The Third Great Elemental War (Inactive)

Game Master BigP4nda

As the rumored clash of the elementals comes to light, the heroes find themselves further entrapped by the crucial events coming to pass.


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As to why no one is choosing the saves, I think one person has chosen Will.

But, the extra attack, plus the extra levels of spells are just too powerful, in most builds, to pass over.

I know both are gonna help my assassin survive the first few levels, and provide a little bit of power in the later levels.

Silver Crusade

that, and my saves are going to be full saves anyway, besides, my will save at level one is +8, without focusing on it :p I could take that 3 from BaB and give it an 11 but..


I was meaning for full spellcasters like a Witch/Wizard or Druid/Cleric they would want to boost up their Fort or Ref saves


Roger, thank you

More Crunching:

1. Kensai Weapon and Armor, Arcane pool, cantrips, spell combat,
Canny Defense, Diminshed Spell Casting (-1 spell/level), No Weapon focus bonus feat
2. Spellstrike
3. Magus arcana
4. Spell recall => Replaced by Perfect Strike (Damage)
5. Bonus feat
6. Magus arcana
7. Knowledge pool, medium armor => Replaced by Fighter Training (-3 Kensai Level) and Iaijutsu
8. Improved spell combat
9. Magus arcana => Replaced by Critical Perfection
10. Fighter training
11. Bonus feat, (improved spell recall = Surperior Reflexes)
12. Magus arcana
13. Heavy armor => Iaijutsu Focus
14. Greater spell combat
15. Magus arcana
16. Counterstrike
17. Bonus feat
18. Magus arcana
19. Greater spell access => Iaijutsu Master (Can no longer be surprised)
20. True magus => Weapon Mastery

1. Bonus feat, flurry of blows, (stunning fist - Replaced by Perfect Strike - Attack), unarmed strike
2. Bonus feat, (evasion => Replaced by Way of the Weapon Master)
3. Fast movement, maneuver training, still mind
4. Ki pool (magic), slow fall 20 ft.
5. High jump, purity of body
6. Bonus feat, slow fall 30 ft., Way of the Weapon Master
7. Ki pool (cold iron/silver), wholeness of body
8. Slow fall 40 ft.
9. Improved evasion => Replaced by Evasion
10. Bonus feat, Ki pool (lawful), slow fall 50 ft.
11. Diamond body
12. Abundant step, slow fall 60 ft.
13. Diamond soul
14. Bonus feat, slow fall 70 ft.
15. Quivering palm
16. Ki pool (adamantine), slow fall 80 ft.
17. (Timeless body - Replaced by Uncanny Initiative (Choose any Init)), tongue of the sun and moon
18. Bonus feat, slow fall 90 ft.
19. Empty body
20. (Perfect self => Replaced by Pure Power), slow fall any distance


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When they can have 1d6 extra spell levels per day and some BAB to deliver those touches?

I can see how it would be useful, but I'm not surprised by not many people taking it.

I'm hoping your surprise doesn't mean we're all underestimating the importance of saves in this game.


Oh lord, you favorited it xD


BigP4nda wrote:
3. Sure, but change son/daughter of the occult to a +2 bonus. +5 on all knowledge checks is a bit much for just a trait.

Oops... should have explained better. Its a +5 bonus to all knowledge tasks in relation to what was in Vol. 2, which was researching spirits. Out of leveling, you can either find full info on spirits (like books that explain every single little detail) or you can research a spirit like you research a spell. Each spirit has to be pieced together from 4 parts: Arcana for ceremony and seal, History for legend and totems, Religion for physical sign and favored allies and enemies, and Planes for manifestation and constellation.

All the DC's are 30 + spirit level (and to get a full spirit you need to make 4 separate checks based on those knowledge checks) and I would assume that like a spell you would need research materials and time. I just thought that this would be interesting because when I'm finally done with the character I see him as the adventurous academic type. If you don't think that researching spirits should be allowed or you think I shouldn't have the trait, its fine. I'll pick a normal one and not bother you with more questions stemming from Vol. 2, okay.

Anyway, thanks for allowing me to submit something like this. If I'm chosen later on I hope I don't bother you to much with my off the wall choice for a class, I just like the way it throwbacks to the binder of 3.5 Dnd. If I do get chosen, I hope to work with you to make this a very fun and interesting gaming experience.

Will have a full crunch and background up by tomorrow.


I think you missed my questions, which is fine, considering i buried them in a mountain of text...

Questions re-posted:

I do have a few questions on how i go about this.
#1: could I have a set of Mwk Stoneplate instead of the +1 Weapon? The cost is slightly cheaper (1950gp vs ~2050gp) and integeral to his design.
#2: Could i spend 1 of my 2d6 on improving AC? So i would get +6 BAB and +4 AC. Otherwise i will probably take a Will or Fort boost.
Gestalt
I am taking Armored Hulk Barbarian on one side, but for the other, may I:
#3: Take the Earth Infused Template on one side instead of gestalt. (probably not, just wondering) if not then it will be one of his future goals.
#4: would you allow me to go Armiger as the other side of the gestalt? It has a lot of overlap, and creates a very focused character, very similar to how i see him :)
#5: elsewise i will go something like fighter (so i actually have the feats needed for imp bull rush) unless that makes me too specialized, and you would rather i diversified more. Then im thinking something like an earth based cleric, or something.

although now i have ruled out #3, as i would much rather do something else.
Also, i just may be taking the +4 to will saves ^-^ i have a dwarf whose known to be pretty bull headed!
and just, outright immune to spells...


here is the completed crunch for my ratfolk alchemist wizard. Backstory is being worked on still.

Character Sheet:

Name
Ratfolk Alchemist(Mindchemist) 1/Wizard 1
CG Small Humanoid(Ratfolk)
Init +11; Perception +8; Darkvision 60ft.
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DEFENSE
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AC 16[20], touch 16, flatfooted 11[15] (+1 size, +5 dex, [+4 armour])
HP 12 (1d8+4)
Fort +6, Ref +7, Will +7
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OFFENSE
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Speed 30ft.
Melee +1 Dagger +4(1d4+1/19-20x2)
Ranged Bomb +8 (1d6+5/x2)[8/day]
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SPELLCASTING CL 1; concentration +6
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Cantrips Prepared 3/day Detect Magic, Read Magic, Dancing Lights
1st level spells prepared 3+1/day Mage Armour, Enlarge Person, Protection from Evil, Grease
1st level formulae prepared 3/day Expeditious Retreat, Bomber's Eye, Cure Light Wounds
------------------------------------------
STATISTICS
------------------------------------------
Str 10, Dex 20, Con 18, Int 20, Wis 14, Cha 10
Base Attack 3; CMB +2; CMD 17
Feats Improved Initiative, Brew Potion, Throw Anything, Scribe Scroll
Traits Reactionary, Wanderlust
Favoured Class(Alchemist) 1/6 new discovery
Skills(9 per level) *only shows class skills*
1 Appraise +9
1 Craft(Alchemy) +12(+17 with crafter's fortune)
0 Disable Device +5
0 Heal +2
0 Fly +5
1 Knowledge(arcana) +9
0 Knowledge(Dungeoneering) +5
0 Knowledge(Engineering) +5
0 Knowledge(Geography) +5
0 Knowledge(History) +5
0 Knowledge(Local) +5
1 Knowledge(Nature) +9
0 Knowledge(Nobility) +5
1 Knowledge(Planes) +9
1 Knowledge(Religion) +9
0 Linguistics +5
1 Perception +8
0 Profession +2
0 Sleight of Hand +5
1 Spellcraft +9
0 Survival +2
1 Use Magic Device +6
Racial bonus +4 stealth
Languages Aklo, Common, Draconic, Dwarven, Halfling
Equipment +1 Dagger, Potion of Reduce Person[crafted](25gp), Potion of Cure Light Wounds[crafted](25gp), Scroll of Endure Elements[crafted](25gp), Scroll of Shield[crafted](25gp), Tanglefoot Bag[crafted](25gp/4lbs), Alchemist's Kit(40gp/25lbs)
Current encumberance
Money 15gp
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SPECIAL ABILITIES
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Bomb 1d6(Su) 6/day standard action that provokes an attack of opportunity. Thrown range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Cognatogen(Su) If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus).
Alchemy(Su)
1st level Formulae known Ant Haul, Bomber's Eye, Crafter's Fortune, Cure Light Wounds, Expeditious Retreat, Reduce Person, Touch of the Sea
Arcane School Creation subschool of Conjuration
Create Gear(Su) 8/day At 1st level, you can create any object that weighs no more than 1 pound per wizard level you possess. Creating an object in this way is a standard action. The Item remains for 1 minute before fading away, although it disappears after one round if it leaves your possession. Creating an Item to an exact specification might require a Craft skill check, subject to GM discretion. The object must be made of simple materials, such as wood, stone, glass, or metal, and cannot contain any moving parts. You could use this ability to create a dagger, but not a vial of alchemist’s fire. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Opposed Schools Necromancy, Enchantment
Arcane Bonded Object Masterwork Amulet
Cantrips Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Prost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Jolt, Mage Hand, Mending, Message, Open/Close, Root, Arcane Mark, Prestidigitation
1st level spells Endure Elements, Protection from Evil, Shield, Grease, Mage Armour, Comprehend Languages, Identify, Enlarge Person
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RACIAL TRAITS
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Tinker Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Swarming Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Bonus dice +3 to Will save, +3 to BAB


@arcanic drake: okay yea thats fine then.

@rockjaw: 1. Sure why not?
2. I'd rather not. That would make AC way too high and designing encounters would be nearly impossible because the only things that could hit u would probably kill u with that hit. Will save is a good choice. You also have the option to put it into HP.
3. Yea I'd prefer no templates starting off. (dont want to deal with a bunch of half-dragons) but if it's possible you may certainly earn it later on.
4. If you dont mind the redundancy and loss of abikities from overlappibg classes thats fine.
5. I don't care whether you are specialized or diverse. You should see some of the characters I've rolled up. A lot of one-trick ponies


#1: great :)
#2: Will saves it is!
Rockjaw is all around durable, good AC, good saves, great HP. Decent damage at best, strong at 2 maneuvers, basic (but flavorful) skills.
With a few weaknesses built in :) slow, nimble as a rock, no ranged attack.

All around, he's a well built martial. Now add in gestalt; fighter for more feats, cleric for divine utility, or armiger to focus more on defense and CMs.
I also have built some potent 1-trick ponies ^-^ a furious finish barbarian 1/gunslinger x. An illusionist gnome, THE liar raksasha sorcerer... Ya :)


Rockjaw Runefinger wrote:

#1: great :)

#2: Will saves it is!
Rockjaw is all around durable, good AC, good saves, great HP. Decent damage at best, strong at 2 maneuvers, basic (but flavorful) skills.
With a few weaknesses built in :) slow, nimble as a rock, no ranged attack.

All around, he's a well built martial. Now add in gestalt; fighter for more feats, cleric for divine utility, or armiger to focus more on defense and CMs.
I also have built some potent 1-trick ponies ^-^ a furious finish barbarian 1/gunslinger x. An illusionist gnome, THE liar raksasha sorcerer... Ya :)

my favorite is one I'm playing right now, Vital Strike chain + Greater Trip/Feint + Felling Smash on a Rogue/Fighter gestalt, brutal.

Also I would like to mention, since I have gotten a few PMs about it, For those of you wondering which gods to use, You can use any Golarion gods from the Core Rulebook. If you are not drawing divine spellcasting from your deity (such as paladin or cleric) you may also choose to worship one of the elements, though this provides no bonuses mechanically, it may mean something in the game though *hint* *hint*

Seeing some great characters so far! keep up the good work


Yeah, that sounds brutal GM!

Are we using Favored Class and 3rd Party Magus Aracana as long as the pre-reqs are fulfilled?

This is my WIP character using a Template I put together so please ignore the Psionics until I have time to delete.

Ikari Chanbara


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Do you want to be Sith Lord or a Jedi Grand Master?

Peace is a lie, there is only passion.
Through passion, I gain strength.
Through strength, I gain power.
Through power, I gain victory.
Through victory, my chains are broken.
Ki (The Force) shall free me.

There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is Ki (the Force).


Anderlorn wrote:

Yeah, that sounds brutal GM!

Are we using Favored Class and 3rd Party Magus Aracana as long as the pre-reqs are fulfilled?

This is my WIP character using a Template I put together so please ignore the Psionics until I have time to delete.

Ikari Chanbara

3PP favored class bonuses are alright. Arcana is going to be a no mostly because there are quite a few OP ones, same goes for rogue talents. If you have specific ones that you feel are necessary to your character run them by me and I may allow them.

That animate weapon, sheesh, so broken. Who needs a 6th level spell or 50000gp when I can just spend an arcane point.

Silver Crusade

hey, I advocate giving a rogue all you can to help. This includes almost any rogue talent. Which ones do you find OP?


Okay, here is my character: Dwight Davenport.

Physical Description:
Seemingly well dressed for an adventurer, Dwight keeps his hair clean cut, but slightly unkempt and his facial hair trimmed, but not shaven. Dwight is tall, lanky and tends to stand up straight, showing an air of confidence. One defining characteristic he has is a slightly visible scar underneath his right cheekbone that he got from a childhood accident.

Height: 6' 1"
Weight: 195 lbs.
Hair: Light Brown
Eyes: A Deep Shade of Green

Personality:
An academic type, Dwight tends to analyze the world around him, looking for clues as to solve the mysteries of it. Though easy going, he tends to be too curious for his own good and will rush into things without thinking it through if something peeks his interest. Normally willing to get along with others, Dwight will push past anyone he feels is trying to hinder the completion of his goals.

Background:
A young scholar of Pact Magic, Dwight Davenport comes from a far-flung lineage of nobles dating back to the 2nd Great Elemental War. Discovering the spirit world at a young age in an old dusty tome in the family library, Dwight has desperately tried to uncover the secrets behind the spirits and their abilities. As the last in his line, after the political and physical disappearance of his parents years ago, he squandered his family holdings in a desperate attempt to further his research in this pursuit. However, after losing most of his family holdings and with nothing to show for it, he resorted to diving into old ruins to uncover lost secrets long since buried. After nearly giving up, he found an old ruin left from the last Elemental War and uncovered 4 old, fragile tomes relating to that period. He was able to translate each text, gaining knowledge and understanding for the basis of Pact Magic he uses today.

Currently, in low standing and with very little wealth, Dwight travels around the world in search of anything that he can relate to his current obsession. From his dealings with his known spirits, he believes that the last Elemental War somehow had a profound effect on the spirit world. To what that was exactly, his current spirits are disinclined to say, but he is confident that if he can find more information alluding to it, he can discover the cause and effect and in doing so, uncover more information about the spirits themselves.

Crunch:
Dwight Davenport - Gestalt Occultist / Bard (Archaeologist) Lvl 1
True Neutral Medium Human
Init +3; Perception +1
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DEFENSE
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AC 16, touch 13, flatfooted 13
HP 8 (1d8 + 0 Con)
Fort +2, Ref +5, Will +3
------------------------------------------
OFFENSE
------------------------------------------
Speed 30 ft.
Melee
+1 Light Mace +5 (1d6 + 2)
Dagger +4 (1d4 + 1)
Range
Light Crossbow +6 (1d8)
Spells Known
1st (2/day) DC 15: Cure Light Wounds, Charm Person
0th (infinite) DC 14: Light, Spark, Detect Magic, Sift
Spirits Known
Aza'Zati, The Green Wyrmling
Cave Mother, Sorceress of Secrets
Forash, Prince of Spirits
Marat, Guardian of Shields
------------------------------------------
STATISTICS
------------------------------------------
XP
Str 12 , Dex 16, Con 10, Int 14, Wis 12, Cha 19 (17 + 2)
Base Attack +3 (+3 Extra Die); CMB 4; CMD 17
Feats: Capstone Binder, Rapid Recovery
Traits: Spirit Combat, Son/Daughter of the Occult
Favoured Class: Occultist
Skills: (+3 Extra Die) Appraise 6 (1 Rank + 3 Class + 2 INT), Bluff 8 (1 Rank + 3 Class + 4 CHA), Diplomacy 8 (1 Rank + 3 Class + 4 CHA), Disguise 8 (1 Rank + 3 Class + 4 CHA), Knowledge (Arcana) 6 (1 Rank + 3 Class + 2 INT), Knowledge (Dungeoneering) 6 (1 Rank + 3 Class + 2 INT), Knowledge (History) 6 (1 Rank + 3 Class + 2 INT), Knowledge (Planes) 6 (1 Rank + 3 Class + 2 INT), Knowledge (Religion) 6 (1 Rank + 3 Class + 2 INT), Linguistics 6 (1 Rank + 3 Class + 2 INT), Sense Motive 5 (1 Rank + 3 Class + 1 WIS), Spellcraft 6 (1 Rank + 3 Class + 2 INT), Use Magic Device 8 (1 Rank + 3 Class + 4 CHA).
Languages: Common, Draconic, Infernal, Terran
Equipment: Wizard's kit, Explorer's Outfit, +1 Light Mace, Dagger, Light Crossbow (50) Leather Armor, Buckler
Current encumbrance:
Money: 102 GP
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SPECIAL ABILITIES
------------------------------------------
-Class Abilities-
Bind Spirits
Constellation Aspects
Bardic Knowledge
Archaeologist's Luck

Spirits:

Vol. 1:

Aza’Zati, The Green Wyrmling:
The pride of dragons, Aza’zati grants those who please him the dual prizes of youth and green gouts of acid.

Summoning Rules

The following describes the requirements and rituals for binding Aza’zati, the Green Wyrmling.
Spirit Level: 1st
Constellation: Dragon
Binding DC: 17
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions.
» Aza’zati’s seal is drawn within 5 feet of any of the following: a forest cave or a city spire.
» You bargain with Aza’zati in his native tongue, Draconic.
» You place 5 gp within the center of the seal, which vanish as part of Aza’zati’s manifestation.

Ceremony: You drink a thimble filled with foul water, leaves, twigs, and a weak acid.
Manifestation: The smoky apparition of a jade dragon’s egg appears before you, which slowly hatches into a wyrmling. The squeaky hatchling pines for gold and for the binding process to begin.
Legend: The wyrmling known as Aza’zati is the subject of a tale told by parents to small children to discourage greed and trickery. Aza’zati would con foolish humans into travelling with him only to devour them and take all of their gold when their guard was down. Arrogant Aza’zati feared only one thing and that was the loss of his youth, so when an old wizard offered to teach him the secrets of eternal life, Aza’zati could not refuse. The wizard brought Aza’zati to the tallest spire in all the land for the ritual, only to make the wyrmling disappear forever with a few simple words. The moral of the tale is that those who would prey on the foolish are doomed to be someone else’s fools.

Granted Abilities - Aza’zati grants the following abilities:
Major Granted Abilities -
Acid Gout: As a standard action, you unleash a 30 foot cone of acid. Crea- tures within this cone must succeed on a Reflex save or take 1d4 points of acid dam- age. A successful save halves
this damage. The damage increases by 1d4 at 3rd level and every 2 binder levels thereafter. After using this ability, it becomes expended for 5 rounds.
Capstone Empowerment: Your acid gout lingers on your enemies, causing creatures that failed their Reflex save to take acid damage equal to ½ your binder level (minimum 1) at the start of their turn for 1d4 rounds.
Minor Granted Abilities -
Curious Edge: You gain an insight bonus on Bluff and Diplomacy checks equal to ½ your binder level. This bonus increases to equal your full binder level when you use these skills to convince others of your innocence.
Sniff Gold: You can smell the presence or absence of gold. This ability functions like the scent special ability except you can only detect the scent of gold. This ability alone cannot inform you if the gold is attended or not nor can it inform you of the gold’s purpose (for example, whether the gold is used as coins, statues, or in a golden golem). You must show Aza’zati’s sign in order to gain this benefit.
Smaller is Better: As a full-round action, you can reduce your size by one category (Medium to Small, Small to Tiny, or so forth). You can use this ability for a total number of minutes per day equal to your binder level. These minutes do not need to be used consecu- tively, but they must be used in 1-minute increments. Multiple uses of this ability do not stack, nor does it stack with other effects that reduce size. Returning to your original size is a move action.
Wyrmling’s Skin: You gain a +1 natural armor bonus to your AC. At 6th level and every 5 binder levels there- after, this bonus increases by +1. In addition, you gain a swim speed equal to your land speed. You must show Aza’zati’s sign in order to gain this benefit.

Signs and Influence - The spirit affects you in the following ways:
Physical Sign: Supernaturally green scales sprout across your body and onlookers perceive you as being much younger then you actually are. Whenever you activate one of Aza’azti’s granted abilities, your eyes take on the likeness of two golden coins.
Personality: Finding gold becomes your top priority and you are more than willing to betray and backstab those closest to you for it.
Favored Ally: Dragon (any)
Favored Enemy: Humanoid (arcane spellcasters)

[/b]Vestigial Companion[/b] - You gain the service of a viper familiar for the duration of the pact. Treat your binder level as your wiz- ard level to determine your familiar’s abilities. This granted ability replaces smaller is better.

Cave Mother, Sorceress of Secrets:
She who discovered fire, Cave Mother grants those who show her proper respect the flames of the first fire and the basic means of survival.

Summoning Rules
The following describes the requirements and rituals for binding Cave Mother.
Spirit Level: 1st
Constellation: Mage
Binding DC: 15
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions.
» Cave Mother’s seal is drawn in a cave or underground.
» You are female or have sired a son.
» You mix an assortment of white and black nuts into the mixture created as part of Cave Mother’s ceremony, which requires 2 ranks in Survival).

Ceremony: You wet a mixture of twigs, rock filings, and herbs with your own saliva. Then, you chant Cave Mother’s name three times before throwing the mixture into a fire built on the center of Cave Mother’s seal.
Manifestation: The smoke fills the seal, showing you visions of your ancestors’ daily lives. The smoke leads up to your own childhood before quickly dispersing, leaving the mixture on the ground in the shape of a woman’s face who beckons you over to begin the binding process.
Legend: The most ancient known records of humanoid writing refer to an ancient woman known as the Cave Mother, she who brought the secrets of farm and flame to an ancient people. According to the leg- end, Cave Mother was cornered by a ghoul one fateful night while she gathered nuts and berries for her people. Thinking quickly to save her life, Cave Mother challenged the ghoul to a game of chance, using her knowledge of nature to tip the odds in her favor and forever steal its sorcerous powers for her own.

Granted Abilities - Cave Mother grants the following abilities:
Major Granted Abilities -
Ghoulish Fire: You unleash a 10 foot blast of fire around you, causing creatures within this area to take
1d4 points of fire. The damage increases by 1d4 points at 3rd level and every 2 binder levels thereafter. A successful Reflex save halves this damage. This fire ignites those who fail their save ablaze, causing them to suffer 1d6 points of fire damage at the start of their turn unless they attempt a DC 15 Reflex save to snuff it out as a full-round action. You and your vestigial companion are not subjected to this damage. After using this ability, it becomes expended for 5 rounds.
Capstone Empowerment: Your ghoulish fire becomes white-hot, ignoring fire resistance equal to your binder level. This does not suppress fire immunity.
Minor Granted Abilities -
Deceptive Knack: You gain an insight bonus on Bluff and Sleight of Hand checks equal to ½ your binder level. You may take 10 on these checks if you use them to cheat.
Gather Provisions: As a full-round action, you can conjure a magical nut that, when eaten as a move action, heals a number of hit points equal to your binder level and nourishes you as if you had eaten a day’s worth of meals. This nut vanishes if it is not eaten within 5 rounds and a creature can only eat one nut per binder level every 24 hours.
Read the Stars: You always know which direction is north, as if you were under a constant know direction effect.
Undead Bane: Any weapon or supernatural attack that you use deals an additional 1d6 points of damage to undead creatures. This damage can only be dealt to a single creature once per round.

Signs and Influence - The spirit affects you in the following ways:
Physical Sign: Your hands become calloused from work and your body wrinkled as if from old age. Whenever you activate one of Cave Mother’s granted abilities, your voice becomes raspy as if you were breathing smoke for 1 minute.
Personality: You easily lose patience with those who demand your aid. Whenever someone questions you, you answer with your own question, a cryptic remark, or simply scold the questioner.
Favored Ally: Any (arcane spellcasters; living only)
Favored Enemy: Undead (any)

Vestigial Companion - You gain the service of a spectral servant that appears as a male child of your race. This functions as unseen servant, except as follows. The servant lasts for the duration of the pact, has a Strength score equal to your Charisma bonus plus ½ of your binder level (min. 1), and if the servant dissipates you can call it back into existence as a full-round action. This granted ability replaces gather provisions.


Vol. 2:
Forash, Prince of Spirits:
He from where all knowledge springs, Forash is willing to share the secrets of the cosmos with those who can afford him the appropriate price.

Summoning Rules

The following describes the requirements and rituals for binding Forash.
Spirit Level: 1st
Constellation: Fiend
Binding DC: 17
Totems: You gain a totem bonus on binding checks if you meet some or all of these conditions:
» You speak Infernal, Abyssal, or some other language of an Evil outsider.
» You are versed in the folklore of fiendish contracts, requiring 2 ranks in Knowledge (planes).
» You sacrifice a real raven instead of the likeness of one.

Ceremony: You carve the likeness of a raven out of wood and light it ablaze, throwing the ashes into a bowl and anointing yourself with the ashes in Forash’s name.
Manifestation: Forash manifests out of the bowl as a splendid demon upon a mule with a human face. He possesses a lion-like mane and is draped in jewels and purple garb. He beckons for the pact to begin, clearly impatient with you.
Legend: Although the name of Forash is not well-known to most, to occult scholars it is a name that incurs both pride and dread, as occult legends say that the demon Forash taught the first binders the art of pact magic. In exchange for the knowledge, the demon was given mortal flesh, damning those foolish, power-hungry binders and forever sealing pact magic’s role as a forbid- den art. There are many legends and tales that evolved from the superstition surrounding how Forash might have become a spirit; the oldest and hardest to come by describes how Forash played an instrumental role in dethroning a king by turning his court wizard and sons against him.

Granted Abilities - Forash grants the following abilities:
Major Granted Abilities -
Summon Fiend: You can summon a fiendish servant. This functions as summon nature’s ally, using your binder level as your caster level. The spell level of the summon nature’s ally spell is equal to your maximum spirit level and all creatures summoned have the fiendish template, regardless of your level. You may only summon a single creature with this ability at a time and creatures sum-
moned by this ability last for 4 rounds before returning from whence they came. After the summoned creature is dismissed, this ability is expended for 5 rounds.
Capstone Empowerment: Creatures that you summon with summon fiend gain a +4 bonus to Strength and Constitution, as if you had the Augment Summon- ing feat.
Minor Granted Abilities -
Disappear: You can turn invisible for 1 round as a swift action. This functions as invisibility in all other regards. You can use this ability a number of times per day equal to your binder level + your Charisma bonus.
Forash’s Lore: You gain an insight bonus on Knowledge (history) and Knowledge (planes) checks equal to ½ your binder level. You may make checks with these skills untrained for the duration of the pact.
Lion’s Roar: As a standard action you can let loose a mighty roar, dealing 1d4 points of sonic damage in a 20 foot line and deafening damaged creatures for 1d4 rounds. A successful Fortitude save halves the dam- age and prevents the deafened condition. At 5th level and every 5 binder levels thereafter this sonic damage improves by 1d4. You must show Forash’s sign to receive these benefits.
Unsettling Presence: You radiate an aura of unset- tledness that causes nearby creatures to act irrationally. Creatures within 30 feet of you must succeed on a Will save or be unable to ready actions or delay actions while within the aura. This effect lasts for 24 hours or until the pact ends. Creatures that succeed on their saving throw are immune to this ability for 24 hours. You must show Forash’s sign to receive these benefits.

Signs and Influence - The spirit affects you in the following ways:
Physical Sign: Your hair grows wildly, becoming a natural mane on your shoulders that cannot be cut or groomed. Whenever you activate one of Forash’s granted abilities, your mane ruffles as if wind were pass- ing through it.
Personality: You are flighty and scandalous, prone to betraying others when they least expect it.
Favored Ally: Humanoid (goblinoids) and Outsider (creatures with the Evil subtype)
Favored Enemy: Humanoid (dwarves and elves)

Vestigial Companion - You gain the service of a lion animal companion for the duration of the pact. This lion uses the statistics for a big cat found in the Pathfinder rPg core rUlebook. Treat your binder level as your druid level to determine your animal companion’s abilities. This granted ability replaces disappear.

Marat, Guardian of Shields:
He is the construct who earned himself life beyond metal and gears. Marat grants those who wish to protect others the might of his iron body.

Summoning Rules

The following describes the requirements and rituals for binding Marat.
Spirit Level: 1st
Constellation: Hero
Binding DC: 15
Totems: You gain a totem bonus on binding checks if you meet some or all of these conditions:
» You are a gnome or possess mechanical know-how, requiring 2 ranks in Knowledge (engineering).
» You speak Gnomish.
» You bring many volumes of books into the seal worth a total of 50 gp.

Ceremony: You bring a child’s storybook into the seal and open it to the tale of a woman with a green thumb.
Manifestation: The shifting of great gears echoes throughout the seal as two massive eyes open on the ground. A mechanical voice signals for negotiations to begin, saying, “I am awake and ready.”
Legend: Gnomes often tell the tale of a mechanic whose name was lost to time, simply referring to him as ‘the Engi- neer’ instead. According to legends, the Engineer and his wife were unable to have children of their own, so the Engineer set out to build himself a child. A gear golem was the result of the venture and the Engineer quickly fell in love with the ‘son’ he had created. His wife would hear none of this, so she banished her ‘son’ into the attic, hoping her husband would forget him. But he did not, and every day the Engineer taught his son and brought him books, and every night the son read of the beautiful, green world outside his attic. When the Engineer died, the wife wanted nothing to do with her husband’s toys so she let her ‘son’ rust away and he was never heard from again. However, on beautiful summer nights, some gnomes claim you can hear Marat’s joyous voice frolicking with every gentle breeze that sweeps across the green world that he craved to visit.

Granted Abilities - Marat grants the following abilities:
Major Granted Abilities -
Defend the Ward: As a move action, select 1 ally within 30 feet of you. You immediately swap places with the selected ally without provoking attacks of opportu- nity. This is a teleportation effect. After using this ability, it is exhausted for 5 rounds.
Capstone Empowerment: You can use defend the ward as a swift action instead of a move action. If your binder level is 10 or more, you can use this ability as an imme- diate action. If used in response to an attack against the target creature, the attack is made against you instead.
Minor Granted Abilities -
Bodyguard: While you are bound to Marat, if an ally that is adjacent to you is attacked you may use an attack of opportunity to attempt an aid another action to improve your ally’s AC. You may not use this action to improve your ally’s attack roll. If you possess the Bodyguard feat, add your Charisma bonus (minimum 0) to the number of attacks of opportunity that you may take during a round instead. These attacks of opportunity can only be used to improve an ally’s AC via Bodyguard.
Marat’s Body: You can summon Marat’s armored body as a full-round action. This is a masterwork suit of full-plate with which you are always proficient, improv- ing based on your binder level. The armor’s benefit improves with your binder level as noted below. » 4th level: +1 light fortifi cation full-plate » 8th level: +2 light fortifi cation full-plate » 12th level: +3 moderate fortifi cation full-plate » 16th level: +5 moderate fortifi cation full-plate » 20th level: +5 moderate fortifi cation full-plate with spell resistance 13 The full-plate ceases to exist if it is removed or if you summon a new suit. Marat’s Shield: While you are wearing Marat’s body (see above), you gain a constant shield of force energy, as a shield spell.
Unimpeded: while you are bound to Marat, armor does not impede your speed and the armor check penalty you suffer from wearing armor or shields is reduced by half your binder level (minimum 0).

Signs and Influence - The spirit affects you in the following ways:
Physical Sign: Your skin takes on a metallic sheen. Whenever you activate one of Marat’s granted abilities, a ghostly visage of Marat’s chassis enshrouds you.
Personality: Your mind wanders constantly, causing you to float into daydreams. Your eyes glaze over during such fits, which can be disconcerting to others.
Favored Ally: Construct (any)
Favored Enemy: Humanoid (gnomes)

Vestigial Companion - You gain the service of an arbiter familiar for the duration of the pact. See the monster entry in Pathfinder rolePlaying gaMe bestiary 2. Treat your binder level as your wizard level to determine your familiar’s abili- ties and if you qualify for the familiar. You are treated as lawful neutral for the purpose of adjudicating the familiar. You cannot select Marat’s vestigial companion if your binder level is not 7th level or greater. This ability replaces bodyguard.

Sorry for any wall of text issues.

Questions, Comments, Concerns?


BigP4nda wrote:
That animate weapon, sheesh, so broken. Who needs a 6th level spell or 50000gp when I can just spend an arcane point.

LOL! For that matter, who needs to fight, pull up a rock or log, and grab some ale?! ... lol


I think BigP4nda is saying that normally to have an animated weapon, you need to use the spell animate object or to enchant a sword with the dancing special ability. I kinda have to agree if we're talking about level and money as a magus can simply do it for "free" a certain number of times per day with no level restriction. Also, when you apply dancing to a weapon, it takes up a +4 weapon enhancement bonus... While animate weapon doesn't do that.


rorek55 wrote:
hey, I advocate giving a rogue all you can to help. This includes almost any rogue talent. Which ones do you find OP?

I'm not going to start the rogue debate. They are highly underestimated and I believe most of it is carried over from 3.5, where the rogue actually did suck, terribly. My decision stands.


Just making sure I understand this correctly ...

GM wrote:
Ability Scores: You will have a pool of 20d6, reroll 1s and 2s; assign 3 dice to each ability score and total them up. Use the remaining 2 to increase any of the following (only 1 dice per option): ... gain spell slots per day of levels totaling up to your die result. (except 0-level)

Since I rolled a 3, does that mean I get (3) extra spell slots per level up to 3rd level except for 0-Level? I am not trying to be OP, I am just making sure I interpreted the above correctly. Shoot, I wouldn't care if it was just (1) extra spell slot per level up to 3rd level or 3 extra spell slots for 1st level.

In addition what are you calling these adjustments? Campaign adjustments (CA)? I am asking so I can notate in the character sheet.


He explained the spell slots thing in an above post.

BigP4nda said in regards to a person who assigned 5 points to spells wrote:
So you have the following options (in case anybody is confused how the bonus spells work): five 1st; three 1st/one 2nd; two 1st/one 3rd; one 1st/two 2nd; one 1st/one 4th; one 2nd/one 3rd; or one 5th

Hope that helps! :)


As cavetoad said is pretty much the most of it, +1. You don't have to use the last two die rolls, you can choose a 6 from your list if you wanted for more spell levels.
You can also change the spell lvls day to day.
Day 43: +6 lvl 1 spells
Day 44: +3 lvl 1 spells, +1 lvl 3 spell
Day 45: +2.... Ect.

can you vital strike on an AoO? If so, that's brutal :)
Check out Bard Archivist/Mind chemist :) that's a fun skill monkey know it all, aid anothering buffing machine :)


UGH! I missed it! Thanks Cave Toad and Rockjaw!


Actually, no. Vital Strike uses an "attack action" by itself.

Which rules out iterative attacks, and aoo's.


Rockjaw Runefinger wrote:


can you vital strike on an AoO? If so, that's brutal :)

I don't believe so, check out this wording: Vital Strike

If you look at the editor's comment on the side, he notes that Vital Strike is an attack action which is a type of standard action, meaning you are required to spend a standard action to use it. The editor provides some examples like charge, and spring attack that cannot use it.

Not up to me to rule on that, but it seems fairly clear to me, although it takes some digging to get to it.


CaveToad wrote:
Rockjaw Runefinger wrote:


can you vital strike on an AoO? If so, that's brutal :)

I don't believe so, check out this wording: Vital Strike

If you look at the editor's comment on the side, he notes that Vital Strike is an attack action which is a type of standard action, meaning you are required to spend a standard action to use it. The editor provides some examples like charge, and spring attack that cannot use it.

Not up to me to rule on that, but it seems fairly clear to me, although it takes some digging to get to it.

Exactly, though its still up to the GM like ya said.

@ BigP4nda: On further review, you think my background is long/detailed enough. I'll flesh it out more if not.


I'm going to withdraw, good luck.

Dark Archive

This is an interesting game, to bad there is already a lot of applicant. A brawler would have been my choice =3


1 person marked this as a favorite.
Deiros wrote:
This is an interesting game, to bad there is already a lot of applicant. A brawler would have been my choice =3

Who says you still can't submit? There is always a chance you could be chosen. I say go for it.


^ What he said. This isn't first come first serve

@Arcanic Drake your backstory is fine, though if you wish to go into more detail you may, I won't stop you


Glargis:

Male grippli cleric-sorcerer (tattooed sorcerer) 1
CN Small humanoid (grippli)
Init +5; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 16, touch 16, flat-footed 11 (+5 Dex, +1 size)
hp 10 (d8+2);
Fort +4; Ref +5; Will +7;
OFFENSE
Speed 30 ft., climb 20 ft.
Melee +1 cestus +6 (d3+1/19-20), melee touch +5 (per spell)
Ranged light crossbow +10 (d6/19-20), ranged touch +10 (per spell)
Space 5 ft.; Reach 5 ft. (10 ft. with tongue)
Special Attacks channel negative energy 7/day (1d6, DC 14), toxic skin 1/day (Fort DC 12), volatile conduit 1/day
Spell-Like Abilities (CL 1st; concentration +5)
3/day—touch of fatigue
Domain Spell-Like Abilities (CL 1st; concentration +6)
8/day—touch of darkness, vision of madness
Cleric Spells Prepared (CL 1st; concentration +6)
1st—command (DC 16), doom (DC 2, 16), endure elements, faerie fireD, shield of faith (2)
0—detect magic, guidance, stabilize
Domains Darkness (Moon) and Madness
Sorcerer Spells Known (CL 1st; concentration +5)
1st (6/day)—chill touch (Fort DC 15), ray of enfeeblement (Fort DC 15)
0 (at will)—acid splash, ghost sound (Will DC 14), prestidigitation, read magic
Bloodline Aberrant
STATISTICS
Str 10, Dex 20, Con 15, Int 11, Wis 20, Cha 18
Base Atk +5; CMB +4; CMD 20
Feats Agile Tongue, Blind-FightB, Mage’s Tattoo (necromancy)
Traits Signature Spell (chill touch), Volatile Conduit
Skills Knowledge (planes) 1, Knowledge (religion) 1, Spellcraft 1
Languages Common and Grippli
SQ aura, familiar tattoo, weapon familiarity
Combat Gear acid (2), alchemist’s fire, bolts (20), scroll of comprehend languages, scroll of cure light wounds (2), scroll of remove sickness; Other Gear mwk backpack, +1 cestus, cleric’s kit, light crossbow, 7 gp

Here is the preliminary crunch for my character. The main question I have is whether or not a godless cleric with the domains I have picked is OK with you. Oh, yeah, and I assume the extra spell slots were supposed to be split between cleric and sorcerer, but (if not) let me know.


@sarpadian looks good to me. And yes you may split the extra spell slots between classes so long as thr total still remains within what you rolled

EDIT: have yiu considered Warpriest? The fervor ability would work great with ur prehensike tongue.


When are you closing the applications again?

Have the build I think I want, but not sure when I'll have time to get he numbers down.
Probably tomorrow.


Here is my submission:

Nijena

Cleric(Feather/Growth)/Wizard(arcane crafter)

Roles:
Buffer: ( buffs from both Wizard and Cleric lists, plus with feather and growth domains, I get some Druidic stuff )
Healer: cleric stuff yeah, channel energy
Magic item Maker: I plan on scrolls, potions and wondrous items for sure, probably weapons, armor, wands, rods, alchemy, etc, and constructs. It just depends on feats
Battlefield Controller: I prefer castery stuff to keep things locked down and in the party's favor.
Familiar/Animal Companion/Summons/Pets: Some extra goodness from these (damage sponges, scouting, extra DPS) without cluttering the battlefield
Scouting: With natural flight and a flying familiar let me scout that stuff out. Even better once I am invisible
Archery: Starting with magic bow, flight, extra BAB and some buffs I can augment the party's damage from on high without getting in anyone's way.
Knowledge: Lots of knowledge skills and spellcraft. Lots of people have these, but the more checks the better to cover any low rolls.

Other stuff about me: Played and DMed(mostly) D&D and RPGs for 30+ years, currently run two tabletop Pathfinder campaigns, and host and participate in many other PBP threads on here.


This will be my submission, still working on mostly minor detail and refining verbiage.

Ikari Chanbara

Roles

Front line Warrior: Drawing from both of his classes, he has decent attack, decent defense, medium health, and it only gets better. We all know what a monk can do, and now this monk has magi skills to boot. Eventually, he will be able to tie in his Arcane and Ki points into one pool to draw from. "Remember Apprentice (or if you prefer, Padawan), there is only "The Force""

Back-Up Spell Caster: Eventually, he will be able to cast spells at the front line and back up casters in the rear.

Self-healer: He will eventually be able to heal himself taking strain off the healer(s).

Battlefield Manipulator: Eventually, he will have abilities to quickly move up and down the various lines of the battlefield. One round he may be in the front and in the next, assisting a spell caster in the rear. He will be able to do various things to his opponents from cutting to knocking prone to the ground.

Scouting: With stealth and magi spells, he will be a decent foot scout. Eventually, he will be able to fly as well.

Back-up Knowledge Skills: Can not compete against dedicated spell casters, but can back them up with assists.

Back-up or Assistant Crafter Currently, he has craft weapons. He was thinking that Temple Swords are probably not too plentiful in the world, so he took crafting to make sure he can make himself a replacement primary weapon.

Summary about me: I am an off and on martial artist all my life. Not too long ago, I was taking two martial arts, Kyokushin (Traditional Japanese Martial Arts) and Israeli Krav Maga (commando style martial arts). I currently play Star Wars The Old Republic MMO and have 12 characters, on both the Republic (6 toons) and Sith sides (6 toons) - (4) Jedi Masters, (1) Trooper, (1) Scoundrel-Gunslinger, (3) Darth Sithes, (1) Imperial Agent (one of the best characters ever), and (2) Bounty Hunters hence the reason for the Star Wars flare. As for DnD, I have also been playing off and on for 30+ years, DM a little in the 1st edition days, and currently all of my Pathfinder games are online.


bigrig107 wrote:

When are you closing the applications again?

Have the build I think I want, but not sure when I'll have time to get he numbers down.
Probably tomorrow.

I believe 3/30?


4/30


BigP4nda wrote:
4/30

LOL, the GM would know. Wow, I was a little off! Today has been a rough day! ... LOL


Heres the Nice an Purdy :)
Crunch!

Crunch:

Calculations
Spoiler:

Here is just a short list of pre-start calculations to avoid cluttering up the character sheet any more then it already is. This will be deleted after the game starts.
Dwarf barbarian (armored hulk) 1/Armiger

Stats:
Str: 16 (5,5,6, +4 Rage)
Dex: 12 (5,4,3)
Con: 20 (6,6,6, +2 Racial, +4 Rage)

Int: 12 (5,4,3)
Wis: 16 (6,4,4, +2 Racial)
Cha: 10 (5,4,3, -2 Racial)

(6,4) for BAB and Will
Avaliable Stats:
3,3,3
4,4,4,4,4,4
5,5,5,5,5
6,6,6,6,6,6

Saves:
Fort 7 (2 base, 5 con)
Ref 1 (0 base, 1 Dex)
Will 9 (2 base, +4 bonus, +3 wis)

Feats/traits/drawbacks:
Lvl 1: Steel Soul
Glory of old, world traveler,
Oppressive expectations, big boned

Rage: 4 base, 5 con, 1 FCB

Skills: 5x lvl
1 Intimidate
1 K Dungeoneering
1 Perception
1 Sense Motive
1 Survival

Equipment:
Mwk Stoneplate 1950gp (free)
Stone Dwarven Boulder Helmet 5gp (20* 1/4)
Stone Warhammer (x2) 5.5gp (22* 1/4)
Stone Heavy Shield 5gp (20* 1/4)
Potion (CLW) 50gp

Rope (100ft) 2gp
Camo Netting 20gp
Compass 10gp
Mwt x3 150gp
Dwarven Ale (x2) .08gp
Dwarven trail rations (x3) 6gp
Hammer .5gp
Grappling hook 1gp
Pitions .5gp
44.42gp
255.58gp/300gp

Weight:
Stoneplate (75), helm (7.5), warhammers (7.5), shield (11.25)
Rope (20)
Camo Netting (5)
Compass (.5)
Dwarven Ale (.5)
Trail Rations (4.5)
Hammer (2)
Grappling hook (4)
Pitions (2.5)
Mwt x3 (3)
143.25lb

WILL DELETE THIS SPOILER AFTER GAME STARTS

Rockjaw
Rockjaw Dwarven Barbarian (Armored Hulk)/Armiger 1
LN Medium Humanoid (Dwarf) Initiative +1 Senses Darkvision 90ft Preception +9 (-1 in bright light, +2 to notice unusual stone)
--------------------
Defenses
--------------------

AC 22, Touch 11, Flat Footed 21 (+1 dex, +9 armor, +2 shield, -2 rage, +2 dodge against abberations, +1 against charges, +3 against criticals. -5 ACP (-7 Shield))
hp 17/17 (1d12+5) Raging 19/19
Fort +7 Ref +1 Will 9
(Fort +2 while raging, Ref +1 against trample Will +2 while raging, -2 against effects with the light descriptor, All +5 against poison, spells and SLAs)
Immunities
--------------------
Offenses
--------------------
Speed 20ft
Melee Warhammer +10/+5 (1d8 +3/x3)
Boulder Helmet +10/+5 (1d4 +3/x2)
Ranged Grappling Hook +8 (--) 10ft range
Modifiers BAB (+7/+0), Str (+3/+3),  rage (+2/+2), ancient emnity (+1/+0 against elf subtype), minesight (-1/+0 in bright light), indomitable stance (+1/+1 against charging foes)

Magical Effects
----------------------
Statistics
----------------------
Str 16, Dex 12, Con 20, Int 12, Wis 16, Cha 10
BAB +7 CMB +10 CMD +21
(+2/+2 while raging, +4/+0 for bull rush, +4/+1 for overrun, +0/+1 for trip, +2/+0 for grapple checks against aberrations)

Feats Steel Soul
Rage Powers
Traits Big Boned, Glory of Old, World Taveler, Opressive Expectations
Racial Traits Ancient Enmity, Deep Warrior, Hardy, Lorekeeper, Minesight, Relentless, Stonecunning

Skills 5x level
Climb -3 (0 Ranks, +4 Str, -7 ACP)
Diplomacy +2 (0 Ranks, +2 Mwt, +0 Cha)
Intimidate +4 (1 Rank, +3 CS, +0 Cha)
Knowledge (Dungeoneering) +7 (1 Rank, +3 CS, +2 Compass, +1 Int)
Knowledge (History) +5 (0 Ranks, +2 Lorekeeper, +2 Mwt, +1 Int)
Perception +9 (1 Rank, +3 CS, +2 Mwt, +3 Wis)
Sense Motive +8 (1 Rank, +3CS, +1 Trait, +3 Wis)
Stealth -6 (0 Ranks, +1 Dex, -7 ACP)
Survival +9 (1 Rank, +3 CS, +2 Compass, +3 Wis)
Swim -3 (0 Ranks, +4 Str, -7 ACP)

Languages Common, Dwarven, Terran
Other Gear Mwk Stoneplate, Stone Dwarven Boulder Helmet, Stone Warhammer (x2), Stone Shield

100ft rope, grappling hook, camo-netting (Rocky), compass, hammer
Mwt: (Diplomacy (Dwarves), K: History (Dwarves), Perception) Helm of the Stonelords
5 pitons, 3 dwarven trail rations, 2 bottles of dwarven ale
Potion of CLW
44.42gp

Stone equipment. 25% cost, 75% weight, 50% hps, Fragile quality.

----------------------
TRACKED RESOURCES
---------------------
Potion (CLW) (1)
Rage (10/10)

Ale (2)
Rations (3)
Rope (100ft)

----------------------
Special Abilities
----------------------
Ancient Enmity +1 to hit against humanoids with the Elf subtype.
Big Boned +1 CMB for overrun, +1 CMD for trip.
Bulwark adjecent allies gain soft cover as long as they remain adjacent. This is negated if Rockjaw is flat-footed, unconscious, dead, paralyzed or stunned. (Soft Cover: +4 AC vs ranged attacks)
Deep Warrior +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple).
Dwarven Boulder Helm +2 AC vs critical hits. +2 CMB to bull rush but you are staggered till the end of your next turn.
Glory of Old +1 to saves vs poison, spells and SLAs.
Hardy +2 to saves vs poison, spells and SLAs.
Indomitable Stance +1 CMB and CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. He also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.
Lorekeeper +2 to K. History when dealing with Dwarves and their enemies. Can make such checks untrained.
Minesight darkvision 90ft, dazzled in bright light, -2 saves vs spells with the light descriptor.
Opressive Expectations when you fail a skill check, you take -2 on similar skill checks until you pass one, you fail a different one or 1 day passes.
Rage enter rage as a free action. Gain +4 moral bonus to str and +4 moral bonus to con, +2 moral bonus to will saves, +2 bonus to Fort, and -2 to armour class and +2 bonus to str and dex based ability and skill checks. Fatigued for double duration afterwards.
Rage Rounds 10: (4 base, 5 Con, 1 FCB)
Relentless +2 CMB to bull rush or overrun maneuvers. This bonus only applies while both the dwarf and his opponent are standing on the ground.
Slow and Steady base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Steel Soul +4 bonus against poison, spells and SLAs.
Stonecunning +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity battleaxes, heavy picks, warhammers and any weapon with the word “dwarven” in its name are martial weapons.
World Traveler +1 Sense Motive and its a class skill. (alternatevly Influence)

----------------------
Encumbrance 143.25lb
Light 76lb, Medium 153lb, Heavy 230lb
----------------------
Rockjaw weighs aprox 250lbs.

Helm of the Stonelords:

[s]A large and heavy helm symbolizing the status and prestige of the Stonelord Paladins, it has been fashoned in much the same way as the dwarves it adorns, strong, stotic, impassive and made of the earth.
Granted only to a select few Stonelord Paladins of the Runefinger Clan this large and heavy helm made of rune-covered stone is a potent symbol of athority to those who reconize it. Although its main use is more ordimental, it has none the less seen more practical use on the field of battle by Rockjaw and as such is run through with cracks, fissures and dents, and painted with dried blood, both outside and in...

Slot head; Price 155 gp
Weight 10.5 lbs.

This helm works as a Non-Magical Boulder Helm as well as granting additional abilities when worn, transforming the wearer's face into a stone statue and its voice into an emotionless monotone. The helm also has significance within dwarven culture and so grants a +2 competence bonus to deplomacy and Religion Knowledge checks when dealing with dwarves and cultures of earth.
Its final function is to grant an enhancement to its wearers awareness of his surrounding due to its fine craftmanship, granting +2 to Perception checks.

The Helm of the Stonelords used to be a minor magical item that combines a Mask of Stony Demeanor, a Dwarven Boulder Helm and a few Masterwork tools (perception, sense motive, deplomacy and K religion regarding dwarves only). However, now it is simply a Non-magical Boulder Helm combined with a few Mwk tools. However, I did try and preserve as much of the old helm as i could :)
Stone helm: 5gp
Mwk tools: 150gp

The Helm of the Stonelords is a powerful heirloom artifact, one of a set, that is passed down through the Runefinger clan. However, when Rockjaw passed through the regression field (probably an area of Runic Magic) his helm suffered the same fate, regressing along with its wearer, all magic it once held had been supressed, leaving a weakened and cracked imitation of its former glory, yet another mark of eternal shame for Rockjaw. At the very least, Rockjaw cannot rejoin his ancestors until his helm has been restored.


Recent History:

Once, an age ago, Rockjaw left his clan, ashamed and disgraced. He has since been wandering. He searches for redemption. All he has thrus far found is corruption and dissapointment.

Rockjaw has been wandering for a very long time, even he doesnt really know what he is searching for, beyond redemption.
He does know that his ancestors were paladins of stone, so maybe if he seeks out injustice, doing enough good may redeem him. Maybe if he surrounds himself with stones then maybe their power will "seep in."
Yet he is simply a dwarf. And no amount of stone he carries can change him at his core. No amount of "doing good" done halfheartedly can bring him closer to the divine.
But like all dwarves Rockjaw is stubborn and relentless. He will persue this course to its end. Or his. He WILL be redeemed. He WILL restore his Helm and honor. He WILL rejoin his ancestors and take up his rightful title Stonelord Runefinger.

Lately he is hearing rumors of another Great Elemental war, maybe he can find his answers among the living stones. Or he might just find more corruption and damination...
Only tha passage O' time will tell. An only tha Stones will stand as its witness.


Oh... was I supposed to post a role? If that's the case...

Archaeologist Bard: Knowledge (... Bardic Knowledge and the Ranks I plan to put in certain ones), pseudo-rogue (rogue talents, trap finding, bonuses to disable device and perception checks, skill Master through jack-of-all-trades later on) and minor spellcaster/healer (...bard)

Occultist: Any role (1 to 4 roles per day depending on level and what spirits he knows...)

-- 1 role per day at the moment and limited to these 4 roles: Guardian/tank, Goldfinder/anti-sleuth, gambler/undead killer/provisions provider, and combat disrupter/combat avoider.


Arcanic Drake wrote:

Oh... was I supposed to post a role? If that's the case...

Hehe, I just did it because with playing dual caster classes, there is a lot of room for interpretation and variability. Clearly for most of us our roles can expand as we level, but its definitely nice to see people's intended vibe.

Cheers!


Okay, so here's my submission, Nolath Vandoran(Angelkin Aasimar Bloodrager/Paladin). I took the extra skill points and spell slots for my bonuses. Gm BigP4nda, please let me know if you have any questions about my submission, or would like any clarification on his backstory.

Crunch:
Male Angelkin Aasimar Steelblood/Crossblooded Bloodrager 1/Oath of Vengeance Paladin 1
LG Medium Outsider (Native)
Init +3; Senses Darkvision 60'; Perception +4
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Defense
====================
AC 18, touch 12, flat-footed 16, +1 vs charge
HP 12/12
Fort +4, Ref +1(+1 vs. trample), Will +0
CMD 17, +1 vs overrun
Resistance Acid 5, Cold 5, Electricity 5
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Offense
====================
Speed 20 ft.
Melee
+1 Bardiche +7 (1d10+8/19-20)
Warhammer +6 (1d8+7/X3)
Range
Longbow +2 (1d8/X3)
BAB +1
CMB +6
Destined Strike 3/3
Smite Evil 1/1
Bloodrage Rounds 6/6
====================
Statistics
====================
Str 21, Dex 12, Con 14, Int 10, Wis 10, Cha 17
Skills: Bluff +7, Diplomacy +7(+5 after pride is affected), Intimidate +7, Knowledge(Planar) +6, Knowledge(Religion) +4, Perception +4, Sense Motive +4(+2 after pride is affected)
Feats: Power Attack
Languages: Common, Celestial
Traits: Reactionary; Fate’s Favored; Pride(Drawback); Magical Knack(Paladin)
Bloodlines-Arcane, Destined
+3 1st Level Spell Slots for Paladin
+3 Skill Ranks at 1st Level
====================
Special Abilities
====================
Bloodrage (Su): The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Destined Strike (Su): At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
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Gear
====================
1 +1 Bardiche
1 Cold Iron Warhammer
1 Longbow
40 Arrows
1 Paladin’s Kit
1 Chainmail
1 Vial of Acid
1 Potion of CLW
3 GP

Backstory and other assorted character info:
Backstory-Nolath was born different. He was born to human parents, who saw his unique appearance(angelic, blonde skin despite raven-haired parents, etc.), and presumed that he was a sign from the gods, although of what they were unsure. Not wishing to find out, they gave him up to the nearest priesthood, who recognized him for what he was, an Aasimar. The priests were members of a paladin order, and they raised him as such. He was once a normal, albeit physically strong, young paladin in training, but things changed for him when he got in a fight on the training grounds. The already well-muscled boy seemed to grow in size, his anger fueling him as he pummeled his opponent until his teachers pulled them apart. From then on, he was taught that he had to keep an even stricter code than his fellows, for he could cause far more damage should he break it.
From then on, he was kept somewhat isolated, undergoing far more intense training than a normal paladin in order to help him control his powers, both divine and otherwise, which made him something of an outcast from the other boys. Because of this, he requested missions as far away as possible, so he wouldn’t have to look at those who had never accepted him.
Because of his overwhelming success, he has been assigned a unique mission, an ongoing quest to banish those summoned from another plane. He has begun to realize just how powerful he is, and how much potential he has, which has helped him to accept his solitary role, so long as he is protecting those who are weaker than him.

Character Goals-His order has assigned him an unusual role, that of keeping the balance. He is not to directly interfere with tyrants or would-be conquerors, unless he has some other reason to do so, but rather to ensure that none dares to give themselves an advantage by summoning allies from other realms to aid them, be it dark wizards using necromancy to raise undead slaves or misguided cultists making infernal pacts. As a result, he travels far and wide in the name of Iomadae, seeking out rumors of these who would do such things.
Personally, he feels that his purpose is to do his best to prevent another elemental war if possible, understanding the devastation it would wreak, or more realistically to mitigate the harm to the masses as much as he can. He believes that the reason he was given his powers(gestalt abilities aren’t overly common, I’d imagine), are because he has a tougher path than most ahead of him, and he will always go out of his way to help those who cannot help themselves.

Roleplaying-He’ll be playing a somewhat unusual kind of paladin, in that he understands his own power(when your strength is 21 and you have rage/smite, you’re pretty freaking physically powerful), so he is very restrained whenever possible. He has a very strict code, and he’ll stick to that in order to avoid combat whenever possible. As soon as the fighting begins, he will hold nothing back. His intentions are to win as quickly and brutally as possible, in order to discourage anyone else from challenging him in the future, and to ensure that in the present he and his comrades remain safe(to help with this, later down the road he’ll be taking intimidation feats).
He is a very single-minded person, and once he has a goal he will pursue it whenever possible, even to the point of being unreasonable or unsafe, and will need his companions to point out a more reasonable course of action. To this end, he’s actually more lenient than most paladins with regard to his code, because he focuses on the big picture and achieving his goals, however he needs to do so. In fact, if in order to stop some worthy foe he needs to do something outside of his code, he is entirely willing to do so. He would act something like this paladin if pushed to that point..
He won’t be trying to preach to the party, so much as be a good example for them and show them what paladins can do for the world, in the hopes that they begin to act more like him.


Fixed knowledge skills by adding bard modifier... so they are 7... sorry...


If I were to go the warpriest route, would you let me take Weapon Focus (tongue) so that my prehensile tongue could be my focus weapon?


Yea. Its just like rays but melee


Arcanic Drake wrote:

Oh... was I supposed to post a role? If that's the case...

Archaeologist Bard: Knowledge (... Bardic Knowledge and the Ranks I plan to put in certain ones), pseudo-rogue (rogue talents, trap finding, bonuses to disable device and perception checks, skill Master through jack-of-all-trades later on) and minor spellcaster/healer (...bard)

Occultist: Any role (1 to 4 roles per day depending on level and what spirits he knows...)

-- 1 role per day at the moment and limited to these 4 roles: Guardian/tank, Goldfinder/anti-sleuth, gambler/undead killer/provisions provider, and combat disrupter/combat avoider.

Oh, also a face... but that seems like a given.


Anyone else gonna get in on this? You guys want to talk about something?....

I'm just saying that there hasn't really been activity on this thread for a little bit.


I have been enjoying reading over the character builds. I am enjoying it so far. I am not sure how the selection process goes, and it always sucks to put a ton of hours into a character and not be chosen. Hopefully a good size group will be picked. Maybe someone would be willing to run something with the unchosen after. Heh. I think there is over a month to go for selection, so we have a while to wait.

I am open to some role playing or inter-character story building if people enjoy that.


I hope I get chosen to, but I don't think it would suck for me. It just means more waiting until I get selected by someone else and I'm not one to hold it against them for not selecting me. Many submissions and hard choices all around I say.

Anyway, I'm open to inter-character story building. It would be nice to have some characters interwoven with each other... but I think we would have to ask the GM first. We don't know his/her whole plan yet... not to mention the fact that if we did start writing things up that way, we might not be selected to be a part of the group and others might.... then you would have to rewrite your inter-character background so it would work with your current group.

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