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Aldern Foxglove

Digger Chandler's page

680 posts. Alias of joerice.


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I got "Tucco" as a surname from this: https://www.dungeonetics.com/pfnames/chelaxian.html


Ah, that's perfect! Nice. Perhaps she had to stay because she's younger and the parents need her to work ...

Any thoughts on ethnicity/surname stuff?


Here's her stat block, working on some background stuff now. Lekkric, they could also be cousins or not even related ...whatever works best.

NAME NOT DECIDED:
NAME
Female Azata-Touched Scion of Humanity Aasimar Rogue (Guerrilla) 1
CG Humanoid (Human)/Outsider (Native)
Init +3; Perception + 7
--------------------
Defense
--------------------
AC 17 (13 touch, 14 ff)
hp 10
Fort +1, Ref +5, Will + 1
acid resistance 5, cold resistance 5, and electricity resistance 5
--------------------
Offense
--------------------
BAB: +0
Speed 30 ft.
Melee: Rapier +3 (1d6)18-19 p
Melee: Dagger +3 (1d4)19/20 s,p
Melee: Morningstar +0 (1d8) b,p
Ranged: Dagger +0 (1d4)19/20
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 14, Wis 13, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats: Alertness
Traits: Fast Talker, Historian of the Rebellion
Skills:
Acrobatics 7 (3+1+3)
Bluff 10 (4+1+3+1+1)
Diplomacy 8 (4+1+3)
Disable Device 7 (3+1+3)
Disguise 8 (4+1+3)
Intimidate 8 (4+1+3)
Knowledge Local 6 (2+1+3)
Perception 7 (1+1+3+2)
Sense Motive 9 (1+1+3+2+2)
Stealth 8 (3+1+3+1)

Background Skills:
Linguistics 8 (2+1+3+2)
Sleight of Hand 7 (3+1+3)

Languages: Common, Elvish, Draconic, Celestial, Infernal

Racial Features:
Defense Racial Traits
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Magical Racial Traits
Spell-Like Ability (Sp): Azata-Touched Aasimars can use Glitterdust once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Scion of Humanity Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for humanwithout using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Class Abilities:
Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. 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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Skilled Liar (Ex)
Whenever a guerrilla uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1). A guerrilla can still use Disable Device to disarm magic traps.
This ability replaces trapfinding.
Equipment:

chain shirt
rapier
alch silver dag
cold iron dag
morningstar
rogue's kit
2xspringloaded wrist sheaths
2xcaltrops
grooming kit
scrivener's kit
21 gp


I was thinking similarly, though I'd pictured her as a native of the town. She's a scion of humanity, so she's less obvious-looking than most Aasimars. She's a sneaky/bluffy type, down for sabotaging or destroying deviltry that enslaves sapients.


@Lekkric - going with Azata-blooded too ...perhaps siblings?


Gonna go with an Unchained Rogue (Guerrilla). That and Agitator both seem perfect for this game, but Agitator mostly duplicates bard abilities, and it seems we'll have no shortage of those. Next to more finely define this character.


Oh heck yes!


I think that's a good decision. I wasn't going to take a template, and when I looked through them Advanced seemed too much.


Hey, I was looking through the templates ...could we use Advanced?


Leaning towards a Void Wizard ...those stats made me think of something complex but why not have a wizard that isn't a glass cannon?


favored: 1d3 + 15 ⇒ (3) + 15 = 18
favored: 1d3 + 15 ⇒ (2) + 15 = 17
favored: 1d3 + 15 ⇒ (2) + 15 = 17
not: 1d8 + 8 ⇒ (4) + 8 = 12
not: 1d8 + 8 ⇒ (3) + 8 = 11
not: 1d8 + 8 ⇒ (7) + 8 = 15
favored: 1d3 + 15 ⇒ (3) + 15 = 18
favored: 1d3 + 15 ⇒ (2) + 15 = 17
favored: 1d3 + 15 ⇒ (2) + 15 = 17
not: 1d8 + 8 ⇒ (7) + 8 = 15
not: 1d8 + 8 ⇒ (5) + 8 = 13
not: 1d8 + 8 ⇒ (7) + 8 = 15

Um, yup, that second one will do nicely. 18, 17, 17, 15, 13, 15

Like someone said above, I could do just about anything with that! Now to decide what ...


1. Hell's Rebels
2. M&M


Is the drawback mandatory or only if you want 3 traits?


M Human (multi-ethnic) Rogue Charlatan 6

"Yes! Hello!" said a man, just a man. Nothing to ponder. "Friend Computer, what will you have of this tool who is me?"

Trap's avatar will be a thing tomorrow.


Got him down on paper. I'll put up here tonight or tomorrow.


Or relentless investigator ...that is closer to what I'm thinking.


Been pondering concepts that would fit well with a fantasy spec-ops team. Lots of cool possibilities. But a Ruthless Agent Investigator ... that's where I'm leaning.


I'm fascinated. This has an interesting structure and theme but plenty of freedom.


I keep hearing that stupid intro from Mtv's Real World.

Find out what happens when royals no one wants are forced to be real.


Digger Chandler wrote:

I'll equip him tomorrow and make an alias if chosen.

** spoiler omitted **...

Switch Unintentional Linguist with Self Taught Scholar and all should be well.


Best of luck! And I'm glad I'm not the one deciding ...


I've rarely played lawful characters ...this would be a fun stretch. Like a hardcore racist Nail order ...or a creepy Gate ...so many possibilities ...


I'm ready!


Lai Yiu-Fai comes from Ba-Xi, a large, sprawling nation of beautiful summers and short winters. Lawful Evil, patriarchal dynasty. Totalitarian, with open devil-worship the dominant faith for those that believe anything. He's a black sheep twice over, gay in a patriarchy and a fascination with the Elder Gods and apocalypsia and cults. The family was more than happy to ship him off for whatever obscure task these foreigners are talking about.

Did the equipment today, so here's a more complete crunch.

Lai:
Lai Yiu-fai
Male Human Oracle (Dark Tapestry, Haunted Curse) 1
CN Medium Humanoid (human)
Init +2; Senses; Perception +0
--------------------
DEFENSE
--------------------
AC 20 touch 12 flat-footed 16
HP 10
Fort +2, Ref +2, Will +2
--------------------
OFFENSE
--------------------
Speed 30 ft. (20 ft. Armored)
Melee: Alchemical Silver Dagger -1 (1d4-1)19/20, s/p
Ranged: Heavy Crossbow +2 (1d10)19/20
--------------------
STATISTICS
--------------------
Str 8, Dex 14, Con 14, Int 15, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 11
Feats:
Persuasive, Skill Focus (Bluff)
Traits: Unintentional Linguist, Extremely Fashionable
Skills:
Bluff 11/12 (4+1+3+3+1 if in finery)
Diplomacy 10/11 (4+1+3+2+1)
Intimidate 10/11 (4+1+3+2+1)
Knowledge Arcana 6 (2+1+3)
Knowledge Planar 6 (2+1+3)
Knowledge Religion 6 (2+1+3)
Sense Motive 4 (0+1+3)
Stealth 6 (2+1+3)
Background Skills:
Linguistics 7 (2+1+3)+1
Lore (Apocalypse Cults/Conspiracies) 6 (2+1+3)

Languages: Common, Draconic, Elvish, Aklo, Protean
Gear:
--------------------
SPECIAL ABILITIES
--------------------
Oracle Mystery: Dark Tapestry
Revelations:
Interstellar Void (Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage for every oracle level you possess. A successful Fortitude save halves this damage. At 10th level, the interstellar void is so extreme that a creature that fails its save is fatigued. At 15th level, a creature that fail its save is exhausted and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.

Curse:
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Effect
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.

SPELLS:
0: Bleed, Detect Magic, Detect Poison, Stabilize
1 (3/day): Protection from Law, Doom

Equipment:

breastplate
clothes and jewels
oracle's kit
alchemical silver dagger
heavy crossbow
heavy wooden shield
1 potion CLW
20 crossbow bolts
30 days of a valet

5 gp


Ah, man, you can never have enough skill points.


Oooh, maybe a lockpick or some sort of thieves' tools?


GM SuperTumbler wrote:
I'd say the Model 22 is mechanically identical to the Colt. The only pistols that might need to be different in stats are smaller holdout pistols which might do less damage for a bonus to conceal them.

I'd say that's likely what Digger has.


Working out my guy's nation. Thinking it's Lawful Evil and he's Chaotic Neutral. Used to being shunned. Raised evil but curious.


I'll equip him tomorrow and make an alias if chosen.

My submission's crunch:
Lai Yiu-fai
Male Human Oracle (Dark Tapestry, Haunted Curse) 1
CN Medium Humanoid (human)
Init +2; Senses; Perception +0
--------------------
DEFENSE
--------------------
AC touch flat-footed
HP 10
Fort +2, Ref +2, Will +2
--------------------
OFFENSE
--------------------
Speed 30 ft. (20 ft. Armored)
Melee
--------------------
STATISTICS
--------------------
Str 8, Dex 14, Con 14, Int 15, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 11
Feats:
Persuasive, Skill Focus (Bluff)
Traits: Unintentional Linguist, Extremely Fashionable
Skills:
Bluff 11/12 (4+1+3+3+1 if in finery)
Diplomacy 10/11 (4+1+3+2+1)
Intimidate 10/11 (4+1+3+2+1)
Knowledge Arcana 6 (2+1+3)
Knowledge Planar 6 (2+1+3)
Knowledge Religion 6 (2+1+3)
Sense Motive 4 (0+1+3)
Stealth 6 (2+1+3)
Background Skills:
Linguistics 7 (2+1+3)+1
Lore (Apocalypse Cults/Conspiracies) 6 (2+1+3)

Languages: Common, Draconic, Elvish, Aklo, Protean
Gear:
--------------------
SPECIAL ABILITIES
--------------------
Oracle Mystery: Dark Tapestry
Revelations:
Interstellar Void (Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage for every oracle level you possess. A successful Fortitude save halves this damage. At 10th level, the interstellar void is so extreme that a creature that fails its save is fatigued. At 15th level, a creature that fail its save is exhausted and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.

Curse:
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Effect
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.

SPELLS:
0: Bleed, Detect Magic, Detect Poison, Stabilize
1 (3/day): Protection from Law, Doom


Basic idea I have is a noble seen as a black sheep for his homosexuality as much as his dabblings in apocalypse cultishness. Crunch when we're more definite.


Hahaha, yeah. You'd want a cogitator with the great detective archetype.


I'm dotting!


Some archetypes have it as well, and maybe some talents.


You'd be an Enforcer with the Combatant archetype.


"Ok, see, Mr. Dragon sir--ma'am? Sir? Sir. As I wuz sayin, obviously we didn't know this was YOUR treasure! I was just tellin Mac over here--swell guy, but he don't talk much--wasn't I just sayin how weird all this treasure with no traps or security or nothin? Boy, some jerks could just walk right in here, but, y'know, obviously now I see YOU are all the security you need so we'll just move on and help someone, uh, less fortunate."


Pretty much what I'm picturing, haha! Will have the crunch up tomorrow.


Danielle Howlett, half-Mwangi barwench who likes fine foods, fine dress, and fine weapons. Pa came over from Mwangi to ply his blacksmith trade but met a barmaid instead. She's hungry to see more of the world. A ranger with social skills! Will stat her up tomorrow.


Gonna go with a Sensitive Fixer. Guy who's come up from Brooklyn by noticing things and being able to read and manipulate people. A fast-talking conman with delusions of grandeur who is about to find a world beyond even his imagination.


Reading these classes now ...so many good temptations ...


2 people marked this as a favorite.

Autocorrect turned "dreamiest" into freakiest, because I guess it knows.


2 people marked this as a favorite.

Groetus is the freakiest! Love that deity.


I'm more interested in this than I am in oxygen right now, tbh.


I'm thinking a boxer/palooka from out of town. Works as a sailor, but the money to be made for gladiators and fighters kept him in Magnimar a bit too long. The sczarni wanted him to take a fall.


Glad to see you recruiting again, Darkwing. I'll get something together for this.


I'd be down for sure. I've made so many hyper specific characters lately it'd be fun to try something classic.


This sounds incredible. Been feasting on some pulpy goodness lately.


OK, I've got my submission mostly down on paper, just have to clean it up and post it. Basic idea: Samurai (Ronin, Sword Saint)/Magus (Eldritch Scion, Elementa: Air). Thor mixed with Toshiro Mifune.


Super interested! Now I just have to narrow down my concepts.


gold: 5d6 ⇒ (5, 4, 3, 2, 3) = 17x10=


So few campaigns make sense for a samurai, I'm going to have to roll up a sword saint. Ogami Itto without Daigoro ...

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