The End is Nigh ~ Into the Planar Blue Yonder


Recruitment

1 to 50 of 324 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

The mage's tower shakes as another spasm rocks it. Reality is tearing itself apart. Rovagug has been freed and the mighty who tried to stop him failed. Only small pockets remain against the onslaught, a desperate few clinging to what little remain, and for what? There is no hope. No, this is the end. The doors to the hall open and your patron, the mage whose power still holds the beast at bay outside the gates but cannot push him back, enters and stands calling for silence. The room is crowded with desperate refugees but the spark of hope is dead in each of the eyes before you.

Silas Shoreborn: "You despair, fearing the worlds end with no hope that he can be pushed back. You are right. The wards I have placed will last but maybe one year and our supplies will be gone before that. The planes beyond, of Fire, Water, Earth, and Air are being consumed as well. Even the Celestial realms and the Abyss are falling... But, there might be a way... It is a path no one has dared tread. There are realms beyond Rovagug's reach. Places we might escape to. But there is no return and we cannot know what we might face in those places, or even if life is viable there. None who have gone to these places has managed to send word back. Our gods do not hold sway even if they manage to escape the Rough Beast. I have managed to craft four emblems, imbued with some of my vary essence. They will allow someone to send word back from one of these realms. I seek four teams who are willing to scout four of these distant realms. I can only open the portals a short time so the teams must be small, no more that four to a team. I will reopen these portals in a year hence so that they might send word back with the stones if they have found us a new home. In the mean time I will preserve those here with my magic and hold the wards against the beast. Do I have my volunteers?"

A small hope? A desperate hope. But even a small desperate hope may be better than none. A brave few step forward.

Greetings;

I am looking for four teams of four players to venture into unknown and dangerous worlds. These worlds will be much like the prime material known as Golarion but none identical. Some differences will be subtle, others much less so.

The least subtle of the differences:

The worlds are quite distant, far removed from the gods and arcane heritage of Golarion. As such, casting classes will be required to utilize the Words of Power casting variant. As normal with this variant you will still receive specific spells granted by class features (Bloodline, Mystery, Patron, Domain) and these will function as normal due to how closely they are tied with you personally.
However normal spellcasting and pre-existing magic items will not function as normal in these worlds. They may not function at all, or may function wildly different. Items crafted in the new worlds using the new knowledge will function as expected.
Summoners however will find the distance impossible and the link between them and their eidolon will stretch and snap. Sorry summoners, go through the portal and you will probably go mad and maybe die, try not to be a summoner as it would totally screw over your team This does NOT however prevent someone from taking summoner at a later level as they CAN bond with a more local eidolon. That being said IF someone decides to play a summoner off the bat and does manage to survive with their sanity at least mostly intact, you will eventually be able to rebond, but this will be a story point and the rest of your group will suffer through it as you do! I'm still not recommending trying it...

There are no gold pieces. These worlds do not follow the economy familiar in Golarion. In time this may change but in the beginning there will be no coin. As such the crafting system will require a little more effort but also be entirely necessary as there will be no obvious place to purchase supplies. The gathering of materials and crafting of items will be represented with a modified downtime system. As such the construction of buildings will utilize it as well however they will not provide any form of passive income. It is unlikely you will have time to build anything in the first year while you are expected to be scouting.

Not all is as it appears at first glance. Monsters may differ from the expected norm from the bestiary. This can as simple as minor cosmetic changes, to drastic alignment shifts, to all new abilities. I do promise not to be too much of a jerk with this one. I'm not looking to tpk, but there are some changes necessary. Knowledge skills will still work as normal and a high enough check may even spot differences from the expected.

Servitor line of spells have some minor changes. These creatures are less something you will be calling and more something you are creating out of force of will. As such, they all lose any pre-existing alignment and gain yours when created. The normal option for fiendish or celestial template is also applicable to all summons due to this including ones it normally would not be.

The meat of it
Now after all that text if you are still interested...

I will not be selecting individuals.
I'm looking for groups of four. I'd like players to have a joined back story and a unifying reason they are adventuring together and only when a group presents themselves will they be considered on the basis of their characters and story combined. Individuals are welcome to post their characters in the hopes of getting picked up by a group, or specifically recruiting a group here but I'll be posting a sign up example later on to help facilitate final recruitment. The one thing I can put forward is I'd like groups that have either a clear leader or an established method for group decisions. This will be a VERY story driven campaign but the world itself will be open and the story fluid. While you will essentially be establishing (if you survive the scout period of course) a colony in a distant world you will not be in charge of that colony but your decisions will help shape it and determine it's fate. Idealy I would like four groups but I maybe a little too optimistic at the draw this kind of campaign will have.

Books
All core paizo material is available. Companion books will be considered on a case by case basis. Setting material will be considered on a case by case basis as well but will largely be irrelevant after creation and that should be taken into consideration. As for racial traits and variants racial abilities: If it isn't available in paizo's PRD, assume it isn't available. I don't have most of the race specific splatbooks and won't consider material from them as I haven't had a chance to review them thoroughly.

Character Creation
Starting level will be 3

We are leaving the dice pool up to fate aaaaand...
Dice Pool: 20d6 ⇒ (1, 5, 1, 3, 2, 5, 6, 1, 5, 6, 2, 1, 6, 3, 1, 6, 4, 6, 6, 4) = 74
You can apply 3 dice to any 1 score. Leftover dice are added to your starting gold total before modifiers.

Max hit dice at each level. I play monsters with max hit dice unless there is a reason to otherwise. So it's only fair.

Starting gold is dice max+additional dice, times 100. Items may be purchased from the core books and Ultimate Equipment freely at regular price, or at crafting cost if your character or someone in your party qualifies to make them. Bare in mind however the unsurety of magical gears function in the new world.

I'm headed to bed so I'll answer questions and update in the morning ;)


This sounds interesting. How do you feel about ninjas I've been wanting to play one for a while. Also what about gunslingers?


Definitely interested. The whole grouping of players, might be a bit of an entry barrier that I can imagine will scare a lot of potential applicants off.

Also it would be good to know if there are any further racial and class restrictions, beyond the thing about summoners.

RPG Superstar Season 9 Top 32

Definitely interested. Would like to start forming a group. :)


I'm a little confused on the dice pool. Do we roll 20d6 and assign three dice to each stat?


I think the rolls made by the GM are the rolls everyone will be using. You just assign the dice as you see fit.


There are no further class restrictions, ninja's and gunslingers are welcome. Downside to gunslingers being that you won't have easy access to supplies to replace used powder/shot. There are no race restrictions other than the one posted above about racial traits.

DM-DR has the right of it. That's the dice pool I'd like everyone to use. I wasn't expecting to roll quite so well heh.

I agree Threeshades it will very likely limit the applications but I'm hopeful that it will work out. It gives groups of friends a garuantee they can play together and gives people without a group a chance to make one up and get to know people before hand. :)


I'm in, who wants to make a team? I was thinking about playing a Kensai Magus, I'm in 10 games and post often and stay active on here. So reply here or shoot me a PM. Going to do the crunch now will wait on people for fluff.


I'm going to present Adam, a familiar & spelless ranger that can serve as a guide, with abilities to help survive and endure in the unknown worlds that are awaiting us. He is good with a bow, and knows some combat tricks useful both for him, or to help others in combat. (If the group that adops him doesn't have any trapfinder, I can take the Trapper archetype instead of the Skirmisher, anyway I was in doub between the both)
Once in a group, we can work on background and spend the spare wealth (1000+ in my case) in things like transport, rations, drink and mounts. Thats gonna be a 1-year trip with possible no return.

crunch:

Adam, The protective guide
Male Human Guide/Skirmisher (ranger archetypes)
[Favored Class - HP:3 Skill:0]
NG Medium humanoid (human)
Init +3 Senses Perception +
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 armor)
hp 33 (3d10 +3 (FCB))
Fort +3, Ref +7, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Ranged
+8 Longbow 1d8+2
--------------------
Special
--------------------
Ranger focus (+2): 1/1day
Favored terrain: Underground (+2)
--------------------
Statistics
--------------------
Str 14 (6,6,2)
Dex 19 (6,6,5) +2 human
Con 11 (3,3,5)
Int 10 (4,5,1)
Wis 14 (6,6,2)
Cha 6 (4,1,1)

Base Atk +3; CMB +5; CMD 19
--------------------
Feats
--------------------
1-Point blank shot/- Precise shot (human)
2-Rapid shot (ranger, archer combat style)
3-Iron will/-Endurance (ranger)

Skills (6+1 human)
Climb* (Str) (1) = 6
Craft weapons (Int) (3) = 6
Handle Animal (Cha)
Heal (Wis) (3) = 7
Intimidate (Cha)
Knowledge (dungeoneering) (Int) (1) = 4
Knowledge (geography) (Int) (1) = 4
Knowledge (nature) (Int) (1) = 4
Perception (Wis) (3) = 8
Profession hunter (Wis) (1) = 6
Ride* (Dex)
Spellcraft (Int)
Stealth* (Dex) (3) = 10
Survival (Wis) (3) = 9
Swim* (Str) (1) = 6

*Armor penalty -

Languages: Common
--------------------
SQ
--------------------
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): 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.
Endurance Harsh conditions or long exertions do not easily tire you.
+4 bonus : Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses)

--------------------
Gear
--------------------
bagpack, blanket winter, flint & steel, dagger, warhammer, Masterwork Composite (+2) Longbow, Mithral chain shirt, everburning torchx2
Total weight: 28,5/58(light) 116(medium) 175(heavy)
GP: 1262 SP:5
--------------------
Special Abilities
--------------------
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Bonus Feat: Humans select one extra feat at 1st level.

Guide (archetype)

:

Many rangers are loners, but some choose to use their familiarity with the land to guide others safely through the wilderness. The guide forgoes a favored enemy to focus on the task or foe at hand, and can pass his knowledge and luck on to his charges. A guide has the following class features.
Ranger's Focus (Ex): At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger's focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.
At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. This ability replaces favored enemy.
Terrain Bond (Ex): At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the ranger's allies leave no trail and can't be tracked. The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter's bond.
Ranger's Luck (Ex): Upon reaching 9th level, once per day the guide can either reroll one of his attack rolls or force an enemy who just hit him with an attack to reroll the attack roll. The ranger must take the result of the second roll even if it is worse. A ranger can use this ability once per day at 9th level, plus one additional time per day at 14th and 19th levels. This ability replaces evasion.
Inspired Moment (Ex): At 11th level, the guide can have an inspired moment once per day as a free action. The ranger gains the following benefits until the end of his next turn. His speed increases by 10 feet. He can take an extra move or swift action on his turn. He gains a +4 bonus to AC and on attack rolls, skill checks, or ability checks. Finally, he automatically confirms any critical threat he scores. He can use this ability one additional time per day at 19th level. This ability replaces quarry and improved quarry.
Improved Ranger's Luck (Ex): Upon reaching 16th level, the ranger's luck increases. He gains a +4 bonus on his rerolls made with the ranger's luck ability, or if he forces an enemy to reroll an attack, that enemy takes a –4 penalty on the roll. This bonus or penalty is also applied on any roll to confirm critical hits. This ability replaces improved evasion.

Skirmisher (archetype)
:

Many rangers rely on spells, but there are some who eschew aid from divine powers for their own reasons. Skirmishers rely on their wits, their wisdom, and sometimes even instinct to aid in their quests. A skirmisher has the following class features.
Hunter's Tricks: At 5th level, a skirmisher ranger learns the use of hunter's tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can't be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger's spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.

RPG Superstar Season 9 Top 32

@Ashe- Wanna join together? Haven't decided what I'll play. Might go for either a melee tank role or a healer role. Thinking Swashbuckler (if allowed from playtest) or Life Oracle (maybe even seeker archetype if we decide a need for a trapfinder since we don't know what to expect).


Sounds cool, i'll work on something tonight.

Grand Lodge

Quick question dm:
So you will be running 4 different team. Will they interact at some point with each other?

Will there be some pvp in terms of teams vs teams?

–-----
I am going to play a melee ( magus or melee alchemist) and will be selection people for team two if any one interested please indicate team 2 sub
At least one full divine with a good martial orientation
- 2 others characters

–-----
I am in a big bunch of games and i am a reliable daily poster and looking for the same


yeah Donald sounds good, either class is fine. Life Oracle is pretty awesome at keeping the party going so which every you like. I'm already playing 2 clereic a warpriest and a couple paladins, I am not playing a Magus in any of my games so that is why I picked it.

Edit: Go with life Oracle and lets team up with Algar. I have switched and will be going Barbarian which I'm not playing in any games right now. Then we just need one more.


I am going to make something. Just don't know what it is yet. Although I am leaning towards full divine caster. Haven't decide which one yet. I may try making another Oracle and see where my imagination takes me.

Who wants a healer in their group?

With those dice rolls, I take any of those numbers and apply them to which stat I want them to go to? I'm still confused.

RPG Superstar Season 9 Top 32

k, sounds good. :) We will need some utility magic most likely.


Creating a supportive melee.
Whip wielding fighter.

Algar, i'm a regular poster too and the char should be up tonight.
Care to have me?


1 person marked this as a favorite.

I'll throw my hat into this ring. I've been wanting to get into a game recently.

I'm rather new to making magic users in Pathfinder, more used to creating the sword and board character so please bear with me if I make any grievous mistakes.

After reading the prompt and seeing that summoner is right out I'll start building a generic Wizard Character and post him in a bit!


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Not certain if I want to apply, but I am going to try making up a stat line for a melee character as an example (I hope) of what we should be doing.
1, 5(dex), 1(wis), 3(int), 2(cha), 5(dex), 6(Str), 1(cha), 5(wis), 6(str), 2(int), 1(cha), 6(str), 3(int), 1, 6(Wis), 4(con), 6(con), 6(con), 4(dex).
So his stats would be (before racial modifiers):
18 Str
14 Dex
16 Con
8 Int
12 Wis
5 Cha
With two ones left over which are added to the total of 74 to make 76 then multiplied by a 100 to get a starting wealth of 7,600 GP.
At least I think so...

Grand Lodge

Works for me ash.
Acutally you could play a bladebound kensai magus.

I am probaby going alchemist.

So with you and a life oracle we only need one more for team 2

Chrytone with party of four everyone needs to fight and be able to contribute.

As long as you can deal good enough damage with you concept..
What do you think about it ash? Donal ? Or do you want some arcane bang ? ( a witch with the hedge withc archetype and an element patron does make for a nice 4th, or a melee bard or a druid.. So many nice concepts)


Guess ill be a ninja then stealth is always good in a strange new place will start building him soon. So who wants a Ninja on their team?

RPG Superstar Season 9 Top 32

@Algar, trying to figure out how to melee an oracle and have decent stats right now. This will take a bit. My intial plan was S: 6, D: 16, Con:14, Int:10, Wis 10:, Cha:20 (Aasimar, so stats include the +2wis/cha). Would be too feat starved to go with a dex damage build I think, but I'll see what I can do.


LilWilly5 wrote:
Guess ill be a ninja then stealth is always good in a strange new place will start building him soon. So who wants a Ninja on their team?

I'm up for partying down with a Ninja.

Building my Wizard at the moment, here's what I'm considering for starting stats:

Human

Wizard

Str: 8
Dex: 11
Con: 13
Int: 17
Wis: 10
Cha: 13
Total of 72points


4 4 3 3 6 6
5 5 2 6 6 6
1 1 1 5 2 6
10 10 6 14 14 18

Str 14
Con 10
Dex 14
Wis 10
Int 6
Cha 18

Sorcerer I think


LitanyOfCurses wrote:

Sorcerer I think

Did you read the opening post at all?

RPG Superstar Season 9 Top 32

@DM Avian- Would you Allow Story Feats from Ultimate Campaign? Namely: Deny the Reaper. With magic working differently, I think the heal skill would still be quite useful, especially at level 3.

EDIT:And I realized (/forgot) that the bonus healing from Treat Deadly wounds is off of Wisdom. Really need to get these stats sorted out as my character is looking more and more MAD.

Grand Lodge

Donald you can burn a feat for heavy armor reducing dex to 12, also you don't need a high con as you can over heal.

And can reduce cha to 18 also...

Or you can make a caster oracle 1/2 elf with the elven fav class bonus ( same as assimar) and go ancient lorekeeper archetype ( and get one spell per level from the wizard spell list)


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

Consider me intrigued. I'll take a closer look tonight when I have more time.

RPG Superstar Season 9 Top 32

@Algar, was trying to get the extra daily use of Channel energy and extra spell for one more cure with the higher cha.

The higher Con is for using "Life Link". If going melee, I'm going to already be too feat starved to pick up heavy armor as a feat. I could completely change gears and go Battle Mystery or cleric, but healing is going to diminish slightly.

Also, I was looking at a lowered Str and going with a dex focused melee since I won't be in the heavy armor. Just trying to weight out options. Of course, I might just be trying to focus on squeezing out too much for too many things right now >.<

Grand Lodge

Or go spellcasting with 20 cha and ancient lorekeeper and blast/buff/utility and the elf fav bonus


This is setup for now. Completing the equipment details will be tomorrow.

Spoiler:

Crunch

Yvette
TN female
2 LoreWarden/ 1 Slayer
--------------------
DEFENSE
--------------------
AC: 20,15,15
Hp 30
AC 20 (+5 armor,+4dex, +1 Trait)
Chain Shirt (AC+4)
Wooden Shield, light (+1AC)
--------------------

OFFENSE:
Melee:
x2 Scorpion Whip +8 (1d4+2, x2) (Reach)
Warhammer +5 (1d8+2, x2)

Ranged:
Longbow +7(1d8, x2)

--------------------
Initiative (+4)
--------------------
Save rolls: Fort: +7, Ref +6, Will +1
--------------------

STATISTICS
--------------------
Human: +2 stat of choice. Chosen: Dex

Str 14, Dex 18 (16+2racial), Con 14, Int 13, Wis 10, Cha 5
Base Atk +3, CMB +7; CMD 21
Feats: Exotic weapon proficiency [Whip], Weapon Finesse, Weapon Focus (+1 to hit)[whip], Whip Mastery, Combat Expertise (class bonus)

Traits:
-Indomitable Faith (+1 to will saves)
-Defender of the Society: +1 AC when wearing medium or heavy armor.

Skills:
Slayer 1 lvl
-Acrobatics 2 [+9]
-Perception 1 [+4]
-Sense Motive 1 [+4]
-Stealth 3 [+10]

2lvl lore normal
-Climb 2 [+9]
-Disable Device 2 [+5]
-Ride 2 [+9]
-Swim 2 [+5]

2 lvl lore int skills
-Kn. Geography 1 [+5]
-Kn. Planes 1 [+5]
-Linguistics 1 [+5]
-Spellcraft 1 [+5]

Skillpoints LoreWarden per lvl 6(2+1+1racial int, 2 class for Int skills)
Skillpoints Slayer per level 7(6+int)
Languages: Common, Dwarven, Elven.

Sneak Attack 1d6+2
Track (Ex): A slayer adds half his level (minimum 1) to
Survival skill checks made to follow tracks
Favored Target (Ex): At 1st level, a slayer can study an
opponent he can see as a move action. The slayer then
gains a +1 bonus on Bluff, Knowledge, Perception, Sense
Motive, and Survival checks against that opponent, a +1
bonus on weapon attack and damage rolls against it, and
a +1 bonus to DCs of slayer class abilities against that
opponent.

str 6,6,2 =14
dex 6,6,4 =18 +2 racial
con 6,6,2 =14
int 5,5,3 =13
wis 4,5,1 =10
cha 1,3,1 =5

Gear:
Chain Shirt
Wooden Shield, light
Longbow
Warhammer
Arrows, common x20


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber
Chyrone wrote:

This is setup for now. Completing the equipment details will be tomorrow.

** spoiler omitted **...

Do you by chance mean that you took two levels in Lore Warden?


Yes, it's been corrected


Will the teams be interacting, will their be team VS team PVP.
Simple answer, not directly, and outright no. Each of these temes WILL be competeing. Your mage lord plans to send people and supplies to each of the planes that proves viable (ie ones that have teams who survive ;) ) and will be ajudicating and distributing those resources based on the accomplishments of the team. There will be specific goals set and other factors taken into account as well and each world will have its own challenges to overcome. However once a team has been deployed there is no going back, and no way to travel between these distant realms either.

Story Feats: I'm fine with them so long as they fit your characters story.


Ralwind Winterbreath wrote:
LitanyOfCurses wrote:

Sorcerer I think

Did you read the opening post at all?

I did, and I read the following.

Quote:

The worlds are quite distant, far removed from the gods and arcane heritage of Golarion. As such, casting classes will be required to utilize the Words of Power casting variant. As normal with this variant you will still receive specific spells granted by class features (Bloodline, Mystery, Patron, Domain) and these will function as normal due to how closely they are tied with you personally.

However normal spellcasting and pre-existing magic items will not function as normal in these worlds. They may not function at all, or may function wildly different. Items crafted in the new worlds using the new knowledge will function as expected.
Summoners however will find the distance impossible and the link between them and their eidolon will stretch and snap. Sorry summoners, go through the portal and you will probably go mad and maybe die, try not to be a summoner as it would totally screw over your team This does NOT however prevent someone from taking summoner at a later level as they CAN bond with a more local eidolon. That being said IF someone decides to play a summoner off the bat and does manage to survive with their sanity at least mostly intact, you will eventually be able to rebond, but this will be a story point and the rest of your group will suffer through it as you do! I'm still not recommending trying it...

How does this preclude me from a sorcerer class?

Additionally, I'm not fond of your snark


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

Chyrone, I just wanted to make sure. I saw Loremaster and I was scratching my head on how you made it into that prestige class so quickly.

And I'm working on thinking up a character, but like I said, I'll have more time tonight to put thought into it so I won't have any real concepts up until then.


Well wasn't I completely wrong? :D

Would Advanced Class Guide Playtest classes be permissible? I have an idea for an Arcanist, that I think would be even cooler with Wordcasting.


Ugh..i overread core books.

GM, would you allow advanced class guide? Otherwise i'll adjust the SLayer part of the build.


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

Do we start out with any traits? If not, are we allowed to take the Additional Traits feat?


Here is the Ninja.

Crunch:
Male Half-Elf Ninja 3
CN Medium humanoid (Half-Elf)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13
hp 24 (3d8)
Fort +0, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Katana (Masterwork) d20+4+1 (1d8+1/18-20/×2)
Ranged Shortbow, composite +1 Str (Masterwork) d20+4 +1 (1d6+1/×3)
Shuriken d20+4 (1d2/20/x2)
Special Attacks Sneak Attack +2d6
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 8, Int 12, Wis 10, Cha 18
Base Atk +2; CMB +3; CMD 16
Feats: Exile’s path, skill focus (stealth), weapon finesse,
Skills: Acrobatics (7), Appraise (1), Bluff (9), Climb (6), Craft (Alchemy) (5), Diplomacy (9), Disable Device (7), Disguise (9), Escape Artist (8), Intimidate (8), Knowledge (local) (5), Knowledge (nobility) (5),Linguistics (1),Perception (7), Perform (4), Profession (0), Sense Motive (5), Sleight of Hand (7), Stealth (12), Swim (5), Use Magic Device (4).
Languages Common, Elven, Undercommon,
Other Gear Studded leather (Masterwork), Grappling hook, Rope, Trail rations (5), (40) Arrows, Shuriken (10), caltrops, chalk (10), flint and steel, mess kit, mirror, pitons (10), soap, thieves' tools (masterwork), torches (10), backpack, belt pouch, bedroll, water skin, Thieves’ Ring, Oil of taggit (2 doses), Drow poison (4 doses), Giant wasp poison (6 doses), 59gp,
--------------------
Special Abilities Poison use, sneak attack +1d6, Elven Immunities, Keen Senses, Low-Light Vision, Elf Blood, Multitalented, ki pool, Vanishing trick,
--------------------
Exile’s path Reroll a will save versus enchantment spell once per day


Yes, the standard 2 traits, additional traits feat is fine as well.

At this time the Advanced Class playtest is off the table. Once it is released and I've got a copy that may change but for creation I would recommend not counting on it.


Ok, will adjust tomorrow.


LitanyOfCurses wrote:


How does this preclude me from a sorcerer class?

Not in anyway what so ever that I can feasibly argue. However convincing people to want to collaborate with you on your adventure of DM and setting snubbing may prove to be a rather difficult task.

I personally repudiate your company if you persist on choosing such an ill advised venture.

LitanyOfCurses wrote:


Additionally, I'm not fond of your snark

I bite my thumb sir.


DM Avian Aloft wrote:

Yes, the standard 2 traits, additional traits feat is fine as well.

At this time the Advanced Class playtest is off the table. Once it is released and I've got a copy that may change but for creation I would recommend not counting on it.

Alright. I think i can also build it off a wizard or sorcerer, maybe alter my idea a bit.

Grand Lodge

Quick question in your modified Magic environment aka using words of power how would Alchemist extract work?

Grand Lodge

Just a quick question. I think I have the starting gp right but could you clarify please...just double checking


As per Ultimate Magic

Quote:

Alchemist: An alchemist begins play knowing a number

of 1st-level effect or meta words equal to 2 + the alchemist’s
Intelligence modifier. Whenever he gains another level
of alchemist, he adds one new effect or meta word to his
formula book. He may learn new words as normal, adding
them to his formula book for the same time and cost as it
would take to add a spell of the same level.

In this instance it represents the alchemist using the local flora and fauna to create new admixtures. I had considered allowing secondary casters to maintain regular casting but found that wasn't entirely fair to the primary casters and did not really fit with the theme.

Starting gold is you Classes Max dice for starting gold, in addition to left over dice from the dice pool, multiplied by 100so for a class that normally gets 3d6 it would be 18, and assuming you leave 2 1's as the leftover thats 20 times 100 so 2000.


@DM Avian Aloft

Mind taking a look at my Wizard character build, working on the equipment list now. Tough to do with the low Str! Gonna grab a masterwork backpack to help compensate.

@LilWilly5

I like it! I tweaked my setup to include Enchantment spells instead of giving them up for necromancy. Gave up Illusion and Conjuration (means i can still cast em but they cost double) That way we decide to team up I can boost your abilities.

Eskul Rashier:

Male Human Wizard 3
NE Medium humanoid (Human)
Eskul Rashier
--------------------
Defense
--------------------
AC 12(10+2 Light Armor), touch 10, flat-footed 12
hp 24 (6,6,6)
Fort +2, Ref +1, Will +3

--------------------
Offense
--------------------
Speed 30 ft.

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]

--------------------
Statistics
--------------------
Str 8, Dex 11, Con 12, Int 20, Wis 10, Cha 13
Base Atk +0; CMB +0; CMD 10

Feats: Eschew Materials, Armor Proficiency (light), Arcane Armor Training, Scribe

Skills: Acrobatics (0), Appraise (11), Bluff (6), Climb (3), Craft (Carpentry/Woodworking) (11),

Craft (Clothing) (8), Craft (Books) (8), Diplomacy (1), Disable Device (1), Disguise (1), Escape

Artist (0), Intimidate (1), Knowledge (arcana) (10), Knowledge (dungeoneering) (10), Knowledge

(engineering) (10), Knowledge (planes) (11), Linguistics (10),Perception (0), Perform (1),

Profession (0), Sense Motive (0), Sleight of Hand (0), Stealth (0), Swim (4), Use Magic Device (0).

Languages: Common, Dwarven, Draconic, Elven, Gnome, Halfling, Infernal, Orc

--------------------
Can cast Command Undead 8 times per day as a free spell
Has Grave Touch ability.

Spells Per Day:
Zero level: 5
First level: 5
Second Level: 3


I'm guessing by Cast Control Undead you mean to put Use Command Undead for the Power over the Undead ability? Other than that and a list of your words of power and gear it looks alright.


DM Avian Aloft wrote:
I'm guessing by Cast Control Undead you mean to put Use Command Undead for the Power over the Undead ability? Other than that and a list of your words of power and gear it looks alright.

Yes! Command Undead. sorry been going kind of cross-eyed trying to absorb all the info on wizards. Thank you for catching that. I'll have an equipment/spell list posted asap. working on it now.


DM Avian Aloft wrote:


Starting gold is you Classes Max dice for starting gold, in addition to left over dice from the dice pool, multiplied by 100so for a class that normally gets 3d6 it would be 18, and assuming you leave 2 1's as the leftover thats 20 times 100 so 2000.

Well neat I have double monies than I thought I had to buy things. Gotta rework some stuff.

1 to 50 of 324 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Recruitment / The End is Nigh ~ Into the Planar Blue Yonder All Messageboards

Want to post a reply? Sign in.