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Monster with tentacles

The Dorf's page

55 posts (2,037 including aliases). No reviews. No lists. No wishlists. 14 aliases.


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Here is the crunch for Frankis. Sorry for the delay.
I changed one of his Domains from Law to Evil and used the Contracts Variant Channeling Option.

Frankis Crunch:
Frankis
Male Human Cleric of Asmodeus 2
LE Medium humanoid (human)
Init +0; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 17 1d8 ⇒ 5
Fort +4, Ref +0, Will +7
--------------------
Offense
--------------------
Speed 20 ft.
Melee masterwork heavy mace +4 (1d8+2)
Special Attacks channel negative energy 6/day (DC 16, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +7)
. . 6/day—copycat (2 rounds), touch of evil (1 rounds)
Cleric Spells Prepared (CL 2nd; concentration +7):
1st—protection from chaos [D], summon monster i[/i]
0 (at will)—detect magic, enhanced diplomacy, read magic, resistance
[D] Domain spell; Domains Evil, Trickery
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 12, Int 10, Wis 16, Cha 16
Base Atk +1; CMB +3; CMD 13
Feats Sacred Summons, Selective Channeling
Traits desperate focus, indomitable faith, Bully
Skills Bluff +7, Diplomacy +7, Disguise +7, Heal +7, Intimidate +7, Knowledge (religion) +4, Linguistics +4, Perception +4, Profession (barrister) +7, Sense Motive +7, Stealth -4
Languages Common, Infernal
SQ aura, domains (evil, trickery), variant channeling (contracts/oaths variant channeling)
Combat Gear healer's kit; Other Gear masterwork breastplate, masterwork heavy steel shield, masterwork heavy mace, belt pouch, belt pouch, cleric's vestments, false-bottomed chest, small, silver holy symbol (Asmodeus), ink, black, inkpen, paper (10), scroll case, signet ring, traveler's outfit, 15 gp, 5 sp
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Negative Energy 1d6 (6/day) (DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Contracts/Oaths Variant Channeling (±1 Profane) Grants a save bonus or a save penalty vs. compulsions.
Copycat (6/day) (Sp) Create a single mirror image duplicate
Selective Channeling Exclude targets from the area of your Channel Energy.
Touch of Evil (1 rds) (6/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.

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Spooky GM wrote:


@The Dorf: Could you expland more about how he was introduced to Asmodeus? It's illegal to worship him in Talingare, so it wouldn't be something very casual.

I'm still fleshing out his background, but here is an answer:

Frankis' father was a weak and ineffectual man, more interested in the bottom of a cup than forwarding the family politically or financially. His father did have the limited foresight though to pay for a private tutor for Frankis in his early teen years. There were several applicants, but one was very surprising to the family. Amherst Dolence was a prestigious scholar who had tutored children from some of the most well-connected families in the kingdom. In his interview, Amherst offered to lower his normally exuberant fee to teach Frankis. He claimed that he saw a spark of genius in the young man, but what he really had discerned was ambition and perception combined with a certain moral flexibility. The family would be fools to hire anyone else.

From the beginning, Amherst focused more on philosophy and ethics than the more traditional subjects, and his lessons always seemed to push Frankis towards a very pragmatic and amoral belief system. It was only after several months that Amherst was sure Frankis was ready to study the truth behind the foolish morals and beliefs of those around him. Morals and concepts like virtue, philanthropy, and benevolence were prison walls that the weak and weak-minded used to suppress the strong and wise, such as Frankis. There was a god who rewarded those like Frankis though: Asmodeus. Asmodeus had set Amherst on the mission to recruit proper young people who could transform the kingdom into one of strength and justice for those who truly deserved it. Frankis waivered for several weeks, but when he was finally able to unleash himself from the shackles of morality and societal expectations, he could finally commit himself fully to his new Master.


I made a mistake in my earlier post. The character would be LE.


I'd like to throw my hat into the ring. I'm thinking a human Cleric of Asmodeus, Frankis Tharanas. I don't have crunch created yet, but he would have the Trickery and Law (Tyranny) domains. I have played with
Tirion in a campaign for quite a long time and I have no interest in being a disruptive or over powering player. The character would be LN, very self-interested and power-hungry, but not sadistic or out of control. The character is based on watching House of Cards, and the cold, calculating, politician who is the main character.

background:
Frankis is a barrister in the city of Matharyn, working in the Crown's court's offices. He is a young handsome man, given to dressing above his station and profession. He is friendly and charismatic young man, but his eyes rarely show a hint of warmth.

Frankis has always been interested in power, but his relatively low birth and the heredity nature of the kingdom of Talingarde made it a almost impossible dream. His introduction to the worship of Asmodeus as a teenager offered him another choice. What if the power structure itself could be undermined, what if it could be overturn? Better yet, what if the power structure could be subverted...yes that could be the best choice. Frankis is a planner and a manipulator. He prefers to defeat opponents while bolstering their belief in his friendship.

Frankis is still a relatively young man, but several years working in the Crown's Court offices has not led him to the rise in power which he has sought for. He has begun seeking other paths, looking to his connections in the Church of Asmodeus for ways to accelerate his plans.


Here is the fluff and crunch for the Sin Magic Specialist Wizard I spoke of above. The fluff is a little rushed, so pardon any mistakes. I can fix that if selected.

Ursion Fluff:

Ursion was born the son of a wealthy minor Korvosian noble. He showed a talent in the arcane arts in his early education, so his father had him enrolled in the Acadamae, the premier arcane college of the city. Since he was a child Ursion was fascinated by the huge pyramid, the Grand Mastaba, that dominated the cityscape. This initial inspiration led him to study Thassilonian philosophies of magic. Ursion was a naturally gifted young man, but was lazy and rather hedonistic. He vastly preferred indulging his physical desires in the lower class districts of the city than spending time studying. By the time Ursion had graduated from the Acadamae the young man's indulgences had embarrassed his father enough. His father sent him on an extended trip to study the Irespan in Magnimar and the Cyphergate in Riddleport to remove him from the attention of higher society in Korvosa. The seedier side of Riddleport swallowed Ursion whole. He was soon indebted to Boss Croat, a crime lord specializing in illicit substances, and disowned by his father. Ursion talked Croat into allowing him to pay off his as a arcane adviser and lackey. After several years serving Croat, Ursion realized he was never going to escape the crimelord's grasp and sought for a way to escape. He remembered Aldern Foxglove who he had met some years earlier, and he knew that the man had somehow ended up near Sandport. Due to careful planning and some clever misdirection, Ursion was able to escape on a ship to Sandport carrying several expensive magical items the half-orc had loaned him.

Ursion is a rather rotund young man in richly made, but threadbare clothing. He is often found in a tavern, loudly telling stories and making friends. Friends who soon find themselves inexplicably buying the charming man food and drinks. Ursion has several marketable skills and abilities, but finds the idea of "honest work" abhorrent.

Ursion Crunch:

Ursion Crispin
Male Human (Chelaxian) Wizard 4 Sin Magic Sloth Specialist
N Medium Humanoid (human)
Init +0; Senses Perception +6
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 21 (3d6 ⇒ (3, 1, 5) = 9) +4 favorite class
Fort +1, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Wizard Spells Prepared (CL 4):
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 10, Int 22, Wis 13, Cha 14
Base Atk +2; CMB +1; CMD 11
Feats Augment Summoning, Improved Familiar, Scribe Scroll, Spell Focus (Conjuration)
Traits Rich Parents, World Traveler (Diplomacy)
Skills Appraise +10, Bluff +6, Diplomacy +10, Knowledge (arcana) +13, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +11, Knowledge (nature) +10, Knowledge (planes) +13, Linguistics +10, Perception +6, Profession (cook) +5, Sense Motive +5, Spellcraft +13
Languages Abyssal, Auran, Common, Draconic, Ignan, Infernal, Terran, Thassilonian
SQ acid dart (9/day), arcane bonds (Zing, zhyen [air]), arcane familiar nearby, deliver touch spells through familiar, empathic link with familiar, opposition schools (evocation, illusion), share spells with familiar, specialized schools (conjuration), summoner's charm (+2 rds)
Combat Gear Potion of cure moderate wounds, Alchemist's fire (3); Other Gear Handy haversack (26 @ 73.62 lbs), Headband of vast intelligence +2 (Sense Motive), Bedroll, Cooking kit, Courtier's outfit, Everburning torch, Flask, Flint and steel, Ink, black, Oldlaw whiskey (per bottle), Parchment (5), Perfume/cologne, Pot, Scroll case (5 @ 0 lbs), Shaving kit, Signet ring, Soap, Spell component pouch, Spellbook, Tent, medium, Tobacco, Waterskin (4), Wine, Corentyn (per bottle), Wine, fine (per bottle) (2), 95 GP, 5 SP, 6 CP

Zing Carries 2 Alchemist Fires

Light Horse with riding saddle

extra 1st and 2nd level spell in spellbook
--------------------
Special Abilities
--------------------
Acid Dart (9/day) (Sp) 30' Ranged touch attack deals 1d6+2 Acid damage.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Krojun the human oracle is not on the list :-)


Here's the Oracle of Heavens I worked up. The basics of the background are there, but needs some work since I do not have time right now to edit it.

Krojun:
Krojun
Male Human (Shoanti) Oracle 1
CG Medium Humanoid (human)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 12 (1d8+4)
Fort +0, Ref +0, Will +3
Weakness oracle's curses (haunted)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash -2 (1d4+2/x2) and
. . Heavy mace +2 (1d8+2/x2)
Oracle Spells Known (CL 1):
1 (4/day) Cure Light Wounds, Bless, Obscuring Mist
0 (at will) Create Water, Read Magic, Ghost Sound (DC 14), Detect Magic, Mage Hand, Stabilize
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 10, Int 10, Wis 12, Cha 19
Base Atk +0; CMB +2; CMD 12
Feats Improved Initiative, Toughness +3
Traits Harrow Born (Varisian) Deck was left to Krojun by Niska Mvashti, Hoya’s mother.
Skills Acrobatics -6 (-10 jump), Climb -4, Diplomacy +8, Escape Artist -6, Fly -6, Knowledge (arcana) +4, Knowledge (religion) +4, Perception +5, Ride -6, Sense Motive +5, Stealth -6, Swim -4
Languages Common, Shoanti
SQ mysteries (heavens), revelations (awesome display -4)
Other Gear Scale mail, Heavy steel shield, Heavy mace, Belt pouch (1 @ 0.5 lbs), Belt pouch (2 @ 0 lbs), Blanket, Desna, Ink, black, Inkpen, Parchment (2), Scroll case (2 @ 0 lbs), Soap, 9 GP, 9 SP, 9 CP
--------------------
Special Abilities
--------------------
Awesome Display -4 (Su) Your Illusion (pattern) spells treat observers as 4 HD lower than their actual HD.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
--------------------
Although Krojun is Shoanti, he is far removed from the typical tribesman. When he was 12, Krojun's family was wiped out by Cheliaxian soldiers. They had traveled to the Chelaxian claimed lands that formerly belonged to their clan seeking a long lost burial ground in which their ancestors were buried. They had just found the standing stones marking the burial site when the Cheliaxian attacked them without provocation.
Krojun managed to run from the Chelaxians and returned to the burial grounds after the soldiers had left. When he arrived back at the burial grounds, Krojun felt like he was not alone. At first he felt a surge of terror as an unseen force threw him to the ground. A vengeful spirit of one of his ancestors manifested and attacked him. It was angered that his resting place had been tainted by his descendant’s spilled blood and further angered that one of them had ran from the fight. The spirit would have killed him, had another spirit not also manifested itself. Krojun’s own father, a shaman in his tribe, drove the angry spirit back to the other side, and then disappeared without further acknowledging his son. Krojun was found by Koya Mvashti. His face was streaked from tears and he ranted about the spirits that surrounded him. Koya sensed that the boy had been touched by otherworldly powers, but she also sensed that Desna had plans to use him to further her goals. She took pity on the young boy and adopted him as her son.
Krojun loves Koya and appreciates all that she has done for him. At the same time he remembers all the teachings of his people, and he is ashamed at how far he has wandered from them. He has never gone through his rite of passage, earned his first tattoo, or been given his full name. Krojun knows that he would have been shaman among his people, and looks to learn to fill that kind of role when traveling in caravans with Koya.

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I have been looking forward to getting into a JR game. I will work something up and post it this evening.


One of my favorite low to mid level combos is a version of Create Pit and summoning an earth elemental. Even a small earth elemental with Augment Summoning has +9 to it's CMB to bullrush (don't forget the +1 for earth mastery) and then there is no saving throw for falling into the pit. The earth elemental falls into the pit too? Well, it's only a summons and it can do some damage before being "killed" down there. At higher levels you have to watch for flying opponents, but then summoning offers tons of options for flying opponents :-).


In my opinion, you missed the boat by not taking Augment Summoning sooner. It is a great buff for the Summon Monster II monsters at lower levels. At low levels I love the small earth elemental with a +4 to Str and Con. It is still an ok buff to all of your summons past that.

It does lead to Superior Summoning though, so it could be worth your time anyway. The Summon Monster III monsters are great (Hello, Dretch...I need a Stinking Cloud! Nevermind, I'll take a Lepoard with Pounce and Grab.), benefit more from the Augment Summoning feat, and there are many situations where you could use 1d3+1 slightly less powerful monsters more than one more powerful one (Hello Dretches...I need TWO to FOUR Stinking Clouds! Nevermind, I'll take TWO to FOUR Lepoards with Pounce and Grab.).


Wasn't it a AD&D rule that you could set it on fire, but it got phased out somewhere in 3.0 or 3.5?


Harakani-
I'm very interested in your concept here. I played in a RL game a while back where we started as children and developed into adulthood. I have not read all the source material you quoted, but I think I have a feel for it. My concept is a Urban Barbarian, a kid who has survived on the streets by tapping his rage to lash out at those who would hurt or abuse him. Once accepted in the gang he would emulate Grandmother and focus on protecting the younger kids. I am not home right now so I am not able to answer all your questions or do a full background, but I will do so tomorrow. I'm a regular poster in 2 other games, one of which has run for 10 months.


The problem is that the distances you give for an example would be crazy insane for an actual person. A parkour practitioner wouldn't try to land that kind of jump. He or she may try a 10 ft jump 5 ft higher and try to catch the ledge, if they we were crazy. I you've ever jumped just a few feet over an expanse, then you know it is a terrifying experience (and I'm not afraid of heights). So I'd either adjust my expectations for distances, cheat and basically halve the DC so a non-monk could make the jumps, or I would give the characters convenient access to potions or a wand of Jump (maybe even made at caster level 5 for the +20).


Hey, I'm sorry I am not contributing to this conversation a lot. I asked my gf to marry me last night (she said yes!) and today we are celebrating with friends and doing St Patricks day. Please play Karethas as you see fit for the next 24. If we rest and attack he will Memorize Mage armor, Vanish for Amir to get into flanking, Enlarge person for Kzrira if she wants it, And I guess another Vanish for a way to save someone of they get low on hp. Wish I ha Magic Missle or magic weapon for this situation.


Amir, I also believe we bought you a mithral chain shirt at Katapesh which you have not put on your profile.


It's all good VD. I kinda hoped you wouldn't get much response so you'd be forced to take me. Guess I'm glad that's not the case though after all 8-).


If you don't mind a player who is in another game, then I would love to work up a Dwarven fighter.


I have been trying to use this character concept for quite a while. Here are the basics and I will write up something more extensive in the next day or so. A Alchemist/Vivesectionalist who is unclaimed scion of a greater house. The spymaster of the house discovered his existence and decided to train him as an apprentice. The character's alignment is neutral, but i see him as someone for whom the ends justifies the means. A person who wants a good and just society, but a spymaster and killer by trade and necessity. I don't plan on getting into the more nasty of the Vivasectionist abilities, such as Torturous Transformation. His public face is as a physician and he has attended university ostentatiously to study medicine, but really to cement his assumed identity. The social standing of his trade is just enough to allow him entry into higher society, but not too much notoriety.


Well Master Blacksun, your research sounds fascinating. My primary area of study is history, particularly the era of the Whispering Tyrant. I am fascinated by his rise to power and the means by which he was overthrown. I also dabble in the arcane arts, particularly the art of divination. The Professor suggested that I focus on more practical uses of magic if I wanted to do any field research. He said that a means of protecting myself would be prudent considering the focus of my study."

Sheldon's eyes light up and he eagerly leans forward as the old woman suggests they draw a card. "I have heard of Harrow readings. Is this similar? " He then draws the card and flips it face up onto the table.
1d54 ⇒ 31


Nice. I'm definitely want to craft potions once I get some cash.


TarkXT wrote:


Do me a favor. Check the in game tab scroll close towards the bottom tell me the name of the character you believe im thinking about right now.

Lol, I guess we both looked in the Inner Seas Guide.


If it's a problem then I don't need to be a Tiefling. I like the background, but I can easily make him a regular bastard instead of the progeny of a demon :-).


I figured, which is one of the reasons I wanted to play. Plenty of intrigue. As I was building the character last night I assumed you wanted me to use the Tiefling background that limits the racial abilities a bit. The resistances are a little ridiculous for no level adjustment.


I worked up a stat block last night, but was unable to get a profile done before it got too late. I will have it done this evening.


I can't do a stat block until this evening, but I can give you a general character concept. A Tiefling Alchemist, native to Westcrown. His mother was a member of House Thrune who was an diabolist. Her dealings with demons led to his birth and he was subsequently ostracized for his impure heritage. His adoption by a kindly alchemist led to a strong streak of morality, but could not erase his bitterness at the status quo and the existing noble houses. To the group he would contribute his knowledge of the arcane and the planes, and an analytical mind. In combat he would be a ranged damage dealer and debuffer. I expect him develop from a less anarchistic outlook to one which focuses on a more fair government. I don't expect to change from the Alchemist class.

If a Hellknight were about to lay a beatdown on him, then I think he would pull a bomb and quietly explain its effects (greatly exaggerated) on both of them if he dropped it at their feet.

I am a regular poster in pbp's and do not have a problem posting several times a day in most cases.

Thanks for you consideration!

Deep Crow!


Hey Voodoo, if you don't mind having someone applying that is already in one of your games, then I would like to throw out a character concept. I'm thinking a dwarven rogue, skill monkey, scout archetype, and general foul-tempered tinkerer would be interesting. Stats to follow.


I will be running a minor Saldaean noble who had grown up training to fight shadowspawn in the Borderlands. Had the strange occurrences around him during his adolescence which were slowly causing him to be ostracized by those near to him. He was recruited to the Black Tower by Mazrim Taim on one of his early recruiting trips and has trained for a time with Taim.

Armsman 1/Wilder 4, a Asha'man Soldier, so working towards the Asha'man prestige class. I will probably not be able to work on his stat block until Sunday. I will post the character then.


Sorry again for my delay at posting, but I just didn't have any character concepts thought out in advance and needed some time to review the rules and think about it.

4d6 ⇒ (1, 5, 5, 4) = 15=14
4d6 ⇒ (1, 2, 6, 4) = 13=12
4d6 ⇒ (5, 5, 3, 5) = 18=15
4d6 ⇒ (3, 2, 3, 2) = 10=8
4d6 ⇒ (5, 4, 2, 1) = 12=11
4d6 ⇒ (6, 5, 3, 5) = 19=16


Charender wrote:
Banpai wrote:

Explosive Runes for the shock value^^

I totally agree.

** spoiler omitted **

A few years back I was running Iron Kingdoms (Steampunk/3.5 mashup). I had a wizard as a villain who had kidnapped an NPC and was fleeing through some sewers. He drops a metallic ball that is a Minor Image projector which covers a doorway with the illusion of a wall. The characters eventually figure it out and find the ball behind the illusion. One of them picks it up and sees writing on the ball. He reads it, "Oops". Explosive runes! Hehe, that's when the players figured out that the wizard was a formidable opponent for his intelligence and preparation more than his spells.


I am, I've just been rereading some of the stuff in the book to decide on a character concept. I'm probably going to go with an Armsman 1/wilder 4, but I still need to work out the background. I think he will be one of the early recruits once Rand give's Taim permission to go out looking for male channelers.


You have my interest sir. I have the WoT RPG book and will look through it a bit before I give you a concept.


I love that the kingpin criminal is a gussied up goblin.


I am interested and will post a character a little later when I am home.


Sheik Voodoo wrote:
We'll see if Karethas takes an action and then resolve.

I think I ninja'ed your prior post. I had tried to cast Daze at the Imp and had suggested that we figure out what is going on before killing what is probably someone's familiar :-).


The Kingmaker AP has few traditional "dungeons", many of the encounters are outside so you can have your mount with you for many of the encounters.

Plus, this topic doesn't belong in this part of the board :-)


Well, it seems that I may be a little late to actually get in, but I have been hoping to get into a Legacy of Fire game for a while.

Description::

In any case, may I present Karethas ibn Fardin, Summoner and until recently an apprentice and student in the College of Dimensional Studies in Katapesh. Recently asked to leave the College, Karethas is known for his keen intellect, inquisitive nature, and questionable judgement...the latter leading to his new found freedom from the shackles of position and responsibility.

Stats and such::

Male Human (Keleshite) Wizard (1)
CG, M, Conjuration specialist, Opposition schools: Necromancy and Abjuration
Traits:
Fast Talker
Genie Caller (if allowed, from the World Guide, and is on the SRD)

He will have an 8 wisdom, less as a dump stat and more to represent his rash nature and questionable judgement.
As far as his role, I am going for a Controller/buffer type. Very little in the form of direct damage.

I am not home right now so I can't post a full write up. I will post it this evening.


Haldaval wrote:
I've yet to see any cavaliers picked... and I thought this campaign would be sweet for them, oh well, next time perhaps.

They are particularly well suited for the Kingmaker AP. I recently started the AP with a cavalier, but the players guide mentions how it is good for them because there are few/no deep dungeons where you have to leave your mount behind.

Thanks for the consideration DM Hamied, good luck on a great campaign.


Here's Symuel Deverin, conjurer. I will focus more on utility, buffing and control rather than direct damage. The sheet would be cleaned up if I am selected. The character background is at the end.

Character sheet:

SYMUEL DEVERIN CR 1/2
Male Human (Chelaxian) Wizard 1
CG Medium Humanoid (Human)
Init +3; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d6+4)
Fort +1, Ref +1, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
Unarmed Strike +0 (1d3/20/x2)
Ranged Crossbow, Light -1 (1d8/19-20/x2)
Wizard Spells Known (CL 1, 0 melee touch, 1 ranged touch):
1 Mage Armor (DC 16), Grease (DC 16), (2/day)Burning Disarm (DC 15)
0 (at will) Ghost Sound (DC 14), Detect Magic, Read Magic (DC 14)
--------------------
STATISTICS
--------------------
Str 10, Dex 13, Con 12, Int 18, Wis 10, Cha 15
Base Atk +0; CMB +0; CMD 11
Feats: Scribe Scroll, Spell Focus: Conjuration, Toughness +3
Traits: Reactionary, Best Friend: Sandru
Skills: Bluff +8, Diplomacy +3, Knowledge: Arcana +8, Knowledge: History +8, Knowledge: The Planes +8,
Linguistics +8, Ride +2, Spellcraft +8
Languages Aquan, Auran, Celestial, Common, Ignan, Terran
SQ Abjuration, Acid Dart (7/day) (Su), Bonded Object: Ring (1/day) (Sp), Conjuration, Enchantment,
Summoner's Charm (+1r) (Su)
Combat Gear: Crossbow, Light, Dagger;

Other Gear: Backpack, Masterwork (5 @ 6 lbs), Bag, Waterproof
(3 @ 3 lbs), Bedroll, Case, map or scroll (empty), Case, map or scroll (empty), Ink (1 oz. vial, black) (2),
Inkpen (2), Paper (sheet) (2), Parchment (sheet) (2), Pouch, belt (1 @ 0.42 lbs), Pouch, belt (1 @ 1 lbs),
Ring, Shaving kit, Soap, Bar (50 uses), Spell component pouch, Spellbook, wizard's (blank), Traveler's
outfit, Travelling Spellbook (blank)
--------------------
SPECIAL ABILITIES
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Acid Dart (7/day) (Su) 30' Ranged touch attack deals 1d6+0 Acid damage.
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per
day, you can cast any spell in your spellbook for free.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his
will.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
--------------------
Sym grew up in Sandpoint, son of one of the lesser nobles in town and a cousin of the town's mayor, Kendra Deverin. He was a small, bookish child and, although he had a happy life at home, Sym often had trouble with other children when he left the house. Larger boys like to pick on him and it didn't help that Sym often liked to make jokes and sly comments at some of those boys' expense. Unfortunately, his size meant that he was often beaten and bullied. Only one other child ever stood up for him, Sandru Vhiski. Sandru was a much more athletic child and had a quick wit. Through fists or words, it was often Sandru who kept the bullies from seriously hurting Sym. As time went on Sym and Sandru became close friends even though Sandru was several years older.
Sym's father noted his bookishness and encouraged him by hiring expensive tutors to expand his education. One of these tutors noted Sym's natural leanings toward arcane studies and suggested to his
father that he be sent to a magical college in Magnimar. Sym excelled at his studies, particularly in thestudies of the planes and conjuration.

Sym and Sandru were sad that he had to leave for school, but theypromised one another that they would remain friends regardless. Shortly after Sym left for school, Sandru began to work as a caravan guard. Whenever on of Sandru's caravans visited Magnimar, he made a
point of visiting Sym at the college. Sandru returned to Sandpoint several years later, but Sym has only recently graduated from college. Undecided what life had in store for him next, Sym has returned to
Sandpoint, hoping for an opportunity to present itself.

Sym is studious, but friendly and agreeable. He is quick witted and can have a sharp tongue, especially if he feels someone is being intimidating or forceful.


I will be submitting a character this evening. I am also deciding between two concepts.


I'm very interested in a Kingmaker game, and I just came up with a character concept. I am currently trying to get into Patcher's Kingmaker game, but there is a lot of competition. So I would like to submit another character here, in hopes that I get into one or another of the campaigns. Hope you don't have a problem with this Patcher, or I will withdraw my application from this thread.

concept:

Benedict will be a LN half-elf Alchemist with the Vivisectionist Archetype (I hope you will approve this Archetype from UM). He grew up a scion of House Surtova, the result of the illicit relationship between an elven diplomat and a young noblewoman. Although he was given to a wet-nurse and allowed to mature until his 12th birthday, he was kicked out of the house and forced to live on the streets afterwards. A few years later the spymaster of House Surtova, Adorian Surtova, discovered Benedict's existence and had him observed. He decided Benedict had promise and took him on as his apprentice. Adorian decided that Benedict needed a legitimate background to be allowed among the higher society of Brevoy, and therefore paid to have Benedict educated at a local university. There Benedict excelled in the alchemy and medical sciences, although unknown to the faculty his education was being augmented in more sinister arts by Adorian. Recently, Benedict graduated from the university. He was named physician to House Surtova, although Adorian has greater plans for him.

He is currently on the way to the wedding with the Surtova party at the bidding of Adorian to gather what intelligence that he can and perhaps for a more specific mission if you and I can agree on one.

This character will be very roguish, although he will have secondary healer abilities to maintain his cover. I will probably have to take at least 1 level in rogue, just for the skills like acrobatics, diplomacy, etc, though he is also going to use extracts to cover some of his skill weaknesses. He is made for eventually being a Spymaster for a kingdom, but could easily fit as a Diplomat or Magister if necessary.

I will have the character stated out a little later, although it will take sometime to get my actual character profile into the shape I like.


Hey DM Patcher, just marking my interest. I will post later today or tomorrow with a concept.


DM Patcher || Crimson Throne wrote:
I was planning on starting Jade Regent in the end of July - as well as a Kingmaker or Serpent's Skull game (depending on several factors). I might start a RotRL game too, since it seems to be very sought after on the forums.

I would definitely be in for Jade Regent, Kingmaker, or RotRL. I'm already in a Serpent's Skull game, so I would prefer not to do that one.


Ok, I think having one more PBP game will give me just the right balance of enough, but not too much. I really like Darksun and have read a lot of the material, but i have never had the opportunity to play in a game. I will come up with a concept and character build this afternoon and post something this evening.
Here are my rolls:
4d6 ⇒ (1, 1, 4, 5) = 1110
4d6 ⇒ (4, 4, 2, 2) = 1210
4d6 ⇒ (1, 1, 5, 3) = 109
4d6 ⇒ (2, 3, 2, 6) = 1311
4d6 ⇒ (4, 1, 4, 5) = 1413
4d6 ⇒ (3, 1, 2, 5) = 1110
4d6 ⇒ (6, 2, 5, 4) = 1715

Wow-a wopping +3

4d6 ⇒ (4, 6, 2, 6) = 1816
4d6 ⇒ (1, 2, 4, 2) = 98!
4d6 ⇒ (4, 3, 2, 6) = 1513
4d6 ⇒ (4, 5, 1, 2) = 1211
4d6 ⇒ (5, 6, 6, 1) = 1817
4d6 ⇒ (2, 5, 3, 5) = 1513
4d6 ⇒ (2, 2, 6, 5) = 1513

+9, much better.


I figure I boarded in Magnimar returning back home from Kyonin.


I also prefer that we level up together.


Thanks for selecting my character! I'm out of town this weekend at a wedding, but I will be checking the boards and posting as I can on my phone. I can't wait to get started! I had one question about using the campaign traits. I wont have the players guide in front of me until Sunday though, so I will ask it then.


GM_Todd wrote:

Nosh, we already have a ranger - anything else catch your interest?

Scran, sounds good. I read in the Council of Thieves AP about toning down Tieflings for PCs.

I'm hoping to play a fighter in another game, so I don't want to play two at once. I have lots of love for Paladins and would enjoy playing a Paladin returning from the Mendevian Crusades.


I'd like to submit a character, but I'm at work right now so I can't dream one up right now though. I will make a submission later tonight after considering a concept and creating a character.


Nosh looks around the room for a seat for himself and Ieanna. As he seats himself he comments, If there was any more tension in this room I would have to draw steel...if I had any. He grins a little sheepishly.


GM_Todd:
Sorry, totally missed your last spoiler!

Nosh shuffles past Ieana, Sorry I missed it, but I did not miss your pleasant reminder, thank you.

Nosh ducks his head slightly while entering the galley, hoping there will be enough passengers for him to grab a warm meal unnoticed.

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