Red Hand of Doom [E6] (Inactive)

Game Master Aldizog

Invasion Plan map
Combat Maps


101 to 150 of 168 << first < prev | 1 | 2 | 3 | 4 | next > last >>

It could be a possible epic feat to have your animal companion get its 7th-level advancement.


Potentially very odd question - so sorry in advance. :)

Would you allow a Blink Dog PC?. I love the idea and I think I can build the fluff in. I assume it would be 3 of the 6 class levels, so kinda ruins a full caster build but thought I'd ask!


Nikolaus de'Shade wrote:

Potentially very odd question - so sorry in advance. :)

Would you allow a Blink Dog PC?. I love the idea and I think I can build the fluff in. I assume it would be 3 of the 6 class levels, so kinda ruins a full caster build but thought I'd ask!

Sorry, not for this game.


How do you feel about Gillmen?

I have an idea gelling for a gillman sorcerer with the Elemental (water) bloodline.

Alternatively I could recycle Sir Bleeparolo The Deft, a gnome nature oracle. He was in a Crypt of the Everflame game that died.


Pathfinder Adventure Path Subscriber

This is my submission:

Sajin Sunspark:

Male gnome oracle 5 (Pathfinder RPG Advanced Player's Guide 42)
CG Small humanoid (gnome)
Init +6; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 16 (+5 armor, +5 Dex, +1 size)
hp 60 (5d8+20)
Fort +6, Ref +7, Will +4 (+6 bonus vs. mind-affecting effects); +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +6 (1d3+2/19-20) or
. . flame blade +6 (1d8+2 fire) or
. . mwk scimitar +7 (1d4+2/18-20)
Special Attacks hatred
Spell-Like Abilities (CL 5th; concentration +10)
. . 1/day—dancing lights, ghost sound (DC 16), know direction, longstrider, prestidigitation, purify food and drink (DC 15), sign of the dawnflower, speak with animals
Oracle Spells Known (CL 5th; concentration +10)
. . 2nd (5/day)—burst of radiance (DC 17), cure moderate wounds, flame blade, pilfering hand[UC], tongues
. . 1st (8/day)—cure light wounds, divine favor, identify, liberating command[UC], protection from evil, recharge innate magic[ARG], sanctuary (DC 16)
. . 0 (at will)—create water, detect magic, light, mending, read magic, stabilize
. . Mystery Lore
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 18, Int 13, Wis 8, Cha 20
Base Atk +3; CMB +4; CMD 16
Feats Extend Spell, Flame Blade Dervish, Improved Initiative, Steadfast Personality[ACG]
Traits fast-talker, highlander (hills or mountains)
Skills Acrobatics +10, Appraise +5, Bluff +10, Diplomacy +10, Heal +3, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +7, Sense Motive +3, Spellcraft +5, Stealth +17 (+19 in hilly or rocky areas), Use Magic Device +10; Racial Modifiers highlander (hills or mountains)
Languages Common, Gnome, Goblin, Sylvan
SQ fey magic, gnome magic, oracle's curse (reclusive), revelations (lore keeper, sidestep secret)
Combat Gear wand of flame blade (50 charges); Other Gear +1 mithral chain shirt, dagger, mwk scimitar, cloak of resistance +1, headband of alluring charisma +2, bandolier[UE], bedroll, blanket[APG], flint and steel, hip flask[UE], masterwork backpack[APG], poncho[UE], scroll case, shinobi shozoku, silk rope (50 ft.), waterproof bag[UE], 717 gp, 9 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fey Magic (Favored Terrain [Forest]) Gain spell-like abilities in selected terrain.
Flame Blade Dervish With flame blade, +10 speed, +4 acrobatics, add Cha mod to dam and ignore some fire resist.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Reclusive Allies must succed with melee touch attack to affect you with touch spells, and must attempt save vs. all spells not cast by you.
--------------------
Sajin is a well traveled gnome who followed his curiosity and wanderlust. Especially found of lore of all kinds, he gathered all knowledge he could on his way, heeding his inner call to light and sunfire. Eventually he recognized his divine powers might be granted by Sarenrae, but it´s not quite sure. Nonetheless he often spreads her word and even learned to cast and wield a flame blade, a sign of her dervishes.
Visions of an impending doom lead him back to his birthplace Elsir Vale, where he hopes to be reunited with old friends and acquaintances as well as to meet his parents again.


I'm glad you're going with a long recruitment. Writing a backstory that feels thorough enough for a 5th level character - probably one of the most powerful people in the world - is taking awhile to fit together right.

I will try to keep it brief.


Pathfinder Adventure Path Subscriber

I´ll be taking some time to work on that backstory as well, 5th level characters indeed should have a bit more than first level characters.
I´m more a fan of working on the personality etc. than on a long story which most likely will never influence actual gameplay. I believe some white spots in the story with some anchor points are best to give GMs some room to work.

Silver Crusade

I have an idea for a character. But I have no idea if your reaction would be "Great, that kind of control is exactly what we need", "Man, that seems underpowered" or "Wow, that is too overpowered".

Lots of flavour to go with the following. Mechanically, its big gun (obtained at level 6) is going to be Ice Storm with the Rime Metamagic feat.

Witch with the Winter Patron gives me Ice Storm at level 6. Magical lineage lets me reduce meta magic cost.

The character pays a moderate amount for this. Trait and a really sucky Patron. And, of course, largely shut down by Cold resistance 10


GM Zelligar wrote:


Races: Core preferred. Planetouched races might be considered (but no variant heritages for Aasimar or Tieflings).

While the Core races are preferred, you are free to use the alternate racial traits from APG and ISR. For example, since the human bonus feat looks less appealing in E6, anyone looking to play a human might consider Dual Talent or Awareness. Or not; the early advantage in feats will matter for a great deal of real time.

I don't need super-long or detailed backstories. A paragraph or two could be sufficient; if they became a great hero battling demons in the Worldwound, we don't need to know every detail. Personalities are more important. But if you have a very unusual combination of traits, archetypes, or classes, it is nice to see some attention to how this came to be. And if you want to write a longer background, feel free.

The caster-oriented Epic feats in the P6 Codex generally require level 6 in the casting class. I am unlikely to change this. If you want to be an Epic caster (capable of certain 4th-level spells) then you have to be fully devoted to being a caster.

Wizards and clerics will have a way to gain their 8th-level abilities, though some will be changed. For example, since Dimension Door doesn't exist, the Travel domain 8th-level ability is altered (likewise for the Conjurer and Arcanist abilities - they require line of sight and line of effect).

No on the early access to Ice Storm -- and most other spells that are normally 4th level for wizard/cleric/druid (taking the lowest). Whether through bloodline, patron, domain, feat, or some other means. I'd be happy to come up with replacements for any 4th-level spells granted early. The only exception I can think of would be Ultimate Mercy. In general, I'd rather not see anything that looks like an attempt to circumvent the 6th-level cap. So, yeah, too OP.

Silver Crusade

GM Zelligar wrote:

[

The caster-oriented Epic feats in the P6 Codex generally require level 6 in the casting class. I am unlikely to change this. If you want to be an Epic caster (capable of certain 4th-level spells) then you have to be fully devoted to being a caster.

Last question (probably :-))

1) I presume that epic casting feats are available to non Core casters. Eg, Witches are treated as wizards, Shamans as clerics, etc.


pauljathome wrote:


1) I presume that epic casting feats are available to non Core casters. Eg, Witches are treated as wizards, Shamans as clerics, etc.

Correct.

However, I am not using Shamans. I've seen some things on these forums that make me leery of them. (Also no Summoners.)
GM Zelligar wrote:


Classes: Of the full casters: Cleric, Druid, Sorcerer, Wizard, Oracle, Witch, Arcanist.

Silver Crusade

Well, that stops my dithering on whether to play a witch or a shaman doesn't it :-) :-) :-).


Submissions so far:
Morgrym the Joyous, Dwarven Ecclesitheurge 4 / Hungry Ghost Monk 1 (needs a few more details)
Sajin Sunspark, Gnome Flame Oracle 5
Sir Bleeparolo the Deft, Gnome Nature Oracle 5 (would need updating)

Considering:
pauljathome - witch
Lazyclownfish - ?
Nikolaus de'Shade - ?


My character is a Forlorn Elf Ley Line Guardian Witch who had relatively humble beginnings as a surgeon but when he couldn't save his own child, bargained for power from a mysterious patron.

There's a dark turn and a sort-of return to the light. I'm hoping to get it organized today, but we'll see.


It's annoying that I have no love for the core races right now... I've got an 'Impossible Bloodline' Android Sage Sorceror who would love a go but thats far too wierd methinks!

I will consider further. Would a full fighter type be of use? I only see one full BAB member in the party so that looks like the party could benefit there too?

P.S - more questions... would a Kineticist be allowed a second element/bonus wild talent as a 7th level capstone, i.e. the same class option they'd get at 7?


Nikolaus de'Shade wrote:
It's annoying that I have no love for the core races right now...

I admit I am also pretty tired of the classic core races.

But I do like Gnomes sometimes because you can make some screwball ideas.

Sir Bleeparolo is intended to be a bit nutty. His father used to tell stories of the "Knights of the Black Bough" who were a lot like the Knights of the Round Table, except that they were gnomes. So even though these knights are mostly fictional, Sir Bleeparolo has decided that he intends to be such a knight. His nickname is "the Deft" because of a comically low DEX.

He is a melee oracle and uses a mounted charge with a lance whenever possible. He spams divine favor for combats.

I have mixed feelings about playing him in an E6 game, since he will only ever gain 1 level.

GM Zelligar wrote:

Submissions so far:

...
Sir Bleeparolo the Deft, Gnome Nature Oracle 5 (would need updating)

BTW GM: I'm guessing from this that you didn't like the gillman sorcerer idea?


A couple more questions about E6:

GM Zelligar wrote:

Ability Scores: Choose one of the following sets before applying bonuses and penalties.

17/16/14/13/10/8
16/16/15/14/13/8
16/16/15/12/13/10

I note all these arrays have two scores that are an odd number. But you only ever get one stat bump (at 4th level), in E6. Is that right? Or is there some what to buy more bumps with XP later on?

And you never get more skill ranks after you hit 6th?


Would it be reasonable for my character to have a heavy wagon that he travels around with? I'd deduct the cost of everything from WBL, of course.


I am not using anything from Occult Adventures.

A wagon is possible, I guess. There are certainly some dungeons but also a lot of overland travel.

Races are Core (preferred) or Aasimar or Tiefling (both standard heritage only).

The stat arrays do indeed have two odd numbers. Odd stats have benefits such as qualifying for feats.

There are Epic feats to gain more skill points, and of course the Cunning feat.


Here is Chobo's submission Thom Oaktall a Druid (Tempest) vmc Cleric. Tempest gives him some control and blast abilities while vmc cleric allows him to cast healing spells spontaneously giving him greater versatility in his spell selection. All the information below is also in his alias (plus some detailing alt racial and class abilities gained). Anyway good luck with your recruitment!

Appearance:

As his name implies Thom Oaktall is a giant and massive man standing a full head over six feet, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs. His skin is ruddy from constant exposure to the elements and is covered in hair that accentuates the hard, dangerous lines of his body. Although he is a big man, Thom moves with the grace of a large cat and has the benevolent gaze of a kindly grandfather. He has clear blue eyes which are set below a low and broad brow. His happy, bemused, almost simpleton like face is that of a man at peace with himself and the word. His cheerful face is framed by thick, unruly, shoulder length light brown hair, going grey in places, with an equally wild beard the same color. Thom has a loud booming voice and equally booming laugh. No matter the weather he is usually clad in furs and hides with a spear and club close at hand.

Personality:

Thom is at heart a product of the woods and Druidic training, trying to keep the natural order intact. However there is more to Thom then meets the eye. He is open and inquisitive as well as a lover of debate and is quick to laugh at himself and others. He is a fun loving, free spirit, quick of tongue and wit which often lands him in trouble. If given the choice the big bear of a man would rather be sitting in the shade smoking his pipe or around a camp fire with friends singing loud and off key. He finds it amusing to give advice in riddles, aphorisms, and metaphors with nature like themes.

Backstory:

Thanks to the Goblinoid Wars the untamed wilds between Cheliax and Isger are hard and unforgiving lands that have produced hard and self-reliant people. Thom is one such product, a Druid and warden of these lands.

Some Druids look inward for strength taking solace in the predictability of nature’s cycles. While others look to the forests and its beasts for spiritual guidance. Still others spend lifetimes travelling outside their forest glades trying to preserve nature’s balance by destroying its enemies. Thom’s life was shaped by all of these beliefs in one way or another.

In the rolling hills of the verdant wilderness between Isger and Cheliax Thom’s family owned a prosperous tobacco farm about a day’s walk from the Witch Wood. The family felt blessed, the soil was rich and with hard-work the family’s future abounded with many prospects. Unfortunately, the continued conflicts with the goblinoids of the wood prevented the farm from reaching its potential. On many occasions the hostilities forced the family to abandon their home and burn the season’s crops as they withdrew.

This pattern continued, raid, retreat, return and replant for most of Thom’s young life. Each time the family rebuilt with steadfast determination and hope for the future. That all changed when a large band of hobgoblins struck with less warning than usual and caught the family unawares. Thom’s entire family was slaughtered and he barely escaped with his life. Thom claims that he was led to safety by following the whispering winds through the enemy lines. Those who believed this account see it as a sign that Thom was favored by Gozreh.

Escaping the goblinoids was hard but surviving on his own in the wilderness was nearly impossible. Thom wandered the unwelcoming woods for days, tired, and hungry, eventually he was overcome with fatigue and he passed out. The boy awoke hours later and was lying on the ground, cold and shivering, looking up at a canopy of leaves, tall dark trees loomed over him, just a wisp of cloud peeking through and the barest sliver of the moon casting a fragment of light down upon his face when he heard the voice of the doe call him to wakefulness. Of course this was no ordinary doe it was a Cerynitis named Breeze. With Breeze’s help Thom survived and learned to the ways of the natural world. Over the next seven years the Cerynitis remained at Thom's side with a caring voice, offering him courtesy, and compliments as well as encouragement when needed. Eventually, Breeze taught him how to petition Gozreh and the forces of nature for power. With the help of the Cerynitis, Breeze, the sprouting seed of resentment over his family's slaughter was uprooted and replaced with a love of nature and cooperation, building upon the foundation of self-respect laid by his parents.

Eventually Thom struck out on his own, to watch over a portion of the witch wood and the scattered settlements. He begun spending more time among his own kind and waged a silent war against the goblinoids of the woods. Over the years Thom’s outgoing and gregarious nature, as well as his reputation as cunning warrior has helped him earn the respect in the surrounding communities although he was always will always be an outsider. He is known as fierce enemy of goblinoids and has been a defender of nature and the local communities from those that threaten them.

To that end, he traveled from his small grove, seeking protect the land from the depredation of goblinkind. And so he found himself traveling to the village of Drellin's Ferry to see if the rumors of heroes in the land were true.


Crunch:

Human Druid (Tempest) vmc Cleric – Thom Oaktall
Age 33; Height 6' 5"; Weight 220 lbs
NG Medium humanoid (human)
Init +2; Senses Perception +11

DEFENSE
AC 20, touch 14, flat-footed 17 (+4 armor, +2 shield, +3 Dex, +1 deflection)
Hit Points 65
Fort +7, Ref +4, Will +7

OFFENSE
Speed 30 ft. (20 ft in armor)
Melee Short Spear +7 (1d6+4/x2), or Club +7 (1d6+4/x2),
Ranged Sling +6 (1d4+4/x2) 50 ft, or Short Spear +6 (1d6+4/x2) 20 ft
Spells Prepared (CL 1st; concentration +8)
0 (4 /day, DC 13) — Create Water, Detect magic, Light, Read Magic
1st (4 /day, DC 14) — Shilleagh, Shillelagh, Frost Bite, Frost Bite Domain spell Obscuring Mists
2nd (3 /day, DC 15) — Barkskin, Bulls Strength, Resist Energy Domain spell Fog Cloud
3rd (2 /day, DC 16) — Greater Magic Fang, Sleet Storm Domain spell Call lighting

STATISTICS
Str 18, Dex 16, Con 16, Int 13, Wis 16, Cha 8
Base Atk +3 CMB +7; CMD 20
Feats (1) – Toughness (1st Level), Natural Spell(5th level)
Traits Outcasts intuition [magic], Ease of faith [faith]
Skills(ACP-2)(4/level + 1 int) – Climb +8 (1 rank), Diplomacy +8 (5 rank) Fly +8 (2 rank), K(Geography) +6 (2 rank), K(Nature) +9 (5 rank), Perception +11 (5 rank),Sense Motive +9 (2 rank), Survival +8 (2 Rank), Swim +8 (1 rank)

FCB – Level 1 – 1HP, Level 2 – 1HP, Level 3 – 1HP, Level 4 – 1HP, Level 5 – 1HP,
Languages(1) Common, druidic, sylvan
SQ Spells, Spontaneous Domain Casting, Orisons, Natures Bond [Storms], Storm Burst (6x/day), Domain Spells, Nature Sense, Wild Empathy, Windwalker, Storm voice, Eyes of the storm, Wildshape (2x/day), Spontaneous Casting [Cleric], Speak with animals (8x/day), Electricity Resistance 5

Combat Gear – Hide Armor [MW] (25lbs, 175 gp), Shield, Heavy Wooden [MW, Darkwood (10 lbs, 237 gp)Dagger (1 lbs, 2 gp), Sling (-), Sling Bullets 20 (10lbs, 2 sp), Club (1 lbs, -), Short Spear (3 lbs, 1 gp)
Other Gear Belt Pouch (1/2 lbs, 1 gp), Flint and Steel (-, 1 gp), Spell Component Pouch (2 lbs, 5 gp), Backpack (2 lbs , 2 gp), Bed roll (5 lbs, 1 sp), Blanket (3 lbs, 5 sp), Hemp Rope 100' ( 10 lbs, 1 gp), Case, Scroll (1/2 lbs, 1 gp)
Magic Items and treasure
Ring of Feather Falling (2,200 gp), Ring of Protection +1 (2,000 gp), Wand Cure light Wounds [50 charges] (750 gp), Druids Vestments (3,750 gp), Pearl of power [1st level] (1,000 gp)
GP: 3; SP: 2; CP: 0

Light Load 100 Medium Load 200 Heavy Load 300
Total Carried 78 lbs


Any opinion on age categories? I have a character I'd like to brush off for this - an elderly halfling. Should I use age categories for this, or just write it into the fluff?


Hmmm... You can use the modifiers for middle age in an Old character, and have a halfling who is unusually hale and hearty for their age (perhaps long exposure to a magic ring?).

If you really want to do the full Old modifiers you can, but they may make your character too fragile to survive. Venerable is a definite no.


Here is my submission.

Garash Dyal is an invoker Witch from Jalmeray. He is a good battlefield controller and a passable fighter in his own right.

Note - If bits of this seem overpowered (or underpowered for that matter) please let me know. I can adjust :-).

Background:

Garash grew up in a lower class family in Nishwan. It was obvious from an early age that Garash was brilliant and fated for more than the life of a merchant. Fortunately for him his parents recognized this and managed to get him enrolled in a school dedicated to Irori.

There he mostly thrived. He absorbed knowledge like a sponge. Or, at least, he absorbed knowledge that HE wanted to learn. He found the whole martial arts philosophy fairly silly and boring.

He was proud of his knowledge, often using it together with his undoubted intellect to put others in their place. It never occurred to him that his knowledge was book knowledge and that he lacked the wisdom that could come from experience.

Until one day when he made a great fool of himself. He got into a discussion with the gardener for the monastery, an unlettered man. His books had told him one thing, the gardener something else. A bet was made.

He lost.

From that point, he realized that there were limits to what could be found in books. True knowledge also required experience. One needed to do things, to read books, and learn from others in order to be a true and proper scholar.

From that point he often snuck out of the school to go to local taverns and tea houses. There, he sat quietly and listened to others talk. Variant Multiclass Bard

One day changed his life forever. He was sent to a nearby village on an errand. On the way there through the jungle he heard the crying of an animal in some distress. Going to investigate he found a young Rhamphorhynchus calling in pain, trapped by a snare. As he touched it in order to free it he suddenly found himself in a trance, somehow communicating with something. He was offered power and knowledge in exchange for doing a service when required. A service that would not go against the interests of Irori. Obviously, he agreed.

He very rapidly acquired the basic powers of a witch. He is able to invoke aspects of his patron and, sometimes, his patron communicates its desires to him explicitly. More often, he just gets vague feelings on where he is to go or on what he should do. Or, at least, interprets vague feelings as in fact coming from his patron.

Since then, he has been wandering the world. He doesn't mind as this has allowed him to acquire both knowledge and experience. So far, he has never felt a desire to do anything that he would find untoward.

He really isn't sure why (or even if) his patron wanted him to come to the Elsir Vale but he is here now. Presumably, some opportunity or other will arise that will show him why he is here.

Personality:

A fervant follower of Irori he views himself as a scholar. He has no tolerance for people of lower intellect who challenge his intellectual might. When aroused, he can be quite the intellectual bully.

That said, he can also be a very good companion to most. He respects skills other than knowledge and magic, he is brave and loyal to his friends, and while generally quiet he is also genuinely interested in others.

He is a little uncomfortable in serving two masters. He hopes that the two are, in fact, one. Or at least allied. But so far he knows no more about his patron than he did when he first met Kinal.

Appearance:

Of obviously Vudran ancestry Garash generally dresses in an inconspicuous manner with his familiar usually concealed under his cloak.

He is beardless, has a dark complexion and dark brown eyes. Despite the icon he has a moustache.

Stats:

Garash Dyal
Male human (Vudrani) witch (invoker) 5/bard* (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Ultimate Magic 83)
LN Medium humanoid (human)
Init +6; Senses Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 shield)
hp 50 (5d6+20)
Fort +4, Ref +3, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4/19-20) or
. . hair +8 (1d3+9)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks hexes (cackle[APG], evil eye[APG], flight[APG], misfortune[APG], prehensile hair[UM])
Witch Spell-Like Abilities (CL 5th; concentration +11)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch (invoker) Spells Prepared (CL 5th; concentration +11)
. . 3rd—dispel magic, stinking cloud (DC 19)
. . 2nd—euphoric cloud[ACG] (DC 18), glitterdust (DC 18), web (DC 18), web (DC 18)
. . 1st—frostbite[UM], frostbite[UM], frostbite[UM], reduce person (DC 17), snowball[UW]
. . 0 (at will)—detect magic, light, stabilize, touch of fatigue (DC 16)
. . Patron Agility
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 16, Int 22, Wis 13, Cha 8
Base Atk +2; CMB +2; CMD 14
Feats Extra Hex[APG], Extra Hex[APG], Extra Hex[APG]
Traits bruising intellect, child of the temple
Skills Acrobatics -1 (-5 to jump), Fly +7, Heal +7, Intimidate +14, Knowledge (arcana) +16, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +12, Knowledge (local) +9, Knowledge (nature) +14, Knowledge (nobility) +10, Knowledge (planes) +14, Knowledge (religion) +15, Linguistics +7, Perception +4, Sense Motive +3, Spellcraft +14, Stealth +0, Swim +2, Use Magic Device +7
Languages Azlanti, Celestial, Common, Draconic, Jistka, Kelish, Osiriani, Thassilonian, Vudrani
SQ bardic knowledge +2, enhanced familiar, witch's familiar (rhamphorhynchus (protector) named Kinal)
Combat Gear cold iron crossbow bolts (20), lesser rime metamagic rod[UE], pearl of power (1st level), scroll of air bubble, identify, ill omen, ill omen, scroll of cure light wounds, cure light wounds, cure light wounds, scroll of mage armor, mage armor, mage armor, healer's kit; Other Gear +1 mithral buckler, dagger, light crossbow, headband of vast intelligence +2, 10 magic mushrooms (euphoric cloud) (worth 50 gp), bedroll, belt pouch, chalk (10), familiar satchel[UE], flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], soap, spell component pouch, trail rations (2), waterskin, wooden holy symbol of Irori, wrist sheath, spring loaded, wrist sheath, spring loaded, 1 gp, 5 sp
--------------------
Special Abilities
--------------------
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (9 rounds, DC 18) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Invoke Patron (5/day) At 1st level, an invoker can invite spirits associated with her patron’s themes into her body and mind as a swift action.. Variety of effects
Misfortune (1 round, DC 18) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Prehensile Hair (5/day) (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.


Hey, submitting a half-elf witch for your consideration. She's ended up with a pretty heavy crafting fcous - including golems. I didn't see anything in the E6 rules that prevented this, but if this is the wrong game for it then my apologies. :)

Baba Zhena:
Baba Zhena
Female Half-Elf Impossible Bloodline Sorceress
NG Humanoid (Elf/Human)

Init +2
Senses: Perception +?, Low-light Vision

DEFENSE
AC 20, touch 12, flat-footed 18 (+4 armor, +4 shied, +2 dex)

HP 35/35 (5x[6 + 1 con])

Fort +2 (1 base, +1 Con)
Ref +3 (1 base, +2 Dex)
Will +6 (4 base, +2 Wis)

OFFENSE
Crossbow: +4, d8, 19-20 x2, 80ft.

Spd 30 ft.
Space 5 ft.; Reach 5 ft.

SPELLS
Caster Level: 5, Concentration +10.
Sorceror
Lvl 0 (∞/day) – Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Message, Prestidigitation, Read Magic
Lvl 1 (6+2/day) – Lesser Confusion (B), Enlarge Person, Grease, Mage Armour, Magic Missile, Shield, Vanish.
Lvl 2 (4+1/day) – Make Whole (B), Glitterdust, Summon Monster II.

Base Atk +2 (+2.5 Sorceror)
CMB 0 (2 BAB, -2 Str)
CMD 11[13] (10, 3 BAB, 1 Dex, -2 Str, -1 size, [+2 trip])

STATISTICS
Str 7 (-2) [8 base, -1 age]
Dex 15 (+2) [16 base, -1 age]
Con 13 (+1) [14 base, -1 age]
Int 16 (+3) [15 base, +1 age]
Wis 14 (+2) [13 base, +1 age]
Cha 20 (+5) [16 base, +2 racial, +1 age, +1 level 4]

FEATS
Skill Focus (Spellcraft) [Racial Bonus]: You gain a +3 bonus to the chosen skill.
Eschew Materials [Level 1]: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Mage Tattoo [Level 1 Bonus]: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained are as follows:
Protector of the People [Level 3]: You temporarily gain the Craft Construct feat for the purposes of building one golem to satisfy the goal of this story feat. You do not need to meet Craft Construct’s prerequisites, and it can’t be used as a prerequisite for any other crafting endeavor.
Goal: Craft a golem of CR 5 or greater and donate it to your community for its defense against persecution.
You and your allies must fund the construction, not the community. You must be significantly involved in the golem’s construction. After completion, this golem cannot be used as a personal adventuring companion; it is the property of the community to which it was dedicated. The donated creature must be a golem and not another type of construct, such as an animated object.
Completion Benefit: You gain Craft Construct as a bonus feat without meeting its prerequisites and can use it for any purpose. The cost to build any construct that normally costs less than the cost of your donated golem is permanently reduced by 10%; the cost of the base materials is not reduced, however.
Craft Construct [Level 3 Bonus]: You can create any construct whose prerequisites you meet. The act of animating a construct takes one day for each 1,000 gp in its market price. To create a construct, you must use up raw materials costing half of its base price, plus the full cost of the basic body created for the construct. Each construct has a special section that summarizes its costs and other prerequisites. A newly created construct has average hit points for its Hit Dice.
Craft Wonderous Item [Level 3 bloodline bonus]: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
Improved Familiar: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).
Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

TRAITS
Arcane Student (Race): You gain a +1 trait bonus on Knowledge (arcana) and Spellcraft checks, and you may make these checks untrained.
Hedge Magician (Magic): Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.
SKILLS
Bluff +12 (4 ranks, +5 Cha, +3 class)
Craft (Sculptures) +10 (4 ranks, +3 Dex, +3 class)
Intimidate +12 (4 ranks, +5 Cha, +3 class)
Knowledge (Arcana) +12 (5 ranks, +3 Int, +3 class, +1 trait)
Knowledge (Engineering) +8 (1 rank, +3 Int, +3 class)
Spellcraft +15 (5 ranks, + 3 Int, +3 class, +3 feat, +1 trait)
Use Magic Device +10 (2 ranks, +5 Cha, +3 class)

Total Points: 25 [5x(2 Oracle + 3 Int)]
AC penalty is 0

LANGUAGES
Common, Elven, Dwarven, ?, ?
EQUIPMENT
Fortune Teller’s Wagon (300gp)
Handy Haversack (2000gp) [2lbs]
Light Crossbow (35gp) + 50 bolts (5gp) [4lbs]
Harrow Deck (100gp)
Sorcerer’s Kit: a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. (8gp) [19lbs]

0 gold 0 silver 0 copper (2448/10500)
Weight Carried: 6lbs.

SPECIAL ABILITIES
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Favored Class Bonuses: 5x Human Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Proficiencies: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail.
Bloodline Arcana: Constructs are susceptible to your enchantment (compulsion) spells as if they were not mind-affecting.
Constructs are treated as living creatures for the purposes of determining which spells affect them.
Tattoo Familiar: A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
This ability replaces her 1st-level bloodline power.
Mage’s Tattoo: At 1st level, the tattooed sorcerer gains Mage’s Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage’s Tattoo enhances.
This ability replaces her Eschew Materials bonus feat.
Bloodline Tattoo: Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage’s Tattoo feat, even if they don’t match the school to which her Mage’s Tattoo belongs.
Bloodline Power – Spontaneous Generation: At 3rd level, you gain Craft Wondrous Item as a bonus feat. In addition, when you craft a magic item (except a potion, a spell-trigger item, or a spell-completion item), you may ignore one spell prerequisite without increasing the creation DC. You can ignore an additional spell prerequisite at 9th, 15th, and 20th levels.

Malen’kiy:
N Tiny fey
Init +8;
Senses: low-light vision; Perception +8

DEFENSE
AC 20, touch 17, flat-footed 15 (+3 Nat, +4 Dex, +1 dodge, +2 size)
HP: 12 (Half Owners)
Fort +3, Ref +6, Will +6; +2 vs. illusions
DR 5/cold iron; SR 12

OFFENSE
Melee short sword +6 (1d2–2/19–20)

Speed 20 ft.
Space 2–1/2 ft.; Reach 0 ft.

Spell-Like Abilities (CL 7th; concentration +10)
At will—dancing lights, mending, prestidigitation, open/close
1/day—lesser confusion (DC 14), dimension door (self only), mirror image, ventriloquism (DC 14)

STATISTICS
Str 7, Dex 18, Con 12, Int 14, Wis 15, Cha 17
Base Atk +2; CMB +4; CMD 13
Feats: Dodge, Improved Initiative, Weapon Finesse
Skills: Acrobatics +8 (+4 jump), Bluff +7, Craft (Carpentry) +6, Escape Artist +8, Handle Animal +4, Perception +8, Sense Motive +6, Stealth +16 (+20 in forest);
[Racial Modifiers +2 Perception, +4 Stealth in forests]
Languages: Common, Elven, Gnome, Sylvan
SPECIAL ABILITIE
Valet Skills: A valet treats Craft, Perform, and Profession as class skills.
Able Assistant: A valet’s master treats the valet as if it had the Cooperative Crafting feat and shares Craft skills and item creation feats with the valet.
This replaces alertness.
Magical Manipulation: A valet can cast open/close and prestidigitation at will.
This replaces share spells.
Teammate: A valet is considered to have all the teamwork feats its master has.
This replaces improved evasion.
Deliver Touch Spells: At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed.
This alters deliver touch spells.

Background:

--------------------
Background
--------------------
”Tell us a story Baba!” The youngsters clamored, bouncing around the old ladies’ wagon. ”Tell us a story!”

The elderly woman smiled indulgently, and settled back in her chair. ”Very well my dears, but you must sit down and not interrupt – or else I will turn you into a slimy toad!”

The children collapsed into a loose circle as the old lady opened her basket and Malen’kiy, her familiar, popped out and struck a pose on the floor in front of her.

”Did you know I was a wizard once?” ‘Baba’ asked the children. ”Yes indeed. Once upon a time your Baba Zhena was a student at the great Academy of Wizardry in Korvosa. It was a place of wonders!” A puff of her pipe, held in wrinkled, tattooed hands, sent a cloud of smoke billowing into the air, which formed into ghostly arches and towers, as Malen’kiy turned to face it, his face drawn in an exaggerated expression of awe. ”There are rooms filled with gold and precious gems, portals to worlds you’ve never seen, and books! Thousands and thousands of books – every piece of knowledge in Avistan, and more, can be found there.” Before her Malen’kiy adopted postures of study, hunching over invisible tables and turning the pages of imaginary books.

”But you’re NOT a wizard Baba!” declared one small girl. ”Wizards wear pointy hats and have long beards!” Baba Zhena chuckled merrily at the girl’s declaration and reached out to tousle her hair. ”You’re quite right my dear – I’m not a wizard. But what did I say about interruptions?” She held the girl’s eye until the child clapped both hands over her mouth, before continuing.

”The Academy would take many apprentices each year but over time some left” Malen’kiy marched away from his mistress, ”some continued their studies”, he turned imaginary pages – more quickly now. ”And some…died!”. Malen’kiy shot bolt upright, and then keeled over onto the floor amidst the children’s gaps.
”But what about you Baba?” The little girl piped up.
”Me, my dear? Oh – I got bored. I was like you, impatient and wanting to get on with things – I didn’t want to spend my whole life reading books and learning to recite spells that I’d never use. So I left.” Baba said with a wide smile. ”I ran away, and I took some of their best books with me!” Admiring gasps came from the children, who’d all been taught never to steal from a wizard. Baba Zhena re-filled her short pipe and puffed for a few moments before continuing, as Malen’kiy sneaked around the edge of the circle.
”I wanted to know how to use magic, not just read about it in books. I wanted to know where it came from. So I went looking for it. I wandered to the highest mountains to speak with the wind, I sailed far across the great ocean to listen to the sea. I journeyed deep beneath the earth to taste the roots of the world and I climbed into the heart of a volcano to touch the purest fire. And can you guess what I found? Among the mountains, across the sea, under the earth and within the fire?” The children were all leaning forward, drawn in by the elderly woman’s story, as her familiar acted out daring scenes of sailing and climbing before them.
”I found words.” Baba Zhena chuckled roundly as the children all groaned with disappointment. They’d expected something exciting – secrets of magic, dragons. Not words. One lad voiced their collective thoughts. ”Words are boring!”

Baba turned on him with a curious twinkle in her eyes. ”Really young man? How do you know who you are then? How would you describe yourself, say what you like or what you want? How would you do any of this without words or, more specifically, names?” She let the question hang in the air for a second as Malen’kiy adopted a thoughtful pose in front of her. ”Names are the most important things we have, and if you can discover something’s name – well, then you have power over it. I journeyed to the far ends of the earth to find these names and I had many adventures along the way! You see children,” Baba’s eyes gleamed in the light, ”Normally no thing will give up its own name – that is too dear, but if you have done them a great service, saved their life for example, then maybe others will share their real names with you.” The children pondered this and comprehension dawned on some of their faces as they watched Malen’kiy dancing around their circle. Baba nodded. ”Yes, I know Malen’kiy’s true name – we have travelled together for a long time he and I…” She paused, somber for a moment before the twinkle returned. ”And no, I won’t tell any of you what it is! An old lady has to have some secrets! But I will tell you to listen… when you listen closely enough the land itself speaks to you, whispering through the leaves and the rain.”

Baba lifted one of her gnarled hands to gesture above their heads. ”If you listen very carefully children then you might hear the wind one day, whispering secrets of magic to you…” Silence reigned in the wagon for a minute or so as the children all listened intently, before a woman’s voice broke the silence, calling the children to supper. A few moments later her head poked into the wagon and she smiled broadly to see all the children so silent. ”Come along children, or there’ll be no food left!” That provoked a rush of young feet and Malen’kiy joined them, heading to the cookfires with ravenous stomachs.

Left behind in the quiet the woman turned to Baba. ”Must you go Zhena? It’s good luck to have you with the caravan and the children love your stories so much. Can we not convince you?” Zhena’s white hair waved gently as she shook her head.

”No my dear. It is time for us to part ways. I have read it in the cards, and it was a true reading. Besides there is a calling in my bones. It is time for me to go home – something is going on there and I must return. I made a promise to protect them you know, and I cannot go back on my word now.” Both women paused, clearly mindful of the unspoken importance of that phrase. The younger woman recovered first. ”We’ll be sorry to see you go Baba. You’ll stay for supper at least?”

Baba Zhena chuckled and levered herself out of her chair. ”I wouldn’t miss it dearie. Wouldn’t miss it.”


Interesting submission. I suppose you mean "witch" as in the character image, but the class is actually sorcerer? Lore-wise, the brownie is certainly a great familiar for a crafter.

The golem idea... One of the main principles of E6 as I understand it is that you work within the system, not try to find clever ways to circumvent it. Spells of higher level just do not exist, except for a few selected ones that appear as rituals. I'm not using everything exactly from the P6 Codex, but these parts I definitely am.

P6 Codex wrote:

The available spells for PCs and NPCs are all those normally obtainable by a 6th level character: Cleric, Druid, and Sorcerer/ Wizard spells of 3rd level or lower; Bard spells of 2nd level or lower; and 1st level Paladin and Ranger spells. It also includes 3rd level Bard spells and 2nd level Paladin and Ranger spells unless those spells occur as a 4th level spell on the Cleric Druid, or Sorcerer/Wizard spell list and are not otherwise on the standard spell list.

...
The ability to replace an item creation prerequisite with a +5 increase in the item creation DC is modified so that it does not apply to caster levels above 6th or spells that are not on the Available Spell List (above).

It is not that these spells are hidden and accessible only by those with a special trick; they just don't exist. (That's why no early-access Ice Storm; if a spell is only available to a specific Mystery, Patron, Bloodline, or Domain, I do not consider it 'normally obtainable'.)

So regardless of your Spellcraft skill, you can't use Craft Wondrous Item to make a Cape of the Mountebank or a Bead of Force; Dimension Door and Resilient Sphere are not spells in E6. (The familiar would have a lesser ability of Dimensional Sliding as in the P6 Codex.)

Now, golem construction is a bit different. The low-CR golems aren't that powerful, and they don't cast spells of level 4+. They require Geas and/or Limited Wish more for flavor reasons, which I could modify. The Story feat is quite interesting, and could be thematic for this AP -- if you have time to use it. Even if by some chance the party had a week for you to craft a 7,000-gp golem, would they want to sit around and wait while you do it? Or would they want to be out doing other things? Scouting, making counter-attacks, and so on? You are in the middle of a war with a ticking clock. It could be hard to leave you behind for a week in-game and then get you back into the PbP. Though it could be done.

I'd allow the feat. I'd allow specific golems on a case-by-case basis, changing their requirements to remove the spells that are outside of E6. I'd also let you give a golem more than average HP by increasing the material cost. But I want to give you fair warning that this AP doesn't have a lot of downtime.

Edit: given that you have so much money left, you could have been in town building the golem for the past few days, and it is nearly done. Is there a specific one you'd want to build? PM me the details.


Submissions so far:
Morgrym the Joyous, Dwarven Ecclesitheurge / Hungry Ghost Monk (still needs a few more details)
Sajin Sunspark, Gnome Lore Oracle (changed via PM)
Sir Bleeparolo the Deft, Gnome Nature Oracle (still needs updating)
Thom Oaktall, Human Tempest Druid (VMC Cleric)
Garash Dyal, Human Invoker Witch
Baba Zhena, Half-Elf Sorcerer

Lazyclownfish - Forlorn Elf Ley Line Guardian Witch (coming soon?)


GM Zelligar wrote:
Interesting submission. and other things

I'm definitely not trying to circumvent the rules regarding spells. The class feature which lets me ignore a spell prerequisite could potentially help with that if it lets me ignore the need for a spell that doesn't exist? Honestly I've never tried to build for E6 before so this was a bit of an experiment.

I deliberately didnt spend all my money for those reasons - and the fact that I have a valet familiar means I can get twice as much value from crafting time, so that might help. Besides - if people want magic items for low cost, they'll find the time for me to make them! :D


Nikolaus de'Shade wrote:


I'm definitely not trying to circumvent the rules regarding spells. The class feature which lets me ignore a spell prerequisite could potentially help with that if it lets me ignore the need for a spell that doesn't exist? Honestly I've never tried to build for E6 before so this was a bit of an experiment.

Right. Some of the 4th+ level spell requirements for constructs can be waived. Some can't. If a certain construct required Scrying because it can use the Scrying spell, no, that doesn't work. But if a construct merely requires Geas to reflect the fact that it is under the creator's control (as most of the 1e golems), that could be waived.

I'll take a look at the specific CR 4-6 golems.


Lazyclownfish here with my submission. It's very dark, so don't read it if you're squeamish. I did everything in my power to keep it brief without hurting the story too much.

It still needs a bit of editing and I have to write the appearance/personality section. I'll have it done by Saturday.

I'm open to feedback/suggestions if anyone has anything to offer. I don't think I could make him too much 'nicer' but I could change up the build a bit.

His motivation will be in the personality section, but the important part is that he doesn't have a moral compass of his own. He's following that of his daughter. I'm not sure what that means for his alignment, but in game it'll mean that he's firmly on the side of the good guys and a cooperative team-player.

Mechanically, he's an effective healer/support with Fortune Hex and lots of Cure Spells. He has some crowd control, and he'll have Haste and Dispel Magic next level as well.


In regular PF, weapons and armor can have up to a +5 bonus and up to +5 in non-enhancement abilities.

Is there a similar (but lower) limit for E6? And what is it?


You need to have a caster level of at least three times the item's enhancement bonus to craft magic armor, weapons, Cloaks of Resistance, and most other items that scale to +5 in PF.

So in E6, that would be a +2 limit.

Items with +3 or higher could possibly be created through rituals involving multiple Epic casters, but are essentially minor artifacts.

Non-enhancement bonuses have their own limits, some can be added and some cannot. Given your starting wealth, no more than a +1 non-enhancement bonus is likely affordable.


I have updated Seltazar with some minor editing, clarified the 'redemption' and filled out the Appearance/Personality section.

I also updated his build to be a bit more defensive, with more Con and the False Life spell.

He should be ready.


A lot of great submissions!

Anybody just seeing this, you have until 9 PM EST tomorrow to get a character in.

Surprisingly no Wizard or Arcanist submissions so far; if you wanted to stand out from the pack there are options.

I have received input from the players and will be considering that, backgrounds/personalities, builds/roles, and posting history (which will not necessarily disqualify a newbie, but if you have ghosted on several campaigns that would be a problem).


I still don't understand ghosting games. It seems like a quick message to withdraw from a game is a better way to go if you can't continue.

But it was like everything I read about getting into this hobby mentioned that you should expect to get ghosted in every game.

I realize this is the internet, but there are real people behind those avatars who are excited about the story. Just tell them if you can't continue. They won't hate you for it. RL happens.

Maybe that's what gets missed by your average player. I don't know.

Rest assured, you'll see that I over-communicate if anything.


Pathfinder Adventure Path Subscriber

Lazyclownfish is totaly right. There´s real people behind the avatars, so we should treat everyone with the respect we want for ourselves.
Ghosting is most weird. Sometimes life happens, sometimes you really can´t get that message out or at least not in time, but it´s always better to communicate and write that message.
What i reckon is that there are quite some people out there with different forms of depression and sometimes it´s just impossible then.
While it´s difficult for the game, reaching out and being a bit patient might help some.
I saw that with some friends and other people i know.

On the other side of the spectrum is the "hey it´s online, no strings attached and no behavior necessary" faction, which is quite unfortunate.


Pathfinder Adventure Path Subscriber

I also want to mention that the U.S. should really start using UTC as a time format :)
Makes things so much easier^^


Good luck all!


Yeah, depression can be rough. That makes sense.


I wouldn't throw around the depression label so lightly; there are many reasons people may just up and disappear and distilling it down to just that is a disservice to those who do have it.


Yeah, but it probably applies to some and we should try to be understanding of that, I think.

I'm still new around here though, so my perspective is based on very limited experience.


Pathfinder Adventure Path Subscriber

It´s not throwing around labels lightly, i´m just saying that sometimes it should be considered as an opportunity.
And there are more people depressed than it seems, depression comes in with many faces.
Probably not really a topic for here though^^

I wish everyone good luck and good gaming as well!


No of course not, its just a personal peeve of mine. No harm was done.
Good gaming to you too!


Pathfinder Adventure Path Subscriber

See it as spreading awarenes?

Here´s my character again as requested.

Sajin Sunspark:

Male gnome oracle 5 (Pathfinder RPG Advanced Player's Guide 42)
CG Small humanoid (gnome)
Init +4; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 16 (+5 armor, +5 Dex, +1 size)
hp 60 (5d8+20)
Fort +6, Ref +7, Will +4; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +8 (1d3/19-20) or
. . mwk scimitar +9 (1d4+4/18-20)
Ranged light crossbow +8 (1d6/19-20)
Special Attacks hatred
Spell-Like Abilities (CL 5th; concentration +10)
. . 1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals
Oracle Spell-Like Abilities (CL 5th; concentration +10)
. . 1/day—automatic writing
Oracle Spells Known (CL 5th; concentration +10)
. . 2nd (5/day)—burst of radiance (DC 17), cure moderate wounds, flame blade, tongues
. . 1st (8/day)—cure light wounds, divine favor, identify, liberating command[UC], protection from evil, recharge innate magic[ARG]
. . 0 (at will)—create water, detect magic, light, read magic, spark[APG] (DC 15), stabilize
. . Mystery Lore
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 18, Int 14, Wis 8, Cha 20
Base Atk +3; CMB +2; CMD 16
Feats Dervish Dance[ISWG], Extend Spell, Extra Revelation[APG], Weapon Finesse
Traits fast-talker, highlander (hills or mountains)
Skills Acrobatics +10 (+6 to jump), Appraise +6, Bluff +10, Diplomacy +10, Handle Animal +6, Heal +3, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +7, Perform (dance) +7, Sense Motive +3, Sleight of Hand +5, Spellcraft +6, Stealth +18 (+20 in hilly or rocky areas), Use Magic Device +10; Racial Modifiers highlander (hills or mountains)
Languages Common, Draconic, Gnome, Goblin, Sylvan
SQ fey magic, gnome magic, oracle's curse (reclusive), revelations (automatic writing, lore keeper, sidestep secret)
Other Gear +1 mithral chain shirt, crossbow bolts (30), dagger, light crossbow, mwk scimitar, belt of incredible dexterity +2, cloak of resistance +1, headband of alluring charisma +2, bandolier[UE], bedroll, blanket[APG], flint and steel, hip flask[UE], masterwork backpack[APG], poncho[UE], scroll case, shinobi shozoku, silk rope (50 ft.), waterproof bag[UE], 179 gp, 9 sp
--------------------
Special Abilities
--------------------
Automatic Writing (Divination - 90%, 1/day) (Su) Use commune as a spell-like ability.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fey Magic (-Choose-) Gain spell-like abilities in selected terrain.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Reclusive Allies must succed with melee touch attack to affect you with touch spells, and must attempt save vs. all spells not cast by you.


Thanks for all the great submissions!
I have decided to take one arcane and one divine caster.
Would the following please dot into the discussion thread:
Thom Oaktall, Human Tempest Druid
Seltazar, Elf Ley Line Guardian Witch
We will bring you on board once the party gets back to Drellin's Ferry, should be in a week or so.

To those not selected -- I would have been happy to have any of these worthy PCs in the game, but I only have room for two. I will keep you in mind should an opening appear. Real life has a way of affecting PbP games. And so do unlucky crits.


Pathfinder Adventure Path Subscriber

Saddies, but i wish everyone a nice game!

My character might have worked as a cleric as well actually i just figured.


As far as I've seen, usually absences are due to extenuating circumstances like a love one's death or loss of job.

Thanks for the chance, and I wish those who got in the best of luck.


Re-opening recruitment!
The party:
Brb2/Brw2/Cav1/Darechaser1
Rog3/Wiz3
Clr6
(Cohort) Brd5
(temporarily? absent) Warpriest6

I'd like to have the Warpriest go off on a side quest until the player can return; I don't want to GMPC two characters. So taking on a new PC will bring them up to 4+cohort. If the warpriest does eventually return, 5+cohort isn't too large for this campaign.

Needs: All key roles are covered, so just about anything could be useful. The cleric has Fly, which is probably the wizard spell the party would otherwise miss the most. A martial would be great. A wizard is fine, but don't be too squishy; you can't count on the party always having a formed-up front line, you can't count on short-term buffs always being up (15-minute adventuring days are not an option for most of this AP), and enemies are smart enough to target you. Dex and Con matter.

Character Creation
We use the E6 variant. This means that, once you reach level six, you will no longer gain levels. Instead, you'll gain a feat for every 5000 xp you attain.
Starting level: 6+1. You are EPIC! This means you have one extra feat. this can be any regular feat for which you qualify, or a special feat that gives you certain class features you would gain at 7th or 8th. If this seems confusing, just go with the 6-level build for now, and if selected we can discuss the Epic feat; the P6 Codex is a starting point but I am willing to be flexible.
Starting Wealth: WBL for 6th. You can have one partially-charged wand if you wish.
Ability Scores: Choose one of the following sets before applying bonuses and penalties and the 4th-level increase.
17/16/14/13/10/8
16/16/15/14/13/8
16/16/15/13/12/10

HP: Max at all HD.
Alignment: Good preferred, or LN/N/CN with Good tendencies. Anything darker, you'd need a very good in-character reason to stick with the quest when it looks near-suicidal.
Setting: Golarion. The Elsir Vale is more or less where Isger is.
Traits: 2. Remember that they are for flavor first and foremost, and mechanical benefits second. You can also give up the two traits for an extra feat.
Variant Rules: Variant multiclassing is okay (except into cavalier), but cannot be combined with regular multiclassing. Your capstone feat can be the ability you would have gained at 7th. Retraining allowed. Generally going single-class or VMC is better for the Epic feat qualification, though the two longest-lasting PCs are multi-class and have made it work.
Races: Core preferred. Planetouched races might be considered (but no variant heritages for Aasimar or Tieflings).
Classes: No Occult, Gunslinger, Hunter, Shaman, Shifter, Slayer, Summoner, or Vigilante. Otherwise open to all PF classes. For wizards, feel free to apply the PFS swap of Spell Focus for Scribe Scroll.

Other: Keep the optimization reasonable. Early access to spells that are normally 4th+ for Clr/Wiz/Drd (wherever of those three it appears lowest) is generally out for domains/mysteries/bloodlines/etc. One notable exception is Ultimate Mercy. Another is that 9th-level bloodline abilities that grant normally unavailable spells as SLA may be available as Signature feats, although this is subject to revisiting if it proves too powerful.
I'm not a big fan of pets (other than horse/pony), but if it's essential to your PC, I will deal with it.


Would Improved Critical be a reasonable Epic bonus feat? A regular feat I'd qualify for at 8th, but can't because of the BAB requirement?

I'm currently putting together a half-elven fighter for your consideration, a straight-up damage-dealing tank. Hopefully the multiclassers will appreciate a friend on the frontline. :)


Sure. Or, a Signature feat for fighters could let them count as +8 BAB and Ftr8 for feat selection.

So 'Epic Combat Skill' as your Signature feat, then allowing you to select Improved Critical, Greater Weapon Focus, and whatever else you want with subsequent Epic feats.

Also, if any archetypes are of interest, let me know. I would be happy to modify some that have been left behind so they qualify for Advanced Weapon Training. Weapon Master can get four AWT in E6, nothing competes with that, but a Signature feat could gain a second AWT for anyone else.


GM Zelligar wrote:

Sure. Or, a Signature feat for fighters could let them count as +8 BAB and Ftr8 for feat selection.

So 'Epic Combat Skill' as your Signature feat, then allowing you to select Improved Critical, Greater Weapon Focus, and whatever else you want with subsequent Epic feats.

Also, if any archetypes are of interest, let me know. I would be happy to modify some that have been left behind so they qualify for Advanced Weapon Training. Weapon Master can get four AWT in E6, nothing competes with that, but a Signature feat could gain a second AWT for anyone else.

I was looking at that - I think just 1 AWT will do for now. I'm building an Eldritch Guardian so it'll be the character + their familiar ploughing around the battlefield doing crits.

Frankly for utility purposes I'm fine with just getting Imp Crit. In future I'd ideally take Improved Familiar and then probably just grab teamwork feats etc so I don't think I'd run out of feat options for quite a while and I haven't got Weapon Focus or Weapon Spec yet so we'd need to hit level 6+5 or so before 'Epic Combat Skill' would actually help... Does this game go that high? :)

101 to 150 of 168 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Red Hand of Doom rerecruitment [E6] All Messageboards

Want to post a reply? Sign in.