Tyrant's Grasp for PFS Credit (Inactive)

Game Master DoubleGold

Map, Slide 5


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Throwing my hat in the ring at the last second. I've build a human battle oracle, so -3 points for the class. I'll make an alias for her if selected. Please let me know if you have any questions/comments.

Character Build:

Statistics:
Spoiler:

Aranor Crus
Female Human Oracle 1
NG Medium Humanoid (Human)
Init +6 (roll twice, take either result); Senses: Darkvision 30ft; Perception +4
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 dex.)
HP 10 (1d8)
Fort +2, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 20ft (30ft if in light/no armor)
Melee Fauchard +2 (1d10 +3, 18-20/x2) (reach, trip)
Melee Dagger +2 (1d4 +2, 19-20/x2)
Ranged Light Crossbow +2 (1d6+0, 19-20/x2)
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Other Statistics
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Str 14, Dex 14, Con 14, Int 12, Wis 10, Cha 18
Base Atk +0; CMB 2; CMD 14

Special Abilities:

Spoiler:

Feats:
Improved Initiative: +4 bonus on initiative checks

Traits
Armor Expert (Combat): When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Fate's Favored (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
The Pessimist (Campaign): Your faith that the worst possible outcome will occur grants you a +1 trait bonus on Will saving throws. Your frustrating pessimism can spur friends to succeed just to spite you; once per day as a free action, you can force an ally within 30 feet to reroll a saving throw she just failed, using the better of the two results.

Skills:
6 skill ranks per level (4 class, +1 Int, +1 Human) +1 FCB

Diplomacy [1]: +8
Knowledge History [1]: +5
Knowledge Religion [1]: +5
Perception [1]: +4
Sense Motive [1]: +4
Spellcraft [1]: +5
Use Magic Device [1]: +5

Languages
Common, Celestial

--------------------
Class Features
--------------------
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Mystery (Battle):
Bonus Class Skills: Intimidate, Knowledge (engineering), Perception, and Ride
Bonus Spells: enlarge person (2nd), fog cloud (4th), magic vestment (6th), wall of fire (8th), righteous might (10th), mass bull’s strength (12th), control weather (14th), earthquake (16th), storm of vengeance (18th).
Selected Revelations:
War Sight: Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Curse (Shadowbound):
Your pigmentation is oddly colorless, and your eyes are highly sensitive to light. You are blinded for 1 round when exposed to normal or bright light and dazzled while in such a lit area. You gain darkvision to a range of 30 feet. At 5th level, the range of your darkvision increases by 30 feet. At 10th level, add shadow conjuration to your list of 4th-level oracle spells known and shadow evocation to your list of 5th-level oracle spells known. At 15th level, add shadow walk to your list of 6th-level oracle spells known.

--------------------
Alternate Racial Traits
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Military Tradition: Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait. (Chosen weapons: Fauchard, Composite Longbow)

Spells Known (CL 1):

Spoiler:

Orisons:
Detect Magic: Detects spells and magic items within 60ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks.
Virtue: Subject gains 1 temporary hp.

Level 1 (4/day):
Cure Light Wounds: Cure 1d8 damage + 1/level (max +5)
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Shield of Faith: Aura grants +2 or higher deflection bonus.

Equipment:

Spoiler:

Combat Gear:

Fauchard: 14gp
Dagger: 2gp
Light crossbow: 35gp
Crossbow bolts (20): 2gp
Scale mail: 50gp

Other Gear:

Backpack (Common): 2gp
Bedroll: 1sp
Belt pouch: 1gp
Chalk: 1cp
Crowbar: 2gp
Flint and steel: 1gp
Lantern (Hooded): 7gp
Mess kit: 2sp
Oil (3 pints): 3sp
Silk rope: 10gp
Soap: 1cp
Spell component pouch: 5gp
Trail rations (5): 2.5gp
Traveler's outfit (x3): 3gp
Waterskin: 1gp

Remaining gold: 11gp, 8sp, 8cp

Character Background:

Aranor Crus had a good life. The other children were occasionally cruel regarding her unusual coloring, but she learned how to win them over with a charming smile. It wasn’t fun being unable to go outside in bright sunlight, but she could go out in even the darkest night without fear of anything lurking in the shadows. Her parents were frequently busy, but when they were home they always made time to assure Aranor of just how much she was loved. It was a good life.

Then the orcs came.

Aranor woke to the sound of screams. Orcs were everywhere, cutting down people as they tried to flee. As she was peeking outside one saw her and charged, only to be tackled by someone. Talric. He was a baker, and he made the best bread, and she’d seen him nearly every day of her life.

”Run!” he screamed. The orc looked down, seemingly annoyed at the interruption, and casually stabbed him in the chest.

Aranor ran.

Her ability to see in the dark served her well as she fled across the fields. She was even able to find other survivors as they collectively made their way to the closest village. Her father Rogar was among them. Her mother Talia was not.

Griefstricken and paranoid after his wife’s death, Rogar began drilling Aranor relentlessly with both weapons and armor. Even as they reclaimed and rebuilt their home with the help of the knights of Lastwall, Rogar was certain that the orcs would return. He was determined that both he and Aranor would be able to defend themselves when they did. Aranor shared his view that it was not a matter of if the worst would happen, but when.

Their neighbors shook their heads over this pessimism. After all, Rossler’s Coffer was rebuilding. The orcs were being driven away. Most recently, even the monster hiding in the temple had been defeated! The town was almost back to where it had been ten years before; why borrow trouble where there was none?

Aranor knew better. She worked tirelessly to hone her skills, including the strange new powers she was beginning to manifest. It was only a matter of time before everything came crashing down once again.

This time she would be ready.

Question Answers:

Except for number 4 (for obvious reasons), these are answered in-character.

1. You defeated the enemy and they surrendered, what do you do?
First, let’s assume these are criminals and that there are appropriate authorities to which they can be delivered. I’d disarm them and tie them up as soon as possible, but be wary that they might be trying to trick me. If there aren’t any appropriate authorities, it would depend on the severity of their misdeeds. Either I would let them go with a stern warning, or kill them if they were too dangerous to set loose.

2. You are outnumbered or outgunned, damage along probably won't win the battle, unless you are rolling high and they are rolling low, what do you do?
If possible, I would flee. If flight was not possible I would surrender. If neither of those were options, I would fight to the bitter end to take as many of them with me as possible.

3. You can't go onto the next room until you solve the puzzle and one of you can figure it out, how do you proceed?
I'm not the best at puzzles, but I would try to solve it if I was alone or the best candidate for solving it. If there was someone else capable of figuring it out, I would leave it to them while I guarded them against any sudden attacks that might occur while they were distracted.

4. Player vs Player conflict, how do you proceed on playing the game? The conflict can happen before the game starts, ie. two people don't like each other, during the game, ie. they don't like your decisions or you don't like his, or even in-between books.
I’d discuss it with the other player like a rational adult, most likely over PM so as to not get other players involved. If our differences could not be settled, I’d either suck it up or suggest one of us leave the campaign, depending on the severity of the conflict.

5. An important NPC has been taking hostage and you are surrounded, like 10 guys ready to attack you all. One or more bad guys has a weapon pointed at the NPC if you retaliate, how do you proceed?
Assuming the fight could be won otherwise, I’d try to reason with the person holding the person hostage. If we were completely surrounded and had no possibility of victory, I would surrender.

6. You are told there is a certain object in the room, but none of you see it, what do you do? Assume the object is the size of a baseball, so it ain't like you are looking for a needle in the haystack.
I would cast detect magic to see if it was magically hidden. If nothing magical was revealed, I would question the person who told me the object was in the room. Perhaps they were mistaken...or lying.


So still brewing, but planning out an Aasimar (Lawbringer) Cavalier (Constable)... so 25 point buy. Probably going with the Order of the Shield and The Reclaimer campaign trait.

Don't wait on me though... if you want to close the thing before I have submitted I understand. Should have crunch and backstory by tonight.


Recruitment has closed. Emerald Duke can still make his character.
I plan to have selections Friday or Saturday.

Silver Crusade

Hildr
Female archon-blooded aasimar (lawbringers) shaman (spirit warden) 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Class Guide 35, 112, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6 (+8 vs. surprise and to detect invisible or incorporeal creatures)

Defense:

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d8+3)
Fort +2, Ref +2, Will +6
Resist acid 5, cold 5, electricity 5

Offense:

Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4/19-20) or
dagger +2 (1d4/19-20) or
light mace +2 (1d6)
Spell-Like Abilities (CL 1st; concentration +2)
1/day—continual flame
Shaman (Spirit Warden) Spells Prepared (CL 1st; concentration +5)
S spirit magic spell; Spirit Battle

Statistics:

Str 11, Dex 15, Con 15, Int 12, Wis 18, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Weapon Finesse
Traits spirit sense, tactician, the reclaimer
Skills Acrobatics -1 (-5 to jump), Heal +8, Intimidate +3 (+5 to demoralize foes), Perception +6 (+8 vs. surprise and to detect invisible or incorporeal creatures), Sense Motive +7, Spellcraft +5, Survival +8; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Celestial, Common, Elven
SQ battle spirit, spirit animal (rabbit named Hopucles), unnatural mein
Other Gear chain shirt, dagger, dagger, light mace, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, 26 gp

Special Abilities:

Battle Spirit +1 (4 rounds/day) (Su) As a standard action, allies in 30 ft gain bonus to attack and damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
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.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (rabbit named Hopucles)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Unnatural Mein (Ex) +2 bonus to Intimidate checks made to demoralize foes.


Hi DoubleGold,

Reminding you of this submission, if still applicable (stats and backstory under alias)

Thanks for running this!


So still working on the backstory (should have that up tonight or tomorrow morning latest) but worked out all the mechanics.

Ser Robert "Rob" Arnbjorn, Knight of the Shield. Well... constable of the shield... you get the idea.

Appreciate your letting me get this submitted at least.

My questions, for ease of navigation, can be found here: Quick link

Edit: .... and.... as finished as I am likely to be for now. Have a quick backstory in there and did a few touch ups.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Cool. I will revisit my submission before Friday.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I've copied my answers from my post earlier in the thread for easy reference.

I have a couple characters in mind, but the answers to the questions would be roughly the same for both of them.

1. Take their combat gear from them, tie them up and escort them to the local law enforcement.

2. Try and talk my way out of the situation. Unless it seems likely that they will kill us upon surrendering. In that case attempt a fighting withdrawal, holding the rear so my allies can escape.

3. Try my best to solve the puzzle. =) When that doesn't work spend the night reflecting on it, praying for guidance. If that doesn't work make a drawing of it, take it into town and hire a scholar to solve it for me.

4. If it is strictly between characters (not players) I proceed only with prenegotiated consent and only to the least permissive level that either of us is comfortable with. In general I will not start PvP, and have no interest in open, antagonistic PvP. If it seems like it will be a large aspect of a campaign I would gracefully bow out.

5. With words! Always talking before fighting if it can be helped.

6. Search very carefully. If after much searching I can't find it, assume its invisible and feel every surface carefully.

I made two characters, a Paladin and a Cleric. If I get selected feel free to pick whichever fits the party comp better.

Theros Roselight:

Male Ifirit (Sunsoul) Paladin (Tempered Champion) of Shelyn 1
LG Medium humanoid (human) outsider (native)
Init +6; Senses darkvision 60 ft., Perception -1
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Defense
--------------------
AC 16 (18 with shield), touch 12, flat-footed 14 (16 with shield) (+2 Dex, +4 Armor, +2 Shield)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +1; (+1 v Mind effects)
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Offense
--------------------
Speed 30 ft.
Special Attacks Smite Evil 1/day (+Cha to hit, +lvl to dmg, bypass DR)
Glaive +6 1d10+6 x3 (Power Attack: +5 1d10+9)
Warhammer +6 1d8+4 x3
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 9, Cha 16
Base Atk +1; CMB +5; CMD 17
Feats: Weapon Focus (5-10lb)
Traits The Optimist, 1 Other
Skills Perform (Sing) +7, Diplomacy +7, Knowledge (Religion) +5;
Languages Common, Ignan

--------------------
Special Abilities
--------------------
Aura of Good
Smite Evil (1/day)
Darkvision (60 feet) You can see in the dark (black and white only).
Wildfire Heart: +4 Init
Mostly Human
Solar Affinity

Born in Westcrown to a Human father and Ifrit mother Theros seemed destined to follow in their footsteps as well regarded opera singers. Unfortunately in his 10th year, his fate took a drastic turn. A rival Diva accused his mother of of sleeping with the wife of a local nobel. The lord, looking for an excuse to annul his marriage had both his wife, and Theros’s mother put to the sword for their supposed infidelity. Not believing that his wife would be unfaithful, Theros’s father proceeded on an ill fated attempt to take down the noble, dragging his young son along in the scheme. Ultimately he failed, and was also found guilty and executed. Young Theros would have suffered the same fate if not for Sir Witherford a wandering Paladin of Shelyn who, seeing great potential in the boy, smuggled him out of Chelliax on the eve of his scheduled execution. For the next 8 years Theros trained with Sir Witherford as his squire traveling the inner sea region before eventually settling down in Rostlar’s Coffer. On his 18th birthday he was released from his duties, as a full Paladin of Shelyn, to spread the message of beauty love and forgiveness.

Probably going to eventually go into Sentinel Prc

Tandyfoot Carbondale:

--------------------------------------------------
Tandyfoot Carbondale
Male Halfling Cleric of Chaldira Zuzaristan
NG Small humanoid (halfling)
Init +4 (Roll twice 7/day); , Perception +4
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Defense
--------------------
AC 19, touch 13, flat-footed 17 (+2 Dex, +4 Armor, +2 Shield, +1 Size)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +6;
--------------------
Offense
--------------------
Speed 30 ft.
Short Sword +3 1d4-1 19-20 x2

--------------------
Statistics
--------------------
Str 9, Dex 14, Con 14, Int 10, Wis 18, Cha 16
Base Atk +0; CMB -2; CMD 10
Feats: Weapon Finesse
Traits The Outsider, Helpful
Skills Diplomacy +7, Knowledge (Religion) +4; Stealth +9
Languages Common, Halfling

--------------------
Special Abilities
--------------------
Aura of Good
Channel Energy 1d6, 6/day DC: 13
Spells
Domains: War, Luck
Halfling Luck
Fleet of Foot
Fey Quickened

Tandyfoot has a problem. He likes to gamble. A lot. Maybe too much. Nah, definitely not too much. I mean, he definitely wins more than he loses. I think. Well either way there are good deeds to be done out there, and how else is he going to get the money necessary to do them? Tandyfoot is quick to make a wager, and even quicker to give his winnings away to the poor and downtrodden. He’s spent his entire adult life traveling the width and breadth of the Inner Sea region helping out those who just need a bit of luck in their life. Not overly concerned with where he is, as long as there is someone he can help out. He tries not to stay in any one place for too long, as his gambling “problem” tends to catch up with him. When that happens he packs up and heads to a new city, certain there is someone there that will need his help as well. Most recently he has come to Rostlar’s Coffer to see who might need a bit of luck.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

My submission is complete, below.

I had to call an audible. I had an idea to do a Dwarf Monk instead. Then I saw that there is an archetype for the Unchained Monk that came from this AP and I had to try it. If you would prefer I not take that archetype then I can just do vanilla Unchained Monk (with a tweak to the backstory). I am also willing to consider switching back to the Magus or Bard I mentioned before, but he would remain a Dwarf that lives in Roslar's Coffer.

I went back through my questions and posted Rali's comments on what I originally answered.

Rali's Comments:
Quote:
1. You defeated the enemy and they surrendered, what do you do?

It depends a great deal upon the enemy. The answer will probably (but not always) start with disarming them. After that it's a question of how much time I have and what else is going on. I may prefer to turn them in to some kind of authority, but that is often not an option. If they can be trusted, the old "agree not to bear arms against us and our kin and go free" Prisoner of War agreement can be resorted to. The worst case scenario is binding them and dragging them along until something else can be done with them. "Keep your friends close, and your enemies closer" as they say.

Rali's comments:
"You probably can't trust 'em, is the problem."

Quote:
2. You are outnumbered or outgunned, damage along probably won't win the battle, unless you are rolling high and they are rolling low, what do you do?

Try to find some way to even the odds, either via spell or some kind of interaction with the environment. Sometimes discretion is the better part of valor and you run away. When that's not an option (or you've decided it's you or them, hell or high water) then you grit your teeth and make the best of it, sending up some prayers.

Rali's comments:
*nodding in agreement* "Send yer prayers to th' gods 'n hope fer th' best. They may abandon you, like they abandoned us 12 years ago. But they may not..."

Quote:
3. You can't go onto the next room until you solve the puzzle and one of you can figure it out, how do you proceed?

I'm not sure I understand. The answer is to take the time to solve the puzzle and then go on.

Rali's comments:
*nodding in agreement*

Quote:
4. Player vs Player conflict, how do you proceed on playing the game? The conflict can happen before the game starts, ie. two people don't like each other, during the game, ie. they don't like your decisions or you don't like his, or even in-between books.

There's a couple of players (and/or characters) I haven't liked. Typically I have kept it to myself. There was one occasion where one of these character did something pretty evil and my character (a Paladin) was pretty pissed about it in character. It lead to some pretty good role play between us, as the Paladin had saved his butt so many times that, in character, he took her reprimand very seriously.

Rali's comments:
*nodding in agreement* "Adults talk these things out."

Quote:
5. An important NPC has been taking hostage and you are surrounded, like 10 guys ready to attack you all. One or more bad guys has a weapon pointed at the NPC if you retaliate, how do you proceed?

It depends on the circumstances. But ideally we try to talk it out. Some spells can come in handy here if we're in initiative and can cast before the bad guy gets a chance to pull his move off.

Rali's comments:
"I'm not much of a talker. A couple o' shuriken to th' throat oughta' do it."

Quote:
6. You are told there is a certain object in the room, but none of you see it, what do you do? Assume the object is the size of a baseball, so it ain't like you are looking for a needle in the haystack.

Start looking deeper. If there's furniture, cabinets, shelves, etc. you start searching them. If it's an empty room then you can narrow things down a lot and use some tricks to make it show up. Spread flour all over the place and see what lays flat and what lands on a baseball-sized object. Or blast Create Water all over the place and see what the shape of the water turns up. There are other clever low-level spell solutions. Worst case scenario is getting down on all fours and checking the floor.

Rali's comments:
"I carry a pound o' flour for such occasions."

Rali's Backstory:
Rali grew up in Roslar's Coffer. It was not an idyllic life, but the hard work and tight-knit community suited him well. He loved the people and they loved him back as a valued and dependable member of the community, despite his gruff demeanor.

He served honorably in the militia that fought (and was defeated by) the orcish incursion that destroyed the town. He survived the skirmishes and battles with only a few scars, but then found himself in Lastwall wishing that an orc blade had taken him. Homeless and dejected, he almost wasted away.

But a retired Pathfinder monk found him and took him in. The man taught him how to tap the potential within himself. Most importantly, the man gave him a purpose--shepherding the Cycle of Souls--and restored him to a full life.

After years of training with the monk and wandering the wilderness around Lastwall, hunting undead, the monk was ready to take his next step in the Cycle of Souls. Rali returned to Roslar's Coffer and settled back into the community, which welcomed him once again as a pillar of stability. He knows that his ultimate purpose is not yet complete--shepherding the Cycle of Souls will never be complete--but he is also certain that Roslar's Coffer is where he is supposed to be.

Although the initial destruction of Roslar's Coffer has left a permanent imprint on Rali's already sour disposition, he has learned to balance it all in the bigger picture.

Sidenote on Rali's religious beliefs: Rali does not venerate only one deity. Rather, he honors Torag, Sarenrae, Iomedae, and Pharasma each in turn.

Rali Mithralfist, Dwarven Soul Shepherd Unchained Monk:
Rali Mithralfist
Soul Shepherd Unchained Monk 1
LG Medium humanoid (dwarf)
Init +2; Senses Perc +7, SM +7; darkvision 60ft.

--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 13; +1 dodge vs. undead (10 + 2 Dex + 3 Wis)
HP 13/13 (10 base + 2 con + 1 favored class)
Fort +4, Ref +4, Will +4; +3 vs. poison, +5 vs. spells and spell-like abilities

--------------------
Offense
--------------------
Speed 20 ft.

[u]+1 atk vs. undead[/u]

Melee
unarmed strike, power attack: 1d20 + 5 - 1 ⇒ (4) + 5 - 1 = 8
bludgeoning: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
x2 critical, flurry-able

temple sword, power attack: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18
slashing: 1d8 + 6 + 3 ⇒ (4) + 6 + 3 = 13
19-20/x2 critical, flurry-able

kama, double-chained, power attack: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18
cold iron, slashing: 1d6 + 6 + 3 ⇒ (2) + 6 + 3 = 11
x2 critical, flurry-able, reach, trip

warhammer, power attack: 1d20 + 5 - 1 ⇒ (18) + 5 - 1 = 22
silver, bludgeoning: 1d8 + 6 + 3 ⇒ (7) + 6 + 3 = 16
x3 critical

Ranged
shuriken: 1d20 + 3 ⇒ (11) + 3 = 14
cold iron, piercing: 1d2 + 4 ⇒ (1) + 4 = 5
x2 critical, flurry-able 10ft., +1 atk/dmg within 30 ft., 10/10

holy water: 1d20 + 3 ⇒ (8) + 3 = 11
2d4 ⇒ (2, 2) = 4
x2 critical, 10ft., +1 atk/dmg within 30 ft. 1/1

acid flask: 1d20 + 3 ⇒ (10) + 3 = 13
acid: 1d6 ⇒ 4
x2 critical, 10ft., +1 atk/dmg within 30 ft. 2/2

Space 5 ft.; Reach 5 ft.

Special Attacks
Flurry of Blows
Calming Strike

Spell-Like Abilities
N/A

--------------------
Statistics
--------------------
Str 18
Dex 14
Con 15
Int 12
Wis 16
Cha 6

Base Atk +1; CMB +5; CMD 20; +4 vs. bull rush or trip while on the ground

Feats
Steel Soul
*Combat Reflexes
**Combat Expertise
**Deadly Aim
**Point Blank Shot
**Power Attack

*Monk bonus feat
**campaign bonus feat (i.e no feat taxes)

Traits
Glory of the Old (+1 on saves vs. poison, spells, and spell-like abilities)
Honored Fist (+1 ki point)
The Pessimist (+1 trait bonus to will saves, and force an ally within 30ft. to reroll a failed save 1/day)

Languages
Common,
Dwarven
Undercommon

SQ
Hardy/Steel Soul/Glory of Old

Barrow Warden/Scholar

Darkvision

Flurry of Blows

Calming Strike (1/1)

Skills 6 ranks (4 monk + 1 Int)
+6 Acrobatics (1 rank + 3 class + 2 dex)
+5 Knowledge, religion (1 rank + 3 class + 1 int)
+7 Knowldege, religion; identify undead (5 + 2 race)
+7 Perception (1 rank + 3 class + 3 wis)
+7 Sense Motive (1 rank + 3 class + 3 wis)
+6 Stealth (1 rank + 3 class + 2 dex)

Combat Gear
030 temple sword
012 cold iron kama, double chained (only one kama is cold iron)
032 silver warhammer
020 cold iron shuriken (10)
025 holy water (1)
020 acid (2)

Other Gear
008 monk's kit
This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.
000.02 powder/flour (1 lb.)
000.5 10ft. pole
000.5 10 iron spikes

1 gp, 9sp, 8cp
(1.98gp)

--------------------
Special Abilities
--------------------
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Barrow Warden: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead. This racial trait replaces defensive training and hatred.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

Barrow Scholar: Dwarves with this racial trait gain a +2 racial bonus on Knowledge (religion) checks to identify undead and can attempt them untrained. This racial trait replaces stonecunning.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

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: 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.

Calming Strike (Su): As an immediate action after hitting an incorporeal undead creature with an unarmed strike, a soul shepherd can attempt to calm the creature, encouraging it to move peacefully to the next stage of its metaphysical journey. The target must succeed at a Will save (DC = 10 + half soul shepherd's level + the soul shepherd's Wisdom modifier) or be calmed, as calm spirit, for 1 minute.
The soul shepherd can use this ability against a haunt by making a touch attack against an AC of 10 + the haunt's CR. A haunt does not receive a saving throw against this ability, but the ability's duration changes to concentration + 1 round, up to 1 round per level. A soul shepherd can use this ability a number of times per day equal to his soul shepherd level.
This replaces stunning fist.

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.


<Pokes head in.> Hm... nothing yet.

No rush or anything... just making sure I hadn't missed it.


The site was down when I wanted to do selections. Will do selections in about 13 to 15 hours. Busy before then.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Yeah I couldn't get on last night either. Can't wait to see who makes it!


I've been lucky. I've seen all kinds of people talking about site issues for the past couple days but it's been up every time I came online. Good luck everyone!!


I've been able to get on but there have been a few periods over the week that I haven't... makes me wonder if they are having to do server upgrades/patches or whatnot. Given the timeline for selections to be posted I probably will be asleep (EST over here) but I also echo caps... good luck all!


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Well here are the six, drumroll please. For those of you who made it, yes your combination is fine, you need to change nothing about your character class, race, etc. Though having a bad combination mechanically disqualifies no-one, they would only be told to change it.

1.Purple Dragon Knight-Akku
2.Quanchitonian-Grod the Cunning (mainly for suggesting eliminating feat taxes)
3.Ever-Anon-Aranor Crus
4. I'm Hiding in your closet
5. Helikon
6. Caps and Emerald Duke (tough decision, each roll a 1d20, highest gets the last spot).

To all who didn't get in, this was tough, you'll did a good job.

All in, please report to gameplay and introduce yourselves.


luck: 1d20 ⇒ 7

... well, that is typical... still, not a 1, so at least it can beat some rolls.

Your roll, caps.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

luck: 1d20 ⇒ 16

I bet you'll get the next one, The Emerald Duke. Best of luck to everyone else who didn't make it as well.

Thanks GM. I will create an alias later; probably today. Busy busy morning for me in the meantime.


Damn...

Still, congrats man. And luck to you all!


Well it's a shame I didn't make it, but well done to those of you who did! Have a great game!


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So.... I think there were enough leftovers for someone else to start up a campaign with them. *hint hint*

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