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Organized Play Member. 1,776 posts (7,652 including aliases). No reviews. No lists. No wishlists. 27 aliases.


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Have fun all!


Interesting.


Vigor: 2d10 ⇒ (1, 4) = 5

Well, that's awful.


Can we take a drawback for an extra trait?


Ouachitonian wrote:
GM SuperTumbler wrote:
Phlynn wrote:

Raised in room over a saloon owned by his uncle, learning to play cards, drink, and the ways of the world, then eventually moved on to join with some Longriders (Think Texas Ranger types, maybe?) much as his father had, years before. Currently leaning toward Order of the Road.

Also, any chance you might snag 5 of us rather than 4? I'm seeing a lot of cool ideas in this thread...

I was thinking of an order called the tin stars? silver stars? siccatite stars? Anyway a sort of national group like US Marshals, or Varisia only group like Texas rangers, or maybe independent like Pinkertons, but more noble. A way for someone to play the Lone Ranger type as a paladin or cavalier.
Maybe a Hellknight order? There’s definitely some overlap there, with all of the being big into enforcing The Law, and at least a couple being known for hunting down fugitives and/or locating the abducted.

Just to follow up on this idea, GM: are there Hellknights in this setting? With the defense bonus being used, heavy armor seems like a bad idea in general. Are there hellknight-type lawman figures that don't wear armor? It had occurred to me to play a Gun Tank Gunslinger, possibly multiclassed with another martial class, maybe Paladin, but heavy armor seems like a poor choice in this setting.

Edit: also, does anybody know if the Defense Bonus system is an option in HeroLab? I don't see it inthe starting Cofigure Your Hero screen where you usually pick options like that. I can kludge it in if need be, but if I'm just missing it I'd like to know, lol.

Another question: Can we take a drawback for an additional trait? I've got three I really want. I'll take the Additional Traits feat if need be, but if there's another way I'm interested.


GM SuperTumbler wrote:
Phlynn wrote:

Raised in room over a saloon owned by his uncle, learning to play cards, drink, and the ways of the world, then eventually moved on to join with some Longriders (Think Texas Ranger types, maybe?) much as his father had, years before. Currently leaning toward Order of the Road.

Also, any chance you might snag 5 of us rather than 4? I'm seeing a lot of cool ideas in this thread...

I was thinking of an order called the tin stars? silver stars? siccatite stars? Anyway a sort of national group like US Marshals, or Varisia only group like Texas rangers, or maybe independent like Pinkertons, but more noble. A way for someone to play the Lone Ranger type as a paladin or cavalier.

Maybe a Hellknight order? There’s definitely some overlap there, with all of the being big into enforcing The Law, and at least a couple being known for hunting down fugitives and/or locating the abducted.


This definitely sounds interesting. I’ll probably stay away from Gunslinger itself, but will probably play something that can take advantage of the firearms availability. Holy Gun Paladin, Inquisitor with the Black Powder Inquisition, something like that. Could potentially dip Gunslinger for Dex to damage, though.


I’m going to drop out of this one, folks. Got enough on my plate already, I think.


I’d be down. Seems like a fun little adventure.


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My regular group is diverting out of our campaign for a one-shot while one of our members goes on vacation. The GM for this one-shot is a wily old hand who’s been playing and GMing since D&D 1e. Pretty much all he’s told us is that we’ll be hunting a dragon. He mentioned that the scenario he had ready was easy to convert to PF1e (I’m guessing it’s written in 3.5, that’s what he prefers playing), and called for four 12th level characters, but since there’s only three of us we should make 13th level characters instead. That’s about all I know. You should be able to extrapolate from there ther rough power of the dragon we should expect. As I said, our GM’s crafty. I was just discussing with the others a story he told us about running a dragon fight years ago in another edition where a Red Dragon had been burning towns, stealing gold, eating maidens, etc etc, and the heroes got all tooled up with Protection from Fire spells, Cold blasts, etc etc, and only after they were in its lair did they learn they were actually facing a Blue Dragon that had been using magic to hide its true nature. I fully expect those sorts of shenanigans. One player is going to play a gunslinger, the other a buffer of some sort (though one still able to melee in a pinch, exact class wasn’t specified yet), and I’m thinking a magus, but I’m open to other possibilities. Some options are pretty obvious: scroll of True Seeing, Dragonfoe Amulet, Dragon Bane weapon, Dragon Defiant armor, resist energy, etc. But lots of y’all have played this game much more than me. So how would you build a Dragonslayer? To reiterate, 13th level, standard WBL (pregame crafting allowed, though), ability score array of 18, 16, 14, 12, 10, 8, all official PF1e options are on the table. (Try to stick to PC races though, no monster PC or templates. I’m not looking to get *too* crazy). I’m open to any level of help, from “make sure and take this one somewhat-obscure spell” up to a full statblock, lol.

Edit: Our buffer says she’s taking Craft Wondrous and Scribe Scroll. The three of us will be talking through things together while we build, so feel free to give me advice to pass along to them.


KeeperofRunes wrote:

Looking through wrath I'm not sure I'm quite equip to make the adjustments I think it would need so I'm probably going to have to dip out of Wrath but what I'll do instead is offer a few other options and take votes.

Iron Gods
Curse of the Crimson Throne
Rise of the Runelords
Carrion Crown

Sorry to disappoint on Wrath though!

I played through the first 2-3 books of IG, I’d be happy to be able to pick up and keep going, either with that character or another. Likewise RotR, I’ve played the first couple of books, into part of the third. Would be happy to play more. The others I don’t have that experience with, but I’d be down for either.


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That’s what I don’t get. Every module and AP has some content that might upset people. How many of them involve a murder or serial killer? That could trigger anyone who’s had a family member murdered. Anything that involves sailing? Triggering to those who’ve had a friend lost at sea. Should we blacklist Curse of the Crimson Throne because it features a disease epidemic at one point? Telling people not to play an AP because one part of it is set in a fantastical version of Russia circa a hundred years ago just strikes me as absurd. Now, if your group includes an ethnic Ukrainian, sure, maybe stay away from it. But that’s a highly individualized call, not something that should be handled with a blanket announcement.


roll4initiative wrote:

Also, currently the Reign of Winter AP is on the blacklist, which I forgot about until my VO friend reminded me last night. All PFS Venture Officers (I am one of them) received a note on Discord not too long ago to not run it until further notice.

The gist of it is:

Quote:

"Greetings, @everyone. After discussion with Paizo leadership and the RVC team, I would like to announce the following in relation to the ongoing events in Ukraine:

• Organizers are currently discouraged from running **PFS2 2-08: A Frosty Mug**, as well as the *Reign of Winter* Adventure Path. Both have themes that touch a little too close to home, and I would encourage organizers to be sensitive about scheduling them."

I don’t understand that at all.


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Ok, so, I sometimes run one-shots with my groups to relieve one of our two normal GMs, but I’m thinking I may step up and run a campaign when we finish Mummy’s Mask. Pathfinder’s what I know best, and running an AP is definitely preferable to trying to work up my own campaign. One issue our GM is dealing with this campaign is that we’ve, uh, kinda gone off the rails and broken WBL. We’re almost more a wandering magic shop than an adventuring party. One of the other players (our old hand, who’s played and GMed since 1e) is playing a crafter wizard and we’ve ended up delaying progress for weeks while he enchants stuff to sell to the rich of whatever town we’re currently in, etc. Our cleric and my alchemist have contributed as well, to a lesser extent (you just can’t make as much money selling potions as you can with Craft Wondrous. lol) So…what’s a good AP for a new GM, preferably one with a strong “we need to do this now” drive and/or one where you spend a lot of time away from civilization, to help me keep them on the rails. Our current GM has Rise of the Runelords and Reign of Wonter that he could loan me, though IIRC he and his wife (also in the group) have played arise before, so I kinda want to stay away from it. RoW might be a good one. I know Ironfang Invasion spends a lot of time in the wilderness. Also Giantslayer, IIRC? Other suggestions would be welcome.

(Mods, if there’s a better place for this please do move it.)


I'd be in.


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I’m thinking a Magus, or maybe a Warpriest. Something gish-y.


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I’m interested. In the point buy, you say things are going to get epic. Is there a possibility we might get Mythic tiers? If that’s on the table, it’ll effect my build.


How do you feel about firearms? I played a Gun Chemist Alchemist in a RoW game on the forums previously that fizzled somewhere in book one. Maybe level 3-4, I don’t recall exactly. Might reprise that character if I can.


I think I will stick with barbarian for my submission and alter his alignment to NE. That feels like a smaller deviation from my concept than the alternative.


For background purposes, should assume some version of Book 1 to have taken place? How is the party coming together?


My Bloodrager Barbarian is definitely melee.


Ouachitonian wrote:
I had actually missed the restriction on classes. I can retool to a barbarian without losing too much.

One issue I noticed with this: Bloodrager can be lawful, Barbarians can’t. Would you be willing to allow a LE barbarian? In this case I’m not building some wild tribesman with no respect for civilized laws, I’m building a Moloch-worshipping berserker; civilized most of the time, but willing and able to enter a fury when it comes to fighting his God’s enemies. That makes more sense than arbitrarily making him NE and explains why his devotion to his god doesn’t include respect for Hell’s laws and contracts etc.


I had actually missed the restriction on classes. I can retool to a barbarian without losing too much.


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Arjuna332 wrote:
Ouachitonian wrote:
I've got a tiefling bloodrager concept I've tried before but has yet to actually get into the game. Would you accept a tiefling? They're probably still not *common* in Cheliax, but more common there than elsewhere.
Well, I'd accept a tiefling if it feels right. If I feel this particular tiefling is suitable for the group, then I'd accept the tiefling.

I think I'll give that a shot again. He'll be an Ex-Iomedaean, who was once zealous in her faith and tried to become a paladin, but after years of bullying and discrimination and finally being framed for a heinous crime, he was drummed out of the paladin academy and, full of spite and bitterness, turned to the worship of Moloch. He's sort of *almost* an Antipaladin in his background, being a martial devotee of an Archdevil, but in game terms he'll be a Bloodrager who's been gifted power over fire (ie the Elemental (Fire) bloodline) by his patron, the better to burn and destroy everything Iomedae holds dear.


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I've got a tiefling bloodrager concept I've tried before but has yet to actually get into the game.
Edit: reread the Op and saw you mention tieflings specifically, lol.


I'm up for Wrath. Got an idea for that I'd like to try. A good evil campaign would be great, if you would like to run Hell's Vengeance. But honestly, I'm up for any AP I'm not already playing (I'm already playing several, won't bother to list them. But shoot for one of the less popular ones like Council of Thieves or Shattered Star, or a newer one that hasn't been offered much like War for the Crown, Ironfang Invasion, Return of the Runelords, etc.)


Would you allow an Oread with the Dwarf Blooded feat? (I don't think I'd use one, but thought I'd ask.) Also, are we doing background skills or the Elephant in the Room feat tax system? The former especially seems to be almost standard, but you didn't mention either in he first post, so I want to be sure.


Interesting. I played a half-orc barbarian (Mad Dog) in a Giantslayer game that died after book 1. My reskin that character as a dwarf and submit. Definitely plan something with a companion because this seems like the best AP for the Mammoth Rider prestige class, which I keep wanting to try but never get the chance to.


GM Coyote wrote:

Ouachitonian, I’ll let you reroll ones, same goes for the rest of y’all.

You're a gentleman and a scholar, sir.

Rerolls:

4d6 ⇒ (3, 1, 4, 2) = 10reroll 1: 1d6 ⇒ 3
4 + 2 + 2d6 ⇒ 4 + 2 + (5, 6) = 17
6, 4, 5, 4
1d6 + 2 + 2 + 2 ⇒ (4) + 2 + 2 + 2 = 10
6, 4, 4, 6
1d6 + 6 + 4 + 4 ⇒ (5) + 6 + 4 + 4 = 19


10, 15, 15, 8, 16, 15

Much better.


Ouachitonian wrote:

Interesting. I posted the first time but seem to have never submitted anything. Gonna have to take a second look at the build rules.

4d6
4d6
4d6
4d6
4d6
4d6

Uh. That's maybe the worst I've ever rolled. Any chance of rerolling 1s or something, or am I just falling back on Point Buy? Geez that's bad. Four 1s in one roll!?

Anyway, thinking I might go with the Jistkan Artificer. The whole "replaces one of his arms with a golem arm" shtick feels like it would really fit the "Mad Max" feel.


Interesting. I posted the first time but seem to have never submitted anything. Gonna have to take a second look at the build rules.

4d6 ⇒ (1, 1, 1, 1) = 4
4d6 ⇒ (1, 4, 1, 2) = 8
4d6 ⇒ (6, 4, 5, 4) = 19
4d6 ⇒ (1, 2, 2, 2) = 7
4d6 ⇒ (6, 4, 4, 6) = 20
4d6 ⇒ (1, 6, 4, 4) = 15

Uh. That's maybe the worst I've ever rolled. Any chance of rerolling 1s or something, or am I just falling back on Point Buy? Geez that's bad. Four 1s in one roll!?


A couple of questions, GM:

1) What is the Crown, anyway? A lot of the description sounds like insectoids of some description, but there’s also a lot of necromancy mentioned. Are we talking actual swarms, vermin, undead? The sort of thing we’d know of them IC from fighting them. What Favored enemy would a Ranger take, that sort of thing.

2) How high a level do you plan for this to run to?


1d100 ⇒ 20
Might run an aasimar or tiefling, thought I'd go ahead and throw in a roll for the ability table in case I do.


Oh man, I didn't realize today was the deadline. I guess I won't finish my backstory tonight then. Alas.


Sounds interesting. I’d play.


I wish I had the RP left to add a couple of hoof attacks to my centaur, but he’s already at 29. Instead I’ll add Lesser Defensive Training vs Humans:

Defensive Training, Lesser (1 RP): Prerequisites: None; Benefit: Choose one subtype of humanoid. Members of this race gain a +4 dodge bonus to AC against humanoids of the chosen subtype.


Alright, I've decided what I'm going to do. Don't have the alias set yet, but he'll be a very special elf from a noble bloodline, raised by his Riftwarden uncle after his parents disappeared (Riftwarden Orphan trait). He underwent rare and dangerous rituals to awaken the noble power in his blood, so as to better be able to avenge his parents and fight demons (I modified the base elf into sort of the surface equivalent of a Drow Noble, just less completely over the top). All that to say, he'll be a Magus (Bladebound/Kensai), VMC Wizard (Abjurer) (I had a hard time picking a VMC, but Abjurer makes sense in the fluff, given his time hanging out with Riftwardens; you have to have Spell Focus Abjuration to take the PrC). I took the Arcane Scholar background, which seemed like it made the most sense.


Between my rolls and the ability to modify a race, I may submit the world’s buffest Kobold. Nobody expects the small character with 20 strength (before the DD levels!). lol


So, I’m looking at the existing characters in the Characters tab, and they’ve all got two classes listed. Is this gestalt? I didn’t see that in the build rules. (Alternatively, are we starting at level 2?)


Rolls:

3d6 ⇒ (2, 2, 2) = 6
3d6 ⇒ (2, 5, 5) = 12
3d6 ⇒ (1, 4, 6) = 11 1d6 ⇒ 2
3d6 ⇒ (2, 5, 4) = 11
3d6 ⇒ (1, 6, 5) = 12 1d6 ⇒ 4

3d6 ⇒ (4, 4, 4) = 12
3d6 ⇒ (2, 5, 1) = 8 1d6 ⇒ 4
3d6 ⇒ (4, 6, 2) = 12
3d6 ⇒ (5, 3, 2) = 10
3d6 ⇒ (1, 3, 4) = 8 1d6 ⇒ 4

3d6 ⇒ (2, 6, 1) = 9 1d6 ⇒ 3
3d6 ⇒ (3, 3, 6) = 12
3d6 ⇒ (4, 2, 3) = 9
3d6 ⇒ (1, 3, 3) = 7 1d6 ⇒ 4
3d6 ⇒ (2, 5, 3) = 10

3d6 ⇒ (6, 5, 5) = 16
3d6 ⇒ (5, 1, 1) = 7 2d6 ⇒ (6, 5) = 11
3d6 ⇒ (4, 1, 2) = 7 1d6 ⇒ 1 1d6 ⇒ 6
3d6 ⇒ (1, 6, 6) = 13 1d6 ⇒ 1 1d6 ⇒ 1 1d6 ⇒ 2
3d6 ⇒ (6, 6, 6) = 18

3d6 ⇒ (5, 6, 3) = 14
3d6 ⇒ (6, 2, 4) = 12
3d6 ⇒ (4, 6, 4) = 14
3d6 ⇒ (4, 3, 5) = 12
3d6 ⇒ (2, 6, 6) = 14

Looks: 3d6 ⇒ (2, 5, 1) = 8

Set 4 is going to be my best option. After changing the low number to a 6 it gives 17, 17, 16, 18, 18. Hard to do better than that. Opens up a lot of MAD builds, especially with the option of customizing a race. I’ve played a Paladin in WotR before, and while that’s super fun, I want to go a different direction this time. Probably a gish-type, either a Magus or a Sorcerer->Dragon Disciple (partially relying on Oterisk’s excellent guide).


So, Level 1? What build rules?


Does Talingarde have centaurs? I didn’t see anything in the Player’s Guide about them (not that I really expected to).


I'm just realizing I don't have HP rolls on here. I could swear I'd done that, I even have numbers written down. Maybe the forums ate it.

I'll do that here for officialness. I'm also thinking about rebuilding Fulk as a Slayer, because I can probably do what I want to do that way. I'm going to keep him a Ragebred though, so GM question: can I take the human FCB as a skinwalker (1/6th of a Slayer Talent)? You don't seem to be able to officially, but skinwalkers are as much human as half-elves or half-orcs, who explicitly can, so I feel like they *should* be able to.

Rolls:

1d5 + 5 ⇒ (2) + 5 = 7
1d5 + 5 ⇒ (5) + 5 = 10
1d5 + 5 ⇒ (2) + 5 = 7
1d5 + 5 ⇒ (5) + 5 = 10
1d5 + 5 ⇒ (4) + 5 = 9
1d5 + 5 ⇒ (5) + 5 = 10
1d5 + 5 ⇒ (5) + 5 = 10


Syr Artken wrote:
Liliyashanina wrote:

@Fulk where are you getting the claw attack from? Ragebred get a gore and 2 hoofes.

I think he took aspect of the beast twice? (The first one lacks that brackets) Though you can't take it twice.

And @Fulk, you only picked 1 trait.

This is correct. Once as a Ranger Combat Style feat (Claws), once as a regular feat (Darkvision). HeroLab didn't object, but if I can't take it twice I'll replace the Darkvision with something else. I have options. Also, good call on the trait. I knew I was missing something. I'll add one later.


Regular feats? We're not doing any of the feat tax stuff? I haven't seen anything about it, but figured I'd ask to be sure.


(Now I have this image of a man with muscles bulging out of his shirt and tie, pounding a very fancy gavel, which functions both as a Warhammer and masterwork lawyer tool.)

Internet’s been out at my apartment for a few days so it’s been slower going than I want, but I’m working. I’m thinking a Ranger with FE Evil Outsider. Plenty of people to take contracts on in the Abyss. And demons are chaotic enough to hire me to attack their own kind (as well as Qlippoths, Devils, Daemons, Divs, Kytons, you get the idea). He was originally true neutral, but by now has slid to CN. But there’s good money in working for fiends. It’s not like I’m a *bad* guy, I mostly kill fiends! I’m figuring he’s the head bouncer at the Inn and Out/muscle on the less public jobs.

Also thinking a non-werewolf Skinwalker. He’s a somewhat reluctant follower of Haagenti, after he was being hunted by Jezeldans and called out for whatever help he could get. I mean he’s not really a *worshipper* per se, it’s more of a…business relationship.

But consider this all a rough draft.


I’m thinking a centaur, using their special Cavalier archetype. When else will I get to play a centaur? Then again, when else could I play a Shobhad and TWF greatswords? lol


Ooh, I’m very interested. So we’re building our own races, then?

Rolls:
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (5) + 7 = 12

Hmm. Not fantastic, but not at all bad either. I’ll see what I can come up with.


What is the current party makeup?


It strikes me that this would be a good campaign for the Damnation Feats. Thoughts, GM?

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