Cutting the Razor: A Razor Coast Gameplay Thread

Game Master Divinitus


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Need final Clarification on a few things before I can proceed with final product:

Straight Point to Score purchase (+1 score = 1 point) or the regular pathfinder costs? (10=0, 11=1, 12=2, 13=3, 14=5, 15=7, 16=10, 17=13, 18=17)(I think you answered this already, but I need further clarification.)

How do you feel about "Craft Wondrous Tattoo" in place of "Craft Wondrous Item"(sent in a PM earlier)

Is there a list of languages that qualify as "ancient" in this setting, so that I may take one? (I've got quite a lot of language slots and knowing an ancient language goes into my fluffy bits and future plans.)

I am finishing the formatting on my character for posting, and will have him up within the next 24 hours, stuffing and all!

I'm excited!

Liberty's Edge

dotting for interest.

GM Bloodied Waters wrote:

Recruitment will be open for 10 days.

Does anyone know where I can find a +999 bastard sword of 1,001 apocalypses and 333 incurable STDs that is covered in pit fiend poison and lit on fire with radioactive napalm so I can swing it at campaign info and the notion of word count?
EDIT: Make it a vorpal and bleeding weapon too.

I think the sword you can make in the old Moria game with the editor was enough. +99 to hid, +99 to damage, 99d99 of damage.

I need a clarification, what you mean with: "Tirion, it's a straight, non-escalating point buy."?
Can you make an example of how it work?

- * -

Firearms: I appreciate them in a pirate campaign, but I have trouble with people reloading flintlocks 8+ times in a 6 seconds round. There is a happy medium, where the firearms are useful and competitive with bows without the need to be capable to reload them a large number of times in a round?

- * -

GM Bloodied Waters wrote:


Fighting Chicken, funny you should ask that, because I was planning on bringing up that topic. Yes, Ultimate Campaign stuff is something that will be featured in the campaign. I personally love having downtime because NO ONE is strictly all adventure, all the time, not unless they are murderbots or something. :P

GM of my heart!


GM Bloodied Waters wrote:

...

ElterAgo, as far as a plant race, Ghorans are a thing since the Inner Sea Bestiary. I have no issues with one, just so long as you understand that they are exceedingly rare and there is probably one 'tribe' of them on a single island here on the Razor Coast. In fact, I know of two feasible islands, so PM me if you want to know what I am speaking of.
...

Didn't know about them. Koolness. Drak is planning on submitting the Groot PC so I'll let him ask you about Ghorans.

.
.
Diego Rossi wrote:

...

Firearms: I appreciate them in a pirate campaign, but I have trouble with people reloading flintlocks 8+ times in a 6 seconds round. There is a happy medium, where the firearms are useful and competitive with bows without the need to be capable to reload them a large number of times in a round?

My firearm will be 1 shot each round.


Would you be ok with Tieflings, Demodand spawn to be precise?

In addition, would you allow the alternate abilities and if so, pick or roll?


Yes, the POW expansion's playtest is open, and the class templates can be found in this thread's first post. There's a new discipline introduced, but I can ignore that easily enough.

Ghorrin Redblade


How 1-1 point buy works: if you start a base of 10 and want an 18, use 8 of your ability score buy points and BAM, 18 in a stat!

Phoenix Hunter, you may take the Craft Wondrous Tattoo feat. I will post languages when I redo the fluff today, trying to keep everything in line with word count this time.

Diego, I almost forgot about Moria! You bring back some nostalgia.

Cuan, that is fine as a subrace. You may pick one of those alternate abilities, as per the normal rules without the rolling.

Redblade8, you may use the archetype listed. Also, is there an ETA on that Path of War Expanded book? I REALLY want to throw my money at Dreamscarred Press and get that PDF!

About to log off for about 8 hours to catch a bit of sleep.


GM, no release date yet that I'm aware of. I only got around to the base POW book this January, so I'm catching up... :-)

PS - Miracle Max is clearly an alchemist, Vezzini I make for a rogue or investigator with a terrible Wis score.


Wow. I need to redo Alynthar's stats, then. I made him using the standard twenty point build.


Salty is also made with the standard 20-point buy... I'll update him if selected.
Instead of:
Str 20 (13 pts, +2 Orc, +1 Lvl 4), Dex 12 (2 pts), Con 12 (2 pts), Int 15 (7 pts), Wis 8 (-2 pts), Cha 8 (-2 pts)
He would be:
Str 21 (8 pts, +2 Orc, +1 Lvl 4), Dex 12 (2 pts), Con 12 (2 pts), Int 18 (8 pts), Wis 10, Cha 10


Well hello ladies and gents! This is the GM's buddy dotting to show interest. As with him, new to the whole Paizo thing, but not so much with PBP.

I have a few ideas I'm noodling around with, most of which are a bit atypical, but should decide on one soon.

Let me test formatting text.

Once upon a time in Blunderland...

Anyone else find it odd that the Warforged Shadowblack is listed under dragons in the alias pictures?

"I am fire... I am DEATH!"

BIGGER IS BETTER!!!

"Like a whisper I move/A shining blade cutting though the night/Blood mingles with the shadows"

Something obvious:
I am actually not a dragon!


You know, I completely missed the 1-1 point buy. :(

I should have my brawling sailor up for review tomorrow.. (My wife might have issue with me working on it while we're away for our anniversary......... You think?... :D )


This knowledge of stat purchases significantly changes my array!

GM Bloodied: I'll have some items to clear with you regarding the item-to-tattoo conversion. Not too many though.

Also, IF someone wants to have an intertwined back story together with a grumpy albino elf, I'd be more than happy to assist in mitigating the cost of a piece of equipment by creating it as a tattoo for your character if it's on my spell list. PM me, and we can work on it.


Okey dokey. Here we are.

Spoiler:

ALYNTHAR
Male Wizard 5
Init +10; Senses Perception +4, Darkvision 60 ft
==DEFENSE==
AC 15, touch 15, flat-footed 11 (+4 dex, +1 deflection)
hp 40 (5d6+5)
SR 0 ; ER Cold 5, Electricity 5, Fire 5
Fort +3, Ref +6, Will +4
Defensive Abilities Tiefling Resistances (PFBty 264)
==OFFENSE==
Spd 30 ft/x4
Melee Masterwork Quarterstaff +3 (1d6) 20/x2 monk, CM +1
Melee Masterwork Cold Iron Melee Dagger +3 (1d4) 19-20/x2 CM +1
Ranged Masterwork Light Crossbow +7 (1d8) 19-20/x2 CM +1
Ranged Masterwork Cold Iron Thrown Dagger +7 (1d4) 19-20/x2 Returning
Special Attacks Darkness (PFBty 264), Power over Undead (PFCR 81)
==STATISTICS==
Str 10, Dex 18, Con 12, Int 21, Wis 8, Cha 16
BAB +2, CMB +2, CMD +17
Feats Craft Wondrous Item (PFCR 120), Greater Spell Focus (PFCR 125), Improved Initiative (PFCR 127), Scribe Scroll (PFCR 132), Spell Focus (Necromancy) (PFCR 134), Varisian Tattoo (PFAP: RotR (PG) 14)
Skills Appraise +9, Craft (alchemy) +9, Craft (trapmaking) +9, Escape Artist +5, Fly +8, Handle Animal +4, Intimidate +5, Knowledge (arcana) +12, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (religion) +10, Knowledge (planes) +10, Linguistics +10, Perception +4, Spellcraft +13
SQ Sneaky (PFBty 264), Arcane Bond (PFCR 78)
Traits Focused Mind (Magic) (PFAPG 329), Reactionary (Combat) (PFAPG 328)
Languages Abyssal, Celestial, Common, Draconic, Drow Sign Language, Goblin, Infernal, Orc
Eq'd Magic Robe of Bones, Headband of Vast Intelligence +2, Ring of Protection +1 (R), Cloak of Resistance +1


GM Bloodied Waters wrote:
Owl, I certainly have no problems with you applying, so long as you understand to keep any spoilers, and metagaming, to a bare minimum.

Will do.


@ GM Bloodied Waters - I am planning on taking the Waves mystery with my oracle, and taking the Spirit Guide archetype. One of the "restrictions" contained in the archetype is that the Spirit Guide cannot select a spirit (Shaman Spirit) that is opposed to her alignment, religion or ethos. I do not see the religion or alignment as being an issue. As a Waves oracle, would you limit any of the spirits? Fire or air for instance? I can see these as being compatible - fire+water = steam - but, would like a ruling before hand if there are any restrictions as this will probably affect my background.


I plan on entering with a halfling pistolero. He will be wearing a small leather riding slicker and running with a fancy two gun rig. I plan on his personality being a cross between Kevin Costner's character in Silverado (the cocky kid) and Harry Dresden.

The baby faced half man will cuss up a storm and be able to drink and carouse with the best of em.

I have never read ANY razor coast material except the cover I had to click on the link. I think my hobbit gunslinger already found his true love on the cover!!!


Character:

Sal’Hara Nash’Al
6’5” (195.5cm), 143lbs (64.8Kg)
Red Eyes, Alabaster Skin, White Hair
Male Elf White-haired Witch 5
CN Humanoid (Elf)
Init = +5
Senses: Perception +6

===Defense===

AC: 15 T-AC: 15 FF-AC: 10 (+5Dex +0Armor)
HP: 35 (5d6+1)
Fort: 2 Ref: 6 Will: 5
Immune Magical sleep
Resist +2 against Enchantment, +2 against hot weather

===Offense===

Speed: 30ft x4
Melee
Mwk short spear +3 (1d6)
Ranged
Mwk Longbow +8 (1d8/ 100ft /Regular, Whistling, or Thistle arrows)
Mwk Shortspear +8 (1d6/ 20ft)
Special attacks
White-hair +7 (1d4+5/ 10ft reach/grapple/constrict/trip)
Inflict light wounds +2 (1d8+5/ Touch/On-hand/ 5 per day)
Cure light wounds +0 (1d8+5/Touch/Off-hand/ 5 per day)
Tattoo [robe] of needles +7 (1dmg +1Bleed/ 10ft range/ Touch/ 6 per day/ Full round action ends bleed)

===Statistics===

Str: 10 Dex 20 Con 12 Int 21 Wis 12 Cha 8
Base Atk +2 CMB +2 (+7 with hair) CMD 17
Feats Spell Focus (transmutation), Mage’s Tattoo (transmutation; Mage Hand 3/d), Inscribe Magical Tattoo, Craft Wondrous Tattoo
Skills Craft (Tattoo) +13, Heal +7, Know (Nature) +14, Linguistics +16, Perception +6, Profession (Sailor) +6, Spellcraft +13, Stealth, +7, Survival +7, Swim +1
Traits Unintentional Linguist, Hedge Magician
SQCantrips, White Hair (grapple, reach, Constrict, Trip), Witch’s Familiar (Water Moccasin),Patron(Insanity), Elven Weapon Familiarity, Low-light Vision, Woodcraft (replaced Elven Mgic), Keen Senses, Elven Immunities
Languages Elven, Common, Undercommon, Orccish, Goblin, Giant, Draconic, Protean, Sylvan, Necril, Aklo, Aquan, “Ancient TBD”

===Items===

Equipped: Hot Weather outfit (+2 V. Hot Weather), Efficient Quiver (20 Whistling arrows, 20 Thistle Arrows, 20 regular arrows); Tattoo [robe] of needles; Vest of All tools; Eyes of Understanding (Tattoo); Sinister Phalanges (left fingers) tattoo of reliable Cure light wounds (Cure light 5/d); Dextrous Phalanges (right fingers) tattoo of reliable Inflict light wounds (Inflict light 5/d); 2x Spell component pouches, Handy Haversack, Mwk Backpack (+1 Str to carry cap)

Carried in bag: x2Wand of Cure light wounds (full charge), Healer’s Kit (+2 Heal; 10 charges), Compass, Moonrod (5), Bedroll, Candle (10), Chalk (10),Trail rations (5 days) Iron Pot, Mess kit, Soap, Flint&Steel, writing Ink Vial, Inkpen, Black Tattoo Ink vial, Tattoo Needle & hammer, Waterskin, 60GP

Leaves at HQ Moonrod (5), Inscence (10), Mwk Artisan’s tools (body mod kit), Surgeon’s tools, 60PP

Update: Stuffing on the way


Updating my Avatar for this thread, Pheonix Hunter


Argh!

Trouble I be havin' in HeroLab tryin' t'be givin' m'self a Gryphon animal copanion.

Nuffin' I be tryin' be gettin' rid of tha' error messages. :(

Bin tryin' ta' go with Sorcerer ta' be gettin' it.

But HeroLab dun't like that.

SO!

Should any one be knowin' tha' bestest way ta' be doin' whut t'is I be tryin' t'do? Pleaze be lettin' m'self know how t'is ye be doin' it, okeys? (^_^)

Much cheers ta' every body!


Tirion, I have no issues with you utilizing the spirits in question. And just because you have power over the water does not mean that fire is lost to you. After all, in the area that you are in, fire and water coexist harmoniously and have created tropical paradise.

GM Tribute, Captain Bethany Razor, eh? It's understandable!

:Sunny:, I have heard HeroLab does not want to be cooperative at times. My best idea at present is just to e-mail HeroLab and see if they can help you figure it out.


I'm confused. Sunny, you're trying to be a sorceress with a gryphon animal companion?


I think it was just a typo. Probably a cellphone autocorrect.


FLUFFY BITS INCOMING!!!!!

I hope you guys enjoy!

Fluff:

Five years ago
*Tap-tap-tap-tap-tap-tap-tap-tap…*
”I love the feeling of the needles tearing the skin. Why did I stop for so long?” Sal’Hara thought to himself.
*Tap-tap-tap-tap-tap-tap-tap-tap…*
The candle flickered as the ship rocked back and forth; the thick smell of incense was a calming intoxicant against the sting of salty sea air. His large orc client had long since passed out from pain, but it was still breathing and its pulse still steady. The pattern Sal’Hara was etching in this monster’s green skin, a thick, solid-red ring, was meant to symbolize the last year as crew of this ship. As Sal’Hara finished the tattoo and began packing his belongings, his client stirred.

”Don’t get up too fast, Kruz, or you may find yourself on the floor.”, said the white skinned elf through a menacing grin.
”Kruzrim arhai nar inras Lat urdanog, Lulzaboht!” (Kruz’s gonads don’t attack on your command, Pale Flower!), the orc barked as he stood up.
”one, two, three, four, five… good night” Kruz fell on his flat face.
Sal’hara laughed at the fallen man, ”Dobat, takul alag mat batan trulishi” (Weak, those that die fallen on the floor), then walked out onto the deck of the ship.

The blistering heat of day was beginning to cool off as the ship pulled in to port just after dusk. Sal’Hara was glad to be back on land. He’d spent almost three years sailing with this crew, and as much as he loved the freedom of the open sea, he was getting sick of the company. He never was very personable, and people liked to point that out. This was his last night onboard The Wandering Eel. As he pulled his chest to shore, he let out a sigh of relief, after all, elves were never really meant for the sea.

===One-hundred and twenty-seven years ago===

As his mother ran carrying him in her arms, the child could see the people chasing after them. An arrow struck the tree next to his mother, then another, and a third. “Why are they shooting at us?” the child wondered frightfully. He closed his eyes tightly so he didn’t have to watch. His mother screamed and stumbled. The child fell from her hands and banged his head on the hard ground.

Am man, Atara!? ”Why, mother!?” The child bleated as he saw the bloodied arrow now piercing his mother’s chest. She said something he couldn’t hear and lifted her hands. There was a flash of light and the child was somewhere he didn’t know. The forest had changed into a bog; the child couldn’t remember his own name and the memory of the people chasing him was getting blurry; he fell into the darkness of unconscious.
“Maure Suceim…” ”I need drink“ , the first words to find themselves to the child’s lips when he woke were in his native elvish. He lifted himself and stumbled through the bog in search of water. It wasn’t long before he found himself kneeling and clearing the algae off the top of a pool of stagnant water, not knowing any better he drank deep of the poison.
”the idiot drinks bog water?” Nachash watched as the child drank the swamp water. When the child lifted himself off of the ground, the snake began following it. “Such a strange creature, its walks on two legs, and its skin is as white the petals of the rose mallow… Why am I intrigued?”
A day went by as the child wandered aimlessly through the mire. Feeling the heat and humidity the child was unaware of his growing fever, as night fell on the first day the child lapsed into fevered dreams. The snake watched from a distance as the child’s body pulsed with magic induced by hallucination. ”that’s what draws me, then? Let’s see where this goes.”

The child awoke suddenly and shot up. When he did, he found himself face to face with a water moccasin. The child tried to scream, but his throat was so dry it only left him feeling like it was burnt.
”Hush child, you’ll call attention of worse animals.” The snake didn’t seem as menacing as the child first thought.
”Who are you?” The child asked the snake. “I… I can’t remember my name…”
”I am Nachash of the swamps of Lyssia… and you are now my child.”


@Sunny/Gryphon - They are not on the standard Animal Companion list and require their own feat, since they are Magical Beasts and not Animals. Which might explain the error messages ! (Unless you have the feat. Then I don't know :P)

Sylvan Sorcerer =)?


Familiar:

[bigger]Nachash of Lyssia[/bigger
Sal’Hara’s Viper Familiar
CN Small Animal

Init +3
Senses: Low-light Vision, Scent; Perception +9

===Defense===

AC 18 T-AC 13 FF-AC 15 (+2Dex, +5Nat, +1Size)
HP 18 (5d8-5 [takes ½ master’s HP)
Fort +1 Ref +5 Will +5

===Offense===

Speed 20ft., climb 20ft., Swim 20ft.
Melee Bite +6 (1d3-1 plus poison)
Space 5ft. Reach 5ft.

===Statistics===

Str 8 Dex 16 Con 8 Int 8 Wis 13 Cha 2
Base Atk +2 CMB +4 CMD 11 (can’t be tripped)
Feats Weapon Finesse, Alertness
Skills Climb +12, Perception, +9, Stealth +11, Swim +12
SQ Speak with Master, Deliver touch spells, Improved Evasion, Share Spells, Empathic Link

===Special Abilities===

Poison (ex) – Injury; Save: Fort DC 9; Frequency 1/round for 6 rounds; effect 1d2 Con damage; Cure 1 save


Ruul Spiritskin wrote:
I'm confused. Sunny, you're trying to be a sorceress with a gryphon animal companion?
GM Bloodied Waters wrote:
I think it was just a typo. Probably a cellphone autocorrect.
Lessah wrote:

@Sunny/Gryphon - They are not on the standard Animal Companion list and require their own feat, since they are Magical Beasts and not Animals. Which might explain the error messages ! (Unless you have the feat. Then I don't know :P)

Sylvan Sorcerer =)?

Aye! Tha's whut I bin tryin' ta' make HeroLab be doin'!

Bein' all growed up an' fifth level an' stuffs.

A charcter'd be right in'a spot fer gettin' somat like that. (^_^)

But.. when I be tryin' ta' makein' it all work, (A friend in pen and paper land has made quite the Arcanist with large animal companion[Tiger] work quite well) an' seein' Gryphon on'a list o' critters... I be thinkin' hasin' a mount what flies be right naffy fer a character what swims. (^_^)

Unles.. tha' Dm dun't mind me has-in', say, an Orca.. whut I cast 'Fins to feet' on an' has like a rilly big puppy dog scamperin' about with m'slefs on shore? XD

Here... tha's strange. The linky to tha' page be sayin' different ta' error message in HeroLab? :/

Curiouser an' curiouser?

Also, will be adjusting the character sheet behind this avatar fer the character.


If you could post the Hero Lab message help might be easier to get :P

Check that you have all the pre-requisites for the Griffin:

1) - You need the Monstrous Mount feat to get a Griffin companion

2) - To qualify for the feat, you need:

a) - 4 ranks of Handle Animal

b) - 4 ranks of Ride

c) - An effective Druid level of four

Note: Sylvan Sorcerers have an effective Druid level of (Sorcerer Level -3). For a pure sorcerer, you would need Boon Companion.

Note2: You still can't actually *ride* the Griffon while it flies. That require an extra feat (Monstrous Mount Mastery) and an effective Druid level of seven.


Message reads:

Divine bond(Mount), hunter's bond(animal companion), or mount class feature required. (Reminder: the Druid's 'Nature bond'(Companion) ability and the Animal Domain's animal companion ability do not fulfill this requirement.)


Lessah wrote:

If you could post the Hero Lab message help might be easier to get :P

Check that you have all the pre-requisites for the Griffin:

1) - You need the Monstrous Mount feat to get a Griffin companion

2) - To qualify for the feat, you need:

a) - 4 ranks of Handle Animal

b) - 4 ranks of Ride

c) - An effective Druid level of four

Aye, I be havin' all'a that stuffs easy by level fifth. :)

Note: Sylvan Sorcerers have an effective Druid level of (Sorcerer Level -3). For a pure sorcerer, you would need Boon Companion.

Lessah wrote:
Note2: You still can't actually *ride* the Griffon while it flies. That require an extra feat (Monstrous Mount Mastery) and an effective Druid level of seven.

Ah... now that be somat I din't realize, neither. So.. I be havin' a rilly big, feathered type cat-bird animal friend fer a couple more levels then. I can still be havin' tha' critter helpin' out some though, I s'pose... :/

Must admit I still rilly dun't understand tha' error message above. :/

Maybe I should be jus' ignorin' tha' gryphon an' concentratin' on somat like tha' Orca?

(^_^) Much cheers ta' every one.


Ah, I realize the error now ...

The Monstrous Mount requires (specifically) either the Divine Bond, the Hunter's Bond or the Mount class feature. (aka Paladin, Ranger or Cavalier class features!)

Druids (and most druid-like pet classes, like the Sylvan druid) have a class feature called Nature Bond or Animal Companion and whatnot - which means they don't actually qualify for the feat!

So it would seem as if Hero Labs are correct in denying it for you : /

Sorry, I should have looked closer at the pre-requisites.

(Now, this doesn't mean that you couldn't simply ask the GM for a nice fluffy griffon anyhow!)


Lessah wrote:

Ah, I realize the error now ...

The Monstrous Mount requires (specifically) either the Divine Bond, the Hunter's Bond or the Mount class feature. (aka Paladin, Ranger or Cavalier class features!)

Druids (and most druid-like pet classes, like the Sylvan druid) have a class feature called Nature Bond or Animal Companion and whatnot - which means they don't actually qualify for the feat!

So it would seem as if Hero Labs are correct in denying it for you : /

Sorry, I should have looked closer at the prerequisite.

Aye.. I bin lookin' all over at that sort'a thing.

I has even changed a level or two fer Ranger... an' I still be gettin' tha' error. :(

Is rilly makin' me squirrely,

Lessah wrote:
(Now, this doesn't mean that you couldn't simply ask the GM for a nice fluffy griffon anyhow!)

(^_^) Aye! That'd be grand. Though I dun't wan'a be doin' nuffin' wrong.. or nuffin'... (>_>)


The ranger gets the feature at level 4, so a level or two wouldn't fix it.

Try a cavalier level ?


Ah! An' here I be thinkin' a Ranger be havin' a animal friend from tha' get go. Am sooo embarrassed.

Must admit, I in't bin lookin' at the cavalier. Will peruse tha' options fer all'a different archetype an' see whut's whut.

*HUGZ Lessah* (^_^)

Thank'e muchly fer all'a yer efforts an' advice an' helpin' an' workin' through things an', an' stuffs. (^_^)


No problem ^^


I think I will stick with this one actually. The campaign I play evil in just sorta resurrected, so that itch will be scratched now ^^

The crunch should be updated now (except some parts of the eidolon, I'll look in to it soon-ish) and the fluff should still be there from the last Razor Coast game. But I'll look over that too and see if it needs an update : )

Cheers! //Lessah


Sorry fer things. I rilly won't be havin' much time fer a few days more ta' be puttin' nuffin' a'hind this avatar.

Will keep lookin' in't Cavalier... but, rilly... if'n I can be goin' all "Fins to feet" on a swimmin' critter.. I might be doin' that, instead... (>_>)

Much cheers an' I rilly be lookin' forwards ta' playin' with every ones. (^_^)


Sal'hara, very folkore-ish!

:Sunny:, you may BUY a Gripphon, if you so choose. They're not cheap though! If you want a class that is more martial than a Druid, but still gives an Animal Companion from the get-go, look at the HUNTER hybrid class.

Lessah, congrats on the campaign rez!

Sanguinus_Draconis, get to work on that character, ye scurvy, pox-ridden Kobold swingdoor! :P Note: During the S&S campaign, SD and I exchanged a LOT of insults, as his character was a foul-mouthed Kobold Bard and he started LOTS of bar fights when they were docked at port by randomly insulting pirates he thought 'didn't look Kobold enough'. He was quite scrappy! :)


@Buying animals - A fully trained Griffon is 8000 gp.

A Blue Whale is 12500 gp and a Great White Whale is 12600 gp...

With Fins to Feet, either two of those is quite the sight to behold!

:3

@DM - Thank you : )


GM Bloodied Waters wrote:
Aku Warashi, do elaborate on that scene!

I'll do.

Here is something partial. I still need to add gear/items/appearance and personality.
DM, since I’m applying as warlord, I’ve taken the liberty to add every piece of information needed to run the class. I purchased the warlord book some time ago, and If I get in the game I’ll send you as copy for reference.

Shortnose:
Male Human Warlord 5
CN Medium Humanoid (Human)
Init +7; Senses Perception +6
------------------------------
DEFENSE
------------------------------
AC 25, touch 14, flat-footed 19 (+7 armor, +3 dex, +3 dodge +1 deflec +1 nat)
hp 65 (5d10+10+5)
Fort +7, Ref +5, Will +8 (+1 if against spell or spell like)
------------------------------
OFFENSE
------------------------------
Speed 20 ft.

Melee +12 Greatsword (2d6+8)
Melee +10 Greatsword(PA) (2d6+14)
Melee +11 Dagger (1d4+5)
Melee +9 Dagger(PA) (1d4+9)

Ranged +9 Composite Longbow (1d8+4)
------------------------------
STATISTICS
------------------------------
Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 18
Base Atk +6; CMB +10; CMD 26
Traits Armor Expert, Adopted (Glory of Old)
Drawbacks
Feats Improved Initiative (Bonus Human), Iron Will (Bonus Campaign), Weapon Focus(Great Sword)(Bonus feat warlord), Power Attack(1st level), Step Up (3rd Level), Dodge (5th Level)
Skills ( 25 points; 20 class, -5 INT, +5 bonus human, +5 bonus campaign)
ACP -2

*ACP applied to these skills
Acrobatics 9*, Climb* 7, Handle animal 9, Intimidate 12, Perception 6, Perform (Dance) 5, Sense Motive 8, Swim* 5.

Non-Standard Skill Bonuses

Languages Common

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Warlord’s Gambit (Ex): At his core, the warlord is a warrior who relies on both skill and daring; without this he is but any other combatant. By setting himself to danger, does his true skill shine, or so the motto of the warlord goes. At 1st level, a warlord selects two gambits as methods by which the warlord can recover expended maneuvers. Each gambit possesses three aspects—a risk, a rake, and a reward.
Each gambit’s risk describes an action that the warlord must undertake in order to attempt to recover an expended maneuver. The warlord begins a gambit as a swift action, effectively diving recklessly into the act he is attempting. The warlord then performs the action described in the gambit, and if he is successful, he regains maneuvers (see below). If he is not, he suffers the rake of the gambit and only regains a single maneuver of his choosing. While performing a gambit, the warlord may add his Charisma modifier to the d20 check(s) to aid in accomplishing the gambit as a luck bonus. A warlord may attempt the actions of a gambit, but without declaring the attempt a gambit attempt by spending a swift action to do so, the character does not regain any maneuvers nor does he suffer a rake for failure. The character may initiate a maneuver while performing a gambit (if the maneuver helps him accomplish it) but he may not recover the maneuver used to achieve the gambit as part of the reward. A warlord may use each gambit available to him once per encounter. If at the start of the warlord’s turn he has no available gambits, he regains all uses of his known gambits.

A gambit’s rake is the penalty that the warlord suffers if he attempts his gambit and fails, such as failing a trip attempt or failing to strike an opponent with a charge attack. Each gambit possesses a unique reward that the warlord enjoys for succeeding at that gambit. All gambits possess the same rake; the warlord only regains a single expended maneuver and suffers a -2 penalty on all d20 rolls for one round. A warlord who succeeds at fulfilling his gambit immediately recovers a number of expended maneuvers equal to his Charisma modifier (minimum 2) and enjoys the unique reward for each gambit. Allies who would witness the successful gambit and receive benefits must be within 60 ft. of the warlord to receive bonuses and must be able to see him perform the action. At 4th level and every four levels thereafter, the warlord selects adds an additional gambit.

Tactical Presence (Ex): At 2nd level, the warlord’s innate charisma allows his very presence to aid and assist not only himself but his allies as well, just by his being around. Adopting a presence is a move-equivalent action, and only one presence may be maintained at any given time. At 7th level, the warlord is capable of adopt ing a presence as a free action.

Indomitable Presence: At 2nd level, the warlord shines as a beacon to his allies on the field of battle, inspiring them to fight with him to their last breath. All allies with in 30 ft. of his position gain the benefits of the Die Hard feat, and may add the warlord’s Charisma modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus.

Rallying Presence: The sight of a warlord on the battlefield is enough to strengthen the hearts and wills of those who fight beside him in battle. At 5th level, the warlord may add his Charisma modifier as a morale bonus to Will saves versus fear, death effect, or compulsion effects to all allies within 30 ft. of his position. If the warlord maintaining this presence becomes cowed, frightened, panicked or falls prey to a hostile mind-affecting ability (such as one that would stun or daze him), compulsion or death effect, this presence immediately ends.

Warleader: The warlord excels in the theater of war because he knows how best to work with his allies. At 3rd level, the warlord becomes an ever more capable commander and may share tactics with his allies. First, the warlord gains a teamwork feat as a bonus feat (he must meet the prerequisites for this feat to select it). As a standard action that the warlord performs, the warlord and allies within 30 ft. of him can share teamwork feats that they possess with each other, acting as if they both possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one his own (with all allies within 30 ft. of him) or an ally’s (in which case only the warlord receives the ability to use the teamwork feat he does not possess). The warlord and allies retain the use of this feat for 3 + the warlord’s Charisma modifier in rounds. The character may use this ability 1 + Charisma modifier times per day at 3rd level (minimum of 1), and one additional time per day for ev ery four warlord levels the character possesses.

Force of Personality (Ex): At 3rd level, the warlord’s forceful personality and bold, headstrong nature assist him in resisting the influence of others. Where others use personal serenity, awareness of the world around them, or plain old sensibility, the warlord gets by with endless nerve. The warlord may add his Charisma modifier to his Wisdom modifier to determine his Will save bonus. If the character is ever able to add his Charisma modifier to his Will save through use of another ability (for example. the paladin’s divine grace) he may only add his Charisma modifier once to his Will save.

Tactical Flanker (Ex): The warlord is exceptionally gifted at working with his allies to bring down opponents and his skills assist any who ally with him. When flanking a target with an allied creature, both the warlord and the ally may use the warlord’s Charisma modifier (min +2) for the bonus they receive on flanking their opponent.

Battle Prowess (Ex): The warlord is a skilled combatant, mixing traditional fighting skills with the skill of his martial discipline training. When the warlord is in a martial stance and wielding a weapon that is a member of a weapon group associated with that martial stance’s discipline (example: a warlord wielding a longsword while in Scarlet Zweihander stance or a longbow while in the Stance of Piercing Rays), the character gets the listed bonus (+1 at 5th level, +2 at 12th level, +3 at 19th level) as a circumstance bonus to attack and damage rolls, CMB rolls, and to his CMD.

Maneuvers:

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Maneuvers
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CRUSHING BLOW
Discipline: Primal Fury (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude (partial)
By bringing his weapon high and bringing it down with ferocious finality, the disciple’s forceful blow is enough to weaken the defenses of his foe momentarily.
The initiator makes an attack and if successful, the strike inflicts an additional 1d6 points of damage and may potentially render his foe flat-footed until its next turn on a failed Fortitude save (DC 15).

PANTHERA ON THE HUNT
Discipline: Primal Fury (Strike); Level: 1
Initiation Action: 1 full round action
Range: Melee attack
Target: One creature
Duration: Instant
With a deep breath and the tightening of honed muscles, the Primal Fury disciple may launch off into a lightning-fast charge. The initiator initiating this maneuvergains a +2 circumstance bonus to hit on his charge attempt (for a total bonus a +4 to hit) and ignores attacks of opportunity from moving through a threatened square.

SCYTHING STRIKE
Discipline: Scarlet Throne (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
The principles of the Scarlet Throne teach its disciples that every swing must be made with precision and excellence; no movement is wasted and no attack should fruitless. The disciple may make a single attack against two adjacent enemies using the same attack roll and applying it to each target.

BLADE OF BREAKING
Discipline: Scarlet Throne (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
A Scarlet Throne disciple knows that sometimes that to defeat the beast, you must remove its claws. By clashing blades with a foe to set their weapon vibrating, the disciple then delivers a final smashing blow in an attempt to shatter it. The disciple may make a sunder attempt with a +4 competence bonus against his foe’s weapon without provoking attacks of opportunity.

ENCOURAGING ROAR
Discipline: Golden Lion (Boost); Level: 1
Initiation Action: 1 swift action
Range: 30 ft
Target: Allies
Duration: One round
The disciple lets out shouts of encouragement to bolster his allies in battle. All allies within 30 ft. of the Golden Lion disciple gain a +2 morale bonus to attack and damage rolls for one round.

BLOODY RIPOSTE
Discipline: Primal Fury (Counter); Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant
Stoking the furnace of rage within him upon receiving injury, the disciple uses the momentary lapse in his attacker’s defenses when struck in combat to make a vicious riposte. Upon being struck in combat by an enemy, the initiator may make an immediate counter attack at his full base attack bonus with a +2 circumstance bonus on the attack roll.

GARNET LANCE
Discipline: Scarlet Throne (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
With a sudden and powerful thrust, the disciple penetrates the defenses of his foe with devastating alacrity. The initiator makes a melee attack against a target creature, and if successful the attack inflicts an additional 2d6 points of damage and the attack automatically by-passes the target’s damage reduction.

FRENZY STRIKE
Discipline: Primal Fury (Strike); Level: 3
Prerequisites: One Primal Fury maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
By emulating the ferocious assault of a raging great cat, the disciple’s knowledge of the natural world and the way its predators operate assists him in combat with a furious set of attacks. The initiator makes one attack with each weapon he has wielded (or with both heads of a double weapon; this includes natural attacks and armor or shield spikes) at his full base attack bonus. Upon each successful attack, the initiator inflicts an additional 3d6 + 4.

STRIKE OF DEFEAT
Discipline: Scarlet Throne (Strike); Level: 3
Prerequisites: 1 Scarlet Throne maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
‘A dead foe is a foe that can trouble you no more,’ is an old adage of the Scarlet Throne disciple. An injured foe is easy prey, but is still a foe nonetheless. By utilizing this swift executioner’s strike, the Scarlet Throne disciple removes a potential threat and obstacle from his path. The disciple makes an attack against a foe, if successful this strike deals additional damage determined by the state of the enemy’s hit points. If the enemy has more than 75% of his total hit points, this strike does no additional damage. If the foe has less than 75% hit points, this strike inflicts an additional 4d6 points of damage. If the foe has less than 25% of his total hit points, this strike inflicts an additional 8d6 points of damage.

Stances:

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STANCES
------------------------------

SCARLET ZWEIHANDER
Discipline: Scarlet Throne (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By adopting this stance, the disciple presents a slim profile to his foes, holding his weapon low and two-handed, and leads with his blade in an elegant and graceful manner, his strikes strong and his profile aiding him in defense. When wielding a melee weapon in two hands, the initiator presents a slim profile with strong offensive and defensive ability. The initiator gains a +2 dodge bonus to his Armor Class while in this stance and inflicts an additional 1d6 points of damage while in this stance.

CIRCULAR STANCE
Discipline: Scarlet Throne (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Practitioners of Scarlet Throne know that to be a lord amongst warriors, he must walk the path of battle alone, and they understand that often times that may be beset by all sides. By adopting the Circular Stance, the disciple learns to defend himself from the predations of those who would think him outflanked. While in this stance, the initiator is never considered flanked (this thwarts sneak attack attempts as well, provided that the rogue or ninja’s level does not exceed the disciple’s initiator level by 4 or more).

PRIMAL WARRIOR STANCE
Discipline: Primal Fury (Stance); Level: 3
Prerequisites: One Primal Fury maneuver
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: Stance
By taking a wide stance that invites the death of any before him, the mighty disciple of Primal Fury wields the power of overwhelming force to it’s greatest effects. The initiator’s wielded weapons are considered to be one size category larger, or alternately, if the initiator possesses a weapon that is one size category larger than he is, he may wield that weapon without penalty while in this stance. The benefits of this stance stack with abilities or effects that increase the initiator’s size (such as enlarge person).

Gambits:

------------------------------
GAMBITS
------------------------------

Acrobatic Gambit
Risk: The warlord attempts an Acrobatics check to move through an opponent’s threatened area.
Reward: The warlord’s brash move allows attacks against the opponent or opponents that the warlord evaded this round to inflict an additional 1d6 + his Charisma modifier points of damage damage upon a successful hit. This damage is not multiplied on a critical hit.

Ravager’s Gambit
Risk: The warlord attempts a successful sunder maneuver against an opponent.
Reward: The warlord’s sundering attack ignores a portion of his foe’s weapon’s hardness equal to his Charisma modifier.

Unbreakable Gambit
Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability.
Unlike other gambits, this one can be attempted as an immediate action instead of a swift action.
Reward: The warlord is emboldened by his ability to resist his opponent’s attack, and regains a number of hit points equal to three times his Charisma modifier.


@Warlord/Path of War - Their stuff is actually up on pfsrd d20 nowadays. Warlord! : )


Lessah wrote:
@Warlord/Path of War - Their stuff is actually up on pfsrd d20 nowadays. Warlord! : )

Yeah, I know. However, you don't have access to complete descriptions of the maneuvers and stances or disciplines, which makes impossible to create a warlord.

There's just a short description for most of the disciplines. That's why the book is needed.


Disciplines & Maneuvers - Do note that some are not actually linked properly, which means one have to scroll all the way down on said disciplines subpage to find detailed descriptions : )


Oh, yeah, you are absolutely right! Well guess I have a nice pdf then. :)


Yeah ... I'm not sure how/why they decided to give away all the crunchy bits for free - perhaps they thought they would follow Paizo's footsteps?


Thank you BW! I was certainly going for a bit of folklore in the telling of origins.

I was considering a third segment somewhere in the middle of his life to wrap up his personality, but in this case I decided "less is more".

Also, I've taken into consideration that there may be someone who wishes to intertwine a backstory with mine (I would love to), so I left a 5 year gap we could work with. PM me if you're interested... Anybody!


Hm, what to buy.


I plan to submit a Bard (buccaneer). He's heavily dependent on languages for some effects, so can you point me in the direction of a list? Also, for fluff, should we just make up places and people, because I'm not familiar with the setting to anchor it.

thanks


OK, my hobbit pistolero has all his fluff and some of his crunch. I am thinking of switching to a giant toad to ride instead of a riding dog now that he is being a seafaring man.

background:

Sid was born with the silver, celestial spoon in his mouth. A small aasimar sent to help a small community of halflings, he was given the looks and form of your typical halfling. Although the smaller aasimars typically became devoted and bonded to the communities they were sent to aid, things did not go well with Sid and his community. The gentle, quiet halfling community was, in a word, boring. Everyone seemed to be concerned with the quality of the food or the quality of the pipe tobacco, and took most of their free time to eat and smoke. And Sid had a wild streak, and as a halfling 'Sheriff', finding lost pigs and who stole Goodwife Burberry's pie from her window became quite a waste of Sidwell's skills.
Sidwell decided he would get out of his responsibilities when one nasty winter, he found himself near a frozen lake rescuing sheep from the dangers of thin ice and cursing his lot in life. While everyone else was by a warm fire, the sheriff was keeping the sheep from falling in the frozen stream. Then, he thought of a way to get out of his responsibilities. Leaving tracks leading up to a large gaping hole in the ice, to this day people talk about the tragic death of Sheriff Sidwell Collins and how he died saving the sheep. When springtime came, his body was never found, and many figure it was taken by scavengers.
As Sidwell moved around, he found his baby-faced look made people call him the kid, so he took on the nickname ‘Sid the Kid’. He began to earn money as a gambler, and his deft hands allowed him to manipulate a few games of chance and skill, like dice and dagger throwing, to his advantage. But, to keep your winnings as a gambler, you often had to prove you could hold your own in a fight. After winning a battered pistol and gunsmith kit in a game of chance, the halfling found he was quite adept with the pistol. Occasionally a large man wanted to call the small baby-faced gambler on his luck and didn’t fall for the line: ‘don’t you know hobbits be naturally lucky’, but wouldn’t push the point after staring down two double-barreled pistols. Or the dog with bared teeth that answered his whistle ready to trip and bite those who threatened his master allowed the quick gunslinger to quickly mount and get of town.
After his early gambling career, Sid became known as a capable one to have along in a fight. With his riding dog, Darby, often the appearance of the ‘Sid the Kid’ with his fancy two gun rig was enough to get someone behind on their debts to suddenly remember where they put their money pouch. In his latest travels Sid has heard the stories of Captain Bethany Razor, and has headed to the Razor Coast to find out if even half the stories about her are true. His mother was strong-willed, and Sid knew she would be disappointed in how his life hand turned out. Like a moth to a flame, Sid needs to meet the infamous Captain Razor. Yes, the Razor Coast had not heard of ‘Sid the Kid’, but hopefully that would change. Sid regretted having to shoot a few people to prove he wasn’t to be trifled with, but to prove you were an apex predator, sometimes showing your teeth wasn’t enough.

appearance:
The small figure with the baby face would, at first glance, appear to be angelic. His fine hair in pony tails seemed to give off a strange glow when Sid was under stress, and, the small halfling was on alert constantly. Then you stared into the cold, appraising eyes that seemed to be constantly looking to evaluate threats and escape routes. When the hazel eyes locked on you, they seemed to be coldly assessing your interest and exactly what you were focused on. If you were interested in something or someone else, the eyes quickly passed you by. If you happened to be sizing the small halfling up, you found yourself the focus of a long, unblinking stare that seemed to see right through you.
Dressed in a battered leather riding slick with a neckerchief loosely tied around his neck and a hat with a bandana on his head, the only items of quality augmenting his rather drab wardrobe are his well oiled, brown leather riding boots and his pale blue silk shirt. At his waist, two small revolvers seem to look quite threatening only after you realize the halfling’s hands absent-mindedly seem to get into a position of readiness every minute or so hovering just above them. It is almost as if the small man practices an alert stance to stay sharp.

Sid ministats:

AC: 21; ff 16; Touch: 16
HP=60/60
Panache Pool 4/4
CMD=19
Fort Save: +5
Ref Save: +9
Will Save: +2
action
XXX to go

Basics:

‘Sid the Kid’ aka Sidwell Collins
Level 5 Gunslinger (Pistolero)
Alignment CN
Deity: Besmara’s Equivalent
Speed: 20ft
Senses: Perception +9
ST = 10
DX = 21
CO = 12
IN = 12
WI = 10
CH = 18

The small man is on a quest to woo the elusive Captain Razor! A small man's reach should exceed his grasp. I also was hoping for a pirate god equivalent to Besmara to worship. Any deity of luck and gamblers would be great too.

Feats planned = precise shot, point blank shot, TWF, deadly aim, weapon focus(pistol)


Jubal Breakbottle wrote:
He's heavily dependent on languages for some effects, so can you point me in the direction of a list?

Languages of Razor Coast:

Aquan: Used most often as a pidgin or trade language among seafarers of all stripes.

Common: The language the colonists brought with them to the Razor Coast.

Elven: Brought by the elves when they established Sammerlock Sails, some Tulita learned the language and passed it down to their children, long after Pele purged the elves from the Razor.

Giant: common language spoken by Pele's children, the fire giants, as well as other giants, cyclopes, hags, merrow and ogres.

Karikanti: Perhaps the root language for Tulita, or an ancient offshoot, the gatormen of Blacksink Marsh speak this corrupt tongue of an extinguished Tulita tribe.

Omargwaton: An ancient civilization, now lost to the area, carved this language upon their structures. Perhaps understood by their degenerate descendants, this tongue now sees some use among the rarest of sages.

Menehune: Related to Gnome and Sylvan, the Menehune use this language throughout the islands, and look favorably upon those who master it.

Sahuagin: As essential tongue for any who trade with the sea devils.

Tulita: A patois of related tongues ignorantly dubbed "Tulita" by the newcomers, the range of languages spoken among the indigenous peoples of the Razor Coast share a common root. However, the farther apart two Tulita communities exist, the greater the chance their languages prove mutually unintelligible despite a common origin. Based on rough similarity, these languages fall into three categories: Tulita (mainland), Tulita (coastal), and Tulita (island). In addition, a fourth dialect seldom seen along the Razor is the Aizanes-Tulita of the Aizanes Islands at the farthest eastern reaches of the Razor Sea.

Ronjoronjo (Sacred Tulita): Reserved for shamans and chiefs, most Tulita never learn the sacred written word of the people. Although seldom taught to outsiders, some newcomers who claim they were gifted with Ronjoronjo describe a language whose glyphs include pictographs.


I believe I am all done. I changed one language to Aquan since he would most likely pick up something in preparation. Also added only 1 rank in sailor. He is city born and raised so he is a novice sailor. Plan to be the party face, rogue, archer and man of many talents and items. Trying to think of what else I can add to the backpack. Anyone wanna get some initial RP going or open the Discussion thread to work out character personalities?

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