Ravingdork's Crazy Character Emporium (Second Edition)


Advice

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NEW CHARACTER!

Tappa Nile, Hexblade (LE nonbinary human goblinblood orphan fighter 16)

“I’m going to peal your armor and flesh off your bones like the layers of an onion!”

A fearsome warrior and warlock that combines martial prowess with a supernatural proficiency with curses, hexes, banes, and other such magics, Tappa Nile is a villain to be feared. Bending the laws of chance and probability around themself, Tappa leaches the luck from their enemies, casts dire and horrific curses, inflicts tainted wounds, and projects despicable illusions with which they control the battlefield.

Tactics: Learn about your foes' abilities using your crystal ball and cast heroism prior to engagement whenever possible. When you're ready to face the enemy, preferably after choosing the battlefield, use your broom of flying to bypass enemy defensive lines and hit them where it hurts the most (such as the squishy casters). Activate your snapleaf as you leap off so that you can land softly and start the engagement with invisibility. Open up with grease to trip up foes in the area while you crawl along with impunity like some kind of grotesque, long-legged crab. Fish for crits with your dual picks via Double Slice and heroism. If you get the opportunity, twist your neck at an impossible glare and demoralize a foe with Intimidating Glare. If a fight doesn't go your way, use your broom or ability to squeeze through tight spaces to escape.

Out of combat you are a master of the occult. Play up your knowledge of the weird as best you can. You're also very observant, so scouting roles suit you well, especially since you're far more dangerous than your typical scout. Being proficient in every skill in the game, you're also a jack of all trades, so don't hesitate to contribute to every situation in some way.

Inspiration: Every body horror movie ever, H.P. Lovecraft's writings, classical witches and warlocks, and Fullmetal Alchemist (anime)


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Meant to say"...twist your neck at an impossible ANGLE and demoralize a foe with Intimidating Glare."


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NEW TOOL!

I got tired of having to manually calculate the Learn A Spell costs for adding new spells to my wizard's spellbook(s). So I made a Spellbook Calculations spreadsheet for us all to use.

For example, say I'm working on a 10th-level wizard character and, in addition to the normal spells he gets for free, I wanted his spellbook to contain all of the common spells of 3rd-level and lower. Looking at the Cum Cost (common) column for 3rd-level spells, I can see that it would cost my wizard character 574 gp. If instead, I wanted him to know the common AND uncommon spells, I'd look at the next column over, which tells me it would cost 624 gp instead.

I hope this tool proves as useful to you as it has to me!

Just type "pass" into the password prompt if you wish to edit the sheet to better suit your needs. I only protected it to prevent accidents.


Ravingdork wrote:
Looking at the Cum Cost (common)

Phrasing!


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Voltron64 wrote:
Ravingdork wrote:
Looking at the Cum Cost (common)
Phrasing!

Good thing the Thought Police aren't a real thing or you'd be in some trouble there. XD


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Aren't they?


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Ed Reppert wrote:
Aren't they?

Whether they are or they aren't, we must always be on the lookout.

Nobody wants a boot stepping on their face, forever.


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CHARACTER UPDATE

Oh gee wiz golly mister! I've got me an Advanced Player's Guide now! You know what that means?

KOBOLDS ARE COMING TO THE EMPORIUM!!!

(And OMG! So, so, much more! I can normally finish the brunt of a new rulebook in a little over a day. I'm going on four days with this one and still don't feel like I've seen underneath the waters of this iceberg!)

For those of you who have been following me since First Edition, you might know that Breadcrumbs the goblin trapsmith was previously a kobold in that edition rather than a goblin. However, I didn't have kobold stats at the time I made him for Second Edition, so I recreated him as a goblin instead. I'm proud to announce that he is now returning to his original roots and has been made a much better trapsmith for it!

So without further ado, here is the new and improved
Breadcrumbs, trapsmith and chef (LN male strongjaw kobold tinker rogue 2)


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NEW CHARACTER!

Tarka Firefang, young arcane trickster (CG female spellscale kobold ward sorcerer 3)

As promised, Tarka Firefang now has a stat block to go with her journal! Enjoy!


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Excellent! :-)


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CHARACTER UPDATE

Sally has been updated from the swashbuckler playtest rules. She now conforms to the APG swashbuckler class' rules.

Sally, Firebrand swashbuckler (CG female personality leaf leshy martial disciple swashbuckler 9)


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NEW CHARACTER!

Another new character from the Advanced Player's Guide!

The Black Queen, Grandmaster (LN female winter-touched human winter's child witch 12)

“Do you play?”

The information broker, a powerful and mysterious blind witch known only as the Black Queen, is renowned throughout the Isle of Dread and the Shining Kingdoms for her prolific favor trading, involvement in numerous circles of intrigue, and for her love of strategy games (like Imperial Conquest). Irrevocably blind, the Black Queen relies on the senses of her ever-present familiar, Rook, to navigate her environment.

Tactics: As a spellcaster who isn't particularly hardy, stay in the back, get to cover if you can, and let Rook take to the skies. Channel your spells through your flying familiar via your Familiar Conduit feat to get around cover, attack at odd angles, etc.

You have a great variety of spells are your disposal, but you can't prepare very many at a time, so you must think strategically on how best to use them. Is everyone in a bad position? Cast collective transposition to change the battlefield dynamic. Or use mislead to get some distance from a troubling foe before coming at them with a better plan. Use your wall spells (such as wall of ice) and terrain alteration spells (such as rime slick or grease) to divide and impede your foes. Use your buffs and debuffs (such as haste and slow) to change the tides of battle in your party's favor.

Use your curse of death focus spell to look powerful foes in the eyes and curse them with impending doom.

You're a capable conjurer as well, so use your Rites of Convocation feat to swap out your spells for Summon spells as appropriate for the upcoming situation's needs. Summon as many pawns as needed to ensure you and your allies win the game and live to play another day.

Despite your formidable arcane power, your real strength lies on the social battlefield (whether it's in the noble courts, or in the criminal underworld) where you can discreetly gather important information on your current mission, or call in a variety of favors that could potentially alter the course of the campaign's narrative. Uncover the story's mysteries, delve into the intrigue, and cover your tracks or ruin peoples' lives with such manipulative spells as hallucination, illusory disguise, mislead. If able, deliver a quick Bon Mot before bombing the enemy's weakened mental faculties with your Will Save spells.

Inspiration: Varys (Game of Thrones, information networks), Mirana Marmoreal the White Queen (Alice in Wonderland, general appearance), Montolio "Mooshie" deBrouchee (Sojourn, by R.A. Salvatore; companion use), The Booth at the End (2010 miniseries, favor trading and mysterious origins), The Seventh Seal (1957 film, dramatic strategy game)


Alas, it takes an action to see through the familiar and another to channel your next spell, limiting you to one action spells cast on enemies this way unless I’m missing something.


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Xenocrat wrote:
Alas, it takes an action to see through the familiar and another to channel your next spell, limiting you to one action spells cast on enemies this way unless I’m missing something.

Familiar’s Eyes takes an action to START it or to END it. It does not possess a limited duration. Also, if it lasted only for the round, there would be no need for it to mention that you can dismiss the effect.

The Familiar’s Eyes class feat should not be confused with the Share Senses master ability of the familiar, which is similar in function, but does have a limited duration.

So you can activate Familiar's Eyes prior to combat, then spend a full 3 actions channeling a 2-action spell through your familiar. What's even better, is that your familiar still gets an action of his own to move into position or take some other action, thanks to the Independent familiar ability.


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NEW CHARACTER!

Another new character from the Advanced Player's Guide!

Guinn Black, Code Breaker (CN male nine-lives catfolk detective barbarian 15)

“Were you expecting a little old man with spectacles?”

Guinn Black is a Free Captain that serves no one save the Hurricane Queen, Tessa Fairwind, whom he works for as a linguist, scholar, code breaker, forger, and sometimes lover. With her support, Guinn was instrumental in the discovery and dismantling of a Chelaxian spy network operating within the Shackles, as well as in the overthrow of the previous Hurricane King, Kerdak Bonefist.

Tactics: As someone who spent nearly all their feats into non-combat skills, you basically just need to rage and then keep hitting things until they die.

Out of combat, you can Recall Knowledge on ANYTHING thanks to Loremaster Lore. If that doesn't help, you can reach out to your network of spies, debtors, and marks to get you the information you need, discreetly. Abuse your position as translator to always end up on top. If no one but you knows what's being said, whose to stop you from implicating an enemy in a bad way? What's more, you're a master forger, a skill that--in the right hands--can open lots of doors.

Inspiration: Alan Turing (The Imitation Game, code breaking), Guin (Guin Saga, appearance)


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NEW CHARACTER!

Syrania, Celestial Betrayer and Eater of Worlds (LE asexual aasimar halfling blessed sorcerer 20)

“No matter the outcome, I'll always win.”

Even before her birth, it was foretold in her peoples’ prophecies that a “hidden evil” would one day come and destroy all. Raised by cultists to believe that she was the subject of the prophecy and the offspring of Asmodeous, Syrania grew into a living symbol of corruption and evil. While still young, the ambitious Syrania used an artifact of great power to lure a host of powerful angels into a deadly trap and usurped their holy powers for herself—knowingly destroying the artifact and her own cult in the process. Within a year of her “rebirth,” as an immortal aasimar sorceress possessing divine power, Syrania used her newfound powers of persuasion to subjugate her entire kingdom without ever having to lift a finger. Within a century, she gained dominion over her world and used lies and deceit to pitch the world’s inhabitants against one another. She watched on from the shadows as all life on the planet destroyed itself through interracial warfare. Within a thousand years, Syrania gained true dominion over the planet—she was the only sentient being still alive.


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Ravingdork wrote:

NEW CHARACTER!

Another new character from the Advanced Player's Guide!

Fascinating. :-)

From the APG: "Catfolk call themselves amurruns, although many consider this name to be private."

Why would they consider what they call themselves private?


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Ed Reppert wrote:
Why would they consider what they call themselves private?

Maybe it's considered a pejorative when used by others.

Or perhaps they attribute power to it, sort of like a true name.

Or it's culturally sacred to them, and them alone.

Who knows?


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Ravingdork wrote:

NEW CHARACTER!

Syrania, Celestial Betrayer and Eater of Worlds (LE asexual aasimar halfling blessed sorcerer 20)

“No matter the outcome, I'll always win.”

Neat-o keen and also terrifying.


Tarondor wrote:
Ravingdork wrote:

NEW CHARACTER!

Syrania, Celestial Betrayer and Eater of Worlds (LE asexual aasimar halfling blessed sorcerer 20)

“No matter the outcome, I'll always win.”

Neat-o keen and also terrifying.

Also disturbingly familiar (although I would say Neutral Evil rather than Lawful Evil) . . . .


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UnArcaneElection wrote:
Tarondor wrote:
Ravingdork wrote:

NEW CHARACTER!

Syrania, Celestial Betrayer and Eater of Worlds (LE asexual aasimar halfling blessed sorcerer 20)

“No matter the outcome, I'll always win.”

Neat-o keen and also terrifying.

Also disturbingly familiar (although I would say Neutral Evil rather than Lawful Evil) . . . .

I agree that she should be NE, and in fact, her First Edition rendition was NE. Unfortunately, in order to have the Blessed Blood feat to get the spells I want, she needs to be a follower of Asmodeous, and he only allows for LE followers in this edition.

So she's less "true evil," and more "methodical calculating plotter evil," now I guess.


^I Guess Archives of Nethys doesn't have Blessed Blood yet.

Seems strange that some Daemonic Harbinger doesn't offer what you need.


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UnArcaneElection wrote:

^I Guess Archives of Nethys doesn't have Blessed Blood yet.

Seems strange that some Daemonic Harbinger doesn't offer what you need.

It's there Link

Gives three of the spells a deity grants a cleric. In Asmodeus' case: Charm, Suggestion, and Mislead


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NEW CHARACTER!

Helegûr, Ruler and Protector of the Frozen Wastelands (CN female Erutaki duskwalker human nomad sorcerer 17)

“You entered a frozen spire thinking you might find warmth, comfort, and salvation? Fool!”

An exceptionally beautiful hermit and witch woman who rules over a small swath of the Crown of the World, Helegûr (pronounced Hee-Lee-Goo-erh) is said to be part naiad. She has thick icy blue hair and full lush lips. Her eyes are the shape of almonds, resembling elf eyes, though solid blue in color. They continually flicker with a keen intelligence. She possesses a desirable figure that is almost always openly and immodestly displayed, with little more than her long hair and intricate jewelry covering her otherwise nude form. Helegûr’s pale skin is seemingly flawless, and the attractiveness she displays seem to heighten the power of her bewitchments. Helegûr possesses long lacquered fingernails with which she habitually twirls her hair and jewelry absentmindedly. Though seemingly playful at times, there are few creatures upon Avistan as cold, ruthless, and deadly as the ice witch of the north.

Tactics: Helegûr possesses a wide variety of summons, so use those to delay and wear down the enemy, to even out a numbers disadvantage, to crush weaker foes, or for more utilitarian purposes. She is also capable of high damage blasts, augmented by a variety of metamagic or follow up strikes via establish ward. Against powerful foes, use blinding beauty or Scintillating Spell to debuff your enemies before hitting them with blasts or powerful incapacitation spells such as flesh to stone.

Moment of renewal, regenerate, and vital beacon provide some healing options to keep you and your allies in the fight while spells like punishing winds, rime slick, and wall of ice can help keep foes divided, making them easier to pick off. Creative spells combos might include aquous orb, deluge, or control water followed up by polar ray or cone of cold to freeze your enemies in the water, if you have a generous GM.

If fighting within your tower, don't forget that you can repair any damage it might sustain as a single action thanks to Quick Repair.

Animal vision, Consult the Spirits, speak with animals, Survey Wildlife, true seeing, and similar spells and feats make you an excellent reconnaissance asset. After learning about your next challenge, you can use your knowledge to better set up the battlefield with abilities like Influence Nature and your instant fortress. If you have the downtime and resources, use your rituals to further your character's goals by creating an army of minions to serve you. Even if only operating in the background as weak non-combatants, they can serve as spies or sources of income to further future experiments.

Inspiration: The White Witch (The Lion, the Witch, and the Wardrobe by C. S. Lewis), The Administrator (Sword Art Online Alicization), Ego (Guardians of the Galaxy: Volume 2), Shota the witchwoman from Agaden Reach (Sword of Truth book series by Terry Goodkind), Crenshinibon (The Crystal Shard by R.A. Salvatore), the cursed staff (Disney's The Beauty and the Beast)


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Very nice! I love the picture. :-)


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NEW CHARACTER!

Felix Armstrong, Bodybuilder (NG male versatile heritage human laborer cleric 12)

“Don’t be shy now! You can touch them!”

Felix Armstrong is a remarkably large man who absolutely towers over most others, making him easy to spot in a crowd or at a distance. As a follower of Kurgess and hobbyist bodybuilder, he possesses exceptionally-sculpted, well-defined musculature honed from years of enthusiastic physical training. While his physique is usually barely hidden beneath his vestments and furs, it seems he need only flex all his muscles at once to tear his garments to threads and leave him shirtless and bulging (usually an illusion created by his glamered hide armor).

Despite his towering presence and intimidating physique, Felix is decidedly softhearted and almost comically emotional, quickly bursting into tears of sorrow, compassion, or joy in many situations. He is a particularly caring individual, who goes out of his way to offer aid to people in need and takes great pains to look after his friends, allies, and subordinates—though his great propensity for giving hugs frequently does unintentional harm to those unfortunate enough to be embraced by his powerful biceps. With a rather boisterous demeanor, Felix is rather fond of loud, grandstanding speeches and dramatic comments. He can be unwittingly pushy in his attempts to help others though, and is particularly protective of youths, demanding that they eat, sleep and exercise well to grow healthy and strong. Proud of his own physique and believing it to be a supreme work of beauty and art, Felix frequently removes his shirt to show it off in both welcome and unwelcome attempts to buoy the spirits of those around him or whenever he partakes in labor, confronts someone in battle, to show off and boast, or simply when feeling extreme emotion of any kind.

Tactics: Resort to violence as a last resort, but when forced, buff up with spells like enlarge, haste, and heroism and then charge into the fray with gusto. If prudent, use Barreling Charge to break past the enemy's front line to get at their casters/leaders. You're tough, and can hit hard, but you're still not as tough as the barbarian, champion, or fighter int he party. Be mindful of your surroundings and let the other martials in the party pull the primary focus of the enemy. Then, surprise your foes with attacks of opportunity and other reactions.

If you can't easily close with the enemy, use divine lance for ranged attacks. If the enemy is not evil, or is out of range, resort to your trusty favored weapon: the javelin. If an enemy hurts you, use blood vendetta to hurt them back. If an enemy hurts anyone else, they likely qualify for breaking Kurgess' anathema (engaging in reckless or needless destruction or bloodshed) and thus can have their mind melted with anathematic reprisal.

Always keep an eye on your allies. Personal glory is great (and you should rightfully revel in it), but saving friends in need comes first. Never miss a moment to remove your shirt. When casting enlarge on yourself and/or your party members, be sure to describe the glorious, rippling muscles that practically shine and sparkle in their magnificence.

Inspirations: Alex Louis Armstrong (Fullmetal Alchemist, cheerful personality), Conan the Barbarian (Conan series, fighting style), Darkwolf (Fire and Ice, physical presence), Obi-Wan Kenobi (Star Wars, wisdom)

Possible Progressions: To promote your friendly teamwork spirit, consider feats like Group Aid, Lead Climber, and Shield Warden. To better represent your being a pinnacle of physical perfection, consider feats like Cat Fall, Cloud Jump, Felling Strike, Quick Climber, Stubborn Persistence, Sudden Leap, and Wall Jump. Possible 20th-level feats might be Avatar's Audience and Student of the Canon, to better represent yourself as the chosen Avatar of Kurgess. Other good feats include Advanced Domain (might), Align Armament, Divine Weapon, Domain Initiate (zeal), Eternal Blessing, or Replenishment of War.

Good spells might include avatar, divine inspiration, divine vessel, enduring might, moment of renewal, overwhelming presence, and weapon surge.


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EXPANDED TOOL!

The Spellbook Calculations spreadsheet (now called Spell Value Calculations) has been expanded to include the values for divine, occult, and primal spells from the Core Rulebook. This should make it more accessible for people playing Witch characters and similar casters who must learn their spells.


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NEW CHARACTER!

Here's the first character of the new playtest classes!

Durin Wrang, Wild Caller (CN male half-elf animal whisperer summoner 9)

“Salamander! Come!”

Whether robbing caravans, escaping determined pursuers, hunting big game, or stopping the encroachment of unnatural things into the wild, Durin always remains calm and collected. Fully aware of his strengths and weaknesses, Durin rarely takes on a task that is beyond his capability to handle in the first place. During those rare times where things go sideways despite his preparations and planning, however, Salamander always lurks just beneath reality, ready to be called forth at a moment’s notice. Not one to miss out on putting on a good show, Salamander often arrives by rising out of the ground in dramatic fashion like some acidic demon-snake, burning and clawing its way out from the underworld.

Tactics: Since there is no duration for summoning an eidolon, unless it is socially unacceptable to have a terrifying beast following you around, have Salamander already called forth at the start of any encounter. Similarly, you should always have your longspear at the ready, since you can't exactly tuck it away in your pocket.

If available, open up combat by casting evolution surge to make Salamander huge size. Unless you have multiple encounters in rapid succession, you should be able to do this in most encounters, since it is a focus spell. This will grant him substantial reach, which can be used in conjunction with movement to force enemies to waste actions closing. It will also likely make him the focus of attention while you and the party healer in the back row can help keep him in the fight by healing you. Use your wand of haste to give yourself and your eidolon an extra action, resorting to your spell slots to do the same in later encounters only after you've exhausted your wand. Use dispel magic against particularly troublesome spell effects or magical items, or fly against hard-to-reach targets. Otherwise, conserve your limited spell slots for haste and similar buffs so you can better extend the effectiveness of your adventuring day.

Durin's attack spells, being cantrips, aren't the most damaging option you can use, but work well against enemies that are out of reach of you and your eidolon, who have elemental weaknesses, or when Salamander uses Primal Roar to debuff their AC and saves first to increase the chances of a getting critical success (also useful if you have other casters in the party with more potent spells).

Unless the situation demands something different, keep Durin out of harm's way, defaulting to long range cantrips like ray of frost or, if forced in close with multiple threats, use multi-target spells like electric arc. There's rarely going to be a benefit to having both of you getting attacked at the same time, or having to use the lower of your two saves against area spells.

If Salamander has difficulty hitting a target, and no other allies are nearby, it may be worthwhile to use abilities like Tandem Move to position into flanking. Using boost eidolon to ensure the hits that do land do the most damage possible is also a good idea. When fighting against multiple enemies, using reinforce eidolon might be better for increasing your staying power.

A typical round after evolution surge and haste might be as follows:
1) Tandem Move to get Durin to reposition as needed (usually to get to cover or some other safe place, or to flank) and Salamander into melee reach of his enemies.
2) Act Together to get Durin to cast boost eidolon and for Salamander to make a Strike from reach. (Alternatively, don't cast boost eidolon or use Act Together so you can later cast a cantrip in 3b.)
3a) Salamander delivers a second strike.
3b + 4) Durin casts a saving throw cantrip, such as electric arc to avoid multiple attack penalties.
4a) Salamander moves back, forcing melee enemies to waste valuable actions chasing him. (If Durin is also nearby, use Tandem Move to keep him back as well.)
4b) If Salamander can't distance himself (such as when fighting in small spaces), consider casting reinforce eidolon instead so he can weather the storm, or use Primal Roar to debuff the enemies' attacks and make them weaker against your allies' attacks and spells.

If things go south, send Puddlejumper away, and have him return with help or to rescue you later. He's not only great for fast overland travel, he's a smart, well-trained horse capable of doing quite a lot for you out of combat. He's fragile though, so err on the side of caution. Try not to get him killed, as he represents a substantial downtime investment.

Inspirations: Durin Wrang - Fuu (creativity when getting into trouble), Mugen (general attitude), and Jin (fighting discipline) (Samurai Champloo); Puddlejumper - Brego (Theodred's/Aragorn's horse, Lord of the Rings: The Two Towers), Spirit (Spirit: Stallion of the Cimarron); Salamander - Aeons/Summons (Final Fantasy 10), Graboids (Tremors), Sandworm (Beetlejuice)

Possible Progressions: To espouse Salamander's great mobility, pick up Alacritous Evolution. If a burrow option presents itself post-playtest, consider getting that option as well. Getting Hulking Evolution and Towering Evolution can help save on action economy later and allow you to use evolution surge for alternate options, such as flight or additional speed. Getting Unarmed Evolution to add trip to one of his attacks might represent his whipping tail knocking people over, or his many tongues keeping victims off balance. Picking up Ostentatious Arrival adds a nice mechanical effect to Salamander's burning his way out of the ground with acid. As a talented rider, you may wish to ride a Huge Salamander into combat. If you do, pick up Protective Bond as soon as possible. Maybe grab it anyways.


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Hm. Can I have Shai-Hulud as an eidolon, please? :-)


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NEW CHARACTER!

Here is my attempt to bring back an old Occultist character I used to play in Pathfinder Society back in the First Edition days:

Faern Zagdul, Kellid Occultist (CN male Kellid human hermit barbarian 11)

“Only I, Faern Zagdul, have the strength to see this thing through!”

After his familial tribe was massacred by a vengeful band of frost giants, Faern escaped into the cruel, cold mountains and tundra of northern Avistan, wandering from the Tusk Mountains in the west to the plains of Numeria in the east. Alone for several years, Faern was forced into a life of banditry and thievery to eat and survive. Shaped by the harsh, cold flatlands of the Mammoth Lords and Numeria—and the ever-present threat of enormous beasts, trolls, and other wicked and dangerous creatures therein—it was not long before Faern grew into a mighty warrior as well as a clever thief out of necessity.

Carrying little more than an ancestral sword, Frostblight, a massive cold iron cleaver permanently stained with the blood of frost giants and other wintery creatures, and a cloak made from a winter wolf’s pelt—a charm given to him by his late father that was meant to bring good fortune—from the ruins of his home, Faern survived for nearly a decade in the wilds on his own.


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NEW CHARACTER!

I thought you guys might like a fun, low-level summoner for use during your playtest games. ;P

Tonto Pollo, foolish man chicken (N male human gambler summoner 1)

“Only when you become one with the chicken can you find true strength.”

Tonto Pollo was a foolish man who inherited his family’s chicken farm at a young age. Rather than continue advancing his family’s respected legacy, he drank away his inheritance, placing himself in a real financial bind. He then attempted to win back the money by entering his livestock into brutal cock fights. In a short time, he had nothing left but a well-deserved reputation as the village idiot.

Enraged at his humiliation, Tonto vowed to avenge himself upon those who mocked and beat him. This desire lead to an unfortunate series of events that ended with him exiled from his village, constantly haunted by an enraged spiritual tormentor from which there is no escape, and "gifted" with the powers of a creature far more noble than himself: a chicken.

Tactics: Feel the chicken within. Become the chicken without.

Inspiration: I don't even clucking know. Perhaps it's all just from a fevered dream.

Note: I deliberately designed this character to be inferior to his eidolon in many respects. If you want the summoner to be a bit beefier, I recommend changing his ability scores to the following:

STR 16 DEX 16 CON 14 INT 8 WIS 8 CHA 14

That will make the summoner roughly on par with his eidolon at the cost of future magical potency. Both sets of ability scores make use of the Voluntary Flaws optional rule.

Scarab Sages Contributor

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NEW (NON-RAVINGDORK) CHARACTER!

Hey, he said anyone can post here. So I will!

Arthus Wellor, Decrier of Mortal Gods (CE male human acolyte antipaladin 10)

He makes use of not only a ton of deceit, but backs it up with the Blessed One archetype to disguise himself as a scholarly paladin! (Did you know Baphomet has both heal and harm as divine font options? If not, now you do!)

He's also the in-world author of something I composed at the start of the year; a little (see: approximately 9500-word) essay extolling the virtues of Baphomet, and laying bare the deceit in other deities that were once mortal! You can find a link to A Misguided Ascendance: A Commentary on the Fallibility of Lesser Humanoids Made Divine here!

I hope you all like the character, as he's near and dear to my heart for personal reasons. Cheers!


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UllarWarlord wrote:
You can find a link to A Misguided Ascendance: A Commentary on the Fallibility of Lesser Humanoids Made Divine here!

55,635 characters!!! That's quite the manuscript! XD

UllarWarlord wrote:
Arthus Wellor, Decrier of Mortal Gods (CE male human acolyte antipaladin 10)

Very cool!


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NEW CHARACTER!

Ever wonder what a character from another medium might be like if they existed in Pathfinder? I sure have!

Here is Sir Orrin Neville-Smythe, from the 1982 animated film, Flight of Dragons, as he might have been had he lived upon Golarion.

Sir Orrin Neville-Smythe, crusader and dragon slayer (LG male versatile human warrior champion 11 of Iomedae)

“Blade with whom I have lived, blade with whom I now die, serve right and justice one last time, seek one last heart of evil, still one last life of pain. Cut well, old friend, and then farewell!”

A veteran knight who fought in the last three Mendevian Crusades, Sir Orrin has slain unworthy knights, fiends, and dragons all. Having spent most of his life pursuing just wars to fight, now that the crusades have ended, he finds himself adrift--at a complete loss as to what to do next. So, he wonders Golarion looking for more good deeds to do, to make his darling Danielle proud, while he makes his way home back to her.

Tactics: When not forced to protect your allies, use your superior mounted mobility to skirmish against your foes effectively with Cavalier's Charge. Deny your enemies of their actions while you thrust with lance, then sword (to take advantage of wounding early on). If an opportunity presents itself, stack persistent good damage on top of that persistent bleed damage with Divine Smite.

Should you ever be unmounted from your loyal steed (or unable to bring Gorebash along with you) ready your shield for extra defense, and if possible, use Smite Evil and weapon surge to deliver telling blows to those who would persist in doing evil. While unmounted, stay near your allies, so as to better protect them, and to take advantage of abilities like Exalt and Retributive Strike.

Inspiration: Character of the same name from the 1982 animated film, Flight of Dragons (VIDEO CLIP ONE & TWO)

Note: If your GM won't let you use a riding drake, or if that's simply not to your taste, I've statted up a horse animal companion for you to use instead.


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NEW CREATURE!

Joyful Juggernaut (creature 15)

"And I thought it was ghastly on the outside!" - A scruffy-looking nerd herder

A joyful juggernaut is a variant joyful thing that has been permanently housed inside the outer shell of a modified iron golem, which it controls from within. Though no joyful juggernaut looks alike, many of their golem shells are often designed to resemble limbed iron maidens, crow cages, and similar elaborate torture devices. In any case, they are always designed to interface with the joyful thing within in a myriad of painful ways.

Unlike typical joyful things which often do little more than sit around to be revered and tormented, joyful juggernauts either take a more proactive role in the defense of Zon-Kuthon’s cult temples or facilitate the live capture of powerful enemies for interrogation and torment. Joyful juggernauts typically reserve their retributive pain innate spells for when they endure a critical hit, or for when they are attacked whilst exposed outside their golem shell.


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CHARACTER UPDATES

All 50+ characters in the emporium have been updated to conform with the latest errata.

Here's hoping Paizo doesn't release such wide-sweeping changes again any time soon. XD


Ravingdork wrote:

NEW CREATURE!

{. . .}
"And I thought it was ghastly on the outside!" - A scruffy-looking nerd herder
{. . .}

Now I want to see a picture of a nerd herder.


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UnArcaneElection wrote:
Now I want to see a picture of a nerd herder.

We see theme on these forums every day. ;P


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NEW CHARACTER!

Milerna Nanneel, mercenary chef (CG female skilled human cook fighter 10)

“Get the frake out of me kitchen ye chowder-headed Jack nasty-face, lest me cleaver find the meat oh yer limp-noodled wrist!”

Petite but fierce, Milerna has more muscle tone than most men twice her size, and a fouler mouth than all her crew mates put together. Milerna hails from Port Peril, where she was forced to grow tough after being press-ganged onto a pirate ship at a young age. She spent much of her youth serving as a cabin girl and, later, as ship’s cook.

Milerna has been aboard three ships during her years at sea and has already made her mark on her latest crew by threatening to chop off the hand of anyone who messes with her beloved kitchen.

As a follower of Cayden Cailean, Milerna loves food, drink, and tall tales. She has a healthy hatred of ship’s officers and other authority figures, who in turn do not usually take her frequent threats too kindly. She regularly pummels men who get overly aggressive with her, though she secretly loves the attention of those who possess a fair bit of style and charm.

Tactics: Wherever possible, let the enemy come to you. Then open up with Combat Assessment to determine the enemy's strengths and weaknesses (be sure to tell your comrades!), then follow up with Exacting Strike and Certain Strike.

If ever caught unarmed, instead open up with Improvised Pummel to catch your foe flat-footed and increase your chances of an early critical hit. Then drop your iron skillet, summon your halberd from your gloves of storing, and use Positioning Assault to move your foe so that your allies can more easily flank them.

Take advantage of Quick Squeeze and your cloak of elvenkind's invisibility to escape whenever you find yourself in over your head.

Inspiration: Harley Quinn (The Adventures of Batman), Imperator Furiosa (Mad Max: Fury Road), Rosie Cusswell (Skull and Shackles #1), Shuri (Black Panther), Valkyrie (Thor: Ragnarok)


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NEW CHARACTER!

Arbutus, Prince of Flowers (N male personality vine leshy wildwood local druid 7)

“Your blade may sever every limb, but my power will always bloom!”

A unique plant creature spawned in the First World and transplanted into the soil of the Material Plane, Arbutus grew into a unique being very much akin to the ghoran of Nex, though he does not share that race’s origin. Arbutus holds no memory of his early past and to date the story behind his origin remains a mystery.

(If your GM allows it, Arbutus really should be a Medium unique creature that simply uses leshy stats for convenience and balance.)

Tactics: Ensnare and entangle your foes whenever possible to allow your allies to achieve victory (via entangle, tanglefoot, and tether). If your GM thinks wall of thorns is cast as three actions, sprouts instantly, and lasts for 1 minute, use it to divide your enemies. However, if your GM thinks wall of thorns grows over a period of 1 minute and lasts forever after, use it to instead prepare a battlefield in advance (verdant sprout can also be good for this, giving you three sources of reliable cover with a single casting as well as allowing you to feed your allies). Remember that you ignore all of your own plant effects! You can avoid entanglement, shoot through your grown cover, and walk through your thorn walls unimpeded and unharmed.

If forced into direct conflict against weaker foes, rely on your sling and shears, or your shield if you need the extra protection against stronger enemies. Use spells like fungal infestation and summon plant or fungus (assassin vine makes a good, thematic choice) to combat your enemies. If your foes are close, use shockwave to knock them prone.

In prolonged engagements, or against powerful boss-level threats, use fungal hyphae to attack your enemies with nature itself, though be mindful that you can't move once cast. Use barkskin to add to your durability; shillelagh to enhance your damage against aberrations, extraplanar creatures, and undead; and goodberry to keep yourself and your party members topped off every combat.

If there's fire present--especially if it threatens flora--use quench and create water to put it out as quickly as possible.

Inspiration: The character of the same name from Disney's Aladdin animated television series (Season 2, Episode 5: Garden of Evil), as voiced by Ron Pearlman. As an aside, I have been wanting to make this character for over 25 years. :)


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TWO NEW CHARACTERS!

Today I have two new roguish delights for you!

Aleil Sylvari, Master Thief and Pilferer of Artifacts and Relics (CN female half-elf detective rogue 14)

“What do you mean the statue has been stolen? Is that not the great statue of Klannan right there?”

A black market merchant primarily operating out of Nar-Voth and Sekamina deep in the Darklands, Aleil Sylvari has made quite the successful career as a pilferer and trafficker of rare relics and artifacts. Talented enough to steal from some of the most dangerous beings and most secure locations that the Darklands have to offer, and cunning enough to escape the fallout of doing so, there are few things crawling in the dark that still scare Aleil Sylvari.

Tactics: As a highly intelligent mastermind rogue, you literally possess every skill in the game. As such, you should have something useful to provide in every single non-combat endeavor. If you enter a fight unprepared and without powerful allies to back you, something has already gone horribly wrong.

Inspiration: Emperor Palpatine (Star Wars), Lex Luthor (The Adventure of Superman), Loki (The Avengers), Xanatos (Disney's Gargoyles)

(Though Aleil is not evil like these guys, she remains highly intelligent and manipulative with a selfish "win even when you lose" mindset.)

Geyger Yates, Master of Disguise (CN male versatile human charlatan rogue 8)

“Are there no more honest people in the world?”

Born with no hair anywhere on his body, Geyger Yates is thought by some to have doppelganger blood running through his veins. A self-described master of disguise, he is an accomplished scoundrel and con artist born of the bustling streets of Magnimar. There he grew up amidst the local thieves’ guild, learning the many ways of the underworld before finding a calling as a master manipulator.

Tactics: Use electric arc, shocking grasp (with sneak attack and/or true strike when possible!), and lightning bolt to wipe out weaker foes. When faced against more powerful opposition, it may be better to instead rely on your rapier with its higher attack bonuses. Most traditional hit and run rogue tactics will likely work out well for you. Outside combat, your chosen arena is that of espionage and spying. As a veritable doppelganger, you should be able to easily get into places you don't belong, retrieve information not meant for your eyes, and assassinate those who were meant to be untouchable.

Inspiration: Chameleon (Adventures of Spider Man), Katsuki Bakugo (My Hero Academia), Loki (The Avengers), Mystique (X-Men)


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Hm. Is Aleil related to Merisiel Sylvari?


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Ed Reppert wrote:
Hm. Is Aleil related to Merisiel Sylvari?

Perhaps! In any case, that was unintentional.

It's an old character of mine converted from 1E, so I may have pulled the surname from
a sample name list in an old Paizo rulebook or some place not realizing that it had any kind of connection.


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NEW CHARACTER!

Qing “Floating Mountan” Dashan, Philosopher Martial Artist (LG male versatile human teacher monk 13)

“One can do anything, if taught the proper technique.”

Standing at a modest five and a half feet, what Qing lacks in imposing height, he makes up for in rotund girth. Despite his opulent physique, Qing is incredibly strong and agile. Through years of physical conditioning, he has managed to hide a great deal of dense muscle underneath his thin layer of fat.

Deceptively nimble and light on his feet, Qing long ago earned the epithet “Floating Mountain” for his logic-defying ability to make great leaps through the sky as though he were nearly lighter than air. Perhaps even more astounding is Qing’s total control over his musculature. He is not only able to flex any part of his body at will, but he can also distort his general shape well enough to fit into narrow spaces that would prove difficult even for thin people to squeeze through for short periods.

Tactics: As a monk you don't deal as much damage as your more martial-minded allies, but you do have several versatile support role options at your disposal. Therefore it is recommended that you use your great speed and great number of mobility options to be "Johny on the Spot" and position yourself where you are most needed each round.

If no one needs you to assist in a flank, to perform a combat maneuver--such as grapple or trip--to slow an enemy down, to deliver a much needed healing potion to a distant fallen ally (or to carry said ally out of harm's way), consider using simple hit and run tactics to Stride in, Flurry for two Strikes, then Stride out again ending your turn somewhere relatively safe (using your mobility options to navigate terrain in fun and unusual ways).

If necessary, your high AC (particularly with Crane Stance active) and decent Constitution can allow you to absorb a few blows, which can help mitigate the damage your allies might otherwise take.

Provided you get a few minutes meditation to refocus in between battles, you can generally count on starting each fight with two focus points. Use them in conjunction with ki strike and flurry to deal 7d6+8 damage on each strike, with a +1 status bonus to hit, either to soften up powerful adversaries, or remove weaker adversaries from the fight early on.

As you possess several mobility options like flying kick, wall jump, wall run, or water step you generally won't need to rely on activating wind jump too often, but it is readily available to help you deal with particularly troublesome terrain, or against high flying or otherwise inapproachable enemies.

Inspiration: Buddha, Chien-Po (Disney's Mulan), The Immortal Iron Fist (Marvel Comics), Kwai Chang Caine (Kung Fu & Kung Fu: The Legend Continues, television series), Shaolin monks, the Night's Watch (Game of Thrones), Tibetan monks


Ravingdork wrote:
Deceptively nimble and light on his feet, Qing long ago earned the epithet “Floating Mountain” for his logic-defying ability to make great leaps through the sky as though he were nearly lighter than air.

No kidding! That guy can Leap farther than most characters can Stride!

By my calculation, it comes to about 35 feet horizontal or 10 feet vertical! Without a check or spell!


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Leaping Lizards, Daddy Warbucks!


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NEW CHARACTER!

Anyone looking to playtest the new gunslinger class?

Mister Owl, Alkenstar agent (LN male skilled human bounty hunter gunslinger 8)

“Been my experience that criminals don’t listen too well when you explain their predicament with words. If you explain it with gunpowder though, well, then they start paying attention!”

A skilled bounty hunter operating out of Alkenstar, Mister Owl is frequently tasked with tracking down those who would steal Alkenstar’s technological secrets. Quite skilled in the art of tracking and ambushing prey, most of his bounties remain completely unaware of Mister’s presence until they hear the loud report of his gunshot.

A dour curmudgeon, Mister much prefers to be working in the field, either alone or in small groups, rather than socializing or carousing. What he lacks in etiquette or merriment, he makes up for with ironclad loyalty and determination. Though he is slow to make friends, once made, such friendships last a lifetime.

Tactics: You're sneaky right up until you fire your first shot, so make sure you get that shot off before giving away your position. When desiring to maintain stealth during a battle, such as when ambushing multiple enemies without alerting their comrades, use your trusty heavy crossbow instead of your loud firearms. If your face ever becomes known to your target(s), use your hat of disguise to get close.

Inspiration: Man With No Name (The Good, The Bad, and the Ugly), Rooster Cogburn (True Grit), The Three Musketeers (all)

New inventor character coming soon.


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TWO NEW CHARACTERS!

Ghida, scientific healer (LG female versatile heritage human field medic monk 4)

“The day the rain smelled like freesia my mentor, Tabor, perished before my very eyes. I couldn’t prevent it. It’s sad. He’ll never have the chance to share his knowledg with the world. He should have had that chance. I want to make sure other people have their chance. And I want a lot of gold so that I can eat whenever I want.”

Ghida, a young Garundi woman with autism, was cast out onto the streets after her family decided that they could no longer contend with her peculiar personality. After facing a great deal of abuse by those on the streets who couldn’t understand her, and nearly starving to death, she was ultimately discovered and taken in by a healer and student of the famed Kassi Aziril named Tabor.

An academic and follower of the teachings of the Laws of Mortality, Tabor possessed a keen interest in the study of people and their minds. Tabor spent years studying Ghida’s behavioral patterns as he cared for her, making several breakthroughs in his psychological research—not the least of which was the discovery of Ghida’s savant syndrome when he realized that she was fast approaching his own level of medical understanding simply by living with him.

Wishing to put his savant syndrome theory to the test, he began teaching her the many lessons of Kassi Aziril in earnest. Confident in Ghida’s ability to help others with her medical mastery, he eventually went so far as to arrange for her to start supervised work in a local hospital. In a short time, she became solely responsible for saving the lives of numerous patients, some of whom would have perished under the less competent care of the existing medical staff.

Tactics: You're a fast support agent. After you activate Dragon Stance in round one, in successive rounds you are able to Stride in and offer medical assistance (healing hit points) with a single action, then deliver a pair of devastating Strikes with Flurry of Blows against an adjacent enemy as a single action, then Stride out to relative safety as your third action. Alternatively, you can move up to reduce a status condition on an ally and then either get out of dodge or one-two a nearby enemy. You have lots of control over your action economy.

Inspiration: Sam (Atypical), Shaun Murphy (The Good Doctor), real life friends and acquaintances with autism

Author's Note:
As someone with autistic friends and who has played alongside autistic roleplayers several times, I've worked very hard at being respectful of the autistic community while writing this character. That being said, I'm hardly an expert on the matter, and I can only hope that I succeeded in this sincere endeavor.

Fei Kune (aka Bayo the Dragon), old war hero (LG male skilled heritage human martial disciple barbarian 10)

“Upholding one’s honor is especially important during times of war.”

Fei Kune, more commonly (and informally) known as “Bayo the Dragon,” is an old combat veteran and war hero of the Goblinblood wars. Granted unnaturally long life by his draconic heritage, he has seen several generations of fellow humans pass. A rotund if regal gentleman, Bayo has long since grown bored with what life traditionally has to offer, and now spends much of his time traveling among fellow Firebrands in search of action, adventure, and the next new thrill. A loud, ostentatious daredevil with a penchant for bragging, Bayo is nevertheless a man of honor, regularly willing to put the needs of others before himself. As such, when not out thrill-seeking, he often finds himself assisting groups like the Silver Ravens, the Bellflower Network, or Galt rebels.

Tactics: Rage. Smash.

Inspiration: Goffard Gaffgarion (Final Fantasy Tactics), Siegfried Schtauffen (Soul Calibur 2), Tusk (Killer Instinct 2), "Uncle" Iroh the Dragon of the West (Avatar: The Last Airbender)


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TWO NEW CHARACTERS! Well sort of. :P

The first is a classic rebuilt from the ground up. Since the release of the Ancestry Guide, it is now much, much closer to my original concept than before (apologies, the previous 5th-level "king in exile" version of the character is now dead). The second used to be a cohort to the first in Pathfinder 1st Edition so...old concept new build I guess.

Anyways, I hope you like them!

Revin Bitter, prophesied King of the Caligni Court (LN male beastkin fleshwarp noble swashbuckler 18)

“My methods are a means to an end, no different than pruning weeds in order to let an orchid flourish. Those who stand in the way of my vision oppose me because they fear me, but more than that they fear what I represent: change.”

Known to very few upon modern Golarion only as the “Eight-Eyed Raven,” “The Raven King,” or “Lord of the Caligni,” Revin is a man of unnatural birth, a man of prophecy, and a man from beyond time. He appears largely human, but possesses unnaturally pale skin, bitter-smelling blue blood, and two large eyes with black sclera and golden irises with three smaller black eyes above each of those, set into his brow like embedded black pearls. Revin typically keeps his six smaller eyes shut and hidden behind his long dark hair to avoid unnecessarily unnerving others. So closed, they can be easily passed off as subtle ritualistic scarring. He also casts no natural shadow of his own, a task he leaves to his dark servant, Umbravan, to fill on his behalf.

Tactics: If confident in your odds, start the encounter by changing into your hybrid form (if not in it already) and take full advantage of your reach and higher damage, particularly when making attacks of opportunity (be mindful of your lower AC and attacks though, so if you're a little less confident, consider staying in your normal form to optimize your chances of critting). Let the enemy come to you, if possible, so that you can get the first Strike with Attack of Opportunity from reach as they close (note that letting them come to you is generally advantageous even if you aren't Big Bird's evil twin). Use the Create a Diversion, Feint, and Tumble Through actions (each one action) to gain Panache, then make liberal use of your Precise Strike and Lethal Finisher to finish people off quickly and regain your Panache via Finishing Follow-Through. Against hoards of weak foes, you may want to use Impaling Finisher instead. Use your final action to move to a tactically advantageous position just out of the enemy's reach, thereby forcing them to waste their actions closing and provoking more attacks of opportunity from you.

If your enemy has reach or ranged attacks, do not forget that you can easily and effectively return fire with Flying Blade. For cowardly foes who insist on attacking from behind an impassible obstacle, Hide, then use shadow jump to get behind them if possible, attacking with Spring from the Shadows.

If you need to tank to protect your allies, break out your dueling cape for a bit more AC, then position your large self in such a way that the enemy has to take the long way around your reach or else go through you to get at your allies. If blocking a doorway or similar narrow passage, do not use Dire Form; this has the advantage of maximizing your AC further. Start fishing for those crits with Deadly Grace, Exemplary Finisher, and Keen Flair to finish off foes as quickly as possible (you're tough but you're no barbarian, so when stuck on the front lines do everything you can to make it a quick fight).

If feeling a bit more wary and aren't pressed for time, don't forget that you are much faster than most enemies, are incredibly hard to spot (and can hide almost anywhere thanks to Legendary Sneak), and can do a fair job of kiting most foes with Flying Blade from the shadows and/or from the air. If you need extra speed, use Animal Shape to turn into a giant raven which, though it does limit you to melee, it also makes you quite a bit faster! (Also, don't forget that said speed is doubled or halved depending on whether you're flying with or against the wind!) All your weapons and attacks are wounding weapons, so consider targeting multiple enemies with Spring from the Shadows followed by Impaling Finisher, then fly away and/or hide for several rounds while they slowly bleed to death. If you want to expedite the process, continue to soften them up from safety or otherwise keep them occupied by summoning Umbravan to the fight with shadow illusion before resuming your "bombing runs" to renew the persistent bleed as necessary. (Umbravan is also a great way to test an unknown enemy's strengths and abilities when they are otherwise unaware of your presence.)

Rely on your allies to help provide flanking (don't forget you can help them the same way!), buff you with effects and spells like inspire courage, heroism, and silence (making you a much more capable crit fisher and much harder to find when being stealthy), and to create pockets of darkness for use against enemies without darkvision or deeper darkvision (or to give you additional areas in which to teleport with shadow jump.

Inspiration: Batman (DC comics; ambush techniques, psychological warfare), Benge (Vampire Hunter D: Bloodlust; manner of moving about), Howl (Howl's Moving Castle; monstrous appearance), Jareth the Goblin King (Labyrinth; cunning tricks and general demeanor), Three-Eyed Raven (Game of Thrones; infamy), Wesley (Princess Bride; fencing skills, fearlessness, unwillingness to give up and die)

Lady Hollymorel Arroway, defacto Queen of the Caligni Court (CN female deep fetchling noble oracle 17)

“You are in the presence of your lord and master. Speak so that your idle tongue does not waste his time further—lest you lose it.”

Considered royalty to a large kayal enclave on one of the many islands of Somal’s Tears on the Shadow Plane, Hollymorel is a half-mad oracle known far and wide among the denizens of that plane for her eccentric genius. Long ago, she uplifted herself and her enclave by saving the life of an alien time traveler known as the Raven King. In so doing, she forever bound her people’s fate to that of the ancient shadow cult known as the Caligni Court.

Tactics: When fighting alongside allies, support them with spells and abilities like breath of life, Consult the Spirits, foresight, guidance, heal, heroism, loremaster’s etude, moment of renewel, prying eye, Read Disaster, regenerate, shield other, and status. When you want to go on the offensive anihillate all weaker enemies that stand in your way with spells like eclipse burst, finger of death, harm, massacre, and wail of the banshee. Discover more powerful enemy tactics and vulnerabilities with spells like hypercognition (ESPECIALLY hypercognition!), loremaster’s etude, prying eye, share lore and vision of weakness, then actively disrupt their plans with spells like blinding fury, confusion, darkness, dispel magic, fear, feeblemind, glimpse the truth, repulsion, silence, synesthesia (ESPECIALLY synesthesia!), and true seeing. Spells like brain drain, illusory disguise, and zone of truth all work to make you an excellent interrogator of captured foes to get information you don't already have. Your wands of hopeless night and Shadow Sight allow you a distinct tactical edge against enemies lacking deeper darkvision.

Inspiration: Agatha Harkness (Marvel comics; appearance, general demeanor, and scheming nature), crazy ex-girlfriend (life; illogical personality, sycophantic devotion, senseless betrayal), Scarlet Witch (Marvel comics; crazy high level magic and destructive capabilities)


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NEW CHARACTER!

She'er Falen, Ifrit planar merchant (CG female ifrit human merchant sorcerer 13)

“I've got gadgets and gizmo’s a plenty. I've got whozits and whatzits galore. You want thingamabobs? I've got twenty!”

Having grown up in the City of Brass amidst the endless sea of fire that was the Fire Plane, She’er Falen—like many ifrit—was treated as a second-class citizen. Though her beauty, natural charm, and efreeti ancestry won her some social perks, she always resented being treated as “less than.” Despite her formidable sorcery, she was no match for the elemental might of her “betters.” Wishing to escape that harsh place and elevate her status, she fought hard to become a successful planar merchant permitted to come and go as she pleased. After years of service and hardship, she finally obtained a pair of mystical tuning forks that would allow her to travel between the Fire Plane and the Material Plane.

Tactics: She'er Falen is designed to put the hurt on her enemies in as many different ways as possible, as quickly as possible. In short, she's all about the damage. Any fight which you're not expecting to win quickly (or any fight you have time to buff for) should probably begin with your fiery body and produce flame spells. In round 2, you cast heightened fire shield and send another produce flame on its way. In successive rounds, you spend two actions buffing or blasting, and your remaining action to hurl additional produce flame spells.

With enough available prep time (such as when preparing an ambush), you could potentially have all of the following active at the same time: fiery body, heightened fire shield, greater potions of retaliation for cold and electricity, heightened flaming sphere, and charred remains fireball. If you can get a critical with produce flame, they're even taking persistent fire damage! The damage from all that adds up quick.

To see some of the nova damage potential, let's crunch the average damage numbers when someone closes to attack you after you hit them with a 6th-level charred remains fireball and a produce flame spell:

Round 1:
51.5 - 13d6+6 fireball (6th)
25.0 - 8d4+5 produce flame (7th)
05.0 - Moving 25 feet over charred remains
10.5 - 3d6 fiery body
14.0 - 4d6 fire shield (6th)
10.5 - 3d6 greater potion of retaliation (cold)
10.5 - 3d6 greater potion of retaliation (electricity)
21.0 - 6d6 persistent bleed damage, blood vendetta (6th)
148 total damage (on average) in one round

Round 2:
52.0 - 8d12+6 chain lightning
28.0 - 8d6 flaming sphere (6th)
21.0 - 6d6 persistent bleed damage, blood vendetta (6th)
101 additional total average damage

And it could easily end up being far more damage if you're lucky enough to land a critical with produce flame (that's potentially 13d6 persistent damage per round on top of your spot damage!) or another spell, or if the enemy is dumb enough to attack you more than once (13d6 damage each time!), or if they have to cover more ground to attack you (+1 per square of movement). This also doesn't account for all of the produce flame spells you might have lobbed off while buffing yourself in the interim, which greatly increases your chances of landing a critical with that spell.

If you're looking to conserve spell slots, hitting with a pair of flaming spheres and a produce flame each round while under the effects of fiery body is a pretty decent way to go. If you're not into high damage novas, She'er possesses a lot of metamagic options that make her spell selection quite versatile. She's got several buffs, debuffs, and battlefield control options as well!

Outside of combat, She'er's skills and spells are also useful for negotiating merchant deals, assisting in interrogations, spying, dealing with natural animals and phenomena, or just plain taking it easy in a cozy log cabin in the woods by the lake.

Inspiration: Princess Ariel (Disney's The Little Mermaid; she's out of her element in a strange place), Harry Potter (novel series; her love of patronus-like spells), Holo (Spice and Wolf; her fondness for new experiences), Avatar Korra (The Legend of Korra; her fiercely independent/rebellious attitude and formidable elemental might), Kraft Lawrence (Spice and Wolf; shrewd merchant skills)

Remember kids, the trick to pumping up in PF2E is not stacking, but layering; combining unrelated but similar items and abilities without needing to bother much with numerical bonuses or their type limitations. For more information on the topic of layering, please see my Protecting Yourself When No One Else Will - An Abjurer's Guide to Not Dying thread.

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