Armistril

Remnar's page

Organized Play Member. 63 posts (3,103 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 9 aliases.


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As a note, looking over the largely non frontliner completed submissions list, I'm perfectly willing to swap archetypes to Yojimbo or Sword Saint so I can incorporate heavy armor.


If its OK with you DM I've been holding off fully crunching out my Githzerai Samurai until after selection to reduce Alias bloat.

Plus I'm still debating if I want to use the Ward Speaker archetype as well.


Ooh, that does sound like a fun faction. I had a Bard once who would have fit that perfect, or the slightly (completely) crazy oracle/bloodrager I ran for a campaign that sadly died early (the campaign, not the oracle stuck with a head full of bickering ghosts)


1 person marked this as a favorite.

Let me state again I am excited at the prospect of this campaign :)


Well that would have been smart. Didnt have either handy on the rocking chair putting my daughter to bed though.


Here we go:

Concept is a pretty self centered mercenary Ronin type samurai, who still has the betterment of his race's goals on his mind (plus the killing of very Githyanki or Mind Flayer he sees)

Vaascht - Githzerai Samurai [Brawling Blademaster, Ronin Order]

Vaascht's reason for ending up on Sigil was rather simple and straightforward.  Boredom.

Typical for a warrior of his race, Vaascht was raised in a militaristic monetary devoted to the three tenants of their race.  Killing Githyanki, killing Mind Flayers, and protecting his race.  Simple enough.

Yet Vaascht wanted more.  The, all too rare, patrols were exciting, but the rest of his ascetic existance simply bored him.  Endless training and meditation didnt sate his need for stimulation, so as soon as he could he set out on his own with little more than the clothes on his back and a good blade.

Looking for adventure, money, and power (maybe even in that order) it didnt take him long upon reaching Sigil to stir up some trouble, trying to pit two street gangs against each other in an attempt to make a ton of money.  All he got was 3 enemies.

Later he managed to sign on with The Fated, finding their mercenary philosophy perfectly suited for his own code.

Vaascht is pure mercenary, demanding payment for his services and not much caring which way his blade is pointed, barring it's not pointed at his own kin or against the interest of his race.  It's not that hes racist against non Githzerai, he just doesnt care.

He is generally quiet to newcomers, holding his words, but once he has accepted a companion, he will open up.  Despite the ascetic stereotype of his race, Vaascht has a passion for strong drink and good food, often swilling his earnings away in an evening of debauchery.

Friends:

Yrrshal: a fellow Githzerai monk Vaascht grew up with.  Yrrshal often is exasperated with Vaascht's free wheeling hard drinking habits but they remain friends

Torgal Ironhammer: A dwarven mercenary Vaascht has both fought and drank with on multiple occasions.  Both hope they never end up on the opposite sides of a contract.

Ariel: female Air Genasi bartender who runs Vasscht's favorite watering hole.

Rivals:

Borgal Bloodfang:  Ogre (maybe?) leader of a minor street gang Vaascht tried to trick and swindle

Harsh "Harry" Trundle:  Dapper Tiefling gang leader who Vaascht also tried to swindle and betray.

Glorian:  Aasimar constabulary (Guvner?) who had to clean up the whole Borgal/Vasscht/Harry fiasco.

Contacts

Bjorn Sigurdsson: Vasscht's superior in The Fated.

Drak: Druegar blacksmith Vaascht frequents

Madame Vorquez: proprietor of a brothel Vaascht ... frequents.

Fear:  confinement.  Perhaps it is a racial fear from years of enslavement but Vaascht cant stand the thought of being jailed (or similar) and will almost certainly fight instead of surrender, barring extraordinary circumstances

Feel free to modify as needed, especially names. I hate coming up with names and you ask for 10! ;) and yes, I borrowed the background from Yojimbo

For non PC stuff, I'm a stay at home dad and will easily be able to check multiple times a day nearly all days and usually will post more than once if circumstances dictate


1 person marked this as a favorite.

Oh man, I'm very interested in this, I've always wanted to play Planescape.

I'll have to dig out my old source material and refamiliarize myself but my immediate concept is a Githzerai Brawling Blademaster Samurai. Get both the monk and samurai feel I really wanted to go for.

I'll try to get at least a background posted tonight or tomorrow.


Quote:
You can edit/delete posts within the first hour...

normally I would, but with dice rolling involved I figured I'd just leave it up


Final:

Conor the Wanderer
Male Human (Entertainer) Bard 1
CG Medium humanoid (human)
Perception +2 [E]
=================================================
DEFENSE
=================================================
AC 15, TAC 13
hp 21
Fort +2 [T], Ref +3 [T], Will +2 [E]
=================================================
OFFENSE
=================================================
Speed 25 ft.

Longsword +3 (1d8 + 2, S) Versatile, P
Whip +3 (1d4 + 2, nonlethal) disarm, finesse, nonlethal, reach, trip
Shortbow +3 (1d6, P) 60' Deadly D10

=================================================
GEAR
=================================================

Weapons
- Longsword [10 sp] 1 bulk
- Shortbow [30 sp] 1 bulk
-- Arrows (20) [2 sp] L
- Whip [1 sp] 1 bulk

Armor
- Studded Leather (AC 2, Max DEX 5, -1 Check) [30 sp] 1 bulk
- Light Wooden Shield (AC +1*, TAC +1*, -1 Check) [5 sp] L

Consumable
- Rations (5 day) [2.5 SP] Lx5
- minor healing potion [30 sp]

Other Stuff

Backpack [1 sp]
Bedroll [0.1 sp] L
Belt Pouch [0.4 sp] L
Ordinary Clothes [1 SP]
Flint and Steel [0.5 SP]
Musical Instrument - Handheld (pipes) [8 SP] 1

Rope Hemp 50 ft [1 SP] 1

Waterskin [0.5 SP] L

MONEY: 27 SP
BULK: 7 [] Light 0-7

=================================================
SPELLS
=================================================
Resonance Points 3/3
Spell Points 3/3
CANTRIP: detect magic, light, inspire courage, shield, telekinetic projectile
1ST [2/day]: magic weapon, soothe, summon monster
=================================================
STATISTICS
=================================================
Str 14, Dex 15, Con 12, Int 12, Wis 11, Cha 16,

=================================================
SKILLS/PROFICIENCIES
=================================================
Skills
- Acrobatics [T] +3
- Athletics [T] +3
- Deception [T] +4
- Diplomacy [T] +4
- Intimidation [T] +4
- Lore [T] +2
-- Bardic
-- Entertainment
- Medicine [T] +1
- Occultism [T] +2
- Performance [T] +4
- Stealth [T] +3

Proficiencies
Trained: All simple, Longsword, Rapier, Sap, Shortsword, Shortbow, Whip
Trained: All light armor and shields

=================================================
FEATS
=================================================
Bardic Lore [From Human Natral Ambition]
Fascinating Performance [From Entertainer Background]
Versatile Performance [From Muse]
Counter Performance
Toughness [from Versatile Human]
=================================================
SPECIAL ABILITIES
=================================================
Ancestry Feat [Natural Ambition: Bardic Lore]
Background [Entertainer]
First Compositions [Inspire Courage, Counter performance]
Initial Proficiencies
Muse [Polymath]

Background/History
Conor was born the 4th son in a moderately successful Korvosan merchant family. As the black sheep of the family, preferring to live in a world of fantasy and adventure rather than the terribly boring world of caravan routes and warehouse organization, not to mention the horror of keeping track of goods prices throughout Golarion, he was not terribly liked by his stern father or his brothers. It didn't help that he would rather compose a song or jaunty ditty over discuss the price of grain with the farmers. Luckily he was born reasonably fit and constant beatings from his brothers led to him learning quickly how to fight. Kept secret from his family was the fact that his music wasnt simply frivolous, but had power. He knew his father would try to leverage his magic for his family and, frankly, Conor disliked his family. Once he became an adult, or near enough, Conor gathered what little he had figuring "in for a penny, in for a pound", and ran off, dreaming of a life of adventure and exploration. His family didnt miss him, or even care. Wandering, singing for his dinner, and glutting his wanderlust has delivered Conor to Sandpoint.

I changed up a few skills and changed around my gear a bit based on some recent playtesting. Couldn't cram a healer's kit in yet, but I'll plan on picking up one reasonably quickly, as we learned that Bleed can be pretty nasty in 2.0.

I envision Conor as being support with his spells and inspirations, a backup frontliner and tertiary healer.

Taking a little departure in the attitude here with trying to make Conor a happy-go-lucky positive individual instead of the cynical loner or pragmatic mercenary I usually play.

Really looking forward to this AP, should I get selected! I have always wanted to run it.


Sounds fun!


Updated Sheet, 1.4:

Connor the Wanderer
Male Human (Entertainer) Bard 1
CG Medium humanoid (human)
Perception +2 [E]
=================================================
DEFENSE
=================================================
AC 15, TAC 13
hp 21
Fort +2 [T], Ref +3 [T], Will +2 [E]
=================================================
OFFENSE
=================================================
Speed 25 ft.

Longsword +3 (1d8 + 2, S) Versatile, P
Shortbow +3 (1d6, P) 60' Deadly D10

=================================================
GEAR
=================================================

Weapons
- Longsword [10 sp] 1 bulk
- Shortbow [30 sp] 1 bulk
-- Arrows (20) [2 sp] L

Armor
- Studded Leather (AC 2, Max DEX 5, -1 Check) [30 sp] 1 bulk

Consumable
- Torch (10) [0.1 sp] 1
- Rations (5 day) [2.5 SP] Lx5

Other Stuff

Backpack [1 sp]
Bedroll [0.1 sp] L
Belt Pouch [0.4 sp] L
Ordinary Clothes [1 SP]
Flint and Steel [0.5 SP]
Musical Instrument - Handheld (pipes) [8 SP] 1

Rope Hemp 50 ft [1 SP] 1

Waterskin [0.5 SP] L

MONEY: 62.9 SP
BULK: 6 [9 L] Light 0-7

=================================================
SPELLS
=================================================
Resonance Points 3/3
Spell Points 3/3
CANTRIP: detect magic, light, inspire courage, shield, telekinetic projectile
1ST [2/day]: magic missile, soothe, summon monster
=================================================
STATISTICS
=================================================
Str 14, Dex 15, Con 12, Int 12, Wis 11, Cha 16,

=================================================
SKILLS/PROFICIENCIES
=================================================
Skills
- Acrobatics [T] +3
- Athletics [T] +3
- Deception [T] +4
- Diplomacy [T] +4
- Intimidation [T] +4
- Lore [T] +2
-- Bardic
-- Entertainment
- Occultism [T] +2
- Performance [T] +4
- Society [T] +2
- Stealth [T] +3

Proficiencies
Trained: All simple, Longsword, Rapier, Sap, Shortsword, Shortbow, Whip
Trained: All light armor and shields

=================================================
FEATS
=================================================
Bardic Lore [From Human Natral Ambition]
Fascinating Performance [From Entertainer Background]
Versatile Performance [From Muse]
Counter Performance
Toughness [from Versatile Human]
=================================================
SPECIAL ABILITIES
=================================================
Ancestry Feat [Natural Ambition: Bardic Lore]
Background [Entertainer]
First Compositions [Inspire Courage, Counter performance]
Initial Proficiencies
Muse [Polymath]

Background/History
Conor was born the 4th son in a moderately successful Korvosan merchant family. As the black sheep of the family, preferring to live in a world of fantasy and adventure rather than the terribly boring world of caravan routes and warehouse organization, not to mention the horror of keeping track of goods prices throughout Golarion, he was not terribly liked by his stern father or his brothers. It didn't help that he would rather compose a song or jaunty ditty over discuss the price of grain with the farmers. Luckily he was born reasonably fit and constant beatings from his brothers led to him learning quickly how to fight. Kept secret from his family was the fact that his music wasnt simply frivolous, but had power. He knew his father would try to leverage his magic for his family and, frankly, Conor disliked his family. Once he became an adult, or near enough, Conor gathered what little he had figuring "in for a penny, in for a pound", and ran off, dreaming of a life of adventure and exploration. His family didnt miss him, or even care. Wandering, singing for his dinner, and glutting his wanderlust has delivered Conor to Sandpoint.


Yeah, looks like humans pick up a bit. Connor would go versatile and pick up Toughness as the general feat.


Tough demigorgon boss monster


Also in My first post, but not spoiled:)


Thalia Velerin wrote:
Hey Vrog, I did indicate that my character will be support in my initial application. I don't see it reflected in your chart, just wanted to be sure you saw it so my submission will be considered complete. Thanks. :D

Yes, I had indicated much the same with Connor. Support Bard (who should be able to do some damage between supporting as well).


Hey all, just joined and will be putting together a character this afternoon, just trying to take stock on what we have so I know what to make.

I see bard/rogue and cleric and paladin, with some talk of a wizard or sorcerer.

Leaning towards a fighter. I had been thinking wizard-fighter but it sounds like we probably have magic covered.

Thoughts?


GM:

Apologies, I missed the update! I know you have enough to do converting a whole friggin ap, I shouldn't be adding work.

I'll just take the spell Soothe and the skill stealth. I'm also downloading 1.2 to see what else I missed.


Well then maybe I can Bard it up after all. I'll flesh one out as well once my kiddos get to their naps and see what seems more fun.


I think Valeros will do, I'll use him.

Edit: no, I think I'd like to go with a cleric of Torag geared more towards frontline and damage. If that wont step on your toes Pete


Hey all!

Hmm, I had been thinking wizard or bard, but it seems like a frontline might be better suited with a wiz/rogue/cleric already.

I'll read up on Paladins and Fighters in the morning, get something mashed up (or take a pregen). Leaning towards a Paladin, at least Kuey wont be able to make this one fall like poor poor William (hes much happier as a morality deficient Occultist anyway!).


Disregard, wrong forum.


I would be interested in either, but a level 1-2 for my magus would.be ideal.


FIXED SHEET:

Connor the Wanderer
Male Human (Entertainer) Bard 1
CG Medium humanoid (human)
Perception +2 [E]
=================================================
DEFENSE
=================================================
AC 15, TAC 13
hp 17
Fort +2 [T], Ref +3 [T], Will +2 [E]

=================================================
OFFENSE
=================================================
Speed 25 ft.

Longsword +3 (1d8 + 2, S) Versatile, P
Shortbow +3 (1d6, P) 60' Deadly D10

=================================================
GEAR
=================================================

Weapons
- Longsword [10 sp] 1 bulk
- Shortbow [30 sp] 1 bulk
-- Arrows (20) [2 sp] L

Armor
- Studded Leather (AC 2, Max DEX 5, -1 Check) [30 sp] 1 bulk

Consumable
- Torch (10) [0.1 sp] 1
- Rations (5 day) [2.5 SP] Lx5

Other Stuff

Backpack [1 sp]
Bedroll [0.1 sp] L
Belt Pouch [0.4 sp] L
Ordinary Clothes [1 SP]
Flint and Steel [0.5 SP]
Musical Instrument - Handheld (pipes) [8 SP] 1

Rope Hemp 50 ft [1 SP] 1

Waterskin [0.5 SP] L

MONEY: 62.9 SP
BULK: 6 [9 L] Light 0-7

=================================================
SPELLS
=================================================
Resonance Points 3/3
Spell Points 3/3
CANTRIP: detect magic, light, inspire courage, shield, telekinetic projectile
1ST [2/day]: magic missile, summon monster
=================================================
STATISTICS
=================================================
Str 14, Dex 15, Con 12, Int 12, Wis 11, Cha 16,

=================================================
SKILLS/PROFICIENCIES
=================================================
Skills
- Acrobatics [T] +3
- Athletics [T] +3
- Deception [T] +4
- Diplomacy [T] +4
- Intimidation [T] +4
- Lore [T] +2
-- Bardic
-- Entertainment
- Occultism [T] +2
- Performance [T] +4
- Society [T] +2

Proficiencies
Trained: All simple, Longsword, Rapier, Sap, Shortsword, Shortbow, Whip
Trained: All light armor and shields

=================================================
FEATS
=================================================
Bardic Lore [From Human Natral Ambition]
Fascinating Performance [From Entertainer Background]
Versatile Performance [From Muse]
Counter Performance
=================================================
SPECIAL ABILITIES
=================================================
Ancestry Feat [Natural Ambition: Bardic Lore]
Background [Entertainer]
First Compositions [Inspire Courage, Counter performance]
Initial Proficiencies
Muse [Polymath]

Background/History
Conor was born the 4th son in a moderately successful Korvosan merchant family. As the black sheep of the family, preferring to live in a world of fantasy and adventure rather than the terribly boring world of caravan routes and warehouse organization, not to mention the horror of keeping track of goods prices throughout Golarion, he was not terribly liked by his stern father or his brothers. It didn't help that he would rather compose a song or jaunty ditty over discuss the price of grain with the farmers. Luckily he was born reasonably fit and constant beatings from his brothers led to him learning quickly how to fight. Kept secret from his family was the fact that his music wasnt simply frivolous, but had power. He knew his father would try to leverage his magic for his family and, frankly, Conor disliked his family. Once he became an adult, or near enough, Conor gathered what little he had figuring "in for a penny, in for a pound", and ran off, dreaming of a life of adventure and exploration. His family didnt miss him, or even care. Wandering, singing for his dinner, and glutting his wanderlust has delivered Conor to Sandpoint.


GM:

That's what I get from trying to read two creation processes at the same time. I'll get it updated this afternoon when the kids go visit grandma.

Do you mean I'm character background, or written? No matter I'll get the sheet in a more useful to read format as well.


chadius wrote:

Start with Wizard with 16 Strength (or Dex.)

Get Fighter Dedication at level 2.
Get the Magical Striker feat at level 4.
Cast True Strike and use the Magical Striker feat to enhance your weapon.

At least that's what I've heard. I'll be playtesting Monks with Cleric Dedication to see if I can recreate my Sacred Fist idea.

Yeah, that looks about right from what I can tell reading the rulebook over. Now to just find a few games to play.


Character Sheet:

Connor The Wanderer
Human Male Bard 1 CG

STR 15
DEX 16
CON 12
INT 12
WIS 11
CHA 18

HP: 17
Speed 25'
FORT: +2 [T]
REF: +4 [T]
WILL: +2 [E]

Perception: +2 [E]
AC: 16 TAC: 14

class
BARD
- Muse: Polymath
-- Versatile Performance
-- Summon Monster

Spells
Spell Points 4/4
- Cantrips: detect magic, light, inspire courage, shield, telekinetic projectile
- 1st (2/2): magic missile, summon monster

Feats
Ancestery: Natural Ambition [Bardic Lore]
Background: Fascinating Performance
Class: Versatile Performance
Class: Counter Performance

Proficiencies

Weapons:
- Trained in All Simple plus Longsword, Raapier, Sap, Shortsword, Shortbow, Whip
Armor:
- Trained in light armor and shields

Skills
- Acrobatics [T] +4
- Deception [T] +5
- Diplomacy [T] +5
- Intimidation [T] +5
- Lore [T] +2
-- Bardic
-- Entertainment
- Occultism [T] +2
- Performance [T] +5
- Society [T] +2

Gear
Longsword [10 sp] 1
Studded Leather [30 sp] 1
Shortbow [30 sp] 1
- Arrows (20) [2 sp] L
Backpack [1 sp]
Bedroll [0.1 sp] L
Belt Pouch [0.4 sp] L
Ordinary Clothes [1 SP]
Flint and Steel [0.5 SP]
Musical Instrument - Handheld (pipes) [8 SP] 1
Rations (5 day) [2.5 SP] Lx5
Rope Hemp 50 ft [1 SP] 1
Torch (10) [0.1 sp] 1
Waterskin [0.5 SP] L

62.9 SP BULK: 6.9 Light 0-7

They sure hid some things in that book, like Saves calculations and a few other linked items. Not that they ended up being different, but I wanted to make sure and they need to list all that stuff on one page, with all the derivatives and their linked attributes.


I've been wanting to both try the playtest and rise of the runelords! I am planning on creating a support Bard

GM:
I'm a stay at home father for the next 5 years at least, so I'll have plenty of time to post daily at minimum for that long. I'm posting an idea for the character here now, I'll have to roll him up fully this afternoon/evening when the kids are alseep.

Background:
Conor was born the 4th son in a moderately successful Korvosan merchant family. As the black sheep of the family, preferring to live in a world of fantasy and adventure rather than the terribly boring world of caravan routes and warehouse organization, not to mention the horror of keeping track of goods prices throughout Golarion, he was not terribly liked by his stern father or his brothers. It didn't help that he would rather compose a song or jaunty ditty over discuss the price of grain with the farmers. Luckily he was born reasonably fit and constant beatings from his brothers led to him learning quickly how to fight. Kept secret from his family was the fact that his music wasnt simply frivolous, but had power. He knew his father would try to leverage his magic for his family and, frankly, Conor disliked his family. Once he became an adult, or near enough, Conor gathered what little he had figuring "in for a penny, in for a pound", and ran off, dreaming of a life of adventure and exploration. His family didnt miss him, or even care. Wandering, singing for his dinner, and glutting his wanderlust has delivered Conor to Sandpoint.

Rolls:

4d6 ⇒ (3, 5, 4, 2) = 14 12
4d6 ⇒ (4, 4, 6, 3) = 17 14
4d6 ⇒ (3, 5, 1, 4) = 13 12
4d6 ⇒ (5, 2, 2, 6) = 15 13
4d6 ⇒ (4, 4, 1, 6) = 15 14
4d6 ⇒ (2, 4, 5, 2) = 13 11


I'm sure its been gone over before (but my search fu failed) but so I am about to start finally reading the playtest rulebook, is there a consensus on a good path to the classic fighter/wizard gish magus playstyle for 2.0? I'm thinking of fiddling with it but was curious if theres a good start point for me to begin theorycrafting.

Edit: never mind. I'm going to just start with Bard


Remnar
Not named yet
Solarian I'm thinking, level 1
TBD
Nope

I'll roll up a level 1, but since there's time I may use my soldier or mechanic if the games end in time, but since it's not Sheildbugs groups' insane posting rates, we'll see.


I will get my character together and posted in tomorrow.


I'll toss in my (as yet to be created first SFS character) soldier who is totally gonna be mega bored 'cause no combat.


Will do, have my mechanic 80% built already. Should have it finished and dotted this weekend.


Ok, now I'm getting excited. Starfinder looks really cool (I never really looked at it before).

I might just have to scrap my Magus for PFS idea and start playing SFS with a character plus this one.

I think I'm settled on a mechanic, if that helps any other character choices.


Enjoying the rulebook even without hitting starships and the world fluff yet.

I'm now leaning towards an Android Mercenary Exocortex Mechanic going mostly ranged with a hint of switch hitter.

Not sold on the race yet, gotta read up on the fluff and see which appeals most yet.


The best players I've run with yet are from our PFS game, so I got nothing.

Haven't read up on space combat yet, but your spoiler makes it seem interesting, if possibly slow in PFS.


Quick question Izlin.

Are you just artistically interpreting your card casting as dagger tossing? Or is there an option I'm missing, because tossing spell daggers is a cool image.


I did not expect to have time to run another character so soon, yet I do.

Since all the tables seem full if anyone in the tier 1-2 drops or needs replacement, I have an Occultist who would love to assist.

Please keep me in mind.


I vote all party gold goes to a wand of CLW if possible (plus whatever we nees to chip in)


Addams Family DM wrote:
Kurt Iron wrote:
Addams Family DM wrote:

Hey guys. I think this is a good time for a level up. The site maintenance is wreaking havoc on my posting times, anyway.

Take a day or two to get all of your characters ready.

Spellstrike here I come! How do you want to handle HP's? Roll? Average?
Average.

Great, Thanks!


I would be interested, never have had a chance to play L5R but a hulking Crab samurai wielding a tetsubo or nodachi would tickle me pink.


Lau Bannenberg wrote:
Remnar wrote:
BigNorseWolf wrote:

I believe what he wants is an official PFS answer.

PFS doesn't have a more official than anything else response to this though

Yeah. I searched all the forums and mostly found threads submitted for FAQ without clarification to the abovementioned (and linked FAQ)

I came here to ask because if there was a standardized ruling, it would undoubtedly be known by the PFS folks.

Or so I believed.

It's a contentious point. And since it's a generic rules discussion, with no special interaction with PFS issues, the PFS leadership is most likely leaving the ball in the generic developers' court.

Personally I think the best way forward would be similar to Underwater Adventures: a book that spends about 60% on describing the impact of mounts on various areas of Golarion, and 40% on cleaning up the rules for it and putting them all in a single book.

There's plenty of mounted things in Golarion that could fill a book:


  • Lastwall Knights
  • Hongal tribes
  • Qadiran light cavalry/camel riders
  • Taldan heavy knights
  • Absalom's hippocampus-riding harbor guard
  • Korvosa's griffin cavalry
  • Mammoth Riders from the north

A book that takes a serious look at how to set up a mounted campaign would be neat. It could look at plots that really exploit the PCs mobility and ability to cover a large territory (as opposed to tight dungeons). Also, at how to handle classes that don't get mounts by default (since mundane mounts get fragile at higher levels).

I would love such a thing. A mounted campaign would ve really neat, IMO.


BigNorseWolf wrote:

I believe what he wants is an official PFS answer.

PFS doesn't have a more official than anything else response to this though

Yeah. I searched all the forums and mostly found threads submitted for FAQ without clarification to the abovementioned (and linked FAQ)

I came here to ask because if there was a standardized ruling, it would undoubtedly be known by the PFS folks.

Or so I believed.


And herin lies my confision, seems like there is still debate.

Ill go with the assumption of stopping 10' away on a charge for the lance being correct, it makes sense logically.


1 person marked this as FAQ candidate.

I've spent the morning searching the boards for a clear ruling on exactly how a large mount charging with a lance works, and can't find a consistent ruling.

Does the mount stop 5' away for the lances reach?

Can the rider strike when the mount is adjacent due to sharing the two squares of the mount?

Does the mount get its attack?

Is it some other process?

I apologize if this was cleared up somewhere I can't find, but everything I've found today is inconsistent or confusing.

Thanks!


Qstor wrote:
@Remnar there's space in the special

Thank you thank you!


I've tried to check every list I can find on here. In case I've missed one, anyone got space for a fresh level 1? CORE or standard, I don't care overmuch.

Ive got a hankering to play a Paladin.

Thanks!


I'll get my skald put together tonight and on here. I'm confused exactly how this works for PFS as I'm new to PFS. Can someone explain exactly how it works vis a vi PFS?

I don't really plan on using this char again for pfs, but if I can use this AP to help a different character then cool, but I'm not sure how all the chronicle stuff really works and the guide doesn't give me enough detail to understand.

Either way I'll make a PFS legal character tonight.


Redelia wrote:
I just want to make sure everyone realizes that even if we are doing PFS build rules, actual PFS characters can't play in campaign mode. You play with a not-official-PFS character, and then you get chronicles that you can apply to a PFS character of your choice at the end. (Of course if you have a PFS character you love, there's no reason you can't make a copy of that character to be your character in an AP in campaign mode)

I was gonna ask how that works.


Looks like you're full, but I'd run a Skald if a spot opens up.

Won't have a chance to build him until tonight.


Motivation is most important I think. Why would your character choose a life of adventure that will probably end premature and violently?

I read a lot and often note ideas and minor characters that could serve as interesting backstories.

For instance, the former boss of Edmond Dantes in the Count of Monte Cristo. What would have happened to his family if the ship hadn't come in? Where would his children ended up?

Destitute and desperate, a good place to start a wanderers life? I went that route, modified, with a bard of mine and I felt it gave him a good reason to be a penniless wanderer just ready to step into a grand adventute, or lie unburied in some lost dungeon.

In my mind it needs to be intersting but not too grand, the character does end up as a wandering hobo afterall.

Hooks for the GM can be fun too, but I usually shy away from those too often... too many years of Shadowrun and sadistic GMs

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