Campaign of Awesomeness! (Inactive)

Game Master BloodWolven

Here is the map, please move yourself appropriately.


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Dark Archive

Adegard and I have decided to combine backstories.

Following the release of the imprisoned evil by Lidras. While searching for himself, Lidras also began looking for information on what it was which he released. While researching in Absalom he came across Adegard, who had become aware of the released evil and was questing to destroy it. While their goals are not completely the same (Adegard seeks to destroy it, Lidras secretly wants to consume it’s power), they have allied together with the goal of hunting it down.

So a LN elven warlock and a LG half-celestial halfling Paladin hunting for an escaped evil. Seems like a good plot book that could take us anywhere.


Lidras Mitheredal wrote:
So a LN elven warlock and a LG half-celestial halfling Paladin bunting for an escaped evil. Seems like a good plot book that could take us anywhere.

That sounds awesome! If Desna wills it, you can get a varisian cleric to help you.

Dark Archive

It would be a good team indeed!

Any way Davian can get fly speed? As in a flying mount, perhaps?

Adegard has 60ft fly speed
Lidras has 35ft fly speed

If we can all get over earthly barriers it will open up a lot of options for us (and maybe some unique dungeons)


Mainly waiting to find out what the limits of the class 'Special' are, to finish up my backstory. But this is what I have so far, just one paragraph left before I have all 10 bonuses, and I kind of wanted it to be related to how she got her class ability, which I haven't decided on yet.

Annwyn:
1:
Annwyn hails from the jungle of Magaambya, in the hidden city of Saruhk, where she was taught the traditions of Old-Mage Jatambe, and taught to respect life in all its forms, while also scorning those creatures who seek to corrupt, to pollute, and to destroy. A direct descendent of the Ten Magic Warriors as well, to say she has a pure bloodline is understating the matter (she declined Mengkare's invitation to his Grand Experiment when it was sent). Skilled in mind and body, she quickly took to the wizardly traditions of her elders, as her home's tendencies of strong nonviolence didn't give her many options.

And she certainly felt she was learning a lot. However, Annwyn still felt slightly held back. As a result, she constantly went out of her sheltered city, looking for all kinds of trouble. As a small child, she was one of the few people to have ever left her home city, which caused her parents and teachers no end of worry, knowing how dangerous the outside world is and recognizing that they were surrounded by hostiles on all sides.

However, that never stopped her expeditions, and she left the city regularly to communed with shamans from other tribes, wandered the forest looking for creatures to play with (never fearing any of them, and for some reason, they never attacked her). And, while her guardians continually tried to keep her sheltered and focused, she never failed to slip out of their grasp, picking up tips from spirits for the best way to call on magic.
2:
Her parents had no clue what to think of their daughter, as they alternated between vexation at her absolute refusal to listen to them and absolute awe at her genius and capability to learn spells that would have been traditionally thought impossible (though, admittedly, it was only a semi-rare skill for the Maambyagan tradition). Still, they loved her dearly and she returned the affection, though she did often find their attention a little smothering at times.

Still, Annwyn, despite her occasional frustration with her mentors and parents, was still a diligent student, and while she did frequently slack off for her duties and studies, she did so in some of the most absurd ways possible: Memorizing her spells to not have to look them up, running off in the middle of her lessons to learn more history, and so on.

Her… unique propensities caught the eye of Anwigasi, the couatl guardian of her home, and the feathered serpent took her under his wing (so to speak) when the rest of her masters had given up on trying to control the rebellious girl, having no way to deal with the stubborn six-year old that actually worked. Through even he had difficulties curbing her rebellious streak, he managed it eventually, and while her wild side stayed, it was directed more towards her studies, and she devoured book after book.
3:
By the time she was ten, she had read many of the books in the vast library of her home, and so Anwigasi himself started to mentor the girl, teaching her some combat techniques so that she might have something to do with her seemingly boundless energy, and she sparred with a few of the Bulwarks, the guardians of Sarukh, and while enthusiastic, her energy was no match for the skilled warriors. Still, her time learning to use a staff in battle proved useful for much of her life, and getting the tar beaten out of her on a regular basis did serve to toughen her up, and she always came back for more regardless.

So, while her combat training could have gone better, her studies proved absurdly effective at enhancing her psyche, and before long she was out-thinking most of the city, and running mental laps around her tutors, which of course barely helped their efforts to keep her contained and under control in her studies. At least, they thought, she wasn't running off into the jungle anymore.

As Annwyn finished off the last of the books in the collection that held any relevance and interest to her, Angiwasi started mentoring the girl on the matters of religion and planar events, teaching her about the unique planar convergences that led to the Well of Heaven, the sacred lake in the heart of their home, getting its name. He also inducted her into numerous religious rituals, teaching her the value of Winlas' duty and what he tended to. This all resulted in Annwyn becoming intensely curious as to the nature of the outside world with its diverse cultures, but even more, what the other planes must be like.
4:
Her intense curiosity for what Heaven must be like (and her propensity to sneak literal tastes of heaven from the pomegranate tree in Anwigasi's garden) set Annwyn on a personal journey to visit the realm of angels, and, knowing that her master wouldn't approve, and lacking the required power to go herself, she worked out the complicated quintessent formulae required to determine the convergences that would open a portal to Heaven in the Well of Heaven, and when the time came, she cast her spells, and the little twelve-year-old girl dove into the waters and swam through the opened portal, to the outer planes.

When she surfaced in a small lake in Erastil's realm, the first thing that she noticed was simply how much Heaven was. It had so much color, so much vibrance. It was everything she had hoped for, as she marveled at the different trees, so different from her home. As she wandered the slopes, she saw so many wondrous sites, until she was apprehended by an Archon guardian for intruding on the holy ground, at least.

However, her innocence (and age), pure heart, and talent quickly persuaded the upper levels that she should be allowed to stay, and (after a quick message back to her family, telling them not to worry), she spent the next several years learning even more from Heaven, where she worked in the Great Library of Harmonious Scripture as a scribe, shelver, and general magical trinket-maker under the Empyreal Lord Winlas.

5:
Through this time in the library, she learned an absolutely ridiculous amount about everything that she could possibly want to know. However, amusingly enough, she got to the point, eventually, where she spoke, thought, and dreamt in Celestial, and it effectively replaced Polyglot as her primary language during her 'Study abroad' time, though she did also learn a great many other languages as she was there. That said, to this day, when she's stressed she'll start rattling off in Celestial rather than any other language.

When she was 16, she decided it was finally time to move on, and spent more than a bit of time touring a few other planes (mainly Nirvana and Elysium, though she also paid quick visits to Axis, the Boneyard, and the Positive Energy Plane, and spent a couple days briefly checking out the Negative Energy Plane, the Maelstrom, and even Hell.) before returning home (though not without a companion- during her time in Nirvana, she met and became fast companions with an elementally-infused unicorn, who followed her back to the Material plane as a protector).

However, she found that, after the wonders of the planes, her old home held little to compare to the splendor of Heaven and Elysium. While her magical training had been essentially 'on hold' while working in the library, she had still picked up a few tricks here and there. Still, she found her old life even more unsatisfying than before. That was only further reinforced after her grandmother passed away, a few months after she returned.

6:
As part of her heavenly employment, Annwyn received a magical blessing, to be used at a later date (in addition to general sponsorship from literal gods). And, as she prepared to set off on her journey, she called in her favor to help her know the threats she would face, as well as forming a deal with the powers of Heaven and Nirvana to grant her power.

As she prepared to take off, she went to talk with Anwigasi for the last time in quite a while, who showed her the outside world, and gave her a plan for where she might head towards, as well as giving her several gifts for her journey, magical aids for her intelligence and similar boosts.

As a special item, she was bestowed a magical ring, a legacy from ages past, one made for wizards of her order, to help focus mind, body, and magic to aid her in her journtey, the Ring of Six Facets. Created by several of the Ten Magic Warriors in an attempt to replicate their master's work, it had been passed down and unused in the ancient city for generations, never used but highly useful.

7:
Finally, she left her home for the last time, astride on Vestana as they vanished into the jungle. Now 18, she found the wilds to be more hostile than they had been a decade prior, and she frequently had to flee from incredibly dangerous creatures. Nonetheless, they made it to their first destination without too much difficulty.

This was, naturally, the strange city of Jaha, where she spent a few weeks trying to learn a few of its secrets, but found herself repulsed for her efforts, mistrusted due to being an outsider. From there, she traveled for several weeks, fighting through the thickets of the jungle, on her way to the Barrier Wall, and past that, Thuvia.

As she made her way through Thuvia, following the Turvanar and Uta rivers, she managed the trip mostly without incident (barring a run-in with a corrupt alchemist as Annwyn and Vestana passed through Duwwor), and managed to support themselves through their unique abilities combined. All the while, Annwyn found herself frequently assuming false identities to dodge questions about her homeland, and hesitant to send unwanted guests, she got passable at lying (though it proved hit-or-miss at best).

8:
She successfully joined a band of adventurers heading in roughly the same direction as her, serving as arcane support and healing for them in their journeys, and exceptionally enjoyed the companionship they provided, and the spoils of their ventures into the Thuvian desert.

Still, after one particularly aggressive adventurer got a bit too aggressive and forceful with Annwyn, she retaliated with quite a bit of force and parted ways with the group, setting off on her own in the port city of Merab. While in the city, she had something of a breakpoint, casting a number of very risky, very dangerous spells and rituals, binding herself to Heaven even more than she already was.

While she doesn't remember why she did what she did, or what happened, or how she did what she did, but what she does know is that, when Annwyn woke up one morning, she wasn't in her own body, and she had missing memories. And in front of her was a tiny, wispy… earth elemental? No, it wasn't an outsider. It was a construct, made of floating rocks and perhaps slightly wispy material. In the center of the swirling mass was a single sparkling gemstone which Annwyn instinctively knew contained her missing knowledge. When she tried to grab it, the Wyrd (who kindly informed her that its name was Ehtel) refused, and vanished back into Annwyn's mind, telling her that it was under specific orders to never return the memories she had placed within it.
9:
Naturally, this didn't go over well with Annwyn, who, upon thinking about giving the insolent creature a piece of her mind, was told that she already had- and was right in front of her. Essentially, she found out, she had torn a section of her thoughts, knowledge, and memories out of her own head and fashioned herself a familiar out of her very thoughts. Somehow. Ehtel wasn't very specific. Though it did inform her master, who was more than a little concerned about her being in the wrong body, that the process had also left her body unstable as well.

Experimenting a little, Annwyn found that her form was mutable, and she could assume the appearance of all sorts of people, from humans to goblins to elves to some small trolls, as well as enhance some aspects of herself with animal-like qualities. (While frustrated that she hasn't been able to transform fully into an animal yet, she's convinced she's nearly hit a breakthrough that will open up a whole host of new forms) Frustratingly, though, she couldn't figure out how this had happened, despite all her efforts.

Before too long, she moved on from Merab, catching a ride on a ship bound for Absalom. The journey was fairly uneventful and she arrived in the City in the Center of the World three days before her 17th birthday. Once in the city, for a few weeks, she wandered around the city, enjoying all it had to offer her. Eventually, she more "settled down," working in a library (she had quite a bit of experience, after all) under the guise of a half-elven woman named Erith.

10:
The job in the library kept her decently busy as she wandered the great city, at least during the day. At night, she had a bit more of an active role, scouring the lower streets for troublemakers and brigands and dealing out justice, using a combination of her spells, shapeshifting, magically-enhanced combat, and some plain skill. Nobody expects the meek librarian to be a warrior, after all, so her mini-crusades have gone unconnected to her. While after a while she dialed it back some, she still appreciated the experience it gave her in combat.

Now, she works her day job at the library, only occasionally going out to fight evil, but she's starting to experience wonderlust, with the feeling that she's only seen the tiniest of fractions of the entire world. She wants to track down the lost Ring of Nine Facets, purge evil wherever it may be hiding, and grow her arcane powers.

Is an Eidolon allowed? Is the Summoner's Summon Monster SLA? An Inquisitor's Judgement? The Hex class feature? A sorcerer Bloodline? Arcanis Exploits? Vigilante Talents? An Oracle Mystery? Fighter Weapon Training? Smite Evil? Are Archetyped abilities allowed?

Grand Lodge

Well Sleep caught up to me last night and now I am at work. I will try and post some of my crunch but am only on my phone


Okay, here is Dayvin.

For the specials here are the things I assumed. I can take them off if you disagree.
4 - gain a mount CR 3 or below - didn't take
5 - gain a crafting feat - didn't take, not a spellcaster
6 - gain a wish - took, but have not used yet
7 - gain a magical ring no more than 8,000 gp - took as tattoo of a ring.
8 - gain a familar or animal companion - took a phantom as spiritualist This is his daughter. If you don't allow this, I will not take anything.
9 - gain a super power - permanent Arcane Sight
10 - gain another 'Special' from another class - Warpriest Fervor.

Backstory:

Talk about my past? It was so long ago, and my head was filled with meat and rage. I am not who I was, but I am who I am because of the person that I was. I'm not sure how to explain it to somebody a couple of decades into their first lifetime. I hope I’m not doing too badly.
I suspect beginning at the beginning is in order. We lived deep underground on the constant edge of annihilation. Duergar, lava flows, kobolds, tunnel collapses, drow, bad air, and brain-eating tentacled things that I don’t believe exist anymore. The heart of the earth isn’t a good place for anybody.
I suppose it isn’t paranoia when you live in an environment like this. Though we took pre-emptive self-defense to a new level. Everybody born soon learned that they needed to fight in some way. There could be no survival without strength, and anybody not helping was holding us back.
I was agile and sharp-eyed, so they made me a scout. Somebody sent out to find the enemy before they found us. Where possible to invade and sabotage. A job with a low survival rate, so they always needed more. I had hoped to be a mage, but I didn’t have the innate talent, beyond the gifts inherent in my blood. Though later I always wondered how much the outcome of the tests was determined by what we needed as a clan. I was angry about that then.
I survived my missions and more than that, succeeded at them. I knew many things that I have lost over time. The arts of lock and trap. How best to poison a blade and where to stick it. Other things I’ve retained, but those are more internal than that. Even many of those have been lost, but they are returning.
For many decades I went forth to locate our enemies. I kept track of their troop movements. I stole their battle plans. I sabotaged their equipment. I poisoned their food. And occasionally, I assassinated their leaders. But beyond this, I stole their wealth.
I acquired much loot and more importantly magical treasure. That was much more important than any coins. Enchanted items were power, and power was survival. Those I couldn’t use, I could sell for things I needed more. Whatever I had was not sufficient. Nothing would be sufficient. I could raid the gods’ treasure halls and still want more.
In many ways I have evolved, but losing this greed is probably the greatest change. I now have a much different understanding of power. And of survival for that matter.
But as much as my greed helped me, it led to my downfall. As powerful as I was, I needed to sleep and eat. As cautious as I was in the field, I grew complacent at home. I do not know what combination of spell or poison they used, but one day I woke paralyzed. I was bound by shackles as well, but they did not trust those alone to hold me.
I watched them as they took everything I had stolen from our enemies. At the time I did not see the irony.
While I was paralyzed, I heard noises. Panic, crumbling stone, the sounds of twisted alien magic. I was helpless. I could not help others nor save my own life. All because others wanted my power. I saw shadows moving. Shadows with tentacles. That was not a good sign. Some of things deepest under the Earth came from places between the planes. The world tended to not work correctly around some of them.
Things happened like the walls bending. You couldn’t see them curve, but all the angles were wrong. That was a bad sign. The more powerful the entity, the stranger things got around them. But sometimes that worked to your advantage. It was moving in through the wall, and I was at the edge of where things were changing. Sometimes when reality got bent, the edges didn’t line up. This happened now and I fell through the cracks.
I landed with a splash. It was some sort of sodden area with water, mud and strange plants. It must have been a huge cave, because I couldn’t tell where the ceiling was. It had some odd glowing spots on it though. Whatever happened was not wearing off and I was sliding in the mud. Soon, my face would be under water and I’d drown.
And then a stick poked my shoulder and rolled me over. There was a goblin, of sorts. He looked like one, but he was aged and wrinkly. Goblins never got that old. They didn’t live long enough. He just smiled and put a rope around me to drag me away. I thought I’d traded drowning for being eaten, but when we got to his hovel, he just fed me stew with a spoon. Then some odd herbs that tasted bad.
I started regaining feeling when the ball of fire was rising. A light brighter than anything I had seen before. I had heard legends of that light. Was I truly on the surface world? It seemed so. The sky that had been black with stars was now blue with a blazing light too painful to look at.
The old goblin said I had been chosen. He recited some ancient prophecy and said I needed training. I snorted and walked away. Or tried to when he tripped me. He managed to beat me up without hurting me and I couldn’t land a blow on him. I was being trained if I wanted it or not. It took many years, but I learned his ways.
This was an art that relied on one’s self. No weapon. No armor. No magic. It was a way of old forgotten lore and ancient martial arts. Essential to this art was the idea of flow. Energy was a flow, as was movement. When someone attacked, you used their movement to send them away. It also involved attacks given with the hand that were as strong as any sword.
On his deathbed, he told me to wander the world. I would not be needed for a thousand years or more. He told me to live my life for the next was when I would be called. And then he died, his body disappearing at the moment of his death.
I was left with a prophecy:
The Gem hidden deep will live three lives. The first life will be for the clan, and it will be in vain. This will forge the Gem. The second life will be for himself and it will end in death. This will cut the Gem. The last life will be for the world and it will end in annihilation. This will shatter the Gem.
A Child in Red shall mark the new aeon. Its glee will open the door. The Elder Sister will sing the song that comes from places beyond. This tune shall seek the Doom and draw it closer. The Unyielding Mother’s sacrifice will invite the doom into this world. But the Forgotten Father will turn his back. He shall seek the Gem.
The Gem will face the Doom and be ended. A perfect death will turn back the Doom. Any flaw and the world dies screaming.
The prophecy was disturbing on so many levels. I wished it would not be, but deep within I felt something. I felt that I was no longer rough, but beginning to become more perfect. A gem being cut.
But I could not simply sit in a swamp. Only a sharp blow could cut a gem. So I wandered forth. I found challenges. People who needed saving. Monsters that needed to be fought. Sometimes alone, sometimes with others. I grew powerful, though I gave the treasure away to help the needy.
One cleric of Sarenrae whom I rescued sat me down and she insisited upon giving me a tattoo. She had made a ring to protect against the undead and melted it down to make silver ink. The power of the ring stayed within the tattoo.
For nearly a century I fought. And I found myself back deep within the earth. I saw a place that looked familiar. A villiage of my people. Though they had all died, new svirfneblin had moved into the wreckage and rebuilt something new. Like their traditions, they mistrusted me, but I proved myself in protecting them.
When they were safe, I stayed. I met a woman, and we began a family. We had three children as I grew older. Delzrin, who followed in my footsteps and learned the ways of flowing water. Binyan, who rejected this and became the scout I had been long ago. Terva, who became a healer.
I watched them grow to adults. To begin their own family as I felt the years more deeply. I held grandchildren and watched them play. I buried my wife. And I felt my passing coming. I knew from the goblin of years ago that death was not always an end. I did not know it then, but he had taught me how to pass into a new state.
I lay in the astral sea, dreaming. I know not how long it was, for time is not the same there. I was asleep for so long. Parts of me washed away in the astral tides over long centuries. Who I was waned over time, but my spark did not go out. Terva arrived in the astral plane when she died and I held on to her.
And then I was here. I am but a shell of who I was. A ghost, but not undead. So much of my skills and talents are memories, but they shall return.
The prophecy has stayed with me and I feel that it is coming. I must rebuild myself and seek perfection within. As I do so, I must find the Family of Blood to be prepared for the end.

crunch:

Dayvin
Svirfneblin prana ghost monk
LG Small outsider (augmented humanoid, extraplanar, gnome, incorporeal)
Hero Points 1
Init +13; Senses arcane sight, darkvision 120 ft., low-light vision; Perception +26 (+28 to notice unusual stonework)
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Defense
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AC 42, touch 42, flat-footed 31 (+9 deflection, +9 Dex, +2 dodge, +1 enhancement, +1 monk, +1 size, +9 Wis)
hp 51 (4d8+28)
Fort +13, Ref +17 (vasion), Will +17 (+2 vs. channeled negative enrgy and inflict spells); +2 trait bonus against supernatural attacks, spells, or spell-like abilities from undead creatures, +2 racial bonus vs. mind-affecting effects
Defensive Abilities ac bonus, evasion, incorporeal, rejuvenation; Immune dazed, disease, effects requiring a physical body, exhaustion, fatigue, nonlethal damage, paralysis, poison, sleep, stunning; Resist negative energy 5; SR 15
Weaknesses living prana
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Offense
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Speed fly 40 ft. (perfect); astral step (9/day)
Melee unarmed strike +14 incorporeal (1d6+11) or
. . unarmed strike flurry of blows +13/+13 incorporeal (1d6+11) or
. . dazing touch +14 incorporeal (1d6+11 plus daze)
Special Attacks dazing touch (DC 21), flurry of blows
Spell-Like Abilities (CL 4th; concentration +4)
. . Constant—nondetection
. . 1/day—magic stone, stone shape, stone tell
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Statistics
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Str —, Dex 29, Con 20, Int 20, Wis 28, Cha 10
Base Atk +3; CMB +12 (+14 dirty trick, +14 disarm, +14 grapple, +14 reposition, +14 steal, +14 trip); CMD 42 (44 vs. dirty trick, 44 vs. disarm, 44 vs. grapple, 44 vs. reposition, 44 vs. steal, 44 vs. trip)
Feats Alertness, Combat Expertise, Deadly Aim, Deflect Arrows, Deft Maneuvers, Improved Initiative[B], Power Attack, Pummeling Style[ACG], Tactical Reposition, Toughness[B], Unarmed Combatant
[b]Traits
blessed touch, quain martial artist, spirit touched
Skills Acrobatics +16, Appraise +9, Diplomacy +7, Fly +26, Knowledge (dungeoneering) +9, Knowledge (history) +12, Knowledge (planes) +12, Knowledge (religion) +12, Perception +26 (+28 to notice unusual stonework), Sense Motive +26, Stealth +28; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth, +2 Perception to notice unusual stonework
Languages Common, Draconic, Dwarven, Elven, Gnome, Goblin, Undercommon
SQ finesse weapon attack attribute, flowing dodge, healing ki, hero points, ki pool (15 points magic), maneuver training, monk vow (vow of poverty[UM]), redirection, rules changes, slow fall 20 ft., stalwart watcher, stoneseer[ARG], unbalancing counter
Other Gear dark life ring as tattoo Unused wish
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Special Abilities
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AC Bonus A prana ghost gains a deflection bonus to AC equal to its Wisdom modifier instead of the Charisma-based bonus the incorporeal ability normally provides. It loses the base creature's armor bonus, as well as all armor and shield bonuses that don't come
Astral Step (60 feet, 9/day) (Su) As std act, teleport to a space within range.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (120 feet) You can see in the dark (black and white only).
Dazing Touch (DC 21) (Su) With a touch, a prana ghost can deal 1d6 points of damage, and the creature touched must succeed at a Will saving throw (DC = 10 + 1/2 the prana ghost's Hit Dice + the prana ghost's Wisdom modifier) or be dazed for 1 round.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Flowing Dodge (maximum +9) (Ex) At 3rd level, a flowing monk gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1). This ability replaces fast movement.
Flurry of Blows +2/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Fly (40 feet, Perfect) You can fly!
Healing Ki 1d4+2 (Su) As a swift action, use 1 ki to touch and heal ally.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Dazed You are immune to the dazed condition.
Immunity to Disease You are immune to diseases.
Immunity to Effects that Require a Corporeal Body You are immune to effects that require a corporeal body.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Ki Pool (15/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Living Prana (Ex) +50% from negative energy and death effects
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Redirection (4/day, DC 21) (Ex) At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round
Rejuvenation (Su) Prana ghosts can return after a few days.
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (15) You have Spell Resistance.
Stalwart Watcher +1 to attack fey, +2 vs. mind-affecting effects.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stoneseer +1 to caster level of spells with earth descriptor.
Superpower Constant arcane sight
Tactical Reposition You excel at moving foes right where you want them.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Unbalancing Counter (DC 21) (Ex) At 2nd level, a flowing monk's attacks of opportunity render a struck creature flat-footed until the end of the flowing monk's next turn (Reflex DC 10 + 1/2 the monk's level + Wisdom modifier negates). This ability replaces the bonus feat gained at 2
Vow of Poverty (+4 ki) The monk taking a vow of poverty must never own more than six possessions - a simple set of clothing, a pair of sandals or shoes, a bowl, a sack, a blanket, and any one other item. Five of these items must be of plain and simple make, though one can
Warpriest Fervor 2d6 11/day (Su)

Terva (phantom):

Terva CR –
Phantom (Pathfinder RPG Occult Adventures) Emotional Focus: Kindness
LG Medium outsider (incorporeal, phantom)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 16, touch 16, flat-footed 13 (+2 deflection, +2 Dex, +1 dodge, +1 enhancement)
hp 19 (3d10+3)
Fort +5, Ref +4, Will +4
Defensive Abilities incorporeal
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Offense
--------------------
Speed 30 ft.
Melee 2 slams +6 (1d6+3)
--------------------
Statistics
--------------------
Str —, Dex 15, Con 13, Int 7, Wis 10, Cha 14
Base Atk +3; CMB +5; CMD 18
Feats Combat Advice, Combat Expertise, Deadly Aim, Dodge, Power Attack
Skills Diplomacy +8, Heal +6, Knowledge (religion) +2, Perception +4, Stealth +6
Languages Common
SQ benevolent, finesse weapon attack attribute, incorporeal, magic attacks, opening strike, rules changes
--------------------
Special Abilities
--------------------
Benevolent Increase aid another bonuses granted by 1, or 2 for master.
Combat Advice As mv act, designate enemy, ally gains +2 comp bonus on next atk vs. target.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Precision Damage You are immune to Precision Damage
Incorporeal (Ex) You aren't quite here.
Incorporeal (Su) Incorporeal, but cannot harm corporeal foes unless delivering touch spell.
Magic Attacks (Su) Slams count as magic for overcoming DR.
Opening Strike (Su) Standard action melee attack, on hit grants ally imm act attack vs. same foe.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Dark Archive

Hum... I'll try to come up with an interesting PC. So to get all the bonuses I need a 30 paragraphs background? Challenging for sure!


Sir Longears wrote:
Hum... I'll try to come up with an interesting PC. So to get all the bonuses I need a 30 paragraphs background? Challenging for sure!

With all due respect, Sir Longears. According a post by GM Wolf, recruitment ends today, potentially ended at noon EST. If you can work a miracle, now's the time!


Well, he did say he was hoping for 8-10 characters, and that those done by today would simply be given much, much higher priority, to the point where you're basically assured a spot.

Dark Archive

Good to know. I suppose 8-10 is for retention purposes? Because 10 OP characters would need seriously powerful enemies


I guess? I don't know. I'm just wondering how much the GM slept in ;)


Either retention, or a goal to run two tables perhaps.


Been out of town on vacation. If I'm not too late...

5d6 - 2 ⇒ (3, 4, 6, 2, 6) - 2 = 19
5d6 - 1 ⇒ (4, 6, 2, 1, 4) - 1 = 16
5d6 - 1 ⇒ (6, 4, 1, 6, 3) - 1 = 19
5d6 - 2 ⇒ (5, 6, 6, 2, 3) - 2 = 20
5d6 - 1 ⇒ (5, 1, 1, 1, 3) - 1 = 10
5d6 - 3 ⇒ (6, 6, 4, 3, 5) - 3 = 21

I'm flying most of tomorrow, but will see if I can get a crunch done and a backstory written before the deadline.


Philo Pharynx wrote:
GM Wolf wrote:
Philo Pharynx wrote:
GM Wolf wrote:
Philo Pharynx wrote:

Since you said half-dragons, that opens up templates. Can we use any paizo template?

Also, if we choose to forgo all magic items, can we use automatic bonus progression?

Yes you may use any paizo RACE template or 3.5 template.

I don't know what that means: Also, if we choose to forgo all magic items, can we use automatic bonus progression?

Automatic bonus progression is very much like 3.5 vow of poverty. It gives a fixed set of bonuses that replace magic the standard magic item progression. With no magic items, it's +2 above the standard list.
So what would you give up exactly and what would you at your present level? Just checking to see if I understand it.

I would lose the 20,000 in items, and future magic items. In exchange, I'd get +1 Resistance to saves, +1 to a weapon, +1 to armor bonus, +1 deflection to AC, +2 to a mental stat.

That's at the +2 level. It's the equivalent of 10,000 worth of items.

+3 levels would be +2 to a physical stat (14,000)
+4 levels would be +2 resistance and +1 natural armor (19,000)

OK, you may go this route if you want. Will you be calling it a vow of poverty or something else?


PixelsAreGod wrote:

For the 10-Special, would having the phantom class feature from spiritualist be alright?

Phantoms

Spiritualist Class, Shared Consciousness and Etheric Tether are the only important things for a phantom.

It would be acceptable, but you would only have the power of a 5th level phantom.


Dαedαlus wrote:

@Serill- Doesn't the Animal Lord template require 10 HD?

GM, is the Azlanti subrace allowed for humans with a pure bloodline? If not, no problem.

Also, the special can scale, right? So if (for example), Sneak Attack was the chosen ability, it wouldn't just be capped at +3d6 forever, but would instead progress at the normal rate? Or what if you choose a feature like Hex? Would you gain a single hex, or gain them at the rate the class did? Could you choose a Bloodline or Mystery? Just trying to figure out what the limits are.

Give me a link for the Axlanti subrace so I can look into it.

I am going to have to say that the special is static, as given by your examples some will become stronger as others do not. You could pick a bloodline or mystery but only gain the bonuses up to 5th level.


Azlanti are essentially humans with a +2 to every stat instead of just one (yeah, unbalanced, but still fun to ask). For the life of me, though, I can't find it online anywhere other than discussion about it.

Hmmmm.... That's more than a little annoying for a lot of features. So for instance, choosing something like Judgement (to shore up weaker combat abilities, which is what I was considering) would very quickly grow irrelevant, as would something like Channel Energy (a 3d6 healing pulse isn't super strong to begin with after all, by the time you get it) or Fervor (whose self-healing and uses are highly limited by level). Any chance that you might change your mind? That weakens the power significantly (which I suppose isn't the worst thing, but still annoying). It turns it from 'I get a really cool feature to help with my character concept' to 'I get evasion,' which isn't nothing, but is more limiting. Even stuff like Uncanny Dodge has built-in scaling.


Dαedαlus wrote:

Mainly waiting to find out what the limits of the class 'Special' are, to finish up my backstory. But this is what I have so far, just one paragraph left before I have all 10 bonuses, and I kind of wanted it to be related to how she got her class ability, which I haven't decided on yet.

** spoiler omitted **

Is an Eidolon allowed? Is the Summoner's Summon Monster SLA? An Inquisitor's Judgement? The Hex class feature? A sorcerer Bloodline? Arcanis Exploits? Vigilante Talents? An Oracle Mystery? Fighter Weapon Training? Smite Evil? Are Archetyped abilities allowed?

An Eidolon, just like a bloodline, mystery, or phantom would be allowed but you would only gain it at 5th level power it would not increase anymore. The simple answer is yes, but the power of it stops at 5th level.


Dαedαlus wrote:

Azlanti are essentially humans with a +2 to every stat instead of just one (yeah, unbalanced, but still fun to ask). For the life of me, though, I can't find it online anywhere other than discussion about it.

Hmmmm.... That's more than a little annoying for a lot of features. So for instance, choosing something like Judgement (to shore up weaker combat abilities, which is what I was considering) would very quickly grow irrelevant, as would something like Channel Energy (a 3d6 healing pulse isn't super strong to begin with after all, by the time you get it) or Fervor (whose self-healing and uses are highly limited by level). Any chance that you might change your mind? That weakens the power significantly (which I suppose isn't the worst thing, but still annoying). It turns it from 'I get a really cool feature to help with my character concept' to 'I get evasion,' which isn't nothing, but is more limiting. Even stuff like Uncanny Dodge has built-in scaling.

I would have to go with a no. But you could expend your wish to make yourself into an Azlanti.

There are ways to unlock the ability and make it stronger but you will have to find those in game. Otherwise I redact the 'Gain Special' and change it to 'Gain Special that is static and does not change from level to level'.


Philo Pharynx wrote:

Okay, here is Dayvin.

For the specials here are the things I assumed. I can take them off if you disagree.
4 - gain a mount CR 3 or below - didn't take
5 - gain a crafting feat - didn't take, not a spellcaster
6 - gain a wish - took, but have not used yet
7 - gain a magical ring no more than 8,000 gp - took as tattoo of a ring.
8 - gain a familar or animal companion - took a phantom as spiritualist This is his daughter. If you don't allow this, I will not take anything.
9 - gain a super power - permanent Arcane Sight
10 - gain another 'Special' from another class - Warpriest Fervor.

** spoiler omitted **...

This should have been posted in the discussion thread.

You don't have to take anything! LOL


Lidras Mitheredal wrote:
Good to know. I suppose 8-10 is for retention purposes? Because 10 OP characters would need seriously powerful enemies

Ohhhh YESSSS!!!


Dαedαlus wrote:
I guess? I don't know. I'm just wondering how much the GM slept in ;)

Originally I was suppose to have the day off, then the wife and family change plans.... shopping and pictures took up the whole day and now I am playing catchup. Also LOTS of reading.... ;)


The Emerald Duke wrote:

So I am working on a Grey Maiden vigilante (scarred maiden arch). Initial concept is her social persona and her maiden persona are separate entities (the maiden knows what the social knows, but the social at best thinks the maiden side is a series of nightmares).

Not sure if you want the events of Curse as having taken place yet or not... if not let me know and I can roll with it in her backstory.

You are going to need to expand on what you mean. 'events of Curse'


Dαedαlus wrote:
Could I use my Wish to Wish for a constant spell-like ability? Similar to Permanancy, really. I'm thinking about getting Arcane Sight if possible, as it fits my character idea and is thematic, but not overpowered. It just helps with information.

YES


Dαedαlus wrote:
Are we allowed custom Rings for our bonus ring? I have a cool one that I carefully tried to keep balanced and on-cost (based on magic item pricing). It seemed as though you were trying to have us make our own based off of your talk about including "the history, description, and powers of your ring," but I wanted to check.

YES, though it does need to be checked. Remember pricing: price of the highest enhancement/spell, then x1.5 of other enhancements/spells.


Fair enough. It's your call, and I just think it's cool to poach a feature from another class ;) It's an awesome idea, especially with the chance to expand it in the future. I'll just figure out what I want with that in mind, and I should be all wrapped up by tomorrow.

Hope you had a good day! Sorry for being a bother....

EDIT: This is my idea for a ring:

Ring of Six Facets:

Aura faint transmutation, CL 3rd
Slot ring; Price 8,000 gp; Weight —
Description
This bronze ring, created in ages past in a partial effort to replicate the Ring of Nine Facets, has six gems, a ruby, amethyst, garnet, diamond, emerald, and a sapphire, spaced evenly along the ridge. If a good-aligned wizard with training in the Maagabyan tradition wears it, however, it proves to be a powerful item. Every morning when the wearer prepares spells, they may choose a single attribute. Throughout the day, they receive the benefits of either visualization of the body or visualization of the mind, as appropriate for that ability score.
Additionally, three times per day, the wearer may activate the ring to regain the use of a 1st-level spell slot, as a Pearl of Power, and once per day to regain a 2nd-level slot.
Construction
Requirements Forge Ring, visualization of the body, visualization of the mind; Cost 4,000 gp

Going by the creation guidelines, the main ability is regaining a spell slot (4,000 gp), and then also grants a use of a 2nd-level spell (CL 3rd) 1/day, at a cost of 6*1800/5= 2160, times 1.5 = 3240. Adding these together gives a total of 7240 gp. Then, adding on top an extension of three 1st-level pearl of powers brings the total up to 10240, but since it can only be used by a Good-aligned wizard, the guidelines suggest the price should be multiplied by 70%, for a total of 7168, rounded up to 8,000. The rounding up is just to be on the safe side (that said, the 1st-level Pearl of Power effects, going by the creation guidelines, would cost 750 gp for the first and 500 each for the 2nd and 3rd, which I ignored because that seemed weird. If it seems excessive, I can easily remove something. I essentially was going for something that captured the feel of an item that boosted the wearer's magic and body.

EDIT2: Would the Spell Study ability be allowed? It's from a Wizard archetype, so it's not technically a 'different class,' and it's an archetype ability, but it's flavorful as anything and generally awesome.

Spoiler:
Spell Study (Su): At 2nd level, the sage’s understanding of the spells of bards, clerics, and druids is so great that he can use his own magic in an inefficient, roundabout way to duplicate those classes’ spells. Once per day, a spell sage can spontaneously cast any spell on the bard, cleric, or druid spell list as if it were a wizard spell he knew and had prepared. Casting the spell requires the spell sage to spend 1 full round per spell level of the desired spell (if the spell is on multiple spell lists indicated above, using the lowest level from among those lists) and requires expending two prepared spells of that spell level or higher; if the spell’s casting time is normally 1 full round or longer, this is added to the spell sage’s casting time. For example, if a spell sage wants to use spell study to cast cure light wounds (cleric spell level 1st), he must spend 2 full rounds casting and expend two prepared wizard spells of 1st level or higher.

At 6th level and every 5 levels thereafter, a spell sage can use this ability an additional time per day (to a maximum of four times per day at 16th level). This ability replaces arcane school.


link to archetype


Rosa is being worked on, and should be done today.
LE Hell Touched Hound of Hell Cleric of Law.

Rolls and stuff:

5d6 ⇒ (3, 6, 5, 2, 1) = 17 = 16
5d6 ⇒ (1, 2, 6, 1, 5) = 15 = 14
5d6 ⇒ (5, 6, 6, 1, 6) = 24 = 23
5d6 ⇒ (6, 2, 4, 6, 4) = 22 = 20
5d6 ⇒ (1, 1, 3, 3, 4) = 12 = 11
5d6 ⇒ (5, 1, 3, 2, 2) = 13 = 12

O ups and downs but I can work with that.


Dαedαlus wrote:

Fair enough. It's your call, and I just think it's cool to poach a feature from another class ;) It's an awesome idea, especially with the chance to expand it in the future. I'll just figure out what I want with that in mind, and I should be all wrapped up by tomorrow.

Hope you had a good day! Sorry for being a bother....

EDIT: This is my idea for a ring:
** spoiler omitted **...

Yep! Extra flavor basically. You are not being a bother, you had lots of good questions.

To answer your ring question and Archtype Special: Yes it works & Yes

Dark Archive

Making something more interesting for ring:

Ring of the Warlock
+2 Weapon Enchantment Warlock Bolts (8000)

Without this I can’t get enchantment bonuses to his ranged attacks. It also fits the magic item he had in his last campaign.


GM Wolf wrote:
The Emerald Duke wrote:

So I am working on a Grey Maiden vigilante (scarred maiden arch). Initial concept is her social persona and her maiden persona are separate entities (the maiden knows what the social knows, but the social at best thinks the maiden side is a series of nightmares).

Not sure if you want the events of Curse as having taken place yet or not... if not let me know and I can roll with it in her backstory.

You are going to need to expand on what you mean. 'events of Curse'

The archetype I am working on can be found here, but the TL;DR of it is that these women were first introduced during the events in the campaign Curse of the Crimson Throne.

In case random followers of the thread haven't played that one:

Originally these were all human women fighters (though a few non human or non fighters were admitted to their ranks) selected from the ranks of the existing three guard forces of Korvosa. Indoctrination was a painful process that involved physical and psychological torture, as well as strong compulsory magic, intended to break down the individual as a person and turn them into an unquestionably loyal servant to Queen Ileosa. While the specific details of this process are left to the imagination, of particular note is that they were left physically scarred on their faces (for the Queen would accept no rivals to her) and their mental states were often... compromised by the process.

If Ileosa had been successful in her bid for power, all Gray Maidens would have perished (along with a lot of the population of Korvosa for that matter). Cannon-wise, it is presumed that she was defeated by a brave band of adventurers, along with some of the leadership of the Maidens.

After the defeat of Ileosa at the end of the campaign, the group splintered into many different (mostly smaller) bands, though the largest two are the Scarlet Rose (a group that has stayed in Korvosa and attempts to both undo the evils committed under the Queen's reign and support/rehabilitate the former Maidens as they try to move on with their lives) and the Erinyes Company (a group in exile currently serving Queen Abrogail II of Cheliax, with the goal of one day retaking Korvosa in their fallen Queen's memory).

So, the question becomes do you want the events of the CotCT campaign to have happened or not. Right now I a presuming that she is a survivor of the group after it disbanded post Queen Ileosa's death, but I can modify it to have her be an escaped Maiden... or a prototype that was discarded prior to the order being stood up.


The Emerald Duke wrote:
After the defeat of Ileosa at the end of the campaign, the group splintered into many different (mostly smaller) bands, though the largest two are the Scarlet Rose (a group that has stayed in Korvosa and attempts to both undo the evils committed under the Queen's reign and support/rehabilitate the former Maidens as they try to move on with their lives) and the Erinyes Company (a group in exile currently serving Queen Abrogail II of Cheliax, with the goal of one day retaking Korvosa in their fallen Queen's memory).

The Pathfinder Tales novel, Lord of Runes, goes more into Scarlet Rose's band of former Grey Maidens.


TheWaskally wrote:
The Emerald Duke wrote:
After the defeat of Ileosa at the end of the campaign, the group splintered into many different (mostly smaller) bands, though the largest two are the Scarlet Rose (a group that has stayed in Korvosa and attempts to both undo the evils committed under the Queen's reign and support/rehabilitate the former Maidens as they try to move on with their lives) and the Erinyes Company (a group in exile currently serving Queen Abrogail II of Cheliax, with the goal of one day retaking Korvosa in their fallen Queen's memory).
The Pathfinder Tales novel, Lord of Runes, goes more into Scarlet Rose's band of former Grey Maidens.

Very cool, will have to check it out at some point. For my character, she wouldn't really be associated with either group currently (though she would, social identity wise, lean more toward the Scarlet Rose ideology than the Erinyes Company) so if neither were to exist at this time it would not be a huge deal.


Almost finished my character but have realised that the Arcane Bloodline doesn't work well since sorcerer and wizard metamagic is different. Instead I'm going to go with the Mind Chemist ability Perfect Recall that adds int to knowledge a second time. This goes well with the perfect memory wish that he made and will make him amazing at knowing all the things.


OK, still working on her backstory (kinda need GM Wolf's input to really flesh it out properly) but here is the bulk of the crunch for Melia Brachier (NG Aasimar {Lawbringer Subset} Vigilante {Masked Maiden Archetype})... or, as the lawbreakers of the world have the misfortune of knowing her as, Gray Justice (LN). I am still working out exactly what her gear will be (though I do know that she will have spent the money to upgrade her plate to MWK quality, and she will have a Maiden's Helm (located in the Adventure's Guide, page 87... not showing up on the Archives of Nethys yet though)... and I will eventually have to add whatever bonuses I will get for backstory length once that is done (holding off until I actually have that in hand... no sense in forcing myself to write more if it isn't coming naturally just because I worked out an awesome ring or superpower that I just have to have).

Stats:

STR: 23
DEX: 18
CON: 17 (15 +2)
INT: 19
WIS: 17 (15 +2)
CHA: 19 (18 +1)

Skills:

Acrobatics: 5+3+4 = 12
Appraise: 5+3+4 = 12
Climb: 5+3+6 = 14
Disable Device: 5+3+4 = 12
Disguise: 5+3+4 = 12
Intimidate: 5+3+4+2+2 = 14 (19 DC vs attempts; 16 in Gray Maiden Plate; 21 DC vs attempts in GMP)
Perception: 5+3+3 = 11
Sense Motive: 5+3+3+2+2 = 15
Stealth: 5+3+4 = 12
Survival: 5+3+3 = 11
Use Magic Device: 5+3+4 = 12

Feats:

Gray Maiden Initiate: You were selected for indoctrination into the Gray Maidens and underwent some of the preliminary scarring and conditioning, but Queen Ileosa was defeated before you could fully serve her. You bear the mental and physical scars of your sisters in the Gray Maidens, and while you never had to carry out any of the queen’s commands, you feel a strong kinship with those of your sisters who have.
Prerequisites: Female, must be taken at 1st level.
Benefit: You are affiliated with the Gray Maidens. In addition, choose two of the following benefits to represent the focus of your initial training and indoctrination.
[iAvenging Knight:[/i] Like the Queens of the Night, you crave vengeance upon those who have wronged you. You gain a +1 bonus on damage rolls against any creature that dealt damage to you during the previous round.
Faceless Maiden: You can take advantage of the disquieting nature of the iconic armor of the Gray Maidens. While wearing Gray Maiden plate, you gain a +2 bonus on Intimidate checks.
Angelic Blood: Your blood is infused with holy power.
Prerequisites: Con 13, aasimar.
Benefit: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.
Weapon Focus (Longsword): Choose one weapon group listed under the fighter’s Weapon Training class feature.
Prerequisites: Proficiency with at least one weapon from the selected weapon group, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using any weapon from the selected group.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.
Powerful Maneuvers: You are skilled in a variety of strength-focused combat maneuvers.
Prerequisites: Str 13, base attack bonus +1
Benefit: You do not provoke an attack of opportunity when performing a bull rush, hamstring, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush, hamstring, or overrun you or sunder your gear.
Targets of your overrun attempts may not choose to avoid you.
Normal: You provoke an attack of opportunity when performing a bull rush, hamstring, overrun, or sunder combat maneuver.

Traits:

Permanent Scars: You carry the physical and emotional scars of your Gray Maiden initiation as mental armor. You receive a +2 trait bonus on saving throws against emotion and pain spells and effects.
Street Wary: You learned to take care of yourself on the streets and know the warning signs of hostile intent. Sense Motive is always a class skill for you, and you gain a +2 trait bonus on Sense Motive checks to get a hunch.

Class Features:

Weapon and Armor Proficiency: Vigilantes are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). All masked maiden vigilantes are proficient with Gray Maiden plate armor, but not with any other forms of heavy armor.
Dual Identity (Ex): A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.
The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.
Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.
Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.
Imperfect Control (Ex): A masked maiden compulsively resists entering her indoctrinated state, but certain triggers (such as violence) can cause her to lapse. The masked maiden always starts the day in her social identity. To begin willingly changing to her vigilante identity, the masked maiden must succeed at a Will save (DC = 10 + half her vigilante level); if she fails, she becomes shaken for 1 minute and cannot try again during that time. While in her social identity, when the masked maiden is exposed to mortal peril (such as when combat starts), she must succeed at a Will save at the same DC or be compelled to enter her vigilante identity as soon as she can get out of sight to do so. The masked maiden cannot choose to fail this Will save. In addition, if the masked maiden hasn’t entered her vigilante identity for a week or longer, she must attempt this Will save at the start of each day; on a failure, she is compelled to change into her vigilante identity immediately (or as soon as she can slip out of sight to do so).
A masked maiden can don Gray Maiden plate in 1 minute without aid, and can do so as part of switching to her vigilante identity. If the maiden reduces the time it takes to change identities (such as with the quick change social talent), she can still don her armor as part of changing to her vigilante identity. A masked maiden who changes to her vigilante identity unwillingly can’t choose to switch from her vigilante identity back to her social identity that day. While in her vigilante identity, the masked maiden takes a –2 penalty on all Charisma-based ability and skill checks (except for Intimidate) and can’t benefit from morale bonuses or bardic performances.
This ability alters dual identity.
Seamless Guise (Ex): A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.
Scars of the Past (Ex): A masked maiden must choose avenger as her vigilante specialization. A 1st-level masked maiden gains a set of Gray Maiden plate at no cost. This armor is battered, and other creatures are never considered proficient with it. This armor can be sold only as scrap for 4d6 gp, but for the masked maiden the armor functions normally. The masked maiden can spend 150 gp and 1 day of work to improve her battered armor to masterwork quality (although it is still considered battered).
This ability replaces seamless guise.
Social Talent: Starting at 1st level, and every 2 levels thereafter, a vigilante gains a social talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum vigilante level. Once a talent has been chosen, it cannot be changed.
Vigilante Specialization (Ex): An avenger gains a base attack bonus equal to his vigilante level instead of using those listed on Table 1–1. He adds this value to any other base attack bonus gained from other classes or racial Hit Dice as normal.
Vigilante Talent: Starting at 2nd level and every 2 levels thereafter, a vigilante gains a vigilante talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet prerequisites before they can be chosen, such as possessing another vigilante talent, possessing a particular specialization, or attaining a minimum level. Once a talent has been selected, it can’t be changed.
If the vigilante uses any of these talents while in his social identity, he must succeed at a Disguise check against the Perception checks of all onlookers (without the +20 circumstance bonus from seamless guise) or the onlookers will realize that he is more than his social identity appears to be and perhaps discover the social and vigilante identities are one and the same. If a talent calls for a saving throw, the DC for that save is equal to 10 + 1/2 the vigilante’s level + the vigilante’s Charisma modifier, unless stated otherwise.
Armor Training (Ex): All Gray Maidens were drilled in the use of their armor, and as a masked maiden continues to lapse in and out of indoctrination, that training emerges slowly from her subconscious. At 3rd level, a masked maiden gains the fighter’s armor training class feature, and at 19th level she gains armor mastery. She treats her vigilante level as her fighter level for the purposes of both.
This replaces the vigilante’s social talents gained at 3rd, 7th, 11th, 15th, and 19th levels.
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Unshakable (Ex): Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.
Startling Appearance (Ex): At 5th level, a vigilante learns to use the element of surprise to his advantage, startling foes that are unaware of his presence. Whenever a vigilante with this ability attempts an attack against a foe that is completely unaware of the vigilante’s presence (usually due to Stealth or invisibility), the foe is treated as flat-footed for the rest of the vigilante’s turn (uncanny dodge or a similar ability prevents this effect unless the vigilante is at least 4 levels higher than the foe with uncanny dodge). The foe also takes a –4 penalty on attacks made against the vigilante until the start of the vigilante’s next turn.

Social Talents:

Level 1 - Safe House (Ex): The vigilante can establish a safe house in his area of renown, and he can change it every time he changes his area of renown. If he doesn’t have the renown talent, he can still select this talent and place the safe house in a single location to which he has access, but he can never move the safe house from its initial location until he gains the renown talent. This safe house must be an area no larger in volume than a cube that is a number of feet per side equal to 10 feet per vigilante level. The safe house can be arranged any way he likes and it can be part of a larger building, like a secret room or an underground cave. Objects within this safe house can’t be located by any effect that is less powerful than a discern location spell. At 7th level, this protection from being located also applies to creatures in the safe house. At 13th level, the entire area is protected from scrying effects (though not mundane snooping) like a mage’s private sanctum.
Level 5 - Conflicted Identity (Ex): The vigilante’s mind is in a constant state of turmoil, which makes him even more ethically and morally fluid than other vigilantes. When targeted by a harmful spell or effect that would affect the vigilante in his current identity but not his other identity (or when he would suffer a lesser effect in his other identity), he has a 50% chance of being affected as though he were in his other identity. This chance is rolled when the spell or effect is cast or triggered and before any spell resistance roll, if applicable. For example, if a vigilante has a lawful-neutral social identity and a neutral vigilante identity, he has a 50% chance of taking only half damage from a chaos hammer spell while in his social identity, since he would always take only half damage from a chaos hammer spell when in his vigilante identity.

Vigilante Talents:

Level 2 - Another Day (Ex, Su): When the vigilante is dropped unconscious due to hit point damage, he automatically stabilizes, but he can also appear to be dead, unless an examining creature succeeds at a Heal check (DC = 20 + the vigilante’s class level) or, if using magic such as deathwatch, a caster level check with the same DC (the ability to affect spells is supernatural; the rest of the ability is extraordinary). The vigilante counts as having received aid and automatically succeeds at the Constitution check to become conscious after 1 hour (unless he has actually died in the meantime).
Level 4 - Signature Weapon (Ex): The vigilante must select one type of weapon (longsword) when he gains this talent. He gains Weapon Focus as a bonus feat for his selected weapon type. If he already has the Weapon Focus feat with the selected weapon, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Focus in the selected weapon. At 8th level, he also gains Weapon Specialization as a bonus feat for his selected weapon. He doesn’t have to meet any of the prerequisites for these feats. Only an avenger vigilante can select this talent.

Racial Traits:

+2 CON, +2 WIS: Lawbringers are champions of justice and of doling out punishment to the wicked, and often believe chaos is the cause of all mortal suffering.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Lawbringers have a +2 racial bonus on Intimidate and Sense Motive checks.
Spell-Like Ability: Lawbringers gain continual flame as a spell-like ability (caster level equal to the aasimar's class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.


So.... how long until recruitment actually closes/we find out who's playing?


The Emerald Duke wrote:
GM Wolf wrote:
The Emerald Duke wrote:

So I am working on a Grey Maiden vigilante (scarred maiden arch). Initial concept is her social persona and her maiden persona are separate entities (the maiden knows what the social knows, but the social at best thinks the maiden side is a series of nightmares).

Not sure if you want the events of Curse as having taken place yet or not... if not let me know and I can roll with it in her backstory.

You are going to need to expand on what you mean. 'events of Curse'

The archetype I am working on can be found here, but the TL;DR of it is that these women were first introduced during the events in the campaign Curse of the Crimson Throne.

** spoiler omitted **...

So, the question becomes do you want the events of the CotCT campaign to have happened or not.

I would say the events of the CotCT have happened.


Dαedαlus wrote:
So.... how long until recruitment actually closes/we find out who's playing?

Recruitment I think is done... we have those who have created characters and we will go with them. Make sure to check in the discussion thread. A lot of people did rolls but not many created characters... should someone come late to the game you will be on standby... please check in so we know you are ready should a spot open up.


GM Wolf wrote:
The Emerald Duke wrote:

The archetype I am working on can be found here, but the TL;DR of it is that these women were first introduced during the events in the campaign Curse of the Crimson Throne.

** spoiler omitted **...

So, the question becomes do you want the events of the CotCT campaign to have happened or not.

I would say the events of the CotCT have happened.

That is probably easier, all told. Will run with that and get the backstory/equipment list/any bonuses from backstory length finalized and posted.


Ah Wolf you should have let me know. I love your games. I'm in 3 of them :) So if I build something it will be on standby right? I think I will as players always seem to go :).


Alright I think I have an concept in mind. Lets see what we get.

5d6 ⇒ (1, 2, 4, 6, 2) = 15 14
5d6 ⇒ (3, 6, 1, 5, 3) = 18 17
5d6 ⇒ (3, 1, 5, 3, 2) = 14 13
5d6 ⇒ (6, 4, 3, 6, 5) = 24 21
5d6 ⇒ (1, 3, 5, 5, 4) = 18 17
5d6 ⇒ (2, 6, 5, 6, 6) = 25 23

So it seemed Half Celestial template was a wish? So if we want a templates they are our wish is that correct? Thanks.

Grand Lodge

Fizlethorpe:
Svirneblin HUnter(Patient Ambusher)
Small Humaniod(Gnome) N
Initiative: +5 Perception:+14(+16 traps.+17 stonework traps)
Defense:
AC:21(10+6+5[dex]) Touch:15 Flat-Footed:16
HP:8{1d6+2]
Fort:+6 Reflex:+ 11Will:+7
Speed:20ft
Melee:+4
Cestus 1d3 19-20/x2 Bludgeoning
Light Pick +4 1d3 x4 Piercing
Light Hammer +4 1d3 x2 20ft Bludgeoning
Hand Axe +4 1d4 x3 Slashing
Dagger:(2gp)+4 1d3 19-20/x2 10ft Piercing
Ranged:+9
+1 Heavy Crossbow of Endless Ammunition(10350gp) +10 1d8+1 19-20/x2 120ft Piercing
Quarrel (1gp) 10 bolts
Str:11 Dex:20 Con:10 Int:19Wis:18Cha:11
BAB:+4
CMB:+2
CMD:17
Feats:Rapid Reload(Heavy Xbow),Point Blank Shot,Rapid Shot,Precise Shot*,Crossbow Mastery*
Traits:
Armor Master:Reduces Armor Check Penalty by1
Animal Friend:You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.
Fatal Trapper:You gain a +1 trait bonus on Craft (traps) checks, as well as a +1 trait bonus on Disable Device checks to disable traps.

Skills:(6+4(Int)) Background:10
Acrobatics:+10
Climb +6
Handle Animal +11
Heal +12
Perception+14(+16 traps,[+18 stonework])
Disable Device:+13(+16 traps,)
Spellcraft:+12
Survival:+12(+14 track)
Stealth:+19(+21 Underground)
Swim:+6
Knowledge[Nature]:+8
Knowledge[Geography]:+8
Knowledge[Dungeoneering]:+8

Background:10
Craft[Alchemy]:+11
Knowledge[Engineering]:+6
Craft[Weapons]+9
Linguistics:+6
Profession[miner]:+8
Profession[cook]+8

Languages:Gnome,Undercommon,Common,Draconic,Elven,Aklo,Terran,Dwarf,Gaint

Abilities:
Svirfneblin:-2 Strength, +2 Dexterity ,+2 Wisdom,-4 Charisma

Type:Svirfneblin are humanoids with the gnome subtype.
Size: Svirfneblin are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Speed: Svirfneblin have a base speed of 20 feet.
Languages: Svirfneblin begin play speaking Gnome and Undercommon. Those with high Intelligence scores can choose from the following: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Terran. See the Linguistics skill page for more information about these languages.
Defensive Training: Svirfneblin gain a +2 dodge bonus to Armor Class.
Fortunate: Svirfneblin gain a +2 racial bonus on all saving throws.
Spell Resistance: 16 Svirfneblin have spell resistance (SR) equal to 11 + their class levels.
Skills: Svirfneblin gain a +2 racial bonus on Stealth checks; this improves to a +4 bonus underground. They gain a +2 racial bonus on Craft (alchemy) checks and Perception checks
Stonecunning:gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Svirfneblin Magic: Svirfneblin add +1 to the DC of any illusion spells they cast. Svirfneblin also gain the following spell-like abilities: Constant—nondetection; 1/day—blindness/deafness (DC 12 + Charismamodifier), blur, disguise self; caster level equals the svirfneblin’s class levels.
Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and dwarf subtypes due to training against these hated foes.
Darkvision: Svirfneblin can see perfectly in the dark up to 120 feet.
Low-Light Vision: In addition to their ability to see perfectly in the dark up to 60 ft, svirfneblin have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Hunter:
Weapon and Armor:
A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Spellcasting:A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell. The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell’s level + the hunter’s Wisdom modifier.
A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.
Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score.
Unlike druids and rangers, a hunter’s selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table: Hunter Spells Known are fixed.
In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.
At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature’s ally spells.
Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Orisions:
Hunters learn a number of orisons, or 0-level spells, as noted on Table: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Chaotic, Evil, Good, and Lawful Spells: A hunter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Primeval Companion:The totem-bonded adopts a powerful animal native to the region-often one suited to the cold tundra-selected from the following list: aurochs, badgerB2, bear, big cat, elkB3, giant ravenB6, mastodon, rhinoceros, walrusB4, wolf, or any creature categorized as megafauna. At the GM’s discretion, she can select other animal companions.
In addition, a 7th-level totem-bonded’s animal companion can grow further. If the animal companion’s natural size is Large but it is normally available as a Mediumanimal companion at 7th level (such as a bear), the totem-bonded can have the companion increase in size. To generate statistics for such a creature, apply the following modifications: Size Large; AC +1 natural armor; Ability Scores Str +4, Dex -2, Con +2. Increase the damage of each of the companion’s natural attacks by one die size.
This ability alters animal companion.
Shared Strength:5 minutes
At 1st level, the connection the totem-bonded has with her animal companion allows them to draw upon one another’s strength. The totem-bonded can activate this ability as a swift action, and she can use it for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The effect ends immediately if the animal companion is ever more than 100 feet away from the totem-bonded.
While the shared strength ability is active, the totem-bonded manifests one aspect of her animal companion drawn from the following list: low-light vision, scent, +1 bonus to natural armor, +10-foot bonus to speed, climb speed 30 feet, swim speed 40 feet, 2 claws (1d4), bite (1d6), gore (1d6), or slam (1d6); the natural attacks are all primary attacks, and the listed damage is for a Medium creature. The totem-bonded can select only a movement speed or natural attack that her animal companion also has, and an aspect cannot cause her speed or size to exceed that of her animal companion with this ability. At 8th level, the totem-bonded manifests two aspects of her animal companion, and she adds the following to her list of available aspects: +20-foot bonus to speed, fly speed 50 feet (average), increased size (as enlarge person), and powerful charge (doubles the damage dice dealt by the granted gore or slam attack). At 15th level, the damage dealt by any natural attacks granted by this ability increases by two die steps.
A totem-bonded’s animal companion also benefits from the shared strength ability, and while it is active, the animal understands the totem-bonded’s known languages and can be pushed to perform an unfamiliar trick as a free action. At 8th level, the animal companion gains a +1 bonus on saving throws and a +2 bonus on checks with each skill in which it has at least 1 rank. At 15th level, the animal companion’s bonuses on saving throws and skill checks increase to +2 and +4 respectively.
This ability replaces the hunter’s animal focus class feature.
Trapfinding:+2
A patient ambusher adds half her hunter level (minimum +1) on Perception checks to locate traps and on Disable Device skill checks. A patient ambusher can use Disable Device to disarm magic traps.
This replaces nature training and wild empathy.
Precise Companion: Precise Shot*
At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.
Track:+2
At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.
Trap:5/day
At 3rd level, a patient ambusher learns how to create a snare trap. The patient ambusher can use this and other learned traps a total number of times per day equal to half her hunter level + her Wisdom modifier. This snare trap otherwise functions the same as the ranger snare trap.
This replaces the hunter tactics class feature.
Additional Traps:
At 3rd level and every 3 hunter levels thereafter, a patient ambusher can learn a new type of trap, selected from the list of ranger traps. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The patient ambusher cannot learn an individual trap more than once.
This replaces teamwork feats.
Improved Empathic Link:
At 4th level, the hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion’s eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.
Woodland Stride:
At 5th level, a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.

Spells per Day:
1-6
2-3
3-
4-
5-
6-

Spells Known:
0-6
1-4
2-3
3-
4-
5-
6-

Equipment:
Cooking kit:(3gp)This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.

Deluxe Dungeoneering:(130gp)A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.

Climbers Kit:(80gp)These crampons, pitons, ropes, and other tools give you a +2 circumstance bonus on Climb checks.

Gear Maintenace:(5gp)This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.

Grooming Kit:(1gp)This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.

Pathfinders’ Kit:(12gp)This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures

Honey: 5th level Badger

Have a few things left to add and you know making the Badger but all in all he is done


Ashe wrote:

Alright I think I have an concept in mind. Lets see what we get.

5d6 14
5d6 17
5d6 13
5d6 21
5d6 17
5d6 23

So it seemed Half Celestial template was a wish? So if we want a templates they are our wish is that correct? Thanks.

Yes...


Is there still room at all? Would love to play, and I've started on my backstory, but life has been a little busy, and haven't gotten a chance to finish. However, next few days should be quiet(assuming we don't get hit by, or lose power to the nor'easter heading for us this weekend).


1 person marked this as a favorite.

You never know... someone might drop or we might not even have the whole 8 to 10 players I had originally envisioned. If you don't create it then you won't have the chance to play.

If you know my campaigns especially the zany ones, all are welcome!


How was HP done was it Max? Thanks.


Roll for HP, reroll 1's. Max at first level.


Thank you.

HP: 4d10 ⇒ (10, 9, 1, 1) = 21

HP reroll: 2d10 ⇒ (10, 6) = 16


Oh, rerolling 1s? Okay then...

HP reroll: 1d6 ⇒ 4


Quote:
9 - gain a super power, 10 - gain another 'Special' from another class.

What are these? Also let's laugh at my terrible stats because when I roll it's bad.

5d6 - 2 ⇒ (4, 4, 5, 2, 5) - 2 = 18
5d6 - 1 ⇒ (4, 1, 3, 1, 3) - 1 = 11
5d6 - 1 ⇒ (1, 4, 1, 6, 4) - 1 = 15
5d6 - 2 ⇒ (6, 4, 2, 6, 5) - 2 = 21
5d6 - 1 ⇒ (2, 1, 4, 5, 4) - 1 = 15
5d6 - 1 ⇒ (1, 4, 1, 4, 1) - 1 = 10

...behold my magic.


A 'super power' is your license to run wild- I can shapeshift, one of our paladins can make all his attacks Holy for a while, a couple people used it to get an extra-good template (Prana ghost or Animal Lord), another character uses it to change size at will, and so on.

A Class Special is a single class feature obtained at 5th level or lower. So, something like Bloodline, Arcane School, or Divine Grace, but not something like Spellcasting, and in any case it won't scale with your character.

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