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Organized Play Member. 56 posts (1,419 including aliases). No reviews. No lists. No wishlists. 10 aliases.


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Alright, I'm interested, the sheer detail of this campaign setting you've developed has hooked me hard.

I did have a couple of questions. First, what's the status of women in this world? I noticed that the church seems to only mention men being priests, and Azgaar and his aspects seem to be all masculine. And, does anyone still use traditional weapons? Early firearms still have the misfire problem, and I wonder if a bow might be even more effective than usual since if people are expecting gunfights then they might set aside heavy armor.

I'm thinking of a Zen Archer, Martial Scientist who got kicked out of her war college for heresy, classically educated but with a dangerous temper.


@GM: I see what you mean. Her father heavily disapproves, and he's completely unsupportive of her, but he also doesn't necessarily care enough to try and stop Arianna. He's not a very pleasant person. Her older sister would be concerned that Arianna is running away, and may try to come after her. On the other end, her younger siblings adore her, and she had to talk her little brother out of following her into the Stolen Lands. Arianna is a little concerned about her little brother, but she isn't overtly worried that the Lebedas may send somebody after her. She was a small fry in the grand scheme of things.


Wandering GM Wastrel wrote:
@TheSilverDreamer/Arianna - thanks for that. Does her theft mean that she left on bad terms with the Lebeda? What do her family think of that (I'm assuming they stayed loyal to their employers)? Is she worried anyone will come after her?

My thinking was that she left before anyone discovered the theft, she doesn't necessarily know if somebody will come to try to collect the books. They're really more of an artifact from when I was going to have Arianna start as a Brawler to justify her knowledge skills becoming much better with her first level of Investigator, but I liked it enough to keep it. It was the last thing she did before leaving, an unplanned petty revenge.


Wandering GM Wastrel wrote:
@TheSilverDreamer - thanks for the submission, looks good. If you could separate background out from description (appearance, clothes, accessories, personality, quirks, likes, dislikes, morality) that would be really helpful.

Can do.

Background:

The Wendings have served the Lebeda family for three generations as household servants, humble and content. 20-year-old Arianna has never given anyone any reason to think she may be any different, but in fact she has much greater aspirations. Thus, she joins the expedition into the Stolen Lands, seeking to independently improve her standing. Despite having the name of House Lebeda hanging over her, Arianna feels that she owes them nothing. Playing no small part in this sentiment is that when Arianna was young, her mother was brutalized by the Late Lord Lebeda, and he never faced any consequences.

Before leaving, Arianna stole several books of history, herbology, courtesy, and linguistics from the Lebeda Household Library.

Description:

Arianna ties her hair up and wears simple travelling clothes. Her clothes have sentiment attached to them: her boots were a gift from her oldest brother and his wife, her gloves were originally her older sister's, and her hair ribbon was given to her by her little siblings. Like her whole family, Arianna has curly red hair.

Arianna's family includes her father, a servant of House Lebeda who considers himself Brevan through-and-through, her two older brothers and their wives, her older sister, who taught Arianna how to throw a punch, and the twins, her younger brother and sister.

Arianna hasn't done a whole lot of introspection. She's never actually fought anyone or anything, and she's never been outside the bounds of civilization. She has never ridden a horse. She's likely to spend her turns on watch reading her stolen books by the light of the campfire. She's 22 years old, but still has some growing up to do.


My original plan was to start with Brawler then go to Investigator, but that really doesn't work with her backstory and it diminishes that she is, at her core, a skillful character. So it's one level of Investigator then picking up a level in Brawler, taking Improved Unarmed Strike at 1st level then retraining it to Combat Expertise at 2nd level. Also changed my mind on Majordomo, everything else about it is so good for this campaign but trading out Alchemy for some teamwork feats just hurts too much.

As a highly skillful character who, to borrow a term, can do more than 'shmooze', and befitting her high ambitions, Arianna Wending is best suited as a Grand Diplomat. Spymaster could also work, but preferably in a sort of Varys sort of role, where she organizes spies in the background while presenting a public front as merely an advisor to the Ruler.

background:

The Wendings have served the Lebeda family for three generations as household servants, humble and content. 20-year-old Arianna has never given anyone any reason to think she may be any different, but in fact she has much greater aspirations. Thus, she joins the expedition into the Stolen Lands, seeking to independently improve her standing. Despite having the name of House Lebeda hanging over her, Arianna feels that she owes them nothing. Playing no small part in this sentiment is that when Arianna was young, her mother was brutalized by the Late Lord Lebeda, and he never faced any consequences.

Before leaving, Arianna stole several books of history, herbology, courtesy, and linguistics from the Lebeda Household Library.

Arianna ties her hair up and wears simple travelling clothes. Her clothes have sentiment attached to them: her boots were a gift from her oldest brother and his wife, her gloves were originally her older sister's, and her hair ribbon was given to her by her little siblings. Like her whole family, Arianna has curly red hair.

Arianna's family includes her father, a servant of House Lebeda who considers himself Brevan through-and-through, her two older brothers and their wives, her older sister, who taught Arianna how to throw a punch, and the twins, her younger brother and sister.

Arianna hasn't done a whole lot of introspection. She's never actually fought anyone or anything, and she's never been outside the bounds of civilization. She has never ridden a horse. She's likely to spend her turns on watch reading her stolen books by the light of the campfire.

sheet:

Arianna Wending
NG Human Investigator 1
Medium humanoid (human)
Init +2, Senses Perception +3
--
Defense
AC 16 (touch 12, ff 14)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +1
--
Offense
Speed 20ft
Melee Unarmed Strike +3 (1d3+3)
Ranged Sling +2 (1d4+3)
Investigator Extracts Prepared (CL 1st)
1st--Cure Light Wounds, Enlarge Person
--
Statistics
Str 16, Dex 15, Con 12, Int 15, Wis 9, Cha 10
BAB +0, CMB +3, CMD 15
Feats Medium Armor Proficiency, Improved Unarmed Strike
Traits Noble Born (Lebeda), Civilized, Pragmatic Activator
Skills (9/Inv + 2 bg) (ACP -3)
*indicates skill that may add inspiration without expending uses
**indicates skill subject to armor check penalty
**Acrobatics +6
Diplomacy +4
**Disable Device +7
*Knowledge (Geography) +6
*Knowledge (History) +6
*Knowledge (Local) +7
*Knowledge (Nature) +6
Perception +3
Sense Motive +3
Craft (Alchemy) +7
*Knowledge (Nobility) +7
Languages Common, Elvish, Dwarvish, Gnomish
SQ Inspiration (2/day), Trapfinding, Alchemy
Equipment hide armor, dagger, sling, alchemy crafting kit, backpack, bedroll, flint and steel, belt pouch, ink, inkpen, torches (10), trail rations, water skin, paper, charcoal, chalk, thieves' tools, books on courtesy, geography, linguistics, and history, 12gp


I have a thought or two, mainly utilizing a character concept I've wanted to go after for a while. 1 level Brawler, rest Investigator (Majordomo) for a bare-knuckle brawling wit, crossed with the trope of the sharp-tongued secretary for a fair Chief Diplomat.


I have a submission, Lina Weaver, a Paladin/Unchained Rogue in the service of Desna, with the Chance Encounter trait. Picked Desna because I love the flavor, there's the tie with the trait, and because I feel like she'd be cool with one of her servants being a little deceptive sometimes. Level progression is straightforward, picking up rogue talents like Minor and Major Magic, and taking the Divine Bond with her weapon. With feat tax rules it actually isn't a very feat-intensive build, so I might end up going with some more flavorful feats.

Yes on Entity's ire, because I love a paladin who overcomes insurmountable odds.


Dotting for interest, I'll be putting in a zen archer concept I've wanted to play for a while but never had the chance.


I have my human Bard, Theo. At a glance, Theo is a young man who has grown up in the shadow of the Worldwound; as a boy, he had a Chance Encounter with a mysterious woman who saved him when he became trapped behind enemy lines after a childhood escapade. From this experience he learned the value of more subtle means, as well as the value of hope, and it is hope that he tries to cultivate as the Fifth Crusade looms.

In his own words: "Swords and spells have their place--believe you me, I know it, I keep both close at hand. But when you look out over the broken hellscape, more blood ain't what keeps you moving. I don't know if I what I do helps--a laugh, a smile, a song--but, it's what I'm good at."

Songs he has written include, "A Poem for Terendelev, to be Sung and Accompanied By Music" which is notably written in draconic, "For the Heroes" which is a lament with allusions to the death of Aroden, and, "I Knew a Chelish Lady," a drinking song where the narrator implies that he had a 'meeting' with Queen Abrogail.

Stat Block:

Theo the Singer
CG Human Bard 1
Medium humanoid (human)
Init +3; Senses Perception +4
---
Defense
AC 16 (touch 13, ff 13)
hp 10 (1d8+2)
Fort +2; Ref +5; Will +2
---
Offense
Speed 30ft
Melee Rapier +3 (1d6+2/18-20)
Ranged Shortbow +3 (1d6/x3)
Bard Spells Known (CL 1st, Concentration +5)
0th--Light, Detect Magic, Mage Hand, Prestidigitation
1st--(2/day) Grease (DC 15), Expeditious Retreat
Special Attacks Bardic Performance (8 rounds/day, Inspire Courage +1, Fascinate, Countersong, Distraction)
---
Statistics
Str 15, Dex 16, Con 15, Int 15, Wis 10, Cha 18
BAB +0; CMB +2; CMD 15
Feats Weapon Finesse, Arcane Strike
Traits Chance Encounter, Helpful
Skills (9/level + 2 bg/level)
Acrobatics +7, Bluff +8, Diplomacy +8, Knowledge Nature +7, Knowledge Planes +7, Knowledge Religion +7, Perception +4, Stealth +7, Use Magic Device +8, Perform (Sing) +8, Perform (String) +8
Languages Common, Hallit, Draconic
SQ Bardic Knowledge
Gear Rapier, studded leather armor, shortbow, arrows (20), dagger, spell component pouch, violin, 12gp

Current plan for progression is developing Charisma first, Dexterity second, feat choices will probably include Extend Spell, Quicken Spell, and Weapon Focus. Support, control, skills, and a secondary damage dealer.


4d6 ⇒ (6, 2, 3, 6) = 17 15
4d6 ⇒ (3, 5, 6, 5) = 19 16
4d6 ⇒ (1, 3, 2, 5) = 11 10
4d6 ⇒ (1, 3, 4, 2) = 10 9
4d6 ⇒ (4, 6, 5, 1) = 16 15
4d6 ⇒ (6, 6, 3, 4) = 19 16
4d6 ⇒ (6, 3, 6, 1) = 16 15
4d6 ⇒ (2, 2, 3, 4) = 11 9

Final array 15, 16, 10, 15, 16, 15, that's a 41 point buy, but then for Wrath of the Wrighteous high power levels is much more the norm. I might have a Bard, actually, that could be fun.


I have an idea, but I wanted to ask, are Kineticists cool? Not like a waterbender, but like the creepy girl with powers mostly under control, and when she's stressed there's frost around her feet.

1d3 + 1 ⇒ (2) + 1 = 3


I'm rather proud of the character I made, especially the dialogue sample I put together. Arma Avox, by crunch a vivisectionist, by fluff a physician. Planned progression is taking feats like Quick Draw and Improved TWF to make her better at getting lots of attacks off, with a side job as support with discoveries like Infusion and Healing Touch.


I'm thinking an Alchemist could be really effective with their breadth of skills and formula list. I would like to ask, could I use the Vivisectionist archetype? I would make a NG physician, not a mad scientist, but if it's a no then I can do a vanilla Alchemist.

3d6 ⇒ (2, 3, 5) = 10


Alright, I think I might have a good idea, I've finished the fluff I just need to make the crunch. Unchained Rogue with the Makeshift Scrapper archetype (it's compatible with URogue), but her day job is as a physician. Signature move: striking somebody over the top of the head with her healer's kit, as an improvised light mace. When that's infeasible, pair of daggers, since Finesse Training only applies to a single type of weapon at lv 3.


Ooohohoho this sounds like so much fun. I have several ideas and don't know which one to pick. Straight-up Ranger in the spirit of the Forgotten Realms, protecting these colonists from wild animals and the things that go bump in the night. A Paladin, here to establish the rule of law and protect the colonists. Even a Barbarian, albeit one who acts more like a more social and more wild ranger. Mostly I just want to be a good guy, Lawful or Neutral Good all the way.


Alright, I've got Erza No-Last-Name-Given, a brilliant young woman with a strong right hook and a hefty handful of knowledge skills and alchemical items. Her patron deity is Ilmater, for very good reason. Built with a focus on high intelligence to make better use of Inspiration and, when she gets it, Studied Combat.

Fluff:

Childhood Growing up in the bad part of a city on the Sword Coast, Erza learned to defend herself from a young age. With how easy she was to anger and her sense of justice, that turned into defending others from bullies, gangs, and worse. This culminated in thirteen-year-old Erza getting lured into an alley after one petty criminal hinted that he had killed a child who was even younger than she, and then getting cornered by four boys each twice her size. She fought back as best as she could, but was beaten within an inch of her life. They left her there on the cobbles, broken and bloody, but just before she passed out, she had a vision--the sensation of a hand touching her own, a warmth in her chest, and a kiss pressed to her brow.

Erza woke to find herself in a healer's hut, brought there by other children she had helped, including the boy her attackers claimed to have killed. The healer was an old dwarf alchemist named Torel Kenning who criticized her for fighting so stupidly before treating her wounds. She recovered for the most part over the course of a few months, though she still has a hitch in her shoulder and she is deaf in her right ear. Over the course of those few months, Kenning tutored her, and she turned out to have a brilliant mind. Her new thirst for knowledge combined with fresh cynicism after trying and failing to get the city guard to do something about the attackers led to her leaving the city--but not before putting most of the money she had made over the last few years into a trusted account that would pay for a teacher for two dozen kids from the slums.

Summary Highly intelligent, and quite impatient, Erza is prone to look before she leaps, though she's usually able to get out of sticky situations with her brains, alchemy, and, if necessary, a strong right hook. She has dark hair and eyes, brown skin, and usually wears a worn coat. Tied around and hanging from her wrists are red cords, a reminder of when she nearly died. Though she would be very reluctant to claim she was blessed by the Crying God that day, she nevertheless holds Ilmater in high regard. In spite of everything, she's still willing to stand up for what's right, use her own body as a shield to protect the weak, and push herself to the brink of collapse to help others. She struggles to show mercy for enemies, but is still trying to improve herself.

In a Fight When it all goes bad, Erza leaps into action. She favors going empty-handed, usually slamming heads into walls, but isn't foolish enough to restrict herself; she carries a dagger to get past damage reduction, and if she is fighting alongside allies who can wade into melee more easily she will pick up her bow. If she can subdue a foe nonlethally, she tries to do so, but not if it endangers somebody else. When alone she uses Martial Flexibility to gain the benefit of direct combat feats like Weapon Focus (Unarmed Strike), or will provide support with combat maneuvers and feats like Improved Trip.

Crunch:

Erza
NG Human Investigator 1/Brawler 1
City-Born Human (humanoid)
Init +3; Senses Perception +3
-=-
Defense
AC 18 (touch 13, ff 15, shield +1)
hp 20 (1d8+1d10+3) (favored class: Investigator)
Fort +2; Ref +7; Will +0
-=-
Offense
Speed 30ft
Melee Unarmed Strike +3 (1d6) or Dagger +3 (1d4/19-20)
Ranged Shortbow +3 (1d6/x3)
Investigator Extracts Prepared (CL 1st)
..1st--Shield, (open slot)
Special Attacks Martial Flexibility 4/day
-=-
Statistics
Str 11; Dex 16; Con 13; Int 18; Wis 7; Cha 10
BAB +1; CMB +1; CMD 14
Feats Weapon Finesse (1st), Combat Expertise (Human), Improved Unarmed Strike (Brawler), Cosmopolitan (Regional)
Skills (6/Investigator, 4/Brawler, 4/level Int, 1/level human, 2/level bg, total 20 + 4 bg)
Acrobatics +8 (2 ranks)
Bluff +7 (2 ranks)
Diplomacy +7 (2 ranks)
Disable Device +9 (2 ranks)
Heal +3 (2 ranks)
Know Arcana +8
Know Dungeoneering +8
Know Local +8
Know Nature +8
Know Religion +8
Perception +3 (2 ranks)
Sense Motive +0
Spellcraft +8
Stealth +7 (2 ranks)
Craft Alchemy +9 (2 bg ranks)
Linguistics +8
Know History +8
Languages Common, Illuskan, Elven, Gnomish, Draconic, Sylvan
SQ Trapfinding +1, Alchemy (+1 to craft items), Inspiration +1d6 (4/day), Martial Training (counted as a lv 1 fighter and monk for the purposes of feats and magic items)
Traits Resilient, Cosmopolitan (regional feat)
Combat Gear Potion of Cure Light Wounds x2, Oil of Magic Weapon, Acid Flask x3 Other Gear Mwk Chain shirt, Mwk Buckler, Dagger, Shortbow, 40 arrows, Mwk Thief's Tools, backpack, bedroll, sunrod x3, tindertwig x3, alchemy crafting kit, twine 50ft, wrist sheath, ink, inkpen, chalk, formula book (contains Shield, Cure Light Wounds, Touch of the Sea, Expeditious Retreat, Disguise Self, Reduce Person), 500gp


Just got a brilliant idea for an Investigator with a single level in Brawler. I don't know how effective it'll be, but I love when a PI in fiction goes all bare-knuckle brawling on a perp. And Martial Flexibility could actual make her quite capable, even with only four minutes a day. Also, it occurs to me that both Investigator and Brawler are hybrid classes. I hope that isn't an issue, I know some GMs may object to the combination.


@GM: I'm finishing up my submission, but I was going to take Child of Kintargo for my bard and wanted to ask if a masterwork musical instrument would be an appropriate item to go with that?


Oh, hell, I didn't even notice you were using the anti-feat tax rules. God, now I'm really tempted to go for a Tiefling Kensai if I can be tripping baddies at level 1, and the point buy rules mean I can actually afford to fix up his Charisma as he levels.


@Raltus: More like a 30-32pt buy, since while I'm not entirely certain, I believe that Hell's Rebels goes to level 15-17, somewhere in that range.

That's definitely an interesting way of progressing stats, but while it might work better for a different class, in my case it breaks even. With my bard, the starting array for a 20pt buy is 10, 15, 14, 10, 8, 16, and by level 16 it's 10, 18, 14, 10, 8, 17. For the 15pt buy the start is 10, 14, 12, 10, 8, 16, and final is 10, 18, 14, 10, 9, 16.

And while it does approximately break even, the first method is more front-loaded, which is kinda essential when Inspire Courage only gives a +1, you have few feats, no magic weapons, no Heroism or Haste, etc.


Dotting. I have a bard character I've been making that I'd love to take a crack at.


I've got a Ranger I made for another Ironfang Invasion application, but I'd need to adjust since she was built under a 15pt buy and rewriting her backstory. Rolling for gold.

5d6 ⇒ (3, 2, 2, 3, 3) = 13


Well, my confidence about building anything resembling effective is low, seeing as how I've never touched 3pp before, but I always enjoy playing with the numbers. My thinking is Mageknight/Alchemist. No Spheres archetype on the Alchemist side, so I can still give the bigger guy his Infusion of Enlarge Person at the beginning of the day. Maybe Feral Mutagen? And ooh, I could use the Alteration Sphere to stack on even more natural attacks...


I'm building my character, crunch is just about done besides the regional feat. I think I'm going to go with her being from Baldur's Gate and having the regional feat 'Cosmopolitan', which gives a +2 bonus to Bluff, Sense Motive, and 'Gather Information' checks. I never played 3.5 but I'm guessing Gather Information got wrapped up into Diplomacy in the conversion, so should I mark it down as a +2 to Diplomacy checks period, or just to Diplomacy checks to gather information?


Ooh, sweet. Admittedly my knowledge of forgotten realms is much more limited, mostly just R.A. Salvatore books, but I would still love to get involved.


4d6 ⇒ (2, 3, 3, 5) = 13
4d6 ⇒ (3, 4, 3, 4) = 14
4d6 ⇒ (3, 3, 5, 3) = 14
4d6 ⇒ (2, 4, 5, 3) = 14
4d6 ⇒ (1, 1, 2, 2) = 6
4d6 ⇒ (4, 3, 2, 6) = 15

reroll: 4d6 ⇒ (5, 6, 4, 1) = 16

11 11 11 12 5 13 15

I mean. It could be worse, nothing under 11 after the reroll, but wow. I'll see if I can come up with something to spite the dice gods.


2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (1, 2) + 6 = 9

That is 19pts, awesome /s


I have completed a Vivisectionist Alchemist (I'm normally wary of archetypes but figured that bombs would be a bad idea on a wooden ship), and will be submitting once I can think of a good name and finalize backstory.


Alright, I have an idea finally, which before I built it I wanted to ask. Bloodrager; the Bloodrage class feature is functionally identical to Rage, has the same progression as a Barbarian's Rage, and interacts with feats and spells the same way. Since you specified Unchained, should I modify the Bloodrage to the Unchained version with static bonuses to attack, damage, and temporary HPs, or should I keep the old version, with morale bonuses to Strength and Constitution?


Changed my mind, going with archery ranger, focus on the wilderness survival skills, Kel Arvas, 25 years old.

Fluff:

Kel was born the seventh of eight children, and might have had more younger siblings had it not been for the house fire that killed the rest of her family when she was only eight. After a period spent in the care of a local priest, she struck out on her own and was not seen for several years. Everyone who knew her assumed she was dead. She eventually returned, stronger and wiser, and found housing with the same priest who had cared for her after her family died.

She does not usually talk to most people, but her influence can still be felt. Fresh wild game left on the doorsteps of less well-off families, lost grazing animals led back in the night, and predators killed by a figure in a gray cloak before they could get near the town. Kel doesn't like people, much, but she'll help where she can.

description:

25 years old, 5'5" tall, 120lbs, she's skinny as a rail and probably doesn't eat enough. Curly brown hair, brown eyes, pale skin. Usually wears a gray cloak with a hood.

Crunch:

Kel Arvas
NG Human Ranger 1
M Humanoid (human)
Init +3; Senses: Perception +6
-=-
Defense
hp 11 (1d10+1)
AC 16 (ff 13, touch 13)
Fort +3; Ref +5; Will +2
-=-
Offense
Speed 30ft
Melee Longsword +2 (1d8+1/19-20)
Ranged Longbow +4 (1d8/x3)
Special Attacks Favored Enemy--Humanoid (Goblinoid) +2
-=-
Str 12; Dex 17; Con 12; Int 10; Wis 14; Cha 9
BAB +1; CMB +2; CMD 15
Feats: Precise Shot, Point-Blank Shot
Skills: Climb +5; Handle Animal +4 (+4 to push a wild animal); Heal +6; Know Nature +4; Perception +6; Stealth +7; Survival +6 (+1 to track)
Languages: Common
SQ: Track +1, Wild Empathy +0
Traits
..Magical Knack--At times, Kel acts strange and otherworldly. Some who know her suspect that in the time of her absence, she walked among the fey. That, or she's autistic in a world which lacks the language to describe such things. Either way, her insight into the nature of the world grants her a +2 trait bonus to her Ranger caster level.
..Animal Whisperer (Ironfang Invasion Player's Guide)--Since her entire family was lost in a fire, Kel has preferred to spend time among animals than listening to people pity her. She receives a +1 trait bonus on all Handle Animal checks; this bonus increases to +5 to push a wild animal to perform a trick, as long as the animal's attitude is indifferent or better.

Combat Gear: Acid Flask x2, Smokestick; Other gear: Studded leather armor, longbow, arrows x20, longsword, Ranger kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, torches, trail rations x5, waterskin), 35gp


wealth: 5d6 ⇒ (3, 1, 6, 5, 5) = 20

I feel like Ranger would be a lot of fun in this adventure, or at least very effective. Sword-and-shield TWF, I'm thinking.


Definitely dotting, I've really wanted to take a look at E6, and now I'm thinking a Ranger would be excellent for the frontier setting; bird companion could be fun, and I'm debating whether to go with goblinoids or humans for favored enemy...


I'm working on my entry, a Dragon-blood Sorcerer-Monk, Icon of Apsu, frankly never realized just how powerful some of this stuff out of Mythic is. Mythic Power Attack, and Mythic Fireball, yikes, and by yikes I mean this is amazing.


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Y'know seeing as how there is an entire adventure path centered around Fantasy Japan, you would think there would be more Tien avatars that aren't ninjas or geisha. Ameiko Kaijitsu will have to do, although mind that Sam is more petite and has sharper features than Ameiko.

Sam Korematsu.


I can't deny that the idea of joining a campaign so well established, while a little daunting, is appealing after my first game ended with no warning two months in. Given the party makeup I'm inclined toward a divine caster, plus I've really been wanting to build a Warpriest, maybe one with ideals similar to a Paladin's but less strict. Are you using the pantheon from the Golarion campaign setting, or something else?


So since the characters wouldn't become Gestalt until they would normally become Mythic at about 6th level, would they automatically gain 6 levels of the new class, possibly recalculating hp and saves if the hit dice and save progression is better? Or will the new class be 5 levels behind the old class?


I've really wanted to play a Barbarian/Kineticist, nice synergy and Telekinesis gives some utility outside of battle. Dotting.


Okay this sounds fun as all get-out. B, A, then C at a distant third, just not much for playing evil. Was originally thinking Barbarian-Rogue, but then it occurred to me that Sorcerer-Monk could be great. Also, Sonk is fun to say.


@Saashaa man I want you to get in just to see how you make use of the 'hidden crotch grenade' lmao. "Is that a grenade in your pocket or are you just happy to--nope that's a grenade."


GM said that all guns in his homebrew misfire only on a 1; at least under the default rules when a modern firearm misfires it gains the broken condition (-2 to hit and damage, crit drops to only on a nat 20 and only x2) and don't risk exploding on a further misfire, but this is also heavily homebrewed so it could be different. Honestly I think it's a little extreme that a ww2 era weapon would misfire even 1/20 times, but I suppose there needs to be consequences.


My Mesmerist is a master manipulator and infiltrator with strong social skills, and in combat she disables enemies with her spells and deals damage at mid range with a heavy pistol and her Painful Stare.


Nnnnnnot really, Mesmerist doesn't get Cure X Wounds; even if I did Mesmerist is a spontaneous caster with very few spells known. But if I max it out I would have UMD +14 so I could use a wand outside of fights.


Right, well I've got Sam Hosatou Korematsu (named after George Takei, born Takei Hosato, and Fred Korematsu, both advocates for the victims of internment during WW2), Japanese-American Mesmerist who was found by the Black Chamber ten years ago and has been working for them since 1935 mainly in domestic counter-espionage. Up until December 8, 1941 she sent half of everything she made to her family back in California, including her immigrant parents who believe she was accepted into a prestigious high school on the east coast and is now working for the U.S. Government. Which isn't entirely inaccurate.

Reasons for fighting:

On one hand, the Black Chamber gave her the 'choice' of coming willingly or being geass'ed, on the other hand this is far more than she would have ever done with herself back home and her family is living very comfortably. It's gotten more complicated in the aftermath of the Pearl Harbor attacks, and when she balked at being sent to Great Britain her family was threatened. If nothing else, Sam hates Nazis and will go out of her way to help the innocent, but beyond that she is most interested in helping her own.

Build summary:

25 years old, human, Chaotic Neutral leaning Chaotic Good. Still working on build, but heavy pistol and a truncheon (heavy mace) when it's needed, but she also always implants 'Compel Alacrity' in herself for getting out of melee combat. She knows a smattering of spells mainly focused on the Enchantment school, like Hold Person, Charm Person, and Murderous Command, along with others for infiltration and setting up her allies for the kill like Glitterdust, Invisibility, and Disguise Self. With a Charisma score of 21 she's got a lot of spells to go around. Skills are tbd but I know I'll put points into UMD, Bluff, Diplomacy, Disguise, Linguistics, and Perception. Beyond that, it's up in the air.


Does the Enhancement bonuses from attuned armor apply to BAC, or just PAC?


Well, that start date could futz with my thought for a Japanese-American who works with the Black Chamber to protect her family, unless you just ignore the fact that it's really weird for a civilian to be a 6th level Mesmerist and combat trained besides, lol


Almost a shame no Occult, with the whole issue of storms an Aerokineticist would be awesome.

At any rate, you say 'brave and heroic' and I think Paladin, really been wanting to play one, but I know that a lot of people are averse to the class and I wanted to ask if a Paladin submission would even be considered? I would never play her Stupid Good, more of a, "Following these tenets brings me peace, and while I believe everyone would be happier if they did the same, I understand that not everyone has the discipline or desire to do so."


I'm gonna make a Lamplighter Investigator, and she's going to have 13 skill ranks per level and a lot of arrows. Just need to work out the background.


Dotting. Been wanting to try playing a full caster, so I'm thinking an Arcanist. A young woman equally interested in experimenting with technology and experimenting with her own inherent magic, but not very good at either yet.


Rolling lv 2 hp for an Arcanist with a temper.

1d6 ⇒ 3

Not bad. With a Con of 16 and both favored class bonuses, that's 17hp. Unless I'm mistaken that's pretty good for a 2nd level full arcane caster, although given the rolling method it's hard to have low hp.


Well, I have been interested in maybe playing a full caster, let's take a crack at the rolls.

rolls:

4d6 ⇒ (5, 2, 6, 2) = 15
4d6 ⇒ (1, 5, 4, 2) = 12
4d6 ⇒ (1, 4, 1, 4) = 10
4d6 ⇒ (4, 3, 4, 5) = 16
4d6 ⇒ (6, 6, 2, 5) = 19
4d6 ⇒ (2, 5, 5, 6) = 18

rerolls:

2d6 ⇒ (5, 2) = 7
2d6 ⇒ (6, 5) = 11
2d6 ⇒ (2, 3) = 5
1d6 ⇒ 5
1d6 ⇒ 1

reroll2:

1d6 ⇒ 5
1d6 ⇒ 6
1d6 ⇒ 2

reroll3:

1d6 ⇒ 4

HOkay, that comes out to, 16 16 11 16 17 15