Nice... I like it.
FYI team, I am leaving to go out of town for a few days. I'll try to check in, but no promises. Be back Monday. I'll get my sheet and stuff and sorted out by then.
Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
Male Half-Orc (Varisian) Sorcerer 1 | HP 8/8 | AC 11 (10FF/11T) | F+3, R+2, W+3 | CMD 11 | Init +7 | Perc +7
I'm also headed out of town. Going up into the mountains. I'll be back by Monday for sure. However, the weather looks poor, so I could well be back sooner. Viorec's got two more enlarge person spells that he could cast... have fun.
In response to Devlin's question, "Who turn is it", post when you can and I'll sort it out.
Taking the opponent's initiative in consideration of course.
Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
@ All, Following the same thread, am I making this difficult to understand? Map, verbiage, etc...?
Would you like me to find another front liner? This adventure can be done with five easily.
Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2
Whoops put that spoiler in the wrong thread
GM:
I don't think the stairs are in the wording for the room, as I recall a thread about an error in Crypt of Everflame, and it dealt with some stairs not existing.
It's ok, when I see something like that I ad lib. You're correct though, there isn't verbiage supporting the stairs. Maybe you'll find a +2 dagger or death up those dark and cracked stone stairs...
Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
Hey all! Xull the Outcast, at your service! DM Jelly invited me on board. I'm currently going over the gameplay thread. Looking forward to it! Seems like I post often (from my limited PbP so far), so hopefully I'll help speed things up again.
@DM Jelly: Let me know if you want me to jump straight in or wait for you to plop me in first on the gameplay thread. Also let me know if you need any more or less info on Xull's stat line.
Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
I suggest staging a dramatic entrance, as you read you'll see they are in a room with a shadowy figure and might need some magical assistance. You fill in the RP as we play along but I'll stage your intro...give me few to put it 'on paper'.
Sounds good. It'll give me a little more time to hone my spell list. Forgot to take a damaging cantrip (or two)! Obviously been a while since I rolled a sorcerer.
Where is everyone? Not a lot of posts - some not since Tuesday, and Emil not since Thursday last week! I know real life can affect things, but perhaps everyone needs a quick "bump, it's still on!"
Also, it seems like Xull and Eve (with the holy strike blessing - assuming she can cast another blessing today) are the only ones capable of damaging a shadow. Of course, unless someone succeeds at a knowledge religion check, we don't yet know all of that. When the shadow realizes it, though, and leaps for Xull I don't have a whole lot of strength for it to drain. Here's hoping Fool's misfortune spell helps save our buts there... or that it attacks Eve first - sorry Eve!
FYI, Eve, I had a quick look over your spell list to see if there was some more hope in there for us... and I just thought I'd let you know that there's no need to have Cure X memorized. I don't know how recent the addition was, but the current rules state that good aligned warpriests can spontaneously cast just like clerics can. It's not on the main warpriest class table, but it appears under the class all the same.
Spontaneous casting:
---
A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time.
The warpriest can expend any prepared spell that isn’t an orison in order to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name.
An evil warpriest (or a neutral warpriest of an evil deity) can’t convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name.
A warpriest that is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells, player’s choice. Once this choice is made, it cannot be changed. This choice also determines if the warpriest channels positive or negative energy (see Channel Energy below).
---
Sorry for going over stats like that and the slight meta-game above (I'd like to think that it won't actually affect my character's actions)... but I was getting bored waiting for another post, so I thought I'd check out the characters - and I've fought enough shadows (and ghosts, and the like) in previous games that it's kinda hard to ignore the incorporeal aspect. Killer for 1st level characters with no magic items!
DM Jelly, just let me know if I'm overstepping the mark with this post. Again, just a bit bored while waiting for someone else to act.
@DM Jelly: Fair point. Apologies for any annoyance caused. I'll stop checking the forums so often until things heat up again. That ought to keep my nose out of others' character sheets. ;-)
In effort to keep things lively and moving here's a suggestion:
During melee I will bot if someone (next in initiative) doesn't post within 24 hrs. If all in a agreement I will need something from each of you, a standard attack action roll, in example:
Emil - Longsword +3, 1d8+3 dmg
Fool - Misfortune (1 rd) (DC 14) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will save neg).
Logical movements will be assumed.
If you're in agreement please submit your standard action.
Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
It is autumn, 4th of Neth, 4709 and a great tradition is about to reoccur…
“Once again the winter winds blow through the Fangwood, marking the end of another harvest. There are wolves in the woods, howling at our walls, and serpents in our shadows, waiting to strike. Just as it was one hundred and seventy-four years ago, when Kassen himself left these walls to protect us, so it is today. Where are the heroes? Where are the brave folk that will venture out to Kassen’s tomb and retrieve the flame to keep this community safe for another winter?”
Every autumn, a few of the townsfolk make a pilgrimage to the crypt to light a lantern from the flame and bring it back to town, where it is preserved all winter, a symbol of the town’s resilience. Most years, the town mayor and a group of dignitaries perform this quest. Every few years, however, a handful (5 or 6) of younger townsfolk are given the honor of lighting the lantern. Many see this as a passage into adulthood, a taste of adventure before settling down.
-Level 1, your character is a young, beginning adventurer.
-20 point buy
-Ultimates are fine
-Most Playtest are acceptable (no guns)
-No drawbacks, no guns
-Must have tie in to Krassen, Nirmathas (local, relative, wandering drunk, etc...)
-Must be able to post at least once per day, weekends possibly less:
*If you are unable to post for a length of time we can temporarily bot just give a head's up prior. No reason to stall game. *I have a demanding schedule most weekends, infrequent posts are possible.
-Average starting gold
-Max HP and then PFS average as we level.
-If you need more info, post question with applicable character link
Players will be chosen based upon group dynamic and character story, this is role playing not min/max-ing.
If interest is high and candidates vet quickly I will begin the adventure Monday afternoon, 03/24...possibly earlier or later…
Last but not least, I am a very chill cat and run adventures where ad-libbing happens. Discussion, lively banter and persuasive arguments are encouraged.
Ooo, I love these modules! I have run the first two often and the third a bit. If you don't mind me playing with DM knowledge (which I will NOT be spoiling for anyone!) I'd like to play a very thick-headed local lad!
Also it says I have to pay for the PDF, is there a place I can find this for free? And where would I be able to find the premade characters? Or is there no way around this without paying for the information?
@James Martin, yes that's acceptable although I might add a few things/encounters here and there. Your input would be most welcome.
@DoubleGold, while you're welcome to submit a pre-gen these are eerily similar to the Beginner Box pre-gens. You'll want to tweak. If your dead set on a pre-gen I'll link you one via GoogleDocs.
Sure, I am dead set on a pre-gen, especially if it has a good backstory that I'm confident I can fullfil. And yes I'm okay with tweaking, especially since I know some character pregens aren't level 1.
What are my options class/race and names of each character? And a summary of their backstories and personalities would be appreciated. If you'd rather not post it here, you can always pm me.
Also the alias names might be taken, so I might have to rename them, but the concept remain the same. Plus I believe the characters would fit really well into the story, especially if role-played the way they were intended to be role-played.
No wonder the DM said these aren't the droids you are looking for. Backstories and personalties are determined by the player. I should have expected that, as D&D Next had pregen characters but had no backstory to it, as you had to fill them out yourself if I remember correctly.
The backstories for all the pregen characters can be found on the Pathfinder Wiki. Just search the Wiki for the name of the character and it should pop up.
Here's the crunch of my character, I'll try to get the fluff up over the weekend.
Submission Crunch:
Devlin Sorrow
Human Swashbuckler 1
CG Medium humanoid (human)
Init +5; Senses Perception +4
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 11 (1d10+1)
Fort +1, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +4 (1d4+1/19-20) and
dagger +4 (1d4+1/19-20) and
rapier +4 (1d6+1/18-20)
Special Attacks deed: opportune parry and riposte, panache
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 14, Wis 11, Cha 14
Base Atk +1; CMB +2; CMD 16 (16 vs. disarm, 16 vs. sunder)
Feats Dodge, Mobility
Traits heirloom weapon (aoo), reactionary
Skills Acrobatics +4 (+0 jump), Climb +2, Diplomacy +6, Perception +4, Perform (dance) +6, Sense Motive +4, Sleight of Hand +4, Swim +2; Racial Modifiers deed: derring-do
Languages Common, Dwarven, Gnome
SQ deed: dodging panache, swashbuckler finesse
Other Gear lamellar (leather) armor, dagger (2), dagger, rapier, backpack, masterwork, bandolier, bedroll, belt pouch, ink, black, inkpen, journal, rope, tea (per cup) (5), teapot, trail rations (5), waterskin, wrist sheath, spring loaded, 12 gp, 6 sp
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Special Abilities
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Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Deed: Dodging Panache +2 (Ex) When attacked, spend 1 panache to step 5 ft. and gain +2 to AC vs. attack.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Heirloom Weapon (AoO) (Rapier) You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). You gain a +1 trait bonus on attacks of opportunity with that specific weapon.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for Combat Expertise. This ability counts as hav
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Submitting Merisiel, not making an alias just yet, but here it is. I had to revamp small stuff, I took an archetype. I also made Merisiel male instead of female because I don't feel comfortable roleplaying females for reason that I like to roleplay love relationships in games and I don't want to be a female chasing males or even a female chasing females. Also, I don't feel he is chaotic, but probably neutral as dagger using would be used if attacked, like he gets into trouble, he isn't necessarily going to throw a dagger at an innocent or a guard, just some who threatens him. Reading the backstory, he is likely to look out for himself. I choose acrobat rogue because he wants to be fast. Acrobat rogue serves as a good escape plan. the pregen was set for 15 buy points so I made it equal to 20. I also added to the backstory, an elf raised by dwarves instead of humans... even more interesting.
Instead of a Merisiel carrying daggers, he carries darts, the concept is the same, the weapon changes. The range increase, the ability to kill with stealth increases, he just resorts to darts instead of daggers.
Class Stuff:
Expert Acrobat (Ex)
At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks.
This ability replaces trapfinding.
Fort:+0 Reflex:+2 Will+0
BAB+0
Sneak Attack: 1d6
Favored class bonus: added 1 skill point
Feats:
Dodge
Traits:
1. Acrobat: +1 acrobatics, -2 instead of -5 on an accelerated climb
2. Reactionary: +2 Init
Skills:
Acrobatics: 8 (armor penalty negated)
Bluff: 4
Climb: 6 (armor penalty negated)
Disable Device: 6 (armor check penalty)
Intimidate: 4
Knowledge Arcana: 3
Perception: 6
Sense Motive: 6
Sleight of Hand: 7 (armor penalty negated)
Stealth: 7 (armor penalty negated)
all other skills equal to modifier if they can be used untrained, armor check penalty of 1 if it applies
Gear: 140 gp to spend
1. Studded leather: 25 GP
2. 4 trail rations: 2 GP
3. Thieves tools: 30 GP
4. 10 Darts: 5 GP
5. Masterwork backpack: (increase my light load to 66 pounds) 50 GP
6. Short Sword: 10 GP
7. Bedroll: 1 SP
8. Waterskin: 1 GP
9. 16 GP left over and 9 SP
Background: Merisiel (pronounced meh-RIHS-ee-el) is one of the Forlorn, only now emerging from decades spent as a child of the streets into a young adult ready to make her own way in life. Only instead of human parents, Merisiel had even more of an exotic life, he had dwarf parents. He was bullied by his drunken father. His father eased up when he was sober, but he had to put up with years of it. Merisiel learned from this though and vowed not to become drunk like his father. A master at stowing away on ships, he's called dozens of cities home, leaving one for another when her companions outgrew her or she outlived them. Life has been hard for Merisiel, made more so by the fact that he's always found it difficult to master skills that come easily to her companions. Never the sharpest knife in the drawer, as the saying goes, Merisiel has learned to make up for this by carrying at ten of them on her person, or rather darts for this rogue, he prefers darts. When things go wrong with her carefully laid plans (as they almost always seem to do), the knives come out and what needs to be done gets done. To date, Merisiel hasn't met a problem that can't, in one way or another, be solved with darts, except for his drunken father, that he had to stealthily take away his alcohol.
Merisiel's life experiences have taught her to enjoy things to their fullest as they occur—it's impossible to tell when the good times might end. She's open and expressive with her thoughts and emotions, and while she's always on the move and working on her latest batch of plots for easy money, in the end it comes down to being faster than everyone else—either on her feet, or with her beloved darts.
Hi, Jelly - I'm posting this character for consideration. I'll post a backstory/connection to Krassen soon.
Crunch:
Init +2; Senses Perception +5
--------------------
Defense
--------------------
Defense 12, flat-footed 10. . (+2 Dex)
Armor DR: 6/magic or Large. . (+6 armor)
Critical Defense: +8. . (+6 DR, +2 Dex)
Vig 13 (1d12) Wnd 28 (Threshold 14)
Fort +4, Ref +2, Will +1
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Offense
--------------------
Speed 30 ft.
Melee gauntlet (from armor) +4 (1d3+3) and
. . greatsword +4 (2d6+4/19-20) and
. . unarmed strike +4 (1d3+3 nonlethal)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 13, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Blind-Fight, Power Attack
Traits armor expert, highlander (hills or mountains)
Skills Acrobatics +2, Climb +3, Perception +5, Stealth +3 (+5 in hilly or rocky areas), Survival +5; Racial Modifiers highlander (hills or mountains)
Languages Common, Elven, Varisian
SQ fast movement, heart of the wilderness, tireless rage
Other Gear four-mirror, greatsword, barbarian's kit, 1 gp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Blind-Fight Re-roll misses because of concealment, other benefits.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
I might have to change the name when making an alias as it might be taken from someone else who may have used the pregen, but it is still the same characters, with mild tweaks.
Also I can't find the name...Krassen, Nirmathas which I plan to add to my backstory and I'll probably repost the backstory with the updated version. A little about him and I can tie him into that character.
Unless you mean the town Krassen?
I'll either submit a bard, or warpriest.
Any race restrictions?
Looking at using Aasimar, tiefling, Changeling, or Suli.
if no I'll use either human or half-elf.
I could see the rogue bonding with the barbarian. He wants to be fast according to the backstory, so he might take a class or two in barbarian to gain the fast, but be mostly rogue. Not to mention they share a lot of class skills in common. And swashbuckler is similar to rogue so they can learn off each other. Not mention my secret languages have both of you included.
Well I'm thinking along the lines of three muskeeters for attitude. So if you can handle that I'm sure the little rogue can benifit from basking in Drens radience.
In other words he thinks he's a little to good for the little town he finds himself in.
Okay here's Sullivan McCoy, also known as Sully. Sully is a bully and self-absorbed jerk who might just become a hero, if he survives his fellow party members.
Stats:
Sullivan McCoy
N Human Male Cavalier 1
Init +2; Senses Perception -1
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 dex, +2 shield)
hp 13 (1d10+2+1FC)
Fort +4, Ref +2, Will -1
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 20'
Melee bastard sword +6 (1d10+4)
Ranged javelin +3 (1d6+4)
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 18, Dex 14, Con 14, Int 8, Wis 9, Cha 13
BAB +1; CMB +5; CMD 17
Feats (2) ewp: bastard sword, wf: bastard sword, precise strike*
Skills (4 skill) Bluff +5, Handle Animal +5, Intimidate +6, Ride +6
Special Abilities: Challenge 1/day, mount, order of the cockatrice, tactician
Traits: dirty fighter (+1 damage when flanking), bully
Languages: Common
Possessions (175 gp) bastard sword (35 gp), 5 javelins (5 gp), scale mail (50 gp), heavy wooden shield (7 gp), cavalier's kit (23 gp), 1 clw potion (50 gp)
------------------------------------------------------------------------
Stat Math:
Str 16 (10 points +2 racial)
Dex 14 (5 points)
Con 14 (5 points)
Int 8 (-2 points)
Wis 9 (-1 points)
Cha 13 (3 points)
"Horse"
Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
Updated background to include Krassen without doing adventuring and to make sense of him being level 1.
Background: Merisiel (pronounced meh-RIHS-ee-el) is one of the Forlorn, only now emerging from decades spent as a child of the streets into a young adult ready to make her own way in life. Only instead of human parents, Merisiel had even more of an exotic life, he had dwarf parents. He was bullied by his drunken father. His father eased up when he was sober, but he had to put up with years of it. Merisiel learned from this though and vowed not to become drunk like his father. A master at stowing away on ships, he's called dozens of cities home, leaving one for another when his companions outgrew he outlived them. But after a while, he decided Krassen was home. He decided it had a better feel to it. It was the one town where he met other people that where just like him. He met people that where one race and grew up with another race entirely. Drow with elf children, Humans with strix children, elves with orc children, yep there was a support group just for his type. Life has been hard for Merisiel, made more so by the fact that he's always found it difficult to master skills that come easily to his companions, but he was about to change all that or at least pick a few that he could master instead of going for every one. He never ran into danger when in Krassen as him and his friends always hid when danger came or had their own secret so called base. Odd race teaming up was just well necessary for survival. What he did learn from it though is not to judge someone from one's race, though he wouldn't be quick to trust something like a gnoll or a drow or the like either. Never the sharpest knife in the drawer, as the saying goes, Merisiel has learned to make up for this by carrying at ten of them on his person, or rather darts for this rogue, he prefers darts. When things go wrong with her carefully laid plans (as they almost always seem to do), the knives come out and what needs to be done gets done. To date, Merisiel hasn't met a problem that can't, in one way or another, be solved with darts or with extreme patience and excellent hiding, except for his drunken father, that he had to stealthily take away his alcohol.
Merisiel's life experiences have taught him to enjoy things to their fullest as they occur—it's impossible to tell when the good times might end, especially if his friends couldn't remain in their secret base forever if discovered. He always knows the best hiding places or can find secret bases even around evil, this helped him to avoid fights and avoid danger. He knew the best places to hide so he could stay hidden for years, at least that was his plan until he was ready to start adventuring. he's open and expressive with her thoughts and emotions, and while he's always on the move and working on her latest batch of plots for easy money, in the end it comes down to being faster than everyone else—either on his feet, or with his beloved darts or at least hid for what seems like an eternity.
I am interested! I am dreaming up a half-elf druid who has elven familial ties to to the druids of Crystalhurst, but raised amongst human folk of Krassen... be back with more soon.
@GM
looking through Bastards of Golarion and want use some of it's alternate racial features, is that Ok?
And would you allow me to swap Multi-talented for Halo, Celestial Resistance, or a SLA (level 2 or lower).
looking through Bastards of Golarion and want use some of it's alternate racial features, is that Ok?
And would you allow me to swap Multi-talented for Halo, Celestial Resistance, or a SLA (level 2 or lower).
Let me review your idea, if you can logically tie to your history I'll consider it.
looking through Bastards of Golarion and want use some of it's alternate racial features, is that Ok?
And would you allow me to swap Multi-talented for Halo, Celestial Resistance, or a SLA (level 2 or lower).
Let me review your idea, if you can logically tie to your history I'll consider it.
Her father and mother are from Lastwall.
Her father was a Half-elf and fought for Lastwall, but over time could not take it anymore.
Her mother was a Aasimar and cared for people even healing them, and and wanted a better place to raise orphans away from the conflict with the orcs.
Both left Lastwall the same day in the same caravan to Nirmathas and got hitched.
I'd like to present Jormel Vallin, woodsman, for submission. All the crunch and a good bit of fluff can be found in his profile. He's a bow-focused ranger (how original!), with a knack for traps.
His backstory in brief:
Fleeing Molthune with his mother as a child, they ran to the far end of Nirmathas to escape - though Jormal never learned why. When his mother died of illness, Kassen was surprisingly welcoming of the lad. Probably because he hadn't revealed where he came from. He grew up in Nirmathi fashion, with the Fangwood a part of daily life. Now a young trapper, he wishes to venture out into the world and discover what really happened to make his mother abandon their old life. But how does one start a life of adventure?
Viorec is a half-orc sorcerer. He and his mother, Iolana Gry, are refugees from Roslar's Coffer in Lastwall. Viorec spent the first seven years of his life there. Iolana was a healer, a herbalist, and a witch in Roslar's Coffer.
Viorec owes his existence to an orc raid on that community 18 years ago. Already distrustful of Iolana's occult ways, the townsfolk of Roslar's Coffer were ill-pleased by the devotion and care that she gave her half-orc son. In the face of increasing raids out of Belkzin, and shunned by her fellow townsfolk, Iolana took young Viorec and fled downriver to Kassen in Nirmathas.
Viorec has lived in Kassen for a decade now. He and his mother have found more acceptance in their new community. Iolana once again serves as a wise woman. She has tried to instruct Viorec, but he's more interested in arcane magic than in healing or herbs.
The season is changing, and Viorec is restless. There's talk that the mayor is going to let some of the young folk retrieve the flame from Kassen's tomb this year, and Viorec seeks to join them.
I'm taking the arcane bloodline and the familiar arcane bond. Any objection to a compsognathus? Ya, she's a dinosaur, but she's so very small. And compsognathi live in temperate forests, amongst other places.
I'm taking the arcane bloodline and the familiar arcane bond. Any objection to a compsognathus? Ya, she's a dinosaur, but she's so very small. And compsognathi live in temperate forests, amongst other places.
Temperate climate is such a wide range...yes but you must give it a better story than "I found it in the woods and it followed me home, BFF's."
Sell me on this one because my first thought is no.
Fool
Male Halfling Witch 1
NG Small humanoid (halfling)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 armor, +1 Dex, +1 size)
hp 7 (1d6+1)
Fort +2, Ref +2, Will +3; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +0 (1d3-1/19-20)
Special Attacks hexes (cackle, misfortune)
Witch Spells Prepared (CL 1st; concentration +5):
1st—ill omen (2)
0 (at will)—dancing lights, detect magic, guidance
--------------------
Statistics
--------------------
Str 9, Dex 12, Con 12, Int 18, Wis 10, Cha 12
Base Atk +0; CMB -2; CMD 9
Feats Extra Hex
Traits scholar of the great beyond, well-informed
Skills Acrobatics +3 (-1 jump), Climb +1, Diplomacy +5 (+6 to gather information), Knowledge (history) +9, Knowledge (local) +6, Knowledge (nature) +8, Knowledge (planes) +9, Perception +3, Spellcraft +8; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Abyssal, Common, Halfling, Polyglot, Tien, Varisian
SQ patron spells (portents)
Other Gear Haramaki, dagger, backpack, bread, canteen, cheese, fortune-teller's deck, meat, mess kit, silent whistle, spell component pouch, teapot, 95 gp, 3 sp, 6 cp
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Special Abilities
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Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Fearless +2 racial bonus vs Fear saves.
Misfortune (1 rd) (DC 14) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Well-Informed (Diplomacy) +1 Gather Information and Knowledge (Local), and one of these is a class skill.
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llwynog
Arcane Familiar
Fox
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +8
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 3 (1d8+1)
Fort +3, Ref +4, Will +3
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Offense
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Speed 40 ft.
Melee bite +1 (1d3-1)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Diplomacy -1, Perception +8, Spellcraft -1
SQ improved evasion
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Special Abilities
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Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Background
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Fool, as everyone calls him, is a spirit in search of experience. He currently works as a gardener producing herbs, flowers, honey, and heirloom vegetables for the local farmers market. He spends every other moment reading voraciously and has taught himself several languages to expand his knowledge of the world he hopes to visit. His self education is broad and eclectic and he has taught himself the hedge magic of several cultures. Through its secret use he is seen as a good or bad luck charm, depending on who you ask. He represents the mystical cleverness bereft of reason within us, the childlike ability to tune into the inner workings of the world. The Fool's wisdom and exuberance represents a holy madness or 'crazy wisdom'. He often seems oblivious that he is walking toward a precipice, apparently about to step off. This foolish distraction and his ability to miraculosly survive misadventure, has earned him his nickname.
He carries all the possessions he might need, mostly consisting of food a food preperation kit. He is frequently accompanied by a brush fox, nipping at his heels and distracting him.
He considers himself the protagonist of a story yet started and he is looking to begin a journey through the great mysteries of life.
With the fluff added I believe Devlin is completed.
Devlin Sorrow:
Devlin Sorrow
Human Swashbuckler 1
CG Medium humanoid (human)
Init +5; Senses Perception +4
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 11 (1d10+1)
Fort +1, Ref +5, Will +0
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Offense
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Speed 20 ft.
Melee dagger +4 (1d4+1/19-20) and
dagger +4 (1d4+1/19-20) and
rapier +4 (1d6+1/18-20)
Special Attacks deed: opportune parry and riposte, panache
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Statistics
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Str 12, Dex 16, Con 12, Int 14, Wis 11, Cha 14
Base Atk +1; CMB +2; CMD 16 (16 vs. disarm, 16 vs. sunder)
Feats Dodge, Mobility
Traits heirloom weapon (aoo), reactionary
Skills Acrobatics +4 (+0 jump), Climb +2, Diplomacy +6, Perception +4, Perform (dance) +6, Sense Motive +4, Sleight of Hand +4, Swim +2; Racial Modifiers deed: derring-do
Languages Common, Dwarven, Gnome
SQ deed: dodging panache, swashbuckler finesse
Other Gear lamellar (leather) armor, dagger (2), dagger, rapier, backpack, masterwork, bandolier, bedroll, belt pouch, ink, black, inkpen, journal, rope, tea (per cup) (5), teapot, trail rations (5), waterskin, wrist sheath, spring loaded, 12 gp, 6 sp
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Special Abilities
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Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Deed: Dodging Panache +2 (Ex) When attacked, spend 1 panache to step 5 ft. and gain +2 to AC vs. attack.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Heirloom Weapon (AoO) (Rapier) You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). You gain a +1 trait bonus on attacks of opportunity with that specific weapon.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for Combat Expertise. This ability counts as having Weapon Finesse when it comes to feat prerequisites.
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Background]
Born to a family trying to live up to an old tradition of producing a warrior to follow in the footsteps of their ancestor. A warrior that has set the bar high by slaying a dragon, saving the kingdom and becoming a hero to the nation….
300 years later
The family in its decline has failed to keep up the tradition. Most of the male heirs care to use the family fortune to socialize with nobles. As the generations past, only a few even decided to think about the legacy the family once held. Until Devlin, as he grew his uncle would tell him stories about his ancestor to the point Devlin wanted to be like him. So when he was old enough he asked his uncle to teach him to fight like his ancestor. His uncle did his best, giving Devlin a sword that was once used by said ancestor. Devlin cherished it and has decided to use continue using it.
Devlin had continued to train with his uncle, until he was in his teens. From that point on his uncle told him that he could teach him nothing, but had arranged for him to train with a master in Krassen, a town several weeks journey. With excitement he pack his things and enjoyed the journey.
When he got there, Devlin learned of the privileged life he held. Nobody seemed to know about his family, their past or about the money that he seemed to come from. His master seemed to be worst, forcing Devlin to do chores, workout with the rest of his students, run errands like a common serf. At first Delin fought it, then tried bribing students, until he was short on funds. In the end it was a letter from his uncle, who was replying to Devlin plea that his Master was working him too hard that finally lead Devlin to realize what was going on.
His uncle wanting Devlin to be considered an outsider by those that he may have to work with someday he wanted Devlin to grow up like his ancestor, just another commoner who rose to the challenge when the situation presented itself. So he ask no favoritism or difference to class be placed upon Devlin, he was to be treated as any other student. Taught to work with his hands and not try to use his privilege to help him.
Upon finding that out, Devlin was hurt and sulked to a week. It wasn’t till he noticed the children that lived on the streets that ran around doing what they could to survive that he finally realized what his uncle was trying to really tell him. With a new purpose, Devling dived back into his training, doing what he was asked. As he learned humility and true honor, Devlin discovered he was able to have companions and friends that actually mattered or cared about him. He also discovered that he was finally able to enjoy a life not complicated by wealth or power.
So this continued until recently he was asked to make a pilgrimage, wanting to see what his training had become he accepted. No Devlin waits for the time to leave.