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Tilnar's page

Pathfinder Society Member. 976 posts (7,269 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 32 aliases.


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Formal dress. You know, Kenneth spends more time in a tux and kilt than in his leather jacket. ;)


Speaking of busy -- just as a head's up, I'll be out of town and travelling in a "not getting online to check on games" sort of way for about a week, December 12-20.

I know, I know, it's a week away -- just trying to give a little advanced notice. ;)


I think so... Unless some sort of divine inspiration strikes us, I think we're as test as we'll ever be.

I'm sure we're all missing something obvious, but hey. :)


Apologies -- spent yesterday unravelling garland and trees, didn't see the question. After spending today with inlaws, I'm thinking I can't possibly have the characters up today.

I'll bow out rather than hold up the process since I'd probably need 'til about 10pm tomorrow to get them done. [Sadly, work's done the oppoiste of slowing down leading into the holidays, so the usual approach of working on things over lunch and on breaks isn't likely to happen...]

Good luck everyone -- I'll finish the characters and store 'em just for archives or if someone drops out, I guess. :)


Being roped in to setting up Christmas decorations this afternoon.

Sadly, that means I won't be able to have either concept up by this evening. (Both are built and I know the basics of their back stories, but need time to flesh 'eh out and write them down)

However, there are some good subs already, so I totally understand if you don't want to wait.


You 'mericans and your 6-week-late Thanksgivings and your longer growing seasons.

But Happy Happy anyway, Rags (and anyone else). :)


Was learning toward a medium-archetype Witch, but then had the idea of a haunted Bloodrager (thinking crossblooded undead and infernal - the taint of an infernal pact lich in the bloodline).

Figured both would fit right in thematically.


Also dotting -- got a few ideas rolling around (my last Carrion Crown orphan was repurposed, so I have to start again..)


I'll review and make suggestions.

I originally had Ravin reacting to the King's death, but then stopped in case it ends up being Crimson Throne. :)

I might have suggested the paladin to further supplement healing, but she seems to be a 22 point build, near as I can tell.

Similarly, I might have suggested the Urban Ranger (since neither bard gets trapfinding) but the build confused me.. Especially taking finesse when your strength and dex are equal.

My suggestions:

- Lucky Finn (full divine)

- Radavek (assuming he does go rogue, traps dealt with... Plus, yay, meat-shield)

At this point, with Radavek's roguish plans, we need a primary melee, but the best two both dropped out .. Leaving us to have to pick from the 2 cheeseburger characters I already (basically) rejected.

I'm wondering if it's worth asking those two to fix their builds, or maybe better to post that you'll wait for Blood's app but notice with the drops there's a lack of melee martial prowess... See if maybe someone can their a fighter, hard-cire ranger or dedicated barb at us?


Thankfully, the delays let me sneak in at the wire... Submitting Ravin Thornfable, Halfling Court Bard.

Appearance:
Tall and rakish (by halfling standards at least) Ravin stands just over 3'2" tall and has a slender, slight build, making him appear almost gnomish. His complexion is slightly paler than the halfling norm, his skin the colour of light oak, with a dusting of cinnamon freckles. The paleness of his complexion contrasts with his deep eyes, the colour of polished sapphires. His thin build extends to his facial features, with high, almost elfin, cheekbones with a single dimple on the left side, a small pointed nose and a pointed chin. He wears his strawberry blond hair cropped short in the back, with his bangs grown out and brushed behind his pointed ears, with a single braid hanging down next to his left eye. He keeps his bright-green shirt with billowing sleeves and high collar and his deep violet cloak as immaculately clean as his hair.

Ravin's History:

Ravin was born in Korvosa, the son of Irlana, a Chelish sorceress who'd escaped Chelish slavery by hiding on a cargo ship to Korvosa from Corentyn. His father, Miro, was a con man of the Cerulean Society and a Bellflower tiller, one who helped escaped halflings find a safe place to lose themselves in Korvosa, away from the Hellknights and the other dangerous trappings of "Little Cheliax". Irlana was taken by the young rogue who helped her set up her new life, and began a relationship with him, being caught up in the romance of it all. She set herself up with a small magic shop, and was initially able to get herself established almost entirely by taking commissions for the Society.
Ravin grew up near the docks of Old Korvosa amongst the families of halfling sailors, with the time away at sea being the perfect cover for his father's long cons. On the rare occasions that he was home, Miro would regale the boy with the fantastical stories of his adventures and schemes, spoiling the child with his newfound coin, buying him little gifts and trinkets. Ravin wasn't the most popular child in his neighbourhood, being considered a spoiled "rich" kid -- at least by the standards of fishermen and cargohands. To compensate, Ravin was a bit of a braggart, telling tales of his father's connections and his mother's great magical prowess and how she'd passed her bloodline onto him... and how he would use his magic and connections to punish the unwashed kids who pushed him around..
This behaviour led to Ravin getting into a fight when he was 8 when an older boy challenged him to use that magic to stop him. His mother, scared for her son's safety, moved them into an apartment nearer her shop in the Midlands and enrolled the boy in the bardic college, filling his days and trying to give his imagination a better outlet. She also told Miro that he could no longer see the boy, as he was clearly a bad influence. She stopped taking Cerulean commissions and instead dedicated herself to spending more time with him, telling him stories about her old life and the harsh realities of being a halfling in Cheliax. All in all, these changes in his life suited Ravin well, he was delighted for the extra attention, enjoyed living in a better neighbourhood and attending school where his fellow students were more appreciative of his imagination. More that that, htough, he was was pleased to hear tales - both at home and at school - of people overcoming challenging circumstances, or real darkness, and becoming heroes. These tales were just fuel for his already active imagination.
Unfortunately for Irlana, Miro didn't comply with her wishes -- frequently convincing his son to skip out on his lessons, taking him up into the Shingles, instead -- showing him a whole different side of Korvosa, while being sure his mother wouldn't find them. It was on one of these outings when he was thirteen that Ravin met a young Half-Orc named Sakor the son of another member of the Cerulean Society with dreams of overcoming all the prejudices and joining the Sable Company. Something about hearing these big dreams resonated with Ravin, reminding him of the stories he loved the most, and the unlikely pair became best friends.
Together, Sakor and Ravin explored the city -- generally avoiding getting into too much trouble due to the combination of Ravin's quick tongue and Sakor's strong fists. It was during this time that Ravin saw Korvosa for what it really was -- how it could crush the dreams out of its people, how it seemed to thrive on the notion of a permanent underclass. Worse, he began to see the signs of how "Little Cheliax" still clung not only to simply Chelish traditions like summoning Imps at the Academae, and maintaining order with Hellknights -- but to Chelish values as well. ...even if the slaves here were called servants, at least officially. He realized that the stories and civilization in which he'd been raised were, in far too many cases, simply a thin veneer that the entitled could wrap themselves in to protect themselves... and, worse, that too many people of the city here all to happy to have be wrapped around their eyes and blind them from the realities.
Still, despite his terrible attendance record, and the growing disillusionment that caused him to turn even the greatest of oratories into wry satire, Ravin managed to complete his formal education and graduate. His mother, now generally serving a higher class of clientele was able to use her contacts to get her son a few commissions, working for various lesser houses of the Dock Families, trying to cement his place in society. Ravin generally enjoyed the wine more than the company on these occasions, and his performances were generally acerbic and critical of the noble's hypocrisy, riding a very fine edge and stopping just a hair's breadth short of insulting his hosts, the Peerage Review, the King and his wife.... until the day he'd learned that Sakor had been killed.
His friend had pursued his dreams, and while a penniless half-orc would simply not do as a member of Sable Company, he used the rules he'd learned from the Cerulean Society, and followed the money to House Jeggare, taking a job as a member of the House Guard, nominally connected to the Korvosan Guard, with promises that he would be well-trained, well-equipped and have the chance to make a name for himself, eventually earning the right to ride the Hippogriffs. However, instead of serving a nobleman like the late Montlarion Jeggare, Sakor found himself part of a small patrol group and being ordered by a sadistic, corrupt captain into doing the very sort of brutish thuggery he'd hoped to avoid. Sakor refused to beat protection money out of a refugee, and was forced to watch his patrol beat the woman to death... and then arrest the "beastial half-blood" for her murder. Sakor was quickly hung for his crime on the testimony of his fellow patrolmen -- it was quick military "justice", and he never even got to stand before the arbiters.
That day, Ravin was set to perform at a large noble's ball, telling the tale of whatever anniversary or other it was that made the day worthy of a ball, according to Korvosa's nobles. Instead of telling that tale, however, he told another one. One of a gentle half-orc with a noble spirit and a dream ... and how that nobility of spirit contrasted clearly with the noble titles of all those present.. including members of the Peerage Review and two of Korvosa's magistrates. The outrage and shock at the halfling's biting commentary was so high that Ravin actually managed to leave the building before the shouts for his arrest began. Having nowhere to turn, he fled to the Shingles, finding his father and using his Bellflower connections to smuggle his son out of the city -- to a place where the long reach of the Korvosan peerage wouldn't have much sway, where he could wait out their anger until the next outrage distracted them.
With all that, there was only one possible destination. Ravin was on a ship to Magnamar before dawn, armed only with his wits, a few coins he'd had on his person.... and some of his father's old gear.

Crunchy Bits:

Male Halfling Bard (Court Bard) 1
NG Small Humanoid (Halfling)
Init: +3, Senses: Perception +5
Languages: Common, Draconic, Halfling, Goblin
Deity: Picoperi (Merrygleam)
Age: 24
Birthday: 6 Desnus
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DEFENSE
=================================================
AC 18, Touch 14, Flat-footed 15, CMD 12
(+3 dex, +3 armour; +1 shield, +1 size)
HP 9 (1HD) [9]
Fort: +2, Ref: +6, Will: +2
Special: +2 vs. fear
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OFFENSE
=================================================
Speed: 20 ft. (4 Squares)
Melee:
Rapier +4 [+3 ACP] (1d4/18-20) {Piercing}
Dagger +4 [+3 ACP] (1d3/19-20) {Slashing, Piercing}
Ranged:
Shortbow +4 (1d4/x3), 60' range increment {Piercing}
Dagger +4 (1d3/19-20), 10' range increment {Slashing, Piercing}
Base Atk: +0, CMB: -1
=================================================
STATISTICS
=================================================
Str 10, Dex 16, Con 12, Int 13, Wis 8, Cha 16
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TRAITS
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Rooftop Runner (Regional)
You’ve spent more than your fair share of time among the strange sloping slums that cover the rooftops of much of Old Korvosa. When using the Acrobatics skill to make a long jump, you treat the DC of the skill check as if the distance being jumped were 5 feet shorter than it actually is.
Crowd Dodger (Combat)
You spent much of your youth on crowded streets, dodging quickly around and under others. You gain a +2 trait bonus on Acrobatics checks to move through another creature’s space and to avoid attacks of opportunity for leaving a threatened square.
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FEATS
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Armour Proficiencies: Light + Shield (not tower).
Weapon Proficiencies: Simple + longsword, rapier, sap, short sword, shortbow, and whip.
Weapon Finesse
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SKILLS (6+int)
=================================================
Trained are marked with *, italics for class skills.
Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics* [+7] = 1.0 + 3 + 3 + 2 (Surefooted) - 2 (AC)
--- Avoiding AoOs [+9]
--- Jump [+3] -- Special: Treat longjumps as 5' shorter
Appraise [+1] = 0.0 + 1 + 0
Bluff [+3] = 0.0 + 3 + 0
Climb [+0] = 0.0 + 0 + 0 +2 - 2 (AC)(Surefooted)
Diplomacy* [+8] = 1.0 + 3 + 3 +1 (Heraldric Expertise)
Disguise [+3] = 0.0 + 1 + 0
Escape Artist* [+5] = 1.0 + 3 + 3 - 2 (AC)
Intimidate [+3] = 0.0 + 3 + 0
Knowledge (Untrained) [+1] = 0.0 + 1 + 0
Linguistics* [+5] = 1.0 + 1 + 3
---(Draconic)
Perception* [+5] = 1.0 + -1 + 3 +2 (Keen Senses)
Perform (Comedy)* [+7] = 1.0 + 3 + 3
Perform (Untrained) [+3] = 0.0 + 3 + 0
Ride [+1] = 0.0 + 3 + 0 - 2 (AC)
Sense Motive [-1] = 0.0 + -1 + 0
Stealth* [+9] = 1.0 + 3 + 3 +4 (Size) - 2 (AC)
Use Magic Device* [+7] = 1.0 + 3 + 3
=================================================
MAGIC (Bard; CL 1; Concentration: +4)
=================================================
Level 0: (DC 13) Detect Magic, Ghost Sound, Light, Prestidigitation. (At Will)
Level 1: (DC 14) Cure Light Wounds, Grease. (oo)
=================================================
SPECIAL ABILITIES
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Fearless (Ex)
Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
Halfling Luck (Ex)
Halflings receive a +1 racial bonus on all saving throws.
Keen Senses (Ex)
Halflings receive a +2 bonus on Perception skill checks.
Sure-Footed (Ex)
Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity (Ex)
Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Armored Casting (Ex)
You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Performance
You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired.
* Countersong (Su): You can counter magic effects that depend on sound (but not spells that have verbal components).
* Distraction (Su): You can use your performance to counter magic effects that depend on sight.
* Fascinate (Su): You can use your performance to cause up to 1 creatures to become fascinated with you.
* Satire (Su): A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a -1 penalty on attack and damage rolls (minimum 1) and a -1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by -1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage.
Heraldic Expertise (Ex) [Bonus is 1]
A court bard gains a bonus equal to half his bard level on Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks (minimum +1). Once per day, the court bard can also reroll a check against one of these skills, though he must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.
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EQUIPMENT
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Carried/Equipped
Entertainer's Outfit; Buckler; Studded Leather; Rapier; Dagger; Shortbow; 20 arrows
Backpack, Masterwork [ Bedroll, Waterskin, Mess Kit, Trail Rations (x4); Pint of Oil (x2) ];
Belt Pouch #1 [ Chalk (x5); 50' of twine];
Belt Pouch #2 [ Mirror; Magnet ];
Coinpurse: 2pp, 16gp, 17sp, 14cp.
Current Weight: 26.5 lbs (Light)
Limits: 28.5 (Light), 57 (Medium), 115 (Heavy).


Sorry -- I actually hurled myself at the warpriest to get her done -- still need to build my halfling's fluff.

Not sure how much time I'll have the rest of today to build that up -- but worst case, I'll finish writing it up over lunch at work tomorrow and then copy-paste post it tomorrow after work.

(As I said, I have most of a narrative in mind of a mouthy little guy who's fled Korvosa after making some pointed comments about indentured servant halflings and heading to Magnimar [where better? rivalry and all that])


I played one, once -- EK (since Hobbies love both women and arcane magic so much...)


OK, Court Bard. With 15 points, went halfling.. Crunch mostly done, have narrative in head to dump out. Thinking most likely he's fleeing Korvosa where he went too far taunting a Chelish noble... Probably for having "indentured servants".

Debuff/Finesse build. Grease and CLW.

Imagine tonight will be about handing kind candy, but should be able to finish over the weekend. (Nice to take a break from the Warpriest where I'm still stifling with the final details)


Ok, so if Tribute goes elf wizard -- GM Blood and I go different bard (magician [him]) and court bard (me) siblings -- that could be cool (and having a magician in a party with other arcane casters is very useful).

Then we'd need a divine caster, a meat shield, a trapfinder (urban ranger might be best, since we'd have two bards)


Sure thing. Got roped into carving 4 pumpkins tonight instead of character building.

Still the idea of paired bards is kinda neat.


I'm thinking maybe bard (court bard for the debuff, or savage skald), Sorcerer or Paladin (Stonelord).


Assuming your willing to wait for GMBlood. We could probably present the characters as a package deal to avoid too many complaints...


Looks like it's only me.

I was kicking around a few ideas... I can probably have something ready by tomorrow


OK, so, with the background of thinking myself a reborn hero and being devout to a deity, that's locked me in to Warpriest (doesn't really work for Shaman).

I'm torn, racially, between Changeling (with some sneaky ways of making it work with the family rolls anyway), Tiefling (based on the dad-related stuff), Oread (+2 strength and wis? Woo!) or Undine (water-based campaign) [either of which work with dad's parentage]...and Skinwalker (Seascarred, most likely)

Also, with the whole dad was a fisherman thing, I'm wondering if Ylimancha (Empyreal Lord of fisherfolk and coastal waters) might be better than Besmara.


Sounds reasonable.. Though we should probably mail down the roles we were hoping for here first. :)


I sort of thought that the perfect investigator archetype for an android would be Empiricist -- shifts a lot of skills to int. ;)

However -- especially since I keep coming back to Warpriest (over Shaman) -- the back-up divine caster would probably also be very useful.


Who else did we lose? Tirion?


Garavaen Drusus, H-E Gunslinger (Bolt Ace):

Male Half-Elf (Chelish) Gunslinger (Bolt Ace) 1
NG Medium Humanoid (Human, Elf)
Init: +3, Senses: Low-light, Perception +7
Languages: Common, Elf
Deity: Desna
Age: 21 Birthday: 2 Calistril
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DESCRIPTION/BACKGROUND
=================================================
Garavaen stands 6'2", with a lean, graceful, almost wiry build. His complexion is dark, his skin a mocha colour more which would be more at home in the markets of Katapesh, despite his obvious Chelish features, including the hooked nose and high cheekbones, raised even further by his elven blood. His complexion stands in sharp contrast to his long fine silver-white hair, which spills down to his shoulders in a wave. His almondine, elven, eyes are a deep, rich violet, sparkling like amethysts against the darkness of his skin.

Garavaen was conceived in Korvosa. His mother, Ileosa was the youngest daughter of Trimean Drusus, a minor scion of one of the noble houses, having gained their title from fighting in the Cousin's War, now looking to improve their name, influence and fortune by marrying off their comely young daughter to one off the larger more powerful families of the Peerage Review. Ileosa was a sheltered, spoiled girl, given little contact with the outside world beyond the balls of nobles and the tutors teaching her history, embroidery and languages.

Unfortunately, even that was enough to ruin her family's plans. Ileosa was rather taken with her history and language teacher, hired from the Mierani ambassador's household... and her pregnancy began to show just after her seventeenth birthday, just a few weeks before the ball intended to present her into society. Ileosa was in love and offered to run off with her tutor... who simply laughed at the silly girl and returned to his enclave. Ileosa was removed from town to try to hide her shame, sent to visit and learn to manage some of her family's holdings in Magnamar. It was there that her son was born... and within weeks Ileosa hired a wet-nurse and returned to her soft life in Korvosa, eventually finding herself a husband, though one slightly less helpful to her family's fortunes than originally intended.

Garavaen grew up in the house of one of the family's factors, raised by an elven woman named Oparal. The raising of the boy was largely decided by his grandparents back in Korvosa, with monthly letters -- edicts, really -- arriving, obviously torn between protecting the family name and ensuring that a noble son would be raised in the correct fashion. He was not to take up traditional elven weapons, like the bow, but rather, would be educated as his mother was. Garavaen was no better a student than his mother, looking forward to his one hour a week with the fencing master far more than any learning of old, boring history -- or worse, mercantile. When he was thirteen years old, Garavaen, annoyed with his tutor, dropped a globe of magical darkness in the room, making it impossible to read the texts. When word of the boy's magical abilities reached Korvosa, they thought the boy's birth was, finally, a blessing -- looking forward to having the power of a mage or a sorcerer in their house -- and ordered him sent to learn to control his magic.

Garavaen suffered under these lessons, being taken away from Oparal and the only life he'd ever known -- away from boring, well-meaning tutors to a single master, Caladrel, an Elven Sorcerer... One far less forgiving, and who completely forbade anything so simple as fencing lessons. Garavaen was unable to duplicate his earlier, advanced magic, the lessons teaching him to draw upon his sorcerous bloodline simply not resonating within him... his master growing increasingly infuriated with the boy's inability to learn even the simplest tricks. Garavaen began to try find other ways to avoid being punished, using his natural agility and quick fingers to make objects vanish... avoiding immediate punishment, but resulting in even worse rages when he was caught. He began to find places to hide from his master, sneaking away from the tower to avoid these punishments -- starting to spend more and more time at the local guardhouse -- learning their games of dice and cards, but more importantly, finding people willing to let him learn weapons again... even if the blades were heavier than the rapier he was used to. It was there, also, he began to shoot targets for fun.... and one day, when he was seventeen, all of the lessons of discipline, or focus, of drawing on his inner will and strength that his master spent months beating into him somehow, finally, resonated... He could feel a mystic, or, at least, near-mystic resonance where the rest of the world fell away, and there was nothing but his will, his target and the crossbow in his hands.

Pleased, he rushed back to his master with a crossbow in hands, thinking he could finally prove himself. His master, instead, destroyed the toy in his hands, burning it to cinders with his magic even as the boy held it, and belittled the boy once again. To protect himself, somehow, drawing on instinct, Garavaen conjured his sphere of darkness once again. His master's reaction was even more alarmed, and he spat only a single word. "Drow", before using his magic to knock the boy unconscious. When he awoke, Gravaen was told that he was being cast out of his master's house and would not be welcome amongst any elves -- his tainted blood marked him as a disgusting creature of darkness. Caladrel also promised that he would be sending a letter to his grandparents revealing him to be the evil thing he was... and that he wouldn't be welcome there either.

Having no choice, Garavaen left, his head filled with the brave tales of adventurers that he'd learned over dice, cards and cups at the guardhouse, using the small amount of coin he'd been sent from his grandparents to buy some adventuring gear and won passage on a cargo ship heading south to Absalom in a game of dice. His plan was to find fame and fortune at the City at the Centre of the World.

His days on the Wavehopper were some of the best of Garavaen's life. There was something about the water which just, somehow, resonated within him. He just took naturally to the salt air and the rock of the ship -- better than some of the ship's crew, in fact -- something that earned him enough regard that the sailors to let him join them at cards and dice.

Unfortunately for Garavaen, the ship was attacked by pirates on the Arcadian Ocean, just outside the Arch of Aroden. He took up arms to defend the ship, but unfortunately the Wavehopper and her crew were outmatched by the larger, swifter, better-armed and better-trained pirates, and the ship's mate surrendered to the boarders when the Wavehopper's captain was killed. The pirates took the 'hopper as a prize, and gave the crew the option of swimming to shore or joining them. Most of the crew chose to swim... but some of his fellow gamblers chose to stay on... and were willing to vouch for the young half-elf as well. He was brought on as a pressed hand, given hard duties and limited freedoms... and yet... he found himself happy... happier than he'd ever been. And, while he wasn't a skilled sailor, his sharp eyes, swift hands, and -- especially -- his ability with the crossbow earned him the respect of his new companions -- enough to be accepted as a full member of the crew within six months of being captured.

Enough that he was given a small pouch of coin and -- more importantly -- the ability to select his own destiny when they reached Port Peril. Finally, somehow, he knew deep done that he'd come home.... that he'd found a place where his name, his bloodline, the expectations and accident of his birth no longer mattered.... Here, all that mattered was what he could earn for himself.

=================================================
DEFENSE
=================================================
AC 17, Touch 13, Flat-footed 14, CMD 16
(+4 armour, +3 dex)
HP 11 (1HD) {11}
Fort: +3, Ref: +5, Will: +2
Special: +2 vs. enchantment (racial); +1 trait bonus vs. arcane
=================================================
OFFENSE
=================================================
Speed: 30 ft. (6 Squares)

Melee:
Rapier +3 (1d6+2/18-20) [Piercing]
Dagger +3 (1d4+2/19-20) [Slashing, Piercing]

Ranged:
Light Crossbow +4 (1d8/19-20), 70' increment [Piercing]
Dagger +4 (1d4+2/19-20), 10' increment [Slashing, Piercing]

Special: +1/+1 within 30'

Base Atk: +1, CMB: +3
=================================================
STATISTICS
=================================================
Str 14, Dex 17, Con 13, Int 10, Wis 14, Cha 10
=================================================
TRAITS
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Touched by the Sea (Campaign)
You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.

Failed Apprentice (Racial)
As a child, your parents sent you to a distant wizard’s tower as an apprentice so that you could learn the arcane arts. Unfortunately, you had no arcane talent whatsoever, though you did learn a great deal about the workings of spells and how to resist them. You gain a +1 trait bonus on saves against arcane spells.
=================================================
FEATS
=================================================
Armour Proficiencies: Light.
Weapon Proficiencies: Simple, Martial.

Normal:
Point Blank Shot
=================================================
SKILLS (4 per level)
=================================================
Trained are marked with *, italics for class skills.

Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics* [+5] = 1.0 + 3 + 3 -2 (AC)
Appraise [+0] = 0.0 + 0 + 0
Bluff [+0] = 0.0 + 0 + 0
Climb* [+4] = 1.0 + 2 + 3 -2 (AC)
Diplomacy [+0] = 0.0 + 0 + 0
Disguise [+0] = 0.0 + 0 + 0
Escape Artist [+1] = 0.0 + 3 + 0 -2 (AC)
Intimidate [+0] = 0.0 + 0 + 0
Knowledge (Untrained) [+0] = 0.0 + 0 + 0
Perception* [+7] = 1.0 + 2 + 3 + 2 (racial)
Profession (Gambler)* [+6] = 1.0 + 2 + 3
Ride [+1] = 0.0 + 3 + 0 -2 (AC)
Sense Motive [+2] = 0.0 + 2 + 0
Stealth [+3] = 0.0 + 3 + 0
Survival [+2] = 0.0 + 2 + 0
Swim* [+5] = 1.0 + 2 + 3 + 1 -2 (AC)
=================================================
SPELL-LIKE ABILITIES (Innate: CL 1)
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Darkness (o), Dancing Lights (o), Faerie Fire (o).
=================================================
SPECIAL ABILITIES
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Elf Blood (Ex)
Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex)
Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Grit (Ex) (oo)
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit.

In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains 2 grit points. Her grit goes up or down throughout the day, but usually cannot go higher than 2, though some feats and magic items may affect this maximum.

A gunslinger spends grit to accomplish deeds, and regains grit wheneve they confirm a critical hit with a crossbow attack in the heat of combat, or reducing a creature (who has HD at least half the gunslinger's character level) to 0 or fewer hit points with a crossbow attack while in the heat of combat. Either of these acts regains 1 grit point.

Deeds (Ex)
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
*Sharp Shoot (Ex): At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed replaces deadeye.
*Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
*Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow. This deed replaces quick clear.

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EQUIPMENT (66L/132M/200H)
=================================================
Carried/Equipped
Light Crossbow; Rapier; pirate clothes (basic); Chain Shirt; Dagger; bolt, crossbow (x20); bolt, crossbow [cold iron] (x10).

Backpack, Masterwork [ Bedroll; Waterskin (Filled); Mess Kit; Grappling Bolt (x2); Rope (Silk/50'); Trail Ration (x3); Waterproof Hooded Lantern; 2 pints of oil ]

Waterproof Pouch #1 [ Flint and Steel; ];
Waterproof Pouch #2 [ Chalk (1 Piece) (x5); ];

Coinpurse: 4pp, 18gp, 18sp, 15cp

Current Load: 65.0 lbs (Light)


The spell warrior skald archetype makes you play well with finesse fighters - but there are some questions about it (namely, how do you use your rage powers without inspired rage?)

Unless it's been FAQed recently.


Race TBD, and probably Besmara. As we build, it might shift ... Still kicking around a shaman build, too.


Was also thinking bard, to be honest.

Maybe I'll go paladin... Or ranged fighter.

Thought about Druid, but effective wildshape is a huge challenge on 15 points -- especially since I don't really love dumping stats.


Devotion:

Said d6 up there... But here you go. ;)
Devotion: 1d10 ⇒ 2


Rerolling:

Reroll: 1d20 ⇒ 10
I did a second roll in an edit..

Guess I didn't save the changes and just previewed... Took me 2 rolls last time because I hit 19 before getting 13.


I'm a Cultist:

Devotion Strength: 1d6 ⇒ 2

Event #2: 1d20 ⇒ 7

Length of Study: 1d4 ⇒ 2


Was there a decision about a 5th player to take on the skill role? Just thinking any newbie is going to be about a week behind on dice rolls.. Probably better if they can stay sooner rather than later.


You said no firearms -- how do you feel about the Bolt Ace Gunslinger archetype? No firearms - just gritty crossbow usage.


One invited, reporting in.


Dotting. I may use this as a chance to de-orphanize one of my poor characters suffering from being in an exploded campaign.


Per the original topic, yes, you can't disarm a hazard, and sometimes the trap is the thing that obscures the hazard. (ie - a "Covered Pit Trap" is a trap, which, when disarmed, is now a Pit [Hazard])

In terms of Diplomacy - I think it's reasonable to ask the character what his approach is in order to deal with the roll. There is a huge difference between a bribe and building rapport, for instance -- and there are times when each of those is the more desireable.

What I'm saying is that "I Diplomacy him" doesn't work in my campaign, not because it's not what the player does, but because it's not specific enough.

"I use diplomacy to schmooze him, and then convince him to let me in", however, is the sort of thing that can work -- and I don't need anything else [though, to be fair, circumstance bonuses for making a good perception or sense motive to figure out things about the guard is totaly legit -- or working on info they got somewhere else (as long as it's valid)]. Of course, in most cases, this'll be two rolls because I tend to assume the default position of a guard is "Unfriendly" while on duty, barring other circumstances [know the guard from a previous encounter, having saved the town from goblins, etc, etc.] -- with the first one needed to influence the guard up to indifferent or better, and the second to then make the request"). Further, there's a risk that a guard who's highly vigilant, under scrutiny from the boss or whatever may not be willing to let you talk to him for a full minute to change his attitude (think British Royal Guardsmen in their big fur hats...)

To me, this is the same level of scrutiny and requiring the player to make a strategic/tactical decision as I require when I make the ranger's player tell me where he's leaping from and to when he wants to get from the ledge, across three catwalks, to the door on the other side of the room -- or, for that matter, when I make the fighter say "I move to there and attack." during combat.


Seeing gods:

Tattoo Hue: 1d20 ⇒ 18 Well, that's less exciting..

Apprentice Events: 1d10 ⇒ 51d20 ⇒ 5

Religious Experience Deity: 1d20 ⇒ 10
Religious Experience Origin: 1d10 ⇒ 4

Number of Events: 1d3 ⇒ 3
Event #1: 1d20 ⇒ 5
Event #2: 1d20 ⇒ 8
Event #3: 1d20 ⇒ 19

At least we don't have to worry about aging too much here (at least, I hope not) .. I remember building Twilight 2000 characters back in the day that were unusable... because, for example, your heavy weapons guy that managed to get the skills you wanted would no longer be able to lift the weapons he'd specialized b in because the system decided he was in his 50s when war broke out.


Aww... I'm all growed up.:

And here I was hoping it was something personally wonderful. Not that a war ending isn't cool, just that finding a Rod of Rulership or Staff of Power would be awesome. ;)
I'm an adult now: 2d20 + 3 ⇒ (6, 1) + 3 = 10

Wow. You know, I used to have characters that the diceroller actually liked, once, back in the day.


I don't think those words go together...


Child Labourer:

I knew it was there, didn't realize it was 100 gp. Wow. Nah, I'll just get something nice for now and have it sanctified later... Or something.

Apprenticeship: 1d10 ⇒ 61d20 ⇒ 122d20 ⇒ (9, 1) = 10

Bowl full of good things: 1d20 ⇒ 191d100 ⇒ 762d20 ⇒ (5, 10) = 15


Early Maturity:

Age 4, redux: 1d20 ⇒ 3

Age 18, Something Wonderful: 1d20 + 3 ⇒ (20) + 3 = 23

I'll pick the tattoo as part of the build... I don't imagine I'm lucky enough for it to be usable as a divine focus?


I keep trying to figure out how heavy a gold fiddle would be... Presumably, it's hollow so it can be played..

Besides, most of the soul trade is done by daemons in Abbadon, as I recall.


This is Your life, d20 style:

Personality Trait: 2d20 ⇒ (20, 11) = 31
Age 4 Event: 1d20 ⇒ 19
Age 18 Event: 1d20 ⇒ 19
Age 18 Event: 1d20 ⇒ 2


Growing up a metalhead:

Hair Carats: 1d6 ⇒ 4 C'mon Rose-gold

Number of childhood traumas: 1d3 ⇒ 2
Age and Event #1: 1d12 ⇒ 101d20 + 3 ⇒ (17) + 3 = 20
Age and Event #2: 1d12 ⇒ 41d20 + 3 ⇒ (16) + 3 = 19

Number of adolescent traumas, other than puberty: 1d3 ⇒ 2
Age and Event #1: 1d6 + 12 ⇒ (6) + 12 = 181d20 + 3 ⇒ (7) + 3 = 10
Age and Event #2: 1d6 + 12 ⇒ (6) + 12 = 181d20 + 3 ⇒ (16) + 3 = 19

Don't know what they are, but age 18 seems potentially stressful...


Sorry about the delays... Internet is a bit overloaded around here today due to the shooting.

In lockdown at work...


Tainted Blood..:

Punk Rock Hair: 1d20 ⇒ 20
Punk Rock Hair - Roll 2: 1d20 + 1d6 ⇒ (15) + (4) = 19

Number'o'Powers (Dad): 1d3 ⇒ 3
Power#1: 1d20 ⇒ 4
Power#2: 1d20 ⇒ 12
Power#3: 1d20 ⇒ 16


Cursed Diceroller:

Dad's Job: 1d20 ⇒ 8
Affliction: 1d20 ⇒ 1
Dad's Curse: 1d20 ⇒ 17
Two More Rolls: 1d100 + 20 ⇒ (74) + 20 = 941d100 + 20 ⇒ (89) + 20 = 109


And, maybe even more importantly, I think we'd need to make sure it's someone who'll gel with our playstyle.

(Also, nothing against inquisitors, I just figured it was time to do something totally "out there" -- was thinking Warpriest of Besmara or something.)

Edit -- right, the rolls..

More Rolls:

The Other One: 1d20 ⇒ 9
Head of Household Job: 1d20 ⇒ 6
Dad's Weird Birthstuff: 1d3 ⇒ 2
First Thing: 1d100 ⇒ 100
Second Thing: 1d100 ⇒ 71


I think I'd rather a 5th -- partially because I've been an inquisitor before -- but at the same time, only if it's someone who's going to be able to commit -- I'd hate to have the party balance totally messed up later if the newbie bails.


Big Hunk o' rolls:

Unusual Circumstances 1: 1d100 ⇒ 11
Unusual Circumstances 2: 1d100 ⇒ 46

Dad's Occupation: 1d20 ⇒ 7
Mom's Occupation: 1d20 ⇒ 20

Number'o'memories: 1d3 ⇒ 2
Memory 1: 1d20 ⇒ 121d6 ⇒ 1
Memory 2: 1d20 ⇒ 21d6 ⇒ 3


Does that mean will be looking for a different fifth, or shall I go ahead with a skill/divine sort (Inquisitor, I guess? Haven't looked at the new archetypes for that..)


Rerolling..:

1d20 ⇒ 15
Not 17+, but much higher than 6

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