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Sun Shaman

Papa-DRB's page

Pathfinder Society Member. 2,019 posts (7,047 including aliases). 4 reviews. 1 list. No wishlists. 2 Pathfinder Society characters. 13 aliases.


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Nylanfs wrote:
Unikatze wrote:
Also, I managed o get PC Gen working, but I couldn't find Slayer, and I also found some other bugs, so I decided to stick with the YAPCG excel sheet.
The Slayer is in the ACG, on the sources dialog you either need to load the ACG (and books that it relies on) or the Pathfinder Core Supplements source group.

FYI, Go to the Advanced Load screen and load the following.

Advanced Class Guide
Advanced Player's Guide
Core Rulebook
Ultimate Combat
Ultimate Equipment
Ultimate Magic

or Go to the Basic Load screen and load the following.
Pathfinder RPG Core Supplements

Either will allow the selection of Slayer from the ACG.

-- david

Edit: If you find bugs, you can report them here and either Nylanfs or I will check it out for you.


PCGen has the ACG book, which contains Slayer, in it.

http://pcgen.org/download/

Disclosure: I was on the PCGen team for a couple of years. Now I am just a user.

-- david


James Jacobs wrote:
Cats > Puppies

While I usually agree with James (and most of the Paizo staff), this ^^ is heresy.

Dogs > Puppies >> Cats > Kittens !!!!

-- david


Flagged to be moved to: http://paizo.com/paizo/messageboards/community/gaming/connection

This is for PbP. The other forum will offer a better chance of finding someone.

-- david


Steel_Wind wrote:
So, I'll ask the dreaded question: is the recent insolvency of a large trans-Pacific shipping company going to impact on the release date? Any update on eta?

Asked and answered HERE.

Essentially, no impact.

-- david


Google "TOR Browser". Top link is: LINK


Congrats Rylka.

@GM - Sorry, about not finishing a character in time. Could not figure out what I was going to do.

-- david


I have four characters in mind.

[Ranger or Slayer] / VMC Bard Duskwarden gone rogue. He cannot stand what has happened to the city and fights from the shadows to overthrow the invaders and restore the city to what it was.

[Warpriest or Cleric] / VMC Bard. He works from within the religious community to knit together a coalition to overthrow.... etc.

Now to make up my mind and get the fluff and crunch done for one of these.

-- david


Is VMC allowed?

-- david


^^ Oh. My goodness, that fits all the clues and by George, I think Toz has it!


A sunburned zebra? ^^


Hmmm... I have an early copy of the "Shapeshifter" pdf which I thought was Alteration, but not the "official" release yet.

Any who, I understand that they can not be released all at once. Just stating my preference for the two that I want most so maybe they will move higher on the to do list.

-- david


I would like to see the Life and Death Spheres updated / improved like the six others.

So far all I know about is:
Destruction
Divination
Nature
Light
Alteration
Telekinesis

I would also like an NPC Soul Weaver stat'ed out that was not a Dhampir.

-- david


Mahk has been accepted into another campaign, and I really only want to participate in one campaign as a player, so he is withdrawing from this one.

Good Luck and Good Gaming to All.

-- david


I have been accepted into a PbP with a different character (Mahk the Scythe) and that scratches my playing itch, so Santrin is withdrawing from consideration.

Good Luck and Good Gaming to All.

-- david


Legend-wait-for-it-dary GM wrote:
Papa- the HPs are maxed for the first two levels, so Santrin has 3 more.

Oops.. Missed max for both levels. Profile updated.


Here is the updated Mahk. When I "modified" him for this campaign, I mistakenly dropped his Archetype. He is still from the desert area, but the "city", "country", "favored enemy" can be changed if that will make more sense for the start of this campaign.

Mahk the Scythe (MM):

Male Human ranger 1 Archetypes Trapper,
TN Medium humanoid (human)
Init +4, Senses Perception +5

=================================================
DEFENSE
=================================================
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex, )
hp 13 ((1d10)+3)
Fort +4, Ref +4, Will +1

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee scythe +4 (2d4+4/x4)
Ranged longbow +3 (1d8/x3)
Melee flail, heavy +4 (1d10+4/19-20)
Special Attacks Humanoid (Gnoll) +2

=================================================
STATISTICS
=================================================
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 10,
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Quick Draw
Skills Disable Device +2, Handle Animal +4, Heal +5, Knowledge (Dungeoneering) +5, Knowledge (Geography) +6, Knowledge (Nature) +6, Perception +5, Perception (Trapfinding) +6, Profession (Soldier) +5, Stealth +1, Survival +5, Survival (Follow or identify tracks) +6,
Traits Devotee of the Green (Knowledge (Nature)), Reactionary,
Languages Common, Gnoll
SQ bonus feat, humanoid traits, skilled, track +1, trapfinding, wild empathy +1,
Gear rations (trail/per day) (6), sunrod (5), scythe, outfit (traveler's), chainmail, arrows (20) (5), backpack, waterskin (filled), flint and steel, rope (hemp/50 ft.) (2), grappling hook, pouch (belt), longbow, flail, heavy, 16.0 gp

=================================================
SPECIAL ABILITIES
=================================================
Background Skill (Handle Animal, Knowledge (Geography))

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

Devotee of the Green (Knowledge (Nature)) Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (Geography) and Knowledge (Nature) checks, and Knowledge (Nature) is always a class skill for you.

Humanoid (Gnoll) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against gnolls. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

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

No Spellcasting

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

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

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

PbP stats:

Race Line in Profile:
TN Male Human
ranger
1
Archetypes(
Trapper,
)
Class Line in Profile:
(HP 13 AC:18 T:12 F:16 Saves F:+4 R:+4 W:+1 CMB:+4 CMD:16 Init:+4 Perc: +5)

Description:

At 6 feet 2 inches and 225 pounds, Mahk is big for his 18 years. He wears a chainmail suit over wool breeches, and shirt. His boots look rather new, but all his other clothing, while clean and serviceable, has seen some years of use. Over his shoulder is slung a longbow, and he carries a scythe that is of an older design, however the wicked looking blade still seems razor sharp.

As he walks down the street, he looks and acts like a happy-go-lucky sort of fellow, humming and whistling, very off key, as he looks around at the wonders of the city, gawking at everything.

History:

Mahk was raised in a small village about one days travel from Solku in western Katapesh. The big attraction was a watering hole that caravans and travelers were able to use for a simple daily fee. There was room for the visitors to rest, whether setting up a camp for themselves, as caravans usually did, or staying in the Sand Storm Inn House which was located in the center of this small village. The largest problem the town had was wandering gnoll tribes and bandits.

Mahk father was one of several families that were simple farmers, who raised crops to sell to others in town and the folks passing thru. All the families took turns working the fields, and the older teenage children took turns guarding the fields so the gnolls and bandits did not burn them down.

Mahk grandfather was an adventurer who returned after many years away and became a member of the local militia. On his return, he took Mahk under his wing and taught him that a scythe would not only cut down the crops in the fields during harvest time, but was also good for cutting down gnolls. He also taught him how to shoot a bow, and his special secret, how to set up traps and disable them. That way, he could protect more of the crops by wounding the gnolls before having to either shoot them or cut them down with his scythe.

One fateful night while Mahk and some of the other elder teenagers were on watch, the human bandits along with gnolls, and lead by a raging gnoll leader, attacked in a larger than normal force. While eventually the ones who were not killed were driven away, the cost to the village and especially to Mahk was quite high. The found his grandfather severely wounded, and his famous flaming scythe missing. ”Mahk” the old man whispered, ”I give to you my armor and my old scythe. Use it to someday recover Bane, my scythe from the gnolls and the bandits” and with that he died.

Mahk was stricken to the very core of his being with hatred of gnolls and all bandits, took his grandfathers chain armor and his old scythe set out to find Bane and return it to the village. On his travels he killed many a gnoll and many a bandit, learned the gnoll language so he could also taunt them as they died, and finally found his way to <insert city that the campaign starts in> where he heard of a man named Garavel who was looking to hire adventurers to free the village of Kelmarane from a gnoll tribe.

Finding this man, Mahk approaches him and waits his turn as others plead their case to be included in this outing. ”Mr. Garavel, I offer my services to you in freeing Kelmarane from the gnoll infestation. I know their language, and I am proficient on killing them. My grandpa's scythe is sharp, and his longbow shoots straight. I can track them, and I can find them. I also know the way of traps, both building them and disabling them. What say you?” and he waits for the man to tell him yea or nay.

Note: Bane - +1 Keen Scythe, with the Flaming property.

Occupation:

Farmer, Soldier, Adventurer

PFRPG Books:

Core Rulebook
Advanced Player Guide - Traits (only)
Ultimate Magic - Trapper Archetype (only)
Unchained - Background Skills

Look Ahead:

Ranger all the way!

Background Skills(2): Max - Handle Animal, Knowledge (Geography)
Regular Skills(8): Max - Disable Device, Heal, Knowledge (Dungeering, Nature), Perception, Stealth, Survival, + 1 other (only need 1 rank in Profession (Soldier)

Combat Style: Archery
2nd: Rapid Shot
6th:

Feats:
3rd: Deadly Aim
5th: Weapon Focus (Scythe)
7th:

Hunters Bond:
Probably wolf animal companion

Created using PCGen 6.07.01-dev on Aug 20, 2016


Drogeney wrote:
Actually never mind, I know I can't keep up reliably with the required posting rate so I will be backing out. Good luck all!

After reading this quote, I went back to the Gameplay spoiler and read it very carefully and don't believe that I can make the posting requirements also, so Mahk is withdrawing also.

Good Luck and Good Gaming to all of you !

-- david


Annubis wrote:
Also Mahk seems to have a very interesting backstory. Well made indeed Papa-DRB. ^^

Thanks! -- david


Mahk was created for a Legacy of Fire campaign that he did not get selected for. If there is something that would work better, I can change him around somewhat to fit where the campaign will start.

Mahk the Scythe (human Ranger):

Mahk the Scythe (MM)
Male Human ranger 1
TN Medium humanoid (human)
Init +4, Senses Perception +6

=================================================
DEFENSE
=================================================
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex, )
hp 13 ((1d10)+3)
Fort +4, Ref +4, Will +2

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee scythe +4 (2d4+4/x4)
Ranged longbow +3 (1d8/x3)
Melee flail, heavy +4 (1d10+4/19-20)
Special Attacks Humanoid (Gnoll) +2,

=================================================
STATISTICS
=================================================
Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 8,
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Quick Draw
Skills Handle Animal +3, Heal +6, Knowledge (Dungeoneering) +5, Knowledge (Geography) +6, Knowledge (Nature) +6, Perception +6, Profession (Soldier) +6, Ride +1, Stealth +1, Survival +6, Survival (Follow or identify tracks) +7,
Traits Devotee of the Green (Knowledge (Nature)), Reactionary,
Languages Common, Gnoll
SQ bonus feat, humanoid traits, skilled, track +1, wild empathy +0, +1 skill rank (handle animal, knowledge (geography)), ,
Gear rations (trail/per day) (6), sunrod (5), scythe, outfit (traveler's), chainmail, arrows (20) (5), backpack, waterskin (filled), flint and steel, rope (hemp/50 ft.) (2), grappling hook, pouch (belt), longbow, flail, heavy, 16.0 gp

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

Devotee of the Green (Knowledge (Nature)) Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (Geography) and Knowledge (Nature) checks, and Knowledge (Nature) is always a class skill for you.

Humanoid (Gnoll) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against gnolls. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

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

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

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

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

+1 Skill Rank (Handle Animal, Knowledge (Geography)) GM awarded PC with +1 skill rank (won't exceed max ranks).

PbP stats:

Race Line in Profile:
TN Male Human
ranger
1
Class Line in Profile:
(HP 13 AC:18 T:12 F:16 Saves F:+4 R:+4 W:+2 CMB:+4 CMD:16 Init:+4 Perc: +6)

Description:

At 6 feet 2 inches and 225 pounds, Mahk is big for his 18 years. He wears a chainmail suit over wool breeches, and shirt. His boots look rather new, but all his other clothing, while clean and servicable, has seen some years of use. Over his shoulder is slung a longbow, and he carries a scythe that is of an older design, however the wicked looking blade still seems razor sharp.

As he walks down the street, he looks and acts like a happy-go-lucky sort of fellow, humming and whistling, very off key, as he looks around at the wonders of the city.

History:

Mahk was raised in a small village about one days travel from Solku in western Katapesh. The big attraction was a watering hole that caravans and travelers were able to use for a simple daily fee. There was room for the visitors to rest, whether setting up a camp for themselves, as caravans usually did, or staying in the Sand Storm Inn House which was located in the center of this small village. The largest problem the town had was wandering gnoll tribes and bandits.

Mahk father was one of several families that were simple farmers, who raised crops to sell to others in town and the folks passing thru. All the families took turns working the fields, and the older teenage children took turns guarding the fields so the gnolls and bandits did not burn them down.

Mahk grandfather was an adventurer who returned after many years away and became a member of the local militia. On his return, he took Mahk under his wing and taught him that a scythe would not only cut down the crops in the fields during harvest time, but was also good for cutting down gnolls. He also taught him how to shoot a bow, and his special secret, how to set up traps and disable them. That way, he could protect more of the crops by wounding the gnolls before having to either shoot them or cut them down with his scythe.

One fateful night while Mahk and some of the other elder teenagers were on watch, the gnolls attacked in a larger than normal force. While eventually the ones who were not killed were driven away, the cost to the village and especially to Mahk was quite high. The found his grandfather severely wounded, and his famous flaming scythe missing. ”Mahk” the old man whispered, ”I give to you my armor and my old scythe. Use it to someday recover Gnoll Bane, my scythe from the gnoll bandits” and with that he died.

Mahk was stricken to the very core of his being with hatred of gnolls, and taking his grandfathers chain armor and his old scythe set out to find Gnoll Bane and return it to the village. On his travels he killed many a gnoll, learned their language so he could taunt them as they died, and finally found his way to <insert city that the campaign starts in> where he heard of a man named Garavel who was looking to hire adventurers to free the village of Kelmarane from a gnoll tribe.

Finding this man, Mahk approaches him and waits his turn as others plead their case to be included in this outing. ”Mr. Garavel, I offer my services to you in freeing Kelmarane from the gnoll infestation. I know their language, and I am proficient on killing them. My grandpa's scythe is sharp, and his longbow shoots straight. I can track them, and I can find them. I also know the way of traps, both building them and disabling them. What say you?” and he waits for the man to tell him yea or nay.

Note: Gnoll Bane - +1 Keen Scythe, with the Flaming property.

Occupation:

Farmer, Soldier, Adventurer

PFRPG Books:

Core Rulebook
Advanced Player Guide - Traits (only)
Unchained - Background Skills - Listed as +1 GM Awards above twice per level

Look Ahead:

Ranger all the way!

Background Skils(2): Max Handle Animal, Knowledge (Geography)
Regular Skills(8): Max Heal, Knowledge (Nature), Perception, Survival, Stealth

Combat Style: Archery
2nd: Rapid Shot
6th:

Feats:
3rd: Deadly Aim
5th: Weapon Focus (Scythe)
7th:

Hunters Bond:
Probably wolf animal companion

Created using PCGen 6.07.01-dev on Aug 19, 2016


I will create an alias if selected.
Edit: I think that I have HP covered. 10 from Paladin, 5 from Oracle, 6 from Con, and +1HP per level regardless of class. If not, I'll correct it.

Santrin Starchild (human Oradin):

Santrin Starchild
Male Human paladin 1 / oracle 1 Archetypes Hospitaler,
LG Medium humanoid (human)
Init +0, Senses Perception +5
Aura aura of good,

=================================================
DEFENSE
=================================================
AC 10, touch 10, flat-footed 10 ()
hp 23 ((1d10)+(1d8)+8)
Fort +5, Ref +0, Will +3, +2 vs. death

=================================================
OFFENSE
=================================================
Speed 30 ft.
Special Attacks Smite Evil,
Class Spell-Like Abilities detect evil (at will)

Oracle Spells Known (CL 1st; concentration +4)
1st(4/day)-bless, protection from evil(DC 14), cure light wounds(DC 14)
0th(at will)-create water, detect poison, light, stabilize(DC 13)

=================================================
STATISTICS
=================================================
Str 14, Dex 10, Con 16, Int 12, Wis 8, Cha 16,
Base Atk +1; CMB +3; CMD 13
Feats Fey Foundling, Power Attack
Skills Diplomacy +8, Knowledge (Geography) +3, Knowledge (History) +6, Knowledge (Local) +7, Knowledge (Planes) +5, Knowledge (Religion) +5, Perception +5, Sense Motive +4,
Traits Seeker, Stranger In A Strange Land,
Languages Abyssal, Celestial, Common, Tongues,
SQ aura of good, bonus feat, detect evil, humanoid traits, life link, life mysteries, orisons, skilled, tongues, tongues ~ celestial, +1 skill rank (knowledge (geography), knowledge (geography), knowledge (history), knowledge (history)), , , ,

=================================================
SPECIAL ABILITIES
=================================================
Aura of Good (Ex) You project a faint good aura.

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.

Life Link (Su) As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have 1 bond(s) active at a time. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

Life Mysteries You draw upon the divine mystery of Life to grant your spells and powers.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

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.

Stranger In A Strange Land Unlike many, you are already aware of the larger multiverse and the politics which abound within it. You?ve intentionally traveled to other worlds, and gained exposure to a variety of alien cultures. As a result, Knowledge (local) is always a class skill for you, and you receive a +1 trait bonus on Knowledge (local) checks. In addition, you receive no penalties on Knowledge (local) checks to ascertain the rules and peculiarities of any culture you encounter. In addition, your GM may share any additional information with you about the current political situation affecting the Legendary Planet multiverse.

Tongues In times of stress or unease, you speak in tongues. Whenever you are in combat, you can only speak and understand one selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent.

Tongues ~ Celestial You gain Celestial as a bonus language.

+1 Skill Rank (Knowledge (Geography), Knowledge (Geography), Knowledge (History), Knowledge (History)) GM awarded PC with +1 skill rank (won't exceed max ranks). (Background Skills)

PbP stats:

Race Line in Profile:
LG Male Human
paladin
1
/
oracle
1
Archetypes(
Hospitaler,
)
Class Line in Profile:
(HP 23 AC:10 T:10 F:10 Saves F:+5 R:+0 W:+3 CMB:+3 CMD:13 Init:+0 Perc: +5)

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:

Found in the woods while still a very young boy, Santrin was adopted by the village priest, who taught him the ways of Iomadae. 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.

Books Used:

Core Rulebook (Paladin + normal)
Advanced Players Guide (Oracle + archetypes)
Ultimage Campaign (Seeker trait only)
Inner Sea World Guide (Fey Foundling feat only)

Look Ahead:

Uhless something happens during the adventure, Santrin path is:

Paladin 1 / Oracle 0
Paladin 1 / Oracle 1 <-- Current
Paladin 2 / Oracle 1
Paladin 2 / Oracle 4 (3 levels of Oracle)
Paladin x / Oracle 4 (rest of levels will be Paladin)

Maxing current skills. Feats unknown at this time, will depend on group and what happens during the adventure.

Created using PCGen 6.07.01-dev on Aug 19, 2016


Mahk the Scythe (human Ranger):

Mahk the Scythe (SA)
Male Human ranger 1 Archetypes Infiltrator, Trapper,
TN Medium humanoid (human)
Init +4, Senses Perception +6

=================================================
DEFENSE
=================================================
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex, )
hp 13 ((1d10)+3)
Fort +4, Ref +5, Will +2

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee scythe +4 (2d4+4/x4)
Ranged longbow +3 (1d8/x3)
Melee flail, heavy +4 (1d10+4/19-20)
Special Attacks Humanoid (Human) +2,

=================================================
STATISTICS
=================================================
Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 8,
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Quick Draw
Skills Craft (Traps) +5, Disable Device +2, Handle Animal +3, Heal +6, Knowledge (Dungeoneering) +5, Knowledge (Geography) +5, Knowledge (Nature) +5, Perception +6, Perception (Trapfinding) +7, Stealth +1, Survival +6, Survival (Follow or identify tracks) +7,
Traits Reactionary, Twitchy,
Languages Common, Goblin
SQ bonus feat, humanoid traits, skilled, track +1, trapfinding, wild empathy +0, +1 skill rank (handle animal, knowledge (geography)), ,
Gear rations (trail/per day) (6), sunrod (5), scythe, outfit (traveler's), chainmail, arrows (20) (5), backpack, waterskin (filled), flint and steel, rope (hemp/50 ft.) (2), grappling hook, pouch (belt), longbow, flail, heavy, 16.0 gp

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

Humanoid (Human) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

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

No Spellcasting

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

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

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Twitchy Your first thought upon awaking in the asylum isn?t confusion over why you can?t remember anything clearly?it?s a sudden urge to find safety. You feel like everything around you, aside from your companions, might threaten you and you?re always ready to react. You have a hard time staying still, and you?re constantly surveying your surroundings. Maybe you are paranoid, or maybe it?s just an overactive imagination, but whatever it is, you know that keeping these feelings honed will help you stay alive. You gain a +2 trait bonus on initiative checks and a +1 trait bonus on Reflex saves.

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

+1 Skill Rank (Handle Animal, Knowledge (Geography)) GM awarded PC with +1 skill rank (won't exceed max ranks). (Background Skills)

PbP stats:

Race Line in Profile:
TN Male Human
ranger
1
Archetypes(
Infiltrator,
Trapper,
)
Class Line in Profile:
(HP 13 AC:18 T:12 F:16 Saves F:+4 R:+5 W:+2 CMB:+4 CMD:16 Init:+4 Perc: +6

Description:

At 6 feet 2 inches and 225 pounds, Mahk is big for his 18 years. He wears a chainmail suit over wool breeches, and shirt. His boots look rather new, but all his other clothing, while clean and servicable, has seen some years of use. Over his shoulder is slung a longbow, and he carries a scythe that is of an older design, however the wicked looking blade still seems razor sharp.

As he walks down the street, he looks and acts like a happy-go-lucky sort of fellow, humming and whistling, very off key, as he looks around at the wonders of the city.

History:

Mahk was raised in a small village about one days travel from Thrushmoor in Ustalav. The big attraction was a watering hole that trader caravans and other travelers were able to use for a simple daily fee. There was room for the visitors to rest, whether setting up a camp for themselves, as caravans usually did, or staying in the Storm Inn House which was located in the center of this small village. The largest problem the town had was wandering bandits.

Mahk father was one of several families that were simple farmers, who raised crops to sell to others in town and the folks passing thru. All the families took turns working the fields, and the older teenage children took turns guarding the fields so the bandits did not burn them down.

Mahk grandfather was an adventurer who returned after many years away and became a member of the local militia. On his return, he took Mahk under his wing and taught him that a scythe would not only cut down the crops in the fields during harvest time, but was also good for cutting down bandits. He also taught him how to shoot a bow, and his special secret, how to set up traps and disable them. That way, he could protect more of the crops by wounding the bandits before having to either shoot them or cut them down with his scythe.

One fateful night while Mahk and some of the other elder teenagers were on watch, the bandits attacked in a larger than normal force. While eventually the ones who were not killed were driven away, the cost to the village and especially to Mahk was quite high. He found his grandfather severely wounded, and his famous flaming scythe missing. ”Mahk” the old man whispered, ”I give to you my armor and my old scythe. Use it to someday recover Bane, my scythe, from the bandits” and with that he died.

Mahk was stricken to the very core of his being with hatred of bandits, and taking his grandfathers chain armor and his old scythe set out to find Bane and return it to the village. On his travels he killed many a bandit, learned their ways so he could taunt them as they died, and finally found his way to <insert city that the campaign starts in> where he heard that he could join the militia.

Rehearsing his speech to the guard captain in his mind, ”Sir, I offer my services to you in freeing Ustalav of the bandit infestation. I am proficient in killing them. My grandpa's scythe is sharp, and his longbow shoots straight. I can track them, and I can find them. I also know the way of traps, both building them and disabling them. What say you?” and then he would wait for the man to tell him yea or nay.

Finally having his speech ready he heads to the city, and then remembers nothing, not even his past life, other than a sense of loss and something that he has to do.

Note: Bane = +1 Keen Scythe, with the Flaming property.

Books Used:

Core Rulebook
Advanced Players Guide (Infiltrator archetype)
Ultimate Magic (Trapper archetype)
Unchained (Background skill system)
Strange Aeons PG (Twitchy trait)

Look Ahead:

Unless something happens in game to change the folowing; Mahk path is:

Class - Ranger only, ie no multiclass
Skills - Max out current skills
Ranger Combat - Archery
Feats - Deadly Aim(3), Weapon Focus (Scythe)(5)

Created using PCGen 6.07.01-dev on Aug 19, 2016


Dotting.

Will submit a Ranger character soon.

Where will the campaign begin, ie. what region of Golarian, so I can create his background to fit.

-- david


Are you going to allow the Background Skills "subsystem"?

-- david


Interested also.


Not PFS. There is only one weekly game in my area that runs PFS and it is full. As well, I am in two different locations about six months each so it would not be fair to the others.

Hmmm... Never thought about VMC. Will have to look into that.

I looked into the Spirit Guide archetype, now that I understand it better that looks to be quite useful.

thanks!

-- david


PRD Says wrote:
Spirit Guide: Bonded Spirit (Su): ....... This ability replaces the revelations gained at 3rd, 7th, and 15th levels.

As a 4th level Oracle I would only have 1 Revelation, so either Channel or Life Link.

Not a sacrifice that I am willing to make. But I do like the Spirit Guide in general, and would consider it if going straight Oracle.

Hmmm... Oracle levels first, something to think about. Thanks for the feedback.

-- david


I am trying to build an Oradin (Oracle / Paladin), and have some questions.

I have read the Giant in the Playground Thread on the guide to Oradin. The thing that I am most interested in is, what order should I take Paladin / Oracle levels.

So far:
Human Paladin (Hospitaliter) 1
Ability scores: Str 14, Dex 10, Con 16, Int 12, Wis 8, Cha 16 (14+2) (20 point buy)
Skills: Diplomacy, Sense Motive, Perception, K (religion) (all maxed)
Traits: Seeker (Perception as class skill), Campaign
Feats: Fey Foundling, Power Attack

I am thinking of:
Paladin 1
Paladin 1 / Oracle 1 (pick up Life Mystery and Life Link, Clouded Vision Curse)
Paladin 2 / Oracle 1
Paladin 2 / Oracle 4 (pick up Oracle Channel)
Paladin x / Oracle 4 (rest of levels Paladin)

Feats: Toughness, Extra Lay on Hands, ?????

Does anyone have any other ideas, especially as to what order to take levels in and what other feats?

-- david


I am not going to be able to complete a character by tonight, so I'll withdraw. Go for the Oradin, Greycastle.

-- david


I am thinking of an Oradin (Oracle / Paladin multi class). I'll try to get something up tonight.

-- david


1 person marked this as a favorite.

39 in 1986.

Joined a group that had just finished the Nulb portion of Temple of Elemental Evil and were on their way to the Temple. Created an Unearthed Arcana Ranger.

-- david


Zaister wrote:
A special edition of this book with a faux-leather cover was just shown at Gen Con.

Dang, that is nice.... And so a good chunk of my store credit at my FLGS will be spent soon!!!

-- david


Thomas Seitz wrote:
WHOOP!!! *dances around like a blood frenzied goblin*

So you are interested in Blood Goblin now???? heheheheh

-- david


Good gaming to all who made it.....

-- david


Good luck to everyone.....

-- david


Question.....

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

-- david


Jam412 wrote:
I'm a backer for the 5th edition version but haven't seen anything yet. Is that normal?

Read the latest update on Kickstarter. I believe that had some issues with encounters(?) / NPCs during playtest for 5E and it will be just a bit longer yet.

-- david


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

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