Hand of the Inheritor

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Hello, I'm the one (Although I'm currently in florida to visit theme parks and therefore not posting as much as normal). Now I've been given the game link I'll spend some time reading through and try to get a sense of where y'all are.

Assuming that you're willing to have me are there any preferences about characters? I have one whacky idea but I'm open to trying g one of the lost characters or I could play my character who made it to the end of RoW book 4 before her game died. Lots of options!


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Generally the unchained variants are better.

Rogues and monks are actually decent, summoners aren't busted, barbarians are mathematically easier.

I'm of the opinion you need a good reason to not use the unchained classes. :)


Damn geopolitical real life stuff!


So this is dead then, right?


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This looks like fun but between the number of players you already have, not knowing the system and moving house I won't manage to make anything.

Have fun!


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Albion, The Eye wrote:

BD, I would play anything DMed by you ;)

Never played Golden Heroes, and it has been AGES since I played a superhero RPG.
So definitely interested!

Everything Albion said, I second!


Moving my post here because it makes more sense!

So do we go comedy characters, play it straight or something in between? I've always wanted to play this one with a proper bleeding heart paladin whose relationship with her brother mirrors the Shelyn/Zon Kuthon relationship and therefore believes devoutly in the prospect of redemption but I can't tell if that's appropriate here or not... (might be too serious?)


"The Medjai would never allow him to be released, for he would arise a walking disease, a plague upon mankind, an unholy flesh eater with the strength of ages, power over the sands, and the glory of invincibility."

Crunch:
Imhotep
Male Human Psammokineticist 1
LN Medium Humanoid (Human)

Init +4 (+2 Dex, +2 trait)

Senses: Perception +5.

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 dex).

HP 12/12 ([8+4con])

Fort +7 (3 base, +4 Con)
Ref +5 (3 base, +2 Dex)
Will +2 (0 base, +1 Wis, +1 trait)
+2 vs. death effects

OFFENSE
Sand Blast +6, d6 + 1 + 4, x2

Spd 30 ft

Space 5 ft.; Reach 5 ft.

STATISTICS
Str 12 (+1)
Dex 15 (+2) (+2 racial)
Con 18 (+4)
Int 13 (+1)
Wis 13 (+1)
Cha 8 (-1)

Base Atk +0
CMB +1 (0 BAB, +1 Str)
CMD 16 (10, +3 BAB, +2 Dex, +1 Str)

FEATS
Point Blank Shot [Human Bonus]: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot [Level 1]: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
If EitR feats then Weapon Finesse instead of PBS

TRAITS
Hom Dai [Resurrected] (Campaign): At some time in the recent past you died, but you were brought back to life—whether because of magic, a blessing of the gods, a destiny you have to fulfill, or perhaps it just wasn’t your time to die yet. Whatever the nature of your resurrection, your experience gave you a fascination with death, and you hope to find some insight into the nature of mortality by exploring the tombs of Wati’s famous necropolis. You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4
Awakened from Stasis (Regional): As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day.
Indomitable Faith (Faith): You gain a +1 trait bonus on Will saves.
Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
Warded Against Nature (Drawback): Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.

SKILLS
Acrobatics +6 (1 rank, +2 Dex, +3 class)
Knowledge (Dungeoneering) +5 (1 rank, +1 Int, +3 class)
Knowledge (Engineering)* +5 (1 rank, +1 Int, +3 class)
Knowledge (History)* +5 (1 rank, +1 Int, +3 class)
Knowledge (Local) +5 (1 rank, +1 Int, +3 class)
Perception +5 (1 rank, +1 Wis, +3 class)
Sense Motive +5 (1 rank, +1 Wis, +3 class)
Stealth +6 (1 rank, +2 Dex, +3 class)

Total Points: 8 [1*(4 Kineticist + 1 Int + 1fcb + 2 background)]
AC penalty is 0

LANGUAGES
Common, Osirian, Ancient Osirian.

EQUIPMENT
Leather Armor (10gp)
Rangers Kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. (9gp)

41 gold 0 silver 0 copper

SPECIAL ABILITIES
Bonus Feat: Humans select one extra feat at 1st level.
Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.

Weapon Proficiencies: Kineticists are proficient with all simple weapons and light armor, but not shields.
Alignment: A psammokinetic kineticist must be lawful in alignment. If the psammokinetic ever becomes nonlawful, she cannot gain any additional levels with this archetype and loses access to the ki pool class feature granted by this archetype.
Burn: At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Burning Winds: A psammokinetic must select air as her elemental focus. In place of the air blast and electric blast normally granted to an aerokinetic, the psammokinetic gains a sand blast or sirocco blast. Except as noted below, sand blast functions as air blast, and sirocco blast functions as electric blast (including when determining what infusion wild talents the psammokinetic can use with each blast). The psammokinetic is also treated as having the fire element type for the purposes of meeting the prerequisites for the cold adaptation, flame shield, heat adaptation, and heat wave utility wild talents. A psammokinetic cannot take the chain, magnetic infusion, or thundering infusion wild talents or the aerial adaptation or celerity utility wild talents.
Sand Blast
Element air; Type simple blast (Sp); Level —; Burn 0; Blast Type physical; Damage slashing; Effect You slice at a single foe with a stream of sand.
Sirocco Blast
Element air; Type simple blast (Sp); Level —; Burn 0; Blast Type energy; Damage fire; Effect You shoot a wave of superheated air to burn a single foe.

This alters elemental focus.

Gather Power: If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusion:[/i] At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion.
Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects.
The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.

Spoiler:
[b]INFUSIONS
Kinetic Blade: Level 1, Burn 1. You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn’t add the damage bonus from elemental overflow.
Gusting Infusion: Level 1, Burn 1. The wind from your infusion causes your blast to act as an instantaneous gust of wind (as spell, fort negates). If your blast has a clear path, you can accept 2 additional points of burn or reduce the damage to 0 in order to cause the gust of wind effect to persist for 1 round along that path.

Kinetic Blast: At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. Simple blasts are listed with their corresponding elements.
As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

Each simple blast is either a physical blast or an energy blast.
Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts.
Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

Background:
Imhotep was Royal Vizier and chancellor in the Pharaonic court of Djederet I, over one and a half thousand years before Aroden raised the Starstone and became a living god. Noted for his brilliance and arcane powers, a sure sign of Nethys’ blessing Imhotep rose from a humble scribe to Royal Vizier in a mere seven years, after his promotion to chief builder of Pharaoh Djederet’s tomb. Proving to be (amongst other things) an excellent engineer Imhotep came to the personal attention of the aging Pharaoh and was soon entrusted with running much of the Kingdom.

When Djederet died, his son Hakotep I became Pharaoh and Imhotep continued to serve faithfully although he appreciated the reduction in his duties which gave him more time to devote to his many studies, and to love.

After his promotion to Royal Vizier Imhotep first met Anck-su-Namun, a beautiful concubine of the Pharaoh. Due to the Pharaoh’s infirmity he had little interest in his vast array of concubines beyond the few who had been his since his youth and whom he trusted implicitly. This indifference, combined with Imhotep’s position, made it easy for him and Anck-su-Namun to first have an affair, and then to fall in love.

When Hakotep became Pharaoh he halted the usual mummification of his father’s concubines, remarking that it was criminal to waste so many beautiful girls on a dead man. Since his father’s impotence was well know to the royal family Hakotep claimed many of the younger concubines as his own, and Anck-su-Namun caught his eye.

She used every one of her feminine wiles to deny the Pharaoh as Imhotep searched desperately for an escape for the two of them. For a time, it seemed that she had succeeded, as Hakotep became enamoured with a new girl, the dark-eyed, fifteen-year-old beauty Neferuset. Unfortunately she convinced Hakotep that she would only be his wife if she were the sole woman in his life. Already a devotee of Set, and a cruel man used to satisfying his lusts, Hakotep agreed. He would marry Neferuset, once he had had Anck-su-Namun.

Imhotep learned of the Pharoah’s intentions too late and burst into the Royal Chambers, just in time to see Anck-su-Namun plunge a dagger into her own breast in front of the Pharaoh’s eyes. As he cradled her dying body Anck-su-Namun found enough strength to whisper her love for Imhotep as her soul passed into the River of Souls.

The young pharaoh made no move to stop Imhotep as he took Ack-su-Namun’s body and fled Sothis, heading for the Great Necropolis at what would become the town of Wati. There he, and his priests, prepared for a great ritual, which would restore Anck-su-Namun to life. But Hakotep, his wounded pride and anger stoked by Neferuset, sent the royal guards after his Vizier and disrupted the ritual.

Imhotep’s priests, as servants of the god Osiris, were merely mummified alive, but Hakotep reserved a special vengeance for the Vizier he believed had betrayed him. Drawing on dark secrets of Seth Imhotep was forced to endure the Hom Dai, a foul curse which would condemn him to a state between life and death, eternally barred from the afterlife and seeing his beloved again.

Laid to rest in an unmarked grave beneath the statue of Set Imhotep was condemned and forgotten.

--------------------------
Six thousand years later, when the Ruby Prince declared the Great Necropolis open for all comers, many things that had been left buried for centuries, arose. One of the first, unregulated groups to enter the Necropolis discovered an old temple to Set. Within a great library of crumbling scrolls they found the Scroll of Thoth, an ancient scroll of unbinding, which completed the slow decay of the wards which bound Imhotep to his undead prison.

Rising from the sands like a vengeful spirit Imhotep assaulted the explorers, killing them in a burst of wrath and fury that had seethed impotently for six thousand years. When his mind cleared and he realised what he had done Imhotep cursed himself and did his best to lay the bodies to rest, before claiming much of their gear as a disguise and passing himself off as the last survivor of the group.

As the temple of Pharasma clamped down on the ‘independent explorers’ and instituted a lottery system Imhotep took the time to read and live, learning as much as he could about the new world and the millennia he had missed, as well as experimenting with his own powers. Much of his knowledge and understanding, so advanced for his own day, was horribly out of date and his arcane powers had dwindled under the effects of the Hom Dai to almost nothing. On the other hand he was now more than a man, profoundly resilient and imbued with an almost physical connection to the sands in which he had been buried.

Still in his heart a devotee of Maat, goddess of Knowledge, Order and Justice, Imhotep resolved himself to make the most of his new half-life. He would journey into the necropolis again, protect the people of this new Osirion from the dangers buried within and search for Anck-su-Namun. His new state gave him one great advantage, time. If it took him another six thousand years he would find Anck-su-Namun, restore her to life and then, together, they would have their revenge on Hakotep's descendants.

Yes this guy is literally Imhotep from the Mummy - just with a little less psychosis and 'take over the world!'-ness. The historical figure he's based on was a famous scholar and engineer so I tried to slip that element in as well.

Hope you like, do let me know if there's anything I need to change.


Sneaking in under the wire...

Stat: 1d4 + 10 ⇒ (2) + 10 = 12
Stat: 1d4 + 10 ⇒ (3) + 10 = 13
Stat: 1d4 + 10 ⇒ (3) + 10 = 13
Stat: 1d4 + 10 ⇒ (3) + 10 = 13

If I can get it done in time I'm going to go all the way down the rabbit hole and submit Imhotep - the Mummy himself! :D

[Which in practise means a psammokineticist.]


Would love to play a Throne of Night game. Many years ago now I was part of this game where we came up with a wonderfully fluffy family of angry drow out for themselves - the game never got very far but what we came up with was wonderful and I've always regretted that we never got further.

I would happily go and look up the rest of the players from the last game and encourage them to submit if ToN was the choice.


Ulmo Nargrymkin wrote:
Don’t know if it is allowed, but…Variant Multiclassing.

Thanks to Pad300 and his list I can confirm that Pathfinder Unchained (and therefore VMC) came out in April 2015, so it misses the deadline. JD allowed the unchained classes but I'm going to assume its a no on VMC. That said paladin's can do a pretty good job on healing regardless, and there's always Oradin!

Chosen One paladin to start I think - makes the most sense storywise. I'll work on it. :)

Also: drawbacks or not? Something like 'Headstrong' is feeling quite appropriate.


Thanks for the clarification JD.

Another question I'm afraid. Given that we're lacking a healer I'm looking at a Hospitaler Paladin. Would you allow me to combine that with the Chosen One archetype? Chosen One has the perfect story vibes for this I think and hospitaler seems like it would be helpful.

I'd suggest that we use the slowed smite progression from Hospitaler and maybe say that the familiar can only use LoH for Lay On Paws - just to avoid confusion with the hospitalers channeling?

If you'd prefer I don't I'll just pick one. :)


I'm interested, but big question - have we taken part in the events of book 1? One of the things I've always loved about Giantslayer is Aggrimosh and the chance to play a 'blacksmith who has to take up a larger role with his trusty hammer' vibe. Kinda Perrin from Wheel of Time (except with less wolf).

So would Aggrimosh be available and if so, how does that impact on my wealth? :) I'd almost certainly take this feat and look to pump out some items if there's time during the campaign.

Mechanics-wise would be something full melee with no magic of his own - just a guy with some exceedingly well made gear and a big hammer!

P.S. turns out I played in a game you were running with the same concept back in 2019! Here's to hoping this one last a bit longer.

P.P.S how does the source books work for classes like Fighter, who have always existed but got more options later on? Could I take things like Advanced Armor/Weapons training or not because they weren't in books released at the time?


AGM Lemming wrote:
I liked the option GM Delmoth used for Mythic in his game. It doesn't use the Mythic feats or any of the over-powered stuff, but does make the heroes stronger, more "Heroic".

Second this. Much credit should be given to Sir Longears for that IMO. It looks like the most balanced fix for Mythic I've seen in terms of making the players better, without needing an entire hardcover of extra rules.

As for the game I'd apply either way. I'd prefer a few more options than just core, but if that's the jam then I'm in!

Just please don't track encumbrance...


Well this looks interesting. I'll try and brew up an idea :)


Interested for sure. Particularly if its real-world parallel/inspired. I have a couple of characters that might work well.

Most likely Mesmerist cause well... I love them! :D


Going to be a little controversial and say I'd like House Battalia the most. Bastien would be fine after that.


Interested! :)

Liking the sound of the Key.


I'll drop out. I didn't find anything that really appealed to me.

Have fun doing good evil!


Soft dot. I should have some time tomorrow to brew.


Hmm, can't resist a roll or several.

While I'm at it, do you think you'd allow an Ioun Angel? Its a 3PP prestige class which is all about crafting Ioun Stones. I'm very keen on this whole crafting malarky you've got going on for this game and this particular class is one I've always wanted to try. (Although I should note it was written back when Pathfinder 1 was just starting out so the UMD requirements should be 5 ranks, not 8).

Stats: 4d6 ⇒ (2, 5, 2, 5) = 14
Stats: 4d6 ⇒ (5, 1, 3, 4) = 13 Reroll: 1d6 ⇒ 2
Stats: 4d6 ⇒ (5, 1, 4, 1) = 11 Rerolls: 2d6 ⇒ (2, 2) = 4
Stats: 4d6 ⇒ (6, 5, 6, 3) = 20
Stats: 4d6 ⇒ (1, 4, 1, 4) = 10 Rerolls: 2d6 ⇒ (5, 3) = 8
Stats: 4d6 ⇒ (5, 3, 1, 2) = 11 Reroll: 1d6 ⇒ 5

So 12, 12, 11, 17, 13, 13, well that doesn't compete with the '4 16's' being thrown around but who cares? Probably have to commit entirely to an arcane caster with that one good stat. I'll wait for an answer on Ioun Angel before I dive in too deep! ;)


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Albion, The Eye wrote:
Ok, at the risk of sounding dumb, or ignorant of the PF Lore (which I mostly am :D), I am having a hard time nailing down a concept for a character (and yes, I have looked at the Player’s Guide for the AP). What is the gist of CoT? Is it about people who believe Cheliax to be a great nation, but ruled by wrong people? Is it mainly around Westcrown rulership specifically? Would an ex-soldier returning home to find it in disarray make sense? Does Cheliax have a standing army? I am looking for a tone to the game, so I can find our where I fit - I have a ton of ‘mechanical’ ideas, but long gone are the days when I was driven by them, so any background/environment info would be helpful :)

This is an old AP so the canon wasn't well established when it was written - but as best I can remember...

Westcrown was the capital of Cheliax once upon a time before the death of Aroden and the rise of House Thrune. Now its a backwater, everyone of any significance has long ago left for Egorian and the only people who are left are those who are too poor or stubborn to leave otherwise.

There's a narrow upper crust of aristocracy, mostly nobles on the outs with Thrune for some reason and a few loyalists who believe that Westcrown is still the best city in the world, even if it isn't. Think classical romans when Constantine moved the Imperial Capital to Byzantium - they aren't the centre of the world anymore but they think they should be.

Most recently there's been some sort of curse on the city - shadow beasts appear every night and kill anyone outside. Obviously BAD NEWS. The PC's are recruited by an underground group who want to 'save Westcrown'.

It's quite a small focus AP - it's not Hell's Rebels 'kick Thrune in the teeth' AP. The best case at the end is Westcrown's effective independence - not the end of House Thrune or anything like it. So an old soldier coming home would probably work as long as his loyalty has always been to his home town, rather than more generally to Cheliax/House Thrune.

Does that help?


Brewing away and I have an idea coming together, a tiefling paladin who has (already) been through hell in some unspecified way.

Checking with the GM - are you ok with the following?
Tortured Crusader Archetype
and
Dead Inside Story Feat

My goal (should the game go past book 1) would be for the character to eventually fall in love, thereby completing the story quest and possibly triggering an archetype change to a 'classic' paladin archetype if it seemed suitable and the GM agrees. :)


Interested.


I came to look at the thread because it seemed like something I might like and while I admire your ideas the thread is intimidating as anything.

I've read all the spoilers and it's a huge amount of information and, as others have said, rewrites the rules to a truly huge extent. I think if you played with all five house rules you really wouldn't be playing Pathfinder any more.

Looking at them specifically...
1. I'm not a huge fan. Casters are strong regardless and I'm not sure that the skill system would improve it. Even losing health isn't necessarily a huge deal because most parties won't push into more fights if one of their members is dangerously low. I think Hell's Rebels might be a particular problem there because its mostly a game of individual encounters that are tougher than normal. In that case burning 25% health for fireball absolutely is worth it because the weeks bed rest is no trouble. Something with more of a grind or time pressure, like Shattered Star or Ironfang Invasion might be better.

2. More skills. I can see that you like skills rather than anything else but again I feel like this is making a lot more maths in an already mathematically heavy game. I'm honestly not sure why this needs to be changed. Functionally they pretty much are skills already, just named differently, and making them a skill doesn't stop there being plenty of ways to mess with the maths.

For example, what if I play a half-elf with their free skill focus and take it in archery? With high dex I could be packing a modifier of +10 to +12 at level one. That's a nasty spike and will give me an extra +3 for free at 10th level. Great value from a feat and stuff like weapon focus suddenly becomes worthless.

All in all I wouldn't want to play with either of these.

3. I don't quite get this one and would appreciate an example. In theory at least it seems doable, but I don't understand how it would play in practise and again, it seems like more maths. Also note that you gain feats every two levels normally but you said two and every four levels afterwards. Was that intentional? I have to confess I've very rarely felt feat starved in PF1 myself.

Would be willing to try with this, as long as I got some help with how it actually worked.

4. More alternate maths. Again I don't fully understand either how this works or the purpose of it. I'm willing to be convinced but more information required please. What's the point in changing the dice anyway? Having more small dice decreases variance which doesn't exactly help PF1's already unbalanced maths.

5. Health seems interesting, I like the idea certainly. I worry about some of the numbers involved, especially if someone is playing a squishy caster. Playing this against the base games maths would make a fair few horrendous hits from monsters, especially if you added in your other changes to weapons/AC etc.

I think this is the one I'd be most interested to try, but injuries would need some clarity, otherwise I think people might burn through characters pretty fast.

I hope this helps at least a bit. Your ideas are interesting but I do think you're effectively playing a new game with elements of pathfinder in it. Fair enough and more power to you but I'd suggest putting a bit more time into it so you could offer four characters with stat blocks already done and some example combats etc. Then you can use the plot of Hell's Rebels if you want but make it clear that it's the story not the system.

Maybe start with a short one shot instead of a full AP?


The most recent EitP document says that Exotic Weapon Proficiency has been removed since it's no longer needed. Does that mean that I can take weapons like a falcatta or katana without needing an extra feat?

Doesn't make a huge difference but I'd like to know!

HP: 2d10 ⇒ (10, 9) = 19


I might just throw in the genuinely LG paladin then... possibly a very long suffering crusader who still believes in the true good, but understands that sometimes they have to not ask too many questions in pursuit of said good.

Basically Superman leading the Suicide Squad right?

If I were to play a Temple Champion could I take the Redemption Inquisition rather than the domain/blessings? If I got the first ability at 4, the second at 5 and the third at 11 as in the blessings feature, would that be reasonable?

If not I can figure out something else. :)


I'm going to drop from this one - the sheer complexity of the build is stopping me getting a story together that I like so there's no point me pushing on with the submission.

Thanks for taking the time with my submission GM and have a great game everyone!


Cardinal A. Thorn

Thank you for this. One more question I'm afraid.

I'm going for the vampire template and I'm writing in that my character has already died (been killed) and been reborn as a vampire. Since he's still level 4 though that means I don't have the undead type, the weaknesses etc? I'm clear about the progression of all the other abilities, I'm just a bit unsure about whether I should be an undead yet and subject to all the associated weaknesses.

I don't mind either way - if being Undead and having the weaknesses now, but only the benefits up to 4 is the 'price' I pay for my backstory that's fine too.

Thanks in advance.

P.S: what does '+2 skills' mean? Do I have +2 to all the skills that the vampire template grants or just the skills that it grants +2 to?


Cardinal A. Thorn
My concept is slowly coming together as a Monk/Inquisitor of a suitable church, either Achaekek or Asmodeus who successfully murders a high ranking figure in Tallengarde. They did it in full knowledge that said figure was a vampire, but they didn't realise that the target was part of a coven/pack of other vampires.

The pack captured my character, turned them by force and then set them up for the murder but framed it as a vampire attack on an innocent and beloved public figure, rather than the other way around.

A couple of questions:
- Chained or Unchained Classes? I'm hoping I can use the Unchained Monk.
- We're taking a campaign trait, but we haven't actually escaped from Brandescar, correct? The Cardinal has saved us from execution elsewhere and brought us to join the party for his own inscrutable ends?
- Would you allow a monk/inquisitor of Achaekek to use flurry of blows with a sawtooth sabre? It seems like a nice way of melding some of the key class features of the classes but its firmly 'ask your GM' territory.


Interested, although Gestalt AND a template is giving me option paralysis already! Still, I'll take a looksie.

*waves to Haruk*

I like the look/idea of the Implacable Stalker or the classic vampire template. 4th level means that the 'dying and being reborn' par t could already be out of the way, which would be useful from a storytelling point of view.

1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (6) + 7 = 13

Probably: Str 18, Dex 16, Con 14, Int 8, Wis 13, Cha 9. Although that would depend on the template and how HP interacted.

I'll roll some fluff around and see if I can come up with an idea I like. That's the most important thing afterall!


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Totally Not Gorbacz wrote:
adam morin wrote:
Yes are group didn't have max in the weapon and armor department(I.E. +3 major stuffs)
Here's your problem (apart from writing walls of text): the game expects you to have +3 greater striking weapons and +3 greater resilient armor at that point. If you skip that, you're behind the curve big time.

For all that PF2 is much more balanced mechanically and tried very hard to do away with the Big 6, they actually made certain items (the runes) absolutely compulsory just to keep the maths on track.

Kinda ironic.


If it were me I'd try and prioritise what you want and then do a build which hits as many of them as possible, from the top down.

Given what you've said before I think you priorities are as follows:

1. Has to have the Haunting Visions campaign background. So thats +Con/Wis, +free, trained religion, Student of the Canon.
So far, so good. Religion training can represent a certain amount of personal spirituality since you pay attention to religion and you've got a skill feat in it too.

2. Should be a Dwelf or Elwarf.
This has some pretty hefty crunch implications so probably should be considered along with class, but roughly a Dwelf would be +con, +wis, +free, - cha and an Elwarf would be +dex, +int, +free, -con. Given the various classes you've thrown around it sounds like Elwarf would be better generally, since you've not mentioned the character being tough but have wanted charisma. Still, come back to this.

3. Should embody/reflect fire (creation elements), smithing, swordplay and others.

Archpaladin Zousha wrote:
and I kind of wanted to do a bunch of different skills like Crafting to smith weapons and armor, being the party face and Nature to follow Yuelral's tenet of practicing herbalism.

This is a lot of elements but I think a big thing is what exactly counts as 'doing' them. For a level one character simply being trained in a skill is all that you can really get. So that means you need to be trained in: Crafting, Nature, Diplomacy. You'll get religion from your campaign background too so three skills is manageable on any class by having at least 12 Int, so you get 2+1 Int = 3 trained skills + religion. From this I get a character who can (within the limits of level 1) craft things, do some herbalism, be the party face and has a sense of spirituality.

So far all we've had to commit to is 12 Int, that's the racial bonus from Elwarf. No major build decisions needed yet. What remains is simply a question of how good they are at all these things. But they should range from around +3 (trained with 10 in the stat) and +7 (trained with 18 in the stat). It seems to me that we've hit that goal reasonably well, so lets go and consider classes.

4 Class should fit in with the story of the background - terrible visions of Dahak, channeling fire powers into something useful, mixed elven/dwarven pantheon etc.

Fire Oracle seems like a good fit - Dahak provides the power (curse and casting both) and his own worship is what makes it 'usable'. That would have to be done in character posts, but seems very workable. It's a cha focused class so Elwarf would be best, but entirely doable.

Magus would be good to get swordfighting and spellcasting - yes it's arcane casting but you can get lots of fire spells in there and say that it took rigorous study and training in order to contain the wildfire of Dahak and it can only be channeled safely in a very controlled (read: Arcane/prepped caster) method. Split your boosts into Str and Int (16 of each I think) and then spread the rest around.

Captain Morgan's Oscillating Wave Psychic idea was a really cool one to me too. Again, pretty easy to do, push your int up and you're done. Really I think you can do almost any character build. At the moment (based just on ancestry and background, and trying to hit the skill requirement we mentioned above) you've got...

Dwelf: Str 10, Dex 10, Con 12/14, Int 12 (used a free boost), Wis 12/14, Cha 8. [+1 free boost].
Elwarf: Str 10, Dex 12, Con 8, Int 12, Wis 10, Cha 10 [+2 free boosts].

TL;DR
Either way this gives you loads of versatility to work with. You could play anything off this. Oracle, Psychic and Magus I think would all be good from a fluff perspective but you could do something like Champion or Thaumaturge too if you wanted to emphasise the combat rather than the magic. Free Archetype (Oracle/Sorceror) could add the spellcasting back in later if you want. In other words, take whatever class you like the most/think best embodies your concepts - you should be able to make everything else work perfectly well.

I hope this helps a bit.


Rashk wrote:
Nikolaus de'Shade wrote:
For some more detail, I'm going to be doing a Tiefling Witch of Curses! (As in 'a magnet for' rather than 'creator of').
Going for the Curse Maelstrom Archetype?

I've never seen that before, but now you've pointed it out... maybe!


For some more detail, I'm going to be doing a Tiefling Witch of Curses! (As in 'a magnet for' rather than 'creator of').


I'm going to go Witch!

With a familiar to play with the leshy!


Lucia Wriothesly wrote:
Wandering GM Wastrel wrote:

A minor correction: whatever it was that Lady Cirthana Gensar did with her life before arriving in Falcon's Hollow, it mostly left her more than equal to the task of raising a young girl through adolescence and into adulthood.

She looks at your arm in a momentary disbelief. "Siobhan Sable..."

OMG she used your full name to tell you off - she's *totally* your mum!

She really is. Siobhan only knew her birth dad, so while she isn't Cirthana's biological daughter, she is in ever possible other respect.


Itzi found a picture that we're basing our characters off - so I can't change away from halfling. Hence also the over-the-top reaction! ;)


Hmm - halfling champions are a terrible idea, all things considered.

So barbarian or ranger? So far everyone is saying ranger, which is sensible but boring!


Oh those Manly Men!


But with renewed hope in goodness, right and the fabulousness of Lincoln Green! :D


Umm....

Well now I'm really confused.


Do I come across as predictable or something?

Although, I'm planning my Champion to be a Robin Hood figure trying to save Falcon's Hollow from the evil Sheriff of Nottingham Lumber Consortium, so anyone who feels like being part of my lovable band of golden-hearted brigands, feel free!


Having chatted with Itzi and Brainiac it looks like there'll be a magus and a champion, alongside the bard and the psychic.


Ciao, I have arrived. (If I'm still welcome!)


I imagine you'll get lots of people if you go PF1 and slightly less if you do PF2.

Pick what you'll have the most fun with!


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Str: 1d10 + 7 ⇒ (2) + 7 = 9
Dex: 1d10 + 7 ⇒ (5) + 7 = 12
Con: 1d10 + 7 ⇒ (3) + 7 = 10
Int: 1d10 + 7 ⇒ (3) + 7 = 10

Well I was thinking about applying, but a 1pt buy outside of the focus and foible is never going to fly! Heck, I think even with F&F it's still only a 16 point buy!

At least I get the prize for the worst statblock, am-I-right?

@GM, is this pathetic enough to allow a reroll or not? If you'd prefer not to have the extra applicant I understand entirely!

[Also, Hey BD!]


Could you clarify exactly how the game is still going to start? Are we all commissioned by Brevoy as in the original? Just happen to meet up on the way to Oleg's? Something in between?

I've written some background but not knowing where the game is actually starting makes finishing the story hard!


If we're using free archetype, would it be ok to start with one of the undead archetypes at level 1 by 'pre-using' the free archetype feat? I think such a thing was proposed in the player's guide for Blood Lords?


You know I'm in!

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