Gadak Simiryin

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Organized Play Member. 224 posts (2,493 including aliases). No reviews. No lists. No wishlists. 12 Organized Play characters. 15 aliases.


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A few follow up questions to character creation.

Will there be downtime and/or crafting?

Would you entertain 3rd Party Classes that are available on d20?

I'm looking specifically at: Warlock or Warlord (non Path of War). Both are not overpowered and only have a few simple class features (keeping them free of complicated mechanics not found in other core classes.

The 3 lvl gestalt option: are Hybrid classes not available as the 3 gestalt levels AND as the "base" class that will continue past level 3?

i.e. hybrid (continuing class)6/core (gestalt)3 or Arcanist(x)/Rogue(3)


JamZilla wrote:
Would you prefer an actual rogue or a class that can act as a rogue?

Great question. Perhaps to add to this, you may have lost a character playing a rogue, but was there a niche that player filled that is now vacant?

Were they the face, and now you're looking to have a smooth talker? Did they save the group on multiple accounts due to the trapfinding skill?

Knowing what the party is lacking since the player left, would certainly help with tailoring a character to fill the void.

==========================================================

Perhaps I missed it, but I didn't see a reference to character level. Does this mean y'all are looking for a lvl 1 replacement?


no matter what the rolls give, I'm completely down with rolling a warlock. I can't pass up an opportunity like this.

stat 1: 4d6 ⇒ (6, 6, 3, 3) = 18
stat 2: 4d6 ⇒ (5, 5, 4, 1) = 15
stat 3: 4d6 ⇒ (2, 1, 6, 2) = 11
stat 4: 4d6 ⇒ (2, 5, 3, 4) = 14
stat 5: 4d6 ⇒ (4, 4, 6, 6) = 20
stat 6: 4d6 ⇒ (4, 3, 6, 2) = 15

rerolls

stat 2.2: 1d6 ⇒ 2
stat 3.2: 3d6 ⇒ (2, 1, 5) = 8
stat 4.2: 1d6 ⇒ 3
stat 6.2: 1d6 ⇒ 5

rerolls of the rerolls

stat 2.3: 1d6 ⇒ 6
stat 3.3: 2d6 ⇒ (5, 5) = 10
---------------------------------------
Results

15, 16, 16, 12, 16, 15

1 goofy gnome warlock coming up.


My vote would go to an AP that does NOT have a new recruitment every other week. So any except Kingmaker, RotR, Carrion Crown, Serpent's Skull. Since I've not played it... I'll throw an extra nudge towards Mummy's Mask.

I also vote for pbp, as I'm not available sundays for roll20.


I'd join for either standard or core.


looks like you got plenty of applicants. I'm going to withdraw. While it sounds fun and unique, I decided adding this to my other games would require more time from me than I would be able to give. So, in order to prevent holding the rest of the players back, I will step aside. Although I will probably be stopping by occasionally to see how it's all playing out. Happy gaming.


reroll stat 2: 1d6 ⇒ 1
reroll of reroll: 1d6 ⇒ 5

stat 2 could have been 17 vs 15

reroll stat 5: 1d6 ⇒ 3

stat 5 stay with 16 vs 15

just to make it official. I'm not really asking to change anything. I rolled crazy good as it was. (I was just curious what might have happened.) lol


stat block for brawler:
half ogre brawler
Half ogre brawler 5 (Pathfinder RPG Advanced Class Guide 23)
CG Medium humanoid
Init +3; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge)
hp 59 (5d10+25)
Fort +8, Ref +7, Will +2 (+1 trait bonus vs. mind-affecting effects)
Resist issian
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +10 (1d4+5/19-20) or
. . unarmed strike +13 (1d8+7) or
. . unarmed strike flurry of blows +11/+11 (1d8+7)
Special Attacks brawler's flurry, brawler's strike (magic), close weapon mastery, knockout 1/day (DC 17), maneuver training (reposition +1), martial flexibility 5/day
--------------------
Statistics
--------------------
Str 21, Dex 16, Con 18, Int 12, Wis 12, Cha 15
Base Atk +5; CMB +10 (+12 grapple, +11 reposition); CMD 24 (25 vs. reposition)
Feats Combat Expertise, Combat Reflexes, Enforcer[APG], Improved Unarmed Strike, Intimidating Prowess, Weapon Focus (unarmed strike)
Traits dangerously curious, issian
Skills Acrobatics +6, Climb +8, Craft (weapons) +3, Escape Artist +6, Handle Animal +6, Intimidate +17, Knowledge (local) +7, Perception +9, Spellcraft +6, Swim +8, Use Magic Device +7
Languages Common, Draconic, Giant
SQ brawler's cunning, martial training
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds, potion of endure elements (2), potion of enlarge person (2), potion of fly, potion of gaseous form, potion of invisibility, wand of cure light wounds, wand of enlarge person, wand of ki arrow (50 charges), wand of shocking grasp; Other Gear +1 brawling lamellar (leather) armor[UC], dagger, bandolier[UE], 887 gp, 5 sp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +3/+3 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Brawler's Strike (Ex) Unarmed strikes overcome DR as various things.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 17) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Maneuver Training
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.

stat block for esoteric magus:
half ogre brawler
Half ogre magus (esoteric) 5 (Pathfinder RPG Occult Adventures 120, Pathfinder RPG Ultimate Magic 9)
CG Medium humanoid
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 53 (5d8+25)
Fort +8, Ref +4, Will +5 (+1 trait bonus vs. mind-affecting effects)
Resist issian
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +7 (1d4+5/19-20) or
. . unarmed strike +10 (1d8+7)
Special Attacks arcane pool (+2, 3 points), magus arcana (wand wielder[UM]), spell combat, unarmed spellstrike
Magus Spell-Like Abilities (CL 5th; concentration +6)
. . 1/day—tattooed spell
Magus (Esoteric) Spells Prepared (CL 5th; concentration +6)
. . 2nd—invisibility
. . 1st—enlarge person (DC 12), long arm[ACG] (3)
. . 0 (at will)—arcane mark, detect magic, read magic
--------------------
Statistics
--------------------
Str 21, Dex 16, Con 18, Int 12, Wis 12, Cha 15
Base Atk +3; CMB +8 (+10 grapple); CMD 21
Feats Deflect Arrows, Enforcer[APG], Improved Unarmed Strike, Intimidating Prowess, Weapon Focus (unarmed strike)
Traits dangerously curious, issian
Skills Acrobatics +3, Climb +8, Craft (weapons) +3, Escape Artist +3, Handle Animal +3, Intimidate +17, Knowledge (local) +4, Perception +6, Spellcraft +9, Swim +8, Use Magic Device +7
Languages Common, Draconic, Giant
SQ ki arcana
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds, potion of endure elements (2), potion of enlarge person (2), potion of fly, potion of gaseous form, potion of invisibility, wand of cure light wounds, wand of enlarge person, wand of ki arrow (50 charges), wand of shocking grasp; Other Gear +1 brawling lamellar (leather) armor[UC], dagger, bandolier[UE], 887 gp, 5 sp
--------------------
Special Abilities
--------------------
Arcane Pool +2 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Arcana (Su) You can use your arcane pool points as ki points.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Tattooed Spell (Enlarge Person, 1/day) (Sp) Prepare selected spell without needing spellbook, cast once per day.
Unarmed Spellstrike (Su) Deliver touch spells as part of an unarmed attack.
Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell combat.

here are the builds for both sides: brawler/magus (estoric)


The +4 fits with the physical description, but if you think it would be OP, you could always have me drop it to +2 (perhaps with some sort of +2 to another stat, or +2 equivelant racial trait.)

As the race equates to a 8 RP build, it shouldn't be a problem. They don't get much in the way of extra racial goodies, just 60' darkvision really.

King without Land wrote:
whats the other side of the gestalt?

Vanilla sorcerer or Esoteric Magus

Would really only be using it to augment his brawling-ness, so the magus might fit better.

King without Land wrote:
you are gonna stick out and might not fit into every location easily. Being as a male starts at 7'6" and can grow upto another foot.

Stick out more than a the other races? The way I read the recruitment, that was kinda the point.

Yes he would be tall, but still categorized as medium. Not fitting (physically) in: ducking through doorways, squeezing in caves, sounds like an opportunity for some good ol RP.

I'm flexible, with whatever "tweeks" need to be done.


Would you entertain a lumbering Half-Ogre Brawler?

stat 1: 4d6 ⇒ (3, 5, 6, 2) = 16
stat 1: 4d6 ⇒ (1, 3, 6, 6) = 16
stat 1: 4d6 ⇒ (4, 6, 5, 6) = 21
stat 1: 4d6 ⇒ (6, 5, 3, 2) = 16
stat 1: 4d6 ⇒ (6, 1, 6, 4) = 17
stat 1: 4d6 ⇒ (4, 5, 6, 4) = 19

14, 15, 17, 14, 16, 15

Wow! the dice god smiled upon me.

I suppose the gestalt would be the ol standby sorcerer


would you consider Goliath race?

I would like to give a goliath barbarian a try.


probably be bringing a human fighter then. I'll try and have an alias and character ready to post by tonight.


cool. what races/classes are in the group presently?


Does that mean: The Archlich, DekoTheBarbarian, and I are all in?


@NekotaMoon - none of the GMs have the name of W.O.P.R. So I doubt it's an option.


NerdOfTheYear has a brilliant solution to the problem at hand. Giving the GMs opportunity to operate from both sides of the GM screen.

I say throw up recruitments for each and let's get playing.


Here's a quick crunch:

Android Warpriest (Sacred Fist): Filling melee and healing roles

crunch:
Unnamed Hero
Female android warpriest (sacred fist) of Irori 4 (Pathfinder RPG Advanced Class Guide 60, 130, Pathfinder RPG Bestiary 5 19)
LN Medium humanoid (android)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +13
--------------------
Defense
--------------------
AC 19, touch 19, flat-footed 15 (+1 deflection, +4 Dex, +4 untyped bonus)
hp 35 (4d8+12)
Fort +6, Ref +5, Will +8; +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +8 (1d8+6) or
. . unarmed strike flurry of blows +6/+6 (1d8+6)
Special Attacks blessings 5/day, channel positive energy 3/day (DC 15, 1d6), fervor 6/day (1d6)
Warpriest (Sacred Fist) Spells Prepared (CL 4th; concentration +8)
. . 2nd—hold person (DC 16), lesser restoration
. . 1st—remove fear, stone shield[ARG], stunning barrier[ACG] (DC 15), stunning barrier[ACG] (DC 15)
. . 0 (at will)—detect magic, purify food and drink (DC 14), read magic, stabilize
--------------------
Statistics
--------------------
Str 13, Dex 19, Con 14, Int 14, Wis 18, Cha 11
Base Atk +3; CMB +4; CMD 23
Feats Combat Reflexes, Improved Unarmed Strike
Traits numerian archeaologist, quain martial artist
Skills Acrobatics +8, Diplomacy +4, Escape Artist +8, Heal +8, Intimidate +4, Knowledge (history) +6, Knowledge (religion) +8, Perception +13, Sense Motive +4, Spellcraft +6, Stealth +8; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Androffan, Common, Gnome, Hallit
SQ blessed fortitude, blessings (healing: fast healing, powerful healer, knowledge: lore keeper, monster lore), emotionless, exceptional senses, flurry of blows, repairing nanites
Combat Gear potion of cure light wounds (2), potion of endure elements, potion of enlarge person, wand of cure light wounds; Other Gear amulet of mighty fists +1, bandolier[UE], belt pouch, spell component pouch, tattoo holy symbol of Irori[UE], 943 gp, 5 sp
--------------------
Special Abilities
--------------------
Blessed Fortitude (Su) If you succeed at a Fort save for partial effect, take none instead.
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white only).
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Fervor (1d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Flurry of Blows+1/+1 (Su) You can make a flurry of blows, as the monk.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Repairing Nanites (8 hp, 1/day) You are healed the first time each day you've taken more damage than twice your HD.
Warpriest Channel Positive Energy 1d6 (3/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.


set 1

stat 1: 4d6 ⇒ (4, 4, 2, 1) = 11
stat 2: 4d6 ⇒ (4, 4, 2, 5) = 15
stat 3: 4d6 ⇒ (4, 4, 6, 2) = 16
stat 4: 4d6 ⇒ (4, 2, 2, 3) = 11
stat 5: 4d6 ⇒ (1, 5, 4, 3) = 13
stat 6: 4d6 ⇒ (5, 2, 3, 3) = 13

rerolls

stat 1.5: 1d6 ⇒ 6
stat 5.5: 2d6 ⇒ (2, 3) = 5

set 1: 14, 13, 14, 9, 15, 11
-----------------------------------------------------------------
set 2

stat 1: 4d6 ⇒ (2, 1, 5, 4) = 12
stat 2: 4d6 ⇒ (1, 6, 6, 1) = 14
stat 3: 4d6 ⇒ (1, 3, 3, 6) = 13
stat 4: 4d6 ⇒ (1, 1, 5, 2) = 9
stat 5: 4d6 ⇒ (6, 2, 1, 2) = 11
stat 6: 4d6 ⇒ (1, 6, 5, 6) = 18

rerolls

stat 1.5: 1d6 ⇒ 4
stat 2.5: 2d6 ⇒ (1, 5) = 6
stat 3.5: 1d6 ⇒ 1
stat 4.5: 2d6 ⇒ (3, 1) = 4
stat 5.5: 1d6 ⇒ 5
stat 6.5: 1d6 ⇒ 5

rerolls (take 2)

stat 3.75: 1d6 ⇒ 3
stat 4.75: 1d6 ⇒ 6

set 2: 13, 17, 12, 14, 13, 17
----------------------------------------------------

Looks like set 2 will be the choice.


looks like you could use some sort of magic user and/or cleric-y type? How many players are you looking to add?


stat 1: 1d10 + 8 ⇒ (3) + 8 = 11
stat 2: 1d10 + 8 ⇒ (4) + 8 = 12
stat 3: 1d10 + 8 ⇒ (1) + 8 = 9
stat 4: 1d10 + 8 ⇒ (10) + 8 = 18

18, 18, 12, 11, 9, 8

after re-reading the creation, perhaps I misunderstood? When you said drop the lowest... did you mean the lowest of the 7 totals, or lowest roll of each set?

meaning I would go with the above... or

17, 15, 15, 15, 14, 12


@ Spazmodeus - I love your trust in the dice gods, if you actually put together a character that way... I can only imagine what it's like playing with you at the table.

I'm gonna put together a character just to see what you do. lol.


Assuming those rolls for me.

You gave me 7 stats. If I drop the lowest, I would be looking at a 16 point buy.

Since rolls are like gambling: can I call a "misdeal" and see what the focus/foible rolls would give me?

or

Since rolls are like gambling: I received a "bonus" roll, and I can take it or leave it?

you're the DM, I defer to your judgment on this. lol.


I keep looking at this thread anyway, could I get some rolls please. We'll see where it goes from there. Thank you.


interested.

Jesse Heinig wrote:
I am not immune to the charms of good RP

Sometimes you just want to get into the action and keep it going

any idea of the character creation rules?


1 person marked this as a favorite.

Anything that starts at lvl 3 or above.

Ap-wise:

Skull & Shackles

or something you don't see a recruitment every week for: I'm looking at you... countless RoRL, WotR, Serpent's skull.

Shattered Star, Council of Thieves, or Second Darkness perhaps


and a faint glimmer of hope sparks on the horizon!

Rataji wrote:
Stay tuned, okay?

warming up my field goal kicking foot... just in case!


I'm guessing the answer is, "NO! You snooze you lose!", but is there still availability for a late submission. I unfortunately missed the post stating a deadline of Thursday. Would love to be considered as an extra, or possibly benched on the sideline, in case one of the existing players gets knocked out the game.

[ooc]Please excuse the sports refrences, but it is after all, the day before the Super Bowl.

In case it would matter, I'm interested in bringing a melee focused character ready to sprout into Dragon Disciple as soon as 6th level in declared.


thanks. that would be greatly appreciated.


@DaWay - you had said table was closed for my earlier submission. Were you planning on running another table?


stat 1: 4d6 ⇒ (1, 6, 3, 4) = 14 13
stat 2: 4d6 ⇒ (4, 3, 4, 3) = 14 11
stat 3: 4d6 ⇒ (1, 4, 4, 5) = 14 13
stat 4: 4d6 ⇒ (2, 5, 2, 4) = 13 11
stat 5: 4d6 ⇒ (5, 3, 4, 3) = 15 12
stat 6: 4d6 ⇒ (3, 6, 5, 5) = 19 16

11, 11, 12, 13, 13, 16 (not too impressive, but at least there'a a possible 18 in there with racial)

The oracle was obviously a front line melee. Is there someone else in the party to cover that?

It would probably be helpful if to compliment the party, if you listed classes/roles of rest of the party.

I'd probably be looking at filling in as a debuffing witch, I'm interested in "cartomancer" archtype... if allowed.

Wand of CLW would be a staple.


sweet. just got back into 5e irl. I had my 1st session joining a new group. now I got the bug and a 1/month session won't cut it.

<---- crosses his fingers as he rolls

stat1: 4d6 ⇒ (3, 6, 3, 4) = 16
stat2: 4d6 ⇒ (5, 5, 5, 5) = 20
stat3: 4d6 ⇒ (1, 2, 1, 4) = 8
stat4: 4d6 ⇒ (3, 4, 6, 5) = 18
stat5: 4d6 ⇒ (6, 6, 6, 2) = 20
stat6: 4d6 ⇒ (5, 4, 6, 3) = 18

reroll for 3rd: reroll: 2d6 ⇒ (3, 3) = 6

okay.. pretty amazing except for 1 (opening up room for a fatal flaw?)

looks like I got:

13, 15, 9, 15, 18, 15

no submissions for a wizard yet (to fit into DM's "ideal" group), but I really want to give a warlock a try. Warlock can cover "blasty" and a magic user but if the party needs... a few tweaks can convert him from warlock to wizard.

alias with character stats to follow.


since roles (aka: tank, healer, controller, striker) are rather blurred or not defined, are you looking for a range of classes. I was very interested in playing a warlock, but I see there is already a submission for a warlock. I also see 2 clerics though. Are you getting a pool of submissions and then choosing a few for the game? Is everyone listed... in?

I can have an alias and character sheet created by tomorrow. I don't have an Adventure League ID, are you (DM) authorized to provide me with one?

not to look a gift horse in the mouth, but I am kinda pointing and laughing at the east coast from my house here in Wisconsin!


I just found a local group irl for 5e. They graciously invited me in to their 5e homebrew. Now I've got the bug biting me to get back into pbp games. I played a lot of PFS on these boards in the past. I would love to join. Is there still room? I'm flexible and can play any class.


Sounds interesting. Here's my:

Male Human Lich Summoner (Master Summoner)

Specializing in undead, he summons skeletons as his minions. Eidolon looks like a skeleton (undead appearance evolution)

crunch:
Azayzel Gossamar
Male human summoner (master summoner) 1 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Ultimate Magic 80)
LE Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee morningstar +0 (1d8)
Ranged light crossbow +2 (1d8/19-20)
Summoner Spell-Like Abilities (CL 1st; concentration +5)
. . 9/day—summoning mastery
Summoner (Master Summoner) Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—infernal healing[ISWG], mage armor
. . 0 (at will)—acid splash, daze (DC 14), detect magic, read magic
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 14, Wis 11, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Skeleton Summoner[UM], Spell Focus (necromancy)
Traits influence
Skills Intimidate +9, Knowledge (arcana) +6, Knowledge (religion) +6, Linguistics +6, Spellcraft +6
Languages Aklo, Common, Draconic, Undercommon
SQ lesser eidolon, life link
Other Gear studded leather, crossbow bolts (20), light crossbow, morningstar, bedroll, belt pouch, blanket, winter, canteen, ink, black, inkpen, masterwork backpack, parchment (10), silk rope (50 ft.), spell component pouch, 51 gp, 3 sp
--------------------
Special Abilities
--------------------
Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on.

The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Skeleton Summoner (1/day) Summon skeletons instead of living creatures with summon monster
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Summoning Mastery I (9/day) (Sp) You can summon monsters as a spell like ability, maintaining 1 even when Eidolon is summoned.

Thank you for your consideration.


an idea you could play (along the lines of the lycanthrope route)... would be, under certain conditions (night time, full moon, temperature, possession of cursed item, ect.) the players change into an undead, were-, monstrous form. (i.e. crew of the black pearl in pirates of the carribean)

easily done by adding template (undead, vampire, were-) to standard characters.

you could start with the characters being: bitten, infected, cursed, ect., and then have the game progress with them either trying to "cure" themselves or embracing the change and learning how to harness their new forms. Searching for the source or cause of the "alternate form", in an attempt to either cure it, or enhance it.

Lots of interesting ideas with this.


The Dragon wrote:
Musing on a way to make Nightcrawler. Don't really think it is possible - path of war could let you teleport at level 1, but nothing in paizo stuff will, really.

1. Wizard - Teleportation school

2. Arcanist - Dimensional Slide exploit
3. Cleric - Deception Subdomain

All teleportation effects @ level 1

The Dragon wrote:
Wolverine, but no self-regeneration.

1. Any Divine class. Personally, I would look more at Hunter (Feral Hunter) for wolverine. Feral focus, spontaneous casting of cure light wounds.

2. Spontaneous Arcane classes with Infernal Healing on spell list

The Dragon wrote:
CA; a brawler with shield proficiency.

Probably the most straight forward of any, Brawler (shield champion)

some ideas, that may have been overlooked.


Elrawien wrote:
They had powers but had to learn and develop

makes sense for the level progression.

Philo wrote:
everybody a permanent or at-will magic effect of up to say third level

I like the idea behind a "power", but at-will 3rd lvl is crazy for 1st lvl. If caster level increased with lvl, it could be OP throughout the game. Of course, keep in mind, anything the GM would allow... works for enemies also!

GM could have everyone pick a race/class that gives a basic outline, then add the "signature" ability, characteristic, power, ect. as a player leveling feature that may or may not replace a class feature.

(i.e. Nightcrawler - brawler + wizards teleportation school. maybe replacing martial flexibility)

Just to clarify. Count me interested. I'll be applying no matter what you choose to do for character creation. I love the concept. I can't wait to see this turn into a recruitment.


here are a few suggestions on where to start, in case anyone would like a push in the right direction:

capt America = brawler (shield champion)

gambit = magus (staff magus)

dr strange = wizard, sorcerer, or arcanist

hulk = alchemist

nightcrawler = tiefling wizard or arcanist

wolverine = cat folk w/ claw blades

@OP - are you wanting to start off with a lvl 1 and have them develop into a well know superhero through normal advancement?

An alternate suggestion would be using the race builder, templates, or giving each player a magic item (within reason) to "start" off their comic book persona

(i.e. slippers of spider climbing for spiderman)

all these provide options to get the "feel" of a specific comic book character w/o getting into gestalt.


there is another interest thread for a Marvel gestalt going on right now.

Some are fairly straightforward, like captain America=brawler (shield champion), but most will need some help with either multiclassing or gestalt, or customizing a class to fit the fluff.

I can say will have no problem getting people to submit a character, but do you have a plan for customization or gestalt?


2 people marked this as a favorite.

Here is the best thread I've found to get into a PFS game. You can go there and simply put your name on a list. They will notify you when a DM starts a new game.

Low Level PFS

I'm happy to try and help you out also, if you have any specific questions, as I was in your same position about a yr ago. Just send a private message to me.

(click the name above the portrait. on the page that comes up, there will be a link next to the portrait that says, "send private message".)


Here is:

Doric Gossamar
Male Human Brawler (Shield Champion) 7

Able to hit the front line or hang back and protect the magic user at the back.

crunch:
Doric Gossamar
Male human brawler (shield champion) 7 (Pathfinder RPG Advanced Class Guide 23, 86)
CN Medium humanoid (human)
Init +3; Senses Perception +11
--------------------
Defense
--------------------
AC 25, touch 13, flat-footed 22 (+6 armor, +3 Dex, +1 natural, +5 shield)
hp 67 (7d10+21)
Fort +8, Ref +9, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy shield bash +11/+6 (1d8+4) or
. . heavy shield bash flurry of blows +9/+9/+4 (1d8+4) or
. . mwk silver dagger +12/+7 (1d4+3/19-20) or
. . unarmed strike +11/+6 (1d8+4) or
. . unarmed strike flurry of blows +9/+9/+4 (1d8+4)
Special Attacks brawler's flurry, close weapon mastery, knockout 1/day (DC 17), martial flexibility 6/day
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 10, Wis 13, Cha 8
Base Atk +7; CMB +11; CMD 24
Feats Bodyguard[APG], Combat Expertise, Combat Reflexes, Improved Shield Bash, Improved Unarmed Strike, Missile Shield[APG], Saving Shield[APG], Shield Focus
Traits armor expert, highlander (hills or mountains)
Skills Acrobatics +12, Climb +7, Escape Artist +6, Fly +3, Intimidate +3, Knowledge (dungeoneering) +4, Perception +11, Ride +6, Sense Motive +11, Stealth +12 (+14 in hilly or rocky areas), Swim +7, Use Magic Device +0; Racial Modifiers highlander (hills or mountains)
Languages Common
SQ brawler's cunning, martial training, returning shield, throw shield
Combat Gear potion of cure serious wounds (2), potion of endure elements (2), potion of enlarge person (4), potion of fly, potion of invisibility, potion of spider climb (2), wand of infernal healing (50 charges), oil (4); Other Gear +2 lamellar (leather) armor, +2 shield spikes throwing (metal shields) heavy steel shield, mwk silver dagger, amulet of natural armor +1, belt of incredible dexterity +2, cap of light, cloak of resistance +1, handy haversack, bandolier, belt pouch, blanket, chalk, charcoal stick, climber's kit, grappling hook, hammer, hooded lantern, ink, black, inkpen, iron spike (10), mwk manacles, paper (10), piton (8), silk rope (150 ft.), waterproof bag, 466 gp, 3 sp, 9 cp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Brawler's Flurry +5/+5/+0 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Cap of light Can radiate light at will, as the spell.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 17) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Martial Flexibility (swift action, 6/day) (Ex) As a Swift action, gain a combat feat for 1 min. More gained for greater actions.
Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.
Returning Shield (Ex) Thrown shield ricochets off multiple surfaces (or foes) to return.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally&apos;s AC.
Shield Focus +1 Shield AC
Throw Shield (Ex) Gain the benefit of Far shot when throw shields. Can use certain maneuvers at range.

Alias will be created if accepted

Thank you for your consideration!


Here's a few things that compelled me to submit a character:

High God of Krynn wrote:

Here is the new statistics for a Gnome

-2 Strength, +2 Dexterity, +2 Intelligence.

I love playing gnomes. Having different racial modifiers opens up a lot of new options for viable classes. Awesome!

High God of Krynn wrote:

Just a reminder that Dragonlance is a low Magical Item setting.

Only Focused spellcasters (Wizards, Clerics & Witches) can craft magical items and there is not many of them around to do so.

This begs to play a spellcaster. What player doesn't want their character to feel "extra-special" or add that extra level of heroism. Throw in a couple magic crafting feats and the rest of the party will love you.

Besides: Gnome... Magic. They go hand in hand

High God of Krynn wrote:
The Gunslinger class is available to only Gnomes, as Firearms are not in widespread use on Krynn.

Again, a chance to shine with uniqueness. Or take advantage of an option ONLY available to Gnomes. Either way, kudos! More gnomeish fluff.

I've never played in a dragonlance setting, AND never played a gunslinger. Maybe I'm a glutton for punishment. All this brings me to the character that may NOT be optimized, but certainly sounds like FUN!

Gnome Wizard (Spellslinger)

Here's the basic

crunch:
Gnome Spellslinger
Gnome wizard (spellslinger) 1 (Pathfinder RPG Ultimate Combat 74)
LN Small humanoid (gnome)
Init +4; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 8 (1d6+2)
Fort +1, Ref +4, Will +2; +2 vs. illusions
--------------------
Offense
--------------------
Speed 20 ft.
Melee switchblade knife +1 (1d3/19-20)
Ranged pistol +5 (1d6/×4)
Wizard (Spellslinger) Spells Prepared (CL 1st; concentration +5)
. . 1st—burning hands (DC 15), burning hands (DC 15)
. . Opposition Schools Abjuration, Divination, Enchantment, Illusion
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 18, Wis 11, Cha 10
Base Atk +0; CMB -1; CMD 13
Feats Gunsmithing[UC], Rapid Reload
Skills Acrobatics +4 (+0 to jump), Bluff +2, Craft (craftsman) +8, Diplomacy +1, Knowledge (arcana) +8, Perception +3, Sense Motive +1, Spellcraft +8; Racial Modifiers +2 Craft (craftsman), +2 Perception
Languages Common, Draconic, Dwarven, Elven, Gnome, Goblin, Sylvan
SQ arcane gun, gnome magic, mage bullets
Other Gear black powder (2), firearm bullet (20), pistol, switchblade knife, artisan's tools, backpack, bandolier, bedroll, belt pouch, blanket, winter, canteen, flint and steel, gunsmith's kit, ink, black, inkpen, parchment (10), powder horn, silk rope (50 ft.), sunrod (3), waterproof bag, wrist sheath, wrist sheath, spring loaded, 42 gp, 3 sp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Gun (Su) Imbue two firearms with magic; cast spells thru the firearms.
Divination You must spend 2 slots to cast spells from the Divination school.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mage Bullets (Su) Sacrifice a spell to grant an enhancement bonus or special ability to arcane gun.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.


<----- waves a hand in front o DM Mathpro and motions to the other arcane applicants, "You don't need to see their identifications... These are not the casters you're looking for... they can go about their business... move along!"

just kidding. good luck to everyone!"


Fendryk Gossamar
Human Male Arcanist 2

Alias will be created if selected

crunch:
Fendryk Gossamar
Male human arcanist 2 (Pathfinder RPG Advanced Class Guide 8)
LN Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 14 (2d6+4)
Fort +1, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+1/19-20) or
. . quarterstaff +2 (1d6+1)
Ranged sling +3 (1d4+1)
Special Attacks arcane reservoir (1/5), arcanist exploit (item crafting), consume spells
Arcanist Spells Prepared (CL 2nd; concentration +6)
. . 1st—color spray (DC 15), thunderstomp[ACG]
. . 0 (at will)—acid splash, arcane mark, detect magic, light, read magic
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 12, Int 18, Wis 12, Cha 12
Base Atk +1; CMB +2; CMD 14
Feats Additional Traits, Fast Learner[ARG], Scribe Scroll
Traits outcast's intuition, seeker, vexing defender, world traveler
Skills Acrobatics +7 (+11 to move through enemy's space without provoking an attack of opportunity if the enemy is larger than you), Appraise +8, Bluff +2, Diplomacy +6, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (religion) +8, Linguistics +8, Perception +7, Sense Motive +7, Spellcraft +8, Stealth +3
Languages Common, Draconic, Dwarven, Elven, Giant, Orc
Combat Gear scroll of color spray (x2), scroll of comprehend languages (x2), scroll of disguise self (x2), scroll of endure elements (x2), scroll of infernal healing (x5), mage armor (x5), scroll of magic missile (x10), scroll of thunderstomp (x2); Other Gear dagger, quarterstaff, sling, sling bullets (10), sleeves of many garments, backpack, bedroll, belt pouch, blanket, winter, canteen, chalk, charcoal stick, ink, black, inkpen, marbles, parchment (20), scroll box, spell component pouch, tobacco, waterproof bag, wrist sheath, spring loaded, 413 gp, 9 cp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (5/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Outcast's Intuition +1 to your Caster Level against dispel attempts.
Scroll of color spray (x2) Add this item to create a scroll with spells on it.
Scroll of comprehend languages (x2) Add this item to create a scroll with spells on it.
Scroll of disguise self (x2) Add this item to create a scroll with spells on it.
Scroll of endure elements (x2) Add this item to create a scroll with spells on it.
Scroll of infernal healing (x5), mage armor (x5) Add this item to create a scroll with spells on it.
Scroll of magic missile (x10) Add this item to create a scroll with spells on it.
Scroll of thunderstomp (x2) Add this item to create a scroll with spells on it.
Sleeves of many garments Transform current clothes into any non-magical new form.
Vexing Defender +4 trait bonus to Acrobatics to move through larger creatures space without provoking AoO.

I've added some crafted scrolls, accounted for by being a level 2 character. If this is a problem, I can easily remove them.

background:
The door to the Ramblehouse swings open. A silver haired human walks in. He stands about 5'10" has a backpack strapped to him and supports his movement with a walking stick/quarterstaff. He dresses, carries himself, and exudes the mystery of a proficient magic user. A wizard perhaps. He walks up to the innkeeper and politely waits for acknowledgment before he speaks. "I would like to request temporary lodging." He releases his pack and places it on the floor. "What a journey! I am glad to finally arrive home." The innkeeper, Cham Larringfass, marks in her guestbook before trading a key to the human for some coin. Cham addresses the man, "Make yourself comfortable, Sir...?" "Fendryk. Fendryk Gossamar. Thank you Cham." Cham looks confused for a moment, then his eyes widen. "Fendryk Gossamar! By the gods, how long has it been? I remember when you only yeh high!" The Halfling innkeeper holds a hand about his shoulder level, equating to about waist high on a human. "Last time I saw you you had been accepted to a school for magic... I believe. Have you returned to Trunau for good?" Fendryk contains his smile for a moment and replys, "I hope so. It seems I was fated to return to Trunau. It's been an eventful crusade returning, and I would gladly tell you about it, after I get some rest." Cham smiles back, "Of course. Welcome back, get yourself settled and meet me later." Fendryk grabs his things and disappears to his room for a short while.

Fendryk returns and finds a seat in the corner of the inn. A barmaid takes his order for a decent ale. He produces a pipe from under his robe. Lights it and takes a few drags. Cham returns with Fendryk's ale and he magically floats a coin through the air to the innkeeper's hand (a generous tip for the ale). "Why thank you darling! What brings you back to Trunau?" Fendryk smiles, "I'm glad you asked little lady. Please..." Fendryk waves his hand and the chair across from him pulls out from under the circular table. "... join me for a moment." He waits for her to get comfortable, then begins his account. "After years of disciplined study, I've completed my initial tutelage of the arcane. You see I may be a keeper of arcane secrets, but I plan to share that knowledge. In the form of wondrous, and magical goods and services. In order to do this, I need to expand my spellbook and build a store, or perhaps gain a partnership in the House of Wonders. Through some aquaintances in the big city, I learned of a rise in activity in the area here and possible opportunity to take the next step toward that goal, right here in Trunau. I set out from Absolam to travel across land to get here."

Fendryk takes a hefty swig of his ale, "As fate would have it, the caravan I was traveling with was subject to a few... shall we say... sidetracks. These provided me with a little insight to the dangers and possible needs of various adventurers. It also afforded me the opportunity to fill several pages in my spellbook. Quite exciting to say the least." Fendryk's face loses it's excitement and he slowly raises his mug up in an apparent prayer saying remorsefully, "Alas, my dear, not all of my travelling companions arrived at their intended destinations. It would seem the rush of adventure, must sometimes be overcome with a sadness of loss." He brings his mug slowly to his lips and swallows an alcoholic tribute to fallen companions. "That pretty much brings me to my current position. I need to find some willing adventurers in the local area here. I thought that we may come to a mutually beneficial arrangement. Perhaps they might have use for a practitioner of the magical arts to aid them, and thus afford me the opportunity to expand my knowledge with the mysterious things they encounter. Equipping me the tools to build a prosperous magic shop here. What do you think?" Cham cracks a large smile, "What at tale you created. You should talk to Agrit Staginsdar at the House of Wonders. She is always eager to work with magic users and may be open to taking on a partner. As for adventurers, there is a group of budding heroes here." Fendryk leans towards Cham, raises a brow, cracks a smile, and asks, "Would you know where I might find these young heroes? I would very much like to meet them?"

Hopefully this explains the character's tie to Trunau, long term goals, basic personality, and why he's at level 2.

posting:
I am able and willing to post multiple times per day. I find myself checking for new posts on other games at least 5 times a day, hoping for either a response to a previous post or introducing the next event.

I have access to posting at work, but not most map tools. Therefore, between 10am and 10pm (Central time) I may ask for my character to be moved for me in my posts.

I have several PFS games that will be finishing soon, and 2 other new AP's. All AP's are my 1st run through, including this one (if chosen).

I'm very easy going, and friendly, which typically shows through ANY of my characters.

I expect this character to be:

- full caster
- crafter
- support
- skill heavy
- social skilled
- team oriented

Thank you for your consideration!


interest is checked I believe.

I would definately submit a character


Gavin Gossamar
Male Human Arcanist

backstory:
The door to the Rusty Dragon Inn swings open. A clean silver haired human walks in. He stands about 5'10" has a backpack strapped to him and supports his movement with a walking stick/quarterstaff. He dresses, carries himself, and wields the mystery of a proficient magic user. A wizard perhaps. He walks up to the Innkeeper and politely waits for acknowledgment before he speaks. "I would like to request temporary lodging." He releases his pack and places it on the floor. "What a journey! I am glad to finally arrive." The innkeeper, Ameiko Kaijitsu, marks in his guestbook before trading a key to the human for some coin. Ameiko addresses the man, "Make yourself comfortable, Sir...?" "Zandu. Zandu Gossamar. Thank you kind sir." Zandu grabs his things and disappears to his room for a short while.

Zandu returns and finds a seat in the corner of the inn. A barmaid takes his order for a decent ale. He produces a pipe from under his robe. Lights it and takes a few drags. The barmaid returns with Zandu's ale and floats a coin through the air to the barmaids hand (a generous tip for the ale). "Why thank you darling! What brings you to Sandpoint?" Zandu smiles, "I'm glad you asked little lady. Please..." Zandu waves his hand and the chair across from him pulls out from under the circular table. "... join me for a moment." He waits for her to get comfortable, then begins his account. "You see I may be a keeper of arcane secrets, but I plan to share my knowledge. In the form of wonderous, and magical goods and services. In order to do this, I need to expand my spellbook and establish a store. Through some aquaintances in the big city, I learned of a growing need and possible opportunity to do that right here. I set out from Absolam to travel across land to get here."

Zandu takes a heft swig of his ale, "As fate would have it, the caravan I was traveling with was subject to a few... shall we say... sidetracks. These provided me with a little insight to the dangers and possible needs of various adventurers. It also afforded me the opportunity to fill several pages in my spellbook. Quite exciting to say the least." Zandu face loses it's excitement and he slowly raises his mug up in an apparent prayer saying remorsefully, "Alas, my dear, not all of my travelling companions arrived at their intended destinations. It would seem the rush of adventure, must sometimes be overcome with a sadness of loss." He brings his mug slowly to his lips and swallows an alcoholic tribute to fallen companions. "That pretty much brings me to my current position. I need to find some willing adventurers in the local area here. I thought that we may come to a mutually beneficial arrangement. Perhaps they might have use for a practitioner of the magical arts to aid them, and thus afford me the opportunity to expand my knowledge with the mysterious things they encounter. Thus giving me the tools to build a prosperous magic shop here. What do you think?" Zandu leans towards the barmaid, raises a brow, cracks a smile, and asks, "Would you know where I might find some young heroes? I would very much like to meet them?"

crunch:
Gavin Gossamar
Male human (Varisian) arcanist 1 (Pathfinder RPG Advanced Class Guide 8)
LN Medium humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20) or
. . quarterstaff +0 (1d6)
Special Attacks arcane reservoir (1/4), arcanist exploit (quick study), consume spells
Arcanist Spells Prepared (CL 1st; concentration +5)
. . 1st—mage armor, magic missile
. . 0 (at will)—acid splash, detect magic, light, read magic
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 12, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Fast Learner[ARG], Toppling Spell[UM]
Traits magical lineage
Skills Appraise +8, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +8, Linguistics +8, Perception +2, Sense Motive +2, Spellcraft +8
Languages Common, Draconic, Dwarven, Elven, Gnome, Goblin, Varisian
Other Gear dagger, quarterstaff, backpack, bandolier, bedroll, belt pouch, canteen, chalk, charcoal stick, flint and steel, ink, black, inkpen, marbles, parchment (10), scroll box, silk rope (50 ft.), snuffbox, tin, spell component pouch, tobacco, waterproof bag, 104 gp, 1 sp, 9 cp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Magical Lineage (Magic Missile) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Toppling Spell Spell with the force descriptor knocks targets prone.

thank you for your consideration


crunch:
Zandu Gossamar
Male human (Varisian) transmuter 3
CG Medium humanoid (human)
Init +3; Senses Perception +3
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 20 (3d6+6)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+1/19-20) or
. . quarterstaff +2 (1d6+1)
Ranged light crossbow +4 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 3rd; concentration +7)
. . 7/day—telekinetic fist (1d4+1 bludgeoning)
Transmuter Spells Prepared (CL 3rd; concentration +7)
. . 2nd—invisibility, spider climb, spider climb
. . 1st—color spray (DC 15), enlarge person (DC 15), magic missile
. . 0 (at will)—acid splash, arcane mark, detect magic, read magic
. . Opposition Schools Abjuration, Enchantment
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 13, Int 18, Wis 10, Cha 8
Base Atk +1; CMB +2; CMD 15
Feats Craft Wondrous Item, Fast Learner[ARG], Scribe Scroll, Toppling Spell[UM]
Traits magical lineage, merchant family
Skills Appraise +8, Bluff +4, Diplomacy +4, Fly +7, Knowledge (arcana) +10, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +3, Profession (merchant) +4, Sense Motive +3, Spellcraft +10, Stealth +6
Languages Common, Draconic, Elven, Gnome, Goblin, Halfling, Varisian
SQ arcane bond (trouble, cat), physical enhancement (+1)
Combat Gear potion of cure light wounds (4), scroll of mage armor (x10), scroll of magic missile (x10), scroll of toppling magic missile (x10), wand of infernal healing (50 charges); Other Gear dagger, light crossbow, quarterstaff, sleeves of many garments, bandolier, bedroll, belt pouch, familiar satchel, flint and steel, ink, black, inkpen, masterwork backpack, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 818 gp, 5 sp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
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.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Magical Lineage (Magic Missile) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Merchant Family Increase gp limit of settlement by 20% & +10% when selling off treasure.
Physical Enhancement +1 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Scroll of mage armor (x10) Add this item to create a scroll with spells on it.
Scroll of magic missile (x10) Add this item to create a scroll with spells on it.
Scroll of toppling magic missile (x10) Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sleeves of many garments Transform current clothes into any non-magical new form.
Student of Philosophy You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
Telekinetic Fist (1d4+1 bludgeoning, 7/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Toppling Spell Spell with the force descriptor knocks targets prone.
Transmutation Transmuters use magic to change the world around them.

background:
The door to the Evercandle Inn swings open. A clean silver haired human walks in. He stands about 5'10" has a backpack strapped to him and supports his movement with a walking stick/quarterstaff. He dresses, carries himself, and wields the mystery of a proficient magic user. A wizard perhaps. He walks up to the Innkeeper and politely waits for acknowledgment before he speaks. "I would like to request temporary lodging." He releases his pack and places it on the floor. "What a journey! I am glad to finally arrive." The innkeeper marks in his guestbook before trading a key to the human for some coin. He then addresses the man, "Make yourself comfortable, Sir...?" "Zandu. Zandu Gossamar. Thank you kind sir." Zandu grabs his things and disappears to his room for a short while.

Zandu returns and finds a seat in the corner of the inn. A barmaid takes his order for a decent ale. He produces a pipe from under his robe. Lights it and takes a few drags. The barmaid returns with Zandu's ale and floats a coin through the air to the barmaids hand (a generous tip for the ale). "Why thank you darling! What brings you to Torch?" Zandu smiles, "I'm glad you asked little lady. Please..." Zandu waves his hand and the chair across from him pulls out from under the circular table. "... join me for a moment." He waits for her to get comfortable, then begins his account. "You see I may be a wizard, but I plan to share my knowledge. In the form of wonderous, and magical goods and services. In order to do this, I need to expand my spellbook and establish a store. Through some aquaintances in the big city, I learned of a growing need and possible opportunity to do that right here. I set out from Absolam to travel across land to get here."

Zandu takes a heft swig of his ale, "As fate would have it, the caravan I was traveling with was subject to a few... shall we say... sidetracks. These provided me with a little insight to the dangers and possible needs of various adventurers. It also afforded me the opportunity to fill several pages in my spellbook. Quite exciting to say the least." Zandu's face loses it's excitement and he slowly raises his mug up in an apparent prayer saying remorsefully, "Alas, my dear, not all of my travelling companions arrived at their intended destinations. It would seem the rush of adventure, must sometimes be overcome with a sadness of loss." He brings his mug slowly to his lips and swallows an alcoholic tribute to fallen companions. "That pretty much brings me to my current position. I've heard word of some champions beginning to make an impact on the local area here. I thought that we may come to a mutually beneficial arrangement. Perhaps they might have use for a practitioner of the magical arts to aid them, and thus afford me the opportunity to expand my knowledge with the mysterious things they encounter. Thus giving me the tools to build a prosperous magic shop here. What do you think?" Zandu leans towards the barmaid, raises a brow, cracks a smile, and asks, "Would you know where I might find these young heroes? I would very much like to meet them?"

thank you for your consideration


i'll have a wizard submitted tonight!


DM Mathpro wrote:
Hopefully my long winded answer doesn't scare you away lol.

Definately not. Although the info is nice to know since I've never played this AP before.

looks like your also doing a jade regent recruitment!


AWESOME! 1st response!

I'll be submitting a:

Human Arcanist

won't be able to do crunch until i get home tonight, but wanted to jump in line for recruitment immidiately.

will there be downtime, crafting going on? (so i know whether to account for it in my crunch)

About Narciso Flamerider

Narciso Flamerider:

Born in Sandpoint to a destitute human prostitute Narciso never seemed to be destined for anything more than poverty. Born on the outskirts of Sandpoint he would spends hours upon hours scavenging through refuse for anything that might make him more than just an impoverished, worthless half breed.

Then he found the tattered books, a true treasure indeed for him and the key to his future greatness. From these books he learned of many things, dragons and magic especially. Eventually he put his learning to use, when he could suffer poverty no more he called into the depths of the elemental plane of fire: The Inferno answered.

In an explosion of fire and searing heat that singed his eyebrows came a great drake, like a miniature red dragon Smaug had come... From that day forward Narciso abandoned the useless surname of his mother who had died long since and took the name "Flamerider". Now Narciso marches to war and glory...

Personality:

Narciso is not a hero, he is an antihero cast in the mold of poverty, starvation and pain. He is greedy, reckless and all too used to the feeling of power. He is daring however and is no coward, what does a dragon riding bastard need fear?

Stats:

Half Elf Summoner 1
CN Medium humanoid (human, elf)
Init 2+; Senses Perception +3

DEFENSE

AC 15, touch 12, flat-footed 13 (+3 armor, 2+ Dex)
hp 8 (1d8)
Fort +4, Ref +6, Will +7
Defensive Abilities shield ally

OFFENSE

Speed 30 ft.
Melee mace 0+, 1d6
Ranged
Summoner Spell-Like Abilities (CL 1th; concentration +5)

7/day—summon monster I

Summoner Spells Known (CL 1st; concentration +5)

1st (2/day)—Rejuvenate Eidolon, Lesser, Enlarge Person
0th (at will)—mage hand, detect magic, guidance, message

STATISTICS

Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 18 (16+2)
Base Atk +0; CMB +0; CMD 12
Feat Human Spirit
Traits Goblin Watcher, Bully
Favored Class Bonus 1/4 of an evolution point each level
Skills Knowledge (arcana, planes) 6+, Intimidate 9+, Ride 6+, Use Magic Device 8+
Languages Common, Elven, Draconic, Ignan
SQ bond senses (7 rounds/day), life link, Maker’s call
Gear studded leather armor (25 gp), heavy mace (12 gp) and 33 gp.

Smaug:

CN Medium outsider (extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 16, touch 16, flat-footed 14 (+2 Dex, +4 natural)
hp 11 (1d10+1)
Fort +7, Ref +8, Will +2
Defensive Abilities evasion, Devotion

OFFENSE

Speed 40 ft., fly 40 ft.
Melee bite +3 (1d6+2), 2 claws +3 (1d4+2)

STATISTICS

Str 14, Dex 14, Con 13 , Int 7, Wis 10, Cha 11
Base Atk +6; CMB +8 CMD 22 (26 vs. trip)
Feats Power Attack
Skills Intimidate 4+, Perception 4+, Fly 6+, Stealth 6+
Languages Common
SQ link, Quadruped (free evolutions limbs (legs) (2), bite) evolutions (Claws, Tail, Improved Natural Armor), share spells