DM Bloodgargler's Heroes of the Shiv

Game Master BinkyBo

Plug-in module>Racing to Ruin (Book 2 of Serpent's Skull)


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Looking for two 5th level

20 point buy
2 traits
max hit points at level 1, half+1 for the rest
12,000 gold

Core, APG, UM, UC, ISWG, ISM, ACG ... material from other paizo books will most likely get a yes.
Core races only .. probably

Current party is .. pistolero, magus, and druid(pack lord)3/wizard(arcane crafter)2

This is a group which has finished the first book of Serpent's Skull, but is abandoning the path. The content will be one short module (by Legendary Games), and one medium length module (by Raging Swan). We will start with their ship leaving the port of Eleder in Sargava, and I expect 30-40% of gameplay will be on the high seas.


So no psionics then?


I don't mind psionics. Just so you know (if it matters) there will be no other psionics in the adventures coming from my end (you will not come across any psionic items, NPCs, or creatures)


Are the two modules going to be the only that will be run for the party or will there be more after?

What are the two modules about?

Are you looking for anything in particular for the group?

Thanks!


1) I'd rather not commit to more than the two for now, but if it keeps a decent pace I'd likely be up for it.

2) The first one is on ships.. a pirate/privateer thing.
The second will be in and around a remote subtropical village.
If you would like more specific info on the modules, I would be happy to PM you.

3)The party could use some heals, and a melee who can take a hit or two.

Most common foes will be humanoid type.
Terrain types will be primarily water, jungle, and forest (and about equally between the three.)
Character morality leaning toward scrupulous or better is preferred, but not vital.
Character background needs only as much depth as you need.
The easiest way for your character to join would be to have just booked passage from Eleder (in Sargava) to Port Peril (the Shackles) aboard the Moana Tarqona.


If you could PM me that would be great. It will help with the backstory. I am interested.

How often do you require posts?


Will do.

I'd like posting rate to be somewhere between once a day to once every few.
I will be able to post several times a day, so more frequent posting would be just fine.

I'd like to keep encounters to a combat round/day or two.

To speed up encounters...

I will roll everyone's initiative.
I will be doing combat order in phases.

1st phase = PCs with initiative higher than the enemy go first - in whatever order you happen to post.
2nd phase = the enemy.
3rd phase = PCs with initiative below the enemy - in whatever order you happen to post.

The Exchange

well now another ship board adventure.

looks like I have a character that is in a dying if not already dead seagoing adventure.

preliminary stuff in the alias, obviously will need to be tweeked a bit. but the general jist is the same.


Looks good, and your background actually has some useful integrate-able elements.


Here is everything on Ghiv.

Undine Rogue (Pirate)3 / Fighter(Cad) 2
Chaotic Neutral Medium
Deities: Besmara
Age: 73
Height: 5’-7” Weight: 165lbs
Init +5; Senses Darkvision: 60’ Perception +7
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 15
HP 38
Fort +5, Ref +6, Will +2

Mithral Shirt AC=5, Max Dex=6, ACP=0, SF=10%
--------------------
Offense
--------------------
Speed: 30 ft.
Swim Speed: 30 ft.

+1 Keen Rapier: Att: +9, Dmg: 1d6+1, Crit: 16-20 x2
+1 Keen Rapier: w/TWF: Att: +7, Dmg: 1d6+1, Crit: 16-20 x2
Cold Iron Dagger: Att: +9, Dmg: 1d4, Crit: 19-20 x2
Cold Iron Dagger: w/TWF: Att: +7, Dmg: 1d4, Crit: 19-20 x2
------------------------------
Special Abilities
------------------------------
Water Sense: Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water. This racial trait replaces energy resistance.

Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.

Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.

Sea Legs (Ex): At 1st level, a pirate becomes adept at moving on ships, boats, and similar vessels. She gains the Sea Legs feat as a bonus feat, even if she does not meet the prerequisites. This ability replaces trapfinding.

Swinging Reposition (Ex): At 2nd level, a pirate incorporates a ship's masts, rigging, ropes, sails, and other such structures into her combat style. Provided she is wearing light armor or no armor, when fighting in an environment where such structures exist, the rogue incorporates them into her movement, and does not have to move in a straight line when making either a charge attack or a bull rush combat maneuver. Once she completes her attack or maneuver, she can reposition herself. Immediately after making the charge or bull rush, she can move 5 feet as a free action, even if the charge ends her turn. This movement does not provoke attacks of opportunity. This ability replaces the 2nd-level rogue talent.

Unflinching (Ex): Pirates are a salty and steadfast lot. At 3rd level, a pirate gains a +1 bonus on saving throws against fear and mind-affecting effects. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Dirty Maneuvers (Ex): At 2nd level, a cad becomes skilled at deceiving and discomfiting his opponents. The cad gains a +1 bonus on disarm, dirty trick, and steal combat maneuver checks. The cad also gains a +1 bonus to CMD when attacked with the disarm, dirty trick, and steal combat maneuvers. These bonuses increase by 1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces bravery.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Fast-Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

--------------------
Statistics
--------------------
Str 10, Dex 17, Con 12, Int 14, Wis 13, Cha 14
Base Atk +4; CMB +4; CMD 17
Feats: Two-Weapon Fighting, Weapon Focus: Rapier, Two-Weapon Defense, Dodge, Weapon Finesse
Traits: Reactionary, Fast Talker
Skills: Acrobatics +11 , Appraise:+2, Bluff +10, Climb +0, Craft(Alchemy) +2, Diplomacy +6, Disable Device +7, Disguise +6 Escape Artist +7, Intimidate +2, Knowledge (dungeoneering) +6, Knowledge (local) +8, Knowledge (engineering) +6, Linguistics +10, Perception +7, Profession(Sailor) +6, Ride +3, Sense Motive +5, Sleight of Hand +9, Stealth +11, Survival +1, Swim +0, Use Magic Device +6
Languages: Common, Aquan, Draconic , Gnome, Ignan, Undercommon, Auran, Infernal, Dwarven
Other Gear: 12,000(gp)

Gear: Pirates Cloths(2gp), Ring of Sustenance(2500gp), Pathfinder’s Kit (12gp), Tricorn Hat(2sp), Bandolier(5sp), Spring Loaded Writ Sheaths x2(10gp), Disguise Kit(50gp), Dice(2gp)

Background:

Ghiv was born to a small fishing family living in Jula located in The Sodden Lands. His mother was Undine and his father was human. Both him and his mother were refugees from a disaster that took their family and friends. For the most part his father Gregory and his mother Calah lived a peaceful, enjoyable life. Ghiv was born on a beautiful sunny day. The week of his birth brought the best fishing his family had seen in a long time. They took this as a good omen along with the fact that he was born Undine. His little webbed hands and feet and fin-like ears was a dead giveaway. As he grew Ghiv’s father taught him many things about sailing and fishing. He also taught him about the storm, the Eye of Abendego. When Ghiv was about 12 his father took him out to sea for a fishing trip out farther than normal. His father was excited it was the week of his birth and Gregory was hoping for a great catch. Every year during the week of Ghiv’s birthday they would have a great haul.
Unfortunately Gregory strayed too close to the edge of the storm and in a sudden onslaught of bad weather Gregory and Ghiv were tossed from the boat as it was torn asunder. Gregory drowned that night trying to rescue his son. Ghiv however, survived because of his aquatic ancestry, neither of his parents knew just how much he had inherited. Ghiv could actually breathe water as it were air. He also healed remarkably fast while in water. Poor Calah found out just a few days later when part of her husband’s boat washed ashore. A search party was sent out for her husband and son but no bodies were ever recovered. To this day Calah still searches for her son, knowing that he must have inherited some of her Undine gifts that may have not manifested yet.
Ghiv’s luck held true again because although he was lost and alone he found a small piece of board to float on and not more than a day later was found by a ship. He was picked up however by a pirate ship heading back to The Shackles. After regaining some of his strength he was put to work on the ship. From that point on it was a pirate’s life for him. Because of his unique gifts he soon learned to earn his way on many ships as he got older and was trained by some of the best sword fighters in The Shackles. He learned to also use a harpoon as a weapon as he would spend some of his time under the water. One of his favorite past times was going to the playhouse on Hell Harbor and watching the old Chelish plays preformed in Azlanti. He went so much that eventually he picked up the language.
Ghiv learned to fast talk his way out of a lot of situations and at the same time react to danger on ships. His many years spent on sea has made him an excellent climber. The rolling of the sea and the storms has made him very agile on his feet. His one true goal is to explore the Temple of the Ravenous Moon.

Appearance:
Ghiv stands 5’-7” and weighs 165lbs. He has blue skin and wears standard pirate cloths. He can be friendly and normally is to your face. He can also be very sneaky and underhanded usually lying his way through most encounters or showing much bravado in doing nothing while others take care of the fight around him. In a group he is loyal however especially when treasure or women are involved.

I will make an alias for him if you would like him in the game. Thanks for considering me!


I sumbit Aluara for consideration.


Sorry, lost track of time...
Gozer - I will PM some thoughts tomorrow. First glance looks good.

Aluara - Thank you for your interest. I will take a look in the morning.


@DM Bloodgargler:

I just thought I'd put forward this Half-Orc Two-Weapon Fighter, since you said your group could use a wee bit more hired muscle sort of thing.

I don't have a copy of Hero Lab, so I hope I got the numbers and stuff added up properly. Since he is a Half-Orc, I took three different Favoured Class Bonuses for him: two of the Half-Orc FCB, two for Orc, and one for Human. I also swapped out Ferocity for Bestial, and Darkvision for Skilled.

Thanks!

Silver Crusade RPG Superstar 2014 Top 16

DM, I dropped you a PM on this.


Here is Ghiv!


May I present Norde.

Norde is the product of a concept a friend and I have discussed for quite some time. A man with no background, and no morality, brought to the world by a freak of luck and magic. He will grow to fill the niche the world provides him. And he will learn morality by observing it in others.


Cool, cool... all the submissions look good. I'm going to give myself a couple days to get things in order while the current party spends their month of downtime in Eleder.
I will try to get feedback from them on your submissions and any to come in the next couple days. I'll check back with you then.


@DM Bloodgargler: no problem. Just let me know if any of my math was wrong in what I put together. I hope I've got it right, since I don't have Hero Lab at home (yet).

Any constructive criticism on my build would be nice too.

Thanks!

Silver Crusade

dot


I also changed the avatar for my Half-Orc. Looks a bit more like what I had in mind for him anyway.


Thank you for your interest folks, and sorry for waffling for so long...
Full disclosure...
I know we are taking Ghiv.
Therefore regarding the second spot - melee is less of an issue, and we still could use some heals.
I'm not sure what do do about the second spot, if those interested could check in maybe we can work something out.


Should I start posting in the discussion area now? Thanks!


I thought I'd give it a go.

Thanks!


So would you prefer me to change my Character to a healer or something?


Ghiv - yep

Arutharn - thanks again.

Aluara - If you are willing, some ability to heal would do it - even just being able to reliably use a cure wand would relieve some burden from our multiclass druid.


I changed some numbers and take skill focus (UMD), still I can only have +12 in UMD, If not enough I will need to rebuild her form the begining.


1 person marked this as a favorite.

Looking for a couple/few 5th level

20 point buy
2 traits
max hit points at level 1, half+1 for the rest
12,500 gold to spend on gear.

Core, APG, UM, UC, ISWG, ISM, ACG ... material from other paizo books will most likely get a yes.
Core races only .. probably

Current party is .. pistolero, magus, and druid(pack lord)3/wizard(arcane crafter)2

We are 1/3 through a plug-in module, then returning to the Serpent's Skull AP. The party is currently fighting on a ship who apparently takes captives to sell to someone named Shayonna the Gaunt.
It would be very easy to introduce your character as a current captive in the hold - waiting for a time such as this to make your escape.


I'll be updating this guy to 5th level as my submission, a draconic (green) bloodrager. Perhaps his captors were going to return him to "Mother"...


Nice. Sounds a good fit to me.


Ah, glad to hear. I'll get to it, then. You got any sort of time frame around submissions? I might need a day or two to get him together.


^A day or two would increase your chances of a heroic entrance into the current combat.

But overall, I'd like to have any recruited in game by mid-week.

Some backstory is good. Personality is key. The current three are have strong personalities with depth, so it'd be good to feel you have a character/personality you are able to remain invested in.


Pathfinder Adventure Path Subscriber

I give you Jack the Chosen of Besmara. Cleric/Inquisitor of Besmara.

Will make an alias if I get chosen.

Jack the Chosen of Besmara:

Male Aasimar Cleric of Besmara 1 / Inquisitor of Besmara 4
CG medium Outsider ( native )
Initiative +5; Perception +16
--------------------
Defense
--------------------
AC 20/21, Touch 13, Flat-Footed 17
HP 33
Fort +7, Ref +4, Will +8
Speed 30 ft.
--------------------
Offense
-------------------
Longbow +8 1d8+2 19-20 *3
Rapier +5 1d6+1 18-20 *2
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 12, Wis 14, Cha 14
Base +3 CMB +4; CMD 17
Feats
Coordinated Shot, Point Blank Shot, Precise Shot, Rapid Shot
Traits
Besmara’s Blessing, Friend in Every Town
Skills
Acrobatics 0+3=3, Appraise 0+1=1, Bluff 0+2=2, Climb 0+1=1, Diplomacy 5+8=13, Disguise 0+2=2, Escape Artist 0+3=3, Heal 1+5=6, Intimidate 0+2=2, Knowledge Arcana 1+4=5, Knowledge Local 1+5=6, Knowledge Nature 1+4=5, Knowledge Religion 1+4=5, Perception 5+11=16, Perform 0+2=2, Profession Sailor 5+6=11, Ride 0+3=3, Sense Motive 5+5=10, Spellcraft 5+4=9, Stealth 0+3=3, Survival 1+5=6, Swim 5+4=9
Languages
Aquan, Celestial, Common
--------------------
Equipment
Arrows (40), Backpack, Bedroll, Blanket, winter, Bracers of Falcon’s Aim, Breastplate +1, mithral, Buckler, Mw, Holy symbol, silver, Longbow +1, comp +1, Pouch, belt, Rapier, Mw, Rations, trail 5 days, Wand Cure Light Wounds ( 40 ), Waterskin ( water )
--------------------
Spells
Cleric
Detect Magic, Read Magic, Stabilize
Bless, Obscuring Mist, Shield of Faith
Inquisitor
Acid Splash, Create Water, Detect Poison, Disrupt Undead, Guidance, Sift
Cure Light Wounds, Expeditious Retreat, Shield of Faith, Wrath
Cure Moderate Wounds, Restoration, Lesser
--------------------
Special
Aasimar
Acid Resistance 5, Cold Resistance 5, Darkvision, Daylight 1/day, Electricity Resistance 5
Cleric
Aura, Channel Energy, 1d6, 5/day, Domains, Trickery, Weather, Orisons
Copycat, 5/day, you can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell.
Storm Burst, 5,day, 1d6+2 nonlethal damage, as a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack, in addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round.
Inquisitor
Cunning Initiative, Detect Alignment, Domain, Weather, Judgement 2/day, Monster Lore, Track, Orisons, Solo Tactics, Stern Gaze

Story:

On rough seas in the midst of a storm a young boy was born. His mother, bless her soul, was trying to make quick work of her delivery as she was needed to support her crew, husband and ship. As a priestess of Besmara first and captain of the Barracuda second it was her task to pray to the goddess for salvation and command her man. Her husband, first mate and currently at the helm trying to steer the ship out of the hurricane was unaware his first child was just born.
As the waves got higher, the winds stronger and the chance at survival slimmer it would be a mother’s love for her newborn child that would change the obvious outcome.
As she was laying on floor, exhausted, she prayed.
Supreme goddess and all powerful spirt of the sea hear my call.
As I have served you for the last decade, looting and pillaging in your name, I have but one request SAVE MY SON.
I have seen his eyes, he will bring you much pleasure in the years to come. He will be a famous pirate who will be greater than all who sail on the Barracuda, including myself.
Take me, my husband and all who call the Barracuda her home so my son may live.
After a mere heartbeat the storm started to lose power and in minutes was completely gone.
The crew started to cheer on the decks above as a beautiful red-haired woman appeared beside the priestess, smiled and said Name the boy and give him to me.
The priestess kissed her newborn and said Be great, little Jack.
Besmara smiled again and took the boy from his mother. Jack, a fitting name for a future pirate were the last words from her lips and she vanished.
At first nothing happened, then an eerie sound, a call from below the water. Then all hell broke loose, giant black tentacles came up from the water and grabbed the ship. The mast broke like a twig and the hull was being crushed to pieces. Men who didn’t die in the initial attack were taken by a wide variety of sea monsters when they entered the water. No crewmember survived including the captain and her first mate.
And Jack……
Jack never knew his parents or the events that had transpired on the day he was born.
All that Jack new was that he was an orphan who had been taking in by an innkeeper and his wife, a couple in their forties who couldn’t have children.
He grew up in Quent a city/port ruled by the pirate lord Tessa Fairwind.
He was loved by his foster parents and had a great childhood.
Jack grew up amongst buccaneers, merchants, pirates and sailors and everyday he heard new stories.
And at the age of 12 he wanted nothing more in life than to sail. He pleaded with his parents but they wouldn’t let him go.
So he did what an adventurous young boy would do, he ran away and stowed away on a merchant vessel heading for Port Peril.
After just 2 days he was found and brought before the captain. He pleaded with the captain to let him be part of the crew, to let him be a sailor.
The captain was not a harsh man and made the young boy part of his crew. The captain, a priest of Besmara taught to boy about Besmara, life and sailing. In the next 4 years Jack served on his crew, from deckhand to eventually becoming his first mate.
But Jack wanted more, and he resigned and went back to his roots, to Quent.
But when he returned to Quent all was not well, his mother had gotten ill and had died a year after he left and his father couldn’t take the loss of his wife and he drank himself to death.
The loss of his parents hit him hard and he sought to forget this loss in reckless behavior like gambling and thievery.
Now 1 year later after his return to Quent he finds himself in the Formidable Maid drinking the painful memories away.
The next day he wakes up with an enormous headache………

Appearance:

A young man, about 19 years old, standing 6 feet, 1 inches tall. Lean build. Short hair and eyes radiating a golden hue. Wearing a breastplate with a rapier at his side and bow on his back.


I am interested. I'll throw up a concept soon.


It looks like the party is well rounded. There seems to be plenty of melee and ranged damage. I figured I would apply with a support/healer. Jambree is a hedge witch with the healing patron. He will be able to provide: spontaneous healing, support against diseases/negative effects, buffs, debuffs, and arcane support/control. I think he makes the perfect addition to the current group.

He is a native Mwangian from the Bonuwat tribe. He was raised as a fisherman and later pres-ganged into pirating. Jambree is a happy-go-lucky man who is passionate about protecting those under his watch, but he is also a jokester (think rastafarian). He believes he was touched by the great deity, Shimye-Magalla, who blessed him with a mongoose companion as a child. Thus, he attributes his powers to her.

~eminem80


Jambree of Bonuwat wrote:

It looks like the party is well rounded. There seems to be plenty of melee and ranged damage. I figured I would apply with a support/healer. Jambree is a hedge witch with the healing patron. He will be able to provide: spontaneous healing, support against diseases/negative effects, buffs, debuffs, and arcane support/control. I think he makes the perfect addition to the current group.

He is a native Mwangian from the Bonuwat tribe. He was raised as a fisherman and later pres-ganged into pirating. Jambree is a happy-go-lucky man who is passionate about protecting those under his watch, but he is also a jokester (think rastafarian). He believes he was touched by the great deity, Shimye-Magalla, who blessed him with a mongoose companion as a child. Thus, he attributes his powers to her.

~eminem80

I'm going to withdraw my interest. I have decided to GM a game. Thanks and good luck!


Dot

I will post a character on Tuesday. If you are still taking applications


Interested, I'll get something up later today I imagine.


Aersten is updated now. I do still need to give him one more feat, and gear him up, but what's posted in the profile should be enough to get the gist of him.

Please let me know if anything needs adjustment or clarification.


Webb - Looks good. Looks fun.

eminem80 - Okie doke. Ty, and good luck to you.

Azule and ginganinja - Today or tomorrow is fine.

Aersten - cool. I'll ponder a bit and PM you in an hour or two.


Here is my character

Spoiler:
Azule son of Abendego
Male suli oracle (elementalist) 3/sorcerer 2 (Pathfinder Player Companion: People of the Sands, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 202)
N Medium outsider (native)
Init +2; Senses low-light vision; Perception +0
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 31 (5 HD; 2d6+3d8+5)
Fort +2, Ref +3, Will +6; +2 vs. electricity
Resist cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4/19-20) or
. . heavy mace +3 (1d8)
Ranged light crossbow +5 (1d8/19-20)
Oracle (Elementalist) Spells Known (CL 3rd; concentration +7)
. . 1st (6/day)—cure light wounds, infernal healing[ISWG], shield of faith, touch of the sea[APG] (DC 15), unbreakable heart[ISWG]
. . 0 (at will)—create water, detect magic, light, purify food and drink (DC 14), read magic
. . Mystery Waves
Sorcerer Spells Known (CL 2nd; concentration +6)
. . 1st (5/day)—alter winds[APG] (DC 15), shocking grasp
. . 0 (at will)—arcane mark, breeze[UM], jolt[UM], mage hand, prestidigitation
. . Bloodline Stormborn
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 12, Int 12, Wis 10, Cha 18
Base Atk +3; CMB +3; CMD 15
Feats Arcane Armor Training, Eschew Materials, Extra Elemental Assault[ARG], Storm-lashed[ISWG]
Traits dualborn, hurricane savvy
Skills Acrobatics -1 (-5 to jump), Bluff +8, Diplomacy +11, Fly +3, Heal +6, Knowledge (arcana) +6, Knowledge (religion) +7, Profession (sailor) +5, Sense Motive +7, Spellcraft +8, Swim +2, Use Magic Device +9; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Aquan, Azlanti, Common, Draconic, Polyglot
SQ elemental assault, oracle's curse (tongues), revelations (elemental linguist, fluid travel), thunderstaff
Other Gear studded leather, dagger, heavy mace, light crossbow, bedroll, belt pouch, belt pouch, candle (10), flint and steel, masterwork backpack, mess kit, soap, trail rations (5), waterskin, 20 gp, 6 sp, 1 cp
--------------------
Special Abilities
--------------------
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Elemental Assault (1d6 Cold/Electricity dam, 7 rounds, 1/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fluid Travel (Walking, 3 hours/day) (Su) Walk on liquid as if was solid.
Hurricane Savvy Treat wind force as 1 category less, for self and ship.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Storm-Lashed Ignore many of the effects of bad weather
Stormborn +1 DC for [electricity] and [sonic] spells.
Thunderstaff (Shock 1 rds, 7/day) (Sp) Touch a weapon to grant the Shock power for 1 rds.
Tongues (Aquan) You can only understand and speak one language in combat.
--------------------
Born to a shackles captain. She was famous for her ability to ride the winds of Abendego. Abendego was so taken with her abilty. He stilled his winds for one night. Just to lay with her. From an early age I heard the voice of my father speaking to me. In the raging wind and crashing waves. I spent my whole life on ships. Some pirate some merchant. Spreading the word of my father.

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Heyo

I'm taking Aersten now, and will decide on the others by Friday.


Is it too late to put in for this? And if not, how would you feel about a wizard who comes pre equipped with a cohort?


Not too late. I'd need to hear more about the pre-equipped cohort situation before yea or naying.


It's part of an archetype and takes the place of Arcane bond. It's an apprentice. Had I been in this from level 1 they would have started as a level 1 commoner until I got to 3 at which point they are a level 1 wizard of the same specialization. Anytime I get a new level I can announce him or her graduated and seek to take on another apprentice. As long as they are within sixty feet of me they share any magic teamwork feats I'd know.

The instructor himself is a middle-aged academic and somewhat naive, the exact kind of person that would find themselves in trouble and kidnapped by slavers.


I'll submit this fine fellow, need to update his stats, but he can work as hired. Muscle.


Sorcerer:

Tusara Level 5
Female human sorcerer 5
N Medium humanoid (human)
Init +1; Senses Perception -1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 27 (5d6+5)
Fort +3, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Sorcerer Spells Known (CL 5th; concentration +10)
2nd (5/day)—burst of radiance (DC 17), glitterdust (DC 17), invisibility
1st (8/day)—color spray (DC 16), grease, identify, magic missile, snowball (DC 18)
0 (at will)—acid splash, dancing lights, detect magic, disrupt undead, prestidigitation, read magic
Bloodline Arcane
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Statistics
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Str 7, Dex 12, Con 12, Int 14, Wis 8, Cha 21
Base Atk +2; CMB +0; CMD 11
Feats Elemental Focus[APG], Eschew Materials, Greater Elemental Focus[APG], Intensified Spell[APG], Rime Spell[UM]
Traits boarded in the shackles, keleshite princess
Skills Bluff +13, Diplomacy +14, Intimidate +6, Knowledge (arcana) +10, Knowledge (nature) +10, Spellcraft +10, Use Magic Device +13
Languages Common
SQ arcane bond (ring), bloodline arcana (+1 DC for metamagic spells that increase spell level), metamagic adept (1/day)
Other Gear - arcane bond ring -, 150 gp
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Special Abilities
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Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Elemental Focus (Cold) +1 DC to spells that deal damage of the chosen energy.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greater Elemental Focus (Cold) +1 DC to spells that deal damage of the chosen energy.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Metamagic Adept (1/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them


Updated character. Added equipment(missed the money you gave out) changed a couple of spells.


Debating on going Str heavy or keeping dex even for now....


Klorak - Yes that archetype is fine. First I'd seen it... I wanna play one!

Rydell - Thx for interest. First glance looks good.

Tusara - First glance is good.

Azule - Gotcha.

Jack - Still around? (I know you've had no reason to post, but just making sure.)

I'll try to let you all know in about 24-26 hours.
If you aren't completely polished by then, no biggie...


Let me see if I can come up with something...

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