
DM Puppet Master |

Greetings all! After some players have dropped, I'm looking to recruit 2-3 players to bolster their numbers. We're currently in the middle of Masks of the Living God (basically, players have passed the main roleplay section of infiltration and started exploring the temple/causing trouble) with the intention of continuing on to the third module in the Price of Immortality trilogy when done. Here's the campaign if you're interested. Don't be scared by the past 2-ish weeks of silence; I was on vacation and had given all the players a heads up beforehand.
Current party:
- Jaed, Human Rogue
- Finnrick, Half-Elf Druid + Millsy his cat companion
- Lily, Elf necromancy (debuff) wizard
? Artair, Dwarf barbarian (may or may not be continuing; I'm giving him a bit more time to check in)
My goal is to get the group back up to 6, so depending on that 4th person, that means recruiting 2-3 new people. Most likely at least one spot will go to a frontliner of some sort. The way I'm going to work you in to the story is that I'm going to have some of the dropped players sneak out of the cultist's temple and go ask for help from the Pathfinder Society (who originally gave them the mission to infiltrate and gather intel on their more questionable activities). This doesn't, however, mean your character needs to be a member of the Society. You just need to be a helpful person who's willing to give them aid and happens to be in the area.
2) Somewhere between a couple of sentences and a paragraph describing your character's basic personality.
3) Character crunch (no alias needed unless you're selected). You don't have to do all your shopping, but main purchases should all be on there.
4) The tl;dr of your crunch. Not that I won't look through it, but I find it can sometimes be hard to judge the player's intent just from the numbers. Specifically, I want a rough idea of what you're likely to do in combat, what you're likely to do out of combat, and if you're trying to specialize in something (and what).
Stats: Pick one of these two stat arrays
17, 15, 15, 13, 13, 12
18, 14, 14, 13, 12, 10
Alignment: Any non-evil
Classes: Any
Races: All core + any race with <= 15 RP. No custom races. For Aasimar and Tieflings:
- Variant heritages are fine, no feat needed for Tieflings
- Variant abilities must either be rolled (you can choose to keep the default if you don't like the result) or spend a feat to pick them, even if you're an Aasimar
- Alternate physical features can be picked for free since they provide no mechanical benefit.
Traits: 2 traits, +1 if you take a drawback. No campaign specific traits and don't take any of the cheap drawbacks that are unlikely to come up (Like Family Ties).
Starting Level: 4th
HP: Max 1st level. Future levels are rolled or half HD + 1 if that's higher
Gold: 6,000 gp
Background Skills: Are in effect. If you're a bard, you can't use them towards versatile performance skills.
Recruitment will end next Saturday, June 17 at 11:59pm PDT.

DM Puppet Master |

I was just starting to build a cleric... never played a Cleric before and wanted to try it out. Question: what level character should I come up with for my pitch (just start at 1, or more advanced to match current players?), and what level point-buy should I use?
See the crunch spoiler in the original post. That should answer both your questions.

Zanbabe |

Thanks, sorry for being unobservant on that. One other thing... just to be sure. Those stat arrays are pre-racial adjustments and level adjustments, correct?
So if I take the 17, 15, 15, 13, 13, 12 and add +2 to two stats for racial adjustments and a +1 for level 4 character advancement, ending up with 17, 17, 17, 14, 13, 12--that is correct and not overpowered?

EmissaryOfTheNorth |

Paint me interested, specially given the frontliner spot and the chance to roll for variant atuff for aasimars!
I will come back later this day or tomorrow with the submission, but first rolls for my most probably aasimar choice of race!
Variant Ability: 1d100 ⇒ 100
Well, great: 2d100 ⇒ (63, 12) = 75
Swim speed and stability? That goes well with the idea I had in mind.

Zanbabe |

I was in the middle of my submission last night when the site went down again, and I can't take the time to do it now from work, but I did want to post a couple of die rolls so that I have the options, if they are better than default:
HP: 3d8 + 8 ⇒ (7, 4, 2) + 8 = 21
Aasimar Variant Ability: 1d100 ⇒ 89
(And I will submit my character asap, if the site is up when I get home... been down a lot lately.)

Zanbabe |

My submission: Marzela the Aasimar Cleric
When I was young I used to lie to my mother, a lot. So much so that she was truly concerned; not just a phase. It seems kind of strange now, looking back, but it was a serious problem. And after a while, it wasn't just her, it was everyone. I remember her telling me over and over that if I continued to lie, I would lose her trust and experience serious consequences in my life. And I didn't want to disappoint her, but on the other hand, lying made so many things easier. And usually I didn't have to face it, you know? I've always been [gestures to herself] charming, I suppose, and ... extremely persuasive.
I think my mom got desperate. It isn't something she just decided on a whim, for sure. She kept going to the temple and praying for me, and I just kept lying... because that's what got me whatever I wanted. And it was fun. It was like a game to see what you could get people to believe, and even do sometimes. I could talk them into almost anything. People would even usually believe me over my mom if she called me on something. That part made me feel a little bit bad, but it usually stopped her from trying to embarrass me or shame me in public, which was the goal at the time.
She made a friend at the temple who believed her though, and that's kind of how it happened. My mom was frightened of what I was becoming, and her friend had an idea. They had removed this [gestures to ring on left hand] from someone that day, and my mom brought it home to me as a present. When I first found out what it did, of course, I was furious. It was ruining my life; she was ruining my life, and I felt violated, and thought that my mother was evil for taking away my freedom. But of course, I actually told my mother all of this, because [points to the ring again]. So, we talked it out and she promised to remove it as soon as I learned my lesson... and eventually I did, but by then she was gone.
When my mother's illness got very serious, she stopped going to the temple to pray, and her friend came by to find out why. She tried to help, but my mother's illness was beyond her healing ability. We spent days there, with her, watching it happen and not being able to stop it. When it was over, she took me back to the temple with her. Sarenrae adopted me. And, you know, when I got a chance to have it removed so long ago, I kept it--partially to honor my mother's wisdom, and partially out of respect to Sarenrae, but also because I never wanted to go back to being that selfish girl who thought of herself before her own mother, and who put her own desires before respect for other people. Most people still think of honesty as a curse, but for me it has been one of my greatest blessings.
Marzela is the most perceptive and persuasive person that you have ever met. She always (has to) speaks the truth (if you allow the cursed ring of truth background that I mention in the flavor paragraph above), and has made it work for her in the temple and in her work as an ambassador, resolving disputes and forging agreements for people that come to her for her wisdom, for the temple, and even sometimes for the government.
She wants to do more than just sit in the temple all day though, and there is some of that childhood wildness still underneath all of the guilt and shame she feels about who she used to be and letting down her mother... so of course, she jumps at the chance to get out of the temple and use her scimitar training in the real world. She feels good about it because she is helping people, but she also just wants some freedom from... all the expectations she feel obligated to live up to.
(Also, I put in the drawback of "Attached" which is totally GM chosen, and thought that we could have some fun with that.)
Marzela
Alignment NG
Cleric 4
Deity Sarenrae
Aasimar
Size M
Gender F
Age 25
Height 5' 10"
Hair Silver-white
Str 17 +3
Dex 13 +1
Con 12 +1
Int 14 +2
Wis 17 +3
Cha 17 +3
(Tap Inner Beauty gives +2 on Charisma ability checks)
AC 16 (18) Total = 10 +4 Armor +1 Dex +1 Dodge (+2 Deflection with Shield of Faith)
Touch 12 (14) / Flat-Footed 14 (16)
HP 27
Saves
Fortitude 5 Total = +4 Base Save +1 con
Reflex 2 Total = +1 Base Save +1 dex
Will 7 Total = +4 Base Save +3 wis
Resist
Acid / cold / electricity resistance 5
CMD 17 Total = 10 +3 BAB +3 Str +1 Dex
Initiative +1 Total = +1 Dex
BAB +3
Speed 30
20 With Armor
CMB 6 Total = +3 BAB +3 Str
Melee
Scimitar
+6 Attack
1d6 +3 Damage
18-20 x2 Critical
S
Skills
Acrobatics +1 Dex +1
Appraise +5 Int +2 +3 class skill
Bluff +6/+8 (+3 cha +2 competence (Ring) +1 SoS +2 with TIB)
Climb +3 Str +3
Artistry: Philosophy Int +2 3
Lore: Scripture +5 Int +2 3
Craft: Sculpture Int +2 3
Diplomacy +16 (+3 cha +4 ranks +3 cs +2 racial +2 trait +2 competence with Ring of E)
Diplomacy +18 (+4 racial if human)
Diplomacy +18 (+2 insight with Tap Inner Beauty)
Diplomacy +20 (if human AND cast TIB)
Disable Device* untrained
Disguise +4/+6 Cha +3 +1 SoS +2 with TIB
Escape Artist +1 Dex +1
Fly +1 Dex +1
Handle Animal* +5/+7 Cha +3 +1 rank +1 SoS +2 with TIB
Heal +7 Wis +3 +1 3
Intimidate +6/+8 (+3 cha +2 comp (RoE) +1 SoS +2 with TIB)
Knowledge (Arcana)* +6 Int +2 +1 3
Knowledge (Dungeoneering)* untrained
Knowledge (Engineering)* untrained
Knowledge (Geography)* +3 Int +2 +1
Knowledge (History)* +6 Int +2 +1 3
Knowledge (Local)* untrained
Knowledge (Nature)* +3 Int +2 +1
Knowledge (Nobility)* +6 Int +2 +1 3
Knowledge (Planes)* +6 Int +2 +1 3
Knowledge (Religion)* +6 Int +2 +1 3
Linguistics* +6 Int +2 +1 3
Perception +12 (+3 Wis +4 ranks +3 cs +2 racial)
Perception +14 (+2 trait to avoid being surprised and to detect invisible or incorporeal creatures (Spirit Sense))
Perception +16 (+4 sacred to see through a disguise or find something that is hidden or concealed (Guided Eyes))
Perform: Oratory +6/+8 (+3 cha +2 comp (RoE) +1 SoS +2 TIB)
Profession* Ambassador +7 Wis +3 +1 3
Ride +1 Dex +1
Sense Motive +10 Wis +3 +4 3
Sleight of Hand* untrained
Spellcraft* +6 Int +2 +1 3
Stealth +1 Dex +1
Survival +3 Wis +3
Swim +1 Str +3
Use Magic Device* untrained
Languages
Common, Celestial, Elven, Draconic, Dwarven, Giant, Goblin, Orc, Undercommon (RoE)
Feats
Racial|Revered Guidance
Dodge
Special Abilities
Aura (Ex)
Channel Energy (Su)
Darkvision 60' (Ex)
Gift of Life (Su)
Guided Eyes (Su)
Nimbus of Light (Su)
Rebuke Death (Sp)
Traits
Ambassador|Religion
Attached|Drawback
Spirit Sense|Faith
Strength of the Sun|Religion
Gear
Armored Coat
Portable Altar
Ring of Eloquence
Ring of Truth (gift, storyline item)
Scimitar
Silver Holy Symbol
The RoE is the only really major purchase, and I have to buy some other small stuff... but thought you could decide based on this much and then I could move it to an alias if I get in.
This character is all about persuasion and perception... wants to see the truth and get others to see it too. Will try to talk her way out of anything (truthfully only) before fighting, but willing to fight if others can't see the light. :)
She is also a healer, and will help people in battle as needed, but she won't hang back and *only* do that.

DM Puppet Master |

@Zanbabe: Looks good as far as I can tell. It's probably a good thing that you're jumping in mid-module though or that ring of truth fluff would probably have gotten you in to a lot of trouble.
Looks like we thus far have 1 submission for 2-3 spots. If things continue like this, it'll be a very easy decision for me. :-)
Still a little over 3 days for other people to get something worked up.

Arknight |

@DM: one quick thing - What is your ruling on Slashing Grace being usable with a Glaive when also having the Bladed Brush feat?
Benefit(s): You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a glaive sized for you, even though it isn’t a light weapon. When wielding a glaive, you can treat it as a one-handed piercing or slashing melee weapon and as if you were not making attacks with your off-hand for all feats and class abilities that require such a weapon (such as a duelist’s or swashbuckler’s precise strike).
As a move action, you can shorten your grip on the glaive, treating it as though it lacked the reach weapon property. You can adjust your grip to grant the weapon the reach property as a move action.
The bolded part above makes me think yes, but I thought it best to check..

dwilhelmi |

Dotting and rolling.
Ability: 1d100 ⇒ 81
HPs: 3d8 ⇒ (1, 2, 4) = 7
Sad HPs
Question - I am working up an oni-spawn tiefling geokineticist with the kinetic knight archetype. The rolled tiefling ability lets me cast Rage on myself once per day. Would being in rage prevent me from using my kinetic blade? It needs to be reformed each round.

DM Puppet Master |

@Arknight and dwilhelmi: Just wanted to acknowledge that I have see your questions, but I'm at work and don't have time to look in to them right now. Also, tonight's my IRL D&D game, so you may not get a response until tomorrow night.
@Arknight: Can you give me a little more detail on what you want to use Slashing Grace + Bladed Brush for? Do you just want Dex to damage? Are you thinking about Spell Combat? Other/Both? A brief glance suggests the internet doesn't agree, so if I have to make a ruling myself it'd be helpful to know intent.
@dwilhemi: Remember that if you roll low you can use half HD + 1 instead, so those all become 5's.

DM Puppet Master |

Question - I am working up an oni-spawn tiefling geokineticist with the kinetic knight archetype. The rolled tiefling ability lets me cast Rage on myself once per day. Would being in rage prevent me from using my kinetic blade? It needs to be reformed each round.
It looks like your archetype converts kinetic blast (and therefore kinetic blade) into a supernatural ability instead of a spell-like ability, so I think you're fine to use it while raging.

DM Puppet Master |

@DM: one quick thing - What is your ruling on Slashing Grace being usable with a Glaive when also having the Bladed Brush feat?
Bladed Brush wrote:The bolded part above makes me think yes, but I thought it best to check..Benefit(s): You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a glaive sized for you, even though it isn’t a light weapon. When wielding a glaive, you can treat it as a one-handed piercing or slashing melee weapon and as if you were not making attacks with your off-hand for all feats and class abilities that require such a weapon (such as a duelist’s or swashbuckler’s precise strike).
As a move action, you can shorten your grip on the glaive, treating it as though it lacked the reach weapon property. You can adjust your grip to grant the weapon the reach property as a move action.
After reading about it, I'm going to say I agree most with this post. tl;dr of it is "RAW they don't seem to work together, though it's likely the intent was that they should (though with only 1x Dex damage, not 1.5x Dex)." So I'll go with RAI and say they can be used together, but it's not going to work for something like spell combat.
To All: Reminder that you have a little over 24 hours to submit a character, and I still only have 1 completed submission. If you're strapped for time but still want to submit something, you should at least get me the role play/fluff scene and a vague outline of what your crunch will be going for (for example, "fighter focused on grappling," "wizard focused on battlefield control," "melee magus going for damage").

dwilhelmi |

My submission, still a little rough around the edges, but such is life. Wanted to get him in before the deadline. Don't even have a name for him yet. Will polish off the edges on Monday.
"What do you mean, they're late? Come groveling for help, and their late?" The tiefling said with a severe frown, as the venture captain was explaining the situation. They couldn't stick out their mission in the first place, and they sneak out to come looking for help. Cowards. The tiefling was polishing his shield while waiting for the mission report, his well-worn armor already on, and ready to move out at a moment's notice. In reality, despite his complaints, he was excited for the mission. It sounded like the hard part was already done, and they needed more muscle, just the kind of thing he was best at. It would be good to stretch his legs and see some action; it had been a quiet few months, as he waited for a new mission to come up. His gravelly skin set down the polish rag, as he admired the newfound shine in his trusted shield.
"Well, whether they're here to give the mission report or not, time grows short. Hard to tell what sorts of problems are befalling their companions since they left. Best get on with it." He grunts softly as he stands up, shield in his left hand, and flexing his empty right hand. Despite looking every bit the knight, the one thing suspiciously absent was any hint of a weapon. He didn't seem bothered by that, though.
He took down the directions to his newfound companions, and set out immediately. Time to see what trouble I can get into. Should be fun.
He is somewhat brash and short-tempered, yet able to suppress his temper if necessary. A modicum of knightly chivalry is attainable, if called for, but he'd sooner hit something than sweet talk it. He has a certain level of arrogance, having fought his way free of the fighting pits, but still has an undercurrent of insecurity that comes from his slavery days.
Unnamed Kinetic Knight #1
Oni-spawn tiefling geokineticist 4
CG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 21 (+9 armor, +1 Dex, +2 shield)
hp 39 (4d8+16)
Fort +7, Ref +6, Will +4
Defensive Abilities resolve 1/day; DR 2/adamantine; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), climb (earth and stone surfaces) 30 ft.
Special Attacks kinetic blast +9 2d6+5
Spell-Like Abilities (CL 4th; concentration +3)
. . 1/day—alter self
Kineticist Wild Talents Known
. . Defense—flesh of stone
. . Infusions—blade rush, kinetic blade, pushing infusion
. . Blasts—earth blast (2d6+5)
. . Utility—basic geokinesis, earth climb, earth walk
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 17, Int 13, Wis 14, Cha 8
Base Atk +3; CMB +8; CMD 20
Feats Power Attack, Weapon Focus (kineticist blast)
Traits freed slave, reactionary
Skills Acrobatics -6 (-10 to jump), Appraise +5, Climb +12, Diplomacy +6, Disguise +1, Intimidate +8, Perception +9, Profession (gladiator) +9, Sense Motive +9; Racial Modifiers +2 Disguise, +2 Intimidate
Languages Common, Abyssal, Infernal
SQ burn (1 point/round, max 6), elemental bastion, elemental blade, elemental overflow +1, gather power
Other Gear full plate, heavy steel shield, belt of mighty constitution +2, 480 gp
--------------------
Special Abilities
--------------------
Blade Rush Move 30 feet, manifest kinetic blade and attack once.
Burn 1/round (4 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Climb (30 feet, earth and stone surfaces) You have a climb speed, but only on limited surfaces.
Damage Reduction (2/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Earth Climb (Su) Gain a climb speed on earth and stone
Earth Walk (Su) Ignore difficult terrain due to rocks, earth or mud
Elemental Bastion (Heavy steel shield) (Ex) At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time h
Elemental Blade (Su) Gain Kinetic Blade and other infusions, but can't use blasts without them.
Elemental Overflow Gain a bonus to hit and damage with your blast when you use burn.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blade (One-Handed Weapon) Create a blade of pure energy.
Kinetic Blade Earth Blast (Sp) Level 2; Burn 0
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pushing Infusion (CMB +6) Your kinetic blasts makes Bull Rush CMB using Con.
Resolve (1/day) (Ex) Your resolve can remove effects or reroll saves.
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For the most part, a pretty standard front-liner. Full armor, normally 3 DR/adamantium (2 baseline, +1 powerup from burn), and manifests a weapon that can be bludgeoning, piercing, or slashing. Has a little bit of utility, but not a whole lot at this level.

DM Puppet Master |

Alright, Marzela and as of yet unnamed geokineticist, feel free to dot in on the discussion thread (and gameplay if you so desire). I'll get a post up later today that brings you in to the game IC.