Kinetic_cards |
First time PBP DM. Pathfinder campaign. Eligible classes any of the core or APG. We are going to use a Victorian setting. Tweak your character concept to make it feel more late 1800's/Steampunk (e.g. Barbarian might become 'Circus Strong Man', the Bard 'Chanteuse', the Cleric 'Doctor', the Rogue 'Detective', etc.) Theme is horror/sci-fi. An unfolding mystery. Inspiration is HG Wells, Lovecraft, etc. I am not the most experienced at this, so looking for patient yet enthusiastic individuals who want to experience a great story. I already have the campaign planned out - create your characters at level 6 and we will play through level 9.
Sharmune, Radiant of the Night |
A calm plush-skinned slender-folk buttoned up in a Felt Coat of a rather Purple and Indigo harmony. At his side are two thin Foils laced with Goldenpresssed Iron.
A Wetskin Horn rests under his shoulder strap, with the carving of a Owl at the crest.
The slenderling has a tattoo across his face of a Electrical Bolt carved in the shape of a Dagger.
His hair is Earthy Brown, Long and Pulled up into a Knot wrapped with wire and coils.
The man wears spectacles that give off a fain rose colored glow in the dark.
The man appears sturdy and strong, carrying lean flexible looking muscles and a rather flowfull gait.
His height is that of Elvenfolk, probably 4'8" if you looked with measures, and he appears somewhat thin as well, 145 lbs. of Weight.
His Left Hand carries a Blue Saphire Ring and His ears dangle down, Luck Coins.
His name is "Darious, the Second."
Kinetic_cards |
This adventure will begin in modern day Ustalav, which has a naturally gothic sensibility that will work well with the campaign.
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Sharmune - Your character is excellent. Great job.
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Harakani - in response to your questions
(A) Society pretty broadly accepts magic. Practitioners of divine magic work as priests, but also serve as law enforcement or staff hospitals, services to the poor, etc. A hospital might be named after a god, for instance (much like a hospital irl might be named after a saint or similarly.)
Arcane magic has a strong occult association to it; there is fascination with things like seances, ouija, fortune-telling, mysteries. Necromancy and divination are used in a variety of contexts (but by no means exclusive to these two schools, and the former tends to be mostly limited to circles that are sophisticated and mildly controversial.) There is interest in exotica - things like archaeological treasures and fetishes brought from far off places, but with prim "Victorian" type attitudes (e.g. ladies should view such items only when accompanied by males.)
Such attitudes also suggest all things in moderation, including magic. When one doesn't need to use magic but does so anyway, it can be viewed as indulgence. However, the citizens of Ustalav live in a world of darkness and monsters, so what constitutes the need for magic is pretty flexible (after all, they are descendants of vigilant peasant families, not the silly fops of somewhere like Taldor.) There is a tongue-in-cheek saying, something along the lines that by day there are no vampires, but in the night everyone bares their fangs.
They often blend magic with technology in artful ways, coaches pulled by ghostly steeds, a silver locket that is a ward of abjuration - you can have fun with this.
(B) Clerics do receive divine powers from their deities.
(C) Yes.
(D) Yes.
Your wizard is a great concept. While you do not necessarily need to use CC and CWI given how magic works in this world, if you do it definitely adds to the tone of the campaign and I'll be sure to make that useful to your character.
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fafnir_bane - in response to your questions
No guns for PCs (though gunslingers exist as NPCs, but this is just for flavor and relatively unimportant as far as gameplay.) You can generate your character using a 20-point buy.
John Woodford |
Hmm. It's not an APG archetype, but it seems like a really good fit--would you allow the Archaeologist Bard from Ultimate Combat? If so, have some fluff (crunch forthcoming if you're interested):
Across the Inner Sea and beyond, the signs of previous ages lie all around--Thassilon's relics cover Varisia, the city of Kaer Maga itself is an enigma defying explanation, a few islands are all that remains of the glory of Azlant, the flying cities of Shory still have power to fascinate (though they no longer live up to their name), and before humans there were others: the ruins of Ghol-Gan are found throughout the jungles of the Mwangi Expanse, serpentfolk left their own signs in the same areas, and the aboleths are reputed to be far older than all the others. For the vast majority of people, all of these disparate civilizations and times blend into an amorphous sort of "In the old days...," with no attempt made to put them into their proper places in history.
Then there are people like Ianez. Born in Ustalav and educated first at the University in Lepidstadt before undertaking postgraduate studies in Oppara and Absalom itself, Ianez Gastnicht has traveled much of the Inner Sea and into Tian Xia, researching and excavating myriad ancient ruins, and publishing such of his findings as he judges appropriate. He's dug through the pyramids of Osirion, excavated the ancient human settlements of the Qiang Tan Mountains, interviewed the gold dragon Mengkare, and braved the pirates of the Shackles to examine the Ghol-Gan ruins on the islands there--and these are only some of his known exploits. Rumor has it that he has even entered the fabled Darklands on more than one occasion. In the small but widely dispersed community of Golarion's human scholars and ancient historians, he is generally regarded as one of the finest researchers of the past century. (There is also an ongoing betting pool on when his luck will finally run out, but so far no one has collected on the pot. So far.)
In appearance, he is not at first terribly prepossessing--medium height and build (5'8", #150), light brown hair, pale blue eyes, and clean-shaven. His skin is tanned by years of working outdoors in many different settings, and his hands are roughened by years of digging. He typically dresses in workman's clothes, a long and well-worn brown coat over them when the weather demands it, and a largely shapeless wide-brimmed hat. When he presents his results, though, he dresses in much finer clothing, and it's times like this that it's clear he's a rather handsome fellow.
BTW, Sharmun, did you really mean that your character is less than five feet tall? RAW, Golarion elves are taller than humans, and someone weighing #145 and under five feet tall is also not very thin.
Jman72 |
John Woodford |
2nd-level Spells (4/day) [ ] [ ] [ ] [ ]
1st-level Spells (5/day) [ ] [ ] [ ] [ ] [ ]
Lore Master (1/day) [ ]
Archaeologist’s Luck (7 rounds/day) [ ] [ ] [ ] [ ] [ ] [ ] [ ]
hp TBD (6d8+6)
Current hp
Male Ustalav human archaeologist bard 6
NG Medium humanoid (human)
Init +2 (+2 DEX) Perception +10
DEFENSE
AC TBD
Fort +3, Ref +7, Will +6
OFFENSE
Speed 30 ft.
Melee TBD
Ranged TBD
Special Attacks None
Spells Known (CL 6th)
2nd (4/day)-delay poison, detect thoughts, invisibility, shatter
1st (5/day)-comprehend languages, cure light wounds, detect secret doors, expeditious retreat
0 (at will)-mage hand, detect magic, know direction, light, read magic, sift
STATISTICS
Str 12, Dex 14, Con 13, Int 14, Wis 12, Cha 16
Base Atk +4; CMB +5; CMD 17
Feats
Alertness (human bonus feat) +2 on Perception and Sense Motive checks.
Point-Blank Shot +1 to hit and to damage with ranged attacks against targets within 30'.
Quick Draw Can draw a weapon as a free action.
Rapid Shot Can fire one additional time per round when making a full attack with a ranged weapon, at a penalty of -2 to hit with all attacks that round.
Skills
Diplomacy +9 (3 ranks, +3 CHA, +3 class skill)
Disable Device +11 (6 ranks, +2 DEX, +3 for clever explorer)
Climb +7 (3 ranks, +1 STR, +3 class skill)
Knowledge (Dungeoneering) +10 (2 ranks, +2 INT, +3 class skill, +3 for bardic knowledge)
Knowledge (History) +14 (6 ranks, +2 INT, +3 class skill, +3 for bardic knowledge)
Knowledge (Arcana) +10 (2 ranks, +2 INT, +3 class skill, +3 for bardic knowledge)
Knowledge (Engineering) +10 (2 ranks, +2 INT, +3 class skill, +3 for bardic knowledge)
Knowledge (Religion) +10 (2 ranks, +2 INT, +3 class skill, +3 for bardic knowledge)
Linguistics +10 (5 ranks, +2 INT, +3 class skill)
Appraise +10 (5 ranks, +2 INT, +3 class skill)
Use Magical Device +10 (4 ranks, +3 CHA, +3 class skill)
Perception +13 (6 ranks, +1 WIS, +3 class skill, +3 for clever explorer, +2 feat)
Acrobatics +7 (2 ranks, +2 DEX, +3 class skill)
Sense Motive +9 (3 ranks, +1 WIS, +3 class skill, +2 feat)
Swim +3 (2 ranks, +1 STR)
Spellcraft +6 (2 ranks, +1 INT, +3 class skill)
Escape Artist +10 (5 ranks, +2 DEX, +3 class skill)
Racial Modifiers None
Note: +6 skill ranks for favored class (bard)
Languages Common (Taldane), Varisian, Elvish, Undercommon, Tian, Osiriani, Thassilonian, Polyglot, Aklo
SQ
Combat Gear TBD
SPECIAL ABILITIES
Racial Traits +1 skill rank per level
Spells
Favored Class: Bard +1 SR 1st-6th levels
Bardic Knowledge Add (class level/2) to all Knowledge skill checks. Can make untrained Knowledge checks at any DC.
Lore Master Can take 10 on all trained Knowledge skill checks. 1x/day, can take 20 on a single Knowledge check.
Archaeologist’s Luck As a swift action, an archaeologist can call on fortune's favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist's luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Uncanny Dodge Can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bard with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Clever Explorer Add half bard level to Disable Device and Perception skill checks. Can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.
Trap Sense +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps.
Evasion Can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the bard is wearing light armor or no armor. A helpless bard does not gain the benefit of evasion.
Rogue Talent: Trap Spotter Whenever he comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Kinetic_cards |
The adventuring party will consist of five (maybe six) characters. I think we will go with the first five complete submissions (Required - complete character sheets...stats, skills, feats, spells, etc. Perfection not required, just a solid ballpark...we can double check the math and stuff again before we begin. Preferred - a short backgrounder.)
So far we have:
1) Ianez Gastnicht, NG male human archaeologist bard
Sharmune - you are halfway there. I am dotting your soon-to-be character leveled to 6.
Everyone else who has mentioned concepts, I like them all, I think they would work well with the campaign. It will be exciting to see what you come up with.
Fyi, I will adjust the course of the campaign to accomodate the level of posting activity from the party. By that I mean people who end up posting too little will be carried along for a little while, the monster difficulty reduced for the remaining members, until we feed the lazy git to a wolf and replace them. :) This is just to keep the tempo of the story moving along.
Black Thom - That is a cool concept. Definitely would work.
Black Thom |
As long as you're not... evil. Perhaps you liberated "Sandru" from his evil maker, or found him struggling, near death in a bog.
Not quite frankenstien. But, stats will be something like 18, 14, 16, 7, 12, 7. Thinking the brutishness is "barbarian", and later "rogue" as he becomes more articulate (in control of himself). So maybe 4/2.
Putting him together now... Sandru means "Defender of Mankind".
John Woodford |
Do you think you could use a brute? Everyone seems finesse, intellect, charisma.
Thinking Half-Orc, perhaps the result of some experiment. Maybe I could weave the background with someone else's.
Good opportunity for roleplay, maybe a low intelligence and charisma.
Well, Ianez is likely to need a decent bodyguard, some of the places he gets to, and one that can see in the dark is really welcome.
Black Thom |
@John - if we three make it, I'll try to work it out with Harkani first, as they asked first... Otherwise, have no issue working something out with you. Just no evil. Playing Sandru as a "noble savage".
3. Yes, (do you mean the +1 for favored class you are putting into HP instead of skill point?)
I just meant (this keeps it predictable/steady):
d12 = 7d10 = 6
d8 = 5
d6 = 4
Alternatively, I've seen people say roll until you're equal/over the avg. This is a little better, and keeps it from sucking!
I personally like high hit points (especially with a brute), I understand others can feel otherwise.
Just a thought.
Harakani |
@Kinetic_cards
Forgive me for asking, but...
are you doing half cost for a magic item you can make yourself? (It is going to be important on constructs)
@John, @Black Thom
happy to work in a link all ways.
Not planning on evil, but maybe a bit desperate!
Looking at the scholars from, Lovecraft's 1920s work for inspiration.
Black Thom |
In genre is fine with me.
I'm really enjoying creating this guy... anyone remember "Darkman" from the 80's? All the loose fitting clothing billowing and whipping as he jumped from perch to perch.
Awesome. He's not booksmart, but cunning... and intuitive/emotional. We'll see how he comes together.
Hope inished character tomorrow is OK. Gotta get some sleep, past midnight... alarm goes off at 4:30AM!
Harakani |
Here's the crunch, without spells chosen or gold spent.
I've got a big background written, but its not finished yet.
Jornel Vennel Caromarc
Human Wizard (Teleportation) 6.
S 10 (0 pts = 10)
D 14 (5 pts = 14)
C 14 (5 pts = 14)
I 20 (10 pts = 17) +2 racial =1 lvl4
W 8 (-2 pts = 8)
C 12 (2 pts=12)
HP 44 = 6+5*4+6 favored +12 con
F 4=2 base + 2 att
R 4=2 base +2 att
W 4=5 base -1 att
BAB 3 base
AC 12 = +2dex
Dr Jornel Caromarc
H: Spell Focus: Conjuration
W1: Scribe scrolls
W1: Arcane Bond: Familiar (Octopus)
1: Augment Summoning
3: Craft Wondrous Item
W5: Craft Magic Arms and Armour
5: Craft Construct
Skills (2 class + 5 int + 1 human)*6 levels = 48
[r=ranks, c=class skill. Default skills not listed]
Craft:Alchemy 14=6r+3c+5 int
Knowledge: planes 14=6r+3c+5 int
Knowledge: arcana 14=6r+3c+5 int
Spellcraft 14=6r+3c+5 int
Knowledge: nobility 11=3r+3c+5 int
Knowledge: local 11=3r+3c+5 int
Knowledge:dungeoneering 9=1r+3c+5 int
Knowledge:geography 9=1r+3c+5 int
Knowledge:history 9=1r+3c+5 int
Knowledge: religion 9=1r+3c+5 int
Knowledge: nature 9=1r+3c+5 int
Knowledge: engineering 9=1r+3c+5 int
Linguistics 9=1r+3c+5 int
Appraise 9=1r+3c+5 int
Craft:Mechanics 9=1r+3c +5 int
Fly 6=1r+3c+2 dex
Perception 5=6r-1wis
Swim 5=1r +1 str+ 3 familiar
Diplomacy 2=1r+1 cha
Languages
Common, Draconic, Infernal, Abyssal, Celestial, Ignan, Aquan
Spells/day
0: 4
1: 6 = 3+2 att +1 school
2: 5 = 3 +1 att +1 school
3: 4 = 2 +1 att +1 school
Spellbook
0: all but illusion and abjuration
1: 9 (2c)
2: 4 (2c)
3: 4 (2c)
Abilities
School +3 rnds conjured creatures
Shift 8/day 30ft swift action
banned: illusion, abjuration
APersonAmI |
Yeah, I am really interested in this. There is a character from a previous game of mine I want to use personality and character wise, but backstory/mechanically I’ll obviously remake him from scratch. Here is my idea, mechanically: Urban Druid of the Lust subdomain. My character will be a manipulative, shape-shifting mind controller, capable and willing to take advantage of the mind and soul of natural life itself. For a name, does La Siréene Dorée work with the setting?
My Character Sheet. Note that it is very incomplete, wanted to get down some of the mechanics first, will piece together the rest( personality traits and backstory and such) as soon as possible. The CWI was mostly a choice for self-sufficiency, but it would be excellent for it to be able to add to the flavor of the campaign. Since I have not had opportunity to consider this use of the feat, my current equipment list is very standard.
3rd-Level Spells (4+Domain/day)
2nd-level Spells (5+Domain/day)
1st-level Spells (5+Domain/day)
HP(6d8+12)
Current HP = 5*6+12 = 42
Male Human Urban Druid
TN Medium humanoid (human)
Init +1 (+1 DEX) Perception +13
DEFENSE
AC 17
Fort +9, Ref +5, Will +14(+16 versus Divinations/Enchantment)
OFFENSE
Speed 30 ft.
Melee +2
Ranged +5
Special Attacks None
Standard Memorizations (CL 6th) (Will add this later)
3rd-Level Spells (4+Domain/day)
2nd-level Spells (5+Domain/day)
1st-level Spells (5+Domain/day)
STATISTICS
Str 7 Dex 12 Con 12/14 Int 12 Wis 20/24 Cha 12
Base Atk +4; CMB +2; CMD 13
Feats
Spell Focus: Conjuration (human bonus feat)- +1 DC for Conjurations
Augment Summoning (Lvl 1)- +4 Con/Str for summoned monsters.
Craft Wondrous Item (Lvl 3)- May craft wondrous items.
Persistent Spell (lvl 5)- Metamagic, +2 spell levels, targets must make 2 saves and make both rather than just 1 save.
Traits:
Magic Linage: Charm Person - Reduce spell level by one when administering metamagic to Charm Person
Fast Talker- Bluff +1, Bluff as class skill
Skills
Bluff +11 (6 ranks, +1 CHA, +3 for class skill, +1 Fast Talker)
Diplomacy +12 (6 ranks, +1 CHA, +3 class skill, +2 Lorekeeper)
Fly +2 (1 rank, +1 DEX, +3 class skill,-3 ACP)
Heal +11 (1 rank, +7 Wis, +3 class skill)
Knowledge (Arcana) +3 (1 rank, +2 INT)
Knowledge (Dungeoneering) +6 (1 ranks, +2 INT, +3 class skill)
Knowledge (Geography) +3 (1 rank, +2 INT)
Knowledge (History) +8 (1 rank, +2 INT, +3 class skill, +2 Lorekeeper)
Knowledge (Local) +8 (1 rank, +2 INT, +3 class skill, +2 Lorekeeper)
Knowledge (Nature) +13 (6 ranks, +2 INT, +3 class skill, +2 Nature Sense)
Knowledge (Nobility) +8 (1 rank, +2 INT, +3 class skill, +2 Lorekeeper)
Knowledge (Planes) +3 (1 ranks, +2 INT
Knowledge (Religion) +3 (1 ranks, +2 INT)
Linguistics +3 (1 rank, +2 INT)
Perception +13 (6 ranks, +7 WIS)
Spellcraft +11(6 ranks, +2 INT, +3 class skill)
Survival +13 (1 rank, +7 Wis, +3 class skill, +2 Nature Sense)
Favored Class: Druid, +6 skill points.
Racial Traits +1 skill rank per level, Bonus Feat
Languages Common, Undercommon, Fey, Druidic, 1 TBD
SPECIAL ABILITIES
Nature Bond: Lust Domain.
An urban druid may not select an animal companion. Instead, she must choose from the following domains, rather than those usually available to druids: Charm, Community, Knowledge, Nobility, Protection, Repose, Rune, or Weather.
Dazing Touch
You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spontanous Casting
An urban druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.
Nature Sense
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Lorekeeper
At 2nd level, an urban druid adds Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) skills to her list of class skills. She also receives a +2 bonus on these skill checks.
Resist Temptation
At 4th level, an urban druid gains a +2 bonus on saves vs. divinations and enchantments.
A Thousand Faces
An urban druid gains this ability at 6th level. A druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
8000: Headband Of Inspired Wisdom+4
2000: Cloak Of Resistance+2
2000: Belt of Mighty Constitution+2
3000: Rod Of Extend Spell
750 Wand Of Cure Light Wounds
7 Heavy Wooden Shield
90 Hide Shirt
153 Various Items
Kinetic_cards |
@Harakani - I think half-cost for magic items you create yourself is correct. Do you mean as according to the default rule (1/2 base price), or were you talking about reducing additional costs associated with abilities for intelligent items or something?
@Black Thom - I would prefer you roll for HP as normal, but if you get a low total, you can redo it and get something closer to average (or higher), so that you are satisfied with your character.
Updated roster::
Ianez Gastnicht, NG male human archaeologist bard
Dr. Jornel Vennel Caromarc, male human wizard (teleportation)
John Woodford |
Ianez will take the traits Mathematical Prodigy (+1 to Knowledge (Arcana) and Knowledge (Engineering) checks) and Scholar of Ruins (of course) (+1 to Knowledge (Dungeoneering) and Knowledge (Geography) checks). That'll make for some minor rearrangements in his knowledge skills, and two skill ranks that can be allocated elsewhere.
Re HP, I've also seen the following methods used for higher totals with some randomness:
d6: 1d3 + 3 or 1d2 + 4
d8: 1d4 + 4 or 1d3 + 5
d10: 1d5 + 5 or 1d4 + 6
d12: 1d6 + 6 or 1d5 + 7
APersonAmI |
Question: Does Alter Self affect clothing/Armor? Alter self does not seem to say so specifically. The Armor is pretty eyecathcing, so would be helpful if so. Also, Harakani? I'm afraid you have made a mistake in your point buy calculation, an ability of 17 is 13 point buy, not ten.
I would have wanted to finish his backstory tonight, but I am just too tired right now. Will finish tomorrow. If you could give me some sort of feedback or reaction to what I've posted so far, regardless of whether you liked it or disliked it, I would appreciate it. By the way: I made a mistake previously, his Perception is actually 16, I've also chosen 4 HP rather than skill points for the favored class bonus.
However, he rarely uses this form. His preferred shape is an Aasimar female with blue eyes, golden blonde hair down to her shoulder blades, and a very small, thin, light build at a mere 4 feet 5 inches. In this form, he presents himself by his first name, La Siréene, as it is quite fitting to that form.
Of course, like most psychopaths, he is excellent at faking empathy to fit in in a social situation.
La Siréene is completely and entirely rational. His ultimate purpose is to improve his own life. In fact, his purpose is to do good, since improving the circumstances of others is much the same as improving your own. As such, he is not very violent or aggressive- why damage his own toys? Because of his outlook, he has no need for anger, revenge, hate, racism, sexism, bigotry in any shape or form, because others are merely playthings to him, and he wants to keep them whole and functioning.
Standard Memorizations (CL 6th)
3rd-Level Spells (4+Domain/day) Suggestion, Sleet Storm, Spike Growth, Stone Shape, Summon Nature’s Ally III
2nd-level Spells (5+Domain/day) Persistent Charm Person, Barkskin, Flaming Sphere, Fog Cloud, Resist Energy, Soften Earth And Stone
1st-level Spells (5+Domain/day) Charm Person, Faerie Fire, Obscuring Mist, Longstrider, Ant Haul, Entangle
Orisons (Unlimited castings, 4 prepared.)Create Water, Detect Magic, Light, Spark
HP6d8 + 16 ⇒ (8, 7, 7, 6, 1, 3) + 16 = 48
Kinetic_cards |
Blackacre and APAI, your characters look good.
@APAI - Alter Self will affect clothing/armor. But in certain circumstances, intelligent monsters get a Perception check to notice if something is amiss.
As of right now, I think we're at a limit for the party. This means I think we'll close the thread to submission of new concepts and see out of everyone who has thrown their hat in the ring thus far, how this shapes up and takes final form.
The updated roster is -
(submitted full draft or nearly full draft of character)
Ianez Gastnicht, NG male human archaeologist bard
Dr. Jornel Vennel Caromarc, ? male human wizard (teleportation)
Inspector Gaston Blackacre, LN human male inquisitor (ragathiel)
La Siréene Dorée, N male human urban druid
(awaiting submission of character draft)
Sandru, ? male half-orc (melee?)
Darious the Second, ? male elf ranger
* I like JMan72 and redclover's character concepts too and think they would add to the campaign. If you create them...I would like to consider including them.
I would like everyone to have ample time to work up their characters. I appreciate the work you've done, but I don't want you feeling stressed over it (not my intention!) :) So, let's take the next week and let everyone polish up their characters, and then we'll think about starting up the campaign.
Thank you very much for your great characters and participation. I look forward to an exciting campaign!
Earl J V Caromarc |
I would like everyone to have ample time to work up their characters. I appreciate the work you've done, but I don't want you feeling stressed over it (not my intention!) :) So, let's take the next week and let everyone polish up their characters, and then we'll think about starting up the campaign.
Hope that's not because of me! It was my own fault - I wrote three pages of background when the only stat was "Wizard (teleportation) 6. Human?"
Sandru |
@DM
Reporting for duty, Sir! Just finishing up alternate racial traits and gear.
Half-Orc Barbarian 3/Rogue 3 (no archetypes yet). MELEE!
@applicants
Quick question though to you rogue types out there... You guys got "trapfinding" covered? I'd forego it and go into an archetype, if you do... My non-physical attributes are low... so I'm not the best at it.
Let me know.
Don't want it to be a waste... redundant, etc...
Sandru
Sharmune, Radiant of the Night |
Darious, The Second
Darious, The Second
Male Elf Ranger 6 | [Chaotic Neutral]
Description
Age 120
Looks Brown hair, Brown eyes
Height/Weight 5'4" tall, 145lbs. (Medium)
Homeland Darkwood
Deity Ioun
Campaign Night of Werewolf
Representing Sharmune
Strength
14 (+2)
Hit Points
HP 23
Current HP
Dexterity
18 (+4)
Constitution
12 (+1)
Intelligence
14 (+2)
Wisdom
12 (+1)
Charisma
12 (+1)
Initiative +8 = 4 [Dex] +4 [Improved Initiative]
Action Points (Lifetime) 10
Skills
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +10 = DEX 4+6+0
Appraise +2 = INT 2+0+0
Bluff +1 = CHA 1+0+0
Climb* +11 = STR 2+6+3
Craft +2 = INT 2+0+0
Craft +2 = INT 2+0+0
Craft +2 = INT 2+0+0
Diplomacy +1 = CHA 1+0+0
Disable Device*† +4 = DEX 4+0+0
Disguise +1 = CHA 1+0+0
Escape Artist* +4 = DEX 4+0+0
Fly* +4 = DEX 4+0+0
Handle Animal† +10 = CHA 1+6+3
Heal +10 = WIS 1+6+3
Intimidate +1 = CHA 1+0+0
K (Arcana)† +2 = INT 2+0+0
K (Dungeoneering)† +2 = INT 2+0+0
K (Engineering)† +2 = INT 2+0+0
K (Geography)† +2 = INT 2+0+0
K (History)† +2 = INT 2+0+0
K (Local)† +2 = INT 2+0+0
K (Nature)† +2 = INT 2+0+0
K (Nobility)† +2 = INT 2+0+0
K (Planes)† +2 = INT 2+0+0
K (Religion)† +2 = INT 2+0+0
Linguistics† +2 = INT 2+0+0
Perception +3 = WIS 1+0+0+2 [elf]
Perform +1 = CHA 1+0+0
Perform +1 = CHA 1+0+0
Profession† +10 = WIS 1+6+3
Profession† +1 = WIS 1+0+0
Ride +4 = DEX 4+0+0
Sense Motive +1 = WIS 1+0+0
Sleight of Hand*† +4 = DEX 4+0+0
Spellcraft† +11 = INT 2+6+3
Stealth* +4 = DEX 4+0+0
Survival +10 = WIS 1+6+3
Swim* +11 = STR 2+6+3
Use Magic Device† +1 = CHA 1+0+0
* Armor Check Penalty 0
† Trained Only
Equipment
Notes
Base Speed [ 30 (6 sq.) ]
AC [15] = 10 + 1 [Cloth] +4 [Dex]
Touch AC [14] Flat-Footed [11]
Base Attack Bonus +6
Basic Melee Attack +8
Basic Ranged Attack +10
Weapon
Attack Bonus
Critical
Rapier +10 18-20
P 1d6+2
Type
Range
Ammo
Damage
Weapon
Attack Bonus
Critical
Off. Rapier +10 18-20
1d6+2
Type
Range
Ammo
Damage
Fortitude Save +6 = 5 [base] +1 [Con]
Reflex Save +9 = 5 [base] +4 [Dex]
Will Save +3 = 2 [base] +1 [Wis]
CMB +8 = 6 [BAB] +2 [Str] +0 [size]
CMD +22 = 6 [BAB] +2 [Str] +4 [Dex] +0 [size] + 10
Feats
Improved Initiative
Two-Weapon Fighting
Two-Weapon Defense
Improved Two-Weapon Fighting
Traits
Fencer
Extremely Fashionable
Scholar of the Great Beyond
Classically Schooled
Dilettante Artist (Elf)
Merchant of the Great Market
Slayer's Oath
Rich Parents
Carrying Capacity
Light Load: 58lbs.
Medium Load: 116lbs.
Heavy Load: 175lbs.
Lift Over Head: 175lbs.
Lift Off Ground: 350lbs.
Push or Drag: 875lbs.
Languages
Common
Elven
2 Bonus Languages (Int)
Ranger Spells Per Day
Level 1 1 + 1 [Wis]
Special Abilities
Elf
Low-Light Vision
Elven Immunities: Immune to magic sleep effects. +2 to saves vs. enchantment
Elven Magic: +2 to caster level checks vs. spell resistance. +2 to Spellcraft (magic item properties)
Keen Senses: +2 Perception
Weapon Familiarity: longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows. Any weapon with 'elven' in its name is treated as a martial weapon.
Bonus Languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan
Ranger
Hunter's Bond
Endurance
1 Favored Terrains
2 Combat Style Feats
Track
Wild Empathy
2 Favored Enemies
Experience Points 0
Sandru |
The... trope as it were, is: Quasimodo, Franenstein's Monster, Darkman (more look and ability).
An experiment that perhaps didn't go as expected. Attained some results, but not all. Now, freed... and plagues with the "what is the meaning of life", "why was I created".
Trying to lead a peaceful life but being draw into dangerous situations, inwardly knowing... that having become what he is, he must act because he can... and as he'd experienced so many others can not.
Sandru tends to with garden and raises several small animals, taking pleasure in the simple life.