DarkOne7141981 |
I think I am going to make a Menhir Savant Druid that will plan on being a front-line summoner with a bear animal companion since it looks like we have no one prepared to take that position. PBP is a decent place for summoning too, since it doesn't tend to slow down the pace of things as often. Now the trick is building the character...
Seren Tyddewi |
I made this character for a WotR game that I had to bow out of. She's fun to RP and should tweak in nicely with the missionary feat.
Paladin of Shelyn who has a kind of beauty which can be alienating. Utterly dedicated to faith despite lack of expected Shelynite grace.
I'll tweak her to fit the char creation guidelines asap.
DarkOne7141981 |
Mikiel Brown is complete except for purchasing gear.
Starting Gold: 2d6 ⇒ (5, 2) = 7x10 GP
As noted earlier, Mikiel will be a summoning druid who is also prepared to stand beside his bear animal companion in melee. As we advance he would lean more on Wild Shape and summoning allies and less on standard melee.
At level 1 he will be able to cast Summon Nature's Ally I and have it last two rounds due to his Mage's Tattoo. This will increase to up to 4 rounds at level 2 when he can also apply Place Magic from his archetype. After that point, I doubt the increased duration of summons will matter much.
When he learned about the Emerald Spire his imagination exploded with ideas. What if the spire were a confluence of ley lines, reaching up into the heavens with massive amounts of natural, magical power? He decided he must travel there and study the spire for himself, leaving his family without preamble.
Along the way he meet his traveling companion, Greel, and together they have roughed it the many, many days as he traveled to Fort Inevitable and the fabled Emerald Spire.
Male Neutral Human Druid, Level 1, Init 4, HP 11/11, Speed 20 ft. (30 ft. base)
AC 17, Touch 12, Flat-footed 15, CMD 13, Fort 4, Ref 2, Will 6, CMB +1, Base Attack Bonus 0
Scimitar +1 (1d6+1, 18-20/x2)
Club +1 Melee, +2 Ranged (1d6+1, 20/x2)
Scythe +1 (2d4, 20/x4) (Trip)
Hide Armor, Light Wooden Shield (+4 Armor, +1 Shield, +2 Dex)
Abilities Str 12, Dex 14, Con 14, Int 10, Wis 18, Cha 8
Condition None
Small Male Neutral Bear Animal Companion (Bodyguard Archetype), Level 1, Init +2, HP 12/12, Speed 40 ft.
AC 15, Touch 13, Flat-foted 13, CMD 14, Fort +5, Ref +5, Will +1, CMB +2, BAB +1
Bite +3 (1d4+2),
2 Claws +3 (1d3+2)
No Armor (+2 Nat AC, +2 Dex, +1 Size)
Abilities Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Special Qualities Low-Light Vision, Scent, Link, Shared Vigilance
Skills Perception +7 (1 Rank), Survival +2 (1 Rank)
Feats Toughness, Alertness (when Adjacent to Mikiel)
Tricks Known Combat Training (Attack, Come, Defend, Down, Guard, and Heel), Track
Conditions None
tom_thiessen |
tom_thiessen wrote:Am there are a few... but do we need the technologist feats in any way?Came up with some campaign traits (more or less copied and pasted from other APs).
If anyone thinks of any that might be a good fit, let me know.
I'm not going to spoil anything, but it wouldn't hurt.
tom_thiessen |
@GM
Thoughts on the Trox Barbarian idea? Or should i submit something else?
You're going to be spending a fair amount of time at the nearby fort...being run by Hellknights. Could make things awkward with a "monster" skulking about.
For right now, I'm not disallowing it. But the backstory/campaign trait better blow me away.
Nisany Blim |
Deaths Adorable Apprentice here and this is my alchemist. I sort of already have the traits I want so do I have to take one of those traits you posted? None of them really fit Nisany. Also the back story is a little weird since I wrote it like it was her talking. If you want me to change it or anything else I can.
She has a pair of scuffed and singed leather boot on her feet. Her legs are wrapped in leather breeches and she has a multi colored scarf tied at her waist that hangs like a short skirt. A dark red vest hangs open over a blue peasant shirt. And two empty bandoliers cross her chest. Well used brown leather fingerless gloves cover her hands and she has a few bracelets around each wrist. A tattered travel stained grey cloak hangs from her shoulders and a equally tatter backpack that is nearly bursting at the seams sits next to her.
[spoiler=Back-story ]
Hi! I am Nisany Blim and I am stranded here through no fault of my own. Andrew is way to sensitive and I am sure he will be back to get me in to time. But to fill the time I will tell you about me and then you will tell me about you and maybe we will become friend. You know encase he decides not to come back. I could use a friend who wont decide to leave me in a place I have never been to before, where I know nobody, and he took most of my stuff that I could make money with right now. Crossing her arms and scowling while mumbling I do not think he is coming back and I guess I don't blame him.
Shaking her head and smiling widely. Her hands move about animatedly as she talks of home. Anyways. I am actually from Wispil. That town in is Verduran Forest in that boring nation of Taldor. Wispil was kind of boring but we had this tavern we turned into an opera house. Everyone has to perform a few times a year. Grinning impishly, Even visitors. If you were in Wispil for more than a day you had to get on that stage and do something.
Looking lost in memories for a moment with a soft smile on her lips, People got up there and sang, danced, told jokes, but the best ones were the people who called themselves bards. They would get up there and do parts of famous plays or epic songs.
Sounding wistful, Sometimes they would get up there and tell their stories. One of those storytellers is why I am here actually. Said his name was Dougal. His face was full of wrinkles and his voice full of history. By human standards he was old and had no business traveling around but he had the wanderlust. He said it was, She shifts her voice to sound deeper, his divine duty.
Threading her fingers together behind her head, He was a follower of the Goddess of the North Star, Desna. Now I was not a particularly religious child but Dougal changed that. She is everything I wanted without realizing it. Freedom, seeing the world, and dreams.
Grinning widely as she leans foward, Dreams mean sleep and that is like my second, no third favorite thing to do. After learning something new and eating.
Waving her hands seemingly to refocus herself. Any ways so Dougal spent five years with us. Telling stories and singing until that desire for the road under his feet became to much. I begged him not to leave or at least take me with him. And I won that argument. We left Wispil when I was thirty four, almost an adult, and I have seen fifteen full changed of the seasons since I left home.
Her smile fades and melancholy takes over her voice, We traveled Taldor and Andoran together for two years before we went to the Boneyard. I lived in Almas, that Andorans capital, for over ten years years. I worked in taverns and what little money I had after food and roof were settled bought me reagents that I would sell in the market place.
Eyes filling with mirth and pride in her voice, My big seller was Alchemist's Kindness. That stuff might not taste good but it pulls that Ogres out of your head after too many drinks.
Twisting a strand of green hair around her finger as she continues, My skill at crafting was what got me a place in that damn caravan. I joined them earlier this year.
Her scowl is back in place and she fiddles with the hem of her shirt while talking, Someone got hurt and I said I could help. I told him it might help, stories about it say that Wolfsbane will cure Lycanthropy but it is still a poison so you have to be careful about it. But he wouldn't listen. He killed his son and said it was my fault. I keep telling him he was wrong but he wouldn't listen. I liked Connor. He was a sweet little boy.
Staring down sadly before continuing, I had to grab my stuff and run because that dumb oaf said he would kill me. The others stopped him but I had to walk here and I do not think they are coming here to get me.
Sighing and forcing a broad smile back in place, Sorry to be such a downer. What is your story?
DEFENSE
AC 15, touch13, flat-footed13 (+3 armor, +2 Dex, +1size)
hp 10(d8+2)
Fort +2class +2 mod =4, Ref +2 class +2 mod, Will +0 class +0 mod =0
OFFENSE
Speed 20ft
Melee
Ranged +5 bomb (1d6+4 and +3 splash) x4 per day
lt cross bow+2 (1d6 19-20x2) if in 30ft +3 (1d6+1 19-20x2)
Special Attacks
Spell-Like Abilities (CL th; concentration +)
1/day—dancing lights, flare, prestidigitation, produce flame.
Spells Prepared (CL th; concentration )
1st (2 per day)—Ant Haul, Negate Aroma, Detect Secret Doors, Cure Light Wounds, Comprehend Languages
STATISTICS
Str 8, Dex 14, Con14 , Int 16, Wis 11, Cha 14
Base Atk +0; CMB -1; CMD 13
Feats = Brew Potion, Eschew Materials, throw anything
Traits = Firebug You were the child of a gunsmith or alchemist and always enjoyed experimenting with fiery alchemical items and minor explosives
Benefit(s): You gain a +1 trait bonus on attack rolls made with thrownsplash weapons and alchemist bombs.
Unstable Mutagen You discovered or were given a secret to make your mutagens more unstable—but also more potent
Benefit: Once per day, you can create an unstable mutagen. It is like a normal mutagen in most ways, but also gains a single benefit or hindrance due to its instability. Roll 1d6 to determine the result of the instability
d6Result
1=The unstable mutagen lasts for 5 minutes per alchemist level.
2=The unstable mutagen lasts for 20 minutes per alchemist level.
3=The unstable mutagen does not grant a natural armor bonus.
4=The natural armor bonus granted by the mutagen increases by 2.
5=The penalty that the mutagen applies to the corresponding mental ability score increases by 2.
6=The unstable mutagen does not apply a penalty to the corresponding mental ability score.
Skills 4 + 3Int = 7 per level
Appraise (Int) +1 rank, +3 mod, +3 class=7
Craft (alchemy) (Int) +1 rank, +3 mod, +3 class, +2 trait, +1 level =8
Climb,
Disable Device (Dex) +1 rank, +2 mod, +3 class=6
Fly (Dex)
Heal (Wis) Knowledge (arcana) (Int) +1 rank, +3 mod, +3 class=7
Knowledge (nature) (Int)
Perception (Wis) +1 rank, +0 mod, +3 class, +2 trait=6
Profession (Wis)
Sleight of Hand (Dex)
Spellcraft (Int)
Stealth +1 rank, +2 mod, +3 class, +4 trait=10
Survival (Wis) +1 rank, +0 mod, +3 class=4
Use Magic Device (Cha)
Languages Common, Gnome, Slyvan, Halfling, Giant
SQ every two levels get one extra bomb per day from favored class bonus
Mutagen = 10 minunets a level, +2 nat armor, +4 to physical stat -2 to corresponding mental stat.
Combat Gear studded leather (+3+5-1 25gp)m lt crossbow (1d6 19/20x2 100ft,) 35gp, bolts x20 2gp,
Other Gear 6gp
explorers outfit, x2 bandoliers 1gp, Kit, Alchemist's Price 40 gp; Weight 24 lbs This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, amess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one. 3 gp on jewelry (bracelets, a ring, beads in her hair)
Nisany Blim |
Ok so I have made my changes. Backstory is different and less sad.
She has a pair of scuffed and singed leather boot on her feet. Her legs are wrapped in leather breeches and she has a multi colored scarf tied at her waist that hangs like a short skirt. A dark red vest hangs open over a blue peasant shirt. And two empty bandoliers cross her chest. Well used brown leather fingerless gloves cover her hands and she has a few bracelets around each wrist. A tattered travel stained grey cloak hangs from her shoulders and a equally tatter backpack that is nearly bursting at the seams sits next to her.
[spoiler=Back-story ]
Hi! I am Nisany Blim and I am stranded here through no fault of my own. Andrew is way to sensitive and I am sure he will be back to get me in to time. But to fill the time I will tell you about me and then you will tell me about you and maybe we will become friend. You know incase he decides not to come back. I could use a friend who wont decide to leave me in a place I have never been to before, where I know nobody, and he took most of my stuff that I could make money with right now. Crossing her arms and scowling while mumbling I do not think he is coming back and I guess I don't blame him.
Shaking her head and smiling widely. Her hands move about animatedly as she talks of home. Anyways. I am actually from Wispil. That town in is Verduran Forest in that boring nation of Taldor. Wispil was kind of boring but we had this tavern we turned into an opera house. Everyone has to perform a few times a year. Grinning impishly, Even visitors. If you were in Wispil for more than a day you had to get on that stage and do something.
Looking lost in memories for a moment with a soft smile on her lips, People got up there and sang, danced, told jokes, but the best ones were the people who called themselves bards. They would get up there and do parts of famous plays or epic songs. Sounding wistful as she continues, Sometimes they would get up there and tell their stories. One of those storytellers is why I am here actually. Said his name was Dougal. His face was full of wrinkles and his voice full of history. By human standards he was old and had no business traveling around but he has wanderlust. He said it was his, She shifts her voice to sound deeper, divine duty.
Threading her fingers together behind her head, He was a follower of the Goddess of the North Star, Desna. Now I was not a particularly religious child but Dougal changed that. She is everything I wanted without realizing it. Freedom, seeing the world, and dreams. Grinning widely, Dreams mean sleep and that is like my second, no third favorite thing to do. After learning and eating.
Any ways so Dougal spent five years with us. Telling stories and singing. I figured he could take to Absalom and help me join the Pathfinders. He was one of them himself and their lives sounded like so much fun. But he always said I was too young.
When that pull of the road grew in him again I begged him not to leave or at least take me with him. And I won that argument. We left Wispil when I was thirty four, almost an adult, and I have seen fifteen full changed of the seasons since I left home.
Her smile fades and melancholy takes over her voice, We traveled Taldor and Andoran together for two years before we went to the Boneyard. We were in Almas at that time. He had always told me that when he passed not to waste his gold trying to bring him back but to use it myself. Raising her hand and pointing at herself. So that is what I did. I had him buried and a nice tombstone made. Then I took his books and notes with me on a ship to Absalom.
Frowning, Those jerks took his notes and sent me away. I worked in taverns and what little money I had after food and roof were settled bought me reagents.
Eyes filling with mirth and pride in her voice, My big seller was Alchemist's Kindness. That stuff might not taste good but it pulls that Ogres out of your head after too many drinks.
Twisting a strand of green hair around her finger as she continues, I was up there badgering them at least three days a week if not every day for three years before they believed a Gnome could be still long enough to learn.
Chewing on her bottom lip, Took three more years to become a member. The tests are insane! Then I was stuck on grunt jobs until I lucked out and wormed my way onto this mission.
Grinning manically, That big green spire is why I am here.
DEFENSE
AC 15, touch13, flat-footed13 (+3 armor, +2 Dex, +1size)
hp 10(d8+2)
Fort +2class +2 mod =4, Ref +2 class +2 mod, Will +0 class +0 mod =0
OFFENSE
Speed 20ft
Melee
Ranged +5 bomb (1d6+3and +3 splash) x4 per day
lt cross bow+2 (1d6 19-20x2) if in 30ft +3 (1d6+1 19-20x2)
Special Attacks
Spell-Like Abilities (CL th; concentration +)
1/day—dancing lights, flare, prestidigitation, produce flame.
Spells Prepared (CL th; concentration )
1st (2 per day)—Ant Haul, Negate Aroma, Detect Secret Doors, Cure Light Wounds, Comprehend Languages
STATISTICS
Str 8, Dex 14, Con14 , Int 16, Wis 11, Cha 14
Base Atk +0; CMB -1; CMD 13
Feats = Brew Potion, Eschew Materials, throw anything
Traits = Seeking Adventure: The Pathfinder Society has long intrigued you—tales of the exotic lands and strange discoveries made by Pathfinders have enchanted your dreams and fired your imagination since childhood. When Pathfinders came through your village or neighborhood, they immediately enthralled you with their stories and knowledge. Yet at the time, you were far too young to join them, and when they left for adventure you had to stay behind. Now that you are of age, you’ve traveled to Absalom to apply for membership. The application process went well, and you’re now a full member. Your first assignment is to accompany Ladge’s group to Fort Inevitable—the Pathfinder Society has heard rumors of several ancient structures in the area, including a ruined monastery once dedicated to Sarenrae, and would like to learn more about them. Even more pressing is the mystery of what brought about the Emerald Spire in the first place—reports of which are vague at best. If you can determine the origin of the Spire, you’re sure the Society would be impressed. You begin the game with your own wayfinder, a loan from your venture-captain. You’ve promised to pay your venture-captain 500 gp for the wayfinder some day, but for now it’s yours to use. A wayfinder is a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action. Further details on
the Pathfinder Society and wayfinders may be found in the Pathfinder Chronicles Campaign Setting (pages 194–195) or Seekers of Secrets.
Unstable Mutagen You discovered or were given a secret to make your mutagens more unstable—but also more potent
Benefit: Once per day, you can create an unstable mutagen. It is like a normal mutagen in most ways, but also gains a single benefit or hindrance due to its instability. Roll 1d6 to determine the result of the instability
d6Result
1=The unstable mutagen lasts for 5 minutes per alchemist level.
2=The unstable mutagen lasts for 20 minutes per alchemist level.
3=The unstable mutagen does not grant a natural armor bonus.
4=The natural armor bonus granted by the mutagen increases by 2.
5=The penalty that the mutagen applies to the corresponding mental ability score increases by 2.
6=The unstable mutagen does not apply a penalty to the corresponding mental ability score.
Skills 4 + 3Int = 7 per level
Appraise (Int) +1 rank, +3 mod, +3 class=7
Craft (alchemy) (Int) +1 rank, +3 mod, +3 class, +2 trait, +1 level =8
Climb,
Disable Device (Dex) +1 rank, +2 mod, +3 class=6
Fly (Dex)
Heal (Wis) Knowledge (arcana) (Int) +1 rank, +3 mod, +3 class=7
Knowledge (nature) (Int)
Perception (Wis) +1 rank, +0 mod, +3 class, +2 trait=6
Profession (Wis)
Sleight of Hand (Dex)
Spellcraft (Int)
Stealth +1 rank, +2 mod, +3 class, +4 trait=10
Survival (Wis) +1 rank, +0 mod, +3 class, +2 wayfinder=6
Use Magic Device (Cha)
Languages Common, Gnome, Slyvan, Halfling, Giant
SQ every two levels get one extra bomb per day from favored class bonus
Mutagen = 10 minunets a level, +2 nat armor, +4 to physical stat -2 to corresponding mental stat.
Combat Gear studded leather (+3+5-1 25gp)m lt crossbow (1d6 19/20x2 100ft,) 35gp, bolts x20 2gp,
Other Gear 6gp
wayfinder (+2 survival vs. getting lost. light CL 5 standard action), explorers outfit, x2 bandoliers 1gp, Kit, Alchemist's Price 40 gp; Weight 24 lbs This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, amess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one. 3 gp on jewelry (bracelets, a ring, beads in her hair)
tom_thiessen |
OK. I will need to make some changes. One trait and one campaign trait?
Either choose 1 trait and 1 campaign trait, or choose 2 traits and 1 campaign trait (but you won't get the campaign trait benefit).
It's to make sure we don't wind up with up to 6 different intro scenarios.
Darthrancor |
I love the Emerald Spire! I'm interested and have an idea for a slightly insane CN Cleric of Azathoth. I do have one question, with Horror Adventures being released Thursday, would material from it be allowed? Because the Elder Mythos Cultist Archetype is really flavorful for the character concept I have.
Cleric gold: 4d6 ⇒ (4, 4, 4, 5) = 17 x 10 = 170 gp.
tom_thiessen |
I love the Emerald Spire! I'm interested and have an idea for a slightly insane CN Cleric of Azathoth. I do have one question, with Horror Adventures being released Thursday, would material from it be allowed? Because the Elder Mythos Cultist Archetype is really flavorful for the character concept I have.
[dice=Cleric gold]4d6 x 10 = 170 gp.
I don't have it yet, so I can't say yah or nay...for now, it's a no.
Antonian Caravas |
Everyone, please take one of the campaign traits. If you REALLY don't want to use the bonuses it provides, then choose the trait, and use it for your backstory.
I really like the traits I'd previously chosen, but I'm very happy to role play "Heart of the Truth." I'll shift Antonian's background accordingly.
Albion, The Eye |
I hadn't submitted my rogue yet :D
Hargrenz
Half-orc rogue (unchained, scout) 1 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder Unchained 20)
CG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d8+2)
Fort +4, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +3 (1d4+3/19-20) or
. . dagger +3 (1d4+3/19-20)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 14, Int 13, Wis 12, Cha 8
Base Atk +0; CMB +2; CMD 15
Feats Skill Focus (Bluff), Weapon Finesse
Traits fate's favored, river rat (marsh or river), Goblin killer
Skills Acrobatics +7, Bluff +6, Diplomacy +3, Disable Device +8, Intimidate +5, Knowledge (local) +5, Perception +5, Stealth +7, Swim +3, Use Magic Device +3; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Orc
SQ orc blood, trapfinding +1
Other Gear leather armor, cold iron dagger, dagger, thieves' tools, 108 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
tom_thiessen |
It's Saturday morning (barely). Thanks for everyone's submissions. I had fun looking all the characters over. Right now, I narrowed it down to 6 characters.
There's always a strong possibility that we need to expand as characters die, or people drop out, so feel free to lurk and see what happens. I'll post in this thread if an opening comes up.
My choices were as much about personal preferences as anything, so I won't say I picked the best players or characters in any sense--just those I happened to like best for this game.
Without further ado and in no particular order I welcome to the discussion thread:
Ravena Goldlust
Hargrenz
Nisany Blim
Antonian Caravas
Mikiel Brown
Feliz Season
Thanks to everyone.