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Hello,

I have recently decided to take my first attempt at homebrewing a character based off of my favorite character that I've ever made for Pathfinder. Xenlos Belorin, the Paladin of Sarenrae. I tried to adhere to the rules of 24 and 22 the best I could, I think I overtuned the powers a little bit. Also once I got to the roles, I think I got a lot of out of control. The Redeemer Role was significantly easier for me to make, as it's how I played the character, behind all sorts of redemption and diplomacy, while I wanted to make something contrasting that could still fit Sarenrae in the second role. If it makes any difference, I intend to use this character for mainly the Rise of the Runelords path and potentially maybe Skull and Shackles down the road.

Any and all advice, criticism, and such is very much appreciated, thanks!

Xenlos
Male, Halfling, Paladin

Strength - d6 []+1 []+2 []+3
Melee: Strength+1
Dexterity - d6 []+1 []+2
Constitution - d8 []+1 []+2 []+3
Fortitude: Constitution+2
Intelligence - d4 []+1
Wisdom - d6 []+1 []+2
Charisma - d10 []+1 []+2 []+3 []+4
Diplomacy: Charisma+3

Card Feats

Favored Card Type: Ally
Weapon: 2 []3 []4
Spell: --- []1
Armor: 2 []3
Item: 1 []2
Ally: 6 []7 []8 []9
Blessing: 4 []5 []6
You may treat one copy of the card, "Scimitar" as if it says "Owner: Xenlos"

Hand Size: 4 []5

Proficient: Light Armors, Heavy Armors, Weapons

Powers:

When a character at your location encounters a monster, you may bury ([] or discard) an ally to allow that character to evade the monster, you then encounter that monster.

When you attempt a check to acquire a Ally or a Weapon ([] or an item or an armor), you may recharge an ally to use your Diplomacy skill in place of any listed skill

When you use a Scimitar as your weapon for a combat check, add an additional 1 ([]2) to that combat check.

Roles:

Redeemer of Sarenrae: The two most important parts of the Sarenrae Paladin code: Protecting your allies and offering redemption to those who seek it

Hand Size: 4 [] 5 [] 6

When a character at your location encounters a monster, you may bury ([] or discard) ([] or recharge) an ally to allow that character to evade the monster, you then encounter that monster.

When you attempt a check to acquire an ally or weapon ([] or an item or an armor), ([] or to defeat a non-villain, non henchman monster with the human trait), you may recharge an ally to use your Diplomacy skill in place of any listed skill

When you use a Scimitar as your weapon for a combat check, add an additional 1 ([]2 []3) to that combat check.

[] If a character at your location would take damage, you may discard ([] or recharge) an armor to reduce that damage by 2 ([]3)

[] When playing a Blessing of Sarenrae, add d12 to the check instead of the normal die. ( []If the top card of the Blessing discard pile is a "Blessing of Sarenrae", you may shuffle it into the deck instead of recharging it)

Role: Cultist of the Dawnflower: The Cult of the Dawnflower believes in no second chances for evil-doers, being more aggressive than the normal Sarenrite counterparts.

Hand Size: 4 []5 []6

[] You gain the Skill Melee: Strength +2 ([]+3)

When a character at your location encounters a monster, you may bury ([] or discard) an ally to allow that character to evade the monster, you then encounter that monster.

When you attempt a check to acquire an ally or a weapon ([] or an item or an armor), you may recharge an ally to use your Diplomacy skill in place of any listed skill

When you use a Scimitar as your weapon for a combat check, add an additional 1 ([]2)([]3) to that combat check; You may also discard ([] or recharge) a card to add an addition 1d8 and the Fire and Magic traits.

[]When using a Blessing of Sarenrae, add 1d12 to the check instead of the normal die, ([]If this is on your combat check, you may recharge the Blessing instead of discarding it)

I gave so many allies because I figured both of his main abilities require allies to use, so having a plentiful amount was a good idea. This also assists in giving Xenlos a bit of Explore power if needed in a high person game, although ideally he'd be running through the blessings first. I'm worried the Cultist of Dawnflower role gives a little TOO much towards combat checks, but I wasn't overly worried about it as it helps make up for the d6 strength die. I tried as best as I could to adhere to the rules of 24 and rule of 22ish, 24 I think I did a good job of keeping too, 22 i think I got a bit out of hand.

Anyway, if you took the time to look at this, thank you, and thanks again for any advice.


Will there be any way for people who can't attend this to keep up with the information given in this seminar? Very interested but living in Michigan, a trip to Seattle is impossible for me. Is there going to be a stream or some sort of comment upkeep?


Hello James,

Going off of your previous post about summoned monsters not truly existing before and after you use them, I have a potential alignment opinion question for you.

If a cleric summons a creature, (Sarenrae in this case, because favorite deity), specifically for potentially setting off something that you know could be potentially dangerous, would that be considered an evil act in one of your games?

Like, for example, in one of the APs, we went into a basement of a castle, and there was this green mist. We didn't know what the mist was, and were pretty sure it might be detrimental to us. Is it evil to summon something to fly into the mist to see if it's harmful?


Thank you again everybody for the timely responses. That is all the questions I needed answered.


Thank you for the quick response, what if you already have a +1 weapon and want to add Unholy to it at a later date, do you essentially have to buy a new weapon and still end up paying the 18k or is the cost reduced at all? Or adding +2 or +3 to a weapon that you already have +1'd


So I have a little bit of confusion on how to price magic weapons and armor, since me and a friend of mine have 3 different people telling us three different things.

Let's imagine we are purchasing a +1 weapon with Unholy (which adds a +2 bonus to cost)

The bonus cost at this point is:
+1 2,000 GP
+2 8,000 GP
+3 18,000 GP

So we have one person telling us that you have to get the +1 and then add the cost incrementally up until you get to the +3, therefore, it would cost 28,000 gold.

We have a second person telling us that you add the +2 bonus onto the base price of the magic weapon (Base: 2k, Bonus: 18k), therefore it costs 20,000 gold.

And we have a third person telling us that if you buy a +1 weapon with a +2 bonus, you just pay the price of a +3 weapon, which would make it cost 18,000 gold.

So, we would like this confusion to end the correct way, so what I would like to know is who, if any of them, are right? Any help is greatly appreciated.