Harrowed Summoning

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Yes, finishing right now.

Definitely playing a warpriest - I'm working with moon-theme - in a traditional sense, not dragonlance god-sense

I also have to check the books allowed because Pathbuilder allows EVERYTHING...


Drakkor Redmane wrote:
Im a monk.

I missed your character somewhere then.

Still, warpriest...fighty enough to survive without divine power for some time, having divine power later (potentially)


No rogue in the party, but I'm playing one in another campaign so I wouldn't...monk can be a trap finder, so let's go with that :)
Male half-elf oracle 1/paladin (oath of vengeance) 4
Half-elf wizard 4/ Wizard of High Sorcery [Red]
Crack-jawed Ahto: Male Human, Brawler 2/Slayer 3
Kelladra Voss: Female Half-Elf Fighter 2/Bard 3

brawler/slayer will overlap some...warpriest, maybe, possibly unarmed...I'll think on it today and play a bit with pathbuilder, by tomorrow there will be something


Thank you, I didn't receive update that there was a response.

Two possibles -
Mul monk?
Or simple human...occultist? collecting things "from before"

Whatever fits better since I'm one of the last...


Do you still have place for 1 extra?


Basdemar wrote:

I'm looking for a game too, I recently "got abandoned" with Koldemar fighter natural attacker (kinda advanced kobold)

Since I'm last here, I am willing to play whatever the party needs

But if I can chose, I'd go with an alchemist :)


I missed this by a week. Consider this an interest post. If you need a replacement character let me know.

Thanks
P.S: you can contact me on Enworld as Neurotic or directly via email sinisa_hajnal (at) yahoo

I check these forums about twice a week, but when in a game, I post regularly


Sleight of hand: 1d20 + 13 ⇒ (17) + 13 = 30
Perception to notice cheating: 1d20 + 9 ⇒ (18) + 9 = 27
Perception to notice danger: 1d20 + 9 ⇒ (2) + 9 = 11

So focused was he on the game that he barely looked around - following the cards, rules and interractions of the players.

With his expertise in misdirection he could easily spot those who used same tricks in the game.


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karlprosek wrote:
Also, does this team of (ex?) smugglers have a name?

Misfits?

Savers of the day?
Riverguard
B.A.D. company ( just need to come up with rhe meaning Basdemar Alfric... :) )
Good squad
Lodestones of trouble
"That's them" company
"Don't run" party

Common things like
The irregulars
The black sheep
Wild cards
Menagerie
Scales/Talons/Fangs/other sharp body parts
The untouchable

Basdemar specific:D
Shedder and the company :p
Knights of the kobold
Order of Silverwing


"No pure rogues/bards" - well, we barely had any casters for the first week of discussion - with alchemist and vigilante and various hybrid classes covering skill monkey role and with a trait that gives trapfinding...I don't think we *need* pure.

We have warriors, divine arcane casters, and rogue equivalents. We're good.

Karlprosek, I didn't ask earlier, but are monster feats OK? Kobold can take improved natural attack / natural armor / multiattack etc?


If we are smuggling group I'm going with Neutral Good


Any suggestions for the feat? Plaon old dodge? Weapon spec? Improved natural attacks? Something else?


@karlprosek, I took some liberty with Mikmek. If you would like to distance Mikmek add this to Bademar story: at one point, Basdemar walked along the street as instructed by Mikmek ("meet me at Parched sailors tavern. No armor. No weapons.". Night. Dangerous neighborhood. And there were 3 attackers on him and two snipers. While Basdemar fought for his life with the assassins on the streets, Mikmek killed one of the snipers even before the trap was sprung. Basdemar shredded the first attacker, took some wounds, dealt back worse and won. Only to be hit by a bolt, poisoned of course. Mikmek didn't silence the second one in tine and Basdemar barely made it. The idea, Mikmek explained later, was to draw his potential assassins in the open and deal with them. With Basdemars toughness spy master judged his and his protégé chances very good. But underestimated the assassins' group strength and had to scramble to stop the second sniper.

This shattered the trust younger kobold had in the older. While still friendly, they are nit as ckose as they once were.


Daemariel Fiondi wrote:


2) Instead of Force Sword I could take Telekenetic Strikes, which would allow Basdemar's unarmed attacks or natural weapons to deal an additional 1d4 points of force damage on each successful unarmed melee attack, as well as getting the free Trip attack on each successful strike.

giving SOMEONE that free trip ability AND Haste just seems like a good call, no?

I wouldn't mind having the trip especially one not affected by size :)

That said, I'd need extra damage only if I lose agile enchantment. I think I do good damage on full attack. BUT, if initial attack prones the target, they are not going anywhere later. And I will fight every fight on foit.


https://wildkingmaker.obsidianportal.com/wikis/combat-feats

Uhhh...weapon finesse is no longer in use! I get extra feat! :)
I just read "main takeaways" from karlprosek, now I'm scouring obsidian portal ... woo hoo!


Also, "Green knight" might have something to say about overlogging :p


Kellen Spirittalker wrote:
If everyone's down I think its a cool concept, or we can run as ex-smugglers - referring back to the Han Solo is Chewy's dog theory brought up earlier.

I'm fine with smuggling crew - kobold would naturally gravitate toward shady crowd because upstanding citizens would be...wary...to say to least. And I have underworld links in the story. I'm LG mostly due to Apsu being LG...but I'm not a priest or anything like that.

So, NG would be no problem, and G and smuggling can go together as long as we don't smuggle slaves or some such.

@karlprosek thanks for the ruling, much easier when one knows what is required - especially with english not being my first language.

History of misunderstanding:

As an exlplanation and apology, a bit of my gaming history :)

At one time I played spellthief who can sacrifice sneak attack dice to steal spells and SR and similar stuff...

There is a list 1d6 for the spell, 3d6 for lowering SR...
I didn't read anywhere that it is OR-OR, so at one point I attacked and 'lost' all my dice to steal a spell, spell-like and ongoing spell. And DM blocked the move saying I can apply only one effect.

:) As far as I know, there isn't official ruling that it is NOT allowed


Sorry, I don't see it. They just bold the fact that it is limited to once PER five levels not EVERY (as in exactly) five levels.

I'm fine with whatever ruling, just to know if I get it sooner than 10th FIGHTER (which will be 12th CL since I will have at least 2 monk levels)

@karlprosek, at 10th level I can take Draconic Paragon kobold feat which makes my wings fully functional. One of the prerequisites is Gliding wings feat...but I already have Gliding wings racial trait...does that count?
RAW, I have to have the feat since it is in the prerequisites, so this reserves my 9th level if I have to have it.

Again, I'm fine either way, just need to know :)


Rules (or rather language) question:
Advanced weapon training feat says: prerequisite 5th level

Special: you can take this feat multiple times, but at most once per five fighter levels...

Now, in my language it would mean I could take it once on levels 1-5 (but due prereq at exactly 5th level)

Once over the course 6-10 level, but NOT NECCESSARILY at exactly 10th level
Same for 11-15 etc...

Now, could I take it at 9th and again at 11th level? My friend in Ireland argues that it can be taken only on 5th, 10th, 15th levels...but it says one per five levels, not at exactly every fifth...

Help?


Kellen Spirittalker wrote:
I've made some changes, swapped around some gear, and updated as much of a background as I could with a link to Levn :D

I've read the history...just one neatpick. Flying fox actually exists as an animal on Earth. It is especially big species of bat.


i.jason wrote:


A couple of notes: 1) The kingdom/Duchy is Veteris. Pâza is the capitol city. 2) It almost seems like, if everyone has a connection to Levn, that we could easily be Levn's smuggling "crew..." :-)

I would like the post if there was an option.

But with two LG characters...smuggling...I could easily be NG, but still.


karlprosek wrote:
** spoiler omitted **

They are in races revised or something like that. I've sent you full text in the mail along with the character.

Also, for Armor penalty, I'm a fighter, I get Armor training which lowers it by one (at this level)


karlprosek wrote:


Sorry I forgot, I should have warned you.

Meh, retyped in notepad++ so I have a backup. Backstory is up, I need to put some stats in and it's done


I just spent half an hour typing in the profile and then saving it said I backtracked too far?!?! and lost my text...what happened? Session timeout?


karlprosek wrote:
** spoiler omitted **

It is possible that the stats on the sheet don't align - I think I put STR 1 higher because the sheet doesn't take load bonus from masterwork backpack into consideration and odd number doesn't increase to hit or damage.

I put +1 from 4th level into DEX and I get -2 STR, +2 DEX, +2 CHA from race. That may be the confusion - Koldemar are "PC kobolds" losing great weakness which is -3 racial points giving them normal stats.

I will put all the details by the weekend.


Torilgrey wrote:
** spoiler omitted **...

Erm...I have rare material medium armor that costs 8400 - it is non-magical, but the material (Noqual) adds +8000 :(

Should I change into something more common?


Found it!

The PostMonster General wrote:
Quoted material here....

This is bold and italics and strikethrough.

Go to Paizo Inc.

Contact customer.service@paizo.com

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This is bigger and this is smaller.

This is out-of-character commentary for play-by-post threads.

Movie plot spoiler:
This is a spoiler, such as revealing who really did frame Roger Rabbit.

Perception: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 2 + 1d4 ⇒ (3) + 2 + (2) = 7 This is a dice expression.


I've never played on paizo. So technicalities:
How do we post our characters? PDF sheet somewhere? Specific template on RG?

Also, is there built-in dice bot that has to be used?


Question: at what level do those scaling feats scale? At the same level where it would be possible to take the greater version?

We are VERY light on spellcasters. Not just wizards and clerics, but ANY casters. I've played with flagbearer bard - his buffs were something to remember :D


"New player" here - I've reserved fighter place - but I'd LOOOVE flanking buddy :D


Jae Wolftail wrote:
Kobolds have an alternate racial trait that gives them a bite attack in place of their +1 natural armor. At 1 BAB you can grab Tail Terror. Once you obtain Skill Focus(Fly), 13 STR, 8BAB, and Draconic Glide, you'll be able to grab Powerful Wings, which grants you 2 wing attacks. As for class selection, Alchemists, Barbarians, Bloodragers, Druids, Hunters, Rangers, Skalds, Slayers, Summoners, Vigilantes, and Warpriests all make good choices, though almost any class can grant some form of natural weapon.

Thank you for the ideas, I didn't know some of those classes give claws. I know about other feats,vlast is the build I want, but with kobold penalties, it is Hard.

Classes all have the same problem. Namely, I'd like claws from first level so I can go pure fighter. That way, at 9th level I get +2 to hit and damage and apply all feats to all natural weapons. Any delay in getting claws delays that progress.

I think I'll go TWF route until such time I can afford magic item claws.


SheepishEidolon wrote:

If you don't want to spend class levels but money:

7,300 beaststrike club +1 for one attack (but turns your other natural attacks into secondary, appearantly)
12,500 amulet of the blooded (abyssal) (as written, you can call your claws unlimited times per day, but they won't scale with level)
2* 6,400 clockwork arms (source: Plunder and Peril, just secondary attacks though)
22,500 for burrowing claws via fleshcrafting (but it's a risky process)
2 * 20,000 demon talon implants (but might be tough to get and damage your Con till healed)

So each solution has its issues.

A few more things about Aspect of the Beast:

a) Slayers can get combat styles too.
b) If you prefer druid (unlikely, but for completeness): Level 4 gives you wildshape, unless an archetype delays it / trades it out.
c) Ranger might be able to pick it up on level 1, depending on the GM's ruling:

APG wrote:
A ranger who selects the natural weapon combat style can take this feat without having to meet the prerequisites (even if he does not select Aspect of the Beast as a bonus feat).

Good items, but expensive for level 1 :-)

Ranger needs to select his combat style first - at 2nd level.

I'm resigned to ranger levels :(


Chess Pwn wrote:
For always present claws you can go 2 level of ranger to get/qualify for Aspect of the Beast

Yes, I know. Thank you for the suggestion, but that was said in the original question. I'm looking for a way to have them from the start - i.e. take adopted (catfolk) and Sharp Claws alternate racial (just an example, I think it is not legal because it isn't race trait, but alt racial)


I'm trying to make mini-dragon out of kobold chasis. I know I can get bite (alternate racial), tail (feat), wings (multiple feats)...but I cannot find a way to get always on claws except for 2 levels of ranger.

Is there another way?


How do you roll here?