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male human level 4 rogue

GM:

So an archetype... Here we go, Tank Commander. Presenting basic ideas here, tell me what you think. GM 2 contains descriptions (but not stats) of the various tanks.

● Signature Tank (Ex) - This functions as the normal thunder scout class feature, except that the thunder scout does not receive an additional vehicle at level 7. He does receive an additional vehicle at level 11 (instead of level 13) however. In addition his list of vehicles is replaced with the following.

Basic: Wolf, Wildcat & Cobra.

Advanced: Shark, Hornet & Drake.

Superior: Dawnbringer

In addition some features are replaced by new ones relevant to this archetype.

The following features are replaced: Sidecar, Gravity pistons, Advanced pumps and Emergency booster.

The following features are gained.

Smoke launchers (an attachment that fires moke grenades to provide concealment), Flamer (converts alchemist's fire into a line or spray), Plow (bonus to overrun/bullrush attempts and used to demolish road blocks and obstacles) & Bullet proof (gives a hardiness score that applies only against arrows, bullets and other small arm ranged projectiles).

HP dice on tanks is calculated at max instead of half HD per level.

Speed bonuses from vehicle advancement are halved for tanks.

GM 2:

Wolf: The Wolf is the basic infantry support tank, in the world of tanks the Wolf is designed to be reliable, reasonably tough and versatile. Think say by replacing gunner tripods with smoke grenade launchers and flamers for instance.

Wildcat: The Wildcat is the "speedster" tank fast, all terrain but fragile and primarily an anti infantry skirmisher. Instead of a cannon in the turret it has a large rifle that can be reloaded and fired like a normal one by the gunner.

Cobra: The Cobra is lightly armored and is designed for long range artillery duty, think a cannon on treads (but a good cannon on treads).

Shark: The shark is a tank destroyer, in effect it is designed to deal with Large/Huge+ creatures/vehicles.

Hornet: The hornet is built on the wildcat chassis and in addition to being fast is designed to be stealthy as well. By stealthy I mean a quiet engine, large size (like it's wildcat cousin) and smoke grenade launchers.

Drake: The drake is a slightly larger version of the wolfhound that is designed to "smoke out" the enemy via flamethrowers, smoke grenade launchers and so forth.


Is psionics or path of war allowed?


Dotting...


male human level 4 rogue

Note GM that the reason why hatches prereg is turret is that the turret effectively turns the vehicle into a self enclosed vehicle except for the slit for pilot viewing. The hatches are akin to tank hatches (e.g if the s&%% hits the fan you can hide) and are required to use the tripods if the vehicle has a turret.

Also I think I've found the tank image... Well it ain't exactly a tank, http://johnsmilitaryhistory.com/M12.jpg.


male human level 4 rogue

Scrapping Angus... Say hello to "captain" Herman Schultz.

Backstory:

"Captain" Herman Schultz is a renegade Urbanian tank commander, although most would be surprised that such a man could have become a "renegade and a traitor".

Herman Schultz was like many other recruits for the Iron Guard, eager and willing. Schultz proved himself immensely capable, effective and charismatic. He became a tank commander right out of training and acquitted himself in his first battle bravely.

However the battle's aftermath would be where Schultz's began his renegade path, Schultz like any other military commander of the modern age understood that civilian causalities were inevitable. Modern weapons combined with human error made this a reality of war that no one could change.

Schultz's first and last combat was the liberation of Stromburg, a small town in northeastern Urbana that had long been overrun by Nocturnals and their cultists. It was also home to a massive number of enslaved civilians.

The battle itself went flawlessly, the Urbanian armor crushed the Nocturnals while the army dealt with the cultists in an efficient, admirable manner. After the battle however things went differently, Inquisitor Rudolf Hess of the Order of the eye had accompanied the detachment to oversee the "purging" of the Nocturnal from Stromberg.

Rudolf's method of "purging" was brutal he began the interrogation, torture and outright execution of dozens of suspected Nocturnal sympathizers from the ranks of the "liberated" civilians. This directly went against Herman Schultz's own code of military honor.

In an aside to his gunner, Otto Krepps Schultz's made his views clear, "we came to liberate Stromburg from the terror of the Darkfall...instead we have merely replaced it with a terror of "man-made" origin... If Hess can be called a "man" that is."

After three days of this Schultz's could no longer control his sense of honor, knowing that even the detachment's Commandant could not overrule the Inquisitor Schultz's told the Inquisitor to meet him in an abandoned building. Schultz claimed that he had knowledge of a Darkfall infiltrator in the ranks of the detachment, Hess ever quick to believe in corruption amongst the ranks accompanied Schultz.

Herman Schultz would in that moment become a "renegade and traitor", slamming his dagger right into Hess's backside. Herman Schultz then fled with his conspirators, his tank crew who had all agreed on an escape plan the night previous.

It went without a hitch and they made their way into the Rhannate and now find themselves working as mercenaries. Herman Schultz's actions saved over 400 civilians from the predations of the Inquisition, now however he is a wanted man. While no bounty has been placed upon his head (in order to keep word of treason within the Ironguard quiet) the Inquisition has begun a manhunt to bring in the "traitor" Herman Schultz and his crew...

Herman Schultz and his crew are now mercenaries within the Rhaanate...

GM, here are two homebrewed vehicle features to help in making the "tank". Let me know what you think.

Turret:

Prerequisites: steamwagon and scuttler only
Turret- You add a turret to your vehicle. You can only add one turret, this turret provides complete cover to those inside it (max 2) and may house 1 light cannon. Those within the turret are effectively blind to the the outside world, the gunner must take a move action to open the turret's hatch to sight a target if he is to hit accurately.

This feature gives also gives complete cover to everyone else in the vehicle, however they are blind to the outside world. Except for the pilot who has a slit to see through, he gains the benefits of cover.

Hatches:

Prerequisites: steamwagon and scuttler only, requires Turret.
Hatches- You add two hatches to your vehicle that allow the use of two gun tripods and their associated weapons. The users of these weapons lose total cover and gain partial cover instead. It is a move action to open/close a hatch.

stats, captain Herman Schultz:

Male human thunder scout 2
LN Medium humanoid
Init +3 (+5 if mounted); Senses, Perception +5
Defense
AC 20, touch 13, flat-footed 13 (+6 armor, +3 Dex, +1 dodge)
hp 17 (2d8+5)
Fort +5, Ref +6, Will +0
Offense
Speed 30 ft.
Melee shortsword +2 (1d4/19-20x2)
Ranged rifle +5 (1d10)
Thunder Scout Spells Prepared
0-Level - everheat rune
Statistics
Str 10, Dex 16, Con 14, Int 16 (14+2), Wis 10, Cha 14
Base Atk +2; CMB +2; CMD 17
Feats Rapid Reload (rifle), Dodge

Traits Natural Pilot (+2 initiative when combat begins while piloting), Bully

Skills (*Armor Check Penalty: -4), Craft (machinery) 2 (+7), Knowledge (engineering) 2 (+7), Knowledge (geography) 2 (+7), Perception 2 (+5), Spellcraft 2 (+7), Use magic device 2 (+7), Intimidate 2 (+8), diplomacy 2 (+4), bluff 2 (+4), Sense motive 2 (+2)

Languages Earthtongue, Eastern Common, Sylfanic, Western
Common

Racial Abilities Defensive Training (+4 dodge vs. giants), Hardy (+2
vs. poison/magic), Stability (+4 CMD vs. bull rush/trip), Greed (+2
to appraise precious gems/metals), Stonecunning (+2 Perception vs.
unusual stonework), Dwarven Weapon Familiarity, Hatred (+1 attack
vs. orcs and goblinoids)

Class Abilities Pilot Training (redirect attacks to herself or vehicle), Signature Vehicle, Thunderscout Techniques (Swift as lightning)

Favored Class Bonus 2/6 of a thunderscout technique

Weapons and Armor rifle, dagger, breastplate,
20 rifle ammunition (standard)

Vehicle, 1 cannon, 2 gunner tripods, 20 round shot (100 gp)

Miscellaneous Equipment backpack, belt pouch, bedroll, driving
goggles, waterskin, engineer’s toolkit, spellbook (contains all 0-level thunder scout spells, plus alarm, repair vehicle, Pilot’s Guile and steambreaker), thieves’ tools, 50 feet hemp rope and grapple, assorted survival gear
Wealth 50 gp

Thoughts?


male human level 4 rogue

Got stats down now I must think... Dwarven tank pilot...or biker. *scratches beard in preponderance of the eternal question, tank or bike?*

Angus, the maniac's stats:

Male dwarf thunder scout 2
CN Medium humanoid (dwarf)
Init +3 (+5 if mounted); Senses darkvision 60 ft., Perception +6
Defense
AC 19, touch 13, flat-footed 13 (+6 armor, +3 Dex)
hp 17 (2d8+5)
Fort +4, Ref +7, Will +1
Offense
Speed 30 ft.
Melee dwarven waraxe +4 (1d10+2)
Ranged rifle +4 (1d10)
Thunder Scout Spells Prepared
0-Level - everheat rune

Statistics
Str 14, Dex 16, Con 14 (12+2), Int 14, Wis 13 (11+2), Cha 10 (12-2)
Base Atk +2; CMB +4; CMD 17 (21 vs. bull rush/trip)
Feats Rapid Reload (rifle)

Traits Natural Pilot (+2 initiative when combat begins while piloting), Deft Dodger (+1 Reflex saves)

Skills (*Armor Check Penalty: -4), Craft (machinery) 2 (+7),
*Disable Device 2 (+4), Knowledge (engineering) 2 (+7), Knowledge
(geography) 2 (+7), Knowledge (local) 2 (+7), Perception 2 (+6),
Spellcraft 2 (+7), Survival 2 (+6)

Languages Earthtongue, Eastern Common, Sylfanic, Western
Common

Racial Abilities Defensive Training (+4 dodge vs. giants), Hardy (+2
vs. poison/magic), Stability (+4 CMD vs. bull rush/trip), Greed (+2
to appraise precious gems/metals), Stonecunning (+2 Perception vs.
unusual stonework), Dwarven Weapon Familiarity, Hatred (+1 attack
vs. orcs and goblinoids)

Class Abilities Pilot Training (redirect attacks to herself or vehicle), Signature Vehicle, Thunderscout Techniques (Swift as lightning)

Favored Class Bonus 2/6 of a thunderscout technique

Weapons and Armor rifle, dwarven waraxe, dagger, breastplate,
20 rifle ammunition (standard)

Miscellaneous Equipment backpack, belt pouch, bedroll, driving
goggles, waterskin, engineer’s toolkit, spellbook (contains all 0-level thunder scout spells, plus alarm, repair vehicle, Pilot’s Guile and steambreaker), thieves’ tools, 50 feet hemp rope and grapple, assorted survival gear
Wealth 900 gp


male human level 4 rogue

Sorry, stats I was doing got hit by the computer screen of blue death... What's the exact game, would an Urbanian Thunderscout be appropriate?


Does nothing grab the imagination more then a man brave enough to use weapons that can explode in his hand? Who is willing to get close up and personal with the giant for that perfect headshot? ;)


male human level 4 rogue

Was thinking guys with the Cannoneer feat, while grunts they should be decent cannoneers if nothing else.


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Will there be a charisma using archetype? While I welcome a con based "caster" when I envision a telekinetic character I envision "extreme force of personality".


Same with Diego.


I would love a free copy Sir Crab!


male human level 4 rogue

Question of note GM, would it be possible to have four NPCs (say level 2 warriors or experts, 15 point buy) as gunners for the cannons?


Quote:
If Diego is the companion of a dwarf with membership, and that dwarf vouchsafed for Diego, then I imagine he could become somewhat of an adjunct member of the group, provided he can grow a bit of a beard and vows not to steal any eligible Dwarven ladies from the other lads. Especially so if he can help fashion a few bombards or long cannon to counter giant boulder tossing foes battery to battery.

Diego can do that, especially the cannon part.


How thick and long would Diego's beard have to be to be considered an honorary dwarf? :)


male human level 4 rogue

Not sure if it is but it is in that general family, although my personnel favorite tank is the King Tiger II. The Russian T-34 comes as a close second, talk about bang for your buck...


Diego might be up for joining the Ninth battalion... Provided they have room for a few firearms and cannons.


male human level 4 rogue

Yes and for anesthetics I am going real old school... Like this but with an open top.

http://upload.wikimedia.org/wikipedia/commons/c/cd/British_Mark_IV_Tadpole_ tank.jpg


I don't mind factions but I wouldn't be using them myself.


male human level 4 rogue

I was thinking that for big combats roll20 could be used in 15-30 minute "mini sessions" (not everyday more like say 1-2 a week at prearranged times) to resolve combat quickly.

Need a sketch of the details for character design, although currently I am seeing a tank ace style character (a Steamwagon with treads instead of wheels and perhaps later on a turret).


male human level 4 rogue

GM have you ever heard of roll20?


male human level 4 rogue

Definitely a Thunderscout enthusiast here, so the type of game I would go for is a "no dungeon campaign" or "exceedingly large, spacious dungeon campaign". Golemoids are a close second however, a cyborg class with true panache.

Also I searched through the modules list for modules which match the "2-3 module storyline".

http://paizo.com/products/btpy8yvy?Pathfinder-Module-The-Dragons-Demand

http://paizo.com/products/btpy99se?Pathfinder-Module-Plunder-Peril

On build rules I like the idea of +2 level characters, boosts survivability. Also I think a 20-25 point buy depending on the ultimate campaign idea that comes out, 20 for a more "merciful" (Think say in Arasteen or Le'chiel) campaign or 25 for a "post-apocalyptic" (Aramyst and Urbana) game.

Also I have an idea for speeding up combat if you would like to hear it.


Presenting Prometheus, the seer.

backstory:

Prometheus looks like a being of another age, another time... That is because he is, he roamed faerun when the ancient deity Auppenser, the Godmind was patron of psionics.

Prometheus was a citizen of Jhaamdath, the world's first and only psicracy. Then came great turmoil and then slumber...

For Jhaamdath was destroyed in an act of awe inspiring high magic which summoned a massive tsunami to consume the great empower and in doing so drown psionics and the godmind Auppenser forevermore...

The elves did not entirely succeed on either count. For Auppenser glimpsed what was to occur just before it happened and in an effort to preserve the Invisible Art and it's practitioners he took forth dozens of psionicists from Jhaamdath and placed them in a great sleep in his divine realm...

Traits:

The ancient: Prometheus truly is an ancient being, from a different era and a bygone age. To him the world has changed greatly, the Invisible Art is practically non existent and peoples once thought barbarians have created civilizations...

Greatness lost: Prometheus's slumber has taken a toll on his psionic abilities, he was once an accomplished seer and now he is reduced to nothing more then the faintest flickers of psionic power.

The twisted strands of fate: Prometheus was awoken and placed in the Swordcoast for an unknown reason, why has he awoken at such a time and place?

Awakening and dreaming:

Prometheus awoke in the middle of a green field in the sword coast, his mind filled with dream like and hazy images and words... Prophecy, danger, search, shard, fate...

The images he saw depicted a strange place, an underground chamber upon which laid a strange shard brimming with psionic power... And then the vision ended and Prometheus awoke to a new world.

Each night the same vision repeated itself, again and again.

Of sleeping deities and fate:

While he does not know it Prometheus was awoken and deposited upon faerun by the sleeping, subconscious mind of Auppenser himself. For the godmind preserved himself by going into a deep slumber and now he is starting to wake up...

As the subconscious of Auppenser slowly awakens it begins the process of awakening the godmind... To this end it has dispatched the psionicists preserved by Auppenser to all corners of faerun to find the shards, however the subconscious even of a godmind has limits and these agents know little of their true mission behind the same, hazy dream...

GM going to get stats up tomorrow but how do you like the backstory? Tried for "plausible psionics" coupled with a nice, juicy hook(s), did I succeed?


male human level 4 rogue

A question of note GM, do you prefer APs and modules to doing it completely homebrew?


male human level 4 rogue

*waves merrily*

Ideas Ocean?


male human level 4 rogue

Alright we need adventure ideas...

Presenting three campaign ideas, each incorporating themes from steampunk tradition.

Escaping your creditor:

For many heroes things go absolutely swell, riches, fame and beautiful women. They live lives of luxury in fancy mansions and have not a care in the world... You unfortunately are not one of those adventurers, your life has been bad the day you were born.

One thing brought you altogether, you all owe baby faced Nelson a lot of money. This Goreaux loan shark controls all the crime in Urbana and you ended up in debt to him one way or another, now baby faced Nelson is angry... You've failed to pay back your loan and the shark ain't happy...

Now you and your fellow debtors have decided that you have to escape the manic grip of baby faced Nelson, but first you have to escape his base of operations: Urbana...

You have only three days to scrape up the necessary gold (100 per ticket) to escape Urbana on the Jolly Dodger, a zeppelin bound somewhere else... All while evading the the Goreaux crime boss.

Theme and tone: This adventure idea takes root from watching around the world in eighty days, this emphasizes the funnier, optimistic elements of steampunk. The PCs race across the world of aden in a desperate bid to escape their creditor, a megalomaniac Goreaux with the resources to back up his staggering ego.

While light hearted this should not be an "easy" campaign by any stretch, your foe while an incapable combatant has the resources to send all manner of enemies against you, ultimately the conflict will end in the ultimate showdown between you and your irate creditor...

The Thirteen Warriors:

This campaign is inspired by the movie and the book, while we don't need thirteen players the theme is the same. A bunch of desperate warriors and mercenaries defending a village from the threat of darkfall spawned horrors.

And perhaps even defeating them.

Theme: This is designed to be a grimdark epic married to steampunk, it should be brutal, ugly, deadly and yet heroic. The players must stand against those who were once men but now corrupted by the darkfall, mutants, fallen and worse await them...

Big trouble in little Hawaii:

Big trouble in little Hawaii is based in the Misland Republics, the PCs are successful adventurers who have decided to retire to the paradise of the Misland isles. They have come for the sunny beaches, the beautiful native women and the relaxation of sleeping in a hammock with said women.

Yet our adventurers turned retirees face a problem, big trouble is brewing in the Misland Isles and if they want to truly retire their going to have to face it down.

Themes: Your retiree adventurers looking to enjoy the good life, women, song and wine as the old saying goes. However your retirement is in jeopardy, whatever force is brewing it threatens to evict you from your hard earned retirement... And you aren't going to let anything ruin your retirement, time to strap your boots on and kick em in the balls like the good old days...

Another theme is small town life, the players should become invested in this small town they are retiring to. Romance, residence, gossip and basically the whole shebang of small-town life.

Note that these are just ideas and will probably be changed, although I do have an idea for big trouble. With some modifications (to both the AP and probably the idea) big trouble could be run as a Rise of the Runelords campaign.

You would have to change the villains to an extent but the darkfall is an easy fall-back for this.

Question want to me to run by you a list of players who would be interested or just invite them to the thread?


Question GM would psionic races be allowed?


Correction: Diego de Almagro is human.


Is Dreamscarred press material on the table?


@ I can go with the gunslinger expat mentor, question of note. Anything wrong with my application that I am not seeing (I know gunslinger is a little bit out there but not like say an android)?


Zomblisham: Trying to correct my character submission a bit, I think I can work with the emissary of Blackstaff tower idea quite well...

Without further ado I present my reworked character, Arcavato Denexis.

Also GM a question, would it be possible to exchange a feat for 1 skillpoint and class proficiency in 1 skill? Just asking because the skillpoints just aren't there for a dedicated face.

Backstory:

Arcavato Denexis was born a Drow Noble to the minor House of Denexis, a House with an obscure lineage that no one could trace. Suffice it to say this obscure lineage obviously contained a powerful wizard or two, Arcavato was the third child born of Matron Mother Denexis and as such was to be sacrificed to Lolth's glory...

When the dagger was about to impale Arcavato's chest something happened... A flash of arcane light and a second later Matron Mother Denexis was dead, a dagger impaled into her own chest. While many successors of a Matron Mother would have killed such a child (via magic or crossbow) Arcavato's eldest sister did not...

Arcavato's sister was completely unprepared to take the mantle of Matron Mother, nor did she fit the standard mold: an impious fighter with no gift for clerical magic. Rather then kill Arcavato his sister raised him to be the arcane champion of the House, a rare title bestowed only upon Drow sorcerers.

However his sister was unprepared for the dangers of Drow politics and fell quickly (by Drow standards, she reigned for just seventy years). Arcavato however escaped the fall of his house and retreated to the legendary "Skullport" beneath Waterdeep. There he would stew for twenty years, he survived...barely.

Joining the Moonstars:

Arcavato's existence in Skullport was rudely interrupted one day by a massive brawl within one of Skullport's taverns. In the process of using his magic to defend himself Arcavato accidentally saved the life of a Moonstar agent.

As the two escaped the tavern brawl the Moonstar in a fit of gratitude (and having royally failed his sense motive check) thanked Arcavato profusely for "saving" his life. Arcavato realizing that he had a gullible surfacer exploited this gratitude profusely and in doing so ended up at a most unusual appointment...

Meeting with the Blackstaff:

Arcavato waited in the atrium, his form was unbending and unmoving as he mentally counted the minutes in his head. As he counted down precisely to the last second the massive door to the Blackstaff's quarters began to open with a great creak.

Others might have quavered before the presence of Khelben Blackstaff, however Arcavato did not. To quaver was to show weakness and weakness here just as in Drow society meant death. The Blackstaff's eyes carefully examined Arcavato like a predator, judging all the characteristics that make one either weak or strong.

Then the Blackstaff spoke, his voice grave and foreboding.

"Arrum tells me that you saved his life deliberately, is this true."

Arcavato immediately spotted the dangerous gleam in the Blackstaff's eyes, Khelben already knew the answer: to lie would be pointless.

His voice perfectly controlled Arcavato answered, "no."

Khelben's eyes showed nothing as he spoke, "tell me truly then are you the same as your kin?"

Arcavato's eyes betray something akin to anger and indignation despite his best efforts to control his emotions, his answer once again was simple but this time much more empathic. "No."

The archmage's eyes calmly met his own and then flashed like silver fire, Arcavato's own gaze held firm as Khelben spoke.

"In what manner?"

Arcavato did not waver nor bow before what he saw in those silver eyes, to show weakness now was to face oblivion.

"I value self control, will, strength and ambition. I do not engage in pointless slaughter for the sake of an insane goddess's pleasure. My kin would employ torture to interrogate a prisoner, I would simply rip the knowledge I desired out of his mind in an instant."

Khelben's eyes returned to their normal hew and Arcavato could see something in them...approval?

The archmage's tone was suddenly brisk, business like but still laced with the raw power of a true archmage.

"If you desire power and status I can offer it to you, for a price. Serve me as my hand and you shall be rewarded with power and wealth. You will be the equal of any guild mage or indeed minor lord of Waterdeep and will have all the pleasures that come with such office..."

Khelben's tone is stern as he finishes the sentence, "and responsibilities".

Bowing his head slightly in a show of respect Arcavato replies formally, "as you wish Blackstaff".

Mission:

It is no secret that the Blackstaff has many, many projects and plans unfolding across the Realms. One of these projects is the pacification of the Nelanther isles, either as a "protectorate" of Waterdeep or under the aegis of a "rightful king" (rightful=fears Khelben above all else).

This current crop of pirate hunters should they prove successful may eventually receive the attention of Khelben himself but the Blackstaff has many affairs to deal with. As such Arcavato has two jobs, the first is his role as ship's mage. His second is to observe his fellow pirate hunters for signs of worthiness and conversely failure.

To this end Arcavato has been given a special status at Khelben's behest, he is to be treated by the authorities of Waterdeep like a minor lord or guild mage and this is known to virtually all of the power structure within Waterdeep...

Personality:

Ambition is my god: Arcavato is driven by ambition, the ambition to be something more then a slave to the Matron Mothers and through them Lolth. He desires status, power and wealth.

Patient: Arcavato knows he has an advantage few others do, an exceptionally long lifespan. He can afford to wait for decades if need be to achieve his aims. Life is not a murderous, hedonistic frenzy for him unlike his kin. Life is a Sava board and Arcavato will win this great game of Sava.

Not a yes man: Arcavato does not placate the ego of Khelben or anyone else for that matter, if he thinks your plan is a certain failure he won't have any trouble saying so.

Drow with honor: Arcavato does possess a surprising sense of honor, while his code of "honor" may be strange to paladins it would not be out of place or surprising to the more "organized" criminal groups.

Arcavato for instance has no qualms with taking hostages and if required no qualms about executing them. However he would actually take good care of the hostage, providing the basic necessities and abstaining from torture and other abuses (except perhaps interrogation via magic).

Another example would in the case of a siege or battle (that wasn't a stealth mission). Arcavato would before the onset offer fairly decent terms for surrender and would honor them, if they refused to surrender however Arcavato would have no trouble executing every last one of them.

Appearance:

Clad in his spider silk robes and his exotic Piwafwi Arcavato cuts an elegant, refined figure wherever he goes... His face is like his clothes and for those not overcome by revulsion to the Drow a quite handsome face to boot. His features also strongly hint at exactly who was was the mysterious progenitor of his bloodline is...

If Matron Mother Baenre gazed upon his face this thought would immediately leap into her mind,son...

Here is a image that would describe his face and hair style accurately,[url]http://fc07.deviantart.net/fs11/i/2006/221/f/8/Dark_Elf_male_by_ Untitliel.jpg[/url]

Stats:

LE Medium humanoid (elf)
Init +8; Senses darkvision 120 feet; Perception +3

DEFENSE

AC 13, touch 13, flat-footed 10 (+3 dex)
hp 6 (3d6)
Fort +1, Ref +4, Will +3; +2 vs. enchantments
Immune sleep; spell resistance 9

OFFENSE

Speed 30 ft.
Melee
Ranged light crossbow +4 (1d8/×2)
Special
Sorcerer Spells Known (CL 3rd; concentration +8)

1st (6/day)—mage armor-shield-ray of sickening (dc 15), identify
0th (at will)—ghost sound (dc 14)-mage hand-penumbra-message-spark

Bloodline arcane (familiar: greensting scorpion)

STATISTICS

Str 11, Dex 16 (14+2), Con 10 (12-2), Int 12, Wis 10, Cha 18 (16+2)
Base Atk +1; CMB +1; CMD 13
Traits Seeker and Arcane Temper
Feats Drow Nobility, Improved Drow Nobility
Skills Intimidate +10, Knowledge (arcana) +7, Spellcraft +7, Use Magic Device +10
Languages Common, Elven, Undercommon
SQ bloodline arcana (arcane bond, metamagic adept 1/1), SLAs (Deeper darkness 2/2, dancing lights 2/2, faerie fire 2/2, feather fall 2/2, levitate 2/2, Detect Magic at will).

equipment Cloak of Elvenkind (2,500 gp), sleeves of many garments (200 gp), light crossbow (35 gp), 50 bolts (5 gp) and 260 gp.

Familiar, book spider:

Note that this familiar is effectively a reflavoured greensting scorpion, nothing is really changed besides the sting becoming a bite attack.

Arcavato's familiar is a prized "book spider", a specially bred creature popular with all manner of Drow arcanists.

The book spider is colored like parchment and indeeds feels like parchment... Indeed it actually spins webbings which are akin to parchment.

rolling health

1d6 ⇒ 1
1d6 ⇒ 2

Thoughts?


Presenting Diego de Almagro, may he live up to his name...

Backstory:

Diego de Almagro was born into a hard working homestead of Chelexians in the Mindspin mountains... It was a hard but happy life, then the giants came... Led by a terrible female chieftain they killed Diego de Almagro's parents and sibling. Diego himself managed to escape with a scar, he fled from the Mindspin mountains and into Lastwall.

When he regained his bearings Diego was first overcome with grief...then rage. He swore that he would kill every last giant of the band that ruined his life, however some part of Diego's mind recognized that he needed a way to kill the giants.

As the young man skipped across the face of golorian he eventually made his way to the legendary land of Alkenstar in search of the weapons he needed: guns.

When he gripped his first pistol Diego felt a sense of belonging he had never felt before, the weapon felt right in his hand. He labored for years under the eyes of the Alkenstar gunsmiths, eventually they deemed him a proper gunsmith and in doing so ignited a dream...

He would be more then just a giant slayer, he would be more then just a legend... He would be a ruler, with blackpowder he would tame the Hold of Belkzen. He would do what no one else could, he would not just push the so called "horde line" back, nay he would eliminate is entirely.

And so Diego journeyed from Alkenstar to find his destiny...

Appearance:

Diego is rustically handsome, clad in studded leather armor and wearing a "duster", a popular garment in the wind swept wastes of Alkenstar. On his rests a proud but battered black hat that shields him from the sun.

Diego's major facial feature is the scar which descends down from his left eye to just above his upper lip.

Personality:

Driven by guns and glory: Diego is driven both be vengeance against giant kind and by his thirst for fame, fortune and power. He desires to push back the horde line and conquer the Hold of Belkzen and reign as it's ruler.

Never stop shooting: Diego does not know the meaning of the following words, "surrender" and "quit".

Blackpowder will be my legacy: Diego fully intends to introduce blackpowder to Trunau and indeed to all who would stand against monstrous denizens of the Hold of Belkzen. To that end he teaches his craft to Trunau's residents (or is trying at any rate) for either a “siege fee" or a modest amount of gold (roughly about 2 GP per day per would be gunsmith).

Class and archetype:

LN Gunslinger (pistolero) 1

Defenses:

Init +4; Senses Perception +7
AC 17, touch 14, flat-footed 12 (+4 Dex, +3 Armor)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +3

Offense:

Speed 30 ft.
(1+ to attack rolls against giants, +4 to critical confirmations)
Melee
dagger +1 (1d4/19-20x2)
Ranged
(1+ to attack rolls against giants, +4 to critical confirmations)
pistol +5 (1d8/x4)
dagger +5 (1d4+1/19-20x2)

Statistics:

Str 11, Dex 18, Con 12, Int 10, Wis 16, Cha 12
Base Atk +1; CMB +1; CMD 15

Feats:

Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Rapid Reload (pistol): reloading a pistol is reduced from a standard action to a move action.

Traits:

Black Powder Bravado: Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.

Ambitious: You gain a +4 trait bonus on Diplomacy checks made to influence creatures with at least 5 Hit Dice more than you possess.

Orphaned by Giants: You grew up in a tranquil, happy home
near the mountains, but that peace was shattered when giants
came down from the mountains to raid your settlement. The
giants killed your parents and left you a young orphan, and
since that day, you’ve sworn to avenge the deaths of your kin.
You gain a +1 trait bonus on attack rolls against creatures with
the giant subtype, and a +2 trait bonus on rolls to confirm
critical hits against creatures with the giant subtype.

Skills:

Acrobatics +4 [4 Dex]
Bluff +5 [1 Cha +1 rank +3 class]
Climb +0
Craft (alchemy) +4 [+1 rank +3 class]
Diplomacy +1 [1 Cha]
Disguise +1 [1 Cha]
Heal +3 [3 Wis]
Intimidate +5 [1 Cha, +1 rank +3 class]
Perception +7 [3 Wis +1 rank +3 class]
Ride +4 [4 Dex]
Sense Motive +7 [3 Wis +1 rank +3 class]
Stealth +4 [4 Dex]
Survival +3 [3 Wis]
Swim +0

Languages:

Common

Gear:

Battered pistol, dagger, Kit, gunsmith's, 30 bullets, 30 black powder doses, Lab, alchemist's (portable), 3 powder horns, studded leather armor. Gold 141

Special Qualities:

Grit: 3/3
Deeds: Up Close and Deadly, Gunslinger’s Dodge, Quick Clear
Gunsmith: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Favored class bonus: 1/4 of a grit point per level.

GM your thoughts?


Seeing the entry above me I have decided that in the name of Drow players everywhere that I must produce a Drow character that actually has...panache.

I humbly present Arcavato, a true Drow renegade if their ever was one. Also the position Arcavato would desire on board the ship would likely be that if ship mage, if he meets inspection GM I will expand background.

Arcavato, the renegade:

Beneath the noble caste of Drow society exists only two things... Slaves and peasants, admittedly it is hard to tell which is which...

Arcavato like many Drow proceeding him grew up terrified, scheming and undoubtedly evil. But their was a difference between Arcavato and his peers as they attended the Wizard Academae in Ched Nasad, this difference was where his classmates focused on betrayal to get ahead Arcavato focused on his studies and of course on remaining under the notice of fellow students and teachers alike...

To his credit Arcavato succeeded in both goals and in the process accomplished his third goal: knowledge. For Arcavato was stealthy enough to access virtually every section of the library unnoticed, he was able to plump the depths of numerous texts...

These texts revealed the secrets he sought, knowledge concerning the surface world and how to access it. For Arcavato had long come to the conclusion that he would never advance in Ched Nasad or indeed within Drow civilization...

The surface however was filled with opportunity and under the guidance of the rights hands as malleable as clay... So Arcavato set off, unnoticed, unseen and unknown.

Personality/Alignment:

Arcavato is most certifiably evil but it is not blatant to most, Arcavato doesn't stick heads on pikes (for real), slaughter villages or do it just for kicks.

Arcavato is a schemer, to him every being he encounters is but a piece upon the great Sava board of life. A piece to be manipulated in the cause of Arcavato's goals and only discarded if necessitated by his plans.

Another example of Arcavato's style of evil is this, if he needs information and can't pry it out of you via a silver tongue he wouldn't bother with torture... He would just rip the information out of your mind via a spell (or more likely just read your mind without you realizing)

if you need a mainstream example of Arcavato think of Emperor Palatine and Order 66, that is the kind of thing that Arcavato would do.

stats:

Drow Wizard 3
LE Medium humanoid (elf)
Init +1; Senses low-light vision; Perception +9

DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)
hp (3d6+2)
Fort +1, Ref +2, Will +3; +2 vs. enchantments
Immune sleep

OFFENSE

Speed 30 ft.
Melee mwk rapier +3 (1d6/18–20)
Ranged mwk longbow +4 (1d8+1/×3)
Special Attacks Binding Darkness (7/day)
Wizard Spells Prepared (CL 3rd; concentration +7)

2nd—Shadow Anchor, Invisibility, Mirror Image
1st—Vanish, Color Spray x2, Charm Person
0th (at will)—detect magic, ghost sound, mage hand, detect poison

STATISTICS

Str 10, Dex 13 (11+2), Con 10 (12-2), Int 18, Wis 10, Cha 12 (10+2)
Base Atk +1; CMB +1; CMD 12
Traits Stealthy, Seeker
Feats Scribe Scroll, Spell Focus (illusion), Greater Spell Focus (illusion), Nimble Moves (bonus)
Skills Stealth +11, Perception +9, Spellcraft, +10 Knowledge (arcana, local) +10, Disguise +4
Languages Elven, Undercommon, Common, Draconic, Abyssal, Aklo
SQ Arcane School (illusion, subschool Shadow), Arcane Bond (House Centipede)
Equipment, Hat of Disguise, Sleeves of Many Garments, Kit, wizard's 379 gp

Spellbook:

1st-Vanish, Disguise Self, Color Spray, Charm person, Memory Lapse, Anticipate Peril, Memorize Page, Ventriloquism, Magic Aura
2nd-Shadow Anchor, Invisibility, Mirror Image (150 GP), Silent Table (150 gp), Twilight Haze (150 gp), Haunting Mists (150 gp)

Thoughts GM?


Was thinking either a stalker or a playtest Harbinger (you can find it here, http://paizo.com/threads/rzs2rirm?Dreamscarred-Press-Announces-Path-of-War) .


GM would dreamscarred press material be allowed (psionics, path of war, akashic mysteries)?


GM can we use psionics (the Occult playtest is not psionics, it is victorian spiritualism)?


Indeed tell us more Mackenzie...


Indeed it does Mackenzie, want help with converting your campaign traits?


I wouldn't called the Occult psionics... Not by any stretch of the imagination.


http://www.d20pfsrd.com/psionics-unleashed

There you go.


Dreamscarred press has solved the balance problem with psionics, you cannot spend more then your level in power point augmentation (except for the Wilder and a few others and that comes at a price akin to a barbarian's rage).

Need a link to Dreamscarred psionics?


Tentative interest... Although I would ask how much the no 3rd party products is set in stone... Martials do need some love after all and psionics does have it's place in the realms.


Alright i'll gamble with the dice gods...


What type of ship rules are you employing? Thinking of an illusionist wizard smuggler/pirate with a penchant for trickery.


Indeed I am interested.


Suggestion GM, visit this link http://www.giantitp.com/forums/showthread.php?257924-Guide-to-Play-by-Post- Games.


Be kind sir GM... A twenty point buy...


4d6 ⇒ (6, 4, 5, 2) = 17=15
4d6 ⇒ (6, 2, 5, 3) = 16=14
4d6 ⇒ (5, 6, 4, 2) = 17=15
4d6 ⇒ (4, 2, 1, 3) = 10=9
4d6 ⇒ (3, 3, 6, 1) = 13=12
4d6 ⇒ (4, 6, 2, 5) = 17=15

Question of note GM is it possible to reflavor a campaign trait for someone who is really far out (like say from Cheliax or Katapesh)?


Character details:

Name, Bryeis
Alignment LE
Ideals Power, once I was without any power, I was as defenseless as a new born babe. Never again will this occur, I shall never be without power and thus protection.
Bonds The Church of Asmodeus, some call us tyrants, slavers and worse. Yet I ask a question of you, would Andoran ever allow a tiefling to achieve any power or authority? Would the so called "goodly" religions allow a tiefling or half orc to rise high amongst the hierarchy of the church? I am living proof that merit is what matters in the church of Asmodeus, if you possess the will and desire you will advance in the Church of Asmodeus.
Flaws, Dogmatic. It is my duty to uproot heresy and uphold the doctrine of Asmodeus, the corruptions of chaos, disorder and weakness shall not be allowed to flourish here.
Background, see Acolyte Bryeis

Acolyte Bryeis:

Once Bryeis was nothing, nothing but a slave to Gaedren. She was worked to death, abused, her horns filed and her tail clubbed. As she lay in bed each night however she dreamed, not just of revenge but of power. The power to do as she willed, the power to command authority and respect...

Eventually the battered tiefling escaped Gaedren at the age of twelve, she then made her way to the temples of the gods... Yet she did not go their for healing, not even when the goodly priests of Sarenrae offered her sanctuary in their temple...

It was the steps of the Temple of Asmodeus that Bryeis would choose to scale, it would be the church of Asmodeus which would welcome her into the fold and uplift her... For six years would Bryeis study theology, the planes and more.

Of all the wards that the church of Asmodeus raised Bryeis was the most hard working, studious and perhaps most importantly of all loyal. Loyal enough to be given the chance for virtually limitless power within the Church of Asmodeus, the chance to become Inquisitor.

Inquisitors are a rank within the church that is more powerful then any priest could ever hope to be, a rank only bestowed upon those orphans raised as wards by the church. For only these wards could be counted on not to "abuse" (in other words cripple the church and institute heresy and dissension) the power of their office...

But even these loyal wards must undergo apprenticeship to a senior Inquisitor before being judged worthy of the office...

Haven't completed everything GM, my character will be a warlock. Haven't determined whether Asmodeus will be the patron or another devil, thoughts?


Is path of war playtest material available (The Harbinger and Zealot)?

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