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581 posts. Alias of Bill Mead.


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Cool, I am available as a back up character.


My apologies, I had this thread mixed up with the thread I was formerly a player in and never actually read the submission requirements. As I do not have another character ready to go, I will withdraw at this time. Again, my apologies for my lack of attention.


Tarondor wrote:

Updated Again (bolded has picture):

Character Submitted:
1) Tessai (oracle 1/paladin 5) - Albion, The Eye
2) TingTingTing (Slayer 6) - Robert Henry
3) Garados (transmuter wizard 6) - Tarondor
4) Malinor (Gunslinger 1/Inquisitor 5) - Malinor
5) Ivy (Elf Arcanist (Brown Fur Transmuter) 6 ) - Illia-
6) Lothorian Sativa (arcane trickster) - A highly regarded expert
7) Jolis Cailean (godling) - TheWaskally
8) Wyran Zuranan (U-Monk 1 / Shaman 5) - AGM Lemming
9) Alana Kelsh (Arcanist 6) - Thedmstrikes
10) Grym (Fighter (Siegebreaker)4, Monk (Far Strike/Iron Mountain)1, Brawler(Shield Champion)1 ) - WabbitHuntr
11) Liatris Gravedaughter (inquisitor of Pharasma 6) - Linnea the Diviner
12) Britta Karan Hasfred (Blood Arcanist 6) - snelss0

Character Idea:
A) (LE Aasimar Cleric (Mendevian Priest) of Asmodeus 6) - The Tick in the Barrel
B) (Virtuous Bravo archetype Paladin 5/ Sentinel PrC X) - crisischild

Interest expressed:
AGamer70 - Looking into a cleric
eletrictjokecascade
rorek55 - battle cleric focused on support with some self buffing.

Fixed that for you


Here is Alana Kelsh, human Arcanist:

Alana Kelsh:

Alana Kelsh
Female Human Arcanist 6
Chaotic Good Medium Humanoid
Init +3; Senses Normal; Perception +8
--------------------
Defense
--------------------
AC 15(19), touch 13, flat-footed 12(16) (+2(6) armor, +3 Dex)
hp 32 (6d6+6)
Fort +3, Ref +5, Will +6
Resist None
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Masterwork Heavy Xbow +7 (1D10/x2)
Melee Heavy Flail +2 (1d8-1/x2)
Special Attacks None
Spell-Like Abilities None
Arcanist Spells Prepared (CL 6):
Level 0 (At Will) (DC 16)Detect Magic, Light, Acid Splash, Open/Close, Spark, Drench, Disrupt Undead
Level 1 (6/day) (DC 17) Ear Piercing Scream, Enlarge Person, Liberating Command, Magic Missile, Protection from Evil
Level 2 (5/day) (DC 18) Burst of Radiance, Mirror Image
Level 3 (3/day) (DC 19) Fly
--------------------
Statistics
--------------------
Str 8, Dex 14(16), Con 12, Int 20(22), Wis 12, Cha 14
Base Atk +3; CMB +6; CMD 15
Feats Extra Reservoir, Extra Exploit (Potent Magic, Quick Study, Metamixing)
Traits None
Skills Climb (1), Escape Artist (6), Fly (10), K. Arcana (13), K. Dungeoneering (13), K. Engineering (10) K. History (10), K. Local (10), K. Nature (10), K. Planes (13),
K. Religion (13), Lingusitics (10), Perception (8), Sense Motive (2), Spellcraft (13), Swim (1)
Languages Common, Draconic, Abyssal, Infernal, Celestial, Giant, Aklo, Undercommon, Goblin
SQ None
Other Gear Handy Haversack, Spell Component Pouch, Belt Pouch, Ink, Inkpen, Soap, Spellbook*, Grooming Kit*, Bedroll*, Messkit*, Waterskin*,
Trail Rations (10)*,Waterproof Bag*, Scholar's Outfit, Heavy Flail, Mithril Buckler +1, Spell Lattice (Magic Missile),
Belt of Incredible Dexterity +2, Headband of Vast Intellect +2 (Perception, Goblin), Lesser Metamagic Rod of Selective, Wayfinder w/cracked dark blue romboid ioun stone
57 GP, 0 SP, 9 CP// 23000 XP
--------------------
Special Abilities
--------------------
Exploits (SU)
Reservoir Points 9/12
Potent Magic, Quick Study, Metamixing, Dimensional Slide, Armored Mask
Metamagic (Piercing)
--------------------
Spellbook
--------------------
(class says all cantrips, but traveling spellbook has only Read Magic,Detect Magic, Light, Acid Splash, Mage Hand, Mending, Open/Close, Spark, Drench,
Disrupt Undead, and Ray of Frost)
1st: Air Bubble, Detect Secret Doors, Ear Piercing Scream, Enlarge Person, Feather Fall, Floating Disk, Liberating Command,
Protection from Evil, Reduce Person, Stunning Barrier, Vanish
2nd: Burst of Radiance, Create Pit, Glitterdust, Mirror Image
3rd: Battering Blast, Fly

Will adjust and update her avatar if selected. I almost forgot, I need to select traits (they were not allowed in the last game she was in). Will get to that tomorrow.


Albion, The Eye wrote:
I never really played a Warrior of the Holy Light, so I am not 100% sure on how much of a hit can it be to completely lose Paladin spellcasting altogether. But the powers they gain are nifty.

I played one in RA (another campaign that petered out on me) and he did quite well. He will do even better once he gains his level 8 abilities...


I am still available to return to the game if it is starting again.


I am in! I will bring in my Arcanist from my last attempt which fissled out about 4 months ago. I will update it to the current specifications and submit.


Cool, I remain available as a backup character. Have fun!


Here is my submission for Jasswinder Singh:

Crunch:
Jasswinder Singh
Female Human Arcanist 2
Chaotic Good Medium Humanoid
Init +2; Senses Low Light Vision; Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 14 (2d6+2)
Fort +1, Ref +2, Will +5
Resist None
--------------------
Offense
--------------------
Speed 30 ft.
Ranged by spell
Melee None
Special Attacks None
Spell-Like Abilities None
Arcanist Spells Prepared (CL 2):
Level 0 (At Will) (DC 14)Detect Magic, Light, Acid Splash, Open/Close
Level 1 (4/day) (DC 15) Magic Missile, Enlarge Person
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 13, Int 18, Wis 13, Cha 15
Base Atk +1; CMB +1; CMD 13
Feats Extra Reservoir, Extra Exploit (Armored Mask)
Traits (alt racial trait: Social Ties) Magical Lineage (undecided), Blood of Dragons, Princess (Thuvia), Bitter (-1 healing)
Skills Climb (1), Diplomacy (7), K. Arcana (8), K. Dungeoneering (8), K. Engineering (9) K. History (9), K. Local (8), K. Nature (8), K. Planes (8), K. Religion (8), Perception (5), Spellcraft (8), Swim (1)
Languages Common, Draconic, Abyssal, Infernal, Celestial
SQ None
Other Gear Spell Component Pouch, Belt Pouch, Ink, Inkpen, Soap*, Spellbook*, Grooming Kit*, Bedroll*, Messkit*, Waterskin*, Trail Rations (10)*,Waterproof Bag*, Scholar's Outfit, Traveling Outfit*, Masterwork Backpack, Scroll Case, Signet Ring*, Pathfinder Compass w/Cracked Dark Blue Rhomboid Ioun Stone, Silver Holy Symbol (Sarenrae) (*=in backpack)
21 GP, 0 SP, 9 CP// 2000 XP
FCB record: 2/6 additional arcanist exploit
--------------------
Special Abilities
--------------------
Exploits (SU)
Reservoir Points 7/8
Consume Spells 2/day
Potent Magic, Armored Mask
--------------------
Spellbook
--------------------
(class says all cantrips, but traveling spellbook has only Read Magic, Detect Magic, Light, Acid Splash, Mage Hand, Mending, Open/Close, Spark, Drench,
Disrupt Undead, and Ray of Frost)
1st: Ear Piercing Scream, Enlarge Person, Floating Disk, Liberating Command, Magic Missile, Protection from Evil, Vanish

Background:
Jasswinder Singh has a beautiful bronze skin tone and tends to wear relatively native garb from her homeland, except when it is cold. For her it is almost always cold near the Worldwound, so she is often found bundled up under a cloak or other outer garment to help stay warm. She even traded her well crafted sandals for a pair of indistinct boots. Her rigorous upbringing makes it difficult for her to not bathe whenever the opportunity presents itself, so she often appears clean, even when she has been on the road for days. Her eyes are her most alluring feature. They are lizardlike, mostly obsidian with gold flecks, a distinct reminder of her heritage. In a city so full of demonic influence in its heritage, she is not even the most curious looking. What does draw attention is her lack of weapons and armor. Just a 5 foot 6 thin waif of a woman with raven colored hair (which becomes a light brown in the daily sun), yet somehow she still has a commanding presence, as if she were born to lead.
Jaz is confident in her magic to both protect and bolster her as needed. She yearns to learn more, but more importantly, she yearns to join a crusade against the vile infestation of the Worldwound. It is the higher calling she has come this far north for in place of her family and state obligations. She is not particularly picky in finding such a group (DM note: This is an excellent way to both introduce her to the rest of the party and provide her reason for sticking with them in the adventure to come). Despite her current actions, Jasswinder Singh takes her obligations seriously and it is through her actions that she expects to wield enough influence to change policy in her homeland so future princesses will not be barter for their families to improve national relations through marriage, an all too common barbaric and primitive policy still practiced in modern politics.
Born to privilege, Jasswinder Singh is the youngest member of the Singh family in the Thuvian city of Pashow, a fact that was enumerated by her eyes. She had the eyes of a dragon, clearly there was a dalliance with a dragon in the family tree (blood of dragons). Her father, doted on her every whim as a child, including agreeing for her to accompany him to a congregation in Merab where she was introduced to the faith of Seraenrae. There, a beautiful woman approached her and handed her a gift, a holy symbol, which unlocked, for a fleeting moment, a memory (touched by divinity). Perhaps it was a chance encounter, perhaps it was fate, in either case, it changed her life forever. Jaz began to see the world from a different view, one which she found distasteful and mostly centered around her family. As she matured, she focused her energy in learning the mystic arts as both a means of isolating from her family and preparing to abandon them (bitter). Jaz grew into a role of command, it helped her disguise her contempt while simultaneously lower the guard of her family members as they only saw her performing to their expectations with regard to her duties (social ties). Little did they know, she was using those skills the whole time to find what she lacked in order to effect her escape. Her innate ability with magic was staggering to her mentors (magical lineage). She not only mastered her lessons, but was able to modify the underlying magic into different results. As time wore on, Jaz made her plan and one day left the city and never looked back. Knowing her family would send agents to look for her, she went to as unlikely a location as they would think to look, the Worldwound. Jaz eventually arrived in the city of Kenabres on the border of the Worldwound and is even now looking for her chance to make a difference, free of her familial obligations, free of the oppressive nature of her homeland. She is destined for more and here she will find it.

DM only:
I left out the fact that Jasswinder Singh is an Emira (princess) in the Singh Dynasty, I felt that information would be kept from the rest of the PCs until an appropriate moment.
FLAW: I selected a flaw trait (bitter) in order to achieve the necessary traits for her concept. If I need an additional character flaw, could we use the "on the run" issue she has with her homeland and family? She will adamantly refuse to return without having finished what she came here to do, under any circumstances.
Campaign trait: given how I started to look at this character before I checked out the campaign traits, I may have backed myself into the corner, but you had mentioned somewhere in the character generation post that the traits and their bonuses would be divorced. I selected the touched by divinity trait as a means to "wake up" the character and motivate her to change her environment. As I am currently considering a dual path for both Archmage and Marshal (a rather unusual combination) either one of those will suffice for the bonus, or none at all. I am also considering the Leadership feat, however, if you are not interested in the addition of a cohort, neither am I unless she can gain an intelligent mount of some kind and more fitting to her image as a leader.
Finally, I may tinker with this some between now and the deadline (I wanted to get my idea on the board before someone else did, has happened to me before), especially if I get feedback from you. If/when selected, I will create a full alias for the character...I like a clean stable of active or past characters only.


Alrighty:

first: 3d6 + 6 - 1 ⇒ (1, 2, 2) + 6 - 1 = 10
second: 3d6 + 6 - 2 ⇒ (3, 2, 6) + 6 - 2 = 15
third: 3d6 + 6 - 3 ⇒ (4, 3, 6) + 6 - 3 = 16
fourth: 3d6 + 6 - 2 ⇒ (6, 2, 3) + 6 - 2 = 15
fifth: 3d6 + 6 - 1 ⇒ (1, 1, 6) + 6 - 1 = 13
sixth: 3d6 + 6 - 1 ⇒ (1, 4, 3) + 6 - 1 = 13

...and just enough to not use 25 point buy. Arcanist it is...

level 2 HP: 1d6 ⇒ 6 small victories...


All other things aside, should a cantrip, which can be cast all day long, be able to find a secret door that has not yet been perceived just because they are casting the spell at a given space? It is certainly faster than searching every 10 foot square.

Does the spell also open the secret compartment hidden within the lid of the chest you just opened with open/close?


Given my history with rolled stats on the boards, I prefer point buys, but given the options, I like Heroic, followed by Champion.


I would like another shot at this game! I got two characters I wanted to try out, a Paladin (archetype specific) and an arcanist. Normally I like to roll stats, cause dice, but the phantom dice roller on the boards does not like me much, so point buy would be more helpful. Starting level makes no real never mind to me, but, I have always found it odd when potential players try to comingle their character backgrounds in the recruitment thread, before they have been selected. Perhaps if we did start at level one to allow for the expansion of character involvement while the party is getting its feet wet?

One new question, starting wealth as noted in the class or something specific?


I am also going to drop, someone already posted both concepts I was interested in playing and most every other angle is already covered. You all have fun, I will try to catch the next one.


Minigiant wrote:
I am currently free of work and have little to nothing to do. One day I would like to play Wrath of the Righteous to experience Mythic rules just once.

There is a recruitment thread for Wrath of the Righteous going now through next Tuesday in the PBP forum. It is not the same as in person, but you can at least try out your ideas while you await an in person game.


I wish I had seen this earlier, someone already has a submission too close to what my first choice would have been. So, I will prepare an Arcanist to submit. I am both familiar with their spellcasting and the mythic ruleset. More to follow once I have chance to get things set down digitally.


2 people marked this as a favorite.
Albion, The Eye wrote:
That Boxed Set has been sitting in my bookcase for years and years (as part of me being a sucker for 'super' moduled/adventures/campaigns) - unfortunately I never played or DMed it...

You are sooo missing out. I use it as the backdrop to my major home campaign even in the latest incarnation of PF. There is a conversion for 3E/3.5E and it will not take much effort to convert further to PF. I would love to run it again, but I am still breaking in my latest group and we are down players so I am holding out until we are stable since I will not be moving on anytime soon this time...


I am interested. I am currently in another Star Wars game, but it is in hiatus at the moment. If this kicks off, I would like to try a full force user...


Have fun everyone, I will remain a backup character if you should need another one...


Had some spare time and completed the sheet for Boldan:

Bolden Kirst:
[ b]Bolden Kirst of the Church of Divine Right[/b]
Male Human Paladin (Warrior of Holy Light) 7
Lawful Good Medium Humanoid
[ b]Init [/b]+2; [ b]Senses [/b]Normal; Perception +6
[ b] Aura [/b]Good; +4 morale to allies within 10 feet vs fear
--------------------
[ b]Defense[/b]
--------------------
[ b]AC [/b]20, touch 13, flat-footed 18 (+7 armor, +1 Deflection, +2 Dex)
[ b]hp [/b]64 (7D10+7 plus 7)
[ b]Fort [/b]+12, [ b]Ref [/b]+10, [ b]Will [/b]+10
[ b]Immunity [/b]Disease; Fear
--------------------
[ b]Offense[/b]
--------------------
[ b]Speed [/b]30 ft.
[ b]Ranged [/b]
[ b]Melee [/b]Greatsword +1 Bane (Undead) +11/+6 (2D6+6/19-20x2) +13/+8 (2D6+8+2D6/19-20x2){vs undead}
[ b]Melee [/b]{power attack} Greatsword +1 Bane (Undead) +8/+3 (2D6+15/19-20x2) +10/+5 (2D6+17+2D6/19-20x2){vs undead}
[ b]Melee [/b]Touch +9/4 (LoH/x2)
[ b]Special Attacks [/b](4/day) Smite Evil (+5 to hit, +7/14 damage), (11/day) Lay on Hands (3D6 vs undead)
[ b]Spell-Like Abilities [/b](At Will) Detect Evil
--------------------
[ b]Statistics[/b]
--------------------
[ b]Str [/b]16, [ b]Dex [/b]14, [ b]Con [/b]13, [ b]Int [/b]11, [ b]Wis [/b]8, [ b]Cha [/b]20
[ b]Base Atk [/b]+7/2; [ b]CMB [/b]+10; [ b]CMD [/b]22
[ b]Feats [/b]Combat Reflexes, Extra Lay on Hands, Extra Smite Evil, Furious Focus, Outflank, Vital Strike
[ b]Traits [/b]Sacred Conduit, Armor Expert
[ b]Skills [/b]Climb (4), Diplomacy (9), Handle Animal (9), K. Religion (10), Lore (Church of Divine Might) (7), Perception (6),
P. Soldier (9), Ride (6), Sense Motive (4), Survival (3), Swim (4)
[ b]Languages [/b]Common
[ b]SQ [/b]Channel Positive energy (3D6 DC 20), Divine Bond (Greatsword), Divine Health, Mercy
[ b]Other Gear [/b]Mithril Breastplate +1, Masterwork Backpack*, Belt Pouch', Ink', Inkpen', Grooming Kit*, Bedroll*, Messkit*,
Waterskin*, Trail Rations (10)*,Waterproof Bag*, Wayfinder with Cracked Dark Blue Rhomboid Ioun Stone
[ b]Mount [/b]Combat Trained Light Horse, Bit and Bridle, Riding Saddle, Saddle Bags (2 days feed)
157 Gold'
--------------------
[ b]Special Abilities[/b]
--------------------
Aura of Courage +4 morale to allies within 10 feet vs fear
Lay on Hands (11/day) 3D6 heal or
Nimbus of Light (SU) while in this area all allies receive a +1 morale bonus to AC, attack and damage rolls, and saving throws
against fear for 1 minute.
Mercies: Sickened, Diseased; can apply one as part of a pay on hands use

Add into the background: at one time when he approached the makers of Wayfinders with a proposition. Having found an Ioun stone, he was seeking a way to use the power of the stone with a lesser risk. When he learned of the side effect provided by his particular stone while combined with the Wayfinder, he accepted a risky quest in exchange for the item and has vanquished yet another undead abomination from Lloegyr forever.

I have also outfitted him with a horse to travel easier and removed the Holy Guide archetype.


Ryze Kuja wrote:
Because here's the goofy thing that can happen: let's say you pick Sorc1(Red Draconic) and then go Blood Arcanist 4 (Orc), does your Dragon Disciple progress your Blood Arcanist Orc Bloodline because you've satisfied the prerequisites for Draconic Bloodline w/ Sorc1(Draconic)? I certainly hope you say no to this. And if you say no, then does your Blood Arcanist have to have a Draconic Bloodline to progress DD10 because that's the Intention of the PrC?

I bolded the relevant section of this quote. I have no dog in this fight and was attracted here by the arcanist mention. Arcanists that select the Bloodline exploit and have another source of a Bloodline must mach the Bloodlines. It is in the description:

Bloodline Exploit wrote:
If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline.


I just realized that in my hurry to get the crunch up for review, I forgot to add background, etc.:

More on Bolden Kirst:
As a young man looking for a future, Bolden wandered into an oft unused temple within Bard's Gate, the Church of the Divine Right. One day, he had a revelation that a future in service to the declining church was his destiny. Found to be too restless for the clergy, he was referred to the declining ranks of Paladins for a squireship. Never one to settle, he actually excelled at the teachings of the church under the purview of its warrior arm. Over the years, Bolden was inducted into the ranks and given missions, all of which he completed no matter the difficulty. Along the way, he found himself at odds with more undead foes than any other and drifted toward an affinity to skills and equipment to assist against his unrelenting foes. Now, the church has before him a mission of no small importance and one which will embolden his faith, unfracture the church, and change his life as he heads north into a barren wasteland known simply as The Desolation.


Here is:

Bolden Kirst:
[ b]Bolden Kirst of the Church of Divine Right[/b]
Male Human Paladin (Holy Guide/Warrior of Holy Light) 7
Lawful Good Medium Humanoid
[ b]Init [/b]+1(+3 if underground); [ b]Senses [/b]Normal; Perception +6 (+8 if underground)
[ b] Aura [/b]Good; +4 morale to allies within 10 feet vs fear
--------------------
[ b]Defense[/b]
--------------------
[ b]AC [/b]20, touch 13, flat-footed 18 (+7 armor, +1 Deflection, +2 Dex)
[ b]hp [/b]64 (7D10+7 plus 7)
[ b]Fort [/b]+12, [ b]Ref [/b]+10, [ b]Will [/b]+10
[ b]Immunity [/b]Disease; Fear
--------------------
[ b]Offense[/b]
--------------------
[ b]Speed [/b]30 ft.
[ b]Ranged [/b]
[ b]Melee [/b]Greatsword +1 Bane (Undead) +11/+6 (2D6+6/19-20x2) +13/+8 (2D6+8+2D6/19-20x2){vs undead}
[ b]Melee [/b]{power attack} Greatsword +1 Bane (Undead) +8/+3 (2D6+15/19-20x2) +10/+5 (2D6+17+2D6/19-20x2){vs undead}
[ b]Melee [/b]Touch +9/4 (LoH/x2)
[ b]Special Attacks [/b](4/day) Smite Evil (+5 to hit, +7/14 damage), (11/day) Lay on Hands (3D6 vs undead)
[ b]Spell-Like Abilities [/b](At Will) Detect Evil
--------------------
[ b]Statistics[/b]
--------------------
[ b]Str [/b]16, [ b]Dex [/b]14, [ b]Con [/b]13, [ b]Int [/b]11, [ b]Wis [/b]8, [ b]Cha [/b]20
[ b]Base Atk [/b]+7/2; [ b]CMB [/b]+10; [ b]CMD [/b]22
[ b]Feats [/b]Combat Reflexes, Extra Lay on Hands, Extra Smite Evil, Furious Focus, Outflank, Vital Strike
[ b]Traits [/b]Sacred Conduit, Armor Expert
[ b]Skills [/b]Climb (4), Diplomacy (9), Handle Animal (9), K. Religion (10), Lore (Church of Divine Might) (7), Perception (6) (8 if underground),
P. Soldier (9), Ride (6), Sense Motive (3), Survival (3), Swim (4)
[ b]Languages [/b]Common
[ b]SQ [/b]Divine Health, Channel Positive energy (3D6 DC 20), Divine Bond (Greatsword); Teamwork feat (grant to allies w/in 30' for smite evil use)
[ b]Other Gear [/b]Mithril Breastplate +1, Masterwork Backpack*, Belt Pouch', Ink', Inkpen', Grooming Kit*, Bedroll*, Messkit*, Waterskin*,
Trail Rations (10)*,Waterproof Bag*
1183 Gold', 1 Silver'
--------------------
[ b]Special Abilities[/b]
--------------------
Aura of Courage +4 morale to allies within 10 feet vs fear
Lay on Hands (11/day) 3D6 heal or
Nimbus of Light (SU) while in this area all allies receive a +1 morale bonus to AC, attack and damage rolls, and saving throws against fear for 1 minute.
Favored Terrain (EX) (Underground +2)

I have some gold left to spend and will do so quickly if selected. He is a repurposed character from a now defunct game, but if no one selected also has access to teamwork feats, then I will drop the Holy Guide aspect (it was useful in the other game) and take up the following two mercys: Sickened and Diseased.


Great, I would have gone with something else if the current group would object, so, looking at a straight Paladin (unknown god yet) or give up spell casting in the Warrior of Holy Light archetype, but currently looking at a human...


Would there be any objection from the existing group for adding a Paladin?


It is too bad no one went through and updated the exploits for wizard use, such as using metamixing to change a memorized metamagic spell into something else of the same level increase. Thematically, it would work as all it changes is the cost in reservoir point and changes the metamagic on the fly, something a wiz cannot do now.


kevin_video wrote:
The adventure does have warlocks in them, but thankfully Owen Stephens was kind enough to do a blog entry for how to convert the 5e version of warlock to Pathfinder 1e.

If it helps any, Kobold Press did a PF paths compendium that has several converted classes, including a Warlock. Just another option for folks...


I summon @PFRPG Grognard!

I forget what he used to keep us from going around the intersections when we went through, so we had to "encounter" all of them. I think we were light one rogue at the time which meant we really had to encounter them.


Here is a copy and paste of the relevant text from D20PFSRD:

D20PFSRD wrote:

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.

Mythic

Affected creatures gain an additional move action each round. The movement speed increase changes to 50 feet, to a maximum of three times the creature’s normal speed for that movement type.

Augmented (3rd): If you expend two uses of mythic power, the movement speed increase changes to 70 feet, with no limit based on the creature’s normal speed. If an affected creature moves at least 30 feet on its turn, it can travel across liquid as if the liquid were solid. If the liquid deals damage on contact, the creature takes only half damage from moving across it.

I also bolded the relevant text for ease of reference. First thing to note is you are adjusting your normal move speed, not your adjusted move speed with the spell. This can create additional confusion unless you work it out in the following order:

normal speed is doubled capping at an increase of 30 (for mythic this is tripled or capped at 50)
Make reductions for encumbrance or heavy armors from your new speed.
Why in this order? Because the reductions are only temporary, even if you have become accustomed to seeing them all the time. This is an important distinction because augmentations, such as spells or magic items, which change your base speed are done before the common reasons to reduce it, such as heavy encumbrance or heavy armors. Normally, this will net you a slightly higher speed than making the speed changes after heavy encumbrance or armors take effect. The key is that those two conditions change your norm, but when you augment your norm, then you will need to recalculate the reduction since it is not a fixed reduction.
In short, any of your speeds are increased to twice their amount (three times if mythic) but only if that increase does not exceed 30 (or 50 with mythic). Remember, these changes are to each move action and independent to that action, so if you sacrifice your standard action for a second move action, then both move actions are doubled (tripled), subject to the maximums noted.


OmniMage wrote:
Dragonchess Player wrote:
For rings of wizardry your analysis misses an important point when comparing them against pearls of power: despite the name, they are usable by any arcane caster, not just those that prepare spells.

Sorry. Forgot about sorcerers. I just thinking about them and the rings of wizardry the other day.

While we are on that topic, what are the magic tools available for both wizards and sorcerers? In terms of casting spells.

-Pearls of power
-Rings of wizardry
-Runestones of power
-Pages of Spell Knowledge
-Rings of spell knowledge

Is that all or am I missing something?

Spell Lattice


So, here is my last minute entry:

Harsk:
[ b]Harsk[/b]
Male Dwarf Cleric of Dumathoin 4
Neutral Medium Humanoid
[ b]Init [/b]+1; [ b]Senses [/b]Darkvision 60 ft.; Perception +9
--------------------
[ b]Defense[/b]
--------------------
[ b]AC [/b]18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
[ b]hp [/b]30 (4D8+12)
[ b]Fort [/b]+7, [ b]Ref [/b]+3, [ b]Will [/b]+9
[ b]Resist [/b]None
--------------------
[ b]Offense[/b]
--------------------
[ b]Speed [/b]20 ft. (slow and steady)
[ b]Ranged [/b]Acid Dart +4 (1D6+2/x2)
[ b]Melee [/b]+1 Earth Breaker +5 (2D6+2/x3)
[ b]Special Attacks [/b]Dragon Breath 15 ft. cone cold 1D4 1/day, Channel Energy 1D6 (DC 13) 6/day
[ b]Spell-Like Abilities [/b]None
[ b]Cleric Spells Prepared [/b](CL 4):
Level 0 (At Will) (DC 14)[ i]Create Water, Detect Magic, Detect Poison, Guidance[/i]
Level 1 (3/day) (DC 15) [ i](D) Magic Stone, Bless, Divine Favor, Protection from Evil[/i]
Level 2 (2/day) (DC 16) [ i](D) Create Pit, Silence, Spiritual Weapon[/i]
--------------------
[ b]Statistics[/b]
--------------------
[ b]Str [/b]13, [ b]Dex [/b]12, [ b]Con [/b]14, [ b]Int [/b]12, [ b]Wis [/b]18, [ b]Cha [/b]14
[ b]Base Atk [/b]+3; [ b]CMB [/b]+3; [ b]CMD [/b]14
[ b]Feats [/b]Toughness(B), Versatile Channel, Selective Channel
[ b]Traits [/b]Honored Fist of the Society, Exalted of the Society, Pride, Militant Merchant
[ b]Skills [/b]Athletics (3), Craft Stone (6), Heal (9), K. Arcana (6), K. Dungeoneering (3), K. Engineering (3) K. History (6), K. Local (3), K. Nature (3), K. Planes (6),
K. Religion (6), Perception (9), Sense Motive (9), Spellcraft (6)
[ b]Languages [/b]Common, Draconic
[ b]SQ [/b]Unstoppable (+1 FORT, Toughness), Iron Within (+2 dodge or +20 ft for 1 rd 2/day), Breath Weapon, Hatred (+1 attack vs orcs and goblinoids)
[ b]Other Gear [/b]Backpack, Silver Holy Symbol, Vestments, Spell Component Pouch, Belt Pouch, Ink, Inkpen, Bedroll*, Healers Kit*, Messkit*, Waterskin*,
Trail Rations (10)*, Scroll Case, Waterproof Bag*, Earth Breaker +1, Breastplate +1,
3861 GP, 1 SP // 14000 XP
--------------------
[ b]Special Abilities[/b]
--------------------
Spontaneous Casting (Heal)
Channel to Heal, 3D6, 6/day
Command Earth Elementals
Acid Dart range 30 ft., 1D6+2, 7/day
+1 Resistance to all Saves
Resistance Touch pass resistance to 1 person for 1 minute 7/day
--------------------
Domains
--------------------
Earth (Caves/Caverns)
Protection

brief and I mean brief history:
Sired by Ingeloakastimizilian, known to others as Icingdeath, a great white wyrm, Harsk is pale white and even at a young age sports a white beard. Heroic dead occurred during the recovery of Mithril Hall, but soon found guidance from his faith to wander for the next deed, where he would be needed.

I abandoned my initial concept of a specialty priest of Mystra when I realized the big draw of casting arcane spells with divine slots is not happening in PF1 without significant work (and a couple more levels), so I put this guy together to at least bring something new to the table.

Edit: So, I did run out of time, he has some money to spend. Also, his background will be expanded to be more detailed. I have been jotting things down as time went on. I take the exam in two days and then I can get back to a semblance of normalcy (like finishing these details up). I was disappointed to find how difficult it is to reproduce the specialty clerics from 3.5


stat1: 4d6 ⇒ (3, 3, 2, 3) = 11
stat2: 4d6 ⇒ (3, 4, 2, 1) = 10
stat3: 4d6 ⇒ (2, 4, 5, 2) = 13
stat4: 4d6 ⇒ (5, 2, 1, 3) = 11
stat5: 4d6 ⇒ (3, 1, 2, 1) = 7
stat6: 4d6 ⇒ (2, 5, 1, 5) = 13

Wow, the dice roller hates me. I am not even going to bother with rerolls and go the point buy route.

Given there are not many, I will go the way of the specialty cleric, Mystra (Midnight) perhaps, as a human.

Studying for an exam on Tuesday, so will be updating until ready during any breaks and will post what I got by the end of Sunday.


Still interested, nothing posed by OP is verboten. Looking forward to the recruitment thread!


Absolutely interested. Anything you want to run, I am in.


PF normally uses sense Motive vs Feint but if you are not trained in it there is a default calculation based around character level.


I was never a fan of 4E+, so have little to no experience with the rulesets. If you are willing to use older material (which I have successfully converted with little effort) there is Haunted Halls of Eveningstar set in Cormyr, but level 1-5, Doom of Daggerdale (1-3) and the Sword of the Dales trilogy (1-4) that are in the dales nearby. There is also a general adventure which can be placed were needed called the Accursed Tower (1-3). Level 4 is the lowest FR adventure level that was published in 3.x except for Twilight Tomb which is for 3-4 and may be a good translation if needed should other material not get the group to level 4.

There is also an older AD&D module for 0-4 called Under Illefarn, but it is also set on the Sword Coast. Another adventure not near Cormyr, but still closer than the Sword Coast for low level is Ruins of Adventure on the north shore of the Moonsea. Just be sure to check monsters which translate to be much tougher than low level can handle and NPC bad guys with more than 4 levels, which can get tough for level 1 PCs.

one final note, if you have access, there are a multitude of adventures of many levels in Dungeon magazines which published till about the end of 3.5 before it dropped off. That could be another source, but you will need to use the PurpleWorm.org index. Hope this helps you, looking forward to seeing these adventures play out.


FR 4 life! Would love to play in some FR things!


Its all good, I am available as a back up player. I think my background can support that. At least I got into the Star Wars game I wanted.


I gave up and picked something sort of close


Anyone know how to add a pic not part of the default list?


Sl'P St'Reme is in gameplay, please let me know if you want the byline to contain any specific information and I can update.


:) All good, let me get started on that intro...


Por Kandino wrote:

@Thedmstrikes-- I'm counting you are one attribute die short for a Duros, but over by one skill point-- remember Control is a skill not an attribute.

Sorry, I was a little tired when I finished and forgot to note I had left the skills at their purchase value to show where the points went. For the Force skill, I had read on page 24 that giving a starting character a force skill it comes from your attribute dice. Later I read that for each starting die (and then each pip it is raised after) you can select a force power from the list under the associated skill. If we are using an alternate rule, I will trade back my Tech die for a Dodge die happily.

I know what I forgot to ask now, can we work out a way for this character to start with a ship? Unless that is not going to work with your introduction...I can then work up an intro for the character and place it in gameplay.


Canadian Bakka wrote:


The Mythic Character Codex though does have an entire chapter dedicated to Mythic Kingdoms (11 pages) and the Forest Kingdom Campaign Compendium has 16 pages of sample kingdoms and organisations. Might be some overlap there?

The Mythic Kingdoms section is a duplicate, but I could find nothing from the Forest Compendium within the Ultimate book. There are also no sample armies nor magic items available in the pages. Perhaps that is a place for expansion in a small PDF to include magic items for mass combat...


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Dragon78 wrote:
Can we bring back called shots? I would love to be able sever tentacles, eye stalks, hydra heads(more easily), etc. strike vulnerable places on an armored enemy, construct, etc. and other tricks.

Please, no. From a player side, I am sure this looks all kinds of attractive, but on the DM side, it feels way too much of a [expletive] move to use it against the players, but, it has to cut both ways or it is just power gaming. Perhaps, it would be better that certain iconic creatures have a special rule in their entry, such as the hydra, that allows for such fancy maneuvers or the lopping off of excessive limbs?


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Sl'P St'Reme:

Sl'P St'Reme
Species: Duros
DEXTERITY (1D/4D) 4D
Blaster 1D
Dodge 2D
KNOWLEDGE (1D+1/2D+2) 2D
MECHANICAL (2D/4D+2) 4D
Sensors 2D
Space Transports 2D
Starfighter Piloting 2D
Starship Gunnery 2D
Starship Shields 2D
PERCEPTION (1D/3D) 2D
STRENGTH (1D/3D) 3D
TECHNICAL (1D+1/4D) 2D

Special Skills Control (Concentrate) 1D
Starship Intuition: Duros are, by their nature, extremely skilled star ship pilots and navigators. When a Duros character
is generated, 1D (no more) may be placed in the following skills, for which the character receives 2D of ability:
archaic starship piloting, astrogation, capital ship gunnery, capital ship shields, sensors, space transports,
starfighter piloting, starship gunnery, and starship shields. This bonus also applies to any specializations. If the
character wishes to have more than 2D in the skill listed, then the skill costs are normal from there on.
Delusions of Grandeur

Force Sensitive: Yes
Movement: 10/12
Character Points: 5
Force Points: 2
Credits: 800
Heavy Blaster Pistol with Standard Scope and Concealed Holster (900)
4 Spare Blaster Power Packs (100)
Utility Belt (500)
Blast Helmet (200)
Combat Jumpsuit (1000)


Sorry it took so long, busy week. To top it off, I broke a tooth tonight which has been quite distracting. GM, Please let me know if I messed something up, I will fix in a jif. I took a stab at the character point starting total from the example character above cause I did not see an entry in character gen. Also, did I understand correctly, this updated rule set uses target number instead of successes? Maybe I am just tired...


Canadian Bakka wrote:

I already have Forest Kingdom Campaign Compendium, Mythic Creature Codex, Mythic Hero Handbook, Ultimate Battle, Ultimate Commander, Ultimate Factions, Ultimate Relationships, Ultimate Rulership, Ultimate Strongholds, and Ultimate War. Is there anything that Ultimate Kingdoms has that is not already available in the products I mentioned above?

Basically, I am trying to figure out how much value will I be getting if I pick up Ultimate Kingdoms. ;)

Cheers!

CB

I had my book nearby, it has 248 pages before it starts sample kingdoms and organizations, which takes it to 282 pages and the appendixes take it to a total count of 312 pages plus additional icons and reproducible sheets. It is a complete collection of all the Ultimate line from LG with any updates in the rules and additional stuff, like the sample kingdoms, etc. There is little to nothing from the Forest Kingdom or mythic books in there though, they are their own compilations. I am sure someone from LG will be along shortly to expand if needed.


This week is over already, where did all the time go? I am down to the last 4500 or so of gold (likely to convert to a +2 Cloak of Resistance if I do not think of something more fun by start time) and some additional connections. Will continue to work those tomorrow, but the crunch is all ready:

Narciso:

Narciso "The Hunter" pronounced Nar_Seeee_Zo, with an almost drawl on the middle syllable
Male Half Elf Inquisitor (Sanctified Slayer) 10
Neutral Good Medium Humanoid
Init +9; Senses Darkvision 60' [Drow Blooded]; Perception +17
--------------------
Defense
--------------------
AC 22, touch 14, flat-footed 18 (+8 armor, +3 Dex, +1 Dodge)
hp 86 (10d8+33)
Fort +9, Ref +7, Will +11(+13 v Enchantment)
Resist None
Weaknesses Light Blindness
--------------------
Offense
--------------------
Speed 30 ft.(40 ft.)
Ranged
Melee +1 Training Elven Curve Blade +19/+14 (1d10+8/19-20x2) PA[+16/+11 (1D10+17/19-20x2)]
Melee +1 Training Elven Curve Blade vs. studied Drow +22/+17 (1d10+14/19-20x2) PA[+19/+14 (1D10+23/19-20x2)]
Special Attacks Sneak Attack +3D6 (+4D6 if flanking)[D8s vs Drow], Bane +2 to hit and 2D6+2 damage
Spell-Like Abilities Detect Alignment at will, Discern Lies 10/10, Dimensional Hop 100ft/day
Inquisitor Spells Prepared (CL 10):
Level 0 (At Will) (DC 14)Detect Magic, Detect Poison, Guidance, Resistance, Create Water, Stabilize
Level 1 (6/day) (DC 15) Cure Light Wounds, Divine Favor, Ear Piercing Scream, Hedging Weapons, Protection from Evil, Remove Fear, True Strike, Wrath
Level 2 (5/day) (DC 16) Aid, Cure Moderate Wounds, Invisibility, Lesser Restoration, See Invisibility, Silence, Spiritual Weapon, Weapon of Awe
Level 3 (4/day) (DC 17) Dispel Magic, Heroism, Keen Edge, Protection from Energy, Searing Light
Level 4 (2/day) (DC 18) Divine Power, Freedom of Movement
--------------------
Statistics
--------------------
Str 18(20), Dex 14(16), Con 14 (16), Int 10(12), Wis 16(18), Cha 10
Base Atk +7/2; CMB +12; CMD 25
Feats Weapon Focus (Elven Curve Blade), Seething Hatred (Drow), Combat Reflexes, Dodge, Extreme Prejudice, Precise Strike, Outflank, Paired Opportunists [Extended Bane]
Traits Kindred Raised [Racial Trait], Heirloom Weapon (Elven Curve Blade), Elven Reflexes
Skills Acrobatics (13)[18], Bluff (10), Climb (10), Craft (Poison) (9), Fly (8), K. Arcana (10), K. Dungeoneering (10), K. Religion (10), Lingusitics (10), Lore (Drow Noble houses) (9), Lore (Sehanine Moonbow) (9), Perception (17), Ride (9), Sense Motive (17), Spellcraft (5), Stealth (16), Survival (9), Swim (10)
Languages Common, Elven, Drow, Thorass, Draconic, Undercommon, Aklo, Abyssal, Infernal
SQ Drow Blooded, Kindred Raised
Other Gear Handy Haversack, Silver Holy Symbol, Spell Component Pouch, Belt Pouch, Soap*, Grooming Kit*, Bedroll*, Messkit*, Waterskin*, Trail Rations (10)*, Waterproof Bag*, 50' Silk Rope*, Smoked Goggles, Belt of Physical Might (+2), Headband of Mental Prowess (Acrobatics, Thorass) (+2), +1 Training Elven Curved Blade (Extended Bane), +2 Mithral Comfort Agile Breastplate, Pink Rhomboid Ioun Stone (+2) in a Wayfinder, Boots of Striding and Springing, Wand of Cure Light Wounds (50), Cracked Dusty Rose Prism Ioun Stone
(* indicates in the Haversack)
4541 GP 1 SP 9 CP// 105000 XP
--------------------
Special Abilities
--------------------
Studied Target +3 (EX)
Agile Feet 6/6 (SU)
Monster Lore +4 (EX)
Stern Gaze +5 (EX)
Cunning Initiative +4 (EX)
Track +5 (EX)
Bane 14/14 rounds (SU)
Shadow Duplicate (rogue talent) 3/3 (SU)

Background:

Narciso was born to an unwanted union between a human mother he does not remember and an elf father he never knew. The human civilization wanted nothing to do with him once born, and the nearby Tel'Quesir of Cormanthor refused to even hear their case, so an elder took the child to a half elvan village near Essembra at the edge of the forest of Cormanthor to care for him as one of their own. It did not take long for his new parents to notice how uncomfortable he became in the daylight. Fortunately, they were worshipers of Sehanine Moonbow and they merely adjusted their lives for a nocturnal lifestyle.
As time went on, the hue of his skin darkened even more than it was as a child and his hair never colored past the bone white he showed as a baby. It was not long into his childhood he discovered the white hair was a source of unrelenting teasing, so had it shaved, a style he still uses to this day. Unsuited to most daytime tasks, Narciso was drawn to the faith of his parents as its tenets provided solace from the infernal light of day. Once again, his heritage stood in the way of a priestly life, but the church had another path for him. Master inquisitor Faerandruil Ildacer recognized his potential and took a great interest in Narciso's future.
While he was training for this new life, his village was raided by drow, a known threat in this area of the dales. Disheartened and forlorn over the loss of his parents in the raid, Narciso gave himself fully to the program under the clergy and was anointed a full fledged Inquisitor in her name. Shortly after, he received a vision from his goddess answering his question of pursuing his own interests or hers in deference to the hole in his heart where his family used to reside. She spoke to him and convinced him the path ahead required his initial sacrifice and to do the churches bidding for a time, but one day, on a day he would know, he would be granted his chance to reconcile both the hole in his heart and his faith in his goddess.
As a student of the Moon Goddess, Narciso was not very good with her holy weapon, but when tested with a two handed blade, he excelled. This fact coupled with his inherent faith gained him a final reward before his release from training, the Inquisitor's Blade (his preferred weapon). It is a holy relic only granted use to those who show exceptional skill in its use, which Narciso demonstrated time and again. He also took particular interest in the travel aspect of Sehanine Moonbow's portfolio and wandered the dales spending much of the intervening time of last several years dealing with lycanthropic incursions waiting for the day he can bring his hatred and vengeance on the despicable drow, all the while learning everything he could about drow society, language, and mannerisms.
Often alone, he was not above combining efforts with local talent or Harper agents to complete his missions. He took jobs from personalities all over the dales, but this is the first time he will present himself to Randall Morn since his return to Daggerdale.
Secrets: He desires vengeance for his parents, whereas his faith warrants justice; it is a thin line, but one he struggles with and may cross. Secret: He does not know who his true parents are, human or otherwise.

FCB went to HP for three levels and the rest went to extra spells. Background skills are the 2 Lores, Linguistics, and Craft. If chosen, I will create an alias for the character.


Hello all...I have been following along and got the invite, so I will fill the same role the other player who dropped would have with a bounty hunter/pilot and will gen up a character by the end of Saturday. Looking forward to where this takes us...


Blaydsong wrote:

Okay. So I got my stuff together to provide an official submission. Let me introduce:

** spoiler omitted **...

Blaydsong,

I took a quick peek at your build and two things stuck out. The DM is using the elephant in the room optional rule set which removes Power Attack and Deadly Aim as feats and turns them into combat options, which frees up two feats for you to choose. Also, the calculations for those options as presented in your sheet are short, should be -1/+2 for level 1, level 4, and an additional at level 8 for a total of -3/+6. Those are the only things that jumped out at me.

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