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The color pie of Magic can be very complex. But the link that ElbowtotheFace provided is very informative. The colors of Magic are, in the lore, connected to the mana of a plane. Each color is associated with a land type:

White = Plains
Blue = Island
Black = Swamp
Red = Mountain
Green = Forest

Some magic types in MtG is connected to specific colors. Some examples are that necromancy is connected to Black mana, more druid type magic is connected to Green, and fire magic is connected to Red. Also, some races in MtG are usually connected to specific colors. There can be exceptions, with some creatures and characters having additional or different colors. It is a big multiverse after all. But it usually the same colors. Here are some Zendikar examples:

Kor, Angels = White
Merfolk = Blue
Vampires, Demons = Black
Goblins = Red
Elves = Green
Humans = Humans on Zendikar are flexible and diverse enough to be in any of the colors
Eldrazi = Eldrazi are very unique when it comes to the color pie. Since their main thing in the lore is absorbing, consuming, turning other creatures into Eldrazi based creatures, and leaving behind wastes where there was land, they're in an area known as Colorless. Some Eldrazi cards from the Zendikar sets do have colored mana in their casting cost. But they usually have a keyword called Devoid which makes the card colorless, despite the colors of its casting cost.


Dotting for interest. I voted for Ironfang Invasion and Kingmaker. I’ve been wanting to play a farmer/fisherman/autumnal forest type character for a while.


Dotting for interest.

Lore Dump:
To expand on what Zin and Yttras have said, Zendikar's history can be separated into different eras. The first era would be before the Eldrazi arrived. During this time, there were ancient civilizations, with the koi empire being the largest. Eventually those civilizations fell. Then the Eldrazi arrived and nearly caused the destruction of Zendikar. They were eventually sealed away by three powerful planeswalkers: Sorin, Nahiri, and Ugin.

After the Eldrazi were sealed, it led to the second era and the more modern version of Zendikar, where adventurers run around and go through ancient ruins. Eventually the Eldrazi were broken from their seal and continued their destruction of Zendikar. This was the plot of the original Zendikar block (Zendikar, Worldwake, and Rise of the Eldrazi).

The next era would be set during the Eldrazi attack and Zendikar's battle with them. The people of Zendikar were united and led by a group of planeswalkers. Zendikar was eventually successful in destroying the Eldrazi and began to rebuild. These events were told in the Battle of Zendikar block (Battle for Zendikar and Oath of the Gatewatch).

Finally, there's the current version Zendikar that was shown in Zendikar Rising. This set takes place several years later and after the most recent storyline. Zendikar has been rebuilt, the five adventurer guilds known as expeditionary houses are prospering, and the remaining six skyclaves (ancient kor ruins) have been raised. The plot revolves around Nahiri trying to stop the Roil. She uses her magic to explore the skyclaves to try and find an artifact called the Lithoform Core to do that. However, her using the artifact would lead to thousands of lives being lost. In the end, Nissa Revane (a elven planeswalker from Zendikar) used the artifact to restore the soil and wild nature of Zendikar, healing the land to a state that is stronger than before the battle with the Eldrazi.


I would be interested in being a pc in Kingmaker.


Congratulations to everyone!


Okay. So I think I have the crunch together. Just need to work on backstory and the like. I'll also roll for my hp.

Hit points: 12 + 1d10 ⇒ 8 + 2 (Con modifier) = 22

And with that, here is the stat block for my entry: Draven Barbazon, crossbow wielding ranger going for the Champion path.

Draven Barbazon:
Draven Barbazon
Male Human (Taldan; distant Sarkorian ancestry) Ranger (Tanglebriar Demonslayer/Infiltrator) 2
NG Medium Humanoid (human)
Init +3
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DEFENSE
======
AC 16, touch 13, flat-footed 13
hp 22
Fort +2, Ref +3, Will +3; +1 vs spells, spell-like abilities, and supernatural abilities of evil outsiders; +1 resistance bonus on saving throws against inhaled poisons and other airborne effects that require breathing while wearing filter scarf
======
OFFENSE
======
Speed 30 feet
Melee cold iron dagger +5 (1d4+3/19/x2)
cold iron longsword +5 (1d8+3/19-20/x2)
Ranged mw light crossbow +7 (1d8/19-20/x2; 80 ft)
Special Attacks favored enemy (evil outsiders +2)
======
STATISTICS
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Str 16 (+3), Dex 17 (+3), Con 15 (+2), Int 13 (+1), Wis 17 (+3), Cha 11 (+0)
Base Atk +2; CMB +5, +7 vs demons; CMD 18
Feats Precise Shot, Rapid Reload, Rapid Shot
Adventuring Skills Climb +8, Intimidate +5, Knowledge (geography) +6, Knowledge (nature) +6, Knowledge (planes) +6, Perception +8, Stealth +8, Survival +8
Background Skills Craft (weapons) +6, Profession (farmer) +7, Profession (soldier) +7
Languages Abyssal, Common (Taldane)
SQ combat style (crossbows), track, wild empathy
Combat Gear mw light crossbow (4 lbs), cold iron longsword (4 lbs), cold iron crossbow bolts (60) (6 lbs), cold iron dagger (1 lb)
Other Gear mw studded leather armor (20 lbs) (currently wearing), ranger’s kit (a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin) (28 lbs), explorer’s outfit (8 lbs) (currently wearing), 2 vials of holy weapon balm (1 lb), filter scarf (0 lbs) (currently wearing), bandolier (0 lbs) (currently wearing) (currently carrying: 1 cold iron caltrop bead (2 lbs), 2 potions of cure light wounds (0 lbs), 3 hex nails (0 lbs), 1 cold iron pellet grenade (1 lb), 1 vial of holy water (1 lb))
Currently Carrying 76 lbs (light load)
Money 4 gp 5 sp
======
SPECIAL ABILITIES
======
Favored Enemy At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 1st level, a Tanglebriar demonslayer must choose favored enemy (evil outsider). At 5th level and every time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. In addition to the normal benefits of favored enemy, a Tanglebriar demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders. This ability is otherwise identical to and replaces the favored enemy ranger class ability.
Track A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style Feat At 2nd level, a ranger must select one combat style to pursue. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. If the ranger selects crossbow, he can choose from the following list whenever he gains a combat style feat: Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload. At 6th level, he adds Crossbow Mastery and Improved Precise Shot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
Rapid Reload Choose the crossbows or thrown group listed under the fighter’s Weapon Training class feature. You can reload such weapons quickly. The time required for you to reload a weapon from the selected group is reduced to a free action (for a hand crossbow, light crossbow, sling, or halfling sling staff) or a move action (for a heavy crossbow). Reloading no longer provokes an attack of opportunity. For all these weapons but the heavy crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.
Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Rapid Shot When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a -2 penalty when using Rapid Shot.
Stolen Fury You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons.
A Shining Beacon You carry a burning hatred in your heart for all things demonic, and have studied their weaknesses carefully. You deal an amount of additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon against a demon. This damage is added only after the damage is totaled, and is not multiplied by the critical hit multiplier.
Faith’s Hunter When you confirm a critical hit against a favored enemy, you may extend the duration of any divine spell affecting you by 1 round. The benefits from multiple critical hits stack. Divine spells with an instantaneous duration can’t be extended in this manner.
Skilled Dravan gains 1 additional skill rank at 1st level and 1 additional rank whenever he gains a level in ranger.


I'm here! Time to make my rolls. I'm making a human ranger character going for the Champion path.

Stats: 3d6 + 6 ⇒ (1, 5, 6) + 6 = 18 = 17
Stats: 3d6 + 6 ⇒ (4, 5, 3) + 6 = 18 = 15
Stats: 3d6 + 6 ⇒ (5, 2, 6) + 6 = 19 = 17
Stats: 3d6 + 6 ⇒ (1, 4, 1) + 6 = 12 = 11
Stats: 3d6 + 6 ⇒ (4, 2, 6) + 6 = 18 = 16
Stats: 3d6 + 6 ⇒ (2, 1, 3) + 6 = 12 = 11

Okay. That's interesting.


Sorry about that. My choices will then be High Fantasy, with an alternative being Heroic.


I've only used the 20 point buys on here. It might be interesting to try something different. However, the Champion option may get ridiculous. If I had to vote, it would be High Fantasy, followed by a tie between Heroic and the 25 point buy.


I think that I can get away with being a human with the tanglebriar demonslayer archetype. I think I will also take the Champion mythic path rather than the Marshal path.


I think I have an idea about what kind of character to make. I'm thinking about making a human ranger with the tanglebriar demonslayer and infiltrator archetypes. The mythic path would be marshal and for my hunter's bond, I would choose the hunting companions choice. My question is would a human be able to take up the tanglebriar demonslayer archetype since the description of it mentions elves?


So, the character that I used for my last two WotR games is Voren the Outsider. The concept behind him is a nervous fearful tiefling witch, with a focus on healing, who learns to be more confident and sure of himself as he fights against the Worldwound and uncovers more about his past. I'm thinking about changing some of the build, like the familiar or the patron to Mercy or something like that.

However, I'm wondering if I should try a different character concept for this game. I was thinking of a varisian wanderer cleric of Pulura that would multi class into Stargazer. Although, I'm hesitant about this since the Stargazer prestige class is very good, especially against demons. Another idea would be some kind of fighter.


I’m interested. I did participate in two other WotR games that fell apart.


Bump.


Out of curiosity, what is the full list of all of the Scenarios, adventures, and other materials that involve the Blakros Family? I know about Mists of Mwangi, Blakros Matrimony, and the like. I'm just wondering if there's a full list of them? Also, does anyone know if there's some kind of writeup for the Grand Convergence 4712 adventure that led to the Blakros Matrimony?


I have a question about Sandpoint. If Sandpoint was affected by some sort of boom in population and economy and became the size of a large town or even a small city, what would Sandpoint’s settlement block and map look like? What additions would you add to it?


Male Human Nerd 10

Okay. I'm getting close to the end of the crunch. I'm just having trouble deciding on a Campaign Trait. I was thinking about Lawbringer. But, we already have someone with that trait and my charisma isn't high enough to make much of a difference.


Male Human Nerd 10

So, question: would a raven familiar have Skill Focus (Perception)? I'm looking at two different sites and they say different.


Male Human Nerd 10

Have fun, Malvo!

So, I'm almost done with the crunch of the character. Sorry about that. Been kind of busy lately.


Male Human Nerd 10

Sorry for not having something up. I'm still working on it. Also, what do you guys think about the Spell Mastery, Flexible Wizardry, and Improved Spell Mastery feats? I just learned about them and am interested.


Male Human Nerd 10

So, I looked around on Google and forums and the general consensus is that a raven familiar can learn more than one language, but can only speak one language. So, there's that.


Male Human Nerd 10

Quick questions: I was thinking about getting a raven familiar. They can speak and understand one language of the master’s choice. But the rules say that a familiar can’t speak to its master until level 5. What is the ruling on this? Can I talk to my familiar from the start or not?

Also, if the raven takes my skill ranks in Linguistics, does it understand (but not speak) more than one language?


Male Human Nerd 10

@Tornell: Sorry about that. I was just looking for recommendations, not any hard build advice. I didn't want to get in the way of the other buffs and still play more role well.

As for my inspiration, I think I've (in my head) evolved it to include more Selesnya and Bant influences. With Azorius, it seems to be more "law over all". With Bant, it's more "good over all". It's more of an excuse to be Neutral Good; but, it works.

Sorry for not having anything concrete yet.


Male Human Nerd 10

@Tornell: So, okay, more arcane focused buffs like haste. Which spells would qualify for that? I thought bards got haste as well. I was considering Protection from evil and the magic circle spells as some of my choices.

Also, I would use my first character. But that would be a mute human bard and we already have a bard.


Male Human Nerd 10

@Brother Tornell: Okay. So, battlefield control and debuffs, then?

GM Spiderbeard: For my character, I was thinking about rebooting a wizard I have from a failed RotRL and rework him for Tyrant's Grasp. Maybe change things with his backstory and combine it with aspects from other PCs from inactive games. Would that be okay?


Male Human Nerd 10

I think I know the elven ninja you’re talking about, Dragoncat.


Male Human Nerd 10

Sorry for not having something up sooner. I'm just working on the concept a bit more. I'll post my ideas to get some feedback on it and see if it will work with this group.

So, my idea is to make a human Pact Wizard. This could open up some interesting possibilities for RPing and in combat.

I was thinking of making a more control type wizard. I don't know how many of you are familiar with the Magic the Gathering card game. But, I have been getting back into it. The concept behind this character is the characteristics of the Azorius Senate. For those who don't know, the Azorius is made up of blue and white mana. This combination tends to have more control cards and flying and defensive creatures. The Azorius itself is all about law and order. Here is a link that goes more in depth with it. The reason I'm building my concept off of that is because I think that it's interesting and something different. I also have the D&D MtG player's handbook and have been enjoying it.

So, I want to make a wizard that specializes in buffs, debuffs, counter spells, defense of myself and other players, and battlefield control. However, he would need to be able to fight the undead hordes. So here's what I'm thinking and what I could use feedback on.

Arcane School:
I originally wanted to go with the Abjuration school and I'm still leaning towards that. I'm iffy on the Counterspell subschool. It would help with the concept... But that first power requiring a melee touch attack? No thank you. I'm now thinking about going Universalist and not have to worry about arcane schools and opposition schools. This is another good option to open my versatility.

Opposition Schools:
So, if I went with Abjuration school, I was thinking about taking Enchantment and Evocation as my opposition schools. But, how smart of a choice would that be?

Patron:
So, as a Pact Wizard, I get access to a witch patron. Some interesting options fore me would be Ancestors, Boundries, Endurance, Ethereal, Fate, Healing, Jynx, Mercy, Occult, Peace, Portents, Protection, Recovery, Spirits, and Wisdom. I am leaning towards to Mercy.

Prestige Class:
I'm going with Evangelist of Iomedae. I like the Evangelist class, it works with the character and the Adventure Path, and I think I can get some real use out of it.

Sorry for the longish post. But what are your thoughts?


Male Human Nerd 10

Okay. I gave it some thought and I think I will just stick to Pact Wizard. No Exploiter archetype or Thassilonian Specialist.


Male Human Nerd 10

Okay. I may have an idea forming. Just a question for the group. Would anyone be upset if I went with a wizard with the Exploiter Wizard archetype and the Pact Wizard archetype from Haunted Heroes Handbook? Or is that too overpowered? I want to be fair and not power-gamey.

If this idea is declined, then I can just take the Pact Wizard archetype.

EDIT: And maybe the Thassilonian Magic archetype for Abjuration.


Male Human Nerd 10

Okay, so it looks like some roles have been fitted in. Essence, I had been thinking about a cleric character. But I'm willing to step aside on that since you called it first. Also, fun fact, I read the Religion section of the handbook and it says that Desna is popular among the civilian citizenry. And the Origins section says that Varisian caravans stop at Roslar's Coffer. So my original idea seemed like it had some merit. But, I'll go for a different idea. What that is, I'm not sure. I know that it might be a half-orc.


Male Human Nerd 10

Hmmm... I’ll work on a different concept then.


Male Human Nerd 10

Dotting in. Would a separatist/varisian pilgrim cleric of Pulura going into Stargazer work for this campaign?


Thank you for your thoughts. I already posted this in the subforum for CotCT. I have posted this here so I can get thoughts from two different sides.


No, I haven't run it before. But, I'm currently playing it. I was just going to ditch the rain idea and go with Osirion. However, thinking about it, I now think that making it raining most of time wouldn't require a lot of changes in terms of mechanics.


Well, I don't have any players as of yet. I'm still planning this out. The reasoning behind it was because I wanted to change things up and makes things different. The original idea that I had was change the climate/weather so that it'd be raining most of the time. But that led to changing the setting/location.


Any thoughts?


Any thoughts?


Bump.


Bump.


So, I'm thinking about running Curse of the Crimson Throne in the future. I'm going to be making some changes by adding elements from other adventure paths and modules, as well as making changes to characters. But the biggest change I'm thinking about is changing the setting entirely.

The idea I have is that the events of CotCT and Korvosa take place in a land like Orision. I originally wanted to say that Varisia's borders expanding into part of Orision and Korvosa was established there. However, I looked at the map and there are so many countries between Varisia and Korvosa with their own rich history.

My question is how can I make this happen while keeping those countries in existence? Would this be a type of situation where I could do whatever I want? Any ideas would be great.


So, I'm thinking about running Curse of the Crimson Throne in the future. I'm going to be making some changes by adding elements from other adventure paths and modules, as well as making changes to characters. But the biggest change I'm thinking about is changing the setting entirely.

The idea I have is that the events of CotCT and Korvosa take place in a land like Orision. I originally wanted to say that Varisia's borders expanding into part of Orision and Korvosa was established there. However, I looked at the map and there are so many countries between Varisia and Korvosa with their own rich history.

My question is how can I make this happen while keeping those countries in existence? Would this be a type of situation where I could do whatever I want? Any ideas would be great.


Male Human Nerd 10

That 416 gp, 6 sp, 5 cp, was that for each of us or total? Also, I think that there was some old stuff on the list that we never got identified or sold.


Those seem like some cool ideas.


I'm still having a bit of trouble trying to figure out which class to take. The concepts that I'm thinking about for the character would be centered around worshipping Pulura, stars, the Cosmic Caravan (I love the RP potential behind this), the northern lands, harrowings, spirits, traveling, and tattoos. Given these aspects, there are many different classes and feats I could take. Some of these may need to be kept as RP flavor bits. If it does seem a bit cluttered, then I could easily drop some of them.

The classes (and possible archetypes) that seem to fit this would be cleric (varisian pilgrim/separatist archetypes with the Seasons subdomain and the Travel domain), shaman (heavens spirit), oracle (tongues or haunted curse; heavens mystery; spirit guide or possessed oracle archetypes), witch (choice of aurora, fate, moon, space, stars, or winter patrons), spiritualist (Involutionist (heavens spirit) archetype), or sorcerer (tattooed archetype; arcane, boreal, destined, dreamspun, harrow, solar, or starsoul bloodlines).

Thoughts on the options I have presented?


Any other thoughts?


Coquelicot Dragon wrote:
tieflingwizard wrote:

Best Class for the Stargazer

Thoughts?

8.282J/12.402J Introduction to Astonomy

Okay. Now that is funny. Thank you for that.


Yeah, doc roc has a good point. Is there an official ruling on this?


Thank you, Reduxist!


Using an arcanist or a sorcerer does bring up some interesting ideas.

That's a fair point, Reduxist. Do you have a link to this guide?


Since the wizard class was brought up, what about some of the other classes? Would a bard or a sorcerer or a skald work with Stargazer?

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