GM-Ravensoul's (NON-PFS) A Pathfinder's Tale

Game Master zolexa13

Sothis Info Packet


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About your GM: I am a relative PHP novice only done a few campaigns so far, but have been lurking and reading for a while. I have GM’d at the in-person level, modules and a full completed AP. I want to “get my feet wet” with Module or 2 to get used to the PHP style before I attempt a full out Adventure Path.
I also have a full-time day job as an accountant, so I will not have much posting during the daytime hours. I will be reading posts on my breaks, and might be able to get small update or questions answered but it is not guaranteed. Most of my posting will be after work (approx. 8 or 9 PM EST) or before bed (approx. 12 or 1 AM EST). Weekends will have more flexibility but also compete with tabletop gaming schedule so will be scattered throughout the day. I will be posting at least once per day, unless prior notice given. I would expect the same from you. If no post from you in 48 hrs I reserve the right to bot your actions. Initiative will be done block style. If 7 days pass without word, I reserve the right to replace you.

Venture-Captain Jalden Krensharr is in need of a team of Pathfinders for an immediate mission. Unfortunately for him, none of his usual teams are available. Fortunately for you, you are. Who are you? A new Pathfinder applicant. You have pass all the pre-requisite background checks. You have your letter of recommendation from an existing Pathfinder. You just need your final field test. VC Krensharr is about to get a pile of dossiers from the PF headquarters. Of them, he will choose a few applicants that stand out as the best ones for this job. However, because this is also a test, there is one requirement: You must not be native Osirion, speak the language, or have spent significant time in the country. The test is as much about seeing how you do in an environment and society you probably know little to nothing about, as well as your ability to complete the mission. Pathfinders often find themselves in locations and situations that the only background they know is what they read on the journey there. If chosen, you will be given a small primer on the area and customs, and a copy of basic phrase translations. (Where is the bathroom? How much for this Camel? Do you have a cure for Sand Fleas?)

Crunch:
* Starting Level 6.
* Ability Scores: 25 Point Buy. No level 1 starting attribute below 8 or over 20 including racial modifier.
* Alignment: No CE. LE/NE will be taken on case by case basis. You may be required to have additional explanation how and why you are willing to work with this group of Pathfinder recruits. (Example: A Lawful Evil House Thrune supporting Chelaxian might need to explain how they would feel competing against another Loyalist on mission for the Queen.)
* Classes: Any Pathfinder official OK. Unchained OK, Occult OK. As with Alignment, anything that stands out oddly may need further explanation as to why you want to work for the Pathfinders. 3rd Party – If you can link me the SRD or provide other means of letting me look over source materialit I will consider it. I do have a preference for Paizo official, but since I have friends who actually write some 3rd party material, I can’t blindly say no. These will be reviewed heavily and I must be able to review source material. Due to archtype choices, etc. All Classes (Paizo or 3rd) must also include a brief description of it’s general party role. (healer, batman disguised as a catholic-school girl, magical cat-man, chainsaw juggling ninja-dragon rider, etc).
* Races: Any 15 RP or less. I will allow 3rd Party, as per the caveat under classes. Warning: Extremely odd or exotic races will also have extra explanation requirements as noted in Alignment.
* Traits: 2 Traits. Drawback for third. Drawbacks will be noted and must be applicable. All traits must be from different categories. All traits must fit your background. Campaign traits will be considered, if they make sense for the character and are not overpowered. No XYZ of the Society traits. You are not members – yet.
* HP: Max 1st. Roll -OR- Half (round up: d6=4, d8=5, etc) for rest. You can take the chance at higher, but have to take the good with the bad. OR You can have steady moderate. Choose wisely and may the RNG be kind.
* Starting Wealth: 15,000. No one item over 5,000.

Crunch & Fluff can be in post or alias. If in post please use spoilers.
4 Characters will be accepted. There will be 5 in the team, but 5th slot is for my friend so he can help me as I get used to pbp GM'ing.

Fluff:
>> Out of Character: (the ooc should be relatively short, the IC below is what will be the main focus)
* Brief description of character, including personality & how your traits/drawback apply. Background detailing who you are, why you want to be a Pathfinder and brief general description of what you did levels to get you levels 1-5.
>> In Character:
* Brief RP Sample. Open format. Can be Journal Entries, a conversation, a scene in your background, etc.
* 2 Pathfinder Headquarters “Documents” sent to VC Krensharr:
1) Letter of recommendation written by a current Pathfinder member. A paragraph or 2 (more if you like) on why they think your character should be admitted. Make up a Pathfinder, write the letter in their ‘voice’. Can be a cannonical Venture Captain, field agent, etc or someone you made up.
2) Pathfinder Dossier on your character as written by the “HR department” probably after an interview with your character. Think of this as your character’s job resume. Outline provided below.

Dossier for (Name)
Age:
Height:
Weight:
Eye Color:
Hair Color:
Identifying Marks: (Tattoos, Scars, Exotic Piercings. Ways your character can be picked out of a crowd by someone just given your description)
Race:
Profession: (Not necessarily your class. What you do for money: Cook, Tavern Bouncer, Sunday School Teacher)
Languages Known:
Recommended By:
Personality: (Use 3 words)
Qualifications: (Summary of skills that make you a good Pathfinder candidate)
Biggest Strength:
Biggest Weakness:
Known Warrants for Arrest:
Special Considerations: (if any)


Valzoa Coldhearth
Male elf occultist 6 (Pathfinder RPG Occult Adventures 46)
N Medium humanoid (elf)
Init +1; Senses aura sight, low-light vision; Perception +14
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 18 (+5 armor, +1 deflection, +1 Dex, +2 shield)
hp 39 (6d8+6)
Fort +6, Ref +3, Will +6; +2 vs. enchantments, +2 trait bonus vs. death effects, +2 vs. fear
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee mithral longsword +7 (1d8+2/19-20) or
. . unarmed strike +6 (1d3+2 nonlethal)
Ranged energy ray +5 touch ()
Implement Schools
. . Divination (Spectacles of Oberon, 5 points) Resonant—third eye; Focus—sudden insight
. . Evocation (Rod of the Enkindler, 8 points) Resonant—intense focus; Focus—energy ray
. . Necromancy (Skull of the Fallen King, 3 points) Resonant—necromantic focus; Focus—mind fear
Occultist Spells Known (CL 6th; concentration +11)
. . 2nd (4/day)—create treasure map[APG], false life, flaming sphere (DC 18), force sword
. . 1st (6/day)—burning hands (DC 17), inflict light wounds (DC 16), mindlink[OA], shocking grasp
. . 0 (at will)—bleed (DC 15), dancing lights, detect magic, telekinetic projectile[OA]
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 12, Int 20, Wis 12, Cha 10
Base Atk +4; CMB +6; CMD 18
Feats Craft Wand, Extra Mental Focus[OA], Spell Focus (evocation)
Traits inured to death, trap finder, unafraid (ustalav)
Skills Craft (woodworking) +11, Diplomacy +6 (2 vs. law-abiding citizens (except enemies of the authority that accused you)), Disable Device +13, Disguise +6, Fly +7, Knowledge (arcana) +14, Knowledge (engineering) +11, Knowledge (history) +11, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics +11, Perception +14, Sense Motive +7, Spellcraft +14 (+16 to identify magic item properties), Use Magic Device +12; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Azlanti, Common, Draconic, Elven, Gnoll, Goblin, Orc, Sylvan, Thassilonian, Varisian
SQ elven magic, implements 4, infamous, magic item skill, mental focus (16/day), object reading, shift focus
Combat Gear wand of shield (25 charges); Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], mwk armored coat[APG], +1 darkwood light wooden shield, mwk buckler, mithral longsword, handy haversack, refocusing rod[OA], ring of protection +1, bedroll, belt pouch, chalk (10), flint and steel, ink, inkpen, journal[UE], masterwork thieves' tools, occultist's implement[OA], occultist's implement[OA], occultist's implement[OA], pot, trail rations (5), waterskin, 1,074 gp, 1 sp
--------------------
Special Abilities
--------------------
Aura Sight (Su) Read the aura of creatures around you, as aura sight.
Danger Sight +3 (Sp) 1 focus, imm act: Insight bonus to AC or save.
Divination (Spectacles of Oberon)
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Energy Blast (5d6, 100 feet, DC 18) (Sp) 2 focus: Blast does energy damage of type you choose to all creatures in 20 ft. radius (Ref half).
Evocation (Rod of the Enkindler)
Extra Spells (Evocation [Rod of the Enkindler])
Implements (Su) Gain a series of items which grant access to schools and powers.
Infamous -4 to diplo vs. law-abiding citizens.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (16/day) (Su) You have a pool of points that activate your focus powers.
Necromancy (Skull of the Fallen King) A skull that that h
Necromantic Servant (3 servants, 60 minutes) (Sp) 1 focus: Raise human skeleton or zombie to serve you.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Shift Focus (Necromancy [Skull of the Fallen King], 10 focus) (Su) Shift focus from one implement to another, but lose 1 point.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
--------------------------------------------
Party Role: Secondary combatant, Blaster Mage, and treasure-finder.
Description: Valzoa Coldhearth is a lean elven man with straight-hanging violet hair and similarly colored eyes and pale skin. He prefers to wear Ustalavic clothing and includes an armored longcoat with a high collar and tricorn hat. He has numerous oddities adorning his person, including a human-looking skull covered with blackened etchings that is buckled to his hip through the eye sockets, a knotty and twisted ash rod that looks burned on one end, and a pair of brass, half-rimmed spectacles. He also has a number of other items adorning his person, such as an elven dreamcatcher necklace and a silver finger-gauntlet, a darkwood shield bearing the Eye of Aroden that's been scratched out, and a longsword that appears to be from the same era.
Personality: Valzoa is a person driven by the desire to sate his curiosity for ancient relics. He finds such mysterious rewarding to unveil, and makes money only to afford his upcoming expeditions. It has led to him breaking the law on several occasions. It's not out of some desire for chaos; he simply never considers the legal implications of his actions for investigating long-forgotten, long-forsaken objects. He hopes that by becoming a pathfinder he can get better support (and paid) to do what he already loves to do, at the condition that once he's found the items he turns them in. Well, most of them. The pathfinder lodge that recommended him believes that a structured environment to guide Valzoa will also teach him to at least be more mindful of the legal systems of places he visits, lest he end up in jail or worse.
-------------------------------------
Venture-Captain Jalden Krenshar:
Due to the caseload I am currently handling at the present and the subject's questionable legal history with my established lodge in Caliphas, I am recommending that that he be sent to you for his final evaluation. The subject, named Valzoa Coldhearth, was originally recommended to me by a colleague of mine, a Doctor Losandro of the Briarstone asylum in Thrushmoor. Valzoa was a resident of Thrushmoor many decades ago, and though not a literal patient of Dr. Losandro, she recommended Valzoa to me as a possible study in obsessions.
The elf is a brilliant man, with surprisingly keen insights into the history of ancient relics. His skills are long for a new applicant to the society. Skilled at advanced breaking and entering, he's capable of getting into most places, though I will note that he doesn't do so with any degree of stealth. He is proficient in some form of magic, though I should warn that Ustalav's views on the use of necromancy magic is more lenient than Osirion, and Valzoa is skilled at the use of such magics. Please, attempt to provide him with simple guidance should this become an issue. He's proven capable of dismantling magical traps, and is a skilled combatant in both close and ranged combat.
Long story short, while Valzoa does present many key traits of an obsessive personality disorder, the elf has managed to channel his desires into a means to provide for himself. While functional, his need to investigate such matters as occult findings, lost relics, and ancient tombs, has led to him running afoul of many of the aristocracy here in Caliphas, where many things are preferred to be undisturbed. However, such predilections makes him out to be a stellar potential pathfinder, and it is my personal belief that with continued therapeutic exposure to other pathfinders doing their jobs, Valzoa would not only be an excellent addition to the society, but also learn the tact that he currently lacks.
With care,
Doctor Beaurigmand Trice. Venture-Captain of the Havenguard Lunatic Asylum

------------------------------------------
Dossier for Valzoa Coldhearth
Age: 153
Height: 6'4"
Weight: 128 lbs
Eye Color: Violet
Hair Color: Violet
Identifying Marks: Known for carrying a large assortment of seemingly useless oddities on his person, including a skull that is carved in tiny sigils and strapped to his belt through the eye sockets.
Race: Elf, born in Thrushmoor, Ustalav
Profession: Tomb Robber Antiquities Consultant
Languages Known: Azlanti, Common, Draconic, Elven, Gnoll, Goblin, Orc, Sylvan, Thassilonian, Varisian
Recommended By: Doctor Beaurigmand Trice, Venture-Captain of Caliphas' lodge, the Havenguard Lunatic Asylum.
Personality: Driven, Curious, Macabre
Qualifications: Talented at accessing places of interest, finding treasure, perfoming combat magic, and relaying information. Fluent in 10 languages.
Known Warrants for Arrest: Grave Robbing, 1 count (Arrest). Grand Theft, 1 count (Arrest). Tresspassing, 16 counts (Severe Beating, followed by Arrest). Known warrants extend to Caliphas and surrounding environs.
Greatest Strength: Great Intelligence and desire to accomplish personal goals.
Greatest Weakness: Does not 'do' subtle.
Special Considerations: Possesses three items he claims to be relics of power.
The Skull of the Fallen King: A king who ruled a large territory of the area that eventually became Ustalav, the king feared losing his throne and resorted to necromancy to extend his reign. His kingdom fell to ruin long before he was stopped. Eventually he was destroyed, and all that remained was his skull. Though remarkably sturdy, it has no apparent magical power, and exactly where he got it is unknown.
Rod of the Enkindler: Near the northern borders of Ustalav, there lied a town that boasted a magus of great skill and power with fire magic known as the Enkindler. He protected the town and the surrounding areas for decades, until the day he lost control of his magic and burned half the village down. His years of good service availed him nothing. The rod, a piece of waxed and hand-carved ash, somehow survived his body being locked in his house and then set ablaze. The village rebuilt, including a tomb over the Enkindler's final resting spot, until Valzoa reputedly broke into it.
Oberon's Spectacles: A Caliphas noble, Oberon was known for having exceptionally sharp vision and even a preternatural sense for danger. Having earned great wealth and renown, he never fathered a biological heir and instead left everything to an adopted daughter. Valzoa insists he discovered Oberon was actually a vampire, and he stole the lenses off of the sleeping being's nose during a daring daylight raid. It should be noted that his 1 warrant for grand theft had been issued by Caliphas at the behest of Oberon's surviving family.


Posting my interest. Not sure on what I would play just yet. But should have something ready by mid-morning tomorrow. I have been pretty keen on trying a Brawler, a Grenadier Alchemist, or a Slayer. Probably bland human...but I haven't trolled te SRD in a while.


Dot!

Dark Archive

Dot for great intrest...let me see...

Would you allow a skinwalker?
Thinking weretiger Kin rouge.


Interested.

Is Variant Multiclassing allowed?


@Alex Mack I'm going to say no to VMC, I'm just not that familiar with it or it's power level effects. But will allow fractional base bonuses for multi-classers.

@rungok Bad Dog, No Biscuit. You forgot your spoiler boxes. You're lucky #5 is your slot.

@william Nightmoon Yes, skinwalker allowed, as well as the variant heritages.

+++++++++++++++++++++++++++

rungok is the reserved #5 slot. But is a good example for the letter and dossier portions. Even if he forgot spoilers.

Deadline: Deadline for submissions will be Midnight Dec 1 (2AM EST). Letting people have a enough time to get through the holiday.


Alright. I've never tried VMC myself but since the options are endless I understand you don't want to allow it.

Given the fact that we have almost two more weeks i might take some time to Dwell on this. My preference is to build a skilled martial character however.


dot

Since you want good backgrounds, are you going to use background skills?


Not sure what class I want to go for, but I should be able to put something together for this.


@Philo Pharynx Ack! Knew i forgot something!

Yes, Background skills are in.


dotting as well. I have a couple of ideas for a witch I might try out =)


GM-Ravensoul wrote:


@rungok Bad Dog, No Biscuit. You forgot your spoiler boxes. You're lucky #5 is your slot.

+++++++++++++++++++++++++++

rungok is the reserved #5 slot. But is a good example for the letter and dossier portions. Even if he forgot spoilers.

I didn't forget. :)

I wanted to make sure everyone saw what a good example of what you were looking for was! :D


GM-Ravensoul wrote:
* Races: Any 15 RP or less. I will allow 3rd Party, as per the caveat under classes. Warning: Extremely odd or exotic races will also have extra explanation requirements as noted in Alignment.

Does that mean we could use the Race Builder to make one (obviously it would be subject to approval) or does it just allow published third-party races?


@YoricksRequiem Published races only. Basically Aasimar/Tiefling = Yes, Drow Noble/Kasatha = No.


Okay, William here, this is the character I'm applying. He isn't done yet, but he is a scout rouge. He will be a damage dealer when he's not using his skills. The crunch is about done annd I'm starting on his fluff.

Grand Lodge

Dotting...


So is this based in the pathfinder Champaign world?

If so I don't have too much knowledge on it but I'll do my best to build Lucas accordingly.


Yes, this is all in the Golarion/Inner Sea region.


Dossier for Lucas Moonfire:

Age: 25
Height: 5'7"
Weight: 185lbs
Eye Color: blue
Hair Color: black
Identifying Marks: tiger pattern tattoo across face, back, and arms
Race: human (skinwalker in actuality)
Profession: Scout/guide
Languages Known: common, elven, Aklo
Recommended By: the mayor of Sandpoint
Personality: quiet and rough
Qualifications: Skilled scout and expert with short blades
Biggest Strength: Stealth
Biggest Weakness: his Secrets
Known Warrants for Arrest:
Special Considerations: Is a skinwalker, keeps this hidden. Is easily persuaded if secret is known.

Here's this to look over. Almost done, just need his equipment. I saved that for last so I could base it off of his fluff.


Okay, im done with equipment, I even took out 20gp for Lucus's tattoos. I know it should have only cost 10, but I took into consideration his arms, face, back and legs with one color (black) and permanent ink from a normal artist.


I am planning to submit a Vigilante with two dossiers one written by an normal interviewer and one by the one who recommended her ;)


Submitting Zeebu here for the GM's appreciation :) Everything should be complete on the profile, but please feel free to let me know if I'm still missing something. Thanks in advance!


1 person marked this as a favorite.

Panegyric here.

Presenting Akht, a tiefling witch focussed on support magic (debuffing, minor healing).

There might be some overlap with Valzoa when it comes to skills, but perhaps it could be seen as a good roleplaying opportunity (rival or buddy scholars and whatnot).


Some interesting submissions so far for sure!


Waiting patiently.


Hello All.

I would like the opportunity to throw my hat into the ring.
I shall begin the fun....researching...


Dot


This is Dorian's work-in-progress...

any comments/questions?


My character is taking shape.

Here is Orlog BrightShield, Son of Rhyfel

I hope to have all the info posted soon.


Dossier for Caeldran Windstalker
Age: 86
Height: 6'
Weight: 160lbs
Eye Color: Blue
Hair Color: Blond
Identifying Marks: N/A
Race: Elf
Profession: Alchemist (Day Job) Tomb Robber (Hobby)
Languages Known: Common, Elven, Celestial, Draconic, Sylvan, Gnome, Ancient Azlanti
Recommended By: Elthaeron Windstalker (Caeldran's father, and an existing pathfinder)
Personality: Curious, Restless, Agreeable
Qualifications: (1) Stealth (2) High Perception/Disable Device (3) The ability to poke enemies with a pointy object
Biggest Strength: Useful in almost any situation
Biggest Weakness: Not optimized to be the best at just one thing (except, perhaps, removing traps)
Known Warrants for Arrest: N/A
Special Considerations: (if any)

Race and Racial Abilities: Elf
* Darkvision (60ft, light sensitivity)
* Lightbringer (Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability.)
* Longlimbed (35ft movement speed)

Traits: Armor Expert (-1 ACP), Student of Philosophy (You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat))

Stats:
Str (10) Dex (18...20 with belt) Con (14) Int (18) Wis (10) Cha (8) HP (51) Initiative (+4)
* lvl 4: +1 Int
* Fort Save: +5
* Reflex Save: +11
* Will Save: +6

Armor
* AC: 24 (27 with barkskin)
* Touch AC: 15 (18 with barkskin)
* Flat Footed AC: 20 (23 with barkskin)

Combat
* To Hit: +10 (+13 with Studied Combat)
* Damage: 1d6 + 6 (+9 with Studied Combat, +2d6 with Studied Strike)

Feats
* lvl 1: Weapon Finesse
* lvl 3: Weapon Focus (Rapier)
* lvl 5: Fencing Grace

Class: Empiricist Investigator (6)
* Inspiration (6 points, can add d6 to any skill roll. Free to use for trained knowledge, linguistic or spellcraft rolls. May use 2 points of inspiration to add d6 to an attack roll or saving throw)
* Trapfinding (An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.)
* Trap Sense (At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).)
* Ceaseless Observation (At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.)
* Unfailing Logic (At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round.)

* Studied Combat (With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.)

* Studied Strike (At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

If the investigator's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.)

Investigator Talents
* lvl 3: Rogue Talent (Trap Spotter)
* lvl 5: Quick Study (Use studied combat as swift action instead of move action)

Investigator Recipe Book
* Known lvl 1 extracts (Enlarge Person, Reduce Person, Ant Haul, Endure Elements, Long Arm, Shield, Vocal Alteration, Wizened Appearance, Youthful Appearance, Negate Aroma, Cure Light Wounds)
* Known lvl 2 extracts (Barksin, Cat's Grace, Invisibility, Lessor Restoration, False Life, Detect Thoughts)

Extracts Prepared
* lvl 1: 3x Reduce Person, 1x Long Arm, 3x Cure Light Wounds, 1x Negate Aroma
* lvl 2: 2x Barksin, 2x Cat's Grace, 2x Invisibility

Knowledge Skills
* Arcana: 1 skill points, +8 (+1d6)
* Dungeoneering: 1 skill points, +8 (+1d6)
* Engineering: 1 skill points, +8 (+1d6)
* Geography: 1 skill points, +8 (+1d6)
* History: 1 skill points, +8 (+1d6)
* Local: 1 skill points, +8 (+1d6)
* Nature: 1 skill points, +8 (+1d6)
* Nobility: 1 skill points, +8 (+1d6)
* Planes: 1 skill points, +8 (+1d6)
* Religion: 1 skill points, +8 (+1d6)
* Spellcraft: 1 skill points, +8 (+1d6)
* Linguistics: 1 skill points, +8 (+1d6)
* Use Magic Device: 6 skill points, +13 (+1d6)

Rogue Skills
* Perception: 6 skill points, +13 (+16 finding traps)
* Stealth: 6 skill points, +13
* Disable Device: 6 skill points, +16 (+18 with masterwork thief tools)
* Sleight of Hand: 1 skill points, +8
* Escape Artist: 1 skill points, +8
* Appraise: 1 skill points, +8

Face Skills
* Diplomacy: 6 skill points, +13
* Bluff: 6 skill points, +13 (out of combat only)
* Sense Motive: 5 skill points, +8
* Disguise: 1 skill points, +3

Other Skills
* Acrobatics: 6 skill points, +13
* Climb: 1 skill points, +4
* Heal: 1 skill points, +4

Equipment
* Mithril Breastplate (+6 AC, +5 Max Dex AC, -0ACP)
* +1 Rapier (+1 hit, 1d6+1 dmg, 18-20 crit, x2)
* +1 Buckler (+2 AC, -0 ACP)
* Cloak of Resistance +1 (+1 all saves)
* Ring of Protection +1 (+1 AC)
* Sleeves of Many Garments (These translucent cloth tubes easily fit over their wearer's arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other nonmagical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.)
* Belt of Incredible Dexterity (+2 Dexterity)
* 575 gold

----

Needless to say, this will be a potion making, rapier wielding, skill monkey. Here to solve puzzles, talk to people, find/disarm traps, and act as the party scout. Better at the rogue/face aspect than knowledge aspect of the class.

When combat is likely to occur, he will use barkskin, as it lasts for 1hr. This gives him a respectable AC of 27. If he cannot reach the enemy, he will likely further buff himself with cat's grace, so he can have +15 to hit and 1d6 + 11 damage. While not 'barbarian good', it should be good enough for a skill monkey.


Ivan The Mountain Stoneshoulder:

Dwarf fighter (tower shield specialist) 6
Traits: indomitable faith, seeker
Alternate racial traits:

Ability Scores:
Str: 18
Dex: 12
Con: 16
Int: 12
Wis: 14
Cha: 08

--------------------------

Combat Statistics:
Hp: 65 (6d10+4)
AC:29 T:12 FF: 28 +4 vs giant subtype
Saves:
Fort: +10(+14 vs spells and SLA or poisons/disease)
Ref: +4(+10 vs spells and SLA)
Will: +8(+12 vs spells and SLA)
CMB:+10
CMD:21+4 vs trip or bullrush

Offense:
Dwarven Waraxe: +13/+8(+11/+6)
Damage: 1d10+7/11

Javelin: +7/+1
Damage: 1d6+4

------------------------------

Feats:
1- power attack, Iron skin
2- weapon focus Dwarven Waraxe
3- Steel soul
4- weapons specialization DWA
5- Iron will
6- vital strike

-------------------------------

Equipment:

Arms and Armor: +1 tower shield(1k), +1 full plate (2.5k), +1 Dwarven Waraxe (2.3k), javelinx5

Magic items: Bag of holding (2k), ring of protection +1(2k), cloak of resistance +1 (1k), amulet of natural armor +1 (2k),potion of CLWx10 (500g), potion of Enlarge personx10 (500g),

--------------------------------

Skills: 2+1/level
Perception:5 (+10)
Sense motive: 3 (+5)
Intimidate: 3 (+6)
Diplomacy: 1 (+0)
Climb: 2 (+9)
Swim: 1 (+8)
Appraise: 1 (+5)
Survival: 1 (+6)
Acrobatics:2 (+3)

Background skills: 12
Craft arms and armor: 5(+10)
Know. Engineering: 3 (+7)
Profession: Mercenary 2 (+7)
Know. History: 2 (+3)

hp: 5d10 ⇒ (5, 8, 7, 1, 9) = 30 huh. Average is average haha.

background:

Ivan is friendly(for a dwarf), if blunt and gruff. He enjoys simple things, a good drink, a hearty meal, a good fight. But he also enjoys working his craft and forging his own gear. He lives by a code of honor, and often attempts to push his ethics onto others, often without even intentionally doing so. Honorable to a fault Ivan is a steadfast friend and nigh unstoppable enemy.

bwahahaha! Ye call that a punch?! Lemme show ye a real punch! - Ivan, before knocking out soon to be friend Derik in an inn.

eh? Aye, me names Ivan, though those what know me call me the mountain. Why? Well, sit down lad an' 'ave a pint on me I got a story to tell ye.

The dwarf downs the rest of his drink in a big gulp before letting out a belch. it all goes back to when me and me kin were livin' in a small mountian range in the north. My father was the master craftsman of all our clan. he hefts an ornate Black Waraxe from his belt.

an this, this was the greatest O' his works. No,no, ye can't hold it. S'all I got left to remember 'em. Well, That, and the armor we made together. Anyway, back to the nickname. Well, our clan isn't what ye'd call large, an most O us are crafters, or miners, more interested in creatin' things. Well, one night a Huge orc raid busted down the doors to our halls. I tweren't more than a lad then, barely more than an inch O me first beard growing. My father, a cleric of mighty Torag, meted out divine justice with his Axe. he nods towards the Axe.

sadly. The clan warriors were overrun and scattered to the halls. My father managed to find his way, battered and bloody to me. He hands me the Axe and asked me to guard the entrance to the main hall where those deemed to young to fight and most O' the women had been moved to. Meanwhile he grabbed the Clans most sacred warhammer and went to rally as many warriors as he could to go after the orc leader. So there I was, all by Meself blocking the door with naught but me Pa's axe and me tower shield. Dozens O orcs came at me after several O' the filth failed to hit past me shield, and tasted the blade O the Axe, they tried to bullrush me into the room. BWAHAHAHA! Ye shoukda seen it, several O the buggers charged at me and slammed into Me shield only to bounce of an' fall O'er each other on the floor! Now, these durned fools went at me again! This time though I managed to get me a good hit on one O' the buggers, lopped off its arm! So they kept coming at me, an' I kept there not movin' an inch. Finally, me father and a couple O' more experienced warriors managed to strike down the leader O the band at the cost of me Pa losing a hand. Even after the few orcs left around me fled I didn't move till the elders left alive came and and told me it was safe. Matter O' fact, their are imprints O' me feet in the stone where I had stood!
Ah, where're me manners what be your name lad? Derik? Good to meet ya, had me worried that me punch had did to much s number on ye! Eh? What am I doing out here? Well, that's another story, for another night O', drink, but suffice to say I have a few reasons. One being ive got something O a wanderlust in me recent years. Now, tell me about yeself. What brings ye here....

Letter of recommendation.
whhoooo boy, you're gonna have a fun time with this one. Ivan here is harder than steel, and probably tougher than stone. Met him while I was out at the local inn, ah, looking for leads for work of course. Looked to be someone of worth, a few tests later and I was waking up on my back with a bruised cheek. The dwarf hit harder than that bloody Ogre from the Moors back when did. He enjoys telling a tale, but, whether it was the drink or not he tends to ramble or leave things to be assumed sometimes. Anyway, I had approached him due to an upcoming job as a guard for a high ranking merchant that I knew was going to come under attack, as always just know I have my ways. Well, he took the job and a good thing too, I was right, but had underestimated the lengths the opposing party would go for revenge. They had managed to bribe several trolls to attack the small caravan, probably offering the spoils as their pay. Anyway, this dwarf stood toe-to-toe with three of these trolls didn't budge an inch. I swear I saw him get clubbed in the face more than once by the damn near tree sized clubs and he just kept going! I'll be be honest, I had had more than a little trouble with Two. Our friend Ivan here was looking around for more after he had finished with the three. After other such displays I'm starting to think the dwarf is nigh unstoppable.

After a rather um, rough meeting, I will say that the dwarf grew on me. He's brutally honest, something that I find oddly appealing in our world today. And even after i offered to pay him more due to the job being more dangerous he merely shook his head and said a deals a deal. What's more, and I think you will like this about him, he seems to be an honest man, er, dwarf looking to make a living by making other people's lot better. Don't get me wrong, I still don't agree with that, in this world you gotta watch out for number one. But I figured I could do a good deed once in awhile so I steered him towards our organization. To date he has proven his worth time and time again. He is one of the few people I'd call a friend, and one of even fewer I trust implicitly. More importantly, it's never a boring night of drinking with him.
Anyway, if you've ever trusted my word(which you should more often) trust me on this one. You know I'm not one for all the paperwork and ceremony that goes with new recruits and I heard you were a little short handed so figured I'd send him to you for all of that. Just make sure the guards know he's coming. The dwarf parties as hard as he fights. Oh yea, don't touch his axe, and don't doubt his skill with his shield, it's big as he is but he wields it with a skill I've rarely seen. And to top it all off he's quite the craftsman himself. It'd be nice to have him craft some of the Equipment for the pathfinders.

Dossier Ivan (The Mountain):

Age: 125
Height: 5ft
Weight: 200lbs
Eye Color: Green
Hair Color: Red

Identifying Marks: highly groomed beard flowing past his waist, slight scar running down across his left eye and cheek, ornate Black steel Waraxe with Gold and Silver inlay (a gift from his father), hairy arms and chest. Ornate Black Full plate and shield with silver inlay in designs of dwarven runes of power.

Race: Dwarf
Profession: Mercenary/Caravan Guard

Languages Known: Dwarven, Common, Elven
Recommended By: Derik the Rogue
Personality: Honest, boisterous, stubborn

Qualifications: Honorable, trustworthy, experienced in combat, reliable, Strong, good craftsman.

Biggest Strength: his reliability and tenacity

Biggest Weakness: His stubborn pride and convictions.

Known Warrants for Arrest: None. Though he has been escorted to jail several times due to drunkenness and or starting royal rumbles. So far has had no charges pressed as he always makes sure to repay those for damages.

Special Considerations: No one touches the Axe, unless said axe is being embedded in them sharp side first.

Code of Ivan:
All debts are to be repaid In full
Laws be stoned, what's right is right, (ie no slaves, cheating, stealing, etc)
A good fight is its own reward
Don't work for free, unless its something worthwhile.
Never break a promise once made
In progress

I'll be going over it again to pick out any errors or typos over the next few days but this is pretty much done. Save finishing out his purchases.

Ivan is quite obviously the muscle and meat shield of the group. As well as a voice of conscious for any group he is in. While he won't force people to follow his beliefs, he will often, and quite vocally express his displeasure. Then again, he doesn't always put two and two together so as long as any of his compatriots keep it subtle he won't likely notice.


Quick Dot. I'll try to get up what I can after Monday. Taking the FAR exam, so you probably know how that goes.

I'll be making a Dwarven Shield Champion named Valum Stoneshield.
Rolling for HP:
1d10 ⇒ 2
1d10 ⇒ 10
1d10 ⇒ 6
1d10 ⇒ 7
1d10 ⇒ 5


Apologies, but I will be withdrawing. Thank you for the opportunity.


JMG021283 wrote:


I'll be making a Dwarven Shield Champion named Valum Stoneshield.

I swear I saw this and thought you made prince valium...


That would be some easy role play.

"Hey Valium the enemy is upon us, get ready to attack."

Valium : "ZZzzzz"

Though looking at the applications, we are starting to have alot of dwarves...

Speaking of which, mine is almost done, just need to write up the RP sample. Orlog BrightShield, Son of Rhyfel


Rannik wrote:

That would be some easy role play.

"Hey Valium the enemy is upon us, get ready to attack."

Valium : "ZZzzzz"

Though looking at the applications, we are starting to have alot of dwarves...

Speaking of which, mine is almost done, just need to write up the RP sample. Orlog BrightShield, Son of Rhyfel

Lol, completely forgot about that! But it would be pretty awesome!


Aye, I say we 'ave the makins' O' an all dwarf party lads


I feel like throwing a wrench into that all-dwarf party. Caught between conflicting ideas; could you tell me how much room the game might have for social characters? I'd love to do a first-world face thief arcane trickster but nobody's gonna care about my awesome social infiltration skills if we're going tomb raiding the entire mission.


Also, my elf's the certain-entry character, so the all-dwarf mold is broken from the start.


Bah, pansy elf, we'll make a dwarf outa Ye yet.


rungok wrote:
Also, my elf's the certain-entry character, so the all-dwarf mold is broken from the start.

I'm sure we can find a cursed belt of race change!! If not there is always reincarnation, just need to find a druid! Cause four dwarf and an elf sound too much like a bad TV show... ;)

Also BOOM! Orlog is getting closer to being complete.


Just checked back on a quick break.

@Josh.Ingle I think you'd be more effective if you toss some Ale/Beer at the dwarves than a wrench!

@rungok You could always go with the Adopted trait:p


Rannik wrote:

That would be some easy role play.

"Hey Valium the enemy is upon us, get ready to attack."

Valium : "ZZzzzz"

Though looking at the applications, we are starting to have alot of dwarves...

Speaking of which, mine is almost done, just need to write up the RP sample. Orlog BrightShield, Son of Rhyfel

If we do want to do an all dwarf party I'd gladly re-roll. Could go for a Deep Marshall Magus (basically a runesmith). Or a Stonelord. Either one would be fun to play. Though the Deep Marshall would make for a great party face (+13 diplomacy at Lvl 3)


Hey everyone. I will be going thru the submissions this weekend looking to make sure all the bits are in order and making a list of all submissions so far. If I've missed any questions, please let me know.

There is still a few days before the deadline so anyone else wanting to apply still can.


GM-Ravensoul wrote:

Hey everyone. I will be going thru the submissions this weekend looking to make sure all the bits are in order and making a list of all submissions so far. If I've missed any questions, please let me know.

There is still a few days before the deadline so anyone else wanting to apply still can.

When I take a break from studying in a few, I'll try to get what I have up.


JMG here. (Sorry for double post, waited to long so I couldn't edit.)

I'll try to update more later.


Welp. With no answer to my question I suppose I'll just make a less specialized adventurer than my face thief concept.

With an occultist, an empiricist, Captain Dwarf, and a warpriest in the running, I'm gonna try to come up with some kind of arcane caster type.


don't forget the witch =(


Oy! There 'r two dwarves in tha runnin' here laddy!

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