Conwrest Muralt

ZanThrax's page

Organized Play Member. 1,604 posts (2,650 including aliases). No reviews. No lists. 1 wishlist. 16 Organized Play characters. 11 aliases.


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Is there any way to increase the damage to objects struck by the target of Awesome Blow beyond 1d6? I'm playing around with the idea of making a Steel-Breaker/Brother of the Seal (or maybe a Martial Artist/Brother of the Seal if BotS won't properly advance Brawler abilities) and would like to be able to use Awesome Blow to knock enemies *through* doors, not just *into* doors.

So I'm building a Shikigami Style brawler, and chose Hinyasi to both get the free feat and to eventually be able to match the damage of a sledge with anything I happen to get my hands on.

I want to trade off Martial Flexibility, and am torn between Snakebite Striker or Feral Striker. Is one choice vastly better than the other? Is there some other second archetype I should be considering instead?

It really depends on the game you're playing. If that single gob w/ 30 hp is a typical encounter, then a DPR Olympics contender is probably both pointless and likely to be boring to play.

But if you're in a game with a GM who thinks that an "average fight" at level six should be a half dozen "minions" who are all CR2 or CR3 creatures that then get class levels dropped onto that until they have twice as many HD as the PCs do, having some characters that can put out serious damage is the only way to survive a typical encounter. When mooks have sixty hp and bosses have a hundred and fifty or more, a party full of social butterflies and skill monkeys who can do less than 10 hp on a successful attack doesn't get the job done.

Wonderstell wrote:
ZanThrax wrote:
Anyone have an opinion on Incredible Healer, either as an addition to Signature Skill, or instead of Signature Skill (if it's not available in your game?)

I wouldn't take it in addition, since it doesn't stack with Signature Skill.

And Incredible Healer wouldn't let you add your wis mod or ranks in Know: planes to the damage healed. So unless you've really invested the increased healing might not be worth it.

The reason I'm looking at it is that at lower levels it seems like a lot more healing than Signature Skill. I put together a 6th level spirit whisperer wizard this afternoon, and he's sitting at +19 (+24 if he uses a bloodblocker) heal check. So beating the DC by 5 is pretty easy, but he has a wisdom mod of +0, so it doesn't matter. Hitting a 30 is likely, but that'll put his healing at 12 (assuming an equal-level party member) with Signature Skill, or 30 with Incredible Healer. At level 10 or 15, it might be worth retraining, but at lower levels it seems like the better option.

Accomplished Sneak Attacker, along with newer archetypes, have let me make my AT into a pretty effective glass cannon blaster / backstabber.

The spontaneous casting of patron spells has done wonders for versatility, and that's despite flaming sphere being a rather crap spell. (My second level spells are often the last to get used. Once I hit CL 7 I may actually start using some scorching rays instead of just wanting more snowballs, but we'll see.)

We had a session a couple weeks ago that was perfectly suited to him - we drew enemies out of their camp in three waves, I hit each with a fireball which left very little mop up work, and then on the final wave, when the big bad beat down our unmissable front line, I was able to land a couple of sneak attack shocking grasps (thanks to the +3 to hit that's still been held over from earlier editions after all these years). Basically, in combat, at 6th level, I'm either throwing 8d6 fireballs with my third level slots, or using shocking grasps or snowballs to hit for 5d6+3d6 SA. I'm easy to kill, but between Mage Armor & Shield, the rest of the party is actually easier to hit.

Meanwhile, when we get to scout around or go dungeon delving, he's highly sneaky and good enough at disable device that he can afford to accept the -5 for disarming traps from 30' away.

The only real issue has been acquiring spells since I don't get any freebies on level up.

Anyone have an opinion on Incredible Healer, either as an addition to Signature Skill, or instead of Signature Skill (if it's not available in your game?)

Sorry for the necro, but doesn't Open Conduit solve the problem of Gloomstorm not providing enough rounds of free action weapon creation to make a TWF thrown weapon build viable?

That's a good idea. I have a trait that gives my +1 to hit on AoO right now; an extra +1 to trip instead is probably more useful.

Well then. I think I finally have my unarmed vicious stomping magus character.

So, if I'm a Phantom Blade Spiritualist, and I have my blade harboured, then my unarmed strikes have the enhancement bonus of the blade.

Weapon of the Mind (Ex): The phantom blade can harbour her phantom weapon in her consciousness or manifest it in its ectoplasmic form. The phantom blade can manifest the weapon through a ritual that takes 1 minute to perform. Harbouring the phantom weapon requires a full-round action. While the weapon is harboured, the phantom blade gains Improved Unarmed Strike as a bonus feat and treats her unarmed strike damage as a monk of her level – 2. If the phantom blade already has this feat, she instead gains Weapon Focus (unarmed strike). The phantom blade’s unarmed strikes gain the phantom weapon’s enhancement bonus and other abilities when the weapon is harboured. The phantom weapon also recovers a number of hit points equal to its ego score every hour that it is harboured.

If I then get myself an Amulet of Mighty Fists w/ the duelling ability (the old one from the Field Guide), it looks to me like I'll get a luck bonus twice the size of my enhancement bonus to certain manoeuvres. Like Trip

A duelling weapon bears magical enhancements that makes it particularly effective at performing certain combat manoeuvres. When a duelling weapon is used to perform a combat manoeuvre that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the manoeuvre. The duelling weapon also grants this same luck bonus to the wielder’s CMD score against these types of combat manoeuvres. These combat manoeuvres include disarm and trip manoeuvres, but not bull rush, grapple, or overrun manoeuvres. If you’re using the additional combat manoeuvres in the Advanced Player’s Guide, this also includes any dirty trick manoeuvres that utilize the weapon, as well as reposition combat manoeuvres, but not drag or steal combat manoeuvres. Note that this luck bonus stacks with the weapon’s enhancement bonus, which in and of itself adds to CMB checks normally.

Unless I'm missing something, this means that at fifth level, I can have a +6 to trip attempts just from this nice little 4K amulet.

Tarik Blackhands wrote:
they just need to be on their toes or have the white flag out to handle things with stealth or diplomacy

How well will that work when the creatures that are five or ten levels above you are scaled to challenge parties whose stealth or diplomacy rolls are automatically five or ten higher than yours possibly can be? Is it even possible to stealth past or negotiate with a creature that's that far above your level?

Captain Morgan wrote:
The d20 is so swingy that such absurdity is hard to avoid.

That's it's own problem with d20 games in general that has been bothering me more and more over the last few years, to the point that I've said that I'd really like to try messing around with 5E using 2d10 instead of 1d20, to see if getting a probability curve into standard resolutions would bring down the swingyness and make small bonuses feel important.

GreyWolfLord wrote:
Miyamoto NEVER actually survived his multiman fight, being killed in the middle of it...and other fights where it was two or three vs. him all ended up with him being mortally wounded.

I don't think that there's anyone complaining that the guy who hits people with his sword getting better at hitting people with his sword from leveling. Mostly we're complaining about the guys who never try acrobatics, cooking, or learning archaic magical lore improve in those skills just by getting better at hitting people with their swords. And to a lesser extent, we're saying that we don't like the idea that the guy who very rarely has to swing a weapon or dodge a sword are getting better at swinging and dodging as the guy who does that every round of every fight.

Okay, maybe Tsaydenay is mechanically interesting as well. Fairly standard archquisitor, whose main mechanical twist is using the ravener hunter's mystery to get Weapon Focus at first level, allowing him to qualify for Erastil's Blessing from level 1. With Wis-to-hit from the start, he can almost entirely ignore his Dex, to the point of actually making use of medium armour proficiency. Putting Sanctified Slayer on top of an inquisitor that's got a better-than-usual reason to maximize his casting stat means that offensive casting is going to viable at higher levels as well.

Male human (Garundi) inquisitor (ravener hunter, sanctified slayer) of Erastil 4
LG Medium humanoid (human)
Init +5; Senses Perception +12
AC 18, touch 11, flat-footed 17 (+7 armour, +1 Dex)
hp 31 (4d8+8) (currently 26)
Fort +6 (-2 penalty instead of -4 on saves to avoid taking nonlethal damage from heat exposure.), Ref +4, Will +9
Speed 30 ft. (20 ft. in armour)
Melee cold iron dagger +6 (1d4+3/19-20)
Ranged +1 adaptive darkwood composite longbow +11 (1d8+5/×3)
Special Attacks sneak attack +1d6, studied target +1 (1st, move action)
Inquisitor Spell-Like Abilities (CL 4th; concentration +8)
. . At will—detect alignment
Inquisitor (Ravener Hunter, Sanctified Slayer) Spells Known (CL 4th; concentration +8)
. . 2nd (2/day)—anticipate thoughts (DC 16), lesser restoration
. . 1st (4/day)—cure light wounds, divine favour, ear-piercing scream (DC 15), protection from evil
. . 0 (at will)—create water, detect magic, guidance, light, read magic, stabilize
. . Mystery Battle
Str 14, Dex 13, Con 12, Int 10, Wis 19, Cha 10
Base Atk +3; CMB +6; CMD 16
Feats Demon Hunter, Erastil's Blessing, Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Traits deft dodger, trap finder
Skills Acrobatics -2 (-6 to jump), Bluff +1, Climb +3, Disable Device +8, Heal +8, Intimidate +6, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Knowledge (planes) +5 (+7 to know the powers and abilities of demons), Knowledge (religion) +5, Perception +12, Ride +2, Sense Motive +14, Spellcraft +7, Stealth +2, Survival +9, Swim +3
Languages Common, Osiriani
SQ demon hunter, monster lore +4, revelation (weapon mastery), slayer talent (battle), stern gaze +2, track +2
Combat Gear cold iron arrows (25), alchemist's fire (2); Other Gear vented breastplate, mwk adaptive darkwood composite longbow, arrows (19), cold iron dagger, bandoleer, belt pouch, canteen, flint and steel, masterwork backpack, masterwork thieves' tools, shovel, spell component pouch, trail rations, wooden holy symbol of Erastil, 355 pp, 24 gp, 3 sp, 7 cp
Tracked Resources
Alchemist's fire - 0/2
Armour Attunement (1/day) - 0/1
Arrows - 0/19
Cold iron arrows - 0/25
Cold iron dagger - 0/1
Detect Alignment (At will) (Sp) - 0/0
Studied Target +1 (move action, 1 at a time) (Ex) - 0/1
Teamwork Feat (change 4/day) - 0/4
Trail rations - 0/1
Weapon Attunement (1/day) - 0/1
Special Abilities
Demon Hunter +2 to recognize worshippers of deities with the Demon subdomain.
Demon Hunter Gain Knowledge and combat bonuses vs. demons
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknesses of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +2 Add the listed bonus to Survival checks made to track.

Tsaydenay grew up in north western Katapesh, as a low ranking member of a minor clan of Garundi farmers, but was never content just staying put guarding livestock from gnolls. Once he was old enough, he convinced the clan elders that he should be allowed to explore the rest of Garund. Hoping to learn more of the history of the Garundi people in the process of exploring ancient ruins, Tsay decided to travel first to Osirion, and sought out opportunities to learn of Osirion's pre-Kelish history.

Nimaron is probably the only one of the group that's particularly ambitious mechanically. Feat selection is almost entirely focused around achieving Stalwart Defender 10 / Living Monolith 5 / Unchained Barbarian 5 to maximize the offensive capability of a single BSF martial. The remaining feat choices are about maximizing the DR benefits of Stalwart.

Hopefully there will be opportunities for an enlarged stationary angry golden warrior to force enemies to try to engage him despite his ludicrous damage resistance and high damage potential.

Male shabti unchained barbarian 4
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +7
AC 19, touch 12, flat-footed 17 (+7 armour, +2 Dex)
hp 45 (4d12+12) (currently 43)
Fort +7, Ref +4 (+1 bonus vs. trample attacks), Will +4; +2 trait bonus against death effects.
Defensive Abilities immune to undeath, resist level drain
Speed 35 ft. (25 ft. in armour)
Melee +1 cold iron greatsword +8 (2d6+5/19-20) or
. . adamantine heavy flail +8 (1d10+4/19-20) or
. . dagger +7 (1d4+3/19-20)
Special Attacks rage (12 rounds/day), rage powers (accurate stance +2, knockback)
Spell-Like Abilities (CL 4th; concentration +4)
. . 1/day—suggestion (DC 13)
Str 17, Dex 14, Con 14, Int 14, Wis 10, Cha 10
Base Atk +4; CMB +8; CMD 19 (20 vs. overrun)
Feats Iron Will, Power Attack
Traits resurrected, threatening defender
Skills Acrobatics +6 (+2 to jump), Climb +4, Intimidate +6, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (religion) +7, Perception +7, Ride +3, Survival +4
Languages Ancient Osiriani, Common, Sphinx
SQ immortal, indomitable stance, past-life knowledge, shattered soul
Combat Gear potion of bull's strength, potion of cure moderate wounds, alchemist's fire (2); Other Gear mwk breastplate, mwk cold iron greatsword, adamantine heavy flail, dagger, bandoleer, belt pouch, blanket, block and tackle, canteen, crowbar, flint and steel, grappling hook, hammer, hemp rope (100 ft.), masterwork backpack, piton (2), soap, sunrod (3), trail rations (2), lapis lazuli (worth 10 gp, 0.02 lb), turquoise (worth 5 gp, 0.02 lb), 170 pp, 21 gp, 4 sp, 1 cp
Tracked Resources
Alchemist's fire - 0/2
Armour Attunement (1/day) - 0/1
Dagger - 0/1
Knockback (1/round) (Ex) - 0/1
Potion of bull's strength - 0/1
Potion of cure moderate wounds - 0/1
Rage (Unchained, 12 rounds/day) (Ex) - 5/12
Suggestion (1/day) - 0/1
Sunrod - 0/3
Trail rations - 0/2
Weapon Attunement (1/day) - 0/1
Special Abilities
Accurate Stance +2 (Ex) Gain a +2 bonus to melee and thrown weapon att.
Darkvision (60 feet) You can see in the dark (black and white only).
Immortal (Ex) You do not age naturally, and cannot die of old age.
Immune to Undeath (Ex) You cannot become undead, spells/effects that would make you undead have no effect.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Knockback (1/round) (Ex) While raging, can bull rush in place of an att, dealing a little dam.
Past-Life Knowledge (Ex) Treats all Knowledge skills as class skills.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 12 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Resist Level Drain (Ex) No penalties from energy drain, dies if reduced to neg. levels = HD. No save to remove neg. lvs.
Shattered Soul (Ex) Bringing Shabti back to life requires CL check = DC 10 + Shabti's HD.

Nimaron has no memory of his existence before waking up in an Alley in Wati a few weeks before the start of the campaign. He has a strong feeling that he didn't just come into existence at that time though - he's almost certain that he was living a different life, that he was killed, and that Pharasma sent him back for some purpose. He joined up with the group hoping to discover either his past, or at least the purpose behind his resurrection by getting involved in the only thing that in Wati that seemed likely to be of interest to Pharasma.

Since then, he's learned a great deal about his surroundings and himself, including how strong his golden form is, especially when he becomes angry.

1st Indomitable Stance, rage
2nd Knockdown, Armoured Swiftness
3rd Resilience of Steel IRON WILL
4th Accurate Stance
5th Improved Armoured Swiftness ENDURANCE

Feats: Endurance, Iron Will.
Languages: Ancient Osiriani, Sphinx.
Skills: Knowledge (engineering) 4 ranks, Knowledge (history) 4 ranks, Knowledge (religion) 2 ranks.
Special: Must have a handcrafted stone scarab worth at least 1,000 gp created and bound to his forehead in a sacred ritual with at least one sphinx or living monolith present.
1st Soul stone (TOUGHNESS)
2nd Stone blood DODGE
3rd Fortified flesh (DR 1/-, 10%)
4th Stability, tombsight COMBAT EXPERTISE
5th Fortified flesh (DR 2/-, 20%, immune to disease), greater ka stone

Feats: Dodge, Endurance, Toughness.
1st Defensive stance DIEHARD
2nd Defensive power
3rd Uncanny dodge STALWART
4th Defensive power
5th Damage reduction 1/- IMPROVED STALWART
6th Defensive power
7th Damage reduction 3/-, improved uncanny dodge
8th Defensive power
9th Mobile defences
10thDamage reduction 5/-, defensive power, last word

Malekah is another old character idea that's been reworked. Changed quite a lot more though, considering that he was originally a grizzled, dour Elf who's now an upbeat Dwarf who just thinks giant insects are "cool" and will focus his wildshaping almost entirely on vermin forms.

Malekah Dunewalker
Male dwarf (Pahmet) druid (desert druid) 4
NG Medium humanoid (dwarf)
Init +2 (+4 in desert terrain); Senses darkvision 60 ft.; Perception +11 (+13 in desert terrain)
AC 20, touch 12, flat-footed 18 (+5 armour, +2 Dex, +1 natural, +2 shield)
hp 39 (4d8+16) (currently 36)
Fort +8, Ref +4, Will +9
Defensive Abilities deep warrior
Speed 20 ft.
Melee +1 cold iron battleaxe +6 (1d8+3/×3)
Ranged sling +5 (1d4+2)
Druid (Desert Druid) Spells Prepared (CL 4th; concentration +8)
. . 2nd—barkskin, bull's strength, chameleon stride[D]
. . 1st—longstrider, mount[D], snowball, thunderstomp
. . 0 (at will)—create water, detect magic, know direction, light
. . D Domain spell; Domain Plains domain
Str 14, Dex 14, Con 14, Int 12, Wis 18, Cha 7
Base Atk +3; CMB +5; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Ironhide, Power Attack, Toughness
Traits slayer of the deep, undead crusader
Skills Acrobatics -1 (-5 to jump), Climb +3, Escape Artist +3, Handle Animal +2, Heal +8, Knowledge (geography) +5 (+7 in desert terrain), Knowledge (nature) +10, Perception +11 (+13 in desert terrain), Ride +3, Sense Motive +8, Spellcraft +5, Stealth -1 (+1 in desert terrain), Survival +13 (+15 in desert terrain)
Languages Common, Druidic, Dwarven, Terran
SQ desert endurance, desert native, migrating herd, nature bond (Plains domain), nature sense, sandwalker, stonesinger, wild empathy +4
Combat Gear potion of cure light wounds, potion of cure moderate wounds, alchemist's fire (2); Other Gear mwk hide armour, darkwood heavy wooden shield, mwk cold iron battleaxe, sling, bandoleer, belt pouch, blanket, canteen, flint and steel, hammer, masterwork backpack, piton (3), soap, spell component pouch, trail rations (5), trail rations, carnelian (worth 40 gp, 0.02 lb), moonstone (worth 9 gp, 0.02 lb), 471 pp, 11 gp, 1 sp, 1 cp
Tracked Resources
Alchemist's fire - 0/2
Armour Attunement (1/day) - 0/1
Potion of cure light wounds - 0/1
Potion of cure moderate wounds - 0/1
Trail rations - 0/5
Trail rations - 0/1
Weapon Attunement (1/day) - 0/1
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Desert Endurance (Ex) As per Endure Elements - Heat and reduced need for food & water.
Desert Native (+2) (Ex) Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks in desert terrain, and cannot be tracked there.
Druid (Desert Druid) Domain (Plains) Granted Powers: The wide open spaces of the prairie, savanna, and steppe are yours to master.
Ironhide +1 natural armour bonus due to your unusually tough hide.
Migrating Herd (Su) Summoned herd animals gain +10' speed and double their spell's duration.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sandwalker (Ex) Move across sandy or desert terrain at no penalty to speed, Acrobatics or Stealth.
Stonesinger +1 effective level for [Earth] spells and earth-related class abilities.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Malekah was passing through Wati when he heard about the opening of the ruins, and decided it sounded interesting enough to stick around town. He's curious to learn about the history of Wati as recorded by the actual people of the time, to possibly encounter creatures he's never seen before, and to meet interesting people who aren't Pahmet.

1 Plains Domain, nature sense, wild empathy, Ironhide
2 Desert Native
3 Sandwalker, Power Attack
4 Desert Endurance
5 Furious Focus
6 Wild shape*
7 Natural Spell
9 Shaded Vision, Mutated Shape
11 Wild Speech
13 Dunemeld, Hammer the Gap
15 Timeless body, Wild Speech
17 Spell Focus (Conjuration)
19 Augment Summoning

Alkenstar is an older character reworked a bit. I played a male version in PFS a bit years ago. Basic intent is to be a whip-wielding skill monkey who occasionally just up and shoots someone when getting closer looks too dangerous.

Alkenstar Thrune
Female human (Taldan) bard (archaeologist) 3/swashbuckler (picaroon) 1
CN Medium humanoid (human)
Init +3; Senses Perception +7
AC 18, touch 13, flat-footed 15 (+4 armour, +3 Dex, +1 shield)
hp 35 (4 HD; 3d8+1d10+11)
Fort +4, Ref +9, Will +3
Defensive Abilities improved uncanny dodge, trap sense +1
Speed 30 ft.
Melee +1 silversheen trident +7 (1d8+3) or
. . +1 silversheen trident +1 (1d8+3), mwk pistol -3 (1d8+1/×4)
Ranged paueliel composite shortbow +7 (1d6+2/×3)
Special Attacks archaeologist's luck 6 rounds/day (+1), deeds (derring-do, dodging panache, melee shooter, two-weapon finesse), panache (2)
Bard (Archaeologist) Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—cure light wounds, ear-piercing scream (DC 13), expeditious retreat, feather fall
. . 0 (at will)—dancing lights, detect magic, mage hand, message, open/close (DC 12), prestidigitation
Str 12, Dex 17, Con 14, Int 14, Wis 8, Cha 14
Base Atk +3; CMB +4; CMD 17
Feats Arcane Strike, Lingering Performance, Weapon Focus (whip)
Traits fate's favoured, foreign opportunist
Skills Acrobatics +10, Appraise +11, Bluff +6, Climb +5, Diplomacy +6, Disable Device +10, Escape Artist +8, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +3, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Perception +7, Ride +7, Spellcraft +9, Stealth +10, Use Magic Device +9
Languages Ancient Osiriani, Common, Osiriani
SQ bardic knowledge +1, clever explorer +1, picaroon deeds (melee shooter, two-weapon finesse)
Combat Gear potion of darkvision, alchemist's fire (2); Other Gear mwk hide shirt, darkwood light wooden shield, mwk silversheen trident, arrows (19), arrows, black powder (2), bullet (2), mwk pistol, paueliel composite shortbow (+1 Str), bandolier, belt pouch, canteen, masterwork backpack, masterwork thieves' tools, powder horn, spell component pouch, 222 pp, 1 gp, 7 sp, 2 cp
Tracked Resources
+1 silversheen trident - 0/1
Alchemist's fire - 0/2
Archaeologist's Luck +1 (6 rounds/day) (Ex) - 3/6
Armour Attunement (1/day) - 0/1
Arrows - 0/19
Arrows - 0/1
Black powder - 0/2
Firearm bullet - 0/2
Panache Pool (2/day) - 1/2
Potion of darkvision - 0/1
Weapon Attunement (1/day) - 0/1
Special Abilities
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Archaeologist's Luck +1 (6 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Clever Explorer +1 (Ex) Half time to use disable device.
Improved Uncanny Dodge (Lv >= 8) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 8+.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Alkenstar knows two things: Osirion is full of ancient artifacts, and rich people will pay lots of money for them. Well, she also knows that obtaining and selling those artifacts is "illegal" but that's not as important.
When Alkenstar gets caught, her argument is simple: "that belongs in a wealthy man's private collection!" Strangely this has yet to convince any authorities of the value of her work.
Alkentstar's mother only knew her father for a few hours; he was some manner of lawman from a distant nation she'd never heard of. He was in Absalom trying to catch some criminals he'd been tracking for months.
Unfortunately, they found him first. They broke into the young woman's home, killed the marshal, and left before anyone could respond. The next year, when Alkenstar was born, his mother named her after the distant land that her father came from.
Alkenstar has recently retrieved her father's gun from the pawnbroker that his mother had been forced to sell them off to, and is currently practising with them whenever she has free time.
When Alkenstar heard that Wati was going to be allowing, even encouraging adventurers to explore their ruins and bring out whatever artifacts they could get their hands on, she barely took the time to pack, wanting to be sure to arrive early enough to not miss out on the best loot.

Progression (feats not chosen beyond Improved Whip Mastery, but there's not much challenge to picking ones that take advantage of a 15' melee reach with a dex-to-damage weapon):
1 Bardic knowledge, archaeologist's luck +1, Arcane Strike, Lingering Performance
S Derring-Do, dodging panache, melee shooter, panache, two weapon finesse
2 Clever explorer, Uncanny Dodge, Weapon Focus (Whip)
3 Trap Sense +1
4 Combat Trick (Slashing Grace), Whip Mastery
5 lore master 1/day, archaeologist's luck +2
6 Trap Sense +2, Evasion, Improved Whip Mastery
8 Trap Spotter
9 Trap Sense +3
10 Jack-of-all-trades
11 lore master 2/day, archaeologist's luck +3
12 Trap Sense +4, Another Day
15 Trap Sense +5
16 Advanced Rogue Talent (FEAT)
17 lore master 3/day, archaeologist's luck +4
18 Trap Sense +6

As promised, I'll post a party of Mummy's Mask characters. Currently at 4th level, with progression notes. I'm using the automatic bonus progression for these characters, which is why there's an unusual amount of special material weapons and armour.

Male human (Garundi) cleric (herald caller) of Wadjet 4
LG Medium humanoid (human)
Init +2; Senses Perception +7
AC 17, touch 12, flat-footed 15 (+5 armour, +2 Dex)
hp 31 (4d8+8)
Fort +7, Ref +4, Will +8; +2 trait bonus vs. fear effects.
Speed 40 ft.
Melee +1 longspear +6 (1d8+4/×3)
Ranged mwk light crossbow +6 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 longspear)
Special Attacks channel positive energy 3/day (DC 15, 2d6)
Cleric (Herald Caller) Spells Prepared (CL 4th; concentration +7)
. . 2nd—locate object[D], lesser restoration, spiritual weapon
. . 1st—bless, divine favour, longstrider[D], shield of faith
. . 0 (at will)—create water, detect magic, light, stabilize
. . D Domain spell; Domain Travel
Str 14, Dex 14, Con 14, Int 10, Wis 17, Cha 10
Base Atk +3; CMB +5; CMD 17
Feats Augment Summoning, Combat Reflexes, Improved Channel, Summon Good Monster
Traits sacred conduit, wati native
Skills Acrobatics +2 (+6 to jump), Diplomacy +4, Heal +10, Knowledge (history) +4, Knowledge (local) +5, Knowledge (nobility) +4, Knowledge (religion) +7, Perception +7, Sense Motive +10, Spellcraft +7
Languages Common, Osiriani
SQ agile feet (6/day), call heralds, divine heralds
Combat Gear cold iron crossbow bolts (5), potion of darkvision, wand of cure light wounds (11 charges), alchemist's fire (2), holy water (2), oil; Other Gear mwk darkleaf cloth lamellar (leather) armour, mwk longspear, crossbow bolts (10), mwk light crossbow, handy haversack, belt pouch, candle (2), canteen, chalk, crowbar, flint and steel, holy text (Wadjet), sack (2), soap, spell component pouch, tindertwig (4), torch, trail rations, wooden holy symbol of Wadjet, jasper (worth 13 gp, 0.02 lb), 108 pp, 8 gp, 3 sp, 7 cp
Tracked Resources
Agile Feet (6/day) (Su) - 0/6
Alchemist's fire - 0/2
Armour Attunement (1/day) - 0/1
Cleric Channel Positive Energy 2d6 (3/day, DC 15) (Su) - 3/3
Cold iron crossbow bolts - 0/5
Crossbow bolts - 0/10
Holy water - 0/2
Potion of darkvision - 0/1
Tindertwig - 0/4
Torch - 0/1
Trail rations - 0/1
Wand of cure light wounds (11 charges) - 0/11
Weapon Attunement (1/day) - 0/1
Special Abilities
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Call Heralds (+1 concentration) (Su) Concentration bonus to summon monster spells.
Cleric (Herald Caller) 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 Channel Positive Energy 2d6 (3/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Divine Heralds (Su) Summon creatures appropriate to deity.
Summon Good Monster You can summon from a special list, who gain Diehard as a bonus feat.

Feat Plan:
1 Improved Channel
3 Summon Good
5 Sacred Summons
7 Turn Undead
9 Blazing Channel
11 Channeled Revival
13 Versatile Summons
15 Evolved Summons
17 Divine Interference
19 Expanded Summon

Abey is the only local in the party, having grown up in Wati. When word came that the city's ruins would be opened to exploration, he decided that he would find a group of decent people to assist, both to protect them and to try and see that at least one group of explorers would respect the traditions, culture, and artifacts of Wati.

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PossibleCabbage wrote:

Isn't that the sort of thing that we should let the player explain? Like perhaps you spent a lot of time chatting up an Earl who had a hobby of restoring historic battleaxes, or Comtessa whose love is elaborate clocks and managed learn something in the process.

Like 1st to 6th level is an enormous jump in acumen (it's the difference between magic missile and fireball), so I would be disappointed if a 6th level character wasn't better than a 1st level character at basically everything.

As a player, I don't want to ever have to explain why my character has become good at something she's never tried to get good at and didn't used to be good at.

And I have exactly the opposite feeling from your second paragraph. I don't want my sixth level character to be better at everything than a first level character. I want him to be better at the things he's good at, and the things that he's been working to improve. If I'm going to get better at everything regardless of my character building decisions, then it just robs those decisions of weight.

Nightwhisper wrote:
ZanThrax wrote:
Nightwhisper wrote:
The problem is that they want to have universal progression,
That sounds like they're breaking the skill system because of a design goal that isn't necessary. Why do skills, attacks, Saves, and AC all have to advance at the same rate? Hell, why does AC have to auto-advance at all?
When all of them advance using the same rules, they can be cross-used. So we can now have Intimidate opposed by Will, instead of having a separate rule to calculate a character's Intimidate resistance. We can use Athletics to grapple, and we don't need a completely new defense for the combat maneuvers regardless of what is used to roll them. We can use skills for Initiative, or we could even have an attack roll for one. We could technically try to save against a spell with a skill, though the closest we have is Countersong from the bard.

Okay, that's actually a good answer to what universal progression gets us. I still don't like the effect it has on skills, but at least I get why they wanted to do it.

Nightwhisper wrote:
The problem is that they want to have universal progression,

That sounds like they're breaking the skill system because of a design goal that isn't necessary. Why do skills, attacks, Saves, and AC all have to advance at the same rate? Hell, why does AC have to auto-advance at all?

thejeff wrote:
the intent was to level the difference in final scores so that one character wouldn't have a 20+ advantage over another of the same level.

But why? That's how you know that the high level rogue is a legendary thief - his stealth and disable device (and probably a few more) skills are 20+ higher than the high level fighters (which aren't any different from a peasants since he's never invested in getting better at those skills.)

Why would anyone want to reduce the difference between classes to that degree? What motivation do I have to play a skill monkey character if the martial and the arcane characters are going to be 90% as good at the same skills without any investment?

Matthew Downie wrote:
There is a decreased skill gap compared to PF1 at high levels.

And I can't see why that's being presented as a good thing. High skill bonuses are the point of making a skill monkey character. If the difference between a character who spent his entire career focusing on acrobatics, or picking locks, or pockets, and one who spent his career focused on learning all the history and dark secrets of magic is going to be less than the variance on a d20, then I see no motivation to bothering to invest in skills at all. The BSF with a lucky roll is going to out-perform the world-renowned bard who happens to roll a 2.

Thanks Albion. I'm probably going to post some Mummy's Mask characters soon(ish)

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Justin Franklin wrote:

It only allows you to do first aid not surgery. The action says it can be used to stop bleeding or stop someone from dying, basically perform CPR. Basically things I could do in real life.

And using these rules, Superman (the level 20 character) will be vastly better at first aid, and any other ungated activity than a newly trained EMT, because he has so much more experience at doing completely unrelated things.

If we absolutely have to have to abandon skill points in favour of levelling all skills, could we at least look at connecting the training tiers to the amount of automatic increase from levels? So that for most characters the increase would be similar to BAB or save progressions from 1E?

So instead of a flat modifier between -2 and +3, the training level just changes how much your skill increases per level.

Untrained = 0 level progression.
Trained = +1/3 level progression. (same as a weak save)
Expert = +2/3 level progression. (similar to a good save)
Master = +level progression.
Legendary = +3/2 level progression.

(Those could be 1/4, 1/2, 3/4, and 1/1 if the first set of numbers are too high)

Now ability scores are the most important aspect of what you're good at low levels, and which skills you've chosen to train up are the most important aspect at high levels - meaning that the choices you've made in advancing your character make a big difference in what they're good at instead of just having a 5 point swing between untrained and "legendary" which is massively overshadowed by the level bonus.

(I'm not entirely sold on the idea of "gating" uses of skills either - it feels like its going to lead to a lot of problems with "paizo hasn't defined what level of training this skill use requires so you can't do it" going forward. What's wrong with a mechanic of "hard tasks have a higher DC" If gating is really necessary, the Knowledge skill mechanic of 1E where you can't get higher than 10 if you're not trained is a perfectly good one. Why not just hard cap the results you can get by training level - say, 15 if untrained, 25 if trained, 35 if expert, 45 if a master, and uncapped if legendary as a starting point.)

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Shaheer-El-Khatib wrote:

He will be better at stealing some unatended object. Because his experience allow him to think quicker and act faster while have more guts.

But if he is untrained, he won't be able to actually pickpocket so even if he has +15 in Thievery he would still be way less reliable than a character that has only +10 but is expert.

For me the issue is more on the fact that there are very few skills now.

My issue is simply not wanting every high level character to be good at every skill just because they have experience. Being a better wizard shouldn't make a character better at juggling, being a better fighter shouldn't make a character better at recalling the finer points of the history of some country he's never been to. The world's full of people who are very experienced in their field, but they're no better at things they know nothing about than they were when they were rookies.

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Lady Melo wrote:

IT's also possible for a 7 str 7 dex gnome wizard at 20th level, by virtue of his vast intellect to have 20 ranks in climb, swim, and acrobatics being able to out performer your average skilled fighter of 5th level, by having really studied up on proper technique. The only difference here is you could have chosen not to put ranks in those skills.

That 20th level gnome with 20 ranks in each of those skills has made a choice and expended valuable resources (skill points) to become a ridiculously skilled athlete despite his physical shortcomings. By spending those skill points on those skills, he's also not spent them on something else - so maybe he's missing some knowledges, or has only minimal training in them so that he's no more knowledgeable than a first level wizard, or he can't identify spells and magic items worth a damn and his spellbook is nearly empty because he can't decipher high level spells.

From what I can see of the PF2 skill system, every 10th level weakling gnome sorcerer is going to be better at every single skill in the game than a first level character who's should be good at that skill. The higher the level, the less that stats of skill choices matter, because those differences will be overwhelmed by the level bonus.

If the skill system is going to completely marginalize the differences between characters, why even bother having one?

I really like the idea of sorcerer bloodlines having entirely different spell lists, both for being interesting on its own and for removing the need for a bunch of different spontaneous charisma caster classes.

That RPG Bot domain guide is a mess. It frequently ends one spell rating with "but it's already on the druid list" and then ends the next with "but it's not on the druid list". There's a ton of written ratings that say that an option is good, but it's red coded. There's some overview paragraphs that say a domain is full of good spells, and then a list of all red and yellow rated spells. Plus a lot of references to cleric spell lists.

I'm looking at building a Ravener Hunter Inquisitor with the Battle Inquisition who takes the Weapon Mastery revelation right off the hop, so that he can qualify for Erastil's Blessing at level one.

This will let me make a relatively Wisdom focused inquisitor, which lends itself to a casting focus. Given that, I'm not sure if I want to make him be a Monster Tactician, a Sanctified Slayer, or neither.

Monster Tactician gets all the fun of standard action summoning, and certainly benefits from the Wisdom focus, but I'm not sure it does anything particularly useful for the actual casting.

Sanctified Slayer gets studied target, which boosts spell DCs and helps make a casting-focused Inquisitor viable, but an archquisitor is very rarely going to get to actually land those sneak attacks.

I prefer Studied Target over Judgement for the simple reason that it's simpler to manage than Judgements. I really like the Inquisitor - it's probably the best class Paizo introduced, but it has way too many fiddly bits to manage, especially for a new player, or a player trying to keep track of their modifiers with just a character sheet and some index cards.

Male human (Tian-La) arcane trickster 1/unchained rogue (snoop) 1/Pact Wizard (admixture) 3
CG Medium humanoid (human)
Init +3; Senses Perception +7
AC 15, touch 14, flat-footed 12 (+1 deflection, +3 Dex, +1 natural)
hp 41 (5 HD; 4d6+1d8+18)
Fort +4, Ref +7, Will +3
Speed 30 ft.
Melee +1 dagger +5 (1d4-1/19-20)
Special Attacks intense spells (+1 damage), sneak attack (unchained) +1d6
Evoker (Pact Wizard (HHH)) Spells Prepared (CL 5th; concentration +10)
. . 2nd—create pit (DC 17), invisibility, scorching ray, scorching ray
. . 1st—burning hands (DC 17), expeditious retreat, shield, shocking grasp (2), snowball
. . 0 (at will)—detect magic, message, ray of frost, read magic
. . Opposition Schools Enchantment, Necromancy
. . Patron Elements
Str 7, Dex 16, Con 14, Int 20, Wis 8, Cha 8
Base Atk +1; CMB -1; CMD 13
Feats Accomplished Sneak Attacker, Spell Focus (evocation), Spell Specialization, Stealthy, Toughness, Weapon Finesse
Traits magical knack, resilient
Skills Acrobatics +11, Bluff +3, Climb +2, Diplomacy +3, Disable Device +13, Disguise +3, Escape Artist +13, Intimidate +3, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +9, Perception +7, Sense Motive +3, Sleight of Hand +7, Spellcraft +13, Stealth +13, Swim +2
Languages Aquan, Auran, Common, Goblin, Hon-la, Ignan, Terran, Tien
SQ arcane bond (+1 dagger), effortless magic, inspiration (5/day), patron (elements), patron spells, ranged legerdemain, versatile evocation
Combat Gear wand of mage armour (50 charges); Other Gear +1 dagger, amulet of natural armour +1, ring of protection +1, masterwork thieves' tools, wizard starting spellbook, 4,469 gp, 3 sp, 3 cp
Special Abilities
Admixture Associated School: Evocation
Arcane Bond (+1 dagger) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Effortless Magic (Ex) Can prepare all daily spells in 15 min, min prep time is 1 min.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill checks.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Patron Spells Can expend a memorized spell to spontaneously cast patron spell of equal or lower level.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Ebugen's family were poor peasants from just outside one of the few cities in Hong-La before the horde began organizing and recruiting. When Ebugen refused to join, not wanting to leave his wife and children, the recruiters killed his entire family, barring one nephew who agreed to join up once his parents were killed in front of him. Ebugen himself was beaten and left for dead.

It took Ebugen nearly a year to recover from the physical injuries, during which time he sought out and found a source of mystical power to enable him to seek out vengeance on the horde in general and the specific men who killed his family in particular.


Snoop rogue gives up trapfinding and evasion to get Inspiration at first level. Pact Wizard gets super-speedy spell preparation, and, more importantly, the ability to spontaneously cast his patron spells, meaning that I can throw around all the sneak attack blasts that I want while still preparing regular non-blast spells.

Unchained Snoop / Admixturer Pact Wizard / Arcane Trickster
Human, Dim Dweller

W1 Toughness, Spell Focus (evoc), Arcane bond, Admixture, Effortless Magic, Patron Spells (Elements)
R1 Finesse training, sneak attack +1d6, Inspiration, Accomplished Sneak Attacker
AT1 Ranged legerdemain, Spell Specialization
AT2 Sneak attack +1d6
AT3 Impromptu sneak attack 1/day, Intensified Spell
AT4 Sneak attack +2d6
AT5 Tricky spells 3/day, Greater Spell Focus
AT6 Sneak attack +3d6
AT7 Impromptu sneak attack 2/day, tricky spells 4/day, Selective Spell
AT8 Sneak attack +4d6
AT9 Invisible thief, tricky spells 5/day, Quicken Spell
AT10 Sneak attack +5d6, surprise spells
W4 Spell Perfection
W6 Spell Pen
W8 Greater Spell Pen

Mad Scilia
Female human (Taldan) magus (mindblade) 5
NG Medium humanoid (human)
Init +6; Senses darkvision 60 ft.; Perception +13 (+15 while benefit from concealment or full concealment due to darkness or dim light)
AC 21, touch 11, flat-footed 20 (+10 armour, +1 Dex)
hp 43 (5d8+15)
Fort +7, Ref +3, Will +4
Speed 30 ft. (20 ft. in armour)
Melee mindblade +9 (1d8+6/×3 plus 1d6 fire)
Special Attacks magus arcana (familiar[UM]), psychic pool (+2, 4 points), spell combat, spellstrike
Magus (Mindblade) Spells Known (CL 5th; concentration +7)
. . 2nd (3/day)—ironskin, mirror image, silence (DC 14)
. . 1st (5/day)—frostbite, long arm, mount, shield
. . 0 (at will)—arcane mark, dancing lights, daze (DC 12), detect magic, prestidigitation, ray of frost
Str 21, Dex 12, Con 14, Int 14, Wis 8, Cha 10
Base Atk +3; CMB +8; CMD 19
Feats Artful Dodge, Enforcer, Heavy Armour Proficiency, Medium Armour Proficiency, Power Attack, Toughness
Traits bloody-minded, seeker
Skills Acrobatics -4 (-8 to jump), Climb +4, Fly +0, Intimidate +9 (+11 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (arcana) +6, Perception +13 (+15 while benefit from concealment or full concealment due to darkness or dim light), Ride +0, Spellcraft +10, Stealth -4 (-2 while benefit from concealment or full concealment due to darkness or dim light), Swim +4
Languages Common, Dwarven, Halfling
SQ dimdweller, manifest dreams, recurring dream
Other Gear +1 full plate, belt of giant strength +2, cloak of resistance +1, eyes of the eagle, backpack, bedroll, belt pouch, canteen, flint and steel, hemp rope (50 ft.), ink, inkpen, mess kit, soap, spell component pouch, trail rations (5), 327 gp, 9 sp
Special Abilities
Artful Dodge Gain +1 dodge bonus to AC vs. opponent only you threaten.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Manifest Dreams (Su) You can reshape your familiar every morning.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Psychic Pool +2 (4/day) (Su) Summon a weapon made of pure psychic energy.
Recurring Dream (Su) Your familiar is a projection of your own mind.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
"My name is Scilia. At least, I think it is. Some people call me Mad Scilia. Don't know why though, I'm perfectly calm. Most of the time."

Scilia doesn't seem to have a firm grip on her own history anymore, telling stories of her past that are self-contradictory, or outright impossible. What's clear though, is that whatever horror actually broke her mind, the horde was the cause, and that her broken mind has given her impressive powers.

Scilia is filling two things that I've wanted to do for a while - play a magus (for as many as I've written up, I've yet to actually play one at the table), and have a figment familiar. The idea of an imaginary familiar, especially one that has higher knowledge skills than the actual character, amuses me to no end. And it really works for a psychic caster with a broken mind - Scilia won't even really understand that Biter's not real, or remember that he started out as her memory of her dead child's pet chicken. The mindblade magus gives me the benefit of not having to worry about weapons in a campaign where we knew going in that there would be missions where we either can't bring weapons or will have our gear taken from us. And the mount spell + the psychic weapon ability means that if we manage to find ourselves in a large enough space to allow for a decent charge lane, I can mess around with mounted lance combat without any logistical problems.

Human, Dimdweller
Figment Sage Compy Familiar

1st +0 +2 +0 +2 Psychic pool, Psychic Weapon +1, spell combat, MAP, HAP
2nd +1 +3 +0 +3 Spellstrike
3rd +2 +3 +1 +3 Magus arcana (Familiar), Psychic Weapon +2, Enforcer
4th +3 +4 +1 +4 Psychic Access (Ironskin, Silence)
5th +3 +4 +1 +4 Bonus feat (Artful Dodge), PA
6th +4 +5 +2 +5 Magus arcana, Psychic Weapon +3
7th +5 +5 +2 +5 Psychic Access, Dual Weapons, TWF
8th +6 +6 +2 +6 Rapid Manifest
9th +6 +6 +3 +6 Magus arcana, Psychic Weapon +4, ITWF
10th +7 +7 +3 +7 Fighter training
11th +8 +7 +3 +7 Bonus feat (Cornugon Smash), Psychic Access, Dimensional Agility
12th +9 +8 +4 +8 Magus arcana, Psychic Weapon +5
13th +9 +8 +4 +8 Dual Manifest, Dimensional Assault
14th +10 +9 +4 +9 Psychic Access
15th +11 +9 +5 +9 Magus arcana, Psychic Weapon +6, Dimensional Dervish
16th +12 +10 +5 +10 Counterstrike
17th +12 +10 +5 +10 Bonus feat (GWTF), FEAT
18th +13 +11 +6 +11 Magus arcana, Psychic Weapon +7
19th +14 +11 +6 +11 Psychic Access, FEAT
20th +15 +12 +6 +12 True magus

Male half-orc bard (dervish dancer) 5
N Medium humanoid (human, orc)
Init +2; Senses darkvision 120 ft.; Perception +7
AC 19, touch 13, flat-footed 17 (+5 armour, +1 deflection, +2 Dex, +1 natural)
hp 33 (5d8+5)
Fort +5, Ref +9, Will +7; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities sacred tattoo
Speed 35 ft.
Melee +1 greataxe +8 (1d12+7/×3)
Special Attacks battle dance: inspire courage
Bard (Dervish Dancer) Spells Known (CL 5th; concentration +7)
. . 2nd (3/day)—allegro, cure moderate wounds, heroism
. . 1st (5/day)—cure light wounds, grease, liberating command, silent image (DC 13)
. . 0 (at will)—detect magic, ghost sound (DC 12), mage hand, message, prestidigitation, read magic
Str 19, Dex 14, Con 12, Int 10, Wis 8, Cha 14
Base Atk +3; CMB +7; CMD 20
Feats Eldritch Heritage, Favoured Prestige Class, Fleet, Skill Focus (Survival)
Traits fate's favoured, orphaned
Skills Bluff +9, Climb +7, Diplomacy +9, Perception +7, Perform (dance) +12, Spellcraft +8, Stealth +9, Survival +7
Languages Common, Orc
SQ battle dance, fleet, orc blood, touch of rage
Other Gear +1 lamellar (leather) armour, +1 greataxe, amulet of natural armour +1, cape of free will +1/+2, ring of protection +1, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, journal, mess kit, mirror, soap, trail rations (5), waterskin, 1,435 gp, 9 sp
Special Abilities
Battle Dance (move action, 19 rounds/day) Battle dances can create bardic performance effects only on self.
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Darkvision (120 feet) You can see in the dark (black and white only).
Fleet (Su) Gain an enhancement bonus to speed when battle dancing.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Touch of Rage +1 (5/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd.
Marus grew up in the gutters of Oppara, but unlike most of the destitute half-orcs in the city, he was taken in and put to work by the troupe at one of the local theatres. He grew up wanting, more than anything, to join them on the stage. He can't sing, and he can't act, but he can dance wonderfully. Unfortunately, between having grown up to be a foot too tall and at least a hundred pounds too heavy to be a ballerino, and being ashamed of his own appearance, he was never able to make his debut.

More recently, the siege of Oppara and the disappearance of half the troupe has led to the theatre shutting down. Marus snuck out of the city to try and find a way to fight the horde, and was quickly snatched up by Discernment, who have sent him to join the party's mission.

Marus is a revisit of an old idea I had for a stupidly strong character for use in a Mythic game. Made her a him, completely rewrote the background to fit in with the existing Opparan PCs, and realized that the Esoteric dragon bloodlines have a fun little feature that lets a melee bard get some highly useful psychic spells.

Dervish Dancer Bard w/ EH: Orc / Dragon Disciple (Nightmare)
1 SF (Survival), Battle dance, fleet, countersong, distraction, fascinate, inspire courage +1
2 Versatile dance, well-versed
3 Inspire competence +2, Eldritch Heritage (Orc)
5 Inspire courage +2, Favoured Prestige Class (Preform)
DD1 Blood of dragons, natural armour increase (+1)
DD2 Ability boost (Str +2), Power Attack, dragon bite, Prestigious Spellcaster
DD3 Breath weapon
DD4 Ability boost (Str +2), natural armour increase (+1), Furious Focus
2x IEH (lvl11 & 13)
(Psychic spells: Enlarge Person, Shield, Force Sword, Ironskin, Mindshock, Teleport)

I haven't posted anything in here for a long time; but I figured that between my current character and the three backups I have ready to go, I might as well add some new posts.

So, here's my current character, Vennoc Noth, Mafioso serial killer cum special forces agent. (There's some custom magic items on Vennoc, and all of these characters will have a bonus non-combat feat from a select list that we were allowed to pick from at level 4.)

Vennoc Noth
Male human (Keleshite) vigilante (serial killer) 5
LN Medium humanoid (human)
Init +3; Senses Perception +8
AC 20, touch 13, flat-footed 18 (+5 armor, +1 deflection, +2 Dex, +2 shield)
hp 38 (5d8+10)
Fort +3, Ref +6, Will +5; +2 trait bonus vs. divination effects
Speed 30 ft.
Melee stealth dagger +4 (1d4+3/19-20), tien horde short sword +4 (1d6+3/19-20) or
. . stealth dagger +6 (1d4+3/19-20)
Special Attacks hidden strike +3d8/+3d4
Str 12, Dex 15, Con 14, Int 16, Wis 10, Cha 13
Base Atk +3; CMB +4; CMD 17
Feats Catch Off-guard, Persuasive, Skill Focus (Intimidate), Two-weapon Fighting, Weapon Finesse, Weapon Focus (improvised weapon)
Traits bloody-minded, carefully hidden
Skills Acrobatics +8, Appraise +7, Bluff +13, Climb +5, Diplomacy +15, Disable Device +12, Disguise +5 (+25 to appear as part of polite society while in your social identity), Escape Artist +6, Intimidate +20, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (local) +7, Knowledge (nobility) +7, Linguistics +4, Perception +8, Ride +6, Sense Motive +8, Sleight of Hand +10 (+12 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Stealth +12, Survival +4, Swim +5
Languages Azlanti, Common, Kelish, Osiriani, Skald, Tien
SQ charming, dual identity, social grace, social talents (many guises, obscurity, social grace), thwart pursuit, vigilante specialization (stalker), vigilante talent (lethal grace)
Combat Gear maiden's helm, potion of cure light wounds (3), potion of resistance (2); Other Gear +1 mithral shirt, tien horde buckler (+1 buckler), tien horde short sword (+1 short sword), arrows (41), improvised weapon, shortbow, stealth dagger (mwk dagger, +2 to stealth while held), ring of protection +1, sleeves of many garments, belt pouch, canteen, masterwork backpack, masterwork thieves' tools, noth book (Family heirloom that gives bonuses when smuggling), wrist sheathe, 4 pp, 33 gp, 7 sp, 1 cp
Special Abilities
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Charming +1 (1 round, DC 13) (Ex) Improve attitude of humanoid in 30 ft. by 1 step(s).
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Hidden Strike +3d8/+3d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Many Guises (Ex) +20 circ bon to Disguise to appear as an ordinary member of your race.
Obscurity (Demgazi) (Ex) Your social identity is not famous, but obscure.
Social Grace (Bluff) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Thwart Pursuit (Ex) +2 to all checks in a chase, to the DC to gather information about you, or track you
Vennoc is a quiet, unassuming man. No one who has met him can recall ever seeing him anything other than completely calm and composed - even when he's engaged in the sort of violence that gave them nightmares. This is because Vennoc Noth is the Noth family fixer - when someone becomes a threat, or an obstacle, or even a minor annoyance, Vennoc's the one who deals with them. When the Prefect suggests that his life would be easier if someone to disappear, that someone tends to disappear shortly thereafter.

Vennoc's mother was one of more than a dozen foreign-born household maids. Unlike the other children of the beardless serfs, Vennoc was raised and educated by the same highly-paid stewards, tutors, and instructors as the Prefect's legitimate children. By the time Vennoc was old enough to understand that he should stop asking who his father is, and why he looked so much like his best friend, the Prefect's son Marsinus, his training had begun in earnest. Every day of his life since he was old enough to hold a practice sword has been dedicated to training himself to be the embodiment of loyal service. He has been taught to be bodyguard, advisor, and ambassador for the House. Whatever the family requires of him, he does, without question, and without regard for his own needs or desires.

Shortly after the boys' thirteenth birthdays, the Prefect's wife finally put her foot down with regards to Vennoc being raised alongside her son, and Vennoc was sent to a boarding school, ostensibly to broaden his education and teach him to interact with a wider class of people.

The school taught Vennoc many things - not to trust what people say to his face, that the world is full of violent and cruel people, that revenge taken in the dark, where no one can see it is every bit as satisfying, and much easier to get away with.

He also learned to make friends where he could, and eventually began to spend most of his days with Luque Pacia, a local boy who didn't actually live at the school and was able to return home each day. Vennoc shielded Luque from the worst of the bullies at the school, who had learned better than to bother the bastard, and tried to teach Luque how to handle himself in a fight. Luque in turn tried to teach Venno to appreciate music, theatre, and dance. Vennoc mostly learned that dancing and dodging have a lot in common. He did start to enjoy the theatre shows, even if he didn't really understand every little detail of them like Luque did.

After the Prefect died several years ago, his son inherited all the lands and titles. Within days of Marsinus taking control of the family, he summoned Vennoc home from the school, over his mother's objections. He'd missed his friend for years, and now that he was in charge, he was going to have him back home.

Marsinus' mother declared that if her advice was not wanted, then she'd be returning to the family's home in Sophra, and took her daughter with her, leaving her sons in Oppara. The new Prefect has never once returned to his lands in southern Taldor since taking control, instead spending all his time in the family estate in Oppara, where he focuses his attention on strengthening his position within the criminal underworld while largely ignoring the political machinations of the various houses and leaving the management of his holdings to the bureaucrats and junior officials.

Vennoc's been instrumental in Marsinus' criminal scheming, because the one thing that really helps grow a fledgling criminal empire is a completely loyal killer who will deal with any enemy, real or perceived, as soon as they pop up. The criminal underworld has no idea who Marsinus' pet killer might be, but they have no doubt that anyone who angers or threatens him ends up dead within days.

Currently, Vennoc is away from the capital, having travelled to a small town in Sophra Prefecture, not far from the family's holdings, in a tiny town called Demgazi, where he's supposed to meet with a new potential supplier for one of the many illegal goods that Marsinus has been smuggling into Oppara under the cover of his legitimate shipping businesses.

20 levels of Stalker Vigilante (Serial Killer)
1: Focused Study (SF: Intim), Catch Off Guard, ST: Social Grace (Diplo)
2: VT: Lethal Grace
3: Weapon Focus (Improvised), ST: Obscurity
4: Studied Target
5: TWF, ST: Many Guises, Social Grace (Bluff), Charm Hex
6: Death Attack
7: Dazzling Display, Calling Card
8: Focused Study (SF: Bluff), VT: Twisting Fear
9: Shatter Defenses, Social Grace (Disguise)
10: VT: Mighty Ambush
11: Violent Display, ST: Everyman, Grisly Murder
13: ITWF, ST: Feign Innocence, Social Grace (Sense Motive)
15: Seething Hatred (Human), ST: Subjective Truth
16: Focused Study (SF: Diplo), VT: Fantastic Stride
17: Extreme Prejudice, ST: Any Guise, Social Grace (Survivial)
18: VT: Shadow's Speed
19: GTWF
20: VT: Sure Footed

Our campaign is about a massive invasion of Avistan by a Tien horde. At this point, so far as we know, Taldor has been completely overrun, with only Oppara and possibly some smaller cities still holding out. Vennoc's commitment to his family has largely transitioned to Taldor at this point, to the degree that his Vigilante identity largely consists of putting on a mask that Luque made for him that is essentially just a modified Taldan flag. He knows that he can't stop the horde from destroying what's left of Taldor, but intends to gain enough power to enable him to drive them out and help rebuild his nation. If that means someday using Any Guise to secretly place himself on the throne, then so be it.

Taking Dragon Disciple levels grants any spontaneous arcane caster a dragon bloodline, including the arcana.

The Esoteric dragons from Dragons of Legacy arcana allows you to get a few Psychic spells added to your spells known.

Variant Bloodline Arcana: When selecting spells known, you can choose spells from the psychic class spell list (Pathfinder RPG Occult Adventures 69). The psychic spells you select must normally be unavailable to your class. You can know only a number of psychic spells equal to the highest level spell you can cast from your class spell list, based on your current class level. When you’re casting these spells, they function as psychic magic instead of arcane. You use thought and emotion components (Occult Adventures 144) instead of verbal and somatic components when casting these spells.

Any ideas on what handful of psychic spells would be most beneficial to a martial-focused Dervish Dancer bar?

Thanks Aseroth. It was Dead Suns that made me ask. It wound up being irrelevant as the the trio on the bridge managed to infect the entire party, along with knocking two characters out and leaving the rest of the party with less than 10 hp between them. As it turns out, becoming fatigued and nauseated at the start of a difficult fight is brutal.

So with Starfinder's disease track system, does a character who makes the initial save for a disease have to make a second save after the frequency time passes, or did they completely avoid the risks by never progressing beyond "healthy"?


Type disease (injury); Save Fortitude DC 10

Track physical; Frequency 1/day
Effect No latent/carrier state; an infected creature that dies rises as a (redacted) 2d4 hours later.
Cure 2 consecutive saves

Is a character who passed the initial save considered "infected" for the Effect line?

Does an infected character that dies for non-disease related reasons rise 2d4 hours later, or does that only happen if the disease kills them?

I'd argue that the calling card is a function of the vigilante identity, and as such, shouldn't be affected by the "no being famous" part of obscurity.

I've started playing a new game as a serial killer vigilante, focusing heavily on face skills in general, and intimidating in particular, to take advantage of Twisting Fear and Shatter Defenses.

While my guy is known to certain people in his home city, I don't really see his social identity as ever becoming "famous", so the renown talent doesn't really make any sense for him, except for the bonus to intimidate in his vigilante identity.

So the Obscurity talent seems like it ought to be perfect for him, but reading it leaves me with a couple of questions - Does Obscurity provide the same Intimidate bonus as Renown? and How does Obscurity interact with the Serial Killer's Calling Card ability?

Social Talents

Renown (Ex): The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges on page 203 of the Pathfinder RPG GameMastery Guide). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description on pages 93– 94 of the Pathfinder RPG Core Rulebook for more information). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level.

A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.

Obscurity (Ex): The vigilante is relatively unknown socially. In fact, he makes a point of keeping the life of his social identity as ordinary as possible. This social talent functions exactly as the renown social talent, but instead of improving the starting attitude of all NPCs within the community, it empowers the vigilante so that he no longer needs to succeed at Disguise checks to appear as his social identity while assuming that identity within his area of obscurity. He still has to attempt Disguise checks when NPCs within this settlement are confronted with indisputable proof that the vigilante could be more than he appears to be, such as when he uses a vigilante talent while in his social identity. This social talent counts as renown for the purpose of meeting the prerequisites of social talents that list renown as a prerequisite and can be improved by such talents. A vigilante with this talent cannot select renown, nor can he select any social talent that requires him to be famous (such as celebrity discount or celebrity perks).

Calling Card (Ex): At 7th level, when a serial killer slays a humanoid with a coup de grace or death attack, she can leave a telltale token or clue behind identifying this death as her work. The serial killer chooses her calling card when she gains this ability, and the first time she uses it in an area where she has renown (as per the renown social talent), it becomes associated with her killings. After that, once citizens of a new settlement find this calling card, the serial killer immediately establishes the settlement as an area of renown for her vigilante identity without spending additional time to spread tales, and the Intimidate bonus from renown increases by 2. She still must spend time to establish her social identity’s renown.

How about dual wielding dex to damage without arbitrary penalties? Doesn’t really get fully functional until 6th, and there are alignment concerns, but it’s still pretty nifty.

twin sawtooth sabres

I originally had him written up as a slayer; I switched to Vigilante for the talents, especially Twisting Fear. Slayers and Inquisitors are pretty good at intimidate - Vigilantes are so much better at it that they can make it cause damage.

Gray Warden wrote:

Why not just taking Weapon Focus [Unarmed Strike]?

Anyway, an option is to go Slayer and select the Menacing Ranger Combat Style feats. At 6th level you can take Shatter Defenses without having to satisfy the prerequisites.

I was strongly considering it. But decided against it as I'm intentionally not multiclassing for this character as we are expected to actually reach level 20 in the end. Plus, I don't want to delay Grisly Murder.

That would certainly be a good option to minimize the risk of being stuck without access to a focused weapon down the road if I hadn't locked in my race before anything else. Good call phantom.

> Weapon Focus (Improvised Weapon)

That's an interesting idea. Would certainly be on-theme for a serial killer character to specialize in hitting people with technically-not-a-weapon. At higher levels, once I get Grisly Murder, I could use a joker pencil trick to trigger Twisting Fear as an efficient way of switching from a conversation to a fight.

I think I might even change my level one feat to Catch Off Guard and run with this idea. I wasn't ever sure that Frightening Ambush was going to be of much use to me anyhow.

The last couple of years have a bunch of feat options with the "counts as X Feat for prerequisite purposes" language, which has wonderfully opened up options for getting into feat chains with boring and/or weak prerequisites, or just for getting into them without having to make a character extra MAD just for a single prerequisite feat that won't even get used.

That said, is anyone aware of anything that counts as weapon focus and/or dazzling display (besides nightmare weaver, which is even harder and more feat intensive)?

I'm working on a Serial Killer Vigilante, who I want to have Shatter Defenses for obvious reasons, but I don't expect to ever use Dazzling Display, and I know that we'll likely be having entire levels of play without access to our standard gear, so Weapon Focus is likely to be a dead feat half the time for me as well. And I'd love to do something more interesting with my mid-level feats than just build toward level 9ish when I'll finally become interesting to play.

I was already making an Arcane trickster when I noticed this;he's only losing one level of casting regardless, and spontaneous blast spells are a bit advantage to have one he hits the capstone.

HHH wrote:
Patron Spells: At 1st level, a pact wizard must select a patron. This functions like the witch class ability of the same name, except the pact wizard automatically adds his patron’s spells to his spellbook instead of to his familiar. In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower.

So if I multiclass a Pact Wizard, I'll only get the patrol spells of the my actual wizard level, because the Witch rules on Patron Spells specifically says that you only get the new spells known at the listed Witch level. Fair enough.

My question though, is does he get the spontaneous casting for the entire patron spell list, assuming he learns it normally?

Is there any way to get the 8th level death domain ability onto a Speaker for the Past Shaman (Restoration) 8 / Envoy of Balance 4?

Playing HP battery via Life Link is a lot more appealing if I can heal from both halves of my twinned channels.

After seeing my bestmorph murdered almost immediately upon introduction, I decided to give a build that I'd judged as "overpowered" for our main game a try. (Admittedly, switching it to a 15-point Gozreh-worshiping goblin from a 20-point Erastil-worshiping human did hurt the effectiveness, especially of the litany of righteousness)

The basic idea here is that you take an archery-focused inquisitor (keep in mind that an Erastil worshiper can get Wis-to-hit with their bow these days), and add standard action summons that get your teamwork feats to supercharge your own archery. Swift-casting litany of righteousness on a big bad just as your foo lions (or other good-aura having summoned creatures) begin their full attacks is just the bonus bit of rules abuse that the monster tactician archetype allows for.

Azra joined the goblin band just as we reached a city where our suddenly pet-heavy party had to lock up our buddies before going out. So when Azra died in the second-last round of an ambush on our way back to base, I never got the chance to find out if axebeaks are any good in a fight.

Female goblin inquisitor (monster tactician) of Gozreh 9
N Small humanoid (goblinoid)
Init +8; Senses darkvision 60 ft.; Perception +14
AC 24, touch 18, flat-footed 18 (+5 armor, +1 deflection, +6 Dex, +1 natural, +1 size)
hp 71 (9d8+27)
Fort +9, Ref +10, Will +10
Speed 30 ft.
Melee +1 trident +9/+4 (1d6+2)
Ranged +1 adaptive frost paueliel composite shortbow +15/+10 (1d4+2/×3 plus 1d6 cold)
Special Attacks greater bane (14 rounds/day)
Domain Spell-Like Abilities (CL 9th; concentration +11)
. . At will—speak with animals (12 rounds/day)
Inquisitor Spell-Like Abilities (CL 9th; concentration +11)
. . At will—detect alignment
Inquisitor (Monster Tactician) Spells Known (CL 9th; concentration +11)
. . 3rd (3/day)—cure serious wounds, dispel magic, litany of righteousness (DC 15), protection from energy
. . 2nd (5/day)—cure moderate wounds, invisibility, lesser restoration, silence (DC 14)
. . 1st (6/day)—bowstaff, cure light wounds, divine favor, expeditious retreat, wrath
. . 0 (at will)—acid splash, brand (DC 12), create water, detect magic, guidance, resistance
. . Domain Animal
Str 12, Dex 22, Con 14, Int 10, Wis 14, Cha 8
Base Atk +6; CMB +6; CMD 23
Feats Boon Companion, Coordinated Shot, Enfilading Fire, Outflank, Paired Opportunists, Point-Blank Shot, Precise Shot, Rapid Shot
Traits diabolical dabbler, truth’s agent
Skills Bluff +5, Climb +5, Diplomacy +3 (+4 to gather information), Disguise +3, Heal +6, Intimidate +7, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (local) +5, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +9, Perception +14, Ride +22, Sense Motive +10, Spellcraft +4, Stealth +26, Survival +6, Swim +5; Racial Modifiers +4 Ride, +4 Stealth
Languages Abyssal, Aquan, Auran, Celestial, Daemonic, Goblin, Ignan, Infernal, Sylvan, Terran
SQ animal companion (axe beak named Beak), monster lore +2, solo tactics, stern gaze +4, summon monster V, summon tactics, track +4
Combat Gear wand of cure light wounds (50 charges); Other Gear +1 mithral shirt, +1 adaptive frost paueliel composite shortbow, +1 trident, arrows (40), amulet of natural armor +1, bane baldric[UE], belt of incredible dexterity +2, bracers of archery, lesser, cape of free will +1/+2, ring of protection +1, belt pouch, flint and steel, golden holy symbol of Gozreh, masterwork backpack, 39 pp, 4 gp, 9 sp
Special Abilities
Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
Darkvision (60 feet)
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Enfilading Fire +2 to ranged att vs. a foe flanked by an ally with this feat.
Greater Bane (+2 / 4d6, 14 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Inquisitor (Monster Tactician) Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Speak with Animals (12 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Stern Gaze +4 (Ex) +4 to Sense Motive and Intimidate.
Summon Monster V (5/day) (Sp) Cast summon monster spells as a spell-like ability.
Summon Tactics (2 teamwork feats) (Su) Choose a number of teamwork feats known to apply to summoned monster.
Track +4 Add the listed bonus to survival checks made to track.
Azra lost her tribe when she was just barely old enough to have been let out of her cage for the first time. A group of longshanks attacked their village during a huge rainstorm, and the goblin children all ran off in different directions. Azra was the only one who didn't drown in the ensuing flashfloods. A few days later, she came across some drowned axebeaks, and after stuffing herself to bursting, found Beak and decided to keep him around for company. Over the years, Azra had visions of Gozreh and came to believe that He had chosen her to be his envoy to goblinkind, and now she travels from tribe to tribe, extolling His virtues.

So having dabbled unsuccessfully with a full caster, I decided to go back to my 3/4 BAB partial caster martial comfort zone. And since the only race where I've ever felt that I've ever felt alchemist works is a goblin, I decided that it was time for a beastmorph.

Visvog was supposed to be hard to kill; between defensive spells and spontaneous healing, I expected him to thrive, even if he wasn't going to be especially good on offense. So of course he was killed in his first encounter, getting paralyzed and then quickly beaten to death.

Male goblin alchemist (beastmorph, vivisectionist) 8
NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +11
AC 18, touch 18, flat-footed 12 (+1 deflection, +6 Dex, +1 size)
hp 69 (8d8+24) (currently -14)
Fort +10, Ref +14, Will +7
Defensive Abilities fortification 25%
Speed 30 ft.
Melee dagger +13/+8 (1d3-1/19-20) or
. . junk +13/+8 (1d3-1)
Ranged sling +13 (1d3-1)
Special Attacks sneak attack +4d6
Alchemist (Beastmorph, Vivisectionist) Extracts Prepared (CL 8th; concentration +11)
. . 2nd—barkskin, blur, false life, mage armor (2)
. . 1st—cure light wounds, expeditious retreat, long arm, shield, shield
Str 8, Dex 22, Con 14, Int 17, Wis 10, Cha 6
Base Atk +6; CMB +4; CMD 21
Feats Brew Potion, Combat Reflexes, Extra Discovery, Iron Will, Throw Anything, Weapon Finesse
Traits pragmatic activator, reckless
Skills Acrobatics +18, Appraise +7, Craft (alchemy) +8 (+16 to create alchemical items), Disable Device +24, Fly +12, Knowledge (arcana) +7, Knowledge (nature) +14, Perception +11, Ride +10, Sleight of Hand +10, Spellcraft +7, Stealth +25, Survival +4, Use Magic Device +14; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Draconic, Goblin, Orc
SQ alchemy (alchemy crafting +8), beastform mutagen, discoveries (feral mutagen, healing touch, preserve organs, spell knowledge, spontaneous healing), mutagen (+4/-2, +2 natural armor, 80 minutes), poison use, torturous transformation
Combat Gear mutagen (feral), wand of cure light wounds (50 charges), acid (2), burst jar (2), holy water (2); Other Gear dagger, junk, sling, sling bullets (20), +1 agile amulet of mighty fists, belt of incredible dexterity +2, cape of free will +2/+3, daredevil boots, goggles of minute seeing, ring of protection +1, alchemist starting formula book, bandolier, masterwork backpack, masterwork thieves' tools, wrist sheath, spring loaded, 52 gp, 3 sp
Special Abilities
Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Fortification 25% You have a chance to negate critical hits on attacks.
Healing Touch The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The
Improved Beastform Mutagen Mutagen grants two beast shape I abilities.
Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 80 minutes.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Preserve Organs 25% When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spontaneous Healing (40 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Visvog's smarter than the average bear. Uh, goblin. Books may be bad for you, but turning into a super-goblin and ripping longleg's guts out makes it worth the risk. I mean, did you see how scared that human got when I bit the other one's arm off? It was hilarious!

(Why'd this get moved? My main builds thread has been in Advice for years.)

1 person marked this as a favorite.

In an attempt to move away from my martial focused comfort zone, I decided that a fire-obsessed sorcerer would be a decent starting point. Vandarg Dragonburner (who renamed himself from Faceburner after he managed to do enough fire damage to a fire-resistant clockwork drake to make it submit to his will) made the average goblin pyromaniac arsonist seem like a well-adjusted, law-abiding human. Vandarg's obsession with fire reaches the point of believing himself to be a holy messenger of Ymeri. (Vandarg is using the razmiran priest archetype, but he's not trying to con anyone - he legitimately believes that he's being granted divine power thanks to his devotion to fire.)

Vandarg died (along with all his goblin buddies) after discovering that the desolate wastelands of the Slumbering Tsar campaign are filled with things that are both immune to fire and highly resistant to more traditional sorts of damage as well.

Vandarg Dragonburner
Male goblin sorcerer (razmiran priest) 8
CE Small humanoid (goblinoid, orc)
Init +2; Senses darkvision 60 ft.; Perception +16
AC 20, touch 14, flat-footed 18 (+4 mage armor, +1 deflection, +2 Dex, +2 natural, +1 size)
hp 47 (8d6+16) (currently -39)
Fort +8, Ref +6, Will +7; +4 vs. fear
Resist fire 5
Weaknesses light sensitivity
Speed 30 ft.
Sorcerer (Razmiran Priest) Spells Known (CL 8th; concentration +13)
. . 4th (4/day)—obsidian flow (DC 20)
. . 3rd (6/day)—fireball (DC 20), fly, heroism, rage, remove disease
. . 2nd (7/day)—aid, blur, burning arc (DC 19), invisibility, mirror image, scorching ray
. . 1st (8/day)—burning hands (DC 18), enlarge person (DC 16), expeditious retreat, feather fall, infernal healing, mage armor, shield
. . 0 (at will)—arcane mark, detect magic, ghost sound (DC 15), mage hand, message, prestidigitation, ray of frost, spark (DC 17)
. . Bloodline Orc
Str 7, Dex 14, Con 14, Int 14, Wis 8, Cha 21
Base Atk +4; CMB +1; CMD 14
Feats False Focus, Great Fortitude, Intensified Spell, Spell Focus (evocation), Spell Specialization, Spontaneous Metafocus
Traits affinity for the elements, gifted adept
Skills Bluff +14, Intimidate +9, Knowledge (arcana) +6, Knowledge (religion) +13, Perception +16, Spellcraft +6, Stealth +10, Survival +3, Use Magic Device +16
Languages Common, Goblin, Orc
SQ blazing robe, false piety, fearless
Combat Gear blazing robe, runestone of power (1st), runestone of power (1st), wand of expeditious retreat (13 charges), alchemist's fire (34); Other Gear amulet of natural armor +1, cloak of resistance +2, eyes of the eagle, handy haversack, headband of alluring charisma +4, ring of protection +1, bedroll, belt pouch, candle (10), flint and steel, golden holy symbol of Ymeri, hemp rope (50 ft.), mess kit, pot, spell component pouch, torch (10), trail rations (5), waterskin, 1 pp, 7 gp, 1 cp
Special Abilities
Blazing robe (1/day, DC 16) Burst of fire deals 2d6 fire dam in 20 ft radius (Ref half).
Blood Havoc (Sorcerer Bloodline Power [1st]) +1 dam per die for spells belonging to bloodline or spell focus school.
Darkvision (60 feet)
Energy Resistance, Fire (5)
False Focus You can use a divine focus to cast arcane spells.
False Piety +4 (Ex) Gain +4 bonus on Use Magic Device checks to activate spell trigger and spell completion items that use divine spells.
Fearless (Ex) Vandarg has a +4 bonus on saving throws made against fear and a +1 natural armor bonus.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Vandarg's obsession with fire is disturbing even to other goblins. And it's not just the smell of burning buildings, or the sounds of the longlegs screaming, or even the feel of the heat that really fascinates him - it's the way that the flames look - always moving, shifting around, changing shape while not being solid enough to touch that interests Vandarg.

As a result of his obsession, Vandarg's never had much use for the traditional goblin gods, as they have interests beyond fire. He's spent his adult life trying to convince other goblins to join him in worshiping Ymeri as the only divine being that truly appreciates the beauty of fire.

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Wernck was the first of several of my goblins that were largely exercises in testing classes or feat chains or other build ideas. Wernck in particular was me testing out some range boosting schemes to work together with the Startoss chain to turn a throwing weapon into an AoE blender. He wasn't nearly as effective as he could have been as any of several other races, and the range-boosting tricks would have been better saved until after the Startoss chain had been maxed out.

I don't recall what killed Wernck, but I do know that he died from massive Con loss and had suffered fire damage at the time.

Male goblin unchained barbarian 1/fighter (dawnflower dervish) 7
NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +5
AC 25, touch 18, flat-footed 19 (+5 armor, +1 deflection, +6 Dex, +1 natural, +1 shield, +1 size)
hp 72 (8 HD; 7d10+1d12+23)
Fort +10, Ref +9, Will +4 (+2 vs. fear)
Speed 30 ft.
Melee +1 adamantine chakram +11/+6 (1d6+2) or
. . dagger +10/+5 (1d3+1/19-20)
Ranged +1 adamantine chakram +18 (1d6+2)
Special Attacks rage (6 rounds/day), weapon training (thrown +1)
Str 10, Dex 22, Con 14, Int 10, Wis 13, Cha 8
Base Atk +8; CMB +7; CMD 24
Feats Perfect Style (unfolding Wind), Point-Blank Shot, Precise Shot, Quick Draw, Ricochet Toss, Startoss Comet, Startoss Style, Weapon Focus (chakram)
Traits color thief, strong arm, supple wrist
Skills Acrobatics +21, Climb +8, Intimidate +3, Perception +5, Stealth +20, Survival +5, Swim +4; Racial Modifiers +4 Acrobatics, +4 Climb
Languages Goblin
SQ burst of speed, desert stride, skilled thrower
Other Gear +1 mithral shirt, mwk buckler, +1 adamantine chakram, dagger, belt of incredible dexterity +2, cloak of resistance +1, fetish of natural armor +1, ring of protection +1, marked cards, bits (worth 5 gp, 0.02 lb) (22), 13 pp, 6 gp
Tracked Resources
Perfect Style (Unfolding Wind, 3/day) - 0/3
Rage (Unchained, 6 rounds/day) (Ex) - 0/6
Strong Arm, Supple Wrist (1/round) - 0/1
Special Abilities
Burst of Speed +0 (Ex) Wernck can charge with no penalty.
Darkvision (60 feet)
Desert Stride (Ex) Wernck can move through 10 feet of difficult terrain each round as if it were normal terrain.
Perfect Style (Unfolding Wind, 3/day)
Rage (Unchained, 6 rounds/day) (Ex)
Ricochet Toss Throwing weapon returns immediately after attack is resolved.
Skilled Thrower (Ex) +10' thrown range increments
Startoss Comet (Chakram) Make single atk. at full atk. bonus, if it hits, make second atk. at target in 1 range inc.
Startoss Style +4 (Any Thrown Weapon, Chakram) Gain bonus dmg to thrown weapons.
Weapon Training (Thrown) +1 (Ex) +1 Attack, Damage, CMB, CMD with Thrown weapons

Advancement plan:
Startoss Shower - Maximize the effect of Startoss style. Should have taken this before starting into the Unfolding Style.
Unfolding Wind Strike - Double range increment of thrown weapons
Charging Hurler (PBS) - Charge into a throw
Raging Hurler (Throw Anything, Rage)- Double range increment of thrown weapons.

The tactic of this build is straightforward - move (or charge) away from melee range, then startoss your chakram into multiple enemies as a standard action at full BAB to hit each one before it ricochets back to your hand . The Unfolding Wind Strike & the Raging Hurler feats each double the range increment, which, combined with the flat +10' boosts from the Barbarian rage & the trait, means that you'll be able to hit enemies all over the battlefield without range issues.

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