GM Arkwright |
Wotcher. Time for another PBP.
Trimmed down this adventure (Curse of the Riven Sky) for a game that never happened, figured why let it go to waste. I'll be recruiting four PCs for this module. Might do more afterwards if everyone is still interested. Game will be played PBP using Google Drawings for maps. No particular statement at this time when recruitment will close, probably when I have four applications I like.
20 point buy
Max hitpoints at first level, average rounded up therafter
Core races
Any paizo-made material on d20pfsrd is allowed, excluding Occult and Unchained. My homebrew is also permitted- Mystic Sage, Mystic Warrior, Dawn Dancer, Sound Striker, White-Haired Magus
Some backstory and personality would be nice, at least a paragraph of the former and a sentence of the latter.
Any alignment capable of working together as a party is fine.
2 traits, one can be any relevant campaign trait, no drawbacks
Standard WBL
No crafting
No leadership
If enough complain/ask I may open up allowable races and permit Path of War.
pauljathome |
I submit Sir Haldern for your consideration.
Sir Haldern is a Shining Knight of Ioemedae who consantly travels with his Griffon mount, friend and confidante Jensal.
I hope that its ok if I only create an alias if I get chosen.
While I was growing up as a younger son of a minor noble family in Taldor nothing could have been further from my mind than becoming a Holy Warrior of the Inheritor. I was a shallow boy, I enjoyed life far too much. While always a long way from evil I was a selfish fool far more concerned with my own pleasures than I was with helping others. Oh, my family made sure that I learned how to use a sword and ride a horse but I preferred to use the sword to roast sausages over an open fire than to fight bandits.
I imagine that you're all expecting me to now relate some tragic melodrama where I saw the light when my family was slain by bandits or the like. But no, the truth is more prosaic than that, and much more wonderful.
I fell in love. With Salistra, a highly devout follower of Ioemedae. At first I just pretended to worship Ioemedae as a way of getting closer to her. But, little by little, I found himself transformed and embracing the doctrine of the Inheritor. The world was, in some ways, an ugly place and I could make a difference. In short, I grew up.
Salistra and I are now happily married and have 2 wonderful, wonderful children. While I hope that I will live to see them grow up to become adults I cannot shirk my duty and the danger that goes with it.
My greatest friend, after Salistra of course, is Jensal, the mount that My Lady chose to give me. He would gladly die for me and I for him. He is fierce in battle but gentle in nature. He is the godfather to my children.
There are vestiges of his childhood. He loves fine clothing, he hates to be dirty, he likes good food and wine. He likes a jest and appreciates art of all kinds.
He is absolutely faithful to his wife although that doesn't stop him from politely flirting with women.
He will try and solve conflicts without fighting if that is an option but has no truck with evil doers. If he thinks somebody can be redeemed he'll offer to let them surrender but if they refuse then their deaths are out of his hands.
Sir Haldern
Human (Taldan) paladin (shining knight) 11 (Pathfinder RPG Advanced Player's Guide 117)
LG Medium humanoid (human)
Init +1; Senses Perception -1
Aura courage (10 ft.), resolve (10 ft.)
--------------------
Defense
--------------------
AC 28, touch 12, flat-footed 27 (+11 armor, +1 deflection, +1 Dex, +1 natural, +4 shield)
hp 114 (11d10+44)
Fort +16, Ref +11, Will +14; +1 trait bonus vs. evil outsider's spells and effects
Immune charm, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +17/+12/+7 (1d4+6/19-20) or
. . inheritor's light +18/+13/+8 (1d8+7/19-20) or
. . war lance +20/+15/+10 (1d8+12/×3)
Ranged +1 composite longbow +13/+8/+3 (1d8+7/×3)
Special Attacks channel positive energy 5/day (DC 20, 6d6), knight's charge, smite evil 4/day (+5 attack and AC, +11 damage)
Paladin Spell-Like Abilities (CL 11th; concentration +16)
. . At will—detect evil
Paladin (Shining Knight) Spells Prepared (CL 8th; concentration +13)
. . 3rd—heal mount, litany of escape[UC]
. . 2nd—inheritor's smite, light lance[APG]
. . 1st—divine favor, hero's defiance[APG], liberating command[UC], lesser restoration
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 14, Int 10, Wis 9, Cha 20
Base Atk +11; CMB +17; CMD 29
Feats - Custom Feat -, - Custom Feat -, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Toughness
Traits extremely fashionable, purity of faith
Skills Acrobatics -5 (-9 to jump), Bluff +6, Diplomacy +20, Handle Animal +9, Heal +5, Intimidate +10, Knowledge (nobility) +4, Knowledge (religion) +4, Ride +15 (+20 (duration)), Sense Motive +8
Languages Common
SQ divine bond (mount), lay on hands 10/day (5d6), mercies (cursed, diseased, fatigued), skilled rider
Combat Gear adamantine arrows (10), cold iron arrows (50), inheritor's gauntlet, potion of air bubble, potion of air bubble, potion of touch of the sea, potion of touch of the sea, scroll of carry companion, carry companion, communal protection from evil, saddle surge, saddle surge, saddle surge, wake of light, weapon of awe, wand of cure light wounds (50 charges), wand of honeyed tongue (50 charges), wand of protection from evil (50 charges), wand of unwelcome halo (50 charges), alchemist's fire (3), antiplague[APG] (2), antitoxin (2), healer's kit, holy water (4), smelling salts[APG], tanglefoot bag (2); Other Gear +2 full plate, +2 consecrated heavy steel shield, +1 composite longbow (+6 Str), inheritor's light, war lance, dagger, amulet of natural armor +1, belt of giant strength +4, cloak of resistance +2, headband of alluring charisma +4, knight-inheritor’s ring, sleeves of many garments[UE], banner, complex[UE], bedroll (2), belt pouch, dandy brush, earplugs[APG], flint and steel, folding pole[UE], grappling arrow[UE] (3), grappling hook, masterwork backpack[APG], mess kit[UE], pot, potion sponge[ARG], potion sponge[ARG], potion sponge[ARG], potion sponge[ARG], silk rope (50 ft.), silver holy symbol of Ioemedae, smoked goggles[APG], soap, sunrod (5), torch (10), trail rations (5), waterproof bag[UE], waterskin (5), whetstone, wooden holy symbol of Iomedae, wrist sheath, spring loaded, wrist sheath, spring loaded, jewellry, including holy symbol (worth 150 gp), 73 gp, 2 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Immunity to Charm You are immune to charm effects.
Immunity to Fear (Ex) You are immune to all fear effects.
Inheritor's gauntlet (1/day) This metal gauntlet is the sort appropriate for wearing with chainmail, though versions suited for leather or full plate exist. Affixed to the wrist is a white cloth with a longsword embroidered in gold thread. Once per day, the wearer can speak a command word to give a weapon the wearer holds in that hand (or the gauntlet itself) a +1 enhancement bonus on attack and damage rolls for 1 minute. An Inheritor's gauntlet uses up the wearer's entire hands slot; the wearer can not use another item (even another Inheritor's gauntlet) that also uses the hands slot, though a matching nonmagical gauntlet is often worn on the other hand.
If Iomedae is the wearer's patron, the gauntlet lets the wearer use any sword he holds in that hand as a holy symbol. Once per day, the wearer can speak a command word and give any sword he holds the powers of an evil outsider-bane weapon for 1 minute; this effect ends if the wearer drops the sword or removes the gauntlet. If the wearer uses a finger to draw Iomedae's symbol on any solid surface, the symbol glows as brightly as a candle for 1 hour or until the wearer draws the symbol elsewhere (whichever comes first).
Construction
Requirements Craft Wondrous Item, light, magic weapon, summon monster I; Cost 1,350 gp
Knight's Charge (5 rds, DC 20) (Su) Mounted charges do not provoke AoO. If the charge attack hits the target of Smite Evil, target must save or be panicked.
Lay on Hands (5d6 hit points, 10/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Paladin Channel Positive Energy 6d6 (5/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Purity of Faith Your soul is free from impurity, and you are deeply committed to fulfilling your duties to the church. You gain a +1 trait bonus on Will saving throws and a +1 trait bonus on saving throws against spells and effects originating from an outsider with
Ride-By Attack You can move - attack - move when charging mounted.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Skilled Rider (Ex) (Su) Ride does not have an armor check penalty. Your mount gains the benefit of your divine grace class feature.
Sleeves of many garments Transform current clothes into any non-magical new form.
Smite Evil (4/day) (Su) +5 to hit, +11 to damage, +5 deflection bonus to AC when used.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Jensal
Celestial Griffon (Pathfinder RPG Bestiary)
N Large animal
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 31, touch 14, flat-footed 26 (+5 armor, +4 Dex, +1 dodge, +12 natural, -1 size)
hp 77 (9d8+36)
Fort +10, Ref +10, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion; DR 5/evil; Resist acid 10, cold 10, electricity 10; SR 14
--------------------
Offense
--------------------
Speed 40 ft/Fly 80 ft/Fly40 ft when ridden
Melee bite +11 (1d6+6 plus grab), 2 claws +11 (1d6+6)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +11, 1d6+6), smite evil
--------------------
Statistics
--------------------
Str 22, Dex 18, Con 18, Int 6, Wis 14, Cha 8
Base Atk +6; CMB +13 (+17 grapple); CMD 28 (32 vs. trip)
Feats Dodge, Eldritch Claws[APG], Lunge, Narrow Frame, Power Attack
Skills Acrobatics +4 (+8 to jump), Escape Artist +5, Fly +11, Perception +6, Ride +4 (+6 to stay in the saddle), Swim +10
SQ devotion, multiattack / extra attack
Other Gear +1 mithral chain shirt, carnivore feed (per day) (5), exotic military saddle, saddlebags
--------------------
Special Abilities
--------------------
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) No damage on successful reflex save.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Narrow Frame No attack or AC penalty while squeezing through space half your size or larger.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Smite Evil (1/day) (Su) +0 to hit, +9 to damage when used.
Spell Resistance (14) You have Spell Resistance.
GM Arkwright |
No problem, I do the same thing with aliases.
Great background, tw small nitpicks. Could you change the name of your wife to something a little more different than Calistria; I can see myself getting confused. Also, you're 11th level which is quite high, and you have two children; can I suggest making your character mid thirties or even mid forties?
Otherwise, application seems legit, approved.
Waterhammer |
I might be taking on too many games, but I think I'll put in for this.
Here's Harvan Dariksky, an Inquisitor/Sorcerer/Hellknight Signifer. I may decide to change the name to an existing alias, rather than create a new one. If selected, I mean. :)
The Maralictor decided that the child could be made into a Hellknight, so she took him back to Korvosa. There, Harvan was named and placed into a foster home. He spent his formative years under close supervision by agents of the Order. His environment and education were closely regulated. The boy was taught to appreciate structure and routine. His foster parents attend the Bank of Abadar, in Korvosa, so Harvan learned to venerate the god of cities, law, and wealth.
When, he was old enough, Harvan was taken to Citadel Vraid and began his training in earnest. There, on the practice field, Harvan's sorcerous talents first manifested. His Hellknight trainers were delighted. Signifers were always in high demand.
After completing basic training, Harvan seemed always to be posted in the most dangerous locations, he seemed to be constantly in combat. The battle-hardened sorcerer rose quickly in power, and rank.
To prove his power, Harvan defeated Xaxarok, a small, but dangerous, accuser devil.
At the moment, Harvan is a free agent, with the authority to pursue the goals of the Order of the Nail as he sees fit.
Male human (Ulfen) Hellknight signifer 6/inquisitor of Abadar 1/sorcerer 4 (Pathfinder RPG Advanced Player's Guide 38)
LN Medium humanoid (human)
Init +5; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 18 (+8 armor, +4 Dex, +1 dodge)
hp 79 (11 HD; 4d6+7d8+26)
Fort +8, Ref +9, Will +13
Resist cold 5, fire 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee +2 ghost touch adamantine halberd +10/+5 (1d10+5/×3) or
. . cold iron dagger +8/+3 (1d4+2/19-20) or
. . dagger +8/+3 (1d4+2/19-20) or
. . silver dagger +8/+3 (1d4+1/19-20)
Ranged +2 seeking composite longbow +12/+7 (1d8+3/×3)
Special Attacks judgment 1/day
Bloodline Spell-Like Abilities (CL 10th; concentration +14)
. . 7/day—minute meteors
Inquisitor Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—comprehend languages, cure light wounds
. . 0 (at will)—brand[APG] (DC 12), create water, guidance, stabilize
. . Domain Travel
Sorcerer Spells Known (CL 11th; concentration +15)
. . 5th (3/day)—teleport
. . 4th (6/day)—black tentacles, detect scrying
. . 3rd (7/day)—dispel magic, fireball (DC 17), fly, lightning bolt (DC 17)
. . 2nd (7/day)—darkvision, invisibility, knock, sonic scream[ACG] (DC 16)
. . 1st (7/day)—charm person (DC 15), disguise self, liberating command[UC], magic missile, shield, unseen servant
. . 0 (at will)—dancing lights, detect magic, detect poison, mending, message, open/close (DC 14), prestidigitation, ray of frost, read magic
. . Bloodline Starsoul
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 12, Wis 14, Cha 19
Base Atk +6; CMB +8; CMD 23
Feats Alignment Channel, Arcane Armor Mastery, Arcane Armor Training, Dodge, Eschew Materials, Expanded Arcana[APG], Greater Spell Penetration, Spell Penetration, Toughness, Warrior Priest[UM]
Traits armor expert, magical knack
Skills Acrobatics +4 (+8 to jump), Appraise +5, Bluff +8, Climb +6, Diplomacy +9, Disguise +8, Fly +9, Heal +7, Intimidate +11, Knowledge (arcana) +5, Knowledge (planes) +9, Linguistics +5, Perception +16, Ride +8, Sense Motive +10, Spellcraft +11, Stealth +9, Survival +7 (+9 to avoid becoming lost when using this), Swim +6
Languages Common, Elven, Skald, Varisian
SQ agile feet (5/day), assiduous gaze (vigilance), discern lies, Hellknight order (order of the nail[ISWG]), monster lore +2, stern gaze +1
Combat Gear oil of bless weapon (2), potion of gaseous form, wand of cure light wounds, holy water (5), oil (5), slow burn arrow (2), tangleshot arrow (3); Other Gear +2 comfort mithral breastplate, +2 ghost touch adamantine halberd, +2 seeking composite longbow (+1 Str), arrows (20), blunt arrows[APG] (10), cold iron dagger, dagger, silver dagger, belt of physical might +2 (Str, Dex), cloak of resistance +2, handy haversack, headband of mental prowess +2 (Wis, Cha), bedroll, belt pouch, blanket[APG], brush, shaving (0.1 lb), candle (5), chalk (5), charcoal stick (3), cleric's vestments, compass[APG], cup, shaving (0.2 lb), everburning torch, fishhook (5), flint and steel, hammer, ink, black, inkpen, iron spike[APG] (2), mirror, mwk manacles, noble's outfit, oldlaw whiskey (per bottle)[UE], parchment (10), pocket watch, pot, scroll case, shaving powder (one shave) (0.01 lb) (50), signal whistle, silk rope (100 ft.), silver holy symbol of Abadar, soap, straight razor (0.2 lb), string or twine[APG], tindertwig (10), torch (5), trail rations (10), vial (2), waterskin, whetstone, winter blanket, wrist sheath[UE], heavy horse (combat trained), animal harness, bit and bridle, blanket, riding saddle, saddlebags, tent, small, 491 gp, 9 sp, 3 cp
--------------------
Special Abilities
--------------------
Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Alignment Channel (Chaos) Channel Energy heals or harms outsiders of the chosen alignment.
Arcane Armor Mastery Swift action: -20% arcane spell failure due to armor.
Armor Expert -1 Armor check penalty.
Assiduous Gaze: Vigilance (3 rounds/day) (Sp) See through up to 5 feet of stone, wood or similar barriers, but not metal.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Discern Lies (7/day) (Sp) At 6th level, a Hellknight signifer can use discern lies as a spell-like ability a number of times per day equal to 3 plus his Charisma modifier. These rounds need not be consecutive. His caster level is equal to his total character level.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Inquisitor 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.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD.
Minute Meteors (1d4+2 fire damage, 7/day, DC 16) (Sp) Summon fiery column in 30 ft (5 ft wide and 30 ft high) that deals fire dam (Ref neg).
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Starsoul Dazzle foes who fail a save vs. your Evocation spells for 1 rd/spell level.
Warrior Priest +2 on concentration checks when casting defensively or grappling.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
GM Arkwright |
@Toodles- No PFS craft-feat swapping, I'll amend to allow consumable crafting.
@Josh- thanks for spotting that for me, small leftover from an old edit. I have replaced 'Arcane Grappler' with 'Arcane Stylist'.
@Waterhammer- Give me a line about Harvan's personality, and grab a rank for him, and approved. Looks good.
Authion Taurvantian |
I'd like to present Authion Taurvantian for consideration.
Male Spire Elf Ranger
CG Medium humanoid (elf)
Init +5
Senses Perception +17 (+2 vs aberrations, +4 vs. dragons, +6 vs. giants)
--------------------
Defense
--------------------
AC: 26, touch 16, flat-footed 21
HP: 93
Saves: Fort +11, Ref +14, Will +6 (+3 vs. enchantments)
--------------------
Offense
--------------------
Speed 30 ft.
Melee
. . Longsword +14/+9/+4 (1d8+4/19-20) or
. . dagger +13/+8/+3 (1d4+2/19-20) or
Ranged
. . Longbow +18/+13/+8 (1d8+1d6+3/x3, 110ft range)
Special Attacks:
Point Blank Shot: +1 to attack and damage rolls within 30ft
Rapid Shot: Make an additional attack with a bow (-2 on all attack rolls)
Manyshot: First attack on a full attack action fires two arrows. Roll once to hit for both, if successful add 1d8+1d6+3 damage. Damage resistance applies separately to these attacks.
Pinpoint Targeting: Standard action, single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.
--------------------
Statistics
--------------------
Str 14, Dex 20(18), Con 14, Int 12 , Wis 12(10), Cha 10
Base Atk +11; CMB +14; CMD 28
Feats: Point Blank Shot, weapon focus(longbow), breadth of experience, rapid shot, manyshot, quick draw
Skills: Climb +8, Handle Animal +9, Knowledge(Dungeoneering)+ 9, Knowledge(Nature) +10, Knowledge(geography) +10, Linguistics +6, Perception +17, Ride +11, Stealth +17, Survival +16, Swim +9
Languages: Common, Elven, Aklo, Draconic, Giant
Gear: Ranger’s kit(includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.) wayfinder compass, bag of holding (type II, up to 500lbs), potion of cure moderate wounds(5), potions of cure serious wounds(2), boots of levitation, belt of dexterity +2. headband of wisdom +2, amulet of natural armour +1, ring of protection +1, ring of feather falling, mount gear (+2 studded leather barding, exotic military saddle, 10 days trail feed)
Combat Gear: +3 mithril breastplate, +1 flaming composite longbow (+2 str), +1 Adamantine longsword, 120 arrows, giantbane arrows(5), dragonbane arrows(3), dagger(3)
--------------------
Special Abilities
--------------------
Favoured Enemy : Bonus on Bluff,Knowledge, Perception, Sense Motive, and Survival checks, weapon attack and damage rolls against Aberrations. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. (+2 vs. Aberrations, +4 vs. Dragons, +6 vs. Giants.)
Track: Add half level (+5) to survival checks when tracking.
Wild Empathy: +11, may influence the attitudes of animals as if using diplomacy.
Combat Style (Archery: Precise Shot, Point Blank Master (Advanced Players Guide), Pinpoint Targeting
Endurance
Favoured Terrain: Bonus on initiative, Knowledge(geography), perception, stealth and survival while in favoured terrain. (Cold environments +4, Mountainous environments +2)
Hunter’s Bond: Wolf named Dwin
Spells: 2/2/1
Woodland Stride: May move through natural undergrowth at normal speed without suffering impairment or damage.
Swift Tracker: May use survival to track while moving at normal speed without penalty, or with -10 at double speed.
Evasion No damage from effects which offer reflex save for half on successful save.
Quarry (Ex): Standard action to declare on one target within sight. +2 on attack rolls, critical threats automatically confirm. Take ten on survival to track target.
--------------------
Racial Abilities and Traits
--------------------
Mordant Heritage: You gain a +1 trait bonus on Swim checks and a +1 trait bonus on saving throws against enchantment effects.
Weathered Emissary: +1 to linguistics and survival; linguistics is always considered a class skill.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: +2 Perception
Low-light Vision
Weapon Familiarity
Envoy (Alternate racial trait): Comprehend languages, detect magic, detect poison and read magic as a spell like ability once per day.
Authion had questioned his culture for decades. The xenophobic nature and the awkward and unusual mannerisms of his people had always seemed off-putting. Truthfully, he had never felt that he belonged among those of the spire; he had no interest in hunting aboleths or lost Azlanti artifacts. His childhood lessons had been the only reprieve from the feeling of displacement. Stories of the world outside, of great battles and mythical adventures sang to his very soul. He longed to carve his own path through the annals of history and have songs sung about him.
So, after much deliberation and debate within himself, he made the decision to flee. Casting aside his ancestral mask and gathering his meagre belongings, Authion left to forge his own destiny.
Since leaving his home, Authion has become an accomplished tracker and adventurer. A prominent member of the Pathfinder society, he has earned a reputation for boldness in action. He has travelled all over Golarion; battling ice trolls and jotun in the far north, raiding blue dragon treasure-hordes among the sands of Katapesh, quelling bands of goblin raiders emerging from the chitterwood in Isger and even a tour of the worldwound. Authion is well on his way to earning his place among the heroes he worshipped in his youth.
Let me know what you think GM, and if there is anything I need to reassess.
GM Arkwright |
Authion, seems pretty legit; could I just suggest you describe in a little more detail the place Authion has made for hismelf in the world at level 11? Being a random monster-hunter with no ties, even one killing high-CR monsters, seems a little incongrous with the heights of level 11. Or not, up to you.
GM Arkwright |
Grab some town and write a line about how you're honorary Vagrant Protector of it for deeds done in the past. Probably just a personal opinion that once you reach level 11 it's difficult to be completely without ties, that eventually some town is going to grab you and say 'you're amazing we appoint you our knight' or the like. Or partnering with others just becomes necessary to accomplish things at this level.
Creon Vizcarra |
I'd like to put forward Tathlan Larethaerith, a Forlorn elf, Crossbowman, and former city guard captain for consideration.
Middle-aged elf fighter (crossbowman) 11 (Pathfinder RPG Advanced Player's Guide 104)
LN Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +25
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 18 (+8 armor, +5 Dex)
hp 81 (11d10+11)
Fort +13, Ref +12, Will +9 (+3 vs. fear); +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine longsword +13/+8/+3 (1d8+2/19-20)
Ranged +1 corrosive burst heavy crossbow +21/+16/+11 (1d10+5/19-20 plus 1d6 acid)
Special Attacks deadshot
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 12, Int 13, Wis 15, Cha 12
Base Atk +11; CMB +12; CMD 27
Feats Clustered Shots[UC], Crossbow Mastery[APG], Deadly Aim, Far Shot, Greater Weapon Focus (heavy crossbow), Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Skill Focus (Perception), Weapon Focus (heavy crossbow), Weapon Specialization (heavy crossbow)
Traits eyes and ears of the city, forlorn
Skills Intimidate +15, Perception +25, Sense Motive +13, Stealth +5 (+10 when sniping), Survival +16; Racial Modifiers +2 Perception
Languages Common, Elven, Goblin
SQ Human-raised alternate racial trait (replaces Elven Magic & Elven Weapon Familiarity with Skill Focus, listed above in feats)
Combat Gear cold iron crossbow bolts (50), potion of cure moderate wounds (3), potion of lesser restoration (2), silversheen crossbow bolts (50); Other Gear +5 studded leather, +1 adamantine longsword, +1 corrosive burst heavy crossbow, crossbow bolts (50), bag of holding ii, belt of physical might +2 (Str, Dex), cloak of resistance +4, ioun torch ioun stone[APG], bedroll, belt pouch, flint and steel, grappling bolt[UE], mess kit[UE], pot, silk rope (50 ft.), gold holy symbol of Abadar, soap, tent, large[APG], trail rations (5), waterskin, 43 gp, 1 sp
--------------------
Special Abilities
--------------------
Clustered Shots Total damage from full-round ranged attacks before applying DR
Crossbow Mastery (Heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities - Sleep You are immune to magic sleep effects.
Far Shot Halve the range increment penalty for extended range.
Greater Deadshot +5 (Ex) +5 to damage with a readied crossbow, target is denied DEX bonus.
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).
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.
Rapid Reload (Hand crossbow) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Just like with the townspeople of Korholm, Elator and Ahrendué never discussed any personal business of their time before coming to Cheliax with their son. That suited the young elf just fine, as he was eager to fit in with his almost 100% human neighbors. As a young man, Tathlan had the misfortune of seeing the Death of Aroden first hand, and the subsequent eruption of chaos across the mostly-human Avistani continent. He enthusiastically enlisted in the Molthuni liberation army as barely more than a boy, and his service in the country's war of liberation saw the Larethaeriths awarded with full citizenship once Molthune had secured its independence. Tathlan left the army and found a position with the newly formed city guard of Fort Ramgate.
In the intervening decades, just as before, Tathlan served with distinction and eventually became captain of the wall guard of Fort Ramgate, overseeing those that patrolled the walls of the city- no small feat given that there were constant attacks by Nimrathi rebels. In his time on the wall Tathlan slew hundreds of Nimrathans with his trusty crossbow. He developed a reputation as a bit of martinet in his role as guard captain, and it could fairly be said his subordinates (an even his superiors and peers) respected him greatly, but few loved him.
Tathlan eventually met and married a human woman, a mid-ranking priestess of Abadar at the city's shrine, named Klebertine Chiroc. Though Klebertine was a confirmed maiden by the time she met Tathlan (she was assigned as guard chaplain to his wall section), the two fell in love quickly. Though she was slightly past normal childbearing age, some fertility potions from Ahrendué (and a lot of time spent under the covers) Klebertine and Tathlan ended up having two children together- the older a girl named Fleurice, the younger a boy named Theresien. At home the Larethaeriths were strict with their children, but unlike what many expected given his reputation with the guard, Tathlan did not keep them under military discipline. Theresien became the apple of his parent's eyes, while Fleurice rebelled and left home at fairly early age to pursue her fortune elsewhere. There was no argument that caused her departure, just a mutual recognition of incompatible personalities, and Tathlan still loved her and maintained a cordial relationship with her. Theresien was accepted into an elite military order of the Abadarian church, and was sequestered in its monastery just outside of Canorate undergoing training.
Though Tathlan had already experienced some of the sorrow that comes from an elf living amongst humans- most of his closes war buddies from the Molthuni independence war were long dead, things finally hit home in later 4714. Though his wife had aged before his eyes, some stubborn part of him had refused to accept it. That was, until she fell ill, and rapidly deteriorated- she was dead within the week. If that wasn't bad enough, three months later his mother Ahrendué- an elderly elf, finally had all of her years crash upon her. She was dead in another three months. His father Elator followed her soon after. No foul play was involved, just the crushing hand fate. Tathlan's world was shattered as he faced the very real possibility that, now bereft of his wife & parents, he'd likely outlive his own children. A mid-life crisis ensued. While going through his parent's things he discovered something he never knew about them- an old diary of his father's written in Elvish. It described Elator and Ahrendué attending a society ball- in Kyonin! - before setting sail for the distant Land of the Linnorm kings in search of the fabled Book of the Titan. The date given was 4522. While the thin diary was complete, Tathlan found no others that gave further context.
His head spinning with these deaths and the brief glimpse into his parents' past, Tathlan sold his mother's potion shop to one of her apprentices for a song. His discipline at work began to slip, though of course nobody in the guard would dare mention this to his face. A visit from his wayward daughter after his father's funeral finally seemed to offer a solution to his downward spiral. She brought him a locket with miniature portrait of Klebertine inside, with news from her friends in the Aspis Consortium that groups were forming yet again in search of unlocking the secrets of the Book of the Titan/ Taking it as a sign from Abadar, Tathlan accepted the locket from his daughter with a hug. The next day he tendered his retirement letters to General Hakar and the shocked faces of his staff. Tathaln boarded up the fine townhouse he had shared with Klebertine, and set out on the long journey from Molthune to the frigid shores of the Ulfen. If he could join with these treasure seekers, fine. If not, he'd find the Book of the Titan on his own. After three literal human lifetimes of serving others, it was time for Tathlan to find himself.
* Tathlan is a bit self-conscious about being an elf. His parents did teach him Elvish, but his primary language for the past 179 years has been Taldane. In fact, he speaks Elvish with a Molthuni accent, not the other way around. He has had few interactions with other elves, other than to inspect them at the gates to Fort Ramgate.
* Tathlan is a Molthuni patriot. He is willing to fight people who openly insult Molthune if they will not apologize. A cold glare of hatred is all he has to spare for most Nimrathi.
Authion Taurvantian |
Awesome, thanks for the prompt reply. I'm about to head out, I'll make the changes when I get home. Off the top of my head I'll probably go with a small village in the lands of the linnorm kings, but I'll post with the update as soon as I'm sure . I might swap out quick draw for deadly aim in my feat selection too, if that's cool?
Authion Taurvantian |
It's a little rough, but i've included a basic story tying Authion to the city of Trollheim in the Lands of the Linnorm Kings. I've also amended his statblock, I shuffled a few skill points around (Are we using background skills? If so, I haven't included them so I'll have to do that), changed the feat "Quick Draw" to "Deadly Aim" and included the leftover gold from his starting wealth.
Male Spire Elf Ranger
CG Medium humanoid (elf)
Init +5
Senses Perception +17 (+2 vs aberrations, +4 vs. dragons, +6 vs. giants)
--------------------
Defense
--------------------
AC: 26, touch 16, flat-footed 21
HP: 93
Saves: Fort +11, Ref +14, Will +6 (+3 vs. enchantments)
--------------------
Offense
--------------------
Speed 30 ft.
Melee
. . Longsword +14/+9/+4 (1d8+4/19-20) or
. . dagger +13/+8/+3 (1d4+2/19-20) or
Ranged
. . Longbow +18/+13/+8 (1d8+1d6+3/x3, 110ft range)
Special Attacks:
Point Blank Shot: +1 to attack and damage rolls within 30ft
Rapid Shot: Make an additional attack with a bow (-2 on all attack rolls)
Manyshot: First attack on a full attack action fires two arrows. Roll once to hit for both, if successful add 1d8+1d6+3 damage. Damage resistance applies separately to these attacks.
Pinpoint Targeting: Standard action, single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.
Deadly Aim: -3 to hit, +6 to damage
--------------------
Statistics
--------------------
Str 14, Dex 20(18), Con 14, Int 12 , Wis 12(10), Cha 10
Base Atk +11; CMB +14; CMD 28
Feats: Point Blank Shot, weapon focus(longbow), breadth of experience, rapid shot, manyshot, deadly aim
Skills: Climb +8, Handle Animal +9, Knowledge (Arcana) +6, Knowledge(Dungeoneering) +8, Knowledge(Nature) +10, Knowledge(geography) +8, Linguistics +7, Perception +17, Ride +10, Stealth +17, Survival +16, Swim +9
Languages: Common, Elven, Aklo, Draconic, Giant, Ulfen
Gear: Ranger’s kit(includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.) wayfinder compass, bag of holding (type II, up to 500lbs), potion of cure moderate wounds(5), potions of cure serious wounds(2), boots of levitation, belt of dexterity +2. headband of wisdom +2, amulet of natural armour +1, ring of protection +1, ring of feather falling, mount gear (+2 studded leather barding, exotic military saddle, 10 days trail feed) 600pp 44gp 8sp
Combat Gear: +3 mithril breastplate, +1 flaming composite longbow (+2 str), +1 Adamantine longsword, 120 arrows, 40 cold iron arrows giantbane arrows(5), dragonbane arrows(3), dagger(3)
--------------------
Special Abilities
--------------------
Favoured Enemy b]: Bonus on Bluff,Knowledge, Perception, Sense Motive, and Survival checks, weapon attack and damage rolls against Aberrations. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. (+2 vs. Aberrations, +4 vs. Dragons, +6 vs. Giants.)
[b]Track: Add half level (+5) to survival checks when tracking.
Wild Empathy: +11, may influence the attitudes of animals as if using diplomacy.
Combat Style (Archery: Precise Shot, Point Blank Master (Advanced Players Guide), Pinpoint Targeting
Endurance
Favoured Terrain: Bonus on initiative, Knowledge(geography), perception, stealth and survival while in favoured terrain. (Cold environments +4, Mountainous environments +2)
Hunter’s Bond: Wolf named Dwin
Spells: 2/2/1
Woodland Stride: Mave moy through natural undergrowth at normal speed without suffering impairment or damage.
Swift Tracker: May use survival to track while moving at normal speed without penalty, or with -10 at double speed.
Evasion No damage from effects which offer reflex save for half on successful save.
Quarry (Ex): Standard action to declare on one target within sight. +2 on attack rolls, critical threats automatically confirm. Take ten on survival to track target.
--------------------
Racial Abilities and Traits
--------------------
Mordant Heritage: You gain a +1 trait bonus on Swim checks and a +1 trait bonus on saving throws against enchantment effects.
Weathered Emissary: +1 to linguistics and survival; linguistics is always considered a class skill.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: +2 Perception
Low-light Vision
Weapon Familiarity
Envoy (Alternate racial trait): Comprehend languages, detect magic, detect poison and read magic as a spell like ability once per day.
Rennaivx |
I think I'd like to put together a druid - I've been wanting to play one for a long while and never seem to find a good spot for one. Plus, it'll help fill the gap for a caster. Let me mull over a couple of ideas; I should have a character put together by the end of the day.
EDIT: You said you might open up allowable races a bit with begging and pleading - any chance of me being able to put together an aasimar? A couple of the heritages sparked ideas for me a little bit, especially the agathion-blooded. (It's not even the optimal heritage for a druid; I just like the idea of an idyllkin gravitating toward druidic magic as a connection to her agathion heritage.) If you prefer not to, totally fine; I just figured I'd ask. :)