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Monster with tentacles

Shizzle69's page

Pathfinder Society Member. 349 posts (948 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 11 aliases.


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dotting


you cannot move while grappled. If however you are the one in charge of the grapple you can after succeeding at a grapple check move up to half your movement speed in any direction. If you have a fly speed then you could bring your grappled foe with you. That's how I play it.

from Grapple Rules

Move

You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.


dot


So i heard this song a while back about a crazy mom and pop duo that live up on a mountain. The song is pretty jammin but what i can never seem to shake is how much it gets me thinking about playing game!! The two characters in the song aren't described completely but I'm feeling a bit inspired and I think i want to make them into pathfinder people. I looked at most of Trevor Hall's other music to see any other references to this mother. This is what I found so far.

Om Shakti Om:

My Mama rides a lion
My Dad wears ashes and snakes
My Mama is a warrior
She kills demons in Her play
My Daddy has the power
And He likes Her this way
I call them day and night
I never leave their sight
Singing Om Shakti Om Shakti Om

My Mama lets Her hair hang loose
My Dad likes to sit still
Watching Mama scream and dance gives Him such a thrill
My Mama drinks from a skull cup
You got any demons
She'll sip them up
They live up on the mountain
They're the Eternal Fountain
Om Shakti Om Shakti Om
My Mama and my Dad
They are mad
They are mad
Singin Om Shakti Om Shakti Om

My Beating Heart:

She who rides the lion
Rides my beating heart
Darker than my darkness
And brighter than my spark
Takes all of my troubles
Throws them in Her flames
All my pain and pleasure
Everything's the same

My Mama is a great dark cloud
Coming coming to rain down

She who is my Mama
Also is the queen
Swallows up my nightmares
And wakes me from this dream
Cuts me from this bondage
With her great big sword
She's my brother
She's my sister
My father and my lord

My Mama is a great dark cloud
Coming coming to rain down
My Mama Mama dance around
Shaking all the mountain's ground
My Mama is a great dark cloud
Coming coming to rain down

other lyrics that are relevant:

So many gods but no love for the people
My mama told me that we're all made equal
What are we fighting for?
Why are we still at war?
Where's the love? Where's the love?
So many prayers but where's the prayer for peace?
My papa told me that we all must serve and feed?
What are we fighting for?
Why are we still at war?
Where's the love? Where's the love?

[Verse 1]
Well mamma I can hear
Your calling through the storm
I can hear you sing even though my heart is torn
Well I know that I have done you wrong ah yeah
I've been away for way too long ay yeah
Well mama I return, return to your arms
Your grace upon my head I know I shall survive yeah (I shall survive)
Cast away all fear I look into your eyes
Cleanse my heart and cleanse my hands ay yeah
Help me be a good good man ay yeah
Forever I am yours forever you are mine

[Chorus]
So I say return you to the heart return you here again
I leave it all to you my eternal friend
Without you I shall break
But with you I shall bend
As it is a burn it shall be below
Symbol of the heart and forgiving of the soul
I'm coming back to you I'm coming on my on
I'm coming all alone

[Verse 2]
Ambay ambay ambay ambay
Mama can it be that your a golden god (a golden god)
Cultivate and see it's in your own front yard
I no I've been running away ay yeah
But now I'm here to stay ay yeah
Place me in your fire

So what I've got so far is as follows for mom and pop

Mama:

Rides a Lion, that should be easy
She's a warrior so im thinking some form of barbarian, however she is also referred to as a storm so perhaps a rage prophet with storm domain? I don't know if there is anything good for curses that the song calls out.
She drinks demons from a skull cup. This is obviously referencing liquor but i choose to see it is some strange form of a current magical item. The one that lets you trap outsiders, iron flask or something. This one lets you drink them for good times. She is also said to fight demons so this makes sense i think.
Shes got a big sword, that should be easy too.
She likes to scream and dance. all of these point moreso at barbarian. If possible it would be sweet to incorporate the dancing into the fighting.

So right now I'm thinking some form of Rage Prophet, she needs ranks in dance, and climb because she lives on a mountain.

dad:

He wears ashes and snakes. This points to druid or witch like whoa.
He talks about feeding the world in one song so this points again to druid with plant domain perhaps. Ranks in profession farmer.
He's got the "power" i view this as hes a spellcaster so all pointing to druid right now.
He likes to sit still, not sure how to incorporate this but there must be something mechanical we can do with this.

I'm leaning heavy on druid as this also solves the Lion mount for Mama.

So there is definitely more in the songs that is inspiring. Sorry for the fairly disorganized ideas. If you see anything in the songs that should be included and I missed please speak up. If you have any mechanical advice or suggestions please don't hesitate to reply. If you really like Trevor Hall come on in and say so. Give me some help if you wish. I'll make sure to post them here when I get a bit further inot development. THANKS!!


Id go druid, or something that will get you a mount. Nothing like flurrying and still moving 50 ft. Mounted combat opens up all sorts of nice defensive options. You can use ride to protect your mount and in dire circumstances even give yourself a bit extra ac by taking cover behind mount. Do Druid, Cleric(animal domain), or ranger. I like ranger because of d10 dice, the others are very nice though with casting. You could do the Evangelist cleric for bardic performance tacked on to each arrow.


I've got a catfolk alchemist cook all made up if it helps with any ideas.

Jz'ara:

Jz'ara Catfolk Beastform/Vivisectionist Alchemist 20
Traits: Accelerated Drinker, Survivor

Norm Mag Mut
S:24 (30) (38) +6(inherent)+6(enhance)
D:14 (16) (24) +1(inherent)+2(enhance)
C:22 (28) (36) +3(inherent)+6(enhance)
W:12 (14) (12) +2(enhance)
I:20 (24) (22) +2(inherent)+4(enhance)
C:15 (17) (15) +2(enhance)

F:16 (28) (32) 12+4+1(luck)+5(res)+1(Ioun)
R:13 (23) (27) 12+1+1(luck)+5(res)+1(Ioun)
W:7 (15) (14) 6+1+1(luck)+5(res)+1(Ioun)

HP: 311 +80(mutagen)
BAB: 15 31 (35) +1(Ioun)+5(enhance) Sneak Attack: 10d6 BaseDmg2H:26 PA(-4):38
AC:32 (44) 10+3(dex)+9(armor)+6(sheild)+4(def) +12(mut 4dex,8nat)
Move: 40 (90 fly mutagen) +10 (boots)
Ini:13 (17) 3+4(familiar)+4(Feat)+1(trait)+1(item)
CMB:25 (29) 15+10
CMD:42 (50) 10+15+10+3+4(def)

2 full ranks from headband (UMD,Sense Motive)

0Craft(Alchemy): 20+7+3+20(class)
0Disable Device: 15+3+3 +4(mutagen)
0Fly: 10+3+3 +4(mutagen)
0Know(arc): 10+7+3
Know(geo): 7+7
Know(hist): 3+7
Know(loc): 7+7
0Know(nat)=heal: 10+7+3
Know(plane):20 7+7+6(SF)
Linguistics: 8+7+3
0Perception: 20+2+3+2(racial) +4(familiar) +5(item)
Perform(Percussion): 5+3
0Profession(chef): 20+2+3+6(SF)
0Sense Motive: 20(HB)+2+3+4(familiar)+1(trait)
0Spellcraft: 10+7+3
Stealth: 20+3+2(racial) +10(armor) +4(mutagen)
0Survival: 13+2+3+2(racial)
0UMD: 20(HB)+3+3

Languages: catfolk, East Isles, common, elven, sylvan, orc, abyssal, +8

Feats
1:Improved Initiative
Alchemist: Throw Anything(+int to splash weapon damage)
Alchemist: Brew Potion
3:Skill Focus (Profesion chef)
5:Power Attack
7:Combat Reflexes
9:Improvised Weapon Mastery
Familiar:Alertness
11:Extra Discovery(crippling Strike)
13:Extra Discovery(Nauseating Flesh)
15:Skill Focus (Know planes)
17:Eldrich Heritage (Abyssal)
19:Improved Eldritch Heritage (Abyssal)

Abilities: LLV
Cat's Luck: 1/day roll ref save twice take better
Sprinter: +10 move for charge, run, withdraw.
Bloodline: +6 str, 6 rnd/day Free Action Claws 1d6+1d6 fire magic
Instant Alchemy: Full round craft any alchemical item, apply poison swift action
Beasform Mutagen: 4 from Beast Shape III(fly 90, blindsense 30, Pounce, Web + more)
Anthropomorphic Animal (2-hour cast increase duration x # 2nd level extract used)
Awaken/ Baleful Polymorph (24 hour cast) 3rd level. Permanent Anthro for 7,500
Mutagen: +8 Alchemical, Nat Armor, Str, Dex, Con, -2 Int, wis, Cha + beastform

Familiar: Tum-Tum
Senses low-light vision, scent; SR: 25
AC 25, touch 14, flat-footed 23 (+2 Dex, +11 natural, +2 size)
Fort +14, Ref +14, Will +6
Speed 40 ft., swim 20 ft.
Melee bite +1 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Str 8, Dex 15, Con 14, Int 15, Wis 11, Cha 5
Base Atk +15; CMB +0; CMD 9
Poison (Ex)
Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds;
effect 1d2 Str; cure 1 save.

Discoveries:
Tentacle, Vestigial Arm (x2), Infusion, Combine Extracts
Crippling Strike(rouge talent), Greater Mutagen, Nauseating Flesh DC 20+int
Tumor Familiar, Grand Mutagen, Preserve Organs 75% fort, True Mutagen

Items: 100315
Tome(int +2 55,000)
Tome(str +3 82,500)
Tome(dex +1 27,500)
Bandana of Mental Superiority +2 wis +2 cha +4 int (27500)
Belt of Physical Might +6 con/str +2 dex (96,000)
+5 Mithril Buckler (26,000)
+5 improved shadow mithril chain shirt (41,000)
Luck Blade 0 wish (22,060)
Scabbard of Stanching (5000)
Necklace of Adaptation (9000)
Eyes of the Eagle (2500)
Cloak of resistance+5/Etherealness (92500)
Boots of Speed/striding+springing/soft step (21750)
Glove of Storing (10000)
Eversmoking Bottle (5400)
Ring of Telekenesis/Feather Fall (78300)
Ring of protection +4/Forcefangs (42000)
Bag, Corpse-Ferrying (4000)
Blessed Book (12,500)
Gremlin Bell (400)
Cracked Dusty Rose Prism (500)
Cracled Pale green Prism x2 (8000)
Mask, Grappler's Mask (5000)
Portable Hole (20000)
Wrist Sheath Spring Loaded (1000)
Wand Silence

Haversack (2000)
Helm of Comprehend Languages and Read Magic (5200)
Scarab, Golembane (2,500)
Cauldron of Brewing (3000)
Caver's Hammock (1200)
Campfire Bead (720)
Decanter of Endless Water (9000)
Lenses, Fogcutting x2 (16000)
Marvelous Pigments (4000)
Shorud, Dead Mans (6000)
Truecolor Dye (50)
Vest, All tools (1800)
MW Chefs Tools (100)
Portable Grill
POTIONS
Enlarge Person x9 (250)
True Strike x9 (250)
Resist Energy x2 (300)
Heroism(375)
Remove Curse x2 (750)
Resist Energy x5 (750)
Cure 3d8 (375)
Elixer of Vision (250)
Vomit Swarm x2 (300)
Cats Grace x2 (300)
Fox Cunning x2 (300)
Bestow Weapon Proficiency x2 (300)
Mundane (1180)
Holy Water x20 (250)
Kava Musk x2 (80)
Liquid Ice x20 (400)
Acid Flask x20 (100)
Alkali Flask x20 (150)
Alchemist Fire x20 (200)
efficient quiver(1800)
SCROLLS ()
Teleport x2
WANDS (17925)
Cure Light x3
Grease
Pro Evil
Pro Good (10)
Silent Image
Obscuring Mist
Glitterdust (27)
Lesser Restoration (5)
Endure Elements
Mount
Delay Poison (13)
Entange
Lead Blades
Gravity Bow
Hold Portal (20)

Extracts:
1st: 7/day know 7 (225)
Deathwatch
Enlarge Person
Reduce Person
Cure Light Wounds
Expeditious Retreat
Shield
Polypourpose Panacea
True Strike
Vocal Alteration
Youthful Appearance
Negate Aroma
Identify
Endure Elements
Detect Undead
Crafters Fortune
Disguise Self
Ant Haul

2nd: 7/day know 3 (2250)
Alchemical Allocation
Barkskin
Blur
Darkvision
Invisibility
Restoration, Lesser
See Invisibility
Pro Arrows
Vomit Swarm
Detect Thoughts
Resist Energy
False Life
Bulls, cats, owls, ect

3rd: 6/day know 3 (2625)
Absorbing Touch
Arcane Sight
Burrow
Countless Eyes
Haste
Elemental Aura
Resinous Skin
Tongues
WaterBreathing
Remove Curse

4th: 6/day know 3 (5600)
Age Resistance
Cure Critical Wounds
Death Ward
Echolocation
Fluid Form
Invisibility Greater
Freedom of Movement
Restoration
Stoneskin
Dragons Breath
Universal Formula

5th: 6/day know 3 (4500)
Regenerate
Delayed Consumption
Monserous Physique III
Dust Form
Resurgent Transformation
Spell Resistance
Magic Jar

6th: 6/day know 5 (3300)
Heal
Shadow Walk
Eyebite
Giant Form I
True Seeing
Analyze Dwemor
Twin Form


Yeh i knew ghouls were like that i just was thinking since he was talking all pinky like that the feral would flip. I always imagined the character with the ghoul mask sort of shambling around acting feral like. Not a problem though skeck can just find a dead ghoul or two and come to the same conclusion. Ill change the story when i get home, on the phone right now.


Skeck will be learning to make drugs. He'll be taking mindchemist alchemist levels as he investigates the secrets of his fresh existence. He will also be experimenting in ghoul drug use, much in the same way as the jet + sugar bombs ghouls of fallout 3


I prefer it on a synthesist summoner myself.


Wind Chime wrote:
Are there mechanics for torture or do you just roll intimidate?

Torture is covered by the heal skill. It lowers saves usually.


I'm running a planeshifting game so some of these will be used. After I get a chance to read them all that is. For now, here are my rolls.

1d100 ⇒ 14
1d100 ⇒ 65
1d100 ⇒ 47
1d100 ⇒ 40
1d100 ⇒ 98

14 fetchling
65 Derhii (winged, intelligent gorillas)
47 Nereid (aquatic nymph-like fey)
40 Ogre
98 Rogue Modron (free-willed box-like construct)


I'm happy there is another ghoul. Less chance I'll be shot on sight. he he.


I know cali wastes the best as it is where it al started. Capitol wastes are cool too and the brotherhood is much much more lax on outsiders so that helps if neone in the party is a pally. I am also down for chicago but only if you feel comfortable with the area. Google maps will be our friend for sure.


Skeck is actually my alias. I believe Heterocephalus was going for a psion nomad. Teleporting all about and such. nomad was always my favorite psion.

Sorry for the short background. I will definitely add to it, it was just a start. The basics are that he woke up very recently, somewhere in a subway, underground railroad, very capitol waste style, where the ferals always hang out. He stumbled out into the sun and just wandered on instict. It honestly hasn't hit him that he's not human anymore. The rest kind of is determined by where the party will start, and also where we're playing. Had we settled on Chicago? I see him as being introduced right after the party leaves on the mission maybe, their first wasteland encounter. a confused ghoul wandering alone. He would be so glad to see anyone that he's b-line right for them in hopes of companionship.


So i was just looking at this article on feral ghoul roamers.

Feral ghoul roamer
Main article: Feral ghoul roamer

Roamers are less common feral ghouls dressed in worn-out sections of old combat armor, giving them greater damage resistance. The armor does not, however, slow them down; in fact, they are slightly faster than regular ferals. They typically can be found alongside two or three ferals, and attack in groups. Alone they are still weak and easily brought down with most weaponry, but they can easily flank the player during a group attack

Do you think I could have some version of this as my starting armor. Broken to the point that it's a less than 5 lb armor but still giving decent DR on the same level as tribal garb, or perhaps the regulator duster. I think I will eventually be wearing armor but I don't think it makes sense to start with new armor. This way I can repair this set later if I find it necessary. If not I'll probably be starting with the Tribal garb. Something he found after awakening on some poor sap in the wastes.

Also I'm sure you've given this thought but I wanted to bring up the disparity between the ghoul and wasteland resistor.

Resistor:
Radiation Resistance: racial bonus on saving throws against radiation equal to your HD

Ghoul:+2 racial bonus to saving throws against radiation, chems (including chem sickness; also, they have to take this save every time they take a chem), and becoming nauseated or sickened.

Now I see that the ghouls save covers more than one thing, however it seems wrong that a fleshy human will eventually be super resistant to rads while a ghoul, which is described as being immune to or even healed by rads, will never be even close to as resistant. If you did this for balance, I'm cool with it, but the fallout player in me who has been forced to chug rad-x and rad-away after fighting ghouls in radiated areas is seeing a small inconsistency with the established world.

Just musing, feel free to disregard my concerns at your leisure, though I would appreciate some input on the armor at the least. Thanks dude.


The multiclassing seemed like a good idea because most classes are full bab with the exception of monk alchemist and rouge. I plan on making him a dex based fighter with plenty of inteligence. He will be very good with his gun that he doesnt know where he found. He also plans on making good use of the alchemist int bonus to splash weapons eventualy (does that cover nuka grenades and plasma ect grenades?). I will definitely not be a pushover and my saves will be very good. His brain is a fresh slate and ive got good ideas for his development mentally. That is of course assuming everyone doesnt try and kill me. I wont be a jerk in fact the confusion should invoke pity hopefully saving me from death. Also i cant remember is anyone in the games have a british accent but my dude will. Because hell sound smarter in your head.


Im still here with my ghoul. Just brainstorming. Is it possible for him to have been living the life of a feral only to one day snap out of it. His consciousness returns but knows nothing of what has occured. Now all he knows is rage but he also is struggling with a new sensation of compassion and confusion.

I had thought given the class options it might be cool to take a level in each class, excluding cleric and palidan probably. This character will start as a barbarian and progress into other classes as the story dictates. I approve of a role playing game. I have no problem with getting in a good fight though.


Vault tec sound like the type of dousheis to freeze their vault as one of their experiments. That would work for your warrior fighing for the ways of the old world.


Shizzle is formulating a ghoul barb/monk


I'm thinking of a ghoul, monk/barbarian. He has battled with the feral aspects of his kind and has come out in control. He now uses the ferocity inside to survive. Would you want me to take martial artist, or can I bypass alignment restrictions. Also I feel like ghouls should probably have claw, or slam attacks naturally. Otherwise feral ghouls are going to be pretty chumpy.


oh word. PBP or me. With my work schedule its hard to get on at the same time every week, however i can get on every day at lunch break to post Pbp


I'm down for any type of game really. I like the idea of fighting the gluttonous vampires. Necromancers would also be a main rival of Gibz as they ruin life while he just wishes to improve upon it. I could see us working for Markov perhaps. Or maybe a human revolutionist group. Though the lycans among us would have trouble fitting in. Gibz has no problem working for lycans either, assuming they don't try to eat him. Being a beastmorph, hes got a bit of animal stench to him so they should respect that. So i guess I want to try and make the world better, or at least less full of death and more conducive to experimentation. If the others want a more evil approach I'm cool with that. Just as long as we don't ally ourselves with any dirty Necromancers.


Giblingus Arturo Subversion Phil

Giblingus (gibz to the others in his hovel) has always loved animals. He loves the way their hearts beat, the way they taste, the way their flash moulds so easily under his grasp. He loves the way they twitch and skir at the first sign of danger. He loves the way some lash out with vicious aggression after a small dose of "Infusion F." He loves the way he can shift their form and create something new and beautifull. A rabbit with bird wings, why not. A wolf with all molar teeth why not. A human blended perfectly with a flying mantis, he saw that once and was a bit freaked out...but why not. There are no boundries for a man like Gibz in a world such as this. Outside of his hovel, the intellectual protection of his fellow alchemists, the world is wrought with death and undeath. People fear for their lives all across Innisrad. Gibz fears only that one day he will run out of test subjects. For this reason, he has decided to break all past norms, and leave the confines of his hovel to ensure that someone somewhere keeps enough people alive such that he wont be bored for all eternity. Noone said his idea was sound, he's a flipping insane alchemist for crying out loud!

Will probably go beastform vivisectionist alchemist, In the same lines as delver of secrets.


Falkenrath Exterminator has something to say about ranged vampires. Will this take place before after or durring the helvaults destruction? That will effect werebeasts the most.


didnt read anything but the title but yes.


So im assuming we woulf have gotten a pm if accepted. As i have not recieved one yet I will assume as much. Izz would very much like to be on call as he would be working the ship anyways. Xan on the other hand might be hard to integrate as on call.


Ok so here are my two submissions in background info form. I have the basics of the character sheet spoiled as well.

Izz E. Elehandar the Atma Manipulator:

Izz is born. In his youth he was immediately found to be proficient with amatite. To his misfortune he was soon involved in training in the use of artillery. War had been playing out since the day of his birth and with no end in sight more bodies were needed to become killers. By the time he was old enough to enlist he was given a large allowance and immediately sent to the front lines to man the cannons.

It was there he learned what war meant. He did not like it and in his spare time developed a plot to end it quickly. He snuck into the armory and stole the biggest meanest, still-portable looking gun and slipped into the night. Under the cover of darkness he crossed the field of battle, using his vast understanding of statistics to be in the right place at the right time to avoid detection. His path brought him to the headquarters for the opposition where he single-handedly assassinated the three highest in command, from far outside the camp, using his amatite gun, and Precision. He was a fine product of military training. They kicked him out, after awarding him a medal of course.

Izz was free. That made him happy. He settled in, enjoying the peace as he took up a job as a librarian. He never forgot the power he held in his hands that day, however. He spent his adolescence reading and then rereading every book in the library. Upon completing this task he gave his 2 weeks notice and left for the city. He had determination in his heart and a strong desire to learn more.

Here he found a job as a Repair man. All things have a tendency to fall apart over time, creations of "intelligent beings" included. In fixing the world around him he learned how easy it was to mold. He started not only fixing things but improving, making them better, faster, smarter. Sometimes he overdid it, but always for a good reason. He never got the hang of convincing his customers of this fact. Soon there was no room for the cooky repair man anymore and he set off for parts unknown.

No one knows what happened to Izz next. It wasn't until war struck again that he was sought out by the MAN to fight for hearth and home. They found him on a beach, nude, with a splif in his mouth. He also had a amatite Engineered left arm. They didn't ask where he had been for the past 123 years, they didn't ask about the arm, they just grabbed him. "You are needed for a very important mission", is what they said. "Farking Prigs", is what he thought. "Oh Sweet!" is what he said when they handed him the mark II of the beautiful piece of amatite engineering he had used to end the war before.

His mission should he choose to accept it, which he did because they said he could keep the gun, was to infiltrate the enemy camp and wait for a moment to strike at the heart of the enemy. In no time he was inserted in the wilderness, a man and his gun. Things were going well until he was discovered. Worse still it wasn't long until they discovered his true identity. He was held in a cell striped naked, for months kept barely alive. They kept telling him that someone was coming to see him, he was special.

Soon he was blessed by the presence of the man with the plan on the enemy side. This man knew all about Izz, for he had been the one pulling the stings of the previous war. He had lost much due to Izz good aim and was very intent on seeing him in pain. The man, thinking himself safe with the unarmed Izz came closer. His foot step rhythm, the way he put weight on his left foot, the smell of sweat, in all probability this was the time Izz had been waiting for. With a discrete application of his soul knife the bindings were cut. The man took his last step before winding back to assault Izz. In a flash of Blue steel the man fell to the ground dead and Izz ran for his life. Many died that day, Izz was not one of them.

The war did not last long with it's main financial backer eliminated. Izz was sent home again, this time with an even better reward, a design contract for the mark III. This model was meant to be mounted on a new shuttle one that was meant for peace, but required the ability to defend itself.

The Avanestra was a beauty. He fell in love the second he saw her framework shell. He rushed through the installation of his payload so that he could be free to investigate the remainder of the ship. He saw something that he really couldn't leave alone. A diode that wasn't optimized. Without thinking he set to work "fixing" it. Before long the entire ship was on high alert, "INTRUDER INTRUDER" "WAHH WOOO WAHH WOO" ect ect. He was apprehended and interrogated, and after they actually figured out what he did, offered a job.

Here we find Izz, mechanic on the greatest ship ever made. Member of the occasional ground crew, especially when a bit of discrete force is required. Owner of the only Mark IV in existence. Always learning, always open.

There is more but I think this is the basics. IT sort of explains his abilities and who he is hopefully. If you aren't cool with the metal arm that's cool. I have a story for why he has it but thought it better that that come out in character.

Izz basic Stats:

Izz E. Elehandar

Kajiiatan Soulknife/Spellslinger(wizard) 2

Traits:Nimble Fingers, Keen Mind : +1 trait Disable Device, and class skill
Militia Veteran: +2 trait Ride, and class skill

S:16
D:19
C:12
W:14
I:20
C:10

WP: VP:
BAB: 2 +1(vs mages)
AC: 10
Move: 30
Ini:4
CMB:
CMD:

+2 Enchantment
Fort:1 1+0
Refl:7 4+3
Will:5 2+3

0Acrobatics:8------- 1+4+3
0Autohypnosis:
0Climb: 3
0Craft(guns):9 ----- 1+5+3
0Disable Device:10---- 2+4+3+1(trait)
0Fly: 4
0Know(arc):11----- 1+5+3+2(BoE)
0Know(dung):7----- 0+5+2(BoE)
0Know(eng):12----- 2+5+3+2(BoE)
0Know(geo):7------ 0+5+2(BoE)
0Know(hist):7----- 0+5+2(BoE)
0Know(loc):7------ 0+5+2(BoE)
0Know(nat):11----- 1+5+3+2(BoE)
0Know(nob):7------ 0+5+2(BoE)
0Know(plane):11--- 1+5+3+2(BoE)
0Know(psi):11----- 1+5+3+2(BoE)
0Know(rel):7 ----- 0+5+2(BoE)
0Linguistics:9---- 1+5+3
0Perception:8----- 1+2+3+2(racial)
0Profession:4----- 0+2+2(BoE)
0Ride:10--------- 1+4+3+2(trait)
0Spellcraft:11---- 1+5+3+2(racial)+2(vs mages)
0Stealth:9------- 2+4+3
Survival:2
0Swim:3

Feats:Combat Expertise, Imp Unarmed Strike
Wizard: Gunsmithing
SoulKnife: Power Attack
1: Breadth of Experience

Abilities: LLV, Immune: Magic Sleep
Blade Skills:Combat Slide

Equipment:1000g

Spells: SLA: level 1 1/day Opp Schools (necro, dinv, abj, illusion)

Arcane School:The Gun

Xan the Savage Philosopher:

Xan never fit in with the community he was born with. He was born during a solar storm, though no one around him knew what that meant. His soul burned with the fire of the sun though those around him wished for calm serenity, or in extreme cases cautions defense. In his youth he could often be found on his back staring at the sky. Weather it be night or day he was constantly observing the cosmos. He wished for something more, action, motion, anything but the calm waters of his village.

He found solace and an internal calm in the knowledge that one elder had to share. Akum spoke of boring things that Xan had no interest in but he also spoke of the stars. A massive world was out there with other planets like ours, other people like us, intelligence, experience wonderful things. Xan was very interested in these things. He spent all of his free time with Akum. Thankfully Akum gave Xan something to focus his fire through. He gave him faith in the Universe. Mise en place as they say, everything in it's place.

All things fade away with time, and life is no exception. Soon Akum was dead of old age. Akum left his seat on the elder council to the one he trusted most, Xan. This was controversial to say the least. One cannot be on the elder council if they are not elder, is that not true. Whispers of the decree resonated around the village and soon reached Xans ears. To deny him a spot on the council was to deny his teachers final wishes. This was not the way things were done, a last request was always fulfilled, a dying elders appointment always respected. In refusing him his right they had only one goal in mind. The decision was a message that Xan should leave and never return. He did not think this was just and so on the day of the new elders inauguration he was there to receive his rightful title.

The more cautious and active elders anticipated his arrival and he was quickly met by guards who attempted to remove him from the ceremony. In his first real moment of anger he lashed out at the guard slicing a hole in his chest with a large Purple blade of force. The guard dropped wounded but still alive. Xan turned into a whirlwind of action. He threw the other guard off of him and ran towards the elder council shouting the whole time of his intents, and apologies. The council saw nothing but an angry man, and Xan felt their fear. The fire in his soul ignited his new-found emotions and upon seeing the reactions of the elders he howled out in glorious agony and ran for all he was worth. He did it to save the people around him as he slowly lost control.

Had anyone tried looking for him it would have been easy as he left a trail of felled trees and broken undergrowth. Noone dared go after him, nor did they dare speak of him again. The events of that day did not exist, nor did Xan. Xan, the forgotten is what he called himself now, knowing full well the response the village would have. They were a lake and he was a rock. Throw it in and ripples are made but over time the ripples disappear and the lake is calm again. Xan, was calm again but he felt the fire within, now he knew it's power, and it's burden.

He hid away in the wilds, staying away from the other tribes. He lived from the earth and observed the miracle of the universe in every waking moment. He was content in his life of solitude, peace, exploration, questing, survival against those that would end his life. He was content at least until he saw something he'd never seen before, a new strange metal moon. (hint: it's the Avanestra)

A bit shorter, but I don't really know a lot about the Eridani. Heck I don't even know if they are tribal or developed. I got a tribal vibe from their abilities however so hopefully this all makes sense. It can be changed if necessary.

Xan basic Stats:

Xan the Forgotten

Eridani Soulknife/Wild Stalker(ranger) 2

Traits: Survivor: +1 initiative and sense motive. Sense Motive is class skill
Ease of Faith: +1 Diplomacy and is class skill

Favored Class:

S:20
D:16
C:15
W:14
I:16
C:10

WP: VP: Resist 5 (?)
BAB: 2 -1(size)
AC: 10 -1(size)+2(nat)
Move: 30
Ini: 3+1
CMB: +1(size)
CMD: +1(size)

+2 charm/Compulsion
Fort:5 2+3
Refl:6 3+3
Will:5 2+3

0Acrobatics:7------ 1+3+3
0Autohypnosis:6---- 1+2+3
0Climb: 9---------- 1+5+3
0Craft(Fletch):7--- 1+3+3
0Diplomacy:6------ 2+0+3+1(trait)
0Heal:6 ---------- 1+2+3
0Know(dung):
0Know(geo):
Know(loc):
0Know(nat):7----- 1+3+3
0Know(psi):
0Perception:8 ---- 2+2+3+1(class)
0Sense Motive:8 --- 2+2+3+1(trait)
0Spellcraft:7---- 1+3+3
0Stealth:4------ 2+3+3-4(size)
0Survival:7----- 2+2+3+1(track)
0Swim:9--------- 1+5+3

Feats Combat Expertise, Imp Unarmed Strike
Soulknife: Power Attack
1:Psionic Weapon

Abilities:llv, Uncanny Dodge, Wild Empathy
Blade Skill: Powerful Strikes

Equipment:1000g


Well i passed out writing my stories last night and lost them. Round 2 after work today.

Also all this talk about start seeking got me thinking about a dear friend in new orleans. Whenever wed head out back to the shed to smoke hed ask. "going to look at the stars eh?" To which we'd nod a smile on our face in anticipaion of what was to come. I guess what im saying is im quite happy to find out that our humble DM may allegedly enjoy partaking in some star gazing...as do I.


working on story for my two dudes now. it will be a while. the stories are in my head but friends are coming over so I'm gonna go chill and munch out with them. Then the epic past of Izz E. Elehandar and Xan will be revealed for your pleasure and examination.


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Tyrn Jade wrote:
Anyone want to play the Captain's pet cat? ;)

Only if I can be a Sand Cat


Ok so im feeling the tribal again. I can work around the paladin if neccisarry and if you dont hear from him I will gladly be the loner. Hes going to be an exile most likely anyways i just dont know why. Probably breaking a taboo or just being too badaso for his tribe. What ill probably do is submit 2 charachters. One a mech junkie with a strong bond to the Avenestra, and one a tribal philosopher and lover of the primal entropy of the universe. Then you can pick which one you like best.


Cool I'm going to sleep on it any make the character sometime tomorrow hopefully. One more question if you don't mind. I had asked about playing a gifted blade Soulknife. It is a new archetype from the latest book, but is not on d20pfsrd yet. Would you be ok with me taking this? They switch out psychic strike for limited manifesting much like a psychic warrior.

Sorry this stuff is hard to read doesn't transfer well from pdf.

Power Allotment:

Soulknife Level, Power Points/Day, Powers Known, Maximum Power Level Known

3, 0, 1, 1st
4, 1, 1, 1st
5, 2, 2, 1st
6, 3, 2, 1st
7, 5, 3, 2nd
8, 7, 3, 2nd
9, 9, 4, 2nd
10, 11, 4, 2nd
11, 14, 5, 3rd
12, 17, 5, 3rd
13, 20, 5, 3rd
14, 24, 6, 3rd
15, 28, 6, 4th
16, 32, 6, 4th
17, 37, 7, 4th
18, 42, 7, 4th
19, 47, 7, 4th
20, 52, 7, 4th


power List:

1st-Level Gifted Blade Powers

Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
BiofeedbackA: Gain DR 2/–.
BurstA: Gain +10ft. to speed this round.
Call WeaponryA: Create temporary weapon.
ChameleonA: Gain +10 enhancement bonus on Stealth checks.
Conceal Thoughts: You conceal your motives.
Deaden Attack*: Your attacks with weapons deal non-lethal damage.
Detect Psionics: You detect the presence of psionics.
DistractA: Subject gets –4 on Perception and Sense Motive checks.
Elfsight: Gain low-light vision, +2 bonus on Perception checks, and notice secret doors.
Empty MindA: Gain +2 on Will saves until your next action.
ExpansionA: Become one size category larger.
FloatA: Buoy yourself in water or other liquid.
Force ScreenA: Invisible disc provides +4 shield bonus to AC.
FortifyA: You gain a +2 resistance bonus on saves.
Grip of IronA: Your iron grip gives +4 bonus on grapple checks.
Inertial ArmorA: Tangible field of force provides you with +4 armor bonus to AC.
Metaphysical WeaponA: Weapon gains +1 bonus.
My LightA: Your eyes emit 40-ft. cone of light.
Precognition, DefensiveA: Gain +1 insight bonus to AC and saving throws.
Precognition, OffensiveA: Gain +1 insight bonus on your attack rolls.
Precognition, TacticalA*: Gain +2 enhancement bonus to combat maneuvers.
Prescience, OffensiveA: Gain +2 insight bonus on your damage rolls.
Prevenom WeaponA: Your weapon is mildly venomous.
SkateA: Subject slides skillfully along the ground.
Synesthete: You receive one kind of sense when another sense is stimulated.
Thicken SkinA: Gain +1 enhancement bonus to your AC for 10 min./level.
VigorA: Gain 5 temporary hit points.

2nd-Level Gifted Blade Powers

Body AdjustmentA: Heal 1d12 damage.
Body Equilibrium: You can walk on nonsolid surfaces.
Body PurificationA: Restore 2 points of ability damage.
Cloud MindA: You erase knowledge of your presence from target’s mind.
Concealing AmorphaA: Quasi-real membrane grants you concealment.
Defy Gravity: You move up and down, forward and back, via mental support.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Dimension SwapA: You and an ally switch positions.
Dissolving WeaponA: Your weapon deals 4d6 acid damage.
Endorphin SurgeA*: You incite a rush of endorphins, augmenting your physical form.
Energy Adaptation, SpecifiedA: Gain resistance 10 to one energy type.
Feat LeechA: Borrow another’s psionic or metapsionic feats.
Heightened Vision: See 60 ft. in total darkness.
Prowess: Instantly gain another attack of opportunity.
Psionic Scent: Gain the scent ability.
Sustenance: You can go without food and water for one day.
Thought ShieldA: Gain PR 13 against mind-affecting powers.
Wall Walker: Grants ability to walk on walls and ceilings.

3rd-Level Gifted Blade Powers

Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
Dimension SlideA: Teleports you very short distance.
Ectoplasmic GrapnelA*: Use a ray of ectoplasm to perform a variety of functions.
Empathic FeedbackA: When you are hit in melee, your attacker takes damage.
Escape Detection: You become difficult to detect with clairsentience powers.
Evade BurstA: You take no damage from a burst on a successful Reflex save.
Graft Armor*: Your armor becomes an extension of your body.
Graft Weapon: Your hand is replaced seamlessly by your weapon.
Hustle: Instantly gain a move action.
Mental BarrierA: Gain +4 deflection bonus to AC until your next action.
Physical AccelerationA: You move faster, gain +1 on attack rolls, AC, and Reflex saves.
Psionic Lion’s ChargeA: You can make full attack in same round you charge.
Sharpened Edge: Doubles normal weapon’s threat range.
Ubiquitous Vision: You have all-around vision.
Vampiric Blade: You heal half of your base weapon damage.

4th-Level Gifted Blade Powers

Energy AdaptationA: Your body converts energy to harmless light.
Fold SpaceA: Teleports you short distance.
Immovability: You are almost impossible to move and gain DR 15/–.
Inertial Barrier: Gain DR 5/–.
Psychic ReformationA: Subject can choose skills, feats, and powers anew for previous levels.
Slip the Bonds: You cannot be held or otherwise rendered immobile.
Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Perception checks.
Truevenom Weapon: Your weapon is horribly poisonous.
Weapon of Energy:Weapon deals additional energy damage.


I'm going to be taking disable device and was curious if Magical traps are something we should all be worried about. Urban Ranger would be the way to go as I'm not thrilled about multiclassing with Gestalt. I'm also wondering if the ship would count as a favored community?


I've never really been a fan of elves honestly. The Kajiiatans are sort of like elves. I think they are fine, and If I had chosen to be a wizard or any offensive spellcaster I think I would have been one, I still am thinking about being one and maybe doing soulknife/wizard. It's all up in the air right now but I know the basics of what he wants to do. Be great with machines, and beat face with a blade of mind power.


I think it's that we don't have anyone going full caster yet. Elves always make the best wizards.

I'd like to rescind my request for info on the Eridani. First because I don't think he would have gotten along with a paladin, also I think sending a lone paladin into space as a paragon of the race seems cool. Finally I think I'm settling on a Rhaelian Soulknife/Ranger I like the extra skills and the image in my head of him wielding a big gun is just too good. I also like being stealthy and large is not so good for that. I would choose the Kajiiatan as I see him working a lot with raw atma but many of the racial abilities are lost on a character like mine.

So since I'm thinking ranger do you think the companion will be an issue. I had thought it might be fun to have it be a robot I had crafted myself, perhaps a form of Animi. That's assuming it wouldn't be easy to have a regular animal around.


I was also wondering if you would want to include the archetypes in the new Psionics Expanded book? I can understand if you don't have access or don't want them, just curious as the Gifted Blade looks nice.


I'm thinking about an Eridani Barbarian/Soulknife. He would probably be an earth, or fire type but I don't know much about them yet. Perhaps he could be water type and his warrior tendancies conflicted with his tribe, hence his willingness to join a stange spaceship crew. I noticed you had already chosen an Eridani, do you think 2 would be ok? I can always do a more skill focused Rhaelian version. That would probably use a gun with his mind blade, and take the urban barbarian. Either way I would like whatever info is available for Eridani. I'm feeling the Tribal aspect so that info would be nice, assuming you think 2 Eridani is a good idea.

edit: now I'm thinking ranger....hmmmm will animal companions be ok?


I have to ask if your ring is Steel? Most spinner rings I've seen are silver or soft metal. The guys behind this have put serious effort into making these rings work, and while I have not tried them myself I think a lot of thought has been put into solving this exact problem.

Edit: Don't mean to sound confrontational, I'm really just curious since bending is also a concern for me.


These guys just came out with dice rings as well as a new design for life counter. Now you can roll your r20 and keep track of your hitpoints. I'm thinking the world needs to know about these things.

Here they are


First off, I'd like to apologize for not knowing the proper procedure for bringing cool things to peoples attention. If this is in the wrong place, please do what is neccissary.

Now I was stumbling around Kickstarter and found a great little map set custom built. I thought it looked pretty well done, especially the caves one. Check it out for yourselves I'm going to back it, and hopefully some of you will find it interesting as well and join me.

Here It Is


I like monkey style personally. Its just so great on a drunken style fighter. I just keep thinkig brad wong style fighting. Plus you can fall down while fighting the bbeg and get +4 ac vs all his archery mooks for free. Also it laughs at trip builds.


So I came up with this dungeon a while back. It was created by a gnome illusionist, and I will be running a group through it eventually, some of the ideas came from the boards here. I just wanted to repost it in this form and ask for any improvements or additions that you think might add to the fun!

Sorry if it isn't formatted to your liking. I just copy pasted from notepad so things might have gotten messed up.

The other thread for reference. Link

Cheat Sheet:

Trickster Dungeon

1:Greased Sprial Hallway Down into matress let them pick up serious speed.
2:Animated Door with fake trap tile in front: HP:70 Hard:20 AC:24 +10(2d6+14)
3:Treadmill Hallway 3 levers(1 faster, 1 slower, 1 stop) Also obstacles
Gel Cube x2, Magma Ooze, Slime Mold, Boxes, Coffin
4:Poltergeist room tar and feather, rotten fruits and veggies,origami animals,pillows
5:Mite charging Admission for the Black Tentacles Chair ride.
6:Wall of gears, levers, swords, scythes,ect pool of blood at base.+20 Pie in face
7:Slightly Open door with nasty bucket to fall on victim. +10 touch
8:Gelatinous Golem Room w/2 illusioury golems (all gummy Bears)
9:Fake Door(does not open)
10:Room with lever and 10 sec countdown Lever just resets countdown, get out by letting countdown get to 0.
11:Animate Objects Room
12:Cage trap Room
13:Fake Pit 40 ft long. animated Brick: HP:10 Hard:8 +3(1d4+3)
14:Quickling With Steal in room with places for it to chill after spring attack stealing
15:Door That casts mount every time you try to walk trough it
16:Room with many chains hanging from celing(materials) do different things.
17:Stairs up that if they don't walk up backwards warp them to the base
18:The double Death pit
19:Boss Fae Gnome Illusionist

Pixie w/levels following them around
Pugwampi Sorc Riding Faerie Dragon Same as Pixie
Random Sounds or Clues that Mean Nothing.
Chalk arrows that change.
Standard Monsters With Random Abilities

Animated Object Room:

35 x 15 room

Candelabra: HP:10 Hard:5 AC:13 +3(1d4+1+1d6 burn)

Crystal Ball: HP:10 Hard:8 AC:14 +3(1d4+2)

2x Sword on wall: HP:30,30 Hard 10 AC:17 +7(1d8+5)

Desk:Mov:20 HP:70 Hard:5 AC:18 +10x2(3d6+10) Trample DC 22 (3d6+15) or attk opp at -4

Chair: HP:30 Hard:5 AC:15 +5x2(1d8+4)

Rug: HP:70 AC:18 reach 10ft +10x2(1d6+10) Grab +14 Constrict(1d6+10)

Metal renforced Bookshelf: HP:70 Hard:10 AC:20 +10(3d6+12)

6x books:Fly:30 HP:10,10,10,10,10,10 AC:13 +3(1d4) or ranged

Bust Stand: HP:50 Hard:8 AC:16 +6(1d12+5)

Haunted Bust:Fly 30 HP:30 Hard:5 AC:15 +5x2(1d6+6)

Door Knob out: HP:10 Hard:5 AC:13 reach 10ft +3(1d4)

Cage Trap Room:

60 x 50 room each 5x5 triggers a roll d10 and d12 to determine which square gets cage, or removes cage. Monsters all from d20pfsrd

-------LDD
sXXX5XXXXXXX
XX1X9XX8XXXX
XsXXXXsXXXXX
XXX7XXXXXXXX
XsXXXxXXXX3X
XX0XXXXXX2XX
XXXXXoXXXXXX
XXXXXXXXXoXX
XXoXXXX6XXXX
4XXXXXXXXXXX
--------DD

D:door
L:lever 15 ft up
0:the Splatter Man's Body (animated as skeleton) Splater man in here too
1:Vreeg (necromancer controls all undead)
2:Merlokrep, the kobold king (+6 on total defense)
3:Goblin King
4:Deadwatcher Orc
5:Acrietia (+6 total def)
6:Rukus Graul
7:Gurtis Vortch
8:Hymmir Urath (+6 total def)
9:Halruun
o:orc
s:skeleton

x Animated Cage: HP:50 AC:15 +6x2(1d8+6) Grab +10

Chain Room:

Adamantine:Str check 30. Every fail it insults you(pansy,my grandmother could... ect.)

Bone:Drops tons of bones that Danse Macabre(find skeleton dance video)

Bronze:Bag of Copper (10g) once emptied turns inside out into tan bag of tricks

Darkwood: Trees Sprout throughout the room Reflex 20 or take 6d6+10(5 feather tokens)

Dragonhide:One link for each type of dragon. Summons Faeire Dragon/Pugwampi(play trix)

Gold: Bag of gold (1000g)

Platinum:Platinum Dragon materializes. (young Gold No breath weapon no weakness)

Cold Iron:A campfire with bacon and beans and biscuits in cast iron pans appears YUM!

Mithril:Mirror Copies of the Party. 1/2 HP

Nexavaran Steel: Gravity Temp Reverses Take 2d6x2 Ref avoids, Stunned Fort avoids, Dazed Will avoids, all DC 15

Obsidian: Obsidian Flow is cast forming into Obsidian Minotaur

Serpentstone:Smokes Slightly with a faint glow. Pull for snake swarm.

Silver: Bag of silver drops(100g)

Stone: Stone Call in room (2d6 and difficult terrain)

Deep Crystal:2x Crystal Oozes form next to the door. Not obvious.

Ice:Entire Floor in covered in ice dc 18 reflex for remainder/until obsidian trigger.

Iron: Iron Maiden golem Materializes

Steel:animated HP:30 Hard:10 AC:17 +7(2d4+6)

Weird Black:like the color from space. Party room streamers/baloons/confetti

Gnome Illusionist:

Gnome Illusionist 12 Sorc(arcane)1
Traits:Trickster-+1 caster level for duration,range,area of illusion

S:8
D:12
C:16
W:16
I:26
C:20

HP:69
BAB: 6+1(size)
AC: 10+1(dex)+1(size)
Move:20
Ini: +1

+2 vs illusion
Fort:7 4+3
Refl:5 4+1
Will:13 10+3

Appraise:12 1+8+3
Bluff:21 13+5+3
Craft(trap):18 5+8+3+2(racial)
Diplomacy:18 13+5
Disable Device:9 7+1+1(racial)
Disguise:18 13+5 +10(hat)
Escape Artist:24 13+1+3+1(trait)+6(feat)
Fly:10 6+1+3
Know(all):14 8+2+1+3
Linguistics:18 7+8+3
Perception:18 13+3+2(racial) +4(familiar)
Profession:8 3+3+2
Sense Motive:16 13+3 +4(familiar)
Spellcraft:24 13+8+3
Stealth:18 13+1+3+1(trait)
UMD:21 13+5+3

Feats
Wiz:scribe Scroll
Sorc:Eschew Materials
1:Groundling(speak with burroing animals at will)
3:Effortless Trickery(concentrate on illusion as swift)
5:Spell Focus Illusion
Wiz:Threatening Illusion(metamagic +1 1 5ft square of illusion threatens)
7:Improved Familiar
9:Breadth of Experience(+2 know/prof make untrained)
Wiz:Disruptive Spell(metamagic+1 must make concentration=save dc + spell level)
11:Greater Spell Focus Illusion
13:Skill Focus(escape artist)

Abilities:
Master Tinker:proficient with anything self crafted
Gnome Magic:+1 to illusion DC, 1/day dancing light,ghost sound,presti,speak w animals
School:Illusion, Forbbiden:Necromancy, Enchantment
Extend Illusions:concentation illusions last 6 extra rounds after ceasing
Blinding Ray:standard 30ft ranged touch blind for 1 rnd 9/day
Invisibility Field:swift Greater Invisible 12 rnds/day
Arcane Bloodline arcana: when apply metamagic that ups level by 1+ up dc +1

Equipment:
Headband of Int+4 (UMD,Spellcraft)
Hat of Disguise +10 disguise
Varisian Tatoo(illusion):+1 caster level 3/day ghost sound

Sorc Spells: CL:1 Concentration +6

0th:Haunted Fey Aspect, Open/Close, Detect Magic, Acid Splash
1st:5/day Mage Armor, Reduce Person

Wiz Spells: CL:12 (14 illusion) Concentration +20

0th: Ghost Sound DC(21), Drench, Mage Hand, Mending
1st: Silent Image x2, Ventriloquism, Color Spray x2, Vanish x2 DC(22)
2nd: Haunting Mists, Threaten Silent Image x2 DC(23), Mirror Image,
Invisibility, Eagles Splendor, See Invisible
3rd: Major Image x2, Disruptive Haunting Mists, Vision of Hell
Loathsome Veil, Invisibility Sphere, DC(24) Mad Monkeys CMB:20 D:30
4th:Threatening Loathsome Veil, Rainbow Pattern, Wandering Star Motes DC(25)
Emergency Force Sphere, Black Tentacles, Ghost Wolf x2 DC(22)
5th:Persistant Image x2, Seeming x2 DC(26), Baleful Polymorph DC(23)
6th: Mislead x2 DC(27), Summon Monster VI, Ice Crystal Teleport DC(24)

Could Have Cast: Permanent Image, Programmed Image DC(27), Halucinatory TerainDC(25)

Planar Bound:Succubus, 2x Lantern Archon

Contingency:Dimension Door to safe room when HP = Negative

Flit:
Senses blindsense 30 ft, darkvision 30 ft, detect law; Perception +18
AC 22 hp 34 fast healing 2 Fort +4, Ref +7, Will +9 SR:18
amorphous, freedom of movement; Immune acid; Resist electricity 10, sonic 10

fly 50 ft. (perfect)
Melee bite +12 (1), tail slap +12 (1 plus confusion DC 19 1 rnd)

Spell-Like Abilities (CL 6th; concentration +7)
At will—dancing lights, ghost sound (DC 12), prestidigitation
3/day—blur (self only), obscuring mist
1/week—commune (CL 12th, 6 questions)

Str 7, Dex 17, Con 10, Int 14, Wis 8, Cha 17(+4 enhance)
Skills Acrobatics +9 (+5 jump), Bluff +18, Escape Artist +17, Fly +22,
Knowledge (arcana) +9, Perception +18, Stealth +25
SQ change shape (2 forms, both of which must be Tiny animals; beast shape II)

Pixie Ranger:

Pixie Ranger(skirmisher) 5

AC 22 hp 70 DR 10/cold iron; SR 20
Fort +6, Ref +13, Will +8

Speed 20 ft., fly 60 ft. (good)
Ranged longbow +14 (1d6/×3) +1(att/dmg in 30ft)

Spell-Like Abilities (CL 8th)
Constant—detect chaos, detect evil, detect good, detect law
1/day—dancing lights, detect thoughts (DC 16), dispel magic, entangle (DC 15),
lesser confusion (DC 15), permanent image DC 20, shield

Str 7, Dex 21, Con 12, Int 16, Wis 16, Cha 18
Feats Dodge, PB shot, Weapon Focus,
Skills Acrobatics +17, Bluff +16, Escape Artist +17, Fly +23, Knowledge (nature) +15,
Perception +15, Sense Motive +15, Stealth +21, Use Magic Device +16

Favored Enemy:Human +4, Xeph +2 (bluff,Know,Perc,Sense,Survival,Attack,Damage)
Favored Terrain: Underground +2 (init, Perc, Stealth, survival, leave no trail)

Ranger Tricks:5/day move twice speed on move action no stealth penalty

Invisibility (Su) A pixie remains invisible even when it attacks. This ability
is constant, but the pixie can suppress or resume it as a free action.

Special Arrows (Su) free action 18/day

Charm: The target must succeed on a DC 16 Will charm monster spell for 10 minutes.

Memory Loss: The target must succeed on a DC 16 Will save or be affected by a modify
memory spell (this effect can only eliminate the previous 5 minutes of memory)

Sleep: The target must succeed on a DC 16 Will save or fall asleep for 5 minutes.

SPOT: HP:38 AC:16 Speed 30 ft., climb 30 ft.; Attack bite +7 (1d6+1);
Ability Scores Str 13, Dex 18, Con 16, Int 2, Wis 11, Cha 7; F:4 R:4 W:1
Skills: +17 Stealth +10 when still, LLV, Feats:SF(stealth), Stealthy, Weapon FInesse

Pugwampi sorcerer riding faire dragon:

Pugwampi Sorcerer 7
Init +5; Senses darkvision 120 ft., low-light vision; Perception +6

AC 15 hp 50 DR 2/cold iron; SR 14
Fort +4, Ref +6, Will +10

Melee touch +7

Spell-Like Abilities (CL 7st; concentration +8)
At will—prestidigitation, speak with animals
1/day—shatter (DC 11)
4/day-Laughing Touch
7rnd/day-Improved Invisibility

Str 3, Dex 14, Con 12, Int 10, Wis 14, Cha 13
Feats Improved Initiative, ToughnessB, Weapon FinesseB, Dodge
Skills Disable Device +10, Perception +14 (+10 listening), Ride +11, Stealth +26;

A pugwampi radiates an aura of unluck to a radius of 20 feet. Any character who
gains any sort of luck bonus (such as that granted by a luckstone or divine favor)
is immune to the pugwampi unluck aura.

Spells:
0th: Detect Magic,Resistance,Drench,Breeze,Ghost Sound,Scoop,Open/Close

1st:7/day Entangle, Grease DC12, Mage Armor, Mount, Silent Image, Snapdragon Fireworks

2nd:6/day Hideous Laughter DC 15, Glitterdust DC 13, Invisibility, Arcane Lock

3rd:4/day Deep Slumber DC 16, Explosive Runes, Mad Monkeys CMB:+9

Quickling Stealer:

Quickling Lore Warden 5

Init +7; Senses low-light vision; Perception +14

AC 20 hp 80 DR 5/cold iron
Fort +7, Ref +12, Will +7

Speed 120 ft.
Melee Fists +15 1+1d6 SA or steal/disarm CMB:+21 CMD:26

Str 8, Dex 24, Con 14, Int 15, Wis 15, Cha 14
Feats Dodge, MobilityB, Spring AttackB, Weapon Finesse, Combat Expertise, Imp Steal
Greater Steal, Imp Disarm, Greater Disarm, Weap Focus, Imp Unarmed Strike
Skills Acrobatics +19 (+55 jump), Bluff +14, Craft (traps) +11, Escape Artist +22,
Perception +14, Spellcraft +8, Stealth +23, Survival +4, Use Magic Device +9

CMB:+7(bab)+7(dex)+4(feats)+2(lore ward)+1(WF)+1(Weap Training)-1(size)

A quickling is invisible when motionless. It loses this invisibility and remains
visible for 1 round in any round in which it takes an action other than a free action.

Supernatural Speed (Su)
A quickling moves with incredible speed.the quickling’s shape blurs and shimmers with
speed, granting it concealment (20% miss chance). In addition, this ability grants
the quickling evasion and uncanny dodge (as the rogue abilities of the same names).

Slow Susceptibility (Ex)
A quickling that succumbs to a slow effect loses its supernatural speed ability and
is sickened as long as the effect persists. This sickened condition persists for 1
round after the slow effect ends.


2 people marked this as a favorite.

..I used to carry a bow like you, But I kept hitting people in the knee.


finally got around to backing! good job guys. Looks like 3 more to 300


I think i burnt my popcorn. Man i love this argument. Um sorry debate?


Yeh throw ideas around. I'm here to give you info right now. When you leave the witch that part of my job involves asking you to make knowledge checks. Now is your chance.


Ive run this game in person before. That group hung out in new vegas for about 3 months real time. Just relaxing, one even started teaching local kids to fight. Monk fighting though so disciplined. I was having a great time until they said they were getting bored. I was like, well gtfo of new vegas already and cause some mischif. They did just that. In closing, there is no way i will be bored with this game. I dont care if you never want to leave the withes house. As long as you guys are having fun im so down with it.


Alright, guys I have groups picked. I really wanted everyone to play and All of your characters gave me good inspiration. One group fits quite nicely in some bodies that were just lying around. They will have a unique social advantage/stigma because of them. If you are not part of this group do not think you are second string. You are all important for fixing this world. Hopefully the parties will be versatile as well I tried to mix it up. Without further explanation here they are Alphabetically. Please Click your group name to go to the gameplay thread and check it out.

The Holy Vessels

BoJengo - Half-elf AKA Dardlara Zordlon Antipaladin/Vitalist
Cuan - Tengu AKA Akiz Mairan Alchemist/Cavalier
Jman72 - Half-Dragon AKA:Nicolae Vintila Antipaladin/Bard
TCG - Tiefling AKA Gideon Samus Shaw Staff Magus/Monk
WolfMan1911 - Vanara AKA Enisald the Butcher Druid/Monk

The Malicious Misfits

Jelani - Catfolk AKA:Merran Spy/Sorcerer
Joriandrake - Human AKA Laanrah Mighty/Adept Godling
pavaan - Half-Elf AKA:Tronath Colastar Alchemist/Barbarian
Spugly Fuglet - Elf AKA:"Them" Psion/Bard
Stiehl9s - Half-Orc AKA Sicsivicus Unbreakable Fighter/Oracle of Bones

I have a birthday party to attend so I will not be able to respond to posts in the game thread until late tonight. However I will be checking in all day tomorrow to answer questions your characters may have as well as RP whatever situations arise.


Alright, guys I have groups picked. I really wanted everyone to play and All of your characters gave me good inspiration. One group fits quite nicely in some bodies that were just lying around. They will have a unique social advantage/stigma because of them. If you are not part of this group do not think you are second string. You are all important for fixing this world. Hopefully the parties will be versatile as well I tried to mix it up. Without further explanation here they are Alphabetically. Please Click your group name to go to the gameplay thread and check it out.

The Holy Vessels

BoJengo - Half-elf AKA Dardlara Zordlon Antipaladin/Vitalist
Cuan - Tengu AKA Akiz Mairan Alchemist/Cavalier
Jman72 - Half-Dragon AKA:Nicolae Vintila Antipaladin/Bard
TCG - Tiefling AKA Gideon Samus Shaw Staff Magus/Monk
WolfMan1911 - Vanara AKA Enisald the Butcher Druid/Monk

The Malicious Misfits

Jelani - Catfolk AKA:Merran Spy/Sorcerer
Joriandrake - Human AKA Laanrah Mighty/Adept Godling
pavaan - Half-Elf AKA:Tronath Colastar Alchemist/Barbarian
Spugly Fuglet - Elf AKA:"Them" Psion/Bard
Stiehl9s - Half-Orc AKA Sicsivicus Unbreakable Fighter/Oracle of Bones

I have a birthday party to attend so I will not be able to respond to posts in the game thread until late tonight. However I will be checking in all day tomorrow to answer questions your characters may have as well as RP whatever situations arise.


Dude i think you lost track not me. That quote was in reference to the fact that it was a waste of time to custom make armor from scratch. Thats why i lead with the statement that they would cost full price not 1/3rd. The enhantments will be made for you. And as for me being against casting in armor, thats the games fault not mine. I didnt make the asf rules and i really dont think there is any reason to break them. I dont see why it's so essential to have armor at all either.

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