Against the Giants (Inactive)

Game Master chillblame

Raiding and destruction in Sterich. Heros are needed.
greyhawk gods


151 to 200 of 270 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Fitzroy Delhume wrote:

[dice=hp rolls]6d6

Wow, just terrible. :-)

Don't forget the 1/2 dice and round up minimum... That would be 24 hp, not 9.


And the latest character to enter contention:

Vakmu Blackhorse

Concept:
A battlefield control caster (“God” Wizard), built with a Shaman chassis, because I like hexes. Think some of the squad mages from the Malazan Books of the Fallen – shamans, who are actually mages with warrens…

System Whining:
(I tried it with Witch, but I just couldn’t quite get things to work out how I wanted. I hate that there is no pathfinder equivalent to the “Witch Hex” Shaman Hex, that works the other way… You used to be able to do it with Spirit Talker, but they beat that to death with a Nerf bat).

Background:

Vakmu’s folk originally come from the pomarj. They were part of a mixed (1/2 orc and human) tribal group, that was despised as mulattos by both the orcs and the humans. They were forced to flee as refugees, as part the violence surrounding Turrosh Mak’s rise to power. Those were dark days for the clan, with many kin lost to who knows what end (Finding you Kin)
Unable to settle in Ulek (due to racial prejudice) , they ended up in Gran March, on the border of the Dim Forest, in the shadows of the darker fey (Fey Thoughts). The shamans cast the runes when he was born, first of the tribe in the new land, and felt he was destined for great things (fate’s favored)
Physically, he was smaller and weaker than most of the tribe. Inevitably, he was bullied, where he became quick to react (reactionary). But he found his own path, becoming a shaman through apprenticeship with his uncle (Shaman’s Apprentice). He memorized the lineage of the clan (Keeper of the Ancestral Scrolls), and learned his mathematics (mathematical prodigy).
It was his uncle that put on his sacred tattoos (Sacred Tattoo), when he came of age, and undertook his shamanic initiation ceremony – where he was ritually stung by a scorpion, to induce visions of possible futures. That particular scorpion became his spirit animal. His wander-years began, searching for wisdom to bring back to the tribe. In truth, he may be lost to the tribe; civilization is seducing him with its comfort and scholarship (Hedonism). Not to mention, he has always had a bit of an urge to see what is over the next hill...

Stats:

Vakmu Blackhorse
N Male ½ Orc (Sacred Tattoo, Fey Thoughts, Shaman’s Apprentice)
Shaman 7
Init +7 = +1 (Dex) +2 (Trait) +4 Familiar
Speed 30 ft
Darkvision 60 ft

Defense
AC : 19 = 10+1 (dex) + 2 (Shield) + 6 (armor)
HP: 67 + 12 Temporary HP (False Life) = 8+38+7 Trait +14 Con
Fort +8 = +2+2(luck)+2(Con)+2 Enhancement
Ref +7 = +2+2(luck)+1(Dex)+2 Enhancement
Will +14 = +5+2(luck)+5(Wis)+2 Enhancement
CMD : 16

Offense

BAB : +5
Melee: Morningstar +6 1d8+1 or Cestus +6 1d4+1
Ranged: Light Crossbow +6 1d8
CMB : +6

Spells Prepared (typical traveling loadout)

L0 (DC 15, 4) : Guidance, Detect Magic, Virtue, Detect Poison
L1 (DC 16, 6): Frostbite X2, Murderous Command, Fallback Strategy, Liberating Command, Nature’s Path
L2 (DC 17,4) : False Life (precast, extended w/rod) , Barkskin, Focused Scrutiny, Sickening Entanglement
L3 (DC 18, 3) Thorny Entanglement, Communal Resist Energy, Sylvan Hideaway
L4 (DC 19, 2) Thirsting EntanglementX2

Spirit Magic : 1st [ ] 2ed [ ] 3ed [ ] 4th [ ]

Stats
Str 12 (2)
Dex 12 (2)
Con 13 (3) +2 enhancement = 15
Int 14 (5)
Wis 15 (7) +2 Racial +1 (lvl 4) +2 enhancement = 20
Cha 14 (5) +2 enhancement = 16

Feats : Endurance (Shaman’s Apprentice), Extra Traits (1st), Amplified Hex (3ed), Ritual Hex (Slumber) (5th), Accursed Hex (7th)

Traits : Hedonism (drawback), Keeper of the Ancestral Scrolls (race Trait), Mathematical Prodigy (Magic Trait), Fate’s Favored (Faith Trait), Reactionary (Combat, extra Traits), Finding Your Kin(Campaign, extra traits)

Skills (4+2(int)+ /lvl) + 2 FCB (Ranks, skill roll. NOT INCLUDING ACP)
Diplomacy (7, +13), Spellcraft (7, +12), Perception (7, +15), Use Magic Device (7, +13), Ride(3,+7), K(Arcana) (7, +13), K Planes (3,+8), K Nature (3,+8), K Religion (3,+8)

Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
K History (7, +13) , Linguistics, (7,+9)

Languages : Common, Orc, Draconic, Giant, Sueloise, Ancient Balklunish, Old Oeridian, Flan, Terran, Celestial, Aklo, Undercommon

Special Abilities :
Spirit (Heavens), Spirit Animal (see below), Hex: Silkstring Snare (2), Hex: Charm (4), Wandering Spirit (Typically Lore : Monstrous Insight ), Wandering Hex (Confusion Curse)

Spirit Abilities : Stardust,

FCB Cleric Spells added: Murderous Command(3ed), Liberating Command (4th), Fallback Strategy (5th), Burst of Radiance (6th), Resist Energy (Communal)(7th), For the future: Invisibility Purge (8th), Blessings of Fervor (9th), Freedom of Movement (10th)

Equipment:
Weapons: Cestus, Morningstar, Dagger, Underwater Light Crossbow, 20 bolts

Armor:
Darkwood Heavy Wood Shield 257gp
Agile Masterwork Breastplate 550

Equipment
20 playing cards sized wooden planchettes with pre-cast Woodland Runes on them. They are programmed not to effect anyone/anything displaying all 3 of the following symbols:Arcane Mark, symbol of Boccob, symbol of Farlaghan)
5 planchettes with pre-cast symbols of mirroring on them, programmed to only affect those displaying the same 3 symbol combination. – 500 gp
1 planchette with a pre-cast Symbol of Laughter on it, programmed as per Woodland Runes. – 1000 gp
Planchettes are kept individually wrapped in sheets of paper, which are labelled.
Spirit gum to stick planchettes to surfaces, for example, a breastplate.
A set of 12 necklaces (fits up to large creatures, can be multiply looped to fit smaller creatures), that display the aforementioned 3 symbol combination (Arcane Mark, symbol of Boccob, symbol of Farlaghan)

Metamagic Rod of Extend (Lesser) 3000 gp
Metamagic Rod of Reach (Lesser) 3000 gp
Cloak of Resistance +2, 2000*
Headband of Mental Prowess +2 (Wis, Cha) 5000gp*
Handy Haversack 1000gp*
Belt of Mighty Constitution +2 2000 gp *
Ring of Sustenance 2500 gp
Snapleaf 375gp*
Travellers AnyTool 125gp*
Aegis of Recovery 750gp*
Wand of Cure Light Wounds (50) 750 gp

* items are ½ cost due to Ritual Hex > Fetish > Craft Wondrous Item

Spring Loaded Wrist Sheath (wand of CLW), Explorer’s outfit, 2 sacks, bedroll , blanket, hammock , 100 ft hemp rope , String 50 ft, trail rations 10 days, belt pouch, chalk, flint and steel, 2 x waterskin (filled), Divine Focus, spell component pouch (X2, 1 in the haversack), mess kit, Tattooed Divine Focus, 2 blank books, journal, notebook, quill, ink, several bottles of fine wine, some good drinking glasses, 2 pipes, smokeweed, 4 partially books of collected poetry (in Flan, Suel, Old Oeridian and Ancient Baklunish) that he has transcribed, cold weather gear, swarmsuit, armoured familiar box, lockable from the inside (attached to the back of his helmet).

120 gp worth of assorted coinage. 200 gp worth of gemdust for scribing symbols

Description:
An Image, as requested:
Studying at home.
Vakmu’s clearly a bit of an outdoorsman, his weathered grey-tinged skin is tanned with a bronze tint. He has many visible tattoos, mostly arcane symbology (enough study and a high enough K(religion) or K(arcane) will reveal they are a) a large sacred tattoo and b) a tattoo’ed holy symbol ) His black hair is going grey, perhaps prematurely (he is only 27, but ½ orcs are not long lived); he is not vain enough to dye it. He has hazel eyes, small tusks, and an old scar on one cheek. For a ½ orcs, he is small-ish and slim, 6’ and 188 lbs. His gear is well cared for, but plain. You could take him for a mercenary soldier, perhaps one with some experience, a sergeant or such because of his apparent calm.

Demeanour:
He is quiet and studious. A devout man, in his tribal terms, he looks to the spirits for guidance. He is a devoted scholar and linguist, who has come to love poetry in many languages. He is quick to pull out a good bottle of wine, his pipe, and to lose himself in one of the books of poems he has transcribed from many sources. Still, he has the ability to concentrate on a project, especially those involving scholarship or magic..

Spirit Animal:
Vakmu’s spirit animal is a scorpion, the same on that stung him as part of his initiation ritual to shamanhood. At the time, the sting provoked visions, as the spirits charted Vakmu’s possible futures. It is a standard Greensting Scorpion, no archetype. It often clings to his earlobe, pretending to be an ear ring, where it can scurry back inside the armoured familiar box attached to the back of his helmet in an instant.


Nice character. Did you think about the spiritualist occult class? But this one is pretty cool.
You may want to stat out your spirit animal. Though spooky-looking, it still acts as a familiar (So I think)

Also the thirsting entanglement spell. Never seen it before, but it looks very good. I'll have to use it myself sometime. Maybe on the party (evil DM laugh)


chillblame wrote:

Nice character. Did you think about the spiritualist occult class? But this one is pretty cool.

You may want to stat out your spirit animal. Though spooky-looking, it still acts as a familiar (So I think)

Also the thirsting entanglement spell. Never seen it before, but it looks very good. I'll have to use it myself sometime. Maybe on the party (evil DM laugh)

Yeah, looking around, I may be over-optimizing a bit. I can certainly put stats on the familiar, although he wont' be out and about much - he needs to stay alive, so I can keep getting spells...

Thirsting Entanglement is effective (but so are all the entanglement spells - I've long considered Thorny Entanglement as a superior, druidic fireball for many purposes), but it'll get a lot less useful if we end up indoors or in caves/dungeons; it needs plants to work with.

For you, I would look at the equipment - the planchettes w/ symbols and woodland rune. Those are powerful battlefield control effects, and the rules for symbols make them programmable...

PS. Spiritualist? I wasn't thinking about a pet class?


Chillblame,

Fergus is now complete and ready for your review. If I missed anything please let me know. I didn't want to post until I had his background and stats completed.

He is set up to be a frontline martial and/or support/guardian player.

Jack


@Chillblame - I changed Mazrak's melee weapon to a Battleaxe. And he will play a more traditional Oracle and not have a specific deity to follow.


Mazrak the Forlorn wrote:
@Chillblame - I changed Mazrak's melee weapon to a Battleaxe. And he will play a more traditional Oracle and not have a specific deity to follow.

No problem, but why? just curious


Updated and revised equipment, Vakmu:

Equipment:
Weapons: Cestus, Morningstar, Dagger, Underwater Light Crossbow, 20 bolts

Armor:
Darkwood Heavy Wood Shield 257gp
Agile Masterwork Breastplate 550

Equipment
20 playing cards sized wooden planchettes with pre-cast Woodland Runes on them. They are programmed not to effect anyone/anything displaying all 3 of the following symbols:
5 planchettes with pre-cast symbols of mirroring on them, programmed to only affect those displaying the same 3 symbol combination. – 500 gp
1 planchette with a pre-cast Symbol of Laughter on it, programmed as per Woodland Runes. – 1000 gp
Planchettes are kept individually wrapped in sheets of paper, which are labelled.
Spirit gum to stick planchettes to surfaces, for example, a breastplate.
A set of 12 necklaces (fits up to large creatures, can be multiply looped to fit smaller creatures), that display the aforementioned 3 symbol combination (Arcane Mark, symbol of Boccob, symbol of Farlaghan)

Metamagic Rod of Extend (Lesser) 3000 gp
Metamagic Rod of Reach (Lesser) 3000 gp
Cloak of Resistance +2, 2000*
Headband of Mental Prowess +2 (Wis, Cha) 5000gp*
Handy Haversack 1000gp*
Belt of Mighty Constitution +2 2000 gp *
Ring of Sustenance 2500 gp
Snapleaf 375gp*
Travellers AnyTool 125gp*
Aegis of Recovery 750gp*
Wand of Cure Light Wounds (50) 750 gp
* items are ½ cost due to Ritual Hex > Fetish > Craft Wondrous Item
Spring Loaded Wrist Sheath (wand of CLW)
Explorer’s outfit, 2 sacks, bedroll , blanket, hammock , 100 ft hemp rope , String 50 ft, trail rations 10 days, belt pouch, chalk, flint and steel, 2 x waterskin (filled), Divine Focus, spell component pouch (X2, 1 in the haversack), mess kit, Tattooed Divine Focus, 2 blank books, journal, notebook, quill, ink, several bottles of fine wine, some good drinking glasses, 2 pipes, smokeweed, 4 partially books of collected poetry (in Flan, Suel, Old Oeridian and Ancient Baklunish) that he has transcribed, cold weather gear, swarmsuit, armoured familiar box, lockable from the inside (attached to the back of his helmet).
Book of occult lore (150gp – focus component for ritual hex)

119 gp worth of assorted coinage. 50 gp worth of gemdust for scribing symbols

-1 gp, added focus component that I had forgotten...


chillblame wrote:
Mazrak the Forlorn wrote:
@Chillblame - I changed Mazrak's melee weapon to a Battleaxe. And he will play a more traditional Oracle and not have a specific deity to follow.
No problem, but why? just curious

With Droja, I had her under Gorum. After rereading the Oracle, they are very much different than a Cleric in that they don't necessarily get their spells from any one deity. I like that a lot. It lets Mazrak fit in with whatever group, and do some things that may be a bit odd to some, but can make for some interesting role playing.

As to the Battleaxe, while role playing Mazrak as the only Dwarf, I wanted him to really be a Dwarf in every way. And like Gimli, Dwarves need an axe.


Hammers work too! They double as a tool, which is also very Dwarven.

I recommend either a Dwarven Waraxe or a Dwarven Sphinx Hammer

Both are 1d10 damage with x3 crit.

The hammer, though, is 20ft range for throwing. So a fun thing to do with it is have it be returning with a blinkback belt. You wouldn’t stay in close combat, but you would be throwing it in. With the short range, point Blank Shot becomes a blanket +1 Hit and Damage. Which isn’t bad at all.

Or, as a dwarf...go from:

Str 16, Dex 13, Con 12, Int 10, Wis 14, Cha 15

To

Str 13, Dex 12, Con 12, Int 10, Wis 18, Cha 15

And make the hammer/axe +1 Guided

Now you’d have Wisdom to Hit and Damage.

You still wouldn’t be optimized (Charisma is racial -2 and your casting stat), but you could wade into melee with your Weapon and start cracking heads.

And because I’m thinking about it...

Lvl 1 Fighter (Heavy Armor proficiency and +1 BaB for Feats): Power Attack, Weapon Focus
Lvl 3: Weapon of the Chosen (reroll misses from concealment, silver and cold iron for your Weapon)
Lvl 5: Improved Weapon of the Chosen (good or neutral alignment for your Weapon)
Lvl 7: Greater Weapon of the Chosen (when attacking once roll twice and pick the highest)
Lvl 9: Vital Strike

And with that you’re a (near) full caster who can fight in melee fairly well, and has even better will saves.

To Hit: +5 (BaB) +4 (Wis) +1 (Weapon Focus) +1 (Enchantment) -2 (Power Attack) = +9 (roll twice)
Damage: +6 (Wis) +6 (Power Attack) +1 (Enchantment) = 1d10+13

Swap Sacred Touch for (stabilize cantrip) for Fate’s Favored. So you can cast divine favor on yourself, making you +11/+11 Hit and 1d10+15 damage.

——-

To fully Optimize, go Arsenal Champion Warpriest VMC Oracle. You’d still get Bones mystery and your curse, only you’d have extra feats (you could pick up Furious Focus and Vital Strike), you’d have Wisdom as your casting stat, and would only need 11 Charisma.

And the best part of that is warpriests don’t need to have deities, at least according to the blessing page.

Dark Archive

Still time for me to get in? I think I saw that the cutoff was 1 Dec Oz time, but I wanted to be sure.


WhtKnt wrote:
Still time for me to get in? I think I saw that the cutoff was 1 Dec Oz time, but I wanted to be sure.

Chillblame did post something about maybe moving it up a week, and there's more than 10 submissions so far. So you might want to double time the submission, but, as far as I know, the door is still wide open...


@Eldric - I appreciate the suggestions. There are many ways to go. Mazrak does not enter into melee, except as a last resort. He distracts with Summons, or other things, and then peppers his foes with arrows. His strength adds to the bow's damage. At eighth level, he will get another attack. Hopefully, we will find or buy some magic to help with other scores. Keeping the party healthy will be a priority to the Oracle. I am guessing he will use his spells mostly to aid the party's overall health, heal, restorations, resist energies, and remove fear. As an Oracle he can cast them as long as he has them.


Understood, and admirable. Hope we both make it in, I like Mazrak thus far


I like Eldric too. He is a unique mix.

If Mazrak is in melee, he is not much use to a party member that may be in need. And if no one is in need then Summons, arrows, and more.

Dark Archive

Hit points from level 2 to 7

Level 2: 1d8 ⇒ 7
Level 3: 1d8 ⇒ 7
Level 4: 1d8 ⇒ 6
Level 5: 1d8 ⇒ 8
Level 6: 1d8 ⇒ 7
Level 7: 1d8 ⇒ 2

This is Shareeda Duskeyes. If I am selected, I will make a proper alias for her.

Shareeda:
Shareeda Duskeyes
Female half-elf (Half Drow) druid (cave druid) 7 (Pathfinder RPG Advanced Player's Guide 99)
N Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+5 armor, +1 deflection, +2 Dex)
hp 66 (7d8+21)
Fort +8, Ref +4, Will +9; +2 vs. enchantments, +0 bonus vs. exceptional, supernatural, and spell-like abilities of oozes and aberrations, +1 trait bonus vs. natural environmental hazards
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 scimitar +8 (1d6+3/18-20) or
. . spear +6 (1d8+1/×3)
Special Attacks wild shape 1/day
Druid (Cave Druid) Spells Prepared (CL 7th; concentration +11)
. . 4th—reincarnate, strong jaw[D,APG] (DC 18), sword to snake (DC 18)
. . 3rd—cure moderate wounds, neutralize poison, poison[D] (DC 17), sleet storm
. . 2nd—animal trance[D] (DC 16), bear's endurance, bull's strength, campfire wall[APG], heat metal (DC 16)
. . 1st—charm animal[D] (DC 15), flare burst[APG] (DC 15), frostbite[UM], hydraulic push[APG], produce flame, snowball[UW]
. . 0 (at will)—detect magic, flare (DC 14), light, purify food and drink (DC 14)
. . D Domain spell; Domain Serpent domain[UM]
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 11, Wis 18, Cha 12
Base Atk +5; CMB +6; CMD 19
Feats Aspect of the Beast[APG], Natural Spell, Skill Focus (Spellcraft), Voice Of Beasts[UW], Wild Speech[UM]
Traits forlorn, survivalist
Skills Handle Animal +10, Heal +8, Perception +15, Spellcraft +10, Stealth +9, Survival +15; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven
SQ elf blood, lightfoot, nature bond (Serpent domain[UM]), resist subterranean corruption, slither, tunnelrunner, venom immunity, wild empathy +8
Combat Gear potion of cat's grace (2), potion of cure moderate wounds (2), potion of owl's wisdom; Other Gear +3 leather armor, +2 scimitar, spear, ring of protection +1, ring of sustenance, 23 gp
--------------------
Special Abilities
--------------------
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Druid (Cave Druid) Domain (Serpent) Granted Powers: You serve ancient serpentine mysteries whose coils still encircle the world.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Lightfoot (Ex) Cannot be detected with Tremorsense
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Natural Spell You can cast spells while in Wild Shape.
Resist Subterranean Corruption (Ex) +2 save vs. abilities of oozes or aberrations.
Slither (7/day) (Ex) Free, +2 to escape grapple, AC for move AoO & no pen in tight space for 1 rd.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Tunnelrunner (Ex) Move through rubble and squeeze through narrow passages at normal speed.
Venom Immunity (Ex) Immune to poisons.
Voice of Beasts Can speak with animals while in wild shape form.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (5 hours, 1/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Speech Speak while in wild shape
--------------------
Shareeda was born as the product of a daliance between a human mother and a drow father. Taken in by her mother, she grew up isolated and ostracized by humans becaue of her heritage. Her mother, a ranger, taught her the ways of the wild and a healthy respect for all living things. As a youngster, her mother was surprised to see her playing with a deadly viper! Her mother panicked, but the snake did the girl no harm.

Shareeda was attracted to the darkness of the earth and spent much of her free time exploring caves. Her mother worried that this had something to do with her heritage, but did not prohibit it, knowing that a child must be given some freedom to grow. As she grew, Shareeda began to feel a kinship to the animals that she encountered.

At the age of 19, Shareeda bid her mother goodbye and went out to find her way in the world. Since that time, her adventures have taken her far and wide, but she never neglects to stop in to see her mother whenever she is nearby.


This is a character I made a loooong time ago on a board far, far away - dedicated to the World of Greyhawk. That campaign never really got off the ground (and eventually the board kinda went to hell after going through three or four different hands, starting with ezboard and eventually to tapatalk), but I'm hopeful that Horek will be able to carry the fight to his mortal enemies after patiently waiting to strike!

Rolling for HP below for himself and for his animal companion. I'm guessing animal companions follow the same rules for HP as PCs? If not, I'll adjust as needed.

Horek:
1d10 ⇒ 4
1d10 ⇒ 3
1d10 ⇒ 8
1d10 ⇒ 8
1d10 ⇒ 7
1d10 ⇒ 9

So for Horek, that's 12 + 6 + 6 + 8 + 8 + 7 + 9 + 21 (CON) + 6 (Favored Class) = 83

Animal Companion:
1d8 ⇒ 2
1d8 ⇒ 1
1d8 ⇒ 5
1d8 ⇒ 4
1d8 ⇒ 5

And for Whisper, that's 8 + 5 + 5 + 5 + 5 + 5 + 24 (CON) = 57

As far as a picture goes, the character Riverwind from the Dragonlance series is probably the closest I can imagine him looking like in my mind's eye. And heck, actually the Paizo icon I found is actually pretty good! But the picture below is probably about perfect - except sans greataxe, armor, and all the other stuff on my character sheet! Figure this is probably a picture of him when he was more carefree and happy wandering the plains with his people - before tragedy struck!

Horek Varshot

Let me know if you see any mistakes on my character sheet and I'll fix them. Hopefully the timeline of my history works as well, if not I'll adjust as needed. Thanks!


nice character. The background is great. I like the boon companion feat, though I wonder if it is a bit "RAnger should take this feat". That doesn't mean I object to it, I am just cautious of feat choices that seem to become go-to choices.


I'll be listing the completed characters later tonight


I've actually played the ranger class a few times, and this is the only time I've ever had an animal companion! I usually do player companions or an archetype that takes the companion away.

My concern was that the companion would get stomped - literally! - by the foes in this adventure if he was too weak to help in combat. I can definitely change up that feat if you'd like though, since I do have a hunter's trick that will help keep Whisper alive if things get bad.


No, no, it's ok. I was game system musing, little more. The feats ok, and you have a point.


I actually wasn't even sure the feat was 'legal' for a ranger. I had thought it was more for multi-class characters. But after a bit of searching on the Paizo forum I saw confirmation that rangers could indeed take it to overcome the level penalty. And it also helped overcome my 1st level barbarian choice for this character concept as well! So it seemed a good choice. There really wasn't another feat out there that was calling me urgently.


One thing I love about recruitment threads is seeing all the builds. Never knew about that feat, but it really does make rangers with animal companions more viable.

It would certainly make a mounted combat Ranger much more viable.

Scarab Sages

Pathfinder Lost Omens Subscriber

Here is my submission. His name is Jeeves (after the P.G. Wodehouse character) and is basically a manservant and jack-of-all-trades. He lives to serve and comes from a long line of servants to nobility who have all died an untimely and grisly death in service to their masters.

The PC is designed to be extremely helpful and versatile in combat while having access to all the knowledge skills outside of combat.

He is almost entire done except for a few bits and pieces that I'll get to if he is selected:

Image

Fighter level: 1d10 ⇒ 6
Investigator levels: 5d8 ⇒ (2, 7, 2, 8, 3) = 22

Jeeves:
Jeeves
Male human fighter (lore warden) 2/investigator (empiricist) 5 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Class Guide 30, 100)
LN Medium humanoid (human)
Init +3; Senses Perception +14
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex)
hp 48 (7 HD; 5d8+2d10+10)
Fort +5, Ref +7, Will +4 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +1; Resist unfailing logic
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 guisarme +11 (2d4+7/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 guisarme)
Special Attacks studied combat (+2, 4 rounds), studied strike +1d6
Investigator (Empiricist) Extracts Prepared (CL 5th; concentration +9)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 13, Int 18, Wis 10, Cha 10
Base Atk +5; CMB +9 (+11 disarm); CMD 23 (25 vs. disarm)
Feats Bodyguard[APG], Combat Expertise, Combat Reflexes, Extra Investigator Talent[ACG], Improved Disarm, Phalanx Formation, Power Attack, Weapon Focus (guisarme)
Traits helpful, student of philosophy
Skills Acrobatics +12, Bluff +10 (+14 to lie (as a result of using Int instead of Cha)), Diplomacy +4 (+8 to gather information (You can use your Intelligence Modifier instead of Charisma), +8 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +17, Disguise +10, Heal +4, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (planes) +9, Linguistics +10, Perception +14, Ride +6, Sense Motive +12, Sleight of Hand +7, Spellcraft +9, Stealth +10, Survival +4, Swim +7, Use Magic Device +10
Languages Abyssal, Auran, Common, Dwarven, Elven, Giant, Goblin, Undercommon
SQ alchemy (alchemy crafting +5), ceaseless observation, inspiration (6/day), investigator talents (quick study[ACG], trap spotter, underworld inspiration[ACG]), keen recollection, trapfinding +2
Other Gear +1 benevolent chain shirt, +1 guisarme, belt of incredible dexterity +2, headband of vast intelligence +2, ring of protection +1, concealable thieves' tools[UI], investigator starting formula book, 751 gp
--------------------
Special Abilities
--------------------
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Study (Ex) Use studied combat as a swift action.
Studied Combat (+2, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
--------------------
Jeeves has worked for other people all of his life, as have generations of his family before him. His grandfather served in the retuinue of Duke Haemish of Keoland for over forty years before falling in the Battle of Seven Hills, while his father and aunt both were servants to the 2nd Earl of Frogmotham before dying in the fire that killed the Earl and his family.


I have added an image.

Fergus DraganCara of Woodsage


"If you want to beat a giant, bring him down to your size!"

Meet Fenla Welci your small but friendly and adorable Transmuter. This Arcanist focuses on shrinking and slowing your enemies to make them easier to slay, while at the same time hasting and enlarging her friends to sway the tide of battle. Watch out for the 4ft ladder on her back... she knows how to use it!

Character Sheet:

Background:
Fenla was raised by her parents in a small farming village in which she still lives today. Her mother had always had an affinity for rare minerals and gemstones. Fenla too enjoyed the look and feel of beautiful jewelry and over time learned to craft her own. She would travel to the capitol city Istivin to buy supplies and then sell her creations to buy more supplies. Fenla often accompanied her people as they ventured into the wild for supplies. She would use her magic to help her people flee to safety as they were not strong warriors. Fenla focused on transmutation spells to either bolster her allies or hinder their opponents. Fenla was always worried about the rumors of Giants in the area. The thought of their massive size gave Fenla nightmares.

Personality:
Fenla is timid and shy to strangers, but to people she knows she is very friendly and talkative. Fenla avoids confrontation and often uses her arcane powers to flee from combat to live another day.

Motivation:
The Orcs and Giants consume much of the resources nearby that the people of her village depend on. Recently raids of her village and nearby farms have everyone in a constant state of fear. They care not for the destruction of the lands her people need to live off of. Hearing the proclamation she decided to join the forces to defend Sterich. Fenla packed up her gear and took any of her crafted jewelry to sell in Istivin for supplies needed for the upcoming battles.


Eldric Lightbringer wrote:
One thing I love about recruitment threads is seeing all the builds.

So true. I look at some of these characters, and I think "I would totally play that!" Great concepts, and at 7th, you can really see what they're about.

Dark Archive

I fear I am rather plain in a world of outstanding character design and backstory.


WhtKnt wrote:
I fear I am rather plain in a world of outstanding character design and backstory.

Shareeda looks like an interesting character, with a solid background and thematic class. Given the adventures, she could add many degrees of depth (pun not intended) in terms of character and NPC interaction and utility mechanically.


So many good characters. Definitely thinking about a second table. And a friend of mine might (I emphasize might) run a third.

If we lose characters, and as a rule this seems to happen if only to RL events, amagamating two tables might be a thing. Also not guaranteed, and only if the characters agree. This is a long term game, and I would like it to see the distance.


I also hate disappointing people, and a lot of work has gone into these characters


1 person marked this as a favorite.

From a purely selfish point of view I love the idea of two tables! Especially if player attrition occurs, the ability to take the actives and merge them together from two games into one if that ever becomes an issue.

I've run a couple of long-term games that started on my old board and migrated to this one and after about fifteen years running Return to the Temple of Elemental Evil, none of my current players were involved when the adventure began. I'd love to see an epic game all the way through from beginning to end, but it really is a tough thing to keep folks together in a pbp setting. A willing GM excited about the game is a good first step!

Dark Archive

I am also keen on two (or even three) tables. This is a classic series of adventures and I am really excited about getting even a chance to play through them.


Well, you've certainly got the players for multiple tables - I'm thinking we are close to 15 characters, here and in the discussion thread.

Multiple tables of the same adventure is less work for the GM than multiple adventures... but it's still more work. That's your call though.

From my POV, so long as Vakmu's at one of the tables, I'm happy...


Yes, he's left-handed. He wears his sword on his right, and usually casts with his right hand.

Seltyn Sevenleaf


Hmm, possibly multiple tables? I might put something together then. Have been thinking about it but there were so many good characters already. Plus multiple tables gives an opportunity for 2 similar characters to get in. I'm a sucker for old school games and classic modules that I didn't get to play back in the day.

@chillblame - you mentioned you were putting together a list of submissions so far. I was curious to see the list before committing to a concept as I was considering either a dwarf fighter or an elf rogue as options.


I have been a little slack on that. I'll put a list of submissions up in a couple of hours or so.


lvl 2: 1d6 ⇒ 6
lvl 3: 1d6 ⇒ 2
lvl 4: 1d6 ⇒ 4
lvl 5: 1d6 ⇒ 6
lvl 6: 1d6 ⇒ 6
lvl 7: 1d6 ⇒ 6


Well this has been a day.

GM I've been having internet issues all day and nothing seems to be sticking, would you accept a mythweaver sheet for Vrianna? Assuming it posts...


Of course. Just post the link on your profile. Or here if you haven't done that yet.


Tossing this out before it gets buried under work. I may have missed something?

Ísmet Background:

(Scarred, Tribal, Burdened, Driven, Cursed)
They did not think much of the newcomer, but word got around. The dark-skinned Olman of mixed parentage, the one with the scars that made it seem as if a demon was riding her; that one... "Those scars covered their entire body!" Or, "I hear they were ritually carved, that they've got runes on their bones!" No one really believed it, so they did not know how right they were. She was chosen, groomed for the role, so that when she came of age, her Master died, and passed it on to her.
Abiandym. "Anger of the Broken Eclipse". A pompous name for a spirit that had been trapped and contained in their tribe as long as they had history and probably before. The dreams it sometimes gave when too much of her was let in gave her glimpses of a plain, where offerings were made in battle, and two figures stood at the head of dark armies. They fought, and she always awoke before it lost, overwhelmed by impotent rage at a past long gone and nearly forgotten.

While it was contained, it was being cleansed, and in time it would be destroyed. So she had to do as much good as was possible, so when it was passed on, the burden would be that much less for her successor. Difficult to do in the tribe itself, so she had to travel wider, whether they wanted her to or not. She would return before her time to pass on the burden of containing it.
(Goal: Survive long enough to pass it on while cleansing it as much as she could)

She does not know about the cult that persists in searching for its Master. They were thought to be wiped out. She does know that she should not have left her tribe, but this creature is a danger to them, and a moving target is harder to hit.

One of the memories that she can't escape is the ritual that bound Abiandym to her. It was the same ritual that gave her the scars that she carries, and culminated in the death of her master. She still wakes up from reliving the event from time to time. Due to the influence of what she contains, she does crave meat more than is normal. To combat this, she does try to keep a good supply of jerky, and is almost always chewing on a strip. Having to deal with it has left her with a slight scowl, while having been forced to hear its running commentary as well as feeling its irritation at being contained.

Ísmet Crunch:

STR: 13 DEX: 14 CON: 14 INT: 12 WIS: 13 CHA: 17
Traits:Flame-Touched, Demoralizing Presence, Broken Mind, Tainted Spirit(D)
Feats: Spirit Sense, Third Eye
CG Human Female Medium(Fiend Keeper)
HP: 10
AC:
BAB: +0
Saves: +2/+2/+3
Special: Knacks, Evil Spirit, Spirit Bonus +1, Spirit Power(lesser), Spirit Surge 1d6
Skills:
Craft(clothing) +5, Intimidate +7, K.(Planes) +5, K.(Religion) +5, Sense Motive +5, Linguistics +5
Languages: Common, Abyssal, Celestial

Spells Known:
0th: haunted fey(fiend) aspect, resistance


Me'mori wrote:

Tossing this out before it gets buried under work. I may have missed something?

** spoiler omitted **...

Well, you're either short 6 levels (the recruiting is starting at level 7), or you're in the wrong thread.

Build rules are here:

https://paizo.com/campaigns/v5748p75ivksp/recruiting#19


pad300 wrote:
Me'mori wrote:

Tossing this out before it gets buried under work. I may have missed something?

Well, you're either short 6 levels (the recruiting is starting at level 7), or you're in the wrong thread.

Concept approval was what I meant. No point in advancing if the idea doesn't hit the bar.


I'm unclear as to how this runs. Do you just make your character and then post in the Discussion thread for the "getting to know you", and then everyone checks back in this thread to find out who is selected?


Me'mori wrote:
pad300 wrote:
Me'mori wrote:

Tossing this out before it gets buried under work. I may have missed something?

Well, you're either short 6 levels (the recruiting is starting at level 7), or you're in the wrong thread.
Concept approval was what I meant. No point in advancing if the idea doesn't hit the bar.

Well, then that's between you and Chillblame...


Me'mori@ It is a different concept. I won't say yes or no, though I wonder if this is the right type of game for it. Write it up, if you like, and see how it flies.

Oceanshieldwolf@ When it is time, I will announce here on recruitment and also on discussion, to make sure no one misses it.
Participation in the discussion thread is to give people something to do (and hopefully have fun), for me to see who would work well together, give a few setting notes, and so on. But my decision is based on the characters presented.
As I have said, I am going to run two tables, and there may be a third table run by a friend (though that is not certain). This isn't to say there will be an automatic acceptance, but chances are better.


Here are the current characters, name, race, class(es) and deity if listed.
A couple of things. Everyone make sure they have a background done. Most have, a couple haven't.
I have posted a link to the Greyhawk gods above. Knowing your god isn't needed, in fact, quite a few are ambivalent towards them, but they are an important force in the world.
If I missed you, let me know. Lastly, if you are no longer running, also let me know.

Characters completed
Fergus Dragancara Human Paladin (divine Defender) 7 – Bahamut
Jeeves Human Fighter (lore warden) 2/Investigator (empiricist) 5 – none noted
Eldric Lightbringer Aasimar Virtuous Bravo Paladin (5) Scaled Fist Unchained Monk (1) Elementalist Shifter (1)
Seltyn Sevenleaf Elf Wizard (admixture evoker) 7 - Corellon Larethian, Sehanine Moonbow
Horek Varshot Human Barbarian 1 / Ranger 6 (skirmisher) – not noted
Fenla Welci Gnome Arcanist (brown fur transmuter) – none noted
Shareeda Duskeyes ½ Elf (Drow) Druid (cave Druid) – none noted
Mazrak the Forlorn Dwarf Oracle 7 – Several
Vakmu Blackhorse ½ Orc Shaman 7 – none noted
Fitzroy Delhume Elf arcane trickster 3/unchained rogue 1/illusionist (deception) 3 – none noted
Brother Hawthorne Halfling Rogue (scout) 7 – None noted
Naji bin Caedmon Human Cleric (Ecclesitheurge) 7 – Istus
Alistair Orm Human Wizard 7 – none noted
Runqar Male catfolk rogue (sniper) 7 – none noted
Ebixus Male Pitborn Tiefling Bloodrager 7 - none noted

Characters underway
Me’mori Medium (fiend keeper) – character under development
Raeza Silverguard Female dwarf unchained barbarian 1/fighter 1/ranger (divine tracker) 5 – still needs background
Elnaril LLikas ½ Elf Summoner (soulbound) – still needs background
Vrianna ½ elf inquisitor (sacred slayer) – Character under development


chillblame wrote:

Oceanshieldwolf@ When it is time, I will announce here on recruitment and also on discussion, to make sure no one misses it.

Participation in the discussion thread is to give people something to do (and hopefully have fun), for me to see who would work well together, give a few setting notes, and so on. But my decision is based on the characters presented.
As I have said, I am going to run two tables, and there may be a third table run by a friend (though that is not certain). This isn't to say there will be an automatic acceptance, but chances are better.

Ok, thanks for the clarification!


Characters completed
Fergus Dragancara Human Paladin (divine Defender) 7 – Bahamut
Jeeves Human Fighter (lore warden) 2/Investigator (empiricist) 5 – none noted
Eldric Lightbringer Aasimar Virtuous Bravo Paladin (5) Scaled Fist Unchained Monk (1) Elementalist Shifter (1)
Seltyn Sevenleaf Elf Wizard (admixture evoker) 7 - Corellon Larethian, Sehanine Moonbow
Horek Varshot Human Barbarian 1 / Ranger 6 (skirmisher) – not noted
Fenla Welci Gnome Arcanist (brown fur transmuter) – none noted
Shareeda Duskeyes ½ Elf (Drow) Druid (cave Druid) – none noted
Mazrak the Forlorn Dwarf Oracle 7 – Several
Vakmu Blackhorse ½ Orc Shaman 7 – none noted
Fitzroy Delhume Elf arcane trickster 3/unchained rogue 1/illusionist (deception) 3 – none noted
Brother Hawthorne Halfling Rogue (scout) 7 – None noted
Naji bin Caedmon Human Cleric (Ecclesitheurge) 7 – Istus
Alistair Orm Human Wizard 7 – none noted
Runqar Male catfolk rogue (sniper) 7 – none noted
Ebixus Male Pitborn Tiefling Bloodrager 7 - none noted
Elnaril LLikas ½ Elf Summoner (soulbound) – none noted

Characters underway
Me’mori Medium (fiend keeper) – character under development
Raeza Silverguard Female dwarf unchained barbarian 1/fighter 1/ranger (divine tracker) 5 – still needs background
Vrianna ½ elf inquisitor (sacred slayer) – Character under development


More Vakmu

Gods:

Obviously, Vakmu is a shaman, and thus a pantheistic spirit worshiper. In terms of gods, his primary spirit is Heavens, which would be Celestian's portfolio. He commonly select Lore as his wandering spirit, which would correspond to Boccob, but obviously that can vary enormously.

The deities themselves tend to be open minded, taking worship in whatever form it comes. The organized churches can be much less so...

Like most mercenaries, he will keep oaths sworn in the name of the Brothers (Hieroneous and Hextor), and the occasional "Kelanen protect me now!" when in the crack...

151 to 200 of 270 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Against the giants, G1 to 3, possibly D1 to 3 and Q1 interest check All Messageboards

Want to post a reply? Sign in.