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Hello all! I find myself having tons of fun GMing the Giantslayer AP (players currently 3rd level - have a look to see if my style fits you), I thought why not Carrion Crown but starting at 7th level and Book 3 rather than from the beginning for the greater challenges. I have been involved with RP games for over 20 years now and over 3 in PbP. I currently play a 20th level cleric here on the boards.
If you're interested, here are the character creation guidelines after your read the free Carrion Crown Player's Guide:
Level: Characters will be starting at 7th Level. I will try to stick to 4 players though I may up it to 5 if the concepts blow me away.
Attributes: 25 point buy but no stat under 8 after racial adjustments.
Hit Point Generation: Max first two levels and average+1 after that.
Classes: No summoners or 3rd party stuff or psionics. Unchained classes are fine.
Races: Core races only.
Skills: No background skills
Alignment: No evil, be a team player.
Starting Wealth: Wealth level for 7th level.
Traits: Everyone will begin with one campaign trait (it does have to be tied to the Professor but keep the same game effect) and other trait of your choice.
What I am looking for, besides consistent posters, of course:
Give me a character sheet in a spoiler or profile and some background on your character (personality, appearance, motivations, etc.) as to why your character would get involved in defeating the machinations of the Whispering Way. Google it if you are unaware. Why are you in Ustalav? Why risk your life when you could move somewhere else and ply your mercenary or adventuring trade there?
Recruitment will end a week (I hate games where the recruitments lasts a month!) from today but I reserve right to shorten it if I get a lot of applications early. Happy gaming!
Any questions, let me know.
I think this character might be a good fit. Heavy inspiration from Bloodbourne. Inquisitor of Sarenrae. Hunter of all things evil. Was originally paired with another for a two person campaign. Wouldn't mind tying him together with another PC but I can remove that aspect. Could also change the Crimson Host to the Whispering Way but the synopsis I read of book 3 might make the backstory even more appropriate.
Will increase to 7 and change gear. One question, can I make a hunter axe using the Creating New Weapons rules? It would something like this:
One of the trick weapons of the workshop, commonly used on the hunt. Retains the qualities of an axe, but offers a wider palette of attacks by transforming. Boasts a heavy blunt attack. No matter their pasts, beasts are no more than beasts. Some choose this axe to play the part of executioner.
Price 65 gp; Type two-handed melee; Proficiency exotic; Damage (M) 1d8; Damage (B and S) 1d6; Critical ×2; Weapon Group Axes; Weight 12 lbs.
Additional DP (3), improved damage (3), spring-loaded (2), weapon feature (reach) (1), Additional Damage Type (3)
What the above means is that its a 1d8 axe that does bludgeoning and slashing and can be a reach weapon as a swift action.
Edit: Was a skinwalker but since core only, human with some bestial tendencies.
Character: Pharasmian Sanctified Slayer Inquisitor
Party Role: Ranged DPS, spell casting (focusing on self buffing, healing and anti-undead)
Name Helmar Ghastbane
Class Sanctified Slayer Inquisitor of Pharasma
Str (14) Dex (18) Con (14) Int (10) Wis (18) Cha (8) Initiative (+6) Fort (+7) Ref (+5) Will (+8) AC (23/14/19) HP (62)
* Fate's Favored (+1 all luck bonuses)
* Birthmark (You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.)
Ranged with studied target
* To Hit +13 (+3 for divine favor, +1 for PBS, +1 if friendly threatens foe)
* To Hit Rapid Shot (+11/+11 with above modifiers)
* Damage: 1d8 + 4 (+3 for divine favor, +1 for PBS)
* 7 rounds per day can add bane. Gives +2 hit, +2 damage, +2d6 damage on all shots)
Equipment 23,500 gp
* +2 Wis Headband (4,000)
* +2 Dex Belt (4,000)
* +2 Composite Longbow with +2 strength modifier (8,600)
* Mithril Breastplate +1 (5,200)
* Buckler +1 (1,155)
* Ring of Protection +1 (2000)
* Embedded Cracked Dusty Rose Prism Ioun Stone (500, +1 initiative)
* Cold Iron Dagger (4 gold)
* 100 arrows (4 gold)
* 20 blunt silver arrows (4 gold)
* Fighter's Kit (9 gold)
* 23 gold
* Point Blank Shot (Human Bonus Feat: +1 hit and +1 dmg when within 30ft)
* Precise Shot (Lvl 1 Feat: No penalty shooting into combat)
* Rapid Shot (Lvl 3 Feat: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.)
* Weapon Focus Composite Longbows (Lvl 5 Feat: +1 hit)
* Deadly Aim: Lvl 7 Feat: -2 Hit, +4 Damage)
* Intimidate: 7 skill points (+17)
* Diplomacy: 7 skill points (+14)
* Bluff: 7 skill points (+14)
* Sense Motive: 7 skill points (+14)
* Perception: 7 skill points (+14)
* Survival: 7 skill points (+14 / +17 to follow tracks)
* Stealth: 7 skill points (+14)
Sanctified Slayer Inquisitor +5 BaB
* Conversion Inquisition (Wis for diplomacy, bluff and intimidate)
* Stern Gaze (+1/2 level for intimidate)
* Sneak Attack (2d6)
* Studied Target (Swift action, +2 bonus on to hit, damage, Bluff, Knowledge, Perception, Sense Motive, and Survival checks against target. Sneak attack auto applies)
* Monster Lore (The inquisitor adds his Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.)
* Track (At 2nd level, an inquisitor adds half his level on Survival skill checks made to follow or identify tracks.)
* Detect Lies (At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to his inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.)
* At 5th level, an inquisitor can imbue one of his weapons with the bane weapon special ability as a swift action. He must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
* A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. To randomly determine a weapon’s designated foe.
* Solo Teamwork (all allies count as having teamwork feats, but don't receive benefits)
* Coordinated Shot (When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe)
* Friendly Fires Maneuvers (Allies who also have this feat cannot provide soft cover to enemies, allowing you to make attacks of opportunity against an enemy even if those allies grant you soft cover against that foe’s attacks. If an ally who also has this feat casts a spell that targets the area you are in as it allows a Reflex saving throw to avoid the effect (such as fireball), you gain a +4 dodge bonus on that saving throw.)
Lvl 0 Spells
* Detect Magic
* Detect Poison
* Disrupt Undead
* Create Water
Lvl 1 Spells Known 5 per day
* Divine Favor (+3 hit and damage for 1 min)
* Cure Light Wounds
* Detect Undead
* Hide from Undead
* Sanctify Corpse
Lvl 2 Spells Known 3 per day
* Cure Moderate Wounds
* Lessor Restoration
Lvl 3 Spells Known 2 per day
* Cure Serious Wounds
Helmar is the latest in a long line of Pharasmian priests. Born in Lastwall, his family has resided there since the time of the Shining Crusade, when they came to bring the judgement of Pharasma to the blighted lands of the Shining Crusade.
Helmar is one of Pharasma's faithful. Having been raised on tales of his ancestors' deeds and sacrifices, he is a man of martial bent. As an archer, a scout, and a priest, he has been trained to patrol the lands of Ustalav, rooting out undead lairs and sympathizers. Recently, he has begun to hear rumors of the Whispering Way, a cult dedicated to the worship of the undead. To him and his bretheren, this is the greatest of heresies, and it is one that must be stamped out. He will work with nearly anyone to ensure that such a group is thoroughly and utterly destroyed.
He is polite and affable, though serious in outlook and driven of mind. Helmar's goal is to live up to the ideals and deeds of his forefathers, and to earn a place by his goddess' side after he dies. To him, life is a test. A small blink in time before everyone goes to their final reward. As such, death is not to be feared, or even mourned. But rather, celebrated. Undead, of course, is completely anathema to this worldview, for it takes a piece of the soul and traps it in the world of the living, an act which is the greatest of heresies.
I'll toss Sariana here into the mix - she's on a mission from the Order of the Palatine Eye to find out what the 'goodness me!' is going on and try to fix it as best she can.
Restat will proceed this evening!
Also if I play a cavalier, can I have a wolf as my 'mount' even though I'd be too big to ride it? It just fits so brilliantly with the whole vampire motif.
EDIT: ahh darn, just realised you said core races only. Any dispensation for dhampir? ;)
Dot! I really wanna play a Dean Winchester tribute if I can find my Sammy.
In the game this guy was previously in, me and another player joined our stories together. Aska in the backstory. Not exactly based off Supernatural but now that I think about it, there are some similarities. A tragic past that inspires them to hunt monsters. I could change some things to add your Dean to my Sammy. Well not exactly Sammy. But the inquisitor's Wis bonus to knowledge is certainly similar to Sam's knowledge of monsters.
@Sariana: Look at Undersized Mount.
@GM: Here's my submission :) Arthorius is a Human Beastmorph Alchemist, slowly descending into the madness of the prestige class Master Chymist.
Arthorius is an alchemist and scholar born and raised on the distant small town of Ilsurian, Varisia. He joined the colleges on the city-states to further his studies - he was always obsessed with giants and dragons, since his childhood was full of unconfirmed stories about such creatures being part of his family tree.
Lorrimor was a professor in one of such prestige universities, with whom Arthorius studied personally. He was a strange figure for some people, but the young human found some identification on the recluse ways of the scholar. Lorrimor himself took a good chunk of his time to dedicate to Arthorius, and together they uncovered the truth about his past and inheritance.
The professor left, but with the promise that someday he could call Arthorius in a favor. The young man never quite heard about Lorrimor again - always wondering what kind of dangerous favor the old man could request - but the revelations about his bloodline slowly drove him somewhat insane. He became even more obsessed with the primal roots of his powers, and his potions and mutagens became more and more bestial.
Arthorius became a somewhat renowned professor himself, but his recluse and erractic behavior kept most people away from him. Nominated master alchemist on the chelaxian university, Arthorius was ready to stop teaching classes to dedicate his full time to deep his strange studies on the primal instincts of Human life - until such plans were interrupted by death.
Death of the old professor Lorrimor. A name he thought he'd never hear again. A debt is a debt, though - and, as such, the good hearted yet strange and somewhat insane Arthorius, dedicated to life to his core, took the road to Ravengro and the deadly lands of Ustalav.
Arthorius isn't middle-aged, but he's quickly graying up. He uses long hair and is a fairly tall and muscular man, despite dressing in scholar clothes and behaving as a bookworm. He has the appearance of a foreigner, at least for the people in Ustalav: his features are mixed between Chelaxian and Ulfen, with strong angles in a somewhat pale skin.
He is recluse, a little anti-social, but clearly rooted into the good of people. He loves life and studies the very origins of it. His mutagens, though, are slowly driving him into madness, and this is much more noticeable when he's seen in combat: he adopts several beastial features, becoming a monstrosity per se. It's almost as if he's slowly sliding into becoming someone else...
Male human alchemist (beastmorph) 7 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Combat 24)
NG Medium humanoid (human)
Init +2; Senses darkvision 10 ft., low-light vision; Perception +11
AC 22, touch 13, flat-footed 20 (+7 armor, +1 deflection, +2 Dex, +2 shield)
hp 57 (7d8+14)
Fort +8, Ref +8, Will +4; +2 trait bonus vs. fear effects
Speed 30 ft. (20 ft. in armor)
Melee unarmed strike +11 (1d3+6 nonlethal plus 1d6 cold) or
. . mwk morningstar +11 (1d8+5) or
. . tentacle +11 (1d4+8 plus grab and 1d6 cold)
Ranged bomb +8 (4d6+3 Fire) or
. . frost bomb +8 (4d6+3 Cold)
Special Attacks bomb 10/day (4d6+3 fire, DC 16)
Alchemist (Beastmorph) Extracts Prepared (CL 7th; concentration +10)
. . 3rd—displacement, haste
. . 2nd—barkskin (2), resist energy, see invisibility
. . 1st—cure light wounds, enlarge person (2, DC 14), shield, touch of the sea[APG] (DC 14)
Str 21, Dex 14, Con 14, Int 16, Wis 12, Cha 8
Base Atk +5; CMB +10 (+14 grapple); CMD 23
Feats Born Of Frost, Brew Potion, Extra Discovery[APG], Medium Armor Proficiency, Power Attack, Racial Heritage[APG], Throw Anything
Traits making good on promises, regional recluse: ilsurian
Skills Acrobatics +2 (-2 to jump), Craft (alchemy) +15 (+22 to create alchemical items), Disable Device +5, Fly +9, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +11, Sleight of Hand +3, Spellcraft +13, Survival +12 (+14 to avoid becoming lost), Use Magic Device +9
Languages Common, Draconic, Giant, Sylvan
SQ alchemy (alchemy crafting +7), beastform mutagen, discoveries (breath weapon bomb[UC], feral mutagen, frost bomb, tentacle[UM]), draconic heritage, human alchemist, mutagen (+4/-2, +2 natural armor, 70 minutes), poison use
Combat Gear mutagen (feral)[APG]; Other Gear +1 breastplate, +1 light wooden shield, mwk morningstar, amulet of mighty fists +1, belt of giant strength +2, clear spindle ioun stone, cloak of resistance +1, headband of vast intelligence +2, ioun torch ioun stone[APG], ring of protection +1, wayfinder[ISWG], alchemist's lab, alchemy crafting kit[APG], bedroll, belt pouch, concealable thieves' tools[UI], flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], pot, soap, spider's silk rope (50 ft.)[APG], torch (10), trail rations (5), waterskin, 536 gp
Bomb 4d6+3 (10/day, DC 16) (Su) - 0/10
Feral Mutagen: +4 Str, -2 Int, +2 Nat AC - 0/1
Torch - 0/10
Trail rations - 0/5
+7 Extracts in Formula Book. Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 4d6+3 (10/day, DC 16) (Su) Thrown Splash Weapon deals 4d6+3 fire damage.
Born of Frost Unarmed and natural attacks add 1d6 cold, creatures striking you take 1 cold.
Breath Weapon Bomb Breath weapon: 15-foot cone, bomb damage to all creatures (Ref save for half).
Darkvision (10 feet) You can see in the dark (black and white only).
Draconic Heritage (Ex) Ignore Cha pre-reqs of Eldritch heritage chain of feats.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Grab: Tentacle (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Beastform Mutagen Mutagen grants two beast shape I abilities.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 70 minutes.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Racial Heritage (Giant, Frost) You count as another race for the purpose of prerequisites.
Tentacle The alchemist gains a prehensile, armlength tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, th
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
This is Lucendar's submission. Not optimized but the look of a paladin 2-weapon fighting with 2 daggers is too cool to pass up.
I'm submitting Damieth Altranee, Hallowed Necromancer of Pharasma (Wizard).
Male elf necromancer 7 (Pathfinder RPG Horror Adventures 74)
N Medium humanoid (elf)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +1
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 46 (7d6+14)
Fort +3, Ref +6, Will +6; +2 racial bonus vs. necromancy and curse spells and spell like abilities and to remove negative levels
Speed 30 ft.
Ranged darkwood longbow +8 (1d8/×3)
Spell-Like Abilities (CL 7th; concentration +9)
. . 3/day—touch of fatigue (DC 12)
Necromancer (Hallowed Necromancer) Spells Prepared (CL 7th; concentration +13)
. . 4th—boneshatter (2, DC 20), enervation
. . 3rd—haste (2), communal resist energy[UC], vampiric touch
. . 2nd—scorching ray (2), spectral hand, suppress charms and compulsions, touch of idiocy
. . 1st—feather fall, hold portal, magic missile (x2), shield (2), unlock flesh (DC 17)
. . 0 (at will)—message, prestidigitation, read magic
. . Opposition Schools Divination, Illusion
Str 11, Dex 18, Con 12, Int 18, Wis 12, Cha 10
Base Atk +3; CMB +3; CMD 17
Feats Greater Spell Focus (necromancy), Point-Blank Shot, Precise Shot, Spell Focus (necromancy), Turn Undead, Varisian Tattoo[ISWG]
Traits chance savior, desperate focus
Skills Appraise +8, Fly +12, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +14, Spellcraft +10
Languages Ancient Osiriani, Azlanti, Celestial, Common, Elven, Gnome, Goblin, Jistka, Kelish, Sylvan, Thassilonian, Varisian, Vudrani
SQ arcane bond (arcane bond), blightborn, deathbane (1 round), positive touch, power over undead
Combat Gear lesser empower metamagic rod, lesser intensified metamagic rod[APG]; Other Gear darkwood longbow, arcane bond, bracers of armor +3, handy haversack, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, wizard starting spellbook, 74 gp
Arcane Bond (Arcane Bond) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Blightborn +2 to save vs. necromancy, curses, and temp negative levels.
Darkvision (60 feet) You can see in the dark (black and white only).
Deathbane (1 round) (Su) +1DC when affecting undead & cure spells are maximized when damaging undead
Divination You must spend 2 slots to cast spells from the Divination school.
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Positive Touch (7/day) (Su) Spontaneously cast necromancy spells as cure spells that can only damage the undead
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Turn Undead (DC 13) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Varisian Tattoo (Necromancy) Spells from chosen school gain +1 caster level.
Appearance description: Elf goth? Is that a thing? Dark hair, plain features, pale complexion. Otherwise, pretty unremarkable.
Personality: Instead of the normal elf arrogance, Damieth is more of the 'this is serious and we should treat it as such' type. He has a hard time relaxing or making small talk, but he does try to be cordial.
How'd he get here?
Damieth, despite elves long life span, has an obsession with death. He found literature teaching of Pharasma's afterlife and hatred for undead. While he has many years before he can be judged by Pharasma personally, he hopes to destroy as many undead as possible. His conclusion in his studies, while not explicitly stated in Pharasma dogma, is that undeath delays Pharasma's judgement, or in some way 'pauses' the afterlife the soul was given. The good deserve to have it, and the bad deserve to suffer it. This is how Damieth came to learn about death, yet opposing undeath. Upon hearing of the Professors passing and rumors about restless dead, Damieth headed to the source. Pharasma's judgement demands it.
The day was quiet at the small temple. Chejop had spent most of the morning sweeping the floor and practicing his moves, and now he was on his way to the town to purchase some supplies. As the youngest monk of the temple, and still in apprenticeship, those were his daily task - cleaning, shopping and, of course, training his body and his mind.
He had been given to the temple when he was a baby, days old, by someone who had found him in a street alley. As a descent of mixed parents, this was the kindest future that he could have hoped for. The temple was attended by a pair of monks dedicated to Desna, the Lady of Destiny, and they raised Chejop both as a son and as an apprentice. Now a teenager, he was eager to show the world all the things he had learned, and itching to learn a lot more. And the opportunity he was looking for was not put far away by Desna that day...
At the town
"Mmmhhh" the old man mumbled. "This wasn't the deal. This specimen is lacking some of its teeth, and it has wide cuts on the chest which will diffic..."
"Cut the crap, geeza'" said one of the other two, younger men. "Ya said ya wan'ed one o' those, we brought ya one o' those." The two suddenly adopted a more menacing stance. "Now give us our coin or else."
"Yeah, or else" said the other, producing a knife from his belt. "Actually, give us all yer coin" he added, moving forward trying put the knife against the old man's throat.
Lorrimor was old, but still in shape, and ending his life at the hands of two drunken wastes wasn't included in his plan. "I'm afraid this isn't going to happen, gentlemen" he said, and made a step backwards to avoid the knife while swinging his walking stick against the other, starting a fight that had an uninvited witness...
On his way to the market place, Chejop passed by an alley and heard some hot tempered voices. "What is happening there?" he thought, and went to check himself, guided by the boldness of the young. When he saw three men having some interchange, he thought they were smuggling something, and hid behind a wooden box to spy. "How exciting, real dealers!" he thought, labeling the situation as the most interesting thing of the month.
Soon it all turned into a fight, and he didn't know what to do. Should he take sides? The old man seemed right, but he seemed also able to defend himself, and Chejop didn't want problems with the guard. He was eager to help and show off, but a real fight with knifes and the like was an entire different thing...
Then he detected a fourth figure approaching, sneaking behind the old man while he was distracted by the other two thugs. All of Chejop's caution was cast aside in a second, and he let his subconscious take control of the situation. He drew his starknife and hurled it...
The Alley Scene
Lorrimor had the situation under control, when he noticed a move there behind a box. He checked, and saw a man throwing a knife at him. "Damn!"
But it was not thrown at him. The knife dug deep into the chest of a third street waste which had tried to stab him. His two colleagues took the chance to run away.
"Hey! Whoever you are, thank you!" said Lorrimor. "Would you come here and allow me to see the face of my saviour?"
Chejop slowly came out of his hideout. When the two where face to face, Lorrimor realised the man was not a man, but a young boy. He had been fooled by his large body structure. "A hybrid."
"This man... he was going to attack you by surprise" said Chejop, picking his starknife.
"Yes, and you saved me. I thank you for that. I'm Lorrimor. What's your name?"
Lorrimor offered his hand, which Chejop shook with excitement. "A pleasure. Tell me, Chejop, where do you live?"
Chejop pointed somewhere. "In the temple, sir. I'm a monk in the service of the Lady of Destiny."
That made Lorrimor smile. "Desna, uh? Quite fitting. I'm sure she guided you here to do her will, something I'm tremendously grateful about. Chejop, I will remember this, and you will be in my thoughts forever. This I swear."
|Prof. Faradir Rokannon|
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Male human Myrmidarch(Magus).7
CG Medium humanoid (human)
Init +6; Senses Perception +9
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 50 (5d8+14)
Fort +7, Ref +7, Will +7
Speed 30 ft. (30 ft. in armor)
Melee +1 Rapier +14(1d6+10/18-20)
Space 5 ft.; Reach 5 ft.
Magus Spells Known (CL 7th; concentration +10)
. . 3rs (2/day)(DC:16)—Force Punch, Haste
. . 2nd (4/day)(DC:15)—Acid Arrow, Blur, Cat's Grace, Glitter Dust, Invisibility, Mirror Image
. . 1st (5/day)(DC:14)—Blade Tutor Spirit, Burning hands, chill touch, corrosive touch, Feather Fall,long arm, magic missile, shield,Shocking Grasp,True strike
. . 0 (5/day)(DC:13)—daze, detect magic, light, read magic, acid splash, arcane mark, dancing lights, disrupt undead, flare, ghost sound, mage hand, open/close, prestidigitation, ray of frost, spark
Str 12, Dex 18, Con 14, Int 16, Wis 14, Cha 10
Base Atk +5; CMB +6; CMD 20
Feats Combat reflex's, Weapon Finesse, Cut from the air, Weapon focus, Weapon Specialization, Fencing Grace.
Traits Deft Dodger, Chance Savior
Skills Acro.+11, Climb +11, Know.(Arcana)+13, Perc.+9, Spellcraft +13, UMD +10
Languages Common, Elven, Halfling, Gnome
Other Gear +1 Rapier,+1 Mithral chainshirt, Belt of incredible Dexterity +2, Gloves of Dueling, Bedroll, Blanket, waterskiing, 13x Trail rations, Spellbook, 68gp, 29sp
Diminished Spellcasting;Myrmidarchs cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
Arcane Pool; A pool of arcane energy that is equal to 1/2 magus level(min 1) + int mod that can be used to apply an enchantment bonus on any weapon currently in hand by one per arcane point spent to a max of Magus level/4 this is a swift action.
Spell combat; As a full round action a magus can Cast a spell no longer then a standard action and attack with as many attacks they would have in a full attack with the weapon in hand. All attacks done during spell combat have a -2 on attack rolls. A magus can take a penilty on attack rolls when casting defensively up to the magus int mod as a bonus on concentration checks.
Spellstrike; Any spell that requires a melee touch attack can be delivered through the Magus's weapon
Magus Arcana; at 3rd level and every 3 levels the Magus can pick one Magus Arcana to gain.
Flamboyant Arcana; A magus gains the derring-do and opportune parry and riposte deeds from the swashbuckler's list of deeds.
Ranged spellstrike;At 4th level, a myrmidarch can use spellstrike to cast a single-target touch attack ranged spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack.
Bonus Feat; at 5th level and every six levels thereafter the Magus gains a bonus feat, this feat can be a combat feat, metamagic feat, or item creation feat.
Weapon Training; At 6th level, a myrmidarch gains weapon training, as the fighter ability, adding an additional weapon group every six levels after 6th (to a maximum of three groups at 18th level) and increasing the bonus on attack and damage rolls for weapon groups already chosen by +1.(Blades, Light)
Fighter Training; At 7th level, a myrmidarch counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack).
Medium Armor; At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
6 foot 2, fairly fit, blond hair, green eyes, wears a standard adventurer except everything is tinned a dark green, with a rapier sheathed at his side.
Mostly happy going, will defend his friends unless they are in wrong, will joke around, but is affended is if you joke around with someone's life, will do nice things not expecting to receive thanks for it.
Axious Fiduciam, eldest son of the house of Fiduciam, a house of magi. Axious was the oldest of his 3 siblings, his brother Gladio and his sister Magicae. Axious though was the black sheep of the family, his house is rich with Magi Heritage but every so often a child of no or little arcane compatible is born. This child is usually given away or if keep abused by the family. Axious was keep but was force to be a servant.
As he grew he was continually pick by his younger brother, for being a sore spot of the family.
One day, after Axious had finished doing some chores, he had his brother's tutor practicing in the yard. Axious watched from a distance what the man did. Axious continued to for about a year, till one day the man turn to towards Axious during the middle of his practice. Axious try to act as if he was doing chores. The man slowly approached him, then stopped right in front of him.
" I've noticed that you have been watching me for about a your now, I thought you your going to ask for lessons on day one, but since you didn't for a year I desided to ask you my self." the tutor said.
"why would you want to teach a servant boy like me?" he said confused.
"Don't try to lye to me I know that you're Gladio's older brother, he speaks of you many a times during lessons. He usually speaks of disgust but he does. During the first lesson he even pointed you out." the tutor said
"But why still train me? I'm still a mistake." he said
"You are not a mistake," he said sitting down next to me, "Don't look down on your self for what you don't have. Not everyone is born with talent or magic, not everyone is born with magic or talent that she or he wanted. But if you use what you have and work with it you can become more then what everyone thinks you can be." he said looking Axious in the eyes. Axious just sat there silent. "Want to hear an ironic story?" he said looking up then turning to face Axious. Axious shacks his in approval. "I was born to a family of musicians, my family owned a tavern and they would play or sing songs that it felt as is a God or goddess was embracing your ears. After I was they had high hopes for me, hoping that I would continue the family legacy of musicians. But to their dismay I could never sing on note, and I couldn't
Learn to play am instrument to save my life. I felt as if I would never be able to leave an important impact on my family history, but then one day a drunken man attack my dad on stage with a dagger. At the instant I had no self control of what I did next, I grabbed a sword from a customer's belongs and ran at the man. I was 10 at the time but at the instant I had the fighting of a skilled sword fighter of triple my age. I had learned that day that even though I wasn't a gifted bard like my parents I made up for it with my skill of swordplay." he said looking back up to the sky. Axious sat awestruck by the man's story. "Now, Axious will you accept my offer of sword lessons? They will be free of charge of course, since I'm willing to teach you." the tutor said standing up walking back towards the training dummy.
"I accept." Axious said standing up with first ever glimmer of hope he had ever had. "But what should I address you as? I don't want to be rude." Axious said following the man. "You can address me as Dominus." he said turning back towards Axious. Axious from there was taught by Dominus, till he was 16 when he discovered his magic abilities that were dormant in his body. He then begun to read books about the art of being a magi, using it to support what Dominus taught him instead of focusing around it. By his 18th birthday he left to achieve his goal that created the day he begun lessons with Dominus, to defend people with all of his being, using what Dominus taught his and what learned on his own.
Many years later Axious was on the hunt of a beast that had been threatening the livestock of near by farms. Axious had been informed by the farmers that rumors of the beast of a thousand mouths all said that the beast lives in cave not to far away from the farms. They couldn't deal with them self's, all of the people feared for their lives, and they couldn't afford to pay for someone to deal with it. Axious agreed to deal with the beast for free. So now he is hunting for the beast through the thick brush of the forest. Almost about to give up for the night he suddenly hears the yells of a man not to far from where he was. So in an instant Axious begun to dash to source of the yells. As exits out of the brush into a large clearing he see what appears to be an elderly man in front of what looks to be a blob littered from inch to inch on mouths and eyes near the entrance of a cave. Axious quickly noticed the pile of rocks that laid near the edge of a cliff above the cave. Axious quickly looked to the man and yelled, "Duck!!" As he tried casted acid arrows on the cliff above. The man quickly turn and squatted down as the arrows fly pass his head hitting the cliff above. The rocks quickly fell and consumed the beast where it stood. The elderly man steps toward Axious he finished investigating the ruble for movement. "I didn't expect to have the support of a Magi today, especially one the could easily be mistaken for a Buckner, ether way what brings you to this part of the forest? Lost or did the farmers pay you to deal with?" he said as he stretched his hand out to Axious. "Nether, these people well being was threaten by the beast, so the noble right thing to do was to deal with regards less of pay." Axious said as he stretched his hand to meet the man's. "Well then, that be the case I better introduce myself, I am Professor Lorrimor. Who should I thank for saving my life because my reckless study habits?" Lorrimor said shacking his hand. "The name is Axious, of the House of Fiduciam" Axious said as he finished shacking hands. "Well Axious of the house of Fiduciam I hope our paths crossed again on good reasons." Lorrimor says walking away. "Much do I." says walking back towards the farmers.
Many a year passed after Axious encounter with the man. It wasn't until Axious had received a letter learning of the professor's passing. On the trip there Axious heard rumors of a group called The Whispering Way and the group's intensions. Now having realizing that the professor had called him here not to only attend his funeral but to also deal with the likes of the Whispering Ways. But before he could his must first assemble a team.
*I apologise for any grammar or spelling errors
Aranhil, the only thing I see is +1 Chain Shirt has -1 ACP. And I assume your Martial Weapon proficiency was Longbow at 1st level.
Correct, I gave up the elven Weapon Proficiency, then used Grenadier to get longbow back. The Chain Shirt is mithral, I moved the character from a differently formatted character sheet and forgot to write that. It's corrected now, sorry about that!
So many alchemists... Here is an investigator! Andoran Alchemical Society Adjunct Professor Kerzan Brimbelt at your service.
Originally from Alvis in Andoran, Kerzan has been a student and then a teacher of alchemy and an associate member Andoran Alchemical Society. But alchemy has never been much more than a profession to him. His true passion in life are rare mythical creatures which either avoid contact with civilized humanoids, or don’t leave anyone alive to tell the tale. Most of his knowledge about such monsters comes from the countless treatises that he has read, and second-hand eyewitness accounts. Still, he has managed to build up somewhat of an expert reputation, which was enough for Pathfinder Society to contact him a few times when they sent monster-hunting expeditions, and somehow Kerzan has survived them all to date, despite not being much of a hunter or survivalist himself.
Kerzan has been in correspondence with Petros Lorrimor for a while - at first purely on academic terms but later as friends with shared interests in alchemy and exploration. Kerzan was planning to embark on an expedition to Shudderwood with Lorrimor someday, when the news of his passing reached him. Saddened but never disheartened, Kerzan has decided to set forth to Ustalav himself in honour of his late colleague.
Kerzan is generally an educated, good-natured and very helpful fellow. However, his heightened curiosity often gets the better of him, and at times he can turn into an insufferable know-it-all when the conversation touches on his favourite topics, without noticing it himself. If pointed out, he apologizes profusely only to unwittingly repeat the behaviour the next time.
Kerzan is all about support - he can give out his extracts as infusions, give +4 to attack on successful monster lore check, give another +4 as aid another action or +2 as a ranged aid another action. He has decent AC and saves to survive a melee in a pinch, and can plink away at range fairly reliably due to Focused Shot. Also Trapfinding. The whole idea is he is not very good at putting his own advice into practice, but somehow enables others to succeed even if they occasionally resent him for it.
Male halfling investigator (cryptid scholar) 7 (Pathfinder Player Companion: Magic Tactics Toolbox 18, Pathfinder RPG Advanced Class Guide 30)
NG Small humanoid (halfling)
Init +6; Senses Perception +13
AC 22, touch 16, flat-footed 18 (+6 armor, +1 deflection, +4 Dex, +1 size)
hp 48 (7d8+7)
Fort +6, Ref +11, Will +8; +2 vs. fear
Defensive Abilities trap sense +2
Speed 30 ft.
Melee mwk silver longspear +8 (1d6/×3)
Ranged +1 shortbow +11 (1d4+1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork silver longspear)
Investigator (Cryptid Scholar) Extracts Prepared (CL 7th; concentration +12)
. . 3rd—channel vigor, fly
. . 2nd—alchemical allocation[APG], barkskin, cat's grace, invisibility
. . 1st—anticipate peril[UM] (DC 16), enlarge person (DC 16), heightened awareness[ACG], long arm[ACG], reduce person (DC 16), shield
Str 13, Dex 18, Con 12, Int 20, Wis 12, Cha 9
Base Atk +5; CMB +5; CMD 20
Feats Covering Fire, Focused Shot[APG], Point-Blank Shot, Precise Shot
Traits chance savior, helpful
Skills Acrobatics +13, Craft (alchemy) +15 (+22 to create alchemical items), Diplomacy +9, Disable Device +16, Knowledge (Arcana) +14, Knowledge (Dungeoneering) +14, Knowledge (local) +15, Knowledge (Nature) +14, Knowledge (Planes) +14, Knowledge (Religion) +14, Perception +13, Sense Motive +11, Use Magic Device +9; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Gnome, Goblin, Halfling
SQ alchemy (alchemy crafting +7), inspiration (8/day), intuitive monster lore, investigator talents (effortless aid[ACG], infusion, inspirational expertise[ACG]), keen recollection, knowledgeable strike, opportune advice, swift alchemy, trapfinding +3
Combat Gear silversheen (4); Other Gear +2 chain shirt, +1 shortbow, angel quill arrowhead arrow (10), arrows (60), blunt arrows[APG] (20), mwk silver longspear, belt of incredible dexterity +2, handy haversack, headband of vast intelligence +2, pauldrons of unflinching fortitude +1/+2[MA], ring of protection +1, alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, ink, inkpen, investigator starting formula book, masterwork thieves' tools, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 1,487 gp
Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Covering Fire You can use aid another with raged atk vs. opponent, even if they don't threaten ally.
Effortless Aid (Ex) Can use aid another as a move action, or use 1 inspiration for swift action.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Focused Shot +5 Make a single bow or crossbow attack, adding your INT modifier to the damage roll as precision damage.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Inspiration (+1d6, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspirational Expertise (Ex) When ID foe's weakness, use 1 point as a swift action to grant allies in 30 ft +4 to att for 1 rd.
Intuitive Monster Lore +1 (Ex) Add Wis mod to knowledge checks to ID foes.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Knowledgeable Strike +1d6 (Ex) As a move action end advice and deal extra dam vs. foe type for 1 rd.
Opportune Advice +1 (5 rounds) (Ex) As a move action when ID monster, allies in 30 ft gain +1 AC and saves vs. them.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Hello! I'm Jereru and this is my friend Chejop, a Half-Orc Monk/Fighter specialised in throwing his starknife. I know, not the most optimised of the builds, but still competitive damage wise imho and fun enough. He's got some nice skills avaliable and good saves to make enemy casters sweat. In the future, Ki-cheese will add some crack abilities to his repertoire.
"I never get tired of looking at the stars.
One day I would love to go travel among them."
The young woman entering the inn is covered by a dark grey cloak. Even if her factions betrays her as a Varisian, her clothes differ from what is normal in the nomadic people. Instead of the light colorful fabrics, she wears a sturdy and colorless outfit, with a starknife at her side, and a very sturdy longbow on her back.
She sits in a table, and with a raspy voice ask for some ale, which she drinks, looking outside, towards the starry night, while singing, very softly, a Varisian song.
Why get involved in defeating the machinations of the Whispering Way?
Tar-Baphon, the Whispering Tyrant, is the worst thing that has happened to Ustalav, and Varisian people in general. Anything related to him, and any associate with his horrid Whispering Way organization is to be found, exposed, and destroyed before it can cause more damage that it has already.
Why are you in Ustalav? Why risk your life when you could move somewhere else and ply your mercenary or adventuring trade there?
Because her family, near and extended, lives there. She has to protect them. protect their life and their freedom.
A varisian girl at the flower of her beauty and physical condition, lithe but not overtly athletic, dressed in dark clothes. Her hair, somehow, looks grey instead of black, and with the correct light you can notice her big dark eyes are dark grey too. If you ask her, and you have win her confidence, she will tell you their are the color of the night.
She has long legs, big mouth, and a beautiful figure.
Age: 23; Height: 5'6"; Weight: 140 lbs.
Prone to day-dream, She is free to do Desna's bidding, freeing from bondage and fear the most needy of her people, the Varisians.
She has won her confidence, proving herself in the real world, after living with her extended family for all of the beginning of her life, but now, free of them too, she knows she has what it takes to protect her people.
She is also looking for that special man that will sweep her out of her feet.
Born to a Varisian farmer family of the Echo Woods, learning from her grandmother the mysteries of the Night Butterfly, from her father archery, and from her mother the abilities of stealth and to know what people think, even while what they say is different.
Her big sister Wyssal lives in the farm, with plans of inherit it in the future, and her small sister Rose died some 10 years prior, of sickness.
I hope you like her. The Crunch is in the Alias. She is a Preacher Inquisitor of Freedom, follower of Desna.
Sorry if I'm posting too much, I'm just excited (haven't been able to play in a year or two, been GMing only). This will also be my first PbP if selected, so I'm still adjusting. Speaking of which...
Made a few minor changes to the character:
- Personality edited. Dresses like a peacock but serious all the time doesn't jive in my head, so I made him humorous and light-hearted instead.
- Formatted Gear & Possessions to make it more readable. Thanks to Voyla Sloboda for the idea.
- Found unspent gold! Seriously, thanks Voyla, saved me a headache. Anyway, used it to buy personal effects to flesh out the character.
Appreciate the interest. Updated comments:
Jet: How do you qualify for Cut from the Air without power attack?
CyberMephit: I have you at 70 skill points and that is not enough for all your skill ranks. Did I miss something?
Chejop: Looks good
Voyla: Looks good
Aranhil: Noted changes, it is easier to read