Barbarian

Nephits's page

Organized Play Member. 33 posts (475 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 6 aliases.


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Blaydsong wrote:
Just rolling up GP for the gunslinger.

the original post said max gp +50.

Need all the coins for bullets.

Also, posted submission for Otta, a human Ranger


Tentatively dotting;

I'm looking at a Human Ranger. He was a woodsman whose wife was/is a witch and his daughter has been stolen away by witches. He blames his wife (whether she was complicit or not) but has left their lodge in the snowy wilds and is now on the hunt for his daughter and revenge.

He'll primarily use a Bow but also have hand axes.

Traits:
Vigilante Witch Hunter trait from ROW
Winter Warrior (Irresen)
Winter Witchcraft Survivor

Drawback
either Impatient or Doubt

Are the traits too on the nose?
Also, are there any suggestions as to favoured enemy?


Have fun everyone


Grumbaki wrote:

In all my years of pathfinder I’ve never tried a gunslinger. I think that this would be the perfect campaign for one.

Specifically, a Pistolero.

Race: Human
Trait: Rough and Ready, against the technic league
Feats:
Lvl1: Gunsmithing, Point Blank Shot, Weapon Finesse
Lvl 3: Precise Shot
Lvl 5: Rapid Shot, Dex to damage

Idea being that he can use the pistol as an improvised weapon should he run out of ammunition. Build would only “turn on” at lvl5 as that is when he would get dex to damage with both shooting and close combat. Though by then he would hopefully not have ammo issues.

Think it would be fun to finally try it out

I was thinking the same thing. Possibly dip into swashbuckler (Picaroon) for TWF & Finesse with a light weapon in one hand, gun in the other.

How many tables can the GM run at once ;)


Reading through the players guide for Iron Gods has got me feverishly thinking of characters. I'll aim to submit something before the deadline. Are guns or the gunslinger an option?


Hey GM, I'd definitely be submitting something for Kingmaker, Hells Rebels or Shattered Star. I haven't seen much shattered star being advertised.
I'd happily work with a group to build a PC to fit a role and work in backstories.


Wonderful, thanks for taking us all onboard GM!


Just curious, we have a few in Oz but I have never been to one dedicated to pathfinder or gaming.


A short Halfling dressed in grubby finery, the kind a merchant might wear if he'd not changed his clothes in a few days, stands before you grinning broadly. His blackened teeth are somewhat off-putting but when he speaks he does so with confidence. He clasps your hand in his with both of his, shaking it readily.
"Allow m'self to introduce mself: Halders Isgood at your service.
For all your acquisitional needs, purveyor of fine fings, pur-chaser of objet d'art and all-round nice guy, currently a bit skint but, by Abadar, always looking f'opportunities to make coin!"
He leans in grinning; "If you cross me I'll stick ya with me knife."

Knife Master Unchained:

Halders Isgood
Halfling unchained rogue (knife master) 1 (Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
N Small humanoid (halfling)
Init +5; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +2 (1d3-1/19-20 plus 1d8 sneak attack) or
. . dagger +2 (1d3-1/19-20 plus 1d8 sneak attack) or
. . sap +4 (1d4-1 nonlethal plus 1d4 sneak attack)
Ranged light crossbow +4 (1d6/19-20 plus 1d4 sneak attack)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 13, Int 14, Wis 10, Cha 14
Base Atk +0; CMB -2 (+2 dirty trick); CMD 11
Feats Two-weapon Fighting, Weapon Finesse
Traits intrepid volunteer (combat maneuver), reactionary
Skills Acrobatics +7 (+3 to jump), Appraise +2 (+4 on items valued by weight when using scales), Bluff +6, Diplomacy +6, Disable Device +7, Knowledge (local) +6, Perception +4, Sense Motive +4, Sleight of Hand +7 (+7 to conceal a light blade, +9 when within 30' of a human), Stealth +11 (+13 when within 30' of a human), Use Magic Device +6
Languages Common, Dwarven, Goblin, Halfling
SQ hidden blade, human shadow, skulker
Combat Gear potion of cure light wounds, potion of mage armor, caltrops; Other Gear leather armor, crossbow bolts (20), dagger (5), dagger, light crossbow, sap, backpack, bandolier[UE], bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), merchant's scale, mess kit[UE], mirror, soap, thieves' tools, torch (10), trail rations (5), waterskin, 29 gp, 3 sp
--------------------
Special Abilities
--------------------
Hidden Blade +0 bonus on Sleight of Hand checks to conceal a light blade.
Human Shadow Hide behind creatures at least one size larger; +2 Stealth/sleight of hand when within 30' of a human.
Skulker +1 racial bonus to attack foes denied their Dex AC bonus.
Sneak Attack (Unchained) +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.

Made with Hero Lab

build & play plan:

In combat, Halders plans to get close by hiding behind medium creatures including his allies, then throwing daggers or sneaking around to flank. He'll also use all the dirty tricks he knows to put the creature out of action for a round, giving his allies an edge.
He'll be taking feats and combat tricks that increases damage with daggers and his ability to annoy the hell out of the GM by hobbling the monsters.
In play, Halders is a (pretty bad) merchant and follower of Abadar. He'll be adding skill points to the merchant profession & appraise occasionally and is suited to play as a face with points in diplo and bluff. A full backstory is forthcoming & alias if chosen for the game.


GM Sapphire Fox wrote:
Sorry for the long delay, but come this saturday I will have net abd be able to update more frequently

All good. Dhovahk did you go to Gencon or another Con?


Can I take the halfling trait: Human Shadow?
It's in Inner Sea Races.


DM rel20 wrote:
Since it's not PFS, would you consider allowing the luckbringer?

Wah!? oh wow. I was under the impression this was PFS.

Ok, back to the drawing board :D
Still looking at small creature Rogue Build


I've been thinking about my halfling Rogue build. GM, would you prefer an unchained rogue or vanilla rogue?


Galessa wrote:


Class: Empyreal Sorcerer VMC Cleric

You beat me to a sorcerer...

hmm, ok. Instead of another caster I am going to submit a halfling rogue (bandit, knife master).

The small merchant, grins broadly, revealing his blackened teeth. He clasps your hand in his, shaking it readily.
"Allow m'self to introduce m'self: Halders Isgood at your service.
For all your acquisitional needs, purveyor of fine fings you need, pur-chaser of objet d'art and all 'round nice guy. But if you cross me I'll stick ya wiv a knife."

current statblock, still tinkering, happy to edit:

Halders Isgood
Male halfling rogue (bandit, knife master) 1 (Pathfinder RPG Ultimate Combat 71, 72)
N Small humanoid (halfling)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 9 (1d8+1)
Fort +2, Ref +6, Will +1; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee
. . dagger +4 (1d3-1/19-20) or
. . sap +4 (1d4-1 nonlethal)
Ranged
. . dagger +4 (1d3-1/19-20)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 9, Dex 16, Con 13, Int 14, Wis 11, Cha 12
Base Atk +0; CMB -2; CMD 11
Feats Weapon Finesse
Traits hidden hand, inspired
Skills Acrobatics +5 (+1 to jump), Appraise +6, Climb +1, Diplomacy +5, Disable Device +5, Knowledge (local) +6, Linguistics +6, Perception +6, Profession (merchant) +4, Sense Motive +4, Sleight of Hand +7 (+7 to conceal a light blade, +8 to conceal light weapons), Stealth +11, Use Magic Device +5; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ hidden blade
Other Gear dagger (6), sap, 117 gp
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Special Abilities
--------------------
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Hidden Blade +0 bonus on Sleight of Hand checks to conceal a light blade.
Sneak Attack +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.

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


I'm also dotting and will look at a spellcaster.
Def looking for something longer that will see growth in the PC :D


Have fun everyone!


Terrigan Two-Blades wrote:

[Dice=Show me the gold!]5d6

Okay -- it's a start!

I assume you'd take suggested starting gold for second level?

Infact, I assumed we'd start at level 2. Is this right GM?


I'm finalizing a front line Shoanti fighter who, at level 2, can take the Thunder and Fang feat, enabling her to wield the earth breaker in one hand and the klar in the other. It feels a bit cheesy but it's in the rules so I'm going to build it and see what happens :D


Dotting!
Are there any limitations on materials, classes and races?
Is there anything you don't want to be submitted?


Dotting.
I'm still new to the PFS and have just finished Master of the Fallen Fortress with a Cleric of Cayden. He is a CORE pc. Can I submit him? Otherwise I may roll up something new.


Dotting!
I would like to submit a Goblin Cavalier (Gendarme) riding an Axebeak.
Is a goblin PC ok? If not I'll retool it to a halfling or gnome.


I'm working on a Vigilante who can also act as face, it will be up shortly.

Q: How does your house-rule for Power Attack affect things that require PA as a prerequisite? Does it mean you don't need to take PA for Cornugon Smash?


Visuris wrote:
Natural 20 followed immediately by a natural 1. You're a wild card Cordon.

Way to start it off!


Lots of interesting opportunities using gestalt classes. Dotting for sub.

I have two ideas that I'm trying to reconcile

The first is a Gunslinger/Spiritualist - He is on the path of redemption having killed his sister, who is now his companion in this life and the next.
[I'm open to the idea of the spirit he communes with is his sister/other loved one that he accidentally killed, or it could be his enemy that he killed]

The second is a Gunslinger/Medium (reanimated medium) - He died and now inhabits another body. [The Reanimated Medium is meant to inhabit his own body however if the GM allows it the spirit of the PC could inhabit another's body.]

If anyone has any thoughts on this I'm happy for feedback


Ooh, fun! Def dotting for interest.

I have a question about Roll20
Does Roll20 require players to be online at the same time or does it allow asymmetrical play? I'm in Australia so timezones may be a problem.

Do you allow guns? I like the idea of a foppish big game hunter with ties to nobility.


I'm still new to PBP but enjoying the games I'm in so far. I remember Eberron but didn't play in the setting. Still keen to read up on it. I seem to remember its quite noir-esque?

It conjures up an investigator. In fact, if we go PBP I'd like to submit some sort of Half-Elf Investigator (Spiritualist archetype) who uses a gun. Or, if guns aren't allowed a hand-crossbow.


I'm thinking of a human Cleric of Cayden Cailean for your consideration. Though he may be a too tongue-in-cheek as he'll be a bit intoxicated and may puke during combat. If its too silly I can work on something else.


I second a Carrion Crown AP, or Council of Theives.
I'm new to the PBP boards and still learning the Pathfinder system and looking for a game that posts once a day.


Cordon Emberspark wrote:
Ram Ironhand wrote:
As soon as this PC appears in the characters tab (and Nephits in the players tab) I'll stat posting in gameplay
I thought you were auto-added to those tabs when you post in the gameplay thread.

Oh! ok then, I'll get started


Ela Kukai wrote:
my understanding is that replay rules are across all of your characters. Typically when people replay a 1-2 or other evergreen they pick a diff. character. An individual character is only allowed to have one copy of any specific chronicle.

Ah, right. I didn't know that.


Ela Kukai wrote:

Hmm, this doesn't bode well for a replay at all unless the scenario text has something specific. However, given that the exceptions are well-defined as Quests with modules, I'm quite sure the answer is no.

So now it seems like I have to drop :/

You don't want to start a new character?


GM Sapphire Fox wrote:
I have sent a message to the two on the waiting list, if they decline I will get two more

So are we looking at 5 or 6 in a group?

I'm keen to start playing. :)

I welcome any feedback on my character so if anyone has suggestions I'm happy to look at modifying Ram. I flavoured a dwarf fight as an Osirion and thought it would be fun for him to be a bit of an amateur treasure hunter, turning the jewels he finds into jewellery.


Character Name:
PFS Number: 2365412
Character Number: 1
Faction:
Normal track:
Day Job:
Played Scenario before: Nope, looking forward to it :D

the rest is coming shortly

Full Name

Lilybeth Zey

Race

Human

Classes/Levels

Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12

Gender

Female

Age

23

Deity

Nethys

Intelligence 28

About Lilybeth Zey

Lilybeth Zey
Female human conjurer (teleportation[APG]) 9 (Pathfinder Player Companion: Familiar Folio 8, Pathfinder RPG Advanced Player's Guide 147)
LN Medium humanoid (human)
Init +2; Senses Perception +16
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 74 (9d6+36)
Fort +11, Ref +9, Will +12; +1 vs illusions
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4-2/19-20)
Spell-Like Abilities (CL 9th; concentration +7)
. . 3/day—acid splash
Arcane School Spell-Like Abilities (CL 9th; concentration +18)
. . At will—dimensional steps (270 feet/day)
Conjurer (Familiar Adept) Spells Prepared (CL 9th; concentration +18)
. . 5th—life bubble[APG] (DC 24), summon monster V, summon monster V
. . 4th—black tentacles, dimension door, dimension door, emergency force sphere
. . 3rd—haste (3), greater magic weapon (2)
. . 2nd—aram zey’s focus, command undead (DC 21), create pit[APG] (DC 22), euphoric cloud[ACG] (DC 22), glitterdust (DC 22), suppress charms and compulsions
. . 1st—grease (3), heightened awareness[ACG], mage armor, mage armor (2)
. . 0 (at will)—dancing lights, mage hand, message, prestidigitation
. . Opposition Schools Divination, Enchantment, Illusion
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 17, Int 28, Wis 12, Cha 7
Base Atk +4; CMB +2; CMD 13 (18 vs. grapple)
Feats Acadamae Graduate, Alertness, Augment Summoning, Dimensional Agility[UC], Improved Familiar, Spell Focus (conjuration), Tattoo Attunement, Varisian Tattoo[ISWG]
Traits clever wordplay, magic is life, magical lineage, wayang spell hunter
Skills Acrobatics +11, Appraise +22, Bluff -1, Climb -1, Craft (alchemy) +19, Diplomacy +22, Disable Device +11, Disguise -1, Escape Artist +7, Fly +14, Heal +2, Intimidate +0, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (nobility) +14, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics +22, Perception +16, Profession (librarian) +6, Ride +2, Sense Motive +16, Spellcraft +22 (+23 illusion), Stealth +14, Survival +2, Swim -1
Languages Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Daemonic, Draconic, Elven, Gnome, Halfling, Ignan, Infernal, Protean, Sylvan, Terran, Thassilonian, Tien, Undercommon
SQ arcane bond (Inkwell "Actually" Pendragon, calligraphy wyrm [school familiar]), familiar spells, focused school, shift 12/day (20 feet), summoner's charm (4 rounds)
Combat Gear wand of infernal healing (CL 2nd, 50 charges), alchemical grease[APG] (4); Other Gear dagger, belt of mighty constitution +2, cloak of resistance +4, headband of aerial agility (int +4)[UE], ring of summoning affinity (daemon)[ACG], stone of good luck (luckstone), pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], wrist sheath, spring loaded (2)
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Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Steps (54 5-ft inc/day) (Sp) As a standard action, teleport in 5 foot increments. If carry another, double cost.
Divination You must spend 2 slots to cast spells from the Divination school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Familiar Spells (Ex) A familiar adept stores his spells in his familiar rather than in a spellbook, exactly as a witch does. His familiar can freely trade spells known with a witch’s familiar, provided the spells traded are on both casters’ class spell lists. The fam
Focused School (2/day) (Ex) Familiar may use 1st level school ability.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (20 feet, 12/day) (Sp) Short-range teleport
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+4 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Tattoo Attunement Standard action, summoned creature touched turns into tattoo.
Teleportation Associated School: Conjuration
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.

--------------------

Inkwell "Actually" Pendragon CR –
Male calligraphy wyrm (school familiar) (Pathfinder Player Companion: Legacy of Dragons 26)
LG Diminutive dragon
Init +7; Senses darkvision 60 ft., low-light vision; Perception +13
--------------------
Defense
--------------------
AC 26, touch 17, flat-footed 23 (+4 armor, +3 Dex, +5 natural, +4 size)
hp 37 (3d12)
Fort +3, Ref +6, Will +7
Defensive Abilities improved evasion; Immune paralysis, sleep
--------------------
Offense
--------------------
Speed 10 ft., fly 80 ft. (average)
Melee gore +11 (1d2-3)
Space 1 ft.; Reach 0 ft.
Special Attacks deliver touch spells, ink spray, sneak attack +2d6
Spell-Like Abilities (CL 3rd; concentration +4)
. . At will—arcane mark, read magic
. . 3/day—erase
. . 1/day—secret page
--------------------
Statistics
--------------------
Str 4, Dex 17, Con 10, Int 13, Wis 12, Cha 13
Base Atk +4; CMB +3; CMD 10 (14 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +12 (+4 to jump), Appraise +13, Bluff +7, Craft (calligraphy) +7, Diplomacy +13, Disable Device +10, Fly +24, Intimidate +5, Knowledge (arcana) +7, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +13, Perception +13, Sense Motive +13, Spellcraft +13, Stealth +27
Languages Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran; speak with animal (same kind only), speak with master
SQ change shape (golden pen), empathic link, master's side, school cantrip, school link, specialty stowaway, summoned shell
--------------------
Special Abilities
--------------------
Change Shape (golden pen) (Su) You can change your form.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (80 feet, Average) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Ink Spray (1/2d4 rounds, DC 15) (Ex) As a standard action, 10 ft cone of ink affects foes as glitterdust (Ref neg) except can end blind with standard act and no stealth pen.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master's Side (4/day) (Sp) Return to master's side with dimension door.
School Cantrip (Create Alcohol [ale or wine]) (Sp) Cast selected cantrip at will.
School Link (Su) Can only deliver spells or share spells of master's specialized school.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Specialty Stowaway (Sp, Su) Use abilities from master's specialty school at double cost.
Summoned Shell (Sp) Can choose to inhabit body of creature summoned by master.