Shade of the Uskwood

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* Pathfinder Society GM. 269 posts (5,844 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 11 aliases.


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Grand Lodge

Just a dot for now.

Grand Lodge

Here is the block of Shafar, my human half-orc rogue. Thief racket.

https://pathbuilder2e.com/launch.html?build=258519

I have decided to go with the Ruin Delver background. I was originally planning to do a grave robber background, but this fits as well.

Fluff wise, the character tries to provide for his family in Otari, but has hit a rough patch and was forced to look into finding valuables in the various tombs in the area. So I suppose a honorable grave robber? If there is such a thing.

The dead don't need gold fillings, do they?

As for role, well. Trapfinding, medicine assurance, planning on doing continual recovery at level 2 for heals between combats.

So - scout, medic, flanks.

Edit:

Oh, I have a goblin variant available, IF we are doing that. I see a lot of gobbos here.

Grand Lodge

Goblin party?

Grand Lodge

Don't do it, Albion. Come dip your toes in 2e.

One of us... One of us...

Grand Lodge

No trouble. I know you just want to help.

But as I said, it's one of the options on the table. Nothing is set in stone so far, but it would fit the character I have in mind.

Thought I am sure I can find another way to make it. Just curious about the entire situation.

Grand Lodge

Eldritch Trickster does get the dedication at level 1, though.

Now the problem is that all dedications have a level 2 requirement (which eldritch trickster overrides), and the subsequent archetype feats all start with a requirement of AT LEAST level 4. So let me rephrase the question:

With the dedication picked at level 1, and all archetype feats available starting at level 4, the character would get a feat slot at level 2 (from free archetype), but does not qualify for a new archetype feat.

So what would I use there?

Grand Lodge

That's fair. I actually did not look into the backgrounds section. Thanks. I will try to post a thing on friday.

I am contemplating a rogue eldritch trickster racket.

In the event of me going that route, how do you handle the free archetype rule? Since I get an archetype at level 1, would be locked into the dedication until level 6, and there are no level 2 archetype feats. I understand it's a very specific situation, just want to know what would the options be for the level 2 archetype feat.

Thanks again. Sorry if I'm being difficult. If you don't want to deal with that, I will scratch that idea.

Grand Lodge

Potentially interested. Do you have any hooks other than 'know this one person that saw strange lights'? I think that's the only one I saw in the player guide. Can we make something of our own?

Grand Lodge

Thanks for the vote of conidence. I'll set up a profile and hop in.

Grand Lodge

Tossing in the witch/slayer. A support-heavy role. Hexes, trapfinding, skill monkey, many languages.

Stat Block:
Aylah al Yanimere, TN Human Witch (Ashiftah + Hedge Witch) / Slayer (Vanilla) 1
HP 13
Init 3

STR 10
DEX 16
CON 14
INT 20
WIS 10
CHA 8

Fort 4
Ref 5
Will 2

BAB 1
CMD 1
CMB 14

Languages: Abyssal, Draconic, Dwarven, Hallit, Kelish, Taldane, Sign Language

Traits: Chance Encounter, Pragmatic Activator

Alternative Racials: Dimdweller

SQ
Darkvision; Empathic Healing; Protecting Veil; Spontaneous Healing; Witch Hexes: Cackle; Flight; Protective Luck; Witch Patron: Trickery;

Class Features
Cantrips, hex, 1st studied target, track

Feats
Extra Hex, Extra Hex

Acrobatics 7;
Appraise 5;
Bluff 3;
Climb 0;
Craft Clocksmithing ( Background skill ) 9;
Diplomacy -1;
Disable Device 4;
Disguise -1;
Escape Artist 3;
Fly 7;
Handle Animal -1;
Heal 4;
Intimidate -1;
Knowledge Arcana 9;
Knowledge Dungeoneering 5;
Knowledge Engineering (Background Skill) 6;
Knowledge Geography 5;
Knowledge History 5;
Knowledge Local 5;
Knowledge Nature 5;
Knowledge Nobility 5;
Knowledge Planes 9;
Knowledge Religion 5;
Linguistics 5;
Perception 4;
Perform -1;
Profession 0;
Ride 3;
Sense Motive 0;
Sleight of Hand 3;
Spellcraft 9;
Stealth 7;
Survival 4;
Swim 8;
Use Magic Device 9

Twenty and one questions:
1. What is your character’s name?
Aylah al Yanimere

2. How old is your character?
Mid to late 20's

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Aylah is a young woman of about 5'5", lean stature. Her straight, chestnut hair is cut short, barely covering her neck. Her olive skin and green eyes show signs of Garundi heritage. She wears multi-layered clothing with red and dark green colours. She usually wears a semi-transparent veil over her face, covering the area from the eyes down, but the tattoos around her eyes are visible. Simple patterns made of dark red dots.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Aylah tends to be punctual, sometimes even correcting people when she is sure she is right. Her eyes show a curious and playful nature. She speaks with a Qadiran accent, but is often timid in conversation, often times waiting her turn to speak for too long, until the subject changes. When she speaks, it is to tell an anecdote or joke, or to try to resolve the problem at hand as quick as possible.

5. Where was your character born? Where were you raised? By who?
Born and raised by her parents in Qadira, on the island Yanimere. A frequent stop point for slaver ships moving through the area to restock.

6. Who are your parents? Are they alive? What do they do for a living?
Her father and mother, Asil and Hadil respectively, live on the island of Yanimere between the Inner Sea and the Obari Ocean. Asil is a harbour marshall, and Hadil is tending to their house.

7. Do you have any other family or friends?
An older sister - Nadya, despite all odds, managed to become a sailor on a slave trade ship.

8. What is your character’s marital status? Kids?
Aylah was engaged in an arranged marriage to connect two wealthy families, but fled into mandatory military service instead.

9. What is your character’s alignment?
True Neutral, leaning to NG. Or the other way around.

10. What is your character’s moral code?
Deep at her roots, Aylah is a nihilist. If a person is in a bad situation in life, they either brought it on themselves, or did not fight it enough. Everyone has a chance to push back, and if they do not, it's not the world fault for their fate. She will support a decision of anyone to get out of the bad place they had found themselves in, and she will even help if asked, but they need to ask first. Despite that, she is known for playing tricks on others. Victimless jokes on friends and foes alike. She likes to think she has powers to nudge fates.

11. Does your character have goals?
As a military woman, Aylah understand the inevitability of death. After all, more than half of her regiment had already perished in the worldwound. She intends to carry on her duty until she is called off this assignment - to help hold off the tide of creatures coming from the rift until she is able.

12. Is your character religious? what deity?
While Aylah comes from a family of Sarenites, she prays to an enigmatic entity that in return grants her powers. She is not entirely sure what the creature is, but if she had to hazard a guess, it would be some sort of mischievous jinn. But that is an assumption on her part.

13. What are your character’s personal beliefs?
See answer 10.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
See answer 4.

15. Why does your character adventure?
She is on an assignment from the Qadiran military. Now - she is in the Qadiran military to run away from an arranged wedding, but that's another story.

16. How does your character view his/her role as an adventurer?
She likes to make sure to keep her friends and colleagues alive and kicking, mostly. This is done by placing protective wards on them, and scouting ahead for trouble.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
She always wears her wedding veil, a gold-rim under her eyes with a dark red semi-transparent cloth beneath. She has tattoos around her eyes. Simple patterns made of dark red dots created in a symmetric manner.

18. How does your character get along with others?
She is USUALLY quiet, but friendly. SHe likes playing tricks on people, as long as nobody gets hurt. Physically or emotionally.

19. Is there anything that your character hates?
Having nothing to do. When she has nothing to do, she tinkers with clockwork devices. An old habit of playing with sextants and compasses, breaking them, then fixing them when nobody is looking.

20. Is there anything that your character fears?
Being sold into slavery. Despite her family making a fortune on the slave trade, she despises the practice, and saw it first hand since she was a child.

Beyond just this, you need to make sure you explain why your character is in Kenabres (Mendev) on Armasse (on 16th Arodus, 4712)
She is posted here on a military mission. As an auxiliary.

No extensive backstory so far. Most of what I had in mind is in the twenty questions above. I will expand if the character is picked and played.

Chance encounter campaign trait.

Grand Lodge

Ah. I will pull my application. I have a new project at work that will take a considerable amount of my time in the next few months, and I would likely slow the pace down. Have fun!

Grand Lodge

Interest dot. I will check submissions tomorrow and try to come up with something.

Grand Lodge

Alright, here is my submission for Baruuk, Half Orc Kineticist (Aether) / Rogue. This would be the forward scout and guerilla role. Will get to the witch/slayer submission later today or throughout the week.

Stat Block:
Baruuk - Male Half Orc Rogue / Kineticist 1

HP 13
Init 4

STR 7
DEX 19 (17+2)
CON 18
INT 12
WIS 12
CHA 10

Fort 8
Ref 8
Will 3

BAB 0
CMD -2
CMB 12

Languages: Abyssal, Hallit, Orc, Taldane

Traits: Chance Encounter, Fate's Favoured

Alternative Racials: Shaman Tattoo

Class Features
Burn, elemental focus, gather power, infusion, kinetic blast, finesse training, sneak attack +1d6, trapfinding

Feats
Weapon Finesse (from Rogue Finesse training), Precise Strike

Acrobatics 8,
Appraise 0,
Bluff 4,
Climb 4,
Craft 0,
Diplomacy 0,
Disable Device 8,
Disguise 0,
Escape Artist 4,
Fly 4,
Handle Animal 0,
Heal 1,
Intimidate 0,
Knowledge Arcana 0,
Knowledge Dungeoneering 0,
Knowledge Engineering 0,
Knowledge Geography 0,
Knowledge History 0,
Knowledge Local 0,
Knowledge Nature 0,
Knowledge Nobility 0,
Knowledge Planes 1,
Knowledge Religion 0,
Background Skill - Linguistics 4 ,
Perception 5,
Background SKill - Perform Tattoo artist 4,
Profession 1,
Ride 4,
Sense Motive 1,
Sleight of Hand 8,
Spellcraft 0,
Stealth 8,
Survival 2,
Swim 2,
Use Magic Device 0

Twenty and one questions:

1. What is your character’s name?
Baruuk

2. How old is your character?
Late 20's

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Baruuk is a half orc man in his late twenties or early thirties. It’s hard to tell with his salt and pepper beard and unkempt, slowly graying hair. His skin has a reddish tint to it, almost as if he had spent too much time in the sun. The first thing you see when you look at Baruuk is - the lacking, at least when it comes to orcs, muscle tissue. He is not very tall, standing a little under 6 feet, but he makes that up with his fluid motions. His brow is prominent and pupils are wide. His nose was broken at least once, based on the shape, and when one looks away from him, there is something else about him - just in the corner of one’s eye. An aura of sorts, but it’s hard to describe. He has multiple tattoos on his neck and arms, some of them resembling what seem to be flames, but white, and some of them resembling constellations in the night sky. However, the most prominent tattoo he has is on the back of his neck. This is not an ink tattoo, it seems like scar tissue that was either branded, or flayed into the skin a long time ago - and yet, surprisingly clear. It seems like a four-winged creature with a long tail splitting into two ends, and no head, enclosed in a circle. His clothes usually consist of various gray and beige tones, and he occasionally appears in something bright red or crimson, if he feels -really- ceremonial. There is one exception to this rule, however. A single silken scarf. One he always has nearby, either as a bandana, or around a wrist, or neck. The scarf seems almost too colourful for this man.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
At first glance Baruuk seems like the outgoing type, cracking a joke once in a while, and he doesn’t mind doing small talk with strangers. But after taking a better look, his eyes reveal a certain sadness of sorts, and one can’t shake the feeling that this happy-go-lucky person in front of them is just a facade for a jaded creature, trying to defend itself from further pain.

5. Where was your character born? Where were you raised? By who?
Born in a traveling circus called The Midnight Caravan.

6. Who are your parents? Are they alive? What do they do for a living?
Mother - Fajr Uzun - animal handler in the Caravan.
Father - Radu - Tattoo Artist
Both alive and well as far as Baruuk is concerned.

7. Do you have any other family or friends?
Wife - Chanai - lost in the abyss.

Baruuk considers the Midnight Caravan and it's members his close friends, if not family.
The Uzun (mother's orc tribe) is actually his blood family, but he was not accepted when spending time there.

8. What is your character’s marital status? Kids?
Married, no children.

9. What is your character’s alignment?
Chaotic Good

10. What is your character’s moral code?
Freedom is a birthright, and one is allowed to do as he wishes, as long as those actions do not inflict harm or misfortune on others.

11. Does your character have goals?
Find his wife in the Abyss. Preferably alive, although it's been a while. When that is done, probably confront the woman who had sent him and his wife into the Abyss.

12. Is your character religious? what deity?
Follower of Desna. The Midnight Caravan was mostly Desna's devout.

13. What are your character’s personal beliefs?
See point 10.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
See point 4.

15. Why does your character adventure?
See point 11.

16. How does your character view his/her role as an adventurer?
Scout, infiltrator.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Severar tattoos. See point 3.

18. How does your character get along with others?
He's a friendly type. Cracks jokes, is willing to help if he is currently not doing his own little expedition into the Abyss.

19. Is there anything that your character hates?
Orcs. And - being raised on the road, he is not a fan of being stuck to the same place for an extended period of time. He remains in Kenabres at the momet to find his wife.

20. Is there anything that your character fears?
Drowning.

Beyond just this, you need to make sure you explain why your character is in Kenabres (Mendev) on Armasse (on 16th Arodus, 4712)

Since the Mendevian Crusaders are launching raids into the Worldwound from kenabres, Baruuk volunteers to join in and map the place while looking for Chanai.

Fluff:
Baruuk is a half orc man in his late twenties or early thirties. It’s hard to tell with his salt and pepper beard and unkempt, slowly graying hair. His skin has a reddish tint to it, almost as if he had spent too much time in the sun. The first thing you see when you look at Baruuk is - the lacking, at least when it comes to orcs, muscle tissue. He is not very tall, standing a little under 6 feet, but he makes that up with his fluid motions. His brow is prominent and pupils are wide. His nose was broken at least once, based on the shape, and when one looks away from him, there is something else about him - just in the corner of one’s eye. An aura of sorts, but it’s hard to describe. He has multiple tattoos on his neck and arms, some of them resembling what seem to be flames, but white, and some of them resembling constellations in the night sky. However, the most prominent tattoo he has is on the back of his neck. This is not an ink tattoo, it seems like scar tissue that was either branded, or flayed into the skin a long time ago - and yet, surprisingly clear. It seems like a four-winged creature with a long tail splitting into two ends, and no head, enclosed in a circle. His clothes usually consist of various gray and beige tones, and he occasionally appears in something bright red or crimson, if he feels -really- ceremonial. There is one exception to this rule, however. A single silken scarf. One he always has nearby, either as a bandana, or around a wrist, or neck. The scarf seems almost too colourful for this man.
At first glance Baruuk seems like the outgoing type, cracking a joke once in a while, and he doesn’t mind doing small talk with strangers. But after taking a better look, his eyes reveal a certain sadness of sorts, and one can’t shake the feeling that this happy-go-lucky person in front of them is just a facade for a jaded creature, trying to defend itself from further pain.

**************************************************

Baruuk was born in a traveling circus named The Midnight Caravan. His mother, Fajr Uzun, worked in the Caravan as an animal handler, and his father - Radu - was the entertaining body decoration artist. The Midnight Caravan would travel through northern Avistan, and set up shop, several months at a time, near major hubs along the trade routes. With the only other child similar to his age in the caravan, an almost two years older human girl named Chanai, Baruuk would move through the crowds waiting to enter the circus grounds and ask for charity donations.

Once they grew a bit older, they would start occasionally pickpocketing - with the ringleader’s permission - the people to fill the caravan’s coffers a bit further. Since animal handling was deemed too dangerous for him, Baruuk would help his father with tattoos and piercings when he was considered too old to play the part of ‘the hungry orphan’ with Chanai. Once he reached his teens, Baruuk’s mother had decided to visit her old tribe and introduce Baruuk to the orc way of life. She had left the boy with the tribe’s witch doctor, a freakish old man without eyes, and the tribe’s Wise-man immediately saw something about the boy.

Baruuk’s mother left back for the Caravan, and Baruuk would either find his way to his parents, or his mother would come pick him up when he would turn seventeen years old. Not a week later, the witch doctor invited Baruuk to his hut, and made him inhale a burning herb to enhance the boy’s senses. The young half-blood saw an odd fog-like substance. The shaman explained this to be aether, the material from the space between worlds, and that he had noticed strands of aether sticking to the young half-blood when he entered the witch doctor’s hut. The shaman took it to himself to help Baruuk discover the reason for this, and possibly use it to his and the tribe’s advantage. In the meantime - mostly due to his small stature between orcs - Baruuk would be assigned menial tasks in the tribe. Caring for children, gathering fruits from the forests nearby, and keeping the fires burning at night. He had learned the language properly, and picked up on traditions and rituals of the tribe, all while the shaman attempted to figure out why aether was clinging to his body like tar.

Months later, when collecting berries in the forest with the young orcs, Baruuk and his group were attacked by a lone wolf. When the wolf attacked, the half-blood lashed out, and the wolf was tossed into a nearby tree out of thin air. Baruuk lost consciousness, and woke up in the shaman’s hut o the next day. He explained what had happened in the forest, and with the old man’s help, Baruuk had slowly begun tapping into his power to move objects at a distance. The chieftain recognised this as an advantage to his local slave raids, and insisted that Baruuk joins the next one. Compared to your standard orc, Baruuk was of small stature, and could scout ahead easily. But he was still not accepted into the war party as one of their own. In their eyes, he was a half-blood freak of nature, and instead of being invited to the daily rationing, the teenage half-orc had to feed himself with whatever he had found on the war trail. Either way, since it was a promise to his mother, he endured the treatment, and returned to the tribe’s hold. One year after he arrived at the Uzun hold, Baruuk decided to return to the Midnight Caravan. He had left the same night, only thanking the shaman and leaving a few paintings of mammoths for his favourite children. Nobody else needed to know, and nobody else would miss him.

Baruuk traveled south, towards the trade routes he knew so well from his previous life, asking about the Midnight Caravan. He traveled with groups of various reputations - merchants, marching soldiers, mercenaries - and picked up rumors. Before his fifteenth birthday, Baruuk had finally caught up with the Midnight Caravan. After an emotional greeting with his mother and father, he found Chanai - his friend for as long as he could remember. When he found her, she was working as the fortune teller’s apprentice and assistant. And while Baruuk did not change much physically, Chanai did. She had curves, and Baruuk - almost a young man now - had been very confused by his feelings for her. But he tried to not act on them. But Chanai has learned the art of cold reading in her apprenticeship, and picked up on this with ease. When questioned on the matter, Baruuk confessed that she meant a lot to him. As a friend, and a lot more. Chanai was initially flattered, but she had also developed feelings for Baruuk over time. This resulted in them seeing each other more intimately. Both families were lifelong friends at this point, and fortunately approved.

Two years later, Baruuk decided to ask for Chanai’s hand in marriage. But he wanted a special gift for the proposal. When he was trailing the Caravan, he had heard of a very rare type of jewel from the throat of the world. He spoke to a few merchants on the trade routes, and as it turns out, very rare jewels tend to be very expensive. Absolutely eclipsing his budget, he had decided to use his unique talents to get one. When the caravan was packing up to leave the next morning, Baruuk snuck out, and quickly visited The Highside Stacks - an upper-class neighborhood within the Varisian city of Kaer Maga. He used his talents to ‘displace’ a ring he would consider fitting, and quickly ran back to the Caravan.

On the next evening, Baruuk proposed to Chanai - his best friend, his partner in crime, and the love of his life. She agreed instantly. The Caravan organised a small feast to celebrate. Five months later, at the end of spring, Chanai and Baruuk had their wedding ceremony. As a joke, Chanai gave Baruuk a colourful silken scarf. Baruuk swore to never leave his home without it, and had kept his word so far. Months passed by, and life was a bliss for the couple. But nothing lasts forever. While Chanai’s engagement gift was breathtakingly beautiful, it was also breathtakingly unique, and when the Caravan passed Varisia for the next season, the original owner’s acquaintance noticed the jewel. Shortly after, Baruuk was on the run from the law. Not exactly a new experience, for members of the Midnight Caravan, but as it turns out, the jewel’s original owner was not some lowly wandering merchant with one wagon, but a high-ranking official. And they pulled a lot of favours to retrieve their stolen property. Chanai had to make a decision - she would support Baruuk in whatever situation and she left the Caravan with her husband. Despite the fact that Chanai had never given Baruuk a hard time for this, it was a great burden on his conscience. He never forced people to do things. At least not that he would know of. He decided to return the jewel, and buy a new ring with legitimate funds.

Chanai insisted on coming with him, to explain the situation if he got caught. In their young naivete, they thought there was a chance to melt a cold heart with their story. Unfortunately this was not the case. As it turns out, the reason why so many favors were pulled to find this jewel, was because it was no ordinary jewel, and the owner was a potent arcanist. Immediately after returning the ring, she had thrown them into the Abyss out of spite. Quite literally. Struggling to find a way back home, they managed to survive for days before being found by a strange woman. She promised to help them reach the surface, and led them through the dangers of the environment, and around demonic hordes.

Unfortunately, just as the trio was approaching the surface world, they got separated, and Baruuk was found by a crusader patrol. He cried and begged, telling them there are two more people lost in the Worldwound, but the crusaders were a working machine, not deviating from their plan. If Chanai and the other woman are any deeper in the Worldwound, they are already dead, as they had put it. Baruuk was taken to the surface, where he decided to stay in Kenabres and join incursions into the Abyss to find his Chanai.

Grand Lodge

Alright, I would paste my original submission for the vengeance game from this thread.

Questions:

1. What is your opinion of the Order of the Godclaws failure at Isger?
Power rules, weakness fails. I guess the Order was not up for the task after all. Time for someone better suited to take their place. What can one sword do in the grand scheme of things? Not much. A sword is only as strong as whoever is wielding it. And I heard of no gods fighting with the Reclamation. I suppose, as a symbol of their rebellion, it is fairly effective. But the sqeuaky wheel gets flailed. Or something like that.

2. Where do you see yourself in the high echelons of Cheliax's tangled web of government?

How high can ambitious mercenary get on this ladder? A position of power in one of the Hellknight orders will do, I suppose. And then we shall see. Everyone has a weakness. One just needs to find it, and exploit it. On the other hand, one's position does not need to be public to be influential.

3. You have captured the loved one of a hero. What do you make them do in exchange for their safe return? Will you keep their word of feast on the tears of absilute sadness?

Each individual is motivated differently. A paladin and their love interest, for example, could be reunited after he publicly denounces their god and/or patron, with some nefariously juicy, and morally objectionable deed is fullfilled. Publicly, of course. And yes, I am a man of my word.

4. You are transporting a cartload of contraband in a public street when a pair of bored guards stop you talking about passage fees, potential fines and a requirement to search your cart. What do you do?

Why would I haul contraband to begin with? I am a loyal, law abiding citizen. Either their eyes are decieving them or I have been set up, and will act as such.

5. Someone powerful you fancy has invited you into their bedchambers. However there are many unpleasant rumors to the fate of their partners. What do you do?

Compare the pros and cons of this transaction. A night of passion is probably not worth dying for, however unique it might be. If forced, a nice backup plan might be in order. Find some dirt on this person, and make a contingency plan in case I do not leave said room. And be sure to announce it to the other party before the deed.

6. Your lifes nemesis is at your mercy. Give me your villain speech.

Well, here you are. On your self-righteous knees. Was it worth it? We had a nice relationship, you and I. A lovely little back and forth for several years. It is unfortunate that you had to do what you did, but I do admire a man of his word. How many men did you fell before you got to this point? Is your life more valuable than theirs? How many lives is your own life worth? I am sure it is at least a few dozen. What makes you so special, then? Think about that while you are bleeding out.

7. Without describing their job, name, or appearance tell me who your character is.

Power and ambition can be combined into something wonderful, if applied in the right places. One should pick their battles, and strike when your target least expects it. A little lie here and there, evidence that suddenly appeared, and someone else will solve the problem for you. Assuming the laws work as intended.

Quick Statblock:

Name TBA

CE Medium Tiefling Kineticist 2 (Dark Elementalist);

Init 4; Senses Darkvision; Perception: +6

DEFENSE

AC 14, touch 14, flat-footed 10

hp 18

Fort 2, Ref 4, Will 4

OFFENSE

Speed 30 ft.

STATISTICS

Str 8, Dex 18, Con 14, Int 16, Wis 12, Cha 8

Base Atk + +1; CMB +0; CMD 14

Feats Precise Shot;

Traits: Criminal (Disable Device), Amoral Mercenary

SQ ; Burn; Dark Studies; Elemental Defense; Force Ward; Gather Power; Soul Power; Blasts: Telekinetic Blast; Infusions: Extended Range; Elements: Aether; Wild Talents: Basic Telekinesis; Kinetic Healer;

Skills Acrobatics +9; Bluff +3; Diplomacy +0; Disable Device +10; Heal +5; Knowledge (local) +7; Perception +6; Sleight of Hand +8; Stealth +11;

RP 1 - Yasamina tries to fulfill her promise to wingman for two party members
RP 2 - Ysoldt attempts to make a distraction
RP 3 - Ebir is a firefighter
RP 4 - Tiame explains her familiar

Grand Lodge

Tempted to give a Kineticist Dark Elementalist archetype a try. Will you have a use for a rogue-ish type in the party, or will I be stepping on the inquisitor's toes?

Grand Lodge

I could hop in. Where are you currently in the story?

Grand Lodge

Okay, ladies and gentlemen. Here we have my second submission for the thread. This time only a statblock - no backstory as of yet. Will work on that at some point.

The character would be an auxiliary from Qadira living in Kenabres. She works as a clocksmith and jeweller in her free time to make some extra cash. Block below.

The character itself would be a support-heavy one. Mostly focusing on staying out of sight, and debuffing enemies with positive hexes on the party. Later, I would expand into trapfinding at level 2 (slayer), item crafting, and the actual save or suck/die hexes/spells.

Block:

Name TBD, Female Human Witch (Ashifter/Hedge Witch) // Slayer Gestalt 1

Init 3; Senses Darkvision; Perception: +4

DEFENSE
AC 13 (17 w/ MA), touch 13 , flat-footed 10 (14)
Fort 2, Ref 3, Will 2

OFFENSE
Speed 30 ft.

STATISTICS
Str 10, Dex 16, Con 14, Int 20, Wis 10, Cha 8

Base Atk + +1; CMB +1; CMD 14

Feats Extra Hex; Extra Hex

SQ Darkvision; Empathic Healing; Protecting Veil; Spontaneous Healing; Witch Hexes: Cackle; Flight; Protective Luck; Witch Patron: Trickery;

Skills Acrobatics +7; Climb +4; Craft (Clocksmith) +9; Disable Device +4; Fly +7; Knowledge (arcana) +9; Knowledge (engineering) +6; Knowledge (planes) +9; Linguistics +6; Perception +4; Spellcraft +9; Stealth +7; Swim +8; Use Magic Device +9;

Languages: Abyssal, Draconic, Dwarven, Hallit, Kelish, Taldane, Sign Language

Traits: Chance Encounter (Campaign), Pragmatic Activator

Grand Lodge

MordredoFairy - uMonk Scaled Fist / Sorcerer - retracted / reconsidered ?
Jereru - Paladin / ?
Mightypion - Skald / Slayer
hustonj - Fighter / uRogue
TheWaskally - 3pp uRogue / ?
Javell DeLeon - Paladin / Warpriest
dickie - Oracle / Fighter
Elfriede - Alchemist / Arcanist
Philo Pharynx - Gunslinger / Monk
Albion, The Eye - Magus / Swashbuckler
Camris - Paladin / Oracle
rdknight - Fighter / Cleric
Robert Henry - Bloodrager / Oracle
NotEspi - Kineticist / Rogue

Alright, it seems this is what is in the pool so far. I might have missed some, but I tried.

I will keep my submission, but will start working on another - a witch / x for more debuffs. Not sure when I will have it done, but I'm thinking of getting into prestige classes at some point. I'll see what I come up with.

Grand Lodge

Bacsktory of Baruuk - my proposed Kineticist/Rogue combination. Let me know if you can work with that. There are a few hooks for you to work with, if you wish to move away from the campaign as written, or just throw stuff into the fray based on backstory.

Making a stat block will be fairly fast, since it's a level 1. It will be a suboptimal 0 BAB combination with a weak will save. The campaign trait is linked to the backstory - Chance Encounter

Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster

Backstory:

Baruuk is a half orc man in his late twenties or early thirties. It’s hard to tell with his salt and pepper beard and unkempt, slowly graying hair. His skin has a reddish tint to it, almost as if he had spent too much time in the sun. The first thing you see when you look at Baruuk is - the lacking, at least when it comes to orcs, muscle tissue. He is not very tall, standing a little under 6 feet, but he makes that up with his fluid motions. His brow is prominent and pupils are wide. His nose was broken at least once, based on the shape, and when one looks away from him, there is something else about him - just in the corner of one’s eye. An aura of sorts, but it’s hard to describe. He has multiple tattoos on his neck and arms, some of them resembling what seem to be flames, but white, and some of them resembling constellations in the night sky. However, the most prominent tattoo he has is on the back of his neck. This is not an ink tattoo, it seems like scar tissue that was either branded, or flayed into the skin a long time ago - and yet, surprisingly clear. It seems like a four-winged creature with a long tail splitting into two ends, and no head, enclosed in a circle. His clothes usually consist of various gray and beige tones, and he occasionally appears in something bright red or crimson, if he feels -really- ceremonial. There is one exception to this rule, however. A single silken scarf. One he always has nearby, either as a bandana, or around a wrist, or neck. The scarf seems almost too colourful for this man.

At first glance Baruuk seems like the outgoing type, cracking a joke once in a while, and he doesn’t mind doing small talk with strangers. But after taking a better look, his eyes reveal a certain sadness of sorts, and one can’t shake the feeling that this happy-go-lucky person in front of them is just a facade for a jaded creature, trying to defend itself from further pain.

**************************************************

Baruuk was born in a traveling circus named The Midnight Caravan. His mother, Fajr Uzun, worked in the Caravan as an animal handler, and his father - Radu - was the entertaining body decoration artist. The Midnight Caravan would travel through northern Avistan, and set up shop, several months at a time, near major hubs along the trade routes. With the only other child similar to his age in the caravan, an almost two years older human girl named Chanai, Baruuk would move through the crowds waiting to enter the circus grounds and ask for charity donations.

Once they grew a bit older, they would start occasionally pickpocketing - with the ringleader’s permission - the people to fill the caravan’s coffers a bit further. Since animal handling was deemed too dangerous for him, Baruuk would help his father with tattoos and piercings when he was considered too old to play the part of ‘the hungry orphan’ with Chanai. Once he reached his teens, Baruuk’s mother had decided to visit her old tribe and introduce Baruuk to the orc way of life. She had left the boy with the tribe’s witch doctor, a freakish old man without eyes, and the tribe’s Wise-man immediately saw something about the boy.

Baruuk’s mother left back for the Caravan, and Baruuk would either find his way to his parents, or his mother would come pick him up when he would turn seventeen years old. Not a week later, the witch doctor invited Baruuk to his hut, and made him inhale a burning herb to enhance the boy’s senses. The young half-blood saw an odd fog-like substance. The shaman explained this to be aether, the material from the space between worlds, and that he had noticed strands of aether sticking to the young half-blood when he entered the witch doctor’s hut. The shaman took it to himself to help Baruuk discover the reason for this, and possibly use it to his and the tribe’s advantage. In the meantime - mostly due to his small stature between orcs - Baruuk would be assigned menial tasks in the tribe. Caring for children, gathering fruits from the forests nearby, and keeping the fires burning at night. He had learned the language properly, and picked up on traditions and rituals of the tribe, all while the shaman attempted to figure out why aether was clinging to his body like tar.

Months later, when collecting berries in the forest with the young orcs, Baruuk and his group were attacked by a lone wolf. When the wolf attacked, the half-blood lashed out, and the wolf was tossed into a nearby tree out of thin air. Baruuk lost consciousness, and woke up in the shaman’s hut o the next day. He explained what had happened in the forest, and with the old man’s help, Baruuk had slowly begun tapping into his power to move objects at a distance. The chieftain recognised this as an advantage to his local slave raids, and insisted that Baruuk joins the next one. Compared to your standard orc, Baruuk was of small stature, and could scout ahead easily. But he was still not accepted into the war party as one of their own. In their eyes, he was a half-blood freak of nature, and instead of being invited to the daily rationing, the teenage half-orc had to feed himself with whatever he had found on the war trail. Either way, since it was a promise to his mother, he endured the treatment, and returned to the tribe’s hold. One year after he arrived at the Uzun hold, Baruuk decided to return to the Midnight Caravan. He had left the same night, only thanking the shaman and leaving a few paintings of mammoths for his favourite children. Nobody else needed to know, and nobody else would miss him.

Baruuk traveled south, towards the trade routes he knew so well from his previous life, asking about the Midnight Caravan. He traveled with groups of various reputations - merchants, marching soldiers, mercenaries - and picked up rumors. Before his fifteenth birthday, Baruuk had finally caught up with the Midnight Caravan. After an emotional greeting with his mother and father, he found Chanai - his friend for as long as he could remember. When he found her, she was working as the fortune teller’s apprentice and assistant. And while Baruuk did not change much physically, Chanai did. She had curves, and Baruuk - almost a young man now - had been very confused by his feelings for her. But he tried to not act on them. But Chanai has learned the art of cold reading in her apprenticeship, and picked up on this with ease. When questioned on the matter, Baruuk confessed that she meant a lot to him. As a friend, and a lot more. Chanai was initially flattered, but she had also developed feelings for Baruuk over time. This resulted in them seeing each other more intimately. Both families were lifelong friends at this point, and fortunately approved.

Two years later, Baruuk decided to ask for Chanai’s hand in marriage. But he wanted a special gift for the proposal. When he was trailing the Caravan, he had heard of a very rare type of jewel from the throat of the world. He spoke to a few merchants on the trade routes, and as it turns out, very rare jewels tend to be very expensive. Absolutely eclipsing his budget, he had decided to use his unique talents to get one. When the caravan was packing up to leave the next morning, Baruuk snuck out, and quickly visited The Highside Stacks - an upper-class neighborhood within the Varisian city of Kaer Maga. He used his talents to ‘displace’ a ring he would consider fitting, and quickly ran back to the Caravan.

On the next evening, Baruuk proposed to Chanai - his best friend, his partner in crime, and the love of his life. She agreed instantly. The Caravan organised a small feast to celebrate. Five months later, at the end of spring, Chanai and Baruuk had their wedding ceremony. As a joke, Chanai gave Baruuk a colourful silken scarf. Baruuk swore to never leave his home without it, and had kept his word so far. Months passed by, and life was a bliss for the couple. But nothing lasts forever. While Chanai’s engagement gift was breathtakingly beautiful, it was also breathtakingly unique, and when the Caravan passed Varisia for the next season, the original owner’s acquaintance noticed the jewel. Shortly after, Baruuk was on the run from the law. Not exactly a new experience, for members of the Midnight Caravan, but as it turns out, the jewel’s original owner was not some lowly wandering merchant with one wagon, but a high-ranking official. And they pulled a lot of favours to retrieve their stolen property. Chanai had to make a decision - she would support Baruuk in whatever situation and she left the Caravan with her husband. Despite the fact that Chanai had never given Baruuk a hard time for this, it was a great burden on his conscience. He never forced people to do things. At least not that he would know of. He decided to return the jewel, and buy a new ring with legitimate funds.

Chanai insisted on coming with him, to explain the situation if he got caught. In their young naivete, they thought there was a chance to melt a cold heart with their story. Unfortunately this was not the case. As it turns out, the reason why so many favors were pulled to find this jewel, was because it was no ordinary jewel, and the owner was a potent arcanist. Immediately after returning the ring, she had thrown them into the Abyss out of spite. Quite literally. Struggling to find a way back home, they managed to survive for days before being found by a strange woman. She promised to help them reach the surface, and led them through the dangers of the environment, and around demonic hordes.

Unfortunately, just as the trio was approaching the surface world, they got separated, and Baruuk was found by a crusader patrol. He cried and begged, telling them there are two more people lost in the Worldwound, but the crusaders were a working machine, not deviating from their plan. If Chanai and the other woman are any deeper in the Worldwound, they are already dead, as they had put it. Baruuk was taken to the surface, where he decided to stay in Kenabres and join incursions into the Abyss to find his Chanai.

Grand Lodge

I have a character made for a WoTR game that failed to start. Will adjust for your build rules and submit later today.

Also, the righteous wraiths and all. Typos happen, but this one is pretty good.

The character is a Void Kineticist originally, but I would add an Unchained Rogue gestalt. For a skill monkey and the sneaky gameplay.

I might contemplate throwing a paladin in the mix instead. if anyone else plans on that, let me know. There is an archetype that allows a kineticist to use charisma for blasts, after all. That would mean losing the skill monkey aspect but trades it off for auras and what not.

Grand Lodge

Philo Pharynx wrote:

In general, I use the term "frontline" for the people who are always in melee, often holding foes back from others. Even when they know they are going to get a lot of attention. It's their main modus operandi. Barbarians, fighters, champions.

Investigators and rogues and magi and similar types generally have several different tricks. They aren't running out ahead of everybody else and risking getting swamped. They are by no means afraid of combat, but they need to use strategy to get full effectiveness and to keep themselves safe. They play differently.

Obviously, some classes blur the line and then feats and archetypes can move people further.

I've played an investigator. He couldn't hold up as a frontliner in this group, but we had a fighter and champion, so he didn't need to. I used the big guys to set up good tactical spots. Since I had picked up some spells, when my stratagem sucked, I had other options.

I got it, no worries.

Anyway - I have a few ideas in mind, but it depends on the build rules. Free archetype, ancestral paragon, etc.

I'm flexible in terms of class. WOndering whether this will actually run, since it's been a few weeks since the OP and no response since. We'll see.

Grand Lodge

Excuse me, did you just imply that investigator can not frontline?

Just messing with you.

But seriously. They can, comparably well rogue. Strategem is basically a fortune effect, if you have more than 1 target to pick from.

Grand Lodge

Excuse me, did you just imply that inventor can not frontline?

Grand Lodge

Interested pf2e. Will watch the forums like a hawk.

Grand Lodge

I might be interested. Any chance you could prehaps showcase your style as a GM?

I did not see any threads linked to your profile, and was curious whether we could mesh well together.

A link to an existing game, etc?

Grand Lodge

Good luck to all!

Grand Lodge

1 person marked this as a favorite.
Cwethan wrote:
One table free archetypes, one table ancestry paragon :-p

I must admit that using both at the same time is amazeballs. Opens up so many options, especially if starting from level 1.

No pressure, Brainiac, just felt like putting that out there.

Grand Lodge

Hello again! So I have a few ideas here. Will expand on backstories further if one of these actually get to see some playtime.

Daneesh Sootfingers - Human Mechanic Inventor

Statblock:
Danesh Sootfingers Inventor 1
Medium Human Versatile Heritage
Perception +3; Low-Light Vision
Languages Common, Dwarven, Elven, Gnomish, Jotun, Orcish
Skills Acrobatics +6, Arcana +7, Athletics +4, Crafting +7, Diplomacy +3, Lore: Engineering +7, Medicine +3, Occultism +7, Society +7, Stealth +6
Str +1, Dex +3, Con +1, Int +4, Wis +0, Cha +0
Items Padded Armor, Repair Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Alchemist's Tools, Artisan's Tools, Black Powder (Dose or Round) (30)

AC 17, Fort +6, Ref +6, Will +5
HP 17

Speed 25 feet

Melee Fist +6 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+1 (B)
Ranged Jezail +6 (Uncommon, Concussive, Fatal Aim d12, Modular B P and S), Damage 1d8 (P)
Ranged Sling +6 (Propulsive), Damage 1d6 (B)

Additional Feats Alchemical Crafting, Built-In Tools, Gloomseer, Inventor, Quick Repair
Additional Specials Innovation (Weapon Innovation), Peerless Inventor

Brief background:

Calculations, blueprints, schematics, clockwork, and a little alchemy. What more does Daneesh need in life? A little recognition, that's what. All sorts of ideas float around in his brilliant mind, after all. But he is stuck here, fixing simple locks and clocks consisting of merely a few dozen moving parts. Boring!

But wait when they see the thing he built! It can strike a small vial at 35 paces and shatter it to dust. It's about time he field-tests his prototype.

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

Estrel the Vagrant - Human Pilgrim Psychic

Statblock:
Estrel the Vagrant Psychic 1
CG Medium Human Versatile Heritage Humanoid
Perception +3; Low-Light Vision
Languages Common, Halfling, Sylvan
Skills Acrobatics +3, Athletics +0, Diplomacy +7, Lore: Patron Deity +4, Medicine +3, Occultism +4, Religion +3, Society +4, Survival +3
Str +0, Dex +3, Con +1, Int +1, Wis +0, Cha +4
Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Clothing (Winter), Healer's Tools, Clothing (Explorer's), Compass, Net, Religious Symbol (Silver)

AC 16, Fort +4, Ref +6, Will +5
HP 15

Speed 30 feet

Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 (P)

Unleash Psyche
Fade into Daydreams

Occult Known Spells DC 17, attack +7 1st Alarm, Thoughtful Gift (1 slots);
Cantrips Light, Detect Magic, Prestidigitation

Focus Spells (2 points) Distortion Lens Range 30 feet; Area one 5-foot square Duration sustained up to 1 minute You create a magical lens that distorts space as best suits you. You create the lens in a space in range, even suspended in midair. If your or an ally's ranged attack passes through the lens, the attack gains an additional 10 feet of range; if an enemy's ranged attack would pass through the lens, it requires an additional 10 feet of range to move through, though the enemy knows before using its ability whether the interference puts the target out of range. An ally whose space overlaps the lens can increase the range of its ranged attacks, but an enemy whose space overlaps the lens doesn't reduce the range of its ranged attacks. The first time each round you Sustain the Spell, you can choose to relocate it to another square within range. The lens disappears if you cast distortion lens again. Heightened (+3) The lens increases or decreases the range of abilities by an additional 5 feet. Amp The lens can interfere with creatures as well as attacks. Once during a Medium or smaller ally's move action, the ally can move into and out of the lens's square without that square counting against the total distance moved. Conversely, the lens is difficult terrain for your enemies.

Phase Bolt (Amped) Range 30 feet; Targets 1 creature You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 plus your spellcasting ability modifier piercing damage. On a critical success, the target takes double damage. Heightened (+1) The bolt's damage increases by 1d4. Your phase bolt temporarily sends the target's cover out of phase if it hits. On a success, reduce the target's circumstance bonus to AC by 1 until the beginning of your next turn. Your phase bolt also gains the following amp. Amp Your bolt leaves phase completely, becoming invisible and intangible until it's already embedded in the target - giving the impression it simply teleported itself into place. The target is flat-footed against the attack. Additionally, the bolt ignores an amount of Hardness or resistance to piercing damage equal to half the spell's level. On a critical success, the target can't be affected by teleportation effects until the start of your next turn. Amp Heightened The bolt's damage increases by 2d4 instead of 1d4.

Warp Step (Amped) When you walk, the earth warps beneath your feet - your steps extend, distance contracts, and everything is just a little bit closer. You gain a +5-foot status bonus to your Speed until the end of your turn. You then Stride twice. You can use warp step to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type. You warp space more compactly, granting you a +10-foot status to your Speed instead of a +5-foot status bonus when you warp step. The spell also gains the following amp. Amp Space contracts with hardly a thought, letting you Cast the Spell as a single action. Amp Heightened You twist space so completely you don't need to travel the interposing distance. You can choose to instead teleport to a space within your line of sight and line of effect with a range equal to your double your Speed. This grants the spell the teleportation trait.

Additional Feats Fleet, Gloomseer, Pilgrim's Token
Additional Specials Conscious Mind (The Unbound Step), Psi Cantrips And Amps, Psychic Spellcasting, Subconscious Mind (Wandering Reverie)

Brief Background:

Born in a roaming caravan and made for the open road under the night sky, Estrel is a young worshipper of Desna currently on her pilgrimage - an aimless journey that would take her wherever she is needed. She lives off the land, and sometimes provides sermons or medical care to those she meets on the way - for a small fee of whatever minor oddities she might need on her journey.

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

Chenar Redfang - Human Herbalist Ranger / Monk variants

Ranger Statblock:

Chenar Redfang Ranger 1
Medium Human Half-Orc Humanoid
Perception +7; Low-Light Vision Darkvision
Languages Common, Orcish
Skills Acrobatics +7, Athletics +4, Lore: Herbalism +3, Medicine +5, Nature +5, Stealth +7, Survival +5, Thievery +7
Str +1, Dex +4, Con +2, Int +0, Wis +2, Cha +0

Items Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Healer's Tools, Ten-Foot Pole, Parrying Scabbard, Playing Cards, Signal Whistle
AC 18, Fort +7, Ref +9, Will +5
HP 20

Speed 25 feet

Melee Shortsword +7 (Agile, Finesse, Versatile S), Damage 1d6+1 (P)
Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+1 (P)
Ranged Shortbow +7 (Deadly d10), Damage 1d6 (P)

Hunted Shot
Hunt Prey
Precision Damage Hunter's Edge 1d8

Additional Feats Half-Orc, Natural Medicine, Orc Sight
Additional Specials Hunter's Edge (Precision)

Monk Statblock:

Chenar Redfang Monk 1
Medium Human Half-Orc Humanoid
Perception +5; Low-Light Vision Darkvision
Languages Common, Orcish
Skills Acrobatics +4, Athletics +4, Lore: Herbalism +3, Medicine +5, Nature +5, Stealth +7, Survival +5
Str +1, Dex +4, Con +2, Int +0, Wis +2, Cha +0

Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Healer's Tools, Ten-Foot Pole, Playing Cards, Signal Whistle, Fishing Tackle
AC 19, Fort +7, Ref +9, Will +7
HP 20

Speed 25 feet

Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+1 (P)
Ranged Shortbow +7 (Deadly d10), Damage 1d6 (P)
Monastic Archer Stance
Flurry of Blows
Additional Feats Half-Orc, Natural Medicine, Orc Sight
Additional Specials Powerful Fist

Brief Background:
Chenar used to be a member of the Redfang orc clan in the Narlmarches, but was cast out due to being a half-breed. He is currently making a living by hunting game and guiding travellers through the western forests. His most recent clients are on the way to Restov. Perhaps he would visit and see what business civilisation has to offer.

Grand Lodge

Interest dot.

I didn't get a chance to play kingmaker in 1e and want to toss my name in the hat here.

Will have a character (or more) cooked up on Tuesday/Wednesday. For options and to fill party composition.

Grand Lodge

Ah. I am stretched a little thin for the time being. Consider my application cancelled. You folks have fun!

Grand Lodge

Still have slots? I am interested.

Grand Lodge

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Just commenting to keep this at the top.

Grand Lodge

*cough* ctrl+f discipline *cough*

Grand Lodge

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I must agree here. The option to tailor the blasts to your liking via mix-and-match was (well, still is) phenomenal in 1st edition. And while I understand paizo will want to give the class its own identity in this edition, but it would be a shame if such a good mechanic was not used.

Suppose that instead of picking individual fully written impulses, you could pick metamagic-ish feats to enhance your basic elemental blast instead.

Suppose that you are level 8, and do not take dedications feats. The currently written impulse system lets you pick 6-8 class feats depending on gate. You can not change them most of the time.

If we were to use the infusion route, if you were to pick 6 'infusions' with those 8 available feats, and we suppose that one infusion increases the action cost of the basic blast by 1 action, you end up with 6x5=30 versions of your blast per 3 actions, assuming you have element gathered.

I hear some people here talking about page count. 30 versions of an impulse made from 6 feats that you can combine is certainly less page count that 30 impulse entries as they are written now.

Grand Lodge

Ravingdork wrote:
NotEspi wrote:
5 - General feats for Natural Ambition
Natural Ambition can only be taken once.

Which drives my point further.

Grand Lodge

Let's suppose we do not take the actual damage into consideration (for a change, I know, but still).

Unless you pick Omnikinesis at level 20, you can get a maximum number of feats somewhere in the ballpark of 20 feats. The opportunity cost for that could be quite a lot, but then again, if someone wants to be Kineticist, the walking spell book, by all means, go for it.

  • 3 - Dedicated gate
  • 1 - Class feat at first level
  • 10 - Feats from class progression 2-20
  • 2 - Improved Elemental Flexibility
  • 1 - Versatile Heritage Human
  • 5 - General feats for Natural Ambition

Your Average Joe kineticist character will probably have about 14-16 class feats. You will probably want at least some of those to be the non-element feats. The likes of Flexible Blasts, Chain Blasts, etc.

So let's assume we will take 4 or 5 of those. That leaves us with a selection of 10 impulses each adventuring day. That's a fairly small toolbox. For a blaster, anyway. Why not make the individual tools more versatile/interesting?

And yes, the obvious answer would be - it's a lot of work. And that is true. But as far as we know, there is only one class in this book. Other stuff, yes - spells, archetypes, etc. But only one class.

There's man things to work with here. A few quick examples off the top of my head:

********************************
Burning Jet (2 actions)

A condensed burst of flame shoots behind you, propelling you forward with its sheer force. Stride up to 40 feet in a straight line. This movement doesn’t trigger reactions

Burning Jet (3 actions)
Stride up to 60 ft in a straight line, is temporarily blinded for 1 turn and knocked prone; (Save stages here)

*******************************

Aerial Boomerang (2 actions)

A blade of shearing wind races away from you in a 60-foot line. Each creature in the area takes 2d4 slashing damage with a basic Reflex save against your class DC. In the final square of the line, the boomerang whirls in place. Any creature that ends its turn in that square has to save against the boomerang. At the start of your next turn, the boomerang returns in a line from its square to your current location, with the same effect as the initial line. If the boomerang doesn’t have line of effect to you at the time, it disperses instead.

Aerial Boomerang (3 actions)

Instead of using a straight line, you can designate the trajectory of a length no longer than 40 ft. This trajectory can not intersect itself, and can not move twice through the same 5ft square.

********************************

Other alternatives would be adding a trait to the specific blast, and so on and so forth. Yes, it's a lot of work. But as I said, it's a small toolbox. Make it a fun one, at least.

Grand Lodge

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Unicore wrote:
It is interesting people say they want variable action activities, but balk at the action cost of activities that boost other activities, as being action economy destroyers. It the long run, the power output for either will probably end up the same, but if people are happy to have the actions built into the activity, I guess that is an option. It just feels like that will take up much more book space than giving us more single action activities that boost what other activities can do.

I'll try to explain my point of view on this.

With impulses that have variable action cost, you are not stuck with waiting for the next turn to do a thing. Suppose you need to gather element, then move, then do whatever. That leaves you with one action to use.

Gathering element is useless, since you already have one. You can use a basic elemental blast, sure. But if you want to use some AoE impulse, even if with reduced efficacy, it's still better than wasting an action on your turn.

It's an example. I am sure people will be able to find many 'third actions' for this, but let's suppose that you don't have the relevant skill for an RK, don't level intimidate. It's still better to do a 'light' version of an impulse than do nothing.

With that in mind, I would argue that variable action cost impulses, assuming the action cost starts at 1, is good for the action economy.

Yes, basic blast is there and it's a 1 action option. So impulsees with 2 to 3 action costs would still be a great addition.

As for 'more single action activities that boost what other activities', -IS- the class getting any? We don't know. Or do we?

Grand Lodge

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Yes, please.

Especially, since kineticist essentially get only so much 'spells' as class feats. The entire class gets 14-16 class feats depending on gate. That is including the capstones, but honestly, how often do you get to that point in a campaign?

Taking that and action economy into consideration, variable action count/power impulses would be a great addition to the class.

Grand Lodge

Funnel Element ↺

Trigger: You have an element gathered, and your next action has the Impulse trait.

You attempt to improve control of the channelled element you are about to use. Roll a Fortitude Save against your Kineticist Class DC.

Critical Success: Your Elemental Blasts gain +1 circumstance bonus on attack rolls and a damage bonus equal to your constitution modifier until the end of your next turn. Your Impulses with the Overflow trait gain a damage bonus equal to the number of damage dice rolled, and the DC to save against them increases by 2 until the end of your next turn.

Success: Your Elemental Blasts gain +1 circumstance bonus on attack rolls and a damage bonus equal to your constitution modifier until the start of your next turn. Your Impulses with the Overflow trait gain a damage bonus equal to the number of damage dice rolled, and the DC to save against them increases by 2 until the start of your next turn.

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Right now, the Kinecitist has 4 reaction options: Deconstruct Element, Air Cusion, Shield Block (with Stone Shield), Deflecting Wave. Only one of those is not tied to a specific element. So I thought why not add an option to increase the damage with one? The overall impression is that the damage is lacking, and the action economy is already pretty tight.

Math - Overall, the reaction has a 60% chance of success, including 10% critical success chance. The only exception are levels 7,8,15,16, when the Class DC and Fort Save expertise improve. At these levels, the chance actually improves to 70/20% chance to succeed/crit succeed.

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phaeton_nz wrote:

Sure .... go for it.

Thank you. Will have a level 3 ready today

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phaeton_nz wrote:

Recruiting for a 3-6 Quest. Q8 - Shadows of the Black Sovereign.

Not sure if we can finish before Gameday but we can certainly give it a go.

Sign up Sheet is HERE

Do you accept playtest characters? I want to give this a go on the forums. (Kineticist)

I dropped a placeholder into the table. Can remove if you don't. Let me know, thanks

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I forgot to mention one thing. Note the data represents a scenario in which the to-hit stat is also the damage stat. Meaning melee/strength 16 at level 1

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Right. I did find a few errors and fixed them. So, as promised, original chart of damage per 2 actions if kineticist does not have element charged at the start of their turn:

Chart

Raw Data

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Okay, new stats. IF kineticist has an element gathered when they start their turn, things are looking pretty good compared to a cantrip.

CHART

Raw Data

We get quite a few levels when we are actually BETTER than a cantrip - ranging from approx 90% damage up to 130% at level 4 or 5 when we get the first striking rune. Then a slow decline until level 11 to a respectable 90%, then kineticist gets the master weapon proficiency and specialisation over the next 4 levels and we go above again.

The comparison with martial never goes above 100%, but the classes are tied for damage between and including levels 15 and 19. This is when the stat bump of the to-hit stat matters (values 21-22)

Note : I did find a few incorrect calculations, so I will check the sheet and get back with a possible correction.

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Squiggit wrote:
You say Effective Damage per 2 actions, but it looks like the kineticist is only spending one action.

Because of Gather Element.

I can make another without that one, though. It's a good point, since blast does not overflow.

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Effective Damage per 2 Actions.

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Alright, so I looked at the actual numbers for comparison. It took a while, because work week, and so on and so forth.

So without further ado - I have made this shared sheet if you want to check on my formulas, but I believe everything is in order.

Let me know if you find something wrong, and I will attempt to fix it.

Comparison is based on Kineticist as written in the playtest (using 1d6 blast element), a full caster using Telekinetic Projectile (a 1d6 scaling cantrip), and a non-fighter martial using a 1d6 weapon (attempting to hit twice, using 2 actions). No feats or specific class abilities we taken into consideration. There are too many moving parts here, and yes, I do realise that can change the table, but I wanted to have a baseline.

Expertise and Specialisation are included in the calculation, as well as scaling spell tradition (which does, as the only one go up to legendary).

Potency runes and Striking runes (as per their minimum available level) are also included.

Please note that these are all 'white room' numbers, without conditions, bonuses, etc. The only thing included is scaling handwraps. Otherwise the caster would have dominated this chart. It is also calculated per the document as written. Meaning the first expertise bump is at level 7 instead of 5.

So what did we find out?

- Assuming all our example characters use 2 actions, kineticist damage is the lowest across the board. This is not surprising, given that they are behind with both chance to hit and damage due to the to-hit ability starting at 16 instead of the expected 18.

Compared to a legendary scaling caster, the damage is moving between 57% to 86%, averaging somewhere around 73%.

Compared to the non-legendary martial, where the ratio is between 42% and 64%, averaging at 50%.

Note that the numbers are likely reflecting the fact that proficiency comes in later.

Please keep in mind that all these abilities that can be spammed every turn. So yeah. That's the damage per the document as-is.

Given that this should be the kineticist's forte, I consider this ... not good.

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Not to toot my own horn, but...

Suggested something similar here

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I will run the numbers later today and see.

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tytalan wrote:


Except in the example of the swashbuckler you use a action to get panache and than you use the finisher you can’t use a action with the attack trait. With elemental blast you just attacking 2-3 times. The swashbuckler is a bad example your closer to a monk. A Monks damage doesn’t...

While that is true, I was pointing out that, the way the class is written now - a level 3 martial with an item worth 100 gp can do damage comparable to a level 20 kineticist with an approx 30000 gp worth handwraps. With two actions.

If that doesn't showcase that the one action elemental blast needs adjustments,I am not sure what will.

As for attacking 3 times in a turn (with the control discipline as per my first post), yes, it wouldbe possible. But MAP applies, so probably not advisable.

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