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We are starting a sci-fi/fantasy campaign that sees us, the 3 pc's, as an elite interstellar peace keeping force. Pathfinder standard rules, only with some custom gun options and using the technology guide (at 10% of listed prices there.)
I had this idea to play a necromancer. Decided to go wizard, and ran with the idea that this PC was the son of a powerful politician in the government. After raiders attacked the ship he was traveling on, his escape pod brought him to a dangerous planet, where he was taken in by a race of creatures that not only saw death as a process rather than an end, but could control this process. He is raised by this race of creatures, and taught their ways. Unfortunately, when the search party arrives on the planet years later, a misunderstanding occurs which leads to war, and after retrieving the young PC the race is wiped out. This causes the young PC to hate both his father and the republic, and not too long after that he escapes to become a terrorist.
Campaign starts several years after that. The galactic republic has encountered several new, intelligent societies bent on violence, and needs a strong behind the scenes presence. So they put together a small team to take action against threats both internal and external. They offer the PC complete pardons from all prior crimes in exchange for his support; to which he agrees. That's the fluff, now for the crunch.
Lvl 4 human Shadow-caster Wizard
Necromancy school (Divination/Evocation)
HP: 21
STR 10
DEX 14
CON 12
INT 18
WIS 12
CHA 7
TRAITS Inspired, Bruising Intellect, Highlander (stealth,)
DRAWBACK power hungry.
FEATS scribe scroll, Command Undead, Light armor Proficiency, Orator, Improved Initiative.

Taking mostly fear or illusion spells, with some defensive spells.
Thoughts on the background, the numbers, or what? And how should/can I grow this PC into being a full-fledged Necromancer? Thank you!!


Super out of my comfort zone with this class. Used to beat em up martials, so I tried to go for something different this time.
Things to know; 1- stats were rolled 4d6 subtract the lowest, but they were preassigned rolls (1st was strength, 2nd dexterity, etc) with one reroll.
2- GM has ruled that burning magic acts off caster level, not spell level. May be reversed later, but he was pretty solid on this.
3- party is composed of a tiefling swashbuckler, aasimar draconic sorceror, a shield champion half-orc and me, the flame oracle.
so with out further delay, here is the character.

Sariel Vol Tathos
Chaotic Good human Flame Oracle 1
Str 10 Dex 15 Con 11 Int 14 Wis 12 Cha 18
Fort 0 reflex 2 Will 3 HP 9 AC 14 touch/flatfooted 12
Mystery - fire Curse - Blackened
Revelation - burning magic
Spells by level - 0 = Detect poison, stabilize, guidance, spark. 1 = Burning hands, cure light wounds, Forbid action.
Feats
1 - Spell focus(evocation)
Bonus - Spell specialization (burning hands)

I am playing this character as the face of the party. I plan on taking leadership at 7. Any real good revelations or feats i should be looking at for the future? As stated above, campaign is reign of winter. Please leave thoughts and critque below. Thank you!


Playing a Fighter in a homebrew campaign, and after an encounter with a foe he couldn't harm with physical weapons, he started to look into Wizardry.
Fighter 2/ Wizard 4
HP:69
Str: 20
Dex: 17(+1 transmutation school)
Con: 17
Int: 17
Wis: 12
Cha: 11
Feats: Combat reflexes, Improved Initiative, Exotic weapon proficiency (Fauchard,) Power Attack, Toughness, Additional Traits (to pick up Magical Knack and Trustworthy)
Arcane School: Transmutation

Normal combat consists of usually going early in the order, casting Mage Armor and then moving into a tactical position. Enemies usually charge in and get stabbed, sometimes killed on the way in. After that, it's 5 foot steps and more stabbing until they are dead. if i can't get reach, the Cestus comes out to play. If mage armor is already up, shield or bull's strength are his next go-to's.

I was planning on going fighter 2, wizard 5, Eldritch Knight 10, wizard 3 and calling it good.
what kind of feats should i be taking? I was thinking of going into the Dimensional Agility feat chain, but is that going to be worth it?


Level 1 Battle Oracle
Strength: 18
Dexterity: 16
Constitution: 13
Intelligence: 12
Wisdom: 17
Charisma: 15
Hit Points: 13
AC: 16
Initiative: 5
Fortitude: 2
Reflex: 3
Will: 5

Longspear (+4, 1D8+6)

Spells
Lvl 1
Blend, Cure light wounds, Produce Flames, Slumber, Enlarge person (Spirit Magic)

Feats
Toughness, (have another, undecided)
Okay, so to start off, i really have no idea how to build this character. Plan is to pick up combat reflexes and Battle Master to use Attacks of opportunity while buffing on my turn.
Tldr, i haven't picked my last feat, i haven't picked my familiar and our first game is sunday.


So how would i go about crafting a Magic item that is a Fauchard on one end and a metamagic rod on the other?


So i am going to be running a homebrew campaign where magic is basically non-existent. The PC's may only take levels in non-caster classes (sans gunslinger) and are each going to have a random spell-like ability, and this is the only form of magic in my campaign. Does anyone have any experience or advise for running such a campaign?


So on Sunday we will be starting our first session, and while this might be a little late i wanted to see if our group/my PC is up to snuff. So for starters, here is my fighter, Sojiro.
Human fighter 1 - Sojiro
Str 20, Dex 16, Con 15, Int 12, Wis 13, Cha 7
Initiative 11, HP 13 AC 18 (+3 Dex, +5 Kikko armour)
Fort 4, Reflex 3, Will 1
Masterwork Nodachi + 8/1d10+7
Feats: Power attack, Improved Initiative, Weapon Focus (Nodachi)
Traits: Exiled, Seeker, Reactionary, World Traveler, Attached (Nodachi)

Any glaring flaws I have made? The rest of our party consists of a half-orc barbarian, an illusionist gnome wizard and a human druid. The DM is going to run this as a mythic campaign as well.


Small snag in a campaign i am in. many monsters in their entry, such as wolves have an attack that reads as follows; bite +3 (1D6+3 plus trip)
Does this mean the wolf performs a trip CMB after hitting? Or does he auto trip? Can someone direct me to the appropriate rules section please?


Hello,

Some of you may have visited my other thread where i discussed the character i was playing in a homebrew setting (Ravnica for you magic fans out there). This is the thread for those interested (http://paizo.com/threads/rzs2qxzw?What-is-my-PCs-alignment#16)
So the issue i have is that this character, Seeker, is rapidly growing in power. With our last session he has assassinated the son of the wealthiest man in the city during an open air ball, and after raiding a slavers den, just found a +4 dueling katana and boots of teleportation, vastly increasing his mobility and prowess.
Seeker is, to relate, a magical version of the punisher. He seeks out those he views as evil and kills them in accordance with a very strict sense of justice. He has already caused quite a bit of chaos in the campaign, and with his new mobility i am sure he will cause even more.
I had talked to my GM about possibly switching characters if it became an issue at the table (which so far it hasn't) but at the same time, the party has only fought together 2 times out of 7 sessions. Seeker doesnt trust his companions (a raise dead cleric and a pyromancer) and so is loathe to work with them.
The other character (a gun wizard) would play better with others, and we were thinking of having the gunmage chasing after seeker because of his vigilante activity.
As of right now we havent had a whole lot of direction in our campaign, which i think is most of where this chaos stems from. Seeker isn't the kind of vigilante to stay idle while we wait for the plot to catch up to us.
What could the GM or I do to fix the issue? Is it as simple as rolling a different character? I am attached to this one, and am having fun playing him.
TLDR; Seeker is maybe too renegade for the group, playing a new character might fix this, but i like this one. Help my GM and myself fix this?


So in our campaign i am playing a magus who views justice (the act of punishing those who do evil) as a law of nature. He is ruthless towards these ends however, as he views those who would stand in his way as the unjust, while his actions are sacrosanct. He has no problem killing people or even torturing them.
In the current campaign he has burnt down a warehouse district and an abandoned building( two seperate incidents) because they were being used by an anarchistic military group. Then he led an ambush on a caravan of these people, and brutally interogated a wizard.
His trail for revenge led him to an academy where he abducted a teacher for information. This information led him to a church, where he abducted an 8 year old girl (important to him) and lit the church on fire.
My question is this: what would you say his alignment be? He believes in justice for all, but justifies the means with the end. It may not be important, but i want some outside feedback.


Hey ya'll. In our current campaign, I am running a 3rd level Kensai Magus. I want to multiclass him into a summoner, any one have any experience with this? Anything I should avoid like the plague? Thanks in advance!


So my group are starting the rise of the runelords adventure path, and I was wanting to play a bladebound magus. I'm pretty bad with background though, so I turned to the ultimate campaign generator....and this what I got.
My human magus was born to traveling merchants, who were killed by bandits when he was young. Then a gold dragon found the baby and raised the child. The gold dragon teaches the boy all all sorts of history, which coupled with the dragons outlook and his tragic past, lead the boy to become racially biased towards humans. He considers himself "enlightened."
He is chaotic good, and when the gold dragon dissappears he chases after it, leading him to the adventure hook. So my question is, how do I roleplay a racist good guy? Any ideas or suggestions?


Hello everyone, this is my first time posting here. My friends and I are starting a pathfinder campaign, with me as GM. I'm a sucker for narrative, so the campaign is going to be set in a dark fantasy setting. The idea i have been playing around with is that the PC's are invited to the capital city of a kingdom, where they discover that there is a serial killer on the loose. They are asked to investigate and find the killer.
The killer turns out to be the princess, who with the help and urging of a demonic text, believes the royal court to be conspiring against her sickly mother(who has actually contracted a disease that is slowly turning her into a zombie.)
Here is the catch; The Princess is an X level wizard who uses phantom killer to do her dirty work. She is never at the murder scene when it happens, instead casting the spell from a distance, out of sight. With her status protecting her, and her docile nature, she seems like the last suspect on the PC's list. Basically, i need help leveling her up to a reasonable threat level.
The ordeal is more of catching the princess, rather than the actual fight. She isn't going to be able to actually fight the PC's rather well, so escape is her best option. She can even use her status as a weapon against them. Even when they catch her, the PC's judgment on her punishment would send shock waves through the kingdom. She would rather run than fight, so i have given her a bunch of spells pertaining to that idea, but what do you think? Any spells or items a must have? She is a princess, so the acquisition of rare items is not a problem.