| Fury of the Tempest |
Anyone have any suggestions of what would work well with My Luckbringer? I'm thinking of going for a character that likes to leave everything to change, really pushing the boundries of what others would call an acceptance risk, not knowing that in the end, luck loves him which is why he exceeds.
I'm toying with doing a Barbarian honestly, as they seem to fit the entire 'Through Caution to the Wind' mentality that I'm going with, but I'm not convinced. I don't know all of the classes avaiable from Paizo, 1001 Spells and Deep Magic, Sphere's of Power, and the other, many 3PP
I am looking for something that fits a 'Big Guy', or a 'Arcana' role. The Ninja/Warpriest is solid melee DPS and Skill-Monkey with some divine, whilst the Oracle/Bolt Ace doubles down on the divine with ranged DPS, and is a good face with their high Charisma. So they either need someone big to draw fire from their pretty squishy frames, or someone to help combat Arcana issues they ruin into...
Or possibly both. So yeah... thoughts people?
| Vagabond? |
I'd prefer to stick with the races I set out as being acceptable. Among other things, the existing players didn't have the chance for something else, and it's not really fair to them if newcomers get a bunch of options they never had, y'know? I want to be fair to all players. Content from new books is one thing, 'cuz I'm generous about retraining, but races and such are different.
Aw, I won't deny that I'm disapointed, but I'm more than willing to concede that. (Though, if I could take it with the child template as my CR + 1 Template, that would be amazing).
Though, as a counterpoint, if they didn't like their characters race, they could make a new character. Or go through some ritual (Like the savage progression for Ghost or half-fiend from 3.5).Having trouble coming with ideas. I want to play a Wizard//Investigator combo, yet I still can't get my heart off the Lyrakien Cleric. And the current idea is a traveling suit of armor, using the Bloodforge Infusion playtest, which actually kinda sucks because of the Int penalty, but it looks too fun to pass up (Who would expect that the armored thing was a WIZARD!?)
| Fury of the Tempest |
So, that's either a class with Full BAB for a combat role. Or Weak BAB for a support/spellcasting role, as Luckbringer has 1/2 BAB...
And eh, Luckbringer is good at combat, sure. But Fatespin AND Weal and Woe can be used Skill Checks as well. Heck, Weal and Woe can be used on pretty much ANY d20 check outright. They've got pretty good support built in.
Heck, Luckbringer is very flexible. Good Karma, Evasion, Stalwart, Slippery Mind and Just a Scratch for tanking. Ill-fortune and Jinx for Debuffing. Twist the Pattern, More Luck than Skill, Lucky Guess and Perfect Chase for Support/Skill Monkeying. That's not even getting into their Longshot's or advanced improbabilities.
So really, telling me to pair the Luckbringer with a support class doesn't really sit right with me. If I build them for support, Luckbringer can easily fill that roll all by itself with his ability to tilt fate.
| Scaffold Kane |
I tend to look at gestalt as an excuse to select options that are weaker because you don't need the extra power. Something strictly for versatility and, well, coolness.
I could have made a vivisectionist beastmorph alchemist/invulnerable rager barbarian.
I could have. Then I'd be a [expletive]. So I love gestalt because I have a story to tell and I can get away with it viably.
That's my take anywho.
| Scaffold Kane |
You could consider doing a rogue or swashbuckler type character who stacks dodge bonuses and such. Use the character specifically to provoke AoOs to waste them.
I've done it once before. Haphazardly going around the battlefield and causing chaos and thriving in that environment is worth thinking about.
| Laufey Gemshrike |
Be careful about stacking too many bonuses to any one thing - that's the sort of thing that makes me check for min-maxing, and if I feel you've gone too far, you won't be picked. ^^
If I've gone too far that direction augmenting my will save I'd be happy to rework things. Just let me know if it's needed.
| Sundakan |
Glad I waited to look at the Horror. It looks like pretty much what I wanted.
Full disclosure: I was kind of inspired by how Ansem fights in the first Kingdom Hearts game with his pseudo-Stand. Just floats there in the air, arms crossed, and lets his Guardian do all the fighting. Except I didn't want to deal with building a Spirit or Eidolon because I hate running pets. So this works out to be the best of both worlds.
| D_Var_Stars |
I'm hoping to submit later today, most likely a fierce femme Lunar Guardian Druid-Rogue though my Bard-Buckler is trying to tempt me.
Disclosure: Shalluk's player is assisting me because he likes to be my sounding board when I'm writing characters and is like a talking rule book but more fun. I promise neither of the possible characters is like Aibek even if a Lunar Guardian Druid is almost as shadowy XD
| Vagabond? |
Question: Can I play a Incanter//Artisan? Or perhaps a Psion (Shaper)//Artisan? A creation dwarf type of individual? Would that be acceptable?
Following that, can I make her a ex-princess? Would that be acceptable?
Can one craft things pre-game? How would it affect my WBL? Though I can't recall the exact page, somewhere in Ultimate Campaign it stated that crafting feats should add 25% to your WBL. Combine this with the Artisan's Magical Essence, will resault in a sizable ammount of items. Should this be too much, we can balance it according to the ammount one should spend in the core rulebook.
750 offensive items
750 defensive items
750 Magic Items + 1000 gp crafted
450 consumable items. +500 gp crafted.
300 mundane items/gold.
From that, apply the artisan's essence to the stuff you can craft to get it at half price.
Hopefully everything here makes sense, and isn't too much of a hassle to use.
| Vagabond? |
Honestly, not sure with the princess idea. Mostly it's just a leftover for an idea I had long ago, about a Incanter//Artificer queen who's kingdom fell into ruin, leaving her with almost nothing, left to just adventure for the remainder of her days.
So with this, I'm just thinking that she has a history of riches and royalty, but is nowadays just stuck being a wandering crafter. Other than that, I'm honestly not sure.
Continuing, what about pre-game crafting? Do I get an extra 50% of WBL worth of things I can craft, or do I just craft what I can? What about Magical Essence, and how does that play into it?
| GM Rednal |
That would be... pretty hard to integrate into the setting, since the history of lands for quite some ways around has been thoroughly detailed. Could you do the idea as nobility instead? And what motivation would your character have for putting herself in danger by joining up with the party, rather than sticking with a band of nomads or setting up a shop in a nice big city somewhere and getting steady business there?
| ΞVΞ |
This is G-unit’s submission. Zandu, Fist of the Enlightened. All the information is also in the alias.
He is an Unchained Monk/Sorcerer (Empyreal) vmc Bard. With permission I will retrain his 1st level feat to Deific Obedience.
Highlights: Full BaB, d10 hit dice, make all knowledge checks untrained with a +5 bonus (when defiec obedience and bardic knowledge are factored in), 9 level arcane spell progression and cool monk action!
He still needs equipment but that should be easy.
I think he complements the current party pretty well. If you have any questions or concerns ask away.
Zandu
Male Human Unchained Monk/Sorcerer (Empyreal) vmc Bard // Gestalt 3
Init +4; Senses; Perception +10,
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Defense
--------------------
AC 17, touch 17, flat-footed 10
(10 base, +2 dex, +0 armor, +0 shield, +0 deflection, +0 natural, +1 dodge, +4 wis)
Hp 36 (1d10 + 2 con + 0 FC)
Fort +5 (+3 base, +2 con)
Ref +5 (+3 base, +2 dex)
Will +7 (+3 base, +4 wis)
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Offense
--------------------
Speed 40 ft.
Melee
Unarmed +6 (+3 BaB, +3 str,) (1d6+3/x2)
Staff +6 (+3 BaB, +3 str) (1d6+3/19-20/x2)
Ranged
Dagger + 5 (+3 BaB, +2 dex) (1d4+2/x2)
Sorcerer (Empyreal) Spells Known (CL 3rd; concentration +7):
1st (6/day)— bless, enlarge person, grease, mage armor (DC 15)
0 (at will)— dancing lights, detect magic, , ghost sound, light, read magic (DC 14)
--------------------
Statistics
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Str 17, Dex 14, Con 14, Int 10, Wis 18, Cha 8
Base Atk +3;
CMB +6; +8 to grapple
CMD 22; 24 vs grapple (10 base + 3 BaB + 3 str + 2 dex + 4 wis) +2 vs grapples
Feats Dodge, Stunning Fist, Unarmed Strike, Improved Grapple, Deific Obedience
Skills
Acrobatics [+8] (3 rank + 2 dex + 3 class)
Climb [+6] (1 rank + 2 str + 3 class)
Heal [+10] (1 rank + 4 wis + 3 class + 2 empyreal)
Knowledge (Arcana) [+2] (+1 trait +1 level)
Knowledge (History) [+2] (+1 trait +1 level)
Knowledge (Religion) [+9] (3 rank + 0 int + 3 class +2 empyreal +1 level)
Knowledge (Other, Untrained) [+1] (+1 level)
Perception [+10] (3 rank + 4 wis + 3 class )
Sense Motive [+8] (1 rank + 4 wis + 3 class)
Stealth [+8] (2 rank + 2 dex + 3 class)
Swim [+6] (1 rank + 2 dex + 3 class)
Background Skill
Perform (Oratory) [+5] (3 rank - 1 cha + 3 class)
Languages Common, Thassilonian
Special Abilities AC Bonus, Unarmed Strike, Stunning Fist, Bonus Feat (Monk), Evasion, Bonus Feat (Monk), Bardic Knowlege, Ki Pool, Ki Strike (Magic), Bloodline powers, Cantrips, Eschew Materials, Spells, Bloodline Spell,
Favored Class Monk
Traits Reactionary (Combat), Scholar of the Ancients (Campaign),
Combat Gear Staff, Dagger
Other Gear ***
Encumbrance 0 – 100 lbs; 101 – 200; 201 – 300; [Current Weight: 25 lbs/ Light Load]
--------------------
Special Abilities
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AC Bonus +4: Gain wisdom bonus as a bonus to all ACs and CMD.
Bardic Knowledge +1: +1/2 of level to all knowledge checks and can make all knowledge checks untrained.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Deific Obedience (Irori) for 1 hour spend an equal amount of time practicing with a weapon or your unarmed strikes, reading any text that you have never read before, and braiding a length of hair while contemplating the mysteries of the multiverse. Hang the length of hair around your neck when your obedience is complete and wear it for the rest of the day. Gain a +4 sacred or profane bonus on all Knowledge checks
Dodge: +1 dodge bonus to AC.
Dual Talent: (Race) Pick two ability scores and gain a +2 racial bonus in each of those scores.
Empyreal: You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.
Eschew Materials: Cast spells without materials, if component cost is 1 gp or less.
Evasion: Take no damage instead of half when succeeding on Reflex Saves.
Flurry of Blows: When full attacking gain extra attack at highest attack bonus with unarmed strikes and monk weapons.
Heavenly Fire (1d4+1 divine energy, 7/day) (Sp): Ranged touch attack harms evil and heals good. Neutral unaffected.
Improved Grapple: +2 to CMD/CMD vs Grapples, do not provoke when grappling.
Improved Unarmed Strike: Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (5 points): Gain Ki pool equal to 1/2 level + wis mod
Ki Strike: Unarmed Strikes count as magic for the purposes of DR as long as there 1 ki point in ki pool.
Scholar of the Ancients: +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Spells: Able to cast spells from the Sorcerer/Wizard spell list.
Stunning Fist: DC 15 to stun with unarmed strike 3/day.
The pains of sorrow prepare you for the gift of joy – Excerpt from Unbinding the Fetters, Irorian Holy Text.
Zandu stood on a lone rock, jutting out of the Foxglove River. His are eyes shut and his breathing even as he maintained the balance of his stance. Zandu is as still as the stone beneath him, trying to find his center, while the gurgling river rushed past him and his long braided dark hair stirs in the breeze. In his mind he repeated the precept he is studying today, The pains of sorrow prepare you for the gift of joy, the pains of sorrow prepare you for the gift of joy. Over and over again, but his thoughts keep intruding, memories of the past bubbling up to the surface.
Perhaps it is the aphorism Zandu repeated that caused him to consider things he had not thought upon in a long time. His thoughts returned to his earliest memories. Memories of pain and sorrow, it seemed that heartbreak hounded him as a child. First, he lost his mother to the depredations of the madman known as the Chopper. Then, a few years later, tragedy entered his life again, when the rest of his family was consumed by the fire that destroyed the Sandpoint Chapel.
After the loss of his family to the flames of destruction, Zandu was taken in by Sabyl Sorn, an Irorian monk and caretaker of the House of Blue Stones in Sandpoint. No one can why Sabyl chose to train Zandu out of all the orphans left in the wake of these tragedies, and she chose not to disclose her reasons. Under these circumstances Zandu began his journey toward perfection by training as an Irorian monk.
Sabyl Sorn proved a hard and demanding taskmaster with little tolerance for excuses. It seemed that her solution to all of Zandu’s problems was exhaustion. In the beginning his days were spent in meditation, sparing, practicing forms, and contorting his body into painful stances for hours on end. However, Zandu eventually progressed and his training became more balanced. He began to spend as much time in the House of Blue Stone’s library, reading many of the tomes held with its walls. Books! What alive, colorful, and vibrant things. Books were a place to forget about your troubles, a place to share your dreams, and they never failed to lift your spirits. Zandu took to reading like a fish to the water, the library of the House of Blue Stones became a sanctuary for him. When he wasn’t training his physical body he could usually be found squirreled away in the stacks with his nose in a book.
So his book learning began in earnest, and he flourished in this environment, growing in knowledge. There were Irorian religious texts and sage philosophies as well as manuals on physical perfection and diet. Zandu learned to recite entire maxims, discourses, and verses of religious texts. In addition to the Irorian manuscripts there were books on numerous other topics. He read about history, engineering, magic, agriculture, and many other subjects. He learned the stories of the Hell Knights, Dwarven Sky Citadels, Pathfinders, and too many heroes and distant lands to name. There were maps of forgotten places and secret things. Looking back, he would say that his time spent studying in the vast library was the most enjoyable part of his training under Sabyl Sorn.
Zandu's training also afforded him the opportunity to learn more about the magic coursing through his veins. Alone in quiet places he practiced his arcane arts, overly cautious in his attempts to hide these powers from his master.
A bead of sweat runs down Zandu’s back jarring his thoughts back to the present. He tries again to focus on today’s precept but can find no peace as his thoughts turn to more recent events. He recalls the recent Swallowtale Festival and the goblin raid upon the town. His thoughts turn to disgust and self-loathing as he recalls how he sat there frozen in fear while others defended his town. Zandu is shamed further as he remembers his envy as the town celebrated the heroes. Trying overcome these feelings Zandu asked Sabyl if he could join with the heroes as they left to clear out the goblin tunnels. She denied him with a cryptic reply, ”I don’t see the foundation, I see the tower that still needs to be built.” While he continued his training the group of heroes not only dealt with the goblins but they cleared a nest of evil lurking in the labyrinth, secreted below Sandpoint.
Again, Zandu is startled from his reverie when he almost loses his balance. With a sigh he gives up on his meditation and jumps into the river, swimming to the far bank. He begins practicing his forms, throwing punch after punch. But the thought enters his mind, They need help, word has spread that they plan on entering the goblin tunnels again. The pace of his workout quickens and he concludes, Sabyl must let me go, there is nothing left for me to learn by training. Plus, how much longer can I hide my magic from her. With the argument settled in his mind he resolutely heads back to the House of Blue Stones.
Upon his return Zandu is surprised to find Sabyl Sorn waiting at the doorway for him. ”Come,” Sabyl said as she motioned him into the training hall. As he entered the training hall he is met by the pungent smell of incense. ”Kneel,” his master directed and together they knelt, slowing their breathing, watching the stick of incense burn, smoke wafting toward the ceiling. After, a few moments Zandu found his center, his cares hopes and fears fading into the emotionless void. A piece of ash falls of the end of the incense stick and Sabyl announces, ”A jug fills drop by drop.”
With that pronouncement she rose and cut off his braid……
Zandu has a pack on his back and his braid of hair tied around his neck as he makes his way toward the Inn where the heroes are rumored to be. He smiles as he Recalls his masters last words, There are only two mistakes one can make along the road to perfection; not going all the way, and not starting.
Zandu is of mixed Shoanti and Varisian blood with olive skin baked dark by the sun. While he is not yet eighteen years old he stands close to six and a half feet tall, with a reedy but well-muscled build. His head and face are clean shaven with an aquiline nose, prominent cheek bones, and strong chin. He has violet eyes and an infectious smile.
Zandu tends to dress in the traditions of his Varisian ancestors favoring practical clothing in bright colors. In the Irorian tradition he wears a braid of dark hair tied around his neck, like a necklace. For a big man he moves with grace and an air of confidence beyond his years.
Zandu is a serious and ardent worshiper of Irori, The Master of Maters. As such he tries to exercise temperance and patience on his journey towards self-perfection. He is stoic but is stern when necessary, often standing up for the down trodden and oppressed. While Zandu is dour those who are close to him appreciate his wry sense of humor.
The big man is a lover of debate, learning, and physical challenges, embracing these as experiences on his path of enlightenment. Additionally, Zandu is polite, soft spoken, and well-mannered but isn’t afraid to speak his mind. His deep voice often gives advice in riddles, aphorisms, and metaphors with a knowing grin.
| Cam James |
Well I have the core of my idea in my head, I am just trying to get it to work out mechanically. Then I have to figure out what I am going to pair it with.
Well here is the idea :)
I am trying to create a Gnome Illusionist with a twist, he has the Alchemically Invisible template.
Sometime when he was younger he got in a fight with a magical Fey creature (need to look up invisible Fey creatures. Or a Flail Snail) and attempted to cast illusion magic at it. The spell backfired, rebounding back to my Gnome, knocking him out. The party gets killed, my Gnome survives because the rebounded spell rendered him permantly invisible (and therefore the Fey creature didnt find/kill him).
More time later and my Gnome comes to realize that being invisible is... inconvenient. Try buying a meal while invisible, or simply talking to people while they aimlessly talk back (its unnerving), or the strain on his sanity that comes with the fact that no one knows you exist. Heck, even putting on a disguise doesnt work since as soon as he wears it it dissapears. Since then my Gnome has figured out some illusion tricks to mimic his appearance (as best as he can remember anyways...) to give others something to focus on, and he has gotten quite good at keeping the illusion up. (He still messes up often, with the illusion going "static" or drifting the wrong way)
Mechanically he is a Gnome Wizard with the Effortless Trickery feat and a wand of Silent Image (750gp) as his Arcane Bond.
The idea is that I am going to cast silent image and keep it going with my swift actions (unless/until something wreaks my concentration, or I just want/need to be invis) but not be too careful with it, I can make it do whatever :p
I also have no idea how long a wand with 50 charges will last... Should be fine! ^_^
The problem is the drawbacks.
Invisibility comes with a built in DC 15 will save or be confused, so I will need a decent-to-good Will save, and therefore Wisdom. Otherwise I might waste half of my actions :p
Iron Will and a trait could go a very long ways here (using up both my 2 feats).
And to offset the 2CR template I could either take the Young template or the shackled template. The young template is honestly almost a boon (-4 Con, +4 Dex), I just dont want to be tiny :p
Shackled fits very well thematically with the rebounded spell/Fey curse but -2 Int (with no racial bonus) is really rough for a wizard, and -2 Wis (-1 Will) compounds with the Invisibility drawback quite painfully.
I think I will go with the Shackled Template anyways (dont want to be tiny) but I will have to try hard to be more than "Invisibily Useless."
Next problem. What to pair it with :p
I could go with 2 casting classes and try and aim for diversity through multiple spell lists. However, trying to use 2 different caster stats with -2 to each AND -1 class level might prove impossible :/
Or I could go something like URogue (something Dex based) since that would sinergise well with invisibility...
Or look up some Sphere classes now that I realize that that is an option :)
Anyways, thats the start of what I am looking at!
Would you be open to the idea of an Invisible Gnome Illusionist with a semi-constant illusion of himself?
| Fury of the Tempest |
Can I start with a +1 Double Weapon please? I really don't like the rule that has Double Weapons need to be enchanted each end. You get stuff like +1 Quaterstaffs and even +1 Orc Double Axe's in loot-tables, and their a single, big item. Why should each end have to be enchanted differently?
I mean yeah, technically it could be argued that it makes then broken and overpowered as TWFers need to spend their money on two weapons... but seriously, who actually uses double weapons? I've never seen one being used before!
Not to mention saying that 'This Magicial Double-Axe is my father's trusted weapon from his roaming days', sounds a lot better than 'This Double-Axe with a Magical Head is my father's trusted weapon from his roaming days'
| GM Rednal |
*Raises hand*
I have a character using a double weapon. In fairness, she has a crazy mythic tristalt build, and it wrecks things that get into full attack range. ...Which is admittedly no surprise, given that one of her classes is Fighter and that's the only thing the class does well, but still. What kind of build were you looking at for this?
| Rostam |
Here is Karrick Tarro, I took the Dayrunner trait to get rid of Light sensitivity. Also, I would like to change my previous back story to being sent to Sandpoint to witness the new cathedral.
Male Guide Ranger/ Paladin of Eratil
LG Medium Humanoid (Orc)
Init +1; Senses Darkvision 60, Perception +7
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Defense
--------------------
AC 19, Touch 18, Flat-footed 12 (+7 Armor, +1 Dex, +1 Enhancement)
hp 36 (3d10+6)
Fort +6, Ref +5, Will +5
Defensive Abilities Ferocity
Weaknesses none
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Offense
--------------------
Speed 30 ft. (20ft in armor)
Melee MWK Greataxe +7 (1d12+4 /x3) or Earthbreaker +6 (2d6+4 /x3) or Dagger +6 (1d4+3 19-20/x2)
Ranged MWK Composite Longbow +5 (1d8+3 /x3) or dagger +4 (1d4+3 19-20/x2)
Special Attacks none
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 13, Cha 13
Base Atk +3; CMB +6; CMD 17
Feats Cleave, Power Attack, Cleaving Finish
Traits Student of Faith, Reactionary
Skills(24 Ranks, ACP-6) Diplomacy +7 (3 ranks), Knowledge (Dungeoneering) +6 (3 ranks), Knowledge (Nature) +6 (3 ranks), Knowledge (Religion) +6 (3 ranks), Perception +7 (3 ranks), Profession (Hunter) +7 (3 ranks), Sense Motive +7 (3 ranks), Survival +7 (3 ranks)
Languages Common, Orc
SQ Ferocity, Weapon Familiarity (Greataxes/Falchions/Orc weapons), Dayrunner, Aura of Good, Detect Evil, mite Evil (1/day), Divine Grace, Lay on Hands (2/day), Aura of Courage, Divine Health, Mercy(Shaken), Track, Wild Empathy, Combat Style Feat(Two-Handed Weapons), Ranger's Focus
Combat Gear Masterwork Great Axe, Masterwork Composite Longbow, 40 arrows, +1 Bandedmail, dagger x 5, Earthbreaker
Other Gear Paladin's Kit (contains backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. ), Silver Holy Symbol, Bandolier, 342 gp
Editting in the following
Karrick is a fairly regular looking orc, though a bit on the small side. His dark green skin makes him obvious to those who see him and he does have a few scars over his arms and chest from work injuries
Karrick thinks all beings should be treated fairly and with equity (as opposed to equally). He hates his kin for their destructive ways, but understands how it has come about. He wishes to find a way to deliver his people from the darkness but will cull them if he must.
Karrick is fairly magnanimous towards others, given that they are generally distrustful and rude at first. He always looks out for those in his community regardless of their view of him.
| GM Rednal |
Given the kind of martial focus you could have there, I'd say they would have to be enchanted separately. Barbarians are experts at smashing as it is. Combined with Moment of Chance, you'll have some pretty excellent accuracy to begin with, even considering TWF penalties, so go for enchanting the heads separately. That's the default rule anyway, and I try to avoid houserules that strengthen an already-strong option.
| Fury of the Tempest |
T.T
I don't care about the power increase. I care about the fluff. Having a Double Weapon with only a single head actually enchanted feels very, very weak as a family weapon compared to a fully enchanted Double Weapon.
Seriously, if I was focusing on crunch, I would of just gone with a Falchion and Power Attack. Much better returns with the higher crit-chance, base damage, and always being a two-handed weapon. But I felt like a Double Weapon fits the character more, hence why I want to ignore the ruling.
And I just want to ignore the ruling at the beginning, to start with a +1 weapon for fluff reasons. Afterwards, I am very, very willing to have each head have to get enchanted separately afterwards. Heck if you want, I'm willing to have the next 2kgp I get in the game to be lost in one way or another, so I basically do have to pay for it.
Its just, having a single head of a double weapon, does not give the same feeling as a fully magical double weapon when it comes to fluff. When it comes to being the family weapon, a gift from your grandfather to your father when he set out to become an adventurer. And the weapon that you took up yourself when giants slew your family. Having just a single head be magicial just... makes it all fall flat.
| Fury of the Tempest |
There're several problems with that suggestion. First off all. Spear Dancing Style requires me to either be a human or dip Fighter in order to get the two feat requirement before I can get that style feat.
Secondly, Spear Dancing Style is about using a Spear or Polearm in a graceful, dexterous manner. I'm a Barbarian looking to charge at people swing a huge Double Axe around. They don't exactly mesh very well.
Third. The Double Axe is an orcish weapon, which is pretty important, as it's meant to be a bit of a family weapon passed down from father to son. It hasn't been passed down for very long, but a spear just doesn't have the same feel to it as the Double Axe would.
Sorry. Your suggestion is great mechanically, but it just doesn't fit the fluff of the character I'm trying to make. And fluff is why I'm asking to start with a +1 Double Weapon, like how you get +1 Quarterstaff's, despite them being a Double Weapon as well. If I really. REALLY have to... I'll settle for Masterwork... but having a Magical Weapon just fits the character so. SO much.
| Scaffold Kane |
See, I don't understand denying an option strictly on the grounds of fluff. Isn't part of the fun of this game the implementation of that creativity in the form of creative license?
Other DMs might disagree but, as far as I'm concerned, you can refluff an option as long as A) the fluff still explains the mechanical benefit and B) the fluff is still appropriate for the game at hand.
I once played a barbarian who was a fighter for all role-play purposes. She was just a fighter who tapped into her adrenaline to become more focused and forceful in combat at the expense of defense. Ala, barbarian. I like to look at the fluff of certain things in game as being suggestions. Not mandatory.
I'm not the DM here but I know I'm always open to weird suggestions. XD
| Sundakan |
I don't have enough feats for it, and fluffing has its limits. Spear Dancing Style, and Double Axe Berserkers... they're too far apart to refluff one into the other.
Remember that Spear Dancing works with ANY Polearm as well as spears.
Like the Bardiche, Guisarme, and Glaive-Guisarme, all polearms that are very axe-like.
Doesn't fix the Feat issue, but fluffing an axe into an axe isn't too hard. =)
| D_Var_Stars |
Would the Third Party Druid Archetype Lunar Guardian and/or the feat Overwhelming Beauty be acceptable?
| Sundakan |
Going to keep these brief and focus on personality more than backstory...things feel too "fanfic-y" when I write long stories, usually.
Damien was an orphan, abandoned by his parents because of the strange powers he displayed from a very young age. Using them to stay alive brought him to the attention of a nobleman, from a house on the decline, and gears began turning in the crafty old man's head. He adopted Damien and began teaching him the best way to use his powers: to serve him.
The man made him do everything with his powers, to grow them swiftly, and soon a lasting habit of leaning on his abilities to do almost everything formed.
Now an adult, Damien is fiercely loyal to the man who is the closest thing to a parent he can remember, and works to bring his name back to prominence.
He keeps himself in shape, however, since people tend to respect an outwardly fit, handsome, and charming person much more.
That's the short version, I need a few more details. Basically, I thought the Black Sheep/Bitter Nobleman trait sounded really cool. And then I realized that wasn't actually in the book, so I wonder where the hell the SRD got it from, but thought it sounded fun to play around with anyway.
So, can I still make this work? Are you fine with me adding an aged benefactor I'm working for? The way I'm looking at it my initial goal for joining up with the party would be that being associated with the heroes of Sandpoint (which I believe they already are after the goblin attack at the start, unless my memory of this AP is way too fuzzy. Regardless, they're already making a name for themselves) is a good status boost for him and his adopted family.
I believe I've settled on Spiritualist (Ectoplasmatist)//Thaumaturge (Unseen Horror, likely Telekinesis and Mind Spheres) as my classes, but I don't really want to build a full character before I know I'm in.
Quick Question: Will you allow Deadly Agility for Dex characters?
| GM Rednal |
I often suggest starting with a 10-Minute Background, and trying to give your character at least one flaw that's measurably impacted their life. Nobody's perfect at everything, after all. XD For added characterization, I also like to try and explain how they've used their skills. For example, if they have Perform (Oratory), how did they learn that and what did they use it for?
Deadly Agility works.
| Valaronex. Moonlight Meditant |
And here is my character. Valerem, the Lucky Beserker. A half-orc that had come to Sandpoint in order to help slay the giants that were said to be gathering, only to run into quite a lot of trouble, and seems to be short on luck himself.
If you manage to capture Valerem outside his moments of anger however, you would find a rather introspective soul. Whilst not much of a talker, Valerem’s past has given him a deep lover of nature and all those who live in the wild. He is much more at home in a small village or out in the wilds themselves, than in a city that’s for certain, and his favourite pastime is to lay back and watch the stars above.
Still, that isn’t to say Valerem is always introspective however. Infact, whilst he doesn’t like cities, he does love to have a good drink, and he has a massive gambling addiction. He loves the roll of dice and the whisp of cards, he loves putting everything on the table and leaving it to luck to decide who wins and who loses. Indeed, he has almost has a much experience gambling as he does actually fighting. Though, the fact that luck seems to favour him both at the table and on the field of battle seems to help with that.
Shelash was a companion to Helzang, a thief that he had apprehend early in his career as an adventurer. Noting her good heart however, Helzang managed to convince the guard to allow him to take her with him under probation to put her skills to good use. A probation that Shelash notes never actually ended, not that she minded. Noticing that whilst Helzang was a berserker on the field, he was a surprisingly gentle soul off it, having a love for nature, it's creatures and the bright stars above. And Shelash, despite or perhaps because of being a city-rat, often had a love for nature.
Because of this mutual love for nature, Valerem spent a lot of times outdoors away from civilization at an early age in his life. Learning the wonders and beauty of the world they lived in. Learning how to make his way through the wild with only a compass and star chart to help him find his way. As well as how to handle and interact with the many creatures that shared their world. He also had rudimentary lessons in how to ride, though neither he nor his parents liked to put the horses and ponies under such a hefty burden.
A love of nature, and an understanding of how to survive out in the wild were not all that Valerem learned from his parents however. From they both, he picked up a distrust of magic and the gods. Helzang often told Valerem that ‘Magic does nothing to protect you from an axe to the face’, and Shelash saw magic as either palor tricks for con men, or a goal that the arrogant strike towards that ends up hurting them and many innocents because of it.
The distrust of the gods came from the fact that both of the parents became who they were from their own efforts alone, and Shelash especially had tried to get help from priests and clerics whilst young, but her criminal past lead to her being rejected and turned over to the guards when she found out. She would admit that there was some kind souls amongst their ranks that would object, and try to intervene, but they were always overruled in the end. That being said, Shelash does have a soft spot Desna, due to an equal love for the world, as well as how luck always seemed to favour Shelash.
Other skills were taught to Valerem during his childhood. Whilst he couldn’t do much to lift the weapons himself, Helzang made sure Valerem knew how to fight, and how to handle the traditional weapons of the Orc. Whilst Helzang would admit that Orcs were brutes and barbarians, he said that one should never hate what they are, and to embrace their heritage fully.
Shelash meanwhile, taught Valerem some tricks of her old trade. Whilst Valerem disdained stealth, and didn’t have the patience to learn how to pick pockets and open locks. He did learn how to tumble after a fall, how to jump up high into the air, and how to vault over obstacles during a run. Additionally, he learned a few tricks of how to persuade people, how to bring them around to his way of thinking. This training was limited however, as Shelash admittedly she never managed to talk her way out of many situations herself.
As Valerem continued to grow, his similarities from his parents continued to shine though. From Shelash, Valerem seemed to be given the favour of lady luck herself. The flip of a coin, the roll of a dice, the draw of cards... they all seemed to go Valerem’s way more often than not. From Helzang, Valerem had inherited his father’s restless spirit, and his berserk temper when it came to fights. Infact, the normal childish scraps got Valerem into a lot of trouble, his temper meaning that he would be a lot more brutal than the other children were willing to be. Often leading to bloodied noses, nasty bites, and once, a broken arm.
Such as it was for many people’s tales however... Valerem’s life did not stay peaceful forever. Gaints fell upon Valerem’s village, and despite his injury, Helzang picked up his weapon once more to fight, Shelash had to drag Valerem away, kicking and screaming as his father moved to fight.
When they returned, his double axe, a gift from his own father - a blacksmith - was the only sign off him. And on that day, Valerem came to a grim realization. The world was a cruel as it was beautiful.
Whilst Shelash fell into a depression at the loss of her husband and long-time companion, Valerem’s blood boiled as the devastation that had befalling his village. Taking up his father’s weapon, the young half-orc began training tireless. Learning how to use the dangerous and large weapon, as well as how to fight against the giants that had taken his father and brought such ruin to his life.
After 3 years of training, at the age of 18, Valerem was ready. Taking an enchanted Haversack that his father used so often during their trips, and a breastplate of mithral armour that his mother still kept, a reward from the mayor of Sandpoint itself after doing the city a great service. Valerem left his home town behind. Setting out to Sandpoint, Valerem was on the path to follow in his father’s footsteps.
Unfortunately, upon reaching Sandpoint, Valerem’s rash attitude, short temper and youthful inexperience lead to him falling in with a not-so-heroic crowd. A crowd that strung him along for a year, then dumped him when a raid went wrong. In order to escape from the guards, who Valerem knew were not going to be willing to just arrest him, Valerem had to dump his mithril breastplate, the silvery metal being far too distinctive in order to allow Valerem in avoiding the eyes of the guard now that he had been abandoned to his own devices.
Having been burned so badly, Valerem became mistrustful and doubtful of his own abilities to judge people properly. Because of this, the young half-orc had not been able to get his adventuring career of the ground. Unable to go to the guard due to his mistakes, and unable to make friends or at least, allies off other adventurers. The half-orc is currently floundering. Desperately trying to find a way to bring his axe to bear against the giants who took his father, yet unable to find any signs of them beyond rumors. Unable to find a purpose in his life, and without a penny to his name, Valerem is at the end of his rope... and an ugly anger festers within his heart.
| Vagabond? |
Rough background of the character:
2. What emotion does your character evoke in others? Mild fear- Not outright temper, but mild fear.
3. What does your character need most? Challenges. Glory. A Feeling of Control over her life. Just feeling like she has control over a situation is incredibly important to her.
4. What is your character’s goal in life? Don’t Die, to keep the legacy of the Forgebirthed Throne alive, and maybe one day send her child to reclaim the forgotten throne after the foul archmage that claimed it has been felled.
5. How does your character believe this goal can be accomplished? Bide her time, and forge her children a future.
Background
For any campaign, a character should have come from somewhere. Spend any length of time with someone and their history is bound to come up. These questions give your character history, and therefore dramatic and emotional weight.
6. Where did your character come from? She was born into the royal family of the Forgebirthed, daughter of Queen Ironblood- Raised within walls of gold and silver, yet her mother taught her humility- Taught her to listen and to learn about others, and to know what they thought. Trained by her mother and her father in the art of the forge and the art of politics, she has grown strong.
7. When did you grow up? She grew up when her family died, and her kingdom turned to ash. Thrown away from her kingdom and her family when she was barely just a woman, she was left behind with a blacksmith in the far-off city of Magnimar, where she continued her study.
8. What values does your character hold? (1) Do not let the Steely Minds of others stop you from doing what’s best for everyone. (2) When trouble besets you, relax- Do not let fear devour you. Stand against fear and stay calm. (3) Know that those who you hold close, and keep them close. Nothing is worth more than a friend.
9. How does your character dress? A royal scarab on their chest, otherwise in her standard affairs on the road is a fairly plain dress, a leather skirt worn beneath a shorter wool skirt embroidered with delicate purple lace, a pure blue blouse and a hide corset. Her hair woven into a ladder braid on her head, and leather gloves.
10. What are your character’s means? Moderately well- She might live in a series of wagons, but they are well adorned and well lived in. She’s not sitting on the side of the road hoping not to die, but she’s not living in a mansion. In terms of friends, she has few, but she has managed to maintain some good will in most towns she travels to.
Details
Now we’re picking nits. These five are all about texture and color. These answers take your character beyond an adventure serial persona and into reality. Answers to these make your characters memorable for years.
11. What are your character’s personal tastes?
(1) A well brewed cup of tea or coffee spiked with a bottle of dwarven ale.
(2) The sound of a hammer on steel as it’s worked, in the heat and sweat of a well-maintained forge.
(3) A more jaunty melody against a harsher one.
12. What are your character’s opinions?
Humans tend to act like massive pains in her ass.
Rich Folks suck at dealing with local politics.
Most mages don’t know the value of hard work.
13. What is your character’s comfort zone?
Hammering away at a block of steel reminds her of her old kingdom.
14. Who has had the biggest impact on your character’s life?
Her Mother Hilda was the most influential force in her life early on, but later it would largely be the mage Amonious, who overthrew her kingdom, and the Artisan Phillip, who taught her the ways of the forge, and to show kindness and mercy to others, no matter how much of a pain they were.
15. What are some of your character’s unexpected quirks?
She loves tiny birds. A lot. They’re adorable.
She can’t for the life of her understand why magic just doesn’t shut up and be less arcane.
She likes adding embarrassing images to the armor or clothing of Wizards.
Player
These five questions direct your play experience itself rather than your character. What do you want out of your game? If a group answers these together, they can expect dramatically rewarding game sessions, and the GM will know clearly what’s expected to give everyone a good time.
16. What kind of story does your character belong in? Honestly, I’m not to certain. She’s a rather new character, but by god I hope she fits into the story.
17. What role does your character fill? Straight man, voice of reason, and hardass with a heart of gold. Combined with the idea that she is very heavily support oriented, and we have ourselves our old princess. She’s effective at social interactions and terrifying people until they cry using alchemical items.
Roleplaying is all about the ensemble cast. Make sure you fill a unique role in the party, and you aren’t stepping on anyone else’s toes. Consider your role in the interpersonal relations of the party, your role in combat, what skills your character is best at, and what thematic note your character hits.
18. What should the other players know about your character? We’ll have to see how she turns out, to be honest- She could be a massive hardass who just wants to keep folks from getting killed, or just someone who’s really willing to help to get out of the forge more often.
19. What is your play style? Support characters are my usual forte, so expect mostly that happening with some battlefield control. I heartily enjoy character interaction, though my descriptions tend to be fairly concise.
20. How do you want your character to die? Suddenly, without much expectation, but in a way that will shock my allies at who’s been killed. She’s most likely is destined to be the last in line of the Forgebirth line.
Incanter//Artisan
Bloodline- Deep Earth
Talents: (8/7)
Creation Sphere
Expanded Materials
Exquisite Detail
Lengthened Creation
Light Sphere
Encompassing Light
Weird Radiance
Drawbacks
Nimbus Focus (Regal Outfit)
Touch of Light
Destruction Sphere
Explosive Orb
Crystal Blast
Gather Energy
Drawbacks
Aligned Combatant (Law)
Energy Focus (Stone)
Shape Focus (Explosive Orb)
Alteration Sphere
Size Change
Drawbacks
Lycanthropic
Enhancement Sphere
Animate Object
Energy Weapon
Drawbacks
Obvious Enhancement
Marking Enhancement
Either weapon or armor arts.
Retrain first level feat to Power Attack
Item Creation Feats: Scribe Scroll, Craft Wonderous Item
Craftsman Technique: Mechanical Jenius, Effecient Enchanting.
Traits: Merchant Family, Student of Philosophy, Spark of Creation, Meticulous (Drawback).
Weapons: Probably some sort of reach weapon.
Focus on battlefield control, support, with the occasional 'bout of damage.