[Name Redacted] (Inactive)

Game Master Shadowtail24

Pharast 6, 4707 A.R.
Ranks (WaW): Thrune->Charthagnion->Henderthane->Jeggare->Narikopolus->Ler oung->Sarini

Fight Map


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Ziera can certainly play that role, but I really didn't know a lot about how the game was going to go or how much we were playing with or against each other, since we're hiding things from each other, etc. So, I really just tried to make her versatile... spells, skills, archery, so she could adapt to whatever we get tossed into. :)


Shadowtail24 wrote:

** spoiler omitted **

Responses:

Yeah, separating the background skills will make it easier to read. For reference, the background skills were Knowledge(history) and Profession(librarian)

Vigilante Identity is CG (which I chose to put on the character sheet) but the Social Identity is going to be NG.

Tadloton is difficult, but Antonio would likely only show his vigilante identity, as he would not want to be connected to it. As time went on, however, he would likely find it more convenient to have them know his social persona as well.


Alright, this is Ouachitonian's submission. Reynard is a Tiefling former slave, now a freedom-fighting Alchemist. This is my first time really building an Alchemist, and I'm honestly still a little shaky on how their particular brand of magic works, exactly, so he's mostly built for melee. I'll pick the rest up as I go (hopefully with advice from other players with more experience). Since Fiendish Sorcery was banned for Tieflings, I wasn't sure I could replace it with the Prehensile Tail alternate trait, but I took the Tentacle discovery, which I'll fluff as being basically a tail that's strong enough to hit people with.

Mostly, though, he'll hit people in melee with his bite/claw/claw/tentacle routine, sneak attack damage from Vivisectionist, etc. He also has a lot of skill points, and the ability to create all the potions, alchemical weapons, etc that the party needs. Eventually I'd like to take him into Master Chymist for the full Jekyll/Hyde experience. His normal personality in NG and likes to create useful alchemical stuff; his 'other' personality will be much more destructive, thereby embodying Nethys' own creative/destructive duality.

Feel free to look at any of my aliases for posting examples. The ones with higher post counts are probably better choices; the others tend to have had games fizzle quickly on them.


Roll 1:
4d6 ⇒ (2, 5, 4, 5) = 16
4d6 ⇒ (4, 3, 1, 6) = 14
4d6 ⇒ (2, 6, 5, 1) = 14
4d6 ⇒ (2, 5, 2, 6) = 15
4d6 ⇒ (5, 1, 5, 1) = 12
4d6 ⇒ (3, 3, 1, 5) = 12

Roll 2:
4d6 ⇒ (2, 5, 3, 3) = 13
4d6 ⇒ (4, 6, 1, 4) = 15
4d6 ⇒ (6, 6, 2, 1) = 15
4d6 ⇒ (5, 2, 6, 4) = 17
4d6 ⇒ (2, 2, 1, 1) = 6
4d6 ⇒ (4, 4, 2, 4) = 14

Roll 3:
1d6 ⇒ 5


Shadowtail24 wrote:
Background / post history: The motivation is clear, and it will certainly fit well into the opportunities you’ll have in this quest. I also think the aasimar heritage will help you be patient through what was basically a two year detour on your path to vengeance. I scanned through quite a bit of the Ahreni posts. It looks like there is quite a bit of the “peaceful” Ahreni, and not too much of the “do what needs to be done” Ahreni. Not sure if it’s the setting of the quest you were playing. I think you’ve cast the back story well enough that it will always be a struggle to understand which Ahreni should be in control.

She was previously playing Hell's Vengeance - without trying to spoil too much of the initial plot she was LE at the time and was very much working the 'let's not do anything overt' kind of evil. It wasn't that she wouldn't fight (the Aroden paladin etc), just that she tried not to if it was going to make a mess. There were plenty of 'physical' evil types - Ahreni was going more for the 'evil mastermind' idea at the time.

This version of Ahreni (at CN) is somewhat less controlled and will be more inclined to action (although not necessarily to combat - she's not just good at that! :)) Hope that helps explain things a bit.

Corrections made - the AC is hanging in the wind since I haven't bought any armor yet, she'll have something (hence the +1) but I'm not sure what yet. It might go up. The 3.75 is fractional BAB - I always track it in case I ever want to multi-class. It's discussed in Pathfinder Unchained. :)


I have meetings during my usual lunch break today’s so only a few quick responses.

@Reynard - I’ll review soon and get back to you on some of the comments/questions.

@Ahreni - good color commentary, thank you

@Ziera - yeah, this could get much be a make yourself whatever you want to be quest.

@Aiden - sooooo close to a really good set


Shadowtail24 wrote:
** spoiler omitted **

That's a flaw in the Hero builder program. The feat Accomplished Sneak Attacker brings it up to 2d6. I meant to update that manually. My bad.


Tiny Coffee Golem wrote:
Shadowtail24 wrote:
** spoiler omitted **
That's a flaw in the Hero builder program. The feat Accomplished Sneak Attacker brings it up to 2d6. I meant to update that manually. My bad.

Ok, that makes more sense. I’ll complete the review today.


Aiden's submission right here. Decided to do the 25 (20+5) point buy since the attributes on the rolls were pretty middling.


Gregory Debois wrote:
Aiden's submission right here. Decided to do the 25 (20+5) point buy since the attributes on the rolls were pretty middling.

Excellent, I'll review soon.


Pythia Review:

-please split out you background skills into a new section.

-Do you have a familiar? What kind?

-You tapped into something I haven’t talked about for this quest, but I reference a lot for the Tadloton quest. Tadloton on its own is a quest of beginnings. Things have happened in your life, but now it’s time to do something about it. It might have been failures, or heartbreak, or hardships, but all of it has come to a decision, to start fighting back. For Tadloton, joining a mercenary guild is literally fighting back; it’s almost never fighting back against what you need to be fighting, but it’s a start. Some approach it apprehensively, others with caution, still others with excitement; but all of them approach it with flaws, and none of them approach it with requisite skill. But step one doesn’t need to be perfect, it just needs you to get to step two. And as with all beginnings, it’s rarely by yourself that you start making progress. So bring axe, bow, book, symbol, or claws: The Tadloton Mercenary Guild is forming.

Ok, so that line of thought gradually drifted from the description to recruiting flyer for the guild but I think you get the idea. And that’s idea I got from your background. It’s a good mix of failure, attempted action, more failure, and then motivation and resolution. And since he made it to level 5, this time it worked (for now at least).

You’re all set for submission. You’re welcome to add or change things if you so wish.


Reynard Freeman Background:

-I had categorized you as adventuring/support based on the alchemist, but I moved you to DPS after looking over the build. You’ll certainly have plenty of attacks, and some serious damage if you can sneak attack. Looks like you could even tank if you wanted too.

-Can you please separate out your background skills to a new section?

-I read through your gear and was so happy to see you do indeed keep it all on bandoliers, like a pirate with grenades.

-The background is simple and straightforward. I scanned through some of your other characters, and you manage involved characters so I’m not too concerned about that. I am curious though, if you’ll want revenge on Thrune because of the enslavement? Or perhaps because of the family disposition? Or because you yourself were freed, and you want to help others?

You're all set for submission, though you can add update if you wish.


Shadowtail24 wrote:

** [spoiler=Pythia Review]**

Ah, I see where the familiar is listed in SQ.


Gregory Debois:

-Did you use 4 levels of favored class for HP, and one for something else?

-Man, with that strength you’ll probably have to summon a monster just to care your gear. It looks like you’re using hero lab? You’ll want to keep track of weight carried, though with so little actual martial ability It might not matter too much.

-Hellooooo knowledge monkey. And languages to boot.

-Very consistent background. It ties in really well with the stats and build and should provide a great base for a strong character.

-I get the feeling he is motivated to revenge his father, though I’m not sure if he’s going to mind the wandering road that it might take. I think it will work, especially if the guild can provide the means to study outsiders even more.

You’re all set for submission, though you are free to add or update as you wish.


---RECRUITMENT UPDATE---

After about half a day of the servers being down, I am pushing back the recruitment submission deadline one day to Thursday, November 2nd at 11:59 PM. Full backstories and crunches need to be submitted by that time, not necessarily reviewed.


All submissions are now reviewed. there are a few pending submissions, and several other that expressed interest but have not submitted. Only a few days left to submit, so get your characters in soon!

--- Recruitment Submission Tracker (by Role) ---

DPS
PixelsAreGod – Antonio Danera – Human Vigilante (Warlock) [complete]
Tiny Coffee Golem – Pythia – Tiefling Arcane Trickster (Rogue 1, Evoker 3) [Complete]
TerminalArtiste – Raell – Tiefling Swashbuckler (Dashing Thief) [Pending full backstory/build]
Ouachitonian - Reynard Freeman – Tiefling Alchemist (trap breaker, vivisectionist) [complete]

Damage Sponge / Tank
Aiden Ramish – Gregory Debois - human conjurer (egorian academy infernal binder) 5 [complete]

Combat Control
Nazard - Edmund Gwenn – Human Sorcerer (Sage) [complete]

Adventuring / Support
[redacted] – Gray [redacted] – Inquisitor (Infiltator) [complete]
Nikolaus de’Shade – Ahreni – Aasimar Mesmerist [complete]
Saashaa – Jhaltero – Human Investigator 4 / Inquisitor 1 [Pending full backstory/crunch]

Healing
Storyteller Shadow – Tarken Jeryl – Dragonborn Oracle (Life) of Erastil [complete]

Buff/Debuff
Zanbabe – Ziera – Aasimar Bard (Studious Librarian / Negotiator) [complete]


GM, go ahead and toss Quovex on there as we'd discussed in PMs earlier. The site does not want to seem to process a large post to update his profile since the logout bug has been active, so I've refrained from editing it at this point. I'll do it section by section tomorrow evening if it hasn't been fixed.

He'd fit best in the buff/debuff category. While I'll need to add the 3rd level spells and add a few skill ranks/items, everything else but the story segue at the end should stand - the only differences would be after the river incident. If there is anything in the presently finished portions you feel needs polish, please let me know.

Many thanks!


Shadowtail24 wrote:

** spoiler omitted **

Spoiler:
Yeah I took hp until I could gain a bonus second level spell instead of another first with the human fc. Ill end up with more first level spells than I know what to do with but second and up are worth adding. Future fc will, baring strange circumstances, all be additional spells.

And I actually think his backpack isnt on in on those stats. Because with it he's pushing the upper end of a medium load. He is definitely not a strong man.

The way I see his quest for revenge going is that it will also open him up to a wider perspective than the very limited one he grew up with.
He is LE, he sees nothing wrong with slavery or ruling over those who are stronger than you. And while not fabulously wealthy his family was well off, he was given every opportunity to succeed. I dont know if this will change him significantly, but I would love to play it out and see if he can grow past being as naive and self-motivated as he will be at first.

Also I love that the 7 Str, 10 Con Wizard is listed under tank.
Which is 100% fair since especially early on he's just gonna be making meat shields and flank buddies. It just looks funny when listed that way.


Shadowtail24 wrote:

** spoiler omitted **

Spoiler:

I used Herolab, I guess it doesn't split out background skills on the printout. Interesting. I'll go in and fix that.

Will he want vengeance? Ah, what an interesting question. Reynard certainly despises the Thrunes, and wouldn't turn down revenge if an opportunity presents itself, but he's primarily motivated to help others achieve freedom as well. He'd be happy to make a quiet living as a small town alchemist in a free Cheliax. But when he hits Level 8, begins taking Master Chymist levels, and develops a split personality, his alter ego will be much more interested in avenging himself on those responsible for his family's humiliation...


Michelle Williams wrote:

GM, go ahead and toss Quovex on there as we'd discussed in PMs earlier. The site does not want to seem to process a large post to update his profile since the logout bug has been active, so I've refrained from editing it at this point. I'll do it section by section tomorrow evening if it hasn't been fixed.

He'd fit best in the buff/debuff category. While I'll need to add the 3rd level spells and add a few skill ranks/items, everything else but the story segue at the end should stand - the only differences would be after the river incident. If there is anything in the presently finished portions you feel needs polish, please let me know.

Many thanks!

Got it, I was thinking I would be seeing the submission soon. I’ll add to the list when I have my computer later.


Gregory Debois wrote:


Also I love that the 7 Str, 10 Con Wizard is listed under tank.
Which is 100% fair since especially early on he's just gonna be making meat shields and flank buddies. It just looks funny when listed that way.

I was debating the placement but this was too good an opportunity to pass up. Thanks for the additional thoughts.

RPG Superstar 2015 Top 32

My submission is Irene Knapp, the surly librarian.

Background:

Irene was born to a moneylender named Christopher and his wife Martha in Kintargo. She was one of three children to survive infancy, alongside her brothers Roger and Bartholomew. While the Knapps were not nobility, they did live in relative comfort. Her brother Roger apprenticed alongside her father and her brother Bartholomew joined the Order of the Rack, looking to elevate the family name. Irene, uninterested in a political marriage as her family had hoped, sought desperately to become a scholar of note.

Irene Knapp worked in the libraries of Kintargo since her youth, devouring information on every subject she could find. While she would read most books set in front of her with little complaint, history was far and beyond her favorite subject. She quickly became enamored with the histories of Cheliax, and despite her tendency to treat some of the oldest texts with the childish glee some treat legends and fairy tales, she was able to piece together parts of history that had seemingly been lost. However, it was not cleverness that allowed her to piece these together where others could not, but rather naivety causing her to tread where others knew it was not safe. When one of her journals, containing a great deal of notes regarding a rather accurate and unflattering history about the rise of House Thrune, was discovered and reported to the Order of the Rack, she was forced to flee Kintargo with what few texts she could carry.

Unwilling to cross into Nidal for fear of the Kuthonites, she fled across the Menador mountains towards Isger. While fleeing into the Whisperwood to escape a Hellknight patrol led by her own brother, Irene came upon a band of outlaws who, after ensuring that she was not a member of the hellknights herself, informed her that she might find both shelter and work in Tadloton, where the information she carried would be treated with the respect it deserved. Adjusting her goal east, Irene headed to Tadloton, following the woodland roads to avoid patrols.

Personality:

Irene understands the value of information more than most. She was driven from home because of information, and saved because of different information, and so now she knows when and how to allow information to be shared, and when to hide it. She keeps notes regularly in a book that she can erase on a moment’s notice, only transcribing them more permanently when she feels safe doing so. This book has been recently erased.

She tends to be an inquisitive sort, always prodding at other people’s secrets while keeping her own close to the chest. She is generally cautious with who she trusts, especially knowing that she has a poor sense of judgement for people’s intentions; a lesson hard learned.

When pressed, she can be quite imaginative with solutions to problems, but is rather unlikely to notice a fight coming, and may not notice that she needs to help solve a problem until it is pointed out to her. She can ramble on about all manner of literary subjects, but when talking about sensitive topics, she tends to be rather blunt. She doesn’t intend to hurt anyone’s feelings, she just rarely realizes that she’s doing so.

When in battle, she wields two scrolls, one as a weapon, the other as a shield. The first is a scroll of word of recall, the return location of which is no longer known to her. It has written on it “Only for Emergencies”, although she’s now worried enough about not knowing where it goes that she’s not entirely sure what is enough of an emergency. The second is a scroll of Geas/Quest, which appears to have had a note on it that was intentionally blotted out by ink. She is no longer certain if she is the one who blotted it out. She finds every joke about “the pen being mightier than the sword” or “words cutting sharper than steel” hilarious in the context of these weapons. She is incredibly fond of using her arcane mark spell to stamp OVERDUE, OUT OF PRINT, or REMOVE FROM CIRCULATION onto people while attacking and then pretending she doesn't get the joke.

Appearance:

Irene is relatively short, broad shouldered, and wide framed. She carries herself stiffly and has poor posture from years of hauling books in dark and dusty rooms. She has little regard for her professional appearance, having her scholar’s robes draped loosely over her chain shirt, creating uneven and somewhat obvious lumps due to the fabric bunching around the armor. She keeps her black hair cut short, so that it will not intrude into her vision. Her fingers and robes are ink-stained, and occasionally so are her lips from sucking on the end of a quill or pen, and her dull green and gray eyes dart around as she thinks, rarely focusing on what’s in front of her unless it’s a book, or something she has previously read about, which is always cause of excitement.

Stats:

Irene Knapp
Hexcrafter Magus 2 / Scrollmaster Diviner 3
LN Medium humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 19 (+5 Armor, +2 Dex, +4 Shield)
hp 40 (5d8+15)
Fort +6, Ref +3, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. when encumbered)
Melee Scroll of word of recall (+3 shortsword) +12 (1d6+8/19-20) or Scroll of word of recall (+2 reach shortsword) +11 (1d6+7/19-20)
Melee - With Power Attack Scroll of word of recall (+3 shortsword) +11 (1d6+10/19-20) or Scroll of word of recall (+2 reach shortsword) +10 (1d6+9/19-20)
Melee - With Arcane Pool Scroll of word of recall (+4 shortsword) +13 (1d6+9/19-20) or Scroll of word of recall (+3 reach shortsword) +12 (1d6+8/19-20)
Melee - With Power Attack and Arcane Pool Scroll of word of recall (+4 shortsword) +12 (1d6+11/19-20) or Scroll of word of recall (+3 reach shortsword) +11 (1d6+10/19-20)
Ranged Mwk darkwood composite longbow (+4 str) +5 (1d8+4/20x3)
Special Attacks spell combat (–2 attack, +2 concentration), spellstrike
Wizard Spells Prepared (CL 3rd; concentration +5 [+9 defensively]; 20% spell failure)
. . 2nd—detect thoughts, make whole, make whole
. . 1st— monkey fish, silent image, snowball, speechreader’s sight
. . 0 (at will)—detect magic, mending, prestidigitation, read magic
Magus Spells Prepared (CL 4th; concentration +6 [+10 defensively])
. . 1st— chill touch, longarm, shocking grasp
. . 0 (at will)—acid splash, arcane mark, light, mage hand
School Foresight
Opposition Schools Necromancy, Evocation
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 14, Wis 11, Cha 13
Base Atk +2; CMB +6; CMD 16
Feats Combat Casting, Combat Reflexes, Power Attack, Scribe Scroll, Toughness
Traits magical knack (Magus), pragmatic activator, rough and ready
Drawback Sentimental (-2 to Perception and Reflex vs. traps and to avoid being surprised)
Alternate Racial Traits Wayfarer
Adventuring Skills Climb +8 (-2), Knowledge (dungeoneering, nature, religion) +7, Knowledge (arcana, planes) +8, Knowledge (local) +9, Spellcraft +8, Swim +8 (-2), Use Magic Device +6
Background Skills Knowledge (engineering, nobility) +6, Knowledge (history) +7, Knowledge (history) +8, Linguistics +9, Profession (librarian) +5
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Dwarven, Elvish, Halfling, Infernal, Osiriani, Thassilonian
SQ arcane pool (3 points, +1), forewarned +1, prescience 5/day, scroll blade, scroll shield
Combat Gear 2 alchemist's fire, wand of disguise self (25 charges), wand of enlarge person (50 charges), scroll of bless weapon, scroll of clairaudience/clairvoyance, scroll of command undead, scroll of gentle repose, scroll of grease, scroll of make whole
Other Gear +1 chain shirt, 20 arrows, 20 arrows (cold iron), backpack, 2 bandoliers, bedroll, bell, 10 candles, canvas, 10 pieces of chalk, dagger, erasing book, earplugs, 2 fishhooks, flint and steel, 2 fortifying stones, 2 vials of ink (1 oz.), 2 inkpens, journal, mirror, masterwork darkwood composite longbow (+4), peasant outfit, silk rope (50 ft.), 4 sacks, 2 scholar’s outfits, 3 scroll boxes, scroll case, 2 sewing needles, shortsword, signal whistle, smoked goggles, 2 spell component pouches, string (50 feet), 5 trail rations, 2 empty vials, 32.36 gp
Magus Spellbook All cantrips; 1st- chill touch, enlarge person, expeditious retreat, frostbite, grease, kreighton’s perusal, longarm, magic missile, monkey fish, shield, shocking grasp, snowball, true skill, true strike, vanish
Wizard Spellbook All cantrips; 1st- air bubble, ant haul, crafter’s fortune, disguise self, erase, grease, identify, monkey fish, protection from chaos, protection from evil, protection from good, protection from law, silent image, snowball, speechreader’s sight; 2nd - continual flame, detect thoughts, knock, locate object, make whole, mirror image


Special Abilities:

Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

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

Scroll Blade (Su): A scrollmaster can wield any paper, parchment, or cloth scroll as if it were a melee weapon. In the hands of the wizard, the scroll acts as a short sword with an enhancement bonus equal to 1/2 the level of the highest-level wizard spell on the scroll; a scroll with only a cantrip or 1st-level spell on it counts as a masterwork short sword. The scrollmaster is proficient in this weapon, and feats and abilities that affect short swords (such as Weapon Focus) apply to this weapon. A scrollmaster cannot wield two scrollblades at the same time.

Activating this ability is a free action. A scroll blade only retains its abilities in the hands of the scrollmaster. The scroll blade has hardness 0 and hit points equal to the highest-level wizard spell on the scroll. Each successful hit by the scroll blade reduces its hit points by 1; this damage cannot be repaired, but does not affect casting from the scroll. When its hit points reach 0, the scroll is destroyed.

If a scroll contains a spell with a metamagic feat, this ability uses the original spell level of the spell (a scroll of empowered fireball counts as a 3rd-level spell).

At 3rd level, when using a 4th-level or higher wizard scroll as a scroll blade, the scrollmaster can choose to reduce its enhancement bonus by 1 (minimum +1 enhancement bonus) to treat it as a reach weapon. For example, he could use a scroll of charm monster (a 4th-level wizard spell) as either a +2 short sword or a +1 short sword with reach.

At 5th level, when using a 4th-level or higher wizard scroll as a scroll blade, the scrollmaster can choose to reduce its enhancement bonus (to a minimum of a +1 enhancement bonus) to give any of the following weapon properties: defending, frost, icy burst, keen, ki focus, shock, shocking burst, speed. Adding any of these properties consumes an amount of enhancement bonus equal to the property’s cost (see Table 15–9: Melee Weapon Special Abilities in the Core Rulebook). The scrollmaster must know the prerequisite spell or spells to craft the weapon property in question (for example, he must know haste to be able to give his scroll blade the speed property). This ability replaces the wizard’s arcane bond.

Scroll Shield (Su): A scrollmaster can wield any paper, parchment, or cloth scroll as if it were a light wooden shield. In the hands of the wizard, the scroll grants a +1 shield bonus with an enhancement bonus equal to 1/2 the level of the highest-level wizard spell on the scroll; a scroll with only a cantrip or 1st-level spell counts as a masterwork light shield sword. The scroll shield has no armor check penalty, arcane spell failure chance, or maximum Dexterity bonus. The scrollmaster is considered proficient in this shield. A scrollmaster can use a scrollblade in one hand and a scroll shield in the other hand.

Activating this ability is a free action. A scroll shield only retains its abilities in the hands of the scrollmaster. The scroll shield has hardness 0 and hit points equal to the highest-level wizard spell on the scroll. Each successful attack roll against the wizard reduces the scroll shield’s hit points by 1; this damage cannot be repaired, but does not affect casting from the scroll. When its hit points reach 0, the scroll is destroyed.

At 5th level, when using a 3rd-level or higher wizard scroll as a scroll shield, the scrollmaster can choose to reduce its enhancement bonus (to a minimum of a +1 enhancement bonus) to give it any of the following shield properties: ghost touch, light fortification, moderate fortification. Adding any of these properties consumes an amount of bonus equal to the property’s cost (see Table 15–5: Shield Special Abilities in the Core Rulebook). The scrollmaster must know the prerequisite spell or spells to craft the shield property in question (for example, he must know limited wish to be able to give his scroll shield the fortification property).

If a scroll contains a spell with a metamagic feat, this ability uses the original spell level of the spell (a scroll of empowered fireball counts as a 3rd-level spell).

Ruling stating that you can cast with a light shield, because I saw some people arguing about it while putting this together. Let me know if this is an issue and I can make some adjustments.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

This was a fun character to make. I'm really glad that it worked out mostly how I expected it to, even if it was a sort of silly concept to start with.


Angry Wiggles wrote:

My submission is Irene Knapp, the surly librarian.

** spoiler omitted **...

Excelent, I’ll check it out soon.


Shadowtail24 wrote:

** spoiler omitted **

- I’ll separate the background skills more clearly on the final version

- Ive it a scorpion in my pocket as my familiar. I’ll make sure it’s more clear on the submission.


Tiny Coffee Golem wrote:
Shadowtail24 wrote:

** spoiler omitted **

- I’ll separate the background skills more clearly on the final version

- Ive it a scorpion in my pocket as my familiar. I’ll make sure it’s more clear on the submission.

Thanks


This silly website is complicating this process far too much.

Placeholder Icon 1 has the proper ability scores and skills on, but the equipment is still a holdover from my template; things seem to be working now, so hopefully I can get it updated in the next hour or two.


Grunyn the Mossless wrote:

This silly website is complicating this process far too much.

Placeholder Icon 1 has the proper ability scores and skills on, but the equipment is still a holdover from my template; things seem to be working now, so hopefully I can get it updated in the next hour or two.

Completely agreed on the frustrating website issues. It also looks like this recruitment might actually get an honest to goodness tank.


Hrothgar Dergunsson has his crunch largely complete; just need to spend about 3k more gold, and get the flavor bits for you.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Crunch:
Galen Jhaltero
Human Investigator 4 / Inquisitor 1
Init +3;
Senses ;
Perception +7
DEFENSE
AC 19; Touch 14; Flat-Footed 16
HP 38;
Fort +5 ; Ref +7 ; Will +11

OFFENSE
Speed 30ft;

Spells Known/Prepared
2nd—Invisibility
1st—*Ears of the City, Petulengro's Validation, Youthful Appearance, *Disguise Self, Speechreader's Sight, Comprehend Languages, Expeditious Retreat, Negate Aroma, Urban Grace

* = Inquisitor

STATISTICS
Str 13, Dex 16 (+1 lvl 4), Con 14, Int 16, Wis 16, Cha 20 (+2 race)

Base Atk +3; CMB +4

Feats
Noble Scion, Iron Will, Deceitful, Dilettante

Skills (total) = ranks + ability + class + racial + magic + feat + other
Acrobatics +9 = 3 + 3 + 3
^Appraise +7 = 1 + 3 + 3
Bluff +23 = 5 + 5 + 3 + 2 + 3 + 2 + 3
Climb +5 = 1 + 1 + 3
Diplomacy +19 = 3 + 5 + 3 + 2 + 3 + 0 + 3
Disable Device +9 = 1 + 3 + 3 + 0 + 0 + 0 + 2
Disguise +18 = 3 + 5 + 3 + 0 + 3 + 2 + 2
Escape Artist +7 = 1 + 3 + 3
Heal +7 = 1 + 3 + 3
Intimidate +12 = 1 + 5 + 3 + 0 + 3
Knowledge Arcana +9 = 1 + 3 + 3 + 0 + 0 + 2
Knowledge Dungeoneering +9 = 1 + 3 + 3 + 0 + 0 + 2
^Knowledge Engineering +9 = 1 + 3 + 3 + 0 + 0 + 2
^Knowledge Geography +10 = 2 + 3 + 3 + 0 + 0 + 2
Knowledge History +10 = 2 + 3 + 3 + 0 + 0 + 2
Knowledge Local +10 = 2 + 3 + 3 + 0 + 0 + 2
Knowledge Nature +9 = 1 + 3 + 3 + 0 + 0 + 2
^Knowledge Nobility +11 = 1 + 3 + 3 + 0 + 0 + 2
Knowledge Planes +10 = 2 + 3 + 3 + 0 + 0 + 2
Knowledge Religion +10 = 2 + 3 + 3 + 0 + 0 + 2
^Linguistics +11 = 5 + 3 + 3
Perception +7 = 1 + 3 + 3
Ride +7 = 1 + 3 + 3 + 0 + 0 + 2
Sense Motive +9 = 3 + 3 + 3
Sleight Of Hand +9 = 3 + 3 + 3
Spellcraft +7 = 1 + 3 + 3
Stealth +8 = 2 + 3 + 3
Survival +7 = 1 + 3 + 3
Swim +5 = 1 + 1 + 3
Use Magic Device +12 = 1 + 5 + 3 + 0 + 3

^ = Background Skills

Languages
Common, Verisian, Infernal, Celestial, Elven, Halfling, Abyssal, Draconic, Goblin, Orc

SQ
Aristocracy Domain, Underworld Inspiration (IT)

Gear
Cloak of Quick Change: , Circlet of Persuasion: 4.5, Mwk Disguise Kit, Mwk Thieves Tools, Ring of Protection +1

Background:
Galen Jhaltero was born the second son of Baron Canton Jhaltero. Galen was educated in the Jhaltero family business and took to it easily, his skills far surpassing his older brother. Unfortunately for Galen however, his father expressed deep rigidness with the first son inheriting the family which left Galen frustrated.

After his formal instruction, Galen was let loose to pursue his own curiosities with the stipulation that he was not to get in the way. Luckily in Korvosa at that time a group of rebels were beginning to form, so Galen saw an opportunity to benefit his family through indirect means. He joined in and helped finance the rebellion from his own investments. After more time, when the rebellion began more overt activities, Galen focused more on the logistics and then slowly secreted away. With his investments and influence in the rebellion Galen no longer needed to take any hand in it for his family to benefit.

Back to his own devices, Galen decided that he wanted to branch his family out of just Korvosa and so travelled some in Cheliax. He found himself heading to Tadloton…..and that….is the last thing he remembers..


Saashaa wrote:
** submission **...

Excellent, I’ll check it out soon. And the site loaded really quickly this morning so here’s to hoping the issues are past.


I'm still getting errors, during inconvenient times, so to preemptively get something in here, allow me to provide you with a bullet history, as well as some previous PbP posts.

Hrothgar Durgensson:

1) His mother was from Andoran, ostensibly pregnant by one of the military officers entering Rolgrimmdur for education and training; however, on the day of arrival for the latest batch, a squad of Hellknights attacked the convoy, targeting a top official of the Eagle Knights. While the Dwarves were able to drive them away, the convoy was slaughtered, and they found Hrothgar dangling from his mother's abdomen, which had been viciously sliced open.

2) He was raised by a famed instructor named Durgen as part of his family, until he was fourteen; unable to mentally keep pace with a pubescent human, Durgen called in a favor, and Hrothgar was shipped to Absalom, where he was enrolled in tutelage under a rich patron.

3) At eighteen, Durgen returned home, more mature and civilized, and completed his military training with his adoptive father.

4) His style of combat was inappropriate to the tactics of the Andoran military, and so, in search of employment, he found the fledgling mercenary guild in Tadloton.

5) Being fairly intelligent and educated, as well as adaptive (Improvisation), I assume working his eclectic mix of magic and mutagen archetype into the missing two years wouldn't be too difficult; Arcane Temper suggests latent magical ability, so perhaps he studied some, found that there are very few spells that his armor won't interfere with, and worked to manipulate new ways of using magic (the arcanist exploit, as well as the Mutagen fighter) while still holding true to his fighting style. Or something, since he doesn't remember! xD

Example Posts:

Intro Post as a replacement into a campaign; the sequence that follows with Cecelia and Valence is also very nice.

Recruitment Post for the aforementioned campaign; included in that post are also a combat example and RP example from Grunyn here, and feel free to look at Grunyn's posts in his campaign, as well as his background.

You will notice I was only present for a brief period, and then gone for nearly a year and a half; a series of debilitating family events pulled me out of much of my free time. I have fortunately had all of that settled, and Grunyn's campaign is still running, with the GM gracious enough to allow him to step back in.

Thank you; with any luck, I can get an actual narrative on his profile.


Finally able to log in and stay that way - for now (fingers crossed).

As I didn't see him in a list, Quovex is ready for review. I've hit the character limit for profiles though, so the personality section is almost cut off entirely!

Good luck to all!


Erasmus Halvani IV is ready, and just in time! He is a Kineticist with the Kinetic Knight archetype, which transforms the class from its usual blaster style into a tanky front line combatant.

Myth-Weavers Sheet

Backstory:
A number of conflicting stories are told of the forging of the legendary sword Contrition. Some say it was forged in parallel by a human and a ghost. Others say its creator died before he could finish it, and continued to work on it from beyond the grave. It is regarded, among those who study magical items, as the first ghost touch weapon, and the model after which all modern such weapons are patterned. However it came to be, some things are known with absolute certainty. Firstly, that Contrition existed side by side on the material and ethereal planes. Secondly, that it was the treasured heirloom and symbol of House Halvani for centuries. Thirdly, that it was completely shattered by a lucky blow from a Thrune-bound devil in the Chelaxian Civil War.

For any other sword, that would be the end of its legacy. But Contrition, unique as it was, remained. Its hilt was recovered, and returned to the now-disgraced house of Halvani, where it was passed down once more, and once again, until at last it met the hand of Erasmus Halvani IV. Young Erasmus was born, by chance, with a unique connection to the ethereal plane; because of this, his hand awakened the memory of the blade from the aether.

Erasmus became one with Contrition, and from then on could call upon its memory at any time, forming it anew from strands of aether pulled into the material plane. Armed with the echo of his ancestral sword, Erasmus set out into the world to make a name for himself, and restore the honor of his house.

Personality:
Erasmus is haughty and presumptuous, and puts no consideration for the needs of others into his decisions. However, he believes in being honorable in all ways, which can come across as a sense of morality to those who aren't paying attention. While he considers himself a follower of Iomedae, he is not a religious man. He knows enough to pay lip service to the Prince of Hell, and to keep his head down when inquisitors go by, but quietly supports the notion that Cheliax belongs to Aroden's heir.


Newbonomicon wrote:
...Stuff...

On a totally unrelated note, I love your profile pic. It's the first time I've seen it. Very cool.


I'm working late tonight, so I wont be able to review characters as planned. I have reviews for Angry Wiggles, Grunyn Mossless, Newbonomican, Saashaa and Michelle Williams pending. Just under 30 hours to the deadline, so if you have and pending information get it in now.

--- Recruitment Submission Tracker (by Role) ---

DPS
PixelsAreGod – Antonio Danera – Human Vigilante (Warlock) [complete]
Tiny Coffee Golem – Pythia – Tiefling Arcane Trickster (Rogue 1, Evoker 3) [Complete]
TerminalArtiste – Raell – Tiefling Swashbuckler (Dashing Thief) [Pending full backstory/build]
Ouachitonian - Reynard Freeman – Tiefling Alchemist (trap breaker, vivisectionist) [complete]
-Angry Wiggles – Irene Knapp – Human Magus (Hexcrafter) / Diviner (Scrollmaster) [submitted, pending review]

Damage Sponge / Tank
Aiden Ramish – Gregory Debois - human conjurer (egorian academy infernal binder) 5 [complete]
-Grunyn the Mossless – Hrothgar Dergunsson – Human Arcanist (Eldritch Font) / Barbarian (Urbarn) / Fighter (Martial Master/Mutation Warrior) [submitted, pending review]
-Newbonomicon – Erasmus Halvani IV – Kineticist (Kinetic Knight) [submitted, pending review]

Combat Control
Nazard - Edmund Gwenn – Human Sorcerer (Sage) [complete]

Adventuring / Support
[redacted] – Gray [redacted] – Inquisitor (Infiltator) [complete]
Nikolaus de’Shade – Ahreni – Aasimar Mesmerist [complete]
-Saashaa – Jhaltero – Human Investigator 4 / Inquisitor 1 [Submitted, pending review]

Healing
Storyteller Shadow – Tarken Jeryl – Dragonborn Oracle (Life) of Erastil [complete]

Buff/Debuff
Zanbabe – Ziera – Aasimar Bard (Studious Librarian / Negotiator) [complete]
-Michelle Williams – Quovex – Half Elf Druid (Storm) [submitted, pending review]

And as a special note:
Profession: Librarian/Book seller
Zanbabe – Ziera – Aasimar Bard (Studious Librarian / Negotiator) [complete]
-Angry Wiggles – Irene Knapp – Human Magus (Hexcrafter) / Diviner (Scrollmaster) [submitted, pending review]
Nazard - Edmund Gwenn – Human Sorcerer (Sage) [complete]


1 person marked this as a favorite.

The undercover book business is big in these parts. :)


Issues at work and the site consistently being down has taken its toll on my submission.

I wish you all luck, but don't believe I'll have a chance to get my background set up.

Enjoy!


RePete wrote:

Issues at work and the site consistently being down has taken its toll on my submission.

I wish you all luck, but don't believe I'll have a chance to get my background set up.

Enjoy!

Sorry to hear that. Good luck in your other endeavors.


Recruitment closes in just over 3 hours. I'm working on reviews now, and plan to have selections ready tomorrow. Barring another day of the site being down of course.


Irene Knapp Review:

-I did think it was a little odd that a scrollmaster magus has a really nice longbow

-I’m guessing the make whole spells are in case you need to repair your scrolls?

-This recruitment group has so many languages it’s going to be set no matter who gets in

-The personality section is really good, and gives a really clear picture of the character. Pair with the background you should have a good base to work with for this character.

You’re all set for submission.


Hrothgar Dergunsson:

-What’s the long term plan for the character build? Prestige class? More martial? More Arcane?

-I started reviewing your background and then went on a long trip down the example posts from some of your other games. I’m not too worried about working in the background for the various arcane and martial endeavors, you’ll have the opportunity and resources for it.


Raell is completed, GM.


Erasmus Halvani IV:

-Kineticist looks fascinating, though after reading through it there are some things I’m still fuzzy on. Looks like you will have a crazy amount of DPS though.

-That is a ridiculous level of CON. I’m currently playing a character that got one shot, so that seems appealing right this minute.

-I like how you fit the build into your background well. That blade is going to be a marvel to everyone else, and it certainly is worth of the legendary status.


Raell wrote:
Raell is completed, GM.

In just under the wire.

It looks like I'll have reviews for Quovex, Raell and Jhaltero tomorrow and then it is decision time. The earliest it would be is tomorrow evening (EST).

Thank you everyone for the submissions


Shadowtail24 wrote:

** spoiler omitted **

Response:

I hope you enjoyed the trip!

You mentioned a variety of minions cohorts amd I envisioned an organization filled with options; Hrothgar was named "Dwarf-Man" in my word document, because he has no real place. His youth was with the Dwarves, and Durgen is as much a father as he's going to get, but his formative years were with Humans, at the heart of their civilization (Europe, anyway); the only thing he has is his adaptability, which is what I'm bringing mechanically as well, to a point. It depends on the reliable availability of other martial characters, and the length of the game.

I get everything I want from Fighter by 5, and I would love to grab more Arcanist, especially exploits. My preference would be a composition that would allow for alternating Ftr/Arc, but a pure martial focus is okay as well if it's necessary, or even just tends to be my go-to as the game plays out. In any event, he's sticking to melee and supplemental magical trickery over any kind of pure caster focus.

Thank you for your consideration.


Recruitment is now closed. final reviews and selections will be coming later.

RPG Superstar 2015 Top 32

Shadowtail24 wrote:

** spoiler omitted **

Spoiler:

-The longbow is mostly a paranoia piece. If I don't have a consistent way of doing something useful at range, I feel worried that I won't be able to contribute enough. It was cheap enough that I didn't fret about picking it up, although it is definitely the last thing I'm going to upgrade when I go to get new equipment or purchase magical equipment.

-Yessir. The bonus HP given to each scroll by the fortifying stones can be restored completely with a single casting of make whole. Which is the only way this build becomes sustainable, because without it, my weapons would break all the time. I'll probably try to make some more make whole scrolls during down time as the game progresses, simply out of fear of days with a great deal of combat.

-I didn't realize that when I first put it together, but you're absolutely right. There's a lot of languages and information focused characters here. It should be fun.

-Thanks! I figured that without a posting history for the character it would be more telling for how I intended to play her than a background alone.


2 people marked this as a favorite.
Angry Wiggles wrote:
I'll probably try to make some more make whole scrolls during down time as the game progresses, simply out of fear of days with a great deal of combat.

Make whole scrolls to make whole scrolls :)


Shadowtail24 wrote:

** spoiler omitted **

Spoiler:
It's a really fun class. If there's anything you're not sure about, I can tell you about it, since I've played them a few times before. The DPS is definitely high, but it has one major downside, which is that no item exists which grants an enhancement bonus to kinetic blasts.

The high con is, of course, because kineticist has the blessing of being the only class in Pathfinder with abilities that all scale off of con. The drawback to that is that the burn mechanic means that a kineticist effectively reduces his max HP for the rest of the day to unleash his strongest powers.

As for the backstory, I'm glad you like it! I was trying to come up with a fun and interesting way to explain his specific powers besides just inborn talent, and I started toying around with the idea of a "ghost of a sword". I like to think I made it work.


1 person marked this as a favorite.
Newbonomicon wrote:
** spoiler omitted **

Yeah, the con thing is the most surprising part. It works, just so different from anything else.

Also, nice work on giving everyone a major false alarm by dotting the thread right before selection.

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