Elf Archer

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Recently you mentioned you're currently playing in a campaign with mythic PCs.

Could you share a little about the campaign and your character?


CorvusMask wrote:
Ah, yeah, now that I think about it few pictures related to Doomsday Dawn we have seen have related to Osirion. I hope it won't be the case were the whole dominion thing will be taken care in seven playtest adventures and never actually get its own ap <_<; That would be anticlimactic

James Jacobs has confirmed Doomsday Dawn will be about the 4718 AR Dominion of the Black countdown clocks.


Very much looking forward to both Planar Adventures and Sandpoint.

While I recognize the rest of the schedule for what remains of 1st edition Pathfinder is likely set by now, on the off chance voicing myself could make a difference, where would be the best place to make it known that I hope the Dominion of the Black countdown clock to AR 4718 plot thread is addressed before 2nd Edition officially pushes the timeline to AR 4719?


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Errant Inlad wrote:
*Edit replacing Deadly Aim with Rapid shot, as DA doesn't work with touch attacks.

Firearms are explicitly compatible with Deadly Aim. It's in the Firearms section of Ultimate Combat / the PRD.


I volunteer!

I volunteer as tribute!


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Now don't take this as gospel, but if memory serves, while they do have an internal explanation, it's been said by one writer that the intention isn't for the readership to be able to piece together the Paizo's internal explanation.

Rather, they have an internal explanation so that, if it ever did get out what happened to Aroden, everything else that might have been published that's related to Aroden's death will fit. If someone is able to use what's known to extrapolate Paizo's internal explanation, that would be coincidental, and not intentional – at least on the part of the writer who spoke on the subject.

I hope I'm remembering right, and it may be that this is only the intention of the particular writer who spoke to the subject, rather than the Paizo-wide intent, but I haven't seen any Paizo writer say that they're doling out breadcrumbs with the intent of letting some clever segment of the audience to tease out Paizo's internal explanation.


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Todd Stewart wrote:

I'll get back to you on this one later today or tomorrow.

In Golarion where they're native to the Ethereal Plane rather than one of the evil, outer sphere planes, no I don't consider them fiends. They're horribly evil but they're not formed of the substance of metaphysical evil itself. However if future material on the Night Hags provides a more convincing rationale as to why they should be considered actual fiends I'm open to changing my opinion. [For what it's worth I'd consider the night hags from D&D to be fiends since they're native to the Gray Waste as evolved hordelings]

The Maelstrom is infinite, so yes, there's room for more than one race of CN outsiders (just as there's room for multiple TN outsiders for instance, psychopomps and aeons, who both occupy entirely different metaphysical niches within that alignment). Of course different types of proteans could fill most any niche I think, and the more myriad the proteans the better.

Looking at her character sheet from when I played her in RotRL, and based on what I remember using, her favorite spells were: magic missile, fireball (acid substituted usually), confusion, black tentacles, a custom spell called protoplasmic burst (fireball but acid substituted and if you failed the save you're stuck to the ground as if by a tanglefoot bag), baleful polymorph, disintegrate, energy hammer, prismatic ray, and maze. She was an arcanist so by the end of the game at level 17 she hadn't gotten level 9 spells.

Thank you for the answers and the patience.

By your definition of fiends, then, do oni, rakshasa, and sahkil not qualify as fiends to your mind?


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Alright, something a little less cruel. Do you have any thoughts you'd be willing to share on whether Fear Baby-blooded tieflings exist, and if they do, what they might be like?


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Do you have any thoughts on Shadow Sandpoint (that is, the reflection of Sandpoint on the Plane of Shadow) that you'd be willing to share with us at this time?


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I did mean all the non-big nine races, eheh. I suppose it's only fair to list the rest if I want an answer, though. So the ones I neglected to fully list were... Demodands, Div, Garuda, Kami, Kyton, Peri, Psychopomps (if you count Aeons as the 'big nine' representative for TN), Manasaputra, Qlippoth, and Rakshasa.

Do you count night hags as fiends?

Do you think there's room for more than one race of CN outsiders in Golarion's cosmology or do you feel Protean fills all/any potential needs?

What have been some of Il'setsya Wyrmtouched's favorite and/or signature spells?


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Favorite Fear Baby Tormentor? (I know, I'm asking you to choose a favorite child. How evil!)


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How do the outsider races other than the big nine rank for you? You've said before that your top three are proteans, daemons, and demons, I believe, so do any of the rest break into your top five? top ten? If so, which ones, and where do they rank?

(So, Asuras, Coatls, Fear Babies Sahkil, Axiomites, Oni, and so on.)

To what extent do these races feature in your campaigns?

Of all the fiendish demigods in the hardcover BotD, who is your favorite of each fiendish race?


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Welcome back, Mr. Jacobs. Glad to hear your hiatus has refreshed you.

What would you have liked to include in the Mythic Bestiary section of Mythic Adventures if you'd had more room?


Yes! Alichino!

I've been hoping we'd get more on him. Information on him has been so scant, for him supposedly being the one charged with the infernal conquest of Golarion.


Malefactor wrote:

Well, what better enemies for daemons than those who shepherd souls to their last reward?

*grasping at metaphorical straws*

Sahkil would make better adversaries for psychopomps.


Half-elves can Paragon Surge to pick up any feat on demand. If you have the prep time and know what you need, you can cherry pick anything from summon evil/neutral/good list from day to day (though, important caveat, once you cast it, until you rest and refresh your spell slots, every time you cast the spell after the first you get the same feat and the same choices you made for that feat the first time).


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I find it rather surprising that Wrath of the Righteous was such a negative experience. The other day I tallied up all the averages of the reviews for the completed APs on the site, and Wrath came in 9th of 20, ahead of eleven other APs, more than half of the other APs released. I suppose, though, that review scores are only part of the story, and that sales are another part?

I, too, was rather hoping for an AP in 2018 dealing with the doomsday clock countdown hitting zero...

Alas, not to be...


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That's disappointing. I had been hoping for a Dominion of the Black AP, instead of another Runelords AP, given the clocks in Osirion are supposed to run out in AR 4718. Sigh.

Planar Adventures sounds promising, though.


I suppose, then, Isabelle Lee's dragonhide armor for kineticists rules didn't make it into this one, either? :(


As a result of having only mid-casters in core, spell save DCs lag behind class ability DCs if they're still calculated as they were in Pathfinder. What has been done to account for this? Are there fewer negates and more partials on a successful save in Starfinder? How often should a spellcaster expect to see enemies make their saves? How often should non-spellcasters expect enemies to save against their class abilities?


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If at least one Paizo-published AP, a ghost uses Vital Strike in conjunction with Corrupting Touch, so you can actually deal staggering single-target damage that way, especially if your BAB is high enough to support Improved or Greater Vital Strike.


Owen K. C. Stephens wrote:

Sure. androids are true AIs. That's a core race.

The mechanic has a class feature called "Artificial Intelligence"
We mention there are robots on Aballon that are self-aware.

But no, the equipment section does not let you buy or sell self-aware creatures, for what I think are fairly obvious reasons.

You know, I never stopped and considered the implications of putting a price on intelligent magic items until just now.

Of course I totally understand why the equipment section would omit buying or selling self-aware creatures. Tangentially, though, does this mean that intelligent magic items will no longer be a thing, or no longer be a thing with a system value placed on them?

As a thought experiment (I do absolutely agree it would be a bad idea to publish the ability to buy and sell self-aware creatures anyplace that isn't the Evil League of Evil Handbook), wouldn't the cost in credits simply be equivalent to the requisite number of UPBs required to create an AI? Or is there some kind of Full Metal Alchemist-esque limitation where you can't simply science a being with a soul into existence?

... Though I suppose Pathfinder does set the precedent for spells that awaken constructs and animals... and if it's a relatively standard practice to sell spellcasting services for credits, the same way spellcasting services could be exchanged for gold, one would just add the cost of hiring someone to cast the spell to the AI...


Is it intentional that Steel's Betrayal works with close-range firearms?


For a Stalker interested in learning Cursed Razor maneuvers, there are a few options: Martial Training feats, the Unorthodox Method trait, joining the martial tradition of the Quills, or taking the Soul Hunter archetype.


If, say, years after some grand adventure path, an older paladin wanted to retire to farm the countryside rather than continue his work as a paladin by training the next generation or seeking out some last adventure to give his life to, has he turned his back on his calling? Do you think he would fall?


Any objections to taking 20 on Perception and Heal with the others aiding another to examine the shop, the scene, and the body? It looks like Herk has our highest Perception modifier, and Grey has Heal.


On one hand, nothing says mythology like hurling thunderbolts.

On the other, the kineticist decidedly was not built with an eye towards mythic, nor was mythic built with an eye towards the kineticist...


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Geramies wrote:
Now if only we can get more generic PrC in the RPG line. I find many of the Pathfinder PrC too entrenched in Golarion material to properly adapt to other settings, especially established ones like the Forgotten Realms. Last time we had any was wayyyyy back in Advanced Player's Guide.

Not true. The Enchanting Courtesan PrC from Inner Sea Intrigue looks like it's quite serviceable in just about any campaign setting.


Personally, I'm fine with only true gods having three sets of boons, and demigods like demon lords, archdevils, empyreal lords, and eldest only having one set of boons. It doesn't strike me as inappropriate.


Not wholly satisfied with the avatar, but what can you do? For those who care for 'faceclaims' or 'played by's to help them envision characters, Hogun's look (beard especially) would strongly resemble Timothy Dalton's Sir Malcolm Murray from Penny Dreadful... only more drwarven.


Heigh-Ho! Seven Dwarves, all we need now is Snow White.

I'm a data purification specialist for the state of California. I'm generally a little shy about revealing much regarding myself IRL.

I will say, somewhat ironically, that I don't drink alcohol at all, despite playing a character skilled at brewing it.

Re: succession line, Hogun has not a drop of noble blood in his veins, his family having been retainers as far back as recorded memory reaches, so he should be in dead last or close to it, barring in-game developments like marriages.

Patron Keys:
• Knowledge
• Secrets Beneath the Mountain
• Songs and Secrets

Will try to get an alias sorted out ASAP. Looking forward to playing with everyone.


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Hogun Greyingot:
Hogun Greyingot
Dwarven alchemist (gloom chymist)

Appearance
Piercing grey eyes peer from out of a craggy, saturnine face, marking him as a Greyingot. He does not wear the look of a man who smiles often or easily. While many dwarves pride themselves on luxurious, extravagant beards, Hogun's salt and pepper beard is neatly trimmed, short and hewing close to his jawline, displaying the alchemist's marked pragmatism and lack of vanity. Some fond of more magnificent beards might consider it severe. His hair is not so different from his beard, salt and pepper, kept short and neat as a practical matter. He does, however, have a rich belt of chest hair. His form is as well compact as any dwarf, and he moves with the efficient, deliberate precision of a masterwork timepiece.

Personality
Hogun is a quiet and melancholy soul. He weighs actions and words carefully before acting. Patient, meticulous, fastidious, he dislikes being rushed, but he works hard, and will think nothing of long, grueling hours once he has committed to a course of action.

He is intensely devoted to his family, particularly his daughter, and it is for her sake and the sake of the dwarven people that he has answered the call for the best and brightest of their people. He keeps a journal, and regularly writes letters to his daughter, sending them back to her whenever possible, though he knows chances for that will be far and few between. When he speaks of his daughter or of his late wife, he softens, his air wistful and nostalgic. He has tried to put his broken heart back together, but like a teacup or a mirror that has been shattered, the time has not mended the cracks.

Background
In the days of Dammerhall's apex, the Greyingots were the finest alchemists in all of Dammerhall and served the Tharnhammers loyally as retainers. While most of Dammerhall knew them as the purveyors of fine brews and beers and top-shelf potions, there were also those among them who sought the secrets of transmuting lesser metals into gold. However, to the Tharnhammers, the Greyingots were prized as most as innovators in the field of alchemical warfare – the hated dark elves and many of the stranger things that stalked the Underdark had developed potent defenses against conventional spellcasting, and so the Greyingots turned their alchemical prowess to developing weapons that would bypass these defenses.

But it was not enough to stop whatever befell Dammerhall on that darkest of days.

Since then, the Greyingots have continued to serve the Tharnhammers with unwavering loyalty. While the Tharnhammers themselves did not have a great deal to offer the surface races, the Greyingots became merchants among the surface races, and their fine brews, their potions, their alchemical goods earning coin to provide for both the Tharnhammers and themselves.

It was into this family that Hogun was born. While no charmer, no merchant born, he was the finest alchemist of his generation, letting his aunts and uncles and cousins handle the mercantile aspects of the business while he devoted himself to alchemy.

Among the dwarves of his generation, only one mind matched – and, he would argue, surpassed – his own, the woman who became his wife. A truly dazzling intellect and possessed of sharp wit, she was a vivacious spirit, capturing Hogun's heart. In their years together, Hogun smiled more and more often, in spite of his natural gloomy disposition.

Those happy days seem more distant to Hogun now than the golden dream of Dammerhall itself. His wife was lost in childbirth, despite his most desperate efforts, despite having uttered prayers more fervent than any he'd uttered before in his life.

But for the sake of his daughter, he might have given up entirely, heart heavy and broken. He devoted himself to her, overseeing every aspect of her rigorous academic curriculum himself, seeing to it that her education would be second to none.

And it was his daughter he thought of, when his liege sent out the call for the best and brightest. Hogun sees the state of the dwarven people, and he wants better for their children, for his child, for his daughter. It is in the hope he can provide her a better future that he has left her in the care of her grandparents and answered the call.

Relationship to the Tharnhammer Family (ie. direct member, married into, friend of a family member, devoted thane, etc.)
Retainer

In the days of Dammerhall's apex, the Greyingots were the finest alchemists in all of Dammerhall and served the Tharnhammers loyally as retainers. While most of Dammerhall knew them as the purveyors of fine brews and beers and top-shelf potions, there were also those among them who sought the secrets of transmuting lesser metals into gold. However, to the Tharnhammers, the Greyingots were prized as most as innovators in the field of alchemical warfare – the hated dark elves and many of the stranger things that stalked the Underdark had developed potent defenses against conventional spellcasting, and so the Greyingots turned their alchemical prowess to developing weapons that would bypass these defenses.

But it was not enough to stop whatever befell Dammerhall on that darkest of days.

Since then, the Greyingots have continued to serve the Tharnhammers with unwavering loyalty. While the Tharnhammers themselves did not have a great deal to offer the surface races, the Greyingots became merchants among the surface races, and their fine brews, their potions, their alchemical goods earning coin to provide for both the Tharnhammers and themselves.

Patron Keys
Law and Tradition
Secrets beneath the Mountain

Statblock:
Hogun Greyingot
Male dwarven alchemist (gloom chymist) 1
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +5 (+2 vs aberrations)
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex); +2 dodge vs aberrations
hp 11 (1d8+3)
Fort +4, Ref +5, Will +0; +3 vs poison, spells, & spell-like abilities
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Offense
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Speed 20 ft.
Melee battleaxe +0 (1d8/x3)
Ranged gloom +4 (1d6+4 cold)
Special Attacks +1 on attack rolls against elven humanoids, gloom 5/day (1d6+4 cold, DC 14)
Alchemist Extracts Prepared (CL 1st; concentration +5)
1st – adhesive spittle (DC 15), open
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Statistics
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Str 11, Dex 16, Con 14, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 14 (18 vs bull rush, 18 vs trip)
Feats Brew Potion, Point-Blank Shot, Throw Anything
Traits clever hands, glory of old, secrets of the dwarven brewers
Skills Appraise +8, Artistry (literature) +8, Craft (alchemy) +8 (+9 to create alchemical items), Craft (brewing) +10, Disable Device +4, Heal +5, Knowledge (arcana, nature) +8, Knowledge (dungeoneering) +7, Perception +5, Spellcraft +8, Survival +5; Armor Check Penalty -1; Racial Modifiers +2 Knowledge (history) pertaining to dwarves or their enemies (can be made untrained), +2 Perception vs aberrations
Languages Common, Dwarven, Gnome, Goblin, Terran, Undercommon
SQ alchemy (alchemy crafting +1, identify potions), mutagen (+4/-2, +2 natural armor, 10 minutes)
Gear alchemist's kit, battleaxe, bandoliers (2), formula book (contains all prepared extracts plus crafter's fortune, cure light wounds, polypurpose panacea, reduce person and shield), ink, ink pen, journal, sheets of paper (12), studded leather armor, 6 gp, 1 sp


Grey Karlov:
Grey Karlov
Human alchemist (polymath)

Grey owes his origins to the romance and marriage between an ambassador from Castorhage to a major trading partner in the Border Provinces of Akados and a local nobleman.

Unfortunately, childbirth took a considerable toll on the ambassador from Castorhage, leaving her with a frail constitution – though she lived long enough to see her son through many of his formative years, long enough for him to grow attached, to mourn and grieve when eventually she passed. Before she did, however, she gave to him a momento, an heirloom that had been passed to her. She said if ever his path should lead him to Castorhage, that the heirloom would identify him as her rightful heir.

It was this early brush with death, grief, and loss that drove Grey to pursue the healing arts. Though he showed neither especial piety nor the blessing of the gods, he did demonstrate great potential in the field of alchemy.

Having always felt that he did not quite fit in with his peers, he had few bright spots remaining to him following his mother's passing. One was Euphemia, a daughter to his father's sister and a ward of his father. They were close as siblings, perhaps even as close as childhood sweethearts – in their innocence, the line between the two was blurry.

When they grew older, Euphemia became betrothed to another, Grey did not take it well, burying himself in his alchemical research, only drawn out of his shell once more when she became pregnant with her husband's child. Over the course of nine months, he nursed her through her pregnancy, falling even more deeply in love with her than he had been before. But although he did everything in his power to save her, childbirth claimed the life of his beloved. Devastated, hands still stained with her blood, Grey fled the only place he had ever called home, never to return.

Grey set out for Castorhage to connect with his mother's side of the family and his heritage. However, on the journey, he was beset by bandits and was left for dead, beaten and bloody, bereft of possessions. It was only the whimsy of a fellow traveler who soon passed him by that saved his life, an elven warrior who identified himself to Grey only as 'Melf'. He even offered to teach Grey some of his martial techniques, once he was aware of Grey's alchemical prowess, as, in his words, it couldn't be a bad idea to be owed favors by someone who could brew healing potions while on the road to Castorhage... and even more in a place such as Castorhage itself. Under Melf's tutelage, Grey blended these martial techniques with his own alchemical knowledge to explosive effect, and the two became quite the formidable pair.

With Melf's assistance, Grey was eventually able to track down the bandits. Under a shroud of invisibility concocted by his alchemy, he stole into their midst, but before he could retrieve the heirloom, on a mad whimsy, Melf ambushed the bandits on his own. Though he could have found the heirloom in the chaos and escaped with it, instead, he joined his companion in the ambush, relieving the bandits of the heirloom once he and Melf had laid waste to them.

Melf was always evasive about his own reasons for wanting to reach Castorhage, and, owing his life to him, Grey never pressed him for details. However, since reaching Castorhage, he's become increasingly concerned – days are starting to stretch into weeks since he last heard from the mysterious elf.

Personality
Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. To Grey, this law has been treated as inviolable, a law of nature, the foundation of existence, transcending the laws of mankind – perhaps even surpassing the guidance of the gods. Power – and anything else of value – comes at a price. Of late, however, he has started to struggle with a gnawing suspicion that, perhaps, the universe takes more than it is given, and that with each exchange, the world is diminished, growing a little poorer.

Grey is startled (perhaps even a little frightened) of what he is capable of – not as an alchemist, but as a person. In the heat of battle, in moments of great passion, or in times of great need, he is capable of deeds that haunt him once the moment has passed, finding himself gradually becoming someone he doesn't think he wants to become more familiar with.

Appearance
A slender young man, at first blush, little would seem to distinguish him from others fortunate enough to have been born to merchants, or perhaps into nobility. His brunette hair is cut short and kept neat, suggesting a fastidious nature that abhors untidiness. Far from imposing, he appears, perhaps, a little pale, possibly suggesting a scholarly bent. If anything could be said to be reason to give pause, it is his grey eyes, for which he was likely named, his gaze speaking to a fierce intellect. Few notice his long, slender fingers seem almost a little too long for his hands; those who do notice may find themselves reminded of spider-legs more than anything else.

Statblock:
Grey Karlov
Male human alchemist (polymath) 5
TN Medium humanoid (human)
Init +3; Senses Perception +9
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Defense
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AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield)
hp 43 (5d8+15)
Fort +7, Ref +8, Will +5
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Offense
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Speed 30 ft.
Melee masterwork sword cane +5 (1d6+1)
Ranged bomb +7 touch (3d6+4 fire) or
acid +7 touch (1d6+4 acid) or
masterwork composite longbow +7 (1d8+1/x3)
Special Attacks bomb 9/day (3d6+4 fire, DC 16)
Alchemist Extracts Prepared (CL 5th; concentration +9)
1st – adhesive spittle (DC 15), shield, true strike, open
2nd – alchemical allocation, open
Maneuvers and Stances Known (IL 5th)
Stances – sniper's eye stance (1st), stance of piercing rays (1st)
Strikes – dustcatching breeze* (2nd), slipstream strike (1st), solar flare* (2nd), solar sting* (1st)
Boosts – dizzying venom prana* (DC 15) (1st), eye of the needle (1st)
Disciplines: Solar Wind, Steel Serpent, Tempest Gale
--------------------
Statistics
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Str 13, Dex 16, Con 14, Int 18, Wis 12, Cha 8
Base Atk +3; CMB +4; CMD 17
Feats Brew Potion, Extra Discovery, Iron Will, Point Blank Shot, Precise Shot, Throw Anything
Traits Accelerated Drinker, Unorthodox Method
Skills Appraise +10 (3 ranks) , Craft (alchemy) +12 (+17 to create alchemical items) (5 ranks), Disable Device +12 (5 ranks), Heal +9 (5 ranks), Knowledge (arcana, nature) +12 ( 5 ranks each), Knowledge (martial) +9 (5 ranks), Perception +9 (5 ranks), Sleight of Hand +10 (5 ranks), Spellcraft +12 (5 ranks), Survival +7 (3 ranks), Use Magic Device +5 (3 ranks); Armor Check Penalty -1
Languages Common, Draconic, Elven, Gnome, Orc
SQ alchemy (alchemy crafting +5, identify potions), discoveries (frost bomb, infusion, precise bombs), mutagen (+4/-2, +2 natural armor, 10 minutes), swift alchemy
Combat Gear acid (4), holy water (3), potion of alter self, potion of barkskin, potion of darkvision, potion of fly, potion of heroism, potion of invisibility, tanglefoot bag (4), wand of cure light wounds (50 charges); Other Gear alchemist's kit, bandoliers (2), bear trap, bell, +1 buckler, +1 chain shirt, cloak of resistance +1, masterwork composite longbow (+1 Str) with 20 arrows, formula book (contains all prepared extracts plus alter self, anticipate peril,barkskin, comprehend languages, crafter's fortune, cure light wounds, cure moderate wounds, darkvision, enlarge person, false life, heightened awareness, invisibility, lesser restoration, long arm, polypurpose panacea, and reduce person), headband of vast intelligence +2, healer's kit, hybridization funnel, masterwork sword cane, masterwork thieves' tools, 210 gp
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Special Abilities
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Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.

When using Craft (alchemy) to create an alchemical item, Grey gains a +5 competence bonus on the Craft (alchemy) check. In addition, Grey can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.

Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).

An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against Grey's extracts is 14 + the extract level.

An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. Grey can use nine bombs each day. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 3d6 + 4 points of fire damage (bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (typically 7 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is 16.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Brew Potion (Ex): Alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen (Su): Grey has discovered how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 16) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex): Alchemists gain the Throw Anything feat as a bonus feat. Grey adds +4 to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Swift Alchemy (Ex): Alchemists can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Frost Bombs: 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 (DC 16).

Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Precise Bombs: Whenever Grey throws a bomb, he can select 4 squares that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Accelerated Drinker: Grey knows how to drink a potion efficiently, such as by not using his hands, tossing it in the air and catching it in his mouth, or opening it with his teeth. He may drink a potion as a move action instead of a standard as long as he starts his turn with the potion in his hand.

Unorthodox Method: Grey has traded knowledge of the Primary Fury discipline for knowledge of the Tempest Gale discipline.

Maneuvers: Grey can ready four of his maneuvers known. A polymath must always ready his maximum number of maneuvers readied. He readies his maneuvers by meditating or performing martial katas for ten minutes. The maneuvers he chooses remain readied until he decides to practice again and change them. The polymath does not need to sleep or rest for any long period of time in order to ready his maneuvers; any time he spends ten minutes study or meditation, he can change his readied maneuvers.

A polymath begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below).

In order for the polymath to recover maneuvers, he must re-evaluate his opponents and their abilities as a full-round action. When he does, he replaces 4 of his expended maneuvers with new readied polymath maneuvers he knows. If he wishes, he may replace these maneuvers with themselves, effectively recovering them. In addition, whenever the polymath recovers maneuvers in this way, he may drink one extract he has prepared as a swift action. Alternately, the polymath may take a brief moment to collect his thoughts to recover a single maneuver as a standard action.

A maneuver usable by polymaths is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A polymath’s maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

A polymath’s initiation modifier is Intelligence, and each polymath level is counted as a full initiator level.

Stances: Unlike maneuvers, stances are not expended and the polymath does not have to ready them. All the stances he knows are available to his at all times, and he can change the stance he is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.

I confirm that, should I be selected, I am committed to see this game through to the end.


Grey Karlov:
Grey Karlov
Human Alchemist (gloom chymist)

Grey owes his origins to the romance and marriage between an ambassador from Castorhage to a major trading partner in the Border Provinces of Akados and a local nobleman.

Unfortunately, childbirth took a considerable toll on the ambassador from Castorhage, leaving her with a frail constitution – though she lived long enough to see her son through many of his formative years, long enough for him to mourn and grieve when eventually she passed.

Having always felt that he did not quite fit in with his peers, he had few bright spots remaining to him following his mother's passing. One was Euphemia, a daughter to his father's sister and a ward of his father. They were close as siblings, perhaps even as close as childhood sweethearts – in their innocence, the line between the two was blurry.

Despite this, however, when Grey's mother's successor to the station of ambassador arrived, he was quickly taken under the ambassador's wing, and, discovering his knack for alchemy, he quickly learned everything he could of Castorhage's alchemy and glooms, magical fields of darkness from the Shadow Plane that could be momentarily animated with the use of strange compounds. Learning the alchemy of helped Grey feel closer to his mother and her people, to Castorhage.

When Euphemia became betrothed to another, Grey did not take it well, burying himself in his alchemical research, only drawn out of his shell once more when she became pregnant with her husband's child. Over the course of nine months, he nursed her through her pregnancy, falling even more deeply in love with her than he had been before. But although he did everything in his power to save her, childbirth claimed the life of his beloved. Devastated, hands still stained with her blood, Grey fled the only place he had ever called home, never to return.

Grey traveled to Castorhage, both to connect with his mother's side of the family and to learn more of the shadowy alchemy Castorhage has spawned.

Personality
Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. To Grey, this law has been treated as inviolable, a law of nature, the foundation of existence, transcending the laws of mankind – perhaps even surpassing the guidance of the gods. Power – and anything else of value – comes at a price. Of late, however, he has started to struggle with a gnawing suspicion that, perhaps, the universe takes more than it is given, and that with each exchange, the world is diminished, growing a little poorer.

Grey is startled (perhaps even a little frightened) of what he is capable of – not as an alchemist, but as a person. In the heat of battle, in moments of great passion, or in times of great need, he is capable of deeds that haunt him once the moment has passed, finding himself gradually becoming someone he doesn't think he wants to become more familiar with.

Appearance
A slender young man, at first blush, little would seem to distinguish him from others fortunate enough to have been born to merchants, or perhaps into nobility. His brunette hair is cut short and kept neat, suggesting a fastidious nature that abhors untidiness. Far from imposing, he appears, perhaps, a little pale, possibly suggesting a scholarly bent. If anything could be said to be reason to give pause, it is his grey eyes, for which he was likely named, his gaze speaking to a fierce intellect. Few notice his long, slender fingers seem almost a little too long for his hands; those who do notice may find themselves reminded of spider-legs more than anything else.

Statblock:
Grey Karlov
Male human alchemist (gloom chymist) 5
TN Medium humanoid (human)
Init +4; Senses Perception +8
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Defense
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AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield)
hp 43 (5d8+15)
Fort +6, Ref +8, Will +4
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Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4/19-20)
or morningstar +3 (1d8)
Ranged gloom +8 (3d6+5 cold) or
acid (1d6+5 acid) or
alchemist's fire +8 (1d6+5 fire)
Special Attacks gloom 10/day (3d6+4 cold, DC 16)
Alchemist Extracts Prepared (CL 5th; concentration +11)
1st – adhesive spittle (DC 16), reduce person (DC 16), shield, true strike, open
2nd – invisibility (DC 17) (x2), open
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 13, Int 20, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 16
Feats Iron Will, Point Blank Shot, Precise Shot, Skill Focus (Craft [alchemy]), Throw Anything, Toughness
Traits Accelerated Drinker, Arcane Temper
Skills Appraise +9 (1 rank), Craft (alchemy) +16 (+21 to create alchemical items) (5 ranks), Disable Device +12 (5 ranks), Heal +8 (5 ranks), Knowledge (arcana, nature) +13 ( 5 ranks each), Perception +8 (5 ranks), Sleight of Hand +8 (3 ranks), Spellcraft +13 (5 ranks), Survival +6 (3 ranks), Use Magic Device +6 (3 ranks); Armor Check Penalty -1
Languages Common, Draconic, Elven, Gnome, Orc
SQ alchemy (alchemy crafting +5, identify potions), discoveries (infusion, mucilaginous gloom), mutagen (+4/-2, +2 natural armor, 10 minutes), swift alchemy, umbral gloom
Combat Gear acid (4), alchemist's fire (3), holy water (3), tanglefoot bag (4), wand of cure light wounds (50 charges) Other Gear alchemist's kit, bandoliers (2), bear trap, bell, +1 buckler, +1 chain shirt, cloak of resistance +1, daggers (2), formula book (contains all prepared extracts plus alchemical allocation, alter self, anticipate peril, barkskin, comprehend languages, crafter's fortune, cure light wounds, cure moderate wounds, darkvision, enlarge person, false life, heightened awareness, lesser restoration, long arm, and polypurpose panacea), headband of vast intelligence +2, healer's kit, morningstar, masterwork thieves' tools, 1,484 gp

Interest:

As for my interest, I'm only passingly familiar with Mr. Pett's work, having skimmed Escape from Old Korvosa for pertinent background details for the House on Hook Street campaign I'm DMing on Roll20. That said, I'm a big fan of Razor Coast, and while this sounds like a very different product, it has an eerie vibe that piques my interest (I mean, I am running The House on Hook Street, which should say something about my tastes).

Reiterated my reasons for interest for ease of reference. Sheet assumes we aren't being strict about carrying weights. If necessary, adjustments will be made if you're going to be strict about them.


Roll20 is working just fine for me so far.


I inquire because my concept is the son of an ambassador from Castorhage to one of its major trading partners, finding his way to Castorhage for the first time.


The Sword-Devil is an archetype written by Erik Mona and published in Pathfinder Worldscape #1. He gives an overview of the archetype in this blog post.


I remain interested, and am trying to get my character done ASAP. Human Alchemist with the Gloom Chymist archetype from Blood of Shadows, I think.

EDIT: What is the adjectival form of 'Castorhage'?


I would point out that Spheres of Power, from what I've read aren't designed in a way that dovetails well with mythic.

If I may, why are witches disallowed? (Not looking to dispute your call, just curious to the reasons behind the decision, as you explained your stance regarding psychic magic & psionics.)

Regarding religion... say I'm looking to play a ranger with the Sword-Devil archetype, trained by a She-Devil with a Sword with hair the color of flames. If she wanted to follow the same goddess as her mentor, who is not a Golarion-official goddess, would that be permissible? Could some of her followers be adepts of that goddess? I was thinking perhaps her cohort could be some kind of divine character of the Red Goddess, but I can go back to the drawing board if you'd rather I nix it. Worth noting that details regarding Scathach are incredibly spare.


Gotcha. Further inquiries:

• What level should this module be expected to go to, if we are expected to level up at all?

• Is the ability score cap of 16 before or after our 4th level ability score increase?

• Should the additional WBL from crafting feats be invested wholly in whatever items you have the crafting feat for? (So, for instance, the +25% WBL for an alchemist would have to be spent on potions, or on scrolls for a wizard.)

• Do alchemist bombs count as weapons for purposes of Path of War ranged maneuvers?


For cases like alchemist, are item creation feats subbed out, per PFS?

Right now I'm not sure whether to go for a ranger with the sword-devil archetype, if it's allowed (from Pathfinder Worldscape) or an alchemist with the gloom chymist archetype (from Blood of Shadows). I need to explore the setting a little more before coming a decision. Any input on that front, though, would be valued.

As for my interest, I'm only passingly familiar with Mr. Pett's work, having skimmed Escape from Old Korvosa for pertinent background details for the House on Hook Street campaign I'm DMing on Roll20. That said, I'm a big fan of Razor Coast, and while this sounds like a very different product, it has an eerie vibe that piques my interest (I mean, I am running The House on Hook Street, which should say something about my tastes).


Potentially interested.

To clarify, by PFS Standard, you mean characters are restricted to PFS Legal options, correct?


Tentatively interested.

Regarding Path of War, a question. As far as I'm able to tell, discipline weapons appear to be relevant only for save DCs and feats like Discipline Focus.

As long as a weapon can make a melee or ranged attack as prescribed by the strike being used, you can initiate any known maneuver? For instance, using a warhammer with Mithral Current maneuvers?


GM R0B0GEISHA wrote:
In addition to this, you may use one of your traits to select an optional Ability Score Trait. These are to make dwarves more versatile for character construction and replace the usual dwarven racial ability score modifiers: +2 Constitution, +2 Wisdom, -2 Charisma.

To clarify, does this replace one of our three traits (for example, Fate's Favored, Reactionary, Student of Philosophy), or is it a racial ability intended to function similar to the Witchborn racial ability for Changelings from Inner Sea Races?

(They really should have thought twice before calling racial abilities 'racial traits' and then using 'traits' to mean something else entirely on top of that.)


You know, I'd have thought bolt ace gunslingers would be perfect for drow. Not that I was intending to play one, I just didn't expect the possibility to be axed out of hand.

Instead, I'm looking at a alchemist with the gloom chymist archetype from Blood of Shadows.

Is there any chance you'd allow an ability score trait that would give the typical surface elf spread, i.e. +2 Dex & Int, -2 Con?


Regarding patron keys – should we only include two, or at least two, up to as many as are appropriate?

Regarding available deities: which dwarven pantheon should we refer to? I assume we're allowed to play clerics, inquisitors, and/or warpriests of dwarven gods other than the custom patron god – would Bes of the Egyptian/Osiriani pantheon be considered allowable, potentially as a god the dwarves brought with them to the humans and proved quite popular with that region of the world?


4d6 ⇒ (2, 3, 1, 4) = 10 9
4d6 ⇒ (3, 3, 4, 4) = 14 11
4d6 ⇒ (5, 2, 4, 4) = 15 13
4d6 ⇒ (2, 1, 1, 1) = 5 4
4d6 ⇒ (5, 3, 3, 2) = 13 11
4d6 ⇒ (3, 2, 2, 3) = 10 8

Oh my god talk about abysmal. Guess I'll go with point buy 15...


First choice would be Giantslayer. Would still be interested in Iron Gods and Shattered Star, though, out of your first and second choices. From the rest, I'd be interested in Rise of the Runelords, Reign of Winter, and Strange Aeons most.


Sable:
Sable
Female Human Ranger (Sword-Devil)

Background
Born daughter to the chieftain of a village in the hinterlands of Varisia, Sable long exhibited a talent for woodlore. In another life, she might well have gone on to become a talented huntress and inherit her mother's position as chieftain. However, this was not to be. When Sable was on the threshold between childhood and womanhood, marauders fell upon her village. Ill-equipped to defend themselves, the village fell to the marauders and Sable was taken as a slave.

Taken to the City of Strangers, Sable was sold to one of Kaer Maga's gladiator pits. There, she caught the eye of a woman with hair the color of flame. Once a gladiator herself, she had once been known as the She-Devil with a Sword. Seeing potential in the young Sable – or perhaps simply seeing much of herself in the girl – she took her under her wing, teaching Sable all she had learned in her years as a gladiator, mercenary, sellsword, and adventurer. The training was long and grueling, but by the time they were finished, she had forged Sable into a survivor. Deeming her ready, she released Sable, telling the young woman that she had earned her freedom.

Since then, Sable has taken up the life of a wandering adventurer and mercenary.

Personality
While Sable's swordhand comes with a price attached, she never asks for more than the client can afford to pay, especially if the need is great. Admittedly, though, if the locals are going to starve from lack of grain and only need a little to make it through the winter, some shipments under her watch may start to come in short. There are few better at hunting down escaped murderers than Sable, but invariably, a young woman on the run from a loveless marriage will elude the sword-devil despite her tracking prowess.

Sable harbors a hatred of slavers, but does her best to conceal her antipathy when dealing with them, even agreeing to work with them, though she charges steeply and up front... though somehow, a shipment of slaves may find its way to the port of a nation where slavery is outlawed and the slaves will be set free instead of the intended port.

Sable is open and unabashed in her enjoyment of soft, limber company, and she has an appreciation for fine weaponry, but more than either of these things, she loves adventure... but although she does not acknowledge it, her aversion to putting down roots may tie into the trauma of losing the village in which she spent her childhood.

Appearance
Skin white as snow. Lips red as blood. Hair as black as ebony. And eyes as grey as steel. Blessed with looks both striking and memorable, the words that best describe Sable's physique are amazonian and statuesque. Sable has no qualms about flaunting either her generous feminine curves or her athleticism and fitness. Taking after her mentor, she generally favors a chainmail bikini, though she may forgo her signature look when circumstances call for other attire, although she tends to find anything more modest than her usual itchy and uncomfortable.

Statblock:
Sable
Female human ranger (sword-devil) 1
CG Medium humanoid (human)
Init +3; Senses Perception +3
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Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +5, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +2 (1d8+1/19-20) or
gladius +2 (1d6+1/19-20) or
dagger +2 (1d4+1/19-2)
Ranged longbow +4 (1d8/x3) or
dagger +4 (1d4+1/19-20)
net +0 touch (entangled)
Special Attacks death vow (3/day, +1 weapon attack & damage)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 12, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +2; CMD 15
Feats Extra Death Vow, Vengeful Death Vow
Traits Mock Gladiator (gladius), Monster Hunter
Skills Escape Artist +3, Handle Animal +7, Heal +3, Intimidate +4, Knowledge (nature) +4, Perception +3, Perform (dance) +4, Stealth +7, Survival +3 (+4 to follow tracks)
Languages Common
SQ track +1, wild empathy +4
Other Gear daggers (2), gladius, longbow, longsword, net, ranger's kit, 37 gp

Death Vow (Ex): Sable may, as a swift action, focus all her fury and determination on a single foe she swears to slway. She may do this three times per day. She gains a bonus on weapon attack and damage rolls against the target equal to half her sword-devil level (minimum +1). The death vow effect remains until the target of the death vow is dead, or the next time Sable rests and regains use of this ability.

Vengeful Death Vow: Targets of Sable's death vow take a -2 penalty on attacks made against her.

Notes:
Going not so much for a Red Sonja expy here as a Robin to Red Sonja's Batman, metaphorically. Aware it's kind of skirting the line, so no hard feelings if you go with someone else.

One potential addition to personality is having adopted her mentor's religion and considering herself a warrior-priestess of Scathach, despite having no divine magic, but if you'd rather not have a character worshiping a non-Golarion deity, I can nix that bit.


You have my interest!

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