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 Ark's Pathfinder: Wierd Frontiers (Wed.) 
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Joined: Fri Apr 13, 2012 5:51 pm
Posts: 24
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
He has never killed anyone close to him because he's never had anyone truly close to him. Alright, add this part to the last line of my character backstory.

After murdering hundreds and hundreds of innocent people. It was in a port town where while he was reflecting upon his life, he had a sudden revelation. Suddenly the intense immorality of his evil deeds hit him like a brick in the face. He swore that day that he would never kill another innocent human, and broke off all ties to the assassins guild.

His alignment is now CG.


Sat May 05, 2012 9:09 pm
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Joined: Tue Mar 15, 2011 2:23 am
Posts: 7
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
(Since this game needs a healer and the gm is pushing psionics, I'll go ahead and ask: did the PF+3pp material add any other options for "psi main heals" beyond egoist? Last time I tried this in 3.5, I used ardent from Comp Psi, and even though it was meh, it was still a different class that had list access to raise dead (= revivify), for example. I've only skimmed d20pfsrd but I don't see any other classes beyond retreads of the 4 XPH ones.)


Sun May 06, 2012 3:16 am
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Joined: Sun May 01, 2011 9:08 am
Posts: 38
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
On new characters: If you want to be a healer, you don't need to be psionic as long as your character is from Rhivia. There are all sorts of reasons a cleric/paladin/druid might join the group. Maybe a cleric or Paladin was already adventuring on Azagan when he heard rumors of the threat to his/her homeland of Rhivia. Or if any of these characters were particularly heroic, they might just have attempted to travel east to investigate themselves. Maybe they're just in a second group that got all but destroyed on the trip to Azagan (fairly likely given our track record.)

Also, I wouldn't say we need a healer so much as we do a defensive caster in general with healing maybe being secondary. What we have are 3 characters who can deal damage (two of which can absorb a decent amount), and a fourth character who should be able to deal damage but never rolls above a 5 anyway so has sort of started leaning toward battlefield controller (but he's not nearly there yet).

Lastly, because this is kind of important for my character, you said to take it up with the rules writers, so I did:
http://dreamscarredpress.com/dragonfly/ ... =2013.html

I'm ok with playing it your way, if you're ok with letting me choose a different power because quite frankly, if Defy Gravity doesn't live up to it's name, it's hardly useful at all.


Sun May 06, 2012 4:29 am
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Joined: Thu Dec 17, 2009 4:35 am
Posts: 311
Location: Glendale, AZ, USA
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
Funk, that doesn't quite answer my question/concerns (and the first part doesn't even address why anyone would trust the assassin to begin with). And it's always been my policy that if a character no longer meets the requirements for any given feat or prestige class or the like, then they lose access to its benefits much like a paladin or druid who violated their alignment restrictions. This comes directly from the 3.0 D&D Dungeon Master's Guide, page 27, first paragraph under the list of example prestige class prerequisites. "Should a character find herself in a position (changed alignment, lost levels, and so on) where she no longer meets the requirements of a prestige class, she loses all special abilities (but not HD, base attack bonus, or base save bonus) gained from levels of the prestige class." There's a similar line in the 3.0 Player's Handbook under Feat Prerequisites that says you can't use a feat if you lose its prerequisites. Though this is a Pathfinder campaign, I still follow the same guideline, even if it may or may not necessarily be spelled out in the rewritten rules (a number of little details got overlooked in the 3.5 Revision and in Pathfinder's development).

ScottS: As noted in the original post, the party started on Rhivia where magic is more common than psionics, and there are multiple expeditions being sent to Azagan. So there's nothing requiring new PCs to be non-magical or the like, just a certain degree of restriction in gaining new magic stuff while on the psionics-dominated continent of Azagan where there's little to learn or buy magic from.

Also, Dreamscarred Press does have some rather significant psionic healing classes/powers and such among their products, most notably the Worldthought Medic base class and related material. Anything that I need to convert from the 3.5 DSP material to Pathfinder shouldn't take too much effort to convert.

As FlimFlam says, the group is currently heavy on damage-dealers, decent at soaking up damage between a few warriors and the occasional astral construct, and fairly lacking in healing/buffing/miscellaneous mojo beyond some movement effects.


Sun May 06, 2012 8:17 am
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Joined: Fri Apr 13, 2012 5:51 pm
Posts: 24
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
It's quite obvious you do not want me in your campaign, with you actually bending some rules to not allow my character in. If you want to change characters so much, might as well make them yourself.

I have extended one of my other games to Wednesday because of this. I hope you will be able to find someone else to take my spot.


Sun May 06, 2012 6:36 pm
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Joined: Thu Jun 17, 2010 8:39 am
Posts: 29
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
hey heres my sheet Ark
http://www.dndsheets.net/view.php?id=34840


Mon May 07, 2012 8:57 am
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Joined: Thu Dec 17, 2009 4:35 am
Posts: 311
Location: Glendale, AZ, USA
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
Huh? Bending some rules? I'm just sticking with one of the original rules that I feel still makes sense for Pathfinder even if it isn't spelled out there as far as I can tell. And it's a rule I've been following for over a decade since it was first printed, so it's hardly inconsistent or personal (just ask some of my Sunday game players). It's the assassin/ex-assassin only that raises the issue. Most other character concepts would have some reason to join the expedition and work together with a group of neutrals and goody-two-shoes to save their home countries.

But whatever, if you're inflexible on the character concept and would rather just not play, that's your own prerogative, Funktastic.

Midnight, your character will join the party in today's session, hopefully early in the session while they're in a town.


Wed May 09, 2012 11:52 pm
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Joined: Sun May 01, 2011 7:48 pm
Posts: 44
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
Updated
Pathfinder: Weird Frontiers Character Sheet:

Character Name: Synjin
Race: Half-Orc , Alignment: NN , Patron Deity: MHAVARA
Class Levels: Ranger 9
Character Level: 9 , XP: 53420 , Next Level: 71000 total
Age: 21 yrs., Height: 6 ft. 4 in., Weight: 262 lbs., Male/Female: M
Eyes: Brown , Hair: Red , Skin: grey/green
Languages: Vanderglotten, Common, Draconic, Orc

Strength 15 (+2), Dexterity 18/20 (+4/+5), Constitution 15 (+2)
Intelligence 13 (+1), Wisdom 14 (+1), Charisma 9 (-1)

HP / Maximum: 68 / 68 , Nonlethal: 0 , DR: 0/X , SR: 0
AC: 25 (+4 Dex, +0 dodge, +0 size, +7 armor, +3 shield, +1 natural, etc.)
Touch AC: 14 , Flat-Footed AC: 21
Fortitude +9 , Reflex +11 , Will +5 , Initiative +5, Hero Points: 1

Base Attack Bonus: +7/+2
Melee: +9/+4 (+6 BAB, +2 Str, +0 size)
Ranged: +12/+7 (+7 BAB, +5 Dex, +0 size)
Combat Maneuver Bonus: +11 (+6 BAB, +2 Str, +0 size)
Combat Maneuver Defense: 25 (+6 BAB, +2 Str, +5 Dex, +0 size)

Favored Class: Ranger (+0 HP, +9 skill ranks)
Size: Medium , Space: 5 ft., Reach: 5 ft., Speed: 30 ft.
Type (Subtype): Humanoid (Orc)
Racial Ability Score Adjustments: +2 Dex , +0 X , -0 X , -0 X
Other Racial Qualities: Dark Vision, Intimidating, Orc ferocity, Weapon Familiarity
Advanced Traits:
Devotee of the Green: Knowledge: Nature,
Resilient

Feats:
Animal Affinity,
Deadly Aim -3/+6,
Improved Critical Longbow
Point Blank Shot,
Precise Shot,
Rapid Shot
Self-sufficient
Armor Proficiency (Light)
Armor Proficiency (Medium)
Endurance,
Martial weapon Proficiency all
Shield Proficiency
Simple Weapon Proficiency


Acrobatics +5 (2 ranks, +5 ability(Dex), +0 class, +0 other, -2 armor)
Appraise +2 (1 ranks, +1 ability (Int)+0 class, +0 other, -0 armor)
Bluff -1 (0 ranks, -1 ability(Cha), +0 class, +X other, -0 armor)
Craft Bows +12 (6 ranks, +1 ability(Int), +3 class, +2 other, -0 armor)
Diplomacy -1 (0 ranks, -1 ability(Cha), +0 class, +0 other, -0 armor)
Escape Artist +3 (0 ranks, +5 ability(Dex), +0 class, +X other, -2 armor)
Fly +3 (0 ranks, +4 ability(Dex), +0 class, +0 other, -2 armor)
Handle Animal +12 (6 ranks, -1 ability(Cha), +3 class, +2/+5 other, -0 armor)
Heal +11 (4 ranks, +2 ability(Wis), +3 class, +2 other, -0 armor)
Intimidate +6 (2 ranks, -1 ability(Cha), +3 class, +2 other, -0 armor)
Knowledge: Geography +11 (6 ranks, +1 ability(Int), +3 class, +1 other, -0 armor)
Knowledge: Nature +11 (6 ranks, +1 ability(Int), +3 class, +1 other, -0 armor)
Linguistics +2 (1 ranks, +1 ability(Int), +0 class, +0 other, -0 armor)
Perception +17 (7 ranks, +1 ability(Int), +3 class, +6 other, -0 armor)
Profession: Cook +9 (4 ranks, +2 ability(Wis), +3 class, +0 other, -0 armor)
Ride +11 (3 ranks, +5 ability(Dex), +3 class, +2 other, -2 armor)
Stealth +12 (3 ranks, +5 ability(Dex), +3 class, +0 other, -2 armor)
Survival +14/+18 (7 ranks, +1 ability(Wis), +3 class, +2/+5 other, -0 armor)
Swim +6 (3 ranks, +2 ability(Str), +3 class, +0 other, -2 armor)


Platinum Pieces: 0, Gold Pieces: 2679 , Silver Pieces: 17 , Copper Pieces: 5
Load: 64.5 lbs., Light: 0 lbs., Medium: 0 lbs., Heavy: 0 lbs.
Maximum Load: 0 lbs., Push/Pull: 0 lbs.

Gear:
Masterwork Cold Iron Battleaxe 320 GP, 6 LBS, Back holder
Flint and steel 1 GP, 0 LBS Belt Pouch
Mirror, small steel, 10 GP, 0.5 LBS Belt Pouch
Whetstone, 2 CP, 1 LBS Belt Pouch
Whistle, Signal, 8 SP, 0 LBS Belt Pouch
Masterwork Kukri, 308 GP, 2 LBS, Belt Sheath
LongSword, 15 gp, 4 LBS, Belt Sheath
Longbow Composite (str +2) +1, 2600 gp, 3 LBS, efficient Quiver
Arrows 60, 3 gp, 3 LBS, efficient Quiver
Clothing, Explorer's Outfit, FREE, 8 LBS, Equipped
Pouch, belt (empty), 1 gp, 0.5 LBS, Equipped
Mithral Chainmail +1, 5150 gp, 20 LBS, Equipped
Masterwork Buckler, 165 gp, 5 LBS, Equipped
Efficient Quiver, 1,800 gp, 2 LBS, equipped
Handy Haversack, 2,000 gp, 5 LBS, equipped
Amulet of Natural Armor +1, 2000 gp, 0 LBS, equipped
Artisan's Tools, masterwork (Bow Making), 55 gp, 5 LBS, Handy Haversack Main
Bedroll, 1 sp, 5 LBS, Handy Haversack Main
Blanket, Winter, 5 sp, 3 LBS, Handy Haversack Main
Clothing, Cold-Weather Outfit, 8 gp, 7 LBS, Handy Haversack Main
Clothing, Traveler's Outfit, 1 gp, 5 LBS, Handy Haversack Main
Clothing, Traveler's Outfit, 1 gp, 5 LBS, Handy Haversack Main
Fishing net, 25 sq. ft., 4 gp, 5 LBS, Handy Haversack Main
Mug/Tankard, clay, 2 cp, 1 LBS, Handy Haversack Main
Mug/Tankard, clay, 2 cp, 1 LBS, Handy Haversack Main
Rope, silk (50 ft.), 10 gp, 5 LBS, Handy Haversack Main
Rope, silk (50 ft.), 10 gp, 5 LBS, Handy Haversack Main
Sack (empty), 1 sp, 0.5 LBS, Handy Haversack Main
Sack (empty), 1 sp, 0.5 LBS, Handy Haversack Main
Waterskin 1 gp, 4 LBS, Handy Haversack Main
Waterskin 1 gp, 4 LBS, Handy Haversack Main
Potion of Cure Light wounds x 4, 200 gp, 0 LBS, Handy Haversack Side Pouch 1
Potion of Cure Moderate Wounds x3, 900gp, 0 LBS Handy Haversack Side Pouch 1
Fishhook x10, 1gp, 0 LBS Handy Haversack Side Pouch 1
Food- Rations, Trail (per day) x 20, 10 gp, 20 LBS Handy Haversack Side Pouch 2
Animal, Horse, Heavy , 200 gp, Horse
Animal Gear, Bit and bridle, 2 gp, 1 LBS Horse
Backpack, masterwork, 50 gp, 4 LBS, Horse
Food- Animal Feed (per day)x 20 1 gp, 200 LBS Horse
Saddle, military, 20 gp, 30 LBS, Horse
Saddlebags, 4 gp, 2 LBS, Horse
Hammock, 1 sp, 3 LBS, saddle bag
Iron pot, 8 sp, 2 LBS, saddle bag
Saw, 4 cp, 2 LBS saddle bag
Shovel, 2 gp, 3 LBS, saddle bag
Tent (small), 10 gp, 20 LBS, saddle bag
Silvered Dagger, 24 gp, 1 LBS, Boot Sheath
Dagger, 2 gp, 1 LBS, Belt Sheath
Potion of Neutralize Poison
Ring of Sustenance


Weapon and Armor Proficiencies:
Armor Proficiency (Light)
Armor Proficiency (Medium)
Martial Weapon Proficiency –All
Deadly Aim
Point Blank shot
Precise Shot
Shield Proficiency
Simple Weapon Proficiency-All
Improved Critical (Long Bow)


Animal Affinity
Other Class Features:
Animal Companion Link,
Enemies: Humanoids (Goblinoid) (+4 bonus),
Enemies: Magical Beasts (+2 bonus),
Orc Ferocity (1/day),
Share Spells with Companion,
Terrains: Forest (+2 bonus),
Track +3,
Wild Empathy +5


Spellcasting Class: Ranger , Caster Level: 3 , Concentration: +4
Spell Save DC: 11 + level wis +1
Spell Slots: 0 0-level, 2 1st-level, 0 2nd-level, 0 3rd-level, 0 4th-level,
Prepared Spells:
Calm Animal
Charm Animal

Appearance:
A glance beneath the dark cowl of his cloak reveals a face hideously scared by fire. The left side of his face is scarred to the point no hair will grow. His deep brown eyes peer out of the scar tissue. The right half of his head is covered with a thick red brown hair grown out to shoulder length and tied off in a pony tail. Synjin is dressed for the woods; his heavy Woolen cloak hides most of masterly crafted set of Mithral Chainmail. His left hand is incased in an archers glove his right is bare. About his right wrist is a Manacle.

Synjin is a 6’4” tall 262 lbs

Background/Personality:

Born in the dark of winter, his mother the daughter of a merchant was raped in an orcish raid on their small village. His earliest memories are of Pain and abuse. His grandfather sold him off as soon as he was weaned from the tit to a slaver in a larger town. Synjin was purchased and as soon as he was able was put to work in the kitchens of a Laird. He worked hard or was beaten, sometimes was beaten anyway. He lived this life until one day in an accident he was badly burned across his face and arms. He spent 2 weeks on the verge of death, it was here at the age of 12 he met the first person he would ever consider friend, a hunter in the Lairds employ. The Hunter named Zed had recently watched his own son die and in a fit of remorse took the wounded half orc under his wing. Synjin was soon learning the ways of the woods and training as a ranger. His natural dexterity made him a good ranger and hunter. Synjin has worked hard to overcome his upbringing, but he still carries everything he owns with him. Synjin has left the employ of the Laird and now travels the world seeking a place he will fit in.
Synjin is a at home in the woods, he avoids civilization when he can. When required by either need or employment he keeps his head covered by his cloak or the cowl of his Armor. He is a hard worker and works well as a team member.

Notes:
Animal Companion
KYND CR 3
Male Hawk
NN Small Animal
Init +3; Senses Low-Light Vision; Perception +8
--------------------
DEFENSE
--------------------
AC 18, touch 15, flat-footed 14 (+3 Dex, +1 size, +3 natural, +1 dodge)
hp 19 (+3)
Fort +4, Ref +6, Will +3
--------------------
OFFENSE
--------------------
Spd 10 ft., Flight (80 feet, Average)
Melee Bite (Hawk) +3 (1d4/20/x2) and
Talon x2 (Hawk) +3 x2 (1d4/20/x2) and
Unarmed Strike +3 (1d2/20/x2)
--------------------
STATISTICS
--------------------
Str 11, Dex 16, Con 12, Int 2, Wis 14, Cha 6
Base Atk +2; CMB +1; CMD 15
Feats Dodge, Flyby Attack
Tricks Attack [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Seek [Trick], Stay [Trick]
Skills Fly +5, Perception +8, Stealth +7
Languages
SQ Attack [Trick], Come [Trick], Defend [Trick], Down [Trick], Evasion (Ex), Fetch [Trick], Guard [Trick], Seek [Trick], Stay [Trick]


HORSE, HEAVY CR 2
Male Horse, Heavy
NN Large Animal
Init +4; Senses Low-Light Vision, Scent; Perception +8
--------------------
DEFENSE
--------------------
AC 15, touch 13, flat-footed 11 (+4 Dex, -1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Bite (Horse, Heavy) +5 (1d4+5/20/x2) and
Hooves x2 (Horse, Heavy) +0 x2 (1d6+2/20/x2) and
Unarmed Strike +5 (1d4+5/20/x2)
Space 10 ft.; Reach 5 ft.
--------------------
STATISTICS
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Defend [Trick], Down [Trick], Heel [Trick], Riding [Trick], Stay [Trick], Work [Trick]
Skills Fly +2, Perception +8, Stealth +0
Languages
SQ Defend [Trick], Down [Trick], Riding [Trick], Work [Trick]
Other Gear listed under Main character
--------------------
SPECIAL ABILITIES
--------------------
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Work [Trick] The animal pulls or pushes a medium or heavy load.


Attacks:
MW Cold Iron Battle Axe +8/+3 melee for 1d8+2 damage (20/x3 critical, reach 5 ft.)
Dagger +8/+3 melee for 1d4+2 damage (20/x2 critical, reach 0 ft.)
Kukri +8/+3 melee for 1d4+2 damage (20/x2 critical, reach 0 ft.)
Long sword +8/+3 melee for 1d8+2 damage (19-20/x2 critical, reach 5 ft.)
Unarmed strike +8/+3 melee for 1d3+2 damage (20/x2 critical, reach 0 ft.)
+1 Longbow, Composite (STR +2) +11/+6 ranged for 1d8+3 damage (20/x3 critical, increment 110 ft.)
Dagger +10/+5 ranged for 1d4+2 damage (19-20/x2 critical, increment 10 ft.)


Thu May 10, 2012 9:41 pm
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Joined: Thu Dec 17, 2009 4:35 am
Posts: 311
Location: Glendale, AZ, USA
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
Minor notice: If Dev II isn't online on Wednesday, back-up server choice will be the Unshaped server.


Mon May 14, 2012 1:03 am
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Joined: Sun May 01, 2011 7:48 pm
Posts: 44
Post Re: RECRUITING AGAIN Pathfinder: Wierd Frontiers (Wed.)
sorry guys will not be there tonight,


Wed May 30, 2012 2:11 pm
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