DM Waz up's Legends of the Beyond (Inactive)

Game Master william Nightmoon

The Five Walking Isles have always been here, but how where they made, and why are they so powerful?


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Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Kasatha Kensai Counterfeit Mage:

Larigator Bourdeb
Male kasatha magus (kensai) 7/rogue (unchained, counterfeit mage) 7/gestalt 7 (Pathfinder RPG Advanced Class Guide 109, Pathfinder RPG Bestiary 4 174, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, Pathfinder Unchained 20)
LN Medium humanoid (kasatha)
Init +13; Senses Perception +12
--------------------
Defense
--------------------
AC 25, touch 20, flat-footed 15 (+5 armor, +4 Dex, +6 dodge)
hp 42 (7d8+7)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +9, Will +7; +2 trait bonus vs. fear and death effects
Defensive Abilities canny defense +4, danger sense +2, evasion, uncanny dodge
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Offense
--------------------
Speed 30 ft.
Melee +1 silversheen elven curve blade +11 (1d10+9/18-20)
Ranged light crossbow +9 (1d8/19-20)
Special Attacks arcane pool (+2, 7 points), magus arcana (wand mastery[UM], wand wielder[UM]), sneak attack (unchained) +4d6, spell combat, spellstrike
Magus (Kensai) Spells Prepared (CL 7th; concentration +12)
. . 3rd—haste
. . 2nd—cat's grace, invisibility, mirror image
. . 1st—expeditious retreat, shield, shocking grasp, shocking grasp
. . 0 (at will)—acid splash, detect magic, light, open/close (DC 14)
--------------------
Statistics
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Str 13, Dex 18, Con 12, Int 18, Wis 14, Cha 10
Base Atk +5; CMB +6; CMD 26 (31 vs. grapple)
Feats Ability Mastery, Improved Initiative, Power Attack, Quick Draw, Weapon Finesse, Weapon Focus (elven curve blade), Weapon Specialization (elven curve blade)
Traits arcane temper, reincarnated
Skills Acrobatics +19 (+26 to jump), Appraise +9, Bluff +10, Climb +5, Craft (painting) +8, Craft (ships) +8, Craft (traps) +8, Craft (woodworking) +8, Diplomacy +4, Disable Device +21, Disguise +4, Escape Artist +19, Fly +8, Intimidate +4, Knowledge (arcana) +14, Knowledge (dungeoneering) +8, Knowledge (local) +12, Knowledge (planes) +8, Linguistics +9, Perception +12, Profession (cook) +6, Profession (fisherman) +6, Profession (sailor) +6, Ride +8, Sense Motive +12, Sleight of Hand +10, Spellcraft +14, Stealth +16, Swim +5, Use Magic Device +10; Racial Modifiers +2 Stealth
Languages Common, Draconic, Dwarven, Elven, Gnoll, Kasatha, Sphinx
SQ chosen weapon, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, desert runner, desert stride, iaijutsu, magical expertise +3, multi-armed, perfect strike, rogue talents (eldritch conduit, expert leaper), signature wand, wand adept
Combat Gear wand of color spray, wand of color spray, wand of enlarge person; Other Gear +1 amorphous spell storing mithral chain shirt, +1 silversheen elven curve blade, crossbow bolts (20), light crossbow, boots of elvenkind, goggles of minute seeing, ioun torch ioun stone[APG], backpack, belt pouch, flint and steel, ink, inkpen, magus starting spellbook, masterwork thieves' tools, mess kit[UE], spell component pouch, trail rations (5), waterskin, 13 gp, 1 cp
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Special Abilities
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Ability Mastery (Intelligence, 1/day) 10 minutes focus on worn slotted transmutation item, gain +2 to one ability score for 1 day.
Arcane Pool +2 (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Elven curve blade) Kensai abilities only function when wielding a weapon of this type.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Eldritch Conduit (Su) As a full-rd action, use 2 potions/wands/scrolls gain effect of one but CL of other.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expert Leaper (Ex) Always running for jumps, add +7 to jump, and can negate more fall distance.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Magical Expertise +3 (Ex) Gain a bonus to find or disable magic traps and use magic device to activate scrolls & wands.
Multi-Armed (Ex) Has one primary and 3 off hands.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Signature Wand (1/day) (Ex) After 1 hr, can choose a wand to draw as a free action and requires no UMD check to activate.
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wand Adept (Ex) Can use Dex instead of Cha for Use Magic Device when activating wands.
Wand Mastery (Su) Apply your INT modifier instead of the minimum ability modifier when using a wand
Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell combat.

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Made a few minor adjustments to my profile. Forgot my traits last night while typing everything into Herolab :P

Sovereign Court

Well, everyone looks okay... haven't done combed anything. And I did mean the full market price can be no more than 10k. Otherwise you can reduce the price from crafting.

Now, I am picking 1-3 players depending on how I feel. I will close recruitment on Friday at midnight (mountain time).


Will try have a background in before friday =^^=


AH! Rush to get a character done!

2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (6, 4) + 6 = 16

Hmm... Something like a 25 PB.


Apparently I have interpreted something wrong now for a while. When it says "a Light or One-Handed Piercing Melee Weapon" in nearly all of the Swashbuckler abilities it does not mean light weapons or one handed piercing weapons. It means light piercing or one-handed piercing. This negates the use of unarmed strike for these abilities unless I take something like snake style.

Do I have this right?

Sovereign Court

yes, it's only one-handed piercing or light piercing melee weapons. it doesn't include unarmed strike or ranged weapons, But i do believe it includes whips and chain whips...

you are mostly correct.

as for the close deadline, i don't require much for your character. mostly a crunch will do, the background is mostly for you to develop your character before game.


Brawler then.


Kata Master Monk, the feat Versatile Weapons or potentially the item Effortless Lace all fixes the problem of letting fists count as piercing.

Two Kensai Rogues already... I wonder if I should scrap my idea at this point, even if it is somewhat different from theirs, with more casting and an Avariel.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Just a head's up for Akashira's player to adjust before the deadline: Pretty sure Akashira's equipment list relies on traditional crafting rules, as well as jumping right past the 10,000gp market value pricing.


Thinking Fighter/Cleric, here.


Working on my Jotun Paragon/primalist bloodrager.

Sovereign Court

if you do not finish by Friday, don't worry. i am only closing recruitment, you still heave till Monday to make your character


Reckless wrote:
Just a head's up for Akashira's player to adjust before the deadline: Pretty sure Akashira's equipment list relies on traditional crafting rules, as well as jumping right past the 10,000gp market value pricing.

I thought unchained crafting only affected normal crafting, not magic item crafting?


Looks like a great opportunity.

Any thought to what the mission will be?

I've found that sandbox games tend not to work too well as too many PC's end up haring off in different directions or simply end up idle without clear goals/directions.

With multiple races, and even multiple origins (the five islands), I'd expect to see this as being an issue as well.

What is bringing us to want to work together?

Sovereign Court

if i read it correctly it counts for the material portion of the item. the enchantments are still as stated in the creation of the Item, and the final market price cannot be more than 10k for one item. any other items total market cost cannot be higher than 5k.

you also only have two weeks of crafting if you wish to craft Items

Sovereign Court

fnord72 wrote:

Looks like a great opportunity.

Any thought to what the mission will be?

I've found that sandbox games tend not to work too well as too many PC's end up haring off in different directions or simply end up idle without clear goals/directions.

With multiple races, and even multiple origins (the five islands), I'd expect to see this as being an issue as well.

What is bringing us to want to work together?

you have been hired by the Main Island's Archaeological guild to investigate the history of the Islands. if none of you are lore seekers, you will be guiding Acolytes and Experts into trap infested tunnels and construct guarded vaults.

It will follow a main story-line with side-quests if you wish to follow them.


Okay! I have a character ready to go who would give I think extraordinarily well with this adventure. If you have questions about him or anything seems of, please let me know DM.
Here's Tlanextic the Lost. I didn't get too crazy with archetypes but I like what the guy can do.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Ah, I had thought you were using the Dynamic Item Creation or whathaveyou from Unchained. In that case, I will make a few changes and be crafting some wands. (And Akashira's belt of dex is still too expensive.)


How is health rolled, maxed or lvl 1 maxed and half +1 every level after?

Sovereign Court

Max first then 1/2+1


Hi DM, I apologize if I've missed it but what gods / deities are you using?

EDIT: Oh, and are there dinosaurs? ;-)

The Exchange

Initially, I wanted to do this on 20 pt buy, but I'll roll it.

stat: 2d6 + 6 ⇒ (5, 4) + 6 = 15
stat: 2d6 + 6 ⇒ (3, 3) + 6 = 12
stat: 2d6 + 6 ⇒ (4, 6) + 6 = 16
stat: 2d6 + 6 ⇒ (1, 3) + 6 = 10
stat: 2d6 + 6 ⇒ (4, 1) + 6 = 11
stat: 2d6 + 6 ⇒ (2, 4) + 6 = 12

I'll take 20 point buy.

Str 14 Dex 13 Con 14, Int 15, Wis 12 Cha 8

After winged elf modifiers(and lv 4 stat adjustment)

14 str 17 dex 12 con, 18 int, 14 wis, 10 cha


Revised inventory to meet the 14 day limitation on item crafting.

Akashira could easily be said to be a seeker of lore. In her case, however, it would be seeking knowledge of what happened to her world after she went to sleep :P

Sovereign Court

gyrfalcon wrote:

Hi DM, I apologize if I've missed it but what gods / deities are you using?

EDIT: Oh, and are there dinosaurs? ;-)

Pathfinder gods... I don't want to give you my list of gods... it's huge.

And yes there are Dinosaurs... although they only inhabit the main Island.

The Exchange

Kashuya:

Kashuya
Female Winged Elf White Haired Witch (Patron - Healing) 7/ Unchained Monk 6/Lorewarden 1
LN Humanoid
Init +10; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14
hp 47
Fort +8, Ref +10, Will +8
--------------------
Offense
--------------------
Speed 50 ft, 50 ft fly
Melee Hair +13 (1d4+8)
Witch Spells Prepared (CL 7th; concentration +12)
. . 4th - Dimension door, Hallocinogenic smoke
. . 3rd — Heroism (x2), Dispel Magic (x1),
. . 2nd — Glitterdust (×2), See Invisibility(x1), Cure Moderate wounds
. . 1st — Remove Fear (x1), Frostbite(×1), Mage Armor (x1), Burning Hands (x1), One slot open
. . 0 (at will)—Detect magic, Guidance, Light, Message
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 12, Int 18, Wis 14, Cha 10
Base Atk +7; CMB +11(+2 trip/+6 grapple); CMD 26 (+2 trip/grapple)

Feats Weapon Finesse, Weapon Focus(hair), Feral Combat training(hair), Agile Maneuvers, Final Embrace (Fighter bonus feat), Improved unarmed strike (unchained monk), Combat Reflexes(Monk bonus feat), Improved grapple (Monk bonus feat), Improved Trip (Monk bonus feat)
Skills Spellcraft +13, Perception + 14, Fly +16, Knowledge Arcana +13, Knowledge religion +13, Knowledge Dungeoneering +12, Knowledge Local +11, Knowlege nature +12, Knowledge Planes +13, Knowledge Nobility +10, Knowledge Engineering +13, Knowledge History +10, Knowledge Geography +10, Linguisitcs +9

White Hair (Su)

At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action* without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.

At 4th level and every four levels thereafter, a white-haired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.

The hair cannot be sundered or attacked as a separate creature.

In addition, a white-haired witch further improves her ability to control her hair as she progresses in level, gaining the following abilities:

Constrict (Ex): At 2nd level, when the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a swift action*, dealing damage equal to that of its attack.

Trip (Ex): At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a swift action*.

Pull (Ex): At 6th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a swift action*.

This ability replaces hex.

Languages Common, Elven, Draconic, Auran, Gnome, Sylvan

Traits Magical Lineage (Frostbite), Warrior of the Old

Gear: Lesser rod of extend(metamagic), 1 pearls of power, Boots of the Earth, Handy Haversack, Amulet of Mighty fists, belt of dex +2, 200 ft hemp rope, (3) torches, Flint and Steel, Signal whistle, Waterskin, String, Flint and Steel, Signal whistle, Waterskin, String, Journal Book, Ink, Ink Pen, Chalk (5), 2 sacks, 2 Anti Toxin, 1 Anti Plague, 1 Wand of CLW, 5 scrolls remove fear, 2 scrolls comprehend languages,2 Trail rations, 2 potions enlarge person Travellers any tool, Grappling hook, Cloak of resistance +1

Ki powers - Truestrike, and Barkskin.

If I can't multi class 1 side of gestalt, let me know, because I'll need to make adjustments. I'm trying to slap things silly with my hair. Loreseeker - Hell yeah!
The White Haired witch is usually considered as a crappy archetype because you give up the witch's strongest ability for something you cannot use properly (i.e a physical reach attack for a low BAB class). It might actually work with a monk Gestalt.

Note:This character is NOT suited for a solo game. Defences aren't really up to scratch.

Kineticts and barbarian don't work since the blasts are spell like abilities and you don't have concentration to use spell like abilities when you rage.


OK, that's enough to get my juices flowing. I'll throw my hat in the ring...

2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (1, 2) + 6 = 9

...and WOW, a 6 pt build. Glad we have the option of building on 20 pts. ;-)

RPG Superstar 2015 Top 32

Are you alright with multiclassing one side of the gestalt build? It's not critical to my character concept, but I'd like to know before I get started putting the character together.

I was debating Monk/Paladin/Champion of Irori//Evangelist Cleric. The goal is to do secondary healing, secondary buffing, and fill a defensive position in the front line.

If that kind of multiclassing isn't okay, I can go monk(sensei)/Champion of Irori//Paladin, and get the secondary buffing and defensive roles, and get most of what I want out of the character, but I'll lose out on some of the versatility.

rolls:

2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (1, 6) + 6 = 13
I.. uh. I'm going to have to keep these.

Sovereign Court

You may only multiclass one side of the Gestault if it is for a prestige class, or you can only multiclass into one other class without going into a prestige.


GM Panic here [This is my Alt Idea]

Been keeping an eye and I think I have an idea that has legs now.
So showing interesting

Is we are on a Clockwork land, my idea is a Android Cleric iron-priest / investigator With a high Int/wis low Cha/Con.
Kind of skills based tech.

GM is it ok to take Technologist Feat?

My PC will look like this IMAGE HERE

Rolls:

2d6 + 6 ⇒ (6, 1) + 6 = 13 3p
2d6 + 6 ⇒ (4, 3) + 6 = 13 3p
2d6 + 6 ⇒ (6, 6) + 6 = 18 17p
2d6 + 6 ⇒ (4, 1) + 6 = 11 1p
2d6 + 6 ⇒ (4, 2) + 6 = 12 2p
2d6 + 6 ⇒ (1, 3) + 6 = 10 0p

Well thats not so bad, 25 point build so Ill keep that

The Exchange

I overspent and didn't factor in my int mod properly, background skills, redid my character sheet.

Kashuya:

Kashuya
Female Winged Elf White Haired Witch (Patron - Healing) 7/ Unchained Monk 6/Lorewarden 1
LN Humanoid
Init +10; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 13
hp 47
Fort +8, Ref +10, Will +8
--------------------
Offense
--------------------
Speed 50 ft, 50 ft fly
Melee Hair +13 (1d4+8)
Witch Spells Prepared (CL 7th; concentration +12)
. . 4th - Dimension door, Hallocinogenic smoke
. . 3rd — Heroism (x2), Dispel Magic (x1),
. . 2nd — Glitterdust (×2), See Invisibility(x1), Cure Moderate wounds
. . 1st — Remove Fear (x1), Frostbite(×1), Mage Armor (x1), Burning Hands (x1), One slot open
. . 0 (at will)—Detect magic, Guidance, Light, Message
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 12, Int 18, Wis 14, Cha 10
Base Atk +7; CMB +11(+2 trip/+4 grapple); CMD 26 (+2 trip/+4 v grapple)

Feats Weapon Finesse, Weapon Focus(hair), Feral Combat training(hair), Agile Maneuvers, Greater Grapple (Fighter bonus feat), Improved unarmed strike (unchained monk), Combat Reflexes(Monk bonus feat), Improved grapple (Monk bonus feat), Improved Trip (Monk bonus feat)
Skills Spellcraft +12, Perception + 14, Fly +16, Knowledge Arcana +12, Knowledge religion +12, Knowledge Dungeoneering +12, Knowledge Local +12, Knowlege nature +12, Knowledge Planes +12, Knowledge Engineering +12, Linguisitcs +9

Background skills

Profession(Historian) +10, Knowledge History +10, Knowledge Geography +10, Knowledge Nobility +10

White Hair (Su)

At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action* without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.

At 4th level and every four levels thereafter, a white-haired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.

The hair cannot be sundered or attacked as a separate creature.

In addition, a white-haired witch further improves her ability to control her hair as she progresses in level, gaining the following abilities:

Constrict (Ex): At 2nd level, when the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a swift action*, dealing damage equal to that of its attack.

Trip (Ex): At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a swift action*.

Pull (Ex): At 6th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a swift action*.

This ability replaces hex.

Languages Common, Elven, Draconic, Auran, Gnome, Sylvan, Aklo

Traits Magical Lineage (Frostbite), Warrior of the Old

Gear: Lesser rod of extend(metamagic), 1 pearl of power, Boots of the Earth, Backpack, Amulet of Mighty fists, belt of dex +2, 200 ft hemp rope, (3) torches, Flint and Steel, Signal whistle, Waterskin, String, Flint and Steel, Signal whistle, Waterskin, String, Journal Book, Ink, Ink Pen, Chalk (5), 2 sacks, 2 Anti Toxin, 1 Anti Plague, 1 Wand of CLW, 5 scrolls remove fear, 2 scrolls comprehend languages,2 Trail rations, 2 potions enlarge person Travellers any tool, Grappling hook, Cloak of resistance +1

Ki powers - Truestrike, and Barkskin.

BACKGROUND:

write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

1)Kashuya was born on Arionus. She trained in a monastery which is compulsory military service for all able bodied elves.
2)The masters had a problem training her as her naturalfighting style was like none they had ever seen. She used her swath of immense white hair to fight.
3)She likes book learning a lot. As in she devoured her monasteries book collection.
4)She doesn't like socializing, preferring to have comoany of books.
5)She has wheedled a letter of recommendation from her masters for the Mains archaeological guild on Tyrantias.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.

1)She wants to own the biggest library in the world.
2)She wants to find a way to establish a magical network such that every avid bookworm has a way to share knowledge throughout the islands.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1)She's a secret practitioner of magic. She doesn't want to let anyone know because the monastery calls it cheating.
2)Her patron is the god Irori. She doesn't know it yet.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1)Rikku: She hates him for being the masters favourite. In basically being everything she was not. Where she preferred to be like water, fexible, he followed the more traditional route of strength and power. He used to pick on her until she managed to control her hair to tie him up into a neat bundle,

2)Mains archelogical guild master: She has made a good impression on him on her encyclopedic knowledge on everything and hopes to be getting a job offer from him.

3)Her master:At first irritated with Kashuya for just not being normal, he's come to terms that in order to reach her full potectial, she must be allowed to develop, rather then conform to a mould. She reminds him on the value of innovation over traditional paths.

Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1)She remembers climbing up the 7000 steps up to the top of the monastery(she wasn't allowed to use her wings) -its to build character.

2)The first time she came to Tyrantias, she was shocked at how many people there were. And nervous with the crowd.

3)She enjoys flying, feeling the wind through her hair. Truly she feels most comfortable when flying.


BACKGROUND:

write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

1)Steel Orchid was constructed on Tyrantias in the City of the same name. Her body was Manufactured so long ago there are no records. She inhabits it as the most resent soul. This she knows about herself.
2)She has been at time sold or hired to a number of Nobel houses who wanted the very best teacher, technician and researcher. Being far more sophisticated than a Clockwork automation or war forged she has found much work.
3)She has always been fascinated to know her bodies history, how it came into being, who made it and why?
4)She has a fascination for all things mechanical and scientific often heading off seeking some oddity of clock work construction or old site with mechanical finds to be had.
5)She hate combat, braking things even organics just files wrong to her. She likes to think or talk her way out of a confrontation. But IF there is no means to do such she will fight.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.

1)She would really like to make her bodies creator, the person or persons who made her in other words.
2)She would like to meet others like her, she has not as yet, she may have done so when another soul was in her body but she herself would like to meet someone like herself.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1)She one of a batch, there where 24 made just like her some are still in existence.
2)Her creator was a great mage of old who made her and her sister to aid him in a great project. That project was to make a new Island. How ever it never came to pass, why well some one or think stopped him.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1)The Barron Jomlan Rake II: She spent 7 years teaching him as a child, and he has always been a supporter of her expositions and reserch. His Family is rich from publishing on Tyrantias.

2)Lammy Big-Ears: An old Gnome seller of artifact and other old items found on the Islands. She has a times sold items to him and also purchase items form him. His show is hard to fund in the city of Tyrantias, but those who know can look over his wonderful selection of things.

3)Bireeon Lofar: A half-orc scavenger leader know for looting with prejudiced the mechanics of the Islands for and loot he can get. He cares not for anything than that. Smashing and wreaking all he founds. The Orchid was one of a number who reported him to the authority's 4 years before. He has been locked away from that day till this.

Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1)The Orchid remember the day she woke up, she was in a dark underground lab next to a dead mage. Something he had been working with had gone wrong that was clear. She know things but did not know how or why.

2)Siting with Lammy Big-Ears in his shop trying to work out what some odd dick like device he had acquired that day did. They had pushed bits cast spells shocked it, talk to it even dunked in it beer. Nothing then she has placed it on a whim on Lammy's head. In an instant all his body hair had turned bright blue. Permanently, she and he had fallen around in rolls of chuckles at his new look.

3)working for 3 mouths on a clockwork fountain and then when done, the night they turned it on. It was in the main city and there was 100s there. The image of light and water shooting into the night air and the smiles on faces, music and happiness.


Finished a basic backstory for Akashira.


Alright I got a mythweavers of my idea done. Shouldn't be to hard to shunt it over to an alias should the best of all possible reality's come to pass.

Griff wildly

Tanky was the crunch idea for the character. He is a plant person. A gohran, druid and barbarian. Really natury fellow. 94 hit points and DR3/-


This is what I have so far. Halfling Warlord/Brawler. He was built with teamwork in mind. Warleader + Harder They Fall means he can potentially trip a colossal foe and some Broken Blade maneuvers throw after a trip. So a 3ft nothing halfing could toss a giant on his back and that image amuses me greatly. I am also going to focus on movement and disabling maneuvers and high AC.

Sovereign Court

okay, technology on the Island is somewhere between standard pathfinder and that which is found in the Advanced technology found in the Iron gods. it's more common, but less advanced. alot of the Creatures will be magical in nature rather than technological. all the tec works differently, powered by magic rather than be electricity or alien energies. go ahead and take that feat, but technology of the kind in the Iron gods will likely be super rare.


So I'm thinking of a fairly classic wizard/rogue. Not trying to get them to feed each other, but the two classes do complement each other.

I'll be looking at providing battlefield control and flanking support.


I may have missed it, are you allowing monstrous races? I've always been partial to dopelgangers.

Otherwise I'd join Akashira as one of the last pureblood Azlanti.

Sovereign Court

yes, but be reasonable. anything over 20 RP isn't really allowed, with a few exceptions. if i had a reference to the race i can give it an okay.


I'll stick with a pureblood Azlanti then.

The doppelganger is on d20pfsrd, it would take a few slots on one side of the gestalt.

Did I hear right that you are allowing arcane trickster as a PrC?


DM waz up? wrote:
yes, but be reasonable. anything over 20 RP isn't really allowed, with a few exceptions. if i had a reference to the race i can give it an okay.

Pureblood Azlanti are a human ethnic group. The Runelords and Aroden were/are Azlanti.

They get +2 to all stats instead of a single stat. Everything else is as per standard human.

Azlanti is the polar opposite of min/max - they are good at everything without excelling at any one thing.

Sovereign Court

i said you can prestige class yes


No PrC for me =^^=
I just like the idea of a minotaur (half) that plays the cow-bell. Very well i may add. Butif you make him angry, he beats you to death with it. Causing a different kind of ringing in your ear


Akashira wrote:
DM waz up? wrote:
yes, but be reasonable. anything over 20 RP isn't really allowed, with a few exceptions. if i had a reference to the race i can give it an okay.

Pureblood Azlanti are a human ethnic group. The Runelords and Aroden were/are Azlanti.

They get +2 to all stats instead of a single stat. Everything else is as per standard human.

Azlanti is the polar opposite of min/max - they are good at everything without excelling at any one thing.

You're kidding right? That sounds like a perfect example of min/max. +2 to all stats and all the other human benefits? You do know +2 to all stats is worth 24 RP (6x4) on it's own right?


Zayne Iwatani wrote:
You're kidding right? That sounds like a perfect example of min/max. +2 to all stats and all the other human benefits? You do know +2 to all stats is worth 24 RP (6x4) on it's own right?

Not really the thread to argue, but I'll explain my point of view.

Feel free to disagree/agree as you feel fit, as this is only my humble opinion.

Spoiler:
Min/Max would be a race with the Advanced (4 rp) ability score modifier (which gives +4 to the primary attribute, +2 to two more attributes, and -2 to one attribute. An example would be a barbarian building a race

+4 str +2 dex +2 con -2 cha

Or, in the case of Akashari: goblin - a 10 rp race. A race that grants a higher dexterity on her primary stat at the cost of two stats she does not use. In addition, both her AC and to-hit would increase due to small size, darkvision becomes racial, and she would get a +4 racial mod on stealth - not insignificant for a character with Hide in Plain Sight and maxed stealth. Average damage/hit would remain unchanged, +1 static damage at the cost of moving from a d6 to a d4. As a goblin, Akashari would be better at everything she is designed for at the cost of being not quite as good at secondary skills. I just don't like playing goblins.

Azlanti is ... unfocused: it gives a generic +1 bonus to everything, with no specific bonuses towards anything. The antithesis of min/max: the race has no specific task it is particularly strong at, nor does it have a weakness.


@GM:

DM waz up? wrote:
okay, technology on the Island is somewhere between standard pathfinder and that which is found in the Advanced technology found in the Iron gods. it's more common, but less advanced. alot of the Creatures will be magical in nature rather than technological. all the tec works differently, powered by magic rather than be electricity or alien energies. go ahead and take that feat, but technology of the kind in the Iron gods will likely be super rare.

All good GM, In fact it can work just the same with the new flavor of powered by magic/spirits over electricity/alien energies. Going to use

Magitech:
Some androids possess circuitry infused with magical energies, which allow them to better channel arcane power. Androids with this trait choose a bloodrager or sorcerer bloodline at 1st level and treat their Charisma score as 2 points higher for all bloodrager and sorcerer class abilities (including spellcasting) if they have that bloodline. Androids with both bloodrager and sorcerer class levels gains this benefit for both bloodlines if they have the same bloodline for each class. Additionally, magitech androids gain a +2 racial bonus on Spellcraft checks. This racial trait replaces nanite surge.

Ill alter her background to fix the Magitech stuff. My PC idea is a Magitech fixer for the party. Someone who can understand, mend, brake Magitech as needed when/if we come across it. So I'll flavor her that way :).

On Pureblood Azlanti:

Akashira wrote:
Pureblood Azlanti are a human ethnic group. The Runelords and Aroden were/are Azlanti. They get +2 to all stats instead of a single stat. Everything else is as per standard human.

This is a thread some place here the game designers state Azlanti are often stated wrongly, they only get +2 to all stats, they don't get any other human benefit such as extra feat at 1st level or the extra skill point etc. But I can't find it, this came up in another game on here.

RPG Superstar 2015 Top 32

Would it be alright if my character used middle age stats adjustments? I'm planning on having them be middle aged regardless, but I wanted to double check before I used any of the stat penalties and bonuses from age.


This is Zayne. I am finally done. I hope.


The Steel Orchid is close to done, I have gone for a more Investigator type of now, Feels a better fit.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Revised:

Larigator Bourdeb
Male kasatha magus (kensai) 7/rogue (unchained, counterfeit mage) 7/gestalt 7 (Pathfinder RPG Advanced Class Guide 109, Pathfinder RPG Bestiary 4 174, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, Pathfinder Unchained 20)
LN Medium humanoid (kasatha)
Init +10; Senses Perception +12
--------------------
Defense
--------------------
AC 26, touch 21, flat-footed 15 (+5 armor, +5 Dex, +6 dodge)
hp 42 (7d8+7)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +10, Will +7; +2 trait bonus vs. fear and death effects
Defensive Abilities canny defense +4, danger sense +2, evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 silversheen elven curve blade +12 (1d10+10/18-20)
Ranged light crossbow +10 (1d8/19-20)
Special Attacks arcane pool (+2, 7 points), magus arcana (wand mastery[UM], wand wielder[UM]), sneak attack (unchained) +4d6, spell combat, spellstrike
Magus (Kensai) Spells Prepared (CL 7th; concentration +12)
. . 3rd—haste
. . 2nd—cat's grace, invisibility, mirror image
. . 1st—expeditious retreat, shield, shocking grasp, shocking grasp
. . 0 (at will)—acid splash, detect magic, light, open/close (DC 14)
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 12, Int 18, Wis 14, Cha 10
Base Atk +5; CMB +6; CMD 27
Feats Craft Wand, Craft Wondrous Item, Power Attack, Quick Draw, Weapon Finesse, Weapon Focus (elven curve blade), Weapon Specialization (elven curve blade)
Traits arcane temper, reincarnated
Skills Acrobatics +20 (+27 to jump), Appraise +9, Bluff +10, Climb +5, Craft (painting) +8, Craft (ships) +8, Craft (traps) +8, Craft (woodworking) +8, Diplomacy +4, Disable Device +17, Disguise +4, Escape Artist +15, Fly +9, Heal +9, Intimidate +4, Knowledge (arcana) +14, Knowledge (dungeoneering) +8, Knowledge (local) +12, Knowledge (planes) +8, Linguistics +9, Perception +12, Profession (cook) +6, Profession (fisherman) +6, Profession (sailor) +6, Ride +9, Sense Motive +12, Sleight of Hand +11, Spellcraft +14, Stealth +17, Swim +5, Use Magic Device +10; Racial Modifiers +2 Stealth
Languages Common, Draconic, Dwarven, Elven, Gnoll, Kasatha, Orc, Sphinx
SQ chosen weapon, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, desert runner, desert stride, iaijutsu, magical expertise +3, multi-armed, perfect strike, rogue talents (eldritch conduit, expert leaper), signature wand, wand adept
Combat Gear wand of color spray, wand of detect magic (CL 7th, 50 charges), wand of light (CL 7th, 50 charges), wand of magic missile, wand of shocking grasp; Other Gear +1 mithral chain shirt, +1 silversheen elven curve blade, crossbow bolts (20), light crossbow, belt of incredible dexterity +2, boots of elvenkind, headband of vast intelligence +2, quickfingers gloves[ARG], backpack, belt pouch, flint and steel, ink, inkpen, magus starting spellbook, masterwork thieves' tools, mess kit[UE], spell component pouch, trail rations (5), waterskin, 1,338 gp, 1 cp
--------------------
Special Abilities
--------------------
Arcane Pool +2 (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Elven curve blade) Kensai abilities only function when wielding a weapon of this type.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Eldritch Conduit (Su) As a full-rd action, use 2 potions/wands/scrolls gain effect of one but CL of other.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expert Leaper (Ex) Always running for jumps, add +7 to jump, and can negate more fall distance.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Magical Expertise +3 (Ex) Gain a bonus to find or disable magic traps and use magic device to activate scrolls & wands.
Multi-Armed (Ex) Has one primary and 3 off hands.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Signature Wand (1/day) (Ex) After 1 hr, can choose a wand to draw as a free action and requires no UMD check to activate.
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wand Adept (Ex) Can use Dex instead of Cha for Use Magic Device when activating wands.
Wand Mastery (Su) Apply your INT modifier instead of the minimum ability modifier when using a wand
Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell combat.

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