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David James Olsen's page

FullStar Pathfinder Society GM. 97 posts (6,830 including aliases). No reviews. No lists. 1 wishlist. 20 aliases.

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Background:

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.

Today.

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.


Azure:
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

Spoiler:

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!


1 person marked this as a favorite.

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.

Background:

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.


Qlippoth-Spawn Fighter (Two Handed Fighter) wielding Scythe

+2 Str, +2 Wis, –2 Int

Class Skills Escape Artist, Survival

SLA blur

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 Dex 14 Con 14 Int 13 Wis 10 Cha 10

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

Traits: Killer (Combat) Weapon Bonus to Criticals,
Prolong Magic (Race) SLA is extended

Ability: Invisible to Undead

In Combat:Will focus on hitting hard, and tripping. Will use single attacks when he can (Power Attack, Overhand, Furious Focus, Vital Strike with Felling Smash)

Background: All his life he was bullied, picked on, and feared. All he wanted to do was be normal, but he wasn't. Born strong he joined the military and learned to fight, hoping to do enough good to be accepted. He was never accepted so struck out on his own. While trained in many weapons, he took to the scythe as a natural and continues to use it. He heads to the hill hoping to prove himself once again and hopefully be accepted


I'm interested and I like the twist! Concept to come.


I've had my eye on this and thinking something Duergar or mite. Still mulling though


Chimera Squadron GM wrote:
Looks like we had a week link, need a new man up in Chimera Battalion, STAT!

I'm if you need a man


This sounds like a great twist! Good luck everyone, this will for sure be a fun game!


DM Azure_Zero wrote:
David James Olsen wrote:


Suli, Changeling, Tiefling, Human

Assault = Cavalier, Fighter
Skilled = Bard, Rogue
Divine = Paladin, Ranger
Arcane = Magus, Sorcerer

Ass/Skill 4d100 Cavalier, *Fighter, Bard, Rogue

Div/Arc 4d100 Paladin, Ranger, Magus, *Sorcerer

Final: 2d100 *Fighter / Sorcerer

Race1: 2d100 *Tiefling, Human
Race2: 2d100 *Changeling, Suli,
Race: Final 2d100 Tiefling / *Changeling

Result: Changeling Fighter
please select 4 Archetypes

In the spirit of randomness here is my 4 archetypes

1d28 ⇒ 27 Unbreakable
1d28 ⇒ 14 Mobile Fighter
1d28 ⇒ 22 Thunderstriker
1d28 ⇒ 28 Weapon Master


Suli, Changeling, Tiefling, Human

Assault = Cavalier, Fighter
Skilled = Bard, Rogue
Divine = Paladin, Ranger
Arcane = Magus, Sorcerer


GM/Pirate King Lane wrote:
David, I know I have a couple private messages from you to get to. I've been trying to do this and the other PbPs I'm in for the last couple hours while my kids are rolling a pair of cavaliers for Kingmaker that I've been getting a ton of questions about.

I understand, my son has claimed pretty much my whole day today so didn't get to work on it as much as I liked. Most of my private messages are ways to save you work on that Jinx class! ;)


Its called "Inner Sea Pirate" 10 level prestige class. Has some unique pirate tricks he canc hoose from and sneak attack. Could go well with the corsair as well, either the paizo or freeport one.

I'm looking at a divine class now if love is interested in the corsair


Lane, how are you feeling with the mix, while I am good with picking the corsair, I can come up with something divine if needed.


The corsair fighter archetype or Freebooter Ranger archetype from Pirates of the inner sea caught my attention, but probably not do freebooter as the ranger side is covered.

I am keeping an eye on this and seeing what may be a need as well.


markofbane wrote:

I was considering that same class/archetype, but I am actually already playing it in another game and having a lot of fun with it. You may want to consider Milani or Irori. You can learn more about Golarian dieties with the healing domain here at the Pathfinder wikipedia.

From the player's guide suggestions Milani may be a good choice. Much to think about. (and need to start putting it together and get past the thinking)


Is an Aasimar cleric acceptable? I'm thinking a merciful healer cleric. Need to find the right deity with the healing domain.


Will Cooper wrote:


So James, markofbane, Dax and Malcolm are all in.

Was that me? Just checking because at first I thought you were referring to someone else!


Hey saw Mrduzi's post in one of the games we are in together and I would be willing to play either a wizard or cleric/healer guy. I'll start working on something, I have plenty of ideas and I'll look at the player's guide.


I'm all about the swashbuckler unless there is a need with something else. (I have about 50 character ideas so its always fun trying them out)

I haven't looked too closely at the party make-up.


I did get to see them. I have a couple ideas in my head and I'll need to PM you a question about it.


Count me in Kenderkin.


Answer to your questions and fleshed out everything else

The past for Qixtaz:

I answered your question and added what I had said was his crime from before with more detail. Also why his imp powers are weaker than normal

Qixtaz was summoned by a would be diabloist called Amtheryst, also called the librarian due to him working long hours in Talingarde's biggest library. (Which he used as cover to learn the dark ways) When Qixtaz was summoned he made a deal to "Be Amtheryst the Librarian's loyal servant to the end of his days."

Over the years Qixtaz was faithful and dutiful. He also helped Amtheryst grow his power and realize his potential. Soon Amtheryst was convinced he needed to grow his power even more and become a member of government and eventually becoming the supreme ruler. After some bribes and intimidation Amtheryst got a position of influence within the government. (Not sure what kind of government it is so something appropriate).

Unfortunately that meant Amtheryst resigned his position with Talingarde's library. That meant Qixtaz was no longer bound to Amtheryst the Librarian as he no longer existed.

Disguised as Amtheryst's pet, Qixtaz roamed the halls until he discovered a new mark. A man of greater power in government named Cuglan. Qixtaz was convinced Cuglan could be used to destabilize the Talingarde government. Qixtaz revealed himself and used his impish wiles to convince Cuglan that he would be promoted by exposing Amtheryst's worship of Asmodeus. The Cuglan could rise until Talingarde would fall.

What Qixtaz didn't realize was Cuglan was using him and had fooled him into believing Cuglan was corrupt. Cuglan secretly worked for Sir Balin of Karfield. Amtheryst was arrested for High Treason while Qixtaz was arrested for Sedition. In Brandescar his wings were destroyed and a ritual was performed that weakened him to his current state.

The future for Qixtaz:

Qixtaz wants his full imp form restored of course, but other than that for now his goal is to become the go-to imp of choice when sent to the material plane for a mission. (King of the imps)

Any promotion he may earn does not currently interest him other than possibly being an Osyluth (Bone Devil). Qixtaz is curious and likes secrets so that would be a more direct way to expose secrets rather than his current more devious and underhanded way.

So long way of saying any ambitions for promotions are in the future and would most likely be beyond the scope of the AP. He will want to take Bard (Sandman Archetype from APG) once he can take levels.

Decided to go for weapon finesse instead of Ability focus (poison) as he would to worry about hitting first. Trait went with Fast Talker

Stats:

Initiative +6
HP 12 (10+2Con) Fast Healing 1
AC 17 (+4 Dex, +1 Nat, +2 Size) FF13 T16
Speed 20
Fort 2 Ref 4 Will 2
BAB 1 CMB -1 CMD 13
Str 10 Dex 18 Con 14 Int 13 Wis 10 Cha 18

Fire Resistance 10
Immune Poison
Special Abilities Spell like abilities Constant detect good, detect magic, 1/day augury, suggestion (DC 15). At Will Beast Shape II into any tiny or small creature

Melee Sting +5 (1d4+poison) Poison (Ex) Sting—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Range

Languages Common, Infernal

Skills 6+1 Skill Points/Level (7 Total)

Bluff 9 (1+3CS+4Cha+1Trait)
Diplomacy 8 (1+3CS+4Cha)
Intimidate 8 (1+3CS+4Cha)
Knowledge (Planes) 5 (1+3CS+1Int)
Perception 4 (1+3CS+0Wis)
Sense Motive 4 (1+3CS+0Wis)
Stealth 8 (1+3CS+4Dex)

Trait Fast Talker

Feats Weapon Finesse


I love Voice's games and I really want to play this AP so here is my idea

I want to go with the LE imp Qixtaz

Stats + class,etc:

Str 10 (12-2) 2 BP
Dex 18 (14+4) 5 BP
Con 14 5 BP
Int 13 3 BP
Wis 10
Cha 18 (16+2) 10 BP

Hp 12 AC 15 (+4 Dex, +1 Nat)

Fire Resist 10, Immune posion, Sting Attack with poison (DC 14 or 16), Fast Healing 1

Skills Bluff, Perception, Diplomacy, Sense Motive, Knowledge (Planes), Stealth, Spellcraft (Intimidate and Slight of Hand mixed in too)

Future Class looking at Bard (Sandman) From APG to go with his desire to corrupt those loyal to the country or other religions to his cause

Feats/Traits - Want to check Faiths of Corruption which I don't have available right now to check out what might be in there before picking, but it would further his goals of subverting the faithful. After he gets some bard levels he might steer towards some spell casting feats.
May also take Ability focus on the poison sting if allowed. (To up the DC by +2)

backstory/crime:

Qixtaz is a nasty little thing looking to corrupt those to follow Asmodeus or in the very least get those to strengthen his cause. Its not enough for him to just force someone into doing what he wants, his ultimate goal is making his marks want to do it. Qixtaz loves a good long con when he can do it as that usually provides the best outcomes.

Qixtaz tries to present himself as a weak and miserable thing, yet useful to those around him. Only when it is too late will he reveal what he can really do.

Qixtaz tried to convert an official of the government but miscalculated and was caught for sedition (or something like that)

My favorite villans are Ben Linus from Lost and Scorpius from Farscape. I love when you know they are bad but can still at times almost make you believe (or do make you believe they are trying to do the right thing and then get blindsided. Also I like the villians willing to put themselves in harms way or aid the good guys in the short run to further their goals in the long run.


I agree with Kenderkin


DM - Voice of the Voiceless wrote:

Will have more time tonight to give the game thread some justice - weekends tend to be harder with a 3yr old son running riot ;)

David: I'll likely be tweaking the runic abilities a little from that presented. They are very feat intensive as written - so here's how I see them working:

1. Take the Rune Mastery feat - and choose two runes you start out having mastered. That gets you the Mastery Bonus. The third and onwards runes to master I'll handle through in-game rewards without needing to burn any more feats (ie. help a soothsayer with a problem, in return he teaches you mastery of the rune).

2. If you want to access the powers you need to take a second feat (Deeper Rune Lore). That will allow you automatic access to the powers of one rune. Then the powers for additional runes will be handled in the same way as additional masteries - in game rewards without needing to burn feats.

How does that sound?

Also - mystical and strange works very well without needing to be a physically imposing character.

The changes sounds good. With the Deeper Rune Lore what will be the requirements to take, just making sure I have enough Wisdom since it isn't a main stat for an oracle.

My four year old hosted his first sleep over last night so it has been very crazy around here!


I decided to get the Midgard supplement tonight and I would be interested in the runic magic.

So taking the feat allows to you choose two to have mastery over, though to master any further ones you must do special things associated with those runes?

If you have mastery over the runes then when you level you get those bonuses?

My original idea was to have a strong northerner with his oracle powers, but now I am thinking more towards the mystical and strange. Maybe having a slight mistrust in society but serving a good purpose so partially accepted.

Still will stick to Oracle of Waves with the ability to peer through mist and fog, the water walking, and the curse to speak aquan.Rune mastery thinking Water and either Raido (for knowing north) or Kaunen (for low light vision)


Its been a busy week of work for me this week since I have been on call. Hitting the crunch when I can and just need a block of time to sit and embellish the background.

Mostly ready though


Looking through the traits I see a bunch of +1 to skill and it is a class skill for you. I am specifically looking for perception to go with the ship watcher vibe. The only one I have found is a campaign specific trait for Council of Thieves. Can I have that does that?


Background:

For centuries, the Crestborn have been valued members of any crew. You normally see them perched on the figurehead or even the bowsprit guiding the ship. Their ability to see through any fog or storm alone can save the ship their own countless times. They also possess the ability to walk on the water as if it was land and some even breathe water like air.

Alfgeir Crestborn was perhaps the greatest of them all. A true miracle worker on the seas said to be able to find any ship on the seas by gazing into a bowl of water. And could become water himself to vanquish foes.

A century later Agnar is ready to take up the charge. Thrown into the seas as a baby to see if he was special, Agnar was seen floating in the waves. He is the third such Crestfallen in his family after Alrick and Arnvid. He is proud to honor his family tradition and ready to take to the seas to prove his worth.

Spoiler:

S 16 Dex 13 Con 14 Int 10 Wis 10 Cha 15
MysteryOracle of Water
Revelations Water sight (You can see through fog and mist without penalty as long as there is enough light to allow you to see normal) and with a feat Fluid Travel (You can walk on liquid as if it were a solid surface. You can move across this surface at your normal land speed.)
Curse Tongues - Aquan
Weapon - Use a trait to get Martial weapon proficiency and thinking of some sort of heavy ice pick. (possible uses to break ice on water apart and be able to walk away on the water or ruin boats with a sunder)
Spells 1-cure light wounds, obscuring mist (to use my ability) or divine power 0-create water, purify food and water, mending, stabilize

I like the idea of some of the things in Midard:Northlands you mentioned, but won't be able to get that for a bit.


Working on getting something together, but on call this week and free time today has been limited. Will get it together soon.

dm-vov:

I'm leaning towards maybe a cleric or oracle class in the vein of the Ironborn in martin's books. "Touched" by the gods and all.


Would a Winter Witch have access to Infuse Effigy? Seems up their alley and not listed (but only core classes were listed)

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