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The Seer's Journey - DM Downrightamazed

Game Master downrightamazed

A young refugee girl, blessed by the gods with foresight, is accompanied by six warriors to one of the most dangerous places in the world, where a great hero will die.


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I'm still developing it, though I've tentatively named her Nasmarra.


Male DraRid 9 - HP 66/66 AC 23, T 14, Flat 19 - F+7 R+10 W+6 Init +4; Senses: Superior Low-Light Vision (X4), Darkvision 60ft; Per +14

So DRA only needs two replacements? or will there be more entries? :)

I'd love to have joined but with my recent problems in the tech department i'm not joining any more games. Since I can barely keep up with some of them as is. :(

I'm loving the concepts coming out right now and I am very much a Doctor Who fan. :D The show can get a little wonky at times but for the most part I can't get enough of it!


Male Human Fighter 8, Ranger 3

Just a quick note that I've rounded up a volunteer for that second slot. He should be posting tomorrow once he's gotten an account sorted.


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

Some great posting there Goblin. Was very cool how you applied elements of our past story into Hurin's. I especially liked how you shed some light on the 'behind the scenes' after effects of some of our party's actions. Kinda reminded me of that title Marvel had for a while of that corporation who's business was going around fixing up all the massive damage and destruction caused by superhero battles. All fine and good for Spiderman to defeat Doc Occ over Manhatten streets, but what about the dude who just made his last payment on his snazzy new ride which got demolished by a hunk of falling building? We 'heros' can have significant, lasting effects on the lives of all of those we pass by, even casually, without our ever even being aware of it. Great lesson and reminder of life in general really of how we are All connected, one to another. And how Everything we do effects the totality.

Also gotta say, loved Jorzan & Zanjor's cameo! Thanks for the reminder of a fun ( and funny ) scene. Wonder how Zanjor's doing? And also Jorzan's Dwarvem buddies! Hope we get a chance to find out. Course in 'in-game reality' we've only left them a few hours ago. Kinda crazy that aspect of PbP. Anyway, looking forward to seeing what else ya have to offer mate!

@MIN: And no bro, you are most certainly not the only one who likes the occasional Wall o' Text ; )


Male Dwarf Fighter 7/Barbarian 2 AC29 HP128 F+14 W+6 R+6 Perception +14

Thank you Jorzan,

If you read the whole story from the beginning like I did in about 5 days it reads like a top novel. I am glad you liked the tie ins. I went back and did one more to pull Justal in too, but I didn't know about the inability to edit after an hour.

You guys have woven a great story so far. It so makes me wish I could hear all of you at a game table giving a voice to your characters. I wonder how many sessions the adventure would be so far in real life. I would love to see DRA run the Red Cap in the Bard Kings and put a voice to him. Looking forward to the adventures to come.


Kelne wrote:
Just a quick note that I've rounded up a volunteer for that second slot. He should be posting tomorrow once he's gotten an account sorted.

Excellent. Looking forward to seeing what he's got...


Also, we had a very large tree branch come down in our back yard last night that ripped all the lines out of our power pole. As such, while we got power back within a few hours, we still have no internets since we have to wait 'til the tree guys can clear everything away so the cable company can get us back up and running. On top of this, I leave for a major trade show (Sweetwater's GearFest - kind of a junior NAMM, sort of) in a couple hours and won't be back until very late Saturday night. As such, I may not be able to post again until Sunday, and if I do, it'll just be short updates.

Just a heads-up.


Male Dwarf Fighter 7/Barbarian 2 AC29 HP128 F+14 W+6 R+6 Perception +14

Man I hope it didn't fall on anything important like say your house! I added my equipment and more description to my Characters Profile. Hope your trade show goes well. I am guessing it is like a musical gear show?

I know it is pretty dated, but my dad used to play with some of the guys from the doobie brothers, I on the other hand got no musical instrument talents.


Hello, I'm Kelne's friend, Capntastic. I'm not very good at D&D, much less Pathfinder, but one of my friends is running a game so he'll be able to help me out with the mechanics.

My character concept is gonna be a Lore Warden with one level of Divination/Foresight scroll scholar wizard, so he'll basically be an ultra-smart fighter with minor prescient abilities. I'll probably take the Spell Mastery feat so I can flavor his cantrips and level 1 spell as being the results of his sheer mental power rather than spells.

Here are the stats I rolled when I started putting it together earlier today:

1d3 + 15: Epic rolls
2 +15 = 17 Intelligence
1 +15 = 16 Dex

1d10+6 Counter-Epic Rolls
3+6 = 9 Strength
8+6 = 14 Constitution

4d6 drop lowest:
2,5,6,5 = 16 Charisma
4,6,5,2 = 15 Wisdom
3,4,2,6 = 13 (dropped this one)

If you want me to re-roll here on the forum that's fine.

Still have to distribute his enormous pool of skill points, figure out feats, etc. Equipment, too.

Kelne says that the starting gold is 33k GP with no more than 6k spent on any given item, is this correct?

Either way, I look forward to playing with you all.


Male Dwarf Fighter 7/Barbarian 2 AC29 HP128 F+14 W+6 R+6 Perception +14

Hey Captntastic,

I just made a character for the game. Rules for me were: all rolls on the board so people can see them, No rerolling ones, 22k starting gold with no more than 6k on an item. DRA would like a character profile and a written charater concept/background story.

Having said that the rules may be different for you than me.


Male DraRid 9 - HP 66/66 AC 23, T 14, Flat 19 - F+7 R+10 W+6 Init +4; Senses: Superior Low-Light Vision (X4), Darkvision 60ft; Per +14

Hello Cap!

I'm Min and Chujitsuna Kage in the other thread . If you have any questions let me know :)

Most of it however has been answered above and DRA is as he stated going to be away for a bit. Glad to see another new face around here. :D


Male Dwarf Fighter 7/Barbarian 2 AC29 HP128 F+14 W+6 R+6 Perception +14

Hey Min,
Did DRA ever write up anymore about his world some place? Like more about Warbanians, what they look like and what stats their ger has? He writes about Warbanian Seige breaker armor and I picture space marines.

Capntastic,
Any more on your character? I am interested in reading about it.


Male DraRid 9 - HP 66/66 AC 23, T 14, Flat 19 - F+7 R+10 W+6 Init +4; Senses: Superior Low-Light Vision (X4), Darkvision 60ft; Per +14

Elves in The Explored Land, for All Players::

There are four main elven civilizations in the Known World – the Lumerili, Faradwenni, Tuathan, and Enhathladi.
General information:
Form: Humanoid

Lifespan: Eternal

Appearance: Elves have a grace and appearance of beauty that is as real as legends claim. They are taller than mortals, sleeker of limb and fair of skin, often with finely chiseled features. All have long pointed ears and similarities across gender.

Culture: Varies by civilization. The core description of the race from the PHB is the same for all unless indicated by GM. In addition, certain descriptions from the Elves of Golarion fit the elves of this known world, including the approach to other races due to their long-lives.

Religion: Elves recognize the gods in general, paying homage to them in their differing capacities, with a few being more popularly taken as patron gods than others (Desna, Calistria, Nethys, Shaelyn, Findeladlara, Ketephys, Yuelral) with occasional forays into elementally-based gods such as Gozreh and Erastil.

Special: All elves are touched by nature and magic, whether arcane or divine/natural. This does not necessarily give them specific extra powers, but the bloodlines of elves have retained a connection to these innate forces of power, and elves feel comfortable around these powers. Necromancy is generally deemed unacceptable and evil, an abomination against nature.

Rumors of the Elven Cultures

General:

Enhathlad – An Eastern culture of Elves that focused on the physical in a civilized and war-like fashion, focusing talents on weaponry, battle, leadership, and employing such magics to aid them in these goals. The honing of nature to its finest form. Enhathladi are very quiet, withdrawn types that are socially-impaired and display disquieting behaviors that border on eternal melancholy. Their lands are in the great trackless woods, and are rarely found unless they wish to be.

GM NOTE:It is commonly known amongst adventurers that Enhathladi weapons are great and cunning masterworks of the weapons-makers art. Their arrows (explosive, smoke-expending, backbarb, armor-piercing, etc.) are particularly valued and particularly expensive as are Assasin Life-Blades.

Relatedly, the Enhathladi have a dubious reputation as arms dealers more than willing to sell weapons to whomever is paying, since they live forever and tend to see little difference, philosophically, between one group of murderous mortals and another.

Faradwen – A culture of elves that retains a strong connection with the Land, such that their civilization can sometimes appear primitive or even feral. Very focused on the elements and nature, the Faradwen are said to embrace all types of natural environment easily, their skin darker and their ways very adaptable to any climate. The two known largest “cities” of Faradwen are on an island in the south and somewhere in the western northland forest, but it is said that they are everywhere. It’s rumored that sea-elves are really just Faradweni elves blessed by their patron elemental. The Faradweni have an intricate druidic-clerical ruling system. Stories have been told of ancient Faradweni with patron spirits that rival gods. With regard to arcane magics, the focus is elemental in nature, and sorcery is preferred to wizardry, but as long as the focus is elemental, there is no hindrance from a path. The Faradweni are also very physically strong, moreso than Lumeril or Tuatha, making great rangers, barbarians, warriors, and archers. It is said that all Faradweni are connected through the natural world, no matter where they may travel.

Lumeril – A very open culture of elves that have embraced the ways of mortal cultures, while also focusing on arcane pursuits. Building great shining cities made of stone towers, their culture is dedicated to arcane magic, with great colleges, wizards of great renown, a flourishing trade, and an acceptance of half elves unlike their Tuathan brethren. Stories of Lumeril reaching magical heights have long been told, and it is even rumored that magic binds their culture together in some mysterious way. Their cities are great centers of knowledge and while ruled by elves, welcome the inclusion of other races and other cultures. The Lumeril place few restrictions on profession/class, although many have rudimentary training in arcane lore regardless of their ultimate focus.

Tuatha - A very closed culture of elves in the western lands, south of Goreme. Tuathan elves embrace a variety of ways and represent a very balanced approach to magic and nature. Their forests are said to be of primeval beauty, preserved and shaped through magic throughout the millenia. It is rumored that the Tuatha have protected these lands since the beginning of time and are actually mysteriously bound to them. Some never leave the forests, except through an ancient rite of seeking their destiny called The Coming of Age - when the youth leave the forest to learn of the outer world. They maintain a strong culture of tradition and art that is highly prized, with a monarchy bloodline and a council of elders. Their lands are protected with a powerful mixture of arcane and divine power that prevent any who attempt to enter without escort or permission from finding their way through (those who have tried find their path always leading back to where they entered, as if the woods themselves twisted the paths.) Tuathans maintain contact with other cultures and races for trade and political reasons, usually meeting in the grand city of Haelith outside the protections of the forests. Haelith is populated mainly by humans, elves, and half-elves of Tuathan descent. Half-elves of Tuathan descent are rumored to be treated like diseased folk, with pity and some aversion, and are not welcomed to reside within the Tuathan forests. Tuathan elves tend to be an interesting balance between seeking of individual calling and tied to traditional ways, and those one may meet outside of the Tuathan forests can be of any profession or class, although it is said that they do not train thieves, barbarians or sorcerers. Tuathans seem to be inordinately drawn to their homelands, and their poetry often holds a poignant sense of longing.

VERY IMPORTANT POST: Save this one, print it, whatever. I'll upload it as a .txt file tonight to a folder on one of my servers, but you still may want to have your own reference. What follows is all the stuff an adventurer like yourself would just know about The Explored Land. Feel free to ask other OOC questions but please don't use as meta info. Once you've looked this over, if you haven't chosen where you're from yet, feel free to do so and I'll grant a permanent +6 to knowledge checks about that one specific area.

Note that the way weather/geographic areas work in The Explored Land makes no sense at all, so don't try to parse it out using actual meteorology or earth science. :-)

The Explored Land is so ravaged by ley lines and wild magic that its weather and currents and geological phenomena are hopelessly twisted and deformed, perhaps never to recover. This is one of the reasons there are things like Ruinstorms, which are seemingly malevolent (some say intelligent) storms capable of producing flesh-removing precipitation so damaging and powerful it can pierce plate armor.

That being said, here are things your character would know about The Explored Land. Note I am not saying everything your character knows is true, just that they know it.

About The Explored Land::

The Ocean and the Northwestern Shores - Though the dwarves of Van-Monnen lay claim to this area that butts up against the White Dragonhold, in truth it is mostly a wasteland of arctic tundra, broken up in the south by only the hardiest of conifers and grasses. Moss clings to the occasional outcropping of bare rock. This is a most inhospitable land, filled with dangers, lacking in resources, and largely unexplored.
The White Dragonhold - just as its name would imply, this area of The Land is inhabited, patrolled, and governed -- such as it is -- by white dragons. Also largely unexplored. Stretches all the way across the top of the world.

Van-Monnen and Van-Duriss (aka The Forgelands) - Home to the greatest kingdom of dwarves in the Explored Land, the Forgelands have the twin distinctions of being simultaneously one of its most resource-rich regions, and one of its most dangerous regions. Dragons from the white dragonhold regularly make incursions south for fresh meat and treasure, raiding merchant caravans, and the White Cliffs that line the shore are said to hold unspeakable secrets.

[Unclaimed Lands] - In the space between, surrounded by The Forgelands on the west, Iridian to the south, the Frost Kingdom to the east and the White Dragonhold to the north, are many old structures from civilizations past; giant walls, crumbled castles, ruined roads, shrines to gods long forgotten and some to gods still worshipped today. This area has insufficient resources for anyone to attempt to claim it and keep it, and is mentioned in conujunction with enough rumours of undead and fey monsters to keep most of the curious away.

Allemagh - A matriarchal barbarian kingdom composed of smaller fiefdoms, said by dwarves to contain tremendous pockets of unmined natural resources, left untouched due to the sheer inhospitableness of both the land and its people.

Warbane - (Protected by Van-Seletharius, Great Wyrm Silver Dragon) - The city of Warbane is home to the greatest fighters known anywhere. Living, as they do, in range of the dangerous Forgelands and the perilous White Cliffs therein, the Warbanians have developed an economy that relies heavily on mercenary trade, in that soldiers from Warbane, in the employ of various kings, cities, merchants, etc. will regularly send money back to their homeland to assist in its upkeep and the training of children in the ways of war. Most warbanians are very large and muscular; near the maximum size for a human, often towering over half-orcs.

Stormfare - (Protected by Van-Galazzan, Great Wyrm Brass Dragon) - As mighty as Warbane is, so Stormfare is intellectual. Built on steep hills and constantly under rain or threat of rain, the denizens of Stormfare are used to being indoors a great deal, and developed the greatest University in The Land essentially just to have something to do. Generally a cozy, avuncular, and pleasant place to be. Not surprisingly, the baristas of Stormfare are said to brew the best Coffee and Klah anywhere in the land, a fact the halflings of H'arun, in the Desert of Lop, dispute.

The Frost Kingdom - Another of the less pleasant places in The Land, this area is peopled by Giants, Golems, and dire beasts of all sorts. Interestingly, certain of the tribes of giants and ogres greatly value textiles and gems from the south, giving those merchants brave enough, or rich enough to hire powerful guards able to make mountains of money by trading silk and southern gems for rare and exotic jewels and furs from the north.

The Great Trackless Woods - Very little is known of this giant, ancient forest. There are a few rugged outposts of miners and frontiersmen scattered here and there, mostly in the south, but the primeval forces that are the true denizens of the woods keep any real civilization at bay.

The Western Coast - Generally a sunny, arid, peaceful place, the coastline is home to excellent farm country, great healing magic, and many quiet towns.

Iridian - A cursed land, often referred to as a "cancer" or "blight" on The Land. The last king of Iridian went insane and was killed in an uprising by his own army. Since then, Iridian has remained leaderless and empty. Iridian began its life as "Shelyn's Jewel," according to some sagas and histories, but little remains in the way of actual, physical evidence to lend any credence to this tale.

Plains of Bennalad - The greatest farmland in The Land, its breadbasket. Peopled entirely by farmers or similar, and protected mostly by monks.

Protectorate of The Lake - Home to Izmir, the city of light and knowledge, beloved of and consecrated to The Inheritor, Iomedae, and home to a mighty force of her Paladins. Izmir has a great library and university, centers of medicine, and is an orderly, clean, lawful place. Just less than a day's journey north is Varna, which is as debauched and rowdy as Izmir is calm and orderly. Varna is home to many people, mostly halflings and dwarves, and is the last known residence of the great brewmaster Erasj (pronounced like "mirage" without the "m"), who is half-mad, but is the last man alive who knows the secrets of brewing Ki Ale, which enhances the powers of monks and other Ki-using physical prodigies.

The Despair of Vestrille - Swampy land north of Rass-La, said to be on top of a great nexus of ley lines, which would certainly explain the immense power radiating from the swamps and trees and the very earth itself. Home to all sorts of undead. It is said just walking in the swamps of the Despair will cause one to enter a terrible melancholy, with some adventurers supposedly becoming so depressed they simply walk into the marshes and vanish.

The Old Woods of Grozcne - Said by some to be an outcropping of the Great Trackless Woods, but by others to be the last of the original forests of the world, and actually older than the Great Trackless Woods, the Old Woods are filled with wild fey, strangely animated plants, and many powerful woodland creatures.

Hallas - A lush and green woodland/farmland. Little industry or trade, mostly subsistence farmers. Generally peopled by gruff, hardy folk. Not heavily populated.

Rass-La - Once the southern half of a grand woodlands kingdom, the desert of Rass-La is now a sun-baked wasteland. It was created some 2,500 years ago in what has come to be called The Sundering; when the goddess Sarenrae, at the behest of an Enhathladi battle-queen named Luaera, took her flaming scimitar and carved a scar into the world for reasons no one knows.

Enhathlad - Enhathlad is a wind-blasted prairie/steppes region, sparsely populated by taciturn, nomadic, and curiously nonmagical elves. These elves are both revered and reviled for making the most brutally effective weapons in The Land, including things like armor-piercing and explosive arrows, and blades of black steel that are bound to a swordmaster's life force and lend the weapon strange powers.

Goreme - Home to farmers and monks, and an area in which some of the finest horses and other domesticated animals are bred.

Desert of Lop - A dangerous and large desert whose name in the local tongue means "You go in, but you do not come out again." The city of H'arun is the pride of Lop, a waystation for merchants taking the trade route from Katapesh north to the Frost Kingdom, or returning from same.

Tuatha - Lush and glorious woodlands, peopled by strongly magical elves, an ancient and proud kingdom.

Katapesh - This area is comprised of desert and jungle, and is home to a healthy trade center; the capital city that shares its name. Everything from legitimate goods to slaves to illicit substances pass through the ports and trade routes of this land.

The Old Land - Filled with strange plants and creatures from out of time and dotted with ruins of ancient cultures long-dead, The Old Land is a constant destination for adventurers and explorers. Its most curious feature, from which it takes its nickname, is the large quantity of criss-crossing roads, all in terrible disrepair and most ending abruptly, for no apparent reason, in the middle of a field, or at a lake, or a mountain.

The Empire of Mists - Despite a healthy and active trade relationship with the rest of The Land, little is known about the Empire of Mists.

Tiria - By far the most successful, wealthy, and populated area of The Land, Tiria is home to the walled city of Lesotho, beloved of Abadar and home to his greatest Paladins, which is also a Draconic Protectorate looked over by the great and ancient silver dragon Na-Selene, famed for her tactical mind as well as her thirst for knowledge. Like Stormfare and Izmir, Lesotho also houses a great university.

Tiria is also home to the oldest, largest city and port in the land; Mamban. Divided into five distinct districts, or "delves," Mamban is the funnel through which most trade is poured, and home to countless mysteries and magics, not least of which are the Center City, the Shadowborn, the Lost Fountain, and Old Ness' Bar on the wharf.

Other then that I am not seeing much more on the Warbanian's, however, DM Barcas plays as one in the Mists of War campaign and would probably be able to enlighten you better then I can presently.

The above information was provided by DM DRA some time back at the beginning of the thread.

Hopefully that helps!


Hurin: I've got most of the concept done, but some of the finer details like their demeanor and backstory still need to be cemented. Basically, an incredibly intelligent gentleman from Stormare whose natural ability and drive to seek out and unify 'truths' led to them plumbing all possible sources of knowledge, from library back rooms to coffee house gossip to college courses. He picked up his magical abilities more out of his striving to learn everything than for an actual desire to be able to practice magic itself.

He eventually got involved with some of the more secretive, perhaps cultish, elements seeking to catalog the deeper, less accessible sorts of knowledge, and were more than willing to take risks to acquire tomes and scrolls from whatever dark places they were secreted. To that end he became a very unique sort of mercenary. His unique skillset stems from his astounding analytical and predictive abilities allowing him to put himself and his sword where they need to be.

I'd have to talk to DRA to flesh things out in finer detail, especially in regard to those secretive, cultish elements.

Also, I'm gonna reroll the stats now:

As before, two epic rolls:
1d3 + 15 ⇒ (1) + 15 = 16
1d3 + 15 ⇒ (1) + 15 = 16

Two very non-epic rolls:
1d10 + 6 ⇒ (3) + 6 = 9
1d10 + 6 ⇒ (6) + 6 = 12

And two of these three normal 4d6 drop lowest:
4d6 ⇒ (3, 2, 3, 1) = 9
4d6 ⇒ (2, 2, 3, 6) = 13
4d6 ⇒ (5, 4, 5, 1) = 15

And now for hit points for 7 fighter/1 wiz.
10 for the first level of fighter. And then 6d10.
6d10 ⇒ (7, 2, 7, 6, 7, 5) = 34

And then the wizard level.
1d6 ⇒ 5

And that should give me enough to continue work on the character (and learning the system and this forum). Hopefully the rolls turn out good.


Male Silastrix Magus (Bladebound Kensai) 11 (HP 83/83 AC 30, T 23, Flat 11 - F+9 R+9 W+8 Init +12; Senses: Darkvision 60ft Low-Light Vision (X2), Per +13

I think that Hurin should carry some dwarven bows (aka light hammers and throwing axes) for ranged attacks. You know when you just need to reach out and touch someone...


Male Dwarf Fighter 7/Barbarian 2 AC29 HP128 F+14 W+6 R+6 Perception +14

Yeah he has a feat that allows him to throw two handed weapons two handed like a battle axe for 1.5 str bonus. So a spear does like 1d8+6 add power attack it is 1d8+10. Using QuickDraw I can throw two battle axes a round. He is also a shield basher.


Male Silastrix Magus (Bladebound Kensai) 11 (HP 83/83 AC 30, T 23, Flat 11 - F+9 R+9 W+8 Init +12; Senses: Darkvision 60ft Low-Light Vision (X2), Per +13

Oh ok your feats aren't on your profile so I'm not sure what all he has. :)


The University of Stormfare is well over five hundred years old, though the buildings that house the school are considerably older. The central tower, called the Great Tower, of the university campus is estimated to be five thousand years old, as old as the city itself. Legend says that the tower is haunted and has been for centuries. The stories of the ghost that haunts the tower, called the Ghost of the Great Tower by the students, varies from storyteller to storytellers. Some say that it is a professor unable to leave his research behind, while others say it is a lovelorn young coed who threw herself off its heights. Some have argued that it is the ghost of a murdered man brought to the tower and betrayed by his best friend, who loved his wife. By tradition, the University has never placed a member of the faculty in the highest room of the tower.

Whatever the Ghost's origins, too many students and teachers have sighted it over the last several centuries to be imagined. Attempts to contact the ghost through the spirit world have all failed. A heavy wooden door blocks the way into the room reserved for the Ghost, and ancient abjurations block the way for all but the most powerful wizards. Those who have made entry, which only occurs once every few decades, have reported that the room looks like any other office in the University - and that the room looks as clean and meticulous as though its occupant had just stepped out.

Many students have seen the ghost over the years as they walk the corridors of the tower, though its appearance has varied through the years. Some have said that the ghost is that of a man, others of a woman. In either case, the Ghost's pale white skin and blue hair are all that these sightings have in common, except that the ghost glides away without a word each time. The students treat a sighting as a sign of good luck in their examinations, though the faculty members view it with some trepidation. Many of them know that when the light in the top room of the tower appears and flickers, trouble for Stormfare often follows.

In truth, the Ghost of the Great Tower is no ghost, but rather a Samsaran drawn back to Stormfare with each reincarnation. Samsarans, a mysterious race that reincarnates rather than pass to Pharasma's judgment after death, seek enlightenment with each lifetime. Nasmarra, the current incarnation of the Ghost of the Great Tower, was drawn to Stormfare just as she was in each previous life. For thousands of years, she (or sometimes he) has lived, died, and been reborn. All but a handful of these incarnations returned to Stormfare.

Nasmarra's first life was as a human whose name she cannot recall. He was a powerful wizard beyond recognition, in a time thousands of years ago. In a way, she has been chasing his legacy ever since, trying to decipher a mysterious prophecy written in the first of many autobiographical tomes written by Nasmarra's past lives. These tomes are stacked in a great bookshelf in the office, which was itself warded by her past life as a wizard with wards that prevent anyone but his reincarnations from entering or seeing its true nature. Nasmarra is at the beginning of the life cycle, having been reborn in Lesotho for this life some seventy years ago, and arrived in Stormfare a decade ago to reclaim her birthright. She has spent the previous ten years learning the collected wisdom of her prior incarnations and re-mastering the words of the prophecy.

As each incarnation of a Samsaran's life is as different a creature and personality as a child is to a parent, Nasmarra is more morose and self-reflective than her most previous life - if her flippant and short life journal is any indication. An attractive woman with white eyes, white skin, and dark blue hair, Nasmarra is somewhat morbid and dark-spirited. Despite this, she is motivated by a deep sense of right and wrong. She darkly enjoys spooking the students given the opportunity, and sees nothing wrong with magically nudging their minds in the way that she needs them to be nudged. This incarnation's magical talents lay in both divine and arcane realms, with her abilities to mentally manipulate and mislead at the forefront of both.


DM Barcas here.

As you can see, this took me a while to do. Mystic Theurge is a fairly complex class, actually, with a lot of options. Without a single attack rolls and not counting cantrips, she has 26 spells per day and 34 x/day abilities. She also has five extra spells from the non-Cleric/Oracle divine spell lists. I've tried not to be cheesy about it by adding lower-level Cleric spells through their counterparts in other classes. I still have one to select, if anyone has any suggestions.

Any thoughts about the avatar? I'm not sure if it's 100% the right choice.

Character Sheet:
NASMARRA
Female Samsaran Cleric 3/Wizard 3/Mystic Theurge 2
NG Medium Humanoid (Samsaran)
Init +1; Senses Low-Light Vision; Perception +7
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 40 (3d8+5d6+8)
Fort +6, Ref +4, Will +12
--------------------
OFFENSE
--------------------
Spd 30 ft.
Cleric Spells Known (CL 5, +5 melee touch, +5 ranged touch):
3rd (2/day, domain) Suggestion (DC 20), Prayer, Hold Person, Bouncing (DC 19)
2nd (3/day, domain) Hold Person (DC 19), Silence (DC 17), Augury (DC 17)
1st (5/day, domain) Murderous Command - Bouncing (DC 18), Murderous Command - Bouncing (DC 18), Command (DC 18), Charm Person (DC 18), Forbid Action (DC 18)
0th (at will) Create Water, Purify Food and Drink, Detect Poison, Light
Wizard Spells Known (CL 5, +5 melee touch, +5 ranged touch):
3rd (2/day, specialist) Suggestion (DC 20), Haste, Slow (DC 18)
2nd (3/day, specialist) Blur, Mirror Image (DC 17), Compassionate Ally (DC 19), Ghostly Disguise (DC 17)
1st (5/day, specialist) Silent Image (DC 16), Ill Omen, Shield, Charm Person (DC 18), Bungle (DC 18), Vanish
0 (at will) Open/Close, Read Magic, Detect Magic, Mage Hand
--------------------
STATISTICS
--------------------
Str 13, Dex 13, Con 13, Int 20, Wis 20, Cha 17
Base Atk +4; CMB +5; CMD 16
Feats Bouncing Spell, Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Scribe Scroll, Spell Penetration
Traits Magical Lineage (Murderous Command), Perseverance
Trained Skills Knowledge (Arcana) +16, Knowledge (Dungeoneering) +10, Knowledge (Engineering) +10, Knowledge (Geography) +10, Knowledge (History) +16, Knowledge (Local) +10, Knowledge (Nature) +9, Knowledge (Nobility) +10, Knowledge (Planes) +16, Knowledge (Religion) +16, Linguistics +16, Spellcraft +16
Untrained Skills Acrobatics +1, Climb +1, Diplomacy +5, Escape Artist +1, Fly +1, Perception +7, Ride +1, Stealth +1, Swim +1
Languages Abyssal, Aquan, Auran, Celestial, Common, Cyclops, Draconic, Dwarven, Elven, Ignan, Infernal, Samsaran, Shae, Sylvan, Terran
Other Gear Bonded Amulet, Boots of Levitation, Pearl of Power (1st), Pearl of Power (1st), Pearl of Power (2nd), Ring of Sustenance, Wand of Mage Armor (50 charges), 3250g
Scrolls
--------------------
SPECIAL ABILITIES
--------------------
Adoration (Su): Immediate. Target must save or lose one attack against you. (Will DC 16 negates) (8/day)
Bit of Luck (Sp): Standard. Target takes the higher of 2d20 for a d20 roll. (8/day)
Bonded Object: Amulet (Sp): DC 20 + spell level to cast spells without the bonded object. Can cast any spell without preparation. (1/day)
Channel Positive Energy (Su): Standard. Heal 2d6 to living targets in area or harm 2d6 to undead. (DC 14 half) (6/day)
Dazing Touch (Sp): Standard. Touch attack dazes for 1 round, creatures with HD greater than 8 unaffected. (DC 15 negates) (8/day)
Force of Will (Su): 60' telepathy with those you have charmed or dominated.
Lifebound (Ex): Gain +2 to resist death effects, negative energy effects, remove negative levels, or stabilize
Mystic Past Life (Su): Add reincarnate, faerie fire, litany of madness, eagle eye, one more to Cleric spell list
Perseverance: When you have more than 1 Will saving throw to overcome an effect, you receive a +3 trait bonus on the extra Will saves against that effect.
Samsaran Magic (Sp): comprehend languages, deathwatch, stabilize (1/day each)
Spontaneous Casting: The Cleric can convert stored spells into Cure or Inflict spells.


Male Silastrix Magus (Bladebound Kensai) 11 (HP 83/83 AC 30, T 23, Flat 11 - F+9 R+9 W+8 Init +12; Senses: Darkvision 60ft Low-Light Vision (X2), Per +13

Is her first incarnations name Marianasu by chance?

I couldn't resist asking. ;)


I already asked and got shot down. Not Fen (of Fen's Omnibus) either.


Male Silastrix Magus (Bladebound Kensai) 11 (HP 83/83 AC 30, T 23, Flat 11 - F+9 R+9 W+8 Init +12; Senses: Darkvision 60ft Low-Light Vision (X2), Per +13

Oh well, it was worth a try.


Male Dwarf Fighter 7/Barbarian 2 AC29 HP128 F+14 W+6 R+6 Perception +14
Maiathreen Gyssearnith wrote:
Oh ok your feats aren't on your profile so I'm not sure what all he has. :)

Duh! slaps his head, I shoulda had a V-8 I forgot to add all the important stuff on my profile. For you guys to look at.


Male Dwarf Fighter 7/Barbarian 2 AC29 HP128 F+14 W+6 R+6 Perception +14
Nasmarra wrote:

DM Barcas here.

As you can see, this took me a while to do. Mystic Theurge is a fairly complex class, actually, with a lot of options. Without a single attack rolls and not counting cantrips, she has 26 spells per day and 34 x/day abilities. She also has five extra spells from the non-Cleric/Oracle divine spell lists. I've tried not to be cheesy about it by adding lower-level Cleric spells through their counterparts in other classes. I still have one to select, if anyone has any suggestions.

Any thoughts about the avatar? I'm not sure if it's 100% the right choice.

** spoiler omitted **...

I would say the avatar looks like it fits. I like the tie in of the light flickering in the tower as an omen of woe for the city with what has just happened I think she will blend right into the storyline. I am guessing that the dragon would have been told about activity in the tower.

Can't wait for DM DRA to bring us all in.

When I get home I will add all the crunch from hero lab to make my profile look like yours.


Capntastic wrote:
I'd have to talk to DRA to flesh things out in finer detail, especially in regard to those secretive, cultish elements.

Welcome, Capntastic! Nice to have you here, thanks for your interest. What can I answer for you in regards to secrets and cults and the like?


Hurin Sundershield SonOfHelgrud wrote:

Hey Min,

Did DRA ever write up anymore about his world some place? Like more about Warbanians, what they look like and what stats their ger has?

I tend to make the details available as they come up rather than drop a massive text bomb ahead of time. I feel this makes said details more immediately relevant, and keeps me from having to spend like three days typing something that I don't know if anyone will even read. If I do stuff in a more just-in-time manner, I seem to get a better response and uptake on the content.

Warbanians are a warrior race, all mercenaries. They are very large, often pushing the limits of the Medium size category, and all have rich, onyx skin and obsidian eyes. They pretty much universally worship Gorum. As for siege-breaker armor, it's essentially enhanced spiked full plate.


Male Half-elf Dragon Disciple 11

Warbanians, ho!

I didn't know that they have onyx skin. I always assumed Kyras was rather fair-skinned, as he is half-elf.


Male Dwarf Fighter 7/Barbarian 2 AC29 HP128 F+14 W+6 R+6 Perception +14

When I first read about the Warbanian fighting the Gnolls in the library I thought they might be black skinned based on the description, but I wasn't sure. Thanks for clearing that up.

It sounds like Dwarves are rarely played in your games at least online. Do you have anything written on them that I should know about? How many Dwarf Kingdoms are there? Are any openly hostile to one another? Any political entanglements I might know about? Etc.

How was your trade show by the way?

The Goblin


Male DraRid 9 - HP 66/66 AC 23, T 14, Flat 19 - F+7 R+10 W+6 Init +4; Senses: Superior Low-Light Vision (X4), Darkvision 60ft; Per +14

@DRA: hopefully I'm not stepping on your toes boss, he asked for info and I dug up what you had given all of us before. I knew you would add to it when you got back but I thought these would be informative to the newer players among us and would help keep them occupied until your return. :)

I agree with the goblin though how was the show? :)


Male Dwarf Fighter 7/Barbarian 2 AC29 HP128 F+14 W+6 R+6 Perception +14

Min can you check the profile if you are still lurking on the interwebs


Male Silastrix Magus (Bladebound Kensai) 11 (HP 83/83 AC 30, T 23, Flat 11 - F+9 R+9 W+8 Init +12; Senses: Darkvision 60ft Low-Light Vision (X2), Per +13

Here's an interesting archetype from the ARG, if DRA allows it. For Hurin.:
Foehammer (Fighter)
While the axe is the most famous dwarven weapon, the hammer is at the heart of dwarves’ heritage as forgemasters and warriors alike.

Sledgehammer (Ex): At 3rd level, a foehammer wielding a hammer gains a +2 circumstance bonus on combat maneuver checks made to bull rush, overrun, sunder, or trip. This ability replaces armor training 1.

Weapon Training (Ex): At 5th level, a foehammer must select hammers and does not gain weapon training with other groups, though his weapon training bonus improves by +1 every four levels after 5th.

Hammer to the Ground (Ex): At 7th level, when a foehammer succeeds at a bull rush combat maneuver, he can make a trip combat maneuver at the end of the bull rush. If he does not move with the target, the force of his blow may still trip his foe, but he takes a –5 penalty on the combat maneuver check to trip. At 15th level, any creature a foehammer successfully bull rushes is automatically knocked prone at the end of the bull rush. This ability replaces armor training 2 and 4.

Rhythmic Blows (Ex): At 9th level, each time that a foehammer hits a target, he gains a +1 bonus on attack rolls against that target. This bonus stacks with each hit against that target, but lasts only until the end of the foehammer’s turn. This ability replaces weapon training 2.

Piledriver (Ex): At 11th level, as a standard action, a foehammer may make a single melee attack with a weapon from the hammer weapon training group. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity. This ability replaces armor training 3.

Ground Breaker (Ex): At 13th level, as a full-round action, a foehammer may strike the ground with his hammer. If the attack deals more damage than the floor’s hardness, the space he occupies and all adjacent squares become difficult terrain. Creatures in those squares, except for the foehammer, are knocked prone (DC 15 Reflex negates). This ability replaces weapon training 3.

Hammer Master (Ex): At 17th level, any combat feats a foehammer has learned with any weapon from the hammer weapon training group (e.g., Improved Critical, Weapon Focus) apply to all weapons from that group. This ability replaces weapon training 4.

Devastating Blow (Ex): At 19th level, as a standard action, a foehammer may make a single melee attack with a weapon from the hammer weapon training group at a –5 penalty. If the attack hits, it is treated as a critical threat. Weapon special abilities that only activate on a critical hit do not activate if this critical hit is confirmed. This ability replaces armor mastery.

Weapon Mastery (Ex): A foehammer must choose a weapon from the hammer group.


Min Bein'Meleth Rámalóce wrote:
@DRA: hopefully I'm not stepping on your toes boss, he asked for info and I dug up what you had given all of us before. I knew you would add to it when you got back but I thought these would be informative to the newer players among us and would help keep them occupied until your return. :)

No worries! Thanks for the assist.

Min Bein'Meleth Rámalóce wrote:
I agree with the goblin though how was the show? :)

It was good, thanks! GearFest is always a rad time; lots of cool talks, sweet deals on gear (hence the name), and it's awesome to be able to interact with guys like Fab DuPont, Mike Wells, George Massenburg, Craig Anderton, Thomas Dolby, and all the other cool presenters they get. Very educational and fun. Also very motivating! I sussed out what the next iteration of my studio is gonna be, i.e., how I'm gonna start my facility's move up to the next plateau. Very excited about that. ^_^


Hurin Sundershield SonOfHelgrud wrote:
It sounds like Dwarves are rarely played in your games at least online. Do you have anything written on them that I should know about? How many Dwarf Kingdoms are there? Are any openly hostile to one another? Any political entanglements I might know about? Etc.

There is one other Dwarf, run by one of my IRL players; Gotrek, known as The Awakener, who destroyed the Hive Mind of the Metallum Aeternum on this plane.

There are essentially two tribes of dwarves; the southern dwarves live in Maho and Dambullah and the jungles that surround those cities, and are primarily miners of gems and crafters of fine jewelry and weapons. Northern dwarves live in (and totally dominate) The Forgelands of Van-Monnen and Van-Duriss, and while they also are very skilled at crafting weapons, they specialize in mining raw ores and crafting tremendous buildings and walls and other structures; they're architects and engineers. The famed Beltz Wellrock was a Forgelander.

The two tribes see very little of each other, and while the northern dwarves are gruff and taciturn and the southerners gregarious and aggressively friendly, they have enough in common that they've never had any reason to go to war against each other.


Male Silastrix Magus (Bladebound Kensai) 11 (HP 83/83 AC 30, T 23, Flat 11 - F+9 R+9 W+8 Init +12; Senses: Darkvision 60ft Low-Light Vision (X2), Per +13

So no more interactions with the very beings who got us involved in the whole thing...hmmm?


Male Dwarf Fighter 7/Barbarian 2 AC29 HP128 F+14 W+6 R+6 Perception +14

Ok it sounds like Hurin is from the northern clans then. Is there a high dwarf king? A narcocynicalist commune? Or is the city of the dwarves on the lake a republic?

How endanger was the city when we left of being overrun by the red dragon flight?

Are there any traditions I would know about as a dwarf in your world that I should keep in mind?


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

Very much like Nasmarra and the pic does seem to ift (although i haven't looked to see what might be better)

A Mystic Theurge seems to pretty much exactly fill the roll we need, bringing both Divine curability and Arcane utility. She's obviously going to kick ass against our humanoid and intelligent opponents, but my one slight concern is, with most of her top spells allowing will saves, how is she gonna fare against undead, constructs and mindless creatures?
Oh and also, I don't quite understand, is she not allowed to have any melee or ranged weapon attacks?

Capntastic, welcome and best of luck to ya! Even if you don't happen to make it into this game, congrats on opening up the whole wide and wonderful world of Play by Post! You won't regret it! (except of course for the hours lost reading and posting in all the awesome games you'll soon be a part of ; )


There are still humanoid minds to seize... I might point out that Jorzan and Kelne both have a +6 Will save.


Male Dwarf Fighter 7/Barbarian 2 AC29 HP128 F+14 W+6 R+6 Perception +14

Do you have spells that defeat SR? That one seems to be a biggy.


Male Human Fighter 8, Ranger 3
Jorzan wrote:

Capntastic, welcome and best of luck to ya! Even if you don't happen to make it into this game, congrats on opening up the whole wide and wonderful world of Play by Post! You won't regret it! (except of course for the hours lost reading and posting in all the awesome games you'll soon be a part of ; )

Hah! I should point out that Capntastic's prior experience includes a three year play by post campaign, so I daresay he's acquainted with the wide and wonderful world.

Looking forward to seeing the full background.


Male Human Fighter (Lore Warden) 8 / Wizard (Scroll Scholar) 1

Still working on the character sheet, have a few questions:

Is the starting gold 22k GP or 33k GP? Kelne pointed me at the default values while Hurin seems to have been told different. Also, the max value for any given item.

My character, as a hypergenius scholar type, is going to have a lot of languages, common + 15 others. Are there any from the default list that would be inappropriate to have?

Are we using the default Golarian pantheon?

And yeah, I've been roleplaying for a while, but this forum is actually made for it, which is blowing my mind.

Should have the preliminary backstory ready for you soon enough to check out and, if needed, tweak some of the background infos.


Male Silastrix Magus (Bladebound Kensai) 11 (HP 83/83 AC 30, T 23, Flat 11 - F+9 R+9 W+8 Init +12; Senses: Darkvision 60ft Low-Light Vision (X2), Per +13
Hurin Sundershield SonOfHelgrud wrote:
Do you have spells that defeat SR? That one seems to be a biggy.

SR? I don't think SR has stopped any of my spells so far. ;)

+20 to beat SR and that's with out focusing in it.


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

Ah, I took his "not very good at D&D and Pathfinder" to mean that he was just not very experienced. Perhaps he was just being humble ; )

Am curious Astar, how do you see a fighter with a STR of 9 panning out? Obviously relying on Dex, by 9 for an almost straight fighter is pretty weak, no? I;m assuming it's for RP value, which is cool, but I wonder how you envision that not hampering his effectiveness?


Male Human Fighter (Lore Warden) 8 / Wizard (Scroll Scholar) 1

Conceptually, he's a genius first and his secondary fighting capability stems from that. He's got weapon finesse, agile maneuvers, and dervish dance as feats. He's basically flavored as using his knowledge and precision to get the blade in the best spot. On top of that, he can take a round to use True Strike or Know Thy Enemy and add on to these bonuses. Not as effective as someone maxing out strength and the appropriate feats for massive damage, but he should be useful enough when it comes to getting some nice pokes in, along with the pretty slick bonuses to CMBs he gets. Apparently a sunder or trip based lore warden build isn't uncommon so apparently I'm not too far off track.

So basically, he shouldn't have to use strength much for combat effectiveness, if I'm correct.

I'm just not very familiar with D&D or Pathfinder at all, and I've been leaning on my very knowledgeable friends for basic stuff like "how many feats do I get" and "what does use magic device do". I've been in two PbP D&D games before where I've basically said "Ugh just do my sheet for me and tell me what stuff makes sense for my character". I'm a little apprehensive because I know it's inevitable I'll have to ask what to roll or what I can do in combat, so be prepared for it.


Male Dwarf Fighter 7/Barbarian 2 AC29 HP128 F+14 W+6 R+6 Perception +14

Astar,

Obviously it is your character and you are free to build him however you want. I thought the same thing Jorzan did when looking at your stats. You rolled some great rolls for a balanced character. You could after racial and level enhancements go
S 16, D 16, C 12, I 18, W 13, Ch 10 for a more rounded character equal at ranged and melee and the int could easily be a 20 if you spent 4k on a headband of intelect.

There ara lot of combinations that give you a little less int, but that is mostly roleplaying to make him sound like a genius. With only 1 level in spell caster you don't have to worry about 2nd level bonus spells. IMHO I would distribute mt scores a little more towards survivability. Especially if you are trying to pull off cool feats in combat. If you are a duelist type maybe.
S14 D16 C16 I18 W12 Ch9

What things do you want him to pull off in combat?

Hurin


Male Human Fighter (Lore Warden) 8 / Wizard (Scroll Scholar) 1

The primary thrust of the character for me, mechanics wise, is the enormous amount of skill ranks (85), and all the knowledge skills as class skills. I was going to do a bard until lore warden caught my eye, since it fit the character I was aiming for better.

The fighter BAB progression should do enough to keep him afloat in combat, especially with the Lore Warden bonus to CMBs and CMDs. With an adamantine scimitar, he should have no problem sundering, tripping, disarming, and dirty tricking his way to victory.

On top of that, the Prescience ability gives him extra chances to not botch rolls, and the intelligence modifier helps there.

Strength would definitely help out if I wanted to go down the power attack -> improved sunder route, but I'm actually afraid that would edge too close to making him too good at those sorts of maneuvers. (as it is, with Know Thy Enemy his CMB would be 18)

As stated though, the area he'll really shine in is knowledge checks, linguistics, and whatever else I put his huge wealth of skill ranks into.


Male Human Fighter 8, Ranger 3

I think there is quite a bit of duellist flavour there. Between the three listed feats, the only place a low strength is going to hurt is for climb or swim checks. Or, come to think of it, carrying capacity, the lazy sod.

Depending on which manoeuvres he uses, I give pretty good odds of severely inconveniencing a foe each round, even if damage output is low. resilience and survivability is a different issue; I'd need to see the full character sheet to assess that, but it's worth noting that an item of +4 can be applied to whatever stat seems lacking.


Male Dwarf Fighter 7/Barbarian 2 AC29 HP128 F+14 W+6 R+6 Perception +14
Astar Djikstra wrote:

The primary thrust of the character for me, mechanics wise, is the enormous amount of skill ranks (85), and all the knowledge skills as class skills. I was going to do a bard until lore warden caught my eye, since it fit the character I was aiming for better.

The fighter BAB progression should do enough to keep him afloat in combat, especially with the Lore Warden bonus to CMBs and CMDs. With an adamantine scimitar, he should have no problem sundering, tripping, disarming, and dirty tricking his way to victory.

On top of that, the Prescience ability gives him extra chances to not botch rolls, and the intelligence modifier helps there.

Strength would definitely help out if I wanted to go down the power attack -> improved sunder route, but I'm actually afraid that would edge too close to making him too good at those sorts of maneuvers. (as it is, with Know Thy Enemy his CMB would be 18)

As stated though, the area he'll really shine in is knowledge checks, linguistics, and whatever else I put his huge wealth of skill ranks into.

Sounds cool, can't wait to see him because it is a new idea and built in a way that I haven't seen before.


Why not start taking levels in Duelist anyway? Combine the ability to add Intelligence to damage with an Agile weapon enchant and you don't have to worry much about Strength.


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

Thanks for the explanation Astar and I agree with the others, should be a pretty cool build to see play out.

One thing I might mention re: Skill points though is to remind you (or tell if you you don't know) that Skill Points work somewhat differently in Pathfinder than D&D 3.5. You can't have any more Ranks in a certain skill than your Character level, which is 8. So with that many skill ranks to spend, it means that Astar will have high ranks in a Lot of skills, but won't be that much higher in any particular skill than any character who's maxed out their ranks in it (the only ones where he might have a noticeable difference in would be Int based skills)

Don't know if this changes anything for you or not, but just wanted to make sure you were aware of it.

Oh, and as for possible need to ask lots of questions, no worries at all mate! Ask away! None of us knew the answers before we asked or found them out after all ; )

PS Gotta say Barcus' Duellist suggestion sounds like an excellent one to me.


Male DraRid 9 - HP 66/66 AC 23, T 14, Flat 19 - F+7 R+10 W+6 Init +4; Senses: Superior Low-Light Vision (X4), Darkvision 60ft; Per +14
Kelne wrote:
I think there is quite a bit of duellist flavour there. Between the three listed feats, the only place a low strength is going to hurt is for climb or swim checks. Or, come to think of it, carrying capacity, the lazy sod.

Muleback cords for 1k is a nice item for +8 strength on carrying capacity. well unless he buys a +4 to strength item but this one is fairly cheap and does the trick :)

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