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gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

quote:

“Come in then, friends, and thank you for answering my summons so swiftly. The Pathfinder Society is in need. An old and quite penniless historian, a bespectacled wag-beard by the name of Yargos Gill has recently made a discovery in an old archive that we have a great interest in obtaining: an ancient codebook, left behind in the wake of one of many failed attempts at invasion. This several-hundred-year-old text would prove an excellent addition to our collection, and must be preserved."

I would like to run a game of Pathfinder, but specifically using the Path of War classes, which I am a big fan of, but have rarely seen in action.

I will be running this game through Discord: the semi-live chat format should let us drive this faster than a regular PbP, though we'll have to do a bit of "theater of the mind" as far as precise combat positioning is concerned.

I'll be using a module, a Pathfinder Society adventure titled "Silent Tide", and this game will only run to the conclusion of it.

Character creation:

* Start at level 1
* Use the following array: 16 / 16 / 14 / 14 / 13 / 10
* All races are fair game
* Use only classes from Path of War and PoW Expanded. That includes the Medic class, which was recently officially released.
* Take two extra feats
* Start with average wealth for your character. A Stalker, whose wealth is "as a Cleric", would have 140 GP to buy equipment with.

I'll let recruitment run until Sun, Mar 26, 1200 GMT, at which point I'll pick a group and send them a link to the Discord channel that we'll be using.

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slydingdoor
Oct 26, 2010

Are you in or are you out?
How many levels can we expect to get?

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

slydingdoor posted:

How many levels can we expect to get?

Expect to go up to level 2.

Anias
Jun 3, 2010

It really is a lovely hat

I'll make a Warder - not sure if I'll have a bow or a 2h yet.

Maybe I'll try out bushi since I haven't done that yet.

Anias fucked around with this message at 18:09 on Mar 14, 2017

slydingdoor
Oct 26, 2010

Are you in or are you out?
Looking at Zealot or Harbinger :emo:

slydingdoor fucked around with this message at 20:36 on Mar 14, 2017

Anias
Jun 3, 2010

It really is a lovely hat

Still working on background details but we're Kelish with a hint of something old (a water kami?) from tian in our blood. Using ancestor's blade to get a composite longbow. If you'd rather she not have one I can pick a different trait and throw kunai/dagger/etc but it's less samurai more ninja and I was trying to be more towards the former than the latter. We took hawkguard/zwei to trade away as much of the captain america "i have a shield" focus as possible from warder. Then had a similar decision when thinking about PFS factions and remembering that PoW had some. Joining the Empyreal Guards to eject iron tortoise was natural.

I don't remember where silent tide is, but since it's PFS I'm going to assume we start somewhere near absalon aka God Rock, so we're in town having taken ship from Qadira.


Rough Crunch.

Revena posted:

Revena
Female human (Keleshite) warder (bushi, hawkguard, zweihander sentinel) 1 ( [PoW])
LG Medium humanoid (human)
Init +4; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 15 (1d12+3)
Fort +4, Ref +4, Will +2; +2 vs. spells and mind-affecting effects (morale bonus), +2 vs. spells and abilities originating from evil-aligned sources (sacred bonus), +2 vs. death
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee katana +1 (1d10+2/18-20), wakizashi -3 (1d8+2/18-20) or
katana +5 (1d10+3/18-20)
Ranged paueliel composite longbow +5 (1d8+3/×3+1d6 Fire)
Special Attacks 1 encouraging roar, 1 enduring crane strike, 1 stance of piercing rays, 1 tidal blade
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 16, Wis 10, Cha 13
Base Atk +1; CMB +3; CMD 17
Feats Combat Reflexes, Daisho Expertise, Deadly Agility, Exotic Weapon Proficiency (katana), Exotic Weapon Proficiency (wakizashi), Fey Foundling[ISWG], Point-Blank Shot, Quick Draw, Rapid Shot
Traits ancestor's blade, trap finder
Skills Acrobatics +1 (-3 to jump), Craft (alchemy) +7, Diplomacy +5, Disable Device +6, Perception +4, Perform (dance) +5, Swim +3, Use Magic Device +5
Languages Common, Kelish, Sylvan, Tien
SQ Aegis, archer training, armament shield, Defensive Focus, fey magic, ranged defensive focus, zweihander training
Combat Gear cold iron arrows (50), caltrops; Other Gear hide armor, barbed arrow (20), blunt arrows[APG] (20), katana[UC], kunai (2), paueliel composite longbow (+2 Str), wakizashi[UC], bedroll, belt pouch, chalk (10), fishhook (2), flint and steel, glass cutter[UE], glue paper[UE] (5), grappling arrow[UE] (2), masterwork backpack[APG], mess kit[UE], mirror, mug/tankard, piton (10), pot, sewing needle, signal whistle, silk rope (50 ft.), soap, string or twine[APG], thieves' tools, thread (50 ft.), torch (10), trail rations (7), waterskin, waterskin, whetstone, 1 gp, 6 sp
--------------------
Special Abilities
--------------------
1 Encouraging Roar (Readied, 1/Encounter) (Ex) Boost - Until next turn, all allies gain a +2 morale bonus to all attacks and damage.
1 Enduring Crane Strike (Readied, 1/Encounter) (Su) Successful melee attack heals the initiator or ally within 30-ft 1d6 points of damage.
1 Stance of Piercing Rays (Su) Stance - While in this stance fired ranged weapons / thrown weapons gain an additional 1d6 points of fire damage, +1d6/ eight initiator levels.
1 Tidal Blade (Readied, 1/Encounter) Attack two foes with same roll, +2 to hit if you drew for the attack
Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet
Archer Training (Longbow) (Ex) No penalty for using a buckler with your favored weapon, gain Point-Blank Shot
Armament Shield Your weapon can bash as a light shield if wielded in two hands
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Daisho Expertise Use Dex instead of Str on attack rolls with katanas and wakizashi, and increase their damage dice.
Deadly Agility Use Dex for damage with light and finesse weapons
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +4 to CMD vs. Acro to avoid AoO
Fey Foundling Magical healing works better on you
Fey Magic (Favored Terrain [Water]) Gain spell-like abilities in selected terrain.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Ranged Defensive Focus (Ex) Threaten 15-ft area and make AoO's with a ranged weapon
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Zweihander Training Gain your Aegis bonus as a shield bonus when using a two-handed weapon

Finally, the best map of golarian's inner sea

Anias fucked around with this message at 21:13 on Mar 14, 2017

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

slydingdoor posted:

Looking at Zealot or Harbinger :emo:

Thanks for your interest (again), slyding!


Thanks for signing up! Can I ask for a description of how she would fight under most circumstances? I'm guessing she's an archery-focused character?

Anias
Jun 3, 2010

It really is a lovely hat

gradenko_2000 posted:


Thanks for signing up! Can I ask for a description of how she would fight under most circumstances? I'm guessing she's an archery-focused character?

She's a switch hitter. Rapid shot and good dex means a capable archer who can full attack well enough, but I didn't spend her feats optimally for full specialist archer (I don't have deadly aim or precise shot, for example). She can also fight in melee with the katana respectably - between daisho expertise and deadly agility we're using dex for hit and damage with katanas, but we don't have power attack. We're a few points behind 'ideal' in either path, but in return we are servicable at range and in melee. An archer ranger or paladin is probably 'better' at doing this, but that's ok we don't need to be the best archer to still be useful. Her class gimmick beyond maneuvers most of which are kinda self explanatory (punch dude, punch 2 dudes, gain damage on punching dude) is her defensive focus. It sets up a zone of control, and as warders get higher level that zone becomes a real land of 'do not be here' for enemies. Right now she can take a full round action to set up a zone where doing a lot of things gets you punched (arrowed) in the face. The trade off she makes as an archer warder is that the 5' ring around her is safe from arrows to start later on she'll threaten that with her katana. Meanwhile the two rings further out from that are arrow zone are treated as threatened by her. This lets her actually try to tank by providing a big zone where the enemies really don't want to be provoking for fear of taking one of her 9 AoO. In terms of combat efficiency, it's better for her to full attack and focus fire something, but if there's a pile of mooks she can hold a bridge for a long time, and if she sets her mind to it getting past her to punch the wizard (we don't have a wizard) isn't going to go well.


warder defensive focus posted:

At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her Intelligence modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.

When recovering maneuvers as a full round action, the warder sets up a defensive perimeter around himself to defend her allies, increasing her threatened area by 5 15 ft +5 for every five initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her Intelligence modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.

hawkguard ranged defensive focus posted:

The hawkguard is a deadly opponent as he focuses on protecting his allies and himself while planning his next moves. This functions as the normal warder defensive focus, except for the following changes. When taking a full-round action to recover maneuvers the warder threatens an area within 15 ft. of himself, except for adjacent squares. The bowman threatens this space only if he’s wielding a ranged weapon, and may make attacks of opportunity with ranged weapons as long as Ranged Defensive Focus is active.

unseenlibrarian
Jun 4, 2012

There's only one thing in the mountains that leaves a track like this. The creature of legend that roams the Timberline. My people named him Sasquatch. You call him... Bigfoot.
I may give this a try, since I just picked up POW expanded. To come: a Vanara Gunsmoke Mystic.

My character concept in rough form:



quote:


Vikram (A Monkey with a slight flaw in his character)
Vanara Mystic (Gunsmoke) 1
CG Medium Humanoid (Vanara)
Init: +4; Low Light Vision, Perception +8, Sense Motive +8
Speed 30ft, Climb 30 feet.

AC 18, touch 14, ff 14
HP 10
fort +2, ref +4, will +6
Favored Class: Mystic (Extra skill point)

+4 Musket, 1d12 40 ft range. X4 +1d6 fire in Stance, Total +2d6 if using Horizon Wind Lancet (Boost), +fatigue if also using Sands of Time approach (Strike)


Stances known: Stance of Piercing Rays.
Manuevers: Clockwatcher, Disarming Shot, Distant Gale, Fluctuation Movement, Horizon Wind Lancet, Sands of Time approach, Slipstream strike


18 dex, 18 wis, 13 int, 14 con, 14 str, 8 charisma
BAB +0, CMB +2, CMD 16
Feats: Animus Healing, Point Blank Shot, Precise shot, Rapid Reload (Bonus)
Traits: Trickster (Bluff), Child of the Streets
Skills: Acrobatics +8, Perception +8, Sense Motive +8, Sleight of Hand +7, Stealth +9, Knowledge (Martial) +5
Languages: Common, Vanaran, Vudrani
Class Features: Animus, (Starting Pool: 5), Blade Meditation, Magical Gunsmith, Animus Ammunition, Animus Flush, Elemental Attunement, Flowing Movements
Racial traits: Prehensile Tail, Nimble, Climb Speed, Low Light vision.
Gear: Chain shirt, Battered Musket, Gunslinger's Kit, 14 bullets. 0g.

Prepared Manuevers: Immediate: Clockwatcher, Horizon Wind Lancet. RandoM: Distant Gale, Sands of Time approach, Fluctuation Movement.


He's pretty much pure ranged, but since Animus renews every fight (And lets him free action reload with mind bullets), he doesn't have -that- many ammo concerns, and at 2nd level he'll just use his rifle for melee anyway. He stays to the back, goes into his stance in the first round, and shoots flaming bullets at people, saving the Wind Lancet+ Sands of Time for bosses that look like they might get tired.

unseenlibrarian fucked around with this message at 03:46 on Mar 16, 2017

slydingdoor
Oct 26, 2010

Are you in or are you out?

quote:

Toni
Tiefling (Div-Spawn, Fiendish Sprinter, Prehensile Tail, Scaled Skin(Fire), Underworld Guide)
CG Medium Outsider (Native)
Init: +6; Darkvision 60ft, Perception +6, Sense Motive +2
Speed 30ft, +10ft (racial) when charging, running, or withdrawing

AC 20, touch 14, ff 16 (4 dex 4 armor 1 shield 1 natural)
HP 12, PP 3
fort +4, ref +4, will +4, +2 against traps and hazards when underground
Resist 5 fire

+5 Lance (mounted), 1d8+4+1d6 x3; +7 charging, 2d8+8+ 2d6(4d6 with Bronze Lancet Charge)
+4 MW Trident 1d8+4+1d6 +4 MW Spiked Shield (TWF)
+3 thrown Trident 1d8+4+1d6, +3 throwing shield 1d6+4+1d6
+5 thrown Trident 1d8+4+1d6
+5 javelin, ammentum wound 1d6+4+1d6
bronze lancet charge, demoralizing roar, ego-wounding strike, guards oath, harmony shattering strike
phalanx lancer

18 dex, 18 cha, 14 con, 14 wis, 11 int, 10 str
BAB +1, CMB +1, CMD 15
Feats: Two-weapon Fighting, Weapon Finesse, Deadly Agility
Traits: Adopted by halflings: Helpful, Rich Parents
Skills: Autohypnosis +6, Diplomacy +8, Intimidate +8, Perception +6, Stealth +3-4
Languages: Common, Abyssal

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.
Class Features: Collective, Compartmentalized Aid, Zeal +1
Gear: 900gp
315 MW Trident
100 Chain Shirt
319 MW Spiked Shield
10 Lance
6 Javelins x6
75 Combat Trained Bison
20 Military Saddle
55 gp's worth adventuring crap

Phalanx Lancer
Bronze Lancet Charge
Demoralizing Roar
Ego-Wounding Strike
Guard's Oath
Harmony-Shattering Strike

Fighting: he's gonna stay in his Piercing Thunder stance forever, it gives him damage with shield bashes and spears, lets him retrieve all his weapons as a free action so he can throw them all and makes 1h spears light weapons. His shields are also light. When he's mounted, a lance is 1h and becomes light. This means he gets to use Weapon Finesse and Deadly Agility with them all even at range. He can TWF with the feat. Because you can't always start in melee, he can throw a shield or javelin at dudes to use his Sleeping Goddess and Golden Lion maneuvers at range, for big debuffs, since the Warder has the buff shout covered. If he needs to chase a tough enemy for a long time, his Eternal Guardian maneuver lets him always be able to make opportunity attacks on them no matter what move action they take. When he needs more maneuvers, he can use aid another as a move action because of Maneuvers Readied class feature and even on himself and at range because of his Compartmentalized Aid class feature to grant +4 bonuses because of his Adopted by Halflings (Helpful) trait and trigger his Zeal class feature to buff the party. He could buy a shitload of fancy nonsense with his 900 gold from the Rich Parents trait. Next level he gets Piranha Strike for more damage.

If he can't have rich parents, I'll figure out some other way to spend his money. Probably switch out all the masterworks and chain shirt for hide. I think it'd still work but just suck a little more.


http://www.d20pfsrd.com/path-of-war/classes/zealot/

slydingdoor fucked around with this message at 08:34 on Apr 8, 2017

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Thanks slyding and unseenlibrarian, those look fascinating.

slydingdoor
Oct 26, 2010

Are you in or are you out?
I'm thinking of switching Cha and Con on my guy to increase his save DCs, but I don't know if it's worth the HP and Fort save loss.

e; Went with it, changed races too and got all kinds of goodies while the skills stayed exactly the same :D

Now that my Cha is higher I'm likely to change out some maneuvers for ones that rely harder on power points and saves, especially if there's another player who can take advantage of the debuffs.

slydingdoor fucked around with this message at 17:18 on Mar 17, 2017

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
All three of you get in!

This is the link to my Discord:

https://discord.gg/gDvAvcJ

And I will meet you all in the #silenttide channel

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Anias and unseenlibrarian, can you post a picture of your character?

slydingdoor, can you clean up your post to just the one character sheet that you're actually using?

Thanks.

Anias
Jun 3, 2010

It really is a lovely hat

Here she is babysitting the half orc litter for her best friend. It's what convinced her to go into adventuring.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
You can level up to level 2, HP is half-rounded-up, and you can gain a feat as the normal feat you gain from leveling up.

Please try to leave a quick blurb of what you gained this level, and let me know once you're ready.

Anias
Jun 3, 2010

It really is a lovely hat

Revena Level 2 posted:

Revena
Female human (Keleshite) warder (bushi, hawkguard, zweihander sentinel) 2 (Path of War 10)
LG Medium humanoid (human)
Init +8; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 17 (+4 armor, +3 Dex, +2 insight, +1 shield)
hp 25 (2d12+6)
Fort +5, Ref +6, Will +3; +2 vs. spells and mind-affecting effects (morale bonus), +2 vs. spells and abilities originating from evil-aligned sources (sacred bonus), +2 vs. death
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee katana +2 (1d10+2/18-20), wakizashi -2 (1d8+2/18-20) or
. . katana +6 (1d10+3/18-20)
Ranged paueliel composite longbow +6 (1d8+3/×3+1d6 Fire)
Special Attacks 1 encouraging roar, 1 enduring crane strike, 1 prince's attitude, 1 silver crane waltz, 1 stance of piercing rays, 1 tidal blade
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 16, Wis 10, Cha 13
Base Atk +2; CMB +4; CMD 20
Feats Combat Reflexes, Daisho Expertise, Deadly Agility, Exotic Weapon Proficiency (katana), Exotic Weapon Proficiency (wakizashi), Fey Foundling[ISWG], Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot
Traits ancestor's blade, trap finder
Skills Acrobatics +1 (-3 to jump), Climb +3, Craft (alchemy) +7, Diplomacy +5, Disable Device +7, Perception +5, Perform (dance) +6, Sense Motive +4, Stealth +5, Swim +3, Use Magic Device +6
Languages Common, Kelish, Sylvan, Tien
SQ Aegis, archer training, armament shield, Armiger's Mark, Defensive Focus, fey magic, ranged defensive focus, zweihander training
Combat Gear cold iron arrows (50), potion of cure light wounds (2), caltrops; Other Gear hide armor, barbed arrow (20), blunt arrows[APG] (20), katana[UC], kunai (2), paueliel composite longbow (+2 Str), wakizashi[UC], bedroll, belt pouch, chalk (10), fishhook (2), flint and steel, glass cutter[UE], glue paper[UE] (5), grappling arrow[UE] (2), masterwork backpack[APG], mess kit[UE], mirror, mug/tankard, piton (10), pot, sewing needle, signal whistle, silk rope (50 ft.), soap, string or twine[APG], thieves' tools, thread (50 ft.), torch (10), trail rations (7), waterskin, waterskin, whetstone, 312 gp, 6 sp
--------------------
Special Abilities
--------------------
1 Encouraging Roar (Readied, 1/Encounter) (Ex) Boost - Until next turn, all allies gain a +2 morale bonus to all attacks and damage.
1 Enduring Crane Strike (Readied, 1/Encounter) (Su) Successful melee attack heals the initiator or ally within 30-ft 1d6 points of damage.
1 Prince's Attitude (Readied, 1/Encounter) (Ex) Boost: +4 AC against attacks of opportunity while moving, +2 bonus to Reflex saves and Initiative.
1 Silver Crane Waltz (Su) Gain a +4 bonus to initiative checks and +2 to Reflex saves and to AC, increasing every eight levels.
1 Stance of Piercing Rays (Su) Stance - While in this stance fired ranged weapons / thrown weapons gain an additional 1d6 points of fire damage, +1d6/ eight initiator levels.
1 Tidal Blade (Readied, 1/Encounter) Attack two foes with same roll, +2 to hit if you drew for the attack
Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet
Archer Training (Longbow) (Ex) No penalty for using a buckler with your favored weapon, gain Point-Blank Shot
Armament Shield Your weapon can bash as a light shield if wielded in two hands
Armiger's Mark -4 (3 rounds, 4/day) (Ex) Marked enemies get -4 to hit creatures other than you and suffer +12% to ASF for 3 rounds
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Daisho Expertise Use Dex instead of Str on attack rolls with katanas and wakizashi, and increase their damage dice.
Deadly Agility Use Dex for damage with light and finesse weapons
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +5 to CMD vs. Acro to avoid AoO
Fey Foundling Magical healing works better on you
Fey Magic (Favored Terrain [Water]) Gain spell-like abilities in selected terrain.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Ranged Defensive Focus (Ex) Threaten 15-ft area and make AoO's with a ranged weapon
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Zweihander Training Gain your Aegis bonus as a shield bonus when using a two-handed weapon

Anias fucked around with this message at 12:30 on Apr 24, 2017

slydingdoor
Oct 26, 2010

Are you in or are you out?

quote:

Toni
Tiefling (Div-Spawn, Fiendish Sprinter, Prehensile Tail, Scaled Skin(Fire), Underworld Guide)
CG Medium Outsider (Native)
Init: +6; Darkvision 60ft, Perception +7, Sense Motive +2
Speed 30ft, +10ft (racial) when charging, running, or withdrawing

AC 20, touch 14, ff 16 (4 dex 4 armor 1 shield 1 natural)
HP 20, PP 6
fort +5, ref +4, will +5, +2 against traps and hazards when underground
Resist 5 fire

+6 Lance (mounted), 1d8+4+1d6 x3; +8 charging, 2d8+8+ 2d6(4d6 with Bronze Lancet Charge)
+5 MW Trident 1d8+4+1d6 +5 MW Spiked Shield (TWF)
+4 thrown Trident 1d8+4+1d6, x2
+6 thrown Trident 1d8+4+1d6
+6 javelin, ammentum wound 1d6+4+1d6
bronze lancet charge, demoralizing roar, ego-wounding strike, guards oath, harmony shattering strike
phalanx lancer

18 dex, 18 cha, 14 con, 14 wis, 11 int, 10 str
BAB +2, CMB +2, CMD 15
Feats: Two-weapon Fighting, Weapon Finesse, Deadly Agility, Pirhana Strike, Martial Power
Traits: Adopted by halflings: Helpful, Rich Parents
Skills: Autohypnosis +7, Diplomacy +9, Intimidate +9, Perception +7, Stealth +3-4
Languages: Common, Abyssal

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.
Class Features: Collective, Compartmentalized Aid, Zeal +1
Gear: 900gp
315 MW Trident
100 Chain Shirt
319 MW Spiked Shield
10 Lance
6 Javelins x6
75 Combat Trained Bison
20 Military Saddle
55 gp's worth adventuring crap

Phalanx Lancer
Bronze Lancet Charge
Demoralizing Roar
Ego-Wounding Strike
Guard's Oath
Harmony-Shattering Strike
Steady Hand
Battle Mantra



Burning Contemplation (Ex)
Starting at 2nd level, a zealot’s inner fire allows him to unlock latent psionic potential within himself. For the purpose of qualifying for psionic feats, he may use his Charisma score instead of his Wisdom score.

Conviction
Combat Conviction: The zealot gains a combat feat he qualifies for as a bonus feat. After the zealot reaches 10th level, he can gain this conviction a second time.

Martyrdom (Su)
At 2nd level, the zealot learns to share the immense pain and suffering his allies must face to fulfill their calling. Once per round, when a willing member of the zealot’s collective other than himself takes hit point damage from an opponent, the zealot can redirect up to 5 points of damage per zealot level to himself as a free action, even if it isn’t his turn. Effects other than hit point damage (such as poison, stunning, or ability damage) are not reduced or transferred. Damage the zealot redirects to himself with this ability ignores any form of damage reduction, resistance, immunity or regeneration the zealot may possess. When the zealot activates this ability, he can pay up to 1 power point per zealot level to negate 3 points of the damage redirected to him per power point spent (to a minimum of 1 point of damage taken).

Pirhana Strike: When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

Martial Power: You can choose to take a -1 penalty on attack rolls and combat maneuver checks to gain 2 temporary hit points. This bonus is increased by half (50%) when you are using a shield of any kind.

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unseenlibrarian
Jun 4, 2012

There's only one thing in the mountains that leaves a track like this. The creature of legend that roams the Timberline. My people named him Sasquatch. You call him... Bigfoot.
You know, you think it'd be easier to find a picture of a fantasy monkeyman with a rifle, as opposed to pistols, so for now, here.



Level 2 posted:

Vikram (A Monkey with a slight flaw in his character)
Vanara Mystic (Gunsmoke) 2
CG Medium Humanoid (Vanara)
Init: +4; Low Light Vision, Perception +9, Sense Motive +9
Speed 30ft, Climb 30 feet.

AC 19 touch 15, ff 15
HP 16
fort +2, ref +4, will +7 (+1 to all vs spells and spell-like abilities or psionic and psioniclike)
Favored Class: Mystic (Extra skill point)

Ranged: +5 Musket, 1d12 40 ft range. X4 3d6 base damage in Elemental nimbus (earth). +1d6 if using Horizon Wind lancet, +2-3d4 acid? if using spark strike.
Melee +3 Musket, 1d10+3 X2. 2d6 base damage in elemental nimbus (earth). +2-3d4 acid damage if using spark strike.
Stances known: Stance of Piercing Rays, Elemental Nimbus.
Manuevers: Clockwatcher, Disarming Shot, Distant Gale, Fluctuation Movement, Horizon Wind Lancet, Sands of Time approach, Slipstream strike, Spark Strike


18 dex, 18 wis, 13 int, 14 con, 14 str, 8 charisma
BAB +1, CMB +3, CMD 17
Feats: Animus Healing, Point Blank Shot, Precise shot, Rapid Reload (Bonus), Rapid Shot.
Traits: Trickster (Bluff), Child of the Streets
Skills: Acrobatics +9, Perception +9, Sense Motive +9, Sleight of Hand +8, Stealth +10, Knowledge (Martial) +6
Languages: Common, Vanaran, Vudrani
Class Features: Animus, (Starting Pool: 5), Blade Meditation, Magical Gunsmith, Animus Ammunition, Animus Flush, Elemental Attunement, Flowing Movements, Gun-Fu, (Attack with firearms as melee weapons), Arcane defense (+1 insight bonus to AC and to saves vs spells and spell-like abilities)
Racial traits: Prehensile Tail, Nimble, Climb Speed, Low Light vision.
Gear: Chain shirt, Battered Musket, Gunslinger's Kit, 14 bullets. 0g.

Prepared Manuevers: Immediate: Clockwatcher, Spark Strike,. Random: Fluctuation movement, Sands of Time approach, Horizon Wind Lancet. Elemental flux element is set to Earth.

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