Hobgoblin Battle Priest

Throg Sophas's page

64 posts. Organized Play character for Walter Lindie.


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Stunning fist says a foe. So a foe. Probably so you can't whirlwind attack with it.

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N N 959 wrote:
For me, this settles the issue. Until Paizo "explicitly" tells us that "force a creature" means you can target yourself without an "explicit" instruction to do so, it does not work to the benefit of the caster. By RAW it can still work on allies, but that doesn't seem to be the intent.

I don't understand why force a creature is you big sticking point Haste Forces a creature to get +30 movement speed but no one has ever ruled casters can't benefit from the effect if they are within the range of effect. Creatures/level within 30 ft.

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Only those three can stack on aberrant you would have to talk with your GM.

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Regen good means that spells that do good damage and good alignment weapons such as holy pause regeneration for that turn. They have to take damages so good alignment spells like cure light wounds wouldn't stop Regen unless the PC is undead. If the PC can trick the spell into thinking he is good most but not all good spells that deal damage will do no damage. Good aligned weapons will always do good damage and always end regeneration good.

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Vigilante has some options where your alter ego's alignment is used instead of yours. So if you were LE and your alter ego was LN holy smite has a 50% chance of effecting N rather than evil. You can also be the LN ego Al the time but it would also shift alinments with your actions.

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Most of the animal companion archetypes trade away share spells and can't be stacked. Accursed companion, totem guide, and precocious don't but also don't give uncanny Dodge. What is the other archetype you are planning to use. If it trades share spell these are your only non 3pp choices sans gm fait.

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It also matches poorly with wave strike which is a feat that has more prerequisites bit specifically stated it it only works on the first round of combat but you need to use bluff and it costs a swift action. Thematically I can see it working you drop your dagger and seem to strike your enemy with a fist then wham sudden flourished dagger.

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It feels like the same sort of issue as what happens to a feared paladin after he leaves an aura of cowardice.

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In RP I see merciful weapons as the opposite of heartseeking. Instead of the weapon unerringly aiming at the font of life the weapon guides your hand to places that cripple.

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The word draw there is super annoying. Use instead would make this so simple. But RAW seems like make a free feint check with every draw as it says when you draw tying it to that action. Technically you could feint every round as long as you keep dropping and drawing new weapons. Maybe drawing and sheathing the same weapon would be fairer. I don't know, but RAW wording attached the action to the draw.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Sorry for the sudden decision but I am withdrawing from the game. Have an angry crowd kill me.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

I am sorry for the worry your family is feeling.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Throg wanders the fair keeping himself distant from the majority of the festivities.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Did we lvl?

Throg proceeds to let out a long sigh of relief as they separate from the survivors of the other caravan. Before making sure his Silver Shields armband is clearly visible and smiling at Hanz Heading toward the puppet show. Turning toward the others he says

I would prefer if I could travel with one of you guys less chance of any unfortunate issues. Though I can probably manage to travel on my own if it would be a bother. We can probably pick up work back to base after its over and this town seems like a wonderful diversion during the Festival don't you think.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Throgg maintains his position and keeps a look out for any attack.

perception: 1d20 + 8 ⇒ (10) + 8 = 18

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Throgg begins following the others back around the caravan placing a wagon between him and the mad man.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

perception: 1d20 + 8 ⇒ (15) + 8 = 23

O thank God a distraction.

Throgg heads toward the Wagon.

There was an attack but it seems they left enough for the Raiders to come back we should leave now.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Throgg takes a few peeks at the crazy guy.

Yep, elves I would rather have to deal with elves than this broken man. I could talk to elves even if I had to talk really really fast.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Continues to be silent.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

oh this is just my day

Throgg is very silent and squints his eyes so the orange glow is less visible.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Hearing one oh his employers vacillate between impatience and blatant greed Throgg looks over his compatriots and gives a nod.

Well your the boss he says as he rubs his forehead we should probably move up more just in case.

Sighing audibly as he kicks his horse into a trot Throgg moves his horse 150ft in front of the lead caravan wagon. He slows down a bit and tries to maintain that distance between him and the wagon.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Throg follows suit sliding off his horse slowly while making sure his spell component pouch was on his side and that his monocle was firmly screwed into his eye.

A dozen bandits by Kelisa's words. But where are the bodies and where is the smell of blood. Three wagons should have at least 6 and they should have killed at least one of the horses just to stop them?

If possible I use K.Nature to figure out how long the wagon was burning.

K.Nature: 1d20 + 8 ⇒ (11) + 8 = 19

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

I hope she will be well.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Perception: 1d20 + 10 ⇒ (19) + 10 = 29

Throg keeps his eyes down and ignores her.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Trained to be pretty what is wrong with humans. Keeping someone from being usefulness just means that they are a burden. No wonder they have never managed to whip out outside threats.

Throgg thinks in confusion.

Well since you have the other half of the investment shouldn't she be taught to be useful? You wouldn't want her slowing you down.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Keeping watch on the sides still Trogg heads to the head of the caravan to relay the news and describes the girl to him in detail.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

sorry about missing stuff. I guess I would be on the left side of the caravan maybe 10 ft from the nearest wagon.

Throgg removes his helmet and tucks it onto his horse's pommel as the sun gets directly over head. After hearing about the people coming up on their rear he takes a hard look at the forest around him worried about this being a distraction for an ambush.

perception: 1d20 + 8 ⇒ (16) + 8 = 24

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

I would need either first or last watch due to arcane magic rules.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Of course, of course we Shields are always prepared.

As he places his monocle on his face and trys to read what the young woman is writing.

perception: 1d20 + 8 ⇒ (13) + 8 = 21

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Following the group Throg sticks toward the back using Hanz to overwhelm his presence.

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I totally want to make a crafter wizard. Since I can't be an artificer and get 13 extra feats on an already good class with lvl 6 spellcasting and the ability to cast any spell at all as a standard as if they were a lvl 9 caster as a full-round action because it would be unbalanced;)
I wanted to know if the 5th and 7th feats on this list
Exceptional Artisan, Extraordinary Artisan were allowable.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Getting on his horse Throg slowly got used to the animals shifting.

This matter is a bit harder than I thought it would be I should probably take lessons or something.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Throg Knowing his strengths lets Visrub do the talking and wonders roughly how close the horses can get to Untari before they start to spook.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

After getting to the stables and hearing the others Throg introduces himself.

I am Throg wizard soon the be extraordinaire.

reaching into his clothing he pulls out a small scorpion

This is my friend Snips. We come from Galt. Never go there its filled with hobgoblins they have way to many civil wars to purge them properly. Oh if we meet other hobgoblins don't tell them I am a Wizard they will try their hardest to kill me.

he then says Bastards. under his breath.

I can't think of him looking like anything other than his picture.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Throg waves as the Kobold leaves

Oh bye then Nizvit see you around base one day.

Turning toward the others he smiles and says

Knowing what we know now do you guys think we need any particular supplies I know a bit about roughing it but some of you guys he looks down at the cat seem to have more solid skills in that area.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Throg takes a good look at the cat noting what he can about its species.

K.nature: 1d20 + 8 ⇒ (5) + 8 = 13

Seeing the tablet Throgs eyes light up. Staring at it being handed to Inil. As a grin stretches his face as his thoughts begin to race on the nature of the item.

spellcraft: 1d20 + 8 ⇒ (15) + 8 = 23

Ah is this some kind of Message spell or Sending spell quite interesting.

Quickly turning toward Braendar

Is the 2 to 3 limitation because it can only send a set number of words a day renewing at the start of the day or are their variations on the various tablets with some stronger or weaker.

He begins to pace back and forth while mumbling to himself.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Hey you didn't roll a k. check against the gazebo everything else just livens up the party.

Taking the chew and placing it in his mouth Throg pauses for a moment before forcing a smiling face on.

Very earthy and full bodied.

Wow fangs and chew do not mix its just lopping around in my mouth aggg, I just swallowed it.

After a light cough he continues on.

So how many looms are we moving and how many people are in this caravan. I am skilled but I do have my limits.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Muhahahahahaha... cough I mean dot.

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It is basically rouge with extra class abilities. Its basically the opposite of the unchained summoner which makes you weaker instead.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

With others leaving Throg folds his hand behind his back and wanders to his room.

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4d6 ⇒ (2, 6, 4, 6) = 1816
4d6 ⇒ (1, 1, 2, 6) = 10
4d6 ⇒ (4, 5, 5, 4) = 1814
4d6 ⇒ (2, 6, 5, 5) = 1816
4d6 ⇒ (1, 3, 3, 1) = 8
4d6 ⇒ (5, 6, 6, 3) = 2017
4d6 ⇒ (4, 1, 3, 3) = 1110
4d6 ⇒ (3, 6, 1, 5) = 1514

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4d6 ⇒ (1, 1, 1, 1) = 4
4d6 ⇒ (2, 5, 2, 3) = 12
4d6 ⇒ (5, 4, 2, 5) = 16
4d6 ⇒ (4, 6, 5, 6) = 21
4d6 ⇒ (6, 3, 6, 6) = 21
4d6 ⇒ (2, 6, 6, 5) = 19
I have 18 17 17 14 10 and 3
Can I turn one of my 17's into a ten and the 3 into a ten. Or even two 8s.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

outside

Throg is standing in the open air trying to enjoy the breeze pass over his skin and being distracted by the looks of various passerby's. He shifts his body so that the Silver Shield armband is more in view and his face is pulled down more toward the ground. while standing like that he notices Tindertwig and his little pet come out.

Ah, hello little friend have you come to round out our little group to an even four.

He then digs in his bag to give the frog a small piece of ration.

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I am backing out Gestalt characters just does not seem to suit me.

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Location Outside

Seeing the Kobald N something so many new names to get straight walk out Throg gets up and stretches a bit before following after him. looking a bit amused as the dwarf also gets up and heads toward the door.

Best thing about living in an actual city. Fresh air whenever you want, the caverns were of coarse kept as clean as possible but the flowing wind is always grand.

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Spoiler:
Ozen Helix was born in the nation of Unther. His mother was a maid in a noble house. His father was unknown to him but his Deep black eyes matching the lord of the house led to him and his mother being cast out when he was still a child. His mother got work where and how she could for the next few years. She died a month after his seventeenth birthday from filth fever. Even the slightest aid would have saved her but they had no money and were turned away everywhere. Ozen decided on that day that he would take whatever he wanted from the world be it money or power. For more than four decades he led a gang of half orc and human thieves he cut a swath of blood up and down eastern Unther even working with some small nobles to help them get a leg up on their rivals. Using his strategies and planning along with the terrible powers of his mental magics they raided caravans and noblemen aplenty. When he was 28 his second in command Davor decided that he would prefer to be the leader. He gave Ozen up to one of the houses whose caravans they raided. After weeks of running and hiding he could not escape the guards with his back to the wall he dove off a cliff into the River of Swords. While his body was being dragged deeper into the ocean's darkness a voice spoke to him promising life in exchange of service. Ozen agreed and then woke feeling the sensation that he was changed forever.

His internal energy was bolstered by a mass of power he could just barely feel that was floating off and away from him. These changes confused and worried him greatly but the biggest surprise came when he tried to leave the beach and started to choke on water. Sitting behind him on the beach was a beast made of nightmares seeming to shift in form and nature as each moment passed. It didn't take him long to realize that the beast was at the center of his cage so he went back to have a look at it. Gazing at the monster a heavy understanding filled him. He knew that he had to keep to his word to the force that saved him and he had to serve his new master. Images of strange symbols and massive trees filled his mind and the need to go to west filled him the occasional sibilant hiss from his "ally" spurring him on.

Backstorys done he is a psychic/unchained summoner crunch to follow as eidelons are hard.

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While I looked at the guide besides the leader they arn't very clear on what monsters are in the game. Could you give a short list and if pathfinder doesn't have an analogous race I could just reskin one. Like if there are trolls I will just be a reskinned half-orc or orc. I do realize that I will be dealing with rudeness in game since they seem to see non natives of their own races as lesser people and I will be both not one of them and a monster.

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I wonder if its possible to play a monstrous race redeemed by the brotherhood.

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4d6 ⇒ (5, 2, 3, 1) = 11
4d6 ⇒ (2, 4, 3, 2) = 11
4d6 ⇒ (6, 3, 4, 3) = 16
4d6 ⇒ (2, 6, 2, 4) = 14
4d6 ⇒ (6, 5, 1, 2) = 14
4d6 ⇒ (5, 5, 3, 5) = 18
too low
4d6 ⇒ (3, 1, 2, 1) = 7
4d6 ⇒ (1, 3, 1, 4) = 9
4d6 ⇒ (5, 5, 4, 3) = 17
4d6 ⇒ (2, 4, 6, 6) = 18
4d6 ⇒ (4, 2, 1, 3) = 10
4d6 ⇒ (6, 1, 6, 6) = 19
High enough but I hate preracial negatives so i will be using a 25 point buy.

Will build a Bolt-ace(crossbow) gunslinger/shaman or a psychic/unchained summoner

Right two questions, first how are you handling prestige classes and about the roll20 parts of the game I am fine with that but do you want the flavor text in the message board or in the roll 20 conversation?

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male Hobgoblin wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Sorry but adding to Hanz's actions

Seeing the door he was working on fall to the ground Throg sigh's, picking it up and placing it on the wall.

Well I will get to this later.

He slowly walks back to the others. Before half jumping out of Hanz's way and watches him talk to the others

Humm... is this human courting I thought you were only supposed do that one at a time.