BigLundi's Untitled Campaign

Game Master BigLundi


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You and the strangers that surround you have no idea where you are. The darkness is thick past a certain boundary point but the torches on the circular wall that surrounds you light up just fine. In front of you, a wizard in the blackest of robes holds his hands up to the black creeping darkness above. His speech belies a powerful enchantment to himself, seeming to be able to speak in everyone's native language at once.

"Welcome ladies and gentlemen! Today we have a special treat! Surface dwellers have been successfully...'recruited' to join in our revelry! Will they be what we need to FINALLY get an interesting blood bath in this forsaken place? Or will our Dark Goddess abandon them before the fun even begins?"

It appears you and the other strangers have been teleported from wherever you were before, into a strange gladiatorial arena. The cheers coming from the darkness above indicate that you have little time to prepare, or even gather yourselves, for the match they have prepared for you, is about to begin.

Welcome everyone to my first attempt at GMing a play-by-post campaign. Loosely based on the Baldur's Gate expansion The Black Pit(though not set in the Forgotten Realms but more a homebrewed world) you and your compatriots, regardless of your alignment, personality types, or any such thing, have been randomly chosen to participate in a gladiatorial arena against your will. Your options seem to be to fight, or die. Forced to work together, you must overcome any biases one would usually hold against each other quickly if you wish to survive this deadly place.

Fret not, as this is not merely a gladiatorial campaign. The goal is not to conquer the pit(unless your party so chooses to attempt to do so), but to escape, make it back home, make these people pay for their transgressions, and end this vile practice of kidnapping and slaughtering random innocents.

But is there something even more vile going on under the surface of these battles? Is there another, sinister purpose besides the enjoyment of the audience?

Character creation:

All races that do not require a level adjustment template are allowed(except anything from the Underdark for campaign obvious reasons). They must, however, be Paizo, nothing third party.

All Paizo classes and archetypes allowed(Except Gunslinger and Synthesis Summoner).

All alignments allowed. The more diverse the better for me.

But you know...don't be surprised if the Lawful Good paladin wants to wreck your Chaotic Evil barbarian at the first possible oppertunity, and vice versa.

You begin at level 3, with 3k gold to buy equipment with and anything you would normally carry with you. Whatever you don't spend you will lose.

2 traits, no campaign traits.

Nothing from Path of War allowed

25 point buy stat allocation

Anything I missed or any questions people have, I will edit this beginning post in accordance to. Recruitment ends on the 23rd, I'm looking for 5-6 people.

Also, if you have Skype, it would be good if we could all get each other's contact information so that we can make sure this goes as smoothly as possible(nobody posting too much or stepping on other people's toes and the like due to miscommunication)

Edit: Some things to get me to consider you

1. Have a full character statted out for me to look over
2. Have an interesting backstory typed up
3. Type something up to show what your character can bring to a party.


Dhampir Anti Palladin

So no third party archetypes allowed?


Seth86 wrote:

Dhampir Anti Palladin

So no third party archetypes allowed?

Honestly I've only DM'd about 6 games in my so far short career as a DM, and play by post is also new to me. So I'm trying to keep it not too complicatred, while still allowing a wiggle room of freedom. But yeah, Paizo means no third party.


kay, if you want to have a look at it:

Lord of Darkness Archetype


Seth86 wrote:

kay, if you want to have a look at it:

Lord of Darkness Archetype

You know what, I actually like that. It doesn't add too terribly much to the antipaladin's skill set, but it does offer some interesting possibilities in many respects. I'll allow it.


Awesome. Well, you have my submission then :)

Will put stats down

Zinkov:

Zinkov
Male moroi-born dhampir (svetocher) antipaladin (lord of darkness) 3
CE Medium humanoid (dhampir)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
Aura aura of obedience (DC 15)
--------------------
Defense
--------------------
AC 19, touch 10, flat-footed 19 (+9 armor)
hp 28 (3d10+6)
Fort +8, Ref +5, Will +7; -1 vs positive energy damage, +2 bonus vs. disease and mind-affecting
Defensive Abilities negative energy affinity; Immune disease; Resist undead resistance
Weaknesses weakness to positive energy
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +6 (1d4+6/19-20) or
. . mwk greatsword +7 (2d6+9/19-20)
Special Attacks smite good
Antipaladin Spell-Like Abilities (CL 0th; concentration +4)
. . At will—detect good
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 12, Int 10, Wis 10, Cha 18
Base Atk +3; CMB +6; CMD 17
Feats Power Attack, Spell Focus (conjuration)
Traits domineering, steel skin
Skills Acrobatics -5 (-9 to jump), Bluff +10, Intimidate +12 (+16 on Intimidate checks made against living creatures within 10 feet. Beat DC by 10 or more and issue a command as the spell)
Languages Common
SQ aura of evil, cruelty (cruelty [commanded]), resist level drain, touch of corruption, unholy resilience, vampiric empathy
Combat Gear wand of inflict light wounds (50 charges); Other Gear mwk full plate, dagger, mwk greatsword, bedroll, belt pouch, fishhook (2), flint and steel, hip flask, masterwork backpack, mug/tankard, sewing needle, signal whistle, silver unholy symbol, string or twine, thread (50 ft.), trail rations (7), waterskin, whetstone, wrist sheath, spring loaded, 159 gp
--------------------
Special Abilities
--------------------
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Aura of Obedience (1/day, DC 15) (Su) Demoralize living creature within 10 feet
Cruelty (Commanded, DC 15) (Su) Command target as per the command spell.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Domineering (Command) DC of selected spell increases by 1.
Immunity to Disease You are immune to diseases.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Smite Good (1/day) (Su) +4 to hit, +3 to damage, +4 deflection bonus to AC when used.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Steel Skin Can don/remove heavy armor in half the time. Crested helm gives +2 Intim with heavy armor.
Touch of Corruption (1d6, 5/day) (Su) You can inflict 1d6 damage, 5/day
Undead Resistance +2 save vs. disease, mind affecting effects.
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Vampiric Empathy Speak with bats, rats, and wolves and +2 Diplomacy dealing with them.
Wand of inflict light wounds (50 charges) Add this item to create a wand of a chosen spell.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.

Will spend the rest of the gold when i get back from work. was on lunch

quick question, if paladins can use lay on hands on themselves as a swift action, may i use touch of corruption on myself as a swift action?


Seth86 wrote:

Awesome. Well, you have my submission then :)

Will put stats down

** spoiler omitted **...

Well, you are a dhampir.

Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

So I'm gonna go with yes, for those that count as undead for certain things. Granted, Touch of Corruption isn't specified as a negative energy attack, merely damage done but it also says it heals undead, so...there you go.

I mean, I kind of always p[resumed touch of corruption was just the negative energy form of Lay on Hands, so why not treat them exactly the same as far as mechanics?


Awesome. Thanks. Staying power


I will submit a paladin to his anti paladin! Think of the moral issues! Haha. Probably not, will most likely submit a monk of some form or another.


So when you say templates are allowed you mean in exchange for a level right? You may want to not allow the simple advanced template its too good not to take for 1 level. How do you want to do the templates that scale with HD I assume you will just need to not level when hitting the new HD that makes it scale.


I might go with an idea I've been toying with for a while, an Aasimar Swashbuckler1/sorceror 1/Eldritch Knight 1. Probably be NG and have Celestial bloodline (not the best, but thematic).


decided I will be going fighter1/samurai2 to start, he is the same guy I played in my IRL game, at the end he was 15 sam/5fighter with gloves of dueling, did really well. This time I think he will focus on the naginata though. also, are drawbacks allowed?


Thoughts, thoughts, fun fun thoughts.


This sounds pretty interesting. I am thinking a Barbarian.


here is a fairly finished rough draft for my character for you to look over, stats wise at least.

Spoiler:

Akio Ryuu Kiaba
Fighter 1, samurai 2 possibly thinking martial master fighter archtype
Angel-kin aasimar, alt racial swap SLA for +2 str, truespeaker ,
Traits:
Rich parents, indomitable faith, seeker
Drawback: pride
Str: 20
Dex: 14
Con: 14
int: 14
Wis:12
Cha: 10

Feats: Combat reflexes, power attack, Cleave,

Arms and armor: +1 Naginata (2300), MWK breastplate (350), chain shirt (horse)(100), Composite longbow (+4) (500), Katana (50), 40 durable arrows, 5 adamatine durable arrows, 20 blunt arrows.

Gear: Waterskin (3), rations (20), Torch (10), fishhook, parchment (5), chalk (2), Rope (silken) 100ft, Sunrod (2), CLW potion(7) (350), backpack, belt pouch, signet ring,

Skills
Perception-3
Diplomacy-1
Climb-1
Acrobatics-2
Know. Nobility-2
Know. Dungeoneering-1
Sense motive-2
Ride-2
Survival-1
Linguistics-2
Handle animal-2


Ashe wrote:
So when you say templates are allowed you mean in exchange for a level right? You may want to not allow the simple advanced template its too good not to take for 1 level. How do you want to do the templates that scale with HD I assume you will just need to not level when hitting the new HD that makes it scale.

I refer you to me mentioning that anything that requires a level adjustment of any sort, or is not paizo, is not allowed. This would include templates that add to your CR base.

Now if you want to take a template that has a CR+0, like Nocturnal, or Terror Creature, or Unhallowed and stuff like that, no problem.


I'm bringing Caleb Derekson, Lv. 3 Fighter (Two-Handed) over to the party. I'll revamp his stats to fit with your prerequisites and shoot them back into the thread within the hour.


Here is the majority of my stuff. The site accidentally deleted my skills, so I'm still working on that. I will post a condensed version soon, in addition to my character's background.

==========

Caleb Derekson
Male human Fighter 3
NG Medium Humanoid (Human)

Hit Point Breakdown:

Lv. 1: 10 + 2 (CON) + 3 (Toughness) = 15
Lv. 2: 7 + 2 (CON) = 9
Lv. 3: 1 + 2 (CON) = 3

Current Total- 27

Stat Block Breakdown:

STR: 18 (+4) = 16 (Base) + 2 (Racial Bonus)
DEX: 11 (+0) = 11 (Base)
CON: 14 (+2) = 14 (Base)
INT: 13 (+1) = 13 (Base)
WIS: 13 (+1) = 13 (Base)
CHA: 13 (+1) = 13 (Base)

Equipment:

Weapons
Slayer- +1 Greataxe [1d12 ; x3 ; S ; 12 lbs.]
Dagger [1d4 ; x2 ; P or S ; 1 lb.]
Composite Longbow [1d8 ; x3 ; 110 ft ; P ; 3 lbs.] (60 Arrows)

Armor
Scale Mail [+5 AC; +3 Max DEX; -4 Armor Penalty; 30 lbs.]
Amulet of Natural Armor +1

Misc.
Silk Rope (50 ft.)
Hemp Rope (50 ft.)
Explorer's Outfit
Grappling Hook
Waterskin
Climber's Kit
Crowbar (+2 to Strength Tests made to pry open chests or doors)
2 x Everburning Torch

Feats:

Lv. 1

(Human Bonus Feat) Power Attack

(First Feat) Toughness (+3 HP at Lv. 1, +1 to HP for every level after Lv. 3)

Lv. 2

(Fighter Bonus Combat Feat) Power Attack

Lv. 3

(Second Feat) Cleave

(FBCF) Point-Blank Shot +1 to Attack and Damage rolls against targets within 30 ft.

Traits & Drawbacks:

Traits:
Civilized: +1 to Kn(Nobility) and Kn(Local). Knowledge (Local) is a class skill.

Child of the Temple: +1 to Kn(Religion) and Kn(Noble). Knowledge (Noble) is a class skill.


Hit Points? Roll for them at each level or take the average.


I can't get my head around this character concept without making it too cheesy. I'm gonna have to withdraw; If I get another idea, I'll resubmit but otherwise I'm out of it, I'm afraid.


Ill join if able. ill play a Lawful Evil Tiefling rouge (poisoner) 3

He will be Horcas Toblin, poisoner extrodonaire


changing to knifemaster with the talent black market connections.
stats:
STR: 14 (base 14)
Dex 18 (base 16) (+2 racial)
Con 14 (base 14)
Int 16 (base 14) (+2 racial)
Wis 10 (base 10)
Cha 8 (base 10) (-2) racial


So if I get the premise right. We start off fighting in an arena, but might find a way at some point to break out.

Sounds interesting.

I have a few questions though :

- What do you mean with "All races that do not require a level adjustment template are allowed(except anything from the Underdark for campaign obvious reasons)." Do you mean all core, uncommon & featured races from paizo as long as they're not primarily from the Underdark? Or am I reading this wrong?

- If one would make a Tiefling or Aasimar, would they be allowed to change out their racial SLA for one of the other options on the Variant ability table? If so, does one need to roll for it or can they just pick what they want (within reason)

- Do you have any reservations against the Master Summoner Archetype of the Summoner class? Have wanted to try it out in PbP format. As I think it would work better here than in real life play.

- What is your opinion on the Infernal Healing spell? Does it make you evil if you use it? Just curious as I was thinking of making a good aligned summoner and was wondering if this spell would be a problem.


Theorythmus wrote:

- What do you mean with "All races that do not require a level adjustment template are allowed(except anything from the Underdark for campaign obvious reasons)." Do you mean all core, uncommon & featured races from paizo as long as they're not primarily from the Underdark? Or am I reading this wrong?

Yes, all core, uncommon, and featured from paizo are allowed s long as they aren't primarily from the underdark. By level adjustemnt I was a bit unclear, I meant templates, like half fiends and half celestials and the like.

Quote:
- If one would make a Tiefling or Aasimar, would they be allowed to change out their racial SLA for one of the other options on the Variant ability table? If so, does one need to roll for it or can they just pick what they want (within reason)

Pick what you want within reason, and I'll glance over it for a final confirmation.

Quote:
- Do you have any reservations against the Master Summoner Archetype of the Summoner class? Have wanted to try it out in PbP format. As I think it would work better here than in real life play.

Really the only issue I have with minion based classes like that is how god awful they take in taking their turns in combat. But I agree in that PbP might be the better avenue for using such classes, as far as I've seen anyhow, so I'd be ok with it.

Quote:
- What is your opinion on the Infernal Healing spell? Does it make you evil if you use it? Just curious as I was thinking of making a good aligned summoner and was wondering if this spell would be a problem.

No, it shouldn't automatically make you evil to use it(for instance, devil blooded tieflings can be good), but whoever it's used ON will be seen as evil for all Detect Alignment spells fur the duration of the spell as per the description.


Ok This is my submission
Here Is Horcas Toblin. No loner the rouge but a better version of him. thought we needed fire power, in the form of a tank. An ultimate tank to become salwart defender or hellknight if allowed later in the game http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/hellknight
Probably wont happen but if i could...

Horcas Tobin
Male Devil Born teilfing (hellborn) Fighter 3
LE Medium Outsider (Native)
Init +5; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 25, touch 12, flat-footed 22 (+9 armor +2 dex +4 shield)
hp 43 (3d10+18 (+4 from con per lvl, +3 from toughness, +3 from favored class)) (Roll(3d10)+15:7,8,10,+18Total:43)
Fort + 6, Ref + 4, Will + 3; +1 v fear
Resistance 5 fire, 5 cold, 5 electric
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee Longsword +5 (1d8+2)
Spell like abilities
Pyrotechniques 1/day
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 18, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +5; CMD 18
Feats Dodge, Endurance, toughness, shiled focus
Traits reactionary, Indomitable faith
Skills Intimidate +5 Knowledge planes +3
Languages Common, Infernal
Combat Gear Full Plate, +1 Heavy steel shield, Longsword, 10 potions of cure light, 215 gold
--------------------
Special Abilities
--------------------
Amour training 1
Darkvision (60 feet) You can see in the dark (black and white vision only).
Bravery +1
Fiendish resistance: 5 fire, 5 cold, 5 electric

Horcas is the son of a pit fiend. he believes that his father has his soul and wishes to make his father proud no matter who has to die. He is almost untouchable and prides himself on a strong defence


OK, I'm back.

I have an idea for a blockbuster Arcanist I'd like to try out, have put together a rough draft on paper and will adapt it to an old character that never got used much (Magnus Tate - a blockbuster Sorceror). Background will be similar, though stats will change.

Basically, in an encounter he will cast Vanish, lay down some battlefield control via Grease and Silent Image then pop out an enhanced Burning Hands (Fireball at later levels) for 5d4 damage. Round about level 8 he will take a level of wizard to get the admixture school powers and then its Fireball (or acidball, shockball or iceball) time.


Ooh, this looks interesting. Dot slash hyphen.


Redone!

Zinkov:

Zinkov
Male moroi-born dhampir (svetocher) antipaladin (lord of darkness) 3
CE Medium humanoid (dhampir)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
Aura aura of obedience (DC 15)
--------------------
Defense
--------------------
AC 19, touch 10, flat-footed 19 (+9 armor)
hp 28 (3d10+6)
Fort +8, Ref +5, Will +7; -1 vs positive energy damage, +2 bonus vs. disease and mind-affecting
Defensive Abilities negative energy affinity; Immune disease; Resist undead resistance
Weaknesses weakness to positive energy
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +6 (1d4+6/19-20) or
. . mwk greatsword +7 (2d6+9/19-20)
Special Attacks smite good
Antipaladin Spell-Like Abilities (CL 0th; concentration +4)
. . At will—detect good
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 12, Int 10, Wis 10, Cha 18
Base Atk +3; CMB +6; CMD 17
Feats Power Attack, Spell Focus (conjuration)
Traits domineering, steel skin
Skills Acrobatics -5 (-9 to jump), Bluff +10, Intimidate +12 (+16 on Intimidate checks made against living creatures within 10 feet. Beat DC by 10 or more and issue a command as the spell)
Languages Common
SQ aura of evil, cruelty (cruelty [commanded]), resist level drain, touch of corruption, unholy resilience, vampiric empathy, variant channeling (rulership variant channeling)
Combat Gear potion of protection from good (CL 3rd), wand of inflict light wounds (50 charges); Other Gear mwk full plate, dagger, mwk greatsword, bedroll, belt pouch, fishhook (2), flint and steel, hip flask, masterwork backpack, sewing needle, signal whistle, silk rope (50 ft.), silver unholy symbol of Szuriel, string or twine, thread (50 ft.), trail rations (7), whetstone, wrist sheath, spring loaded, 2 cp
--------------------
Special Abilities
--------------------
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Aura of Obedience (1/day, DC 15) (Su) Demoralize living creature within 10 feet
Cruelty (Commanded, DC 15) (Su) Command target as per the command spell.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Domineering (Command) DC of selected spell increases by 1.
Immunity to Disease You are immune to diseases.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Potion of protection from good (CL 3rd) Add this item to create a potion of a chosen spell.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Rulership Variant Channeling (±1 Profane) Diplomacy bonus/dazed
Smite Good (1/day) (Su) +4 to hit, +3 to damage, +4 deflection bonus to AC when used.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Steel Skin Can don/remove heavy armor in half the time. Crested helm gives +2 Intim with heavy armor.
Touch of Corruption (1d6, 5/day) (Su) You can inflict 1d6 damage, 5/day
Undead Resistance +2 save vs. disease, mind affecting effects.
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Vampiric Empathy Speak with bats, rats, and wolves and +2 Diplomacy dealing with them.
Wand of inflict light wounds (50 charges) Add this item to create a wand of a chosen spell.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.

Grand Lodge

Done apart from Equipment. Combat section may change as I finalise Equipment, but it's basically there.


Alright, here are the submitted characters thus far.

Zinkov
Male moroi-born dhampir (svetocher) antipaladin (lord of darkness) 3
CE Medium humanoid (dhampir)

Caleb Derekson
Male human Fighter 3
NG Medium Humanoid (Human)

Akio Ryuu Kiaba
Fighter 1, samurai 2 possibly thinking martial master fighter archtype
Angel-kin aasimar

Horcas Tobin
Male Devil Born teilfing (hellborn) Fighter 3

Thus far, it's basically a pure melee roundup. Some utility and magic might be nice.

Grand Lodge

Well Magnus can provide the Magic.


Go magnus. I will be glad for the help. And I am the tank. not just a fighter but the super tank. Well ill be fine with the help. i will survive like i do. be there yes pleae itll help, but survive and u might find a useful ally in me. i dont plan to die. nor will it be easy.

sorry was getting into character :) thanks magnus


I wonder how crazy or bad it would be to create a life oracle or something similar. I'll try it anyway.

Dark Archive

.


Cr500cricket wrote:
.

Good answer.


I will take care o the big BaB creatures as long as i can. Ifi start losing hit points well i got a lot so the beasties will have to try harder. Effectively the big ones i will see about cornering, drawing their attention and holding them off while you guys kill the little ones. my character would make that clear with some insults thrown to thoes who don't understand his philosophy. Besides its great for RP cause if he can hold off an ogre or even a group of people and not get hit for 3-4 rounds (built something similar and was almost never hit, sent up againts the giants and the huge groups of baddies to hold them off), then his father, the pit fiend, will have some pride in the son he raised.

Dark Archive

Well I was thinking of a Bloodrager, but I'll have to rethink. Also working on my aversion of prepared Spellcasters. I'll see what I can think of.

Dark Archive

Ok, right now I'm thinking of a channelbot cleric.
N Aasimar cleric of Balance with the Healing and Death domains, Selective and Versitile Channeling as feats, I can heal our Dhamphir friend as well as our more living compatriots. Similarly I can blast the living and the dead into oblivion. Not going to be the sharpest pencil in the box, but my control over energy will give me the recognition I deserve.


Here's my character concept :

Ilamin Dracus:

Male Aasimar (Agathion-Blooded)
Summoner 3 [Master Summoner Archetype]
NG Medium Outsider(Native)
Init +2; Senses Perception +3, Darkvision
--------------------
Defense
--------------------
AC : 16 | T : 12 | F : 14 (+4 Armor +2 Dex)
hp 24 (3d8+6)
Fort +2, Ref +2, Will +3
Resistance Acid 7, Cold 7, Electricity 7
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longspear +2 (1d8 | x3 | P) [brace, reach]
Ranged Light crossbow +5 (1d8 | 19-20/x2 | P) [80 ft range]
--------------------
Statistics
--------------------
STR 10 DEX 14 CON 14 INT 14 WIS 12 CHA 18
BAB +2; CMB +2; CMD 14
Feats Spell Focus (Conjuration), Augment Summoning, Evolved Summoned Monster,
Traits Unscathed, Outcast’s Intuition
ACP -1
Skills [FCB=Skills]
Class Skills:Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession(Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
[ranks]+CS bonus+Stat Bonus+ACP+other=Total
Handle Animal [1]+3+4=8
Knowledge (Arcana) [1]+3+2=6
Knowledge (Dungeoneering) [1]+3+2=6
Knowledge (Nature) [1]+3+2=6
Knowledge (Planes) [1]+3+2=6
Knowledge (Religion) [1]+3+2=6
Linguistics [3]+3+2+2=10
Perception [2]+0+1=3
Stealth [1]+2-1=2
Sense Motive [1]+3+1+1+2=8
Spellcraft [1]+3+2=6
Use Magic Device [1]+3+4=8

SQ
Aasimar (Agathion-Blooded)
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Summon Nature’s Ally II 1/day
Celestial Resistance acid resistance 5, cold resistance 5 and electricity resistance 5
Summoner
Summoning Mastery Summon Monster II 9/day
Lesser Eidolon
Life Link (Su)
Languages Common, Celestial, Draconic, Sylvan, Auran, Aquan, Ignan, Terran, Undercommon

Combat Gear MW living steel Chainshirt, Longspear, MW underwater light crossbow, ammunition;
Magic Gear Muleback Cords;
Other gear explorer's outfit, MW backpack, 2 belt pouches, spell component pouch, canteen, small steel mirror, compass, hammock, blanket x 2, signal whistle, mess kit, gear maintenance kit, MW thieves’ tools;
--------------------
Magic
--------------------
Spells Known
Level 0: (6) Acid Splash, Daze, Detect Magic, Guidance, Mending, Read Magic
Level 1: (4) Daze Monster, Infernal Healing, Lesser Rejuvenate Eidolon, Mage Armor

Spells per day
Level 1: 3+1

Starting Equipment:

Muleback cords 1000 GP | 0.25 lbs
MW backpack 50 GP | 4 lbs
explorer's outfit - | 8 lbs
belt pouch 1 GP | 0.5 lbs x 2
Spell component pouch 5 GP | 2 lbs
MW Living Steel Chainshirt 750 GP | 25 lbs
Longspear 5 GP | 9 lbs
MW crossbow, light (underwater) 370 GP | 4 lbs
crossbow bolts (10) 1 GP | 1 lb x 5
acid bolt (1) 40 GP | 0.1 lb x 5
fire bolt (1) 50 GP | 0.1 lb x 5
mess kit 2 SP | 1 lb
canteen 2 GP | 1 lb
hammock 1 SP | 3 lb
blanket 5 SP | 3 lbs x 2
compass 10 GP | 0.5 lbs
mirror, small steel 10 GP | 0.5 lbs
Gear Maintenance Kit 5 GP | 2 lbs
MW Thieves’ tools 100 GP | 2 lbs
Signal Whistle 8 SP | -
Flask of oil 1 SP | 1 lb x 9
Tindertwig 1 GP | - x 5
Acid 10 GP | 1 lb x 2
Potion of CLW 50 GP | - x 4
trail rations 5 SP | 1 lb x 16

Excetra:

Serpentine Eidolon
NG Medium Outsider
Init +3; Senses Perception +14, Darkvision
--------------------
Defense
--------------------
AC : 15 | T : 13 | F : 12 (+2 NA +3 Dex)
hp 11 (1d10+1)
Fort +1, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Climb Speed 20 ft
Melee bite +2 (1d6+1 B/S/P) [10 ft reach]
. . Tail Slap -3 (1d6 B)
--------------------
Statistics
--------------------
STR 12 DEX 16 CON 13 INT 7 WIS 10 CHA 11
BAB +1; CMB +2; CMD 15
Feats Additional Traits
Traits Trap Finder, Spirit Sense
Base form Evolutions bite, climb, reach (bite), tail, tail slap
Evolutions limbs (arms), Skilled (Ex) [Disable Device], Skilled (Ex) [Perception]
ACP 0
Skills
Class Skills:Bluff (Cha), Craft (Int), Disable Device (Dex), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (planes), Perception (Wis), Sense Motive (Wis), Stealth (Dex) and Use Magic Device (Cha).
[ranks]+CS bonus+Stat Bonus+ACP+other=Total
Disable Device [1]+3+3+8+1=16
Perception [1]+3+0+8(+2)*=12(14)*
Stealth [1]+3+3=7
Sense Motive [1]+3+0=4
*Only to avoid being surprised and to detect invisible or incorporeal creatures.

SQ
Darkvision
Link (Ex)
Share Spells (Ex)
Languages Same as Summoner

Still working on his background, but the basics would be that he is an adventurer, relying partly on the skills of his eidolon to get him past traps and the help of his summons and allies to get him through fights and other such difficulties.

He will mostly try to stay in the back, plopping up flanking buddies for his allies and shooting at enemies with his crossbow, acid splash or daze (monster) depending on the situation.

Feedback is appreciated :-)


How are we doing hit points?

I've assumed average for my character. Here it is but you can also look at it in the more organized profile.

Statblock:

Anselm Grimbald
Male dwarf warpriest 3
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex) (+4 dodge vs. giants)
HP 27 (3d8+6+3)
Fort +5, Ref +4, Will +5; +3 vs. poison, spells, and spell-like abilities
--------------------
Offense
--------------------
Spd 20 ft.
Melee armor spikes +4 (1d6+2, x2, P), alchemical silver light hammer +4 (1d4+2 or 1d6+2, x2, 20 ft., B), cold iron dagger +4 (1d4+2, 19-20/x2, 10 ft., P/S)
Ranged mwk composite longbow +7 (1d8+2, x3, 110 ft., P)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
Domain Spell-Like Abilities (CL 3rd; concentration +5)
---4/day—blessings (axiomatic strike, inspiring word)
Warpriest Spells Prepared (CL 3rd; concentration +5)
---1stabundant ammunition, divine favor (2), protection from evil
---0thcreate water, detect magic, light, spark
Domains Law, Nobility
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 15, Int 12, Wis 14, Cha 8
Base Atk +2; CMB +4; CMD 17 (21 when resisting a bull rush or trip)
Traits Fate's Favored, Glory of Old
Feats Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Skills Acrobatics +0, Knowledge (untrained history) +1 (+3 dwarves), Knowledge (religion) +5, Perception +5 (+7 unusual stonework), Sense Motive +7
Languages Celestial, Common, Dwarven
SQ aura, fervor (1d6, 3/day)
Combat Gear blunt alchemical silver arrows (20), common cold iron arrows (20), durable arrows (20), durable adamantine arrow, durable elysian bronze arrow, dye arrow, ghost-salt-blanched common arrows (10), grappling arrows (2), potion of cure light wounds; Other Gear full plate with armor spikes, alchemical silver light hammer, cold iron dagger, masterwork composite longbow (+2 Str), bedroll, bell, belt pouch, blanket, candle (10), chalk (10), charcoal (2), journal book, explorer's outfit, flint and steel, holy text of kols, ioun torch, iron flask holy symbol, lamp oil (2), masterwork backpack, scrivener's kit, scroll case, signal whistle, silk rope (50 ft.), small steel mirror, smelling salts, spring loaded wrist sheath (2), traveler's any-tool, vermin repellent, waterproof bag

Ten-Minute Background:

Step 1 - background and concept

1. Anselm is a dutykeeper, effectively a political officer of the inquisition branch of the church. His main purpose was enforcing oaths and seeing to it that promises are fulfilled, debts are paid, and contracts are kept. He also exacts punishment on those that break their oaths and, to a lesser extent, those who shirk their responsibilities.

2. He has retired from active duty due to a political disagreement but still acts as an enforcer of the law, often mediating arguments and contracts.

3. He takes promises very seriously and will never make one unless he intends to go through with it. Though not necessary, he makes a certain braid on his beard for every promise he makes.

4. He is an orphan of the church and studied under the teachings of Torag, growing under the philosophy of making your own way through life.

5. He is unskilled in social customs and traditions. He tries to follow them, understanding them to be unspoken agreements, but gets into thinking that they should always be followed.

Step 2 - goals

1. Anselm dreams of making a grand oath like those of heroes and kings, one he can make without regret.

2. As a player, I think it'd be interesting to see Anselm face situations where he can exercise his role as a dutykeeper.

Step 3 - secrets

1. Anselm was directly involved in a scandal in his church, one that required him to keep silent about the actions of a political figure despite him breaking his oaths. In the end, punishment was not done and his silence was ordered. As a result, Anselm left active duty in disgust.

2. The breaking of the oath was for the greater good of the community, but Anselm was unaware of this information. It was a choice between the lives of many or the promise of one.

Step 4 - people

1. Theodric Drumthorp is a priest of Torag and a childhood friend to Anselm. They were both orphans taken in by the church and it is he who broke his oath for the greater good. Anselm's memories of him are bittersweet.

2. Agrin Firebeater is a warrior and smith and is a mentor to Anselm. He was the one who taught Anselm combat though he doesn't know much about religion.

3. Eadin Ironbraid is a guard and watchman. He is bitter towards Anselm after receiving salary cuts from being caught shirking his duties by him one too many times.

Step 5 - memories, mannerisms, quirks

1. The first promise he made was before he became an orphan and entered the church. It was to his mother, on her deathbed: to live for her and never look back.

2. Like many dwarves, he is very fond of alcohol. Unlike those dwarves, he consciously never drinks enough to get drunk but rather to get a mild buzz.

3. His love life is lacking due to his insistence on commitment.

Party Tactics:

Ranged attacks, healing, and support. Anselm is straightforward as an archer and can prioritise soft targets like mages and other archers or help gang up on an enemy from afar. This is where he shines and is good for.

He also serves as a secondary caster. He can prepare any spell on the cleric spell list but he usually prepares support spells. He doesn't have many spells slots but he can convert them into healing when needed. His blessings are for support and fervor means he can quickly cast spells as swift actions, making for good turn economy.

He has good AC and HP so he can perform as a tank, either going into melee or staying behind with other casters. His melee itself is just okay but he would make a good switch-hitter, wading into melee using his armor spikes but still holding on to his bow.

Outside of combat, he doesn't have much utility due to low skill points and a small number of spell slots. He can use spells for this but it will use up precious slots.

I'd also like to bring up that there's table variation up to the GM whether or not a warpriest can use fervor to cast a cure spell as a swift action, convering another prepared spell that is not cure in the process. If it is accepted, that means he's also good for emergency healing.

Grand Lodge

Ok, I have completed Magnus. Just follow the link to see the details.


background=

Spoiler:
Backstory- A street urchin, a gutter child, Derick group up alone after the age of 6, he was taken in by a band of urchins that had a bad reputation as thieves and burglars. As he aged he began to take leadership over “heists” his tactical mind making them ever easier, though his charismatic aspects were lacking. And so it went until one day, after a fierce argument with an older child about the codes of the “gang” he was betrayed. During the “heist” (really just mostly food theft) he was caught, somehow the man knew exactly where to be, at the exact moment. The price for attempted thievery within the city, was your hand. Derick fought fiercely with his dagger, showing a talent with it few possessed (at the age of 12!) but was overpowered. Luckily for him, a wanderer, passing through town and happened upon the scene, and before the merchants guard could take the toll he stopped him. He paid for the boys food, and offered to take him off the cities hands. The merchant, happy he had been paid, and happy for the possibility of the trouble maker being taken away, agreed to drop the incident. The wanderer, wearing a strange garb of distant lands walked with a curved blade at his side. He had long, jet black hair and sparkling green eyes, just like young Derick. Shortly after leaving the merchant Derick thanked the man and turned to leave, but was caught by his shoulder. The man, naming himself Akio, Akio Ryuu, offered to teach the boy Bushido. He told the child he believed he had a gift and that he could one day master the way of the sword. But that first Derick and to vow to follow his teachings, and vow to use his strength for aid others, not just himself, after a moment’s thought, and a glance towards the urchins hideout, he cheerfully agreed as he had always yearned to train in swordplay from a teacher, and had himself spent many of the past two years practicing alone with his dagger. However, not long after leaving the city he realized he wouldn’t be learning sword techniques any time soon… Akio made Derick write out a code of edicts, or, life morals that he would be sworn to follow and defend at all times. Luckily for Derick, his edicts mostly agreed with his masters.
-Defend those weaker, who cannot defend themselves,
-Stand for the truth, and what is right, even if it is detrimental to you.
-Take credit and or payment when it is due, but never when unwarranted.
- Loyalty to Family, either blood, or bond, is the uttermost goal
-Honor in all things
- Resort to the blade only when necessary.

After that, came months of physical training, training that pushed Derick to and past the limits of his body. Many a time he had contemplated running away, even life as an urchin must be better than this! But, whether through sheer stubbornness or fate, he stayed. He was taught about the history of the arts he would learn, and taught much in the way of arts. Finally, a year after he agreed to go with the wanderer, after he held true to those edicts he wrote long ago. He was given a wooden sword and taught his first techniques. The movements came easy to him, and he learned at a rapid level. His year of hard work was paying off. Always there was a twinkle in his eye, whether learning the blade, or learning the art. At the age of 17, Akio, Derick’s master told him it was now time for him to have his first blade. At first Derick thought it would be given to him. But the next day, they entered into a large smithy, and Akio began to teach Derick the art of smithing. For weeks Derick toiled and learned, he learned how to meld the metal, how to make it bend and fold. Finally, a month later, with the help of Akio, he forged a blade, it was crude, and a tad brittle. Derick while proud of his work, longed for better. He toiled for yet more weeks, and finally, 2 months after his first lesson, created his very own blades. They were of excellent quality, surprising even his master, Akio. He learned to fight with katana and naginata, using the speed of one, and the strength and length of the other. He was taught to fight from horseback, and how to use his knees to direct and steer the animal. It would be on the plains where he would catch, and tame his own stallion, and soon forge of strong bond of friendship with it. Life was grand for Derick, he had come to see Akio not only as a teacher, and master, but as a father. Then, on his 19th birthday, His Sensai disappeared. All that was left was a single handwritten parchment.
-You have learned all you can as of now under my wing, it is time you went out and led your own life, made your own decisions, truly, your own. Gather the experiences of life under your belt, expose yourself to the wonderful, and dreadful things of this world. Grow rich and strong from the experiences, and fear not. For you when are ready to continue further, you will find me. Until then, take this ring as my parting gift, and may it always shine a light for you, and remind you of your duty.
That was 2 years ago, Derick has experienced much of the world since then, living as he had with Akio, as a wanderer, coming into town, and always changing a life before he left. Slight changes had overtaken the young man, a sense of need to prove himself, to continuously sharpen and hone his martial skills and a need to ever onward find more dangerous and challenging foes to ever more test his resolve, the way of the wandering warrior, The path that defies destiny. That is the path he walks. It is the hardest of all paths to undertake, but is always the most fulfilling to those that navigate its perilous trenches. The way of the Ronin.

stats-

Spoiler:
kio Ryuu Kiaba
Fighter 1, samurai 2 possibly thinking martial master fighter archtype
Angel-kin aasimar, alt racial swap SLA for +2 str, truespeaker ,
Traits:
Rich parents, indomitable faith, seeker
Drawback: pride
Str: 20
Dex: 14
Con: 14
int: 14
Wis:12
Cha: 10

Feats: Combat reflexes, power attack, Cleave,

Arms and armor: +1 Naginata (2300), MWK breastplate (350), chain shirt (horse)(100), Composite longbow (+4) (500), Katana (50), 40 durable arrows, 5 adamatine durable arrows, 20 blunt arrows.

Gear: Waterskin (3), rations (20), Torch (10), fishhook, parchment (5), chalk (2), Rope (silken) 100ft, Sunrod (2), CLW potion(7) (350), backpack, belt pouch, signet ring,

Skills
Perception-3
Diplomacy-1
Climb-1
Acrobatics-2
Know. Nobility-2
Know. Dungeoneering-1
Sense motive-2
Ride-2
Survival-1
Linguistics-2
Handle animal-2

picture

The Exchange

Here we go. No confusion now I hope


Alrighty, updated list.

Melee:
Zinkov
Male moroi-born dhampir (svetocher) antipaladin (lord of darkness) 3
CE Medium humanoid (dhampir)

Caleb Derekson
Male human Fighter 3
NG Medium Humanoid (Human)

Akio Ryuu Kiaba
Fighter 1, samurai 2 possibly thinking martial master fighter archtype
Angel-kin aasimar

Horcas Tobin
Male Devil Born teilfing (hellborn) Fighter 3

Ranged/Melee/Support
Anselm Grimbald
Male dwarf warpriest 3

Spellcaster
Magnus Tate
Race Human
Classes/Levels Arcanist 3

As for those asking about HP, I'm going with rolling out the hit points.

Dark Archive

Wait... Is this PFS? I'm seeing a lot of green.

Grand Lodge

hit points: 3d6 + 9 ⇒ (6, 4, 5) + 9 = 24 can't complain about that


Cr500cricket wrote:
Wait... Is this PFS? I'm seeing a lot of green.

Play By Post is the intended avenue. However because of the fact I would like to make sure all the players stay in contact with me and each other through skype to avoid any future headaches in posting over each other, it's possible, given time and desire of participants, this could move to a different medium.


Theorythmus wrote:

Here's my character concept :

** spoiler omitted **...

Looks good so far. Be wary, weakening your eidolon in favor of being able to summon more things at once means you're going to have to be on your toes a lot.

As for your background, do what you will. The other bacgrounds so far have introduced NPC's that I get to play around with if accepted. I like that, so if that's something you could fit in, that would definitely help your chances on this.


I think you misunderstood Cricket's question. PFS is Pathfinder Society and normally the characters created under the Pathfinder Society section are reserved for that. But in practice I've seen people use Society aliases in non-Society games so it's not that strict of a rule :)

About the lessened Eidolon. I know that I have to watch out with him, but in the beginning he won't have him out much. As you can see, the Eidolon is mostly geared as a trap detector/disabler & lockpicker. And will get more skills later on. So he's sort of like a "pocket rogue", but he's also a treasured ally & friend (will become clear in the background :)) so he won't throw him into combat unless absolutely necessary.

One quick question about rolling the hp. All dice or first die full hp?


rolling for HP HP: 1d8 ⇒ 1 HP: 1d6 ⇒ 4

well those were lame rolls.

Here is my submission

Kaui Wu not set on the name yet.
Male kitsune rogue 2/enchanter 1 (Pathfinder RPG Advanced Race Guide 192)

stat block:

CN Medium humanoid (kitsune, shapechanger)
Init +4; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 16 (3 HD; 1d6+2d8+3)
Fort +1, Ref +7, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron dagger +6 (1d4+1/19-20) or
. . mwk elven curve blade +6 (1d10+1/18-20) or
. . mwk silver dagger +6 (1d4/19-20) or
. . bite +5 (1d4+1)
Ranged mwk composite shortbow +6 (1d6+1/×3)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 3rd; concentration +5)
. . 3/day—dancing lights
Arcane School Spell-Like Abilities (CL 3rd; concentration +5)
. . 5/day—dazing touch
Enchanter Spells Prepared (CL 1st; concentration +3)
. . 1st—abundant ammunition{super}UC{/super}, mage armor, sleep (DC 14)
. . 0 (at will)—daze (DC 13), detect magic, light
. . Opposition Schools Abjuration, Necromancy
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 14, Wis 10, Cha 15
Base Atk +1; CMB +2; CMD 16
Feats Exotic Weapon Proficiency (elven curve blade), Extra Rogue Talent[APG], Scribe Scroll, Weapon Finesse
Traits fast-talker, fencer
Skills Acrobatics +8 (+4 to jump), Appraise +6, Bluff +9, Climb +3, Diplomacy +8, Disable Device +6, Disguise +6, Escape Artist +5, Intimidate +4, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Perception +5, Profession (gambler) +4, Sense Motive +4, Sleight of Hand +6 (+8 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Spellcraft +6, Stealth +7, Swim +2, Use Magic Device +6; Racial Modifiers +2 Acrobatics
Languages Common, Elven, Senzar, Tien
SQ arcane bond (arcane familiar, fox), change shape, dragon empire native, enchanting smile, kitsune magic, rogue talents (fast stealth, finesse rogue), trapfinding +1
Combat Gear mwk arrow, durable (50), potion of cure light wounds (6), potion of mage armor (3), potion of pass without trace (2), waybread (food) (3), acid, alkali flask, oil, weapon blanch (cold iron), weapon blanch (silver); Other Gear mwk chain shirt, mwk cold iron dagger, mwk composite shortbow (+1 Str), mwk elven curve blade, mwk silver dagger, backpack, bandolier, bedroll, belt pouch, blanket, canteen, chalk (2), dice, flint and steel, glass cutter, glue paper (5), grappling arrow, grappling arrow, grappling arrow, loaded dice, masterwork thieves' tools, silk rope (50 ft.), spell component pouch, tindertwig (5), trail rations (3), whetstone, wire saw, wrist sheath (2), 15 gp, 6 sp, 6 cp
--------------------
Tracked Resources
--------------------
Acid - 0/1
Alkali flask - 0/1
Dancing Lights (3/day) - 0/3
Dazing Touch (5/day) (Sp) - 0/5
Masterwork arrow, durable - 0/50
Masterwork cold iron dagger - 0/1
Masterwork silver dagger - 0/1
Potion of cure light wounds - 0/6
Potion of mage armor - 0/3
Potion of pass without trace - 0/2
Tindertwig - 0/5
Trail rations - 0/3
Waybread (food) - 0/3
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Change Shape (Su) Assume a single human form.
Dazing Touch (5/day) (Sp) As a standard action, touch dazes foe for 1 rd, if HD <= wizard level.
Dragon Empire Native You come from the Dragon Empires in Golarion, and so your starting languages are Tien and Senzar instead of Common and Sylvan.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment The enchanter uses magic to control and manipulate the minds of his victims.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Fencer +1 to hit with dagger or sword AoOs.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

--------------------
background:
Kuai Wu normally appears as a young Tien man with silver-grey hair and yellow eyes. he has the same eye and hair color in his other form. Kuai Wu has been a wander for a number of years. Kaui Wu was born to a Kitsune clan that lived in the Kwanlai. kaui Wu's penchant for theft and lack of respect for the authorities forced him to leave home rather quickly. The angry fathers and brothers of several young ladies of Kaui Wu's acquaintance only influenced the decision to leave a little.
Kaui Wu found he liked traveling. When he heard about the distant lands on the farside of the world he decided he had to see it for himself.
kaui Wu eventually found his way to kyonin. He found a warm welcome among the elves. His personality being a good match to the elves. He spent a couple of years living in Kyonin. Elf women are nice to look at and their brothers don't get nearly so angery. Kaui Wu learned a great deal from the elves. Among the things he learned was how to use the long slender elven saber (elven curve blade is a stupid name), and being the dabbler that he is Kaui Wu even learned a bit of magic from the elves.
Kaui Wu eventually got bore with the elves and set out to find what else these far off lands had to offer.
His adventures in Avistan have been fairly profitable, though most of the profit has been from other peoples belonging s finding their way into Kaui Wu's posession.
Kaui Wu had just recently arrived in Absalom and decided to stay in the city for a while and see what fun there was to be had.

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

familiar:

Xiaodi
Fox (Pathfinder RPG Ultimate Magic 112)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 8 (1d8+1)
Fort +3, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +2 (1d3-1)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 10 (14 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Down, Fetch, Seek, Stay, Track
Skills Acrobatics +7 (+19 to jump), Appraise -1, Bluff -1, Climb +7, Diplomacy -1, Disable Device +3, Disguise -1, Escape Artist +3, Perception +9, Sense Motive +2, Sleight of Hand +4, Spellcraft -1, Stealth +16, Survival +1 (+5 to to track by scent), Swim +6, Use Magic Device -1; Racial Modifiers +4 Survival to to track by scent
SQ attack, down, fetch, improved evasion, seek, stay, track
--------------------
Tracked Resources
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Down [Trick] The animal will break off combat on command.
Fetch [Trick] The animal will get a specific object.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.

Kaui Wu is a skill monkey and scout with a little bit of magic thrown in.

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