Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Ramoska Arkminos

Axolotl's page

Pathfinder Society Member. 488 posts (7,681 including aliases). No reviews. No lists. No wishlists. 8 Pathfinder Society characters. 22 aliases.


RSS

1 to 50 of 488 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

I'm still fiddling with this, but the concept is a tiefling Sacred Huntsmaster who can see in the dark, flanks with his giant scorpion buddy (who is tiny when they don't transform into Super-Huntsmaster mode), is fearsome and intimidating...and is very shy around girls.

Krasnar! Of the Darkness! Much Crunch:

Krasnar of the Darkness!
Male oni-spawn tiefling inquisitor (sacred huntmaster) of Desna 2 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 264)
CG Small outsider (native)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +9
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 22 (2d8+6)
Fort +5, Ref +2, Will +7
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee boarding pike +4 (1d8+3/×3) or
. . starknife +4 (1d4+2/×3)
Inquisitor Spell-Like Abilities (CL 2nd; concentration +6)
. . At will—detect alignment
Inquisitor (Sacred Huntmaster) Spells Known (CL 2nd; concentration +6)
. . 1st (3/day)—animal purpose training[ACG], bless, protection from evil
. . 0 (at will)—brand[APG] (DC 14), daze (DC 14), detect magic, disrupt undead, guidance
. . Domain Travel
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 10, Wis 19, Cha 8
Base Atk +1; CMB +2; CMD 14
Feats Animal Soul[ACG], Familiar Bond
Traits beast bully, dirty fighter, schooled inquisitor
Skills Acrobatics +2 (+6 to jump), Diplomacy -3, Disguise +1, Intimidate +7, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (nature) +4, Knowledge (planes) +4 (+6 to identify abilities and weaknesses of creatures), Knowledge (religion) +4 (+6 to identify abilities and weaknesses of creatures), Linguistics +1, Perception +9, Profession (sailor) +8, Sense Motive +9; Racial Modifiers +2 Disguise, +2 Intimidate
Languages Abyssal, Common, Minatan
SQ agile feet (7/day), animal companion (scorpion, giant named Pooku), monster lore +4, prehensile tail, stern gaze +1, track +1
Other Gear leather armor, boarding pike, starknife, 950 gp
--------------------
Special Abilities
--------------------
Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Animal Companion (animal companion (scorpion, giant named Pooku)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Soul You can choose not to let spells that can't target both animals and your base type affect you.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Inquisitor (Sacred Huntmaster) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Track +1 Add the listed bonus to survival checks made to track.
--------------------

--------------------

Pooku
Giant scorpion (Pathfinder RPG Ultimate Magic)
N Medium vermin
Init +1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +0
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 18 (3d8+3)
Fort +4, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 claws +2 (1d4 plus grab), sting +2 (1d4)
Special Attacks poison
--------------------
Statistics
--------------------
Str 11, Dex 12, Con 12, Int —, Wis 10, Cha 2
Base Atk +2; CMB +2 (+6 grapple); CMD 13 (25 vs. trip)
Tricks Attack, Defend
Skills Acrobatics +1 (+5 to jump)
SQ attack, defend
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Darkvision (60 feet) You can see in the dark (black and white only).
Defend [Trick] The animal will defend you.
Grab: Claw (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Poison: Sting-injury (DC 12) (Ex) Poison—Injury; save Fort DC 12; freq 1/rd for 6 rds; effect 1 Str; cure 1 save.
Tremorsense (30 feet) Sense creatures and objects in contact with ground or water.

--------------------

Treela
Peacock (Pathfinder Player Companion: Familiar Folio 27)
N Small magical beast (animal)
Init +1; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 11 (1d8)
Fort +3, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 20 ft., fly 40 ft. (clumsy); drift
Melee 2 talons +3 (1d3-2)
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 10, Int 6, Wis 6, Cha 13
Base Atk +1; CMB -2; CMD 9
Feats Weapon Finesse
Skills Acrobatics +1 (-3 to jump), Fly -1, Intimidate +3, Linguistics -1, Perception +3, Sense Motive -1
Languages Common
SQ improved evasion
--------------------
Special Abilities
--------------------
Drift (Ex) Cannot hover, and must end flight by landing or perching on solid surface.
Flight (40 feet, Clumsy) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Krasnar! of the Darkness! Intro and Song:

Authoritative Yet Jubilant Narrator:

"Krasnar! Once a lonely tiefling boy of a Minatan orphanage for unwanted children! He was rescued by elderly priests of Desna, traveling the waterways of distant Tian! He soon formed a mystical bond with Pooku, his scorpion companion! Together, they and their arcane guide, the resplendent peacock Treela, fight to keep the darkness safe for travelers! Armed with spells! Fiendish sight! And his fabulous Starknife, he is...Krasnar! Of The Darkness!"

Theme Song

Krasnar! Of the Dark-ness! Born to save the world!
Krasnar! Of the Dark-ness! He’s shy around every girrr!!
With his faithful Pooku and friend Tree-la,
He helps the helpless in the name of Des-na!
In the witching hour under a moonless sky,
He is ready to battle—he’s ready to try!
Krasnar! Of The Dark-ness! Females may give him fright!
Krashar! Of The Dark-ness! Coming to save the night!

Krasnar of the Darkness Pilot Teaser!:

KRASNAR is busily scrubbing the deck of the Sampan while memorizing monster names. His scorpion Pooku, currently in small form, is sitting on his head.

ELDER JIN: Krasnar! A merchant from Jalmeray said these were a gift for you! HOLDS OUT PEACOCK FEATHER HORN-RINGS

KRASNAR: H-horn rings? For me? Made of feathers? B-but I am the night…

ELDER TAI: Oh Krazzy! Dear boy! Just try them on. You’ll look less severe with them.

KRASNAR REACHES FOR THE RINGS HESITANTLY, BUT AS HE TOUCHES THEM, THEY TRANSFORM IN A BLINDING FLASH INTO A…PEACOCK?

TREELA: Hail! and well met! Krasnar of Desna! I am Treela, herald and guide for the House of Unyielding Radiance! You are hereby notified that you have been accepted to this school! Please prepare for passage to Jalmeray! I will be your guide at school! CONSPIRATORILY I’ve heard a lot about you, you know. I’m looking forward to being your dear friend!

ELDERS: To Jalmeray!

KRASNAR: Uh, when did I apply for this? I don’t remember applying for this.

TREELA: That’s not important!

ELDERS: Go feed the air elemental! We need real wind power for this one!

KRASNAR: Wait, will there be girls at this school?

ELDERS: Oh Krazzy! Hoist the mainsail! We’re off! Desna, Desna, guide us true… THEY BREAK INTO SONG WHILE KRASNAR GULPS AND RUNS OFF TO HELP WITH THE SHIP.

...incidentally, if anyone is familiar with Facebook sticker icon Business Fish, I wrote the theme song :D It's rather noir and ends with a bunch of hilarious Japanese singing.

Business Fish Theme


stuff: 2d8 ⇒ (8, 2) = 10


"Herr Mannelig" done by Garmarna fits the bill. 9 minute epic song about a troll (sorceress) trying to seduce a knight? Yes.


Have you looked up Lisa Gerard? "The Wind That Shakes The Barley"? Sinead O'Connor's song "Jackie"? Maybe Faun's "Das Tor"? Sinead also did a song with the Chieftains about a massacre in Ireland.


Do we have a list of applicants? I'm still interested, with Nenet as the submitted character. :)


Definitely interested.


Just to be clear, I'm not submitting the telekineticist now--way too many thieves. :) Just the psychic caster.


Ok, here's a rather tough Nenet. Clearly she has spent all of her money on training and is still stuck in Bargetown.

Nenet:

Nenet Katenaten
Female human (Garundi) psychic 1 (Pathfinder RPG Occult Adventures 60)
LG Medium humanoid (human)
Init +6; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 13 (+2 Dex, +3 Wis)
hp 11 (1d6+5)
Fort +2 (+2 circumstance bonus vs. hot weather), Ref +2, Will +5; +2 trait bonus vs. fear effects., +1 trait bonus vs. curses and diseases, including magical diseases.
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +2 (1d6+2)
Ranged sling +2 (1d4+2)
Special Attacks phrenic amplification (will of the dead[OA]), phrenic pool (3 points), physical push (+3, 3/day)
Psychic Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—color spray (DC 15), expeditious retreat, mage armor
. . 0 (at will)—dancing lights, daze (DC 14), detect magic, open/close (DC 14), telekinetic projectile[OA]
. . Psychic Discipline Self-perfection
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 15, Int 19, Wis 16, Cha 13
Base Atk +0; CMB +2; CMD 17
Feats Improved Initiative, Toughness
Traits child of mumia (osirion), wati native
Skills Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (religion) +8, Perception +7, Spellcraft +8
Languages Abyssal, Ancient Osiriani, Common, Osiriani, Sphinx, Undercommon
Combat Gear sharpstone sling bullets (10); Other Gear club, sling, sling bullets (10), bedroll, chalk (2), flint and steel, hot weather outfit[APG], marbles[APG], waterskin, 2 gp, 7 sp, 8 cp
--------------------
Special Abilities
--------------------
Phrenic Pool (3/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Physical Push +3 (3/day) (Su) Add Wis bonus to a Str, Dex, or Con ability or skill check. Recover 1 pool if you succeed.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.
--------------------
Nenet is named after the water she was born on—she came into the world in Bargetown, to poor but kindly parents, the sixth in a growing brood that occupied two small barges. As a child, she preoccupied herself by running after two older brothers most similar in age, Agi and Dauti. Their adventures took them scooting through the Veins, and then—of course—into the Necropolis. Nenet was afraid of entering the tombs; it was rumored that the plague that decimated Wati still lingered in dark corners of that place. Agi and Dauti, however, had a solution for that; after a few months, they waved strange dark vials in front of their sister’s eyes. They drank it down, couging and laughing, and then loped into the Necropolis, Nenet tagging along, now slightly fearful of her brothers as well. They seemed stronger, more able than ever, and she envied them while nervously eyeing their forms as they disappeared into the Necropolis.

The next day, trying to understand what they had done, Nenet stepped into a place she had never set foot before: the house of a friend of a friend of a friend of her parents, a monk of Irori, who dwelled in the Midwife district. The monk, Khepren, grew grave when hearing of the brothers’ habits. This was mumia, he said, a drug made from corpses, and it could turn those who imbibed it into the living dead. He waited patiently as she wept out of worry, and then offered a solution: he would train her in the arts of Irori. In a few short weeks, it was clear she was not made for the arts of martial hand to hand combat, but she excelled in disciplines of the mind, fast outpacing anyone Khepren had trained. She prowled the Midwife district as she had other districts, seeking out tomes to read and occultists to speak with.

In her absence, she hadn’t made as many expeditions to the Necropolis with her brothers. When she returned to Bargetown, she found Dauti shaking and pale. He and Agi had gone to walk the streets of that deserted district, taking their usual dose of mumia, but Agi had started to cough and fell down as one dead. Fearful, Dauti ran home.

When Nenet and Dauti entered the Necropolis, night had fallen. Nenet was able to conjure some light thanks to her abilities, but it was little compared to the growing darkness around them. They came to the place where Agi fell…and in his place, they found a leering mockery of his shape, rising from the shadows. What used to be Agi slunk toward them, reborn as a ghoul. Nenet drew upon her training and sprayed the ghoul with dazing colours, and the two siblings fled.

Dauti swore off mumia that night, and Nenet gave up her sojourns into the Necropolis, focusing on her study of languages and psychic spellcraft. She shivered when thinking of her other brother, still somewhere in those dead streets, but pushed it out of her mind with daily discipline and training with Khepren and others. However, when the Qadiran rule began to recede from Wati like a slow, low tide, Nenet began to notice more and more foreigners, and even some intrepid Wati residents, heading into town and speaking of exploring the tombs. With some anger, some selfish local pride, and a hearty lump of fear, she reluctantly but grimly decided she would join their ranks.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


4d6 ⇒ (2, 5, 5, 4) = 16 14
4d6 ⇒ (3, 2, 6, 5) = 16 14
4d6 ⇒ (6, 1, 3, 6) = 16 15
4d6 ⇒ (6, 5, 6, 5) = 22 17
4d6 ⇒ (4, 4, 6, 6) = 20 16
4d6 ⇒ (6, 5, 2, 2) = 15 13

Dang, power stat array! I can make that work...ok, I'll resubmit my psychic in this thread with these scores. o.0

wealth: 2d6 + 10 ⇒ (1, 2) + 10 = 13

Well, she's poor as heck. :D


Yeah, I think the Kineticist doesn't fit well in this game--just not the right thing needed. So...here's Nenet, a psychic spellcaster. Lots of knowledge, arcane (well, psychic) casting, and affecting undead.

Nenet:

Nenet Katenaten
Female human (Garundi) psychic 1 (Pathfinder RPG Occult Adventures 60)
LG Medium humanoid (human)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 13 (+3 Wis)
hp 9 (1d6+3)
Fort +0, Ref +0, Will +5; +2 trait bonus vs. fear effects., +1 trait bonus vs. curses and diseases, including magical diseases.
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +0 (1d4/19-20)
Special Attacks phrenic amplification (will of the dead[OA]), phrenic pool (3 points), physical push (+3, 3/day)
Psychic Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—color spray (DC 15), expeditious retreat, mage armor
. . 0 (at will)—dancing lights, daze (DC 14), detect magic, open/close (DC 14), telekinetic projectile[OA]
. . Psychic Discipline Self-perfection
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 18, Wis 16, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Improved Initiative, Toughness
Traits child of mumia (osirion), wati native
Skills Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (religion) +8, Perception +7, Spellcraft +8
Languages Abyssal, Ancient Osiriani, Common, Osiriani, Sphinx, Undercommon
Combat Gear potion of remove fear, antiplague[APG], vermin repellent[UE] (2); Other Gear cestus[APG], chalk (2), marbles[APG], powder[APG] (2), silk rope (50 ft.), 24 gp, 8 sp, 6 cp
--------------------
Special Abilities
--------------------
Phrenic Pool (3/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Physical Push +3 (3/day) (Su) Add Wis bonus to a Str, Dex, or Con ability or skill check. Recover 1 pool if you succeed.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.
--------------------
Nenet is named after the water she was born on—she came into the world in Bargetown, to poor but kindly parents, the sixth in a growing brood that occupied two small barges. As a child, she preoccupied herself by running after two older brothers most similar in age, Agi and Dauti. Their adventures took them scooting through the Veins, and then—of course—into the Necropolis. Nenet was afraid of entering the tombs; it was rumored that the plague that decimated Wati still lingered in dark corners of that place. Agi and Dauti, however, had a solution for that; after a few months, they waved strange dark vials in front of their sister’s eyes. They drank it down, couging and laughing, and then loped into the Necropolis, Nenet tagging along, now slightly fearful of her brothers as well. They seemed stronger, more able than ever, and she envied them while nervously eyeing their forms as they disappeared into the Necropolis.

The next day, trying to understand what they had done, Nenet stepped into a place she had never set foot before: the house of a friend of a friend of a friend of her parents, a monk of Irori, who dwelled in the Midwife district. The monk, Khepren, grew grave when hearing of the brothers’ habits. This was mumia, he said, a drug made from corpses, and it could turn those who imbibed it into the living dead. He waited patiently as she wept out of worry, and then offered a solution: he would train her in the arts of Irori. In a few short weeks, it was clear she was not made for the arts of martial hand to hand combat, but she excelled in disciplines of the mind, fast outpacing anyone Khepren had trained. She prowled the Midwife district as she had other districts, seeking out tomes to read and occultists to speak with.

In her absence, she hadn’t made as many expeditions to the Necropolis with her brothers. When she returned to Bargetown, she found Dauti shaking and pale. He and Agi had gone to walk the streets of that deserted district, taking their usual dose of mumia, but Agi had started to cough and fell down as one dead. Fearful, Dauti ran home.

When Nenet and Dauti entered the Necropolis, night had fallen. Nenet was able to conjure some light thanks to her abilities, but it was little compared to the growing darkness around them. They came to the place where Agi fell…and in his place, they found a leering mockery of his shape, rising from the shadows. What used to be Agi slunk toward them, reborn as a ghoul. Nenet drew upon her training and sprayed the ghoul with dazing colours, and the two siblings fled.

Dauti swore off mumia that night, and Nenet gave up her sojourns into the Necropolis, focusing on her study of languages and psychic spellcraft. She shivered when thinking of her other brother, still somewhere in those dead streets, but pushed it out of her mind with daily discipline and training with Khepren and others. However, when the Qadiran rule began to recede from Wati like a slow, low tide, Nenet began to notice more and more foreigners, and even some intrepid Wati residents, heading into town and speaking of exploring the tombs. With some anger, some selfish local pride, and a hearty lump of fear, she reluctantly but grimly decided she would join their ranks.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


I do see that there's a thief in the mix, but in case two are ok, here's Lulwa "Lulu" al Qaisi, Keleshite telekineticist and amateur tomb explorer.

Lulwa:

Lulwa al Qaisi
Female human (Keleshite) telekineticist 1 (Pathfinder RPG Occult Adventures 10)
CG Medium humanoid (human)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 16 (1d8+8)
Fort +6, Ref +5, Will +1; +2 trait bonus vs. divinaton effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +0 (1d4/19-20)
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range
. . Blasts—telekinetic blast (1d6+5)
. . Utility—basic telekinesis
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 18, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Point-Blank Shot, Toughness
Traits carefully hidden, trap finder
Skills Acrobatics +7, Disable Device +6, Perception +4, Sleight of Hand +7 (+11 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +7
Languages Common, Kelish
SQ burn (1 point/round, max 7), gather power
Combat Gear smokestick; Other Gear leather armor, cold iron dagger, candle (6), chalk (3), flint and steel, periscope[APG], pocketed scarf[UE], tindertwig (4), 82 gp, 9 sp, 1 cp
--------------------
Special Abilities
--------------------
Burn 1/round (1 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Telekinetic Blast (Sp) Level 0; Burn 0
--------------------
Lulwa, or "Lulu" as she is sometimes called, was born in a Kelish refugee camp in Taldor. Camp life is not kind; the Taldans would frequently suspect Keleshites of being secret soldiers or assassins and sweep through the camp, randomly assaulting and searching people. Despite all this, Lulu and her parents managed to get by…until cholera struck the camp. Rather than bring in healers, the Taldans quarantined the refugees, denying them medicine…or food…or water. After two weeks, the camp was silent. The Taldan conscripts sent in to burn the place and bury the ashes found no one alive at first. Then they found her, squatting in a tent--skeletal, hunched over, her green eyes burning fiercely. Lulu had eaten bark and drank from cesspits to survive. She should have died several times over. Stinking, shaking, on the verge of collapse, she lifted a hand, and objects flew at the Taldans as if by an unseen wind, again…and again…and again. They fell back, making the mark of Pharasma, thinking her to be undead, and she tottered out of the camp unhindered.

Lulwa somehow found her way across the countryside, using her newly discovered power to steal food and drink, slowly refilling her shrunken stomach and restoring health to her young limbs. She found her way to Oppara, where she honed her skills as a thief with other Taldan and Qadiran runaways who didn't care where she was from, and pilfered and burgled from various Taldan Bearded who certainly did care where she was from. Eventually she tired of the life of a thief in Taldor, and snuck on board a ship to Katheer. In Katheer, she learned of a wonderful new enterprise: tomb raiding in Osirion. She made her way to Sothis and assisted in a few raids, and then quit in disgust, realizing that most tomb raids were completely unsubtle, usually desecrating and destroying the mausoleums in the process. One day, sipping tea in one of the souks of Sothis, she heard a merchant excitedly tell of Wati--a town decimated by plague, and now reopened for exploration. For some reason she shivered, thinking of her own childhood and how her family and everyone she knew had died. Without even thinking, the temporarily retired young tomb explorer got up and walked towards the merchant, questions burning in her green eyes...

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


3 people marked this as a favorite.

Go watch him playing that blistering solo at the end of "My Guitar Gently Weeps". He blows away everyone on stage, makes Dhani Harrison go from somber to happy, and then he throws his guitar into the frickin' Astral Plane. He turned a sad song written by George Harrison, during a concert to memorialize George Harrison, into a bombastic celebration of life. That's how I'll always remember him.

I'm very grateful that I got to see him play live at the Forum in Inglewood. He was spectacular.


Whoa..was that a Wild Cards reference? :)


Can a mute Oracle scream?

If so...


A druid spell that allows limited Entangle without plants around, like Web Bolt.

More animals and monsters on Summon spell lists.


2 people marked this as a favorite.

Be careful with the plural of onus, then. It will summon ogre mages.


YES! I got Sm*rfette!


Suddenly Baba Yaga appears and offers to carry all of your loot. Holy Smurf!


HL is getting it at 2nd level, but the Spirit Ability (e.g. a touch attack) is showing as coming online at 4th level, which is when Wandering Spirit Spirit Abilities normally happen. I think this is solely an HL error.


So, an Unsworn Shaman gets Wandering Spirit at 2nd level. Does it get the Spirit Ability at that time as well? E.g. electrical touch attack if one chooses Wind as one's Wandering Spirit, at Level 2.

It seems that should be the case, but it's not showing up that way in a certain eroHay abLay. I'm here about the rule question, not a forum discussion about how much you love or hate the program. :)

Thank you!


Take Hard-Headed! :D


80. Storm-tossed trees block your way.


Bluff: 1d20 + 9 ⇒ (8) + 9 = 17


All right, all right. Bloody pushy players. :D

I'm at NAMM today. Tawk amongst yourselves.


He was brilliant in every movie. Even Bottle Shock, a little indie film.


4 people marked this as a favorite.

I find it very fitting that he said goodbye by releasing one final album. What a legend. What a genius. Let us all strive to be ourselves and reinvent ourselves along the way. It's what he would have wanted. Farewell, Starman.


^ I don't even have to click on the link to know what that is. :D


I have trouble, for some reason, choosing much beyond NG and CG. Lawful Good for the occasional monk or paladin. I think I'm NG in real life. Or Empirical Good?


"I wonder, Aeilín. What if we put those rubies in the statue's eyes? Are there other spots where gems could fit?"

Muunokhoi nods at Simon. "The more rest you get, the more of your strength returns. We are rather weakened right now."


3 people marked this as a favorite.

I am not sure if Trump believes what he says.

However, what he says is frightening and objectively bigoted by any yardstick.

Apparently, he would have more money today if he just took his inherited millions and put them in slow growth funds, rather than gambling aggressively in real estate and having businesses go bankrupt multiple times.

He has mobilized the racist section of the US population.

Those are my thoughts.


1 person marked this as a favorite.

An anti-magic grenade, though, would be pretty cool. Sounds like a Nexian artifact.


Happy Thanksgiving for those who celebrate! I won't be posting much for the next day or so. Deszõ, hope all is well! :)


I'm no expert on being a martial, but I've found that the fun of play for me is not having multiple types of things to do during combat, but rather the roleplay that happens during and between combat. My barbarian almost always uses the magic longsword he found, unless he is using Knockback. He does rush ahead like a crazed animal, and thus can get himself into scrapes. My bloodrager either full attacks with natural weapons, or pulls out her lucerne hammer.

I do think it's most interesting to play a class with the most skill points--that seems to be the sweet spot. Inquisitor, Ninja, Wizard, Ranger, etc. They have good roles (and rolls) in and out of combat. At least, that's how I feel about it this week. :D


I got into an AP, so I should drop out--I'll have too many games. Good luck, y'all!


Hello--I have been GM'ing a game for a few local friends here in Los Angeles--we just finished Master of the Fallen Fortress. I'd love to add 1-3 more folks to the game; we are down to 3 and need some arcane and divine folks. While we play online, due to busy schedules, we are going to meet from time to time in 'taverns' and the like.

I'm considering starting an AP after this. My GM style is similar to PFS in terms of rules, but less strict. :) If there's anyone out there in L.A. who is in a similar boat--can't get to an actual table, but wouldn't mind gaming remotely with locals and occasionally meeting up--lemme know. Thanks!


And tieflings can't wear full armor because of their tails, too? In this case RAW would be ridiculous.


^ as someone who has sung countertenor, I always approve of male sopranos. Plus, male sopranos are kind of creepy, with castrato-like implications. :D


There are some really flavorful submissions--nice work!


Here's Krin Kusoi, fetchling ninja...I mean, courier.

Stats and Story:

Krin Kusoi
Male fetchling ninja 1 (Pathfinder RPG Bestiary 2 123, Pathfinder RPG Ultimate Combat 13)
CG Medium outsider (native)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +4
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 12 (+2 armor, +5 Dex)
hp 10 (1d8+2)
Fort +2, Ref +7, Will +0
Defensive Abilities shadow blending; Resist cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee wakizashi +5 (1d6/18-20)
Ranged shuriken +5 (1d2)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—disguise self
--------------------
Statistics
--------------------
Str 11, Dex 20, Con 14, Int 10, Wis 10, Cha 12
Base Atk +0; CMB +0; CMD 15
Feats Weapon Finesse
Traits adaptable flatterer, emissary (kaer maga)
Skills Acrobatics +9, Bluff +5 (+6 on Bluff checks and on attack rolls against opponents who are denied their Dexterity bonus to AC against you), Diplomacy +5, Escape Artist +9, Knowledge (local) +5, Knowledge (nature) +2, Knowledge (nobility) +4, Perception +4, Stealth +11; Racial Modifiers +1 Knowledge (local), +1 Knowledge (nature), +2 Stealth
Languages Common
SQ poison use
Combat Gear potion of cure light wounds, acid; Other Gear leather armor, shuriken (20), wakizashi[UC], bedroll, chalk, silk rope (50 ft.), tindertwig (2), 28 gp, 8 sp, 9 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Emissary (Kaer Maga) +2 on Diplomacy with aberations, mon. humanoids, undead, giants.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
--------------------
Krin was born on the Shadow Plane, as most kayal are, but his particular band migrated to Varisia when he was very young, winding up in Kaer Maga—as many odd creatures and humanoids do. Krin grew up with parents who worked for the noble houses of Bis; kayal are quite capable at servitude and flattery, and his mother and father did well. Krin himself was more rebellious, and spent much of his time running off to leap and caper from cliffhouse to cliffhouse, using a variety of balconies and parapets as his launching points. He found other kayal to run with, and even some wayang and the occasional half-orc, and formed—not a gang, but something akin to it.

After a run-in on one particularly wild evening with an irate oracular troll, who threw viscera at him, and a talking to from a madam from Ankar-Te, who was backed by formidable undead bouncers, Krin returned home with his metaphorical tail between his legs. After a quiet talk with his parents, he realized that he could both serve the houses and enjoy the scampering in the dark. He and a few friends began a messenger service, first of small things, and then of messages of import, and even made a few connections with the Duskwardens.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Here's Corian Vinithus, an acolyte of Asmodeus inquisitor of Milani.

Statblock:

Corian Vinithus
Male human (Chelaxian) inquisitor (infiltrator) of Milani 1 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Magic 45, 46)
CG Medium humanoid (human)
Init +1; Senses Perception +10
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +5; +1 trait bonus vs. illusion effects, +1 vs. abilities that detect lies or force the truth
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee heavy mace +2 (1d8+2)
Ranged shortbow +1 (1d6/×3)
Special Attacks judgment 1/day
Inquisitor (Infiltrator) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—bless, protection from evil
. . 0 (at will)—detect magic, guidance, light, sift[APG]
. . Domain Liberation
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 13, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +2; CMD 13
Feats Alertness, Strong Comeback[UC]
Traits deft dodger, pattern speaker
Skills Acrobatics -3 (-7 to jump), Bluff +9, Diplomacy +7, Disguise +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +10, Sense Motive +9
Languages Common
SQ forbidden lore, liberation (1 rounds/day), misdirection, necessary lies
Other Gear scale mail, arrows (20), blunt arrows[APG] (20), heavy mace, shortbow, 50 gp
--------------------
Special Abilities
--------------------
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Inquisitor (Infiltrator) Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Liberation (1 rounds/day) (Su) Act as if you had freedom of movement for 1 rounds/day.
Misdirection (Lawful Evil) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +1 (Su) Gain bonus to saves vs. abilities detecting lies or forcing truth.
Pattern Speaker Adept as recognizing and resisting patterns in the world.
Strong Comeback Add a +2 bonus on all rerolls

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Introduction:

A wave of slight unease passes through the crowd as the tall, imposing bald acolyte of Asmodeus enters the building. His scalp shorn and his beard beaded into forked points, he is bedecked in red and black. Some of the patrons recognize him as a particular member of the Infernal Order who frequents certain street corners near the Devil’s Bells, engaging in discussion with slightly nervous citizens, and occasionally quoting from the Disciplines in a ringing voice. He makes his way into the quieter back room where a certain unnamed and unknown group has gathered--none knowing the other, the information received through the most convoluted of messages. As he passes, there are murmurs in his wake. And then he is among you, his unholy mace at his side.

He sits down, hands resting easily on the table, his face unreadable, his piercing green eyes scanning each of you for certain signs. Then a smile crawls across his lips. ”I bid you greetings and blessings from my lady Milani, The Everbloom.” The spell broken, he winks and gestures to the barmaid. ”Just some herbal tea, thank you,” he says politely, ”With attar, if you have it.” He turns back to the rest of the group. ”Hello, hello,” he says with a deep chuckle. ”I suppose some of you know me as Brother Vinithus of the Infernal Order of Asmodeus. Vinithus is indeed my family name, but my faith lies elsewhere. I am--or was--part of the Rose.” His face darkens. ”I have been hiding in plain sight among the Asmodeans for over a year, and I haven’t heard a word from another Milanite in that time. My friends--” he winces and jerks his head to one side, and for a moment you can see the sensitive young man beneath the red and black finery and the devilish beard, ”...my friends are probably all dead. Or have gone far underground. I dast not search for them; my whereabouts are watched much of the time. Only recently do I have the liberty to move about like I do now.”

He sips at the tea, taking a moment to savor it. ”However, I have news. First, of more dark doings. The Rose is broken or buried. When I did have occasion to ask my friend Juris, he said nothing, merely showing me a silver piece and a picture of a dark bird. Now Juris is gone too, taken by Hellknights, they say. He left me a message, though. ”The Ravens yet fly. Seek the one with a black glove on the right and none on the left.” I think this has to do with the gathering at the park, and that is where I shall go to find this person wearing one glove.”

He looks at you, resolved and steely-faced. ”I’ve been reciting devilish words for a twelvemonth to the point where my tongue tastes like ashes, while my friends disappear left and right. This may our only chance to do something against Thrune. Will you lend your arms?”

Background:

Corian Vinithus was born to a mercantile family in Kintargo, to fairly wealthy parents, and grew as most Kintargans did, in a mixture of fear and respect to the various infernal forces around him, but also an eye for the exotic goods brought in from his family’s ships and the various divas and entertainers that made the city glitter with life. Their house, while not the most resplendent, was well furnished, with the requisite Asmodean shrine.

One evening, Corian’s parents roused him from slumber and bade him dress and accompany them to a midnight mass. ”This is a special ceremony, son,” said Cortinus, his father, bending down to pat his son. They walked through quiet streets and loud, and even through darkened alleys and perhaps even through a house or two, until they came to a chamber, perhaps underground. Once the doors were shuttered, a priestess bearing a sword, and another bearing a morning star, began their service. ”We are here to honor The Servitors of Aroden, my friends,” they said in unison. ”Blessed be Iomedae, The Sword and Inheritor, and her sister, Milani, The Ever Blooming.” Corian was amazed and delighted. His parents were secret heretics!

Corian prayed to Iomedae night after night, but dreamed only of roses. ”Milani has found you,” said his mother, concern creasing her face. ”Iomedae is the safer path in this place...but you cannot alter your heart. Child, we shall adjust your studies accordingly.” Corian learned of infernal realms, and the works of Iomedae, Milani, Asmodeus and even Cayden Cailean, but his favorite times were working with the local spymaster Hieronous, who taught him how to discern small details, and speak in a honeyed voice. With a small amount of coin and an intrepid air, Corian was able to find the members of the Rose of Kintargo, who taught him more of the ways of Milani.

When an opportunity to infiltrate the Asmodean Church arose, he immediately volunteered, taking to the role of an Asmodean acolyte like a scrag to water. Rather than shout himself hoarse on the corners, he found himself talking with Kintargans on many a subject, although, granted, it was mainly about Asmodeus. He found traces of another group known as the Silver Ravens, through a student of Hieronous named Juris, with whom he shared many a joking moment. And then the new mayor arrived, and churches burned. Corian, his heart aching, had to publicly celebrate this while mourning inside. He knew his parents were safe...but all communications from the Rose ceased. Then Juris vanished, after disavowing knowing anything of the Rose. Juris’ final message hinted at the Ravens, though, and an address: an inn.

Sighing, Corian walked to the subdeacon’s quarters. ”I have matters to attend to,” he said to the supervising subdeacon. ”May she be pretty, or pretty easy,” said the supervisor with a leer. Corian only winked. I’d love to burn this church down with all of you in it, but Milani help me, that would be evil, he thought. With that, Brother Vinithus strode through the streets of Kintargo, earning the usual slightly fearful greetings, on his way to destiny.

Reason To Protest: Meeting a Contact!


Ok, this has my interest. I'm working on a preacher/infiltrator inquisitor of Milani. It's a really flavorful setting for sneaky priest types--I finally have a good reason to play an inquisitor. :)


Fair points both ways, and if that's a requirement, I can make an alias.


I second that. I like to present a character as a Hero Lab output behind a spoiler, rather than use up an alias that may not get used.

Thinking about whipping up a kayal ninja who is busily forming the Eventide Couriers--a guild of messengers who operate in the shaded parts of town, or at night, or both, using darkvision only. Also available as guides, observers (of a legal nature, of course), and contracting with the Duskwardens at times. Discretion is our watchword! When you need it fast, and you need it this evening, call Eventide Couriers. What you can't see can still help you.


Dotting for interest. Verrrry interesting.


Hmm, I have never played at 20th level. Sounds interesting. A horizon walker/ranger would be pretty good, or a cleric of Abadar with Law and Travel domains...or a planes walker druid...or a tetori...or some sort of wizard with Steward of the Great Beyond...Greater Teleport being a consistent problem with demons.

and also some sorts of unstoppable melee types with Holy Bane weapons.


Beguiling Gift is one way---I'm sure this has been suggested...


I have wondered if one can write it on a scrap of cloth and attach it to a javelin or harpoon. Attack the BBEG, BBEG pulls it out to read it, boom.

Seems a big circumstantial and cheesy though.


Open/Close. It's fun to close the door in the enemy's face, or even better, unleash the snarling beast that they have been experimenting upon.


While Kyra is rad, I got inspired to create a Bad Touch Shaman. She will do well against undead, heal, and also be weird and versatile. Hang on a tic....

As long as that's ok with you, GM. :)


If I say it three times, does it gain the Flaming and Holy properties?

1 to 50 of 488 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2016 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.