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Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

I'm fine with Point Buy over rolling but if everyone wants to roll, I'm flexible.

I am a fan of the Elephant in the Room rules. Given feats are received only every other level, having so many pre-req 'hurdles' seems unduly punitive to me. For instance, I have never ever used Combat Expertise except as a pre-req for other feats. That, to me, is bad game design. So instead of being able to do 'X' at 1st level, now I have to blow a feat slot on Combat Expertise at 1st (which I'll likely never use) only to grab 'X' at 3rd. My suspicion is many of the feat pre-reqs were designed with fighters (who gain a lot of combat bonus feats in addition to the regular ones) in mind - to slow down their chain-building. Unfortunately, that also impacts every other class. The choice is yours but, IMO, EitR is a good addition to the rules and isn't crazy powerful. It gives characters a few more options early on.

I'm also a fan of ABP BUT that does require a fair amount of in-game re-tooling for 'off the shelf' adventures so I totally understand NOT going in that direction. I do think your idea of adding flexibility to the body slots used for each item is a really good solution. There are a number of good belts out there so being able to turn your Belt of STR into, I dunno, Boots of STR... provides more item flexibility without forcing any re-tooling of treasure.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

So, I have a dot but my post doesn't show in the gameplay thread or my posts. It could be that you have to leave a post as the GM to officially launch the thread. But since my dot was achieved somehow, I'm not asking questions. :)

My build idea is a minor noble (Baronet) and Taldan patriot (of sorts) social reformer who wants to see the Senate gain power while the monarchy and aristocracy are reduced in their influence, even though that will impact him as well. He is also working to get in the Senate himself. (Trait: Senatorial Hopeful)

He backs Eutropia because she sees the need for change. She may not be willing to go as far as he wants to, but at least she is going in the right direction. He backs Alcasti because he'd be a useful ally if he regains his title. He is also in favor of Exaltation Day because raising a commoner to noble status is getting new blood into the anemic aristocracy. If any of the PCs are true nobles, he will definitely see advantages in allying with them, especially if they are also into social reform.

Personality-wise, he plays a fop, bon vivant, and court 'barnacle' to be underestimated while still gaining access. In reality, he’s a thoughtful man. If you are familiar with the story or movies, think Scarlet Pimpernel.

So my build idea is...
Rogue (Guerrilla archetype), probably with a dip into Slayer (Cleaner archetype - to cover his tracks), then Master Spy PrC.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Signing in for the greater glory of Taldor!


Shelyn bless us all, every one.


This is definitely an 'in-the-weeds' type of question but you have me curious.

Along with the courtly intrigues, sharp-tongued exchanges in lavish drawing rooms, and verbal fencing... will there be any actual fencing? Is this a dueling society where a heated exchange could result in a challenge to a duel, fisticuffs, etc.?


Critzible wrote:
Slowdrifter how are you with a character having a peg leg and other such disfigurements?

Slowdrifter prefers players with peg legs and disfigurements. ;)


Slowdrifter, is there any other question or topic you'd like each of us to address?

Slowdrifter wrote:
Glad to see so many teenagers and twenty-somethings here picking up the mantle for a system that *checks notes* hasn't been supported for the best part of a decade. /s =D

*snork*

I tend to avoid listing my age and gaming CV to sidestep "OK, Boomer" responses... but I will say I'm not a spring chicken either, more like old poultry. :P


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Character Pitch

Imagine the realm’s lowest titled noble (Baronet – not even a full Baron) from a tiny, backwater, and insignificant holding on the borders of Qadira. He naively comes to Oppara hoping to make his mark, become known at court, and possibly increase his fortunes. He’s charming but harmless, possessing only a hint of fashion flair and no real acumen for politics. The real courtiers almost pity the rube as he tries to ingratiate himself at court. Because they know his lack of a true title, dearth of political skill, and having a tawdry, hinterlands holding, all relegate him to being a 2nd tier hanger-on at court – at best. Poor thing… too stupid to know he’s done before he’s begun.

Now, imagine most of that is a well-constructed lie. Oh, the hinterlands property is real, as is his unimpressive station… but the harmless fop / naïve wannabe social-climber persona is just another set of clothing for him - that pairs well with silk sleeves. Let them underestimate him. Let them mock his hubris and doomed ambitions. He’s going to tear down this creaking, ancient, rotted structure of the hereditary ‘haves’ and the stepped-on ‘have-nots’. The best way, maybe the only way, to save Taldor is to identify the rot and chop it out – one way or another. Six thousand year of calcified aristocracy is enough. Overthrowing this ludicrous system of agnatic primogeniture and putting a reformer Grand Princess on the throne is a good first step…

His plan to this point has been going swimmingly, save for a single hitch… by the name of Lady Martella Lotheed. Somehow, the minx has sussed out that he isn’t quite so starry-eyed and hapless. Thankfully, she hasn’t tried to lean on him. He’d rather not be obliged to kill her.

I’m thinking the PC is a somewhat charismatic and charming Guerrilla Rogue moving into the Master Spy PrC (at an appropriate level)… skilled at deception, diplomacy, disguises, infiltration, and the thief-ly arts.


Hey Slowdrifter! Long time listener, first time caller… :P

I enjoy thoughtful RP, character interplay, and having to think (not roll) my way out of situations. I do like intrigue, machinations, and skullduggery. As I’ve never played this AP before, that makes it quite tempting as well. Admittedly, I tend to prefer a pretty even mix of RP and tactical combat. So, if you are looking for truly die-hard RPers, I may not be the best fit.

That said, there are some interesting character class, archetypes, and social class possibilities that are well-suited to this campaign that I either haven’t ever played or haven’t played in decades. I think that will keep it all ‘fresh’ for me… and I have a knack for finding things that will keep my character entertained.

So, with those honest caveats, I’ll throw my hat in the ring.


I get there are class restrictions - largely core classes but not their unchained variants, etc. Does that impact what books we can draw feats from... or are any Paizo-official feats still allowed?

Stat 1: 4d6 - 3 ⇒ (5, 3, 4, 6) - 3 = 15
Stat 2: 4d6 - 3 ⇒ (5, 6, 4, 3) - 3 = 15
Stat 3: 4d6 - 1 ⇒ (1, 6, 4, 4) - 1 = 14
Stat 4: 4d6 - 1 ⇒ (1, 2, 3, 4) - 1 = 9
Stat 5: 4d6 - 1 ⇒ (1, 5, 2, 5) - 1 = 12
Stat 6: 4d6 - 2 ⇒ (4, 6, 5, 2) - 2 = 15
Rerolls: 3d6 ⇒ (2, 2, 1) = 5
Reroll of Reroll: 1d6 ⇒ 1 seriously?
Reroll: 1d6 ⇒ 3

Adjusted Stats
Stat 1: 5 + 3 + 4 + 6 - 3 = 15
Stat 2: 5 + 6 + 4 + 3 - 3 = 15
Stat 3: 2 + 6 + 4 + 4 - 2 = 14
Stat 4: 2 + 2 + 3 + 4 - 2 = 9
Stat 5: 3 + 5 + 2 + 5 - 2 = 13
Stat 6: 4 + 6 + 5 + 2 - 2 = 15


GM Nightmare Knight wrote:
@stormraven, Initially I avoided it, but I'm not worried about doubling up with replacement PCs. If you want a trait that's already present, hakuna matata.

Thanks. I'm thinking through some class/trait/feat options and should have a solid idea and a pretty close-to-done build tomorrow for consideration.


Tempting... quick question. As it looks like you divvied up your previous candidates (somewhat) by campaign traits, should we be avoiding those campaign traits already used by the existing team? Are you hoping to get another 'Foreign Opportunist' into the mix?

1d4 + 10 ⇒ (2) + 10 = 12
1d4 + 10 ⇒ (1) + 10 = 11
1d4 + 10 ⇒ (4) + 10 = 14
1d4 + 10 ⇒ (3) + 10 = 13


You mentioned Dragonchess in the Guide. Assuming we can jump into a game at Lazare's (or elsewehere) what's the mechanic behind it? Could I put a skill point or background skill point into it? Is it a straight INT roll? Or something else?


Is there any sort of personality types you gravitate toward or don't feel are appropriate for the campaign? Do you prefer 'Grob the fighter who likes to fight' or do you appreciate characters with more nuance?

I'm thinking of a periodically spooky, not 100% rational, dual-cursed (Haunted & Clouded Vision) Life Oracle. She's the 'weird girl' in town who is tolerated because of her healing skills and is largely considered harmless but just a 'bit off'.


I apologize if I came across as pushy. I’m just very curious to see what you have cooking in the kitchen.


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Peeks through the soot-stained window like a Dickensian urchin to see if Slayde is at his writing desk.


My characters are solid... I'm the riff raff here! :P

I am super-curious to see what kind of build parameters Slayde has in mind... and I pray ardently that Twilight never appears in the recruitment thread. There are some Hells I won't venture into!


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Albion, The Eye wrote:
Why not just choose from the interested ones in this thread? Recruitment done! ;)

I have some theories on that...

Theory 1:
Slayde wants to weed out the 'riff raff'. And I include myself when I say 'riff raff'. :P

Theory 2:
Slayde has a 'unique' vision for the game which may not appeal to all players. IIRC, AoW starts out in a rough mining town ruled by wannabe robber-barons. Slayde's campaign focuses on the children of the ruling elite... so we're talking angsty teen drama and acne mixed with undead in a world of greed and empire building shenanigans set in a Mining High School.

It's 'Yukon Gold' meets 'Twilight'... which makes the build parameters pretty specific. The only playable races are Human and Dhampir. And while it is a 25 point build, no character can have a CHA of less than 16... because everyone in Twilight is impossibly pretty. :D


I'd say Age of Worms. Runelords appears on these boards a lot. I can count on one hand the number of AoW games I've seen here in the last 16 years.


Cash: 3d6 ⇒ (4, 6, 1) = 11


Bigrig wrote:
You didn’t expect to inherit anything from Professor Elias Farnwright. You barely knew the crazy old man, or if you did it was strictly a professional relationship with him through your time at Columbia University.

Couple of questions...

What was Farnwright a professor of?
What year is it exactly?

I'm looking through a long list of occupations (presumably from all the supplements, etc.) You said we are 'everyday people'. Should we avoid really odd occupations like 'zookeeper'?


OK, I totally screwed up the book-blessed order of the rolls. Here is what those previous rolls should have produced, along with the Luck roll I just plain missed.

STR: 5 + 5 + 2 = 12x5= 60
CON: 5 + 5 + 2 = 12x5= 60
SIZ: 1 + 5 + 6 = 12x5= 60
DEX: 6 + 3 + 5 = 14x5= 70
APP: 2 + 5 + 4 = 11x5= 55
INT: 3 + 5 + 6 = 14x5= 70
POW: 6 + 3 + 1 = 10x5= 50
EDU: 6 + 1 + 6 = 13x5= 65
LUCK: 3d6 ⇒ (6, 4, 5) = 15x5= 75


I don't know much about CoC but I love the genre. I'm in. Let's roll duh bones...

STR: 3d6 ⇒ (5, 5, 2) = 12x5= 60
CON: 3d6 ⇒ (5, 5, 2) = 12x5= 60
DEX: 3d6 ⇒ (1, 5, 6) = 12x5= 60
POW: 3d6 ⇒ (3, 5, 2) = 10x5= 50
APP: 3d6 ⇒ (5, 4, 3) = 12x5= 60
EDU: 2d6 + 6 ⇒ (5, 6) + 6 = 17x5= 85
INT: 2d6 + 6 ⇒ (3, 1) + 6 = 10x5= 50
SIZ: 2d6 + 6 ⇒ (6, 1) + 6 = 13x5= 65

I think I rolled them in the correct order... let me know if I did any of that wrong.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Back in the 1E Kara Tur days, I did kill an enemy with a pair of chopsticks. So anything is possible. :P


Gotta roll the bones…

Set #1
4d6 - 2 ⇒ (4, 2, 5, 4) - 2 = 13
4d6 - 1 ⇒ (5, 2, 1, 3) - 1 = 10
4d6 - 2 ⇒ (5, 2, 3, 4) - 2 = 12
4d6 - 2 ⇒ (2, 6, 2, 6) - 2 = 14
4d6 - 1 ⇒ (6, 4, 1, 2) - 1 = 12
4d6 - 1 ⇒ (1, 2, 1, 4) - 1 = 7
TOTAL: 13 + 10 + 12 + 14 + 12 + 7 = 68

Set #2
4d6 - 2 ⇒ (2, 6, 5, 6) - 2 = 17
4d6 - 1 ⇒ (4, 3, 2, 1) - 1 = 9
4d6 - 2 ⇒ (3, 2, 2, 3) - 2 = 8
4d6 - 2 ⇒ (2, 6, 4, 4) - 2 = 14
4d6 - 2 ⇒ (3, 5, 2, 2) - 2 = 10
4d6 - 1 ⇒ (1, 1, 6, 3) - 1 = 10
TOTAL: 17 + 9 + 8 + 14 + 10 + 10 = 68

Set #3
4d6 - 2 ⇒ (4, 2, 5, 3) - 2 = 12
4d6 - 1 ⇒ (3, 5, 6, 1) - 1 = 14
4d6 - 1 ⇒ (1, 1, 1, 1) - 1 = 3
4d6 - 5 ⇒ (5, 6, 5, 6) - 5 = 17
4d6 - 1 ⇒ (3, 1, 2, 6) - 1 = 11
4d6 - 2 ⇒ (4, 4, 2, 4) - 2 = 12
TOTAL: 12 + 14 + 3 + 17 + 11 + 12 = 69

Seriously? OK, I’m going for the record…

Set #4
4d6 - 1 ⇒ (2, 2, 1, 5) - 1 = 9
4d6 - 1 ⇒ (1, 6, 5, 2) - 1 = 13
4d6 - 3 ⇒ (6, 4, 3, 5) - 3 = 15
4d6 - 1 ⇒ (4, 2, 4, 1) - 1 = 10
4d6 - 1 ⇒ (3, 4, 1, 3) - 1 = 10
4d6 - 2 ⇒ (2, 4, 5, 3) - 2 = 12
TOTAL: 9 + 13 + 15 + 10 + 10 + 12 = 69

Set #5
4d6 - 3 ⇒ (3, 3, 3, 3) - 3 = 9
4d6 - 2 ⇒ (4, 2, 2, 3) - 2 = 9
4d6 - 2 ⇒ (2, 2, 2, 3) - 2 = 7
4d6 - 1 ⇒ (5, 1, 4, 6) - 1 = 15
4d6 - 2 ⇒ (4, 6, 2, 3) - 2 = 13
4d6 - 2 ⇒ (3, 5, 3, 2) - 2 = 11
TOTAL: 9 + 9 + 7 + 15 + 13 + 11 = 64

Set #6
4d6 - 3 ⇒ (3, 4, 6, 6) - 3 = 16
4d6 - 2 ⇒ (5, 6, 5, 2) - 2 = 16
4d6 - 1 ⇒ (2, 3, 2, 1) - 1 = 7
4d6 - 1 ⇒ (6, 1, 3, 3) - 1 = 12
4d6 - 2 ⇒ (6, 6, 3, 2) - 2 = 15
4d6 - 2 ⇒ (4, 6, 5, 2) - 2 = 15
TOTAL: 16 + 16 + 7 + 12 + 15 + 15 = 81 Winner at last!


No Oracles?


Question, GM Wolf. I'm currently playing in another GM-modified Carrion Crown game that just started Book 2. We are approaching Lepidstadt. Do you have any reservations about having a player who is running in a parallel game?


4d6 - 1 ⇒ (6, 1, 3, 4) - 1 = 13
4d6 - 2 ⇒ (2, 2, 4, 6) - 2 = 12
4d6 - 2 ⇒ (5, 6, 2, 2) - 2 = 13
4d6 - 3 ⇒ (3, 4, 3, 3) - 3 = 10
4d6 - 1 ⇒ (4, 3, 6, 1) - 1 = 13
4d6 - 2 ⇒ (2, 4, 4, 3) - 2 = 11
4d6 - 3 ⇒ (6, 3, 3, 4) - 3 = 13
TOTAL: 1 + 1 + 1 + 1 + 1 + 0 + 1 = 6 Nope!

4d6 - 2 ⇒ (4, 6, 4, 2) - 2 = 14
4d6 - 4 ⇒ (6, 4, 5, 6) - 4 = 17
4d6 - 5 ⇒ (5, 6, 6, 6) - 5 = 18
4d6 - 2 ⇒ (2, 5, 4, 5) - 2 = 14
4d6 - 2 ⇒ (5, 6, 3, 2) - 2 = 14
4d6 - 1 ⇒ (4, 4, 1, 5) - 1 = 13
4d6 - 1 ⇒ (4, 2, 1, 4) - 1 = 10
TOTAL: 2 + 3 + 4 + 2 + 2 + 1 = 14 Yep!


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Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

The bird rule was amended to "Use a Tengu base build, and it must be a flightless bird".


What is our starting wealth?


OK, I'm going to spool up... a Crow (Tengu) something-or-other. :)


Thanks for satisfying my curiosity!


Hiya! I'm not familiar with Redwall so my questions are more curiosity than anything else and could entirely reflect my ignorance of the source material...

In the Class spoiler you mentioned that divine casters are dedicated to concepts, etc. but I notice that Cleric and Oracle are not on the class list. Is that an oversight or do only listed divine casters (Paladin for instance) exist?

Also, on the Races list... no hopping, wing-clipped, crows based on the Tengu?


I'm intrigued. I'll be creating a human Samurai (Warrior Poet) with a splash of uMonk (Weapon Adept) whose parent emigrated from Minkai when she was a babe. She'll be a Friend of the Family to Koya and looking forward to seeing the 'old country' that her father has been talking about for 2 decades.

I have played the early section of Jade Regent some years ago but I barely remember it and recall none of the twists or encounters. And I've recently jumped into a JR game as we are moving across the Crown of the World. Let me know if either of those facts are disqualifying. If it concerns you, I have a talent for playing dumb to things my character shouldn't know and a general 'forgettery'. TBH, some of the forgettery bit is likely a result of my age. :P

Cheers!


Veniir wrote:
- What's the starting wealth?
GM wrote:
max gold at first level


One last question, are Alternate Racial Traits available?


Stat 1: 4d6 - 3 ⇒ (5, 5, 3, 6) - 3 = 16
Stat 2: 4d6 - 2 ⇒ (6, 4, 2, 3) - 2 = 13
Stat 3: 4d6 - 2 ⇒ (3, 2, 6, 6) - 2 = 15
Stat 4: 4d6 - 2 ⇒ (6, 6, 6, 2) - 2 = 18
Stat 5: 4d6 - 2 ⇒ (4, 2, 4, 5) - 2 = 13
Stat 6: 4d6 - 2 ⇒ (3, 2, 2, 5) - 2 = 10

Fine rolls! I'm thinking of an Oracle of Life. Is the Spirit Guide archetype OK?


RIZZENMAGNUS wrote:
Start out in a small village, doing small villager stuff. Thered be lots of rp for this, and then late at night,something happens that kicks off the adventure.

Thanks for clarifying!

Put me down for #3 and only #3.


RIZZENMAGNUS wrote:
3: wheel of time adventure. More of a slice of life, do gooder hero adventure. 12th level

Curious... what do you mean by 'slice of life'?


Tara Ravenheart wrote:
Unchained Classes (@Stormraven) I knew I was forgetting something when I did the “Classes” section. Yes, you may choose between Unchained for Barbarian, Monk, and Rogue. I would prefer Unchained for Summoner, though if there is a specific build that cannot be achieved, we can discuss.

Thanks!

uMonk HP: 1d10 ⇒ 9


Sorc HP: 3d6 ⇒ (5, 6, 3) = 14

GM, can we get a confirmation on whether unchained classes are OK? Please and thank you.


Incredibly tempting... let's see how heroic-y we can be!

Stat #1: 3d6 + 6 - 2 ⇒ (6, 5, 2) + 6 - 2 = 17
Stat #2: 3d6 + 6 - 2 ⇒ (6, 3, 2) + 6 - 2 = 15
Stat #3: 3d6 + 6 - 3 ⇒ (4, 6, 3) + 6 - 3 = 16
Stat #4: 3d6 + 6 - 3 ⇒ (3, 3, 5) + 6 - 3 = 14
Stat #5: 3d6 + 6 - 1 ⇒ (4, 1, 6) + 6 - 1 = 16
Stat #6: 3d6 + 6 - 3 ⇒ (3, 6, 6) + 6 - 3 = 18

VERY heroic-y!

Question, as I don't see this one specifically asked and answered. Are Unchained versions of the classes acceptable? If I missed this somewhere, I apologize!

My initial thought is a Sorcerer/uMonk... heavy on the sorcerer and almost certainly human.


Hmmmm...

I won't be able to build a character until tomorrow but I'm inclined to gin up a healer Oracle of some stripe.

Are you using any alternate rules - Elephant in the Room, ABP, etc.?


Witch / Fighter (in progress):
Mac Ribbe
Male dwarf (Sky Citadel) fighter (weapon master) 4 / witch (white haired witch) 4 / Gestalt 4
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)

--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1 enhancement)
HP 28 (4d10)
Fort +5, Ref +4, Will +6; +1 bonus vs. effects targetting Hair, +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training

--------------------
Offense
--------------------
Speed 20 ft.
Melee slam +8 (1d4+8)
Space 5 ft.; Reach 10 ft.

Special Attacks constrict (As Hair), trip (As Hair), weapon training, white hair

Witch (White Haired Witch) Spells Prepared (CL 4th; concentration +10)
. . 2nd—bone fists, cure moderate wounds, glitterdust (DC 16)
. . 1st—cure light wounds, enlarge person (DC 15), mage armor, shocking grasp
. . 0 (at will)—daze (DC 14), detect magic, light, read magic
. . Patron Elements

--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 19, Wis 12, Cha 8
Base Atk +4; CMB +4; CMD 17 (21 vs. bull rush, 21 vs. trip)

Feats Boon Companion[UW], Dodge, Improved Familiar, Piranha Strike, Weapon Finesse

Traits bruising intellect, focused mind

Skills Acrobatics -1 (-5 to jump), Appraise +4 (+6 to assess nonmagical metals or gemstones), Climb +1, Fly +3, Handle Animal +3, Intimidate +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (history) +8, Knowledge (local) +6, Knowledge (nature) +8, Knowledge (planes) +9, Perception +4 (+6 to notice unusual stonework), Ride +3, Sense Motive +2, Spellcraft +9, Stealth +0, Survival +1 (+3 to track vs. humanoids of the Giant subtype), Swim +1, Use Magic Device +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework

Languages Common, Dwarven, Giant, Gnome, Terran, Undercommon

SQ giant hunter[ARG], weapon guard, witch's familiar (faerie dragon named Arcane Familiar)
Other Gear 3,000 gp

--------------------
Special Abilities
--------------------
Boon Companion (Arcane Familiar) Companion or familiar abilities are treated as if you were a higher level.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Weapon Guard +1: Hair Pin (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Hair Pin (Ex) +1 to hit and damage with your chosen weapon.
White Hair (Constrict) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Free Grapple) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Trip) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Familiar:

Arcane Familiar CR –
Faerie dragon (Pathfinder RPG Bestiary 3 91)
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 18 (+3 Dex, +1 dodge, +6 natural, +2 size)
HP 14 (3d12+3)

Fort +6, Ref +7, Will +7
Defensive Abilities improved evasion; Immune paralysis, sleep; SR 13

--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +5 (1d3-1)
Space 2½ ft.; Reach 0 ft.

Special Attacks breath weapon (5 ft. cone, euphoria for 1d6 rds., Fortitude DC 15 negates, usable every 1d4 rounds), deliver touch spells

Spell-Like Abilities (CL 3rd; concentration +6)
. . 3/day—greater invisibility (self only)

Sorcerer Spells Known (CL 3rd; concentration +6)
. . 1st (6/day)—grease, mage armor, magic missile
. . 0 (at will)—dancing lights, detect magic, disrupt undead, ghost sound (DC 13), mending

--------------------
Statistics
--------------------
Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16

Base Atk +4; CMB +5; CMD 15 (19 vs. trip)

Feats Acrobatic, Dodge

Skills Acrobatics +8 (+0 to jump), Bluff +9, Climb +7, Diplomacy +9, Fly +23, Handle Animal +4, Intimidate +8, Perception +8, Ride +4, Sense Motive +8, Spellcraft +8, Stealth +17, Swim +17, Use Magic Device +9

Languages Common, Draconic, Elven, Sylvan; speak with animal (same kind only), speak with master, telepathy 100 ft.

SQ empathic link

--------------------
Special Abilities
--------------------
Breath Weapon (Su) 5 ft. cone, euphoria for 1d6 rds., Fortitude DC 15 negates, usable every 1d4 rounds
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (60 feet, Perfect) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Spell Resistance (13) You have Spell Resistance.
Swim (30 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.


GM, any answer on these questions?


Question, Buzzard... is the spell Vomit Swarm from the APG acceptable? What about Steal Size from the Giant Hunters Handbook?

Thanks!


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Just reel me in, I've got no fight left.

I'm not sure what I'll submit but I will definitely submit something. Tentatively, I'm thinking Fighter/White-Haired Witch... because managing to strangle a giant with your beard is just AWESOME.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

1d6 ⇒ 5


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Thanks! I’ll have my character finished and posted tonight.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

One more question... is it a requirement to take a Kingmaker trait?

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