Dr Lucky

Ser Clay's page

Organized Play Member. 72 posts (893 including aliases). No reviews. No lists. No wishlists. 13 Organized Play characters. 2 aliases.


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I will recheck all his math-fu when I get home though. I cobbled him together in a mad rush in the wee morning hours in order to post a submission :D


Nixie wrote:
Ser Clay, Death Ray is 140,000gp, I think. scroll down here for list. I didn't check the rest of your values.

I meant to reply to this :)

I crafted most of the tech for 50% value via Skills and Feats.


I'd prefer not to play this via PFS rules. We'd have to use pre-gens since most PFS characters never advance beyond 12th level. Also no crafting in PFS, or Psionic 3rd party etc. I'll bow out if we're looking at running this as a PFS module I believe (Very few people have level 16 PFS characters) =)


Nixie wrote:

Answers:

-2 traits
-20 pt buy
-3rd party stuff is okay. I won't be learning all the 3rd party rules though. Just gonna take your word for stuff. Cheating will simply be punished by monsters who also cheat:)

Should have peeked at my skills and feats. I crafted most of it. :)


Here's Griff, a Numerian Engineer of some repute. Going to the moon you say? Bring a Railgun I say...

16 techslinger Griff, rough draft/general idea 25 pt buy:

Griff Valaryon
Level 16 Gunslinger (techslinger Archtype) Human CN
traits: trapspringer, fate's favored
HP:196 AC:29(34)18/25 CMB:16 CMD:20 BAB:+16/11/6
Speed:40 Initiative:12(May Draw a weapon for free when I roll Init)

Str 10 *Permanancy Ant Haul (30 Strength for Carrying Capacity)
Dex 30 (+6 Belt)(+1 Book, Read)
Con 20 (+6 Belt)
Int 12
Wis 16 (+2 Ioun Stone)
Cha 7

F 20
R 25
W 15

Skills:
Skills
Acrobatics 16 + 3 + 10 + 5 = 34
Craft technological arms and armor 16 + 3 + 1 = 20
Knowledge Engineering 16 + 3 + 1 = 20
Perception 16 + 3 + 2 = 21
Survival 16 + 3 + 2 = 21
Disable Device 16 + 3 + 10 + *10 Locks = 29/39

Feats:

Feats 4 Class Bonus Feats, 9 Normal
Iron Will
Technologist
Precise Shot
Point Blank Shot
Deadly Aim
Rapid Shot
Extra Grit
Two Weapon Fighting
Improved Two Weapon Fighting
Greater Two Weapon Fighting
Signiture Deed: Covet Charge (Deed Costs 1 Less to Min of 0)
Quick Draw
Exotic Weapon Proficiency Heavy Weaponry

Class Features:

Technic Training: Add Dex to Damage with (Railgun, Death Ray, Arc Pistol, Zero Rifle}
Firearm Proficiency
Medium Armor Proficiency
Nimble: +4 AC in Light of No Armor
Grit:5
Deeds: See Below
-Covet Charge (Ex): At 1st level, a techslinger can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once. This deed replaces deadeye.
-Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
-Reliable (Ex): At 1st level, a techslinger can spend 1 grit point as a free action to prevent a timeworn firearm from glitching. This deed replaces quick clear.
-Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
-Charge Recycling (Ex): At 11th level, by spending 1 grit point, a techslinger can grant 1 temporary charge to a technological firearm, even if the firearm normally can no longer be recharged. This charge must be used within 1 hour or it fades. The techslinger can grant temporary charges to multiple firearms as long as she has enough grit, but temporary charges do not stack with themselves in the same firearm. At 15th level, the techslinger can grant 2 temporary charges when she uses this deed, and at 19th level, she can grant 3 temporary charges. This deed replaces expert loading.
-Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
-Heavy Weaponry Deeds (Ex): At 11th level, as long as the techslinger has at least 1 grit point, she can treat a heavy weapon as a firearm for the purpose of using deeds.
-Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger's single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.
-Startling Shot (Ex): At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.
-Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
• Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
• Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
• Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
• Torso: Targeting the torso threatens a critical on a 19–20.
• Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
-Bleeding Wound (Ex): At 11th level, when the gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger's Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger's choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
-Evasive (Ex): At 15th level, when the gunslinger has at least 1 grit point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her gunslinger level as her rogue level for improved uncanny dodge.
-Menacing Shot (Ex): At 15th level, the gunslinger can spend 1 grit point, shoot a firearm into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the gunslinger's level + the gunslinger's Wisdom modifier.
-Slinger's Luck (Ex): At 15th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is lower. The deed's cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

________________________________________________________________
Gear:

Equipment
Rail Gun(15,000gp) Heavy Weapon; 200 ft. 3d10 (bl and p) Crit x4, Slow Firing, touch, 14lbs. Capacity 10 , usage 1 Charge Ignores DR 10, Attacks everything in the line of it's range.
Shots fired from a rail gun bypass an object's first 10 points of hardness, and can completely penetrate targets without hardness. 10 Capacty, 0 to use*
When making an attack with a rail gun, make a single attack roll and compare that result to the ACs of all creatures in a line extending out to the weapon's maximum range. This weapon damages all targets with an AC equal to or lower than the attack roll. However, if the attack's damage fails to penetrate any target's hardness or damage reduction, this shot is blocked and cannot damage targets that are farther away.

Death Ray (70,000g) 1 Handed Firearm, 200 ft, 1 Canister*. Slow Firing, touch. Variable Charge usage* See Below 1lb
A death ray is a handheld, wand-like weapon that fires a harmless carrier beam of energy at a target. When the beam hits a target, the death ray then projects a stream of specialized nanites through the beam into the body of the target. When firing a death ray, the wielder must decide how many charges of nanites she is consuming, to a maximum of 10. Even if the wielder engineers a method of using a larger reserve of nanites than normally come in a canister, this maximum does not increase. Immediately upon being struck, the nanites inflict incredible pain on the target, which must succeed at a Fortitude saving throw to avoid a grisly fate (DC = 10 + twice the number of charges consumed by the attack). For example, if 1 charge is consumed, the target must succeed at a DC 12 Fortitude save to resist the death ray, but if all 10 charges are consumed in the attack, the DC to resist the effects is 30.
If the target fails this save, it takes 100 points of damage as the nanites tear apart the victim's cardiovascular system. On a successful saving throw, the victim takes only 6d6 points of damage. Creatures slain by a death ray die spectacularly, seeming to melt into a pool of blood that swiftly fades away. The victim's gear is unaffected by this attack. A death ray has no effect on creatures that aren't living (such as constructs or undead) and can't penetrate a force field. The wielder can't score critical hits with a death ray. A death ray has a maximum range of 200 feet with no range increment.

Gravity Suit(20,000) Max Dex - Speed 30 Capacity 24. 1 Charge per Hour, AC* A gravity suit consists of several black, flexible straps attached to a framework of delicate servos, thin plates, and small strips of black polymer plastic—this give it an appearance of being ineffective armor. The armor bonus provided by an unpowered gravity suit is +0, but when activated, the suit generates a field of gravitons around the wearer that grants a +5 armor bonus (this bonus is a force effect). This bonus is doubled when it applies to the wearer's CMD score against bull rush, overrun, and trip attempts, and slows any fall as if the wearer were under the effect of a feather fall spell.

At the cost of 1 additional charge per minute, the wearer of a gravity suit can fly at a speed of 60 ft. (average). Activating this ability is a standard action.

2x Arc Pistol (10,000gp for 2) 1 Handed Firearm, 50ft 1d8 Crit x2, electricity, touch, Semi-Auto, +2 to Attack Metal objects or creatures in armor.

Zero Rifle (10,000gp) 2 Handed Firearm, 150 ft, 2d6 Cold , Crit x2 (Any crit target must make a DC 15 save or be staggered 1 rnd) 1 charge, 10 capacity

+2 Wisdom Ioun Stone (8,000gp)

+6 Dex/Con Belt (90,000)

Jingasa of the Fortunate Soldier (+1 Luck AC Helm, negate 1 crit/day.) (5000gp)

Boots of Striding and Springing (5,000)

Bag of Holding I (2500gp)

Cloak of Resistance +5 (25000gp)

20x Battery (1000gp) Each Battery contains 10 Charges.

Prismatic E-Pick (10000gp) +10 Disable Device Lockpicks

Amulet of Natural Armor +3 (18000)

Gravity Grenade x8 (9000)


I am in. Let me know how you want me to build, traits. I'd love a high level module :)


I will probably submit my Impiricist Investigator(7) or Life Oracle (5). Will post with character profile once I convert it from my paper PFS folder to digital.


I have several PFS characters in the 4-8 range. Dotting. I'll gladly take a seat and play whatever seems most needed. (Life Oracle, Slayer, Skald, Inquisitor, Investigator)


thejeff wrote:
Ser Clay wrote:

Wayfinder is an option for sure. If I played in games where there was a 1 post per day ca[ I could see myself losing interest quite quickly. All people are different. It's best to look for games where posting is more your speed for sure.

Having the GM or other players NPC you when needed, giving them instructions on how your character behaves etc. Play by posts take time and people (PFS) tie characters to those games which makes them unavailable until is complete.

Another option is be the GM. Especially if you are upset that group mates are doing things too fast for you. Being the GM allows you to set the pace.

Restricting the majority to please the minority just seems unrealistic. If someone poses a question to my character or something happens that directly influences my character expect me to react, and quickly.

F5 ;)

That's great until you realize you're in a different time zone than the GM and nothing happens while you could make a dozen posts and then the game makes a huge narrative jump while you're asleep.

In combat, it's not so bad, since you pretty much wait until everyone takes their action: This can be a huge delay or it can go pretty quick.

RP stuff can easily go a long way with just the GM and a couple players online going back and forth - even when other characters would have jumped in if the players had been available. Or it can get stuck waiting for someone who's around, but just doesn't have any input at the moment. A hard balance to strike.

Sadly, its just a way of life when you commit to a PBP. Your character will not always be the star. It goes both ways, GMs post when I sleep as well. All of them have been cool about me interjecting something my character would have done and ret-conned some minor details.


Avatar 1 is spot on. When you join a PBP the onus is on you to try and find one suited to your time zone. Work it out in the OOC thread what time's you are not able to post and what actions/skills you rely on for expected situations. It's unfair to a GM and players who post frequently to ask them to work around a time zone jump. If you can't come to some sort of understanding then perhaps that game isn't the one for you.

I'd love to find a game where people were heavily active and kept the game going at an enjoyable pace. For PFS a typical module can be completed in one session. If it's taking months to get through a similar module online then there is an issue.

Anyone looking for a dedicated gamer for any ongoing games? I'd love to join a few more, most of mine are slow-to-medium paced atm and I'm looking for something a little...more? :) Spill the beans guys, who is running the secret society for us gaming addicts? I'd love to attend a meeting ^_^


Hello all. I have several PFS characters and many non-PFS characters and I'm always coming up with new one's I'd like to play. Here's my deal...

I have a lot of free time. I'm looking to join 1-2 more HIGHLY active Play by Posts (not Virtual table tops, but Roll20 for maps is fine). By active I'm looking for 3-5 posts per day on average with more if it's called for. I am pretty passionate about my hobby and am looking for some like-minded folks who would be interested in adding another highly active player to an ongoing campaign, or to a game that will be starting soon.

I am in several PBPs right now, most average one update per day and some go for days with nothing from the game's GM. I get not everyone has the time to dedicate to such a heavy posting regiment but there has to be some others who can or do?

So there it is, I'm very easy going and love to RP as long as the gameplay stays steady you will have a very active and usually rational player! :)

Feel free to PM me, or post here, or call me a nerd because I'm interested in hyper active play by posting. Either way just get me in some games!

Appreciate your time, thanks for reading my post.


Also keep in mind; if you're wanting to pause a game to have what essentially an 'OOC' chat in character that doesn't really work. If you suddenly started discussing weather or not fighting a thing or talking to a thing was the better option, any DM worth their salt would have the NPCs act accordingly.

Communicating via telepathy however, that might work.


Wayfinder is an option for sure. If I played in games where there was a 1 post per day ca[ I could see myself losing interest quite quickly. All people are different. It's best to look for games where posting is more your speed for sure.

Having the GM or other players NPC you when needed, giving them instructions on how your character behaves etc. Play by posts take time and people (PFS) tie characters to those games which makes them unavailable until is complete.

Another option is be the GM. Especially if you are upset that group mates are doing things too fast for you. Being the GM allows you to set the pace.

Restricting the majority to please the minority just seems unrealistic. If someone poses a question to my character or something happens that directly influences my character expect me to react, and quickly.

F5 ;)


Might as well. Posting once per day is easy and considered bare minimal effort. I prefer games where 2-3 posts per player per day is the norm is would appreciate any tool to track like minded players.

In a day and age where people look more at their phones for fantasy football updates/check facebook every 20 minutes I can't really grasp why people prefer 1 post per day.

Giving notice in advance that you may be unavailable is totally understandable but if you're going to commit to a PBP, commit! :)

I would welcome a tracking mechanism. I'm about to dip my toes into PBP GMing and I'm probably going to look for players who can post 2-3 times daily. Nothing against people who cannot do so, I just prefer a certain pacing to my games.

Sometimes you get into a game and it feels like Chess-by-Mail. I try and avoid those as much as possible. ;)

As a hobby, I'd like to devote as much time to a good series of PBP's as I used to devote to MMOs. I know that's asking a lot for some people but I figured I'd throw in my 2 coppers as someone who considers themselves 'a dedicated gamer'.


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Sorry, I hope that wasn't too intrusive! I was going for cute stalkerism, I swear!

I kind of have a habit of going after things I want...it's something I'm working on, honest! ^_^


trollbill wrote:
Ser Clay wrote:
I love Paizo but Paizo doesn't love dexterity users.
If you can find me a feat tree or set of magic items that lets you use your Strength for your AC and/or Reflex saves I might buy this argument.

Strong people can wear heavy armor. Feat chain available in PHB 1, first printing through present. Hope that helps.


Fact: Mounted Combat + an animal companion (mount)that has the In Harm's Wa/Bodyguard chain still has Crane-Style level deflection /kneeslapper!\

Please nerf melees more lol :) (obviously, kidding)


Okay! :) GL everyone!

Sera Poi sits in cross-legged silence, slowly dragging a whetstone across her blade with a loving hand. Lost in deep thought, she prepares for possible futures yet unknown...


How on earth haha, what a silly rule. I love Paizo but Paizo doesn't love dexterity users. Sad birds everywhere - tengu claws are the size of short swords. Lol'able indeed.


Zahir ibn Mahmoud ibn Jothan wrote:
Douglas Muir 406 wrote:
Zahir ibn Mahmoud ibn Jothan wrote:
Stunning your allies might tick them off.

Presumably they are behind you. "Bob goes in first. Bob *likes* going in first."

Doug M.

25' behind you I presume.

Naturally the door kicker guy is also subject to these effects, he will always be one of the characters inside the 20' radius.

Can't see that not being errata'd via FAQ pretty soon. It might just be the game designer in me but I doubt very much that the writer of the feat intended for the feat to work like that lol. It's supposed to represent the shock and awe inflicted upon your enemies as you come crashing through the door in a murderous rage. I'm tickled pink by how badly this is implemented via RAW.


3 people marked this as FAQ candidate. 2 people marked this as a favorite.

I'll also be house ruling this to work as it was obviously intended to. Someone throw this to the FAQ crew - it could catch a really quick errata. People kind of forget that writers easily slip up on their wording before throwing nice things to us that really don't work with RAW. They miss some less than obvious stuff that rules lawyers like ourselves are quick to tear apart.

Do you really believe they intended this to stun the user as well as his party (who, by all general expectations, should KNOW what's about to happen). Kind of silly heh


Ahh makes sense, it's pretty powerful I can see the sense and disallowing it. I'd like to re-direct my Feat power level comparison to Dazing Spell then. ;)

Dazing Fireballs give GMs serious headaches.


Pathfinder Campaign Setting: Occult Mysteries © 2014, Paizo Inc.; Authors: Jason Bulmahn, Crystal Frasier, Jim Groves, Brandon Hodge, James Jacobs, Erik Mona, F. Wesley Schneider, and Jerome Virnich.

Is the Sourcebook; Golarion specific stuff isn't on the PRD but by no means does that disqualify it from PFS legality.

*I could have missed an update I'm just going by my last known update for banned feats etc*


Sacred Geometry was PFS legal at one point I think, when was it errata'd?


2 people marked this as a favorite.

It radiates outward from the point of entry. More akin to Burning Hands than Channel Energy. Seems to be a slight misconception there.

Compare this feat to Sacred Geometry @ whoever wanted to compare feat to feat. Both come online around 5th level and you tell me which one you think is more powerful. Sacred Geometry has to be the benchmark comparison here. Both are PFS legal and both come online at 5th level. Strong? Yes. Broken? Get da @%%%# outta hea'! ^_~

All in good fun.


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Yep, I often like to point at Full Progression spellcasters whenever someone knee-jerks the phrase 'broken!' at a melee feat. It's very limited, full of flavor, and pays dividends if you can prepare/scout/divinate etc. It seems pretty balanced, and pretty darn cool to boot.


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Yep, anything to buff martial classes is a good thing. +1 for this feat.


And as far as action economy theres no reason you can't purchase a battle trained mount with a Daring Champion ;)


noice!


Indeed, with fortunate positioning you can make a Challenge last an entire encounter and stretch your very strong Class Powers across an entire adventuring day :)

Golarion hath no fury like a Goblin Daring Champion of the Order of the Flame with an Agile weapon or Slashing Grace. It's quite a lot of fun and no one gets heartbroken when a 'common sense' GM kills your precious pony. It's a pretty solid option imo, on par with it's derivative class and at certain times/situations far surpassing it.


I like the way the discussion is going; Cha is pretty much a trap if you're "optimizing" yes?


Goblin Arcanist with Consume Magic items who has a thing for eating scrolls? ;)


Order of the Flame on a Goblin with a very well written backstory about how a goblin managed to survive in Sandpoint ;) Order of the Flame is great for any race if he says no to the Goblin. Greatly increases the mileage you get from Challenge (class feature) at the cost of defense. Not called 'Daring' Champions for no reason, am I right? :D


Describe your favorite kind of hero. We can hell you greatly from there. It's a great time to start PFS and your gold and XP/Fame/PP on a fresh charater is going to make you feel like a rockstar ;)


And works by RAW, it's a compulsion effect. A mook's logistical skills never need come into play. Here, drink this! (Will Save, did you pass? No? You're magically compelled to drink it. Magic happens.)


Vials of Alchemist Fire (described as helpful potions) work just fine, and are my current go-to item for B. Gift.


Okay! Cool deal. Sera is a warpriest with the Sacred Fist archtype. (Monk/Cleric hybrid) I liked calling her a swordsaint just for roleplaying ^_^ Good luck to all who submitted characters!


Ok cool, Sera has almost no face at all. She watches, slays enemies, and heals allies. In a very sexy way.


Ah yeah, I'd have to switch to Scimitar perhaps. I still prefer Sera of the two :) She's an artist (with a sword).


Does the party have a solid 'face" character? I'm in the middle of throwing together other Divine Options. I'll have a Human Sanctified Slayer and an Elven Witch (heavily focused on melee with plenty of arcane cures+Healing Hex perhaps) for your consideration. I have quite a few ideas, considering the AP. Will update shortly.


Essentially that's how Sera Poi is set up; front line damage(very decent) with enough mobility to move around and poke people with her CLW wand or spontaneous Cure Mod's if Something Bad(tm) happens. She fights very well and covers any non-life threatening damage taken after an encounter. Very flexible =)


Appreciate the feedback I'm glad you like Sera, I see what I did. I totally made her in about an hour after I read some of your groups gaming. I also like the style of game, so I made her for you. Correct btw, I shorted her +1, I was so sleepy but determined to finish :D I'd really like the chance to play her so I'll keep an eye on the thread til a character has been selected! Good luck to everyone in the running.


Actuuually I made something new for you! She look fun. Primary melee with spontanious cast heals + cure wand. I used the UCG (Paizo material) guidelines for feat retrains and gold costs etc.

Sera Poi, the Swordsaint; for your consideration :) Instead ofmy PFS witch offering above

Sera Poi, Swordsaint (Crusader's Flurry Sacred Fist of Shizuru, eastern themed 25PB Level 4WBL:

Sera Poi, Swordsaint Level 4 Sacred Fist of Shizuru Male Human Speed 30 Init: +2
traits: Fate's Favored, Heirloom Weapon(katana proficiency) BAB 3 FAB 2/2
HP: 31 AC 16 FF 14 touch 16 Ferver 5/Day 1d6 Heal, or Swift Cast Spell on Self
Str 20
Dex 14
Con 12
Int 7
Wis 16
Cha 7
[spoiler=Crunch, Combat, Class, Race, Gear, Backstory(minor)]
Combat (No Buffs: Divine Favor adds +3/+3 and Bull's Strength adds +2/+3)
Attack +10 1d8+8 18-20x2, Power Attack +9 1d8+11 18-20x2
Flurry of Katanas +8/+8 , Power Attack Flurry of Katanas +7/+7

Race
Human
+1 Skill per level
1 Bonus Feat at first level.

Skills
Perception 4 + 3 + 3 = 10
Sense Motive 4 + 3 + 3 = 10

Feats
1 Retrained: Crusader's Flurry(Cost 400gp. [10 days(no trainer)x level 4 x 10gp]
1 Retrained: Power Attack (Cost 400gp. [10 days(no trainer) x level4 x 10gp]
3 Weapon Focus

Class Powers
Improved Unarmed Strike
Flurry of Blows (Unarmed or Katana)
Aura of Good CL4
Monk AC Bonus while Unarmored (Wisdom, +1 every 4 levels at 4+)
Blessed Fortitude (Evasion for Fort Saves)
Ferver 1d6
Channel Positive Energy
Spontanious Casting Cure x Wounds.
Blessings(Minor) 5/day
Good Blessing:Holy Strike (minor): At ist level, you can touch one weapon
and bless it with the power of purity and goodness. For
1 minute, this weapon glows green, white, or yellow-gold
and deals an additional id6 points of damage against evil
creatures. During this time, it's treated as good for the
purposes of overcoming damage reduction. This additional
damage doesn't stack with the additional damage from the
holy weapon special ability.
Repose BlessingGentle Rest (minor): At ist level, you can fill a living
creature with lethargy by hitting it with a melee touch
attack, causing it to b ecome staggered for i round. If
the target is already staggered, it falls asleep for I round
instead. An undead creature that's touched is staggered
for a number of rounds equal to your Wisdom modifier

Spells
0:4:Light, Guidance, Resistance, Detect Magic
1:4:Divine Favor x4
2:2:Bull's Strength x2

Gear
+1 Adamantine Katana
Backpack
1 Wand of CLW

An outcast from the Dragon Empires, Sara has been on the run for 10 years after being framed for the death of her noble father.
She lives in the west now, finding it easier to hide from her persuers in a far away place. Sara is a protector of the innocent and
defender of the weak. Her divine patron has granted her his greatest boon - she has become a swordsaint. Able to flurry her blade
like it was a fifth limb, Sara spends hours reflecting on the duality of her life; Blessed by her beloved deity and hunted by the remnants
of her wretched family.

Like I said I have ample free time, check my other aliases for RP credentials if ya like and feel free to PM me should you have any questions etc! Gracias ^_^


I have a 4th level Numerian Witch who is healing/backup melee hybrid, she's 20 pb (one of my local PFS Game Store characters} She's traveled far and interacted with strange artifacts. I'd be more than happy to convert Esmenet over for your game! She sounds like a good fit. In the spoiler is the PFS version of her, with 4th level avg gold and 25 point buy I could buff her up a bit. LMK what you and your players think. I have spare time and have been looking for 1 more dedicated game. Heres Esmenet, not quite where she needs to be but if you approve of her I';; tweak her to25PB and give her some extra gold. :)

Esmenet the Monowitch:

Esmenet Decroix Level 4 Human Witch Alignment: Neutral Good XP 10 Fame 28/ PP 22
HP 30 AC 16 FF 12 touch 14 BAB: 2 CMB -1 CMD 14 Speed 30 Init +6
traits:Birthmark(faith)+1 Luck Bonus', Havock of the Society(magic) +1 damage to all spells and spell effects.

Combat: R1, Cast Shadow Weapon to summon a MW Monowhip, when creature is hit for first time Will DC 16. (Pass, Weapon Deals only 1 Shadow and 1 Force instead of 2d6 Shadow and 1 Force. Attack at 15 ft reach Vs touch AC. +6 Power Attack, 2d6+3+1Force. Fortune Self, Cackle as needed.

Str 7
Dex 16(18)
Con 14
Int 20
Wis 8
Cha 7

Fort 3
Ref 5
Will 3(5 vs Charms or Compulsions)

Class Powers
Familliar: Scorpion +2 Inititiave
Hex: Fortune, Cackle, Healing
Patron: Stregnth
Spells Known:
0: All 0 Level Witch Spells
1:Ill Omen, Shadow Weapon, Cure Light Wounds, Burning Hands, Charm Person, Mage Armor, Hypnotism
2: Divine Favor, Cure Moderate Wounds, Daze Monster, False Life, Levitate,
Spells Prepared

0:4:Daze, Light, Detect Magic, Mage Hand
1:5: Shadow Weapon x4 Burninh Hands x1
2:4: Divine Favor x2, Daze Monster x1, Cure Moderate Wounds

Skills 12
Fly 4 + 3 + 3 = 9
xLinguistics 4 + 5 = 9 (Common, Elven, Celestial, Draconic)
Know Arcana 4 + 3 + 5 = 12
Know Nature 4 + 3 + 5 = 12
Know History 4 + 3 + 5 = 12
Know Planes 4 + 3 + 5 = 12
xKnow Local 4 + 5 = 9
xKnow Dungeonering 4 + 5 = 9
Craft: Weapons 4 + 3 + 5 =12
Spellcraft 4 + 3 + 5 = 12
Intimidate 4 + 3 - 2 = 5

Feats
Exotic Weapon Proficiency Monowhip
Weapon Finesse
Power Attack

Gear
Pearl of Power 1 x2
Amulet of Natural Armor +1
Belt of Incredible Dexterity +2
Wand of Cure Light Wounds (50 Charges)
+1 Mithral Buckler
Wand of Mage Armor (35 Charges)
Wand of Ill Omen (40 Charges)
Cloak of Resistance +1
Ring of Force Shield
Potion of Cat's Grace x4


Caleb is a character I play in a local gaming store's PFS Night,we just finished an AP and we're starting level 1's so I'm porting him online. If dat's ok! He's entertaining.


Indeed it does. I'm uploading all his info now as well as his PFS number and details. We all need to be Finders of the Path!


I have a level 3(11 XP)Inspired Blade Swashbuckler, kind of a snob if truth be told, who is in between adventures. Consider this my application! Will post update with background etc. Melee/Skill hybrid


it's only an additional -2/-2 compared to a light weapon in the OH. Weapon Finesse is a tax so think of it as a -1/-1. A cursory glance at stackable to hit bonus' make me feel like -4/-4 isn't that rough. Way overblown reactions hehe


Races shift season to season - I'd give it better than even odds that eventually goblin shows up as a playable. Plus theres always home games and forum games that aren't pfs :) Hope this helps!

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