Alshoodone's Untitled Campaign

Game Master Alshoodone


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The stormborn bloodline gives me knowledge planes. Do I swap that for the Knowledge eldritch?

The Exchange

Unlikely so, since you're supppsed to take a specific feat(listed in player guide) to put ranks in knowledge (eldritch) and gain it as a class skill.

You might want to ask for a bloodline skill replacement though, that I would think is fair.(Maybe dungeoneering as sorcs already get knowledge arcana)

Good point, I get knowledge planes from oracle too...


@Deaths Adorable Apprentice & Just a Mort - If you get something that gives you Knowledge Planes, give yourself a +2 on Eldritch Knowledge Checks.

The Exchange

Heh. I automatically fail all eldritch checks ;)


Ok I am not sure if it a typo or I am failing to read but one of the human traits I think I want is the one that says "Pick 1 class. Every time you take a level in that class you get the bonus health and skill point for that class level, instead of having yo choose between them."

What is the bonus health? Or is this that I get the skill point and the favored class bonus. And the extra skill point thing in the base human functions like the normal path finder one right? So I get my class one which is a +2, my int bonus which is a +3, the human +1, and the one for my level so another +1. Equaling 7 per level and with that trait I still get the sorcerer favored class thing? I am correct in assuming that this is how it works?

Also am I correct in assuming that we do not have access to traits?

The Exchange

We get no traits to start. I never asked if we can take additional traits feat because I don't have enough feats.

Humans get +1 skill point as they level(as usual). Every race when they level their favored class choose either 1 bonus hp or 1 bonus skill point. In this world you do not need to choose, you can get both. So you get total of 2+int mod(3) +human bonus(1)+ FCB(1). Total 7 skill points per level, you're right.

I counted I spent only 39 out of my 46 skill points(took human FCB for more spells known), so I will have some points to add. Or maybe I'll drop int to 12, up str to 16.

I can always drop arcana for knowledge local, since as a sorc you get it automatically.


ohh. ok. But I was wanting the favored class bonus for extra spells. Core Paizo lets you pick either the favored class thing, hit point, or skill point. I was wanting to check that that particular trait thing gave me that option.


@Deaths Adorable Apprentice - That trait functions in every way similar to Fast Learner.


Ok. I have a little more gold to spend, one feat I need to pick, and a essence to pick then it will be done. No clue which essence my boom mage should take

The Exchange

Sorry. None of the essences give cha(if I don't remember wrong). There's potential taking Dark to get those delicious dark feats (spell focus, aqueous orb upgrades) without lowering essence threshold, but my RP(pre-death) doesn't allow me to do so. Besides, I'm a masochist :p I want to see how long I can stay uncorrupted before dying ;)

Again, you already know I'm slightly crazy. Oh wait. Make that totally bat-sh*t crazy :)


To give you an idea of what you're up against, towards end-game.

Masterpiece, Alexander:

Masterpiece, Alexander CR 20
XP 307,200
LN Colossal construct
Init -2; Senses darkvision 60 ft., low-light vision; Perception +0
--------------------
Defense
--------------------
AC 36, touch 0, flat-footed 36 (-2 Dex, +36 natural, -8 size)
hp 328 (31d10+158)
Fort +10, Ref +8, Will +10
DR 10/—; Immune construct traits; SR 31
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +35/+30/+25/+20 (2d6+12 nonlethal) or
claw +35 (6d8+12 plus Charon’s Embrace), slam +35 (8d8+12 plus Mengsk’s Rage)
Ranged x6 Rifle +21/+16+11 (1d12+1)
Space 30 ft.; Reach 30 ft.
--------------------
Statistics
--------------------
Str 34, Dex 6, Con —, Int —, Wis 10, Cha 1
Base Atk +31; CMB +51; CMD 59
Feats Ability Focus (Democles’ Magic Calamity (Standard)
Skills Acrobatics -2 (-6 to jump)
SQ Agoneh's resolve, Democles' Magic Calamity, Masterpiece, Overheat, Salvo, Symbols of Rule, Very Tall
--------------------
Special Abilities
--------------------
Agoneh's Resolve (Ex) Alexander's most prominent statue of the King of El'Da'Vaughn is blessed with recuperative magic. It visibly uses its magical core's power to constantly recover 20 health at the start of each of its rounds, unless destroyed. Agoneh's Statue can focus this healing on a single statue, or the body as a whole, if necessary, splitting the damage evenly. This healing can regenerate statues that have been destroyed (but their ability, or natural attacks cannot be used the turn they regenerate) What's more, is that if Agoneh's statue is destroyed it explodes with potent reconstructive magic, restoring 30 health to every single item, construct, or piece of equipment within an 80 foot radius. It also heals each other statue for 30 health, as well as the main body itself.

Charon's Embrace (Ex) Alexander's claw attack deals 6d8+11 damage, and has the grab quality. What's more, is that Alexander may make this grapple check at a -20 penalty. If successful, the creature gains the grappled condition, and Alexander does not.

Construct Traits (+80 HP) Constructs have many immunities.

Masterpiece Someone went through great pains to craft Alexander to perfection, and as a result it is treated as though it rolled an 8 for every one of its hit dice.

Damage Reduction (10/-) You have Damage Reduction against all attacks.

Darkvision (60 feet) You can see in the dark (black and white only).

Democles' Magic Calamity (DC 25-27) (Ex) Alexander can use this ability in one of 4 ways. All versions are treated as the spell magic missile for being avoided, or absorbed.

As a Free action, Alexander may fire a storm of homing magic missiles into the air, which subsequently lock on to other creatures at random. All enemies within 40 feet of the Construct are hit with 1d8 magic missiles, each of which deal 1d4+1 force damage. This cannot be saved against. This causes overheat until Alexander's next turn.

As a move action, Alexander may create an 80 foot cone of untargeted magic missiles. Every creature in the cone is struck by 1d10 magic missiles (Roll twice, take higher result). Successfully saving against this reduces the number of missiles that strike you by half, rounded up. This causes overheat for 1d4 rounds.

As a Standard action Alexander may narrow its locus of magic missiles into a mercilessly focused, 200 foot long ray. Any creature caught in the ray is struck by 1d20 magic missiles (roll twice, take higher result). Any creature that saves against this is still struck by 3 quarters of the magic missiles. Creatures with Evasion are struck by half, and Improved Evasion a Quarter. Ability Focus (Democles' Magic Calamity) applies only to this version of the ability. This causes overheat for 1d6 rounds.

As a Full-round action that causes Alexander to go into overheat for 3d4 rounds, Alexander may use both the cone and beam version of this ability focused on the same target, one after the other. The cone first, and then the beam. All of the saves are Constitution based.

Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Mengsk's Rage (DC 25) (Ex) Alexander's first slam attack deals 8d8+17 damage and is made by the statue of Mengsk grafted onto its right side. Anyone who is struck by Mengsk's slam must make a DC 25 Fortitude Save or be staggered until the end of their next turn. The save is Constitution based.

Overheat (DC 20) (Ex) After using any variant of Democles' Magic Calamity, Alexander becomes overheated for a number of rounds listed above. During this time, its spell resistance is lowered to 26, and it becomes overwhelmingly hot. Any creature within 15 feet of it must make a DC 20 Fortitude save or take 8d6 fire damage every round they are caught within the aura. A successful Fortitude save halves the damage. What’s more, at the start of a round where Alexander is cleansed of Overheat, it cannot immediately use Democles’ Magic Calamity. The save is Charisma based.

Salvo (Ex) As a standard action, Alexander may shoot all 6 of its rifles. These may be focused on just 1 person, or split among as many as 6 people, no 2 of which may be more than 30 feet apart. Each Rifle deals 1d12+1 damage, and has a range increment of 100 feet apart. They all reload as a Free action. The rifles are treated as Magical, Cold Iron, and Lawful for the purposes of overcoming damage reduction.
Each Rifle has a +21 to hit, and if used as a full action can shoot 3 times each with +21/+16/+11

This cannot be used on medium creatures within 10 feet of it, or small creatures within 15 feet of it.

Spell Resistance (31) You have Spell Resistance.

Symbols of Rule (Ex) Each part of Alexander is targetable as an individual, but gains AC as if it were a huge creature instead of collosal, save for the main body. Each one plays a significant role in the collective functioning of Alexander as a whole.
Magical Locus – 4 ocus - 42 AC, 82 health. Cannot use Democles' Magic Calamity if destroyed.

Charon - 42 AC, 82 health. Cannot grapple foes or use Claw.

Mengsk - 42 AC, 82 health. Cannot stagger foes or use Slam.

Agoneh - 42 AC, 82 health. Loses fast healing and Salvo ability. Heals when destroyed.

If reduced to 0 hp before all statues are destroyed, such as by just attacking the main body, all statues cease to function and are considered destroyed. When struck by an Area of Effect spell the statues are considered to each take a quarter of the damage, rather than the main body taking it directly.

Very Tall (Ex) Unless knocked prone, stunned, staggered, or in some other way brought to its knees, Alexander's statues are considered to be 15 feet above the ground at all times. The Locus is 10 feet above the ground, and still reachable by medium sized creatures.


Bat-sh*t crazy is one of the many forms of acceptable crazy. The dark one was one I was considering because of the threshold thing. So if I have three essence and I die, which with that essence I lose three essences, what happens to me?


Ok So my Boom Mage is almost done. I still have some gold to spend on a few wands but not sure which ones I want. I also need a few little things and some alchemical items. She does not have a name yet but I will pick one I swear! And there is one feat left to pick and I am torn between taking fast learner, if that is an option, and then selecting the human trait that gives either two class skills or the one that gives me three skill focuses over time. I really wish the Sorcerer had better skills!

Mostly finished crunchy stuff:

Memento: Blood-stained Medallion - A large, red moon sat on the horizon and then the world flipped on its axis.

Method: Obsessive Pursuits - Pick a single metal ability score. That score's modifier is doubled for the purpose of Eldritch Knowledge. The other 2 mental ability scores do not influence it anymore.

Essence: I am still on the fence but I am thinking I will take the Dark one.

Stormborn bloodline mixed with the Elemental Bloodline lvl 6
Init +1; Senses Perception +6
DEFENSE
AC 13, touch, flat-footed ( 1+ Dex, +1 Nat, +1 Dodge)
hp 35
Fort +5, Ref +4, Will +5
OFFENSE
Speed 30ft
Melee
Ranged
Special Attacks
Spells (CL 6th; concentration +4)

2nd (6 per day)— Mirror Image, Shocking ray
1st (8 per day)— Shield, Mage Armor, Keep Watch, Floating Disk, Magic Missile, Vanish, Shocking hands
0 — Jolt, Prestidigitation, Arcane Mark, Message, Mage Hand, Detect Magic, Read Magic, Drench, Disrupt Undead

STATISTICS
Str 8, Dex 12, Con 14, Int 16, Wis 12, Cha 18
Base Atk +3; CMB +2; CMD 13
Feats Eschew Materials, Spell Penetration, Combat Casting, Elemental Focus, +1

Skills Appraise +10, Bluff +11, Craft Alchemy +9, Fly +5, Knowledge Arcane +10, Knowledge Nature +10, Knowledge Eldritch +10, Perception +6, Sense Motive +6, Spellcraft +11, Survival +5, Use Magic Device +11
Languages

Combat Gear
Other Gear
Ioun torch 75 gp, Bag of holding (type I) 2500gp, Headband of alluring charisma +2 4000gp, Amulet of natural armor +1 2000gp, Cloak of resistance +1 1000, Ring of protection +1 2000, Campfire bead 750, Efficient quiver 1800,
Explorers outfit (5lbs),
bedroll 1sp, waterskin (1gp, 4lbs), x6 rations (3pg 3lbs), flint & steel 1gp, hemp rope 1gp, twine (50ft 1cp) Compass 10gp (+2 survival vs. getting lost)
waterproof bag 5sp journal 10gp, ink pin 8sp, ink vial 8gp, vials x3 3gp, soap x2 (2cps 1lbs), chalk 1cp,

The Exchange

You die instantly. Anyway, careful essence is good for saves too. But if you do want to dabble in dark feats, dark essence is probably the best way to go.

I think you needed to take a specific feat in the player guide before you could put ranks in knowledge eldritch. And because of what GM said in first page, anything in the player guide(I think that eldritch knowledge feat was one of them) that could be taken at 5, now requires lv 7.

I'll switch out for knowledge local. I'm not sure if fast learner will allow you to take both favored spell and a FCB, sorry. The good news is the knowledge skills are much narrowed down in this setting.

*gives Ronk a good pawing over*


*muddy hand prints*

And I have no ranks in eldritch that is the international and +2. Habit to put them there.

Not sure if I want dark or careful. I really like both.

As to the feat I am way to tired to figure that out at the moment. I will after sleep

The Exchange

Bedir:

Male Human Oracle 6 (Lunar - Haunted Curse)
NG Humanoid
Init +5; Perception +9
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13
hp 55 (dropped lowest roll)
Fort +4, Ref +6, Will +5;
--------------------
Offense
--------------------
Speed 30 ft.
Melee MW Longspear +6 (1d8+3)
No ranged.
Spells (CL 6th; concentration +11)
. . At will—Stabilize, Create Water, Light, Guidance, Detect Magic, Detect Poison, Read Magic, Mage Hand, Ghost Sound
Lv 1 spells known (7/day): Remove Fear, CLW, Murderous Command, Protection from Evil, Liberating Command, Bless, Weapons Against Evil, Fumbletongue
Lv 2 spells known (6/day): Burst of Radiance, Lesser Restoration, Summon Monster 2, Dust of Twilight, CMW, Levitate, Minor Image
Lv 3 spells known (4/day): Dispel Magic, Rage, CSW
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 14, Int 14, Wis 10, Cha 20
Base Atk +4; CMB +7; CMD 17
Feats Noble Scion (War), Spell Focus Evocation, Greater Spell Focus Evocation, Craft Wondrous Items
Additional Class Skills Knowledge Dungeoneering, Knowledge Local
Essense White Essense (3)
Methods Shunner
Memento Still Writhing Tentacle
Skills Perception +9, Survival +9, Spellcraft +11, Knowledge Nature +9, Knowledge Religion +9, Diplomacy +10, Sense motive +9, Knowledge Arcana +3, Knowledge Dungeoneering +9, Knowledge Local +9, Knowledge Engineering +3, Linguistics +4
Languages Common, Aklo, Draconic, Auran, Terran
Revelations Eye of the Moon, Prophetic Armor,
Other Gear
MW Studded leather armor, MW Longspear, Cold Iron Morningstar, Silver Mace, Dagger, Waterskin, Backpack, Silk Rope, 4 days trail rations, Light Crossbow, Grappling Bolt, 20 bolts, Headband of Alluring Charisma +2, Light Wooden Shield, 2 Wand of CLWs, Heavy Wooden Shield, 5 torches, Flint and Steel, Spell Component Pouch, Ring of Eloquence, Ring of Sustenance, Bag of Holding (Type 1), Cracked Magenta Prism (+2 Spellcraft), Traveller's any tool, Haramaki (Polar Kamadan Shaped), Portable Artificer's Lab, 125 gp left over


Alshoodone wrote:
@Here4daFreeSwag - Please take Elemental Grip instead. I do apologize.

No worries, figured it couldn't hurt to ask. I will end up taking Earth Climb instead of Elemental Grip, though just to make things more inline with expected power levels.

Deaths Adorable Apprentice wrote:
ohh. ok. But I was wanting the favored class bonus for extra spells. Core Paizo lets you pick either the favored class thing, hit point, or skill point. I was wanting to check that that particular trait thing gave me that option.

While I can't speak for Alshoodone, I would imagine that it'd be okay to use your human favored class bonus for the extra spells since I was using my human favored class bonuses for the extra wild talent thing. ;)

The +1 hp and skill from the human extra quality choices would be something separate from the human favored class bonus as far as I understand it.


updated stats:

Name & Gender: Xenitra (F) or Xanithrem (M), depending on final party composition and demographics.

Level 6 Human Geokineticist

Str: 11:-
Dex: 18:+4 (17 base, +2 Dex, +1 Strider's Essence) [EO, 20:+5]
Con: 19:+4 (17 base, +2 Con, +2 belt) [EO, 21:+5]
Int: 12:+1
Wis: 14:+2 (13 base, +1 4th level)
Cha: 10:-

Fort: 9 (5 base) [EO, 10]
Refl: 9 (5 base) [EO, 10]
Will: 6 (2 base, +2 pendant)

AC: 21 [EO, 22]
Touch: 14 [EO, 15]
Flat: 17

CMB: +4
CMD: 18 [EO, 19]
BAB: +4

Init: +4 [EO, +5]
Mv: 30
HP: 60 (full+8+6+5+5+4, dropped the lowest of the hp rolls previously) [EO, 66]

Feats: Point-Blank Shot (1st), Precise Shot (1st), Weapon Finesse (3rd), Corruption Resistant (6th)

Favored Class Bonus (Kinecticist):1/6 Extra Wild Talent x 6

Human Additional: +2 Dex/Con, Trapfinding

Essence: 3, Strider's Essence: +1 Dex
Method: First Hand Experience (Con, Wis)
Memento: Wrought Iron Lantern

Skills Total (36): Acrobatics:+9 [EO,+10], Appraise:+1, Climb:+10? or +2?, Disable Device:+10 [EO,+11], Escape Artist:+2 [EO,+3], Fly:+2 [EO,+3], Heal:+8, Intimidate:+6, Know:Dungeoneering:+7, Perception:+11, Ride:+2 [EO,+3], Sense Motive:+3, Spellcraft:+2, Stealth:+8 [EO,+9], Survival:+3, Swim:+1, Use Magic Device:+6

Skill Ranks (*=class skills): *Acrobatics 3, *Climb 1, Disable Device 6, *Heal 3, *Intimidate 3, *Know: Dungeoneering 3, *Perception 6, Sense Motive 1, Spellcraft 1, *Stealth 3, Survival 1, Swim 2, *UMD 3

Equipment List:

+1 Elven Chain: 6150 gp, 20 lbs., (+7 AC/+4 Dex/-2 ACP/20% ASF)
Belt of Mighty Constitution +2: 4000 gp, 1 lb., belt worn.
Hero's Release Pendant: 2800 gp, 1 lb, neck worn, (+2 Will saves, no aoo's to perform a coup de grace).
Ioun Stone: Cracked Vermillion Rhomboid (+1 acrobatics, swim): 400 gp, attached to Versatile vest.
Versatile Vest: 2000 gp, 1 lb, chest worn (Versatile vest pocket 1 kept empty, otherwise has usual items already inside as normal). The first pocket contains 1 day’s worth of trail rations, a quart of water in a waterskin, two candles, and a tindertwig. The vest recreates these items if the first pocket is left empty for 3 days.
1 Potion of Cure Light Wounds: 50 gp
1 Acid Flask: 10 gp, 1 lb.
MW Backpack: 50 gp, 4 lb.
Bandolier: 5 sp
Bedroll (Versatile vest pocket 2): 1 sp , 1 (5) lb
Belt pouch (covering everburning torch): 1 gp, .5 lb
APG:Blanket (Versatile vest pocket 3): 2 sp, - (1) lb
Mess kit (Versatile vest pocket 3): 2 sp, - (1) lb
Common Thieves Tools extenders (Versatile vest pocket 3): 70 gp, 1 (3) lb.
1 Piton: 1 sp, .5 lb.
Prismatic Crystal: 30 gp, .5 lb
50' Silk Rope (Versatile vest pocket 4): 10 gp, 1 (5) lb
Canteen: 2 gp, 1 lb
Cold-Iron Kunai: 4 gp, 2 lbs., +8 hit [EO +9], 1d4 B/P dmg (20/x2), 10' throw range, usable as crowbar/piton
Compass: 10 gp, .5 lb, +2 Survival/Know:Dungeoneer
Everburning Torch: 110 gp, 1 lb
Free Explorer's Outfit: -
Flame fountain firework: 100 gp
MW Thieves Tools: 100 gp, 2 lb.
Troll styptic: 100 gp
2 Wandermeal: 2 cp, 1 lb.
Weaponcord: 5 sp (attached to kunai)

Coins: 1 gp, 4 sp, 8 cp

Enc: 41 lbs. total, light load (43/86/130)

Class Features:

Earth blast (physical): +8 hit [EO,+11], 3d6+7 [EO,3d6+12] dmg (P/S/B, 20/x2), 0-120' range.

Basic Geokinesis: Move 30 lb. of earthen material by 15' per move action plus Sift cantrip in earthen/stone areas at will

Gather Power: -1 Burn=Move action plus/or -2 Burn= Full-round action

Burn: 2 (12 nonlethal dmg) burn/round, 6 nonlethal dmg per burn, 7x's/day.

Flesh of stone: DR 3/Adamantine, up to 6 DR (1 per burn). When using Wild Talents, Dr/Adamantine turns to DR/- for 1 round.

Internal Buffer: 1. Full-round of adding a Burn to fill the Buffer that can be used to offset the 1 point of Burn.

Infusion Specialization: 1. -1 Burn cost with all Blast infusions.

Metakinesis: Empowered (4d6+10) or [EO,4d6+18], 6th.

Elemental Overflow [EO]: With any burn, gain +2 hit and +4 dmg with Kinectic blasts. At 3 burn, gain +2 to Dex and Con and ignore Crits/Sneak Attack=5%xburn (at least 15% minimum).

3 Infusions (DC 17) [EO 18]: Extended Range:Level 1;Burn 0(1), Kinetic Blade:Level 1;Burn 0(1), Entangling Infusion:Level 2;Burn 1(2)

3 Wild talents (DC 17) [EO 18]: Kinetic Cover:Level 1;Burn 0, Earth Climb:Level 2;Burn 0, Tremorsense:Level 3;Burn 0

Extra Wild Talent (DC 17) [EO 18]: Draining Infusion:Level 1;Burn 0(1)


That is why I am considering the Fast learner. That feat lets me get the skill and the FCB.

Morty I have no idea what this favored spell would be.


@Deaths Adorable Apprentice - In the event you take Fast Learner, consider it like this. Instead of allowing you to take 1 quality of the leveling up process, it would allow you to take 2. So you could choose the 1 health, the 1 skill point, or the spell levels. You ultimately choose. That said, The feat is different, and I speak only for the human quality at the start.

You aren't allowed to take traits beyond the ones mentioned in the PG.


Can I use vials for alchemical items like alchemist fire?


@Deaths Adorable Apprentice - So long as the effect remains unenhanced, or changed in any way, you can fluff your gear as much as you'd like. Rule of cool sits very well with me.


Yay! I love that rule!

Ok so I am done assuming I understood the Essence Flux feat. It increases my essence number by one and gives me one so I have four to start with. Are there in game ways to artificially increase your essence for fun magical shenanigans?

Regina:
Memento: Blood-stained Medallion - A large, red moon sat on the horizon and then the world flipped on its axis.
Method: Obsessive Pursuits - Pick a single metal ability score. That score's modifier is doubled for the purpose of Eldritch Knowledge. The other 2 mental ability scores do not influence it anymore.
Essence: Dark Essence (DC 15 Essence Check, lose three Essence upon death, never immune to corruption damage, can take dark feats without lowering threshold)

Regina Stormborn bloodline mixed with the Elemental Bloodline lvl 6 Init +1; Senses Perception +6
DEFENSE
AC 12, touch11, flat-footed 11 ( 1+ Dex, +1 Nat) Buffed up AC 18, touch11, flat-footed 17 ( 1+ Dex, +1 Nat, Sheild +2, Mage Armor+4)
hp 35
Fort +5, Ref +4, Will +5
Essence 4
OFFENSE
Speed 30ft
Melee
Ranged lt cross bow +4 (1d8 19-20 x2 120ft), Ranged touch +4
Special Attacks
Spells (CL 6th; concentration +4)

2nd (6 per day)— Mirror Image, Shocking ray
1st (8 per day)— Shield, Mage Armor, Floating Disk, Magic Missile, Vanish, Shocking hands, Vanish
0 — Jolt, Prestidigitation, Arcane Mark, Message, Mage Hand, Detect Magic, Read Magic, Drench, Disrupt Undead

STATISTICS
Str 8, Dex 12, Con 14, Int 16, Wis 12, Cha 18
Base Atk +3; CMB +2; CMD 13
Feats Eschew Materials, Spell Penetration, Combat Casting, Elemental Focus, Essence Flux (increase Essence by one)
Skills Appraise +10, Bluff +11, Craft Alchemy +9, Fly +5, Knowledge Arcane +10, Knowledge Nature +10, Knowledge Eldritch +10, Perception +7, Sense Motive +7, Spellcraft +11, Survival +5, Use Magic Device +11
Languages
SQ
Combat Gear lt cross bow 35gp, bolts x20 2gp, wand of Entangle, wand of Liberating Command, wand of Identify
Other Gear
Ioun torch 75 gp, Bag of holding (type I) 2500gp, Headband of alluring charisma +2 4000gp, Amulet of natural armor +1 2000gp, Cloak of resistance +1 1000, Ring of sustenance2500, Campfire bead 750, Cracked Dark Blue Rhomboid (Ioun Stone) (+1 on perception & sense motive)
Acid flask (1d6 x2 10ft)10gp, bottled lightening (1d8 +1 in a line sonic DC15 ref, 20ft)40gp, x2Alkali Flask (double on oozes)30gp, Pellet grenade (1d6 points of piercing damage, and 1d6 points of fire damage in a 10-foot-radius burst, Reflex DC 15 halves)50gp, x3Alchemist Fire (1d6 x2 10t) 60gp
230gp, 1sp, 7cp
bedroll 1sp, waterskin (1gp, 4lbs), x6 rations (3ggp 3lbs), flint & steel 1gp, hemp rope 1gp, twine (50ft 1cp) Compass 10gp (+2 survival vs. getting lost), two spring loaded wrist sheath 10gp (swift action to get wands), bandolier 5sp (eight slots)
vials x20 20gp, sunrod x5 (normal light 30ft 6hrs)10gp,
waterproof bag 5sp journal 10gp, ink pin 8sp, ink vial 8gp, vials x3 3gp, soap x2 (2cps 1lbs), chalk 1cp,

The Exchange

And yeah sorry I didn't make sense earlier. I meant FCB of more spells known.

Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Fast learner according to dev post: http://paizo.com/threads/rzs2qdnd?Fast-Learner-What-exactly-are-our-options #49

Which doesn't make sense and I'm glad GM decided to rule for 2 out of 3.


Correct me if I'm wrong, everyone, but are there not only 4 Applicants for this?

The Exchange

2 fighters, 1 kineicist, 1 oracle and 1 sorc. The rest who expressed interest didn't submit anything.


If still open I would consider submitting to join.


@Herkymr the Silly - You have 3 and a half hours.


dont know that I can do it by then. Just got home from work and kids are demanding a bit of attention. Ill see what I can do. Still have to read over the start info as well

i must withdraw. Looking at the players info I will not have time to read with any hope of comprehending what I read befor ethe deadline.


*Poke Poke*


*Stares, truly, madly, neutrally.*

The Exchange

*poke poke poke*


1 person marked this as a favorite.

Alrighty, so then. Of all of the people that submitted there were really only 1 per party role, except for like 3 fighters. That said, the people I'm accepting are the following, whom I welcome to come to the discussion thread.

@Just a Mort
@Shining Lizbeth
@Deaths Adorable Apprentice
@Here4dafreeswag

Now without further ado...

This is the Link to the discussion thread.

Discussion Thread


Congrats to everybody who participated and thank you to Alshoodone for your choices for the next level of challenge. :)

Deaths Adorable Apprentice wrote:
*Poke Poke*
Shining Lizbeth wrote:
*Stares, truly, madly, neutrally.*
Just a Mort wrote:
*poke poke poke*

P.S. Is it kinda strange that with all that poking and staring, this somehow came to (my) mind? ;)


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Congrats to the accepted! I'll be keeping an eye on this campaign from the outside just to see how it goes.

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