| DarkOne the Drow |
Thanx DarknLight and Dragonborn for the info. I was wondering if PathFinder had it's own Gestalt rules.
Did some more reading.
This ferrin will be a Menhir Savant Druid (UM 38) / Burglar Rogue (APG 132). Rogue talents will be mostly acrobatic type talents to help with being a burglar, with the odd combat talent. Feats would compliment both if at all possible.
Do you need anything else for making your decision?
I still deciding on whether to take animal companion or domain variant.
| DM DarknLight |
Everything I need for a submission is in the Notes section of my first post.
Everyone re-read that section before posting a character.
Also made a list of where everyone is at tell me if your thoughts have changed on classes or ideas.
Those with some character ideas:
Ringtail: Jaiyana Nejem Eruus Cleric/Cavalier
Mark Sweetman: Working on a Character/ Cleric/Monk
Edgar Lamoureux: Working on a character
Chainmail: Avari Barbarian/Summoner
LastNameOnEarth: Fakir Wizard/Sorcerer
Dragonborn3: Healbot
Trinam: Eruss Barbarian/Monk
Ironic Hero: Fakir Bard/Alchemist
DarkOne the Drow: Ferrin Druid/Rouge
Those who showed Interest:
Dreaming Warforged
Martinaj
Alexander Kilcoyne
| Pezmerga |
I've always liked the idea of the Rage Prophet...
If I did a Barbarian Oracle, what requirements would you want for Rage Prophet?
Here are the normal prereqs.
Requirements
To qualify to become a rage prophet, a character must fulfill all the following criteria.
Base Attack Bonus: +5.
Special: Oracle's curse class feature, moment of clarity rage power.
Skills: Knowledge (religion) 5 ranks.
Spells: Able to cast 1st-level divine spells.
| DarkOne the Drow |
Thanx for the update.
I not sure which way to go in the Fame/Infamy system as character is neutral, using some rogue burglary skills to steal wealth to do good (well for the benefit of nature). Amongst the natural protectors he would be well liked, while the wealthy merchants and others would see him as a pest.
Any suggestions or guidelines for citizen names of the Animus nation. I need to create about 8 Animus names. Also a possible druid name from another suitable nation.
I can post daily 7 days a week.
| DM DarknLight |
Citizens of Animus come from all over the Sea Drake region. So any name you wish for character will be fine there.
As for druid well that is on the type of druid. A classic druid could come from Nerin which I based on a mix Celtic and British myths. A more savage druid would come from the Bestial Lands which is a mix of African, Indian, and Native American cultures.
Though since you said you trying a Menhir Savant, Nerin would most likely be the best bet.
| DarkOne the Drow |
Presented here is Chuluun the Menhir Savant Druid Burglar Rogue Ferrin.
There may be errors as I could not use PCGen to create and manage this character.
TO DO LIST
Fame/Infamy
Equipment
======================================
Chuluun
Gestalt character
Levels: Druid (Menhir Savant) 4 / Rogue (Burglar) 4
Race: Ferrin
Alignment: Neutral
Fame: ?
STR 10 (+0)
DEX 14 (+2)
CON 16 (+3)
INT 16 (+3)
WIS 18 (+4)
CHA 8 (-1)
Leveling: Wis(4)
Speed: 20', Climb 20' (never altered by armour or encumbrance)
Vision: 60' Darkvision
Deity: Liluri
Association/tribe: None
Languages: Common(r), Druidic(f), Ferrin(r), Sylvan(a), Undercommon(a), Auran(a)
+Appraise 5 (3+2+0) [+2 nonmagical]
*+Bluff 3 (-1+1+3)
*+Climb 11 (0+0+3+8)
*+Craft (Weapon) 7 (+3+1+3)
*+Diplomacy 2 (-1+0+3)
*Disable Device 13 (2+4+3+2+2.0)
*+Disguise 2 (-1+0+3)
*+Escape Artist 9 (2+4+3)
*+Fly 5 (2+0+3)
*Handle Animal 3 (-1+1+3)
*+Heal 8 (4+1+3)
*+Intimidate 2 (-1+0+3)
*Knowledge (Dungeoneering) 8 (3+2+3)
*Knowledge (Engineering) 9 (3+1+3+2)
*Knowledge (Geography) 8 (3+2+3)
*Knowledge (Local) 7 (3+1+3)
*Knowledge (Nature) 8 (3+2+3)
*Linguistics 0
*+Perception 11 (4+4+3) [+2.0 vs traps]
*+Perform (Untrained) 2 (-1+0+3)
*Profession 0
*+Ride 6 (2+1+3)
*+Sense Motive 9 (4+2+3)
*Sleight of Hand 0
*Spellcraft 10 (3+4+3)
*+Stealth 9 (2+4+3)
*+Survival 11 (4+4+3)
*+Swim 1 (0+1+3)
*Use Magic Device 0
* = class skill
+ = untrained
Skill ranks per level: 8 + Int
Ability Scores: +4 Con, +2 Int, -2 Cha
Appraisal: +2 on Appraisal checks on nonmagical goods containing gem and precious metals
Climb: speed 20', and +8 on Climb checks
Earth Singer: caster level: +1; only for descriptor (earth), domain (earth), bloodline(earth), revelations (stone mystery)
Evasion (ex): Successive Reflex save is no damage. Must be mobile, and light armour max.
Ferrin Immunities: Immune to paralysis, phantasms and poisons. +2 bonus on saves vs spells and spell like abilities
Forged Hide: Swift action; gain DR 5/-; duration: CL, may be non-consecutive; uses: per day, 3 + Con
Master Tinker: +2 on Disable Device, and +2 on Knowledge (engineering). Proficient on any weapon they craft.
Natural armour: +2
Class abilities
Armour Profeciency: light, medium, shield; no metal (druid restriction - loose powers for 24 hours)
Careful Disarm (ex): Spring trap only with 10 or more on Disable Device check. If triggered, add 2x Trap Sense bonus to Reflex save
Nature bond: Animal Companion (see below)
Orisons: re-usable level 0 spells
Place Magic (su): caster level: +1; duration: 1 round; uses: per day, 3+ Wis
Resist Nature's Lure (ex): +4 on savs vs fey spell-like and supernatural abilities. Also applies against plant targets: blight, entangle, spike growth and warp wood
Rogue talent (nimble climber): failed Climb check: >= 5; roll 2nd Climb check for surface: success stops fall with no damage
Rogue talent (bleeding attack): used with sneak attack; causes +1 additional damage per round per die; special: bypass dmg reduction; Heal check DC 15 or spell healing to stop bleeding
Sneak attack: Dex bonus to AC is denied or rogue flanks target; extra damage 1d6 per 2 rogue levels; range counts: <= 30'; non-lethal allowed: use non-lethal weapons; target not concealed
Spirit Sense (sp): detect presence of undead, fey, outsiders, astral, ethereal and incorporeal creatures (see Detect Undead, but for all at once)
Trapfinding: add 1/2 rogue level to Perception, also to Disable Device. Also use Disable Device to disarm magic traps.
Trap sense (ex): +1 on Reflex save vs avoiding trap; +1 dodge bonus to AC vs traps attacks
Wild Shape (su): small/Medium animals (beast shape 1); duration: 1 hour per druid level, or willing change back; uses: per day, 1; standard action no PAO; familiar forms (hawk/eagle, wolf)
Weapon Proficiency: all simple weapons, hand crossbow, natural attacks, rapier, sap, scimitar, scythe, shortbow, short sword
Feats
Combat Casting: +4 on Concentration while casting on defense
Spell Penetration: +2 on caster level checks
Traits
Dirty Fighter: +1 damage on successful attacks while flanking target; critical multiples
Reactionary: +2 on Initiative checks
AC: 15 (10+0+0+3+2); FF: 12; Touch: 13
Initiative: +5
Fort: +7, Ref: +7, Will: +8
CMD: 16
CMB: +3
Claws: +3; 1d4; x2; 5'
Light: 33
Medium: 66
Heavy/Overhead: 100
Max lift: 200
Push/Pull: 500
STILL TO BE DONE
Level 0 DC: 14 (unlimited uses per day)
Detect Magic
Stabilize
Guidance
Flare
Level 1 DC: 15
Cure Light Wounds x1
Obscurring Mist x1
Shillelagh x1
Level 2 DC: 16
Barkskin x1
Flaming Sphere x1
Heat Metal x1
Known spells
Level 0
Create Water (Conjuration)
Detect Magic (Divination)
Detect Poison (Divination)
Flare (Evocation)
Guidance (Divination)
Know Direction (Divination)
Light (Evocation)Chuluun
Mending (Transmutation)
Purify Food and Drink (Transmutation)
Read Magic (Divination)
Resistance (Abjuration)
Stabilize (Conjuration)
Virtue (Transmutation)
Level 1
Calm Animals (Enchantment)
Charm Animal (Enchantment)
Cure Light Wounds (Conjuration)
Detect Animals or Plants (Divination)
Detect Snares and Pits (Divination)
Endure Elements (Abjuration)
Entangle (Transmutation)
Faerie Fire (Evocation)
Goodberry (Transmutation)
Hide from Animals (Abjuration)
Jump (Transmutation)
Longstrider (Transmutation)
Magic Fang (Transmutation)
Magic Stone (Transmutation)
Obscuring Mist (Conjuration)
Pass without Trace (Transmutation)
Produce Flame (Evocation)
Shillelagh (Transmutation)
Speak with Animals (Divination)
Summon Nature's Ally I (Conjuration)
Level 2
Animal Messenger (Enchantment)
Animal Trance (Enchantment)
Barkskin (Transmutation)
Bear's Endurance (Transmutation)
Bull's Strength (Transmutation)
Cat's Grace (Transmutation)
Chill Metal (Transmutation)
Delay Poison (Conjuration)
Fire Trap (Abjuration)
Flame Blade (Evocation)Chuluun
Flaming Sphere (Evocation)
Fog Cloud (Conjuration)
Gust of Wind (Evocation)
Heat Metal (Transmutation)
Hold Animal (Enchantment)
Owl's Wisdom (Transmutation)
Reduce Animal (Transmutation)
Resist Energy (Abjuration)
Restoration (Lesser) (Conjuration)
Soften Earth and Stone (Transmutation)
Spider Climb (Transmutation)
Summon Nature's Ally II (Conjuration)
Summon Swarm (Conjuration)
Tree Shape (Transmutation)
Warp Wood (Transmutation)
Wood Shape (Transmutation)
Weight: 230 lbs
Gender: Male
Eyes: Emerald
Hair: None
Skin: Shades of metallic blue and silver, patchy
Dominant Hand: Right
Age: 23
Personality
Mostly keeps to himself, polite (showing proper respect where required), thinks before action, determined, avoidance in contact where possible, where needed will be a team player in supportive role
The few who survived the rock slide decided to leave the mine with what they could find in the remaining damaged building. With only a few mining tools their father, managed to find wealthy weapon merchant, Sokhatai, who would provide shelter for them in exchange for working in the mine owned by her and help in the smithy. Even though their father earned very little, as part of the work contract, the education of Chuluun and his brother Kasar would be financed by the Sokhatai.
At the age of ten, while walking about outside the village, he sat down by the water's edge of a nearby mountain stream. While sitting their he saw the fish swimming in the water, admiring their freedom of going where they wanted. He watched other small animals going about their daily lives in peace. He never really took note of the true beauty of nature previously. He noted that the animals did not consume everything, just enough to live, without being completely destructive of their habitat. He began comparing nature in harmony against the activities of the village. Eventually he discovered Liluri who represented nature and her work in restoring nature.
Being refugees and earning very little, the most of the villagers looked down at them as if they were slaves, yet those who had dealings with the family came to know them as fair and honest people, who helped other with simple tasks willingly. He disliked the way the people treated their family and become envious at the wealth of many merchants while they lived very poor. When he was ten years old, one day while walking through the master's house on an errant, he saw something glittering on a table with no one present. Upon inspection he saw the glittering was gold coins in a sack. Seeing or hearing no one was nearby, he quickly took a few coins, enough not to be noticed by the sack's owner. Knowing he could not hide the coins in the family dwelling, he hid the coins elsewhere, in case the owner discovered they were missing.
When he was fourteen years old, Sokhatai decide to train him as a weapon crafter as part of the agreement to educate them. Even though he did agree to be trained as a crafter he disliked the trade he was being forced into. He wanted to be with nature, preferring the outdoor life than working in a smithy. After many arguments with his father, his father gave in to allow him to find a career in the wilderness. With the Sokhatai contacts, they found a menhir savant druid from Nerin currently working in a valley of a nearby town. Casiloi took Chuluun under her care for a week to assess him to see if he was suitable to be a druid. After the week she decided to take Chuluun as an apprentice to learn the druidic ways. After many years in the wilderness under the guidance of Casiloi, he returned to his family home as a druid. After a month reunion with his father and brother, he left to carry out his druidic duties.
While travelling, he saw how some of the wealthy were spending money on parties and lavished lifestyles. Most had little regard that their wealth accumulation resulted in unnecessary destruction of nature. This upset him very much, and one day he decided he would take some of the surplus wealth to fund nature restoration projects, and enjoy some comforts while travelling. As he travelled, he observed the wealthy and stole from those who did not pay much attention to protecting their wealth. He focussed on common items, small gems and money to steal, so the wealthy owner would not notice quickly that something was stolen. After a year his burglary skills also improved, including disarming traps that he learn from other rogues he met on his travels.
Apart from his father and brother, Chuluun still has a grandfather and great grandmother from his mother side, and grandmother from his father side. They live in other towns, and has not seen them since the rock slide.
- 9000 xp: Adventure start
Levels: Animal 4
Experience: 9000 / 15000
Race: Hawk
Alignment: Neutral
Statistics
Ability Scores
STR 11 (+0)
DEX 17 (+3)
CON 12 (+1)
INT 2 (-4)
WIS 14 (+2)
CHA 6 (-2)
Speed: 10', Fly 80' (avg)
Vision: Low-vision
Deity: None
Association/tribe: Chuluun
Languages: Hawk
Skills
Fly +8
Perception 10
Racial abilities
Perception: +8
Class abilities (from druid)
Bonus tricks: 2
Link: druid can handle animal companion as free action
Share Spells: animal companion can be "you" target of spells
Evasion: avoid area-effect attacks
Ability Score: +1 to any
Tricks
Attack
Attack II
Defend
Down
Fetch
Guard
Heel
Seek
Feats
Weapon Finese: claws and bite, use Dex instead of Str for attack bonus
Flyby Attack: Can make standard attack during move action, instead of before or after move action
Wingover: able to make 180 degree turns without Fly checks, nor consumes additional movement
Defenses
HP: 20
AC: 16 (10+0+0+3+1+2); FF: 13; Touch: 13
Initiative: +3
Fort: +5, Ref: +7, Will: +3
CMD: 15
Offense
BAB: +3
CMB: +2
Claws (2x): +6; 1d4; 20/x2; 0'
Bite: +6; 1d46; 20/x2; 0'
Description
Gender: Male
Eyes: Yellow
Hair: None
Skin: Feathers, white underside, brown top side
Age: 2
| LastNameOnEarth |
I am still planning on a Fakir Wizard/Sorcerer.
This will be a Sage Sorcerer, specialist Wizard, INT 20, with a focus of Divination (most likely - though the final decision will depend on what other kinds of casters we end up with). Feats will likely be Improved Initiative and one metamagic. He'll probably be heading for the Ultimate Magus prestige class at level 6 (assuming the requirements will be changed to keep the minimum level the same). Since the prestige class will allow him to progress his casting, he'll either add in another casting tradition, or take some fighterish levels to shore up his hitpoints and defenses.
Name and history will depend on what country we choose to back us as a team, but I have a few ideas.
Darknlight, how will favoured class work for this game? Two favoured classes, or choose between your two for a single favourite?
I'm reading through the Country info; have you by chance drawn up a map?
| LastNameOnEarth |
Hey DarkOne,
I think you underestimated your Hitpoints. You forgot to include your Constitution bonus of +3, which should be another 12. As well, you usually get max at level one, unless Darknlight specifically wants us not to include that. That would give you 35 instead of 20.
Your AC, Reflex, CMD, and Initiative all seem to be calculated assuming a +3 Dex bonus, though you have only a 14 listed. Where Dex and Con mixed up?
DarknLight? Are we using Max HP at level 1, or Average +1 for all levels. Any word on Favoured class?
| DM DarknLight |
Sorry about how late this is stuff came up. I colored coded the nations the color they go with is listed below. Sorry about how bad it is I am not really good with art type things.
The map is not to scale, but to give a rough idea the Drake Sea is about 4,000 miles wide at its widest and about 5,000 miles long. Each of the little black lines in the water are islands which range in size from 50 miles long and 20 miles wide to 200 miles wide and 80 miles long.
The white areas are the other countries which are not really important right now. The white area north of Virtus and east Animus is empty land that no one tries to take over, every time someone tries bad things happen.
The white area in the middle of the Drake Sea is Spesi, it is white because of the Church of Light.
Animus is Light Green
Virtus is Gold
Saida is Brown
Nerin is Green
Xarthage is Dark Red
Xi'an is Purple
Norourlond is Grey
Bestial Lands is Dark Blue
| DarkOne the Drow |
Thanx for the map.
The white land by Animus also would act as a natural barrier to Animus for protection.
@LastNameOnEarth: thanx for discovering my errors, I will fix them now. That is why I like using PCGen, less errors. Seems I applied Con for all the Dex based items. Fixing all Dex skills, etc.
@DarknLight: Must I post the character sheet with corrections.
| Doomed Hero |
Ok, you have my attention.
My ideas-
A charismatic Wizard/Cleric necromancer with a flair for business and art.
A Monk/Paladin with a drinking problem and a bit of a chip on his shoulder.
Whichever one of these sounds like the best fit for your game, let me know. I'll have a framework up as soon as possible.
| DM DarknLight |
If you wanted to do the summon undead necromancer, most of the undead making spells are in a banned/hard to find list so hard to play that.
As for the second one Paladins as of right now do not exist.
Story reason for this is all the paladins died trying to save Saeniri from the invaders, and the old gods got killed.
Not to get into a discussion on the subject but I see Paladins as holy warriors, so need a deity's backing.
| Doomed Hero |
How long ago did the paladins die?
here was my idea-
I wanted to play a guy who used to be really important in a good/justice oriented religion. Born on the right day, omens of greatness, etc. Trained from birth to be a great champion. When he was actually ready to go out and start doing his job he discovered that there were things the church was doing that he just couldn't support or condone. (I was thinking something like a human supremacy movement taking hold of the church hierarchy, or something like that)
So after a big row with the important folks he basically tossed down his sword, told them all to collectively screw themselves, and left.
He ended up in some small frontier-type town as the bouncer in a brothel, curing diseases, healing roughed up whores, tossing out jerk customers and drinking away everything.
If the gods are dead and the church fallen, it may still work perfectly. This is a guy who was in it for what's right, not because of what the gods decree, or what their followers said, but because it's what's right.
He serves the god(s) because they are symbols of the kinds of things he thinks are important, but the gods aren't the most important thing in the equation.
The idea would be to have a character who would bring back the church, and why they're important, regardless of if the gods are there or not.
I could make the concept work with any paladin-like class. Cavalier would work (though I hate the mounted stuff. Do you mind the Hound Master?) Gunslinger might also work, as would your Casus class.
What do you think?
| DM DarknLight |
It has been roughly 4,000 years since the Paladins been all killed.
There are new gods, why I said old, just the new gods do not really bother with doing stuff with mortals well other than two.
The players are trying to stop the Church of Light, your character could have worked for them. They show a front of being a church that Follows Honor, Love, Justice and all that. Well on the side they murdering people for fun, raping, kidnapping children for experiments. The sick stuff.
Hound Master allowable, I also have a home brew class, it more knight than Paladin though.
Edgar Lamoureux
|
Ooh, something I just thought of, and I can make happen so that I'm not posting the same thing other people are: either Myrmidarch Magus/Alchemist or Magus(undefined combo)/Alchemist (Vivisectionist). Unfortunately, I'm over at a friend's house right now and don't have access to Hero Lab, or I'd write it up right now.
While I likely won't have a full build, I can get a write-up of what it's going to look like, and should be able to come up with an interesting backstory for such a character.
Edit:Also, will you allow the Master CHymist class to be taken with Sneak Attack instead of Bombs, and advancing it as well? Just curious, as I'm leaning towards the melee, and it fits what the amorphous blob in my head is turning into.
| DarkOne the Drow |
For DarknLight
The thieving concept I have for the character is to break-in into wealthy houses, steal some stuff, and escape, by using unconventional means of entering the buildings, like from above, scaling walls, etc.
As this is a homebrew setting, I was wondering if there is an opportunity to create additional variants to standard classes. Is it at all possible for me to drop the sneak attack, and replace it with acrobatic features. It would mean creating a new archtype for rogues, that focusses purely on the non-combat side of being a rogue. I am willing to help develop the new rogue archtype, and adjust it as the game is played.
My character tries to avoid direct close quarters battling, rather preferring to attack from distance, using ranged weapons and magic. Though if the situation forces close combat, he will have weapons suitable for close combat. The character would be happy sneaking about, disabling traps, attacking from unusual locations, like from upon ledges above.
| DarkOne the Drow |
Yes, feats choosing is a real torture with so many being available to choose from.
I would myself try to contact Jason and others about this change to get their opinion and advice.
Ironic Hero
|
This is the statblock for my submission, as it currently stands. Please let me know if I need to correct anything.
ASRIEL COLLINS CR 7
Male Fakir Alchemist(Mindchemist)/Bard(Archivist) 4
NN Medium Humanoid (Fakir)
Init +3; Senses Perception -1
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 27 (4d8+4)
Fort +3, Ref +6, Will +2
Immune sleep; +2 vs. Enchantment; +2 vs. Illusion; Resist acid 5, electricity 5; Poison Resistance +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +3 (1d3/20/x2)
Ranged Bomb +7 (2d6+5 Fire) and
Smoke Bomb (4r) +7 (Smoke)
Special Attacks Bardic Performance (standard action) (19 rounds/day): Countersong, Distraction, Fascinate (DC 15), Inspire Competence +2, Naturalist +1
Bomb 2d6+5 (9/day) (DC 17), Smoke Bomb (4r)
Spell-Like Abilities Minor Image (1/day), Share Language (1/day), Code Speak (1/day)
Bard (Archivist) Spells Known (CL 4, +3 melee touch, +6 ranged touch):
2 (2/day) Invisibility (DC 15), Unadulterated Loathing (DC 15)
1 (4/day) Cure Light Wounds (DC 14), Silent Image (DC 14), Unnatural Lust (DC 14), Ventriloquism (DC
14)
0 (at will) Message, Dancing Lights, Daze (DC 13), Mage Hand, Read Magic (DC 13), Detect Magic
Alchemist (Mindchemist) Spells Known (CL 4, 6 melee touch, 9 ranged touch):
2 (2/day) Fox's Cunning (x2) (DC 17)
1 (5/day) Cure Light Wounds (DC 16), Enlarge Person (DC 16), Reduce Person (DC 16), Shield (DC 16),
Targeted Bomb Admixture (DC 16)
--------------------
STATISTICS
--------------------
Str 10, Dex 16, Con 10, Int 20, Wis 8, Cha 16
Base Atk +3; CMB +3; CMD 16
Feats Bard Weapon Proficiencies, Brew Potion, Extra Performance, Lingering Performance, Throw
Anything
Traits Charming, Skeptic
Skills Bluff +12, Craft (Alchemy) +12, Diplomacy +12, Disguise +10, Intimidate +10, Knowledge (Arcana)
+19, Knowledge (Dungeoneering) +19, Knowledge (Engineering) +19, Knowledge (Geography) +19,
Knowledge (History) +19, Knowledge (Local) +19, Knowledge (Nature) +19, Knowledge (Nobility) +19,
Knowledge (Planes) +19, Knowledge (Religion) +19, Linguistics +16, Perform (Oratory) +10, Spellcraft +14
Modifiers Alchemy +4
Languages Aquan, Auran, Avari, Celestial, Common, Draconic, Ferrian, Giant, Ignan, Incto, Nercoin,
Rium, Salvaj, Sylvan, Terran
SQ Bardic Knowledge +2 (Ex), Bardic Performance: Naturalist +1 (Su), Change Shape (Su), Cognatogen
(DC 17) (Su), Fast Poisoning (Move Action) (Ex), High Magic, Knowledge of the World, Lore Master
(1/day) (Ex), Magic Lore +2 (Ex), Magical Insight, Perfect Recall, Precise Bombs (5 squares) (Su),
Scholarly Aid, Swift Alchemy (Ex)
--------------------
SPECIAL ABILITIES
--------------------
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bardic Knowledge +2 (Ex) Add + 2 to all knowledge skill checks.
Bardic Performance (standard action) (19 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Naturalist +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bomb 2d6+5 (9/day) (DC 17) (Su) Thrown Splash Weapon deals 2d6+5 fire damage.
Change Shape (Su) Change Shape: Fakir gain the following supernatural ability: You can assume the
appearance of a Medium humanoid as the alter self spell but do not gain the stat increase as per the
spell.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually
attracted to you.
Cognatogen (DC 17) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the
cognatogen discovery.
This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects
mutagen* as a discovery).
Fakir Immunities +2 save bonus vs Enchantments.
Fakir Immunities - Sleep You are immune to Sleep effects.
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
High Magic add +1 to the DC of any spell on the wizard spell list. They also gain the following spell-like
abilities: 1/day— Share Language, Code Speak, and Minor Image The DC for the spells is equal to 10 +
the spell’s level + the caster’s Intelligence modifie
Knowledge of the World Fakir gain a +2 racial bonus on all knowledge checks.
Lingering Performance Bardic Performances last 2r after you stop concentrating.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Magic Lore +2 (Ex) +4 save vs. magical traps, language-dependent effects, symbols, glyphs, and magical
writings.
Magical Insight +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks
to determine the properties of a magic item.
Outsider Resistance Resistance against Acid and Electricity 5.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he
may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in
Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Precise Bombs (5 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of
squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Scholarly Aid Fakir gain a +2 racial bonus on Bluff and Diplomacy checks, and they learn one additional
language every time they put a rank in the Linguistics skill.
Skeptic +2 save vs. illusion.
Smoke Bomb (4r) (Su) When the alchemist creates a bomb, he can choose to have it create a cloud of
thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb’s
splash radius for 1 round per level.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
As Asriel is True Neutral, I am choosing that he gain fame, rather than infamy.
Backstory, goals, personality, etc. to be posted shortly.
Ironic Hero
|
I have a few questions before I cement Asriel's details. Firstly, am I correct in interpreting that Fakir usually take the form of a human, elf, or half-elf, despite the extinction of those races? Also, what sort of formal schooling is available to a Fakir in Animus? Lastly, what is the basic gist of the political process for electing an Archmagi, and what sort of cabinet, if any, do they have?
| DM DarknLight |
Yes, Fakir take on the form of humans, elves and Half-Elves. Animus is the academic center of the Drake Sea Region, anyone with the means and drive can have the best education possible. The political process is very much like how the Unites States votes for a President but all citizens count as part of the vote. Archmagi and Grand Inventor each have four advisers they ask for advice and thoughts on matters. However the last thoughts on total within the Archmagi and Grand Inventors hands.
Ironic Hero
|
Thanks for the info. whether or not I make the cut, your world seems very fascinating, and I'd like to at least watch the campaign play out. Anyway, here's the rest of the description for Asriel.
In his natural form, Asriel is an exceptionally thin man with pale skin, disheveled, black hair, and dark green eyes. His sullen brow and high cheek-bones give him a brooding charm that has served him well in his romantic endeavors. His willowy build lends itself most easily to the stature of an elf, and this is the form he most frequently chooses to exhibit. He is personable and kind, if a bit arrogant. The greatest fault in his character is an unrelenting desire to uncover knowledge, to the point that he will sometimes inconvenience himself or other in order to acquire information. He firmly believes that there are two sides to every issue, and that good or evil do not truly exist, but are simply the results of opposing simply points of view.
Born into an academic family within the mountains of Animus, Asriel is most notable for his insatiable curiosity, his devilish charm, and his imperious skepticism. His father, Tristan, was a professor and an inventor, famous for his work on clockwork transportation devices. Asriel's mother, Violet, was an adviser to the Archmagi of the time. Despite attending the nest schools available, Asriel learned far more from his parents than he did through any of his formal instruction. His father taught him to calmly and rationally analyze problems, and quickly calculate the most efficient solution, encouraging Asriel's knack for alchemy, while Emily taught him how to compose himself in dealings with others, as well as sparking a deep appreciation for the arts. The only person who arguably had a bigger impact on young Asriel's life was Sri'La, a Liganin woman from Nerin. Sri'La was traveling the world, "searching for purpose," as she said. Asriel met her while traveling the roads of the great city in which he lived, and was stunned to see this small Liganin, as he had never seen one of her kind before. Burning with questions, Asriel chased after the flustered adventurer, determined to learn about Liganin forest culture first-hand. He instead learned of another part of himself. Sri'La was not smart, in the way Asriel had come to think of intelligence, but she possessed some sort of great, indescribable knowledge that escaped him. He could sense it in her movements, the way her eyes glimmered, and even in her speech patterns, as though she knew the secrets of the world itself. She traveling the world, "searching for purpose," as she said. It was then that Asriel first began to look beyond his own scholarly pursuits, to dream of adventure and travel. He knew that there was knowledge that could not be found in any book, and he made it his personal quest to uncover it.
| DarkOne the Drow |
Also Trap Sense seems also to be 1 feat slot per advancement. Rogue talent equates to 1 feat slot. The other features are simple 1 feat slot per feature.
So looking at 10 feats slots to fill with acrobatic features.
Also the Master Strike at 20th level would need to be changed. Looking at other classes it seems that 20th level consists of 2 feat slots. So making Master Strike 1 feat slot, due to present Rogue Talent.
For Chuluun, the description will be improved once equipment is provided. At the moment only physical natural appearance is given.
| DarkOne the Drow |
CAT BURGLAR
by DarkOne the Drow
Besides being adept at trap removal and lock picking, they are also very skillful in infiltrating homes of the wealthy and forgotten tombs by using their acrobatic skills. They are skillful in locating and disarming vicious traps that normally protect the wealth. Cat burglars also use their acrobatic skills to leave unnoticed or escape when spotted.
Expert Acrobat (Ex) (APG 132): At 1st level, an acrobat does not suffer any armour check penalties on Acrobatics, Climb Sleight of Hand , or Stealth skill checks while wearing light armour. When she is not wearing armour, she gains a +2 competency bonus on Acrobatics and Fly skill checks. This ability replaces Sneak Attack.
Acrobatic Talents (Ex): As the cat burglar gains experience in acrobatic skills, she learns a number of acrobatic talents. Starting from 3rd level, every two level there after and 20th level, she gains an acrobatic talent from the provided list. She may not select an acrobatic talent more than once, unless the talent allows multiple selecting. Acrobatic talents are Expert Leaper (APG 130), Fast Stealth (CR 68), Ledge Walker (CR 68), Nimble Climber (APG 131), Peerless Maneuver (APG 131), Rogue Crawl (CR 68), Rope Master (UC 70), Stand Up (CR 68), and Wall Scramble (UC 70). This ability replaces Sneak Attack.
Careful Disarm (Ex) (APG 132): At 4th level, whenever a burglar attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap. This ability replaces Uncanny Dodge.
Distraction (Ex) (APG 132): At 8th level, whenever a burglar is detected while using Stealth, she can immediately attempt a Bluff skill check opposed by the Sense Motive skill of the creature that spotted her. If this check succeeds, the target assumes that the noise was something innocent and disregards the detection. This ability can only be used once during a given Stealth attempt. If the same creature detects the rogue's presence again, the ability has no effect. This ability replaces Improved Uncanny Dodge.
Advance Acrobatic Talents (Ex): Starting from 11th level she can choose an advance acrobat talent instead of an acrobatic talent. Advance acrobat talents are Fast Tumble (APG 131), Hide in Plain Sight (UR 71), and Improved Evasion (CR 70). This ability replaces Sneak Attack.
Rogue Talents: The following rogue talents complement the cat burglar archetype: Fast Picks (APG 130), Fast Getaway (APG 130), Getaway Artist (APG 130), Hold Breath (UC 69), Quick Disable (CR 68), Quick Trapsmith (APG 131), Strong Stroke (UC 70), and Trap Spotter (CR 69).
Advance Talents: The following advance rogue talents complement the cat burglar archetype: Defensive Roll (CR 69), Getaway Master (UC 70), Skill Mastery (CR 70), and Thoughtful Reexamining (APG 132).
| Jaiyana Nejem |
I'm going to pull back from fully applying to this one, DnL. It seems that you have a lot of interest from others and I already get to game with you in two other threads. I've got to avoid overloading myself again anyway. I will however dot your game thread and watch how things proceed. Best of luck.