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RotRL Gestalt Anniversary Special

Game Master Spiral_Ninja

A gestalt AE Rise of the Runelords.Thistletop L1; Thistletop level 2, Thistletop level 3


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Lantern Lodge

I present Chirinide, ( I have a profile by this name but it has another character in submission right now if I get selected for both I'll make a new one otherwise I'll use it for whatever game I get in to avoid an alias list of long length)

I assumed going with one class for the cost right now, can always adjust if need be.

Basics:

Name Chirinide the Half-Elf
Gender F
Race Half-Elf were-Tigress
Hair Red
Skin Middle
Eyes Blue-grey
Alignment LN
Religion None
Vision low light, scent
Languages Common, Elven, Draconic
Homeland Hadranian
EXP
LVL 9 (12)
HT 5' 11"
WT 145lbs
SIZ m
SPD 30

STR 14 2
DEX 15 2.5
CON 10 0
INT 13 1.5
WIS 10 0
CHA 14 2

Fort 2.5
Ref 2.8
Will 0.3

AC 14.5
TT 12.5
FF 12
CMB 3
CMD 15.5
SR -
DR -
INI 2.5

HP 20

BAB 1
MAB 3
GAB 3
RAB 3.5

Bennies 0


Skills:

Total Name ATT, Ranks Class Bonus
3.5 Acrobatics 2.5/ 1/ 0/ 0
3.5 Stealth 2.5/ 1/ 0/ 0
3 Perception 0/ 1/ 0/ 2
1 Survival 0/ 1/ 0/ 0


Feats:

Feats and Abilities
Achieved Name Notes
C Prof. Simple
C Prof. Martial
C Prof. All Armor
C Prof. Shields
BF TWF
1st Exotic Weapon


Gear:

Gear Load 48 130.7
WT Name Loca Cost
2 Exploerer's outfit 0
3 Starknife 24
2 Rapier 20
10 Double Blade 100
2 Pack 2
5 Silk Rope 10
4 Waterskin 1
3 Blanket 0.5
2 Net 10 sq ft 1.8
15 Leather Armor 10


Weapons:

Weapons
Name ATK Crit DMG
Ammo Type Special
Rapier 3 18/x2 1d6+2
n p
Double Blade 3 19/x2 1d8+2/1d8+2
n s double
Starknife 3 1d4 1d4+2
1 p 20ft rng


Were-tigress:

Were Tiger
{in these are abilities only available in hybrid or animal form}

were tigress Natural
{+5 nat armor}
{size large}
{DR 10/silver}
{2 claws, bite}
change shape(su) move action
curse of lycanthropy, on successful bite atk save fort DC 15 negate
{Empathy, communicate and empathize with tigers, can use diplomacy and gain+4 racial bonus in this case}
+2 wis/-2 cha
{+2 str/+2 con}
{use higher ability score}
low-light vision
scent
{pounce}
{rake}
{grab}
{animal only +4 vs trip}

Is template, add base creature for normal form, add base creature for animal/hybrid

edit;
You ninjad me GM! Ill continue to roam the forums.

All I can find is a reference to ECL(finally the return) however I must leave for work will be back tonight.


From another thread:
The RP breakdown per power level is the same as it was in the Playtest; 3-10 is Standard, 11-20 is Advanced, and 21+ is monstrous. This does lead to a hilarious situation where the dwarf is technically an advanced race while the deurgar (with only 8 rp) is an advanced race with the same amount of RP as the lowest standard race. There are traits that are associated with each category, but I have noticed that there are far fewer traits in the advanced and monstrous categories then there were in the playtest; the traits in these categories are usually significantly more powerful than Standard traits, which is good. Most of the natural attack traits are advanced, though.

RP=race points/character points

Core Race costs:
Dwarf: 11 RP
Elf: 10 RP
Gnome: 10 RP
Half-elf: 10 RP
Half-Orc: 8 RP
Halfling: 9 RP
Human: 9 RP

link to free playtest doc


I am going to have to state that this is closed to further submissions at this time.

I'll contact those I'm taking and I'm starting a discussion thread.


Hope I make it. Good luck all.


Hope I make it as well Biter.

Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber

Best fortunes all!

Lantern Lodge

The_Ninja_DM wrote:

From another thread:

The RP breakdown per power level is the same as it was in the Playtest; 3-10 is Standard, 11-20 is Advanced, and 21+ is monstrous. This does lead to a hilarious situation where the dwarf is technically an advanced race while the deurgar (with only 8 rp) is an advanced race with the same amount of RP as the lowest standard race. There are traits that are associated with each category, but I have noticed that there are far fewer traits in the advanced and monstrous categories then there were in the playtest; the traits in these categories are usually significantly more powerful than Standard traits, which is good. Most of the natural attack traits are advanced, though.

RP=race points/character points

Core Race costs:
Dwarf: 11 RP
Elf: 10 RP
Gnome: 10 RP
Half-elf: 10 RP
Half-Orc: 8 RP
Halfling: 9 RP
Human: 9 RP

link to free playtest doc

I caught that (thanks for the explanation though, too many GMs wouldn't take the time) however the part I am confused over is how these points relate to making a full character after the race has been chosen. How is an advanced race balanced vs a standard race, do I boggart class levels? Do I start with fewer ability points for my point buy? Etc.

Lantern Lodge

Good luck all!


Hitomi, the best way I can see, until I get my hardcopy of the race book, is to treat natural lycanthropy as a paragon class level. Take a look at this: Kirthfinder races as a guide.

Lantern Lodge

I see, My phone only displays part of a page for some reason but being based on 3.5 paragon levels I think I got where this is going(I have that book). Want it a single lvl or two?

Lantern Lodge

At home and reading the paper ( I would be interested to see what else he made) Will adjust character to what he has written. Unless I'm out of course.


Created character alias. Background and some details included, I create the actual character sheet using Mythweaver and will then link it there if that is okay with you.

PS:I hate that we can't choose our own avatar images, there is no image that resembles what I have in mind at all, I may just add an image to the sheet later on and not use one for the alias itself.

EDIT: I would like to pick the "Heart of the Streets" alternate racial trait, if allowed.


So ya for some reason, I thought oracles were WIS based. As they are actually CHA based, I tweaked my stats around a bit, so that the build actually makes sense now.....


Ok, I'm down to three players currently, so I'm reopening recruitment.

Our current team consists of:
Cleric(theologian) + Monk(martial artist)
Psychic Warrior/Soulknife
Barbarian[Invulnerable Rager]/Battle Oracle[Twice-cursed Oracle}

Anyone interested, you'll be entering at 4th level.

As you can see, we're low on arcane casters and rogues, so keep that in mind.

If you've previously submitted, let me know and I'll give you higher consideration.


Could you give a bit more info about party roles? It looks like you have melee, divine casting, buffing, and combat maneuvers covered. I'm considering a Void Wizard // something martial (maybe Monk or Ninja) who'd focus on skills and arcane blasting. He'd scout ahead, return with information, and then nuke anything the beatsticks can't kill. What's the expected posting rate?

Important Note: I'm currently GMing this AP on the forums. The party's entirely comprised of Goblins fresh off a successful raid on Sandpoint. As time goes on, they'll become accidental heroes. Suffice to say, I've done some heavy revisions. Still, I do want to be up-front about the fact that I'm quite familiar with the story - but will obviously keep player knowledge separate.

EDIT: I know next to nothing about Psionics, but the Marksman looks really cool. I may go Wizard // Marksman and make a sniper (focusing on evocation and utility spells).


Hi. I saw your recruitment for that and was tempted to make a version of the goblin aegis from Ultimate Psi.

Yes, Marksman is a cool class. I'd have no objection to that combo.


I'll get cracking on something then. :-) What are you looking for in terms of backstory, posting frequency, and starting gold?


Hm. Posting frequency: Ideally, at least once a day, but in reality as often as possible. I've been poor about posting lately myself (started a new job and was kinda stressed out) so I'm not going to object to slow posts from the players.

Go with max starting gold for 4th. I'll make sure everyone else has enough treasure/rewards to match you.

Right now they've just started combat with Nualia, due to turning north rather than south. If you want to jump in there, we've had a few people head back to town; best option to arrive now would be to have spoken with Cilyanka (one of the servers at the Rusty Dragon) who brought back Oric and a wounded Lyrie.

As for a backstory: where were you during the previous events/why are you involved now/do you have any links or plotlines you'd like to tie in?

Cheliax

Would you be interested in a fifth? I would be interested in playing a Kobold and will fill any role as a Kobold.


I have no problem with a fifth player; what did you have in mind?

Note: we started out with a goblin in the group, so a kobold isn't that outre.


One more note: I have no immediate objection to any of the 'new' classes from the ACG/playtest; with the proviso that when the book comes out (we have it on pre-order) you MUST update to the published version.

Cheliax

Uhh...

There is a serious lack of Arcane and Ranged. Maybe a Sorcerer/Ninja with a focus on ranged sneak attacks? Here is an idea at fourth level. If you don't like this, then I can always move to a different build idea. I like playing everything, so it works for me. :D

Idea for Sorcerer/Ninja:

Zrak Darkscale
Ninja 4
Sorcerer 4
Kobold - Chaotic Neutral

Str: 8-4 (-3) Int: 12 (+1)
Dex: 14+2 (+3) Wis: 10 (+0)
Con: 14-2 (+1) Cha: 19 (+4)

HP: 80 (4x8[HD] + 4x12[Con])
BAB: +3 (Ninja)
Favored Class: +½ to acid damage; +2 to acid damage

AC: 19 Fort: 2 1 + 1[Con](Ninja)
Touch: 14 Ref: 7 4 + 3[Dex](Ninja)
Flat-footed: 16 Will: 4 4 + 0[Wis](Sorcerer)
(Armor: 4(Mage Armor), Dexterity: 3, Natural Armor: +1, Size: +1)

Racial Traits: Small: +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks; Armor: +1 to Natural Armor; Day Raider: Low-Light Vision; Spellcasting Sneak: +2 racial bonus on Stealth checks, and once per day you can gain the benefit of the Silent Spell feat on a spell you cast.

Feats:
1st: Improved Initiative: +4 to Initiative
1st-S: Eschew Materials
2nd-N: Vanishing Trick: See below
3rd: Kobold Sniper: When you are sniping, you only take a –10 penalty on your Stealth checks to stay hidden.
4th-N: Rogue Trick(Finesse Rogue): Gain Weapon Finesse as a feat.

Traits: Briar Bandit - When in overgrown areas, you gain a +2 trait bonus on Stealth checks and a +1 trait bonus on damage rolls with sneak attacks; Magical Lineage(Acid Arrow) - Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level; Exile [Campaign] - +2 to Initiative

Languages: Draconic, Common

Skills (9/level):
Acrobatics*: 4+6 Appraise*: -- Bluff*: 4+7 Climb*: -- Craft*: --
Diplomacy*: 4+7 Dis. Dev.*: 4+6 Disguise*: -- Escape Artist*: -- Fly*: --
Handle Animal: -- Heal: -- Intimidate*: -- Kn. (Arc.)*: 4+10 Kn. (Dun.): --
Kn. (Eng.): -- Kn. (Geo.): -- Kn. (His.): -- Kn. (Loc.)*: -- Kn. (Nat.): --
Kn. (Nob.)*: -- Kn. (Pla.): -- Kn. (Rel.): -- Linguistics*: -- Perception*: 4+3
Perform: -- Profession*: -- Ride: -- Sense Motive*: -- Sleight of Hand*: 4+6
Spellcraft*: 4+4 Stealth*: 4+10 Survival: -- Swim*: -- UMD*: --
Skill Points: 36/36

Initiative: 9

Melee: Katana | 1d6-3 | 18-20/x2 | +7 to hit
Ranged: Ranged Touch | +7 to hit

Other: Sorcerer’s Kit - This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin, Headband of Charisma +2, 2,184GP

Sorcerer Abilities:
Earth Elemental Bloodline: The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.
Class Skill: Knowledge (Planes).
Bonus Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).
Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge[planes]), Weapon Finesse.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.

Spells:
1st (6+1/day); 2nd (3+1/day)

Spells Known:
0th (6): Detect Magic; Read Magic; Message; Detect Poison
1st (3+1): Burning Hands (Acid), Snowball, Mage Armor, Magic Missile
2nd (1): Acid Arrow

Ninja Abilities:
Weapon and Armor Proficiency: Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.
Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Sneak Attack: If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.
Ki Pool (Su): At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.
Ninja Tricks:
Rogue Talent: The ninja can select a rogue talent in place of a ninja trick. The ninja cannot select a rogue talent that has the same name as a ninja trick. The ninja can select this talent multiple times.
Vanishing Trick (Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
No Trace (Ex): At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.
Uncanny Dodge (Ex): Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.


Here's my Wizard//Marksman. He focuses on blasting with a heavy crossbow but is also a competent scout when required. I haven't purchased gear yet, but it'll be pretty standard: weapons, ammunition, some alchemicals, and padding my spellbook (if allowed).

In terms of backstory/plot hooks, I was thinking he's a friend of Shalelu who lives in Magnimar. Once she found out how widespread the Goblin threat has become, she asked him to help out. He's been harassing the Seven Tooth tribe for some time. Depending on when I'd be inserted, Etienne's either 1) headed to assist with dealing with the larger threat of the Thistletop Goblins or 2) returning to Sandpoint to report on his progress. Let me know if this is acceptable; I can always come up with something else. :-)

Etienne Navarre:
Elf Wizard (void) // Marksman (shroud) 4
Alignment: N
Languages: Common, Draconic, Elven, Goblin, Sylvan
Arcane Bond (weapon)
Opposition School (wood)
Reveal Weakness (-2 AC/saves) 6/day
Favored Weapon (heavy crossbow) +1
Hidden Hunter +1
Style Mantra (+2 damage)
Style Skill (stealth) +1
Style Technique (+2 damage)
Cover Fire (Reflex DC 16)
Unseen (invisible 2rds) 7/day

STR 10
DEX 18
CON 10
INT 16
WIS 14
CHA 8

Low-Light Vision
Speed: 30ft
Initiative: +6
HP: 35 (4d10 + 4class)

BAB: +4
AC: 14; Touch: 14; Flat-Footed: 10 (+4dex)
CMB: +4; CMD: 18
Saves: Fortitude +1; Reflex +8; Will +6 (+2 vs. spells, SLAs, enchantments, immune to sleep)

Skills
*Autohypnosis +9, *Knowledge(arcane) +11, *Knowledge(local) +10, *Perception +11, *Spellcraft +10, *Stealth +13, *UMD +10

Traits
Lore Seeker (abundant ammunition, gravity bow, mage armor)
Pragmatic Activator
Warrior of Old

Alternate Racial Traits
Silent Hunter

Feats
Point-Blank Shot
Precise Shot
Rapid Reload (heavy crossbow)
Scribe Scroll

Money: 6000gp

Marksman Powers Known (ML 4; 5 power points)
Level One: inevitable strike, prescient offense

Wizard Spellbook (CL 4)
4 Cantrips: all except light, guidance
(4 + school) Level One: abundant ammunition, endure elements, gravity bow, infernal healing, mage armor, magic missile, shield, true strike

(3 + school) Level Two: invisibility, mirror image, scorching ray, see invisibility

Cheliax

Hmm... it looks like Whack-a-Rogue has a very similar character, so I can always retool into something along the lines of Bard/Sorcerer or something with a bit more support. Maybe Bard/Life Oracle.

Cheliax

Is this still happening?


Here is Idril Ssethan (Bard/Rogue), throwing her scarf into the ring...


Yes, Ace, it's still happening.

OK, lots of nice applicants. I'll finish reviewing everyone tonight and notify you before midnight EST (Us).


Hm. OK, so for now, I'm going with:
Etienne Navarre
Idril Ssethan

Ace, I'll keep you in mind if another slot opens up.

OK, as for how you folks are going to join the group:

Cilyanka Caumlo, one of the 'Goblin Slayers' returned with some prisoners and is currently explaining the circumstances to the Mayor and Shalelu.

Etienne, you're there to report to Shalelu and she suggests that you accompany Cil back to Thistletop to garner further info.

On the way out of town you're joined by Idril.

Idril, you were in Sandpoint during the goblin raid and helped defend the theater. However, you quickly realize that Cyrdak is obsessed with getting the 'heroes' to perform, or at least show up to draw in customers. So, you've decided to join them yourself,, in hopes of improving your standing with him.

When you arrive at Thistletop, you run into Sparrow, who fills you in on what's happened so far; she (retcon) actually left with Orik & Lyrie, you all will arrive just as the fight with our crazy aasimar starts.


Awesome! Dotting now.


Yes!

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