Eventually Teagan “The Vermin Exterminator” became a feared name among the goblins, kobolds, and other creatures of Ustalav, while Teagan’s coffers filled more and more. Instead of killing the kobolds, why not just blow up their access to the outside world? Sabotaging the most unsavory caverns and improvised fortresses became his specialty, when eventually he came across a job offer from a mysterious stranger to do some digging (and possibly destroying), and some research on a chemical known as “middenstone,” possibly the missing ingredient for a riot control formula Teagan wants to perfect.
Female Human Oracle 5 (Seer Archetype)
N Medium Humanoid (human)
Init +3; Senses Perception +7, Vision limited to 60', Darkvision
AC 22, touch 11, flat-footed 21 (+8 armor, +3 shield, +1 Dex)
hp 38 (5d8)
Fort +2, Ref +3, Will +7
Speed 30 ft.
Str 8, Dex 12, Con 10, Int 14, Wis 14, Cha 19
Base Atk +3; CMB +2; CMD 13
Feats: Extra Revelation, Spell Focus Divination, Combat Casting, Dodge
Traits: World Traveler (Kn(Local)), Reactionary
Skills: Perception 5:10, Heal 5:10, Kn(Arcana) 5:10, Kn(Planes) 5:10, Kn(History) 5:10, Kn(Religion) 5:10, Kn(Local) 5:11, Prof(Fortune Teller) 5:7(9)
Languages: Common, Elven, Celestial
Mystery: Time(Seer Archetype)
Class Skills: An oracle with the time mystery adds Fly, Knowledge (arcana), Perception, and Use Magic Device to her list of class skills.
Bonus Spells: memory lapse (2nd), detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).
Oracle's Curse: Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.
Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.
Gift of Prophecy (Su): Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components. You must take this revelation at 3rd level.
Knowledge of the Ages (Su): You can search through time to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma modifier. You can use this ability a number times per day equal to your Charisma modifier.
0: Create Water, Detect magic, Light, Purify Food&Drink, Read Magic, Spark
1: Cure Light Wounds, Bless, Shield of Faith, Comprehend Languages, Know the Enemy, Memory Lapse
2: Cure Moderate Wounds, Augury, Lesser Restoration, Detect Thoughts
Spells Per Day
Equipment 1,743g 8s
+2 Agile Breastplate 4,550g
+1 Heavy Steel Shield 1,020g
Masterwork Fortune Teller's Deck 50g
Cloak of Resistance +1 1,000g
Handy Haversack 2,000g
Everburning Torch 110g
Trail Rations 4 2g
1lb Saffron 15g
Gah, just before the timer!!!
Human Inquisitor 5
LN Medium Humanoid (human)
Init +6; Senses Perception +11
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 30 (8+4d4+4); judgement of sacred healing 2
Fort +4, Ref +4, Will +8
Defensive Abilities judgement of sacred protection +2; DR judgement of sacred resiliency 2: magic; Resist judgement of sacred purity +2, judgement of sacred resistance 4 (-choose-)
Speed 20 ft.
Melee Longsword +4 (1d8+1/19-20/x2)
Ranged Light crossbow +6 (1d8/19-20/x2)
Special Attacks bane (+2 / 2d6) (5 rounds/day), judgement of sacred destruction +2, judgement of sacred justice +2, judgement of sacred piercing +2, judgement of sacred smiting (magic)
Spell-Like Abilities Detect Alignment (At will), Discern Lies (5 rounds/day), Touch of Law (6/day)
Inquisitor Spells Known (CL 5):
2 (3/day) Detect Thoughts (DC 15), Confess (DC 15), Flames of the Faithful (DC 15)
1 (5/day) Divine Favor, Shield of Faith, Cure Light Wounds, True Strike, Magic Weapon, Detect Evil, Burst Bonds (DC 14), Detect Chaos, Protection from Chaos
0 (at will) Resistance, Virtue, Light, Detect Magic, Brand (DC 13), Stabilize
Str 13, Dex 16, Con 11, Int 12, Wis 16, Cha 10
Base Atk +3; CMB +4; CMD 17
Feats Deadly Aim -1/+2, Duck and Cover, Point Blank Shot, Rapid Reload (Light crossbow), Rapid Shot
Traits Divine Warrior, Indomitable Faith
Skills Acrobatics +5 (+1 jump), Climb +6, Diplomacy +7, Escape Artist +1, Fly +0, Heal +8, Intimidate +10, Perception +11, Ride +0, Sense Motive +13, Stealth +8, Survival +3 (+5 to track), Swim +4 Modifiers monster lore
Languages Abyssal, Common
SQ domains (law), judgement (2/day), solo tactics, teamwork feat (change 3/day), track
Other Gear Mithral shirt, Light crossbow, Longsword, Bag of holding I (empty), Manacles of cooperation, Ring of sustenance, 2350 GP
Bane (+2 / 2d6) (5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Divine Warrior +1 melee weapon damage when you cast a divine spell that affects weapons.
Duck and Cover Share the result of your Ref save die roll with an adjacent ally who also has this feat, but the borrower is knocked prone. Also gain a +2 cover bonus to AC vs. ranged attack if your ally is wielding a shield.
Inquisitor Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 4 (-Choose-) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Manacles of cooperation Wearer doesn't try to escape and complies with requests (DC 11 Will to resist)
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Touch of Law (6/day) (Sp) A d20 roll becomes 11.
Track +2 Add the listed bonus to survival checks made to track.
Is there room for one more in this campaign? I'm new to the forums but not new to roleplaying in general. I don't have a specific character already drawn up but I'd be happy to set one up.
I'm not entirely familiar with the setting, and as such I'd probably build a character around that idea (Someone who, backstory-wise has a reason to be uninformed. Maybe with some knowledge skills to represent 'epiphanies' of information.)
I'll go ahead and draw up a character and roll their health on here just in case.
I just spent a significant amount of time fleshing out my character and Paizo decided not to let me save it as an alias (Which was what I was trying to do.) I think it has something to do with my internet going out midway through. I'm going to post the concept here, and I'l post crunch later.
[Spoilers] So Edgar the Lost is a Human Detective (Bard Archetype) in search of his memories (Think Mindshadow, for all you text adventure fans. He has some of his basic memories, but the original idea was to justify my own lack of knowledge on the setting. Still, he is very observant and sharp, and he is headed toward the adventure because he has been led to believe that something there will give him his memory back. He has a heavy focus on utility spells and skills, and while he's no slouch in combat, he is not likely to be either our tank or any form of DPS. If anything about that concept doesn't gel with either the DMs intent for the game or the other players desire in an ally, please let me know. [/spoilers]
|Dalton the Thirsty|
Pumped to witness some eldritch horrors. Anyone interested in linking backstories or establishing prior association? My monk traveled all over the deserts of Rahadoum before he came to Ustalav, and was the sort of person who remembers a face, so it's conceivable.
*edit* that's assuming I'm accepted into the campaign of course. :)
|Edgar the Lost|
Alright, here's Edgar. I still have to pick his spells. Between my deciding to apply for this game last night I have typed him up three times and every time he got due to internet or power failure. Like I said, he's meant to be utilitarian. He can still pitch in in combat, but don't expect him to be our top DPS. He should, however, help us NOT get caught off guard.
|Edgar the Lost|
HP Rolls for accountability...
1d4 + 4 ⇒ (4) + 4 = 8
1d4 + 4 ⇒ (2) + 4 = 6
1d4 + 4 ⇒ (3) + 4 = 7
1d4 + 4 ⇒ (4) + 4 = 8
+ 5 For my CON bonus (+1 per level). I'm not using the favored class +1HP, instead choosing to use that for skill points. So let me update my skills for that and I'l be good to go.
Alright, so, I picked four.
And let me tell you, that's really dam difficult to do when there's only like 7 of you, and you all expressed tons of interest.
I considered who was doing what, and how many other PbP's they were involved in just to break some ties. I know like 2 of you just went "oh...s&+%." and yes, holy mother of god.
Anyways, these are the picks, and I do apologize to those that didn't get in. I do wish you the best of luck in the near future, however.
"Dalton the Thursty"
I'll be attaching the discussion page shortly for check-in. Congratulations.
|Lord Charles Iridian Bloodgrave|
|Dalton the Thirsty|