I am playing a ninja in this AP. he is a Maenad from dreamscared press psionics handbook. they are a naturally seafaring race. he is a lot of fun and has yet to prove over-powered. I am playing him as a more historical ninja rather than stereotypical. he tries to blend in with the environment rather than the black pajamas type. ironically, he's one of the best pirates on the ship....
wow, you guys are great. again, thanks for all the suggestions. I decided on Egeria Ta'seem, a Changeling(seahag) mixing the sea singer with an Inquisitor(infiltrator) my stats after racials are str-10
I took the deck fighter trait from Faiths of Balance (I worship Besmara th pirate queen) and the rescued(Koya) trait from the player guide. I also took the Black Powder inquisition because whats a pirate without a pistol and a rapier(Besmaras' fave weapon), right? Egeria was a pirate who was on a ship that suffered mutiny, as she remained loyal to her captin who was her foster parent and a priest of Besmara, she was forced to watch her father executed and made to walk the plank. left for dead as they didn't know the truth of her heritage, Besmara showed favor to her young disciple and caused her near-lifeless body to wash upon a shore where a kindly old woman (koya) found her and saved her. Egeria has lived with her savior in the several months since. while loyal to Koya, her desire is to find a crew and track down the mutineers, avenge her father, and reclaim the ship that is her inheiretance. all I have left to figure out is her feat and spells. any sugestions?
So, we are getting ready to play Jade Regent and th DM has decided to use a 25 point buy and for everyone to be gestalts with Bard required to be one of the classes. I've decided to be s Sea-Singer and make him a pirate. but Im not sure about what tomix with the Bard. the Pirate archtype for the rogue overlaps too much. I've been thinking of Oracle, Inquisitor, or Gun Slinger, but Vanilla? Archtype? Mystery? etc. any Ideas?
Thanks, was kinda looking for more constructive tips than negativity, but its all good. I hd read the playerguide prior to posting and aready had the o.k. from my GM for any of those characters. my nudist halfling would indeed wear a cloak most the time, and throw it off in battle to shock the enemy, ala what Scots did in lifting thier kilts before charging. His blood line would most likely be Rakshasa or Boreal. the Rogue would be more thecon artist type, play the paladin by day,in the night or when needed, ditch the armour and prowl about. presenting the two as different people all together. I have been playing rpgs since '84 and PF since the alpha playtest. just trying to work out some intresting themes for characters and thought I'd try to mine the resource of the messageboards. update* GM has settled on 25 point builds and gestalt characters. one class must bea bard. all PF casses, at. classes, and archetypes areallowed. any ideas?
I am throwing around some concepts for this AP and was wonder what advice you guys would have for each. though not stated I am assuming a 20 or 25 point build (our group flips back and forth between the two)
1) Human Bard (Geisha) 2) Changeling Gunslinger (Mysterious stranger) foster child trait 3) Halfling Sorcerer (Tattooed Sorcerer) best friend trait, lives in the woods, Nudist body comletely covered in Tatts 4) Human Rogue using the False Casting feat, Heavy Armour and making people think I am a paladin. open to suggestions and advice but please no spoilers.
hey everyone, where can I find some downloadable pregens of 8th level for this adventure?
thanks for your help
I want to run my players to lvl 20, so I will be increasing the CR of the AP as we go. I am doing their 1st level via email as individual encounters where they meet the late Prof. At the end (beginning of AP) of their prologue they will be lvl 2 and gain the additional traits feat one of which must be the AP specific trait the want and I base their email adventure on.
You might want to add something like sidestep from Bo9S. it allows you to avoid a charge and the foe keeps moving past you, I believe. (its been awhile since I've looked at the book. maybe instead of once per encounter, cha or dex mod/per encounter or anytime charged by a target he has sucessfully provoked... please post what you come up with, I'd love to see it
I always have a background career written into my backstory along with choosing my first level skills & equipment according to what would be appropriate for said job. My character starts out doing something involved with my chosen profession when the story allows. I think it helps make my PC more 3 dimensional.
Krome wrote:
+5
Nebulous_Mistress wrote: Something based entirely off of improvised weapons. Nobody messes with a monk wielding a ladder. +1 this would be moo gi gong, anything is a leathal weapon in their hands. It could build off catch off guard and throw anything. Maybe give scaling damage for improvised weapons
+1 to a non spell casting shapeshifter, maybe mix wildshape with the shapeshifter and infiltraitor abilities from the ranger archtypes... I would still love to see something akin to the Jack of all Trades in the black company guide book. High skill points, bonus feats, and the ability to "copy" other peoples skills/feats.
Sevus wrote:
actually, It's like a transparent, rectangular shield which hovers at a 45 degree angle a few inches above his face so that he is immune to all sneeze atacks....
Kadeity wrote:
+1 though I would limit it to thrown weapons
Bloodlines: I don't want to see too many, but would love a shapeshifter/doppelganger one. custom ediolon: I would love an option where you get x points to set stats where you want them. that way if you want to play as if the ediolon is your decesed mentor/lost sibling he doesnt need to start with below average int and average wis & cha. the Magus: I can't wait to see how Paizo handles this class rituals: a non-combat low level spell ability usable by anyone trained in spellcraft
This is only my 2 cents, but as a pathfinder player/gm, a member of an AG church, and a licensed minister, I felt like I should chime in. People who claim DnD, Pathfinder, etc are evil and promote the devil, are uninformed and ignorant. It, as previously mentioned, is a stigma attached to the genre in the 80s by Chic Traks and other fundalmentalist groups. These are also people who believe that any tattoo is a sin(the bible only speaks of getting tattoos as a sign of witchcraft as wrong, not all tattoos), that halloween is a strictly pagan holiday,that christmas and easter have no pagan influences whatsoever(ALL holidays have both pagan and christian influences in thier traditions), that picketing abortion clinics is what Jesus would want them to do(the only people Jesus ever spoke out against we're the ones who were chastising the people they thought were wrong and acting holier than thou), and are just as in line with Gods message of love as the christians who perpertrated the crusades and the inquisition. There is nothing wrong with the game in and of itself, thier main complaint is the use of magic and level of violence (combat and spells are the bulk of the rules system) Ironically these same people wholeheartedly support the chronicles of narnia and the lord of the rings. both of which are filled with violence and magic. even the bible is filled with violence and early christians(including the apostles generation) practiced what the bible and todays believers would call magic. can it be taken too far? yes. anything can. as long as you remember it is just a game, and are of an intelligence level that you are capable of seperating fantasy from reality, there is absolutely nothing wrong with playing the game. again, this is ONLY my opinion on the subject, and if I have offended anyone here and thier beliefs, I am sorry, it was not my intent. this is a subject which I am fairly passionate about. both this specific one, and also the broader one of misinterpeting and/or misconstruing the gospel to promote your own beliefs.
I played a rogue as a lawful neutral detective ala Sherlock Holmes. He used SA as "reading his opponent" I also had a bard as a friar, and a fighter without weapons. He had improved unarmed strike, catch off guard, throw anything, improved improvised weapons and the combat expertise tree. He studied Moo Gi Gong. (A real world martial art which uses anything laying around as a viable weapon.
I would have him create the spell in game, make his character do the research, design the spell from a flavor standpoint, and make a spellcraft check to create a new spell. if he fails the check he has to do more research, try different material/verbal/somatic components and try again no less than a week later
I recently moved from Az to Ca and can't find any gamers out here, I decided to run a play by email game with my group back in Az because I want to keep gaming and I want to keep gaming with them. I'm just wondering, how would you handle combat in a play by email without it taking forever. For my group we tend to be around 75% RP/25% combat, but I don't want the combat to take up the majority of the emails.... Thanks in advance for any advice, its greatly appreciated
Intresting take, Nighttree. but I have a deeling Paizo will not go that route as it might step too much on the Wizard and his school abilities. I'd like to see the "reserve feats" as class features that the Magus could learn along the way, maybe not all, but most I'm thinking like levels 1,4,8,12,16,20 that gives him 6 of the available benifits,maybe every 3rd if they do the sub-schools too. I'd also still like to see the Magus get bonus teamwork feats and some class feature that lets him co-ordinate his allies even if they don't have the feats.
Enchanment could give the bonus to bluff & intimidate for purposes of feint and demoralize. Conjuration, since it covers teleporting, could give +5' movement to boost the spring attack types Transmutation could give the bonus to hit as the Magus morphs past the targets defences. Necromancy should only apply to "healing x hp to the Magus per hit, where x is the spell level or the damage done, wichever is less" if it does damage and heals it might be too much I like it. But the Magus should have to learn each individualy, I think. Like rogue talents or rage powers.
Possibly burn the spell, but I don't like the idea of sacrifice casting for fighting ability, maybe burn a swift action or move action depending an the bonus, or limit it to int mod + half level times per day ala' channel energy. The latter was my initial thinking with the x bonus being equal to the highest level spell of that type memorized.
What about class features akin to 3.5 reserve feats? The Magus could get them every 2 or 3 levels and choose them like a rogue does... For instance if they have a evocation spell memorized of 2nd level or higher they can add x to their damage, divination to add x to initiative, a teleportation spell to be considered flanking from an adjecant square, abguration to add x to ac, polymorph to gain reach, etc. What do you guys think???
Good points all, I don't want the Magus tobe completely dependent on others (have allabilities tied to allies) but would like to see a few be. Kinda like the reverse of the Inquisitor, who can easily stand on his own, but can use his allies to benefit him. I would like to see himstand on his own but be able to up the efectiveness of others. maybe that should be a battle bard. ah well, given Paizo's record in class generation, I'm sure I'll be pleased with the outcome. to date they haven't let me down.
I don't see the Magus as a battlefield controler but more of a combat tactician, ala' captian america or even the marshall and warlord classes. Who, while wading into the battle, can co-ordinate his teammates to their upmost potential. I would love to see the Magus gain bonus teamwork feats and be able to impart those abilities to his allies. Maybe even an ability to somehow grant allies extra benifits or uses to their class abilities. maybe burn a spell to give a bonus to a class ability equal to the spell level or an additional number of uses of an ability equal to one half the spell level... Just throwing some ideas out there...
For detect magic give it to them @ the same time as a pally gains detect evil. Also check out the 3.5 tome of magic, there is a race in the binder section which had abilities to temporarily "turn off" magic items, turn spells back at the caster, etc. There was also an anti-magic prestiege class in the old complete warrior. |