GM Sappy's Old Glories (Inactive)

Game Master Sapiens

Why should the young heroes get all the fun?

The Parchment:

Set thee off from Slumbering Cat
Seeking where the Dead are at
Journey north and east apace
To find Medusa’s iron embrace,
Follow now the Spider Star
Behind the Wall that hides its Face
To our Sad, Abandoned Place
If visit ye the Long Deceased
Find the Will to Feed the Beast
Then Begin where all Men End
Light go out and Breath Suspend
Egress through the Stony Door
After turning Face to Floor
Each Adellan Branch has Room
In its Silent, Musty Tomb
For at least one Careless Soul
Wouldst thou fill that Empty Hole?

Maps and Handouts


51 to 100 of 210 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Eh... thanks! But I've decided to stick with the challenge, and I'll be trying to melee with str-to-dam and 4 str. Monk is OP enough anyway, maybe it works out okay.


Remember, thunderbeard, that we are 15th level so with a bit of investment -mainly Improved Natural Attack(Fists) if allowed and a monk's belt/whatever is called in Pathfinder- you would have a str penalty but huge ass fists.

Like 3d8 huge fists.

Plus there's all that jazz about high wisdom and 15 Stunning Fists per day, which sounds about nice.

I will use the post to also say that a 15th level wizard has a huge amount of spells in his spellbook and I am proud to say I managed not to get stressed while choosong them. It did help that Fireball is my go to toy for spells from 3th to 6th level.

Silver Crusade

Thanks for the invite!

I'm posting a general idea (don't have time for the build) of my character. (I'm one of the two spots taken, btw)

I'm going to be playing a Fetchling Ninja (insert groan here), he'll be a good straight man to all the silliness. He was quite no-nonsense as a young adult, and he's only gotten harder from there.

His assassinations would be famous, though he would not be (he's good at what he does).

GM, I was thinking about the handicap: could I have him be completely blind rather than just partially, but has made up for it with a more acute sense of hearing. Not sure if that would change things for the Foggy Eyed thing, but I was thinking that he would take a hit to things like reading and whatnot for a lesser detriment to perception? Thoughts?


Dotting


Improved Natural Attack (Fists) isn't allowed in any interpretation, though, because unarmed strikes count as manufactured weapons and not natural ones. But yeah, ways and means etc.


Oh, by the by, I'll express interest in both Path of War and Psionics from Dreamscarred Press. Very good stuff there, and some of it could help quite a bit with different character concepts.


Ok, I'm trying to figure out how the penalties work, exactly.

Quote:


* -6 to all physical scores and +4 to all mental score. Almost default adjustments.
* Among the following pair of abilities, choose one to grant a -6 penalty and one to grand a +4 bonus: Str/Dex, Con/Wis, Int/Cha. So if you wanted a +4 to Strength, you'd have to take a -6 to Dex and viceversa.
* You can trade one or more -6 penalties for an equal number of following disadvantages:

It seems like you're saying we can take 3 penalties/3 bonuses, or 1/1. Seems like a no-brainer. Someone wanting a martial could take a +4CHA/-6INT and call it a day (and even mitigate that with Ruined Liver or something). Are we still taking 3 penalties and bonuses with the second option, just changing where the bonuses are?


@TheLittleKing: Daredevil-style echolocation sounds flavorful enough, I'll give some thought to possible variations.

@Ouachitonian: Yes, I fumbled my wording. What I mean is that for each of the three you choose one side to raise and one to drop, it's still 3 bonuses and 3 penalties (unless you trade with the disadvantages).

So we have 2.5 people in favor of psionics and one for PoW. By the way, it's not that I don't like them, just that I've seen some games where most characters went for them. But I may open them up anyway in the next days, since many people seem to have fun with more standard classes anyway.


I'll shout some interest, likely as a Soul Weaver necromancer enjoying a life of hats and fuzzy sweaters.


Regarding PoW and Psionics, I will say yes to them. I like both of the system, and even if I won't use them they provide a nice range of flavour and skills.


I'm thinking I'm going to go with a small Hunter, mounted on his (latest) trusty velociraptor steed. I notice in the character rules, you mentioned some buffs for Kobolds. That might make the difference in choosing one (which I kinda want to, because why not mount a reptile on a dinosaur?) over a halfling, gnome, etc. So...what sort of buffs?


Ok so I'm currently thinking of a skinwalker warpriest or oracle, but for either to work I have 3 main queries. Firstly would sacred weapon work with natural weapons (claws)? And secondly would the 'wild' armour attribute cover a skinwalker's 'change shape'? Finally would this mystery revelation below, be too much of a cheesy work around?
Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.


@Ouachitonian: After reading a bit on kobolds, their only big problem is the stat array, since they have a high speed, . Therefore, to fit in a bit about their draconic heritage, I could allow a -2 Str, +2 Dex, +2 Cha kobold.

@Wilhelm Shieldbreaker: Having sacred weapon would work with claws BUT then I'd treat them as manufactured weapons: so you'd have to pick up Two-Weapon Fighting and enhance them separately.
But as a boon, I don't think that the 'wild' attribute would be necessary, since the change in appearance is minor, like an alchemist's mutagen.
And about Nature's Whispers, I'll allow it provided that you don't use it as an excuse to completely dump your Dexterity. If I removed all the ways to get "+X to Y", I'd be crossing out quite the portion of Pathfinder, so I'll rely on players avoiding min-maxing


Ok cool, that gives me plenty to work with.


Quote:
Degraded Memory: You take a -10 penalty to Knowledge rolls. You can cast one spell per day less than usual. This disadvantage is reserved to classes who have at least level 6 spells on their spell list.

Is that one spell per level, one spell of any level, or one spell of highest level?

Does this count for extracts?


@JoshB: It was meant to be one spell of each level, but I'm starting to think it could be too heavy. Perhaps one spell from each of the two (for 6-level casters) or three (for 9-level casters) highest levels. Just how many mistakes did I make in that opening post?
And yes, it works with extracts.


Oh. If we're talking preferences, I'd definitely suggest against PoW for a game like this—it gives too many options for people to completely ignore penalties, since it basically replaces combat with "melee spells"

Grand Lodge

Well, here's the fluff for my (Gavmania's ) character, subject to approval by the GM:

Angaton Jax

The Shopping trip, a cameo:

The alleyway was dark and shady, just the place for a would be thief to lurk in wait for their marks, and sure enough there in the shadows lurked a young thief, nervously fiddling with his trusty dagger, listening for his next victim.
He didn’t have to wait long. The first indication of a strangers approach was the slow rhythmic ‘clonk’ of a staff on the cobbles. Shortly afterward could be heard a shuffling sound between the percussion, making a ‘clonk….shuffle….clonk….shuffle’ sound, getting louder as it slowly approached. It wasn’t long before a figure emerged from the shadows at the other end of the alleyway; a bowed and stooped old man in a rich gown, slowly shuffling down the alley with a pouch full of jangling coins at his waist.

Too easy thought the thief, grinning to himself. He jumped out and waved his dagger at the approaching figure.

”Give me all your money!” he asserted confidently.

”Eh, Whassat?” the figure mumbled loudly, cupping his hand around an ear,”Speak up!”

”Give me all your money” the thief repeated.
”Sunny? It’s not sunny!” the old man said, stopping and peering up at the sky. He turned his eyes on the young man, frowned and added,
”put that knife away, someone might get hurt.”

This was not the response the thief normally expected. Cowering, yes; pleading for their lives even. Why do I have to get all the stupid ones He thought to himself. He decide to try one more time.
”GIVE…ME…ALL…YOUR…MONEY!” He shouted.
”You don’t need to shout,” replied the Old man, huffily, ”I can hear you.”.

They were interrupted by the sound of someone staggering down the alleyway behind the old man. A younger man, his face almost hidden by a pile of parcels, stumbled down the alleyway , bumping into the back of the old man and nearly dropping the whole load.
”Watch where your going! grumped the old man.
”Sorry grandad” replied the young boy cheerily. Seeing the thief standing at the other end of the alleyway, he added. ”Who’s this?
Cupping his hand round his ear again and turning towards the boy, the Old man said,
Eh?
Seeing his fortunes suddenly multiplying, the thief waved his dagger around again and shouted ”Give me all your money and the parcels!”
Turning back to the mugger, the Old man again cupped his hand and said,
”What?”
Eyes rolling, the thief began thinking to himself that this old man probably deserved to be stabbed. It would be doing the world a service.
”GIVE ME ALL YOUR MONEY AND THE PARCELS” repeated the thief once again, slowly and loudly.
”I already told you it’s not sunny” the Old man replied, ”and of course my Pa smells, he’s dead. What do you expect at his age?”
”Grandad, use your Ear Trumpet” said the young man behind him.
”Whassat” he repeated, half turning with his ear cupped.
”EAR…TRUMPET” shouted the young man.
”I can hear you. You don’t need to shout.” muttered the Old man, placing his hand down his neckline and fishing around. He pulled out an ornate, horn shaped device attached to a piece of string around his neck, and inserted the small end in his ear, pointing it at the thief. ”Now, what did you want?
Finally thought the thief,Now we’re gonna get somewhere.
”Give me all your money and the parcels” he said, waving his dagger around.
The old man gestured, and the next thing the young thief knew was there was something extremely large and noxious grabbing him from behind. He heard a ripping sound as its claws tore him in two. As he lay dying, he heard a chuckling sound. It was coming from the staff.
”He told you someone might get hurt” The staff said.

Angaton Jax is a very old half elf master summoner. While there are quite a few bardic tales about him, the two most famous are about him vanquishing* the dragon Snoxx**, and his role in the siege of Carnost. For the first, he was given a substantial financial reward, and for the second he was granted the Barony of Carnost***, whereupon he married the Lady Elsbeth and settled down to life as Baron Jax. He sired one son, and after his wife died, he went into retirement in a tall tower at the back of the family home and passed the title on to his son. His son dutifully married and had three children; two sons and a daughter. The eldest son is being groomed as the next baron, the daughter is being prepared for an advantageous marriage, but the youngest son has been seconded to his grandfather as an apprentice. Angaton actually has two apprentices, his grandson Peter and an orphan called Brad who tried to sneak into the tower to steal stuff.****
Together with his Eidolon, Jeeves, and his trusty Staff, Raffles (an intelligent item), he has turned his retirement into an opportunity to teach the young. Recently he has decided that it is time to go out into the world to teach the youngsters what’s what, and show them he isn’t just a doddery old coot.

*Well, that’s what the Bard’s tales say. What really happened was that he bribed the Dragon to move on with a large sum of money, and was rewarded with an even larger sum. The king was happy as the dragon had gone on to bother a different kingdom, Angaton was happy as he had made a large amount of money out of it and the dragon was happy as he had been given a pile of gold*****

**Actually the Dragon’s name was Snoxxonuirface. Dragons believe that the longer the name, the grander the dragon. In this case, whenever a would be hero approached, the Dragon would leap out and announce, ”I am the Dragon Snoxxonuirface” at which point the impending hero would burst into laughter, a state which contributed to their demise. The dragon has been unable to determine what’s so funny and can only assume that they're all mad.

***The previous incumbent having lost it by the simple expedient of running away when the Giants attacked.

****Everyone knows that orphans who sneak into wizards towers to steal stuff are marked by destiny to be great heroes. Consequently, Angaton seconded him as his apprentice.

*****Snoxx has done this several times, to different kingdoms. In this manner he has been able to earn a large fortune,****** having learned that showing up, setting fire to a few barns and eating a few peasants will quickly get him a tidy sum.

******At least until the big dragons take it. They have learned that letting the smaller dragons earn a tidy sum by attacking a few kingdoms, then shaking them down is a good way to earn a large fortune.*******

*******Until the bigger dragons shake them down in turn. This has led to the Old nursery rhyme,
Smaller dragons have Big dragons behind their backs to bite them,
And Big dragons have Bigger dragons and so ad infinitum
********

********Ad Infinitum is an ancient Taldane phrase believed to mean Bring the (smelly) Cheese. This has led to a lot of speculation as to why the cheese is needed, with some saying it wards off the dragons, others claiming it is to appease them and others speculating that it is the ingredient for a lost spell to control Dragons. It is for this reason that most Magic-Users, including Angaton, carry around a bit of Feneta, the smelly cheese of ancient Taldane. That and it tastes good.


Unusually, I made the fluff for this character first. I hope that the crunch will live up to it, but I definitely feel this is a fluff-first type of character. I can't wait until he meets another dragon and he brings out some cheese to deal with it. I'm not sure if dragons can look perplexed, but if they could I'd love to see the look on their face.


I may have missed it, but what's the HP per level? Half, rounding up?


If there's still space, I really like the idea of an old, grumpy, clouded vision (old age) and deaf (curse) oracle or oradin. They remember to establish a life link with everyone in the morning, but then forget, and assume someone's poking them. Darn kids! (They'd use two of your tradeouts for old age at least - con/wis and clouded vision).

I like the idea of playing a grumpy old divine.


@Gavmania: Lovely! Ah, the footnote nesting takes me back... Just don't overdo the senility.

@Ouachitonian: My bad again, thought I had added it. Yep, max for the first and half rounded up.

@Topher Hughes: I'll choose among the submissions, so you're welcome to submit! However (curse my poor wording) the tradeouts are a bit different: if you want to get a bonus to Con and a penalty to Wis (or vice versa) you also have to allocate them to Str/Dex and Int/Cha. I know it's confusing, sorry. An example would be -6 Str, +4 Dex, +4 Con, +4 Int, -6 Wis, -6 Cha.


GM Sappy wrote:

@Topher Hughes: I'll choose among the submissions, so you're welcome to submit! However (curse my poor wording) the tradeouts are a bit different: if you want to get a bonus to Con and a penalty to Wis (or vice versa) you also have to allocate them to Str/Dex and Int/Cha. I know it's confusing, sorry. An example would be -6 Str, +4 Dex, +4 Con, +4 Int, -6 Wis, -6 Cha.

Just to make sure I understand, the character could do:

-6 str / +4 dex
+4 con / -6 wis
-6 int / +4 chr

and then trade out the -6 to say, int, for clouded vision?


@Topher Hughes: Yes, precisely.


This is Ouachitonian, presenting Nox Copperscale, hoary old kobold hunter. Long has he served Apsu's church, though he never cared to submit to the discipline of the paladins.

An aging kobold totters into view, black scales dull with age "Hah! Bunch of gloryhounds I say. Just like gold dragons. Good folks, but can't leave a little recognition for us what carried the load."

Yes, thank you Nox. As I was saying, he was always more concerned with the care and feeding of his mount.

"Half a druid they said I was. Bah! I like the forest priests, learned a lot from 'em here and there, but they care too much for their 'balance' and neutrality. Standing around fretting about balance is how good folk end up letting villages burn. Preposterous! I'll have none of that! Humans are an ungrateful lot, by and large, but the Waybringer says to help the weak, so I help the weak. Doesn't matter what I think of 'em personally." with that, he shrugs and wanders back to the stable to see to his latest mount, Tarka XIII.

As I was saying. He gets on better with his mounts than other sentients. Still manages to do what's right, it's the right thing to do after all. That doesn't mean he's got to be happy about helping humans. "Bunch of ungrateful young apes!" Yes. Thank you.

At any rate, he's more of a support type personally, sitting back any firing off spells or arrows from his mount's back. She handles close combat well enough that he doesn't have to help her much (though his tail weapon and Hunter's teamwork feats don't hurt). A pounce from a velociraptor enhanced with Animal Growth, Strongjaw, Bull Aspect, Power Attack, and a Belt of Thunderous Charging is a sight to behold (Actually, I'm not sure those all stack. Hopefully they do.) He's a bit of a Knight in Sour Armor, to borrow a phrase. He'll do what's right, but only because it's right, not because he's particularly eager to help the ungrateful young.

Old Age adjustments as follows:
+4 DEX/-6 STR (Mitigated by Slow Reactions)
+4 WIS/-6 CON (Mitigated by Weak Legs)
+4 INT/-6 CHA


Dot.


Pathfinder Adventure Path Subscriber

Mh sounds interesting. Would an unchained gnome monk philosopher be ok?


I just saw this, and had a vivid flash of Clint Eastwood in Grand Torino. I might try and flesh out a salty old gunslinger from Alkenstar


@Nox: Alright, nice, as long as the raptor is not overwhelmingly strong. In case, come fluff, I might ask you to nerf her a bit, I know that it's hard to balance companions.

@Hayato Ken: No issue with gnomes or monks.


1. In calculating the cost for the additional enchantments on a Dwarven Thrower, should I treat it starting as a +2 or +3 weapon?

Dwarven Thrower:
This weapon functions as a +2 warhammer in the hands of most users. Yet in the hands of a dwarf, the warhammer gains an additional +1 enhancement bonus (for a total enhancement bonus of +3) and gains the returning special ability. It can be hurled with a 30-foot range increment. When hurled, a dwarven thrower deals an extra 2d8 points of damage against creatures of the giant subtype or an extra 1d8 points of damage against any other target.

2. Would the Dimensional Agility line of feats advance for free?


@JoshB: 1. Uhm, that looks like it was made to work against ABP. Since I guess you'd want to give it to a dwarf, you start from a +3 weapon but only get the returning property and the extra dice.
2. No, sorry, it's a bit too strong to get all that goodness for just one feat.


GM, what do you think the chances are of you allowing Psionics before getting the full 5 voices of interest? I'm becoming more interested in an idea for a Soulknife or Psychic Warrior type for this in the Obi-Wan trope vein, complete with an outdated "magic" system that doesn't see much use in the modern world. I could do something similar with a magus, but it could be fun to use some of the psionics stuff.

EDIT: Also, how would you feel about the potential for an Android who's "venerable" due to being a really old model, with upgrades to its logic systems but mechanical degrading due to age? I'm not set on it, but it struck me as a neat thought.

Verdant Wheel

Well, first post has to be somewhere, and I guess it's the place that most caught my fancy!

I don't know if you want near-complete newbies here, but I have a pretty solid concept so far, if you don't mind a different take on the old adventurer.

He's an old travelling performer. Sword-dancing, juggling, fire-throwing, sword-swallowing... anything that requires nothing more than a limber old body, a couple of torches and four enormous bastard swords. Yes, you heard correctly, for under those tatty garments and that wry smile lies hard muscle toughened over the decades and smoked over the hottest coals you've ever seen. He's always just been a travelling performer, never known different. The thing is, he doesn't stick to the roads. Whether through bad planning or worse luck, he always ended up somewhere in the wilderness, and this is Golarion. A man needs to pick up a few tricks to fend off the odd beast, does he not? A man who makes a living juggling blades as tall as he is, a man who embraces the flames and lives on the smoke... that man has some tricks indeed, and those tricks did develop. Slowly, to be sure, but he's been doing this for a lifetime.

During those months out there beyond civilisation, he learned how to use his strength to fight, learned how to throw those swords just so that they'd come back, and learned how to use his natural talents to call forth the energies of the universe to do his bidding. In small ways, of course; he hates to demand. But when tinder needed lit or a horde of goblinoids distracted... the power would be there sure enough. He learned how to repair his own gear in between towns, and the power was there for that too. His power favoured fire, he realised, though he preferred flair to flare, if you catch my drift.

Many many decades on, he's still at it. His flint-sharp mind has splintered, and his fool's heart gets him in trouble more and more as his fuel begins to burn out... and yet that fire burns brighter every second, those red-hot swords keep spinning through the air and that laugh is still as bright as ever. He has no great feats of power, no wondrous stories of his own, nothing but joy and flame and memories of the same. Sure, he may occasionally run into the odd dragon or attract the wrong kind of outsider just by being in the wrong place at the wrong time, but he takes it in stride easily enough.

Ok crunchy crunch time. Vigilante 2/Juggler Busker Bard 13. Humanlike Suli with focus on fire. Possible VMC Flame Oracle with the Haunted Curse, if that's ok?

Now, here's the question of the day. The crux of the character design as a whole, in fact. Will you, Captain GM, allow me to use the Returning Weapon Vigilante Talent with a melee weapon enchanted with Throwing?

Verdant Wheel

Oh also, not sure if my tired one-in-the-morning writing got it clear, but he's meant to be a sorta accidental powerhouse by way of constantly getting into trouble (his wisdom score is currently 4) and learning how to kill things through sheer force of circumstance. He's performed feats of power rivalling the tales of legend, but as far as he's concerned he's just getting from point a to b in the easiest way he knows how.

EDIT: Also put me down for interest in seeing PoW. Unfortunately the Rubato is juuust slightly conflicty with the Juggler which I NEED for this character, but PoW is still one of my favourite concepts ever. I don't so much mind about Psionics.


I am leaning towards a theurge that has a living spell (unseen servant) as his familiar. So he is known to talk to himself..has whole conversations with himself. It would help if they could see the servant. His parents thought it was am imaginary friend.


@DM: Not a problem, it'd take a few rounds of buffing to really get her going. I can concentrate on defensive buffs like barkskin, stoneskin, etc for myself or others instead if it looks like she might be too strong. Got a lot of utility spells too, like Transmute Rock to Mud (and vice versa) in case we need to build some rough fortifications in a jiffy or something.

Verdant Wheel

Hmmm, scratch the VMC anyway, I don't have the feats. This guy still spits fire though, so I might have to add in a level or so of Dragon Disciple, which is annoying because it puts me a bit behind with the performances.

Additionally, Ifrit fits more than Suli. Ach, I didn't really need the Str bonus anyway.

Verdant Wheel

Agh, sorry for all the posts; getting rather into the character. Which feats would come as a bonus (assuming other prereqs are taken) with Dazzling Display, if any? Thematically speaking, it's pretty much necessary for my character, and there are a few "Display" feats which have it as a prereq so I was just wondering.


@Loup Blanc: Ok, I've been thinking and yes, Psionics is allowed. However, I have an irrational dislike of the Aegis class. On the other hand, I'm quite agreeing with thunderbeard about Path of War, it's nice and fun but now the kind of flavor I'm looking for.

@Nitro-Nina: Welcome to PbP! No problem with newbies, we all start somewhere (and I'm a recent addition to the boards myself). I like the "not looking for trouble, trouble looks for me" concept, ask away for any questions. Using that vigilante talent for throwing weapons is all right with me, but you still have to pick a specific weapon (e.g., if you picked it for longswords, it would work with throwing longswords, but not throwing rapiers), and Dragon Disciple sounds fitting. About the feats, I'd say Disheartening Display comes with Dazzling Display, considering how many, many things at this level are immune to fear.

Also, I've homebrewed an Oracle Luck Mystery.

New Oracle Mystery: Luck:

Spells: 2nd - Divine Favor, 4th - Grace, 6th - Heroism, 8th - Freedom of Movement, 10th - Grand Destiny, 12th - Brilliant Inspiration, 14th - Contingency, 16th - Moment of Prescience, 18th - Heroic Invocation

Lucky Thought (Su): You just might be lucky enough to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma modifier. You can use this ability a number times per day equal to your Charisma modifier.

Sense of Luck (Su): The whispers of intrigue sing to you with glimpses of insight into others' presence and motives, granting you greater awareness than your own senses could manage. You can add your Charisma modifier instead of your Wisdom bonus on Perception and Sense Motive checks.

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fortune’s Favor (Ex): As a swift action, you can call on fortune’s favor, giving you a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. You can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Fortune’s Favor is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Barrier of Luck (Ex): The luck possessing your life can cause attacks against you to miss by random chance, granting you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this barrier for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Invisibility (Su): As a standard action, you can become invisible (as per the invisibility spell). You can remain invisible for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Starting at 9th level, each time you activate this ability you can treat it as greater invisibility, though each round spent this way counts as 1 minute of your normal invisibility duration. You must be at least 3rd level to select this revelation.

Rewind Time (Su): Once per day as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. At 11th level, and every four levels thereafter, you can use this ability an additional time per day. You must be at least 7th level to select this revelation.

Trust your Luck (Ex): By performing a propitiatory ritual with your lucky trinkets, you can gain an insight bonus equal to your Charisma modifier on one saving throw, a +10 competence bonus on any one skill check or a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Performing the ritual takes 10 minutes. You may use Trust your Luck (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

Foretell (Su): You can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. You must be 7th level to select this revelation.


Alright, here's thunderbeard's literal armchair general. He's a bit of a legacy character, but he started out as an old guy, and I guess is now just a few years older. (He's had an animated lounge chair mount carry him around for quite a few years, but it's not really useful in combat, so I think it should work with the crippled legs thing)

Str 4 (base 10, -6)
Dex 20 (base 14, +4, +2 prowess)
Con 12 (base 14, -6 aging, +4 prowess)
Int 18 (base 12, +4, +2 racial)
Wis 26 (base 16, +4 aging, +6 prowess)
Cha 12 (base 10, +2 prowess)

Story, Description, Role:

Fame and Fortune:
A few years ago, Lord Rook managed to stop an international conspiracy by successfully impersonating the Princess of Taldor (as a decoy/bodyguard) for a day. Still, he's been mostly put out to pasture for decades. His exploits over the last half of his life have been subtle and wide-reaching, making and losing fortunes through trade, working to help other noble families rise and fall, and training his children and grandchildren to be adventures in their own right. He's come to power as a member of a number of influential organizations, including the Pathfinder Society, and seen that power mostly evaporate as younger and more ambitious faces force him out. Before he was made a Baron, though, Sir Marion had plenty of adventures, though perhaps not quite the "storybook hero" kind. As an inquisitor of Irori, he's traveled across half the world, recovering ancient texts from numerous ruined cities and dungeons; as a former leader of the Summer Crows, he's fought in skirmishes and raids in countries many of his countrymen have never heard of, as well as building up a fine collection of international curiosities and magic items. Through the Pathfinder Society, he's also in correspondence with some of the world's surviving retired heroes, though many of them he's never actually met.

Bio:
Born to one of Taldor’s ancient noble families, Marion Rook was the second son of a second son, destined to inherit none of the wealth or land of a family spread too thin to support yet another nobleman. Along with a few cousins and squires, he was sent off at a young age to fight and die in glorious battle at the Mendevian Crusades—but this failed to produce the desired effect, and so the young knight was enlisted in a variety of unusual mercenary companies, journeying from Garund to Vudra as he learned to fight with any weapons available. While he was not especially strong or tough, the young Marion was a quick learner, skilled at patience and self-perception, and possessed a remarkable ability to dodge, block, or shrug off nearly any attack. Eventually, his talents brought him to religion—and Marion joined a company of holy warriors of Irori, the god of self-perfection and pursuit of knowledge.

That was, of course, over fifty years ago. As the Empire continued to crumble, House Rook found itself surrounded by enemies, and one by one, the young Sir Marion’s family were killed off in duels, plagues, assassinations and wars, until the holy warrior received a letter asking him to return home immediately before his estates were forfeit. Reluctant to go, he found himself convinced by an older, wiser priest—something was rotten in the State of Taldor, and though the fighting and religious practices he had learned would be strange at home, his native land needed all the valiant truth-seekers and champions of law and order it could get. And so at the age of thirty-five he returned, as the new Lord Rook, to his family home and lands in ruin.

Over the next decades, the oft-nicknamed Lord “Inkwell” Rook became known for his steadfast refusal to become involved in wars or feuds, using persuasion, forgery and spycraft to always remain on the side of the royal family. Eventually, he was even made Spymaster to Stavian II for a brief time, though upon the Prince’s death he spent most of his time at home, gathering relics, building up his estates, and raising a family. There was much truth and knowledge in Taldor for a dedicated inquisitor to find, and while Lord Rook made plenty of enemies, the seasoned adventurer had little to fear from courtly squabbles. Still Lord Rook acquired a reputation for foiling and humiliating dozens of would-be assassins in creative ways.

Now, after over forty years in Oppara, his children are all grown, with children of their own. After decades of family vacations to cursed tombs and forgotten ruins, the more adventurous members of the family have gone on to their own success; and despite the countless relics, tomes, and maps he's donated, the Pathfinder Society recently passed him over for venture captain of its Oppara lodge, a snub that the old lord is still bitter about. Too old to hunt and ride like he used to, and no longer needed by his family for much of anything, the octogenarian Lord Rook, commonly rumored to be immune to death, has bought a small manor in Oppara and set his sights on finding new ways to keep from getting bored—which, at the moment, mostly involve games of Sending chess played out against other retired adventurers across Golarion.

Description (Lord Rook):
A crippled man in his seventies, barely able to walk under his own strength, usually carried around by an animated chair he paid a great deal to have enchanted. A survivor of many wars and assassins attempts, he walks when he must, limping, on a wooden leg, and his left hand has been replaced by an ornately-carved clawed prosthetic of solid Mithral.

"Lord Inkwell" dresses somewhat plainly—with his many heirs seeing to the actual maintenance of his estate and ventures (and, these days, keeping most of the profits), he's got little need to show wealth of extravagance, and he's never had much taste for finery except when it helps to make a point. Spending most of his time away from his family lands, with only a single servant at his small family villa in Oppara, he's begun to enjoy the role of "uncomfortable old truthsayer." Popular with some of his nation's wilder nobility, and fiercely unpopular with the rest, the venerable Lord Rook nevertheless carries enough clout from a lifetime of service to impose on any social setting he sets an eye on—and in the stuffy anterooms and chambers of the ancient, wealthy city, he can be quite imposing indeed. Perhaps frustratingly, though, nobody's tried to assassinate him in over a decade, and he's beginning to wonder if this means nobody takes the old inquisitor seriously anymore.

Description ("Atticus" Rook):
While the old remaining leg isn't what it used to, Lord Rook has been practicing the same monastic exercises for half a century, and can move with enough grace to hide his limp pretty effectively—as long as nobody expects him to walking too quickly, this is quite useful in selling any of his many disguises. Chief among these is Atticus Rook, Lord Inkwell's youngest son and the black sheep of the family; "exiled" to live with his father in the city villa for slights against decorum and propriety, Atticus Rook is a convenient fiction, allowing his "father" to ride the streets of Taldor as a young, easily-overlooked man of little fame, listening in forums and gathering rumors to aid in the constant search for truth, illumination, and hidden relics.

Role:
Literal armchair commander. Lord Rook is decent in a fight, provided he can actually reach his enemies—which he often can, standing on his own two feet for quick bursts of surprising agility to land nasty surprise punches. But his strengths lie more in disabling his enemies, communicating their weaknesses, and coordinating the men around him, like in his old mercenary days; and, of course, in surviving just about anything that gets thrown at him. (Specializing in buff spells, melee debuffs, and anti-magic tactics)

Years of observing human strengths and failures also means that Lord Rook usually has a pretty good idea of what everyone around him is thinking, letting him communicate almost wordlessly with his allies and get the drop on almost any situation. (Bonded Mind+Solo Tactics+Signature Skill=approximate telepathy?)

Verdant Wheel

Is Point Blank shot considered part of the Precise Shot line? Just wonderin'. What about Double Slice with Two-Weapon Rend? Just don't want to be unnecessary duplicating. :)

AAAlso just realised that I get Dazzling Display as a spell which does fire damage so that's irrelevant. :D

(I just BET that loads of fire-resistant monsters will show up for this character. Aha, oh well it doesn't need to be optimised if it's cool. And juggling bastard swords? Yeah, that's cool.)


Pathfinder Adventure Path Subscriber

Zeno of the Golden Path, Quadiran Monk of Sarenrae:

Male venerable gnome unchained monk 15 (Pathfinder Player Companion: Legacy of Dragons 14, Pathfinder Unchained 14)
LG Small humanoid (gnome)
Init +9 (13-4); Senses darkvision 60 ft., low-light vision, scent; Perception +24
--------------------
Defense
--------------------
AC 38, touch 31, flat-footed 37 (+5 armor, +8 Cha, +2 deflection, +1 dodge, +4 enhancement, +5 monk, +2 natural, +1 size)
hp 139 (15d10+45)
Fort +16, Ref +14, Will +11 (+7 bonus vs. mind-affecting effects); +2 vs. paralysis and stunning, +2 vs. sleep, +2 vs. illusions, +2 bonus vs. fear, paralysis, and sleep effects
Defensive Abilities defensive training, improved evasion; Immune disease
--------------------
Offense
--------------------
Speed 70 ft.
Melee holy adamantine khakkhara +22/+22/+22/+17/+12 (1d6+8/×3 plus 2d6 vs. evil) or
. . unarmed strike +26/+26/+26/+21/+16 (3d6+12/19-20)
Ranged distance adamantine shuriken +22/+22/+22/+17/+12 (7)
Special Attacks flurry of blows (unchained), hatred, stunning fist (17/day, DC 25), style strike
Spell-Like Abilities (CL 15th; concentration +23)
. . At will—speak with animals (burrowing mammals only)
. . 1/day—dancing lights, ghost sound (DC 19), prestidigitation, speak with animals
--------------------
Statistics
--------------------
Str 20, Dex 10, Con 14, Int 15, Wis 13, Cha 26
Base Atk +15; CMB +19; CMD 45
Feats Ascetic Form, Ascetic Strike, Ascetic Style, Bewildering Koan, Breadth Of Experience[APG], Dodge, Dragon Ferocity[UC], Dragon Roar[UC], Dragon Style[UC], Elemental Fist[APG], Groundling[APG], Improved Critical (unarmed strike), Improved Unarmed Strike, Martial Focus, Medusa's Wrath, Noble Scion Of War[ISWG], Sensory Control, Steadfast Personality[ACG], Stunning Fist, Weapon Focus (unarmed strike), Weapon Style Mastery
Traits animal friend, excitable
Skills Acrobatics +18 (+49 to jump), Artistry (philosophy) +8, Bluff +24, Climb +9, Diplomacy +24, Disguise +11, Escape Artist +4, Handle Animal +24, Heal +9, Intimidate +15, Knowledge (arcana) +5 (+13 to identify the abilities and weaknesses of monsters), Knowledge (dungeoneering) +5 (+13 to identify the abilities and weaknesses of monsters), Knowledge (engineering) +4 (+12 to identify the abilities and weaknesses of monsters), Knowledge (geography) +4 (+12 to identify the abilities and weaknesses of monsters), Knowledge (history) +19 (+27 to identify the abilities and weaknesses of monsters), Knowledge (local) +5 (+13 to identify the abilities and weaknesses of monsters), Knowledge (nature) +5 (+13 to identify the abilities and weaknesses of monsters), Knowledge (nobility) +10 (+18 to identify the abilities and weaknesses of monsters), Knowledge (planes) +5 (+13 to identify the abilities and weaknesses of monsters), Knowledge (religion) +8 (+16 to identify the abilities and weaknesses of monsters), Linguistics +6, Perception +24, Perform (oratory) +15, Ride +4, Sense Motive +19, Sleight of Hand +1, Stealth +20, Swim +9, Use Magic Device +12
Languages Celestial, Common, Draconic, First Speech, Gnome, Goblin, Infernal, Orc, Sylvan; tongue of the sun and moon
SQ draconic breath, draconic fury, draconic mettle, fast movement (unchained), gnome magic, ki pool (17 points adamantine, cold iron, lawful, magic, silver), ki powers (feather balance, high jump, light steps, wind jump), style strikes (defensive spin, flying kick, spin kick)
Other Gear distance adamantine shuriken (50), holy adamantine khakkhara, belt of mighty hurling, lesser[UE], bracers of armor +5, circlet of persuasion, eyes of the eagle, immovable rod (2), monk's robe, necklace of ki serenity[APG], ring of feather falling, saliharion, 33,783 gp
--------------------
Special Abilities
--------------------
Ascetic Form (Unarmed strike) Use Monk level for uses/day on feats that depend on monk level.
Ascetic Strike (Unarmed strike) Use unarmed strike dmg of monk 4 levels lower than your level.
Ascetic Style (Any Monk Weapon, Unarmed strike) Gain bonus dmg to thrown weapons.
Bewildering Koan Swift, use 1 ki, foe loses next action or you gain +2 dam for 1 rd on a Bluff chk.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Spin On fist hit, gain +4 AC vs. struck foe's attacks for 1 rd.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Draconic Breath (15d6, instantaneous, DC 25) (Su) As a standard action, use 3 ki to deal dam in 30 ft cone (Ref half).
Draconic Fury (1d6 Acid, 7 rounds, Acid) (Su) As a swift action, use 1 ki to grant natural att 1d6 extra dam for duration.
Draconic Mettle (Su) +2 bonus on saves vs. fear, paralysis, and sleep effects.
Dragon Ferocity +2, 1d4+5 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Roar (DC 18) Gain +1 use of Stunning Fist per day, and you can emit a concussive roar
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Elemental Fist (4d6) You can add 4d6 energy damage to an attack.
Fast Movement (Unchained) (+50 ft.) The Monk adds 10 or more feet to his base speed.
Feather Balance (Ex) As a swift action, use 1 ki to treat all balance checks as auto 20 for 1 min.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Flying Kick (max 50 ft.) Before kick attack, move up to fast move bonus as part of flurry.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
High Jump (Ex) Add level to jump and always running. As a swift action, use 1 ki for +20 to jump for 1 rd.
Immunity to Disease You are immune to diseases.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (17/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Light Steps (Ex) When feather balance active, ignore all diff terrain and can cross any solid surface.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Martial Focus (Monk Weapons) You have honed your skills with a group of related weapons. Prerequisite: Base attack bonus +5.
Benefit: Choose one fighter weapon group. While wielding a weapon from this group with which you are proficient, you gain a +1 bonus
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sensory Control Gain low-light vision and scent for 24 hours after meditating.
Spin Kick Kick attack targets flat footed AC, unless foe has uncanny dodge.
Stunning Fist (17/day, DC 25) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Style Strike (2/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Tongue of the Sun and Moon (Ex) At 17th level, a monk can understand and speak with any living creature, as if under a permanent tongues effect.
Note: The Unchained monk gains this ability at 13th level.
Weapon Style Mastery (Ascetic Style [Any Monk Weapon, Unarmed strike]) Use a weapon style feat at the same time as another style feat
Wind Jump (Su) As move action, 1 ki for fly (perfect) for 1 min, but must end round on solid surface or fall.
--------------------
---Clouded Eyes: You can't see further than 60 feet. You take a -5 penalty to Perception checks for every 5 feet of distance beyond 30.
--- Slow Reactions: You take a -4 penalty to initiative rolls and Perception rolls to avoid being surprised.

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.

About him:

So essentially, this is a very old quadiran gnome monk following Sarenraes teachings and traveling Avistan.
Age made him a bit slower as in his youth, but he is still fast. His eyes are clouded and he mainly gets along talking to various mouses, rats, moles and others who guide him along his way.
Thanks to the Saloharion and his many travels he knows quite some things about various creatures.
He also likes to philosophize and tell tales quite a lot.
Like any proper gnome though, he´s up to discover something new and exciting every day. That´s why he keeps traveling the roads, asking people ponderous questions they can´t answer and making new friends.
Background to be expanded. Gear and some feats might also be adapted to party needs. That´s the basic idea though. Old but awesome. First character who really fits the breath of experience feat^^ Might also need a flying carpet or something to ride on just for style.

Lantern Lodge

If we went missing hand would we still benefit for gloves of dueling? It does not say both must be worn to get the effect, other gloves say you must wear both.

You give up alot for missing a hand already. Can only use 1 ring, can't 2h, can't use a shield, etc... just curious on your thoughts.


@Nitro-Nina: I don't think so, for either Point Blank Shot or Two Weapon Rend, Archery and Two Weapon Fighting in Pathfinder are quite balanced by virtue of their feat-intensity.
And while fire-resistance is pretty common, I won't add it on purpose, I'm not an evil GM :)

@Alecak: See that requirement as a "You can't use one of this gloves together with a different hand slot item". So you'd virtually have them both on. This, of course, doesn't apply to any ability specifically requiring to have two hands.

Lantern Lodge

Well Instead of missing hand it could be disformed where you can't use it but still put a glove on? If not I have another idea for a glove and they only require one glove.


@Alecak: What I meant is that you can put it on your working hand and have them work perfectly fine, as long as you don't wear two different gloves.

Verdant Wheel

@GM Sappy
Gotcha, wishful thinking perhaps. I have a choice to make, methinks. Thanks! :)


Well, my muse has been kind to me. I have an idea for a tragic gnome psion.

Background:
Zigzalzian (Zig to those to whom a few extra syllables are an unbearable burden) was born as a twin. He and Alvaravan were strangely identical at birth, a rarity for gnomes. Their blue hair even fell in similar patterns. Of course, they played this up with tricks and twists. Most gnomes found it creepy to see two beings not just identical, but trying to be more so. which only increased the fun for them.

Over time, they each developed different talents. Alvar had a talent for wizardry and Zig had a mind for the strange psionic magic. They started travelling with a couple of humans and an elf from the same town. The rest of the Fellows of Five Feathers began to grow in renown. While many adventuresome sorts are willing to travel with a gnome, few have what it takes to deal with a pair of them.

After various assorted adventures, the Fellows fell upon the trail of a mysterious figure with the ability to command spectral undead. Their gnomish heritage helped them to avoid the wrath of the wraiths. It took years to track down the necromancer, and in doing so they had to continually rise to new challenges.

As they went on Zig found himself growing more concerned with Alvar. While he had always been fascinated with the arts of necromancy, the darkness seemed to be overtaking him. While Zig found that studying the nature of incorporality was useful, Alvar seemed to find himself drawn to these magics. Eventually the Fellows disbanded.

Zig took this hard and threw himself into studying. He traveled to far-off places to find masters of the psionic arts. Eventually those far-off places weren't even on the same plane. Often it was a struggle just to get to these people.

But even a gnome needs to return home now and then. After more than a century away Zig came back. When he did, he was in for a shock. Five Feathers was no more. The legends told of a new necromancer. One that had become like a wraith himself. He knew Alvar had gone too far. By now he had mastered the art of leaving his body, and the two faced each other. The battle was long and difficult, but Zig emerged triumphant.

Perhaps triumphant was not the word. The shock of having to kill his brother tore Zig deeply. He locked himself away in his brother's demiplane. He intended to fade away, but somehow merely became a spirit all the time.

Recently, he's started to come forth. His mourning has passed and he's starting to take some joy in the world again. Until he hears about the troubles...

Crunch:

Zigzalzian "Zig of Five Feathers"
Male bleachling gnome psion 5/psion uncarnate 10
NG Small humanoid (gnome)
Init +0; Senses darkvision 60 ft.; Perception +20 (-4 Surprise checks)
--------------------
Defense
--------------------
AC 34, touch 21, flat-footed 28 (+7 armor, +4 deflection, +4 Dex, +2 dodge, +2 natural, +4 shield, +1 size)
hp 87 (15d6+5)
Fort +12, Ref +13, Will +16
Immune aging; incorporeal Resist negative energy 10, positive energy 10; 20% miss chance

--------------------
Offense
--------------------
Speed 30 ft., fly 30 ft. (perfect)
Melee Incorporeal touch +8 (touch) (3d6)
Ranged Anvil (TK Force) +20 (5d6+3)
Special Attacks hatred
Spell-Like Abilities (CL 15th; concentration +19; penetration +17)
. . At will—speak with animals
. . 1/day—dancing lights, ghost sound (DC 15), prestidigitation
Psion Powers Known (power points 168, ML 13th; concentration +26)
. . 6th—disintegtration (DC 27)
. . 5th—adapt body, pierce the veils, planar travel, power resistance (PR 25)
. . 4th—energy adaptation, energy ball (DC 26), telekinetic maneuver (CMB 22), trace psychoport
. . 3rd—body adjustment, dispel psionics, hostile empathic transfer (DC 24), psychoport (DC 24), touchsight
. . 2nd—cleanse body, concussion blast, energy missile (DC 24), energy stun (DC 24), inflict pain (DC 23)
. . 1st—energy ray, entangling debris (DC 23), entangling ectoplasm (DC 22), mind thrust (DC 22), synesthete
. . 0 (at will)—conceal thoughts, detect psionics, energy splash, missive
--------------------
Statistics
--------------------
Str 7, Dex 18, Con 10, Int 28, Wis 14, Cha 18
Base Atk +7; CMB +4; CMD 24
Feats Deep Focus, Dodge, Expanded Knowledge, Expanded Knowledge, Great Fortitude, Greater Power Penetration, Power Penetration, Psion Weapon Proficiencies, Psionic Body, Psionic Dodge, Psionic Meditation, Psionic Talent, Speed Of Thought
Traits psionic knack, resilient
Skills Appraise +10, Autohypnosis +20, Bluff +8, Climb -1, Disguise +18, Fly +22, Knowledge (arcana) +24, Knowledge (dungeoneering) +24, Knowledge (engineering) +17, Knowledge (history) +17, Knowledge (local) +24, Knowledge (nature) +24, Knowledge (nobility) +17, Knowledge (planes) +24, Knowledge (psionics) +24, Knowledge (religion) +27, Linguistics +18, Perception +20 (-4 Surprise checks), Sense Motive +15, Sleight of Hand +9, Spellcraft +27, Stealth +31, Survival +3, Swim -1
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infernal, Orc, Protean, Shae, Sylvan, Terran
SQ assume equipment, assume likeness, discipline (psychokinesis [kineticist]), gnome magic, hide mind, incorporeal touch, matter bound, parting the veil, rend the veil, shadow dodger, shed body, talents, telekinetic hurl, uncarnate, uncarnate armor, uncarnate bridge
Other Gear +2 deathless shadow mithral shirt, +3 buckler, rock, rock, bag of holding ii, cloak of displacement, minor, psionatrix of psychokinesis, third eye (sense), torc of power preservation, anvil, 125 lb (worth 5 gp, 125 lb) (2), 985 gp
--------------------
Special Abilities
--------------------
Assume Equipment (10 items) (Su) Beginning at 3rd level, a psion uncarnate can designate a number of pieces of his worn equipment (including weapons, but excluding armor which is always active anyway, as per the Uncarnate Armor ability) equal to his class level to retain their function
Assume Likeness (Su) At 4th level and higher, while incorporeal, a psion uncarnate can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity.
Darkvision (60 feet) You can see in the dark (black and white only).
Deep Focus You can psionically focus your subconscious in the same manner in which you gain psionic focus normally.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Expanded Knowledge (Psion, Empathic Transfer, Hostile) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Expanded Knowledge (Psion, Psychoport) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Fly (30 feet, Perfect) You can fly!
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Hide Mind (Su) As the psion uncarnate continues to evolve towards a higher state of being, he gains the ability to hide his true nature from others. From 6th level, nothing can identify the psion uncarnate as being psionic, regardless of whether it is spells or pow
Immunity to Aging You are immune to aging effects.
Incorporeal Touch (3d6, 3/day) (Su) Beginning at 2nd level, a psion uncarnate can make a melee touch attack that deals 1d6 points of damage if it hits. The character's Strength modifier is not applied to this attack, but it is effective against incorporeal creatures (and against corpo
Matter Bound (Ex) When becoming uncarnate, the psion uncarnate can choose to either subsume his equipment into his incorporeal form, in which case they become inert (but see Assume Equipment below), or he can choose to have them remain functional but material. While t
Parting the Veil (Su) At 5th level, the psion uncarnate can expend a use of his Incorporeal Touch ability to give a weapon or armor he touches the Ghost Touch property for 5 minutes.
Power DC +2, +3 PK (Ex)
Power Penetration +4 / +8 vs PR Bonus on ML checks vs PR is +4 when focused and +8 when expend focus.
Psionic Body Bonus HP +20
Psionic Dodge +1 AC when psi-focused, expend focus for +4 vs. one attack
Psionic Meditation You can take a move action to become psionically focused.
Psionic Talent Gain 2 or 1 extra power points.
Psychokinesis (Kineticist) Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy. Unlike other psions, when a kineticist select
Rend the Veil (Su) At 8th level, a psion uncarnate is almost at the peak of his ascension and can rend the veil that separates the material from the incorporeal. While incorporeal, the psion uncarnate can expend his psionic focus while making a melee touch attack again
Shadow Dodger +4 to AC vs. incorporeal and partially real creatures.
Shed Body (19 rounds/day) (Su) Starting at 1st level, a psion uncarnate can become incorporeal (or “uncarnate”) as a move action. Each day the character can remain uncarnate for up to 10 rounds and for each level after the first, he can remain uncarnate for 1 additional round.
Slow Reactions (Ex)
Speed of Thought When focused speed +10ft or +30ft when you expend focus.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
Telekinetic Force (DC 29) (Su)
Uncarnate (Ex) At 10th level, a psion uncarnate becomes a being of pure psionic consciousness. The character becomes permanently uncarnate, gains an additional +1 bonus to all save DCs of powers he manifests, counts his key ability score as 4 points higher for the
Uncarnate Armor (Su) At 2nd level, a psion uncarnate wearing armor (or using inertial armor or a similar effect) gets his armor bonus to AC even when he becomes incorporeal, along with any special abilities the armor may convey, such as fortification and the benefits aga
Uncarnate Bridge (Su) At 9th level, the psion uncarnate can use the minds of others as a springboard for transportation. While incorporeal, he can enter the body of a living creature and instantly teleport to any other living creature within line of sight as a move action

Lantern Lodge

Thanks for the clarification. I hope to have my background all ready soon.


Hi Sappy! Chess here, with my submission. Harbaestus is a retired reformed villain/sidekick, turned antihero, with a backstory slightly different than my more "heroic" counterparts. He's a human gunslinger. His old age affected his strength, memory and reactions :)

51 to 100 of 210 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Get them goblins off my lawn! An adventure for Old Glories All Messageboards

Want to post a reply? Sign in.