Valeros

chad hale 637's page

Organized Play Member. 149 posts. No reviews. No lists. 3 wishlists. 13 Organized Play characters.


Grand Lodge

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I have played male and female characters:
I once had a romantic swashbuckler who foolishly lost his life to the deceptive ploy of a succubus; a couple of kisses and he was undone.

I also had a female 2nd ed Psionicist back in the nineties with life discipline thing, animal affinity power, claws, natural armor, frenzied fighting, regeneration, Strength boost, sense enhancing powers: survival, tracking, some sort of stealth non weapon proficiency, two weapon fighting...

I rolled a 1 on an activation check and the rules of the power stated character was Stuck in hybrid form. Nothing like a 6'4" 200 lbs were-cheetah to scare people, NPCs were often horrified and formed mobs to hunt my character down. I found myself relieved and grateful when my fellow adventures rallied around my character and protected her. I do not know if the character's appearance being assumed to look like Brittany Diggers from Antarctic press' Gold Digger comics by Fred Perry had anything to do with all the attention my character was getting: positive and negative.

Grand Lodge

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Wayne Reynolds wrote:
chad hale 637 wrote:
Gorbacz wrote:
The art is ordered well before the rules are finalised, and if Wayne Reynolds draws your iconic with something that ultimately isn't 100% rules as written, you just roll with it. Why? Because he's gorramn Wayne Reynolds, that's why. ;)
For good or ill; this may be the only answer.

A levitating character with multiple items floating around her head were specifically mentioned in the art description for this Iconic. Your statement that I aim to misbehave is incorrect.

I follow my art briefs and give the client the artwork that they've asked for.

Hey, love your work. No offense was intended.

The whole "Aims to misbehave" is just a phrase from "Firefly" to show that I understood Gorbacz. that is all.

Grand Lodge

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is there a PFS related boon with this book?

Grand Lodge

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I would like to know more about the Mindblade magus;
1. are the mind blades summoned at level 1?
2. could I assign their form as say... Starknives?
3. do they increase their damage out as you level, if so what levels?
4. What level can you start duel wielding mindblades?
5. Does the mindblade get any bonus feats?
6. What did the magus class lose to gain the mindblade archetype?
7. Can other archetypes be blended with it (Kensai, or Elven SpellDancer, for example)?

Different set of questions...
a. I know the monk got some stuff, but Did the Brawler get anything?
b. How about an unarmored cavalier, the Jed Ivan Knights of Order as opposed to say the Sibilant theocracy of Dominance?
c. Players seem to love the Universalist wizard trick, "Hand of the Apprentice", is there something like this for Occult characters?

Grand Lodge

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Mark Seifter wrote:
...

Hello

I would like to make a few wishes for the future:
a. a quick and dirty way to submit ideas for review.

1. Star-knife battle-dancer. Along the lines of a monk with a variation on the elf magus spell-dancer archetype. The idea is that Starting from level one this monk channels their unarmed combat through their weapon strikes, with mobility and speed. Concept source; akin to the abilities of a Gypsy knife fighter from legend.

2. Half-Haft Spear master. A brawler archetype that can wield a spear as a monk/double weapon with brawler's furry. These bonuses do not apply when other features of the spear (or other pole-arm less than 8 feet in length) are used. I.e. Brace, reach, sunder, disarm, unhorse, etc. Concept source; Game of thrones, character Prince Oberyn Martel.

3. Harbinger. A brawler that uses Arm-blades or weapons with a reversed grip fighting style. This fighting style strikes as you move past your foe. Focusing on the use of acrobatics to move through an enemy space and emphasizing the AC bonus from dodge and mobility feats. Concept; a grim terrifying warrior who descends on you like an ill-omen.

4. Mangling Warrior. A psychic brawler archetype, You use kinetics to enable you to wield a weapon of ludicrous weight. Imagine a sword that weighs 40 lbs, or a great-sword that weighs 80 lbs. Such weapons deal damage not merely for their edge, but their absurd bulk. The issue is not merely one of burn, but of an increasing saving throw against fatigue for each round you are in combat. Concept source; Cloud Strife.

Grand Lodge

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Inspired by: the "game of thrones" character Prince Oberyn Martell, the Red Viper and this image of an amazon acrobat wielding a spear like a quarterstaff (monk/double). I can show you all the amazon image in a later post.
Oberyn http://i.imgur.com/N5v3FOK.gif

Lessons: Speed beats size. Speed does not beat strength. Wit is the ultimate weapon. Speed armed with wit conquers all, only as long as both endure. if you are with your troubles, more trouble for you...

The goal: Reward a "Quick", "Thinking", and "Passionate" type of brawler.

This Archetype losses:
1st level- Brawler cunning: You must have intelligence to have a quick wit, and must meet all feat prerequisites normally.
3rd level- Maneuver training: No Combat maneuver bonuses or Combat maneuver defense bonuses. These bonuses are shifted to the acrobatics skill in various ways.
4th level- No bonus AC.
4th level- Knockout: not available.

Based on what is key to the brawler class, these are fairly severe losses and merit significant replacement.

The archetype gains:
1st level +"lightning bolt" the spear master may use a spear as a quarterstaff, i.e. monk weapon-double weapon. While wielding the spear in this fashion both ends can benefit from weapon finesse, deal 1d6 damage and the spear head inflicts slashing damage. The spear can be used with brawler's furry and benefits from close weapon mastery. This ability does *NOT* affect long spears, pole arms or reach weapons.

3rd level +"whirlwind"- When using the acrobatics skill to move and carrying no more than a light load, the spear master does not become flatfooted, nor lose dexterity bonuses to Armor class.

4th level +"graceful storm"- when using acrobatics to avoid attacks of opportunity whether successful or not, the spear master does provoke the attacks of opportunity. On a success, use whichever is higher the acrobatics result or spear master's Armor class + charisma modifier.

5th level +"Driving Wind"- add your strength bonus to your acrobatics skill checks. Any movement provided by feats can be declared to be acrobatic movement.

7th level +"lightning strike"- Anytime you succesfully use a combat feat that requires the use of a charisma based skill (such as bluff or intimidate) you may add your charisma bonus to damage for any attack using weapon finesse, against that foe.

9th level +"lightning strikes"- anytime you successfully use a combat feat that requires the use of a charisma based skill (such as bluff or intimidate) you may expend one attack of opportunity against that opponent.

Story: A young cabin boy barely survived a shipwreck; Washed up on the shore the lad was adopted by an elderly monk. One day, the monk sent the boy into the village to shop for a few things that were needed.

The boy returned beaten and with nothing. The monk said, "Calm yourself. You can hardly keep still and your emotions are like the churning of storm wind. Tell me, what happened?" Before the boy could enter the market square he was accosted by two burly youths; One who raged and fought wildly like fire, the other who calmly awaited any opening to strike with a club like crashing waves.
The boy cried; not over the fact that he had been beaten, not that he had been stolen from, not that he had failed the monk, but out of his frustration at his own impotent rage and weakness.

The elderly monk decided to train the boy to fight, but not with the strength of his hands. The monk asked the boy to sit so that he could tend to his wounds. The monk began to tell the boy a tale of the elemental lords.

"the wind was mocked by water, whose waves stole from him. The wind was mocked by fire who reached up into the sky and belched smoke. These two delighted in tormenting wind and so increased their attacks on wind causing great mayhem.

The wind despaired until he came to the earth for council. The earth reminded wind of his own pranks; toppling stones, scattering dust. The earth said, But I do not despair for all earth returns to me. Earth urged wind to use the powers the sky always had not to battle, but to outwit his enemies. We each give something of ourselves to the other, use those things that they leave you against them.

The wind was filled with Enlightenment, and began to gather the sparks cast away by fire. in time the wind cast these sparks as lightning into the sea. Water was wounded and she was enraged. Fire plead innocence but water did not trust fire any longer. Wind counseled the water that fire was also fluid and planned to usurp water's place in all creation. So water gave to the sky and the first rains came down on fire. Fire was dying and begged earth for aid. Earth offered only to shelter fire deep within himself."

The old monk ended his story, " I will teach you to fight like the wind. You will trick your foes, using your wit as a weapon. You will quickly strike your foes like lightning and they will not catch you. for no man can catch the wind."