Lords of Taldor: Ascending Majesty: Act 2

Game Master Phoenix Hunter

Episode two: Meeting at the Chelish Villa.
The tense debate for the future of Taldor is interrupted by an atempt on Prince Stavian's life


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bigrig107 wrote:

Yeah, its spend a point to get a +1 to a stat.

14 costs 4.
8 costs -2.
Etc.

Okay cool! Thank you very much!


Lord "Inkwell" Rook wrote:
Ah, no worries. (I'm not the GM anyway, and it looks like you've got an idea for how to make it work okay). I guess my character is pretty melee-cheesed anyway, just using the Unchained stuff.

Eh, but cooperation is the best part of PbP :P

On a side note, what would Marion's reaction be to one of his progeny following in his footsteps and joining up with a mercenary group?


DMRaven wrote:
Lord "Inkwell" Rook wrote:
Ah, no worries. (I'm not the GM anyway, and it looks like you've got an idea for how to make it work okay). I guess my character is pretty melee-cheesed anyway, just using the Unchained stuff.

Eh, but cooperation is the best part of PbP :P

On a side note, what would Marion's reaction be to one of his progeny following in his footsteps and joining up with a mercenary group?

That's true! Teamwork wins every time!

Changing character to elf as I finally got her background rolling along. :)


Dotting for interest.


I’m going to try to go in Chronological order of posts as I review

Gyrfalcon I’d be excited to see your submission, as I was excited when I saw your Ridiculous battle-imp!

Mark Kay That sounds like a good cohort. Remember, you don’t have to build the cohort until the week after recruitment, if you are chosen. I don’t want to make more work for you guys on the risk that you don’t get in. I know how much it sucks to spend all that time building to then not get in. This by no means indicates that I have made a decision about your entry

Ash.. Not yet!

Grovo I’ll be going over estate stuff after recruitment. Honestly, it’s a TON of information for me to process just to get any idea of potential players, which is why I’m trying to compartmentalize as much as I can. That you have an Estate ready to examine does give you kudos though! Thank you

Harakani That is a very astute observation! No there aren’t any BIG magic academies in Taldor, typically any Arcanist in Taldor is privately tutored, or sent off to foreign lands. Your concept is compatible with this game.

Gerard Nisroc Not sure who your post was intended for, but that sounds like a great and unconventional way to spend your estate money!

Bigrig Cohorts are 12th level. Thank you for specifying that it was a joke. I made an exception for one of my Player’s RL friends because they don’t have enough time to play a legit character AND a cohort.

Rednal I love the thought you’ve put into your potential interactions with the other players. Per The Lady Knight (Or the Dame): Her character isn’t quite complete yet, but as I understand it, she’s similar in flavor to Brienne of Tarth from GoT, only a bit more skilled at the Courtly parts of life. As a side note: she’s suggested that she’s looking for her Jamie Lannister because she “Ships that s!!#!” Lol!
Per the courtly bard also known as The Lady from the house that Sired the Guard Captain: I know little about this character too. The character is Commandodude’s. What I do know is that she is the Courtier Bard, and has a Magus cohort, and her cousin is the Princess’s Head body guard.

SCKnight Hero That sounds like a good concept to flesh out. Please keep in mind that we do have a Courtier type Bard when working on this concept.

Raven Skipping because your spoiler indicates its off topic.

Mark Kay I didn’t want to give detailed mechanical information on the existing Players/Characters because as discussed earlier, The mechanics of your character are only the framework of what your character actually is.

Inkwell Skipping because its targeted at Raven

SCKnightHero1 You’re welcome for the oppourtunity

Calza De Romano I think this is a question better answered by the players. To my knowledge, most of their motivation is based more on the altruistic view that Taldor should be a land filled with chivalry and an example to the other nations of the world.

Ser Constantine Rook I’m less concerned with the Crunch. To me that looks good, and as said earlier: “if you break my game, I break your character.” I dig your concept of Oberyn Martell made pathfinder

SCKnightHero1 BigRIg explained correctly. 1 point for +1 stat increase or -1 for a -1 Stat

Bigrig Thank you for the assist!
I believe that answers/addresses everyone. Not as large a wall-o-text as I thought!

Baracas Interest Noted! Hope to see your submission soon!

I’m disappearing until tomorrow! Have fun, send me PMs or Posts if you need more info!


@GM I asked about the Elf gate, is there one was not 100% if it was covered.

SCKnightHero1 wrote:
Changing character to elf as I finally got her background rolling along. :)

Would not a Female Gnome be more the Art's type, that's if your going Arty root.

Kind of odd of all none human races we now have TWO female elves on offer for selection. I mean if faltering to be copied and all, that is your looking to make her old as well, patron of the arts and linked to other none human races. Don't get me wrong Lady Calista would be very happy to see another Female elf with all that, But there the law of diminishing returns to think about, when offering PCs. If you see what I mean SCKnightHero1.


Current Submissions:

Grovo Ascended Crime Lord - Ser Thomas

DM Gazebo God Unknown

Rednal Lowborn Retired military - Lucas

Bigrig Chelaxian Ambassador, Name Unknown

DMRavan Ser Constantine Rook

Jonny…Panic Representative Calza de Romano

ScKnightHero1 Elven Bardic college proctor

TheWaskally Unknown Monk

Mark Kay Aurelian Branas, Savior of House Branas

JonGarrett Druid of Cassomir? Name Unknown

Gyrfalcon Gnome smuggler or Human Evangelist of The Dawnflower

DM Baracas Dotted for interest


Have a name for my ambassador.

It's Valignatir Jeggare, marking him as a member of House Jeggare, one of the richest families in the entre Inner Sea.

Also, existing party members, GM Leviathan has asked me to elaborate on my character's particular attitude towards Taldan success, and the whole "evil in a party of good" issues, as he mentioned there were some doubts as to how Valignator would fit in.
I have every intention of doing so, but it will most likely be tomorrow until I can finish it.

Silver Crusade

I'm making a character for the fun of it and if I get it completed I'll submit. Where are the rules for the noble scion and how much money does an estate generate and how big is it as a guideline please?


Hi hope this helps noble-scion Class here

You only get features and not feats, Skills, saves etc.

The GM said how much we have to build our holding with but I don't think anyone has said what we can earn from them.

For Calista Da Romano's holding I have one mad idea,
She owns A big old hotel in the Capital City Oppara
and then a number of "Grand Inn's" in other locations.

In the "The Grand Hotel" Oppara she has a printing press and from there ships out works to be sold in her Inns. She also uses it to advertise her Hotel Brand. I just love the idea she made the Inns to help other none human races but is now a money making enterprise. Its also gives her a wide coverage for information gathering.

I'm still working out the numbers but it looks good.
She also offers a franchise deal, for other inns to Buy into the brand.

I just love the idea hes his hard nosed businesses elf maid, a self made woman who is also helping the none human races in her own way. Hiring none human staff where she can and having lodgings for them.

The Grand Hotel - Oppara:

The Grand Hotel Capital City Oppara

Bedroom 300gp x50 15,000 gp
Earnings gp or Influence +3
A Bedroom provides comfort and privacy for one to two people, and typically features one large bed or two smaller beds.
Many also have furnishings or features, such as chairs, wardrobes, chests, tables, or small fireplaces.
a Bedroom might be the sleeping place of a building's owner or a comfortable room for rent.

Common Room x3 900gp
Earnings gp or Influence +7
Upgrades To Ballroom, Ceremonial Room, Throne Room
This versatile open area has enough space for many people to use at once. a Common Room is
typically furnished with benches, chairs, cushions, mats, pews, or stools, and might have tables.

Observation Dome 440gp
Earnings gp, Influence, or Magic +5
Benefit bonus on Knowledge (geography), Knowledge (nature), and Knowledge (planes) checks
This elevated room is open to the sky, has a skylight, or has a retractable roof to allow you to observe the passing of celestial bodies. An Observation Dome includes

shelves containing records and notes, a telescope, and other devices dedicated to celestial study. If someone spends 1 hour researching in the Observation Dome, she

gains a +2 bonus on Knowledge (geography), Knowledge (nature), and Knowledge (planes) checks to answer a question about the heavens.

Ballroom 760 gp
Earnings gp or Influence +10
Benefit bonus on Perform checks
This large open room is intended for dances, receptions, and other elaborate events.
The superior acoustics and decor grant a +2 bonus on all Perform checks made in this room.

Brewery 380 gp
Earnings gp or Influence +10
A Brewery allows you to ferment or distill ingredients such as fruits and grain to create potent beverages.

Bas x3 750gp
Earnings gp or Influence +10
A Bar stores a selection of drinks and includes a counter for preparing them.
After spending an hour with local people in this room, for the next 24 hours you gain a +1
bonus on Diplomacy checks you make to gather information in the settlement.

Bath X rooms X 130gp
+ Large Sauna 750gp
Earnings gp or Influence +3
Benefit bonus on Fortitude saves against disease
Upgrades From Sauna
A Bath contains a single large bathtub or multiple smaller basins, along with a stove for heating water.
After spending 1 hour in this room, you gain a +2 bonus on your next ongoing Fortitude save against disease.

Sauna x3 360gp
Earnings gp or Influence +3
Benefit bonus on disease and negative level recovery saves
This simple room contains benches, a central source of heat, stones, and a container of water with a ladle to help produce steam. Using a Sauna for an hour grants a

person a +1 bonus on saving throws to overcome ongoing diseases (but not on saves to resist contracting diseases) and a +1 bonus on saving throws to recover from

negative levels. This bonus goes away after 24 hours.

Game Room 300gp [legal only]
Earnings gp +10 (see below)
Benefit Crime +1, Danger +10 (see below)
A Game Room has tables for gambling or other forms of gaming, and is often used to make wagers
on blood sports or other illicit activities. The listed Earnings includes illegal gaming.
If your building allows only legal gaming (whether recreational or using money),
the Earnings are gp +5 (not +10) and the Benefit is Crime +0, Danger +0.

Habitat 790 gp
Earnings gp or Influence +12
Upgrades From Animal Pen, Stall
A Habitat houses animals. Unlike a Stall or Hatchery, a Habitat provides comfortable lodging
for exotic or rare creatures. This room contains cages and walled chambers for the resident
creatures, with at least one wall constructed of bars or windows to allow visitors to observe
the creatures. a Habitat built to house birds is often constructed with tall
poles and netting to keep the creatures from flying away.

Infirmary 370 gp
Earnings gp or Influence +8
Benefit counts as a healer's kit (see below)
An Infirmary is used for treating injured and sick people. It contains beds or cots,
a wash basin, and medical supplies. This counts as having a healer's kit for up to two
healers at a time. As long as the building doesn't have the broken condition, you don't
need to track individual uses of these healer's kits.

Office x3 360gp
This simple room includes a door with a simple lock, a chair, and a large desk that has
two drawers with simple locks. An Office affords its user privacy and a refuge from other activity in the building.

Scriptorium 320
Earnings gp, Goods, Influence, Labor, or Magic +5
Benefit counts as masterwork artisan's tools for writing skills
Create 7 Goods, 2 Influence, 6 Labor (320 gp); Time 16 days; Size 5–16 squares
Upgrades To Printer
A Scriptorium is where scribes do their work. It contains chairs and writing desks,
as well as ink, paper, and other supplies needed to create or copy written works.
Up to three people can use the room at a time for scribing scrolls or using Craft (calligraphy) or Profession (scribe).

Printer workshop 380gp
Earnings gp, Goods, Influence, or Labor +8
Benefit counts as masterwork artisan's tools for writing and printing skills
Upgrades From Scriptorium
This specialized workshop contains a printing press, storage for paper,
and drying racks for finished books and pamphlets. Up to three people can use the room at a time.

Storage x4 480gp
Earnings gp +2
Upgrades From False Front, Shack; Upgrades To Office, Vault
Storage is any room used to store objects, keeping them out of the way for later use.
Most Warehouses are just multiple Storage rooms built into a single building.
A low-cost shop may allow its customers to browse items in the Storage area. A door to a Storage room includes an average lock.

Vault 300gp
Upgrades From Reliquary, Storage; Upgrades To Secret Room
This is a secure room designed to keep out intruders. The access to this space is
controlled by an iron door with a good lock. If you upgrade this room to a Secret Room,
the door retains its material and lock and also becomes a secret door.

Kitchen X3 480 gp
Earnings gp or Goods +4
A Kitchen is used to prepare food. It contains a stove, sink,
and small pantry with basic cooking tools and supplies. a Kitchen for a
business that serves food, such as an Inn, probably also has Storage just for foodstuffs.

Lavatory X10 1200gp [ male / Female ]
Benefit Bonus on Fortitude saves against contracting disease
Upgrades From Shack
A Lavatory includes up to four 5-foot-by-5-foot private rooms for dealing with biological functions. If a building doesn't have a Lavatory, people in it must go

elsewhere for this sort of activity. Depending on the building and settlement, a Lavatory might be an outhouse, a closet with a chamber pot, or a stool connected to an

external system such as a cesspit or pig trough. If the building has a Sewer Access, you can automatically connect all Lavatories in the building to the settlement's

sewer system. The sanitation improvement from having a Lavatory mean residents, guests, employees, and others who frequent the building gain a +2 bonus on Fortitude

saves to resist contracting a disease while in the settlement.

Escape Route 360
Upgrades From Secret Room
This is a hallway or tunnel leading to a hidden exit from the building.
The exit door is typically a simple wooden door with an average lock
(Disable Device DC 20 to open). Either or both ends of the hallway can
be secret doors (Perception DC 20 to notice).

Head office Staff

Manager, Head printer, Accountant, Posters, cooks, cleaning staff, stable staff, Doctor, Bell boys, matradee, Gaurds. Etc

In a number Taldor cites there will be Smaller
Looking at 5 at the moment.

A Grand Inn:

The Friendly traveler's Inn.
Bar + Kitchen + rooms + Common Room + horses tables and Lodging.
Stall.
For the friendly traveler's Inn described above, that total price is 1,390 gp.

Common Room x1 300gp
Earnings gp or Influence +7
Upgrades To Ballroom, Ceremonial Room, Throne Room
This versatile open area has enough space for many people to use at once. a Common Room is
typically furnished with benches, chairs, cushions, mats, pews, or stools, and might have tables.

Game Room 300gp [legal only]
Earnings gp +10 (see below)
Benefit Crime +1, Danger +10 (see below)
A Game Room has tables for gambling or other forms of gaming, and is often used to make wagers
on blood sports or other illicit activities. The listed Earnings includes illegal gaming.
If your building allows only legal gaming (whether recreational or using money),
the Earnings are gp +5 (not +10) and the Benefit is Crime +0, Danger +0.

Bedroom 300gp x20 6,000 gp
Earnings gp or Influence +3
A Bedroom provides comfort and privacy for one to two people, and typically features one large bed or two smaller beds.
Many also have furnishings or features, such as chairs, wardrobes, chests, tables, or small fireplaces.
a Bedroom might be the sleeping place of a building's owner or a comfortable room for rent.

Kitchen 160 gp
Earnings gp or Goods +4
A Kitchen is used to prepare food. It contains a stove, sink,
and small pantry with basic cooking tools and supplies. a Kitchen for a
business that serves food, such as an Inn, probably also has Storage just for foodstuffs.

Lavatory X2 240gp [ male / Female ]
Benefit Bonus on Fortitude saves against contracting disease
Upgrades From Shack
A Lavatory includes up to four 5-foot-by-5-foot private rooms for dealing with biological functions. If a building doesn't have a Lavatory, people in it must go

elsewhere for this sort of activity. Depending on the building and settlement, a Lavatory might be an outhouse, a closet with a chamber pot, or a stool connected to an

external system such as a cesspit or pig trough. If the building has a Sewer Access, you can automatically connect all Lavatories in the building to the settlement's

sewer system. The sanitation improvement from having a Lavatory mean residents, guests, employees, and others who frequent the building gain a +2 bonus on Fortitude

saves to resist contracting a disease while in the settlement.

Bath 130gp
Earnings gp or Influence +3
Benefit bonus on Fortitude saves against disease
Upgrades From Sauna
A Bath contains a single large bathtub or multiple smaller basins, along with a stove for heating water.
After spending 1 hour in this room, you gain a +2 bonus on your next ongoing Fortitude save against disease.

Lodging x2 860gp
Earnings gp +12
Upgrades From Bunks
This area is subdivided into smaller chambers and provides private housing and limited
storage for up to 10 people. Each chamber typically includes one or two small beds, linens,
a chamber pot, and a small table and chair. The door to the chamber is a simple wooden door
with a simple lock. You may upgrade individual locks by paying the price difference
between a simple lock and the desired lock.

Grand Inn Staff

Innkeeper, Bar staff, Cook stable boy ect


Are classes from the Occult Adventures playtest allowed?


Characters name is (currently) Zereal. This may well change by the time I actually finish, however.

GM, would you allow a Scythe with an Obsidian blade? I figure it would be no bigger a piece than, say, an Obsidian longsword, but rules wise can't make a two handed weapon from it bar spears.

It's pretty much entirely for fluff (trying to avoid as much metal as I can manage) and doesn't have any advantage beyond saving 9 gp. It does have the disadvantage of making the weapon fairly breakable.

I could also use Blood Crystal or Viridium, which are both cool but a touch sinister for the character.


The Lady Knight (or the Dame) here. Sorry it took me so long to pop in to say hello. I'm really liking all of the suggested characters here!


Rednal wrote:

The Lady Knight: I haven't been able to find a full profile for her, so I'm working with what I have seen. Lucas and the Dame would likely get along quite well - he served with distinction and she sounds like the type who would agree with a fair bit of what he does, making them natural allies at court...

I hope to have a full profile up tomorrow, if you are interested in reading further. I would agree that we would likely get along quite well, yes. Nev is a bit standoffish, but I am certain that we would be acquaintances of good standing.


JonGarretA Large chunk of Obsidian can be used for a Scythe or other relatively simplistic designed two-handed weapons without a ton of metal. Getting an obsidian Greatsword would just be too much, and doing something inn the fashion of a Halberd would be too intricate.

Barcas I haven't seen the Occult playtest yet. Is there a link to it that I could check out what you're thinking for approval?

Tharasiph Creation guidelines are the very first post in this thread. The assumption is that you've either been gifted with an estate by the Emperor costing the set amount, or that you've already had your estate purchased using the set amount. (I think it was like 41250gp). Noble Scion is what I'm calling a "Psuedo-Gestalt" you get all of the class abilities (With certain restriction) and nothing else from the class. It is a mechanical device to represent your nobility. If you need clarification after you read the first post, please let me know.


Thank you, back to work.

Silver Crusade

I had read all posts I just saw a mention of estate earnings and no mention of how much though and thankyou lady calista as i hadn't seen the noble scion before and had no idea of the specifics of the abilities.


@JonGarrett: Obsidian's kind of exotic. With Ironwood and Craft (weapons), you can have a +1 wooden any weapon you want. If you're primarily weapon-focused, there's usually (in this case, Lord Rook) a spellcaster who can hit you with Greater Magic Weapon once/day; if you buy a 3k lesser extend rod, it will last 24 hours per casting.


Lady Calista Da Romano wrote:
@GM I asked about the Elf gate, is there one was not 100% if it was covered.

Err GM?

Silver Crusade

Ok this seems to be a weirdly hostile or not getting it group.. how many people do you get asking stupid questions that you assume I'm one of them?

I read the first post but it doesn't have a full run down of the noble scions class abilities just their names and huh? At Inkwells response. Do you start a recruitment post from somewhere other than the first post? I know I don't.

I was inspired by this recruitment thread to create a non standard character with a cool background that will most likely not succeed, just cos it's interesting.


Sorry, I had misread your comment as you saying you didn't read any posts. Removed my snide reply as it was in poor form. Noble Scion


Calista Sorry about that. The Elf Gates do exist, though I'm not sure they play a large part in this particular game. There might be one hidden in the close to the druid's lands in the Verduran Forest.

Tharasiph I didn't mean to come off as condescending, I apologize if I did. I didn't know you were looking for specific information, just that you wanted to know what the creation guidelines were. Not sure what Inkwell had said in the interim as it's been deleted, I hope it wasn't too brazen. Noble Scion is a Paizo PrC. It's not a class that people typically use, but I thought it fit well with the idea that you are a full fledged noble. I believe we have the link posted multiple times in on this page, once from Calista, and a second from Inkwell now so I'll not post it again. If you need any information, you can always PM me, and I hope in the future, you don't have such a bitter experience on my thread.

Silver Crusade

No he wasn't too brazen just a bit assuming.. but all is good. I objected as I didn't want to appear as a doofus that doesn't read instructions.


Occult Adventures Playtest

Silver Crusade

GM Leviathan wrote:
Calista Sorry about that. The Elf Gates do exist, though I'm not sure they play a large part in this particular game. There might be one hidden in the close to the druid's lands in the Verduran Forest.

Thanks for getting back to me GM, Ill not add that to her back ground then.

I have shifted what she dos a little bit as I worked on her holdings.
I may change her name back, I will see how it all pans out in the build.


The unknown fear:

Almost all criminals in the Oppara do know who Old Thom is and his reputation. Most of them know his resources and private elite army and their Linnorn viking leader Ulf and his partner battle-mage Sheli.

However, few might know his ruthless and sadistic underling Michael, operating the fighting rings and overseeing with the help of Vicky the Black Market and other activities in Oppara

But only a few people, those who know true terror are walking in their tiptoes as if not to anger Thom. Why you would ask? Because you do not want to be visited in the night by one of your relatives, children, wife or husband just to be stabbed to death as the mask slowly drops out only to reveal the face of cold-dead killer of Keleht.

This man is feared even among Thoms own group as he is only responsible and absolutely loyal to Thom. It does not matter if you are left-hand or right-hand, no one has as much priviledges or place in Old Thoms cold rotten heart as Keleht himself and that respect goes back since he was a small child, raised by Thom himself.

So my young children, beware of angering Thom.... or you will wish it was only a boogeyman under your bed

Keleth, hidden death:

Male half-orc inquisitor(infiltrator) 12
LE Medium humanoid
Init +10; Senses Perception +20

--------------------
Defense
--------------------
AC 24, touch 14, flat-footed 20 (+7 armor, +4 Dex, +3 natural)
Hp 108 (12d8+12)

Fort +14, Ref +14, Will +16

Defensive Abilities Stalwart, Misdirection,
--------------------
Offense
--------------------
Speed 30 ft.

Melee
Dagger +12/+7 [1d4+3] [19-20] [2x]

Ranged
+2 Longbow (Combosite +3) +15/+10 [1d8+9] [20] [3x]
Throwing Dagger +13/+8 [+1d4+2] [19-20] [2x]

Special Attacks Judgement, Bane
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 14, Int 14, Wis 18, Cha 14
Base Atk +9; CMB +12; CMD 23

Feats Point-Black Shot, Rapid Shot, Precise Shot, Judgement Surge, Manyshot,
Teamwork Feats Distracting Charge, Coordinated Shot, Allied Spellcaster, Stealth Synergy

Traits Improved Initiative (+2 initiative), Reckless (+1 Acrobatics & Class skill)

Skills Acrobatics +26, Bluff +21, Climb +19, Craft +2, Diplomacy +21, Disguise +18, Intimidate +21, Kn:Arcana +2, Kn:Dungeoneering +2, Kn:Nature +2, Kn:Planes +2, Kn:Religion +2, Perception +20, Profession(Enforcer) +4, Ride +4, Sense Motive +20, Spellcraft +17, Stealth +20, Survival +20, Swim +19

Languages Common, Dwarven, Elven, Kelish

SQ Judgement, Misdirection, Greater Bane, Guileful Lore, Forbidden Lore, Stalwart,

Other Gear Chain Shirt +3 Warding (9000gp), 1. Ring of Feather Falling (2200gp), 2.Ring of Sustenance (2500gp), Belt of physical perfection +2 (16,000gp), Headband of mental Superiority +2 (16,000gp), Gloves, Arrow Snaring (4000gp), Daredevil boots (1400), Deathwatch eyes (2000gp), Aegis of Recovery (1500gp [Neck]), Cloak of Resistances +3 (9000gp), Bracer of Armors +3 (9000gp), Stalker's Mask (3500gp), Quick Runner's Shirt (1000gp) Snakeskin Tunic (8000gp), Longbow (Combosite +3) +2 Thundering (18000gp)
--------------------
Spells
--------------------

0 level : Guidance, Light, Detect Magic, Detect Poison, Create Water, Acid Splash, Virtue, Resistance

1 level : Forced Quiet, Divine Favor, Doom, Cause Fear, Wrath, True Strike, Lend Judgement

2 level : Death Knell, Death Candle, Flames of Faithful, Resist Energy, Restoration Lesser, Tremor Blast

3 level : Cast Out, Deeper Darkness, Invisibility Purge, Keen Edge, Prayer

4 level : Divine Power, Sanctify Armor, Forced Repentance, Invisibility Greater

--------------------
Special Abilities
--------------------

Judgement Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction | Healing | Justice | Piercing | Protection | Purity | Resiliency | Resistance | Smiting

Guileful Lore At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.

This ability replaces monster lore.

Orisons Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Forbidden Lore While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability).

This ability replaces track.

Cunning Initiative At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alingment At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Misdirection At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment).

This power replaces stern gaze.

Solo Tactics At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Bane At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Necessary Lies An infiltrator adds her class level on saving throws against abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth.

This power replaces discern lies.

Second Judgement At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Stalwart At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

Greater Bane At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Improved Initiative Increase your initiative by +2

Reckless You earn +1 to Acrobatics and you treat Acrobatics as a class skill

Changed version-> updated spell list and fixed some errors in the sheet

Ser Thomas:

Male human bard(negotiator) 12
LE Medium humanoid old
Init +2; Senses Perception +20

--------------------
Defense
--------------------

AC 21, touch 19, flat-footed 19 (+6 armor, +1 dodge, +1 Dex, +3 natural)
Hp 132 (12d8+36)
Fort +7, Ref +11, Will +16

Defensive Abilities Defensive Roll
--------------------
Offense
--------------------

Speed 30 ft.

Melee
Dagger +8/+3 [1d4-1] [19-20] [2x]

Ranged
Bow +11/+6 [1d8+2] [19-20] [2x]
Throwing Dagger +11/+6 [+1d4+2] [19-20] [2x]

Special Attacks: Gloves, Shadow Falconer
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 20, Wis 20, Cha 22

Base Atk +8; CMB +8; CMD 20

Feats Deceitful, Combat Casting, Dimensional Agility, Discordant Voice, Dodge, Spell Song, Eclectic, Skill Focus (Bluff), Deceitful, Persuasive,

Rogue Talents (Black Market Connections, Charmer, Defensive Roll)

Traits Narrow Survivor, Aspiring Bard,

Skills Acrobatics +2, Appraise +20, Bluff +37, Climb +0, Craft +5, Diplomacy +36, Disguise +20, Escape Artist +18, Intimidate +31, Kn:Arcana +11, Kn:Dungeoneering +11, Kn:Engineering +11, Kn:Geography +26, Kn:History +21, Kn:Local +37, Kn:Nature +11, Kn:Nobility +31, Kn:Planes +11, Kn:Religion +20, Linguistic +15, Perception +20, Perform(Oratory) +22, Profession(Information Broker) +5, Ride +1, Sense Motive +27, Sleight of Hand +2, Spellcraft +14, Stealth +2, Use Magic Device +18

Languages Azlanti, Common, Draconic, Dwarven, Elven, Kelish, Varisian, Osiriani, Vudrani

SQ Bardic Performance, Dilettance Performance, Fast Talk, Master of Rhetoric, Jack of all Trades, Bardic Knowledge,

Other Gear Chain Shirt +3 (9000gp), 1. Ring of Feather Falling (2200gp), 2.Ring of Sustenance (2500gp), Belt of physical Might +4 (16,000gp), Headband of mental Superiority +2 (16,000gp), Gloves, Shadow Falconer (8000gp), Shoes of lightning Leaper (10,000gp), Eye Patch, Pirate (2600gp), Brooch of Shielding (1500gp [Neck]), Cloak of Resistance +3 (9000gp), Bracer of Armors +3 (9000gp), Hat of Disguise (1800gp), Snakekin Tunic (8000gp), Quick Runner's Shirt (1000gp)
--------------------
Spells
--------------------
Lvl 0 / DC 16: Light, Detect Magic, Flare, Ghost Sound, Mage Hand, Spark, Read Magic, Message

lvl 1 / DC 17: Unseen Servant, Memorize Page, Hideous Laughter, Detect Secret Doors, Chord of Shards, Alarm, Summon Monster I, Disguise Weapon

lvl 2 / DC 18: Silence, Spell Gauge, Mirror Image, Hypnotic Pattern, Allegro, Enthrall, Hypnotic Pattern

lvl 3 / DC 19: Charm Monster, Purging Finale, Thunderous Drums, Reviving Finale, Control Summooned Creature

lvl 4 / DC 20: Dimension Door, Freedom of Movement, Daze-Mass, Cure Critical Wounds, Invisibility-Greater

--------------------
Special Abilities
--------------------
Affluent (Ex) At each level, a noble scion gains a stipend worth a number of gold pieces equal to 750 multiplied by his class level. Current Unspent Wealth: 41250.

Aristocratic Erudition (Ex) At 3rd level, a noble scion gains a bonus equal to 1/2 his class level on Diplomacy, Knowledge (local), and Knowledge (nobility) checks. This ability also reduces the DCs of Diplomacy and Knowledge (local) checks others make to gather publicly known information about the noble scion by the same amount.

Dilettante Studies
-----Dilettance Performancer: A noble scion treats his effective bard level as two higher for the purpose of the bardic performance class ability. He must have the bardic performance class ability to choose this dilettante study.

Greater Leadership At 2nd level, a noble scion gains the Leadership feat as a bonus feat. He can recruit a cohort up to one level lower than himself. At 10th level, he can recruit a cohort of the same level as himself.

Leadership (Base Score 17) You attract loyal companions and devoted followers.

Peerless Patrician At 10th level, once per round a noble scion can roll twice on any Bluff, Diplomacy, Intimidate, Knowledge (nobility), or Sense Motive check and take the better roll. Once per day, instead of rolling one of these skill checks, he can assume the roll resulted in a natural 20.

Prestigious Influence (250 GP) At 4th level, a noble scion can use his influence to receive special treatment, favors, and other services. He effectively has a pool of virtual gold pieces equal to 150 gp plus 10 gp per class level to spend on services and non-material goods. This pool replenishes at the beginning of every week.

Regional Expertise The Fallen Empire.
--- Feats Chosen: Persuasive, Skill Focus (Bluff), Deceitful.

Servitor At 7th level, a noble scion gains a faithful NPC servitor of the same level as his cohort granted by the Leadership feat. This servitor can only have levels in NPC classes and comes equipped with gear appropriate for a character 1 level lower than the servitor's actual level. The servitor does not follow the noble scion as would a cohort or follower, but instead can run various errands for his master while the noble scion is adventuring, such as delivering messages or maintaining the scion's manor in his stead.

Bardic Knowledge A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Jack of all Trades At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

Rogue Talents At 2nd level, a negotiator gains a rogue talent, as the rogue class feature of the same name. At 6th level and every 4 levels thereafter, the negotiator gains an additional rogue talent. A negotiator cannot select a rogue talent that modifies the sneak attack ability.

This ability replaces versatile performance.

Master of the Rhetorics At 5th level, the negotiator can take 10 on any Bluff, Diplomacy, Intimidate, Knowledge (local), or Sense Motive check if he has ranks in that skill.

A negotiator can choose not to take 10 and can instead roll normally. In addition, the negotiator can take 20 on one of those skill checks (without spending any additional time). The negotiator can do this once per day at 5th level, twice per day at 11th level, and three times per day at 17th level.

This ability replaces lore master.

Advanced Talents At 10th level and every 4 levels thereafter, a negotiator can select an advanced rogue talent in place of a rogue talent. A negotiator cannot select an advanced talent that modifies the sneak attack ability.

Binding Contract (Sp) At 9th level, the negotiator can bind another creature's promise to the negotiator with a geas. This acts as lesser geas, except the creature must have Hit Dice equal to or less than the negotiator's level. The target can negate this effect with a successful Will save (DC = 10 + 1/2 the negotiator's level + the negotiator's Charisma modifier). The geas is discharged if the negotiator breaks his end of the bargain. Using this ability requires 3 rounds of continuous performance, and the target must be able to see and hear the bard throughout the performance. At 18th level, this effect acts as geas/quest (no HD limit, and the target cannot attempt a saving throw). Binding contract is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components.

This performance replaces inspire greatness.

Fast Talk (Su) At 1st level, a negotiator can use performance to affect the perceptions of any number of targets that can hear him. While the negotiator performs, these targets take a –1 penalty on saving throws against enchantment (charm) and illusion (figment, glamer, or shadow) effects, as well as a penalty on Appraise checks equal to half the negotiator's level (minimum –1). A target that fails its Appraise check believes that the object in question is worth 10% more or less (negotiator's choice) than its actual value. At 5th, 11th, and 17th levels, the saving throw penalty increases by 1 and the shift in an object's perceived value increases by 10%. Fast talk is a language-dependent, mind-affecting ability that uses audible components.

Counterargumenet (Su) This performance acts as countersong, except a negotiator can use only Perform (act, comedy, oratory, or sing) to perform a counterargument.

Aspiring Bard (Human—Taldan): You spent countless hours of your youth wandering the open campuses of the Kitharodian Academy and the Rhapsodic College, listening to wonderful musicians and singers and daydreaming of your life as a bard. You gain a +1 trait bonus to one category of Perform checks and a +2 trait bonus to any Knowledge (local) checks that deal with the Oppara music scene.

Narrows Survivor: You spent your childhood in the infamous Narrows district of Oppara. Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity. You gain a +1 trait bonus to Initiative and Sense Motive checks. Sense Motive is always a class skill for you.

Thanks to Lord "Inkwell" Rook attention to the sheet, I need to make some changes to the characters. this helps me a lot since I do miss some of the vital information.

The following statistics will be changed but otherwise stats will stay the same.

AC & DEX & Skills affected by DEX & Items (their values) Not enough time to edit directly here


@Grovo, FYI: +3 Warding Chain Shirt should cost at least 16,250. This doesn't stack with Bracers of Armor or Snakeskin Tunic (and if you specifically want armor to wear when real armor wouldn't be appropriate, the bracers and tunic still don't stack).


Ah, that happens too often when there is so much information to look out for. Need to meddle then something else.

Without programms or applications to help out its a bit challenging task(I am the old type to calculate everything with hands & paper)

plus to note: Snakeskin is a Chest slot item which does stack with Body items, to which Chain Shirt belongs.

--- At least I think so and did read somewhere. You may and are permitted to correct me if I am wrong.


@Grovo:
Err, they're still separate slots (except in a game with Unchained passive bonus progression). But multiple bonuses of the same type don't stack; the Snakeskin's Armor Bonus doesn't stack with the Armor/Bracers, the Resistance bonus doesn't stack with your Cloak, and the Enhancement Bonus to Dexterity doesn't stack with your belt.


@Rook:

Aah, stupid me. My brain stopped working there. Thanks for pointing out. True, true. However, about resistance bonus. What do you mean it wont stack? In the case of Half-Orc Sacred Tattoo the +1 bonus is luck based and Cloak of Resistance is resistance bonus. Or you mean now with Aegis of Recovery. There it wont work but it was picked due to its healing properties in the end


Its cool. Ruatria is something of a knightly bard hence her nickname knight of the arts. She strongly believes that Taldor can be restored through reconnecting with heritage of the arts as well as forming friendships with other nations like how she did on her adventures prior to returning home. Her business connections also provide not only wealth but also information on the enemies of Taldor. She believes that by forming alliances with nations like Andoran Taldor can become strong: together with Andoran Taldor would go down in history for assisting in the end of the inner sea slave trade as well as the end of cheliax for Andoran hates the thrince damned nation as much as Taldor does.


Barcas Oh! Yes! I've already approved that for use. We've already got a Kinetesist applicant (i believe)

Grovo Inkwell is tedious in his examinations. To my knowledge similar bonuses don't stack (resistance+resistance; Armor+armor) the exception to this should be dodge bonuses and enhancement bobonuses.


ScknightHero1 I dig it!


GM Leviathan wrote:

Barcas Oh! Yes! I've already approved that for use. We've already got a Kinetesist applicant (i believe)

Grovo Inkwell is tedious in his examinations. To my knowledge similar bonuses don't stack (resistance+resistance; Armor+armor) the exception to this should be dodge bonuses and enhancement bobonuses.

Unfortunately, that last part isn't quite true.

Dodge bonus do stack, but enhancement bonuses never stack.
The only ones that do are dodge, untyped, and circumstance bonuses.

A belt of Strength +2 is an enhancement bonus, and therefore doesn't stack with Bull's Strength, for example.


Ding!

I'll keep that in mind for the future. Thank you Bigrig.

Silver Crusade

Im dotting for interest. will post a charcter soon. :)


So she has a number of Inns throughout the county,
they act as bookshops as well, for what she prints in the Capital.
All her inns are trailered to mostly None Humans Use but humans can stay there. She will have a number off odd none human staff. So her leadership followers will be staff at her inns.

Her mine is to protect and over see relations with other races. Bother coming into and out of the county. I have decided to make her a self made elf. She has had 200 years here building her Business intestates and extensive net work of none humans.

Holdings

City Home Oppara:

Mine HQ

downtime

Bedroom 300gp x5 1,500 gp
Earnings gp or Influence +3
A Bedroom provides comfort and privacy for one to two people, and typically features one large bed or two smaller beds.
Many also have furnishings or features, such as chairs, wardrobes, chests, tables, or small fireplaces.
a Bedroom might be the sleeping place of a building's owner or a comfortable room for rent.

Office x3 360gp
This simple room includes a door with a simple lock, a chair, and a large desk that has two drawers with simple locks. An Office affords its user privacy and a refuge from other activity in the building.

Printer workshop 380gp
Earnings gp, Goods, Influence, or Labor +8
Benefit counts as masterwork artisan's tools for writing and printing skills Upgrades From Scriptorium This specialized workshop contains a printing press, storage for paper, and drying racks for finished books and pamphlets. Up to three people can use the room at a time.

Common Room x1 300gp
Earnings gp or Influence +7
Upgrades To Ballroom, Ceremonial Room, Throne Room
This versatile open area has enough space for many people to use at once. a Common Room is typically furnished with benches, chairs, cushions, mats, pews, or stools, and might have tables.

Bath 130gp
Earnings gp or Influence +3
Benefit bonus on Fortitude saves against disease
Upgrades From Sauna
A Bath contains a single large bathtub or multiple smaller basins, along with a stove for heating water.
After spending 1 hour in this room, you gain a +2 bonus on your next ongoing Fortitude save against disease.

Sauna x1 120gp
Earnings gp or Influence +3
Benefit bonus on disease and negative level recovery saves
This simple room contains benches, a central source of heat, stones, and a container of water with a ladle to help produce steam. Using a Sauna for an hour grants a person a +1 bonus on saving throws to overcome ongoing diseases (but not on saves to resist contracting diseases) and a +1 bonus on saving throws to recover from negative levels. This bonus goes away after 24 hours.

Lodging x1 480gp
Earnings gp +12
Upgrades From Bunks
This area is subdivided into smaller chambers and provides private housing and limited storage for up to 10 people. Each chamber typically includes one or two small beds, linens, a chamber pot, and a small table and chair. The door to the chamber is a simple wooden door with a simple lock. You may upgrade individual locks by paying the price difference between a simple lock and the desired lock.

Kitchen 160 gp
Earnings gp or Goods +4
A Kitchen is used to prepare food. It contains a stove, sink,
and small pantry with basic cooking tools and supplies. a Kitchen for a
business that serves food, such as an Inn, probably also has Storage just for foodstuffs.

Lavatory 120gp [ male / Female ]
Benefit Bonus on Fortitude saves against contracting disease
Upgrades From Shack
A Lavatory includes up to four 5-foot-by-5-foot private rooms for dealing with biological functions. If a building doesn't have a Lavatory, people in it must go elsewhere for this sort of activity. Depending on the building and settlement, a Lavatory might be an outhouse, a closet with a chamber pot, or a stool connected to an external system such as a cesspit or pig trough. If the building has a Sewer Access, you can automatically connect all Lavatories in the building to the settlement's sewer system. The sanitation improvement from having a Lavatory mean residents, guests, employees, and others who frequent the building gain a +2 bonus on Fortitude saves to resist contracting a disease while in the settlement.

Storage x1 120gp
Earnings gp +2
Upgrades From False Front, Shack; Upgrades To Office, Vault
Storage is any room used to store objects, keeping them out of the way for later use. Most Warehouses are just multiple Storage rooms built into a single building. A low-cost shop may allow its customers to browse items in the Storage area. A door to a Storage room includes an average lock.

Escape Route 360
Upgrades From Secret Room
This is a hallway or tunnel leading to a hidden exit from the building.
The exit door is typically a simple wooden door with an average lock
(Disable Device DC 20 to open). Either or both ends of the hallway can
be secret doors (Perception DC 20 to notice).

Grand Inn's x10 23,700gp:

The Grand Inn - Building costs 2370gp X10 23,700gp

Gold 44

Common Room 300gp
Earnings gp or Influence +7
Upgrades To Ballroom, Ceremonial Room, Throne Room
This versatile open area has enough space for many people to use at once. a Common Room is typically furnished with benches, chairs, cushions, mats, pews, or stools, and might have tables.

Bar --gp
Earnings gp or Influence +10
Benefit bonus on Diplomacy checks to gather information
Create 6 Goods, 1 Influence, 5 Labor (250 gp); Time 16 days; Size 10–20 squares A Bar stores a selection of drinks and includes a counter for preparing them. After spending an hour with local people in this room, for the next 24 hours you gain a +1 bonus on Diplomacy checks you make to gather information in the settlement.

Bath 130gp
Earnings gp or Influence +3
Benefit bonus on Fortitude saves against disease
Upgrades From Sauna A Bath contains a single large bathtub or multiple smaller basins, along with a stove for heating water. After spending 1 hour in this room, you gain a +2 bonus on your next ongoing Fortitude save against disease.

Sauna x1 120gp
Earnings gp or Influence +3
Benefit bonus on disease and negative level recovery saves
This simple room contains benches, a central source of heat, stones, and a container of water with a ladle to help produce steam. Using a Sauna for an hour grants a person a +1 bonus on saving throws to overcome ongoing diseases (but not on saves to resist contracting diseases) and a +1 bonus on saving throws to recover from negative levels. This bonus goes away after 24 hours.

Lodging x2 860gp
Earnings gp +12
Upgrades From Bunks
This area is subdivided into smaller chambers and provides private housing and limited storage for up to 10 people. Each chamber typically includes one or two small beds, linens, a chamber pot, and a small table and chair. The door to the chamber is a simple wooden door with a simple lock. You may upgrade individual locks by paying the price difference between a simple lock and the desired lock.

Bedroom [Grand] x2 600 gp
Earnings gp or Influence +3
A Bedroom provides comfort and privacy for one to two people, and typically features one large bed or two smaller beds. Many also have furnishings or features, such as chairs, wardrobes, chests, tables, or small fireplaces. a Bedroom might be the sleeping place of a building's owner or a comfortable room for rent.

Kitchen 160 gp
Earnings gp or Goods +4
A Kitchen is used to prepare food. It contains a stove, sink,
and small pantry with basic cooking tools and supplies. a Kitchen for a
business that serves food, such as an Inn, probably also has Storage just for foodstuffs.

Lavatory 120gp [ male / Female ]
Benefit Bonus on Fortitude saves against contracting disease
Upgrades From Shack
A Lavatory includes up to four 5-foot-by-5-foot private rooms for dealing with biological functions. If a building doesn't have a Lavatory, people in it must go elsewhere for this sort of activity. Depending on the building and settlement, a Lavatory might be an outhouse, a closet with a chamber pot, or a stool connected to an external system such as a cesspit or pig trough. If the building has a Sewer Access, you can automatically connect all Lavatories in the building to the settlement's sewer system. The sanitation improvement from having a Lavatory mean residents, guests, employees, and others who frequent the building gain a +2 bonus on Fortitude saves to resist contracting a disease while in the settlement.

Storage x1 120gp
Earnings gp +2
Upgrades From False Front, Shack; Upgrades To Office, Vault Storage is any room used to store objects, keeping them out of the way for later use. Most Warehouses are just multiple Storage rooms built into a single building. A low-cost shop may allow its customers to browse items in the Storage area. A door to a Storage room includes an average lock.

Staff

Innkeeper
Wage 2 gp/day
Skills Appraise, Diplomacy, Knowledge (local), Profession (any one)
An Innkeeper runs an establishment focused on hospitality. He's typically a 3rd-level commoner or expert, but could also be a retired fighter, rogue, or warrior. An Innkeeper sees to the day-to-day operation of an Inn, Tavern, hotel, restaurant, or exclusive private social club.


@GM Leviathan: Thanks :)
Okay, I just want to check I've got this right.

I can spend points 1:1 on attributes.
You say there's a maximum of 24, and the only exclusions are age and level.
So say I have a guy who has an 18 int (I'm assuming you can't buy higher than 18) and +2 racial to int for 20 int. He can't use a Headband of vast intelligence +6 because that would take him to 26 (more than 24).
If he was an old guy he'd have +2 int. If he sunk all three level boosts in he'd have another +3. Grand total of 29 intelligence?

I'm completely fine with this, I just want to make sure I'm parsing everything correctly when I build my PC.

@Rednal: Sounds like a good idea. There's a number of good ideas for improvement projects in the thread, actually. No reason not to do a bunch of them, whoever gets in :)

Silver Crusade

GM said

While I am fine with powerful builds, I DO NOT want to see any ability scores above 24 or below an 8 after racial modifiers are applied. The exceptions to this are for Age Catagories and the +3 increase for your level ONLY

Nothing was said of items, MY PC has an INT of 28, because she has a +6 head band, but that's to fit her class and back ground, She is after all a Psion Telepth who runs a big company

Int=28 [+9] 10[7p+2Race+3levels+6Item]


Lord "Inkwell" Rook wrote:
@JonGarrett: Obsidian's kind of exotic. With Ironwood and Craft (weapons), you can have a +1 wooden any weapon you want. If you're primarily weapon-focused, there's usually (in this case, Lord Rook) a spellcaster who can hit you with Greater Magic Weapon once/day; if you buy a 3k lesser extend rod, it will last 24 hours per casting.

I know, and thank you for the advice. It's one of my personal quirks, I'm afraid, along with Craft (Food) and a couple hundred GP in food an ingredients - unless I'm going for natural or unnarmed attacks, I tend to have some unique weapon I keep for most of the game. In this case it will be an Obsidian bladed, Darkwood handled Scythe with a Black Dragonskinned leather-wrapped hilt (if I can find the cost) with, I'm sure, some enchantments. This is partially because I'm going Goliath Druid, so my weapon and armour will continue to function during most Wildshapes, and partially because I've still got enough anime-watching teen in me to think a pure black scythe is cool. Half of that stuff doesn't even have much mechanical benefit, really.

I'll still take some wooden weapons and Ironwood, just in case I need a back up, but this will be my primary weapon.


Harakani you may purchase up to 24 in any stat (costs 14 points to purchase) so long as with racial modifiers it does not go beyond that point. Doing so will SEVERELY cripple any other stat you posess (check out Lord Inkwell's stat array). The only way to "naturally" get above this hard cap is to be old, or to use the 3 +1s you recieve for level adjustments. Magic can allow you to breach this cap, but those increases are technically temporary (with the exception of stat increase magical books, which I'm not sure are inn pathfinder anyways)


I tried to go for a relatively even build, myself, with no particular stat being phenomenally high. XD Three decent stats seemed like a better plan to make sure I had all the bases covered - and given the Kineticist's abilities, this should be entirely workable.

Note: It IS a playtest class, though, so if selected, I may need/want to rebuild slightly once the full book is out. I'm not expecting any huge changes to how he is now, though.


How do you feel about crafting feats?

Maybe one crafted item per PC?
Per crafting feat?

What about cohort crafting?


Bigrig taking into account what level you would've gotten the feat(s) you may craft 1 item per level of an appropriate type (if you only have craft scroll, you obviously can't craft bracers of armor)

Cohort crafting is perfectly acceptable. One of the current cohorts is an on-call court physician who spends most of his time crafting medicines to replenish his stock (and keep his master from catching his final death). I've got another whose using their followers to craft lesser magical goods as well.


Awesome, thanks.

Seeing as how effectively doubling your WBL is crazy, I only used Craft Staff to get a Staff of Fire.

May be getting other things later, however.


Here is my character concept;

Level 12 summoner, think Little Finger from GoT and his eidolon is his body guard (biped with a great sword) think "The Mountain" from GoT

Essentially he is a Merchant who trades in spices and silks as well as black market items and controls a smuggling ring(cohort would be the smuggler). He is also some what of an information broker.

Back Story:

Barnette was the son of a merchant from Taldor, he traveled with his father and was schooled aboard the merchant ship by a magus, he learnt book smarts and magic. He also learnt many languages and the art of manipulation and bargaining.

Not long after his 10th birthday Barnette's father was killed by pirates, his mother was grief sticken and never recovered from the depression. His family fought over their estate and barnette was forced to live with his uncle.

His Uncle was a drunk and a gambler and he lost a bet to a crime lord and when he couldnt pay thugs come to their home and took Barnette as a slave. He was sold as a prostitute to a Calistrian temple.

Over 10 years Barnette grew very good an manipulation and gathering information. He managed to find out about an assassination attempt on the emperor and he told what he had found out to the lion blades and the attempt was foiled.

The Emperor granted him an audience and asked him if he would like a reward. When barnette asked for a ship the emperor was intrigued so barnette explained his history and explained how he wanted to become a merchant. The emperor granted Barnette a ship and a small kitty of gold to get him started.

After a decade of being a merchant Barnette become renown for his ability to make a profit. Barnette continued to trade information as well as spices and silks and on several occasions he helped the lion blades with information to protect the crown.

Only a couple of years ago Barnette was awarded a Noble title for his assistance in protecting the crown and for his contribution to the economy and taldors trade relations.

Barnette's Stats:

Barnette Bright the 12th
Male human (Taldan) summoner 12 (Pathfinder RPG Advanced Player's Guide 54)
N Medium humanoid (human)
Init +0; Senses Perception +10
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 17 (+6 armor, +1 deflection)
hp 120 (12d8+24)
Fort +7, Ref +5, Will +10
Defensive Abilities greater shield ally
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +9/+4 (1d4/19-20) or
dagger +9/+4 (1d4/19-20)
Ranged sling +9 (1d4)
Special Attacks maker's call 2/day, transposition
Summoner Spell-Like Abilities (CL 12th; concentration +18)
9/day—summon monster VI
Summoner Spells Known (CL 12th; concentration +18)
4th (4/day)—greater evolution surge[APG] (DC 20), hold monster (DC 20), greater infernal healing[ISWG], communal stoneskin[UC]
3rd (5/day)—black tentacles, charm monster (DC 19), evolution surge[APG] (DC 19), siphon might (DC 19)
2nd (7/day)—barkskin, bull's strength, detect thoughts (DC 18), haste, invisibility
1st (7/day)—endure elements, enlarge person (DC 17), icicle dagger[UM], infernal healing[ISWG], life conduit[UC], mage armor
0 (at will)—detect magic, guidance, light, mage hand, message, resistance
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Statistics
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Str 10, Dex 10, Con 14, Int 14, Wis 12, Cha 22
Base Atk +9; CMB +9; CMD 20
Feats Augment Summoning, Cosmopolitan[APG], Extra Evolution[UM], Extra Evolution[UM], Noble Scion Of Lore[ISWG], Resilient Eidolon[UM], Skill Focus (Diplomacy), Spell Focus (conjuration)
Traits calistrian prostitute, cold and calculating, influence
Skills Acrobatics -2, Appraise +3, Bluff +21 (+22 vs. favored enemies that share one of your subtypes), Climb -2, Diplomacy +30 (+31 to gather information), Disguise +14, Escape Artist -2, Fly -2, Heal -1, Intimidate +7, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (local) +13, Knowledge (nobility) +13, Knowledge (planes) +7, Linguistics +16, Perception +10, Profession (merchant) +8, Ride -2, Sense Motive +20, Spellcraft +7, Stealth -2, Survival -1, Swim -2, Use Magic Device +10
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Kelish, Orc, Osiriani, Shoanti, Tien, Triaxian, Undercommon, Varisian, Vudrani
SQ bond senses (12 rounds/day), eidolon (named Eidolon), life link, meticulous
Combat Gear assisting gloves; Other Gear +2 mithral chain shirt, dagger, dagger, sling, cloak of resistance +1, cracked gold nodule ioun stone, hat of disguise, headband of alluring charisma +4, inquisitor's monocle, living garments, profane seal signet, ring of mind shielding, belt pouch, wrist sheath, spring loaded, wrist sheath, spring loaded, 400 gp
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bond Senses (12 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Calistrian Prostitute (Diplomacy) +1 Gather Information and Sense Motive, and one of these is a class skill.
Cold and Calculating +1 on Bluff and +1 on attack roles during surprise round vs. favored enemies.
Greater Shield Ally (+4 AC/Saves, +2 for allies) (Ex) +4 AC and save when within Eidolon's reach. Allies gain +2.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Living garments On command, change coloring, fit, and basic design. Repairs 1 hp a round.
Maker's Call/Transposition (2/day) (Su) Eidolon teleports to an adjacent square or you switch places, as dimension door.
Meticulous -2 on all untrained skill checks
Resilient Eidolon When you are knocked unconscious, fall asleep, or are killed, your eidolon remains with you
Ring of mind shielding This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.

Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster VI (9/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

Franco the Body Guards Stats:

Eidolon
Biped
N Medium outsider
Init +4; Senses blindsense 30 ft., darkvision 60 ft.; Perception +12
Aura frightful presence (30 ft., DC 14)
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Defense
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AC 30, touch 14, flat-footed 26 (+4 Dex, +16 natural)
hp 126 (+36)
Fort +9, Ref +7, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion; Immune cold, electricity, fire
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Offense
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Speed 30 ft.
Melee +2 cruel adamantine greatsword +19/+14 (2d6+14/17-20) or
2 claws +12/+7 (1d4+4)
--------------------
Statistics
--------------------
Str 26, Dex 18, Con 17, Int 7, Wis 10, Cha 11
Base Atk +9; CMB +17; CMD 31 (can't be tripped)
Feats Furious Focus[APG], Improved Critical (greatsword), Intimidating Prowess, Power Attack, Toughness
Skills Climb +12, Intimidate +17, Perception +12, Sense Motive +11, Stealth +9, Swim +12
Languages Common
SQ devotion, multiattack / extra attack
Other Gear +2 cruel adamantine greatsword, belt of physical might +4 (Str, Con), handy haversack, bedroll, flint and steel, mess kit, pot, soap, torch (10), trail rations (5), waterskin
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Special Abilities
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Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
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.
Frightful Presence (30 feet, 5d6 rds, DC 14) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range i
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Multiattack / Extra Attack (Claw x2 [1 extra at -5] [Claws]) Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.


Something I'm wondering, we're in a big ol developed society where Abadar is prominent along with his bank/church/bank, is it possible to have holdings insured with the Abadarian bank? Like pay x however much gold per year, insurance.


@Grovo: Oh, no, I just meant you have several items giving resistance bonuses to saves.


Mark Kay I'm sure it would be completely possible to have your interests shored up in a bank of Abadar. As to how much that might cost... Hrm... likely 5-10% of your wealth (Abadar is LN, so I don't think he'd make a difference for the poor or the rich). Also, remember that banks around the world didn't really have insurance until the F.D.R..

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