NightTrace wrote:
Thinking about it, I agree. This is something different and it is more important to get the mechanics and balance right. That being said. I am hopeful for the final release. I may or may not have the plastic Voltron Lions from my childhood stored away somewhere at my parents house.
I've only quickly looked over the mech stuff on my lunch break but, I like it. I'm going to have to get a couple buddies together and proxy some 40k dreads and knights as mechs and battle. I was hoping for combining rules however. I mean. Who doesn't want to for Voltron or a Zord with their party? Maybe the full release will add this as an option.
My group is almost done with book two of Age of Ashes and we just hit 8th level. According to the materials section of the book, dragonhide object (standard grade) is 8th level and dragonhide armor (standard grade) is 12th. Would our crafters be able to craft a dragonhide object at 8th level that happens to be a breastplate? Or would they need to wait until 12th level?
graystone wrote:
That's Rob Liefeld levels of pouches right there... Well. Maybe a little on the low side for him...
I am looking to make a versatile heritage human taking unconventional weapon and weapon proficiency at first level. The unconventional weapon I want is Dwarven Waraxe (it was the weapon this character's father wielded in PFS 1 and he has inherited it).
The local store I play at have a constructed event for all the sets called Infinity Challenge, we built teams that revolved around the Infinity Stones. A pretty fun event. But anyway, after wards the TO and I were discussing Wizkids product lines and the future of Dice Masters and Star Trek Attack Wing (especially with Gale Force 9 getting the board game rights). We began to talk about Pathfinder Dice Masters and Pathfinder Attack Wing. To us it made sense since you guys already work with Wizkids. Have you guys ever discussed something like that? Also, I am looking to trade. I have a feed for Uncanny X-men and Justice League on order so what extras of those/what I'm missing is up in the air still. Age of Ultron however, I have a couple extra rares and I'm looking for rare Hyperion. If you still play that is.
I went to Paizocon last year (2014) and I recieved a chronicle that allowed me to select a trait from Mummy's Mask AP. Knowing that we are limited to the guide, web traits doc thing..., and chronicle sheets. My question is this; is that a valid chronicle for selecting traitrs? I haven't played core yet and will be doing so next week for the first time.
Since PFS is the only place that this spell is outright banned RAW takes a backseat to the GM. Like most things of this nature it is the GM's call if they allow it or not. In games I run if a character is reincarnated we look at the character and make a judgment call about what works and what doesn't. For racial heritage I'd allow it because that is your ancestors, well most likely grandparents and on. Things like a dwarf's hatred ability I see as you were raised to hate orcs and goblinoids, that hatred doesn't go away just because you became a halfling. Likewise I've not given the pc's things that they would have learned as being part of the race, racial weapon familiarity or defensive training for example. This approach has worked fine for my games and it makes the reincarnated character pretty unique. But that's just my 2cp.
I couldn't be happier with the timing of the release on this. I have one more level to run in Emerald Spire then my turn is over and I will squeek in the one session played requirement to keep going. This class looks really cool. However, I am a little disappointed with the lack of comparisons to Jedi Consulars with the Aether element. Get me a Force Choke ability (non-lethal to leave them staggered for a round spending burn to deal lethal and actually make them not breath) and this book is worth it for a chance to play a mix of Obi-wan and Vader alone.
So I am trying to figure out which of my way too many PFS characters to bring with me next week... Holy cow, it's close.
I'm also playing in the 8am Saturday slot for Vengeance at Sundered Crag. For that one I have an 8th Level Rogue/Gunslinger, 8th Level Investigator and a 10th level Swashbuckler/Rogue/Bard. Depending on the retired scenario I may have a 7th level Samurai as well.
I think I posted this in the wrong early arrival thread as it got taken over by posts about gaming. Which is great and but we have the weekend for that. So I'm going to start (and any help here would be great too) looking into doing a walking tour of the various craft breweries (which I'm sure Seattle has plenty of) and coffee shops. Does anyone have interest in doing that?
Readied attacks will also help. I'm running a RoW campaign and I've seen first hand the damage a brawler can put out. That extra damage as a penalty to grapple checks will be huge. Plus don't forget that if you are moved into a dangerous area, which a flying creature trying to lift you off the ground counts as, you get an immediate escape artist attempt with a +4 bonus as a free action. Wand of Grease or oil of grease (which is definately a thing), for those "Oh look it's the flying grappler again" moment to coat yourself to gain that +10 circumstance bonus on escape artist and CMB attempts to break the grapple and your cmd to avoid being grappled.
I like the half-orc for Inquisitor. Their favored class option is great. If you are allowed the Bastards of Golarion book the Desert Orc makes good sense (depending on where you're from that is) Granted they give up Intimidating for a +2 to Diplomacy but Both the favored class option and Stern Gaze more than make up for the missing +2 racial to intimidate.
I know that their normal type is Native Outsider but I wasn't sure if with the PFS ruling that they are half-human if that meant that they also gained the Humanoid subtype (like Aasimars can with the Scion of Humanity alternate racial trait). Along those lines would spells like Charm Person and Hold Person or Favored Enemy: Humanoid-Human work on them? Cause if they do would it be reasonable to assume Racial Heritage would apply as well since those abilities rely on the Humanoid type?
I apologize if this has been asked before but my google-fu failed me this morning. With the FAQ that Aasimars and Tieflings are half-human for PFS does that mean they would be available for the racial heritage feat.
While looking up Pathfinder Modern I came across this so let my try a couple of these: Asmodeus: Number of the Beast - Iron Maiden
If this is going to be undead heavy Ghostvision Gloves would be a worthy purchase for 4k as a standard once a day you can select one undead in range to deal d12 for channel damage instead of d6... so 17d12 of explosions. This lasts for 10 rounds and you see all undead within 60 feet. Downside you are treated as blind to everything but undead during this time but if you had tremorsense from something that would be a fair trade off. Also with the channel force feats you can safely stay far away and blast away.
Scribe Scroll isn't a bad choice in my opinion. Since you have access to all your spells (except alignment restrictions) any down time could be . spent writing those useful but special situation spells onto paper. Spells such as diagnose disease, detect undead, endure elements, bear's endurance (seriously who prepares that) or spells like restoration and raise dead so if someone bites it you can take care of it freeing up spell slots for other stuff.
For an Inquisitor I would go Half-Orc. Their favored class option is probably the best of the core races. You get to add 1/2 to stern gaze and monster lore. I'm playing one now and I can rival the wizard on knowledge checks for monsters which is very handy. If you can use ARG for core races I would also recommend looking at switching out Orc Ferocity for Acute Dark vision, you can get Skilled (as a human) or Low light vision for human and give up Intimidating for endurance... Inquisitors will over take the +2 racial for intimidating. For your domain I'd recommend either Protection to get a scaling +1 on saves. It is a resistance bonus so it won't stack with cloaks but it frees up the shoulders. Travel always a good choice and if you can take inquisitions conversion replaces WIS for CHA when making bluff, intimidate and diplomacy checks. You might not be the prettiest but you still know the right things to say. They might be one of my favorite classes.
About Karv the RedKarv the Red
Fiendish Resistance:
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. revelations:
Battlecry (Ex): As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet who hear your cry gain a +1 morale bonus on attack rolls, skill checks, and saving throws for a number of rounds equal to your Charisma modifier. At 10th level, this bonus increases to +2. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter. Curse:
Oracle's Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
[spoiler=Tongues] Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat. Rage:
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase toConstitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-,Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatiguedor exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. Traits: Resilient:
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves. Arcane Temper:
Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks. Spells
Lv 0: Bleed, Create Water, Detect Magic, Spark Lv 1:
Cure Light Wounds, Divine Favor, Protection from Law Languages Common, Abyssal (curse language), Infernal
backstory:
Karv was born into a tribe of savage humans and elves on the outskirts of civilization. His father was an important elder of the clan and his mother an elven soothsayer. Before he was born his family was cursed by a wandering shaman whom his father had refused to give hospitality. The family thought nothing of it. Karv grew up as a normal boy, or as much as any boy can being raised by barbarians. Growing up, Karv was not that bright, but he made up for it with his above average strength and charming personality. His fourteenth birthday, however, brought about a horrible change. His skin turned red, his eyes turned black, his teeth elongated, his toes sharpened into talons. Worst yet was his speech. For as he lay there he muttered in an unknown language who's sounds could only mean great and horrible things. The tribe decided to kill him on the spot but his father used his position in the tribe to spare him in exchange for his banishment. And so Karv was abandoned.
Karv lived off the land, barely more than an animal. He avoided other intelligent forms of life for fear of what his new appearance would make them do. This kept him alive for two years until an adventurer named Henry the Swift found him. The brave knight was expecting a horrible demon that was preying on livestock. What he found was a scared boy who just wanted to eat. He took Karv under his wing and taught him to harness the darkness that taints his blood and do good for others. Under the tutelage of Henry, Karv to became a mercenary and set off on his own. It was on this journey that he met the unlikeliest of travelers, another creature tainted by darkness named Dravvorn. It was he who explained what they were, a race called the fey'ri. A desendent of both elvish and demonic bloodlines. And who became Karv's first friend. |
