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

Digger Chandler's page

573 posts. Alias of joerice.


RSS

1 to 50 of 573 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

M Human (multi-ethnic) Rogue Charlatan 6

Doing the crunch on a bar tab. AS I SHOULD.


Weird.


M Human (multi-ethnic) Rogue Charlatan 6

No worries. Just reading it has inspired me. I'll do a rogue who just happens to be a gambler.


M Human (multi-ethnic) Rogue Charlatan 6

The swindler rogue archetype sounds super fun. But it loses trapfinding. I don't want to screw the party over. If trapfinding is as important as I'd imagine in this game, could I just trade trapfinding for the Let Fate Decide that replaces it? If neither of those would work, no worries, I'll just do a rogue with gambler flavor.


M Human (multi-ethnic) Rogue Charlatan 6

Looks like we still need skills, frontline, and arcane. I'm leaning towards a rogue unless someone else has their heart set on that role.


M Human (multi-ethnic) Rogue Charlatan 6

I can just picture my character sneaking away to change identities when there are only so many people shipwrecked at the beginning. "Where'd Joe go?"
"I don't know, but here's some guy in a mask."


M Human (multi-ethnic) Rogue Charlatan 6

Just realized secret identities and shipwrecks make no sense. Hahaha. Back to the drawing board. (I was Philip Adey).


Trokar the Barbarian:
Background: 

Trokar comes from a nomadic group of orcs, half-orcs, and humans in the Kelesh wastelands. They were led by a fierce and proud chieftan, Mokran the Merciless. Trokar suspects that, like most of the half-orcs in the tribe, Mokran is his father. He is correct, but Mokran is also his grandfather.

From the beginning, Trokar was different from his tribe. He …noticed things others simply took for granted. A vibrant sunset; the coloring of an exotic reptile; the garments of the latest village they sacked.

This growing tendency troubled the chief, as they were a very pragmatic group of nomads, with little time or desire for “art.” As the boy became more and more reluctant to slaughter for survival and spent more and more time painting with whatever he could find.

He was banished at the age of 15 (not really that unusual in his tribe …any male could be seen as a threat to the jealous chieftain), and began making his way west towards this “civilized world” his father so despised (despite never having been there). Getting to Taldor was fairly easy as he took on work as a guard for a caravan. The various goods from all over Golarion fascinated him, especially anything colorful or artistic. He has yet to make his way to any major city, but recently came to Helden on his way across the land. He has been staying there a short time, painting in his free time with legitimate materials for the first time.
10 minute Background: 
-Step 1:

1.  An eye for beauty; Trokar is a secret aesthete sometimes carried away by inspiration, whether it come by way of rainbow, magic, or blood splatter on snow.

2. Homely but kind; Trokar has an impressive beer gut at an early age, uneven, snaggly teeth, and orcish rosacea, resulting in very dark green and blue splotches on his cheeks and nose; however, he is outgoing and friendly

3.  Colorfol warrior; He loves painting and repainting his weapons and armor. The paints often don’t last more than a battle, but he doesn’t mind. “It’s the little things.”

4. Self-conscious racism; Kinda freaked out by small humanoids, but feels terrible guilt for this internalized racism, often overcompensating and making it worse.

5. Budding gourmand; now separated from his nomadic home life, Trokar is developing his palate bit by bit. He loves trying new things.

-Step 2: Trokar’s deepest goal is to become the best painter he can; perhaps the best painter alive. He enjoys travel to faraway lands as a way of absorbing more influences, seeing more unique sights, and, deep down, proving his father wrong.

In the past I’ve used alignments as a way to structure a character arc, but I see Trokar as starting out as fundamentally on the Good side, and I can’t see anything changing that. So I want to explore other ways of building a character, without a set ending point in mind. I want him to grow and change as he experiences things. It would also be awesome for him to do art stuff during down time.

-Step 3:

The Secret he knows: he was not sent out on a mission from his chief. He was exiled.

The secret he doesn’t know: His chief is both his father and grandfather.

-Step 4: Ifeyani, his mother, was always kind and loving to the odd half-orc, but he hasn’t seen her in two years. In Helden, he has become somewhat attached to an eldery woman who is teaching him painting.

-Step 5:

1. When nervous, he often mumbles a string of stream-of-consciousness jokes, sometimes without context at all.

2. He enjoys very loud music when he paints.

3. When bored or anxious he taps his feet or fingers almost subconsciously.

Profile to come.


Got my crunch done and out of the way. About to write up that delicious fluff. No void wizard, went with a budding painter half orc barbarian.


Still working on my guy. Half orc invulnerable eager who dreams of seeing the world and painting it.


Another idea question ...how do you feel about unchained barbarians with archetypes? (As you can see, two diametrically opposed character ideas are warring.)


Question for the boss before I finalize crunch. Spellslingers have to pick 4 prohibited schools but elementalists originally take 1. Seems to me that would double to 2 but I wanted to run it by you.


Ooh. I've played enough faces. Haven't done a wizard in a long time. Thinking an elven Void elementalist. Distant and cold, with a penchant for monologing, ha.


I'm so down it almost hurts. I like playing faces ...hmmm. I have fluff ideas. I'll post more later.


M Human (multi-ethnic) Rogue Charlatan 6

Don't forget sneak attack


Got a solid idea for a relic raider rogue. How do you feel about unchained rogues and archetypes? A traveling academic in savage lands ...


Ooooh yes.


A human seeming inbred grimspawn undertaker/cleaner. This guy is writing himself


Any thoughts on the Cleaner archetype of Slayer? http://www.d20pfsrd.com/classes/hybrid-classes/slayer/archetypes/paizo---sl ayer-archetypes/cleaner
Maybe he's the local undertaker, too. I'm liking how this possible party is shaping up, lots of different sorts of evil.


Thief is the wrong word ...independent contractor, more. I've less of a class build in mind than a character idea. Almost a proud union man of a diabolic system. An administrator...


Oh, my, yes. Looking to Lady Snowblood and Stark's Parker as a semisecular Asmodean ...like Hasidim knowing every loophole. The Devil's Thief.


M Human (multi-ethnic) Rogue Charlatan 6

Time has no meaning! Vacthuluation devours all.


M Human (multi-ethnic) Rogue Charlatan 6

Thrilled to be selected. I've got my guy's purchases written down at home, but I think I could make an alias today.


Oh that's a pretty dope character idea. Well done.


Thorvald! I miss gaming with you, man! I likewise vouch for him, for what it's worth.


Ha ...at first I thought you meant me. I was wide eyed trying to understand it. There is one odd thing with Dex and feat, but it'll be cleared up via equipment.


Haven't come up with a name or bought equipment yet, but I've got the crunch and backstory. The short version is he was something of a street kid, petty thief, getting in trouble a lot, but a chef caught him stealing food and eating it with no regard for taste or manners. The chef took him in as an apprentice, and when he showed promise, indoctrinated him into the faith of Thisamet. He's still something of a fast-talking scoundrel, but his faith in the Empyreal Lord of Celebration and Feasting has softened his rougher edges. He worked with a few adventuring parties as a healer, but his services as a chef made him even more popular among delvers. Whether fighting or in the kitchen, his knife-work is his pride.

Crunch:
Male Human Rogue (Knife Master) 1/Cleric of Thisamet 6 (Fire and Community Domains)
CG Medium Humanoid (Human)
Init +2 ; Perception +8
--------------------
Defense
--------------------
AC
hp 51
Fort +6, Ref +6, Will + 7
--------------------
Offense
--------------------
Speed 30 ft.
BAB+4
Melee:
Melee:
Melee:
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 10, Wis 15 , Cha 17
Base Atk +4; CMB +4; CMD 16
Feats : Weapon Finesse, Two-Weapon Fighting, Weapon Focus (Daggers), Extra Channel, Selective Channeling
Traits: Unpredictable, Empyreal Focus
Skills:
Appraise 4 (0+1+3)
Bluff 12 (3+5+3+1)
Diplomacy 11 (3+5+3)
Intimidate 7 (3+1+3)
Knowledge Local 4 (0+1+3)
Linguistics 4 (0+1+3)
Perception 8 (2+3+3)
Profession (Chef) 10 (2+5+3)
Sleight of Hand 11 (2+5+3+1)
Languages: Common, Elvish
--------------------
Spells and Special Abilities
--------------------
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.
Sneak Stab (Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player's Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.
Channel Energy 3d6 8/day

Domain Abilities:

Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 1d6+6 5/day

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 1d6+3 5/day

Domain Spells:
1st: Bless, Burning Hands 6d4 DC 13
2nd: Shield Other, Produce Flame
3rd: Prayer, Fireball 6d6 DC 15

Cleric Spells a Day:
0 (4): Stabilize, Resistance, Purify Food and Drink, Detect Magic
1 (4+1): Shield of Faith, Divine Favor, Protection From Evil, Detect Evil, Bless
2 (4+1): Produce Flame, Enthrall, Owl’s Wisdom, Align Weapon, Aid
3 (3+1): Fireball, Bestow Curse, Magic Circle vs. Evil, Blindness/Deafness

EQUIPMENT:

gp


Oh, this is perfect. I tried this idea for PFS, but didn't get very far. Going for a Cleric of Thisamet, the Empyreal Lord of Feasts and Celebrations. A chef-priest of celebration.


Fantastic! A lot of my games either ended or died, so I'm super ready to play a new game.


I haven't been to Louisville in ages. Before I moved to New York, Louisville was my go to for arty movies, nerd stuff, etc. Great city, though.


Where in KY are you, Trips? I visit my folks in Ashland two or three times a year ...I've played with the WV group, but KY would be more proper, hahahah.


Charlie Dogwoodbloom:
Charles “Charlie” Dogwoodbloom
Male Halfling Rogue 1
Small Humanoid (halfling)
Init +3 ; Perception + 8 (9 for traps)
--------------------
Defense
--------------------
AC 16 (14 touch, 13 FF)
hp 8
Fort +1, Ref +6, Will 0 (+2 vs. Fear)
--------------------
Offense
BAB + 0
--------------------
Speed 20 ft.
Melee: Dagger +1 (1d3)
Melee : Club +4 (1d4)
Ranged: Sling +4 (1d3)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 12, Int 16, Wis 9, Cha 17
Base Atk +0; CMB -1; CMD 11
Feats: Skill Focus (Perception)
Traits: Successful Shirker, Vexing Defender
Skills:
Acrobatics 10 (14 when tumbling to avoid AoO) (3+1+3+2+1)
Appraise 7 (3+1+3)
Bluff 7 (10 vs. lawful authority) (3+1+3)
Diplomacy 7 (10 vs. lawful authority) (3+1+3)
Disable Device 10 (3+1+3+1+2)
Escape Artist 7 (3+1+3)
Knowledge (local) 7 (3+1+3)
Linguistics 7 (3+1+3)
Perception 8 (9 for traps) (-1+1+3+2+3)
Sense Motive 3 (-1+1+3)
Sleight of Hand 7 (3+1+3)
Stealth 12 (3+1+3+4+1)

Languages: Common, Halfing, Dwarven, Goblin, Elven, Giant
--------------------
Racial Abilities
--------------------
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
--------------------
Class Abilities
--------------------
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

EQUIPMENT:
Mwk Thieves’ tools
Backpack
Sling
Leather armor
Daggers x4
Club
Caltrops
Rope
Wrist Sheaths x2
Chalk
Bedroll
Merchant’s Scale
Cards (marked)
Cards
Cheapish Absinthe Bottle
16gp 8sp 9cp

Background:

Charlie is the son of two Halfling slaves owned by a minor Chelish lord, Montgomery Hallifax. His mother worked in the house, cooking and doing laundry, while his father worked the farm, enduring backbreaking labor every day. They both soon realized Charlie was a bright young boy, much to their dismay. It’s easier to explain the realities of slavery to a less observant child. Their misgivings seemed appropriate when Charlie early on started to chafe under the yolk of slavery. His mother Consuela tried to focus his intelligence on literacy, hoping to make her son a useful house slave, desperately hoping to avoid seeing her son broken like her husband Maurice, who died of heat exhaustion in the fields after Charlie’s fourth birthday.

Small even for a Halfling child, Charlie went mostly unnoticed by the humans. However, one day Lord Hallifax was receiving his daily grooming via Consuela when he began to speak of the boy. “He’ll be a fine, strong worker like his father. You should be proud,” he said as she cut his hair. She mentioned his skills with figures and letters, but the Chelish Lord laughed off the idea that the boy would be of intellectual use to him.

That was the day Consuela changed everything. Moments later, she was in her hovel, holding Charlie with hands covered in blood. “You get out of here, boy. You go east. You get out of this devil-spawned place and you use your mind to make a better life. Never let anyone own you. Never.”

Charlie had never seen his mother like this in all of his 16 years. He protested, tried to convince his mother to come with him. “My old legs would slow you down. Besides, I’m not quite finished here.” Charlie then saw the look in her eyes, the blood on her hands, and knew what she had done. “They’ll forget you …all they’ll remember is what I did.”

Charlie took off and ran for what seemed like days. On the road, he survived at first by snatching up scraps other travelers left. But over time he got bolder and bolder, and better and better at not being noticed. By the time he hit his first major village he was an accomplished thief. Charlie at first enjoyed the life of a drifter …thinking the complete freedom the absolute opposite of being owned. He never thought much about the future, instead reveling in the pleasures of the now. Trunau changed all that forever.

Here was a people united by danger and oppression. Their hard lives reminded him of his parents and the other slaves …the eyes that have felt pain. But instead of being crushed they banded together. Humans, Halflings, dwarves …all united as one by constant threat of orc domination. This stirred something in the little thief, something he found hard to explain …hard even to understand. He had been running for years, with no home to speak of, family long left behind in sorrow, and friendship mostly understood in the abstract, not in the practical. These people fought to defend their home, and it made Charlie realize that what he really wanted was a home. He stopped drifting when he hit Trunau. His skills and abilities may not be the most noble. His moral core is only now developing to include empathy. But he will stand and fight (well, hop around and fight). He will make this exceptional town his own. He will learn to trust. And if he becomes rich and powerful, well, all the better. Maybe one day he can go back to that hellhole and root out the evils of slavery.

But that’s not anytime soon. Now, his new home needs him.


Posting Habits:

I am a public school teacher on the east coast. Paizo boards are accessible at work, so during prep periods and lunch, I can read and post. I get out around three and can post after work as well. I can, in theory, post multiple times a day, but when I was learning the craft of writing, it was drilled into me to pack every word with power. That is to say, though this application may seem verbose, my actual in character posts are not always this voluminous. I prefer to show and not tell, to play off other characters as we all find exactly who are characters are. This is all to say I prefer quality over quantity in my own writings. My posts can be short, but that is because I craft them to be so. I’m not a huge fan of spelling out the internal life of a character through massive blocks of inner monologues.

I see Alignment as a storytelling tool, as in character arcs can be defined by changes in alignment. Charlie is currently CN due to his effed-up childhood. But the steadfast heroism of Trunau has begun a shift towards CG, as he finally has something to believe in other than his own pleasure and the evilness of others.


This trait from the Cheliax book would be perfect for my escaped slave ...what do you think, Trips?

"PFS Legal Successful Shirker [Link]

Source Cheliax, Empire of Devils pg. 19 (Amazon)
Requirement(s) Halfling
Born and raised a slave with no hope of advancement, you are adept at avoiding your overseer’s ire and attention, the better to spend time on your own interests. You gain a +1 trait bonus on Stealth checks and a +3 trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority."


I really want to roll up a classic halfling thief for this AP. I've been wanting to go super old school for a while now. I'll get an application together. And go big blue!


M Human (multi-ethnic) Rogue Charlatan 6

Ooops, DC 21. Still, pretty scary.


I can't decide between an human arcane caster and a halfling thief ...this giantslaying makes me want to go old school crunch-wise, and really do up the character building. I've got seeds for both possibilities with ties to the player's guide. Maybe I'll decide based on what other people do?


Hey, I might as well. I have a few ideas. The dice shall be cast!


M Human (multi-ethnic) Rogue Charlatan 6

I thought 5 was piloting.


M Human (multi-ethnic) Rogue Charlatan 6

on my way home after a long s%~~show of a trip. Julian is ready to murder. I mean defeat.


M Human (multi-ethnic) Rogue Charlatan 6

I believe he collapses in a heap. Crits are a dangerous mistress.


Cassandra's backstory, appearance, and personality.:
Cassandra Zamparelli was born to a minor Chelish noble family, rather low-ranking and undistinguished, despite efforts over the generations to "better themselves." When Cassandra was born, her family was heartbroken she wasn't a male heir. At least she was beautiful, they thought. She quickly became beloved by the other noble children, who would vie for her attention, even children from families with much higher standing. This saw the Zamparelli's being invited to more and more important functions and balls, and it didn't take long for Cassandra's father Anthony to figure out how and why.

What he didn't realize was that this change wasn't some accident, or a piece of luck with a beautiful child. By the age of seven, Cassandra had begun actively working to improve her family's rank. By the age of sixteen, she had almost surpassed her goal. And it all would have been fine if it wasn't for one grumpy old man. He was not charmed by her. He was not amazed by her. And, worse, he was the first person to see exactly what she was doing, and how planned and purposeful her invasion of high society had been.

When one of the Thrunes had an extravagant birthday party, this old man, Fernando Nicolardi, worked to get the Zamparellis off the invitation list. He even waited near the entrance to see their humiliation. And humiliated they were. Cassandra saw the old man chuckling to himself and knew what had happened.

The next day, Fernando's son found his father spread eagle on his bed with throat slit from ear to ear. No evidence pointed towards Cassandra, but the change in her did not go unnoticed. Her family name ruined by the gossip, Cassandra decided to leave stifling Cheliax with their ridiculous rules and join an organization that would really appreciate her gifts. The Pathfinders were all dreadfully dull and bookish. Aspis was just a bunch of dirty merchants deep down. But the Red Mantis Assassins? They were known and feared throughout Golarion. And she knew her particular skillset would make for a great assassin.

Cassandra is an incredibly striking 17 year old Chelish girl. Her cheekbones are high and angular and her hair black as the void. She stands tall at five foot nine inches, and has the figure of a woman in her twenties. Her light brown eyes take in much, and can smile almost as widely as her mouth.

Her personality might seem to switch around to outsiders. The truth is, she adjusts herself for her audience. Rare is the moment that goes by without her using her social skills and charm to manipulate those around her, and she does this partially by becoming the person others around her would most like her to be; or at least that's the plan. Deep down, she is smart, ambitious, and absolutely ruthless in the pursuit of her goals.


I'm definitely interested! Working on the delicious fluff now.


M Human (multi-ethnic) Rogue Charlatan 6

D'oh!


OK, I've got most of the crunch done. Cassandra Zamparelli, brilliant and beautiful manipulator, and recent student of alchemy to further her goals. Rollin Hand and Cinnamon from the original IMF force rolled into one. But Evil.

crunch:
Cassandra Zamparelli
Female Half Elf (Chelish) Rogue (Charlatan) 3/Investigator (Infiltrator/Mastermind) 1
Medium humanoid (Half-Elf)
Init +; Senses Perception + 11
--------------------
Defense
--------------------
AC , touch , flat-footed
hp
Fort +1, Ref +7, Will +3 +2 vs Enchantment
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Ranged
Extracts Prepared:

--------------------
Statistics
--------------------
Str 10, Dex 14, Con 11, Int 16, Wis 10 , Cha 17
Base Atk +; CMB +; CMD
Feats: Skill Focus (Bluff), Deceptive, Alertness
Traits
Vengeance Was Mine You wanted someone dead, and sought out the Red Mantis to do the deed, but you couldn't find them. After months of searching, you took matters into your own hands, training and readying yourself for the act. When you finally committed yourself, the Red Mantis appeared and assisted you. When you saw the lifeless eyes of your target, dead by your own hand, you realized why you couldn't find the Red Mantis; they were watching you to see if you were worthy. You didn't know until that moment yourself, but now you have joined their ranks. You gain a +2 trait bonus on attack rolls you make during the surprise round.

Convincing Liar

Skills

Bluff 16 (3+4+3+3+2+1)
Diplomacy 10 (3+4+3)
Disable Device 9 (2+4+3)
Disguise 12 (3+4+3+2)
Escape Artist 8 (2+3+3)
Intimidate 9 (3+3+3)
Knowledge (local) 10 (3+4+3)
Linguistics 10 (3+4+3)
Perception 11 (0+4+3+2+2)
Sense Motive 9 (0+4+3+2)
Sleight of Hand 9 (2+4+3)
Stealth 9 (2+4+3)
Languages: Common, Elven, Dwarven, Draconic, Tian, Infernal, Celestial, Orcish, Galtan, Rahadoumi, Kelish, Skald, Irrisenian
SQ
Combat Gear
Other Gear
-------------------
Racial Abilities
-------------------
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes. (Rogue and Investigator)

--------------------
Special Abilities
--------------------
Master of Disguise (Ex): At 1st level, an infiltrator can use disguise with great results. When disguising himself as a different gender, race, age category, or size category, an infiltrator reduces the penalties for each by –2. For example, if the infiltrator disguises himself as a female two age categories older than himself, he would take a –2 to the check instead of a –6. Also, an infiltrator can disguise himself with 1d3 minutes of work (instead of the normal 1d3 × 10 minutes of work). This ability replaces trapfinding.

Mastermind's Inspiration (Ex): A mastermind can use inspiration on any Diplomacy, Intimidate, Knowledge, or skill checks without spending a use of inspiration. This ability alters inspiration.
A Quiet Word (Ex): A mastermind's reputation precedes him. At 1st level, once per day a mastermind can spend 10 minutes preparing an ally to make a single Diplomacy or Intimidatecheck (mastermind's choice when preparing the ally) within the next 24-hour period at the mastermind's behest. This skill check uses the mastermind's skill ranks instead of the ally's. The mastermind's affected ally still uses its own ability bonus for the check.
Furthermore, when a mastermind uses this ability, he can expend one use of inspiration to give the ally use of the inspiration die when making the check.
Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft(alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled bydispel magic and similar effects, using the investigator's level as the caster level.
An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on the table above. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.
An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Sneak Attack: 2d6
Natural Born Liar (Ex): At 1st level, when a charlatan successfully deceives a creature with a Bluff, that creature takes a ¬–2 penalty on the charlatan's Bluff checks for the next 24 hours. This ability does not stack with itself. This ability replaces trapfinding.
Grand Hoax (Ex): At 3rd level, the charlatan begins to master the art of the grand hoax and learns to create deceptions designed to bestow harm upon her foes. She gains the rumormonger advanced talent, even though she is not yet 10th level. This ability takes the place of trap sense.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talent:
Guileful Polyglot

Formulae Known:
1: Cure Light Wounds, Disguise Self, See Alignment, Blend, Comprehend Languages

She's good at infiltrating targets, sowing dissension, and retrieving information.


Pertreeko wrote:

I can vouch for Digger Chandler's writing style, I was in the same campaign on these boards with him before when we played a Shattered Star run before the DM left. Shalee was a real fun character to play with.

**excerpt from one of Pertreeko's adventures while leveling up to 4**

** spoiler omitted **

Mark! Good to see you! (DM, this guy's the good stuff, too). It's so funny we're both applying to this ...this character is like an evil Shalee, hahahaha!


I'm thinking a Chelish prodigy ...brilliant at intrigues from a very young and precocious age, disturbing, really. Blends in, makes friends, learns about her targets before laying waste to them. In Cheliax it became a bit too obvious that she was going to run into certain limitations based on her age and the fact that there's only so important a noble you can murder without any sort of repercussion. So she left the court as a teenager to pursue her true passion: assassination, be it character or lethal.

I see her as a cheerleader or Disney princess who just happens to be a brilliant, evil mind. Rogue/Charlatan and Investigator/Infiltrator/Mastermind.


Actually a Slayer Cleaner would be interesting ...a real Winston Wolf, heh.


Thinking of an Investigator/Mastermind and Swashbuckler/Infiltrator combination. A sort of nihilist adept at social blending and manipulation.


It lacks the perception and disable device bonuses, so I thought it wasn't so munchkin-y. Kept going back and forth ...as shown by me forgetting to write the archetype in the crunch, but having the bonuses. I'm down for any kind of rp. It's why I do this.


Akbar Crunch:
Akbar Contanti AKA Basil Stoneholler

Rogue 2
CN Male Medium Humanoid (Halfling)
Init +3; Perception +7/8
--------------------
Defense
AC 17 (13 touch, 14 ff)
hp 15
Fort +2, Ref +7, Will +2 (+2 vs Fear)
--------------------
Offense
Speed. 20 Ft
Melee: Dagger, mwk +6 (1d3)
Melee: Dagger, other +5 (1d3)
Melee: Morningstar +2 (1d6)
Ranged: Shortbow +5 (1d4)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 12, Int 10, Wis 12, Cha 17
Base Atk +1; CMB 0; CMD 13
Feats: Weapon Finesse
Traits: Trap Finder, Successful Shirker
Skills:

Acrobatics 8 (3+2+3)
Appraise 5 (0+2+3)
Bluff 10 (13 vs. lawful authority) (3+2+3+2)
Diplomacy 8 (11 vs. lawful authority) (3+2+3)
Disable Device 10 (3+2+3+2)
Escape Artist 8 (3+2+3)
Perception 8 (1+2+3+2)
Sleight of Hand 10 (15 to conceal a weapon) (3+2+3+2)
Stealth 13 (3+2+3+4+1)

Languages: Common, Halfling

--------------------
Racial Abilities
--------------------
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Shiftless: Halflings have a reputation for larceny and guile—and sometimes it's well deserved. Halflings with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them. This racial trait replaces sure-footed.
--------------------
Class Abilities
--------------------
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Hidden Blade
A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.
This ability replaces trapfinding.
Sneak Stab (Ex)
A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attackdamage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.
This ability is identical in all other ways to sneak attack, and supplements that ability.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents:
Underhanded (Ex)
Benefit: A rogue with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if she makes a sneak attackduring the surprise round using a concealed weapon that her opponent didn’t know about, she does not have to roll sneak attack damage, and the sneak attackdeals maximum damage. A rogue can only use the underhanded talent a number of times per day equal to her Charisma modifier (minimum 0).

Equipment:
mwk dagger
mwk chain shirt
punching dagger
morningstar
shortbow
40 arrows
alchemical silver dagger
cold iron dagger
2 regular daggers
mwk thieves tools
50' rope
mwk backpack
caltrops
ear trumpet
10 sheets glue paper
mirror
powder
2 wrist sheaths
alchemical grease
2x vermin repellent
tanglefoot bag

How's he looking, boss?

1 to 50 of 573 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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