Lucendar |
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It was the best of times, it was the worst of times, it was the age of wisdom, it was the age of foolishness, it was the epoch of belief, it was the epoch of incredulity, it was the season of Light, it was the season of Darkness. Charles Dickens
On the distant shores of an unexplored tropical continent, brave colonists strive to break with their devil-haunted past and make new lives for themselves in a land of plenty. Yet in fleeing tyranny, these colonists have also imposed their own, and the land’s indigenous peoples have greeted the imperialistic settlers with open arms and leveled spears. This is Sargava: a nation on the brink of disaster, surrounded on all sides by pirates, hostile natives, and trackless jungles full of howling beasts and ancient ruins. Through its ports flood ancient treasures beyond imagination, brought forth from the wilderness by the blood and sweat of intrepid explorers. But can the colonists maintain their delicate balance, or will greed and their own deals with the devil see them swept into the sea? Paizo
Hello all! My first foray into PbP went great, as my LoF PbP is well and running, with over 5000 posts with a core group of great players. Since I find myself with time on my hand and with the recent articles in the Pathfinder AP books, I have decided to run a Pathfinder-ized version of the Savage Tide set in Sargava, with the city of Eleder replacing Sasserine. For those not familiar, it is an AP filled with pirates, demons, and thieves on the high seas, though there is plenty of urban adventure as well.
Now with regards to my DM-ing style, I tend to modify/alter/and sometimes completely replace parts of an AP, as it fits my style and the story. I place an equal emphasis on role-play and roll-play, as I challenge my players in combat situations, upping the drama factor. I want dedicated and creative players, who can post at least once a day on weekdays (if more, even better).
Application: Not looking for a number crunch unless that is your style, but a feel for the character's appearance, personality, and background. I am a very visual person and tend to put such aids in my PbP for monsters, npcs, etc. The AP will start with the party aboard the Velvet Rose merchant vessel two days out from returning to Eleder from the port city of Senghor. Why is your character aboard the ship, in this part of the world? Why is he/she an adventurer? If human, are you a colonial? Mwangi native? Etc.. Do not feel the need to pigeon hole yourselves into the 4 main roles of tank, healer, arcane, and rogue. I will be selecting the most intriguing and interesting concepts. Please post your timezone in your application. I am in the EST.
Mechanics: 1st level, max hps, 20 pt build, 1 trait, average gold, and only classes and races from PFRPG and APG (no UM or UC).
I will be accepting 4 applications (5 if they're really good) and the deadline to submit is February 25th, by 12 noon EST. I reserve the right to advance this deadline if sufficient applications have come in.
Any questions, let me know. Later! Here is some information on the setting.
Kratzee |
Dotting for a lot of interest. My first forey into d&d for 15+ years was the start of this AP, which soon died do to the DM having to drop out. I would love a chance to get back into it. Is ther any particular reason as to no UC and UM. I think a kensai might be fun to play; or an arcane duelist.
Edit: these aren't necessarily my submissions, but you can expect a dex based swashbuckler type from me.
Lucendar |
Thanks for the posts..always get worried no one will respond! LOL..
Just don't like the feel/game mechanics of the magus, gunslinger, samurai, and ninja, though I might be talked into one of the archetypes from UC for the other allowed classes.
The restriction applies to the classes but any specific feats and spells from those books that interest you have to be approved by me in advance.
zimmerwald1915 |
Just don't like the feel/game mechanics of the magus, gunslinger, samurai, and ninja, though I might be talked into one of the archetypes from UC for the other allowed classes.
Could you be talked into archetypes from UM as well? Specifically Crossblooded?
Also, would it be possible to use this trait?
Voidson |
If you must refer to me by a name, let it be Voidson, for that is what Groetus himself called me.
I was like you once. Selfish, weak, concerned with nothing but the trifles of this mortal coil, obsessed with petty pleasures of the flesh. Yes, I knew that life well. But, I had a vision! Groetus spoke to me! He showed me the corruption of this world, and how it must end to be purified. One day, the void will consume you, and you, and the entirety of the cosmos, and it shall be glorius! Groetus willing, it shall be soon.
You may think me crazy, you may think me a deluded fool. But this is merely a reflection of your corrupted soul, fearing the endless nothing of the void. It will do anything to cling to its precious existence. Bah! I waste my time with you. You will not realize your mistake until the end is upon you. When that day comes, you will look back, you will remember my words, and you will weep with impotent despair, knowing that I, that Groetus, was right!
So, this application is for Voidson, a CN Inquisitor of Groetus. I love the concept of this guy. He's absolutely off his rocker insane, but a ton of fun (for me at least). He is a Mauxi Mwangi, and was a fairly normal man named Arkamun until exploring some ancient ruins in the Mwangi Expanse. He slipped and fell in the ruins, was knocked unconscious, and had what he believes was a vision from Groetus, of an artifact so powerful that it could hasten the end of the world. Arkamun took the name Voidson and became obsessed with finding the artifact so he could offer it to his new god.
He now travels the world, relentlessly seeking this artifact. He joined the Pathfinder Society for a short time. What better way to find the artifact than a group of adventurers dedicated to preserving artifacts? But inevitably, when other Pathfinders found out he worships Groetus (which didn't take long - Voidson does tend to preach), they refused to work with him. He left the Society after only a few months, and has since wandered the world.
The biggest question is: why would Voidson work with an adventuring group? Aren't Groetus worshipers usually the bad guys? Well, yes. But Voidson, while insane, is also practical. If working with other adventurers brings him closer to Groetus's artifact, then so be it. Would he oppose other creatures attempting to end the world? Absolutely, for it is Groetus that is supposed to do it; anybody else would be blasphemy.
Voidson is a tall man, with ashen skin and greying hair. He is harsh, rude, and arrogant. He doesn't tend to get along well with anybody, but is very competent when it comes to a fight. His wild eyes and fevered passion are intimidating, which can certainly come in handy from time to time.
Basic crunch:
Human Inquisitor, 18 Str, 12 Dex, 14 Con, 12 Int, 14 Wis, 7 Cha, Conversion Inquisition (Needs DM approval since it's from UM). Feats: Heavy Armor Proficiency, Judgment Surge (also from UM). Basically, a front-line fighter with divine spells.
Timezone: Pacific.
Lucendar |
Lucendar wrote:Just don't like the feel/game mechanics of the magus, gunslinger, samurai, and ninja, though I might be talked into one of the archetypes from UC for the other allowed classes.Could you be talked into archetypes from UM as well? Specifically Crossblooded?
Also, would it be possible to use this trait?
The trait is fine. As for the cross-blooded, I could bend on allowing it, depending what 2 bloodlines you had in mind.
Mark Sweetman |
Lucendar - I've got a concept that would need some approvals.
There is a new archetype for Bards in Pirates of the Inner Sea that recently came out called the Buccaneer.
Song of Surrender (Su): at 4th level can use performance to encourage an enemy to surrender. Affected enemy drops held weapons and falls prone. Effect lasts 1 round. Will save (DC 10 +1/2 level + Cha mod) negates. Replaces Suggestion.
Knock Out (Ex): 1/day as swift action, choose one target to attempt knock out. Add Cha mod on attack and buccaneer level on nonlethal damage against target. Bonus lasts until nonlethal damage is dealt (so basically one attack as written). Replaces Loremaster
There is a higher level ability, but I'd look to only take it to level 5 for entry into the Pathfinder Chronicler Prestige Class.
Rough edges is a Half-Orc Sailor who worships Cayden Cailean. Rescued from an orphanage by a ship's captain and grew up as a cabinboy and got his letters from the captain. Well spoken and fancy free belying the stereotype, he is reticent to draw blood and quick with a tale or story.
If the archetype is ok with you, then I'd work it up into a fully fluffed and crunched submission.
DukeRuckley |
I am very interested in this game, as I have never played Savage Tide before and it sounds like a lot of fun. I'm going to brainstorm a few ideas before settling on a character. But I have a couple of questions, if you are willing to look into them.
There are a few UM and UC archetypes I have been interested in trying out. Would you consider the Knife Master (Rogue) from UC?
I completely understand if you want to limit the archetypes, so don't feel bad saying "no!"
stardust |
Timezone CST
Reason for Applying It appears my first PBP ever has slowed to a complete halt. There's been no activity on it since the second week of February. I'll see if it activates again by the end of the month, but I don't think it will.
Character Xarnethi (or Zarnethi, if you prefer) Kalamnus, Human Aquatic Sorceress
Description This beautiful woman seems at ease in sea, sand, and sun, as though she were born to water and finds it more appealing than being on land. Her hair is blonde though bleached green by sea and river water over time, and is in a constant disarray of salt-infused wringlets. Despite this, her brilliant sea green eyes and smooth ivory skin mark her as a beautiful woman. She wears the traditional garb of the Chelish Colonials, though she seems to find it unsuited for her, and would prefer to wear as little as possible. (Not to be alluring, but to be closer to and easier to move in water, which she feels is her natural environment, due to dreams of being in the sea from a very young age. When she is wearing Chelish attire, she wears pale blue and turquoise. Otherwise she can be found in a green and brown leather explorer's outfit.
Traits: Strong Swimmer
Background Xarnethi's earliest memories were of her mother and father building a small fishing hut on the Northcoast of Eleder. It was a rugged lifestyle, with little connection to the opulent ways of most Chelish. And her family liked it that way. It was here that she first began to feel a strange and mysterious call to the sea, and she often accompanied her father, a fisherman, on his daily commute. In her adolescence, Xarnethi (like most adolescents) pulled away from her parents and began exploring the seashores on her own, and the mysteries that the sea held for her. She would often help starfish and jellyfish back into waters, and collect dried sand dollars, oddly shaped pebbles, coral and other elusive things that occasionally glide up from the sea. One of these, a large piece of green coral she had made into a pendant. This time away from her parents gave her a unique perspective on the sea, and she finds it more of a magical mystery than something to be afraid of or intimidated by. Her closeness to the sea and to sea animals eventually earned her a position as a dolphin/shark herder in recent years. She is often employed by fishers, traders, and sailors to help move such creatures away from fishing lanes, or other places where they are more a nuisance than a help.
Personality Xarnethi has a mystic relationship to the sea. She can close her eyes and hear the rush that one hears normally in seashells inside her head. She has recently become a devotee of Gozreh and attends various rituals to enhance her connection to the sea. NG in alignment, Xarnethi wishes to see that the trade lanes are not abused by those in power, that the life inherent in the sea is not endangered by mercantilism. To reach this aim, she continues to build good relations with the sailors and shipmen of Eleder.
Adventure Xarnethi has strange dreams associated with the tides. She often follows them on a whim, to see where the sea wishes her to go. Recently, Xarnethi has embarked on the Velvet Rose as a sea wizard, or one who uses their magical abilities to assist the ship in its travels. She continues to push herself to experience more and more about the waters of the deep, both in ritual and nonritual forms.
I will create a full profile for her if she's selected.
Lunamaria Hawke |
I have an idea for a Spellslinger, but like the others can I have the go ahead or is the answer no?
Lucendar |
I have an idea for a Tengu Rogue (sniper archetype). Would you allow me to run a character of that race?
I'm going to have to say no. They are too overpowered, considering everything they get, per the Bestiary:
Tengu Characters
Tengus are defined by their class levels—they do not possess racial Hit Dice. All tengus have the following racial traits.
+2 Dexterity, –2 Constitution, +2 Wisdom: Tengus are fast and observant, but relatively fragile and delicate.
Senses: Tengus have low-light vision.
Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth.
Gifted Linguist: See above.
Swordtrained: See above.
Natural Weapon: Tengus possess a bite natural attack that inflicts 1d3 points of damage on a hit. This is a primary attack, or a secondary attack if the tengu wields a manufactured weapon.
Lucendar |
Lucendar wrote:Just don't like the feel/game mechanics of the magus, gunslinger, samurai, and ninja, though I might be talked into one of the archetypes from UC for the other allowed classes.Could you be talked into archetypes from UM as well? Specifically Crossblooded?
Also, would it be possible to use this trait?
Odd, I could have sworn I previously responded to this post but I don't see my response. Trait is fine. Cross-blooded could be allowed...what 2 bloodlines were you thinking?
Lucendar |
And one last question from me before I make a decision. Do you accept feats and spells from UC and UM, or would they need prior approval?
Prior approval, but I tend to allow most stuff. Since it's 1st level, I'm sure if you tell me which ones you're thinking about, I can let you know ASAP.
DukeRuckley |
Prior approval, but I tend to allow most stuff. Since it's 1st level, I'm sure if you tell me which ones you're thinking about, I can let you know ASAP.
No particular feats come to mind immediately. For first level, with a Knife Master, I would probably only take Weapon Finesse and TWF (assuming I go with human). And there are plenty of Core and APG feats that I would want anyway. I was just curious. Sometimes I like to plan around a particularly flavorful feat or trait, but I'll let you know in advance if it comes from UM or UC.
Thanks! I'll go work on my character now.
Dalron "Dal" Holricht |
This is Dukeruckley posting as his character submission, Dalron Holdricht. He needs one thing to be approved at the moment, his trait, River Rat. It is from Taldor, Echoes of Glory (though I intend to make the fluff fit with Eleder).
Dalron Holricht:
Dal grew up outside of Eleder, the only son of a poverty-stricken Zenj family. Though a bright kid, Dalron never really had a chance to gain a formal education. Instead, he was forced to work from a young age in order to provide food for his family. He worked the docks, where he built up the muscles and dexterity necessary to perform his job well. He also developed a love of the sea, though he hadn't really had a chance to actually sail.
That chance came around the time Dal turned 18. Things had turned worse within his family. His father had turned to drugs and overdosed, leaving him as the sole provider for his mother. She had unfortunately become very sick. Dal sought help from his fellow dock workers, and eventually he met a man who gave him the chance to make some good coin. The catch was that he would be working with pirates of the Shackles.
Dal's job was to swim underneath targeted merchant vessels and cut their anchors with his knife. He would be forced to stay with the pirates, under a close eye, and in return, his mother would be taken care of. Dal didn't like the idea of stealing from others, but he had to do what was best for his mother. In addition to the skills he received on the boat, Dal also trained with some of these rough men. He learned how to use daggers effectively, though he never killed a man.
After about a year and a half, Dal learned that his mother had passed away from her sickness. The pirates hadn't been taking care of her as they promised him. They were laughing as they revealed the news to him out at sea. Dal escaped the next day, cutting the ropes that control the ship's sails and swimming to a ship that was passing close by, a merchant vessel known as the Velvet Rose.
Aeronniell Ithilwen |
Submitting Areonniell (Aranel) for consideration - an Elf Oracle with the haunted curse.
@Lucendar: Take a look at the background/crunch in her profile, and let me know if the Stargazer archetype (from UM) would be OK?
Misroi |
Oooh, Savage Tide! I never actually read any of this AP, in the hopes that someone locally would run it. That never happened.
Abandoned at a monastery after his birth, Kowaru had a restless childhood. Raising a child in the serenity of a monastery is never an easy task, but doubly so when the child was the product of a forced union between a human maiden and a rampaging orc. The boy often tried to assert dominance with the monks who raised him, and occasionally ran away - these attempts always ended in failure. The monks thought him unreachable until an itinerant monk from a different temple, Master Ping Xiao, visited. Kowaru attempted to raise a fist against Master Ping, but the visiting monk used soft arts to dance around Kowaru's clumsy blows. Kowaru quickly tired, quite confused on how this weak little man could outlast his young limbs, and as he pondered this, Master Ping swept Kowaru's legs out from underneath him. The young half-orc looked up at the wisened man, panting and out of breath, and only after a moment registered the hand Master Ping was offering to him.
He accepted Master Ping's hand. After that, Kowaru's life changed.
He began to study the ways of the Lotus style - that all life is connected, that the internal is the mirror of the external, and that to master the turmoil within one's soul is to master the universe. Under Ping's tutelage, Kowaru at last began to learn to calm the heart that beat within his savage breast. He learned how to fight, but - more importantly - he learned how to avoid a fight, and the best warriors do not kill their enemies, they turn them into allies. The pair were not welcome everywhere - beggar-monks were often viewed with scorn and derision, especially when one of them was a half-orc - but Master Ping used those times to teach Kowaru self-control.
After several years of travel, Kowaru was gathering wood for a campfire for the pair one evening. When he returned, he heard a pair of voices in the clearing with Master Ping. He crept up behind some trees, and was shocked to see that a battle had occured while he was foraging. Six men laid still on the ground around the campsite, and Master Ping was among them. The two that were left were heavily injured, and were cleaning blood of their shortswords and leaning heavily against treetrunks. Kowaru dropped the wood, and marched straight into the clearing, a loud growl in his throat. He set upon the pair with a clarity of purpose, and though they got their licks in, Master Ping had badly injured them already, and Kowaru was able to prevail.
Kowaru was ready to kill these two for ending his master's life, but one look at the old man's still form stayed his hand. To kill these men would mean that his years of study had been for nothing. Instead, he tied them up, and interrogated them. He found that these two (and the other five) had been paid to attack an old man on the road. They were to meet a man in a nearby town to collect payment once the old man and his ward were killed. Kowaru followed this lead as far as he could - he still has no idea why someone wanted the two of them dead, but he recently caught a break. In a seedy tavern (the name escapes him, as one seedy tavern is much like any other), Kowaru discovered that the man who wanted Ping dead hailed from Eleder. He gathered a basic description of the man, and then found passage on the next ship leading to that distant port. He didn't have money to buy passage aboard the Velvet Rose, so he hired on as a deckhand.
He's not exactly sure what he will do once he makes it to Eleder - he will look for the man that wants him dead, but what happens when he finds that man will be a more interesting question. He meditates often on that, hoping that niggling doubt will be smoothed away to help him find peace.
Kowaru is unlike most half-orcs people may have met. While he is tall and strong, he doesn't speak so much as whisper. He carries no weapons but a staff, and his clothes are threadbare. He keeps his head shaven, and carries few items of comfort. He doesn't shy away from conflict, but is often first with a peaceful suggestion to a problem.
I'll build him completely if I'm chosen to come along.
Edit: It dawns on me I should mention this - I'm looking to use the Monk of the Lotus alternate features from APG.
CorvusRed |
CorvusRed wrote:I have an idea for a Tengu Rogue (sniper archetype). Would you allow me to run a character of that race?I'm going to have to say no. They are too overpowered, considering everything they get, per the Bestiary:
Aww, crudbunnies.
I counter with two character ideas: neither is contingent on the archetype, but i think they add some flavor.
Ajerviskanis:
A gnome alchemist (preservationist archetype from UM if that's ok) from Absalom who, growing bored with academia, boarded a ship to the jungles of the south in search of new and itneresting creatures to study. He is prone to singing to himself, rambling way off topic and then back on (and then usually off again), and seasickness. No one said life no the high seas was easy.
Vast Ostog
An Ulfen Barbarian (sea reaver archetype from UC is that's ok) from Bildt, Vast Ostog is a life-long raider, brawler and brags constantly about the quality and quantity of women he has had his way with (in his head). If asked, he'd say he's heading south to look for more women. If pressed, it's probably because the ruler of Bildt wants his head, (and other parts of him,) cut off and then set on fire. Who knew he was protective of ALL of his daughters?
I'll make up some character sheets this evening and post them.
Lucendar |
Ok, here is the list of applicants I have so far and the status of the character submission:
Kratzee - dex-based swashbuckler (incomplete)
Mark Sweetman - Half-orc bard (Buccaneer) (incomplete)
Rimrock - Human druid (I assume you mean Ojibwe from your aliases...could you tie him in to Eleder and the ship, etc.?) (incomplete)
Zimmerwald - cross-blooded sorcerer (incomplete)
Kyle Smith - Voidson Human Inquisitor (complete)
ThunderingDawn - ranger (incomplete)
Dukeruckley - Dalron Holricht Human Rogue Knifemaster (complete)
Michaelane - Alchemist (incomplete)
Stardust - Zarnethi Human Aquatic Sorceress (complete)
Psychicmachinery - Wizard or barbarian (incomplete)
CorvusRed - gnome alchemist or human barbarian (need to narrow it down to one) (incomplete)
Wakedown - Aranel elf oracle (complete)
Lunamaria Hawke - ? (incomplete)
markofbane - ? (incomplete)
Misroi - Kowaru half-orc monk (complete)
Gerald - barbarian? (incomplete)
I think that is the complete list so far. Let me know if I've missed anyone or your status.
Erricos Gephuras |
Herp derp, forgot to say who I am. This is zimmerwald1915.
During his schooling, Erricos’ uncle had visited him more often than his father, and the two remained close. The man had been a sailor and an adventurer. Erricos’ father called him a pirate. He lived in the Lower Harbor, and whenever he could stressed the need for cooperation and solidarity between the native and colonial fishers that put in there. Whenever he had a chance, Erricos rushed to the docks where he could talk with these and foreign sailors, and watch the boats slip in and out of the harbor. He craved adventure, the chance to know other lands. Finally, at sixteen, he demanded his father let him go to sea. His uncle backed him up, saying there was something about him to which the water called, that he would surely prove a success.
His father didn’t buy it, and wanted Erricos to stay and eventually take over the real estate business. So he arranged a test. He hatched a plot with an old Chelish skipper who ran a ketch between Eleder and Senghor. The boat was very small, although seaworthy, and making a stormy crossing in it was guaranteed to test the stoutest heart. During the passage, with Erricos aboard, a storm arose. That was on the homeward trip, and the boat was blown more than one hundred miles out of its course. Erricos was delighted and refused to leave the deck. The skipper expected him to be washed overboard with every wave. After that there was no stopping Erricos from going to sea. Not even being shipwrecked could stop him. He went overboard with another sailor’s mandolin and kept afloat on it until he was picked up. The Velvet Rose is simply the latest job.
I haven't spent any gold yet, but I'm pretty sure that's the only thing I still need to do.
Kratzee |
Lucender - is the archaeologist archetype from ultimate combat allowed? I am torn between that and arcane duelist.
Lucendar |
Lucender - is the archaeologist archetype from ultimate combat allowed? I am torn between that and arcane duelist.
Yes.
Kratzee |
Eastern time zone.
A year ago the the Mermaid's Honor was in hot pursuit of a slave-ship out of Katapesh to Mediogalti. Unfortunately, during a freak storm out of the Eye of Abendego, he was washed overboard and ashore on Slitherfish Island. From there, he journeyed to Ilizmagorti hiding from Merry Widows and Red Mantis trainees. From there he had to hire on with the very types of pirates he was hunting; but he made sure it at least was not a slave ship. Mostly through sheer luck he survived the pirate stronghold and passage to The Shackles, where he had to commit some minor atrocities just past the muster with the cutthroat pirates. He justifies the, what he considers, crimes to himself based on the fact that those on the receiving end were ruthless pirates, slaves, and murderers; the very same type of scum he's sent down Mermaid's plank. Of course, until then he had never participated in keelhauling anyone; an act he regrets utterly and prays to Sarenrae often.
He deserted in the Shackles, and booked passage on the first vessel leaving port, which happened to be heading to Senghor. From their he book passage again on the Velvet Rose. Eventually, he hopes to make it back to his native land of Andoran, but is not sure how. And if he does, he doesn't know if he can face is old compatriots again.
CorvusRed |
Ajerviskanis:
Inquisitive, curious, and not prone to obeying most conversational conventions, Ajerviskanis pokes and prods people he interacts with, almost instinctually, to learn what he can. He talks almost constantly when nervous, when busy, or when bored. Reading shuts him up, strangely enough. He tends to ramble, finding his point after a few wrong turns, asking for directions, and getting lost completely once or twice. In all, he is bright, friendly and affable, with a typical gnomish sense of humor.[/spoil]
[spoiler=Background] Diminutive, as is the lot of gnomes, Ajerviskanis has fire red hair, bright green eyes and pale skin. He wears spectacles, mostly as an affectation/
AJERVISKANIS CR 1/2
Male Gnome Alchemist (Preservationist) 1
NG Small Humanoid (Gnome)
Init +2; Senses Low-Light Vision; Perception +6
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 8 (1d8)
Fort +2, Ref +4, Will +0
Defensive Abilities Defensive Training
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OFFENSE
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Spd 20 ft.
Melee Unarmed Strike +0 (1d2-1/20/x2)
Ranged Bomb +4 (1d6+4 Fire) and
Crossbow, Light +1 (1d6/19-20/x2)
Special Attacks Bomb 1d6+4 (7/day) (DC 14)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Alchemist (Preservationist) Spells Known (CL 1, 0 melee touch, 3 ranged touch):
1 (2/day) Touch of the Sea (DC 15), Keen Senses (DC 15)
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STATISTICS
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Str 8, Dex 14, Con 10, Int 18, Wis 10, Cha 12
Base Atk +0; CMB -2; CMD 10
Feats Brew Potion, Extra Bombs, Throw Anything
Traits Dangerously Curious
Skills Craft (Alchemy) +8, Fly +4, Heal +4, Knowledge (Arcana) +10, Knowledge (Nature) +8, Perception +6, Sleight of Hand +6, Spellcraft +8, Stealth +6, Survival +4, Use Magic Device +6 Modifiers Alchemy +1
Languages Common, Draconic, Elven, Gnome, Goblin, Orc, Sylvan
SQ Gnome Magic, Hatred, Illusion Resistance, Mutagen (DC 14) (Su)
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Leather; Other Gear Alchemist's Kit, Backpack (17 @ 6.5 lbs), Candle (5), Chalk, 1 piece (5), Flint and steel, Ink (1 oz. vial, black), Inkpen, Journal, Powder
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SPECIAL ABILITIES
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (7/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 14) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Ialda Soumral |
Hey Lucendar, this is Gerald's barbarian/sorcerer/dragon disciple. I've got the crunch done, except for one trait. I will update the appearance and backstory tomorrow. Appearance should be easy enough, thanks to the green dragon blood running through her veins. I see her as more of a front liner than a true caster.
I'm still in the eastern time zone. Thanks for the consideration, as always.