male Active spells. GMW on Lance and Morningstar Gnome Paladin 15 HP 154/154 AC 37 T 14 FF 36 F23 R 16 W 20 Ini +2 Perc 27 SE 5/Day +6 /+15/+6
Looking at the blade with disgust, Flizzibus smiles and nods."Keep it. To the victor the spoils!"
Checking that his valiant companion is not badly hurt Flizzibus prays quickly to his goddess, laying hands on himself.
LoH:7d6 ⇒ (2, 5, 4, 2, 1, 5, 5) = 24
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"Goodness, no, nothing so vulgar as that. I simply recognize that none of you would enjoy so much as carrying this enchanted blade. To you, Sir Flizzibus, at the least, it would likely feel as if enchanted against your very being."
Pele, finished arming himself and stowing his old melee weapons in his bag, sorts the other magical items located on the floor.
"These slippers will allow you to climb sheer walls, evendors ceilings. This garment is designed for a nature priest or druid, I don't think we'll find it useful. These religious icons are fairly potent, if Father Gideon would cast an orison while holding them, I imagine he will appreciate their power."
Male Dwarf Monk 15 HP: 153/153; AC:36/31/28; F +20; R +21; W +20; Init: +11; Percep: +24 (+26) Ki pool: 13/13; Stunning Fist (DC 25) 16/16; Quivering Palm (DC 23) 1/1; SR 25; Reach: 10'
"Damn tree had so many tentacles! Thanks for the help, Pele. Those beasts that appeared were powerful. And thanks Gideon for the healing. Try to stay in the back brother!" The dwarf smiles at the priest.
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"Naturally. Yes, a mastodon on its own is a naturally powerful creature, when enhanced by the plane of Good and boosted by my magical skills, they become engines of destruction. Especially against evildoers. I am glad we escaped that tree without serious injury."
male Active spells. GMW on Lance and Morningstar Gnome Paladin 15 HP 154/154 AC 37 T 14 FF 36 F23 R 16 W 20 Ini +2 Perc 27 SE 5/Day +6 /+15/+6
Flizzibus guides radiance close to Gideon and touches him arm."There will be days when your strong arm will aid us in melee, but your greatest strenght is your faith!"
Once the party has recuperated, you head off to the next location of interest, per the arcane eye in the sky: the shattered statues. As you head there in the same marching order, Gideon suddenly feels intense pain as something buries itself in the back of his neck.
Gideon, please make a DC 23 Fort save. If successful, you take 8d6 + 17 ⇒ (5, 2, 4, 4, 4, 4, 4, 1) + 17 = 45 damage and you take 2 points of Strength damage.
GM:
1d20 + 17 + 20 ⇒ (7) + 17 + 20 = 44 vs. Gideon's FF AC = hit
I was trying to see how I could change the outcome, but unfortunately, the module states that it is an assassin, so my apologies..
An invisible Pele hears a gurgled scream from behind him escape Gideon's throat before the priest collapses lifeless to the ground, a shuriken buried in the back of his neck. The assailant is nowhere to be seen.
With his spell, Pele sees a cloaked tengu with numerous shuriken in his hands with a smug smile on his face. That smile fades away as he hears magic being cast, but unable to find the source of it, the tengu ignores it and begins unleashing shuriken faster than the eye can see!
My calculations were off previously on the damage, as it is 6d6 sneak attack, but since Gideon failed the save, he is still dead and the point is moot.
Male Dwarf Monk 15 HP: 153/153; AC:36/31/28; F +20; R +21; W +20; Init: +11; Percep: +24 (+26) Ki pool: 13/13; Stunning Fist (DC 25) 16/16; Quivering Palm (DC 23) 1/1; SR 25; Reach: 10'
Rothgar is shocked when he sees the priest fall down dead. He leaps into action, "Where is he, Pele? Tell me where he is." As long as Pele can guide the monk to the right square, he throws a controlled punch with Vital Strike but misses.
male Active spells. GMW on Lance and Morningstar Gnome Paladin 15 HP 154/154 AC 37 T 14 FF 36 F23 R 16 W 20 Ini +2 Perc 27 SE 5/Day +6 /+15/+6
Running toward Gideon Flizzibus kneels next to the cleric and checks for a sign of live. He than uses his ability to detect evil.
"He must be close!Radiance. Seek"
With that command the Dog seeks in the direction Rothgar stands.
Radiance tracks the unique smell of the tengu and leads Flizz to the sense of the evil emanation. Flizz swings his lance but misses.
Miss chance: 1d100 ⇒ 42
Fort save: 1d20 + 12 ⇒ (16) + 12 = 28...success! He takes 34 damage.
The green ray strikes the tengu, but he manages to resist the mage's spell of destruction, although serious wounds open up on his body.
Round 2:
Confident that his invisibility still protects him from harm, the tengu steps back 5' and unleashes another barrage of shuriken at the paladin, two blades again penetrating his armor, causing the gnome to scream in pain, as the shuriken bury themselves in his joints, causing him to become ever weaker.
Though in his threatened range, he does not draw an AoO from the monk, as he has concealment.
Shuriken: 1d20 + 21 ⇒ (20) + 21 = 41
Shuriken: 1d20 + 21 ⇒ (9) + 21 = 30
Shuriken: 1d20 + 21 ⇒ (19) + 21 = 40
Shuriken: 1d20 + 21 ⇒ (9) + 21 = 30
Shuriken: 1d20 + 16 ⇒ (12) + 16 = 28
Shuriken: 1d20 + 11 ⇒ (4) + 11 = 15
Critical: 1d20 + 21 ⇒ (15) + 21 = 36...confirmed
Flizz takes: 3d2 + 3 + 12d6 ⇒ (1, 1, 2) + 3 + (5, 5, 3, 6, 6, 4, 1, 3, 6, 4, 2, 3) = 55
Flizz has taken 99 total damage and lost 8 points of Strength damage and is now medium encumbered.
Party is up!
The tengu assassin is quite confident after the party's two melee attackers both miss their attacks. He is sure the wizard does not have another potent green ray spell to use against him. His face turns to shock when he realizes he does. He tries to jump out of the way, but Pele is quite accurate and zaps him in the back. The party hears a loud squawk of terror and Pele sees the tengu fail to resist before it turns to dust, feathers and all!
Fort save: 1d20 + 12 ⇒ (13) + 12 = 25....just missed it!
The tengu's possession survive:
Belt of Dexterity +4
Boots of Speed
Ring of protection +2
Amulet of Natural Armor +1
Cloak of resistance +2
Sniper's Goggles
Improved shadow leather armor +3
Short sword +2
Ring of Ki Mastery
Large scorpion venom (10 doses)
Wand of cure light wounds (47 charges)
Wand of darkvision (17 charges)
Now what?
Paladin is at -8 Strength and Gideon is deceased.
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"Ugh, stupid bird. Why would he take that fight on, he had to know it would end in his death."
Pele looks sadly at the fallen Gideon.
"Well, I guess we'll have to head back to civilization for a bit. I trust one of your churches will have the resources to bring our cleric friend back from the dead. This foe's gear should be sufficient to raise him, and then he or you, Sir Flizzibus, can repair any lasting damage."
male Active spells. GMW on Lance and Morningstar Gnome Paladin 15 HP 154/154 AC 37 T 14 FF 36 F23 R 16 W 20 Ini +2 Perc 27 SE 5/Day +6 /+15/+6
Looking at the pile of dust in front of him Flizzibus carefully puts his cloak of the corpse.
It takes half an hour but then he nods.
Lesser Rest:1d4 ⇒ 1 "Aye, you can use the murderers gear to help res him!"
Male Dwarf Monk 15 HP: 153/153; AC:36/31/28; F +20; R +21; W +20; Init: +11; Percep: +24 (+26) Ki pool: 13/13; Stunning Fist (DC 25) 16/16; Quivering Palm (DC 23) 1/1; SR 25; Reach: 10'
"My prayers are with Gideon. Thanks for the help dispatching that invisible enemy, Pele." Rothgar's eyes perk up when he hears mention of the Boots. "So are you going to take Gideon's body now, Pele? Do we wait for you here? I do not have a priest at my monastery who could raise him. Perhaps Flizz knows someone at Sarenrae's Temple?"
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"I would suggest we all retire to civilization, get the priest back from Pharasma's line, and then decide. Depending on the magic used, he may have all, some, or none of his magic remaining to him afterwards."
Pele waves off the thaks, with a stern look on his face.
"I should have been prepared better. That invisible bird should never have snuck up on us. I am only glad it carried such magical equipment to make my apology to Gideon more easily tendered."
Scooping up the loot, and handing the boots over to Rothgar, Pele makes ready to leave.
"I can bring a couple of those orcs, as well, if you suppose they'd be accepted at the temple. I don't want to drop them into a hostile environment off the cuff like that."
The Orc Captain is surprised to find the party return so quickly and carrying Gideon's corpse. He flinches, believing the party will renege on its deal, but is calmed when Pele offers to take 2 orcs off the island. Casting his Teleport, Greater, Pele teleports the party, the deceased Gideon, the Captain of the Orcs and his first mate to the Temple of Sarenrae. The Captain urges the party to keep Gideon's word and teleport the whole crew back to civilization. He and the first mate quickly exit the Temple.
When news of the heralded Gideon's death reaches the High Priest's ears, he quickly moves the clergy into action to prepare the body for resurrection, while he inquires as to Gideon's cause of death with the party. In the meantime, High Priest Friar Ferez casts Speak with Dead to confirm Gideon's soul wants to return and continue serving Sarenrae. Upon hearing positive news, Friar accepts the party's offer of the Sniper's Goggles as payment for the 10,000 gp diamond required for the spell. When the body is properly prepared and anointed, the spell is cast and a minute later, Gideon stirs to life! Friar then casts Restoration upon Gideon, removing his negative level, and accepts the Ring of Protection +2 as payment. "Good to have you back with us, Gideon. Please be more careful in the future!"
With Gideon restored with his full memorized spells, do you have a means to return the same day or do you rest till the following morning?
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
I do have another greater teleport prepared. Whether the party wishes to return is another matter. With all that travel, my arcane eye spell has expired. Overland flight, mage armor, greater magic weapon, and see invisibility should still be active.
"Welcome back, Father Gideon. I apologize most deeply for my lack of attention, leading to your demise. I will do my utmost best to prevent that from happening again, under my watch."
Pele looks to the priests at the temple and bows deeply to them.
"I am in your debt, Followers of the Dawnbringer. After our current task has been remedied, please do not hesitate to seek me out for any arcane needs. I will be most glad to offer my services."
Turning back to the rest of the team, Pele continues.
"Well? I assume Rothgar and Flizzibus can be healed easily enough here, which leaves the question: do we venture back today and continue through that maze? I will be able to use one more teleport spell after we go back, but that will be the end of my long range transportation magic for the day."
Male Dwarf Monk 15 HP: 153/153; AC:36/31/28; F +20; R +21; W +20; Init: +11; Percep: +24 (+26) Ki pool: 13/13; Stunning Fist (DC 25) 16/16; Quivering Palm (DC 23) 1/1; SR 25; Reach: 10'
"Thank you for the boots." Rothgar puts them on with a smile. When he appears in the Temple, he tries to calm down the priests so they do not attack the 8' menace. When Gideon is returned to life, Rothgar welcomes him back, "Brother in arms, good to have you back. Pele dealt with the threat who fell you. He will not be heard from again."
After Gideon is ready, Rothgar muses pensively, "I am no spellcaster and I have much ki left, so I would be willing to return today. But I leave that decision in your hands. We have faced much today with the ropers, the tentacled tree, and the invisible assassin. Perhaps there is magic that Gideon or Pele can memorize in the future to aid us against invisible foes."Thinking Glitterdust or Invisibility Purge would be nice to have for future battles.
male Active spells. GMW on Lance and Morningstar Gnome Paladin 15 HP 154/154 AC 37 T 14 FF 36 F23 R 16 W 20 Ini +2 Perc 27 SE 5/Day +6 /+15/+6
"I am not sure we have the time to waste. This is just a feeling. I know you are relativly low on magic Pele, but still. Maybe we can trade the rest of the unneeded gear for some scrolls and head back? A well and some healing for us."
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"Oh, I did not mean to give that impresaion. The primary lack would be my arcane eye, the sensor giving us the bird's eye view of the area. My personal defense magic and flight are still fully functional, for quite some time, as is my detection spell for invisible creatures. I have several more summon spells prepared, as well as some more destructive, is slower spells. In short, I'm ready to proceed, so long as we know I can't do this round trip again today."
On the mention of scrolls, Pele thinks for a moment.
"We do have a bit of treasure to trade, if we knew anyone in this place who has s rolls or wands for sale, that would be a useful detour."
hp 123/123; AC 34, touch 15, flat-footed 32; Fort +12, Ref +7, Will +16; +2 vs. enchantments; Init +4; Senses low-light vision; Perception +17; Immune sleep;
Gideon sits up from his resurrection, rubbing the back of his neck. "My thanks." he says, "That was rather embarrassing. I should have been more attentive of my surroundings. Thank you for giving me the chance to come back. Our mission isn't finished yet."
He will clasp hands with the head priests and clergy here, thanking them all personally (and by name) for aiding him. When mentioned, he nods. "We have the resources, and I believe that there will be harder challenges than the ones we've met so far. We should gather more disposable items to improve our odds."
You are in Absalom, after all, so the priests gladly recommend the services of several arcane shops in town, where you may trade in your treasures and purchase arcane scrolls. Any cleric scrolls can be bought in the Temple of the Sun.
Here are the items and their sale values:
Belt of Dexterity +4 (8000 gp)
Amulet of Natural Armor +1 (1000 gp)
Cloak of resistance +2 (2000 gp)
Improved shadow leather armor +3 (12,080 gp)
Short sword +2 (4155 gp)
Ring of Ki Mastery (4500 gp)
Large scorpion venom (10 doses) (1000 gp)
Remember Gideon's resurrection and restoration cost you the Sniper's Goggles and the Ring of Protection +2
male Active spells. GMW on Lance and Morningstar Gnome Paladin 15 HP 154/154 AC 37 T 14 FF 36 F23 R 16 W 20 Ini +2 Perc 27 SE 5/Day +6 /+15/+6
"Onward to glory!After all the purchases are done, Flizzibus feels a bit more confident, after that confidence shaking encounter.
He still is not sure of the others, but so far they have shown great abilities.
To move things along...Rothgar uses another charge of his wand of fly (down to 18)...UMD roll: 1d20 + 17 ⇒ (5) + 17 = 22...success. He then grabs Flizz and Gideon from drowning again and flies them to shore, while Radiance paddles along. The orcs greet you with a nod and are eager to know when you are going to take more of them off the island. They rejoice when they see your rum and you share a drink with them, if you wish.
Ready to go back into the maze? Flizz is at -7 Strength by the way.
hp 123/123; AC 34, touch 15, flat-footed 32; Fort +12, Ref +7, Will +16; +2 vs. enchantments; Init +4; Senses low-light vision; Perception +17; Immune sleep;
Oh, I should cast restoration on that, shouldn't I?
Before they teleport back over, Gideon will take the time to cast Restoration on Flizzibus. "I'm sorry for being unattentive, I'll try to keep alert from here on." he says.
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"Cheers, pirate orcs. We hopefully will return to bring you away, once we have completed our task today." Pele says to the orc in their language before floating towards the maze once more.
"I would suggest we keep a closer watch for invisible or hidden creatures, going forward."
Pele turns invisible again then moves with the group.
You proceed through the maze and reach an area where what once may have been a collection of four impressive statues has been reduced to a pile of shattered rubble. Pieces of the statues lie scattered in this area.
Pele recognizes the shattered pieces as those belonging to stone golem-like creatures. As you investigate, it becomes clear that this was a scene of a battle where the golems obviously lost. Rothgar notices a blue flickering beneath the torsos of one of the statues. He and Flizz combine to move it to reveal of swath of shattered blue crystals underneath. Despite your searching you can find no whole blue crystals.
Pele knows perhaps a make whole or stone shape spell could restore the crystal.
You may post any actions you take in this area retroactively.
You eventually exit the maze on the northern side with no further encounters and see a large circular disc hewn from obsidian lying on the ground, its rim decorated with strange runes. At three points around the disc's circumference, stylized eyes have been carved, each with a shallow hollow carved within to represent a pupil.
For one of the few times in his life, Pele realizes he does not understand the language of the runes.
male Active spells. GMW on Lance and Morningstar Gnome Paladin 15 HP 154/154 AC 37 T 14 FF 36 F23 R 16 W 20 Ini +2 Perc 27 SE 5/Day +6 /+15/+6
"Well Magister Pele, could you please translate it please?"
Totally innocent the paladin looks at the writing.
Maybe it´s a prayer, or a non shall pass?
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"...Actually, I cannot. It has been quite a long time since I have encountered a language I did not comprehend, but this one escapes my knowledge. Fascinating."
Pele checks out the disc with its runes and inscriptions, using detect magic to see if anything is enchanted or whatnot.
"As to the blue crystals, we will need a spell of make whole, stone shape, or the like to restore them from crumbles to functional pieces. What that function is still eludes me, but I am sure we will ascertain that soon enough."
Male Dwarf Monk 15 HP: 153/153; AC:36/31/28; F +20; R +21; W +20; Init: +11; Percep: +24 (+26) Ki pool: 13/13; Stunning Fist (DC 25) 16/16; Quivering Palm (DC 23) 1/1; SR 25; Reach: 10'
Rothgar gets closer to look at the obsidian eye. "There is a hollow indentation here...perhaps the crystals we found..." He inserts the green crystal he found in the roper's lair in the pupil to see what happens.
Hey all, I am new to the message boards but would like to try my luck out. I have been playing and GMing for years now and am a fan of the Age of Worms campaign (it is my all-time favorite - I finished it with a dwarven cleric whom I played from first level and died only once!). I am also a fan of high level play, so rather than spend years raising the characters from Level 1-15, I thought we'd start out at Level 15. I know it can be tiresome to make high level characters and spend all the gold, but I think it can be fun as well. Well, for those that don't know, the Age of Worms was a Greyhawk 3.5 AP (will play with PF rules obviously), wherein the protagonists are trying to stop the return of the undead god Kyuss to the Material Plane, thereby causing an Age of Undeath, where the undead will rule the world. So basic heroic save the world type-stuff!
Campaign rules:
Looking for posters who can post at least 1x day
15th level characters (looking for 4-5 characters)
25 point build since I am limiting the game to Core Rulebook.
No evil alignments
2 traits
Core book only for rest (races, classes, feats, magic, etc.) (the other Paizo books tend to make powerful high level characters with all the optional stuff and I am trying to keep the old-school Greyhawk feel of the game.)
240K gold to spend (can't spend more than 75K on one single item)
Character: Give me a visual description and a sense of what makes your character tick - he/she has achieved fame/gold/renown - why do you still adventure? Or are you retired? What do you do when you are not saving the world?
Since it is the holidays, I will leave this recruitment open till the 5th of January. Hope this is an appealing idea to some of you. Any questions, please let me know. Cheers!
yeah most likely, draconic sorcerer. decided. Onwards!
I'll be using draconic phrases to represent their casting(even if I go wizard). They will be fluffed by me.
how would you see a student of necromancy wanted to stop this? I have an idea for a necromancer wizard as well but one that prefers to spend his time with the living, seeing undead as nothing but a tool, as any sword or spell.
Okay, so here's a character that I think would work well in a classic campaign.
Gideon Goldwater, Cleric of Sarenrae:
Gideon Goldwater
Half-elf cleric of Sarenrae 15
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +17
--------------------
Defense
--------------------
AC 34, touch 15, flat-footed 32 (+10 armor, +3 deflection, +2 Dex, +3 natural, +6 shield)
hp 123 (15d8+45)
Fort +12, Ref +7, Will +16; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +4 keen mithral scimitar +18/+13/+8 (1d6+6/15-20) or
. . mwk cold iron dagger +14/+9/+4 (1d4+2/19-20) or
. . mwk cold iron morningstar +14/+9/+4 (1d8+2)
Special Attacks channel positive energy 10/day (DC 24, 8d6 [+15 vs. undead]), sun's blessing
Cleric Spells Prepared (CL 15th; concentration +22)
. . 8th—holy aura, sunburst[D] (DC 25)
. . 7th—holy word (2, DC 24), regenerate[D], resurrection
. . 6th—heal[D], heal (2), heroes' feast, undeath to death (DC 23)
. . 5th—breath of life (DC 22), greater command (DC 22), flame strike[D] (DC 22), life bubble[APG] (DC 22), plane shift (DC 22), true seeing
. . 4th—death ward, divine power, fire shield[D], holy smite (DC 21), lesser planar ally, restoration
. . 3rd—daylight[D], dispel magic, magic circle against evil, remove curse, searing light (2), water breathing
. . 2nd—bull's strength, consecrate, remove disease[D], remove paralysis, resist energy (2), silence (DC 19)
. . 1st—bless, command (DC 18), deathwatch (2), endure elements[D], sanctuary (DC 18), shield of faith
. . 0 (at will)—create water, detect magic, guidance, read magic
. . D Domain spell; Domains Sun (Day subdomain), Healing (Restoration subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 16, Int 10, Wis 24, Cha 20
Base Atk +11; CMB +13; CMD 28
Feats Craft Wand, Eschew Materials, Extra Channel, Improved Channel, Lunge, Power Attack, Selective Channeling, Skill Focus (Spellcraft), Weapon Focus (scimitar)
Traits elven reflexes, sacred touch
Skills Diplomacy +14, Heal +16, Knowledge (planes) +8, Knowledge (religion) +15, Perception +17, Sense Motive +12, Spellcraft +14, Survival +7 (+9 to avoid becoming lost); Racial Modifiers +2 Perception
Languages Common, Elven
SQ day's resurgence, elf blood, healer's blessing, restorative touch
Combat Gear pearl of power (1st level) (6), pearl of power (2nd level) (3), pearl of power (3rd level), wand of cure light wounds, wand of silence, antiplague[APG] (3), healer's kit, healer's kit, holy water (5); Other Gear +4 mithral breastplate, +4 mithral heavy steel shield, +4 keen mithral scimitar, mwk cold iron dagger, mwk cold iron morningstar, amulet of natural armor +3, belt of physical might +4 (Dex, Con), handy haversack, headband of mental prowess +4 (Wis, Cha), ring of protection +3, ring of sustenance, bedroll, book lariat[ACG], book of war prayers[ACG], canvas (10'x10'.), compass[APG], fishing net, flint and steel, grappling hook, hooded lantern, mirror, silk rope (50 ft.), silver holy symbol of Sarenrae, trail rations (10), 136 gp, 6 sp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 8d6 (10/day, DC 24) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Day) Cleric Domain (Restoration) Day's Resurgence (4/day) (Su) Grant a creature the effects of 8 hours of rest in 10 minutes.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Healer's Blessing (Su) Your cure spells are empowered for free.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Restorative Touch (10/day) (Su) Remove the dazed, fatigued, shaken, sickened, or staggered conditions by touch.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sun's Blessing (Su) +15 to channel damage vs. undead and they don't get channel resistance.
Gideon literally *has* helped save the world once before. Since then, he's been serving as one of the most experienced clerics of his religion in the country. His contributions and devotion had earned him many titles, all of which he humbly omits when introducing himself.
Gideon is driven by the needs of the church, and of his goddess. Since he's at the point where earning a literal audience with her is possible, he is as much one of her personal (if currently distant) agents as much as he is a simple facilitator of her church.
Gideon is a sturdy half-elven man, with blue-black hair that's short-cropped. His hair has turned silver at his temples, and his features are starting to wrinkle with age. He's far from old, however. His light blue eyes are still sharp and crystal clear. He wears mithril arms and armor, though he has been known to carry a few cold-iron weapons around just in case.
In personality, Gideon is a very hands-on kind of person. He believes in earning his keep in battle, and he doesn't ask for repayment for healing unless it is to recoup an expensive component. Like many of his training and upbringing, he has a strong conviction that Undead should be destroyed. It's not even hatred to him; to him it's more that they are not supposed to exist and should be corrected, whether that's through putting to rest, or by putting a scimitar through their necks.
Male human sorcerer(draconic) 15
N Medium Humanoid
Init +9; Senses Perception +20
------------------------------
DEFENSE
------------------------------
AC 19, touch 13, flat-footed 16(+4 armor, +3dex, +2 shield+ 0 deflection)
hp 107(15d6+45)
Fort +15, Ref +13, Will +16
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee
Ranged
------------------------------
STATISTICS
------------------------------
Str 08, Dex 16, Con 16, Int 12, Wis 12, Cha 30
Base Atk +8; CMB +0; CMD 10
Traits Reactionary,
Drawbacks Feats
1- Improved Initiative, Eschew Materials, Spell focus Evocation
3- Spell focus Necromancy
5- Intensify Spell
7- Toughness, Spell Penetration
9- Empower Spell
11- Greater Spell penetration
13- Great Fortitude
15- Greater Spell focus Necromancy
2nd Level: 7+1 known 9/day DC: 22 (+1 for evocation, +2 for Necromancy)
Create Pit, (Kaden hexlith)
Invisibility, (ryit mitne)
Web, (lorit krivim Balor)
Scorching Ray,
Burning Arc,
Communal protection from evil,
Resist Energy,
Strong Wings,
3rd Level: 6+1 known 9/day 23 (+1 for evocation, +2 for Necromancy)
Fireball, (Ignis Sha Aloran)
Spiked Pit, (chanon cayosin lor)
Tongues,
Force Punch
Lightning Bolt
Fly
Haste
Dispel magic
4th Level: 6+1 known 8/day 24 (+1 for evocation, +2 for Necromancy)
Black Tentacles
Greater Invisibility
Greater False Life
Stoneskin
Hallucinatory Terrain
Fear
Stone Shape
5th level: 6+1 known 7/day 25 (+1 for evocation, +2 for Necromancy)
Spell Resistance
Hungry Pit
Teleport
Wall of Stone
Magic Jar
Transmute Rock to Mud
Telekinesis
6th level: 5+1 known 7/day 26 (+1 for evocation, +2 for Necromancy)
Form of the Dragon
Chain lightning
Undeath to Death
Create Undead
Mass Bull's Strength
Disintegrate
True seeing
7th level: 2+1 known 5/day 27 (+1 for evocation, +2 for Necromancy)
Form of the Dragon II
Finger of Death
Mages Sword
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GEAR/POSSESSIONS
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Carrying Capacity Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Arms and Armor:
Magic Items: Tome of Leader and Influence +2(55k), Headband of Charisma +6 (36k), Cloak of resistance +5 (25k), Metamagic rod of Empower (32k), Metamagic Rod of Maximize (54k), Ring of sustenance, Ring of Force Shield, Belt of Physical Might +2/+2,
Money 0 GP 0 SP 0 CP
Special Abilities:
Dragon Type: Blue(lightning)
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on Table: Draconic Bloodline Breath Weapons.
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
Background:
Appearance and Personality:
heres a fairly finihsed rough draft for my Sorcerer, working on the personality and background. Also working on finishing up the draconic phrases for the spells.
Thank you all for the interest so far. Here are my comments/answers:
Rungok, you made Gideon fast..impressive! I think you only spent 24/25 point build to start - Str 14 (5), Dex 10 (0), Con 12 (2), Int 10(0), Wis 16 (10) (18 with racial bonus), Cha 15 (7); 3 points at 4,8,12 = 20 Wis and 16 Cha
Thelizardwizard - no pre-game crafting, intensify feat is not in Core, and necromancer wizard may not work if there are anti-undead personalities in the party (i.e. clerics or paladins so think about it)
Diamondust - I am setting the game in Golarion with Greyhawkish elements
Helikon + rest - look forward to reading your concepts
Flizzibus Feuerlanze is not any longer a young gnome, nearing his first century. With golden hair styled upward and an easy smile he looks in civilian clothes anything but dangerous. But he is a decent swordsman and an excellent jouster.
Flizzibus keeps himself busy training new paladins, attending religious ceremonies and joining the one or other campaign, especially when some orcish horde threatens gnomish communities.
I did 13 str and 16 wis to start, so that's where the point discrepancy came from. That's the joy of having HeroLab. I was able to take the hardest part (spell and loot selection) and use their collated list of gear to figure out what I can use. The longest part? Unchecking all the extra content I have for Pathfinder. :P
Here is my submission, GM: Rothgar the Dwarven monk (world saver and painter in his spare time). Please advise if the following are acceptable (if not, I can change them):
Big Game Hunter (feat) + Fogcutting Lenses (item) - both from Rise of the Runelords
Grounded (racial trait) - Dwarves of Golarion
Wayfinder (item) - Inner Sea World Guide
I will work on the rest of his personality and background. Thanks!
Rothgar Steelfist:
Male dwarf monk 15
LN Medium humanoid (dwarf)
Init +7; Senses darkvision 60 ft.; Perception +24 (+26 to notice unusual stonework)
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Defense
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AC 32, touch 28, flat-footed 26 (+4 armor, +5 Dex, +1 dodge, +1 insight, +5 monk, +6 Wis)
hp 153 (15d8+75)
Fort +20, Ref +20, Will +22; +2 vs. poison, spells, and spell-like abilities, +2 vs. enchantments
Defensive Abilities defensive training, improved evasion; Immune disease, poison; SR 25
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Offense
—————
Speed 70 ft.
Melee mwk quarterstaff +18/+13/+8 (1d6+9) or
mwk quarterstaff flurry of blows +20/+20/+15/+15/+10/+10 (1d6+6) or
unarmed strike +18/+13/+8 (2d10+6/19-20 plus 2d6 vs. evil) or
unarmed strike flurry of blows +20/+20/+15/+15/+10/+10 (2d10+6/19-20 plus 2d6 vs. evil)
Special Attacks flurry of blows, hatred, quivering palm (DC 23), stunning fist (16/day, DC 25)
—————
Statistics
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Str 22, Dex 20, Con 19, Int 10, Wis 22, Cha 8
Base Atk +11; CMB +21; CMD 45 (49 vs. bull rush, 49 vs. trip)
Feats Ability Focus (stunning fist), Big Game Hunter, Combat Reflexes, Dodge, Great Fortitude, Improved Critical (unarmed strike), Improved Unarmed Strike, Iron Will, Medusa's Wrath, Mobility, Power Attack, Spring Attack, Stunning Fist, Vital Strike, Weapon Focus (unarmed strike)
Traits grounded, reactionary
Skills Acrobatics +23 (+54 to jump, +25 on balance-related checks), Appraise +0 (+2 to assess nonmagical metals or gemstones), Craft (painting) +20, Knowledge (history) +18, Perception +24 (+26 to notice unusual stonework), Survival +6 (+8 to avoid becoming lost); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ abundant step, fast movement, high jump, ki pool (13 points cold iron, lawful, magic, silver), maneuver training, slow fall 70 ft., wholeness of body (15 hit points)
Combat Gear potion of enlarge person (5), potion of heroism; Other Gear mwk quarterstaff, dusty rose prism ioun stone, belt of physical perfection +4, boots of speed, bracers of armor +4, cloak of resistance +5, fog-cutting lenses, headband of inspired wisdom +6, holy amulet of mighty fists, monk's robe, ring of freedom of movement, ring of sustenance, wayfinder, backpack, bedroll, crowbar, masterwork artisan's tools, 341 gp
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Special Abilities
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Abundant Step (Su) Use 2 Ki as a move action, to dimension door self.
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fast Movement (+50 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +13/+13/+8/+8/+3/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk weapon as if two-weapon fighting.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
High Jump (+15/+35 with Ki point) (Ex) +15 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (13/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex) CMB = other BABs + Monk level
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quivering Palm (1/day, DC 23) (Su) Begin vibrations you can trigger with a thought to kill subject later.
Slow Fall 70 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (25) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stunning Fist (16/day, DC 25) You can stun an opponent with an unarmed attack.
Stunning Fist (Staggered) May choose to impose staggered condition for 1d6+1 rounds
Vital Strike Standard action: x2 weapon damage dice.
Wholeness of Body (15 hit points) (Su) Use 2 ki as a standard action to heal own wounds.
Greyhawk? Check.
High level? Check.
Epic AP? Check.
How come nobody wants to play the seasoned and not so young now fighter who keeps adventuring because his reasons are three-fold:
1)He still has challenges to meet.
2)If he doesn't fights, who will?
3)Deep inside he knows he is now a hero others rely on, even if he started as a man with ame sword and nothing left to do than hiring himself as an adventurer.
I will come back soon, as there's only so many feats and a core fighter should be easy to put on papaer!
Yeah, the middle-aged fighter who has grown weary of the throne and its politics was my idea too. Picks up the sword again for one last adventure to save the world. Human core fighter is always a blast. I'll try to get one posted by Monday (no reason a Greyhawk party can't have two fighters).
Offense
Speed: 30ft. , 20ft. armored
Melee Main Sword
+1 Merciful Holy Flaming Burst Bastard Sword , +28/+23/+18 (1d10 + 18 + 1d6 fire + 2d6 if target is evil / 17-20 x2) or * **
+1 Merciful Holy Flaming Burst Bastard Sword , +24/+19/+14 (1d10 + 30 + 1d6 fire + 2d6 if target is evil / 17-20 x2) when using Power Attack or * **
Backup Sword
Masterwork Bastard Sword , +28/+23/+18 (1d10 + 17 / 17-20 x2) or
Masterwork Bastard Sword , +24/+19/+14 (1d10 + 29 / 17-20 x2) when using Power Attack or
[ooo]Last Resort[/ooc]
Masterwork Spiked Gauntlet , +24/+19/+14 (1d4 + 8 / 20 x2) or
Masterwork Spiked Gauntlet , +20/+15/+10 (1d4 + 16 / 20 x2) when using Power Attack
Ranged
+1 Composite Longbow(+5) , +23/+18/+13 (1d8 + 8 / 20 x3) or
+1 Composite Longbow(+5) , +19/+14/+9 (1d8 + 16 / 20 x3) or
*When using Merciful, all the damage is nonlethal and adds 1d6 damage.
**On a critical hit adds 1d10 extra damage Special Attacks: Power-Attack (-4 to hit, +8/+12 Damage), Deadly Aim (-4 to hit, +8Damage), Weapon Training(+3 to hit and damage with Heavy Blades, +2 with bows, +1 with close weapons), Combat Reflexes(5 extra AoO), Disruptive(+4 to enemies trying to cast deffensively), Spellbreaker(Enemies who fail to cast deffensively provocke AoO), Sickening Critical(Enemies that receive a critical hit become sickened for 1 minute), Staggering Critical(Enemies that receive a critical hit become staggered for 1d4+1 rounds unless they pass a Fortitude Save CD 25. If successful duration is only one round), Critical Focus(+4 to confirm critical hits), Critical Mastery(Can apply two critical feats at once)
Statistics
Str 20(24) Dex 16(20) Con 14(18) Int 10 Wis 12(14) Cha 11
Base Attack: +15; CMB: +22; CMD: 37
Feats: *See Below*
Languages: Common, Elven, Dwarven, Orcish, Draconic
Class Abilities Bravery +4, Armor Training 4, Weapon Training(Heavy Blades +3, Bows +2, Close +1)
Racial Abilities: Skilled, Extra Feat
Favored Class: Fighter(Hit Points)
Gear: Belt of Physical Perfection +4, Cloak of Resistance +5, Goggles of Night , Winged Boots, Headband of Wisdom +2, +1 Merciful Holy Flaming Burst Adamantine Bastard Sword, +2 Moderate Fortification Adamantine Full-Plate Armor (Total of +7), +1 Composite Longbow (+5)
Other Gear: 100 arrows, Backpack(Contanining three whiskey flasks, one water flask, bedroll, flint and steel, 150' of rope, a small shaving blade and a silver mirror), Heavy Combat-trained Horse (called Lou)
Spare Money: 4.350 gp
As many others in the realm of Greyhawk, Alexander's family knew better times. His father always claimed he descended from an old and noble lineage of knights, one people no longer remembered, all the while his mother tried to calm the old man while smiling.
That's it, until a magical plague took their lives... Alexander had nothing left to call home and no desires of staying in a place that only brought him pain, and so grabbed his father's old sword and threw himself into the roads...
...but that was almost thirty years ago. A long time indeed during which Alexander left his youth behind and faced many a challenge with companions old and new. He's seen brothers in arms fall to their deaths as well as achieving their most treasured dreams, retiring into most comfortable and less dangerous lifes.
And one day the time for him to retire came. He found love, stability and peace with Elianna, his lovely wife and mother of his only son, Nathaniel. Since he retired to be a simple farmer, Alexander has returned into the adventuring bussiness three times.
The first time he was forced... as an ancient nemesis of his returned, threathening his life and those of his former adventuring companions, and again Alexander donned his armor and threw himself to the maws of evil!
The second time he was asked to... as an old friend to whom he owed his life multiple times asked for help during a expedition to the cold north in search of his lost daughter.
The third time, though... there was no reason, no threat, no friend in need of help. He simply needed to fight again, to feel the thrill of danger and arise victorious. He was an adventurer, not born but bred. His everloving wife, who knew him better than himself, simply made him promise he wouldn't be away for long and that he always would return.
And that's how Alexander, the Old Timer, kept adventuring. Months of work, dungeons, fights and danger followed by months of calm work, peaceful chatting and watching his firstborn grow into a man who one day would surely take the road of adventuring himself.
Shadow
Male half-elf ranger 5/shadowdancer 10
N Medium humanoid (elf, human)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +23
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Defense
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AC 26, touch 15, flat-footed 21 (+11 armor, +4 Dex, +1 dodge)
hp 149 (15 HD; 10d8+5d10+65)
Fort +11, Ref +13, Will +7; +2 vs. enchantments, +2 Luck bonus when in dim light
Defensive Abilities defensive roll, improved evasion, improved uncanny dodge, shadow master; Immune sleep
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Offense
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Speed 30 ft.
Melee +3 adamantine morningstar +21/+16/+11 (1d8+9)
Ranged +1 speed composite longbow +17/+17/+12/+7 (1d8+7/×3)
Special Attacks combat style (archery), favored enemies (humans +2, undead +4), shadow master
Shadowdancer Spell-Like Abilities (CL 10th; concentration +11)
. . 5/day—shadow illusion (DC 12)
. . 4/day—shadow call (DC 18)
. . 2/day—shadow power (DC 16)
Ranger Spells Prepared (CL 2nd; concentration +5)
. . 1st—endure elements, pass without trace
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Statistics
--------------------
Str 23, Dex 18, Con 18, Int 16, Wis 16, Cha 12
Base Atk +12; CMB +18; CMD 33
Feats Acrobatic Steps, Blind-fight, Combat Reflexes, Deadly Aim, Diehard, Dodge, Endurance, Mobility, Nimble Moves, Power Attack, Rapid Shot, Skill Focus (Stealth)
Skills Acrobatics +21, Bluff +5, Climb +13, Diplomacy +5, Disable Device +20, Disguise +5, Escape Artist +21, Handle Animal +5, Heal +7, Intimidate +5, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (nature) +10, Perception +23, Perform (dance) +6, Ride +7, Sleight of Hand +21, Spellcraft +11, Stealth +37, Survival +21, Swim +13; Racial Modifiers +2 Perception
Languages Aboleth, Common, Elven, Shae, Vanaran
SQ elf blood, favored terrain (forest +2), hide in plain sight, hunter's bond (companions), rogue talents (combat trick, fast stealth, ledge walker), shadow jump, slippery mind, summon shadow, track +2, wild empathy +6
Other Gear +5 shadow, improved mithral breastplate, +1 speed composite longbow (+6 Str), +3 adamantine morningstar, belt of physical perfection +4, headband of mental superiority +2, masterwork thieves' tools, silk rope (100 ft.), waterskin, 61,671 gp
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Special Abilities
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Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Roll (1/day) (Ex) When reduced below 0 Hp by an attack, can attempt to halve dam with Reflex save.
Diehard You are stable and can choose how to act when at negative Hp.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. Favored Enemy (Undead) foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft.
Hunter's Bond (Companions) (3 rounds) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Ledge Walker (Ex) No penalty to use Acrobatics to move full speed on narrow surfaces & not flat footed.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Nimble Moves (20 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shadow Jump (32 10-ft inc/day) (Su) Travel between shadows as dimension door, but must start and end in dim light.
Shadow Master (Su) In dim light, gain DR 10/–, +2 to saves, and critical hit blinds foe 1d6 rds.
Slippery Mind (Ex) If you fail a save vs. an Enchantment spell/effect, can re-save next rd.
Summon Shadow (Su) Summon a Shadow to serve as your companion.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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5: Mass Cure Light Wounds, Song of Discord, Shadow Walk, Greater Dispel Magic
Gear:
+5 Longsword, Celestial Armor, +4 Heavy Steel Shield, Cloak of Resistance +3, Ring of Protection +3, Necklace of Adaptation, Boots of Striding and Springing, Belt of Physical Perfection +4, Headband of Mental Prowess (Wis/Cha) +4
Consumables: Wand of Magic Missiles x2, Wand of Cure Light Wounds x2, Scroll of Restoration (Remove permanent negative level), Wand of Endure Elements
Backstory:
Arcturo was born the son of Varisians who travelled as part of a performing troupe. He spent his childhood happily learning to act in plays and give dramatic speeches, but his true passion was the drums. As he got older, he started performing with the troupe, where he would play the drums to add to the performances taking place on stage.
When he became an adult, he decided that he would become an adventurer like the ones in the stories that he would perform. He left the caravan and signed up with an adventurer's group as their support person. They had some early minor successes, but the tipping point came when they rescued the son of the ruler of one of the river kingdoms. They were richly rewarded, and although it was tempting, Arcturo decided that settling down would only lead to heartache, so he kept adventuring, travelling where the road took him and listening to the song in his heart.
Here is a character sheet for my cleric Georj Phildramond. I'm working on a backstory, but basically he is from Ustalav and spent most of his life fighting the schemes of the whispering way.
Crunch:
Georj Phildramond
Human Cleric 15 (Pharasma)
NG medium humanoid (Human)
Init +4; Perception +17
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DEFENSE
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AC 29, touch 12, flat-footed 29(+10 Armor, +5 Shield +2 deflect, +2 Natural)
145 hp (15d8+60 con +15 toughness)
Fort +16, Ref +11, Will +19
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OFFENSE
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Speed 20 ft.
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STATISTICS
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Base:
Str 16, Dex 10, Con 14, Int 10, Wis 20, Cha 13
With Items:
Str 20, Dex 10, Con 18, Int 10, Wis 24, Cha 17
Base Atk +11/+6/+1; CMB 8; CMD 20
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Feats
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>>Lightning Reflexes(level 1 feat):
Gain +2 on reflex saves.
>>Improved Initiative(human bonus feat):
You get a +4 bonus on initiative checks.
>>Combat Casting(level 3 feat):
Gain +4 to concentration checks when casting defensively or grappled.
>>Power Attack(level 5 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. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point.
>>Extend Spell(level 7 feat):
Doubles the length of time for a spell, adds +1 to prepared spell slot level.
>>Toughness(level 9 feat):
Adds +3hp at level 1, and +1hp/level after level 3.
>>Armor Proficiency-Heavy(level 11 feat):
Gains proficiency with all heavy armor.
>>Shield Focus(level 13 feat):
Gain +1 to shield AC.
>>Spell Penetration(level 15 feat):
+2 bonus to penetrate spell resistance.
>>Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
>>Spells
A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
>>Channel Energy (Su) [8d6 6/day DC 20]
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
>>Spontaneous Casting:
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
>>Domains
A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
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Domains
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>>Healing Domain:
Granted Powers:
Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death (Sp)[10/day]
You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer's Blessing (Su):
At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Granted Powers:
You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Icicle (Sp) [1d6+7, 10/day]
As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Cold Resistance (Ex) [DR 20/cold]
At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.
Domain Spells:
1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water only).
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Racial Traits
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>>Attributes
+2 to One Ability Score
Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
>>Medium
Humans are Medium creatures and have no bonuses or penalties due to their size.
>>Normal Speed
Humans have a base speed of 30 feet.
>>Bonus Feat
Humans select one extra feat at 1st level.
>>Skilled
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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Chosen Traits
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>>Battlefield Disciple
You are skilled at supporting your allies in the heat of battle. You gain a +2 trait bonus on Heal checks made to stabilize a dying creature. In addition, when you successfully use the aid another action in combat to grant an ally a bonus on her next attack roll, the bonus you grant increases by 1.
>>Deft Dodger
Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves
This is my proposal, I hope you like it.
Bigby of Ket
Undead Hunting Ranger
Background:
The ranger is dwarfed by his large wolf companion, which towers over the average height human. The ornate greenish falchion at his side betrays his identity as Bigby, the savior of Ket.
As Ket was about to be overrun by an undead infestation, it was he, together with Romulus, the ones that came to save the town, organizing and preparing a simple militia, and after that looking and finding the necromancer resposibily for the attack, whose skull now adorns the town hall of Ket, together with a lance Bigby used in that combat, as a triumph reminder for the town.
But Bigby didn't stayed in the town where he gain most of his fame. He moved ahead, looking and destroying undead, outsiders and dangers to the lands of men and other creatures, always looking to prevent them to get a hold in the world, and corrupt it.
But what few people know is that he does it also for personal reason. AS he wakes up most nights sweaty and scared, having dreamt with the damnable night where her older sister was seduced by a vampire, and died, just to raise again as a fiend, an evil creature which murdered a lot of their friends and family before vanishing in the night.
Now he looks for that creature which wears her dead sister's face as an insult and mockery of her beauty. A creature he has sworn to hunt and kill, even if it costs him his life.
Prepared Spells Ranger (CL 15th; concentration +16)
4th-freedom of movement(DC 18)
3rd-darkvision(DC 17), magic fang (greater)(DC 17)
2nd-barkskin(2)
1st-charm animal(DC 15), longstrider(DC ), resist energy(DC 15)
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TACTICS
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Temporary Effects barkskin, longstrider,
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STATISTICS
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Str 22, Dex 17, Con 16, Int 10, Wis 18, Cha 10,
Base Atk +15; CMB +21; CMD 38
Traits: Reactionary (Initiative +2), (Will +1) Feats Cleave, Critical Focus, Deadly Aim, Dodge, Endurance, Far Shot, Improved Critical (Falchion), Improved Initiative, Improved Precise Shot, Manyshot, Power Attack, Quick Draw, Rapid Shot, Staggering Critical
Skills Acrobatics +17, Acrobatics (Jump) +21, Climb +10, Handle Animal +12, Heal +8, Intimidate +4, Knowledge (Arcana) +1, Knowledge (Dungeoneering) +10, Knowledge (Geography) +5, Knowledge (Local) +1, Knowledge (Nature) +10, Knowledge (Planes) +5, Knowledge (Religion) +5, Perception +27, Ride +6, Spellcraft +4, Stealth +30, Survival +22, Survival (Follow or identify tracks) +34, Swim +10,
Languages Common
SQ animal companion, bonus feat, camouflage, combat style feat, favored terrain (forest) +2, favored terrain (underground) +4, favored terrain (urban) +4, humanoid traits, quarry, skilled, swift tracker, track +7, wild empathy +15, woodland stride,
Combat GearBoots of Speed (10 charges), Chime of Opening (10 charges), Metamagic Rod of Lesser Extend (3 charges), Pearl of Power (1st Level) (1 charges), Wand (Cure Light Wounds/Cleric/1st) (50 charges), Metamagic Rod of Lesser Extend (3 charges), universal solvent (2),
Other Gearheadband of inspired wisdom +4, lens of detection, hat of disguise, ring of protection +3, falchion +5 (adamantine), falchion +5 (adamantine), ring of sustenance, belt of physical perfection +2, breastplate +5 (mithral/shadow (improved)), cloak of resistance +5, boots of speed, efficient quiver, composite longbow str +1 (keen/+6), composite longbow str +1 (keen/+6), composite longbow str +1 (keen/+6), composite longbow str (+6), arrow (30), arrow (cold iron) (10), arrow (alchemical silver) (10), arrow (adamantine) (5), handy haversack, boots of the winterlands, chime of opening, metamagic rod of lesser extend, pearl of power (1st level), bracers of archery, lesser, explorer's outfit, metamagic rod of lesser extend, 18741.75 gp
Romulus, his wolf companion Crunch:
Romulus
Male Companion Wolf animal 10
TN Large animal
Init +10, Senses low-light vision; scent, Perception +9
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DEFENSE
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AC 36, touch 16, flat-footed 29 (+6 Dex, +1 dodge, +20 natural, -1 size )
hp 100 ((10d8)+50)
Fort +12, Ref +13, Will +4
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OFFENSE
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Speed 50 ft.
Melee bite +16 (1d8+15)
Space 10 ft. Reach 5 ft.
Special Attacks Trip,
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STATISTICS
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Str 30, Dex 22, Con 20, Int 2, Wis 13, Cha 6,
Base Atk +7; CMB +18; CMD 35 (39 vs trip)
Feats Diehard, Dodge, Improved Initiative, Mobility, Spring Attack
Skills Acrobatics +12, Acrobatics (Jump) +20, Perception +9, Stealth +7,
SQ animal traits, bonus tricks 5, devotion, evasion, link, low-light vision, multiattack, scent, share spells,
Animal Tricks Attack, Defend, Down, Fetch, Guard, Heel, Seek, Stay, Track, Work
Combat Gear Other Gear bite, 0.0 gp
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ANIMAL TRICKS
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Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)
Work The animal pulls or pushes a medium or heavy load.
Notes:
Going for the tracking and backup fighter for the party. Not all of his money has been spent (still a little over 18,000 gp to spend, I think on mundane equipment and consumables). He is made only using the Core Rulebook, with PCGen, I can give you the file if useful. Please let me know any questions or comments, and I hope you like it enough to select him.
Hope everyone had a nice holiday. Some answers/comments:
Jack Daniels - Rise of Runelords, ISWG, and Dwarves of Golarion are acceptable sources - please check with me for specific items or feats not in Core Rulebook
Tick - I posted earlier - game set in Golarion
JoshB - animal companions limited to Core Rulebook
Yas - http://paizo.com/pathfinderRPG/prd/ (See Core Rulebook)
Male human sorcerer(draconic) 15
N Medium Humanoid
Init +9; SensesPerception +20
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DEFENSE
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AC 19, touch 13, flat-footed 16(+4 armor, +3dex, +2 shield+ 0 deflection)
hp 107(15d6+45)
Fort +15, Ref +13, Will +16
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OFFENSE
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Speed 30 ft.
Melee
Ranged
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STATISTICS
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Str 08, Dex 16, Con 16, Int 12, Wis 12, Cha 30
Base Atk +8; CMB +0; CMD 10
Traits Reactionary,
2nd Level: 7+1 known 9/day DC: 22 (+1 for evocation, +2 for Necromancy)
Create Pit, (Kaden hexlith)
Invisibility, (ryit mitne)
Web, (lorit krivim Balor)
Burning Arc,
Communal protection from evil,
Resist Energy,
3rd Level: 6+1 known 9/day 23 (+1 for evocation, +2 for
Fireball - (Ignis Sha Alor)-prepared
Lightning Bolt-
Spiked Pit-(chanon cayosin lor)-prepared
Daylight- (mitne di wer siksta)
Fly- (Viap)-prepared
Halt Undead- (pok kaegro la) -prepared
Haste- (temep qeelak kor)-prepared
Dispel magic (leor tija) - Prepared
4th Level: 6+1 known 8/day 24 (+1 for evocation, +2 for Necromancy)
Greater invisibility- 1 (jennuilt ryit mitne)-
Black Tentacles- (vutha jira mar)-
Shadow Projection-
Greater Celestial healing (jennuilt tor irisv)-
Stone Skin- (tonash molik)
Acid Pit- (vecal reskfar)
Stone Shape (slemon tonash)
Fear
5th level: 6+1 known 7/day 25 (+1 for evocation, +2 for Necromancy)
Spell Resistance
Teleport- (oium ma valar)-
Wall of Force (das jedark)
Lightning Arc- (shochraos arc nar)prepared
Suffocation- (clax thrae trek)
Magic Jar-(tija mircahran)- Prepared
Telekinesis (kinalar Mindaria)/ (Kinalar Mindaria Zor)
6th level: 5+1 known 7/day 26 (+1 for evocation, +2 for Necromancy)
Form of the Dragon
Chain lightning
Undeath to Death
Create Undead
Mass Bull's Strength
Disintegrate
True seeing
7th level: 2+1 known 5/day 27 (+1 for evocation, +2 for Necromancy)
Form of the Dragon II
Finger of Death
Mages Sword
GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Arms and Armor:
Magic Items: Tome of Leader and Influence +2(55k), Headband of Charisma +6 (36k), Cloak of resistance +5 (25k), Metamagic rod of Empower (32k), Metamagic Rod of Maximize (54k), Ring of sustenance, Ring of Force Shield, Belt of Physical Might +2/+2,
Money 0 GP 0 SP 0 CP
Special Abilities:
Dragon Type: Blue(lightning)
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on Table: Draconic Bloodline Breath Weapons.
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
My submission. Meant to be a fairly sticky tank, good AC and saves and some ability to control the battlefield.
Background:
Osric and his companions, the Company of the Black Otter, gained fame and fortune delving through many a ruin of ages past. Although neither a great scholar nor a great diplomat, Osric was devoted to protecting his companions. He was strong and fast, and developed a fighting style focused on harassing foes, keeping them bottled up for his comrades to dispatch. Osric was generally supportive of most of the good gods, though not particularly devout. He tends to favor Desna most of the time, believing strongly in the power of luck and sharing that goddess’s interest in exploration. When protecting others, he is inclined to pray to Torag to give his shield arm strength.
In their greatest battle, the Company of the Black Otter defeated a Runelord, awakened from a millennia-long slumber. Their other notable foes included dragons, giants, and an extremely crafty aboleth. After a very active and lucrative few years, the Company were all legendary heroes (level 11+) by the age of 25.
Rich with their discoveries, the Company of the Black Otter established a series of allied baronies in the River Kingdoms. Osric tried his hand at this. He was a fair and discerning ruler, having refined his courtly skills (reflected in his Diplomacy and Sense Motive skills) and being well-intentioned without being naïve. However, he never mastered the more sophisticated arts of intrigue (a pathetic investment in Knowledge-Nobility, and no Bluff ranks at all). His wife Catherine, a Taldan aristocrat, is better at that sort of thing and has taken over day-to-day administration of his barony, along with their twins, a daughter Aleena (a cleric of Shelyn) and a son Marcus (a bard). Osric still presides over business when absolutely necessary, and personally commands the army in battle. He is uncomfortable with the deception needed in politics, but trusts his family to look out for the greater good. Should he be needed for a quest that better suits his skills, he would jump at the chance.
Although middle-aged (around fifty), Osric is still hale and hearty. He retains most of the strength of his youth, and his speed is, if anything, even more remarkable. He stands just over six feet, lean and muscled, with tanned skin and a shaggy mane of light brown hair (including a full beard) testament to his Ulfen heritage.
Character Sheet:
Osric
Human Fighter 15
NG Medium Humanoid
Init +6; Perception +22
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DEFENSE
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AC 37, touch 18, flatfooted 31 (Banded Mail of Luck +10, +5 heavy shield +9, Dex +5, deflection +1, Dodge +1, Insight +1); Fighting Defensively AC 40
HP 139 (15d10+45)
Fort +20, Ref +18, Will +17; +4 vs. fear; evasion
(+5 resistance, +2 luck, +1 competence included on all saves)
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OFFENSE
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Speed 30ft.
Melee Luck Blade +27 (1d6+11/19-20x2)
Full Attack Luck Blade +25/+20/+15 (1d6+11/19-20x2) and +5 Heavy Shield +25 (1d6+9)
Power Attack -4/+8 and -4/+4
Ranged +1 Composite Longbow +23/+18/+13 (1d8+6/x3)
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STATISTICS
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Str 16 (18), Dex 18 (20), Con 14 (16), Int 12 (14), Wis 12 (14), Cha 10
Starting stats: Str 15 (17), Dex 16, Con 15, Int 11, Wis 11, Cha 9;
Middle Age Modifiers; Str 16, Dex 15, Con 14, Int 12, Wis 12, Cha 10
Level increases: Dex +3
BAB +15/+10/+5; CMB +19; CMD 37
Feats
1: Weapon Focus (Short Sword), Shield Focus, Iron Will
2: Improved Shield Bash
3: Two-Weapon Fighting
4: Power Attack
5: Weapon Specialization (Short Sword)
6: Shield Slam
7: Dodge
8: Greater Weapon Focus (Short Sword)
9: Combat Reflexes
10: Shield Master
11: Step Up
12: Greater Shield Focus
13: Stand Still
14: Penetrating Strike
15: Disruptive
Traits Fate’s Favored, Seeker
FCB Fighter +1 skill point
Skills (5 per level) Perception +22 (15 ranks, +2 Wis, +1 trait, +3 class, +1 competence), Diplomacy +16, Sense Motive +18, Survival +18 (12 ranks), Swim +20 (12 ranks), Acrobatics +9 (3 ranks), Climb +10 (2 ranks), Knowledge (Nobility) +4 (1 rank); Fly (headband) +21; ACP -1
Languages Common, Celestial, Draconic, Giant
Special Weapon Training Short Blades +3, Close +2, Bows +1; Armor Training 4; Bravery +4
Equipment
Banded Mail of Luck (18,900)
+5 mithral heavy shield (26,020)
+1 composite longbow (+4 Str) (2,700)
+2 belt of physical perfection (16,000)
+2 headband of wisdom/intelligence (10,000)
+5 cloak of resistance (25,000)
+1 ring of protection (2,000)
Luck Blade (22,060)
Goggles of Night (12,000)
Winged Boots (16,000)
Ring of Evasion (25,000)
Hand of Glory (8,000)
Minor Ring of Spell Storing (18,000)
Pale Green Prism Ioun Stone (30,000)
Dusty Rose Ioun Stone (5,000)
236,980
(out of 240,000)
Rothgar was not the prototypical dwarf. While he believed in clan and loyalty, wasting his life in the smithy toiling over iron was not his future and he rebelled against dwarven norms. He got into many fights as a youngster over his clash of ideas with other dwarves. He longed to see the surface world and found the subterranean complexes too confining so one day he left the safety of the mountains. On the surface he helped repel an attack on an old human who turned out to be a monk and offered the conflicted dwarf haven in his monastery while he sorted out his life. Rothgar took to the monkish life like a fish to water, as he enjoyed seeking enlightenment and perfection of his physical form. During the past 50 years, Rothgar has helped defeat many evil menaces wherein he encompassed wealth to purchase his magical treasures. He now is the master monk at the White Lotus Monastery, training monks seeking enlightenment. In his spare time he paints landscapes as a hobby as he finds it quite relaxing and meditative to enjoy the wonders of nature. He has become quite acclaimed and had his works displayed in galleries in Varisia and Magnimar.
Personality wise, Rothgar is a bit sour like his kin but he is very generous and helpful. He is quick to defend the downtrodden and will act with force, if necessary, to prevent injustice. He is very muscular and quick, striking with deadly force when the situation calls for it. He has silver white hair and blue eyes.
Question: Do you allow early entry for Eldritch Knight, etc.? I am thinking of an Eldritch Knight/Dragon Disciple build, but without Early Entry I won't even be able to get onto DD.
] Paji was born from a mother who was saved from a giant moorsnake by a passing Satyr. Finding her hometown of Oldfen boring, she's moved to Falcon's Hollow and taken a part-time job with her Uncle at the Goose 'n Gander. She spends most of her time failing to completely stay out of trouble.[
Question: Do you allow early entry for Eldritch Knight, etc.? I am thinking of an Eldritch Knight/Dragon Disciple build, but without Early Entry I won't even be able to get onto DD.
Question: Do you allow early entry for Eldritch Knight, etc.? I am thinking of an Eldritch Knight/Dragon Disciple build, but without Early Entry I won't even be able to get onto DD.
No, sorry.
OK. I'll have to think about whether I want to be primarily EK or DD, having done neither. Also base classes; I've always wanted to try out Paladin/Sorceror/EK but I'll have to decide if now is the time for it.
Interest seems to be waning down and I have enough good applications to make a party so will move up close of recruitment to SUNDAY by 10:00 PM EST. Thanks!
Hi narrator! Chess here with my submission. Shayn is a half-elf druid :) I used all material from the core rulebook, despite the traits (from the advanced players guide) and a couple mundane items (furs and mapmaker's kit). Let me know if I should change anything. I added both crunch and fluff to this profile.
OK, I'd like to present Anders Trelassion, Paladin/Sorceror/Eldritch Knight.
I haven't picked up traits for him yet what books are we allowed to pick traits from and are any of them campaign traits?
Also the fluff is there, but it's messy. It will be cleaned up As and When I have time, but his background and personality have been completed subject to approval.