Gobo Horde |
Edit: Question at the top for visibility.
A am a very strong Barbarian. I think it might be fun to jump around all over the place like a raving lunatic. BUT Acrobatics is a Dex skill :/
I always thought it was a weird change from 3.0 when Jump got rolled into Acrobatics and became a Dex skill, especially considering the Hulk uses his super strength to leap all over the place.
Would you be willing to let me use Str on Jump checks instead of Dex? Maybe by making it into a trait? (I mean, everyone else is flying by this level.)
-------
Initially I was trying to create a submission for a pair of twins, a USummoner with the Twinned Summoner archetype, and who were designed to support each other and cover each others weaknesses. (The Eidolon was the long dead older twin of the character, and very devoted to protecting him and leading him)
But I was having a hard time making him fit into the campaign, and was having to wedge him in rather forcefully. That and he was just really complex :p
Changed my mind.
Instead I am working on creating a more feral character, (deciding on) a Barbarian or Hunter who would probably be an Ulfen from the Lands of the Linnorm Kings, or one of the Kellids from the Realm of the Mammoth Lords. Wild natured and wild in appearance, he would have been captured by Baba and thrown into a room in her hut (at least I think that should suffice to get me in the story), probably after an ill-advised fight broke out.
Mechanics wise, he will basically be a wild looking guy who fights with primitive methods.
He will have the Wilding and Fast Empathy feats, giving him a deep connection with any animals we may come across. (If there are none, that's fine ^_^ I just want him to be an animalistic animal lover.)
Now, if I make him a Barbarian, I would have 2 combat styles I to choose from :/ Either he will fight with claws (either Beast Totem or Aspect of the Beast), giving him a more animalistic feel, or I could turn him into a switch-hitter using the Two-Handed Thrower feat, a Belt of Mighty Hurling and a two-handed weapon with the Called enchantment.
The second option would let me use Str for melee and ranged attacks, and always apply 1-1/2 Str on them. The Called enchant would let me retrieve the weapon as a swift, so I can actually throw the darn thing... That said I will probably be limited to 1 att/round, so maybe include Vital Strike?
It gives me some more versatility and I can do some entertaining things with the Called Enchant :)
Maybe make it a Greataxe or longspear or something...
Aside from a primitive Barbarian who loves animals, I also intend to make him very cold resistant and effective at survival and such.
But mostly, he should be simple :) Simple to figure out, simpleish to create and simple to play. That will let me focus more on other things like his roleplaying and any hijinks he might get up to rather then having to make long spoilers with complex mechanics all meshing together :p
However, I am still working on what he could do outside of combat and how to make him more interesting and memorable :)
Who is he like, how does he act? If he comes across modern technology what will he think? How will he interact with others in the group? Things like that ;)
But that's the jist of my Character Dot ;)
Duardlara Frostborn |
APPLICANTS
Sonechka Alkaeva, Winter Witch
Jing the Bandit, Catfolk barbarian
Manos Tavore, Human Rogue
Urgdarth Dalsym, Human Brawler/Bloodrager
Catarina Rostov, Human Kinetecist
Kas’athar, Hobgoblin Monk
Thanks for this, Cynehelm.
DM Variel |
It seems that real life has struck again and we are in need of another member to join our valiant band to save Golarion. Most recently we have lost our Magus and our cleric is having some RL issues as well and has not posted in a month. We are currently a 1/4 of the way through book 4 on the planet Triaxus. As such I am interested in someone making a character native to the area. I have the racial traits listed below for a native born Triaxian.
+2 Constitution, +2 Wisdom,–2 Strength: Triaxians are a hardy and wily race, as befits their constantly changing environment, but their lean forms have trouble maintaining large amounts of muscle mass.
Low-Light Vision: In dim light, Triaxians can see twice as far as humans.
Keen Senses: Triaxians’ unique ear construction grants them a +2
bonus on Perception checks.
Bonus Feat: Triaxians select one extra feat at 1st level.
Seasoned: Triaxians suffer no harm when in extreme cold down to -20 degrees
Languages: Triaxian, Draconic; Triaxians with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Currently the party is 10th level
any non evil
20pt build (plus a +2 to 1 attribute that the party gained later)
2 traits
2 bonus skill points that must be put into craft, perform or profession to represent your life before adventuring
42,000gp wealth (this campaign is light on wbl)
Helgash |
Hi Ellioti, thanks for dropping by - I am one of the players, basically an Oradin who has been also (though that was not the initial idea - was supposed to be healer first, melee second :P) doubling as the 'tank' alongside the 2handed weapon Fighter.
We have also an Arcane Trickster (more geared for self buffing and utility than group buffs or battlefield control) .
We have a brutal archer Fighter, and I think that is about it for now... Our priest has been gone for a very long time. And we also had a melee rogue, but at the moment I am not sure if he is in or out...
I think that's it in a nutshell. We could use a strong Arcane (we have been missing most of the good stuff like Haste and such) or Divine buffer/blaster/controller, and we might also use some additional melee staying power. I guess multiple concepts could fit actually, so shoot away! Though I'm not sure about another 3/4 divine caster :D
Nikolaus de'Shade |
Since I know the background of the AP a bit - is it possible to play a Dragonkin? They have 10 racial hit dice and are therefore CR9. It would be plenty of combat power and I could easily take caster levels afterwards and get up to 'haste' level buffing by the end of the campaign...
I'd be happy to do a joint submission with my 'rider' as well if that helped? :)
Helgash |
The thing for me at the moment Nikolaus, is that the encounters are steadily climbing in difficulty, and yet our power is not keeping up the pace (as I see it).
Please understand, I can live with that - it is the nature of our group (which has been changing dramatically over time as always in PbP) and the characters we are playing, but now I really think we need to start pushing for some advantages. So we need that Haste (it is only an example of a spell :D I could talk about many others - Heroism, Prayer, Blessing of Fervor, Magical Circles and Communal stuff, etc. ) now, rather than later.
Just my two cents - I'll let the others pipe in, and our GM is the boss so the decision is up to him ;)
Oh, and in case it wasn't clear, I think your concept cool (even if that Dragonkin looks slightly OP stats wise?).
Nikolaus de'Shade |
Yeah Dragonkin is definitely a 'cool' rather than optimised idea. It is VERY cool however and this is literally the only time its ever actually in the plot itself!
I think having a dragonkin would be a reasonable 'advantage' even if not in terms of the spells provided! I like the idea of playing a dragonkin bard and inspiring people with my awesome draconic majesty!
DM Variel |
After looking at the Dragonkin I am fine with someone taking that as a race as well, Nikolaus. While the stats are higher than other races you are loosing out on 9 levels of classes. A fair trade I believe.
BloodPaw, I am not familiar with customizing races based on the race builder. Also I am looking at someone(s) native to Triaxus for campaign flavor.
GM Strikes Back |
Still working on statting it out since work was too busy today, but the idea would be a triaxian unchained summoner. Stat the eidelon up to act as his dragonkin companion, and you get the flavor of the bonded pair without getting too janky with the class. Also brings in that arcane buffing with flight, invisibility and haste combined with a melee companion.
Ironperenti |
I would be happy with doing a Triaxian sorcerer. I did some playing around with some ideas earlier today. My general idea is taking the Arcane Bloodline, working meta-magic feats and possibly some item creation as well. He should be able to do some useful buffs such as Haste and will generally work to be a walking piece of artillery. Here's what I have so far.
Bob the Great
-----------------------
Male Triaxian Sorcerer 10
Age 25; Descriptive Trait (Black Eyes, Bald, 5'4", 120 lbs)
NG Medium Humanoid (Triaxian)
Init +5; Senses Lowlight vision, keen senses (+2 hearing); Perception +9
AC 23 (+4 mage armor, +3 Dex, +1 Nat, +1 Def, +4 shield), touch 18, flat-footed 16
HP 50 (40 level, 10 con, 10 FCB); DR -; SR -
Fort +4, Ref +5, Will +10
Speed 30
Melee: Staff +5 (1d6/20 x2) or by spell
Ranged: by spell (STR 16) +7 (1d8+3/x3)
Str 11 (+0), Dex 14 (+2), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 22 (+6)
Base Atk 5; CMB +5; CMD 17
Str 11 (+0), Dex 14 (+2), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 16 (+3)
Cost 3+5+0+2+0+10=20
+1 CHA 4th lvl, +1 CHA 8th lvl, +2 CHA to 1 stat build rules
Magical Lineage: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.
Low-Light Vision: In dim light, Triaxians can see twice as far as humans.
Keen Senses: Triaxians’ unique ear construction grants them a +2 bonus on Perception checks.
Bonus Feat: Triaxians select one extra feat at 1st level.
Seasoned: Triaxians suffer no harm when in extreme cold down to -20 degrees
1-Elemental Focus Fire
1-Spell focus Evocation
3-Empower spell
5-Intensify spell
7-Greater spell focus Evocation
BL-combat Casting
9-Iron will
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell’s DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.
Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.
(30 ranks = (20 (Class) + 10 (Int))
Favored Class Bonuses
+10 Hit Points
Languages
Common, Triaxian, Sylvan
Belt Pouch (Caltrops, chalk x10, small steel mirror, whetstone, flint and steel)
Heward's Handy Haversack (candles x5, rations x3, silk rope 50', pitons x3, 5 fish hooks, ioun torch, string 50', sewing kit, water skin)
Current Load 54.7 lbs (light up to 76 lbs)
Wealth
25 pp 9 gp sp 2 cp
[/spoiler]
Nikolaus de'Shade |
Hey Variel - I'll do that then.
Do you want me to take it as written in the bestiary or can I play around with feats, skill points, the stat points from HD 4 and 8 etc?
Also would I get full PC wealth?
Depending on the answers to those I may have a fully statted submission! If anyone wants to do joined backstories let me know!
Helgash |
I think having a dragonkin would be a reasonable 'advantage' even if not in terms of the spells provided! I like the idea of playing a dragonkin bard and inspiring people with my awesome draconic majesty!
Hi Nikolaus, for me the Dragonkin at this point 'feels' simply like a martial character. But I'll be waiting for your submission to take a look. By now you know what we need ;)
ok, so you need some support spells.
Level 10 is quite high, this is an opportunity to play something that just doesn't work at lower levels. Actually it's the kind of level where a Mystic Theurge starts to work.
Do it! I haven't seen a Mystic Theurge in AGES :D
Still working on statting it out since work was too busy today, but the idea would be a triaxian unchained summoner. Stat the eidelon up to act as his dragonkin companion, and you get the flavor of the bonded pair without getting too janky with the class. Also brings in that arcane buffing with flight, invisibility and haste combined with a melee companion.
Not sure how Variel feels about Summoners, but the idea is a solid one, and it would seem to fit the group's needs.
I would be happy with doing a Triaxian sorcerer. I did some playing around with some ideas earlier today. My general idea is taking the Arcane Bloodline, working meta-magic feats and possibly some item creation as well. He should be able to do some useful buffs such as Haste and will generally work to be a walking piece of artillery. Here's what I have so far.
Looks like a sound mobile artillery thus far - keep at it ;)
Ellioti |
Ellioti wrote:ok, so you need some support spells.
Level 10 is quite high, this is an opportunity to play something that just doesn't work at lower levels. Actually it's the kind of level where a Mystic Theurge starts to work.Do it! I haven't seen a Mystic Theurge in AGES :D
I'm designen a Cleric/Empyreal Sorcerer. Still need to refluff a Golarion deity to my home world.
I can have 11 lvl 3 spells/day at creation. Next level up will add 7 level 4 spells.Nikolaus de'Shade |
After looking at the Dragonkin I am fine with someone taking that as a race as well, Nikolaus. While the stats are higher than other races you are loosing out on 9 levels of classes. A fair trade I believe.
Sorry for the extra question. I just reread this and I'm now unsure of what you meant. Would being a Dragonkin be 9 of my 10 levels or all 10? They have 10 racial HD so I assumed those would just be translated as all my levels. If We're going by CR so it's only 9 then I'll go away and look at a class level too! :)
TL;DR - Should I be a Dragonkin with no class hah! or do I get 1st level in something too?
Ellioti |
ok, I have the crunch down and a good idea about the fluff.
Draxtuin
Male Triaxian cleric 3 / sorcerer 4 / mystic theurge 3 Archetypes Wildblooded
CG Medium humanoid (triaxian)
Init +12, Senses low-light vision; Perception +19
=================================================
DEFENSE
=================================================
AC 26, touch 17, flat-footed 22 (+4 armor, +3 deflection, +4 Dex, +1 natural, +4 shield)
hp 90 ((3d8)+(4d6)+(3d6)+44)
Fort +12, Ref +9, Will +18
Resistances acid 5, cold 5
=================================================
OFFENSE
=================================================
Speed 30 ft.
Sorcerer Spells Known (CL 7th; concentration +14)
3rd (6/day)-Haste, fly
2nd (8/day)-Darkvision, stone Call, mirror image
1st (8/day)-bless, protection from evil, enlarge person, liberating command, mage armor, snowball
0th (at will)-Acid splash, detect magic, detect poison, light, mage hand, message, prestidigitation
Cleric Spells prepared (CL 8th; concentration +15)
3rd-Dispel magic, prayer, communal resist energy, summon monster III
2nd-Invisibility (d), admonishing ray, lesser restoration, burst of radiance, snow shape, bear's endurance
1st-identify (d), shield of faith, comprehend languages, ant haul, air bubble, obscuring mist
0th (at will)-Create water, guidance, mending, read Magic
Deity Skrymir; Domains Magic (Divine Subdomain), Trickery
=================================================
STATISTICS
=================================================
Str 8, Dex 18, Con 16, Int 12, Wis 24, Cha 8
Base Atk +5; CMB +4; CMD 21
Feats Boon Companion, Eschew Materials, Great Fortitude, Improved Initiative, Spell Penetration, Toughness, Reach Spell
Skills Appraise +5, Diplomacy +3, Fly +8, Heal +11, Knowledge (Arcana) +5, Knowledge (History) +5, Knowledge (Nobility) +5, Knowledge (Planes) +5, Knowledge (Religion) +7, Linguistics +5, Perception +19, Profession (Brewer) +11, Profession (Farmer) +11, Sense Motive +11, Spellcraft +12, Stealth +8
Traits Magical Knack (Cleric), Worldly
Languages Celestial, Common, Draconic, Triaxian
Other Gear Belt of incredible Dexterity +2, headband of inspired wisdom +4, cloak of resistance +2, mithral buckler +3, bag of holding (type I), sorcerer's kit, holy symbol (silver), holy symbol (wooden), holy symbol (gold), 110.0 gp
Consumablespotion of heroism, potion of cure moderate wounds, scroll (remove blindness/deafness), scroll (remove curse), scroll (speak with dead), scroll (see invisibility), scroll (remove paralysis), scroll (daylight), scroll (remove disease)
=================================================
SPECIAL ABILITIES
=================================================
Racial
Seasoned If winter is chosen, the triaxian can exist comfortably in conditions between 40 and 0 degrees Fahrenheit without having to attempt Fortitude saves. When in conditions of severe cold or heat, Triaxians have to attempt Fortitude saves only once per hour instead of once every 10 minutes.
Cleric
Copycat (Sp) You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for 3 rounds, or until the illusory duplicate is dispelled or destroyed. You can have no more than one Copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability 10 times per day.
Divine Vessel (Su) Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability 10 times per day.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 10 Will save to halve the damage. You can use this ability 2 times per day.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).
Sorcerer
Bloodline celestial (empyreal)
Bloodline Arcana Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.
Celestial Resistances (Ex) You gain resist acid 5 and resist cold 5.
Bloodline Familiar Arctic Hare, Sage Archetype, Int 13, Knowledge (Arcana, Nature, Planes, Religion) +10
Mystic Theurge
Combined Spells (Su) You can prepare and cast spells from one of your spellcasting classes using the available slots from any of your other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. You can prepare spells up to level 0 from one of your spellcasting classes using the slots one level higher of the other spellcasting class. The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell. Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast.
Traits
Worldly You have acquired an unusual breadth of life experience—more than others of your age, race, or culture. Benefit: Once per day when attempting a skill check for a skill you’re untrained in, you can roll twice and take the better result.
Magical Knack +2 caster level cleric
DM Variel |
Sorry Nikolaus, I looked at the CR and not the HD. You are right that you would just have the race and no class levels. I would allow you to switch out 2 of the feats as well as not all dragonkin are the same.
As far as summoners are concerned not a problem with them. Maps are google docs that you can edit so you can add and move characters yourself.
Ironperenti |
Ok, a cross blooded sorcerer for consideration:
Bob the Great
-----------------------
Male Triaxian Crossblooded Sorcerer 10
Age 25; Descriptive Trait (Black Eyes, Bald, 5'4", 120 lbs)
NG Medium Humanoid (Triaxian)
Init +2; Senses Lowlight vision, darkvision 60' no light sensitivity, keen senses (+2 hearing); Perception +12
AC 26 (+4 mage armor, +3 Dex, +4 Nat, +1 Def, +4 shield spell), touch 18, flat-footed 23
HP 50 (40 level, 10 con, 10 FCB); DR -; SR -
Fort +4, Ref +5, Will +8
Fire resistance 10, Fearless
Speed 30
Melee: Staff +5 (1d6/20 x2) or by spell
Ranged: by spell (STR 16) +7 (1d8+3/x3)
Str 11 (+0), Dex 14 (+2), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 22 (+6)
Initial Stats
Str 11 (+0), Dex 14 (+2), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 16 (+3)
Cost 3+5+0+2+0+10=20
+1 CHA 4th lvl, +1 CHA 8th lvl, +2 CHA to 1 stat build rules
Base Atk 5; CMB +5; CMD 17
Magical Lineage: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.
Low-Light Vision: In dim light, Triaxians can see twice as far as humans.
Keen Senses: Triaxians’ unique ear construction grants them a +2 bonus on Perception checks.
Bonus Feat: Triaxians select one extra feat at 1st level.
Seasoned: Triaxians suffer no harm when in extreme cold down to -20 degrees
1-Elemental Focus Fire
1-Spell focus Evocation
3-Empower spell
5-Intensify spell
7-Greater spell focus Evocation
BL-combat Casting
9-Iron will
Draconic bloodline: 1 mage armor 2 resist energy, 3 fly, 4 fear
Class skill: Perception
Bonus feats: bling fight, great fortitude, improved initiative, power attack, quicken spell, skill focus fly, skill focus k: arcana, toughness
Bloodline Arcana: cast a spell of energy descriptor of draconic energy typ, spell deals +1 point of dmg per die rolled
Powers:
1st Claws 3+CHA in rounds
3rd Dragon resistance: gain resist 5 fire, +1 natural armor; 9th level resistance to 10 natural armor to +2. 15th level natural armor +4.
Orc bloodline: 1 burning hands, 2 bull's strength, 3 rage, 4 wall of fire
Class skill: survival
Bonus feats: diehard, endurance great fortitude, intimidating prowess, improved overrun, power attack, toughness, widen spell
Bloodline Arcana: orc subtype, darkvision 60 feet, light sensitivity. When cast a dmg causing spell it deals +1 point of dmg per die
Powers
9th Fearless gain +4 vs fear and +1 natural armor. 9th level lose light sensitivity, immune to fear, and natural armor to +2.
(30 ranks = (20 (Class) + 10 (Int))
Acrobatics 3 (1 rank, 2 Dex)
*Bluff 14 (5 rank, 3 class, 6 CHA)
Climb 6 (1 rank, 3 class, 3 Str, -2 armor)
Diplomacy 7 (1 rank, 6 Cha)
Disguise 0 (untrained)
Fly 0
Heal 0 (untrained)
*Intimidate 14 (5 ranks, 3 class, 6 Cha)
*Knowledge (Arcana) 5 (1 rank, 3 class, 1 Int)
*Perception 12 (8 ranks, 3 class, 1 Wis)
*Profession
Ride 2 (2 Dex)
Sense Motive 1 (1 Wis)
*Spellcraft 7 (3 rank, 3 class, Int 1)
Stealth 2 (2 Dex)
*Survival 5 (1 rank, 3 class, 1 Wis)
Swim 0 (0 STR)
*Use Magic Device 13 (4 rank, 3 class, 6 CHA)
Background
Appraise 5 (1 rank, 1 INT, 3 CLASS)
Perform 7 (1 rank, 6 CHA)
Favored Class Bonuses
+10 Hit Points
Languages
Common, Triaxian, Draconic
Belt Pouch (Caltrops, chalk x10, small steel mirror, whetstone, flint and steel)
Heward's Handy Haversack (candles x5, rations x3, silk rope 50', pitons x3, 5 fish hooks, ioun torch, string 50', sewing kit, water skin)
Lesser rod of empower
Headband of Charisma +2
Ring of Protection +1
Belt of Dexterity +2
Cloak of resistance +2
Staff of minor arcana (magic missile, shield) 10 charges
Current Load 8.25 lbs (light up to 38 lbs)
Wealth
189 pp 8 gp 4 sp 2 cp
Cantrips
1 Acid Splash
2 Read Magic
3 Detect Magic
4 Mage Hand
5 Spark
6 Prestidigitation
7 Mending
8 Message
1st (6 per day + 2)
1 Mage Armor
2 Shield
3 Ray of enfeeblement
4 Magic Missile
BL Burning Hands
2nd (6 per day +2)
1 Glitter dust
2 Scorching Ray
3 Mirror Image
BL resist energy
3rd (6 per day +1)
1 Haste
2 fireball
BL fly
4th (5 per day +1)
1 Flaming sphere greater
BL Wall of fire
5th (3 per day +1)
JoshB |
Here's a concept I am working up to submit.
He is a Triaxian Oracle with the Dragon mystery.
Totho Dragonstrider
Male triaxian (Winterborn) oracle 10 (Pathfinder Campaign Setting: Inner Sea Races, Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (triaxian)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +10
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 23 (+8 armor, +2 deflection, +1 Dex, +3 natural)
hp 93 (10d8+40)
Fort +8, Ref +7, Will +9
Resist fire 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 morningstar +12/+7 (1d8+5) or
. . mwk dagger +11/+6 (1d4+3/19-20) or
. . 2 claws +10 (1d6+3)
Special Attacks breath weapon (60 ft. line, 5d6 fire, Reflex DC 20 for half, usable every 1d4+1 rounds)
Oracle Spells Known (CL 10th; concentration +15)
. . 5th (4/day)—breath of life (DC 20), mass cure light wounds, fabricate, spell resistance
. . 4th (6/day)—blessing of fervor[APG] (DC 19), cure critical wounds, divine power, fear (DC 19)
. . 3rd (7/day)—cure serious wounds, dispel magic, draconic ally, fly, magic vestment
. . 2nd (7/day)—bull's strength, cure moderate wounds, ironskin, resist energy, lesser restoration, savage maw[ARG]
. . 1st (8/day)—bless, cause fear (DC 16), cure light wounds, divine favor, liberating command[UC], protection from evil, shield of faith
. . 0 (at will)—create water, detect magic, enhanced diplomacy, light, mending, purify food and drink (DC 15), read magic, resistance, stabilize
. . Mystery Dragon
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 16, Int 10, Wis 10, Cha 20
Base Atk +7; CMB +10; CMD 23
Feats Combat Casting, Extra Revelation[APG], Extra Revelation[APG], Noble Scion of War[ISWG], Power Attack, Spell Penetration
Traits deft dodger, for the money
Skills Appraise +10, Bluff +8 (+10 to haggle prices or negotiate payment; increases to +4 if you are in a position of military or economic power over your target), Craft (gemcutting) +6, Craft (jewelry) +6, Diplomacy +12 (+14 to haggle prices or negotiate payment; increases to +4 if you are in a position of military or economic power over your target), Disguise +8, Fly +6, Heal +7 (+8 circumstance to treat wounds or deadly wounds), Intimidate +15 (+17 to haggle prices or negotiate payment; increases to +4 if you are in a position of military or economic power over your target), Knowledge (arcana) +10, Knowledge (history) +5, Knowledge (nobility) +6, Knowledge (planes) +5, Knowledge (religion) +5, Perception +10, Sense Motive +4, Spellcraft +10 (+14 to identify magic items), Use Magic Device +16; Racial Modifiers +2 Perception
Languages Triaxian
SQ covetous skill bonuses, oracle's curse (covetous), revelations (breath weapon, draconic resistances, dragon senses, talons of the dragon [x2, 1d6, treated as magic weapons, 8 rounds/day], wings of the dragon), seasoned
Combat Gear lesser extend metamagic rod, oil of bless weapon (3), oil of daylight, potion of invisibility, potion of resist cold 10, scroll of neutralize poison, communal resist energy, wand of cure light wounds, wand of cure light wounds, healer's kit, holy water (3); Other Gear mwk mithral breastplate, mwk morningstar, mwk dagger, amulet of natural armor +1, belt of giant strength +2, circlet of persuasion, cloak of resistance +2, handy haversack, headband of alluring charisma +2, ring of protection +2, canteen[UE], masterwork gemcutting tools, masterwork jewelrycrafting tools, platinum holy symbol of Apsu[UE], spell component pouch, surgeon's tools[UE], trail rations (10), wrist sheath, spring loaded, 1000gp of jewelry, 168 gp
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Special Abilities
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Breath Weapon (60 ft. line, 5d6 fire, Reflex DC 20 for half, usable every 1d4+1 rounds) (Su) 60 ft. line, 5d6 fire, Reflex DC 20 for half, usable every 1d4+1 rounds
Combat Casting +4 to Concentration checks to cast while on the defensive.
Covetous Must wear non-magic clothing/jewelry or are sickened. Also sick if valuable item stolen.
Covetous Skill Bonuses Gain +4 bonus to spellcraft when identify magic items.
Darkvision (60 feet) You can see in the dark (black and white only).
Draconic Resistances (Ex) Gain natural AC and energy resistances.
Dragon Senses (Ex) Your senses take on a keen draconic edge.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Talons of the Dragon (8 rounds/day) (Su) As a free action, gain 2 claw attacks that bypass DR as magic weapons.
Noble Scion of War You are a member of a proud noble family.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Seasoned (Winter) Can exist comfortably between 40 and -20 degrees. Check once per hr in severe cold.
Wings of the Dragon (10 minutes/day) (Su) As a swift action, grow wings which allow flight.
DM Variel |
Just a heads up I am still checking on all the submissions and if I have not commented on one in particular it is because I don't have any major questions about them.
The party is heading into a 2-3 part fight and then the new character(s) will be introduced. As such I will leave the recruitment open for another 4 days then post our decision. That should give some time for the new character(s) to get caught up, ask any questions and get some background info that they would know being from here.
So again recruitment will end on the 6th at 9:00 PM CST. Thanks everyone!
Nikolaus de'Shade |
Just wanted to check - I've got the statblock for a dragonkin sorted out and he's pretty tanky (good hp, ac, high damage etc) but no spells. Is there any point me submitting given that the player consensus appears to be strongly in favour of a full caster? I don't want to waste anyone's time if its not what you're all looking for!
Ellioti |
I almost forgot to repost with the background included. I am open to reflavor the god I chose as a Triaxian deity.
Male Triaxian cleric 3 / sorcerer 4 / mystic theurge 3 Archetypes Wildblooded
CG Medium humanoid (triaxian)
Init +12, Senses low-light vision; Perception +19
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DEFENSE
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AC 26, touch 17, flat-footed 22 (+4 armor, +3 deflection, +4 Dex, +1 natural, +4 shield)
hp 90 ((3d8)+(4d6)+(3d6)+44)
Fort +12, Ref +9, Will +18
Resistances acid 5, cold 5
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OFFENSE
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Speed 30 ft.
Sorcerer Spells Known (CL 7th; concentration +14)
3rd (6/day)-Haste, fly
2nd (8/day)-Darkvision, stone Call, mirror image
1st (8/day)-bless, protection from evil, enlarge person, silent image, mage armor, snowball
0th (at will)-Acid splash, detect magic, ghost sound, light, mage hand, message, prestidigitation
Cleric Spells prepared (CL 8th; concentration +15)
3rd-Dispel magic, prayer, communal resist energy, summon monster III
2nd-Invisibility (d), admonishing ray, lesser restoration, burst of radiance, snow shape, bear's endurance
1st-identify (d), shield of faith, comprehend languages, ant haul, air bubble, obscuring mist
0th (at will)-Create water, guidance, mending, read Magic
Deity Skrymir; Domains Magic (Divine Subdomain), Trickery
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STATISTICS
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Str 8, Dex 18, Con 16, Int 12, Wis 24, Cha 8
Base Atk +5; CMB +4; CMD 21
Feats Boon Companion, Eschew Materials, Great Fortitude, Improved Initiative, Spell Penetration, Toughness, Reach Spell
Skills Appraise +5, Bluff +3, Fly +8, Heal +11, Knowledge (Arcana) +5, Knowledge (History) +5, Knowledge (Nobility) +5, Knowledge (Planes) +5, Knowledge (Religion) +7, Linguistics +5, Perception +19, Profession (Brewer) +11, Perform (comedy) +3, Sense Motive +11, Spellcraft +12, Stealth +8
Traits Magical Knack (Cleric), Worldly
Languages Celestial, Common, Draconic, Triaxian
Gear Belt of incredible Dexterity +2, headband of inspired wisdom +4, cloak of resistance +2, mithral buckler +3, bag of holding (type I), sorcerer's kit, holy symbol (silver), holy symbol (wooden), holy symbol (gold), 110.0 gp
Consumablespotion of heroism, potion of cure moderate wounds, scroll (remove blindness/deafness), scroll (remove curse), scroll (speak with dead), scroll (see invisibility), scroll (remove paralysis), scroll (daylight), scroll (remove disease)
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SPECIAL ABILITIES
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Racial
Seasoned If winter is chosen, the triaxian can exist comfortably in conditions between 40 and 0 degrees Fahrenheit without having to attempt Fortitude saves. When in conditions of severe cold or heat, Triaxians have to attempt Fortitude saves only once per hour instead of once every 10 minutes.
Cleric
Copycat (Sp) You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for 3 rounds, or until the illusory duplicate is dispelled or destroyed. You can have no more than one Copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability 10 times per day.
Divine Vessel (Su) Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability 10 times per day.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 10 Will save to halve the damage. You can use this ability 2 times per day.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).
Sorcerer
Bloodline celestial (empyreal)
Bloodline Arcana Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.
Celestial Resistances (Ex) You gain resist acid 5 and resist cold 5.
Bloodline Familiar Arctic Hare, Sage Archetype, Int 13, Knowledge (Arcana, Nature, Planes, Religion) +10
Mystic Theurge
Combined Spells (Su) You can prepare and cast spells from one of your spellcasting classes using the available slots from any of your other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. You can prepare spells up to level 0 from one of your spellcasting classes using the slots one level higher of the other spellcasting class. The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell. Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast.
Traits
Worldly You have acquired an unusual breadth of life experience—more than others of your age, race, or culture. Benefit: Once per day when attempting a skill check for a skill you’re untrained in, you can roll twice and take the better result.
Magical Knack +2 caster level cleric
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BACKGROUND
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Draxtuin is a tall man who loves life. He's always fun to be around and will always try to make you laugh. This is especially important during the winter years, where the weather is harsh and times are grey.
His parents are farmers trying to grow potatoes during winter season. Of course, this is for food mostly, but you can do so much more with them. From his grandfather he learned the art of brewing, which made him a very popular adolescent in his home village. He also provided the local inn with his schnapps and hung out there every night. While he was having fun and getting drunk, he loved listening to the stories of strangers passing through. At first he was just joking around that he'd eventually be a great traveler, too. But secretly he did dream of it. A dream of going where the sun set.
He had an open talk with his parents and they were very understanding, when he finally decided to leave. A traveling circus was passing through and he tagged along as the illusionist's assistant. This came quite natural to him, because he always played tricks on his friends and family. The magician was actually a priest serving the traveling trickster god Skrymir. He was a very devout and earnest person, completely different than his act. Talduro, as he was called, become somewhat of a mentor to Draxtuin and taught him much more than simple card tricks. Drax was a natural and quickly managed to mix religious devotion with arcane illusions. Skrymir's dogma is to test people's wit with magic tricks and to do so all over the country. Their is no final goal - the journey is the destination. And if you can make a lot of people happy on the way, than you're going in the right direction.
Just reading the last few posts of your gameplay thread made me happy to choose Fly as one of my two 3rd level spells.
Helgash |
Just wanted to check - I've got the statblock for a dragonkin sorted out and he's pretty tanky (good hp, ac, high damage etc) but no spells. Is there any point me submitting given that the player consensus appears to be strongly in favour of a full caster? I don't want to waste anyone's time if its not what you're all looking for!
Hey Nikolaus. I've already said my piece on this one - don't think we absolutely need a full caster, but I do think we need a 'decent' caster. Because we are mainly missing buffer/blaster/controller roles at the moment. At least that is how I see it, so it would probably be my preference (even if it is not an elimination factor) :D
On top of that, our GM has the final say, and the other players all are entitled to (and usually do) voice their opinion.
Nikolaus de'Shade |
Here we go then, my dragonkin tank! The fluff is fairly vague but I'd be happy to tie in to another character if I was selected, not as a rider but perhaps a particular friend amongst the two legs.
LN Large dragon
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +14
DEFENSE
AC 33, touch 12, flat-footed 30 (+9 armour, +3 Dex, +12 natural, –1 size)
HP 115 (10d12+50)
Fort +12 (7 base, +5 Con), Ref +9 (7 base, +2 Dex), Will +8 (7 base, +1 Wis)
Immune: fire, paralysis, sleep
OFFENSE
Flyby Bardiche +20 (4d8+23/17-20x2)
Bardiche +20/+15 (2d8+14/17-20×2), Bite +15 (1d8+12)
Bite +18 (1d8+12), 2 claws +17 (1d6+8)
Speed 40 ft., fly 120 ft. (good)
Space 10 ft.; Reach 10 ft. (15 ft. with bardiche)
Special Attacks: breath weapon (60-ft. line, 9d6 fire damage, Reflex DC 20 half, usable every 1d4 rounds)
STATISTICS
Str 26 (+8)
Dex 16 (+3)
Con 20 (+5)
Int 10 (0)
Wis 13 (+1)
Cha 16 (+3)
Base Atk +10; CMB +19; CMD 32
Feats: Combat Reflexes, Flyby Attack, Power Attack, Vital Strike, Furious Focus
Skills Bluff +16, Fly +18, Intimidate +16, Perception +14, Stealth +12, Survival +14
Languages: Triaxian, Draconic
EQUIPMENT
+3 Mithril Breastplate (9,400)
+2 Keen Bardiche (18,314)
Ring of Energy Resistance [Cold 10] (12,000)
2, 286 gold.
SPECIAL ABILITIES
Rider Bond (Su): A dragonkin can form a magical bond with its rider that lasts until death. Forming this bond requires a special ritual that takes 1 hour. Once a dragonkin forms this bond, it can’t form another rider bond until its current rider dies. A dragonkin and its bonded rider can communicate with each other as if they both had telepathy with a range of 100 feet. When a rider is mounted on his dragonkin at the start of combat, both creatures roll initiative separately and treat the highest result as their single result.
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Trained from birth for combat the ten excelled in team exercises but never bonded riders, preferring instead to act as a flight of their own, taking orders from the generals directly, rather than through riders as was more common. Unfortunately, the group became too effective, in both combat and as a propaganda tool for the mandate, and several forces in the Drakelands began to conspire against them.
The tool of their eventual destruction was a traitor commander inside the Mandate who commanded the siblings on a lengthy scouting mission into the Drakelands. It was a trap. The flight were ambushed, not only by dragonkin but by a true blooded blue dragon was well. The blue focused its wrath on the other flight members while its dragonkin swarmed Clearsanti, the blue member of the flight, and first grounded her and then executed her right there in the snow. Driven mad by rage the rest of the flight tried their best to recover but the loss of one of their siblings left a hole in their bond and without it, the rest of the flight were easily beaten back, losing Skaleen the Bronze and Fedaharn the Green in the snowstorms as they fled.
The seven flight members who returned drifted apart, their bond now a painful reminder of what they had once had. Always mindful of their duty the seven continued to serve the mandate, but requested different postings and some bonded with riders, hoping to fill the void left behind by their lost siblings.
Finally Alsaman was the last remaining member of the clutch. Stubborn by nature he has stayed in his post for years, accepting riders when necessary but never even attempting to form a bond – convinced as he is that one day Skaleen and Fedaharn will find their way back to the Mandate.
Notes: I changed 2 stats at equal value. (Moved 11 Int to 10 [-1pt buy] so I could put Wis from 12 to 13 [+1pt buy]; and 17 to 16 Cha [-3pt buy] for 15 to 16 Dex [+3pt buy]) Also traded out one feat and spent the 42,000 gold. I didn't pick any traits but can do if its allowed/wanted.
DM Variel |
Real life has struck again! Yet it is a blessing as a third child was born. However that means that 1 of our players does not have the time to game as much so we are in need of 1-2 more adventurer's for the end of book 5! Currently we have an arcane trickster, a druid, and an archer fighter.
As the party is currently on earth human characters are the preference but not a necessity.
Level 14 (soon to be lvl 15, at the end of the book)
20pt build (plus a +2 to 1 attribute that the party gained later)
2 traits
2 bonus skill points that must be put into craft, perform or profession to represent your life before adventuring
Level 13 WBL guidelines
I prefer material out of the core rule book or any of the advanced player's guide, any of the ultimate books, or the unchained books. I don't have all the other materials to research readily. If you do have something out of one of the other sources please let me know and I will try to look it up.
pad300 |
Some Q's
1) "for the end of book 5"... So, the PC must have a "reasonable" hook to join the party from WWI Russia?
2)Combat: Archer fighter shoots things, that's pretty obvious. What do the druid and the arcane trickster do in combat?
3)Magic: Do either the druid or the AT do general magical support (divinations, transportation, etc)? Who does healing? Battlefield control?
4)Skills: The arcane trickster presumably covers sneaking. What about knowledges? What about face skills?
Mightypion |
Heh, fun, I speak Russian in real life.
Idea: "I shot the Mad Baron Ungern Sternberg in the face, he laughed at me and something with faar too many angles and even more tentacles appeared. I added burned tentacles to Outer Mongolias national cuisine because I am good with flamethrowers, but the bugger escaped.
Can someone kindly explain why, since that, I radiate healing light when I get angry?
(Urban Bloodrager/mysterious stranger. A lot of DPR)
Idea 2: Your abilities are fascinating! They reinforce my theory of the world truely being a multiverse, with partially different natural laws! These morons from the imperial russian academy of sciences laughed at my research! But haha, bugger them! I shall make far greater discoveries then they ever thought could be made!"
(some type of mad scientist)
Idea 3: "Now, why in the 9 effing hells did Lady Nocticula send me here to assassinate Rasputin? At least it makes more sense then killing that completely average austrian landscape painter, that was pretty easy actually. Hmm, now, that Rasputin guys is not from this plane, seems to have mythic power and is dangerous, I will need allies."
(stealthy CN skill monkey, could also be a bard, spell warrior or swashbuckler)
Idea 4: "You have awoken Evpatiy Kholovrat, famed Bogatyr of old Rus! Some wicked Faerie put me in Stasis, and together we shall defeat the Mongol Horde! There is no Mongol horde? Why is everything completely f@%~ed up then? Eh, what is even going on here, why does everyone speak a weird amalganation of bastardized russian and foreigner tounges? Wait, you use proper bladed weapons and appear to be sane! Let us join forces to vanquish evil from these lands!"
LG Medieval knight who woke up from Stasis, very confused about what the hell is going on, but Rasputin is clearly to blame somehow.