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For character generation and OOC discussion.
The crunch: 15 point build, one free variant multiclass, two traits, no 3PP material, would prefer that you stick to races that could plausibly be picked as caravan guards in the backwoods of Taldor (not that you'll be guarding any caravans, but that's the easiest justification for how you come to be in the adventure), unchained summoner and rogue, and some feat condensations & eliminations:
Power Attack, Weapon Finesse, Piranha Strike, and Combat Expertise can be used by anyone who meets the prerequisites.
Dodge & Mobility are combined into a single feat (+1 dodge bonus to AC at all times, increasing to +4 vs. AoOs when moving).
Two-Weapon Fighting increases in benefit to Improved Two-Weapon Fighting when the prerequisites of the latter feat are met.
There may be others, as well.
This is PFS campaign mode, so you'll all get chronicle sheets that you can apply to an existing PFS character.
Last but not least, I have only three players so far. Do any of you know of someone who might be interested in playing? I'd like to keep it to four characters.
Hey! Nice! I'm here.
I have two primary ideas. A local boy and his dog who make a meager living helping out the loggers by bringing in meats for their meals (human Hunter with a dog companion; variant MC likely to be Barbarian).
Second idea is a loudmouthed though usually friendly roughneck logger. He's got a bit to an outsider's nature, and is hiding some latent Draconic blood. (Human Barbarian/Arcane Duelist hybrid who will be going straight for Dragon Disciple.) I'm hoping this plays well with the theme of the campaign ... ya know Dragons Demand. :)
Love to hear thoughts.
and let me think about possible additional player.
Ok, this has to be the weirdest character I've made..he's pretty effective. Gnome Sensei Drunken Monk. He'll deliver bad touches, advice, and bewildering koans.
Male gnome monk (drunken master, monk of the lotus, qinggong monk, sensei) 1 (Pathfinder RPG Advanced Player's Guide 110, 114, Pathfinder RPG Ultimate Combat 60, Pathfinder RPG Ultimate Magic 51)
LG Small humanoid (gnome)
Init +0; Senses low-light vision; Perception +10
AC 16, touch 16, flat-footed 15 (+1 dodge, +1 size, +4 Wis)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +6; +2 vs. illusions
Speed 20 ft.
Melee unarmed strike +1 (1d4)
Spell-Like Abilities (CL 1st; concentration +0)
. . 1/day—bleed (DC 15), chill touch (DC 16), detect poison, touch of fatigue (DC 15)
Str 10, Dex 10, Con 12, Int 10, Wis 18, Cha 9
Base Atk +0; CMB -1; CMD 14
Feats Dodge, Improved Unarmed Strike, Mobility, Prodigy[UM], Touch Of Serenity[APG], Weapon Finesse
Traits cunning liar (any city), fast-talker
Skills Acrobatics +0 (-4 to jump), Bluff +10, Diplomacy +0, Perception +10, Perform (oratory) +5, Profession (cook) +12, Sense Motive +8; Racial Modifiers +2 Perception, +2 Profession (cook)
Languages Common, Gnome, Sylvan
SQ advice 5 rounds/day (inspire courage +1)
Other Gear 150 gp
Advice (standard action, 5 rounds/day) (Ex) A sensei's advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei's level, usable a total number of rounds
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Prodigy (Perform [oratory], Profession [cook]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Touch of Serenity (1 rd, 1/day, DC 14) Target hit by your unarmed attack takes no damage, but may not attack for 1 rd.
Master Temperance has been dispensing advice from on top of a small hill near Iceferry for many years. He claims to have been trained by: a) mystical hooded figures from Nex who taught him the monastic arts through cooking metaphors b) wandering tengu on the backs of kirin who dipped their feathers in adamantium to harden them into invulnerable weapons c) an eyeless dragon coiled about a nameless isle in the Steaming Sea, who possessed secrets of sunken Azlant. It is hard to say if any of these stories are true, but what is certain is that Master Temperance is rather good at what he does, and what he does includes having a good slug of throatburn whiskey from time to time, which he claims will give him increased powers in the future. Who knows if this is true?
Master Temperance will divulge his real name, which is Fellfern Mushroompillow, but only to good friends. His deadpan expression almost never cracks. He will claim that his dark clothes, personality, and necromantic abilities are due to the fact that he is part drow. Or that he accidentally was imprisoned in the Bone Palace of the Eldest after drinking from the wrong faery cup. Or that he was rescued from The Bleaching by a group of young, fun loving proteans. His hair is a shock of pink and white that sticks straight up, his eyes are rose-colored, and his skin is pale, while he favors an all black get up that looks like an Ulfen hunter’s outfit was redesigned by a Chelaxian diva going to a Kuthite bondage party.
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Not much is fully spoken for, really. Both of my suggestions have a melee bent to them, and Temperance doesn't fit neatly into one of the traditional party roles. He's a bit of a debuffer/buffer with no actual spells.
So of the traditional roles, we have trap-breaker, scout, and arcane caster open. If I go with the Hunter option, I'll have some slight heals, but nothing significant, so heavy divine heals is also open.
Like I said, as it stands right now, you have some freedom to choose. We also haven't heard any thoughts from Lekku.
Excellent! So are you shooting to cover social skills + cleric casting? Or something more specific? (Only asking so we can cover our bases).
If you go that route, we'll have:
Huc and Fynn, Hunter and dog companion - melee, outdoorsy stuff, scouting.
Temprance - buff/debuff
Tapestry Oracle - social skills/clerical healing?
That leaves a knowledge guy, trap-breaker, and arcane caster. We could cover two or all of those rolls with the right concept. :)
Let's see what Lekku is thinking.
Here's a rough mechanical sketch of my concept.
NG male humanoid (human) Hunter
Variant MC: barbarian
Favored: Hunter (+1 hp)
STR 16 DEX 14 CON 12
INT 10 WIS 14 CHA 8
HP: 13 (8, 1 con, 3 feat, 1 fav)
AC 16 (2 dex, 4 armor)
CMD 15 (0 bab, 3 str, 2 dex)
Fort +3 Reflex +4 Will +2
Bab +0; CMB +3
. . lumber axe (greataxe) +3 (1d12+4; x3)
. . Morningstar +3 (1d8+3)
. . dagger +3 (1d4+3; 19/x2)
Eye for Talent
Heart of the Wilds
Animal Companion: Flynn the mutt (dog), benefits from Eye for Talent & Animal Focus
Animal Focus: 1/day
Wild Empathy +0
Feat: Toughness (1)
Traits: Reckless, Bastard
SKILLS: acp -2 (8 = 6 class, 0 int, 2 bg)
Acro +7* (1 rks)
Climb +7* (1 rks)
**Handle Animal +3 (1 rks)
—> +7 @ Fynn
**Know: Geo +4 (1 rks)
Know: Nature +4 (1 rks)
Perception +6 (1 rks)
Sense Motive +5 (0 rks, 2 race, 1 trait)
Stealth +6* (1 rks)
Survival +6 (1 rks)
str 16 :: 5 (+2 race)
dex 14 :: 5
con 12 :: 2
wis 14 :: 5
cha 8 :: -2
3. Extra Rage, *Teamwork feat
4. +1 Str
6. *Teamwork feat
Here is my build so far:
Female half-elf investigator (empiricist) 1/rogue* (Pathfinder RPG Advanced Class Guide 30, 100)
N Medium humanoid (elf, human)
Init +3; Senses darkvision 60 ft.; Perception +6
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+1)
Fort +0, Ref +5, Will +2; +2 vs. enchantments
Weaknesses light blindness
Speed 30 ft.
Melee elven curve blade +3 (1d10+1/18-20) or
. . sap +3 (1d6+1 nonlethal) or
. . unarmed strike +3 (1d3+1 nonlethal)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds, shield
Str 13, Dex 16, Con 10, Int 16, Wis 11, Cha 7
Base Atk +0; CMB +1; CMD 14
Feats - Custom Feat -, Combat Expertise, Fast Learner[ARG],
Traits clever wordplay, tireless
Disable Device +7
Escape Artist +6
Knowledge (arcana) +7
Knowledge (dungeoneering) +7
Knowledge (local) +7
Sense Motive +4
Racial Modifiers +2 Perception
Languages Ancient Osiriani, Common, Elven, Polyglot, Undercommon
SQ alchemy (alchemy crafting +1), elf blood, inspiration (3/day), trapfinding +1
Other Gear studded leather, elven curve blade, sap, 44 gp
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
I’ll pick up more Knowledge and other skills as I go. I’m open to critique.
It looks like the HL output didn’t include Ancestral Arms, but it’s there; It replaced Adaptability, which was removed from the abilities list.
As for the rogue, Trapfinding is a wash, but there are other things down the road, and it kinda fits the concept I have in my mind (I'll explain below). I’m open to suggestion, but the only other appealing options I see would probably be Ranger or maybe fighter. Bard has a Knowledge boost early on, but with Inspiration I probably won’t need it; my tanked Charisma really snuffs out the potential later on.
As for background, I was thinking of this character as a sort of “underworld P.I/arbiter.” I liked the description of the Mastermind archetype, but not the mechanics - where they are more social, this character is much more dispassionate and knowledgeable. Not really a cop, since there is no real authority given - more like a freelancer. If there is a dispute, or something that breaks the thieves’ guild laws, for instance, they could hire him/her to investigate and report back. In the case of some sort of dispute (that isn’t settled with blades,) they could be hired to hear the case, and make a fair, unbiased decision. Not the law, exactly, but a sign of a more civilized criminal underworld, perhaps.
Carbide, I have a good idea for Huc’s general concept, but I could use some help in his backstory.
I see Huc as being a nice enough young guy, but an outsider to the small town due to his bastard heritage. It’s made him independent, having to rely on himself and—at least lately—his mutt puppy.
But the question is: who is his parent? In a town this small, usually everyone knows everyone else’s business, but I’d love to play with the idea that folk don’t really know who one of his parents is. And I’m open to your thoughts on who the known parent could be in town … but it’d have to be someone that wouldn’t or couldn’t have taken him in first-hand.
Love to hear your thoughts.
Roll starting gold and take the average or what you rolled, whichever is higher.
I have a possibility, though it may to be easier if you're not from Belhaim itself, though there are other towns in the area that you might be from instead. Let's see where everyone else comes from, and set up an origin that will make it reasonable that you know the rest of the party somehow (or have a reason for being treated as part of a group with them).
(Lekku’s Investigator) Here’s what I was thinking for my build. Made a few tweaks to language and traits. Any more updates will appear in the bio.
(We shouldn’t register these as PFS characters, right?)
Oh, I just realized the Drow-Blooded racial trait is not PFS legal. Is that a problem for this campaign?
I keep going back and forth on the variant multiclass. I think I've settled on Divination Wizard. That will let me pick up a familiar, at level 3. Backup option is Bard for the minor bump in Knowledge scores.
Hey, everyone! Meet Huc! Not sure at this point if Fynn's going to get his own page yet or not.