This is what I show so far: Anoirtrou - Calon - Elven Transmuter
I apologize if I left anyone off, or misspelled anything.
Another option would be to place a sticky at the top of the forum with guidelines on how to post on the forum, so that there is uniformity, and it is easier to search the thread. Example: US, AZ, Phoenix - Looking for game
This would make it much quicker to find games, especially if you could sort the forum alphabetically.
Lil B wrote:
If you get enough for a second group, I would like to join as well using this PC.
I'm interested. I can work up a concept today and tomorrow, but I will be on vaction from the Aug 16-20, and then will be able to participate. I guess we'll see how this affects me getting into a group. 6d6 ⇒ (6, 1, 6, 2, 4, 1) = 20 - 14
ooh off to a good start.
ciretose wrote:
So really, it's the AoMF that needs to be fixed, or some other item alternative introduced.
Cheapy wrote:
This. It seems like everytime you offer an option, you get a response of That's not good enough because....
Nicos wrote:
Which supports my option of adding items that enhance the unarmed strike to be a magic weapon.
One of the main issues seems to be the monks inability to overcome DR, which is interesting since they actually have the ability to overcome three types of DR built into the class, which I don't believe any other class has. So, in reality, the real issue is lack of options to enhance the unarmed strike. The fighter can have five different weapons that each work against a different DR (not very realistic, but possible.) Why aren't there options like handwraps, that take up a weapon slot, that turn your fists into +5 good aligned weapons, or frost/fire weapons etc?
Nicos wrote:
That's not entirely accurate. They would have a +1 from class level, probably would have used the bonus stat to increase dex by 1, and most likely would have the dodge feat bringing the AC to 16. That is a touch 16 vs the fighter's touch AC of 10. Flatfooted not as good, but probably just as good as the rogue. I'm confused why everyone is putting down spell resistance. It can be turned off temporarily for healing or buffing, maybe not a great idea mid-combat, but it's still possible.
Saint Bernard wrote:
I totally understand. It took me a minute to figure it out.
I have a PFS character I'd like to submit. He is a half-elven rogue(trapsmith). I'm at work right now, so I don't have access to the sheet. I'll export it from Hero Lab tonight and put it into the profile. I am going to be on vacation from 8/16-8/20, but would love to join a game starting after that date. As of yet, I haven't done any PFS adventures.
6d6 ⇒ (2, 6, 2, 5, 3, 5) = 23 16
1d48 ⇒ 28 Kitsune
Rerolling Class
I would go with Kitsune Fighter in this case, but I probably shouldn't as I will be on vacation from 8/16-8/20.
Karnag grew up in a remote mining village in Mindspin Mountains. He trained as a soldier and defender of his people. They were located near several giant enclaves, so his training was focused speciifcally on those foes.
Stat Block: KARNAG RENINGUN CR 1/2 Male Dwarf Paladin (Warrior of the Holy Light) 1 LG Medium Humanoid (Dwarf) Init +2; Senses Darkvision; Perception +0 -------------------- DEFENSE -------------------- AC 15, touch 10, flat-footed 15. . (+5 armor) hp 12 (1d10+2) Fort +5, Ref +0, Will +2 Defensive Abilities Defensive Training -------------------- OFFENSE -------------------- Spd 20 ft. Melee Gauntlet (from Armor) +3 (1d3+2/20/x2) and . . Greataxe +4 (1d12+3/20/x3) and . . Unarmed Strike +3 (1d3+2/20/x2) Special Attacks Smite Evil (1/day) Spell-Like Abilities Detect Evil (At will) -------------------- STATISTICS -------------------- Str 15, Dex 10, Con 14, Int 10, Wis 10, Cha 15 Base Atk +1; CMB +3; CMD 13 Feats Weapon Focus: Greataxe Traits Outlander - Exile, Resilient Skills Acrobatics -4, Climb -2, Diplomacy +6, Escape Artist -4, Fly -4, Knowledge (Religion) +4, Ride -4, Sense Motive +4, Stealth -4, Swim -2 Languages Common, Dwarven SQ Aura of Good (Ex), Giant Hunter +1 to attack/+2 to tracking, Greed, Hardy +2, Slow and Steady, Stability +4, Stonecunning +2 Combat Gear Greataxe, Scale Mail; -------------------- SPECIAL ABILITIES -------------------- Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level. Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell). Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants. Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Slow and Steady Your base speed is never modified by encumbrance. Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used. Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground. Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Garren Kodlak wrote:
Mine is a mixture of remodeling, plus changing positions. Two moves were for me changing to a new department. The other 4 were for remodeling of that floor or reorganization of the deparmtent I belong(ed) to.
Garden Tool wrote: Quick note: posting will be spotty (or just late) today, as my office is moving today. I'll catch up on all I've missed on or before Monday for sure. I feel for you. I just went through that a few months ago. I'm actually at my 6th desk and 4th floor in the seven years I've worked for this company.
Artheriel Stat Block: ARTHERIEL BRITESIILVER CR 2
Brak Krelzrak wrote:
The important thing is that with "the glow" you'll be able to catch bullets in your teeth.
I have decided to change the domains for my cleric to magic and protection rather than rune. Artheriel: Artheriel was born in the great city of Abasalom to two wizard instructors at the Arcanamirium. He spent his youth in the halls of the great school believing that he too would be a renowned wizard one day. As he reached his maturity, he was tested, and as it turned out, he was not cut out for arcane magic. Though his parents acted like they didn't mind, he could tell they were disappointed. He spent several weeks moping and visiting the Temple of Nethys to pray for access to the arcane arts. One of the priests began talking to him on his visits to help cheer him up. The priest offered to test him to see if he had what it takes to be a Cleric of Nethys. Artheriel excelled at the tests, so began his studies in the arts of divine magic. Upon completion of his training, he decided to join the Pathfinders, so that he could see the world and discover new and old magics that had been lost. His first mission was to Varisia. He spent several months there, but decided the cold wasn't for him, so he headed south to the Mwangi Expanse, and is anxious to start his explorations.
I read the advertisement, and this game sounds great. I am thinking of doing an NG elven cleric of Nethys with the magic and rune domains. The reason he would be venturing into the wilderness as a pathfinder is to rediscover old magics as it advances the cause of his deity. He is originally from Absalom, and his main party role would be as a healer. I will make him more light armor based with a higher Dex score, and act as a backup battle caster if needed. I'll work up a full background and character sheet this afternoon if this sounds acceptable.
I'd like to add Jakeem for consideration. Jakeem Human M Fighter (Dawnflower Dervish) Traits: Nightstall Urchin, Reclaiming Your Roots Background: Jakeem grew up as an orphan in the great city of Katapesh. He was raised in an orphanage run by the church of Saranrae. He often ran away from the orphanage, exploring the great city. He was especially fond of the Nightstalls and all of the strange creatures contained within, spending days watching the happenings before one of the Dawnflower priests would find him and drag him back to his studies.
On his twelfth birthday, the head priest called him into his office. It was time for him to learn of his past. He handed him a package. The package contained a note from his mother. He learned that he was born in the village Kalmarene. His mother’s family ran the inn for the village, and his father was a Cleric of Saranrae who had made his residence in the town after falling for his mother. His father died in an attack by the gnolls. His mother had been injured in the attack as well, and lived long enough to bring him to Katapesh, where she left him at the temple of Saranrae. The package held one more item of importance, his father’s scimitar. The scimitar is ornate with the symbol of Saranrae formed on the hilt. Upon learning of his past, Jakeem mended his ways, and began studying at the temple with vigor. He found the clerical path too esoteric for him, but excelled in the dervish fighting style. Now that he has completed his education and training, he plans to find the village of his youth, and reestablish his family’s business.
What's really interesting to me is how many GM's seem to look at playing as a win/lose situation. The GM is there to tell a story, and make the game fun,(which includes challenging) not to win by killing the party. That said,I can see how having multiple major bad guys killed in one round would be annoying, but rather than change the monster stats to make it harder on the gunslinger, change the layout of the combat to include more cover, add extra bad guys that close on the gunslinger to prevent him from focusing on the BBEG. Make sure every character gets a chance to shine. Just my two cents. PS. It doensn't sound like this GM is like the example above, just not finding creative ways to make the encounters more challenging.
Jiggy wrote:
That is actually in the Bard Dawnflower Dervish archetype. The one I was referring to was the Fighter Dawnflower Dervish archetype. (Not that I specified.) However, the fighter could just extend two feats to get there. Not too difficult. Or I could multiclass between the two, get the extra skill set and the perform abilities. Not a bad combination actually.
In the description for the Dawnflower Dervish in Inner Sea World Primer, it suggests weapon finesse as a feat for the Dawnflower Dervish arcehtype. The archtype is meant to use the scimitar. However, I can't find any mention that the weapon finesse feat would actually apply to the scimitar. Does it? If not, why make that as a suggested feat for the archetype?
I would like to add a Ranger (skirmisher) for your consideration. The background is below, and I will be working on the character sheet tonight. He will be full ranger, no dips into any other classes, with the archery style. Background: Mindarel “Drell” Brightmantle Drell hails from the town of Arsmeril in the Mierani Forest. His mother is an Elven ranger named Sharil. His human father, Davin, also a ranger, died in a particularly nasty battle against a band of frost giants in the fog peaks. His companions drove the giants off, but were unable to raise Davin. The group’s cleric claimed his soul either could not or didn’t want to return. Shortly after, his mother discovered she was pregnant, and returned home to Varisia.
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