Irori

Sai Ling's page

Goblin Squad Member. Organized Play Member. 93 posts (3,646 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 30 aliases.


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Always loved GURPS. Would be happy to play in either of the settings, as long as my ignorance of the worlds wasn't a problem.


Character Class/Level: Fighter 12/Wizard 3/Arcane Archer 10
Race: Elf
Archetype: Archer
Role: Ranged Pain Delivered Fresh Daily


hmmmmmmmmmmmmmm interesting methods

Something iconic that doesn't work at all in PF then.

Wood elf Druid

wisdom 5d6 ⇒ (4, 6, 4, 4, 6) = 24 16
dexterity 5d6 ⇒ (5, 6, 2, 2, 3) = 18 14
Int4d6 ⇒ (5, 2, 2, 5) = 14 12
Con4d6 ⇒ (3, 4, 4, 1) = 12 11
Cha3d6 ⇒ (5, 5, 4) = 14 14
Str3d6 ⇒ (2, 6, 2) = 10 10

Str 10
Dex 16
Con 11
Int 12
Wis 17
Cha 14

I can work with that.


I'm in, but I'm holding off on character concept until I've refreshed my memory of Krynn. Or I'll just play a sickly wizard.


That's actually pretty sweet, though it overlaps a bit with Rogue.

Thanks for the help, SB: now I have to come up with a name and a little more detail on his history.


Supreme Being wrote:
Sai Ling wrote:
If possible, Supreme Being, can you give me a rough idea of the how much magic the Arcane Trickster has at his disposal?

All rogues choose a Roguish Archetype at level 3.

The Arcane Trickster gets (3) Cantrips, (3) spells known, and (2) Spell slots at level 3 going up to (4) Cantrips, (13) Spells Known, and (4,3,3,1) spell slots at level 20. Spells are limited to 4th level and chosen from the Wizards spell list. INT is the spellcasting ability.

You gain extra abilities of Mage Hand at level 3 as well including the ability to make it invisible, and use it to pick locks and disarm traps at a distance. There are some other abilities, but you'll probably have the PHB before they kick in. Spell Thief doesn't happen till level 17.

Awesome.

I should probably have figured the Archetype bit out myself.

I'll be going elf arcane trickster, and should be able to build it out as a first level easily enough, except for the background (urchin). If you can give me the proficiencies there, I can do the fluff when I get my PHB (8/19!) and stick with the background I've sketched.


If possible, Supreme Being, can you give me a rough idea of the how much magic the Arcane Trickster has at his disposal?


4d6 ⇒ (1, 6, 3, 3) = 13 12
4d6 ⇒ (4, 1, 1, 4) = 10 9
4d6 ⇒ (5, 1, 6, 3) = 15 14
4d6 ⇒ (6, 4, 1, 6) = 17 16
4d6 ⇒ (1, 3, 3, 5) = 12 11
4d6 ⇒ (4, 6, 3, 1) = 14 13

An orphan from Mistshore in Waterdeep, struggling to survive in a place so bleak even the guard stayed out, Sai was fascinated with magic from a young age. Unfortunately, the business of survival interfered with his studies, and while others would have been studying wizardry, Sai was stealing food and hiding from the monsters and gangs (and gangs of monsters) that prowled his home. Still, his natural inclination towards magic caught the attention of certain powers, that gave him a taste of their power and sent him towards Phandalin.

"What's in Phandalin?" he asked.

"Your destiny, if you should find it."

12, 9, 14, 16, 11, 13

I am not 100% on anything, because I don't yet have the Player's Handbook in front of me, but I'm pretty sure he'll be a human warlock (archfey) urchin. I may go back to an elf rogue (arcane trickter) or something else, if it gives a more satisfying combination of stealth, trickery and magic.


Either an arcane trickster rogue or a archfey warlock. I want that combination of sneaky and magic, but will need to see how it looks when the PHB arrives.

Probably an elf or something, depending what the races are. From somewhere very poor or very hostile, where the would-be wizard was pushed by circumstance to develop other skills to stay alive.

More when I refresh my acquaintance with the World of Greyhawk. Er, the Forgotten Realms.


Will definitely be submitting something, though what, I'm not sure. I'm just intrigued by the AP.


I'd definitely be interested. I'm not sure what I'd play, but it would be something.


Lodestone wrote:
Sai Ling wrote:

I've GMed the whole AP and am playing it currently, but like Mr. Sweetman, I know the difference between me and my character.

2d6+4

I think a swashbuckler (the rogue archetype) with a possibility of multiclassing gunslinger to get that nifty rapier & pistol thing that seems so piratey.

Don't roll the 6th stat till you've allocated the others! - The point is to have a stat you can't optimise for your class.

Oops. Well, if I was a real masochist I'd put the random in dexterity, but I think maybe strength.


I've GMed the whole AP and am playing it currently, but like Mr. Sweetman, I know the difference between me and my character.

2d6 + 4 ⇒ (2, 4) + 4 = 10

I think a swashbuckler (the rogue archetype) with a possibility of multiclassing gunslinger to get that nifty rapier & pistol thing that seems so piratey.


6d6 ⇒ (5, 1, 5, 4, 3, 3) = 21 14
6d6 ⇒ (4, 1, 6, 4, 3, 6) = 24 16
6d6 ⇒ (5, 3, 4, 3, 6, 6) = 27 17
6d6 ⇒ (5, 5, 6, 5, 2, 1) = 24 16
6d6 ⇒ (6, 4, 3, 4, 3, 3) = 23 14
6d6 ⇒ (2, 1, 2, 3, 6, 5) = 19 14

Very tolerable.


Mosquito, vampire, what's the difference?


I'd play if I can find what I need. I have a ton of NWOD stuff on a PDF somewhere, but none of the old material.

As far as what creature I'd want to play, ranked in order of preference: Changeling, Wraith, Mage, Hunter, Werewolf, Mosquito.


SWEET!

And yes, it would make sense to try to be a party of rogues who act like rogues.


3d6 ⇒ (2, 6, 2) = 10
3d6 ⇒ (2, 3, 6) = 11
3d6 ⇒ (2, 2, 4) = 8
3d6 ⇒ (4, 1, 2) = 7
3d6 ⇒ (6, 4, 6) = 16
3d6 ⇒ (3, 3, 3) = 9
no
3d6 ⇒ (3, 4, 4) = 11
3d6 ⇒ (4, 4, 3) = 11
3d6 ⇒ (3, 1, 4) = 8
3d6 ⇒ (5, 6, 2) = 13
3d6 ⇒ (3, 2, 2) = 7
3d6 ⇒ (3, 5, 3) = 11
no
3d6 ⇒ (5, 4, 5) = 14
3d6 ⇒ (5, 5, 5) = 15
3d6 ⇒ (4, 2, 3) = 9
3d6 ⇒ (4, 6, 5) = 15
3d6 ⇒ (6, 6, 5) = 17
3d6 ⇒ (6, 3, 4) = 13
yes

Oh right. In order. So...

Lucky Wilkins, Dwarven Druid

after racials...
Str 14+2
Dex 15+2
Con 11
Int 15+2
Wis 19+4
Cha 11

Solid.

2d6 ⇒ (2, 6) = 8 80 gold

crunch:

Lucky Wilkins
Dwarf Druid 1
N Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 Dex)
hp 12 (1d8+4)
Fort +2, Ref +2, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash -2 (1d4+2/×2) and
. . battleaxe +2 (1d8+2/×3)
Special Attacks hatred
Druid Spells Prepared (CL 1st; concentration +5):
1st (2/day)—entangle (DC 15), faerie fire
0 (at will)—purify food and drink (DC 14), mending, create water
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 11, Int 15, Wis 19, Cha 11
Base Atk +0; CMB +2; CMD 14 (14 vs. bull rush, 14 vs. trip)
Feats Toughness
Skills Craft (leather) +6 (+8 on checks related to metal or stone), Craft (traps) +6 (+8 on checks related to metal or stone), Heal +8, Knowledge (nature) +8, Perception +8 (+10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Survival +10; Racial Modifiers craftsman
Languages Common, Druidic, Dwarven, Giant, Goblin
SQ hardy, nature bond abilities (animal companion), slow and steady, spontaneous casting, stability, stonecunning, wild empathy
Other Gear Hide armor, Heavy wooden shield, Battleaxe, Artisan's tools (Craft [leather]), Artisan's tools (Craft [traps]), Backpack (16 @ 48 lbs), Bedroll, Hammer, Piton (2), Rope, Tent, small, Trail rations (10), 23 GP, 7 SP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

The Wee Bird:

The Wee Bird
Roc
N Medium animal
Init +4; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 8 (-2)
Fort +2, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 20 ft., fly 80 ft. (average)
Melee bite +2 (1d6+1/×2) and
. . 2 talons +2 (1d4+1/×2)
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +1; CMB +2; CMD 16
Feats Iron Will
Skills Fly +8, Perception +5
--------------------
Special Abilities
--------------------
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

"Yes, I've lived under a rock for the last fifty years, what of it? I'll take a bath when I need one."


I like the mind flayer, but there's not much customization possible (though a 25 point buy takes off a lot of the sting) and now pondering a ghoul antipaladin.

Either way, I'm still eating brains.


The mind flayer was my favorite monster ever.

I'm a little fuzzy on the levels.
For example, If I play a troll (6HD) do I get 1 (total 7 HD) level of a class, or 3, or some other number?


I'll play this campaign in a heartbeat. I've always wanted to play a Mind Flayer. Not that there is any such thing in Pathfinder.


Down the rabbit hole. Characters are ordinary, 21st century folks. Probably commoners, but with a decent point buy. Something happens, they find themselves in Golarion (or pick-your-fantasy world) and have to learn to survive. Presumably, they retrain.

Or, a really evil evil campaign. Everyone plays an orc from Belkzen. First, you take over your tribe. Then you conquer the other tribes. Then ... Varisia? Lastwall?


Very, very interested.

I have Ultimate Campaign and am definitely picturing the kingdom I'd like to build. Actually, I'm picturing several, but two spring to mind as worth mentioning. One is a relatively standard human kingdom recently forged out of nomadic clans, still clinging to their tribal structures as they transition into a more sedentary nation. The other would largely depend on your willingness to tolerate the monstrous, but a kingdom of sahuagin would be loads of fun.


Content-wise, I'm loving what I've read so far, but a lot of little nit-picky stuff. I have a red pen if you need it.


YES!


I'm always up for old school D&D. I could even be persuaded to play AD&D again, if there were going to be snacks.

I've got copies of Labyrinth Lords, BFRPG, and if I can find the right thumb drive, lots of other old faves.


I would definitely be interested in something like this.

I'd imagine the "character creation" process would be spending build points on the kingdom and building a history for the people. That works better if people are more or less interactive with one another.


Will definitely be rolling a character for this.

Thinking about a ranger.


Whatever I roll (thinking Slayer as skill monkey, but need to revisit the class) I'll be a hired gun.


4d6 ⇒ (1, 5, 2, 2) = 10 + 1d6 ⇒ 4 13
4d6 ⇒ (1, 1, 6, 1) = 9 + 3d6 ⇒ (2, 5, 1) = 8 + 1d6 ⇒ 3 16
4d6 ⇒ (4, 3, 4, 3) = 14 14
4d6 ⇒ (4, 2, 5, 5) = 16 16
4d6 ⇒ (6, 6, 4, 6) = 22 22
4d6 ⇒ (3, 1, 5, 2) = 11 + 1d6 ⇒ 4 14

Interesting array. I'll have to think.

EDIT: Amended.


Background and alias to follow

build:
Xabek
Tengu Inquisitor 1
CG Medium humanoid (tengu)
Init +4; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite -1 (1d3+1/×2) and
. . elven curve blade +4 (1d10+3/18-20/×2)
Ranged shortbow +4 (1d6/×3)
Special Attacks agile feet, judgement of destruction, judgement of justice, judgement of piercing, judgement of smiting
Inquisitor Spells Known (CL 1st; concentration +5):
1st (2/day)—cure light wounds, command (DC 15)
0 (at will)—stabilize, detect magic, create water, light
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 13, Int 12, Wis 18, Cha 14
Base Atk +0; CMB +2; CMD 16
Feats Weapon Finesse
Skills Diplomacy +6, Intimidate +7, Knowledge (arcana) +5 (+9 to identify the abilities and weaknesses of creatures), Knowledge (nature) +5 (+9 to identify the abilities and weaknesses of creatures), Perception +10, Sense Motive +9, Stealth +9; Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Elven, Tengu
SQ domains (travel), judgement 1/day), monster lore +4
Other Gear Studded leather armor, Elven curve blade, Shortbow, Holy symbol, wooden (mug), 14 GP
--------------------
Special Abilities
--------------------
Agile Feet (7/day) (Su) For 1r, you ignore difficult terrain.
Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.


Str
Int 4d6 ⇒ (5, 5, 4, 3) = 17 14
Wis 4d6 ⇒ (6, 4, 2, 2) = 14 12
Cha 4d6 ⇒ (6, 1, 2, 4) = 13 12
Dex
Int 4d6 ⇒ (6, 3, 3, 3) = 15 12
Wis 4d6 ⇒ (2, 6, 5, 5) = 18 16
Cha 4d6 ⇒ (4, 6, 4, 4) = 18 14
Con
Int 4d6 ⇒ (6, 1, 3, 3) = 13 12
Wis 4d6 ⇒ (3, 5, 5, 6) = 19 16
Cha 4d6 ⇒ (3, 6, 3, 6) = 18 15

Interesting that this is making me look at 12 as a bad stat.

Str 14
Dex 16
Con 15
Int 12
Wis 16
Cha 14


I'm interested and curious. My first thought would be an expert with a pile of knowledge skills, which raises the question of which knowledge skills would be available, etc.


Elf to be named later. Tries to see the best in people, never refuses help to the needy.

Agi d8
Sma d6
Spi d6
Str d6
Vig d6

Faith d8, Fighting d8, Healing d6, Notice d6, Shooting d8, Survival d4

Toughness 6(1), Parry 6 (7 with spear), Cha 0, Pace 6

Edges
Arcane Background (Miracles), Adept (Deflection)

Hindrances
Heroic, Loyal, Quirk (constantly invokes Sehanine Moonbow), All Thumbs (racial)

Powers (power points 10)
Deflection (cost 2, duration 3 (plus 1/1 maintain), Healing

Gear: spear, bow, leather armor, 100gold (23#)

Attacks
Spear: attack d8, damage 2d6, 2-handed, +1 reach, +1 parry
Bow: attack d8, damage 2d6, range 12/24/48
Unarmed: attack d8, damage 1d6+1d4, does not count as unarmed


Fraust: Test Drive Rules here

It's actually playable with just that free PDF, though there's not much depth.

I'll be rolling a char for this. Or building one.

Would you like me to mention the thread in the other SW campaigns I'm in?


Here's a 2page summary http://maker.e2ogame.net/download/bb_quickstart.pdf


Tough call ... I have a lot of games going on already, but Savage Worlds and Conan is like ... I can't think of anything that goes that well together to compare it to.


1d6 ⇒ 21d6 ⇒ 11d6 ⇒ 21d6 ⇒ 1 5
1d6 ⇒ 21d6 ⇒ 21d6 ⇒ 41d6 ⇒ 6 12
1d6 ⇒ 21d6 ⇒ 31d6 ⇒ 21d6 ⇒ 1 7
1d6 ⇒ 51d6 ⇒ 11d6 ⇒ 11d6 ⇒ 1 7
1d6 ⇒ 21d6 ⇒ 41d6 ⇒ 11d6 ⇒ 2 8
1d6 ⇒ 31d6 ⇒ 41d6 ⇒ 21d6 ⇒ 4 11
1d6 ⇒ 41d6 ⇒ 41d6 ⇒ 41d6 ⇒ 4 12
1d6 ⇒ 31d6 ⇒ 31d6 ⇒ 51d6 ⇒ 3 11

hmmm ... total stat bonuses -1 before racial mods.


Not knowing the setting, I don't know too much about the cultures. I think Ivory Tribes for this guy, a semi-barbaric hunter who has spent a long time living among so-called civilized man and has picked up some of their more distasteful habits.

Agility d10 Smarts d6 Spirit d6 Strength d8 Vigor d6

Charisma 0, Pace 6, Parry 5/6(with shield) Toughness 6(1 armor)

Climb d6* Fighting d6 Lockpicking d6* Notice d6 Shooting d10 Stealth d8* Survival d4 Tracking d4

Edges: Assassin, Marksman, Thief

Hindrances: Cautious, Loyal, Vengeful (major)

Longbow (range 15/30/60, Damage 2d6 RoF 1 Weight 5)
Longsword (Damage Str+d8, Weight 8)
Small Shield (Weight 8)
Leather Armor (Weight 15)


Love to throw my hat in the ring for this.
I'll need to roll a character, but that shouldn't take long, once I find a concept I like. Don't have the setting books, so I'll just use the vanilla game.

Ideas ideas ideas.
Are ABs available?


Definitely interested. Beasts and Harlots are two of my favorite things, after all, and CotCT is supposed to be genius.

Though I will need to create a suitable character.


I'm definitely in. I'm a big fan of E6/P6, and mixing in the mythic sounds like a great way to up the power without hitting the superhero stuff of high level play.

My character is in the works.

Is this of any use?

Is that young as in the young template, or just young as in ... years.


I got the same e-mail. I think it went out to everyone registered in the Pathfinder Society.

Hugely interested.

Leaning towards Hunter or Slayer, but of course, it will depend in large part on what the actual document holds.

What about custom races? I have a half-troll* I've been wanting to experiment with.

*Not really, but now that I mention it, I should....


(Qorin's character)

In the year of the metal goat (4028 - 1331 AD by the western reckoning) the boy who would be named Sai Ling was abandoned at the foot of Shaoshi Mountain in Zhongzhou. An elderly monk found him and brought him to the monastery at the mountain's peak, telling the abbot it was the duty of the monks to raise the child as an exemplar of Buddhism.

From infancy, Sai Ling was taught to use his body and his chi in service of the noble truths, and for many years, he never left the monastery. When he was a teenager, a time of troubles came to the middle kingdom. The Mongolian conquerors were distracted by their dynastic struggles, and a revolt of White Lotus followers began. As the war raged, bandit princes rose and stormed the Shaolin Monastery on Shaoshi mountain.

The monks fought valiantly to defend their home, for many, it was the first test of their martial arts in actual battle. Sai Ling was one such, and though his years of training and focus made him strong, too many of his brothers fell under the bandits' swords. Finally, Sai Ling was struck by an arrow from behind, and he collapsed.

He managed to crawl away into the forest, grievously wounded by the arrow and heartsick from the cruelty and destruction he had witnessed. He prepared himself to die, but before he bled out, a miracle. An enlightened one came to him, and told him he could join a new order, fighting to preserve the sanctity of history itself.

To turn away from such an opportunity and accept death would be cowardice, he thought, and he took the hand of the enlightened one, and found himself.... (In the hands of the GM)

Agility d6 Smarts d6 Spirit d6 Strength d8 Vigor d6

Pace 6 Charisma 0 Parry 6 Toughness 5

Faith d8* Fighting d8 Healing d6 Notice d6 Persuasion d4 Throwing d4 Stealth d4

Hindrances: Poverty, All Thumbs, Heroic

Edges: Martial Artist, Adept*, AB (Miracles)*

Powers*: Deflection + Smite

*If AB isn't allowed, obviously some changes will need to be made here.


Astonishing Swordsmen and Sorcerers of Hyperboria is supported, and it has a few more options than the others I've played with (BFRP, LL, S&W). More AD&D1e than D&D.

Or there's always the old D&D BECMI Rules Cyclopedia, which isn't supported at all, except by all the other games mentioned and every supplement for all of them. In general, where OSR games don't port directly from the original, it's simple enough to reset.


The thing I'd really love to see is really well fleshed out pregen encounters that include new treats, in the form of spells, magic items and even PrCs and archetypes that fit that specific encounter. Also, I'd like a little more love given to non-combat scenes and scenarios: puzzles, diplomatic solutions, environmental hazards, traps that are a little more than a set of DCs and a handslap for blowing a roll.

I'd love to see the witch book.


Fetchling Ninja/Sorcerer 1

Sai sits up and glares around him, seeing the corpse of the beetle and the others standing over him. He spits at the dead thing and stands carefully.

"My thanks," he says to Angel. He looks at the potions he carries. "I owe you one. A rest sounds like a good plan. If this place stays as buggy as it is, I'll certainly need it."


Fetchling Ninja/Sorcerer 1

Ahhhh ... not dead.


Fetchling Ninja/Sorcerer 1

1d20 + 2 ⇒ (14) + 2 = 16


Fetchling Ninja/Sorcerer 1

My bad. I misread your post. Call the tumble the surprise and the swing the ordinary first round action. Looks like flanking from Angel, so the to-hit would be 17