1. dronedog 2. Not not totally new. I have my first PFS PbP going now and I've already signed up for a Solstice Scar table. 3. The scenario sounds fun and Galt is interesting. I'm also excited about the prospect of of actually advancing a character in PFS play. 4. I've played D&D since the Basic Box, and lots of other rpgs along the way. I presently teach English in Korea. 5. Not a problem at all. 6. Bot away! 7. Yes.
As for a familiar Rhamphorhynchus. Patron is a hard choice, I was thinking deception or trickery.I imagine his patron mocking the schemes of foolish mortals. I was thinking he would be TN in alignment reflect his own state of uncertain loyalty.
I'm going to go ahead and post some rolls dice:
4d6 ⇒ (5, 3, 3, 3) = 14 11 4d6 ⇒ (1, 5, 1, 1) = 8 7 4d6 ⇒ (1, 5, 5, 6) = 17 16 4d6 ⇒ (1, 6, 6, 6) = 19 18 4d6 ⇒ (4, 5, 3, 1) = 13 10 4d6 ⇒ (1, 4, 1, 2) = 8 7 dropped edit: forgot a roll!
That would be 16 18 15 11 10 7 Concept: Sevrin Withers does not yet understand that he is a witch. The son of a woodcutter and a hunter, he spent his youth exploring the local wilds, foraging for useful and edible plants. He always seemed a little wild and strange, but not so unusual that he ever failed to find the love and acceptance of his family and community. Things began to change for Sevrin as he entered his early teens, he began to feel the attention of something he could not see or name as he began to wander increasingly far from home. It was not malevolent and it did not frighten him, but it led him to spend more time further away from home. He became more moody and mercurial, but it was nothing his friends and family saw as unusual in a teenager. In time he began to notice a small brightly colored creature haunting his peripheral vision. The creature proved elusive, flying away every time Sevrin turned to face it. Eventually he tracked the creature to a secluded grove, where it proved to be a tiny flying lizard. The creature locked eyes with Sevrin and in a sudden rush a deep understanding established itself between the two, and his familiar began to show him things he could not imagine. Now 20 Sevrin has become initiated into mysteries he cannot begin to grasp the depth of. His patron remains a remote, seemingly amused force. His mood swings have cleared up, he has begun to spend more time in town, always helpful, always thoughtful. Nobody yet knows that this behavior is masking a growing coldness in his heart as the teachings of his patron have begun to influence him in strange ways, encouraging him to see the people he has known all his life in a more removed and clinical fashion. He is not evil or cruel at heart, and he still loves his home but he feels more apart than ever. Sevrin knows he's different, he knows he is a magician, but he has not connected what he is with dark tales of witches who can hunt children by smell and consume the flesh intelligent beings. Thus far he has concealed what really makes him different from his fellow villagers.
As the outsider is called rather than summoned does that mean it's immune to Protection from Evil preventing bodily contact? I was all set to come up with an inquisitor that I was confident could beat a devil but I wanted a bit more of an arcane theme and I read in one of the supplements about how there were some mesmerists in the Order of the Gate. Seemed thematically interesting, provoking questions about the Order's disregard for privacy and free will. Also mesmerists have some flavorful outsider specific stares. Tactics:
Mesmerists don't really get the ability to reliably incapacitate the enemy with second and first level spells, at least when that enemy has spell resistance. My current thought is to go more gish than I would generally like and invest in slashing grace. He'd try to use vanish for time to buff with cat's grace and then cast Glitterdust, since it doesn't check SR.
With Cat's Grace, Disorienting Stare and a potion of Protection from Evil his effective ac is around 22 and his AB is +10 doing 1d4+5 + 1d6+2 for an average of 13 damage per round. He has his mesmerist mirror image trick to help him stay alive. Seems iffy but he could win, he'll have two castings of Glitterdust, which could make the difference.
Tybalt the mesmerist prospective statblock: Tybalt Male human (Chelaxian) mesmerist 5 (Pathfinder RPG Occult Adventures 38) LE Medium humanoid (human) Init +5; Senses Perception +8 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 55 (5d8+15) Fort +3, Ref +7, Will +8 -------------------- Offense -------------------- Speed 30 ft. Melee mithral dagger +8 (1d4+3/19-20) Special Attacks bold stare (disorientation[OA]), hypnotic stare (-2), manifold tricks (2 tricks), mental potency (+1), mesmerist tricks 6/day (gift of will, meek facade, mesmeric mirror), painful stare (+2 or +1d6+2) Mesmerist Spells Known (CL 5th; concentration +11) . . 2nd (3/day)—alter self, cat's grace, glitterdust (DC 16) . . 1st (5/day)—color spray (DC 15), grease, hideous laughter (DC 15), vanish[APG] (DC 15) . . 0 (at will)—detect magic, detect psychic significance[OA], light, message, prestidigitation, read magic -------------------- Statistics -------------------- Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 19 Base Atk +3; CMB +3; CMD 16 Feats - Custom Feat -, Slashing Grace[ACG], Weapon Finesse, Weapon Focus (dagger) Traits focused mind, reactionary Skills Bluff +14, Diplomacy +12, Intimidate +12, Knowledge (local) +8, Knowledge (planes) +4, Linguistics +4, Perception +8, Sense Motive +8, Spellcraft +5, Stealth +9, Use Magic Device +12 Languages Common, Infernal SQ consummate liar +2, touch treatment 7/day (Minor) Other Gear mwk studded leather, mithral dagger -------------------- Special Abilities -------------------- Consummate Liar +2 Counts as Combat Expertise for some feats. Disorientation (Su) Hypnotic stare penalty applies on attack rolls. Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves. Manifold Tricks (Su) You can have mulitple tricks implanted at once. Mental Potency (+1) (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1. Mesmerist Tricks (150 feet, 6/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes. Painful Stare (+2 or +1d6+2, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit. Slashing Grace (Dagger) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam. Touch Treatment (Minor, 7/day) (Su) Remove certain conditions from creature touched.
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I was asking myself exactly the same questions while trying to come up with tactics by which a wizard could win the fight. Putting out the 60 or so damage needed to kill a devil while worrying about spell resistance is an interesting challenge for a wizard. It's a fun thought experiment at the very least. I'm trying to think of good mesmerist tactics right now.
This is a super interesting concept for a game. The particular focus of the Order of the Gate makes it seem much more interesting than I had imagined. It just occurred to me that a vigilante might work well in this setting. I don't really like them normally, but you could sort of play one in reverse where the "social" identity is actually the "secret" identity and insinuates itself into various social strata to gather information while the nominally "secret" masked avenger identity is actually your public face. |