Kolyarut

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Organized Play Member. 56 posts (496 including aliases). No reviews. No lists. No wishlists. 10 aliases.


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Diego Rossi wrote:

Paizo Blog - Combat Maneuvers and Weapon Special Features

Quote:
Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon (natural weapons and unarmed strikes are considered weapons for this purpose) to perform the maneuver, and therefore the weapon’s bonuses (enhancement bonuses, feats such as Weapon Focus, fighter weapon training, and so on) apply to the roll.

AoM gives an enhancement to natural weapons, grapple isn't one of the maneuvers where you use a natural weapon to attack, so it will not be added.

If you have the grab monster ability probably it would apply, as grab use the limb or appendage you used to attack. In practice, that attack has a special feature that allows it to be used for grapple attacks, so you get to use the enhancement.

AoM = Amulet of Mighty Fists?

So does that mean the text in the sundering weapon enhancement that states that the enhancement bonus is added to the roll is then superfluous?


Running a campaign with a Brawler focused on combat maneuvers. His plan is to get Greater Magic Fang made permanent on himself to up his DPS, but he wants to know if that enhancement bonus would apply to combat maneuvers, especially grapple.

On the one hand, we have the Sundering weapon enhancement, which allows you to add the weapon's enhancement bonus to sunder attempts, suggesting that this is not normally the case. On the other hand, we have this passage from the combat maneuvers section of the PFSRD:

"When you attempt a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to make the maneuver."

This seems to suggest that enhancement bonuses to weapons are added to the CMB, so long as the weapon is part of the combat maneuver (so a +3 sword would lend a +3 bonus to Disarm but not to Steal).

What is the correct interpretation here? Do enhancement bonuses automatically apply or not?


Perhaps we should consider a GM trade? Someone bites the bullet and runs Hell's Vengeance instead of playing it, and in return someone else runs another adventure path that the first GM gets to play in? The obvious choice would be Hell's Rebels but it could be anything.


Alright the guy got back to me and let me know that he wasn't interested in running a PbP. He is still looking for 3 players if some people want to pay to play on Roll20. For now though, us PbPers are still without a GM.


Cata Vistalis wrote:
eriktd wrote:
...I'm all in favor of paying a good GM a stipend, especially if we can divide the cost.
Seconded

$12/session/player.

Honestly that's a little outside my budget, but if others can pay that much then more power to them.


I've reached out to a guy that is getting ready to run a weekly (paid) Hell's Vengeance game on Roll20 to see if he'd be willing to adopt this PbP as well. I'll let you know what he says.


Dotting. I'd like to join as a NE Changeling Witch. Her eventual modus operandi is turning souls into soul gems to be either traded to evil outsiders or to be burned as material components for her own spells.

I love the flavor of the class and so I'm really going to try to play into the more weird and terrifying aspects of the witch class, like using weird material components, learning occult rituals, etc.


I'm working on a 25 point build alchemist for a campaign my brother is going to be running. Basic concept for the character is a frontier tanner turned adventurer, who eventually gets into the habit of hunting dragons for his profession (taking the dragon crafting feat asap) with the help of homemade poisons fired from a bow/crossbow. At first I thought about going with a Slayer build and just spending the skill points for the alchemy portion of things, but the Vivisectionist works so well I think I'm going with that as my primary class.

Any help planning out this build is much appreciated; character starts at level 1 but I'd like to plan it out at least to level 10. For synergy purposes, his companions consist of a spell caster cleric, a TWF Ranger, and a Sorcerer.


Just posting to let you know that I'm still here and reading the recruitment thread daily.

I'm totally okay with discord; my experience with it for pathfinder has been good. I've done some game mastering of a game that was partially on a forum, partially on discord and we'd use it for a lot of OOC stuff. But the best part was being able to hammer out several rounds of combat in one night on those occasions where all the players were online at once, then post a summary of what happened in discord to the main forum for continuity's sake.

My character Cassius (Cass) Salvitto is just about ready. His crunch is finished and his backstory/personality formulated, I just need to get it into writing. I should manage to do that within the next 24 hours.


Tilnar wrote:

Ok, so, Changeling Bloodrager (Id Rager)/Shifter (Elemtentalist) - grew up thinking she was human until the night the Call came, and she snapped, clawing the heck out of a townie who'd been taunting her for obviously being a bastard (and proof her mom cheated) since she doesn't look like her dad or brothers.

Probably doesn't matter mechanically, but I'm pretty sure changelings are strictly the children of mortal men and hags, so she wouldn't look anything like her mother and sisters, and her father clearly cheated.


I've thought some more and I think I've got a good character concept going. Basic for the character is an Andoran Steel Falcon (Fighter) who's family possessed a cursed object with a trapped shadow demon inside it. Through in an event that will be further explained in the full backstory, the shadow demon was partially released, turning the demon into an eidolon (summoner).

So Summoner/Fighter, fighting style is classic Andoran dueling but with teamwork feats with the shadow demon eidolon. I really like the flavor and once I've got the full back-story (or not full I guess) written up I think it'll be a really great character for this AP. It's crazy stupid MAD, but it's a great character and I'm gonna stick with it lol.

GM, I'd like to know what you think of the shadow caller archetype. It seems fun and flavorful, but without knowing more about the AP I'm worried it'll be too much like the stuff we're fighting and despite the popular phrase "fight fire with fire" that's not always very effective.


Ooh, I’ve never done a gestalt before but it’s something I’ve wanted to try for a little while. I made a character for strange aeons once a couple years ago but didn’t get in, I’ll have to think about whether I want to adjust that character or come up with something new. In any case:

Color me interested in some good ol’ Lovecraftian Horror!


Would it be alright if I took the Fools for Friends campaign trait from the Second Darkness AP and used it as a social trait? Trying to boost the bonus to CL I can get with the Coven hex :)

Fools for Friends


Looking at the two submissions thus far I’d like to apply for a different nitch; the full arcane caster. I’ll play a changeling Witch; nice full arcane support but without the sheer shenaniganary of a wizard. Her witch mother will be native to the stolen lands, and so the campaign will be a little bit of a returning to her roots story for her. I’ll provide more backstory once I’ve reread the players guide and and made out the character sheet.


Dot!


Gaze attacks are wonderful. Even a relatively low DC can be dangerous since they are a passive ability that require no actions to use on whoever you're fighting with. Enemies can try to avoid looking at you, but even that carries serious debuff's. It's the iconic attack of basilisks, medusas, and a number of other famous monsters. Meanwhile, almost no PC classes grant gaze attacks as class abilities. So what do you do when you have some gold lying around, want power, but can't get it through leveling up?

You make a magic item of course!

Pathfinder (1e, haven't looked that much at 2e) has great rules for crafting a number of spell effects into magic items, but isn't very concrete about how to price things that are not based on spells, and with good reason; the rules are already pretty long, and with less concrete abilities it wouldn't be very hard to game the system to get OP magic items for low cost. So it's left to GM fiat.

So I'm looking for advice on the fiat for gaze attacks and how to price them in crafting a magic item. For example, this magic item:

Void Eyes
Aura: Moderate Necromancy
Slot: Eyes
These dark lenses are fitted beneath the eyelids of the wearer and seem to suck in all light, so that in place of eyes the wearer seems to only to have two dark entrances to the void. The lenses to not impede eyesight in any way and can resize and reshape themselves to more comfortably fit the wearer. When the wearer of the void eyes desires, he gains a gaze attack that on a failed DC 14 fortitude save causes the eyes of the one who sees him to immediately darken to to complete blackness like the wearer's eyes. This causes the target to be immediately and permanently blinded, as per the spell blindness-deafness, with the additional memento of his eyes appearing as the void.

Construction Requirements: Craft Wondrous Item, Blindness-Deafness, Creator must have at least 5 ranks in Knowledge Planes.

Any suggestions on how to price stuff like this?


I'm currently running a Mummy's Mask adventure and my group is about to encounter an Adherer (bestiary 3). Adherers have the grab special ability due to their stickiness, allowing them to grapple without being grappled. My group intends to use a lot of trip attacks on this thing to keep it prone and easier to bludgeon to death on the floor. But what happens if the Adherer is grappling a PC and is knocked prone? I don't think the adhesive is very stretchy so I'd imagine the PC would be forced to the ground as well, but I can't find anything in the rules to that effect. Anyone here know of a rules reference I could follow?


Thanks you guys, this was super helpful. One follow up question though: when a an AoO is provoked by moving into another creature's square, does it provoke only from that creature or from any creature around that can hit it?


I'm running a Mummy's Mask campaign and 3 size tiny warrior dolls have just come to life to fend off the PC's from the grave goods. They begin the round adjacent to one of the PC's on a table, and on their turn (before said PC so she is flat-footed) leap up and attempt to attack her.

They have two slam attacks each, and while the PC is definitely in range of a move action -> standard attack, I figured that since they started adjacent and the dolls only need to 5ft step into the PC's space and can make a full attack. On the other hand, other creature's spaces are considered rough terrain, and normally not 5ft step-able into. Does that hold true for creatures entering the space of something at least 2 size categories larger than them?

If it does, a follow up question would be do tiny creatures require a full 10ft running start in order to charge?


A number of us over at Giant in the Playground would like to play this adventure path but lack a GM, so I thought I’d widen our search by posting over here. If there are any willing GM’s, please visit the recruitment thread at http://www.giantitp.com/forums/showthread.php?554809-PF-Iron-Gods


Here's my current thinking:

CL 15 for Trap the Soul

Cost:

8 (spell level) x 15 (CL) x 750 / 5 (one charge per day) = 18,000 gp for Trap the Soul 1/day
50 x 1000 = 50,000 gp for Trap the Soul Material component
2 (spell level) x 15 (CL) x 750 x 75% (similar to a staff) = 16,875 gp for Command Undead (unlimited)

The other limitations/bonuses roughly balance out I think.

= 84,875 or let's just say 85,000 gp for it's cost to create, giving a market price of 170,000 gp

Is that too much or is it reasonable?


The guide for pricing magic items at the back of the core rule book is very helpful, but sometimes you have a great idea for a magic item and you the rule book just can't be specific enough. I need some help with caster level, pricing, and construction requirements for this magic item:

Ring of Shadows
Aura Strong Necromancy CL???
Slot Ring Price ???
Description
This silver ring is set with a rare black sapphire that glows faintly in complete darkness. Once per day, by speaking the command word and stretching out his hand, the bearer of this ring can force an incorporeal undead creature (such as a shadow) no more than 60ft away to make a DC 22 Will save or be drawn into the ring and trapped there permanently. Thereafter, the bearer of the ring can speak another command word to release the shadow force it to serve him as per the spell Command Undead but with no saving throw. Intelligent undead may attempt a new saving throw to escape every new moon, but some decide to remain anyway if their master is consistently providing them with victims. If the ring is placed in an area of bright light for the duration of the new moon the undead take a -5 penalty to their will saving throw to escape. The ring can contain up to 20 HD of incorporeal undead at a time, and multiple entities can be contained in and released from the ring at once.
Construction Requirements
Trap the Soul, Command Undead, a black sapphire worth at least ??? gp, ???


The other thing to consider here is action economy, does anybody have input on that as well?


Zelthrek watched as the troglodytes collapsed to the floor, twitching with the remains of the bolt of electricity he had just blasted through them. Raising his hand, sparks of electricity arc between his fingers, casting shadows across the cave.

"Kneel."

The remaining troglodytes looked first at each other, then uncertainly at the half dozen bodies of their fallen companions, their clubs still raised.

"KNEEL!"

One by one, they each complied.

Using the threat of magical power, and demonstrating that power to prove your point, is spell caster intimidate 101. Unfortunately, as I currently understand the rules, intimidate is a standard action and thus precludes any spell casting to enhance it, like Zelthrek making use of a shocking grasp spell.

Is there some way of using magic to intimidate opponents, and how large is the bonus from doing so?


I'm looking at playing a Flail and Shield melee character who will make extensive use of trips and disarm combat maneuvers.

For a medium character, a light flail has a d8 damage die and a x2 critical multiplier on a natural 20 only. A heavy flail (two hands) has a d10 damage die and lands a critical threat on either a 19 or a 20. But a small Heavy Flail would be identical in stats to a light flail, except it would have a larger critical threat range.

Other similarly scaling weapons do not experience this change in critical threat range, such as bows, (longbow to short bow) and swords (long sword to short sword).

Is there a reason the light flail experiences this decrease in critical threat range or is there errata on this somewhere?


Rufus Cosmasus wrote:

"Why wouldn't I live in Korvosa! It's a noble society, just about the only one in Varisia. At the same time, there's plenty of adventure: I remember one time I was out with my boys up in the shingles trying to catch a pseudodragon, and here one of those stalkers snuck up on us! Nearly got Mazil. In short, Korvosa's neither savage like the rest of Varisia, nor is it stifling like Cheliax. Gods forbid they ever try to push their diabolism on us. Or maybe devils forbid. Oh hell, who cares..."


Congratulations people!


Thanks RePete! We shall not fail the citizens of Kintargo, many honoraries of which we have met here.


Luthor Aesernus, the Kitsune Psychic:

http://www.myth-weavers.com/sheet.html#id=1061581

Background:
Kitsune communities are few and far between, but near Pangolais there exists a small community of about 350, led by sorcerer named Regliathu Aesernus (LN Kitsune Sorcerer 6 aristocrat 2). Ruling in Cheliax comes with certain expectations such as entertaining visiting nobility though, and more often than not that includes an infernal advisor or two. Such was the case 3 years ago, when a middling level duke visited the community with an Osyluth in tow, he performed his civic duty and arranged a special feast for the visitors, his 6 children present. The Osyluth noted that most of the the Aesernus children had Arcane powers of their own, and decided reducing the concentration of spell casters among these half-breeds and adding some exotic bones to himself were both in the best interests of the Chelaxian empire.

A poor meal for one such as myself, but given your barbaric circumstances... the duke glanced at the Kitsune's tails, I suppose we can forgo feeding you to my companion.

The Osyluth, who had eaten nothing, lifted his stinger from where he had laid it obtrusively on the table. You may be satisfied, but I am harder to please. His voice was cold, but unsettlingly interspersed with clicks and taps as the bones of his face creaked and shifted. You have all eaten your fill, but my dear lord Aesernus, you have failed to sate my hunger.

Many apologies my Lord, responded Regliathu with bowed head, Please, name your desire and I assure you it shall be provided.

The Osyluth's face contorted into what must have been a smile, bones clicking the entire time. Very well then. One of your children will suffice.

Regliathu sputtered and coughed in protest. One of my children!? No! You can't! In an instant, the Osyluth's stinger was at his throat. You would... deny me? it asked dangerously. The kitsune looked into the eyes of the devil, then at his children, then back at the devil, and the fight went out of him. N-n-no, or course not. he stuttered.

The Osyluth pulled away and gave a command to two of the duke's body guards. Hold that silver one! it said, pointing at one of the lords twin sons. Disregarding his protests and screams of betrayal, the guards dragged the silver Kitsune from his seat and pinned him to the ground, the Osyluth looming above him. Now, while most of the family was skilled in arcane magic, one of the children, Luthor, the pinned Kitsune's twin, was in fact a psychic, and capable of casting spells without using any motions or words whatsoever. Unwilling to see his twin brother devoured by this devil, he cast a spell called murderous command to turn one of the guards on the other. The enchanted man drew a dagger, and stabbed it deep into his companion's side. The man's dying scream and the other's confusion and horror at what he had done provided enough of an opening for the formerly pinned kitsune to make a run for it. Though the guards were confused, the Osyluth was not, and he rounded on the seated Kitsune, all of whom were attempting to flee. The Osyluth was too fast, and with a wave of his hand the room was barricaded in ice. A terrible duel ensued between lord Aesernus and the Osyluth, who began slaughtering each member of the family one by one. Only by transforming into a silver fox and slipping through a tiny hole in the ice left by a scorching ray did Luthor escape. He knows at least 3 of his siblings were killed, and he believes his parents were killed as well but they may have been imprisoned for torture.

As a political enemy of Cheliax, Luthor knew he had to leave his Kitsune culture behind. He remained in his Fox form as he hunted and foraged his way across the forest towards Kintargo. He chose Kintargo partially because it was a large enough that he could effectively disappear into the populace by living as a human, and partially because he felt like he could make a living for himself there due to its affinity for the arts (Luthor is a skilled painter). He moved into a townhouse in Old Kintargo a few streets away from the house of truth and clarity. Finally settled in, Luthor was finally free to experience the full measure of grief for all that he had lost, and the crushing guilt that he had in fact caused it. He'd saved his twin, but at the expense of the rest of his family. Brokenhearted, he settled into making a small living as a painter, mainly with minor commissions around old Kintargo for various shops and minor merchants trying to appear cultured on a budget. Lately though, Luthor's work has been almost exclusively that of painting those accursed 11x17 inch images of Queen Abrogail II. That he has made a profit from Barzillai Thrune's presence has not sweetened the embittering work for him. Lately rumors have been floating about Old Kintargo of a silver fox that will will appear to the children of imprisoned (and often executed) political prisoners to comfort them.

In reality, the fox is often seeking comfort as much as the child.

Reason to Protest:
Tagging Along. (Much of this depends on who the other PC's are, so I'll write this part once I know who they are. Maybe one of the Vigilantes needed a painting of the queen for his safe house and sensed Luthor's hatred for the Chelaxian government, and so began returning in his secret identity to try to prod him into action.)

Notes:

-Luthor's signature on all his paintings is a small silver fox hidden somewhere in the picture (DC 18 Perception to spot it if you know to look for it)

-Luthor never reveals his Kitsune form, even sleeping as a human for fear of being discovered. (When he joins the rebellion however, it will basically function as his second identity)

-Luthor is single, but unlike most Kitsune he is actually attracted to human women.

-While at present not significantly devout, prior to his family's death Luthor was a worshiper of Irori, seeking self perfection. Perhaps as the adventure continues he will find Irori again and return to his quest for perfection.

Appearance:

Human: Average height, dark brown hair and eyes, prominent nose. He wears no armor and favors fashionable clothing; lately consisting of a close fitting shirt of conservative color, with brightly colored cuffs extending to the wrists, with a matching color of vest over top. This he accessorizes with a pendant emblazoned with a silver rune and a bracelet set with a prominent amethyst. The clothing actually has a practical purpose; it helps him get art commissions from higher members of society.

Kitsune: A few inches shorter than his human form with bright silver fur, blue eyes, and two tails. He bears a scar on his left arm where a piece of shrapnel hit and cut him fairly badly in the battle against the Osyluth. As an Osyluth Luthor favors simple clothes, trying to leave his life as a noble will behind him.

Fox: An almost shining silver fox. As appearances of the silver fox are always linked to helping people against tyranny, some are beginning to think the silver fox is in fact
a spirit or some sort of omen for good. One small oddity of the silver fox is that it has two separate tails.

Looking for another PC to potentially have tagged along with to the protest, anybody interested after reading the background?

EDIT: For somer reason the URL isn't working properly, but if you right click it and select "open url" it works.


1 person marked this as a favorite.

Okay, so originally I was thinking I would go standard human, but then I started looking through the advanced race guide. BAD mistake, Kitsune are normally inclined towards the arts (making Kintargo a natural destination), and have abilities that lend themselves naturally to leading a rebellion! I've taken several flavorful alternate racial features, but a couple are third party:

Naturalized: Normally Kitsune have to make disguise checks to pass as human, but get a +2 bonus to acrobatics. With Naturalized the disguise checks are no longer necessary but I forfeit the +2 bonus.

Nine Tailed Inheritor: I forfeit my natural weapons in favor of a second tail that grants me a 2/day 1st level spell like ability.

Are these okay with you GM?

I see a lot of other great submissions! And even if I'm not going vigilante myself, I sincerely hope our two vigilante submissions get in 'cause I would have a ball role playing with that!


Alright! Presenting Rufus Cosmasus, formerly of the Sable Company:

http://www.myth-weavers.com/sheet.html#id=1059733

Background:

Rufus is the second son to a middle aged alchemist associated with house Bromathan. He grew up in Ridgefield, a diverse residential ward in North Point. Living so close to the Endrin Military Academy in Old Korvosa, Rufus had ample opportunity to see the elite marines of the Sable Company flying around on their hippogriffs and was enthralled by them. His parents on the other hand hoped he would either travel to Magnimar to learn Alchemy or else enroll in the prestigious Academae, but after botching three batches of alchemists fire in a row, and then attempting to stir in some fire-mephit ash to fix it, his father had plenty of time piecing his lab back together to conclude these things were probably not for Rufus.

So with his parent's blessing and with an endorsement from house Bromathan, Rufus enrolled at age 16 in the Endrin Military Academy. It quickly became apparent that whatever Rufus lacked in scientific ability, he more than made up for in physical coordination, and his head quickly swelled with dreams of the day when he'd ride a hippogriff for Korvosa,always spending as much time as he could get away with at the aerie when it was his division's turn to feed and groom the hippogriffs. He even had a favorite picked out; an abnormally strong hippogriff with black plumage named Storm.

All was going well until several months ago, when the aerie was raided by a man called Gaedron Lamm, and several highly valuable hippogriff eggs were stolen. Unfortunately for Rufus, Gaedron made good use of alchemical weaponry to pull off the heist, alchemy purchased from none other than his father...

What do you mean I'm under arrest? demanded Rufus, springing up from his cot at the Endrin Academy.

That's right Corporal. The alchemical explosives used in the raid on the aerie this morning came from none other than your father. Since you have intimate knowledge of the Aerie, that makes you the prime suspect. Now, if you'll come with me...

But that's completely ridiculous! I love those hippogriffs! And I would never do anything against the company or the city, I swear! Two guardsmen grabbed his arms and began to escort him out. I was at my parents house! I wasn't anywhere near the tower!

Save it kiddo. Oh, and you are of course suspended from the Sable Company, with expulsion pending your trial.

The trial was 3 weeks later. Three weeks of suspension, and supreme embarrassment for his Father with house Bromathan. Happily, the arbiter could not find sufficient evidence to convict Rufus, and he was released from prison. Unhappily, the arbiter could not find sufficient evidence to prove his innocence either, and with his name thus tarnished he was dismissed from the Sable Company and it's precious hippogriffs. Gaedron had done a clean job.

Released from prison, Rufus determined that he would clear his name and still become a Sable Marine. He managed to find work at some stables across the Jeggare river, mostly performing menial labor but also assisting in the young horse's training. Meanwhile, he worked feverishly with his dad to figure out who the real criminal behind the aerie raid was. It took some time, (Gaedron didn't just buy the alchemy himself) but after pouring through customer lists, working a couple of contacts in House Arkona, and even consulting a reputable harrow reader, he tracked down the real criminal.

Rufus presented his case against Gaedron Lamm to his commandant, but with Rufus's damaged reputation he was unable to convince him to send marines to take him down. He did however grant Rufus a warrant for Gaedron's arrest (no harm in taking down a crime lord, guilty of this particular crime or not), and told him that if he was that sure that Gaedron was to blame, he could bring him in himself. So, Rufus donned his Sable Company armor one more time, grabbed his bow and sword, and set out to take down the vile Gaedron Lamm.

Motivations, Personality, etc:

Rufus Cosmasus has little to no talent at all for magic but is a great thrill seeker, and despite his family's favorable economic position has spent a fair amount of time running through the Shingles in Old Korvosa with friends. Now 17 years old, his dreams are filled with either hippogriffs or pretty young maidens (often both). Though sheltered from much of the injustice that pervades Korvosa and the dark cynicism it often brings, Rufus's normally innocent and upbeat personality darkened somewhat with his wrongful imprisonment and introduction to the popular vices of the area.

I'll leave it up to you as the GM to determine how closely associated he remains with the Sable Company.

Rufus is motivated by his thrill seeking tendencies which played a large part in leading him to the Sable Company, by his sense of honor and family dignity, which lately has been trampled upon substantially, a sense of duty to the Sable Company, even if he was dismissed, and finally, he is motivated by his desire to protect his family: His alchemist father and loving mother, an elder brother currently living in Magnimar while studying alchemy, a 15 year old sister who seems to be constantly getting into trouble, even sneaking off to Eel's End once, and an 11 year old sister.


Character and background are ready, just need some wifi...


I've decided to play as a psychic. I read the players guide and it sounds like the ability to read minds and unparalleled ability to influence/control them will be fantastic for this AP. I'm getting excited for this!


Yaaaasssss!

4d6 ⇒ (4, 3, 3, 4) = 14 11
4d6 ⇒ (4, 6, 6, 1) = 17 16
4d6 ⇒ (6, 3, 6, 5) = 20 17
4d6 ⇒ (6, 3, 5, 1) = 15 14
4d6 ⇒ (4, 5, 3, 6) = 18 15
4d6 ⇒ (2, 3, 5, 2) = 12 10

reroll if necessary: 4d6 ⇒ (1, 5, 4, 6) = 16 15

Well dang! I could really pull off a multiple ability dependent character with stats like these...


In preparing my character I've discovered that there are two ways to be a Sable Marine: a ranger archetype and a ranger feat, the feat originally being for 3.5. Which would you prefer? If archetype I'll probably go straight ranger.


I've GM'd part of the first book of this AP, but it fell apart and I'd love a go at player's side of things.

I notice a lack of both healing ability and front lining ability (above submission excepted), so I'l like to throw my hat in the ring with a Paladin. (Not a Lawful Annoying aligned one).


Holy cow, Fantasy Grounds is SO much better than Pyromancers...

I would like to play a student of the Endrin Military academy. He'll go a level or two in fighter before going Ranger the rest of the way, taking a hippogriff as his companion as a member/agent of the Sable company marines.

I'll begin work on his character sheet and then figure out how to upload it to Fantasy Grounds.


I know nothing of Fantasy grounds, but I may be interested.


dot.

Going to go for a sorcerer that prior to the gap lived life as a dragon, but upon awakening finds that his magic is scrambled almost beyond repair (word caster), his strength diminished, and most insulting and disgusting of all, he's HUMAN.

Will eventually prestige into dragon disciple.


Male Human Paladin 2 Wizard 3

Jaron draws his number in silence. The crowd isn't really sure what to make of him: heavily armored, yet agile, with what at first glance appears to be an abnormally thick sword on his back. His oddest feature is his face, or rather, what's covering it. A blue mask of a snarling... something... covers his face. He draws his number and turns toward Azoth. After apparently staring for a couple moments, he inclines his head and returns to the line.

Alias coming later today.


It was never intended for that. Allowing that would be WAY more powerful than the spell storing ability, which costs a whole +1 bonus on a weapon. All this does is allow you to use a wand without having to change what you're holding over and over again.


Just tried to get onto the sheets posted in the campaign info but it looks like they aren't public. Could we get this fixed?


Standard is 2.


Funnily enough, the character I'm submitting is a rip off of a Not-So-Beloved anime character, I'll PM it shortly. Just a note though, it has one piece of third party material, but considering it's from The Giant I think it'll be okay...


For the second question, it looks like fluffing out will be just fine for now, except in cases where the swords can attach to each other and be used for combat in that manner. That would have to be a new weapon... maybe we can get a developer in here to take a look at adding something like that.

Speaking of developers/designers, I think we may need one in here. It looks like opinions about how a synthesist dhampir reacts to positive and negative energy are very split and diverse. We've got "Neither Affects", "Both Count", "Whatever is worse", and a couple others; most with fairly good logic behind them. Even the reasoning that they are both undead and outsiders by the rules doesn't work, because outsiders are inherently living by the rules in the beastiary!


I have actually two questions here:

1) Dhampirs and Synthesist Summoners: Dhampirs have the ability negative energy affinity, causing them to be affected by positive and negative energy as if they were undead (what exactly that is is a separate question that can be found in at least one other thread). So what happens when a Dhampir becomes a synthesist summoner and has an eidolon that is affected by positive and negative energy as normal? Are both healed and damaged by positive and negative energy, or do they mutually protect eachother?

2) Shuang Dao swords (twin broadswords, or, for Avatar fans: Zuko's swords). This is a REALLY cool set of weapons in my opinion: a curved blade in each hand, and both blades go to the same sheath. In some cases, the blades even hook together! Unfortunately, I can find no equivalent to this in the pathfinder weapons. Closest I can come is a double staff katana or two wakizashi's. Do I just fluff certain aspects, or should there be another weapon to represent this?


Now here's a conundrum for you all: How about a Dhampir Synthesist summoner? The Dhampir, is treated as if it's undead, but the eidolon is alive (unless he takes the evolution that gives him undead-like abilities). Is he healed or harmed by both kinds of energy?


I have a character ready for verification: where do I send it?


Male Human Paladin 2 Wizard 3

It's a little small to read, but the second one works.


Male Human Paladin 2 Wizard 3

You've quoted paizo stuff, but don't forget what the books themselves deem the most important rule: Never play in such a way that it messes up the fun of others. Have your paladin views, just don't let them get in the way of the fun of the other people at the digital table. That's reasonable compromise, I think. No need for PvP incidents.

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