CorvusRed |
Thanks!
I'll post on the alias tonight after I punch everything into a character generator.
Just double-checking - 15750 gold starting? (I found this number deep in the thread)
edit:
1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (1) + 1 = 2
Armen Corrick |
edit the edits for grammar
Armen Corrick escaped a childhood of poverty by throwing his lot in with a passing mercenary band. He cleaned boots, sharpened swords and ran messages. The band he worked with, the Storm Crows, started as a highly principled band of sell-swords, and he eventually became a full member. Their leader, Cayle, put them forth as true individualists, bowing to "No god, no king, but coin!" Eventually his rhetoric turned violent, and Armen found himself at odds with the man he had idolized.
Cayle was intent on burning a state-sanctioned church in [x country], full of villagers. Armen put a stop to it... with a blade through Cayle's throat. He has since shed himself of that identity. He parades himself as an aging minstrel, (his hair is dyed gray), wandering endlessly and singing for any who will listen.
He is very tall, and very slender. Grey hair and blue eyes, and a ever-present grin. He wears a single large gold coin on a leather cord around his neck, and carries a decorative long sword on his hip -- he cross piece shaped to resemble a crow with the spread wings arcing out from the blade.
He wears a large brimmed hat, a cloak, and comfortable, well-worn boots. He is always whistling or humming to himself, and his gaze never settles for too long.
ARMEN CORRICK CR 5
Male Human Bard 4 Fighter 2
CG Medium Humanoid (Human)
Init +7; Senses Perception +6
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DEFENSE
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AC 19, touch 14, flat-footed 15 (+4 armor, +1 shield, +3 Dex, +1 dodge)
hp 36 (2d10+4d8+6)
Fort +5, Ref +7, Will +4
Defensive Abilities Bravery +1
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OFFENSE
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Spd 30 ft.
Melee +1 Keen Longsword
This ability doubles the threat range of a weapon. Only piercing or slashin +9 (1d8+3/17-20/x2) and
Dagger +7 (1d4+2/19-20/x2) and
Silver Dagger, Masterwork +8 (1d4+1/19-20/x2) and
Unarmed Strike +7 (1d3+2/20/x2) and
Whip +7 (1d3+2/20/x2)
Ranged Shortbow, Comp. (Str +0) +8 (1d6/20/x3)
Special Attacks Bardic Performance (standard action) (13 rounds/da, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 15), Bardic Performance: Inspire Competence +2, Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 4, +7 melee touch, +8 ranged touch):
2 (2/day) Alter Self (DC 15), Blur (DC 15)
1 (4/day) Sleep (DC 14), Comprehend Languages (DC 14), Charm Person (DC 14), Vanish (DC 14)
0 (at will) Daze (DC 13), Light, Prestidigitation (DC 13), Dancing Lights, Ghost Sound (DC 13), Detect Magic
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STATISTICS
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Str 14, Dex 16, Con 12, Int 14, Wis 11, Cha 16
Base Atk +5; CMB +7; CMD 21
Feats Bard Weapon Proficiencies, Dazzling Display: Longsword, Dodge, Improved Initiative, Lingering Performance, Spellsong, Weapon Focus: Longsword
Traits Child of the Streets, Militia Veteran (any town or village): Profession (Soldier)
Skills Acrobatics +6, Bluff +12, Climb +6, Diplomacy +10, Disguise +10, Escape Artist +7, Fly +2, Handle Animal +7, Intimidate +12, Knowledge (Dungeoneering) +4, Knowledge (History) +8, Knowledge (Local) +8, Knowledge (Religion) +8, Perception +6, Perform (Sing) +11, Profession (Soldier) +6, Ride +6, Sense Motive +11, Sleight of Hand +12, Stealth +2, Swim +1, Use Magic Device +7
Languages Common, Draconic, Elven
SQ Bardic Knowledge +2 (Ex), Versatile Singing +11 (Ex), Well Versed (Ex)
Combat Gear +1 Keen Longsword
This ability doubles the threat range of a weapon. Only piercing or slashin, +2 Leather
- Normal -, Arrows (20), Arrows (20), Buckler, Dagger, Shortbow, Comp. (Str +0), Silver Dagger, Masterwork, Whip; Other Gear Bedroll, Disguise kit (10 uses), Handy Haversack (58 @ 28.5 lbs), Ink (1 oz. vial, black), Inkpen, Musical instrument: flute, Paper (sheet) (20), Potion of Blur, Potion of Cure Light Wounds (CL 2), Potion of Mage Armor (CL 2), Powder, Rations, trail (per day) (5), Rope, silk (50 ft.), Spell component pouch, Sunrod (3), Whetstone
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SPECIAL ABILITIES
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Bardic Knowledge +2 (Ex) Add + 2 to all knowledge skill checks.
Bardic Performance (standard action) (13 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bravery +1 (Ex) +1 Will save vs. Fear
Dazzling Display: Longsword Intimidate check to demoralize can affect those within 30' who see you.
Lingering Performance Bardic Performances last 2r after you stop concentrating.
Spellsong Combine spellcasting and bardic performance
Versatile Singing +11 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependant effects.
Arknight |
I'm throwing my hat in. :)
I'm thinking mostly straight Rogue, but wanted to know if Firearms (and Gunslinger) are available? If so, was thinking of a character who grew up on the streets and was taken in by a smith who specialized in Gunsmithing and that's where he picked up a bit about it himself..
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (5, 4) + 6 = 15
GM DSP |
Armen, you're in! Head over to the gamplay thread. Go ahead and walk into the dragoons' apartments. Think of it like D'Artangan walking into musketeer headquarters for the first time. You've heard stories that the fabled dragoons have been recalled into action.
At your entrance, describe your appearance and how you react to meeting these heroes. then jump right into the roleplay.
Shaezon Silverfall |
Shaezon Silverfall Version 1
Str 10, Dex16, Con 12, Int 19, Wis 14, Cha 13
Offensive
BAB +2
Fort+3(+1 Base+1 Con+1 Cloak)
Ref+5(+1 Base+3 Dex+1 Cloak)
Wil+7 (+4 Base+2 Wis+1 Cloak)(+2 vs enchant)
Defensive
+1 CL teleportation spells
Memorized
0
- Detect Magic
- Mage Hand
- Dancing Lights
- Disrupt Undead
1
- Mage Armor
-
-
B-
2
-
-
B-
(2+4int)X4=24+4 Class = 28
Appraise+8 (1 Rank+ 4 Int +3 skill)
Craft Alchemy+8 (1 Rank+ 4 Int +3 skill)
Fly+0 (0 Rank+ 3 Dex +3 skill)
Intimidate+8 (3 Rank+ 1Cha +3 skill+1 Trait)
Know Arcana+8 (1 Rank+ 4 Int +3 skill)
Know Dungeon+8 (1 Rank+ 4 Int +3 skill)
Know Engineer+8 (1 Rank+ 4 Int +3 skill)
Know Geography+8 (1 Rank+ 4 Int +3 skill)
Know History+8 (1 Rank+ 4 Int +3 skill)
Know local+8 (1 Rank+ 4 Int +3 skill)
Know Nature+9 (1 Rank+ 4 Int +3 skill +1 Trait)
Know Nobility+8 (1 Rank+ 4 Int +3 skill)
Know Planes+8 (1 Rank+ 4 Int +3 skill)
Know Religion+8 (1 Rank+ 4 Int +3 skill)
Linguistics+11 (4 Rank+ 4 Int +3 skill)
Perception+8 (4 Rank+ 2 Wis+2 Race)
Spellcraft+ 14 (4 Rank+ 4 Int +3 skill+3 SF)(+2 when crafting)(+1 teleportation)
Survival +6 (1 Rank+ 2 Wis +3 skill)(+2 find food/water)
UMD+0 (0 Rank+ 1Cha)
Handy Haversac (2000)
Cloak resist +1 (500)
Pathfinder pouch (1000)
Continual Flame Stone (50)
Rapier (20), Dagger (1) Longbow(100)
Quiver, extra arrows,
Spellbook(in pathfinder pouch),
Pack-Paper, Chalk, rope, Arcane Locked MW Manacles (DC45)
Loot
G- 10
Scribing costs by level0-5 gp,1-10 gp,2-40 gp,3-90 gp,4-160 gp,5-250 gp,6-360 gp,7-490 gp,8-640 gp,9-810 gp
0-All
1-Mage armor, Shield, Magic Missile, Crafters Fortune, Endure Elements, Expedious Retreat, Enlarge person,Feather Fall, Grease, Floating Disk, Hydraulic Push, Infernal Healing, Jump, Magic Aura, Mount, Protection from Evil, Ray of Enfeblement, Shocling Grasp, Silent Image, Touch of the Sea, Truestrike, Unseen Servant, Vanish
2-Arcane Lock, Bears Endurance, Burning Gaze, Cats Grace, Continual Flame, Create Treasure Map, Darkvision, False Life, Fire Breath, Fog Cloud, Fox's Cunning, Ghoul Touch, glide, Glitterdust, Gust of Wind, Invisiblity, Knock, Levitate, Magic Mouth, Make Whole, Mirror Image, Protection from Arrows, Retrieve Item, Rope Trick, Scorching Ray, See Invisiblity, Shatter, Slip Stream, Spider Climb, Summon Monster 2, Web, WIspering Wind,
Arcane bond (Ring)
Cantrip
Scribe Scroll
School focus Universal (Arcannamiriom crafter See below)
1- Skill Focus Spellcraft (to represent the crafting focus)
3-
A.C.- Craft Wondrous Item. (+2 to skill checks.)
Arcannamiriom crafter-The most famous magical college of the Inner Sea region, the Arcanamirium of Absalom teaches a broad array of specialties, but its most intensive specialty is no specialization at all. It is one of the primary training academies of universalist magic on Golarion, and the wizards who graduate from the school become well respected, well paid, and highly soughtafter in their homelands. An Arcanamirium crafter is one of the builders of the arcane world, assembling magic items with facility, skill, and power. He is intimately familiar with the craft and practice of imbuing items with arcane power, and works with precision even early in his career to help create some of the most powerful magic items of Golarion.
Associated School: Universalist.
Replacement Power: The following school power replaces the hand of the apprentice power of the universalist school.
Metacharge (Ex); As an Arcanamirium crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item.
Kyonin Gatekeeper (Kyonin) (Elf Regional Trait)
You helped maintain the elf gates and are familiar with the operation of teleportation magic.
Benefit: You gain a +1 trait bonus on Spellcraft checks to identify teleportation magic and a +1 trait bonus to caster level checks when casting teleportation spells. You know the proper commands to operate a particular elf gate (most likely an often used elf gate, but at the GM’s discretion it may be a less popular or out-of-the-way elf gate).
Bully : You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Child of Nature (N) You have been blessed to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.
+2 Dex, +2 Int. -2 Con
Med, 30', Low light vision
+2 vs enchant
+2 Caster level to overcome SR
+2 Percep
Shaezon is a noble born elf of Kyorin. Like nobles of any race those with the strongest personalities tend to find the most reward. Shaezon was never particularily diplomatic, but did find that if he was intimidating he could get his way. This served him well in his younger days at court. When Shaezon's magical talent becme apparent he was apprenticed and sent to the Acadame as fitting one of his stature. This included a stint at the Arcanamirium of Absalom, as a kind of student enchange program. Though his time at Absalom was primarily for diplomatic reasons he did discover his love of crafting and some of the Arcanamirium of Absalom's secrets to the same. Once he reached a certain mastery of the art he found himself called home and "volunteered" by his father to serve as a member of the green watch (elves who patrol the forest surrounding Kyorin). Though initially resentful he grew to like his assignment as he developed a sense of camradery that he was otherwise missing. He matured a lot during this time and learned much of nature of teleportation magic and the elfgates. He even learned the command and conditions to operate one of the gates (or a few at DM discression).
There might be an elfgate in the "new kingdom" that leads back to Kyorin and this is one of the reasons they sent an emisary.