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Sun Shaman

Papa-DRB's page

Pathfinder Society Member. 1,982 posts (6,497 including aliases). 4 reviews. 1 list. No wishlists. 2 Pathfinder Society characters. 15 aliases.


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Question.....

I know the soft cover books are available at Legendary Games, Paizo and RPGNow, but will my FLGS be able to order them?

(I have over $850 worth of credit at the store that I would like to spend!)

-- david


Damn, it is Bingo night at the campground and my wife always wants me to go with her...

Hmmm... Bingo or wait for backer email, decisions, decisions.....

Well, it is too dang hot (86 degrees F even now) to have to sleep on the porch tonight, so I guess I go to Bingo.

-- david


Ok, Fluff and new Crunch, including Background Skills, done.

I present {LINK} Mahk the Scythe for consideration in removing the gnoll infestation from the village of Kelmarane.

-- david


I am creating a character for a PbP and the DM says to use Background Skills, which I have not used in the past.

Situation: Ranger, Favored Enemy (Gnoll), Human, 10 Int so no extra skills.

With his background he needs four Background Skills, 1-Linguistics(gnoll), 1-Profession(soldier), Max-Handle Animal and Max-Knowledge (geography).

With only two background skills am I limited to having to take Linguistics and Profession at 1st level Ranger, then Handle Animal and Knowledge (geography) at 2nd (and beyond) level Ranger, or can I use two of my "regular" skill points, including the Favored Class Bonus skill point and pick up all four at 1st level Ranger?

I have read the PRD rules section on Background Skills and it does not specify one way or the other.

-- david


DM Default,

I have not used the Background Skills option before and have a question.

Can I use "regular" skill points, including favored class bonus skill point, to pick up background skills?

For instance with the character that I am submitting (Mahk the Scythe), his background would need four (4) background skills, handle animal (max), knowledge (geography) (max), linguistics (gnoll) 1 rank only, and profession (soldier) 1 rank only.

So can I spend my two background skills on them plus two of my regular skill points on the other two?

-- david


Submitting the Crunch for Mahk the Scythe, a "switch hitter" Ranger (Trapper). Still working on the Fluff (history) and should have it up in a few days.

Note to all: As much as I hate alias bloat, you can create an alias, add the profile, and as long as you do NOT post using it, the alias is still deleteable.

-- david


I Understand. It would have made the concept cleaner to have the ability to spontaneously cast cures, but like I said it will work without the ability.

Thanks for the help,

-- david


My Self wrote:

Only the casting ability mentioned in the VMC article.

For Clerics, that means you can spontaneously convert prepared spells to Cure or Inflict, depending on your deity. You are also restricted to only casting deity-acceptable spells.

I think that I know the answer, but would like someone else to confirm my reading of the Cleric VMC, Diety entry: "She also gains the cleric's spontaneous casting ability, which she can use with any prepared casting classes that have the appropriate spells on their spell lists."

That means that if I have a Bard with VMC Cleric, that I do NOT gain the spontaneous casting ability, right?

-- david

(assuming I am correct, rats!)


I "assume" this has not been fixed yet, as I went to remove the faction symbol from my "RNG" alias and there is not an option for "none".

Right?

-- david


2d10 ⇒ (7, 9) = 16 If Slayer.
2d8 ⇒ (8, 6) = 14 If Hunter.

Still not sure which class will be the Base class yet, so I rolled both.

-- david


How are level 2 & 3 hp determined? Rolls? Half+1? Something else?

-- david


GM Wolf wrote:


I am thinking of two characters:
1) Slayer (ACG) who gestalt with Fighter at some point or
2) Hunter (ACG) who gestalt with Rogue at some point.

-- david

You have to make sure the ACG character's class parent class is not repeated with gestalt rules. So the ACG classes would be fine but I don't believe you can have a slayer/fighter.

Also you can only have one ACG class when gestating.

Slayer parent classes are Ranger and Rogue (not Fighter).

-- david

LINK to Slayer


5d6 ⇒ (2, 5, 4, 5, 6) = 22 [5,5,6]=16
5d6 ⇒ (5, 6, 3, 3, 5) = 22 [5,5,6]=16
5d6 ⇒ (1, 3, 5, 1, 1) = 11 [1,3,5]=9
5d6 ⇒ (6, 5, 6, 2, 5) = 24 [5,6,6]=17
5d6 ⇒ (1, 2, 6, 2, 4) = 15 [2,4,6]=12
5d6 ⇒ (3, 4, 2, 1, 4) = 14 [3,4,4]=11
5d6 ⇒ (2, 5, 3, 5, 3) = 18 [3,5,5]=13

Take away 1 from the final 11 above, making it 10, and adding to the final 17 above making it 18.

Final numbers: 18,16,16,13,12,10 Dang that is really nice!

I am thinking of two characters:
1) Slayer (ACG) who gestalt with Fighter at some point or
2) Hunter (ACG) who gestalt with Rogue at some point.

Would either of these concepts be ok to submit under the character creation rules?

-- david


Torbyne wrote:
How does that compare to HP totals, ie, does HP continue to scale up after PCs get their second attack and if so does it outpace static damage boosts? Can PCs move and get both attacks in?

It is 192 page PDF, linked in my last post. This is only one of many "improvements" to 3.0 / 3.5 / PF. For the sale price of $4.95, in my opinion, and I bought it at full price, it is worth it.

Two other quotes from the "Iterative Attacks" section. "This method returns results that actually increase damage by up to 15% across the vast majority of monsters that the fighting man will face." and "Against the edge cases — that is, monsters who are so easy to hit that you only miss them on a natural 3 or less, and monsters that are so hard to hit that you only hit them on a natural 18 or more—the expected damage goes down."

-- david


Trailblazer by Bad Axe Games, and it is on sale, changes Iterative attacks to:

• At BAB +6, you get a 2nd attack, but both attacks suffer a –2 penalty (–2/–2 instead of 0/–5).
• At BAB +11, the penalty drops to –1/–1 (instead of 0/–5/–10).
• At BAB +16, the penalty drops to –0/–0 (instead of 0/–5/–10/–20).

It works well.

-- david


I would like to see the a new class, based on the Babylon 5 Technomages and perhaps do away with Wizards and Sorcerers. Also some kind of Psionic (ala Lensman series of books).

Link and Link

-- david


2 people marked this as a favorite.
Tacticslion wrote:
Owen K. C. Stephens wrote:

Of course for MOST Lensmen all the Lens needs to do is be unreproducible (unless you are already far enough along to worry about Black Lensmen, who were never particularly successful), and grant universal telepathy.

That'll give you zwilnik-hunting, Boskone-fighting, Galacticly Patrolling Lensmen.

Well, and rules for negasphere, the Z9M9Z, sunbeams...

It's only if playing with Second-Stage Lensmen, and/or Eddorians and Arisians you need more advanced mental power rules.

:)

For the record, I have no idea what Owen just said. But it's amazing.

Well, I do !!

LINK to Wikipedia article about the Lensman Chronicles.

They were written by E.E. "Doc" Smith in 1948 and early 1950's.

zwilnik : Drug dealers of the worst kind
Boskone : The bad guys higher up Galactic Organization
Lensman : The good guys. They come from all the Galactic races and go to Arisia for training and to get their Lens, which is a psionic(?) device that helps concentrate thinking, etc.
negasphere : Anti matter
Z9M9Z : The Command and Control vessel of the Galactic Patrol (good guys organization)
sunbeams : Harnessing the power of the sun as a weapon
Second stage Lensman : The four (well five really) Lensman from the four "primary" Galactic races that went back for additional Lens training.
Eddorians : The ultimate bad guys
Arisians : The ultimate good guys

You can get all six books at Project Gutenberg in ePub format, and I use Calibre 64 for WIndows 7 as a free eBook reader.

-- david


Yea, Darklands campaign would greatly interest me. Not sure that 10th level would be needed, but probably no lower than 5th.

-- david


1 person marked this as a favorite.
Ambrosia Slaad wrote:
I'm pretty sure that if there's sufficient demand for a Spheres of Power supplement/update for Starfinder, then DDS will find a way to make it happen. I'd love to see an Ultimate Psionics supplemt/update for Starfinder from Dreamscarred.

Yes to both of these. I could see either Spheres of Power or Dreamscarred Press Psionic material being needed for what I would like to do. (Lensman Chronicles by E.E. "Doc" Smith)

-- david


1 person marked this as a favorite.

I just added "The Lensman Chronicles" by E.E. "Doc" Smith.

Just reread them (free epubs) and would love to have the ability to have a L1 Lensman on a ship with a small crew searching for a Boskone cabal. Or a L2 Unattached Lensman in his super-undetectable speedster having a mission.

-- david


1 person marked this as a favorite.
Jiggy wrote:
@LazGrizzle — How do you know that the players/GMs you've had trouble with are "today's millennials" rather than your fellow 35-year-olds in their underwear with a micro-brewed beer and a joint (or any other demographic for that matter, such as overweight retirees with 30+ years of entrenched habits RPG experience)? Did your online RPG groups regularly disburse personal information or something?

Hey, I resemble that!

-- david


Something has come up. Please drop Santrin from consideration.

-- david


1 person marked this as a favorite.

Vic Wertz explains it: HERE and also a little bit HERE

-- david


Updated with Trait, Description and Background. If chosen I will set up the appropriate alias.

Santrin Starchild:

Santrin Starchild
Male Human paladin 1
LG Medium humanoid (human)
Init +0, Senses Perception +0
Aura aura of good,
=================================================
DEFENSE
=================================================
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield, )
hp 13 ((1d10)+3)
Fort +4, Ref +0, Will +2, +1 trait bonus on saves vs. disease.

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee longsword +5 (1d8+3/19-20)
Melee longsword [power attack (one-handed)] +4 (1d8+5/19-20)
Melee shield, heavy wooden +4 (1d4+3)
Melee mace, heavy +4 (1d8+3)
Melee mace, heavy [power attack (one-handed)] +3 (1d8+5)
Melee dagger +4 (1d4+3/19-20)
Ranged dagger (thrown) +1 (1d4+3/19-20)
Special Attacks Smite Evil,
Class Spell-Like Abilities detect evil (at will)

=================================================
TACTICS
=================================================
Temporary Effects power attack (one-handed),
=================================================
STATISTICS
=================================================
Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 16,
Base Atk +1; CMB +4; CMD 14
Feats Power Attack, Weapon Focus (Longsword)
Skills Diplomacy +7, Heal +4, Sense Motive +4,
Traits Colonial,
Languages Common
SQ aura of good, bonus feat, detect evil, skilled,
Gear rations (trail/per day) (5), sunrod (5), tindertwig (5), longsword, longsword, outfit (traveler's), chainmail, shield, heavy wooden, backpack, blanket (winter), waterskin (filled), rope (silk/50 ft.), pouch (belt), pouch (belt), holy symbol (wooden), mace, heavy, mace, heavy, dagger, 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Aura of Good (Ex) You project a faint good aura.

Aura of Good

Bonus Feat Humans select one extra feat at 1st level.

Colonial You come from a long line of Sargavan colonists, stretching back to Cheliax's original expansion into the land during the Everwar. While your people's control of Sargava wanes every day, and Eleder has functioned independently from Cheliax since House Thrune brought diabolism to the political forefront, you nevertheless maintain a hardy Chelish constitution and natural sense of survival. What took you away from home is up to you, but you return to the land of your birth on the Jenivere in the hope of putting Sargava back on the map. You gain a +1 trait bonus on Knowledge (local) checks relating to Sargavan settlements and politics and a +1 trait bonus on saving throws against disease.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +3 to your attack rolls and +1 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +2. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +3 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.

PbP stats:

Race Line in Profile:
LG Male Human
paladin
1
Class Line in Profile:
(HP 13 AC:18 T:10 F:18 Saves F:+4 R:+0 W:+2 CMB:+4 CMD:14 Init:+0 Perc: +0

Description:

Santrin is a young man. Six feet tall and about 180 pounds (sans gear). He carries himself with a self assurance and confidence that is unusual for one just out of his teens.

History:

During his youth, his personality permitted him to settle disputes between rivals and usually come to an equitable settlement. It seemed that he had a budding interest in politics, however an incident involing his best friend, showed him what he was really called to do. His friend was wrongly accused of a crime, and about to be hung for it, when a grizzled old man who had witnessed what truly occured came forward and saved the boy. The man, Crotalus by name, took the two boys under his wing and showed the two of them the way of Iomadae, as he was a paladin of her.

After being accepted into the church, Santrin and his friend went off to the the Worldwound war as Crusaders. After a few battles, his friend was killed, and Santrin decided that was enough for him. He did not need to go off to foreign lands to right wrongs and protect innocents, the tenets of Iomedae he most identified with, but he could do that back home, so he began the long journey back to Eleder to begin his life anew.

Created using PCGen 6.06.00 on Jun 3, 2016


1 person marked this as a favorite.

Paladin Starting Wealth * 10: 5d6 ⇒ (6, 4, 6, 1, 5) = 22 = 220gp

Here is the crunch. Still working on background and fluff.

Santrin Starchild:

Santrin Starchild
Male Human paladin 1
LG Medium humanoid (human)
Init +0, Senses Perception +0
Aura aura of good,
=================================================
DEFENSE
=================================================
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield, )
hp 13 ((1d10)+3)
Fort +4, Ref +0, Will +2

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee longsword +5 (1d8+3/19-20)
Melee shield, heavy wooden +4 (1d4+3)
Melee mace, heavy +4 (1d8+3)
Special Attacks Smite Evil,
Class Spell-Like Abilities detect evil (at will)

=================================================
STATISTICS
=================================================
Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 16,
Base Atk +1; CMB +4; CMD 14
Feats Power Attack, Weapon Focus (Longsword)
Skills Diplomacy +7, Heal +4, Sense Motive +4,
Languages Common
SQ aura of good, bonus feat, detect evil, humanoid traits, skilled,
Combat Gear rations (trail/per day) (5), sunrod (5),
Other Gear longsword, outfit (traveler's), chainmail, shield, heavy wooden, backpack, blanket (winter), waterskin (filled), pouch (belt), coin (gold piece) (19), mace, heavy, 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Aura of Good (Ex) You project a faint good aura.

Aura of Good

Bonus Feat Humans select one extra feat at 1st level.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +3 to your attack rolls and +1 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +2. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +3 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.


GM_Ragged wrote:

No reason a paladin wouldn't be a good fit. Just two things to consider:


  • It's unlikely that there will be a priest around to atone you if you fall. So choose your deity carefully.

  • Choosing a mount as your Divine Bond may not be sensible in a jungle setting.

Yes, the Divine Bond would be the Enhance Weapon ability.

I am thinking of Iomedae. Do you have any suggestions for a code?

-- david


dot for interest.

Question. Would a Paladin fit into this AP? or would a Fighter be better?

-- david


LINK HERE for one of Vic's posts about PDF subscriptions.

-- david


1 person marked this as a favorite.

I retired and cut some subscriptions, then my wife retired and I cut the rest of them. I think it is time (next summer) to get back into the Starfinder AP Subscription game.

The only problem is that I still have $800 in store credit at my local gaming shop, so I think I will by the monthly softcovers and the initial hardcover from them and buy the PDFs from here. At least till I run out of credit, either buying this or my son or grandson spend the rest (they already spent $250 of the $1050 I started out with).

-- david

edit: As long as it is Babylon 5'esque. I loved that show!
edit2: After Numenera and Legendary Planet, this had to be coming!


Would an alchemist or an investigator be appropriate in this world?

-- david


Google "iterate over unordered collections" and you will see lots of hits.


claudekennilol wrote:
I know this is further off topic, but is there way to just implement a "I'm not a robot" check, or is that too easily circumvent-able now?

Not that I am aware of. The site is run by the folks who code/own Jira, not the PCGen group. We are just users.

However, I did find several Closed Jira Code requests for this. Currently it is not possible (at least not easily) to fix this issue. It looks like we are waiting for a major code re-write in the formula code (I think) to handle this.

-- david


claudekennilol wrote:
I would but it looks like I'd need to sign up for an account first.

Yup. That is the result of too many a!*&!$*s opening up spam accounts to propagate their spam. It was completely open for a while till one of the head monkeys finally had enough.

-- david


Keen and Improved Critical are stacking - Confirmed.

Please open a Jira @ jira.pcgen.org, and someone will look at it.

-- david


Ok folks. I am heading up to bed (2145 here) and get up around 0800. I'll post by 0900 (unless I really sleep late!) the group.

-- david

ps. As a 6+ year retired person, I get lots of sleep.


PC Name (Handle); Class; GMT; Notes

Arcane

Divine
Dilwyn Blevins (Leedwashere); Druid; -8
Zaladrel Orain (PirateDevon); SOP Hedgewitch; -8

Skill
Iskender (Zahir ibn Mahmoud ibn Jothan); Bard; -5

Warrior
Kit 'Skylark' Bridger (Briccone); Ranger; -5
Hilde Tuva (Corsario); Invulnerable Rager Barbarian; -6

A few folks who "dotted" but no submission (yet). (I think this is everyone):
Coffee Demon
dain120475
Harakhty Suntooth
Camris
Rednal
GypsyMischief
Fighting Chicken
ElegantlyWasted
fearcypher

Recruitment ends Thursday, March 17th at 2400 EDT.


PC Name (Handle); Class; GMT; Notes

Arcane

Divine
Dilwyn Blevins (Leedwashere); Druid; -8
Unknown (PirateDevon); SOP Hedgewitch; ;Cross over into Skill

Skill
Iskender (Zahir ibn Mahmoud ibn Jothan); Bard; -5

Warrior
Kit 'Skylark' Bridger (Briccone); Ranger; -5
Unknown (Corsario); Invulnerable Rager Barbarian; -6


PC Name (Handle); Class; GMT; Notes

Arcane

Divine
Dilwyn Blevins (Leedwashere); Druid;
Unknown (PirateDevon); SOP Hedgewitch; ;Cross over into Skill

Skill

Warrior
Kit 'Skylark' Bridger (Briccone); Ranger; -5

Folks: Please remember to add your Timezone, thanks.

Also seen interest in a Monk, Barbarian, Alchemist or Wizard, Bard, plus.....

The above characters, except for Skylark, have not been accepted. I am just listing ones that I have read.


As a backer, Any way you want it is ok with me.

-- david


I am going to withdraw from consideration.


Look HERE in the Paizo PRD

or look HERE in d20pfsrd.

-- david


May I present Chagindir and his companion Timber.

Chagindir:

Chagindir
Male Human (Shoanti) sorcerer 1
TN Medium humanoid (human)
Init +4, Senses Perception +0
=================================================
DEFENSE
=================================================
AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 8 ((1d6)+2)
Fort +3, Ref +2, Will +2

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Ranged crossbow, light +2 (1d8/19-20)

Sorcerer Spells Known (CL 1st; concentration +7)
1st(4/day)-magic missile, summon monster i
0th(at will)-detect magic, light, message, ray of frost, read magic(DC )

=================================================
STATISTICS
=================================================
Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18,
Base Atk +0; CMB +0; CMD 12
Feats Augment Summoning, Eschew Materials, Spell Focus (Conjuration)
Skills Knowledge (Arcana) +4, Spellcraft +4, Use Magic Device +8,
Traits Focused Mind, Outlander, Outlander, Resilient,
Languages Common, Shoanti
SQ animal companion, bonus feat, bonus sorcerer spell, cantrips, humanoid traits, skilled, sylvan (wildblooded fey) bloodline,
Combat Gear
Other Gear quarterstaff, outfit (traveler's), backpack, pouch (belt), bolts, crossbow (10) (2), crossbow, light, 30.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Animal Companion (Ex) You gain an animal companion. Your effective druid level for this ability is equal to 1.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Sorcerer Spell Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Eschew Materials

Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Outlander You are not from Sandpoint; you've recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to Sandpoint.

Outlander / Exile For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to Sandpoint, and it's here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.

Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sorcerer Spell Level 0

Sylvan (Wildblooded Fey) Bloodline Your ties to nature have more to do with creatures than with capriciousness.

History:

Born under a new moon, Chagindir was a small baby and small child, that grew into a short wiry teenager. During his formative years in the Lyrune-Quah (Moon Clan), while other boys learned about warfare, weapons and survival in the wild of the Storval Plateau near the Cinderlands, Chagindir sat at the feet of the Tribal Shaman, learning the ways of Nature and the mind. Although he was set to become an apprentice to the Shaman and the eventual Shaman himself, something happened on his Spirit Journey (the overnight stay outside the camp that all who were coming of age to find their Spirit Animal). Instead of having a dream about his animal, a wolf came to him and stayed, and when Chagindir came back to the village the wolf followed him and stayed with him. The village Shaman and Elders pondered this, as nothing like this ever happened before. Reaching into the Lore of the Wolf, the Shaman told young Chagindir that he must leave the village and make his way into the world. Traveling many months, and following his instincts the pair ended up in Sandpoint at Festival Time.

Timber:

Timber
Male Companion Wolf animal 2
None Medium animal
Init +2, Senses low-light vision; scent, Perception +6
=================================================
DEFENSE
=================================================
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural, )
hp 20 ((2d8)+4)
Fort +5, Ref +5, Will +1

=================================================
OFFENSE
=================================================
Speed 50 ft.
Melee bite +2 (1d6+1)
Special Attacks Trip,

=================================================
STATISTICS
=================================================
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6,
Base Atk +1; CMB +2; CMD 14 (18 vs trip)
Feats Improved Natural Armor
Skills Perception +6,
SQ combat training, animal traits, bonus tricks 1, link, low-light vision, scent, share spells,
Animal Tricks Combat Training, Attack, Come, Defend, Down, Guard, Heel
Combat Gear
Other Gear bite, 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Animal Traits (Ex) Animals breathe, eat, and sleep.

Bonus Tricks 1

Improved Natural Armor The creature's natural armor bonus increases by +1. Special: A creature can gain this feat multiple times. Each time the creature takes the feat, its natural armor bonus increases by another point.

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mod Bonus Tricks

Mod Link

Mod Share Spells

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.

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ANIMAL TRICKS
=================================================
Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.


I would be interested in the Andoran faction.

Male human (Shoanti) Sylvan bloodline Sorcerer with a wolf companion.

-- david


dotting for interest, for a "good" or "neutral" aligned party.

-- david


Well I am a filthy 'Murican also, but I prefer Scotch over Bourbon.....

-- david

ps. Scotch is an acquired taste. My wife doesn't care for it, neither does my daughter or daughter-in-law, but both my son and son-in-law like it. In fact, when my now son-in-law came to ask for my daughters hand in marriage he brought an 18 year old bottle of McCallum as bribery.... heh....


Gorbacz wrote:
Pah, bourbon. Single malt Scotch from Islay is where the life is at.

Damn tootin!!!! Best stuff on the planet.

-- david


This has been asked many times before, but they do not offer a PDF subscription. Vic Wertz has explained the reasoning HERE

-- david


Damn... Just finished up the fluff for my submission and ready to post it and saw your post. Oh well, better luck to me next time.

Chagindir:

Chagindir
Male Human (Shoanti) sorcerer 1
TN Medium humanoid (human)
Init +4, Senses Perception +0
=================================================
DEFENSE
=================================================
AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 8 ((1d6)+2)
Fort +3, Ref +2, Will +2

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Ranged crossbow, light +2 (1d8/19-20)

Sorcerer Spells Known (CL 1st; concentration +7)
1st(4/day)-magic missile, summon monster i
0th(at will)-detect magic, light, message, ray of frost, read magic(DC )

Prepared Spells
=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18,
Base Atk +0; CMB +0; CMD 12
Feats Augment Summoning, Eschew Materials, Spell Focus (Conjuration)
Skills Knowledge (Arcana) +4, Spellcraft +4, Use Magic Device +8,
Traits Focused Mind, Outlander, Outlander, Resilient,
Languages Common, Shoanti
SQ animal companion, bonus feat, bonus sorcerer spell, cantrips, humanoid traits, skilled, sylvan (wildblooded fey) bloodline,
Combat Gear
Other Gear quarterstaff, outfit (traveler's), backpack, pouch (belt), bolts, crossbow (10) (2), crossbow, light, 30.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Animal Companion (Ex) You gain an animal companion. Your effective druid level for this ability is equal to 2.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Sorcerer Spell Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Eschew Materials

Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Outlander You are not from Sandpoint; you've recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to Sandpoint.

Outlander / Exile For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to Sandpoint, and it's here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.

Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sorcerer Spell Level 0

Sylvan (Wildblooded Fey) Bloodline Your ties to nature have more to do with creatures than with capriciousness.

History
Born under a new moon, Chagindir was a small baby and small child, that grew into a short wiry teenager. During his formative years in the Lyrune-Quah (Moon Clan), while other boys learned about warfare, weapons and survival in the wild of the Storval Plateau near the Cinderlands, Chagindir sat at the feet of the Tribal Shaman, learning the ways of Nature and the mind. Although he was set to become an apprentice to the Shaman and the eventual Shaman himself, something happened on his Spirit Journey (the overnight stay outside the camp that all who were coming of age to find their Spirit Animal). Instead of having a dream about his animal, a wolf came to him and stayed, and when Chagindir came back to the village the wolf followed him and stayed with him. The village Shaman and Elders pondered this, as nothing like this ever happened before. Reaching into the Lore of the Wolf, the Shaman told young Chagindir that he must leave the village and make his way into the world. Traveling many months, and following his instincts the pair ended up in Sandpoint at Festival Time.

Timber:

Timber
Male Companion Wolf animal 2
None Medium animal
Init +2, Senses low-light vision; scent, Perception +6
=================================================
DEFENSE
=================================================
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural, )
hp 20 ((2d8)+4)
Fort +5, Ref +5, Will +1

=================================================
OFFENSE
=================================================
Speed 50 ft.
Melee bite +2 (1d6+1)
Special Attacks Trip,

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6,
Base Atk +1; CMB +2; CMD 14 (18 vs trip)
Feats Improved Natural Armor
Skills Perception +6,
SQ combat training, animal traits, bonus tricks 1, link, low-light vision, scent, share spells,
Animal Tricks Combat Training, Attack, Come, Defend, Down, Guard, Heel
Combat Gear
Other Gear bite, 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Animal Traits (Ex) Animals breathe, eat, and sleep.

Bonus Tricks 1

Improved Natural Armor The creature's natural armor bonus increases by +1. Special: A creature can gain this feat multiple times. Each time the creature takes the feat, its natural armor bonus increases by another point.

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mod Bonus Tricks

Mod Link

Mod Share Spells

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.

=================================================
ANIMAL TRICKS
=================================================
Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.

-- david


4d6 ⇒ (3, 3, 1, 6) = 13 = 12
4d6 ⇒ (2, 3, 3, 1) = 9 = 8
4d6 ⇒ (2, 4, 2, 3) = 11 = 9
4d6 ⇒ (2, 2, 4, 1) = 9 = 8
4d6 ⇒ (4, 4, 6, 5) = 19 = 15
4d6 ⇒ (5, 4, 6, 2) = 17 = 15

Wow, that just stinks. The RNG hates me.

-- david

edit: an 11 point buy...
edit2: Thanks Digger, but I have found when the RNG does this to me during character creation, it carries over into the game, so I'll bow out and let someone else with better luck play.


Dotting. Will have something up later today.

-- david

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