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Broken Golarion *official* recruitment!!


Recruitment

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Pathfinder Companion Subscriber

Your hope is delicious Stormcrow. *Nom, Nom, Nom*

Sczarni

Oh no! Abadar! Abadaaarr! I suppose that means I can't make my second character work very well, as they were heavily tied to Abadar. But here's my first character's background:

The Regulator:
Twas a beast that showed up in time every now and then. Always with a scarred face but never with a name, only a purpose. In the seas, filled with pirates and shanties, such a Regulator had waited to be attacked and sent on his way. He was a large, golden-helmed gnoll that had the darkest fur colors and wielded the largest ankh anyone had ever seen. The other sailors, his crew members, knew not why he remained with them. In secret, he was to find The Lady’s resting place and notify the others like him of her location, with his death. In that way, he was a tool for the Lady’s use, created specifically to fulfill this one purpose.

Along the way, the Regulator taught valuable lessons to those that understood his language and actions. If someone attacks another, they must be ready to be attacked. If someone eats another, they must be ready to be eaten. If someone takes another person as a hostage, they must be ready to be taken. In a way, the Regulator is an envoy of balance.

To the crew members, the Regulator was their secret weapon, as no other ship had faced such a beast. Those that attacked him didn’t live to tell the tale; and they tried cannons, their own beasts, swords, pikes, and even surrounded him completely at several instances. But the force of his swings crushed their bones, splintered their bodies in half on the ship planks, or sent them flying into the swift waters below, like crumpled flesh-bags.

After the marriage between the lady of the rock and a handsome elf lad, their ship sailed until it landed on an island, the captain’s map suggesting that this island had the buried treasure that would make them notorious pirates. However, the cyclops’ of the island had other plans. The crew was attacked late at night, but the Regulator’s might saw them through. Shaken up, but determined, the goblin captain ordered a forward march. They cleaved and shot through countless cyclops but eventually, the cyclops's unnatural ability was combined with ranged weapons and that spelled the doom for the crew.

With a weary body and soul, the Regulator at last found a hidden temple on the island. Descending the steps and coating them in cyclops blood and viscera, the Regulator took off his golden helm and set it on a large, black coffin. Kneeling in the brief silence, the Regulator took up his ankh and turned to face his last fight. Cyclops began to fill the space between him and the door, their crossbows at the ready. They fired into his exposed chest, but it would take many more until the night ceased to hear the powerful cry of a marred soul.

With his purpose complete, his soul was released from its forced cycle and left the world for good. The Lady had no further use for him, fulfilling her own promise of a blissful rest. Then there came a moment where another divine source had discovered his soul and put it to use. Hurtled back down and awoken from his rest, the horrifyingly scarred creature drew a breath. The Regulator lives! His past strength fuels his insides, his muscles are stiff and his head is spinning. This new life is his and his alone, but he must have been put back into flesh to serve his purpose. Regulation in progress, please stand by.

The Regulator Character Sheet:

The Regulator
Male vanara bloodrager 8 (Abyssal Bloodline)
TN Medium humanoid (vanara)
Initiative +3; Senses Perception +12
- - - - -
DEFENSE
- - - - -
Armor Class 20 [17], touch 13 [10], flat-footed 17 [14] (+3 Dex, +7 armor)
DR 1, Fire, Cold, Acid Resistance 5
Hit Points 144 (8d10+48+8+8)
Nonlethal Damage 0
Condition Normal
Fortitude +13 [16], Reflex +4 [3], Will +7 [9]
Uncanny Dodge
- - - - -
OFFENSE
- - - - -
Speed 30 feet
Melee +1 furious greatclub +19/+10 (3d6+28) with Power Attack and Rage and Arcane Strike
Melee 2 Claws +16/+10 (2d8+17) with Power attack and Rage

Attack Formula +8 BAB + 9 Strength +3 magic enhancement -1 size penalty. Second attack has -4 Power attack penalty.

Damage Formula (3d6+12 strength (1 and a half)+12 power attack+3 magic enhancement+1 Arcane Strike

Ranged: +1 composite longbow +12 (1d8+7/x3/110 ft.) with Arcane Strike
Special Attacks Power Attack: -4 to attack, +12 to damage two-handed, +8 otherwise.
Arcane Strike: Swift Action +1 to damage, makes weapon magical.
Rage: May enlarge person, even if not humanoid. +4 strength, +4 con. 29 rounds/day.
While Enlarged: +2 strength, +2 con, -2 dex, -1 attack.

- - - - -
STATISTICS
- - - - -
Strength 22[28], Dexterity 16[14], Constitution 22[28], Intelligence 10, Wisdom 12, Charisma 14
Base Attack Bonus +8
Combat Maneuver Bonus +13[15]
Combat Maneuver Defense 23[26]
Feats:
Power Attack 1st level
Reckless Rage: 2nd level
Furious Focus: 3rd level
Toughness: 4th level
Arcane Strike: 5th level
Iron Will: 6th level, Cleave Bloodrager bonus feat.
Combat Reflexes: 7th level
Endurance: 8th level

Traits: Ancient Explorer (Polyglot, +1 Knowledge History), Berserker of the Society, Storm Pilot

Trained Skills
Climb: 8 ranks + 5 stat +3 prof=16
Handle Animal: 8 ranks + 2 stat + 3 prof = 13
Knowledge History (Background Skill): 8 ranks + 0 stat +3 prof +1 trait = 12
Swim: 8 ranks + 5 stat + 3 prof = 16
Profession Sailor (Background Skill): 8 ranks + 1 stat + 2 trait+ 3 prof = 14
Perception: 8 ranks +1 stat + 3 prof = 12

Gear:
+1 Agile Breastplate
+1 Furious Greatclub
+1 Composite Bow +5
Headband of Charisma +2
Belt of Physical Might: +2 Strength, Con
Cloak of Resistance +2
2,345 gold left.

Point Buy:
Strength: 16 +2 = 18+2=20+2=22 (+2 racial bonus, +2 Word bonus, +2 belt bonus)
Dex: 10 +2 +2 +2 = 16 (+2 racial, +4 level up)
Con: 16 +2 = 18 +2 = 20+2=22 (+2 Racial, +2 Word bonus, +2 belt bonus)
Wisdom: 10 +2 =12 (+2 Racial)
Intelligence: 10
Charisma: 14 -2 = 12+2=14 (-2 Racial, +2 headband bonus)

Vanara: 8 points.
Advanced Strength: 4 points.
Advanced Con: 4 points
Cornered Fury: 4 points.
Vanara: 20 points

Words:
Endurance and Might

Gifts:
Might:
Stronger than You
Shoulders Wide as the World
Fists of Black Iron

Endurance:
Undying
Amaranth Vitality

Spells Known:

Level 1.
Cheetah's Sprint
Infernal Healing
Bloodbath
Feather Fall
Ray of Enfeeblement (Bonus)

Level 2.
See Invisibility
Mirror Image


Little bit of clarity, and a reminder:

You all died before/during various APs. Thus, if there's a god your character is tied to/worships/etc, and I listed them as 'dead' that does not mean you can't use/make that character the same way.

To make it simple, any god who I said was 'dead', 'died' after your PC did. (Your death kill him/her! You bastard! :p)

Sczarni

1 person marked this as a favorite.

Oh my goodness...At the end of the perilous island survival, Paladin of Abadar finally get's that cargo through (The other PCs) and Abadar dies.

Paladin: "Did I do the right thing?"
Abadar: "Go my son...bring commerce to the lands...be my tax collector. Ugh!"
Paladin: "I will, my beautiful, manly god! As soon as I live again. Because I'm dead. Ugh!"

Liberty's Edge

Pathfinder Adventure Path, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
pinvendor wrote:
Corerue wrote:
Is recruitment still open?
Lol, I hope so! It's hard to write up a concept when some of my jumping off questions are still being determined. :D
GM Choon wrote:
It is!

Good then here we go!

"As a well-spent day brings happy sleep, so a life well spent brings happy death."
Leonardo Da Vinci

Background of Arrandaer:

Tumbling, tumbling, down and down into the yawning depths...

He kept recalling something strange, his hooves clattering against the boneyard as he stepped towards judgement. He tried to recall what was so important to remember as he trudged his way along with a horde of souls. The Boneyard appeared to be overflowing, for a moment he didn't recall why...

Who was I...

Everythign felt like it was in a fog, hard to fathom let alone recall and then it happened. A flash of insight... My name... No longer matters, I am Arrandaer now. He who is without a path. Because of our failure.... Everything is gone.

We were known as the Alseid, a tribe that once protected the Forest of Stone in the most north eastern part of a land the humans called Sarkoris. It had been our sacred duty since time immemorial, we were once the protector's of the sacred forest and the progenitors who fostered the hopes of the Green Faith. But all of that is gone now...

The Forest of Stone fell long before I was born, though I had always felt a deep yearning to return there. To reclaim something my kind had lost in what was now called the Stonewilds. Something left behind when we were forced to flee. It wasn't until the final crusade started in earnest, I had been visiting the city of Kenebras before its fall. Fought underground and in its streets to reclaim it. It was there I fell in love with the leader of the group, a paladin of Iomedae who I could not muster the courage to tell her how i felt. Along the way I met many who would become dear companions, though many would lose their lives as we pressed into the world wound and she kept us together despite feeling we were in the pit in despair. I traversed the planes and though my ranger skills were limited. It proved useful until the last battle came.

We fought over the rifts with near reckless abandon, we had arrived just as the Worldwound was going to be opened further. A more permanent existence and we struggled desperately to stop it. I summoned creatures the world over to do battle for the sake of golarion, watched them die cruel deaths as I rained fire, stone and lightning down on our foes. My companions were stout of heart but ultimately it was useless, we were too weak to overcome this demon lord. So when we faltered the rift tore open, bringing with it a tidal wave of new demons. A veritable horde to which we had no answer for and so in my most desperate moment we did the only thing we could...

We fled...

With an item called a Bridge Breaker, an explosive from a friendly dwarf, I was able to slow the demons by making a hole in the floating terrain we were on. I launched arrow after arrow into those that flew over or stormed up the now treacherous path. Pushing myself to go faster despite screaming muscles I fought on, on that narrow cliff in which we found ourselves pinned in. Deskari clashed with our party leader and reveled in toying with her as his army fell upon Golarion like a metastasizing cancer. Regardless we faced them with Sword, Spear, Axe and Bow. We fought on!

It wasn't until my companion's shout, for us to return before the gate spell was completed that I became concerned. Our party leader had refused to back down, despite her injuries, despite everything she had fought on for the sake of Golarion. Deskari was toying with her of course, plain and simple though she had wounded the Demon Lord he was far from beaten. Her flight spell was probably at its limit too, so at that moment I had a choice, save her or save myself.

It was an easy choice...

Summoning all of my quickness and hoping for greater speed I leapt over the slavering hoards. Somehow my hooves moved quicker then their hands,claws and teeth. I danced across their faces as they snapped and shrieked at my legs. I'd never forget the look of surprise on her face when I rammed my War Lance into Deskari's eye. Nor the look of dread as I threw her back towards the group as I smiled, knowing she would make it meant my life was well spent. A sharp pain was the only indicator I had that Deskari's stinger had struck me mid waist. Well struck wasn't the word. impaled me, as the stinger had punched through my guts.

I had little time to worry about that as the finishing blow felt like I had been struck by lightning. Deskari's scythe had cleaved my upper body from my lower in a single bloody blow. Apparently a lance in the eye wasn't funny and the demon lords last strike sent my lifeless form tumbling into the yawning abyss. Where I fell seemingly forever. Over and over, tumbling until finally my eyes closed forever.

Wrath of the Righteous failure

I squeezed my eyes shut as a new pain flared across my sides the souls around me retreating like a fog near open flame. I was hardly able to move as I tried to understand what was happening. "The dead shouldn't feel shut pain..." It was all I could grunt before feeling soft earth as my legs buckled, slamming me into the ground. When the pain eventually subsided I was able to tell I wasn't in the boneyard, the smell of the fresh breeze, the feel of the earth against my belly and the beating of my heart were the key indicators.

The Why wasn't as important as the How I was back, but it meant one thing. Another chance. At redemption, at love and at saving Golarion...

Though this time I galloped off not as a Ranger, that part of me died against Deskari. The path I was to choose now would have to be one that could match the demon lord one day...

Idea behind Arrandaer:

Alseid race from Midgard Setting, basically a Ceritaur or Deer-Taur (Medium Size, -Taur)
Quickling Template from Advanced Bestiary.
Chosen Class(s)? Magus, Cavalier, Rogue. Depends on what the party needs.

I wasn't sure what materials were allowed so I thought I'd at least see if either of the above was possible, i'd take a few levels less just for the chance if needed. :D Will read over the godbound rules soon!

Anyway let me know what you think! Thanks!


No third party materials, and no templates.


Vrog Skyreaver wrote:
Your hope is delicious Stormcrow. *Nom, Nom, Nom*

I do my best to provide nourishment for emotional vampires. They are people too.


In case anyone else wants to use my Advanced Half-Elf race (Bumping Half-Elf up to 20 RP)

Standard Half Elf (10 RP):
Half-Elves
TYPE

Humanoid (elf, human) 0 rp
SIZE

Medium0 rp
BASE SPEED

Normal0 rp
ABILITY SCORE MODIFIERS

Human heritage0 rp
LANGUAGES

Linguist1 rp
RACIAL TRAITS

Defense Racial Traits
Elven immunities2 rp
Feat and Skill Racial Traits
Skill bonus (Perception)2 rp
Static bonus feat (Skill Focus)2 rp
Senses Racial Traits
Low-light vision1 rp
Other Racial Traits
Multitalented2 rp
Total 10 rp

Advanced Half Elf (20 RP):

Advanced Half-Elves
TYPE

Humanoid (elf, human) 0 rp
SIZE

Medium0 rp
BASE SPEED

Normal0 rp
ABILITY SCORE MODIFIERS

Advanced 4 rp (+2 Mental, +4 con, -2 str)
LANGUAGES

Standard 0rp
Elven
RACIAL TRAITS

Defense Racial Traits
Elven immunities 2 rp
Lucky, Greater 4 rp
Feat and Skill Racial Traits
Focused Study 4 rp
Senses Racial Traits
Blended View 2
Other Racial Traits
Multitalented 2 rp
Shadow Magic 2 rp
Total 20 rp

What changed from basic to advanced: Drop the racial +2 perception for shadow magic +0 RP. Upgrade the racial skill focus to Focused Study net +2 RP. Upgrade LLV to Blended View net +1 RP. Upgrade stats to Advanced from human heritage +4 RP. Downgrade Linguist to Standard -1 RP. Add Lucky Greater +4 RP. Totals out to +10 RP over a base half elf, 20 RP.

Flavor Text: Generally sturdier than typical half elves, advanced half elves have a deeper understanding of the gifts of both of their heritages, but still find it hard to gain either the musculature of their human ancestors or the easy grace of their elven forebears.

Having fun building out my girl for this, but oh boy is building an 8th level character full of decision paralysis. My notes are up to several pages trying to work out why I might have wanted to take this or that. I'll try to clean it all up before posting her.

You confirmed no VMC right? I was flirting with the idea of VMC oracle as a way to get a curse from Pharasma, but if it's not allowed I'll figure something else out.


1 person marked this as a favorite.

ANSWERS TO QUESTIONS:

pinvendor wrote:
I was curious about previously existing gods, especially ones that vanished (such as Amaznen), fell into obscurity due to worshippers being destroyed (Peacock Spirit) or straight died (Aroden, Curchanus, Acavna).

We're sorry, but dead gods are dead. We are not looking to having characters that are reborn or reincarnations of gods.

Vrog Skyreaver wrote:
DM Fnord, I see you posted pretty much right after I added my build to my above post. Quick question: Have you guys decided how the defensive powers work (like walk between the rain)? I purchased a mithral shirt, but I will swap it out once I know how my defense will be handled. Thanks!

Many of the words and gifts will be specifically adjusted as they are selected by players. This doesn't mean we want a bunch of requests just to see what the conversion looks like. We're working to make sure they are balanced to each other, don't overly break the game, but remain powerful.

For Walk Between the Rain Is adjusted to read as "You have an armor bonus of +9, You cannot be hit by anything not driven by a purpose unless you allow it; falling objects will never strike you unless some will to harm you set them in motion. Traps meant to hit an intruder have a chance to hit you. Armor and shields don't benefit you." A mithral shirt isn't providing any benefit to you. Random falling objects will not hit you, but traps may still apply as they are passive, but still designed to hit someone.

Nikolaus de'Shade wrote:
Also - as part of buffing my race to 20 RP I wanted to take Soul Seer. (Have deathwatch permanently) - it's limited to Outsiders only, but I'm playing a reincarnated goddess of death/endings in a human body - so its immensely fluffy and appropriate to the character, but not mechanically permitted. Will the GM's allow this for fluff's sake or not? :)

Use of ARG is problematic as it is. Racial modifications must be legal according to ARG. This includes a constant deathwatch. It is within the realm of possibility to have deathwatch as a spell-like ability within the ARG rules.

Devon Prissault wrote:

While you're working on questions, maybe you could think about this one, too?

** spoiler omitted ** <Down graded Drow Noble>

Since any use of ARG is assumed to be an entire group of people, and knowing how hostile drow are to each other. How and why would other drow clans allow such a crippled clan to continue to exist if their nobles were only half as capable? We need more information about why you would rather have half a drow noble over a better than typical drow.

Sedelion Deighstalach wrote:

1) How are we doing HP for comapanions (currently she will have 5d8)?

2) For the 4th (and subsequent) level stat boost, it says to raise by +1... given PCs are getting +2 for level 4, will animal companions get a similar extra stat point, or are we sticking to the normal progression plan?

We are still looking at the specifics on this. At this point we are likely to provide some boost. It will not be as extensive as the PC's get.

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

Ash.. We do need more than one sentence to describe your branch of half-elves. And no VMC.


Paizo Superscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber

Are you saying Vanished = Dead for your canon? A couple of my examples are "fate unknown" instead of dead including Amaznen the one who my idea was originally centering around.

Not arguing, just clarifying. And since Nikolaus de'Shade and his collaborator indicated they were planning a concept around deities who were also attempting a return or resurgence...would this stance on dead/vanished/obscure gods also apply to player created or just those specifically mentioned in Paizo sources?


I'm fluffing advanced half elf as a result of coming back from the boneyard, better, than when we died. So I hadn't thought about building an entire community of them.

If you'd like I can boilerplate something but I honestly like the flavor of broken contracts and leaking power making for better than standard as a result of our not standard reincarnation/resurrection.


DM Fnord wrote:

ANSWERS TO QUESTIONS:

We are still looking at the specifics on this. At this point we are likely to provide some boost. It will not be as extensive as the PC's get.

This is fair and reasonable. As I stated, for the most part (exception being exact HP total) Sed's companion has been created. Any buffs received can be added once they are determined, no problem.

As for dead gods being dead, makes sense to me... though I do share Pin's question on ones presumed missing but not officially dead per the Inner Sea Gods splatbook (ex: they list The Peacock Spirit as being dead, as all who knew his name or the mysteries of his worship died in Earthfall. Lissala, however, they list as forgotten... and, fun note, per the canon of this apocalyptic world you guys have brought to us to play in, at least one person has awoken that remembers her. Between that and her rune magic seeming to work again, I would argue that she may very well be alive and active once more, even if the peacock isn't.)

I also have the concern of what that means for divine spellcasters who worshiped one god prior to death that is now dead upon their rebirth. Dead gods, by definition, can't hear pleas for daily spells. Given Desna is undecided, if the decision goes that she dies... who would Sedelion be getting spells from at that point?

Sczarni

Due to a typo in my copy-paste powers, my second character is going to be reborn as a female. For clarity reasons, my first character's adventure path was Skulls and Shackles, while this one was Serpent's Skull. There's a lot to do about skulls around here. I am fine with playing either character and these will be my only submissions.

Also, Mandello is a normal human. No advancements to 20point race were made, no alternate traits chosen.

Christopher Mandello:

A merchant marine hired to guide travellers to the lands of Abadar, Christopher Mandello was hardly ready for the ship’s wrecking. It was foul play, centered around the captain, and he put himself at fault for not being able to stop such a calamity. On the beach of an unnamed island, Mandello was to spend several months trying to hold the others together. There were savages present; they made themselves known in a nightly raid of what little the group had gathered and stored away.

Sensing that the savages’ attacks wouldn’t stop until they were subdued, Mandello convinced the others around him to seek the savages’ lair and travel inward. They split up into scouting parties and drew sticks for night-watches. Mandello didn’t take night-watch and always had an excuse as to why he shouldn’t. His tent was the most lavish, fashioned out of magical toil, with its scented pillows and heavy drapes that cut out the harsh, morning sun.

But when the day rose, so did Mandello. Through several traps made of logs the party marched forth; Mandello’s companion, Mr. Chaps, always at his side and being the first to volunteer for disabling such things. Eventually, they neared an old lighthouse. Mandello devised a makeshift map and Mr. Chaps scouted the compound, returning later. His military training led to a successful attack, with no one injured on his side, and several captive natives secured squarely in one of the buildings. This was a great boost to morale for the shipwrecked travelers.

However, the next day, Mandello and a crew member went to explore the top of the lighthouse. There, panting and standing in the corner of the room, was the strangest looking savage yet. Covered in war paint, with dirty dreads of hair clasped around his belt, the savage had stood with an axe in his hand fashioned out of bone. This would be the longest combat against one target that Mandello had ever experienced, lasting several hours. Expending all of his magical resources in time and defending the stairs down to where the others lay, Mandello was able to defeat the enhanced savage and chased the witch that assisted him down, subduing her with a gag and a blindfold.

Looking out from the top of the lighthouse, Mandello witnessed a sudden light that shot up from somewhere along the island. Informing the others swiftly, the group gathered itself and trekked closer and closer to the source. Cutting through cave monsters, gas traps, and solving the riddle of the cave, the group finally found who had set off the light. She was a cleric of some serpent god and said she knew when and where a ship was coming. This was the start of Mandello’s escape from the island.
Unfortunately, after a few days, Mandello was discussing religious matters with the cleric when she suddenly drew a knife lathered in poison and stabbed him the shoulder. Coughing black blood upon his glorious, bronze-colored armor, he slumped into the corner of the small room and died with his hand firmly grasping a holy symbol of Abadar. It was likely that the other crew members met the same fate, and it was all his fault for not being able to stop her.

This loss is what awoke him in the stables. Wearing a brilliant, silver armor that was strangely warmer than last he remembered, Mandello held up a dainty hand, ”Please, I am fine. Give me a moment.” Once alone, Mandello closed his eyes and lied back down in the hay. In was in that silent moment that he cried, the loss overwhelming his others senses. This was the time for mourning.

Christopher Mandello Character Sheet:

Christopher Mandello
Female human Unchained Summoner (Master Summoner) 8
LG Medium humanoid (human)
Initiative +9; Senses Perception +12
- - - - -
DEFENSE
- - - - -
Armor Class 15[18], touch 10, flat-footed 15[18] (+5 armor)
Hit Points 112 (8d10+24+8)
Nonlethal Damage 0
Condition Normal
Fortitude +5, Reflex +2, Will +7
1/day, Cha to saving roll (+9)
1/day, +2 armor becomes +5 for 10 mins.
- - - - -
OFFENSE
- - - - -
Speed 30 feet
Melee: None.
Ranged: None.
Summon Monster IV, 14/day, 8 min/cast
- - - - -
STATISTICS
- - - - -
Strength 10, Dexterity 10, Constitution 16, Intelligence 11, Wisdom 12, Charisma 28
Base Attack Bonus +6/1
Combat Maneuver Bonus +6
Combat Maneuver Defense: 16
Languages: Common, Draconic, Dwarven, Elven, Halfling, Gnome, Orc, Sylvan, Sphinx
Feats:
(Noble Scion) Scion of War 1st level, Spell Focus Conjuration 1st level (Human Bonus)
Augmented Summoning: 2nd level (Master Summoner Bonus), Evolved Summons
Evolved Summons: 3rd level
Summon Good Monster: 4th level
Evolved Summons: 5th level
Divine Protection: 6th level
Evolved Summons: 7th level
Superior Summons: 8th level

Traits: Get the Cargo Through, Commercial Savvy, Natural Born Leader

Trained Skills:
Linguistics (Background Skill): 8 ranks + 3 prof=+11
Profession Merchant (Background Skill): 4 ranks +3 prof+ 1 stat=+8
Profession Soldier (Background Skill): 4 ranks+3 prof+ 1 stat = +8
Diplomacy: 8 ranks+9 stat= 17
Handle Animal: 8 ranks+ 3 prof+9 stat= +20
Use Magic Device: 3 ranks+3 prof+9 stat= +15
Knowledge Religion: 5 ranks+3 prof=+8

Gear:
+2 Headband of Charisma, 4k
Cap of the Free Thinker: 12,000
+2 Belt of Constitution: 4k
Eagle Knight Dress Uniform (+2 parade armor):10,800
2500gp

Point Buy:
Strength: 10
Dex: 10
Con: 14+2=16 (+2 belt)
Wisdom: 12
Intelligence: 11
Charisma: 18 +2 =20+2=28 (+2 Racial, +2 Word Bonus+4 level up+2 headband)

Human.

Words:
Command and Wealth

Gifts:
Command:
Lines of Rule
Guards! Seize Him!
A Thousand Loyal Troops

Wealth:
The Golden God’s Hand
Ever-Sufficient Provenance

Mr. Chaps:

Mr. Chaps, Unchained Eidolon (Archon)
LG, Biped, 4th level.
Initiative +2; Senses Perception +18, Darkvision, +4 against poison.
- - - - -
DEFENSE
- - - - -
Armor Class 15, touch 13, flat-footed 13 (+2 Dex, +2 natural armor, +1 size)
Electricity Resistance: 5
Hit Points 30
Nonlethal Damage 0
Condition Normal
Fortitude +3, Reflex +3, Will +3
Evasion
- - - - -
OFFENSE
- - - - -
Speed 20 feet, 20 feet climb speed.
Melee 2 Claws +5 (1d3+1)
- - - - -
STATISTICS
- - - - -
12 Strength, 15 Dex, 11 Con, 7 Int, 10 Wisdom, 11 Charisma
Base Attack Bonus +3
Combat Maneuver Bonus --
Combat Maneuver Defense 15
Feats:
Skill Focus: Stealth
Skill Focus: Perception

Skill Proficiencies: Climb, Swim, Disable Device, Appraise
Trained Skills:
Stealth: 3 ranks +8 skilled+3 prof+4 size+3 skill focus+2 stat= +23
Perception: 3 ranks + 8 skilled +3 prof+3 skill focus= +17
Disable Device: 3 ranks +8 skilled +3 prof+2 stat:+16
Climb: 3 ranks+8 climb speed+ 3 prof+1 stat:+15
Intimidate:+8 skilled=8


Pathfinder Companion Subscriber

Thanks for answering Fnord. I'll have my updated character posted shortly.


Pathfinder Companion Subscriber

Here is my consolidated backstory and character:

Kei:

CG Human Rogue 2/Barbarian 2/Bard 2/Shadowdancer 2

STR 10
DEX 22/24
CON 18
INT 10
WIS 10
CHA 16

HP 96
AC 27 (25) (+9 armor, +7 dex, +1 dodge) T18 (16) FF 19 (17)
BAB 5
Init +7
Fort +10
Ref +16
Will +6

Speed 40' (50')

Scimitar:

Non-lethal -
*Normal: +13 to hit; 2d6+9 non-lethal; 18-20/x2 crit
*Rage: +15 to hit; 2d6+11 non-lethal; 18-20/x2 crit
*Arc. Luck: +15 to hit; 2d6+11 non-lethal; 18-20/x2 crit
*Luck and Rage: +17 to hit; 2d6+13 non-lethal; 18-20/x2 crit

Lethal -
**Normal: +13 to hit; 1d6+8 non-lethal; 18-20/x2 crit
**Rage: +15 to hit; 1d6+10 non-lethal; 18-20/x2 crit
**Arc. Luck: +15 to hit; 1d6+10 non-lethal; 18-20/x2 crit
**Luck and Rage: +17 to hit; 1d6+12 non-lethal; 18-20/x2 crit

Skills:
Adventuring Skills: Acrobatics r8 +16, Climb r5 +8, Escape Artist r8 +16, Intimidate r8 +17, Perception r8 +11, Sense Motive r8 +11, Stealth r8 +16, Survival r6 +9, Swim r5 +8

Background Skills: Linguistics r5 +8, Perform (Dance) r8 +14, Sleight of Hand r3 +11

Feats:

1st: Combat Reflexes
1st (Human): Dodge
1st (Rogue): Weapon Finesse
2nd: Skill Focus (Intimidate)
3rd: Dervish Dance
4th: Desert Dweller
5th: Mobility
6th: Deific Obedience (Sarenrae)
7th: Lingering Performance
8th: Endurance

Traits: Fate's Favored (Faith), Blade of Mercy (Religion), Reclaiming Your Roots (Campaign; sword)

Class Features:
Rogue: Archetype - Thug; Sneak Attack +1d6, Finesse Training, Evasion, Frightening, Rogue Talent (Stand Up)
Barbarian: Fast Movement, Rage (10 rnds/day), Uncanny Dodge, Rage Power (Swift Foot)
Bard: Archetype - Archeologist, Bardic Knowledge (+2), Archeologist's Luck (7 rnds/day), Clever Explorer (+1), Uncanny Dodge
Shadowdancer: Hide in Plain Sight, Evasion, Darkvision, Uncanny Dodge

Spells:
Spells/day: -/3
0: Detect Magic, Know Direction, Prestidigitation, Read Magic, Summon Instrument

1st: Cure Light Wounds, Solid Note, Horn of Pursuit

Words:
Alacrity - Walk Between the Rain
Fire - Give Forth the Ashes
Endurance - Amaranth Vitality

Equipment: +1 Merciful Scimitar (Heirloom weapon from mother), +2 Cloak of Resistance, Boots of Striding and Springing, Necklace of Adaptation, Ring of Sustainance, +2 Belt of Incredible Dexterity

Backstory:

Kei was born an orphan on the streets of Katapesh. He never knew his parents, and was left to his own devices. He took up thieving, odd jobs, and the like to survive. When Kei grew to be a young man, a Pathfinder by the name Garavel who say something in the young thug to tried to threaten him for his coin purse. He easily defeated Kei and told him that if he wanted to earn real money, he would join him on an expedition to a destroyed city. Not seeing any other real prospects, Kei agreed.

This began his story that some of the survivors of Katapesh still tell: The story of an streetrat who grew to be a hero to the people, going to war with the genies themselves.

What the story didn't tell, however, was how he died.

Returning from the plane of fire, Kei and his group rushed to the site of the ritual that would free Xotani, the firebringer. Quick as they were, they were not quite quick enough. The ground shook and a primal roar pierced the sky; Xotani was announcing to the world that he was free. As his head broke through the ground, his companions fled, but Kei stood and faced the beast, determined to sell his life to allow them time to escape. He roared a defiant challenge to the beast, a tiny and hollow thing compared to Xotani's own roar. Looking down as it shook itself free of the earth, it....laughed.

Seizing the moment, Kei struck, swinging his blade at one of it's eyes. It was not enough, however, and it inhaled and breathed pure magma on him. As it washed over him, however, time stood still, and Kei heard, clear as the ringing of a temple bell, a woman say "No my son, you will not die here. You are needed to turn back the dark." then, all was darkness.

When Kei came to, a young boy was poking him with a stick.

Kei is the mortal son of Sarenrae. One day she was approached by one of her mortal followers who warned her of a coming darkness on Golarion. As she stretched out her divine senses, she saw that after a certain point, there was nothing. She also saw that she would have a short time to influence the planet before her power there would be sufficiently reduced to prevent her from changing things. Seizing the intitiative, she took mortal form and moved to the village of Kelmarane. There, she posed as a desert dervish and bided her time, waiting on the man who would be necessary to father the child who would be her avatar on Golarion. When the time came, she seduced him and shortly thereafter willed herself to be pregnant. She made body expire during childbirth and returned to the heavens, leaving her son with her mate.


The boy grew up fierce and strong, even after he lost his father a few short years after being born. She did her best to subtly guide him down the path she wanted him to take, but ultimately the decisions were his.


The only time she intervened was when Xotani was about to kill him. She allowed him to die, which was necessary to move him forward in time and allow him to be reborn there.


DM Fnord wrote:

ANSWERS TO QUESTIONS:

Devon Prissault wrote:


While you're working on questions, maybe you could think about this one, too?
** spoiler omitted ** <Down graded Drow Noble>

Since any use of ARG is assumed to be an entire group of people, and knowing how hostile drow are to each other. How and why would other drow clans allow such a crippled clan to continue to exist if their nobles were only half as capable? We need more information about why you would rather have half a drow noble over a better than typical drow.

That's an excellent point about the race builder that I overlooked.

Here's my thought process behind pitching the downgraded drow noble: the Second Darkness AP used the old 3.5 rules, so when the authors had the adventure turn the characters into drow, they got all the powers and abilities of 3.5 drow, which were superior to the Pathfinder drow, most notably in the spell resistance area. When you authorized races of up to 20 rps, I was shocked to find that regular Pathfinder drow were a mere 14 points. That's why I pitched the reduced drow noble. But though you make a good point about weak drow nobles, could I suggest then a "drow elite" that are a step above the rank and file, but not to the power level of a noble? It would make sense that elite drow would be trusted to go to the surface for a mission, in command of the weaker ones, but not house rulers who are too valuable to risk on such matters. It also makes sense that the disguises the heroes used in Second Darkness would be elite and not nobles (to avoid unnecessary attention), but similarly not the grunt level either (to avoid being always overlooked and ignored).

Thoughts on that?


Lesse, Lian's familiar shall be a Thrush named 'Lem.' I'm into archetypes, so I'll make it a Sage Figment, outsource those thinky skills my sorceress doesn't have a lot of ^^


The list of gods, and their status was something I literally just came up with the other night while taking a nap, cuz it's been asked about several times.

We GMs(Myself, Choon and Fnord) need to go over the list, and discuss what's actually up with each of them.

*IF* it turns out your deity is in fact dead, and you're a divine caster, you might need to pick a new god. Or perhaps you can gain your spells via their herald or a servitor deity.


Thank you for the answer to my question - I'll just take Advanced Charisma for simplicities sake then. :)

Waking up fluff:
Waking up surrounded by filth, both physical and metaphysical was never going to put Ilaine Rothscherre in a good mood, especially when a certain Boneyard controlling deity was involved.

Pulling herself to her feet, she couldn’t help but cry out in pain as her cramped muscles complained at the exertion. The stable boy hurried forward to assist but Ilaine drove him back, ”Stand down boy! I’m still perfectly capable of standing by myself! And put that pitchfork down before you hurt yourself.” before hobbling out of the stable muttering to herself.

”Younger generations, never can trust them not to mess things up. That whippersnapper Pharasma – thought her plan was such a good one. Quietly get the avatars off planet every time before they died – stop the blood bonds forming. You didn’t predict the inter-planar bleeding did you dearie? Some ‘goddess of prophecy’ you are! Well, if you want to do a job right you have to have experience.”

Struck by a sudden thought she turns, awkwardly, back to the stable and yells for the stableboy. ”Boy! Have you seen a young woman around? Red hair, armor, no shoes. Tends to leap before she looks? Or an older woman, would have acted like your mother? They would have appeared at the same time I did.”

Barely waiting for his answer she continues hobbling on, a final command thrown over her shoulder. ”Oh, and try to find my fiddle!”

AP background:
Adventure came calling to Ilaine late in life. An eminently respectable member of a prosperous merchant family, she had lived every one of her seven decades in Kenabres. Her husband and her two sons had all given their lives against the demonic hordes as had one of her daughters. The other two had families of their own and had moved far from war-blighted Mendev to begin anew. Ilaine had instead turned to religion, finding contentment in the Arodenites, a quiet church who believed that Aroden was the herald of another, ancient deity and that, in consequence of his failed mission to unite humanity the doom of Golarion was coming. Their doom-saying, quiet and understated though it was, had attracted a number of followers since the rise of Karzog the Claimer and Ilaine was soon a respected elder of the church.

Her world was shattered, literally, on Armasse when the Storm King breached the wards of Kenabres and killed Terendelev. Caught up in the destruction Ilaine was saved by the dragon’s final act and found herself trapped underground with several others, both Arodenites and others who had had the misfortune to be passing by at the wrong time. Ilaine held the survivors together by virtue of her sharp tongue and unshakable determination not to ”die in this stinking pit.” By the time they emerged into the blasted ruins of Kenabres Ilaine had found her calling. She was an adventurer!

The rest of the story passed rapidly in myth. As one of possibly the most rag-tag band of ‘elite commandos’ in Mendev’s long history, including two other women Alaine and Elaine, as well as a quiet man named Oden, Ilaine helped destroy the final piece of Kenabres wardstone – foiling a demonic plot and ascending to mythic power. Victory followed victory, with Ilaine always inspiring and supporting her companions, until the ‘Heroes of Humanity’ as they called themselves mounted their most ambitious attack on the demons. Aided by Queen Galfrey and spurred on by the culmination of Arlesh Voreelu’s master plan, the Heroes assaulted the Worldwound in person – risking everything to seal the breach and save Golarion.

Unfortunately, they failed. Moments too late to stop Voreelu’s ritual, or prevent Deskari’s full manifestation Ilaine and the other Heroes were torn apart by ravening hordes of abyssal insects and there the matter should have ended…

Crunch summary:
Straight bard (venerable age), lots of buffing and no physical attacks at all.
Quick question along the way - I'm planning to take a story feat or two - namely Glimpse Beyond and Magnum Opus. I'm assuming that the circumstances of our death and subsequent rebirth would be sufficient to fulfill the terms of Glimpse Beyond? Ilaine was definitely killed by a horrendously powerful outsider and has now been resurrected... Is that legitimate or not?

Secondly, if Glimpse Beyond is not finished yet can one have two story feats ongoing simultaneously?


On Lian's Neutral alignment, really she leans good, but I figure right now she's more focused on the practicalities of survival and will do stuff like make deals with those she wouldn't in the past.

And I'm slowly filling in the character sheet- I'll do Godbound Words next, then probably familiar stats or equipment. Spells Known'll be last.


Man that was a lot of work but a LOT of fun! Nordri sort of began to naturally evolve from my ideas into his own character. This was brilliant fun.

If you've got some comments or criticisms dear DMs, let me know.

Nordri Nipingr
Dwarf
Rogue (unchained) 8
CG

FEATS:
Point blank shot (1)
Stone-faced (2)
Precise shot (3)
Associate (Jewelcrafter's Guild) (4)
Clinging Climber (5)
Prodigy (Craft: Jewelry/ Profession: Merchant) (6)
Rapid Shot (7)
Cat's Fall (8)

Traits:
Chance Encounter (Wrath of the Righteous)
Goldsniffer
Friend in Every town

Rogue Talents:
Deft Palm
Fast Stealth
Rope Master
Surprise Attack

Weapon Finesse (Dagger)
Evasion
Danger Sense +2
Debilitating Injury
Uncanny Dodge
Rogue's Edge (Stealth)
Improved Uncanny dodge

Godbound:
Word: Alacrity
Flickering Advance
Walk between the rain
All directions as one
Swifter than the sun
Mist on water

Word: Bow
Omnipresent reach

Skills:
Acrobatics 8
Appraise 6 (Backg)
Bluff 8
Climb 8
Craft (Jewelry) 8 (Backg)
Diplomacy 6
Disable Device 8
Escape Artist 4
Knowledge (Local)2
Perception 8
Profession (Merchant)2 (Backg)
Sense Motive 8
Sleight of Hand 8
Stealth 8
Use Magic Device 4

Magic Items:
Dagger +1 Keen 8000
Shortbow +1, devil bane 8000
Boots of striding and springing 5500
Belt of Dex +2 4000
Cloak of the hedge wizard (transmutation)2500
Burglar's braces 1050
Bag of holding I 2500
Bag of everlasting dung 500

Background:

Nordri Nipingr is an honest and upstanding member of Absalom’s Guild of Jewelers, well …upstanding at least. For this dwarf is a thief, a rogue, an occasional murderer and somewhat of a bastard. He is an excellent jeweler though, whether gem-cutting or designing and crafting a fashionable necklace for aristocratic ladies. He quickly realized that as he was a skilled jeweler, he could make stolen jewels change form and be sold again, not at black market value, but at high street value. He had been caught with his hand in the cookie jar a couple of times, but with the backing of the guild of jewelers those circumstantial cases were thrown out against this fine upstanding dwarven craftsman.

I say "is", but he died, so I guess "was"? But turns out he "is" again ...let me just tell you how he went from "is to a "was".

On a trip to deal with the Kellid people in Kenabres, where he was told of fortunes in gems available at rock-bottom prices, he got caught up in a war with the forces of the Abyss. Reluctantly he participated, hoping to gain riches, he found himself drawn in, ready to fight for ideals greater than money. Making it into the Citadel of Drezen he was eventually betrayed by Kiranda as she stabbed him in the back, figurately AND literally, as he sought to kill Staunton Vhane. As he was being beaten to a bloody mess by Vhane’s half-fiendish minotaurs, Nordri still believed he made the right choice in fighting for good.


Lian Brook, Kitsune Sorceress, complete version-

Descriptor, appearance, and bio:
Full name: Lian Xa Brook, formerly Lian Xa Hua
Species: Kitsune
Class: Sorceress
Bloodline: Arcane
Alignment: Neutral
Sex: Female
Gender: Woman
Height: 5'6"
Weight: 102 lbs
Age: 26
Level: 8
Languages: Common, Tian, Sylvan, Elvish, Dwarvish, Draconic, Abyssal, Aquan, Celestial, Infernal, Giant, Orc
Familiar: Lem, the Sage Figment Thrush
Campaign: Broken Golarion

Hair: Black
Eye color: Dark Yellow
Skin: Orange fur

Appearance:

A dignified and refined Kitsune, Lian is known to dress in both Tian-Xa (Goka, specifically) and River Kingdoms style, in understated but high-quality outfits regardless, be they the smooth lines of a Goka dress or the frills and ruffles of Avistan style. Lian’s most notable feature is her 9 striking tails, which she keeps well brushed and rarely takes the effort to hide. Her human form- her original form- is a Tian woman with long, straight black hair, and an expressive face with features that suggest her upper-class upbringing. At a glance she doesn't attract the eye as a stunning beauty.. an impression she can adjust with the angle of her head, a quirk of the lip, or a look of the eye.

Bio:
Lian, a human born in the trade city of Goka as Lian Xa Hua, traveled to Avistan with her wealth parents at a young age, on a journey that cost them their lives as they fell prey to the foreign land’s diseases- or so the story goes, she suspects they were poisoned. When the trade expedition wished to return after two years of exchanging goods, Lian decided to stay, distrustful of the expedition’s leaders and finding her foreign manner made her popular in these new lands, a fact she played up even as she gained more attuned to her new land, soon finding herself able to shift between guises easily, and her talents at sorcery defending her when words alone were not enough. She got involved in the attempt to reclaim the Stolen Lands early on, joining the nascent attempt at nation building, and helping assist friends and allies along the way, watching the heroes and leaders of the young nation take it through a variety of crisis, her sorcery and verbal skills serving her well. Perhaps too well- along the way she met Macer Brook, a half-elf, and they fell in love.
Just as the situation with King Irovetti, ruler of Pitax, resolved, she moved with Macer to his home town of Avendale, capital of the small River Kingdom of Touvette. She was there when she received word the Stolen Lands vanished, and at first she mourned and counted herself lucky. Less-so, when the Fey began to emerge from the rift between worlds created by the event, the Fae Nyssa apparently not done with just stealing a nation away.
Feeling she must act, and beginning to wonder if she could've made a difference if she hadn't left in the first place, she packed her bags and immediately began meeting with every leader she could in order to try and form a united front. Hajoth Hakados to the north in Numeria, who's barbarians laughed at the idea it'd be a threat and not more than a few easily-handled raids. Mivon, city of duelists, who felt their strength would keep them safe and instead of offering aid, pulled in to protect themselves. Gralton, still obsessed with Galt and looking south, and hard to budge from it's position. Finally Liberthane to the south, her biggest success, who was willing to lend some troops to aid Touvette as a just-in-case if nothing else.
It wasn't enough, without a united front from Mivon or any aid from Gralton, her city of Avendale met a fate as unpleasant as she feared, dark fey rode in and took humans and others back to their realms as slaves or worse, and she met her end on a rider's lance, mere moments after seeing her Macer fall before her.
When she woke up, she was surprised, and transformed. She has vague memories of some meeting in the Boneyard where vastly powerful beings discussed her fate and asked her a question, to which she answered 'yes'. She doesn’t know the nature of the patron who convinced Pharasma to allow her return, but she suspects Daikitsu Lady of Foxes, who likely worries about what’s befalling Avistan spreading across the rest of the word. Now a kitsune, she recognized the species of her homeland, and not just any Kitsune, but one possessing nine glorious tails and more ability in magic than her human body, and saw how her new form reflected her talents better than her old ever did. Still a powerful sorceress, she could now control her guise, her tongue felt sharper, her magic more potent. This time, the stubbornness of fools would not stand in her way.

Stats:

Str 6 -2
Dex 12 +1
Con 8 -1
Int 14 +2
Wis 14 +2
Cha 28 +9 (24 + 4 headband)

Initiative +8; Senses Perception +7; Low-light vision

AC 12, touch 11, flat-footed 11 [base 10, DEX +1, Nat +1]
hp 48
Fort +4
Ref +6
Will +10

Speed: 40 ft.
Melee: +2
Ranged: +5
CMB: +2
CMD: 13

Racial abilities:
Agile- +2 Acrobatics
Change Shape- Takes a specific human form (her human self) as Alter Self, with +10 Disguise bonus.
Kitsune Magic- +2 DC to Enchantment spells, Dancing Lights 3/Day
Natural Weapon- 1d4 Bite attack
Sorceress Class Powers:
Bloodline Arcana- Whenever a metamagic feat increases a spell’s level by at least +1 level, boost it’s DC +1

Arcane Bond- Gains a familiar, Lem the Thrust

Metamagic Adept- 2/day can apply a metamagic feat without increasing casting time (1 at 3rd, +1 every 4 levels)

Feats:
Level 1- Magical Tail (Disguise Self 2/day)
Level 2- Magical Tail (Charm Person 2/day)
Level 3- Magical Tail (Misdirection 2/day)
Level 4- Magical Tail (Invisibility 2/day)
Level 5- Magical Tail (Suggestion 2/day)
Level 6- Magical Tail (Displacement 2/day)
Level 7- Magical Tail (Confusion 2/day), Improved Initiative (Bloodline Feat)
Level 8- Magical Tail (Dominate Person 2/day)

Skills (32 ranks + 16 background)-
Acrobatics Dex +3, Bluff Cha +16 (5 ranks cl, +1 trait), Craft Clothing Int +6 (1 rank bg), Diplomacy Cha +23 (8 ranks cl +2 trait +3 familiar), Fly Dex +5 (1 rank), Intimidate Cha +12 (1 ranks +1 trait), Perception Wis +7 (5 rank), Perform Dance Cha +13 (1 rank bg), Perform Sing Cha +17 (5 ranks bg), Perform Oratory Cha +13 (1 rank bg), Linguistics (8 rank bg), Sense Motive Cha +14 (7 rank), Spellcraft Int +9 (4 rank cl), Use Magic Device Cha +11 (1 rank cl)

Traits:
Reactionary (+2 Initiative)
Extremely Fashionable (+1 Bluff, Diplomacy, Intimidate when in cloths worth at least 150gp, Diplomacy becomes class skill)
Noble Born (+1 CMD, +1 Diplomacy)

Favored class bonus:
+2 DC to Enchantment spells

Spells:

Spells Per Day:
1st level- 9
2nd level- 8
3rd level- 7
4th level- 5

Spells Known:
0th level- Detect Magic, Detect Poison, Light, Magic Hand, Message, Mending, Open/Close, Read Magic
1st level- Feather Fall, Identify, Mage Armor, Magic Missile, Protection from Evil, Shield
2nd level- Burning Arc, Glitterdust, Invisibility, Levitate
3rd level- Dispel Magic, Fly, Summon Monster III
4th level- Black Tentacles

[spoiler="Godbound Words and Gifts"]
Godbound Words and Gifts-
Deception:
Deceiver’s Unblinking Eye (Can always tell if being lied to, can see through mortal illusion and disguises)
Walking Ghost (Lesser foes cannot detect Lian short of attacking them or other blatant action, even if standing right in front of them- worthy foes get a save)
Shadow Play (Create a perfect intangible illusion of sight, sound, and smell up to 30’ in diameter anywhere that can move in a lifelike way so long as effort is committed)

Fertility:
Birth Blessing (Ensure or prevent fertility, safety of child birth, even virgin birth)
Touch of Green Restraint (All foes within 50’ of target point are bound in place by plants unless they make a saving throw)

Equipment:

Equipment:

33,000 GP worth-

Headband of Alluring Charisma +4 (16k gp)
Quick Runner’s Shirt (1k gp)
Boots of Striding and Sprinting, +10 speed (5.5k gp)
Cloak of Resistance +2 (4k gp)
Amulet of Natural Armor +1 (2k gp)
Bag of Holding 1 (2.5K gp)
Wand of Mount (750 gp)
Wand of Endure Elements (750 gp)

500 gp

In the end I decided to go with Deceitful and Fertility. Deceitful offered more options on negotiation itself and getting to and from safely, while Command was more blunt "I'm in charge." Fertility, when I level it up it'll allow "I'll use this to help feed your armies," stuff, and it's already good for 'the plants grab you so we can talk.' Plus useful when dealing with rulers who care about heirs and such which is likely a lot of 'em.

Sczarni

Woops, forgot my spells. Also, I love the rogue with the bag of holding and the bag of endless dung. That's a classic prank of epic proportions waiting to happen.

Also, Command -is- just like that. My righteous character definitely believes he's in charge. And he has the Wealth word, so he can outfit armies with a snap of his fingers (100 people per level is crazy!). Feed them too, if he concentrates long enough. Lawful Good may not start wars, but it will intercede on the weaker parties behalf and negotiate a ceasefire. Sometimes, through righteous force, if there is no other option.

I also love how Lian's feats are all the Kitsune tails. I have yet to see any Kitsune take them. Maybe we could work on social stuff together, wouldn't that be fun?

Background, Mandello:

A merchant marine hired to guide travellers to the lands of Abadar, Christopher Mandello was hardly ready for the ship’s wrecking. It was foul play, centered around the captain, and he put himself at fault for not being able to stop such a calamity. On the beach of an unnamed island, Mandello was to spend several months trying to hold the others together. There were savages present; they made themselves known in a nightly raid of what little the group had gathered and stored away.
Sensing that the savages’ attacks wouldn’t stop until they were subdued, Mandello convinced the others around him to seek the savages’ lair and travel inward. They split up into scouting parties and drew sticks for night-watches. Mandello didn’t take night-watch and always had an excuse as to why he shouldn’t. His tent was the most lavish, fashioned out of magical toil, with its scented pillows and heavy drapes that cut out the harsh, morning sun.

But when the day rose, so did Mandello. Through several traps made of logs the party marched forth; Mandello’s companion, Mr. Chaps, always at his side and being the first to volunteer for disabling such things. Eventually, they neared an old lighthouse. Mandello devised a makeshift map and Mr. Chaps scouted the compound, returning later. His military training led to a successful attack, with no one injured on his side, and several captive natives secured squarely in one of the buildings. This was a great boost to morale for the shipwrecked travelers.

However, the next day, Mandello and a crew member went to explore the top of the lighthouse. There, panting and standing in the corner of the room, was the strangest looking savage yet. Covered in war paint, with dirty dreads of hair clasped around his belt, the savage had stood with an axe in his hand fashioned out of bone. This would be the longest combat against one target that Mandello had ever experienced, lasting several hours. Expending all of his magical resources in time and defending the stairs down to where the others lay, Mandello was able to defeat the enhanced savage and chased the witch that assisted him down, subduing her with a gag and a blindfold.

Looking out from the top of the lighthouse, Mandello witnessed a sudden light that shot up from somewhere along the island. Informing the others swiftly, the group gathered itself and trekked closer and closer to the source. Cutting through cave monsters, gas traps, and solving the riddle of the cave, the group finally found who had set off the light. She was a cleric of some serpent god and said she knew when and where a ship was coming. This was the start of Mandello’s escape from the island.
Unfortunately, after a few days, Mandello was discussing religious matters with the cleric when she suddenly drew a knife lathered in poison and stabbed him the shoulder. Coughing black blood upon his glorious, bronze-colored armor, he slumped into the corner of the small room and died with his hand firmly grasping a holy symbol of Abadar. It was likely that the other crew members met the same fate, and it was all his fault for not being able to stop her.

This loss is what awoke him in the stables. Wearing a brilliant, silver armor that was strangely warmer than last he remembered, Mandello held up a dainty hand, ”Please, I am fine. Give me a moment.” Once alone, Mandello closed his eyes and lied back down in the hay. In was in that silent moment that he cried, the loss overwhelming his others senses. This was the time for mourning.

Mandello Character Sheet:

Christopher Mandello
Female human Unchained Summoner (Master Summoner) 8
LG Medium humanoid (human)
Initiative +9; Senses Perception +12
- - - - -
DEFENSE
- - - - -
Armor Class 15[18], touch 10, flat-footed 15[18] (+5 armor)
Hit Points 112 (8d10+24+8)
Nonlethal Damage 0
Condition Normal
Fortitude +5, Reflex +2, Will +7
1/day, Cha to saving roll (+9)
1/day, +2 armor becomes +5 for 10 mins.
- - - - -
OFFENSE
- - - - -
Speed 30 feet
Melee: None.
Ranged: None.
Summon Monster IV, 14/day, 8 min/cast
- - - - -
STATISTICS
- - - - -
Strength 10, Dexterity 10, Constitution 16, Intelligence 11, Wisdom 12, Charisma 28
Base Attack Bonus +6/1
Combat Maneuver Bonus +6
Combat Maneuver Defense: 16
Languages: Common, Draconic, Dwarven, Elven, Halfling, Gnome, Orc, Sylvan, Sphinx
Feats:
(Noble Scion) Scion of War 1st level, Spell Focus Conjuration 1st level (Human Bonus)
Augmented Summoning: 2nd level (Master Summoner Bonus), Evolved Summons
Evolved Summons: 3rd level
Summon Good Monster: 4th level
Evolved Summons: 5th level
Divine Protection: 6th level
Evolved Summons: 7th level
Superior Summons: 8th level
Traits: Get the Cargo Through, Commercial Savvy, Natural Born Leader

Trained Skills:
Linguistics (Background Skill): 8 ranks + 3 prof=+11
Profession Merchant (Background Skill): 4 ranks +3 prof+ 1 stat=+8
Profession Soldier (Background Skill): 4 ranks+3 prof+ 1 stat = +8
Diplomacy: 8 ranks+9 stat= 17
Handle Animal: 8 ranks+ 3 prof+9 stat= +20
Use Magic Device: 3 ranks+3 prof+9 stat= +15
Knowledge Religion: 5 ranks+3 prof=+8

Gear:
+2 Headband of Charisma, 4k
Cap of the Free Thinker: 12,000
+2 Belt of Constitution: 4k
Eagle Knight Dress Uniform (+2 parade armor):10,800
2500gp

Point Buy:
Strength: 10
Dex: 10
Con: 14+2=16 (+2 belt)
Wisdom: 12
Intelligence: 11
Charisma: 18 +2 =20+2=28 (+2 Racial, +2 Word Bonus+4 level up+2 headband)

Human.

Words:
Command and Wealth

Gifts:
Command:
Lines of Rule
Guards! Seize Him!
A Thousand Loyal Troops

Wealth:
The Golden God’s Hand
Ever-Sufficient Provenance

Spells:

Spells Per Day:
1st level- 7
2nd level- 6
3rd level- 4

Spells Known:
0th level (6)- Arcane Mark, Mage Hand, Light, Message, Read Magic, Open/Close
1st level(5)- Unfetter, Obscuring Mist, Grease, Shield, Enlarge Person
2nd level (4)- Invisibility, See Invisibility, Create Pit, Blur
3rd level (3)- Heroism, Haste, Insect Spies

Mr. Chaps, Eidolon:

Mr. Chaps, Unchained Eidolon (Archon)
LG, Biped, 4th level.
Initiative +2; Senses Perception +18, Darkvision, +4 against poison.
- - - - -
DEFENSE
- - - - -
Armor Class 15, touch 13, flat-footed 13 (+2 Dex, +2 natural armor, +1 size)
Electricity Resistance: 5
Hit Points 30
Nonlethal Damage 0
Condition Normal
Fortitude +3, Reflex +3, Will +3
Evasion
- - - - -
OFFENSE
- - - - -
Speed 20 feet, 20 feet climb speed.
Melee 2 Claws +5 (1d3+1)
- - - - -
STATISTICS
- - - - -
12 Strength, 15 Dex, 11 Con, 7 Int, 10 Wisdom, 11 Charisma
Base Attack Bonus +3
Combat Maneuver Bonus --
Combat Maneuver Defense 15
Feats:
Skill Focus: Stealth
Skill Focus: Perception
Skill Proficiencies: Climb, Swim, Disable Device, Appraise
Trained Skills:
Stealth: 3 ranks +8 skilled+3 prof+4 size+3 skill focus+2 stat= +23
Perception: 3 ranks + 8 skilled +3 prof+3 skill focus= +17
Disable Device: 3 ranks +8 skilled +3 prof+2 stat:+16
Climb: 3 ranks+8 climb speed+ 3 prof+1 stat:+15
Intimidate:+8 skilled=8


Crayfish Hora wrote:
I love the rogue with the bag of holding and the bag of endless dung. That's a classic prank of epic proportions waiting to happen.

Hehe yeah I see him as a rather quiet, serious and gruff guy (as dwarfs tend to be) most of the time. But once he saw what that bag was... Nordri's reaction the the Bag of Everlasting Dung


Crayfish Hora wrote:


Also, Command -is- just like that. My righteous character definitely believes he's in charge. And he has the Wealth word, so he can outfit armies with a snap of his fingers (100 people per level is crazy!). Feed them too, if he concentrates long enough. Lawful Good may not start wars, but it will intercede on the weaker parties behalf and negotiate a ceasefire. Sometimes, through righteous force, if there is no other option.

I also love how Lian's feats are all the Kitsune tails. I have yet to see any Kitsune take them. Maybe we could work on social stuff together, wouldn't that be fun?

Seems like we'd be a pretty good social yin/yang ^^ Mandello more direct, Lian more soft. There's definite room to play together.

Going the Magical Tail route is, normally, more for someone who lacks magic and wants to spice things up, but the extra feats makes it more of an option, and I couldn't resist the fluffiness!

That, and to anyone who knows Kitsune, 9 Tails inspires instant respect.


So went through the thread since the creation rules were released to get an idea of who was proposing what. If I missed you, got something wrong, or whatnot... well, say something!

Player - Character - Race - Class - Words:
Loup Blanc - Matuoka Ken'ichi - Human (Tian-Min) - Fighter - Endurance/Sword
The Emerald Duke - Sedelion Deighstalach - Elf - Ranger (Urban) - Journeying/Sword
Vrog Skyreaver - Kei - Human - Rogue/Barbarian/Bard/Shadowdancer - Alacrity/Fire
Adsapiens - Sekter Rayne - Tiefling - Brawler (Mutagenic Mauler) - TBD
Loc - Loc Ludenburg - Human (Taldan) - Necromancer (Undead) - Death/Knowledge
Stalwart - Devon Prissault - (Drow? Human?)* - Swashbuckler - TBD
Davia D - Lian Brook - Kitsune - Sorceress - Deception - Fertility
Ash.. - Elaine - Half Elf** - Magus/Arcanist - TBD
Hallowsinder - Muga - Human - Samurai (Sword Saint) - TBD
Crayfish Hora - The Regulator - Vanara - Bloodrager - Endurance/Might
Crayfish Hora - Christopher Mandello - Human - Summoner (unchained/Master) - Command/Wealth
Nikolaus de'Shade - Ilaine Rothscherre - Human? - Bard - TBD
Warpfiend - Nordri Nipingr - Dwarf - Rogue (Unchained) - Alacrity/Bow

*Human start, Drow reincarnation of some form
**Proposed "Advanced" version of Half elf traits post rebirth


Elaine is taking something from Night/Time/Sorcery as her words. Just haven't nailed down what fits the clotho-like-aspect of journeying into the primal chaos before creation to find stuff to weave best.


Pathfinder Companion Subscriber

kei has alacrity, fire, and endurance as his words.


You missed me completely!

JAF0 - Mugmuff Darktalon - goblin - ninja - Alacrity/Sword


Ash.. wrote:


Elaine is taking something from Night/Time/Sorcery as her words. Just haven't nailed down what fits the clotho-like-aspect of journeying into the primal chaos before creation to find stuff to weave best.

I think that is why I put you as TBD, given you hadn't picked which two specifically yet. Its not a bad thing, given they haven't formally finished their importation of the rules for them.

Vrog Skyreaver wrote:
kei has alacrity, fire, and endurance as his words.

Don't we only get two words?

Mugmuff Darktalon wrote:


You missed me completely!

My apologies! That is why I said to call out if I did, thank you. Will add you to the list.

Player - Character - Race - Class - Words:
Loup Blanc - Matuoka Ken'ichi - Human (Tian-Min) - Fighter - Endurance/Sword
The Emerald Duke - Sedelion Deighstalach - Elf - Ranger (Urban) - Journeying/Sword
Vrog Skyreaver - Kei - Human - Rogue/Barbarian/Bard/Shadowdancer - Alacrity/Fire
Adsapiens - Sekter Rayne - Tiefling - Brawler (Mutagenic Mauler) - TBD
Loc - Loc Ludenburg - Human (Taldan) - Necromancer (Undead) - Death/Knowledge
Stalwart - Devon Prissault - (Drow? Human?)* - Swashbuckler - TBD
Davia D - Lian Brook - Kitsune - Sorceress - Deception - Fertility
Ash.. - Elaine - Half Elf** - Magus/Arcanist - TBD
Hallowsinder - Muga - Human - Samurai (Sword Saint) - TBD
Crayfish Hora - The Regulator - Vanara - Bloodrager - Endurance/Might
Crayfish Hora - Christopher Mandello - Human - Summoner (unchained/Master) - Command/Wealth
Nikolaus de'Shade - Ilaine Rothscherre - Human? - Bard - TBD
Warpfiend - Nordri Nipingr - Dwarf - Rogue (Unchained) - Alacrity/Bow
JAF0 - Mugmuff Darktalon - Goblin - Ninja - Alacrity/Sword

*Human start, Drow reincarnation of some form
**Proposed "Advanced" version of Half elf traits post rebirth


Stormcrow's character Ceathair doesn't seme to be on the list.


Pathfinder Companion Subscriber

Also missed me.


Davia D wrote:
Stormcrow's character Ceathair doesn't seme to be on the list.

I saw that he posted a rather detailed background prior to the creation rules listed, but he has yet to really hammer it down yet into a character submission (unless I am missing it).

Also, before someone mentions it, I did see Corerue's submission... I didn't include it because of Broken Monkeygod's post afterword (I took it to mean: your race (taken from 3PP mats) and your template (which we have banned in general) need to change if you wish to be considered. If I am wrong on that one I am sure that a correction will be issued to me from our DMs.


FedoraFerret wrote:
Also missed me.

Is this her? I only saw that you were working on it otherwise, not a post with character sheet + synopsis / link. Apologies.


Still open? May see about getting a character around tonight if that is the case.


JMG021283 wrote:
Still open? May see about getting a character around tonight if that is the case.

To the best of my knowledge, yes it is! Have fun creating... but to save you some time here:

Initial concept, links are useful.

Official creation guidelines. (Keep in mind, max health per level.)

Guidelines on multiclass.

Clarification on Godbound stuff, more to follow.

Gods status list, work in progress.


Appreciate the extra info! I'll get something created tonight hopefully, looks like it'll be a lot of fun.


Pathfinder Companion Subscriber
The Emerald Duke wrote:
Don't we only get two words?

You can give up three gifts to get an additional word.


I must've mistead, but I thought the gms said we could only start with two.


Vrog Skyreaver wrote:
The Emerald Duke wrote:
Don't we only get two words?
You can give up three gifts to get an additional word.

Hate to sound like an argumentative rules nag, but where did you get that information? I went over the whole string to see if the gms had put that out (even as a suggestion) and came up dry, so a link would be appreciated.


Pathfinder Companion Subscriber

Page 29 of the PDF, on the left-hand column, in the paragraph that begins with "Newly-made Godbound..."


this post says:

Godbound: We are using Words (p.29-55), the Fray dice (p.20), and Divine Fury (p.21) It is possible we might use Dominion Points, once I have read that over, but I do not believe you get any at character creation.
Apotheosis word must be chosen and cannot be chosen at character creation.
Characters start with 2 Words and 6 gift points.

and

this post says:

Further, in the case that it is a bonus, can we spend some of our gift points on Apo gifts, or are we limited to the two primary chosen words? If it isn't a bonus, do we have to invest in Apo gifts or can we chose to spend our entire allotment on our chosen word?
And on the topic of gifts, is there a mandatory breakdown on how we spend those points (2 minor, 2 greater... 3 greater... 4 minor, 1 greater.... 6 minor) or can we pick what seems to thematically fit our character?
There is no mandatory breakdown. You can mimic gifts from other words temporarily, but it is a very inefficient use of your Effort.
Quote:
Lastly, I gather that upon awakening our characters don't realize they have any of these abilities. Would it be possible to pick a word/two words (whichever the case is) and save the gift points for after he is awakened to the fact he has them? (I know that might not make much sense, but part of me would want to spend them on the fly as he awakens, having it be a real surprise to everyone as to what he gets... as opposed to knowing what he has, and just waiting to reveal it.)
Your character may not know what he can do, but we need to. Please select all gifts. If you're waiting for a change list to decide on your words that is understandable. It should be out soon.

so kinda sounds like maybe we can buy a third word, or just mimic a third word's abilities somehow... I'm confused....


I'll add a background and finish him tomorrow. (Took a little longer than I thought)

ATM this is what I have. Should also have a fun backstory coming as well, just couldn't finish it tonight.

http://paizo.com/people/NiJinRainfall

Also, feel free to let me know if anything seems weird or I'm missing something. Think I caught all the character creation items.


Pathfinder Companion Subscriber

in the godbound system, you can spend effort for the day to mimic gifts you don't have, but they don't last very long (there are some examples of this in some of the 'this word in play' sidebars).


I put the question of starting with more than 2 words before the other GMs. We'll let you know what we decide asap.


I've got just about everything pieced together in my profile, including the Words and Gifts chosen (Luck and Night). The only thing I haven't done is purchase my equipment, but I'm holding off on that to see if there's going to be a special item bequeathed.

Also, I've gone with the standard drow for the time being. Switching to a 18-19 point "Elite Drow" will be an easy adjustment.

Waking up:

Confusion reigned in Devon's mind when he felt the jab of the farm tool and heard the stableboy's voice. He had... died. In darkness, trapped by spider's webs, surrounded by stone and rock and miles below the surface. He blinked at the dazzling light, which seemed way too bright to his eyes. The boy poked again as he winced hard and squeezed his eyes shut again.

"The insolence of that whelp! How dare he touch me! I will have him flayed!"

Uh oh, the kid's going to get into trouble. Save the boy, then figure out how I'm still alive, Devon thought. Squinting, he pushed himself up and looked around for the boy and the affronted woman who sounded vaguely familiar to him. The boy he saw quickly, who was standing wide-eyed and staring straight at him. He saw no sign of the woman, who, now that he had a chance to think on it, was speaking in the underground language of the Drow.

The Drow. Oh, that's right. I was in disguise...

"Who's talking? Why can't I move? Answer me!" the voice again spoke, but it sounded in Devon's head, not in his ears. He shook his head to straighten out his confusion, but the screeching voice refused to shake loose. Then he noticed the white hairs swishing in and out of his vision.

"Oh, no," he muttered out loud, and the voice that reached his ears was of a higher pitch. "The spell hasn't worn off yet." He raises his hand up in front of his face and sees the deep, purplish-black hue of the skin on a far daintier hand than he was normally used to.

The spell. The stupid, bloody ridiculous spell that had Devon and his companions all looking like Drow. The spell actually used fresh corpses as the raw material for the disguise. If it hadn't been for Krogun's extremely vicious battleaxe, Faenor's alchemical bombs, or Marek's summoned packs of savage beasts, there might have been a better selection of intact Drow corpses. As it were, there was a distinct lack of male specimens from which to choose.

Which was why Devon had to go undercover as a Drow woman.

"What have you done to me!?! I am Drow! I am Auruvel Zauvirr, Eighth of the House of Eri'tholyn, Guard-Captain of the Celwynvian Excursion!" came the voice again, now laced with panic.

Okay, that was definitely not my imagination. Are you hearing me? he responded to Auruvel.

"Yes, I hear you! Answer me!"

All right, but you're not going to like it. I'm Devon Prissault, gambler, part-owner of the Gold Goblin and occasional hero. Pleased to meet you.

A ringing scream echoed through Devon's mind as he pushes himself up to his feet and confirms that yes, he's still wearing Auruvel's body.

"Well, this is certainly new," he says to the confused stable boy.


Player - Character - Race - Class - Words:
Loup Blanc - Matuoka Ken'ichi - Human (Tian-Min) - Fighter - Endurance/Sword
The Emerald Duke - Sedelion Deighstalach - Elf - Ranger (Urban) - Journeying/Sword
Vrog Skyreaver - Kei - Human - Rogue/Barbarian/Bard/Shadowdancer - TBD***
Adsapiens - Sekter Rayne - Tiefling - Brawler (Mutagenic Mauler) - TBD
Loc - Loc Ludenburg - Human (Taldan) - Necromancer (Undead) - Death/Knowledge
Stalwart - Devon Prissault - Human->Drow - Swashbuckler - Luck/Night
Davia D - Lian Brook - Kitsune - Sorceress - Deception - Fertility
Ash.. - Elaine - Half Elf** - Magus/Arcanist - TBD
Hallowsinder - Muga - Human - Samurai (Sword Saint) - TBD
Crayfish Hora - The Regulator - Vanara - Bloodrager - Endurance/Might
Crayfish Hora - Christopher Mandello - Human - Summoner (unchained/Master) - Command/Wealth
Nikolaus de'Shade - Ilaine Rothscherre - Human? - Bard - TBD
Warpfiend - Nordri Nipingr - Dwarf - Rogue (Unchained) - Alacrity/Bow
JAF0 - Mugmuff Darktalon - Goblin - Ninja - Alacrity/Sword
FedoraFerret - Anastasia Vekova - Dhampir - Paladin - Sun/Night
JMG021283 - Ni-Jin Rainfall - Tiefling (Rakshasa Spawn) - Paladin (Divine Hunter) - Bow/Night

*Human start, Drow reincarnation
**Proposed "Advanced" version of Half elf traits post rebirth
***Awaiting ruling on Word count


And a minor note, Lian went from Human to Kitsune. Her Kitsune 'disguise' is her old human form.

Before death, I peg her at a Sorcerer level 6, with her resurrection increasing her power.


JMG021283 here.

Quick info::

Aasimar to Tiefling - Ni'jin doesn't realize full extent of the change. Just thinks the color of his skin changed.
Words/Powers - Ni'jin doesn't know of them. He has used his bow powers, but only thinking it was 3 exceptional shots.
Ni'jin was level 17 Divine Hunter before this "incarnation".
Leaving physical description open for now. DMs also feel free to pick an alternative physical feature? I can pick it as well, but figured a surprise of some kind should always be good?


Story/Background:

Ni’jin stepped out of a shadow into the light......
Thinking to himself….How did I get there? Where in the nine hells am I?
His thoughts composed for a moment. He was in front of Mephistopheles, watching those he thought were friends take the bargain the demon offered. A bargain he could not take. Nor would his god allow even the thought.
Ni’jin hid is true-self from his companions, through most of their journey together. He had too. Or did he? It was the way he knew, or at least, what he was taught. He kept telling himself, that over and over. Iomedae was not welcome and the laws here were not her own. He strayed from that path because it was what he found in his heart to be right. The laws were excessive and harsh, not fit for the teachings of Iomedae or were they?
He never thought his companions could be tempted so easily. He ventured with these seemly good-nature band for quite some time, never did he see evil in their hearts. They fought side-by-side with him to oppose the government’s wrong doing and banish a devil.
They defeated Mephistopheles’s minion Barzillai Thrune, retrieved the soul anchor and save the town of Kintargo from Cheliax and demons. How could these people sell their souls for so little, when they’re worth so much…?
They were all offered safe passage for disposing of Barzillai, they only had to accept it. The others stayed to strike their bargain with the devil himself, while Ni’jin took the passage. Was it a trick? He thought so at first, seeing how dark his surroundings are.
This isn’t the town of Kintargo, nor did it look anywhere near the surrounding area. The light hurt his eyes. Why did it burn so much, he thought, is it due to the sudden change of the brightness? When his vision finally returned, looking down he noticed his once golden skin is now a shadowy red hue.
Ni’jin says aloud, “Aure!!” (meaning daylight) to wash away the taint on his skin He suddenly gasped when only darkness appeared. His eyes adjusted quickly, if not too quickly…. How could I see in total darkness he thought?
After calming down for a moment, he wondered if Mephistopheles’s tricked him or perhaps Iomedae is punishing him for not trying to slay the demon where he stood. Ni’jin quickly grabbed his bow and focused the power of Iomedae through it. The grayflame bow burst into the flames he expected to see, which washed him with a sense of relief and sadness. It didn’t burn as bright as it has before. The bow’s power seemed to be half of what it was.
He launched an arrow to see if his aim was still true and to test the bow itself. The target would be nearly impossible to hit for any archer of skill, he had made shots like this maybe one in twenty times. The arrow launched true and to its target, with accuracy unlike he’s ever shot before. He left off two more mid-flight to the same target in rapid succession. All three arrows struck true, one after another splitting the previous arrow.
Just realizing he was still in the darkness he created, Ni’jin felt uneasy. The darkness felt as comfortable and stalking the streets of Kintargo to him. Ni’jin decided he would pray to Iomedae to see if they could give him the answers he was desperately looking for. Nothing. Nothing at all. His god still fuel his power and heart, but no answer came. No direction. Ni’jin felt on his own for the first time in a long time.
After taking a short rest, Ni’jin decided he would need to figure out first where he is. Next, what happen to him, his god and his friends? Are they his friends? Did they have a role to play in this?


Ilaine's Character Sheet:
Ilaine Rothscherre
Female (Venerable age) Reincarnated Human Dirge Bard 8
N Medium Humanoid (Human)

Init +0 (+0 Dex)
Senses: Perception +9.

DEFENSE
AC 21, touch 12, flat-footed 21 (+9 armor, +0 Dex, +2 deflection)
hp 56/56

Fort +5 (2 base, -1 Con, +2 racial, +2 magic)
Ref +10 (6 base, +0 Dex, +2 racial, +2 magic)
Will +13 (6 base, +3 Wis, +2 racial, +2 magic, -2 Glimpse Beyond, +2 Iron Will)

Resist 5: Negative Energy

OFFENSE

Spd 30 ft
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 6 (-2) (12 base, -6 age)
Dex 10 (0) (14 base, -6 age, +2 level 4)
Con 8 (-1) (14 base, -6 age)
Int 18 (+4) (13 base, +2 racial, +3 age)
Wis 16 (+3) (13 base, +3 age)
Cha 26 (+8) (15 base, +2 racial, +3 age, +2 level 8, +4 magic)

Base Atk +6/+1
CMB +4 (+6 BAB, -2 Str)
CMD 14 (10 + 6 BAB, +0 Dex, -2 Str)

SPELLS KNOWN
0: Dancing Lights, Detect Magic, Ghost Sound, Prestidigitation, Read Magic, Summon Instrument
1: Charm Person, Grease, Heightened Awareness, Ray of Enfeeblement, Saving Finale, Silent Image, Tap Inner Beauty, Vanish
2: Allegro, Blindness/Deafness, Cacophonous Call, Glitterdust, Heroism, Invisibility, Silence
3: Good Hope, Haste, Terrible Remorse

MASTERPIECES
Triple Time: This bright and spritely tune mimics the sound of human feet, slowly building to a steady, ground-eating pace. When you complete this performance, you affect one ally in hearing range per bard level. This masterpiece increases the affected target’s base land speed by 10 feet for 1 hour. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see Acrobatics). (1 round of Bardic Performance/round)

GODBOUND WORDS
Knowledge – The Best Laid Plans, Disclose the Flaw
Time – Echoes of the Past, Immediate Foresight, Prophetic Insight

FEATS
Lingering Performance [Level 1]: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
Prodigy [Level 1 – Human Bonus]: Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and so on). You receive a +2 bonus on checks with these skills. If you have 10 or more ranks in any one of these skills, the bonus increases to +4 for that skill. (Perform String, Perform Percussion)
Spellsong [Level 3]: You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell’s casting time.
Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.
Spell Focus: Enchantment [Level 5]: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Inspiring Mentor [Level 7]: Inspire competence now affects all allies within 30 feet who can hear your performance, as long as they are attempting the skill you’ve selected.

Glimpse Beyond (Story) [Level 2]: You gain a +2 bonus on Knowledge (dungeoneering) checks to identify the vulnerabilities and powers of aberrations, Knowledge (planes) checks to identify the vulnerabilities and powers of evil outsiders, and Knowledge (religion) checks to identify the vulnerabilities and powers of undead, and you can make such checks untrained. If you have 10 or more ranks in any of these Knowledge skills, the bonus increases to + 4 for the appropriate skill. In addition, you gain a +2 bonus on saves against fear effects.
Completion Benefit: Any sane creature that attempts to read your thoughts takes 1d6 points of Wisdom damage (Will DC 10 + 1/2 your level + your Charisma modified negates). In addition, the effect of any ability damage, ability drain, or penalty to your Intelligence, Wisdom, or Charisma is halved (minimum 1). You take a -2 penalty on Will saving throws. Whenever you roll a save against a mind-affecting effect, roll twice and keep the better result.
Iron Will [Level 4]: You get a +2 bonus on all Will saving throws.
Skill Focus: Perform – Oratory [Level 6]: You receive a +3 bonus on checks with this skill. If you have 10 or more ranks in any this skill, the bonus increases to +6.
Magnum Opus [Level 8]: Benefit: Choose a single Craft or Perform skill (Perform Oratory). Whenever you take 10 with this skill, treat your die result as a 15 instead.
Goal: Either sell a single self-created work of art for at least 25,000 gp, perform at least 10 performances for audiences of 100 or more while achieving an extraordinary result or better, or win the artistic patronage of the ruler of a country or city of at least 100,000 people. In each case, you must achieve this using the skill chosen above.

TRAITS
Community Minded (Regional): Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds.
Fate’s Favoured (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Child of the Crusades (Campaign): Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.

SKILLS
Bluff +19 (8 ranks, +8 Cha, +3 class)
Diplomacy +19 (8 ranks, +8 Cha, +3 class)
Intimidate +19 (23) (8 ranks, +8 Cha, +3 class, +4 bard)
Knowledge (Arcana) +15 (4 ranks, +4 Int, +3 class, +4 bard)
Knowledge (Dungeoneering) +15 (4 ranks, +4 Int, +3 class, +4 bard)
Knowledge (Engineering) +15 (4 ranks, +4 Int, +3 class, +4 bard)
Knowledge (Geography) +15 (4 ranks, +4 Int, +3 class, +4 bard)
Knowledge (History) +15 (4 ranks, +4 Int, +3 class, +4 bard)
Knowledge (Local) +15 (4 ranks, +4 Int, +3 class, +4 bard)
Knowledge (Nature) +15 (4 ranks, +4 Int, +3 class, +4 bard)
Knowledge (Nobility) +15 (4 ranks, +4 Int, +3 class, +4 bard)
Knowledge (Planes) +15 (4 ranks, +4 Int, +3 class, +4 bard)
Knowledge (Religion) +15 (4 ranks, +4 Int, +3 class, +4 bard)
Linguistics +10 (3 ranks, +4 Int, +3 class)
Perception +9 (3 ranks, +3 Wis, +3 class)
Perform: Oratory +22 (8 ranks, +8 Cha, +3 class, +3 feat)
Perform: Percussion +23 (8 ranks, +8 Cha, +3 class, +2 feat, +2 tools)
Perform: String +23 (8 ranks, +8 Cha, +3 class, +2 feat, +2 tools)
Sense Motive +14 (8 ranks, +3 Wis, +3 class)
Use Magic Device +16 (5 ranks, +8 Cha, +3 class)

Total Points: 104 [8x(6 Bard + 4 Int + 1 Human + 2 background)]
AC penalty is 0

LANGUAGES
Common, Elven, Celestial, Infernal, Dwarven, Draconic, Halfling, Abyssal, Chelaxian, Varisian

EQUIPMENT
Handy Haversack (2000gp) [5lbs]
Masterwork Violin, Masterwork Drums (210gp)
Ring of Protection +2 (8,000gp) [0.1lbs]
Headband of Alluring Charisma +4 (16,00gp)
Ring of Sustenance (2200gp)
Cloak of Resistance +2 (4000gp)
Bards Kit: a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin. (36gp) [33lbs]

550 gold 40 silver 0 copper
Weight Carried: 5lbs.

RACIAL ABILITIES:
Standard Human (9RP)
Flexible Ability Scores (+2 RP)
Deathless Spirit (3RP) Gain Resist 5 against Negative Energy, do not lose HP when gaining a negative level, +2 racial bonus against death effects, energy drain, negative energy and necromantic spells/spell-like abilities.
Greater Lucky (4RP) Members of this race gain a +2 racial bonus on all saving throws.
Gift of Tounges (2RP) Members of this race gain a +1 racial bonus on bluff and diplomacy checks and they learn one additional language every time they put a rank in linguistics.

SPECIAL ABILITIES
Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance (Move action): A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Haunted Eyes: At 2nd level, a dirge bard gains a +4 bonus on saves against fear, energy drain, death effects, and necromantic effects. This ability replaces well-versed.
Secrets of the Grave: At 2nd level, a dirge bard gains a bonus equal to half his bard level on Knowledge (religion) checks made to identify undead creatures and their abilities. A dirge bard may use mind-affecting spells to affect undead as if they were living creatures, even if they are mindless (though spells that affect only humanoids do not affect them, even if they were humanoids in life). In addition, he may add one necromancy spell from the spell list of any arcane spellcasting class to his list of spells known at 2nd level and every four levels thereafter. This ability replaces versatile performance.
Haunting Refrain: At 5th level, a dirge bard is able to stir primal terrors in the hearts of listeners. He can use a Perform (keyboard) or Perform (percussion) check in place of an Intimidate check to demoralize an opponent, with a bonus equal to half his bard level. In addition, saving throws against any fear effect he creates are made with a –2 penalty, and this penalty increases by –1 every 5 levels beyond 5th. This ability replaces lore master.

Can I get some clarity on Immediate Foresight? I assumed it would give +9 armor like Walk between the Rain. Please do say if otherwise :)

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