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David James Olsen's page

FullStar Pathfinder Society GM. 125 posts (11,802 including aliases). No reviews. No lists. 1 wishlist. 23 aliases.


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I apologize guys. Things have been crazy and it frustrates me that I cannot continue in this game. Have fun!

Thank you for all the great gaming material!

I plan on submitting a Half-Elf Bard (Magician). Still working on crunch and flavor, but only partially done. I will have it ready by tomorrow night if that isn't too late.

4d6 ⇒ (4, 6, 3, 1) = 14 13

4d6 ⇒ (5, 1, 3, 3) = 12 11

4d6 ⇒ (4, 1, 5, 4) = 14 13

4d6 ⇒ (4, 2, 5, 1) = 12 9

4d6 ⇒ (5, 5, 6, 6) = 22 17

4d6 ⇒ (4, 4, 6, 6) = 20 16

Warpriest character incoming

I've got the warpriest handled

I'll do a warpriest

I'm still trying to figure out how I am going to fit all the pieces together, but I am close.

Generally it will come down to having to take 2 levels of Lore Warden Fighter to make what I want to do work or be close to what I want to do work.

I am tempted to do 2 levels of Rage Prophet in there somewhere to be able to cast cure spells while raging, but I think I can do a work around and throw that in somewhere after 11th level if we every make it there!

For my part in the cavalier vs divine thing....I think Order of the Star works for me and being part of the order. If you can make it work with Paladin that's cool too! (In the end its up to GM Horror)

The dwarf can talk to his enemies like one would to a small baby, "Does the grumpy undead need a hug. Awww poor negative energy abomination!"

My first 3rd edition character was a halfling barbarian because coming from basic D&D/1st that was the funniest thing I could think of. My friend Scott played a half-orc barbarian. They were "half brother" barbarians. He (Ker Thunk)took a feat to be proficient with throwing me (Ker Splat) into combat and I had punch daggers, armor spikes, and grappled. It was a fun time all around.

I'm thinking either big ole barbarian or two weapon or mobile fighter archetype. Either way I'll stand in the line of fire.

So it is just us three or is anyone else in this?

GM Horror, not sure what to play yet, will wait to see what ideas everyone else has before committing! (Though I do have a couple ideas brewing)


I'm still interested, but I have been on call all week and haven't had time to dig into these new rules yet. I am hoping to grab some time yet this weekend, but may not if everything keeps breaking at work in which case it may take me longer

I'm interested. Haven't read any of the scenarios

Rickmeister, which character listed a few posts up dropped out?

Oops sorry! ;)

Just got Book 1 as it looks amazing. I'll look it over this weekend and I'm already glad I got it, even if I don't get into the game.

I think I am going to go with a fetchling shadow caller, working on the profile

Any limit on race choices?

Yeah I had downloaded that which made it look interesting to me. Is it enough to get me going?

I'd be interested in playing this, though I do not have any of pdfs at this time

Major Longhorn wrote:
Remember : Patience is a virtue...

Except in Ultima IV

As the instigator of all of this I would of course like to help!

Email Address:

CN Dwarf Magus (Skirnir)

Race: 1d7 ⇒ 1 Dwarf
Class: 1d22 ⇒ 16 Magus
Archetype?: 1d11 ⇒ 7 1=no Archetype
Alignment: 1d9 ⇒ 6 CN
Ability Score - Strength: 2d6 + 6 ⇒ (4, 3) + 6 = 13 13
Ability Score - Dexterity: 2d6 + 6 ⇒ (6, 1) + 6 = 13 13
Ability Score - Constitution: 2d6 + 6 ⇒ (1, 6) + 6 = 13 15
Ability Score - Intelligence: 2d6 + 6 ⇒ (6, 1) + 6 = 13 13
Ability Score - Wisdom: 2d6 + 6 ⇒ (2, 3) + 6 = 11 13
Ability Score - Charisma: 2d6 + 6 ⇒ (1, 4) + 6 = 11 9

Main Stat, well every stat below 14 so nothing to swap, any exception for this?

A general question to put out there for those who have run it, would you give XP for some of the battles where they sent others to fight, specifically...

Sending the Diergar to fight the dwarves or the vampire spawn to fight the monks

DM Easy wrote:
This is a planar campaign, so why not..

Ok, that was my line of thinking as well, but I didn't want to step outside the parameters of recruitment lightly.

DM Easy, would you consider a fetchling character? I was thinking a ranger with the trapper archetype for the "Trap-Smith" role


Jun Korten was raised in Korvosa the son of a merchant. His father was an honest merchant who treated everyone with respect and followed the law. Jun took to that philosophy naturally and when old enough joined the guard. Jun looked to make the city better and had lofty dreams. Not long after he joined the guard he saved a woman set upon by some punks looking to rob her. Jun beat them back and the two of them fell instantly in love.

Jun Korten used to have a pretty good life, not a great life, at least in his mind, but a good life. He had a position in the Korvosa guard, had a beautiful wife, a modest home. Sure he didn't make a lot of money as a guard, his wife always arguing with him wanting more things, and his house was an old run down place, but things made sense then.

At least it did up to a year ago when she left him.

Not sure where she went, but she was gone one day, left everything behind. At first Jun thought she must have been taken, but using every favor he earned being in the guard, no one could come up with any leads. Then the drinking began to deal with his dark thoughts and depression. Soon he drank so much he wasn't on the job or if he did make it he was already drunk.

That was six months ago.

Jun's skill set was limited and with no money and nothing to his name but some armor and weapons. He still had one friend in the guard left and he recommended Jun for a caravan guard job as long as Jun cleaned himself up and stopped his drinking. Jun agreed of course though he really had no intention of following through. There were times on the road where there wasn't alcohol available, but when it was Jun drank until he passed out.

That was 4 months ago.

Sleeping it off under the wagon one night the caravan was attacked by bandits and lit the wagon above him. Jun snapped out of his stupor when the wagon fell on his leg, trapping him under the burning wagon. The only option he had was to grab and lift it off of him as the flames started to consume him. He didn't think he had a chance but somehow he did it, but it the process he succumbed to severe burns on his hands and arms. His arms were blackened and shriveled, his skin burned and sensitive but others had said it looked like he had a glow when it happened.


While his leg and arms never fully healed, he discovered he had a gift from the gods. At the same time of his accident "The year of the Faithless" began. He found he had spells and the ability to heal people. Filled with renewed purpose he stopped drinking and began to use his abilities to help people in need. With his hands badly burnt he wasn't all that good of a fighter anymore so he took over the cleric role in the caravan while the cleric without his spells took over his job.

The caravan heads back to Korvosa and Jun is excited to get back. Rumors abound about the King's health and Jun worries about how his parents are faring. Plus he is ready to head to a place where his new skills can help before the "Year of the Faithless" ends as he is not sure if his abilities will last after it ends since he gained them when it began. He fears deep down he would revert back to who he was if that happened.

His concept going forward is to help the city in whatever way possible and open with his gifts. It is an extreme blessing for him and the only reason he thinks he is alive. Also he would want to make it up to the guard he was a part of and show he is better (but not wanting to re-join them). Also protect his family and friends.

Stats and other stuff:

Str 12
Dex 13
Con 14 (+2 Human)=16
Int 10
Wis 10
Cha 14

Male Human Dual-Cursed Oracle of Life

He will have the Lame and Blackened curses with the Blackened curse advancing while lame stay the same Assuming you are ok with the blackened curse otherwise I will need to change it but it gives some offense

Starting feats is most likely be Toughness and extra revelation

CST timezone, post frequently per day

Thank Lucendar, I do think that answer everything. The only other thing is to verify that we will all be from Korvosa originally (even if we don't know each other) and have been gone. While gone the Year of the Faithless began and now we are returning for whatever our own reasons are.

Lucendar, a couple questions for you:

When did this "Year of the Faithless" begin, and does it normally last a year or is it variable. Coupled with that did the "year" begin when everyone is together or at some point before they meet?

I am thinking about an Oracle of Life:

My idea (Depending on if the timing can work) is a down on his luck guy (probably a caravan guard out of Korvosa). At one point he is ready to end it and as he is committing the deed (by hanging) the rope breaks. This coincides exactly with the start of the "Year". He will have the haunting curse which he will attribute why the rope broke. After the attempt however he has the healing powers and spell casting.

This will turn around his outlook on life and he will relish the attention and desire of his powers because the nagging question on his mind is if he will lose these powers once the "Year" is over (and what would that mean for him)

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David James Olsen wrote:
Anyone have some ideas for encounters in Caer Bryr? They are about 1800xp short of 6th and I would like them to get there before getting too much farther in. I could just do a random encounter or two but didn't know if anyone did something on a grander scale. Maybe a run in with the Iraen and possible loose alliance?

I ended up using a modified version of Fiendish Footprints from Dungeon #122. I re-cast some of the Hobgoblins as Iraen and made some of the Hobgoblins followers of Asmodeus. I also adjusted the Fiendish Footprint magic item (which they won't get until after next session)

Anyone have some ideas for encounters in Caer Bryr? They are about 1800xp short of 6th and I would like them to get there before getting too much farther in. I could just do a random encounter or two but didn't know if anyone did something on a grander scale. Maybe a run in with the Iraen and possible loose alliance?

Thank you! I will miss definitely miss it until Gen Con comes around!

Please cancel my current Adventure Path subscription. I will be returning in six months.

I'd vote for I6 in 1st Ed/OSRIC rules

I am still working out some things in my head for my Paladin (Undead Scoure)/Alchemist (Chirugeon). I wish I could change the Undead Scourge to Oath against fiends, but I can make do with this.

What I know:
is that Senniki will be born and raised in Cheliax by Hell Knights of the Gate. They worked out a deal with a powerful fiend to have a daughter. Even as a tiefling she is a horror to look at. (Tail, batwings, extra arm, burning eyes).

Little did they know there was a clause in the contract that her parents would have to give her up to the fiend on her name day. Unwilling to do that they fled to hide her. During the fleeing, whether by the fiend or by chance, they were over run by undead. Her father sacrificed himself for them to escape, but her mother was injured and diseased. Soon her mother was dead and she couldn't do anything about it.

Senniki had gravitated more toward the Order of the Godclaw. Here I would like to be a paladin of the Godclaw's aspect of the 5 lawful gods if possible, otherwise she gravitates towards Iomedae due to her holy warriors battling both undead and evil outsiders. After surviving the undead attack and knowing a fiend out there wants her for its own purposes, she becomes a paladin but is not well received at first glance by her looks. She begins experiments with alchemy to both heal and to change who she is.

Now here is where I am stuck.

Some of My Ideas:
I would like to have a level or two of Hell Knight. Needing a second prestige class I looked at Master Chemyst and liked the mutagen second personality thing. As a twist, instead it being more monstrous looking, the alternate form would be LN and mainly human and beautiful looking other than the extra arm, tail, and wings (angelic wings in this form however). The alternate personality would follow the God Claw perfectly where as Senniki is a member but not as forceful to make people convert .

It has great flavor, but to use it which would give me +4 to Str or Con, I would lose all of my paladin abilities while changed (Smite Evil, aura of courage, extra saves, weapon bond, aura of life, lay on hands, channeling) and make the character much weaker. While I don't mind it on flavor and roleplaying side, it doesn't make a lot of sense mechanically.

Does whoever is reading this think that gives too much up on one end for flavor? I can find another prestige class to go with hell knight, but wanted to get thoughts and opinions

Thank you for whomever has an opinion/suggestion for me.

yeah I knew that was the way it worked, but just wanted to check on an alternate way. No biggie. I should have it done soon

Azure I have a question for you

DM Azure:

I'm putting my finishing touches on my character and had an idea but wanted to through it out to you first.

So my Paladin/Alchemist is a tiefling which I plan to make look vile (Extra arm, bat wings, tail) but obviously as a paladin is LG. Now with master chymist you get a hulking more hideous form, but I was thinking of twisting it and making his mutagenic form be a beautiful normal human and the typical "paladin" look. What are your thoughts on that. Obviously the form can't be a different alignment if it has a different personality, but I though maybe that form worships Aroden since Iomedae takes care of them anyways. His backstory would include that all his life he had to fight people's prejudices on the way he looks so he did experiments to make himself look normal.

I'm looking at a 1 or 2 level investment in it for this scenario at least. (probably coupled with Knight of Ozem or Holy Vindicator)

DM Azure_Zero wrote:
DM Carpe wrote:
Would you mind me giving up the Aasimar spell-like ability for a roll on the table Variant Racial Abilities Table? Or better yet choose four abilities from it and roll between those - though honestly that would probably be a bit overpowered, as some of them a garbage and some are gold and I'd just pick shinies.
Pick 10 Variant Racial Abilities (and only 2 can be +2 stat)

Hopefully I can do the same for Tiefling:

10 Variant Racial Abilities:

1. You possess some type of extrasensory organ, granting you all-around vision.

2. You gain an additional +2 racial bonus to your Charisma score.

3. You gain an additional +2 racial bonus to your Intelligence score.

4. You have over-sized limbs, allowing you to use Large weapons without penalty.

5. You possess claws that are treated as natural weapons and deal 1d4 points of damage.

6. You can communicate telepathically with any sentient creature with which you are in contact.

7. Your skin is unnaturally tough, granting you a +1 natural bonus to your AC.

8. Your eyes glow fiendishly and you possess the see in darkness ability as if you were a devil.

9. You are immune to magic sleep and paralysis effects.

10. You receive +1 bonus hit point per level.

Nice DM Carpe, that is a sweet combo! Not sure what to do with the Paladin Alchemist yet, but that is half the fun! Was hoping to get Divine Hunter in there and not a normal tiefling but oh well!

The holy war is coming!

Tiefling: Rakshasa-Spawn , Kyton-Spawn, Daemon-Spawn, Normal

Alchemist Archetypes: Crypt Breaker, Vivisectionist, Chirurgeon, Internal Alchemist

Paladin Archetypes: Normal, Undead Scourge, Sacred Servant, Divine Hunter

Let's see what shakes out!

Assault = Cavalier, Monk
Skilled = Bard, Ranger
Divine = Druid, Paladin
Arcane = Alchemist, Sorcerer

Randomizing Races:

Race: 5d37 ⇒ (33, 33, 6, 37, 14) = 123

Races: Tiefling, Halfling, Wayang, Fetchling

Game session #2


Having controlled the main building they begin to secure it and search it for anything useful. They found the two servants in the kitchen and got the password and green cloak as well as food in exchange for only locking them up in their cell and not killing them. They searched the chests in the guard's room and found two potions (I decided I would allow mulitple 20 rolls since I had done so much damage and actually rolled it twice). They opened the supply room and then Blackerly's office and room. One of the characters was a supply officer who skimmed and he figured out Blackerly was skimming. They found his stash and took it.

Using the potions they found they only had one man down, the dark elf. They used disguise on Grumblejack to make it look like he was the guy getting firewood and put the dark elf in a wheelbarrow and covered him up (I figured if he went out into the woods he probably got more than a couple pieces of wood.) Everyone else dressed in guard uniforms and the fetchling appeared human. They wove a story about getting punished by Blackerly to have to escort the guy to get firewood in the wee hours of the morning. The guard accepted it and off they went.

They had the map and the ranger and as they went through the swamp got attacked by the frog. Tense moment since everyone was very low on hps and down one cleric, the ranger rolled a crit and the frog only hit once for minimum damage making the fight go quickly. They tracked the frog back to its lair and found the loot.

They pushed on to the manor and I had the hounds barking behind them to create some tension, but they arrived at the manor safely. During their three days I had Sir Balin and his squire show up while they watched Tiadora easily talk circles around him, giving them a taste of Blain as well as showing them they shouldn't mess with her. (Right now they are more afraid of her than Thorn!). They had the intro with Thorn as well as interaction with the 7th knot. It was time for the nine lessons when we stopped.

They are loving it so far, with great roleplaying opportunities already!

A new Game started last week for my group

Session 1:

We started using Epic Words to record our sessions, hand out xp and loot, and for me to add history, all the new or adjusted feats, spells, and magic items, as well as NPCs. Very Helpful!

Party Consists of:

Thanatos Mullus, Drow Cleric (Unholy Barrister/Infernal Apostle) With special permission since both archetypes adjusted channeling but in different ways this allowed some extra healing, also house ruled he could spontaneously swap spells to cast Infernal Healing.

Jorah the Bear, Fetchling Ranger (Going to be a version of Red Mantis Assassin) Achaekek will be a shadow devil lord that serves Asmodeus. Jorah will be forming this version of the group

Crowe, Human Sorcerer (Karmic Bloodline)

Donatello, Human Fighter He will be going into a modified version of Low Templar

Anenmur, Human Rogue Possibly going assassin later

Session 1

Our villains find themselves chained up. The soon recognize that the reputation of the place is not all they thought it would be. Anenmur gets a visit and receives the veil and the request to visit by all of his cell mates.

Taking it slow over the following day they whisper up a plan to escape while getting free. The initial part of their plan works but soon encounter resistance. Due to some high damage rolls by me, three of the five drop into negatives. But they do win and kill Blackerly and use his potion and the veil potion. Grumblejack was freed and fought and is now carrying the unconscious rogue and cleric. They have secured their building and have a little time before anyone outside the building knows they have escaped.

Despite some other sessions I have read, my group wanted to escape and didn't want to fight at all. I was thinking they would be much more vindictive. The damage dice were not on their side that night, rolling high damage for every hit I did manage didn't help their desire to make a quick exit

Thanks Gary! That was what I was thinking of doing to replace rage, but I like the additional twist you suggested!

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After finishing Carrion Crown with a party of 2 paladins of Iomedae, a cleric of Pharasma, an Oracle of Life, and a swashbuckler, my group was ready for this adventure path and get their evil on! The Swashbuckler stole the show from the "Good Guys" at the end with three sneak attack critical hits to wipe out the big bad at the end

I'd like to throw a question out for Gary or anyone else on a way to make something work.

One of my players would like to play a Drow cleric and was interested in the Demonic Apostle from the ARG.

Any ideas for converting this to more of a Devil theme? My initial ideas to make this work for the campaign would be to limit the domain to Lawful, Evil or Devil subdomain and have the channel only affect Good and Chaotic creatures. For familiar I would swap Quasit for an Imp.

What about a substitute for the rage power, as that seems inappropriate for a Devil theme.

Thanks and I am excited to start this! Very good stuff

Have fun guys!

Llaelian wrote:
why have you changed your Tiefling heritage to demon?

When trying to fill in his background I was trying to use his heritage on influencing his behavior and I was having a hard time applying the Qlippoth heritage to how I wanted him to be. Once I started to think about how I could do his background, personality, and fighting style as the demon heritage the words started to flow and it made more sense to me. The stat bonuses ended up being the same so the crunch side made little difference.

The Qlippoth heritage was interesting to me, but I wasn't sure the character would have been the best party member or the way I was envisioning him in my head. Maybe a different class choice or non good alignment could fit the heritage better.

Llaelian, here is my updated entry. I changed a few things around to fit the background but it is mostly the same.

Quenoth Fenton Stats:
CG Demon-Spawn Fighter (Two Handed Fighter) wielding Scythe

+2 Str, +2 Cha, –2 Int

Class Skills:Disable Device, Perception

SLA: Shatter (Will trade out for Inv to Undead)

1d100 ⇒ 48 You are invisible to all unintelligent undead. This is a supernatural ability.

1d100 ⇒ 89 Once per day, you can use inflict light wounds as a spell-like ability.

Quenoth Fenton:
Str 19 (16+2+1) 10 points
Dex 14 (14) 5 Points
Con 14 (14) 5 Points
Int 13 (15-2) Points
Wis 10 (10)
Cha 10 (8+2) -2 Points

Feats: Power Attack (1), Combat Expertise (F1), Furious Focus(F2), Weapon Focus (Scythe)(3), Weapon Specialization (F4), Improved Trip (5), Vital Strike (F6), Felling Smash (7)

Traits: Killer (Combat) Weapon Bonus Damage to Criticals,
Superior Clutch (Race) One size larger weapons do +1 Damage

Spell-Like Ability: Invisible to Undead

Background, appearance, Combat Style:

In Combat: Will focus on hitting hard, and tripping. Will use single attacks when he can (Combination of Power Attack with Overhand for extra bonus damage, Furious Focus will make it have no attack penalty, Vital Strike for extra dice damage with Felling Smash to trip at the end. Leave Combat Expertise to increase AC if needed) Can be primary target or secondary damage dealer.

Appearance: Quenoth is a huge man with an over-sized right arm. He has smoking orange eyes, black greasy clumps of hair on his head. He also has a short reptilian tail.


Quenoth was only a few years old when he wandered into a small town near the desolation. Where he came from no one knew, but they panicked and were going to kill him. But the blacksmith in town who had recently lost his wife and child took pity on him and convinced the town to let him raise him.

As he grew Quenoth struggled with his anger, his demon heritage playing havoc with his emotions. He had strange dreams about a city of evil in desolation. The blacksmith would come and calm him making it all better. The dreams eventually faded.

As as he got older he only got bigger and stronger. The blacksmith used Quenoth's strength and anger and funneled it into his business. Quenoth had no skill in making anything, but there was plenty of tasks to do that could use his strength. The blacksmith also taught him right from wrong and most importantly gave him stability.

One day however necromancer cultists came out of nowhere sending waves of zombies and skeletons at the town. Villagers were killed left and right so Quenoth took up arms and fought back. The undead acted like they didn't even know he was there. He let his demonic nature wash over him and slaughtered as many undead as he could. Too late however he saw the blacksmith, his father, get sliced up by a cultist with a scythe. He arrived a moment to late killing the evil necromancer. Picking up the weapon he continued defending the town until there were no longer anyone left attacking.

The town was grateful, but Quenoth feared that without the blacksmith's influence he would eventually lose it and do something to one of the townspeople. Taking up the scythe he left the town in search for evil to take out his urges and do some good and maybe save that next town. For years he fought evil with his scythe.

Recently the dreams of the city in desolation has resumed. Now however it seems more real and pulls at his soul. He remembers a hill just north of Bard's Gate in his dreams. Setting out he is ready to see what is on top of that hill.

Personality: Quenoth is a fierce fighter relentless in battle. He channels his angry impulses into each hit, therapeutic for his demonic impulses. He does what he feels is best, and what is good. He is completely loyal to anyone who shows loyalty to him and despite his angry appearance his usually in a happy mood.

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