Here be dragons! Adventurers keep out! (Inactive)

Game Master Davachido

Combat Map
Adventurers are loose on your lands, quick kill them!


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@Min Classified: In the know won't be giving a boost to knowledge checks, it will probably give 1, 2, 3 progression to change a Ka-ching pool as you can use it at any time for gather information. It will also be an ability you get to choose out of something like 12 abilities, I'm changing how you can get the Ka-ching feats by making it that you can get a few automatically.

@Rocan: Yes, you also get the equivalent of 5000gp to spend on special materials if you so wish. The enhancement bonuses in the first column apply to a set of armour and a weapon (or pair if dual wielding)

@Cora: Cool as long as her personality is crazy if her backstory isn't all that nuts, then its fine.


Dotting for interest.

Rough Concept:

I am thinking a NE Roughrider Fighter/Void Wizard class wise. Race wise I am hazy. As to his mount I was considering a drake (Book of Drakes), cause dragons are too much even for him. ;)

Rego Cantio was once a simple sage and bookworm. A frontier mage as they were known, the only trouble he ever faced was of a monstrous nature. Which to his credit he played a part in solving along with the townsfolk. Yet fate granted him a blessing and curse, for like all fools he was brought low by the love of a woman of no small beauty. It was not long after their meeting that the two were wed, blessed by Nethys, for she was a mage as well. A single year was all that was granted for it was found out that his beloved was a witch. He cared not at all as he knew their was nothing inherently unholy or foul of such people. The locals were not so understanding and their peace quickly came to an end, as in mere weeks turned the friendly village into a spiteful den of hate. So it was that their home was burned around them as they slept. Both managed to escape into the hands of the waiting mob. Who in turn burned Rego's wife and hanged him. But fate or Nethys as Rego believes graced him with just enough life and power to save himself. But he had lost more then his love, his mind was warped by more then anger and sadness. After laying his wife to rest he left the village. A few years passed in the sleepy village, until a hooded man arrived in the towns center. He placed a totem of some sort and vanished in the blink of an eye. No matter what the locals tried the totem would remain uneffected by anything. A day later the village was in utter ruin, only the totem remained untouched among the bones and blasted buildings. For those versed in Draconic it read "Work of Lord Rego the Dark and his Riders, For Business cast a Message spell, for Vengence cast a Flare spell, Have a Nice Day". Rego had spent his time gaining personal power, knowledge, exotic creatures, and building a following thru mercenary work. As a result he was well known among those with the gold to pay for his services and the underworld, his reputation as unstable and dangerous not far behind. Still the mad mage rider tends to complete his jobs without killing his employers, so long as they keep in mind that he can.

Kinda going for the mad mage vibe but not over the top like a loon, more of a quiet and odd madness at times with the triditional randomness thrown in. Like a functioning lunatic. Well let me know what you think and any suggestions are more then welcome.


@old Smky Bill. I didn't think it would give bonus to knowledge checks (as in the skill) I was meaning that my kingdom is pretty much an intelligence agency with a nation rather then a nation with an intelligence agency. So how many Ka-Ching feats can we get automatically. I like the idea of having another feat.


@Min: Sorry the question looked like you were just asking how much the bonus to knowledge would be. You will get one free Ka-ching ability at level 8, 12 and 16. There is a feat that still exists if you wish to buy more Ka-ching abilities.

You can purchase scrolls to learn from the consumable allowance for level 8 to start.

Also in terms of crunch you are missing the other half of the gestalt.

@Everyone: New Ka-ching abilities below.

Ka-ching:

More Wonga (feat)
Benefit: You gain one extra Ka-ching ability. You may not take this feat if you have the Pauper Ka-ching ability. You may take this feat multiple times.

You gain one Ka-ching ability at level 8, level 12 and level 16 that can help your Ka-ching:

Friends in the right places
Benefit: Once every 1d4 days when a ka-ching roll is being made (even if you are not part of it) you can lower or raise the ka-ching pool by 2. At level 12 you can change the pool by 3, level 16 you may change the pool by 4.

Rolling in money
Benefit: Any time you would gain a permanent boost to your Ka-ching stat you gain an additional +1.

Greasing your palm
Benefit: If you would roll the Ka-ching check you may roll one additional dice and choose one dice to be removed after the roll is made. At Level 12 you may choose to add/remove 2 more dice, at level 16 you may add/remove 3 more dice. (Any time you use this ability you may only remove the same amount of dice you put in.)

Jackpot
Benefit: Once per 1d4 weeks you may double or halve (even if you are not part of it) the total Ka-ching pool before a roll is made. This may only be used once per roll.

In the know
Benefit: Whenever ka-ching roll is being made (even if you are not part of it) that is related to gathering information, finding something or someone you can lower or raise the ka-ching pool by 1. At level 12 you can change the pool by 2, level 16 you may change the pool by 3. If you half the benefit or penalty (round down) this may be done discretely.

Commanding Presence
Benefit: When a ka-ching roll is being made (even if you are not part of it) to purchase a troop or hire mercenaries you can lower or raise the ka-ching pool by 1. At level 12 you can change the pool by 2, level 16 you may change the pool by 3.

Collector
Benefit: When a ka-ching roll is being made (even if you are not part of it) to purchase an item you can lower or raise the ka-ching pool by 1. At level 12 you can change the pool by 2, level 16 you may change the pool by 3.

Barter
Benefit: Once every 1d4 days when a ka-ching roll is being made (even if you are not part of it) you can lower or raise the rarity pool by one dice. At level 16 this changes to two dice.

Tycoon
Benefit: Your Ka-ching stat is doubled for all Ka-ching rolls that have no other contributor other than yourself; however you may no longer use a Ka-ching ability on a check that includes more than one person.

Against the odds
Benefit: Once per 1d4 weeks when a Ka-ching roll is being made (even if you aren’t part of it) you may change the dice pool to either d4s or d8s. This may only be used once per roll.

Sell off
Benefit: At any time a Ka-ching roll is being made (even if you aren’t part of it) you may permanently lose 2 to your Ka-ching stat to pass or fail the roll.

Pauper
Benefit: This ability must be taken at level 8. Your Ka-ching stat is permanently set to 0 and may never increase. However you gain a new Ka-ching at level 10 and 14. When you select this ability you may choose another Ka-ching ability.


I'm a arcane savent isn't that a gestalt?

If it isn't I'll take a level in Synthesist summoner. I spent all my time on my mind and neglected my body. Eventually I made myself my own mobile suit.

By the way you might like to know that greasing the palm is better that about all this other Ka-Chings especially sense it works when all the other ones work. Here is the work.


Hmmm. I'm having a confusion about making Gestalt characters. I guess I have to build her one level at a time so my head doesn't explode. XD

Would be a Ranger (shapeshifter) stack with druid stuff? Like using Aspect of the Bear, then actually being a bear?


@lexibean The Shapeshifter ability clearly states it is not a polymorph ability and should stack with Wildshape. See it as shapeshifting into a bear but also taking on more of its inner power than any other druid.

If you need help in making a Gestalt character there are people here to help you.


What I'm currently doing is making her a level 8 Ranger - then making a level 8 druid sheet and trading and adding everything new or better to the Ranger sheet.


Here's what I have for her so far. This is just her Ranger sheet (though her saves are including the boosted will from druid. As far as I can tell, I'll just have to shuffle skill ranks for anything I want from the druid skills, add spells, add druid class abilities, and make my animal companion...otherwise a Ranger has better stuff for most things (skill ranks, bab, HD).

I'll also have to make stat sets for her animal forms just so I know what's going on. Haha.

Leiara:
Leiara
Half-Elf Druid 8 / Ranger 8
NE Medium Humanoid
Init +3; Senses ; Perception +20
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 61 (8d10+16)
Fort +8, Ref +9, Will +10
--------------------
Offense
--------------------
Speed 30 ft.
Melee Claw x2 (Aspect of the Beast (Claws of the Beast)) +12 x2 (1d4+3/x2)
Special Attacks favored enemies (elves +2, reptilian humanoids +4)
Ranger (Shapeshifter) Spells Prepared (CL 5):
2 (2/day) Aspect of the Bear, Aspect of the Bear
1 (2/day) Magic Fang, Magic Fang
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 7, Wis 18, Cha 10
Base Atk +8/+3; CMB +; CMD
Feats Aspect of the Beast (Claws of the Beast), Aspect of the Beast (Predator's Leap), Dodge, Eldritch Claws, Endurance, Skill Focus (Perception), Step Up, Weapon Focus (Claw)
Traits
Skills Acrobatics +4, Bluff +0 (+2 vs. elves, +4 vs. reptilian humanoids), Climb +9, Escape Artist +4, Handle Animal +11, Heal +12, Intimidate +8, Perception +20 (+22 vs. elves, +24 vs. reptilian humanoids), Sense Motive +4 (+6 vs. elves, +8 vs. reptilian humanoids), Stealth +7, Survival +14 (+16 vs. elves, +18 vs. reptilian humanoids, +18 to track), Swim +7 (+11 to resist nonlethal damage from exhaustion)
Languages Common, Elven
SQ combat styles (natural weapon), elf blood, shifter's blessing (12 rds) (2/day), shifter's blessing forms (form of the bear, form of the dragon), swift tracker, track, wild empathy, woodland stride
Other Gear
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Special Abilities
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Aspect of the Beast (Predator's Leap) You can make running jumps while standing still.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Elves +2) (Ex) +2 to rolls vs Favored Enemy (Elves).
Favored Enemy (Reptilian Humanoids +4) (Ex) +4 to rolls vs Favored Enemy (Reptilian Humanoids).
Form of the Bear (Su) The ranger’s muscles enlarge and tighten, and his facial features become more ursine. While in this form, the ranger gains a +4 enhancement bonus to Strength, but his base speed becomes 20 feet.
Master Shifter: The ranger’s muscles enlarge - +8 Strength and no speed penalty.
Form of the Dragon (Su) The ranger’s skin becomes rough and scaly. While in this form, the ranger gains a +2 natural armor bonus to AC.
Master Shifter: The ranger’s skin becomes rough and scaly. While in this form, the ranger gains a +4 natural armor bonus to AC and gains Fly speed 30 (average).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Shifter's Blessing (12 rds) (2/day) (Ex) Temporarily gain characteristics of various creatures.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.


Looks good Leiara, maybe you want to include a few Standard Wildshapes into your build: Dire Tiger is always a nice choice, perhaps a dinosaur like a raptor would also be benificial for you, seeing as you have Weapon Focus (Claw)


She's going to be really focused on the bear aspect, as well as some kind of reptilian - hoping I can flavor the dragon bonuses to a more dinosaury bent. :)

Here she is! I think ... maybe ... finished except for wild shapes and her animal companion.

Her 'kingdom' will be a big ol' prehistoric kind of jungle full of animals and dinosaurs as her subjects (maybe some crazy humans or druids) - and woe betide anyone who chops down a tree! Burning. So much burning.

This is completely minus any gear, and I still need to do traits:

Leiara:
Leiara
Half-Elf Druid 8 / Ranger 8
NE Medium Humanoid
Init +3; Senses ; Perception +20
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Defense
--------------------
AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 61 (8d10+16)
Fort +8, Ref +9, Will +10
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Offense
--------------------
Speed 30 ft.
Melee Bite (Bear's Natural Weapons) +9 (1d6+3/x2)
Claw x2 (Aspect of the Beast (Claws of the Beast)) +12 x2 (1d4+3/x2)
Special Attacks favored enemies (elves +2, reptilian humanoids +4)
Ranger (Shapeshifter) Spells Prepared (CL 5):
2 (2/day) Aspect of the Bear, Aspect of the Bear
1 (2/day) Magic Fang, Magic Fang
Druid (Bear Shaman) Spells Prepared (CL 8):
4 (3/day) Flame Strike (DC 18), Protection from Energy, Communal, Strong Jaw (DC 18)
3 (4/day) Cure Moderate Wounds, Cure Moderate Wounds, Magic Fang, Greater, Magic Fang, Greater
2 (4/day) Heat Metal (DC 16), Fire Trap (DC 16), Bull's Strength, Fury of the Sun (DC 16)
1 (5/day) Faerie Fire, Faerie Fire, Air Bubble, Bristle (DC 15), Produce Flame
0 (at will) Guidance, Resistance, Create Water, Spark (DC 14)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 7, Wis 18, Cha 10
Base Atk +8/+3; CMB +; CMD
Feats Aspect of the Beast (Claws of the Beast), Aspect of the Beast (Predator's Leap), Dodge, Eldritch Claws, Endurance, Skill Focus (Perception), Wild Speech, Weapon Focus (Claw)
Traits
Skills Acrobatics +4, Bluff +0 (+2 vs. elves, +4 vs. reptilian humanoids), Climb +9, Escape Artist +4, Handle Animal +11, Heal +12, Intimidate +8, Perception +20 (+22 vs. elves, +24 vs. reptilian humanoids), Sense Motive +4 (+6 vs. elves, +8 vs. reptilian humanoids), Stealth +7, Survival +14 (+16 vs. elves, +18 vs. reptilian humanoids, +18 to track), Swim +7 (+11 to resist nonlethal damage from exhaustion)
Languages Common, Elven, Druidic
SQ combat styles (natural weapon), elf blood, shifter's blessing (12 rds) (2/day), shifter's blessing forms (form of the bear, form of the dragon), swift tracker, track, wild empathy, woodland stride, animal companion link, bear wild shape (4/day), bear's totem transformation (move action) (8 minute, bear's totemic summons, nature bond abilities (animal companion), resist nature's lure, share spells with companion, spontaneous casting, totem transformations (bear's natural weapons), trackless step, wild shape (2/day), wild shape (animal), wild shape (totem animal), wild shape (elemental)
Other Gear
--------------------
Special Abilities
--------------------
Aspect of the Beast (Predator's Leap) You can make running jumps while standing still.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Elves +2) (Ex) +2 to rolls vs Favored Enemy (Elves).
Favored Enemy (Reptilian Humanoids +4) (Ex) +4 to rolls vs Favored Enemy (Reptilian Humanoids).
Form of the Bear (Su) The ranger’s muscles enlarge and tighten, and his facial features become more ursine. While in this form, the ranger gains a +4 enhancement bonus to Strength, but his base speed becomes 20 feet.
Master Shifter: The ranger’s muscles enlarge - +8 Strength and no speed penalty.
Form of the Dragon (Su) The ranger’s skin becomes rough and scaly. While in this form, the ranger gains a +2 natural armor bonus to AC.
Master Shifter: The ranger’s skin becomes rough and scaly. While in this form, the ranger gains a +4 natural armor bonus to AC and gains Fly speed 30 (average).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Shifter's Blessing (12 rds) (2/day) (Ex) Temporarily gain characteristics of various creatures.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bear Wild Shape (4/day) (Su) Shapeshift into a bear one or more times per day.
Bear's Totem Transformation (Move Action) (8 minutes/day) (Su) At 2nd level, a bear shaman may adopt an aspect of the bear while retaining her normal form. She gains one of the following bonuses: movement (+10 enhancement bonus to land speed, +4 racial bonus on Swim checks), senses (low-light vision, scent), tou
Bear's Totemic Summons (Su) At 5th level, a bear shaman may cast summon nature’s ally as a standard action when summoning bears, and summoned bears gain temporary hit points equal to her druid level.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Shape (2/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape II: Tiny - Large animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Beast Shape III: Diminutive - Huge totem animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body I: Small elemental) You may use your Wild Shape ability to become an elemental.
Wild Speech Speak while in wild shape


@Old Smoky
Is it possbile for us (--> me) to use the +2 saves and +2 attribute bonuses on something else than weapons or armor, for instance scalable belt of giant strength and cloak of resistance? I find myself not wanting to wear armour now until enhancement bonus would reach +3 (Wild enchantment for my armour). Nor would I use these bonuses on my weapons as I plan to mix them up regularly.

Other than that I'm pretty much set for personal gear I think; Amulet of Mighty Fists +1 = item 1, item 2=Ring of Jumping, item 3= Daredevil Boots (Softpaw, ARG)


@Bossman - Another n00b question; my understanding of your rules is that the fluff doesn't have to match the crunch, you just want us to use the rules for what we have, right?

More simply, can I take a T-Rex with a bear shaman druid? :)


And here is Zoom IV, the ill-fated animal companion...

Zoom the Fourth:
Animal Companion
Tyrannosaurus
N Large Animal
Init +3; Senses low-light vision, scent; Perception +9
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Defense
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AC 25, touch 13, flat-footed 21 (+3 Dex, -1 size, +12 natural, +1 dodge)
hp 46 (+14)
Fort +7, Ref +8, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee Powerful Bite (Tyrannosaurus) +11 (3d6+14 plus grab/x2)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
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Str 24, Dex 16, Con 14, Int 2, Wis 16, Cha 10
Base Atk +5; CMB +13 (+17 Grappling); CMD 27
Feats Dodge, Improved Natural Armor, Improved Natural Attack (Powerful Bite [Tyrannosaurus]), Power Attack -2/+4
Tricks Air Walk [Trick], Attack [Trick], Attack [Trick], Attack Any Target [Trick], Defend [Trick], Down [Trick], Fighting [Trick], Heel [Trick], Seek [Trick], Stay [Trick], Track [Trick]
Skills Acrobatics +9, Fly +1, Perception +9, Stealth +3
Languages
SQ air walk [trick], attack any target [trick], defend [trick], devotion +4, fighting [trick], heel [trick], seek [trick], track [trick]
Other Gear You have no money!
--------------------
Special Abilities
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Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.


@Min: Well you've prestiged. Gestalt is at every level you choose two classes and get the best benefits of both. So at the minute your first level is wizard/? , if you chose your other have to be alchemist for example you'd gain all the abilities of the alchemist and their spell casting as well as their BAB etc. I'll help out with that more when I choose the people in the group. I'm just making sure you are aware that your down half a character from a crunch standpoint :P

I'll probably add a long cooldown to it then.

@Lexibean: Pretty much and yes T-Rex is fine.

@Rocan: Okay I don't understand the first bit of your question. You are gaining +2 to your strength through the attribute bonus and +2 to your saves ala cloak of resistance. So why do you want to trade them for items that to exactly the same thing...? The whole point of the inherent bonuses is to replace the need for you to buy those items.

The main reason I've got the item rules is that gestalt characters are powerful enough on their own sans items so I want to regulate what they get. Also your +2 enhancement bonus can be used to gain an amulet of mighty fists +2 freeing up your item 1 to use it on something else.


I see. So I need to add +2 to saves, enhancement, attributes, too.

Do you want the items to be separate, i.e. not further enhancements?


@Old Smokey Bill
Did you miss my last post?


@lexibean: what do you mean the items to be separate?

You can buy further enhancement items if you wish (if that's what your asking?) though they don't stack since the +enhancement from inherent is an enhancement bonus. If you for example spend item 1 on a +2 attribute boost item to a stat then that's fine, has to apply to a different stat though. Or another weapon, though that weapon won't have the ability to change daily like the inherent bonus one does.

@Omnichaos: Sorry I did read the character concept, I just missed that there was a question at the end. The concept is fine, is he going to be acting like a collect man most of the time then randomly snap by the description of his personality?


@Old Smoky
I thought that those stats only applied when they were on weapons or armor, so my mistake. Seeing now that they are bonuses without the need of any specific gear: Great!

I'll take that amulet of mighty fists +2 then, and a belt of Mighty Constitution +2 as my item 1


Ah! I get it. Coo'.


Okay! Phew. Sorry for posting so many times. :) I'm really enjoying playing with the pathfinder systems to make this character. :D

Anyway, Leiara and Zoom IV, finished except for gear which I am still sorting through - armor almost isn't worth buying until I can get wild armor. :/ But we'll see what I come up with!

Working on the fluff now. ^.^


Shard:

Shard
Male Ratfolk Druid 8 / Ninja 7/ Monk (Master of Many Styles) 1
LE Small Humanoid (Ratfolk)
Init +4; Senses Perception +14, Darkvision 60 ft

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DEFENSE
--------------------

AC 18, T 14, FF 14 (+4 Dex, +1 Size, +3 (Monk)) AC changes when Wildshaping
HP 63 (8d8+8+16)
Fort +8, Ref +9, Will +9
--------------------
OFFENSE
--------------------

Speed 20 ft. (Unarmored)
Melee: Unarmed attack +13/+8 (1d4+5/x2) (B or S)
Kama +10/+5 (1d4+3/x2, plus Trip) (S)
Kusarigama (Sickle and Chain) +10/+5 (1d2+3/1d4+3/x2 Reach; Trip and Grapple with the Sickle end) (B and S)

Special Attacks: Sneak attack +4d6
Power Attack -2+4
--------------------
STATISTICS
--------------------

Str 16 (14+2 HR Bonus), Dex 18, Con 15(13+2Belt), Int 10, Wis 16, Cha 10
Base Atk +6/+1; CMB +8 (+2 to Grapple); CMD 21 (+3 when unarmored or unencumbered)
Feats: Improved Unarmed Strike (Monk Bonus feat), Stunning Fist (2/day, DC17, Monk Bonus Feat), Combat Expertise (House Rules), Power Attack (3rd), Friends in the Right Places (8th, House Rules), Improved Grapple (1st), Greater Grapple (7th), Tiger Style (Bonus Monk Feat, when using this style, may deal slashing damage with unarmed strikes, when critical deal 1d4 bleed damage, +2 bonus to CMD against Bull Rush, Overrun and Trip), Weapon Focus (Unarmed Strike, 5th)
Skills: Perception 8 ranks (+14), Survival 6 ranks (+14), Stealth 8 ranks (+19), Knowledge (Nature) 8 ranks (+13), Escape Artist 8 ranks (+15), Acrobatics 8 ranks (+15, +5 to jump), Swim 1 rank (+7), Climb 1 rank (+7), Sense Motive 8 ranks (+14), Knowledge (Nobility) 2 ranks (+5), Knowledge (Geography) 2 ranks (+5)
Languages: Common, Druidic
Combat Gear: +1 Kama, +1 Kusarigama (Sickle end)
Other Gear: Belt of Mighty Constitution +2, Daredevil Boots, Ring of Jumping (+5 Acrobatics when jumping), Amulet of Mighty Fists +2

--------------------
SPECIAL ABILITIES
--------------------

Orisons
Wild-Shape: 3/day ,standard into Dire Tiger; +4 Str, -2 Dex, +4 Natural Armour; 2 claws 2d4 plus Grab, bite 2d6 plus Grab, Rake, Scent, Pounce, low-light vision, Large Animal. Wild-Shape lasts for 6 hours
Nature Sense (+2 Knowledge Nature and Survival)
Woodland Stride: A druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step: A druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure: A druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Ki Pool (Su): (4 Ki points) At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Ninja Tricks: Pressure Points; A ninja with this trick can strike at an opponent’s vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Heal check.
Rogue talent; Offensive Defense: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round. (+9 AC max)
Vanishing Trick: As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
No Trace:At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.
Light Steps:At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.
Uncanny Dodge: No longer be caught flat-footed or lose Dex bonus to armor unless Feinted or immobilized.
AC Bonus (Ex): (+3) When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Fuse Style (Ex): Replaces Flurry of Blows, may have two styles active at the same time.

Favored Class: Druid (+8 HP)

Pytha-Gora:

Male Snapping Turtle (Animal Companion) (Anthropomorpic Enhanced)
Size: Large
Init +0; Senses Perception +6, low-light vision, Scent

--------------------
DEFENSE
--------------------

AC 25, T 25, FF 10 (+0 Dex, +16 NA, -1 Size) +1 AC while one hand free
HP 47 (7d8+16)
Fort +7, Ref +5, Will +3 (+4 vs enchantments)
--------------------
OFFENSE
--------------------

Speed 20 ft. (Armor)
Melee: Bite +9 (1d8+4/x2)
Unarmed attack +9 (1d4+4/x2)
.
--------------------
STATISTICS
--------------------

Str 18, Dex 10, Con 14, Int 3, Wis 13, Cha 6
Base Atk +5; CMB +10 (+1Size, +2 to Grapple); CMD 20 (+1 Size, +2 vs Grapple)
Feats: Improved Unarmed Strike, Improved Grapple, Greater Grapple
Snapping Turtle Style: While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.
Skills: Perception 2 ranks (+6), Stealth 2 ranks (+5), Acrobatics 2 ranks (+5), Swim 1 ranks (+8),
Languages: Common
Special Abilities: Evasion, Hold Breath
Devotion: An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

concept background:

Shard was orginally called Rahls Craenic, a normal ratfolk student of martial arts inside the monastery dojo on top of the mountains, teaching the way of life, nature and the fist in all its aspects. Many students including Rahls bonded with one of the animals provided to them by the dojo, he had last pick though he found himself intrigued by the ability of the snapping turtle using his defense as a lure to bite adversaries.
Training was tough for the ratfolk, being smaller than everyone else there, often being the one picked on as well.
His training to be a monk, taught him everyone fights differently, why shouldn’t he combine it? Alas his ratfolk nature often plagued him, stealing shiny items from other students at times, or skulking through the shadows where only the masters themselves could be able to spot him.
Being a rat, he really really likes cheese, NO I MEAN REALLY likes cheese. A holy cheesy relic was brought to the monastery, apparently the last thing ever made by an old grandmaster, The Cheddar (I know, I know). It was said to bestow his knowledge upon any who ate from it, however nobody ever tried, seeing it as sacred.

Enshrined in a specially trapped and rigged room, it was folly to try anything without prior knowledge. Rahls had seen the cheese and salivated only at the thought of it, his mind could only concentrate on obtaining it and went in late at night, evading any watchful eyes. Clearing most of the traps, escaping barely with his whiskers, he made it to the glass case, his eyes only focused on the cheese. This cost him his left arm, as soon as he lifted the glass a kind of bear trap sprung and he couldn’t avoid it completely. The masters found him with two-thirds of the cheese left and his bloody arm on the ground, he totally ignored the pain.
After being healed he was expelled for desecration by the headmaster, thinking to himself, no one else could have cleared that room and survive that last trap, they had no reason to expel me.

He returned two night later stealing the cheese from the headmaster’s room, murdering any who got too close, somehow his abilities were enhanced even further, as was his ruthlessness.
As he killed the headmaster, he spoke only this: ”Humans, elves, dwarves and others miss animal instincts, true power lies within us half-folk.” with a voice that was not truly his.

In the end there was only a small hint, a Shard of his original self left, he became a martial trainer of biped animals and animal-folk, regretting nothing. His love for cheese is pretty legendary among locals.

Total crunch and background done, his city will probably have a large dojo attached to it and be named after a certain cheese.

Let me know if I missed something or you would like me to add something.


@Old Smokey Bill
He is going be in a word, nutty. Kinda wild but not completely random, he is not chaotic. Sometimes he will act normal while other times he will act like a moody kid. But always aware of his surroundings and such.

Also any race rules or anything from ARG?


@OmniChaos: Any paizo race is fine.

@Everyone: Please read

Below is just an example of how the item system works to hopefully clear up any confusion. I tried to be brief in the document I guess it just made it vague, I'm sorry for it being unclear originally.

Example:

I am Asth, I am level 8, thus I have +2 Enhancement bonus, +2 saves and +2 attribute bonus.

I am a ninja/gunslinger, Dexterity is thus important to me so I use the +2 attribute bonus to give myself +2 Dex. This is as if I was wearing a belt of incredible dexterity +2, I am not actually wearing one so I can wear something else in the belt slot. With my items (described later) I may not purchase belt of incredible dexterity as it will not stack with my +2 attribute bonus, however I could buy a belt of giant strength to take up my belt slot.

I will also carry around a kama, a sword and a pistol. Each morning I will choose which of those weapons gains the +2 Enhancement bonus. This morning I will choose the sword, so it has +2, though I like it to have some elemental damage. Therefore today it is a +1 flaming sword. An amulet of mighty fists is also a 'weapon' so I could take one of those if I choose not to enchant any of my weapons that morning.

I also have some leather armour, I am too low level to get the property I like so each morning this will stay as a +2 enhancement bonus to AC. (I could also be wearing a shirt with the same bonus)

I also gain +2 to all my saves as if I was using a cloak of resistance +2. I don't actually wear a cloak of resistance so I can wear something else in the cloak slot if I wish.

I also now gain 3 items, one at 6600gp, 3300gp and 1650gp. I also gain consumables of up to 1650gp and 5 material points.

I want to have a cold iron weapon, so I will spend 2 material points on that. I also would like an adamantite weapon so I will spend my other 3 material points on it using up all my points. (5000gp in total)

Now onto my items. 6600gp is enough to buy another attribute boost item if I wish, maybe +2 to my Constitution. I think though I might wait, I would like to have another enchanted weapon at the ready just incase. I can afford a +1 weapon, so I will get a +1 pistol just to make sure I always have a magic pistol around.

My second item can be 3300gp, I'll get myself some eyes of the eagle.

My third item is 1650gp, I'll get a necklace of fireballs. Who knows maybe I might just need to burn someone.

I'll then spend my 1650gp from consumables on two level 1 wands. Leaving 150gp for random mundane consumables I might like to have.

(So loadout is +1 pistol, eyes of the eagle and necklace of fireballs 1. A wand of cure light wounds and a bull's strength)

Asth goes onto adventure for a while
Oh I'm level 9 now, I can choose to change up all my items! Since I have more money now I can change the loadout for better things!

My saves have gone up by one each with the inherent bonuses, wonderful let's note that down.

I still want a spare magic weapon but now I can afford a +2 version with my item 1 (9200gp)! So I'm going to do that.

My item 2 can afford a stat boost item of +2 now, I will buy that +2 Con item I wanted last level.

My item 3 is 2300gp, I'll take a handy haversack because it's handy!

For my consumables it's enough to pick up a third wand, yay!

(New load out is +2 pistol, +2 Con item, and a handy haversack. I also now have a wand of CLW, a wand of bless and a wand of bull's strength)


Ooooooooohhhhhh. You get an enhancement bonus to 1 weapon AND AC? That was the part I was missing, I think.

I love your examples, btw. :)


Okay, that cleared up a lot of the item rules for me. Thanks for the example! I'll alter Aurelie and Pappy as required, and add in the Ka-Ching ability and fluff.


Ok! I THINK she is now finished except for fluff which is for the morning ...

This is the part I'm unsure about, did I do it right? XD

Inherent bonuses:
Used inherent ability bonus to +2 strength
Used Resistance bonus on +2 saves
Used weapon enhancement bonus as Amulet of Mighty fists +2 (on claws)
Used armor enhancement bonus on Ironwood Breastplate (+2)

Item 1 - +1 Ironwood Terbutje
Item 2 - Lenses of detection
Item 3 - Bracers of armor +1


If its not too late, I'll throw up a character tonight for consideration.


@Old Smoky Bill: O sorry about the confusion I think I will be a lore Oracle. I'll have to change my stats to have a bit more Cha which is good sense I was planing on doing a lot of use magic devise. (although with this huge spell list I might not ever really have to use it.)

Lore Oracle/wizard


@Leiara: Yea that's how you do it, just missing your consumables but you get the idea. Just one question how are you getting permanent ironwood stuff? (It probably exists somewhere but I can't find it currently)

@Hanzou: Recruitment is open till Thursday morning GMT.

more balanced, Greasing your palm:

Greasing your palm
Benefit: Once per 1d4 weeks, If you would roll the Ka-ching check you may roll one additional dice and choose one dice to be removed after the roll is made.At level 16 you may add/remove 2 more dice. (Any time you use this ability you may only remove the same amount of dice you put in.)

You must be participating in the roll to use this ability. This may only be used once per roll.

I will make a FAQ in the discussion thread when it opens to conglomerate all the info so it isn't dotted everywhere.

Current applicants, check here:

If I've got a complete next to your name I have enough info to work with for your application. If I've missed you speak up.

Crunch and concept:
Little Aurelie and Big Pappy (summoner/cleric) - Loup Blanc (complete)
Combat Butler (fighter/rogue) - Ptolmaeus Arvenus (complete)
Cora Montajay (Sorcerer/Oracle) - Campincarl (complete)
Lucelia (Enforcer/?) - Nerd of the year (complete, needs to check in)
Hell lawyer (wizard/cleric) - Tiny coffee golem (complete)
Min (Lore Oracle/?) - fiction fan (complete)
Shard (Druid/Ninja) - Rocan (complete)
Leiara (Druid/Ranger) - lexibean (complete)
Lord Rego (Rough Rider/Void Wizard) - Omnichaos (complete)

Others who have base concepts:
??? (Malkavian esque vampire) - Monkeygod (needs background/info)
Gnome Joker (Necro/cleric) - The silver prince (complete, name possibly?)
Nini Michaels (Sorcerer/Oracle) - metid (complete)
Goblin turret - Hanzou (entry soon)
K.Boom (Alchemist Kobold) - edward sobel (Needs to check in)
Littlefinger riding on a palanquin (summoner/Sorceror) - twilsemail (complete, name possibly?)

Interested, yet to finalise a concept:
Tie my shoelace
Thickfreakness (contract lawyer?)
leinathan


Just to put an idea down, instead of the goblin I was thinking of, I'm thinking of making a legless Monk (Flowing Monk)/Fighter (Brawler or Lore Warden).

Dark Archive

I'm going to go with Iresh for a name. Do you need anything else from me?


The two halfs are Lore Oracle/(wizard/arcane savant) sad that this does not balance out my saving throws.


Thinking it out a bit more, I think my legless monk might be rather bad and think himself some sort of zombie. A madness bred from his family being slaughtered and raised as undead themselves.

His kingdom will be a safe haven for those with no place to go whether it be because of disease, madness, or poor circumstances.

With this in mind, I might trade out his Fighter side for Anti-Paladin instead.


Old Smoky Bill:

I take it dispite what you said True Azlanti is out racewise as well as the race builder from ARG. If that is the case I am having a bit of a blank problem when it comes to race. Elf, Sylph, and Tiefling are the only one with decent scores for my build but not sure how any would fit story wise.

So wanted to know if race effects anything or at least your opinion of those races. Sense it is a homebrew world so I kinda don't know the rules. Thanks for any response in advance. ;)


Still shakey on race choice and no items but here is what I got so far. ;)

P.S.

Old Smoky Bill:

Any rules for the mount like CR, feats, skills, items, etc?

Also how does the spellbook work for wizards, I know they start and gain spells but normally to have a good one you need to buy a number of spells. Does that count against the money we get and if so which one?

Lastly if you posted I must have missed it but how is hp handled? I maxed 1st level then used the half +1 rule for the rest. Correct me if wrong.

Rego Cantio:

Rego Cantio
Male Elf Roughrider Fighter/Void Wizard 8
NE Medium Humanoid (elf)
Init +5; Senses Low-light vision; Perception +3
--------------------------------------------------------------------------- -----------------------------------------------------
AC 15, touch 15, flat-footed 10
(+5 Dex)
hp 52 (8 HD)
Immune sleep
Fort +8, Ref +9, Will +9 (+2 vs enchantments)
--------------------------------------------------------------------------- -----------------------------------------------------
Speed 30 ft.
Melee: +8/+3
Ranged: +8/+3
Atk Options: combat expertise, vital strike
Spell-Like Abilities:
7/day- Reveal Weakness (-4)
8/rounds- Aura of Prescience
SR -
--------------------------------------------------------------------------- ------------------------------------------------------
Abilities: Str 9, Dex 20, Con 10, Int 20, Wis 12, Cha 12
Base Atk +8; CMB +7; CMD 22
Feats: Scribe Scroll, Combat Expertise (-2/+2), Mounted Combat, Weapon Finesse, Two Weapon Fighting, Double Slice, Ride-by Attack, Arcane Armor Training, Combat Casting, Fast Study, Improved Two Weapon Fighting, Vital Strike, Uncanny Concentration, Arcane Armor Mastery
Traits:
Skills:
Fly +16
Knowledge (Arcana) +16
Knowledge (Dungeoneering) +16
Knowledge (Local) +16
Knowledge (Nature) +16
Knowledge (Planes) +16
Knowledge (Religion) +16
Linguistics +16
Ride +16
Spellcraft +16 (+2 vs magic items)
Languages Common, Elven, Draconic, Celestial, Sylven, Orc, Undercommon, Aklo, Abyssal, Infernal, Aquan, Auran, Ignan, Terran
SQ: Arcane Focus, Arcane Bond, Cantrips, Void Awareness (+3 vs spells), Steadfast Mount (+2), Armored Charger, Mounted Mettle (+1), Leap from the Saddle,
Combat Gear: -
Possessions: Combat gear plus -

Wizard Spells (CL 8th, +20 to concentration, +10 to overcome SR):
4th- wandering star motes, dimension door, black tentacles, stoneskin
3rd- twilight knife, ice spears, fireball, lightning bolt, invisibility sphere
2nd- invisibility, fog cloud, mirror image (x2), web
1st- true strike (x2), magic missile (x2), burning hands, obscuring mist (x2)
0 (at will)- guidance, detect magic, spark, jolt, message
5/7/5/5/4/0/0/0/0/0; Opposition School (Earth)


@boss - Ironwood is, at least in Herolab, considered a 'material' - I forgot to divvy out material points. I assume that's because making stuff out of it includes the cost of the spell being cast permanently on the wood used to make it. (I knew I forgot something) Would you consider it one? How many points is it if so?


Tiefling Cleric of Asmodeus name TBD-Starting Crunch:

This is the hero lab output, though it doesn't do gestalt. Essentially all i have to do is add the wizard stuff, which will mainly be just the spells. I dont think much else will change. Then of course I have to do gear. The imps will have some wand. Not sure about what other gear.

Tiefling Cleric w imps
Male Tiefling Cleric (Fiendish Vessel) 6 Diabolist 2
LE Medium Outsider (native)
Init +4; Senses darkvision 60 ft., see in darkness; Perception +4
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 49 (6d8+2d6+8)
Fort +7, Ref +5, Will +9
Defensive Abilities copy cat (su) (6/day); Resist fire 5; SR 14
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +5 (1d3/x2)
Spell-Like Abilities Copy Cat (Su) (6/day), Fiendish Augury (1/day)
Cleric (Fiendish Vessel) Spells Prepared (CL 8):
4 (2/day) Death Ward, Summon Monster IV, Wall of Fire
3 (4/day) Protection from Energy, Fireball (DC 16), Animate Dead, Dispel Magic, Chain of Perdition
2 (4/day) Dread Bolt (DC 15), Invisibility, Reveal True Shape (DC 15), Admonishing Ray, Ant Haul, Communal
1 (5/day) Divine Favor (x2), Shield of Faith, Sanctuary (DC 14), Disguise Self, Cure Light Wounds
0 (at will) Create Water, Purify Food and Drink (DC 13), Detect Magic, Scrivener's Chant
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 17, Wis 16, Cha 14
Base Atk +5; CMB +5; CMD 17
Feats Boon Companion (Cleric [Fiendish Vessel]), Boon Companion (Diabolist), Fiendish Heritage, Selective Channeling
Traits Contract Master, Reactionary
Skills Bluff +6, Diplomacy +6, Fly +6, Heal +7, Intimidate +6, Knowledge (arcana) +7, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +9, Knowledge (nobility) +7, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +8, Perception +4, Sense Motive +7, Spellcraft +12, Stealth +12, Use Magic Device +10
Languages Celestial, Common, Draconic, Dwarven, Elven, Infernal
SQ aura, channel evil 3d4 (dc 15), channel hellfire (2/day), damned, domains (trickery, devil [evil]), empathic link with familiar, fiendish familiar, fiendish summonining, hell's corruption (3 rounds) (6/day), infernal bargain, infernal charisma +2, prehensile tail, share spells with familiar, spontaneous casting
Other Gear 150 GP
--------------------
TRACKED RESOURCES
--------------------
Channel Hellfire (2/day) - 0/2
Copy Cat (Su) (6/day) (Sp) - 0/6
Fiendish Augury (1/day) (Sp) - 0/1
Hell's Corruption (3 rounds) (6/day) (Su) - 0/6
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Boon Companion (Cleric [Fiendish Vessel]) +4 levels to calc familiar/animal comp abilities (max of your HD).
Boon Companion (Diabolist) +4 levels to calc familiar/animal comp abilities (max of your HD).
Channel Evil 3d4 (DC 15) (Su) Heals evil creatures and sickens and harms good creatures in a 30-ft radius.
Channel Hellfire (2/day) Change energy damage in spells to hellfire damage.
Cleric (Fiendish Vessel) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (6/day) (Sp) Create a single mirror image duplicate
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Damned It is difficult to raise your soul from Hell when killed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devil Associated Domain: Evil
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Fiendish Augury (1/day) (Sp) You may use your fiendish familiar to cast augury once per day.
Fiendish Familiar Familiar acts as a divine focus and your channel evil can center on it.
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.

Prerequisite: Tiefling, must be taken at 1st level.

Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Fiendish Summonining You can only summon fiendish creatures and evil outsiders of your patron's alignment.
Hell's Corruption (3 rounds) (6/day) (Su) Touch attack inflicts -2 save vs. your spells and take the worse of 2 rolls for skill checks.
Infernal Bargain Can halve called devil's price for service with opposed Cha check.
Infernal Charisma +2 (Ex) +2 to your Charisma when dealing with infernals.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Selective Channeling Exclude targets from the area of your Channel Energy.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Resistance (14) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

--------------------

Kodo
Devil, Imp
LE Tiny Outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 18 (+3 Dex, +2 size, +6 natural)
hp 24 (3d10); fast healing 2
Fort +6, Ref +6, Will +7
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
--------------------
Offense
--------------------
Speed 20 ft., flight (50 feet, perfect)
Melee Sting (Devil, Imp) +10 (1d4/x2) and
Unarmed strike +10 (1/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison: sting—injury (dc 13)
Spell-Like Abilities Augury (1/day), Commune (1/week), Detect Good (At will), Detect Magic (At will), Invisibility (At will), Suggestion (1/day)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 12, Wis 12, Cha 14
Base Atk +5; CMB +6; CMD 16
Feats Skill Focus (Use Magic Device), Weapon Finesse
Skills Acrobatics +9 (+5 jump), Bluff +8, Craft (calligraphy) +7, Diplomacy +5, Fly +19, Heal +2, Intimidate +3, Knowledge (arcana) +5, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +4, Knowledge (nobility) +2, Knowledge (planes) +9, Knowledge (religion) +6, Linguistics +2, Perception +7, Sense Motive +6, Spellcraft +10, Stealth +21, Use Magic Device +13
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, {, improved evasion
Other Gear Traveler's any-tool, You have no money!
--------------------
TRACKED RESOURCES
--------------------
Augury (1/day) (Sp) - 0/1
Commune (1/week) (Sp) - 0/1
Suggestion (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Augury (1/day) (Sp) Use Augury as a spell-like ability 1/day
Change Shape (boar, giant spider, rat, or raven, beast shape I) You can assume the form of a monstrous spider, raven, rat or boar.
Commune (1/week) (Sp) Commune 1/week, ask 6 questions
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Good (At will) (Sp) As the spell. Caster level 6th
Detect Magic (At will) (Sp) As the spell. Caster level 6th
Fast Healing 2 (Ex) You heal damage every round if you have > 1 Hp.
Flight (50 feet, Perfect) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Invisibility (At will) (Sp) As the spell, self only. Caster level 6th
Poison: Sting—Injury (DC 13) (Ex) Poison deals 1d2 DEX damage, 1/round for 6 rds, cure 1 save.
Suggestion (1/day) (Sp) Suggestion (DC 15) 1/day
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.

--------------------

Podo
Imp
LE Tiny Outsider
Init +6; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 27, touch 18, flat-footed 21 (+6 Dex, +2 size, +9 natural)
hp 60 ()
Fort +3, Ref +13, Will +8 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., flight (50 feet, perfect)
Melee Sting (1 extra at -5) (Imp) +18 (1 extra at -5) (1d4+3/x2) and
Unarmed strike +18/+13 (1+2/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison: sting-injury (dc 15)
Spell-Like Abilities Commune (1/week), Detect Good (Constant), Detect Magic (Constant), Grease (1/day), Invisibility (self only) (At will), Suggestion (1/day), Unseen Servant (1/day)
--------------------
Statistics
--------------------
Str 14, Dex 22, Con 10, Int 14, Wis 12, Cha 14
Base Atk +10; CMB +14; CMD 26
Feats Flyby Attack, Point Blank Shot, Precise Shot, Skill Focus (Use Magic Device), Weapon Finesse
Skills Acrobatics +13 (+9 jump), Appraise +3, Bluff +13, Craft (calligraphy) +8, Disguise +3, Escape Artist +16, Fly +31, Knowledge (planes) +6, Perception +14, Sense Motive +14, Stealth +27, Survival +2, Use Magic Device +18
Languages Celestial, Common, Draconic, Ignan, Infernal; telepathy (50 feet)
SQ crow, dog/wolf, change shape (boar, giant spider, rat, or raven, {, devotion +4, multiattack / extra attack
Other Gear Traveler's any-tool, You have no money!
--------------------
TRACKED RESOURCES
--------------------
Commune (1/week) (Sp) - 0/1
Detect Good (Constant) (Sp) - 0/0
Detect Magic (Constant) (Sp) - 0/0
Grease (1/day) (Sp) - 0/1
Invisibility (self only) (At will) (Sp) - 0/0
Suggestion (1/day) (Sp) - 0/1
Unseen Servant (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Alternate Form (Crow) An imp with this ability may choose one additional Tiny, Small, or Medium animal form as if using beast shape II. Each time the imp selects this ability, it gains a new alternate form.
Alternate Form (Dog/Wolf) An imp with this ability may choose one additional Tiny, Small, or Medium animal form as if using beast shape II. Each time the imp selects this ability, it gains a new alternate form.
Change Shape (boar, giant spider, rat, or raven, beast shape I) You can assume the form of a monstrous spider, raven, rat or boar.
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.
Evasion (Ex) No damage on successful reflex save.
Flight (50 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Grease (1/day) (Sp) An Imp Companion may add a spell to its list of spell-like abilities.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison: Sting-Injury (DC 15) (Ex) , cure 1 save.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Telepathy (50 feet) (Su) Communicate telepathically if the target has a language.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Unseen Servant (1/day) (Sp) An Imp Companion may add a spell to its list of spell-like abilities.

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@Tiny Coffee Golem
If I may offer a little tid bit, I made a rather nasty diabolist priest for a homebrew game. One of his fav items was a necklace of hellfireballs. Think about it. xP


Definitely going Dhampir, probably Sorcerer for half the gestalt. Not positive what the bloodline will be however.

Still not sure what the second half of the gestalt will be.

Soo...

What kinda bribery does one need to invoke to make sure one gets in this game?? I really, really REALLY want in this game!!


OmniChaos wrote:

@Tiny Coffee Golem

If I may offer a little tid bit, I made a rather nasty diabolist priest for a homebrew game. One of his fav items was a necklace of hellfireballs. Think about it. xP

Ohhh. Shiny!


Monkeygod wrote:

Definitely going Dhampir, probably Sorcerer for half the gestalt. Not positive what the bloodline will be however.

Still not sure what the second half of the gestalt will be.

Soo...

What kinda bribery does one need to invoke to make sure one gets in this game?? I really, really REALLY want in this game!!

i have cookies!!


@Tiny coffee golem: When we first did this game we used candies and cookies for the enemy tokens. If you got the killing blow you got to eat the token. :P

@Monkeygod: What kind of background is your guy/girl going to have other than he is a Malkavian-esque vampire. Maybe think about what kind of populace his city will have?

@Leiara: Yes making it out of ironwood would come under material costs. I just can't seem to find how much it would cost as permanency doesn't list ironwood as one of the targets. I know in 3.5 you could do that but I can't see the listing in PF. I'll have a peruse through my old 3.5 books to see what I can find and use those costs if nothing else.

@Omnichaos: Doesn't rough rider come with a mount? .. Huh, no it doesn't okay give me some time to think on that. As for additional spells you start with you will have a set of scrolls equal to the value of the consumables at level 8.

Race builder, no let's not use that, there's enough race to choose from. Where is True Azlanti? I can't find it. In terms of the background the place you are starting in used to be a nomadic kingdom so all races were part of the kingdom set in different caravans or small towns having their own lifestyle.

@twilsemail: No that's everything ^^


I found a character name. Leonard the black. I was researching devil character names and I found "Leonard : Master of black magic and sorcery" It's so mundane as to be hysterical. it even sounds like the lawyer from hell. I'm totally giving him glasses.


Old Smoky Bill:

Pureblood Azlanti is on page 12 of Inner Sea World Guide.

Roughriders can basically ride anything, as they gain more power they can change to stronger mounts without hassle unlike other classes. That's one of its main points. Like I said I want Rego to ride a drake and I have Book of Drakes but I wanted to run it by you first.


@Omnichaos: Is the book of drakes, "midgard: Book of drakes" from kobold press?


Yes I believe it is.


Leiara’s Background, finally done!

I’m eliminating the goblin because I think it will be more funny for PCs to influence her for the worse. She’ll just be a dumb, angry druid.

Leiara’s concept elements:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.

1) Leiara is a jungle druid / ranger. Born and raised in a continent and climate similar to the Mwangi jungle, she is one of the few half-elves of the elf tribes that actually lived in these hot rainy forests. She is close to dinosaurs and other jungle animals as a result of her wild upbringing (or lack of it).

2) Leiara is tall and pretty, in a cruel sort of way. Like an evil queen should, her most prominent feature is probably her winged eyebrows that just lend her whole face an air of … mean-ness that’s easy to spot a mile away. With straight, jet-black hair and bright green eyes that blaze in her porcelain white skin, she simply does not fit in anywhere. Not with elves, for all her ears are very exaggerated for a half-blood, for she is too short and has more of a sturdy human frame than the frail elven one. Not with humans, either, since she has that unearthly perfect skin and eerily colored eyes. Not in the jungle, as she is too pale and delicate looking compared to the generally dark skinned inhabitants of the Mwangi expanse. And certainly not in a city, as she wears armor made of wood decorated with curling vines of gold paint. The rest of her armor appears to be made of various saw-edged jungle plants. She’s never wearing shoes. All in all, though she is beautiful, there is something simply off about her.

3) Leiara is dumb as a post. She has decided that the world needs to be returned to a green state. Her nature as a druid makes her feel destruction to the environment very keenly, though she probably couldn’t explain why. While that might make her good, in a general sense, she takes it to a frightening extreme, using the higher level druid spells to level towns and grow forests (or that’s the plan when she gets them anyway). Humanoids have never treated the half-elf well, so she’d just as well see Golarion rid of them all. Stupid as she is, that seems like an excellent idea to her, though to be honest she’s not really intelligent enough to pull it off. So she’s content to loiter in her jungle, randomly smiting any unlucky adventurers into it, and playing with the dinosaurs. As far as she’s concerned, her ‘kingdom’ is perfect the way it is. Wild and untouched, where the laws of the wild are the laws of the land. Leiara sees herself as nature’s voice (and arm. And teeth. And any other part that occurs to her at the time.) And nature … she’s a b~@~&.

4) Leiara’s animal companion is a large Tyrannosaurus named Zoom The Fourth. He is Zoom The Fourth because there were three other Zooms before him. She didn’t kill them, though her various ‘adventures’ did get them killed. Leiara flies into a rage if anyone asks her about them, though again, she probably couldn’t tell you why. Somewhere in her black little heart she feels bad about their deaths, probably the only thing she would ever have an attack of conscience over.

Zoom I (Leopard) – Died fighting a Tyrannosaurus when Leiara happened to choose one’s lair for a place to build her ‘palace’.

Zoom II (Raptor) – After the incident with Zoom I, Leiara took somewhat of a fancy to the dinosaurs that she had found in her realm. She couldn’t corner another Tyrannosaurus or get one to obey her yet, so she called a smaller version. Died while breaking into one of the old ruins in her ‘Kingdom’ – she tried to stuff it down an ancient chimney to get it inside and it suffocated.

Zoom III (Tyrannosaurus) – Her first Tyrannosaurus! Leiara had this one for a while. It was killed by a giant vorpal parrot because Leiara wouldn’t play guessing games with it (She knew she’d lose).

There must have been animal companions before these … Leiara tends to go through them like tissue paper. It makes her very grumpy, but she puts them in dangerous situations out of sheer stupidity. Her current plan is to buy gear for Zoom IV so it doesn’t die. The absurdity of a dinosaur wearing a cape (or hat) has not occurred to her.

5) Leiara allows a few odd humans to loiter in her domain, but they don’t tend to stay for long, particularly because any cutting down of trees, hunting of animals, or building of fires results in death by Tyrannosaurus. Or other stupid but evil punishments. (Murder house?) Leiara has a tendency to make up games that only make sense to her.


Leiara’s Goals:
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) Leiara wants to gear up Zoom IV so he won’t die. She’ll do this at the expense of her gear. Stupid.

2) Leiara wants to grow more forests. She doesn’t much care where. She’d probably try to grow one in a desert. Stupid.

3) Personally I want to see some of the more clever characters trick or convince Leiara into helping them, just to see her try to do things in her simplistic, over-kill kind of way. Don’t ask the druid for help! She’ll do something crazy! And stupid!


Leiara’s Secrets:
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

1) There are some interesting old ruins in her Kingdom, as yet undiscovered by the rest of the world. Leiara would prefer them stay that way, lest Pathfinders and other obnoxious sorts come to poke around. Its part of the reason she guards her domain so fiercely from meddlers.

2) Some of the elves back home remember her. If she gets too famous, they might send some adventurers to ‘take care of her’ out of guilt for creating such a monster.


Leiara’s People:
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.

1. Leiara has one (1) druid friend, a fellow NE crusader for forest’s rights. He is a full elf, the only one that Leiara trusts or at least doesn’t hate on sight. His name is Aradel. She maybe has a little crush on him. It annoys her. But he’s a wandering sort, so doesn’t show up often.

2. Does Zoom count? Leiara really doesn’t have many friends…

3. Ah, the list. The main ones would be the elves she hates from her mistreatment when she was a child from that old jungle tribe. She’s forgotten their names and they’ve almost forgotten her … but should that hatred spring up again, it would be fierce. There may also be people she’s chased out of her domain, starving tribes of natives that want to eat the bounty of animals on her land … you name it, they probably hate her.


Leiara’s Quirks:
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. The bear thing is just because Leiara likes bears. She saw some once in a circus. They don’t survive well in a jungle though, as she found out the hard way when she tried to import them.

2. Leiara gets bored easily, and will make up games to entertain herself. Her games usually involve challenges (against herself or others) involving her skills specifically so if she were playing against an opponent she’d always win. She’s too dumb to rig it in any way that isn’t completely transparent.

3. Once Leiara gets an idea in her head, its stuck there. And she will pursue it doggedly to whatever end, regardless of any change in circumstances or plans.

Anything else I need to add? Materials, consumables ...


Old Smoky Bill:

When you say scrolls do you mean magic item scrolls or scrolls with spells written in them. Cause their is a big cost gap between the two.

Going with the magic item scroll cost I squeezed 3-3rd lvl and 2-2nd lvl spells out of it to add to my spellbook. Only 5 spells added, seems a little lean.


Omnichaos:
Yea Pureblood is out, that is just rife for abuse. Why in the world did paizo invent that one?! xD

As for the drakes I don't have the book and it isn't on d20pfsrd so could you link/write down the drake you'd thought of using? or the drake building rules that I'm guessing are in the book?

@OmniChaos: scrolls with spells written on them, it is a little lean but you'll have the opportunity to get more soon after the start (remember loot and pillage). You still have the base spells you start off with and +2 a level. Should be enough to start with.

@Leiara: Nope that's all for now, the rest can be done in the discussion thread if you are chosen when I do crunch checks.

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