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If I Changed the Abbilities to a

Str: 14 +2
Dex: 13 +1
Con: 10 +0
Int: 16 +3
Wis: 20 +5
Cha: 14 +2

would that give him a better set up?


The high Strength is a Role Play choice, due to him being Part Orc.

Speaker for the Past looks good except for it giving up wandering spirit which I like.

I also went with Heavens because of the spirit magic it can learn as well as the Hexes and Spirit Abilities it gains. I also wanted to make this character as a master of the elements, which Heavens fit into because of chain lightning, Prismatic Spray, sunburst, and meteor Swarm being some of the spirit magic it has, and then using different wandering spirits to pick up other elements when he feels that they are needed. which speaker for the past kind of messes with.

I could drop his str down to either a 14 or 13 still want him to be somewhat strong do to the orc side that he heavily favors (around 7 feet tall and weighing more than 300 pounds)

Edit: I thought Arcane Enlightenment was a Hex that went off your Int not your Charisma, or is it both?


After looking somemore into Weapons I think I am going to Change the Warhammer into a Waraxe since he has proficiency with it and its an intimidation factor to make people not want to get into mellee with him.


Name: Durak
Alignment: Chaotic Neutral
Race: Half Orc(Sacred Tattoo, Shaman's Apprentice)
Level: 1
Class: Shaman (favored class extra Skill Point)
HP: 10
Abilities:(Rolled stats of 18,16,14,14,13,10)
Str: 16 +3
Dex: 13 +1
Con: 14 +2
Int: 14 +2
Wis: 20 +5
Cha: 10 +0
Background Trait: Spirit Sense

Shaman Abilities
Spirit: Heaven
Familiar: +2 will saves
Spirit Magic
Familiar
Spirit Animal
Spirit Ability: Stardust
Darkvision
Weapon Familiarity
Orc Blood
Sacred Tattoo
Shaman's Apprentice

Feats:
Eschew Materials
Weapon Prof: Simple
Armor Prof: Light, Medium
Endurance

Skills assigned
Diplomacy +4
Knowledge Geo +3
Knowledge Nat +6
Perception +6
Sense Motive +6
Survival +9
Use Magic Device +1

Weapons and armor
Warhammer
Attack -1
Damage 1d8=3 (20/x3)

Agile Breastplate
AC 17 (+6 armor +1 Dex 25% spell failure)

Spells
Orisons:
Create Water
Detect Magic
Know Direction
Level 1
Bane
Burning Hands
Produce Flame
Spirit Magic: Color Spray

Thoughts?


After a series of Horrible rolls this character is now dead. 2 Nat 1s on corruption checks followed by a 4, needless to say I made an example of that particular die(it is now a fine powder) So I am having to reroll now and trying to find a new character to play.


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So apparently I missed something the DM said at the beginning of the campaign and that he was not going to enforce total alignment restrictions. As he described it after our last session, as long as you don't stray more than 2 spaces in any direction from your starting alignment it wont be penalized. So I can go either CG TN or LE for my character. But Classes Like paladin, at the start had to be some form of Lawful due to their Oath/Code. So this issue is no longer a problem, I feel he clarified this because the paladin and Druid have significant possibilities of losing all class abilities.


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David knott 242 wrote:

Since even one step of corruption would alter your aligment, I would think you would want to cure that corruption as quickly as possible. Otherwise, you are one saving throw away from becoming an ex-paladin.

Because the corruption is in the blood he would have to find the Devil that "Spawned" him and kill it as well as atone. I don't see getting that done in an in game month before the first save against the corruption. luckily his will save is decent. and currently is only manifestation level 1 so its a 16 to pass.

Edit: Wait Hellbound is whenever I have an oprotunity to skrew someone over by taking advantage of a situation. That may happen a lot more often then a month


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Sorry it was an erineas, that's my fault. And I said abyssal as a mistake.

And he is a slayer of basically all evil outsiders, devils, and other. Basically if it is an outsider and evil he aims to hunt it down and vanquish it. I said demon slayer because I felt it encapsulated everything but that is an misnomer.

Unfortunately we are playing with the vile coruptions so no matter what I have to take the stain, which just makes me want to take the blessing as well do to the blessing being better payoffs than the bonus to resist the corruption. The biggest part that concerns me is the alignment identifiers, another paladin or anything that wont work for an evil character would Identify me as Lawful Evil


So one of the groups I'm in is using some of the horror adventures rules when it comes to corruptions, each player rolled a die at the beginning of the campaign and the gm gave a hidden corruption to activate on that player later on. The idea in my opinion was cool,

now here is where my Rp delema comes in. I'm playing a Paladin oath against fiend archtype (campaign is monster hunters I'm the demon slayer) well after yesterday's game the group came across a demon that apparently had some sort of Familia connection To me. Part of my back story was that his older brother was an aasimer, well apparently his bloodline has been changed slightly by the gm that he has both celestial and abyssal bloodties and the encounter awoken his "demonic" side which I found out was because I rolled hellbound. The Rp issue I'm running into is how do you role play a demonic paladin that slays demons?


any Paladin arch types anyone can think of that would fit the character? I was thinking oath against the fiend but it focus's to much on evil outsiders and oath of vengeance wouldn't allow me to get what is actually worth it since at most I would only be putting 9 levels into it


Statboy wrote:

Full Orc's makes great Full BAB no casting options. +4 to Str means the highest starting Str of any race.

Not true Trox Have a +6 str but take a -2 on int, wis, and Charisma. They also make for some really fun barbarians, Blood Ragers and Monks.


I could do a paladins oath against the fiend, but it would kinda stop me from taking on good characters that broke the law

Edit: Because a lot of this is Combat feats do they still apply outside of combat, (Have not used really any classes that use styles) like moving through a crowded city street or running through the woods, stuff like that?


Looking Up Vildeis's faith that would actually fit the character, though he also has no qualms about taking out Good that feels its above the law. a 3 level dip might not be bad, though I'm not to familiar with Unarmed fighter. I was thinking of doing either a fighter, Inquisitor or Swashbuckler, until qualifying for Hell Knight then picking up HellKnight as the "Primary"


Rather than take a feat at those levels(Gm stated not me) I get blindsense then blindsight. And since my character starts at 5th level is where some of the question came from. Cause If I started from level 1 I would have already used my level 1 and 3 feats by the time I made it to where I actually start at, but because at creation he is beyond those is where the question came up today and I haven't heard back from my gm today


After talking with My DM last night rather than giving me the bonus to perception, he is going to give me blind fight as a bonus feat, so my new question arises because of something else he told me.

At 5th level the level I start at I have to give up my feat available to take blindsense then again at I believe 15th level, to gain blindsight.

So my question comes up do I have to spend my first and 3rd level feats when I "start" or can I save them and use them at my 5th level to take both Blind blade style and improved blind fighting? or would they have to be on things I qualify for at 1st and 3rd levels?


You also left out: characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Considering the character has been blind since he was really young not all of that would be 100% accurate

And protoman I had forgotten about the invisible enemy portion, though at low levels you don't see very many invisible enemies


One thing I have noticed though not to sound like a smartass is most of the things it "Negates" are not even negated by Blindsight, but through being blind itself. the only things I have found that blindsight itself negates is miss chance.


Oh sorry he is a 5th level Character. Class is kinda in the air right now, I would like him to eventually span into hellknight. I think blindsense would work for him, I don't see a reason why it wouldn't, I figured blind sight would work better though since he is using the noise around him to pinpoint things, which I was figuring had a range of 20 feet, then a general location of up to 60ft and nothing beyond that unless it was an extremely loud sound or huge vibration


So while I was dorking around on herolab the other day I decided to make a blind justice.

The only problem I have is in doing it I gave it blindsight which a couple of the people I play with said it was to op of an ability. the reason for Blindsight is that the character has been blind since a very young age and has honed his other senses to the point that he can "see" someone within a certain range of him through a diluted version of echolocation using the noise from around him rather than from himself. though my friends were perfectly fine with +2 misc bonuses to Perception (Sound, smell, and touch) and sense motive (following a perception check)

I guess what im trying to find out if Blindsight is actually broken in this case or if they are just viewing it as broken because he would be immune to blindness, darkness and illusions. even though loud noises would still throw off his "vision"


Cool I was looking at making a Death Hand Fighter and was trying to find something other than a monk to play as, I think the sacred fist warpriest looks to be the best choice. though it has to wait till 7th level.


Outside of rogues and monks are there any other classes that can get ki pools?


If your referring to the Facehugger in the first movie they regard the pressurized acid not as blood but a fluid between the layers of skin as a defense mechanism, this is further supported in that you don't see it happen at any point through out the series, cause there are multiple times when aliens are cut and do not explode or release a geyser of acid that you would expect from pressurized blood.

Edit: Their circulatory system is a mystery though but appears to flow just as a Human beings would (IE: predator cut off the tail of "grid" grid was able to spray acid from the tail for a short while by whipping the tail around. same as if you were to cut your hand off and waved it at people the blood would spray out the same way)


everything that I remember about them with the pressurized Acidic blood comes from there bodies changing temperature rapidly. In Alien three it goes from hot to cold really fast and then in some of the comic and books they go from really really really cold (Cryogenic chambers, arctic environments, cryo weapons) to being on fire from some source of flame.

And I would give them blindsense do to "Cannon" they see through pheromones which is why they can see predators while they are cloaked and most instances dont go after synthetics(A few exceptions)


Going off your advice, I might Suggest Either Barb, Fighter or a battle domain Cleric. cleric might be a little confusing for them though


So if I was to give this character to one of the newer people, and play the Dual Cursed life oracle, would there be any changes you would recommend.

I believe currently, we have a Wizard/Sorcerer(Don't remember exactly what they settled on) a Slayer(who wants to be an assassin for the death attack) the above Bloodraging Brawler, and one yet to be decided player.

Edit: the Slayer and Undecided player are brand new. the caster has never played anything outside of martial classes before.


So I would like to get some advice as to if this character is decent for starting off or if I should make some changes. Not trying to min max just trying to make a beefy brawler in a party that has a lot of first timers, that way they don't have to worry about being the tank.

Character:
Name: Rai'kel
Alignment: CN
Race: Trox
Favored Class: Brawler
Level: 5 4 Bloodrager(Red Dragon)/1 Brawler
HP: 46 (2 bad rolls)
Stats Pre-racial/Post Racial and level
Str: 15/21
Dex: 12/12
Con: 16/17
Int: 11/9
Wis: 14/12
Cha: 10/8
Specials:
Fast Movement, Bloodrage, Claws, Large, Grabbing Appendages, burrow, darkvision, Frenzy, uncanny dodge, blood sanctuary, blood casting, eschew materials, draconic resistance, martial training, martial flexibility, brawlers cunning, unarmed strike

Feats:
Armor Proficiency, Medium/light, Shield proficiency, weapon proficiency,Martial(all)/simple improved grapple, Intimidating prowess, Throw Anything, Eschew Materials, Nightmare Fist, improved unarmed strike

Skills:
Acrobatics 6
Climb 12
Intimidate 11
Perception 7
Sense motive 5
swim 9

No equipment yet

Spells:
Cause fear
Reduce person
Break
enlarge person

Would like some advice as to what armor to use and if I should change anything.


How would you give it a realistic downside? I don't see the GM giving everyone else something to compare to it in a horror campaign. If you have the GM take control when they transform that takes away the benefit of being a natural born


If your playing a Natural blooded version of some of the corruptions in a horror campaign do you still follow the corruption charts?

This came up because a friend of mine is looking to run a Horror game and one of the players wants to be a natural born Lycanthrope, being that the campaign is set in the horror style the group was wondering if it falls into the corruption area?


So a group of my friends and I have started putting together character concepts. and well the group became rather funny to us after we realized what would be happening. Currently the group is starting at level 5 with a 16,15,14,12,11,10 set up Which I believe equates to a 25 point build.

So far my character is a Trox Bloodrager/Brawler, there is a Gnome Cavalier that rides my character(My character ate his horse as part of backstory, so I became his horse till I replace it) and a Catfolk/Werewolf Rogue. the last person has not decided on what they want to play but we started looking at the party and realized that it sound funny.

Was just wondering what everyone else thinks of it.


I will have to find both FFG and The Source, i actually live west of the 94/694 Merge/split so i may drive out there and see if i can find them.


Sorry I haven't responded sooner, been busy with work and things are finally settling down. I may have to come by The source while people are playing. I have never played PFS before, usually play a lot of home games, and have created multitudes of off the wall characters. Most recently accidentally creating Sun Wukong without realizing I was doing it.


I live on the north west side of minneapolis. And I will check out those sites


Not sure if this is in the right place but.

Just moved to the twin cities area of MN, from the Florida panhandle and I'm looking for a group to play with.


So in Effect if I was to make a Huge Bipedal reptile like Eidolon, and then cast Enlarge person on it, Making it a Gargantuan Bipedal Reptile like Eidolon with Permanency scroll on the enlarge person, i could effectively Have a slightly Smaller Godzilla as my permanent Eidolon correct?

Which is where i was kinda going with that.


This Topic Coupled with another post I made Created a new Question for me.

Say someone is playing a Summoner with a huge Eidolon, and they cast Enlarge person on it and a Sorcerer/Wizard casts permanency on the Enlarge person. Does that permanently make the Eidolon Gargantuan even if its killed or banished? or would those break both effects?


Couldn't a Summoner Fit this well other than its not a fighter. I mean their Eidolon levels up with them right?


I will try that out and see how it play balance wise with a party.


An issue i just noticed with these two builds are the grabbing appendages require large size but are part of Trox genealogy how would i be able to add it into them?


Which is where i believe the confusion game in as to weather the permanency changed the trait or it made the spell just never wear off. Which as Kalindlara stated they are still under the effects which cleared up the confusion for me so when i talk to the group again i will explain that. I feel the person that was trying to do it was wanting to get to the Gargantuan Size to basically wrestle dragons.


Ok well that answers that question. I think where the confusion came into being was the permanency, if it basically altered his trait or if it stayed as a spell that just never wore off.


So would Dropping the Improved Resistances, and Spell Resistance balance the Character more, or should i also drop Nat Armor to a +1


OK my question is if you use Enlarge person on a character that is permanently a size category larger due to an Enlarge person coupled with a permanency spell would they go up another size category or would the spell fizzle?

I know that size bonus's don't stack but this question came up first due to a hypothetical build of a bloodrager that was permanently enlarged then while bloodraging used his demonic bloodline to go up another category. so the question came up as to if it would work due to the enlarge person being permanent


Sorry my computer crashed and i finally got it back up.

The differences that i had in my build are;

Fiendish Resistances.

Improved Resistances to Electric (10) and acid(5)

Spell Resistance lesser.

Natural Armor +2.

And with that build they seemed kinda broken by comparison to the Wrath of the Righteous Book 4 version. Which was what i built my original concept off of. I had a friend that wanted to play one that was raised by a family that changed their ways,(Book 4 states Followers of Nocticula are left in charge of cambion infants and given rewards for raising them) and the Cambion turned into a Demon Hunting Inquisitor. so i build the race close to what the Stats given were but then found he was vastly over powered.


So what im trying to do is Build the Cambion Demon as a Player Race.

I'm Running into Some issues with how i should build The race though because building it the exact way that the race is would make it stronger as a PC than what it is as a monster in the beastiairy


The aliens description comes from the Campaign Setting: Inner Sea Races, where they describe them as aliens like MMCJawa stated

Based on the Classes everyone Picked we Currently have a Barbarian a Fighter a rogue and a Wizard. So thats 2 standard, 1 agile, and 1 stratagem. The APL is a CR 2.5 at Level 1 due to The Standard Trox Being +2 to level when determining CR, and the others being a +1. Which at times make simple fights, fights to the death.


I actually made a topic about this around a year ago, and i have been playing on Warhammer terrain ever since. It is actually fairly easy to do once people get the hang of measuring out in inches where they are moving to and remember what point of the figure they are measuring from. AoO do still get convoluted occasionally because of range of motion but for the most part it plays smooth. you also get a sense of depth when playing on a field that has height differences. which we homebrew rules for highground.


So a group of Friends of mine and I have started a game where We are all playing Trox as an Invading force from another planet(Due to one of the Race guides describing them as aliens.) With that we did a small amount of Home-brew and made Different Genus for the trox, With the warrior genus being the standard Trox with the +6 Str -2 Int,Wis,Cha, then we started making other genus, Like the Agile Genus which was a +2 Str +4 Dex, -2 to Cha, Then we Did the stratagem Genus, Which has a -2 to Str,and Cha with a +6 to Int.
And then Size wise we also changed some things for flavor stating that The Agile Genus was the middle of the 3 standing somewhere between 6'5" and 7'5" with a moderate muscularity. The Stratagem Genus was the smaller ones standing between 5'10" and 6'7" with the lowest muscularity, then the warrior cast was the "standard" sized one ranging from 7'5" and up. The Agile and Stratagem would fit in Medium size category and the "Warrior" would stay in the Large.
I'm mainly posting this to
1. Get opinions as to if it makes sense to do for them being and invading species
2. opinions on how to make it better/fit the world

The Builds for the 2 Trox Genus that we Developed are.
Agile Genus:
Monstrous Humanoid - 3Rp
Medium - 0Rp
Normal Speed - 0Rp
Specialized - 1Rp +2 Str,+2 Dex,-2 Cha
Xenophobic- 0Rp
Advanced Dex +2- 4Rp
Burrow - 3Rp
Frenzy - 2Rp
Darkvision 60ft- 2Rp
Grabbing Appendages- 6Rp
Rp Total = 21
Stratagem Genus:
Monstrous Humanoid - 3Rp
Medium - 0Rp
Normal Speed - 0Rp
Greater Paragon - 2Rp +4 Int,-2 Str,-2 Cha
Xenophobic - 0Rp
Advanced Int +2 - 4Rp
Burrow - 3Rp
Frenzy - 2Rp
Darkvision 60ft - 2Rp
Grabbing Appendages 6 Rp
Rp Total = 22


The Builds for the 2 Trox Genus that we Developed are.

Agile Genus:
Monstrous Humanoid - 3Rp
Medium - 0Rp
Normal Speed - 0Rp
Specialized - 1Rp +2 Str,+2 Dex,-2 Cha
Xenophobic- 0Rp
Advanced Dex +2- 4Rp
Burrow - 3Rp
Frenzy - 2Rp
Darkvision 60ft- 2Rp
Grabbing Appendages- 6Rp
Rp Total = 21

Stratagem Genus:
Monstrous Humanoid - 3Rp
Medium - 0Rp
Normal Speed - 0Rp
Greater Paragon - 2Rp +4 Int,-2 Str,-2 Cha
Xenophobic - 0Rp
Advanced Int +2 - 4Rp
Burrow - 3Rp
Frenzy - 2Rp
Darkvision 60ft - 2Rp
Grabbing Appendages 6 Rp
Rp Total = 22


So a group of Friends of mine and I have started a game where We are all playing Trox as an Invading force from another planet(Due to one of the Race guides describing them as aliens.) With that we did a small amount of Home-brew and made Different Genus for the trox, With the warrior genus being the standard Trox with the +6 Str -2 Int,Wis,Cha, then we started making other genus, Like the Agile Genus which was a +2 Str +2 Dex, -2 to Cha and one of the other mental scores, Then we Did the stratagem Genus, Which has a -2 to Str,Dex and Cha with a +6 to Int.

And then Size wise we also changed some things for flavor stating that The Agile Genus was the middle of the 3 standing somewhere between 6'5" and 7'5" with a moderate muscularity. The Stratagem Genus was the smaller ones standing between 5'10" and 6'7" with the lowest muscularity, then the warrior cast was the "standard" sized one ranging from 7'5" and up. The Agile and Stratagem would fit in Medium size category and the "Warrior" would stay in the Large.

I'm mainly posting this to
1. Get opinions as to if it makes sense to do for them being and invading species
2. opinions on how to make it better/fit more


Tarantula wrote:
Savage GM wrote:
Another problem will be all of the creatures that eat dead things in the sea. Sooner or later the only thing that will remain of the croc will be bones. Which are not much good for swimming by themselves.
Eh. Undead skeletal dragons can still fly, despite not having skin attached to their wings anymore, so the undead skeletal croc should still be able to swim just fine.

At that isn't there a skeletal whale in one of the bestiaries that can still swim.

Edit* if i remember right its the bakekujira