Ravingdork wrote:
pictures=yes, though i can only find hunter & welcome to the underdark DM allowed me the noble drow to my surprise! when it comes to character creation i always draw inspiration from either a miniature or picture, then build around that. i'd really rather not play a mythic game ever again, way too much to keep track of. Magus to arcane trickster was something i always wanted to try even though i lose alot of canny defense and some spell-casting. never intended to be a two-weapon fighter, just kinda evolved this way during play. went with int for spell dc's what is "really bad M.A.D." Tactics: endgame sneak attack+surprise spell+spellstrike should be:
along with the rest of usual full attack/spell combat/whatever. During combat proper, be using greater invisibility (and flanking when possible) to spellstrike/sneak attack/surprise spell (they all stack for about) freely for great damage.
Chess Pwn wrote:
oversight on my part on both Cha10 and Focused Shot. i played this character to 12th level in Pathfinder Society and was devestatingly useful. Cha10 was corrected to Cha11, but none of us caught focused Shot as a standard action.
Spoiler:
got it! Thank you. have a pic for him but don't know how to get it to you or your page of NPC's. its titled "superior_by_mavrosh" on deviant art, though haven't been able to find it lately.
any comments about the story/character?
i feel that you're all overlooking the power of the oracle1/rogueX. for example; Thanks to the Advanced Players’ Guide (APG), there is one more option, however, and this one is by far the best and most broken. I advise talking to your DM about it ahead of time. This involves taking one level of the Oracle class from the APG, and choosing the Waves mystery, specifically the Water Sight revelation. This ability allows a character to see through fog and mist without penalty. Sounds harmless right? Well, the oracle can also choose Obscuring Mist as a first level spell from the cleric’s spell list. Do you see where I’m going with this? Let’s start with the build and if you don’t get it now, you will soon enough. So, first are ability scores. For a ranged character of any kind, Dex is obviously the most important ability, so you should max it out. After that, put your points in Int for skills (and a neat little feat we'll discuss later) and Wisdom for bonuses in perception and such things. Don't put a negative score in Con, because you might need those hit points. Strength is an interesting one for an archer. You don't need it if you're using a standard bow. However, if you get a composite bow, you can add your strength bonus to attacks. And that makes a huge difference when you're trying to get as many attacks as possible per round. For that reason alone, I suggest that you at least put a 12 in strength. My suggested point assignment, again based on a standard 20-point buy, are as follows: Str 12 Dex 16 Con 12 Int 13 Wis 13 Cha 10. Racial adjustments are important here also. I find that either a standard elf or a Sylph from the Bestiary 2 book will do very well, having the same exact adjustments (+2 Dex, +2 Int, -2 Con), raising our Elf archer's Dex to 18! We'll name our elven friend Kriel. A Tiefling from the Bestiary will work extremely well also (+2 Dex, +2 Int, -2 Cha) since their once-per-day Darkness ability will let you hide and snipe when you normally wouldn't have the option (assuming you’re already in an area of dim light). I would recommend against a halfling because of the lower damage dice on weapons. If you're doing one of the stealthy builds instead, a halfling is an excellent choice (+2 Dex, +2 Cha, -2 Str), as is the Fetchling from Bestiary 2 (+2 Dex, +2 Cha, -2 Wis, low-light and darkvision, +2 on stealth and some fun spell-like abilities). Moving on to the first-level choices. Kriel will be using a composite longbow with a +1 strength rating to get that extra +1 on all damage rolls. The feat at first level is a no-brainer, Point Blank Shot. This gives you a +1 to attack and damage when you're within 30 feet of your target, and more importantly opens up a plethora of ranged feats that will help our elven rogue do more damage. Now, our Oracle level is going to give us the Water Sight ability that I explained earlier. It also gives us access to first-level Cleric spells, and the one you really want to learn is Obscuring Mist. This spell creates a cloud of mist in a 20-foot radius around you, obscuring all sight more than five feet away, and lasts one minute per level. For any other ranged character this would be horrible, since they would not be able to see to shoot anyone. However, for our Oracle, the mist can be seen through as easily as if it were empty air. This means that we have a ranged character that is completely obscured from all others’ vision, but can see the others perfectly. Obscuring Mist can be cast three times per day, thanks to the Oracle’s three first-level spell slots. And if you feel so inclined, you can gain additional casts per day by taking the Minor Magic and Major Magic talents later on. Second level brings our first rogue level and our first die of Sneak Attack. On all of these builds, you're going to want to forego trapfinding and trap sense for the Sniper abilities from the APG. At first (Rogue) level, this lets you halve all range increment penalties for ranged weapons, and at third level you start to get more range on your sneak attacks with a bow (+10 feet at third level and +10 for every three levels after that). Third level brings our first Rogue Talent, and there are several good options. Surprise Attack will let our rogue get her sneak damage on an enemy at any point during the surprise round. Snap Shot from the APG does almost the exact same thing, but allows the rogue to be the first one to act in the surprise round in almost every encounter. Sniper's Eye will appeal to those trying to get the sneak damage as often as possible. It allows you to ignore concealment (not total concealment, however) when it comes to being able to sneak attack an opponent. In the case of Kriel, she'll choose to take the combat feat, Precise Shot. This will allow her to shoot into combat without a huge penalty. This is definitely necessary since most of the party will be trying to flank an opponent. For her third-level feat, the choices branch out more for Kriel. Rapid Shot will allow her to make an extra attack at her highest attack bonus with just a -2 penalty to all the attacks in that round. It will also open up the possibility of taking the "fun little feat" I mentioned earlier, Focused Shot from the APG, at the next opportunity. This allows her to add her Int mod to damage on ranged attacks (this feat is specific to elves). Let's have a little recap of Kriel's current stats. At the beginning of combat, she will cast Obscuring Mist around herself, which will last 10 rounds (1 minute). Each round she can then fire two arrows into melee from up to 30 feet away, at an average attack bonus of 14 (10 + 1 BAB + 4 Dex + 1 point blank - 2 rapid shot). Both of these attacks will be against the opponent’s flat-footed AC, since she is completely obscured from view. The arrows will deal an average of 9 (1d8 + 1 Str + 1 point blank + 1d6 sneak) damage. Her hit points won't be that impressive, a measly 19 (8 + 4 + 4 + 3 Con), but that doesn't matter much. She's not a melee character, and no one is going to hit her with anything smaller than a fireball thanks to her Obscuring Mist. At level four, Kriel gets her first ability score boost, and she's going to add it to Int to get a bit more damage with her choice of Focused Shot as a combat feat at the next level. At level five, Kriel will use her talent choice for Focused Shot as a combat feat. This feat will instantly let her add her Int mod to every arrow, boosting her average damage within 30 feet of her target to 15 (1d8 + 1 Str + 1 point blank + 2d6 sneak + 3 focused shot). Level five also brings a feat choice. There are several that can be selected here. Deadly Aim is the ranged equivalent of Power Attack, allowing an archer to take a penalty to attack bonus to deal some extra damage (+2 damage per -1 attack). Stabbing Shot from the APG could get you out of a sticky situation in melee while still letting you get a shot off. You are allowed to make a melee attack with an arrow that pushes your enemy back by 5 feet while still being able to fire a second arrow. Again, this one is another elf-only feat. Weapon Focus (Bow) would be useful for any ranged character, and Kriel is going to go with that, giving her an extra +1 to her attack. Since level six only gives Kriel another sneak die, we’ll skip to level seven. It's Rogue Talent time again, and Kriel is going to choose Deadly Aim as a combat feat. Other nice choices are: Surprise Attack, Snap Shot or Sniper's Eye. Level seven also brings a feat choice, and since we're still one Base Attack Bonus (BAB) away from taking Manyshot, I feel like I am running out of useful options. As mentioned before, Stabbing Shot is a possibility for elves. The Oracle level gives you the ability to use Extra Revelation to choose Fluid Travel. This gives you the ability to walk on water! Besides just being extremely cool, this could come in handy outside of battle for sure. Another recap: Kriel begins a battle by casting Obscuring Mist. She can shoot two arrows per round, with an average attack bonus of 15 (1d20 + 4 BAB + 4 Dex + 1 point blank – 2 rapid shot – 2 deadly aim) from within 30 feet of her target against his flat-footed AC, that will on average do 22 (1d8 + 1 Str + 1 point blank + 3d6 sneak + 3 focused shot + 4 deadly aim) damage per arrow. Her hit points now average 39 (8 + 4 + 4 + 4 + 4 + 4 + 4 + 7 Con). Level eight gives Kriel an ability boost. I would suggest Dex this time. It won’t raise her ability bonuses yet, but at level 12 another increase in Dex will give her a +5 Dex bonus. Level nine is very exciting, because Kriel hits +6 BAB, earning her another attack action per round, AND she finally qualifies for Rapid Shot, allowing her to fire three arrows simultaneously during her first attack action. For her Rogue Talent, Kriel is going to take Hellcat Stealth for those few times when she can’t find a good way to use her Obscuring Mist but still wants to snipe some people. Level ten gives Kriel her fifth sneak die. Now, let’s recap once again. Beginning the battle, as always, with Obscuring mist, Kriel can make three attacks with her bow within 30 feet of her enemy, the first attack firing two arrows at once. The average attack bonus will be 17 (1d20 + 6 BAB + 4 Dex + 1 point blank – 2 rapid shot – 2 deadly aim) for the first three arrows and 12 (10 + 1 BAB + 4 Dex +1 point blank shot – 2 rapid shot - 2 deadly aim) for the final arrow. Kriel’s average damage per arrow will be 28 (1d8 + 1 Str + 1 point blank + 5d6 sneak + 3 focused shot + 4 deadly aim) damage, and this can obviously be raised using magic items which any tenth level character should be able to afford at this point. Some of these items are: • +2 Composite Longbow (+2 or higher Str rating) GHOST-TOUCH for undead heavy game so you can sneak attack incorporeal undead, too.
well hell. donno how to do the show/hide thing.
a little help? Destrachis Des'Tinae Male Drow Magus Personality: Destrachis is haunted and conflicted due to his indoctrination under his sadistic and abusive mother. He suffers from night terrors and has been known to lash out if awakened from one. Being told every day you are the spawn of a demon lord and destined to do terrible things, to kill tens of thousands, takes a toll. He always seems to be on the edge of violence, expecting an attack at any time, from enemies, from friends, from family. He is extremely paranoid and appallingly ignorant to the world outside the Darklands. He sees himself as hunted, as prey evading predator. He is less than worldly having been under the yoke of drow all of his life. Description: Destrachis is a whip-cord lean Drow elf of Noble heritage. His right eye is covered by a hardened leather eye patch; his left eye is the color of honey, very unusual for a drow. Tall, silver-haired, with a coal black complexion, Destrachis has a youthful look about him, for an elf - that quickly dissipates when one looks into his eye. Despite his 207 years of age, his eye is that of a drow thrice his age, who has seen far too much. Still, he possesses a certain predatory grace and vigor. He carries a matched pair of kukri, and a drow made hand crossbow. Origin: Born into the Noble Drow House Des'Tinae, I, Destrachis Ezdrakis Des'Tinae, have lived a life of privilege compared to many of my people. Treated relatively better than the other males of my House, though still tortured and tormented by my mother and sisters, I have been trained by our House Weaponsmaster, Rivillarch, and the Grand Magus of Deepest Spire, Molog Bhaal, to guard and protect the Wizards of the Deepest Spire when we are raiding the Darklands, pillaging and plundering dwarven and snirvneblin strongholds, ruins and the like. *(raiding, pillaging, plundering = drow archaeology) I am a natural when it comes to magical aptitude; I have gleaned much about spellhunting from a wayang House slave called Sihn Ming. While not friends, the deceitfully cruel beast is perhaps the closest I have to one. When I was told that I must slay Sihn Ming during one of the house raids, as entertainment for our troop leader, I refused the order. I could not tell them that killing for sport is repugnant to me, so I cited that more could be learned from the shadow creature, that I was not yet done with the Des'Tinae House slave. I was beaten unconscious and returned my House. I have no knowledge of Sihn Ming's fate, though he was a cunning bastard. I am sure he is alive, if not well. Matron Mother was very, very unhappy about this development. As punishment, my mother, Matron Mother Bynae, sacrificed my right eye, literally ripped it from my skull and replaced it with one of two black opals called the Eyes of Abraxas. I fled for my life from my sadistic mother and sisters, but not before stealing the other mystical Eye. I have had odd dreams. A sad woman with a bow, shrouded in white, guiding me to a brilliant, blinding light at the end of a tunnel. She compelled me to travel to the surface, under its searing light and to a city called Kenabres. I thought it a dream until I woke with an arrow at my side. Unerringly, I was drawn to a half-elf. Half-Drow. The knowledge flooded me; I have a half-brother, whom I knew was my kin on sight. I even knew his name, Reinhardt. My first impulse was to go to him, tell him we are kin. But no, he is likely as evil as the rest of my family. But for some reason I am compelled to give the other Eye to Reinhardt, this though is a darker nightmare, led by a hideous humanoid creature with the head of a demonic, deformed and fanged raptor with two writhing vipers in the place of legs. I follow my brother as he navigates this... "city". This "city", is putrid. Waste in the streets, its people wallowing in filth like goblins. I am told one can expect to find small cults of Abraxas in most large cities on the surface. I can only hope to avoid these fanatics. In the single day I have been in Kenabres, I have been pick-pocketed twice, and nearly stabbed once. There is no room to maneuver, thus I have taken to the roofs, avoiding the crush and some little bit of the stink of these pale creatures of strange shapes and sizes. I am bitter and angry about my Matron Mother’s actions, having been told since birth that my father is the Avatar of mighty Abraxas, making me singularly special among the drow. But now, having a brother, fathered by the same Avatar (if the story is true). What if he is another part of Abraxas's plan to spread his evil. This situation bears much caution, and watching. Soon I will have to confront him.
-Destrachis-
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--------------------Offense--------------------
Spell-Like Abilities (CL 19th; concentration +19)
--------------------Statistics--------------------
Traits chance encounter, magical lineage, wayang spell hunter
Skills Acrobatics +34, Appraise +14, Bluff +2 (+4 to Feint), Climb +2, Craft (alchemy) +22, Diplomacy +0, Disable Device +20, Disguise +2, Escape Artist +20, Fly +20, Heal +3, Intimidate +2, Knowledge (arcana) +36, Knowledge (dungeoneering) +36, Knowledge (history) +36, Knowledge (local) +36, Knowledge (nature) +36, Knowledge (planes) +36, Knowledge (religion) +36, Linguistics +24, Perception +27, Perform (dance) +4, Ride +20, Sense Motive +3, Sleight of Hand +25 (+27 to conceal a light blade), Spellcraft +36, Stealth +34, Survival +3, Swim +2, Use Magic Device +15; Racial Modifiers +2 Perception
SQ amazing initiative, ambush, beyond morality[MA], chosen weapon, darklands stalker[ARG], deadly dodge[MA], fleet charge[MA], foe-biting, force of will, hidden blade, immortal, impromptu sneak attack, invisible thief, legendary item[MA], legendary item[MA], legendary item[MA], legendary power, legendary surge, mirror dodge[MA], mythic bond, mythic spellcasting[MA], paranoid, perfect strike, poison use, ranged legerdemain, recuperation, rejuvenating, rogue talents (combat trick, finesse rogue), shadow stealth[MA], tricky spells, undetectable, unstoppable strike Combat Gear jaunt boots[UE], lesser maximize metamagic rod, pearl of power (1st level) (2), pearl of power (3rd level), robe of runes, wand of blessing of fervor (25 charges), wand of cure critical wounds (17 charges), wand of death ward (29 charges), wand of dismissal (4 charges), wand of enervation (18 charges), wand of fly (19 charges), wand of freedom of movement (17 charges), wand of greater invisibility (CL 10th, 36 charges), wand of lesser restoration (29 charges), wand of mirror image (15 charges), wand of see invisibility (10 charges), wand of shield of faith (10 charges), wand of slither (19 charges), wand of true strike (46 charges);
--------------------Tracked Resources--------------------
--------------------Special Abilities--------------------
Not a Nemesis. I am THE Nemesis wrote:
after the ascension of keyafay, Godling of Knowledge, Mazes, Toil, Dedication, Determination, Enduring Carpal Tunnel, , , hmmm... afraid there maybe too many domains/sub-domains to list . . . . . . . . . . .Suggestions?? . . . . . . . [sneeze]excuses to bump?[/sneeze] . aaannd I kinda forgot what happened during the ascension . . .
with quick draw you can draw a "weapon" as a free action instead of as a move action. You can draw a hidden/secured weapon (see the Sleight of Hand skill) as a move action. A character who has selected the quick draw feat may throw "weapons" at his full normal rate of attacks (much like a character with a bow). I take this to mean Matthew Downie could throw all of his bane amulets like daggers. (only half joking) [sidetrack] Wait, why does that actually sound cool?
only Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. Normally without quick draw feat, you may draw a "weapon" as a move action, or (if your base attack bonus is +1 or higher) as a free action with part of movement action. Without this feat, you can draw a hidden (secured) weapon as a standard action. see if your GM will allow you to apply quick draw toward items.
Not a Nemesis. I am THE Nemesis wrote:
way up there ^^^ new;
@ JonathonWilder seen & corrected.
1. allergic to various coloured crystal- Superman 2. works as and with law-men to protect the people of his city from bestial hordes. Nick & Trouble the Grims on NBC. 3. Cultured charismatic and manipulative "rogue" having no issues backstabbing anyone. Raymond Reddington, NBC's Blacklist 4. Schizoid fire starter. F.I.R.E.S.T.O.R.M. on the Flash 5. another manipulative "rogue" dealing in the dark arts vs. his own damnation. Constantine, NBC, again. 6 "aww, Puddin'" Harliquin, Joker's Gal 7. pretty vanilla "spy" turns out to be badass even before being avenged. Phil Colson, Agents of Shield
Rathendar wrote:
and Arial the Sorceress, Arial! Ookla! RIDE! 1. allergic to various coloured crystal 2. works as and with law-men to protect the people of his city from bestial hordes. 3. Cultured charismatic and manipulative "rogue" having no issues backstabbing anyone 4. Schizoid fire starter 5. another manipulative "rogue" dealing in the dark arts vs. his own damnation 6 "aww, Puddin'" 7. pretty vanilla "spy" turns out to be badass even before being avenged.
at 3rd level I wrote a pretty good background story for Eben's FEAT (Racial Heritage) & TRAIT (Adopted by Another Race) exceptions. DM was impressed enough to allow me to use Gulch Gunner due to living & training with the ratfolk community since birth. in summary good ol' mum & da couldn't except the devilish nature of their newborn. They left the child in a rat-infested hollow. shadowy nightmarish figure watches from the darkness. the creature approaches, tail lashing to and fro. sniffing. the infant, squalls and fusses. Eben snatches at a furry rat-man-like creature's whiskers and begins cooing. . . dun-dun... DAAA! story was a lot more involve as it went on but you get the gist. @Ms. Pleiades & Co., guess I should have mentioned the house rulings. though my question remains un answered: Should I take him down the oracle or ninja path. how and why?
Started playing this character in the Mummy's Mask adventure path. I was gunning for 1st guy to die in the game. Personally I don't play LG or Paladin. After making 3rd level (paladin (holy gun, undead scourge), gunslinger (gulch gunner, mysterious stranger), I really started to get into the character (friend showed me "Powder-Keg Paladin" story)and I actually started to like him & paid more attention to the effectiveness of the guy. wondering weather I should take him down the oracle or ninja path. how and why? Name: Eben Scourge
Role-Play:
Ebeneezer Scourge w/ an ORACLE level
LG Medium outsider (native)
Offense legend tells of three ancient firearms of extra ordinary power. Eben knows only of Dragon's Bites' existence.
Ranged dragon's bite. +13/+8 (1d8+6/x4) with focused aim, or
Oracle (Dual-Cursed Oracle, Wanderer) Spells Known (CL 1st; concentration +4)
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Feats Clustered Shots[UC], Deadly Aim, Extra Grit[UC], Gunsmithing[UC], Improved Initiative, Point-blank Shot, Precise Shot (scaling), Racial Heritage[APG], Rapid Reload, Rapid Shot, Weapon Focus (double-barreled pistol) Traits adopted by another race, reactionary, resurrected Skills Acrobatics +5 (+1 to jump), Bluff -6, Craft (firearms) +4, Diplomacy -6, Disguise -1, Escape Artist +5, Handle Animal +3, Intimidate +0, Knowledge (dungeoneering) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nobility) +4, Knowledge (religion) +4, Linguistics +1, Perception +8, Ride +5, Sense Motive -4, Sleight of Hand +5, Survival +7 Languages Abyssal, Common, Osiriani, Ancient SQ divine deed: smiting shot, emotional disjoint, fiendish sprinter, gunsmith, lay on hands 4/day (1d6), oracle's curses (emotionless, wasting), prehensile tail, revelation (resiliency), trench warfare, umbral unmasking
Special Abilities
FLAW-Tactless: You are NOT exactly rude, mean spirited, or even especially unpleasant. It's just that you have all the subtlety of a brick through a window. You see yourself as being frank and honest, while others generally consider you a conversational blunt instrument.
TRAIT adopted by another race raised by rat folk. FEAT Clustered Shots Total damage from full-round ranged attacks before applying DR. CLASS Daring Adjacent Shot The first time each round the gulch gunner makes a ranged firearm attack against an adjacent foe and provokes an attack of opportunity, you regain 1 grit point. RACE Darkvision (60 feet) You can see in the dark (black and white vision only). FEAT Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. DEED Divine Deed: Smiting Shot Use 1 grit, add Cha to hit & Pal level to dam on 1 firearm att. x2 vs some foes. CURSE Emotional Disjoint You gain a +4 competence bonus on saves made against mind-affecting effects. RACE Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. RACE Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw. CLASS Grit & extra Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow/daring adjacent shot. CLASS Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. RACE Healed by Positive and Negative Energy You are healed by both positive and negative energy. FEAT Improved Initiative +4 Initiative CLASS Justice/Law Variant Channeling (±1 Sacred) Perception, Sense Motive, attack & save bonus/zone of truth. CLASS Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies. FEAT Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. FEAT Precise Shot (Scaling) You don't get -4 to hit when shooting or throwing into melee. RACE Prehensile Tail Your tail can retrieve small objects on your person as a swift action. FEAT & TRAIT Granted by DM caveot Racial Heritage (Ratfolk) You count as another race for the
FEAT Rapid Reload (Double-barreled pistol) You can reload fast with one type of Crossbow or Firearm. FEAT Rapid Reload (Double-barreled musket) You can reload fast with musket Firearms. FEAT Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. TRAIT reactionary +2 INITIATVE REVALATION Resiliency (Ex) Not staggered at 0 HP. TRAIT Resurrected You do not die until your hit points drop to negative 18 or lower. CLASS sMITING sHOT A holy gun can spend 1 grit point to make a smiting shot with a firearm attack as a standard action. If the target is evil, the holy gun adds her Charisma bonus and her paladin level to the damage of the firearm attack. If the target of the smiting shot is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to the Charisma modifier plus 2 points of damage per level the paladin possess. Regardless of the target, smiting shot automatically bypasses any DR the creature might have. CLASS Trench Warfare (Ex) +2 to AC bonuses from cover. DRAWBACK Umbral Unmasking You cast no shadow (DC 15 Perception to notice) CURSE Wasting +4 competence bonus to save vs. Disease FEAT weapon Focus +1 attack w/ Double-barreled pistol
TACTICS: Gets adjacent to targets provoking AoO when shooting them. Build is set up to draw AoO's. As a full round action you can fire both barrels, rapid reload and fire both barrels again (rapid shot), taking a -4 to my attack rolls. Dealing 2d8+13.
Movie: Equilibrium? GUN. FU. The martial art where you're dueling hand-to-hand with guns in stunning grace & speed. Eben Scourge can do that. Get Combat Reflexes.
Your turn; unload into your opponent, reload. Attack again.
Interrupt! Use AOO- Opportune Parry & Riposte that first attack. With your gun. Shoot him. One Barrel. Foe's tries second attack. Opportune Parry & Riposte second attack. Shoot him again. Second Barrel. Decent DEX will allow for many AoO's. Your Turn, Reload. Unload into your opponent, reload, shoot him again. rinse. repeat. Modifiers:
REGAIN GRIT BY: Killing Blow, Daring Act, Daring Adjacent Shot (Adopted: Ratfolk- gulch gunner) considering future feats; virtuous creed, ranged disarm, ranged trip, charge of the righteous, mortal shield, mobility, armor of the pit,
my curiosities... 0. Stan Lee
Bandw2 wrote: this archetype(or any of the other packs even) might be interesting, replace spell casting on an inquisitor, and get spell breaker. agree. two levels of inquisitor allows you to roll will saves twice (spell breaker). of course you could level up until you get the VERY versatile BANE ability. take fighter lore warden for extra skill points, allowing you to have the knowledge to take down your opponent (especially those with spell-like abilities). some ranks in spellcraft would help you identify spells on the caster or spells the caster lobs at you. lastly, ninja with shuriken or bow. swift vanish, lay into the filthy caster with your ranged sneak attacks.
Name: Eben Scourge
Think Gene Hackman in "the Quick and the Dead" kind of intimidating charisma
best example: search 'powder keg paladin'
son, age 10, party elf rogue, gets snuck up on by a tentacled monster called a grell. he's grappled. DM: "Slithering tentacles engulf you, what do you do, elf snot" Dustin: "I'll start by cutting off its testacle's, then shove them in its beak so it can't bite me." [stunned silence] I start to snicker. Dm goes red trying to contain himself. other players have no such luck. We rolling for 15min before I'm able to explain to Dustin the anatomy of what he said.
151. Hit the party rogue's Armor Class, and the player, EVERY. TIME., says "but i have Evasion". And she's not just joking around. p-sto wrote:
142 C to Z. (worth the read, trust me.) It was our 11th hour, we'd hounded the streets for days trying to round up cult agents and get information out of them. We found out the plague was already in most of the food and water, as they had been at it for months, but a ritual needed to be completed for it to become active. The cultists were hard to break, and our group (generally not the nicest folks) wanted to torture it out of them. Naturally, Sir Peter was opposed. "We can't preserve freedom while denying it to others. It's not right, we can't do it, and I won't allow it."
We managed to capture a high priest of the cult, someone responsible for conducting the ritual in this part of the land. It turns out the ritual needed to be conducted at the same time in several parts of the kingdom at once, in order to deliver the maximum effect. We need to know the other locations, or else all our efforts would have just saved one northern barony and not the whole land. He gave us no choice but to beat it out of him. Sir Peter wanted no part of this: "If you're going to treat a man like some animal for the slaughter, then don't expect me to sit by and watch." He then stormed out, and let us carry on in our work. We'd been at it hours, and we couldn't get the guy to crack. He just wouldn't tell us anything. He was covered in cuts, had lost a toe at our hands, was dripping in his own blood, but still won't give us want we needed. We were going to give up and try another method, when all of a sudden, our doorway darkens and in walks Sir Peter. He's wearing nothing but his tunic and pants, unarmed, bar for a half drank jug of some form of strong booze in hand. In steps into the room and announces: "If you're going to do this, do it right..."
Sir Peter: "I don't want to hurt you, I just need to know the locations of your brethren, then this can be all over for you, I will make sure you are safe and cared for."
"Ha! I know who you are, Sir Peter Fairgrave; kingdom breaker, runaway child, father slayer. You can't threaten me: I know what you are. Your order, your God won't allow you to lay your hands on me, otherwise you'll fall, and you won't be able to help a soul."
*sighs* "You seem to be under the misconception about what I am, what I do. I am a paladin, that is true; but as a paladin I don't fear falling... I look forward to it."
Sir Peter: "As a paladin, I walk on a razor's edge. Not between good and evil, I could never be something like you, but between "law" and "justice". The "law" I follow doesn't permit me to harm you, but I could be "justified" in anything I did to you in order to save innocent lives. ANYTHING!"
He looks the cultist straight in the face, both their noses just inches from each other. "What you should be asking yourself now, what you really need to be thinking about, is: 'Is what I'm doing something that will make this guy want to fall?' Because you should know that once I fall, all those rules which protect you from me are gone. No longer will I be able to be stopped by you, or by my order, or by my God. If I give everything, and I mean give everything, I will never stop. If you escape me today, I will hunt you down and grab you into the pits of hell myself. Even if that means that I have to invoke the wrath of every demon in creation, just so they throw open a pit and drag me down where I stand, because when they do drag me down, I will make sure that my fists are wrapped firmly around your ankles and you go down with me. I want you to listen to me now, and I mean really listen, because Hell truly hath no fury like a paladin scorned."
--------------------------------------------------------------------------- ----- At this point the player, Chris, just stops talking and looks at us. We are all kind of stunned by his speech, naturally. He just picks up a D20, looks at the DM and says "I wish to roll intimidate."
~~~~~~~ yeah, i edited/double posted, cuz no one likes to be at the bottom of a thread ~~~~~~~ first off, i have not posted to the threads for going on 10yrs. just hanging out, stealing a tidbit here & there of people's concepts. i had not seen anthing to motivate me to post again. then i found this ... HUGE UNDERTAKING ...
i bid a special thanks to the gods, demon, devils, clerics, witches, wizards, sorcerers, GM's &/or PC's that cursed valiant keyafey. Chained a strange and ominous piece of technology, compelled to labor away, to complete the uncompletable. pray, thee, for he who hath sacrificed much to provide thee & thine this artifice of knowledge.
that about sums it up LazGrizzle wrote: You are my hero! I was doing something similar, and was going to print them all out, because I work at a place that has a ton of poly page protectors and high end 3 ring binders to make sort of an "Omnibus Edition" for my Private collection. This saved me a ton of work! YOu are a scholar and a great help! hmmm. perhaps since LazGrizzle has access to the poly page protectors and high end 3 ring binders, LazGrizzle could grant keyafay a hardcopy of these works, should they ever be actually completed (snicker). i might even be convinced to help finance such a thing . . . for those of you who do not realize the magnitude, the shear dedication of 1 person compiling the Complete Compilation Books, no offense, but i have two words for you, starting with "f" and ending with"u". in case my post has not cited my opinion, THANK YOU, so very, very much. i look forward to the updates. btw; don't let anyone trick you into the bestiary compilation. (shudder) [cough] reverse psychology [cough] ...excuse spelling, i don't care enough to fix it. ;)
first off, i have not posted to the threads for going on 10yrs. just hanging out, stealing a tidbit here & there of people's concepts. i had not seen anthing to motivate me to post again. then i found this ... HUGE UNDERTAKING ...
That said, i offer a special thanks to the gods, demon, devils, clerics, witches, wizards, sorcerers, GM's & PC's that cursed valiant keyafey. Chained a strange and ominous piece of technology, compelled to labor away, to complete the uncompletable . . . pray,thee, he who has sacrificed much to provide us this artifice of knowledge. Mike Andersen 351 wrote: there are not enough expletives to properly describe how awesome this project is. Thank you! couldn't have said it better LazGrizzle wrote:
hmmm. perhaps since you have access to the poly page protectors and high end 3 ring binders, you could grant keyafay a hardcopy of the works. i might even be convinced to help finance such a thing . . . for those of you who do not realize the magnitude, the shear dedication of 1 person compiling the Complete Compilation Books, no offense, but i have two words for you, starting with "f" and ending with"u". in case my post has not cited my opinion, THANK YOU, so very, very much. i look forward to the updates. btw; don't let anyone trick you into the bestiary compilation. (shudder) (ahem, reverse psychology) ...excuse spelling, i don't care enough to fix it. ;) |