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Aldern Foxglove

Digger Chandler's page

478 posts. Alias of joerice.


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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!


Background:
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
--------------------
Defense
--------------------
AC 15/12 t/13 ff
hp 9
Fort +3, Ref +2, Will +5
--------------------
Offense
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)
RTA:
--------------------
Statistics
--------------------
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

--------------------
Skills:
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:

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

--------------------
EQUIPMENT:

Studded leather
Longbow
Inquisitor's Kit
Dagger
Dagger
Sickle
Morningstar


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 ...

Personality:
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.


Jannic's appearance:
Jannic has always had angular, almost delicate features. Lobg and far leaner than most beefy Ulfen, Jannic had to learn to move fast when the stronger kids started throwing punches. Often these punches were in retaliation for some supposed hanky panky with the puncher's favorite girl. His hair is a rich brown, worn long as is in fashion. His beard is ...perhaps more precisely trimmed, but his near ice blue eyes get most of the attention. Jannic normally wears utilitarian, easy clothes designed for comfort. Though the opulence of Jarls catches his eye, he relates it too much with their privilege to want to emulate it.


I'll get the crunch up soon, but it's on paper at least. But here's that delicious fluff.

Backstory:
Jannic Lyykeman was the son of a brewer who was the son of a brewer who was the son of a brewer ...you get the idea. At one point in the village's history, Jannic's grandfather and namesake developed an ale recipe that the Jarls so loved they made him a karl. Jannic's father learned the family trade and enjoyed a free life his own father had only recently acquired. He worked hard, enjoyed his time off, and even married one of the town's prettiest girls. From this union our Jannic was born. From an early age Jannic was concerned in his own way with the class system. He was free ...but others were more free. Unlike his father or grandfather he thought not to simply be thankful for not being a thrall, he wondered what it was that made the Jarls so special.

It wasn't their minds, that much he was sure. As Jannic developed he became aware he was more intelligent than most all those mush-headed fops. It further darkened his perception of the class system. Why were fools given such license to rule? His father discouraged such thoughts ...with emphasis. Jannic swallowed his anger and learned what he could. He found himself adept at languages, picking up both the elven and dwarven tongues, and more recently Taldane. Jannic tells few people he thinks about leaving. He has a good life as a brewer laid out for him. But something isn't sitting right.


I can't resist it ...definitely a rogue.


May as well roll to get the mind sparking.

2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (2, 3) + 6 = 11

Hot damn! I've got some spicy ideas ...


Highly interested! I'm in a campaign in Ulfen lands, but I play a foreigner. Been really wanting to dig deeper in. RP heavy games are my favorites. I'm put of town visiting a buddy but I'll get my full submission up soon.


Extremely interested.


So I'm on my summer vacation and I thirst for gaming. Any other Brooklyn folks interested? Could meet at a bar and just enjoy some Pathfinder.


M Human (multi-ethnic) Rogue Charlatan 6

Wow! I somehow didn't get a new notification till today ...sorry, guys!


VERY interested. Thinking of options now.


I'll arrange Zheena when I get back from brunch. I'm actually super excited to see this large a party with thought-out characters in action.


Zheena backstory:
Zheena was born to Mwangi-descended parents after they immigrated to the metropolitan city of Absalom. They worked hard to make sure she could have more options than they had ever dreamed of for themselves. Their devotion to her ran into its first obstacle when it became clear that her childhood desire to be an artist when she grew up was not going away. It took them a bit to get used to it, but, as a 15-year old Zheena once told them, "You came here to give me more choices. Wouldn't it be counterproductive to now limit them?"

Begrudgingly, they continued to buy her art supplies as she sketched all day, it seemed. Soon enough her talent began to shine through, and the initial reservations her parents had vanished. Neither parent had ever had enough time for any specific deity's worship, not out of lack of belief or spirituality, just out of sheer lack of time. So, at first, neither did Zheena. But one day as she was walking the city, looking for things to sketch, she came upon the temple district. Many of the temples were ...stodgy, ugly, too utilitarian. Or evil, there were some that were obviously too evil. But Shelyn? Now this was a goddess she could worship.

She began taking art lessons at the temple and made sure to pay attention to what the clergy did other than art, too. Healing, protection, love ...all these seemed to be extensions of the artistic dedication and admiration of true beauty. She threw herself into the church full-throttle.

But now her initial training is complete. She was given a choice as one of the priestesses of the temple in Absalom, or to go out into the world as a missionary. Between that which she had known all her life and the unlimited possibilities of an even greater world around her, she chose the missionary work.

She arrives in town ready to spread the gospels of love, beauty, and art, but if anyone would work against the freedom to do these things, she is more than ready to take up her glaive as Shelyn herself has, and protect that which she believes.


@jimi yes ...been posting from phone but will be at a desktop momentarily.


And here she is, a beautiful Mwangi-derived artist from Absalom.

Zheena Marid:
Zheena Marid
Female (Mwangi) (Cleric of Shelyn 1 (Air/Cloud and Charm/Love Domains)
NG Medium Humanoid (Human)
Init +0 ; Perception + 2
--------------------
Defense
--------------------
AC 16
hp 10
Fort +3, Ref +0, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
BAB+0
Melee: Glaive +2 (1d10+3), reach
Melee: Morningstar +2 (1d8+2)

--------------------
Statistics
--------------------
Str 14, Dex 10, Con 13, Int 10, Wis 15 , Cha 16
Base Atk +0; CMB +; CMD
Feats : Skill Focus (Diplomacy), Extra Channel
Traits: Outlander/Missionary You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. Cure Light Wounds, Sun Metal, Summon Monster I
Simple Disciple (Craft Drawing)

Skills: Craft (Drawing) 5 (0+1+3+1), Diplomacy 10 (3+1+3+3), Heal 6 (2+1+3), Knowledge (religion) 5 (0+1+3+1)

Languages: Common
--------------------
Spells and Special Abilities
--------------------
Channel Energy (Su) 8/1d6
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.

Domain Abilities:

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity 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.

Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

Domain Spells: 1st: obscuring mist, Charm Person

Cleric Spells a Day:
0 (3): Stabilize, Enhanced Diplomacy, Guidance
1 (2+1): Summon Monster I, Sun Metal, Charm Person

EQUIPMENT:
glaive
Chainmail Armor
morningstar
drawing set
silver holy symbol of Shelyn


Rolling up a Cleric of Shelyn for all your healing and buffing needs.


I went with a rogue, J. Kaba, instead of the gunslinger. Had a cooler concept.


How do you feel about gunslingers?


Definitely in! Will post a character when I get home from work.


M Human (multi-ethnic) Rogue Charlatan 6

Digger nods and leaves.


M Human (multi-ethnic) Rogue Charlatan 6

He has a very particular set of skills ...most being his mouth.


M Human (multi-ethnic) Rogue Charlatan 6

Know Local: 1d20 + 11 ⇒ (19) + 11 = 30


M Human (multi-ethnic) Rogue Charlatan 6

"Hmmmmm. The forewoman must have done it. I'm not a magic expert sadly. Perhaps we should contact one?"


GAAAHHHHH! I just wrote the best intro I've written in ages and my computer dies. Oh, well. Not one of the listed races anyway. Enjoy, guys!


Caveat ...as was pointed out, I'm aware that Aasimar is not on the list. I'm submitting my girl here anyway, because once the idea of her got in my brain there wasn't much I could do but roll her up.

Wawindaji Kaba
Female Azata-Blooded Mwangi Aasimar Gunslinger (Mysterious Stranger)2 /Lunar Oracle 1:

Medium Outsider (Native)/Humanoid (Human)
Init +3; Perception +7
--------------------
Defense
--------------------
AC 18
hp 21
Fort +4, Ref +6, Will + 3
--------------------
Offense
--------------------
Speed 20
BAB+2
Melee: Guisarme +3 (2d4+1)x3, reach
Melee: Dagger +3 (1d4+1)19/20x2
Ranged: Dagger +5 (1d4+1) 19/20x2
Ranged: Pepperbox Rifle +5 (1d10+3) x4
--------------------
Statistics
--------------------
Str 12, Dex 16 , Con 13, Int 13, Wis 13 , Cha 16

Base Atk +2; CMB +; CMD
Feats : Boon Companion, Point Blank Shot
Traits: Larger than Life, Celestial Tracker

Skills:
Bluff 7 (3+1+3), Handle Animal 8 (3+2+3), Intimidate 17/19 (3+3+3+4+4(with gun))+2 with halo vs evil, Perception 7 (1+3+3), Ride 8 (3+2+3), Sleight of Hand 7 (3+1+3), Survival 7 (1+2+3+1), Sense Motive 7 (1+3+3), Knowledge Nature 5 (1+1+3),

Languages: Common, Polyglot
--------------------

Racial Traits
Defense Racial Traits
• Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
• Skilled: Azata-blooded Aasimar have a +2 racial bonus on Diplomacy and Perform checks.
• You gain a +4 racial bonus on Intimidate checks made to demoralize foes.

• Halo Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.
Class Abilities
Gun Training I
Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well.
Grit (Ex)
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Charisma modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming acritical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.
Deeds
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Focused Aim (Ex) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack.

Oracle's Curse: Lame
Source Advanced Player's Guide
Effect
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
At 5th level, you are immune to the fatigued condition (but not exhaustion).
At 10th level, your speed is never reduced by armor.
At 15th level, you are immune to the exhausted condition.
Revelations:
Primal Companion (Ex): You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid's animal companion, using your oracle level as your effective druid level. (Jatembe the Wolf)

Spells Known:
0: Stabilize, Enhanced Diplomacy, Guidance, Detect Poison
1: Cure Light Wounds, Deadeye's Lore
--------------------

EQUIPMENT:
gp
+ 1 Horse/pony or Riding dog
+ 1 Cow boy/girl hat
+ 1 pair of boots
+ 1 x 10gp Cow-boy/girl clothing [No nude PCs thank you]
+ 1 Advanced fire arm rifle
+ 1 Gunslinger kit.
+ rations for 3 days
+ 1 Water canteen
+ Saddle + 2x bags
Kikko Armor
Hanbo
5 daggers
Guisarme

25gp


money: 5d10 ⇒ (4, 5, 3, 3, 10) = 25


Damn, it's not listed, you're right. Hrrrm. COULD work as something else ...


HP rolls: 1d10 + 1d8 ⇒ (4) + (4) = 8


My stats are going to an Azata-blooded Aasimar of Mwangi extraction, with a level of Oracle in there, too.


Above average man!


3d6 ⇒ (1, 1, 6) = 8
3d6 ⇒ (4, 3, 6) = 13
3d6 ⇒ (4, 4, 6) = 14
3d6 ⇒ (1, 4, 6) = 11
3d6 ⇒ (6, 3, 4) = 13
3d6 ⇒ (5, 5, 3) = 13
3d6 ⇒ (2, 4, 6) = 12
3d6 ⇒ (6, 3, 5) = 14


M Human (multi-ethnic) Rogue Charlatan 6

Digger ponders if he knows any particularly good street vendors nearby. know local: 1d20 + 11 ⇒ (3) + 11 = 14


Definitely interested ...three or four of my games died recently.

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