A Bunch of Riftwardens (Inactive)

Game Master leinathan

Members of an interplanar scholarly cabal seek to stop a smuggling ring distributing Blackfire, a substance which can tear holes in reality itself.


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What? Half-Elf Storyteller 1 / Etymology Nerd 1 / Vagabond 1

Hello! While I don't plan to actually begin the adventure until after the Siege of Drezen, it seems that it's high time we get a concrete place to discuss ideas, audit things, etc. etc. So here it is! There'll be a Gameplay thread to dot so it'll show up in your campaigns tab and all.

During this adventure, you will be playing Riftwardens. The Riftwardens are a guild of arcane scholars that seek to reverse entropy and close interplanar gateways. Their greatest rivals are the Blackfire Adepts, an anarchist guild of summoners who use antimatter to rip holes in reality. In this upcoming adventure, your characters will respond to a summons. On the Plane of Fire, there is an ongoing conflict between djinni terrorists and the efreeti nobility who reside in the City of Brass. However, the Riftwarden library in the city has taken note that the djinni fighters have begun to use Blackfire in their attacks. The steward there has taken to assuming that someone in the city is selling them Blackfire, and asked Riftwarden leadership to send someone to investigate.

The adventure will take place over multiple planes and will primarily feature traveling, investigation, and combat, with some optional diplomacy and infiltration.

In the interest of keeping character creation in parity with Kiora's, I am adopting the same character-creation rules as her. All Paizo material welcome, in addition to 3pp material from Legendary Games, Kobold Press, Dreamscarred Press, Green Ronin Publishing, and Rogue Genius Games.

Roll 4d6 six times for stats, choose two traits, you must be non-evil, etc. etc. However, as these characters are not quite the mythic main heroes of a war, we will use PFS standard for hit points.

We will begin (and end) at 10th level. You will begin with 31,000 gold, plus the ABP of a 10th-level character. You may substitute class levels for up to 10 CR worth of any non-evil creature of the aberration, fey, humanoid, monstrous humanoid, magical beast, or outsider type.

If you are looking to use this character as a potential back-up for our Wrath campaign and the mythic ascension is an issue for you, we can talk about it! I have a couple of general ideas already.


WRONG ALIAS

Stats!: 4d6 ⇒ (5, 3, 2, 2) = 12 10
Stats!: 4d6 ⇒ (1, 1, 3, 5) = 10 9 (-1 pt)
Stats!: 4d6 ⇒ (1, 1, 2, 1) = 5 4 (-10 pt)
Stats!: 4d6 ⇒ (4, 1, 5, 4) = 14 13 (3 pt)
Stats!: 4d6 ⇒ (2, 6, 5, 2) = 15 13 (3 pt)
Stats!: 4d6 ⇒ (5, 4, 3, 3) = 15 12 (2 pt)
This is a -3 point buy!

Stats!: 4d6 ⇒ (4, 3, 4, 6) = 17 14 (5 pt)
Stats!: 4d6 ⇒ (2, 5, 5, 1) = 13 12 (2 pt)
Stats!: 4d6 ⇒ (4, 1, 6, 5) = 16 15 (7 pt)
Stats!: 4d6 ⇒ (1, 1, 6, 4) = 12 11 (1 pt)
Stats!: 4d6 ⇒ (6, 3, 1, 1) = 11 10 (0 pt)
Stats!: 4d6 ⇒ (4, 1, 6, 4) = 15 14 (5 pt)
This is a 20 point buy


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

Stats: 4d6 ⇒ (1, 4, 4, 3) = 12 11 (1 point)
Stats: 4d6 ⇒ (6, 4, 4, 4) = 18 14 (5 points)
Stats: 4d6 ⇒ (2, 4, 5, 4) = 15 13 (3 points)
Stats: 4d6 ⇒ (5, 5, 3, 5) = 18 15 (7 points)
Stats: 4d6 ⇒ (5, 6, 1, 1) = 13 12 (2 points)
Stats: 4d6 ⇒ (6, 2, 3, 5) = 16 14 (5 points)

So that's 23 point buy. I can make that work, especially with 10 class levels. Definitely going with a naiad still, but still not sure just what class I want to do. Something Charisma based most likely.


What? Half-Elf Storyteller 1 / Etymology Nerd 1 / Vagabond 1

Kiora has made a statement on the ability scores of monster races.

If you want to play a monster race, you take that monster's base ability scores and apply +4 to two, +2 to two, and -2 to one. Your choice. You do not have to roll.

As for other discrepancies - bonus ability scores from 4th and 8th level determined by level, not by HD. ABP determined by level. Feats and skills are determined by HD.


4d6 ⇒ (4, 3, 3, 4) = 14 11
4d6 ⇒ (6, 2, 6, 2) = 16 14
4d6 ⇒ (3, 1, 3, 4) = 11 10
4d6 ⇒ (6, 1, 4, 3) = 14 13
4d6 ⇒ (6, 5, 3, 2) = 16 14
4d6 ⇒ (6, 4, 2, 6) = 18 16
Seems decent!


4d6 ⇒ (5, 5, 1, 4) = 15 14
4d6 ⇒ (5, 4, 2, 5) = 16 14
4d6 ⇒ (4, 4, 1, 2) = 11 10
4d6 ⇒ (4, 5, 6, 1) = 16 15
4d6 ⇒ (1, 5, 5, 2) = 13 12
4d6 ⇒ (2, 4, 4, 4) = 14 12

21 point buy. I'm not sure what class to go with just yet, but the plot hook has more or less cemented the djinni in my head. That would give me five class levels to play around with.

Seeing leinathan's post as I'm typing this...
Oh. Well, I'll hold onto those rolls just in case, but the djinni's base stats would be outright better with those mods, so I'll use those. :P


;)

It's not just 'you don't have to roll', it's that you 'don't get to roll' if you're a monster.

4d6 - 4 ⇒ (4, 6, 5, 6) - 4 = 17
4d6 - 2 ⇒ (3, 4, 2, 5) - 2 = 12
4d6 - 5 ⇒ (5, 5, 5, 5) - 5 = 15
4d6 - 3 ⇒ (5, 4, 3, 5) - 3 = 14
4d6 - 1 ⇒ (1, 2, 3, 3) - 1 = 8
4d6 - 2 ⇒ (4, 6, 5, 2) - 2 = 15

32 point buy OP. I'll wait about picking what I want to play since I have so much flexibility. It'll take a bit to build afterwards, though.


Yes. I’m more saying that if I end up not wanting to play a djinni, then I have stats to use. :P


Male Human Gamer 3/DM 3

So what kind of class ideas are people thinking of at this point?


Male Human Gamer 3/DM 3

I probably should have mentioned my plans too. I'm looking at a straight up bard as a possibility, probably more buffing and enchantment focused than illusion though. Could also work with a mesmerist too, but I love bards so... I was also playing around with a weird cavalier build.


;)

I'm looking at the following:

Sorcerer/Arcanist with dualblooded Celestial/Abyssal; the character functions as a conjurer with inherently tanky minions (DR 1/2 level Good AND Evil) (Archmage role if mythic were involved) - The daughter of two previous riftwardens.

Radiant Synthesist Unchained Summoner (inherently tanky character that has a high health pool and gains extra traction from being healed) (Guardian role if mythic were involved) - Somehow wound up on a major positive energy plane as a child and bound with a curious outsider which protected her against the experience.

Alternatively, something monstrous to get a significant bump in stats, even compared to that point buy. If the group needs a support because you go Cavalier build, I could likely go with an Agathion of some kind (Reptial and Vulpinal seem interesting)


Honestly, I am having trouble. Lately, I have been feeling like playing a character who gains powers all of a suddent... kindof someone who's not made to be an adventurer. But with this game it sounds pretty difficult.

I have been thinking investigator... always wishes to make one. Maybe mesmerist.

Race wise, nymph would be really cool (though right now my female/male character ratio is dangerously tilted toward female... so trying to fix that), a faerie dragon (if allowed), a dweomer cat (didn't know they were that awesome), or a couatl. These are my favorite monsters, so I think they would be cool to play... but, I have no background/personality ideas, so... yeah. Still don't know.


What? Half-Elf Storyteller 1 / Etymology Nerd 1 / Vagabond 1

If you want, and you're really having trouble... you could randomly generate some aspects of your character to lower the number of choices you have to make. That way, you're faced with, "oh, my character is x years and y gender and has to be a planar scholar and oh also i rolled z class... what would work with that combination?"


That could actually be a great idea. I will think on it.


Stat Rolls

4d6 ⇒ (1, 4, 5, 5) = 15 14
4d6 ⇒ (4, 4, 4, 3) = 15 12
4d6 ⇒ (1, 6, 3, 2) = 1211
4d6 ⇒ (6, 4, 6, 1) = 17 16
4d6 ⇒ (3, 2, 5, 3) = 13 11
4d6 ⇒ (6, 6, 1, 6) = 19 18

Damn, this is a 36 point buy. GM dice gooooo.

I'm making a dwarven ex-druid/medium (planar extremist) riftwarden, who was going to be an NPC I had up my sleeve for a side-quest for Book 5, but I guess you guys get to meet a lower level version of him here. He runs around with a hippo eidolon and he has a cohort fighter/medium/ranger that will be crafted using the standard template for his stats.

...Hopefully he doesn't die :p


Here's a rough draft. I'll futz with it some more as we get closer to launching this, and I might make them both VMC medium rather than 1 level medium dip (gonna have to compare the benefits vs the feat loss), and I think I want Urdman to have some skill ranks in heal for flavor reasons. I will type up some fluff and tactics and make an avatar later, but I wanted Connor to see what I'm working with so that I can address concerns early.

The basic concept is that Urdman was originally the druid of a dwarven clan. They used to live underground in a rural region of the Five Kings Mountains, and his job was to help with day-to-day survival, growing crops, hunting for food, etc. Some of his clansmen were approached by a recruiter for the Crusades during the First Crusade, and many persons of his clan wished to go, and so he followed. Though Urdman himself never formally joined the crusades, he and the many of the able-bodied dwarves of his clan moved to Drezen where they worked in a slate quarry a little outside of the city reaches. They mined stone and helped move it to Drezen to build the structures there.

When Drezen fell, a small rift opened inside of their mine, and vomited out hordes of insectoid demons. Though they fought bravely, his whole clan was wiped out. Desperate to save his clan, Urdman attempted to seal the rift inside the mine, but failed, and was tainted by the demonic energies. Unconscious and near death, he would have passed with the rest of his clan except his best friend Garvyn saved him, but when he got him back to safety he was unable to wake him. He was in a coma. Garvyn tried every healer he could find to try and awaken his friend, but all failed.... until his case caught the attention of the Riftwardens stationed in Kenabres.

The Kenabres Riftwardens were able to reverse the Abyssal taint on his soul enough to awaken him, but he awoke changed. He had lost his connection to nature, and all of his druidic powers, but he gained strange, new powers in return. Additionally, he carries around the Crusader's Crosses of his clansmen who died. He reflects on them everyday, calling out to them for guidance, and can even channel their spirits for strength and wisdom.

Since then, Urdman has pledged himself to the Riftwardens, and works both to repay his life-debt to them and to help fight the encroachment of the Worldwound, however he can.

Technically, Planar Extremists have to be CE to be abyssal-themed, but my thought is that he -did- become CE for a time, but the Riftwardens were able to reverse the taint enough to move him back to CN.

Crunch-wise, Urdman has modest damage potential but he mostly would help the party via utility casting from the druid spell-list. Combining himself, his eidolon, and his cohort together yields a group capable of doing some pretty good damage.

Urdman Waltham, Planar Extremist/Relic Channeler:

Urdman Waltham
Male dwarf druid (planar extremist) 9/medium (relic channeler) 1 (Pathfinder Player Companion: Antihero's Handbook 13, Pathfinder RPG Occult Adventures 30, 93)
CN Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +19 (+21 to notice unusual stonework)
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 18 (+5 armor, +2 deflection, +2 Dex, +1 natural)
hp 149 (10d8+69)
Fort +16, Ref +8, Will +16; +2 vs. poison, spells, and spell-like abilities, +2 against the spell-like and supernatural abilities of creatures whose alignment is Lawful Good, +3 trait bonus vs. disease when fighting with or within 100-ft. of a demon
Defensive Abilities defensive training; Immune poison
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 cold iron battleaxe +14/+9 (1d8+8/×3) or
. . dagger +11/+6 (1d4+6/19-20)
Special Attacks hatred, spirit (Champion, 1 influence)
Medium (Relic Channeler) Spells Known (CL 1st; concentration +0)
Druid (Planar Extremist) Spells Prepared (CL 9th; concentration +15)
. . 5th—stoneskin
. . 4th—strong jaw[APG] (DC 20), thorn body[APG]
. . 3rd—mass feather step[APG], greater magic fang, neutralize poison
. . 2nd—barkskin (3), lesser restoration (2)
. . 1st—endure elements (2), faerie fire, longstrider (2)
. . 0 (at will)—create water, mending, purify food and drink (DC 16)
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Statistics
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Str 14, Dex 14, Con 20, Int 11, Wis 22, Cha 9
Base Atk +7.5; CMB +11; CMD 23 (27 vs. bull rush, 27 vs. trip)
Feats Leadership, Spirit Focus (champion)[OA], Toughness, Vital Strike, Weapon Focus (battleaxe)
Traits demonblight resistance, wasteland vagrant (Abyssal)
Skills Acrobatics +2 (-2 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +4, Handle Animal +12, Knowledge (nature) +13, Knowledge (planes) +13 (+15 for the Plane of Air, +15 for the Plane of Earth, +15 for the Plane of Fire, +15 for the Plane of Water), Linguistics +5, Perception +19 (+21 to notice unusual stonework), Profession (farmer) +17, Survival +19 (+21 on the Plane of Air, +21 on the Plane of Earth, +21 on the Plane of Fire, +21 on the Plane of Water, +21 in Abyssal wastelands), Swim +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Abyssal, Common, Druidic, Dwarven, Terran
SQ champion's prowess (aklys), eidolon (unchained), planar aspect, planar bond (planar companion), powerful bond, relics (6), resist the opposite, spirit bonus (+1 on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves), spirit surge 1d6, spontaneous casting
Combat Gear oil of align weapon (good only), scroll of comprehend languages (3), scroll of magic circle against evil, scroll of planar adaptation (2), scroll of plane shift, silversheen, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of strong jaw (11 charges), holy water (2), weapon blanch (cold iron)[APG] (2); Other Gear mwk darkleaf cloth hide shirt, cold iron battleaxe, dagger, handy haversack, belt pouch, blanket[APG], celestial censer[ARG], diamond dust (worth 1,000 gp), feed (per day) (5), flint and steel, holly and mistletoe, incense (arg)[ARG] (10), mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, relic of the champion (crusader's cross), 252 gp
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Special Abilities
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Champion's Prowess (Aklys, Aklys) (Su) Gain proficiencies in martial weapons and one exotic weapon.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Eidolon (Unchained) Can summon a powerful aspect of an outsider.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Immunity to Poison You are immune to poison.
Leadership (score 9) You attract loyal companions and devoted followers.
Planar Aspect (9 minutes, 2/day) (Su) At 4th level, as a standard action, a planar extremist can gain the benefits of the bloodrager bloodline associated with her alignment (choosing from Abyssal, Celestial, or Infernal), as if she were a bloodrager of her druid level. She can gain these
Planar Companion A planar extremist forms a bond with a manifestation of the Outer Plane with which she is aligned.

Form a close bond with an outsider from an Outer Plane. The abilities of this outsider companion are determined using the rules for eidolons for the
Powerful Bond (Su) Enhance benefits of spirit powers and alertness when under influence penalty.
Relics (Su) Require relic to channel spirit, and power/taboo always take same form with each spirit.
Resist the Opposite (Ex) +2 to saves vs spell-like and supernatural abilities of Lawful Good creatures.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +1 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Champion) Your spirit bonus from selected legend increases by 1.
Spirit Surge 1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Spontaneous Casting The Druid can convert stored spells into Summon Monster spells.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Vital Strike Standard action: x2 weapon damage dice.
--------------------
Urdman has spent 5,000 gp of his starting gold researching Planar Adaptation to add it to the druid spell list as a 5th level spell.

He rolls around with his corrupted demonic animal companion. Right now he is a hippo, but I'm gonna see if I can find some cool under-dark monster to make him instead....but I also might just say he's some kind of awesome UNDER-HIPPO. ...In any case, animal companion died during the battle, but as a Planar Extremist he now summons his soul, which has also become abyssal-tainted (he is a demonic eidolon).

Urdman's Hippo-adon:

Bìdeadhy
Quadruped
CE Medium outsider (demon)
Init +3; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 20 (+1 deflection, +3 Dex, +1 enhancement, +8 natural)
hp 77 (7d10+7)
Fort +7, Ref +9, Will +4 (+4 morale bonus vs. enchantment spells and effects); +4 bonus vs. poison
Defensive Abilities evasion; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +13/+8 (1d6+8)
--------------------
Statistics
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Str 20, Dex 17, Con 13, Int 7, Wis 12, Cha 11
Base Atk +7; CMB +12; CMD 26
Feats Diehard, Endurance, Power Attack, Vital Strike
Skills Acrobatics +3 (+7 to jump), Intimidate +10, Perception +11, Stealth +13, Swim +15
Languages Common
SQ demon save bonus, devotion
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Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Demon Save Bonus +4 to save vs. poison.
Devotion +4 (Ex) +4 morale bonus vs. enchantment effects.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Immunity to Poison You are immune to poison.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Vital Strike Standard action: x2 weapon damage dice.

Garvyn is Urdman's best friend. Unlike Urdman, he is a crusader himself, but since the fall of Drezen he has devoted his time to following Urdman around in service to the Riftwardens. He's a lot more likeable than Urdman.

Garvyn Enatai, fighter/blightwarden/relic channeler:

Garvyn Enatai
Dwarf fighter 4/medium (relic channeler) 1/ranger (blightwarden) 3 (Pathfinder Player Companion: People of the Wastes 17, Pathfinder RPG Occult Adventures 30, 93)
NG Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +13 (+15 to notice unusual stonework)
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 22 (+10 armor, +1 deflection, +1 Dex, +1 natural)
hp 114 (8 HD; 1d8+7d10+36)
Fort +12, Ref +8, Will +9 (+1 vs. fear); +2 vs. poison, spells, and spell-like abilities, +2 vs. curses, diseases, mind-affecting effects, poisons, and transmutation
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +13/+8 (1d4+8/19-20) or
. . evil outsider-bane cold iron greatsword +13/+8 (2d6+10/19-20 plus 2d6 vs. evil outsider)
Special Attacks combat style (two-handed weapon[APG]), favored enemy (blighted +2), hatred, spirit (Champion, 1 influence)
Medium (Relic Channeler) Spells Known (CL 1st; concentration -1)
--------------------
Statistics
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Str 19, Dex 12, Con 16, Int 10, Wis 17, Cha 6
Base Atk +7.75; CMB +13; CMD 23 (27 vs. bull rush, 27 vs. trip)
Feats Cleave, Combat Reflexes, Combat Stamina, Furious Focus[APG], Improved Initiative, Power Attack, Spirit Focus (champion)[OA], Toughness, Vital Strike
Skills Acrobatics -3 (-7 to jump), Appraise +8 (+10 to assess nonmagical metals or gemstones), Climb +2, Knowledge (geography) +11, Knowledge (nature) +8, Knowledge (planes) +8, Perception +13 (+15 to notice unusual stonework), Stealth +6, Survival +13, Swim +2; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ armor training 1, champion's prowess, cleave, combat reflexes, emulate taint, favored terrain (blighted +2), furious focus, improved initiative, power attack, powerful bond, relics (6), resist corruption, spirit bonus (+1 on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves), spirit surge 1d6, track +1, vital strike, wild empathy +3
Combat Gear wand of bull's strength; Other Gear mwk full plate, dagger, evil outsider-bane cold iron greatsword, relic of the champion (crusader's cross), spell component pouch, trail rations (5), 19 gp, 5 sp
--------------------
Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Blightwalker +2 (Ex) +2 to rolls when in blighted terrain.
Champion's Prowess (-Choose-) (Su) Gain proficiencies in martial weapons and one exotic weapon.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleave [Combat Trick] 4 stamina points to negate AC penalty from Cleave or Great Cleave.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Emulate Taint (3 minutes, 1/day) (Ex, Sp, Su) Stnd act, use an ability of a blighted creature for up to 1 minute/level.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Furious Focus [Combat Trick] 5 stamina points to reduce penalty from Power Attack by 1 for each successful two-handed attack.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Initiative [Combat Trick] 10 stamina points to use 20 as the rolled result.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Powerful Bond (Su) Enhance benefits of spirit powers and alertness when under influence penalty.
Relics (Su) Require relic to channel spirit, and power/taboo always take same form with each spirit.
Resist Corruption +2 saves vs. curses, diseases, mind-affecting effects, poisons, and transmutation.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +1 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Champion) Your spirit bonus from selected legend increases by 1.
Spirit Surge 1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to Survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.
Vital Strike [Combat Trick] 2 stamina points to reroll up to two damage dice of a Vital Strike attack.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.


What? Half-Elf Storyteller 1 / Etymology Nerd 1 / Vagabond 1

Cool idea, Kiora! Weird build, good reason for being in the Riftwardens, and plenty of time for those two dwarves to have tooked around doing Riftwarden things.

It was my impression that the planar extremist eidolon is an outsider that matches their alignment, so shouldn't it be a demon? Any particular reason that it looks like a hippo?

Also: I plan to set deadlines regarding characters when I return to China, in ~5 days or so. We will get started as soon as everyone is finished after.


WotR Global Buffs/Debuffs: ----

The idea was it used to be a regular hippo (his druid animal companion, which he lost when he became an ex-druid). But it died when his whole clan got wiped out. Its animal soul got corrupted by exposure to the abyssal rift. At some point Urdman tried to re-summon his companion (using the ritual for re-summoning your dead companion) and when he did, he came back, but now he was a demon-hippo.

Which ironically is worse in every way than a real hippo mechanically, but, he looks pretty metal.


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

I think I might change my concept and build a fetchling instead. I'm having trouble coming up with a concept for a fey that doesn't feel either boring or like something I've done too often. I have an idea for a merchant/negotiator from Shadow Absalom that I want to play around with.


I am going to go with a sorcerer/druid who will aim for either hierophant or archmage mythic path if that were ever to occur.


WotR Global Buffs/Debuffs: ----

In the name of keeping the setting congruous, I want to discuss some things related to the Riftwardens and the Blackfire Adepts as they will be handled in WotR. Below I will outline what I have garnered in my notes about them, and highlight any gaps in information still outstanding:

Spoilers in case people don't want to know too much about them, but there won't be any real spoilers for WotR under the tag so no worries. I would consider the information below as sort of common knowledge for any Riftwarden or Blackfire Adept and may give some nice setting information to help you design your own Riftwarden.

Connor, you should PM me on Discord if you want to discuss anything spoilery in regards to the specific machinations of the Riftwardens or Blackfire Adepts as they relate to the WotR group.

Riftwardens:

Who are the Riftwardens? The Riftwardens are an organization as old as the Multiverse. Despite its great age, and their vast power, the Riftwardens are less a structured hierarchy, like the Crusades are, and more a network of planar scholars with a singular goal. That goal, is of course, the preservation of the Multiverse.

Planar scholars understand that the Material Plane is just one of an infinite number of planes, that are all inter-connected. There is a sense of order to these Planes, and whenever a creature breaches those planes, whether it is to summon a creature from another dimension, to travel, or to create Gates or Rifts, this can harm that Order that maintains the multiverse. These sorts of powers left unchecked can cause irreversible harm to the very fabric that constitutes reality.

Riftwardens of course do not wish to ban creatures from learning about, exploring, or utilizing the cosmic potential of other planes. Indeed, the majority of Riftwardens are scholars themselves, hungry for knowledge about the great Multiverse. Instead, they hope to learn, understand, and teach others how to responsibly navigate the planes, summon creatures and harness extra-planar power without causing undo harm.

As a metaphor, consider a person performing renovations on one's home. An average person can create small changes - replace doors or move appliances around - without causing harm. But it is of course possible to cause great changes. You can remove entire walls, or completely restructure a kitchen, completely change the electrical wiring or plumbing. But to do so requires knowledge, otherwise you could cause your entire house to collapse if you destroy the wrong load-bearing wall.

Similarly, Riftwardens wish to learn to work with the infinite planes, without destroying anything "load-bearing" in the process. In opposition to this concept are the Blackfire Adepts. For as long as there has been Riftwardens, there have been Blackfire Adepts. Similar to Riftwardens, Blackfire Adepts are a network of planar scholars, but they have a deep, almost spiritual belief that because it can be proven that the Multiverse tends towards Entropy, this is the only Truth worth adhering to. They willfully, and knowingly, damage the Multiverse, believing that by increasing the inherent entropy in the system, they are advancing the Multiverse towards its true state.

Unlike the Deskarans, who revel in the concept of causing an Apocalypse, and in the subsequent idea that they will rule over others in the post-apocalyptic ruins, Blackfire Adepts are nihilists. Blackfire Adepts refute the Riftwarden idea that existence is itself meaningful or worth protecting, and that people should be free to do as they wish with the powers the Planes grant them. They argue that the Multiverse will end eventually and there is no point in fighting it. It's a futile, naive notion that there is anything anyone can do about it, and by avoiding certain magical practices in the name of "preservation", Riftwardens are only denying themselves true power and true knowledge.

Ultimately, it is important to understand that the Riftwardens are not Good, not in the way Crusaders are. They are simply non-Evil. And the Blackfire Adepts are not Evil, not in the way demons and cultists are. They are simply non-Good. Both Riftwardens and Blackfire Adepts are interested in the same things - knowledge about the Multiverse, and how to use that knowledge to further their own goals. They simply have very different ideas about how to obtain that knowledge.

So, who leads the Rifwardens? The Riftwardens are formally lead by the Riftwarden Council. They meet once every Golarion decade or so on a private demi-plane created by one of their members. I have not formally determined who or what serves on the Riftwarden Council, but their members would be made up of immortal (or nigh-immortal, like dragons) beings, so Connor can have freedom in creating his own Council members if he wishes. There are twelve of them, and it is rumored amongst the Riftwardens, but unconfirmed, that in order to join the Council you must have at one point in your lifetime glimpsed the Akashic Record.

How does one join the Riftwardens? The Riftwardens are invitation only, one does not 'apply' to be one of their number. Riftwardens are scattered around the multiverse, where they blend in as scholars, aristocrats, or wandering sages. Occasionally Riftwardens meet others who they believe share the Riftwarden philosophy, and they induct them into the group. Others are simply the children of Riftwardens, or apprentices adopted by them. There are a few long-lived Riftwarden families in Golarion, passing down their secrets and knowledge from generation to the next.

There is no formal "ceremony" to join the Riftwardens, nor is there a formal roster of inductees. Indeed, for most mortals, simply knowing that the Riftwardens exist and their goals is a major benefit of being a Riftwarden. Remember that knowledge of the group is not wide-spread amongst even scholarly mortals on Golarion, and that Riftwardens largely operate in secrecy. Generally, though, Riftwardens have a Sponsor, the person who inducted them into the group, and whom is their initial contact. Their Sponsor then takes the time to introduce the new Riftwarden to some of their own contacts. Once (or, If) the new Riftwarden impresses these contacts they may be introduced to even more contacts. It is through this sort of step-wise networking that Riftwardens ultimately come to know of the more powerful members of their organization.

What do Riftwardens do? Riftwardens mostly operate in isolation. Some Riftwardens operate utterly alone, using their Riftwarden contacts to gain knowledge or leads. Others seek older Riftwardens and pursue short-term apprenticeships with them. Other Riftwardens form small "branches" which may have a more formalized membership process or leader in a geographical area. In general, Riftwardens devote their time to learning about the multiverse, seeking out Blackfire Adepts and stopping their plans or stopping other threats to the fabric of the multiverse. Unlike Pathfinders, who receive assignments through a structured system of guilds and leaders, Riftwardens are self-motivated to seek their own goals. If they find a problem that they cannot solve alone, they seek out their Riftwarden contacts for help or for information.

In addition to the Riftwardens themselves, Riftwardens form allegiances with other groups with similar goals and interests. An importance ally of the Riftwardens are the Concordance of Elements, a Pathfinder Society group focused on the integrity of the Elemental Planes. Indeed, some Riftwardens are themselves are also Pathfinders of the Concordance of Elements.

How are the Riftwardens involved at the Worldwound? The Worldwound Rift is a problem that has caught the attention of even the high members of the Riftwarden Council. Deskari's Abyssal Rift is an unchecked, uncontrolled Rift that is warping parts of the Material Plane into parts of the Abyss, and that grows uncontrollably every year. The damage is so great that new rifts are spontaneously created within the environs of the Worldwound that lead to seemingly randomly locations in the Abyss, a phenomenon that has not been observed anywhere else to the knowledge of the Riftwardens... at least not in this quantity and at this rate. If left free to grow, Deskari's Rift would eventually cause the Abyss to collapse into the Material Plane, surely destroying both planes in the process and possibly the entire multiverse. The exact scope of this devastation is unknown, as it would be an unprecedented catastrophe. Of course, the Riftwardens wish to stop this. The Blackfire Adepts, in contrast, view this as a great opportunity for knowledge, research, and for tapping into great power... and so they support the Deskarans in their creation and defense of the Rift.

The Riftwardens have not been inactive during the Crusades, however, their machinations have mostly been performed in secret. Riftwardens monitor the status of the great Worldwound Rift, close minor rifts that could have caused problems if left unchecked and that were out of the reach or knowledge of the crusades, and even sent groups of Riftwardens into the Abyss itself to study the rifts "from the other side"... all the while wracking their best minds to come up with a way to close the Rift. To interface with the Crusades, the Kenabres Riftwarden branch was founded at Blackwing Library, lead by Riftwarden Beltran Ravenken. Beltran was a handsome, charismatic bard and his appointment as the "face" of the Kenabres Riftwardens was no accident. In public, he was viewed as a popular philantropist, active amongst the noble classes in Kenabres, and he was able to charm even curmudgeonly Hulrun Shappok into liking him. In secret, his job was to gather intelligence and report on the comings and goings of the Crusades, so that the Riftwardens can keep a measure on how effective their workings are.

Queen Galfrey, for her part, is aware of the Riftwardens' involvement in Mendev. She had the Riftwardens at Kenabres thoroughly screened and questioned, to ensure that they were not simply some sort of demonic cult, and in the end came to accept their friendship. She is aware that they are actively keeping secrets from her, but believes that their presence is more beneficial than it is detrimental at this time. The Riftwardens have contributed some of their own books, scrolls, and treatises to the Crusader libraries, and were in open dialogue with the Crusades own arcanists about the Abyssal threat (Xanderghul, as an arcane-oriented Crusader, likely met with a few at some point). The Riftwardens have come through in some clutch situations, closing smaller rifts that popped up (intentionally... or not) in the area over the years, and even providing some intelligence that the Crusades themselves were unable to obtain.

On the Riftwardens' side of things, they found that once the wardstone field was erected, the growth of the core Deskari's Rift slowed down considerably. They were aware that this has only bought them time to come up with a more final solution. Recently, though, things have changed. The Kenabres Riftwardens were wiped out entirely when Kenabres fell... with the aid of the Blackfire Adepts. Only two of the Kenabres Riftwardens remain: their most junior members, Quednys Orlun and the elven wizard Aravashnial.

At this time, a new formal Riftwarden branch in Mendev has not been established. Connor can determine exactly when and where they will try to gain a foothold next if this would be helpful for his story. I would prefer the new branch to not be in Drezen. The Riftwardens are aware of, and are intrigued by the "Heroes of Kenabres" - a small band of heroes that have continued to impress with their progress in just the past few months - but have not yet decided to formally approach them just yet. The Riftwardens are impressed by what they have seen these Heroes accomplish so far, but are not certain yet that they will have the fortitude to hold Drezen against the ever-growing Abyssal hordes. Riftwarden spies in Drezen, or some sort of secret society, though, are certainly in the realm of possibility at this time.

Most concerning is the loss of the wardstone field. While the actions of the Heroes of Kenabres certainly saved the Crusades and the bordering nations to the Worldwound from utter destruction, the loss of the field means that the Rift grows unchecked once again. And the Riftwardens, for all their millennia of knowledge and wisdom, do not have an answer. At least not one that the Crusades would like to hear...


What? Half-Elf Storyteller 1 / Etymology Nerd 1 / Vagabond 1

Well, Kiora's statements about the Riftwardens pretty well mirror my own thoughts and ideas that I already had. So! It works great!

IT'S TIME TO PUNCH IT INTO HIGH GEAR

I'd like to ask of you guys that, by the end of the day on Sunday, you all nail down your concepts. After that, we will spend the next week finishing character crunches, auditing, etc. etc. Then we will start!

What do I mean by that?

Well,

Who is your character? Where are they from? What are they like? What's their alignment? What do they look like?

What is your character? How did they become their class? What's their role, both in 'society in general' and also in 'a party'?

Why did your character join the Riftwardens? How long have they been a Riftwarden?

- - - - -

I plan to kick the adventure off like so: Each of your characters, wherever they happen to be, have individually been hunting down a bunch of Blackfire Adepts who are using harvested/collected blackfire for NEFARIOUS purposes. You know, setting it up underneath a church and fireballing it to suck the church into a black hole type things. Your character are all kickass heroes and have been stopping these things for a bit, but it just keeps happening!

You must discover the source! So you all get into contact with some other Riftwarden contacts (specifically, each other). Turns out this has been happening all over the place! Utilizing plane shift, you all meet up in the City of Brass on the Plane of Fire, where the usage of it has been statistically the worst. Your plan: Root out this Blackfire smuggling operation back to wherever it comes from and shut it down directly.

In that spirit, I'd also like each of you to write a bit about that. What plane does your character live on? What silly Blackfire-utilizing plot have you foiled recently that you can brag about to your fellow Riftwardens?


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

So I have a character concept that I mentioned in Discord yesterday, but I don't know if you saw it or not. The concept isn't a full on member of the Riftwardens, but is still investigating the Blackfire Adepts and would be more than willing to work with them. I hope that would work well, but if it doesn't I can make a few adjustments.

Who is your character?
Zadok Warren is a fetchling from Shadow Absalom, the 'shining' heart of trade and travel on the Plane of Shadow. He's a generally level-headed man and actually quite welcoming and gregarious, which is hardly unexpected for one of the fetchlings from the well-traveled city. It doesn't hurt that he still shows a bit of his Azlanti heritage with bright purple eyes that stand out from his pale grey skin and black hair. He usually wears black and silver robes that seem more appropriate for a merchant lord than a detective, but they conveniently keep his armor out of sight. Of course, this ability to get people to talk to him is crucial as an agent of Argrinyxia, the umbral dragon known as the Shifting Lady of Ebon Scales and lord of Shadow Absalom. Though the dragon is known to be a harsh master when defied, Zadok mainly concerns himself with maintaining law and order in the city and though he occasionally must resort of violence and intimidation to deal with the more brazen of criminals, he's best described as Lawful Neutral.

What is your character?
Zadok is an Investigator. He joined with one of the guard companies in Shadow Absalom as a teenager and showed a knack for tracking criminals, finding evidence, and collecting information from informants and witnesses. He was reassigned to serve as an investigator's apprentice and rapidly proved to be exceptionally talented. His ability caught the eyes of some of the higher ups and once he became an independent investigator, he was approached by other agents of Argrinyxia and offered a position as one of their ranks, enforcing order and dealing with those who violate the admittedly lax laws that govern the dark city. Zadok's skills make him serve as a rogue-like character in a party with the ability to deal with traps, notice important clues and track evidence, as well as possessing social graces to convince others to provide aid and to pick out lies. He is also exceptionally cosmopolitan and has a wide range of knowledge gathered over his years of dealing with visitors from all across the Great Beyond.

Why did you character join the Riftwardens?
As mentioned above, Zadok isn't really a member of the Riftwardens as currently written. However, the creation and use of unauthorized dimensional portals is one of the most important laws in Shadow Absalom and the creation of dimensional weapons like the Blackfire being smuggled by the Adepts would bring the full force of Argrinyxia's agents down on the Adepts and their smuggling ring, making Zadok a natural ally to another organization seeking to take down the Blackfire smugglers.


Male Fetchling Investigator (Questioner) 10 | HP: 73/73 | AC: 23, T: 16, FF: 19| CMD: 23 | Fort: +8, Reflex: +14, Will: +10 | Init: +4 | Perception: +14 | Inspiration: 9/9 | Spells: 1st: 6/6, 2nd: 5/5, 3rd: 3/4, 4th: 2/2

I'm going to post in with my rough character sheet so it's linked here.


1 person marked this as a favorite.

Here is a rough draft of my character. I should be improving it in the coming week.


What? Half-Elf Storyteller 1 / Etymology Nerd 1 / Vagabond 1

Both offerings are good, I like them!

I'll proceed with an actual audit and a summary of how to introduce everyone together once I have the rest of the concepts, I just wanted to communicate approval for now!


Who is your character?
Rudiveyn is a witchwyrd from Cyrune, the homeworld of his people. A merchant by profession but an explorer at heart, he has ventured to a great number of planets and planes, always in search of new markets. At first glance he is a typical member of his species, shrouded by an air of mystery and motivated more by profit than by anything else. While mostly true, in recent centuries he has made a few less than optimal business decisions for the sake of sating his damnable curiosity. Valuing his privacy, Rudiveyn maintains cordial but businesslike relationships with compatriots, though he has been known to let his guard down around repeat customers. He has an impeccable sense of honor, respects contracts both written and verbal, and always pays his debts where they are due. Largely motivated by self-interest, he prefers avoiding conflict at all costs, unless his personal prospects are endangered. That said, it is not terribly difficult to convince him to act for a cause, especially when existence itself is at stake. Rudiveyn is never seen outside of his extravagant robes and - of course - his conical hat, which conceals his facial features.

What is your character?
Through constant exposure to arcane devices and practitioners, wizardry came to Rudiveyn easily, if somewhat slowly. As with most important decisions he has made, his decision to pursue arcane knowledge came about as a result of pragmatism rather than any true sense of passion. His frequent dealings with spellcasters and extraplanar beings demanded that he develop a comparable skillset, so that he would never be disadvantaged. It is only after his relatively recent introduction to the Riftwardens that he has taken his studies somewhat seriously; he envisions himself someday traveling to new planes of existence, opening new avenues of trade for himself and his people. As a wizard, Rudiveyn has not specialized in any particular school of magic, favoring versatility over power. He prefers using spells that empower compatriots, but if push comes to shove, he is not above blasting his enemies away.

Why did your character join the Riftwardens?
Rudiveyn’s contact with the Riftwardens began just centuries ago, after a routine visit to the markets of Aktun. While exploring the possibility of brokering information on the Material Plane by using gishvits as a medium, he was approached by an aphorite who was in search of a very specific gishvit that had recorded a very specific conversation… one which he had already sold to a very suspicious individual. Following his first brush with what he would later learn was a Blackfire Adept, Rudiveyn was bestowed an arbiter inevitable - and the promise of being introduced to some interesting business contacts. Since then, Rudiveyn has often used his own connections to aid the Riftwardens in their investigations, occasionally getting his own hands dirty in the process. While he harbors no delusions of moral superiority, he simply cannot abide those who wish to unmake reality - that would be bad for the economy.


What? Half-Elf Storyteller 1 / Etymology Nerd 1 / Vagabond 1

It's been a few days over. Am I still waiting on Isilme's angel or should I go ahead and plan for having Urdman, Zadok, Rudiveyn and Amarelys?

Would any of you like to write up an explicit connection with the other ones?

My plan for game start is to roll the party together like a cinnamon roll. Start with one solving their local problem, who contacts another and solves a second problem, meets up with the third and solves another, etc.


Male Fetchling Investigator (Questioner) 10 | HP: 73/73 | AC: 23, T: 16, FF: 19| CMD: 23 | Fort: +8, Reflex: +14, Will: +10 | Init: +4 | Perception: +14 | Inspiration: 9/9 | Spells: 1st: 6/6, 2nd: 5/5, 3rd: 3/4, 4th: 2/2

I can't believe I forgot to finish gear. It should all be updated now. I'll finish typing up my backstory and the case he was working on so it's at least noted down on his sheet and then I'm good to go.


WRONG ALIAS

Who is your character?

A Blackfire Adept in her former life, co-leader of a group focused on researching means to expand the rifts and portals magic allowed to knew levels, as well as investigating the possibility of producing permanent rifts. Both she and her husband excelled at research. While he was capable of powerful magic, she had a natural knack for the details and minutiae of the research and preparation of rituals that let them excel as a team.

The final ritual they created would've converted a city on Golarion into a giant rift, converting the souls of those there into energy to fuel its expansion. The level of destruction this entailed, along with the permanent destruction of so many souls weighed heavily upon her, however, and she began to have doubts. Unable to confide in her husband, she was approached by a riftwarden who gradually convinced her that what she was doing was wrong, and needed to be stopped.

She attempted to confront her husband before the ritual, and he balked at her change of heart, mocking her for 'her weakness'. In the end she chose to stop the ritual, but was unable to reach her husband with words. He escaped when she intervened to prevent the riftwardens from killing him, as she was unwilling to believe he couldn't be saved.

She spent the remainder of her days as a Riftwarden and atoning for the damage she had done as a Blackfire Adept. When she finally passed away, her desire to redeem her husband burned so fiercely that Sarenrae chose her to be reborn as a Balisse--keeping her memories--so that she could continue to seek that goal.

Since then she has traveled the planes, aiding other Riftwardens in their struggles, and searching for any signs of her former husband.

What is your character?

Once a warrior capable of wielding some magic, she is now a Balisse angel. Her skill at fighting has been sharpened by the natural strength of her new body, though her reliance on the body's natural magic and strength has caused her to fall out of practice with her own use of arcane magic.

When working with others, she strives to be on the frontline and to protect others when combat arises. Outside of combat she makes use of her knowledge of how the Blackfire Adepts functioned to try and aid investigations into their doings, as well as using her knack with words to try and encourage cooperation or even redemption among those she encounters. As a redeemed follower of Sarenrae, she finds herself compelled to allow others the chance.

Why did your character join the Riftwardens?

Having been exchanging thoughts on the nature of the planes with someone she'd assumed to be another Blackfire Adept, she began to have her mind opened to the possibilities for damage and loss caused by what they were doing. The truth was she had been slowly nudged out of her path by her new friend--a member of the Riftwardens--and that led to her eventual rejection of the Blackfire Adepts teachings. After stopping her husband, the only logical choice was to join the Riftwardens, as it would allow her to make up for the crimes she'd committed against the multiverse and would allow her to continue to seek out her husband in hopes she could make him see the truth of what they had been doing.


I am almost done with Amarélsy, just have to check out a few more scrolls.


Done! I have a bit of cash left over, but that's not really a problem.


What? Half-Elf Storyteller 1 / Etymology Nerd 1 / Vagabond 1

Alright, so it seems like Kiora, Valaria, and Hinagiku are done with their characters. I'll take a look at those to see if anything needs to be adjusted.

I suppose next I'll expect Ehren and Isilme to finish up their characters - I don't see anything in anybody's concepts that I have any problem with, not that I was planning on being especially strict or stringent about it anyway.


What? Half-Elf Storyteller 1 / Etymology Nerd 1 / Vagabond 1

@Zadok

He should have (8 + (9*5) + 20) = 73 hit points.

Is the asterisk in Zadok's skills profile the skills that he can use for free with inspiration like I am assuming it is?

I believe he should have two more languages - he gets fourteen extra languages from his Intelligence and Linguistics ranks, he starts with one language, and he only has thirteen total currently. In addition, can you add (cannot speak) adjacent to D'ziriak?

Eidetic Recollection can only be taken by investigators of 11th-level or higher. Please choose another investigator talent.

Can you add a Ranged combat line, since he has a ranged weapon?

His CMD should be 23 - deflection modifiers apply.


Male Fetchling Investigator (Questioner) 10 | HP: 73/73 | AC: 23, T: 16, FF: 19| CMD: 23 | Fort: +8, Reflex: +14, Will: +10 | Init: +4 | Perception: +14 | Inspiration: 9/9 | Spells: 1st: 6/6, 2nd: 5/5, 3rd: 3/4, 4th: 2/2

HP fixed

That is correct, I wanted to mark the skills he gets so they're easy to remember.

His Int would have been 15 at 1st level and increased as he leveled up. I wasn't sure if raising it later retroactively gave him more languages.

Eidetic Recollection is given free at 5th level of the Questioner archetype, ignoring it's pre-reqs.

Know-it-all:
At 2nd level, a questioner receives a +1 bonus on skill checks for all Knowledge skills in which he is trained. This bonus increases by 1 at 5th level and every 3 investigator levels thereafter, to a maximum of +6 at 17th level. If he has the perceptive tracking investigator talent, he also adds this bonus on Perception checks to find and follow tracks. At 5th level, the questioner gains the eidetic recollection investigator talent as a bonus talent, ignoring its prerequisites.

This ability replaces poison lore.

Link

Ranged combat added.

CMD fixed.


What? Half-Elf Storyteller 1 / Etymology Nerd 1 / Vagabond 1

Amarélys

Amarélys cannot choose a prestige class as her favored class. Please choose another class.

Can you add the source from your AC and hit points, so that it's more clear? As far as I can see, her AC is:

(10 deflection, 5 Dex, 1 natural armor), for a total of 26 - I think the error comes from ABP, as deflection bonuses do not stack.

And her HP is:

12d6+72 (6 + (4x11) + 72) = 122 total

Her BAB should be +6, as she has 12d6 hit dice - each grants 1/2 of a BAB.

Her CMD should be 32 (6 BAB, 1 Str, 5 Dex, 10 deflection)

Ref is 7 base + 3 resistance + 5 Dex + 10 racial = 25

Ok, notating for myself: 12 ranks bluff, 10 ranks Diplomacy, 10 ranks Disguise, 4 ranks K. Arcana, 4 ranks K. Nature, 4 ranks K. Nobility, 10 ranks Linguistics, 10 ranks Sense Motive, 5 ranks P. Oratory, 5 ranks P. Sing, 5 ranks P. Dance, 5 ranks P. String, 3 ranks Spellcraft, 3 ranks Stealth

She should have 116 skill ranks (10x8 from nymph HD, 4x4 from sorcerer HD, 20 background skills). I count that she has spent 90 ranks.

Can you add Caster Level and concentration bonus to each separate part of her spellcasting?

For dimension door it should be CL 8, concentration +10
For her sorcerer levels it should be CL 4, concentration +14
For her druid levels it should be CL 7, concentration +13

Where can I see what languages she knows? She should know at least 12 (Common, Sylvan, plus 10 more from Linguistics ranks).


What? Half-Elf Storyteller 1 / Etymology Nerd 1 / Vagabond 1
Zadok Warren wrote:

HP fixed

That is correct, I wanted to mark the skills he gets so they're easy to remember.

His Int would have been 15 at 1st level and increased as he leveled up. I wasn't sure if raising it later retroactively gave him more languages.

Eidetic Recollection is given free at 5th level of the Questioner archetype, ignoring it's pre-reqs.

** spoiler omitted **

Ranged combat added.

CMD fixed.

Thanks! You're all done.


What? Half-Elf Storyteller 1 / Etymology Nerd 1 / Vagabond 1

@Urdman - According to his base Leadership score (10 level - 1 Cha - 1 differently-aligned cohort), Urdman does not qualify for an 8th-level cohort, and would need an increase of +4 in order to qualify. Where do you see him getting that +4 bonus to his Leadership score?

Currently, you would have to reduce Gavryn to a 5th-level character.

Urdman should have 122 (8 + (9x5) + 69) hit points.

Bideadhy should have 49 hit points - 6 for each HD and 7 from Con.


Favored class: oh, I did not know that. Can she pick her racial HDs? Otherwise, it will obviously be sorcerer.

Wrote down the source of AC (not that it is also present at the very end of the character sheet (all important numbers are broken down there).

HP: I though we were doing maximum hps. Like Kiora.

BAB: I have +6 too...

CMD: corrected.

Reflex: corrected.

Skill ranks: it should be 8x8 (fey)[not 10x8] + 4x4 (sorc) + 20 background. So 100. You are right, I assigned only 90. Note that the break down is also present at the very end of the character sheet.

Languages: added right after skills (they were much further down in the sheet). Also, I was wondering if she could have an exception and know druidid... you know, since she reigned over druids.


What? Half-Elf Storyteller 1 / Etymology Nerd 1 / Vagabond 1

Oh yes, I see that you're right. Thanks for the corrections :D

I saw +7 in a place or two on your sheet for BAB.

I'm gonna say no to Druidic, since it is a secret language explicitly only taught to druids and despite having magical control over the natural world Amarelys is not a druid.


Recalculated HPs (12d6+72) = 144 maximized.

Added 4 skill ranks from favored class.

Removed druidic. With int 14, do I get to start with 3 languages before linguistics?


What? Half-Elf Storyteller 1 / Etymology Nerd 1 / Vagabond 1

HP is not maximized. That is in the first post.

Y'all are not mythic protagonists!


HPs: corrected to 122.


What? Half-Elf Storyteller 1 / Etymology Nerd 1 / Vagabond 1

Friends, I want to remind you that I have not given up on this game, I am merely waiting for the remaining characters to be finished, or for word from our friends that they aren't interested in playing after all.

Everything is prepared on my end :)


Init: +5 | HP 121/121, Con 22 | +1 weapon drawn, AC 27, Touch 24, Flat-footed 22 | CMD 31 | Fort +24, Ref +24 Will +25 | Perception + 17| | DD 1/1 | Bond: 1/1

I made the corrections for Halcyon Druid, will change the backstory and buy some other items in the coming days.
Basically, dropped every sorcerer related stuff and got bumped to 10th level druid caster (11 HD).
Otherwise, charisma dropped by 1 (due to less character levels).


What? Half-Elf Storyteller 1 / Etymology Nerd 1 / Vagabond 1

Ok well
I made a gameplay post, so please dot there.


Yep, real post coming. However, out of curiosity, can I craft something into the bonded mask? I was thinking of switching from hat of disguise to greater hat of disguise.


Male Fetchling Investigator (Questioner) 10 | HP: 73/73 | AC: 23, T: 16, FF: 19| CMD: 23 | Fort: +8, Reflex: +14, Will: +10 | Init: +4 | Perception: +14 | Inspiration: 9/9 | Spells: 1st: 6/6, 2nd: 5/5, 3rd: 3/4, 4th: 2/2

If it's going to take a full day to investigate the basement of the bank at this point, perhaps investigating elsewhere for now and returning once we have the resources and it will take less time would be wiser. I do agree that we should head to investigate the neighborhood with the terrorists last so we don't provoke them before we're ready.

Are there any other attack sites that might be worth looking into?


Init: +5 | HP 121/121, Con 22 | +1 weapon drawn, AC 27, Touch 24, Flat-footed 22 | CMD 31 | Fort +24, Ref +24 Will +25 | Perception + 17| | DD 1/1 | Bond: 1/1

There's the attempt on the crown prince and the Ono embassy.


What? Half-Elf Storyteller 1 / Etymology Nerd 1 / Vagabond 1

Speaking of this game, since it's just the two of you standing there, I am basically just waiting on you guys to decide what you want to do next.

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