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EltonJ wrote:
Get your characters in by 2:30 pm MST.

The deadline is today. I think if you're quick there's still time.


Here’s my submission, I ended up limiting myself to the listed sources.

Background:
Hail and well met, I am Nimrodel. I may still be young, but I was born long ago even by the reckoning of Elves. It was the Year of the Lilly and it was a happy time for the citizens of the City of Song who had no inkling of the horror that would befall a little over a hundred and fifty years later.

My parents were the Battle mage Finarfin of the Akh'Faer and his consort Celebrían. Both fell in defense of the city in The year Of Doom although I would not learn of this until much much later. In fact my last memories of them are of the day I graduated into the upper school of Myth Drannor’s famed Incanistaeum. Father was so proud, he was certain I would follow in his steps as a battle mage to serve in the Akh'Faer. I suppose that could have happened, but evocation was never my strong suite. Mother was much more reserved, it was traditional for upper school students to be sequestered in study and it was unlikely we’d see each other for some time. I think somehow she knew that we would never meet again, for she hugged me close and didn’t want to let go even as the tears rolled down her cheek, much to my chagrin and the amusement of my peers.

I was incredibly privileged to have learned at the feet of Pyraan the Grim and Peridar Snowbrows. Perhaps you’ve never heard of them, but I’m sure you’ve heard of some of their students, such as the future Blackstaff, Khelben Arunsun, and the were-tiger archmage Tulrun. I’m afraid I was far from their best student, although I did pick up a few things here and there.

Unfortunately my studies were abruptly curtailed, my class was experimenting with the effects of spells on portals. Myth Drannor contained a great many of these, although almost all were closely guarded secrets. For my thesis I had the bright idea of testing what a slow spell would do to travel via portal. According to my theory, the greater the distance the greater the temporal shift. If you took a short hop of a hundred miles, it was a matter of adding a few minutes. If you went half half way across Faerun, the effect ought to be more pronounced perhaps up to half a day.

I believe my calculations were correct, but I hadn’t accounted for the effects of wild magic. As fate would have it, just as I was stepping through the portal, Sakaala of the Seven Rings managed to overcharge an item she was creating and the resulting magical backlash created a resonance that amplified the effect beyond my wildest dreams. When the effects of the magical travel had worn off enough for me to take stock of my surroundings, I was surprised to find myself in a dank stone complex.

I’d expected to enter the same small cave overlooking an insignificant fishing village on the sword coast I’d visited the day before. Several things stirred at my presence and I was chased through the upper part of what I now know is undermountain. I was very lucky, I ended up close to the entrance to the Yearning Portal Inn where I was rescued by a group of adventurers known as The Band of the Unicorn. I was shocked to find a city had seemingly sprouted overnight, and even more shocked to learn it was The Year of the Prince and that nearly a thousand years had passed!

Description:
If somebody was to look at me, they'd see a tall elfin thin figure wrapped in a midnight blue cloak with a deep hood, wearing a well made leather pack, out of which if they looked closely they might notice the bulge of a crossbow. If I was to take my hood off, they'd notice my plaited auburn hair, the faint bluish tinge of my skin and the curve of my ears marking me as Teu-tel-quessir. If I allowed them to get any closer they might notice the emerald green of my eyes and the freckles on my cheeks.

Build:
Nimrodel
Female elf diviner (foresight[APG]) 5 (Pathfinder RPG Advanced Player's Guide 145)
NG Medium humanoid (elf)
Init +11; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 28 (5d6+10)
Fort +3, Ref +5, Will +6; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk dagger +3 (1d4/19-20)
Ranged mwk light crossbow +4 (1d8/19-20)
Diviner Spells Prepared (CL 5th; concentration +11)
. . 3rd—clairaudience/clairvoyance, fly, haste
. . 2nd—glitterdust (DC 18), invisibility, pyrotechnics (DC 19), see invisibility, stone call[APG]
. . 1st—comprehend languages, enlarge person (DC 18), grease, mage armor, obscuring mist, silent image (DC 17)
. . 0 (at will)—detect magic, light, prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 22, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Heighten Spell, Improved Initiative, Preferred Spell (slow)[APG], Scribe Scroll, Spell Focus (transmutation)
Traits eyes and ears of the city, warrior of old
Skills Craft (alchemy) +15, Fly +11, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (planes) +14, Perception +12, Spellcraft +14 (+16 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Celestial, Common, Draconic, Elven, Gnoll, Goblin, Orc
SQ arcane bond (ring), arcane focus[ARG], elven magic, forewarned, prescience (9/day)
Combat Gear tanglefoot bag (10); Other Gear mwk dagger, mwk light crossbow, arcane bond ring, cloak of resistance +1, handy haversack, headband of vast intelligence +2, bedroll, flint and steel, ink, inkpen, main spellbook, portable alchemist's lab[APG], pot, soap, spell component pouch, trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Foresight Associated School: Divination
Forewarned 2 (Su) Can always act in surprise rounds.
Heighten Spell Increases spell level to effective level desired.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Preferred Spell (Slow) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time.
Prescience (9/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.

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Spellbook:

1: Comprehend Languages, Enlarge Person (DC 18), Grease, Mage Armor, Silent Image (DC 17)
2: Fog Cloud, Glitterdust (DC 18), Invisibility, Pyrotechnics (DC 19), Rope Trick, See Invisibility, Stone Call
3: Clairaudience/Clairvoyance, Dispel Magic, Shifting Sands (DC 20), Sleet Storm, Slow (DC 20)


I'm toying with the idea of a time mage - or at least a mage fascinated with temporal effects (slow, haste, that sort of thing). I noticed the chronomancer archetype. @Eltonj what do you think about that one, it's not in the list of sources from your first post.


Well considering this is Myth Drannor I'm thinking of a moon-elf wizard or sorcerer who naturally studied at the Incanistaeum. Of course how they ended up being sent back the best part of a thousand years later by Elminster is hopefully going to make for an interesting backstory.

I don't play full casters very often so for me it'll be a change.

A question for EltonJ, are you intending this as more of an intrigue or a smash the doors in kind of game? I'm guessing intrigue, but wanted to check!


Mmmm very interesting.


The Cat Who Dwells In The Dark wrote:

Folks, today is the final day for submissions. Recruitment will close by 9:30 PM, AST.

Thanks for giving me so many quality applications to sort through!

It's a good problem to have, doesn't make it easy though!


@Dorien I want to love puppet master Magus, but outside of some cheese tactics I'm not really sure it's mechanically sound :( I'm really curious what you had in mind.


Going to throw my hat in the ring.

An excerpt from Everett Radfcliff’s diary:

On the surface Westcrown is a law abiding place, but I’ve learned appearances can be deceiving… My father Paul Radfcliff is an art dealer of minor prominence in these parts and through him and his business partners I’ve heard countless stories of valuable cargoes that just vanished in the night, including many priceless works of art. My father’s life was turned upside down by one such audacious theft. Even art galleries of the rich and famous are not immune, although nobody will ever admit it openly.

As a devotee of Shelyn The Eternal Rose, I feel it is my duty to investigate, even if those who look into such matters tend to disappear as though they never existed. The truth must come out, the art and citizens must be protected! Besides what if the most tantalizing whispers are true and the Council of Thieves somehow survived the purges? What if it is they who in truth rule from the shadows? That would be a story for the ages!

Everett’s biography:

Borne in Westcrown a little over twenty years ago during a solar eclipse, Everett is only child from a long family of artists and art dealers. Most of Everett’s formative years were spent in Almas, his parents having fled Westcrown after a major art deal went sour with the merchandise stolen. Everett’s tutors in Almas described him as a serious yet warm hearted young man, with a flair for painting and fencing who made friends easily. So it came as no surprise when he answered Shelyn’s call. Three years ago, Everett reluctantly followed his family back to Westcrown, his father had worked hard to repay the debts and deemed it safe enough. Besides the family wanted to care for his grandparents in their twilight years.

Having grown up with the freedom of Andoran, moving to infernal Cheliax was quite the challenge for Everett. It took years but eventually he made peace with the realization that there was nothing he could do about House Thrune without getting a great many people killed. Moreover he came to realize his calling was elsewhere, the ordinary folk of Westcrown suffered and he was in a position to do something about it! Something about his new found determination rubbed off on him, and there were whispers that he was destined for greatness.

Description:

Everett is just shy of six foot and reckoned by many to be handsome with a shock of auburn hair, chocolate brown eyes and a ready smile. Unlike many of his peers at the fencing academy, Everett has a wiry build and he moves with the grace of a dancer. A keen painter, Everett is often seen sketching in a folio as he seeks inspiration for his next canvas.

Build:
Everett
Human paladin (virtuous bravo) 1 (Pathfinder Player Companion: Heroes of the High Court 12)
LG Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 shield)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +6 (1d6+4/18-20)
Special Attacks smite evil 1/day (+3 attack, +0 AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +1; CMD 15
Feats Fencing Grace[UI], Weapon Focus (rapier)
Traits conspiracy hunter, omen
Skills Craft (painting) +2, Diplomacy +7, Intimidate +8, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +5
Languages Common
SQ bravo's finesse
Other Gear chain shirt, buckler, rapier
--------------------
Special Abilities
--------------------
Bravo's Finesse (Ex) Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fencing Grace Use Dexterity on rapier damage rolls
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +0 deflection bonus to AC when used.

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I’ve not spent all of Everett's starting gold, if selected I’ll buy him a few more items.


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Dot. The doomed mission gives me an idea for a character. Will try and get something written up soon.


Clearly this campaign needs a BFG9000. Could be a mcguffin! What about quad damage power up? Oh and IDDQD...


For your consideration, hopefully I've got the build rules right. For now this is built with Spellsong.

Clarissa Amadeus:
Blindfolded and branded, I was dragged into the depths of Branderscar prison and unceremoniously thrown into a cell with the judge’s sentence still ringing in my ears. He’d been wearing one of those silly wigs and I could't stop giggling and got cuffed for my pleasure. I remember him looking down at me the way you’d look at something unpleasant you’d stepped in. He was beside himself with anger as he thundered, ”Clarissa Amadeus you have been found GUILTY of HIGH TREASON! You shall be taken from this place, to another place where you will be held. From there you will be taken to the place of execution where you shall be HUNG, DRAWN AND QUARTERED! May Mitra have mercy on your soul, although we both know that’s unlikely!”

I lay there bleeding on the cold stone floor unable to move because everything hurt, when a voice piped up from the next cell, ”Wow they seemed really upset, what the hell did you do?!” I groaned and forced myself up to a sitting position and through gritted teeth I replied, ”I made a Paladin of Mitra fall…” I coughed up some blood before adding, ”...down the stairs, he broke his neck! I thought he was a nobody, turns out he was Adam Markson, the king’s cousin.”

Of course I wasn’t about to share why, I’d done such a thing. I could scarcely believe it myself, it was amazing how far a girl would go for vengeance! The Amadeus family had once been wealthy and respected, a line of barristers going back generations. We had a terrible secret however, devil worship. I’ll probably never know how the Mitran Paladins found out, but my nightmares are haunted by the screams of my aunts and uncles as they smote them down in their righteous anger. Mother hid me under the bed as she and father waited for the inevitable. They refused to say where the last of the relics was hidden and so like the rest of the household they were put to the sword.

A single faithful retainer, Darius Smythe had escaped the slaughter and when the Mitran’s had gone, he took me away. That evening in the safe house I swore an oath, in Asmodeus’s name that I Clarissa Amadeus would have vengeance. Darius warned me to be patient, to bide my time. Years passed and I grew stronger and with the last of my family's hidden wealth I trained with the single minded goal to make Paladins Fall. Eventually I felt ready, of course I couldn’t start with a high templar, I needed a nobody.

I thought I’d found one too, I researched his habits, how he liked to pray at a particular church on the hill. It was a small matter to sneak in behind him and spread marbles upon the steep stairs that lead up to the private chapel. Then all I had to do was get him angry, I mocked his faith and invoke Asmodeus’s name in Mitra’s church and then I ran! He surged after me only to slip on the marbles before falling down the stairs in a heap. I’d have gotten away with it too if he’d been nobody. But he wasn’t just some schmuck, they turned the whole town upside down searching for me and now I’m royally f***ed!

Appearance and personality:

Tall, slim with raven hair, Clarissa looks stunning and she knows it, a real femme fatale. She’s utterly ruthless and enjoys mocking her enemies, subtly undermining them before moving in for the kill where she tries to dominate them.

She’s no fan of the king but her real beef is with the church of Mitra which she hates with an unhealthy passion.

Build:

Clarissa Amadeus
Female human bard (court bard) 2 (Pathfinder RPG Advanced Player's Guide 81)
LE Medium humanoid (human)
Init +0; Senses Perception +4
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 15 (2d8+2)
Fort +1, Ref +3, Will +3; +4 vs. bardic performance, language-dependent, and sonic
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks bardic performance 11 rounds/day (countersong, distraction, fascinate [DC 16], satire -1)
Bard (Court Bard) Spells Known (CL 2nd; concentration +7)
. . 1st (4/day)—beguiling gift[APG] (DC 17), charm person (DC 17), expeditious retreat
. . 0 (at will)—dancing lights, detect magic, mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 16, Dex 11, Con 13, Int 17, Wis 8, Cha 20
Base Atk +1; CMB +4; CMD 14
Feats Spell Focus (enchantment), Spellsong[UM]
Traits high treason, savant
Skills Craft (alchemy) +8, Diplomacy +11, Disguise +10, Knowledge (arcana) +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nobility) +9, Knowledge (religion) +7, Linguistics +7, Perception +4, Perform (comedy) +12, Perform (dance) +10, Sense Motive +4, Spellcraft +8
Languages Celestial, Common, Elven, Halfling, Infernal
SQ heraldic expertise +1, versatile performance (comedy)
--------------------
Special Abilities
--------------------
Bardic Performance (standard action, 11 rounds/day) Your performances can create magical effects.
Heraldic Expertise +1 (1/day) (Ex) You add half your bard level to Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spellsong Combine spellcasting and bardic performance
Versatile Performance (Comedy) +12 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks

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I’ve not given her any gear since it sounds like we don’t start with any. I hope she can find a longspear and a portable alchemy lab.

Party role:
Clarissa is something of a spy, the kind that walks in plain sight as if she belongs there, with the social skills to pull it off. In combat she’s into debuffing and control via trickery. Bards don’t get a whole load of spells so she’ll have to choose wisely, too bad that’s not her strong suit!


Heh always the worst part this, still chances are most of us have not been chosen. The only way to be sure of a spot is to run your own game.


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So I've had the idea for a while of building a court bard who specialises in some of the more darkly amusing bard spells and masterworks. Beguiling gift, unnatural lust, dance of the kindled desires, that kind of thing. Perfect abilities for a very naughty girl whose goal in life is to make paladins fall. The RP potential for the satire ability is top notch and mechanically it means you can (mostly) keep spell DCs relevant.

I tried this in a Hell's Vengeance game but sadly that didn't get very far. I'm planning to rebuild for way of the wicked including a new background.

A question for the GM, how do you feel about the Antagonize feat? Post errata it's no longer stupidly ridiculous but it's still strong. No worries if that's something you'd rather not have in your game, I'd probably take spellsong instead.


Focus & Foible:

Str: 1d10 + 7 ⇒ (9) + 7 = 16
Dex: 1d10 + 7 ⇒ (4) + 7 = 11
Con: 1d10 + 7 ⇒ (6) + 7 = 13
Int: 1d10 + 7 ⇒ (10) + 7 = 17
Wis: 8 = 8
Cha: 18 = 18

Well OK!

Do we still apply racial ability scores on top of this? I notice some 20's in current characters so I'm assuming we do.


So I have the kernel of an idea for a background:

"Wow they were rough, what did you do?!" Groaning and unable to lift myself off the floor, for everything hurt, I muttered a reply, "I made a Paladin fall... Down the stairs, he broke his neck."

I'm thinking about going for the high treason trait (go big or go home!) but I need a suitable victim. Can I invent a House of Darius retainer or perhaps a second cousin for the victim?


So what's the party right now? Barbarian, Scarred Witch Doctor, Oracle/Kinetecist, Sorcerer (necromancer)? Feels like the party needs support or a divine caster.


Are you all busy or is this not working out for you? :)


Ha and now there's four Marshall submissions, I guess that's just the way it goes. WoTR + Gestalt was always going to be popular. I'm surprised Guardian submissions outnumber archimage ones though.


I'll throw my hat in the ring with a Marshall. Inspiration for Brooke include Zorro and the idea of a lightly armed whirling dervish, to whom combat is a graceful but deadly dance.

Brooke:
They called me Brooke because I was found as a toddler beside a babbling brook eating berries. I was found on the edge of the Easter Shudderwood by a group of crusaders on patrol from Fort Clearwater. The story goes that at first they thought they were dealing with a boar, snuffling in the undergrowth. Spears were called for and they cautiously approached, ready for a fight. To their great surprise they found me, all by my own, contentedly eating berries. They tried to ask if I was lost and where my parents were, but I stared at them with mute wonder. I didn’t speak a word, nor did I for many years.

The patrol was formed of fierce desert warriors, most of them Dawnflower Cultists, led by Sylvia and Byron D’Ete hailing from far away Qadria. With no obvious parents, wild animals abroad and rumors of demons in the area, there was no way they were going to leave a defenseless child to fend for herself in the wild. They raised me as if I was their own and in every way except for birth that was true.

For the next decade or more, they were my world. They taught me of the Dawnflower, and filled my head with stories of the crusades of shining knights setting forth to battle evil. My mother taught me how to dance, and when I was old enough to hold a blade my father taught me how to dance. In homage to The Dawnflower I learned how to combine the two, much to my adopted parent’s delight. We traveled around constantly as stray demons were hunted down. I was never allowed to go near the battles, but the camp followers were an interesting and eclectic lot. From a greybeard Taldan magister, called Maximus, I learned the rudiments of history and magic and of creatures that stalk the planes.

I’m not sure I could pinpoint the exact time when I first felt The Dawnflower’s call, rather I think it had been a gradual thing as I matured. I felt more and more it was time for my generation to take over the reins. My parents, bless them, are getting too old to fight. Father’s sight is going and mother has rheumatic pains. They’ve been talking about returning to Qadria and I think perhaps this winter or the next will see them traveling south. I however have decided to remain, with their blessing I’ve traveled to Kenebres to volunteer. I don’t know what I shall find there, but I know that I am called, besides I have my mothers old healing wand and my father’s sword and armor so I’m sure I’ll be fine.

Description and personality:
Brooke is young, of medium height with short brown hair and dark chocolate brown eyes. She walks with a grace that turns heads, and speaks from the heart. An honest and well intentioned person, to her friends Brooke is generous to a fault, often giving away her rations to others who need it more. To strangers she can be reserved or gregarious as the situation calls. To enemies, particularly those of a demonic nature, she is a terrifying whirling dervish, although should even the basest of creatures genuinely wish to repent, she would be the first to help.

Build:
Note I’ve taken Dual Talent alternative racial feature to get +2 to dex & cha.

Brooke
Female human bard (dawnflower dervish) 1/paladin (virtuous bravo) 1/gestalt 1 (Pathfinder Campaign Setting: Inner Sea Magic 34, Pathfinder Player Companion: Heroes of the High Court 12)
LG Medium humanoid (human)
Init +4; Senses Perception +4
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +2; +2 vs. death
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +5 (1d6+4/18-20)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1), battle dance: inspire courage, smite evil 1/day (+3 attack, +0 AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil
Bard (Dawnflower Dervish) Spells Known (CL 1st; concentration +4)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +5; CMD 15
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Dervish Dance[ISWG], Fey Foundling[ISWG], Power Attack
Traits child of the crusades, planar savant
Skills Acrobatics +6, Diplomacy +7, Intimidate +7, Knowledge (history) +4, Knowledge (planes) +7, Knowledge (religion) +4, Perception +4, Perform (dance) +7, Sense Motive +4
Languages Common
SQ battle dance, bravo's finesse, finesse weapon attack attribute
Combat Gear wand of cure light wounds (12 charges); Other Gear chain shirt, scimitar
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but th
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bravo's Finesse (Ex) Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fey Foundling Magical healing works better on you
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +0 deflection bonus to AC when used.

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One thing you didn't mention GM is if VMC is allowed. Anyway have fun, this is a great AP - although folks need to know after book 2 there's a lot of travel.


So I've been wanting want to make a lightly armoured fencer who treats combat as a (deadly) dance for a while. Possibly virtuous bravo paladin + something flavourful (perhaps dervish of dawn bard for battle dance). Could also build this with daring champion cavalier + X.

Anyway before I get too excited do we know which class the GM's friend wants to play? If it's a front liner I've got a cleric idea I've been working on for WoTR too.


Spoiler:

#1: 4d6 ⇒ (6, 5, 5, 2) = 18 16
#2: 4d6 ⇒ (1, 6, 4, 4) = 15 14
#3: 4d6 ⇒ (1, 5, 4, 3) = 13 12
#4: 4d6 ⇒ (5, 4, 5, 3) = 17 14
#5: 4d6 ⇒ (3, 5, 6, 6) = 20 17
#6: 4d6 ⇒ (3, 1, 3, 5) = 12 11
#7: 4d6 ⇒ (6, 1, 1, 1) = 9 9

Woah that's got to be north of 25 points. Hmm. Oracle could be fitting given the background, although I'm thinking more on the lines of a fencer.


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The best thing about war priests is the self buffs, so IMO it's not worth delaying spell casting.

If you want more skills, you can get four per level with 8 int by using the FCB for skills and taking the cunning feat. Is that worth it? Maybe. If you didn't do that you could instead use your FCB for 1/5 combat feat, and be a feat up which is what I did on Daseem.

Really though it sounds to me like in your heart you want to play the warpriest but your head is saying you should play something with trapfinding. I'd personally go with your heart when it comes to a recruitment thread, you've gotta want to play the class for the long haul.


Now I look at my submission in the morning I'd probably change Torrins archetype to Undead Scourge if selected. I'd forgotten there was two anti undead archetypes.


Oh, I hadn't realized Jereru was going for something similar-ish (a divine martial with Lawbringer). At least Torrin is firmly melee orientated rather than ranged.

I also seem to have written a small novella (sorry about the length).

An excerpt from Torrin’s personal journal, dated several years ago:

I have made peace with the fact I shall never know who my parents are. I was too young to remember it but I was found on the edge of the Northern Fangwood by a group of crusaders on patrol from Vgil. The story goes that at first they thought they were dealing with a boar, snuffling in the undergrowth. Spears were called for and they cautiously approached, ready for a fight. To their great surprise they found me, all by my own, contentedly eating berries. They tried to ask if I was lost and where my parents were, but I stared at them with mute wonder. I didn’t speak a word, nor did I for many years, I was never the fastest thinker but I always got there in the end.

The leader of the patrol was Second Sword Obadiah Jenkins, an older devout follower of Iomedae. Obadiah was a man of unyielding principle yet at the same time he was incredibly patient and generous of spirit. He took my appearance as a sign of Iomadae’s favor and took me under his wing. I couldn’t say if The Inheritor’s hand was truly at play that day, but I seemed to plug a hole that was missing in Obadiah’s heart. Years before he’d had a family of his own, but they like many others had been torn to shreds and eaten by a nest of ghouls.

He raised me as if I was his own son and in every way except for birth that was true. At his feet I learned of Iomedae and of the other gods and of the crusades. He taught me about honor and virtue, and of how the hard way is often the right way. He taught me to fence and that doing the right thing is its own reward. For the next decade or more, he was my world. By this stage the now First Sword Obadiah Jenkins was getting rather old, he didn’t have the speed or the stamina that he once had. Yet he took each day as a blessing, and never once complained despite the rheumatic pain in his joints

I shall never forget the last time I saw him. I had just sworn my vows and been accepted into Iomedae’s service. He swelled up as if to bust with pride and there were tears in his eyes. I asked him what was wrong and he laughed, saying ‘Torrin nothing’s wrong, nothing at all! Enjoy your first patrol, remember what I’ve taught you. I know you’ll make us proud, Iomadae be with you.’ I saluted and set off with my comrades up the Path and then Kestrel River keeping our eyes out for bandits or people in need.

Upon my return to Vigil I was told the garrison commander, a paladin by the name of Roger Stern, wanted to see me. I must confess to being a little overawed by commander Stern, perhaps even a little frightened. I hadn’t spoken to the man in years and the last time had been a disciplinary action over a minor teenage indiscretion (I’d taken too much of a liking to the communion wine. Believe me I learnt my lesson!) I marched into his office wondering what I’d done wrong. He’d been speaking for several minutes before I realized that I hadn’t done anything, it was about Obadiah my Dad.

A day’s hard raid away near Castle Firrine there was a village. Normally an idyllic place, late one evening a drifter hammered at the door of the only inn, seeking refuge from a storm. Naturally the Innkeep took him in and paid for his charity with his and everyone else in the Inn’s life, for the drifter was a vampire. Survivors had run to Castle Firrine where Obadiah was posted. He along with a dozen volunteers rushed to the village, knowing that a vampire was likely beyond them, yet going anyway in the hopes of rescuing the rest of the village.

What ensued was a battle that stretched through the night, a game of cat and mouse where the vampire picked them off one by one. The only thing that saved them in the end was the dawn, which found the vampire cornered in the basement of burnt out remains of a church dedicated to Sarenrae. This respite gave the surviving villagers a chance to escape, but the crusaders knew that come the night the tables would be turned. Something had to be done, and Obadiah and two others volunteered to charge the vampire and drag it out into the light. That’s what they did although none of them lived to tell the tale.

I was stunned to hear this, it was as if my world had turned upside down. I remember Commander Stern’s words, he said ‘Son. I have an inkling of what you may be feeling. I too have lost loved ones in battle, it is natural to rail at the world but in the end it does no good. This is a test of faith, the first I fear of many you may face. Know this, Obadiah died honorably, his sacrifice saved the lives of many. His soul will be cherished forever by The Inheritor.’ He then handed me Obadiah’s sword, saying ‘He would have wanted you to have this, sadly his armor could not be saved’.

Torrin’s personal journal, dated six weeks before the campaign start:
So this is Rosslar’s Coffer, let's hope there’s no Orcs ruin our stay. The town’s not exactly big, but I can’t complain, the barracks are dry. Besides we’re needed, the border won’t patrol itself. I’m sure his place will seem like home in no time, besides there’s some crusader shrines I’d like to visit next time I get a day off.

Iomedae’s Paladin Code:

The paladins of Iomedae are just and strong, crusaders who live for the joy of righteous battle. Their mission is to right wrongs and eliminate evil at its root. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than merely the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them. Their tenets include the following affirmations.
*I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
*I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.
*I am the first into battle, and the last to leave it.
*I will not be taken prisoner by my free will. I will not surrender those under my command.
*I will never abandon a companion, though I will honor sacrifice freely given.
*I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.
*When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
*I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest.
*I will suffer death before dishonor.
*I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae’s perfection.

Description and personality:
At six foot tall, with short dark hair, Torrin is the spitting image of a paladin. He has a serious yet humble demeanor and a body seemingly chiseled out of rock. He endeavors to always keep his armor and sword in immaculate condition and he proudly wears the insignia of The Inheritor.

His father’s sacrifice deeply affected him, and often there’s a hint of sadness in his eyes. Determined to make a difference, and live up to Obediah’s example, Torrin puts his all into everything he does.

Build:

Notes: FCB = +1 skill point. Human floating +2 to STR. I have yet to spend all the starting gold, I should note the [url=https://www.aonprd.com/TraitDisplay.aspx?ItemName=Chosen%20of%20Iomedae]Chosen of Iomedae trait grants a masterwork longsword.

Torrin
Human paladin (oath against undeath) 1 (Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +3; +1 trait bonus vs. evil outsider's spells and effects, +2 trait bonus vs. fear, +0 morale bonus against saves to overcome negative levels, +2 vs. death
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk longsword +6 (1d8+6/19-20)
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—light
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 14
Base Atk +1; CMB +5; CMD 16
Feats Additional Traits, Fey Foundling[ISWG]
Traits chosen of iomedae, purity of faith, seeker, the lawbringer
Skills Acrobatics -3 (-7 to jump), Diplomacy +6, Knowledge (religion) +3, Perception +5
Languages Common
SQ detect undead
Other Gear scale mail, mwk longsword
--------------------
Special Abilities
--------------------
Detect Undead (Su) This ability works like the standard paladin ability to detect evil, except as detect undead instead of detect evil. This ability replaces detect evil.
Fey Foundling Magical healing works better on you
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.

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Future build direction:
This really depends on what the rest of the party is like. If we lack healing then perhaps it makes sense to go down the oradin path, potentially picking up ultimate mercy (plus a bunch of status removal mercies too). Otherwise there's staples like step up, lunge, etc... Power attack is a good level 3 or 5 feat.


GM is VMC allowed?


Fantastic another table, I've got a paladin in mind for this :)


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Oh that's nifty, thanks!


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Entirely sensible GM, I wouldn't want to run multiple tables either. I also feel bad about disappointing people when I recruit for games, but it's just the way it is and everyone knows that when they apply.

Personally I enjoy writing backgrounds even if my character doesn't get selected.


Audra Firtina:
My name is Audra Firtina which means storm in two languages. They say I was born out of wedlock in the middle of the worst storm in fifty years to batter Ilizmagorti, a wretched hive of scum and villainy. Certainly my early life was tempestuous, growing up in the long shadow of the Red Mantis taught me many unpleasant lessons. My family was somewhat unconventional… Mother, bless her rotten avaricious heart, was an honest to goodness pirate. My father, well we never really knew who he was. Oh we know who he claimed to be, but there's no such thing as a 'humble wine merchant' on Mediogalti Island.

What I do know is the long weeks and months when he was away was like the calm before the storm. Despite being a pirate of some renown, she was scared of him. I remember the fighting, the cursing and screaming, vases thrown while I hid in the closet. In the end she always backed down, despite what it cost her. When he was gone she’d hug me close and whisper, ‘Don’t be like him… You were marked for greater things than the Honeyed Gardens of the Sivlamlik’.

At the time I had no idea of what she spoke, and now that I do it sends a shiver down my spine. I’m glad to be well away. When I was fifteen we waited till Father had been gone for a week before I signed onto the Bloodsoaked Lion as a swab. It was far from glamorous but it was far from father and life aboard had its charms. It was the sea I loved mostly, especially when the wind was howling! There's nothing quite like witnessing the raw majesty of nature to put things in perspective.

It was there in the middle of a storm no less, that I felt the first stirrings of Gozreh's calling. There's just something about the majesty of sky and sea that makes my soul ache with fierce joy. I'm not alone in that regard, the faith of She Who Guides The Wind And The Waves is welcome aboard most every ship. Still perhaps I like the storms a bit too much, longing for them and laughing like a loon when they came didn’t exactly endear me with the Bloodsoaked Lion’s mate.

I was summoned to see him and he said, ‘Audra. Audra, Audra, Audra what are we going to do with you?! You didn’t fall from the rigging, you know your knot work, and how to set a sail. What’s more your cooking is almost passable but that cackling in last night’s storm and the one the week before, that just won’t do. Tomorrow we berth in Port Peril, tomorrow evening we sail without you. Go to the bursar and collect your pay and gather your things.’

Well what do you say to that? Giving me a full season’s pay probably wasn't the best of ideas. Naturally I spent the next week crawling from disreputable tavern to disreputable tavern until I found myself in the Formidably Maid. Worst grog I ever tasted there, I must have had a skinful and then some for I awoke with a marching band in my skull in an unfamiliar room. The only thing I knew for sure was I was at sea with a tempest brewing in my head. Suddenly I realized what had happened, press ganged, now that just wouldn't do! This captain has sown the wind and I aim to make damn sure he'll reap the whirlwind!

Build:

Audra Firtina
Female human druid 1 (Pathfinder RPG Ultimate Magic 40)
NG Medium humanoid (human)
Init +8; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +2 (1d6+3)
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—storm burst (1d6 nonlethal)
Druid Spells Prepared (CL 1st; concentration +5)
. . 1st—hydraulic push[APG], obscuring mist[D], shillelagh (DC 15)
. . 0 (at will)—detect magic, enhanced diplomacy, light
. . D Domain spell; Domain Weather (Storms domain[APG] subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 10, Wis 18, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative, Skill Focus (Profession [sailor])
Traits ilizmagorti native, reactionary, strong swimmer
Skills Climb +4, Heal +10, Knowledge (nature) +6, Perception +8, Profession (cook) +8, Profession (sailor) +11, Sense Motive +9, Survival +6, Swim +7
Languages Aquan, Common, Druidic
SQ finesse weapon attack attribute, nature bond (Storms domain[APG]), nature sense, wild empathy +1
Combat Gear healer's kit; Other Gear wooden armor[APG], light wooden shield, quarterstaff, backpack, blanket[APG], canteen[UE], holly and mistletoe, soap, spell component pouch
--------------------
Tracked Resources
--------------------
Healer's kit - 0/10
Storm Burst 1d6 nonlethal (7/day) (Sp) - 0/7
--------------------
Special Abilities
--------------------
Druid Domain (Storms)
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Storm Burst 1d6 nonlethal (7/day) (Sp) As a standard action, ranged touch attack deals 1d6+0 nonlethal dam to foe in 30 ft. & inflicts a -2 to att for 1 rd.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Description:
Audra is a fiery redhead, with sea green eyes and a wicked smile. Her build is slim and wiry, she used to sport a fine scimitar but that got lost and now she carries a simple quarterstaff. She favours wooden armor and a shield, while not the best in a scrap at least it won’t carry her down to Davy Jones' locker should the need to swim arise.

I went for Ilizmagorti Native here since I have some previous experience on these boards with that location. I was toying with Ship's Surgeon and the healing hands feat, it would have been easy to fit in mechanically but I decided it didn't really fit her background.


I missed that, thanks!


GM how long is this recruitment open for? I'm about half way through the background for a druidic pirate.


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I've never played a druid before but there's some pretty cool archetypes that have the right flavour for S&S like storm druid, kracken caller, tempest druid, aquatic druid, undine adept. Hmm time to put my thinking cap on!


You need a [URL= tag for those.


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Welcome to the boards! Great to see more folk interested in GMing.

If you want to run an AP in a reasonable time frame in PbP you need to be prepared to ruthlessly cut content. APs are built assuming you track XP for encounters and as such as written there's usually a bunch of encounters that exist to provide XP rather than to further the plot. I recommend dropping the fluff and using milestone leveling.

Paizo APs tend to have a gimmick mechanic
(e.g. the rebellion system in Hell's Rebels, the Caravan system in Jade Regent, kingdom building rules in Kingmaker Etc) that usually doesn't work well in PbP games and can be ignored.

I recommend rolling as many dice for players as you think you can get away with. E.g. initiative, saving throws etc...

Another sore spot is loot, let's face it most of us have no interest in running a loot spreadsheet and the task of working out who wants what and how much it's worth when sold is a thankless one. Worse APs have enough loot for four players but most PbP games have 5-6 players (for faster posting and on the assumption some of the players will flake out). You might want to consider ABP to lessen the impact of loot, or even go for virtual WBL to completely eliminate it.

Virtual WBL:
The idea is every time players level up they can select items up to the value of their expected WBL with the caveat that no item can cost more than 1/3 WBL.

Pro: Much less day to day tracking, nobody left behind.
Con: Miss out on that special moment when something neat drops.

Also be aware that some of us play in a lot of games and may tend to forget the details of stuff that happened six months earlier, so occasional summary posts can be helpful.

Good luck!


I've used Google drawings (not the same as slides but those work too) for years without problems. With the right sharing settings anyone can see the drawings even without a Google account.

Edit: Editing the map on a mobile device works fine from the slides app on Android, I tried just now and was able to move my token in one game I'm in.


Europe? It's complicated, unfortunately. GMT time zone here.


Barbarian/Shifter sounds quite interesting. The shifter class got a poor reception but I reckon gestalt will redeem it. I was considering melee Druid+Monk but couldn't find a suitable picture.


@Shadow_fox Sarenrae, I'm surprised hero lab's template doesn't include that.


Here's my submission for Shanya Tessaril

Description:
With strangely luminescent copper colored skin, unruly golden hair and glowing eyes, Shanya was turning heads as long as she could remember and that’s before she spoke with her voice that seemed to echo off into infinity. While not a classical beauty, Shanya is petite with an angelic smile and the grace of a dancer. She tends to wear practical clothing, usually a skirt and modest doublet favoring greens and earthy colors. The only jewelry she wears is a simple golden band on her left index finger, a memento from her time studying with Iaptus. The one thing she’s never without is a well made but otherwise unremarkable scimitar, a gift from her adopted father Tobin, its scabbard is habitually strapped to her side.

When angry Shanya eyes glow brightly and a faint shimmer of heat rises from her body, although her anger burns brightly it rarely burns long.

She has tiny vestigial wings on her back, which form the apex of a peculiar tattoo: A stone arch with what could be a spiral galaxy on the other side.

Personality:
A devoted follower of the Dawnflower, Shanya has a warm, tolerant personality, although she can be shy around strangers having had bad experiences as an orphaned child. She is something of a thrill seeker and her behavior tends to be quite fearless, bordering on rash at times.

Against those who refuse to repent for their sins, she is an implacable foe, albeit one ever hoping they will embrace redemption and surrender.

Background:
Aged no more than three summers, Shanya was found wandering dehydrated, dazed and confused in the blighted lands bordering the worldwound by a party of Sarenite crusaders. Most of their company hailed from the deserts of the far away Padish Empire of Kelesh, and two of their number, a middle aged couple Tobin and Martha Tessaril decided to adopt her and they named her Shanya. No trace was found of how Shanya got there but something had deeply traumatized her and it was months before her kindly adopted parents coaxed her to speak.

Even back then her otherworldly heritage was plain as day. To add to the mystery of her background, the crusaders found an elaborate tattoo on her back depicting a stone arch in front of what appears to be a spiral galaxy. Tobin and Martha took her back to Kenabres and looked after her like the daughter they could not have. Over the years as she grew up into a confident and feisty young woman, Martha told her endless tales of the Dawnflower and of the other gods. Tobin taught her how to dance and to fence with the scimitar and passed on lore he’d learned during the crusades about demons and the celestial host that opposed them.

A year and a half ago Tobin was contacted by a mysterious hooded man who identified himself as Iaptus (Tobin suspected this to be a title rather than a proper name). Iaptus revealed the nature of Shanya’s tattoo, explaining it was the Sign of the Seeker’s spiral and it marked her as the daughter of Riftwardens. Iaptus refused to divulge anything more about her natural parents beyond saying they’d died on a secret mission deep into the worldwound and that their sacrifice brought peace if only for a fleeting moment...

Iaptus approved of the various skills Shanya was picking up from her adopted parents, but he insisted upon inducting Shanya into the magical arts, explaining that it was her birthright and that it would prove immensely important. The next few months were intense as Shanya crammed a decade’s worth of learning into less than a year. There were lessons in strange and disconcerting languages, how to identify and best kill demons, the theory and eventually the practice of magic. Iaptus encouraged her to blend her new found skills with Tobin’s sword katas. He had her dancing while reciting lists of planar beings and spells.

It was fortunate that Shanya was a bright student, hungrily absorbing knowledge like a sponge, but even so the pace was exhausting. Day after day, night after night he pushed her, leaving everyone mentally and physically drained. Frequently Iaptus warned that time was of the essence and how vital it was that she would be ready. Naturally Shanya and her adopted parents asked what called for such urgency, but each time Iaptus would only smile sadly and reply that when it was time she would know.

Shanya’s tutelage stopped as suddenly as it started, one day Iaptus cocked his head midway through a lesson as if he’d heard distant trumpets. He explained that he had to go and urged her to continue her studies in his absence. Finally he implored her to keep a bag packed and to be ready, but for what she asked? Once again Iaptus smiled sadly and in his saturnine way he explained that when the time came she would know.

And when the time did come, indeed she knew and was glad of Iaptus’s tutelage even if had been driving her a little crazy. Still she worried because her training was incomplete, she hadn't yet mastered blending magic with swordplay. But then she remembered Iaptus's words, patience is a virtue little one, Absolom wasn't built in a day. All things will come in time.

Build:

Shanya Tessaril
Female peri-blooded aasimar (emberkin) magus (kensai) 1/gestalt 1/evoker (admixture[APG]) 1 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Player's Guide 143, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +2
Defensive Abilities canny defense +1; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee scimitar +0 (1d6-1/18-20)
Special Attacks arcane pool (+1, 5 points), intense spells (+1 damage), spell combat
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—pyrotechnics (DC 13)
Evoker Spells Prepared (CL 1st; concentration +7)
. . 1st—ear-piercing scream[UM] (DC 15), mage armor, silent image (DC 15)
. . 0 (at will)—detect magic, light, prestidigitation
. . Opposition Schools Enchantment, Necromancy
Magus (Kensai) Spells Prepared (CL 1st; concentration +7)
. . 1st—shield
. . 0 (at will)—daze (DC 14), ray of frost
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 18, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 13
Feats Scribe Scroll, Weapon Finesse, Weapon Focus (scimitar)
Traits riftwarden orphan, seeker
Skills Acrobatics +0 (-4 to jump), Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (planes) +10, Knowledge (religion) +8, Linguistics +8, Perception +5, Perform (dance) +2, Spellcraft +10; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Sylvan
SQ arcane bond (arcane bond ring), chosen weapon, versatile evocation
Combat Gear liquid ice[APG], smokestick; Other Gear scimitar, arcane bond ring, bedroll, belt pouch, ink, inkpen, magus starting spellbook, masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, wizard starting spellbook
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Arcane Bond (Arcane bond ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Darkvision (60 feet) You can see in the dark (black and white only).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

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Image and Build direction:
This is the image I have for Shanya in mind when she grows into her powers. At level 1 she’ll be lacking the wings and wearing sensible boots.

Some feats I expect she’ll take along the way:

Lvl 3: Dervish Dance
Lvl 5: ??? Maybe craft wondrous item
Lvl 7: ??? Maybe Intensified Spell
Lvl 9: Angelic Blood
Lvl 10/11: Angel Wings

That’s not super optimized but I think it’ll be fine.

The magus side of her gestalt will naturally focus on combat. It won’t really come on like till level 3-4 so to begin with she'll probably cast ray of frost a lot. Later she’ll likely use frostbite turned into fire with Versatile Evocation to fit the Sarenrae dervish theme.

The wizard side of the Gestalt will mostly be used for utility which they have in spades.


Re wings, there's always the Angel Wings feat although that doesn't kick in till level 10+.


So I found this picture that's supposed to be of Sarenrae but when I look at that I think Aasimar Magus. And now I want to build that :)


Shadow_Fox wrote:
Physical description with emphasis on your otherworldly nature (images from internet are encouraged)

I've been trawling through the interwebs for aasimar images (I hate pinterest it wrecks image search) and naturally 90% of them are holy warriors. There are a few pretty cool sorcerer/wizard aasimar images out there too but so far I can't find a decent monk, druid, or magus (this one surprised me) aasimar.


But Desna is best right?

I'm tinkering with a team Sarenrae blossoming light cleric. The lack of armour is a survival issue, the logical choice for fixing it would be monk for the other half of the gestalt but I dislike the flavour (I want something more Sarenrae). Hmm UMD and a wand of mage armour to the rescue?

Another idea I have is a bladed brush follower of Shelyn, however bladed brush is not a well written feat and interactions with many sources of DEX to damage are squirrely at best. Probably simpler to go with STR and figure out how to build something suitably flavourful that isn't hugely MAD.


Non-mythic gestalt WOTR? Ooooh!

Full disclosure I played a bit of Book 3-4 on these forums some years back and the mythic rules kind got out of hand and the GM threw the towel in. I'd love to have another go at this AP but from the beginning this time.


I dislike rolling stats since you can get very large differences in effective point buy. In my experience this tends to exacerbate the caster / martial power divide since the martial classes are usually much more MAD than casters.


Both sound cool, got to love some old school forgotten realms. I'd probably play something quite different for each, likely classes I've not played before (pathfinder has so many!)


I like Golorion but The Realms will always have a special place in my heart, I remember as a kid spending hours pouring over old 2nd edition campaign sets (I think The City of Splendours box set was my favourite although Dale Lands and Myth Drannor was a close second).

As it happens I'm running a Moonsea area campaign right now for the nostalgia :)


Stone lord paladin is a thematic archetype tbh, another tanky archetype I've been meaning to try sometime is sacred shield.


I had a go at writing a backstory, I'll probably want to tweak things when the lore for the 8th crusade is revealed.

I don't know how common half elves are in The Protectorate, if they're really unusual I'll change Adrian to be human.

Adrian:
It wasn’t until I’d served in the Crusades that I came to realize just how incredibly cosseted and privileged my protectorate upbringing had been. Folk back home don’t like to talk about the war, it’s not because we’re embarrassed or fearful, rather we just don’t think about it at all. If you asked, the general consensus would be it’s someone else’s problem.

News flash, it’s not. The inevitable fall of civilization is everyone’s problem!

I remember the first time I felt existential dread as if it was yesterday. I was in a history lecture with a dozen other students at the Arcanum. Master Lorrinson’s course was entitled a brief history of time (he was anything but brief). Lorrinson was from the faculty of illusion and he used the art to show us an animated map of the civilizations over time. In the distant past there had been countless small kingdoms but then a new civilization arose, The Crown of Eyes. Its influence ebbed and flowed, but each time it came the flood rose a little bit higher. Lorrinson ended his lecture with a chilling prediction, ”The sea is merciless, caring neither for man nor elf. Great waves can swallow towns whole and in the fullness of time not even mountains are safe from its embrace. The Crown of Eyes is like the rising tide. It’s true in this hall here today today we feel safe and protected but tomorrow they’ll be lapping at our shores and then my friends it will be too late.”

There was a shocked silence in the lecture theater, I remember some of my friends snorting in disbelief others simply yawned. I on the other hand felt a creeping dread, my peace of mind was shattered. I couldn’t sleep, I couldn’t stop thinking about what would happen if they came here. In the end there was only one thing I could do, I packed my bags and set out for the Theocracy.

My friends tried to stop me, they said I was throwing my life away. I tried to explain that it was my duty to do something, to save them all. They thought I’d gone mad, nobody understood, least of all Clara. Our parting was hard, I remember the tears running down her cheek, she asked what she’d done wrong… I tried to explain but couldn’t.

I don’t remember much of my journey to volunteer, honestly much of the basic training is a blur too. The one thing I do remember is our drill sergeant, old man Niles. He was not popular with the recruits and had a reputation as a hard ass and as an alcoholic. It’s strange he never touched a drop during the six months we trained with him, but when we’d graduated he got absolutely blasted. I remember finding him in one of the stalls in a state. I did what I could to clean him up and asked him ”Sir what are you doing?! If the camp CO finds you like this…”

I’ll never forget what he told me. He had tears in his eyes as he told me, ”Son you lot think I hate you all, I’ve certainly pushed you hard. Made you run when all you wanted to do was crawl. You think I’m made of stone, I’m not. I’ve prepared you as best I could for war but best is inadequate. Son, the cold hard fact is within six months most of you will be dead or wish you were. You are all so young, it shouldn’t be this way, at times like this I just can’t bear it!”

I did what I could to clean him up, and made sure word never got to the CO. His words haunt me, and the look in his eyes I’ll never forget, that man had seen things, terrible things. With the boundless folly of youth I was certain that my unit would do alright that we’d acquit ourselves well. Everyone in my unit was keen to do their part and we chafed at the weeks and months it took until we finally took part.

When the battle finally happened… Well. We thought we knew what to expect, we thought we knew about war, we thought we had trained hard. We were like children playing soldiers. We didn’t know the first thing about war, not really, how could we? That day, along with the vast majority of my new friends, my innocence died. Was there anything more I could have done? I’m not sure, my unit had set an ambush for their scouts. We made contact with the enemy and quickly dispatched them but then our luck turned. Their main force blundered into our trap, their first rows were decimated, but the size of the enemy host was staggering!

Not even in my worst nightmares had I thought there could be so many. We’re doomed, that much is certain. But maybe, just maybe we can buy a few years for those back home. At least that's the lie I tell myself so I can sleep at night.

Build:

Adrian Mc Kade
Male half-elf wizard 3 (Pathfinder Player Companion: Elemental Master's Handbook 21)
NG Medium humanoid (elf, human)
Init +9; Senses low-light vision; Perception +4
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 18 (3d6+6)
Fort +2, Ref +4, Will +4; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4/19-20)
Ranged light crossbow +4 (1d8/19-20)
Wizard Spells Prepared (CL 3rd; concentration +7)
. . 2nd—create pit[APG] (DC 17), pyrotechnics (DC 16), stone call[APG]
. . 1st—enlarge person (DC 15), grease, heightened awareness[ACG], obscuring mist
. . 0 (at will)—dancing lights, ghost sound (DC 14), mage hand, prestidigitation
. . Opposition Schools Wood
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Statistics
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Str 11, Dex 16, Con 12, Int 18, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Agile Maneuvers, Combat Expertise, Craft Wondrous Item, Deadly Aim, Improved Initiative, Power Attack, Scribe Scroll, Skill Focus (Craft [alchemy]), Spell Focus (conjuration)
Traits elven reflexes, perfectionist's brew, State Education (Kn: Arcana)
Skills Craft (alchemy) +15, Knowledge (arcana) +11, Knowledge (dungeoneering) +10, Knowledge (history) +10, Knowledge (nature) +10, Knowledge (religion) +10, Perception +4, Spellcraft +12 (+14 to brew potions)
Languages Common, Elven, Dwarven, Halfling, Celestial, Draconic
SQ arcane bond (Screech, owl [sage]), earth supremacy, elf blood, finesse weapon attack attribute, hindering muck (3 rounds), illustrious urbanite
Combat Gear pearl of power (1st level), pearl of power (2nd level), alchemist's fire (6), tanglefoot bag (4); Other Gear dagger, light crossbow, alchemy crafting kit[APG], backpack, bandolier[UE], wizard starting spellbook
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Earth Supremacy +2 (Su) +2 CMD vs. bull rush, drag, reposition, trip, and overrun while touch ground. +1 to melee att/dam while you and foe touch ground.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to sight-based Perception checks in shadows You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Hindering Muck (3 rounds, 7/day, DC 15) (Su) As a standard action, you can create a 15-foot cone of sticky mud. Any creature in the cone must succeed at a Reflex save (DC = 10 + half your wizard level + your Intelligence modifier) or become entangled for 1 round for every wizard level you have.
Illustrious Urbanite You may leave buildings & structures undamaged when casting spells of the chosen school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Wood You must spend 2 slots to cast spells from the Wood school.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Screech CR –
Owl (sage) (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +12
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Defense
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AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +5
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Offense
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Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +1 (1d4-2)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 6, Dex 17, Con 11, Int 8, Wis 15, Cha 6
Base Atk +1; CMB +2; CMD 10
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack
Skills Acrobatics +3 (-5 to jump), Fly +7, Knowledge (arcana) +4, Knowledge (planes) +14, Perception +12, Stealth +15; Racial Modifiers +8 Knowledge (planes), +4 Perception, +4 Stealth
SQ empathic link, finesse weapon attack attribute, manifest dreams, recurring dream, sage’s knowledge +1
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Empathic Link (Su) You have an empathic link with your master.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Fly (60 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifest Dreams (Su) You can reshape your familiar every morning.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Recurring Dream (Su) Your familiar is a projection of your own mind.
Sage’s Knowledge +1 (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Appearance and personality:

Adrian is of medium height, with cropped brown hair and eyes. He has a ragged scar across his temple courtesy of the enemy. Self conscious of this he habitually wears a dark green cloak with a hood that obscures his face.

Adrian tends towards being bookish and reserved but his time in the army has helped him come out of his shell somewhat. The devastating losses in the campaign have shocked him to the core and he’s turning increasingly cynical and tending towards gallows humor as a coping mechanism.

Party role and build notes:
Adrian’s role will be: buffs, battlefield control, knowledge

Adrian took Illustrious Urbanite alternative racial trait (Source Heroes of the Streets pg. 8)

His owl familiar Screech has Sage/Figment archetypes. Screech will be a combatant and I’m perfectly happy for him to be targeted!

I haven’t spent all of his starting gold yet, I will likely want him to pen some scrolls.

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