Maverick's page

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber. Organized Play Member. 50 posts (101 including aliases). No reviews. No lists. No wishlists. 5 Organized Play characters. 1 alias.


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pithica42 wrote:
Maverick wrote:
Are there any ship options in the book? New frames, new bay options, etc?
No. And I'm not putting this in a spoiler tag because it's been known that it wouldn't have any of this for a while. The book also doesn't contain anything about computers.

Thank you very much for your answers. I wasn't aware of the lack of ship options (hence the question), so I appreciate the information. Hopefully my own PDF will be available soon.


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Are there any ship options in the book? New frames, new bay options, etc?


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No problem, Turin. :) I've adapted Jade Regent to Starfinder, myself, and we're having a blast. I'm changing things around a bit so that the Jade Empire is practically unknown among the Pact Worlds, and much like the Azlanti Star Empire, is hidden across the Vast.

The PCs recently found some Minkaian starships that had fallen into the hands of a clan of space goblins, and are now investigating their origins on behalf of Marshal Hemlock of the starport town of Sandpoint, capital of the world of Varisia.

My players seem to be enjoying it so far, and I'm having a blast. I'm converting some JR enemies but bringing in a lot of the Alien Archive and Starfinder stuff when it makes more sense than what's in JR - Ravenscraeg will be an outpost located in the Diaspora, Tsuishen is a royal yacht that was sold to fund the family's integration into the Pact Worlds and recently "acquired" by a Free Pirate captain, and Brinestump Drift was a mining outpost in the asteroid belt of the Varisian system originally built by dwarves who located and attempted to study some unusual noqual formations (unfortunately for the dwarves, they invited the akata from Dead Suns Book 1 to dinner).

The space goblins found the station just days after the first akata hatched and found themselves trapped there and hunted as the fighting with the akata damaged most of their recently-salvaged starfighters. A couple of fighters escaped, and ended up taking potshots at the players' incoming vessel (Sandru Vhiski's Tier 3 explorer the Varisian Splendor), and paid for their eagerness with their lives. When Sandru had his crew (the PC) report the incident to Sandpoint's chief law enforcement officer Marshal Hemlock, he temporarily deputized the crew to investigate the origin of the fighters.

If there's any interest, I should probably post this in its own thread somewhere...


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Thanks for sharing this, Shaonir! It's a very different and exciting take on the AP, and one that I would love to read more about as you guys get to play it. :)


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So, Turin, have you had a chance to convert anything new now that Ruins of Azlant has completely released? I have to admit, having not yet read the RoA AP, your postings have inspired me to definitely consider using it as a Starfinder setting, and I would thoroughly enjoy seeing what you would suggest for the remainder of the Adventure Path.


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In our Jade Regent game, one of the players is playing a Drow bard who wants nothing to do with the "party face" role, primarily because he was the sole survivor of one of the drow's frequent "house cleansings". He sings and plays his flute to buff us, heals with cure light wounds spells or his wand when needed, but otherwise avoids social interactions to the very best of his ability.

Any non-core race, or any core race in a highly-unusual setting (such as a goblin PC in Sandpoint, or a human/elf/half-elf on the run from someone) will generally want to avoid the spotlight, and therefore would be a poor choice for the group's interaction specialist.


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As a relatively new roleplayer and GM, I'm definitely interested in a book about high-level play.


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I would love to see official APs added to RealmWorks. I think that the number of integrations we saw thanks to the Kickstarter stretch goals might be useful in helping Paizo to gauge the profitability of adding RealmWorks support. APs for RealmWorks could easily be another subscription service, or perhaps available as a third option for each AP module (Book, PDF, RealmWorks files).


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I thought the voices from the early 2000's series on 4KIDS were better than the current Nickelodean cast. And I've quite enjoyed re-watching the original series, and thought their voice acting was quite acceptable. The video doesn't always match the voices (showing a blue-bandana'd turtle talking while listening to Raphael), but the voice acting itself was just fine. And the 4KIDS' voice acting was even better.


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Quote:
Having said that, how did the BBEG manage to capture two PCs? That is extremely difficult under the D&D or Pathfinder rules system.

My group had it happen where 3 PCs were captured by Fatmouth's band in the Beginner Box encounter. :D One of our members decided he wanted to GM the Rise of the Runelords Anniversary Edition, and we ran the Beginner Box module with full Pathfinder rules. Since the caverns were dark, and we had a dwarven wizard with darkvision leading the way, we ended up in a fight with Fatmouth's goblins without any lightsources when the dwarf failed both a Stealth and a Diplomacy roll to try to talk to the goblins (and was subsequently rushed and beaten unconscious in the first round).

In our case, it was player stubbornness (we were trying to be sneaky, so we didn't have any light sources handy) and rotten luck that resulted in three PCs being captured while the fourth ran away under the influence of a fear spell (or so she would have us believe ;). It did make for a memorable game, though, and Fatmouth has come back to haunt us since, giving us a memorable recurring villain. :)

That said, my group seems to be happy enough with intra-party conflict, at least to a limited degree. In pretty much every campaign we play, no matter who runs it (there are three of us that alternately - or sometimes concurrently - run games in various systems), one player ALWAYS tends to be "different" from the mainstream. Often, it's my character that is "odd man out", and not necessarily by design. I'm actually the newest member of the group, as the rest of the guys have been playing since high school (which is close to twenty years ago now for them), and some of our campaigns take place in settings that I have little knowledge of. So playing a character to whom everything and everyone is new and exciting works well, and we have a great time with it.

Done well, I think intra-party conflict provides a way for characters to grow in a role-playing, organic sense in addition to the mechanical growth afforded by levelling up. If your players are good/mature/experienced enough to separate character actions from player actions, your campaign can grow significantly more engrossing through the interactions of your various characters. We typically only get a chance to play face-to-face once a month, and whatever campaign we play tends to vary based on who can make it and what the majority wants to play, but we use forums as a way to continue our games even when we aren't at the table, and they've added a tremendous amount of character development for us.


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Count me in as a HeroLab user who would be willing to pay more for HL files. While I would love to get the information for free, I wouldn't mind a "PDF and HeroLab Bundle" that charged a little extra for the HL file in order to ensure that everything from the PDF was included. That's not always easy to do (as someone who has played around with the HL editor a bit, adding a new archetype is rarely as easy as it sounds), but would certainly be appreciated.

That said, I was actually the opposite. I purchased the PDF, and was pleasantly surprised to find the HeroLab file included. This lead to a bit of disappointment that the next two New Paths documents didn't have HeroLab files included, until I read through the forums and saw that the HeroLab files were created and shared by a volunteer. I think that shows the strength of the Pathfider and Kobold community, that a user would not only take the time to create this for him- or herself, but that they would then contact the company behind the PDF and offer that datafile for distribution to the community at large. Bravo for that!

HeroLab makes things much easier for those who have a limited amount of time for prep-work, those with a LOT of characters to track, or those who just love a quick-and-easy way to try out new (or higher-level) builds for characters. It's also quite handy for those who often miss or skip the minor things, like encumberance for gold or whether you are still under the effects of the ACP and how that modifies which skills. It's certainly not a requirement for Pathfinder play, but it can make your play much more fulfilling by taking a lot of the minor inconveniences and tracking them for you, allowing you to concentrate more fully on the adventure and how your character can shine in it. :)

I think the surge in tablets/laptops-at-the-table, widespread availability of internet access, and the cratering prices of computers and consumer electronics that function like computers affords a fantastic opportunity. Since HeroLab is the officially-licensed character creation software for Pathfinder, having 3rd party publishers such as Kobold add support for it along with their products benefits everyone. If the work is unfeasable to do for free (for whatever reason, and they could be legion), I like the idea of offering the file as part of a separate offering for those willing to "put their money where their mouth is" by being willing to support the development of the things they want. Like Kickstarter, but on a much more personal scale. Just my two coppers' worth.


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Looks like things are back up, guys. I just downloaded the Reign of Winter Player's Guide and my most recent subscription PDFs. Thanks for the hard work, Paizo! Now, go home and enjoy a bit of rest after your hectic couple of days. :)


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Vic Wertz wrote:
AdamWarnock wrote:
Though I would like to ask that next time the warnings come with a bright red background with bold white letters. I didn't see the warning until just now.
Like this?

That's PERFECT, Vic! We need one of those on the site for times like this! :D

Kevin Andrew Murphy wrote:

On the subject of delays, as a project for later (obviously not today, when the tech team is busy putting out fires) would it be possible to tweak the interface so as to check a number of different files for personalization and downloading at once? This would be especially useful, for example, when you've got a new laptop and are trying to update all your PDFs on it. Also it would be useful as housekeeping so you're not caught without a needed PDF later when there's a server error, an internet outage, or assorted other troubles.

A "check and download all my new purchases" button would also be useful rather than manually clicking to personalize each one.

Kevin, you're aware that you can click on multiple file names individually and have them personalizing at the same time, aren't you? I often do that after a subscription shipment is readied and I have multiple PDFs available at once. By the time I've finished clicking the last one, the first file is usually personalized and ready to download.

And as for browser issues, I've found that IE8 tries very hard to protect me from downloading my personalized files, to the extent that I often have to click the "Click Here" link in the "Having Problems?" box after telling IE to let the site download a file. That's why I prefer using Firefox or Chrome whenever possible, neither of which generally give me any problems getting my PDFs.


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Wait, the PCs don't get paid? :(


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I believe you got the PDF at the $30 level, but you needed to donate $100 to get the actual Flip-Mats.


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Cool, have fun, guys!


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This sounds similar to the storyline behind the old "Dark Angel" TV series. Looks quite interesting, Trup. I may submit a character for consideration if you don't mind.


Joana, this is a mighty fine campaign you have going, I hate I wasn't able to join in. Perhaps next time. :)


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Who needs me when you have these other extremely helpful souls around? :)

And yes, at first blush, HeroLab does things in a way that seems not quite logical. However, after you've had a chance to play with it a bit, the logic becomes more apparent, and designing and building characters becomes much less of a chore. :)


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I'm glad to help, Arknight. If I become a bother, just let me know, and I'll butt out. But if I can help you deal with a busy schedule, I like to to try. :)


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If you use HeroLab for Pathfinder, I HIGHLY recommend it for MnM. If you already own HL, another dataset (for, say, MnM3e) costs another $20, which I found quite reasonable (though I went the other way - I bought HL for MnM first, then for Pathfinder). It makes building characters much simpler, and helps with the niggly little issues like minor math problems.

I put in several randomly-rolled characters in a matter of minutes, and they all added up correctly, so it was really great.

Star_Light, one thing to be aware of with MnM, is that healing is not such a big deal, and is certainly not a necessity like many Pathfinder/D&D games. Like comic books, injuries in MnM tend to put you out of action, but are rarely fatal. Even the greatest of injuries are typically healed in a matter of minutes after a combat is complete. Longer-term injuries are handled by assigning complications to a character, granting them Hero points when the GM invokes them rather than becoming a serious detriment to the character.

If healing is central to your character, it's certainly useful. But it is by no means required in a group, if you would prefer to emphasize other aspects of Starlight.


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I'll jump in to help Arknight out, and apologize if I end up stepping on his toes. If I have, Arknight, let me know, and I'll butt out from now on.

2nd edition suggested taking complications, but 3e requires 2 for each character. Complications are good things, though - while they typically require a minor setback (such as a Secret Identity - if a battle breaks out while you're in your "normal" identity, you get a Hero point because you have to find a place to change), they grant you Hero points, which are awesome.

Mundane gear is bought with the Equipment advantage, which provides 5 equipment points per rank. Things like phones require 1 ep (or 2 for a smartphone), while guns, weapons, and armor tend to be more expensive depending on what you're looking for.

Freedom City (think Metropolis or New York) is practically crawling with superheroes, but in the campaign that Arknight mentioned, the West Coast has seen rather few of them. I guess the super-powered bad guys don't care for the MidWest and Pacific Coast. :)

You guys look to have a nice group going, I hope you have a lot of fun.

Xzaral, the random table is from the GM's Kit, which is available from Green Ronin or DriveThruRPG. To the best of my knowledge, no free version is available.


Also, with regards to encumberance, until you can afford a Handy Haversack or a Bag of Holding, the Masterwork Backpack is awesome. It's in the Advanced Player's Guide, costs 50 gp, and lets you treat your STR score as one higher (though only for the purposes of calculating Encumberance).

I hope that wasn't too rude of me to pop in, Joana. I apologize if it was.


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Trup wrote:


What do you think of this character? I want to know what to tweak with before I post his backstory. ** spoiler omitted **...

Arknight can give his take, but at first glance, it looks like you may need to pay closer attention to your power level limits.

* Your active defenses and your Toughness (with your Hex Shield active) add up to 21, which is 1 point too high.
* Where did you get a +13 on your Hex Blast, I only see +10 from the Ranged Combat? As long as that is your only ranged bonus, then your Hex Blast is +10 (10), and falls within power level limits
* What level is Evil Eye? You're limited to Power Level in ranks of abilities that cannot benefit from tradeoffs. Also, remember that unless you add the Ranged or Perception modifiers, you have to touch your target to activate the power.
* Regeneration 20 is insane, and probably significant overkill. It also exceeds the power level (Again, it's limited to rank 10 by the power level).

I count 12 points in abilities, not 14. Did I miss something?

Senses should be 9 points (Darkvision costs 2pp).


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As a MapTool user myself, I also agree with Evil Lincoln. A barebones (free) VTT program, with free framework and low-to-moderately priced expansions (such as the types of packages Lone Wolf offers for HeroLab) and moderate-to-high-priced Adventure Path releases for the VTT (perhaps another Subscription offer?) would be fantastic. Some of the 3rd Party developers (Rite Publishing, I think?) already include MapTools-compatible maps in their map packages, this could also provide additional options for other 3PPs as well.

You could really look at any of the current Subscription lines as potential sources of paid content for GameSpace - Adventure Paths, Modules, VTT-Pawns packages, VTT-Map Packs, VTT-Pathfinder releases adding new core book options (such as Ultimate Combat/Magic/Equipment, Advanced Player's Guide/Adv Race Guide, etc) and more.


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DM Arknight wrote:

Ok. It looks like there is a lot of interest, so think I can manage a reboot of my Emerald City campaign. Here's the synopsis of the concept:

Emerald City Chronicles wrote:

Details:

- The game will take place in Emerald City, a west coast companion to Freedom City.
- The campaign will begin with the 'Silver Storm' series of modules, but will also involve stories and themes unique to the players.
- The PCs will take the place of the Sentinels as one of the very few hero teams based in the area.

It will be 3rd Edition, PL 10. Newbies to 3E are welcome, and I will gladly assist in statting out a concept or even helping randomly generate a character using the charts in the GM Kit.

I'm looking for more typical, 4-color heroes along the lines of Avengers, JLA, Youngblood or even WildC.A.T.s

Thoughts/Comments?
TC

Great campaign, I'm running that for my face-to-face group now. And we ended up with some pretty interesting characters, including "Captain Freedom" - a Captain America for the MnM scene, a Rocketeer that can use magic, and a robot sent back from the future to find the magical Rocketeer. :)


I don't believe the armor, restoration potion, or insignia were ever stated as being recovered by anyone. For that matter, no one actually stated anything about the gold, either. I assume that one of us will get the insignia and stash it in a pack, and the rest of the stuff can be put in the corpse's handy haversack with the bones if no one wants it. If no one else wants it, Solniss will take it.

You're more than welcome to the shuriken, if you want them. I figured that Solniss was the only one who could wield the katana and shuriken, but I forgot the shuriken were monk weapons as well. We can split the stack if you want a ranged attack option, you can get thirty or so and I'll take the rest. Solniss' primary ranged weapon will be her shortbow.


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I might be able to get a game going, but want to see how the next week goes as far as timing and everything. I'll keep an eye on the thread, and if a game hasn't come together by then, I'll see about setting something up. Even if it has, and there's enough other interest, I'll see if I can run it. I currently run a few games for different systems IRL and am in a PbP here, so my schedule may or may not cooperate.


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M&M 3e is a lot of fun, and HeroLab makes it extremely easy to build and maintain characters. While things may LOOK complicated, 3e streamlined a LOT. The only die you need is a d20, and the typical modifiers are conditional ones for +/-2 and +/-5. There are no hit points, just degrees of damage/effect and success/failure.

The rule set itself is also generic enough to support many different settings, and my group and I have run a wide variety of games using it, including Earthdawn, Vampire-esque, and sci-fi in addition to standard comic book fare. It also makes map-less games (such as PbP/forum games) much easier, since some comic powers can allow you to cover full states or nations in a single turn.


Dotting to keep an eye on things. Have a great time, guys!

Three rangers would have just been too much. ;)


I'm working under the assumption that we are. I also pictured the four of us "newbies" not necessarily knowing that, only knowing that we were to reinforce the original and given directions to where they were last seen heading, but that may just be the way I picture things and might not necessarily reflect the actual current situation.


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Congratulations to those accepted. I wish you all the best, and will probably still lurk and follow the threads of the game. :)


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LoreKeeper wrote:
Whoa. Since when is phoning someone direct human contact? I suppose it is more direct than email, but its not exactly the most direct form of human contact.

True, but this thread is PG-13, so that's the most direct form of human contact we will be discussing. :)


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Wander Weir wrote:
I love rolling dice too. I miss being able to roll dice for ability scores.

I despise rolling dice for ability scores. Dice (doesn't really matter whether they are real or virtual) tend to hate me, and I always get stuck with a ridiculously low score, typically in the ability that defines my class. I built an archery ranger once and had to roll up ability scores (roll for each score, not roll all six and then assign them where you want), and I rolled up an 8 in Dexterity. I MUCH prefer buying abilities, and fixed HPs at new levels.

But "randomness" tends to be "how low can you roll" in my case, so I know that I'm special. :)


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Thank you, Javell. That's what I'd been doing, but I was hoping there might be a better way. And you guys and gals have been most helpful in assisting me in finding one. :)


DM Irthos wrote:
Yeah I would suggest you just google pathfinder golarion gods. They give you the once over on gods, best know about the god you pick. Calistria is a lustful vendictive goddess, that could spell inter-party conflict real fast. Best to be warned. xP

Will do, thanks for the tip. I'll update and post here when I have one.


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Joana wrote:
Maverick, if you use the Focus button on one of the main messageboard screens, it will give you a list just of threads you've posted in and threads you've read that have new posts since your last visit. That's the easiest way to use your dot.

Thanks, Joana!


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Ah, okay. But the thread still has to be visible, so if it's not on the front page (say, among the most recent dozen or so threads in a given group, like Recruitment), there's no easy way to track them? And there are no email updates or the like for the Paizo forums?

Thanks, therealthom, I appreciate your assistance. :)


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Joana wrote:
Not at all, Maverick; still working my way down the list. The submissions I've listed on the Campaign Info tab are the ones I've read through and asked for further information on, if I need it. The final party will not be selected until Monday, at the soonest.

Happy news, then. :) I've noticed that occasionally, my posts tend to be overlooked (maybe due to the lack of an avatar), so I thought I would ask. This sounds like a very interesting campaign, I'm looking forward to seeing how it progresses even if Calathis is not accepted.

By the way, since I'm still new to the forums, would one of you kind folk mind explaining to me what "dotting" a thread entails? Most forums offer an option to subscribe to the thread so that you can see the replies, but I can't seem to find one for the Paizo boards. Am I overlooking the option some where?


DM Irthos wrote:
Well you dont have to worship any god. If you feel the need to please stick with PF sense the setting is Golarion.

Gotcha. The primary reason I wanted one was to justify the Indomitable Faith trait, and I was looking for one that would be unusual among the drow. To that end, I was looking for mostly neutral on one axis or another, but I'm unfamiliar with much of Golarion and the drow in particular. How about Calistria? As an elven CN goddess, she probably would not be held in high esteem by the drow.


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Have you now reviewed all of the applicants, Joana? And those who weren't mentioned are not accepted?


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I have a half-elf ranger build that I've wanted to run for a while now that I would like to submit. I'm thinking of using the Freebooter archetype, combined with another archetype (such as Skirmisher, Battle Scout, or Trapper) depending on group needs. Here's a brief bio of him.

Calathis has never really "fit in". The son of a human ranger and an elven bowyer, he was constantly harassed as a child by the other elven children, and would spend weeks away from the city on hunting and scouting expeditions with his father and mother as soon as he was old enough to hold a bow. Learning the fine art of bow-crafting from his mother and wilderness survival from his father, Calathis disappeared on the same trip that saw his parents killed by a marauding band of orcs. He discovered an affinity for the sea during his travels, and signed on with a ship at the first port he came across. He proved an able seaman, and the game he caught during periodic port calls was well-received by most of the crews he served with.

Unfortunately, his most recent vessel has run into some money troubles, leaving him and the crew trapped in the town of Riddleport until and unless those troubles are solved. To that end, he has begun looking for ways to earn his keep during the enforced exile.


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I've done some thinking, and tweaked my gear selection a bit. Solniss should be a bit more survivable now. Also, I figured out where the DR was coming from, it was apparently an additional trait granted by the Dark Sun campaign setting, which I have removed.

Revised Stats:
Solniss
Female Drow, Noble Ninja 7
NN Medium Humanoid (elf)
Init +8; Senses Darkvision, Low-Light Vision; Perception +13
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 18 (+5 armor, +1 shield, +6 Dex, +1 natural, +1 deflection)
hp 52 (7d8+14)
Fort +4, Ref +11, Will +4
Defensive Abilities Uncanny Dodge; Immune sleep; Resist Elven Immunities; SR 18
Weakness Light Blindness
--------------------
Offense
--------------------
Speed 30 ft., Light Steps
Melee Masterwork Cold Iron Wakizashi +11 (1d6+1/18-20/x2) and
. . Masterwork Kusarigama +8 (1d4+3/x2) and
. . Silversheen Wakizashi +11 (1d6+2/18-20/x2)
Ranged Darkwood Shortbow, Composite (Str +2) +12 (1d6+2/x3) and
. . Shuriken +11 (1d2+2/x2)
Special Attacks Hidden Weapons +7, Ki Attack Speed, Pressure Points, Sneak Attack +4d6
Spell-Like Abilities Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Suggestion (1/day), Vanishing Trick
--------------------
Statistics
--------------------
Str 14, Dex 21/23, Con 12/14, Int 12, Wis 12, Cha 15
Base Atk +5; CMB +7; CMD 24
Feats Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (Wakizashi)
Traits Fast-Talker, Indomitable Faith, Reactionary
Skills Acrobatics +16, Bluff +13, Climb +14, Diplomacy +12, Disable Device +18, Disguise +14, Escape Artist +16, Perception +13, Sleight of Hand +16, Stealth +21 Modifiers Ki Jump (Running Start), No Trace +2
Languages Common, Elven, Undercommon
SQ Bandages of Rapid Recovery, Ki Movement, Ki Pool, Ki Stealth, Poison Use, Poison Use
Combat Gear +1 Shadow Mithral Chain Shirt, Arrows (20), Arrows, Flight (10), Darkwood Shortbow, Composite (Str +2), Masterwork Cold Iron Wakizashi, Masterwork Kusarigama, Shuriken (10), Silversheen Wakizashi; Other Gear Amulet of Natural Armor +1, Bandages of Rapid Recovery, Bedroll, Belt of Physical Might, DEX & CON +2, Caltrops, Candle (2), Chalk, 1 piece, Climber's kit, Disguise kit (10 uses), Everburning torch, Flint and steel, Grappling arrow (5), Grappling hook, Hammer, Handy Haversack (37 @ 53.5 lbs), Mirror, small steel, Piton (4), Pouch, belt (empty), Rations, trail (per day) (7), Ring of Protection, +1, Rope, silk (50 ft.), Rope, Spider Silk (50'), Sack (empty), Sack (empty), Sunrod (3), Thieves' tools, masterwork, Tindertwig (4), Waterskin, Whetstone
--------------------
Special Abilities
--------------------
Bandages of Rapid Recovery These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to magic sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Hidden Weapons +7 (Ex) A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
No Trace +2 (Ex) Survival DCs to track you are at +2, gain +2 to Disguise and Stealth when you are stationary and not acting.
Poison Use You don't accidentally poison yourself with blades.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Pressure Points (Su) A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ab
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (18) You have Spell Resistance.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
--------------------
Growing up as a follower of Shizuru won Solniss few friends. Bullied as a child for her parents' beliefs, she learned to hide her own feelings toward her god while retaining her belief in her. She also learned to defend herself, first with a sharp wit and quick thinking, and later with impressive martial skills. However, she discovered her true calling after meeting a fellow worshipper of Shizuru, an outcast from the far-away and scarcely-acknowledged lands of Tian Xia.

Trin was an oddity, a human living among the Darklands. He was tolerated because his services as an assassin and spy had proven quite useful to the great Houses over time. He had served them each in turn, never working against his immediate previous employer, and proved extremely effective. One mission went south, however, and he was injured, eventually growing too weak to continue and collapsing as the House guards approached to finish him off. Solniss, who had been nearby practicing, heard the commotion and was intrigued by the strange human in her lands. She surprised the guards and fought them off, then took him to the healer that Trin mentioned prior to passing out.

When Trin awoke, Solniss was still there, asleep upon a chair near his bed in the healer's hut. Solniss asked Trin about his presence and attackers, and learned of Trin's profession. After explaining how she came to be in a position to save him, and discovering their shared faith, Solniss requested to apprentice for Trin, who considered briefly before agreeing.

Solniss proved to be an excellent student, and soon grew to match her tutor's skills in infiltration and combat. After several successful missions together, Solniss learned of a mercenary unit recruiting drow to assist in recapturing the ancient city of Celwynvian. Intrigued with the idea, she took her leave of Trin, but not before he presented her with a pair of enchanted wakizashi, weapons common to his homeland but hardly known among the Darklands.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


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Laele Tuin wrote:

BAB +7, Dex +6, +2 Longbow, +2 Weapon Training(Bow), +1 Weapon Focus(Longbow), +1 Point Blank Shot.

19/14 With Point Blank Shot, 18/13 Without it, 17/17/12 Rapid Shot+Point Blank Shot, 16/16/11 just Rapid Shot. Manyshot for all of these, it adds another arrow on the first iterative attack.

Cavern Snipers get Weapon Training for only one weapon group, but get +1 more than they would otherwise get.

Do note that I do not have Deadly Shot yet, so those arrows are not terribly damaging.

Damage Calculation is 1d8+4(Composite)+2(Enchantment Bonus)+2(Weapon Specialization)+2(Weapon Training)+1(Point Blank Shot).

So 10/11 +1d8(average 4.5) equals 14.5/15.5

Laele Tuin is a non-caster archer. Ignoring her 3 skills and her racial abilities, supported though they may be by the Cavern Sniper alternate class, her only contribution to combat is consistent damage. She has no excuse whatsoever that would justify being bad at it.

Neat. I'm still fairly new to Pathfinder, so many of the options are not second-nature to me. Nice damage possibilities. :)


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DM Irthos wrote:

@Maverick

You should consider picking up Common, where did you get DR 15/magic? Also what role do you see your guy playing?

Switching Drow Sign Language for Common is easy enough.

I use the HeroLab program for building characters, especially those whose races/classes I don't know very well (or if I intend to play around with gear on), so most likely it is either an artifact of one of the magical items I was playing with before making my final gear choices, or it's simply a bug in the program. I don't see anything that actually grants me DR 15, so that line can be removed.

As for party roles, I see her being useful as a scout, an infiltrator, a flanking buddy, and a liaison with non-Drow in the absence of a bard or other "face" character. She can disable mechanical traps, deals decent damage (especially with 4d6 sneak attack and the ability to go invisibile at least once an encounter), and has a wide variety of skills. While Disable Device makes sense for an infiltrator in my mind (you might need to disable traps or open locked doors to find what/who you are looking for), I can certainly change some of the skill points around to build up another skill if there is no need for it.

Laele Tuin wrote:

@3 Laele Tuin will use her 17/17/12 for 4 attacks with average 15 damage each to deal damage. She will also dispense Darkness/Deeper Darkness across the battlefied as a swift action so the party always can take advantage of everyone having Darkvision.

Laele, I know I'm not terribly familiar with drow, but how do you get four attacks at 17/17/12 with a BAB of 7, a +6 Dex mod, and a +2 composite longbow? Isn't that 15/10, or more attacks at lower bonuses when using feats like Multishot or Rapid Shot? Or have I missed a rule somewhere that says composite longbows let you add both Strength and Dex to your attack?


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Any comments/suggestions about my character, Solniss, DM Irthos?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

I'm interested in joining. How about this character?

SOLNISS CR 7

Build:
Female Drow, Noble Ninja 7
NN Medium Humanoid (Elf)
Hero Points 1
Init +7; Senses Darkvision, Low-Light Vision; Perception +13
--------------------
DEFENSE
--------------------
AC 21, touch 15, flat-footed 16. . (+5 armor, +1 shield, +5 Dex)
hp 45 (7d8+7)
Fort +3, Ref +10, Will +4
Defensive Abilities Uncanny Dodge; DR 15/magic; Immune sleep; Resist Elven Immunities; SR 18
Weakness Light Blindness
--------------------
OFFENSE
--------------------
Spd 30 ft., Light Steps
Melee +1 Agile Wakizashi +10 (1d6+6/18-20/x2) and
. . +1 Keen Wakizashi +10 (1d6+2/15-20/x2) and
. . Unarmed Strike +10 (1d3+2/20/x2)
Ranged Shortbow +10 (1d6/20/x3) and
. . Shuriken +10 (1d2+2/20/x2)
Special Attacks Hidden Weapons +7, Ki Attack Speed, Pressure Points, Sneak Attack +4d6
Spell-Like Abilities Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Suggestion (1/day), Vanishing Trick
--------------------
STATISTICS
--------------------
Str 14, Dex 21, Con 12, Int 12, Wis 12, Cha 15
Base Atk +5; CMB +7; CMD 22
Feats Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus: Wakizashi
Traits Fast-Talker, Indomitable Faith, Reactionary
Skills Acrobatics +15, Bluff +13, Climb +12, Diplomacy +12, Disable Device +17, Disguise +14, Escape Artist +15, Perception +13, Sleight of Hand +15, Stealth +20 Modifiers Ki Jump (Running Start), No Trace +2
Languages Drow Sign Language, Elven, Undercommon
SQ Hero Points (1), Ki Movement, Ki Pool (Su), Ki Stealth, Poison Use, Poison Use (Ex)
Combat Gear +1 Agile Wakizashi, +1 Keen Wakizashi, +1 Shadow Mithral Chain Shirt, Arrows (20), Arrows, Flight (10), Shortbow, Shuriken (10); Other Gear Bedroll, Caltrops, Candle (2), Chalk, 1 piece, Disguise kit (10 uses), Everburning torch, Flint and steel, Grappling arrow (5), Grappling hook, Hammer, Handy Haversack (35 @ 47.5 lbs), Mirror, small steel, Piton (4), Pouch, belt (empty), Rations, trail (per day) (7), Rope, silk (50 ft.), Rope, Spider Silk (50'), Sack (empty), Sack (empty), Sunrod (3), Thieves' tools, masterwork, Tindertwig (4), Waterskin, Whetstone
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Arrows, Flight - 0/10
Dancing Lights (At will) (Sp) - 0/1
Disguise kit (10 uses) - 0/10
Dispel Magic (1/day) (Sp) - 0/1
Divine Favor (1/day) (Sp) - 0/1
Everburning torch - 0/1
Ki Pool (Su) - 0/5
Rations, trail (per day) - 0/7
Shuriken - 0/10
Suggestion (1/day) (Sp) - 0/1
Sunrod - 0/3
--------------------
SPECIAL ABILITIES
--------------------
Damage Reduction (15/magic) (Su) You have Damage Reduction against all except Magic attacks.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to magic sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hidden Weapons +7 (Ex) A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
No Trace +2 (Ex) Survival DCs to track you are at +2, gain +2 to Disguise and Stealth when you are stationary and not acting.
Poison Use You don't accidentally poison yourself with blades.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Pressure Points (Su) A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ab
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (18) You have Spell Resistance.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
--------------------
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Growing up as a follower of Shizuru won Solniss few friends. Bullied as a child for her parents' beliefs, she learned to hide her own feelings toward her god while retaining her belief in her. She also learned to defend herself, first with a sharp wit and quick thinking, and later with impressive martial skills. However, she discovered her true calling after meeting a fellow worshipper of Shizuru, an outcast from the far-away and scarcely-acknowledged lands of Tian Xia.

Trin was an oddity, a human living among the Darklands. He was tolerated because his services as an assassin and spy had proven quite useful to the great Houses over time. He had served them each in turn, never working against his immediate previous employer, and proved extremely effective. One mission went south, however, and he was injured, eventually growing too weak to continue and collapsing as the House guards approached to finish him off. Solniss, who had been nearby practicing, heard the commotion and was intrigued by the strange human in her lands. She surprised the guards and fought them off, then took him to the healer that Trin mentioned prior to passing out.

When Trin awoke, Solniss was still there, asleep upon a chair near his bed in the healer's hut. Solniss asked Trin about his presence and attackers, and learned of Trin's profession. After explaining how she came to be in a position to save him, and discovering their shared faith, Solniss requested to apprentice for Trin, who considered briefly before agreeing.

Solniss proved to be an excellent student, and soon grew to match her tutor's skills in infiltration and combat. After several successful missions together, Solniss learned of a mercenary unit recruiting drow to assist in recapturing the ancient city of Celwynvian. Intrigued with the idea, she took her leave of Trin, but not before he presented her with a pair of enchanted wakizashi, weapons common to his homeland but hardly known among the Darklands.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Congratulations to those who made it. Have a great game!


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

In case my ninja is not chosen on account of being a ninja (versus something in his description/background that would be easier to change), here's a second character concept for consideration.

Raikis Starborn

Raikis is an Ekujae, a member of one of the "wild elf tribes" that populate the Mwangi Expanse. When his parents were killed during a raid on the tribe's camp, the adolescent Raikis set off in pursuit, tracking down the monsters responsible and slaying them in a daring game of cat-and-mouse. With his vengeance sated, Raikis spent the next decades exploring more of the world of Golarion, surviving mainly through hunting and visiting civilization only rarely, due to the distate in which Ekujae elves are held even by their own elven brethren. Trusting in Desna to guide and protect him, Raikis saw and mapped much of the world north of the Inner Sea, and only in the past twenty years has he returned to explore more of his native continent.

Over the previous decade, Raikis hunted primarily in the Sodden Lands and in the Shackles. It was during one of his recent frequent trips into the Mwangi Expanse, though, that he met another Ekujae, a former member of his own tribe that had been taken as a slave and recently escaped from the Shackles through the Expanse. Helping Darcis Longstride make his way north to Andoran, Raikis learned of the terrible fate that had befallen their tribe. Between natural attrition, monster attacks, and slaver raids, Raikis' tribe has virtually ceased to exist, their camps destroyed and their people enslaved, or worse. Having bartered passage aboard the Jenivere with a collection of herbs and rare medicinal leaves found during his hunts, Raikis is finally returning home, determined to discover more about the fate of his tribe and to attempt to locate any other survivors.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

I would like to apply for this campaign. You didn't specifically mention ninja, which is what I would like to play, but I have a couple of alternate concepts that I would like to present if you wish to disallow them.

Earen Darklore

It's amazing how life can change. One minute, you're the rising star of Clan Fox's latest class of trainees. The next, you're on the run for killing a classmate who tried to kill an innocent little girl who MIGHT have seen something during our raid on her village. The fact that the mission was successful, that we escaped otherwise unseen, and that there was no guarantee the girl had even seen anything doesn't seem to matter. Certainly, it doesn't matter to Fawkes, my chief rival, who challenged my decision to leave her alive as leader of the raid in an honor duel. When I defeated Fawkes, Master Hitsu declared the matter resolved, but Fawkes refused to acknowledge the outcome of the duel and later the next evening snuck off to kill the girl. I followed, and slew him when he attempted to attack her.

Among my clan, there is no greater shame than killing a clanmate, even if the killing is justified. I was exiled from the clan, and ordered never to return. I wandered for many years, using my skills to become a highly-effective courier, protecting and delivering items all over the world. My previous job, delivering a map of ancient Thassilonian ruins to a buyer in Magnimar, was a resounding success, and led directly to my current assignment. Apparently, a scholar in the port city of Eleder has arranged for the delivery of an artifact called the "Jade Leaf", and my previous employer had happened upon the leaf during an expedition in southern Avistan. The two agreed upon a price, and my assignment is to see to it that the Leaf arrives safely in Eleder.