Plague of Sorrows

Game Master Laughmask.

Map of Sorrowmoor
Map of Ilderan
Ilderan Lore


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This is the Alias Choon will be using for his Occultist. it is mostly done, I think. I do still need to do gear, but the hard part is done.

Stat block:

Medium Humaniod (Elf) Occultist (haunt collector) 1
Init +6 (+4dex, 2trait); Senses: Perception +11, Low-Light

DEFENSE
AC 14, Touch 14, Flat-Footed 10 (+4dex)
HP 9/9
Fort +3, Ref +4, Will +2 CMD 21
+4 vs fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments
Favored Class: Occultist 1/2 point Mental Focus/day

OFFENSE
Speed: base 30
CMB +7

Melee

Ranged
+3 Composite Longbow (Str2) 1d10+2 19-20 x3

STATS
Str 14, Dex 17, Con 12, Int 19, Wis 11, Cha 10
B.A.B. +0
+4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments

feats, traits, languages, rage powers
FEATS:
(b) Run
(1) Point Blank Shot

spells:
Implement Schools:
0lvl -
Abjuration:
Resistence
Transmutation:
Mending

1st 1+1/day
Abjuration:
Shield
Transmutation:
Magic Weapon

TRAITS:
Pragmatic Activator: Int to UMD

LANGUAGES: Common, Elf, Gnome, Goblin, Orc, Sylvan

Trained Skills and SQ's
TRAINED SKILLS:
8 points/lvl
Skill bonus=rank+ability+class+misc
Acrobatics: 4=1+3+0
Kn(arcana): 8=1+4+3
Kn(rel) 8=1+4+3
Perception: 4=1+0+3
Stealth: 4=1+3+0
Spellcraft: =1+3+3
UMD: =1+3+3

SPECIAL QUALITIES:
-Racial

Defense Racial Traits
Elemental Resistance (Fire chosen)
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
See Fleet Footed.

Magical Racial Traits
Desert Runner
Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces elven magic.

Offense Racial Traits
While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Senses Racial Traits
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Class Based
Weapon and Armor Proficiency: An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Spells: An occultist casts psychic spells drawn from the occultist spell list presented on page 58, limited by the implement groups he knows. He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component (see Implements on page 47). To learn or cast a spell, an occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an occultist’s spell equals 10 + the spell level + the occultist’s Intelligence modifier.

An occultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–6: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).

The occultist’s selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school’s spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school’s list for each time he has selected that school. When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times).

At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost. An occultist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

An occultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.

Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.

Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.

Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).

Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.

See the Implement Schools section starting on page 50 for a complete list of implements associated with each school and their focus powers.

Knacks: An occultist learns one knack, or 0-level psychic spell, each time he selects an implement school (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal.

Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.

Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.

The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.

The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.

The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.

Gear

Capacity:

story:

"The Abrasax is more than a title, son. It is a responsibility. A Legacy." His father had said those words so many times. Every day, or nearly so. Now, those words pressed on him and threatened to turn his bones to powder. The forest laughed, the ghosts danced, and his father's blood ran down his lap. Power surged into him. He was not ready, not now! He was breaking, collapsing. He wasn't ready! The training was only half complete! How could he control the Implements when he knew so little about them!
The power didn't care. It fused itself to his soul and settled as a weight on his gut. The ghosts stopped dancing. He picked up his father's bow. The Forest stopped laughing.
He barely made it out alive. But made it he did. His old name was gone, lost to the Forest and it's ghosts. Power surged through him and dwelt in the Impliments he carried. He was The Abrasax, the Protector of the Ways, and under his watch the Forest would behave.


GM Laugh wrote:

People who proposed a character concept, and not just rolls:

Peet Nagaji Oracle

This is the Avatar I (Peet) will be using... give me a bit more time.


BTW, GM:

I wanted to build my guy around primitive weapons since he comes from a time before iron working existed. But there isn't really any way to do that mechanically without houserules.

As an Oracle I would get these proficiencies:

Light Armor
Medium Armor
Simple Weapons

How would you feel about changing this to:

Non-metal armors
Weapons made from primitive materials only (no steel, cold iron, etc.)

Peet/Izússavar


@Izussavar I'm okay with that. There are also these rules if you wanted to go all out. Essentially reflavor an existing bit of equipment that meets the default proficiencies to be constructed of a primitive material.


how did I not see this before.

looks like I am stalking you choon.... actually I am not.

anyway lets see what I get for rolls:

4d6 ⇒ (1, 5, 4, 3) = 13 = 12
4d6 ⇒ (2, 6, 6, 3) = 17 = 15
4d6 ⇒ (3, 1, 5, 1) = 10 = 9
4d6 ⇒ (2, 5, 6, 1) = 14 = 13
4d6 ⇒ (1, 3, 5, 3) = 12 = 11
4d6 ⇒ (5, 5, 3, 3) = 16 = 13

wow that ends up being a 15 point buy.. well that isn't the best it is workable, but pretty sub-par compared to the others though. (pretty good commoner though)

any chance of a re-roll?

Scarab Sages

I know you're stalking me, Ed. I don't mind. :P


GM Laugh wrote:
@Izussavar I'm okay with that. There are also these rules if you wanted to go all out. Essentially reflavor an existing bit of equipment that meets the default proficiencies to be constructed of a primitive material.

OK, cool.

BTW, your link here just comes back to this page.

The weapons I foresee using are:

Greatclub
Spear (with obsidian tips)
Terbutje/Great Terbutje.


Woops: http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/primitiveArmorAndW eapons.html

Ed, I'd like to see what you can do with the 15 point buy since that was the fallback option to rolling.

Reminder, will be naming selections tomorrow morning.


Ed here,

I don't know if I will have the character fully done by then.

here is the starting point for the character in the alias, but obviously the character sheet is all wrong but I wanted to at least present the story.

it is a bit Golorian centered though.

like I said, no way I can have a real decent submission by tomorrow morning.


Pfflÿs is all ready and good to go!


Recruits
--------------------------------
Athanasius of House Liriedir by ambnz
Ian Black by Zayne Iwatani
Duglin Braehammer by wanderer82
Pfflÿs by Valjoen_KC

This was really tough and a lot of great submissions. Best of luck to all. Discussion thread will be up shortly, as well as gameplay for dotting.


Dang! I just finished my backstory.

Oh, well. Have fun everyone.

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