Revenge of the Kobold King (Inactive)

Game Master Seldlon the Swift

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Recruitment is now open for three players. You may submit multiple PCs in case someone else gets your first pick of class.

Where We Are

This is a continuation of play that started with Hollow's Last Hope
Followed by Crown of the Kobold King. This is the sequel to Crown but we needed to level up.
We inserted Wingclipper's Revenge and The Pallid Plague to level up.
Real life got to three of our players in that last module. They were posting at a very slow rate and finally gave up after finishing it.
Rhen Vemsa is our dwarven rogue. He is way into pbp and DMs as well. His post rate and quality is great. He is fun to play with. Do not waste your time building a rogue :-)

What To Expect

One post per day and one over the weekend. I will be somewhat flexible with that. I do have a bag of omnipotence and will use it.

Max HP each level up. You will have the funds available to a PC of your level at each level up. We do not track bar tabs or even loot. You can keep anything you find and use during the module in addition to the level up wealth. Any wealth not spent at level up or during the module is ignored.

The final battle in Wing Clipper's Revenge is indicative of these mods. It was an absolutely epic battle. What did I throw them? CR11 at level 3.

Submit your PC
You are level 5
Purchase mode: 25 points
Wealth: 10,500 gp
HP always max
No third party
traits: 2

When will you know?
Recruitment is open for seven days. Please keep all recruiting discussion and questions here as the primary discussion thread is to be used by players only. Players will have input into the selection process.

Any questions you have are very welcome in recruitment. Let us build a great party.


I guess two questions for start.

1) You say 2 traits. Is there a campaign themed trait pool that one needs to be taken from or is it free game? (Amplifying questions: if there is a campaign trait pool, where can we find it... and if not, would you be adverse to picking one from a different campaign, assuming it was worked into the backstory properly?)

2) Apart from the aforementioned rogue, is there anyone else from the previous campaign coming over to this one?

Silver Crusade

dotting,

thinking either a sorcerer or cavalier.

Also, as is want of me, I know you said no 3pp, but, would you at least look over this class here? - The machinesmith

I'd love a chance to play it, but understand if you deny it, and will be working under the assumption that it is indeed not allowed.


Emerald, any 2 traits. Not campaign specific.
The rogue is all that remains. So 3 other PCs that can do this module.


rorek55
Post that stuff

Silver Crusade

apologies, but just to make sure, was that the go ahead for the machine smith or the other classes?


Yes. I would back it up with other classes. Just to be safe. That 3rd party looks okay to me. Rhen's input will most likely be decisive.

Silver Crusade

alright, just to help you out, I'll likely use the analyzer or mobius weapon great work. (Since the construct one, while fun and super thematic, can lead to a lot of strange things. And people seem to usually have an aversion to pet classes)

either way, he/she will likely be a front line fighter.


Hm... depending on what y'all need, I could either draft up an Inspired Blade Swashbuckler or perhaps an alchemist of some variety. Any preference?


I would be very interested in this. I have just now decided to delve into the world of pbp, but I have been playing and GMing D&D, and then Pathfinder, since the early 90's. I am so new to pbp, that I have only read through the tutorials. I have not posted one thing yet, but I am excited to learn and role play the crap out of some characters. I have a pfs half orc archaeologist that I have never played. I have a vine leshy, leshy warden (druid) that I think would be interesting. Or, I could pull a number of other characters from a folder to play. If you choose me, I am committed to posting frequently and in depth. There will be a learnig curve with me, however.


I know you said don't build a rogue, but my favorite class combo is unchained monk with some unchained rogue sprinkled in. He ends up quite tanky and mobile so he can stealth with the dwarf to provide support or go toe to toe with enemies to be front line. I would be building off of Jabari to start. For a psionic variant, Mintash is a high level goal. Mintash was for an eberon game using dreamscarred press for the psionics just FYI.

Alternately, I would probably build either a druid or a bloodrager.


Keep in mind that you have already killed the Kobold King. As this will be his revenge, it is fair to assume you will be facing undead.


@Emerald: None.

@mahuffma: Present one you think would be good for this campaign.

@natloz: Any of those should work.


Is this a campaign that is expected to continue after this module, or will it be ending after this? I have a half orc barbarian/oracle who is aspiring to become a rage prophet. It would be anti-climatic to end before he reaches his apex.


Good question for those interested, mahuffma. No end in sight. The sequel to this is Hungry are the Dead. I have all but chosen a module to follow that one. I will look for player input as we move past these modules.


I will present the half orc barbarian/oracle. Let me know how much information you would like on him this early.

Sczarni

I will attempt to put together two offering when I get a chance. I lost a few of my games and to see a GM who has actually done more than one module and continued going on this site feels rare at this point to me. (Most of my games died before level 3 so starting at five would be quite fun.)

I'll probably be throwing in Ranger and potentially a mixed bag character. We'll see soon enough once inspiration falls. The biggest issue is there isn't a good basis to build one's fluff into as this is rather open field for characters.


The characters do not need to exact by any means at this point. The more you put into it, the better it will look. I foresee tweaking them in discussion once chosen.

I will be looking at your history for post rate, post quality and other things. That is more important to me than the build which can modified. I will not rule out giving someone new a chance, however I believe I would lean on a proven player.


Hey, i will read tonight, have dog training now.

The Machine smith is cool, it is similar to this Alchemist


I think you are looking mostly for concept at this point, so I'll submit two characters I created previously. Either can quickly be levelled up to 5th and made to fit your guidelines.

Either is capable as both arcane and healing. The Summoner also comes with a damage dealer built in. Backtories will likely need to be tweaked to fit in with the area your group is in / concept for fitting in.

I think you'll be pleased with my posting history and quality. If anything, I post too often. Past games are linked in my profile.

Zemsta the Summoner:
Zemsta
Female half-elf unchained summoner (spirit summoner) 2 (Pathfinder RPG Advanced Class Guide 123, Pathfinder Unchained 25)
CN Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 14 (2d8-2)
Fort -1, Ref +2, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4-1/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks channel positive energy 6/day (DC 16, 1d6)
unchained summoner (Spirit Summoner) Spells Known (CL 2nd; concentration +7)
. . 1st (4/day)—grease, mage armor, obscuring mist
. . 0 (at will)—acid splash, daze (DC 15), detect magic, mending, read magic
. . S spirit magic spell; Spirit Life Wandering Spirit
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 8, Int 12, Wis 10, Cha 20
Base Atk +1.5; CMB +0; CMD 12
Feats Selective Channeling, Skill Focus (Use Magic Device)
Traits calistrian courtesan, unpredictable
Skills Bluff +10, Diplomacy +9 (+10 to gather information), Knowledge (history) +5, Knowledge (nobility) +5, Linguistics +5, Perception +2, Profession (courtesan) +4, Sense Motive +1, Spellcraft +6, Use Magic Device +13; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven, Varisian
SQ arcane training[APG], bond senses (2 rounds/day), eidolon (unchained), elf blood, life link, spirit ()
Combat Gear vermin repellent[UE] (2); Other Gear crossbow bolts (10), dagger, light crossbow, backpack, belt pouch, flint and steel, mess kit[UE], soap, spell component pouch, waterskin, 63 gp, 3 sp
--------------------
Tracked Resources
--------------------
Bond Senses (2 rounds/day) (Su) - 0/2
Crossbow bolts - 0/10
Dagger - 0/1
Shaman/Summoner (Unchained, 6/day, DC 16) Channel Positive Energy 1d6 (Su) - 0/6
Vermin repellent - 0/2
--------------------
Special Abilities
--------------------
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Bond Senses (2 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Eidolon (Unchained) Can summon a powerful aspect of an outsider.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shaman/Summoner (Unchained, 6/day, DC 16) Channel Positive Energy 1d6 (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
--------------------
Born Zoastria Oririe, Zemsta was a happy and care-free child.

Her elven mother, Tiatha, from the Mierani forest, fell in love with a human knight who had taken a quest to defeat a great dragon.

Knights who battle dragons usually meet a certain fate, and this knight was no different. Thought the tryst was short lived, it left a living legacy in Zemsta.

As is usual with elves, Zemsta was shunned due to her heritage. Unable to bear the ridicule, Tiatha took her daughter and moved to Korvosa, entering service at the Calistrean temple.

Growing up around Calistreans made an impression on Zemsta, and she learned to love the beauty and freedom taught by the faith. With her mother's blessing, she entered training for priesthood, eventually entering service as a courtesan.

Zemsta was very successful in this lifestyle, due to her great beauty and exotic appearance. Life was good and appeared as if it would only get better, until one night when a worshipper became violent.

On this particular night, something went wrong with the wards and safeguards in the temple. Either the alarms did not sound, or the listeners were distracted. Zemsta was beaten mercilessly and hovered on the brink of death.

At the boundary between two worlds, a power reached out to her. "If you would live, take my hand. Accept my power, and I will be your protector." Taking the barely seen hand, a sudden glowing warmth filled Zemsta's body, bringing her back from the brink of death. When she became fully aware, a voluptuous, deeply tanned female stood over her with a bloody dagger.

Zemsta eventually healed from the attack, but her health suffered, leaving her weak and unable to copulate without pain. No longer able to serve as a courtesan, and with new powers, the church instead assisted Zemsta in learning about her new powers and in training her to serve the church as an instrument of vengeance.

She took the name Zemsta, a word she found in a text about obscure languages. The word means Vengance, and it felt appropriate.

Niu the Witch:
Niu
Male human (Garundi) witch 3 (Pathfinder RPG Advanced Player's Guide 65)
CG Medium humanoid (human)
Init +10; Senses Perception +6
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 14 (3d6)
Fort +0, Ref +3, Will +4; +1 trait bonus vs. divine magic., +2 trait bonus against mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4-1/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks hexes (cackle[APG], healing[APG], misfortune[APG], slumber[APG])
Witch Spells Prepared (CL 3rd; concentration +8)
. . 2nd—cure moderate wounds, web (DC 16)
. . 1st—bless, burning hands (DC 15), obscuring mist
. . 0 (at will)—detect magic, detect poison, light, read magic
. . Patron Ancestors
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 8, Int 19, Wis 13, Cha 8
Base Atk +1; CMB +0; CMD 12
Feats Alertness, Extra Hex[APG], Extra Hex[APG], Improved Initiative
Traits deathtouched, desperate resolve, devotee of the old gods
Skills Heal +7, Knowledge (arcana) +10, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +11, Perception +6, Sense Motive +3, Spellcraft +10
Languages Ancient Osiriani, Celestial, Common, Kelish, Osiriani, Terran
SQ witch's familiar (greensting scorpion named Neb-en-toti)
Combat Gear scroll of air bubble (x2), charm person (x2), comprehend languages (x2), detect secret doors (x2), identify (x2), long arm, mending (x2), mount (x2), remove sickness (x2); Other Gear crossbow bolts (10), dagger, light crossbow, handy haversack, bedroll, belt pouch, candle (10), chalk (10), familiar satchel[UE], flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 18 gp
--------------------
Special Abilities
--------------------
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Healing (1d8+3) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Misfortune (1 round, DC 15) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (3 rounds, DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
--------------------
Appearance: Niu is short, and skinny. His hair is long, unkempt, and bleached almost white by the sun. Even though he is young, his skin is dry and leathery, darkened by constant sunburn. His lips are cracked, and his voice is dry and rasping.

Crawling over his arms and shoulders is a large, black scarab that stops occasionally to look at you with eyes that seem to know too much.

Background: Niu was a street urchin from Wati. Coming from a very poor family, his home life was uncertain at best. Like many, the family honored Bes, but his luck never seemed to grace the family. Food was scarce, and his mother Ahmes and father Am would often need to leave Niu alone while they were working.

Niu spent a lot of time on the streets. Begging led to shoplifting and introduced him to members of a street gang of young shoplifters. For a while, Niu had a small measure of happiness until a boy named Kafele, a few years older than Niu, joined the gang.

Kafele chose Niu as a target to prove his superiority, but always couched his bullying as "pranks", so as not to seem as malicious. When he decided to up the ante, Kafele and a small group convinced Niu to go out into the desert with them on a camping trip.

As Niu slept, the boys left, leaving Niu with no supplies. Kafele had convinced the boys that this was a "test". Niu, being inexperienced with desert travel immediately became lost. Wandering the hot desert for hours, he began following a mirage of an oasis. After several more hours, Niu was crawling, incoherent, and nearly dead.

As he lay on the sand, a large scarab crawled over his hand and arm toward his head, and a voice spoke in his head. The scarab, Neb-en-toti had been sent by a distant ancestor, Par-ab-hor, a long dead soceror to teach Niu and save his life.

Grasping for any lifeline, Niu accepted the power, using it to heal himself. Finally able to reach the oasis, Niu found himself with shelter, water, and food, but no knowledge of where he was.

For ten years, Niu lived at the oasis, learning and expanding his powers. At long last, a caravan stopped at the oasis for water. Par-ab-hor bid Niu to follow the caravan back to Wati. "Return! Find me in the tombs!"

Seeing no reason to object, Niu followed at a distance. Now back in Wati, he is looking for a way into the tombs, while harboring dreams of reintroducing himself to Kafele.

I am also more than happy to make a pure damage dealer. I have a couple of concepts tumbling around in my head, but nothing concrete.


Sorry for the walls of text. Here's my Monk/Rogue. There's a basic background and a bunch of crunch.

Spoiler:
Background: Character trained with of Monastery of Seven Forms in Taldor until he thought there was more to life. Trained with Seven Forms of Sin before tiring of their debauchery. He left the city to travel to find more influences for his fighting style. Heard of trouble starting in Darkmoon Vale and Falcon's Hollow. He went there to see what the issue was.

Unchained Monk 3 Unchained Rogue (Dark Lurker) 2(FCB: +3 HP)
Init +6; Senses Darkvision 60 ft; Perception +11;

==DEFENSE==
AC 21, touch 19, flat-footed 16 (+4 dex, +3 Wis, +2 Armor, +1 Deflection, +1 Dodge)
hp 64 (3d10 {monk} +2d8 {rogue} +10{con}, +5 {toughness}, +3{FC})
Fort +5, Ref +10, Will +5

Special Defense Monk AC Bonus (+0 Monk; Add Wis bonus to AC and CMB);

==OFFENSE==
Spd 40 ft
Melee Unarmed Strike +10 (1d6+1) 20/x2
Flurry +10/+10 (1d6+1) 20/x2
Ranged Sling +8 (1d4) 20/x2

Special Attacks Stunning Fist 3x, Flurry of Blows [extra attack on full attack at highest attack bonus];

==STATISTICS==
Str 10, Dex 18 (17+1), Con 14, Int 12, Wis 16 (14+2), Cha 10
BAB +4, CMB +4, CMD 23
Feats Stunning Fist, Improved Unarmed Strike, Dodge, toughness, weapon focus (unarmed strike), Accomplished Sneak Attacker, Blind-Fight, Combat Reflexes, Deflect Arrows, Dodge, Weapon Finesse, Shadow Strike

Skills:
33 points total
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge (Dungeoneering), Knowledge (History), Knowledge (Local), Knowledge (religion), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Stealth, Swim

Acrobatics +12 (4 dex +5 rank +3 cs)
Appraise +5 (1 Int +1 rank + 3 cs)
Climb +4 (1 rank +3 cs)
Disable Device +9 (4 dex + 1 rank +3 cs +1 tf)
Escape Artist +12 (4 dex +5 rank +3 cs)
Know dungeoneering +5 (1 int + 1 rank +3 cs)
Know history +5 (1 int + 1 rank + 3 cs)
Know religion +5 (1 Int +1 rank +3 cs)
Perception +11 (3 Wis +5 rank +3 cs)
Perception vs traps +12
Ride +8 (4 dex + 1 rank, + 3 cs)
Sense Motive +10 (3 wis + 4 rank + 3 cs)
Stealth +12 (+4 dex +5 rank +3 cs)
Swim +4 (1 rank + 3 cs)

Traits:
Carefully hidden +1 will save +2 vs divination
Reactionary +2 init

Racial Abilities

Spoiler:

Dim Dweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. They also gain darkvision to a range of 60 ft. This racial trait replaces skilled.

Bonus Feat: Humans select one extra feat at 1st level.

Class Abilities

Spoiler:

Weapon and Armor Proficiency
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
Rogue gains proficiency in light armor and all simple weapons

AC Bonus (Ex)When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feat: (Dodge, deflect arrows)
At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows (Ex)
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike (Ex)
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
The damage dealt by a monk's unarmed strike is determined by the unarmed damage column on Table 1–2: Monk. The damage listed is for Medium monks.

Unchained Rogue Sneak attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Blades from the Shadows (Ex)
At 2nd level, a dark lurker gains shadow strike as a bonus rogue talent. (A character using the unchained rogue class instead gains the ability to make attacks of opportunity against foes with cover, though not foes with improved cover or total cover).
At 6th level, the dark lurker can deal precision damage to targets with total concealment (though any miss chance applies normally, and may prevent an attack from hitting in the first place).
This ability replaces evasion; the dark lurker can take evasion as a rogue talent.

Trapfinding
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Feats

Spoiler:

Accomplished Sneak Attacker(Ex)
You add 1d6 to your sneak attack damage.
Your number of sneak attack dice cannot exceed half your character level (rounded up).

Blind-Fight(Ex)
In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.

[i[Combat Reflexes (Ex)[/i]
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Deflect Arrows
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.

Dodge
+1 dodge bonus to AC

Weapon Finesse
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.


Equipment: Bracers of Armor +2; ring of protection +1; Amulet of Mighty Fists +1

I've been on the boards for a while. Most of the games I have been in have fallen apart due to DM issues or are moving really slow. I'm usually checking games from my phone all during the day so I can post whenever.

I'm working on getting a druid built up as an alternate at the moment.


Rhen, was the dog able to teach you anything?


So still working on details like feats, traits, discoveries, and gear... but here is my submission: Mala Alam, drow Alchemist (Chirurgeon/Sacred Alchemist archetypes) in service of Sarenrae.

Have a two paragraph backstory that explains that, but to summarize she was originally a human cleric of Sarenrae that died trying to save a group of druids from an illness that their magics weren't working against. The druids reincarnated her, but for whatever reason when she came back 1) she was now a drow, and 2) Sarenrae no longer answered her prayers directly the way a cleric would expect. Still faithful, turns to alchemy to continue aiding the sick in her goddess' name... and along the course of her studies is able to come up with a serum that temporarily can restore her ability to call upon Sarenrae for aid.

Like I said, still working on some of the details but I think I have provided enough to get a sense of where I am going with her.


I am a bad learner and the dog taught me nothing, entries are looking good.


A question that I had not thought about until recently: were you guys using the background skills system from Unchained or the standard one?


Unchained

Sczarni

I do have a question to ask, as it does effect a ranger quiet heavily. Dragon Hunter...would it be useful? You give up I think all Favored Enemy for pure Dragon hatred and if it's not really good, then almost no point in taking it.

Bjorn the Hideous:

Bjorn the Hideous
Male asura-spawn tiefling ranger (dragon hunter) 5 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder Player Companion: Dragonslayer's Handbook, Pathfinder RPG Bestiary 264, Ultimate Wilderness 187)
N Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 20, touch 16, flat-footed 14 (+4 armor, +6 Dex)
hp 50 (5d10)
Fort +4, Ref +10, Will +3
Resist cold 5, electricity 5, fire 5
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Offense
--------------------
Speed 30 ft.
Ranged +1 darkwood composite longbow +12 (1d8+3/×3)
Special Attacks combat style (archery), favored enemy (dragons +4)
Spell-Like Abilities (CL 5th; concentration +5)
1/day—hideous laughter (DC 12)
Ranger (Dragon Hunter) Spells Prepared (CL 2nd; concentration +4)
1st—gravity bow[APG], magic fang
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Statistics
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Str 14, Dex 22, Con 10, Int 12, Wis 14, Cha 10
Base Atk +5; CMB +7; CMD 23
Feats Boon Companion[UW], Dragoncrafting, Endurance, Point-Blank Shot, Precise Shot, Rapid Shot
Traits poverty-stricken, soaring sprinter
Skills Acrobatics +11 (+13 to keep balance or jump), Appraise +3, Climb +7, Handle Animal +8, Heal +10, Intimidate +8, Knowledge (arcana) +6, Knowledge (dungeoneering) +5, Knowledge (geography) +7, Knowledge (nature) +5, Linguistics +3, Perception +10, Ride +14, Stealth +14, Survival +11, Swim +7; Racial Modifiers +2 Appraise
Languages Abyssal, Common, Draconic, Elven, Sylvan
SQ favored terrain (forest +2), hunter's bond (wolf named Animal Companion), predatory deduction, shared vigilance, wild empathy +5
Combat Gear acid (3), alchemist's fire (3); Other Gear +1 darkleaf cloth studded leather, +1 darkwood composite longbow (+2 Str), belt of incredible dexterity +2, bedroll, belt pouch, blanket[APG], fishhook, fishing net, flask, flint and steel, hunter's sight[ACG], manacles, masterwork (barbed)[ARG], masterwork backpack[APG], mug/tankard, signal horn[APG], snuffbox, bone[ACG], string or twine[APG], waterskin (2), whet bone, 89 gp, 6 sp, 4 cp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Darkvision (60 feet) You can see in the dark (black and white only).
Dragoncrafting Can gather components from recently dead true dragons to create new items.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
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.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Favored Enemy (Dragons +4) (Ex) +4 to rolls vs. dragons foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in forest terrain.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Predatory Deduction (Ex) Extra info from a dragon's trail with DC 15 know (arcana) check. +2 if less than 2 days old.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shared Vigilance (Ex) Gain Alterness feat when adjacent to animal companion.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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

Animal Companion CR –
Wolf (Ultimate Wilderness 187)
N Medium animal
Init +3; Senses low-light vision, scent; Perception +5
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Defense
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AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 50 (5d8+10)
Fort +6, Ref +7, Will +2
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Offense
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Speed 50 ft. (35 ft. in armor)
Melee bite +5 (1d6+3 plus trip)
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 18 (22 vs. trip)
Feats Improved Natural Armor, Light Armor Proficiency, Power Attack
Tricks Attack, Attack, Attack Any Target, Defend, Down, Fetch, Heel, Hunting, Seek, Track
Skills Perception +5, Stealth +1, Survival +4 (+8 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ attack any target, defend, hunting
Combat Gear tanglefoot bundle; Other Gear +1 chain shirt, bear trap[APG], bear trap[APG], bear trap[APG], bear trap[APG], bear trap[APG], carnivore feed (per day) (10), exotic pack saddle, medium tent[APG], silk rope (50 ft.), trail rations (30)
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Hunting [Trick] The animal has been trained for hunting.
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.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.


Mala is coming along nicely... background skills, feats, traits, and discoveries are all added in. Need to pick my formulae for my book and gear at this point, but I think there is enough in there that you can tell how I plan on playing her. (You get a healing elixir, and you get a healing elixir, and YOU get a healing elixir!) Let me know if you have any questions, comments, or concerns. I will continue to work on the last things I am missing.


Tragic Backstory:

Naomi is from Falcons Hollow. She grew up as a fun loving and adventurous girl. One day, she pleaded her betrothed to venture into to the Darkwood with her. This proved to be a mistake as the two were attacked by a strange Bear. It was larger and quicker than your average Darkwood Bear. Naomi was wounded and her betrothed told her to run while he bought her some time. The last he heard of his was his screams in the distance.

When she returned, few people believed her story as the body of her betrothed was never found. Rumors spread that she had murdered him. Naomi withdrew herself from the company of others becoming something of a young spinster.

Not long after the ordeal Naomi began to notice changes in herself. Her hair had grown thicker and rougher. Her nails grew at an alarming pace. Her transformation pushed her further from her community. But perhaps it is time to bring her new self into the light...

Naomi is a Human Shifter with the Weretouched Archetype.
I'll do a full build if selected but so far I'm not planning on anything too outlandish mechanically. A claw based front liner with loads of HP, some DR and is occasionally a Bear.


Jing, our previous ranger took the scout Guide archetype. I thought that was very good in that you get to choose a favored enemy every day.

https://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo-range r-archetypes/guide

Dragon hunter has some good pluses that kind of make up for the favored enemy.

Totally your call and can absolutely be tweaked in discussion prior to game play.


SkaTalon, nice background. We had a run in with a young girl werewolf in our first module. The PCs had fallen in love with her and could not harm her even though she would kill them. Very interesting how that one played out.


Aye she has a place in me heart, I will be trainin' her in me ways. haha


@GM
How do you feel about Bloodrager into Dragon Disciple? It doesn’t conflict per se, but dragon disciple was written before Bloodrager so it requires some GM interpretation on a number of points.


Our previous front line was a Bloodrager. He could cast enlarge and had a reach weapon. I botted him in battle once. Fun, but easy to make mistakes and there was one or two times where he did miscalculate. I have no problem with complexities.


I can up grade this one to 5th pretty easy. The backstory was for RotRL but was not picked.


Thank you, Grulyn.


A quick overview at this time:

A very brief and not thorough look at your "online reputations" appears to me that everyone who has submitted is well entrenched.
mahuffma has not had a chance to play pbp yet. I would like to give him that. Being said, 1st time players usually get their start with first time GMs. That is not an issue for me, so all are in the running from my standpoint.

We have 8 players making submissions, so the dreaded you are not chosen will occur.

I hope to let the players do the choosing so that the party is a player decision just like in game decisions. I will override if I see something I do not like about a player's history in other campaigns. So far that is not the case.

Thank you all for your interest in this campaign. It will be a good one. It will be challenging as well. I always run a simulation well before running a module online and this one is particularly tough as is the next one.


Rhen,
Your ways of near death experiences? Oh, you came so close several times. LOL.

Grand Lodge

Have an Idea for a Paladin of Shelyn


Post that stuff, Mr 6,083 posts.


Rhen, we are lucking out on recruitment. But, well deserved IMO. We do have a good thing going. Looks like it will only get better.


Good luck, everyone!


It has been a slog at times which is fun, I am liking this character and would like some company on the coming mission, I don't want to have to do it alone.


brunoreturns wrote:

I think you are looking mostly for concept at this point, so I'll submit two characters I created previously. Either can quickly be levelled up to 5th and made to fit your guidelines.

Either is capable as both arcane and healing. The Summoner also comes with a damage dealer built in. Backtories will likely need to be tweaked to fit in with the area your group is in / concept for fitting in.

I think you'll be pleased with my posting history and quality. If anything, I post too often. Past games are linked in my profile.

** spoiler omitted **...

Both of these concepts are only lvl 3 and 2, what can they do at 5th?

@ Igar - How much of a dungeon crawl in the classical sense is this module?


Rhen, similar to Crown. Outdoors first, then a crawl.


Mallius Vatius

Background:
Mallius was born in the city of Kintargo in Cheliax. Made a slave at birth, he bounced from owner to owner as Ragebred are prized for their strength and hardiness, separated from his parents at birth. He has had Anger issues all his life but at puberty, in a flash of rage at his mistreatment, long wicked looking claws extended from his hands and he killed his task master. The claws vanished in his shock and he ended up being blamed for the death even though his owner couldn’t figure out how he did it and he was branded on his back with the mark of a dangerous slave. The other slaves covered for his transformation and he change hands a couple more times. He ended up escaping from his current master Florialis Asellio on his third escape attempt and headed for Andoran and freedom. He never settled for long in one place because doesn’t trust people to leave him be and he avoids the law more often than not because of the treatment he had received at Cheliaxian hands. He hides both his wereboar nature and his claws whenever possible.

Appearance:
Mallius is a medium height human with short bristly brown hair, vivid blue eyes and a hunched brutish posture. He’s got a crooked nose and a small scar through his right eyebrow. He wears a plain light chainshirt over a plain brown shirt with rough patched dark brown leggings and tall worn boots. His hands are large and calloused and he wears a large ragged cloak with a crossbow and a very nice pack slung over his shoulder.

Role:
Mallius will bill himself as a human scout of some kind, which he is moderately proficient at but in combat he is a front line fighter all the way. As soon as his wereboar nature is discovered, he will assume that form all the time.

GM info:
Mallius is a product of experimentation by Rivozair, a blue dragon trying to create foot soldiers willing to serve it by mixing its blood with wereboar humanoids. He doesn’t know this and as he gets stronger, he will exhibit more and more draconic features and become more curious to his own background. Mine this information or don’t as you see fit.


Here is a work in progress of my proposed character. I still have a bit to go on him, but wanted to get him out there.

Ranok:
Ranok
Male half orc Barbarian 2, Oracle (Lunar) 3
Init: -2 Senses: Darkvision 60’, Perception +14
_______________
Defense
AC 20, touch 13, flat 17 (+7 armor, +3 Cha)
HP 63 (2d12, 3d8 +15)
F 8 R 5 W 5
_______________
Offense
Speed 20 ft
Melee +1 greatsword +8 2d6+5
Melee Bite +7 1d4+3
Special attacks: Bloody Bite 1d6 while raging
_______________
Statistics
Str 16, Dex 7, Con 17, Int 12, Wis 12, Cha 16
Base Atk +4; CMB +7; CMD 15
Feats Boon Companion[UW], Ferocious Beast, Extra Rage
Traits: ____ , ____
Skills Intimidate +8, Handle Animal +11, Perception +14, Survival +7, Climb +6, Diplomacy +9, Sense Motive + 9, Spellcraft +8, Knowledge Nature + 7, Knowledge Religion + 9
Languages: Orcish, Common, Draconic
______________
Special
Rage: 13 rounds
Uncanny dodge
Rage power: Bloody bite
Revelation: Prophetic armor – Use cha modifier in place of Dex for armor and reflex saves
Revelation: Primal Companion – Tiger
Racial Trait: Toothy – 1d4 primary bite
Racial trait: Shaman enhancement - +2 spellcraft, +2 str for tiger
Darkvision 60’
________________
Combat Gear: +1 breastplate, +1 greatsword, Eyes of the Eagle, Cloak of resistance +1, Wand of cure light wounds

Animal companion:
Tiger
N medium animal
Initiative +7, scent, low-light
________________
Defense
AC 21 touch 13 flat 18 (+3 dex, +5 armor, + 3 natural)
HP 45
Fort +5 Reflex +7 Will +3
________________
Offense
Speed 40 ft
Melee: bite +6 1d6+3
Melee: 2 claws +6 1d4+3
Special attack: Rake 1d4+3
_________________
Stats
Str 16 dex 17 con 13 int 3 wis 15 cha 10
Base att +3 CMB +6 CMD 19
Feats: Armor proficiency: light, Improved initiative, ____ ?
Combat Gear: +1 leather lamellar barding

Background:
Ranok grew up in an orc tribe learning to be a raider and pillager, like his father. He did not have much contact with his mother, for she was just a human thrall in the tribe. After Ranok came of age, he enjoyed going on raids very much. He seemed well suited for the task as they ranged all across the Five Kings Mountains. This seemed to be his destiny until the aftermath of a successful raid on a troop of elven foragers left him face to face with the most beautiful creature he had ever seen. Unable to put her down, for he was so lost in her canted eyes, he instead took her by the wrist and ran. The two of them spent a couple of years running from Ranok's former orc tribe. They would help the other fey folk when they could, but mostly enjoyed their unlikely love for one another. That is, until Ranok's father, at the head of a war party caught up to them. Ranok was ordered to kill her himself. Both Ranok and his elven lover know what would happen to her if he did not. Though it pained him, he saved her from the alternative. With that done, he was taken back into the tribe. It was not until months later that he was able to escape again. With no purpose, he found himself staring at the moon in the reflection of a secluded lake. It was in that moon struck lake that he found his calling. He has been traveling the land of Andoran ever since, looking to help where he can.


Rhen Vemsa wrote:

Both of these concepts are only lvl 3 and 2, what can they do at 5th?

@ Igar - How much of a dungeon crawl in the classical sense is this module?

I'll level them both up to 5 so you can see. Perhaps I misunderstood that the concept was the important part. It should only take a few minutes.

I think they both have campaign traits for the AP they were originally created for, so I'll have to swap those out.

Sczarni

Different Concept:

Unnamed Hero
Half-orc (feral) barbarian (armored hulk) 2/ranger (wild hunter) 3 (Pathfinder RPG Advanced Class Guide 108, Pathfinder RPG Ultimate Combat 28)
CN Medium humanoid (human, orc)
Init +2; Senses low-light vision; Perception +9
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Defense
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AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 67 (5 HD; 3d10+2d12+13)
Fort +9, Ref +6 (+1 bonus vs. trample attacks), Will +3
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Offense
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Speed 35 ft. (25 ft. in armor)
Melee +1 greataxe +12 (1d12+10/×3) or
bite +11 (1d4+9)
Ranged mwk orc hornbow +8 (2d6+5/×3)
Special Attacks combat style (two-handed weapon[APG]), rage (14 rounds/day), rage power (ferocious beast)
Spell-Like Abilities (CL 5th; concentration +3)
At will—speak with animals (dog only)
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Statistics
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Str 22, Dex 14, Con 14, Int 13, Wis 13, Cha 7
Base Atk +5; CMB +12; CMD 23 (24 vs. overrun)
Feats Cleave, Endurance, Extra Rage, Furious Focus[APG], Power Attack
Traits armor expert, beastkin
Skills Acrobatics +5 (+1 to jump), Climb +13, Handle Animal +6, Intimidate +8, Knowledge (nature) +9, Perception +9, Profession (butcher) +6, Profession (cook) +5, Profession (trapper) +6, Stealth +8, Survival +10, Swim +9; Racial Modifiers +2 Climb, +2 Intimidate
Languages Common, Draconic, Orc
SQ animal focus (3 minutes/day), favored terrain (forest +2), indomitable stance, orc blood, track +1, wild empathy +1
Other Gear +1 agile breastplate[APG], +1 greataxe, mwk orc hornbow (+5 Str), belt of giant strength +2, cloak of resistance +1, 700 gp
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Special Abilities
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Animal Focus (3 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in forest terrain.
Ferocious Beast (Ex) When raging, animal companion also rages. Spend 1 extra rd if adjacent, or 2 rds if not.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

I'll be using the same name as my other post but I thought of a different concept that might be a lot of fun and could do some serious damage while still being interesting to play. I'll try and finish up the actual gear another time but I put in the big items. The rest would just be adventuring mundane gear with 700gp leftover.

I'll be sure to get a decent backstory in soon.


Here are the characters as modified for this campaign.

I still need to select a couple of spells for Niu and make purchases, but that is minor.

I just noticed that Kitt the Eidolon's stats weren't in the spoiler. I'm adding it as a separate block Note that Kitt the Eidolon's AC is before Mage Armor and Shield.

Zemsta the Summoner:
Zemsta
Female half-elf unchained summoner (spirit summoner) 5 (Pathfinder RPG Advanced Class Guide 123, Pathfinder Unchained 25)
CN Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +2
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Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 35 (5d8-5)
Fort +0, Ref +4, Will +4; +2 vs. enchantments
Defensive Abilities shield ally; Immune sleep
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Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4-1/19-20)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks channel positive energy 6/day (DC 17, 3d6)
unchained summoner (Spirit Summoner) Spells Known (CL 5th; concentration +10)
. . 2nd (3/day)—create pit[APG] (DC 18), lesser evolution surge[APG] (DC 17), glitterdust (DC 18)
. . 1st (6/day)—glue seal[ACG], grease, mage armor, obscuring mist
. . 0 (at will)—acid splash, daze (DC 15), detect magic, light, mending, read magic
. . S spirit magic spell; Spirit Life
--------------------
Statistics
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Str 8, Dex 16, Con 8, Int 14, Wis 10, Cha 20
Base Atk +3.75; CMB +2; CMD 15
Feats Improved Initiative, Selective Channeling, Skill Focus (Use Magic Device), Spell Focus (conjuration)
Traits calistrian courtesan, unpredictable
Skills Bluff +11, Diplomacy +11 (+12 to gather information), Knowledge (arcana) +9, Knowledge (geography) +6, Knowledge (history) +9, Knowledge (nobility) +7, Knowledge (religion) +8, Linguistics +7, Perception +2, Profession (courtesan) +4, Sense Motive +1, Spellcraft +10, Use Magic Device +14; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Sylvan, Varisian
SQ arcane training[APG], bond senses (5 rounds/day), eidolon (unchained), elf blood, life link, spirit ()
Combat Gear vermin repellent[UE] (2); Other Gear crossbow bolts (10), dagger, light crossbow, backpack, belt pouch, flint and steel, mess kit[UE], soap, spell component pouch, waterskin, 63 gp, 3 sp
--------------------
Tracked Resources
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Bond Senses (5 rounds/day) (Su) - 0/5
Crossbow bolts - 0/10
Dagger - 0/1
Shaman/Summoner (Unchained, 6/day, DC 17) Channel Positive Energy 3d6 (Su) - 0/6
Vermin repellent - 0/2
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Special Abilities
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Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Bond Senses (5 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Eidolon (Unchained) Can summon a powerful aspect of an outsider.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shaman/Summoner (Unchained, 6/day, DC 17) Channel Positive Energy 3d6 (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Shield Ally (Ex) +2 AC and save when within eidolon's reach.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
--------------------
Born Zoastria Oririe, Zemsta was a happy and care-free child.

Her elven mother, Tiatha, from the Mierani forest, fell in love with a human knight who had taken a quest to defeat a great dragon.

Knights who battle dragons usually meet a certain fate, and this knight was no different. Thought the tryst was short lived, it left a living legacy in Zemsta.

As is usual with elves, Zemsta was shunned due to her heritage. Unable to bear the ridicule, Tiatha took her daughter and moved to Korvosa, entering service at the Calistrean temple.

Growing up around Calistreans made an impression on Zemsta, and she learned to love the beauty and freedom taught by the faith. With her mother's blessing, she entered training for priesthood, eventually entering service as a courtesan.

Zemsta was very successful in this lifestyle, due to her great beauty and exotic appearance. Life was good and appeared as if it would only get better, until one night when a worshipper became violent.

On this particular night, something went wrong with the wards and safeguards in the temple. Either the alarms did not sound, or the listeners were distracted. Zemsta was beaten mercilessly and hovered on the brink of death.

At the boundary between two worlds, a power reached out to her. "If you would live, take my hand. Accept my power, and I will be your protector." Taking the barely seen hand, a sudden glowing warmth filled Zemsta's body, bringing her back from the brink of death. When she became fully aware, a voluptuous, deeply tanned female stood over her with a bloody dagger.

Zemsta eventually healed from the attack, but her health suffered, leaving her weak and unable to copulate without pain. No longer able to serve as a courtesan, and with new powers, the church instead assisted Zemsta in learning about her new powers and in training her to serve the church as an instrument of vengeance.

She took the name Zemsta, a word she found in a text about obscure languages. The word means Vengance, and it felt appropriate.

Kitt the Eidolon:
Kitt CR –
Female biped
CG Medium outsider (azata)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 23, touch 13, flat-footed 20 (+2 Dex, +1 dodge, +10 natural)
hp 48 (4d10+8)
Fort +6, Ref +3, Will +4
Defensive Abilities evasion; Resist cold 10, electricity 10, fire 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk cold iron bardiche +10 (1d10+7/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron bardiche)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 14, Int 7, Wis 10, Cha 11
Base Atk +4; CMB +9; CMD 22
Feats Dodge, Power Attack
Skills Acrobatics +9, Heal +5, Intimidate +13, Perception +7, Stealth +6, Survival +6; Racial Modifiers +8 Intimidate
Languages Common
Other Gear mwk cold iron bardiche[APG], bedroll (2), masterwork backpack[APG], torch (10), trail rations (5)
--------------------
Tracked Resources
--------------------
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Niu the Witch 5:
Niu
Male human (Garundi) witch 5 (Pathfinder RPG Advanced Player's Guide 65)
CG Medium humanoid (human)
Init +11; Senses Perception +8
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 35 (5d6+5)
Fort +1, Ref +4, Will +6; +2 trait bonus against mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4-1/19-20)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks hexes (cackle[APG], flight[APG], healing[APG], misfortune[APG], slumber[APG])
Witch Spell-Like Abilities (CL 5th; concentration +11)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 5th; concentration +11)
. . 2nd—cure moderate wounds, web (2, DC 17)
. . 1st—bless, burning hands (2, DC 16), mage armor, obscuring mist
. . 0 (at will)—detect magic, detect poison, light, read magic
. . Patron Ancestors
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 10, Int 20, Wis 14, Cha 8
Base Atk +2; CMB +1; CMD 14
Feats Alertness, Extra Hex[APG], Extra Hex[APG], Improved Initiative, Spell Penetration
Traits deathtouched, desperate resolve
Skills Fly +10, Heal +9, Knowledge (arcana) +13, Knowledge (geography) +7, Knowledge (history) +11, Knowledge (nature) +12, Knowledge (planes) +13, Knowledge (religion) +10, Perception +8, Profession (herbalist) +7, Sense Motive +4, Sleight of Hand +6, Spellcraft +13, Survival +6, Swim +3
Languages Ancient Osiriani, Celestial, Common, Kelish, Osiriani, Terran, Undercommon
SQ witch's familiar (greensting scorpion named Neb-en-toti)
Combat Gear scroll of air bubble (x2), charm person (x2), comprehend languages (x2), detect secret doors (x2), identify (x2), long arm, mending (x2), mount (x2), remove sickness (x2); Other Gear crossbow bolts (10), dagger, light crossbow, handy haversack, bedroll, belt pouch, candle (10), chalk (10), familiar satchel[UE], flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 18 gp
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Special Abilities
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Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Healing (2d8+5) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Misfortune (1 round, DC 17) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (5 rounds, DC 17) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
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Appearance: Niu is short, and skinny. His hair is long, unkempt, and bleached almost white by the sun. Even though he is young, his skin is dry and leathery, darkened by constant sunburn. His lips are cracked, and his voice is dry and rasping.

Crawling over his arms and shoulders is a large, black scarab that stops occasionally to look at you with eyes that seem to know too much.

Background: Niu was a street urchin from Wati. Coming from a very poor family, his home life was uncertain at best. Like many, the family honored Bes, but his luck never seemed to grace the family. Food was scarce, and his mother Ahmes and father Am would often need to leave Niu alone while they were working.

Niu spent a lot of time on the streets. Begging led to shoplifting and introduced him to members of a street gang of young shoplifters. For a while, Niu had a small measure of happiness until a boy named Kafele, a few years older than Niu, joined the gang.

Kafele chose Niu as a target to prove his superiority, but always couched his bullying as "pranks", so as not to seem as malicious. When he decided to up the ante, Kafele and a small group convinced Niu to go out into the desert with them on a camping trip.

As Niu slept, the boys left, leaving Niu with no supplies. Kafele had convinced the boys that this was a "test". Niu, being inexperienced with desert travel immediately became lost. Wandering the hot desert for hours, he began following a mirage of an oasis. After several more hours, Niu was crawling, incoherent, and nearly dead.

As he lay on the sand, a large scarab crawled over his hand and arm toward his head, and a voice spoke in his head. The scarab, Neb-en-toti had been sent by a distant ancestor, Par-ab-hor, a long dead soceror to teach Niu and save his life.

Grasping for any lifeline, Niu accepted the power, using it to heal himself. Finally able to reach the oasis, Niu found himself with shelter, water, and food, but no knowledge of where he was.

For ten years, Niu lived at the oasis, learning and expanding his powers. At long last, a caravan stopped at the oasis for water. Par-ab-hor bid Niu to follow the caravan back to Wati. "Return! Find me in the tombs!"

Seeing no reason to object, Niu followed at a distance. Now back in Wati, he is looking for a way into the tombs, while harboring dreams of reintroducing himself to Kafele.

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