| AGamer70 |
Here's my ranger. He'll be a switch-hitter. I'll clean it up and expand on my background, but I wanted to get something posted.
Lavanor Garavon
Male Elf Ranger 1
CG M
Init +5; Senses low-light vision; Perception +7
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, +0 natural)
hp 13 (1d10 +2 con +1 fcb)
Fort +4, Ref +5, Will +1
Resist immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects
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Offense
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Speed 30 ft.
Ranged Short bow +4 (1d6/x3)
Melee Elven curved blade +5 (1d10+4/18x2)
Melee Longspear +5 (1d8+4/x3)
Melee Cold Iron Kunai +5 (1d4+4/x2)
Ranger Spells Prepared (CL X):
Level (X/day) [ i]Spell Name[/i]
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Statistics
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Str 18, Dex 16, Con 14, Int 12, Wis 12, Cha 10
Base Atk +1; CMB +X; CMD XX
Feats Power Attack
Traits Monster Hunter, Elven Reflexes
Skills Handle Animal +4, Perception +7, Survival +5, Stealth +7, Know (nature) +5, Heal +5, Climb +8, Craft (bows) +5, Know (geography) +5
Languages Common, Elven, Sylvan
Other Gear Ranger’s kit (a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin), Alchemist’s fire
5 GP, 0 SP, 0 CP
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Special Abilities
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Ability Name (Type) Description
Background
Lavanor grew up in Cryingleaf. While his parents did their best to make him feel welcomed and included in the community, he usually felt like an outcast when among the elves. He learned how to use their weapons, hoping that would gain their respect, but it didn’t seem to matter. When he was old enough, he set out on his own to make a name for himself as a monster hunter and guide.
| Templeton "Ratfink" |
I submit my Druid for membership to the group.
Templeton
Gnome druid (feyspeaker, serpent shaman) 1 (Pathfinder RPG Advanced Player's Guide 103, Pathfinder RPG Ultimate Intrigue 26)
CN Small humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 18, touch 13, flat-footed 16 (+3 armor, +2 Dex, +2 shield, +1 size)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +3; +2 vs. illusions
Defensive Abilities warden of nature[APG]
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Offense
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Speed 20 ft.
Melee dagger +0 (1d3-1/19-20) or
. . gnome pincher +0 (1d4-1)
Ranged sling +3 (1d3-1)
Special Attacks warden of nature[APG]
Spell-Like Abilities (CL 1st; concentration +6)
. . 1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals
Domain Spell-Like Abilities (CL 1st; concentration +6)
. . At will—speak with animals (4 rounds/day)
Druid (Feyspeaker, Serpent Shaman) Spells Prepared (CL 1st; concentration +6)
. . 1st—call animal[APG], calm animals[D] (DC 16), charm animal (DC 17), frostbite[UM]
. . 0 (at will)—detect magic, light, purify food and drink (DC 15)
. . D Domain spell; Domain Animal domain
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Statistics
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Str 8, Dex 14, Con 14, Int 14, Wis 12, Cha 20
Base Atk +0; CMB -2; CMD 10
Feats Vermin Heart[APG]
Traits eager performer, gifted adept
Skills Acrobatics -1 (-5 to jump), Diplomacy +9, Handle Animal +9, Heal +5, Knowledge (geography) +6, Knowledge (nature) +6, Perception +5, Perform (wind instruments) +6, Survival +5, Use Magic Device +6
Languages Common, Draconic, Druidic, Gnome, Goblin, Sylvan, Sylvan
SQ fey magic, gnome magic, nature bond (Animal domain), wild empathy +6, wild mischief +6
Combat Gear oil (3); Other Gear hide shirt, heavy wooden shield, dagger, gnome pincher, sling, animal call (snake (mate))[ACG], backpack, belt pouch, blanket[APG], butterfly net[APG], feed (per day) (5), flask, flask, flask, flask, flint and steel, glue paper[UE] (3), hemp rope (50 ft.), holly and mistletoe, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 10 gp, 1 sp, 8 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Druid (Feyspeaker, Serpent Shaman) Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Fey Magic (Favored Terrain [Forest]) Gain spell-like abilities in selected terrain.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Speak with Animals (4 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Vermin Heart Wild Empathy & spells that target animals may be used on Vermin.
Warden of Nature +1 to hit and +2 AC vs. aberrations, oozes and vermin.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Mischief +6 (Ex) Fool an animal into thinking food/made/predator near, as if using Bluff.
| Ironperenti |
There are about 18 who have thrown their hat in. I can run up to about 12. I think some don’t like a group that large, that is there understandable. If you wish to give it a go, pop on the discussion board by 12pm est monday. If there are 12 or less we move forward. More than 12 and I will cut down the number a bit.
| Ironperenti |
It is that time in the game. We have lost one of our martial characters and are looking to add one. Recruitment will run through 9 Dec. Starting level is 3rd, possibility of 4th depending on when we work in your character. The PCs are currently in an isolated location in a fight so it is likely you will not be introduced until they return to Sandpoint. Build rules are as follows:
Highly recommend you look through the ROTRL Player Guide.
Hit Points: Max at first level for your class. Every level after that is maximum for the die minus 2 so that you have d6 = 4, d8 = 6, d10 = 8, d12 = 10
Ability Scores: All characters will use the array 16-14-14-12-12-10
Apply racial modifiers
Apply one +2 adjustment to one statistic of your choice
Skills: Standard Pathfinder skills. Background skills at first level only.
Races: Core races and other fair races. If you have questions please ask. Paizo only.
Traits: 2 traits (1 must be a campaign trait); no drawbacks
Class: Paizo only. Core, Base, Hybrid, and Unchained. Standard multi-class.
Equipment: Starting wealth average for class. Emerging guns.
Three levels of equipment: standard, expert, master
Expert weapon (+250gp): +1 damage
Expert armor (+100): -1 AC penalty
Masterwork weapon (+500): +1 to hit, +1 damage (stacks with expert level)
Masterwork armor (+300): +1 Max Dexterity, 10% weight reduction (stacks with expert level)
Advancement: Each character will designate either physical or mental stats as their primary
At every 4th level you will get three ability score points, two to primary stats, one to secondary stats; two points may not be placed on the same stat at the same level.
| Ironperenti |
We all run it a little different and I am sure you can keep player knowledge separate from character knowledge. It's a fun adventure and if you have only done the DM thing and not played through it, I think you should have the opportunity. Please submit something. I intend to let the current players select their new companion.
| Arioch Bellimarius |
This is Irnk's character proposal...
Time and generations passed, and fortunes waned. Eventually, a series of increasingly poor and desperate business decisions by Pavo's grandson, Morvius, not only paupered the family, it ended it. Only his infant son Arioch survived to be found by Lonjiku Kaijitsu on a fortuitous visit when in Magnimar on business. In memory of the many kindnesses the Bellimarius family had performed on his own & other Tian families behalf, Lonjiku took the child in & raised him as his own.
For many years, Arioch's life was as close to idyllic as it could be with such tragedy in one's past. The grace & intricacy of Glassworking was a never-ending delight for the boy and as Lonjiku's blood descendants showed no interest in the art, he took solace in sharing this passion with someone who appreciated it as much as he. A solace matched only when a local Paladin of Shelyn noted his passion for the art & saw potential for like passion in her service. The discipline of training in each intergrated well & Arioch's future seemed bright indeed.
Sadly, tragedy struck young Arioch's life once more, this time touching his adopted family, for the body of Atsuii Kaijitsu, Arioch's adopted mother, was found, dead, at the base of the rise upon which the family home was set.
Atsuii's death presaged a time of significant family strife in the Kaijitsu household. Not long therafter Ameiko, his adopted sister left following an intense argument with their father, to become an adventurer. Though Lonjiku continued to share his craft with his adopted son, he grew distant & cold. A distance which did not lessen when Ameiko returned to Sandpoint. If anything Lonjiku became even more withdrawn & cold. It was this coldness which simultaneously prompted Arioch to throw himself even more intensely into his study of Glassmaking & at the same time kept him from sharing with his father a growing, secret fear.
Since the morning Atsuii's lifeless body was found on the rocks below the Kaijitsu home, Arioch would find himself waking in strange places, with inexplicable bruises, his bedclothes in shreds about him.
While he doesn't talk about it, Arioch has quietly avoided participating in any services or devotions to Shelyn since. Instead, his time is now divided between the Glassworks & rigorous almost fanatic athletic pursuits.
Male Human (Chelaxian) Ex-Paladin (Vindictive Bastard) 1/ Vigilante (Brute) 1/ Monk (Martial Artist) 1
Diety: Shelyn
NG Medium humanoid
Initiative: +1 ; Senses: Perception +9
Abilities
STR 14 (2) DEX 12 (1) CON 12 (1) INT 12 (1) WIS 16 (3) CHA 14 (2)
DEFENSE
AC 15, touch 15, flat-footed 14 (10 +1 Dex +3 WIS +1 Dodge)
CMD 13 (10 +1 BAB +1 Dex +2 Str)
Hit Points 25 (1D10 + 2D8 +3 Con)
Fortitude +7 (6 Base +1 Con)
Reflex +3 (2 Base +1 Dex)
Will +9 (4 Base +3 Wis +2 Feat)
OFFENSE
Speed 30 ft
Melee Unarmed +3/1d6 +2B 20/x2 crit. (1 BAB +2 Str)
Melee Unarmed (Flurry) +2, +2/1d6 +2B 20/x2 crit. (1 BAB +2 Str)
Melee Dagger +3/1d4 +2S 19+/x2 crit. (1 BAB +2 Str)
Melee: Smite Unarmed +5/1d6 +3B 20/x2 crit. (1 BAB +2 Str +2 Cha)
Melee: Smite Unarmed (Flurry) +4, +4/1d6 +3B 20/x2 crit. (1 BAB +2 Str +2 Cha)
Melee: Smite Dagger +5/1d4 +3S 19+/x2 crit. (1 BAB +2 Str +2 Cha)
Ranged light crossbow +2/1d8P 20/x3 crit. 100 ft. range inc. (1 BAB +1 Dex)
CMB 3 (1 BAB +2 Str)
Traits:
Affable (Social, Champions of Purity pg 13): +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.
Merchant Family: (Campaign, Rise of the Rune Lords): Bonus on calculating Trade limits & re-sale value. Kaijutsu
Skills (2 +6 +4 +Int {3} +Favored Class {1} +Background {2})
Acrobatics: 6 (2 Ranks +3 Class +1 Dex)
Bluff: 6 (1 Rank +3 Class +2 Cha)
Climb: 6 (1 Rank +3 Class +2 Str)
Craft (Glass): 5 (1 Rank +3 Class +1 Int Background)
Diplomacy: 8/10 (3 Ranks +3 Class +2 Cha/+2 Trait to gather information)
Disguise: 6/26 (1 Rank +3 Class +2 Cha/+20 to maintain separate identity)
Intimidate: 2 (+2 Cha)
Knowledge (Religion): 5 (1 Rank +3 Class +1 Int)
Lore (Minkai): 5 (1 Rank +3 Class +1 Int Background)
Perception: 9 (3 Ranks +3 Class +3 Wis)
Sense Motive: 8 (2 Ranks +3 Class +3 Wis)
Stealth: 9 (2 Ranks +3 Class +1 Dex +3 Feat)
Languages: Taldane (Common), Minkaian
Feats:
Iron Will
Skill Focus: Stealth (Human Bonus)
Improved Unarmed Strike (Brute Bonus)
Meditation Master (3rd lvl. {Faiths & Philosophies, pg. 19}) When fully focused on your inner self, you can enter a deep meditative state that allows you a more perfect control over your mind and body.
Benefit: When you meditate for at least 1 hour after getting at least 8 hours of rest, you gain special insight into your situation that is nearly impartial, granting you the edge in whatever endeavor matters most during the day. After meditating, you gain a +1 insight bonus that you can apply to any d20 roll over the course of the next 24 hours without using an action. The bonus may be applied after the roll is made, but must be applied before the results of the roll are determined. Once the bonus has been used for the day, you cannot use it again until after you meditate again after another 8 hours of rest. An unused bonus fades after 24 hours.
Dodge (Monk Bonus)
Stunning Fist DC: 13 (Monk Bonus)
Racial Traits:
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Class Abilities:
Weapon and Armor Proficiency: Arioch is proficient with all simple and martial weapons, with all armor, and with shields (except tower shields).
No Aura: Arioch does not radiate an alignment aura.
This alters the paladin class’s aura.
Locate Ally (Sp): Once per day, Arioch can cast locate creature as a spell-like ability with a caster level equal to his paladin level, but he can do so only to target an ally whom he has spent at least 24 hours in close proximity to within the last week.
This replaces detect evil.
Vindictive Smite (Ex): Arioch is particularly ruthless against those who have harmed him or his allies. Once per day as a swift action, he can smite one target within sight who has dealt hit point damage to him or an ally. He adds his Charisma modifier to his attack rolls and adds his paladin level to damage rolls against the target of his smite. In addition, while vindictive smite is in effect, Arioch gains a deflection bonus equal to his Charisma bonus (if any) to his AC against attacks by the target of the smite. If the target of vindictive smite has rendered an ally of Arioch unconscious or dead within the last 24 hours, the bonus on damage rolls on the first attack that hits increases by 2 for every paladin level he has.
The vindictive smite effect remains until the target of the smite is dead or the next time the vindictive bastard rests and regains his uses of this ability. At 4th level and every 3 levels thereafter, Arioch can invoke his vindictive smite one additional time per day, to a maximum of seven times per day at 19th level.
This replaces smite evil.
Brutish Fortitude (Ex): Arioch’s base Fortitude save bonus from his vigilante levels is equal to 2 + half his vigilante level, and his base Reflex and Will save bonuses are equal to 1/3 his vigilante level.
This ability alters the vigilante class’s base saving throws.
Dual Identity (Ex): Knowledge checks about one identity do not reveal information about the other, unless Arioch’s true identity is revealed to the world at large.
Despite being a single person, a vigilante’s dual nature allows Arioch to have two alignments, one for each of his identities. When in an identity, Arioch is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, Arioch is only eligible if both of his alignments meet the requirements. Arioch’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If Arioch is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.
Any attempts to scry or otherwise locate Arioch work only if he is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.
Chaotic Vigilante (Ex): Arioch’s vigilante alignment must be chaotic, and his vigilante identity and his social identity must be within one step of each other on the alignment axis.
This ability alters dual identity.
Seamless Guise (Ex): Arioch knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.
Brute Form (Ex): {DC: 21} Though it is sometimes difficult to maintain, Arioch has a measure of control over his abilities.
While in his vigilante identity, Arioch becomes one size category larger, gaining no ability score adjustments but otherwise gaining all adjustments for his new size, including additional reach, if appropriate. Arioch’s vigilante identity is savage and dangerous. While in his vigilante identity, Arioch takes a –2 penalty to AC, as well as to all ability checks and skill checks that rely on Charisma, Dexterity, or Intelligence. Furthermore, Arioch cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
When Arioch is in mortal peril, such as when combat starts, if he is in his social identity, he must succeed at a Will save (DC = 20 + 1/2 his vigilante level) or enter his vigilante identity. Entering his vigilante identity in this way is a horrifying and painful process that takes 1 full round, during which he is flatfooted, and it typically allows his enemies to see his transformation and learn his identity. Arioch’s vigilante identity can’t always tell friend from foe.
While he still attacks enemies preferentially during a battle, when there are no more enemies around, each round he must succeed at a Will save (DC = 20 + 1/2 his vigilante level) or continue fighting against his allies or bystanders.
Allies can use the aid another action to assist this saving throw with skills like Diplomacy, as they attempt to calm him down. On a successful save, he slowly turns back to his social identity over the course of 1 minute (or shorter if he has a social talent that reduces that time).
Arioch uses his vigilante level as his base attack bonus, but only while he is in his vigilante identity. At 5th level, while in his vigilante identity, Arioch gains a +1 bonus on melee attack and damage rolls. This bonus increases to +2 at 13th level and to +3 at 19th level. He uses his normal base attack bonus to qualify for feats and other abilities, although when in his vigilante identity, he uses his increased base attack bonus to determine the effects of feats (such as Power Attack) and other abilities.
Arioch’s mundane clothes and armor do not increase in size with him, and any such items he wears while changing into his vigilante identity lose one-quarter of their hit points. Magical clothes and accessories increase in size with Arioch, however (though his magical armor and weapons initially do not, as normal).
Arioch can stay in his vigilante identity for up to 2 hours at a time, for a total of up to 6 hours in a 24-hour period. When threatened in his vigilante identity, he has the potential to damage bystanders or allies. After switching from his vigilante identity to his social identity, he is fatigued for the same amount of time (rounds, minutes, or hours) that he spent in his vigilante identity and cannot remove or ignore this fatigue by any means except by waiting the appropriate amount of time. If he enters his vigilante identity while fatigued, once he switches back to his social identity, he becomes exhausted for the amount of time he just spent in his vigilante identity, and he also can’t remove or ignore the exhaustion by any means other than waiting the appropriate length of time. A character with immunity to fatigue or exhaustion cannot adopt a brute form at all; that immunity prevents the transformation as an effect that would cause fatigue or exhaustion.
An exhausted brute can only enter his vigilante identity for a number of rounds equal to half his vigilante level (minimum 1); following these rounds, the brute immediately falls unconscious, or into a stupor if he is somehow prevented from falling unconscious. In this state, a brute can be healed as normal (and, if he has 0 hit points or more, he returns to consciousness after receiving any amount of magical healing or a DC 15 Heal check), but he cannot enter his vigilante identity for 1 hour.
This ability replaces vigilante specialization.
Social Talent: Notorious Fool (Ex): While in his social identity, Arioch can feign absentmindedness, clumsiness, drunkenness, or eccentricity very convincingly. When he fails an opposed Sleight of Hand or Stealth check while in his social identity, he can immediately attempt a Bluff check opposed by the onlookers’ Sense Motive checks to appear as though he had only blundered or stumbled in a spectacular fashion. If he succeeds at this Bluff check, the onlookers do not realize the vigilante was attempting the action that prompted him to attempt a Sleight of Hand or Stealth check, although being in the wrong place or behaving in an inappropriate manner may still have negative consequences. This talent is ineffective against any onlooker who has already witnessed Arioch faking a blunder within the last 24 hours.
Alignment: A martial artist may be of any alignment.
This alters the alignment requirement of the Monk class.
AC Bonus (Ex): When unarmored and unencumbered, Arioch adds his Wisdom bonus (if any) to his AC and his CMD. In addition, he 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 Arioch 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.
Flurry of Blows (Ex): Starting at 1st level, Arioch can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if Arioch does not meet the prerequisites for the feat). For the purpose of these attacks, Arioch's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, he uses his normal base attack bonus.
Arioch applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. He may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. He cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. If Arioch gains natural weapons, he cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Unarmed Strike: Arioch gains Improved Unarmed Strike as a bonus feat. His attacks may be with fist, elbows, knees, and feet. This means that he may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for Arioch striking unarmed. He may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually Arioch's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
Arioch'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.
Arioch also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, Arioch may 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. Arioch need not have any of the prerequisites normally required for these feats to select them.
Stunning Fist (Ex): Arioch gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, he 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, he 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 sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
| hustonj |
I'm thinking Barbarian (Unchained) Invulnerable Rager/Dreadnought.
A cold, methodical tank on the battlefield, with a typical two-handed power attack damage capability.
The only remotely questionable thing is that Invulnerable Rager replaces Trap Sense and not Danger Sense, but that adjustment is pretty widely accepted, I think.
No, I'm not foolish enough to think this is a unique idea. Normally when I play martial types, though, I'm going finesse, ranged, or battlefield control, not actually "just" a beat-stick.
Got to build the concept, now, though . . .!
| Anthorg |
For some reason I feel a Paladin. Thinking of the divine defender archetype. His name is Felok, a half-orc who is a disappointment to his parents for pursuing the path of justice.
Felok's parents were happy as warmongers. They were both half-orcs and when they birthed a little boy, they named him Felok, hoping he would be a new warmonger to the tribe.
On his first raid, Felok did not feel the same bloodlust as the other orcs and half-orcs. He tried defending the helpless people the orcs were raiding instead of attacking them. Felok's parents got so furious that they beat him up and left him for dead.
Felok doesn't know how he survived this, but he woke up very thirsty and desperate. He was found by a priest of Iomedae who helped him get back on his feet. He was taught how to fight, and how to pray. When Felok was old and strong enough, he decided to travel the world, fighting injustice and helping those in need. In fact, one small Varisian town has been known to be having goblin trouble lately...
He'll be a half-orc Paladin (divine defender) of Iomedae.
Stats will be 18 12 14 10 12 16. For feats, he'll go Weapon Focus (longsword) and Power Attack. The idea is to go sword + shield and Paladin all the way to the end. He'll focus on Diplomacy and Sense Motive for every level skill point.
Primary - physical; Secondary - mental.
I'll make a more complete character (including traits) if I get selected.
Crisischild
|
Do the players have a preference for ranged or melee? Looks like the front line is kind of crowded between three-ish melee + a summon focused inquisitor, but I could be misinterpreting the builds.
Also to clarify: gold is average for level 1 for the class and nothing else?
Also also: Is the Combat Stamina feat available?
Edit 3: Is there any particular recent even in the story we might want to work into our characters backstories to align them with the parties goals?
Besides the one the AP story starts off with, I suppose.
Crisischild
|
Alright, neat. I actually applied to the original recruitment but my self-centered bard would not have played well with the large group you originally went with so I dropped out despite how intrigued I was with your house rules.
Crowded front line or not, I'm going to build up a weapon and shield fighter. Your stat array, modified ABP, and allowing Combat Stamina makes it actually feasible to do a TWF, non-weapon-finesse fighter, which is a rare opportunity.
I've started two ROTRL games, both got to level two before dying, so coming in still in the first book but skipping over the bit I've already played twice is fantastic for me.
Crisischild
|
Just to be sure I'm doing items correctly:
Base longsword does 1d8 damage and costs 15 GP
Expert longsword does 1d8+1 damage and costs +250 GP - 265 total.
Masterwork longsword has +1 attack and 1d8+2 damage and costs +500 GP -765 total.
Is that correct?
Would the masterwork longsword be the equivalent of a +1 weapon in a normal game, or can the usual +1/2/3/4/5 enhancement boni still be applied for the usual price? How would you go about adding, say, keen, to a weapon?
| mahuffma |
Here is a rough draft of "Fankir." I'd be more than happy to finish him up and create an alias if chosen!
Fankir
Fankir, as a goliath druid, will become a giant to combat giants.
Few survived. No giants were slain. Fankir, and 'Steggy', trailed the giants for months, learning what he could of them. He watched them destroy and despoil everything they came upon. Fankir, knowing he was no match for them at this moment, decided that the giants were much more of a threat than the ignorant humans. How he would go about evening the scales has yet to be determined.
Male Human (Shoanti - Shriikirri-Quah) Druid (Goliath) 3
N
Initiative +4 speed 30 Perception +8
HP 26
Str 18, Dex 14, Con 14, Int 12, Wis 14, Int 12, Cha 10
Defense
AC 17 T 13 F 15
CMD 18
Fort 6
reflex 4
Will 6
Offense
CMB 6
Scythe +6 2d4 +6 x4
Sling +4 1d4
Spells
0th: 4
1st 3
2nd 2
Traits
reactionary +2 int
giant slayer
Skills
Climb +9
Handle Animal +4
Kn. Local +7
Kn. Nature +7
Perception +8
Spellcraft +5
Survival +8
Feats
Intimidating Prowess
Power attack
Stegosaurus (not actually named yet) animal companion
HP 20
AC 23 T 15 F 18
CMB 2
Str 11 Dex 19 Con 10, Int 2, Wis 12, Cha 10
Tail +7 2d6
evasion link, low-light, scent, share spell
Feats
Weapon finesse
combat reflexes
Skills
Acro +9, Perception +5, Stealth +9
Items (not complete yet)
Cloak of resistance +1
Rop +1
Hide shirt
Scythe
sling
| Ironperenti |
@Crisischild: The weapon pricing is not how I enacted it. It is the cost of a MW at 500 or you could do an expert at 250. Quality is a crafting thing so you don't make an expert level item a MW item, you craft it from scratch. My intent was to act like a masterwork weapon for striking purposes but have the damage bonus remain. So a +1 weapon which is considered MW is +1 to hit, +3 dmg. Keen would simply be the second or later magical bonus which would increase the threat range, no change for it.
@hustonj: 3
| hustonj |
Check. Makes a few advancement levels pretty dead (5/7/13/19) with no saves or specials advancing at those levels nor iterative attacks gained, but they are all Feat levels, so, that's something.
Still not changing the build at all. <grin> Build and personality are interwoven in this case.
I'm liking the personality I see in my head. I just hope I can express it sufficiently.
| Ironperenti |
Crisischild asked if the group would prefer a ranged or a melee martial character. An archer is always handy. However, the investigator and the cleric are moving in to help cover down on melee. With the ranger being the lone martial character in that mix I think they could use melee support. Those are my thoughts. I will poll the team.
| hustonj |
And my grand daughter just crashed my computer. After it rebooted, I couldn't recover any of the work on the character. <grump> Guess I hadn't saved it anywhere along the line. <sigh>
Jarl Purrun is a friendly, community-minded young man who actually enjoys cooking for those around him and trying to make friends. He fights to protect and defend his community. When things go bad, though, he loses his sunny disposition. He doesn't go off in a fit of rage or anything, though, he just goes deathly calm and methodical. Moving with dedicated purpose and destroying those things which threaten his community.
I still really love the idea. just have to start over building him from scratch.
| hustonj |
Barbarian with both invulnerable rager and dreadnought.
Halves the rage bonus and prevents running or charging during rage, so it weakens the stuff people love about rage, but it creates this image of a hulking brute walking slowly across the battlefield and whacking things that need it. All of that imagery is from dreadnought, actually. Invulnerable rager adds DR/- at half the barbarian level, just reinforcing the unstoppable impression of the dreadnought in my mind.
| Jarl Purrun |
hustonj submitting Jarl Purrun (reusing an old, fallow, alias).
The only "Special Ability" of the Barbarian class NOT modified by the pair of archetypes is Rage Powers. As a result, you may or may not want to look at the class spoiler in the character profile to see the specifics of how this version of the class advances.
Any questions or concerns, please, bring them up. This hobby is supposed to be cooperative storytelling, so everyone needs to have a chance to shine and to get the entertainment they want from the game play.
I increased the listed weight for the Survival Kit, since it contains 2 waterskins, and 1 waterskin weighs 4#. <shrug> I also estimated costs and weights for bigger pot and skillet for group cooking.
| TheLoneRook |
For your consideration
Tohkar, Oread Barbarian/Warpriest/Hellknight. LN faithful of Gorum who believes that combat is a sacred dance that should be respected and that there is no greater folly than to fight without honor.
This is my first time applying to a campaign in this format but I'm a 6 year Pathfinder veteran who's somehow managed to never play Rise before. Always wanted to, hope I'll be considered thanks very much. Let me know if there's anything more you need I tried to match other people's submissions as best I could.
1st level Armored Hulk Barbarian
2nd level Warpriest of Gorum (War and Destruction)
3rd level Barbarian
4th level Armiger Fighter (Order of the Wall) (not factored in but ready if needed)
Oread (Granite Skin, Mountain Born alternate racial traits)
STR 20
DEX 14
CON 14
INT 12
WIS 14
CHA 8
HP 31
AC 23 (10 armor, 2 DEX, 1 natural)
FORT 4, REF 2, WILL 2
INIT 4
Feats: Two Weapon Fighting, Extra Rage, Weapon Focus (Gauntlets)
Rage Power: Reckless Abandon
Traits: Reactionary, Giant Slayer
Weapons: Gauntlets +10, 1d6+7 (I paid for the masterwork of the Armor, and assumed that the quality did not extend to the weapon aspects of the gauntlet.)
Equipment:
-+1 Masterwork Full Plate
-Barbarian's Kit
-Potion of Cure Light Wounds x4
Remaining gold (96)
Tohkar was orphaned to a giant's raid on his humble village as an infant. He was raised by a cleric of Gorum, who traveled across Varisia in search of glorious combat, challenging exciting foes and punishing cowardly warriors who considered preying on the weak to be honorable combat. Tohkar deified his mentor as if he were Gorum himself, and learned to live in search of glory himself until he was of age to travel his own path. Tohkar learned that his strongest weapons were his hands, and he found sanctuary in the metal confines of armor. He treats his armor as a second skin, and wears it with pride wherever he may find himself. He visits Sandpoint regularly as it is often home to many a worthy combatant. Tohkar at heart is a kind individual who enjoys helping the weak, but ultimately his drive and goals lie in his desire to praise Gorum in glorious combat. So long as what he is currently doing gets him towards that goal, he is at peace.
Tohkar plans to join the Hellknight Order of the Wall to further his purpose to serve Gorum while also defending the innocent and meek.
Tried to keep it short and sweet
| Forest Hunter |
This is Crisischild's submission. I'm reusing an old profile, so I'll paste the info below or you can find it in this profile.
Your house rules make the strength two-weapon fighter dream a reality, so that's what Forest is. High HP, high AC, high damage. Early on, he can use Combat Stamina to remove the TWF penalty on his main hand a couple times per fight when he really needs to lay down the damage. At level 11, when he finally meets the ludicrous requirements for Shield Master, he'll effectively be able to TWF with no penalties at all. His offensive and defensive stats aren't quite right, I built him with my incorrect understanding of your weapon and armor system. I'll go through and fix them when I can, but his stats won't change dramatically once I've fixed it.
Since I've played through the Swallowtail Festival twice, I've included Forest in the events of that night. If that's not what you had in mind for the new character that's fine, we can change it to something else.
Male human (Varisian) fighter 3
NG Medium humanoid (human)
Init +3; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 25, touch 13, flat-footed 23 (+9 armor, +2 Dex, +3 shield, +1 untyped bonus)
hp 35 (3d10+9)
Fort +5, Ref +5, Will +3 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee heavy shield bash +8 (1d6+6) or
. . scimitar +8 (1d6+6/18-20)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 12, Wis 12, Cha 10
Base Atk +3; CMB +7; CMD 21
Feats Combat Stamina, Improved Shield Bash, Shield Focus, Toughness, Two-weapon Fighting
Traits friends and enemies, shield-trained
Skills Acrobatics -2 (-6 to jump), Climb +3, Handle Animal +4, Intimidate +5, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Linguistics +3, Perception +7, Ride +2, Survival +6, Swim +3
Languages Common, Elven, Giant, Goblin, Varisian
SQ armor training 1, improved shield bash, shield focus, two-weapon fighting
Other Gear mwk full plate, shield spikes heavy steel shield, +1 scimitar, ioun torch ioun stone, belt pouch, flint and steel, masterwork backpack, waterskin, heavy horse (combat trained), bedroll, bit and bridle, feed (per day), hemp rope (50 ft.), mess kit, military saddle, pot, saddlebags, soap, trail rations, 123 gp, 1 sp
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Shield Bash [Combat Trick] 5 stamina points to lighten penalties from shield on a shield bash.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Shield Focus [Combat Trick] Up to 2 stamina points to increase bonus to shield's AC bonus.
Two-Weapon Fighting [Combat Trick] Reduce two-weapon fighting penalty for primary hand by 1 for every 2 stamina spent.
Forest Hunter is of average height and build for a Varisian human. Worry lines and a sharp widow’s peak belie his relatively young age. He sports a full, trimmed beard and mustache of reddish-brown hair. He has a sharp nose and small, round eyes. His clothing is bland and practical. Green and brown wool and leather, calfskin gloves and boots, and a grey, hooded cloak- all designed to help one blend into the forests that dominate the Varisian landscape. A leather and wood sheath containing a fine scimitar hangs from his belt.
Forest is bold and impatient; he prefers action over waiting and considering. Qualities that set him apart from his fellow rangers. He would rather face a problem head on, be it an angry orc or an angry seamstress, than to sneak around and wait for the perfect time to strike. He is brave and values community, family, and freedom. Despite the constant pestering by his mother and sister, he has yet to find a ‘lovely young woman’ with which to settle down. He had been taught all his life that he would protect the people of the town one day, and he saw the local women as sisters. He is afraid of ogres.
Forest Hunter is a ranger from the small farming and fishing town of Ilsurian, roughly two-hundred and twenty-five miles as the crow flies east of Sandpoint. His father, Forest Sr., was a well renowned member of the local Ilsurain rangers, a mighty warrior and level-headed leader. He was killed when Forest was still young by ogres that attempted to leave the Hook Mountains for greener pastures with more readily available victims. The rangers pushed back the ogres, but not before suffering heavy losses. Forest was traveling with the rangers at the time and witnessed his father’s death, something that left him doubting himself for some time as well as with a lasting fear of ogres.
Forest’s mother, Alvara, is a bowyer and sits on the council of Ilsurian. His twin sister, Amelia, works with their mother as a bowyer. The pair have supplied many of the bows used to feed and defend the town. Amelia inherited a stronger shade of red hair from their mother, as well as their mother’s fiery personality that makes Forest’s brashness look downright tame in comparison. The two women have been constant guides for Forest throughout his life.
Like his father before him, Forest joined the Ilsurian rangers as soon as he was of age. While he took to the training well enough and showed significant natural talent, stalking through the woods and waiting for days on end to loose a single arrow then slink away into the underbrush was maddeningly slow to the impatient young man. So, he opted for a different style of combat. Full plate and a heavy shield. The rangers could not always eliminate threats quickly and quietly, the encounter with the ogres that killed his father being the strongest example of this within living memory, and Forest forged himself into the solution. He would charge into the group of orcs or goblins or whatever they may be, striking out at the monsters with scimitar and shield. His plate armor not only protected him from the primitive spears and axes often wielded by monstrous humanoids, but it also protected him from his fellow ranger’s arrows. They could continue to fire into the melee with no fear of hitting their compatriot. This unorthodox fighting style was effective at protecting the town, but Forest did not lust for combat and he had started yearning to wander further from the town. Not thousands of miles, and not forever. Far enough to stretch his legs.
The opportunity to wander a bit further recently presented itself. A letter delivered to Alvara Hunter from the town of Sandpoint detailed a debt owed to their fallen father from a man by the name of Daviren Hosk. Forest’s father had apparently helped the stranger put down a horde of goblins near Sandpoint many years ago, and he had some form of payment he wished to make good on. So, with little fanfare - and many complaints from Amelia who felt she had just as much right as anyone else to seek their late father’s reward – Forest took leave from his ranger duties and set out for the small city of Sandpoint on the western coast. The journey could have taken him less than two weeks, but Forest took his time, stopping often to talk to and help the people he met along his way. The relatively uneventful trip took him just under a month to complete.
The timing was fortunate however, as he arrived just before the famed Swallowtail Festival. Instead of going straight to meet Daviren Hosk, Forest was distracted by the festivities and the people. Sandpoint had almost twice as many people and a wider variety of races than Ilsurian, especially with the festival in town. Forest drank and ate foods he had never seen before and danced and played games into the night. Then the screaming started.
Goblins were attacking! This was an enemy Forest had faced many times, but he had never faced them in such a state of intoxication. Drunk or no, it was his duty to protect those that could not protect himself. He had not brough his armor or shield from home, but he always had his scimitar and bow. He herded civilians into a home and slew the goblins that tried to break in after them. Several other citizens of the town took up arms and stood with Forest, including a man who was remarkable good at slaying the goblins. Goblins were an easy opponent for one as experienced as Forest, though their short stature did make it difficult to hit them with a sword. Regardless, the innocent people he took into his charge survived the onslaught by the goblins, which either died, gave up, or fled. Forest set to fighting the fires started by the little green pyromaniacs for the rest of the night.
Perhaps an act of serendipity, but one of the men who stood with Forest was Daviren Hosk; the man he had traveled to meet. After marveling over the coincidence, Hosk revealed that he was a stablemaster in the town and had come across a fine warhorse he had no space for and, remembering the actions of Forest’s father decades before, he felt the horse would be suitable payment for the man risking his life to save strangers. If nothing else, he told Forest, the beast would sell for a small fortune. And a magnificent beast it was. Fifteen hands and near twelve-hundred pounds, it was a massive animal. Forest was not a horse expert, but the superior breeding was evident even to a lay man. The gray stallion held his head high and moved with certainty and confidence. Truth be told, it was a bit too much of a horse for Forest to handle. He had ridden before, but never a heavy warhorse. Forest decided to stay around Sandpoint to practice with the horse and help the poor people of the town pick up the pieces after the goblin attack.
| Ironperenti |
Here's what I'm tracking so far. Did I miss anyone?
Arioch Bellimarius: Male Human (Chelaxian) Ex-Paladin (Vindictive Bastard) 1/ Vigilante (Brute) 1/ Monk (Martial Artist) 1; unarmed flurry.
Anthorg: half-orc Paladin (divine defender) of Iomedae. Sword and shield out of combat focus on diplomacy and sense motive.
Mahuffma: Fankir the Male Human (Shoanti - Shriikirri-Quah) Druid (Goliath) 3; intimidating with scythe
Jarl Purrun: Unchained Barbarian (dreadnought/invulnerable rager) 3; two handed weapon warrior
TheLoneRook: Tohkar, Oread Barbarian/Warpriest/Hellknight; two fisted brawler
Forest Hunter: Fighter 3; Weapon and shield two weapon fighting
| TheLoneRook |
I guess it's worth noting that Tohkar's build has a lot more battlefield control than I initially gave it credit for. Comes online mostly with the Hellknight bits but he'll be able to use a lot of battlefield control including muting enemy casters to prevent spells with verbal components, using a cloud of rust to impair enemies relying on metallic equipment and producing law-bound summons for additional bodies on the ground. On his own he'll mostly focus around dishing out damage but his featline also provides a lot of utility based around utilizing his armor. He'll even be able to lend it periodically to allies in need with the use of the Guardian armor spell in the event of emergency, being able to call it back to his body without issue. His combat relies on his gauntlets both to suit his character's personality but also to keep his hands free and be responsive to the needs of the party without being encumbered by having to draw and stow weapons.
Sorry for rambling I'm just really jazzed about this build.
| hustonj |
May be just a little ahead of the game, there, mahuffma.
Submissions are due by the end of today. Then he was going to let the current players pick.
Unless they've already been discussing the choice in some detail, we've probably got another day or three before a decision is made.
That's okay. As long as it takes to play these games PbP, patience really is important. Even when antsy.