Evil_DM_Keddah's Kingmaker (Inactive)

Game Master Keddah

Dramatis Personae
Felix - Johund - Luthian - Ratna - Yzgar - Maren

Oleg's Outpost


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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

@Joseph Salts, although its not amazing mechanically the prophesied trait would reflect your background well.

@ElterEgo the GM is diverging but I know in the baseline adventure path but in it you work together to build one.
I know a good bit about the River Kingdoms, you can find out about them by searching it on the Pathfinder Wikis but its a bunch of rising and falling Petty Kingdoms with a few traditional laws. The biggest is Daggermark which is well established with a strong military force and excellent assassin and poisoners guilds. They've got heavy cavalry which is rare for the area. Mivon was settled by people fleeing Rostland and have swordlords of their own. Theres a kingdom run by pirates, another by a black knight style figure, another by a former pit fighter... oh and lets not forget Razmir on thefar side of the River Kingdoms which had conqueered a few others and is led by the Living God Razmir who has achieved immortality by completing the challenge of the Starstone... in short they are really varied.


No man can outrun the river…

Here’s my submission, a cleric (ecclesitheurge) of Haspur, Johund Struckland. Johund is built as a healing/support character who can move as fast as the river's current. GM, I hope you don’t mind submitting a character without an alias, but I can certainly whip one up if you’d prefer.

Johund Struckland Background:

Born a bastard, the youngest of seven, Johund was raised among the thieves and ne’erdowells that stalk the Gronzi Forest of Rostland. Nomadic tribes that wandered from ridge to ridge, his were a people who survived by taking what was needed, with only passing regard for how or from whom such ill-gotten gains were procured. They camped in the southern Gronzi forest, preying upon traveling merchants and the errant Brevic woodcutter who stumbled upon their wandering campsites. The bodies were buried in shallow graves before the bloody band took flight deeper into the dense woodlands.

Following the death of one too many lumberjacks, the long arm of New Stetvan’s law began to extend east, forcing the bandits to stake their livelihood within new territory: The Stetven River. Posing as fishermen, sailors, and traders, they would seize unsuspecting vessels, kill the crew, and rebrand the ships, disguising their former identities. This life took them upriver, to the vastness of Lake Reykal, and even into the Sellen River. Times were good, and the people began to view the river as a sacred thing, adopting faith in Hanspur. For some, like Johund, that faith became a calling.

It was on Lake Reykal this “family” of cutthroats met their doom, when they attempted to overtake a fishing vessel only to find it filled with New Stetven militiamen in disguise. The bandits were slain, though some escaped into the depths of the lake where, it was presumed, they would simply drown.

But Johund prayed, and swam, and prayed. And then he sank. To hear him tell it, he drowned in those waters, but Haspur’s mercy carried him upon its swift current, to the eastern shores of the lake, and there he choked the water from his lungs, and took a breath. He stood, a new man, a man of the river, of Haspur, to serve some purpose as yet unclear.

But while Johund’s fate is uncertain, he knows he owes a debt. A debt to the relentless current, to the darkling depths and bubbling fathoms of the Lord of Lakes and Rivers.

And no man can outrun the river.

Johund Struckland statblock:

Johund Struckland
Human cleric (ecclesitheurge) of Hanspur 1 (Pathfinder RPG Advanced Class Guide 91)
CN Medium humanoid (human)
Init +1; Senses Perception +8
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 11 (1d8+3)
Fort +2, Ref +1, Will +6
--------------------
Offense
--------------------
Speed 40 ft.
Melee club -1 (1d6-1) or
. . dagger -1 (1d4-1/19-20)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel positive energy 6/day (DC 13, 1d6)
Cleric (Ecclesitheurge) Spells Prepared (CL 1st; concentration +5)
. . 1st—bless, cause fear[D] (DC 15), hedging weapons
. . 0 (at will)—detect magic, guidance, light
. . D Domain spell; Domains Water (Rivers subdomain), Travel
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 10, Int 10, Wis 18, Cha 16
Base Atk +0; CMB -1; CMD 10
Feats Selective Channeling, Toughness
Traits brigand, fast-talker
Skills Acrobatics +1 (+5 to jump), Bluff +8, Knowledge (nobility) +4, Perception +8, Profession (sailor) +8, Spellcraft +4, Swim +0; Racial Modifiers brigand
Languages Common
SQ agile feet (7/day), blessing of the faithful, current flow, domain mastery, secondary domain (rivers)
Combat Gear scroll of enlarge person, scroll of monkey fish, scroll of mount, scroll of speak with animals; Other Gear club, crossbow bolts (20), dagger, light crossbow, ioun torch ioun stone[APG], backpack, bedroll, belt pouch, box of fishing tackle (2 lb), candle (10), fishing pole, simple (1 lb), flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, 9 gp, 5 sp
--------------------
Special Abilities
--------------------
Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Blessing of the Faithful (+2 sacred bonus, 25 feet) (Su) Ally gains in close range gains +2 atk, skills, ability checks, saves or AC.
Cleric (Ecclesitheurge) Domain (Rivers) Freshwater rivers and streams are the lifeblood of both the land and your life.
Cleric (Ecclesitheurge) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Positive Energy 1d6 (6/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Current Flow (1 rounds, 7/day) (Su) As a free action, +10 ft to land or swim speed & bonus to swim.
Domain Mastery Can use normal spells to prepare from the domain list, and can choose different domain spells available each day
Selective Channeling Exclude targets from the area of your Channel Energy.


Here is Bhol Draegen, the Bloody Traitor. There will be a background story, probably tomorrow.

Statblock:

Human Barbarian (superstitious) 1
NE Medium humanoid (human)
Init +2; Senses Perception +6

Defense
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 15 (1d12+2, 1 FCB)
Fort +4, Ref +1, Will +1
Defensive Abilities
Raging: HP 18, Will +3, AC 9
Offense
Speed 40 ft.
Melee greataxe +5 (1d12 +6 /×3) (Power Attack: +4, 1d12+9) or
raging greataxe +7 (1d12 +9 /x3) (Power Attack: +6, 1d12+12)
Ranged

Special Attacks
Rage (Ex) (6/day) (Su) +4 Str, +6 Con, +2 Will, -2 AC

Statistics
Str 18, Dex 12, Con 15, Int 9, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Power Attack, Raging Vitality
Traitsauspicious tattoo, pioneer (perception)
Skills acrobatics +5, climb +8, perception +6, swim +8
Languages Common

Other Gear greataxe, 160 gp

Special Abilities
Fast Movement (Ex) +10 ft. movement speed
Rage (Ex) 6 rds/day, +4 Str, +6 Con, +2 Will, -2 AC


Kevin O'Rourke 440 wrote:
@Joseph Salts, although its not amazing mechanically the prophesied trait would reflect your background well.

The thought had crossed my mind! I'm still waiting to hear back from the DM regarding Avowed, however,before I really set myself to the flavor of the character I have in mind. A fey-oriented "warlock" slinging swarms of exploding bees (via Aether Circus, the main shape said gnome would be focused upon) does really appeal to me, but I'm not sure how I could otherwise fulfill the image.

That said, while I like the Betrothed Archetype, I don't think it's a terribly good fit for court fey, at least for my character, and definitely not for Aether Circus users.


Hmm...

Thanks Kevin. I also borrowed an Inner Sea World Guide. Now I considering a poisoner from Daggermark, sent to keep an eye on their interests.

Grand Lodge

Nigel:

Nigel Hortower
Human cavalier (knight of arnisant) 1 ( Pathfinder Player Companion: Armor Master's Handbook 5,
Pathfinder RPG Advanced Player's Guide 32)
LE Medium humanoid (human)
Init +1; Senses Perception +4 (+5 to act in surprise round, +5 to act in the surprise round)
—————
Defense
—————
AC 20, touch 11, flat-footed 19 (+6 armor, +1 Dex, +3 shield)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +0
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee battleaxe +4 (1d8+3/×3) or
lance +4 (1d8+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks challenge 1/day (+1 damage, +1 to hit or demoralize target of challenge)
—————
Statistics
—————
Str 16, Dex 12, Con 14, Int 11, Wis 10, Cha 14
Base Atk +1; CMB +4; CMD 15
Feats Mounted Combat, Pack Attack UC, Ride-by Attack, Shield Focus
Skills Acrobatics -5 (-9 to jump), Climb +1, Handle Animal +6, Intimidate +6 (+7 to demoralize target of
challenge), Knowledge (local) +4, Perception +4 (+5 to act in surprise round, +5 to act in the surprise
round), Profession (soldier) +4, Ride -1
Languages Common
SQ mount (horse named Animal Companion), order of the ennead star
Other Gear breastplate, heavy steel shield, battleaxe, lance, 60 gp
—————
Special Abilities
—————
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Ennead Star's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to hit or demoralize target of challenge.
Mount (Ex) Gain the services of a special animal companion.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Pack Attack Ally's attack allows you to take a 5-foot step
Ride-By Attack You can move - attack - move when charging mounted.

A Hell Knight in training come to bring order to a savage land by any means necessary


Think I might have to change a few things around with my character.

I am proficient with whips and took weapon finesse so I could use the scorpion whip, and planned to make trip attacks when it wasn't worth casting spells.

I thought that would work because of this:

PRD wrote:
Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.

But apparently it doesn't; the agile maneuvers would seem to be redundant otherwise (though admittedly I can see how the agile maneuvers feat would apply in some circumstances where the weapon finesse feat wouldn't).

GM: is this interpretation correct?

Since this is only a strategy for low levels I am not going to take the Agile Maneuvers feat. That would be a big waste. The weapon finesse feat applies to touch attacks so it is still useful at higher levels. But if it doesn't work for combat maneuvers I don't think I would bother. I would take something else useful at low level, like the Tribal Scars feat (assuming it can be re-themed for half-orcs).


I recently asked around at Paizocon, they seemed to encourage Agile Maneuvers being required for dex to CMB even in the case of using agile weapons--- but I think it's more of a how the GM decides it kind of thing.

Also, did you know that Tribal Scars is being reworked soon to lose the +6 HP it grants?


I guess the servers were down all day? Anyways, I'm fleshing out Hazuk's background. tl;dr is that he ended up being the only servant of a disgraced and senile nobleman who passed the torch onto him.

The Exchange

Reno Caligulis wrote:
Is this where the party is?

BIO:
Reno was born the most promising son into the house of a very proficient Plaguebringer. Dallying on the surface one night he came in the midst of a grand feast and thus got a taste for excessive partying. His ability to analyze the resulting hangover led him to realize that, if you were gonna be able to totally defile yourself in excess, you better be able to handle the consequences. This epiphany led him down a more curative path (much to his father's chagrin.) The quicker you (and your friends) recover, the faster you get back to the party-and dead people can't party...Uh, wait, can they? Nah... not interested in finding out. This curative path led him to be "asked to leave", so he left with a small fortune and set out to make his way. Reno understands there is a certain balance in life, but ultimately everyone is out for themselves. Law and chaos are inevitable...Chaos is there to keep things interesting,Law is there to simply hold the chaos in check enough to keep things functioning and cash in on it.

Cooperation is necessary-"What? They call it an adventuring party? I'm in! Besides, partying alone is for losers. I at least need someone strong enough around to haul the keg!" He has been able to thus far suspend his excesses enough to seek out the support of those who would help his grand plan-to build a small kingdom whose sole purpose is to provide an arena for gluttonous excess...pay for the party on the way in...pay for the cure on the way out. Those who are there to facilitate this are good with Reno-he knows the benefits of loyalty! Those who would get in the way of the party...well, they're better off dead (or maybe undead) anyways!


I am Regina Vermis, but will be changing my submission to Hossik Bloodman instead.

Didn't see an errata that was made in the ACG, much to my dismay.

The Exchange

Just realized I was a few days late for the party...I will stop banging your board now...Happy Adventuring Guys! *Raises a toast to all who make it

Sczarni

Backstory:

The elf nodded at the men loading the caravan, moving several scrolls of parchments towards the fat caravan master. "Ah. Master Tavvos.", he bowed down, the edge of his rapier pointing behind him. "I believe that'll be the field rations set for you." He leaned in closer, unfolding a map on a footlocker. "I would suggest that you pass by Cutthroat pass,", he said, drawing a line with his finger, "Don't let the name fool you.", he let out a smile. "I'd avoid Tymon if I were you, these days. Something riled up the bandits. If you were to pass through there,", he pointed out a small mountain pass, "the worst you're risking is a shakedown, rather than death and torture." The no-nonsense voice emanating from the elf convinced the caravan master, who passed along a hefty pouch to the elf's expectant hand. Rejoining his bodyguard, Maren tossed it into the air, and sheathed it onto his belt.

"Heh. Maren, I don't know how you can lie like this through yer teeth.", the bandit accompanying him chuckled. "Sending him right towards the gang, telling him he'll get robbed, and getting him to tip you for it.", she shook her head. "Marni, dear. I specifically never lied. Now, the bandits around Tymon were very riled last time I heard of them. Granted, that's because they're all dead. Decided to rob a Pathfinder team, of all people." Idiots., Maren shook his head. "And, as I've explained to Deadhand Rob, it's like raising sheep. Instead of skinning the merchants alive, you fleece them for a... road tax of sorts. And if the actual person asking for the road tax shows up later, you split it with him, rather than trying to kill him. Society is a malleable thing, my dear, and the better you know its laws, both written and unwritten, the better you can avoid them." He shrugged, fixing his fancy hat on his towering head. "Now let's hurry. I've got a meeting with two of the barge captains. Oh! And do remind me later to remind Captain Kaisa that she's yet to pay me for the spring."

That's just something I was thinking about for Maren - he's a freelance agent for prospering bandit gangs in Daggermark. He trades in disinformation and subterfuge.

I think I'll start him as a Swashbuckler for the first level and continue as an Investigator.


Sorry, yesterday I had a really terrible day at work and couldn't read the forums even once. I'll try to do it today and get back to you all. If any submission is not finished by tomorrow don't worry we can work on them for a few more days but I won't accept any more after sunday.


Reallife is always first!


1 person marked this as a favorite.

Good morning, I'm submitting Nero, a surly bad tempered old exiled noble and worshiper of Norgorber. Right now he's a oracle with the mystery of lore but willing to change that to fit the party. And I've got to check on the sources for the feats. Submitting before I get dragged off the computer.

Hope today is better than the last.


I am the noob to pathfinder (3.5 background), and am working through creating my character. I have a few questions in regard to my character build. I am making a cleric necromancer type, deity Urgathoa. Hopefully being a strong support role within the party utilizing buffs/debuffs/minions. I have run into a few things I am uncertain about. Any help will be much appreciated.

I am also a noob to the site, I apologize for not citing specific things, I am still trying to learn proper formatting techniques.

@ DM_Keddah,
1) will you allow the Agent of the Grave prestige class? Yes or no determines how I will hash out the build.
2) will you allow the exalted of the society trait? I'm not sure where it's from I saw it online. Also saw it was a faith trait.. problematic if I want the sacred conduit trait as well.
3) I have seen some variable interpretations of the Undead Master feat. Under your interpretation, would you allow the feat to also include the max HD controlled via animate dead?

@ anyone
1) Magic (divine) domain, divine vessel ability, the wording is throwing me off. If I cast the bless spell could I use the ability? Or only spells which specifically target me (so not spells that have an effect on multiple creatures)? Personally I interpret it the second way, but I am not sure.
2) the text of versatile channeling has me confused if I can even take it at all (alignment). Can I, and if so would it even be worth it?
3) I am trying to decide between the Undead Lord archetype which nets me some bonuses including a minion from level one. The minion does not scale well however. The other option is choosing the Death(undeath) and Magic(divine) domains. Depending on the answer to question 1, the latter choice becomes a little more or a little less useful.

Any other ideas that could help the build process (domains, feats, etc) would be very helpful.

Sorry for all of the confusion. I am a quick learner and will get the hang of this in short time I am sure.


@Lord Brutus
1) This is the area that Bless affects: Area:The caster and all allies within a 50-ft. burst, centered on the caster. You quite literally target yourself so yes, it should. But, in this game, I'm not the DM so there's that ;)
2) The feat Versatile Channeler says this: Note: This feat only applies to necromancers, neutral clerics who worship neutral deities, or neutral clerics who do not worship a deity. So a cleric of Urgathoa can't take Versatile Channeler.
3) Domains are powerful, but having the ability to raise a minion AND get Command Undead as a bonus feat is a definite boon. If you plan on being a dedicated necromancer, going for Undead Lord is definitely a good idea. If you want to be more of an allround support caster, the Magic (Divine) domain might be a bigger boon up to lvl5-6.

I'd go Undead Lord over two domains if you are dedicated to the idea of being a master divine necromancer.

edit: as for feats and other bits, make sure you're useful in most situations. Having STR 14 and a shield or reach weapons means you won't be wasting rounds doing nothing. Taking the 'Scribe Scroll' feat means you'll be able to cast more spells and or have a ton of utility spells for when the situation requires them.


Thank you for your speedy response. Hopefully DM_Keddah can clarify on question #1. The more I think about it though, 15' isn't that far, especially if I don't plan on being that close to melee. Thanks again Solicitor!


BACKGROUND:

Strong, to crack open the shell of knowledge.
Wise, less I be fooled, for I do the fooling.
Chubby, a sign of a true connoisseur.
Intelligent, to better unravel the threads that lead to secrets.
Charming, so others willingly share all they have with me.
Hungry, thirsting ever more for more.

Hazuk is a typical Rostlander in that he's a cheerful outgoing man who is prone to smiling. That's where the typicality ends. Born into a has-been family with long-faded claims to greatness, Hazuk grew up wanting for little. This changed after his father died during a hunting accident and his senile grandfather became the family patriarch. His mother moved out, back to her family and Hazuk spent the last years of his adolescence with a wandering mind as his only companion. It was then that troubling revelations revealed themselves to him in the form of the inane ramblings of an old man. Of a cache of books on old Brevoyan secrets. Of secret societies that plotted and conspired. Of an esteemed swordlord who found power through consuming human flesh. With little to no context nor any walls to bounce this craziness off on, Hazuk found himself wandering ever deeper into the inner reaches of his own mind only to stumble upon a truth. The old man wasn’t rambling. Yes, the cache of books had been long destroyed. That esteemed swordlord was long dead. And indeed, powerful people had conspired against his grandfather and caused the fall of his noble lineage into poverty and irrelevance.

Perhaps the typicality of Hazuk being a true Rostlander didn’t end at him being cheerful. Pride took over. The name of his lineage ought to be restored. A thirst for vengeance seethes within the plump man. No, a Brevoyan swordlord he was not. But what he lacked in skill at arms he makes up for with wit, guile and intellect. And a complete lack of scruples.

Knowing that no one man can achieve something far greater than himself, Hazuk has volunteered to be part of a band set out to reclaim the Stolen Lands. There, he will fight to rebuild not just Brevoy, but also his family name. And to gain power. And strength. To uncover the secrets of his family’s downfall. Its old enemies. And how to seek vengeance.


Well, here goes. Lord Brutus submitting Lhiiara Darkstar. Still hashing out equipment, spells, and a background. I hope no one minds if the background is short and sweet (evil) as I am new to pathfinder and have only recently started reading up on lore.

Let me know if I messed anything up or missed anything, I feel like I have.


BACKGROUND:
Life was hard for a young orphan girl growing up in the slums of Restov. Pilfering and begging for whatever scraps of food she could find, which wasn't much. She was dainty and frail, and knew no skills to improve her lot in life. Then came a time when her body began to change, and with it the way people looked at her. Particularly men. She was very thin, with platinum hair, piercing eyes and a smile that left the hardiest of men feeling overwhelmingly weak.

Aye, she only had two things in her favor; the wisdom of a learned woman much her elder, and her..."charms". It wasn't long before she learned to wield the two as a great warlord would wield his mighty blade. She made a decent enough living being a "lady of the night", made even more so when she would get free food or drink from her patrons.. and some of what they left in their pockets when they were passed out from the rigorous evening. She was still a slum girl, but she didn't have to beg any more.

Everything changed one curiously dark evening when she stumbled onto something she instantly knew she shouldn't have. She had heard the rumors but thought them only that. Perhaps it was her silvered tongue, perhaps the cultists saw something in her, or perhaps The Pallid Princess was at play. Whatever the reason, she was not sacrificed. No, she was initiated. Soon her whole life revolved around The Whispering Way and her newfound dark goddess Urgathoa... and the power that came with it.

• • • • • •

Mediocrity is no longer in her mind. She seeks power, at whatever cost. She made it this far with nothing. How much further could she climb with the blessing of her goddess and the teachings of The Whispering Way? Word is political players are making moves to claim the south, handing out royal charters, titles, and land to whomever can help their patrons get a foothold. This could be a great opportunity. She knows she cannot do it alone. So she looks for like minded individuals who would help her see her vision realized.


DM_Keddah wrote:
Sorry, yesterday I had a really terrible day at work and couldn't read the forums even once. I'll try to do it today and get back to you all. If any submission is not finished by tomorrow don't worry we can work on them for a few more days but I won't accept any more after sunday.

I haven't really been able to put anything together yet, but hopefully once I get home today, I can knock out Harpo Brack, Gnomish avowed, in a reasonable time frame.

Grand Lodge

Back Ground :

Nigel was sent to this mysterious benefactor in the River Kingdoms by his superiors, being a new recruit had advantages and it also had lots of draw backs. The Trip from Cheliax was very long, having to re shoe Narlex 3 times along the journey as well was less fun that it seemed.

Nigel grew up in Cheliax, his father a member of the Nail like Nigel was attempting to be come.

I honestly am having a tough time with a background that is relatively unique. Basically he was sent here to help bring order to the wilderness and to establish a hold for Cheliax and the Hell Knights here. The follows the Laws of his land and those who break them will be punished.


The Lion Cleric here, with my diabolically plotting Swashbuckler. The backstory is a far mile from what I'd consider my finest work, but I hope it relays the concept of the character. I've had to rush it, since work's been a bit hard this couple of days.

One diabolical shadow advisor, reporting for duty!


Regina Vermis wrote:
I recently asked around at Paizocon, they seemed to encourage Agile Maneuvers being required for dex to CMB even in the case of using agile weapons--- but I think it's more of a how the GM decides it kind of thing.

Hmm.... Agile maneuvers would allow you to use DEX for a combat maneuver with a one-handed or two-handed weapon, so even if weapon finesse did allow this it wouldn't cover everything that Agile Maneuvers would.

Regina Vermis wrote:
Also, did you know that Tribal Scars is being reworked soon to lose the +6 HP it grants?

Really? :( That's the main reason for taking it.


Harpo Gacks:

Male Gnome Avowed 1

HARPO GACKS CR 1/2
TN Small Humanoid (gnome)
Init +1; Senses Low-Light Vision; Perception +5
===== Defense =====
AC 12, touch 12, flat-footed 10;
hp 10 (1d8+2)
Fort +4, Ref +1, Will +1
Defensive AbilitiesDefensive Training (+4 AC v Giants), Illusion Resistance (+4 Will v Illusion);
===== Offense =====
Spd 20 ft.,
Melee Heavy Wooden Shield +0 (1d3-1),
Ranged Aether Pulse +2 (1d6)
Spell-Like Abilities
At will--Aether Circus (DC 17), Aether Well (DC 17), Weatherproofing
1/day Dancing Lights, Ghost Sound (DC 15), Prestidigitation, Speak with Animals
===== Statistics =====
Str 9, Dex 12, Con 14, Int 10, Wis 8, Cha 20
Base Atk +0; CMB -1
Feats Ability Focus (Aether Pulse)
Skills Bluff +9, Climb +1, Knowledge:Nature +6, Perception +5, Spellcraft +6, Stealth +9, UMD +9
Languages Common, Gnome
SQ Explorer, Gnome Magic, Weapon Familiarity
Combat Gear Heavy Wooden Shield, Studded Leather Armor; Other Gear 268 GP ===== Special Abilities =====
Court Fey Pact Attunement (Su) Attunement:
As an immediate action when a melee
attack is made against you, you can use fey magic to
misdirect it. You must be aware of the attack to use
this ability. Make a melee or ranged attack roll at your
highest bonus with a weapon you are wielding. If you
make a ranged attack roll, it does not provoke attacks of
opportunity. If the result is greater than the attack roll
of the melee attack against you, the attack is deflected
away from you, causing it to miss. If there is at least
one creature other than you and your attacker within
your reach, you can choose to redirect the attack to
one of them, using your opponent's attack roll. Resolve
the attack against that creature as if they had been the
initial target, even if they would normally have been
out of range.
In addition, whenever you deal damage to a creature
that is flanked (including by other creatures) or denied
their Dexterity bonus to AC, you deal additional damage
equal to your avowed level.
Court Fey Pact Sense (Su) Automatically detect the presence of illusions within 30 ft, even through walls and other barriers, but does not pinpoint location.
Aether Pulse (Sp) As a standard action, produce a ray that deals 1d6 damage for every odd caster level the avowed posses. Equivalent spell level equal to 1/2 the Avowed's Caster level (max 9th). Save DC = 10+1/2 Avowed's caster level + the avowed's Charisma modifier.
Aether Circus (Sp) Produce clusters of missiles in adjacent squares, equal to 3 plus 1 per four caster levels. Clusters travel 30ft at the end of each of your turns, taking the most direct route and avoiding walls or objects if possible. If it enters the space of a creature or object, it explodes, dealing damage to everything in the space. Creature or object can make a reflex save to avoid the missile. If successful, missile continues traveling towards target, or in a straight line if the target succeeded on a save.
Aether Well (Sp) When you use this shape, you create two Aether Wells in spaces you can see within 30 feet (including occupied spaces, or those in the air). Each well is a 5-ft square fillwed with pulsing energy, lasts for 1 minute. A creature that enters or begins its turn in one of these squares takes damage, though the creature can only be affected once per round. A successful Will save halves this damage. At CL5 and every five thereafter, the number of wells you can create increases by one. Aether wells do not prevent the use of other shapes alongside them.
Weatherproofing (Sp) You grant an ally an endure elements effect and protection from your area aether pulses

His stat block is, I think, finished, though I've yet to select traits.

As far as personality, while he's true neutral, he'll definitely stray towards the chaotic, for benign mischief, at least. His actions may also tend towards evil, with the Unseelie Court guiding his hand, though he recognizes allies as resources, at the very least, towards the goals his patron has set forth for him, and maybe friends, at best.

As far as specific background, I'm still working on it. I need to read up on the area a bit, I don't remember nearly as much as I had hoped to. I'll get something up, I hope, by the end of the night!

Unfortunately, I never received a response regarding Avowed, so it may all be for naught, anyway.


Okay, let's see if I have everyone accounted for:
Unnamed - Human Antipaladin (Tyrant/Iron Tyrant) - by Seth86
Unnamed - Half-elf Unchained Rogue (Knife fighter) - by Oniwaban
Bulvi Magnusson - Human Fighter - by Kevin O'Rourke 440
Esctancia Silvertree - Elf Wizard - by Jovich
Yzgar the Runt - Half-Orc Sorcerer (Serpentine) - by Peet
Felix "Lucky Gits" Season - Half-orc Bard (Archaelogist) - by Helikon
Grishnak Strongaxe - Half-orc Skald (Warlord) - by BeastMasterFTW
Durin Thundergut - Dwarf Alchemist (Homunculist) - by william Nightmoon
Ratna "Rat" Mahajan - Human Oracle (Intrigue) - by OllieTwist
Hazuk - Human Cleric of Norgorber - by Solicitor
Dorio Ice - Human Wizard (Conjurer) - by The Sesquipedalian Thaumaturge
Reno Caligulis - Ratfolk Alchemist (Chirurgeon) - by VoodooMonkey
Victor Thorne - Human Slayer (Vanguard) - by Gummy Bear
Marda - Human Shamana (Speaker for the Past) - by Brainiac
Garen Neverwin - Human Swashbuckler - by meeko
Bjorn Blackice -Human Fighter (Siegebreaker) - by Brain_in_a_Jar
Johund Struckland - Human Cleric of Hanspur (Ecclesitheurge) - by Something Wicked
Bhol Draegen - Human Barbarian (Superstitious) - by HedwickTheWorldly
Nigel Hortower - Human Cavalier (Knight of Arnisant) - by Raltus
Hossik Bloodman - Dwarf Inquisitor of ? - by Kroama
Nero Vashnarstill - Human Oracle (Dual-cursed) - By John Gs
Lhiiara Darkstar - Human Cleric of Urgathoa (Undead Lord) - by Lord Brutus
Maren Azurill - Elf Swashbuckler (Inspired Blade) - by Evgeni Genadiev
Harpo Gacks - Gnome Avowed - by Joseph Soltz.

The forum isn't working on my desktop and I'm having to read it on my phone so it may take me some time but I will get back to all of you so I can fill the party by the weekend.

That's really a lot of great submissions. Thanks everyone who showed interest.


Lord Brutus wrote:

@ DM_Keddah,
1) will you allow the Agent of the Grave prestige class? Yes or no determines how I will hash out the build.
2) will you allow the exalted of the society trait? I'm not sure where it's from I saw it online. Also saw it was a faith trait.. problematic if I want the sacred conduit trait as well.
3) I have seen some variable interpretations of the Undead Master feat. Under your interpretation, would you allow the feat to also include the max HD controlled via animate dead?

Sorry it took me so long to answer.

1) The prestige class is allowed.
2) The trait is allowed but you can't take two faith traits.
3) The feat specifies it only increases your caster level for the HD of undead animated, I'd rule it doesn't increase the controlled HD.


So i decided on a name

Iron Tyrant:

Luthian
Male human antipaladin (iron tyrant, tyrant) 1 (Pathfinder Player Companion: Armor Master's Handbook 4, Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Ultimate Intrigue 64)
LE Medium humanoid (human)
Init +3; Senses Perception -1
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee spiked gauntlet +3 (1d4+3)
Special Attacks smite good 1/day (+3 attack and AC, +1 damage)
Antipaladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect good
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 12, Wis 9, Cha 16
Base Atk +1; CMB +1; CMD 15
Feats Piranha Strike, Weapon Finesse
Traits fiend blood, secret keeper [divanth]
Skills Acrobatics -1 (-5 to jump), Bluff +7 (+10 when opposed by Sense Motive roll), Diplomacy +7, Handle Animal +7, Intimidate +7, Knowledge (planes) +6, Knowledge (religion) +5, Profession (soldier) +3
Languages Common, Infernal
Other Gear breastplate, spiked gauntlet, bedroll, belt pouch, canteen[UE], flint and steel, hemp rope (50 ft.), holy text (Archdevils)[UE], masterwork backpack[APG], mess kit[UE], soap, torch (10), trail rations (5), wooden holy symbol of Archdevils, 34 gp, 18 sp
--------------------
Special Abilities
--------------------
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons.
Smite Good (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

The Exchange

Do you allow the additional traits feat? And on that note, is Signature Moves available?


Ok, it's been really difficult trimming the list down to this, I want to thank everyone for their amazing submissions and be sure if we lose someone to RL (as usually happens in my experience) you'll be the first I'll ask to come in.

The party will be composed of six characters.

  • Luthian by Seth86
  • Felix "Lucky Gits" Season by Helikon
  • Yzgar the Runt by Peet
  • Maren Azurill by Evgeni Genadiev
  • Johund by Something Wicked
  • Ratna "Rat" Mahajan by OllieTwist.

    I've tried to mix people with lots of post and people newer to the forums to give them a chance. Hope we all enjoy the game

    Come over here, please


  • 1 person marked this as a favorite.

    Happy gaming to everyone chosen! I do like all of your characters, especially Johund and Maren. I was secretly rooting for you.


    Good gaming, everyone!

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