Shield

Oterisk's page

RPG Superstar 6 Season Marathon Voter. Organized Play Member. 1,569 posts (4,776 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 14 aliases.


RSS

1 to 50 of 1,569 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Halfling Swashbucklers are boss. Ratfolk aren't bad either with inspired blade. Mouser builds can be crazy.

Gnomes make pretty good sorcerers and oracles.

Any small sized race can pull off a mounted build that can go anywhere, halfling and gnome cavaliers can be pretty epic, you're really just losing ~2 damage and gaining lots of swagger.

You can play small sized Aasimar, Skinwalkers and Tieflings.

Grippli bad touch cleric killing with his tongue, free net proficiency for shenanigans in combat.

Kobolds for hard mode. Love me some Dragon Disciples though... Especially the Flame Oracle ones. Yeah.

A Rogue3-4/Fighter x Halfling Dagger specialist with Startoss Style Feats and Dex to Damage, Risky Striker, Piranha Strike and whatnot might be groovy.

Halfling Master of Many Styles 2ish/Underground Chemist x with Slipslinger and Startoss Style feats.

Halfling Urban Barbarian 6/ Shadowdancer 10 Use Spirit Totem to heal your Shadow. Halfings make great Urban Bloodragers too.

Gnomes make great illusionists and Kineticists. Halfings do good with psychic magic due to their save bonus against fear, go with one of the charisma casters for all of these.

Small characters have a lot of options. This doesn't even scratch the surface.


I like rolling!

2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (1, 3) + 6 = 10

Reroll please!

2d6 + 6 ⇒ (3, 6) + 6 = 15

Wow. Can't say a 34 point buy is bad, but there just is a lot of room for whatever in that. I'm gonna take a look at my idea list and see if I can come up with something MAD.


m Orc 8 Fighter / 2 Champion
Quote:


Let's start with #3. Our magical light sources are 0-level cantrips and ioun torches, which contain a 1st level spell (continual flame). None of them are "of a higher spell level than darkness," so they become completely ineffective.

Um. Continual Flame is a 2nd level spell. It does seem odd that one 2nd level spell can basically trump two 2nd level spells that have expensive material components. I've always treated it like slow and haste, that they would automatically dispel each other, but I guess the wording is different.


m Orc 8 Fighter / 2 Champion

One of my best friends died this morning. I might be unavailable for a bit. Please bot me as needed.


Hmm... I might jump in on this. There's a few ideas I've had for a while that come together about that level that I might want to build.


Generous Dice Roller:
3d6 ⇒ (3, 6, 4) = 13=16
3d6 ⇒ (4, 5, 2) = 11=15
3d6 ⇒ (1, 5, 1) = 7=17
3d6 ⇒ (4, 4, 4) = 12=14
3d6 ⇒ (2, 6, 1) = 9=18
3d6 ⇒ (5, 4, 3) = 12=15

Reroll: 3d6 ⇒ (3, 6, 6) = 15

18,17,16,15,15,14

Bruden Beardfist

Crunch:
18, 14, 17, 17, 18, 11

Dwarf, 15 RP Racial Adjustments
Pop: Greater Spell Resistance +3RP, Greater Defensive Training +4RP, Weakness(+2 Con and Wis, -4 Cha) -1RP
Drop: Specialized -1RP, Defensive Training
Swap: Unstoppable for Hardy, Xenophobic for normal languages, Light Blindness and See in Darkness with Darkvision, Craftsman for Greed

White Haired Witch/ Unchained Monk 1

Traits: Two World Magic: Create Water
Feats, Rogue Talents, Ki Powers:1 Improved Unarmed Strike, Weapon Focus:beard, Improved Grapple, Toughness
Skills: (7) Craft (Jewelry) +7/9, Craft (Ship)+7, Heal +8, Perception +8, Sense Motive+8, Stealth +6, UMD +4

Class Abilities: White Hair (1d4+Int+1.5Str Natural attack), Patron (Strength), Familliar (King Crab, Mauler Archetype), AC Bonus (+4), Bonus Feats: Improved Unarmed Strike, Improved Grapple, Stunning Fist, Flurry of Blows (one extra attack with IUS or Monk weapon)

HP: 10+3+3+1=17
AC: 10+2+4+2
CMB: +5 (+9 grapple)
CMD: 17 (+19 grapple)

Spells: (*= Memorized)
0th: Create Water*, Mending *, Touch of Fatigue*, All Witch Cantrips known
1st: 6 known; Celestial Healing, Cure Light Wounds, Enlarge Person*, Ill Omen, Inflict Light Wounds, Mage Armor*

Fluff:
Backstory: As a fairly adept and promising member of the beard-dueling guild as well as a merchant marine, he got in an argument with his mother concerning this newfangled “Quest for Sky” nonsense. Everyone knew, or at least used to know there was no such thing as “Sky” and anyone bothering to go on such a nonsensical journey was daft. At least, that’s what he told his wife. When she packed to leave anyway, he used his recently acquired powers to put himself in suspended animation until they returned.

Ten Thousand years later, nearly to the day, he was discovered by a pretty young pathfinder dwarf by the name of Magnifora, jolting him from his sleep. He was covered with hair that had grown ever so slowly over the time he’d slept and was now thirty feet long. His power had waned over the time as well, leaving him physically and spiritually weak. After a few years being plied questions about the way of life of ten thousand years ago, the Pathfinders got bored of him and he went off into the world to seek a place where he could belong. Bruden is likely the oldest dwarf on golarion, although he doesn’t look it. As long as he could get the hang of how people talk these days, he would do okay.

One of the Unchained Monk’s abilities is Ki Metabolism. It allows the character to put themselves in suspended animation, which is what he did. Even though it’s required for them to be at least level 4 to do it, I figure he could have weakened over the ten thousand years he’s dead to the world. He’s kind of a Captain Dwarfmerica/Chuck Norris.

Personality: Bruden is a stubborn cuss but he has a heart of gold. He’s very proud of his heritage and his people, although he tends to be a bit condescending, even to these “young, aired headed dwarves”, who are among his people’s descendants. He will admit when he’s wrong, but it does take a bit of convincing

Appearance: With light pink eyes and gleaming white beard and hair, this pale dwarf would look a bit strange to some even if it weren’t for the white crab sitting on his head. His beard is braided in such a way that looks like crab legs and wraps around his shoulders like a shawl after the pattern is tied off.

I've got an old Alias I'll re-purpose for this, although I might change the first name depending on what other people have for their names. I hate having names that sound or look alike, it really is annoying.


I'm considering putting together a white-haired witch/something. I want a dwarf who fights with a prehensile beard.


1 person marked this as a favorite.

A 4 level dip and Shaping Focus is all you need in Druid to make full use of their animal line as they get beast shape at level 8. If you want the elemental line, you have to drop 8 levels, but after that other classes are good options. Feral Hunter is also an option, as it gives you a low permanent bonus as well as more skill points.

Then you can take your choice of Barbarian or alternatively Monk, or other martial based class and roll from there. I like to take at least one level of Barbarian first, for the rage and the extra HP.


dot.


m Orc 8 Fighter / 2 Champion
The Wicked GM wrote:
We are keeping their dogs, including an obese dachshund that we have put on a diet :).

You have a pet Draggin'!


Yeah, um... Mnemonic Vestments are still nice to have in a pinch. Simply because you can't swap them out a half dozen times per day doesn't mean they aren't still useful. If you are going to cast certain spells that often, just get it on your actual list. I went through a whole campaign with only one set, and still found it immensely useful.


I like me this hat


1 person marked this as a favorite.
m Orc 8 Fighter / 2 Champion

Hmm, make sure you keep posting links to those songs. They brighten my day.

The only time I take photos is when someone hands me one and asks for an aerial shot.


Hmm, might want to build a Dragon Disciple because I like them. 15's a great level for one.


Missed me, and an update is ready.

Alabaster Boralis, The Dragon Knight ready for inspection!

notes:
1. He only thinks he's a dragon knight, he's really more of a mounted caster.

2. I think he would have been much more powerful if I hadn't gone DD because the Eidolon would be powered up by two levels and I'd have 3rd level spells. If I had gone without the Counter Summoner, I'd also have access to Summon Monster 4. This should make me more middle of the road. If you need to balance me up (which I doubt), I could rebuild without the prestige class and/or the archetype.

3. Taking out the VMC would easily power me down. I'd switch the racial trait for the Focused Study to increase UMD to 19, and switch my two feats for Exotic Weapon Proficiency and probably Intensify Spell.


Oterisk wrote:
Hey, I know you stated you don't like the combo of Multiclass and VMC, but I'm planning on a prestige class. Is that okay?

So, I'm guessing that's a no. That's cool. I have alternative choices. Nearly done now.

Second question: Is the pace of the sandbox going to be a bit of fast paced action, slow enough to be do like downtime rules, or up to the players?


Hey, I know you stated you don't like the combo of Multiclass and VMC, but I'm planning on a prestige class. Is that okay?

Also, planning a human. A Human Dragon Disciple, but he should pass for somewhat normal anyhow.


Dot.

Always love me a chance to make a dragon disciple...


Maybe I'll build a Hunter. I've got two ideas.

Are you guys good with Variant Multiclass? If you are, than I'll go with one, if you aren't I'll go with the other.


PathfinderWiki wrote:

Whisperer of Souls

Shelyn bears the glaive gifted to her half brother called the Whisperer of Souls. The weapon was crafted by the former god of smiths, who fell during the same murderous spree that claimed Shelyn's mother. When he received it, the weapon corrupted Zon-Kuthon and convinced him to go to war against the other deities. It was during this war that Shelyn lost her mother and became goddess of love. When created, Whisperer of Souls was given the ability to absorb souls (hence its name) and once it absorbs 100 powerful souls (not just anybody's soul will do) it will become a god in its own right and bring about an era of murder and death. When Zon-Kuthon received the weapon it held no souls; by the time Shelyn stole Whisperer of Souls it had almost all it needed. In the time since, Shelyn has been able to free most of those souls thanks to the help of Nethys and brave adventurers (a grand quest of goodness must be performed to release a soul). Much to the frustration of Whisperer of Souls, it cannot seem to corrupt Shelyn or influence her in any way (earning her the title "the Incorruptible"). Quite the opposite, in fact: when Shelyn first stole the weapon it was a nightmarish and hideous piece of craftsmanship, but in the millennia since, Shelyn has remade it into a beautiful piece of art. It still bears a few ugly remnants, but they become less pronounced with each soul she releases.

Anyone know what book this is in? I seem to only able to find it on PathfinderWiki. They don't even know where it's from, so I wonder if you guys do.


Goat Familiar, Str of 12.


<Waves

Okay, I'm gonna give you a bit of an idea I had for a super epic bad guy. Since I'm never really going to use him for anything, and I do like building characters, I'll see what I can do.

Nothing says inconspicuous like a Tree. Therefore, I'm making an Awakened Quaking Aspen tree with Alchemist and Druid levels, probably to 20, With a smattering of other things, likely Witch or Monk or something, possibly even Master Spy. I'll play with it a bit. The Quaking Aspen "Pando" is one of the heaviest organisms on Earth, covering 106 acres in Utah and is estimated to be 10k-80k years old.

Now imagine it in Golarion, bigger, and evil.

Since it's a plant, I may not need to take a Template, although Savant is rather interesting to me. The idea is that he'd have spent most of his money creating clones of himself with the Alchemist Clonemaster archetype. Due to his ancient age and magical strength, he may be easily able to remain alive despite the crew's best efforts, but he will be hiding in plain sight. The Whispering Wood in Cheliax. He will be it. The entire wood.

Sure he'll have a few Treants around as minions, and use Plant Shape to change the look of his clones. I'm thinking of making his clones in a Troop formation (Template?). Anyway, just a rough sketch, I'll put some work into it and see what happens.


Here's the completed entry, with changes in the background story to meet more of your specifications.

Mettera Black, Tian Two-Handed Fighter 7 (Crunch):

Mettera the Black
Male Tian Fighter 7
LN medium humanoid (Human)
Favored Class Fighter
Favored Class Bonus +7 Hitpoints
Init +1; Senses Perception +20
Hero Points: ?
____________________
______DEFENSE_______
AC
31; Touch 11; FF 30 (+10 Armor, +10 natural armor, +1 Dex)
hp 60 (7d10 [10+36] + 7 [Con] + 7 [Favored Class])
Fort +7, Ref +4, Will +6
____________________
______OFFENSE_______
Speed 30 ft.
Melee Improved Unarmed Strike +16 (1d6+9/x2) or Tetsubo +18 (1d10+20/x4)
[Power Attack IUS +14 (1d6+13) or Tetsubo +16 (1d10+26/x4)]
Ranged None
______________________
______STATISTICS_______
Str
29, Dex 12, Con 12, Int 12, Wis 12, Cha 8
BAB +7, CMB +16, CMD 27
Feats:
[Human] Improved Unarmed Strike
[1st] Power Attack
[Fighter Bonus 1st] Exotic Weapon Proficiency: Tetsubo
[Bonus 2nd] Cleave
[3rd] Intimidating Prowess
[Bonus 4th] Snake Style
[5th] Iron Will
[Bonus 6th]Cleaving Finish
[7th]Cut from the Air

Skills (28 -- 21 [Ranks] + 7 [Int])
+2 Acrobatics (2 [Ranks] + 1 [Dex] + 3 [Class] +1 [Trait] - 5 [ACP])
+18 Intimidate (7 [Ranks] - 1 [Cha] + 3 [Class] + 9 [Str])
+21 Perception (7 [Ranks] + 1 [Wis] + 8 [Racial] + 5 [Enhancement])
+9 Profession: Merchant (5 [Ranks]+1 [Wis] + 3 [Class])
+22 Sense Motive (7 [Ranks] + 1 [Wis] + 3 [Class] + 1 [Trait] + 8 [Racial] + 2 [Feat])

Languages Common, Tian
SQ Traits (Reckless, Suspicious)
Racial Abilities Bonus Feat, Skilled
____________________
______EVOLVED_______
Base
: +3 Str; +3 Dex; +6 Natural Armor
Skilled: Perception, Sense Motive
Improved Natural Armor: +4 natural armor
Ability Increase: Strength (+4)
______________________
______EQUIPMENT_______
Starting Gold: 24000
Combat Gear:

Adamantine Tetsubo +1 [5020 gp; 10 lbs.]
Full Plate, Glamered +1 [5350 gp; 50 lbs.]
Swarmbane Clasp (Full damage to swarms, Immune to distraction) [3000 gp; 1/2 lbs.]
Belt of Giant Strength (+2 Strength) [4000 gp; 1 lb.]
Cloak of Resistance +1 (+1 Resistance to Saves) [1000 gp; 1 lb.]
Other Gear:
Wayfinder [500 gp; 1 lb.]
belt pouch [1 gp; 1/2 lbs.]
Eyes of the Eagle [2500 gp; -- lbs.]
Explorer's Outfit [0gp; 8 lbs.]

Coins 2628Gp 10Sp
__________________________________________________
Carrying Capacity:
Light
(466 lbs. or less); Medium (467-933 lbs.); Heavy (934–1400 lbs);
Current Load: 62 lbs [LIGHT]
______________________________________
_________________MISC_________________

Description:
Mettera looks younger than his age, like many Tians but not for the same reason. He is already thirty years old, but has been given two Sun Orchid Elixirs, and is biologically about twenty five. He has rich black hair which he keeps styled in a sort of pompadour and looks to wear mostly silk clothing, looking terribly rich with a couple of black studs in each ear. He often wears glasses when doing business and carries a long metal rod of Numerian Steel in his waistband. He seems a bit paler than a Tian normally is,and when he’s exerted his veins often pop a little more than it seems they should, and his blood when he bleeds is silver in color.

Background:

Mattera was born in Druma, the third generation of mercenaries from the orient for the Desudav family in Perth. Some time ago, a member of the Kalistocracy was making a fortune on Jade in Minkai and made an impression on a particular set of mercenaries known as the Black Oni. After offer and counteroffer, there was an agreement made that a certain portion of the Blacks would relocate to Druma to observe their storied and ancient culture for an amount of money and comfortable living that was acceptable to both sides.

He was raised for battle. The black jackets of Perth were world renowned for their ability to defend wealth through vigilance and ferocity. Crime was a veritable myth in the capital city for the past few hundred years. He traveled the country as soon as he was able to draw a bow with his family in their protection of trade routes. The pay was excellent and the jobs were varied. They had a good life.

Mattera favored the weapons of the east, settling on a particular Tetsubo his great uncle used to use. A viciously heavy weapon, he was able to build his strength to great extent just by training with the thing. He became quite adept at it as well, since he fought off some bandits and some hobgoblins when they attempted a raid on a caravan he was using.

That was until he laid eyes on Mae Icethorn. She was a prodigy of business acumen and had spun circles around anyone she worked with. She was so unbelieveably successful that some believed she fulfilled some sort of prophecy of Kalistrade, and some believed she was just a pompous girl who kept getting lucky.

Regardless of this, at the ripe age of fifteen, she had already amassed as much wealth as many of the members of the Resplendent Bureaucracy, and had used Sun Orchid Elixirs to regress her age back to nine, because she preferred her dresses from back then and because it really threw off her business partners. Having heard of the Blacks, she used a back end deal to nab one from the High Prophet’s payroll, and she had strolled through their estate without warning to pick one she liked. Seemingly at random, she picked Mettera, who was none too pleased about the appointment at first, but due to his upbringing and his desire to do his family proud, he did his duty.

Eventually, the two became quite good friends, with her calling him her big brother despite the obvious racial differences. Within the year, she spent time on the Resplendent Bureaucracy, the youngest to ever do so, and left as the custom after five years. The two of them, along with a fair amount of other people in their entourage, headed for Absalom to explore business opportunities there. Which was where the trouble really began, and Mattera’s keen eye exposed the secret. The closeness of their working relationship, he as a tough but capable and exotic young man caused Mae to desperately fall in love with Mattera, but the Kalistradian Cult forbade her to ever touch him. So she kept herself under the age of puberty with the Sun Orchid Elixirs she could easily afford in order to subdue her passions. But it was still difficult for her in that and other ways.

He had also succumbed to something like love for her as well. He was a young man, and though there were interested parties, the fact that her mind was so sharp and eloquent, every other woman he met paled in comparison to Mae’s tremendously powerful capabilities. He was in awe of her, like a sunset, like a dragon’s hoard, but the repressed feelings he kept for her religious beliefs and for her far too young body had to be released in some way. So at night, he’d often escape her estate to pick fights with ruffians in the street. He fought with the fury of a demon, and so well represented his heritage that he began to be known as the Black Oni on the streets. He’d come back bloody in the middle of the night, have her alchemists fix him up and be ready for a full day of whatever she desired for him to do.

New wealth in Absalom goes through some more rigorous testing than it does in Perth. Several times they had to fight off attempted robbers and thieves. There was even a concerted effort by several vendors to muscle the retired Bureaucrat from Druma out of her chosen field, Antiquities. Realizing she needed a more of an insider voice, she had Mettera go through Pathfinder training and join The Exchange faction. Besides the information he was able to relay to her, this had an ulterior motive behind it as she found it increasingly more difficult to keep him near her and continue to keep her mind on her money. This did not pass by without his notice, and one day he showed up with an extended Leave of Absence form when he realized that she had gotten as much from the Pathfinder Society as she was going to get. She had become much more established and she was no longer in desperate need of his services. She accepted the form without so much as a word, but cried in her chambers for days.

Eventually he was sent off on a few assignments around the area, making a name for himself as an extremely competent, if not somewhat unpleasant bodyguard and muscle for expeditions. Having saved the lives and fortunes of several influential Pathfinders in his years of service, and earned the enmity of some others, for whatever reason it pleased the Decemverate that as a person who’d proven himself loyal to the Society, he would make an excellent test subject. He had minimal physical alterations, but actually became better at the very things he was already quite good at, with some minor side effects.

When the Freaks began their reign of competence, he’d kept an eye on them. Unlike him they were not supposedly good enough on their own to become Pathfinders, but as he kept gathering information, he discovered this was likely a ruse to get them to be more willing to take the experimental drugs. Before he was able to meet up with them directly, he was sent to Magnimar on a mission that required his particular expertise. He returned to Absalom in the last couple days and thought to see in on them.

Quote:

Dear Mademoiselle Icethorn

It is my intention to take a leave of absence. I will still come and be here when you need me, but I’ve trained your staff, and I know you are so well protected that you really can afford to be without me for some time. I have nine years of vacation time I still have rights to take, and it may be time for me to actually take it.. I can’t bear to make you cry, so allow me to let space between us for a time so we can sort our priorities.

Sincerely,

Mettera Black

Personality:
Mettera is quite suspicious of people he doesn’t know well, and often of people he does. He very rarely smiles and when he laughs, it’s usually in a mocking way. He’ll often say things that are inflammatory and offensive, just because he is usually more at ease when people are not at ease and will likely make mistakes that give their true intention. Far from having a winning personality, he comes off as dangerous and rash, when everything he does is actually cold and calculated. Getting to know him does not necessarily mean you’ll like him, but he is effective and perceptive and true to his word. When he does make friends, he’s dangerously loyal.

Fame: ?
Prestige: ?


Backstory:
Mattera was born in Druma, the third generation of mercenaries from the orient for the Desudav family in Perth. Some time ago, a member of the Kalistocracy was making a fortune on Jade in Minkai and made an impression on a particular set of mercenaries known as the Black Oni. After offer and counteroffer, there was an agreement made that a certain portion of the Blacks would relocate to Druma to observe their storied and ancient culture for an amount of money and comfortable living that was acceptable to both sides.

He was raised for battle. The black jackets of Perth were world renowned for their ability to defend wealth through vigilance and ferocity. Crime was a veritable myth in the capital city for the past few hundred years. He traveled the country as soon as he was able to draw a bow with his family in their protection of trade routes. The pay was excellent and the jobs were varied. They had a good life.

Mattera favored the weapons of the east, settling on a particular Tetsubo his great uncle used to use. A viciously heavy weapon, he was able to build his strength to great extent just by training with the thing. He became quite adept at it as well, since he fought off some bandits and some hobgoblins when they attempted a raid on a caravan he was using.

That was until he laid eyes on Mae Icethorn. She was a prodigy of business acumen and had spun circles around anyone she worked with. She was so unbelieveably successful that some believed she fulfilled some sort of prophecy of Kalistrade, and some believed she was just a pompous girl who kept getting lucky.

Regardless of this, at the ripe age of fifteen, she had already amassed as much wealth as many of the members of the Resplendent Bureaucracy, and had used Sun Orchid Elixirs to regress her age back to nine, because she preferred her dresses from back then, and because it really threw off her business partners. Having heard of the Blacks, she used a back end deal to nab one from the High Prophet’s payroll, and she had strolled through their estate without warning to pick one she liked. Seemingly at random, she picked Mettera, who was none too pleased about the appointment at first, but due to his upbringing and his desire to do his family proud, he did his duty.

Eventually, the two became quite good friends, with her calling him her big brother despite the obvious racial differences. Within the year, she spent time on the Resplendent Bureaucracy, the youngest to ever do so, and left as the custom after five years. The two of them, along with a fair amount of other people in their entourage, headed for Absalom to explore business opportunities there. Which was where the trouble really began, and Mattera’s keen eye exposed the secret. The closeness of their working relationship, he as a tough but capable and exotic young man caused Mae to desperately fall in love with Mattera, but the Kalistradian Cult forbade her to ever touch him. So she kept herself under the age of puberty with the Sun Orchid Elixirs she could easily afford in order to subdue her passions. But it was still difficult for her in that and other ways.

He had also succumbed to something like love for her as well. He was a young man, and though there were interested parties, the fact that her mind was so sharp and eloquent, every other woman he met paled in comparison to Mae’s tremendously powerful capabilities. He was in awe of her, like a sunset, like a dragon’s hoard, but the repressed feelings he kept for her religious beliefs and for her far too young body had to be released in some way. So at night, he’d often escape her estate to pick fights with ruffians in the street. He fought with the fury of a demon, and so well represented his heritage that he began to be known as the Black Oni on the streets. He’d come back bloody in the middle of the night, have her alchemists fix him up and be ready for a full day of whatever she desired for him to do.

New wealth in Absalom goes through some more rigorous testing than it does in Perth. Several times they had to fight off attempted robbers and thieves. There was even a concerted effort by several vendors to muscle the retired Bureaucrat from Druma out of her chosen field, Antiquities. Realizing she needed a more of an insider voice, she bribed a few people to allow Mettera to receive a field commission to the Pathfinder Society. Keeping that a secret wasn’t a priority, as she wanted people to know how wealthy actually was, and Mettera was able to keep an eye on the Scarni and the Exchange through his contacts there.

When the Freaks began their reign of competence, Mae Icethorn easily and quickly procured a sample of the mutagen and offered it to Mettera. He could tell by the look in her eye that she was hoping that him being different would allow her to let him go and think of him as something other than what she did. To spare her heart, he took it immediately, without thought. But very little happened to him physically that could be seen. Mae ran to her room and wept alone.

That night, when he went out to fight, his opponents sometimes would break their weapons on his skin, and when they managed to make him bleed, his blood was like some sort of liquid metal. His insides felt like they were on fire, but he never felt more powerful. In the morning he put together a letter.

Quote:

Dear Mademoiselle Icethorn

It is my intention to take a leave of absence. I will still come and be here when you need me, but I’ve trained your staff, and I know you are so well protected that you really can afford to be without me for some time. I have nine years of vacation time I still have rights to take, and it may be time for me to actually take it.. I can’t bear to make you cry, so allow me to let space between us for a time so we can sort our priorities.

Sincerely,

Mettera Black


dot. I'm keeping tabs here too.


m Orc 8 Fighter / 2 Champion

Gonna post soon...


m Orc 8 Fighter / 2 Champion
Rataji the Resourceful wrote:
Haunted has the disadvantage that one cannot ever use a haversack for lovely move action drawing of wands and scrolls.

Wands are "Weapon-like" and can be placed at the ready and drawn with a move action, or part of a move when >+1BAB. Daen will have craft Wand, so getting decent healing for our money will be available, as well as other useful spamming spells.

Scrolls, yeah, no handy haversack bonus for you on that one.


As much fun as he is, it is weird to play the same character in two different games at the same time. I have a few other ideas, so I'll see what comes up. Although it would be tempting to build him under these rules...


Hmmm.... Dot.


I tried to run this game twice with my home group, and as far as we got was halfway through. Good luck, it's an awesome campaign.


I'm going to pull out. I just don't have enough time to finish before lunchtime. I love building characters, so it was still fun to attempt the build, and the story idea I had is good, I just might have to re-appropriate it later.

Have a good time all.


Integral, no. Just thought it was cool. Artifacts break into the above regular capability territory, and I thought it would be fitting for such a character. I wouldn't want to keep the deck or anything, as that would be difficult to fit into my starting wealth, but I'll put together something and see if it's to your liking. It's possible it will still evolve into something else, I'll sleep on it and see what pops out tomorrow.


I have a Cartomancer Witch / Card Caster Magus idea I've been kicking around. Between the two classes, he should have a pretty huge amount of spells, and be relatively okay in combat as well. He'll really only have cards and spells as weapons, but that should be more than enough. I know both archetypes give me the Deadly Dealer feat, but they're still both cool.

I've actually played the character before, if that's a problem you should tell me, and he's pretty well fleshed out. The gestalt and mythic elements are new, but I thought that he might have been sucked into the Harrowed Realm and emerged that way. It's possible that since you don't age while you're in there, he could have been in there for centuries. That's kind of a neat thought. It would make him a bit of a man out of time, which intrigues me.


m Orc 8 Fighter / 2 Champion

writing huge post now....


Lanitril- Sorry, I haven't updated the guide with the new ruling, although I was aware. For a while I was waiting to see if the Bloodrager Bloodline would be ruled to work with Dragon Disciple (it does) before I did an update, but then we ran into Psychic Magic, and I got very busy personally. I might do another update, but probably not until early next year.

AwesomenessDog- Sounds like a cool build, but it I won't be adding it to the guide because not very many characters get to eat dragon's souls and all. Enjoy your special ruling.

Lithras- Changing the damage type of a spell doesn't change its type, sadly. Shocking grasp will always have the Electric descriptor, no matter what type of damage it does. Corrosive Touch is what you'll want, although it's inferior to Shocking Grasp in pretty much every way.

Secondly, you need to be a Green, Black or Copper Dragon for Noxious Bite.

But the combo is worth mentioning. Most people don't get that high of ability scores when they make their character, but if you can do it, it's a really good build. I will find a good spot to highlight it, thanks for the notice.


Gosh, that's embarrassing. I need to not jump to conclusions when I'm definitely off of my game. Of course, I've had this misconception for years. Not that it really matters anymore.

Still giving a Candle of Invocation to a Planetar can be used to gain access to 9th level spells, which is cool.


Arcane is very nice, and the Wildblooded variant is also very nice. I've just finished Kingmaker with that bloodline with some of the same desires for utility and versatility so I have a couple pointers for you. Shadow bloodline is good for the rest of my advice as well.

Illusion spells are pretty amazing, and fit into Desna's flavor pretty good. Starting off with Color Spray would be very useful in this campaign. You can possibly take your second level as a Heaven's Oracle dip, just for Awesome Display, and it should keep you dangerous until level 8 or so when you can pick up Shadow Conjuration. At this point, Awesome Display starts to lose it's effectiveness, and retraining that level in Oracle back into sorcerer becomes more and more enticing.

Shadow Conjuration is an extremely versatile spell and well worth investing in. There's even a guide. I've found it to remain useful for pretty much the entire campaign, except I did find trouble against undead, but since your cleric is into that, you should be fine.

For Versatility, nothing beats the Mnemonic Vestment. Although that dip in Oracle will allow you to use all scrolls and wands from the cleric list until your UMD is high enough to not need that help anymore. Grab a few extra scrolls and grab a bunch of spells you would use probably only a handful of times in the campaign. I liked using it for things like tongues, remove curse and blindness, heal (for emergencies), control construct and the like. Later on you'll want to switch to the Robes of Arcane Heritage, or talk to your crafter and combine the two for a bit extra.

Later on, Limited Wish is a good option for versatility if you can afford it. I was able to get approval for Blood Money, and used it to cast whatever spell was necessary. Without this, Greater Shadow Conjuration is a good bet, as you can summon shadow creatures that can cast spells with it. You'll have to do your homework to figure out what creatures cast what spells, but you'll soon be able to work out your favorites. Picking up Summon Monster 6-8 may also be useful for extra spell casting possibilities, if you find room in your known list.

Now my particular sorcerer also used a lot of Transmutation spells, but that was just personal choice. You'll want to fill out the rest of your list with spells that fill in where you lack. Don't forget to pick up Persistent Spell so you can make those saves even harder.

All that aside, wizards and arcanists really would shine in this AP, and having the ability to have high intelligence and some decent knowledge skills can get you far. But I have a soft spot for Sorcerers, and I thought I'd give you what advice I could.


Morrigna Psychopomp [CR 13, Will +16, SR 24, Cha 16]- Medium sized outsider with regen and 12th level Inquisitor list. Can summon spider swarms she can see through with Arcane Eye without an action. Step up and Strike feats, and natural attacks with the grab ability make this creature useful in combat versus casters.

Uinuja, Azata [CR 13, Will +19, SR 26, Cha 21]- Large sized outsider that seeks to protect mortals who dream. She has some access to Psychic Magic, and is a decent ranged combatant with her spiritual starknife.

--An additional note on the Planetar, with just a few items and a high UMD (for the sorcerer), an enterprising wizard or sorcerer can use it to gain access to a number of 9th level spells in a short amount of time. Since access to 9th level spells is difficult to find, as they aren't generally available for sale, this is actually a sure-fire way to get them

Step one, bind. You should know how to do this by now.

Step two, offer LG Candle of Invocation for the service to sweeten the deal. You'll need it for when the Planetar prepares spells. He can keep it when you're done with him too, as you don't really need it.

Step three, on the first day of his service, have the Planetar prepare Create Demiplane, Greater, and also some lower version of the spell. This he is able to do with the Candle of Invocation by lighting it and blowing it out prior to his preparation time.

Step four, have Planetar create a timeless demiplane so you can do all your work instantaneously. Be sure to read the spell carefully.

Step five, Planetar casts prepared 8-9th level spell of your choosing since he has access to all of those spells. Use Scribe Scroll to gain a scroll of that at crafting price.

Step six, wizards can scribe the spell with a fairly simple spellcraft roll (DC 24) if it's on his list and can keep the scroll as a backup if he wishes, or even use it as a bargaining chip to keep the planetar happy to avoid future repercussions, or sell them at cost if cost is an issue. Sorcerers can use a Mnemonic Robe to use the spell once per day on their list with a fairly high UMD as he would have to emulate the wisdom requirement, (DC 34 if memory serves). If the sorcerer has scribe scroll (or a cohort/hireling), he can rewrite it as an arcane spell, again if it is also on the Wizard/Sorcerer list (I think. I might have to talk to the rules forum on this last point).

Step seven, resting and recasting in the timeless demiplane is instantaneous to the rest of the world, so take your time and return to step five until you gain all of the spells you desire.

Step eight, If your alignment and purpose fit well with the Planetar, keep him around for great justice. If they don't, let him go. At least the Planetar has gained some important tool(s) to use against greater evils, and since he was only gone from his duties for one day of service, with luck you haven't ticked him off enough to see him ever again.


I'd recommend a Half-Orc Alchemist with Variant Multi-classing Barbarian. VMC Barbarian really is the best VMC, and being able to stack some crazy high Strength Modifiers is very nice. Half Orc is good for getting some good weapons as well as free darkvision. Both Great Axe and Falchion are good for high strength builds.

Beastmorph Vivisectionist is a really good build, especially once you get pounce at level 6. But with as many people as you have, it's not terribly necessary. Keeping bombs is great for swarms, Undead, and stuff that's out of reach, not to mention some getting reflex saves for some interesting effects. The tanglefoot discovery is cool, and I'm a big fan of the Force Bomb discovery as well. Being able to trip with a Reflex Save is really, really nice on the big guys you'll run into, and Golems. I played a bomber Alchemist all the way through Serpent Skull, so if you go straight Alchemist, let me know and I'll give you some high level tips.

If you have a solid ninja, grabbing vivisectionist with Gang Up and Menacing weapons is cool. If you do grab a level of a martial class, or go half orc for a exotic weapon proficiency, grab a weapon with a x4 crit multiplier and have one of your crit-fishing buddies take Butterfly's Sting for severe damage. Longspear isn't a bad choice with this either, and you'll get reach as well.

Pick up Enlarge Person right away as it's actually just a standard action for you and with a reach weapon, you'll be able to hit from a long way off. Works pretty good even with people in front of you, especially since they'll be taking up some of the hits. Infusion is really nice for your buddies as well, and you can play back up healer with it.

Anyhow, here's a build for reference. If you go Beastmorph Vivisectionist, there's some suggestions in parentheses.

Half Orc Alchemist 1
18, 12, 14, 14, 10, 8

1. Toughness, or Combat Reflexes (for a reach weapon)
2. Tanglefoot Bomb (Feral Mutagen)
3. Rage! (+8 to Str when raging and with Mutagen)
4. Infusion
5. Power Attack
6. Wings
7. Rage Power: Witch Hunter (Lesser Fiend Totem)
8. Force Bomb (Spontaneous Healing)
9. Extra Rage Power: Spell Sunder (Strength Surge)


If you have room later on for feats like Combat Expertise, Gang Up, Outflank and purchase menacing weapons, you can really crank your to hit nice and high. If you're alchemist buddy uses a high crit weapon, like a pick or scythe, Butterfly's Sting will help them dish out some major damage, especially if they are two handed and strength based.

The fact that at least two of you are Int based means you should be okay for story plots, at least from memory. I'm in a group that's in the last part of RotR that currently has a gnome monk (that's mine), a dwarven Destined sorcerer (reincarnated from elf), a Tower Shield Fighter (her druid died) and a human Undead Sorcerer. The last sorcerer has Leadership, and a goblin cleric of Nethys cohort.(reincarnated from human). Oh, and a Bard/Rogue Arcane Trickster we use as a Heroism Wand when he's not around. We're doing okay, and now that we're actually up to the end, I think we'll be able to win. Hard to say though. Some parts were really touch and go.

Since you have the alchemist and a Bard, you should be fine on arcane power and Arcana Knowledge. If one of them picks up a few slots in Linguistics, that's a good idea. Hopefully the Bard will grab a Other than that, you should be fine. Just make the character you want.


Hey Bret, just a few suggestions:

If you have the points, a 16 Int is a great place to start. Without putting any points into it, you'll be able to get a +6 headband and get a bonus spell for every level you get, as well has keep your DC's useful. But if you are going to focus on melee combat, dropping this to 14 will not hurt you, especially if you are focusing on Arcane Mark and Shocking Grasp (which has no saving throw, by the way).

Starting with an 18 dex will get you +1 to hit, +1 to damage, +1 to AC and Reflex saves, +1 to initiative and so forth.

Starting with 14 Int over 16 Int will give you +1 to the DC of your spell, and one more skill point and arcane pool point.

The way you have it is nice and balanced, but don't expect to be thoroughly good at either casting or melee, but a good support character in both. If you are thinking you want to be primarily a melee character, then focus on Dex. If you are thinking you'll primarily be a casting character, then... pick a wizard with a sword as your bonded item :P. From your focus on Acrobatics, I'm guessing you actually want to be more of a Combat Focused Magus, so my recommendation is to actually go with the 18 dex to start.

Color Spray is great for level 1, so so for level 2-3 and worthless past that. Getting into Shocking grasp at level 2 or 3 is pretty much a no brainer. Don't change your build or make permanent decisions for something you're going to use for just a couple sessions. Also, grab some scrolls and wands as soon as possible. A 2nd level Shocking Grasp wand will be a great option for holding the charge when you know a fight is coming. A 2nd level Burning hands wand is great for swarms, and sometimes just the right situation. Wands are able to be drawn like weapons now, so after first level you can do it as long as you move 10 feet.

For a seafaring Magus, just as an option, you could take the ancestral arms racial trait and pick up a net. Touch AC to entangle, and if you take the feat Net Adept it turns into a one handed reach weapon that you can actually spellstrike with. Always wanted to try it.

I don't think you need to shore up your will save, since it will be better than pretty much any other melee class because it's a good save for the Magus. That's why I don't mind dumping Wisdom for extra points.

Other than that, every thing looks good. A magus is a decently strong class, you should be able to make it work regardless of your choices.


Curious, would you allow the Finding Haleen trait? (I usually ask for it nerfed, with just a one time bonus of +1 HP and +1 skill point, not every time I level like the trait actually says.)


Rolling is Fun!:

4d6 ⇒ (2, 6, 5, 5) = 18=16
4d6 ⇒ (3, 5, 5, 2) = 15=13
4d6 ⇒ (6, 4, 2, 4) = 16=14
4d6 ⇒ (4, 1, 5, 1) = 11=10
4d6 ⇒ (2, 1, 2, 2) = 7=6
4d6 ⇒ (1, 5, 2, 1) = 9=8...+3, reroll

4d6 ⇒ (4, 3, 3, 1) = 11=10
4d6 ⇒ (6, 4, 2, 5) = 17=15
4d6 ⇒ (5, 1, 2, 5) = 13=12
4d6 ⇒ (1, 1, 3, 1) = 6=5
4d6 ⇒ (5, 1, 2, 3) = 11=10
4d6 ⇒ (4, 1, 5, 6) = 16=15...+2, reroll

4d6 ⇒ (4, 2, 1, 2) = 9=8
4d6 ⇒ (6, 2, 4, 2) = 14=12
4d6 ⇒ (3, 1, 4, 3) = 11=10
4d6 ⇒ (4, 5, 3, 4) = 16=14
4d6 ⇒ (5, 5, 2, 1) = 13=12
4d6 ⇒ (2, 1, 1, 5) = 9=8...+2, reroll

4d6 ⇒ (4, 2, 3, 4) = 13=11
4d6 ⇒ (5, 6, 3, 2) = 16=14
4d6 ⇒ (5, 3, 4, 3) = 15=12
4d6 ⇒ (4, 1, 5, 4) = 14=13
4d6 ⇒ (5, 3, 2, 2) = 12=10
4d6 ⇒ (4, 3, 4, 6) = 17=14...no 15, reroll

4d6 ⇒ (3, 4, 3, 1) = 11=10
4d6 ⇒ (6, 6, 6, 4) = 22=18
4d6 ⇒ (1, 1, 6, 1) = 9=8
4d6 ⇒ (3, 6, 3, 4) = 16=13
4d6 ⇒ (6, 2, 3, 5) = 16=14
4d6 ⇒ (3, 6, 5, 6) = 20=17... not bad

4d6 ⇒ (5, 5, 2, 5) = 17=15
4d6 ⇒ (2, 3, 4, 6) = 15=13
4d6 ⇒ (6, 6, 1, 3) = 16=15
4d6 ⇒ (6, 1, 1, 1) = 9=8
4d6 ⇒ (1, 6, 5, 1) = 13=12
4d6 ⇒ (6, 2, 1, 5) = 14=13...+6 and 2 15s, qualifies

Looks like a 18, 17, 14, 13, 10, 8. That's a good spread, we'll see if I'm inspired.


Rolling dice is fun!:
4d5 + 3 ⇒ (5, 5, 5, 1) + 3 = 19=18
4d5 + 3 ⇒ (1, 3, 1, 5) + 3 = 13=12
4d5 + 3 ⇒ (3, 5, 4, 5) + 3 = 20=17
4d5 + 3 ⇒ (4, 3, 1, 1) + 3 = 12=11
4d5 + 3 ⇒ (1, 3, 2, 3) + 3 = 12=11
4d5 + 3 ⇒ (1, 1, 2, 4) + 3 = 11=10

1d4 ⇒ 3
1d2 ⇒ 2

Add (or subtract) some Racial Mods...
14, 14, 15, 11, 11, 10

Then I just gotta decide which direction to go. Barbarian is tempting, but we already have a decent one as well as a bloodrager up thread. I got my modifiers to use, but I better decide on a direction first.


I'm going to pull out of contention. The character ideas I had I really like, and changing them really quenched my fire for this particular go. I wish you all good fun, and I'm sure you'll find yourself a good assortment of committed and fun gamers from what I've seen.


That's cool. I'll come up with something else then.


@GM, What's your feelings on Variant Multiclassing? I've had an idea that I think will be fun, but it sort of requires this. I figured I would ask before I finished polishing up the character.


4d6 ⇒ (3, 2, 5, 5) = 15=13
4d6 ⇒ (4, 4, 3, 5) = 16=13
4d6 ⇒ (2, 3, 6, 3) = 14=12
4d6 ⇒ (4, 1, 2, 5) = 12=11
4d6 ⇒ (4, 4, 5, 2) = 15=13
4d6 ⇒ (2, 6, 5, 5) = 18=16

That's not bad. I think I'll sleep on this one, and see what I can dream up.


Hey there, the call has been answered. A Half-Elf Druid fisherman is ready for inspection. I suppose I should get permission for the Ancestral Arms Alternate racial Trait. I had him pick up a net proficiency, instead of the skill focus. I would have rather picked up the monster hunter trait, but someone already took it, so I had to improvise.

Basic Crunch:
18, 12, 12, 8, 15, 7

Half Elf Druid

Skills: Perception +8, Profession: Fisherman +6, Stealth +5
Traits: Friends and Enemies, Rough and Ready (Alt Race: Ancestral Weapon: EWP: Net)
Feats: Net Adept
Spells: 0th- Know Direction, Light, Mending
1st- Cure Light Wounds, Shilelagh
Stuff: Quarterstaff, Spear, Net x2, Hide Armor, Wooden Buckler, 8gp
HP: 10 AC: 16 (FF:15, Touch:11)

Animal Companion: Small Cat (Varisian Red Pelt Cougar)
12, 21, 13, 2, 12, 6
Feat: Dodge
Skill: Stealth +13, Perception +5
HP: 10 AC:18 (FF:12 Touch: 17)

Backstory:
Ashleaf is a third generation resident of Sandpoint. His grandparents being adventurers, they wanted their children to live a quieter life in a small town, and of that they were mostly successful. Their Daughter, Gailyn married a townie Fisherman, and began to raise their young boy Ashleaf, who was given the translated name from elven because he took after his grandmother.

He was only a few years old when that old adventuring spirit took his mother, as she volunteered to root out a goblin menace, and ended up losing her life to the threat, even though they were successful in driving the cruel imps back. So Ashleaf ended up living a quite isolated young life although many remembered his mother's sacrifice and treated him kindly.

As he grew, he took to fishing for large parts of the day, and had brought back fairly large fish up the river, of which he sold to the local eateries on a daily basis. It didn't really surprise anyone when one day he came back with another fisher, Jarro the Firepelt. After that the two were inseperable, and they lived out their lives in relative peace. Although he was antisocial, Ashleaf was still looking forward to the Swallowtail festival, hoping to try his hand at any of several games, and hoping to get a glance at some of the baudy dancer girls.


I am, and I don't mind if you take it. Good gaming everyone.

1 to 50 of 1,569 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>