter had already failed.

Then during an especially harsh winter, Kyra and her mother’s house was broken into by men covering their faces with bags and masks. They ransacked the house, and took everything of value. The bitter cold of the winter, combined with having no more food or warm furs kill her mother, and she was left alone in the care of the village elder, and old man named Zanthus.

Kyra didn’t know what to think of Zanthus, he has always just been the creepy old man that she avoided, and now she had to live with him. At least she could take some solace in the fact that he was too old and feeble to be one of the men that robbed her house.

She soon learned why he was so creepy, he was a very religious man, but not in any way she had seen before. She had been raised by her parents as a believer in Desna. Though they never attended church often, she knew the stories, and many of the teachings. Zanthus however worshiped in secret Ghlaunder, but instead of hide the fact from her, he told her almost immediately.

She wanted to run and tell someone, anyone that this worshiper of a horrible god was hiding in their town, but he asked her to stay so he could explain himself.

He explained that rarely is it the goal of a parasite to kill the host, for if the host dies, then the parasite dies with it. In nature, does one Mosquito kill a person? No, the mosquito is a nuisance at best, and both creature can live together with little problem. What kills a person is other people, and what kills a community is the weak people.

When there is a plague, is it the wealthy, powerful, influential, productive people that die? No, it is the weakest of the people, the poor, the slow, and the lazy. They drag down a society to their level, and in turn, slowly kill it like a parasite, but this parasite will kill the host, and then it dies. If that one mosquito happens to induce a plague in a city, it is the lowest and the weakest that will die, ensuring that the greater populace, as the host, will live on.

If a plague had wiped out the weak from this community before the winter, do you think people would have needed to rob your house, resulting in your mother’s death? This last part made perfect sense to her, by clearing out weakness, the host can become stronger. She learned much from him over the years about the laws of nature, survival of the fittest and such, until she decided to strike out on her own, but first she would need a strong host, and she knew where to get one.

Waiting for the warmest time of the year, she search and searched for the Rhino that came every year, the same one that killed her father, one that would make a truly strong host. Once she found it, she did not attacking like her father had, she befriended it, tamed it, and molded it into a powerful host and tool for her coming adventures.


character plan:

Sacred Huntmaster gives my inquisitor an animal companion, and I would take the animal domain. Everything I have read says that this would actually get me a second weaker animal companion instead of a stronger animal companion because they are based off the same class levels. If you disagree, let me know and I will just switch to the catastrophe domain, or the spellkiller inquisition.
My plan of the second companion was going to be either a giant slug, some parasite (I couldn't find any, but if allowed I would see about a dire Stirge maybe, or a vermin companion), or a boar (so I could name them Rocksteady and Bebop from TMNT). Kyra herself focuses on ranged combat, using teamwork feats with my rhino like friendly fire to increase damage, and Escape route to avoid damage.

Marshal would be her preferred leadership role, though High Priest, Spymaster, or Assassin would also be fine.


Congratulations to those selected. Build a kingdom that makes paladins shutter at the mere mention of it's name.


"This is the worst part, the calm before the battle.'
"And then that battle isn't so bad?"
"Oh, right I forgot about the battle"


2 people marked this as a favorite.

I vote our new nations flag simply be a black goatee.


Hello, So I am playing a fighter in a Second Darkness Campaign, and I was just given the option to take the Lantern bearer prestige class. I would like to but there is a problem, I want to get greater weapon focus, so I can take Deadly stroke, but I don't want to wait until I have 8 levels of fighter to start taking levels of Lantern Bearer. Is there any feat or magic item that would let me treat other class levels as fighters levels for the purposes of taking Greater weapon focus? Even if it was just 1 level.

Thank you.


Thanks, I'll think on it and decide what to do. One more question, how do I determine if an undead keeps his class levels or not when I create him? Skeletons and Zombies say they lose them, but no other undead say that. So can all other undead keep class levels? Is it all intelligent undead keep class levels?

example:
In Rise of the Runelords there is a wight Ranger


Some back story, my players lost 2 party members to a necromancer Lich,and left the dungeon to get 2 new party members and try again. Instead of giving the Lich the minions they killed back, I was going to have him use Create Undead on them, to make the party fight their failure.

So here are my questions:

1. If I make the paladin that died a Skeletal champion, would he automatically shift from LG to LE due to the template?
2. He is intelligent, and has his former personality right?
3. If he is willing could use atonement to move his alignment to CE?
4. Does he actually have to be willing for that, or can I use command undead to make him?
5. If enough of this is true with enough time he could become an anti paladin?


Also in reference to meteor storm, it really depends on what you want to do with it, and if you can hit them. the 2d6 extra damage is nice but what you are really after is the -4 to the save for the fire damage. You can send all the orbs at one person give them a -16, or spread them out a bit, giving multiple party members, like ones that have high reflex and evasion, negative to make sure they feel at least some of the effect.


What is your party makeup, and how do they normally win fights? What books did you allow you players to use? (I don't like to give bosses anything my players can't have)

I am not to him in my campaign yet, but I already looked over the fight and was thinking of the following changes.

-I swapped something for fiery body, my party uses a lot of weapon damage and fire attacks, so immunity to crits and fire helps a lot, plus all the other bonuses.
-Swapped polymorph any object for quickened enervation. If you have a player with high saves, but low INT, or just any player with low INT, hit them with it, then Maze. DC 20 INT check to escape, if they have a negative Mod, they are out of the fight.
-If they have people who can't fly, quickened hydrolic push has a good chance to push them into the lava below.
-As far as I can tell, even though he has no access to the spells, you can use wish/limited wish to cast illusion spells. Displacement or mirror image are both great defensive spells.
-Maybe have his cloak also give a bonus to Saving throws.
-Unless your party uses a lot of teleportation, I plan on opening with Waves of Exhaustion. -6 STR lowers melee to hit, compound bow to hit, damage, and carrying capacity. -6 DEX is less AC, ranged to hit, and reflex saves. No charging, and all movement speed is halved. Plus they don't get a save.

I would also age the dragon until he is gargantuan size, so Old age. Give the rune giant a couple of levels in fighter so you can give him a couple extra feats. I might also remove the part where the storm giants turn on Karzoug if the Rune giant is killed.

Also, the glave isn't great, but every round it can either shoot a fireball at a non caster, or heal Karzoug. Not great, but every little bit is going to help.


Thanks. My party is much more likely to run in and touch it, or worse, the bard will figure out what it is, and the barbarian will try and break it. Another reason I want to do it is that 2 of my players will have negatives in that hall, and 1 will have the bonus, and I don't want them to just have those for the one fight.


NobodysHome wrote:
Tangent101 wrote:
Wonder if he can use a Wand of Mirror Image, though he may consider that beneath him as illusions are... an inferior magic.

I was thinking EXACTLY along those lines -- losing both Displacement and Mirror Image sets Karzoug up for a major pounding, but I just don't see him eschewing the Illusion school and then saying, "Oh, whoops! My two best defensive spells are in that school! Better buy some wands!"

Just doesn't seem very Karzoug-like...

Not there yet, but I plan to fidge around this using limited wish during his time stop rounds. By the rules of that spell, I figure he can cast mirror image and displacement, because the magic of the spell does it, not him.

Also on a different note, in the runeforge abjuration halls, the disjunction pulse was permanent in the 3.5 version, but is just minutes based in the AE. Has anyone made it permanent anyway? I was thinking about doing so, but having their items go back to normal if they dunk them in the magic pool. I know it would be super mean, but I'm a little afraid my party is going to steam through most of the book without much challenge, plus it's fun to see them a little angry.


I have another character that got accepted to a different WotR play by post, so I am bowing out. Good luck to everyone.


Dorotea. wrote:
Valkur wrote:
Mythic will be interesting. I play tested with my regular group, and I think the reactions were mixed towards it. Hopefully the official version is a bit more toned down. I did see the initiative bonus was nerfed, that was crazy good. Now it is just good.
Part of why I am trying to play through the AP is so I have a good in-game feel for how the new systems work.

Me too. I want to know if it is worth if before I commit to running a whole AP or campaign with it for my players.


I would like to submit Kyra Banior, Half-Orc inquisitor of Desna who will later take some levels in rouge if all goes well. She uses the Trickster Path.

Her Stats are currently 15 point buy. He 20 point Buy stats are as follows
STR:14 DEX:18 CON:12 INT:10 WIS:14 CAR:8


I would like to submit Kyra Banior. Inquisitor that will use the trickster path.