Captain Collateral Damage's Ruins of Azlant (Inactive)

Game Master Captain collateral damage

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Dark Archive

I am aware of how drow are treated, I also know if the first level spell disguise self

Or I can just Max out my bluff and claim I am just a dusk elf.

Also, I am not picking drow to become Noble, quite the opposite. I wm picking it to be more of a redeemed soul kinda thing.

I could also just buy a mask and wear that all the time

I actually want to play her as a mute, who only speaks occasionally. The mysterious one in the group.


Hello, Captain.

I'd like to throw this character into the submission mix. He an Eagle Knight Recruit, and human ranger.


Nice, apparently Locathah, and several other unusual races, have a moment to shine in this AP. That's what the writer of book 2 says.

Now I just need to decide what I'll go with class-wise. A grappling focused Brawler who'll eventually grab Electric Eel Style, a Disciple of the Pike Order of the Eel Cavalier, an Aquatic Beastmaster Hunter, and Inquisitor using Keeper of the Current and either Sacred Huntmaster or Sanctified Slayer or a Totem Spiritualist. So yeah, still 5 ideas going around in my head.


William, the mask thing could work. You could always just claim to have a disfiguring scar on your face and are too self-conscious about it to show your real face.


You probably want to take an alt race trait to get rid of light blindess, a fair amount of this AP is in broad daylight.
List of applicants:
Arcane
Chris Banks- Elia Sonelle, human wizard (abjurer)
Dodekatheon- Karandir, elf (aquatic) wizard (conjurer)
C B 380- Thame Smythe, human wizard (illusionist)
Kevin O'Rourke 440- Vors Zaitu, human arcanist (blood arcanist; aquatic)
miteke- Floe, tiefling (rakshasa) summoner (rakshasa)
Divine
Raltus- Jinase, undine hunter (primal companion)
Joy- Lorelei, undine cleric (of Gozreh)
Martial
Purplefixer- Mako Ava, skinwalker (seascarred) brawler (wild child)
Annubis- Kris Rivel, merfolk ranger (wave warden)
Tarondor- Makoran, half-orc bloodrager (aquatic)
Brentol Snow- Cole de Savory, human ranger (freebooter)
Mowque- Antal Crowsnest, halfling swashbuckler
Waterhammer- Griar Brand, human ranger
Skill
fatmanspencer- Aleasia, elf (aquatic) rogue
Xunal- Bhookaaj, undine rogue
Misc
Rannik- Valdern DeepIron, dwarf spiritualist (drowned channeler)
weasels10- Kela Vorn, human kineticist (hydrokineticist)
Simeon- Artaxerxes, human spiritualist

Silver Crusade

Dotting.

4d6 ⇒ (1, 6, 4, 6) = 17 16
4d6 ⇒ (2, 6, 5, 6) = 19 17
4d6 ⇒ (2, 4, 5, 4) = 15 13
4d6 ⇒ (2, 1, 6, 2) = 11 10
4d6 ⇒ (3, 2, 2, 3) = 10 08
4d6 ⇒ (3, 3, 3, 5) = 14 11


Dotting for interest. I've got a changeling wave oracle idea brewing that I'll work up once I'm done working this weekend.

Silver Crusade

@Captain Collateral Damage:
Going off Blood of the Sea and Skull and Shackles: Raiders of the Fever Sea would it be okay to submit a Malenti, the Sahuagin mutants that look like Sea Elves? Their stats would like this:
Quote:

+2 Strength, +2 Wisdom, –2 Charisma: While sahuagin are powerful and cunning, they are repulsive creatures.

Monstrous Humanoid: Sahuagin are monstrous humanoids with the aquatic subtype.
Medium: Sahuagin are Medium creatures and have no bonuses or penalties due to their size.
Blindsense: Sahuagin have blindsense with a range of 30 feet.
Darkvision: Sahuagin have darkvision with a range of 60 feet.
Normal Speed: Sahuagin have a base speed of 30 feet.
Fast Swimmer (5 RP): Sahuagin have a swim speed of 60 feet.
Blood Frenzy: Once per day, whenever a sahuagin takes damage, it can flyy into a frenzy for 1 minute; gaining a +2 racial bonus to Constitution and Strength but a –2 penalty to AC.
Speak with Sharks (1 RP): Sahuagin can communicate telepathically with sharks to a distance of 100 feet. This communication is limited to simple concepts, such as “attack,” “come,” and “defend.”
Languages: Sahuagin begin play speaking Aquan and Common. Sahuagin with high Intelligence scores can choose from the following: Aboleth, Abyssal, Aklo, Draconic, Giant, Goblin, and Infernal.

I can see the Blindsense and 60ft swim speed being a deal breaker though, so I'd be okay if they were removed/weakened. If not I'd probably submit a Human or a Changeling or a Sharkkin Skinwalker.


Rysky- I would say remove the blindsense and lower the swim speed to 50 ft is good. :)


@ Captain collateral damage:

Okay, I think I've got it now.
Wrote a back story, but a took a while.
My usual problem of making it way too long to start.
Then having it trim it. And more than a little.
But I think I have one that's plausible.
Without (too many) holes in it.

Thanks!

Bhookaaj
(a.k.a. Xunal)

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

Backstory:

Bhookaaj is a former crown-owned undine dock slave from Chelish Khari. He was tasked with swimming under ships hulls and checking for any signs of smuggling. Being a Chelish slave, his only pay was marginal food rations avoiding the lash for a job well done. He was unable to just swim to sea because of his heavy iron slave collar.

Some months ago, Bhookaaj did notice some very well concealed watertight containers under the hull of the Bracing Breeze from Magnimar. A sure sign of smuggling. And the best job of concealment that Bhookaaj had yet seen.

Luck was with him that day. He had to report the rum-soaked Drengo, the dimwitted nephew of Lord-Mayor Marsiol Giovenci. He had no trouble lying to Drengo about the Bracing Breeze breaking no Chelish laws.

Later that night, Bhookaaj made use of a secret stash of discarded items, including clothing and lock picks tossed overboard in the port. He removed his slave collar and dressed himself up as a Varisian sailor and snuck out of his quarters. He also fluffed up his bed so to a casual and bored guard, he would appear to be where he belonged.

He easily mingled with the night crowds at the docks. Mostly because he had changed his skin to human shades. An ability he always kept close to his chest and that none of his minders were aware of.

Sure that nobody was watching, Bhookaaj then quietly slipped into the water and swum under the Bracing Breeze's hull and tied himself securely to the water tight containers he found earlier. And then just slept and waited.

Unaware that they had an undine attached to their hull like an oversized barnacle, the crew of the Bracing Breeze set sail first thing in the morning. They were several hours out to sea when the alarm went out about an escaped undine slave in Khari's port district.

It was then easy for Bhookaaj to untie himself and clamber up the ships rudder. The astonished crew soon took him to Gwaches, their captain. Gwaches and his officers were impressed with the audacity and skills of Bhookaaj. They readily enlisted him.

Gwaches spent several months with the Bracing Breeze. He honed his scouting skills, especially below the waves. He proved especially useful at finding navigable lanes through shallows and straights. He was able to help them perfect the camouflage of their smuggled goods.

Recently, the Bracing Breeze landed in Almas, where Gwaches has good standing. Bhookaaj came to hear of the colony of Talmandor’s Bounty, and asked Gwaches if he might take his leave to join the expedition there. While sorry to see Bhookaaj go, Gwaches already owed the undine several times over for his services and gave his blessings for Bhookaaj to go aboard the Peregrine.

Bhookaaj, his confidence boosted while serving under Gwaches, is now hoping he can now do something both exciting and meaningful.

Stat Block:

Bhookaaj

Male undine unchained rogue 1 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Bestiary 2 275, Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
CN Medium outsider (native)
Init +5; Senses darkvision 120 ft.; Perception +5
--------------------
Defence
--------------------
AC 15, touch 13, flat-footed 12 (+2 armour, +3 DEX)
hp 11 (1d8+3)
Fort +2, Ref +5, Will +1
--------------------
Offence
--------------------
Speed 30 ft., swim 40 ft.
Melee short sword +3 (1d6/19-20) or
. . dagger +3 (1d4/19-20) or
. . brass knuckles +3 (1d3)
Ranged underwater light crossbow +3 (1d8/19-20)
Special Attacks breath weapon (5-ft cone, 1d4 acid & sickened, ref half & negates), sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 14, Int 13, Wis 13, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Aquatic Ancestry[ARG], Sea Legs[UC], Weapon Finesse
Traits - custom trait -, reactionary, slippery step
Skills Acrobatics +5 (+7 on checks on wet surfaces or in wet terrain, including bogs, standing or running water, or a storm-tossed ship.), Climb +6 (+8 on checks on wet surfaces or in wet terrain, including bogs, standing or running water, or a storm-tossed ship.), Disable Device +7, Disguise +0 (+4 to appear human), Escape Artist +7, Knowledge (local) +6, Perception +5, Profession (sailor) +5, Stealth +7, Survival +6, Swim +14
Languages Aquan, Common, Halfling
SQ amphibious, flesh chameleon[ARG], hydrated vitality[ARG], paranoid
Other Gear lamellar cuirass[UC], brass knuckles[APG], crossbow bolts (20), dagger, short sword, underwater light crossbow[ARG], backpack, belt pouch, thieves' tools, trail rations (6), waterproof bag[UE], waterskin, 2 gp, 5 sp
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Breath Weapon (5-ft cone, 1d4 acid & sickened, Ref half & negates, 1/day, DC 12) (Su) Affect a cone or line with some magical effect.
Darkvision (120 feet) You can see in the dark (black and white only).
Flesh Chameleon +4 on Disguise checks to appear human.
Hydrated Vitality (2 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Paranoid Aid Another DC 15 for attempts to help you.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swim (40 feet) You have a Swim speed.
--------------------

Physical Description
Age, Height, and Weight: 75 years old, 5 ft.5 in. (165 cm), 155 lb. (70 kg)
Skin: Blue | Build: Slight | Hair: Black | Eyes: Light Blue

Traits and Drawbacks:
• Expert Explorer (campaign) . . +1 to Kn (local) and +1 Survival (now a class skill)
• Reactionary (combat) . . +2 to initiative
• Slippery Step (racial) . . +2 to Acrobatics and Climb on wet surfaces
• paranoid . . others need 15 to be able to aid Bhookaaj

Racial Traits (§ for alternates):
• Deepsight § . . Has 120 ft darkvision, but only underwater; replaces darkvision
• Flesh Chameleon § . . Gets +4 Disguise to appear human; replaces energy resistance
• Hydrated Vitality § . . Gets fast healing 2 when submerged in normal water, up to 2 HP/level/day; replaces water affinity
• Ooze Breath § . . Breath weapon (5 ft cone) 1/day; replaces spell-like ability

Additional:
• Flesh Chameleon allows Bhookaaj to change skin colour between undine bluish to human tints as a swift action
• Hydrated Vitality does not work in poisoned, stagnant, or trapped water
• Bhookaaj has both the Pirate and Scout rogue archetypes

Build Notes:
Stat array: 15, 14, 13, 13, 11, 10
Point buy equivalent = 19
Starting Cash: 140 gp (class average, for 4d6*10)

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Dot...

Silver Crusade

Captain collateral damage wrote:
Rysky- I would say remove the blindsense and lower the swim speed to 50 ft is good. :)

Yay! Thankies!

Will get to work on the character.

Silver Crusade

Ugh, hardest part, picking a Class.

Thinking Ranger or Slayer or Barbarian.

Yokai Hunter woudl be a cool archetype but it'd be really hard to justify >_<


I think Slayer could fit a Malenti.

Silver Crusade

*nods*

Dark Archive

Hmmm... I've been thinking and think I might do a Bard instead...

I donno, I'm thinking about it...

I think I'll settle with a... Something


Rysky here with Ebby, gonna get to work on the sheet.

Going off the Eagle Knight Recruit trait the short version of his story is that the Gray Corsairs saved him from a slaving ship when he was a baby and one of them took him in, and he grew up wanting to join them. But with anger issues (constructively focused, rather than suppressed) and expressing a great want to kill slavers they felt sending him on a investigation/possible rescue mission would better focus him on what the Gray Corsair's true goals are, freeing the oppressed.


Oh yeah wealth,

5d6 ⇒ (1, 3, 3, 1, 5) = 13x10=130g


Hmmmm, do I want STR 19 DEX 16 CON 13 or STR 15 DEX 16 CON 17...

(Sorry, rambling)


If you plan on being a front liner and taking more hits, go for the second one.


*nods*

That's what I was thinking, having a 19 STR was super appealing, but it would leave me too squishy. Squishy fish.


Ah yes, the stat rolls. I forgot those.

4d6 ⇒ (2, 6, 1, 3) = 12 11
4d6 ⇒ (5, 6, 6, 6) = 23 18
4d6 ⇒ (3, 3, 1, 4) = 11 10
4d6 ⇒ (1, 2, 6, 6) = 15 14
4d6 ⇒ (6, 2, 5, 5) = 18 16
4d6 ⇒ (4, 5, 4, 2) = 15 13


Adventure Path Charter Subscriber; Pathfinder Maps Subscriber

Auburn Delano:

LN Human Male Rogue (UC) 1
5', 130 pounds
Speed 20 with backpack, 30 without
HP 9
Init: +4
STR 10, DEX 19, CON 12, INT 14, WIS 10, CHA 10

AC/T/FF 16/13/13 with backpack, 17/14/13 without

Fort/Ref/Will 1/6/0

BAB 0

CMB/CMD 0/14

Languages: Common, Azlanti, Aquan

Traits
1) Orphaned - Benefit +1 to Survival and Survival is a class skill
2) Athletic - Benefit +1 to Swim, and reduce armor check penalty to Acrobatics, Climb, and Swim by 1/6 CL (min 1)

Rapier +4, 1d6 18-20/x2
Shortbow +4, 1d6 x3
Studded Leather armor


Skills with ranks:

Acrobatics +8
Climb +4
Disable device +7
Escape artist +7
Perception +4
Ride +4
Sleight of Hand +7
Stealth +7
Survival +6
Swim +6
Use Magic device +4

Other gear:

20 arrows
Backpack
Kit, rogue's

Class features:

Favorite Class Option = 1/6 bonus rogue talent
Sneak attack 1d6
Trapfinding
Finesse training

Feats
1)Combat expertise
2)Combat reflexes


Auburn was born in the River Kingdoms. As a child he was orphaned and had to fend for himself. Not liking the wildness and chaos of the River Kingdoms, he moved to Almas and got regular jobs doing minor explorations. Hearing of the expedition to Azlant, he believes this will be a chance to indulge his skills (including being fluent in Azlanti), and gain great profits for Abadar.


1 person marked this as a favorite.

Can I channel my inner-Dory and call you may squishy then?

I'm sorry, I have small children.


You absolutely may ^w^


Throwing my hat in:
Goblin Ranger, focused on crossbows. I can use the Underwater Crossbow, right?

Stat Rolls:
4d6 ⇒ (3, 5, 2, 4) = 14 12
4d6 ⇒ (6, 5, 5, 6) = 22 17
4d6 ⇒ (1, 5, 6, 5) = 17 16
4d6 ⇒ (5, 1, 2, 6) = 14 13
4d6 ⇒ (5, 5, 4, 2) = 16 14
4d6 ⇒ (5, 2, 5, 5) = 17 15

Niiiice...


I assume one entry per person?


GnomishPride- You can use underwater crossbows.
GM Mowque- Yep.


Hey, GM, I have a bit of an odd question that came up while pondering some potential changes to my build. Could I take the feat "Fleet" to give an animal companion that lacks a land speed (such as a fish or dolphin) a base speed of 5 ft? If so, could I boost that amount further with the Racer companion archetype?


Sorry no, Fleet boosts a base speed, not land speed.


Gorglumch

Stat Block:
Goblin Ranger (Darklands Sailor, Skirmisher) 1
N Small humanoid (goblinoid)
Init +5; Senses Darkvision 60ft, Perception +7
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 14 (+5 Dex, +1 size, +3 armor)
hp 13 (1d10+3) (favored class bonus)
Fort +4, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Light underwater crossbow +6 (1d6/19-20)
Trident +1 (1d6)
--------------------
Statistics
--------------------
Str 11, Dex 21, Con 15, Int 14, Wis 16, Cha 10
Base Atk +1; CMB +0; CMD 15
Feats Rapid Reload
Traits seasoned hunter (+1 attack vs aberrations), athletic (+1 swim)
Skills Acrobatics +6, Climb +4 (class skill), Intimidate +4 (class skill), Knowledge (nature) +6 (class skill), Perception +7 (class skill), Stealth +16 (class skill, ACP -1), Survival +7 (class skill), Swim +5 (class skill)
Languages Goblin, Common, Orc
SQ small, skilled, darkvision, favored enemy (1), skilled pilot, wild empathy
Combat Gear studded leather, light underwater crossbow, trident, 50 xbow bolts; Other Gear 10gp
--------------------
Special Abilities
--------------------
Small: +1 AC, +1 attack rolls, -1 CMB, -1 CMD, +4 Stealth
Skilled: +4 Ride, +4 Stealth
Darkvision: 60ft in darkness
Favored Enemy: +2 Bluff, Knowledge, Perception, Sense Motive, Survival, attack, damage vs Monstrous Humanoids (knowledge for identification can be untrained)
Skilled Pilot: A Darklands sailor adds half his level (minimum 1) to Profession (sailor) and Survival checks to navigate or avoid natural hazards in subterranean waterways.
Wild Empathy: Diplomacy on animals: 1d20+ranger level+cha. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.


I'm not finding it, but how long is the enrollment open for?


I'll probably keep it open about a week or so.


You accepting new players per chance??? -as in new to tabletop gaming -


I'm off to GenCon in the morning. Here's hoping I come back to find I'm playing with you folks!

Have a great week!


Werecaster- Sure!


Dwarf Druid.
Focused on all round spell casting with pet!.

Stats:
4d6 ⇒ (1, 3, 5, 5) = 14 13
4d6 ⇒ (5, 6, 4, 1) = 16 15
4d6 ⇒ (2, 1, 3, 5) = 11 10
4d6 ⇒ (2, 5, 3, 4) = 14 12
4d6 ⇒ (2, 6, 6, 4) = 18 16
4d6 ⇒ (2, 4, 2, 6) = 14 12

Roll 2:
4d6 ⇒ (6, 5, 1, 6) = 18 17
4d6 ⇒ (2, 6, 6, 2) = 16 14
4d6 ⇒ (5, 5, 4, 4) = 18 14
4d6 ⇒ (6, 4, 2, 2) = 14 12
4d6 ⇒ (4, 5, 6, 4) = 19 15
4d6 ⇒ (2, 6, 1, 3) = 12 11

....I think I will take the second roll :D

Will edit this with the sheet soon.


You aren't supposed to roll two sets, sorry if that was unclear in the original post. If you don't like your first set, you can use 15 point buy. :)


Woops that was my bad was confusing with another thread I was applying to at the time, will fix this up momentary.
Nvm didn't realise their was a time limit on edits.

But yeah sorry people just disregard the 2nd batch of rolls!


There's a one hour time limit on editing posts.
Took me a while to figure that one out.


Lot of applicants already.

Looks like we have a good pool of characters to choose from :3


APs are usually pretty popular.


Sorry for the silence, busy week >_<

Will get to work on the sheet today.


Waterhammer wrote:
APs are usually pretty popular.

I'll say. I've tried to join an AP over a dozen times with no success. It's gotten to the point that every submission is made with a a little cynicism. My philosophy at this point is just keep trying.


Ebirah Blackmoor wrote:

Sorry for the silence, busy week >_<

Will get to work on the sheet today.

Should have the formal submission by the morning, sleepy time now...


I'm nearing the completion of my submission as well. It'll be a human bard (archivist). Hoping to post the character tomorrow, Saturday at the latest.


Setting the deadline for character submissions at Sunday, at about 8 pm (central time zone)
I'll pick characters and start the campaign then.


Oh my, how exciting =3


Alright, best of luck to everyone!


My submission (might still tweak equipment):

Hailey Heatherly, Human Female Bard (Archivist) 1:

Name Hailey Heatherly
_____________________________________________
Race Human
Gender Female
Age 16
Class Bard (Archivist) Level 1
Init +4; Senses Perception -1
AL Neutral
_____________________________________________
DEFENSE
_____________________________________________
AC 17, touch 14, flat-footed 13
(+2 armor, +4 Dex, +1 shield)
hp 8
Fort -1, Ref +6, Will +1
_____________________________________________
OFFENSE
_____________________________________________
Speed 20 ft. (30 ft. base)
Melee dagger -2 (1d4-1 piercing, slashing/19-20)
Ranged light crossbow +4 (1d8 piercing/19-20) or light crossbow (PBS) +5 (1d8+1 piercing/19-20)

Special Attacks bardic performance 6 rounds/day (countersong, distraction, fascinate, naturalist)

Bard Spells Known (CL 1st; concentration +3):
0 (at will)—detect magic, light, prestidigitation, read magic
1 (2/day)—abundant ammunition, cure light wounds
_____________________________________________
STATISTICS
_____________________________________________
Str 7, Dex 19, Con 9, Int 17, Wis 9, Cha 14
Base Atk +0; CMB -2; CMD 12
Feats Point-Blank Shot, Precise Shot
Traits criminal (social), employee (campaign), river rat (regional); Drawback: guilty fraud
____________________________________________
SKILLS (Class Skills In Bold) (6 class, 3 Int, 1 human/skilled, 1 bonus Craft/Profession)
____________________________________________
Acrobatics +4
*Appraise +3
*Artistry +
Bluff +3 (+1 trait, +2 Cha)
Climb -2
*Craft +3
Diplomacy +2
Disable Device +9 (+1 rank, +3 class, +1 trait, +4 Dex)
Disguise +2
Escape Artist +4
Fly +
*Handle Animal +
Heal -1
Intimidate +2
Knowledge (arcana) +8 (+1 rank, +3 class, +1 BK, +3 Int)
Knowledge (dungeoneering) +8 (+1 rank, +3 class, +1 BK, +3 Int)
*Knowledge (engineering) +
*Knowledge (geography) +
*Knowledge (history) +
Knowledge (local) +8 (+1 rank, +3 class, +1 BK, +3 Int)
Knowledge (nature) +8 (+1 rank, +3 class, +1 BK, +3 Int)
*Knowledge (nobility) +
Knowledge (planes) +8 (+1 rank, +3 class, +1 BK, +3 Int)
Knowledge (religion) +8 (+1 rank, +3 class, +1 BK, +3 Int)
*Linguistics +3
*Lore +
Perception -1
*Perform (oratory) +6 (+1 rank, +3 class, +2 Cha)
*Profession (scribe) +3 (+1 rank, +3 class, -1 Wis)
Ride +4
Sense Motive -1
*Sleight of Hand +
Spellcraft +7 (+1 rank, +3 class, +3 Int)
Stealth +4
Survival -1
Swim +3 (+1 rank, +3 class, +1 trait, -2 Str)
Use Magic Device +

* Background Skill

Languages Common, Azlanti, Elven, Thassilonian
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ bardic knowledge +1

____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Gear dagger (2/1), light crossbow (35/4), leather armor (10/15), buckler (5/5), masterwork backpack (50/4), chronicler’s kit (40, 4.5), thieves’ tools (30/1), wet suit (8/4), mwk snorkel (5/-), underwater goggles (5/-), drowner’s helm (35/10) Rapier?

Chronicler’s Kit: This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months’ duration.

Carrying Capacity (Str 8): Light: 26 lbs. or less; Medium: 27–53 lbs.; Heavy: 54–80 lbs.
Gold 35 gp
____________________________________________
APPEARANCE
____________________________________________
Height 5’0”
Weight 100 lbs.
Eye Color Hazel
Hair Color Light brown
Region of Origin Almas, Andoran
Parents Regions of Origin Almas, Andoran
Deity

Appearance Barely 5 feet tall, with short light-brown hair, Hailey usually has a pair of reading spectacles hanging near the end of her pert little nose. Her eyes are usually bright, intelligent-looking, and inquisitive. Her body frame is on the light side of normal, though there isn’t a lot of muscle on it.

Personality Hailey’s a wide-eyed youth still basking in the wonders of the world. She also comes off as a bit of a know-it-all because, well—she thinks she knows it all. She can be a bit ditzy at times and fearless at others. She has a tendency to talk to herself (the smartest person present, in her own mind).

Backstory Hailey’s the human daughter of the Bountiful Venture Company’s talented surveyor, Lyra Heatherly. Since childhood, she’s had two deep obsessions: 1) a fascination with the races, cultures, and (especially) monsters of Goalarion); and 2) stories of ancient cultures and civilizations. As she got older, she even went so far as to learn to read and write their nearly-forgotten languages. She recently got a scribing job at the firm and put in an application for the expedition without her mother’s knowledge. The wealth of knowledge in the young know-it-all’s head—as well as her abilities as both a healer and crossbow sniper—were paramount in her getting a nod to join the expedition…as was a bit of underhanded subterfuge.

In truth, Hailey’s not the sweet little lady most people at the BVC think she is: She was and still is a bit of a wild child, not afraid to break a few rules for kicks or to get what she wants. She learned to swim in the rivers and channels that run throughout Almas when she joined a gang of teenaged troublemakers who used the city’s waterways in their pranks and occasional thefts. From a handsome young rogue in that same gang she learned to fire a crossbow with unusual accuracy. He also schooled her in the art of picking locks, another dubious skill Hailey proved quite adept at. This talent enabled her to secretly enter the main recruiter’s office one night after her interview. After making a quick copy of the report on her, Hailey channeled her efforts into forging the document, changing the parts that brought up her shortcomings (physical strength and fitness/conditioning especially) and giving herself a beaming recommendation.
(This deed is the reason for her guilty fraud drawback. Her gang activities explain her river rat and criminal traits, not to mention her choice of feats.)

Her mother is paradoxically furious at Hailey for filing an application to join the expedition and secretly relieved to have her wayward child nearby, as Lyra suspected some of her daughter’s late-night hijinks in the city and worried what trouble the girl would find if left to her own devices. As for Hailey herself, her mind’s filled with flights of fancy about how much fun the trip and living in a distant land will be; she has no clue how dangerous the expedition might turn out.

Her friends gave her a sort of gag gift before she departed Almas: a drowner’s helmet. If she can successfully practice with the strange device, though, it might mean the difference between life and death for the young would-be explorer.

ARCHIVIST (Bard Archetype)
Some bards greatly prefer academic pursuits to the drama (and sometimes melodrama) of their artistic brethren.
Bardic Performance
An archivist gains the following types of bardic performance:
Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional*, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.
This ability replaces inspire courage.
* Probably means Extraordinary (because there is no such thing as “exceptional” abilities).
Lamentable Belaborment (Ex): At 6th level, an archivist can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist’s choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components. This ability replaces suggestion.
Pedantic Lecture (Su): At 18th level, an archivist can affect as many creatures with lamentable belaborment as he currently has fascinated. In addition, he may choose to cause targets to fall asleep rather than be dazed or confused. This ability replaces mass suggestion.
*Lore Master (Ex): At 2nd level, an archivist may take 20 on Knowledge checks once per day, plus once per six levels beyond 2nd. This ability replaces versatile performance.
(see Editor’s Note below)
Magic Lore (Ex): At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls equal to half his bard level and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue’s trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind. This ability replaces well-versed.
Jack of All Trades (Ex): At 5th level, an archivist can use any skill, even if the skill normally requires him to be trained. At 11th level, he considers all skills to be class skills, and at 17th level he can take 10 on any skill check, even if it is not normally allowed. This ability replaces lore master.
Probable Path (Ex): At 10th level, an archivist can calculate the action likely to bring success with the least risk. Once per day, he can take 10 on any d20 roll. He may use this ability one additional time per day for every three levels after 10th. This ability replaces jack of all trades.
Editor’s Note
The designer of this archetype has clarified that the entry is intended as a modification to the normal lore master bard ability, not a replacement for it. The intent of the ability is that the Archivist retains all other aspects of the lore master ability. This is not yet official errata, but GMs are encouraged to use the ability as it was intended by the designer.

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