GM Sappy's Old Glories (Inactive)

Game Master Sapiens

Why should the young heroes get all the fun?

The Parchment:

Set thee off from Slumbering Cat
Seeking where the Dead are at
Journey north and east apace
To find Medusa’s iron embrace,
Follow now the Spider Star
Behind the Wall that hides its Face
To our Sad, Abandoned Place
If visit ye the Long Deceased
Find the Will to Feed the Beast
Then Begin where all Men End
Light go out and Breath Suspend
Egress through the Stony Door
After turning Face to Floor
Each Adellan Branch has Room
In its Silent, Musty Tomb
For at least one Careless Soul
Wouldst thou fill that Empty Hole?

Maps and Handouts


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@thunderbeard, Zayne Iwatani: I'm willing to guess that there's a new thread every week on the messageboards about this, we may very well be comparing 3.5 to Pathfinder to 5e.
I said Path of War was not on the kosher list, Zayne wanted to try their luck, so it's very unlikely that I'd pick their character, but I'm giving them the chance to surprise me.

@Loup Blanc: Right. The philosophical notion of min-maxing is somewhat fuzzy. Building capable heroes is a good thing, and I'm not going to argue about getting the best options a class can provide. About dumping stats, that can be a vulnerability (since a little ability damage may knock you out, so it's alright. So I'd say that min-maxing would be:
- Anything that would make you exceedingly good at everything with no weaknesses. Good old 3.5 Conjurer Wizard/Incantatrix, for instance.
- Any build based on doing one thing and one thing only (tripping everything and only tripping everything, as well as "Slumber Hexing everything in my sight").
Other than that, it's alright to be really good at combat and pretty bad at everything else, as it is to be versatile and have a lot of tricks up one's sleeve. I'm leaving it a bit to feeling, but none of the two characters you showed me seem to be going that way.

@dwilhelmi: 1) You can attune yourself with kinetic blasts.
2) Gameplay-wise, it would apply to that too. Fluff-wise, I'm having a bit of a hard time coming up with a reason.
3) VMC is allowed.


Ah, I guess I misread that as the GM actually banning it wholesale and people arguing against it.

Deadly Agility (or other dex-to-damage feats) are going to be min-maxy by nature, but I assume everyone's going to be pulling a few tricks, and I assume that the hope is they don't all wind up on the same character.


Thanks, GM. Like I said, just wanted to make sure.

GM Sappy wrote:
Fluff-wise, I'm having a bit of a hard time coming up with a reason.

Oh, that could be simple enough: They don't like going so fast anymore. "Slow down!" and things like that.

Verdant Wheel

Aha, I was worried about Min-Maxing for a while, until I realised that I was forgoing a feat in order to be able to juggle bastard swords. Still, 30 Str (17 base + 4 ABP + 3 Advancement + 2 Dragon Disciple + 4 Age) miiight be pushing it, though I think that it's justified by the fact that he's been juggling Large bastard swords for the better part of three centuries. He's either going to be built or dead at that point, and I am sacrificing his Will save in a big way.

(Personally speaking, I think level 20 martials who can survive falling from the edge of space _should_ be able to punch your soul in the face, but that's neither here nor there. Not saying it should be in this campaign, just stating an opinion on PoW as a whole. It still doesn't make them good out of combat, so casters still have the whole utility niche.)


Nitro~Nina wrote:
level 20 martials who can survive falling from the edge of space

Well uh people do this too. Maybe just around level 10-15 you learn a thing or two about emergency jumper free-fall training. Fun fact!

The weirdness of AMH/WMH, though, means that Lore Warden fighters can get more skill points/level than any other class (effectively 10+Int, with limitations), if anyone wants to reallllly shoehorn utility where it doesn't belong.


Pathfinder Adventure Path Subscriber

@Path of War: Personaly i had some very mixed experience with PoW in an AP. Even mixed with Psionic classes, the abilities and versatility stood out. I know there´s some fans of that, it does change the game though.
On my part, i didn´t experience that martial/caster thing as hard either. I think this probably really depends on people.

As for min-maxing, my opinion is when you can reliably solo most or harder encounters on your level and/or be a one person army and/or have an answer to nearly anything ingame, aka you don´t need your group or to cooperate with them, then somethings going south.

Even with venerable characters, i think it´s important you can contribute something. It´s Pathfinder after all and a deadly game. What is the use of characters who can´t contribute or do their thing?

Verdant Wheel

thunderbeard wrote:
Nitro~Nina wrote:
level 20 martials who can survive falling from the edge of space

Well uh people do this too. Maybe just around level 10-15 you learn a thing or two about emergency jumper free-fall training. Fun fact!

The weirdness of AMH/WMH, though, means that Lore Warden fighters can get more skill points/level than any other class (effectively 10+Int, with limitations), if anyone wants to reallllly shoehorn utility where it doesn't belong.

I wasn't really meaning in a "they can stick the landing" or "take no damage because of circumstance/luck way. I was meaning the Lvl 20 martial man who can fall, let's say asleep, from the edge of space, onto a flat plane of solid stone, and then wake up on the ground grumbling about a sore back.

Besides that clarification, we probably shouldn't press this line of discourse too much further; 'tis not the place to argue the philosophy and mechanics of PoW; I'm far too invested in the former, and only know the latter in theory at this point.


Well uh... there's not exactly a broken limbs mechanic in pathfinder. Though whether or not that barbarian winds up in a lot of pain depends mostly on how angry he is while falling, which... eh... not sure where I'm going with that...


A little dap to show my interest...I will get to work on something.


Another question - would you allow a Kineticist with VMC Wizard take Craft Staff? Kineticists, by RAW, only have an effective caster level, not an actual caster level, and I don't think VMC gives you a caster level, but thematically it seems like a character that magically-focused should be able to qualify.

My goal here is to have VMC Wizard and take Staff-Like Wand as the 15th level discovery that the VMC grants, but it has a prereq of Craft Staff. I love wands dearly, and would love to be able to use them more effectively.


@dwilhelmi: Yes, I'd say that the VMC allows you to have a caster level for that purpose.

Verdant Wheel

What does an entry entail? I'm working on a story and I realise that I don't actually know what I'm doing. :P Have I to create a character sheet, make a backstory, just put forward the concept..?

Sorry I'm being so dense; sorta first time at any of this.


@Nitro-Nina: Generally, an entry is made of a character sheet, a background and a short section on appearance and personality. An example. You may just submit a background and a concept at first, but come the 20 I'll want the full sheet.

@Zin Z'arin: In the discussion about PoW and powerplaying I lost your idea. How about:

Derailing Thoughts:
Starting in the third round of combat, roll a d% and act according to the following table:
01-40 - Act normally.
41-70 - Act normally, but take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
71-90 - You are staggered for the round.
91-100 - You are dazed for the round.

Also, I have made up a list of the complete characters submitted. I've probably missed someone, if so let me know.

thunderbeard - Lord "Inkwell" Rook
drbuzzard - Duke Vars
Alecak - Paccino
Ouachitonian - Nox Copperscale
Gavmania - Angaton Jax
The Chess(adsapiens) - Harbaestus
Mynas Durendal - Gnar
Jovich - Old Man Zel
Hayato Ken - Zeno
Phylo Pharinx - Zigzalzian
stormraven - Mahb

While I have dots or partial concepts from:
Edgar Lamoreux
EmissaryOfTheNorth
Loup Blanc
Valjoen_KC
zolexa13
Wilhelm Shieldbreaker
TheSilverDreamer
JoshB
Yas392
Twistlok
Whiskey and a Bonesaw
topherhughes
LastNameOnEarth
Ironclad Nomad
Nitro~Nina
DeviousDevious
Zayne Iwatani
Viscount K
Zin Z'Arin
dwilhelmi
00zeRO

Silver Crusade

Please see cleric of asmodeus Nilly Fratz. Still finishing crunch.

Lantern Lodge

4 days till the choice. Looking forwards to the results.


I'm going to withdraw at this point, my apologies. The concept I had for the android isn't quite coming together as I'd hoped, and I'm getting busy with other things as well, meaning I should probably limit what I'm working on and submitting to. This does look like a fantastic and fun game, and I hope all who remain involved have a great time!


Zayne here. Despite my chances, here is what I have. Still need to spend a bit and maybe make some minor tweaks but he is ready for your perusal. Focus is on Defense and Debuff. I think I have stayed true to the spirit of the game here. Crap fort and low HP means he'll go down quick. Slow at 20ft movement speed. And I decided to throw in my disadvantage (Bad Back) free of charge because I think if throws his back out in a fight it would be hilarious. Two questions though.

1) If I understood the "Crunchy Bits" then improved and greater versions of feats are free as long as prereqs are met. Right? This applies to style feats as well.

2) Automatic bonus progression. I have unarmed strikes. Is that +4 or +3/+3. DO I have to have like, an amulet of mighty fists as a focus or just apply the attunement and special abilities to my fists?

I want to say one last thing too.

thunderbeard wrote:
Oh. If we're talking preferences, I'd definitely suggest against PoW for a game like this—it gives too many options for people to completely ignore penalties, since it basically replaces combat with "melee spells"

This is what turned the DM off to PoW it seems. I wanted to clarify that this is not true. Sure, maneuvers are like spells in that they add effects to attacks but there is still an attack. Every offensive maneuver requires a roll so there would be no ignoring the penalties of old age unless I use shenanigans like guided weapon, which I am not. I spent the feats to get weapon finesse and agile maneuvers like everyone else. I even avoided Deadly agility because I wanted him to hit like an old man. A whole 1d8+1.

As an example, Numbing Venom Prana is a maneuver that is applied to an attack or strike. This means I actually have to hit for it to work. It also has a base save of DC 17 fort. Its a seventh level maneuver so the base save is on par with any caster.

Steel Axe Kick does 10d6 extra damage and stuns for 1d4 rounds but I have to hit and it has a save.

My mightiest attack requires three saves but if I can't hit them its useless.

Everyone else has taken a disadvantage to keep their favorite physical stats and so have I.

Verdant Wheel

Sadly, I'm with Loup here. What with prelim exams and such, I really can't commit to a project like this. My apologies.

Plus, I realised that captain juggles over here works better as a character who grows over time, and isn't actually at all attached to being an old guy.


Much though I love the concept and even the character I have been making, I am going to have to duck out too, and become a lurking reader instead. I am struggling to finish the character off and if I am honest I would be taking on too many pbps to keep up to my commitments. Good luck everyone, there are some great ideas there.


I'm still here! This is DeviousDevious' fear character.

I've really, REALLY working hard to come up with a backstory that doesn't require him being a famuously intolerable jerk, but he's mechanically sound now.


They don't call that class dread for nothing. +64 Intimidate. Holy Hell. Can you bypass things that are immune to fear?


Zayne Iwatani wrote:
They don't call that class dread for nothing. +64 Intimidate. Holy Hell. Can you bypass things that are immune to fear?

Yeah, creatures within 10 feet lose their immunity to fear (but NOT to mind-affecting). It's pretty much verbatim the Antipaladin's ability, and they both actually get it at the same level-- third. There's also a 3rd level power that'll remove fear immunity, 'Mind over the Immaterial'.

The strong intimidate is intended to help get the most out of Signature Skill: 'Intimidate', where the goal is to beat the DC by 20...


I'm going to drop Nox out as well. It was fun building, but I think I'd rather work a character up to this level, rather than starting there.


Pathfinder Adventure Path Subscriber

3 days to go. High level play is not for everyone though, needs some work, bookkeeping and rules knowledge.

Grand Lodge

Not in the state for real RP so I am leaving the competition and letting others duke over the spots.


Sorry to see people go, but the submissions are really nice, it will be hard to choose.


Hia! Looks interesting but I might be a bit too late to the party to finish up a submission.
Anyways, my idea is to create a human Incanter with a strong focus the Telekinesis Sphere and the Warp Sphere who is a master of levitating and manipulating everything around him. He also waves around a wand in true wizardy fashion and has has been known to Pin things in space so that he doesnt forget where he put them (Spoilers: he forgets :p)

Beyond that I have the idea of an old git with a lot of brain juice who is starting to go senile and doing increasingly eccentric things like pinning the cat to the roof (dont worry, the maid feeds him!) or animating the toaster to find out what its favorite song is :p

I also need to decide what to spend my 15th lvl feat on... peremenant animate object... anti-gravity control... Darth Vader chokehold... create demiplane... greater teleportation... decisions decisions :)
Sure! Lets just pop on over to Venice for some brekky and coffee today. POP! Wait, what the... where the Efff are we???

Question. The Give Magic Life Advanced talent grants an object the Embodiment of Magic template but I have no idea what that is. Do you?
Or would you be willing to let it make 1 animated object permenant? That way I would be able to have that Animated House fantasy? (and I haveng done the math yet but I dont think that an animated construct could hold a candle to a 15th lvl character, or its enimies)


Zelic Hook wrote:
Zayne Iwatani wrote:
They don't call that class dread for nothing. +64 Intimidate. Holy Hell. Can you bypass things that are immune to fear?

Yeah, creatures within 10 feet lose their immunity to fear (but NOT to mind-affecting). It's pretty much verbatim the Antipaladin's ability, and they both actually get it at the same level-- third. There's also a 3rd level power that'll remove fear immunity, 'Mind over the Immaterial'.

The strong intimidate is intended to help get the most out of Signature Skill: 'Intimidate', where the goal is to beat the DC by 20...

I was scared until I read there was a will save. Otherwise would be insta-win as long as you got close enough.


just a quick checkup as I do this;
My stats are going to be;
Str: 4 (10 base, -6 Age)
Dex: 14 (12 base, -6 Age, +6 drawback, +2 prowess)
Con: 18 (14 base, -6 Age, +6 drawback, +4 prowess)
Int: 29 (16 base, +4 Age, +6 prowess, +3 levels)
Wis: 20 (14 base, +4 Age, +2 prowess)
Cha: 14 (10 base, +4 Age)
With the Slow Reactions and Degraded Memory drawbacks.
Or something to that effect. One problem I might run into is the need for a 1/2 BAB, Str dumped class to take combat feats for his telekinesis abilities and that might change things :p

Question. how does the Degraded Memory affect Spherecasters? I would imagine that they get fewer spell points per day?

Also need to run my Casting Tradition by you. Its going to be mostly Wizardly with a wand focus and a dash of Wild mixed in.
Focus Casting (wand) (He points his wand at things and they DANCE!)
Magical Signs (he affixes furniture to the ceiling. Its obvious SOMETHING is up >_>)
Prepared Caster (again, Wizard.)
Somatic Casting x2 (Wizards dont wear no stinking armor!)
Verbal Casting (he mutters out loud in case he forgets...)
Wild Magic (and then he forgets! ^-^)
Easy Focus (Honestly, I probably need some kind of dual casting to keep up :/)

And this will grant me +1 spell pool per level and the ability to concentrate on spells as a move action (so I can hold something in the air while I do something else).

Is that acceptable?

Oh! Also, can we take Drawbacks/Traits?


@Gobo Horde: About Degraded Memory, you'd love half your class level in spell points (so 7 for a 15-level character). That Incanter looks sweet. Also, you have 2 traits and no drawbacks, and I don't know what that Embodiment of Magic template is. Possibly it's found in one of the other Drop Dead Studios sourcebooks.


(Btw Joseph and Gobo = same person)
-7! spell points in addition to -10 to all knowledge skills for a wizard?
Thats one heckofa drawback, effectively cutting out about 1/3 of my spellcasting and obliterating over half of my class skills, just to gain +6 Dex? :/
Or I could take -15ft move speed... Or a weak liver...

Might you be willing to reconsider the severity of that drawback, especially in comparison to the others? Otherwise I am going to have to take something less awesome as that is far too crippling to be usable.


Joseph Bonkers wrote:

(Btw Joseph and Gobo = same person)

-7! spell points in addition to -10 to all knowledge skills for a wizard?
Thats one heckofa drawback, effectively cutting out about 1/3 of my spellcasting and obliterating over half of my class skills, just to gain +6 Dex? :/
Or I could take -15ft move speed... Or a weak liver...

Might you be willing to reconsider the severity of that drawback, especially in comparison to the others? Otherwise I am going to have to take something less awesome as that is far to crippling to be usable.

You don't need to take the disadvantages if you take the ability score hit. It looks like you're doing both right now. That should help.


I Was going to take the "standard" aging scores and 2 drawbacks, Slow Reactions and Degraded Memory, giving me -6 Str, and +4 to mental stats.
The problem is that Degraded Memory gives you -10 to all Knowledge Skills and -7 Spell Points by itself, compare that to something like Ruined Liver or Slowed Reactions, or really any of the other ones and it is significantly more debilitating. Heck, even being blind gives you significant returns to compensate.
Pity as I think the flavor of the drawback is awesome but I think I will have to pick something else and just act out the feeble-mindedness :(


Page 3 has dementia that the DM cleared (I think) and I made one up called Bad Back (no clarification there from DM).


Don't undersell how DANGEROUS the bad liver one is. Autofailing saves vs poison (aka Ability Damage) and nausea/sickness is terribly debilitating.

Nauseated means you can only take a move action each round. So goodbye casting spells, attacking, or pretty much anything else without specifically preparing for it (which goes against the point of having the drawback in the first place).


@Joseph Bonkers: You're right, my estimate was off, -5 spell points is likely more balanced.

@Zayne Iwatani: I didn't really like Bad Back, mainly because I don't like things going off randomly. L


One suggestion I might make to couple with the bad liver is my house rule on neutralize poison. As it is, you have to make a caster level check against the poison DC. In my games I allow casters to take 20 on this check when it is out of combat.


GM Sappy wrote:

Derailing Thoughts:

Starting in the third round of combat, roll a d% and act according to the following table:
01-40 - Act normally.
41-70 - Act normally, but take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
71-90 - You are staggered for the round.
91-100 - You are dazed for the round.

^This is random.

Also, I don't have a bad back but when ever I get back pain I often can't pinpoint when it happens. It usually follows some kind of physical exertion but I can't tell when or what caused it specifically. Bad Back was a natural amplification of that.


You make a very good point Devious. I retract my earlier scoffing at that drawback :)
It is more situationally dangerous, but when it goes off, it can become lethal rather quickly.

Also I think I will go with the Degraded Memory anyways (and at -5 SP), I think I should be able to create something decent even with it (I get 39-5 SP, more then I thought) and it looks like fun! ^_^

As for my character and his progress, I am realizing that there is a metric TON of goodies in the Telekinesis Sphere alone and I am having a horrendous time whittling away all the good things that I wont be able to take :( Too much of a good thing and all that...
But he is coming along!

As for his Wand, I am thinking of changing it to a Staff as trying to get a wand to work the the build is like trying to shoehorn a boot onto an elephant :P
So instead I want to ask how a Sphere Staff would work with ABP since its a "weapon" that boosts CL. Whats your ruling on it? (PS. I will just buy it, not craft it)

Linky and...

Spoily:
Craft Staff
In many ways, a staff is a caster’s most powerful tool. Like a magic weapon, a staff contains enhancement bonuses, except instead of aiding in the weapons attack and damage rolls, these bonuses increase the user’s caster level.

A staff is a long shaft of wood, metal, or some other hard material that usually measures anywhere from 4 feet to 7 feet long and is 2 inches to 3 inches thick, weighing about 5 pounds. A typical staff also functions as a walking stick, quarterstaff, or cudgel.

Every staff is associated with a base sphere, which the crafter must possess in order to create the staff, either on their own or through another caster. The staff may possess an enhancement bonus ranging from +1 to +5. When wielding a staff and using a sphere ability from the staff’s base sphere, the caster adds the staff’s enhancement bonus as a temporary increase to their caster level for that ability.

This only applies to magic used by the caster herself; this bonus does not apply to wands or other magic items the caster is wielding. Rather than increase the number of undead that can be controlled through the Death sphere or increasing the HD of companions through the Conjuration sphere, these allies instead gain a circumstance bonus to attack rolls and skill checks equal to the staff’s enhancement bonus.

A staff’s base price is equal to its bonus squared x 2,000 gp. To create a staff, a caster must spend materials with a cost equal to its bonus squared x 1,000 gp. A staff’s caster level is equal to 2x its total bonus.

In addition, the following special qualities may be applied to a staff. Each of these special qualities count as additional bonuses for determining the market value of the item, but do not modify caster level. A single staff cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities or magic) higher than +10.

Staves must have at least a +1 enhancement bonus to their base sphere before any special qualities may be added. Staves cannot possess the same special ability more than once unless otherwise noted.

Magic Talent
Benefit: Any caster wielding the staff gains access to a magic talent contained within the staff. If this talent is a (form) Conjuration talent, it may be applied to any companion the caster summons, but no more than one creature at any given time. To contain an advanced talent, a staff needs a minimum caster level equal to that talent’s prerequisite caster level, and must contain all of that talent’s prerequisite talents. A staff may gain this special quality multiple times.

Cost: +2 bonus

Prerequisite: The crafter must have access to the magic talent to be included, either on their own or through another caster. The talent must belong to the staff’s base sphere. A caster wielding the wand counts as possessing that magic talent when meeting the prerequisites for creating other magic items.

Second Sphere
Benefit: The staff provides an enhancement bonus to a sphere other than its base sphere, chosen when this special quality is gained. This benefit may be taken up to 5 times. The effects stack.

Cost: +1 bonus

Prerequisite: The crafter must have access to the sphere to be enhanced, either on their own or through another caster.


Does it use the +4 Weapon Attunement?


@Joseph Bonkers: Holy marshmallows Batman, how many things are there clashing with ABP? I'd say they work with that bonus just as magic weapons do. Then if you're selected and it looks too strong when playing, we'll work something out.


Here is Gabriel Balca, submission for dwilhelmi. In the profile, I included two different stat sheets, one is my natural unbuffed sheet, the other is the sheet that will normally apply, assuming I power up my Force Ward each morning (which I always will) and have Mage Armor up (ditto).

Silver Crusade

@GM Snappy Still here; thanks for the feedback. I think that version of Derailing Thoughts can definitely work, so let's go with it for now. I've got some questions and suggestions, but I want to get the character submission in first. ;)

I submit to you: Jarif Selvaunt

Crunch:

Note: has 60 more skill points to spend from age-based and automatic-bonus-based Intelligence increases. Still have to purchase equipment beyond the minimum armor and weapons necessary to apply automatic bonus progression. I'll be working on finishing this tonight and will post a final revision tomorrow night.

Jarif Selvaunt
Male venerable half-elf investigator 15 (Pathfinder RPG Advanced Class Guide 30)
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +21
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+8 armor, +2 deflection, +4 Dex, +2 natural, +1 shield)
hp 108 (15d8+30)
Fort +12, Ref +18, Will +15; +2 vs. enchantments
Defensive Abilities trap sense +5; Immune sleep, poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 aldori dueling sword +14/+9/+4 (1d8+2/19-20) or
. . +3 aldori dueling sword +14/+9/+4 (1d8+2/19-20) or
. . unarmed strike +15/+10/+5 (1d3-1 nonlethal)
Special Attacks studied combat (+7, 8 rounds), studied strike +6d6
Spell-Like Abilities (CL 15th; concentration +18)
. . 1/day—suggestion (DC 16)
Investigator Extracts Prepared (CL 15th; concentration +23)
--------------------
Statistics
--------------------
Str 8, Dex 19, Con 14, Int 27, Wis 13, Cha 17
Base Atk +11; CMB +10; CMD 26
Feats Bodyguard[APG], Combat Expertise, Combat Reflexes, Deific Obedience, Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Greater Two-weapon Fighting, Improved Two-weapon Fighting, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse
Traits inspired, kin guardian
Skills Acrobatics +17, Appraise +12, Bluff +12, Climb +8, Craft (alchemy) +26 (+41 to create alchemical items), Craft (poison) +12, Diplomacy +16, Disable Device +19, Disguise +7, Escape Artist +13, Heal +5, Intimidate +12, Knowledge (arcana) +21, Knowledge (dungeoneering) +21, Knowledge (engineering) +16, Knowledge (geography) +16, Knowledge (history) +16, Knowledge (local) +21, Knowledge (nature) +21, Knowledge (nobility) +16, Knowledge (planes) +21, Knowledge (religion) +21, Linguistics +12, Lore (fitness) +12, Lore (nutrition) +12, Perception +21, Profession (brewer) +5, Profession (cook) +5, Profession (gardener) +5, Profession (herbalist) +5, Profession (midwife) +5, Sense Motive +10, Sleight of Hand +8, Spellcraft +26, Stealth +17, Use Magic Device +21; Racial Modifiers +2 Perception
Languages Ancient Osiriani, Azlanti, Common, Elven, Osiriani, Sylvan, Thassilonian
SQ alchemy (alchemy crafting +15), arcane training, elf blood, inspiration (1d8+3, 16/day), investigator talents (amazing inspiration[ACG], combat inspiration[ACG], device talent[ACG], effortless aid[ACG], expanded inspiration[ACG], infusion, quick study[ACG], tenacious inspiration[ACG], underworld inspiration[ACG]), keen recollection, poison lore, suggestion 1/day, swift alchemy, trapfinding +7
Other Gear +4 mithral chain shirt, +3 aldori dueling sword[ISWG], +3 aldori dueling sword[ISWG], investigator starting formula book, 118,260 gp
--------------------
Special Abilities
--------------------
Alchemy +15 (Su) +15 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Inspiration (Ex) Applying inspiration to attacks/saves only costs 1 point.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Device Talent (Ex) Use Inspiration with Use Magic Device at no cost.
Effortless Aid (Ex) Can use aid another as a move action, or use 1 inspiration for swift action.
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.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Immunity to Poison You are immune to poison.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Inspiration (+1d8+3, 16/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Quick Study (Ex) Use studied combat as a swift action.
Studied Combat (+7, 8 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +6d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Suggestion 1/day (Sp) 1/day use suggestion as a spell like ability.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Tenacious Inspiration (Ex) When rolling inspiration dice, roll 2x (take high).
Trap Sense +5 (Ex) +5 bonus on reflex saves and AC against traps.
Trapfinding +7 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
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Formula Book
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1st Level: Cure Light Wounds, Enlarge Person, Expeditious Retreat, Heightened Awareness, Long Arm, Monkey Fish, Shield, True Strike
2nd Level: Alter Self, Blur, Focused Scrutiny, Invisibility
3rd Level: Bloodhound, Channel Vigor, Heroism, Paragon Surge
4th Level: Arcane Eye To be replaced as it offsets the Clouded Eyes drawback, Freedom of Movement, Invisibility (Greater), Monstrous Physique II
5th Level: Delayed Consumption, Overland Flight, Sending, Spell Resistance

Disadvantage: Dementia/Derailing Thoughts (offsets -6 to Strength)
Disadvantage: Clouded Eyes (offsets -6 to Dexterity)


Background:

Jarif is a Nirmathas-born and raised Chelaxian. His parents were native-born Chelaxians involved in settlement efforts back when Cheliax controlled that area of Golarion. Due to these family connections, he has the bulk of his adventuring career near Cheliax, often traveling through the area trying to use whatever influence he can muster to undermine the Asmodean/Thrune rule. He's proven to be such a thorn in their side over the years that he has been in hiding for the last two decades, having realized that having enemies with close ties to Hell is life-threatening. He considers himself to be in retirement at this point, though he has been convinced to quietly provide assistance to anti-Thrune activities as recently as The Glorious Reclamation.

On a personal level, Jarif is a strict, fitness-focused vegan. Since shortly after reaching his personal maturity, he has used his able intellect to investigate the topic of physical health. Through rigid data collection and scientific method, he's optimized his eating and exercise to essentially prolong life. Now currently older than the oldest known half-elf, Jarif has lost none of his youthful physical capabilities as his mind has grown stronger and sharper... for the most part. His body has failed him in one minor way, and his mind another--perhaps not so minor--way, both originating in the brain.

Jarif is starting to go blind. Finally reaching a point where his body is unable to keep pace with physical degeneration, his eyes are starting to cloud up, and he no longer can see at distances, even with the assistance of lenses.

More significantly, his mind has started to go. He has started to lose track of facts and people in sometimes disturbing ways, and when he's stressed, he can forget where he is and what he's doing.


Paragon Surge and Automatic Feat Chains:

I wanted to point this out, as it's an interesting interaction. Per your rule that you get Improved/Greater feats for free (as long as you have the base feat and meet the other pre-reqs), Jarif can cast (drink) Paragon Surge to gain the following feat chains for the spell (extract) duration. I don't think this is a bad interaction, but I wanted you to know that it's there before you select my character.

Saving Throws:
Great Fortitude > Improved Great Fortitude
Iron Will > Improved Iron Will
Lightning Reflexes > Improved Lightning Reflexes

Combat Maneuvers:
Improved Dirty Trick > Greater Dirty Trick
Improved Disarm > Greater Disarm
Improved Feint > Greater Feint
Improved Parry > Greater Parry
Improved Reposition > Greater Reposition
Improved Steal > Greater Steal
Improved Trip > Greater Trip

Other:
Blind Fight > Improved Blind Fight > Greater Blind Fight
Improved Shield Bash > Greater Shield Bash
Vital Strike > Improved Vital Strike
Second Chance > Improved Second Chance


Thoughts on Dementia/Derailing Thoughts:

I hope you're open to discussing these kinds of house-rules. I find it fun to work out these mechanics. If I'm off-base, I can work with whatever you like. But these are my humble thoughts on the drawback.

I'm thinking that there should be both in and out of combat effects, but maybe they aren't so frequent. So, a significantly lower percentage for the effect, but still enough to make it happen most sessions. 5% seems good for this, but we can discuss.

Combat
At the start of combat, % chance that the character loses track of where they are, losing their standard action during the 1st round as they regain their bearings. The character is still able to take a move action that doesn't involve an attack.

Out-of-Combat
When attempting to perform a signature skill or skill-like class ability (determined at the start of play by the GM with player assistance), % chance that the character's mind blanks and they just can't recall how to perform that action. Lose the action; depending on type, may or may not be able to retry.
For Jarif, as an investigator, I see this being Knowledge rolls. For a wizard/sorcerer, it might be Spellcraft and Know (arcana). For a bard, social skills or Knowledge rolls. For a druid, wild empathy. Etc.

Traits
Traits can be used as inspiration to provide relief and/or an advantage from the Dementia
Kin Guardian with Dementia: Every time uses Aid Another for defense, % chance that he imagines the ally is family, so gains the bonus
Inspired: can’t be affected by dementia if using Inspired on a skill/ability check

Lantern Lodge

1 more day to go for submissions


Pathfinder Adventure Path Subscriber

Good number of very weird characters now with a lot of weird 3PP stuff.
Will be interesting!


About the third-party stuff: I'd like my character to be picked only if the other characters on the party are not using any third-party weird thing. Just a matter of preference, please don't take personally - I respect the people designing and playing these. I'd just rather keep Harbaestus in a party of "full-Paizo"-like thingamagigs like him ;)

Lantern Lodge

i don't look at 3rd party stuff myself and not of it seems a bit much to me but like Harbaestus its a preference.


Cue the band because it's the final countdown...


Zelic has been characterized as the "I'm afraid to die, so I'll scare Death away" guy. He wants to get more done in his life, so he's not ready to stop, failing body be damned.


Best to start training.

"Get off my lawn!!!!"
"Get off my lawn!!!!"
"Get off my lawn!!!!"
"Get off my lawn!!!!"
"Get off my lawn!!!!"


This still up cause if so im interested.

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