So our Gamemaster has decided to allow the Ultimate Campaign book into the campaign we are currently playing, as well as offering us to switch out a feat we currently have for a Storytelling feat. I wasn't too keen on the prospect at first, but after doing a little reading one of them seemed to match where my character was going in life, as well as a little with the character's past:
Lost Legacy (Story):
What once belonged to your family shall be yours again.
Prerequisite: Your family must have claim to an inherited title or position that no longer belongs to them, or have the Dishonored Family background. You can take this feat even if you have no knowledge of this lost family title.
Benefit: You gain a +1 bonus on Charisma-based ability checks and skill checks.
Goal: Regain your family's lost claim, either for yourself or another in your family. In the process of completing this claim, you must decisively defeat a challenging foe that seeks to deny your birthright.
Completion Benefit: You gain a +1 bonus on Wisdom ability checks, Wisdom-based skill checks, and Will saving throws.
Special: If you manage to regain your position without defeating a challenging foe, you may still complete this story feat at a later date if a suitable challenging foe attempts to steal your birthright again.
I'm really excited about the feat, but I only have one problem: It doesn't click perfectly in my mind with my character, which is why I'm here on the forums. Basically it boils down to me looking for suggestions to help me move and shift things around to make the feat work with the background I do have supplied for the character, as well as what I've considered as a possible claim.
Some Information on the Character:
Character Class: Starsoul Tattooed Sorcerer
Character Race: Aasimar (Peri-Blooded)
Character Description: The aasimar in question is a male whom everyone assumes is a woman based on appearance, voice, and mannerisms. He's graceful in movement, has soft, angelic features, fair skin, and curved in the right places. The aasimar's hair trails down in snow white, curling locks, descending to about mid-back or so. His tone and voice are melodic and smooth, song-like in the way they run. He also smells sweet, almost as if the fragrance of roses covers him and follows him everywhere. Silvery tattoos cover his body, forming intricate lines and arcs in constellation-like patterns which have a light glow to them. He doesn't sweat, his clothes dance lightly even without wind, and his shadow always seems to have avian wings attached to it- even though he has none.
To sum it all up, he looks and acts like he's a beautiful, angelic lady.
Moving forward to what he's currently up to: The aasimar wants to build a noble household, has gone out of his way to get a nice signet ring set up, bought the proper forms to allow the purchase of land, gotten a landless title from a noble (which the Gamemaster has set up just as "Lady," which works for him,) is getting a torchbearer as a handmaiden off the bat (the feat later evolves into leadership,) and working about setting money aside to buy the land I'm looking for.
Before the Aasimar's Existence: The Aasimar's mother is a delightful young Varisian woman who was wed to a wealthy, charming young man, whom desired to have an heir to carry on their family line. Sadly, the young Varisian woman was found to be barren. Try as they could, they were unable to have children, causing the man to grow slowly bitter, while the wife drew into the shadows of sadness. It was later discovered he was having an affair with another woman, hoping to gain the heir he so desired. This caused a greater sadness in the woman, whom after discovering her husband's unfaithfulness left and went on her way back to her family.
Charater's Existence: The aasimar was born to a barren woman due to the handiwork of a star gazing Peri, whom after discovering her watching and wishing on the stars above for many moons, took compassion on her and granted her wish to bare a child. She had an easy and near painless child-baring, the aasimar coming out a healthy and beautiful child.
Things get a little fuzzy here, but the Aasimar learned in his youth of his origin and grew close to the stars, admiring their beauty and desiring to learn more about them. This soon led to the tapping into of his bloodline, finding the power of the stars and cosmos seemed to whisper and draw to him, allowing him to command power he wasn't aware he had.
He grew up embracing his grace and appearance, his mother raising the young boy as her daughter, wanting to protect the already odd child from being further different from those around him.
Where to go from Here: As for where to go from here, he's already on his way to build a household, my mind keeps drawing to how perhaps the signet ring he designed, as well as the desire to create a household line, all draws itself back to his father's household. My problem with that idea is how I'd link the aasimar back to the father's household line and having a stake in claiming legitimacy towards the noble house.
I've thought of the idea maybe the house was founding originally by a lord who was born under similar circumstances, an aasimar who should have been the child of what was an unfaithful man- but the idea sounds farfetched and odd in my head.
I guess the end result I'm looking for is that link, the link which would either entwine the new house the Aasimar is creating with the old house, letting it rise to the top, or to link him into a grab for the old house he should have somehow been a part of.
That's all I have at the moment, if anyone wants to take a stab I'd greatly appreciate it.
I'm looking into jumping into Pathfinder Society in the near future, with the goal of playing something akin to a gambling Errol Flynn bard with a splash of lock picking goodness. I have a few stat blocks picked out, as well as race selections, but the trouble I'm having is figuring out exactly how to make the build work the way I want.
What do I want out of the build:
*A swashbuckling, piratical feel, rapier included
*With some actual usefulness to support the party with damage
*The ability to pick my way through locks and disable traps
*The ability to smooth talk my way through most conversations
I know there is the Archeologist archetype, which would swap out quite a few of the Bards natural abilities to make it more roguish, but I'm looking for a straight Bard alternative if possible.
I've thought about taking the Vagabond Child regional trait from the Taldor book to add Disable Device to my class skills list. Being a Pitborn Demon Spawn would add a +2 Disable Device and Perception as a racial, which would give me good bonuses for needed skills.
I'll add Profession: Gambling to my list of skills- aside from that, I am mostly needing help making it a viable build in melee combat. Any suggestions?
Alright gang, once again I'm asking for some help on building a character with the concept I'm going to roll out below.
So I've read through the wonderful Paladin guide by Bodhi and quite enjoyed it, I'm currently using a Castigator type build, with stats based on actual dice rolls instead of a points system. With my rolls I pulled up the following numbers and started stating like
this:
An 18, 14, 15, 13, 13, 15.
I put them into the following stat slots.
STR: 18
DEX: 14
CON: 15
INT: 13
WIS: 13
CHA: 15
Being a human paladin I put the floating +2 into strength, cranking it up a notch to 20. I'm starting at level 2, so my saves have kicked up nicely.
Now, you're probably asking, "Hey Pennor, what does any of this have to do with reach weapons. Well, I'm building the character around the idea of drawing attention to himself during combat to keep the enemies off of his friends, taking blows for them while he dishes out damage.
Now, a reach weapon would allow me to annoy quite a few enemies every while, but I'm wondering if there is a viable build focusing on using a reach weapon to pull people in for a good beating, possibly with some tripping, disarming, or other such tricks involved. I'm allowed to use both Pathfinder and 3.5 material, so feel free to throw it out there as well as where it is from.
I have read the Core quite a few times over to try and find an answer, as well as did a few searches through the search bar (perhaps my searching abilities are a bit lacking,) but most of the topics seem to cover god/dess needing to be one alignment step from the character to gain their 'benefits'.
I'm wondering if perhaps a Paladin could be godless, gaining his righteous powers from the overall force of 'Good'. Does a Paladin need a god/dess in order to be blessed with the ability to fight for the forces of good?
Recently I have started working on a rogue half-elf character with a 20 point buy system. While I do have a good grasp on the character concept, my ability when crunching numbers is still growing at a crawling pace, so I'm seeking advice to throw a playable build together to make the character work well in a party.
I'm wanting to build a rogue who's good at disabling and playing with traps, open and bypass most locks I run into, who can talk his way into and out of most situations, as well as be an overall skill monkey. I've run through a guide or two and while they were informative, most of them seem to focus quite a bit more on combat, which is something I'm not wanting to absolutely excel at- I'd play my old barbarian otherwise.
I've thrown a few points around, and here's what I've got.:
STR 7 (-4 points saved)
DEX 16 (10 points spent)
CON 12 (2 points spent)
INT 15 (7 points spent)
WIS 10 (0 points spent)
CHA 14 (5 points spent)
That's a grant total of 20 points there.
I plan on taking Weapon Finesse with a rapier to be able to stab things with my DEX score instead, and my reasoning behind not cutting out points from WIS is due to perception, which I would rather not have a negative score in at the starting.
Tell me what you guys think, I'm open to suggestions and learning a few new tricks. After all, if I'm not learning something new each day I'm living wrong.
Within a month I am planning on running the Council of Thieves adventure path. This affects me in several ways: filling me with wonder and excitement at the idea of running my friends through an exciting quest involving intrigue, the almighty diabolism controlled country of Cheliax and it's city Westcrown, battling forces on both sides of the law. At the same time, it also draws to mind questions I need answered, as well as a search for general advice to buff myself as I prepare for the adventure ahead.
I own the Pathfinder Gamemastery Guide, which has been a great deal of help, as well as the Council of Thieves: Bastards of Erebus book. It seems pretty straight forward, but I'm wondering if there is:
A. Any advice which can be offered about this particular adventure path from people who have run it.
B. Any advice in general which a new GM should know which would help things to run smoothly.
Alright, so I'm going to ask a few questions, but after I recap a few things.
I am a level 10 barbarian, playing around the elemental rage powers, two-weapon fighting, as well as sundering and causing enemies to scream as fire and ice filled rage hits them.
Last gaming session my party as of recently has ticked off a group of rather evil beings who are trying to bring back an extremely powerful beings, last play we ran into some of their higher up lackies inside of a town. There were a few casters, a ranger, as well as what seemed to be a barbarian, who struck my character with a large two handed sword. As it slashed me, it seemed to suck out some of my blood for a moment- which would then disappear from the sword as if it were drinking it. In a few more attacks it felt as if it were tugging at my soul, wanting to pull it out and away.
We defeated the men, sending most of them fleeing with a teleport or two- but the Barbarian we downed. Being that my character likes to take shiny swords which seem powerful as trophies, I couldn't resist the sword and started to wrap it up- when it spoke to me, calling me "friend," and telling me, "We're going to have fun together." Obviously it is either an intelligent item which may or may not be cursed, sadly I haven't seen the stats for my new- "friend," yet, but will be tomorrow. One thing I do know- it wants to stay on my person and won't leave.
I've had to make a few will save throws during the fight against it, as well as when it spoke to me- I have horrible will saves for a level 10 barbarian, a +1 to be exact. So this is where the questions start to run in.
How does a barbarian deal with a sword like this besides will saves? Is there a way to "remove" it from myself, such as remove curse? Is it possible to break intelligent items and destroy them (I have the breaker rage power,) so that if I can resist it and can possibly remove it from me for a moment, I could smash it?