| Hjorleaf Asvidrson |
I can post anytime during the day but that is dependent on the chaotic nature of children. If you are looking for a specific time that I can sit down to post I can not give that to you. I am not looking for a game that is set on a specific time to post. That is why I play the PBP games as I can not sit down at a set time and game. I am able to post when my time is free. If this is a fast pace game...which you stated...that is great and what I am looking for but if this is a game where we will sit down at 6pm everyday and post for 2 hours...that is not for me. Sorry
I am in the EST timezone which is 4 hours behind GMT (I think). I get up at 6am or 7am...and can post which would be around 10am or 11am your time and will go to bed around 12 or 1am or so which would be around 4am or so your time.
I have a huge window of about 18 hours that I can post multiple times but I can not give you a set time that I will be posting. I hope this makes sense.
| GM Mort |
| GM Mort |
Tally sheet thus far:
Show interest + incomplete submissions:
Robert Henry (Post times: 4am GMT to 10am, 9 pm GMT to 2 am GMT)
Litejedi (gnome hunter, Post times: 2.15-1.15 pm, 4.45-5.45 pm, 9.30-10.45 pm, and 12.30-4.00 am GMT)
DarkWingD
Albion, The Eye(Half Orc Magus 1, Post times: 6am to 9-10pm GMT, still awaiting backstory)
Winwaar
william Nightmoon (Varana Aerokineticist 1, awaiting Post times)
Completed submissions:
Nex Lupe (Skinwalker, Nature Fang Druid 1, Post times: 1-4pm gmt, 1-4am gmt)
Vrog Skyreaver (Half Orc Warden Ranger 1, Post times: 1 am GMT – 8 am CST)
Azalon (Elf Wizard 1, Post times: 10 PM GMT to 4 am GMT)
Papasteve08 (Human druid 1, Post times: noon to 8pm GMT)
Dax Thua (Elf Witch 1, Post times: 11 am GMT to 4pm GMT, 3 am -10 am GMT)
Nerax the numb(Tiefling Bloodrager (Crossblooded) 1, 9am -3am GMT
Ivar Eisenhart (Dwarf Barbarian 1, 6 am - 11pm GMT)
Hjorleaf Asvidrson (Human Fighter 1, 10 am - 5 am GMT)
Already present player:
Ranger with favoured enemy goblinoids
Please inform me if I have missed anyone out.
Gro Ko-long
|
I cant give exact times I post as my schedule is kinda sporadic, however.i will never post between midnight and 8AM mountain time.
That's because I'm sleeping.
I typically post at ~9AM, 12PM, 4PM, and 10PM-midnight.
And that's just because those are the times I'm usually transitioning from work to leasure or the other way around :P
I have an IRL group I play with on Tuesdays and will miss most of the middle of the day because of that, but will typically post later around 3pm-4pm
Then on Sundays I'm always scheduled for a night shift and will only be able to to post between 9AM-4PM.
Other than that my schedule is very flexible and sporadic. Most of the time I daudle away playing games while i wait for my two other games to get posts :P
| Albion, The Eye |
Albion – I need the spells known on your magus, and don’t forget your sling bullets.
I am still messing around with Hedran's crunch - mainly... The stat spread wasn't making me happy, and the 2+Int skills per level makes me want to cry.
New version below - added sling bullets. Spells known at the moment I have Frostbite, Grease, Long Arm and Shield. One more still needing to be selected.
Hedran
Male half-orc magus (hexcrafter) 1 (Pathfinder RPG Ultimate Magic 9, 48)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +6, Ref +4, Will +4
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+3/19-20) or
. . morningstar +3 (1d8+3) or
. . scimitar +3 (1d6+3/18-20)
Ranged sling +2 (1d4+3)
Special Attacks arcane pool (+1, 3 points), spell combat
Magus (Hexcrafter) Spells Prepared (CL 1st; concentration +3)
. . 1st—grease, shield
. . 0 (at will)—acid splash, detect magic, disrupt undead
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 14, Wis 10, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Additional Traits
Traits fate's favored, magical lineage, orphaned, valashmai veteran
Skills Appraise +3, Intimidate +5, Knowledge (arcana) +6, Linguistics +3, Perception +5, Survival +5, Use Magic Device +3; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Goblin, Orc, Undercommon
SQ hex arcana, orc blood
Other Gear lamellar (leather) armor[UC], dagger, morningstar, scimitar, sling, sling bullets (20), magus starting spellbook, masterwork backpack[APG], trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Hex Arcana You can substitute Hexes for Magus Arcana.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
| GM Mort |
Korvak, master of many styles is not a valid unchained monk archetype. Please look here for valid archetypes.
Ivar – Background skills only allow Appraise, Artistry, Craft, Handle Animal, Knowledge (Engineering, Geography, History, Nobility), Linguistics, Lore, Perform, Profession, Sleight of Hand.
Gro Ko-long
|
I do believe that the Unchained classes can have Archetypes applied to them if the original was just for the normal one. There is a section in Unchained that explains this and which powers represent what in thw lines of what is replaced.
The Unchained rouge even states that danger sense counts as Trapsense so that you can apply older archetypes to it.
| GM Mort |
Tally sheet thus far:
Show interest + incomplete submissions:
Robert Henry (Post times: 4am GMT to 10am, 9 pm GMT to 2 am GMT)
Litejedi (gnome hunter, Post times: 2.15-1.15 pm, 4.45-5.45 pm, 9.30-10.45 pm, and 12.30-4.00 am GMT)
DarkWingD
Albion, The Eye(Half Orc Magus 1, Post times: 6am to 9-10pm GMT, still awaiting backstory)
Winwaar
Completed submissions:
Nex Lupe (Skinwalker, Nature Fang Druid 1, Post times: 1-4pm gmt, 1-4am gmt)
Vrog Skyreaver (Half Orc Warden Ranger 1, Post times: 1 am GMT – 8 am CST)
Azalon (Elf Wizard 1, Post times: 10 PM GMT to 4 am GMT)
Papasteve08 (Human druid 1, Post times: noon to 8pm GMT)
Dax Thua (Elf Witch 1, Post times: 11 am GMT to 4pm GMT, 3 am -10 am GMT)
Nerax the numb(Tiefling Bloodrager (Crossblooded) 1, 9am -3am GMT
Ivar Eisenhart (Dwarf Barbarian 1, 6 am - 11pm GMT)
Hjorleaf Asvidrson (Human Fighter 1, 10 am - 5 am GMT)
Korvak Sunsoul (Oread Monk 1 , 1 am – 2 pm GMT)
william Nightmoon (Varana Aerokineticist 1, 3 pm, 6pm, 10 pm and 2am-4 am GMT)
For all of you who have not included background skills, feel free to use them.
Meh, I'm not the one who wrote the rules, I just see them applied (LN - what were you expecting?)
| Albion, The Eye |
I was considering changing my character idea into something different - it is hard to come to terms with how little skill points Magus have, no matter how I look at it...
Was mulling over an Unchained Rogue/Wizard/Arcane Trickster (Yep, Arcane Trickster :D) - I know its power would not be over the top, but the roguish skills would prove a decent addition.
-------------------------------------------------
Anyway, rant over, and back to Hedran :D
I began writing down his backstory, but was running out of time, so about half of it are topics only for the time being - as I get more free time I'll be transforming it into a text proper, one piece at a time.
But the gist is there.
Hedran never knew an easy life - the child of a brutal attack by a roving band from the Hold of Belkzen on a merchant caravan, he was never a desired son, even if his mother decided to go through with the unwanted pregnancy.
She tolerated him, and that was it - providing everything he needed to grow up... Except love.
Curiously enough, and even though they did not readily accept him, the vast majority of Phaendar's inhabitants managed to see him as slightly more than just a bastard creature born out of violence.
The young half-orc was always strong willed and resilient, taking to the tasks set before him by his mother without a single complaint, and living in a town of mostly hard working crafters who recognize commitment and hard labor made him 'acceptable' around those parts, as long as he kept a low profile. His mother however, saw in him the reason for all bad things in his life - the fact she lived alone, the fact she never married, and about every single bad thing that ever happened to her.
Growing up, he learned to shrug it away without a second thought - even if he mostly kept to himself, it soon became apparent he was becoming not only a strong, but very intelligent young one. Truth be told, there wasn't much to sate his need for knowledge in Phaendar, but he managed to pick up books here and there from a travelling merchant or lost in someone's attic. He would save the gold he earned, and buy them as he could.
- Yet he was well aware of what his life was, and what it was not, so he continued toiling away at his mother's fields, and taking their goods to the market day after day;
- His body grew strong and by the age of 13 he was already maturing like many other in Nirmathas - learned in the ways of the wild and attentive to his surroundings;
- He had no friends, and was constantly by himself, even if he was known in town
- His mind yearned for more, and he paid particular attention to any outsiders and their recounts
- Piece by piece he learned about other places in Nirmathas, and began hatching his plan, saving every piece of gold he could
- He did not know yet where he would go, but he knew he would leave
- His mother died during a particularly harsh winter, from an insidious pneumonia she never paid attention to until it was too late. Even he death she spared not a single word of care to him...
- He repaid in kind, and sold almost all her possessions as soon as she was buried - the house and the small terrain provided him with enough coin to leave. He kept only a small shed with a few mementos from his mother, and from his own infancy, leaving it locked away;
- By then he had heard enough rumors about Crowstump to know that is where he should head
- With but a brief stop in Tamran - a capital city which clearly did not impress him - he made a bee line to the far coastal city, founding it much more to his liking.
- The first months were not easy, but with the money from selling his mother's possessions, and scraping everything he managed to by doing any job whatsoever in town, he managed to apply for the introductory exam at the Academy, and was approved with excellent results.
- A few years later, Hedran is a completely different person (at least in some aspects) - he has learned to command blade and spell in harmony, and have learned more than in all the rest of his life;
- Even though his apprenticeship is only beginning, he has been allowed the first pause in a long, long time - wanting to reconcile himself with his past, he has decided to travel back to the place where he spent most of his youth
----------------------
And the current version of the character (yeah... I took Additional Traits....):
Hedran
Male half-orc magus (hexcrafter) 1 (Pathfinder RPG Ultimate Magic 9, 48)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +6, Ref +4, Will +4
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+3/19-20) or
. . morningstar +3 (1d8+3) or
. . scimitar +3 (1d6+3/18-20)
Ranged sling +2 (1d4+3)
Special Attacks arcane pool (+1, 3 points), spell combat
Magus (Hexcrafter) Spells Prepared (CL 1st; concentration +3)
. . 1st—monkey fish[ACG], shield
. . 0 (at will)—acid splash, detect magic, disrupt undead
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 14, Wis 10, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Additional Traits
Traits fate's favored, magical lineage, outcast, seeker
Skills Appraise +3, Intimidate +5, Knowledge (arcana) +6, Linguistics +3, Perception +5, Spellcraft +6, Survival +5; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Goblin, Orc, Undercommon
SQ hex arcana, orc blood
Other Gear lamellar (leather) armor[UC], dagger, morningstar, scimitar, sling, sling bullets (20), magus starting spellbook, masterwork backpack[APG], trail rations (5), waterskin
--------------------
Tracked Resources
--------------------
Arcane Pool +1 (3/day) (Su) - 0/3
Dagger - 0/1
Sling bullets - 0/20
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Hex Arcana You can substitute Hexes for Magus Arcana.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
| CyberMephit |
Submitting my Shaman, Regus Marnon:
Regus grew up in Tamran, the "capital" of Nirmathas. As most Nirmathi, from the young age he was trained to be constantly wary of Molthuni invasions. But while most of his peers and family accepted this as an inevitable consequence of being born there, for young Regus it never made sense. He resented the notion of nation-states, seeing patriotism as the root of all the bloodshed and danger surrounding his life. He wanted to break free of his Nirmathi roots, which he saw as backwater and provincial, and resolved to escape to a cosmopolitan city like Absalom at the first opportunity.
Before he was able to enact his plan, another Molthuni raid took place, more sudden and vicious than the last ones. As Tamrani militia scrambled to cover the citizens' retreat, Regus and his family found themselves facing a marauding band of Molthune's monstrous mercenaries. His father's brave attempts to defend his family and property were doomed, and seconds later he was laying down in a pool of his own blood. As the monsters moved towards the helpless survivors, a bright flash and a loud female voice distracted them - a militia member finally discovered their plight and came to help, using her magical prowess.
In a brutal fight that followed, the woman outmatched the monsters, but not before suffering a deadly wound herself. With her last breath she drew a scroll and intoned a healing spell, but directed it not on herself but on Regus' father, bringing him back from the death's door at the cost of her own life.
They have taken the woman's body with them to ensure she gets a proper burial. In searching her possessions they discovered that she was in fact not local, but a Pathfinder agent from Absalom, operating in Tamran. Regus was shocked that someone would willingly move away from the center of civilization to their backwater region and give their life protecting them from their pointless local conflict. To pay respect to her deed, he took it upon himself to travel to Absalom to deliver the news of her sacrifice. He took her cracked Wayfinder with him and left Tamran for good.
As he travelled, he began feeling strange energies coming from the Wayfinder, as if the dead Pathfinder's spirit was calling to him. By the time he reached Absalom, he established a mystical connection with the Wayfinder and was loathe to give it away. Fortunately for him, the Venture-Captain recognized the eldritch link and blessed Regus to keep the Wayfinder. Regus has spent some time in Absalom, learning what he could from Pathfinders about the mysteries of the spirit world and developing his new gift, until one day he felt certain that his calling was to make sure the deaths on the Nirmathas-Molthune front are not forgotten. Armed with the new conviction, he set forth to return to his homeland, making his way through a small crossroads town of Phaendar.
Regus Marnon
Male human shaman (name-keeper) 1 (Pathfinder RPG Advanced Class Guide 35, Pathfinder RPG Adventurer's Guide 145)
NG Medium humanoid (human)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +5; +1 trait bonus vs. natural environmental hazards
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee light mace +0 (1d6)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Shaman (Name-Keeper) Spells Prepared (CL 1st; concentration +4)
. . 1st—bless, cure light wounds; stone shield[S,ARG]
. . 0 (at will)—know direction, purify food and drink (DC 13), stabilize
. . S spirit magic spell; Spirit Restoration Wandering Spirit
--------------------
Statistics
--------------------
Str 11, Dex 12, Con 12, Int 10, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 11
Feats Extra Channel, Great Fortitude
Traits frontier healer, survivalist
Skills Acrobatics -3 (-7 to jump), Diplomacy +6, Heal +8, Knowledge (religion) +4, Linguistics +4, Profession (herbalist) +7, Spellcraft +4, Survival +4
Languages Common, Elven
SQ inherited wayfinder
Other Gear scale mail, crossbow bolts (20), light crossbow, light mace, backpack, belt pouch, flint and steel, mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol, 44 gp, 3 sp
--------------------
Tracked Resources
--------------------
Crossbow bolts - 0/20
Harrow Points - 0
Inherited Wayfinder (1/day) (Su) - 0/1
Shaman Channel Positive Energy 1d6 (5/day, DC 12) (Su) - 0/5
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Inherited Wayfinder (1/day) (Su) Form bond with wayfinder, as wizard bonded object ability.
Shaman Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
| GM Mort |
Tally sheet thus far:
Show interest + incomplete submissions:
Robert Henry (Post times: 4am GMT to 10am, 9 pm GMT to 2 am GMT)
Litejedi (gnome hunter, Post times: 2.15-1.15 pm, 4.45-5.45 pm, 9.30-10.45 pm, and 12.30-4.00 am GMT)
DarkWingD
Winwaar
Cybermephit (human shaman 1, awaiting post times)
Completed submissions:
Nex Lupe (Skinwalker, Nature Fang Druid 1/gnome Evangelist cleric of Gozreh Post times: 1-4pm gmt, 1-4am gmt)
Vrog Skyreaver (Half Orc Warden Ranger 1, Post times: 1 am GMT – 8 am GMT)
Azalon (Elf Wizard 1, Post times: 10 PM GMT to 4 am GMT)
Papasteve08 (Human druid 1, Post times: noon to 8pm GMT)
Dax Thua (Elf Witch 1, Post times: 11 am GMT to 4pm GMT, 3 am -10 am GMT)
Nerax the numb(Tiefling Bloodrager (Crossblooded) 1, 9am -3am GMT
Ivar Eisenhart (Dwarf Barbarian 1, 6 am - 11pm GMT)
Hjorleaf Asvidrson (Human Fighter 1, 10 am - 5 am GMT)
Korvak Sunsoul (Oread Monk 1 , 1 am – 2 pm GMT)
william Nightmoon (Varana Aerokineticist 1, 3 pm, 6pm, 10 pm and 2am-4 am GMT) GMT)
Albion, The Eye(Half Orc Magus 1, Post times: 6am to 9-10pm GMT)
| GM Mort |
Albion, don't forget your spell component pouch(though your current spell selection does not require it actually), Larken, please state your equipment. It's empty atm.
Larken - your attack bonus for a longspear and spike gauntlets is wrong and should be
+1(size)-4(str) so a - 3. Evangelist does not change weapon proficiences, longspear and spiked gauntlets are simple weapons.
Papasteve - just bear in mind the issues casting with a heavy shield because your hand is occupied and cannot be used to wield things, so casting stuff while holding club and shield may be an issue.
| caster4life |
Definitely interested, especially seeing the 2 posts per day expectation and clear guidelines. Google slides are the way to go for maps. ;)
I live in GMT -5 (EST) and post in my mornings and late afternoons during the weekday so my slots in GMT are 1-2 pm and 10-12 pm. Pondering a few different options ATM.
| Litejedi |
So, I couldn't make it work with hunter, but I think I put something together interesting for inquisitor. I hope you don't mind.
Grenwold Houtvester
Male gnome inquisitor (green faith marshal, sacred huntsmaster) of Shelyn 1 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Ultimate Wilderness 141, 187)
NG Small humanoid (gnome)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +4 (+4 vs. disease and poison, +2 trait bonus vs. fey, plant, and forest-related diseases and poisons), Ref +2, Will +4
--------------------
Offense
--------------------
Speed 20 ft.
Melee glaive +2 (1d8+1/×3) or
. . morningstar +2 (1d6+1)
Ranged shortbow +3 (1d4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks hatred
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—charm person (DC 13), guidance, message, prestidigitation
Inquisitor (Green Faith Marshal, Sacred Huntsmaster) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—litany of sloth[UC] (DC 14), recharge innate magic[ARG]
. . 0 (at will)—acid splash, create water, daze (DC 13), sift[APG]
. . Domain Wolf[UM]
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 13, Wis 14, Cha 12
Base Atk +0; CMB +0 (+2 trip); CMD 12 (14 vs. trip)
Feats Alertness, Combat Reflexes, Improved Trip
Traits animal whisperer, darkblight survivior
Skills Acrobatics +1 (-3 to jump), Craft (alchemy) +5, Handle Animal +6 (+11 to push vs. indifferent or better animals), Intimidate +5, Knowledge (dungeoneering) +5, Knowledge (nature) +7, Perception +8, Ride +5, Sense Motive +8, Stealth +9, Survival +6
Languages Common, Gnome, Goblin, Sylvan
SQ animal companion (megaloceros (bodyguard) named Ringo), genial magic, improved trip (bonus feat), nosophobia, shadow dodger, shared vigilance
Combat Gear durable arrow (5); Other Gear studded leather, heavy wooden shield, arrows (20), glaive, morningstar, shortbow, backpack, canteen[UE], coffee (per cup)[UE] (2), desna's star, flint and steel, gnome trail rations[UE] (2), leechwort[UW], spell component pouch, tindertwig (2), wooden holy symbol of Shelyn, raven, 3 sp, 8 cp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (megaloceros (bodyguard) named Ringo)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Genial Magic Gnomes with this racial trait add 1 to the DC of saving throws against enchantment spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day-charm person, guidance, message
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Trip (bonus feat) You gain Improved Trip as a bonus feat.
Inquisitor (Green Faith Marshal, Sacred Huntsmaster) Domain (Wolf) Granted Powers: You run with the pack and are the master of the cold hunt of your spirit totem.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nosophobia Gain +4 bonus on Fortitude saves vs. diseases and poisons.
Shadow Dodger +4 to AC vs. incorporeal and partially real creatures.
Shared Vigilance (Ex) Gain Alterness feat when adjacent to animal companion.
--------------------
Ringo CR –
Megaloceros (bodyguard) (Pathfinder RPG Bestiary 2 187)
N Medium animal
Init +3; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+2 armor, +3 Dex, +3 natural)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 50 ft.
Melee gore +2 (1d8+1)
Special Attacks hunter tricks (; tangling attack)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 2, Wis 15, Cha 5
Base Atk +1; CMB +2; CMD 15 (19 vs. trip)
Feats Alertness, Combat Reflexes
[b]Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +3 (+11 to jump), Perception +8, Sense Motive +4, Stealth +7
SQ animal focus, combat riding, shared vigilance
Other Gear leather armor, bedroll, bell tripwire trap, bit and bridle, grappling hook, mess kit[UE], riding saddle, saddlebags, silk rope (50 ft.)
--------------------
Special Abilities
--------------------
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Hunter Tricks 3/day Tangling Attack
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Shared Vigilance (Ex) Gain Alterness feat when adjancent to master.
--------------------
Sandy CR –
Raven (Pathfinder RPG Bestiary 133)
N Tiny animal
Init +2; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8-1)
Fort +1, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
[b]Tricks Come, Deliver, Detect, Fetch, Flee, Stay
Skills Acrobatics +2 (-6 to jump), Fly +6, Perception +9
SQ come, deliver, detect, fetch, flee, stay
--------------------
Special Abilities
--------------------
Come [Trick] The animal will come to you on command.
Deliver [Trick] Delivers item to indicated point or person.
Detect [Trick] Indicates unusual smells, noises, etc.
Fetch [Trick] The animal will get a specific object.
Flee [Trick] Attempts to run away or hide.
Fly (40 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Stay [Trick] The animal will stay where it is.
Gren was born to a happy and prosperous gnome family, deep within the Fangwood. He spent his early years meeting and befriending animals, and though he lacked the ability to speak with the animals innately like many other gnomes, the connection that he had with them was even stronger. His existence was pleasant and idyllic until his home was overtaken by the darkblight and the corrupted and evil fey, spreading from their homes. He was able to escape with much of his family from the depths of the Fangwood to the outer edges of the Fangwood, Phaendar, with the help of his animal friends, as they gave him an early warning to the approach of the corruption. Many of his gnomish friends and family were killed, or worse, but the survivors made their way to Crystalblight. Crystalblight could not support the gnomes, and they were forced to relocate again, traveling along the edge of the forest, splitting up into small groups, with some groups refusing to leave the forest. Grenwold and his family were forced to fight their way past tribes of Kobolds, goblins, and other nasty creatures that saw the gnomes as easy marks, but his family avoided significant casualties. Grenwold even befriended a small elk with enormous horns that he found, orphaned after the elk's mother was killed by goblins.
The elk had a unique coat of spots that never faded as it grew up, and Grenwold named him Ringo. Ringo is a loyal and friendly elk that carries Gren from place to place and appreciates sweets whenever he can get them.
The remains of Grenwold's immediate family made their way to Phaendar and settled in town, which was more than happy to take the crafty gnomes into their care. The gnomes ingratiated themselves and sought work as alchemists, writes, and machinists, but Grenwold was drawn to the life of a woodsman and realized his knack with animals would be invaluable in that profession. He especially admired the Chernasardo Rangers for their canny tactics and cunning. He secretly aspires to join their ranks, but is a novice in their ways and knows that gnomes are atypical wardens.
He has made friends with a raven named Sandy, which he keeps as a pet.
Grenwold is a gnome of medium height, with pale skin, dark green/black hair, black eyes, and delicate features. He carries on his face a few scars from his escape, but carries himself with obsessive cleanliness, as a consequence of his experiences in the Fangwood. He typically wears durable mottled green and black clothing, with a mottled green bandana around his head. Ringo carries much of his gear, though Grenwold tries to be as self-sufficient as possible.
Grenwold's family, as devoted artisans and craftspeople, were one of few families in his settlement that was devoted to Shelyn, which Grenwold has continued to worship as an inquisitor. Grenwold especially dislikes how the Darkblight has corrupted and destroyed so much life and beauty in the Fangwood, and hopes that through his devotion, he can eventually investigate and clean out the corruption (though he would admit that he does not even know where to start).
Grenwold is cheerful and friendly, and tries to help people whenever possible, but has a dark sense of humor which people do not always appreciate. He appreciates the company of dwarves and halflings, as well as any outcasts from their homes.
Please let me know what you think!
| GM Mort |
Nex – I do a LOT of phone posting too. On Larken you are still missing your domain spells – and DON”T FORGET YOUR HOLY SYMBOL! Spellcomponent pouch – most divine spells don’t require stuff other then divine focus so maybe not that bad. Also on Laken you’re on a heavy load, since 5 str and small, carrying capacity = ¾*33 = 24.75 lbs.
And your chainshirt, even though half its normal weight due to small size, weighs 12 lbs. Dungeoneering kit = 25 lbs. So your movespeed would drop to 20 ft. Also how are you getting +9 for perception? 1 rank, +4 bonus, +2 keen senses.
| GM Mort |
Tally sheet thus far:
Show interest + incomplete submissions:
Robert Henry (Post times: 4am GMT to 10am, 9 pm GMT to 2 am GMT)
DarkWingD
Winwaar
Caster4life(Post Times: 1-2 pm and 10-12 pm)
The Goblin (sorry for missing you out earlier)
Completed submissions:
Nex Lupe (Skinwalker, Nature Fang Druid 1/gnome Evangelist cleric of Gozreh Post times: 1-4pm gmt, 1-4am gmt)
Vrog Skyreaver (Half Orc Warden Ranger 1, Post times: 1 am GMT – 8 am GMT)
Azalon (Elf Wizard 1, Post times: 10 PM GMT to 4 am GMT)
Papasteve08 (Human druid 1, Post times: noon to 8pm GMT)
Dax Thura (Elf Witch 1, Post times: 11 am GMT to 4pm GMT, 3 am -10 am GMT)
Nerax the numb(Tiefling Bloodrager (Crossblooded) 1, 9am -3am GMT
Ivar Eisenhart (Dwarf Barbarian 1, 6 am - 11pm GMT)
Hjorleaf Asvidrson (Human Fighter 1, 10 am - 5 am GMT)
Korvak Sunsoul (Oread Monk 1 , 1 am – 2 pm GMT)
william Nightmoon (Varana Aerokineticist 1, 3 pm, 6pm, 10 pm and 2am-4 am GMT) GMT)
Albion, The Eye(Half Orc Magus 1, Post times: 6am to 9-10pm GMT)
Cybermephit (human shaman 1, 10am GMT and 11pm GMT, maybe a one liner in between)
Litejedi (gnome inquisitor 1, Post times: 2.15-1.15 pm, 4.45-5.45 pm, 9.30-10.45 pm, and 12.30-4.00 am GMT)
Also I don’t really need healbots per se, but I do need someone who can remove conditions. As earlier stated – this AP is generally far away from any settlement(at least for the first 3 books), so if you get diseased/poisoned/ability damage/whatever crap that comes with adventuring, the party has to be able to handle it on their own. That line of reasoning also applies to trained animals (if it's your animal companion, I don't care because its a class feature of yours), so its an extension of your character.
And I will implement this ruling as well: You may only purchase an animal, mount, or similar creature if its Challenge Rating is lower than that character's level; creatures with a Challenge Rating of 1 or lower are exempt from this restriction, as are horses. Each player may only have one of such a mount/animal/similar creature in combat at any time. Animal companions, familiars, eidolons, phantoms, summoned and called creatures do not count towards that limit.
| SOLDIER-1st |
Here is the background for Augur and Haganeil, from a previous recruitment. That one didn't require a full character sheet beforehand, so I'll get that up as soon as I can (hopefully in just a few hours). I am capable of posting fairly regularly from 0800-1600 GMT-5 (so 1300-2100 GMT).
Race: Human (Kellid)
Class: Summoner (God Caller)
Age: 16 years
Height: 69 inches
Weight: 179 pounds
Alignment: NN
Traits: World Weary (Campaign, Survival), Wary of Danger
Stats:
Str 14
Dex 14
Con 14
Int 10
Wis 10
Cha 14+2
History: When the Worldwound opened and the demons of the Rasping Rifts poured out into Sarkoris, Haganeil, the god of the Iron Snake clan, and his summoner held off the hoards while the rest of the clan fled. The whole clan felt their god die, sacrificing it's life for theirs. The clan fled south, prayers and fear the only thing sustaining them, as they slowly died off until eventually less than a dozen were left. They eventually settled in what would become Nirmathas, keeping to themselves and trying to contact their slain god. Over the next century, they kept their knowledge and traditions alive, desperately hopeful that one day their god would return to them.
The Iron Snake clan had always had a tradition of martially inclined members, and they integrated well into Nirmathas's guerrilla warfare culture, serving with distinction for years. Unfortunately this also served to slowly whittle their already low numbers. Augur, optimistically but sadly inappropriately named, initially showed only minor promise as either a warrior or a shaman, and so was rarely sent out with the militas. This, however, saved his life, as it meant he was not there at the Ramgate massacre, where his brothers and father, and most of the rest of the clan, were slain.
Heartsick and with only a few elderly or very young members of his clan left, he became much more devoted to improving himself, and with drastic results. For the first time in over 100 years, Haganeil was successfully summoned, and the Iron Snake clan heard the voice of their god. Though weakened to a shadow of its former self, Haganeil is glad to be amongst his followers once again, and pleased with the dedication of his new summoner.
Personality: An ISTJ personality stuck in a soul of only average intelligence and discernment, Augur is largely a quiet, withdrawn young man. Though tough and physically imposing, he does not possess the warrior's heart that drives most Kellids, fighting out of duty rather than passion, a trait that extends to most of his life. His one area of pride and passion however is his ability to summon his god, Haganeil. He is truly devoted to his god, and will do everything in his power to support and carry out its will.
Haganeil: Since the Kellids first began calling gods to worship, Haganeil has been summoned to give guidance and protection. At full power it is an imposing sight, well over 30 feet long and weighing several tons, the serpentine elemental is covered in metalic scales and possesses incredible strength and durability. A patient god, it teaches endurance and stoicism, knowing that most problems can be solved if worked at for long enough. While protective and caring of its own clan, Haganeil usually practices a certain level of detachment from outsiders, until they have spent the requisite time required for the god to observe and approve of them.
Development: Augur will mostly play a support role, using a reach weapon and combat reflexes to provoke AoOs while spending his turns casting spells or using Aid Another. Haganeil can act as a tank, grabbing and constricting foes, and soaking up damage. The plan is to increase his size as much as possible (huge sized eventually). This will be offset by his ability to burrow/earth glide, so smaller spaces shouldn't be a huge (lol) issue.
| Larken Gelen |
I ment to buy a cleric kit as well that covers holy symbol.
For encumbrance will not be taking everything from the kits. I will calculate the specific encumbrance when Larken goes out and share the rest of the gear with people as they will likely have higher up front costs with thier weapons and armor. This is part of building the character as a support character.
The extra +2 came from an alertness bonus from the previous build that for some reason did not delete. I thought using a program would make putting a character online easier but it seems to require I look over the characters more throughly than expected. So that has been fixed. I will give the build a soils read over tonight and try to catch anything else.
Thanks for checking over the PCs.
| Coatl |
GM Mort - Thanks for the note about the shield. I don't anticipate Coatl will use it often, and I took the time to read through the rules about using shields and casting just to make sure I am familiar. (ie - I can't with a heavy shield, assuming somatic components) I would just rather have something in case of emergency as opposed to being without it if I really needed it.
Thanks for checking him over! I wasn't really worried about numbers, Herolab makes that easy for me. I am pleased that is all you found though! I must be doing something right...
| SOLDIER-1st |
Hopefully this should be everything needed. Please give it a look, and I eagerly await feedback.
Male Human (Kellid) Summoner (God Caller) 1
N Medium humanoid (human)
Init +4, Senses Perception +0
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DEFENSE
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 ((1d8)+2)
Fort +2, Ref +2, Will +2
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OFFENSE
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Speed 30 ft.
Melee longspear +2 (1d8+3/x3), reach 10ft
Spell-Like Abilities Summon Monster I (6/day)
Summoner Spells Known (CL 1st; concentration +4)
1st(2/day)-Magic Fang(DC 14), Lesser Rejuvenate Eidolon
0th(at will)-Acid Splash, Detect Magic, Light, Mage Hand
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STATISTICS
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Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 16,
Base Atk +0; CMB +2; CMD 14
Feats Extra Evolution, False Focus
Skills Diplomacy +7, Knowledge (Geography)* +1, Knowledge (Religion) +4, Linguistics* +4, Spellcraft +4, Survival +4
Traits Wary of Danger, World Weary (Campaign, Survival) You’ve seen the horrors of war, and had hoped you’d seen the end of it. You’ve retreated from the fighting—likely from the front line with Molthune, but maybe from the crusade of Lastwall or the political infighting of Ustalav—and now just want to protect and provide for those you care about. You gain one of the following as a permanent class skill: Appraise, Heal, Knowledge (history), Sense Motive, or Survival. When you perform an aid another action to improve a creature’s Armor Class, you increase its AC by +4 rather than +2.
Languages Common, Hallit, Terran
SQcCantrips, Eidolon, Life Link, Summon Monster I
Other GearTattoo Holy Symbol, Studded Leather Armor, 5 gp, 5 sp
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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.
Tribalistic - Source Inner Sea Races pg. 214 - Many humans naturally form into cliques or tribes, and these humans work exceptionally well with those they view as fellow tribe members. Such humans gain a +2 racial bonus on attack rolls and skill checks to use the aid another action to aid humans of the same ethnicity. Humans with this racial trait must hail from an ethnicity that has its own language other than Common, and they only start with that language; if they have high Intelligence scores, they can select their bonus languages from among Common, Giant, Goblin, and Halfling. This racial trait alters starting and bonus languages.
Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table 1-5. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal.
Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner's class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner. The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Guidance (Sp): A god caller’s eidolon has a tiny spark of divinity. It can use guidance as a spell-like ability at will. However, the eidolon and the god caller must remain within 50 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 50 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by half.
This ability alters life link.
Life Link (Su): At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Summon Monster I (Sp): At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner's spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Wary of Danger (Kellid) Your people are beset on all sides by threats, and you have developed a keen sense for danger. You gain a +2 trait bonus on initiative checks.
Weapon and Armor Proficiency Summoners are proficient with all simple weapons and light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes.
Male Eidolon eidolon 1
N Medium outsider
Init +3, Senses darkvision (60 ft.); Perception +4
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 11 ((1d10)+1)
Fort +1, Ref +5, Will +2
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OFFENSE
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Speed 20 ft.
Melee bite +2 (1d8+2) reach 10ft
Melee tail slap -3 (1d6+1)
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STATISTICS
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Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11,
Base Atk +1; CMB +2; CMD 15
Feats Improved Unarmed Strike
Skills Intimidate +4, Knowledge (Dungeoneering) +2, Perception +4, Sense Motive +4,
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SPECIAL ABILITIES
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Bite (Ex) The eidolon's maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.
Bite Str 1-1/2 (Ex) This evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Eidolon Progession Lv.1 At 1st level, all elemental eidolons gain immunity to paralysis and sleep. In addition, Earth elemental eidolons gain the immunity (acid) evolution.
Elemental (Eidolon Elemental ~ Earth) Pulled in from one of the four elemental planes, these eidolons are linked to one of the four elements: air, earth, fire, or water. Generally, an elemental eidolon appears as a creature made entirely of one element, but there is some variation. Elemental eidolons are decidedly moderate in their views and actions. They tend to avoid the conflicts of others when they can and seek to maintain balance. The only exception is when facing off against emissaries of their opposing elements, which they hate utterly.
Elemental Base Form ~ Serpentine
Improved Damage (Bite) (Ex) One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die by one step. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different natural attack.
Improved Natural Armor (Ex) The eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once, plus one additional time for every 5 levels the summoner possesses. Each additional time it's taken, the bonus increases by 2.
Link (Ex) A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.
Reach (Bite) (Ex) One of the eidolon's attacks is capable of striking foes at a distance. Select one attack. The eidolon's reach with that attack increases by 5 feet.
Serpentine
Share Spells (Ex) The summoner can cast a spell with a target of "you" on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
Skills (Appraise, Intimidate, Knowledge (Dungeoneering), Knowledge (Engineering))
Tail (Ex) The eidolon grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks to balance on a surface. This evolution can be selected more than once.
Tail Slap (Ex) The eidolon can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). This evolution can be selected more than once, up to the number of tail evolutions the eidolon possesses.
| SOLDIER-1st |
Larken,just be sure to give me what stuffs you be carrying with you.
Soldier 1st, I need your post times.
Herolabs is accurate most of the time as computer character generated sheets go, though occasionally there are some glitches. I'm old skool and do everything by hand though.
I have my times in this post, which also includes my background.
| Robert Henry |
Sorry this took so long, this is my brawler application and his animal companion: Ratel and Bear. If selected I will create an alias for him and probably one for Bear.
I’ve been wanting to play a brawler with the archetypes Mutagen mauler and wild child. But I hadn’t been able to put together a race and back story that I liked up until now. I like the idea of a skinwalker who uses mutagens and has a large pet. I think the race synergizes well with both the archetypes, if not the class.
There are many stories about fangwood forest, this one like all may be true, or it may not. It’s a story about a tribe of skinwalkerss deep in the fangwood. There are many telling’s of the story. There are some things that they all have in common. Generations ago there were lycanthropes who hid deep in the wood, to protect others from their curse and to protect themselves from civilization. They learned how to control the lycanthropy and even use it to make themselves stronger. They still live deep in the wood today offering help to those in need.
There are variations of the story. The most common tale is “the Paladin and the werewolf.” The tribe was founded by a werebear paladin whose duty was to hunt evil Lycans. He was on the trail of a marauding werewolf but learned it was the woman he had fallen in love with. To save her life he took her deep into the fangwood. Their children became the tribe. There’s the “Mad Scientist theory.” The tribe was the result of a mad alchemist who mixed the genetic makeup of beasts and sentient races. His creation rebelled against the alchemist fleeing to the fangwood. Bards prefer the ballad of “the capricious Elves.” In the song the tribe is the result of awakened animals breeding with elves and fey. The ballad tells they are a tall beautiful wild people who still talk to animals.
No one knows the truth of it. Maybe not even them…
Initiative: + 2
Speed: 30 ft.
Hit Points: 13 = 10 + 2 + 1
AC: 17 = 10 + 3 [armor] + 2 [heavy shield] + 2 [dex]
Touch: 12
Flat-footed: 15
Fort: + 4 = 2 [base] + 2 [constitution]
Ref: + 4 = 2 [base] + 2 [dexterity]
Will: + 1 = 0 [base] + 1 [wisdom]
Base Atk + 1
CMB + 4 = 1 [base] + 3 [strength]
CMD + 16 = 10 + 1 [base] + 3 [strength] + 2 [dexterity]
Melee:
Unarmed Strike + 4 [1d6+3, B]
Scizore + 3 [1d10+3, P]
Kunai + 4 [1d4+3, B or P]
Ranged:
Sling +3 [1d4+3, 50 ft, B]
Kunai +3 [1d4+3, 10 ft, B or P]
Stats: Str. : 16, Dex.: 14, Con.: 14, Int.: 10, Wis.: 12, Cha.: 08,
Traits:
child of Nature: You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you.
Animal Whisperer: You gain a +1 trait bonus on Handle Animal checks, Your trait bonus increases to +5 whenever you attempt to “push” a wild animal to perform a trick for you.
Feats:
Power attack
Skinwalker Racial Traits:
All skinwalkers are humanoids with the skinwalker and shapechanger subtypes. They have the same random starting age, aging effects, and random height and weight as a human.
+2 Wisdom, –2 Intelligence, +2 to one physical ability score while shapechanged:
Low-Light Vision: In dim light, skinwalkers can see twice as far as humans.
[Animal-Minded: Skinwalkers have a +2 racial bonus on Handle Animal and wild empathy checks.
Change Shape: A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
2 claw attacks that each deal 1d4 points of damage
Darkvision to a range of 60 feet
+1 racial bonus to natural armor
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. While in bestial form, a skinwalker takes a –4 penalty on Charisma and Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.
A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 her character level. Different skinwalker heritages (see Skinwalker Heritages on page 5) allow skinwalker characters to select from different sets of bestial features.
Spell-Like Ability: Skinwalkers with a Wisdom score of 11 or higher can use speak with animals once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker’s character level.
Class Traits:
Level One:
Animal Companion: a wild child forms a bond with a loyal companion that accompanies the wild child on his adventures.
Brawlers Cunning: If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Marial Training: a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats.
Mutagen:
Unarmed Strike @ 1d6: a brawler gains Improved Unarmed Strike as a bonus feat.
favored class bonus: HP per level
Skills:
6 = 1(4 [class] + 2 [background])
Acrobatics 1/-1 = +2 Dex* - 1/-3 [armor/shield]
Appraise 0 = +0 Int
Bluff -1 = -1 Cha
Climb 2/0 = +3 Str* - 1/-3 [armor/shield]
Craft: Alchemy 4 = + 0 Int + 1 [rank] + 3 [background]
Diplomacy -1 = -1 Cha
Disguise -1 = -1 Cha
Escape Artist 1/-1 = +2 Dex* - 1/-3 [armor/shield]
Handle Animal 6/11 = -1 Cha + 1 [rank] + 3 [class] + 2 [race]
Heal 1 = +1 Wis + 1 [rank] + 3 [class]
Intimidate -1 = -1 Cha
Knowledge (geography) 4 = + 0 Int + 1 [rank] + 3[background]
Linguistics 0 = +0 Int
Perception 5 = +1 Wis + 1 [rank] + 3 [class]
Ride 1/-1 = +2 Dex* - 1/-3 [armor/shield]
Sense Motive 1 = +1 Wis
Stealth 1/-1 = +2 Dex* - 1/-3 [armor/shield]
Survival 7 = +1 Wis + 1 [rank] + 3[background] + 2 [trait]
Swim 2/0 = +3 Str** - 1/-3 [armor/shield]
Beginning Gear
Outfit, Explorer’s: N/A N/A
Hide shirt 20 gp 18 lbs.
heavy wooden shield: 7 gp: 10 lbs.
Kunai 2 gp: 2 lbs.
coldiron Scizore 40 gp. 3 lbs.
sling: N/A N/A
bullets, lead (10): 1 sp. 5 lbs.
Kit, Alchemist’s: 40 gp. 24 lbs. This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
for bear:
wooden armor: 40 gp. 25 lbs.
Consumables
lead bullets @ 10
Total weight of all gear: 64 lbs.
wealth 150 gp. beginning wealth - 149 gp. 1 sp. Beginning expenditure = 9 sp. Remaining
Carry Capacity
Light load: 76 lb. or less
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground: 460 lb.
Push or drag: 1150 lb.
Animal Companion:
Bear
The infamous grizzly bear is a lumbering and quite impressive companion, particularly when it rises up on its hind feet to loom large. Grizzly bears strike fear into the hearts of most who encounter them.
N Animal
Init + 1, Senses: Low-light vision, Scent; Perception +4, +22 if scent-based
DEFENSE
AC: 15, Touch: 11, Flat-footed: 14 (10 + 3 [armor] + 1 [Dex] + 1 [natural armor])
hp: 9/9,
Fort: +4, Ref: +4, Will: +1
+4 morale bonus on Will saves against enchantment spells and effects
OFFENSE
Speed 40 ft.
Melee Bite +4 (1d6+3), Claw +4 (1d4+3), Claw +4 (1d4+3)
STATISTICS
Str 17, Dex 13, Con 13, Int 2, Wis 13, Cha 6
BAB +1; CMB +4; CMD 15
Feats: Light Armor Proficiency,
Skills: Perception* (Wis) + 4, Swim* (str) + 7
SQ: Link,
Languages:
Tricks: attack
Possessions: wooden armor
| GM Mort |
Tally sheet thus far:
Show interest + incomplete submissions:
DarkWingD
Winwaar
Caster4life(Post Times: 1-2 pm and 10-12 pm)
The Goblin (sorry for missing you out earlier)
Soldier 1st (human summoner 1,1pm - 9 pm gmt, awaiting part of backstory redone)
Completed submissions:
Nex Lupe (Skinwalker, Nature Fang Druid 1/gnome Evangelist cleric of Gozreh Post times: 1-4pm gmt, 1-4am gmt)
Vrog Skyreaver (Half Orc Warden Ranger 1, Post times: 1 am GMT – 8 am GMT)
Azalon (Elf Wizard 1, Post times: 10 PM GMT to 4 am GMT)
Papasteve08 (Human druid 1, Post times: noon to 8pm GMT)
Dax Thura (Elf Witch 1, Post times: 11 am GMT to 4pm GMT, 3 am -10 am GMT)
Nerax the numb(Tiefling Bloodrager (Crossblooded) 1, 9am -3am GMT
Ivar Eisenhart (Dwarf Barbarian 1, 6 am - 11pm GMT)
Hjorleaf Asvidrson (Human Fighter 1, 10 am - 5 am GMT)
Korvak Sunsoul (Oread Monk 1 , 1 am – 2 pm GMT)
william Nightmoon (Varana Aerokineticist 1, 3 pm, 6pm, 10 pm and 2am-4 am GMT) GMT)
Albion, The Eye(Half Orc Magus 1, Post times: 6am to 9-10pm GMT)
Cybermephit (human shaman 1, 10am GMT and 11pm GMT, maybe a one liner in between)
Litejedi (gnome inquisitor 1, Post times: 2.15-1.15 pm, 4.45-5.45 pm, 9.30-10.45 pm, and 12.30-4.00 am GMT)
Robert Henry (Skinwalker wildchild + mutagenic mauler Post times: 4am GMT to 10am, 9 pm GMT to 2 am GMT)
Soldier 1st - Ramsgate Massacre occurs after the end of Ironfang invasion. You'll need to redo that part of the backstory.
| GM Mort |
Larken - also you can only prepare one domain spell per level for clerics so you cannot prepare calm animal twice. Theologians (or any other archetypes that allow you to do so - there may be others), are exceptions.
The goblin : I do not own all books, but there's archive of nethys and d20pfsrd. And because I'm LN, I tend to be a stickler about rules.
Robert - bear has 11 hp. 4.5x2 (HD) + 2 con mod.
| SOLDIER-1st |
The Iron Snake clan had always had a tradition of martially inclined members, and they integrated well into Nirmathas's guerrilla warfare culture, serving with distinction for years. Unfortunately this also served to slowly whittle their already low numbers. Augur, optimistically but sadly inappropriately named, initially showed only minor promise as either a warrior or a shaman, and so was rarely sent out with the militias. He watched as over time he lost more and more of his clan to both violence and accident.
Heartsick and with only a few elderly or very young members of his clan left, he became much more devoted to improving himself, and with drastic results. For the first time in over 100 years, Haganeil was successfully summoned, and the Iron Snake clan heard the voice of their god. Though weakened to a shadow of its former self, Haganeil is glad to be amongst his followers once again, and pleased with the dedication of his new summoner.
Personality: An ISTJ personality stuck in a soul of only average intelligence and discernment, Augur is largely a quiet, withdrawn young man. Though tough and physically imposing, he does not possess the warrior's heart that drives most Kellids, fighting out of duty rather than passion, a trait that extends to most of his life. His one area of pride and passion however is his ability to summon his god, Haganeil. He is truly devoted to his god, and will do everything in his power to support and carry out its will.
Haganeil: Since the Kellids first began calling gods to worship, Haganeil has been summoned to give guidance and protection. At full power it is an imposing sight, well over 30 feet long and weighing several tons, the serpentine elemental is covered in metallic scales and possesses incredible strength and durability. A patient god, it teaches endurance and stoicism, knowing that most problems can be solved if worked at for long enough. While protective and caring of its own clan, Haganeil usually practices a certain level of detachment from outsiders, until they have spent the requisite time required for the god to observe and approve of them.
That's an easy enough change, though I am curious about the reasoning for changing the starting date.
| SOLDIER-1st |
One of the campaign traits from the player's guide is Ironfang Survivor: Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.
| CyberMephit |
That first link looks like an account of one specific GM's campaign? I don't think it's an actual Pathfinder Wiki site. This site is the closest Golarion has to an official Wiki.
Of course, it's fully up to GM to set the AP whenever they think is best. But I thought the canon goes that Golarion timeline runs parallel to the real one with a time shift, and events of the APs happen as the books are released? The Strange Aeons was set in AR4716 so Ironfang Invasion should be set in AR4717, two years after the Ramgate Massacre.
| SOLDIER-1st |
That first link looks like an account of one specific GM's campaign? I don't think it's an actual Pathfinder Wiki site. This site is the closest Golarion has to an official Wiki.
Of course, it's fully up to GM to set the AP whenever they think is best. But I thought the canon goes that Golarion timeline runs parallel to the real one with a time shift, and events of the APs happen as the books are released? The Strange Aeons was set in AR4716 so Ironfang Invasion should be set in AR4717, two years after the Ramgate Massacre.
That was my assumption as well.