| Master Of The Games |
Oh also Daggers are in the Close Weapon Group as well. I am counting the Helm as being in the Close and Hammer Group.
I think I have said it before and I will say it again. I am more for Concept and Role-Playing over Roll-Playing.
BTW: Be sure to look into Primitive Materials for things like Arrows and such.
80 Stone Arrows costs the same as 20 Iron Arrows for the same purposes.
| Cuàn |
How do you feel about Synthesist Summoners? Asking because I know many people hate them.
Idea for the character would be a Blood God Disciple/Synthesist (which actually means I can't do straight cheese and dump physical stats as that make the BGD part crappy) who sees summoning her eidolon not so much as calling some sort of power armor but as allowing her goddess inside her body and mind.
She'd be part of a small cult consisting all Half Orc women born among Orcs and some Orc women. The goddess they worship is actually an amalgam of Calistria, Gorum and Milani. As you may have guessed, they strive for a better place for women within Orcish tribes and actually take harsh actions against the worst males. This is the reason they're located in Kaer Maga, among the tribes their members tend to get singled out and killed.
| Crustypeanut |
Sounds good MotG, although I do hope there will be Roll-Playing as well, so our stats aren't going to waste :D
I do love me some combat. As a DM, I'm more of a Roll-Player than a Roleplayer, though I'm huge on concept too. As a Player I can do Roll or Role-playing easily enough.
Anyhoo, here is Bjorn Steelskull, younger brother of Bærn! He's four years younger than Bærn, though I adjusted it to be 7 years prior to the year of the Ruins of Pathfinder game, which means he's 11 years younger by that. Bærn is also in this world, same as he is in the other one (Minus a few years of course!)
| hustonj |
@+5 Toaster: You can use those feats.
Really?
The first one he listed provides the same benefits as Weapon Focus, half of the benefit of Improved Disarm, half the benefit of Weapon Specialization, AND it increases the Weapon Focus/Specialization based bonuses as the character advances, with no further Feat slot expenditures. Oh, AND it stacks with all the feats it duplicates.
If that's the power level you're after, I've applied to the wrong game.
| Crustypeanut |
Master Of The Games wrote:@+5 Toaster: You can use those feats.Really?
The first one he listed provides the same benefits as Weapon Focus, half of the benefit of Improved Disarm, half the benefit of Weapon Specialization, AND it increases the Weapon Focus/Specialization based bonuses as the character advances, with no further Feat slot expenditures. Oh, AND it stacks with all the feats it duplicates.
If that's the power level you're after, I've applied to the wrong game.
Hm I didn't see that either.. the Disarm part is 100% fine in my book, but gaining Weapon Focus and Weapon Specialization in one feat without having to be a fighter? I don't agree with that.
I can't think of a single feat that progresses like that, except for two that have DRAWBACKS in addition to it (Power Attack and Deadly Aim).
Homebrew Feats by players = no bueno. By DMs its fine, but players should stick to what they've been given.
Now 3rd-party feats are reasonable. Usually. Also, why is he making feats that are far too high for him to get anyways? Imo just stick with what exists or ask about 3rd party ones. If we're doing 3rd party ones, I'm gonna have to see if I can find any relevant to my guy :P
lantzkev
|
Do you have any problems if I make a character for this? I've got a great monk idea I've had in my head for awhile, but never had a chance to get it out there.
The reason I ask, is I'm currently running RoTRL in my real life game group, and so will have a good idea what's going on before hand. I'm great at separating character knowledge from in game, but thought I'd ask.
| Master Of The Games |
Also, I've looked in the rise of the rune lord player guide and all I see are feats, I don't really see any campaign traits, am I looking at the wrong place?
Are you using the Anniversary Edition Player's Guide?
@+5 Toaster: Use this version
A simple fishing apparatus for some is a deadly weapon for you.
Prerequisites
Merfolk, bab 4, Proficiency with tridents
Benefit
You treat any trident you wield as if it had the Disarm special property, in addition you gain a +1 bonus to attack and damage rolls on ranged attacks with tridents.
| Master Of The Games |
Khalbar... Please show me the Upgraded version. As it stands you might be the first to go through a Prologue.
That background... You wouldn't happen to live near Springfield, Missouri, USA would you?
@Trim: If you want to take your background to a day before the Swallowtail Festival you might just get in on the Prologue as well.
@Timor: Can you put how many rounds you have for your Bardic Performance? Or do you trade that out for something else?
| Rassil |
ok im curious about somthing, ive wanted to play this character for quite some time, one thing im curious about is, magi have light armor prof, but do they still take the arcane failure penalty from light armor? ill adjust his storyline to say sandpoint and change a couple ablilities around but he is a finished character for the most part.
| Khalbar Bloodsong |
MotG- Here is updated Khalbar Bloodsong with 25pts and campaign trait added. Starting gold at max, per your guide. Ready willing and able for prologue when you are.
Male Human (Shoanti) Barbarian 1
CG Medium Humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 14 (1d12+2)
Fort +5, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +5 (1d4+4/19-20/x2) and
Greataxe +6 (1d12+6/x3)
Ranged Longbow +3 (1d8/x3)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 11, Wis 12, Cha 12
Base Atk +1; CMB +5; CMD 17
Feats Power Attack -1/+2, Weapon Focus (Greataxe)
Traits Bully, Resilient, Friends and Enemies (campaign) – horse and tackle available at Sandpoint stables
Skills Acrobatics -1, Climb +5, Escape Artist -1, Fly -1, Intimidate +6, Knowledge (nature) +4, Perception +5, Ride +3, Stealth -1, Survival +5, Swim +1
Languages Common, Shoanti
SQ fast movement +10
Combat Gear Oil (3); Other Gear Hide armor, Arrows (40), Dagger, Greataxe, Longbow, Backpack (15 @ 30 lbs), Bedroll, Belt pouch (2 @ 0.26 lbs), Chain (10 ft.), Crowbar, Fishhook, Flint and steel, Grappling hook, Hooded lantern, Silk rope, Trail rations (5), Waterskin, 11 GP, 2 SP
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
--------------------
In his Shoanti tribe, women were only yours as long as you could keep them. Though he had grown up courting Alia and though she had borne him a son last summer, Khalbar could not keep her. After returning from a great bear hunt with the warriors they found a group of competing Shoanti had raided the camp and stolen the women and children. Many of the warriors were glad to be done with their women, but Khalbar loved his Alia and their son Harm had been the light of his life. His heart was torn asunder. He made the Blood Oath that day to find his family and return them safely to him. When raging he finds himself singing an old Shoanti love song that he used to sing to both Alia and Harm, but that singing sound has a terrible meaning now--hence his surname.
He single-handedly laid waste to the competing tribal camp--his singing rage a terrible thing to behold, only to find that his family had been sold the previous day to traders bound for Magnimar on the Lost Coast.
Since then Khalbar has been chasing that caravan and searching high and low. He comes to Sandpoint with hope draining him, but a fire burning deep within. This is only a way station to rest and recuperate before resuming the hunt down the coast.
| Jakob Giesler |
I submit myself let me know if you have any questions or I need to update anything.
Jakob was born into an abusive situation. His father was a drunk and believed that beating his wife and child was a manly thing to do. Jakob learned quickly at a young age how to protect himself and attack back. At the age of 11, Jakob's mother died and he left home to get away from his drunken father.
Jakob lived on the streets for a little while until a cleric of Torag found him and took him back to the monestary. There Jakob flourished in his studies of armor, weapons, and magic. At the age of 19 Jakob was sent off by the clerics so that he might discover his true calling. Was he to become cleric out on the battlefield or a scholar. Jakob already thought he knew the answer. He wanted to become a battle cleric and work to stop oppression, abuse, and any tyranny he could find.
Jakob has been moved around to help out where he can. He finds himself now at Sandpoint beginning to think that he will never be able to show his worth on the battlefield.
Human Cleric 1
LG Medium Humanoid (human)
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+5 armor, +2 shield, +2 Dex, +1 dodge)
hp 8 (1d8)
Fort +3, Ref +3, Will +6
Resist resistant touch (6/day)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash -1 (1d4+3/x2) and
. . Warhammer +3 (1d8+3/x3)
Ranged Sling +2 (1d4+3/x2)
Spell-Like Abilities Acid Dart (6/day), Resistant Touch (6/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Doom (DC 14), Magic Weapon, Magic Stone
0 (at will) Guidance, Light, Stabilize
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 10, Int 10, Wis 16, Cha 14
Base Atk +0; CMB +3; CMD 16
Feats Dodge, Selective Channeling
Traits Armor Expert, Sacred Conduit, Student of Faith
Skills Acrobatics -3 (-7 jump), Climb -2, Diplomacy +6, Escape Artist -3, Fly -3, Heal +9, Knowledge (religion) +4, Ride -3, Spellcraft +4, Stealth -3, Swim -2
Languages Common
SQ aura, cleric channel positive energy 1d6 (5/day) (dc 14), domains (earth, protection), spontaneous casting
Combat Gear Healer's kit; Other Gear Scale mail, Heavy wooden shield, Sling, Warhammer, Backpack (empty), Belt pouch (empty), Torag, 4 GP, 8 SP, 8 CP
--------------------
Special Abilities
--------------------
Acid Dart (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.
Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Cleric Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Student of Faith +1 caster level of cure spells. +1 to DC of channeled energy.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
| +5 Toaster |
lantzkev wrote:Also, I've looked in the rise of the rune lord player guide and all I see are feats, I don't really see any campaign traits, am I looking at the wrong place?Are you using the Anniversary Edition Player's Guide?
@+5 Toaster: Use this version
** spoiler omitted **
ah yet another feat I forget to edit before posting thank you, I also removed that line in my final version, good catch to all concerned. gonna work on my character stats. will post tommorow, thanks
| Master Of The Games |
@+5 Toaster: Can't wait but remember that you might end up being offered a spot on Team 2 not Team 1.
@Jakob: Can you include what your Sacred Conduit trait does? And which one is the Campaign Trait.
That last one goes for everyone who doesn't already have it marked.
NOTE: Team 2 is the second group I am gonna run once I get this one underway. I am planning on it having the same load out as this one.
So far this group is probably gonna have A Barbarian, the Cleric, at least 1 Bard, the other 3 are open.
Alvin Tanner
|
I present the glorious bastard of Kaer Maga, the brawler beholden to no man and yet desires the approval of all, the man from the city of a thousand strangers, one against them all!....
It's time for him to get famous or die trying, and Sandpoint is as good as any to start, what with the rumors of goblins and giants on the rise.
| Rassil |
Idunno about the others, but I roll most of my stuff using Hero Lab, and I don't have every single addon for it yet, as I'm sort-of a tight ass.
If it's not in my version of HL or in one of the dozen or so books that i have laying around the apartment, (or if I haven't taken the time to find it in said books) I don't use it in a character, lol.
I've never even heard of Wandermeal and the supplementations before lol.
| Jakob Giesler |
Student of Faith RotRL Anniversary Edition +1 caster level of cure spells. +1 to DC of channeled energy.
Sacred ConduitYour birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most.
Benefit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Updated on my sheet as well.
Alvin Tanner
|
I'd totally have that in there if I had thought about it! I bought ultimate equipment, but kind of just looked at the regular magic items.
I was hoping you'd like him, I am debating dropping the current feat of combat reflexes and picking up fey foundling.
Also when you get the 6 you want, any chance of starting sooner than the 30th? I'd really like to start playing soon!
| Master Of The Games |
The 30th is just to give enough time since I didn't expect so many entries... Or that most would be Martial...
I am actually working on a short Chapter 0/Prologue for you guys. No XP. Light combat. Plenty of Roleplaying and Character Introductions.
Wait. Who is wanting to start out being in Sandpoint for at least 1 Year?
| Master Of The Games |
Great now I want to start 2 Groups now...
Ok if you guys want to submit alternate Characters feel free.
@Jakob: Sacred Touch?
lantzkev
|
In relation to the feat fast healer, do you define fast healing as natural, magical, or other(and thus doesn't benefit from fast healer)
I ask because my other idea is a tiefling sorcerer that goes dragon disciple, and splashes a lvl unbreakable fighter for this combo. My group has ruled fast healing natural healing, but there's no official word last I checked for the interpration that fast healing does or doesn't affect fast healing.
| Master Of The Games |
Both would be from a Magical Source so they are Magical Healing.
The three Players on the front will be able to move onto the Discussion thread before to long.
Now I want the Discussion Thread to have absolutely no Spoilers outside Spoiler Tags.
Also I want a sound off on how you guys feel about Mature Content. Run #1 will be PG-13. Run #2 will be Mature.
lantzkev
|
Well tell me what you think of this build, and then I'll work out a background for it
Demon Spawn Tiefling
str 16
dex 14
con 14
int 12
wis 10
cha 16
Traits, Scholar of the Ancients, Magical Knock, Monster hunter
Feats: Armor of the Pit
Racial variations: Prehensile Tail, and Claw or Maw (claws 1d4x2)
Languages: Common, Abyssal, Draconic, Thassalonian
Skills: Knowledge(Arcana) +6, Knowledge(History) +6, Perception +6, Disable Device +7
Spells known:
0-Acid Splash, Ray of Frost, Message, Detect Magic
1-Infernal healing, charm person
The whole point will be to beef himself up for combat or go a bit blasty on the spells. He'll heal himself using infernal healing. Charm person has helped him stay under the radar in his pursuit of the ancient thasalonian artifacts, and his quest to bring out more of his draconic heritage (tainted black dragon)
-edit-
I personally (made Alvin as well) am fine with mature.
| Master Of The Games |
Those are allowed. Just not the Roll 1d100 Tables for Alternate Racial Traits.
Currently trying to link the Discussion & Recruitment threads for my 2 Runs.
EDIT: As it stands the first 12 Applicants will be allowed. Those who wish for the PG-13 Run be warned it will have slightly less Downtime than the Mature Run.