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Organized Play Member. 279 posts (1,831 including aliases). No reviews. No lists. 1 wishlist. 5 Organized Play characters. 19 aliases.


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At work so can't really find any references for or against, but technically if they're flying they need to make fly checks every time they take damage + if they do drop down and try to lift off I definitely should be able to trip. But as I said I'm fine either way. If they're gone they're gone :) Would like someone to find the rules on that for personal reference in other pathfinder games :)


Where would one find this and other similar FAQs?


As Movin suggested I've taken the Signature Moves trait for my focus item. I've currently made it into a darkwood Hanbo which I will be wielding when casting my spells (and possibly trying to hit someone with in melee, but most likely failing miserably ;)) and when not in combat or casting spells he will use it as a walking stick.

I was wondering one more thing about mystweaving, it states that a wizard (and any other arcane prepared caster) can cast spells from their spellbooks by reading it from his book in a similar fashion as a scroll.
I was wondering how this exactly works? Does the spellcaster grab the book from his belt, read the relevant passage to "temporarily memorize" the spell, then puts it away and starts casting?
As it would seem problematic to me if they would actually have to be still holding the book while casting. Book in one hand, focus item in the other, spell components in the ?? and then they still need to do the gestures :)

If it is as I think, does the 1 round / spell level that it takes extra take into account taking the book out and putting it back?

Nice map. I'm thinking my character traveled to Arglondar through the following path :
Kamaja --> Khandalar --> Ghan Tiva --> Teltamar --> Arglondar

What languages would I have realistically picked up you think travelling through these areas?
What do the people from Ghan Tiva speak? From what I read, they are quite renowned for their magic. My character will have probably spent a considerable time there, possibly learning some of the languages from the Korthas region. Also will have joined a mage guild there and most likely acquired his focus item there as well.
Currently I'm thinking my character would know the following languages :
Kamajan, Draconic, Arglondaran, Malaborian + language of Ghan Tiva?

Don't know where Sabrik is from and how he traveled so we could have met anywhere along that path.


Still working on my character. It's been a bit busy the last couple of days.

Uncertain what other languages I would take, but I will hail from Kamaja.
I'm still reading through the setting book to have a better idea for my background other then lore seeking Ikaiji :)
I did notice that Kamaja wasn't on the updated world map in the discussion topic. Would maybe give me a better idea of what places he might have visited before ending up in Arglondaran.

You can already view my work in progress under this alias as that's where I put my characters before making a full alias for them.

I did wonder one thing though. Some spells normally have a casting time of 1 immediate action (like feather fall). How would that work with mystweaving?


.


@Movin, Problem about the evoker elemental swap ability is that is works only with the evocation spells not just spells with elemental descriptors, when there are actually quite a bit of elemental spells in the conjuration branch, especially in low level part. But it is on the list of things I might want to grab as the character progresses :) (As usually is the case, I will be starved on feats/abilities for everything I want to have ;))
Orc bloodline doesn't seem fitting apart for the damage bonus. But to be quite honest, I think I'll be doing quite a bit already due to potent spell and other factors (if it's one of the spells selected from the lore seeker trait, dense myst, ...)

@Chingo,
Glad you had a nice birthday.

Most prepared arcane casters already get their casting stat mod of 1st level spells at character creation and it might be kinda weird that they then suddenly get another lvl 1 spell known if their INT raises later on.
But I'll just make the character without this part included and add on whatever gets decided :)

About regaining energy. I think it might also make a difference in what area you sleep, how dense is the myst there? And then there could be something said about focused meditation. Can't be done for longer than a certain amount per day (15 minutes, 30 minutes maybe an hour?) which could make you regain a certain amount of points dependent on several factors (myst density, persons CON stat, spellcaster level, extra items used while meditating like incense or herbs, ...). Of course you need a relatively quiet place and can't do it when on a moving object like a cart or boat.

Like has been asked in the discussion thread, what are languages I could pick for my character? I don't know what languages Ikaiji start with but I should have those +4 from high INT.

Another thing, what's the defense bonus for arcanists? so i can add that to my defenses :)

[edit:]Something about energy vs psionic power points. I noticed you use the same point cost per spell level, but you use a different progression of points per level as currently it seems you start of with more (not taking into account the Bonus power points based on level and ability score but that energy drops behind greatly compared to power points. As one would have 100 energy +bonus from CON mod at level 20 independent of class where a psion (full caster psionic) would have 343 + bonus power points based on their casting stat, which would realistically be between 50 and 100 points (casting stat between 20 and 30). A marksman or psychic warrior (hybrid classes) even have 128 power points at lvl 20. Then there is the added fact that you don't really want to use the last 25% of your energy unless absolutely necessary as you will get fatigued and drop unconcious at 0. I understand that you want mystweaving to be powerful but dangerous to use without thought, but in a system that theoretically allows psionics as it is, one might think the risk does not way up against the reward. (Especially for spellcasters that can't see the density of the myst as my character will be capable of doing.) I'm not certain what exactly to change about the energy one should get per level, but I think the 5xlevel might be to simple of an equation. I'll see if I can come up with a suggestion, as giving critique is one thing, it might be handy if I also come up with a possible solution to my perceived problem :)

Even if nothing changes I still plan on playing the character I proposed. Just thinking further than just this character and towards the future :)

[/edit]


Hope you enjoy the birthday guests :) Quick reply before I go to bed.

About the extra spells known due to INT. Would I just use the ability score table and with an INT of 19 know 1 extra lvl 1, 2, 3 and 4 spell, but of course have no use for the 2 till 4 before I get to higher levels? Does seem a bit weird. Need to look into it some more.

Although it would be "raiden"-based, I was thinking more than 1 element.
Lore Seeker looked like a nice trait as I was viewing my character as a traveling mystweaver in search for more knowledge about the mysts and magic in general.

How do you read that Favored Class Bonus? It just adds 1 to the total points an arcanist can have in a day, not to the base amount they start with, as that would negate the gnome version.

Good point about the healing spells and restoring energy. But they should have some way of restoring it as otherwise they will run out of energy, especially when you look at higher levels.

Will look into shared background, but first finishing my character.
I'm probably going to stick with basic arcanist for more freedom with my arcanist exploits and such.


I'm currently busy making the Raidenesque arcanist

I think transferring energy into arcane reservoir points might be interesting.
I know that an arcanist has several things that interact with his spell slots (and not his spells prepared) like:
- the fact they get bonus spell slots based on his INT-mod
- the counterspell exploit stating that you must use a spell slot of at least 1 level higher (or the same if you had it prepared)
- the lvl 20 capstone ability which normally allows them to spend 1+spell lvl in arcane reservoir points to cast a spell instead of using the available spell slot.

I haven't read them all, but most things might be exchanged with the energy system :
- counterspell (and its greater version) requiring energy expenditure equal to the amount you would normally need to use for the spell slot you normally would use.
- the lvl 20 capstone allowing you to use arcane reservoir points to cast spells rather then the energy you normally would (would be a big boon for arcanists I think)
The only one I'm uncertain of is the bonus you normally get from INT? Extra energy, similar to how bonus power points work for Psionics? Or extra prepared spells / spells known? (as this would also effect most other spellcasting classes, it might be best to make it a general rule :))

I was thinking of at least making one of my traits the one which makes me capable of getting the focus item. Still looking for a fitting other trait.

A few more questions.
1) Does what little information they know about the myst fall under knowledge(arcane)? If not which one does it fall under.
2) Knowledge about Ikai and where they come from, under what knowledge does that fall?

I currently have Knowledge(arcana, history, planes & religion) as the ones selected for my character.

3)Which of these favored class bonuses do you think would be more fitting for the Ikaiji?
Dwarf Add +1/4 to the arcanist’s effective caster level when determining the effects of the arcane barrier and arcane weapon arcanist exploits.
Elf Increase total number of points in the arcanist’s arcane reservoir by 1.
Gnome Add +1/6 to the number of points the arcanist gains in her arcane reservoir each day.
Half-Elf When casting arcanist enchantment spells, add +⅓ to the effective caster level, but only for the purpose of determining duration.
Half-Orc Gain a +1 bonus on concentration checks made due to taking damage while casting arcanist spells.
Halfling Gain +1/6 of a new arcanist exploit.
Human Add one spell from the arcanist spell list to the arcanist’s spellbook. The spell must be at least 1 spell level below the highest level the arcanist can cast.


Going to try and make a chracter today.
It's a toss-up between an Ikaiji Arcanist and an Akavali Vitalist

Got some more questions, again about mystweaving :
1) An arcanist has a number of spells they prepare each day and a number of spell slots they can use to cast spells. Technically, in the mystweaving system the only limitation is Energy right? So for that part they are technically irrelevant right?
1a) An arcanist gets the ability to consume spell slots to regain points for his arcane reservoir, so in that way they would not be useless right?
1b) How does this interact with things like Arcane Mastery which gives you 1 extra spell known or 1 extra spell slot depending whether you are a spontaneous or prepared caster? I would assume an arcanist would get an extra spell they could prepare each day, as that is seems to be the intent of this feat. (having 1 extra spell available to you each day)
2) What is your view on the Infernal Healing spell?
2a) Is it bad/evil to use it?
2b) It gives the person it is cast upon fast healing. Does this restore energy?
2c) Could it be possible to refluff the spell as something like "Myst Healing", using the raw energy of the myst around you to restore health and energy? Which would negate the "bad/evil" part.
2d) Can I take the Jolt cantrip as one of the cantrips I know? It's one of the blog cantrips and aren't part of the basic set, but I just like the flavor of it. (One of the reasons is because the Ikaiji picture makes me think of Raiden from mortal kombat :))
3) Are there any Ikaiji specific background traits?
4) What's the normal starting age of an Ikaiji? How old can they become?

I ask all of this because I was thinking of making the Ikaiji Arcanist look a lot like the picture in the book and be very in tune with the Myst around him and use it to power his elemental magic but also to channel the Myst inside him (arcane reservoir/arcane exploits). I'm also planning on taking the following exploits : Potent Magic, See Magic (I know mystsight already gives me detect magic at will, but this would be an enhanced form sort of due to the added effects), a few of the elemental exploits and most likely the Sonic one as well. Not necessarily in that order.


4d6 ⇒ (2, 2, 1, 1) = 6 <-- that's another 5, I assume you will allow me one more reroll.
4d6 ⇒ (1, 6, 4, 2) = 13


I still have some questions, but I think I have enough of an idea to start building my character. Still not certain which way I would go :)
A bit divided on what to play, as I would indeed think the Akavali Vitalist has much potential, but from what I read it would not be much affected by the mystweaving spellcasting system.

Let's see what the dice rolls have to say.
4d6 ⇒ (5, 4, 6, 6) = 21 17
4d6 ⇒ (2, 3, 4, 4) = 13 11
4d6 ⇒ (6, 6, 1, 5) = 18 17
4d6 ⇒ (4, 2, 6, 6) = 18 16
4d6 ⇒ (5, 5, 4, 6) = 20 16
4d6 ⇒ (1, 1, 2, 2) = 6 5

Hmm, That's a very funky stat division. Wouldn't know how to put these, as a 5 is quite limiting for most stats :)

So now back to the questions :
1) Assuming I read your answer correctly that "Psionic manifesting works with its own rules."
1a) Psionic characters do not interact with the myst?
1b) Do not use energy?
1c) just use the rules found in the Psionics Unleashed book for powers known & power points per day?
2) Would a vitalist using his Collective ability be capable of separately influencing the amount of HP and Energy a person heals. Or does the Energy replenishment go where the distributed HP go? (I'm assuming this last one, but would seem funky as a concept to me.)
3) As we would be starting with average starting wealth I am uncertain how one would start with a focus at lvl 1, but I could be wrong.


Thanks for the quick response.
I'm thinking of playing some form of spellcasting person as it seems like an interesting, yet somewhat difficult system. :)
I've got a few more questions :
1) Does Psionic manifesting work with the same rules as mystweaving or does it not interact with it at all?
2) Akavali get "racial" power points, which state that they get added to a psionic class as bonus points if they actually take one, but what does "The akavali's natural psionic ability functions as that of a psion." mean?
3) Again about the Akavali, the racial feat Mind Over Body, states that they may use their WIS mod instead of CON mod for hp. I assume it only affect that and that Fortitude saves and Energy score (if relevant) is still based on CON.
4) How do lvl 0 spells/powers interact with mystweaving? I assume they don't cost energy?
5) Am I reading the mystweaving rules right in that prepared arcane casters (wizards, witches, ...) don't automatically learn new spells at level up, but the spontaneous ones do? How difficult is it for a wizard to learn new spells?
6) Energy replenishes with the use of potions/healing spells. At what rate do they replenish? The same amount as HP regained?
7) Does Energy also replenish from supernatural/extraordinary abilities such as an Akavali's Accelerated Healing I or II (if they took those feats) or for example a cleric's channel energy ability?
8) What happens if you take damage while mystweaving? (For example, you are taking more than one round to cast your spell and someone hits you with a sword)
9) Can you interrupt mystweaving yourself and continue at a later point? For example, weave one round, move twice the next round, weave again the round after?
10)Can one combine mystweaving with other actions? Moving with one action, while weaving with another, maybe even actively defend yourself while weaving?
11) Is it realistic for a lvl 1 character to have a magical focus item to reduce casting time? (or in other words, what does such an item cost?)

Hope you don't mind the amount of questions :) I also know that I am mostly asking questions about mechanics, but this is mainly so I don't have to be busy wondering about it when it might happen and I can focus on the other aspects of the game.

I'm currently looking mostly in 2 directions qua character :
An Akavali Vitalist or an Ikaji of currently undetermined class.


Have loved reading all these interviews. Wish I could throw my chef's hat in the ring, but I'm sure I wouldn't make such a beautiful interview.

I do plan on reading the actual campaign as it sounds like it's going to be a blast. :)


Hi,

Haven't had the time to fully dig into the pdf. Some things did pop out to me :
- Is there a specific reason why races have hit dice?
- If I'm reading the rules on mystweaving right, the fact they have to spend several actions weaving the myst will not be the biggest problem for spellcasters. The fact that you also have a limited energy pool which restores slowly will eventually be a bigger problem. But I think that is the intention of the rules. Correct me if I am wrong.
- How do spell-like abilities interact with the rules on mystweaving?
- In the races document you have the Akavali. They are natural Psionics. Which Psionics ruleset does one use for these? (If one would want to be a psionic character). And how does Psionics interact with the mystweaving?
- You mention the feat Quick Casting I in this topic and Perfect Two-Weapon Fighting in the pdf. I assume these will be added to the document at some point.
- Is there a list of the Defense Bonus progression for classes not in the pdf? And are there any changes to these classes? Like for example the regular fighter you mentioned getting armor compatibility.
- Am I getting it right that armor gives you a bonus to your AC, but also grants that same bonus as DR?

One more question. What's the starting level? I am currently assuming 1, but I can't find it anywhere in your opening post.


stat 1: 4d6 ⇒ (1, 5, 2, 6) = 14
stat 2: 4d6 ⇒ (5, 3, 4, 4) = 16
stat 3: 4d6 ⇒ (6, 4, 6, 1) = 17
stat 4: 4d6 ⇒ (4, 1, 5, 4) = 14
stat 5: 4d6 ⇒ (3, 2, 5, 6) = 16
stat 6: 4d6 ⇒ (1, 1, 2, 4) = 8

reroll stat 1: 1d6 ⇒ 4
reroll stat 3: 1d6 ⇒ 6
reroll stat 4: 1d6 ⇒ 1
reroll stat 6: 2d6 ⇒ (5, 4) = 9

second reroll stat 4: 1d6 ⇒ 6
15, 13, 18, 15, 14, 13

Not certain what I'd be making.

I do have a question, you stated in your opening post "Max staring lvl is 3 so keep it low."
What do you mean with this? Does it mean the starting level is 3 or?


I have decided that I will not make a character. There's to much I don't know and I feel I don't have enough time available to me to dedicate to this.

Thank you for trying to help making a character with me and I hope you all have fun :-)


Found a wiki with a bit of information on the different classes and some other things about character creation.

Current ideas I have in my head from the little info I found:
1) a jayan Weaponsmaster wielding 2 of the biggest weapons he can. Possibly one-handing Two-handers due to high strength.
2) a human or daimah Tao or Technician. Eventhough there is little information about it, the Ki abilities sound interesting. Although I'm not certain where they would fit in a "viking-esque" society/place.
3) a human stealthy assassin type, but definitely doesn't seem to fit with the viking-esque idea.


Don't have time to wrap my head around this, but I think it might be due to 2 big factors :
1) gestalting with an NPC class
2) not knowing which class you're going to be gestalting that NPC class with.

Just my 2 cents.

Hope you find someone :)


From what I can tell people are going for the following:
Sersi: Human Paladin or Daimah Ranger
Kip84: Jayan ?? (probaby something in the fighter line)
Maiyr: Daimah Technician or Human Wizard

Was thinking something along the lines of a viking-esque warrior wielding a variety of weapons (2 axes, 2 maces, something big, thrown javelins, ...) and wearing heavy armor, probably taking the weaponsmaster class. Either a human or Jayan.

Might fit as a second frontliner next to Kip84's character.


Still interested.

8d10 ⇒ (3, 7, 9, 8, 9, 3, 9, 7) = 55
2d10 ⇒ (7, 4) = 11
1d10 ⇒ 6
7,7,9,8,9,6,9,7 after rerolls.

So what do I need to do next for character creation?
Maybe you could PM me some info? (what are the different stats and some of the possibilities of what I could play)

PS: Not certain if the lowest stat to 9 was only if you had a 5, so you just tell me if I am allowed to change that 6 up to a 9.


I had been debating between black and silver myself. Eventually chose black to go with one of the original ranger colors :)
So if TakXT wants to have black, I would be fine with becoming the Silver Gorgon.


I think I'm done with my 1st lvl iteration.

Presenting Zurizar, the Black Gorgon ranger:

Zurizar (unmorphed):

Male Half-Orc Monk 1 (Martial Artist)
NG Medium humanoid (Human/Orc)
Init +2; Senses Darkvision 60 ft, Perception +8
--------------------
Defense
--------------------
AC : 16 | T : 16 | F : 14 (+4 Wis +2 Dex)
HP 8 (1d8+0)
Fort +3, Ref +5, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike +2 (1d6+3 20/x2 | B )
. . Flurry (Unarmed Strike) +1/+1 (1d6+3 20/x2 | B )
. . Temple Sword +2 (1d8+2 19-20/x2 | S )
. . Flurry (Temple Sword) +1/+1 (1d8+2 19-20/x2 | S )

Ranged None
--------------------
Statistics
--------------------
STR 14 DEX 14 CON 10 INT 10 WIS 18 CHA 10
BAB +0; CMB +2; CMD 18(19 vs Grapple)
Feats Pummeling Style, Scorpion Style
Traits Heavy Hitter, Iron Control
ACP 0
Skills
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
[ranks]+CS bonus+Stat Bonus+ACP+other=Total
*Acrobatics [1]+3+2=6
*Climb [0]+0+2=2
*Craft(X) [0]+0+0=0
*Escape Artist [0]+0+2=2
Heal [1]+0+4=5
*Intimidate [0]+0+0+2=2
*Knowledge(History) [0]=/
*Knowledge(Religion) [0]=/
*Perception [1]+3+4=8
*Perform(X) [0]+0+0=0
*Profession(X) [0]=/
*Ride [0]+0+2=2
*Sense Motive [1]+3+4=8
*Stealth [0]+0+2=2
*Swim [0]+0+2=2

SQ
Monk
Monk Bonus Feat Scorpion Style
Flurry of Blows (Ex)
Stunning Fist (Ex) 1/day DC 14
Unarmed Strike 1d6
Half-Orc
Intimidating Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Languages Common, Orc

the Black Gorgon (Morphed):

Male Half-Orc Monk 1 (Martial Artist) Power Ranger
NG Medium humanoid (Human/Orc)
Init +3; Senses Darkvision 60 ft, Perception +9
--------------------
Defense
--------------------
AC : 22 | T : 18 | F : 19 (+5 Wis +3 Dex +4 NA)
HP 19 (1d8+1d10+1)
Fort +4, Ref +6, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cestus +7 (1d8+6 19-20/x2 | B or P )
. . Flurry (Cestus) +6/+6 (1d8+6 19-20/x2 | B or P )
. . Unarmed Strike +6 (1d8+6 20/x2 | B )
. . Flurry (Unarmed Strike) +5/+5 (1d8+6 20/x2 | B )

Ranged None
--------------------
Statistics
--------------------
STR 20 DEX 16 CON 12 INT 10 WIS 20 CHA 10
BAB +1; CMB +6; CMD 24(25 vs Grapple)
Feats Pummeling Style, Scorpion Style,
Weapon Focus (Cestus)
Traits Heavy Hitter, Iron Control
ACP 0
Skills
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
[ranks]+CS bonus+Stat Bonus+ACP+other=Total
*Acrobatics [1]+3+3=7
*Climb [0]+0+5=5
*Craft(X) [0]+0+0=0
*Escape Artist [0]+0+3=3
Heal [1]+0+4=5
*Intimidate [0]+0+0+2=2
*Knowledge(History) [0]=/
*Knowledge(Religion) [0]=/
*Perception [1]+3+5=9
*Perform(X) [0]+0+0=0
*Profession(X) [0]=/
*Ride [0]+0+3=3
*Sense Motive [1]+3+5=9
*Stealth [0]+0+3=3
*Swim [0]+0+5=5

SQ
Monk
Monk Bonus Feat Scorpion Style
Flurry of Blows (Ex)
Stunning Fist (Ex) 1/day DC 15
Unarmed Strike 1d6
Half-Orc
Intimidating Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Suit 1 min, full-round action
Improved Damage (Ex) 1D6 --> 1D8
Improved Natural Armor (Ex) +2 NA
Ability Increase (Ex) +2 Wisdom

Languages Common, Orc

Background:

Zurizar is a martial artist who works and trains in the Golden Kirin Martial Arts Dojo, where he has spent most of his life. Sensei Wu Fei Zhang found him when he was just a small boy. Through his teachings Zurizar learned to control the anger that burns in his veins and direct it outward when necessary. He spends most of his time training, but from time to time he goes out into Almas, exploring the grand city.

Feedback, comments and suggestions are welcome and appreciated.


Still building my ranger, non-morphed is mostly complete, moving on to morphed form.

I have decided that he will be the Black Gorgon rather than the Green Basilisk (both creatures possibly petrify their opponents, the Gorgon is just slightly more aggressive about it ;))

I was thinking of having my ranger weapon be a cestus styled in the shape of a (small) Gorgon's head. Got this inspiration when googling cestus. Not certain where it all could fit on the combo weapon, but my first thoughts would be the grip/base of the gun or the end of the muzzle.

I had a few more question.
- Can we use the racial Favorite Class Bonuses and alternate race traits?
- Am I right in thinking that when we are morphed we use our BAB or the Ranger form BAB whichever is higher?

SirGeshko wrote:
-If you're intent is to focus on unarmed strikes, gloves, gauntlets, or an Amulet of Mighty Fists would be appropriate. You'd use your monk damage, though you could not stack enhancements from the Mighty Fists and the weapon itself. Also, keep in mind the logistics of combining your weapons for the "Lets Finish This" Power Blaster/Combo weapon.

- If I choose the cestus, would it give me both the effect of monk unarmed strike damage and the fact that the cestus makes my strikes into Bludgeoning or Piercing damage and crit on 19-20, or is it just that it looks like a cestus but for all intents and purposes I use unarmed (crit on 20, only bludgeoning damage, ...)

- If I would take feats to improve my abilities that require a specific weapon/attack (weapon focus, improved critical), would I need to take it for unarmed attacks, cestus or both?

Sorry for the long questions concerning the weapon, but my intention is to have a weapon I would actually be using in ranger form and not just be like, yeah I have it but I'm just doing unarmed strikes because they are better or whatnot.

I hope I'm making a bit of sense.


Things I was hoping to apply to my unarmed strikes: (obviously can't take them all at lvl 1)
Increased Damage
Reach
Pull (only useful if I can take reach)
Push
Energy Damage
Bleed (maybe)

Might be more, but didn't look at the higher evolutions yet.

Was also going to take improved NA to increase my ac a bit while morphed.

Maybe Eyes/Mask for the morpher. which share some visual aspects of the monster we represent?


Well I wasn't talking about taking natural weapons as evolutions, rather upgrading the unarmed attacks with the evolutions that apply to one specific natural attack.

I was wondering if that is a possibility?

The monk's unarmed strike ability states: A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

And my idea for a weapon was a cestus It could maybe be used as the grip of the "Lets Finish This" Power Blaster/Combo Weapon.

I figured that amulet of mighty fists and a "glove" weapon would not stack. Was definitely not my intention to do something like that.

Do we need to have the full build (lvl 1, 3, 5 and 9) by wednesday?

One more thing, how do the zords work? And do we need to build those as well already?


Hope I'm not to late. Got a character idea.
He would be a martial artist monk. Eventually getting the pummeling style feat line.

I've got a few questions:
- would the eidolon evolutions that work on natural weapons work on the monk's unarmed strike?
- Seeing as I would focus on unarmed attacks. I'm not certain what I would do with the power ranger weapon? Or would a cestus actually give me my extra unarmed damage? Thoughts?
- Also have no good idea for what monster to pick. I was maybe thinking basilisk and that I would emulate the petrifying gaze with my stunning fist attacks? Or maybe something that has one hard hitting attack (the thing I would emulate with pummeling style)? I'm open for suggestions.


I might be interested. I don't have a book though.
What would be the premise of the game? I'm assuming finding that sinister foe that looms underneath it all?


Welcome back Zedth, hope everything is ok.

Updated my sheet a bit. He now has a name and I also realized I had forgotten the human skill bonus, so he now has a few extra skillpoints added in.


hp: 8 + 4d8 + 5 ⇒ 8 + (7, 4, 6, 7) + 5 = 37

[edit:]With that, my character should be mostly finished. All that is left is giving him an actual name & filling in the details (name/location) in the background draft I had written previously in this topic + some equipment, but that shouldn't be a problem.

Crunch & background can be currently found under this alias. Will make a new alias if I get selected.
Thoughts, comments, feedback are appreciated as always.
[/edit]


Well, during the day ideas have started to solidify.

It's a rough draft of a background but here is the concept:
As I do not have a name yet, I shall call him Inquisitor X, makes it easier than constantly having to write descriptive terms.

Inquisitor X was a human hunter and follower of Erastil (profession, not the class ;)) who used to be part of a small town. He helped provide food and protection for his community by hunting the various creatures that lived in the forest nearby.

At some point the village came under the control of the World Order and although they were cruel, as long as the villagers did their part, provide tribute in the form of food and other commodities, they were mostly left to their own devices. Inquisitor X did his part, spending long hours in the woods gathering what he could so that they would have enough food to live and to pay the tribute.

This continued for some years, but the representatives of the World Order got greedy and demanded more tributes. Inquisitor X knew that if he hunted even more, eventually the wild life would not be able to recuperate from this. The thought of just killing and/or driving the World Order out of his village crossed his mind, but he knew they would strike back in retribution.

In desperation he prayed to Erastil for guidance. A magnificent Stag appeared in the forest and led Inquisitor X to a small natural spring in which he found a beautiful ring. He picked it up and when he held it in hand he was blessed with divine power.

Over the next few days, he rooted out the members of the World Order from his village and tasked the community to send the World Order after him if they would ever return to claim the village once more, hoping they would spare the village as it was an act of one "crazy" hunter.

He left his community and several months later found out there was a bounty placed on his head. He cared little for this as had become the embodiment of the Hunt. His prey? The members of the World Order and their puppet masters, the Devils from Hell.
It is like this that he has traveled for several years now striking targets of opportunity. He eventually joined the Consortium of Light, knowing that there is strength in numbers and they eventually have the same goal.

On the crunch side of things:
He would be a human Inquisitor of Erastil
taking point-blank shot, precise shot, rapid shot & extended bane as hit feats
Either going for the Recovery Inquisition (for the finding/tracking aspect of the hunt) or the Zeal Inquisition (to indicate his conviction)
I have a question concerning items. I was looking at the bracers of falcon's aim but I've heard the pricing isn't really right for the item, so I was wondering how much it would cost/if it would be allowed. Otherwise I'll probably spend the 4000 GP on a stat-boosting item so it will not make that much difference on the rest of my gear.

Thoughts? Suggestions? (Not good in naming villages so help is also appreciated there and whereabouts it might be situated.)
Should possibly be capable of finishing crunch rather quickly, but I don't have time for it anymore today.

[edit:]Question about feats, are teamwork feats from the Ranged Tactics Toolbox allowed as they have several that would benefit a ranged character like my inquisitor, mainly due to the Solo tactics ability. Examples : Friendly fire maneuvers and Volley Fire[/edit]


I wanted to submit a character for this game as it seemed fun, but I thought I wouldn't get anything in by the time the GM would decide + haven't felt the creative juices flowing to write a nice background :)

Idea I had in mind was a ranged inquisitor.


There seems to be a problem that does not allow me to make new aliases nor edit the name of an alias that hadn't made 10 posts, so the information is currently available under this alias. Will see what I can do to get that fixed.


Will do so as fast as possible. Currently not at my desktop.


Don't think everyone else rolled for Fate points, so here's my roll :
Fate Points: 1d10 ⇒ 10


Would there be room for that investigator I mentioned a bit up thread? Should be capable of having it finished around 1st of january I think.


Well my character is shaping up well, only need to finish the background.

Here's the character sheet without background :

Liam Kindall, the taskmaster:

Male Human Gestalt
Fighter 5 (Lore Warden) / Bard 5
N Medium humanoid (Human)
Init +5; Senses Perception +8
--------------------
Defense
--------------------
AC : 19 | T : 15 | F : 14 (+3 Armor +1 Shield +5 Dex)
HP 39 (5d10+5)
Fort +5, Ref +9, Will +4; +4 vs. bardic performance, language-dependent, and sonic; roll twice on saves vs diseases, take the better result.
--------------------
Offense
--------------------
Speed 30 ft.
Melee Whip +12 (1d3+6 x2 | S)
. . Dagger +10 (1d4+1 19-20/x2 | S or P)
. . Rapier +10 (1d6+1 18-20/x2 | P)
Ranged +10 Chakram (1d8+1 x2 | 30 ft | S)
. . Dagger +10 (1d4+1 19-20/x2 | 10 ft | S or P)
+2 damage with Arcane Strike
--------------------
Statistics
--------------------
STR 12 DEX 20 CON 12 INT 13 WIS 10 CHA 14
BAB +5; CMB +8; CMD 23
Feats Weapon Focus (Whip), Weapon Finesse, Slashing Grace (Whip), Whip Mastery, Combat Expertise, Combat Reflexes, Arcane Strike, Improved Whip Mastery
Traits Fools for friends, Threatening Defender
ACP -0
Skills
FCB Skills
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int),Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str) and Use Magic Device (Cha).
[ranks]+CS bonus+Stat Bonus+ACP+other=Total
*Acrobatics [3]+3+5=11
*Appraise [1]+3+1=5
*Bluff [0]+0+2=2
*Climb [2]+3+1=6
*Craft(Armor) [1]+3+1=5
*Diplomacy [0]=10*
Disable Device [0] /
*Disguise [0]+0+2=2
*Escape Artist [1]+3+5=9
Fly [0]+0+5=5
*Handle Animal [1]+3+2=6
Heal [0]+0+0=0
*Intimidate [5]+3+2=10
*Knowledge(Arcana) [1]+3+1+2=7
*Knowledge(Dungeoneering) [2]+3+1+2=8
*Knowledge(Engineering) [1]+3+1+2=7
*Knowledge(Geography) [2]+3+1+2=8
*Knowledge(History) [2]+3+1+2=8
*Knowledge(Local) [2]+3+1+2=8
*Knowledge(Nature) [1]+3+1+2=7
*Knowledge(Nobility) [1]+3+1+2=7
*Knowledge(Planes) [1]+3+1+2=7
*Knowledge(Religion) [1]+3+1+2=7
*Linguistics [1]+3+1=5
*Perception [5]+3+0=8
*Perform(Oratory) [5]+3+2=10
*Perform(Act) [1]+3+2=6
*Profession(Taskmaster) [1]+3+0=4
*Ride [1]+3+5=9
*Sense Motive [0]=10*
*Sleight of Hand [1]+3+5+2=11
*Spellcraft [1]+3+1=6
*Stealth [1]+3+5+2=11
*Survival [2]+3+0(+4²)=5(9²)
*Swim [2]+3+1=6
*Use Magic Device [1]+3+2=6
*Versatile Performance : Perform(Oratory)
²Only in Urban/Underground settings.

Spells
Lvl 0 : Light, Detect Magic, Know Direction, Mending, Message, Spark
Lvl 1 (5/day) : Cure Light Wounds, Alarm, Detect Secret Doors, Enhance Water
Lvl 2 (3/day) : Blistering Invective, Bladed Dash, Tongues

SQ
Fighter
Scholastic (Ex) Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.
Expertise (Ex) At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat.
Maneuver Mastery (Ex) At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.
Weapon Training (Ex) Flails +1
Bard
Bardic Knowledge (Ex)
Bardic Performance 14 rounds/day. countersong, distraction, fascinate, inspire courage +2, inspire competence +2.
Versatile Performance (Ex) Perform(Oratory) --> Diplomacy & Sense Motive
Well Versed (Ex)
Lore Master (Ex) 1/day.
Human
Heart of the Slums Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.

Languages Common, Undercommon, Infernal

Starting Equipment:

MW backpack 50 GP | 4 lbs
whip 1 GP | 2 lbs
*extra whip 1 GP | 2 lbs
Chakram 1 GP | 1 lbs x 3
Dagger 2 GP | 1 lbs x 2
Rapier 20 GP | 2 lbs
Spring loaded Wrist Sheath 5 GP | 1 lb x 2
MW buckler (155 GP | 5 lbs) → self-crafted 51,67 GP
MW Studded Leather (175 GP | 20 lbs) → self-crafted 58,33 GP
*artisan’s tools (common) 5 GP | 5 lbs
spell component pouch 5 GP | 2 lbs
canteen 2 GP | 1 lb
belt pouch 1 GP | 0.5 lbs
signal whistle 8 SP | -
*Gear Maintenance Kit 5 GP | 2 lbs
*mess kit 2 SP | 1 lb
*tent, small 10 GP | 20 lbs
*bedroll 1 sp | 5 lbs
*blanket 5 sp | 3 lbs
*journal 10 GP | 1 lb
*Ink 8 GP | -
*Inkpen 1 SP | -
*Oil 1 SP | 1 lb x 3
*trail rations 5 SP | 1 lbs x 6

* items in/on backpack

Outside of combat he will be a jack-of-all-trades, master of none. In combat he will be focusing on battlefield control with his whip, doing some damage where possible & bardic performances when necessary. :)


Guardsman Zaltys Mootz reporting for duty.
Weapon Specialist with meltagun & lasgun. Need to decide some minor details, but he's mostly good to go.

Advancements:

Ballistic Skill - Simple : 100 XP
Stealth: 100 XP
Dodge: 200 XP
Awareness: 200 XP

Stats:

Weapon Skill: 38 + 2 = 40
Ballistic Skill: 37 + 5 + 5 = 47
Strength: 33 + 3 = 36
Toughness: 29 + 3 = 32
Agility: 27 → replaced with reroll 38
Perception: 33 + 3 = 36
Intelligence: 28 - 3 = 25
Willpower: 35
Fellowship: 30

Other Details:

Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill.
Skills: Athletics, Survival, Navigate (Surface), Common Lore (Imperial Guard, War), Stealth, Dodge, Awareness
Talents: Die Hard, Rapid Reload, Lightning Reflexes, Street Fighting, Lasgun Barrage, Weapon Training (Las, Melta, Low-Tech)
Specialist Gear: Common Craftsmanship Meltagun, 4 frag or krak grenades
Wounds: 8 + 2 + 1d5 ⇒ 8 + 2 + (5) = 15
Standard Kit: M36 lasgun and four charge packs, suit of Imperial Guard flak armour, 2 x frag grenades, 2 x krak grenades
Regimental Kit: apply mono upgrade to standard melee weapon.
Equipment: chameleoline-coated armour

Universal Standard Kit:

One uniform
One set of poor weather gear
One laspistol (Main Weapon) and two charge packs → replaced by M36 lasgun and four charge packs
One knife
One flak vest → replaced by suit of Imperial Guard flak armour
One rucksack or sling bag
One set of basic tools
One mess kit and one water canteen
One blanket and one sleep bag
One rechargeable lamp pack
One grooming kit
One set of cognomen tags or equivalent identification
One primer or instructional handbook
Combat sustenance rations, two weeks’ supply


I mostly meant are there any "Heart of ?" traits that would not fit for someone being from Canorus?

One more question about mundane crafting in this game:
Can some of the mundane equipment we have be crafted (like our armor or weapons?) if we have the right tools/skills for them?


Got some time to build further on my idea today.

And some more questions :
- You stated that encumbrance will be tracked to a minimal degree. What do you mean with this? Not counting clothing the person is wearing or just not constantly checking if everything is up to date?
- I am building my human to be native to the colony. What Alternate Racial traits would be applicable? (Mostly looking in the direction of the Hearth of the ... ones) as most others are not really tied to an area.

Current background concept is as follows :
He is a former task-master in one of the mines/areas the colony delved for gold. He tried to motivate the workers under him with words and care, but used his whip when necessary.

When he saw the seeds of an uprising he knew there would come a time he needed to choose. He knew whatever side he chose he would end up with trouble. He could loose his life and/or his job, so he chose neither and decided to get out of there. He found a group of people with similar ideas, albeit for other reasons ...

Let me know what you think :)

4d6 - 3 ⇒ (6, 3, 5, 4) - 3 = 15
4d6 - 2 ⇒ (4, 2, 5, 4) - 2 = 13
4d6 - 3 ⇒ (5, 5, 3, 3) - 3 = 13
4d6 - 1 ⇒ (1, 5, 1, 6) - 1 = 12
4d6 - 2 ⇒ (5, 2, 2, 4) - 2 = 11
4d6 - 1 ⇒ (1, 1, 5, 3) - 1 = 9

Hmm, I think I'm going to go for 25 point buy.

@Reckless, I noticed you and I have the same base character class combinations, but I have gone a very different route. Hope it won't diminish your chances of getting in as I think it would be interesting to see both in action & in a party due to the backgrounds. Although my performances wouldn't stack with yours but that's a minor detail I think :)


I'm currently working on a Fighter (Lore Warden) / Bard, who will be mostly fighting with a whip, but will not get it finished now as I'm going to a family get-together. :)

happy holidays everyone.


Me again, got some ideas, but got yet another question.

If you have 2 classes that would give you the same type of "pet", how would they stack up together? Would you get 2 pets or just one?


Another question, are all paizo archetypes allowed? I ask because some archetypes include some things like guns or other such things.


Do we need to choose which methode of stat selection or can we roll and still take point buy if we're not satisfied with the rolls?


Hmm, looked it up. The only thing I would be able to buy right now is a portable alchemist's lab at 75 GP, otherwise I would not have any gold left for other items :)

regular alchemist's lab is 200 GP.

Don't necessarily need to be crafting alchemical items from the get-go.
I am mostly curious if I need some form of kit for my extracts and how much it would weigh (and cost if not assumed to be part of an investigator's starting gear).


Currently busy making a human (adopted by halflings) Empiricist Investigator who will be good at helping others shine in and out combat and will have a varied selection of skills. Will become better at it once he gets to around lvl 3 though. :)

[edit:]What does the Investigator need to create his extracts? And what would I need create alchemical items? (Do I need an alchemy lab/portable lab/...?) Was wondering what I exactly all need to buy with my starting gold :)[/edit]


I'm going to withdraw from this. Currently can't focus on creating the character I had in mind.

Good luck to all and have fun :)


Ok, no false focus then :)

Will look into the fact if I want to spend favor on spells like that, but I think I'll save it for other useful stuff :)

2 more questions :
- What is your opinion on Superior Summoning, if I use summon monster 3 to summon 1d3 monsters from Summon Monster 2 list, do I just get 1d3+1 creatures or do I only get the extra creature on a roll of 2 or 3?
- So any spell not found in the pathfinder core rulebook cost more to add to the spellbook. Does this also apply to the ones you get for free on level up?

Going to be building my character.

I hope you don't mind but I refrain from building an alias unless I get selected from a game. (Don't want to have to much unused aliases on my account :)) I will post the information in spoiler tags in this topic when I'm done with my character.


I was thinking of making an Arcanist with the occultist archetype. Planning on providing battlefield support through summons and some other spells when necessary.

Going to roll Hp already, I'm assuming 1st lvl is max hp?

Hp roll: 5d6 ⇒ (5, 6, 1, 5, 4) = 21

reroll of 1: 1d6 ⇒ 3

I have a few questions still concerning what you said what/where our character needs to be:

You say the character has to have been undercover in the church of Razmir for a few weeks. To what extant? church follower, upcoming "clergyman", ...?

Was this as a mission from the pathfinder society, the group's benefactor or some other goal?

I was asking because, if he would be trying to double as a razmiran priest, he would have some skills/abilities/items that might be different and I might even take the False Focus feat to improve on his "act" ;)

Something concerning character creation:

How much would it cost to have extra spells scribed in my spellbook?

The normal costs state a fixed price per spell level and normally half that in fees for 'being allowed to use another wizard's spellbook to copy from'. I was wondering if he would get a discount on that as he might be able to get spells from the libraries/wizards of the Society? (Just trying to figure out how much money of my total would be going into that :))

Do you have a deadline on when you would like to have the characters done?


I'm possibly interested.

I have some questions though :
- What's the current party composition?
- Are you looking for something specific to complement this group?
- Other than 20 pt buy any other character creation rules/limits?
- Which sources are allowed? Any banned/restricted classes/archetypes/...
- Any houserules/changes I should be aware of?
- Expected posting rate?


One thing to note in this specific example is that the Shield Champion archetype turns Shields into (non-improvised) thrown weapons with a range increment of 10 ft.

which just means there is no -4 penalty, because the threat range is exactly the same :)

And as stated before the weapon & shield enhancement together on one shield can have its uses. For the "defense" shield to get the defending quality (which I will not be using, because I honestly don't think I'll be needing that +5 AC that much with all the other stuff I have), but I was also looking into it to get the Merciful enchantment on it so I can hit people without necessarily needing to kill them :)

And for an attack shield it's still interesting to have it at least also be a +1 AC shield with the Bashing enchantment for increased damage...

Didn't even think about Shield Master adding the AC bonus as attack/damage bonus when attack with the shield as I wasn't certain how everything would stack together.

And like Graah! stated, most of these ideas from both sides of the conversation might be true, what matters is the GM's opinion on this. :)

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