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![]() I don't see a lot of workplace law expertise in the above post about that firm, but I see a whole lot of litigators. This read like a lot of, "Circle the wagons around the fox that was caught in the henhouse." (Sorry, the metaphor got really tangled up there.) ![]()
![]() On a related note, I had forgotten that divine bond is a "pick once and it's done" affair. I'll probably take armor as my choice, chiefly because it's the option that's unique to the archetype. So if I'm sticking to reach weapons in the CRB, that's glaive, guisarme, or ranseur. I'll probably go guisarme or glaive, probably come down to coin toss in the end. Now on to the important stuff: namely, where was this guy the day Terendelev fell? He had to have been out of Kenabres, right? No way he'd have not been there for the action otherwise. Any suggestions? ![]()
![]() Good morning! OK, mis-read on my part, I got it in my head that just the pick of Race had to be from Core Races. As far as the weapon goes, I can swap out to whatever reach weapons are in the CRB easily enough. I kind of see the EH draconic bloodline as a mixed bag, that yes, skews offensive, but also has defense and move/utility options. I can walk away from EH if I have to, but if anything is up for consideration, I'd ask it to be the racial trait (again, all it does on its own is 10-ft Darkvision & LLV). As I said before, that understanding of reach meshes with how I understood it, so no real conflict there. ![]()
![]() Hi Leo, Your points in order: 1) If GM thinks I should leave that one on the table, that's perfectly fine with me. 2) About Draconic Heritage and the claws...
You wrote: I think the intent was that you would have to choose one or the other each round. It's already my understanding that's how it works. If you take a hand off a 2H to free up a claw like that, that by itself is a free action, but you can't then "rehand" until your next turn. Exactly like you said, you can't use that to simultaneously threaten adjacent with the claw, and at reach with the weapon. 3) Sure, having that flexibility will be huge (Grumbaki and I are both hungrily eyeing fortification armor in another game we're in). I just had my fingers crossed that I didn't lose the option to shift to offense when the additional defense isn't needed. Have a good one! Felix
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![]() Oh, and he's got the archetype Divine Defender, figured that fit the idea. EDIT to ask: Looking at the wording of the archetype, I'm a little unclear about it's Divine Bond. Does the modification of Divine Bond add a third option, to modify armor, or is that the only option they can use? If Hero Lab is accurate, it's the former, but I just want to make sure. ![]()
![]() Well thank you! I'll show a little ankle on what I've got so far. Statblock:
Anton Delevanus
Male human paladin (divine defender) 6/Guardian 1 (Pathfinder RPG Advanced Player's Guide 116) LG Medium humanoid (human) Init +1; Senses darkvision 10 ft., low-light vision; Perception +5 Aura courage (10 ft.), shared defense (10 ft.) -------------------- Defense -------------------- AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex) hp 63 (6d10+23) Fort +9, Ref +5, Will +7 Defensive Abilities hard to kill; Immune disease, fear -------------------- Offense -------------------- Speed 0 ft. Melee +1 bardiche +9/+4 (1d10+16/19-20) Space 5 ft.; Reach 5 ft. (10 ft. with +1 bardiche) Special Attacks channel positive energy 2/day (DC 15, 3d6), claws (2, 1d4, 5 rounds/day), guardian's call (sudden block), mythic power (5/day, surge +1d6), smite evil 2/day (+2 attack and AC, +6 damage) Paladin Spell-Like Abilities (CL 6th; concentration +8) . . At will—detect evil Paladin (Divine Defender) Spells Prepared (CL 3rd; concentration +5) . . 1st—divine favor, linebreaker[ARG] -------------------- Statistics -------------------- Str 18, Dex 13, Con 14, Int 10, Wis 10, Cha 14 Base Atk +6; CMB +8; CMD 21 Feats Combat Reflexes[M], Eldritch Heritage[UM], Power Attack[M], Skill Focus (Perception) Skills Diplomacy +7, Heal +4, Knowledge (arcana) +1, Knowledge (history) +2, Knowledge (nobility) +6, Knowledge (planes) +2, Knowledge (religion) +5, Linguistics +3, Perception +5, Sense Motive +4, Spellcraft +4 Languages Abyssal, Common, Draconic, Hallit SQ divine bond (weapon +1, 1/day), draconic heritage, extra mythic feat[MA], lay on hands 5/day (3d6) Other Gear +1 full plate, +1 bardiche[APG], 12,337 gp -------------------- Special Abilities -------------------- Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear. Claws (5 rounds/day) (Su) 2 Claw atacks deal 1d4 damage Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs. foes who already provoked one for moving. Darkvision (10 feet) You can see in the dark (black and white only). Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties. Draconic Heritage (Ex) Ignore Cha pre-reqs of Eldritch heritage chain of feats. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Immunity to Disease You are immune to diseases. Immunity to Fear (Ex) You are immune to all fear effects. Lay on Hands (3d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Paladin Channel Positive Energy 3d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min. Shared Defense (2 rounds, 10 ft., +1 AC, stabilize) (Su) Lay on hands use: Aura provides AC and other bonuses to allies. Smite Evil (2/day) (Su) +2 to hit, +6 to damage, +2 deflection bonus to AC when used. Sudden Block (Su) As an imm action, use 1 power to add +1 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR). Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. So he's a human with the Draconic Heritage racial option (which for most purposes means I trade out Skilled for 10' Darkvision and LLV). His feats are Power Attack, Combat Reflexes (both of these I have the Mythic versions of as well), Skill Focus (Per) and Eldritch Heritage. Planned future pickups include Lunge, Vital Strike, and maaaaybe Shield Focus/Shield Brace. (I still have to throw a few BG skill points around, and gear him up, natch.) LMK if that all passes the smell test. Have a great evening! ![]()
![]() Oh, you...! I hope it's not too forward of me to post and say hi, but I figured I'd at least introduce myself while power's still on (I'm in NJ and getting hit by the storm). So Grumbaki asked me if I'm interested, and yes, I am. I have some starting ideas for both crunch and fluff of the character laid down. Mechanically, I understand I'll be a Guardian, and I figured I'd do that by wailing on guys with a reach weapon (I'm thinking a bardiche). Fluff-wise, the idea I had working in my noggin is that Anton's family are very minor nobility, with a secret that they are in fact scions of Terendelev, so now he's like "the last of the line". I was gonna go human with the Draconic Heritage alternate racial (and eventually pick up Eldritch Heritage to boot). I've never played this AP or Mythic stuff, so I'm still getting my feet under me. If anything there sounds good bad or otherwise, please feel free to let me know. Have a great evening! ![]()
![]() PJP wrote: How do you feel about Tengu? For some reason, I just keep picturing my bard as a hardened version of the singing rooster from the animated Robin Hood movie. I am certainly not tied to it, though. Thirty-ish years ago, I was running a supers RPG in which I had a "black ops chicken" who was basically Foghorn Leghorn pulling the Punisher's schtick, so this is me not throwing stones! :D ![]()
![]() Okay, I can gather the ability scores parts from other posts. Let's see where this takes me... 5d6 ⇒ (4, 6, 4, 5, 2) = 21 = 15
Okay, that is pretty usable. As I said I'm away, but we'll be getting home tomorrow. I'll try and get things in shape for a Sniper Rogue by Sunday. ![]()
![]() Hi there! So I've got a half-baked idea for a half-orc swashbuckler, who tried making a name for himself in Absalom as "The Urgir Kid," passing off as some badass from Belkzen. He then proceeded to attract the attention of some actual tough guys from the motherland. Rather than stick around and risk embarrassment or disembowelment, he fled to Otari and tried to lay low there. Of course I'm figuring it won't be that simple... ![]()
![]() Hey there, So I know (or think I know) that I read some piece of game lore in a 2nd edition book about the orcs of Belkzen basically telling the Whispering Way that they could shove all the way off. But I'll be damned if I can find it now. I thought it was in one of the books I own (2e CRB, the APG, and the Ancestry Guide), but I can't find the passage now. Can anyone direct me toward the text in question? Or if I'm just hallucinating, let me know that? ;) Thanks! ![]()
![]() Your Benevolent Dictator wrote: Not at all. XD There's a bit of an initial learning curve, but once you understand the basic concept, you should find it a much more interesting and intuitive system. I'm a player in one of YBD's other games, and I can attest to this. The first few days I was trying to design a character were a bit confusing, but once I got the hang of it, I've really come to enjoy it. ![]()
![]() Well I'm not ditching the whole character. I'm just changing his secondary focus, which was far from set in stone. Trust me, if I wasn't already down with it as an option, I wouldn't have done it. DSP stuff always twists me into knots while I'm building anyway, so there was always going to be a point when I looked like a dog chasing his tail. :) ![]()
![]() Redblade8 wrote: So Hero Lab is fighting me, I did an Adjust to make Sleeping Goddess an available discipline for a PW, but I can't choose SG maneuvers for a Pathwalker. Anyone know if there's some spot I have to whack HL on its side like the Fonz to make it work? :) I decided the easiest fix was to just steer away from it. Matreo's second Pathwalker discipline after Scarlet Throne will simply be Solar Wind; given the "guns everywhere" setting, some focus on ranged seemed smart, so he'll be more sword-and-pistol. I'll probably use one of the variants that does a different damage type (I'm thinking the electric damage one). I briefly toyed with making a tactician version of Matreo, because when you've got ability scores that are COMPLETELY BONKERS, why not try making the MAD-dest type of character there is? :) But it doesn't match up with how I've got him set in my head, so I stuck with Psychic Warrior. ![]()
![]() I've got the crunch of my Pathwalker pretty nailed down. Need to decide if I'll do anything with VMC, but that can easily be a decision for later. I don't know enough of the world yet to finish out the fluff, but he's a Maquoran who had been serving aboard a privateer that was betrayed by an "official" navy vessel. A few survivors of the battle made it back to civilization, and Matreo would love to get some revenge. More to come as I flesh it out. Still to do: finish gear, and put in the right maneuvers (I couldn't make a Pathwalker that had Sleeping Goddess maneuvers). Matreo: Matreo Tuvenix
Male maenad psychic warrior (pathwalker) 1 LN Medium humanoid (human) Init +3; Senses Perception +8 -------------------- Defense -------------------- AC 22, touch 19, flat-footed 13 (+3 Dex, +6 dodge, +1 natural, +2 shield) Vig 14 (1d8) Wnd 32 (Threshold 16) Fort +6, Ref +4, Will +5 -------------------- Offense -------------------- Speed 30 ft. Melee cutlass +4 (1d6+5/18-20+1d6) Special Attacks 1 primal wrath, 1 prince's attitude, 1 red zephyr's strike, 1 scarlet einhander Psi-Like Abilities (CL 1st; concentration +3)
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![]() Set 1: 24d6 ⇒ (5, 1, 6, 6, 2, 6, 1, 3, 6, 3, 1, 4, 4, 6, 2, 5, 4, 6, 4, 4, 4, 6, 5, 6) = 100
Set 1 rerolls: 3d6 ⇒ (1, 6, 6) = 13
I can probably make something work with set 1. :) EDIT: set 1 produces the eye-popping numbers of 17/16/16/16/15/15. I'm going to try and rejigger those to reduce the number of odd numbers, then get to work. :) EDIT2: a few minutes playing with the numbers got me to 18/16/16/16/15/14, I can live with one odd number. :) ![]()
![]() Sorry, I had to actually do some work today. :) So if we're not worried about tons of depth, how's something like this: Lukas' mentor (name still pending) passed away two months ago now. In going through his personal effects, Lukas found a strange bronze amulet, and in a smaller journal Lukas had never actually seen before, he saw notes about this amulet, in [mentor's] handwriting, ending with a note to the effect of, "Take it to Goldenfire Order? Illiara's people are good with these things." Of course, one trip to Thornkeep later, and Lukas now finds himself on the road to Fort Inevitable, trying to track down one of the missing Goldenfire wizards that might have the insights in question. Something like that work? ![]()
![]() GM Tarondor wrote: I added a bit about them in the campaign tab. It's not necessary to have connections to any of them. They're just food for thought. Honestly, this is a dungeon crawl and the role-playing is incidental. :-) Oh sure. It's just I reached in the pantry for that box of food for thought, and the box was empty. :) I'll get Lukas polished ASAP. ![]()
![]() Here's what I have so far for that Warpriest. LMK if there's any part of it you think I ought to further elaborate, that I haven't mentioned below. Backstory:
Lukas is the third child of Konrad and Alicja Vanivek, a minor noble family from western Ustalav. In addition to being third in line behind his sister and brother, Lukas has the additional handicap of bearing a rather noticeable amount of orcish blood. It's the sort of thing that happens in that part of Ustalav, but it's just enough to assure that with Irlena and Anton ahead of him, he wouldn't have had much of the family's wealth or lands to inherit.
With little to look forward to at home, Lukas up and left one day with a traveling priest of Iomedae. Inspired by the old man's talk of honor and great deeds, Lukas has taken up the mantle of a Warpriest of the Inheritor. Still to-do, if I'm picked up for this, is figure precisely what brought him to Fort Inevitable and the Spire, even if it's something as simple as, "Looking for a chance to test his mettle." I also need to finish equipping him; this is only my second 2e char, and the first one above level 1, so any feedback on expectations there would be greatly appreciated. I also-also need to finalize my spell picks. :) Statblock: Lukas Vanivek
Half-orc cleric 4 LG, Medium, Human, Humanoid, Orc Perception +9; darkvision, low-light vision Languages Common, Hallit Skills Athletics +9, Diplomacy +7, Intimidation +7, Medicine +9, Religion +11, Scribing Lore +6 Str 16 (+3), Dex 12 (+1), Con 12 (+1), Int 10 (+0), Wis 16 (+3), Cha 12 (+1) Other Items breastplate, steel shield, longsword, purse (129 gp) -------------------- AC 21 (23 with shield raised); Fort +9; Ref +7; Will +11 HP 48 Focus Points 1 Hero Points 1 -------------------- Speed 25 feet Melee [1] longsword +9 (versatile P), Damage 1d8+3 S Melee [1] shield bash +9 (attached to shield), Damage 1d4+3 B Divine Cleric Spells DC 19; 2nd enlarge, remove fear, shield other 1st bless, heal, mending Cantrips (2nd) detect magic, disrupt undead, guidance, know direction, light Focus Spells 1 Focus Point, DC 19; 2nd Athletic Rush Feats Battle Medicine, Domain Initiate, Emblazon Armament, Orc Sight, Quick Identification, Shield Block, Student Of The Canon, Toughness Other Abilities anathema, deity, divine font, divine spellcasting, doctrine, first doctrine, might, second doctrine, warpriest
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