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Half-Orc Warrior

terok's page

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber. 141 posts (10,250 including aliases). No reviews. No lists. No wishlists. 37 aliases.


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Summary of Zane Kheldon

Hit Points: 26
Power: 83
Detect Hidden: 26%
Detect Danger: 30%
Movement: 47" on ground
Accuracy: +1
Damage Mod.: +4
Carrying Capacity: 325 lbs.
Base HTH Damage: 1d6

Stats:
Str: 11
Agi: 12
End: 24
Int: 36
Cha: 12

Powers:
1. Weakness Detection (Magic/Psi): You can detect specific weaknesses and gain a combat bonus against opponents by concentrating on them.
2. Magical Spells (Magic/Psi): You can cast magical spells. The GM will assist you in developing your spells.
3. Heightened Intelligence B (Magic/Psi): Your Intelligence score is increased by +20
4. Astral Projection (Magic/Psi): You can separate your astral form from your physical body.


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Zane Kheldon Background:

For thousands of years there have been those few that have existed on our world that have been able tap into a power beyond what can be seen. They have been called druids, witches, wizards, devil worshippers, heretics over time.

Zane was born into a family that has housed those with this knowledge and ability for over two thousand years. Their bloodline enables them to pass down this link from generation to generation, and the words they developed focused this power into actions. Originally viewed as Druids in ancient Britain, his family helped shape that land until the family split and almost destroyed itself in a quest to rule over ancient Britain. His line, one of peace, saw themselves as shepherds of the land and the people. After the so called "War of the Warlocks" as it was known by the Keldon's, so few remained that they could no longer shaped that land and the people had turned against them. So the Keldon's disappeared and survived in the shadows. They mostly sought to live life, but also to continue to help others where they could.

This force is called "The Gift" by those that continue the Keldon line. Ancient words that release the powers from beyond and focus them...what some call magic. As time went on and the new world was discovered part of the Keldon family went there and eventually Zane was born.

Not strong in "The Gift", Zane was a disappointment in the fact that his spark would not bring their family back to their former status. For the last 1000 years only one child had been born in each generation with the link and fear that the line would eventually disappear had grown. Their power in "The Gift" had grown small. His family grew desperate...so they tried a dangerous spell of summoning. They used the gift to try to call out to the most powerful Warlock that they knew of from medieval times that was long gone. His mother offered her essence to the being they contacted…but things that are gone should not be called back. The spell twisted and broke his mother, but she did succeed in opening a small rift to beyond and part of the Warlocks spirit reached out and entered Zane. It altered him and his mind…he suddenly had a mind as advanced as an adult in a child’s body and the gift surged within him. She had got what she wanted, but at the cost of everything that was her. Zane understood this, even at 3 years old and it shaped him as he grew to an adult.

Stats:
Str: 11
Agi: 12
End: 12 + 2d10 ⇒ (2, 10) = 12 Total of 24
Int: 16 + 3d10 ⇒ (10, 2, 8) = 20 Total of 36 (Might switch this around if it makes sense to have the 16 somewhere else. Does a 36 Int give me anything?
Cha: 12

Spoiler:
Powers and abilities are:
Speed Bonus (Skill): You add +1d10 x 10" to one of your movement rates. 1d10 ⇒ 2
Heightened Endurance A (Skill): Your Endurance score is increased by 2d10. Done +12
Pet: You have an companion animal or familiar. *Removing*
2. Weakness Detection (Magic/Psi): You can detect specific weaknesses and gain a combat bonus against opponents by concentrating on them.
3. Magical Spells (Magic/Psi): You can cast magical spells. The GM will assist you in developing your spells.
4. Heightened Intelligence B (Magic/Psi): Your Intelligence score is increased by 3d10. Done +20
5. Astral Projection (Magic/Psi): You can separate your astral form from your physical body.
Mute (Weakness): You are unable or unwilling to speak. *Removing*
6. Telekenisis: *Removing*
You must choose one power to discard, and you may discard the weakness if you get rid of a second power. *Done*

Final powers and abilities:
Speed Bonus (Skill): You add 2 to one of your movement rates.
Heightened Endurance A (Skill): Your Endurance score is increased by 12

1. Weakness Detection (Magic/Psi): You can detect specific weaknesses and gain a combat bonus against opponents by concentrating on them.
2. Magical Spells (Magic/Psi): You can cast magical spells. The GM will assist you in developing your spells.
3. Heightened Intelligence B (Magic/Psi): Your Intelligence score is increased by +20
4. Astral Projection (Magic/Psi): You can separate your astral form from your physical body.

Will need to talk to you about spells...not sure how this works. Hoping I can have at least one offense, defense, and misc. spell and maybe learn more as I grow in power?

I am 6'0 190 BTW.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

Magic/psionic power re-roll (dropping 1 pet):
1d100 ⇒ 73 thinking through background etc. now.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

Yeah I was confused. Since my character is totally random I will just keep what I rolled and figure something out. Not would I would have picked but I might end up with something more interesting.

Do I need percent rolls for my Magic/Psionics table or Magic/Psionic Items? I would go with magic/psionics, if so:

1d100 ⇒ 52
1d100 ⇒ 86
1d100 ⇒ 35
1d100 ⇒ 26
1d100 ⇒ 3
1d100 ⇒ 50


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

You are right Azih, my rolls need to be adjusted! Edited my original post.


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I would be interested...

You will have a hard time picking a hero to play. Its more like you roll up a character and then create a theme around what you rolled. I played this many years ago, it was a fun system as long as you were able to get over the character creation system.

Stats:
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (2, 4) + 6 = 12

Origin:
1d12 ⇒ 10

lol Three Accidental Supernatural characters.

skill %1 1d100 ⇒ 86
skill %2 1d100 ⇒ 34

1d6 ⇒ 6 Magic/Psionics table or Magic/Psionic Items

*Edited to correct this character..


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Riatavin is not in Tethyr, it has been too long :] ...well let me think a little more on it.

My other thought was they are from just outside of Zazesspur after his father retired from the military. Their villa sits at the base of the purple hills. His father is a loyalist so he may be involved in one of the underground groups but has yet to involve Molgrin.
He has ideas of what might be going on though and has seen a lot of "army" officers coming and going.

I can work more of this kind of stuff into his background if I end up being selected. Good luck with the selection process.


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Molgrin will probably hale from just outside of Riatavin. He will want to see bandits hang and doesn't put up with people bad talking the kingdom...he would want to "meet" this bandit chief one day...


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I love the realms and GM'd a Tethyr adventure path similar to this one in the day. If I get chosen I will have to dig up all of my old stuff...

Submission: Molgrin Deg

Character Details:

Fighter 1
Sword and Shield (spiked) Fighter specializing in two weapon fighting.
Feats: Two Weapon fighting, Weapon Focus Longsword, Toughness.
Str: 17
Int: 12
Wis: 10
Dex: 16
Con: 12
Cha: 12

Background:

Molgrin was born as the son of minor nobility. His family was proud and honorable. When the fall of Tethyr came it broke his father's heart.
He was a general in the army until he retired. He saw the decline of the royal family and the army. When the royals were killed he knew what was to come...civil war. His hopes and dreams for a strong Tethyr were smashed but lived on in Molgrin. Molgin has been taught in dueling and fighting by his father and sneaks off on his 19th birthday to try and be a hero to the land...

Motivations:

He sees himself as a hero or someone that could be. He wants to restore the honor of the kingdom and see punishment to those who have done it wrong.
He may or may not strive to be the leader of the group, but he will certainly want them to pursue an agenda of helping others and long term the kingdom get back to greatness.
He is a little nieve but means well. He seems like a simple character but he will be brave, brash, and adventurous.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

Follow-up to Dren Submission...motives:

You asked a pertinent question about what character motivations would be.
At first I see Dren's only motivation to be survival.
Longer term though I see him listening to the voices though. He is an Oracle, though he doesn't really recognize himself as such. It will be the voices though that guide him and will probably push him to the path of this adventure.
The dark voices want a hold on this world and they see Dren as a conduit for that path...slighly chilling but I see lots of interesting roleplay opportunities for him.
Sometimes he will act in an evil manner, sometimes it might be good one, his motivations may often seem strange, almost random. Overall he is evil though and for the most part he will act accordingly. He is probably in the NE/LE range for alignment but being a little mad his actions can be a little sporadic.
Haunted was the curse I was going to take...the voices and odd happenings around him...
One last item, I plan to take cure spells, so I can be a spy/healer in the group.


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Hopefully this is in line with what you are looking for.

Dren of the Dark Tapestry:

What is it that thinking creatures fear? Is it death, is it harm, is it poverty?
No, it is becoming helpless against these forces, helpless to act. That is what pure darkness means to most. I was born into this darkness, such an unyielding darkness that even those born with the ability to see into the dark could not grasp its meaning. When I crawled from the belly of that darkness I knew little. You see I was the experiment of a wizard, a dark one that played with unnatural things. He wanted to create a human so adept at living in the dark that he would change and become able to pierce that darkness, even the magical kind.
I was one of the few that showed promise. I was a human able to see in darkness. What he did not perceive was that it was a divine spark, a gift that allowed this. Not an arcane one. A connection with the “Dark Tapestry” had been made in me, an alien connection. Voices spoke to me, from the darkness and pulled me to it. Most would think of as madness...

I was reared like a prized animal at first and it was early on that I knew my master feared me in an odd way. I slept little even as a baby and sometimes he would awaken to me standing by him...quietly watching him. Although I seemed to have little arcane talent I was skilled at stealth and disguise. As I grew up he used me and my gifts as a courier, spy, and sometimes thief. I kept my divine spark from him, hidden within the darkness inside.

The years passed and I became a young man, the voices sometimes guiding me to other, sometimes odd interests. There was purpose in my ways, but the voices sometimes guided me to do awful things, but in the end I didn’t really care. Morality was something I had never really learned and although I had heard about the “good” people around me I saw little of it in my world.
My master continued his plotting, although I knew little of it. I did as I was bidden and enjoyed my time at night, alone in the darkness with the voices. I returned home after an errand to pick up some rare summoning materials. I had to be careful, to be in possession of such items was enough to get you hanged. You had to buy each piece individually, from different merchants each time or you may be turned in. Disguises were handy and I never left the manor without one. I returned via the rear entrance and crept downstairs through my master’s hidden door and gave him the packages. There was never a thank you or an acknowledgment of a job well done, just a nod. I stood back and watched him work. The Demon he was looking to summon was fairly powerful, things can go wrong and we could both end up dead. Part of me wished for him to fail, for the creature to escape and rend his arms from his body while he screamed in pain. Another part of me thought of this creature as my father, although a twisted one.
He began the ritual later that night. Everything was going as planned when the I heard the rush of footsteps down the staircase. I wondered what it could be…or who.

When Sir Balin of Karfeld himself came through with city guards in tow I was confused…how could they how found us? Without an exit it didn’t take them long to subdue me but the battle with my master turned ugly. He slew at least a half dozen of the guards before Sir Balin himself ran my master through. I was chained and dragged out to Branderscar Prison. High Treason was my crime and I was guilty of supporting my master, who was actively involved with a plot to overthrow the kingdom. That I did not know the details made no difference. I knew I had helped with their plots. There were others, I didn’t know them but it was enough.
Drawn and quartered eh…the darkness told me there were worse ways to go. I awoke, beaten in a cell…I had one advantage, not even my captors knew of my powers. Maybe this wasn’t the end for me afterall…

I hope his background gives you a good semblance of this character. He can work well with others, although the voices may sometimes get in the way. He values life little, but his ambition will grow once he is not under the yoke of a controlling force. But he is a creature of the darkness, stealth, and guile so will be a good secondary scout, healer, spellcaster. His is slightly mad, but retains his sanity most of the time so that he will not be disruptive to a party.

Character Summary:

Oracle of the Dark Tapestry.
Traits:
High Treason
You have willfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.
Punishment: Death by drawing and quartering
Benefit: You receive a +1 trait bonus to Will saves.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Feats:
Extra Revelation x2
Revelations:
Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Gift of Madness (Su): You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round. A successful Will save negates the effect. This is a mind-affecting compulsion effect. At 7th level, the confusion lasts for a number of rounds equal to your oracle level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Pierce the Veil (Su): Your bond with the alien denizens of the Dark Tapestry allows you to see in even the deepest darkness. You gain darkvision 60 feet. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a deeper darkness spell.

Str: 8
Int: 12
Wis: 10
Dex: 14
Con: 13
Cha: 18+2=20
Spells and some other items TBD if chosen.


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dotting for interest...


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I was a little surprised by seeing that no one submitted a cleric of any sort I guess they are not very popular these days...


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Here is my submission for Gorn the Tiefling Rogue. Thanks for your consideration.

Gorn the Blade:

Race: Tiefling - Rakshasa Heritage
Class: Rogue 6 (Rake variant)/Fighter 1.

Traits:
Bully (+1 trait bonus to Intimidate)
Fast Talker - Rapscallion (+1 to escape Artist and Initiative)

STR:10
INT: 12
WIS: 10 (12-2)
DEX:20(17+2+1 lvl)
CON:14
CHA:15(13+2)

Feats: Skill Focus (Intimidate), Weapon Focus (Short Sword)-Fighter Bonus, Iron Will, Improved Iron Will, Skill Focus (Use Magic Device)
Rogue Talents: Weapon Finesse, Two Weapon Fighting, Offensive-Defense

Combat Style: TWF with Shortwords, typically flanking and demoralizing opponents as he carves them to pieces.

Gorn will make a good scout/trapfinder. Also is very good at questioning and use magic device so can use a lot of different utility items. He can also bluff and disguise his way through things so he has quite a few interactive skills, although diplomacy is not his strong suite, he usually leaves that kind of talking to others. I see him as a back up fighter/full scout & skill monkey.
Background:
Ulek wants his gold now, you are two weeks late!, Gorn said seriously as his blade slipped out of its sheath. In the old days he had liked this part the best. The big baker stuttered as he tried to get out his best excuse...Gorn didn't even bother listening. The baker wasn't even aware that his other blade also slipped out and was now between his legs.
So I guess I will take your manhood this time, as payment of the interest on your principal????
The big baker paled as he felt the blade rest on his privates.
No, no, you can have the jewelry then, just don't take them! the Baker looked down at the blade between his legs. A few minutes later Gorn was on his way back to the whorehouse, another balance collected with extra interest...that was his life growing up...

Gorn was born on the streets of Bandor. He knew nothing of his mother and father other than he was born a freak, never knowing that he was some cast-off from a Rakshasa. Feral teeth, yellow eyes, and odd tint to his skin, marked him as something else, something to earn the other children's scorn. There was also the dreams. They plagued him almost nightly. Voices telling him to do things...dark things. There were times he thought they might take him, maybe even into madness, but somehow he held on and figured out a way to suppress them.
He never knew how he ended up at the orphanage known as St. Detrius, but they were not kind there. Years at an orphanage can take its toll on a person and break them or it can make them hard. In Gorn's case it had shaped him into stone. Knowing nothing about his background, his natural "talents" still came in handy. Being able to sneak in and out of places. Quick hands and feet to escape a bully or a mark...handy indeed.
Eventually his "fight" for survival caught the eyes of a local street knife named Ulek.
Ulek the Half-Orc had little style. He was a low level enforcer for a local crime boss. One day he ran across Gorn escaping a mark and claimed him as his own. Working with his other "daggers" he spent a few years picking pockets and picking up small debts from merchant types. Between his features and a natural knack for getting things out of people quickly he became Ulek's top debt collector. Just the threats from Gorn's short swords and his implied threats from his alien nature were usually enough to get the job done. During this time the voices had gone quiet...for several years in fact, but he remained fearful that they might return.

Unfortunately for Ulek, he had planned a kidnapping of a city official's daughter and it had gone terribly wrong, ending in her death. When the official was able to use magic to locate those responsible, one of the fools involved had taken something valuable belonging to the daughter and hadn't told Ulek, a sect of the cities Paladins descended on Ulek and his crew. A fight ensued and Ulek's crew surprised the small group of holy knights with their ferocity. A lone Paladin had become trapped between two of the gang when I ran into the room. The Paladin was hard pressed and wouldn't last much longer. That is when I recognized him from one of my dreams. The voices had told me to kill him...I was startled to inaction for a moment. It was at that time that Gorn made the first decision in his life towards something bigger than himself. There was nothing more that he hated than being told what to do, so he turned on the other thieves and helped the Paladin. The Paladin seemed almost as surprised as Gorn was at the sudden change in alliance. In under a minute, both thieves were down and the Paladin and I watched each other warily.

That is when two other holy knights came storming up the stairs. I dropped my blades and let them take me. Under magical spells I told tem my story and although I was not guilty of being involved in the direct crime, my other crimes were revealed. I sat in jail for a Tenday while they decided my fate.

Eventually the Paladin I had saved came to see me. We spoke for a while and I found out his name was Armigor, mainly around why I had helped him. Deep down I had wanted to, but the dreams had pushed me to action. Gorn had never killed for Ulek, in fact he had go out of his way to spare others, using his skill instead of his blades. After a time he gave me an ultimatum. Join him and several others going to a ruin called the Whispering Well to erase the evil within or rot in this jail for 10 years while I paid for my crimes. That is how I found my way and become an adventurer instead of a enforcer and cutpurse.

Gorn traveled with Armigor, and his band of adventurers for several years. He honed his skills and the others taught him much about magic and fighting. He was happy for the first time in his life. Eventually he became friends with these men and women and he earned his freedom from his crimes throgh his good deeds.

Then suddenly the dreams returned. Dreams of a dark city looming in the horizon. Dreams of a dark cloud of evilness seeping from it to conquer the world. And the voice, hoarse and deep, challenged you to stop it. Was it a true mission or another plot to lure Gorn to do more evil? The dreams turned more precise, directing you towards the shoulder of a small hill, north of Bard’s Gate and just one day south of the hovel called the Camp.

Gorn told Armigor of the dreams and let him he was going. He thought that they must stop and maybe this will finally end them once and for all. Maybe this is the force behind the voice that started all those many years ago.

Personality: Gorn is a very serious type, but does have a sarcastic side. He knows his strengths, and although he considers himself a threat, he knows when not to step over a line or cross those he shouldn't. Although he grew up on the streets, he is no stranger to working with others and under the strict guidelines in a group.

So Armiger could be changed to someone else in the party easily so I cold know someone else and share part of a common background or keep it the same
A little about me. I am a very frequent poster, you can click on some of my links to see my posting style like Malthir or Grall are good examples.

Let me know if you have any questions about his background or basic character build. By the way I made up some names of places since I wasn't really sure what world this is set in.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

I really want to play this, dotting for interest! I have a Tiefling Rogue from another game that didn't take off that I will re-work for this.

1d100 ⇒ 28
1d100 ⇒ 5


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

Wanted to throw in a submission last minute. Thanks!

Verinian:

"Mother, why do so many seek the mountain?" I asked as a youth. "Because child they seek the riches of money instead of the riches of their soul. " she answered.
"Is that why so many die before they reach the treasure? " I asked again. "No, they die because they attain the treasure just to find they were still empty inside."
It was one of many lessons I learned from my parents, both Ki Mystic's.
-
Verinian spent much of his youth as a warrior of the Ki. A monk order dedicated to the battle within. Irori hadn't initially blessed him with the understanding of soul, but he had been blessed with the power in his body. He traveled much of the northern wastes in search of this understanding, the treasure just happened along the way. Eventually he allied himself with others, dedicated to defend the northlands. They adventured for many years defeating giants, dragons, and creatures beyond this plane. Finally, rest seemed in his grasp and he returned to the temple after 15 years away, powerful in his Ki with a simple peace in his soul to take a break.
-
The followers of Kostchtchie, Demon creatures that had ambushed his dear Alliandre and some of his fellow adventurers while he was off on another search while he had taken some time to himself at the temple. They had found and crushed his friends or so it was believed. The guilt and anger almost took him so he cast aside his possessions and returned to the temple to contemplate what the rest of his life held for him.
He had loved and he had lost. It almost crushed him. It took 2 years to put it past him and finally find the peace that balanced his now simple life.
-
That's is when he heard the call of the Witchwar. Queen Elvanna of Irrisen and Kostchtchie, the demon lord of giants and cold, were racing to recover an artifact, the Torc of Kostchtchie from an icy necropolis called the Veil of Frozen Tears. There was a call out to adventurers who might help. A first he dismissed it...the his soul flared up. Was he to let his love's life be in vain, to let this creature gain more power. This was a chance to strike back for her and to again defend the northlands. He was still at peace but he knew he must act. For himself and for her...
-
Verinian is a 17th level monk, Ki Mystic subtype. If chosen I can whip up his details in a couple of days. I can post 2-3 times per day and am a frequent poster.
He can fill the role of scout, backup front line fighter.
-
Thanks for the consideration. Stephen.


Male English Project Manager 13th

I thought I felt something...Tanner what are you doing lurking around here !?!?!?!?! ;]
Glad to see you back in the swing of things, seen you name on some recruitment threads.


Male English Project Manager 13th

Okay, I talked with Dave and I am going to change my character for this campaign.
We have plenty of skill monkies in the party so I am going to change to a LE Cleric of Asmodeus (no positive energy but I will have a few cure's). With our party makeup I can actually pull off a character like this.
Should have an initial character up tomorrow but wanted to let everyone know in case you want to tweak your character in any way before we get started next week. Will be some interesting RP...


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Its a bigger commitment than most people realize and if you want to do it right with maps and such it takes even more time.
My Serpents Skull game is a good one though so I don't regret it!


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

Weapon focus or Toughness...remember you are going to get hit a lot...the rest are just situational...


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

2nd Anvil's suggestion.

Bear totem with no animal companion and strength domain (ferocity)
3 attacks per round enlarged at 1d6+3/1d6+3/1d8+3 damage with claw/claw/bite isn't too shabby, you can out-damage anyone else in the party at early levels, although it even outs quickly at higher levels and then you fall behind.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

[b]One of the keys to success w/2 handed fighters is dropping your opponent before he can drop you. I would switch your stats around a little to maximize damage and your suvival at lower levels:

STR 17 (15+2)
INT 10
WIS 9 (You have plenty of save buffs due to charisma)
DEX 12
CON 14
CHA 14

just my 2 cents...


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Submitting Torin, Human Monk (Ki Mystic)

Background & Main Stats:

Torin's mother died early on in his childhood. His father was a merchant and was often away on business to Magnimar.
This created Torin youthful personality, the angry younger cousin of Shalelu. Shalelu reluctantly told his father, Bremish, that she would look after young Torin and keep him out of trouble.
But without his older, wiser cousin around Torin seemed to find trouble. Shalelu’s reputation for being a fighter and an adventurer didn't help, he always wanted to emulate her.
Torin was quick, resourceful, and strong, a bad combination for someone looking for said trouble.
The final straw was when Torin broke the jaw of the younger brother to the sheriff in an ally brawl. Shalelu had enough and sent a message to Bremish. Eventually he came back, and bailed his son out of trouble. Bremish had enough and made a tough decision for his wayward son.
The next day Torin was packed up and sent to a temple near Magnimar. It took them less than 6 weeks to break him...and for the next 8 years he studied with the Ki Mystic's there. He learned inner peace at his mother's loss and came to understand how he had hurt those he loved.
Just after his 20th birthday the temple sent him out, to learn the path of wide open road. He packed up his meager goods and returned to Sandpoint a man, changed from the boy he had been. His started with the boy he had hurt, now a man and asked for his forgiveness. The man was shocked and barely remembered him. Then Shalelu. Hi father was far away now, trading in Korvosa. But he would be back to Sandpoint so he decided to stay and make himself useful in town, helping Shalelu with odds and ends.

Basics: Tripping focused monk, Ki Mystic subtype.
STR 17 (15+2)
INT 10
WIS 14
DEX 14
CON 14
CHA 8
FEATS: Combat Reflexes (Bonus), Improved Trip, unsure....need to talk to you about it if chosen.
TRAITS: Younger Sibling: +1 Dex (Shalelu), unsure....same as above.
He is Lawful Neutral. Although a little stoic now, some time around other adventurers may relax him somewhat.


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dotting for possible submission....


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I had the same confusion, probably going to go with my rolls since they are a little better than a 30 point buy...will re-post with updated stats...


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Here is my submission nightflier. Background and general flavor, assume that is pretty much what you want until until you make some decisions on submissions??? I might tweak him some but here are the basics...

Gorn the Blade:

Ulek wants his gold now, you are two weeks late!, Gorn said seriously as his blade slipped out of its sheath. He liked this part the best. The big baker stuttered as he tried to get out his best excuse...Gorn didn't even bother listening. The baker wasn't even aware that Gorn's other blade also slipped out and was now between his legs.
So I guess I will take your manhood this time, as payment of the interest on your principal????
The big baker paled as he felt the blade rest on his privates.
No, no, you can have the jewelry then, just don't take them! the Baker looked down at the blade between his legs. A few minutes later Gorn was on his way back to the whorehouse, another balance collected with extra interest...

Gorn was born on the streets of Absalom. He knew nothing of his mother and father other than he was born a freak. Thin horns, a reddish tint to his skin, marked him as something else, something to earn the other children's scorn. Years at the orphanage can take its toll on a person or it can make them hard. In Gorn's case it had shaped him into stone. Knowing nothing about his background, his natural "talents" still came in handy. Being able to sneak in and out of places. Creating magical darkness to escape a bully or a mark...handy indeed.
Eventually his "fight" for survival caught the eyes of a local street knife named Ulek. Ulek the Half-Orc had little style. He was a low level enforcer for a local crime boss. One day he ran across Gorn escaping a mark and claimed him as his own. Working with his other "daggers" he spent a few years picking pockets and picking up small debts from merchant types. Between his features and a natural knack for getting things out of people quickly he became Ulek's top debt collector. Just the threats from Gorn's short swords and his implied Devilish threats were usually enough to get the job done.

Unfortunately for Ulek, he had been blackmailing the wrong city official. When the official was able to use magic to get back his "goods", the city guards descended on Ulek and his crew and wiped most of them out. A little luck and a little skill allowed Gorn to barely escape with his life.

With Ulek gone and his services not in demand Gorn wandered a little, doing small jobs but nothing big enough to get any other groups attention.

It was not until sometime later that a chance encounter would chance his life. Gorn wondering into the Bloody Skull. As he was walking in two city guards were walking out....they bumped, "Watch it scum! One word from me and I will have you in stocks." yelled the young officer was obviously brand new to the post. He was filled with his own sense of self importance and wanting to exercise his self worth in his new position. The tavern grew silent as Gorn stood before him.
The hood slipped from his head, exposing his devilish features...he slipped out a word in Infernal Fool..., before switching to common. Speaking the tongue from one of his parents he found usually helped to set the stage, and re-enforce that this person was dealing with something he might not be able to comprehend, "Mayhap we both were not looking where we were going eh young human????" He let the alien nature of the creature before him sink in as Gorn's red eyes burned into his skull. 5 years ago at 13 he had forced gold from the hands of 200lb warriors, this young fop was nothing to him now but he could be dangerous if pushed too hard.
The Captain seemed to pale a little as he gave Gorn and his weapons a once over. The Captain's resolve waiver under his gaze as he just couldn't bring himself to force a showdown.
Maybe....lets go Davis
He scurried out of the tavern like most of his kind do and Gorn sat down to drink. After a short time a man in a black uniform came over, from his stance he was obviously a well trained fighting man and dangerous.
Buy you a drink? he said.
Of course my friend, my table is yours. What can I do for you. I replied.
A beer came over without him ordering it, the man was obviously very confident...
I think it is more about what I can do for you. The name is Kellen. I am part of the Blackdog Company. We are mercenaries. I saw you handle yourself. You lucky the little man didn't pull his blade, otherwise you would be dead, but it seems you have some skill with words...and I imagine other things. We could use someone like you....with your skills.
I don't care who you were or what scum birthed you. What I do care about is that you are able to do some things with your mouth and hands and to a lesser degree with your sword arm. What's your name?

Gorn told him his true name, for some reason Kellen had the look of a man that could easily pick up on deceit...
Kellen spoke again, Take this silver coin to our house. Someone will see to you there and if they also like what they see, you can earn a good living and be more than what you are now. Good luck Gorn, I expect to see you later.

With that he got up and walked away...no small talk just action. Gorn liked his manner and decided he would at least go and see about these Blackdogs...

Personality – Gorn is a very serious type. He knows his strengths, and although he considers himself a threat, he knows when not to step over a line or cross those he shouldn't. Although he grew up on the streets, he is no stranger to working with others and under strict guidelines in a group.

Class – Rogue (thug variant) to start then 2 levels of Cavalier, then probably back to rogue.

Traits - Bully (+1 trait bonus to Intimidate)

Fast Talker - Rapscallion (+1 to escape Artist and Initiative)
Ambidexterous - You are equally skilled in using either hand. Your penalties on attack rolls for fighting with two weapons are reduced by 4.
Dexterous +2 Dex -2 Con

30 point buy:

STR:12
INT: 13(11+2)
WIS: 12
DEX:20(16+2+2)
CON:14(16-2)
CHA:12(14+2)
2+1+2+10+10+5

Feats: Weapon Finesse, Skill Focus (Intimidate)

Thanks for the consideration...


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber
terok wrote:

Interested....

Character idea:

Cavalier (Order of the Cockatrice 2/Rest Rogue (Thug varient)) Don't worry about the mount, won't really be a factor...

Basically a common street thug who rises above his station. He is a fighter/rogue/intimidator build....maybe half-orc or will check out a couple of other races to see if there is something a little more brutal like a Tiefling with a Devilish appearance...

** spoiler omitted **

Pretty good, not sure if a 30 point buy is better though, will have to do some analysis...
Thorough background to follow....let me know if this sounds okay and I will give you more detail.

I am a very regular poster, you can check any of my characters in my alias'
Thanks for the consideration

Looks like Tiefling is the more obvious choice.....


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

Interested....

Character idea:

Cavalier (Order of the Cockatrice 2/Rest Rogue (Thug varient)) Don't worry about the mount, won't really be a factor...

Basically a common street thug who rises above his station. He is a fighter/rogue/intimidator build....maybe half-orc or will check out a couple of other races to see if there is something a little more brutal like a Tiefling with a Devilish appearance...

Dice Rolls:

4d6 ⇒ (1, 1, 3, 6) = 11 10
4d6 ⇒ (1, 5, 4, 6) = 16 15
4d6 ⇒ (2, 6, 6, 1) = 15 14
4d6 ⇒ (1, 4, 3, 4) = 12 11
4d6 ⇒ (4, 5, 6, 1) = 16 15
4d6 ⇒ (5, 6, 5, 4) = 20 16

Pretty good, not sure if a 30 point buy is better though, will have to do some analysis...
Thorough background to follow....let me know if this sounds okay and I will give you more detail.

I am a very regular poster, you can check any of my characters in my alias'
Thanks for the consideration


Male English Project Manager 13th

Don't hesitate to get a second opinion...the doctor's over here are pretty good but I still only trust them as far as I can throw them.
I am 10lbs overweight but I can still run a half marathon...they wanted to put me on cholesterol drugs among other things...don't trust the man or woman :)

Hope you get to feeling better!

BTW its pretty hard to post after 5 beers and a glass of wine....


Male English Project Manager 13th

create a new one, your current wireless devices should see that one since the other doesn't exist anymore, delete the old connection.


Male English Project Manager 13th

I just replaced mine about 6 weeks ago with a Cisco 1500N wireless Router. It was quite a bit easier than my original Linksys from 7 years ago.
Was pretty much just plug and play other than logging in the computers to the new network with the secure password.
The one I bought has a partitioned Wireless connection for guests which separates them from your secure network and has a simple password login to just get on the internet with no other rights.
I opted for the normal secure network and encryption, if someone can hack that you have more problems then them hacking your network...you have someone with time and skills on their hands who could probably wreck your life... :) be afraid, be very afraid...


Male English Project Manager 13th
DM Aron Marczylo wrote:

Oh, Jerin how do you do those Maps for Alex's KM campaign. I have difficult with pain. I keep trying to add images and they come out messed up and pixelated.

Do you use something else rarther than paint?

Sorry didn't see this post, where are the images coming from the KM PDF? Yeah I am just doing a straight copy/paste into MS Paint fromt he KM image.

I have had no issues, but I did create a base image and all changes have been coming from that one.
Did you ever figure this out? If not I can send you my base image and see if that works, it might be something with your version of one of the types of software.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

Summer - Modelo Especial with or without a lime
Winter - Samuel Smith's Winterfest...very yummy


Male English Project Manager 13th

The items added back into the treasure share will be considered sold unless claimed by someone elese. Grall will only be taking the Belt of health and one of the +2 str bows. He does need a backup weapon though...maybe the MW silver dagger or MW longsword, we will see.
I would have maybe Linah take the +1 breastplate, Grall will be holding out for a Mithral version in the future...don't want to loose my mobility.

The +1 Halberd will be going back in the pile that Grall is carrying in case someone wants it. Basically everyone will have a gold amount they should have, they will buy any items them claimed at the sale value from the first or second split and then buy any items they want at full price that are not in the master list.
There are two splits, one without Zel and one with. There will be a gold amount from each of these splits that you will need to add together.
The bonus gold from Almah should be added on top of these amounts.
I will post this list tonight, I have it pretty much finished up. Was hoping we would be able to sell the infusion thing since it will be of little use in this AP.

We should have some party gold left after this we can use to buy some misc. supplies for the party.
Bulls str wand
A wand of cure light wounds should be in order.
Maybe a few utility scrolls such as Remove Disease, Purge Inviso, ect.

I assume as trade opens up with Katapesh, we could pretty much order anything but it just takes a few weeks to get to Kelmaraine?


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I re-wrote the entire beginning. I didn't want my players to feel like they were railroaded into an adventure in this manner. It is not a bad beginning, but I just liked my idea better.

The characters are hired on for a mysterious expedition to the Smuggler's Shiv. Rumors of an Azlanti Ruin bring pathfinder Larissia Landor and her team of intrepid adventurers to the Island aboard the Jenivere. It is to stay overnight while they scout the area for a suitable base camp and then drop off supplies the next day for the team.
As the team searches the area around the cove, Larissa falls prey to some local dangerous wildlife which the group has to face and defeat but it is unlikely she will survive (Very poisonous little monstrosity).

They realize that their exploration of the area near the cove takes them longer than expected due to the rain and then the heat and they have to stay over night so they don't get lost in the darkness and jungle.
When they return to the beach they find the ship a wreck that is not salvagable as well as the few remaining NPC's that have survived on the beach asleep being attacked by the Eruptid's.

The supplies they gather are going to be from the wrecks not the ship as it is sunk.
And so the story begins for my group in about 4-6 weeks I hope!


Male English Project Manager 13th

I can handle sticking with this game, Sarah is fine as is and can drop her to a 20 pt character no problem.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

Am out of town at the moment so haven't posted since Friday. I have my character pretty much fininshed, just want to read Stratos' spoilered background and get mine updated then I will post my character late today.
Want to check out your wensite as well...just wanted to check back in and make sure you knew I am still very interested. thx.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

Okay, I put together some sample stuff about our potential tribe, the Kes'slessi (Tree Wardens). If anything I put in there steps too far out of bounds or someone want to add some of their own fluff GM Fate feel free to correct me or for characters please post your ideas and I can include it in an overall tribe description unless GM Fate wishes to do so.

Hopefully this will be helpful to any who want to jump on the bandwagon for background material or help our GM flesh out stuff around our characters.

I tried to use most of your ideas you mentioned in putting this together. If this doesn't fot in with your vision no worries, just throwing some ideas out there to hopefully help not take over part of your world!

Kes'slessi (Tree Wardens) Tribal Information:

The Kes'slessi exist as the wardens of the Trollmires. They are often called the spirit of the swamp by the other Lizard Folk tribes.
Probably the least numerous tribe they play an important part in the spiritual life of Lizard folk. They keep the balance of the swamp and the tribe’s nature magic’s help to keep the swamp a vibrant place of life.
The belief that the trees can heal part of the rift is a commonly held belief in the tribe and it is a great crime to cut down a tree in the Trollmires. The Druids of the other tribes often come to train with the Kes'slessi and some never really return to their tribes. This would have caused conflict between the tribes except for the fact that the Srrr’trak Wordith (Spirit Wardens) are among the most powerful Druids in the region. There are males who are both Tree Wardens and Blood Readers. They are generally smaller males who didn’t fit into the typical hierarchy of the warrior dominated castes but are honored nonetheless.

The balance of power is contested regularly within the Lizard folk tribe. The Dssrrr’ik Fratir (Dragon Warriors) control most of the warriors while the Srrr’trak Wordith control most of the magic within the tribe. From one generation to the next one may gain a slight advantage over the other depending on the events that are occurring. Currently the venerable Srrr’trak Wordith female Lssss’ar holds the most sway in the tribe but Grrrik’Sssrey looks for any opportunity to turn the power back in his favor.

In the center of the Kes'slessi is the great Horrisssla tree. A great mangled swamp oak that serves as the center of the tribe’s power. The great mounds surround the tree and it is venerated for its magical powers as a grove of natures might.

Srrr’trak Wordith (Spirit Wardens)
Female Lizard Folk leaders of the tribe. They consist of a dozen older females who control the spiritual well being of the tribe.
They are split into two sects:
Tree Wardens: Keepers of the secrets of the trees and the druidic magic of the earth.
Blood Readers: Sorcerers and Oracles who speak about the times to come and use magic to defend the trees.

Dssrrr’ik Fratir (Dragon Warriors)
Male Chieftain and council of warriors. The Chieftain and his 12 senior warriors who control the fighting Lizard Folk of the tribe.
There are three castes of warriors:
The Drake Riders: Protectors of the tribe.
The Gatherers: Hunters and scouts of the tribe.
The Slayers: brutal Barbarian warriors of the tribe bred for combat.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

I can definitely change the spot they ran into each other, what are the lands near Riftview called?

I just added the staff and ancient knowledge of the trees as flavor, if you think or have any other "hooks" feel free to suggest those and I can update the background.

Thanks for the extra flavor on the Lizard Folk, this will help me to flesh it out a little more for the final draft of his background.

For a site to upload and track stuff too I would suggest the Pathfinder google site template.
It is used in a couple of other pbp's I am in. Here is a link:

Sample google site


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

I have a basic background together, will need to update it later with anything jm and I come up with.

Background for Rsss’tak:

Ever since he was a hatchling Rsss’tak had seen his people struggle. It was the way of his folk but he didn’t have to be happy about it. He was a dreamer in a race of pragmatists. Dreamed of the bigger world, dreamed of becoming one of the Lizard Riders of his village.
But the elders always said he was too meek, and not proud enough for a Lizard Folk even though he had the bulk for it. Most of his people were rash, powerful warriors who preferred direct assaults and tearing their opponents apart. Rsss’tak has always thought that tactics and subtlety we just as important. In the minds of most of the tribe’s warriors, that made him weak. In his mind it made him smarter than most.
He wanted to be one of the Lizard Riders, one of the protectors of his tribe. His interest had always been regarded with much skepticism and mostly doubtful glances. He had little way to prove his abilities until a chance meeting. He often wondered far from the village and many times through the badlands. This time his wanderings took him to the sound of battle. When he crested the hill Rsss’tak saw two Elves. Yes rare and quite majestic looking Elves.
They were locked in a titanic struggle with a badlands Vorta, a snake of massive proportions. The Elves seemed to work as one. The snake would try to strike one Elf and he would roll out of the way and the other would strike at it from the other side. But finally the snake struck true though and latched on to one Elf, pulling him from the ground. Something made me move at that moment. While the snake was busy with the Elf I leapt into the fray on the other side of the Elf still standing and started pounding on the creatures head with my club and my claws. What seemed like forever passed as more blood and gore covered all of us. When it was over the Elf, named Jolarius, untangled himself from the snake and thanked me for my courage in helping him and his partner, Kloria defeat the Vorta. To my surprise the Elf spoke our language. He asked me where I was from and when I told him he said he was making a visit to my village on an important mission.
As we travelled he asked me many questions. He was surprised at my easy manner and impressed with the fact that I knew much about the surrounding world. When we arrived at the village, our arrival together helped calm some of the warriors who were alarmed by the sudden appearance of two Elves.
At the gathering that night the guest was honored and the reason for him being here was made evident. He bore a woodlands staff. A rare magical item once held by my people.
By the agreement of our peoples I return the staff once lost to your folk. In return, I accept the knowledge of the ancient tree to help the few Elves that remain. I also wish to honor one of your warriors. The young Lizard Folk who accompanied me here, Rsss’tak. Ask a boon of me and I will do what I can to fulfill it.
All of the tribe’s eyes turned to me. I was surprised by the Elves gesture but quickly blurted out what I had been thinking the entire day since our meeting, I wish to become a Lizard Rider, one of the protectors of the tribe. Many here do not think I am worthy of the honor but I know I have the heart and the soul to become one . Jolarius smiled and turned to the Elders. I had probably just outfoxed many of the Elders in the tribe.
When he spoke it changed my life forever, I will do as you ask. You will have proved yourself in combat to me. Proud Elders, this hatchling has honored me in combat and my life is his, in return he has asked this boon of us. As a guest I can ask for one boon from you, I ask this for Rsss’tak. Will you fulfill his request?
Reluctantly they agreed to do so. They made it hard on me for making it happen in such a manner, but they could not turn me away without dishonoring our traditions. They were surprised with how quickly I learned the ways of the lizard Riders and equally how fast I had bonded with my Marsh Drake, Visssila. I had become a Rider in spite of them, even if I wasn’t the hand-picked warrior as the rest were…


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

I would be fine with that but I wouldn't want to speak for jm.

I was thinking along the lines of he is maybe a good friend and when I found out he was leaving to go to the rift I felt I had to go with him even though I don't agree with his decisions or understand his visions. My character would know that there is usually something to these visions of his though.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber
jmberaldo wrote:
I like the idea! I also would love to play a lizardman, though I'd go for a most mystical point. An oracle who became a threat to his tribe's shaman because the was spreading 'lies' that the spirits were telling truths about the Rift. The shaman, thinking my character a troublemaker, made the leader believe him possessed by evil spirits and outcast him. Now my character is in a search to understand the rift and what the spirits whisper to him.

@jm maybe we can coordinate part of our background, mostly the reason for why we are out in the bigger world. Once I have the main background fleshed out we can bounce some ideas off each other about why we are travelling together?


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

Was definitely thinking down the proud, but tribal angle.
The horse stats but Lizard mount would be fine unless you think something else would work much better. Be easier to keep balanced over the course of the pbp.
I will start to work up a background for you to review and we can go from there...thx!

Marsh Drake...I like it.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

Sounds interesting, I have an idea for a Lizardfolk cavalier who rides a large lizard (same stats and attacks as a horse except it might be a bit slower (40ft) and gain a climb speed(20ft)?)

Sounds like a little creativity may work in this world. Is there going to be any chances for mounted combat? If not I would probably change to a different character if it is going to be a lot of dungeons, although I could see the lizard mount working well in natural caverns as well.

Does this type of character appeal to you? If so I can update with an background to make this character work.


1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

Having played the 13th level Barbarian with combat reflexes, 16 dex and "come and get me", my Barbarian could out damage any BBEG up to 16th level.

His normal damage per round was in the 150-200 point rage without a crit...it was sick. He had a +18 willpower save during rage, +14 reflex and a +21 Fort save.

I was able to finish off the BBEG in Legacy of Fire in 2 rounds....of course he almost dropped me in the exchange, thank god for HEAL at 17th (150hp's) level due to incense of mediation...


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

I just ran this last night for a group that made their own Goblin PC's.

Oxnuts - Goblin Anti-Paladin
Eep - Goblin Alchemist
Zeiela aka the Mad Hatter - Goblin Witch
Kermit - Goblin Summoner with his friend "Scales"

It was an interesting 1 shotter, in fact it has turned into a 2 or 3 shotter.
The payers had a blast and at one point I thought I had a party wipe on my hands, but the little buggers somehow pulled it together and pulled it off!

Next week is another 1 shotter homebrew for these intrepid Goblins where Gutwad sends them on various missions to recover other items he wants as well as protect the tribe from some hated man-things that are hunting them for something as petty as eating the local lords daughter....selfish, bad man-things!


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If you are lucky enough to get selected for one of Alex's game you will be in for a real treat...that is all I will say.

If I wasn't thinking about running my own game finally I would be all over this game with a character...although I have a Witch concept I have been wanting to try out...just kidding.

Good luck folks!


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

I believe that once I start drinking I become much more tolerant of other people's belief's

I believe that once I have about 6 drinks I become much less tolerant of other people's belief's


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

I do seem to be in the minority of this opinion on the boards :)


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber
Varthanna wrote:
donaldsangry wrote:
terok wrote:

Circlet of persuasion.

Aura faint transmutation; CL 5th

Slot head; Price 4,500 gp; Weight —

Description

This silver headband grants a +3 competence bonus on the wearer's Charisma-based checks.

This means it gives you +3 to you turn DC's and skill that stacks with most things.

I don't believe that the circlet will add to the channel DC's, the channel DC is based on your charisma, but the circlet add to charisma checks ie: Bluff, Diplomacy, Intimidate, Use Magic Device. Still a beefy item IMO
That's a hold-over from 3.5, where Turn Undead was a charisma-based check, but you're right, no effect with Channel. Still, a good option. Keep them coming :)

Maybe I am missing something but if you read the link in the PRD from the item to Charisma here is the language, seems pretty straight forward to me:

Charisma (Cha)
Charisma measures a character's personality, personal magnetism, ability to lead, and appearance. It is the most important ability for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to channel energy. For undead creatures, Charisma is a measure of their unnatural “lifeforce.” Every creature has a Charisma score. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious.

You apply your character's Charisma modifier to:

•Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device checks.
•Checks that represent attempts to influence others.
•Channel energy DCs for clerics and paladins attempting to harm undead foes.
Bards, paladins, and sorcerers gain a number of bonus spells based on their Charisma scores. The minimum Charisma score needed to cast a bard, paladin, or sorcerer spell is 10 + the spell's level.

Maybe I missed som Errata, otherwise it should apply.

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