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Aldern Foxglove

Digger Chandler's page

464 posts. Alias of joerice.


1 to 50 of 464 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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.

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.

Jannic Lyykeman was the son of a brewer who was the son of a brewer who was the son of a brewer 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
AC 16
hp 10
Fort +3, Ref +0, Will +3
Speed 30 ft.
Melee: Glaive +2 (1d10+3), reach
Melee: Morningstar +2 (1d8+2)

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

Chainmail Armor
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 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
AC 18
hp 21
Fort +4, Ref +6, Will + 3
Speed 20
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
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

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.
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
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.
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

+ 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
5 daggers


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.

M Human (multi-ethnic) Rogue Charlatan 6

will: 1d20 + 3 ⇒ (14) + 3 = 17

M Human (multi-ethnic) Rogue Charlatan 6

The hell is up with Jake?

"I might be new at this, but it's awfully convenient that you don't have to answer more questions. We're charged with protecting this city ...including your apparently-interesting rocks."intim: 1d20 + 13 ⇒ (12) + 13 = 25

M Human (multi-ethnic) Rogue Charlatan 6

"We're not done. You know where our orders came from ...I don't think His Grace would be keen on us leaving like this."bluff: 1d20 + 21 ⇒ (12) + 21 = 33

M Human (multi-ethnic) Rogue Charlatan 6

init: 1d20 + 2 ⇒ (18) + 2 = 20

M Human (multi-ethnic) Rogue Charlatan 6

"Are you aware of the recent attack on one of your carts?"

M Human (multi-ethnic) Rogue Charlatan 6

"So, do you usually ship by cart?"

M Human (multi-ethnic) Rogue Charlatan 6

Cool, thanks.

M Human (multi-ethnic) Rogue Charlatan 6

What am I supposed to be asking about? Sorry ...mind is blank.

M Human (multi-ethnic) Rogue Charlatan 6

I could always have Linus create horrible plot developments!

M Human (multi-ethnic) Rogue Charlatan 6

"OK. So. This is just for my records, what exactly is going on here?"

M Human (multi-ethnic) Rogue Charlatan 6

"Pardon me, ma'am. I'm a, well, rather new to this guard thing and I'd way rather talk to another woman now if it's possible?"bluff: 1d20 + 21 ⇒ (17) + 21 = 38

M Human (multi-ethnic) Rogue Charlatan 6

Digger looks for a bosstype.

HP: 1d8 ⇒ 8
HP: 1d8 ⇒ 6
HP: 1d8 ⇒ 1

M Human (multi-ethnic) Rogue Charlatan 6

[Ooc] I'll help! [/b]

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