How would you roleplay a khizar character? The obvious answer is "I am Groot," but after reading up on the vanguard class, I was struck by the mental image of a khizar vanguard based on Exdeath from Final Fantasy 5 (trees live in the Void!).
So I was taking a look at the stalwart defender, and one thought I had was "I wish there was a viable defender option." That was part of the inspiration for this class. Sentinel:
Armor is essential in combat. No matter how good a fighter’s sword arm is, eventually he’ll need to rely on his armor to absorb blows. The sentinel takes this necessity and turns it into an art form; shrugging off the hardest blows with incredible resilience, the sentinel wades fearlessly into combat. Role: While the sentinel is no slouch in combat, his ultimate goal is to defend his allies. Standing between his allies and the blades that fall on them, and ensuring that enemies pay attention to him, the sentinel is a defensive role, but hardly a passive one. Alignment: Any.
The sentinel’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering, engineering, nobility) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Swim (Str).
The following are class features for the sentinel. Weapon and Armor Proficiency: The sentinel is proficient with all simple and martial weapons and with all armor (light, heavy, and medium) and shields (including tower shields). Challenge (Ex): Once per day, a sentinel can challenge a foe to combat. This functions as the cavalier ability, save that the sentinel does not take a penalty to his Armor Class. Defensive Combatant (Ex): At 1st level, a sentinel takes only a -2 penalty to attack rolls when fighting defensively. At 7th level, he takes no penalties when fighting defensively. Fighter Training (Ex): A sentinel uses his sentinel levels as fighter levels for the purposes of qualifying for feats. Blocking Mastery (Ex): At 2nd level, a sentinel gains a +1 shield bonus to his AC when fighting defensively, as though he were wielding a blocking weapon. This does not stack with the bonus granted by actual blocking weapons. At 6th level, and every 4 levels thereafter, this shield bonus increases by +1 (to a maximum of +5 at 18th level). A weapon’s enhancement bonus is added to this shield bonus. Intercept Attack (Ex): At 2nd level, a sentinel learns to prevent enemy attacks from striking his enemies. Whenever an adjacent ally is attacked, as an immediate action, the sentinel can thrust out a shield or weapon to block the blow. He makes an attack roll, with an effective AC equal to the triggering attack roll. If he succeeds, the triggering attack fails. If the enemy was making a full attack, the sentinel applies his blocking mastery bonus to his ally’s Armor Class for the remainder of the action. The sentinel takes a -2 penalty to his Armor Class until his next turn. The sentinel can use this ability a number of times per day equal to 1/2 his sentinel level + his Strength modifier. Armor Training (Ex): Starting at 3rd level, a sentinel learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. This functions as the fighter class feature, and increases at the same rate. Bonus Feat: At 5th level, and every three levels after, a sentinel gains a bonus feat. This must be Diehard, Endurance, or a combat feat. Improved Interception (Ex): At 9th level, a sentinel does not take a penalty to his AC after using his intercept attack ability. In addition, creatures whose attacks are intercepted provoke attacks of opportunity from both the sentinel and his allies (not just the one the enemy tried to attack). Come and Get Me (Ex): At 12th level, the sentinel can deliberately leave himself open to attacks, making him a tempting and distracting target for his enemies. For a number of rounds per day equal to his Constitution score, a sentinel can lower his guard and take a -4 penalty to his Armor Class. All enemies within 60 feet that can see or hear the sentinel must succeed at a Will save or be forced to attack the sentinel. The save DC is equal to 10 + half the sentinel’s level + the sentinel’s Constitution modifier. All attacks against the sentinel provoke attacks of opportunity from the sentinel and his allies, with a +4 circumstance bonus on the attack roll. Armor Mastery (Ex): At 19th level, a sentinel gains DR 5/— whenever he is wearing armor or using a shield. In addition, his armor no longer has a maximum Dex bonus, and he does not take armor check penalties. Invincible (Ex): At 20th level, a sentinel becomes almost impossible to put down. Once per day, a sentinel can call on incredible reserves of resilience and tenacity. He gains a number of temporary hit points equal to 1/2 his maximum hit points, a +6 racial bonus to Reflex saving throws, and immunity to fatigue and exhaustion. In addition, all damaging effects (attacks, spells, or spell-like abilities) deal minimum damage to the sentinel (before subtracting damage reduction). These effects last for one hour or until dismissed.
I was imagining that the demonstrative character for this would be a heavily-armored gnome with a shield, until I learned that shield bashing is apparently always an off-hand attack. Originally, I planned for him to have all good saves to keep the "defender" feel, but it seemed to be a bit much. Any improvements or tweaks I could make to this concept?
Wizard Arcane School Capstones:
Attain 20th level as a wizard with the according school. Secret Keeper: Abjurer Jumper: Conjurer A Thousand Eyes, and One: Diviner The Master: Enchanter Mahou Shoujo: Evoker Is This Reality?: Illusionist Greater Dead Adept: Necromancer Type Green: Transmuter I'm running out of ideas; any names for the various oracle mysteries, cavalier orders, phrenic disciplines, vigilante specializations, and archetypes of all kinds would be greatly appreciated.
Time for specialist capstones! Sorcerer Bloodline Capstones:
Attain 20th level as a sorcerer with the X bloodline, where X is the listed bloodline after the achievement. (I didn't feel like copy-and-pasting it several dozen times. Also, this is only for books I have.) It Would Only Frighten You: Aberrant You Are The Demons: Abyssal Phenomenal Cosmic Power...: Arcane Tengen Toppa: Celestial Fateless One: Destined Fire and Blood: Draconic Master of the Elements: Elemental I Believe: Fey Incubator: Infernal Son of the Dragon: Undead (thumbs up if you get it) Whosoever Wears This Crown: Aquatic The Cold Never Bothered Me: Boreal Echo-Gnomics: Deep Earth Dream Team: Dreamspun Carry the Infinity: Protean Cobra Commander: Serpentine The Night is Dark and Full of Terrors: Shadow Reach for the Stars: Starsoul Fury of the Storm: Stormborn The Old Gods: Verdant[/b] Something Wicked This Way Comes: Accursed ...Itty-Bitty Living Space: Djinni, Efreeti, Marid or Shaitan The Song of Ice and Fire: Maestro King of the Beasts: Rakshasa God-Emperor of Mankind: Imperious Pintsized Powerhouse: Kobold Pickman's Model: Ghoul Gork (or Mork): Orc Die for Your Sins: Martyred Horseman of Death: Daemon Next up: wizard schools!
Ultimate Showdown of Ultimate Destiny: Convince two creatures of CR 20 or higher to battle each other. Hijacking Cthulhu: Successfully cast Magic Jar, Dominate Monster, Possession, or Greater Possession on any creature of CR 20 or higher. Rocks Fall, Everyone... Lives!?: Defeat an encounter the GM threw at you with the intent of a TPK.
Well, I didn't think people would count the monstrous races featured in the ARG. But if you insist... Cerea's Legend: Attain 20th level as a centaur. Overly-Permissive GM Shenanigans: Attain 20th level as a drider. Bane of Xanatos: Attain 20th level as a gargoyle. Teeth and Ambitions: Attain 20th level as a gnoll. Amish Paradise: Attain 20th level as a lizardfolk. Squeal Like a Piggy: Attain 20th level as an ogre.
Racial Capstone Achievements: I Am Every Man: Attain 20th level as a human. Sail to the West: Attain 20th level as an elf. King Under the Mountain: Attain 20th level as a dwarf. The Colors Feel So Right: Attain 20th level as a gnome. Lord of Rivendell: Attain 20th level as a half-elf. Green Jesus: Attain 20th level as a half-orc. Size Matters Not: Attain 20th level as a halfling. Jubileus Grace You: Attain 20th level as an aasimar. I’ve Come Back: Attain 20th level as a catfolk. Silly hat optional. What A Terrible Night: Attain 20th level as a dhampir. Who Needs Spiders?: Attain 20th level as a drow. Your GM Let You Do This!?: Attain 20th level as a drow noble. Shadow that Melts the Flesh: Attain 20th level as a fetchling. You Be Food!: Attain 20th level as a goblin. The Dark One Smiles: Attain 20th level as a hobgoblin. Come At Me, and You’ll See: Attain 20th level as an ifrit. Ackbar’s Lament: Attain 20th level as a kobold. WAAAAAAAAAAAGH!: Attain 20th level as an orc. The Mountain Cannot Bow: Attain 20th level as an oread. Buy It for a High Price: Attain 20th level as a ratfolk. Knight of the Wind: Attain 20th level as a sylph. Caw Caw Motherf**kers: Attain 20th level as a tengu. Anti-Antichrist: Attain 20th level as a tiefling. Call Me Ishmael: Attain 20th level as an undine. The Blair Witch: Attain 20th level as a changeling. Slaves to Armok: Attain 20th level as a duergar. This Looks Like A Job for Aquaman: Attain 20th level as a gillman. Neville Does It in Four Books: Attain 20th level as a grippli. Kore Ga Watashi no Yomeiri: Attain 20th level as a kitsune. Part Of Your World: Attain 20th level as a merfolk. Solid Snake: Attain 20th level as a nagaji. Time Lord Victorious: Attain 20th level as a samsaran. The Owls Are Not What They Seem: Attain 20th level as a strix. Avatar State: Attain 20th level as a suli. No Colors Anymore: Attain 20th level as a svirfneblin. Legendary Super Saiyan: Attain 20th level as a vanara. Iocane Immunity: Attain 20th level as a vishkanya. The Dark is Rising: Attain 20th level as a wayang. Grimm Bloody Fable: Attain 20th level as a gathlain. God of Wrath: Attain 20th level as a kasatha. Big Bad Beetleborgs: Attain 20th level as a trox. Become a Real Boy: Attain 20th level as a wyrwood. Super Fighting Robot: Attain 20th level as an android. One with the Cosmos: Attain 20th level as an astomoi. The Shadow Remains Cast: Attain 20th level as a caligni. Shadow Under Innsmouth: Attain 20th level as a deep one hybrid, or live long enough to transform into a deep one. The Devil’s Fruit: Attain 20th level as a ghoran. Let Us Back In: Attain 20th level as an orang-pendak. Theoretical Conspiracy: Attain 20th level as a reptoid. The True Self: Attain 20th level as a shabti. The Black Moon Howls: Attain 20th level as a skinwalker.
So a couple years back, I posted this thread, where I asked for the bottom line of the various Adventure Paths. I'm looking into recruiting for home games, and there have been several new adventures since then. I'm trying to figure out how to describe each AP to potential players, without spoiling any of the plot. Anyone care to update Lord Snow's list?
See if you can catch all the references! General Achievements:
A note: “Maximum Damage” means the effect’s dice cap; For instance, you would need to deal 45 damage or more with Fireball to gain the relevant achievement. Love-Colored Master Spark: Deal 75% or more of Lightning Bolt’s (or another line effect) maximum damage, without empowering or maximizing. This can be earned with wordspells. Sparky Boom Boom Man: Deal 75% or more of Fireball’s (or another burst effect) maximum damage, without empowering or maximizing. This can be earned with wordspells. I’m Caffeine: Deal 75% or more of Disintegrate’s (or another ray effect) maximum damage, without empowering or maximizing. This can be earned with wordspells. I Am An Adult: Deal 75% or more of Shocking Grasp’s (or another melee touch effect) maximum damage, without empowering or maximizing. This can be earned with wordspells. That’s an Anti-Tank Rifle… THAT’S AN ANTI-TANK RIFLE!: Kill an undead creature with a double hackbut or culverin. Falcon…: Use spellstrike with an unarmed strike. Control the Spice: Cast Summon Elder Worm. Chozo Ultimate Weapon: Kill an enemy with negative levels; it must have more than 15 Hit Dice. Waise Neiat: Kill yourself with Detonate. Secure, Contain, Protect: Cast Imprisonment. Left On Your Own, Like This Thing: Cast Prismatic Spray, Prismatic Wall or Prismatic Sphere while in a dark area. You Should Know, Max, You Made It Up: Cast any version of Create Demiplane. Emerald Spire Achievements: Beelzebossed Around: Ally with the Hellknights in Fort Inevitable. What do Seven of Us Say?: Ally with the Seven Foxes in Fort Inevitable. You Do Need That Stinkin’ License: Get in trouble with the Hellknights in Fort Inevitable, for not having a letter of warrant. Ziz-Ziz!: Defeat Skizzertz and Clanky. There’s Something Very Familiar About All This: Defeat Grulk. Dem Bones, Dem Dry Bones: Defeat Gorloth. Skinsaw’s Men in Tights: Defeat Tarrin Dars. Good Samaritan: Travel through Godhome without killing any troglodytes. Burn Them All, Let The Flames Sort It Out: Kill all of Godhome’s troglodytes. See, Fidget?: Deactivate the Godbox. Puny Box: Destroy the Godbox. Rhaegar’s Rubies: Defeat Jorqal, Dayana and Senethar. We Did Not Have The Parts: Defeat Klarkosh. It Had To Be…: Defeat Sartoss. Not Really Better Than One: Defeat Uzar-Kus. Not Mavaro’s Problem: Defeat the Mistress of Thorns. Blarg! I’m a Dragon! Or Twelve!: Defeat Ghalodz and Vrainheis. Are You My Mummy?: Defeat Yarrix. Suck It, Forerunners: Restore Steward and the other automatons in the Automaton Forge. Shouldn’t You Be Purple?: Defeat Murthok Huul. Just Some Republic Serial Villain: Defeat Nhur Athemon. Order in the Court!: Ally with the inevitables in Order and Chaos. No Sport Less Organized: Ally with the proteans in Order and Chaos. The Man Upstairs: Destroy Iluchtewar.
I'm trying to collect material for the Awesome Moments page I made on TV Tropes. Unfortunately, there were only two that I knew offhand (one from the lore, one from someone's game) And this is where you guys come in! While moments from the Golarion canon are appreciated, what I really want to see are Crowning Moments of Awesome from your gaming experience, whether you're GM's or players. Come one, come all! Bring your natural twenties and sky-high skill checks, because this is (hopefully) going to get cool.
See title. Basically, I'm a player looking for a chance to play an Adventure Path. So, here are my basic criteria of what I'm looking for: -The GM MUST be willing to accept exotic races. I find the core races incredibly boring, and prefer a little bit of variety. I almost never make characters for the core races. Really, that's the only thing that I absolutely require. Optional tidbits: -Preferred APs: Rise of the Runelords, Skull and Shackles, Shattered Star, Reign of Winter, Carrion Crown, Wrath of the Righteous
I have three characters statted up, wandering Golarion and ready for adventure! First is Taiken, a Lawful Neutral kobold monk of the empty hand. Of these characters, he's the most fleshed out, and the one I'm leaning toward playing as. Next is Dayne Verikt, a Chaotic Evil skinwalker alchemist (werecrocodile-kin). This is the a*+~%$! character I was talking about. He's not a cold-blooded murderer, but he is just a complete jerk with no heart of gold. Also, he REALLY likes fighting. Finally, Victus Kalrox, a True Neutral nosferatu-born dhampir ranger. He's not the nicest guy, but he is nowhere near evil. He just really, really, really, REALLY hates goblins. He'll attack, kill, and likely eat any goblin he sees on sight. All other humanoids are off the menu, though. Any GMs running PbP games that fit the criteria, please, let me know, I'd be interested to hear about it!
There are creatures from mythology which everybody knows. Sometimes they are paradoxically well-known for their obscurity. Tsuchinoko, anyone? Some other times the monsters aren't remembered very often. I am always happy when I see a hekatonkheir in a work. And then there are things that nobody knows. So, without further ado... Lox. He's an evil trickster from Abenaki Native American folklore, who looks like a hybrid of wolverine, badger and beaver, and can take the form of any one of these. He was created by the evil twin of Glooscap, the Abenaki creator-god. He's also a sufferer of chronic backstabbing disorder (he betrayed his creator very quickly when he wasn't rewarded for something), and desires pigeon wings to fly. Have any of you ever heard of Lox? No? Didn't think so!
So, something that I do with my spare time: I create a world. It uses the Pathfinder base rules, but it takes place somewhere other than Golarion. It has its own gods, its own races besides the standard, and its own stories. Welcome to the Dreadlands. Gods (Note: A lot of these are older characters from other stories I've created. Only Honorius, Benefin, Libra, Locke, Tyranus, Malignan, Grangorrithax and the Memory of Frost are completely original) Important character stat blocks Campaign-specific planar details Adventure Path: The World-Breaker's Herald Please note that this is far from complete, and any suggestions are greatly welcome.
Hi, clueless newbie here. So, I guess I'm weird for not liking any of the core races that much (except gnomes) and vastly preferring the characters and designs of the advanced races. I'm not sure why people don't like them, but eh. Looking through this, some of the explanations against allowing race boons seems to boil down to "I don't want people to play as these races because I don't like them." That seems kinda rude and selfish. While I do believe that the kitsune is overrated, and that there are too many bloody angels in the field, I would also love, love, LOVE the opportunity to play as a kobold. I've loved the little dragon-halflings ever since I started reading the Order of the Stick, and there are surely ways to get around their weak stats. Anyway, I digress. Not wanting other people to play as a race just because you don't want them is kinda like getting mad at someone for liking something you don't. It's all a magical thing called "personal opinion." I may not understand why people play elves, since I don't like them much myself, but it's their opinion if they do like elves, and I won't fault them for it. But yeah. I'm all in favor of race boons. I personally think that the core races are somewhat boring and overdone, and variety is a wonderful thing. Hopefully I didn't offend anyone.
Robert Brookes wrote: I am suddenly imagining a titan-like creature composed of nothing but writhing masses of serpentine Imperial dragons. Much in the way that a "worm that walks" is made of worms, this monolithic entity is made of coils upon coils of wyrms each roaring and clawing in some singular horror... ... Someone. Anyone. Make this. NOW. EDIT: What would you recommend for boss-rush type modules? I was thinking of five rushes, each with seven battles. One rush each for 1st-level characters, 5th-level, 7th, 12th, and 20th. That last one would obviously be topped off by the tarrasque, but what do you think would work well for the lower ones? I kind of think the Lv5 rush would end with an aboleth, but I'm still thinking.
Is it possible, outside of polymorph/wish shenanigans, for a familiar to have 2-or-more-point-value eidolon abilities? What I have in mind is the Evolved Familiar feat. Almost seems like there should be a sequel-feat for it that allows the more expensive evolutions. And I want my magus's familiar to breathe lightning, dangit. |