The Spire of Rappan Athuk (Inactive)

Game Master Diamondust


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Hello Pathfinders.

This is an interest check/recruitment for a game based on the superdungeons Rappan Athuk and The Emerald Spire that has been going quite well at my RL game. I am going to combine them together into 1 supersuperdungeon. This game will be on the high powered side starting with gestalting 2 classes and may include some mythic challenges.

The backstory of the game will be a dream/premonition/vision/sensing/feeling/foretelling/other of a giant spire with black veins/tendrils/cracks/shadows on its surface coming from underground that your character gets. You can be as creative as you like with your backstory but include this in it somehow in a creative way. I'm hoping for it being explained in as many different ways as there are characters. Your character doesn't have to go looking for it or try to find the meaning of it, you can be living your regular life or something and the next moment you're gone. Be as creative as you like in how your character finds themself at the spire.

There won't be a village to retreat to but a sort of 'safe zone(s)' that you can use to rest, craft, cower and hide, etc. that the monsters won't go into. The power level of the dangers will live up to the deadliness expected and you likely will die, probably more than once, but there is something that will bring you back(spoilers).

Character options for races and classes are wide open and the setting is not limited to Golarion or any specific timeline/year/age. You can be from any pathfinder or dnd world, third party settings included if you wish. This is because the superdungeon is not on any one world or plane but touches many, which is how such a diverse party will be chosen. You won't know where exactly it is and will uncover knowledge about it as you explore. I will use elements from your backstories to include in its legend and slowly explain why you are there.

If that has you interested you lets get down to the build rules. I will be looking for 4 or 5 PCs with interesting and creative backgrounds, not just munchkin/min-max character sheets.

Character Creation Rules:

Ability Scores: 30pt. buy(max 18, min 7), if your character somehow doesn't have a stat(like constructs and undead having no con or ghosts having no str) then reduce your pt. buy by 5 for each stat you don't have.
Alignment: All are allowed and regular class restrictions don't have to be followed. All types of characters and personalities are allowed, though working together despite your differences will be the only way to win.
Race: Anything created with the pathfinder base including third party sources.
Class: Standard Gestalt starting at level 2. Any pathfinder class, like race, is open to consideration.
Feats: Gain 1 per level and a bonus feat at level 1. Feat tax rules are also in place as well as feat progression(i.e. feats eventually turn into their improved and greater versions when prerequisites are met without having to spend a feat).
Skills: Classes that give 2 instead give 4 per level. Everyone also gains 2 background skills per level.
Traits: Select 4 traits as long as they are from different categories(combat/magic/etc).
Wealth: Select non-magical gear appropriate and thematic for your character.
Hitpoints: Max each level, you will need them.
Extras: Automatic Bonus Progression will come online at level 3. Templates may be obtainable. Mythic tiers may be obtainable.

Will give this recruitment till the end of the month. If I have missed something of if you have any questions or thoughts fire away.


This sounds awesome and I need a new PBP since the GMs in my other ones shut down. I will submit something hopefully in the next few days,


Sounds very interesting, I'll have to spend a bit of time thinking about some options.


I'm definitely interested, are you open to Spheres?


Hmm. I'll be making a mystic from the desert for this. Details to come but probably unchained monk // ashiftah witch by class.


Spheres was the first question that sprang to mind for me as well. If they're an option I've got a build I was tinkering around with a while ago for a grippli that should fit this nicely story-wise.

Shadow Lodge

Oh interesting
I'm trying to decide between an elven fighter/magus and a dwarven fighter/warpriest... hm


Yes. Classes and races from Spheres(power and might), Psionics and Path of war are all definitely allowed.


Dayum haven't played Path of War in some years that could be fun.


interested

Dark Archive

There is a Fiendbound Marauder Warder || Internal/Reanimator Alchemist gestalt I've been wanting to play for ages now. Very Dr. Jekyl and Mr. Hyde with the goal of attaining immortality. Dotting.

Grand Lodge

Interesting will work on something for this Thinking an unchained rogue swashbuckler or unchained rogue gunslinger


I'm definitely interested, I'm not sure yet about concept


Sounds good! I don't have a name yet, but my concept would be a conscript/warlock gestalt from the sphere's system. Mechanically it would something like a specialized arcane trickster (the types of specialization could vary depending on group needs.) She should make for a good scout with decent damage potential in a fight. I'll try to throw something together in the next couple days.


Interested as well! Will get something up soon, using Spheres stuff.


I will adjust soon.
Going with a black blade magus/ swashbuckler


Idea is a Tiefling Fiendish Maurader/Telekinetic Warrior. She's only slightly possessed and is making a good impression of a poltergeist on the battlefield.


Okay, crunch for Victor here is pretty much done. I have to do some thinking about how he would have ended up at the spire, but I wanted to at least have most of the mechanical stuff down before I did that.

About how much backstory do you want? I figure a couple paragraphs will probably be enough to explain Victor's past and then deposit him where he needs to be, but I can do as much or as little as you feel is appropriate.


Here is my hunter/slayer submission.

character:

Feenith
Male garuda-blooded aasimar (plumekith) hunter (patient ambusher) 2/slayer (woodland sniper) 2/gestalt 2 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 26, 53, Pathfinder RPG Bestiary 7, Ultimate Wilderness 53, 87)
CN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 17 (+6 armor, +4 Dex, +1 shield)
hp 22 (2d10+2)
Fort +3 (+5 circumstance bonus vs. cold weather, +2 circumstance bonus vs. hot weather), Ref +7, Will +1; +2 vs. death
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee adamantine greatsword +6 (2d6+4/19-20) or
. . adamantine morningstar +6 (1d8+3) or
. . cold iron dagger +6 (1d4+3/19-20)
Ranged greenwood composite longbow +8 (1d8+3/×3)
Special Attacks studied target +1 (1st, move action)
Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—speak with animals (tiger only)
. . 1/day—see invisibility
Hunter (Patient Ambusher) Spells Known (CL 2nd; concentration +3)
. . 1st (3/day)—cure light wounds, gravity bow[APG], snowball[UW], summon nature's ally I
. . 0 (at will)—create water, know direction, light, purify food and drink (DC 11), stabilize
--------------------
Statistics
--------------------
Str 17, Dex 18, Con 10, Int 12, Wis 12, Cha 14
Base Atk +2; CMB +6; CMD 19
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Fey Foundling[ISWG], Power Attack, Precise Shot, Rapid Shot, Stealthy, Weapon Focus
Traits beastkin, big game hunter (realm of the mammoth lords), house of green mothers pupil, well-provisioned adventurer
Skills Acrobatics +9 (+10 to move between, through, or up trees), Climb +16 (+17 to move between, through, or up trees), Disable Device +10, Escape Artist +5, Fly +5, Handle Animal +8, Heal +7 (+10 to treat common animals, but +1 to treat other creatures), Knowledge (geography) +6, Knowledge (nature) +6, Perception +6, Spellcraft +5, Stealth +10, Survival +7; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common, Sylvan
SQ animal companion (tiger named Kali), animal focus (2 minutes/day), finesse weapon attack attribute, rules changes, slayer talent (weapon training), track +1, trapfinding +1, tree climber +1
Combat Gear adamantine durable arrow (20), cold iron durable arrow (40), cold iron durable arrow (ghost salt blanched) (10), silver durable arrow (20), acid, alchemist's fire (2), alkali flask[APG], antiplague[APG] (2), antitoxin (2), healer's kit, holy water, vermin repellent[UE] (2), weapon blanch (ghost salt); Other Gear mithral agile breastplate[APG], mithral buckler, adamantine greatsword, adamantine morningstar, arrows (20), blunt arrows[APG] (20), cold iron dagger, greenwood composite longbow (+3 Str), animal call (deer)[ACG], animal call (moose)[ACG], animal call (turkey)[ACG], animal harness[APG], bandolier[UE], beast whistle (feline), bedroll, belt pouch, camouflage blanket, cold weather outfit, dandy brush, flint and steel, grappling arrow[UE], hammock[UE], hot weather outfit[APG], hunter's sight[ACG], hunter's stand (w/ camouflage blind)[UW], masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], nature climbing harness[UW], pot, silk rope (50 ft.), silver holy symbol of Ketephys, spell component pouch, trail rations (5), training harness[ARG], veterinarian's kit[UE], waterskin, winter blanket, wooden holy symbol of Ketephys, wrist sheath, spring loaded
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Animal Companion (animal companion (tiger named Kali)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (2 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Climb (30 feet) You have a Climb speed.
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.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
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
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Tree Climber +1 (Ex) Gain bonus to Acrobatics and Climb checks to move between, through, or up trees.
Weapon Focus (Bows) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
--------------------


background:

Feenith began life in the forest, cast away by his human biological parents for being born with feathers. He was found by a awakened tiger that had outlived her druid master and she immediately knew him for an Aasimar baby having met many a being while wandering with her master. He was taught the ways and language of the tigers and the forest. When he was old enough to learn the human ways, his tiger momma took him to the House of Green Mothers where he studied druidic magic and how to train his own animal companion. After studying druidic ways for a few years he saw and felt the damage the people were doing to the forest and vowed to protect it. He began learning fighting techniques and eventually became an accomplished big game hunter. He returned to his tiger family in the forest only to find that his tiger momma had been killed by careless humans for her pelt and the pride still morned her loss. He convinced a young tiger named Kali to join him as his companion to help him defend the forest and other tigers from senseless slaughter.

One night, while sleeping in a tree, Feenith had a horrible dream that a giant spire with black tendrils was erupting from the ground and destroying all the forest for miles around with its’ dark magic. He awoke and shot upright in his bed while Kali felt his fear and hatred through their empathic link. He remembered his vow to keep the forest safe so he set out to find this horrible spire and stop it.

companion:

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

Kali CR –
Female tiger
N Medium animal
Init +3; Senses low-light vision, scent; Perception +2
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural)
hp 27 (3d8+3)
Fort +5, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +3 (1d6+4), 2 claws +3 (1d4+4)
Special Attacks hunter tricks (3/day; heel, sic 'em), rake (2 claws +3, 1d4+4)
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +4; CMD 17 (21 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Power Attack, Stealthy
Tricks Attack, Attack, Attack Any Target, Defend, Down, Fighting, Stay
Skills Acrobatics +3 (+7 to jump), Escape Artist +5, Stealth +11
SQ animal focus, attack any target, defend, fighting, finesse weapon attack attribute, rules changes
Other Gear mithral chain shirt, blanket[APG], carnivore feed (per day) (10), exotic pack saddle
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defend [Trick] The animal will defend you.
Fighting [Trick] The animal has been trained to fight.
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
Hunter Tricks
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
--------------------


You don't need to have a lengthy background for someone 2nd level. Between 2 and 4 paragraphs should be plenty.

I've decide to expand the Wealth rule below. Regular WBL for level 2 is 1000gp. This still would not allow a character to have their best armour type if using heavy armour. Not putting a specific GP amount was meant to allow a character to have their preferred weapon and armour and kits and clothing and random extras, but not get into the magical items and upgrades yet. I want you to start with the best base for your character but no more.

Wealth: Select equipment appropriate and thematic for your character. Magical equipment and weapons and armour with special materials are not allowed to be chosen.

Anything that you think your character should have but you're not sure about, let me know and I'll allow or disallow.

@Scottg0 I looked at your chosen gear and did some quick calculations. You have over 10,000gp worth of gear there and this is definitely more than I intended to give characters. I should have foreseen this but as you can see above I have expanded the build rules and you will need to adjust your gear to fit please. I am also wondering what the Rules Changes ability means that you have added to your SQ line in your character sheet.


I believe that I recognize that Rules Changes bit in Scottg0's SQ is the intro to the Elephant in the Room Feat tax article, so I assumed it was just copied in by mistake.

For gear should we assume that masterwork is fair game on one or two pieces of equipment or everything or just armor and weapons or ...

I'd been putting together a build with 2 MW Kukri, a MW Shortbow and MW Studded Leather. I haven't gotten to more mundane gear yet, but I'd probably throw a MW backpack in as well.


This is Critzibles' submission gonna make him form the realms, Infact a Man from High Dale.


Interesting, for sure! Always tough to decide whether to make some of the awesome, semi-martial options available in gestalt or a caster to somehow keep everyone from getting rocket-tagged by the monsters in round 1...

What duration do you see this running in terms of number of posts, IRL time, etc? I know those are very hard estimations to make but they're very useful to me when considering a game. And how will you be running maps, which seem like they'd be exceptionally vital?

I could see myself making a fighter/bloodrager who tries to keep enemies at bay with a reach weapon, a zen archer/inquisitor who kills from range, or some sort of crazy caster who tries to slow down the enemies/buff allies as much as possible.


@Anton Silverseed, I think you should actually be able to add deft maneuvers and two more feat to that build. The feat tax rules address the fact that Unchained Rogue no longer have a benefit of getting weapon finesse for free (as everyone does) by giving deft maneuvers instead. You also get a feat at every level and a bonus feat at first, so you'd be up to 3, and I only see one that you're selecting.

If I'm reading that wrong hopefully The Scepter of Ages will correct me so that I don't get my build wrong!


Yeah I just read the fact tax rule


The Sceptre of Ages wrote:
@Scottg0 I looked at your chosen gear and did some quick calculations. You have over 10,000gp worth of gear there and this is definitely more than I intended to give characters. I should have foreseen this but as you can see above I have expanded the build rules and you will need to adjust your gear to fit please. I am also wondering what the Rules Changes ability means that you have added to your SQ line in your character sheet.

No worries on the equipment, I'll strip it back from the 17,791gp and get it inline with the build rules. The special materials is what drove it up there. If you were going to let me have adamantine and mithril, then I was going to use them.

The Rules Changes line is added by the "World Is Square" addon for Hero Lab. See here: Add on. Since I use Hero Lab to build everything, I used an addon to add all the Feat Tax rules so it is enforced correctly during the build and playing. Then when I output the stat block for the character sheet, they add in their note.


Further questions:
1. Is multiclassing allowed?
2. What are expectations for posting rate?

Dark Archive

Oh, so I should ditch the Cold Iron/Alchemically Silvered gauntlets, too? That's a shame, but I suppose it's fair. I'll get working on the background soon. :)


Dumping all of the masterwork and special materials gets it down to 1886g. Allowing any masterwork weapons/armor/gear will add at least another 2000g. Let me know if you want me to lower it even more. The suggested wealth for ABP level 2 is 500g, I can make it fit in that too.

character:

Feenith
Male garuda-blooded aasimar (plumekith) hunter (patient ambusher) 2/slayer (woodland sniper) 2/gestalt 2 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 26, 53, Pathfinder RPG Bestiary 7, Ultimate Wilderness 53, 87)
CN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+6 armor, +3 Dex, +1 shield)
hp 22 (2d10+2)
Fort +3, Ref +7, Will +1; +2 vs. death
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), climb 30 ft.
Melee dagger +6 (1d4+3/19-20) or
. . greatsword +5 (2d6+4/19-20) or
. . morningstar +5 (1d8+3)
Ranged composite longbow +7 (1d8+3/×3)
Special Attacks studied target +1 (1st, move action)
Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—speak with animals (tiger only)
. . 1/day—see invisibility
Hunter (Patient Ambusher) Spells Known (CL 2nd; concentration +3)
. . 1st (3/day)—cure light wounds, gravity bow[APG], snowball[UW], summon nature's ally I
. . 0 (at will)—create water, know direction, light, purify food and drink (DC 11), stabilize
--------------------
Statistics
--------------------
Str 17, Dex 18, Con 10, Int 12, Wis 12, Cha 14
Base Atk +2; CMB +6; CMD 19
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Fey Foundling[ISWG], Power Attack, Precise Shot, Rapid Shot, Stealthy, Weapon Focus
Traits beastkin, big game hunter (realm of the mammoth lords), house of green mothers pupil, well-provisioned adventurer
Skills Acrobatics +5 (+6 to move between, through, or up trees, +1 to jump), Climb +14 (+15 to move between, through, or up trees), Disable Device +4, Escape Artist +1, Fly +1, Handle Animal +8, Heal +7 (+10 to treat common animals, but +1 to treat other creatures), Knowledge (geography) +6, Knowledge (nature) +6, Perception +6, Spellcraft +5, Stealth +6, Survival +7; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common, Sylvan
SQ animal companion (tiger named Kali), animal focus (2 minutes/day), finesse weapon attack attribute, rules changes, slayer talent (weapon training), track +1, trapfinding +1, tree climber +1
Combat Gear durable arrow (40), durable arrow (adamantine blanch) (20), durable arrow (ghost salt blanched) (20), durable arrow (silver blanched) (20), acid, alchemist's fire (2), alkali flask[APG], antiplague[APG] (2), antitoxin (2), healer's kit, holy water, vermin repellent[UE] (2), weapon blanch (adamantine)[APG], weapon blanch (cold iron)[APG], weapon blanch (ghost salt), weapon blanch (silver)[APG]; Other Gear agile breastplate[APG], buckler, arrows (20), blunt arrows[APG] (20), composite longbow (+3 Str), dagger, greatsword, morningstar, animal call (deer)[ACG], animal call (moose)[ACG], animal call (turkey)[ACG], backpack, bandolier[UE], beast whistle (feline), bedroll, belt pouch, dandy brush, flint and steel, grappling arrow[UE], hunter's sight[ACG], mess kit[UE], pot, silk rope (50 ft.), silver holy symbol of Ketephys, spell component pouch, thieves' tools, trail rations (5), training harness[ARG], veterinarian's kit[UE], waterskin, wooden holy symbol of Ketephys, wrist sheath, spring loaded
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Animal Companion (animal companion (tiger named Kali)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (2 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Climb (30 feet) You have a Climb speed.
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.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
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
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Tree Climber +1 (Ex) Gain bonus to Acrobatics and Climb checks to move between, through, or up trees.
Weapon Focus (Bows) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
--------------------


background:

Feenith began life in the forest, cast away by his human biological parents for being born with feathers. He was found by a awakened tiger that had outlived her druid master and she immediately knew him for an Aasimar baby having met many a being while wandering with her master. He was taught the ways and language of the tigers and the forest. When he was old enough to learn the human ways, his tiger momma took him to the House of Green Mothers where he studied druidic magic and how to train his own animal companion. After studying druidic ways for a few years he saw and felt the damage the people were doing to the forest and vowed to protect it. He began learning fighting techniques and eventually became an accomplished big game hunter. He returned to his tiger family in the forest only to find that his tiger momma had been killed by careless humans for her pelt and the pride still morned her loss. He convinced a young tiger named Kali to join him as his companion to help him defend the forest and other tigers from senseless slaughter.

One night, while sleeping in a tree, Feenith had a horrible dream that a giant spire with black tendrils was erupting from the ground and destroying all the forest for miles around with its’ dark magic. He awoke and shot upright in his bed while Kali felt his fear and hatred through their empathic link. He remembered his vow to keep the forest safe so he set out to find this horrible spire and stop it.

Kali:

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

Kali CR –
Female tiger
N Medium animal
Init +3; Senses low-light vision, scent; Perception +2
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 27 (3d8+3)
Fort +5, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +3 (1d6+4), 2 claws +3 (1d4+4)
Special Attacks hunter tricks (3/day; heel, sic 'em), rake (2 claws +3, 1d4+4)
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +4; CMD 17 (21 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Power Attack, Stealthy
Tricks Attack, Attack, Attack Any Target, Defend, Down, Fighting, Stay
Skills Acrobatics +3 (+7 to jump), Escape Artist +5, Stealth +11
SQ animal focus, attack any target, defend, fighting, finesse weapon attack attribute, rules changes
Other Gear blanket[APG], carnivore feed (per day) (10), exotic pack saddle
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defend [Trick] The animal will defend you.
Fighting [Trick] The animal has been trained to fight.
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
Hunter Tricks
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
--------------------


Dot for interest. We'll see if I have time for this, but Spheres is always tempting.


Are potions allowed, within the 1000gp?
I'd like to pick up some Potion of CLW, and Enlarge Person. Maybe even one of Magic fang


Dotting this one - impossible to not take on a challenge like Rappan Athuk and Emerald Spire :D

Planning on probably going Investigator (Empiricist)/Fighter for a versatile melee STR based combatant.

I should have something up later on today ;)


Hi :) I'll try with a ranged throwing weapons build, probably Fighter/something sphere. Most probably a Shoanti, mystic warrior and whatnot, you know.

Would you allow Deadly Agility to use Dex for Damage with thrown weapons? It states "when wielding...", but it's strange that there are so many ways to add Dex to Dmg in melee and none with throwns.


Here follows the first draft on Hedrak's crunch - one question: no special materials allowed, I assume not even cold iron?

Hedrak:

Hedrak
Male half-orc fighter 2/investigator (empiricist) 2/gestalt 2 (Pathfinder RPG Advanced Class Guide 30, 100)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 28 (2d10+8)
Fort +7, Ref +7, Will +8 (+1 vs. fear)
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+6/19-20) or
. . mwk bardiche +6 (1d10+9/19-20) or
. . morningstar +5 (1d8+6) or
. . bite +0 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork bardiche)
Investigator (Empiricist) Extracts Prepared (CL 2nd; concentration +5)
. . 1st—long arm[ACG], monkey fish[ACG], shield
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 16, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 18
Feats Combat Reflexes, Extra Inspiration[ACG], Iron Will, Power Attack, Toughness
Traits accelerated drinker, fate's favored, student of philosophy, tusked
Skills Acrobatics +3 (-1 to jump), Bluff +3 (+7 to lie (as a result of using Int instead of Cha)), Craft (alchemy) +8 (+10 to create alchemical items), Craft (weapons) +7, Diplomacy +4 (+8 to gather information (You can use your Intelligence Modifier instead of Charisma), +8 to persuade others but not to gather information (as a result of using Int instead of Cha)), Intimidate +6, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +9, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +8, Perception +8, Spellcraft +7, Survival +6, Use Magic Device +7; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Abyssal, Common, Draconic, Goblin, Orc, Undercommon
SQ alchemy (alchemy crafting +2), ceaseless observation, human investigator, inspiration (7/day), orc blood, trapfinding +1
Other Gear agile breastplate[APG], heavy wooden shield, dagger, morningstar, mwk bardiche[APG], alchemy crafting kit[APG], investigator starting formula book, masterwork backpack[APG], portable alchemist's lab[APG], weaponsmithing tools
--------------------
Special Abilities
--------------------
+1 formulas in formula book Add one extract formula from the investigator’s formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Will keep building on him, but the plan is having a strong melee combatant chassis, but with a LOT of more options in and out of combat (due to Investigator).


@Albion, looks like you can get another feat in there. Remember that you get power attack for free from the feat tax!


@caster4life I want everyone to do 1 post a day and I will do my best to update every day. Maps are usually done with Roll20, everyone can see it and move their token with a free account. Otherwise I will also take snapshots of each combat round and post a link with each post. Multiclassing is ok, prestige classes are ok. For that purpose use (Fractional BAB/Saves).

@Jereru I think the feat allows it so that is fine. If other people are wondering about this option, you don't have to have a Path of War class to take some Path of War feats such as this one.

Also to everyone. I think I shall have to rewrite the wealth rule again. I agree that the cheaper special materials like cold iron or magic items and such that you could normally purchase even at regular level 1 should be available. So I will instead be including a GP limit in the rules, read below.

Wealth You may select any weapon+armour+shield combo apropriate for your class and character and 1 set of clothing worth 10gp or less. You then have 500gp to spend on other equipment, special materials, masterworking, consumable magic items and permanent magic items. Items from dnd3.5 or other settings/worlds if your character is from there may be allowed if we can convert them to pathfinder rules(check with me).


Question: would the Battle Auger from Samurai Sheepdog and the Taskshaper from Rite Publishing be allowed? Basically, I'm trying to get a Rogue-from-the-X-Men type, who copies the powers and abilities she sees.


Doomed Hero here. Wanted to get my submission in before the deadline ended.

Here's Grey, healer and support caster extraordinaire. He's a straightforward, no-nonsense sort who's priorities are keeping his allies alive and making the enemies dead (in that order).

He has a huge vendetta against the Goat Priests of Rappan Athuk, so when they start to show up his priorities might be tested.

Grey was originally from a long-running Rappan Athuk game, so I'm familiar with some of it. I'd like to keep part of that backstory. I'm thinking that Grey has been delving into Rappan Athuk with various groups for a while now, but they keep either running away or dying. He's hoping to find a band of true professionals to team up with.

Mechanically, he's a Warpriest/Shaman with a splash of Spheres of Might for some extra combat versatility. He's focused on channel-healing at the moment, but as he grows in power he'll learn more about the negative energy side of channeling and use it to harm enemies and take control of the undead. Eventually he'll be taking levels in the Envoy of Balance prestige class.

This character is very team-focused and should work well in any group. He's designed to be versatile, and can easily fill the tank, healer, or support caster roles.

I still have spells to pick and some sphere-related stuff to work out, but the majority of the character is complete.


So here's most of my (Zorblag's) crunch. All the decisions are made, though I still need to go through and list all the daily resources and powers and abilities in the appropriate sections (they're scattered throughout the rest of the build for now.) I also need to add the backstory which I've got figure out, but not typed up.

Kaillum is a fairly mobile and sneaky scout, but isn't going to be doing too much damage right at the start (it gets better at level 3 when her sneak attack kicks in, and then at level 4 when her melee gets dex to damage.) Down the road her true benefit to the party is going to come from the choices of sphere powers going forward which can augment whatever the party is missing most (healing, divination, more scouting, more ranged damage, more melee damage, you name it.)

If anyone sees anything that looks out of place do let me know!


Here's my own rough draft

char:
Sansu
Female Tiefling Daemon-Spawn (Grimspawn) Warder(Fiendbound Marauder) // Psionic 2
TN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 19 (+6 armor, +4 Dex,+2 shield +1 natural; (-1 stance )
hp 26 (2d12+2)
Fort +3 , Ref +6, Will +0; (+1 vs spell, spell-like, poison)
Resist fire 5,
--------------------
Offense
--------------------
Speed 30’ (20’ in Pugilist Stance)
Melee Fiend’s Grip +6 (1d8+4) 5’-10’ range (Able to attack adjacent and reach)

Spell-Like Abilities (CL 2nd)
. . 1/day— death knell

--------------------
Statistics
--------------------
Str 12, Dex 18, Con 10, Int 18, Wis 6, Cha 16
Base Atk +2; CMB:Trip/disarm/sunder:+9, Bullrush/hamstring/overrun/Dirty Trick:+6,Grapple:+4 CMD 19 +2 vs non-grapple
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Combat Reflexes, Enforcer, Deft Maneuvers, Deadly Agility
Traits Bred for War (+1 Intimidate, +1 CMB) (race), Accelerated Drinker (drink potion move) (Combat), Trap Finder (campaign) (+1 disarm, disarm like rogue), Blades of Mercy (no penalty non lethal slashing) (religion)
Skills Acrobatics +9 (+10 to move between, through, or up trees), Climb +16 (+17 to move between, through, or up trees), Disable Device +10, Escape Artist +5, Fly +5, Handle Animal +8, Heal +7 (+10 to treat common animals, but +1 to treat other creatures), Knowledge (geography) +6, Knowledge (nature) +6, Perception +6, Spellcraft +5, Stealth +10, Survival +7; Racial Modifiers +2 Acrobatics, +2 Fly

--------------------
Special Abilities
--------------------
Power Attack (-1 attack roll, +2 damage)
Combat Expertise (-1 attack roll, +1 AC)
Weapon Finesse: Dex to attack rolls and trip/disarm/sunder
Deadly Agility: Dex to damage on finesse weapons
Combat Reflexes: Class feature, included as bonus feat, use Int instead of Dex
Blades of Mercy:Slashing weapons can be used non lethally for no penalty
Enforcer: On non lethal damage, able to make free action Intimidate check to demoralize. If successful, shaken for damage in rounds. On crit and successful demoralize, frightened for 1 round first
Prehensile Tail: swift action to retrieve small objects
Accelerated Drinker: Move action to drink potion
Fiendish Sprinter: 10’ additional movement to charge, run, or withdraw
Dark Mark: On hit, free action to curse. Cursed targets suffer 10% arcane spell failure, and have -4 attack rolls vs other targets, 4/day
Aegis: Allies within 10’ receive +1 morale bonus to AC and Will, self not included. LoS required
Phrenic Pool: 4, refreshes daily
Overpowering Mind:Spend 2 Phrenic to increase Will DC by 1
Defensive Focus: Full Round, recover all maneuvers. Threatened area increase by 5’. Able to move to reach
Fiendish Grip: move action, summon weapons in place of spiked shield gauntlets, Increase range, and damage, and benefits from all enhancements from Spiked Shield Guantlets

Spells (Psychic)
(0) Daze
(0) Stabilize
(1) Remove Fear
(1) Sleep

Maneuvers
(Stance) Iron Pikeman’s Attitude (armor type is reduced to one lighter, Dex cap +1, acp +1) (Default)
(Stance) Pugilist Stance (+1d6 dmg while using unarmed/close/monk weapons)
(Boost) (2) Taunting Laugh (demoralize + flatfoot) (R)
(Boost) (1) Strength of Hell (+2 attack, +1d6 dmg profane, -2AC) (R)
(Strike) (1) Pummel Strike (attack flat footed +1d6 dmg) (R)
(Strike) (1) Flurry Strike (2 Attacks) (R)
(Boost) (1) Brawler’s Attitude (+4 CMB)
(Strike) (1) Shards of Iron Strike (staggers)


All done! Grey became a bit more tanky as I fleshed him out. Between temporary HP, self-healing and his Bodyguard familiar, he's going to be awfully hard to kill, and once he gets Life Link at 3rd level he'll be an impressive Hit Point battery for the party. He doesn't hit super hard, but he makes one heck of a doorstop.


Zorblag wrote:
@Albion, looks like you can get another feat in there. Remember that you get power attack for free from the feat tax!

Ooooooh, thanks Zorblag!

I'm still wrapping my head around the Feat Tax rule - can't say I fully grasp it :P

Also modifying Hedrak under the light of the new gear rules - think I'm giving him heavier armor :D


@Artemis That is quite an interesting combo. They are approved.

Submissions are coming along nicely. Still 2 more weeks to go, though if we get 10 complete submission(currently 3) I will probably call it then. To be considered complete all you need is to have race and classes chosen and a backstory with a reference to a spire somewhere in you character's backstory. It doesn't have to even be significant to them or something you go searching for.


Nymz is almost finish. The classes are there for an 11th level character. I just need to tone it back and adjust the backstory for the spire part.


Thanks for the answers, GM!

GM, how do you consider alchemist bombs and eldritch archer magus spell combat to interact? It seems to me that the standard action to attack with a bomb could be combined with ranged spell combat to make a full attack action and cast a spell. But I know some folk seem to think that a bomb is a unique standard action attack that can't be combined into a full round action with spell combat and I think that's a reasonable counterpoint. Your thoughts? I'm thinking wizard x on one side and eldritch archer magus 1/alchemist x-1 on the other side.


Adjusted wealth to new 500g rule and free armor/shield/weapon combo.

Feenith:

Feenith
Male garuda-blooded aasimar (plumekith) hunter (patient ambusher) 2/slayer (woodland sniper) 2/gestalt 2 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 26, 53, Pathfinder RPG Bestiary 7, Ultimate Wilderness 53, 87)
CN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+6 armor, +3 Dex, +1 shield)
hp 22 (2d10+2)
Fort +3, Ref +7, Will +1; +2 vs. death
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), climb 30 ft.
Melee cold iron dagger +6 (1d4+3/19-20) or
. . cold iron scimitar +5 (1d6+3/18-20) or
. . silver light mace +6 (1d6+3)
Ranged composite longbow +7 (1d8+3/×3)
Special Attacks studied target +1 (1st, move action)
Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—speak with animals (tiger only)
. . 1/day—see invisibility
Hunter (Patient Ambusher) Spells Known (CL 2nd; concentration +3)
. . 1st (3/day)—cure light wounds, gravity bow[APG], snowball[UW], summon nature's ally I
. . 0 (at will)—create water, know direction, light, purify food and drink (DC 11), stabilize
--------------------
Statistics
--------------------
Str 17, Dex 18, Con 10, Int 12, Wis 12, Cha 14
Base Atk +2; CMB +6; CMD 19
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Fey Foundling[ISWG], Power Attack, Precise Shot, Rapid Shot, Stealthy, Weapon Focus
Traits beastkin, big game hunter (realm of the mammoth lords), house of green mothers pupil, well-provisioned adventurer
Skills Acrobatics +5 (+6 to move between, through, or up trees, +1 to jump), Climb +14 (+15 to move between, through, or up trees), Disable Device +6, Escape Artist +1, Fly +1, Handle Animal +8 (+10 vs. Kali while worn), Heal +7 (+10 to treat common animals, but +1 to treat other creatures), Knowledge (geography) +6, Knowledge (nature) +6, Perception +6, Spellcraft +5, Stealth +6, Survival +7 (+9 while tracking specific animal and to get along in the wild); Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common, Sylvan
SQ animal companion (tiger named Kali), animal focus (2 minutes/day), finesse weapon attack attribute, rules changes, slayer talent (weapon training), track +1, trapfinding +1, tree climber +1
Combat Gear cold iron durable arrow (50), alchemist's fire, alkali flask[APG], healer's kit, weapon blanch (silver)[APG] (2); Other Gear agile breastplate[APG], buckler, arrows (20), blunt arrows[APG] (20), cold iron dagger, cold iron scimitar, composite longbow (+3 Str), silver light mace, animal call (deer)[ACG], animal call (moose)[ACG], animal call (turkey)[ACG], bandolier[UE], beast whistle (feline), bedroll, belt pouch, flint and steel, grappling arrow[UE], masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, silk rope (50 ft.), spell component pouch, torch (10), trail rations (5), veterinarian's kit[UE], waterskin, wooden holy symbol of Ketephys, wrist sheath, spring loaded, 8 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Animal Companion (animal companion (tiger named Kali)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (2 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Climb (30 feet) You have a Climb speed.
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.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
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
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Tree Climber +1 (Ex) Gain bonus to Acrobatics and Climb checks to move between, through, or up trees.
Weapon Focus (Bows) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
--------------------


background:

Feenith began life in the forest, cast away by his human biological parents for being born with feathers. He was found by a awakened tiger that had outlived her druid master and she immediately knew him for an Aasimar baby having met many a being while wandering with her master. He was taught the ways and language of the tigers and the forest. When he was old enough to learn the human ways, his tiger momma took him to the House of Green Mothers where he studied druidic magic and how to train his own animal companion. After studying druidic ways for a few years he saw and felt the damage the people were doing to the forest and vowed to protect it. He began learning fighting techniques and eventually became an accomplished big game hunter. He returned to his tiger family in the forest only to find that his tiger momma had been killed by careless humans for her pelt and the pride still morned her loss. He convinced a young tiger named Kali to join him as his companion to help him defend the forest and other tigers from senseless slaughter.

One night, while sleeping in a tree, Feenith had a horrible dream that a giant spire with black tendrils was erupting from the ground and destroying all the forest for miles around with its’ dark magic. He awoke and shot upright in his bed while Kali felt his fear and hatred through their empathic link. He remembered his vow to keep the forest safe so he set out to find this horrible spire and stop it.

Kali:

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

Kali CR –
Female tiger
N Medium animal
Init +3; Senses low-light vision, scent; Perception +2
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 27 (3d8+3)
Fort +5, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +3 (1d6+4), 2 claws +3 (1d4+4)
Special Attacks hunter tricks (3/day; heel, sic 'em), rake (2 claws +3, 1d4+4)
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +4; CMD 17 (21 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Power Attack, Stealthy
Tricks Attack, Attack, Attack Any Target, Defend, Down, Fighting, Stay
Skills Acrobatics +3 (+7 to jump), Escape Artist +5, Stealth +11
SQ animal focus, attack any target, defend, fighting, finesse weapon attack attribute, rules changes
Other Gear animal collar with name tag (worth 1 gp), blanket[APG], carnivore feed (per day) (10), dandy brush, exotic pack saddle, training harness[ARG]
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defend [Trick] The animal will defend you.
Fighting [Trick] The animal has been trained to fight.
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
Hunter Tricks
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
--------------------


Here is Kaillum's backstory.

Background:

Kaillum’s home had no name that Kaillum knew. It was simply the village in the swamp where she was born and raised. Since she was young, Kaillum’s dreams of the village were especially vivid and gave her premonitions of things to come. The village elders encouraged her to share her dreams and she gained a certain status as a dreaming prophet among her people.

This was fine. Until it wasn’t. Shortly after her Fifteenth year, the black vines began to appear in her dreams. They were a curiosity at first and seemed harmless enough, but each night they seemed to grow. At first they appeared on the trees, then they moved to the buildings, and before Kaillum knew they were starting to appear on the heads and bodies of the villagers. Although they presented no obvious threat, they felt wrong. When she shared these visions with the elders none knew what to make of them.

Fortunately, they were just dreams. Until they weren’t. Kaillum remembers very vividly the first day that she saw one while awake. It was on a Cypress tree in the middle of the village. When she tried to point it out to her friends they all denied seeing it. No matter how Kaillum brought it into the light it was as though it was invisible to everyone else. Once first spotted it quickly started to spread, first along the trees, then the buildings, and then, one horrifying morning, it appeared on the heads of her parents.

When it did, her parents changed. They were … cold? distant? alien? Kaillum couldn’t find the right words, but they were wrong somehow, and they weren’t alone. The entire village had begun to sprout the unnatural growths on their arms, torsos and faces. Old friends now seemed sinister and Kaillum felt isolated among the only people she had ever known. In a panic, Kaillum fled into the swamp to escape what she could only describe as a creeping doom that had overcome her home.

It was in the swamp, cowering and alone, not knowing what to do next or how she would find the strength to do it, that Sal found her. In her state of terror and confusion she paid no attention to the common house centipede until it had crawled onto her arm where it sat still and stared directly into her eyes. There was no obvious source of communication, no words she could hear, but knowledge flooded into her head nonetheless. Sal was an emissary of something in the swamp, something that saw what was happening to her village, and something that would help her stop it. There was a source. Something spreading corruption from far away, from a tower or spire covered in the black vines and thrusting up, uninvited, towards the heavens. Something Sal shared his knowledge of in visions that Kaillum could apparently now have while awake.

Sal offered help. Sal offered an alliance. Sal offered power. If Kaillum would journey to the tower and put an end to it’s dark influence then the entity from the swamp would lend Kaillum it’s strength for the task. The task would not be easy and Sal seemed not to know exactly what the task would entail, but Kaillum had no choice. She set out to find the tower and cut off the corruption it’s roots.

It’s been three months since then. The swamp is long left behind and Kaillum has made her way through lands that she had no idea existed back in her days in the village. Sal and his patron have kept their word and Kaillum can feel her powers growing. Now she finds herself at the base of the spire that she knows from her waking visions. She can see the black tendrils that cover it, and now so can others. She finds herself working with strange allies, ready to make an assault on this … thing that she knows is *wrong*.

Let me know if anything looks off there, otherwise I'm largely good to go at this point I think.


@caster4life Tagging a spell onto using bombs sounds fun and different than usual eldritch archers. I think it should work.


Okay, Victor should be 100%. Gear is adjusted for the new wealth rules, too. I might fiddle with this or that small detail before the deadline, but this should be a solid enough representation of him.

Character Sheet:
VICTOR VON ULMEN
Male Tiefling (Hungerseed)
Alchemist (Internal Alchemist/Reanimator) 2
Warder (Fiendbound Marauder) 2
Gestalt 2
LE Medium Humanoid (Human), Outsider (Native)
Init +1; Senses Darkvision 60', Perception +7

--------------------
DEFENSE
--------------------

AC 20, touch 11, flat-footed 19. . (+1 Dex, +9 armor)
HP 28 (2d12+4)
Fort +5, Ref +4, Will +5; +2 vs. poison
Resist cold 5, electricity 5, fire 5

--------------------
OFFENSE
--------------------

Speed 20 ft. (Heavy Armor)
Melee Fiend's Grip (Masterwork Cold Iron Spiked Gauntlet) +7 (1d8+4/20/x2 plus grab) OR +6 (1d8+6/20/x2 plus grab)
. . Fiend's Grip (Alchemically Silvered Gauntlet) +6 (1d8+4/20/x2 plus grab) OR +5 (1d8+6/20/x2 plus grab)
. . Armor Spikes +6 (1d6+4/20/x2) OR +5 (1d6+6/20/x2)
Ranged Sling +3 (1d4+4/20/x2)
Special Attacks Bomb 5/day (1d4+4 fire damage, DC14 reflex)
Special Abilities mutagen, defensive focus (+5'), grab (fiend's grip)
Spell-Like Abilities] (CL 1st, Concentration +0)
. . [at-will] deathwatch
Alchemist Extracts Known (CL 2nd, Concentration +5)
. . 1st (3/day) ant haul, comprehend languages, enlarge person, expeditious retreat, long arm [1], shield [1]
Warder Maneuvers and Stances Known (IL 2nd, 4 readied)
. . [maneuvers] brawler’s attitude BB [1], strength of hell BS, stutter strike CR, DC16 Will [1], terrifying blow EG, DC16 Will [1], voracious drive BS
. . [stances] pugilist stance BB, vigilant keeper's stance EG [1]

--------------------
STATISTICS
--------------------

Str 18, Dex 13, Con 14, Int 16, Wis 14, Cha 8
Base Atk +2; CMB +6; CMD 17
Feats Brew Potion (bonus), Combat Reflexes (bonus), Precise Shot (bonus), Seize the Opportunity, Weapon Group Adaption (close)
Traits Bruising Intellect, Child of the Temple, Pragmatic Activator, Unorthodox Method
Skills Acrobatics -4, Appraise +3, Bluff -1, Climb -1, Craft (alchemy) +8, Diplomacy -1, Disguise +1, Fly -4, Heal +7, Intimidate +11, Knowledge (arcana) +8, Knowledge (religion) +9, Perception +7, Profession (apothecary) +7, Sense Motive +2, Spellcraft +8, Stealth -4, Survival +2, Swim -1, Use Magic Device +8
SQ darkvision 60', fiendish resistance, pass as human, skilled, soul seer, alchemy, bombs, breath mastery, brew potion, mutagen (+4/-2, +2 NA, 20 minutes), discoveries (precise bombs [3 squares]) poison resistance +2, poison use, defensive focus (+5'), fiend's grip, the dark mark
Languages Common, Draconic, Dwarven, Infernal
Combat Gear -; Other Gear 0pp 0gp 0sp 0cp, masterwork full plate with armor spikes, masterwork cold iron spiked gauntlet, alchemically silvered gauntlet, sling, sling bullets (20), alchemist's kit (Light encumbrance)

Character Sheet (with Mutagen):
VICTOR VON ULMEN
Male Tiefling (Hungerseed)
Alchemist (Internal Alchemist/Reanimator) 2
Warder (Fiendbound Marauder) 2
Gestalt 2
LE Medium Humanoid (Human), Outsider (Native)
Init +1; Senses Darkvision 60', Perception +7

--------------------
DEFENSE
--------------------

AC 22, touch 11, flat-footed 21. . (+1 Dex, +9 armor, +2 natural)
HP 28 (2d12+4)
Fort +5, Ref +4, Will +5; +2 vs. poison
Resist cold 5, electricity 5, fire 5

--------------------
OFFENSE
--------------------

Speed 20 ft. (Heavy Armor)
Melee Fiend's Grip (Masterwork Cold Iron Spiked Gauntlet) +9 (1d8+4/20/x2 plus grab) OR +8 (1d8+6/20/x2)
. . Fiend's Grip (Alchemically Silvered Gauntlet) +8 (1d8+4/20/x2 plus grab) OR +7 (1d8+6/20/x2)
. . Armor Spikes +8 (1d6+6/20/x2) OR +7 (1d6+8/20/x2)
Ranged Sling +3 (1d4+6/20/x2)
Special Attacks Bomb 4/day (1d4+3 fire damage, DC13 reflex)
Special Abilities mutagen, defensive focus (+5'), grab (fiend's grip)
Spell-Like Abilities] (CL 1st, Concentration +0)
. . [at-will] deathwatch
Alchemist Extracts Known (CL 2nd, Concentration +4)
. . 1st (3/day) ant haul, comprehend languages, enlarge person, expeditious retreat, long arm [1], shield [1]
Warder Maneuvers and Stances Known (IL 2nd, 4 readied)
. . [maneuvers] brawler’s attitude BB [1], strength of hell BS, stutter strike CR, DC15 Will [1], terrifying blow EG, DC15 Will [1], voracious drive BS
. . [stances] pugilist stance BB, vigilant keeper's stance EG [1]

--------------------
STATISTICS
--------------------

Str 22 [18+4], Dex 13, Con 14, Int 14 [16-2], Wis 14, Cha 8
Base Atk +2; CMB +8; CMD 17
Skills Acrobatics -4, Appraise +2, Bluff -1, Climb +1, Craft (alchemy) +7, Diplomacy -1, Disguise +1, Fly -4, Heal +7, Intimidate +10, Knowledge (arcana) +7, Knowledge (religion) +8, Perception +7, Profession (apothecary) +7, Sense Motive +2, Spellcraft +7, Stealth -4, Survival +2, Swim +1, Use Magic Device +7

Background:
Born the youngest son to minor nobles, Victor is was the apple of his father's eye. As devout Asmodeans, a fiend-blooded child was nothing but a boon to loyal and faithful folk. From a young age, Victor never wanted for anything, and had the constant affection and attention of his besotted parents. When childish fancy led him to the study of alchemy, the boy was heaped with tomes and tools. But unlike most youths, instead of abandoning alchemy as a flight of fancy, the youngest von Ulmen became enthralled with it. While study and experimentation came easy to the tiefling boy, social things didn't, and it was only exacerbated by the long hours and late nights he spent holed up in his personal laboratory.

As he neared adulthood, his parents realized that he could not live his whole life secluded from the world. Though still their pride and joy, they realized that he needed to experience life outside his home. Sending him to stay with Victor's uncle, who was once a town guard, they hoped their son would learn how to both protect himself, and how to interact with others. Just as with alchemy, he took to his uncle's training with vigor. As the months passed, the slight teen grew sturdy and strong. Sadly, his personality did not change terribly much, even though his uncle was a friendly and well-liked pillar of the community. Rather, as Victor grew and became more martially competent, the fiendish blood in him seemed to sing, and despite his parents' hopes, he remains irascible and overbearing.

Now, many years later, Victor has combined his alchemical studies and his uncle's training to turn himself into a mountain of a man, strong and sharp-witted. Living on his own, the tiefling funds his research by selling potions and working as an enforcer for the local sheriff. As a self-sufficient adult, the youngest von Ulmen has once again begun spending long nights on his studies. As he, and his beloved parents, began to age, Victor realized the frailty of the flesh. This led him, as it inevitably leads all alchemists, to the search for immortality. Enthralled by the ideal of defying death, his studies became ever more fevered, and his trials more arcane and ruthless. Even his own body became a test subject, as he tried all he could to grasp the unreachable.

With his face buried in reagents and tinctures each morning, a recurring dream has been bothering him for quite some time. Pulsing veins running along the surface of towering spire, a skeletal hand offering a crimson stone, the wicked grin of a treacherous devil, and a small phial holding a few drops of an orange-amber liquid. Though with no context to tie these strange images together, the alchemist is sure that they have greater meaning. So when tales of a black spire with cracks running along its surface reached him, Victor packed his meager belongings and rushed out to investigate.

Physical Description:
At first glance, one might not even know that Victor has devil's blood flowing through his veins. He is tall, wide-shouldered and well-built for a human, but is mostly unextraordinary, save his bright amber eyes and short, jet-black horns protruding from his scalp. His black hair is kept short and neat, combed to cover his horns, and he appears nearly permanently clean-shaven. To some, he might even be considered handsome, in a sort of brutish way.

When under the effects of his alchemic concoctions, von Ulmen's eyes glow a dull red, and strange tumors grow from his arms and chest, only to subside when those effects wear off. They even subsume the heavy armor he wears, seeming to grow straight through the metal and leather he clads himself in.

Portrait of Victor.
Portrait of Victor under the effects of his mutagen.

Personality:
Victor can be safely described in a single word - intimidating. Tall and muscular, with a certain calculating air about him, one would generally be afraid to meet him in a darkened alleyway. Powerful and intelligent, he always seems to be trying to remain one step ahead of others. Despite this, he can be quite pleasant when he chooses to.

That is not to say that he is always so, however. Beneath his quiet comportment, Victor's mind is constantly racing, always trying to figure out how to steer situations in his favor, or how to apply his alchemical knowledge (or benefit his research). He is prideful to a fault, and this pride is what inspires his quest for immortality. Victor pinches every copper piece he can earn, as he worries that his research will cost more than he could ever amass in a dozen lifetimes. Despite this, he is forever looking forward and contenting himself with the knowledge that his hard work will be rewarded.

Not content to rest on his laurels, however, Victor is constantly tinkering and experimenting, and can often be found sleeping with his face in various alchemical components and tools. While there is little order in his clothing, furniture or other goods, his lab is always impeccably-kept, for a single errant hand can spell the end of an alchemist. This strictness may be missing from other facets of his life, but has surely kept von Ulmen from an untimely end... thus far.


The Sceptre of Ages wrote:
@caster4life Tagging a spell onto using bombs sounds fun and different than usual eldritch archers. I think it should work.

Cool, thanks!

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