Poog

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Organized Play Member. 125 posts (640 including aliases). No reviews. No lists. No wishlists. 20 Organized Play characters. 9 aliases.


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Fourshadow wrote:

...

I think my favorite part of this book is the Magic Trick feats, though. Weaponizing the Daylight spell is something I have ALWAYS wanted. This gets that started in a big way!
...

Any chance we can get a quick rundown on how Magic Trick affects Daylight? I have a cleric of Sarenrae ready for Tyrant's Grasp that would love to know haha.


1 person marked this as a favorite.

Here's a little snapshot of something I made up real quick. Add in stuff like Rapid Shot and you can add in another hit with the hammer.

Human fighter (weapon master) 9

+1 shock light hammer +19/+14 (1d8+20 plus 1d6 electricity)

Feats: Advanced Weapon Training, Advanced Weapon Training, Deadly Aim, Flight Mastery, Point-Blank Shot, Precise Shot, Quick Draw, Ricochet Toss, Startoss Comet, Startoss Shower, Startoss Style, Weapon Focus (light hammer).

Let's you fly a couple times per day and throw your hammer around like a mofo. Ricochet Toss let's you hit the same enemy multiple times so you can still do stuff when you encounter lone enemies.

I also recommend a Belt of Mighty Hurling if you can afford one.


Ok few things to note here:

Conductive can only be used once per round.

You also should use Ricochet Toss instead of Returning, because Returning is kinda garbage. Grab Focused Weapon AWT to gain a scaling damage dice for your weapon, and Flight Mastery to cast Fly through your weapon (made easy with the Item Mastery AWT).


Are there any open slots left for the 1-2 session by any chance?


Ancient Dragon Master wrote:
Any suggestions for my last 109 GP

Masterwork Stilts are always fun to have. ;)


Vetra Nemrax wrote:

”Care to include me on those drinks?” she said with a thrum of her voice, eyes taking Octavius in for a moment before flashing a toothy draconic grin to the gathering. ”Pardon my intrusion,” she gave a little polite tip of her head, a talon coming to her nose, a habit she had developed over her many travels, ”Vetra, it’s quite a pleasure to enjoy the evening with all of you. I dare say, I hope to have a challenge out of at least one of you in the Lei Shin…” At this she chuckled, flashing Kiera a sly wink before turning her attention shortly to Gromugni.

”Elemental Planes? Now why would such a stocky fellow be messing there?”

"Oh, you know, a little bit of this and that." Gromugni,clearly happy at the prospect of some intellectual conversation, slightly puffs out his chest.

"I happened to hear about some peculiar scrolls lying about in the Earthen Reaches, or so some sprite fellow told me. I was more than glad to go check it out myself! Never could pass up a jaunt into the belly of the beast as they say!" He shuffled around some papers stuck into his belt, gave his belly a small pat, and continued to drone on about peculiar magical oddities he saw in the Plane of Air, something to do with a djinn, and the rest becomes unintelligible.


"I will gladly take you up on the offer!" The dwarf exclaims pleasantly as he accepts the drink. He tosses his other half filled cup over his shoulder, only for his multi-hued pseudo-dragon to swoop down and quickly lap the discarded liquid.

Gromugni sizes up the gathering crowd, blushing slightly at the sight of the tall elf. He absent-mindedly fiddles with his monocle.

"A friendly game indeed!" he blurts out once he regained his thoughts. "I'm just returning from a sojourn in the Elemental Planes. I would not miss this tournament for anything, although Cornelius here seems to be putting up a good fight..." The pseudo-dragon gives an amused smile, and then returns to its drink.


With a whir and a sparkle, a twisting oval of magic and light pops into existence near the door to the bar. An audible pop reverberates through the crowded room as a dwarf comes spilling out, promptly followed by a splash of water. The portal quickly closes into itself.

Gromugni, sprawled on the floor and visibly soaking, lets out a sigh of relief, his oddly shaped top-hat not far from where he landed. From beneath it comes crawling a pseudo-dragon, looking both smug and embarrassed as he assessed the dwarf.

"Now Cornelius, that is the last time I let you do the incantation. The time before we nearly burnt to death in the halls of a Fire Lord!" grumbled the old dwarf audibly. As if reminiscing of fond times, the pseudo-dragon hissed in laughter. He stood, grabbed his hat and proceeded to wring out the water trapped within. An unusually large amount of water came falling out.

"Not to worry lads," he proclaimed as faces started to turn and stare. "I'll have this cleaned up in a wink."

With a wave of his hands, the water around him evaporated into the air, leaving little to not trace of his arrival.

"Hopefully we haven't missed any exciting rounds! I have a rather large coin purse that needs to make some friends!"

He walks up to the bar and proceeds to retrieve a large sum of money, with a large assortment of varying coinage. Re-arranging his monocle, he proclaims to the barkeep: "Here, my good man! Put me down for five thousand! And a spiced beer while you're at it! None of the dreary mead rubbish, that get's me in a rather foul mood."

Overhearing the end to Royce's joke, Gromugni exclaims joyfully:
"The Dairy God? Who would udder such sour jokes!"

Wasn't sure if we could make characters that were different from our submissions so I just ran with a quick idea.


Ouachitonian wrote:
fatmanspencer wrote:
Vetra Nemrax wrote:
fatmanspencer wrote:

Here you are, the rogueist cleric of Calistra ever.

** spoiler omitted **

The key thing, is you take the best of one class. So for your HP, it should actually be 1d8+3. Other then that I'm not seeing anything else that would be wrong with it.

A helpful link is here if you want to check for yourself. Never hurts! http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm

Thank you, fixed it to reflect that. I use hero lab, is there any easier way to do the gesalt?
I don't recall where exactly I found it, but if you Google "HeroLab gestalt" or something along those lines, you should be able to find a download that allows you to do gestalt in HeroLab. Once you've downloaded it, in the initial options screen when creating a character, there'll be a box you can check in the Third Party Options that says "Gestalt Variant". It's still a little finicky from there, but it works pretty well. I think the download may come with more detailed instructions.

I can confirm that this exists, it's how I'm doing mine. You'll start off by selecting "Gestalt" as your class and then adding your two classes after, as if you had two other levels to take. Then in the Gestalt tab you can select the two classes from the drop-downs and it will take care of the rest.


I had the time to flesh out my backstory a bit more and finalize what kind of build I was aiming for. So here is my re-submission. Not much has changed but I thought it worthwhile to add some more oomph.

Crunch:

Cormag the Dragonslayer
Male human cavalier (disciple of the pike) 1/unchained rogue (scout, swashbuckler) 1/gestalt 1
CN Medium humanoid (human)
Init +5; Senses: low-light vision; Perception +7
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 13 (+3 armor, +5 Dex, +1 Dodge)
hp 15 (1d10+5)
Fort +7, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 40 ft.
Melee: dagger +5 (1d4+7/19-20) or
earth breaker +5 (2d6+10/×3) or
glaive +6 (1d10+10/×3)
Ranged: javelin +6 (1d6+5) or
longbow +6 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks challenge 1/day (+1 damage, +1 dam vs. larger foes), sneak attack (unchained) +1d6, tactician 1/day (Escape Route, 3 rds)
--------------------
Statistics
--------------------
Str 20, Dex 20, Con 18, Int 16, Wis 17, Cha 17
Base Atk +1; CMB +5; CMD 21
Feats: Combat Expertise, Power Attack, Weapon Finesse, Mobility
Swapping out Weapon Finesse from UnRogue: Weapon Focus (glaive)
Level 1: Two-Weapon Fighting
Human Bonus: Spear Dancing Style
Extra Bonus Feat for campaign: Dodge
Tactician Bonus Teamwork Feat: Escape Route
Traits: rostlander, soaring sprinter
Skills: Acrobatics +10 (+12 to keep balance, +16 to jump), Appraise +7, Climb +8, Diplomacy +7, Escape Artist +8, Intimidate +7, Knowledge (arcana) +7 (+8 when identifying monsters), Knowledge (dungeoneering) +7 (+8 when identifying monsters), Knowledge (local) +7 (+8 when identifying monsters), Knowledge (nature) +7 (+8 when identifying monsters), Linguistics +7, Perception +7, Stealth +8, Swim +8
Languages: Common, Draconic, Giant, Hallit, Skald, Varisian
SQ: bigger they are, order of the hero
Other: Gear studded leather, arrows (20), dagger, earth breaker[UE], glaive, javelin (2), longbow, backpack, crowbar, hammer, hemp rope (50 ft.), mug/tankard, piton, sunrod, waterskin, 13 gp, 3 sp, 8 cp
--------------------
Special Abilities
--------------------
Bigger they Are (+1 AC vs. larger, +2 vs. 2 sizes larger) (Ex) Gain AC bonus vs. foes larger than yourself.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.

Escape Route: You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Hero's's Challenge +1 (1/day) (Ex): +1 to damage target, -2 AC vs. others when used, +1 melee damage vs. larger foes.
Sneak Attack (Unchained) +1d6: Attacks deal extra dam if flank foe or if foe is flat-footed.
Tactician (Escape Route, 3 rds, 1/day) (Ex): Grant the use of one of your teamwork bonus feats to all allies within 30 ft.

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

Background:

Cormag descends from a long line of Rostlandic monster hunters, Brevoyan men and women who put their lives on the line to defend their homeland from creatures and brigands alike. Even though his family is obscure and without much renown, those in need of their services always know where to find them.

As the newest member to come of age (and quite late, for he is already 27 years old), it is now Cormag's turn to venture out into the unknown of the Stolen Lands, hired as a mercenary to protect the pioneers and settlers in this newest venture.

Sporting sandy brown hair and little to no facial hair, he has surprisingly handsome features. He can always be found sparring with imaginary monsters, perfecting his glaive techniques in preparation for his next encounter with the deadly monsters he has been bred to face.

He fights with glaive in hand, circling his opponents and striking with graceful flurries and stabs. He uses his unnatural speed to get the jump on his opponents, sometimes literally jumping above and striking where they least expect it. He often aims for weak spots in his enemies defenses, whether they be beast or man.

Often reckless and uncouth, he is nonetheless genuine in his actions and quick to befriend. In regards to his title, "Dragonslayer", most questions are met by cryptic and dismissive answers. He has yet to divulge the truth behind it.

Here is an excerpt from a letter written by Cormag's father:

"To Cormag,

I hope this finds you well son. I have taken the liberty of accepting a job offer on your behalf, a job that will take no little amount of skill to accomplish. It is about time you started pulling your own weight in this family. For too long you have been resting on your laurels and getting by based on your lineage alone. Leave the women and the drinks alone, lest your waste away like your uncle Kalvor. You have much to uphold, and I believe you have the talent needed to continue our families legacy, for one day I will no longer be here and it will fall to you to take responsability as Head of the family.

This job will take you into the heart of the Stolen Lands, as part of a group of pioneers seeking to settle the lands and clear out any unsavoury elements. My allies in the Aldori Swordlords have specifically called upon our aid, you would do well not to disappoint.

And don't forget. Your actions represent that of our family. Do us proud. Do Rostland proud. Forge a new chapter for our house and all of Brevoy.

Keep your spear high and your gaze higher,
Dendail, Feller of Giants"


Crunch:
Cormag the Dragonslayer
Male human cavalier (disciple of the pike) 1/unchained rogue (scout, swashbuckler) 1/gestalt 1
CN Medium humanoid (human)
Init +5; Senses: low-light vision; Perception +7
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 15 (1d10+5)
Fort +7, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 40 ft.
Melee: dagger +5 (1d4+7/19-20) or
earth breaker +5 (2d6+10/×3) or
glaive +6 (1d10+10/×3)
Ranged: javelin +6 (1d6+5) or
longbow +6 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks challenge 1/day (+1 damage, +1 dam vs. larger foes), sneak attack (unchained) +1d6, tactician 1/day (Escape Route, 3 rds)
--------------------
Statistics
--------------------
Str 20, Dex 20, Con 18, Int 16, Wis 17, Cha 17
Base Atk +1; CMB +5; CMD 21
Feats: Combat Expertise, Combat Reflexes, Equipment Trick (boots), Escape Route[UC], Power Attack, Weapon Finesse, Weapon Focus (glaive)
Traits: rostlander, soaring sprinter
Skills: Acrobatics +10 (+12 to keep balance, +16 to jump), Appraise +7, Climb +8, Diplomacy +7, Escape Artist +8, Intimidate +7, Knowledge (arcana) +7 (+8 when identifying monsters), Knowledge (dungeoneering) +7 (+8 when identifying monsters), Knowledge (local) +7 (+8 when identifying monsters), Knowledge (nature) +7 (+8 when identifying monsters), Linguistics +7, Perception +7, Stealth +8, Swim +8
Languages: Common, Draconic, Giant, Hallit, Skald, Varisian
SQ: bigger they are, order of the hero
Other: Gear studded leather, arrows (20), dagger, earth breaker[UE], glaive, javelin (2), longbow, backpack, crowbar, hammer, hemp rope (50 ft.), mug/tankard, piton, sunrod, waterskin, 13 gp, 3 sp, 8 cp
--------------------
Special Abilities
--------------------
Bigger they Are (+1 AC vs. larger, +2 vs. 2 sizes larger) (Ex) Gain AC bonus vs. foes larger than yourself.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Hero's's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 melee damage vs. larger foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Tactician (Escape Route, 3 rds, 1/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.

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

Background:

Cormag descends from a long line of Rostlandic monster hunters, Brevoyan men and women who put their lives on the line to defend their homeland from creatures and brigands alike. Even though his family is obscure and without much renown, those in need of their services always know where to find them.

As the newest member to come of age (and quite late, for he is already 27 years old), it is now Cormag's turn to venture out into the unknown of the Stolen Lands, hired as a mercenary to protect the pioneers and settlers in this newest venture.

Sporting sandy brown hair and little to no facial hair, he has surprisingly handsome features. He can always be found sparring with imaginary monsters, perfecting his glaive techniques in preparation for his next encounter with the deadly monsters he has been bred to face.

Often reckless and uncouth, he is nonetheless genuine in his actions and quick to befriend.


Ancient Dragon Master wrote:

List of people please tell me if there is anybody I missed

Dodeckatheo...

I didn't realize there were already that many submissions o.o

I'll have mine ready sometime today.


I can't quite decide which character I want to put forth just yet, so I'll take some time and see what other's post.


Are we allowed to know what the original 3 players were thinking build-wise? Just so that we don't step on anyone's toes.


Gonna make some rolls so I know what I'm working with when I get off work.

Set 1:
3d6 + 6 ⇒ (1, 1, 4) + 6 = 12
Reroll the 1's 1d6 ⇒ 1, 1d6 ⇒ 6
3d6 + 6 ⇒ (4, 3, 2) + 6 = 15
3d6 + 6 ⇒ (3, 1, 1) + 6 = 11
Reroll the 1's 1d6 ⇒ 1, 1d6 ⇒ 6
3d6 + 6 ⇒ (2, 6, 4) + 6 = 18
3d6 + 6 ⇒ (1, 4, 5) + 6 = 16
Reroll the 1's 1d6 ⇒ 3

18
16
13
16
16
15

Set 2:
3d6 + 6 ⇒ (5, 2, 4) + 6 = 17
3d6 + 6 ⇒ (1, 3, 1) + 6 = 11
Reroll the 1's 1d6 ⇒ 2, 1d6 ⇒ 1
3d6 + 6 ⇒ (4, 3, 5) + 6 = 18
3d6 + 6 ⇒ (3, 4, 4) + 6 = 17
3d6 + 6 ⇒ (6, 6, 3) + 6 = 21

18
15
11
15
14
18

Set 3:

3d6 + 6 ⇒ (5, 2, 6) + 6 = 19
3d6 + 6 ⇒ (3, 2, 2) + 6 = 13
3d6 + 6 ⇒ (4, 5, 4) + 6 = 19
3d6 + 6 ⇒ (2, 1, 5) + 6 = 14
Reroll the 1's 1d6 ⇒ 1
3d6 + 6 ⇒ (1, 3, 4) + 6 = 14
Reroll the 1's 1d6 ⇒ 4

18
17
11
15
13
14

Set 4:

3d6 + 6 ⇒ (2, 5, 4) + 6 = 17
3d6 + 6 ⇒ (6, 5, 3) + 6 = 20
3d6 + 6 ⇒ (4, 5, 4) + 6 = 19
3d6 + 6 ⇒ (6, 4, 4) + 6 = 20
3d6 + 6 ⇒ (4, 3, 6) + 6 = 19

18
15
17
15
16
16

Set 5:

3d6 + 6 ⇒ (5, 3, 2) + 6 = 16
3d6 + 6 ⇒ (5, 5, 2) + 6 = 18
3d6 + 6 ⇒ (5, 6, 2) + 6 = 19
3d6 + 6 ⇒ (2, 1, 2) + 6 = 11
Reroll the 1's 1d6 ⇒ 5
3d6 + 6 ⇒ (1, 5, 5) + 6 = 17
Reroll the 1's 1d6 ⇒ 4

18
14
16
17
13
15

Set 6:

3d6 + 6 ⇒ (3, 1, 3) + 6 = 13
Reroll the 1's 1d6 ⇒ 6
3d6 + 6 ⇒ (6, 4, 5) + 6 = 21
3d6 + 6 ⇒ (4, 1, 6) + 6 = 17
Reroll the 1's 1d6 ⇒ 3
3d6 + 6 ⇒ (4, 2, 5) + 6 = 17
3d6 + 6 ⇒ (5, 2, 1) + 6 = 14
Reroll the 1's 1d6 ⇒ 1

18
15
17
16
15
13

Set 7:

3d6 + 6 ⇒ (4, 6, 3) + 6 = 19
3d6 + 6 ⇒ (6, 1, 2) + 6 = 15
Reroll the 1's 1d6 ⇒ 5
3d6 + 6 ⇒ (6, 6, 3) + 6 = 21
3d6 + 6 ⇒ (5, 1, 2) + 6 = 14
Reroll the 1's 1d6 ⇒ 6
3d6 + 6 ⇒ (5, 6, 6) + 6 = 23

18
16
17
18
17
18

Got lucky with Set 7: 18, 18, 18, 17, 17, 16.

Some build ideas for now:
- Ranger (Poison Darter, Skirmisher) / Warpriest: Sneaky blowgun user who excels at using poison and is quite the skill-monkey
- Cavalier (Order of the Pike) / Unchained Rogue (Scout): Glory-seeking dragonslayer noble who runs around with a glaive, leveraging his Acrobatic skills to get the jump on his opponents (Strength or Dex based)
- Brawler (Exemplar) / ???: Veteran tactician who aims to help those under his care.

I will decide a bit later after some thinking.

Did I see a mention of this being Mythic? :D


Dotting. I will have a submission ready once I get back from work. Also, what is the policy for planned absences? (Out of country vacation, etc)


The Medecine subdomain reduces it to 1 minute.


I too am interested in seeing how to properly build one. The only problem is I can't find any way to boost a swarm's damage (other than the normal Hit Dice damage advancement), so I'm finding that it doesn't scale well in the later levels.


Would Bladed Brush allow a Swashbuckler to use the Swordmaster's Flair that increases melee reach by 5 feet with the glaive?


Unfortunately I will have to pull out of the running due to some RL stuff. Hope the rest of you have fun!


I will change my submission since we seem to be missing trap/skills.

Crunch:

Fadil Ere
Male human (Garundi) cleric (crusader) of Sobek 1/ranger (poison darter, trapper) 1
N Medium humanoid (human)
Init +3; Senses: Perception +9
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 19 (2 HD; 1d8+1d10+5)
Fort +7, Ref +5, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee: gladius +2 (1d6+1/19-20) or
kunai +2 (1d4+1)
Ranged: greenwood blowgun +7 (1d2)
Special Attacks: channel positive energy 3/day (DC 10, 1d6)
Cleric (Crusader) Spells Prepared (CL 1st; concentration +5)
1st—blend with surroundings, sanctuary[D] (DC 15)
0 (at will)—detect magic, read magic
D Domain spell; Domain Protection (Solitude subdomain)
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 15, Int 14, Wis 18, Cha 10
Base Atk +1; CMB +2; CMD 14
Feats: Channel Smite, Guided Hand[UC], Weapon Focus (blowgun)
Traits: ambush training, artisan
Skills: Acrobatics +2, Climb +4, Craft (alchemy) +9, Disable Device +9, Handle Animal +4, Heal +8, Knowledge (dungeoneering) +6, Knowledge (nature) +6, Linguistics +6, Perception +9, Sense Motive +8, Spellcraft +6, Stealth +6, Swim +4
Languages: Common, Dwarven, Egyptian, Elven, Osiriani
SQ: debilitating venom, paranoid, poison use, taboo, track +1, trapfinding +1
Other Gear: mwk chain shirt, blowgun darts (20), gladius[UC], greenwood blowgun, kunai, adventurer's sash, bedroll, canteen[UE], chalk, masterwork thieves' tools, 257 gp, 8 sp, 9 cp
--------------------
Special Abilities
--------------------
Channel Smite: Channel energy can be delivered through a Smite attack.
Cleric (Crusader) Domain (Solitude) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su): Positive energy heals the living and harms the undead; negative has the reverse effect.
Debilitating Venom (5/day) (Ex): As standard action, create poison lasting 1 hour. Apply as move action.
Guided Hand: May use Wisdom modifier for attack rolls with favored weapon
Paranoid: Aid Another DC 15 for attempts to help you.
Poison Use: You do not risk poisoning yourself accidentally while poisoning a weapon.
TabooTaboo (inflict -1 penalty, 7/day) (Su): Immediate action: When you're touched or hit by melee, inflict pen. to saves for 1 min.
Track +1: Add the listed bonus to survival checks made to track.
Trapfinding +1: Gain a bonus to find or disable traps, including magical ones.

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


Would you allow Campaign Traits? If you so I could submit a skills/traps character since we seem to be lacking one.


DM waz up? wrote:
Orodhen wrote:
As a flaw, I'd like to have something akin to "Anger" or "Short-Fused".
Sure, you can have something similar to pride. You take a -2 penalty for Cha and will checks against someone who has made you angery.

Sounds perfect!


I will put forth my submission.

Bruhl:

Bruhl
Half-minotaur barbarian (unchained, armored hulk) 2
CG Medium humanoid (giant, human)
Init +2; Senses: low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+7 armor)
hp 25 (2d12+6)
Fort +5, Ref +2 (+1 bonus vs. trample attacks), Will +2; +2 vs. mind-affecting and poison
Defensive Abilities: resistant
--------------------
Offense
--------------------
Speed: 45 ft. (35 ft. in armor); sprinter
Melee: mwk armor spikes +8 (1d6+7) or
gore +2 (1d6+2)
Special Attacks: rage (8 rounds/day), gatecrasher, powerful charge, rage power (shove aside), relentless
--------------------
Statistics
--------------------
Str 20, Dex 15, Con 15, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +9 (+11 sunder); CMD 19 (20 vs. overrun)
Feats: Power Attack
Traits: bred for war (shoanti), patient calm
Skills: Acrobatics +0, Climb +3, Handle Animal +4, Intimidate +4, Knowledge (nature) +5, Perception +6, Profession (herbalist) +6, Survival +6, Swim +3
Languages: Common, Giant
SQ: indomitable stance
Combat Gear: potion of cure light wounds, potion of enlarge person, antiplague[APG], antitoxin; Other Gear mwk armor spikes splint mail, adventurer's sash, chalk, masterwork tool, teapot[UE], traveling garden[ACG], waterskin, 178 gp, 8 sp, 9 cp
--------------------
Special Abilities
--------------------
Gatecrasher (Ex): Gain a +2 bonus on Strength checks to break objects.
Indomitable Stance (Ex): +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Low-Light Vision: See twice as far as a human in dim light, distinguishing color and detail.
Power Attack: -1/+2 You can subtract from your attack roll to add to your damage.
Powerful Charge (Gore [Natural Attack: Gore]): (Ex) Charge with chosen weapon deals 2x dice + 1.5x Str mod dam.
Rage (Unchained, 8 rounds/day) (Ex): As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Relentless (Ex): +2 Bull Rush and Overrun if you and your opponent are standing on the ground.
Resistant (Ex): +2 to save vs. poison and mind-affecting effects.
Scent (Ex): Detect opponents within 15+ feet by sense of smell.
Shove Aside (Ex): One ally does not block charge as long as not adj to charge's target.
Sprinter (Ex): +10 ft to speed when charge, run, or withdraw.

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

Bit of Background Info:

Bruhl is normally a kind soul, travelling the lands with his special cart full of herbs, picking up flowers and other local fauna as he passes by.

But underneath this calm exterior lies the heart of a feral beast. He took up the art of herbalism as a way to calm his inner rage. But there are times when he can do nothing to contain his anger, and in his wake lies the remains of his aggressors.

He is fiercely loyal to his companions, and will do everything in his power to protect them. After all the hatred and fear people have shown towards him, allies are few and far between.

As a flaw, I'd like to have something akin to "Anger" or "Short-Fused".

I'm always open to playing something else if the party composition isn't lining up nicely.


Stats: 3d6 + 6 ⇒ (3, 5, 1) + 6 = 15: 14
Stats: 3d6 + 6 ⇒ (4, 6, 3) + 6 = 19: 16
Stats: 3d6 + 6 ⇒ (5, 1, 1) + 6 = 13: 12
Stats: 3d6 + 6 ⇒ (4, 5, 4) + 6 = 19: 15
Stats: 3d6 + 6 ⇒ (5, 2, 4) + 6 = 17: 15
Stats: 3d6 + 6 ⇒ (1, 3, 1) + 6 = 11: 10

Very much considering a martial class (either tower shield + reach or a slinger, since it was a common Greek weapon). I'd like to wait and see what kinds of characters others submit.


I'll submit a character, using the point-buy system described in the OP's first post. I'll update with some story stuff in a bit.

Crunch:

Savos Adze
Male halfling barbarian (urban barbarian) 2/rogue (unchained, vexing dodger) 1/swashbuckler (mouser) 1
CG Small humanoid (halfling)
Init +5; Senses: Perception +10
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 49
Fort +8, Ref +11, Will +3
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed: 30 ft.
Melee: Lefter (Boarding Axe) +10 (1d4+1/×3 plus 1d6 sneak attack) or
Righty (Boarding Axe) +10 (1d4+2/×3 plus 1d6 sneak attack)
Special Attacks: Deeds (Derring-Do, Dodging Panache, Underfoot Assault), Panache (1), Rage (9 rounds/day), Rage Power (Raging Climber +2), Sneak Attack (Unchained) +1d6
--------------------
Statistics
--------------------
Str 8, Dex 21, Con 16, Int 10, Wis 12, Cha 12
Base Atk +3; CMB +1; CMD 16
Feats: Blundering Defense[ARG], Cautious Fighter[ARG], Combat Expertise, Weapon Finesse, Precise Striking
Traits: Intrepid Volunteer (skill), Scrambling Servant
Skills: Acrobatics +13 (+18 to move through spaces of larger foes), Appraise +4, Climb +16 (+18 while raging), Craft (ships) +8, Disable Device +10, Disguise +5, Intimidate +5, Knowledge (local) +4, Linguistics +5, Perception +10, Sense Motive +5, Sleight of Hand +9, Stealth +15, Swim +2; Racial Modifiers +2 Perception
Languages: Common, Dwarven, Elven, Halfling
SQ: Controlled Rage, Crowd Control, Limb Climber, Swashbuckler Finesse, Underfoot Dodger
Combat Gear: Cat Burglar's Boots, Air Crystal, Antiplague[APG], Antitoxin, Barbarian chew;
Other Gear: +1 lamellar (leather) armor, Righty, Lefter, ioun torch, canteen[UE], climber's kit, masterwork artisan's tools, masterwork backpack[APG], masterwork thieves' tools, 1,098 gp
--------------------
Special Abilities
--------------------
Blundering Defense: Total defense or fighting defensively grants adjacent allies half your AC bonus.
Cautious Fighter: When fighting defensively/using tot. defense, gain +2 to dodge AC.
Combat Expertise: +/-1 Bonus to AC in exchange for an equal penalty to attack.
Controlled Rage (Ex): May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +1 (Ex): If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Deeds
Limb Climber (Ex): You can climb up creatures at least 1 size category larger than you.
Panache (Ex): Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Rage (9 rounds/day) (Ex): +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Climber +2 (Ex): While raging, gain the listed enhancement bonus to climb.
Sneak Attack (Unchained): +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swashbuckler Finesse: Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Uncanny Dodge (Ex): Retain Dex bonus to AC when flat-footed.
Underfoot Dodger: Crowd squares do not count as difficult terrain, Acrobatics +5 to mv. through occupied spaces.

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Final Roll: 5d6 ⇒ (4, 1, 1, 1, 6) = 13 11
Well that was pretty underwhelming haha.

Stats: 16, 12, 12, 12, 12, 11


Ouachitonian wrote:

One thing I'm confused about:

Quote:


Roll 5d6, keep the top three of five, repeat six times, toss the lowest.

"Repeat six times, toss the lowest"? We need six rolls, don't we? Should we be rolling 5d6 seven times? Until clarification, I'll roll six and ignore the tossing.

I wouldn't mind an extra roll, haha, the dice gods have not been kind to me!


Stat Roll 1: 5d6 ⇒ (4, 2, 1, 3, 5) = 15 12

Stat Roll 2: 5d6 ⇒ (4, 6, 1, 2, 2) = 15 12

Stat Roll 3: 5d6 ⇒ (2, 4, 5, 3, 2) = 16 12

Stat Roll 4: 5d6 ⇒ (1, 2, 4, 2, 5) = 14 11

Stat Roll 5: 5d6 ⇒ (6, 6, 3, 2, 4) = 21 16

Stat Roll 6: 5d6 ⇒ (6, 2, 2, 4, 2) = 16 12

Yeesh, these rolls.

Was thinking of playing a Barbarian/Pyrokineticist.


Dotting


Healing magic doesn't work very well, does this extend to potions/alchemist's extracts?

And also, wounds don't heal normally, does using the Heal skill for long term care work?


Dotting.


@TheWaskally: Awesome to see you added the other submissions to your backstory, I'll see about doing the same!


GM R0B0GEISHA wrote:

Orodhen: There's no minimum length for backstories, but I do appreciate the extra work that players put in.

I tend to pick my parties based on: 1) what they bring role-wise to the party, 2) how their personality will mesh with the other chosen characters, and 3) how interesting their backstory is.

I'll lengthen mine and post again once I have time.


How extensive should our backgrounds be? Upon looking at some of the other submissions, mine seems rather short.


I present Baldrin Tharnhammer!

Appearance:
Baldrin looks like a run of the mill dwarven miner, always covered in a little bit of soot, but he always has his beard well kept. His brown eyebrows are rather large and bushy, at odds with the rest of his hair of the same color. His eyes are also brown, with the look of one who doesn't deal well with pranksters. He can always be found with his weapons at his side and a pack full of goods and his pet Canary "Louise" perched on top.

Personality:
Sometimes called taciturn, Baldrin can be quite xenophobic, but once in his good graces he is loyal to a fault. He believes in hard work and giving it his all. He knows little in the way of manners, and he tends to use slang, so best not invite him to a formal ball. When not hard at work, he tends to seek out his fellows and have a drink or two. He's always willing and ready to lend a hand, and has no patience for the lazy. His work ethic can rub people the wrong way.

Background/Relationship:
As a cousin to those directly in line for succession, Baldrin knew he would not sit on the throne, not unless something devastating would happen to the rest of his kin. So he adopted the way of the commoner, putting his skills to use as a miner/explorer of the tunnels deep beneath the mountains. He's a multi-purpose dwarf, sometimes toiling in the mines, prospecting for ore, fending off attacks from the denizens of the deep, mapping out new sections of the tunnels or repairing the tools, he always finds himself something to do.

To say he doesn't resent his cousins would be false. Of course he was jealous, so close to the throne. But his kin were all he had left, other than their crafts and meager holdings, so he would make sure no ill fate befell them if he could. Besides, he had no patience for the nobles and of the social battles they fought. He preferred "roughing it" with the lads below.

Crunch:
Baldrin Tharnhammer
Male dwarf magus (deep marshal) 1
CN Medium humanoid (dwarf)
Init +5 (+7 while underground); Senses darkvision 60 ft.; Perception +0 (+2 to notice unusual stonework)
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +1, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities: Deep Warrior
--------------------
Offense
--------------------
Speed 20 ft.
Melee
dwarven boulder helmet +4 (1d4+4) or
dwarven waraxe +4 (1d10+6/×3) or
heavy pick +4 (1d6+4/×4)
Special Attacks: ancient enmity, arcane pool (+1, 4 points), spell combat
Magus (Deep Marshal) Spells Prepared (CL 1st; concentration +4)
1st—enlarge person (DC 14), thunderstomp[ACG]
0 (at will)—arcane mark, detect magic, read magic
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 16, Wis 10, Cha 5
Base Atk +0; CMB +4; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats: Improved Initiative
Traits: anvil heart, gifted adept, tunnel fighter
Skills: Acrobatics -3 (-7 to jump), Climb +4, Craft (armor) +7 (+9 on checks related to metal or stone), Craft (mapmaking) +7 (+9 on checks related to metal or stone), Craft (weapons) +7 (+9 on checks related to metal or stone), Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Lore (Dwarven History) +7, Perception +0 (+2 to notice unusual stonework), Profession (miner) +4 (+6 on checks related to metal or stone), Spellcraft +7; Racial Modifiers craftsman, +2 Perception to notice unusual stonework
Languages: Common, Dwarven, Giant, Terran, Undercommon
SQ: bound by tradition, medium armor
Other Gear: scale mail, dwarven boulder helmet[ARG], dwarven waraxe, heavy pick, artisan's tools, artisan's tools, artisan's tools, backpack, bird feed (per day), canary, chalk, ink, inkpen, magus starting spellbook, mug/tankard, paper (2), spell component pouch, 9 sp, 8 cp
--------------------
Special Abilities
--------------------
Ancient Enmity: +1 Gain a racial bonus to attacks vs. Elves.
Arcane Pool: +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Bound by Tradition: Arcane pool/spell combat/spellstrike only affect battleaxe, heavy pick, warhammer or "dwarven" weapon.
Craftsman: +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet): You can see in the dark (black and white only).
Deep Warrior: +2 Gain a bonus to AC and grapple vs. Aberrations.
Medium Armor (Ex): Medium armor proficiency and no Arcane Failure chance in medium armor.
Spell Combat (Ex): Use a weapon with one hand at -2 and cast a spell with the other.
Stonecunning +2: +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Patron Keys: Secrets Beneath the Mountains, Arcane Magic is our Greatest Tool


I'll be submitting a dwarven Deep Marshal Magus once I get home later. This adventure sounds like a lot of fun!


Sethran wrote:

Have: Grippli

Want: Suli,

I have a Suli boon, and am looking to acquire a Grippli one. Let me know!


The pre-errata Kata Master Monk had Opportune Parry and Riposte (along with some other deeds), and you could use unarmed strikes for all deeds and abilities.

Not sure if your GM will let that slide though.


Imbicatus wrote:
You should also look into the ranged feint feat from Ultimate Intrigue. It's vital if you want to use ranged sneak attacks without relying on invisibility.

Very true! That's the only issue with ranged sneak attacks, it's very hard to get them after the initial rounds of combat.


The fluff pegs Slayer's as hunters in the sense of hunting and felling people :P But fluff is fluff, and is only there for fun.

He can use bows just as well as any Ranger, since he can pick up the Ranger Style feats.

Couple that with the Studied Target ability and you have a very dangerous fellow on your hands ;)


Take a look at the Slayer hybrid class. It mixes both the Rogue and the Ranger into one cool class.

Sneak Attacks, full BAB progression and Rogue Talents/Ranger Combat Styles.

Much less squishy than the rogue, while still getting a lot of skill points per level. You can take Accomplished Sneak Attack to up the Sneak Attack dies.

The Slayer also has an archetype that might help you fill the charismatic vibe you're going for. Check out the Veiled Blade archetype.


Porridge wrote:
P.s.: To give credit where credit is due, this build was proposed and discussed here.

Yay! My thread was useful!

The cool thing is that it's not too much investment in order to make it "viable". After the first level or three of fighter and you can branch off into whatever is desired.


Tempered Champion/Divine Hunter Paladin.


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Lots of circumventing just to get this silly idea off the floor and walking haha.

It's not very optimal, but I'd like to think of it as a unique playstyle and fun character rp.


My only concern with UnRogue is this part of the Sneak Attack description:

Unchained Rogue (d20pfsrd) wrote:
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

With the Blind feats enemies no longer have concealment, but do the feats also let me "see" the enemy well enough to apply sneak attack?


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Here is the trait:

Blind Zeal (Vildeis): You are blind but trained by followers of Vildeis to sense your surroundings by sound and touch. You need not attempt a skill check to move at full speed. You take a –4 penalty from blindness on only Acrobatics, Ride, Sleight of Hand, and Stealth checks. You gain Blind-Fight as a bonus feat. You lose the benefits of this trait whenever you can see, but regain them if you
once again become blind.


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Hey all,

I've been playing around with a few builds concerning a blind character, and I can work the early levels, but the later levels seem to be lacking quite a bit.

At level 1, as a Human Unarmed Fighter or Master of Many Styles, I can get Blind-Fight (thanks to a new trait from the new Divine Anthology book), Blinded Blade Style (free Style feat), Improved Blind-Fight (level 1 feat) and Blinded Competence (Human bonus feat). This get's rid of most of the penalties associated with fighting blind. I also wanted to incorporate the Moonlight Stalker feat, for flavor and to put the Blind feats to good use.

The plan so far is the take the first level as seen above, then perhaps dip into Magus or Wizard in order to get access to Dancing Darkness, and scrolls/wands of Blur/Darkness, to facilitate getting concealment.

The rest of the levels are a mystery to me. I had wanted to 2-hand a sword for my weapon, but at this point I'll take anything that works.

Also this is for PFS, so only approved materials can be used. (I also realize that walking around with darkness is not very party friendly, that's why I have Blur as an option)

Any advice would be appreciated.
Thanks.


Might be a good fit for Champion of Irori Prestige Class.


Master of Many Styles can get any Style feat at level 1 without needing to meet the pre-reqs.

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