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Ouachitonian's page

Organized Play Member. 1,391 posts (5,337 including aliases). No reviews. No lists. No wishlists. 24 aliases.


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What about Wayang? They aren’t on your list, but seem like they’d fit the setting.


So...what’s the endgame plan? Assuming we win, do we ascend to divinity and that’s it, or continue playing as the gods’ troubleshooter, something else entirely?


Drat, foiled again! Congrats to those who got in.

...so, any aspiring GMs out here want to make a table (or two) from the unfortunates?


stormcrow27 wrote:
Ouachitonian wrote:

I'm actually thinking a Warforged Aberrant Aegis, refluffed a bit to say that he's constantly tinkering and trying to improve himself. I just checked, Swim Speed is an available customization. So I can be a swimming robot. I'm so doing this.

I've seen more than one conversion of warforged to Pathfinder. Do you have a particular one you prefer?

This one is what I normally use Standard Warforged Conversion, but the alternate armor features can be done as the 3.5 feat equivalents if you wish. This one allows the warforged to wear armor rather than having to have themselves enchanted, but I'll leave it up to you.

Trying to build that in Herolab, I can't seem to find the following:

Construct Mind (Immunity to paralysis and sleep): 3 RP
Weakness (Does not heal naturally, but can be repaired with the Craft skill or effects that repair constructs): -1 RP
Weakness (Vulnerability to spells and effects that target mixed stone, metal and wood): -2 RP

I suppose I can just splice them in manually if need be. Question:

1) About "Light Fortification cannot be duplicated", can't I just add that in manually by putting it on the armor?

I might just take that Adamantine Plating one. Adamantine Slam/Unarmed Strike from level one? Yes Please. But is it worth the speed reduction (one I'd take in medium/heavy armors anyway, it must be said) and being 8x as heavy as normal? That could be an issue. None of the optional armors there seem to grant an actual Armor bonus, just Natural Armor. So I could still wear armor one way or another, right?


Good luck all!


I'm actually thinking a Warforged Aberrant Aegis, refluffed a bit to say that he's constantly tinkering and trying to improve himself. I just checked, Swim Speed is an available customization. So I can be a swimming robot. I'm so doing this.

I've seen more than one conversion of warforged to Pathfinder. Do you have a particular one you prefer?


1)4d6 ⇒ (2, 5, 2, 5) = 14
2)4d6 ⇒ (4, 1, 4, 2) = 11
3)4d6 ⇒ (2, 2, 3, 3) = 10
4)4d6 ⇒ (4, 4, 5, 2) = 15
5)4d6 ⇒ (1, 3, 3, 6) = 13
6)4d6 ⇒ (5, 6, 2, 6) = 19

Rerolls:
1)2d6 ⇒ (1, 6) = 7
2)2d6 ⇒ (2, 1) = 3
3)2d6 ⇒ (2, 1) = 3
4)1d6 ⇒ 4
5)1d6 ⇒ 6
6)1d6 ⇒ 6

Re-Rerolls:
1)1d6 ⇒ 1
2)2d6 ⇒ (5, 2) = 7
3)2d6 ⇒ (1, 3) = 4

Re-Re-Rerolls:
1)1d6 ⇒ 4
2)1d6 ⇒ 1
3)1d6 ⇒ 4

Re-Re-Re-Reroll:
2)1d6 ⇒ 1 Seriously?

Re-Re-Re-Re-Reroll:
2)1d6 ⇒ 3

Ok, so that's:
5,5,6,4=16
4,4,5,3=13
3,3,3,4=10
4,4,5,4=13
3,3,6,6=15
5,6,6,6=18

18. 16, 15, 13, 13, 10 Nice.

Race questions:
Are Skinwalkers or Warforged allowed?
(Warforged might be a hilariously bad idea in a nautical campaign, but I like Warforged. I'll just stock up on life preservers. lol)


Bayard the Axeman wrote:
Alright, this is Ouachitonian's submission. Background, Stats, etc are in the alias. I'll add a picture once we can again. Bayard is a a former Iomedaean, a fallen paladin-in-training who is now a bloodrager devoted to Moloch (and to he destruction of his former co-religionists). I went with Elemental(Fire) for his bloodline rather than the more obvious Infernal or Abyssal, because Fire is a big part of Moloch; he grants the Fire domain and is also known as the God of Fires or Ashen Bull, and because I felt that it better fit Bayard's desire to wreak burning vengeance on his former faith. I'll definitely be picking up some more Tiefling racial feats, like Armor of the Pit and Fury of the Tainted, along with typical barbarian standbys like Toughness and Raging Vitality. I might look at some of the Damnation feats as well, since this is probably the best chance I'll ever get to use them.

Just realized I forgot to answer the questions. So:

Questions:

1. What is your character's connection to Longacre? Why is he here?
He's just passing through. Or at least, that's what he keeps saying. He's been here a few weeks now (or months, if that'd be better) and never quite manages to leave.

2. Who is one NPC your character thinks of as a friend or ally? (Can be made up and not from AP or official source material.)
He's taken a shine to Cimri Staelish. She's got issues with the law, but given her background, who wouldn't? She's nice to him, though. That's a rare thing. Especially in women. She's probably just using him, but he hasn't realized it yet. When he does, it'll be one more thing to be angry about.

3. What is one goal for your PC other than the one provided in your campaign trait? Everyone serves. He isn't looking to become his own man, not really. But he'd like to rise. Whether that merely means being a prominent agent of the Thrunes, or actually means commanding troops, either way is fine. Maybe found a Hellknight Order one day. (Why not dream big, right?)

4. If your character is anything other than a human Chelaxian, explain how she fits in to Longacre.
He isn't liked by the townsfolk, but he's feared at least as much as he's loathed, which is how he likes it. The common folk should be afraid of him.

TBH, I might have to go back and significantly rework my background. I really like it as is, but I feel like I don't have strong enough Longacre connections. I don't want to miss this chance.


GM Snowheart wrote:
Ouachitonian wrote:
GM, do you allow tieflings to roll on the variant ability chart? If so, can we take the Fiendish Heritage feat to roll three times and choose the best result?

On the heritage/ability, yes and yes. I think if someone wants to do that, I’ll need them to post here to declare they’re going with a tiefling, taking that feat, and rolling. They can then incorporate that into their final submission and stat block.

Done, done, and done. Here are my rolls:

1d100 ⇒ 9 You gain an additional +2 racial bonus to your Charisma score.
1d100 ⇒ 81 Once per day, you can use rage on yourself as a spell-like ability.
1d100 ⇒ 77 You can speak to insects.

Ok. Definitely not the last one. I'm leaning toward Bloodrager, so the extra Charisma or extra Rage rounds would both be helpful. Probably the Charisma, but I'll decide later.


What's starting gold? I didn't see it.


There is a Paizo LE Antipaladin, the Tyrant

GM, do you allow tieflings to roll on the variant ability chart? If so, can we take the Fiendish Heritage feat to roll three times and choose the best result?


Dot. I’ve been wanting to play this one for a long time. Probably a Martial(-ish) character. Antipaladin/Bloodrager/Barbarian, something like that.


“Elephant in the Room” refers to this system, which is an effort to remove some of the feat taxes in Pathfinder. I like it because it lets you build a more flavorful character; rather than the needs of your build meaning you have no free feats until 9 (or 11, or 13, or whatever) if you want to be effective, it gives you more leeway to take a racial feat here or a skill feat there, or coordinate a teamwork feat with another party member, etc. rather than just going “right. Weapon Finesse, then TWF, then Piranha Strike...”


YES!!! I’ve been wanting to play HV for a while now. Please do. I’ve got the bones of a concept already (I mostly need to decide on whether I want my tiefling former-Paladin to fall straight to Antipaladin or go to Bloodrager instead.)


Lysander the Swordsman wrote:

Ok, this is Ouachitonian. I went back to my Swashbuckler idea. He does have significant skill with Stealth and Disable Device, and so can act as a substitute Rogue (though he can't disarm magical traps). But he's mostly a DEX-fighter (as you'd expect from a Swashbuckler, of course). I'll be changing the picture, but for some reason the site keeps acting up when I try to change it.

One thing I need to clear with you: I'd like to take the Breadth of Experience feat. Now, it says that you have to be an Elf, Gnome, or Dwarf over 100 years old. Lysander's a Sylph, but that race did't exist at the time of the APG, when the feat was first published. And he is over 100 years old (sylphs have a lifespan similar to gnomes or dwarves, plenty long enough for him to be over 100 and not yet middle aged). Can I do that? If not, I'll take fencing grace instead, no problem. But I thought I'd ask.

Also, the background kind of got away from me. I wrote more than I usually do, I hope it's not too long.

I should note in here where I'm planning on going, I suppose. The truth is I don't have it completely mapped out. I may well stay in Swashbuckler all the way up. I might divert into Duelist when I get the chance, but I haven't decided yet. One thing I do want to concentrate on is AC, and specifically is Fighting Defensively. I've taken the Aldori Caution trait that gives an extra +1 to AC when fighting defensively. I plan on eventually taking some or all of the Crane Style feat line, to raise my bonus and lower my penaty. I'll keep adding ranks to Acrobatics, of course. So eventually I should be able to get something like +5 Dodge Bonus for -1 Attack. Honestly, I wish the Inspired Blade archetype didn't lock you into using a rapier. If I could use a Dueling Dagger, I could stack on another +1.

Really, as DEX-SAD as this build is, it's hard to go too wrong. Keep pumping DEX, add on some INT, take appropriate combat feats. When I can, I want to take some Sylph feats too. Airy Step + Wings of Air will get me a constant, supernatural fly speed, possibly as early as 9 if I can fit it in that early. That will be fun. Inner Breath seems like it could be fun too. Speaking of flight speed, I still might trade the energy resistance for the alternate racial trait Like the Wind, which will give me an extra 5 feet of base speed. Maybe.


I'm potentially interested. Got a combat-focused Druid build in mind.


I’m definitely leaning toward some sort of martial/backup rogue, like the aforementioned Inspired Blade Swashbuckler, a Slayer, maaaybe an unRogue built primarily for combat. Something that could cover either slot but perhaps isn’t the party’s first choice in either. A bit of an antihero who’s lived on both side of the law, knows how to sneak around and pick locks but would rather duel than knife a guy in the back, etc.


I'm interested. I'll probably try to stick to something SAD, given the point buy. I'm thinking something Rogue-y, but maybe a bit nontraditional. IE, I may find my way back to unRogue, but I'm looking at maybe an Inspired Blade Swashbuckler too.


A couple of long-range questions:

1) Are you allowing Leadership? I have the idea of my Druid eventually awakening his companion at the same level he takes Leadership and making it his Cohort.

2) Are y'all using the kingdom roles? I'm thinking of my Druid (or mayhaps his cohort, see question 1) being the kingdom Spymaster and having a network of birds and squirrels and trees that he talks to to find out about goings-on in the area.

Does this sound like a concept that could work? If so, I'll finish up tomorrow. If not, I'll either retool quickly or just bow out.


I'll just take the regular claws then. Thanks.


1d100 ⇒ 29 You gain a +1 bonus on all Reflex saving throws.
1d100 ⇒ 35 You possess long limbs and a powerful grip, features that grant you a +2 racial bonus on all Climb checks.
1d100 ⇒ 61 You can manipulate any armor, gauntlets, or shield you wield, causing them to grow spikes. These spikes last only as long as you wear your armor.

Hmm. Reflex is already one of my good saves. Climb checks? Meh. Growing armor spikes? Hmm. Presuming I'm considered proficient with them (alchemists usually aren't, but given that they're sort of part of me, I'd assume I am) I guess that's not so bad. The problem is that even without the feat, I can trade my SLA (which any of these would also replace) for a pair of claw attacks, which is probably better than one set of armor spikes.

If it's ok to back out and opt not to take the feat I'll do that, but since I've already rolled, I understand if you want me to stick with it.


Companion HP roll:
4d8 ⇒ (7, 3, 5, 8) = 23

So, given the minimums y'all are using, that's 7, 5, 5, 8.


So, let's talk about the Aasimar/Tiefling variant ability tables.

Do you allow rolling on them at all?

Can tieflings take Fiendish Heritage and take their choice of three rolls?

I like tiefling alchemists, they're fun. The various ways an alchemist can modify themselves through discoveries (wings, tentacle, spontaneous healing, things like that) feel like they go well with the tiefling's weird and variable anatomies. If I were to go back to a more traditional divine class, I might lean toward aasimar for the same sort of thing. Aasimar make fun paladins/oracles/warpriests/etc.


After considering some options, I'm actually thinking that Alchemist might be fun in this AP. i'll still be able to do a good bit of healing with the right discoveries, and there's an alchemist archetype, I've been wanting to try: Gun Chemist. So...how do you feel about firearms?

Sorry to be indecisive.


GM Mioki wrote:
Ouachitonian wrote:
I'm interested. Is there still room?

Hello O,

Sorry, actually we are quite overbooked, but I can put you on stand-by if you want to have a character at the ready.

Sure. Please do. This is an AP I've yet to play.


Are we building at 1 or 2?


I'm interested. Is there still room?


4d8 ⇒ (1, 5, 2, 8) = 16

Y'all are doing average rounded up as the minimum, right? So that's 5, 5, 5, 8.


I’ve always thought that this would be a fun AP for a Druid. Maybe even a frontliner druid, since that is also a need.


How hard would a Paladin be in this AP? I'm thinking maybe an Oradin build, to cover the healing.


Artofregicide wrote:
Fulk the Red wrote:

Alright, here's Ouachitonian's submission. I need to change the picture but the site is being contrary. So ignore that for now. I ended up choosing the Mounted Fury rather than Mad Dog archetype, because it gives up less for its companion. I focus pretty heavily on being mounted and charging, a lot of his feat and equipment choices are pointed toward that goal. Not to say he can't fight on his own, but he prefers to stay atop Icetusk's back whenever possible. Speaking of, I should also introduce his companion, the Woolly Mammoth Icetusk. I took the Draconic Companion archetype, but I'm actually wanting to re-skin it as being more elemental in flavor. Oddly, the Elemental companion archetype doesn't grant things like energy resistance. I hope that re-fluffing is ok with you.

With the Ferocious Mount, Greater Ferocious Mount, and entire Beast Totem line of rage powers, the real fun will start when the raging mammoth pounces. Did I mention what fun can be had with Spirited Charge and a Giant-Bane Furious Lance? Oh, and Mammoth Hide armor (+4d6 damage on a charge). Not to mention that I can talk to my companion, since I have a Helm of the Mammoth Lord. Oh, and between Fulk's Cloak of the Hedge Wizard (Transmutation) and Icetusk's Dire Collar, we can both use Enlarge Person. Imagine the giants' surprise when a gargantuan mammoth and large half-orc pounce on them. Muwhahaha!

But just in case there are still

...

More than what’s spoiler-tagged in the alias?


I found a way to alter the build a little bit to get a higher effective companion level. So we'll need to roll an extra 2d8, if you please, oh great and powerful GM.

2d8 ⇒ (5, 5) = 10


I’ve been wanting to play a Sable Company Marine in this AP for a long time, but have never gotten to. I can definitely fill your ranged weapon needs.


Ouachitonian wrote:

I like to take some chances. Let's roll.

12d12

I forgot to roll for my companion:

8d8 ⇒ (7, 8, 6, 2, 4, 1, 1, 2) = 31
Yikes, not as good. Hopefully you'll do better. lol


I like to take some chances. Let's roll.

12d12 ⇒ (1, 10, 4, 11, 8, 7, 4, 11, 1, 6, 2, 7) = 72


How are we doing HP? Half rounded up, rolled, etc?


Nox Copperscale wrote:

Alright. It took me a while, but this is Ouachitonian's submission. Nox is a Tiefling Alchemist/Bloodrager. I'll be heavily focusing on the self-modification theme, as he learns more and more alchemy in the attempt to purge the tiefling taint from himself. He won't succeed, but he will do lots of interesting stuff in the meantime! Toward that end, I'll be taking feats like Armor of the Pit, and pretty much any class features I can will be fluffed as part of his experimentation (the Spelleater's fast healing and Untouchable's Spell Resistance, for example). I'll also be picking up alchemist discoveries like tentacle, wings, Spontaneous Healing, etc. Yes, I know that SR is often not well thought of for PCs, but I think it's mostly positive for me; I'll be using alchemist extracts to self-buff, so I won't really need other party members to cast spells on me, and if I do I'll just make sure it gets done before I rage when I don't have to worry about it.

I should also note that Nox is kind of a jack-of-all-trades. With Disable Device and sneak attack, he can act as a substitute Rogue. With the right discoveries (Infusion, or Spontaneous Healing+Healing Touch) he can work as a healer (he can also use CLW wands since it's on his class list, and can brew potions of the same).

As far as Discord goes, I've never used it. I don't *really* want to pick up another site to keep track of games on (just looking at my Campaigns tab is so much simpler), but I don't know if it'd be a deal-breaker either. Definite Maybe.

** spoiler omitted **...

I’ll probably be submitting an updated version of my initial submission here. I’d recycled the alias in the meantime, but I have to original stats saved somewhere, so I can rebuild him pretty easily.

What did you lose, and would you prefer a submission that fills that hole? I can probably tweak Nox that direction if need be.


My thoughts exactly. This is the best AP for it, may as well make use of it.


I had a Giantslayer game that came apart after book 1. I was playing a Mad Dog Barbarian witha think companion and an intent to go into Mammoth Rider Seems like it could be fun to give the giants a bit of their own medicine, riding a huge warbeast into battle. I think I’ll try that again.


How would you feel about a Catfolk? Blood of the Beast says they can be found in Osirion (though they’re more common in southern Garund). I was thinking a member of the clergy of Sekhmet, the lion-headed goddess of destruction. Not sure on all the details yet, maybe and Inquisitor or Warpriest. But a Catfolk worshipper of the lion-headed goddess seems pretty thematic, and there’s no better AP to worship the Osiriani pantheon than Mummy’s Mask.


I’m interested. I’ll try to have something ready by week’s end.


Anadorita Garimos wrote:
@Grod: sounds good. Casters are sneaky!!! Good thing Ana knows, likes and trusts Garland! And yes, 2 Intelligence is pretty smart for a half-orc! ;)

12! I meant 12! That’s either a typo or I was trying to say that I bumped it up by 2. lol


Hey guys. In the recently-deceased game I was playing an Ifrit Sorcerer (Elemental (Fire), naturally). I’m open to playing pretty much whatever, though. Does the party have particular needs?


4d6 ⇒ (4, 3, 1, 3) = 11
4d6 ⇒ (4, 5, 6, 6) = 21
4d6 ⇒ (4, 1, 2, 5) = 12
4d6 ⇒ (3, 4, 3, 6) = 16
4d6 ⇒ (4, 6, 2, 4) = 16
4d6 ⇒ (5, 2, 2, 1) = 10

So that’s 17, 14, 13, 11, 10, 9 A bit odd, and barely over a 20 point buy, but I’ll give it a shot.


I’m interested, though it may be a bit before I get a submission together.


I think I'm going to give this a shot, heaven help me. Here's my general concept:

A Scandinavian berserker (Barbarian, Invulnerable Rager/Mad Dog) who came south to serve in the Varangian Guard, then eventually moved on to the east. As a man who "comes from the land of the ice and snow", the other half of the gestalt will be Elemntal(Water)/Sage Sorcerer (Tattooed/Crossblooded/Wildblooded*). Archmage/Champion on the Mythic side. Templates: Advanced, Aqueous, Boreal, Giant**, Mutant, Water-Infused. Lots of cold-related archetypes that overlap a bit, and I may replace some of that. This is pretty bare-bones conceptual. Oh, and he'll be riding some suitably-northern beast, like a woolly rhino or woolly mammoth. Good chance of going into the Mammoth Rider prestige class eventually.

*Those three wouldn't normally fit together, but with the generous archetype policy here, I think they do.) Why crossblood with Sage? Because I want to cast on INT instead of CHA.

**He's part frost giant, you see.

Thoughts, comments, questions, bomb threats? I'd originally thought of something more Byzantine and Greek Fire based (Alchemist/Something, probably), but I feel like that comes too close to Altani's build. This way, we can be Fire & Ice instead of overlapping.


Composite shortbow or Orc hornbow would make the most sense. Composite allows you to pump the strength and damage, and historically the bows of mounted archers were never as long-ranged as longbows. Powerful, yes. But shorter-ranged.

PS: I still love this concept. I just don’t think I could handle the build rules. I normally build in HeroLab, and there’s no way I could do this in HeroLab. I’m not sure I have the time/energy to do it all by hand, especially since I’m not familiar with the Christmas Tree and HOPF stuff, among others.


As interesting as the premise sounds, I think all the custom rules are gong to be more than I can handle. Good luck all.


I'm fascinated by Byzantine history, and would love to submit a character from that direction, but man that's a lot of Houserules. I'll look at making something.


Ouachitonian wrote:

Question for the DM: The Bloodrager's Blood Conduit archetype has the following class feature:

Quote:


Spell Conduit (Su): At 5th level, as long as a blood conduit is wearing light or no armor, he can deliver bloodrager spells with a range of touch through bodily contact. When he succeeds at a combat maneuver check to bull rush, grapple, pin, reposition, or trip an opponent, or makes an unarmed strike against an enemy, he can as a swift action cast a touch spell on the creature that he affected with the combat maneuver, requiring no further touch attack roll. If this spell would usually require a successful touch attack, his successful combat maneuver check counts as this attack. This ability replaces uncanny dodge and improved uncanny dodge.

Emphasis mine.

Would you consider a natural attack to be an unarmed strike for these purposes? I'm thinking about a natural attack focused build (perhaps the Draconic bloodline) and want to know that I can get off shocking grasps or chill touches or whatever via claw attack before I add the archetype.

Also, Gold roll: 3d6x10=70. Hmm. Not what I'd hoped for.

I'm thinking about going a different direction, so I'm going to roll another 2d6 in case I go with a 5d6 gold class.

2d6 ⇒ (4, 1) = 5x10=50

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