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The Fifth Archdaemon

Justin L. Warren's page

FullStar Pathfinder Society GM. 112 posts (2,398 including aliases). No reviews. No lists. No wishlists. 10 Pathfinder Society characters. 5 aliases.


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We make it easy for you in South Bend.

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There will be pre-generated characters provided if you don't have one, IronKanon. The only thing you'll need is a PFS number, if you don't have one already.

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I'll run Frostfur Captives.


Congratulations!


How about a changeling witch? Either a healer or debuffer depending on party composition.

She was about to be murdered by an ignorant mob before the Professor swooped in and rescued her. Since then she's mostly kept to herself for the sake of safety, only lured out now thanks to the Professor's death. She's very skittish around people, but willing to open herself up to trustworthy people and defend the downtrodden and defenseless.


Alrighty, added Orc Ferocity and Bestial racial traits to the character sheet. I take it that alchemical gear and potions are not allowed? Also, what about flint and steel?


I'm a little confused about the extra racial traits. Do we receive them without substituting them for another racial traits? For example, Toothy replaces Orc Ferocity. Does that mean a half-orc in this game gets both Toothy and Orc Ferocity plus another trait in addition to the ones normally listed?


Here's my Half-Orc Warrior submission, I'll create an alias once the game gets started.

Kraull:

History
The product of a nearby orc tribe's depredations, Kraull's life would have ended at birth if it wasn't for his human mother's status as a wise woman in her tribe. Despite his mother's influence, Kraull's childhood was rough with constant teasing and ostracization by other children and adults. Whenever he would attempt to fight back, he only made his position worse so he grew to be quiet and full of anger. When his mother succumbed to a fatal illness in Kruall's adolescence, the tribe finally exiled him to the Pariah mountains with only the clothing he was wearing.

Initially unwelcome by any group he met, Kraull learned most of the harsh lessons of survival by himself, stealing or making his own weapons and dealing with the dangers of the wilderness. With no access to any sort of healing, his body has become a patchwork of scars, with a pair of claw marks on his face being the most noticeable upon first meeting him. Although he's used to surviving by himself, he would welcome a group to share his burdens with if they were able to treat him like an equal.

Name: Kraull the Forsaken
Race: Half-orc
Class: Warrior 3
Alignment: Chaotic Good
Languages: Human, Orc

Str 18
Dex 14
Con 14
Int 10
Wis 12
Cha 8

Game Statistics
Initiative: +2 (+2 Dex)
Senses: Perception +5 ; Darkvision 60'
Speed: 20'

AC: 16 (10 + 4 armor + 2 Dex)
Touch: 12 (10 + 2 Dex)
Flat-footed: 14 (10 + 4 armor)
Hit Points: 33 [3x(d12+ 2 Con) + 3 favored class]
Current hp: 33
Fort: +6 Ref: +3 Will: +2

Combat:
Base Atk: +3; CMB: +7; CMD: 19

Melee
MW Stone Greataxe: +8 to Hit; Dmg 1d12+6 [+9 PA] (S); crit 20/x3
or
Club: +7 to Hit; Dmg 1d6+4 (B); crit 20/x2
or
Bone Dagger: +7 to Hit; Dmg 1d6+4 (P or S); crit 19-20/x2
and/or
Bite: +7/+2 to Hit; Dmg 1d4+4/+2 (P); crit 20/x2

Ranged
Javelin: +5 to Hit; Dmg 1d6+4 (P); crit 20/x2; range 30 ft.
or
Bone Dagger: +5 to Hit; Dmg 1d4+4 (P or S); crit 19-20/x2; range 10 ft.

Armor
Hide Armor: +4 AC, Medium Armor, -3 ACP

Skills:
Skill Ranks Per Warrior Level: 2
Acrobatics -1 (0 ranks + 2 Dex – 3 ACP)
Appraise +0 (0 ranks + 0 Int)
Bluff -1 (0 ranks - 1 Cha)
Climb +5 (1 rank + 3 class + 4 Str - 3 ACP)
Craft (Weapons) +4 (1 rank + 3 class + 0 Int)
Diplomacy -1 (0 ranks - 1 Cha)
Disguise -1 (0 ranks - 1 Cha)
Escape Artist -1 (0 ranks + 2 Dex - 3 ACP)
Heal +1 (0 ranks + 1 Wis)
Intimidate +5 (1 rank + 3 class + 2 racial - 1 Cha)
Perception +5 (1 rank + 3 class + 1 Wis)
Perform -1 (0 ranks - 1 Cha)
Ride -1 (0 ranks + 2 Dex - ACP)
Sense Motive +1 (0 ranks + 1 Wis)
Stealth -1 (0 ranks + 2 Dex – 3 ACP)
Survival +6 (1 rank + 3 class + 1 trait + 1 Wis)
Swim +5 (1 rank + 3 class + 4 Str – 3 ACP)
Languages: Common, Orc

Feats:

Weapon Focus (Greataxe): +1 bonus on attack rolls with Greataxe. (Warrior bonus Feat)

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. (1st level Feat)

Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. (3rd level Feat)

Traits:

Resilient: +1 to Fortitude Saves [Combat Trait]

Outcast: +1 trait bonus on Survival skill checks [Half-orc Trait]

Half-Orc Racial Traits:

Darkvision: Half-orcs can see in the dark up to 60 feet.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Toothy: Some half-orcs’ tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.

Weapon Familiarity: Half-orcs are proficient with greataxes and great clubs and treat any weapon with the word “orc” in its name as a martial weapon.

Languages: Half-orcs begin play speaking Common and Orc

Warrior Abilities:

Weapon and Armor Proficiency: Warrior is proficient in the use of all simple and martial weapons and with medium armor (not made of metal) and wooden shields.

Track (Ex): A warrior adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks (+1).

Rage Power:

Scent: While in combat, gain the Scent ability.

Equipment:

Weapons
MW Stone Greataxe [12 lbs]
Club [3 lbs]
3 Javelins [3 lbs] 6 gp
Bone Dagger [1 lb] 2 gp

Armor
Hide Armor [25 lbs] 15 gp

Gear
Sack [.5 lb] .1 gp
Whetstone .02gp
Bedroll [5 lbs] .1gp
Waterskin [4 lbs] 1gp

Unspent 'Gold': 150.78

Total Weight carried: 58.50 lbs (Light)
Carrying Capacities: 100 lbs / 101–200 lbs / 201–300 lbs


I'll work something up for this in the next couple of days.


Since I have gotten PFS credit and played through some of the first part along with Quiven, would that hurt my chances of being selected?

If not, I have an idea for a divine character.


I live in South Bend. We have active PFS in town and they also have one going in Portage if you wanted to try some new FtF groups over the Summer before you head to grad school.


I too live in Indiana (northern), but I won't be at Winter War. I will, however, be at Who's Yer Con. I figure the game will be over by then. :-)

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I'll run Devil We Know Part III on the 25th, and probably Part IV on the 8th.


I'm a little swamped right now in the PbP department myself. Otherwise, I'd be totally in.


Will get the alias sorted and post sometime tonight.


So, I'm thinking it'll be an Elf Ranger. Assuming everyone else is cool with me playing, I'll work on the character tonight.


Hey, I saw one of Gerald's post about needing another person for your campaign. I'm interested (would probably want to play a Ranger), but I have played through part of the first book already for PFS credit. I can keep my knowledge separate from the character, but if you would prefer someone who isn't familiar with the AP at all then I completely understand.

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I can run Devil We Know Part II on the 11th.


My submission is an Oracle of the Waves. All relevant information should be under the spoiler. If accepted into the game, I'll create an alias for it.

Yuki Okano:

Yuki is descended from a long line of Tian-min Naval greatness, but a series of military setbacks and scandals left the family disgraced and scattered. Her grandfather eventually settled in the Shackles in the Ushinawa Isles and turned piracy into the new family business.

After a number of relatives had perished by various ignoble watery fates, a superstition began to spread in the family that their ancestors were cursing those who became pirates for dishonoring the family name. Thus, Yuki's family sought to keep her out of the life, but the girl grew up to be headstrong, gregarious, and adventurous, so eventually her parents broke down and allowed her to join the same crew as her father. The elder Okano sought to teach Yuki everything he knew about piracy, taking extra time to teach her how to use various pirate armaments properly so she could defend herself.

After a few months, Yuki's time with her father came to an end one night when a sudden storm hit their ship. A series of lightning bolts sheared the mainmast, causing it to plunge into the hull and sink the ship. Yuki's father did his best to save the girl, but the storm was too strong and both father and daughter drowned. As her lungs filled with seawater, she asked the oceans for another chance to live.

When she awoke the next day on a nearby island, Yuki had mixed feelings about having her prayer answered. Sure, she was still alive, but her father was gone and she had become both physically and spiritually altered by the experience. Her eye color had turned to ice blue and she now felt a divine connection with the sea as if she had absorbed some of its essence. This affinity gave her access to strange new powers, but now she was haunted by the spirits of her ancestors, who were angry that she had somehow evaded their deadly curse and her rightful watery grave.

Eventually discovered and picked up by a friendly pirate crew looking for her father's ship, Yuki discovered that she was the only survivor. Picking up the pieces of her life and coming to grips with the Mystery of the Waves that has been thrust upon her, she heads to Port Peril to find a new start.

Description
Age: 18
Height: 5'3”
Weight: 90 lb

An attractive young woman of Tian-Min ancestry. Her jet-black hair is kept in a bouncy ponytail under her worn tricorne hat, but her most striking feature are her ice blue eyes. Her slender figure is clad in a form fitting pirate outfit when not wearing her armor. Friendly and adventurous, she smiles easily, especially when getting into trouble.

Game Statistics
Name: Yuki Okano
Race: Human (Tian-Min)
Classes/Levels: Oracle (Waves) 1
Alignment: Chaotic Good

(Ability Scores generated using 20-point buy)
Strength 12
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 11
Charisma 18

XP: 0
Initiative: +2 [+2 Dex]
Senses: Perception +0;
Speed: 30 ft.

AC: 15 (10 + 2 Dex + 3 armor)
Touch: 12 (10 + 2 Dex)
Flat-footed: 13 (10 + 3 armor)
Hit Points: 9 [1x(d8+Con)]
Current hp: 9
Fort: +1 Ref: +2 Will: +2

Combat:
Base Atk: +0; CMB: +1; CMD: 13

Melee
Rapier +2 to Hit; Dmg 1d6+1 (P); crit 18-20/x2
or
Dagger: +2 to Hit; Dmg 1d4+1 (P or S); crit 20/x2;
or
Quarterstaff: +2 to Hit; Dmg 1d6+1 (B); crit 20/x2;

Ranged
Light Crossbow: +2 to Hit; Dmg 1d8 (P); crit 19-20/x2; range 80 ft
or
Dagger: +2 to Hit; Dmg 1d4 (P); crit 20/x2; range 10 ft

Armor
Studded Leather: +3 AC, Light Armor, -1 Armor Check Penalty

Skills
Skill Ranks Per Oracle Level: 4 + 0 Int modifier + 1 Human bonus + 1 Favored Class
Acrobatics +5 (1 rank + 3 class + 2 Dex - 1 ACP)
Appraise +0 (0 ranks + 0 Int)
Bluff +4 (0 ranks + 4 Cha)
Climb +1 (1 rank + 1 Str - 1 ACP)
Craft +0 (0 ranks + 0 Int)
Diplomacy +8 (1 rank + 3 class + 4 Cha)
Disguise +4 (0 ranks + 4 Cha)
Escape Artist +1 (0 ranks + 2 Dex - 1 ACP)
Heal +0 (0 ranks + 0 Wis)
Intimidate +4 (0 ranks + 4 Cha)
Knowledge (Nature) +4 (1 rank + 3 class + 0 Int)
Perception +0 (0 ranks + 0 Wis)
Perform +4 (0 ranks + 4 Cha)
Profession (Sailor) +4 (1 rank + 3 class + 0 Wis)
Ride +1 (0 ranks + 2 Dex - 1 ACP)
Sense Motive +0 (0 ranks + 0 Wis)
Stealth +1 (0 ranks + 2 Dex - 1 ACP)
Survival +0 (0 ranks + 0 Wis)
Swim +5 (1 rank + 3 class + 1 Str + 1 trait bonus - 1 ACP)
Languages: Common

Feats

Martial Weapon Proficiency (Rapier): Yuki is proficient with a rapier. (1st level Feat)

Weapon Finesse: Use Dex instead of Str on attack rolls with light weapons, elven curve blade, rapier, whip, or spiked chain. (Human Bonus Feat)

Traits
Touched by the Sea: After becoming an Oracle of the Waves, Yuki felt the call of the sea and her blood surges with the ebb and flow of the tides. She is comfortable in the sea as she is on land. Benefit: You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. [Skull & Shackles Player's Guide Trait]

Charming: Yuki is blessed with good looks and uses that to her social advantage. Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures. [Basic (Social) Trait]

Oracle Abilities

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Spells
0-Level Spells Known:
Create Water
Guidance
Mending
Purify Food and Drink

Bonus Curse Spells:
Mage Hand
Ghost Sound (DC 13)

1-Level Spells Known (3/Day):
Bless
Doom (DC 14)
Cure Light Wounds

Revelations

Wintry Touch (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every two oracle levels you possess. You can use the wintry touch ability a number of times per day equal to 3 + your Charisma modifier.

Curse

Haunted: 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). 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.

Equipment
Starting Wealth = 150 gp

Weapons
Rapier 20 gp [2 lbs]
Dagger 2 gp [1 lbs]
Quarterstaff [4 lbs]
Light Crossbow 35 gp [4 lbs]
10 Bolts 1 gp [1 lb]

Armor
Studded Leather 25 gp [20 lbs]

Gear
Sack 1 sp [1/2 lb]
Compass 10 gp [1/2 lb]

150 gp – 93.1 gp = 56.9 gp left

Total Weight carried: 33 lbs (Light)
Carrying Capacities: 43 lbs / 44–86 lbs / 87–130 lbs


Cool, then his primary concern is keeping the balance between the prime material plane and the First World in check. I'm also happy to see that the Druid's +4 saving throws against Fey will come into play.

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I'll run Devil We Know Part I on Saturday and Devil We Know Part II on the 28th.

We won't have 2 or 3 of our regular low tier players this Saturday, but I'll prep the scenario just in case.


I'm in the middle of making up my Druid now. Probably a Half-elf protector of the untamed forest that composes most of Syradel. He'd prefer that it wasn't being settled into a kingdom, but realizes that it's probably become inevitable now, so he's just trying to mitigate the effects and stop anything terrible from happening to forest or the people settling in.

His mother is an Elf Druid who served in a similar position as guardian, while her relationship with his human father was just a brief affair so the Druid never met him. He was raised to follow in his mother's footsteps and was isolated from most other people, so he's a bit rustic and doesn't suffer fools gladly.

His concern with the Brigand's Brigade is mostly curiosity. He's interested in finding out what happened to them in case it's some type of serious threat to the balance of the forest.

If any of this is problematic, let me know. At the moment I'm trying to decide between a Domain or an animal companion. It would be easier if the Domains were a little better.


I'll have a Druid prepared by sometime Tuesday if not earlier.


Yeah, I'll just go with another race. Mostly I just wanted access to the Liberation Domain that Sky Druids could get. I'm just brainstorming at this point.


I'm currently considering playing a Druid. Would two Sylphs in the group be too many since they're rare? I've been thinking about a Sky Druid out of the Advanced Race book. If that's problematic it's no problem, I'll probably go with a Human or (Half-)Elf.

I'm not completely sold on the Druid idea yet, so if someone wants to do something similar, I'll think of something else. Probably something bard-like.


I'm interested as well. I'll play whatever role the party needs.


Maddie will be level 5 by the time her current game if over, but it looks like it'll probably last until January.

I might be interested in QfP depending on if any of the new combo classes look worth trying out.


My two regular PbP characters are still involved in their respective Gameday scenarios. Depending on the scenario and number of people, I could come up with a fresh level 1 to play.

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After contacting a couple of people, it looks like Noah, Molly, Erica, and I should all be available for the 30th for that scenario. I would imagine Dave should be there as well, which would make at least 5 players.

Also, if you need a GM for the 16th, I'll be willing to do it if I know which scenario by Monday.

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New people are always welcome, Kaddish. You'll just need to get a Pathfinder Society number from here: http://paizo.com/pathfinderSociety

Then just come in with your 1st level character using Pathfinder Society rules to create it. There's a free PDF with those rules: http://paizo.com/products/btpy84k4

Alternately, there will be pre-generated characters available if you want to just play first before creating a character.

We always have a low level table going, so any new person will be able to play. It would be great to have you join us on Saturday!


I received Maddie's chronicle sheet, thanks again for running the module, Rah. Hope to play with you guys again soon when the Gameday finishes up.

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Since I don't have time to prepare a new scenario, I will run the Infernal Vault tier 1-7 for the lower table. I don't want to have to turn anyone away.

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Just as a heads up, the Secondary Success Conditions Document is up and now in effect: http://paizo.com/products/btpy928k?


My cleric is about to wrap up in another game, I'll be ready by the 5th.


I'm going to be a little busy the next couple of weeks, so I'm going to sit this one out.


I'm registered. If you decide to run one for this group, I'll sign up for it.

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Sign me up for Feast of Sigils. Are we still using the Warhorn?

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Huzzah!

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I have some personal experience with her and I can safely say, she's awesome.

Congratulations!


I would offer to play in that one, but I'd rather play it with Rowanna and, alas, she's currently busy.


Oh no you didn't!

Yeah, we're totally cool. :)

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@Noah: Yeah, it's 10 for 1 star.

@Irish202: Since I'm the monger of rumors, I totally support this idea. :)


Rowanna is still level 1, but if it helps you all with gold I could sit this one out.


I'm fine with either.


I'd be happy to play in either of those scenarios with Rowanna.


I haven't yet played the following scenarios from Seasons 3 and 4 for Tier 1-5. So, any of these would be fine with me.

Season 3
Temple of Empyreal Enlightenment
Goblinblood Dead (GM'ed)

Season 4
Rise of the Goblin Guild
Severing Ties
The Disappeared
Cyphermage Dilemma
Night March of Kalkamedes (GM'ed)


I've played both Voice in the Void and Veteran's Vault. My only suggestion is if you're going to run a Season 1 or 2, to wait until the 15th, so we don't have to deal with two faction missions to get Prestige. :)


I haven't played Frozen Fingers yet, but I've played the others.

Also, you really should have your character Maximo buy the Tavern vanity, if he hasn't already. :)


Rowanna is available, still at level 1. If you run Quest for Perfection, I'll probably pass this time. I'd rather play it with a class that can benefit from one of the final boons, but I don't have any of those concepts I'm wanting to play at the moment.


We should all play monks (and/or samurai).*

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Just kidding....mostly.

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