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Here is Merten Falstaff, half-elf foresight diviner:
Male half-elf wizard (diviner(foresight)) 10
N medium humanoid(half-elf)
Init +10; Senses low-light vision, Perception +18(+22)
AC 13 (17), touch 13, flat-footed 10 (14) (+3 dex) (+4 mage armor)
hp 72 (10d6+30)
Immune sleep, +2 vs. enchantment
Fort +5, Ref +5, Will +7
Melee cold iron dagger +5 (1d4+0)
Ranged light crossbow +7 (1d8)
Arcane School Spell-Like Abilities (CL 10th; concentration +19)
3 + Int Mod / day - Prescience (Su)
Wizard Spells Prepared (CL 10th; concentration +19)
5th 4/day -
Opposition Schools enchantment, necromancy
A gruff, stocky, half elf with light brown hair and beard, turning to grey. Laugh lines and crows feet mar his skin, which is by turns ruddy from the elements or pale from long study. Merton typically wears buff colored breeches and shirts under richly dyed tunics of red, grey and gold. His hair and beard are long and full, but well groomed. Numerous scrolls usually hang from his belt, and a small, red dragon typically perches on his shoulder telepathically asking overly personal questions to passerby.
Merton was raised in shadow of the heavy woods of Darkmoon Vale in Andoran by half-elven parents. He studied the arcane arts in Korvosa and Magnimar, always more concerned with knowledge, wealth and prestige than the causes which captivated his fellow countrymen. As he progressed in skill, he began to hire himself out to merchants, nobles, and even adventurers, funding his further studies by serving as an interpreter, tutor and “field leveler” to his employers. Many times he scryed and spied on the rivals of this Chelaxian gentleman or that Taldan lord, always committing his contracts to writing and leaving satisfied customers until he chanced to spy the beautiful consort of a Qadiran merchant prince. Merten was immediately smitten by her beauty, and arranged to meet with her. While he had minimal interactions with the fairer sex prior to this encounter, Griselle seemed to hang on his every word, and was soon whispering tantalizing promises into his pointed ears. Merten broke his contract, divulged his employer’s secrets and fled north with his paramour. They shared two dizzying weeks together before the mage awoke, naked in a roadside inn, his spellbooks, his coin, his enchanted goods, and even his clothing gone.
With his reputation ruined, he could not return south. He managed to feed and clothe himself by the sweat of his brow and a few well placed cantrips, and began the long, arduous process of rebuilding his spellbook. As soon as he could, he tried to find Griselle, but no matter the spell, no matter the coin, she seemed to have disappeared from all of creation. Merten migrated further and further north, eventually taking up work as a mage-for-hire with all manner of unsavory sorts in the River Kingdoms He worked hard, kept his head down and his mouth shut, and traded spells with every other mage he encountered for seventy-five years. As the years passed, he developed a reputation as a competent and no nonsense, if expensive, addition to any group that sought to carve out a space for itself among the warring lands.
However, all that came to an end recently. Merten’s most recent employer hid his foul deeds behind fair words, and it was only through the use of his divination magics that Merten was able to discover the atrocities that the self-styled bandit-king had committed in his quest for power. Merten separated his employer from his band and left him in the tender care of a band of particularly nasty Quicklings before striking out on his own, seeking for a group where he could be an equal partner and build something lasting instead of a hired mage who only left destruction in his wake.
Merten’s goal is to found a settlement that can withstand the chaos of the riverlands and thrive on its own. A place where others can freely trade and learn and live in these fertile lands. He would like to found a wizard's college of his own, and pass on what he has learned about life and arcana to some promising young minds. He still thinks of Griselle from time to time, wondering where she has gone, and if there was ever anything more to their dalliance than relieving him of his goods and good name.
Merten prefers to study, analyze, and then attack, and has become wary and suspicious as he approaches middle age. However, he has a soft spot for those who have suffered through no fault of their own, and will often go out of his way to aid widows, orphans, and those who have come to harm through no fault of their own.
Is the leadership feat in play? If so, Merten will probably have a young mage cohort who stays back in town and crafts magic items for the group. This isn't a requirement by any means, just a way to help out the party without taking out time for down time. If that's ok, Merten will forego the item creation feats for some metamagic. I'd also like for this character to be able to establish a tower or something. I'm not sure how much kingdom building you guys have done, but if it fits in, I'd like it a lot.
Eschetel Welleson is a wandering minstrel, gambler and rogue. A male human bard, always on the lookout for the next adventure, he is equally at home in a robbers den, a high court, and a dank dungeon. I'd like to play him in a story that's equal parts exploration, intrigue and dungeon delving with some combat as well. A classic pulp type game would be great.
Just to clarify, I'm all for Sacred Summons despite its limitations, especially in the case of a LG cleric with a LG deity like Mercurial's talking about. The expanded list for SGM is nice, but doesn't really come into its own until later levels, and the diehard feat for a summoned monster is kind of pointless. So, for me yes on Sacred Summons, but wait on Summon Good Monster.
Looks good to me, just wanted to make sure you knew what you were getting into. I agree though, with a LG cleric and deity, it's still worth it, although maybe not necessary quite so early in your feat progression.
Just wanted to point out that everything summoned by Summon Good Monster is not going to benefit from Sacred Summons, and I would actually dump that feat all things considered as who cares if something that's only going to be around for a few rounds stabilizes or not? Sacred Summons only works on creatures whose alignment subtype exactly matches your divine aura, so your run of the mill celestial critter is still going to take a full round action to summon.
Summoner and Eidolon are coming along. Definitely going half elf.
I am envisioning the eidolon as an inky black, cat-like creature with wisps of shadow-stuff coming off it. I came across that evolution, and it seemed like a great fit, but that book wasn't listed among the allowable resources, so I thought I'd check with you to see if there was any leeway. If not, no big deal, the eidolon can still have that appearance without the evolution.
Hey guys, looks like you all have enough interest right now, and I'm honestly at my max with the PbP's I'm currently playing in, not to mention the one I'm running. This looks like a great campaign, and I would love to be a part of it, but I just don't think I can give it the time it deserves so I'm regretfully bowing out. Happy gaming to all!
Updated Statblock for Otho Batharna
Half-Elf Alchemist (Crypt Breaker):
Male half-elf alchemist (crypt breaker) 1
CG medium humanoid (human, elf)
Init +4; Senses low-light vision; Perception +6(+7)
AC 14, touch 12, flat-footed 12 (+2 armor, +2 dex)
hp 10 (1d8+1+1)
Fort +3, Ref +4, Will +0
Melee dagger +0 1d4 (19-20/x2) (P or S) (2gp, 1 lb)
Ranged light crossbow +2 1d8 (19-20/x2) P, 80 ft., (35gp, 4 lbs),
or dagger +2 1d4 (19-20/x2) (P or S), 10 ft.,
or splash weapon +2 vs. touch AC, 10ft.
Alkahest Bomb (4/day) +2(+3) vs. touch AC, 1d8+3 (+4 splash) (acid) vs. constructs / corporeal undead, 1d4+3 (+4 splash) vs. others
Extracts Prepared (CL 1st)
Draught Prepared Darkvision 60’ (10 minutes)
Str 11, Dex 14, Con 12, Int 17, Wis 10, Cha 10
Base Atk +0; CMB +0; CMB 12
Feats Point Blank Shot, Skill Focus (Disable Device), Throw Anything
Skills Acrobatics +2, Appraise +3, Bluff +0, Climb +0, Craft(alchemy) +8, Diplomacy +0, Disable Device +10, Disguise +0, Escape Artist +2, Fly +2, Handle Animal +0, Heal +0, Intimidate +0, Kn(arcana)+7, Kn(nature) +7, Perception +6(+7), Perform +0, Profession +0, Ride +2, Sense Motive +0, Spellcraft +7, Stealth +2, Survival +0, Swim +0, UMD +4
Traits Elven Reflexes (+2 Initiative), Strong Arm, Supple Wrist (+10’ range to thrown weapons when moving 10’ or more)
Languages Common, Elven, Draconic, Abyssal, Undercommon
SQ Alchemy (Su), Alkahest Bombs (Su), Crypt Breaker’s Draught (Su), Trap Finding, Adaptability (Skill Focus Disable Device), Keen Senses, Elf-Blood, Multi-Talented (Alchemist, Fighter)
GearThieves’ tools, alchemy crafting kit, formula book, leather armor, dagger, light crossbow, 10 bolts, masterwork backpack, belt pouch, blanket, candle, canteen, chalk, ear plugs, flint & steel, whetstone, sunrod, torch, tindertwig, 1 flask acid, 19gp, 4 sp, 2 cp
1st-cure light wounds, expeditious retreat, identify, reduce person, true strike
GM Mark Garringer:
I'll swap Elven Reflexes for Reactionary (Half-Elf Racial trait, does the same thing), and take Draconic, Undercommon and Abyssal as languages. I'll get my gear put together and submit an updated statblock. Quick question on crafting, specifically alchemy. Can I use my craft alchemy skill to pay half price for alchemical items for starting gear?
Otho Batharna, Crypt-Breaking Alchemist:
Male half-elf alchemist (crypt breaker) 1
AC 14, touch 12, flat-footed 12 (+2 armor, +2 dex)
Hey GM, curious if Alchemist counts as a spellcasting class for purposes of the arcane training alternate half-elf racial trait. If so, I will swap it out for multi-talented. If not, let me know, thanks.
Also, any suggestions on good languages for this dungeon?
Half-orc inquisitor to follow.
Anyway, here's the bare bones of my tiefling wizard. I'll hold off on trait selection until I can take a look at the player's guide. Mythic Path will be Archmage. Any problem with using starting funds to fill up my spellbook / scribe scrolls?
Haroon has ruddy flesh, thick black hair, kept close-cropped on head and jaw, an aquiline nose and maroon eyes. He typically wears a long cloak to try to hide the small, batlike wings and long hairless tail that evidence his fiendish heritage.
Haroon was found, naked and squalling in a field, surrounded by slain Mendevian crusaders. Though the priest of Abadar and his cohort intended to abandon the infant, or even slay the obvious fiend, the grizzled mercenary mage they had hired interceded on the babe’s behalf, and took the shrieking tiefling as his own. Haroon grew up in taverns and campsites, and proved a quick study of every arcane art that his adopted father, Merten Falstaff, imparted to him. Despite the fear and outright hostility towards his appearance, Haroon does his best to maintain a positive outlook, seeking the good in himself and others. As Merton once advised him, “Whatever you seek for in others, good or bad, that you shall find.” Unfortunately, Haroon’s appearance has stunted his facility with social interactions, and while he is usually polite, he has a hard time picking up on social cues, and can come across as strange and callous.
As Haroon grew to adulthood, he began to question whether there was more to learn of his heritage. Though his father counseled him that no good would come of any knowledge he should find, Haroon’s curiosity outstripped his father’s wisdom. Determined to learn where he came from, Haroon seeks to travel into the Worldwound and learn its secrets for himself.
Haroon sees Merten as a loving father, but feels that the old man is holding him back from knowledge that he needs. Out on his own, he feels that he has the chance to truly understand himself, and reach his true potential.
Haroon understands the need to repel the demons from Golarion, but believes most crusaders to be thoughtless sheep, lacking the intellectual capacity to understand the creatures and master them.
Male tiefling wizard 1
1 / day-darkness
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
7 / day-acid dart (1d6)
Wizard Spells Prepared (CL 1st; concentration +5)
1st - color spray (DC 15), grease (DC 15), protection from evil
Opposition Schools enchantment, necromancy
Hey guys, sorry for the recent delay in posting. Work has ramped up a bit lately, and things have been very busy at home as well. (You guys also caught me unprepared, and I need to make a map for above-ground drake fighting. So many cave chambers... le sigh.) Anyway, I will get a post up as soon as I can, just wanted to let you all know.
In sad news, Tekkis' player let me know that he's going to have to drop due to some outside issues, so we will be proceeding without him. My plan is to keep Tekkis on as a DMPC, with one of you running him in combat if that's agreeable. Unless his player tell me otherwise, that is, in which case he might end up going out in a blaze of glory.
So, that's it. Anyway, game will proceed, thanks for your patience.
You were still wrong the entire time, you just didn't know that you were wrong until Umbral Reaver gave you the Ranger analogue that allowed you to see your error. Xaratherus actually quoted the relevant rules text, which you chose to ignore in favor of your interpretation which supported your desire to power game.
Anyway, welcome aboard. Pathfinder is a great game, and there are awesome people on these boards who can help with lots of dodgy ways to manipulate the rules.
Haka Thunderfoot wrote:
You'd think that, as a vertically-challenged man, I'd be more sensitive to the plight of the halfling, but no. Seen one hobbit, seen 'em all. ;D
Hrm, tricky question. I've definitely enjoyed the rp with camris and garabbot, as well as those who have left us, but I guess I'm willing to go with whatever is easier for you, Haldhin. If Karl would fit into one of your other groups without too much difficulty, I'd be happy to move into one. That being said, if we could get some new blood in here without too much difficulty, I would rather stay in this game. What do the others think?
Hey JD, just a heads up, pretty standard format on the boards is italics for thoughts, bold for speech and blue for out of character. I like to use bold italics for telepathy, but that's just me. It helps break up posts, and makes things easier for readers to pick out. Just thought you might like to know.