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I'm playing a conjurer wizard and once I hit 7th-level with him I'd like to use Improved Familiar to get a Lyrakien (Azata) as a familiar. I really like the idea of her helping me craft items and considered giving her the Valet archetype but I don't quite understand how it works or if I'd be losing too much and gaining too little.

Making it up through Hero Lab it would seem that whatever Craft skills I possess, the Azata gets automagically as well, qualifying it for the Valet benefits. This would seem to make it the perfect item crafting aide. My worry is that I don't understand item crafting in Pathfinder very well so I'm not sure if there's something I'm missing or haven't thought of that would make this a poor choice.

This question also pertains to other familiar archetypes although it would seem one gives up too much from those to make them worthwhile.


Can't be a paladin and can't be evil.

I'm guessing a fighter or a TWF ranger?

Any advice will be appreciated.


Let's play a game.

The rules are simple. First you consider that I did my level best to try and find a copy of Gamemastery Flip-Mat: City Streets and despite my best efforts couldn't find one for an even remotely reasonable price.

Then you consider that I only have an iPad 3 camera with which to take this terribly awful picture.

And then you spot the difference between my version and the real, completely, frustratingly unavailable and impossible to find, out-of-print (grumble) version.

Then you read this story and tell me how awesome I am.

After buying the PDF copy and spending half an hour with an Officeworks (Aussie office supply and printing chain like Staples) employee trying to figure out the best and cheapest way to make my fantasy a reality (unfortunately she was married), we opted for individual files over a cropped, $30 A1 laminated version.

With an X-acto knife, a metal ruler, a cutting pad, numerous Sticky Dots, my trusty Pathfinder Flip-Mat: Basic and much inappropriate swearing, I managed to make a Jerry-built version for my game tomorrow night. I think I did an admirable job all things considered. Probably not an original idea, mind you, but I was proud enough of my efforts to post here anyway.

Now what's the bet that the players completely circumvent the multiple encounters I have planned for this map and I never end up using it?


Dun, dun, dun, daaaah, better than all the rest!

Now that I've put that tune in your head, the only way you can get rid of it is to aid me in my quest to create the best iconics of all time.

The idea is simple in concept but complex in execution. Iconics are great and all but they're rarely optimised very well and tend not to take advantage of synergies or recent rules additions. So I'd like to create new iconics, fan-built iconics, iconics that live up to their namesake as iconics.

Now, being iconic means that they're not optimised or power-gamey but that they are min-maxed. In my not so humble opinion, min-maxed isn't a dirty word, it just means well-built and well-balanced. So no dumping every non-essential stat for cheese builds. If the character has a -5 Will save and a +24 damage bonus at level 2, then they're not iconic, they're just rubbish.

Here's my list so far but it's mostly based only on the guides in the sticky of the advice forum, some of which seem to be old or outdated:

Human Two-Handed Fighter

Human CAGM Barbarian with Superstitious

Elven Conjurer with familiar

Human Archer Ranger

I can't think of the others off the top of my head. Although I refuse to make an archer paladin no matter how powerful they are because that's just wrong, wrong, wrong and wronger. YMMV but an archer paladin is NOT iconic of the class.

What would be your suggestions for the best builds of each class that are well-balanced and could be termed "iconic" for that class and their role?


I can't seem to get my PFS character to qualify for this trait in Hero Lab. I've looked everywhere for some sort of prerequisite but can't find one. It's saying I don't have the right background for it but I've tried every combination of background. Is there something I'm missing?


I think this has probably already been asked and answered but all the threads I can find on it are either old or don't address this particular issue. I was hoping for some concrete answers that I can point my group towards to resolve a current question.

Does a blocking weapon's defensive bonus apply when using Combat Expertise, i.e. does using Combat Expertise qualify as "Fighting Defensively"?


Trying to recreate a player's character for an upcoming session and having difficulty giving his animal companions their tricks. Hero Lab won't let me give some to certain companions as they're simply not listed, not even greyed out.

I can't give Bury or Watch or Sneak or Flee to a Dire Rat, for instance, or Heel, Flee, Get Help, Deliver, Sneak or Watch to a bat.

Are there restrictions on these that I don't know of or is there an add-on package that is needed or is it just an oversight in the program?


Are there any particular restrictions on teaching animals certain types of tricks? I've noticed that you can't teach an animal to track unless it has the scent ability but other than that, is there anything else?


I'm thinking of giving a party rogue a base rogue ability to compensate for him being a rogue.

The ability would be given to the rogue class as a core ability much like trapfinding or evasion. This ability would give the rogue a +1 dodge bonus to AC against any creature he's flanking, as well as a +1 bonus to hit. These would scale by +1 for every four levels beyond the 1st, so +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th.

In addition, I would be doubling the sneak attack damage dice.

OP or do you think it brings it up to par?


If I wanted to print out a GM map from one of the PDF's I've bought, can I just set it to 100% print size and that will print out accurate 1" square maps?

I fail at math.


I was just going to ask what the "best" TWF build is but after considering the question, I thought I might open it up a little and mention some of the variables.

Essentially this will be a recurring villain for the PC's. The NPC won't come up very often and initially won't even seem like an enemy. I envisage the NPC as being Lawful Evil, female, and wielding two weapons. She's got a bit of a pirate vibe to her but ultimately her aims are to gain access to and control the Starstone so as to bring about a new order on Golarion. She's nowhere near the power level required to just waltz in and do something like that so she's working behind the scenes and gaining supporters and developing alliances and putting pawns into play in order to eventually work towards that ultimate goal.

I'd like her to be a dangerous foe for the party as a solo combatant however she'd never be dumb enough to go toe-to-toe with an entire party either so support, flanking, etc. would definitely be something she'd have if ever engaging the group. She would most likely command a bit of a posse of loyal comrades who would fight for her if she had no other options but to stand and trade blows.

Any suggestions on how to build something like or even if something is already available would be appreciated. My lack of familiarity with what's available and can be done in the system limits my options, hence why I'm asking here :)


Of the following list of PF packages, I was hoping to get some feedback on what people feel are the best ones. I can only afford $10, so either Mythic Adventures (Includes mythic paths, feats, magic items, spells, and general mythic rules from the Mythic Adventures supplement) or two of the packages below.

Player Companions:

7 - Includes material from: Faiths of Corruption, Dragon Empires Primer, and Pirates of the Inner Sea.

9 - Includes material from: Knights of the Inner Sea, Blood of the Night, and People of the North.

11 - Includes material from Quests & Campaigns, Kobolds of Golarion, and the Dragonslayer's Handbook.

12 - Includes material from the Pathfinder Society Primer, Faiths and Philosophies, and the Demon Hunter's Handbook.

13 - Includes material from Mythic Origins, Blood of the Moon, and 1+ other books (to be announced when they're released).

Player Companion Regions:

1 - Includes all material from the first three Player Companion Region supplements: Osirion, Taldor, and Qadira.

The game being played is standard Golarion with home-made modules by round robin DM's for the same characters/players as far as we can get them (hopefully 20th-level!).


I've done a search on Enforcer + Merciful, a combination that I just discovered (all by myself, even though I now recognise that it's already well known... I just wanted everyone to know how brilliant I am in discovering it myself), but couldn't find any mention of lethal weapons doing non-lethal damage and the rule about the penalty to those attacks.

So does the merciful power mean all your attacks are at -4? I'm guessing not but it's one of those things that I'd like to hear some consensus on from the powers that be, ie. forum members here, so that it doesn't become an issue later on in my group.

'cause let's face it, it's a pretty devastating combo that I just know people at my table are going to respond with, "Wtf?"


There seems to be no clarification on this from what I can find on the net and searching this site. Can anyone point me to a ruling or if it's just generally accepted not to work like that?


1 person marked this as FAQ candidate.

...but really?

http://www.amazon.com/GameMastery-Flip-Mat-City-Streets-Pack/dp/160125282X

I really want one of these for a session I want to run in the future but apparently I'm going to have to take out a second mortgage to pay for it.


I want to build something around a high dexterity elf but so far the only good combination seems to be an elven wizard. At least that I can find with my limited experience and knowledge of Pathfinder.

Was hoping just for some recommendations. If I have some goal-posts to aim for I can find and figure out the rest :)


Hi!

I'm trying to wrap my head around the words of power system and I think it would really suit a character concept a friend has but I'm really not sure how to implement it. I was hoping for some recommendations on what words to choose that would best represent the concept.

Essentially he sees himself as a failed wizard. The character doesn't consider himself a bard at all and instead the player uses Comedy and Oratory as simply a natural part of his roleplaying, it's simply that they manifest the bardic performance effects, possibly due to his knowledge of words of power.

When casting spells, he lacks confidence in his ability and therefore is constantly trying to remember basic aspects of casting, like the right inflections of words and phrases. This really suits the idea of words of power since he actively roleplays the spellcasting of words and they're often different whenever he attempts it.

He has said that in envisaging the character, I should picture Shaggy from Scooby Doo, only with a crossbow that he tends to rely on more than anything else.

Any help or advice would be appreciated.


I'm hoping to get into a long term PF game with my current group. If it all works out, then I think I'll probably end up playing a fighter concept I have. The idea behind the character is to be well rounded rather than focusing purely on combat damage. The only problem I'm having is in choosing skills past the first few levels.

Perception is going to be a set choice every level (Eyes and Ears of the City), leaving two other skill points to utilise every level. Past that I don't really know what to do with the skill points.

His build is a human two-handed weapon archetype. He's lawful neutral as the alignment suits the personality I have in mind for him so no barbarian multi-classing but I'm not averse to other classes or prestige classes to open up skills a bit more.

He has Heart of the Wilderness which gives him a small amount of Survival skill. I don't mind the idea of putting points into survival but at the same time, I'm not sure if doing that for twenty levels is such a great idea.

His feat build to 10th-level: Cleave, Critical Focus, Improved Initiative, Iron Will, Lightning Reflexes, Combat Reflexes, Improved Critical (greatsword), Power Attack, Furious Focus, Weapon Focus (greatsword), Weapon Specialisation (greatsword). I'm open to changing that up a bit but I quite like him having the Improved Initiative, Iron Will and Lightning Reflexes so would prefer not to change them out.

Starting stats are: Str 18, Dex 15, Con 14, Int 12, Wis 14, Cha 7. Bump Dex at 4th and from then on everything to Strength. I'd prefer not to change that up either as it really suits the personality of the character I envisage playing. He's brash, rude, but at the same time very loyal to his friends. He's not afraid to take the lead but equally not afraid to submit to leadership. He's a team-player, first and foremost, with a military mindset that is deeply rooted in the camaraderie and strength of the brother beside you mentality.

Mainly I just don't know what to do with his skills because everything other than Perception seems kinda pointless or redundant. Dungeoneering and Survival whilst not bad, won't do much for him when considering the other party members will outpace him on both very quickly. And by the time swimming or climbing become remotely able to be of any benefit due to their bonus versus his armour penalty, they're made redundant by magic. Intimidate would be good but with the low Charisma, kinda blows.

I considered taking Focused Study and putting it into Perception at 1st-level but by 8th-level, what other use would there be for it? And I'm not sure it's worth sacrificing the feat at 1st either, especially when his Perception will be fairly decent without it.

Oh, and while I'm at it, is the human favoured class benefit, "Bonus CMD" really worth it above the extra hit point?


Just curious.


Do you get these as spells separate to the paladin's spell casting ability or are they merely added to the paladin spell list?

In which case, if I take Oath of Vengeance and Warrior of the Holy Light, does that mean I lose that benefit of Oath of Vengeance?

http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo---pal adin-archetypes/oathbound-paladin/oath-of-vengeance

http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo---pal adin-archetypes/warrior-of-the-holy-light


I tried asking this on the Lone Wolf forums but for some reason their forums aren't loading for me.

As I understand it, if you buy Hero Lab you get two licenses. What happens with the Pathfinder licenses? Say I bought the Classic Pack, does that give me two licenses to use on the same computers I used for the initial Hero Lab purchase? Or would I need to buy two separate licenses?


So I've read and heard from a few people that the bard ability Fascinate is really good. I don't get it. What am I missing about this ability that makes it anything other than situationally ordinary?

In fact, apply that to any aspect of the bard. I actually love the bard class in Pathfinder and am keen to play one, but there seem to be a number of abilities that are very meh. I don't particularly care but it would be good to know of things that they can be used for that I might not have considered, or would otherwise consider normally.

For the record, here's my build: Garesteth Amistil.


Hopefully soon the group I'm in will be starting on an epic journey from 1st to... well, the idea is 20th-level but we'll see how we go :)

I'm trying to get the group to go with Golarion and Pathfinder (Paizo only) primarily because of the ease of it and abundance of materials and other resources. I'm also pushing for the use of an adventure path for the very same reasons.

The thing is that I only know about the adventure paths by reputation alone. I won't be DM'ing but I'd like to be able to present to the group some ideas on what the best adventure paths are and especially what would be a good string of AP's to put together.

Any suggestions welcome and appreciated.


So I'm currently debating whether or not to swap Extra Rage, giving me Witch Hunter, for Cleave. Character is 10th-level so still two levels to go for CAGM, and 11th-level feat is reserved for Dazing Assault and the 12th-level rage power is obviously CAGM.


1 person marked this as a favorite.

If you were going to build a party of 5 PC's, what would the best builds for each PC be that makes a well rounded party that compliments each other's abilities?

By builds I mean the ones in the optimisation guides like the archer paladin or cagm barbarian, etc. What combinations work really well together so that no-one feels outshined and everyone gets to pull off some awesome in every session?

Feats, traits, races, classes, archetypes, skills, heck even spell choices for every character in the party are up for grabs to recommend. I guess I'm asking, "Build me an uber party!" Well, it's not really a request so much as it is that I'm curious to see what people come up with and what the parties look like when people aren't choosing individually but rather as a collective. Would be cool to see people's choices.


5 people marked this as a favorite.

In the pursuit of trying to create a character from a concept first, I ended up deciding to scrap the entire notion because whatever I created didn't really work within the system. So I finally just said to Hell with it and went full-on cookie-cutter, dumping the dump stats so hard I almost hurt myself.

Strangely enough I ended up creating a character that I really enjoyed roleplaying. He's... unique. The examples of play below will mostly only make sense if you read the character description in the PDF linked to here (slight note, homebrew rules humans get an extra +2 and 1 extra trait):


  • When asked by a fellow party member whether or not he has a knife, he pulls out his greatsword. He then spends the next half an hour trying to put it back in its sheathe and ends up spinning around in circles in order to get the tip closer to the scabbard's opening on his back. When guards in the castle come to ask him if he's going to attend the formal dinner that the rest of the party is engaged in with the lord of the castle, he screams at them, "Can't you see I'm busy!"
  • When he notices a beautiful elven woman in a tavern noticing him, he goes up to her, puts his leg up on the table, leans on it, pushes his crotch forward and says, "How would you like to have my rock inside your world?"
  • The boat the party were on hits a reef and starts leaking. He goes downstairs to "help" and starts pushing at the gushing water (just the water mind you, not the actual holes where the water is gushing from) with his hands, desperately proclaiming that it's not working. When a party member puts a board up against the flow and tells him to push against it, he almost makes the hole bigger by pushing so hard.
  • When he asked a fellow party member if there were dogs in a town the reply he got was that there were no dogs. He then asks what a Nodog is and gets told that they're dogs that aren't there. He then starts searching for invisible dogs.
  • In an interaction with a hot elven noble woman, he is told by the DM that she seems familiar. As a player I suspect she's casting a charm spell. He doesn't resist (I think I failed the save anyway but would've denied myself the save regardless) and is now besotten by her and will die on her command. Currently he is championing her in a quest she has sent him on.
  • When told that the heaviest thing in the room that he can bench press in order to do his daily exercise routine is the bartender, he starts benching him.
  • The party meets with a scatter-brained old wizard who has locked himself in a dungeon and offers the party to sit down with him by saying, "Take a chair." There is only one chair and he's sitting on it. He tries to take the chair with the wizard in it.
  • The paladin in the party is influenced by some sort of magic to make a social faux pas against a young woman and thinks he has crossed a line. He then tries to make amends by saying that he will submit himself to the law. When some lawful authorities come to the tavern for an entirely unrelated matter, he puts both wrists forward in submission. Kandros then looks at the paladin, looks at the guards, looks back at the paladin, looks back at the guards, and then offers his own wrists thinking that it is some type of social ritual he is expected to perform.
  • Hits on the party (male) elven wizard. At least until he meets the noble elven lady at which point he tells the party wizard, in a sad tone as if saying something that the wizard won't like, that he is no longer interested in him.

I'm not sure if the other players enjoyed his antics but I sure did.


This seems to be a popular question with no concrete answer. Searching through this forum most people don't seem to know whether it's allowed or not or how to implement it. So, simple question, has there been any clarification on this yet?


This is not Thank Dog. This is his annoying friend. Thank Dog is typing though 'cause his friend is a lazy bum :)

I'm looking to build a powerful "turtle" antipaladin with impressive defensive and offensive abilities. I've read the guide but it recommends two-weapon fighting with a shield which doesn't seem feasible given feat & budget limitations as well as the penalties to attacks.

Our house rules give us an extra +2 ability bonus if a core race is chosen, 75% hit points each level, 52,000gp for items with a maximum 32,000 for any one item and we're playing at level 10. Playing in Golarion so any deity recommendations (there's freaking hundreds!) would be nice too.

I'm a Pathfinder noob who is completely and utterly overwhelmed by the options and is competing against Thank Dog's stupidly overpowered CAGM barbarian (reminder: Thank Dog is typing this).

Please assist lest good prevails :)


Ok, so, hoping to clarify some barby questions.

Do all the rage powers work whenever you rage or do you have to select one each time you rage and if you want a different one, you have to stop and re-rage?

With Beast Totem (lesser), both hands become primary weapons. Does that mean he can make iterative attacks with both claws when using the full-attack option? And are there any penalties for that?

With Superstition with the human favoured class trait, is it ⅓ the amount of times you've chosen it? For example, if the character has it 9 times, is the bonus then +3?

There are probably more but for now I'm brain dead and too tired to think of them.


Ok, I think I've nailed it this time.

A human invulnerable rager with greater beast totem.

An Amulet of Mighty Fists but using Speed enchant not a bonus to hit. Eldritch Claws feat and Greater Magic Fang made permanent.

He's... a beast.

The problem is that I can't figure out the cost of the Greater Magic Fang. The PRD says you can make it permanent for 7,500gp but that's at a caster level of 11. How much would it be at 12th or 16th?


So, you wanna play a 10th-level rogue, huh?

Why yes, yes I do.

Some special limitations on this character's creation. Slightly lower gold (I'm maxed with this build), and a bonus +2 ability score.

Basically I just want to get some advice on whether or not I could make it better or if it's fine or whatever. Output is from PCGen. He took the swashbuckler archetype, Dual Minded racial, Elven Reflexes and Resilient traits and +hit points every favoured class level.

Name: Gavos Arron
Race: Half-Elf
Classes: Rogue10
Hit Points: 112
Experience: 105000 / 155000
Alignment: Neutral
Vision: Low-Light
Speed: Walk 30 ft.
Languages: Common, Elven, Undercommon
Stat Score Mod
STR 12 (+1)
DEX 22 (+6)
CON 18 (+4)
INT 12 (+1)
WIS 14 (+2)
CHA 7 (-2)

-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 20 10.0 6 4
Acrobatics (Jump/Underground) 6 0.0 6 0
Appraise 1 0.0 1 0
Bluff -2 0.0 -2 0
Climb -1 0.0 1 -2
Craft (Untrained) 1 0.0 1 0
Diplomacy -2 0.0 -2 0
Disable Device 17 10.0 6 1
Disguise -2 0.0 -2 0
Escape Artist 17 10.0 6 1
Fly 4 0.0 6 -2
Heal 2 0.0 2 0
Intimidate -2 0.0 -2 0
Knowledge (Dungeoneering) 14 10.0 1 3
Knowledge (Local) 14 10.0 1 3
Perception 17 10.0 2 5
Perform (Untrained) -2 0.0 -2 0
Ride 4 0.0 6 -2
Sense Motive 15 10.0 2 3
Sleight of Hand 17 10.0 6 1
Stealth 17 10.0 6 1
Survival 2 0.0 2 0
Swim -1 0.0 1 -2

-------------------------- Feats ---------------------------
Dodge
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Great Fortitude
You get a +2 bonus on all Fortitude saving throws.

Improved Initiative
You get a +4 bonus on initiative checks.

Iron Will
You get a +2 bonus on all Will saving throws.

Martial Weapon Proficiency (Gladius)
You make attack rolls with the selected weapon normally (without the non-proficient penalty).

Two-Weapon Defense
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Two-Weapon Fighting
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Chapter 8.

Weapon Focus (Gladius)
Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Simple Weapon Proficiency
Weapon Finesse

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 29 / 23 / 23
Initiative: +12
BAB: +7/+2
Melee tohit: +8/+3
Ranged tohit: +13/+8
Fortitude: +12
Reflex: +15
Will: +11
Unarmed attack:
to hit: +13/+8
damage: 1d3+1
critical: 20/x2
Anima:
to hit: +7/+2
damage: 1d6+3
critical: 19-20/x2
special properties: (Gladius +2)
Crista:
to hit: +7
damage: 1d6+2
critical: 19-20/x2
special properties: (Gladius +2)

------------------------- Equipment ------------------------
Name QTY LBS
Amulet of Natural Armor +1 1 0lbs
Ring of Protection +1 1 0lbs
Belt of Incredible Dexterity +2 1 1lbs
Celestial Armor 1 20lbs Special: use Fly 1/day
Cloak of Resistance +2 1 1lbs
Outfit (Explorer's) 1 8lbs
Handy Haversack (5 lbs.)
Whetstone 1 1lbs
Lantern (Hooded) 1 2lbs Special: Bright illumination (30'), shadowy illumination (60'), 6 hr./pint
Grappling Hook 1 4lbs
Crowbar 1 5lbs Special: +2 circumstance bonus to Strength checks to force open a door or chest
Chalk (1 Piece) 10 0lbs
Candle 10 0lbs Special: Increases light level (5') for 1 hr.
Acid (Flask) 1 1lbs
Antitoxin (Vial) 5 0lbs Special: +5 alchemical bonus to Fortitude saves against poison for 1 hour
Bedroll 1 5lbs
Blanket (Winter) 1 3lbs
Caltrops 1 2lbs
Waterskin (Filled) 5 20lbs
Sack 1 0lbs
Thieves' Tools 1 1lbs
Rope (Silk/50 ft) 6 30lbs Special: 4 hp, DC 24 Strength check to burst
Rations (Trail/Per Day) 10 10lbs
Potion of Cure Serious Wounds 1 0lbs Special: Cures 3d8+5 points of damage
Potion of Cure Light Wounds 3 0lbs Special: Cures 1d8+1 points of damage
Oil (1 Pint Flask) 5 5lbs
Sack (0.5 lbs.)
Sack (0.5 lbs.)
Total weight carried:
Current load: Light
Encumbrance
Light: 43
Medium: 86
Heavy: 130


I can't seem to find any. Are there any?

Also, what other items are really good for savage skald bards (10th)?


I've done a search here about this but the answers seem to conflict with the errata I've read, namely the following:

Quote:

Can a half-elf select human racial favored class options?

Yes. Half-elves and half-orcs may select racial favored class options, archetypes, traits, and so on, as if they were a full member of both races (a half-elf can select elf and human rules elements, a half-orc can select human and orc rules elements).

Edit 9/26/13: This is a reversal of an earlier ruling. This resolves a discrepancy between this FAQ, another APG FAQ, and a Core Rulebook FAQ.

So if I wanted an elven trait, say weapon familiarity, how would that work?


It looks like I'll be playing in a Pathfinder game next week but unfortunately I've never played the system and have none of the books. I'm familiar with 3e and 3.5e but from what I understand, the system has changed enough that I'd be at a disadvantage with such a character and it wouldn't be entirely compatible anyway.

I was hoping that I could get some help with a character, possibly even a character made for me? If the game continues I'd obviously invest in the books but at this stage it's not even certain if we'll have a stable group, let alone what system we'll be using in the long run.

For those who are kind enough to grant me this wish, the character I'd like to play would be a rogue of some type focused on spying and infiltration. He's charismatic but his primary statistic would be extreme Dexterity (at the sacrifice of anything else). When I played him in 3e, he had something along the lines of 12 Str, 20 Dex, 10 Con, 8 Wis, 12 Int and 14 Cha. At the lower levels, his combat focus is solely on avoiding being hit. He prefers throwing daggers (22 of them) but in a pinch can handle himself with dual-wielding in melee.

He's not a coward but at the same time, he prefers to run rather than fight and to fight at an advantage, using any trickery he can to get the upper hand. He travels under a pseudonym and wears very non-descript and well-worn travellers clothes with no obvious weaponry. He doesn't like to stand out in a crowd and prefers to observe, gather information, charm and report back to his superiors. In previous iterations, he was a high elven spy of the royal elven court.

I'm not sure what level we'll be playing but I presume it will be 1st. If I could get a character at around 6th, though, that would be much appreciated :)


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