Churgri of Vapula

magispitt's page

Organized Play Member. 395 posts. No reviews. 1 list. No wishlists. 1 Organized Play character.



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Thank you again for creating this licence; I feel some relief that something like this exists now (and under independent control no less).


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I suspect the changes are:
1. OGL-related (removing legally grey content)
2. Reformatting the rules for readability (they aren’t complicated, but some alternative wording might be good regardless)
3. An opportunity for integrating planned errata’s


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1. I'm assuming those stats are rolled, because otherwise the 5 charisma must be wrong on a human
2. Your HP should be at least 12 (10 base +2 from con), if not 13 because of the favoured class bonus
3. Your speed should be 20ft in scale mail as it's medium armour (your armour is not "heavy", as you indicated on the sheet
4. If you have weapon focus on your battle axe the attack bonus increases by one to +6
5. Your battle axe (and other one-handed melee weapons) add your strength modifier to damage; it should be 1d8+4 for you
6. You are missing a feat; you should have three (one from 1st level, one from human, and one combat feat from first level fighter)
7. You should have four skill ranks, not two (2 from fighter, one from intelligence modifier, one from human) - if not a fifth rank from your FCB
8. Your climb and swim modifiers appear to be wrong, they are +11 and should be +2 (1 from rank, 4 from strength, 3 from class skill, -4 from scale mail armour check penalty, and -2 from shield ACP)

Your character fits fine with your background story, to answer your original question. If this is your first character however I'd recommend an easier class to build such as a ranger with the weapon and shield combat style (if you're attached to having a shield, otherwise a switch hitting ranger is an excellent first character to build & play); fighters are difficult to build as well as other classes.


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wolaberry wrote:

Ah, Kingmaker. There is a monster on Book 3's random encounter table that makes my PCs nervous even now 2 adventure paths and 4 years later.

102. Hey guys, I rolled "Peluda" on the random encounter table."

Oh that brings back memories; my party bought a spinosaur to use in combat but had it retreat because the peluda is so dangerous underwater


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Aqueous Orb + Hideous Laughter is a common one


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Jo-ma-So87 wrote:
magispitt wrote:
I'd recommend Manyshot but you said you mainly use a heavy crossbow; considering you don't even have rapid reload I'd consider using a longbow instead.
Should have mentioned its an enchanted crossbow,Lamashtu gave me, that im kind of attached to

Literally, or figuratively? This is Lamashtu we're talking about


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Ameraaaaaa wrote:
magispitt wrote:


Good thing the storm-wind fallacy isn't here
whats that

this explains it quite well


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Yay! Just found out what this thread is actually about:

Spoiler:
Seinfeld


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I'm biased towards clerics because they're the best class


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Lady-J wrote:
Darksol the Painbringer wrote:
Lady-J wrote:
Arachnofiend wrote:

One problem I should have mentioned is that this particular campaign is EXTREMELY low magic; there aren't even any cure wands available so I can certainly not expect anything I can use to proc Curative Mastery.

Yeah, it sounds like my options are exactly as limited as I thought. My character has 13 CON so Combat Vigor is just Godless Healing but worse, and Godless Healing is pretty bad. The Healer's Handbook was a g%~*$&n mistake.

wait your playing a frontliner with only a 13 con? are you planning on becoming undead at some point?

13 Constitution is plenty for a frontliner; he could even skate by with a 12, since there's little mechanical difference between a 12 and a 13 (other than maybe taking a level up point to it to round it off). Especially if they're D10 Hit Dice.

The only characters who need more than 14 Constitution are Kineticists, Scarred Witch Doctors (who are garbage now), and Barbarians (and even then, not that much, and only for a single feat). For anyone else, it's just icing on the cake.

Because if you put more than 14 Constitution (which for D10 Hit Dice is a bit excessive in my opinion), you have to cut into your primary attributes, which isn't particularly worth it for a lot of players.

a frontliner typically has a 16-20 in con off the bat with a 16-20 in str and a 14+ into dex and wis

Do you always play with 30 point buy? 0.o


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Crypt of the Everflame is a classic, as it's literally a group of new heroes going out to save the town.

The other one I've used is Master of the Fallen Fortress, good for simple dungeon crawl to introduce them to combat


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AM BARBARIAN wrote:
ryric wrote:
As a demigod level entity on his home plane, can't Pazuzu literally control physical reality in his vicinity? The Abyss is divinely morphic. Mythic time stop gives him time to craft the perfect deathtrap. How good is AM BARBARIAN when there's no air to fly in, and the entire environment is made of tunnels that require Escape Artist checks to squeeze through? Or just sealed away in a mile thick globe of solid rock?

PRETTY GOOD. EVERYONE KNOW DC OF PHYSICS AM ONLY 42. BARARIAN ONLY LET PHYSICS EXIST BECAUSE BARBARIAN AM NICE GUY.

TIME STOP NOT EVEN WORKING SO WELL WHEN CONCEPT OF TIME AM MERE CONSTRUCT OF PUBLIC CONSCIOUSNESS TO MEASURE THE ABSTRACT CONCEPT OF CONTINUAL CHANGE. COMBINED WILL OF HUMANITY AM PROBABLY LIKE DC 50? BARBARIAN NOT SEE PROBLEM WITH SUNDERING TIME AND SPACE IN ALTERNATE DIMENSION TO WIN ARGUMENT.

AM NEVER BAD REASON TO SUNDER.

Them's the breaks


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Sorry for the thread necro, though on the other hand I don't like to clutter the forums with new threads either for simple questions like this.

I see that people are discussing 3.5 and 3.0 backwards compatibility, but I though pathfinder was only backwards compatible with 3.5? Is it also compatible with 3.0, or am I missing something here?


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The short answer is no. The long answer is no.

jk on the long answer, but more seriously it's your campaign. I totally understand where you're coming from trying to run an AP because you don't want to spend too much time revamping the system. The biggest argument against accelerated healing for me, is the reduced stakes. If players heal up completely after each combat (or every hour or what not), it reduces the amount of pressure the AP is expecting to apply to the players.

Most APs are already somewhat easy (*read: not Giantslayer*) as they have to appeal to the lowest common denominator of player. That being said some APs would be more affected than others - Kingmaker can run for days without a fight sometimes, so it might not even be an issue there.

In the end it's your decision, all we can do here is guide you


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A decent Harsk


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MagusJanus wrote:
The Sideromancer wrote:
How magically-generated electricity travels through conductors.
It's lightning fast.

Wow, shocker


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It's December, come back MageHunter!


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As a side note, book one of kingmaker is supposed to end around level three. If your party is level six or so, it's quite likely that the GM has significantly altered the adventure from as written


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Cevah wrote:

I have had great success with Blindness/Deafness. Made a dragon go away because my cohort blinded it. Cohort recently got Wall of Blindness. :-)

/cevah

I've never seen that spell before


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I'm surprised that no one has linked to the succubus Ina grapple thread yet, given the possible innuendo in the title


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To try to move this tread along I will try to interpret your above message in my own words.

1. You want humans to be a more interesting choice, which is why you are changing their racial features.

2. Choosing one class skills at character creation in exchange for +1 skill point a level is a nerf in your opinion.

3. You want more variation in weapons in your campaign, and believe that while this is a buff, it is inconsequential to the power level of the campaign, and serves more to add flexibility to characters.

4. You are confused as to the reactions of other posters in this tread, but are open to further commentary.

> END OF TRANSLATION <

Please excuse any thumb typos from my phone


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I thought the armour spikes were enough for me, but to each their own


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Cochlear implant user dotting this thread


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Dwarf Wizard
Stats: 8, 14, 15, 15, 14, 8
Abjuration School, Opposed Schools (Illusion and Necromancy)
Raven Fmailiar
1st Level Spells in Spellbook: Shield, Grease, Mount, Sleep, Burning Hands
Skills: Spellcraft, Knowledge Arcana, Knowledge Planes, Appraise
HP: 9
Feats: Improved initiative


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The party of tetori monks says they just finished off the succubus


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So I've been trying to browse the message boards looking for alternate starts to the Kingmaker campaign, but haven't found any. Does anyone know of some other threads or ideas to starting Kingmaker besides simply having the players start right at Oleg's?

-details, juicy details

Thanks in advance!

*Edit: So far I'm thinking of starting them off in Restov, being assigned the charter from the mayor. I've fleshed out the other three parties (namely the Iron Wraiths, the Varnling Host, & the Royal Horde) a bit and hope to introduce them early so that books 3-5 aren't a surprise. I've been debating a tournament to earn the charter, but I don't want to leave anything to chance. Another thought I had was a chance gambling scenario but it feels too railroaded & lacks player agency.

Gambling Scenario:
Where the Iron Wraiths have a charter to explore the stolen lands in its entire, but the Varnling Host & the Royal Horde want a piece of the action. They agree to try to get the Iron Wraiths drunk so that they can get some of the charter, but also secretly plan to get each other drunk as well. The Iron Wraiths see this happening, but to avoid suspicion drink as well so that the Royal Horde & the Varnling Host get drunk as well. The result is that when the player party comes in they are able to nab some of the charter, & each group ends up with one piece. The Iron Wraiths are ambivalent about the situation, as they realize they were foolish for allowing themselves to be drunk with the charter, but the other parties are a bit more bitter about it, because they wanted more.

The final thought I had was to just keep it simple, & have the PC's gathered along with the other parties in front of the Mayor to be granted their charter.

*Edit#2, Lemme know what you think of the parties (as of writing I'm almost done the Royal Horde, have ideas for the Iron Wraiths, & am barely done one character from the Varnling Host {Maegar Varn}), I'm using mythic in my campaign but am otherwise either: using the stats presented in the book, or starting them a level similar to what the PC's should be when they enter that area


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Be dotting this thread like Cruella De Vil


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Build a gunslinger, they're just too complex for me


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alfredsamernie wrote:
I was just about to post something similar to this. I'm a long-time player, first-time poster and wanted to say thanks for 'working through the leaks', as it were. I'm sure it's been a rough couple of days but you'll pull through. I would post a picture of a cat hanging from a tree branch with the caption 'Hang In There' if I knew how. But anyway, thanks again.

It's a cat on a rope, but I still think it's cute. To get this type [ url=http://www.fuzzfeed.com/wp-content/uploads/2015/07/51557.jpg] and then type what you want linkified in-between before adding [ /url] without the spaces between the "[" and the "url" and "/url" if that makes sense. For further reference below the text box you type into to post there's a little "Show" button next to "How to format your text." Hope this helps, hang in there!


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Create Mr. Pitt wrote:
This is just another example of the caster/martial disparity. Wizards can just prepare spells and get the men/women, but a martial has to make the charisma checks. Shaking my damn head.

Although one could argue that those picked up with spells are not true loves, rather those would be reserved for those who spent the time and effort. Wizards know this and become frustrated, seeing their lowly peers succeed where they could not. They become afraid, fearing that they will end up alone with no-one that truly loves them. As we all know, fear leads to anger, anger leads to hatred, and hatred leads to suffering. So is it that scores of fair maidens are whisked away from their gallant lovers to the towers of evil wizards, wizards who never hurt them, but only want to be loved.


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I'm noticing a few recognizable characters, but for the most part these spammers post in korean, correct? Wouldn't it help to just block non alpha-numeric characters besides a few?


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Which episode of Spam Wars are we on, "A New Hope?", "The Spammers Strike Back", or was it "Return of the Spammers"?

*Edit: They seem to so far be only on the General Discussion, nice of them to be considerate and keep their spam in one place


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Davor wrote:

I have to say, I've always agreed with Jiggy's post, but I always played martials because I never thought it was a big deal.

I'm playing a cleric for the first time, and just recently got access to my Construct domain ability and 5th level spells.

I understand now. I don't think I can ever play anything with less than 6th level casting again.

Mmmhmmm


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Wailed Fancy French Chef
"Don't throw the whole carton in,
One egg is un œuf"


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Dotting for a Carrion Crown campaign I'm planning to GM

As a player though there's nothing scarier than a (pack? band? swarm?) of rust monsters. Adventurers regularly put their lives on the line, but seldom their equipment.


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So I'm playing a home-brew game and some of my players and I have discussed a few possible changes to feats in the game (see spoilers). We're set to start using them next session but I'd like to get some opinions on the feats; whether they're good or not and what could be improved on.

Removed Feats:
(Power Attack, Deadly Aim, & Combat Expertise) Anyone with BAB +1 or higher has access to it and it progresses normally; feats that used it as a prerequisite no longer have that restriction.

(Weapon Finesse) Light weapons can now be 'finessed' by using either STR or DEX to hit, as can weapons with the "finesse" quality.

(Agile Maneuvers) DEX can be used for CMB when wielding a 'finessable' weapon.


Martial Mastery:
(Changed from Weapon Focus) Choose one group of weapons from the fighter weapon groups.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon types.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.

This changes from a singular weapon to a group of like weapons- similar feats are also changed likewise, those being: Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Point-Blank Master, Close-Quarters Thrower, etc.

Deft Maneuvers:
(From Improved Trip,Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, Improved Steal)

You are more skilled at performing certain combat maneuvers.
Prerequisites: Base attack bonus +1.
Benefit: You do not provoke attacks of opportunity when making a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. You also get a +2 on checks with these maneuvers.

Powerful Maneuvers:
(From Improved Bull Rush, Improved Drag, Improved Overrun, Improved Sunder)

You are more skilled at performing certain combat maneuvers.
Prerequisites: Base attack bonus +1.
Benefit: You do not provoke attacks of opportunity when making a bull rush, drag, overrun, or sunder combat maneuver. You also get a +2 on checks with these maneuvers.

Point-Blank Shot:
Precise Shot replaces it as a prerequisite for archery feats

Dodge:
(Dodge & Mobility) Prerequisites: Dex 13
Benefit: +1 Dodge bonus to AC, another +4 bonus is granted when taking attacks of opportunity from movement.

Improved Two-Weapon Fighting:
(Improved Two-Weapon Fighting & Greater Two-Weapon Fighting) Prerequisites: Dex 17, Two-Weapon Fighting, BAB +6
Benefit: In addition to the standard single extra attack from an off-hand weapon, you get a second attack with it, at a -5 penalty. Once your BAB reaches +11, you gain a third attack with your off-hand, at -10 penalty.

Whew, it's a bit of reading but thanks for doing that - any advice you have is greatly appreciated! :)


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or does he need a 15?

Classes/Levels

HP 27/ 54 | AC 17 (T12/FF16) | F: +8 R: +3 W: +4 | Perc +7 | Init +1

About Balzanno

Balzanno "Gnomercy" Andsons
Male gnome bloodrager (steelblood) 5 (Pathfinder RPG Advanced Class Guide 15, 85)
CG Small humanoid (gnome)
Init +1; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 17, touch 12, flat-footed 16 (+5 armor, +1 Dex, +1 size)
hp 54 (5d10+20)
Fort +8, Ref +3 (+1 bonus vs. trample attacks), Will +4; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, bond to the land
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Offense
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Speed 30 ft.
Melee +1 adamantine earth breaker +10 (1d10+5/×3) or
. . cold iron greataxe +9 (1d10+4/×3) or
. . dagger +9 (1d3+3/19-20) or
. . silver dagger +9 (1d3+2/19-20)
Ranged darkwood composite longbow +8 (1d6+3/×3)
Special Attacks blood casting, bloodrage (15 rounds/day)
Spell-Like Abilities (CL 5th; concentration +7)
. . 1/day—dancing lights, flare (DC 12), prestidigitation, produce flame
Bloodrager (Steelblood) Spells Known (CL 5th; concentration +7)
. . 1st (2/day)—expeditious retreat, long arm[ACG], shield
. . Bloodline Arcane
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Statistics
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Str 16, Dex 12, Con 16, Int 8, Wis 10, Cha 14
Base Atk +5; CMB +8; CMD 18 (19 vs. overrun)
Feats Eschew Materials, Iron Will, Power Attack, Reckless Rage[ACG]
Traits affable, armor expert
Skills Acrobatics +13, Climb +7, Craft (tattoo) +7, Diplomacy +6 (+8 to gather information.), Knowledge (arcana) +3, Knowledge (local) +3, Perception +7, Spellcraft +3, Swim +7; Racial Modifiers +2 Craft (tattoo)
Languages Common, Gnome, Sylvan
SQ arcane bloodrage, armor training 1, disruptive bloodrage, indomitable stance
Combat Gear cold iron arrows (50), scroll of enlarge person, scroll of fly (x2), scroll of lesser (x2) restoration, scroll of protection from evil, scroll of reduce person, scroll of resist energy, scroll of see invisibility, scroll of spider climb, wand of cure light wounds (48 charges), alchemist's fire (3), weapon blanch (silver)[APG] (3); Other Gear mwk kikko armor[UC], +1 adamantine earth breaker[UE], arrows (20), cold iron greataxe, dagger, darkwood composite longbow (+3 Str), silver dagger, boots of elvenkind, cloak of resistance +1, handy haversack, chewing stick, comb (0.2 lb), hairbrush (0.3 lb), masterwork artisan's tools, mirror, nail file (0.1 lb), perfume/cologne[UE], scissors (0.3 lb), silk rope (50 ft.), soap, sponge, tooth powder (0.1 lb), 2,977 gp
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Special Abilities
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Arcane Bloodrage (Resist Energy) (Sp) As a free action apply chosen spelll to self when enter bloodrage.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (15 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Bond to the Land (Underground) +2 dodge bonus in selected terrain.
Darkvision (60 feet) You can see in the dark (black and white only).
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
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Bada bing!
Fuggetabout it!
Gno what I'm sayin?

Games Played:
1) Emerald Spire Level 1
2) Emerald Spire Level 2
3) Emerald Spire Level 3
4) Tide of Twilight
5) Darkest Vengeance
6) Judge A Soul Part 1
7) Year of the Shadow Lodge
8) Ward Asunder (GM)

PP: 16 Fame: 22