Endless Maze Pathfinder 10th Level Recruitment


Recruitment

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Okay, here's Tavius.

story:

The man you see before you is covered with scars in geometric precision all over his body. Fine silver wire has been melted into the lines of scar tissue. Silver within red within pale skin. His eyes observe you with a cold detachment. His body is wrapped with more wires, bound tightly into the skin. They don't seem to affect his movement, but merely looking at them makes the weak wince.

"It is true that I follow the lords of pain. But I do not practice such arts on just anyone. Only those that request it will get such blessings. If you would like I can teach you the power of pain. How it can bring the world into such exquisite focus."

"It seems we are in here together. If you will give me your word to work for the common interest, I will give you mine."

Tavius was not taken. He chose to seek out agents of Baphomet to face the maze. There is magic in pain and there is magic in pattern. By learning this magic he will become so much more powerful. Or he will die trying. Either is satisfactory.

Yeah, I've been watching too many Hellraiser movies recently.

Crunch:

Tavius
Male tiefling symbiat (hekatonkheires) 10 (Pathfinder RPG Bestiary 264)
LN Medium outsider (native)
Hero Points 1
Init +4; Senses darkvision 60 ft.; Perception +19
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Defense
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AC 21, touch 21, flat-footed 17 (+4 Dex, +7 untyped bonus); Precognicient Protection
hp 91 (10d8+29)
Fort +6, Ref +11, Will +8; Precognicient Resistance
Defensive Abilities improved evasion, improved uncanny dodge, trap sense +3; Resist cold 7, electricity 7, fire 7
Weaknesses focus casting, hidden magic, limited divination, limited protection, magical signs, neutrality, painful magic, regenerate, somatic casting, somatic casting
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Offense
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Speed 60 ft., pushed movement 30 ft.
Melee 6 tentacles +12 (1d6+5)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
Spell-Like Abilities (CL 10th; concentration +9)
. . At will—deathwatch
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Statistics
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Str 8, Dex 18, Con 14, Int 20, Wis 12, Cha 8
Base Atk +7; CMB +6; CMD 27
Feats Mind Limb, Piranha Strike, Precognicient Protection, Precognicient Resistance, Precognicient Smite, Telekinetic Exoskeleton, Weapon Finesse
Traits resilient, unscathed
Skills Acrobatics +15 (+27 to jump), Bluff +1, Climb +4, Diplomacy +6, Heal +4, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +11, Knowledge (planes) +13, Knowledge (religion) +13, Linguistics +9, Perception +19, Profession (torturer) +14, Sense Motive +19, Spellcraft +13, Stealth +19, Swim +4; Racial Modifiers +2 Bluff, +2 Stealth, esp
Languages Abyssal, Celestial, Common, Draconic, Elven, Gnome, Infernal, Orc
SQ armored magic (aegis), battlefield relay, bless (word), casting, cure, deflection (aegis), greater healing, greater speed, hero points, invigorate, magic skill bonus, magic skill defense, pain (word), powerful telekinesis, restore, revitalize, scent (sense), sense magic (sense), serendipity (consecration), telekinesis, thousand unseen hands, touchsight (sense), two minds, widen sight
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Special Abilities
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Battlefield Relay +3 (DC 20) (Su) Read an enemy's mind to grant combat bonuses to allies within 60'
Casting (CL 7, Intelligence, DC 15) You can cast sphere effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Divination: Scent Sense grants the scent ability, or keen scent for 1 extra SP
Divination: Sense Magic Divine magic as a constant ability
Divination: Touchsight Sense allows you to "feel" your surroundings within 30', ignoring invisibility, darkness, and concealment
Divination: Widen Sight You may increase the range of any sense abilities from a static number such as 30 ft to a range of close (25 ft + 5 ft per 2 CL).
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
ESP +5 (Ex) Gain 1/2 class level as a bonus to Sense Motive and Perception
Fate: Bless Allow target to make a roll twice and use the better result
Fate: Pain (1d4+3) Target automatically takes nonlethal damage
Fate: Serendipity Nearby allies gain luck bonuses
Focus Casting (DC 23) You must make a concentration check to use magic without your focus item
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hidden Magic You cannot detect magic or decipher magical text
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Uncanny Dodge (Lv >= 14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Life: Cure 1d8+14 Heal a target for 1d8+14 hit points
Life: Greater Healing Your cure heals 1 additional HP per caster level
Life: Invigorate (Up to 7 temp HP) Grant up to 7 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Life: Revitalize Cure can grant the target Fast Healing instead of healing normally
Limited Divination (Divine banned) You lose access to either sense or divine
Limited Protection (Ward banned) You lose access to either ward or aegis
Magical Signs Your use of magic is obvious to all observers
Mind Limb Gain an additional arm made of telekinetic force
MSB +10 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 21 Use when defending against an MSB check
Neutrality You cannot use the hallow word.
Painful Magic (DC 13) When using magic, you must make a Fort save or be sickened/nauseated
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Precognicient Protection (max +3) +1 insight to AC per active sense, dismiss active sense as immediate action to negate a crit
Precognicient Smite (max +3/15%) +1 insight to att/dam per active sense, spend 1 SP dismiss active sense as immediate action to ignore some miss chance
Protection: Armored Magic (+4 armor or +2 shield) You can put an aegis on a target that grants them an armor or shield bonus to AC
Protection: Deflection +2 You can put an aegis on a creature to grant it a deflection bonus to AC
Pushed movement (30 feet) (Su) Gain a bonus to your speed
Regenerate You may only target yourself with your Life sphere abilities.
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Telekinesis: Greater Speed Move lifted objects more quickly
Telekinesis: Powerful Telekinesis Move larger items with your telekinesis
Telekinesis: Telekinesis (Large, Speed 65 ft) You can move objects and creatures with your mind, with several applications
Telekinetic Exoskeleton (Dampening Field) Gain the benefit of one of three telekinetic enhancements
Thousand Unseen Hands (Su) Gain Mind Limb as a bonus feat, and it becomes more powerful over time
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Two Minds (Ex) Roll twice on Will saves and take the better result


GM_Panic wrote:

GM Panic here,

Very interested. humm
would you let in a Warlock?

I have this PC I have been seeking to game to try her out in, and this sounds perfect, She is level 12 now, But I can roll that back to 10 no problem.

Evilena Poppet Sckhold

She is a Kitsune now But I would rebuild her as a Tiefling

She messed up a teleport and ended up where she is now.

This could work well. Go for it.


Hi, dotting in. I'll try a throwing weapon character I have been trying to play for some time. I'll buy nothing, and hope to get a throwing weapon (and will try to get Wp Focus et al with a fairly common weapon like spear or something).


@Cool thanks. GM SuperTumbler
Ill get her down to 10th.


GM Panic here,
Ok made a new PC, around the idea of a Drow Warlock, As I think the race fits better. I think she will fit the setting well.

Ill get her back story up asap. But the root of it is Drow Power Politics and a Teleport trap. She has one magic Tattoo and her bed cloths on and that's it. She is really really P****ed at her sisters.


Will adjust this alias soon


Hi GM! Here's my submission as we discussed by PM. Thanks for hosting.

Dark Archive

Sounds like a fun game. I'd love to get in. With the idea of endurance I am thinking a witch would be fun. Spells for buffing and defense and hexes for attacks. Maybe some healing too. No SR for hexes after all. I'll work something up today. Any issues the familiars?

Scarab Sages

Here's the numbers. I'll have the alias updated soon.

Edit: caught a few things. Updating.
Edit2: Think it's done now. :)

Stickymitts crunch:

NE Male Goblin (humanoid [goblin]) UnBarbarian (invulnerable) 6, URogue (swashbuckler) 4
Init +6; Perception +13; Darkvision 60
Trait: Acrobat, Bouncy
[x]= rage
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Defense
--------------------
AC 18, touch 18, flat-footed 12 [-2]
(Dex +6, size+1, dodge+1)
hp 4d8+12+6d12+18= 96 [+12] DR 3/- Resist Fire 2
Fort +9, Ref +12, Will +3[5]
CMD 16
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Offense
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Speed 40'
Base Atk +9/4;
(hopefully)Armor Spikes +14[16]/9[11] 1d6+6[8] x2
Sneak Attack 2d6
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 16, Int 14, Wis 10, Cha 6
Base Atk +9/4; CMB 3[5] ; CMD 15[17]
Feats:
Roll With It
Weapon Finesse (b)
Skill Focus: Acrobatics (+6)
----------------------------------
Skills: *=Bonus Knowledge skills
----------------------------------
Acrobatics +31 (10rank,6dex,3class,4race,6feat,1archetype,1trait)
Climb+8 (1rank,0str,3class,4race)
Disable Device +19 (10rank,6dex,3class)
Escape Artist +19 (10rank,6dex,3class)
Know:Dun +10 (5rank,2int,3class)
Know:local +10 (5rank,2int,3class)
Perception +13 (10rank,0wis,3class)
Profession (cook?) +4 (1rank,0wis,3class)
Profession (theif) +9 (6rank,0wis,3class)
Sense Motive +13 (10rank,0wis,3class)
Slight of Hand +19 (10rank,6dex,3class)
Stealth +23 (10rank,6dex,3class,4size)
Rogue: (8+2)*4 = 40
Barb: (4+2)*6 v 48
= 88/88
Languages: Common, Goblin, Orc
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Rage Powers (3)/rogue talents (2)
--------------------
Talents:
Stand Up = Stand safely as a swift or stand as a free action but provoke AoO's
Umbral Gear Su = make a crowbar, 50 feet of silk rope, a glass cutter, a light melee weapon with which she is proficient, a reversible cloak, thieves’ tools, or a wire saw; the GM may allow other similar items. The rogue can use such items for a number of minutes per day equal to 10 plus her rogue level. This duration does not need to be consecutive, but it must be used in 1-minute increments.

Rage Powers:
Reckless Abandon EX (-3/+3)
While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

Lesser Fey Blood: While raging, each time you confirm a critical hit, the target must succeed at a Will saving throw (DC = 10 + 1/2 the barbarian’s level + her Constitution modifier) or be confused for one round. This is a mind-affecting compulsion effect.

Fey Blood: While raging, when you charge, you ignore difficult terrain (including magical terrain, but not other creatures)

--------------------
Racial Traits
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Standard Racial Traits
Ability Score Racial Traits: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
Type: Goblins are humanoids with the goblinoid subtype.
Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits
Tree Runner: In trackless rain forests and marshes, it can be difficult to find dry ground to build on. goblin tribes living in such areas have learned to live in the treetops. These goblins gain a +4 racial bonus on Acrobatics and Climb checks. This racial trait replaces skilled.
Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
Senses Racial Traits
Darkvision: Goblins see perfectly in the dark up to 60 feet.
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Class Features
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Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Martial Training (Ex) (armor spikes)
At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times.
This ability replaces trapfinding.

Daring (Ex)
At 3rd level, a swashbuckler gains a +1 morale bonus on Acrobatics checks and saving throws against fear. This bonus increases by +1 for every 3 levels beyond 3rd.
This ability replaces trap sense.

Finesse Training (Ex) Armor Spikes
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Fast Movement (Ex)
A barbarian's base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's base speed.

Rage (Ex) 19 rds/day
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Invulnerability (Ex) (DR 3/-)
At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.
This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Extreme Endurance (Ex) (heat, fire2)
At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
This ability replaces trap sense.

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Equipment
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Needed:
+1 armor Spikes (2000)

Want:
Ring of Feral Action (3000): Ignore Staggered 5/day
Boots of the Cat (1000): Always take minimum damage from falling, always land on your feet
Mushroom vest


GM SuperTumbler wrote:
Am I dating myself if I say that Christopher Lee is the demon, and you should be playing Peter Cushing? Not that I'm old enough to have seen those movies in theaters, but on many Saturday afternoon tv shows.

Hahahaha, same here, age-wise. But I did mean Lee ...after all, it would take more than Cushing to defeat THE DEMON. A pissed off ancient pagan who doesn't want to be drawn into these games of good and evil.


Dwarven Sanctified Slayer Inquisitor post below. For gear, the main thing that he will need is a bow with enough durable arrows to get him through this.

For the party he brings some face skills (for what thats worth), scouting, trap finding, and the ability to make his arrows 'bane' towards whatever he is firing at. And while he isn't very good at knowledge skills, he is at least able to put a dice roll towards any of them (and any profession test if that is needed as well)

---------------------------------------

Crunch:

Name Sven the Mazebreaker
Race Dwarf
* Darkvision
* Hatred
* Lorekeeper
* Slow and Steady
* Deep Warrior (Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple))
* Unstoppable (Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy. )

Class Sanctified Slayer (10) of Kols
Stats
Str (16) Dex (16) Con (16) Int (14) Wis (16) Cha (5) HP (102)

Traits
* Armor Expert (-1 ACP)
* Fate's Favored (+1 all luck bonuses)

Saves
Fort: +7 (class) +3 (con) +1 (race) = 11
Ref: +3 (class) + 3 (ref) = 6
Will: +7 (class) + 3 (wis) = 10

Conversion Inquisition
* Wis for diplomacy, bluff and intimidate

Studied Target
* A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
* If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
* At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
* At 7th level, a slayer can study an opponent as a move or swift action.

Sneak Attack
* At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
* A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.
* This ability replaces the later iterations of the judgment ability.

Slayer Talent
* Gain Disable Device as a class skill; gain trapfinding and trap sense as a rogue

Stern Gaze
* Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Monster Lore
* The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Cunning Initiative
* At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment
* At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track
* At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics
* At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Bane
* At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies
* At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Feats

* lvl 1: point blank shot
* lvl 3: precise shot
* lvl 3 teamwork feat: Friendly Fires Maneuvers (Allies who also have this feat cannot provide soft cover to enemies, allowing you to make attacks of opportunity against an enemy even if those allies grant you soft cover against that foe’s attacks. If an ally who also has this feat casts a spell that targets the area you are in as it allows a Reflex saving throw to avoid the effect (such as fireball), you gain a +4 dodge bonus on that saving throw.)
* lvl 5: Breadth of Experience (+2 on all knowledge and profession checks, may make all untrained)
* lvl 6 teamwork feat: Coordinated Shot (When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe)
* lvl 7: rapid shot
* lvl 9: manyshot
* lvl 9 teamwork feat: enfilading shot (When ally flanks opponent, you gain +2 on ranged attack rolls against opponent)

Skills
* Intimidate: 8 skill points (+19)
* Diplomacy: 8 skill points (+14)
* Bluff: 8 skill points (+14)
* Sense Motive: 8 skill points (+14)
* Stealth: 8 skill points (+14)
* Perception: 8 skill points (+14 / +19 for finding traps)
* Disable Device: 8 skill points (+19)
* Survival: 8 skill points (+14 / +19 for following tracks)
* Knowledge-all: 0 skill points (+4 / +7 for learning weaknesses)
* Profession-all: 0 skill points (+5)

Lvl 0 Spells
* Create Water
* Detect Magic
* Mending
* Light
* Sift
* Read Magic

Lvl 1 Spells 6 per day
* Divine Favor
* Cure Light Wounds
* Keep Watch
* Expeditious Retreat
* Heightened Awareness

Lvl 2 Spells 5 per day
* Invisibility
* See Invisibility
* Lessor Restoration
* Cure Moderate Wounds
* Litany of Defense

Lvl 3 Spells 4 per day
* Cure Serious Wounds
* Daylight
* Cure Disease
* Heroism

Lvl 4 Spells 1 per day
* Greater Invisibility
* Cure Critical Wounds

Background:
Long ago, the dwarven keep of Kar Khazok fell into ruin. For generations it had been cut off from the rest of the dwarven kingdoms. With the lands around it swarming with orcs, it survived due to its tunnels leading to the darklands. This, however, proved to be the doom of the dwarves. The Orc Warlord Bolg Irongut allied with a minortaur Lord Brahmn and his tribe. The orcs launched a brutal assault upon the dwarves from the surface, drawing their attention and armies away from their underground gates. And that, is of course, when the minotaurs struck. Caught on a war from two fronts, with no chance of reinforcements, the dwarves soon realized that they were doomed. Hall by hall, room by room, the dwarves were slaughtered. They fell back slowly, collapsing ceilings and laying traps behind them. But to no avail. Eventually, when even their stubbornness had reached its limits, they attempted to break out. They managed to fight their way into the darklands, where they fled into the tunnels, leaving their home behind them. With the keep fallen, Bolg and Brahmn betrayed each other nearly immediately. Indeed, their treachery is what allowed the dwarves to escape.

Sven is one of the survivors of Kar Khazok. He is a member of an elite unit of dwarven scouts, who with cunning and burning vengeance, keep watch over the tunnels of their clan. Knowing that the orcs and minotaurs were warring over the ruins, it was the goal of his unit to ensure that neither side got the upper hand over the other. For once both sides were significantly weakened, the clan planned to invade their own home and to take it back.

Sven won great acclaim in this role as a hunter of minotaurs. With his runic bow in hand, he would stalk them through the ruins of the hold, and he would even harass those that still lived deep under the earth in their maze-like lairs. So skilled was he in both tracking the creatures, but also in overcoming their traps, that he earned the name 'maze-breaker.'

His arrogance though, would prove his undoing. Eventually, his fear for the beasts diminished to the point where his tongue wagged too freely. He would claim that there was no maze which could trap him, no track that he could not follow, and no quarry that he could not kill. Where the rest of his fellows fought with grim vengeance, he fought with joy, because for him this was a time of great personal glory. And that was why, when a mysterious strange came upon his encampment, asking only to share an ale and trade tales, Sven was all too happy to oblige. The stranger told him that nearby there was the lair of a minotaur who was raising an army to reinforce Lord Brahmn. The 'man' said that he had attempted to stop the minotaur, but had ended up only getting lost in his maze. Sven arrogantly said that he would succeed where the man failed, so long as he could be pointed in the right direction. With head up high and bow at the ready, Sven set off to win another glory that he could share with his fellows. For the good of the clan, of course...little did he know that the fog shrouded maze that he entered was something more than he had ever bargained for...

"You have the sensation of falling before you wake with a start. Something hard stabs your back and you roll to the side. Your hands move to your waist, your chest, your back, searching for the familiar weapons and adventuring gear. But you find nothing. As the fog clears from your eyes, you scan your surroundings with seasoned wariness, looking for threats. You see walls of fitted stone reaching toward the sky, perhaps 50 feet tall, stretching away in both directions. The sky is a swirling mass of red clouds and grey…something. The air smells faintly of old blood and hot sand. Cautiously, you rise to your feet and listen. In the distance, echoing strangely on the stone walls, you hear the sound of others."


Here is my elven witch. She is ready to go under this alias. Her background is there as well. I'd like to add to it as time allows. Unsure when you will make your selection.


Here is my submission! I hope he's to your liking.

Sheet:
Malachi Amarr
Male Aasimar paladin 10 (Lathander)
LG Medium outsider (native)
Init +5, Senses darkvision (60 ft.); Perception +10
Aura aura of courage, aura of good, aura of resolve
=================================================
DEFENSE
=================================================
AC 11, touch 11, flat-footed 10 (+1 Dex, )
hp 100 ((10d10)+30)
Fort +13, Ref +8, Will +13
Resistances acid 5, cold 5, electricity 5
=================================================
OFFENSE
=================================================
Speed 30 ft. Fly 30 ft. (Average)
Special Attacks Channel Positive Energy (5d6, DC 19), Smite Evil,
Innate Spell-Like Abilities daylight (1/day), sunbeam (DC 24,1/day)
Class Spell-Like Abilities detect evil (at will)

=================================================
STATISTICS
=================================================
Str 16, Dex 12, Con 14, Int 12, Wis 14, Cha 18,
Base Atk +10; CMB +13; CMD 24
Feats Angelic Blood, Angel Wings, Heavenly Radiance, Improved Initiative, Weapon Focus (Greatsword)
Skills Diplomacy +15, Fly +10, Knowledge (Religion) +10, Perception +10, Sense Motive +7, Spellcraft +6, Use Magic Device +6,
Traits Sacred Touch, Undead Slayer (Pharasma),
Languages Celestial, Common, Draconic
SQ aura of courage, aura of good, aura of resolve, celestial language, celestial resistance, celestial spirit, mercy (cursed), darkvision, detect evil, mercy (diseased), divine health, lay on hands, mercy (poisoned), skilled, spell-like ability, stats, sunbeam,
Combat Gear
Other Gear Holy Symbol, Tattoo (Forehead)
=================================================
SPECIAL ABILITIES
=================================================
Aura of Courage (Su) You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Good (Ex) You project a strong good aura.

Aura of Good

Aura of Resolve (Su) You are immune to charm spells and spell-like abilities. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against charm effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Celestial Language (Ex) Aasimars speak Celestial.

Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Celestial Spirit (Sp) Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 10 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +2 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 2 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.

Channel Positive Energy

Channel Positive Energy (Su) You can unleash a wave of positive energy dealing 5d6 (DC 19 for half) /day. You can unleash a wave of positive energy. You must choose to deal 5d6 points of positive energy damage to undead creatures or to heal living creatures of 5d6 points of damage. Creatures that take damage from channeled energy receive a DC 19 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability.

Mercy (Cursed) (Su) Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Curse with a caster level of 10.

Darkvision See in the dark up to 60 ft.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.

Mercy (Diseased) (Su) Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Disease with a caster level of 10.

Divine Health (Ex) You are immune to all diseases, including supernatural and magical diseases, including mummy rot.

Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 9 times per day. With one use of this ability, you can heal 5d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 5d6 points of damage. Using Lay on Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead do not receive a saving throw against this damage.

Mercy (Poisoned) (Su) Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Neutralize Poison with a caster level of 10.

Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.

Skilled (Ex) Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 4 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +4 to your attack rolls and +10 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +20. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.

Spell-Like Ability (Sp) Aasimars can use daylight 1/day as a spell-like ability.

Stats +2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.

Sunbeam By expending a use of daylight, you may use this spell as a spell-like ability.
(Heavenly Radiance feat)
Undead Slayer (Pharasma) Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.


I have an interest in a game like this. Would this Monster Trainer class by Northwinter Press be alright?


Would you be open to allowing the deadly agility feat from Dreamscarred Press Path of War?


GM Panic here,

I did the 10 mins backstory for Alyln as it always helps me get a "feel" for the PC. She is a CN Drow warlock [Not Evil, just driven] who was sent here by her "sisters" so she thinks, because she was getting to powerful.
Her drive is to get out, back home and take ravage. All good classic Drow stuff. She is darn handy in a fight and has some lesser magics that can help a party. She can heal, yarrr, so back up healer and good. I am paying her with NO items other than some light clothing. I think that would be a great start for her.

The Arrival:

She has been with a new lover, he was slim and well toned, after some wine and light food, they had slunk back to her privet chamber, There she let her clothing slip off until she was in her light bed clothing. He did the same. It was then she noted he had got a new tattoo. She went over.

"When did you get that?"

She asked, reaching out her hand and touching his back, following the lines of it. She liked tattoos and this was was exquisite.

"A guard captain told me of a place, good price and nice work."

She stood still as she touched him, he said in an off hand.

"The pain was enjoyable, and it took some time. The slave said he was taking his time to make it perfect. I always wanted a black dragon, I feel..."

For a moment she was puzzled her words faded, black dragon? but this is just a tattoo of a maze, what is he on about. Then her eyes flashed wide, her danger scene hitting but to late. The tattoo flashed with magic, she reacted on instinct blasting the fool away from her. His body slammed into her bed. His inner spraying out. But it was to late, the trap tattoo had been triggered and she was now surrendered by a magical maze. She wanted to scream and lash out but all that came was a sinking feeling of sucking. She fell into darkness.

When she came to she was alone, a hard cold floor under her. She stood and looked around, nothing but large walls. She checked herself, She had nothing but her bed clothing. Nothing but her wits and gifts in this strange place. Anger was in her now, hot Range, Her ^£&££* sisters had done this!! They would pay. She took some deep breaths, then stilled herself. Right now she needed to get control. to find out of this £^££* hole they had sent her. She looked about, she could hear others, good then there was a chance, with others there may be information even help and right now that is what she needed.

10 mins backstory:

Five things about her background
1. Alyln has a full Drow name, but you will never know it. She tells no one. As a Noble who has fallen to a trap, she will not share her shame. She will only work to find her way home and take ravage.
2. She was tricked by her sisters, a loved was tainted, a Teleport trap placed on them. What she hoped to be a night of enjoyment turned into a one way trip to her current location. One she is none to keen with.
3. "Alyln" has a temper, the kind that goes cold, hard and waits for the moment to express itself. She has been known to kill those who have crossed her over years, slowly and in pain. She has plans for her sisters like that.
4. Her mother is the matriarch of powerful Noble Family. She and her sisters vie for power and respectability under her. Her mother likes to pit them at each other. To weed out the weak, she felt she was leading that pack. That is until one of all of her sisters got her. O they would not kill her. They want to face mother saying lies, no the would just say she was some other place.
5. She finds extremes of good and evil as just perspectives, "what is bad for the fly is good for the spider" as they say. Gods she finds illogical and at times down right contradictory. She thinks Law to limiting and locked in rigid thinking. She likes to think of her feet, do what is needed to live and stay alive.

Two Goals
1. Fine a way back to her home and find which sister did this to her.
2. Become the leader and ruler of her house.

Two Secrets [One known/one unknown]
1. She once help kill off another horses matriarch, for which she was paid very well.
2. It was not her sisters who did this to her but her own mother, who felt she was getting to strong.

Three People [2 friends 1 enemy]
1. Niroc Blink, A human noble slaver she likes and has sold slaves to.
2. Black Heart Reena, I female Drow gang boss, who was once a lover.
3. Dirzzon Sling a crime boss/smuggler who she crossed in a deal. He has swarm to kill her on sight.

Three Memories
1. Sitting in her champers hearing music and drinking wine, she was reading a book on old elf erotic magic, with one of her lovers.

2. Sailing on the undersea, her back drow ship cutting the dark waters, the cold and damp on the air and the feeling of speed.

3. A night out Black Heart Reena, getting drunk, Hiring a bard and singing rude songs and into a an epic bar fight.


Character is ready to go


Jovich Devir wrote:
Character is ready to go

Hi Jovich, nice to see another player going the Drow root.

:)

Just a heads up, the GM posted about starting Gear the below.
I think you left in Gear from the old build. Hope this helps.

Gear: You start with whatever is absolutely necessary (component pouch, holy symbol, bonded item). If your character is built around an item, that item will be available in the first encounter (so if you are a crossbow specialist, there will be a crossbow available).

On a side note I have moved her to CG, she is here because after years of hiding her good side she was found out and sent here as punishment to ether "fix" her or kill her.

I like it more as a back story, I did not want her to be to evil like.


Turned into a 15 hour day at work. I will respond to queries in the morning. Love what I'm seeing so far.


Reposting my character with background:

Ashok:

CG Half-Orc Scholar 10

STR 14
DEX 14
CON 14
INT 20
WIS 12
CHA 8

HP 82
AC 21 (+2 dex, +5 int, +4 armor), Touch 17, Flat-Footed 14
BAB 7
Init +2
Fort +7
Ref +11
Will +10

Speed 40'

Unarmed: +13/8 to hit; 1d3+2 damage; 20/x2 crit

Skills: Bluff r5 +11, +Diplomacy r5 +11, Intimidate r10 +16, Knowledge (Local) r10 +31, Knowledge (Arcana, Dungeoneering, Nature, Planes, Religion, History, Geography, Nobility, Engineering) r10 +23, Perception r10 +14, Sense Motive r10 +14

Traits: Fate's Favored (Faith), Blood of Dragons (low-light vision; Race)

Alternate Racial Features: City Raised (replaces Weapon Familiarty), Scared Tattoo (replaces ferocity)

Feats: Improved Unarmed Strike, Cunning, Improved Cunning, Skill Focus (Knowledge: Local), Kirin Style, Kirin Strike

Class Features: Lore, Smart Defense, Evasion, Tough-Minded, Identify Magic Items, Trap Sense +3, In the Bag, Decipher Script, Erudition, Scholar Secrets (Deliberate Accuracy, Smart Weapon, Fast Movement, Minor Magic: Prestidigitation, Major Magic: Mage Armor)

Languages: Common, Draconic, Giant, Sylvan, Celestial

Backstory:

Every man, woman or child who ever lived has had a vice. For some, it's the drink; others, it's the company of the opposite sex.

For Ashok, his vice is knowledge.

Ashok grew up in a normal and rather boring academic town that was well protected. Safe and happy, Ashok's parents were both incredibly career driven, and both left him to his own devices every chance they could (it wasn't intentional; there was always that paper to grade or deal to finalize).

Left on his own, Ashok began devouring knowledge. By the age of 10 he had read all of his parent's books, and all of their friend's books as well. He would troll bookstores looking to learn things he didn't already know. Everything was fine until he hit a wall.

He was reading a 2,000 year old treatise on religious ceremonies and he came across a term that he had never heard before. What at first merely bugged him quickly because an obsession. He purchased every book on the language he could find, but none gave him clues as to what the word meant.

Finally, he switched gears and began studying ruins of the civilization, and quickly learned that there was an abandoned temple from the right era two towns over. Packing his notebooks, he made his way to the town, planning on using it as a staging ground for his forays into the temple.

When he arrived, he learned that the temple was off-limits, due to a horde of undead that had infested the location. Looking around, he hired on with a group of adventurers headed into the site to deal with the undead. While he was up front about his lack of spellcasting ability (he knew about magic but personally lacked the talent). he did sell himself as a guide and expert. Initially hesitant, the leader of the group hired him because the bounty was expiring and they would rather get paid a smaller share over not getting paid at all.

During the expedition, he told them where to attack the undead, identified the seven veil cartouche that allowed the vault to be opened, and made suggestions on overall improvement in weight disbursement in people's packs.

That is how Ashok came to be an adventurer. He never did find that word though. He just found new knowledge to replace it.


Daedalus the Dungeon Builder wrote:
Would you be open to allowing the deadly agility feat from Dreamscarred Press Path of War?

I'm of mixed emotions about this. I'm not opposed to Dex to Damage, but a single feat with no pre-requisites seems a little cheap. At the same time, Agile weapon is only a +1, which is also cheap, but only applies to one weapon.

I'll allow it.

Scarab Sages

If Deadly Agility is on the table I may need to re-think some things...
Half the reason I dipped rogue was dex to damage, after all


inxpitter wrote:
I have an interest in a game like this. Would this Monster Trainer class by Northwinter Press be alright?

This seems really interesting, but I think it needs some house rules and clarification. EZ's review is good and points out some of the issues with the class. If you are willing to amend some things, I'm willing to work on it.


Okay, many thanks. I was hoping to go for a dual-wielding build, so not having to find lots of agile weapons is a great help.


Are the PCs supposed to gain xp in game, or will they stay at 10th the whole time?

Scarab Sages

Nah. I'm not going to rebuild. Sticky is a rogue at heart, and my rogue levels shall remain.

And a trap-disarming barbarian makes me happy. :)


1 person marked this as a favorite.

You will gain xp. At the glacial pace of PbP.


GM SuperTumbler wrote:
inxpitter wrote:
I have an interest in a game like this. Would this Monster Trainer class by Northwinter Press be alright?
This seems really interesting, but I think it needs some house rules and clarification. EZ's review is good and points out some of the issues with the class. If you are willing to amend some things, I'm willing to work on it.

Hmm...Now taking a closer reading I feel that it would be better to submit a different character. As much as I like the "Pokemon-esque" playstyle, having to understand somewhat complex rules might make too much work for the GM (yourself).

I'd be willing for any amendments to balance out the class, but I'm not experienced as a game designer/balancer so I'd be depending on you mostly.


GM SuperTumbler wrote:
You will gain xp. At the glacial pace of PbP.

Understood GM.

With Gear,
Am I right in thinking all PCs are starting with just 10gp of clothing

No Weapons or Armor etc.

O and I made list Applicants

list Applicants:

List of players who have shown interest AND who have biult PCs
Player: Vrog Skyreaver - - PC Ashok CG Half-Orc Scholar 10
Player: GM_Panic - PC Alyln GC Drow Warlock 10
Player: Loup Blanc - PC Kjell Strongarm CN Human Ranger 10
Player: Philo Pharynx - PC Tavius LN Tiefling symbiat 10
Player: adsapiens. - PC Goggh GC Lashunta Aegis 3 / Soulknife 3 / Metaforge 4
Player: Jovich. - PC Jovich Devir NG Drow Rogue 10
Player: Grumbaki. - PC Sven the Mazebreaker Dwarf Sanctified Slayer 10
Player: Skorn. - PC Druhir Khanie CG Elf Witch 10
Player: Choon. - PC Stickymitts NE Goblin UnBarbarian 6, URogue 4
Player: Kuroyama. - PC Malachi Amarr LG Aasimar paladin 10

List of players who have shown interest but have yet to make PCs

Digger Chandler
The Chess
Jesse Heinig
Daedalus the Dungeon Builder
HereBeMonsters
Sylvanus, TFK
Yas392
Feral
EmissaryOfTheNorth
Master Han Del of the Web
JoshB
Jereru
Skorn

If I have missed anyone, or have something wrong, on the lists please let me know and I will fix it

Scarab Sages

And anything critical to your class or un-removeable like a bonded item or component pouch

Sovereign Court

Alyln wrote:
GM SuperTumbler wrote:
You will gain xp. At the glacial pace of PbP.

Understood GM.

With Gear,
Am I right in thinking all PCs are starting with just 10gp of clothing

No Weapons or Armor etc.

O and I made list Applicants

** spoiler omitted **...

My character was finished and posted here.


Humm I can't get the link to work, could you tell me alimemt race and class and I will add you. :)

Choon wrote:
And anything critical to your class or un-removeable like a bonded item or component pouch

Did not the gm say we would find all of those in our 1st encounter, or I'm a I miss reading things.


inxpitter wrote:


I'd be willing for any amendments to balance out the class, but I'm not experienced as a game designer/balancer so I'd be depending on you mostly.

Isn't there a summoner archetype that is similar. I can't find it at the moment, but I thought I had seen one. We seem to have a lot of experience in this thread, so maybe someone else knows.


Thanks for the list, Panic. I don't really enjoy compiling those things, so I appreciate it.

I don't have a solid timeline for closing recruitment, but I'll be studying characters over the weekend for sure. Probably make a decision sometime Monday.

I was trying to be vague but reassuring when it came to equipment, so as not to have to deal with lots of different cases in recruitment. Characters will get to keep items that are integral to their character class, and a variety of weapons will be available in the opening encounter. We will work out the specifics of all of that once I make choices of characters.


In terms of summoning things Pokemon style? Master Summoner does a decent job of it, focusing on multiple smaller summons rather than the single eidolon. The Preservationist Alchemist fits the flavor pretty well, if not living up quite as powerfully on the mechanical side. Overall it's hard to beat the key summoning classes, whether Summoner or just a dedicated caster of another sort.

Also, just to clarify, Kjell isn't actually a Ranger, that's just his Variant Multiclass--his primary class, and the bulk of his setup, is a bloodrager with the Untouchable Rager archetype.


adsapiens and Chess are the same person. Goggh is my submission.


I'll hopefully have my submission (a dex-based kasatha warpriest) up tomorrow. He is going to be scary.

Grand Lodge

Another summoning class would be the inquisitor's master tactician archetype if you want a summoner with a touch of divine spellcasting.

I think I will go oracle or aurora soul mystic with a fire theme. For oracle, I will be going with aetherurgist archetype. I will need approval for that archetype before I start building.

Sovereign Court

Alyln wrote:
Humm I can't get the link to work, could you tell me alimemt race and class and I will add you. :)

Laurelin Kentades, lawful evil human unchained rogue 6/assassin 4.


Updated list of Applicants 001:

List of players who have shown interest AND who have biult PCs
Player: Vrog Skyreaver - - PC Ashok CG Half-Orc Scholar 10
Player: GM_Panic - PC Alyln GC Drow Warlock 10
Player: Loup Blanc - PC Kjell Strongarm CN Human Ranger 10
Player: Philo Pharynx - PC Tavius LN Tiefling symbiat 10
Player: adsapiens/Chess. - PC Goggh GC Lashunta Aegis 3 / Soulknife 3 / Metaforge 4
Player: Jovich. - PC Jovich Devir NG Drow Rogue 10
Player: Grumbaki. - PC Sven the Mazebreaker Dwarf Sanctified Slayer 10
Player: Skorn. - PC Druhir Khanie CG Elf Witch 10
Player: Choon. - PC Stickymitts NE Goblin UnBarbarian 6, URogue 4
Player: Kuroyama. - PC Malachi Amarr LG Aasimar paladin 10
Player: Jesse Heinig - PC Laurelin Kentades LE human unchained rogue 6/assassin 4.

List of players who have shown interest but have yet to make PCs

Digger Chandler
Daedalus the Dungeon Builder
HereBeMonsters
Sylvanus, TFK
Yas392
Feral
EmissaryOfTheNorth
Master Han Del of the Web
JoshB
Jereru
Skorn

If I have missed anyone, or have something wrong, on the lists please let me know and I will fix it


Yas392 wrote:

Another summoning class would be the inquisitor's master tactician archetype if you want a summoner with a touch of divine spellcasting.

I think I will go oracle or aurora soul mystic with a fire theme. For oracle, I will be going with aetherurgist archetype. I will need approval for that archetype before I start building.

That is pretty freaky. Roll it up.


I present Andros, the Kasatha warpriest assassin of Iomedae:

Stats:
Kasatha Warpriest of Iomedae 10
LN Medium Humanoid (kasatha)
Init +7; Senses Perception +15
—————
Defense
—————
AC 17, touch 17, flat-footed 10 (+5 Dex, +2 Dodge)
hp 90 (10d8+20+10)
Fort +12, Ref +8, Will +11
—————
Offense
—————
Speed 30 ft
Melee
Ranged
Special Attacks blessings (good, war; 8/day), Fervor (3d6, 9/day), channel energy,
Warpriest Spells Prepared (CL 10th; concentration +14)
. . 4th— divine power, freedom of movement
. . 3rd— channel vigor, dispel magic, magic vestments, protection from energy
. . 2nd— cat's grace, ironskin, resist energy, protection from outsiders, lesser restoration
. . 1st— divine favor (2), protection from evil (2), shield of faith, bless,
. . 0 (at will)— create water, detect magic, guidance, light, resistance
—————
Statistics
—————
Str 7, Dex 21, Con 14, Int 10, Wis 18, Cha 8
(7, 17+2+1+1, 14, 10, 16+2, 8)
Base Atk +7; CMB +5; CMD 21
Feats, Weapon Focus (kukri), weapon finesse, deadly agility, multiweapon fighting, combat reflexes, lunge, improved two-weapon fighting, quicken blessing (good; battle companion), multiweapon specialist
Traits Fate's Favored, Reactionary
Skills Acrobatics +8, Knowledge (religion) +5, Perception +15, Sense Motive +8, Stealth +13, Survival +8,
Languages Common, Kasatha
SQ Aura (good, lawful), Blessings (good, war), sacred armor (+2), sacred weapon (+2, 1d10), Defensive Training, Desert Runner, Desert Stride, Jumper, Multi-Armed, Stalker
Gear Wooden holy symbol, explorer's outfit

Background:

Andros is one of the few Kasatha from Golarion. Born in a hidden enclave, deep in Numerian ruins, he was never satisfied with staying put like the rest of his kin. Instead, he would sneakily venture further and further from his home, counter to his parent's warnings. Eventually, he learned why his family stayed hidden, when one day, he was captured by a Technic League patrol, who were eager to experiment on the young alien. He was experimented upon for years, tortured and abused by the cruel mages. Eventually, he was rescued by a band of Iomedaen paladins. He fell into company with them for a while, learning the ways of Iomedae, and growing competent in both blade and spell. While, in another life, he might have become a paladin, Andros had no interest in the strict codes of honor required of the discipline. While he appreciated the concept of bringing justice to the wicked, the kasatha, broken and weak after years of captivity, found he was far more effective with many quick strikes with a sharp blade against an unaware opponent than charging in with longswords held high. As a result of his underhanded tactics, he parted way with the paladins, and started a one-humanoid war against the Technic League, speedily leaping into patrols, and demolishing his opponents with countless quick blows, each well-aimed and charged with divine might.
He grew confident in his skills, in his powers, and that was what led him, one night, to overconfidently enter the Worldwound, to test his powers. He carved a path a good ways into the wildlands, only to be confronted by several half-fiendish minotaurs. He charged them….
You have the sensation of falling before you wake with a start. Something hard stabs your back and you roll to the side. Your hands move to your waist, your chest, your back, searching for the familiar weapons and adventuring gear. But you find nothing. As the fog clears from your eyes, you scan your surroundings with seasoned wariness, looking for threats. You see walls of fitted stone reaching toward the sky, perhaps 50 feet tall, stretching away in both directions. The sky is a swirling mass of red clouds and grey…something. The air smells faintly of old blood and hot sand. Cautiously, you rise to your feet and listen. In the distance, echoing strangely on the stone walls, you hear the sound of others.
Appearance:

Andros is a tall, limber kasatha, with standard pale skin and a blue mouth-covering. He wears clothing that allows him to stay nimble, with a cloak the color of sand. His eyes are constantly darting back and forth, and his bare arms show numerous scars, and a few pieces of metal (some of which occasionally glow blue) inset into his muscle.


Not much activity on my other games today, so I've looked through all of the posted builds and backgrounds. Lots of interesting things. Pretty heavy focus on flexibility, which makes sense for the setting. Not surprised by the number of rogues and rogue analogues. I am surprised by the number of elves. But not bothered by either of those things.

We've got more than enough submissions as it is, but I'll accept submissions through the weekend.


Hi, Jereru here presenting Bron the Half-Orc.


Submitting my oracle here. Just need to put in fluff and stats.


list Applicants 002:

List of players who have shown interest AND who have biult PCs
Player: Vrog Skyreaver - - PC Ashok CG Half-Orc Scholar 10
Player: GM_Panic - PC Alyln GC Drow Warlock 10
Player: Loup Blanc - PC Kjell Strongarm CN Human Ranger 10
Player: Philo Pharynx - PC Tavius LN Tiefling symbiat 10
Player: adsapiens/Chess. - PC Goggh GC Lashunta Aegis 3 / Soulknife 3 / Metaforge 4
Player: Jovich. - PC Jovich Devir NG Drow Rogue 10
Player: Grumbaki. - PC Sven the Mazebreaker Dwarf Sanctified Slayer 10
Player: Skorn. - PC Druhir Khanie CG Elf Witch 10
Player: Choon. - PC Stickymitts NE Goblin UnBarbarian 6, URogue 4
Player: Kuroyama. - PC Malachi Amarr LG Aasimar paladin 10
Player: Jesse Heinig - PC Laurelin Kentades LE human rogue 6/assassin 4.
Player: Daedalus - PC Andros LN Kasatha Warpriest of Iomedae 10
Player: Jereru - PC Bron Frostbreath NG Half-Orc Fighter 10

List of players who have shown interest but have yet to make PCs

Digger Chandler
HereBeMonsters
Sylvanus, TFK
Yas392
Feral
EmissaryOfTheNorth
Master Han Del of the Web
JoshB
Skorn

If I have missed anyone, or have something wrong, on the lists please let me know and I will fix it


I got this idea for a character (feral rat) and I couldn't let it go so I will toss my hat into the ring for this. I will make an alias if selected. This is Kiro, Ratfolk urban barbarian, ostracized by his people for the color of his fur and cursed with the "fury". He is a natural attack Dex specialist, with 2 claws, bite, and gore when he is raging plus pounce. Backstory to come later. His profile includes all his equipment per his wealth level, which can be modified to fit GM's introduction into the Maze. HPs calculated at 7 per level after 1st level. Thanks.

Kiro Whitefur:

Male ratfolk barbarian (urban barbarian) 10
CG Small humanoid (ratfolk)
Init +7; Senses darkvision 60 ft.; Perception +22
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Defense
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AC 23, touch 19, flat-footed 16 (+4 armor, +1 deflection, +7 Dex, +1 size)
hp 115 (10d12+40)
Fort +12, Ref +12, Will +10; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities improved uncanny dodge, trap sense +3; DR 2/—
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Offense
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Speed 20 ft.
Melee gore +19 (1d4+11)
Special Attacks rage (25 rounds/day), rage powers (animal fury, beast totem, greater beast totem, lesser beast totem, superstition +4, witch hunter)
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Statistics
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Str 9, Dex 24, Con 17, Int 10, Wis 14, Cha 10
Base Atk +10; CMB +8; CMD 26
Feats Extra Rage Power, Improved Critical (claw), Iron Will, Piranha Strike, Weapon Finesse
Traits dangerously curious, indomitable faith
Skills Acrobatics +13 (+9 to jump) (3 ranks), Knowledge (local) +13 (10 ranks), Linguistics +5 (2 ranks), Perception +22 (10 ranks), Ride +7 (+12 regarding elephant-like creatures) (0 ranks), Stealth +16 (5 ranks), Use Magic Device +16 (10 ranks); Racial Modifiers +2 Perception,
+2 Use Magic Device, rodent empathy
Languages Abyssal, Common, Draconic
SQ controlled rage, cornered fury ARG, crowd control
Combat Gear:
Potion of lesser restoration (2) - 600 gp
Wand of strong jaw (15 charges) - 3375 gp
Wand of versatile weapon (20 charges) - 1800 gp
+3 haramaki - 9153 gp
+1 agile amulet of mighty fists - 16000 gp
Belt of physical might +2 (Dex,Con) - 10,000 gp
Cloak of resistance +2 - 4000 gp
Eyes of the eagle - 2500 gp
Headband of inspired wisdom +2 - 4000 gp
Helm of the mammoth lord - 8500 gp
Ring of protection +1 - 2000 gp
72 gp
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Special Abilities
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Animal Fury (Ex) Gain a d4 bite attack while raging
Beast Totem +3 (Su) +3 to Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Crowd Control +5 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Improved Uncanny Dodge (Lv >= 14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+ rogue or higher.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Rage (25 rounds/day) (Ex)
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Superstition +4 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Witch Hunter +3 (Ex) Bonus to damage spellcasters and creatures with spell-like abilities while raging.


Submitting this character.
Edit: hp are calculated as 75% max, rounded down, not using max roll at first level.


I'd love to put up a character for consideration while there's still a little time left: Inessa, a Celestial Commander of Pharasma. Character sheet and background are in the alias.


Oh, forgot to say: hp are calculated at 75% of max hit dice and then added Con bonus.

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