Andius Posted February 19, 2014 Share Posted February 19, 2014 If we aren't in a huge hurry if might be worthwhile to hold out for 5 or 6. 4 is a pretty small party especially if anyone ever misses. I'm not in any rush myself. Quote Link to comment Share on other sites More sharing options...
Andius Posted March 26, 2014 Share Posted March 26, 2014 One of my friends will be joining us now. Quote Link to comment Share on other sites More sharing options...
Gayel Nord Posted March 26, 2014 Share Posted March 26, 2014 Yeah! Quote Link to comment Share on other sites More sharing options...
Andius Posted March 26, 2014 Share Posted March 26, 2014 (edited) Mmk. I think I have a class picked. I'll probably be putting my first level in oracle and then going barbarian until I can take the rage prophet prestige class. I'm making him an angel blooded aasimar. For flavor purposes his human half will be Ulfen. Edited March 26, 2014 by Andius Quote Link to comment Share on other sites More sharing options...
Gayel Nord Posted March 26, 2014 Share Posted March 26, 2014 He will be from Sarkosis isn't. (The place who existed before the world wound has a spirit religion. (god were just powerful spirit including demon lord) I am thinking again to my character. Traditionnal fantasy (archer paladin or ranger) or worldwound respecful (Normal person against overwhelming evil) a cynical, druggy, with lot of sin and lot of virtue also. with doubt for winning. Quote Link to comment Share on other sites More sharing options...
Andius Posted March 27, 2014 Share Posted March 27, 2014 Ok. This guy is ready to play: http://www.myth-weavers.com/sheetview.php?sheetid=840393 Quote Link to comment Share on other sites More sharing options...
Gayel Nord Posted March 27, 2014 Share Posted March 27, 2014 (edited) I have a good idea. a ranger witchguard for Irissen protecting our witch. (with the guarding mythic it will be helpful to) He is a greedy, prideful one. Now with favorite enemy? http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/witchguard wont work the trait say that pass young into the wardstone. Still I like the Idea to protect our spellcaster. Edited March 27, 2014 by Gayel Nord Quote Link to comment Share on other sites More sharing options...
Andius Posted March 27, 2014 Share Posted March 27, 2014 (edited) Interesting. Akari (My friend) is planning to make a cleric based around offense vs. evil. So if Gayel goes witch guard we have a healer (Lifedragn), tank (Gayel), offensive caster (Akari), and offensive martial(Me). Edited March 27, 2014 by Andius Quote Link to comment Share on other sites More sharing options...
Gayel Nord Posted March 28, 2014 Share Posted March 28, 2014 Tank.... I will be helpful for protecting one person but I will not have lot of hp. Quote Link to comment Share on other sites More sharing options...
Andius Posted March 28, 2014 Share Posted March 28, 2014 (edited) Oh... well... my guy has a decentish armor rating once I throw up my protective spells and he can heal himself but he's by no means a tank either. We may not need a dedicated tank if Akari is defensive enough. With you guarding Life we can probably all just charge in together. Depends on who our 5th is too. I might just roll up a monk or pally alt I can use if we really feel the tank role is lacking. Edited March 28, 2014 by Andius Quote Link to comment Share on other sites More sharing options...
Gayel Nord Posted March 28, 2014 Share Posted March 28, 2014 Tank... is not a good rôle at pathfinder, for low intelligence enemy perhaps but demon are not stupid. Most of the monster strategy (what I have read) is attack the spell caster, the first one who attack, the most powerful looking or the most feeble. I think that we have lot of balance. Andius... You should be a paladin. (or I will be) of ragatiel with the oath of vengence.. At a certain level I will follow you in melee. (You are consider like a spell caster) My with my bow, you with your melee weapon. Quote Link to comment Share on other sites More sharing options...
Lifedragn Posted March 28, 2014 Share Posted March 28, 2014 I think we should role out with what we want to play. It's either going to be a good mix, or we die and try different characters. I've never been one to try min-maxing D&D/Pathfinder. Quote Link to comment Share on other sites More sharing options...
Gayel Nord Posted March 28, 2014 Share Posted March 28, 2014 contrary to me. Min maxing is survival Quote Link to comment Share on other sites More sharing options...
Gayel Nord Posted March 28, 2014 Share Posted March 28, 2014 Does drawback are accepted? Quote Link to comment Share on other sites More sharing options...
Drakhan Valane Posted March 29, 2014 Author Share Posted March 29, 2014 Does drawback are accepted? Not quite sure what you're asking here. Quote Link to comment Share on other sites More sharing options...
Lifedragn Posted March 29, 2014 Share Posted March 29, 2014 http://www.d20pfsrd.com/traits/drawbacks Quote Link to comment Share on other sites More sharing options...
Drakhan Valane Posted March 29, 2014 Author Share Posted March 29, 2014 Nah. Feel free to roleplay any quirks you want your character to have, though. Quote Link to comment Share on other sites More sharing options...
Gayel Nord Posted March 29, 2014 Share Posted March 29, 2014 the contrary of trait. Ultimate campain. flaw that give you a additionnal trait.http://paizo.com/pathfinderRPG/prd/ultimateCampaign/characterBackground/traits.html DrawbacksDrawbacks are traits in reverse. Instead of granting you a boon, they grant you a negative effect, typically in particular circumstances. If you choose to take a drawback, you can take a third trait that you have access to. You don't have to take a drawback. Attached: You have a strong emotional attachment to a person or object that you're terrified of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else's possession, you take a —1 penalty on Will saves and a —2 penalty on saves against fear effects. If the person or object to which you're attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback. Avarice: Deep, compulsive greed gnaws at you. Whenever monetary treasure is divided, you must end up with a greater share of that treasure than your companions or you're wracked with feelings of jealousy and ill will. When treasure is divided, if you do not end up with at least 10% more treasure than any other individual companion does, you have a hard time being helpful to your allies. You become irritable, and can't take the aid another action for the next week. Dependent: You are dependent upon the acceptance of others. Whenever you fail a Diplomacy check, you become shaken for 1 hour. Doubt: You lack confidence in your abilities or confidence in the universe at large. Whenever you fail a skill or ability check, you take a —4 penalty on that type of skill or ability check for the next hour. Family Ties: Your family is extremely important to you, and you feel disheartened when you can't do what they ask. When a family member makes a request of you, you must fulfill that request or take a —2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can't take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback. Headstrong: You feel compelled to correct every action and argument that contradicts your worldview. Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don't try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour. Hedonistic: You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure. Lovesick: Your love for another occupies your every thought, and you become despondent when you are away from that person. The person is chosen by your GM (with consideration to your roll on Table 1—56: Romantic Relationships if you used the background generator). At the start of each day, if you are away from this person you take a —2 penalty on initiative checks and Perception checks. If you ever lose or fall out of love with this person, exchange this drawback for the Doubt drawback. Meticulous: You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a —2 penalty on skill checks for skills with which you're untrained. Paranoid: You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check. Power-Hungry: You're addicted to power. You take a —2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power. Pride: You can't abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a —2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you. Provincial: You have only one way of looking at things: the right way. You take a —2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own. Sentimental: You are sentimental, and your thoughts often stray to the past at inappropriate times. You take a —2 penalty on Perception checks to avoid being surprised and on Reflex saving throws to avoid traps or hazards. Vain: You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a —2 penalty on all Charisma-based checks for the next 24 hours. Xenophobic: You have a hard time understanding and trusting those with unfamiliar ways and appearances. You take a —2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture. Zealous: You are fanatical in your beliefs, ruled by emotion over reason. When you attack a creature that you know worships a different religion than you do, you take a —5 penalty on the attack roll and a +2 trait bonus on the damage roll with your first attack. Quote Link to comment Share on other sites More sharing options...
Gayel Nord Posted March 29, 2014 Share Posted March 29, 2014 Ok.... use one trait... tough choice. Quote Link to comment Share on other sites More sharing options...
Andius Posted March 29, 2014 Share Posted March 29, 2014 Ooooh man. And the Zealous one sounds so fun. XD Quote Link to comment Share on other sites More sharing options...
Gayel Nord Posted March 29, 2014 Share Posted March 29, 2014 http://www.myth-weavers.com/sheetview.php?sheetid=844036 Still in creation. (I want to use the most dex skill maybe be a trapper) lifedragn a witch marshal? what a strange combinason? Why not archmage? They have mythic hex. Also while revisiting mythic rule, it seem that at 3 tier healing will not be useful anymore. (maybe in combat) Quote Link to comment Share on other sites More sharing options...
Gayel Nord Posted March 30, 2014 Share Posted March 30, 2014 Other idea for your friend who want to play the thunder of god. Why not a sorcerer with this bloodline? http://www.d20pfsrd.com/classes/core-classes/sorcerer/archetypes/paizo---sorcerer-archetypes/wildblooded/empyreal Quote Link to comment Share on other sites More sharing options...
Gayel Nord Posted March 30, 2014 Share Posted March 30, 2014 or a oracle with the wind mystery? http://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo---oracle-mysteries/wind Quote Link to comment Share on other sites More sharing options...
Gayel Nord Posted March 30, 2014 Share Posted March 30, 2014 and change for an inqusitor. COLO lRON WARDEN C1NO U 1 S1 TOR) The natural enemies of demoniacs and other cultists of fiendish forces, cold iron wardens are inquisitors who dedicate their lives to eradicating the taint of demonkind from Golarion. Track Teleportation { Su): At 2nd level, a cold iron warden may acquire clues about a teleporting creature's destination by closely examining the place it once stood. As a full-round action while standing in a square that a creature occupied when it cast a conjuration (teleportation) spell or spell-like ability, the cold iron warden may attempt a Survival check (DC io + the teleportation spell's caster level) to sense the direction of the creature's destination as well as whether the destination lies within 25 feet, 100 feet, i , o o o feet, o r more than i , o o o feet of her. She must use this ability within a number of rounds after the creature's teleportation equal to i/2 her inquisitor level, after which the trail goes cold. A cold iron warden may use this ability once per day plus one additional time per day for every 4 levels she has beyond 2nd. At i 2th level, if the cold iron warden exceeds the Survival check DC by 5 or more, she can also sense the creature's location as if using the locate creature spell, using her inquisitor level as the caster level. At i8th level, if the cold iron warden exceeds the Survival check DC by 10 or more, she can also sense the creature's location as if she had cast discern location. This ability replaces track and the teamwork feats gained at 12th and i8th level. Abyssal Scourge (Su): At 3rd level, a cold iron warden gains Alignment Channel as a bonus feat and must choose either chaotic or evil outsiders. She can channel energy as a cleric of her inquisitor level - 2 a number of times per day equal to 3 + her Charisma modifier, but only to use Alignment Channel to damage outsiders. The DC of the Will save to halve the damage is equal to 10 + i/2 the inquisitor's level + the inquisitor's Charisma modifier. At 6th level, the energy lingers in the affected area for i round as a shimmering, barely perceptible, mist that disrupts Abyssal magic. A creature in the mist that casts a conjuration (summoning) spell or spell-like ability with the selected alignment subtype must succeed at a concentration check or lose the spell. At i 5th level, any chaotic or evil creature that casts a conjuration (teleportation) spell or spell-like ability while in the mist must succeed at a concentration check or lose the spell. The concentration check DC for both abilities is equal to is+ double the level of the conjuration spell. A cold iron warden can take other feats to add to this ability such as Improved Channeling, but not feats that alter this ability, such as Command Undead. This ability EVIL DEMON HUNTERS Most demon hunters are of a goodly nature, and many are also lawful-demon hunting simply isn't profitable enough an enterprise to undertake without a moral, personal, or religious stake in the venture. Those motivated by money or glory are usually better served as dragonslayers, tomb raiders, or artifact thieves. However, it's not just goodaligned characters that have religious motives for demon hunting. Many cultists and evildoers hunt demons for nefarious reasons of their own. The best-known evil demon hunters are devil-worshiping diabolists. Though they are morally twisted, the legions of Hell follow strict laws and adhere to a rigid hierarchy. They appreciate structure and are galled by the senseless, chaotic destruction that defines the inhabitants of the Abyss. Chief among these diabolical demon hunters are the worshipers of Asmodeus. The Prince of Darkness has far-reaching machinations, many of which he would not see derailed by the intrusion of the slobbering demonic hordes. Ironically, some of the most fervent demon hunters are themselves demoniacs. The demon lords of the Abyss are constantly squabbling over turf and influence, and sometimes these rivalries bleed over into their followers. Common cult conflicts include those between the followers of Areshkagal and Aldinach, Lamashtu and Pazuzu, or Kostchtchie and Sithhud. Though demoniacs make poor long-term partners, demon hunters might find temporary allies or informants among the ranks of the warring cults. replaces solo tactics and the teamwork feats gained at 6th and i5th level. Favored Judgment: At 3rd level, the inquisitor gains Favored Judgment (Pathfinder RPG Ultimate Ma9ic i50) as a bonus feat but must choose either outsider (chaotic) or outsider (evil). At 9th level, she gains Favored Judgment as a bonus feat a second time and must choose either outsider (chaotic) or outsider (evil). This ability replaces the teamwork feats gained at 3rd and 9th level. Bane (Su): A cold iron warden reduces the amount of bonus damage dealt when using her bane ability against creatures that are not outsiders with the chaotic or evil subtype by id6. She increases the amount of bonus damage by id6 when she selects outsiders with the chaotic or evil subtype. This ability modifies the bane ability. Translate Telepathy (Su): At 5th level, an inquisitor can sense when a creature within 5 feet of her receives or sends a telepathic message. The distance at which she can detect telepathic messages increases by 5 feet for every 5 additional inquisitor levels she has beyond 5th level, to a maximum of 20 feet at 20th level. By making a Perception check (DC is+ the highest CR of the creatures using telepathy) as an immediate action, she may listen to all telepathic messages sent to and by creatures in this area for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. This ability replaces discern lies. 15 Quote Link to comment Share on other sites More sharing options...
Andius Posted March 30, 2014 Share Posted March 30, 2014 (edited) Other idea for your friend who want to play the thunder of god. Why not a sorcerer with this bloodline? http://www.d20pfsrd.com/classes/core-classes/sorcerer/archetypes/paizo---sorcerer-archetypes/wildblooded/empyreal Oooooh. That would allow a very potent Cleric/Sorcerer Mystic Theurge. And Gayel, have you picked your skills yet? Just wondering because I'm trying to get an idea what skills we have in the party. I know Life has got Diplomacy covered. Edited March 30, 2014 by Andius Quote Link to comment Share on other sites More sharing options...
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