Zahir ibn Mahmoud ibn Jothan's page

RPG Superstar 2014 Top 16. RPG Superstar 6 Season Dedicated Voter, 7 Season Marathon Voter, 8 Season Marathon Voter, 9 Season Marathon Voter. Organized Play Member. 2,454 posts (18,305 including aliases). 22 reviews. No lists. No wishlists. 12 Organized Play characters. 32 aliases.


RSS

1 to 50 of 2,454 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Silver Crusade RPG Superstar 2014 Top 16

Coinshot wrote:
Okay, I'm like 98% done with my paladin's character sheet. Just got one question. The paladin's Divine Bond ability is a spell-like ability. If I choose the weapon option for it, for my lvl 11 feat am I allowed to take the Quicken Spell-Like Ability feat so I can use it as a swift action?

The question is academic. Quicken SLA isn’t a CRB Feat.

Silver Crusade RPG Superstar 2014 Top 16

I hadn’t interpreted that a complete submission was requested as yet, so I wasn’t even leaning in on that yet.

I gather it IS desired, so I’ll get that together.

Silver Crusade RPG Superstar 2014 Top 16

Death-Lok wrote:
Zahir ibn Mahmoud ibn Jothan wrote:
Death-Lok wrote:
Zahir ibn Mahmoud ibn Jothan wrote:

@GM

How large of a party are you looking for? 4? 6?

If the latter, I'd gladly play a Bard, but in a party of 4, I fear the slot would be wasted on a Bard.

4-5 is my goal.
A Bard makes a decent 5th, so I could do that if my healing/anti-undead Cleric concept isn't needed.
I was looking forward to seeing the gnome cleric build.

Me too!

Silver Crusade RPG Superstar 2014 Top 16

Death-Lok wrote:
Zahir ibn Mahmoud ibn Jothan wrote:

@GM

How large of a party are you looking for? 4? 6?

If the latter, I'd gladly play a Bard, but in a party of 4, I fear the slot would be wasted on a Bard.

4-5 is my goal.

A Bard makes a decent 5th, so I could do that if my healing/anti-undead Cleric concept isn't needed.

Silver Crusade RPG Superstar 2014 Top 16

1) Winterborn Ryphorian, Mystic, Priest, with Profession (philosopher). He is a wisdom-bringer. Not overly social, but when he speaks, his words tend to be ones to listen to.

2) As an android, Cedona knows she was created, but intelligent corporeal creatures, and would normally be fairly irreligious, but for some reason, she has expressed interest in religion and has been discussing such things philosophically with me. She knows that, as a philosopher, I don't have much in the way of marketable skills to get a full time job, but that charity is something I value, so bringing supplies to a struggling new colony might be right up my alley.

3) Science, or maybe a secondary gunner? Mystics are tough fits into most starship crews in a fight.

Silver Crusade RPG Superstar 2014 Top 16

Can use them, sure, but they aren't "monk weapons," so all of the coolness of monk weapons is lost. There are magic items specifically designed to fill that niche for Monks.

Silver Crusade RPG Superstar 2014 Top 16

Vampire GM By Day wrote:
Zahir ibn Mahmoud ibn Jothan wrote:
So no chance that you'd run all three books?
Quote:
I suppose the plan would eventually be to do the entire 3-book AP if there is enough interest, but I am flexible. (in my experience, most play-by-post APs fall apart after a while, so I don't want to overpromise.)

Wow! My reading comprehension totally let me down there!

Silver Crusade RPG Superstar 2014 Top 16

Markus the Librarian wrote:

Not a popular choice for Age of Worms, but I'm thinking pure Monk of Lendor. Preserving the balance.

The Prophecies have always been true... Now they have become real. It's time to come down from the Mountain.

-------

I do have a question about gauntlets. If a non-Monk can use a gauntlet to make an unarmed strike... why can't a Monk?

CRB states:

"Gauntlet: This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack..."

Certainly, Monks don't need to use gauntlets... but they should be able to.

Why would you need gauntlets? Monks can already deal lethal damage with their fists.

Silver Crusade RPG Superstar 2014 Top 16

So no chance that you'd run all three books?

Silver Crusade RPG Superstar 2014 Top 16

@GM

How large of a party are you looking for? 4? 6?

If the latter, I'd gladly play a Bard, but in a party of 4, I fear the slot would be wasted on a Bard.

Silver Crusade RPG Superstar 2014 Top 16

Markus the Librarian wrote:
Lore Warden/Scout... Exotic Weapon Fauchard and let the battlefield control and crits begin!

No archetypes.

Silver Crusade RPG Superstar 2014 Top 16

JoshB wrote:
Pathfinder conversions for Greyhawk Deities

I thought Pelor had travel, but that document doesn’t show it. I could do Sun and Healing if needed.

Or I could do a non-Cleric since someone else has expressed interest in a Cleric type.

Silver Crusade RPG Superstar 2014 Top 16

I have it in mind to offer up a Gnomish Cleric of Pelor, with the Sun and Travel domains. Heavily focused on channeling, both for healing and for killing undead, but not afraid to mix it up in melee, although he won't deal huge amounts of damage with a weapon.

Appearance: large and bulky, for a gnome. full plate armor, brown hair, and brown eyes. Although usually fully armored, he has many old scars and burn marks from his many years of fighting Pelor's enemies.

Background: A native of Furyondy, he has spent many years fighting the evils of Iuz, especially focused on healing his friends, and destroying the undead

Defining moment: One of only three members of his party that survived when they faced down and destroyed an upstart lich.

Motivation: Well, his very being is focused on the eradication of undeath, so an age of such is anathema to him, and something to be defeated.

How did he get noticed: He has been quite vocal about his concerns related to the prophecies after receiving visions of Kyuss and his legions storming the gates of Castle Greyhawk itself from Pelor, which he took as direction to go forth and defeat the great menace.

Silver Crusade RPG Superstar 2014 Top 16

No problem here with playing just a CRB game.

Questions:

1) What deities are you using? Greyhawk or Golarion?

2) Traits limited to just the original web enhancement?

3) Background Skills is the only Unchained option available, correct? So basically just 2 extra skill points per level.

If 2 and 3 are true, there just aren’t too many other questions to ask, so let’s game!

Silver Crusade RPG Superstar 2014 Top 16

Alma the Soulborn wrote:

@ Zahir,

Hey Grymp, time no see. :)

Xeram! What's new?

Silver Crusade RPG Superstar 2014 Top 16

1 person marked this as a favorite.

Ash Raven,

I note that prior to your starting a recruitment thread for this game you had a total of 9 posts on these boards, stretching all the way back to late October.

With that sort of background, I have to ask. Have you any history of playing and/or running a PBP game (presumably on some other forum) that would provide some evidence that you’ll start and run your game for a while?

We see a lot of people post cool game ideas and disappear during recruitment, or run their game for just a month, etc. So before I spend a bunch of time auditioning to be a player, I want to be sure you’re a GM that will stick to it.

Silver Crusade RPG Superstar 2014 Top 16

Statement 1: I’ve been playing in Greyhawk since Bigby was an apprentice, Elf was a class, and THAC0 was all important.

Statement 2: I played in Greyhawk when it took multiclassing 3 ways (under bad multiclassing rules) to become a Bard, Rangers had 2d8 hit points at first level, and every class level had a title.

Statement 3: I played MASSIVE amounts of Living Greyhawk under the 3.0 rules, when Dwarves finally discovered magic.

Query: Thematically speaking, which of these arenas should we view this game? Would a magic using Dwarf be an oddity? Are all Halflings rogues? Etc.

Silver Crusade RPG Superstar 2014 Top 16

Chillblame, I dropped you a PM.

Silver Crusade RPG Superstar 2014 Top 16

I'm loving the Pawns for running my home game of Dead Suns.

My only wish is that they be better organized, although I'm not sure how I'd recommend they do that.

Silver Crusade RPG Superstar 2014 Top 16

RHMG Animator wrote:

[dice=r1]4d6

[dice=r2]4d6
[dice=r3]4d6
[dice=r4]4d6
[dice=r5]4d6
[dice=r6]4d6

[dice=r1]1d6 + 12
[dice=r2]12
[dice=r3]1d6 + 9
[dice=r4]1d6 + 11
[dice=r5]1d6 + 11
[dice=r6]1d6 + 8

18,12,13,15,16,10

That's a 39 point buy! You're going to want to play those, hahaha.

Silver Crusade RPG Superstar 2014 Top 16

Roll 1: 4d6 ⇒ (5, 2, 2, 5) = 14 12
Roll 1: 5d6 ⇒ (2, 5, 1, 5, 4) = 17 14
Roll 1: 5d6 ⇒ (5, 3, 3, 1, 4) = 16 12
Roll 1: 4d6 ⇒ (3, 2, 2, 3) = 10 8
Roll 1: 7d6 ⇒ (2, 1, 1, 6, 2, 1, 5) = 18 13
Roll 1: 4d6 ⇒ (2, 5, 3, 6) = 16 14

That's a 15 point buy I believe.

Silver Crusade RPG Superstar 2014 Top 16

Have you checked out the Legendary Planet Adventure Path? It's a bit like what you're wanting to do. If nothing else, that AP might have some ideas for you.

Silver Crusade RPG Superstar 2014 Top 16

Core classes, core races, so I'm assuming Core Feats, no traits, etc? A straight up core only game?

Silver Crusade RPG Superstar 2014 Top 16

I had thought about doing a Druid version, but I somewhat dislike Druids in PBP. Mostly because their abilities involving summoning lots of critters are tough online, ditto for the pet.

Silver Crusade RPG Superstar 2014 Top 16

Zarik Dhor:

Male asterion sorcerer 12
N Medium humanoid
Init +7; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 110 (12d6+60)
Fort +10, Ref +9, Will +11; +4 vs Acid Attacks
Resist acid 10
--------------------
Offense
--------------------
Speed 40 ft.
Melee dwarven urgosh +3/-2 (1d8+1/×3) or
2 claws +7 (1d6+1 plus 1d6 acid)
Special Attacks breath weapon (12d6 acid, 60 ft. line, DC 21, 1/day), claws (2, 1d6 plus 1d6 acid, treated as magic weapons, 8 rounds/day)
Sorcerer Spells Known (CL 12th; concentration +19)
6th (3/day)—acid fog
5th (6/day)—acidic spray[UM] (DC 20), overland flight, spell resistance
4th (7/day)—fear (DC 19), lesser globe of invulnerability, greater invisibility, secure shelter
3rd (7/day)—dispel magic, fireball (DC 18), fly, gaseous form, communal resist energy[UC]
2nd (7/day)—alter self, darkvision, glitterdust (DC 17), mirror image, resist energy, see invisibility
1st (8/day)—ant haul[APG] (DC 16), expeditious retreat, liberating command[UC], mage armor, shield, vanish[APG] (DC 16)
0 (at will)—acid splash, arcane mark, detect magic, ghost sound (DC 15), light, mage hand, mending, read magic, spark[APG] (DC 15)
Bloodline Draconic
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 16, Int 11, Wis 10, Cha 20
Base Atk +6; CMB +7; CMD 20
Feats Combat Casting, Diehard, Elemental Spell[APG], Endurance, Eschew Materials, Improved Initiative, Quicken Spell, Toughness, Uncanny Concentration[UM]
Traits magical lineage, - custom trait -
Skills Acrobatics +3 (+7 to jump), Bluff +14, Fly +5, Intimidate +9, Knowledge (arcana) +10, Linguistics +1, Perception +5, Ride +1, Spellcraft +10, Survival +2 (+4 to avoid becoming lost), Swim +3; Racial Modifiers -2 Fly, -2 Ride
Languages Common, Dwarven, Giant
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die)
Combat Gear lesser extend metamagic rod, potion of cure serious wounds (5), potion of protection from good (3); Other Gear dwarven urgosh, amulet of natural armor +2, belt of incredible dexterity +2, cloak of resistance +3, handy haversack, headband of alluring charisma +2, mundane robe, wayfinder[ISWG], 1,300 gp
--------------------
Special Abilities
--------------------
Acid Claws (8 rounds/day) (Su) As a free action, gain 2 claw attacks (+1d6 Acid) that bypass DR as magic weapons.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Breath Weapon (12d6 acid, 60 ft. line, 1/day, DC 21) (Su) As a standard action, deal energy damage in area (Ref half).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Diehard You are stable and can choose how to act when at negative Hp.
Elemental Spell (Acid) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Uncanny Concentration Don't make concentration checks for violent movement, gain a +2 bonus on all other concentration checks

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Background:

Zarik Dhor grew up with only a mother figure to raise him, and while her talents were focused on shamanistic magic more in tuned with nature, Zarik's draconic heritage's caused him to be imbued with arcane rather than divine magicks, although he wields them with many of the same intents that he learned from his mother. He uses his magic to defend the tribe and to serve nature. Much of his magic is rooted in the blood of his sire, earth and electricity tend to power his abilities. His mother was raising him to take over the tribe when she grew too old and weak to do so, but that day never truly came.

A short while ago, the black dragon Dhorlot, known as the Father Dragon, sire of Zarik, and one time mate of Zaria the Shaman returned to the village. Dhorlot was horribly injured, with scars across his majestic black scales and skin, and only the highest magics wielded by Zaria were able to keep her former paramour alive. A prideful creature such as Dhorlot could not stand having been seen in such a condition by a former lover, nor could he permit himself to be in her debt, so he took an opportunity to slay her, but not before telling her why he needed to kill her. As she lay dying, Zarik returned from a trip with a war band to find his mother on the verge of death. She told him what had transpired and she laid upon Zarik the duty of wreaking vengeance for her death. As her last breath left her body, Zarik knelt near her mouth and breathed it into his own lungs, and spoke an oath with his mother's breath. An oath to avenge his mother. And thus Zarik set himself on the vengeance trail against that band of adventurers that had humiliated his father, and caused him to kill his mother to cover his shame.

Personality and Appearance:

Zarik is a druid in a sorcerer's body, and with a sorcerer's abilities. While many of his race (both minotaur and draconic) are inherently evil, Zaria's love of nature, and her focus on the balance of Gozreh in that construct was learned deeply by Zarik. Where the hair of most minotaurs turns grayer as they age, Zarik's has instead slowly fallen out in many places and been replaced by a scaly skin that many might deem to be asking disease, but he knows his heritage, as did his village. And his bloodline was viewed as much more of a boon to the village than would be accepted by humans, elves, or dwarves. Minotaurs value strength and honor, and the blood of the dragon brings strength. For Zarik his relative physical weakness and small size (just over 7' tall) is more than made up for by the raw magical power in his veins. Power that he has devoted to obtaining vengeance for his mother, especially against the dwarf that humiliated his father to cause this.

Zarik is well spoken, for a minotaur. Wise, but not overly intelligent. He does not actively seek to give or take offense, but once riled, his passions can consume him.

The Encounter:

Zarik realizes that a group strong enough to defeat Dhorlot is more than he is capable of handling in a fair fight, however his honor wouldn't permit him to engage in real subterfuge to obtain vengeance for his mother. Each member will need to be killed honorably.

It is Zarik's intent to find the perpetrators and slowly pick them off, one by one. Using invisibility to stalk them, and hopefully lure one or two of them out to the slaughter using message, or alter self to appear humans, is his opening gambit. Adventurers are rarely warded against acid, and his abilities are largely acid based, an element to which he is largely immune. He will use a combination of acid fog, acid-ball to try and kill them as quickly as possible, although if he encounters them bunched up, he can deliver a devastating first attack of spells, needing to only clean up whoever survives.

During the combat, he will trumpet out the reasons for his attack, vengeance for his mother who died at the hands of his father, the dragon they vanquished in a humiliating fashion. With a little luck, the party members will see through the logic gap that escapes Zarik. Why not take out Dhorlot, for he was the direct cause of his mother's death. Should such an arrangement be offered he'll take it. If not, he'll try and kill as many PCs as he can.

The dwarven urgrosh, and maybe I’d pick up an elf or halfling racial weapon, are part of my disguise, to lure out party members. Might need a lightweight mannikin too!

Silver Crusade RPG Superstar 2014 Top 16

Ditto! Seeing the same thing in a couple game threads!

Silver Crusade RPG Superstar 2014 Top 16

No problem

Silver Crusade RPG Superstar 2014 Top 16

Query: why do you say “minotaurs don’t make for a proper playable race?”

Pathfinder has decent rules for “Monsters as PC’s.” A Minotaur is CR 4, meaning he’d eventually score 2 intermittent levels. Half-dragon is a +2 CR template. If making a 12th level PC out of that, you could take a baseline Minotaur, add the template and then 8 class levels, yes, I know that adds to 14, but YMMV, do it with 6 class levels if you want. The STR and CON on that are both high, but all of the other stats are about 10.

Hmmm, ok, adding 6 (not 8) levels of Druid, could give you:

Zarik Dhor:

Zarik Dhor
Male half-dragon minotaur druid 6 (Pathfinder RPG Bestiary 170, 206)
N Large dragon (monstrous humanoid)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +16
--------------------
Defense
--------------------
AC 27, touch 11, flat-footed 27 (+7 armor, +2 deflection, +9 natural, -1 size)
hp 129 (12 HD; 6d8+6d10+66)
Fort +14, Ref +7, Will +11; +4 vs Acid Attacks, +4 vs. fey and plant-targeted effects
Immune acid, paralysis, sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), fly 60 ft. (average)
Melee +2 spiked chain +19/+14 (2d6+14/19-20) or
bite +12 (1d8+4), 2 claws +12 (1d6+4), gore +12 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon, powerful charge (gore, 2d6+12), wild shape 3/day
Druid Spells Prepared (CL 6th; concentration +7)
--------------------
Statistics
--------------------
Str 27, Dex 10, Con 21, Int 9, Wis 13, Cha 10
Base Atk +10; CMB +19 (+21 bull rush); CMD 31 (33 vs. bull rush)
Feats Exotic Weapon Proficiency (spiked chain), Great Fortitude, Improved Bull Rush, Improved Critical (spiked chain), Natural Spell, Power Attack
Traits devotee of the green, - custom trait -
Skills Acrobatics -2 (-6 to jump), Climb +10, Fly -4, Handle Animal +4, Heal +5, Intimidate +6, Knowledge (geography) +11, Knowledge (nature) +13, Linguistics +0, Perception +16, Stealth +10, Survival +18, Swim +10; Racial Modifiers +4 Perception, +4 Survival
Languages Common, Druidic, Giant
SQ natural cunning, nature bond (animal companion), nature sense, trackless step, wild empathy +6, woodland stride
Combat Gear wand of cure light wounds; Other Gear +3 hide armor, +2 spiked chain, cloak of elvenkind, druid's vestment, headband of inspired wisdom +2, ring of feather falling, ring of protection +2, backpack, flint and steel, spell component pouch, winter blanket, 1,261 gp, 5 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Breath Weapon (1/day, DC 18) (Su) 1/day, Breath Weapon deals 6d6 Acid damage, DC 18.
Darkvision (60 feet) You can see in the dark (black and white only).
Fly (60 feet, Average) You can fly!
Immunity to Acid You are immune to acid damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerful Charge (Gore, 2d6+12) (Ex) Your charge attacks deal additional damage.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (6 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

It needs some tweaking, but it does account for the Wyrm Blooded trait.

I tried to stick fairly close to the canon character you posted, weapons, etc, but as a Druid which was one of the classes you said would do well to continue on.

I could do it as a Sorcerer instead. I’ve always loved the idea of a Minotaur Sorcerer actually. Let me know if there’s any interest in seeing what that might look like.

Silver Crusade RPG Superstar 2014 Top 16

Haha, this being a “4 hour run” it seems unlikely that leveling up is important, you can belay answering my last question!

Silver Crusade RPG Superstar 2014 Top 16

Here is my entry, “Otosh do Otosh” or “Otosh son of Otosh”

Otosh do Otosh:

Otosh do Otosh
Male vesk priest envoy 1
LN Medium humanoid (vesk)
Init +1; Senses low-light vision; Perception +4
--------------------
Defense SP 7 HP 12 RP 3
--------------------
EAC 11; KAC 11
Fort +1; Ref +3; Will +2; +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee tactical doshko +3 (1d12+3 P) or
. . unarmed strike +3 (1d3+3 B)
--------------------
Statistics
--------------------
Str 16 (+3); Dex 12 (+1); Con 12 (+1); Int 8 (-1); Wis 11 (+0); Cha 14 (+2)
Skills Culture +3, Diplomacy +6, Intimidate +6, Mysticism +4, Perception +4, Sense Motive +4, Stealth +5; (reduce the DCs of Culture and Mysticism checks by 5 when recalling knowledge about religious traditions, religious symbols, and famous religious leaders)
Feats Advanced Melee Weapon Proficiency
Languages Akitonian, Common, Vesk
Other Abilities expertise, not in the face (DC 12)
Other Gear tactical doshko

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Starfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

If selected, I’ll stick the rest of his gear on him.

GM, at 4th level, I’ll likely dip Soldier. When I do so, I’d gain Advanced Melee Weapons, can I retrain my 1st level Feat at that time?

Silver Crusade RPG Superstar 2014 Top 16

I’ll definitely be throwing down a melee Vesk Envoy

Can I just take the list of gear that your Bloodspeaker Envoy has?

Silver Crusade RPG Superstar 2014 Top 16

I could do some sort of a melee Envoy if desired.

Silver Crusade RPG Superstar 2014 Top 16

It won’t screw up your APL calculation will it?

Silver Crusade RPG Superstar 2014 Top 16

GM: For a wizard can I swap Scribe Scroll for Spell Focus, just like is done in PFS?

Silver Crusade RPG Superstar 2014 Top 16

3 people marked this as a favorite.
GM Cellion wrote:
bright light is very common inside the sun

Yeah, we considered that, so we're going at night!"

Silver Crusade RPG Superstar 2014 Top 16

Followup question, once you pick “the crew,” will there be a quick grace period to normalize some things across them? Meaning, backfilling to ensure knowledge skills are covered, if two chosen characters are “piloty” let one of them become more “sciency” etc?

Silver Crusade RPG Superstar 2014 Top 16

Halfling ok?

Silver Crusade RPG Superstar 2014 Top 16

You’re running it using PFS characters, or in campaign mode and applying credit to PFS characters?

If it’s the former, I can’t help with level 5, oh wait, I might have a level 5 Kobold I could play (I have the Cleric from True Dragons of Absalom)! I have a 7th level Merciful Healer though.

If the latter, well, I can roll up whatever is needed for a campaign mode game.

Edit: nope, the Kobold is level 4

Silver Crusade RPG Superstar 2014 Top 16

1 person marked this as a favorite.

Houston is GMT-5 right now, Washington DC is GMT-4 right now, when we “Fall back” we’ll be at -6 and -5 respectively.

Silver Crusade RPG Superstar 2014 Top 16

Amphitryon wrote:
I work in Washington DC, so GMT-5

Then I’m roughly 40 minutes to 4 hours south of you, haha.

Silver Crusade RPG Superstar 2014 Top 16

DM Amazing Red wrote:
Thank you Andostre for making the list! And yes Knife-Ear is on the list of good fantasy slurs. I will officially end recruitment in about 7 hours once I'm off work.

I’m GMT -4/5. Where is everyone else?

Silver Crusade RPG Superstar 2014 Top 16

I believe I’d put forth a halfling operative, or possibly an envoy if preferred, but I could handle the face/captain role as an operative if needed, along with the utility an operative provides.

Silver Crusade RPG Superstar 2014 Top 16

Varocles responds, ”I’ll remember that, should I decide to be polite about it.”

Silver Crusade RPG Superstar 2014 Top 16

”Balanced? With all of those longuns and pointy eared freaks?” Varocles just shakes his head in disgust.

Silver Crusade RPG Superstar 2014 Top 16

gtg

I look forward to your recruitment then.

Silver Crusade RPG Superstar 2014 Top 16

If you are looking for a small group, to move fast, I'd be up for that. Depending on how you intend to run recruitment, I could either build a 4th to roundout a decent party, if you are doing a standard competitive recruitment, then I suppose I'd toss up something I wanted to play and cross my fingers.

I'm more about playing with the right people, and having fun, than needing to play a specific role. Already you've got a Mystic, and a Mechanic. Throw in two more, and you're all set.

Either way, I'm interested.

Silver Crusade RPG Superstar 2014 Top 16

I present to you Varocles Seaworthy, Dwarven Cleric of Poseidon

Background:

Varocles was born to a family of farm dwarves in the lowlands of Macedonia, but his maternal grandsire had been a sailor. He was raised on tales of the sea at his grandsire's knee, and they seemed far more interesting to young Varocles than the daily routines of the farm. On his 40th birthday, Varocles took leave of his parents, grabbed his grandsire's magnificent trident and armor, and set out for Thessaloniki where he signed on with a merchant trader. It did not take too many years for Varocles to realize he was a natural at seamanship, gifted of Poseidon himself, and he has dedicated himself to the service of the Lord of the Seas. He has been at sea for 23 years now, and the ship he just left came to Athens to drop off cargo, but Varocles wanted to enjoy the festival.

Crunch:

Varocles Seaworthy
Dwarf cleric of Poseidon 3
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 21 (3d8+3)
Fort +4, Ref +3, Will +6; +2 vs. poison, spells, and spell-like abilities
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4/19-20) or
. . mwk trident +4 (1d8)
Ranged mwk underwater light crossbow +5 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 10, 2d6)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—icicle (1d6+1 cold)
Cleric Spells Prepared (CL 3rd; concentration +6)
. . D Domain spell; Domains Travel, Water
--------------------
Statistics
--------------------
Str 11, Dex 15, Con 12, Int 14, Wis 17, Cha 8
Base Atk +2; CMB +2; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Endurance, Extra Channel, Weapon Focus (trident)
Traits seeker, shackles seafarer
Skills Appraise +2 (+4 to assess nonmagical metals or gemstones), Knowledge (history) +8, Knowledge (religion) +8, Perception +10, Profession (sailor) +9, Survival +3 (+5 while at sea), Swim +1; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Egyptian, Common, Dwarven, Persian
SQ agile feet (6/day), saltbeard[ARG]
Other Gear mwk chain shirt, mwk heavy wooden shield, crossbow bolts (30), dagger, mwk trident, mwk underwater light crossbow[ARG], 1,903 gp
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 2d6 (4/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Icicle 1d6+1 cold (6/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Saltbeard +1 to attack/+2 to AC Gain bonus to att/AC vs. aquatic/water foes. +2 to Sailor/Survial checks at sea.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

I wasn't sure how languages would work. I assumed that "Common" is "Greek." I selected 2 other ancient languages, but if there are better choices per the GM, let me know.

Silver Crusade RPG Superstar 2014 Top 16

With everyone worshiping Damoritosh, will this be more of an evil campaign?

Silver Crusade RPG Superstar 2014 Top 16

2 people marked this as a favorite.
Elegos wrote:
He also joked during a panel that archetypes never made it into novels and that if they did they might have sold better. Which implies sales figures might be part of the reason that the lines in limbo atm.

In at least one book, there was a very recognizable archetype quite front and center: an Urban Druid. Not only was she clearly an Urban Druid, in a couple instances you could tell precisely when she gained a new level, as she displayed new abilities.

Silver Crusade RPG Superstar 2014 Top 16

Munkustrap wrote:
What a way to endear your self to us with a little healing. ;)

If it’s only a little healing you seek, then Druid is the way to go. However, a nature Cleric might provide the same feel, but with more healing.

1 to 50 of 2,454 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>