With a quick stride, Karak reaches the tangled man. Sheathing his whip and shield, he searches the man for weapons and removes them. Grabbing the man by the collar, he effortlessly lift him up to his face.
Baring his fangs, he growls: "You head the First asking you to drop your weapons, and you fired on her. So now, instead of talking to her, you've got me. You now have five seconds to tell me who you are, why did you attack and who sent you before I start chewing you up. And it's not an image."
Docks side
Rauvdra taps Mylivanni and Ǽmon to indicate to fall back slightly so she can whisper to them, "I don't trust this one. Too shifty for my liking. He is up to something..."
Aurelia steps forth protectively raising her shield to cover their captive in case there is a sniper who can take him out before saying anything. She scans the surrounding buildings, alleys and rooftops.
Aurelia is giving the prisoner 9/10 cover Perception1d20 ⇒ 16
"Form a circle around the prisoner and look around us, there might be more of them. I don't want an unexpected bolt to deprive us of our answers."
"Yes First! Amelisce moves into position as ordered, leaving the interrogation to Karak. She immediately begins scanning the alleys and rooftops for snipers or toughs moving in. I really don't like this. Give me the dark alley or rooftop nest any day over having to sit out here exposed. Perception1d20 + 4 ⇒ (16) + 4 = 20
Female High Elf/ PP 13, AC 17, HP 22/21, Action Surge 1/1 Fighter / 2, (Saves) STR +4, DEX +1, CON +4, WIS +1, CHA +0
Rauvdra Waerrar wrote:
Docks side
Rauvdra taps Mylivanni and Ǽmon to indicate to fall back slightly so she can whisper to them, "I don't trust this one. Too shifty for my liking. He is up to something..."
"But that is impossible, is it not"? "He is a halfling". Myliv's eyes narrow, and she looks at the halfling intently.
You do not perceive anything out of the ordinary, except startled passersby. From the inside of the inn you can hear sounds of commotion and alert being raised.
As she walks following the halfling, she keeps a look out at their surroundings looking for potential threats.
Perception: 1d20+6
Rauvdra:
As you turn around, you notice a group of funny-looking halflings, who seem to watch you from the distance, trying to appear harmless, but failing. You even manage to glimpse an arcane wand hidden in the bright green elven made vest that one of the wears.
Amelisce continues to watch for any emerging trouble and calls out, "First! Nothing in this direction other than some surprised citizens, but I hear activity from the inn. We're probably going to have some visitors soon. If we want to keep this private, we need to hurry or take this off the street."
Active conditions: Mental Focus Ab: 3, Ench: 2; Male Human Cleric (Crusader) Level 1/Occultist 3 (Ancestral Aspirant) HP 30/30; AC 19; Touch 10, FF 16, CMD 14; Conc +8; Fort +6, Refl +2, Will +8; Init +0 Move: 20' ; Perc +10
Graelem nods at the dark elf and looks over the unconscious prisoner making sure he is not close to death. Once done with that, he picks up the body and, grunting with the effort, turns to his commander. "Where to, First?"
"Yes First!" Amelisce helps to get the prisoner up and moving in the direction of the inn. She continues to watch the surrounding for signs of any more incoming trouble. We'll see if this one is ready to talk or requires some persuasion. she thinks while fingering another needle secreted within her belt.
As you enter the inn, the patrons return to their tables, talking amongst themselves. The space around the squad is free of people, and most of the patrons seem disturbed by the Company's presence.
In the meantime, at the docks... the group of halfling passes by the members of 101st Squad. They seem to be heading towards one of the ships tied to the docks. At the prow of the ship there is a figure of a strange creature, with the upper body of a horned goat and the lower half of a long-tailed fish.
Active conditions: Mental Focus Ab: 3, Ench: 2; Male Human Cleric (Crusader) Level 1/Occultist 3 (Ancestral Aspirant) HP 30/30; AC 19; Touch 10, FF 16, CMD 14; Conc +8; Fort +6, Refl +2, Will +8; Init +0 Move: 20' ; Perc +10
Graelem eyes the crowd a bit nervously before turning to his commanding officer. "Perhaps we can take this to a private room, First?" He asks in a low voice.
Amelisce looks for an innkeeper or other figure of authority in the Inn. "First, perhaps the Pathfinder artificer has a room here? See anyone we could ask?" Perception1d20 + 4 ⇒ (4) + 4 = 8
Rauvdra hears Mylivanni speak. She simply gives a nod to Mylivanni, though she still keeps an eye on the halfling group as she follows Mylivanni, who has taken the leader role for the three of them. As she comes near the ship she takes a longer look at the figure on the ship's prow. She whispers to Mylivanni, "Just indicate to me if you need help with some persuasion."
Amelisce quickly spots a bald dwarf with his white beard braided in a single thick and long braid, bounded with golden rings. He wears an apron and holds an axe in each hand, seemingly unsure what to think of this latest happening in the inn.
Looking around, Amelisce spies the dwarf. Looks like the innkeep. Or a bartender at least. Someone who can help us take this private and find our Pathfinder. She moves over by Aurelia and gestures toward the man. "Aurelia. Good fortune. I think the innkeeper is right there. But, he looks a little nervous about our entrance."
"We're the Black Company Innkeeper, 101st Squad. And this man is what's left of a unit that just tried to keep us out of here. We came looking for a Pathfinder artificer said to stay here. Sooner we see him, the sooner we're on our way."
Rauvdra simply steps in beside Mylivanni and looks down at the halfling before her, remaining silent with her arms folded as she also continuously scans for any sign of trouble.
I would probably go for human paladin or cleric. Rolling for noble
1d20 ⇒ 20 Ah, now I get a natural 20. Knowing my luck, in this case it probably means I get a slightly retarded character. Race: Mongrel
Bearder like a dwarf, slender like an elf, high like a halfling, with gnome head-to-body ratio and face of an orc.
For my fetchling character, seeing we not at character level 13, where fetchling gains the plan shift ability to move between material plane and shadow plane. I require a means to get to Korvosa, i was thinking of a Shadow gate, as means to get to Korvosa. Would this work, and perhaps where could the gate exist in Golarion?
No archtypes for ninja, so keep it open for future possible archtypes.
Even though under paragraph Adventurers this sentence "Fetchlings make excellent ninjas, oracles, rangers, rogues, and summoners." is mentioned, there is no Favoured Class Options for the Ninja class.
@nightflier, under what would you classify Stowaway trait? Social....
That is a campaign trait and not appropriate for this game. It doesn't matter how you became a part of Black Company. If you want to leave that part of your background as a mystery, you are welcome to do so.
First draft of character is in the spoiler. I'll add description and background tomorrow.
I'm going as planned with a noble hobgoblin spell-less ranger.
Karak:
Karak
Male Hobgoblin Noble Spell-Less Ranger 1 (Dual style and Companion bound)
LN Medium Humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+4 armor, +1 shield, +3 Dex, +1 natural)
hp 14 (1d10+3+1)
Fort +5, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Light Shield Bash +6 (1d4+5+1/x2) and
. . Longsword +6 (1d8+5/19-20/x2) and
. . Whip +6 (1d3+5/x2)
Ranged Sling +4 (1d4+5/x2/50)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 16, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +6; CMD 19
Feats Two-weapon Fighting
Traits Armor Expert, Prehensile Whip, Shield Bearer.
Racial traitsFearsome, +4 intimidate, Pit boss: whip prof., +1 CMB to trip and disarm, scarred +1 Nat Armor
Skills Acrobatics +3, Bluff +0 (+2 vs. humans), Climb +8, Escape Artist +3, Handle Animal +4, Intimidate +8, Perception +6 (+8 vs. humans), Ride +2, Sense Motive +2 (+4 vs. humans), Stealth +10, Survival +6 (+8 vs. humans, +7 to track), Swim +7;
Racial Modifiers +4 Stealth, +4 Intimidate.
Languages Common, Goblin
SQ track, wild empathy
Other Gear Leather lamelar armor (60 gp), Shield Spikes Light steel shield (19 gp), Longsword(15 gp), Whip (1 gp), Sling and 20 bullets (2 gp). Total 97 GP
--------------------
Special Abilities
--------------------
Shield bearer +1 shield bash damage, 1/day, give +2 shiled bonus to adjacent character
Armor Expert -1 Armor check penalty
Prehensile Whip You can use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
AppearanceTaller than most of his fellow hobgoblin, Karak towers at 6'5 and 250 Lbs. Heavily muscled with a skin so pale it looks almost white, his eyes are pure rubis.
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Here are the basics of my more exotic character, Name, equipment, traits, etc. still TBD.
Handsome Stranger
Spoiler:
Handsome Stranger
Female Nagaji Cavalier (Emissary) 1
LN Medium Humanoid (reptilian)
Init +1; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+5 armor, +3 shield, +1 Dex, +1 natural)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +0; +2 bonus vs. mind-affecting effects and poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +5 (1d4+4/x2) and
. . Atlatl dart +1 (1d6+4/x2) and
. . Battleaxe +5 (1d8+4/x3) and
. . Great Chain +5 (1d8+4/x2) and
. . Tri-point double-edged sword +5 (1d10+6/x3)
Ranged Atlatl +2 (1d6+4/x2)
Special Attacks dragon's challenge +1 (1/day)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 10, Wis 11, Cha 16
Base Atk +1; CMB +5; CMD 16
Feats Mounted Combat (1/round), Shake It Off, Shield Focus
Skills Acrobatics -4, Bluff +7, Climb -1, Craft (calligraphy) -2, Diplomacy +7, Escape Artist -4, Fly -4, Perception +6, Ride -4, Sense Motive +4, Stealth -4, Survival +0 (+1 to provide food and water for allies or to protect allies from harsh weather), Swim -1; Racial Modifiers +2 Perception, +5 ride while riding your bonded mount., dragon's skills
Languages Common, Draconic
SQ animal companion link, orders (order of the dragon), resistant, serpent's sense
Other Gear Kikko armor, Heavy wooden shield, Atlatl, Atlatl dart (6), Battleaxe, Great Chain, Tri-point double-edged sword, 88 GP
--------------------
Special Abilities
--------------------
+5 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -5 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Dragon's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Resistant (Ex) +2 racial saving throw bonus against mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Shake It Off Gain +1 to all saving throws per adjacent ally
Shield Focus +1 Shield AC
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Also, not trying to min-max or anything, but I think it would be cool atmosphere wise if the mount was something more exotic than a horse. The abilities could be the same, or similar power level, but more exotic to reflect the uniqueness of the character. Any thoughts?
I'm afraid that the first several levels of this campaign will not be exactly friendly towards mounted characters. I have no problem with exotic mount - some kind of lizard or dinosaur - but you will have to leave it behind a lot.
I'm afraid that the first several levels of this campaign will not be exactly friendly towards mounted characters. I have no problem with exotic mount - some kind of lizard or dinosaur - but you will have to leave it behind a lot.
that's not a problem. I am aiming more towards LN paladin tan a mounted warrior anyway.
Seeing that there is a bug in using unordered lists in normal posts. I made a new alias for the fetchling assassin Zaivar Kworin. Background can be expanded, with how she managed to get to Korvosa from Shadow Plane.
Is it possible to have leaf armour instead of leather armour? Also allowed to start off with a poison or two for the darts and bolts?
Still busy trying to get the traits and feats sorted out for the drow sorceress. Expand the background too, only have ideas for parents for the crossblooded result.
Male Human Cleric (Crusader, Charismatic) Level 1
Lawful Neutral
21 Years old
STR 14 +2
DEX 11 0
CON 12 +1
INT 14 +2
WIS 16 +3
CHA 15 +2
HP 10 (8 max, +1 Con, +1 fav)
AC
Move 30
Init +0
Concentration +4
Traits:
1. Charming (Social): Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
2. Child of the Crusades (Region) Benefit: Your parents stood strong against the worst of this world and the great beyond. and have inherited
their indomitable spirit. You gain a +2 trait bonus on all saves against fear.
3. Honey-Tongued (Religion): Benefit: You have a deep understanding of human nature and social philosophy. You gain a +1 trait bonus on
Diplomacy or Bluff checks when dealing with agents of the law, whether judges, guards, or paladins.
Cleric Archtypes (Crusader/Charismatic)
Diminished Spellcasting: A crusader chooses only one domain and gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level.
Bonus Feat: A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of six at 20th level).
Inspiring Word (Sp): The charismatic receives the inspiring word power of the Nobility domain even if he does not choose that domain. A charismatic with the Nobility domain can use inspiring word an additional 2 times per day and gains a +4 bonus to his leadership score at 8th level.
Spontaneous Casting: A charismatic does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, a charismatic can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above.
1st level—bless
2nd level—aid
3rd level—prayer
4th level—sending
5th level—atonement
6th level—heroes' feast
7th level—mass hold person
8th level—mass charm monster
9th level—mass hold monster
Leadership (Ex): At 7th level, a charismatic gains Leadership as a bonus feat.
Domain: Loyalty (Associated Domain: Law.)
Granted Powers: Touch of Loyalty (Su): You can touch a willing creature as a standard action, granting it a +4 sacred bonus on saving throws to resist charm and compulsion effects. This effect lasts for 1 hour or until you prematurely end it (a free action). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—command*, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—greater command*, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).
Here is drow sorceress Rauvdra Waerrar. Missing one trait, have no idea what to do there. Equipment, more or less done. Background definitely needs to be completed and expanded. For the crossblood powers, I did include both. At the moment, I marked the chosen one with a Y, and not selected one at N. Still deciding which to keep, and the one to remove.
--------------------
Defense
--------------------
AC11, touch 11, flat-footed 10
hp 11 (1d10+1)
Fort +2, Ref +1, Will +2;
--------------------
Offense
Bastard Sword: +5 (1d8+4)
Longbow: +2 (1d8)
Init +1; Speed 30 ft.
Deity: Iomedae
Base Atk +1;
Feats: Exotic Weapon Proficiency – Bastard Sword
Skills: 3 skill ranks
Knowledge(planes) +3, Heal + 6, Diplomacy +9, Intimidate +9
Class Abilities: Aura of good, detect evil, smite evil 1/day
Racial Modifiers: darkvision (60ft), +2 to Heal and Knowledge(planes), Alter self (spell like),
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Common and Celestial.
Traits:
Defender of the Society: You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Birthmark: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Sacred Avenger: When a creature damages you with a weapon, on your next turn you gain a +1 trait bonus on weapon damage against that creature. If this creature is a noted racial or favored enemy this bonus increases to +2.
Archetypes:
Sword of Valor/ Oath of Vengeance
First into battle(Su): At 2nd level, a sword of valor can spend 1 use of smite evil or lay on hands to act in the surprise round, even if surprised. When making an Initiative check, a sword of valor gains a bonus to the check equal to his Charisma bonus.
Channel Wrath(Su): When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.
Powerful Justice(Su): At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin’s bonus to damage, not her smite’s attack bonus or ability to bypass DR.
Prayer of the Fourth Act (Su): At 6th level, by spending 1 minute praying a sword of valor can spend one use of channel energy to give living creatures in the channel burst temporary hit points equal to the amount that ability normally heals. These temporary hit points last for no more than 1 hour.
Worthy Enemy(Su): at 11th level, when a sword of valor critically hits an enemy with a smite, the target must make a Will saving throw (DC = 10 + 1/2 the paladin’s level + the paladin’s Charisma bonus) or be compelled to surrender to the paladin, as if affected by a suggestion spell (CL = the paladin’s level) to lay down arms and give up the fight. An enemy that succumbs to this ability remains docile until it is injured by the paladin or one of his obvious allies, at which point the compulsion to surrender immediately ends and the enemy is free to make his own choices again. If the enemy makes the save, it is not subject to this ability for 24 hours. Worthy enemy is a mind-affecting effect.
Oath Spells: 1st—wrath; 2nd—confess; 3rd—blessing of fervor; 4th—order’s wrath
Normally the Con bonus and favourite hp bonus are added to the base once.
Just want to check something, if one takes a favourite class race bonus that gives a 1/2 or 1/3 skill point bonus, this bonus does not count towards the rank points assigned.
Have to give the poisons a skip for now, they rather expensive items.
Just want to check something, if one takes a favourite class race bonus that gives a 1/2 or 1/3 skill point bonus, this bonus does not count towards the rank points assigned.
Correct, that does not count as a rank. Its treated as a bonus to the skill.
Well fetchling assassin Zaivar Kworin is practically done.
Drow sorceress Rauvdra Waerrar is almost done. missing one trait, still deciding bloodline power (though temporary choice is made), incomplete background (I rather expand it when more information about the drow move is available). Alignment may change as needed.
So lets see which characters are done (excludes secrets, and fine adjustments as requested), almost done, or work in progress.
DarkOne - drow sorceress Rauvdra Waerrar - shadow - arcane - almost done
DarkOne - fetchling assassin Zaivar Kworin - black - stealth - done
Llealian - noble hobgoblin spell-less ranger Karak - black/hellknight - melee - almost done
scranford - nagaji cavalier "Handsome Stranger" - hellknight/black - melee - work in progress
Mark - human druid Amira Oenestria - black - divine/supporting - work in progress
Eric - human cleric Grealem - black - divine - work in progress
High Duke - aasimar ??? Aurelia - black - divine/supporting - work in progress
Still to appear
Vikturiun - tiefling magus ??? - black - supporting - work in progress
michealane - drow ??? ??? - shadow - ??? - work in progress
michealane - ??? ??? ??? - black - ??? - work in progress
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2
Considering going with the Rune domain only and keeping the Companion, I'd rather not have a useless class feature so if I'd be leaving it behind all the tyime I'll stick with the 2nd domain.
DarkOne - drow sorceress Rauvdra Waerrar - shadow - arcane - almost done
DarkOne - fetchling assassin Zaivar Kworin - black - stealth - done
Llealian - noble hobgoblin spell-less ranger Karak - black - melee - almost done
scranford - nagaji cavalier "Handsome Stranger" - hellknight/black - melee - work in progress
Mark - human druid Amira Oenestria - black - divine/supporting - work in progress
Eric - human cleric Grealem - black - divine - work in progress
High Duke - aasimar ??? Aurelia - black - divine/supporting - work in progress
michealane - sylph witch Talaitha - black - supporting - work in progress
michealane - fetchling shadowsworn Amelisce - black - stealth - work in progress
michealane - elf magus Opalara - black - supporting - work in progress
Still to appear
Vikturiun - tiefling magus ??? - black - supporting - work in progress
michealane - drow ??? ??? - shadow - ??? - work in progress
Take your time, guys. I am gonna wait for you to finish your character proposals. Each of you may essentially propose 3 characters, 1 for Black Company, 1 for Shadow and 1 for Order of Sihedron.
HP | AC (T , FF ) | CMD | F + | R + | W + | Init + | Per + |
nightflier, would you consider a custom race from ARG? Of a build point total equal to other playable races and subject to your approval, of course. Let me know.
OK Graelem is nearly completed. Added Feats, skills, and purchased armor. Just need to work on some fluff for him. BTW I have him worshipping Iomedae, but I may change this to either Asmodeus or Zon-Kuthan, depending on how the other party members shakeout. If the majority of them are non-good then I will switch deities.
Graelem:
Graelem
Male Human Cleric (Crusader, Charismatic) Level 1
Worships Iomedae
Lawful Neutral
21 Years old
STR 14 +2
DEX 11 0
CON 12 +1
INT 14 +2
WIS 16 +3
CHA 15 +2
HP 18 (8 max x2, +1 Con, +1 fav)
AC 19 (+6 armor, +3 shield); Touch 10, FF 16
Move 30
Init +0
Concentration +4
Fort +3, Refl +0, Will +5
Traits:
Charming (Social): Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Child of the Crusades (Region) Benefit: Your parents stood strong against the worst of this world and the great beyond. and have inherited
their indomitable spirit. You gain a +2 trait bonus on all saves against fear.
Honey-Tongued (Religion): Benefit: You have a deep understanding of human nature and social philosophy. You gain a +1 trait bonus on Diplomacy or Bluff checks when dealing with agents of the law, whether judges, guards, or paladins.
Skills (2 + 2 int + 1 human)
Diplomacy
Heal
Knowledge Religion
Perception
Sense Motive
Feats:
Selective Channeling: Choose whom to affect with channel energy.
Warrior Priest: +1 bonus to initiative and +2 on concentration checks when casting defensively.
Shield Focus (B)::Gain a +1 bonus to your AC when using a shield.
Cleric Class Abilities:
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Spells
Level 0 (DC 13): 2
Level 1 (DC 14): 1+1
Channel Energy (Su): 1d6 (Will DC 13) 5/day
Cleric Archtypes
1. Crusader
Diminished Spellcasting: A crusader chooses only one domain and gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level.
Bonus Feat: A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of six at 20th level).
2. Charismatic
Inspiring Word (Sp): The charismatic receives the inspiring word power of the Nobility domain even if he does not choose that domain. A charismatic with the Nobility domain can use inspiring word an additional 2 times per day and gains a +4 bonus to his leadership score at 8th level.
Spontaneous Casting: A charismatic does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, a charismatic can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above.
1st level—bless
2nd level—aid
3rd level—prayer
4th level—sending
5th level—atonement
6th level—heroes' feast
7th level—mass hold person
8th level—mass charm monster
9th level—mass hold monster
Leadership (Ex): At 7th level, a charismatic gains Leadership as a bonus feat.
Domain: Loyalty (Associated Domain: Law.)
Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Replacement Power: The following granted power replaces the touch of law power of the Law domain.
Touch of Loyalty (Su): You can touch a willing creature as a standard action, granting it a +4 sacred bonus on saving throws to resist charm and compulsion effects. This effect lasts for 1 hour or until you prematurely end it (a free action). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2
your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—command*, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—greater command*, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).
Visoola is ready to play. Still need to design the mount, and come up with a background...I know she's an emissary from Tian Xi, but not sure exactly where yet...got some reading to do. But I'll make a profile, and complete this week. I'm on the road, but should have some free time on some days. This should be enough to start and not hold up the game.
Visoola
Spoiler:
Visoola
Female Nagaji Cavalier (Emissary) 1
LN Medium Humanoid (reptilian)
Init +1; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+5 armor, +3 shield, +1 Dex, +1 natural)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +0; +2 bonus vs. mind-affecting effects and poison
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +5 (1d4+4/x2) and
. . Atlatl dart +1 (1d6+4/x2) and
. . Battleaxe +5 (1d8+4/x3) and
. . Great Chain +5 (1d8+4/x2) and
. . Tri-point double-edged sword +5 (1d10+6/x3)
Ranged Atlatl +2 (1d6+4/x2)
Special Attacks dragon's challenge +1 (1/day)
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Statistics
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Str 18, Dex 12, Con 14, Int 10, Wis 11, Cha 16
Base Atk +1; CMB +5; CMD 16
Feats Mounted Combat (1/round), Shake It Off, Shield Focus
Traits Law Enforcer, Magical Talent (Mage Hand) (1/day) (Sp), Xa Hoi Soldier
Skills Acrobatics -4 (-8 jump), Bluff +7, Climb -1, Craft (calligraphy) -2, Diplomacy +7, Escape Artist -4, Fly -4, Perception +6, Ride -4, Sense Motive +4 (+6 to get a hunch in a social situation), Stealth -4, Survival +0 (+1 to provide food and water for allies or to protect allies from harsh weather), Swim -1; Racial Modifiers +2 Perception, +5 ride while riding your bonded mount., dragon's skills
Languages Common, Draconic
SQ animal companion link, orders (order of the dragon), resistant, serpent's sense
Other Gear Kikko armor, Heavy wooden shield, Atlatl, Atlatl dart (6), Battleaxe, Great Chain, Tri-point double-edged sword, Dungeoneering kit, Riding kit, exotic, 37 GP
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Special Abilities
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+5 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -5 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Dragon's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Law Enforcer +2 to Sense Motive to get a hunch.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Talent (Mage Hand) (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Resistant (Ex) +2 racial saving throw bonus against mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Shake It Off Gain +1 to all saving throws per adjacent ally
Shield Focus +1 Shield AC
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nightflier, would you consider a custom race from ARG? Of a build point total equal to other playable races and subject to your approval, of course. Let me know.
I updated Rauvdra
Added skill point for favourite class as there are no pain, curse and evil cantrips.
Still missing one trait. Have a magic and combat trait, so last trait most likely have to be social or equipment.
Added a small significant piece of information on background skeleton.
Just want to make sure with the archtype for sorcerer, I just ignore the Drawback for Crossblodded, and nothing else.
Don't have time to make a 3rd character (Hell Knight) )at this time, so only having 2 submissions.
If need be, is a requirement, I could make a drow cavern sniper crossbowman/archer character for stealth-support, if another non-shadow full arcane caster appears.
HP | AC (T , FF ) | CMD | F + | R + | W + | Init + | Per + |
I tried messing about with a few custom race ideas, but no matter what I do, it always feels cheesy, as it is too custom built to reflect what I need for a build, as opposed to a general race.
My idea had been to have a character that was the product of a marriage between a Teifling and an Aasimar. He'd have some celestial traits, and generally reflect interesting aspects of each.
So, on another note, I'm looking at making Teifling or Aasimar work, just on their own. Would you allow to substitute a +2 Str/Cha for a +2 Str/Int? Did you ever notice that there is not a single Str/Int race in the game?
I would suggest that you take modified version of Clever Fighting feat from Midnight. Here it is:
Clever Fighting [General]
Prerequisites: Dex 13, Int 13, Weapon Finesse, base attack bonus +2.
Benefit: You are able to place finesse attacks where they deal greater damage. You may apply your Intelligence bonus instead of your Strength bonus to damage rolls when using any light weapon, as well as any weapon that can be used with Weapon Finesse, such as a rapier or whip. You cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load. Targets immune to sneak attacks or critical hits are immune to damage from Clever Fighting.
This is intended to emulate the way that Sherlock Holmes fights in those new movies with Robert Downey Jr.
If need be, is a requirement, I could make a drow cavern sniper crossbowman/archer character for stealth-support, if another non-shadow full arcane caster appears.
@DarkOne: My Shadow/Drow ideas are going to have too much overlap with your character. If you're liking Rauvdra, you should probably go with that and I can play Amelisce which would give us some stealth and arcane. Or if Nightflier thinks two full arcane characters would be better, I play Talaitha.
@Nightflier: if you really do want some competition for the Shadow and Hellnight roles, I can work on it a bit more. I do think we need at least one arcane caster in all likelihood though, so I've been reluctant to build something other than that for the Shadow role. Suppose I could give you a Signifier option for the Hellknight role. I will withdraw Opalara since it looks like Vikturian will stick with magus.