![]()
![]()
![]() This is Silan. EDIT: I have no idea why it posted twice? Crunch:
Silan
Male kitsune rogue (unchained) 1 (Pathfinder RPG Bestiary 4 175, Pathfinder Unchained 20) CG Medium humanoid (kitsune, shapechanger) Init +6; Senses low-light vision; Perception +6 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 10 (1d8+2) Fort +1, Ref +6, Will +2 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee dagger +4 (1d4-1/19-20) or . . dagger +4 (1d4-1/19-20) or . . dagger +4 (1d4-1/19-20) or . . dagger +4 (1d4-1/19-20) or . . dagger +4 (1d4-1/19-20) or . . dagger +4 (1d4-1/19-20) or . . bite +4 (1d4-1) Special Attacks sneak attack (unchained) +1d6 Spell-Like Abilities (CL 1st; concentration +4) . . 3/day—dancing lights -------------------- Statistics -------------------- Str 8, Dex 18, Con 12, Int 13, Wis 14, Cha 16 Base Atk +0; CMB -1; CMD 13 Feats Combat Expertise, Weapon Finesse Traits affable, reactionary, rescued Skills Acrobatics +8 (+4 to jump), Bluff +7, Diplomacy +7 (+9 to gather information.), Disable Device +6, Escape Artist +5, Knowledge (dungeoneering) +5, Perception +6, Perform (string instruments) +9, Sense Motive +6, Sleight of Hand +5 (+7 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Stealth +5; Racial Modifiers +2 Acrobatics Languages Common, Elven, Sylvan SQ change shape, kitsune magic, trapfinding +1 Other Gear hide shirt, dagger, dagger, dagger, dagger, dagger, dagger, chalk (3), flint and steel, holy text[UE], masterwork backpack[APG], masterwork Lute, parasol[UE], pot, sewing needle, signal whistle, thieves' tools, twine (50')[APG], waterskin, whetstone, winter blanket, wrist sheath[UE] (2), 5 gp, 3 sp, 4 cp -------------------- Special Abilities -------------------- Change Shape (Su) Assume a single human form. Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Kitsune Magic Kitsune add 1 to the DCs of any saving throws to resist enchantment spells that they cast. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. -------------------- Background:
Silan is an incorrigable rogue, short of stature, red, and large of life, always with a playful smirk. From the days of his younger years, to now, he has always been one to seek adventure and fun whever he goes. His fey ancestry runs deeply in his blood, and he is a grand lover of jokes, pranks, and tall tales. He is a prankster with a heart of gold, and always one to play song on his trusty, battered lute for any who wish to listen. He would go to Ameiko's tavern often and play for food and drink. He would illicit happiness in those around him, and bring an atmosphere of joy, and mirth. He cares little of his past, only for this town that raised him, even as his heart begins to tug him away. He remembers little from his past, and it does not concern him too much. He knows his parents were refugees from the Tien continent, and that they abandoned him in Sandpoint as they passed through. Sandpoint to him, has been a home. Full of family, he considers any of the goodly townsfolk to be his brothers and sisters, as they all, in one way or another, helped to raise him. Koya tried raising him, but his wild nature always found him away from her home, seeking adventure and fun. It was not uncommon for him to find himself sleeping in a barn or shed. Over the years, Sandpoint helped to raise him, and many turned a blind eye to their 'stray fox' sleeping in the shed or barn, offering hand me downs to help him out through the seasons and little gifts on his self appointed birthday. This has given him a very strange look, and has helped make him look much smaller than he otherwise would be due to the overly large clothes, cinched down with belts and ropes. During the time of the 'Heros of Sandpoint', the area became very dangerous. In one such instance, the town was attacked by Giants from the mountains, bidden by the call of an unknown master. At this time he was wandering the outskirts when the giants fell upon him. Frozen in terror, he watched helplessly as they bore down , massive weapons ready to crush him into nothing. Shelalu came then, seemingly out of nowhere, and snatched him from his gorey fate, felling one of the giants, and pulling him to safety. Since that day he has been devoted to the mysterious elf. Always helping her on her annual visits to town, and constantly pestering her if he could follow her one day. He dedicated his time to learning to fight with the daggers he could find arround town. This actually being an ecletic assortment of dagger like objects, as no one in their right mind would give a young kitsune stray actual weaponry. He practiced though, and he talked with adventurers, asking for help in learning the ways of fighting, and dungeon exploration. He listened, enraptured, to the tales told him at the Rusty Dragon. As time went on, he became adept at picking locks, and hiding items on his person. He learned to react to situations quickly, and to turn conversations towards his own ends. He never became malicious, and he remained true to himself and the people of his town. One adventurer gifted him a holy text on one occasion, and he took to reading it, finding that this Empyreal Lord, Picoperi, shared his own ideas on life, and having fun. While not entirely devout, he found some kind of comfort in knowing that even the gods can have fun. As time marched on, he dreamed of what the outside world was like. What was his ancient homeland like? Where did he come from? What was out in the world? While he loves Sandpoint, his heart is pulling him away, ever hungry for adventure, companionship, and a true tale of heroism. Appearance:
Silan is a red haired fox standing about 5'6", with striking green eyes. He has an eternal smirk, and can often be found in his human form, which looks like a red headed, teenager also with green eyes. Since his apparel is made up of what has been given to him be generous people in Sandpoint, it is often times loose fitting. His boots are held snug with rope and cord, keeping the bottoms of his pants tight around his ankles so he does not trip up. He looks like a beggar but he makes sure to keep himself and his clothes as clean as possible. Personality:
Silan sees each new day as an adventure. He is happy with life and can find joy in most things, and is more than happy to spread that joy. He is quick to liven up someone whose feeling down. He loves song, dance, and music, and has spent a great deal of time practicing and learning how to play a worn, but well maintained lute. He loves life, and wants to try and make sure everyone else does as well. 20 Questions:
Concept
1. What emotion best describes your character? Cheerful 2. What emotion does your character evoke in others? Mirth 3. What does your character need most? Adventure, he needs adventure. He has long heard stories and wants to finally live one. 4. What is your character’s goal in life? To see his homelands
5. How does your character believe this goal can be accomplished? He knows the only way to see his homeland is to travel there. He knows he comes from a Kitsune community, and that is all. He must travel to Tian Xia to find his home. Background
7. When did you grow up? Silan has never truly grown up. His idea of an adventure took hold of him though when Shalelu rescued him, and he has been striving to prove that he is an able adventurer. 8. What values does your character hold? He holds the idea that there is good in all, that each new day brings a new adventure, and that everyone deserves a second chance. 9. How does your character dress? Silan dresses like a well groomed beggar. His clothes fit loosely, made up of hand me downs of various worn colors. Cloth bracers keep toom much clothing from interfering with his hands, and his ill fitting boots are cinched down with leather straps. He keeps daggers all over his body, and his lute strapped to his back, or too his worn but well crafted back pack. This backpack is important to him as a passing adventurer gave it to him, to help him achieve his dream. 10. What are your character’s means? Silan is by no means a beggar. You will not see him on the street begging for coin. He gets by with his music. He performs during festivals for donations, and he will perform at the local inns for room and food often times. The inkeepers knowing good performances bring customers. He chooses his free life for himself. Details
12. What are your character’s opinions? The religious close themselves off from some joys in life, the rich think too much of status to truly have fun, and the poor look down too much to enjoy the suns rise and setting. 13. What is your character’s comfort zone? Silan finds his comfort in dependable companions. Quick to trust, he would prefer to put his back to an ally than a wall, and will usually do all he can to stay by that friends side. 14. Who has had the biggest impact on your character’s life? He admires Shelalu as someone he would like to try and emulate. More than anything he would like to go on an adventure with her, seeing her as a big sister more than anything, he is confident his constant pestering has not won him anything from her, but he hopes to prove himself. 15. What are some of your character’s unexpected quirks? Silan cannot swim. He never tried to learn. Living by the sea and on the bank of a river, one would assume swimming goes hand in hand, but hes decisively afraid of the water. For his strengths, he is very clever, and can speak with the elves in either of their own languages. Further he is very good at getting into places he is not supposed to be. Player
17. What role does your character fill? He is the party jester and quick fingers. He is good with traps, diplomacy, bluffing, and perception. He is a traditional rogue and face. Always quick with a word, or if needed, a blade. 18. What should the other players know about your character? He is mirthful, and a prankster, but he is always loyal. Everything he does is to bring some joy to his victim. 19. What is your play style? My play style is dependent on my character. I am very careful to make sure that interactions are done based on the character there. I immerse myself in them, and enjoy the world through them. 20. How do you want your character to die? I would want Silan to die helping to save a companion, or offering himself in place of another. If he can get a joke in at the end, or aggravate the killer, that would let him die with a smile Questions from GM: Who are you and how are you doing?
I am great! Thanks for asking! I am Zach, a 27 year old Information Technology Systems Management developer and consultant working with Fortune 500 companies on their IT management infrastructure, and I live happily with my wife. How often do you tend to post?
What kind of tone are you looking for in this game?
What do you expect out of your fellow players?
What do you expect out of me (the GM)?
What is your comfort zone? Where's the line for you in RP terms?
How do you see your character progressing as a character?
![]()
![]() I have been waiting a long time for a Jade Regent campaign! Thank you so much for GMing this! Meet Silan, the incorrigible, and mirthful Rogue. Sandpoints fun loving stray. I dropped Knife Master as I did not want to lose Trapfinding. I will be going Feint fighting, and dexterity based close combat, tumbling, jumping around, etc. Silan:
Silan
Male kitsune rogue (unchained) 1 (Pathfinder RPG Bestiary 4 175, Pathfinder Unchained 20) CG Medium humanoid (kitsune, shapechanger) Init +6; Senses low-light vision; Perception +6 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 10 (1d8+2) Fort +1, Ref +6, Will +2 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee dagger +4 (1d4-1/19-20) or . . dagger +4 (1d4-1/19-20) or . . dagger +4 (1d4-1/19-20) or . . dagger +4 (1d4-1/19-20) or . . dagger +4 (1d4-1/19-20) or . . dagger +4 (1d4-1/19-20) or . . bite +4 (1d4-1) Special Attacks sneak attack (unchained) +1d6 Spell-Like Abilities (CL 1st; concentration +4) . . 3/day—dancing lights -------------------- Statistics -------------------- Str 8, Dex 18, Con 12, Int 13, Wis 14, Cha 16 Base Atk +0; CMB -1; CMD 13 Feats Combat Expertise, Weapon Finesse Traits affable, reactionary, rescued Skills Acrobatics +8 (+4 to jump), Bluff +7, Diplomacy +7 (+9 to gather information.), Disable Device +6, Escape Artist +5, Knowledge (dungeoneering) +5, Perception +6, Perform (string instruments) +9, Sense Motive +6, Sleight of Hand +5 (+7 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Stealth +5; Racial Modifiers +2 Acrobatics Languages Common, Elven, Sylvan SQ change shape, kitsune magic, trapfinding +1 Other Gear hide shirt, dagger, dagger, dagger, dagger, dagger, dagger, chalk (3), flint and steel, holy text[UE], masterwork backpack[APG], masterwork Lute, parasol[UE], pot, sewing needle, signal whistle, thieves' tools, twine (50')[APG], waterskin, whetstone, winter blanket, wrist sheath[UE] (2), 5 gp, 3 sp, 4 cp -------------------- Special Abilities -------------------- Change Shape (Su) Assume a single human form. Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Kitsune Magic Kitsune add 1 to the DCs of any saving throws to resist enchantment spells that they cast. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. -------------------- Background: Silan is an incorrigable rogue, short of stature, red, and large of life, always with a playful smirk. From the days of his younger years, to now, he has always been one to seek adventure and fun whever he goes. His fey ancestry runs deeply in his blood, and he is a grand lover of jokes, pranks, and tall tales. He is a prankster with a heart of gold, and always one to play song on his trusty, battered lute for any who wish to listen. He would go to Ameiko's tavern often and play for food and drink. He would illicit happiness in those around him, and bring an atmosphere of joy, and mirth. He cares little of his past, only for this town that raised him, even as his heart begins to tug him away.
He remembers little from his past, and it does not concern him too much. He knows his parents were refugees from the Tien continent, and that they abandoned him in Sandpoint as they passed through. Sandpoint to him, has been a home. Full of family, he considers any of the goodly townsfolk to be his brothers and sisters, as they all, in one way or another, helped to raise him. Koya tried raising him, but his wild nature always found him away from her home, seeking adventure and fun. It was not uncommon for him to find himself sleeping in a barn or shed. Over the years, Sandpoint helped to raise him, and many turned a blind eye to their 'stray fox' sleeping in the shed or barn, offering hand me downs to help him out through the seasons and little gifts on his self appointed birthday. This has given him a very strange look, and has helped make him look much smaller than he otherwise would be due to the overly large clothes, cinched down with belts and ropes. During the time of the 'Heros of Sandpoint', the area became very dangerous. In one such instance, the town was attacked by Giants from the mountains, bidden by the call of an unknown master. At this time he was wandering the outskirts when the giants fell upon him. Frozen in terror, he watched helplessly as they bore down , massive weapons ready to crush him into nothing. Shelalu came then, seemingly out of nowhere, and snatched him from his gorey fate, felling one of the giants, and pulling him to safety. Since that day he has been devoted to the mysterious elf. Always helping her on her annual visits to town, and constantly pestering her if he could follow her one day. He dedicated his time to learning to fight with the daggers he could find arround town. This actually being an ecletic assortment of dagger like objects, as no one in their right mind would give a young kitsune stray actual weaponry. He practiced though, and he talked with adventurers, asking for help in learning the ways of fighting, and dungeon exploration. He listened, enraptured, to the tales told him at the Rusty Dragon. As time went on, he became adept at picking locks, and hiding items on his person. He learned to react to situations quickly, and to turn conversations towards his own ends. He never became malicious, and he remained true to himself and the people of his town. One adventurer gifted him a holy text on one occasion, and he took to reading it, finding that this Empyreal Lord, Picoperi, shared his own ideas on life, and having fun. While not entirely devout, he found some kind of comfort in knowing that even the gods can have fun. As time marched on, he dreamed of what the outside world was like. What was his ancient homeland like? Where did he come from? What was out in the world? While he loves Sandpoint, his heart is pulling him away, ever hungry for adventure, companionship, and a true tale of heroism. ![]()
![]() Michael Eshleman wrote:
Yes the ally doesn't choose....but really? Like I am going to demand each player take what I tell them too as opposed to letting them choose? I love being in charge of the table and all, but that is a bit excessive. The challenge thing, true. I have the numbers on my character sheet not in my head. ![]()
![]() Psyblade wrote:
Cavalier (Honor Guard) Order of the Dragon 8/Golden Legionnaire 5 Primary Feats: Combat Reflex, Combat Expertise, Dodge, Mobility, Combat PatrolTraits: Threatening Defender, Warrior of Old (Elven Racial Trait) Primary Abilities in a Turn:
Bodyguard/Honor Guard(Cavalier)/Aid Allies(Dragon)/Benevolent Armor/Improved Aid(Golden Legionnaire): Base Aid another = +2, Order of the Dragon changes this to +4 (Aid Allies), Intercept from Honor Guard +1, Benevolent +4 Armor, Improved Aid +1 = 4+1+4+1= +10 untyped AC bonus to an ally when using Bodyguard. This combo was the bread and butter with 4 AOO's per turn. Sworn Protector(Cavalier): Choose another ally when you challenge an enemy, you take -1 AC penalty and they gain +1 Dodge. Strategy(Dragon): Standard Action 30ft radius, all allies may choose one of the following immediately(1. +2 Dodge AC for 1 round, 2. +2 Moral bonus to attacks for 1 round, 3. Spend an Immediate Action to move up to your base speed once). Tactician (Shield Wall) Authoritative Command: Move Action 30 ft radius, any compliant ally who follows the given order receives a +1 competence bonus to Attack, Damage, Skill, Saves, and AC for 1 round. Hold the Line: If a creature takes a 5 foot step out of an area both adjacent to and threatened by the Golden Legionnaire, or if the creature withdraws, it provokes an attack of opportunity. Stand Still + Intercept: A Golden Legionnaire adds half her class levels to Stand Still. Order of the Dragon Challenge: +4 to attack rolls made against the challenged target for allies. Elven Immunities: This actually came up a LOT in low level and then higher when some enemy tactics called for sleep, or GM's tried sleeping the cavalier to prevent the aids due to his low will save. +4 Benevolent Red Dragonhide Full Plate, +3 Darkwood Tower Shield (Shield Focus), Amulet +2 Nat Armor, Ring of Prot +2 = 38 AC, of course this heavily fluctuates dependent on abilities being utilized and not utilized. ![]()
![]() Storys of a front line Elven Cavalier of the Dragon, 13 CON (14 at level 4): I love elves, they are pretty, they are fun. I find humans boring. So when I joined PFS with my wife and sister in law we all rolled up elven siblings. The Ver'Ha clan. We had a rogue, an anti undead cleric, and me, an Honor Guard Cavalier of the Order of the Dragon. This was Liran Ver'Ha. He came to be known as The Wall. He was a frontline fighter par none. Combat Patrol, Lance, Bodyguard, Golden Legionaire, Order of the Dragon, HIGH initiative. He was something like STR 16, DEX 16, CON 14 at the end of his career (he just completed eyes of the ten and gave absolutely no cares to anything in there). I cannot tell you how many times, people told me I was an idiot, I am paraphrasing here. I am going to die horribly, or I am going to be a liability to the party. They were COMPLETELY wrong. How do I play an elven frontline fighter with low con? By making the rest of the party so much better and nigh unhittable that fights don't last more than 2 rounds. Siege of the Diamond City? He was the sole reason our table was the best table. Eyes of the Ten? The only reason the boss fights lasted more than two rounds was because multiple enemies. He was nearly unhittable at a usual AC 42, passing out +7-10 AC to his friends around him, and having his party be set up in the field outside of his own turn so the rogues and paladins didn't have to move, they could just get their full attack. Boots of Speed were an investment for their speed increase, not their additional attack. Did he kill anything? Not even close. But he was a force multiplier that FORCED teamwork, or you missed out on juicey juicey buffs. If anyone seeing this has played with Liran Ver'Ha, the Elven frontline cavalier, or GMed for him, they can attest that CON does not a frontliner make. Con helps, but in Lirans entire career, Con was almost never a contributing factor. ![]()
![]() I am running Rise of the Runelords currently in campaign mode, and have run into an issue on the timing of assigning chronicle sheets. My wife and I are fairly positive that when running an AP or Module in campaign mode, no chronicle sheets are given until the conclusion of the campaign, but we cannot find if this is a real ruling for all campaigns, or only Dragons demand and its like. Could someone clarify this please? Thank you! ![]()
![]() Out of all the races: Ratfolk
To just name a few off the top of my head. I love you PFS, but can we get a break from the Native Outsider races? Ratfolk and Kobold both have very strong ties into several scenarios in the universe already. When can we expand on these two cultures? That said, I love the seasons player boons, they are very well done, and I picked up a few at Gencon that I am just itching to utilize and try out. They do a very good job of giving a taste of Occult Adventures without feeling like a one and done for most of them. ![]()
![]() DrakeRoberts wrote:
For the Occult Skill Unlock, if you can use it as per rules in the book, then it is available to you. ![]()
![]() When I went to find Pathfinder Gamers when my city had no shop nearby I went to meetup.org(com?). The problem I have always had is that we gamers are pretty reclusive. I took a look at Mexico City and see if I could find a game shop, but I struck out, I found a lot of toy shops and costume shops, but that was it. I wish you best of luck! EDIT: I did find Avatar Games and Hobbies, but it is 2.5 hours north of Mexico City Federal District. Avatar Games.Hobbies
Sorry I cant help out much, I live in Richmond, Virginia, USA so I do not really know the area well enough for informed decisions. ![]()
![]() Arikiel wrote: For how they function it does seem like they should have named them Guiding Principles or Codes or something other then Orders. I was about to say. An Order is a physical thing more than a belief by definition. If they are just some beliefs, they could easily be changed based upon cultural norms and ideals. Nothing is really stopping a Cavalier from falling besides a little device in his head that is telling him, oh you will get weaker if you do the thing. This would also seem to make the ideas of Squires fairly irrelivent. If there are truly no actual orders then it would stand to reason theres no real manuscripts or anything of the edicts. I feel this is simply another form of alignments than anything. Perhaps a different name would have done better, the Mantle of the Dragon, or the Way of the Dragon, etc. This is just my 2 cents. It is entirely probable I am way over thinking this thing. ![]()
![]() I see this now. The Orders make a little more sense. I have been playing cavaliers since the release of the APG and it has always bugged me as it seemed Cavaliers just floated on their own cloud over the rest of Golarion lore. I can say I am disappointed by this outlook of how Cavalier Orders work within the world, it does make sense. My wife and I being EXTREMELY steeped in Golarion and Pathfinder lore consider it major heresy to change how it is all put together so I highly doubt the idea of making the Orders physical entities within the world will ever come up with us. It seemed with such strongly made edicts, and beliefs, it made it seem the Orders were more physical. ![]()
![]() Any theories? Anyone seen anything in AP's? The cavalier is one of my favorite classes and seems to have a lot of work put into its orders. So just curious if its all isolated for a reason or if theres going to be something like a more crunchy knights of the Inner Sea later. I was expecting an article of some type in Inner Sea Combat, but did not find anything. ![]()
![]() So we have all these Cavalier Orders, and knightly edicts, some of which appear to have been heavily ordered in organization. Do these orders have chapter houses? Grand masters? Can they recognize one another? Do they have any ranks within? Are they based out of any countries in particular? The Cavalier class has a massive amount of floating story to it with all of its orders, but nothing is tied down at all. The class sort of seems to just skim along Golarion, and I have not really seen much of any PC's to get a basis off of towards mentality, and bearing. While Knights of the Inner Sea is very nice in explaining a Cavaliers seeming day to day life, it does not really speak much on Cavaliers in Golarion as a whole. ![]()
![]() Rogues actually require thought, strategy, and tactics to play. They are not as meat heady as Evokers, Barbarians, Fighters, and clerics. Those are easy mode classes. A GOOD Rogue is going to be awesome always. There should not be a point they cant be useful. I love Weapon Finesse/Agile Weapon/Acrobatics/Feinting Rogues. So much fun. ![]()
![]() Consumables have always been a major factor in my characters wealth, especially my front line fighters. I usually have a scroll of Raise Dead on my person at all times. I have only needed to use it once, but it was worth it as the rogue had gone down at the beginning of the scenario and we had no way of extraction without failing. I also have bought support scrolls and potions for myself and a party if I deem them worth it. I have gone through a couple scrolls of Communal Stone Skin, Potions of Prot from Evil when I was lower level, potions of bull strength, scrolls of Freedom of Movement, etc. I do not want to have to rely on a party that may not have these types of support, or want them to bother if we are low on casters and they should not spare such spell slots. I have always viewed it as, if you want buffs, bring a few yourself, do not push yourself onto your party expecting the Cleric to heal and buff you, or expecting the wizard to buff party members. So actual income has never been huge for my character but he gets by alright. At level 11 he has a +1 Adamantine Holy Longsword, +1 Lance, +2 Dragonhide Fullplate, +3 Benevolent Tower Shield, +1 Amulet Natural Armor, +2 Ring of Deflection, +2 cloak of Resistance, Belt of Physical Perfection (+2 Str., Con). He has also not always played in tier, and has been playing at slow track for the last 3 levels. Slow Track at high tier I have found to be a killer. The gold gain does not keep up with the amount of consumables you need per scenario.
Roland Aristocrat Campaign [PbP, Homebrew] Recruitment: A Game of Intrigue, Aspirations and Betrayal
![]()
![]() I never did explain my character concept. Human Cavalier, Order of the Blue Rose, named Sarvinian Faldon't. Lawful Good Aristocrat brought up in ancient knightly traditions to protect those who cannot protect themselves. Very cop like mentality. Supports the people and believes that Laws are the foundation of great civilizations and cultures.
Roland Aristocrat Campaign [PbP, Homebrew] Recruitment: A Game of Intrigue, Aspirations and Betrayal
![]()
![]() DM Goldstool wrote:
Yea...that was bad...Guess I am taking Toughness for sure!
Roland Aristocrat Campaign [PbP, Homebrew] Recruitment: A Game of Intrigue, Aspirations and Betrayal
![]()
![]() In our area, I see a majority of Hammer's at all levels. Sometimes Arms or Anvils popup at lower levels, but they are then completely outclassed by the hammers abilities to end encounters before they do anything, so they make a hammer. LOTS of Slayers, Barbarians, and Magus Blackblade/Kensai in our area. A lot of our communities strategy is to simply end the fight before anyone hits negatives. As such, our community is not a whole lot of fun to play with, and very metagamey. My characters personally almost always have two roles. I learned that long ago. My Cavalier is a wall, if your next to him, you are a tank. He is not a damage dealer by default. If the party is perfectly fine on survivability, then he will wade into combat and kill things very well. My Kitsune Life Oracle is a walking health battery. 8 Channels per day, 7d6 Positive energy, Channeled Revival, Quick Channel, Combat Healer, Sacred bond, the whole nine yards. She is extremely specialized in making sure people do not die and has taken the party from entirely unconscious to full HP numerous times. Her switch though is when fighting Evil Outsiders. Alignment Channel, Spear of Purity, and Celestial Lantern make for very high Outsider damaging spells and channels. I always tell folks to pick two of the three roles. That way your never useless. Also Diplomacy. Always Diplomacy. All day. All night. If I do not have to fight, that's a win for me! ![]()
![]() Shades of Ice: Parts 1-3
Also, make sure your cavalier is balanced with his focus and not to focus too much on mounted combat. My Cavalier has two feats for the Monstrous mount feat chain simply because I wanted a Griffon to screw around with, but the rest are normal fighter type feats. He will find himself without a mount more often than not. ![]()
![]() High Tier: Selen Desaru lvl 8.75 Kitsune Life Oracle of Qi Zhong, the walking life battery and Demon Destroyer. Life Link, Energy Body, 8 Channels per day at 6D6, Healers Gloves, lots of buffs. Shes brought the party to full form negatives in a single round a couple times over her career. Ionwe Ver'Ha lvl 7 Freebooter Ranger. mid/low tier: Tantibus lvl 3 Thassilonion Pride Specialist. I list him in both as he has the Dragons Demand Chronicle sheets on him, so he will jump several levels once he reaches 3. ![]()
![]() Nefreet wrote:
Well, also to be fair, the area that this adventure takes place in was created with all that technology on purpose. I am totally expecting to go into this one and shift worlds essentially. I am looking forward to it. Also, as has probably been explained, the Laser Pistol is an interesting novelty at best. It only has somewhere around 7 shots, and can only be refilled by a banned archtype, or a banned prestige class. Ontop of that, the weapon is really not that great for anything higher than level 7. It does pure fire damage of the 1d8+1 variety. So if you bring it into Season 5, or a good portion of Season 4 it will be sitting in its holster. Really cool novelty to say the least...just not exceptionally effective, and requires feats to utilize properly, and hopefully not glitch out. ![]()
![]() I don't see a reduction in combat as an exclusion to Organized play. The example I used was Library of the lion which could be done without any combat and seemed very popular in my area. I am not endorsing the elimination of combat from all scenarios, just the addition of more scenarios that could focus on exploration more than combat. There are some political scenarios that seem to have combat tacked on just to appeal to those who enjoy combat, namely Blackros Matrimony is what comes to mind for me. You can have a scenario that has broad appeal that can be finished in under 4 hours without combat. ![]()
![]() ~Liran Ver'Ha~ A tall elven man steps forward, clad in red dragon-scale full plate, accented with gold, and a massive tower shield with an emblem of a dragon coiled upon the symbol of Sarenrea. Upon his left pauldron is an adornment of various ribbons, medals, and a silver holy symbol of Sarenrea. His eyes are dark, deep purple, and he smiles from under a mane of blonde hair, speaking a rough, and confident battle field leaders voice. "Greetings Silver Crusaders! I am Snowmask Brother and Eagle Knight-Captain Liran Ver'Ha of the Golden Legion of Andoran, Emmissary of Kyonin, and Crusader of Sarenrea, veteran of the Peoples Revolt, and the War in the Wound, leader of one of the most decorated units in the defense of Nerosyan. I am a defender of my allies, staunch guard of their lives, and an impregnable redoubt to my foes. I come in service to the Silver Crusade should they have my shield, and my blade. With Andoran having internal difficulties, and my experiences in the Worldwound, I sought a new assignment that could use the abilities of the Golden Legion, and I saw no other cause greater than that of the Silver Crusade and their ideals." ![]()
![]() So I have been doing PFS now for a bit over a year and have GM'ed and played my fair share of scenarios. One thing that I am groaning more and more at is the seeming constant fighting. While I know combat is an integral part of a game, I feel tired of constantly bashing the locals over their heads to take their sweet sweet loot. We have seen a scenario without any combat do well, Library of the Lion. Definitely one of my favorite scenarios out currently because it really felt like you were learning something, or puzzling your way through. It was a great change of pace! My first character came into PFS with the thought that Knowledge would be an important skill, to learn the secrets of what we find, the first couple levels as a cavalier I dumped a good amount of skill points into Knowledge that I have yet to really use at all. We get the customary Knowledge Local/History/sometimes Geography, and then the game goes on. Even in scenarios that return to the same place, the knowledge are often cut and past, if you make a 25, you know everything that you could, no matter how many time you return. Honestly, I find the Exploring and Reporting aspect lacking...it should probably be Talk, Perceptify, Incapacitate as opposed to Explore, Report, and Cooperate. I want more research and learning, as opposed to bashing locals on the head. The only difference I see between the Aspis and the Society is the fact that we don't sell what we find. When I GM'ed I would often add on the spot knowledge checks for geography, or history of an area, mostly because I and my fiancee have a HUGE knowledge of Golarions cultures, histories, and geography, but for alot of GM's this is not the case, so the idea of "Well GM's can just add that!" really does not help them, as it puts the burden of all of the knowledge on them. This is just my two cents. ![]()
![]() ~Knight-Captain Liran Ver'Ha~ A disgruntled elven man garbed in striking red and gold dragon scale places an Andoran banner down on a table. "I must apologize my friends, but I joined the Andoran nation to guard her people and interests. To find artifacts, relics and contacts to aid her through the Society at large. It seems simple human greed cannot be shunned though. I must allow this child nation to search into its own and find its problems. I fought for her freedom, I will not wet nurse a nation I thought had grown out of its diapers. There are too many dangers outside this nations borders that I feel deserve attention. The Silver Crusade has proven its steel with me and I will be taking my blade and abilities into their service. Fight tyranny well my brothers and sisters." ![]()
![]() I am not really sure why rogues are seen as so terrible. While they require much more forethought and finesse than fighters I have had my frontline, weapon finesse, improved feint rogue destroy enemies while maintaining an ac of around 31 at level 7 in skull and shackles using almost no homebrew rules, with a DPR of around 23 with only a +1 Rapier. I personally despise Summoners for several reasons: 1. They almost never keep track of summoning notes, as such they often bog the game down. 2. Eidolons are horribly powerful in the hands of a minorly competent summoner. If you know how to build your Eidolon, its incredibly obnoxious, and deffinitly more powerful than most animal companions. 3. Access to feats to add more power to their eidolon while their eidolon ALSO gains access to feats. 4. They get good spells early. Haste is a Level 2 spell for them, DDoor level 3. 5. Standard Action Summons. Summon Wooly Rhinocerous and have it charge from opposite direction of your eidolon. Eidolon Charges. +4 from charge+flank. ![]()
![]() Planar Weapon Enchant from UE: A planar weapon is effective against all types of extradimensional beings, able to pierce their resistance to physical harm. When used to attack outsiders, a planar weapon ignores 5 points of their damage reduction. +1 Enchant Cost Also, as BNW said, my archer only ever buys Cold Iron Arrows. Next Level she will only buy Silver Arrows (Lanternbearer treats all weapons as cold iron at level 2). ![]()
![]() redward wrote:
Or just humans to begin with. +2 to any stat and a bonus feat, plus an additional skill point every level. Whenever we get new people we direct them towards core races. They were sort of built to be the simplest. Especially humans. ![]()
![]() I modified one of the Bushido Kitsune miniatures for my Kitsune Life Oracle, Selen who is almost level 9 now on slow track (so shes been going for a while), cut out the blade, and drilled through the swords remaining grip, and pushed a thick paperclip through, and topped the ends with Games Workshops Female Wood Elf Sorceresses staff top and bottom. I will post a picture later tonight when I get home. If you want a good kitsune miniature, your going to need to kit-bash in some capacity. Luckily I have about 14 years of hobbying experience behind me so it is not as daunting to me. I know others will be far more intimidated by it though. Especially if you don't have the tools. I personally really love the Anima Tactics and Bushido Kitsune miniatures. The Bushido Kitsune also comes with a fox model for her fox form, has some jewelry and stuff on it so its pretty neat. ![]()
![]() The problem with one big team is the CR system runs off a 4-5 person assumnption. You double that, you have to increase each encounter. This does one of two things: 1. It makes you fight creatures far out of your league, and the team has to rely on mob rules as someone in each fight will die. 2. To counter this you instead introduce more enemy creatures to even things out. This in turn exponentially increases the time of the fight. ![]()
![]() Hey Arrahska, I have collected all of our parties backstory (you included), and put it here. For your ease of use. Selen Desaru:
Selen Desaru is a short kitsune of white fur and light complexion with dark blue eyes. Standing at only 4’10”, and 89 pounds, she is very small. She has never been a fighter though, her calling from Daikitsu, The Lady of Foxes, being one of protection and healing, guidance, and wisdom. A former Shrine Priest from a small farming community that clung to the side of the Forest of Spirits, her adopted patron, Daikitsu, sent her a vision one night. The premonition was very simple. Go travel. The Forest had become very quiet recently, the usual spirits, fae, and oni disappearing. So Selen took this premonition, and packed her possessions and gifts given her from the town, including one of the very few horses available, named Leaf, and set out for Minkai, the closest and largest inhabited city. She travel a great deal over Tian Xia, helping those she could, healing the wounds of soldiers fighting against the terracotta soldiers of Lingshen, beggars of Amanandar as the Taldanes looked down upon her, and those who pirate the islands of Minata. Her travels eventually took her through Goka, finding passage to Absalom and the Inner Sea. Thats when her patron appeared to her again, Daikitsu warning her of the end of Golarion, and the Beasts Escape. The Lady of Foxes showed her a path towards a haven that will stand the longest, one that could possibly lead her to safety, and so she traveled, arriving at this tower as reality began to tear, and the Rough Beasts minions attacked the lands around, beginning to lay waste. The Beast Himself looming in the distance as chaos tore everything apart.. Slobad Ironbelly:
Slobad was born and raised in a small human settlement. His parents both human adopted him when he found him alone on the road. Slobad knew he was different. Even as a child he was bullied by other kids as he was half orc. He loved hearing stories from his father about adventurers. As he grow up, he became stronger and fierce, he helped around with physical work.
His parents saw that Slobad had potential to become something more, so they payed a former soldier to teach him how to fight and use the sword, maybe he could become a soldier some day. Slobad was excited with the idea and he trained everyday, but he didn't want to become a soldier but an adventurer just like his father stories. When he was of age, he departed from the small town and saying goodbye to his parent he went to become an adventurer. To become an adventurer it was more easy to say than to do, so he started with small jobs, mostly the things he did in his small town until a chance presented as a mercenary bodyguarding some rich people. One of his jobs led him to Krez Perlino, a gnome who controlled a lot of bars and had business with the black market. He worked for him as a personal body guard, the size of Slobad, the greatsword and his angry face behind Krez was a good combination keeping away bad company at his employer. He didn't liked it as he saw many terrible things but it was good coin.
When Krez was assassinated, Slobad was one of the first suspects as he knew most of Krez secrets and didn't liked what Krez used for business. So he got all of his money and ran away from there. Starting again his life as a mercenary by his own. He is a simple half-orc, he is focused on his job and is not scared to explore and learn new things. Arrahska Simik:
Arrahska was still young when an aboleth cult practicing sinister arcane experiments unseen by the other merfolk gained a foothold in her community. Barely of age, she was abducted by the cultists.
In their experimentation they seemed to be determined to alter her physique. Inscribing arcane symbols and surging magical energy through her body. Weeks of magical torture trying to break and remake the girl's body to some sinister end took their toll on Arrahska. After having endured another day of experimentation she was thrown back into her cage one day, as she would be every day. What happened next was out of the ordinary however. Her mind was already almost completely broken, only a single silent broken voice in the back of her head still powerlessly crying for freedom. She looked at the key on the wall with which her cage was locked and reached out with a weak arm, covered in strange mottles and blue markings left by the intense magical influences wrought on her. Not even getting close to the key she was about to drop her hand back down, when suddenly the key seemd to begin moving on its own. There were no guards around, the cage had held Arrahska for weeks and at this point she didn't seem to resist the handlers at all anymore. the key came off the wall and started floating towards the cage. Eventually she could grasp it and unlock her prison. Limply she pulled herself out and tried to swim, her tail was weak and she moved only slowly somehow managing to find a way out of the cave she was being held in. Sometimes swimming, sometimes pulling herself along the ground Arrahska put as much distance as she could between herself and her captors' hideout before passing out. When she awoke some strength had returned to her body. However looking at herself, her body covered in bright blue arcane markings and her discolored skin with strange red-violet mottles, she couldn't go back to her community, having been altered like this she was afraid of what the other merfolk would think she had become, afraid of what she thought she might have become. And the cult still being there having infiltrated her community, and using their influence to capture her back, she decided to leave it all behind. Again Arrahska attempted to swim, but found it difficult, not because she was weak, but somehow her tail did not obey her as it once did. After a while she found her control, but whatever the cultists did to her must have crippled her tail, for she couldn't swim nearly as fast as she once did. Trying to find a place to hide, where her condition would not be a disadvantage should the aboleth cult come after her, Arrahska decided to seek out the land. She dragged herself ashore on a large island to figure out what to do next. Laying in the sun, at first she decided she would need shelter. As Arrahska dragged her body along the beach trying to pick large leaves and sticks for a makeshift tent, she found it difficult to collect materials when she needed her hands to move along the dry ground. She attempted to support herself on her tail, in a position that looked akin to a human standing on thair knees, and moving the lower half of her tail sideways in a snake-like slithering motion. Contrary to her expectation this motion came much easier to her than she thought and she actually managed to move faster on her tail than by dragging herself with her hands, albeit still quite slowly. Whatever the experiments the cult performed on her were intended to do, they must have somehow warped the muscles in her tail in a way that weakened her ability to swim, but made it more useful for moving on the land. Over the first few days in her dry exile, Arrahska got used to wat she expected would be her new mode of movement and gradually found that the torture she was subjected to left her with more than an altered appearance, a broken tail and the ability to move small objects. She found more magical abilities manifesting. With time she found she couldn't continue surviving on a beach forever, and decided to seek out civilization. She had seen the outline of a large city in the distance and decided to seek a place forherself there. A travelling merchant with a cart full of exotic wares was easily convinced to take Arrahska to the city he called Absalom with only a few words. Strange words that seemed to have been carved inside her mind and just recently lit up to reveal themselves to her. In order to fit in with the landliving people she knew she had to adapt, and cover herself in cloth like they do. Arrahska didn't have much on her besides pearl the jewelry her captors had never bothered to take away from her. She didn't know whether the cultists just didn't have any use for it or if some of them just took some sick pleasure in having their test animal decorated and looking pretty. However the merchant readily gave her some fine pieces of fabric in return, out of which she fashioned a simple skirt just short enough to not get caught under her tail when she would move on it as well as a piece covering her chest. Once in the city Arrahska inevitably drew much attention, but no less the people seemed accepting, as judging from the diversity of races populating the marketplace in which she arrived, uncommon creatures were apparently not all that unusual a sight here. As her ability to move around improved and her tail took her from place to place with ever growing speed, eventually Arrahska found employ as a mercenary and an adventurer selling her magical abilities and she joined a group with whom she grew close, her yearning for the sea became little more than a distant voice in the back of her head, bottled in a corner; just next to the unspeakable terror she had suffered... LilWilly5 does not appear to have a background? ![]()
![]() Crunch:
Selen Desaru of Daikitsu Chaotic Good Kitsune Oracle (Life) 3 Curse (Tongues) STR: 7
HP: 30
FORT: 2
Languages: Common, Celestial Feats:
Revelations:
Special Abilities:
Offense:
Defense:
Skills:
Words KNown:
1st Level - 3 Known 7/Day
Items: (Gold: 431gp 3sp/2100gp)
Background:
Selen Desaru is a short kitsune of white fur and light complexion with dark blue eyes. Standing at only 4’10”, and 89 pounds, she is very small. She has never been a fighter though, her calling from Daikitsu, The Lady of Foxes, being one of protection and healing, guidance, and wisdom. A former Shrine Priest from a small farming community that clung to the side of the Forest of Spirits, her adopted patron, Daikitsu, sent her a vision one night. The premonition was very simple. Go travel. The Forest had become very quiet recently, the usual spirits, fae, and oni disappearing. So Selen took this premonition, and packed her possessions and gifts given her from the town, including one of the very few horses available, named Leaf, and set out for Minkai, the closest and largest inhabited city. She travel a great deal over Tian Xia, helping those she could, healing the wounds of soldiers fighting against the terracotta soldiers of Lingshen, beggars of Amanandar as the Taldanes looked down upon her, and those who pirate the islands of Minata. Her travels eventually took her through Goka, finding passage to Absalom and the Inner Sea. Thats when her patron appeared to her again, Daikitsu warning her of the end of Golarion, and the Beasts Escape. The Lady of Foxes showed her a path towards a haven that will stand the longest, one that could possibly lead her to safety, and so she traveled, arriving at this tower as reality began to tear, and the Rough Beasts minions attacked the lands around, beginning to lay waste. The Beast Himself looming in the distance as chaos tore everything apart.. It is a bit rough, but it can be tailored down once the party I think begins to form. The Word Spells are touch finding buffs with. Interesting mechanics though. |