This Means War!

Game Master metid

War is coming to Golarion. Where will you be?
Battle Map
4 Desnus || Third Quarter || Mostly Sunny


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It is a troubling time for Golarion. Deep in the taverns and the courts, rumors of war are spreading like a virus, rumors of powerful preparations and the wooing of potential allies. Everyone can feel it coming, like the calm before the storm, like a silence before the entire world is drowned in a wave of violence.

From the north, a cold breeze blows. Demons and monsters howl, the wind carrying their terrifying howls across the continent. Something is coming. Something big. Something powerful enough to organize monsters, to make orcs more confident, to cause imps to break free of their lashes and attack their masters, to destroy everything in its wake. Contact has been lost with the Mendevian Crusades, and the worldwound has been left unprotected. Whatever is leading the demons from there has been collecting evil creatures left and right, with little regard for any town or village that gets in its way. Survivors have only listed one thing that this army wants - destruction.

Talks have begun for some kind of unified army, some sort of protection against this onslaught of beasts that is organizing itself, but every discussion between leaders falls apart, Cheliax, Taldor, Varisia, Ustalav, each chat risks starting another fight between countries, all while the dark forces grow ever closer, rolling over everything in their path.

In this uncertain time, there is only one thing people can be sure of: This means war.

Deep in heartlands of Cheliax, a small town stands, known as Vivario. Whatever your reasons for being here, you are approached by a hooded messenger with a small, dirty envelope. After taking it, the messenger disappears the moment you look away from it.

Letter wrote:
I do not know who you are, only that you are the best and the strongest to carry out this task. If you have heard the rumors, you know that war is coming. I need you to transport something for me - out of Cheliax. I will make it well worth your while. Meet me at Please do not disappoint me.

--

Hello all! I have never DMed a Pbp before but I have a lot of experience with DMing and free-from forum roleplay, so I figured I'd give a campaign a shot. I've wanted to, for a while, run a war-based campaign. This campaign will take place in a couple of parts, Pre-war (which will be levels from about 1-5 or so) and wartime (5-onward), with the opportunity for mythic power and epic level battles. I'm a very free-form DM, and while I have certain events planned, I try to let the players steer the story, with an emphasis on player interaction.

This campaign is intended for 4-6 Players, with the possibility of Mythic options late into it.

I would like to say at minimum, 1 post per day. I am understanding if real life stuff comes up, it will likely happen to me too, but I will take over your character if you are gone for too long, or if you disappear without letting me know.

Character Creation Rules:

1st Level Start
All Paizo Content allowed (No 3rd Party Stuff)
VMC from Pathfinder Unchained allowed
Base races allowed, as well as Uncommon/Featured if the backstory is interesting.
20-Point Buy
Start with full HP, gain average Hit Die per level.
Medium Advancement
2 Traits + 1 if you choose a drawback
Average wealth for character start

--

I think that's about it! Let me know if you have any questions. I will update as necessary. I will be closing applications Next Wednesday, and hopefully we can get started by that weekend!


Do you also allow characters to use the Stamina system from Unchained? I'm thinking of using it to beef up a fighter I have in mind.


JonGarrett wrote:
Do you also allow characters to use the Stamina system from Unchained? I'm thinking of using it to beef up a fighter I have in mind.

Haven't read all of the feats, but just from a quick glance it definitely seems interesting, I'll allow it.


Cool. To be clear, the one I'm mostly taking it for is the effect it has on Kirin Strike. I'm gonna try and build an intelligence-based fighter, using some of the stuff in this thread, and Stamina make Kirin Strike especially nasty.


Wow I totally realized too late that i never completed that note at the start. My bad. I didn't say where to meet! Here is the full version:

Letter wrote:
I do not know who you are, only that you are the best and the strongest to carry out this task. If you have heard the rumors, you know that war is coming. I need you to transport something for me - out of Cheliax. I will make it well worth your while. Meet me at midnight in the town square. Please do not disappoint me.


I was going to ask about that. It might have made a cool intro plot - the location is obscured and we have to work out where it is.


Well now I just feel silly. :P There will be plenty of intrigue, don't worry.


Thinking perhaps an unchained summoner, possibly noble bandit shtick.


Sounds intriguing. I'll submit an Elven Mooncaller Druid.

I'll get a detailed background and the crunch to you in a few days, but here's a glimpse at my character concept.

Character Concept:
Prelude: The whispers are getting clearer. Acavna speaks to us. The apocalypse is coming. The demons are one thing, but the looming shadow grows larger. The form of the shadow is unknown, but she tells us we cannot ignore the outside world any longer. We must send one of our own to help fight the evil that comes our way. Dorian is said to be the chosen one. The one who is most in touch with Acavna. The one who can draw energy from Acavna herself. He must be the one to leave the Mordant Spire and help stop the shadow from covering all of Golarion. . . .


What sort of alignment do you think would be suitable for this campaign? The premise sounds friendly to a Lawful Evil character but I don't want to cause unnecessary conflict.


This sounds interesting. Would like to propose a Oracle with the seer archetype if that is something you could have fun with. Or a Magnus preferably going blade bound if you like. What I am saying is I like to let the GM get a little crazy with my PC's. Ammo is fun! Though an investigator would be fun. Possibly going into noble scion and or the spy master one


Just a healthy question, what type of warfare is this game going to be predisposed towards. IE is it pitched battles, covert ops etc. Just trying to figure out of there are opportunities to be stealthy, or more "front line pitched battle", or if its something that will naturally evolve after player selection.


Arachnofiend wrote:

I'll allow any alignment except for NE or CE - Not just because I like morally grey stuff, but I tend to disway people from attempting to betray the party unless it's something the player and I work on together as a plot point. In the event of Paladin, well, there's definitely a lot of "Greater Good" stuff going on with this campaign, as long as you don't side with the darkness (Which would make you NE or CE), and obviously there are ways for a LG and LE person to work together.

Death's Adorable Apprentice wrote:

I definitely like to screw around with character backstory, give weird custom powers, or have things that affect them based on their character development!

ginganinja wrote:

It will hopefully evolve based on player style, given that I intend, for the most part, the PCs to be working on goals around the different forces clashing, though how the PCs deal with those goals, or whether they want to abandon them for your own is up to . That being said, there will definitely be a few times the players will be on the front lines, but it will probably have a reason beyond "Kill all the Guys", unless that's the kind of campaign it turns into. As well, it's probably not that hard to be stealthy in the middle of a large, crowded battle if you need to.


PVP is something that I absolutely loathe in Pathfinder, so I can assure you you wouldn't have to worry about that. Think I might go with a Beastmorph/Vivisectionist Alchemist who uses her mutagen to take on a demonic form, a sort of "use their own powers against them" deal.


Dotting. Will create a human paladin for your approval.

Silver Crusade RPG Superstar 2014 Top 16

Now I may make some mods to him a bit, but I present Choraak, son of the Whitepeak tribe of the strix.

Stats:

I've no idea why Hero Lab is jacking up the AC, it should be +3 Armor, +1 shield, +4 Dex. Odd!

Choraak
Strix bard 1 (Pathfinder RPG Advanced Race Guide 200)
N Medium humanoid (strix)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +2
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
hp 10 (1d8+2)
Fort +3, Ref +6, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), fly 20 ft. (poor)
Melee dagger +3 (1d4/19-20) or
rapier +3 (1d6/18-20) or
whip +3 (1d3+1 nonlethal)
Special Attacks bardic performance 5 rounds/day (countersong, distraction, fascinate [DC 11], inspire courage +1), hatred
Bard Spells Known (CL 1st; concentration +2)
1st (2/day)—cure light wounds, grease
0 (at will)—detect magic, mending, message, read magic
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 12, Wis 7, Cha 13
Base Atk +0; CMB +0; CMD 14
Feats Weapon Finesse
Traits augmented disguise, whip specialist
Skills Acrobatics -2 (-6 to jump), Appraise +5, Bluff +7, Climb -4, Diplomacy +7, Disguise +5, Fly -6, Intimidate +7, Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +2, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +2, Perception +2, Perform (dance) +5; Racial Modifiers +2 Bluff, +2 Climb, +2 Diplomacy, +2 Intimidate
Languages Common, Strix
SQ bardic knowledge +1, wing-clipped
Other Gear studded leather, buckler, dagger, rapier, whip, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork tool, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 3 gp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 5 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (20 feet, Poor) You can fly!
Hatred +1 (Ex) Gain a bonus to attacks vs humans.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Wing-Clipped Must make DC 30 Fly check to fly upward.

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Story:

Choraak was born the eldest son of a hunter of the Whitepeak strix, in the Devil’s Perch area of Western Cheliax. Unlike most of his tribe though, he was neither a strong flyer, nor a strong warrior, and was always more interested in learning, and fiddling, and asking questions than was right for a strix to do.

A practical people, the strix eventually determined that they could use Choraak for the gifts he did have, and they would send him with his wings disguised, so that he might appear as a dark human, into Chelaxian villages, in order to spy and trade for goods.

Choraak regularly wears a hooded cloak to disguise some of his facial features, but much of his head feather’s are shaved off, to make him appear like a bald human of ebony skin. His boots are uncomfortable, but they hide his clawed feat, and the modified backpack he wears is large enough for his stunted wings to be folded up inside to avoid detection.

The Plan:

Choraak will advance along the Bard and Lore Warden Paths, probably going: Bard, Bard, LW, LW, LW, Bard, Bard, Bard, LW+, most likely becoming a tripping or disarming character, using the whip.


Question, Visser. Would I be penalized by choosing Rich Parents or Lesser Noble as a trait? Both offers a boost in starter gold.


TheWaskally wrote:
Question, Visser. Would I be penalized by choosing Rich Parents or Lesser Noble as a trait? Both offers a boost in starter gold.

No, you can definitely take them! (as long as they fit into your backstory in some way, of course. Like having rich parents.) Unless you meant to ask if you could take them both? I wouldn't see a problem with it, especially as after a couple of levels the rich parents flat gold boost becomes less relevant anyway.


DM Visser, I wish to present to you young master Jaro Vasilis, a true paladin living within corrupted Cheliax.


I'd like to submit this character for consideration: Half-Orc Cavalier (Beast Rider).

All the info should be in the profile. Feedback/suggestions are much appreciated.


Presenting Dorian Farahan and his wolf companion Mani.

I haven't done the crunch for Mani yet, but he'll be a standard Wolf animal companion with the Toughness Feat.

Let me know if you have any questions, comments, critiques, etc. Thanks.


How do you feel about Leadership? I would like to make the Seer Oracle. With the cohort being a fighter preferable going into Stalwart Defender.

My thought on a Seer is that she did not pick this path for herself but he Gods did so. Occasionally plagued by Visions of things to come she runs away from home. Not sure where I want that to be yet.

If you are ok I would like her to be an Peri Blooded Aasimar. And for her natural abilities to unlock as we play. The mystery will be either Heavens, Battle, or Ancestors. I really like all three. If you have a thought on which one you could use more that would be wonderful. For the Curse either Haunted because it is rather hilarious or Tongues since I feel it actually fits this concept.


I want her to be from the town of Kantaria, sadly there isn't much information about this town. This will put her close to St. Ilnea’s Fountain. I would like for her Vision to begin when she visits the Fountain on either Rova 19, the Day of the Inheritor, and Lamashan 6, Ascendance Day when the Fountain supposedly give a blessing to those who stand under the gout of water that sprays hundreds of feet in the air.


I don't mind leadership in this campaign, but it's probably the only time I'd really allow it for obvious reasons. As far an Aasamir, I will probably allow it, as long as it has a decent backstory. I feel like any of those bloodlines I could work with, but if I was forced to give an advantage, probably heavens or ancestor because they have clearer ways to contact you (though I could come up with something for battle as well).

As for other characters being posted, they look great so far! I have only been giving them quick once-overs, but I am going to go into them more in-depth over this weekend, though unless I see something really egregious, they're probably looking good if I don't say anything, and I'll let everyone know by wednesday.


This looks like a neat concept for a campaign. I'm gonna draw up a cleric once I decide on a deity.


I think I'll submit a Witch of some kind, which could be fun.


Here is the fluffy bits

Spoiler:
Beatrix Gott is a young girl originally from the major city of Westcrown. Her parents, Ortwin and Silvia, owned a bakery. Beatric had an older brother named Walder. Their parents are simple people. Ortwin is a strict man with a talent for baking. The shop he inherited from his parents. Silva is the daughter of the road, originally from Varisia. Her travels brought her to Westcrown where she met Ortwin and fell in love. Walder is four years older than Beatrix. He is tall and thin with dark brown eyes and shaggy blond hair. Walder was a wild child and tends to make friends from questionable sources. He began gambling and with brilliant luck at it. Walder had earned a few hundred gold over three months and blew it all on drinking and whoring.
This luck ran out after three months when he gambled too much. To get in at a table with bigger prizes he took the deed to his parents bakery and used that to get in. He was hoping to earn a liberal amount of gold or one of the businesses that was up. He got cocky and his bluff was called. He lost the Bakery. Walder was escorted back to the Bakery. Understandably his parents were not understanding. Ortwin made his wife and young daughter go back inside while he handled the situation. Minutes later they heard Walder scream no. Silva ran out the back and found a friend to take Beatrix. This friend, Aldo, is a merchant the Gotts regularly bought supplies from. He took Beatrix as a apprentice and she left Westcrown two days later. She tried to go back to bakery the next day and her family wasn't there. Neighbors said he father was killed and her brother dragged away. No one has seen her mother. Beatrix was told she should leave. Fearful she did as her mother asked and left. Beatrix was nine at the time and this was ten years ago.
Beatrix stayed with Aldo for two years. And in that time he grew increasingly short tempered with the troubled young girl. Beatrix suffers from frequent nightmares, she has her whole life. The breaking point was when Aldo caught her stealing from him and he didn't care that she was doing it to give the food to street rats. He started beating her and a traveling minstrel, Kallias, and her guard, Ulric, intervened. Beatrix traveled with the two of them for many years. Only parting ways a few months ago.
On Lamashan 6 the group of three were in Kantaria. Beatrix went to St. Ilnea’s Fountain wanting to see the gout of water and see if she would receive the blessing of St. Ilnea. She did. Beatrix received a vision. Very little of it made since but she was given the way to reach a little town called Vivario. Anything else in the vision let me know at your leisure. It is at this point she gains class levels and her Aasimar blood becomes more apparent.
Beatrix has lightly tanned skin and long wavy dark auburn hair. Thanks to her time with Kallias Beatrix has a love for fine clothing and nice jewelery. She was born with green eyes but after the visions began her eyes turned a pale yellow.

I will throw the crunchy bits together in a little while. I will be going with the Heavens Mystery and the Tongues Curse. Let me know if there is anything I should change


GM Visser, without giving too much away, can you tell me if we'll be facing a significant amount of undead in this campaign?


I still need a feat and equipment.

Spoiler:
Beatrix Gott Oracle Seer lvl1 Init +1; Senses Perception +0
DEFENSE
AC13 , touch, flat-footed (+2armor, +1 Dex)
hp 9(d8+1)
Fort +1, Ref +1, Will +1
OFFENSE
Speed 30ft
Melee dagger +1 1d4+1 19-20x2
Morning star +1 1d8+1
Ranged
Special Attacks
Spell-Like Abilities pyrotechnics (CL 1st)
Spells Prepared (CL 1st)
1st (4/perday)— Cure Light Wounds, Burning Disarm, Firebelly
0 — Create Water, Detect Magic, Read Magic, Spark
Bonus Spells: color spray (2nd), detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).
STATISTICS
Str13
Dex 12
Con 12
Int 16
Wis 8
Cha 18
Base Atk +0; CMB +; CMD
Feats
Traits = Pyromancer (Aasimar) You're especially adept at casting flame-based spells. Benefit: You gain a +1 trait bonus on damage rolls for any spell you cast with the fire descriptor. Spells that do not deal damage do not benefit from this trait.
Cosmopolitan Your exposure to many people and tongues has given you a particular facility for speech. Benefit: You gain a +1 trait bonus on Linguistics checks, and Linguistics becomes a class skill for you.
Skills 4+1+int
Craft (Int)
Diplomacy (Cha)+1rank, 4+mod = 5
Heal (Wis)
Fly
Knowledge (arcana) (Int) +1rank, +3mod= 4
Knowledge (history) (Int) +1rank, +3mod= 4
Knowledge (planes) (Int) +1 rank, +3mod, +2racial = 6
Knowledge (religion) (Int)
Linguistics(Int) +1 rank, +3mod = 4
Profession (Wis)
Perception(Wis)+1 rank, -1mod =0
Sense Motive (Wis)+1 rank, -1mod =0
Survival(Wis)
Spellcraft (Int)+1 rank, +3mod, +2racial = 6
Languages Common, Celestial, Varisian, Infernal, Elven, Dwarven
SQ Curse Tongues In times of stress or unease, you speak in tongues. Effect Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.
Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
At 5th level, pick an additional language to speak in combat and add it to your list of known languages.
At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.
At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
Mystery Heavens
Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.
Combat Gear - Leather armor (+2AC, +6 max dex, 10gp), dagger (1d4 19-20x2 2gp), Morning Star (1d8, 8g)
Other Gear 105gp

Peri-Blooded (Emberkin)

Spoiler:
Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.
Ancestry Peri
• Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Int, +2 Cha
• Type: Aasimars are outsiders with the native subtype.
• Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
• Base Speed: Aasimars have a base speed of 30 feet.
• Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
• Skilled: Aasimar have a +2 racial bonus on Knowledge (planes), Spellcraft checks.
Magical Racial Traits
• Spell-Like Ability (Sp): Aasimars can use pyrotechnicsonce per day as a spell-like ability (caster level equal to the aasimar's class level).
Senses Racial Traits
• Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
• Emberkin Race Traits: Burnished Skin, Pyromancer
Emberkin reveal their divine heritage through their skill with fire-based magic and their desire to repent for others’ sins. Many emberkin suffer from frequent nightmares and strange impulses to commit spontaneous acts of evil. They typically have igneous features such as wispy auburn hair and bright yellow eyes, and a rare few are born with albino skin. emberkin often feel an insatiable need to continually perform acts of good. Some are content to perform small acts of kindness at home, though they may feel driven to travel regularly in order to find pockets of true evil that they can eradicate.
Like all aasimars, emberkin are not necessarily compelled to embrace good and justice. Perhaps more so than most of their celestial kith, emberkin have a propensity to revolt against their benevolent predisposition and instead follow a darker path. Perhaps these emberkin are evil by nature, or perhaps it is a remnant of their fallen angel ancestry. Either way, such wicked individuals are often dangerous, and are both pitied and hunted down by their aasimar brethren.

Edited fluff

Spoiler:
Beatrix Gott is a young girl originally from the major city of Westcrown. Her parents, Ortwin and Silvia, owned a bakery. Beatric had an older brother named Walder. Their parents are simple people. Ortwin is a strict man with a talent for baking. The shop he inherited from his parents. Silva is the daughter of the road, originally from Varisia. Her travels brought her to Westcrown where she met Ortwin and fell in love. Walder is four years older than Beatrix. He is tall and thin with dark brown eyes and shaggy blond hair. Walder was a wild child and tends to make friends from questionable sources. He began gambling and with brilliant luck at it. Walder had earned a few hundred gold over three months and blew it all on drinking and whoring.
This luck ran out after three months when he gambled too much. To get in at a table with bigger prizes he took the deed to his parents bakery and used that to get in. He was hoping to earn a liberal amount of gold or one of the businesses that was up. He got cocky and his bluff was called. He lost the Bakery. Walder was escorted back to the Bakery. Understandably his parents were not understanding. Ortwin made his wife and young daughter go back inside while he handled the situation. Minutes later they heard Walder scream no. Silva ran out the back and found a friend to take Beatrix. This friend, Aldo, is a merchant the Gotts regularly bought supplies from. He took Beatrix as a apprentice and she left Westcrown two days later. She tried to go back to bakery the next day and her family wasn't there. Neighbors said he father was killed and her brother dragged away. No one has seen her mother. Beatrix was told she should leave. Fearful she did as her mother asked and left. Beatrix was nine at the time and this was ten years ago.
Beatrix stayed with Aldo for two years. And in that time he grew increasingly short tempered with the troubled young girl. Beatrix suffers from frequent nightmares, she has her whole life. The breaking point was when Aldo caught her stealing from him and he didn't care that she was doing it to give the food to street rats. He started beating her and a traveling minstrel, Kallias, and her guard, Ulric, intervened. Beatrix traveled with the two of them for many years. Only parting ways a few months ago. Kallias and Ulric travel all over Cheliax. Kallias is skilled with a lute and rather creative with her words. Charming and funny Kallias is typically well received where ever she goes. She likes to play in large halls to seedy taverns. While Ulric is brute force. He is loud, friendly, and creative.
On Lamashan 6 the group of three were in Kantaria. Beatrix went to St. Ilnea’s Fountain wanting to see the gout of water and see if she would receive the blessing of St. Ilnea. She did. Beatrix received a vision. Very little of it made since but she was given the way to reach a little town called Vivario. Anything else in the vision let me know at your leisure. It is at this point she gains class levels and her Aasimar blood becomes more apparent.
Beatrix has lightly tanned skin and long wavy dark auburn hair. Thanks to her time with Kallias Beatrix has a love for fine clothing and nice jewelery. She was born with green eyes but after the visions began her eyes turned a pale yellow.
She has no idea yet that she is an Aasimar. That the diluted celestial blood running though her veins is why she is the way she it. Growing up Beatrix has always had a fascination with fire, it has always drawn her attention. That blood is why she is tempted to thievery though she has never been very good at it. People who spend time with Beatrix will notice that her behavior can be rather erratic. She will frequently do good deeds like giving most of her money to strangers. But she is also happy to help break into someone's home and steal from them.


Interested. elf slayer? Fluff and crunch to come.


I realize that I may be coming to the table a bit late, but I have a concept for a Gnoll wanderer that I'd love to try. (Ranger [Warden/Trapper] 5, Unchained Barbarian 1, Horizon Walker 10, Cleric of Desna 1, Bloodrager 1, Whocaresitstoofaraway 2. All the Movement speed!)

My character's goal is to see ALL of Golarion. He dislikes cities, but loves to meet people and trade stories. He's a soft-spoken lover of the great outdoors who feels uncomfortable around children (Ustalavan kids are creepy!) and horses (He's a Hyena-man, of course horses aren't going to like him!).

His favourite places are prairies and grasslands, followed by mountains. He wandered into Cheliax on a whim, claiming that "it looked like a good trail to follow."

EDIT: Gnolls:

Gnoll
TYPE

Humanoid (gnoll)0 rp
SIZE

Medium0 rp
BASE SPEED

Normal0 rp
ABILITY SCORE MODIFIERS

Flexible (+2 Str, +2 Con)2 rp
LANGUAGES

Xenophobic0 rp
RACIAL TRAITS

Defense Racial Traits
Natural armor2 rp
Senses Racial Traits
Darkvision 60 ft.2 rp
Total6 rp

Ripped straight from the Pathfinder Reference Document, Advanced race Guide, Example Races.

EDIT: I realize where I went wrong... In my own homebrew I had added 10ft to their movement speed, which is not the default. Oh well, it could still be rather interesting.

EDIT 2: I realize that this may not be the smartest thing, but I'll be away from next Sunday to Thursday morning/Wednesday night depending on which part of the planet you live on. Just mentioning it so that I don't get booted for bad attendance.

If Gnolls aren't allowed, I might try a similar (Likely almost identical) character, only as a hobgoblin. Somehow that just isn't as appealing. Maybe a Kellid-adopted Half-Orc wanderer? Eh, I'll wait for the GM's word.


Borehole looks at the letter as he try's to figure out what it is. Eventually he gets it open and begins to read. After reading the letter two are three times he barely understands, and heads in the direction of the town square. He waits there as he sees several others approach. He attempts to speak in common but it takes him some time My name Borehole, you need me fight, yes? Borehole stares intently as he listens to the responses concentrating hard to understand what the others are saying

This is my unchained barbarian, he's not too bright but knows how to swing a blade. The crunch is done and I'll get the background finished up and posted by tomorrow night, Thanks for considering me for your campaign


Bob Evil here, all set. Here is Marcaius, an Azlanti street preacher for Groetus intrigued by the looming threat that the mysterious army poses.

Statistics:
Marcaius
Male middle-aged human (Azlanti) cleric of Groetus 1
CN Medium humanoid (human)
Init -1; Senses Perception +3
------------------------------
DEFENSE
------------------------------
AC 14, touch 9, flat-footed 14 (+5 armor, -1 dex, +0 shield, +0 size)
hp 11 (1d8+3)
Fort +4, Ref -1, Will +5; +2 vs. madness and confusion effects
------------------------------
OFFENSE
------------------------------
Speed 30 ft. (20 ft. in armor)

Melee dagger +1 (1d4+1/19-20) or
gauntlet (from armor) +1 (1d3+1) or
heavy flail +1 (1d10+1/19-20) or
unarmed strike +1 (1d3+1 nonlethal)

Ranged light crossbow -1 (1d8/19-20)

Special Attacks channel negative energy 5/day (DC 14, 1d6), destructive smite (+1, 6/day)

------------------------------
STATISTICS
------------------------------
Str 13, Dex 8, Con 14, Int 12, Wis 17, Cha 14
Base Atk +0; CMB +1; CMD 10
Traits broken mind, mathematical prodigy, scholar of ruins (Knowledge [geography])
Drawbacks paranoid
Feats Improved Channel, Selective Channeling
Skills (4 points; 2 class, 2 INT, 0 Favored Class)
ACP -3
(0) Acrobatics* -1
(0) Appraise +1
(0) Bluff +2
(0) Climb* +1
(0) Diplomacy +2
(0) Disguise +2
(0) Escape Artist* -1
(0) Fly* -1
(0) Heal +3
(0) Intimidate +2
(1) Knowledge (Arcana) +6
(1) Knowledge (History) +5
(1) Knowledge (Planes) +5
(1) Knowledge (Religion) +5
(0) Perception +3
(0) Ride* -1
(0) Sense Motive +3
(0) Stealth* -1
(0) Survival +3
(0) Swim* +1

*ACP applies to these skills

Non-Standard Skill Bonuses
+1 Knowledge (Arcana) (trait)
+1 Knowledge (Architecture and Engineering) (trait)
+1 Knowledge (Geography) (trait)
+1 Knowledge (Dungeoneering) (trait)

Languages Azlanti, Common, Thassilonian

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Bonus feat [racial] You gain a bonus feat at first level.

Broken Mind [trait] You are used to living with your own madness, and gain a +2 trait bonus on saves against madness and confusion effects.

Cleric Channel Negative Energy 1d6 (5/day, DC 14) (Su) [class] Positive energy heals the living and harms the undead; negative has the reverse effect.

Cleric Domain (Catastrophe) [class]

Cleric Domain (Entropy) [class]

Destructive Smite +1 (6/day) (Su) [class] Make a melee attack with morale bonus to damage.

Improved Channel [feat] Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.

Mathematical Prodigy (Knowledge [arcana]) [trait] You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.

Paranoid [drawback] Aid Another DC 15 for attempts to help you.

Scholar of Ruins (Knowledge [geography]) [trait] You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.

Selective Channeling [feat] Exclude targets from the area of your Channel Energy.

Skilled [racial] You gain an extra skill rank at 1st level and an additional rank whenever you gain a level.

Touch of Chaos (6/day) (Sp) [class] With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.

Spells:

------------------------------
Spells
------------------------------
(CL 1st, Concentration +4)

0th (at will) detect magic
guidance
light

1st (2/2+1/1) cure light wounds
entropic shield [D]
shield of faith

Domains Catastrophe*, Entropy**

*Destruction subdomain, **Chaos subdomain

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-50 lb. Medium 50-100 lb. Heavy 100-150 lb.
Current Load Carried 92 lb.

Money 20 GP 0 SP 0 CP (0.4 lb.)
Dagger (2gp) (1 lb.)
Heavy Flail (15gp) (10 lb.)
Light Crossbow (35gp) (4 lb.)
-Crossbow Bolts x20 (2gp) (0.1 lb.)
Scale Mail (50 gp) (30 lb.)
Backpack (*) (0.5)
Bedroll (*) (1.25 lb.)
Belt Pouch (*) (0.125 lb.)
Candle x10 (*) (0 lb.)
Flint and Steel (*) (0 lb.)
Holy Symbol, Wooden (Groetus) (*) (0 lb)
Holy Text (Groetus) (*) (0 lb.)
Mess Kit (*) (1 lb.)
Pot (*) (4 lb.)
Rope (*) (10 lb.)
Soap (*) (0.5 lb.)
Torch x10 (*) (1 lb.)
Trail Rations x5 (*) (0.25 lb.)
Waterskin (*) (1 lb.)

*Purchased as Cleric's Kit (16gp) (44 lb.)

Background:
A man in battered mail, a double-headed flail strapped loosely to his back, stands on a busy street corner. He holds up a hand-made sign that says 'THE END IS COMING' and shouts loudly about signs and prophecies and numerology, wild gray hair whipping in the dusk wind. His violet eyes search wildly about for any sign of attentiveness, but most ignore him, and several people cross the street when they spot him ahead. But he is undeterred; they must know what he knows. The message must get through.

"DON'T YOU SEE?! OPEN YOUR EYES! THE SIGNS ARE HERE! THE END IS UPON US! WHY WON'T YOU LISTEN?!!"

****************************

The man known simply as Marcaius [mar-kai-us] (or 'Marcaius the Mad', 'Marcaius the Daft', or 'that damned lunatic street preacher' by the locals) was not always a priest of Groetus. As a younger man, he was born into a minor Taldan noble house, but rejected his surname in the embrace of his Azlanti heritage.

Like many young modern Azlanti, Marcaius had a fascination with the romanticized glory of the ancient society, and devoted his portion of the family inheritance to financing a life of scholarship. He studied the arcane art of conjuration and was educated at some of the finest universities that Avistan had to offer. Among the subjects that captured his imagination was ancient Azlanti religion; although hardly devout himself, Marcaius found himself drawn to the imagery of the grand temples and the opulent priesthood of deities such as Acavna, Amaznen, Pharasama, and Groetus, and the young noble often traveled to the site of rumored ruins and artifacts of the great empire. It became his dream to discover the remains of an Azlanti temple, one that would reignite interest in Azlant's culture among the populace.

Eventually, ancient texts recovered at no small expense hinted at something so impossible, Marcaius couldn't help but be intrigued by it: the possibility of a Azlanti temple to Groetus that had been magically transported to the surface of the god-moon itself. Marcaius fixated on his dream of discovery coming true, became determined to bring back proof of the temple from the Great Beyond. Historical records had shown that all who had attempted to make contact with Groetus' moon and survived were rendered irrevocably insane, but the young noble was nonplussed. Against the advice of his family, he used up nearly all of his wealth, connections, and magical knowledge to construct a protective amulet for the sole purpose of traveling across the moon unharmed and perfectly sane, and to teleport him back home at the first sign of danger. Loaded for bear for the expedition, he bid his family and friends farewell and cast the spell that would send him across the planes to meet his destiny.

He was discovered nearly a month later locked in the ruin of his private sanctum, gibbering mad and scribbling nonsensical warnings on the walls in a progressively disturbing variety of writing materials. The amulet hung from his neck in a twisted lump.

The following years were a blur. Marcaius was institutionalized, disowned, and eventually dumped onto the street. Homeless, he wandered as he may, for reasons that made perfect sense to him only until the next contradictory thought entered his head. But he was not afraid, for he knew, deep down he just knew that he was the only one who wasn't fooling himself. He had seen truth back on that moon, in all of it's terrible, horrible glory, and it was his charge to wake up the masses to the farce that they were all living.

It was all coming to an end, and so what did Azlant, or nations, or gods, or anything matter? Nothing really mattered! And if nothing really mattered, then all were free, don't you see? Free, from everything! But nobody else seem to realize this, so they clung to their institutions and their rules and their beliefs, and remained blind to their freedom, and they insisted that he play along as well. Well, stuff that! He would wake them up, open up their eyes, tell them about what he'd seen there on the face of Groetus. He would be an agent of the only god that mattered, the Harbinger of Last Days, the God of the End of World, the Apocalypse Moon. They'd see. They'd all see, because he'd be the one to show them.

Crafting his very first unholy symbol from discarded refuse, Marcaius has spent years on the road since, preaching his message far and wide, and he's been encouraged by what he's seen. Something big is coming, and for once he's not the only one who seems aware of it. An army approaches unlike any ever seen before, and the people prepare for war. Could this be it? Could the end finally be imminent? He must be there to see it! This might be what finally wakes them up once and for all!

Appearance and Personality:
Marcaius is a middle-aged man of average height and build with wild, stringy gray hair and eyes of deep but faded purple, proof of a strong Azlanti heritage. He wears a light gray tunic hemmed with pale blue trim, over which is worn beaten mail armor that looks several years past optimum use. His stare is unnerving, and prolonged conversation with him quickly reveals his insanity, and he makes reference to obscure arcane phenomena and nonsensical (and often contradictory) places and signs as if they were common knowledge. Still, he always seems to appear to care for the well-being of others, even though there's some sense that he fears that whomever he speaks to is terminally ignorant.

There's a sort of nervous energy that seems to follow him around. Although he can be prone to bouts of mania when excited, paradoxically he is often quiet and seemingly lucid for long periods of time. Above all, he always looks like he desperately wants to tell you something important.


Lieutenant Paladine here, I think I'm done. Or as done as I can be without the seal of approval.

Statistics:

Falstaff the Wanderer
Male Gnoll Warden/Trapper Ranger 1
CN Medium humanoid (Gnoll)
Init +1; Senses Perception +7
------------------------------
DEFENSE
------------------------------
AC 17, touch 10, flat-footed 16 (+5 armor, +1 dex, +1 natural armour, +0 shield, +0 size)
hp 14 (1d10+4)
Fort +5, Ref +3, Will +2
------------------------------
OFFENSE
------------------------------
Speed 30 ft. (20 ft. in armor)
Melee Starknife +5 (1d4+4x3) or
Scythe +5 (2d4+6x4 P or S) or
unarmed strike +5 (1d3+4 nonlethal)
Ranged Starknife +2 (1d4+4x3, 20ft, Piercing)
Longbow +2 (1d8x3, 100ft, P)
------------------------------
STATISTICS
------------------------------
Str 18, Dex 12, Con 16, Int 12, Wis 14, Cha 7
Base Atk +1; CMB +5; CMD 15
Traits Called, Frontier-Forged, Wanderlust
Drawbacks Warded Against Nature
Feats Power Attack
Skills (7 points; 6 class, 1 INT, 0 Favored Class)
ACP -3
(0) Acrobatics* +1
(0) Appraise +1
(0) Bluff -2
(0) Climb* +4
(1) Craft (Weapons) +5
(1) Craft (Armour) +5
(0) Diplomacy -2
(1) Disable Device +5
(0) Disguise -2
(0) Escape Artist* +1
(0) Fly* +1
(0) Heal +2
(0) Intimidate -2
(1) Knowledge (Geography) +6
(1) Perception +7
(0) Ride* +1
(0) Sense Motive +2
(1) Stealth* +5
(1) Survival +7
(0) Swim* +4
*ACP applies to these skills
Non-Standard Skill Bonuses
+1 Perception (trait)
+1 Survival (trait) (Conditional)
Languages Common, Gnoll, Orc


Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Favoured Terrain (Plains) [class] The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Track (Ex) [class] A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex) [class] A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and hisCharisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Predator’s Gaze [Drawback] Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect. (Warded against Nature Drawback)
Frontier-Forged [trait] You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.
Wanderlust [trait] Treat your base land speed as 10 feet higher when determining your overland speed.
Called [trait] Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.
Darkvision(60ft) [racial]
Power Attack [feat] You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.


Gear:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-100 lb. Medium 100-200 lb. Heavy 200-300 lb.
Current Load Carried 89 lb.
Money 14 GP 0 SP 0 CP (0.4 lb.)
Scale Mail (Self-Crafted) (16.67gp, 30lbs)
2 Starknives (SC) (16gp, 6lbs)
Scythe (SC) (6gp, 10lbs)
Cloak 5gp 1lb
Ranger’s Kit 9gp 28lbs
- backpack
- bedroll
-belt pouch
-flint and steel
-iron pot
-mess kit
-rope
-torches (10)
-trail rations (5 days)
-waterskin.
Silver Holy Symbol of Desna (25gp, 1lb)
Longbow (SC) (25gp, 3lbs)
60 Arrows (3gp, 9lbs)
Thieves’ tools 30gp 1lb

Backstory, Personal Character, and Physical Description:

Raised on the border of the chaotic River Kingdoms and Numeria, Falstaff was found abandoned on the edge of the plains. Garret, the Half-Orc Inquisitor of Erastil, took this runt of a pup and adopted him as his own. Garret did his best to instil Erastil’s values in his son, but the wild had already set its claws into the young pup. Mind you, the followers of Ol’ Deadeye are hardly the most civilized folks to begin with.

Garret did manage to instil a tremendous work ethic in his son before he passed away late last year. Falstaff is a cunning hunter, willing to track his quarry over vast distances, running it down not through speed, but through endurance.

Falstaff is, oddly enough, a devout Desnan. His great love is an endless plain of stars above and grass below. That is where he feels alive; Nothing for miles but himself, his Goddess, and his prey. Even simply running across the wide open plains brings joy to his heart. Falstaff also refuses to wear boots, as he feels they cut him off from the landscape, something he is averse from doing.

Falstaff is six foot, five inches tall, with a dark mane of black and grey fur. His fur is thick and healthy, with very few blemishes. His most notable scars are the quartet of circular puncture wounds that he claims are from a manticore (But are actually from the antlers of a strong White-tailed buck), and the trio of vertical scars across his left eye, from when he faced an enormous grizzly bear. Falstaff wears scale mail that he forged under the eye of Garret, who was as self-sufficient as possible. Much of Falstaff’s gear was made by his own paws, or bought from travelling traders or one of the few cities in the River Kingdoms. Falstaff wears a long, hooded dark green cloak in an attempt to make his racial heritage less obvious. It hasn’t worked so far.

Falstaff would be a very affable young man, if only more people would give him the chance. He has been rather lonely of late, and after a bad experience trying to make friends with some children in a village in Ustalav, he is wary of people. However, he is hoping to find a friend, and has been praying to Desna for weeks for a sign, and a friend. It seems that with this letter, Falstaff’s prayers are answered.


How do you feel about Skinwalkers, in particular the Scaleheart kind?
Link

The idea behind the character is that he's a southerner all the way from Osirion and the personal scribe of a merchant that seeks to use the looming war for his own profit.


Woah, a bunch of new applications! I'm so excited to read everyone's stuff! I'm going to get on it today and tomorrow. I know I missed your question, bob, before you put up your character, but the amount of undead won't be insignificant - they make excellent shock troops, and I just really like em.

As for the skin walker, Cuan, I will allow it as long as they aren't actually NE, but it sounds like you were going for a LE concept anyway, so that's all right.


I'm actually going for either CG or CN. It's his master that would qualify as LE or LN. He chafes under the command of his master and wants to be rid of him, mostly because he thinks that it's shameful what his master does. Those goods could be put to much better use than just selling to the rich and scared for enormous prices, like selling to armies for reasonable prices.

He'd be a follower of the Ossiriani god Sobek, who he considers to be the paragon of his kind. His work as a scribe is just something he does to make ends meet and he gets to see the world while he's at it.

I'm not sure on class but I'm leaning towards Arcane caster.

EDIT: Would you allow the Occult Adventure playtest material by any chance? Not set on anything, just thinking options.


I've looked over occult play test before, and I have no problems with it!


DM Visser wrote:
I know I missed your question, bob, before you put up your character, but the amount of undead won't be insignificant - they make excellent shock troops, and I just really like em.

No worries! I just wanted to know so I could plan my feat selection; there's not much point in taking Command Undead if they only come up once or twice in the entire campaign. It also make Versatile Channeler a more viable option, although I was planning to pick it up anyway to boost my healing power.


I know I am eventually wanting the Angle Wings feat but I am not seeing anything to improve the flight. Is there something I am not seeing?

Silver Crusade RPG Superstar 2014 Top 16

Deaths Adorable Apprentice wrote:
I know I am eventually wanting the Angle Wings feat but I am not seeing anything to improve the flight. Is there something I am not seeing?

Given your handle, I'm guessing you'd pick some acute angle?


Bah! to you! Angel Wings! Taunt me not fellow adventurer for my typo.


The fluff is now done. You'll also notice that he actually doesn't speak Orc despite being half orc...this is because due to his back story he never got a chance to learn it


I'm waiting with bated breath to see if I get in on this. It looks like an interesting group of characters.


Can the celestial be the language for the curse. I do not think she would know the language before that. And I put it down but with the curse would she learn it immediately or have to work at it?


Falstaff the Wanderer wrote:
I'm waiting with bated breath to see if I get in on this. It looks like an interesting group of characters.

It's definitely an interesting group. A lot of creativity from everyone. I wonder if he'd consider expanding the roster a bit. It's a nice spread of characters. Not a lot of overlap. An expanded roster would leave room in case of attrition . . .


I might consider expanding it a bit, maybe altering the intro quest from my original vision. It looks from what I can see to be about 10 people have applied/have characters they are working on, and I've definitely never run for a group that big, but I've always had an easier time of doing stuff online anyway so it's not out of the question. We'll see about it.

Deaths Adorable Apprentice wrote:

As far as tongues goes, it is something you would automatically be fluent in - it would go along with the vision as sort of the awakening of your oracle powers, I would assume. I'm not sure if there's a way to increase your fly speed - I looked but I couldn't find anything about it. Still, at-will fly is always a strong ability.


Ok so I will leave celestial on there. I should have her finished Tuesday afternoon.


This game looks very interesting, and I always love to experience a new DM on the boards. I humbly present a character I made long ago who would be perfect for this campaign, Aviz. He's a strix airborne ambusher fighter who uses a fauchard to attack from the air, and when he gets some more levels he will be specializing in tripping and AoO's to get some serious battlefield control down. His background is already set in Cheliax and I've tweaked his crunch for your character creation rules.

He's a character I've been wanting to play for a really long time, mostly because I love his concept and want to roleplay him, but also because he uses an interesting and rarely used archetype and will be fun in combat. Any and all feedback is appreciated!


Just got my Arcanist here, might add more fluff on it later if I get the time.

Backstory:

Alexis Lialda, life was largely a solitary existence. Brought up as an orphan, it was quickly discovered that, Alexis has quite the large degree of magical talent. What was rather unusual however, was that Alexis ended up being tutored in the art of magic by a druid of Gozreh. While the two of them struggled with the difference between divine casting and arcane, with teacher and student gaining magic in vastly different ways, the experience was significant to Alexis, who was fascinated by her teacher’s ability to transform himself into a variety of different forms, something Alexis decided she would also like to duplicate with her own branch of magic.

Studying hard, Alexis eventually outgrew her childhood teacher and guardian, and left to Cheliax on her own, still largely a beginner with her magical studies, but a beginner with high aspirations. Studying the history of Azlanti, Alexis was well aware of the degree to which the school of transmutation could be taken, and she was determined to reach that level.

Alexis was studying the possibility of casting transmutation spells on allies when the rumblings of the war began to reach her ears. Fully aware, that her studies could easily be recklessly weaponised in order to combat this threat, Alexis decided she would attempt to offer what skills she had in the defence against this thread, but only if she could deliver her skills in person. Hunting for worthy friends, she visited Vivario and discovered a mysterious letter. Deciding it was worth investigating, she headed for the town square…

Crunch:

Alexis Lialda
Female human arcanist (brown-fur transmuter) 1 (Pathfinder RPG Advanced Class Guide 8, 77)
CN Medium humanoid (human)
Init +7; Senses Perception -1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (1/4), arcanist exploit (potent magic), consume spells
Arcanist (Brown-Fur Transmuter) Spells Prepared (CL 1st; concentration +5)
1st—color spray (DC 17), magic missile
0 (at will)—dancing lights, detect magic, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 12, Int 19, Wis 8, Cha 14
Base Atk +0; CMB +0; CMD 11
Feats Improved Initiative, Spell Focus (transmutation)
Traits reactionary, tenacious shifting
Skills Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Spellcraft +8, Use Magic Device +6
Languages Celestial, Common, Sylvan, Thassilonian, Undercommon
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +2 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Tenacious Shifting Non instantaneous Transmutation spells increase duration 2 rounds.
--------------------

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