Elan

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Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber. Organized Play Member. 114 posts (3,354 including aliases). No reviews. No lists. No wishlists. 16 Organized Play characters. 7 aliases.


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Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Is it ok if I use a pregen for this (Fumbus)? Since I don't have to lock down the char until level 2, I just want to get a feel for the edition a bit more.


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I’m interested. I’ve only played one quest so far, so Getting the opportunity to play some more would be great.


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In the meantime, I’m open to feedback for Sorion’s background/build.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Updated:

Appearance
Sorion is fairly tall and well muscled, with shoulder-length brown hair and an unshaven chin (think Jack Burton). He wears a black leather trench coat with a wide collar, adorned with a long row of silver buttons that extend to the bottom, over a chain shirt.

Personality
Sorion is an everyman hero. Cocky, brazen, and heroic without being gallant, Sorion isn't afraid to do what's right, but that doesn't mean that he's going to enjoy doing it.

Background
Born in Hommlet to a family of merchants, Sorion spent most of his youth on the road before his father was lost at the Battle of Emridy Meadows. Too young to pick up the family trade, Sorion was forced to take whatever jobs he could find.

Working as a porter, the caravan was attacked by a group of bandits. Arrows announced themselves with a chain of thuds and a cacophony of screams. Wagoners fell to the ground and panic prodded the horses into chaos. As the wagons hurled themselves out of site, the remaining members on foot stood paralyzed, stunned by the abandonment and loss of hope. The slowing of time was eventually disrupted by self-preservation and Sorion and the others fled into the woods.

Sorion raced through the woods alongside another porter, pursued by a hooded and scarf-masked woodsman. Fire burned through his muscles and his throat cracked as the moisture was wicked away from the volumes of air. His peer overstepped and tumbled downward. Doom was imminent. Irregardless, Sorion's feet propelled him to intercept the deathblow. As the hand axe carved the air swinging downward, a blinding amber light flashed. Sorion's eyes closed, but the image remained burnt in. The weight of the bandit's body crashed into Sorion. Opening his eyes, Sorion found himself on the ground, hand grasping a blade of fiery light that exited the back of the bandits body as warm blood poured onto his arm...

Sorion is a Knight of the Sun and Moon, an Order that brings light to the dark places of the world whose members are strong in the One True Way, manifesting it as weapon of Blinding Light. However, Sorion's lack of fanaticism for the law and more practical demeanor translates to Sorion finding himself on missions to the far corners of the world. <Allowing for DM to insert specific Order reason for being in Sasserine>.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Appearance
Sorion is fairly tall and well muscled, with shoulder-length brown hair and an unshaven chin (think Jack Burton). He wears a black leather trench coat with a wide collar, adorned with a long row of silver buttons that extend to the bottom, over a chain shirt.

Personality
Sorion is an everyman hero. Cocky, brazen, and heroic without being gallant, Sorion isn't afraid to do what's right, but that doesn't mean that he's going to enjoy doing it.

Background
Sorion is a Knight of the Sun and Moon, an Order that brings light to the dark places of the world whose members are strong in the One True Way, manifesting it as weapon of Blinding Light. However, Sorion's lack of fanaticism for the law and more practical demeanor translates to Sorion finding himself on missions to the far corners of the world. <Allowing for DM to insert specific Order reason for being in Sasserine, but being on assignment probably offers the most flexibility.>.


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After fiddling with PC Gen for longer than I would like (there appears to be a bug that applies an age modifier that's hard to undo), here is the crunch for my soulknife.

Crunch:

Sorion
Male Human soulknife 1
NG Medium humanoid (human)
Init +2, Senses Perception +6
=================================================
DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex, )
hp 12 ((1d10)+2)
Fort +2, Ref +4, Will +4

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee mind blade, two-handed slashing +6 (2d6+6/19-20)

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 19, Dex 14, Con 15, Int 12, Wis 14, Cha 11,
Base Atk +1; CMB +5; CMD 17
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Power Attack, Psionic Weapon, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Mind Blade), Wild Talent
Skills Acrobatics +4, Autohypnosis +6, Knowledge (Psionics) +5, Perception +6, Stealth +4, Swim +6,
Languages Common, Elven
SQ bonus blade skill, bonus feat, form mind blade, psionic, shape mind blade, skilled, throw mind blade,
Combat Gear
Other Gear mind blade, two-handed slashing, chain shirt, monk's outfit, 70.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Bonus Blade Skill Gain 1/6 of a blade skill.

Bonus Feat Humans select one extra feat at 1st level.

Form Mind Blade (Su) Form a semi-sold weapon composed of psychic energy.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

No Racial Subtype You have chosen no racial subtype.

Psionic Total Power Points 2; Base Power Points 0; Bonus Power Points 2

Shape Mind Blade Change form of mind blade as a full round action; change abilities in 8 hours.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Throw Mind Blade Throw mind blade as often as necessary per round.

I'll add the fluff in a bit. Sorion will be a member of the Order of the Sun and Moon, which will have tie-ins to Pholtus without being a part of the clerical hierarchy. I figured Pholtus fits the theme for lightsabers, law and order.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Right now I'm leaning towards a soulknife or a storm druid, although I may need some ideas on how to integrate them into the campaign. I figure the storm druid is easy for the nautical theme, but may be more difficult at times for party goals. Honestly, I never associated psionics with Greyhawk, so it might be easier to invent a new order/organization to justify the powers.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

(1) 6,3,4,4 => 14
(2) 6,3,3,3 => 12
(3) 4,6,3,5 => 15
(4) 4,4,6,3 => 14
(5) 3,3,3,5 => 11
(6) 5,5,6,5 => 17


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Rolling some dice for inspiration:

Stats: 4d6 ⇒ (6, 1, 4, 1) = 12
Stats: 4d6 ⇒ (6, 2, 3, 3) = 14
Stats: 4d6 ⇒ (4, 6, 3, 5) = 18
Stats: 4d6 ⇒ (2, 4, 1, 2) = 9
Stats: 4d6 ⇒ (1, 3, 3, 5) = 12
Stats: 4d6 ⇒ (5, 5, 2, 5) = 17

1st: Reroll: 1d6 ⇒ 1, Reroll: 1d6 ⇒ 3, Reroll: 1d6 ⇒ 2, Reroll: 1d6 ⇒ 4
2nd: Reroll: 1d6 ⇒ 3
4th: Reroll: 1d6 ⇒ 2, Reroll: 1d6 ⇒ 1, Reroll: 1d6 ⇒ 4, Reroll: 1d6 ⇒ 6, Reroll: 1d6 ⇒ 2, Reroll: 1d6 ⇒ 3
5th: Reroll: 1d6 ⇒ 3
6th: Reroll: 1d6 ⇒ 6


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What do you like from PbP gaming?
The asynchronous play allows for more creative posting that wouldn't normally come up during a table top session - for example, using google translate to represent other languages or being able to find adequate phrases for spell casting.

Have you ever played or read partially or completely the Ire of the Storm before?
I have never played or GM'd the module, but I do own it as a part of trying to collect the 1E modules.

What made you decide to apply?
(1) I'm not currently in an pbp game and (2) I tend to prefer low-level play.

What is your roleplaying motto?
Valar Dohaeris? Never go in against a Sicilian when death is on the line?


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Is this a core or regular game?


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Do characters need to pick a faction or prime still? I’m not as familiar with the post Faction War setting.


@EltonJ - since it look like no one has bit on wanting to use the treasure map quite yet, do you want to use this as a future path for adventure? Or will it point to somewhere in the Caves of Chaos?


Ok, I didn’t see an update on which char to bring, so I’ll use my Ninja since there’s a bard in the party already. I’ll update the slides when I get home from work.


In case it helps, we could use the treasure map as a way to tie the group together. I was going to have my char on the run as a thieves guild/several groups have been looking to acquire him and/or the arm with the tattoo. Putting together a group of bodyguards/treasure hunters for a share of the loot is one option.


Will the Caves of Chaos be placed in Yeomnary? Is that where our background has to have the group end up?


I was leaning more towards a caster build, since a gnome wouldn't lend itself well to a melee or archer bard. Looking at our lineup, though, it looks like we might be a bit squishy.


djpika checking in.

Here's the current crunch, although I can tweak skills and whatnot based on what the party needs.

Jebeddo Folkor
Male Gnome bard 1
None Small humanoid (gnome)
Init +6, Senses darkvision (60 ft.); Perception +4
=================================================
DEFENSE
=================================================
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size )
hp 11 ((1d8)+3)
Fort +3, Ref +4, Will +2, +2 vs. illusion spells or effects

=================================================
OFFENSE
=================================================
Speed 20 ft.
Ranged crossbow, light (small) +3 (1d6/19-20)
Melee dagger (small) +1 (1d3/19-20)
Ranged dagger (small/thrown) +3 (1d3/19-20)
Special Attacks Distraction, Fascinate,
Innate Spell-Like Abilities dancing lights (1/day), ghost sound (DC 14,1/day), prestidigitation (DC 14,1/day), speak with animals (DC ,1/day),

Bard Spells Known (CL 1st; concentration +5)
1st(2/day)-grease(DC 15), silent image(DC 16)
0th(at will)-detect magic, light, mage hand, read magic(DC )

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 11, Dex 15, Con 17, Int 13, Wis 11, Cha 18,
Base Atk +0; CMB -1; CMD 11
Feats Improved Initiative
Skills Diplomacy +8, Knowledge (Arcana) +8, Knowledge (Nature) +6, Perception +4, Perform (Sing) +8, Spellcraft +5, Use Magic Device +8,
Languages Common, Elven, Gnome, Sylvan
SQ academician, armored casting, bardic knowledge, bardic performance, bonus bardic performance round, cantrips, countersong, darkvision, darkvision, gnome magic, hatred, illusion resistance, inspire courage, weapon familiarity,
Combat Gear
Other Gear crossbow, light (small), outfit (entertainer's/small), leather (small), bolts, crossbow (10) (small) (2), dagger (small), 81.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Academician Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This racial trait replaces the obsessive racial trait.

Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 9 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bonus Bardic Performance Round Add 1 to the bard's total number of bardic performance rounds per day.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet.

Defensive Training (Ex) Gnomes get a +4 dodge bonus to AC against monsters of the giant type.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 14) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Gnome Knowledge Selection (Knowledge (Arcana))

Gnome Magic (Sp) Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities.

Hatred (Ex) Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.

Illusion Resistance (Ex) Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

No Racial Subtype You have chosen no racial subtype.

Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.


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Will there be any campaign/Greyhawk traits or should we just pick from the full PF list?

Gold: 3d6 ⇒ (6, 3, 4) = 13


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Face Iuz? But I was going to make searching for the Orb of Golden Death a pet quest :P


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

4d6 method it is:

Stats: 4d6 ⇒ (5, 4, 4, 3) = 16
Stats: 4d6 ⇒ (2, 4, 1, 5) = 12
Stats: 4d6 ⇒ (5, 5, 5, 1) = 16
Stats: 4d6 ⇒ (2, 6, 5, 5) = 18
Stats: 4d6 ⇒ (1, 5, 4, 4) = 14
Stats: 4d6 ⇒ (4, 1, 5, 6) = 16

13, 11, 15, 16, 13, 15. Definitely seems workable...


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Ok, after playing around with some generators for inspiration, I got the following and felt obligated to go with it:

"emotional Gnome Bard from a high-class brothel who in hindsight shouldn't have had the treasure map tattooed on themselves"

Tweaking this a bit, we'll go with a Gnome Bard originally from the Kron Hills who's the entertainer for a high-class brothel in Greyhawk/Veluna who in hindsight shouldn't have had the treasure map tattooed to his arm from a patron that couldn't pay his tab.


What's our line up looking like? I can bring a Skald 2, Ninja 2, or Fighter 3.


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EltonJ wrote:

The campaign's focus is on Adventure Fantasy not High Fantasy. So the War Master seems to be out of touch. Not that we couldn't fit it in, the War Master seems to fit a High Fantasy campaign than an adventure fantasy one. And no, it's not PFS. I don't do PFS. This is totally home brew, because the only Greyhawk modules I have are the A1-A4 series.

And Return to the Keep on the Borderlands.

What are you defining as "adventure fantasy"? This doesn't appear to be a common category/genre/trope. For books, movies, and other media, things are tagged as "adventure" and "fantasy", but not necessarily a unique genre combined that would distinguish itself from "high/low" fantasy. Although I wasn't set on playing a war master, I have difficulties distinguishing how a cavalier or paladin fit yet a war master does not, since these classes tend to mechanically represent the armored knight in shining armor...

Did you mean Heroic Fantasy instead?


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Are you running actual Greyhawk modules, doing homebrew, or taking other modules and adapting them for Greyhawk? I've played T1-T4 a few times, Egg of the Phoenix and parts of Fate of Istus back in the day, but I can't say I recall much of the latter. Thus, I'm most familiar with the Verbobonc area.

Honestly, if it's not PFS, I would like to make a push for a 3pp class, just because I'd like to use some of my purchases. I'm ok restricting this to something that's posted on d20PFSRD so that you can have access to the content. Are either of these acceptable?

War Master

White Necromancer


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Thanks for running the game - I added my name to the list. I have a few options in that range, so I can adjust as needed.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Is this for PFS or non-society? If the latter, what are the creation guidelines?


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Ok, here's the crunch for an archer bard:

Ash Silvertongue
Male Human bard 5
None Medium humanoid (human)
Init +3, Senses Perception +8
=================================================
DEFENSE
=================================================
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex, )
hp 38 ((5d8)+10)
Fort +3, Ref +8, Will +5, +4 vs. Bardic Performance, sonic, and language-dependent effects

=================================================
OFFENSE
=================================================
Speed 30 ft.
Ranged shortbow +1 +7 (1d6+1/x3), within 30 ft. +8 (1d6+2)
Melee dagger +5 (1d4+2/19-20)
Ranged dagger (thrown) +6 (1d4+3/19-20), within 30 ft. +7 (1d4+3)
Special Attacks Distraction, Fascinate,

Bard Spells Known (CL 5th; concentration +8)
2nd(3/day)-glitterdust(DC 15), heroism(DC 15), invisibility(DC 15)
1st(5/day)-comprehend languages(DC ), cure light wounds(DC 14), grease(DC 14), silent image(DC 14)
0th(at will)-dancing lights, detect magic, ghost sound(DC 13), prestidigitation(DC 13), read magic(DC ), summon instrument

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 14, Dex 17, Con 12, Int 13, Wis 10, Cha 16,
Base Atk +3; CMB +5; CMD 18
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Bluff (Perform (Sing)) +11, Diplomacy +11, Knowledge (Arcana) +11, Knowledge (Nature) +11, Perception +8, Perform (Sing) +11, Perform (String Instruments) +11, Sense Motive (Perform (Sing)) +11, Spellcraft +9, Use Magic Device +11,
Languages Common, Elven
SQ armored casting, bardic knowledge, bardic performance, bonus feat, cantrips, countersong, inspire competence, inspire courage, lore master, skilled, versatile performance (sing), well-versed,
Combat Gear Wand of Cure Light Wounds (50 charges),
Other Gear shortbow +1, outfit (entertainer's), cloak of resistance +1, chain shirt +1 (mithral), wrist sheath, dagger, handy haversack, bedroll, musical instrument (lute/masterwork), arrows (20), 2215.9 gp
=================================================
SPECIAL ABILITIES
=================================================
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex) You add +2 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 15 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su) You can use your performance to cause up to 2 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 15) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Lore Master (Ex) You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 1 times per day, you can take 20 on any Knowledge skill check as a standard action.

No Racial Subtype You have chosen no racial subtype.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Versatile Performance (Sing) (Ex) You can use your bonus in the Perform (Sing) skill in place of your bonus in the Bluff or Sense Motive skills. When substituting in this way, you use your total Perform (Sing) skill bonus, including class skill bonus, in place of your Bluff or Disguise skill bonus, whether or not you have ranks in that skill or if it is a class skill.

Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Hit Dice: 4d8 ⇒ (5, 8, 2, 5) = 20


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Isn't this the current party?

brvheart wrote:

We currently have a Dwarf Zen Archer Qi-Gong Monk, an elven rogue/wiz and a cleric6.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber
djpika wrote:
Here's the crunch for my char. I rolled a sorceror since the party appeared to be lacking in arcane. What world is this set in? What are the cities in the general area? I was hoping to get some ideas for the char background.

Bueller?


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I'll withdraw from submitting... with no feedback on the anti-paladin concept at this point in time, a submission would be at a much higher risk of not making the cut.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Rolls:

Stats: 4d6 ⇒ (6, 5, 5, 6) = 22 17
Stats: 4d6 ⇒ (4, 2, 4, 5) = 15
Stats: 4d6 ⇒ (5, 3, 3, 1) = 12
Stats: 4d6 ⇒ (2, 4, 1, 5) = 12
Stats: 4d6 ⇒ (2, 5, 1, 3) = 11
Stats: 4d6 ⇒ (4, 6, 3, 3) = 16 13

Re-rolls:

Stats: 1d6 ⇒ 6
Stats: 1d6 ⇒ 1
Stats: 2d6 ⇒ (2, 1) = 3
Stats: 2d6 ⇒ (3, 5) = 8

Re-rolls:

Stats: 1d6 ⇒ 3
Stats: 2d6 ⇒ (1, 4) = 5

Re-rolls:

Stats: 1d6 ⇒ 5

Stats: 4d6 ⇒ (6, 5, 5, 6) = 17
Stats: 4d6 ⇒ (4, 2, 4, 5) Stats: 1d6 ⇒ 6 = 15
Stats: 4d6 ⇒ (5, 3, 3, 1) Stats: 1d6 ⇒ 1 Stats: 1d6 ⇒ 3 = 11
Stats: 4d6 ⇒ (2, 4, 1, 5) Stats: 2d6 ⇒ (2, 1) Stats: 2d6 ⇒ (1, 4) Stats: 1d6 ⇒ 5 = 14
Stats: 4d6 ⇒ (2, 5, 1, 3) Stats: 2d6 ⇒ (3, 5) = 13
Stats: 4d6 ⇒ (4, 6, 3, 3) = 13


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber
Rysky wrote:
djpika wrote:
I'm toying around with an idea inspired by Dark Matter: an anti-paladin wakes up with amnesia and pursues a different path. The problem with the idea is that the mechanics for an ex-anti-paladin are rather harsh. Taking what would essentially be an NPC level equivalent is probably too severe of a drawback. Any thoughts on how to balance that out?
There’s the Vindictive Bastard fallen Archetype for Paladins.

Thanks, that's not that bad. It doesn't appear to apply to anti-paladins, but they're pretty much mirror images of each other, so I don't think it would be a stretch to allow it... or to just make a paladin with this archetype and fluff that the level 1 was something like an anti-paladin or hell knight.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Here's the crunch for my char. I rolled a sorceror since the party appeared to be lacking in arcane. What world is this set in? What are the cities in the general area? I was hoping to get some ideas for the char background.

Traleth
Male Human sorcerer 5
None Medium humanoid (human)
Init +8, Senses Perception +8
=================================================
DEFENSE
=================================================
AC 14, touch 13, flat-footed 12 (+1 deflection, +2 Dex, +1 natural, )
hp 44 ((5d6)+15)
Fort +4, Ref +4, Will +5
Resistances electricity 5,
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee dagger +0 (1d4-2/19-20)
Ranged dagger (thrown) +4 (1d4-2/19-20)

Sorcerer Spells Known (CL 5th; concentration +10)
2nd(5/day)-flaming sphere(DC 18), glitterdust(DC 17), resist energy(DC 17)
1st(8/day)-burning hands(DC 17), enlarge person(DC 16), grease(DC 16), identify, mage armor(DC 16)
0th(at will)-detect magic, ghost sound(DC 15), light, prestidigitation(DC 15), ray of frost, read magic(DC )

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 7, Dex 14, Con 14, Int 12, Wis 10, Cha 21,
Base Atk +2; CMB +0; CMD 13
Feats Empower Spell, Eschew Materials, Improved Initiative, Intensified Spell, Magical Lineage, Spell Focus (Evocation)
Skills Diplomacy +10, Knowledge (Arcana) +9, Perception +8, Spellcraft +9,
Traits Magical Lineage (Lightning Bolt), Reactionary,
Languages Common, Draconic
SQ bloodline arcana, bonus feat, cantrips, claws, draconic bloodline (blue), dragon resistances, skilled,
Combat Gear Wand of Silent Image (50 charges), potion of cure light wounds,
Other Gear ring of protection +1, outfit (traveler's), cloak of resistance +1, bag of holding (type i), wrist sheath, dagger, 4193.4 gp
=================================================
SPECIAL ABILITIES
=================================================
Bloodline Arcana Whenever you cast a spell with the electricity descriptor, that spell deals +1 point of damage per die rolled.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Claws (Su) You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Your claws are considered magic weapons for the purpose of overcoming DR. You can use your claws 8 rounds per day. These rounds do not need to be consecutive.

Draconic Bloodline (Blue) At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Dragon Resistances You gain Electricity Resistance 5 and a +1 natural armor bonus.

Eschew Materials

Magical Lineage (Lightning Bolt) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Lightning Bolt, treat its actual level as 1 lower for determining the spell's final adjusted level.

No Racial Subtype You have chosen no racial subtype.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

I'm toying around with an idea inspired by Dark Matter: an anti-paladin wakes up with amnesia and pursues a different path. The problem with the idea is that the mechanics for an ex-anti-paladin are rather harsh. Taking what would essentially be an NPC level equivalent is probably too severe of a drawback. Any thoughts on how to balance that out?


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Is there still an open slot for that 2-3 request?


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

What are the rules on 3rd party classes?


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

RE: the pc game, the Atari patches don't appear to be hosted any longer and most of the mod sites are throwing malware alerts, so looking at the C08 mods isn't really an option. I already dug up the original cd-roms and installed the base game for reference, but the core game is so UX unfriendly that trying to capture in-game references would be a real chore.

Traits are a good way to force players to think about their background, especially for newer players and/or players new to Greyhawk.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Has anyone created a list of traits to use for the Temple of Elemental Evil? It looks like some work was done in the past to convert it to 3.5/PF, but it doesn't look like any work was done to create background traits for characters.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Was there a player's guide for this adventure?


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Attempting the re-roll...

Stats: 4d6 ⇒ (6, 2, 1, 4) = 13 = 12
Stats: 4d6 ⇒ (2, 6, 6, 5) = 19 = 17
Stats: 4d6 ⇒ (6, 1, 6, 6) = 19 = 18
Stats: 4d6 ⇒ (4, 3, 3, 4) = 14 = 11
Stats: 4d6 ⇒ (3, 2, 1, 2) = 8 = 7
Stats: 4d6 ⇒ (6, 2, 5, 4) = 17 = 15

Well, that's a bit more extreme...


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Stats: 4d6 ⇒ (6, 4, 3, 5) = 18 = 15
Stats: 4d6 ⇒ (1, 4, 5, 4) = 14 = 13
Stats: 4d6 ⇒ (1, 6, 3, 3) = 13 = 12
Stats: 4d6 ⇒ (5, 3, 3, 4) = 15 = 12
Stats: 4d6 ⇒ (3, 2, 3, 1) = 9 = 8
Stats: 4d6 ⇒ (6, 1, 2, 2) = 11 = 10


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

I'd like to throw my hat into this as well.

Note that 3rd party classes aren't eligible for PFS credit though...

I own the content for the Malefactor, which hasn't been put to use yet, as well as the Rogue Genius Games Hellion...


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Updated the spreadsheet...


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Why is there so much interest in playing core?


Hello everyone and thanks for running the game Shieldbug. I signed up with The Black Crow, a Tengu Skald, but since this is tier 1-2, I could easily adapt/bring a new char.


I'll take Keskodai then. Given that we're running pre-gens, do you want us to create chars to post as or just use our main nick?


Sorry, I'm still holding out hoping that they'll add avatars soon, although it looks unlikely. It helps with the creation process. My backup plan is to make a T-1000-esque android soldier with the guard fighting style, using T2 as inspiration.


Has anyone found a template for formatting Starfinder info as a pbp online yet?

Also, it looks like you can generate a pbp Starfinder character now, but all the avatars are limited to the Pathfinder/Fantasy genre.

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