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Aldern Foxglove

Digger Chandler's page

509 posts. Alias of joerice.


1 to 50 of 509 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

M Human (multi-ethnic) Rogue Charlatan 6

Hey hey hey! Time to roll my character up. Sorry I didn't yet; I'm just recovering from some nasty cough thing.

A verdant sorcerer!

I'd love to join. I'll get a character together tonight or tomorrow.

Oooh. I've wanted to play this one ...can I apply to more than one of your games?

I'd love to play. I'll get a character up tomorrow?

OK, I'm paper crunching a celebrity bard ...always wanted to try it.

I'd love to play ...I'll get a character together.

Classes and Levels: Rogue 5 Monk 20
Character Race: Human
Archetypes Used: Charlatan and Martial Artist
Expected Party Roll: Frontline Fighter with "face" skills

M Human (multi-ethnic) Rogue Charlatan 6

Kalim is leveled. More spells per day, and now he can Enervate 4 times a day. Charisma went up one, BAB and Will, as well.

So I've been pouring through, trying to come up with a good cleric concept. I'll be playing a worshipper of Thisamet, the Empyreal Lord of feasts and celebrations. A freedom-loving, hard-partying Andoran.

I'd love to get in on this, in the lower tier. Looks like a healer could be useful, right?

M Human (multi-ethnic) Rogue Charlatan 6

Ohhhhhhh! OK, I get it now. Sorry!

M Human (multi-ethnic) Rogue Charlatan 6

Ooops, just read your previous question. So having 2 in that skill doesn't do anything for me? Four in Presence and 2 skill levels is the same roll as three in presence and 2 skill levels?

M Human (multi-ethnic) Rogue Charlatan 6

Presence of 4 means GGG, I thought.

M Human (multi-ethnic) Rogue Charlatan 6

Oh, I'll find one, then! Sorry!

So that edit should be ok, right?

OK, cool, gotcha.

I saw one character had two 10 point obligations that ok?

I think all that is right ...anyone see any problems? Working on the backstory of merchants that dealt in slaves and slave gear. Tok fell in love with a slavegirl and when he tried to free her his parents killed her. So he staged an accident, freed everyone he could, and escaped in the confusion.

Tok Answa
Human Smuggler (Scoundrel)
XP: 110
+10 Obligation
-30 Cunning to 3
-70 Presence to 4
-20 Skills

Brawn: 2
Cunning: 3
Presence: 4
Intellect: 2
Agility: 2
Willpower: 2

Wound Threshold: 12
Strain Threshold: 12
Ranged Defense: 0
Melee Defense: 0
Soak Value: 2

Deception - 2 GGYY
Pilot (Space) - 1 GY
Skullduggery - 1 GGY
Streetwise - 1 GGY
Charm - 2 GGGYY
Cool - 1 GGGY
Ranged Light - 1 GY
Leadership - 1 GGGY
Negotiation - 1 GGGY

Obligation: Betrayal (+10)
Motivation: Emancipation

Heavy Clothing {Boots, Shirt, Jacket}
Blaster Pistol
50 credits

Good point. Not that I didn't want to pilot, but both of us having one rank will be fine whatever Spaz does. Streetwise it is. Oh, how I love playing faces!

I guess I'm asking if Spaz is planning on being our pilot or should I do it.

Cool, thanks. I went straight for the character creation chapter. I'm almost done ...trying to decide whether to up Pilot (space) or Streetwise to 2. So far he's a human smuggler/scoundrel. Sort of a con man abolitionist (to tie into 5 and Rae).

Did I miss the explanation of what the BGY stuff is?

Checking in. Book arrived today. Will dive in tomorrow.

Haven't seen the book yet but I could play whatever. I love faces, but till I get back to Brooklyn I'll not really know what I'm up to.


Just ordered the book.

I'd be into that too. I've heard good things about this system.

No srd, right?

All these groups could be good.

Good luck, folks. Many interesting characters up.

Haha ...these are some cool submissions.

I'll say upfront he doesn't have any healing, unfortunately. Khepri has chosen him as a weapon.

Solar is pretty elemental ...

@Gii heh, this avatar will not be my character's ...this is confusing!

I'll be submitting an Oracle of Khepri, using the solar mystery, which seems just too perfect for this campaign to pass up.

OK, I gotcha. I forgot how many of the others are like that. Maybe some of the northerners came together? Or some of that ancestry was wayyyyy far back?

I mean I guess we could just meet in the traditional bar (where bad relationships and adventuring groups start, heh), but it'd be nice if we worked together some, too.

@Taco, I see what you mean. But I think we can be creative ...not everyone need pick that trait. My guy's from further south, coming to investigate the weird weather.

Appearance and Personality:
Frang is a pale Kellid man standing at an even six feet. More lithe than bulky, his frame is almost thin. He is not particularly bad or good looking, and his resting face shows no expression out of his ice-blue eyes. His jet-black hair is usually kept close for utilitarian purposes (long hair is easier to grab). His calm expression makes him hard to read most times, but when he wants to get his point across, he will.

He dresses in black leathers. Emblazoned on his tunic is the white skull-moon of Groetus. His sickle hangs at his side, his bow at the others, while other weapons are less conspicuous. He is determined to lay waste to any who would circumvent his God's mission by choosing their own apocalypse. To that end, he sometimes takes on a "character" to more or less go undercover and investigate more.

He's gotten a bit too good at mimicking insanity, though ...if he's mimicking anymore.

There we go! Been wanting to play this AP forever, so I hope you give Frang a chance!

Frang Vulfmann doesn't talk about his past much, but I know the scoop. He was born somewhere in Numeria, but far enough from Alkenstar that the Shield Marshalls were about as real to him as the gods, which is to say, not very real. It's said he had a slew of brothers and sisters, but I can't say as I know much about 'em. Maybe that's best. Well, somethin happened, that's for sure, over in Numeria, and the Vulfmann family got the eff out pronto. They headed over to Ustalav, where Papa Vulfmann had kin. Things didn't go that good there, either. Once, while he was in his cups, I heard Frang say, "In Numeria death was just as natural as life. Folks died, but such a thing is not new. Ustalav was different. Death came from men, men and undead."

The Vulfmann family didn't spend a whole lot of happy times in Ustalav, or anywhere, fer that matter. One a them crazy cults took an interest in the Numerian family. Some of the younger kids started helpin out in the temple and such as for extra food. Then they stopped comin home. Frang was the eldest, and workin at the house because of such. When he went to go fetch the rest of his litter, well, it weren't pretty.

Suffice to say, standin in the visera and fluids of his family didn't do much for Frang's mood.

But at least he found the Lord that day.

See, the Lord spoke to Frang that day. "ALL THINGS END," He said. "WHEN I END THEM." The Good Lord Groetus, it seems, ain't to fond of mortals tryin to bring on the end for their own grubby reasons. And his priests, well, they weren't always that ...useful, you know, fer real work. They could rarely cleanse themselves, much less the world. So the Lord knew what he had here in Frang. This weren't no street-beggar nor spasming prophet. This was a weapon.

Since then, well, he's been travelin. When he hears of some s+&&-ass cult gonna try to end it all again, he makes his way there and does what he's gotta. Lately, been talk about an unnatural winter. Frang prayed and prayed, fer he'd been hearin awful things about a Rough Beast cult down south, and he didn't know what he should do.

The Good Lord Groetus gave him a powerful sight that night, in his dreams. Cold, cold, cold. The cold of death, of oblivion, of the Void. But also the cold of northern witches, playin at heretics, thinkin Groetus' might be their own to take.

He left for the north the very next day.

Crunch for the Inquisitor:
Male Human Inquisitor of Groetus 1
CN Medium Humanoid (Human)
Init +2; Perception +3
AC 15/12 t/13 ff
hp 9
Fort +3, Ref +2, Will +5
BAB + 0
Speed 30 ft.
Melee: Dagger +0 (1d4) 19–20/×2 s, p
Melee: Sickle +0 (1d6), trip s
Melee: Morningstar +0 (1d8) b, p
Ranged: Longbow +2 (+3 w/in 30 feet) 1d8 (+1 w'in 30 feet)
Str 10, Dex 15, Con 13, Int 13, Wis 17, Cha 10
Base Atk +0; CMB+0 ; CMD +12
Feats: Point Blank Shot, Precise Shot
Traits: Restless Wayfarer, Secret Knowledge

Bluff 7 (3+1+3), Diplomacy 5 (1+1+3), Heal 7 (3+1+3), Intimidate 8 (3+1+3+1), Knowledge (Local) 6 (1+1+3+1) Perception 7 (3+1+3), Sense Motive 8 (3+1+3+1), Stealth 6 (2+1+3), Survival 7 (3+1+3)

Languages: Taldane, Draconic, Sylvan
Class Abilities, Spells and Special Abilities

[spoiler=Judgement (su)]Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus onconcentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Heresy Inquisition:
Heresy Inquisition
Often it is hard to tell heretics from the faithful. You use duplicity, stealth, and the heretics’ own arguments to root them out and bring them to justice.
Granted Powers:

Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.
Blessed Infiltration (Ex): At 4th level, when you make a Bluff, Diplomacy, or Stealth check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.
Word of Anathema (Sp): At 8th level, once per day, you can speak a word of anathema against a single creature within 60 feet (Will negates). This acts as bestow curse and lasts for 1 minute, giving the target a –4 penalty on attack rolls, saves, ability checks, and skill checks.


Spells Known
0: Bleed, Daze, Disrupt Undead, Stabilize
1 (2/day): Disguise Self, Interrogation


Studded leather
Inquisitor's Kit

OK, sorry this took so long, as I was traveling. But I'm statting up my Inquisitor of Groetus now (at least I got to play the fluff out in my head plenty of times, revising until it seemed most suited).

I'd definitely be interested!

Aha! I've got it. I'll be submitting an Inquisitor of Groetus; nobody gets to end the world but the Lord of Ends. Crunch to come soon.

Oooh! I'm so on this. I poat daily and can do so often. Now: who to play ...

I could have a first level sorcerer ready.

Thinking an Arcane Archer.

Definitely interested. Will let my ideas fight it out in my head before choosing one.

I'd be in. Collaboration is one of the best ways to create.

Sorry for splitting this up, but I'm stuck using my phone to type this up. Anyway ...

Jannic is a charmer. He's so upfront about his failings sometimes you can't help but look past them. Deep down, he's incredibly unsatisfied with his "medium" life. Stuck but confortable, Jannic is actually biding his time, whether he knows it or not. There has to be something more to life than ...just this.

That said, he's quick to find the humor in a situation, if only as a reflex reaction to his deep ennui. He serves as a bartender at times, coasting on his charm and family reputation. He's friendly to most, sometimes even genuinely.

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