Scorpion Queen's page

5 posts. Organized Play character for Doomdigger.


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Knowledge-Arcana and Spellcraft

Are super important. I've seen people drink things that were never meant to be "chugged in a PFS game".

I once "Aligned (Good) the PC Goblin's teeth and Brightened his smile with an oil of Daylight"...in character and made a follow up appointment too. It had the convention rolling out of their chairs.

If you look at the skills, Sleight of hand is used a lot for faction Missions, "Perception" is used even more, Diplomacy then so on.

Profession sailor, perform Dance, be careful about ignoring Liguistics also.

Play the slinger, I have the Kitsune Kid (Really an Evocker Wizard with magic missles) She is the fastest alive like in the Quick and the Dead. She bluffs her hand movement with still and silent spell and when the bounty hunters put the wanted poster to her face she shape shifts.

I'll play the Kyra pregen. She will "Aid" diplomacy if the GM gives me Guideance instead of Stabilize. But Fox look at the factions, choose wisely.

Maybe Akinra will like us and run the First Steps for us after they revamp it. 21092-36 "I'll be the Priest"

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Don't fret man, no matter what happens have fun. You had me at the Asmodean contract signing (I Heart invisible fine print). I play General Ghost, an internal affairs special forces Hellknight, Haunted Oracle, Sin Eater, Soul Drinker. "LAWFUL GREAT". I built it for Vin Deisel, I am being honest.

He is used to playing Witch Hunters and I just took that to mean Summoners/Dummoners...With Spiritual Weapon he floods the battlefield with Spectural Warpicks and counters the Celestrial Hounds and chipmunks and badgers the Summoner trips and spawns when his Super Rooster boasting dire bear Arms is not there......yet.

I like freaking my tables out so the fun was being haunted by my mother QuickPick the two weapon fighting hemophrodite hero. When she died 9 months pregnant, I refused death and ripped myself into fruition.

I play him like Anthony Perkins in Psycho...A Field General in my land is a "Lictor"- rank...so I get temp hps when I lick the chaos fallen before me. I write party member citations, the whole nine.

Pork Chop my Half-Orc Monk, Papercut my Scroll Master Insurance salesman, and G-Man, the strongest Gnome ever, but it takes 6-7 rounds to get there so I go under tables or in outhouses and don a mask.

If you go Cleric on me, ask to swap Guideance O-Level for stabalize, it might help you?

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The pregens have magic also Fox. If the GM let's "you" play up to level 4 your party might be able to survive with the Average Party Level rules. My 4th level characters can solo games, I played Merisel, the thief, in a 7-9th level teir and with three potions of invisibility she soloed it.

If you "Base" your character from something think party dynamic. The Gunslinger "Hits a lot" and is ranged. If you guys spread out and focus fire you have a chance to protect the spellcasters.

If the Monk is a Zen Archer with a 20 Dex you guys are trying to get the highest initiative. Using free actions to talk and then act and or move , maybe even withdrawl until the healing can get there.

You guys should snipe, but I won't stiffle any creativity. Two dueling fire starters will make bragging rights oh so sweet. The DM might set up for 5 PCs, I can see only one party built like this to win, If you guys could all Color Spray with a high DC "Derek's Gnome" and the Monk finishes them or ties them up after they get blinded and knocked out.

The gunslinger might be an Engineer, knowledges help you complete faction missions.

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You can play anything "The illusion of choice". The best character builder in this game is a guy named Derek in Wisconsin.

He always starts by asking "What is it that you want to do?"

One trick ponies might not be your thing but I think the Monk and the two Sorcerers will be the party.

They are great builds with ranged spells and Super Diplomacy bonuses.

Kyra has healing and she heals well, after the PCs drop below zero she still uses baby heals. I have played the pregens more than anyone else in pathfinder history so I can root for them.

If I made the stats I posted for a Samurai, it would be better than a fighter only becuase I have one or two tables of credit to add cash and healing potions. Will save rerolls, and still up below zero stuff. Honor is awesome to me.

Dark Archive

Fox you are good, no pressure check this pregen-

Kyra has sworn her life and sword arm to Sarenrae, vowing to protect the
helpless and to not spare the blade when the time for redemption has passed.
KYRA
Female human cleric of Sarenrae 1
NG Medium humanoid (human)
Init +0; Senses Perception +3
DEFENSE
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 13 (1d8+5)
Fort +3, Ref +1, Will +5
OFFENSE
Speed 30 ft.
Melee scimitar +2 (1d6+2/18–20)
Ranged sling +0 (1d4+2)
Special Attacks channel positive energy 5/day (DC 12, 1d6 [+1 vs. undead])
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—rebuke death (1d4+0)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—bless, cure light woundsD, shield of faith
0 (at will)—detect magic, light, stabilize
D Domain spell; Domains Healing, Sun
STATISTICS
Str 14, Dex 10, Con 12, Int 11, Wis 17, Cha 14
Base Atk +0; CMB +2; CMD 12
Feats Selective Channeling, Toughness*
Skills Diplomacy +6, Heal +7, Knowledge (religion) +4; Armor Check –2
Traits Deft Dodger*, Flame of the Dawnflower (Advanced Player’s Guide 333)
Languages Common, Kelish
SQ aura (faint good), spontaneous casting
Combat Gear scroll of endure elements; Other Gear chain shirt, scimitar,
sling with 10 bullets, backpack, wooden holy symbol, waterskin, 6 gp
SPECIAL ABILITIES
Channel Positive Energy Kyra can release a wave of positive energy by
channeling divine power through her holy symbol. This energy can be
used to cause damage to undead creatures or to heal living creatures.
Channeling energy causes a burst that affects all creatures of one type
(either undead or living) in a 30-foot radius centered on Kyra. Creatures
that take damage from channeled energy receive a DC 12 Will save to
halve the damage. Creatures healed by channeled energy cannot exceed
their maximum hit point total—all excess healing is lost. Kyra can channel
energy 5 times per day as a standard action that does not provoke an
attack of opportunity. Kyra can choose whether or not to include herself in
this effect. She must be able to present her holy symbol to use this ability.
Flame of the Dawnflower When Kyra scores a critical hit with a
scimitar, she deals an additional 2 points of fire damage.
Rebuke Death Five times per day, Kyra can touch a living creature as a
standard action, healing it 1d4+1 points of damage. She may only use
this ability on a creature that is below 0 hit points.
Selective Channeling When Kyra channels positive energy, she can select
up to two creatures within the area of the burst; these targets are not
affected by her channeled energy.
Spells For full descriptions for Kyra’s prepared spells, see Chapter 10 of
the Pathfinder RPG Core Rulebook.
Spontaneous Casting Kyra can exchange any prepared spell that is not
an orison or a domain spell for a cure spell of the same spell level or
lower as she casts the spell.
Sun’s Blessing When Kyra channels positive energy to harm undead
creatures, she adds 1 point to the damage dealt. Undead do not add their
channel resistance to their saves when she channels positive energy.
* The effects of this ability have already been calculated into Kyra’s statistics.
Possessed of a fierce will, pride in her faith, and skill with the scimitar, Kyra lost her family and home to raiders. Yet where another
might be consumed by a thirst for revenge, Kyra has found peace in Sarenrae, goddess of the sun, healing, and redemption and in the
belief that, if she can prevent even one death at evil hands, her own losses will not have been in vain. While her faith runs deep, she does
not see herself as an evangelist and saves her sermonizing for those with ears to hear her enlightenment—a virtue largely learned after
many frustrating philosophical arguments with fellow Pathfinders.