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184 posts. Alias of Aconyte.



Silver Crusade

I might be playing the NPCs to easy, but I feel like my players would rather make Plugg and Scourge like them rather then piss them off. I am not sure how to make the PCs hate them so that they want to mutiny. So far they are only 8 days into the adventure so I might be jumping the gun a bit.

I know how to get one of the PCs to hate them, but the others I am a bit worried about. What are some things you did that got your players really saying: "Man I hate ___"?

Silver Crusade

So I am participating in a homebrew and I have very bad luck when it comes to dice rolls and staying alive in combat. My first character was a Tiefling rogue and was killed when a trap went off and did like 40d6 damage and threw me through a portal to be eaten by a dragon god (I rolled a 1 for the trap, 1 to save, and 1 to escape artist from the grapple). So I replaced this character with a Rogue/Inquisitor with the hopes that this character would be better in combat(which is the focus of this homebrew).

So far my new character has been dropped in 1 round in almost every combat. She has also never been able to hit anything due to either being grappled(She uses a Greatsword), unconscious, can't get to enemy, or just flat out misses when she is finally in range. The character is a Rogue(2) for trapfinding, evasion, and trap spotter. Inquisitor(8) spellbreaker of the spellkiller inquisition who worships Gorum. Finally 1 level of modified Arcane trickster that works with divine which was granted by the GM (every player got one free level in a class the GM chose). So the original intent with this character was to be able to see all the traps and disable them as well as be effective in combat.

Sadly I feel that I have specialized to much on the Arcane hate stuff from the Inquisitor and feel that this character might die and I want to be prepared with a backup. The homebrew uses 1's as failures for ALL d20 rolls. So skills will fail on a 1, but will succeed on a 20(within reason). The GM also hates to trap rules from the books and thinks that for a ~11th level party DCs to spot and disable in the 40s-50s is appropriate.

To give you an idea of the combat we participate in, in the last session we faced a fog which drained magic items and had tentacles that would kill us/drain magic items. Then we faced 2 Elder Earth Elementals(1 round I got red misted by 1 full attack, and had to use 2 Hero Points to Live). After that we were to try and thwart to uprising of an Antipaladin God. In his chamber we were met by a Shinigami. When we faced it we only had 4 party members and we were all level 9-11. Due to some awful rolls of the dice from the GM, the Antipaladin ended up being the target of Destruction and failed all of his saves and SR checks and got destroyed. Through some in game stuff the Antipaldin came back and joined our side against the Shinigami. However this did not stop him from rolling 1's and backstabbing my character.

To compensate for the power curve, the GM has been giving us some pretty powerful items (Paladin got a necklace of reluctant wishes) but pretty much everything we go against can kill me or the paladin with a full attack. When I leveled I took toughness to try and beef up my HP. It helped in the last game, but the cleric had to use breadth of life on me after 2 rounds of combat with a constricting ooze creature thing. So next session we are supposed to take on a Colossal Red Dragon God (Who ate my rogue), the NPCs have let on that most likely one of us will have to sacrifice ourselves to kill it.

My party consists of a 12Cleric/1Loremaster(Healing/Sun), 12Wizard/1Magus(Universalist), 12Paladin/1Magus(sword and board ATM), 9Ranger(Ranged), and 2Rogue/8Inq/1ArcTrickster(Me). We are not optimized, and all the players are good at what they do. As you can see I am the one filling the trapfinding role and need some ideas on characters to replace the one I am currently playing which would be able to deal with the traps we come up against as well as be effective/fun in combat. So far I have a couple ideas for characters but I want to see if anyone else can come up with something better.

So here is my first Ideal replacement character, the GM says that if we bring in a new character roll it one level below your current character level. We also use the 4d6 drop lowest method, I rolled well. Also WBL is 7k*lvl(70k):

Zen Archer Trapfinder:

Race:Dwarf(also considered half elf, I like the stoneworking stuff of the Dwarf as well as the save buff and darkvision)
HP:101
Class: Ranger1 (Trapfinder/Trophy Hunter)/9Monk(Zen Archer/ Qinggong)

STR: 14
DEX: 13
CON: 19(17 base, +2 racial)
INT: 13
WIS: 26(18 base, +2 racial, +2 level, +4 Headband)
CHA: 9(11 base, -2 racial)

AC(reg/Touch/Flat-foot): 21/21/20
Have barkskin for an added +4 and the dodge ki power for another +4 if necessary as well as potions of mage armor which can total for 33/25/28
INIT:+3

FORT: 15 (8 Base, 4 Ability, 3 Cloak) +2 vs Poison, Spells, SLA
REF: 12 (8 Base, 1 Ability, 3 Cloak) +2 vs Poison, Spells, SLA
WILL: 17 (6 Base, 8 ability, 3 Cloak) +2 vs Poison, Spells, SLA

Traits: Tunnel Fighter(racial), Wisdom in the Flesh(Disable Device, Religion Irori)
Feats:
Monk1: Perfect Strike, IUS, Precise Shot
Feat1: Skill Focus: Perception
Monk2: Point Blank Shot, Weapon Focus LB
Monk3: Zen Archery, Point Blank Master
Feat3: Deadly Aim
Feat5: Alertness
Monk6: WEapon Specialization LB, Improved Precise Shot
Feat7: Skill Focus: Disable Device
Feat9: Clustered Shots

Abilities:
Monk: Flurry of blows (8/8/3/3), AC Bonus +2, 1d10 Unarmed Dmg., +30 Fast Movement, High Jump, Reflexive Shot
(ki powers)Barkskin, Augury(The cleric never prepares divination spells so this is a flavor thing for my style of play)
Ranger: Fav. Enemy (Evil Outsider), Trapfinding, Track/Imp. Trap]

Skills (Important ones listed):
Acrobatics:14
Disable Device: 32 (10 ranks, 3 Class Skill, 8 ability, 6 Skill Focus, 1 Ranger, 4 Vest of Escape)
Escape Artist: 20
Perception: 36 (10 ranks, 3 Class Skill, 8 ability, 6 Skill Focus, 4 Alertness, 5 Lenses of Detection)+1 vs traps, +3 vs traps in stone as well as free check within 10 ft.
Sense motive: 14 (1 rank, 3 class skill, 8 ability, 2 alertness)
Survival: 21 (10 ranks, 3 Class Skill, 8 ability)+8 when tracking

Weapons:
+2 Adaptive Darkwood Composite Longbow Bane(Outsider Evil) 17/12 1d8+4 19/x3
When Flurrying, with deadly Aim: 17/17/12/12 1d8+12 19/x3

Gear:
Bracers of Falcon Aim
Cloak of Resistance +3
Vest of Escape
Headband of inspired wisdom +4
Efficient Quiver
Lenses of Detection
Spider Climb Boots of the Cat (Custom following the combination rules)
Ring of sustenance
Bag of holding I
Misc other gear including 1k arrows both blunt and piercing, and backup bow.

So here is my challenge to you. I don't want to make a character that steals the spotlight, I want a character that can contend with my GM and make up for my consistently crap dice rolls. Because of the home rules my gm has, Skill checks become a harrowing affair for someone who rolls 1's alot.

Feel free to add advice for this character or provide one of your own. Please try and stick to Paizo Books which are available on the SRD/PRD These are the credentials I would use to consider your character ideas:

Starting Stat Array: 18, 17, 15, 13, 13, 11
Level: 10
Wealth: 70k
Must have Trapfinding
Only skills Which are important: Disable Device, Acrobatics, Escape Artist, and Perception
Must able to be used effectively in combat
Must have decent saves
If melee, must be able to either dodge hits or take them
If ranged, must be able to overcome DR to some extent as there is alot of it
Due to the area we are in, Teleportation and Summoning has a 40% chance of screwing up so those types of characters are inadvisable.