I play a sword and board paladin that uses two-weapon fighting in Pathfinder Society.He has an AMAZING AC,great damage(especially against evil),and criticals quite a bit.If you are allowed traits and you use this build,take this Sarenrae trait in the APG that gives 2 extra damage on criticals(I don't have the book on hand..).
If you are just going to use two weapons,use either tri-bladed katars or the wakizashi.You can be a half-elf and take the alternate racial trait to get EWP with either one.
Your stats for a 20 point buy should be Strength 17,Dexterity 15,Constitution 14,Intelligence 7,Wisdom 8,Charisma 15.They're petty MAD.Increase Strength at 4th,Charisma at 8th,and continue in that pattern.Buy an Ioun Stone or stat belt to get your Dex up to the levels required for ITWF and GTWF.Good dips are either fighter or samurai.Samurai you should take at 1st level if you want to use wakizashis.
Feats should look like this:
L1:TWF
L1(Half-Elf):EWP(Tri-Bladed Katar)
L3:Double Slice
L5:Power Attack
L7:Improved Two-Weapon Fighting
L9:Improved Critical
L11:Two-Weapon Rend
L13:Critical Focus
L15:Blinding Critical
L17:Lightning Reflexes
L19:Combat Reflexes
At our table,we normally use cards to represent buffs and the like;we fold index cards in half and write the cards effects on them.Ex:"Inspire Courage,+1 attack,damage,and saves vs fear."
I'm guessing newcomers won't be attracted to this thread,because it already has so many posts.Perhaps you want to start a new thread asking for more players?
Alright then.I wasn't going for anything that breaks the game(well,not more than is done so in this thread anyways :P ).It was basically a class that Dervish Dances at range.
I could be new;what Invasion,btw? I haven't had the time to read through all the gameplay thread.
Being new,however,doesn't mean I can't help,does it? I would really like to try and sneak off a bit and try and figure out what's going on.I'm not sure if that's safe....especially considering I've joined during an invasion.
It would be slow combat,but it could work,and it sounds interesting.
Could tribes form alliances?
A few suggestions:
*If you have divine spellcasters,they each must choose a 'totem'.Basically,it is their domain,but refluffed.The tribe must try to exemplify that totem in combat(Ex. Bear Totem warriors must be strong and tough,Eagle Totem fast and perceptive,Cat Totem agile and wiry,etc.)
*I suggest that barbarians get a bonus on morale checks while raging.
*Fighters should probably only be allowed to wear medium or lower...I just can't picture a bloodthirsty tribal warrior charging towards you in stone armor.
*Clerics do not worship gods;they worship animal spirits.
Are we going to run the whole tribe? Is there going to be a food/resource mechanic? If so,let's say there are 10 people in each tribe.You,3 warriors,and 6 laborers/workers.Each person must eat 1 food each day.You can assign a certain number of people to scavenge each day;they must make a roll and see how much food they scavenge.
Between battles,you can roll Craft checks to try and make your own weapons and armor.
Alright,I don't feel like reading all 220 posts,but offense can only be the best defense IF you can instantly kill everything in sight as an immediate-and I'm guessing if you can do that,you can see invisible creatures and have x-ray vision.(AKA epic wiz :P)
I plan on going Rogue(Burglar) 5/Bard 1(Dawnflower Dervish)/Pathfinder Delver 4/Pathfinder Chronicler 2.
what sort of rogue are u thinking? I don't wanna step on ur toes with my Ninja. If I go that route, I am thinking full 13 levels in that, very infiltrator based.
Otherwise, I'll do the same, but as a caster.
I really don't care what you play;I am completely skillmonkey,largely scout-based.I have little to help with in combat other than swinging a scimitar for 1d6+4 a round.It could actually be nice to have a fellow scout so I don't die alone :P
Kethrar views Corellon primarily as the god of creation and magic.Kethrar take this is in a different way than most elves(as he does with all things),and believes Corellon would like his followers to mix magic with technology.
Ummm....okay,so without anything but damage bonuses,let's say 10 of those hit,the damage would be 30d6.A +10 enhance bonus(I kno I'm not getting it :P) for an extra 100 damage,plus 20 from Strength,plus 50 from Dervish Dancing,plus 1d6+3 for TWR,and if I crit on any(which I probably will with a 15-20 crit range),it does 2d6 bleed damage and staggers them.
I won't be doing that,however :P
My old build was doing 3 attacks at 3d6 each... >_< if I crit,that would be 2d6 bleed.
Also,would it be alright for me to carry a few items that I have already crafted in my travels?
Here's my character,by the way.
I'm still getting my feet wet with the artificer; are the items you want your power sword and battle harness? If so, that's fine with me.
I took a quick look at your characters' stats, to my math they came up to a 30 point buy. Could you go over them again and see if you can get them down to 25? Thanks!
Yes,the items I want are my Power Sword and Battle Harness.
Also,I'm counting racial bonuses in my ability scores...is that how you got 30? I counted it up again and got 25.
I would love to play;however,I'm not very familiar with the realms setting.Could I have a little more backstory,or a link where I could find some? Also,can you list the gods and their domains?
I'll be a skillmonkey Rogue(Burglar archetype).Probably Half-Elf,going Dervish Dance.
Shade has always loved the thrill and excitement of traps and puzzles.He's always wanted to go on an adventure;until now,he's made his livings off of stealing from houses and fencing it to the local thieve's guild.
One night,the thieve's guild sent him a letter.It said,"The Breaching Festival is upcoming...you are one of my most favored...'staff'.I would like you to participate in it....among the riches from completing the challenge,I will award you ownership of the guild.I am getting old,and need a younger soul to take on such adventures as these.
-Headmaster Shaarash"
There's my short bit of backstory...wil try to get more in later.
No,you stack Rapid Reload with alchemical cartridges.IMO,the Pistolero gunslinger is the way to go.They get multiple attacks,and they can even dual wield if you want to dip two into alchemist and get bombs as well as the Vestigial Arm discovery(reload with that arm).
Go Human.At 1st level,pick up the feats Rapid Reload and Point Blank Shot.Since you'll be attacking touch AC,not having precise shot won't be as horrible as it would be for an archer.At 3rd level,pick up Precise Shot,and if you want to dip a level into fighter for your 3nd level,pick up Deadly Aim;as a full BAB class,taking a -1 penalty to attacks is no problem.
Your stats should go:18 Dex,16 Wis,12 Con,8 Cha.
Skill-wise,Perception is a must,and Acrobatics is nice to tumble out of melee.
URG,really sorry,haven't even been to high school yet so I don't know.I might say that a few times.
Cool.I guess I'll try to ease my way into gameplay soon now,I'm almost done with my character...unless you have a specific plan for how I fit into the current story.
Can my magical sentient scimitars have the keen property?
After he defeated his opponent in the duel,he felt a knife cut him across his back.He gasped,and dropped to the ground.
Next thing he knew,he woke up in the university,with someone(the headmaster?) next to him,looking at him curiously.After a brief conversation,the headmaster gifts him with a mithral breastplate,saying this would be better for protection than simple leather armor.This is probably where he joins the university.
Alright,I'll probably make him level 16(he has been training for over 50 years!).
He will have a quiet personality,but will still have a presence.He prefers to let his swordplay speak for him.He does not know what happened to his parents;he just found himself in the forest one day,with nothing but two scimitars at his sides.Somehow,he taught himself how to survive,and taught himself swordplay.
One day,he decided to venture out,and got challenged to a duel.Not only did he manage to defeat his foe,he did it in two hits.(Maybe this foe was a student?) I'm assuming the university then found him,and asked him to join.He would accept,having always wanted a home.
I was planning for his blades to actually be sentient,yes,even if it was just in his own mind :P
Grenz
Male half-orc bloodrager (urban bloodrager) 1/fighter (varisian free-style fighter) 1/unchained monk 2/warpriest 1
LG Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 18, touch 17, flat-footed 15 (+1 deflection, +2 Dex, +1 dodge, +1 natural, +3 Wis)
hp 40 (5 HD; 1d8+4d10+7)
Fort +12, Ref +7, Will +9; +2 vs. paralysis and stunning, +2 vs. sleep
Defensive Abilities evasion, sacred tattoo[APG]
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Offense
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Speed 40 ft.
Melee unarmed strike +10/+10 (1d6+5) or
. . mwk cold iron brass knuckles +9/+9 (1d3+4)
Ranged sling +6 (1d4+4)
Special Attacks blessings 3/day (Healing: powerful healer, Strength: strength surge), bloodrage (11 rounds/day), flurry of blows (unchained), martial flexibility 4/day, sacred weapon (1d6, +0, 1 rounds/day), stunning fist (2/day, DC 15)
Warpriest Spells Prepared (CL 1st; concentration +4)
. . 1st—bless, divine favor
. . 0 (at will)—create water, detect magic, guidance
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Statistics
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Str 18, Dex 14, Con 12, Int 13, Wis 16, Cha 12
Base Atk +4; CMB +8 (+10 grapple); CMD 25 (27 vs. grapple)
Feats Alertness, Combat Expertise, Dodge, Dragon Style[UC], Extra Rage, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Stunning Fist, Weapon Focus (unarmed strike)
Traits big game hunter, fate's favored
Skills Acrobatics +10 (+14 to jump), Climb +8, Craft (carpentry) +5, Diplomacy +5, Handle Animal +6, Intimidate +3, Knowledge (engineering) +5, Knowledge (history) +7, Knowledge (local) +5, Knowledge (religion) +5, Linguistics +6, Perception +12, Profession (gardener) +7, Sense Motive +12, Survival +10; Racial Modifiers +2 Intimidate
Languages Common, Giant, Goblin, Infernal, Orc
SQ controlled bloodrage, fast movement, foretold touch, orc blood
Combat Gear potion of enlarge person (2), potion of magic fang, potion of magic fang, wand of mage armor (50 charges), wand of magic missile (20 charges); Other Gear mwk cold iron brass knuckles[APG], sling, amulet of mighty fists +1, amulet of natural armor +1, ring of protection +1, bandolier[UE], bedroll, blanket[APG], carpentry tools, grappling hook, masterwork backpack[APG], silk rope (50 ft.), trail rations (5), waterskin, wrist sheath[UE] (2), 375 gp
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Special Abilities
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Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Bloodrage (11 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Controlled Bloodrage Gain lesser bonus split as desired, but without normal drawbacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Foretold Touch +1 (Su) Familiar gets bonus to attack and DC when delivering touch spells
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stunning Fist (2/day, DC 15) You can stun an opponent with an unarmed attack.
Scourge:
Scourge
Hedgehog (protector) (Pathfinder RPG Ultimate Magic)
CG Diminutive magical beast (animal)
Init +3; Senses low-light vision; Perception +8
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Defense
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AC 19, touch 17, flat-footed 16 (+3 Dex, +2 natural, +4 size)
hp 17 (1d8-2)
Fort +5, Ref +6, Will +1
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Offense
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Speed 20 ft.
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 1, Dex 16, Con 6, Int 6, Wis 12, Cha 7
Base Atk +4; CMB +3; CMD 8 (12 vs. trip)
Feats Athletic, Bodyguard[APG], Combat Reflexes
Skills Acrobatics +10 (+6 to jump), Climb +9, Diplomacy -1, Handle Animal -1, Linguistics +0, Perception +8, Sense Motive +4, Stealth +19, Survival +4, Swim +5
SQ empathic link, loyal bodyguard, spiny defense
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Special Abilities
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Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Empathic Link (Su) You have an empathic link with your master.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Spiny Defense As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.
Notes:
- Bethana works at the Rusty Dragon Inn - she was nice to Grenz when he went in to make amends
- You also over hear rumors that people are starting to get worried because a farmer was found mutilated on the south road just a mile outside of Sandpoint. While wild animal attacks are not uncommon in these parts, this one was far more brutal and savage.
- Sheriff Hemlock comes in the door looking frazzled. "I've just gotten back from investigating a body that was found on Market street the other night. Fights are not uncommon in Sandpoint, but they are very rarely lethal. This one was. He was Aldrus Vance, a dockworker. I did some checking and he seemed to have had some gambling debts, but the local crime is usually not into murder. According to Hannah, his wounds were all by fist. Someone beat him to death." He let that sink in before continuing."I think this was a message, but who for, I don't know. At first, admittedly, I thought it might have had to do with the pit fighting that I know goes on here, but Aldrus never had anything to do with that. With my position, it is difficult for me to ask questions in some places. What I would like is for you to see what you can find out among you. The hard part will be keeping it discreet. As you know, Sandpoint had an issue with a killer a few years ago. Considering recent events, I'd rather not the rest of the town gets worried. So far the goblins have been quiet after your assault on the Thistletop and none have stepped up to try and claim it, so far as we know. I don't know how long that will last, but I'll take my blessings where I can get them. That said, only you, a couple of my guards and Mayor Deverin knows of this. That and the people involved. Vance has family in town and so far, they haven't asked after his whereabouts. This concerns me a bit, but I don't believe his poor wife Gennie or his two young boys are capable of such a thing. Question them if you must, but be gentle."
As an afterthought, he says, "And Grenz, this would go a long way towards getting on my good side."
Back in her element, Milah smiles. "Whether or not you've done anything thus far, I feel like you could certainly help us out now. A man named Vance was murdered in the Shipyards, and his body was dragged elsewhere to throw us off the scent. During our investigation, we've found that there's a new group trying to make inroads in Sandpoint - the Bloody Knuckles. If you've heard of them, we'd like to know what you know; regardless, we'd appreciate your help in gathering information about them - through legal means, of course. We're specifically interested in who's pulling their strings, but other information might be helpful as well. There might be some necromancy or Pharasmin influence mixed up in this, as well. One way or the other, though - if you help us, you might very well keep some competition from even establishing a foothold here, and have to lift nary a finger."
Jubrayl leans back in his chair, taking another puff of his cigarette before answering. "Yeah, maybe I've heard of them. Some of my associates have dealt with them in the last few days. Not in a 'let's be friends' kind of way. I don't know who runs them yet, but I'm working on it. All I know is that they're not good for Sandpoint. That much is clear. We have enough to worry about with all the goblins in the area that you are supposed to be dealing with." He looks at Milah pointedly. "That said, I like the way you think. It sounds like you are planning on dealing with these Bloody Knuckles yourself. You work on that and I'll see to it that any information on them gets straight to you, no charge. Deal?
Jubrayl considers Milah and then the rest of you for a moment before answering. "Most of my associates remain anonymous, for fear of their good works being interfered with by n'er'do-wells. However one, I am sure you are familiar with already, is Podiker, at the Pillbug. See, he supplies some of my friends with medicine for when their disease acts up and when they don't have it, well, you can only imagine the pain they go through. Aliver got a talking to by some of the Knuckles the other day. He said they came in after you left for the evening. Seems they have other plans for his medicines. I'm not the type to let my friends suffer unnecessarily, so I've got some people looking into it. I also know this fellow here," he points to Grenz, "may be interested in a new fight coming up that these new guys are putting up contenders for. Next Starday night if my sources are correct. Other than that..." Jubrayl is interrupted by a young girl, about ten winters of age, bursting into the room. The men near the wall go for their daggers, but seeing Jubrayl stay calm has them ease the weapons back into their sheathes.
"Sweetie, I told you not to come in here when I'm with company. Now.."
"It's big this time, they took down a wagon!"
"Well, Milah and Friends, it seems we might have a new lead. Take them to the site," Jubrayl says to the girl. "I won't be upset if some of the Knuckles don't make it back alive."
Earnings and loot:
25sp working at the Rusty Dragon Inn
Red Fist’s magical handwraps = Magic Fang power at +1. (+1 to hit and damage with all natural weapons. )
writ good for five hundred sails