| Jon, The Evil DM |
Hello everyone! This is a recruitment for a homebrew Pathfinder game set in Absalom. Your characters, whether originally from Absalom or either recent guests or immigrants, are well-aware of the newest major player in the city-state. The Last Disciple is a man who claims to be what most consider the impossible; a survivor of a shipwreck that washed up on Old Azlant, he claims that on those islands he discovered the secret to Aroden's disappearance and the god once again grants him power. While many were obviously skeptical of his claim, he's amassed quite a following among the lay folk and others have found it difficult to disprove his claims. The man can clearly call down divine miracles, and he prays to Aroden for his magic. Many are still unconvinced, but they're quickly finding it harder and harder to have a leg to stand on. Recently, some of his followers and those of other gods have been fighting in the Ascendant Court where he does most of his preaching. The most recent incident saw two men tumble over the edge into the pit surrounding the Starstone Cathedral. Tensions are rising, and they show no sign of stopping.
As for mechanics, here's what you're working with:
[*[20 point-buy
I also have an extensive house rules document for Pathfinder, which you can find right here that almost definitely addresses any and all other questions you might have. If you don't see it in there, feel free to ask and say you didn't see it on there, but otherwise I probably won't answer a question if I know the answer is on there.
The last thing I need to say is there are already four characters slotted for this campaign, as this is a redo of a campaign that kind of collapsed due to a large number of people dropping out and shifting about, which made everything just kind of a pain to keep straight. As opposed to retcons, I decided to just start over. The characters already slotted for the game are:
I'm not sure when recruitment will close, but it'll be up for at least a week and a half or so. I'm looking for 2-3 more players for this game, with a somewhat relaxed but hopefully consistent posting rate.
| EmissaryOfTheNorth |
Can't resist your campaigns, Jon... Will save too low.
Got a couple questions, both regarding the current party members and the rules.
1)Are they more inclined to melee, to ranged or are they balanced? I got a couple concepts so any answer works for me, but wouldn't want to bring another brute if they all like to engage close and personal for example.
2)What's the stance on firearms for this campaign? One of the concepts involve them but is easily replaceable by crossbows if need be.
3)Regarding the changes to Pistoleros getting Rapid Reload, is there any such change for Bolt Aces?
4)One of the concepts involves dual wielding sword and pistol/hand-crossbow. Would you be okey with using a Glove of Storing to ease reloading? Failing that I would have to check Gun-Twirling and its myriad prereqs but it's no biggie.
5)Have I already told you I can't resist your campaigns? I forgot the next question but had already wrote '5)' so...
And that's all for now, I think.
| Jon, The Evil DM |
Emissary, an answer to your questions:
1. The party, as they were built for the previous iteration of this campaign, was largely melee focused. Our inquisitor may be investing in a throwing knife build (I can't remember off the top of my head), and our new rogue has a familiar that I think is going to focus on using wands. However, either way a ranged character could be useful to the party.
2. As per usual, I'm allowing firearms in this game. You have access to advanced firearms if you wish, so you can have a revolver or rifle if you wish.
3. I didn't make that change for the Bolt Ace as in my experience building for firearms takes more feats than it does for crossbows, and so giving them that was an attempt to even them out a bit. I may change that in the future, although for right now that's what I'm sticking with.
4. Given that you can have a revolver this is already less of an issue, but I do have a weapon quality I designed for my home game that was intended to help with reloading. It's just called Reloading, and it requires having either an Endless Bandolier or Beneficial Bandolier to function. While holding that weapon and wearing the magic item, you may reload a weapon as the same kind of action it would normally require without having a hand free. It's a +1 enchantment.
5. I think you've mentioned it once or twice, yeah.
-----
As a general note to everyone, one more thing I'd like to say is I'm not particularly a fan of gnomes. I'm not saying that if you put forward a gnome I definitely won't pick you, but you'll be fighting kind of an uphill battle. As a race I just find the way they're portrayed to be kind of obnoxious and so I prefer not to deal with them. Similar races in stature such as halflings do not share this animosity.
| Jon, The Evil DM |
I haven't allowed VMC in the past, although pitch me what you want to do with it. I don't really have anything against it, but I don't know that anyone in my games has brought it up. I'd be willing to allow it.
Rapid shot may be used, yes. By the text of the feat Manyshot wouldn't work as it requires a bow, but I think that's kind of stupid and probably a remnant of it not being able to apply to crossbow attacks for reasons, so I'll say yes.
| Trinam |
I made this character assuming that the Envoy of Balance PrC also gets the skill bonus like each of the non-INT main 2/level classes did. If this needs to get changed, lmk and I'll tweak it.
That said... behold the ULTIMATE HEALBOT 9000!! (tm patent pending)
Male Human Cleric of Pharsma 5/Envoy of Balance 4
N Medium Humanoid (Human-Talden)
Init +3; Senses Perception +16
Defense
AC 23, touch 13, flat-footed 22 (+8 armor, +1 shield, +1 dex, +2 Deflection, +1 Natural)
HP 86 (5d8+4d6+36)
Fort +11, Ref +6, Will +17
Offense
Spd 20 ft.
Melee M/W Dagger (Attuned +1) +7 Melee (d4+2, 19-20/x2, 10ft, P/S)
Ranged Light Crossbow (Attuned +1) +7 Ranged (d8+2, 19-20/x2, 70 ft, P)
Channel Energy 14/day, DC 24
5d6, +Fateful Channel (8 round duration)
Selective Channel 8 targets, can channel positive or negative
Twinned channel 4d6, DC 23
+2d6 on negative energy (healing undead/damaging living)
8/8 Combat Stamina
Spells Touch +5, Ranged Touch +6, DC 14+SL, CL 9th, Concentration +13
Spells per day: 4/5+1/5+1/4+1/3+1/1+1
0: Detect Magic, Create Water, Mending, Detect Poison
1: Obscuring Mist, Bless, Entropic Shield, Deathwatch, Bless, Burning Disarm
2: Death Knell, Calm Emotions, Hold Person, Ironskin, Resist Energy, Silence
3: Water Breathing, Prayer, Summon Monster 3, Wind Wall, Mark of Obvious Ethics
4: Death Ward, Aura of Doom, Freedom of Movement, Summon Monster 4
5: Ice Storm, Wall of Stone
Statistics
Str 10, Dex 12, Con 16, Int 10, Wis 18, Cha 26
BAB +5; CMB +6; CMD 18
Feats
1 Selective Channeling
B Extra Channeling
3 Versatile Channeler
5 Improved Channel
7 Fateful Channel (When you channel positive energy to heal living creatures, you grant each creature you heal the ability to roll twice and take the better result on a single attack roll, skill check, or saving throw of their choice within a number of rounds equal to your Charisma bonus (minimum 1). Multiple uses of this ability do not stack, but they do reset the effect’s duration. A creature can only benefit from one instance of this channel effect at a time.)
9 Command Undead
B Combat Stamina
Traits
Exalted of the Society (+1 channels/day)
Reactionary (+2 initiative)
Skills5 SP/lvl +2 background
Knowledge (Planes) +12 (9 ranks + 3 trained)
Knowledge (Religion) +12 (9 ranks + 3 trained)
Diplomacy +20 (9 ranks + 8 cha + 3 trained)
Perception +16 (9 ranks + 4 wis + 3 trained)
Spellcraft +12 (9 ranks + 3 trained)
Knowledge (History) +12 (9 ranks + 3 trained)
Linguistics +12 (9 ranks + 3 trained)
Languages Common, Infernal, Diabolic, Abyssal, Celestial, Aquan, Terran, Ignan, Sylvan, Aklo
Combat Gear Wand of CLW, 2x Potion of Lesser Restoration, 20 bolts, Potion of Darkvision, Potion of Cure Moderate Wounds
Other Gear Malleable Symbol, Wayfinder of the Planes, Masterwork Dagger, Masterwork Light Crossbow, Handy Haversack, Phylactery of Negative Channeling, backpack, bedroll, belt pouch, candles (10), cheap holy text, flint and steel, iron pot, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, wooden holy symbol, Masterwork Agile Breastplate of Spell Storing (Bestow Curse DC 17), M/W Buckler, Muleback Cords, Scriviner's kit, Journal (under effect of Book Ward, three rocks he picked up off the ground, 18 gp
Special Abilities
Bonus Feat
Skilled
Aura (Neutral)
Orisons
Spontaneous Casting (Cure)
Domains (Water + Death)
(Domain spells:
1: Obscuring Mist/Cause Fear
2: Fog Cloud/Death Knell
3: Water Breathing/Animate Dead
4: Control Water/Death Ward
5: Ice Storm/Slay Living
6: Cone of Cold/Create Undead
7: Elemental Body IV (water only)/Destruction
8: Horrid Wilting/Create Greater Undead
9: Elemental Swarm (water only)/Wail of the Banshee)
Channel Energy (Under offense)
Icicle 7/day (1d6+2 cold damage)
Bleeding Touch 7/day (1d6 bleed/round for 2 rounds)
Resistance +3
Armor Attunement +2
Weapon Attunement +2
Deflection +2
Toughening +1
Mental Prowess +4 (Cha)
Physical Prowess +2 (Con)
Incisive Spells +1
Contravening Armament (transferable 1/day)
Endowments:
Spiritual Equilibrium (The envoy of balance’s class levels count as cleric levels for determining the effects of her channel energy ability. If she has the spontaneous casting class feature, she is no longer restricted by the choice made at 1st level to convert prepared spells into cure or inflict spells. Each time the envoy of balance converts a spell, she can choose to convert it into a cure spell or an inflict spell.
Additionally, when using the Versatile Channeler feat, her effective cleric level is no longer reduced by 2—instead, she uses her full effective cleric level. An envoy of balance must have the Versatile Channeler feat to choose this endowment.)
Twinned Channeling (When channeling energy, the envoy of balance can simultaneously release waves of positive and negative energy. She chooses a category of creatures (either living or undead), and this conjoined energy both heals and harms the affected creatures. Roll the amounts of damage healed and dealt separately. Treat the envoy of balance’s effective cleric level as 2 lower than normal for the amounts of damage and the DC to halve damage taken. The envoy of balance can choose whether to include herself in either or both the healing and harming effects. If she has an ability that allows her to exclude targets from her channeled energy, such as the Selective Channeling feat, she can choose to exclude different targets from the healing effect than from the harming effect. An envoy of balance must possess the spiritual equilibrium endowment to choose this endowment.)
He's friendly, if distant, and he's used to his super wide 'can't see the trees for the forest' outlook on things coupling with his natural talent at mixing the light and dark aspects of his deity alienating people. As a result, his careful at-arms-length way of dealing with people makes him come off as frequently insincere.
| dwilhelmi |
I haven't allowed VMC in the past, although pitch me what you want to do with it. I don't really have anything against it, but I don't know that anyone in my games has brought it up. I'd be willing to allow it.
Rapid shot may be used, yes. By the text of the feat Manyshot wouldn't work as it requires a bow, but I think that's kind of stupid and probably a remnant of it not being able to apply to crossbow attacks for reasons, so I'll say yes.
Fantastic! Not entirely sure I want to do VMC yet, since feats are a bit more valuable to a kineticist in this game than normal, but if I end up wanting to go down that route I'll pitch it to you. Couple more questions:
1) Point of clarification - you said "Standard WBL", is that standard for an ABP game, or normal standard?
2) Can I choose kinetic blast for my weapon attunement for ABP purposes?
| Jon, The Evil DM |
1. Standard by an ABP game, although I'm at a loss as to where that chart is at the moment outside of the book itself. I was looking for it on the PFSRD and didn't find it. If you know where to find it on an open source location, let me know so I can share it with others.
2. Yes, you can choose your kinetic blast.
| Trinam |
In that case, updating gear to:
Other Gear Malleable Symbol, Wayfinder, Masterwork Dagger, Masterwork Light Crossbow, Handy Haversack, Phylactery of Negative Channeling, backpack, bedroll, belt pouch, candles (10), cheap holy text, flint and steel, iron pot, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, wooden holy symbol, Masterwork Agile Breastplate, M/W Buckler, Muleback Cords, Scriviner's kit, Journal (under effect of Book Ward), Pathfinder Pouch, Gloves of Reconnaissance, Eyes of the Eagle, Ioun Torch, three rocks he picked up off the ground, 743 gp
This also ups his perception bonus by 5 as a result.
| Grumbaki |
Name Thaelas
Race Elf
Racials
* Darkvision (60ft)
* Lightbringer (light at will, immune to light sensitivity and blindness due to light)
* Weapon Familiarity
* Keen Senses (+2 perception)
Str (13) Dex (20) Con (13) Int (14) Wis (10) Cha (11)
Traits
* Forlorn (+1 fortitude)
* Armor Expert (-1 ACP)
Combat with power attack
* To Hit: +14/+7 (+14/+12/+7 with 1 ki point)
* Damage: 1d10+16
* Sneak Attack: 5d6
Unchained Rogue (3) BaB +2
* 2d6 sneak attack
* Finesse Training (dex to hit and dex to damage with daggers)
* Trapfinding (May disarm magical traps, +1 perception to find traps, +1 disable device)
* Minor Magic (Prestigitation 3x times per day)
* Evasion (At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.)
* Danger Sense (At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by)
Ninja (6) BaB +4
* 3d6 sneak attack
* Poison Use (At 1st level, a ninja is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon.)
* No Trace (At 3rd level, a ninja learns to cover his tracks, remain hidden, and conceal his presence. The DC to track a ninja using the Survival skill increases by +1. In addition, his training gives him a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever he is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.)
* Uncanny Dodge (Starting at 4th level, a ninja can react to danger before his senses would normally allow her to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A ninja with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.)
* Light Steps (At 6th level, a ninja learns to move while barely touching the surface underneath him. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support him, no matter how much he weighs. This allows her to move across water, lava, or even the thinnest tree branches. He must end his move on a surface that can support him normally. He cannot move across air in this way, nor can he walk up walls or other vertical surfaces. When moving in this way, he does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does he need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.)
Ninja Ki Pool
* At 2nd level, a ninja gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 his ninja level + his Charisma modifier. As long as he has at least 1 point in her ki pool, he treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, he also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
* By spending 1 point from her ki pool, a ninja can make one additional attack at his highest attack bonus, but he can do so only when making a full attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from his ki pool to give himself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
* The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Feats and Ninja Tricks
* Lvl 1 Feat: Breadth of Experience
* Lvl 2 Trick: Vanishing Trick (1 ki point, invisibile for 6 rounds)
* Lvl 3 Feat: Power Attack
* Lvl 4 Trick: Weapon Training (weapon focus-elven curve blade)
* Lvl 5 Feat: Iron Will (+2 will)
* Lvl 6 Trick: Combat Feat (furious focus)
Skills
* Stealth: 8 skill points (+16)
* Perception: 8 skill points (+13 / +14 to find traps)
* Disable Device: 8 skill points (+19)
* Diplomacy: 8 skill points (+11)
* Bluff: 8 skill points (+11)
* Sense Motive: 8 skill points (+11)
* Intimidate: 8 skill points (+11)
* Use Magic Device: 8 skill points (+11)
* Knowledge Local: 8 skill points (+15)
* Disguise: 8 skill points (+11)
* All Profession Skills (+2)
* Knowledge All (+4)
Defenses
* Fort: +1 (rogue) +2 (ninja) +1 (ioun stone) +1 (cloak) +1 (con) = +6
* Ref: +3 (rogue) +5 (ninja) +1 (ioun stone) +1 (cloak) +5 (dex) = +15
* Will: +1 (rogue) +2 (ninja) +1 (ioun stone) +1 (cloak) +2 (feat) = +7
Equipment 30,666 gold to spend if 3/4 of normal amount
* +1 Mithril Breastplate (5,200)
* +2 Elven Curve Blade (8,380)
* +1 Ring of Protection (2,000)
* +1 Amulet of Natural Armor (2,000)
* +1 Cloak of Resistance (1,000)
* Belt of Dexterity +2 (4,000)
* Embedded Cracked Pearly White Spindle Ioun Stone (regenerate 1hp per hour) (3,400)
* Embedded Cracked Pale Green Prism Ioun Stone (+1 competence bonus on saving throws) (4,000)
* Embedded Cracked Dusty Rose Prism Ioun Stone (+1 initiative) (500)
* Masterwork Thief Tools (100)
* Masterwork Backpack (50)
* 36 gold crowns
Eventually, after far too many years, he found peace in faith. Thaelas became a firm believe in Pharasma, the goddess of death. It is his solace that in the end, all things die. Everyone returns to Pharasma.
With his faith, Thaelas comes across as a polite gentleman, who is able to carry his own in conversations on nearly any topic. What might be unsettling to some, though, is how calmly and detached he can be when discussing death and destruction, for to him, there is no tragedy in either. He operates as an adventurer, or a hired killer, as the situation demands. It matters not to him, for all he is doing is passing the time until he and his long dead wife might be reunited once more.
The idea behind this character is that he is a backup rogue for the party rogue. He also would get to work hand in hand with him, setting up flanks so we can both take advantage of our backstabbing. But I focused this character on using an elven curve blade, so rather than the usual dual wielding, he instead is all about hitting one strike really hard. He is also focusing more on the damage side of things, as his main class is ninja. I'm mostly looking forward to using vanishing trick to go invisible in combat when needed, either to throw off the enemy or get a backstab off on a foe who doesn't see it coming.
| Castle Blades |
Male Tiefling Arcanist 9
LE Medium Native Outsider
Init +3; Senses Perception +12
Defense
AC 19, touch 15, flat-footed 16(+2 armor, +3 dex, +2 Deflection, +2 Natural)
HP 68 (9d6 + 27)
Fort +11, Ref +12, Will +15
Offense
Spd 30 ft.
Melee Quarterstaff (Attuned +2) +7 (1d6+2)
8/8 Combat Stamina
Spells Touch +7, Ranged Touch +7, DC 20+SL, CL 9th, Concentration +22
Spells per day: infinite/6+3/5+3/5+2/4+2
0: All Cantrips
1: Burning Hands, Charm Person, Corrosive Touch, Disguise Self, Enlarge Person, Expeditious Retreat, Feather Fall, Mage Armour, Magic Missile, Shield, Shocking Grasp, Vanish
2: Acid Arrow, Bulls Strength, Scorching Ray, Touch of Immolation
3: Battering Blast, Fireball, Lightning Bolt, Force Punch
4: Dimension Door, Greater Invisibility, Shout, Summon Monster 4
Statistics
Str 10, Dex 16, Con 14, Int 30, Wis 10, Cha 16
BAB +4; CMB +7; CMD 20
Feats
1 Empower Spell
3 Intensified Spell
5 Extra Arcanist Exploit
7 Improved Familiar
9 Extra Arcanist Exploit
B Combat Stamina
Traits
Bruising Intellect(Use intelligence instead of charisma for Intimidate and get it as a class skill)
Arcane Temper (+1 initiative and concentration checks)
Skills 8 SP
Appraise 15 (2 ranks+3 trained+10 intelligence)
Craft 14 (1 ranks+3 trained+10 intelligence)
Fly 7 (1 ranks+3 trained + 3 dexterity)
Intimidate 22 (9 ranks+3 trained+10 intelligence)
Knowledge (Arcana) +18 (5 ranks + 3 trained + 10 intelligence )
Knowledge (Dungeoneering) +17 (4 ranks + 3 trained + 10 intelligence )
Knowledge (Engineering) +14 (1 ranks + 3 trained + 10 intelligence )
Knowledge (Geography) +14 (1 ranks + 3 trained + 10 intelligence )
Knowledge (History) +14 (1 ranks + 3 trained + 10 intelligence )
Knowledge (Local) +18 (5 ranks + 3 trained + 10 intelligence )
Knowledge (Nobility) +14 (1 ranks + 3 trained + 10 intelligence )
Knowledge (Planes) +18 (5 ranks + 3 trained + 10 intelligence )
Knowledge (Religion) +18 (5 ranks + 3 trained + 10 intelligence )
Linguistics 14 (10 intelligence + 1 rank + 3 trained)
Perception +12 (9 ranks + 0 wis + 3 trained)
Profession +4 (1 ranks + 0 wis + 3 trained)
Spellcraft +22 (9 ranks + 3 trained + 10 intelligence)
Use Magic Device +22 (9 ranks + 3 trained + 10 intelligence)
Languages Common, Abyssal, Draconic, infernal, Dwarves, Elven, Gnome, Goblin, Halfling, orc, celestial
Combat Gear Lesser Maximize Metamagic Rod
Other Gear backpack, bedroll, belt pouch, candles (10), cheap holy text, flint and steel, iron pot, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, Headband of Vast intelligence +4, cloak of Resistance +3, amulet of natural armor +1, tunic of careful casting
Special Abilities
Darkvision 60 ft
Skilled + 2 stealth and bluff
Darkness 1/day
Prehensile Tail
Arcane Reservoir
Consume Spells
Arcanist Exploit
Familiar (Imp)
Force strike (The arcanist can unleash a blast of force by expending 1 point from her arcane reservoir. This attack automatically strikes one target within 30 feet (as magic missile) and deals a number of points of force damage equal to 1d4 + 1 per arcanist level. Spells and effects that negate magic missile also negate this effect.)
Lightning Lance (The arcanist can unleash a lance of lightning by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals a number of points of electricity damage equal to 1d6 + the arcanist's Charisma modifier, plus an additional 1d6 points for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target's vision is also impaired, causing the target to treat all creatures as if they had concealment (20% miss chance) for 1 round. It can attempt a Fortitude saving throw to negate the impaired vision)
Ice Missile (The arcanist can unleash a freezing projectile by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals a number of points of cold damage equal to 1d6 + the arcanist's Charisma modifier, plus an additional 1d6 points for every 2 levels beyond 1st (to a maximum of 10d6 points at 19th level). In addition, the target is staggered for 1 round. It can attempt a Fortitude saving throw to negate the staggered condition.)
Counterspell (By expending 1 point from her arcane reservoir, the arcanist can attempt to counter a spell as it is being cast. She must identify the spell being cast as normal. If she successfully does so, the arcanist can attempt to counter the spell as an immediate action and by expending an available arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell, the arcanist must attempt a dispel check as if using dispel magic. If the spell being countered is one that the arcanist has prepared, she can instead expend an available arcanist spell slot of the same level, and she receives a +5 bonus on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell.)
Metamixing (The arcanist can expend 1 point from her arcane reservoir to add a metamagic feat that she knows to a spell as she casts it without yaffecting the casting time (though using a higher-level spell slot as normal). She can use this ability to add a metamagic feat to a spell that she prepared using a metamagic feat, although she cannot add the same metamagic feat to a given spell more than once.)
Resistance +3
Armor Attunement +2
Weapon Attunement +2
Deflection +2
Toughening +1
Mental Prowess +4 (Int)
Physical Prowess +2 (Dex)
| Castle Blades |
| servant6 |
Presenting Tosguld Gatewatcher.
Mechanically, he is a tank in every sense of the word. I think I can pull this off in Pathfinder by utilizing the Stalwart feat in tandem with the Intercept defensive ability. This will allow me to, as an immediate action, take the damage from attacks done to adjacent allies, applying my max DR 8/- when going total defense. As I level, I will obviously increase that DR and shrug off even more damage. In essence, any allies adjacent to Tosguld are invulnerable as long as he is standing.
Story-wise, as mentioned previously, he is a member of the city guard (being level nine, I imagine he is fairly high ranking). Tosguld, a devout follower of Torag, is wary of this "Last Disciple" and has been keeping an eye on him since he first showed his face. Recent events at the Starstone Cathedral have only made him more distrusting of this newcomer.
Reckless
|
I've got a bunch of fluff writing to do, but here is the crunch for my little tadpole:
Magope Poldap
Grippli fighter (tower shield specialist) 9 (Pathfinder RPG Bestiary 2 149, Pathfinder RPG Ultimate Combat 48)
CG Small humanoid (grippli)
Init +6; Senses darkvision 60 ft.; Perception +15
--------------------
Defense
--------------------
AC 35, touch 27, flat-footed 29 (+7 armor, +2 deflection, +6 Dex, +1 natural, +8 shield, +1 size)
hp 81 (9d10+18)
Fort +10, Ref +12 (+2 vs. burst spells and effects while using a tower shield), Will +11
Defensive Abilities burst barrier, tower shield defense
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee gandasa +15/+10 (1d6+6/×3)
Ranged +1 reloading revolver +17/+12 (1d6+7/×4)
Special Attacks deeds (deadeye, quick clear), grit (5)
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 12, Int 14, Wis 20, Cha 12
Base Atk +9; CMB +14; CMD 26
Feats Amateur Gunslinger[UC], Combat Marksmanship, Combat Stamina, Deadly Aim, Exotic Weapon Proficiency (firearms)[UC], Greater Shield Focus, Missile Shield[APG], Quick Draw, Rapid Reload, Rapid Shot, Shield Focus, Tower Shield Specialist
Traits reckless, swamp rebel
Skills Acrobatics +22, Athletics +15, Craft (firearms) +14, Diplomacy +3, Handle Animal +13, Intimidate +15, Knowledge (dungeoneering) +14, Knowledge (local) +3, Perception +15, Ride +8, Stealth +20 (+22 in swampy terrain), Survival +11; Racial Modifiers +2 Diplomacy, +2 Intimidate
Languages Common, Draconic, Grippli, Sylvan
SQ amateur gunslinger, armor training 1, combat marksmanship, deadly aim, greater shield focus, jumper[ARG], missile shield, rapid reload, rapid shot, shield focus, tower shield specialist, tower shield training
Other Gear mithral tatami-do armor[UC], mwk paueliel tower shield, reloading revolver[UC], bullet[UC] (100), gandasa, metal cartridge[UC] (100), beneficial bandolier[UE], boots of elvenkind, deadeye’s spotter ring, fog-cutting lenses, horn of fog, muleback cords[APG], backpack, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), mess kit[UE], pot, powder horn[UC], torch (10), trail rations (5), waterskin, 3 gp, 7 sp
| Jon, The Evil DM |
Just a quick look through at people's characters, giving some basic feedback on my thoughts on what I've seen. Keep in mind this is just a quick once-over right now while I'm doing some working before heading to sleep (it's close to 1:30 AM where I am). Still, please humor me and answer my questions if I'm missing something obvious. I'm not digging into the minutia of making sure all your bonuses and such add up correctly right now, these are more broad comments.
@Edward Fiorin: My immediate question is about your ability scores. Am I missing why your Charisma is significantly higher than your Wisdom, despite Wisdom being your casting stat? Is it largely so you have more uses of Channel Energy, or is there something else I'm missing? Otherwise, the concept seems solid and kind of fitting for the game. Our current inquisitor is a Pharasman and is interested in investigating the Last Disciple because of the association with the death of Aroden and prophecy and all that. You two might make a good pair.
@Grumbaki: The biggest thing I see here is that your character is very similar to our already existing Inquisitor in both function and fluff. Feel free to make something else if you'd like, but I'm unlikely to take on someone else so similar to a character already in the game.
@Castle Blades: Once over of the character looks solid enough. I'd like more background, though.
@servant6: Character looks nice, I like the idea you've got for background as a member of the city guard. The one note I'd make is that the First Guard are who actually patrol the Ascendant Court and are all atheistic and worship no gods, and so your character being there officially is unlikely. However, feel free to just be a city guard who feels this whole business doesn't smell right.
@Reckless: Did you just build a riot police character in a medieval fantasy setting? That's hilarious. In all seriousness, the character mechanically seems fine and is definitely interesting, but I'm curious about background and how this dude fits into Absalom.
| Trinam |
You got it in one--Channel Energy is based on Charisma for both the DC and the uses/day, and Edward is built to abuse Channeling as much as humanly possible. This made Charisma the obvious stat to build towards, with WIS as secondary imo.
I figure that most people aren't going to be making saving throws vs his buffs nearly as often as they would his twinned-channel-all-allies-heal-4d6-and-get-a-reroll-and-all-enemies-take-6 d6 or else just enemies-take-7d6.
Also with your rules including wound thresholds, it works as its own debuff ability while keeping our side better able to avoid its effects as well... I plan to get a lot of mileage outta' that one move.
| Castle Blades |
Valeo Yokai: Shortly after his Familiar imp came to him, he started to recieve promptings. At first they were simple and weak, but as it wore on, they grew stronger. As of late Valeo has been delving deeper into his study of the arcane. Learning of the Last Disciple intrigued him, Valeo always believed in higher power and heard the tales of Aroden's death, as such he has reason to believe that this Last Disciple is merely using the arcane arts to decieve his followers. Valeo wishes to approach him and learn the spells that enable him to imitate the Divine.
| servant6 |
@servant6: Character looks nice, I like the idea you've got for background as a member of the city guard. The one note I'd make is that the First Guard are who actually patrol the Ascendant Court and are all atheistic and worship no gods, and so your character being there officially is unlikely. However, feel free to just be a city guard who feels this whole business doesn't smell right.
Rodger that!
| Jon, The Evil DM |
Jon, I still need your feedback based on the PM from yesterday.
Yeah, I'm still working on that some. I'll try to be done with it by tonight. If not, dur to the uniqueness of your concept I'd definitely give a little leeway if the character wasn't completely mechanically finished when looking at submissions. I should have time to finish up what I need to do this afternoon, though.
cartmanbeck
RPG Superstar 2014 Top 16
|
Dotting. There are already several great characters submitted, but I think this might be a great place to finally be able to play my Iron Caster concept.
| dwilhelmi |
Still a work in progress (don't even have a name yet), but I wanted to put out some initial thoughts here:
kineticist
Human aerokineticist 9/wizard* (Pathfinder Player Companion: Familiar Folio 10, 11, Pathfinder RPG Advanced Player's Guide 145, Pathfinder RPG Occult Adventures 10)
CN Medium humanoid (human)
Init +15; Senses Perception +12
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Defense
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AC 24, touch 19, flat-footed 17 (+2 armor, +2 deflection, +7 Dex, +1 natural, +2 shield)
hp 112 (9d8+64)
Fort +16, Ref +16, Will +6; +1 trait bonus vs. divine spells
Defensive Abilities fortification 15%
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Offense
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Speed 30 ft.
Special Attacks kinetic blast, metakinesis (empower, maximize)
Kineticist Spell-Like Abilities (CL 9th; concentration +8)
. . Constant—feather fall, fly
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—extended range, gusting infusion (DC 21), kinetic blade, kinetic whip, snake, thundering infusion (DC 21)
. . Blasts—air blast (5d6+20 plus 1d8), electric blast (5d6+11 electricity plus 1d6), thunderstorm blast (10d6+25 ½ electricity and ½ bludgeoning plus 1d8)
. . Utility—air cushion, air's reach, basic aerokinesis, celerity, wings of air
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Statistics
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Str 12, Dex 24, Con 24, Int 18, Wis 10, Cha 8
Base Atk +6; CMB +7; CMD 26
Feats Combat Stamina, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (kineticist blast)
Traits - custom trait -, history of heresy
Skills Acrobatics +19, Appraise +13, Climb +10, Fly +19, Intimidate +16, Perception +12, Perform (wind instruments) +8, Sense Motive +9, Spellcraft +13, Stealth +19, Use Magic Device +16
Languages Common, Dwarven, Elven, Gnome, Halfling
SQ burn (3 points/round, max 10), elemental overflow +3, expanded element (air), forewarned, gather power, infusion specialization 2, internal buffer 1, manifest dreams, manyshot, point-blank shot, precise shot, prescience (7/day), rapid shot, recurring dream, specialized school (foresight[APG]), weapon focus
Other Gear haramaki[UC], mwk mithral buckler, boots of speed, handy haversack, kineticist's diadem (lesser), white[OA], 1,492 gp
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Special Abilities
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Air Blast (Sp) Level 4; Burn 0
Air Cushion (Sp) Constantly under the effects of feather fall.
Air's Reach (Su) Air talents have range doubled.
Burn 3/round (9 nonlethal/burn, 10/day) Burn HP to gain greater effects on your wild talents.
Celerity (Sp) Constantly under the effects of air bubble.
Electric Blast (Sp) Level 4; Burn 0
Elemental Overflow +3/+6 (Max +3, +2 DEX, +2 CON, 15% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Extended Range Kinetic blast has range of 120ft.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Foresight Associated School: Divination
Forewarned 4 (Su) Can always act in surprise rounds.
Fortification 15% You have a chance to negate critical hits on 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
Gusting Infusion (DC 21) Blast also acts as Gust of Wind
Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Whip Form a kinetic blade with reach.
Manifest Dreams (Su) You can reshape your familiar every morning.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Manyshot [Combat Trick] 5 stamina points to fire two attacks with final iterative attack.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Precise Shot [Combat Trick] 2 stamina points to assist an ally engaged with an enemy (+2 atk, +2 AC).
Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rapid Shot [Combat Trick] Up to 1 stamina point for each shot taken using Rapid Shot, decrease penalty by 2 for each stamina spent.
Recurring Dream (Su) Your familiar is a projection of your own mind.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Snake Blast can bend around corners.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Thundering Infusion (DC 21) Blast deafens its targets
Thunderstorm Blast (Sp) Level 4; Burn 2
Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.
Wings of Air (Sp) You are constantly under the effects of fly.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Basic idea behind this character is that he is very smart, but also kind of lazy, and distrustful of all religious types. He doesn't follow any particular god, and doesn't much care for those who do. He is smart and he knows it, relying on his wits and sharp tongue in social situations. He has dabbled in the wizardly arts, but doesn't have the long-term temperament to go full-wizard. Instead, he uses his mental abilities as a sort of short-cut, allowing him to do many of the things that wizards normally have to struggle to prepare. The VMC wizard reflects this aspect of him, how he is still interested in the arcane and picks up some of their tricks along the way, without going full-tilt down that path.
In battle, he tends to focus on ranged blast attacks, keeping largely to the air and hurling electric blasts around.
| JoshB |
Planning a human, celestial bloodline sorcerer who works as a librarian at the Temple of Iomedae in Absolom.
hit points: 8d6 ⇒ (3, 6, 3, 1, 1, 6, 4, 5) = 29
4, 6, 4, 4, 4, 6, 4, 5
Auraelius-9
Male human sorcerer 9
LG Medium humanoid (human)
Init +9; Senses Perception +15
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Defense
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AC 23, touch 18, flat-footed 18 (+4 armor, +2 deflection, +4 Dex, +1 dodge, +1 insight, +1 natural)
hp 84 (9d6+41)
Fort +9, Ref +10, Will +9
Resist acid 10, cold 10
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Offense
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Speed 30 ft.
Melee +1 cold iron dagger +5 (1d4+1/19-20) or
. . unarmed strike +4 (1d3 nonlethal)
Ranged +1 light crossbow +9 (1d8+1/19-20)
Bloodline Spell-Like Abilities (CL 9th; concentration +18)
. . 11/day—heavenly fire (1d4+4 divine energy)
Sorcerer Spells Known (CL 9th; concentration +18)
. . 4th (6/day)—dragon's breath[APG] (DC 22), remove curse, summon monster IV
. . 3rd (8/day)—daylight, dispel magic, haste, magic circle against evil, slow (DC 21), summon monster III
. . 2nd (8/day)—create pit[APG] (DC 21), glitterdust (DC 21), mirror image, resist energy, scorching ray, summon monster II, web (DC 21)
. . 1st (8/day)—bless, mage armor, protection from evil, shield, summon monster I, vanish[APG] (DC 19)
. . 0 (at will)—detect magic, light, mage hand, mending, prestidigitation, ray of frost, read magic, spark[APG] (DC 18)
. . Bloodline Celestial
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Statistics
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Str 10, Dex 18, Con 16, Int 12, Wis 10, Cha 26
Base Atk +4; CMB +4; CMD 22
Feats Augment Summoning, Combat Stamina, Dodge, Eschew Materials, Flyby Attack, Improved Initiative, Spell Focus (conjuration), Summon Good Monster, Toughness
Traits arcane temper, seeker
Skills Appraise +5, Bluff +16, Fly +13, Handle Animal +9, Heal +4, Intimidate +12, Knowledge (arcana) +9, Knowledge (dungeoneering) +2, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +2, Knowledge (nobility) +3, Knowledge (planes) +2, Knowledge (religion) +2, Linguistics +7, Perception +15, Profession (scribe) +5, Profession (teacher) +5, Spellcraft +14, Use Magic Device +14
Languages Auran, Azlanti, Celestial, Common, Elven, Osiriani, Sylvan, Varisian
SQ bloodline arcana (summoned creatures gain DR 4/evil), dodge, improved initiative, wings of heaven (9 minutes/day)
Gear
lesser empower metamagic rod, lesser extend metamagic rod, potion of lesser restoration, potion of neutralize poison, potion of remove blindness/deafness, wand of cure light wounds, wand of cure light wounds, wand of shield (50 charges), Vestment, cold iron dagger, light crossbow, crossbow bolts (20), dusty rose prism ioun stone, eyes of the eagle, gloves of elvenkind[ARG], handy haversack, bedroll, belt pouch, flint and steel, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 1,390 gp
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Special Abilities
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Feats:
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flyby Attack You can take a standard action during your move action while flying.
Improved Initiative [Combat Trick] 10 stamina points to use 20 as the rolled result.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Good Monster You can summon from a special list, who gain Diehard as a bonus feat.
Sorcerer:
Bloodline Arcana: Celestial (Ex) Summoned creatures gain DR 4/evil (doesn't stack with other DR).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Heavenly Fire (1d4+4 divine energy, 11/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Wings of Heaven (9 minutes/day) (Su) Can sprout wings and gain a 60' Fly speed with good maneuverability.
Automatic Bonus:
+2 Armor – Vestments
+1 Weapon - Light Crossbow
+1 Weapon – Cold Iron Dagger
+2 Physical Prowess – Constitution
+4 Mental Proess – Charisma
+3 Resistance
+2 Deflection
+1 Natural Armor