The Darkest Corners

Game Master Nidoran Duran

Monster-hunting campaign using Korvosa as the background for urban fantasy.


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"It used to be that saying you saw a vampire would have you laughed at. That's the speak of superstitous, inbred folk of Ustalav; the kind who burn down their neighbor's house in the middle of the night screaming about cultists. Korvosa has changed though, and you'll no longer find people laughing at the villagers who, for their zeal, are at least active in defending themselves.

"We're too big to work like Lepistadt, and too corrupt to be trusted with that sort of self-policing. So much of our town guard is not prepared to handle these threats, and that is where we've need for you. You haven't lived in doubt like others have, and you've armed yourselves against these threats well before they made themselves known. You know what we're up against, and are the best people for the job of defeating them. This city needs you to protect it, and if you can't, then it will surely fall."

The Darkest Corners is a campaign drawing very heavy influences from the Urban Fantasy genre. Books like The Dresden Files and Iron Druid, shows like Supernatural or Sleepy Hollow, or comics like Hellboy and Hellblazer. Lots of hell involved. The usual adventuring party might run into the occasional vampire or necromancer, and treat them like any other enemy. This campaign will be a little different. You will play a group of people who specialise in some area of the art of hunting undead, demons, and strange creatures that most people don't know lie lurking in the shadows.

Maybe you're an academic who found their way into a very strange area of study. Or a holy warrior given an edict from your deity to fight a different sort of darkness. Perhaps a widow whose husband met death at the hands of an unspeakable creature, driving you to vengeance. Or, maybe you seek power and believe that in killing these beasts, you may gleam their secrets. Whatever your reason, you have gained some renown, and a few beleagured and desperate people of influence in Korvosa have called on you to aid them.

More than just kill these creatures, you will have to find them; investigate and hunt them down before you can slay them. In the process, you may uncover dark secrets about the city and the people in it.

This isn't quite a horror campaign, but there will be certain elements on that. The heavy emphasis will be on roleplay and intrigue. It will also be fairly high-power in terms of loot, and while I certainly compensate for that in the difficulty of enemies, it is something I like to be up-front about because some feel it diminishes any horror whatsoever.

I'm aiming for one post per day minimum from players. More is always really nice, but that's the baseline expectation. I'm forgiving about life getting in the way though. I'm on GMT -5, and will try to make sure that my eye is on the thread and that I am getting to things as quickly as possible.

Character creation:
Crunch
-I'm looking for characters who suit the setting and story elements we're going for. Because the party members have particular skills that have made them candidates for this elite group, they should be characters written around the idea, instead of just being an adventurer who happens to have killed a vampire one time.
-Characters begin at second level
-1,000 gold to start
-25 point buy
-Any race or class is acceptable. Even the weird ones, with a good reason. Archetypes are all open, and ones that compliment the campaign such as Dirge Bard or Yokai Hunter (Ranger) are adored.
-Any non-evil alignment. It's worth keeping in mind though that you may have to do some not-too-upstanding things, and so perhaps "that" kind of Lawful Good character isn't a great choice.
-All material printed by Paizo in any book is acceptable, though going way off the reservation might be worth asking. I'm allowing the Advanced Class playtest classes as well. Third-party material is on a case-by-case basis, as I've seen some hilariously awful or just plain broken third party stuff.
-The campaign will have a lot of puzzle solving and investigating, which will include talking to people and looking for clues at crime scenes and such. In addition, there will be lots of intrigue, mystery, and politics in play. As such, charisma or intelligence-based characters with out-of-combat roles not only find use, but are necessaary. Knowledges, charisma abilities, Survival, and such are all huge plusses. The vast bulk of the campaign will take place in a city, so building something like a Druid with lots of very nature-based spells might not be the best idea.

Fluff
-Since you're second level, your character should have something they've accomplished. Doesn't have to be big, but something notable enough to catch the attention of people. You've all been recruited for a reason, so let's see that reason. Doesn't have to be combat-oriented, either.
-I'd like for people to have one or several "supporting characters". These are relatives, friends, colleagues, informants, and so on. Especially good are characters who can provide some kind of in-game use; informants are definitely the clearest example of such.
-I'm the sort of DM who gives certain extra bonuses rooted in backstory, so keep that in mind. The more vivid and rounded a character, the better I can see things to base these small boosts off of.

The Korvosa being used here is sort of an "in name only" one. Major elements and important people will likely change, but setting it in such a fleshed-out location means that any locations and numbers are already in place and easily accessed.

Recruitment runs "until I say so", but I'll likely give a week for ideas to be fleshed out and crunch to be written up.I'm probably recruiting a party of six, and will take party balance into account. I'll do my best to keep up on any questions.


I'm definitely interested. Thinking up a character right now, will edit or post again when I have something.

Edit: I'm seeing a Kitsune Sorceror hailing from a dishonored clan, most of whose members fled Tian Xia and established themselves as an underground group in Korvosa, running a business of vice, if not outright crime.

His clan sees the beasts as a threat to their good fortune, and perhaps as bad omen, and they (my character particularly), have taken to huting the beasts down in order to protect what they see as their turf and livelyhood.

Basically, the somewhat good hearted criminal whose interests in protecting his turf happen to make him a good ally to more upstanding types. He would most likely be chaotic neutral, though, I assure you, not the so infamous "Chaotic Stupid" type of character.

He will have talents in trickery, fast-talking and disguise, making him a good infiltrator and trickster for the party.

Question: The Rakshasa bloodline has many roots in trickery and subterfuge. Would you allow me to reflavor it as particularly powerful magical Kitsune heritage, as opposed to influence from Rakshasa ancestors?

I'll start drumming up a background and crunch.


Dot!


Dot!²

Lantern Lodge

working on character idea


Looking into making an urban ranger. Sounds like a good story.


Cydrius wrote:

I'm definitely interested. Thinking up a character right now, will edit or post again when I have something.

Edit: I'm seeing a Kitsune Sorceror hailing from a dishonored clan, most of whose members fled Tian Xia and established themselves as an underground group in Korvosa, running a business of vice, if not outright crime.

His clan sees the beasts as a threat to their good fortune, and perhaps as bad omen, and they (my character particularly), have taken to huting the beasts down in order to protect what they see as their turf and livelyhood.

Basically, the somewhat good hearted criminal whose interests in protecting his turf happen to make him a good ally to more upstanding types. He would most likely be chaotic neutral, though, I assure you, not the so infamous "Chaotic Stupid" type of character.

He will have talents in trickery, fast-talking and disguise, making him a good infiltrator and trickster for the party.

Question: The Rakshasa bloodline has many roots in trickery and subterfuge. Would you allow me to reflavor it as particularly powerful magical Kitsune heritage, as opposed to influence from Rakshasa ancestors?

I'll start drumming up a background and crunch.

Certainly not something I was expecting, but interesting to see how he'll interact with some of the people who've thrown this initiative together, given his criminal background. But no worries, I'd definitely allow that reflavouring. I'm not a stickler for that sort of thing, and it's a reasonable one given how also trickstery kitsune are.

Kudos to you for having a male kitsune in mind though, I've never seen that before.


Glad you like the concept; I was worried it might be a little too "out there". I'm currently writing out his background, so we'll see how that turns out. ^^


I've got the background up. I'll avoid posting with the alias again until I know if he's picked or not, in case he's not picked. (I'd rather avoid cluttering my alias list with characters I can't remove afterwards.)

I'll work on some actual crunch later, but it winds down to this:

Sorcerer ("Kitsune" (actually Rakshasa) Bloodline)

Focused on charisma, dexterity, and a little bit of int to get some skills.

Skills to be picked, perhaps not all fully depending on what my stats allow:
Bluff, Disguise, Know Arcana, Spellcraft

Level 1 feat: Realistic Likeness

Background:
The Xin clan was a noble human family of little stature in Tian Xia, known mostly for two things: Their ascent to noblehood had first come in strange conditions, when the first born son and first born daughter of the family patriarch married into two noble houses the same day, at one raising the clan's stature to rival many others. Their second call to fame was their wealth: By some arcane means, the Xin threw lavish parties with alarming regularity, and resided in a mansion most opulent. No one questioned them on this, as to do so would have been quite rude, but, had you asked other noble houses, none could have told you just what the clan held trade in.

That is, until one day, their cover fell. It was revealed to the rival houses, when a duel between one of the clan's sons, and the heir of an opposed clan turned ugly, that each and every member of the Xin family was a kitsune. They had built their empire on subterfuge, in a bid for wealth and power. With many other clans now calling for their pelts, the Xin clan had no choice but to flee Tian Xia entirely, the twenty or so members of the head family fleeing as stowaways on a large merchant vessel loaded with exotic spices bound for Korvosa after making a very sweet deal for the captain on board.

The clan found refuge in the Shingles, occupying several vacant buildings. Their wealth of expertise in subterfuge and politicking would soon make them a proeminent feature of the Korvosan underworld, where the Xin name became associated with gambling dens, and the purchase and selling of rare and exotic goods and sensitive information, and occasionally offering to perform deeds of a more unsavory nature in exchange for the right sum of money. However, they stayed away from overt crime, interested in neither the dirty money nor the attention. The clan were once more keeping their true natures under wraps; within their dens, running their businesses, they would allow their vulpine faces to come through. By day, as they roamed the streets and spent their earnings, they were human men and women, indistinguishable by all but the most perceptive.

This subterfuge granted them great liberty in their dealings. Though they kept chaos at a minimum, intent on letting their new network grow, the sheer difficulty of putting a hand to the collar of a member of the Xin clan made them difficult to touch, and Yao Xin, third son of the right hand man of the clan patriarch was no exception.

Yao's personal trade was that of gathering information. For a fee, he would spy on a target or butter up someone privvy to a secret of some sort; a natural talent for magical disguise made him quite formidable in this trade. This was hardly the only one of Yao's talents. He had inherited his father's gift for magic, a rare boon amongst their kind, and he was not shy about using it when trouble came.

As beasts began to rise about in the city, the Xin soon found their businesses in jeopardy. With the streets no longer safe at night, their customer base was dwindling quite fast; as well, regular attacks on members of the clan as they went about their business was not something they would tolerate. With the help of their own unique talents and contacts, the Xin clan begen hunting down these beasts where they could, and leaving many anonymous tips for the city watch. Yao himself was at the source of more than a few of these. Intent on ending the plague that threatened his new home city, he made sure that information on these creatures would flow well to all concerned parties, going so far as to steal it from less well-intentioned sources if it came to this.

Nabbing some object of blackmail for one corrupt statesman to expose another was all good and business, but when the lives of innocents were involved, there were things more important than money.

Yao has obvious support characters in his clan and their underworld contacts in the more shady parts of Korvosa. He also has some potential enemies in NPCs originating from the eastern parts of Golarion which may have some issues with the former "fake nobles".

His own nature as a Kitsune, hiding a monster's visage behind a human one, might lead to some trouble with those who would take monster hunting to a "anything that's not very humanoid" point, which I believe would make for an interesting source of conflict.

If you have any concerns, Spooky GM, please let me know, I'm more than happy to touch up on issues.

As far as party dynamics are concerned, Yao has no problem cooperating with people of various backgrounds, but his immersion in the world of vice may bother more upstanding party members. Yao is unlikely to reveal his true changeling form unless he truly trusts a fellow party member.

You'll see none of that "brooding loner underworld guy" from me; Yao is very much a social animal.


Here is Peter. Bodyguard and mercenary for those who want to keep the gribbles off of others.

Peter:

Full Name : Peter

Race: Human

Classes/Levels Fighter 2 (HP)

Gender M

Size M

Age 23

Special Abilities :

Alignment: CG

Deity :The Drunken God

Location

Languages :Common

Occupation : Mercenary

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 17 (+3)
Intelligence 11
Wisdom 12 (+1)
Charisma 10
Height: 6'3" Weight: Hair: Black Eyes: Grey
Favored Class: fighter (HP)
EXP: 3000
Hit Points: 23
Spd: 30
Init: +6
AC: 18 ( 6 armor shield)/Touch 12/FF 16)
BAB: +2
CMB: +5 (+7 Bull Rush)
CMD: 17 (19 vs. Bull Rush)
Saves: Fort +6 Ref +3 Will +1

Weapons:
Cestus +5 1d4+3 19-20/x2 B or P
Guisarme +5 2d4+3 x3 reach,trip
Shortbow +4 1d6+3 x3 70 ft.

Skills: Perception (2+1)3,Climb (1+3+3)7,Swim (1+3+3)7,Acrobatics (2+2)4

Feats: Power attack(-1/+2), Improved Bull Rush, Combat Reflexes (+2),Improved Initiative
Traits: Axe to Grind (+1 damage against threatened foes),Deft Dodger (+1 Reflex save)
Special Abilities:Bravery +1 vs. Fear,

Equipment:
Guisarme 9 gp
Cestus 5 gp
MW Breastplate 350 gp (-3 acp)
Shortbow Composite +3 225 gp
20 arrows 1 gp
Backpack 2 gp
Silk Rope 10 gp
bandolier 5 sp
Everburning torch 110 gp
Holy Water (1) 25 gp
Antitoxin (1) 50 gp
Antiplague (1) 50 gp
2 Sunrods 4 gp
waterskin 1 gp
2 days rations 1 gp
Flint & Steel 1 gp
3 CLW Potions 150 gp
375 gp

Peter stands a few inches over six feet tall and has a thickly muscled form that is still quite nimble. His black hair is trimmed short and his skin is tanned
from marching in the sun and has a few scars here and there as a sign that he has seen a few battles.

Peter(no last name) was an orphan who was dropped at the orphanage with no knowledge of his parents. He grew up a surly child and seemed destined to join the
ranks of the many boys kept by the thieves guild as a flunky but a guardsman saw potential in Peter and urged him to join the army. Unfortunatly, while Peter did
have good potential as a mercenary he had the wrong attitude for the strict life in the legions and after receiving basic training signed up with the
Shining Blade hoping that such a group will turn out better for him. It remains to be seen although some say that even if Peter can bring dragons low, he will
still be a low-ranking grunt.

Peter has been doing bodyguard work for a while and has been guarding priests and academics who need escorting to their various work places. One in particular has
taken note of his skill for keeping his charges untouched and mentained that certain people would find his skills very usefil.

Peter still keeps in touch with the guardsman who helped him into the army. 'Oswald' is a drinking buddy and can suggest places where special equipment can
be bought and sold.


Would you consider Interjection Game's Tinker? The general idea is a character whose seen what lurks out there and is too afraid to deal with it themselves. Not even with a group of other people. Instead, they create machines. Machines can't be turned on them like people can. Machines can be trusted...


Are you allowing the playtest classes? I'm sort of thinking a Strix Investigator might fit well.


Bad kitty!


Look out, unlike Scath, this kitty has REALLY big teeth. :)


@Yao Xin: Loosk good, nothing out of place there.

@Andrea1: Nothing there to justify Peter's place in the group. Being good with a sword is not enough by a mile.

@JonGarrett: It's not a bad idea from a character standpoint, but from looking at the class, it seems like something that has some definite mood-killing potential. A character who removes themselves from the horror and uses robots to handle all the messy stuff exists outside the atmosphere and lessens the tension.

@mdt: Playtest classes are fine.


Darn. It's not how I envisioned the character - they'd still be the one doing the investigating, as the Tinker's automatons are pretty useless for anything but combat or crafting aids, and instead they'd be a combination of security blanket and bodyguards for a fairly neurotic character deeply worried by but obsessed with the forces of darkness - but I can see your concern that it would end up that way.

I shall ponder a little on another skill monkey.

Liberty's Edge

I have a good urban ranger that I would love to try out here. I will get him up asap!!


I'm really interested in playing a Vampire Hunter Inquisitor for this. It'll take me some time to work out the specifics of the backstory (and the crunch), but I'm leaning toward a former Renfield who managed to break free of the mind control long enough to first escape, and then later seek Righteous Vengeance. (Of course, given his level, he'll only have managed to destroy a lackey vampire - the master will still be out there, awaiting destruction).

As an aside, hopefully someone will be looking to go into Sleepless Detective as it will fit perfectly into an investigation centric campaign like this.


How do you handle hit points? Max at level 1 and roll with at least average on subsequent levels?


Not sure how HP'll be handled, but I'll leave that for once I've chosen characters. For now, nto something to worry about.


Alright.

Other question, should be the last one: The traits regarding Disguise seem to be pretty far and between. Would you allow me to use Keeper of the Veil flavored on Yao's deceitful origins?

Assuming the above is alright, Yao's profile, sans equipment, is complete. (I'll do the equipment if he's picked.)

(Sorry for asking so many questions, just want to make sure the crunch is right.)


Spooky, how do you feel about middle aged or old characters? I'm thinking that my Inquisitor will have been a thrall for decades, but am also interested in both the Breadth of Knowledge and the Improvisation feat chains; a half-elf can do both, but they have to be old. The stat adjustments don't hurt the idea much as I don't see him as being much of a combatant anyhow (and I'd be content to just skip the adjustments entirely if you prefer).


Trait reflavouring is also cool by me, so long as it isn't blatant cheesing. In this case, it definitely works out just fine to change the description.

Definitely fine with older characters, especially since you clearly have a reason here for being lower level, and it comes with a hook to work with.


I'm thinking of a young man, mechanically a Bard (Archivist or Archeologist)L1/Swashbuckler (playtest)L1.

Originally a party boy at the University of Korvosa, he got serious when fellow students started to disappear. By paying attention to things and using the school for research he manages to find a weakness in the creature preying on his fellows and save the last handfull of his class.

Supporting characters are the gothic University (all shadowy hallways and looming gargoyles), eccentric professors (I don't understand why my alchemy instructor hates me!) and students, the Chancellor you never see (he only sends notes), and the labyrinthine Library (why is that tome chained to the desk?).


I like it. Would he still be a student, or otherwise still "at" the University at the time of the campaign?


This character was created for a Carrion Crown campaign that fizzled but I think she's the type of character you're looking for. I can doctor her background.


Here's a Dhampir Inquisitor of Sarenrae, for your perusal. Background and equipment edits inbound.

Victor Wright:
Victor Wright
Dhampir Inquisitor 2
NG Medium humanoid (dhampir)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +10
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 15 (2d8+2)
Fort +4, Ref +3, Will +6; +2 bonus vs. disease and mind-affecting
Defensive Abilities negative energy affinity; Resist undead resistance
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +3 (1d6+2/18-20/×2+2 fire)
Ranged heavy crossbow +4 (1d10/19-20/×2)
Special Attacks judgement of destruction, judgement of justice, judgement of piercing, judgement of smiting
Spell-Like Abilities
. . At will—detect alignment
. . 3/day—detect undead
Inquisitor Spells Known (CL 2nd; concentration +5):
1st (3/day)—cure light wounds, protection from evil, detect evil
0 (at will)—stabilize, resistance, create water, light, read magic
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 10, Wis 16, Cha 12
Base Atk +1; CMB +3; CMD 16
Feats Amateur Gunslinger, Gunsmithing
Traits flame of the dawnflower, natural-born leader
Skills Bluff +8, Diplomacy +6, Disguise +6, Heal +8, Intimidate +2, Perception +10, Sense Motive +9, Stealth +8; Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ deed: deadeye, disruptive shot, domains (black powder inquisition), judgement 1/day), monster lore +3, resist level drain, track
Other Gear Heavy crossbow, Scimitar, 935 GP
--------------------
Special Abilities
--------------------
Amateur Gunslinger () Although you are not a gunslinger, you have and can use grit.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Disruptive Shot (DC 14) When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack, that creature must succeed at a Fortitude saving throw. If the spellcaster fails, he takes a -4 penalty on concentration checks for 1 round.
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Inquisitor Domain (Black Powder Inquisition) Deities: Any (with GM approval).

Granted Powers: You gain Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats. When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack,
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Track +1 Add the listed bonus to survival checks made to track.
Undead Resistance +2 save vs. disease, mind affecting effects.


I think I'm going to make a Vivisectionist Alchemist, specializing in symbology and understanding just how the occult works in all its insane permutations. Eventually multiclassing into Diviner, Arcane Trickster, and Loremaster--for now, anyway.

Sort of a Robert Langdon meets Abraham Van Helsing.


Jasper Smoot :

Race Nagaji
Classes/Level Summoner 1, Wizard 1 .................Gender Male
Campaign ..........................................Homeland
Alignment ..............................Deity Andoletta
Size Medium ........................................Age 33
Hair Brown .........................................Eyes Brown
Height 6'7" ........................................Weight 250 lb.
Skin Tan
Languages Alko, Celestial, Common, Draconic

Character Traits:

Loyalty across Lifetimes: You and your eidolon share a link that seems to span multiple lifetimes. Your eidolon treats its Constitution score as if it were 2 points higher for the purposes of determining when its negative hit point total sends it back to its home plane. In addition, your eidolon gains a +1 trait bonus on Will saves against enchantment spells and effects.

Merchant: You lived your life as a merchant, buying and selling goods. You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill for you.

Offense:

Init +1 Base Attack: +0 CMB: +1

Weapon Masterwork ShieldAttack Bonus +1 Critical *2 Type P Damage 1d3
Weapon Masterwork Heavy Crossbow Attack Bonus +1 Critical 19-20/*2 Type P Range 120 ft. Ammunition 10 Bolts Damage 1d10

Defense:

AC: 10+04+00+01+01+00+00+00=16
Touch: 13
Flat-Footed: 15
Fortitude: +1
Reflex: +0
Will: +6
CMD: 11

Feat:

Deceitful
You are skilled at deceiving others, both with the spoken word and with physical disguises.
Benefit: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Scribe Scroll (Item Creation)
You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

Summoner Class Features:

Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. Summoners are also proficient with light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell's level.

To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier.

A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 2–7. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

A summoner's selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner's choice. At each new summoner level, he gains one or more new spells as indicated on Table 2–8. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table 2–8 are fixed.)

Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level summoner spell he can cast. A summoner may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table 2–8 under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.

Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.

The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner's class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.

The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Life Link (Su): Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.

Summon Monster I (Sp): Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Wizard Class Features:

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Transmutation School
Transmuters use magic to change the world around them.

Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Statistics:

Ability Scores: STR 12(+1), DEX 11(+0), CON 12(+1), INT 11(+0), WIS 15(+2),CHA 19(+4)
Skills:
............Total.....Ability..Ranks..Misc.
[]Acrobatics ......................-02=DEX+0+0+0-2

  • Appraise ........................+00=INT+0+0+0
    []Bluff ...........................+06=CHA+4+0+2
    []Climb ...........................+02=STR+1+0+3-2
  • Craft (Alchemy) .................+00=INT+0+0+0
  • Craft (Carpentry) ...............+00=INT+0+0+0
  • Craft (Weapons) .................+00=INT+0+0+0
    []Diplomacy .......................+04=CHA+4+0+0
    []Disable Device ..................+--=DEX+0+0+0-2
    []Disguise ........................+06=CHA+4+0+2
    []Escape Artist ...................-02=DEX+0+0+0-2
  • Fly .............................-02=DEX+0+0+0-2
  • Handle Animal ...................+--=CHA+4+0+0
    []Heal ............................+02=WIS+2+0+0
    []Intimidate ......................+04=CHA+4+0+0
  • Knowledge (Arcana) ..............+--=INT+0+0+0
  • Knowledge (Dungeoneering) .......+--=INT+0+0+0
  • Knowledge (Engineering) ..........+--=INT+0+0+0
  • Knowledge (Geography) ............+--=INT+0+0+0
  • Knowledge (History) .............+--=INT+0+0+0
  • Knowledge (Local) ...............+--=INT+0+0+0
  • Knowledge (Nature) ..............+--=INT+0+0+0
  • Knowledge (Nobility) ............+--=INT+0+0+0
  • Knowledge (Planes) ..............+--=INT+0+0+0
  • Knowledge (Religion) ............+--=INT+0+0+0
  • Linguistics .....................+05=INT+0+2+3
    []Perception ......................+04=WIS+2+0+2
    []Perform (Oratory) ................+06=CHA+4+2+0
    []Perform (String Instrument) .....+04=CHA+4+0+0
  • Profession (Scribe) .............+07=WIS+2+2+3
  • Profession (Soldier) ............+--=WIS+2+0+0
  • Ride ............................-02=DEX+0+0+0-2
    []Sense Motive ....................+02=WIS+2+0+0
    []Sleight of Hand .................+--=DEX+0+0+0-2
  • Spellcraft ......................+--=INT+0+0+0
    []Stealth .........................-02=DEX+0+0+0-2
    []Survival .........................+02=WIS+2+0+0
    []Swim ............................-0=1STR+1+0+0-2
  • Use Magic Device ................+--=CHA+4+0+0

  • Racial Abilities:

    +2 Strength, +2 Charisma, –2 Intelligence: Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits.
    Medium: Nagaji are Medium creatures and have no bonuses or penalties due to their size.
    Reptilian: Nagaji are humanoids with the reptilian subtype.
    Normal Speed: Nagaji have a base speed of 30 feet.
    Low-Light Vision: Nagaji can see twice as far as humans in conditions of dim light.
    Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh.
    Resistant (Ex): Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
    Serpent's Sense (Ex): Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.
    Languages: Nagaji begin play speaking Common and Draconic. Nagaji with high Intelligence scores can choose from the following: any human tongue, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, and Sylvan.

    Equipment:

    Masterwork Chain Shirt Armor ......................25 lb.
    Masterwork Light Steel Quickdraw Shield .............7 lb.
    Masterwork Heavy Crossbow ...........................8 lb.
    Masterwork Crossbow Bolt (10) .......................1 lb.
    Masterwork Backpack .................................4 lb.
    Bedroll .............................................5 lb.
    Belt Pouch ........................................0.5 lb.
    Bullseye Waterproof Lantern .........................2 lb.
    Canteen .............................................1 lb.
    Everburning Torch ...................................1 lb.
    Flint And Steel .....................................0 lb.
    Ink .................................................0 lb.
    Inkpen ..............................................0 lb.
    Mess Kit ............................................1 lb.
    Signet Poison Pill Ring .............................0 lb.
    Soap ..............................................0.5 lb.
    Spell Component Pouch ...............................2 lb.
    Trail Ration (10) ..................................10 lb.

    Coins ............................................2.58 lb.

    Total .......................................71.58 lb.

    Light Load 43 lb. Medium Load 86 lbs. Heavy Load 130 lb. Lift Over Head 120 lb. Lift Off Ground 240 lb. Drag Or Push 600 lb.

    Money

    CP 9
    SP 5
    GP 115
    PP

    Summoner Cantrops:

    ARCANE MARK
    School universal; Level sorcerer/wizard 0
    Casting Time 1 standard action
    Components V, S
    Range touch
    Effect one personal rune or mark, all of which must fit within 1 sq. ft.
    Duration permanent
    Saving Throw none; Spell Resistance no
    This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

    See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

    If an arcane mark is placed on a living being, the effect gradually fades in about a month.

    Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

    GUIDANCE
    School divination; Level cleric 0, druid 0
    Casting Time 1 standard action
    Components V, S
    Range touch
    Target creature touched
    Duration 1 minute or until discharged
    Saving Throw Will negates (harmless); Spell Resistance yes
    This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

    LIGHT
    School evocation [light]; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
    Casting Time 1 standard action
    Components V, M/DF (a firefly)
    Range touch
    Target object touched
    Duration 10 min./level
    Saving Throw none; Spell Resistance no
    This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

    You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

    RESISTANCE
    School abjuration; Level bard 0, cleric 0, druid 0, paladin 1, sorcerer/wizard 0
    Casting Time 1 standard action
    Components V, S, M/DF (a miniature cloak)
    Range touch
    Target creature touched
    Duration 1 minute
    Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
    You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

    Resistance can be made permanent with a permanency spell.

    Summoner 1st-Level Spells:

    ANT HAUL
    School transmutation; Level alchemist 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1, summoner 1
    Casting Time 1 standard action
    Components V, S, M/DF (a small pulley)
    Range touch
    Target creature touched
    Duration 2 hours/level
    Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
    The target's carrying capacity triples. This does not affect the creature's actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.

    UNFETTER
    School transmutation; Level summoner 1
    Casting Time 1 standard action
    Components V, S, M (a broken chain)
    Range medium (100 ft. + 10 ft./level)
    Target your eidolon
    Duration 10 minutes/level
    Saving Throw Will negates (harmless); Spell Resistance no
    This spell breaks the life link between you and your eidolon. This spell allows your eidolon to venture more than 100 feet away from you without penalty. It can travel any distance while this spell is in effect without penalty, but if the spell expires while the eidolon is farther than 100 feet away, it immediately loses hit points as normal for distance and is possibly sent back to its home plane. While this spell is in effect, you cannot sacrifice hit points to prevent damage to your eidolon. Damage that would be transferred due to the life bond ability is not transferred. If you attempt to use the transposition ability while this spell is in effect, you must roll on the teleport mishap table, using the “studied carefully” row.

    Wizard Cantrops:

    MAGE HAND
    School transmutation; Level bard 0, sorcerer/wizard 0
    Casting Time 1 standard action
    Components V, S
    Range close (25 ft. + 5 ft./2 levels)
    Target one nonmagical, unattended object weighing up to 5 lbs.
    Duration concentration
    Saving Throw none; Spell Resistance no
    You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

    MENDING
    School transmutation; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
    Casting Time 10 minutes
    Components V, S
    Range 10 ft.
    Target one object of up to 1 lb./level
    Duration instantaneous
    Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object)
    This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

    MESSAGE
    School transmutation [language-dependent]; Level bard 0, sorcerer/wizard 0
    Casting Time 1 standard action
    Components V, S, F (a piece of copper wire)
    Range medium (100 ft. + 10 ft./level)
    Targets one creature/level
    Duration 10 min./level
    Saving Throw none; Spell Resistance no
    You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

    OPEN/CLOSE
    School transmutation; Level bard 0, sorcerer/wizard 0
    Casting Time 1 standard action
    Components V, S, F (a brass key)
    Range close (25 ft. + 5 ft./2 levels)
    Target object weighing up to 30 lbs. or portal that can be opened or closed
    Duration instantaneous
    Saving Throw Will negates (object); Spell Resistance yes (object)
    You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.

    Wizard 1st-Level Spell:

    ANIMATE ROPE
    School transmutation; Level bard 1, sorcerer/wizard 1
    Casting Time 1 standard action
    Components V, S
    Range medium (100 ft. + 10 ft./level)
    Target one rope-like object, length up to 50 ft. + 5 ft./level; see text
    Duration 1 round/level
    Saving Throw none; Spell Resistance no
    You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.

    The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). You can give one command each round as a move action, as if directing an active spell.

    The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.

    The rope itself and any knots tied in it are not magical.

    The spell cannot affect objects carried or worn by a creature.

    ERASE
    School transmutation; Level bard 1, sorcerer/wizard 1
    Casting Time 1 standard action
    Components V, S
    Range close (25 ft. + 5 ft./2 levels)
    Target one scroll or two pages
    Duration instantaneous
    Saving Throw see text; Spell Resistance no
    Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.

    Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. A natural 1 is always a failure on this check. If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

    Familiar:

    LIZARD
    Tiny animal
    Init +4; Senses low-light vision; Perception +3
    DEFENSE
    AC 17, touch 16, flat-footed 12 (+4 Dex, +2 size, +1 Nat)
    hp 9 (1d8+1)
    Fort +3, Ref +6, Will +3
    OFFENSE
    Speed 20 ft., climb 20 ft.
    Melee bite +4 (1d4–2)
    Space 2-1/2 ft.; Reach 0 ft.
    STATISTICS
    Str 7, Dex 19, Con 12, Int 10, Wis 16, Cha 6
    Base Atk +0; CMB +4; CMD 8 (12 vs. trip)
    Feats Weapon Finesse
    Skills Acrobatics +12, Climb +12, Stealth +16; Racial Modifiers +8 Acrobatics

    Lizards can be found in any temperate or tropical climate. When confronted with predators, a lizard flees and hides.

    Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.

    Int: The familiar's Intelligence score.

    Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

    Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

    Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

    Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

    Eidolon:

    Quadruped Eidolon
    Size Medium
    Init +4; Senses low-light vision; Perception +3
    DEFENSE
    AC 14, touch 14, flat-footed 12 (+2 Dex, +0 size, +2 Nat)
    hp 9 (1d8+1)
    Fort +3, Ref +4, Will +1
    OFFENSE
    Speed 40 ft.
    Melee bite 1d6
    gore 1d6
    Space 2-1/2 ft.; Reach 0 ft.
    STATISTICS
    Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
    Base Atk +1; CMB +3; CMD 15
    Appraise (Int) -2
    Bluff (Cha) +4*
    Craft (Int) -2
    Craft (Int) +2*
    Craft (Int) -2
    Handle Animal (Cha), +4*
    Knowledge (history) (Int), -2
    Knowledge (planes) (Int), +2*
    Perception (Wis), +0
    Sense Motive (Wis), +0
    Survival (Wis) +0
    Stealth (Dex) +2
    Feat
    Iron Will
    You are more resistant to mental effects.
    Benefit: You get a +2 bonus on all Will saving throws.

    Bite Free (Ex): An eidolon's maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.

    Darkvision (Ex): The eidolon has darkvision out to a range of 60 feet.

    Gore 2 Points (Ex): An eidolon grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).

    Limbs (2) Free (Ex): An eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.

    Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.

    Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

    Tail 1 point (Ex): An eidolon grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance on a surface. This evolution can be selected more than once.

    Background coming


    I'm having a hard time deciding if I should make my escaped thrall a Vampire Hunter Inquisitor or a Detective Bard.

    Actually, I think I'll do both, working toward Bard 2 / Inquisitor 3 and then into Sleepless Detective.

    Dark Archive

    Do you allow sourcebooks by Super/Rogue Genius Games and Kobold Press? I'm thinking either Talented Rogue, geared towards investigator, or Spell-less Ranger. Alternately, would you allow something like Beguiler from 3.5?


    @Wrong John Silver: That's a lot of multiclassing, but if you insist.

    @ZanThrax: That would definitely fit the idea rather nicely.

    @nightflier: Don't have those books, I'm afraid, and I wouldn't be able to deny or accept anything without seeing it. And I'd rather steer clear of 3.5 stuff.

    Also, can't believe I forgot this in the post, but pick any two traits from a Paizo book. Relfavouring is okay as long as I can see where you're going with it and it isn't absurd cheese.


    My first thoughts are ala "Grim". Character inherits knowledge and a responsibility in the fight. I'm thinking a Slayer for the class.

    Gotta think about it some more, though. The rule is to throw away your fist thought as too obvious and simple, but consider using the third or fourth thought instead. At least, that's a recommendation for writing.


    Spooky, I'm nearly done with mine. (Need to figure out some traits, a name, equipment, and ideally find some art to use as a portrait.)

    I'm actually thinking that Sleepless Detective would be only for one level and that Pathfinder Delver is a much more useful class (twice the skill points and has skill bonuses that scale with level) for a skill-focused character. Do you envision the Pathfinder Society - or a similar organization existing for this game? I can certainly see my guy wanting to publish instructional guides (Vampire Slaying for Dummies and such) or the secrets of various monsters and practitioners so that readers can protect themselves from their schemes. He'd be perfectly happy to work with the Pathfinders insofar as they'd help him get such information out to as wide an audience as possible.

    Oh, and as I'm planning to take the Freedom subdomain for my Inquisitor level. As written, there's no frequency on the number of uses of the Liberty's Blessing power. Presumably, it's meant to be uses per day, but it doesn't actually say so, so I'd say that it makes it a GM call.


    SpookyGM wrote:
    Would he still be a student, or otherwise still "at" the University at the time of the campaign?

    I haven't got that far yet.

    He could be an undergrad, still attending regular classes (but not as many, to fit adventuring in.
    He could have graduated (one of five out of a class of 150 who survived), and now out in the world free to adventure.
    He could have graduated and become a graduate student or teaching assistant.
    Does the GM have a preference?


    @ZanThrax: That's a lot of dipping; might want to be careful on that. LikeI said, high-powered on you guys' end means that I'll be compensating with enemy difficulty, and having dips in too many classes might put you a bit behind. As for the Society, I hadn't thought of that, but it certainly works. The setting is basically Golarion in most regards; the changes are all local so far.
    EDIT: Yeah, we'll go on a uses/day basis.

    @Camris: Don't have much of a preference, but you did say that supporting characters would be people at the university, so to justify that, might be best to still have a reason to be on-campus.


    It's admittedly very dippy, but I don't forsee him becoming very potent combat-wise regardless; especially with the old age adjustments. (Physical stats are 8/10/8)


    @Spooky please take a look at your inbox.


    Okay, so here's the basic idea:

    Shang the Apothecary

    True Neutral Samsaran Alchemist 2 (Vivisectionist, Internal Alchemist)

    Str 8
    Dex 12
    Con 10
    Int 20
    Wis 16
    Cha 11

    Fort +3 (+3 base, +0 Con)
    Ref +4 (+3 base, +1 Dex)
    Will +3 (+0 base, +3 Wis)
    Init +5 (+1 Dex, +4 feat)
    HP 9 + 1d8 + 1 ⇒ 9 + (8) + 1 = 18
    BAB +1
    CMB +0
    CMD 11

    Languages: Common, Samsaran, Tien, Celestial, Infernal, Abyssal, Varisian

    Racial Abilities:
    Medium, 30' speed
    Low-Light Vision
    Lifebound: +2 save vs. resist death, negative energy, removing negative levels, stabilization
    Samsaran Magic: 1/day comprehend languages, deathwatch, stabilize
    Shards of the Past: Bluff and Knowledge(Religion) get +2 and are class skills

    Class Abilities:
    Sneak Attack +1d6
    Breath Mastery: hold breath for 10 minutes or with a full move prep, 10 hours, survive twice as long without food or water, enter suspended animation as a move action
    Alchemy: +2 Craft(Alchemy)
    Mutagen: +4 Str/Dex/Con and +2 natural armor, -2 Int/Wis/Cha
    Poison Resistance +2
    Discovery: Improved Initiative

    Skills:
    Appraise +10 (2 ranks, +3 class, +5 Int)
    Bluff +7 (2 ranks, +3 class, 0 Cha, +2 racial)
    Craft(Alchemy) +12 (2 ranks, +3 class, +5 Int, +2 competence)
    Knowledge(Arcana) +10 (2 ranks, +3 class, +5 Int)
    Knowledge(Nature) +10 (2 ranks, +3 class, +5 Int)
    Knowledge(Religion) +12 (2 ranks, +3 class, +5 Int, +2 racial)
    Perception +10 (2 ranks, +3 class, +3 Wis, +2 feat)
    Profession(Apothecary) +8 (2 ranks, +3 class, +3 Wis)
    Sense Motive +5 (0 ranks, +3 Wis, +2 feat)
    Survival +8 (2 ranks, +3 class, +3 Wis)

    Feats:
    Improved Initiative
    Brew Potion
    Alertness

    Traits:
    Acupuncturist: +2 Fort save vs. poisons
    Canter: +5 bonus to Bluff attempts to send me a secret message, +5 Sense Motive to intercept coded messages

    Extracts: (3 extracts/day)
    Level 1: deathwatch, anticipate peril, cure light wounds, detect undead, disguise self, reduce person, shield, true strike, vocal alteration

    Equipment: 1000 gp, TBD

    Shang runs a little apothecary shop hidden in the cramped alleyways of Little Tian Xia, a neighborhood of Korvosa for far-traveling and misplaced Tiens. He was born to a local Tien human family and has lived in Korvosa all his life, but he spent his childhood staying most closely connected to his little neighborhood. Thanks to his blue skin and white eyes, most Korvosans don't know what to make of him, and consider him something of an oddity. The Tiens know what a Samsaran is, however, and have been happy to raise him in the community.

    Shang relies on the community to supply him with his vast array of spices, teas, herbs, reagents, and other, less savory substances. More often than not he speaks with his community in an odd patois of Common, Tien, and Varisian, allowing him and everyone else to converse in relative secrecy.

    Shang is pragmatic and seems oddly mercenary, very willing to take on new tasks for a promise of coin. However, he is also very possessive of his shop, and will drop everything to defend his home and livelihood. Most recently, these came to his attention when a stranger entered his shop one evening and requested a paste that would prevent the supernatural character of the sun. First happy to accept a request for sunscreen, he hunted down some of the rarer ingredients like mandrake root and Worldwound blood fungus before he had a flashback--from a previous life, when the village he lived in was plagued by Xin the Glutton, a gaki who wore the stranger's face. When the stranger returned for the business, Shang called him Xin. The hungry ghost screeched to know his secret was out, and threatened to destroy the shop and eat Shang. Something snapped in the frail little man, and he fought back, long enough that a passing hunter joined the fray and helped drive Xin away. Shang knows Xin is still out there, but is preparing himself for their next meeting.

    Shang is a scrawny man, his blue skin and white hair and eyes doing as much to push people away from him as earn their prejudice. He prefers to maintain a quiet presence, but maintains a sarcastic view of life and death.


    Spooky would you let in. PC with a template, a Fey template- Taddol?
    Thinking of trickster rouge
    CN

    Shes from the Never, never, her father is "The king under the Hill"
    Have back story and base PC once I know your happy to let such a PC apply


    You sir have piqued my interest. character incoming


    Oops, missed a couple characters earlier.

    @Rhia Van der Geist: Looks good, but some doctoring would be nice.

    @Chris Parker: A gun-based Inquisitor, interesting. I was wondering if someone would take a Holy Gun Paladin, but wasn't expecting this. I'll allow Sarenrae for it.

    @Truin: Not much to comment on, so I'll await background.

    @Shang: Another older character. I like the idea of a gaki as something to work with, since it's fairly unconventional as far as backstory monsters are concerned. I'm guessing supporting characters would be members of the Tien community?

    @GM Capt Wombat: I'm fine with a fey character, and itwould probably tip the scales in terms of my consideration of "do I include the fey in this at all or not".


    Fey it is then :)

    Love fey me


    I love this genre (so much so that I've watched every episode of Supernatural). My first idea for a character is a human Rogue (Investigator) 1/Summoner (Synthesist) 1.

    He's a former vice detective, who quit after someone brutally murdered his wife and daughter and partially devoured them while he was at work. He was obsessed with finding what did it, but had no luck going through legal channels and his usual informants. His fellow guardsmen were unable to help him, neither could the church of Abadar where he had several friends. One of his contacts there, a scholarly priest named Kellan suspected that some kind of undead was involved based off a scrap of flesh that was found under his wife's fingerail.

    He wasn't a very good fighter, but he was smart. He knew that eventually he would get a lead, and when he did, he needed to be ready to kill whatever took his family. So he applied to the Academae and studied to become a summoner. He fell in with an eccentric professor there, who was more interested in summoning eidolons that the traditional outsiders available to a wizard. Wanting to do to whatever killed his family what it did to them, he created a monstrous eidolon suit for himself. He dropped out of the Academae after learning what he needed. Now he's finally ready to go on the hunt for whatever monsters haunt the city's darkest corners.

    If you like that concept I'll come up with a name for the character and flesh out all the details. I'm thinking a ghast killed his family. He'd have several informants in traditional crime circles, as well as Kellan and his old professor at the Academae. Other than that he'd be using his eidolon suit to go all masked vigilante on some monster behind.


    I like the idea, and definitely see the touches of Supernatural in that backstory, and the inability of anyone else to help him is exactly why the party's being formed.

    Unfortunately, Synthesist Summoner is out; it slipped my mind when making the thread, sorry. GMed a couple games with one, and they are absolute cheese incarnate.


    I love the Idea of a techno fey, Atriums Fowl vain.
    He's a info thief, you need it he gets it.
    GM you letting in Psionics,
    A fey Telepath would be where I want to go.

    What level are guns, tech etc.


    Spooky GM wrote:

    I like the idea, and definitely see the touches of Supernatural in that backstory, and the inability of anyone else to help him is exactly why the party's being formed.

    Unfortunately, Synthesist Summoner is out; it slipped my mind when making the thread, sorry. GMed a couple games with one, and they are absolute cheese incarnate.

    Yes, they are the most powerful class. Unfortunately the most fun for me as well because you can basically build anything. What about a normal summoner? What about master summoner?

    Alternatively I could alter him to be more like batman or something do an Alchemist/Slayer or something. I'd prefer some kind of Rogue (Invesitgator)/Summoner though if possible.


    @GM Capt Wombat: Psionics are fine. Guns I'm unsure of, but if anyone in the final party is running guns then I'll probably not have them be rare and a burden on players. Tech might be a touch higher than the baseline for the setting, just because a vaguely Victorian-esque city evokes a lot of the mood I'm going for.

    @DM Jelani: I'm fine with other summoners, I just have someone at my real life tabletop game who likes them too much and would love to not have to balance encounters around him in relation to the rest of the party.


    Cool Love the idea of well educated Raffles like Elf/fey Gentleman righter of wrongs,
    who's an amuter gunslinger with a revolver. He's use wit and Pisonic telepathic powers over brute force.

    Lord Melrove Pilkinton Evergreen

    calling card is a Green Leaf.

    Green been he's favoured color

    The serving son of a wealthy old family, he had to look on as his elder brother, used the family wealth to live a short and high life. Finely his mother exasperated with the elder son, had him disallowed v the courts and handed the lordship of the now impoverished house noble to Melrove. The elder brother now with out a means to pay off his diets fell in with a bad lot. Soon found dead, Melrove felt the lacklustre investigation by the police left a lot to be desired. Taking it apon himself to look into the events around his brothers death. What he uncovered shocked him. A deeper darker underbelly of the city, one that holds the truth about his brothers down fall. It is this he hunts wile doing what he can to ride the city of the evil lurking in its darker places. He is not a good man, he is a driven one.


    I've finally finished stating & writing out a background for Walther. (It wound up rather long by my usual standards). I still have to equip him, which will take a while, as I'm thinking about trying to come up with masterwork tools for his various skills.

    Walther's Statblock:

    Male Old Half-Elf Bard (Detective) 1/Inquisitor (Vampire Hunter) 1
    NG Medium humanoid (elf, human)
    Init +0; Senses low-light vision; Perception +13
    --------------------
    Defense
    --------------------
    AC 10, touch 10, flat-footed 10
    hp 11 (2d8-2)
    Fort +2, Ref +2, Will +9; +2 vs. enchantments, +2 trait bonus vs. charm and compulson
    Immune magic sleep; Resist elven immunities
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee darkwood quarterstaff +0 (1d6-1/×2)
    Special Attacks bardic performance, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate, judgement of destruction, judgement of justice, judgement of piercing, judgement of smiting
    Bard (Detective) Spells Known (CL 1st; concentration +4):
    1st (2/day)—expeditious retreat, cure light wounds
    0 (at will)—know direction, mage hand, ghost sound (DC 13), message
    Inquisitor (Vampire Hunter) Spells Known (CL 1st; concentration +6):
    1st (3/day)—interrogation (DC 16), command (DC 16)
    0 (at will)—stabilize, disrupt undead, detect magic, read magic
    --------------------
    Statistics
    --------------------
    Str 8, Dex 10, Con 8, Int 16, Wis 20, Cha 16
    Base Atk +0; CMB -1; CMD 9
    Feats Breadth of Experience, Skill Focus (Bluff)
    Traits birthmark, deathtouched
    Skills Appraise +8, Bluff +11, Diplomacy +8 (+9 to gather information), Intimidate +9, Knowledge (local) +6 (+11 to identify the abilities and weaknesses of creatures), Knowledge (all other) +5 (+10 to identify the abilities and weaknesses of creatures), Linguistics +8, Perception +13, Perform (oratory) +8, Profession (Any / All) +7, Sense Motive +12, Spellcraft +8, Stealth +5; Racial Modifiers +2 Perception
    Languages Common, Dwarven, Elven, Necril, Shoanti, Sylvan, Varisian
    SQ bardic performance: careful teamwork, domains (freedom), elf blood, eye for detail, judgement 1/day), liberty's blessing, monster lore +5
    Other Gear Darkwood Quarterstaff, 360 GP
    --------------------
    TRACKED RESOURCES
    --------------------
    Bardic Performance (standard action) (7 rounds/day) - 0/7
    Judgement (1/day) (Su) - 0/1
    Liberty's Blessing (8/day) (Su) - 0/8
    --------------------
    Special Abilities
    --------------------
    Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
    Bardic Performance: Careful Teamwork +1 (Su) Bonuses to initiative, perception, disable device and against traps or while flat-footed.
    Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
    Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
    Bardic Performance: Fascinate (1 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.
    Birthmark +2 save vs. charm & compulsion
    Elf Blood You are counted as both elven and human for any effect relating to race.
    Elven Immunities +2 save bonus vs Enchantments.
    Elven Immunities - Sleep You are immune to magic sleep effects.
    Eye for Detail +1 (Ex) You add half your bard level to Knowledge (local), Perception, Sense Motive, and Diplomacy(Gather Information) checks.
    Inquisitor (Vampire Hunter) Domain (Freedom) Associated Domain: Liberation
    Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
    Liberty's Blessing (8/day) (Su) Allow target to re-attempt a save.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.
    --------------------

    (Backstory is in profile)

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