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Here is the crunch (will work on background):
Versatile human monk (qinggong monk, weapon adept) 1
LN Medium humanoid (human)
Init +2; Senses Perception +8
AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge, +4 Wis)
hp 10 (1d8+2)
Fort +5, Ref +4, Will +6
Speed 30 ft.
Melee temple sword +3 (1d8+3/19-20) or
temple sword flurry of blows +2/+2 (1d8+3/19-20) or
unarmed strike +3 (1d6+3) or
unarmed strike flurry of blows +2/+2 (1d6+3)
Special Attacks flurry of blows
Str 16, Dex 14, Con 12, Int 10, Wis 18, Cha 8
Base Atk +0; CMB +3; CMD 20
Feats Dodge, Great Fortitude, Improved Unarmed Strike, Perfect Strike
Traits martial manuscript (+2 confirmation rolls), undead crusader (+1 damage vs. undead)
Skills Acrobatics +6, Knowledge (religion) +5, Perception +8, Sense Motive +8
SQ versatile human
Other Gear monk’s outfit, temple sword, belt pouch, waterskin, 3 gp
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Hi DM MP, thanks for the selection. I apologize I only posted the concept - thought I had more time (he will be a dwarf zen archer monk). I have the crunch done, will post it immediately. About me, I am an immigration attorney in Miami, FL and I have been playing since Unearthed Arcana came out for D&D. I am also a fan of rping video games, mainly Dragon Age, Oblivion, and Skyrim. I look forward to the game, as I have never played this mod.
Yes, I understand your concern. My job does get extremely busy at times and it has affected me in GMing games, but never as a player. I always post faithfully and that is never interrupted. I am applying as a player here. However, I can bow out, if necessary. It just seemed like a fun group to join. Let me know.
Here is the backstory. I tried it to make it heroic but it came out being a bit of a love story. :)
Kaegan Fellhammer, 8th son of Gorek Fellhammer, a notable dwarf noble and warrior of his clan, knew it would be many years before he was next in line for any title of nobility, so he lived his life lazily and with reckless abandon and irresponsibility. He was a ladies’ man (as much as a dwarf could be with 8 charisma) and was an overall disappointment, much to the chagrin of his father and his clan. Kaegan the Selfish became his honorary title. However, all that changed when he met Anora Twin-Axe, a beautiful young female priestess in training of Torag. It was love at first sight, but she had no time for the spoiled rich dwarf and resisted his advances at every turn. Even when he was so desperate for her attention that he joined the priesthood! She still resisted him. Determined to win her heart at any means necessary and desperate, Kaegan turned to his father for help. Gorek smiled at his son’s decision to change his life for the love of a female. Determined to teach his son the values of responsibility, honor, and clan, Gorek suggested that Kaegan, now a junior acolyte, travel with a band of dwarves on their way to assist the warriors in Mendev. Kaegan, having never before left the clan’s mountain retreat, was shocked at the horrors he saw on the battlefield. He assisted in tending to the wounded and that was the extent of his duties until the fateful night when devils overran the dwarves’ encampment and Kaegan and the survivors were forced to retreat to the ruins of a fort, warhammers in hand, until morning when reinforcements arrived. That night, fearing it would be his last, the selfish Kaegan finally heard the voice of his god and realized that the priesthood was his calling. He inspired the troops with his magic, healed their wounds until his magic was used up, and battled alongside his brothers in arms. He learned what it meant to be a dwarf. In the morning, still alive, Kaegan came upon Grundelyr, famed Warhammer of Defense. For his heroism, Kaegan was allowed to keep the hammer, since it had chosen its champion. Shortly thereafter, the battle-tested dwarf returned to his clan to the cheers of his family and the respect of Anora. Months later, that respect turned to love and then marriage at the young age of 50. A year later, the couple was blessed with Thargrim, a son. 30 years later, Thargrim, a curious dwarf full of wanderlust, journeyed to Korvosa with his uncle, Jergen, on business. Three months later, Thargrim disappeared, said to have been lured by the wiles of a criminal named Gaedren. Upon hearing the news of his son’s disappearance, a frantic Kaegan grabbed Grundelyr and swore to Anora that he would bring their son back or die trying. He has since traveled to Korvosa, looking for his son.
Hi GM, I am interested. A dwarf cleric laying claim to the Warhammer. Backstory will be up later today, if you don't mind.
Male dwarf cleric of Torag 2
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +9
Aura deflection aura (2 ft.)
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 18 (2d8+5)
Fort +6, Ref +2, Will +8; +2 vs. poison, spells, and spell-like abilities, +2 trait bonus vs. charm and
Defensive Abilities defensive training
Speed 20 ft.
Special Attacks channel positive energy 2/day (DC 10, 1d6), hatred
Domain Spell-Like Abilities (CL 2nd; concentration +5)
6/day—touch of good (+1)
Cleric Spells Prepared (CL 2nd; concentration +5)
1st—bless, entropic shield , shieldD, shield of faith
0 (at will)— create water , detect magic , detect poison , stabilize
D Domain spell; Domains Protection (Defense subdomain), Good
Str 16, Dex 12, Con 15, Int 10, Wis 16, Cha 8
Base Atk +1; CMB +4; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Extra Channel
Traits birthmark, missing child (son or daughter), seeker
Skills Acrobatics +1 (-3 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Heal +7,
Knowledge (religion) +4, Perception +9 (+11 to notice unusual stonework), Sense Motive +7; Racial
Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual
Languages Common, Dwarven
Birthmark +2 save vs. charm & compulsion
Cleric Channel Positive Energy 1d6 (2/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Defense)
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Deflection Aura (2 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Touch of Good +1 (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.
Here is my brawler build, working on the story. When is the deadline?
Anton "Wolf" Steele
Male human brawler (mutagenic mauler, shield champion) 15
NG Medium humanoid (human)
Init +4; Senses tremorsense 20 ft.; Perception +26
AC 32, touch 14, flat-footed 28 (+9 armor, +4 Dex, +9 shield)
hp 199 (15d10+105)
Fort +19, Ref +17, Will +14
Defensive Abilities evasion, fortification 25%
Speed 30 ft.
Melee +5 called ghost touch impervious heavy shield bash +28/+23/+18 (3d8+18) or
+5 called ghost touch impervious heavy shield bash flurry of blows +26/+26/+21/+21/+16/+16 (3d8+15) or
unarmed strike +21/+16/+11 (2d6+6) or
unarmed strike flurry of blows +19/+19/+14/+14/+9/+9 (2d6+6)
Ranged shield: +22/+17/+12
Special Attacks brawler's flurry, close weapon mastery, knockout 2/day (DC 23)
Str 22, Dex 19, Con 22, Int 10, Wis 16, Cha 8
Base Atk +15; CMB +21; CMD 35
Feats Greater Shield Focus, Greater Weapon Focus (shield, heavy), Greater Weapon Specialization(shield, heavy), Improved Shield Bash, Improved Unarmed Strike, Improved Vital Strike, Iron Will, Missile Shield, Power Attack, Shield Focus, Shield Master, Shield Slam, Two-weapon Fighting, Vital Strike, Weapon Focus (shield, heavy), Weapon Specialization (shield, heavy)
Traits unstable mutagen, Shield-trained
Skills Acrobatics +20, Climb +15, Intimidate +10, Knowledge (local) +4, Perception +26, Sense Motive +21
SQ brawler's cunning, champion's defense, martial training, mutagen (+6/+4/-2, +4 natural armor, 150 minutes), mutagen damage bonus, mutagen discoveries (greater mutagen, preserve organs), returning
shield, throw shield
Combat Gear mutagen (greater) , wand of enlarge person , acid (3); Other Gear +5 mithral chain shirt , +5 bashing adamantine heavy steel shield , belt of physical perfection +4 , cloak of resistance +4 , eyes of the eagle, golembane scarab , headband of inspired wisdom +4 , ring of evasion , ring of freedom of movement, tremor boots, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, grappling hook, ink, black, inkpen, mess kit, pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 1047 gp.
Brawler's Flurry +13/+13/+8/+8/+3/+3 (Ex) Can make full attack & gain two-weapon fighting, but only with unarmed strike, close, or monk weapons.
Champion's Defense (1/day) (Ex) When reduced to 0 hp by weapon attack, attempt Fort save to absorb half damage with shield.
Close Weapon Mastery (Ex) Weapons of the close group deal damage as unarmed strike at -4 levels.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fortification 25% You have a chance to negate critical hits on attacks.
Golembane scarab Can combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
Greater Mutagen (Su) The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty to two attributes.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Vital Strike - Three times weapon damage.
Knockout (2/day, DC 23) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.
Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 150 minutes.
Mutagen Damage Bonus +3 (Su) When in mutagenic form, gain a bonus to melee damage.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is normal.
Returning Shield (Ex) Thrown shield ricochets off multiple surfaces (or foes) to return.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Shield Focus +1 Shield AC
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Throw Shield (Ex) Gain the benefit of Far shot when throw shields. Can use certain maneuvers at range.
Tremorsense (20 feet) Sense things and creatures without seeing them.
Unstable Mutagen (1/day) You discovered or were given a secret to make your mutagens more unstable—but also more potent. Once per day, you can create an unstable mutagen. It is like a normal mutagen in most ways, but also gains a single benefit or hindrance due to its instability.
Vital Strike Standard action: x2 weapon damage dice.
Ok, Thrynn and Jon. Here's the story: For whatever reason, as indicated in your back story, you found yourselves stranded in the Mwangi Expanse and paired up for mutual preservation from its dangers. You traveled for nearly three days before you reached this camp with guards this morning. As long as you pledged your song and sword to defend the camp from wild elves attacks, you were given permission to stay, even though you are ignored and treated as second class citizens for the most part. At least you got a warm bed to rest. At night, there was commotion that snapped you out of your reverie, as newcomers on a riverboat have arrived with supplies. Any questions or comments, please let me know.
Applicants thus far:
Scranford - how does your character get around requirement that shahepshifter archetype must take natural weapon combat style at 2nd level and not thrown weapons, as listed on sheet?
Rysky - given that main big baddie of Savage Tide turns out to be an antipaladin, going to say no to that.
Deadline for submission of characters - Monday, July 6, 7:00pm EST.
If recruitment is still open, I present Desmond Firecaller, halfling cleric of Sarenrae and reformed brigand. I will make an alias if chosen. I have so many. :)
Male halfling cleric of Sarenrae 4
NG Small humanoid (halfling)
Init +3; Senses Perception +13
————— Defense —————
————— Offense —————
Cleric Spells Prepared (CL 4th; concentration +7)
————— Statistics —————
Languages Common, Halfling
————— Special Abilities —————
The halfling named Desmond was born into abject poverty in Brevoy as an orphan. Naturally, his circumstances led him to life a thievery given his natural size and uncommon speed. He was not a skilled thief by any means but he small and fast so whenever he was spotted, he took off like the wind, using his natural agility. He was also very charming and wise. He distracted you with his cuteness before robbing you blind. He became known in the streets as Desmond the Fearless for his brave thefts. But Desmond was never a bad person. He did what he did to survive and the streets taught him to stay ahead of danger at all possible costs. He developed a skill for spotting the guards, other criminals, and other dangers that crossed his way. This skill proved to be quite valuable to a band of brigands who needed a lookout for potential caravan ambushes. Desmond was assured no one would be hurt so he went along with it. After 3-4 such ambushes, he became a favorite of the brigands for his great observational skills. Then one fateful night, while on lookout, he spotted an unusual caravan. The people all wore desert garb and covered their faces. The brigands ambushed the caravan and a cleric of Sarenrae was present. One of the brigands got too handsy and slapped one of the women, who just happened to be the cleric's daughter. A burst of fire engulfed the brigand and he died a horrible death. The other brigands ambushed the cleric, who could not fend so many attackers and he looked at Desmond for aid. The fearless halfling was too much of a coward to help and turned his back on the priest, who died a horrible death. He did however preserve the priest's holy symbol, the ornate sun medallion. For days after the incident, Desmond saw the priest's face in his dreams and nightmares and he felt a calling for the first time in his life. He ran into the woods at dawn and there he swore he saw the goddess appear before him, offering the halfling salvation. He immediately took it, bowing in tears at her feet and swearing his services to her if she forgave his transgressions. She did and Desmond abandoned the brigands stealing their gold in the process. He found a Temple to Sarenrae and trained for year in her teachings. A year later Desmond reappeared, no longer Desmond the Fearless but Desmond the Firecaller. He now seeks to spread Sarenrae's teachings all through the Kingdoms and if the brigands come seeking for him, he will be ready for them.