Adventure Path Charter Subscriber
This avatar was chosen after my orc barbarian character for Savage Tide was slain and reincarnated as an elf, twice. The eyes and look convey the savage nature and wrath of being made into a weakling tree huger. The name is easy, its me and I did not feel like changing it, although I am curious about the 15 scotts before me.
Adventure Path Charter Subscriber
Noticing his pet fish has been slain, calls in favor to return him to the living. Grabs keys to 18 wheeler tanker full of maple syrup, backs up to IHIYC and pulls dump valve flooding his closet with 20,000 gallons of syrup leaving him to drown in sweet, sweet syrupy goodness.
Adventure Path Charter Subscriber
Tom Phillips wrote:
Really? More ways to kills us, precious? Besides the puns. Bad evil chrome skull!!! Bad! Whacks with rolled up newspaper soaked in holy water
Adventure Path Charter Subscriber
Submitted for Approval!
Greer:
Greer Male Human (Ranger) 1 LG Medium Humanoid Init +2; Senses: Perception +6 -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+2 Dex; +4 armor) hp 13 (d10 +2 Con +1 favored class per level) Fort +4, Ref +4, Will +1 -------------------- Offense -------------------- Speed 30 ft. Base Atk +1; CMB +5; CMD 17 Melee: Great sword: Attack +5, Damage 2d6+6 (19-20 crit: x2) Ranged: Javelin (30 ft): Attack +2 Damage 1d6+4 (crit: x2) +2 attack and damage vs animals -------------------- Statistics -------------------- Str 18, Dex 15, Con 14, Int 10, Wis 12, Cha 10 Languages: Common, Skald Skills: 7 ranks per level Climb* (+6) {+4 ability -2 AC +1 rank +3 class } Heal (+1) {+1 ability} Intimidate* (+0) {+0 ability} Knowledge (Geography)* (+4) {+0 ability +1 rank +3 class } Knowledge (Nature)* (+4) {+0 ability +1 rank +3 class } Linguistics* (+4){+0 ability + 1 rank +3 class } Perception* (+6) {+1 ability +1 trait +1 rank +3 class} Sense Motive* (+1) {+1 ability} Stealth* (+0) {+2 ability -2 AC +0 rank +0 class} Survival (+6) {+1 ability +1 trait +1 rank +3 class} Swim* (+6) {+4 ability -2 AC +1 rank +3 class} Feats: Deadly Aim, Power Attack
Gear: Great sword, 4 javelins, dagger, chain shirt, Rangers kit
Background:
Born in Kalsgard in the fridged north Greer grew up a half breed, son of an Ulften and a Tian prostitute. Barely cared for by his mother and never knowing his father, he found the cold wastes warmer than his house. He left that cold home to live in the wilds, climbing the cliffs around to scouring them for rare herbs and treasure. One day, while climbing, he noticed a young women walking alone, behind her was a wolf stalking her for a meal. Rushing his way down he slipped and slid his way to her only to be attacked by the wolf. Her animal friend he found out later. They married two years later. She was struck down by fever a year after. Greer keeps their plain copper wedding bands with him, one his finger the other on a strong cord around his neck. Greer is going as far from his home as his money will take him, leaving the sadness behind him for a fresh start. Somewhere warm, some where that snow never falls and ice is distant image. Description: Just under six feet tall, Greer is powerfully built with corded iron for muscles and stone for bones. Years of rock climbing have developed thick scars on his hands, making them almost as tough as the stones they grasp. Greer makes friends slowly, but is loyal to all. Unless given a reason not to trust someone, he takes things at face value, his word is bond and he expects the same of others. Greer often steps into the middle of things to slow them down, often with a variation of “why don’t you pick on someone your own size!” Greer uses few words, often answering with a nod, grunt or a single word. Some things do not need an epic poem to say. Reared as much by the wilds as his mother, he doesn’t care to speak until he has “the lay of the land” so to speak, weighing other’s words, like a miller with the grain.
Adventure Path Charter Subscriber
Before I submit a ranger, I have played this before, and if you check my bling, I also own it. Will that be a problem for you? I will keep my knowledge out of the game, but I know some GMs dislike that much pregame knowledge or it makes them uncomfortable. Let me know when you can! Thank you.
Adventure Path Charter Subscriber
How bout some time with the fish? A pack, school or templates could be fun! edit:My first successful link, Hooray!
Adventure Path Charter Subscriber
Pan wrote:
I know and like that one! Evil GM Grin
Adventure Path Charter Subscriber
ManiaINC wrote:
As well it should, oh Dark Horse!
Adventure Path Charter Subscriber
Cole
Spoiler:
After the death of his parents, Cole lost everything. To young to have any memories of them but one. His father standing tall, casting a mighty spell that reduced his enemies to cinders. Wether a true memory or made up, it is his guiding force. Shuffled from one foster home to another cole was always pushed around by the stronger and bigger kids, turning him to books and study. He quietly nursed his wrath in the back rooms and libraries, learning ways inflict hurt on any creature and learning that not speaking is as good as casting invisibility. One day he found an old tome. Within, the pages aged from time, he found some hand written notes, one about Debilis and tea. Following the instructions, he expected to bring forth something delightful. And tea. It did not go as expected. Hilarity ensued. But, there was very good tea, so an alliance was forged! Given plans and shape for his wrath and arcane might, Cole grins quietly about the long game ahead. That and the screams. And the tea, musn't forget the tea. Spoiler:
Male Human Wizard Evocation Specialist ( Admixture) CE Medium Humanoid Init +6; Senses Perception -1 (+1 with familiar) -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 9 (d6 +2 Con +1 favored class per level) Fort +2, Ref +2, Will +1 -------------------- Offense -------------------- Speed 30 ft. Base Atk +0; CMB -1; CMD 11 Melee: Other PCs: Attack +?, Damage ? (crit: x?) Ranged: Ray of Frost (25 ft): Attack +2 touch, Damage 1d3 +1 (crit: x2) -------------------- Statistics -------------------- Str 7, Dex 14, Con 14, Int 19, Wis 8, Cha 8 Languages: Abyssal, Common, Celestial, Draconic, Infernal Skills: 6 ranks per level Appraise +8 Knowledge(Arcana) +8 Knowledge(Nobility) +8 Knowledge(Planes) +8 Knowledge(Religion) +8 Spellcraft +8 Opposition Schools: Enchantment, Necromancy
0 level spells know All
Normal Spell Load Out
Special Abilities:
Ember
Spoiler: Greensting Scorpion CR 1/4 XP 100 N Tiny vermin Init +3; Senses darkvision 60 ft.; Perception +4 DEFENSE AC 19, touch 15, flat-footed 15 (+3 Dex, +4 natural, +2 size) hp 4 (1d8) Fort +2, Ref +3, Will +2 OFFENSE Speed 30 ft. Melee sting +5 (1d2–4 plus poison) Space 2-1/2 ft.; Reach 0 ft. Special Attacks poison STATISTICS Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2 Base Atk +0; CMB +1; CMD 7 (19 vs. trip) Feats Weapon FinesseB Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth SPECIAL ABILITIES Familiar A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level. Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based. Improved Evasion, Share spells, Empathic link
Adventure Path Charter Subscriber
Paladins are people. Jealousy could work, but what about something more personal. Rules get bent more when family and spouses are on the line. What if her Significant other was killed, maimed, captured, etc? The line between justice and vengeance can be thin and that first step over can be the first step toward the fall.
Adventure Path Charter Subscriber
Often, I see a mini or picture somewhere and then build around it. I choose stats, feats and such to fit the image my imagination provided for it. Often the image helps me find the personality of the character as well, or at least, find the starting point. I normal try to let in game events shape my characters, both in mechanics and flavor, it seems to make them "live" more strongly. I'm also inspired by the crunch. Sometimes I see a combo or chain of feats and make a character that could use them, then put a face to them to breath life into them.
Adventure Path Charter Subscriber
Neil Spicer wrote:
Also managed in his spare time to kill five, yes count'em, five of my characters in his Skull and Shackles game. Two in the same session. He still giggles like a school girl about that one.
Adventure Path Charter Subscriber
Dude, the storm is to isolate you from help, man. Now you are in the realm of the really bad ones! The Arctic Tundra Cave Raptors. You fell into the most basic trap man! The scratching isn't the ones you have to worry about, they are already there. They were waiting for you. Game over man, Game over!
Adventure Path Charter Subscriber
Anthony Adam wrote:
Wha wha wha...NoNononon! What kind of...person are you!!! What a horrible, vile, wicked, evil... Nope, just nope. Runs off to barricade liqueur cabinet. More things to fear. Begins to hyperventilate
Adventure Path Charter Subscriber
Unless my PCs are woefully ill equipped to deal an encounter, I let them have it as written or conceived. Pcs are tough, they are supposed to win. I might tone down traps a little if they do not have a way to address them, but rarely monsters or villains. With no fear of death and the unknown, the game diminishes in scope. It becomes just rolling dice and consulting books. If they can't figure out how to battle something with Knowledge, they will certainly find out when they engage it and then, will certainly remember it later (EXP awards). It also gives a great in game reason why a PC spent several ranks learning a new skill they never had before, because, clearly they never want that to happen again! I do try to limit encounters that marginalize a pc. For example, witches are normally poorly suited to combating undead, I often tried to include tasks or baddies suited for my pc witch in Spoiler: because of this. Carrion Crown
Adventure Path Charter Subscriber
Aw man they got to another one, dude you totally gotta fight it bro! You took off the hat, man! Put it back on dude, then they can't control your braaaain dude! Quick hurry, you still have time. The orange dude eas right maaaan! Aliens, man, Aliens! You won't get me! I'm on to you and I'm on the East coast MAn! Your Raptors can't get me here, man! Puts on second tin foil hat, rocks in chair petting cat with tin foil hat as well.
Adventure Path Charter Subscriber
Deep back woods of Missouri in a natural cavern surrounded with lush forests. Multiple exit plans and hidden speakers surrounding the complex to pipe out a certain "unsettling" banjo song along with random Resident Evil style chuckling. If it's my evil lair, I want every one to know it, otherwise, whats the point of being evil? And creepy. Gotta be creepy.
Adventure Path Charter Subscriber
Zi'on Darkbane wrote:
NO YOU FOOL!!! DECOYS, MAN, DECOYS Then they get you from the sides man. Didn't you watch the documentary on the outbreak at the island man!?! Mumbles to self, I have I life, right kitty kat meow meow cat? Yes, yes I do little mumbles incohernt baby talk to cat.
Adventure Path Charter Subscriber
1. Keep it in the game, it is a unique challenge and part of the challenge rating for the monsters. If you drop it you also rob your players of the unique challenge of defeating such a creature. With out it they become "just" another monster. Have faith that they will adapt and over come. 2. The first time it happens they will realize the issue and come to terms with the needed measures. Keep in mind the DC for Casting defensively is no joke, just because its on the list, doesn't mean they will get the spell off. If your players let them move into a position that he can simply cast and bail, well, they learned a valuable lesson. One that maybe they didn't learn earlier, letting a caster work unimpeded is asking for pain. 3. On this I think some hints that Iron WIll and Improved Iron will are good investments is needed. Still, if they create characters with low will saves, hit them. They will learn to deal with it or suffer. The first time the fighter or Barbarian turns on them they will learn to keep an ace in the hole for emergencies. If you can fool them with the same trick on 1,2,and 3 more than once, might want to have a talk and remind them of options. Your fun is executing the tricks, because you will likely only get to hit them like this once! So enjoy!
Adventure Path Charter Subscriber
Zi'on Darkbane wrote:
Paizo doesn't lower themselves to mundane hit men, you need to watch for cave raptors. They used to keep them in the basement and feed them interns. They evolved on the steady diet of human flesh and shed tears of thousands of expired PCs until they reached true awareness. Now they hunt those foolish enough to question the Company, just for the thrill of the hunt. Also, make sure you wear your tin foil hat to keep out the mind control ray. The aliens man, the aliens! Passes out hat to the needy
Adventure Path Charter Subscriber
Jarl wrote:
Little expensive for 3rd level perhaps? But great when he could afford it!
Adventure Path Charter Subscriber
Looks like you are the anchor guy, meaning that the others will maneuver around you and you will be static then. So, working off my fighter guide, we will use this for a guideline 1. I kill stuff
1. my recommendation is stay away from power attack until your strength is 18 or better. At around 5th, you should be able to afford a +2 belt. That raises your two handed damage from +3 to +6. With power attack it raises to +9, letting you do #1 very well. For #2, you are only going to inflict 1 extra point of damage going two handed until your strength is 18 or better. AS the front line guy, you are going to take it on the chin (as you should) more than your party. To avoid having them constantly waste actions and spells healing you, you may want to grab a heavy shield and use a morningstar or short spear until you can do deal significant damage. You do that because you have neither the hit points nor the ac to take a lot of damage until later in your career. Not being hit as often will let you live to the level you can inflict real pain. You should go with some alternate feats instead of Martial proficiency and weapon focus, but if you want them a level of fighter is best. Some alternates to consider: Combat Reflexes, lets you attack when flat footed and more free hits
For #3, you need to focus on #1 and #2 If your friends are blasting and buffing, they should go first. You shouldn't be using your actions, feats or spells to do something they can do for you. You might want to look at some of your spells and trade them out for inquisitor specific ones as your ace in the hole. Have you looked at the Repose domain? Works on almost anything and will help limit enemy actions, which might help your bard buddy get hit less often. Don't forget you can trade out you team work feats as needed. Hope this helps a little.
Adventure Path Charter Subscriber
[snip]
Quote:
No need to go to a corner. Power attack is the primary way to increase damage. But, with your 3/4 BAB, you are right to be wary. It is not something you want to use every swing. You must have it, but you can delay until 5th or 7th level. If you are the primary front line guy, I have some questions for you. What is your armor? Who else is in your party, and what do they do? These questions will help determine how to focus your character.
Adventure Path Charter Subscriber
What armor are you using? With that mild dex are you using medium and a shield? What kind of weapons do you prefer? Spring attack might work well, you are just about there with your current feats. It would help make use of Precise strike with out concerns with AOO. With your high strength, Cleaving finish would work well. If you use power attack with two handed weapons often, maybe Furious Focus? Ignoring the penalty to power attack for your first (possible only) strike could be great. Combat Reflexes is always a staple, the extra AOO are just the gravy, being able to hit enemy while flat footed or in the surprise round is as good as free attacks!
Adventure Path Charter Subscriber
1. Go commando, averaging one less load of laundry per month. 2. Stop shaving, beards are spectacular and bikini season is months away! 3. No shampoo, vinegar and apple cider work just as well, and you will have a shiny pelt! 4. Shower cold, come on now! Toughen up, its worth the chill! 5. Shower every other day! The aroma of a dedicated Paizon sends a powerful message of loyalty and commitment that out ways dainty civilized noses.
Adventure Path Charter Subscriber
GM_Solspiral wrote:
Shiny
Adventure Path Charter Subscriber
Amy Gillespie wrote:
Passes bottle of Brain Bleach TM over and offers shot of scotch
|