
EltonJ |

ok. So we won't be able to upgrade what we have then?
You can upgrade them. I'm just making the magic shoppes rarer than they are in 4e. In most places, it works like the Dreaming Apothecary in Ptolus. You go into a shop that has connections, you make a request, and your contacted about your magic weapon. :)
Simple as pie. :)

Rednal |
1 person marked this as a favorite. |

All right, here's my first submission. ^^
Sariel
Female Aasimar Summoner (Master Summoner) 7
NG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 56 (7d8)
Fort +4, Ref +5, Will +8
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4/19-20)
Spell-Like Abilities (CL 7th; concentration +14)
. . 12/day—summoning mastery
Aasimar Spell-Like Abilities (CL 7th; concentration +14)
. . 1/day—create water
Summoner (Master Summoner) Spells Known (CL 7th; concentration +14):
. . 3rd (3/day)—dimension door, greater invisibility
. . 2nd (5/day)—glitterdust (DC 19), haste, invisibility, summon eidolon
. . 1st (6/day)—grease, lesser rejuvenate eidolon, mage armor, shield, unfetter (DC 18)
. . 0 (at will)—conjurer's toolbelt, detect magic, guidance, mage hand, open/close (DC 17), read magic
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Statistics
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Str 11, Dex 12, Con 10, Int 14, Wis 12, Cha 25
Base Atk +5; CMB +5; CMD 16
Feats Augment Summoning, Eschew Materials, Extra Evolution[UM], Improved Initiative, Superior Summoning[UM]
Traits reactionary, sacred touch
Skills Appraise +3, Bluff +8, Diplomacy +16, Fly +5, Intimidate +8, Knowledge (arcana) +8, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (religion) +9, Perception +5, Ride +5, Sense Motive +3, Spellcraft +10, Use Magic Device +15; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic, Elven
SQ eidolon link, lesser eidolon, life link, maker's call, share spells with eidolon
Combat Gear wand of cure light wounds, wand of cure light wounds; Other Gear silken ceremonial armor, dagger, cloak of resistance +2, headband of alluring charisma +4, summoner's kit, 1,960 gp
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Celestial Summoner A Celestial Summoner's allies hail from the heavenly realms in a way that other Summoners can't quite match, and gain the ability to summon new allies. This replaces the standard Summon Monster list.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gain Sustenance from Sunlight Standing in the sun for half an hour is equivalent to a meal.
Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on. The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Maker's Call (1/day) (Su) Eidolon teleports to an adjacent square, as dimension door.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Summoning Mastery IV (12/day) (Sp) You can summon monsters as a spell like ability, maintaining 1 even when Eidolon is summoned.
Superior Summoning When summoning more than one creature, summon an extra one.
Quadruped
NG Small outsider
Init +3; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 18, touch 14, flat-footed 15 (+3 Dex, +1 size, +4 natural)
hp 30 ()
Fort +3, Ref +6, Will +1
Defensive Abilities evasion
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Offense
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Speed 40 ft.
Melee bite +4 (1d4)
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 11, Int 9, Wis 10, Cha 11
Base Atk +3; CMB +2; CMD 15 (can't be tripped)
Feats Alertness, Stealthy
Skills Acrobatics +4, Bluff +4, Climb +1, Disable Device +10, Disguise +1, Escape Artist +6, Knowledge (planes) +12, Perception +16, Sense Motive +6, Stealth +23
Languages Common
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) No damage on successful reflex save.
Dire Rat, Dog, Dolphin, Eagle, Fire Beetle, Poisonous Frog, Pony (Horse), Viper (Snake)
Summon Monster II:
Faun, Flumph, Grig, Pseudodragon
Summon Monster III:
Agathion (Silvanshee), Angel (Cassisian), Archon (Harbinger), Archon (Lantern), Azata (Lyrakien), Blink Dog, Faerie Dragon, Foo Dog, Triton
Summon Monster IV:
Agathion (Bishop), Archon (Hound), Domovoi, Dryad (CR 3), Eagle (Giant), Pegasus, Unicorn, Pixie
Summon Monster V:
Genie (Djinni), Lar, Agathion (Vulpinal), Azata, Bralani, Giant (Wood) , River Giant, Swan Maiden
Summon Monster VI:
Archon (Legion), Azata (Lillend), Dosojin , Fungal Nymph, Kirin , Lammasu, Nymph, Treant
Summon Monster VII:
Agathion (Avoral), Androsphinx, Angel (Movanic Deva), Archon (Shield), Cliff Giant, Couatl, Dragon Horse , Garuda , Naga (Guardian), Raelis, Shedu, Zuishin
Summon Monster VIII:
Agathion (Leonal), Angel (Monadic Deva)
Summon Monster IX:
Angel (Astral Deva), Archon (Trumpet), Azata (Ghaele), Azruverda , Giant (Ocean), Giant (Storm), Peri
*All of a Celestial Summoner's creatures are summoned with the Celestial template. Those that can understand and/or speak a language know Celestial, and use it as their primary language.
Sariel is a somewhat rare existence known as an Aasimar - a mortal with the blood of the celestial beings flowing through her body, and she maintains an intimate connection to the forces of good. It's not (quite) powerful enough to place her in the realm of the divine, or challenge any form of godly power, but it does mean that she finds it far easier to talk with the greater forces of good. More importantly, she can call them to her aid - while Sariel does know a few arcane spells, the great majority of her power revolves around the companions she can bring to her aid. Numerous celestial being stand ready to aid her at-need, led by an angelic creature known only as 'Seeker' in the mortal realm. Small, stealthy, and perceptive, he's able to investigate places before Sariel bursts in.
In recent times, she's been drawn to rumors of cultists that worship Bhaal and his vicious spawn - Sariel firmly believes that she has a responsibility to use her powers well, and that means going out to strike evil instead of holding back and allowing it to act first. This is her primary motivation in life, and what might sound like an amusing joke for others gets a lot more serious when people realize she has a small army of holy outsiders backing her...
Socially, however, she's quite friendly to anyone who isn't outright evil. More than slightly charming, she actually prefers to talk things over and negotiate for solutions instead of immediately resorting to force... and goodness knows that she's very charming when she wants to be. She'll go quite far out of her way in order to help a friend, too.

AdamWarnock |

Presenting Pandora "Slip" McGee. Stats are peliminary, but I think I'm okay with the equipment.
Half-Elf Rogue 7
CG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 16 (+6 armor, +5 Dex, +1 dodge)
hp 52 (7d8+14)
Fort +4, Ref +10 (+2 bonus vs. traps), Will +2; +2 vs. enchantments
Defensive Abilities evasion, trap sense +2, uncanny dodge; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 returning dagger +11 (1d4+2/19-20) and
. . masterwork rapier +11 (1d6+1/18-20)
Special Attacks sneak attack +4d6
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 14, Int 11, Wis 10, Cha 14
Base Atk +5; CMB +6; CMD 22
Feats Acrobatic, Alertness, Dodge, Point-Blank Shot, Quick Draw, Skill Focus (Acrobatics), Weapon Finesse
Traits acrobat, stealthy escape
Skills Acrobatics +21, Bluff +7, Climb +7 (5 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Diplomacy +10, Disable Device +20, Disguise +12, Escape Artist +12, Fly +7, Perception +15, Perform (dance) +9, Perform (sing) +8, Perform (wind instruments) +8, Sense Motive +12, Sleight of Hand +13, Stealth +15; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, rogue talents (combat trick, fast stealth, finesse rogue), trapfinding +3
Other Gear +2 mithral chain shirt, +1 returning dagger, masterwork rapier, burglar's bracers, handy haversack, hat of disguise, headband of inspired wisdom +2, cracked dark blue rhomboid ioun stone, ioun torch ioun stone, bedroll, blanket, chalk (5), grappling hook, Flute, silk rope (50 ft.), trail rations (4), waterskin (2), 432 gp, 3 sp, 5 cp
--------------------
Special Abilities
--------------------
Acrobat When doing an accelerated climb, penalty is reduced to -2.
Burglar's bracers (1/day) Transforms into mwk thieves tools. Activate to take 10 on Disable Device despite danger.
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.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
A half-elf, and a mischievous one at that, stood out, and the old matron in charge of the place was a believer in the adage the nail that sticks out gets hammered down. She hammered at Pandora for several years, but failed to even reign her in even a little. Determined to break her once and for all, she stopped feeding her, and forbade the others from sharing their serving of slop with her.
The plan spectacularly backfired. Driven by stubborn pride and hunger, Pandora began to steal fruit and bread from the merchants in the main square. When the orphanage matron found out, she went to beat Pandora within an inch of her life. Much to her shock, she found that the half-elf was quick and had an eye for a person's weaknesses. The matron was sent to the ground clutching her belly while little Pandora slipped away.
The next several years were hard, but for the first time in her life, Pandora was happy. She grabbed what she needed and honed her skills in the chases that almost always followed. The other urchins and the merchants began to call her Slip for her penchant for slipping through by the narrowest of margins.
But she wasn't like many other thieves. More often than not, she went hungry after giving most of her ill gotten gains to other children more in need of a good meal than her. Despite the hardships, and the ever present threat of getting caught, Pandora enjoyed the times she was able to test herself and perhaps help others. Maybe the guards and the merchants saw the heart underneath the rakish exterior, or maybe she was as good as the stories were making her out to be. Either way, it didn't last.
One night, Pandora awoke, mostly naked and tied up in a dank cell underground. The thieve's guild, as it turned out, had kept an eye on her. The guildmaster, a sadist and a womanizer gave her an option of either joining the guild, or joining him in bed. Pandora choose to join the guild, and for the second time in her life, kept misery as a constant companion.
She did many things she wasn't proud of over the next three years, but she swiftly became one of the guild's go-to burglars and the pride of the guildmaster. Unfortunately for him, he didn't take into account how good Pandora had become, and how much she knew. One night, she made off with several valuable items, including the guildmaster's prized dagger, before letting the city guard into the guild's main hall.
It's been two years since then, and the care-free urchin has come back to replace the silent and wary woman that had briefly taken her place, but with her skills and the coin from her greatest slip, Pandora hopes to avoid catching the eyes of anymore unsavory types and is trying to stay, mostly, on the straight and narrow.

Arrack Stormbringer |

AdamWarnock |

Half-Elf Rogue 7
CG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16 (+6 armor, +5 Dex)
hp 52 (7d8+14)
Fort +4, Ref +10 (+2 bonus vs. traps), Will +2; +2 vs. enchantments
Defensive Abilities evasion, trap sense +2, uncanny dodge; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 returning dagger +11 (1d4+2/19-20) and
. . masterwork rapier +11 (1d6+1/18-20)
Special Attacks sneak attack +4d6
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 14, Int 11, Wis 10, Cha 14
Base Atk +5; CMB +6; CMD 21
Feats Acrobatic, Alertness, Point-Blank Shot, Precise Shot, Skill Focus (Acrobatics), Weapon Finesse
Traits acrobat, stealthy escape
Skills Acrobatics +20, Bluff +7, Climb +7 (5 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Diplomacy +9, Disable Device +19, Disguise +12, Escape Artist +12, Fly +7, Knowledge (local) +8, Perception +15, Perform (dance) +8, Perform (sing) +8, Perform (wind instruments) +8, Sense Motive +11, Sleight of Hand +13, Stealth +15; Racial Modifiers +2 Perception, rogue talents (expert leaper, fast stealth, finesse rogue)
Languages Common, Elven
SQ elf blood, trapfinding +3
Other Gear +2 mithral chain shirt, +1 returning dagger, masterwork rapier, burglar's bracers, handy haversack, hat of disguise, headband of inspired wisdom +2, cracked dark blue rhomboid ioun stone, ioun torch ioun stone, bedroll, blanket, chalk (5), grappling hook, Flute, silk rope (50 ft.), trail rations (4), waterskin (2), 432 gp, 3 sp, 5 cp
--------------------
Special Abilities
--------------------
Acrobat When doing an accelerated climb, penalty is reduced to -2.
Burglar's bracers (1/day) Transforms into mwk thieves tools. Activate to take 10 on Disable Device despite danger.
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.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Expert Leaper (Ex) Always has a running start for jump checks, and can negate the first 20 ft of a fall.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
A half-elf, and a mischievous one at that, stood out, and the old matron in charge of the place was a believer in the adage the nail that sticks out gets hammered down. She hammered at Pandora for several years, but failed to even reign her in even a little. Determined to break her once and for all, she stopped feeding her, and forbade the others from sharing their serving of slop with her.
The plan spectacularly backfired. Driven by stubborn pride and hunger, Pandora began to steal fruit and bread from the merchants in the main square. When the orphanage matron found out, she went to beat Pandora within an inch of her life. Much to her shock, she found that the half-elf was quick and had an eye for a person's weaknesses. The matron was sent to the ground clutching her belly while little Pandora slipped away.
The next several years were hard, but for the first time in her life, Pandora was happy. She grabbed what she needed and honed her skills in the chases that almost always followed. The other urchins and the merchants began to call her Slip for her penchant for slipping through by the narrowest of margins.
But she wasn't like many other thieves. More often than not, she went hungry after giving most of her ill gotten gains to other children more in need of a good meal than her. Despite the hardships, and the ever present threat of getting caught, Pandora enjoyed the times she was able to test herself and perhaps help others. Maybe the guards and the merchants saw the heart underneath the rakish exterior, or maybe she was as good as the stories were making her out to be. Either way, it didn't last.
One night, Pandora awoke, mostly naked and tied up in a dank cell underground. The thieve's guild, as it turned out, had kept an eye on her. The guildmaster, a sadist and a womanizer gave her an option of either joining the guild, or joining him in bed. Pandora choose to join the guild, and for the second time in her life, kept misery as a constant companion.
She did many things she wasn't proud of over the next three years, but she swiftly became one of the guild's go-to burglars and the pride of the guildmaster. Unfortunately for him, he didn't take into account how good Pandora had become, and how much she knew. One night, she made off with several valuable items, including the guildmaster's prized dagger, before letting the city guard into the guild's main hall.
It's been two years since then, and the care-free urchin has come back to replace the silent and wary woman that had briefly taken her place, but with her skills and the coin from her greatest slip, Pandora hopes to avoid catching the eyes of anymore unsavory types and is trying to stay, mostly, on the straight and narrow.

Vrog Skyreaver |

Apologies. Last Saturday was my birthday, so my friends kidnapped me away from everything for a roadtrip to Colorado. It was fun, but I have a ton of stuff to get finished, including getting my bard (thundercaller archetype) child of talos built. I'll be able to heal as well as blow stuff up. I'll get him statted up and posted today.