| ScegfOd |
I don't like the way Drovic's background is turning out, so I'll just make a Mostly Human Ifrit instead, and use the background generator.
I hope you don't mind if I roll in this thread:
human homeland: 1d100 ⇒ 33 (town or village)
parents: 1d100 ⇒ 87 (mom only)
siblings: 1d100 ⇒ 24 => 1d2 siblings: 1d2 ⇒ 2 (two siblings)
=> => sibling A: 1d100 ⇒ 38 (older sibling) gender: 1d2 ⇒ 1 (female)
=> => sibling B: 1d100 ⇒ 43 (older sibling) gender: 1d2 ⇒ 1 (female)
circumstances of birth: 1d100 ⇒ 69 (noble birth)
nobility (rank): 1d100 ⇒ 57 (gentry)
parent's profession: 1d100 ⇒ 100 (clergy)
major childhood event: 1d100 ⇒ 6 (betrayal)
summoner background: 1d100 ⇒ 18 (caretaker)
influential associates: 1d100 ⇒ 81 (the wanderer)
conflict: 1d12 ⇒ 7 (minor theft)
conflict subject: 1d20 ⇒ 15 (lover or former lover)
conflict motivation: 1d8 ⇒ 8 (hatred or malice)
romantic relationship: 1d12 ⇒ 7 (several significant relationships)
time to go turn that into a coherent backstory...
edit: might as well roll for age, height, and weight:
age: 60 + 6d6 ⇒ 60 + (2, 6, 1, 6, 2, 1) = 78
height: 62 + 2d8 ⇒ 62 + (6, 5) = 73 (inches)
weight: 2d8 ⇒ (3, 4) = 7 x5 + 110
| ElegantlyWasted |
All right! He's not QUITE done (still have to crunch out my mount and I have a LOT more money for gear), but here is Yarp of Tipcradle.
Conceptually, he's a bit of an all-rounder; great mobility, excellent damage on a charge, good defenses, and a few nifty support abilities.
@Jesse- I popped in a few light ties to your archer (didn't have a chance to check out his background yet) which I'm happy to expand on. If you'd like to have been with Yarp when he went through the adventure at Tipcradle you're more than welcome to! I decided to use another classic adventure (Against the Giants) as a base for forming his personality. I'm happy to alter stuff if it doesn't match with what you have as well.
| ScegfOd |
Elum has a backstory! I think I've also gotten all the crunch finished too, but it's badly organized so I'll add that later. Suffice to say that Elum can do damage / make meatshields, do battlefield control, and use wands of CLW (or any kind of wand, really) when needed with his succeed-on-a-one +19 UMD.
His noncombat eidolon, Etwa, can use lay on hands and can almost be the trap disarmer/scout (can't do magic traps 'till 10HD at lvl 13) but would probably be better as our trap-finder's assistant.
Jesse Heinig
|
All right! He's not QUITE done (still have to crunch out my mount and I have a LOT more money for gear), but here is Yarp of Tipcradle.
Conceptually, he's a bit of an all-rounder; great mobility, excellent damage on a charge, good defenses, and a few nifty support abilities.
@Jesse- I popped in a few light ties to your archer (didn't have a chance to check out his background yet) which I'm happy to expand on. If you'd like to have been with Yarp when he went through the adventure at Tipcradle you're more than welcome to! I decided to use another classic adventure (Against the Giants) as a base for forming his personality. I'm happy to alter stuff if it doesn't match with what you have as well.
Sounds good - I originally wrote my backstory to take place in Golarion (since that's where the DM said he's setting this adventure) but it could be rewritten to be from the Dim Forest near the Grand Dutchy of Geoff and thus involved in adventures fighting kobolds and lizardfolk in the caves of the Barrier Peaks.
| ElegantlyWasted |
Sounds good - I originally wrote my backstory to take place in Golarion (since that's where the DM said he's setting this adventure) but it could be rewritten to be from the Dim Forest near the Grand Dutchy of Geoff and thus involved in adventures fighting kobolds and lizardfolk in the caves of the Barrier Peaks.
I could also alter it to simply geographically suit what you've written (though I admit I'm not super familiar with the geography of Golarion)
| ElegantlyWasted |
Jovich has the right of it. RAW, the spell is not "Protection From..." and you choose the protection as you cast it. When you learn the spell it is "Protection from Evil", specifically (or whichever other alignment you wish the spell to protect from). So a wand would have to be Protection from Evil, or Chaos, or whatever, but it has to be specific.
| GM Banesama |
Okay. How do illusions work in your game i.e interaction with it?
Depends heavily on the spell, but minor spells might have the illusion to a set routine even if interacted with, possibly dispelling it if in the description of the spell. More powerful Illusion might seem to take a life of their own and will interact as if it was real and would be really hard to disbelieve.
Examples: Minor Illusion attacks you but does no damage but might be enough to distract you. A Major Illusion attacks you but the spell is so powerful that even though it doesn't do any physical damage (unless spell says otherwise) your mind believes it did and you take 'mental' damage that is treated like physical damage.
@ScegfOd
The others are right. Each "Protection From ..." spell is a separate spell. Therefor you would have to choose what type of Protection the wand has at purchase.
| nate lange RPG Superstar 2012 Top 32 |
This is still open, right? it seems to be, but wanted to double check before I get too far into building
assuming it is, are the exploiter wizard and living grimoire inquisitor archetypes acceptable?
| Tazo |
It could go either way but if I have time this weekend, I plan to put together a submission. Are you open to a Divine Herbalist oracle?
| GM Banesama |
This is still open, right? it seems to be, but wanted to double check before I get too far into building
assuming it is, are the exploiter wizard and living grimoire inquisitor archetypes acceptable?
It is still open and both archetypes are fine.
| GM Banesama |
How do you interact with an illusion? Do you look at it, study it or by in contact with it via touching it/by being the square is affected by the spell to disbelief it? This question is for the silent image spell.
In the case of the Silent Image spell, Interact with it would be trying to touch (attack) it or trying to talk to it.
| GM Banesama |
Color me curious!
Do you have any requirements or questions about background/fluff? Is it pretty open ended?
I'm thinking strait fighter. I haven't gotten to play one since the advanced training options came out and I thought I'd give it a try sometime.
Background/Fluff is pretty much open ended. Only real requirements is that your character will have been part of this adventuring group since 1st level and is from Golarion. You don't have to write a background that connects with others just know that you will be well acquainted with your fellow party members.
After I have selected the characters that will be part of the party, I'll probably have a week or so where I will have you talk with each other, discussing your characters. Can be IC or OOC. I will leave that up to you guys. During that time, I'll go over the crunch of each character to check for errors and to get more familiar with them.
| Ash.. |
Clara
Female half-elf oracle (ancient lorekeeper, spirit guide) 10/paladin* (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 24)
LG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 17 (+6 armor, +1 deflection, +4 Dex)
hp 65 (10d8+12)
Fort +6, Ref +9, Will +7; +2 vs. enchantments, +2 vs. death
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 holy reliquary resizing sawback sword elysian bronze sawtooth sabre +10/+5 (1d8+3/19-20) or
dagger +9/+4 (1d4+2/19-20) or
handaxe +5/+0 (1d6+2/×3) or
mwk cold iron cestus +10/+5 (1d4+2/19-20) or
net +5/+0 (entangle) or
sap +5/+0 (1d6+2 nonlethal)
Ranged +1 adaptive paueliel composite longbow +15/+10 (1d8+3/×3) or
paueliel composite longbow +15/+10 (1d8/×3)
Special Attacks channel positive energy 7/day (DC 21, 5d6)
Paladin Spell-Like Abilities (CL 10th; concentration +16)
At will—detect evil
Oracle (Ancient Lorekeeper, Spirit Guide) Spells Known (CL 10th; concentration +16)
5th (4/day)—breath of life (DC 21), mass cure light wounds, dimension door, hunter’s blessing, telekinesis
4th (6/day)—cure critical wounds, freedom of movement, haste, greater magic weapon, communal protection from energy[UC], restoration, summon monster IV
3rd (7/day)—cure serious wounds, dispel magic, magic vestment, mirror image, neutralize poison, paragon surge[ARG], prayer, wind wall
2nd (8/day)—calm emotions (DC 18), consecrate, cure moderate wounds, grace[APG], gravity bow[APG], levitate, make whole, minor image (DC 18), communal protection from evil[UC], lesser restoration, silence (DC 18)
1st (8/day)—ant haul[APG] (DC 17), comprehend languages, cure light wounds, detect undead, divine favor, fallback strategy, obscuring mist, prestidigitation, sanctuary (DC 17), weapons against evil
0 (at will)—create water, detect fiendish presence, detect magic, ghost sound (DC 16), light, mage hand, mending, read magic, scrivener's chant, spark[APG] (DC 16), stabilize
Mystery Wood
S spirit magic spell; Spirit Life Wandering Spirit
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 12, Wis 7, Cha 22
Base Atk +7; CMB +9; CMD 24
Feats Fey Foundling[ISWG], Point-Blank Shot, Precise Shot, <Paragon Surge Slot>
Traits fate's favored, trap finder
Skills Craft (alchemy) +9, Craft (bows) +9, Craft (calligraphy) +7, Craft (glass) +7, Craft (locks) +11, Craft (weapons) +7, Diplomacy +10, Disable Device +20, Handle Animal +7, Heal +2, Knowledge (arcana) +5 (+10 on questions related to elves), Knowledge (dungeoneering) +5 (+10 on questions related to elves), Knowledge (local) +5 (+10 on questions related to elves), Knowledge (nature) +5 (+10 on questions related to elves), Knowledge (planes) +5 (+10 on questions related to elves), Knowledge (religion) +5 (+10 on questions related to elves), Linguistics +2, Perception +13, Profession (astronomer) +4, Profession (gardener) +4, Profession (merchant) +4, Profession (soldier) +4, Ride +5, Sense Motive +2, Spellcraft +14, Survival -2 (+0 to avoid becoming lost, -1 to navigate in the wilderness in To Dragon Mountain, +0 to identify a creature by its tracks, though the use of shoes makes identifying many humanoids difficult or impossible), Use Magic Device +19; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven
SQ bonded spirit, bonded spirit hex (life link[ACG]), elf blood, elven lore +5, lay on hands 9/day (3d6), living steel, oracle's curse (haunted), revelation (wood bond[UM]), spirit ()
Combat Gear adamantine durable arrow (50), cold iron durable arrow (50), riffle scroll of breath of life, dispel magic, heal, scroll of fickle winds, heal, remove blindness/deafness, restoration, silver blunt arrows[APG] (50), wand of cure light wounds, wand of cure light wounds, blain bane (3), caltrops, dye arrow (20), liquid blade[UE], pheromone arrow (10), tanglefoot bag; Other Gear armored kilt mithral kikko armor[UC], parade armor[UE], +1 folding holy reliquary throwing (metal shields) living steel buckler, +1 adaptive paueliel composite longbow with 5 glue paper, +1 holy reliquary resizing sawback sword elysian bronze sawtooth sabre[ISWG], barbed arrow (20), dagger, handaxe, mwk cold iron cestus[APG], net, paueliel composite longbow, sap, belt of incredible dexterity +2, cloak of resistance +2, efficient quiver, headband of alluring charisma +2, ring of protection +1, secure paypack, sleeves of many garments[UE], tourmaline sphere ioun stone, traveler's any-tool[UE], wayfinder[ISWG], area map[UE], backpack, bedroll, belt pouch, burglar's torc, candle (10), candle lamp[UE], canvas (10'x10'.), chain (10 ft.), cleats[APG], cold weather outfit, fishhook (2), flint and steel, footprint book[APG], glass cutter[UE], glue paper[UE] (5), grappling hook, hot weather outfit[APG], masterwork backpack[APG], masterwork thieves' tools, mug/tankard, mwk manacles, pot, puzzle heel (5 steps)[UI], puzzle heel (5 steps)[UI], scarf[UE], sewing needle, shovel, signal whistle (3), silk rope (50 ft.), snowshoes[APG], string or twine[APG], thread (50 ft.), tindertwig (5), trail rations (7), waterskin (5), whetstone, winter blanket, wrist sheath, spring loaded, wrist sheath, spring loaded, 420 pp, 62 gp
--------------------
Special Abilities
--------------------
Bonded Spirit Gain a wandering spirit each day.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Lore +5 Add half oracle level to Knowledge checks about elves.
Fey Foundling Magical healing works better on you
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Lay on Hands (3d6 hit points, 9/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Life Link (10 max bonds, 100 feet) (Su) Bond drains your HP to heal others.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oracle/Shaman Channel Positive Energy 5d6 (7/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Wood Bond +3 (Ex) Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bo
Typical Feat Choices for paragon surge:
Metamagic: Heighten or Quicken.
Combat: Deadly Aim or Rapid Shot.
Kits -
Bounty Hunter's Kit, Superior
Arctic Kit
Desert Kit
Pathfinder's Kit
Cat Burgaler's Kit
We're definitely not as good at combat as a fully dedicated paladin would be, nor as good at casting as a fully caster oracle, but we are a nice little hybrid.
I had fun shopping for a bunch of random items and thinking about how they fit into possible quests the party might have done previously. I'm particularly proud of the far too big sword from some giant or other, because it seems entirely in keeping with typical adventurer to say "that thing is way too nice to throw away, I'll cart it around until I can get it enchanted to resize"... I still have a few thousand to spend in theory, but I'm leaving that open for when (if) I get picked. (pick me!) Oh and some kinda mount seems reasonable by this point, but I'm way too amused thinking that Clara is between horses at the moment. I'll probably buy a wagon and an ox or something if it matters but the idea at the moment is that 'things went slightly wrong, but we're adapting, Dragon mountain sounds like a lovely place to resupply!"
Incidentally building a level 10 spontaneous caster is analysis paralysis. I have no idea if I took the perfect set of spells, but I am certain I have taken the right number according to hero lab and that's a win at this point. Sorry for coming in late!
| Micah Haynes |
Well, I'm still not finished (though, in my defense, my entire state has been declared in a state of emergency), but I have enough done that I think you can really see where I'm going with him.
Right now, his crunch is pretty much done except for putting together his spellbook(s), and buying disposables; his fluff is really more of an outline (it'll give you an idea of where he comes from but not of my writing style) and I'll start fleshing that out as soon as I can.
How are you handling the cost of adding extra spells to a spellbook? Prestige classes don't add free spells to your spellbook so I won't have any spells above 3rd level without paying for them... Scribing a new spell into your book costs (spell level squared x10) gold but then some GMs make you pay to learn it... can I learn spells for free at Nethysian temples or from other faithful wizards? If not, how much do I have to pay to copy out of someone else's spellbook?
| GM Banesama |
Well, I'm still not finished (though, in my defense, my entire state has been declared in a state of emergency), but I have enough done that I think you can really see where I'm going with him.
Right now, his crunch is pretty much done except for putting together his spellbook(s), and buying disposables; his fluff is really more of an outline (it'll give you an idea of where he comes from but not of my writing style) and I'll start fleshing that out as soon as I can.
How are you handling the cost of adding extra spells to a spellbook? Prestige classes don't add free spells to your spellbook so I won't have any spells above 3rd level without paying for them... Scribing a new spell into your book costs (spell level squared x10) gold but then some GMs make you pay to learn it... can I learn spells for free at Nethysian temples or from other faithful wizards? If not, how much do I have to pay to copy out of someone else's spellbook?
For spellbooks, you get 2 free spells per character level beyond 1st level. Beyond that it is the (spell level squared x10 gp). After game starts based on IC events, you can get free spells.
| ElegantlyWasted |
As a note, I will (most likely tomorrow) be slightly re-tooling my character. Not much will change, but I think I will alter Yarp of Tipcradle to be Order of the Sword with the Gendarme archetype. He'll have only two levels of Golden Legionnaire; that will let me eke out the most damage possible from my charge attacks.
| RHMG Animator |
Updated Character Sub list
Alias:
Akime Hinamura
Sagacious
Ginks
Khaz
Kade
Luthor
JVictus
Sol
Bron
Balar
Calanthe
Krayn
Etna
Mihail
Elum
Micah
Shinzu
Character:
Vasaam Indiiv
Ahadiel the Judge
koko
Saquiel
Fuego
Amelia
Akarus
Clara
Interest:
CampinCarl9127
Ierox
Joseph Bonkers
JoshB
The Chess
Captain collateral damage
drbuzzard
Edward Sobel
| Ash.. |
Clara tucked away her etching dropper, stoppered the flask of acid, and looked out the window. Night again. She nodded her head, closing her eyes a moment and leaned all the way back, letting her back stretch flat on the hardwood. "That feels good. Shelyn forgive me but I'm not as young as I once was and hunching in one place" She sighed as the warmth and humor of her goddess touched her. "Oh bless you." Lying still she let the feeling wash over her, then carefully levered herself up on one side. She opened one eye, looking at the intricate whorls of leaf and thorn she'd etched on the shield, trying not to stare too long at the dots where she'd dripped some extra acid by mistake. She'd turned them into hints of falling petals, but she knew they'd been her error. The warmth chided her gently and she sighed. The lady had wanted petals, so she had petals.
"Time for water, some of that fine soup, and then bed. The rest can wait on the morning." She tucked the vial away in the hidden drawer in the chest of clothes, set out her finery for the morning, then walked to the door. With a simple wave of her hand, the lights went out. Across the courtyard, the men walked the walls, but it was not her watch tonight. She headed down the stairs from the workroom, passing servants and messengers. The wait for the soup was short, the other crusaders quiet this night. The crusaders staged for the push north would be leaving soon, and she'd have to make her way elsewhere as well. She'd tried to convince Althus to come with her, but Iomadae had other plans he insisted. It was an old argument, although not a heated one. They went where their mistresses demanded. She knew her goddess had other tasks in store for her as well, the letter from her old friend had arrived this morning. The messenger had claimed he walked straight through the demons unseen the whole way. She shook her head laughing again at the memory. Time enough to worry about that, and dragons, in the morning.
"Thank you, lady, for your calmness, and for not forcing that poor child to fight their way through. I hope you enjoyed working on the shield as much as I did, and I'm sure the devotion was well spent." A wry laugh echoed in her ears as she lay down, and she smiled. Shelyn was an easy goddess to love.
| Iko_ |
All items are bought and Balar is done and ready.
Haven't come up with any elaborate backstory other then his passion for exploring and developed a knack for trailblazing after he lost some friends in his eary years and managed to navigate some mountains to get them back. The need to wander and explore and discover that which had not been seen grew strong within him and drove him in his career as a guide for the goodly folk of Golarion.
| L Kanan |
Here is my straight-up trap finding rogue. I have not yet written her backstory or added the background skills.
KANAN
Female aasimar rogue 10
None Medium outsider (native)
Init +7; Senses darkvision 120 ft., Perception +17
DEFENSE
AC 21, touch 14, flat-footed 21 (+6 armor, +1 deflection, +3 Dex, +1 natural)
hp 73 (10d8+20)
Fort +6, Ref +14, Will +7, +3 Reflex to avoid traps
Defensive Abilities evasion, improved uncanny dodge, trap sense +3, uncanny dodge; Resist acid 5 , cold 5 , electricity 5
OFFENSE
Speed 20 ft.
Ranged crossbow, light +2 +14/+9 (1d8+2/19-20)
Melee rapier +1 (adamantine) +13/+8 (1d6+1/18-20)
Space 5 ft.; Reach 5 ft.
Special Attacks crippling strike, sneak attack 5d6
Innate Spell-Like Abilities: daylight ( 1/day) Magic Item Spell-Like Abilities: feather fall (at will)
STATISTICS
Str 10, Dex 20, Con 12, Int 14, Wis 14, Cha 16
Base Atk +7; CMB +7; CMD 23
Feats Deepsight, Deft Hands, Extra Rogue Talent, Skill Focus (Disable Device, Stealth), Weapon Finesse,
Skills Acrobatics +15 , Acrobatics (Jump) +11 , Climb +5 , Diplomacy +13 , Diplomacy (Potentially Sexually Attracted) +14 , Disable Device +32 , Disguise +13 , Escape Artist +15 , Fly +2 , Knowledge (Dungeoneering) +12 , Knowledge (Local) +8 , Perception +17 , Perception (Trapfinding) +22 , Ride +2 , Sense Motive +10 , Sleight of Hand +19 , Stealth +21 , Swim -3 , Use Magic Device +16
Languages Celestial, Common, Draconic, Elven
SQ celestial language, celestial resistance, charmer, peerless maneuver, resistance to acid 5, resistance to cold 5, resistance to electricity 5, skilled, snap shot, spell-like ability, stats, trapfinding, trap spotter
Combat Gear potion of cure serious wounds (3), potion of invisibility (3), potion of reduce person (3); Other Gear mithral shirt +2, crossbow, light +2, rapier +1 (adamantine), amulet of natural armor +1, headband of alluring charisma +2, ring of feather falling, ring of protection +1, belt of incredible dexterity +2, cloak of resistance +2, efficient quiver, handy haversack, outfit (entertainer's/leather), bolts, crossbow (10) (10), disguise kit, masterwork thieves' tools (4), outfit (explorer's), thieves' tools (3)
SPECIAL ABILITIES
Celestial Language (Ex) Aasimars speak Celestial.
Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Charmer (Ex) 3/day, the rogue can roll two dice while making a Diplomacy check, and take the better result. She must choose to use this talent before making the Diplomacy check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.
Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Crippling Strike (Ex) You can sneak attack opponents with such precision that your blows weaken and hamper them. An opponent damaged by one of your sneak attacks also takes 2 points of Strength damage.
Darkvision See in the dark up to 60 ft.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Evasion
Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 14.
Peerless Maneuver (Ex) 3/day, a rogue with this talent can roll two dice while making an Acrobatics check, and take the better result. She must choose to use this talent before making the Acrobatics check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Rogue ~ Uncanny Dodge Tracker
Skilled (Ex) Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Snap Shot (Ex) A rogue with this talent may treat her initiative roll as a 20 for a surprise round, regardless of her initiative, but she may only take an attack action with a ranged weapon. Her normal initiative roll is used in subsequent rounds. If two or more rogues possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If a rogue is prevented from acting in the surprise round, this talent has no effect.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 5d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Spell-Like Ability (Sp) Aasimars can use daylight 1/day as a spell-like ability.
Stats +2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Trapfinding (Ex) You add +5 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Trap Sense (Ex) You gain a +3 bonus on Reflex saves made to avoid traps, and a +3 dodge bonus to AC against attacks made by traps.
Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
| Micah Haynes |
Thanks for the extra time! All my purchases are done (and updated in the profile), and my spellbooks are set (except I need to make time to type them into the profile). I added some background...it's a little bit general but that's largely to keep it easy to connect with the other players. My description is still in outline form but I'll flesh that out some more tomorrow.
| Micah Haynes |
alright- I think I'm done...
I've update my fluff (particularly the appearance/personality), and added a link (in the 'spells' spoiler) to my spellbooks. I didn't choose prepared spells yet but that was an intentional decision- if the party has been together for a while the spells I prepare would be based on what other casters have and what the party needs. If you notice anything else missing please don't hesitate to say so and I'll address it asap.
Micah definitely fills the arcane role, though he has a little bit of divine magic (and his understanding of the fundamental underlying principles of magic allow him to use all manner of wands/scrolls/etc pretty reliably). He sees himself very much as a priest of Nethys (and I'm more than willing to have some official connection to the church if that's something the DM would like to do).
| ElegantlyWasted |
Also for consideration is Yarp of Tipcradle.
I'm going to alter him later today; he'll have three more levels of Cavalier, he will be Order of the Sword instead of Dragon, and he will have three less levels of Golden Legionnaire.
| GM Banesama |
A shoutout to RHMG Animator for organizing the characters for easy lookups. I might of missed a few if I had to go through all of them.
I've skimmed through the characters so far and will start to look into them more thoroughly now. I hope to have the final decision Monday, Tuesday at the latest. I'll post the selections here and send out individual messages too.
*lol... I find it funny, only one Cleric entry though there are some Bard/Oracle entries.
| Avoron |
*lol... I find it funny, only one Cleric entry though there are some Bard/Oracle entries.
Let's not forget our resident witch! She can juggle healing wands and scrolls with the best of them.
Jesse Heinig
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*lol... I find it funny, only one Cleric entry though there are some Bard/Oracle entries.
The first three PBP games I played in here I played a cleric, because nobody else wanted to. Nobody wants to play the cleric, but that means it's almost a sure-fire way to get a spot.
(Also, that's why I didn't make a cleric; I'm kind of sick of doing it.)
| GM Banesama |
GM Banesama wrote:*lol... I find it funny, only one Cleric entry though there are some Bard/Oracle entries.Let's not forget our resident witch! She can juggle healing wands and scrolls with the best of them.
Don't worry. I remember the witch.