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will submit character shortly, very interested in this new AP.

Dm:
any objection to me playing a fetchling with the feat "pass for human" (+10 disguise checks to pass for human) I dunno if itd be more trouble than it's worth but I want to play a fetchling who does his best to not reveal his extra-planar origins.

i dont know if this would even work trying to keep from other PCs but it seems like a fun idea. class would be a summoner (shadow caller archetype)

he would essentially be trying to pass for an osirian in masking robes at all times.


M Mostly Human

After a moment's thought, Zokar shakes his head.

"Not in all my years. Born four years after the prison burned down, and we've been quiet for the most part. We've had some problems, true, but nothing like restless dead or the like." he claps Peredur on the back and laughs. "This is no reason for us to act as if we already are in the ground and having dirt tossed on us! If Pharasma comes for us, let her find us living life and smiling! More beer, Alya, for all our guests!"

The beers arrive, and Zokar returns to his mugs, singing in his bold, deep voice, and not unpleasantly at that. An old drinking song about what drinking songs are usually about; memories of better times, beautiful women, plentiful wine.


Hey Maslen, this may be fun to run on Roll20.net, have you checked it out yet?


Submission: Cale Stoneweaver, Dwarf Barbarian - savage archetype

I have not completed gear (limited use and misc gear missing)

I just wanted to get this posted before decisions were made.

crunch:

Male Exiled Dwarf Barbarian (Savage Barbarian) 15
CN Medium Humanoid (Dwarf)
Init +3; Senses Darkvision; Perception +17
--------------------
DEFENSE
--------------------
AC 31, touch 22, flat-footed 23 (+4 armor, +3 Dex, +5 natural, +4 deflection, +5 dodge)
hp 201 (15d12+105)
Fort +19, Ref +12, Will +8
Defensive Abilities Defensive Training, Flesh Wound (1/rage), Improved Uncanny Dodge (Lv >=19); Resist Naked Courage +5, Stubborn
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee +2 Returning Axe, Throwing +23/+18/+13 (1d6+8/20/x2) and
+4 Furious Adamantine Greataxe +26/+21/+16 (1d12+13/19-20/x3) and
Unarmed Strike +21/+16/+11 (1d3+6/20/x2)
Special Attacks Relentless
--------------------
STATISTICS
--------------------
Str 18/22, Dex 14/16, Con 18/22, Int 11, Wis 9, Cha 8
Base Atk +15; CMB +21; CMD 43
Feats Cleave, Improved Critical: Greataxe, Intimidating Prowess, Power Attack -4/+8, Raging Vitality, Toughness +15, Vital Strike, Weapon Focus: Greataxe
Traits Killer, Suspicious
Skills Acrobatics +15, Climb +15, Intimidate +18, Knowledge (Dungeoneering) +6, Knowledge (Nature) +10, Perception +17, Sense Motive +11, Survival +10, Swim +15
Languages Common, Dwarven
SQ Fast Movement +10 (Ex), Greed, Hatred +1, Increase Damage Reduction (Ex), Indomitable Will (Ex), Intimidating Glare (Ex), Mighty Swing (1/rage) (Ex), Rage (36 rounds/day) (Ex), Renewed Vigor 3d8+6 HP (1/day) (Ex), Renewed Vitality (7) (1/day) (Ex), Ring of Sustenance, Slow and Steady, Stonecunning +2, Surprise Accuracy +4 (1/rage) (Ex)

Combat Gear +2 Returning Axe, Throwing, +4 Furious Adamantine Greataxe; Other Gear Amulet of Natural Armor +2, Belt of Physical Might, STR & CON +4, Boots of Striding and Springing, Bracers of Armor, +4, Cloak of Resistance, +4, Handy Haversack (empty), Ioun Stone, Deep Red Sphere, Ring of Protection, +4, Ring of Sustenance
--------------------
SPECIAL ABILITIES
--------------------
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flesh Wound (1/rage) (Ex) 1/rage, make a Fort save (DC = damage) to take half-damage from an attack, converting the remainder to non-lethal.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Uncanny Dodge (Lv >=19) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 19+.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Indomitable Will (Ex) While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
Intimidating Glare (Ex) While raging, use Intimidate to shake your opponents.
Killer Add weapon's critical modifier to its critical bonus damage.
Mighty Swing (1/rage) (Ex) Automatically confirm a critical while raging.
Naked Courage +5 (Ex) +5 AC and save vs. fear when not wearing armor.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (36 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Renewed Vigor 3d8+6 HP (1/day) (Ex) 1/day while raging, heal yourself for 3d8+6 HP
Renewed Vitality (7) (1/day) (Ex) When raging, ignore the effect of 7 point(s) of ability penalty or damage.
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Slow and Steady Your base speed is never modified by encumbrance.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stubborn +2 Gain bonus to save vs. Charm/Compulsion spells, resave next rd if you fail.
Surprise Accuracy +4 (1/rage) (Ex) One attack per rage gains +4 to hit.
Vital Strike Standard action: x2 weapon damage dice.

gear:

+2 Returning Axe, Throwing,
+4 Furious Adamantine Greataxe;
Amulet of Natural Armor +2,
Belt of Physical Might, STR & CON +4,
Boots of Striding and Springing,
Bracers of Armor, +4,
Cloak of Resistance, +4,
Handy Haversack (empty),
Ioun Stone, Deep Red Sphere, R
ing of Protection, +4,
Ring of Sustenance

Background:

"I want to die." His gaze doesn't waver, his stare is cold, hard and made from tempered steel. There is no lie in the four simple words.

"Strong shoulders are all well and good, but no strength can handle a burden of deep shame. I was... careless. Death. Dishonor. Details? Har. Not likely. Suicide?" Cale spits. "For cowards. I was taught to fight, and fight I will. I'll fight anything and everything until one of those things kills me. And when one of them does finally kill me, it'll be legendary. I'll keep the bards in coin for years to come, spoony bastards. So Gorum bring me another fight, a better fight, a stronger foe. More monsters to taste my axe. Death is my release, but Gorum's sake, I won't go quietly to it. I'll keep Pharasma busy enough 'fore I finally meet her."


One more submission:

Ajerviskanis::

Vudrani Monk (sensei archetype). He is 47 and i have applied the rules for middle age to his stats.

trait: teacher's pet knowledge history

Ajerviskanis is an aging, bald man with a wispy of a beard. He wears simple robes and carries little.

Born in the Impossible Kingdoms to a poor farmer father and an ailing mother, Ajerviskanis lived an unremarkable existence until he matured. He received schooling from an elder in his village, a follower of Irori, a man who purported that the only escape from suffering was self-perfection. An idea that festered in Ajerviskanis as he grew up. Upon reaching the age to marry, he found little interest in the idea. He instead traveled to a monastery, seeking... something.

he asked the master there:

"I seek not the happiness of matrimony, not the prospect of children. The suffering that is life is not something I wish to share, or spread, but overcome. How do I escape the bonds of dukkha?"

spake the master:

"The bonds of dukkha cannot be shed, but by the one who understands the origins of dukkha. When you understand the origins of suffering, follow the Vigrahin Patitraka, and open your mind to the moment and walk the Path, you will be free."

So Ajerviskanis studied the Vigrahin Patitraka, meditated, practiced physical perfection. Years passed, but still he felt unease. The Path, he realized, need not be mental or spiritual, but physical. And so he walked, and learned, and saw the world as it was. Unease faded behind the wonderment of the wide world and its many peoples.

Ajerviskanis traveled far, to Osiriani, Qadira, Katapesh and finally Absalom, where he met Professor Lorrimor, deep in a library in the church of Irori. They spoke for hours of their different worlds, and learned much from each other. A friendship formed, born from mutual respect and an exchange of knowledge. Ajerviskanis traveled with Lorrimor for a time, until their path's diverged; not through tragedy or difference of opinion, violence or strife, but they merely diverged as paths do, and they went their separate ways, each better for having known the other.

The march of time, unyielding as it is, continued, and when word reached Ajerviskanis of the death of his old friend, his path turned toward Ustalav and Ravengro, to bid a final farewell to Petros Lorrimor.

crunch:

AJERVISKANIS CR 1/2
Male Human (Vudrani) Monk (Sensei) 1
LN Medium Humanoid (Human)
Init +1; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 15, touch 15, flat-footed 13 (+1 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike -1 (1d6-1/20/x2)
Special Attacks Advice: Inspire Courage +1
--------------------
STATISTICS
--------------------
Str 9, Dex 13, Con 12, Int 16, Wis 17, Cha 11
Base Atk +0; CMB +1; CMD 14
Feats Agile Maneuvers, Crane Style, Dodge, Improved Unarmed Strike, Monk Weapon Proficiencies, Stunning Fist (1/day) (DC 13)
Traits Teacher's Pet: Knowledge (History)
Skills Acrobatics +5, Diplomacy +4, Knowledge (Arcana) +7, Knowledge (Geography) +7, Knowledge (History) +9, Knowledge (Religion) +7, Linguistics +7, Perception +7, Sense Motive +7
Languages Common, Kelish, Osiriani, Tien, Varisian, Vudrani
SQ AC Bonus +3, Advice (4 rounds/day) (Ex), Stunning Fist (Stun) (Ex), Unarmed Strike (1d6)

--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Advice (4 rounds/day) (Ex) A sensei's advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei's level, usable a total number of rounds
Advice: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Agile Maneuvers Use DEX instead of STR for CMB
Crane Style Take -2 penalty when fighting defensively
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (1/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Teacher's Pet: Knowledge (History) Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-flung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speak
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.


So I guess Dhamypr is ok for Nob?


I'm currently running this campaign myself, but would love a go at playing it.

And yes, this is based around the main character from Gaiman's The Graveyard Book.

He will be iether human or Dhamphyr if thats ok'd by the DM.

Nob:

Human Male Witch (gravewalker archetype) (considering making him a Dhampyr, if thats ok)
Alignment: Neutral
trait: Making Good on Promises

Nob was an orphan; one of hundreds--maybe thousands--on the streets of Caliphas. Seeking shelther from the mayhem and chaos of the orphan life, and fleeing the wrath of the children who found him to be too different and the people running the orphanages who found him to be just too strange and unsettling, Nob took shelther in the great graveyard in Caliphas adjacent to Maiden's Choir Cathedral. He learned to hear the whispers of the dead, and to stay out of sight. He grew up there, sneaking out to steal when he had to, and using the fear that surrounded the place as a buffer against the outside world. He was at piece among the stones and mausoleums, and grew older.

His power began manifesting itself, centered around a packet of interesting bits he assembled during his travels. The dead whispered to him, he could see and commune with spirits and even control the undead if he truly wanted to. Repulsed but fascinated, Nob avoided exploring these abilities.

One day, a young girl was among the graves with her parents, searching for the resting place of a relative... Intrigued, Nob found her playing among the stones and they became friends of a sort. She was the only person Nob ever revealed himself to, and the only person he had spoken to in many many years.

Her parents thought of him as her imaginary friend, thinking little of her stories. When the girl turned up dead at the cemetary gates one day, Nob's world was turned upside down. The priests of Pharasma and the local guards searched the area thoroughly, looking for the murderer and justice for the slain innocent. Nob knew the truth; that she was the victim of a particularly sadistic vampire, but he told no one.

And when he was found skulking in the graveyard by the guards, he was labelled a murderer and thrown in chains. Only Professor Lorrimor, aiding in the investigations, was willing to see that the strange boy was not a monster. He helped Nob escape, fearing he would never be declared innocent, making the boy promise to one day return the favor.

So Nob left Caliphas, and spent his adolescence wandering the roads of Ustalav, trying to ignore his growing power and connection with the undead, always mindful of the debt owed to the kindly and wise old man who was willing to see past Nob's unsettling exterior.

when he heard of the professor's death, he found it only fitting to repay that favor by visiting his

this background will include more on Nob's parentage, depending if the ARG race is approved.

Also, not sold on the name just yet.


consider me interested as well. I've never played COC but have wanted to for a long time.

rolls:
STR: 3d6 ⇒ (1, 3, 1) = 5
CON: 3d6 ⇒ (4, 4, 3) = 11
POW: 3d6 ⇒ (6, 2, 5) = 13
DEX: 3d6 ⇒ (6, 1, 4) = 11
APP: 3d6 ⇒ (3, 2, 4) = 9
SIZ: 2d6 + 6 ⇒ (5, 5) + 6 = 16
INT: 2d6 + 6 ⇒ (4, 3) + 6 = 13
EDU: 3d6 + 3 ⇒ (5, 5, 3) + 3 = 16
Income: 1d10 ⇒ 1


I'm really quite interested in this idea. Ive been RPGing for decades and never played high level games. I'll throw some ideas around so I'm ready when you are.

this would be helpful so i know what to expect from my RL carrion crown game, at least in terms of endgame combat.


1 person marked this as a favorite.

these are all fantastic ideas. Makes me want to run Harrowstone again.

I ran a similar 'haunt' for the splatter man.

Any night where a desecration of the monument occured, the PCS suffered from very vivid dreams, character specific dreams.

One awoke from a nightmare of imprisonment to see his name written in blood on the wall of his bedroom. When the party came to investigate, they found the image gone. this seriously unnerved them.


So the ghost of Vesorianna visually identified Vrood, he shows up in the business ledger by name in Vorkstag and Grines, and will be identified by name in Ascanor's Caretaker's Journal...

Would Caromarc know Vrood by name? Obvioulsy he was the one who took Carmoarc captive and used the Bondslave Thrall... I just cant find a direct reference to him knowing Vrood specfically, he just mentions the Way in general.

I suppose he would be able to describe VRood's unusual raiments.

Where did you guys go with this?


I cannot believe that I missed that... I think I'm losing my mind.


I'm giving serious thought to scrapping the weaver worm for something more flavorful, still establishing the invitation and the rest of the tie-ins with the lodge--

Either the party finds a cabin with a few mauled corpses inside, more hints at the presence of werewolves. (I feel like I want to compress the theme here from the getgo and focus in on the werewolves. this encounter feels too much like the Feaster in Watery Shadows from book 2, just kind of random and in there for the heck of it. )

...or possible switching the weaver worm for a young Green dragon, keeping Echtmoor alive and serenading him constantly. (this is similar to the proposed idea of finding a bard using his performance to fight off the weaver worms spell.) The group is pretty new to RPGs so I feel like a fight with a dragon would be really cool and fun for them, also a first.

I think a green dragon would be revered by ettercaps, so that aspect would still fit as well. The other option was a Deathweb, but I'm worried about this being too similar to the giant spider later in the adventure.

Has anyone else swapped out the Weaver Worm? What were the results?


that was pretty much exactly what I was looking for.

Thanks so much.


I've been running a little loose with the XP so far in my campaign. We are currently about to start Broken Moon at lvl 7. I know they should be level 9 by the end, plan on hitting level 8 right before the Stairs of the Moon.

As I don't like breaking action to tally XP, I was wondering at what future points I should be thinking of leveling up the party?

Or at least anecdotes as to when your party leveled up throughout the entire Adventure Path.


I usually use hero points to con my players into providing additional materials.

Also, some free equiqpment, helpful and friendly npcs as appropriate to backgrounds, etc may work too


1 person marked this as a favorite.

See I would say a fly check may be in order, but the creature is commanded to fall... wouldn't that kind of cancel out any intention of self-preservation? It's will has been sufficiently squashed by the spell's power.

and the wording is that they are commanded to 'fall to the ground.'


2 people marked this as FAQ candidate.

In a recent adventure path, our cleric commanded a flying devil to 'fall' The devil failed it's will save, and fell to the ground as the spell commands. The ground being 200 feet below, the devil did not survive.

Now I'm not a rules lawyer, I just don't have the chops. But this kind of irked me. am I missing something in the rules here? I enjoyed the clever usage but I feel like something is not lining up here.


Merciful Arnaud - (I'm not sold on the name yet)

Stat Block:

MERCIFUL ARNAUD CR 1/2
Male Human Gunslinger (Pistolero) 1 Warrior 1
LE Medium Humanoid (Human)
Init +2; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 20 (2d10)
Fort +4, Ref +4, Will +2
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Dagger +3 (1d4+1/19-20/x2) and
Dagger +3 (1d4+1/19-20/x2) and
Scimitar +3 (1d6+1/18-20/x2) and
Unarmed Strike +3 (1d3+1/20/x2)
Ranged Pistol +4 (1d8/20/x4)
--------------------
STATISTICS
--------------------
Str 12, Dex 15, Con 10, Int 10, Wis 15, Cha 13
Base Atk +2; CMB +3; CMD 15
Feats Gunsmithing, Point Blank Shot, Two-weapon Fighting
Traits Suspicious
Skills Acrobatics +0, Climb +3, Escape Artist +0, Fly +0, Intimidate +6, Perception +7, Profession (Sailor) +6, Ride +0, Sense Motive +7, Sleight of Hand +4, Stealth +0, Swim +3
Languages Common
SQ Deeds, Grit (Ex), Gunslinger's Dodge (Ex), Quick Clear (Ex), Up Close and Deadly +1d6
Combat Gear Armored Coat, Dagger, Dagger, Firearm Bullet (25), Pistol, Scimitar; Other Gear Gunsmith's Kit
--------------------
SPECIAL ABILITIES
--------------------
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever
Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a
Gunsmithing You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft c
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform t
Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the

Background:

Arnaud grew up in Dementlieu, son of an inveterate gambler and drunk, failed dock-worker and all around lout. He begged off of the DeSuis family for years, accruing a serious debt. When he finally succumbed to his poisons (owing money can be hazardous to your health), the debts of the father were foisted upon the son. Unable to pay, he was press-ganged into service in the DeSuis trading fleets. This came to suit him just fine. The open seas were welcoming, the crew left him alone, and when the captains needed something... unpalatable taken care of, Arnaud would willingly, sometimes happily oblige. Hence the nickname 'Merciful'.

Eventually, the debts were forgotten about (by Arnaud at least) and his service to the family came from loyalty over obligation. When the Night of the Long Knives came, and the DeSuis family crumbled around him, Arnaud stuck to the people he knew (maybe he is on good terms with Yvon, having shared a similar profession). As of late, he has been floating around the docks of the Sea of Sorrow doing odd jobs. With word of Helene DeSuis' appointment, Arnaud has returned, looking to see if fortune has come back to the family he has served for so long.

Personality: Arnaud is calculating and detached. Obedient to DeSuis interests simply because it has worked out very well for him so far. He is not prone to anger or indulgences, He does not often raise his voice. He is not without joys or humor, and enjoys a bawdy drinking or sailing song as much as anyone.

Contact: Jacques, Arnaud's uncle, works a warehouse in the docks, used for many years the DeSuis and a few other companies since their fall. He knows of most everything going on in town(knowledge: local). He looked after Arnaud for years after his father's death, and helped steer him clear of trouble more than once.


I love the background and I love Ravenloft. Super interested.

I read through the two completed characters in the discussion thread, and I'd like to submit a character similar to Yvon, in that he served on the family's fleet for a few years. Not a DeSuis directly, but someone with deep loyalty and friends among the family.

Class choice:
warrior/gunslinger (pistolero archetype). He's a strong arm for the family, and familiar enough with sea travel that he found a place among the DeSuis fleet.

He owes a serious debt (details forthcoming), passed down to him from a deadbeat, gambler of a father. In the course of paying off the family debt, he has found himself enjoying the work and has managed to leverage his work into a solid relationship with the DeSuis, prior to their downfall.

His contact would be a low-level fence/warehouse manager who operated out of the docks in Port-A-Lucine, a second-cousin.


Ajerviskanis:

Background:
Ajerviskanis found excitement and intrigue in books of all places, for many years. He read voraciously, and became deeply interested and involved in chemistry and the arcane, and the natural combination of alchemy. This interest lead to his study of the nature of life and living things and they way the arcane can interact within a living creature, giving unnatural and magical abilities. When he found the walls of he Arcinarium in Absalom to be confining, and the books to be insufficient, he chartered a ship to Sargava and the Mwangi Expanse, to seek out the unknown things that dwell deep in the jungles.

Personality:

Inquisitive, curious, and not prone to obeying most conversational conventions, Ajerviskanis pokes and prods people he interacts with, almost instinctually, to learn what he can. He talks almost constantly when nervous, when busy, or when bored. Reading shuts him up, strangely enough. He tends to ramble, finding his point after a few wrong turns, asking for directions, and getting lost completely once or twice. In all, he is bright, friendly and affable, with a typical gnomish sense of humor.[/spoil]

[spoiler=Background] Diminutive, as is the lot of gnomes, Ajerviskanis has fire red hair, bright green eyes and pale skin. He wears spectacles, mostly as an affectation/

block:

AJERVISKANIS CR 1/2
Male Gnome Alchemist (Preservationist) 1
NG Small Humanoid (Gnome)
Init +2; Senses Low-Light Vision; Perception +6
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 8 (1d8)
Fort +2, Ref +4, Will +0
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +0 (1d2-1/20/x2)
Ranged Bomb +4 (1d6+4 Fire) and
Crossbow, Light +1 (1d6/19-20/x2)
Special Attacks Bomb 1d6+4 (7/day) (DC 14)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Alchemist (Preservationist) Spells Known (CL 1, 0 melee touch, 3 ranged touch):
1 (2/day) Touch of the Sea (DC 15), Keen Senses (DC 15)
--------------------
STATISTICS
--------------------
Str 8, Dex 14, Con 10, Int 18, Wis 10, Cha 12
Base Atk +0; CMB -2; CMD 10
Feats Brew Potion, Extra Bombs, Throw Anything
Traits Dangerously Curious
Skills Craft (Alchemy) +8, Fly +4, Heal +4, Knowledge (Arcana) +10, Knowledge (Nature) +8, Perception +6, Sleight of Hand +6, Spellcraft +8, Stealth +6, Survival +4, Use Magic Device +6 Modifiers Alchemy +1
Languages Common, Draconic, Elven, Gnome, Goblin, Orc, Sylvan
SQ Gnome Magic, Hatred, Illusion Resistance, Mutagen (DC 14) (Su)
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Leather; Other Gear Alchemist's Kit, Backpack (17 @ 6.5 lbs), Candle (5), Chalk, 1 piece (5), Flint and steel, Ink (1 oz. vial, black), Inkpen, Journal, Powder
--------------------
SPECIAL ABILITIES
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (7/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 14) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


Lucendar wrote:
CorvusRed wrote:
I have an idea for a Tengu Rogue (sniper archetype). Would you allow me to run a character of that race?

I'm going to have to say no. They are too overpowered, considering everything they get, per the Bestiary:

Aww, crudbunnies.

I counter with two character ideas: neither is contingent on the archetype, but i think they add some flavor.

Ajerviskanis:
A gnome alchemist (preservationist archetype from UM if that's ok) from Absalom who, growing bored with academia, boarded a ship to the jungles of the south in search of new and itneresting creatures to study. He is prone to singing to himself, rambling way off topic and then back on (and then usually off again), and seasickness. No one said life no the high seas was easy.

Vast Ostog
An Ulfen Barbarian (sea reaver archetype from UC is that's ok) from Bildt, Vast Ostog is a life-long raider, brawler and brags constantly about the quality and quantity of women he has had his way with (in his head). If asked, he'd say he's heading south to look for more women. If pressed, it's probably because the ruler of Bildt wants his head, (and other parts of him,) cut off and then set on fire. Who knew he was protective of ALL of his daughters?

I'll make up some character sheets this evening and post them.


I have an idea for a Tengu Rogue (sniper archetype). Would you allow me to run a character of that race?


M Mostly Human

which branch?

on the upside, military involvement in afghanistan is waning, meaning my brother will hopefully not ever be going back there.

on the downside.... Iran.


I've got a general idea of the build, but i have no idea of the items just yet.

Ajerviskanis aman Farriq:

AJERVISKANIS AMAN FARRIQ CR 14
Male Human (Keleshite) Cloistered Cleric 7, Monk Monk of the Lotus 8
LN Medium Humanoid (Human)
Init +3; Senses Perception +26
--------------------
DEFENSE
--------------------
AC 19, touch 19, flat-footed 16 (+2 Dex, +1 dodge)
hp 64 (15d8)
Fort +11, Ref +10, Will +15
Defensive Abilities Evasion, Remote Viewing (7 rounds/day); Immune disease
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Unarmed Strike +13/+8/+3 (1d10+2/20/x2)
Special Attacks Flurry of Blows +6/+6/+1/+1, Ki Strike, Magic
Spell-Like Abilities Lore Keeper (At will), Remote Viewing (7 rounds/day)
Cloistered Cleric Spells Known (CL 7, 13 melee touch, 13 ranged touch):
4 (1/day) Order's Wrath (DC 18), Divination (DC 18)
3 (2/day) Speak with Dead (DC 17), Dispel Magic, Daylight
2 (3/day) Detect Thoughts (DC 16), Hold Person (DC 16), Arrow of Law (DC 16), Protection from Evil, Communal (DC 16)
1 (4/day) Divine Favor (DC 15), Detect Chaos, Comprehend Languages (DC 15), Bless, Know the Enemy
0 (at will) Mending, Read Magic (DC 14), Detect Magic
--------------------
STATISTICS
--------------------
Str 15, Dex 14, Con 10, Int 14, Wis 18, Cha 10
Base Atk +11; CMB +15 (+17 Disarming+17 Tripping); CMD 32 (34 vs. Disarm34 vs. Trip)

Feats Alertness, Channel Smite, Cosmopolitan: Perception, Use Magic Device, Craft Wondrous Item, Dodge, Empower Spell, Extra Channel, Improved Disarm, Improved Trip, Improved Unarmed Strike, Monk Weapon Proficiencies, Quicken Spell, Scholar: Knowledge (Religion), Knowledge (History), Scribe Scroll, Touch of Serenity (2r) (9/day) (DC 21), Warrior Priest

Traits Scholar of Ruins: Knowledge (Geography), Scholar of the Great Beyond: Knowledge (History)

Skills Appraise +10, Heal +17, Knowledge (Arcana) +20, Knowledge (Engineering) +5, Knowledge (Geography) +14, Knowledge (History) +23, Knowledge (Local) +14, Knowledge (Planes) +13, Knowledge (Religion) +27, Linguistics +15, Perception +26, Sense Motive +21, Spellcraft +15

Languages Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Kelish, Minakian, Osiriani, Osiriani, Ancient, Shoanti, Thassilonian, Tien, Varisian

SQ AC Bonus +6, Aura (Ex), Breadth of Knowledge +3, Channel Positive Energy 4d6 (5/day) (DC 13) (Su), Cleric (Cloistered Cleric) Domain: Knowledge, Fast Movement (+20'), High Jump (+8) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 40' (Ex), Spontaneous Casting, Still Mind (Ex), Unarmed Strike (1d10), Verbal Instruction (2 allies) (Ex), Well-Read (Ex), Wholeness of Body (8 HP/use) (Su)
Other Gear Handy Haversack (1 @ 0 lbs), Wand of Cure Critical Wounds (CL 10), Wand of Restoration (CL 10)
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +6 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Breadth of Knowledge +3 Add + 3 to all knowledge skill checks.
Channel Positive Energy 4d6 (5/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric (Cloistered Cleric) Domain: Knowledge Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +6/+6/+1/+1 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+8) (Ex) +8 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Disarm Disarm at +2, without an attack of opportunity.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 26.
Maneuver Training (Ex) CMB = other BABs + Monk level
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quicken Spell Cast another spell in the same round you cast this one. +4 Levels.
Remote Viewing (7 rounds/day) (Sp) Use clairvoyance/clairaudience as a spell-like ability.
Scholar: Knowledge (Religion), Knowledge (History) +2 bonus on two Knowledge skills
Slow Fall 40' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Touch of Serenity (2r) (9/day) (DC 21) Target hit by your unarmed attack takes no damage, but may not attack for 2r.
Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes.
Verbal Instruction (2 allies) (Ex) Use aid another on one or more allies in 30 ft. Full rd if different tasks.
Warrior Priest +1 bonus to initiative and +2 on concentration checks when casting defensively
Well-Read (Ex) +2 to skills, CL checks, or saves if pertain to glyphs, symbols, or writings.
Wholeness of Body (8 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.

at this point, when i complete the build I'll make an alias.


I second what Thogg says above. You must choose him! I have never laughed as hard at a character description.

I am submitting an application for Ajerviskanis aman Farriq, who will be, in every sense, the opposite of Thogg. Overly educated, orderly to the point of obsession, quiet, reserved and endlessly patient.

Background:

Ajerviskanis is a cleric/monk of Irori, spent too many years among the libraries of Katheer as a child of a professor of ancient histories. He joined the church of Irori to plunder their knowledge, but found the serenity of the Temple-Monastery to be comforting and conducive to research, meditation and self-enrichment. He grew protective of the books and distant from others.

He spent many years under a self-imposed vow of silence after he was proven wrong during a prolonged debate on the intricacies of Azlanti culture , vowing not to speak unless he attained true certainty on all topics. When an acolyte accidentally spilled candle-wax in the pages of an ancient book, Ajerviskanis lost his cool, broke his vow, and decided he should temper knowledge with experience...

Which is to say he was thrown out of the Temple-Monastery for shouting so loudly at the acolyte that the blood vessels in his eyes burst and then beating him in to unconsciousness with a book.

Crunch forthcoming!


Statblock for Renjiro Ito.

Renjiro Ito:

RENJIRO ITO CR 1/2
Male Human (Tian-Shu) Samurai 1
LN Medium Humanoid (Human)
Init +1; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +0
Defensive Abilities Resolve (1/day)
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Gauntlet (from Armor) +4 (1d3+3/20/x2) and
Katana (two-handed) +5 (1d8+4/18-20/x2) and
Unarmed Strike +4 (1d3+3/20/x2) and
Wakizashi +4 (1d6+3/18-20/x2)
Special Attacks Ronin's Challenge +1/+1 (1/day)
--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 14, Int 13, Wis 10, Cha 14
Base Atk +1; CMB +4; CMD 15
Feats Power Attack -1/+2, Weapon Focus: Katana
Traits Childhood Crush: Ameiko (1/day) (Ex), Fencer
Skills Acrobatics -3, Climb -1, Diplomacy +6, Escape Artist -3, Fly -3, Handle Animal +6, Intimidate +6, Knowledge (History) +2, Knowledge (Local) +5, Sense Motive +4, Stealth -3, Swim -1 Modifiers +4 Ride while riding your bonded mount.
Languages Common, Tien, Varisian
SQ Animal Companion Link (Ex)
Combat Gear Katana, Scale Mail, Wakizashi; Other Gear Waterskin
--------------------
SPECIAL ABILITIES
--------------------
+4 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -4 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Childhood Crush: Ameiko (1/day) (Ex) Gain crush's favor & +1 to saves(DC15 Cha check). +1 vs foe threatening them.
Fencer +1 to hit with dagger or sword AoOs.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Resolve (1/day) (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyon
Ronin's Challenge +1/+1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 attack/dodge AC vs challenger when returning a challenge

Nari - mount:

NARI CR 2
Female Horse
NN Large Animal
Init +1; Senses Low-Light Vision, Scent; Perception +5
--------------------
DEFENSE
--------------------
AC 14, touch 10, flat-footed 13 (+1 Dex, -1 size, +4 natural)
hp 16 (+4)
Fort +5, Ref +4, Will +1
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Bite (Horse) +3 (1d4+3/20/x2) and
Hooves x2 (Horse) +3 x2 (1d6+3/20/x2) and
Unarmed Strike +3 (1d4+3/20/x2)
Space 10 ft.; Reach 5 ft.
--------------------
STATISTICS
--------------------
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. Trip)
Feats Endurance
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Stay [Trick]
Skills Fly -1, Perception +5, Stealth -3, Swim +7
Languages
SQ Combat Riding [Trick], Stay [Trick]
Other Gear Backpack (empty), Bedroll, Bit and bridle, Blanket, Feed (per day) (5), Rations, trail (per day) (10), Rope, hempen (50 ft.), Saddle (Riding), Saddlebags (19 @ 78 lbs)
--------------------
SPECIAL ABILITIES
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.

Background:

Renjiro was raised in Sandpoint, in a family moved here generations past from the Dragon Empires. His mother died when he was young, and his father raised him in the tradition of the samurai, as it had been passed down to him--which is to say, incomplete but earnest.

Renjiro is friendly, kind, and generally a little bit dense. He carries himself in what he imagines a honorable and fitting manner is, but he is mostly making it up as he goes. He found his horse, Nari, wandering wounded near Sandpoint one day, and put much care and effort into her recovery. He prizes his horse highly, and is even more protective of her than he is of Ameiko, whom he has been carrying an obvious and awkward torch for for many years.

As a kid, he followed her around relentlessly. When she was off trying her hand at adventuring, he was sulky and irritable, and mostly wished he was with her to protect her. Usually a fairly confident man, Ameiko makes him stammer and second-guess himself with just a smile.


I have an idea for a Ronin Samurai for this adventure path I'd love to use.

He is essentially, a descendent of refugees from Tien. They never really say how Ameiko's family came to Sandpoint, but I figure it'd be a similar thing.

However, after his mother's death, this (still unnamed) character's father brought him up teaching him the somewhat incomplete traditions of the samurai as they had been passed down to him.

Campaign trait would be childhood crush on Ameiko, or alternatively, he could be rewritten to be her younger brother if you like.

Either way, he is headstrong, daring, protective, rather dense, and lives a patchwork code of honor he is pretty much making up as he goes along.


Three ideas:

Rage Prophet:

I'm not sure of the specifics, but i like the idea of this prestige class alot. so obviously an Oracle/Barbarian mix. Probably a dwarf, because half-orc barbarians don't interest me. Not a dumb character, just someone with the worst temper you can imagine and a direct wire to the god of battle

Illusionist:

the classic DND archetype that i've always wanted to play but never have. Gnome Illusionist wizard. Happy go lucky, loves using his magic for a laugh.

Druid:

probably an Elf, Old, and an eternal wanderer, not terribly good with people. Probably using the Storm Lord Archetype just for something different. Though I may eschew archetypes alltogether and go with a nature bond: animal companion druid.


gfvelastegui wrote:

Could it be a Changeling cleric of pharasma?

She grew up into a temple of Pharasma and she knew Professor Lorrimor when she was looking for an answer about the calling of her mother. He helped to understand her destiny.

I´ll wait your answer before to create the character.

Domain Repose.

That's fine.


Please post your highlights from combat encounters within Carrion Crown. I'm hoping to share fun and interesting turns used to make some of the fights really unique, challening and different.

I'll start with our last session in Trial of the Beast:

My group of four PCs made their way into V&G's chymic works after a few days trying to track them down. What followed was one of those spectacular sessions of gaming that I'm still giddy over. Hence the post, I guess.

I think this was the most interesting, challenging and well-layed out fights so far in the adventure path.

-The Barbarian and Ranger in the group were happy to have a serious brawl on their hands for the first time.

-The cleric, drained of all spells, with a few channels left still had an incredible time with the fight.

-the alchemist had a great bomb-slinging duel with Vorkstag.

To mazimize the fun here I tried to use the different levels in the main room to maximum frustration for the PCS.

One of the mongrelmen yanked the barbarian off the entranceway platform, then the remaining started wailing on him when he was down.

Vorkstag, with his Jump extract, was leaping along the platforms between the vats, hurling bombs. (sadly not to great effect, but it was frightening to the PCs). When he hit low HP, he went invisibile and hid deep in the factory.

Grine hurled axes for a while, but in his best moment, he spider-climbed onto the ceiling, out of reach of the barbarian and cleric who were closing in on him, then used Command to make the barbarian take a walk over the railing. He made good his escape, only to be cornered in the tower trying to pry the window open to get out. He was brained by the barbarian who sprinted after him, slaughtering the frankly kind of pathetic homonculi in the way.

I was going to have Vorkstag escape to further antagonize the PCs, but when one of the players started rooting around in his room immediately following the combat, he came roaring back into the fight, hoping to defend his cabinet of skins, only to be brought low by the PCs.

The players were ultimately thrilled with the fight, which was great, considering it took almost two hours to complete. I hope to continue this with Caromarc's castle next week.


I am posting interest here, and I am working on my PFS character.

It will be a human rogue, and I'll post with the profile when it's done.


blargh mispost.
INT = 18

CHA = 8

str1d10 + 7 ⇒ (10) + 7 = 17
dex1d10 + 7 ⇒ (2) + 7 = 9
con1d10 + 7 ⇒ (3) + 7 = 10
wis 1d10 + 7 ⇒ (3) + 7 = 10

final scores:

str 17
dex 9
con 10
int 18
wis 10
cha 8

was gonna go with alchemist, but due to rolls probably going magus.


most definitely interested.

will post later with character idea.


Runelords or Kingmaker have my vote and interest!


Very interesting and enlightening. Thanks.

Follow-up question (that I forgot to ask initially)

How has Golarion grown since the first designs? Was it generally always laid out the way we see it now, or were there earlier, radically different iterations of the world?


I'm very curious abut the design and production process Paizo goes through with regards to maps.

Could you maybe describe the steps? Specfically, I'm wondering how intensely you follow such things as natural geology when shaping Golarion, and on the other end, the actual artistic end of producing the map.

Thanks very much--the level of care is very evident in the product line here.


Tavern/Bar/Inn names in fantasy and fantasy games traditionally are kind of supposed to be clever, pun-tacular, gross, suggestive, stupid and/or hilarious.

They're intended to give you the quick reaction they're going for, maybe an idea of who you'll be finding inside, and then that's about it. Don't give it too much thought.

Use them as you see fit.

I'm playing the Carrion Crown AP and the first Inn my PC's came across in Lepistadt was named "The Winding Way" solely because I knew it would ellicit a laugh and the standard "Oh $%^& you" look.


What can you tell us about the faiths, religions, etc of this setting?

edit: reread the post at the top. nevermind.


As promised, here is the oracle of Flame

Berl has been burned many times by the fire that fascinates him. The scars are all over his body. His hair is sparse and his body is failing him. The flame took most of his vision, but he can occasionally glimpse portents of the future in a raging fire.

Oracle:

BERL THE FLAME-TOUCHED CR 1/2
Male Human Oracle 1
NN Medium Humanoid (Human)
Init +0; Senses Clouded Vision, Darkvision (30 feet); Perception +3
--------------------
DEFENSE
--------------------
AC 10, touch 10, flat-footed 10
hp 7 (1d8-1)
Fort -1, Ref +0, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Club +0 (1d6/20/x2) and
Dagger +0 (1d4/19-20/x2) and
Unarmed Strike +0 (1d3/20/x2)
Special Attacks Touch of Flame (1d6+1) (6/day)
Oracle Spells Known (CL 1, +0 melee touch, +0 ranged touch):
1 (4/day) Inflict Light Wounds (DC 14), Doom (DC 14), Sun Metal (DC 14)
0 (at will) Purify Food and Drink (DC 13), Light, Guidance (DC 13), Spark (DC 13)
--------------------
STATISTICS
--------------------
Str 10, Dex 10, Con 8, Int 12, Wis 15, Cha 16
Base Atk +0; CMB +0; CMD 10
Feats Elemental Spell: Fire, Prophetic Visionary (1/day)
Traits Bullied, Indomitable Faith
Skills Diplomacy +7, Heal +6, Intimidate +7, Knowledge (History) +5, Perception +3, Perform (Oratory) +7, Survival +3
Languages Celestial, Common
Combat Gear Club, Dagger; Other Gear Powder, Sack (7 @ 6.5 lbs), Spell component pouch, Torch (5)
--------------------
SPECIAL ABILITIES
--------------------
Bullied +1 to hit with unarmed AoEs.
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white vision only).
Elemental Spell: Fire You can cast a spell with half or all its damage type replaced with this feat's damage type.
Prophetic Visionary (1/day) Once per day, enter a deep trance and gain a prophetic vision
Touch of Flame (1d6+1) (6/day) (Su) Melee touch attack deals 1d6+1 Fire damage.


I feel like an Oracle is a great fit for this setting... I'll put one together tonight and post it.

This is really interesting and novel (to me) setting so I'm pretty excited to play (or at least lurk as it runs hehe)


Character concept is complete, Cale Stoneweaver Inquisitor of Abadar.


I'll post a character this evening.

Most likely will be a dwarf inquisitor of Abadar


Armen's no stranger to the city and would definitely have been there a while. I think I found a good bard-y reason for him to be there... composing a dirge for fallen heroes to fatten his purse and spread his fame.


Curious..

since they are assumed to be dead, can I play it off like I'm interested in replacing the kings dragoons? looking for where to throw in my hat?


I am rerolling the first two hit dice as Armen will be multiclassed fighter/bard

1d10 + 1 ⇒ (8) + 1 = 9
1d10 + 1 ⇒ (1) + 1 = 2


Thanks!

I'll post on the alias tonight after I punch everything into a character generator.

Just double-checking - 15750 gold starting? (I found this number deep in the thread)

edit:

HP Roll:

1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (1) + 1 = 2


Crimson Jester wrote:
InVinoVeritas wrote:
I want to get witches in on November. Actually, later in the month is ideal, for a Halloween edition, but I don't think we've had a good witch flamewar in ages.
1692

Too soon.


How about Shapechange? It's every wizard's dream come true... and completely broken!


BPorter wrote:

Very cool, so far. I didn't get to play very much last night but here are my initial impressions:

1. Seamless transition/extension of Arkham Asylum controls/interface. Almost 0 learning curve.

2. Dynamic combat preserved.

3. Interesting sleuthing preserved.

4. Catwoman - excellent addition to the game.

5. Scope - Arkham City feels massive. Also the mix of architecture - gothic, industrial, etc. simultaneously makes it more immersive and more difficult than navigating Akham Asylum (as it should be). Excellent use of radio broadcasts, side conversations, & side quests.

6. Difficulty is higher, at least initially. While gameplay is relatively unchanged, the sheer scope adds to the complexity. It's also much easier to encounter side quests which force interesting choices in terms of what you want to pursue. Also, the Riddler has stepped up his game. The Riddler challenges are more elaborate and difficult.

Can't wait for the Nightwing and Robin DLC to come out in November. So far, this one looks like it will live up to the original and exceed it.

Pretty much this.

The game easily has one of the best intro scenes in recent memory--and considering how good the opening to Arkham Asylum was, that's definitely saying something.

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