Crimson Knights of the Black Blade (Inactive)

Game Master BloodWolven

Dungeon Level 1

Dungeon Level 2

Dungeon Level 3

Fight!!!

Camp Setup

Red Goblin Base


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bluedove wrote:
GM Wolf wrote:
How can I help?

LOL! Sorry, that was more of a "so help me gods!" sort of phrase. XD

But since you ask, I do have a few questions.

My character has an energy weapon, so I'm selecting armor and shield for the free items. Spending for Mithral on the shield but can't afford it on the armor. Could I maybe get extra benefits to the masterwork armor instead of a weapon? I want to maybe apply Darkleaf Cloth to the Masterwork Tatami-Do armor in order to increase max dex and reduce the armor check penalty. It won't let me do it in PCGen, but Tatami-Do is a mix of metal and cloth, so I hoped it would work. Also, it's cost is per pound, but the full weight of the armor would make it even more expensive than the mithral, but that's the metal portion that would weigh so much, so I wondered if there was a way to balance it out, or otherwise alter the max dex and armor check?

The background feat is a story feat? If so, I want to select Nemesis. But is it a free feat in addition to those we normally get? Or must we select the story feat as one of our normally allowed feats?

I have an enemy NPC in the background, do I also need a friendly NPC? I had written it up that her foster father had died, most likely. Maybe I should combine some backstory with one of the other PCs?

The cost for dark leaf for your heavy armor would be at least 3,000. Though as there is no heavy armor entry I am not going to allow it.

If you really want dark leaf then pick a medium armor for 1,500.

At this point you would not take the MC weapon and discuss this after your venture captain hands out equipment.

Yes you could pick nemesis as your background feat.

Story feats are different and can be added as you play based on what you do.

You get a campaign or background feat as a bonus. Nemesis is likely the best selection for one yet.

I would suggest PMing players that have finished submissions to combine some backstory. You dont have to have a friendly NPC but then lose the chance to have a contact.


SmooshieBanana wrote:
Ellioti wrote:
I thought, mw armor is for free, but I have to pay for any enchantments?
If you'll notice a few of his posts down from his intro post, he actually changed that to having a 500gp rebate, I believe.

Yup!


Ellioti wrote:
GM Wolf wrote:

You are Novice in Abyssal since you can only use it during combat, especially since it is an Int based skill.

Celestial should be Novice since you get it for your race.

Draconic should be Novice since you get it for your intelligence bonus.

So then what do your two ranks in linguistics help?

I traded away the Celestial language from race. I bought it back with ranks in linguistics. It should be Novice, too, then.

GM Wolf wrote:

Gear:

+1 Fullplate 1000

The price for this would be 2,650 gp

Also I feel you didn't use all the money, just saying.

I thought, mw armor is for free, but I have to pay for any enchantments?

Edit: Clear now

[dice=HP]10+2d8
[dice=Good]1d33
[dice=Chaotic]100-1d33

What are the rolls for?

I changed it to being a 500 gp discount on your armor.

You pay anything above that.


GM Wolf wrote:


[dice=Good]1d33
[dice=Chaotic]100-1d33
What are the rolls for?

just for fun really. Nevermind :D. Except for HP of course"

Profile updated


Ok, she's ready for submission. (Oh no, unintentional double entendre pun already! XD)

Presenting Blaze Oriel, PyroKinetic Knight and witch-hunter extraordinaire. Her element is Fire, but unlike a traditional Pyrokineticist, she will focus her blasts into weapon forms. The archetype trades ranged and AoE blasts for extra defense and battlefield control via the whip infusion and combat reflexes to be picked up later. She has quite a few fire based abilities built right in but if she could have anything extra, I would really just want some ability to use her ranged blast back, nerfed, limited by uses per day, however you think works. A kineticist can't just pick up a crossbow or a sling, so I really need some ranged capability back.

Story Feat and Plot Hooks:
Her story feat is Nemesis and she plans to hunt the witch she escaped and destroy her. She may not even be a traditional witch, but a proper hag instead. For plot hooks, she could also resolve the concerns she has about Pater's death. She has a close in age "cousin" who could come looking for her who dislikes her and maybe thinks she did kill Pater.
More advanced plot hooks could involve her Infernal Father (some kind of Devil or Half-Devil) and either attempts to lure her or recapture her for some dark rite he set his witch servant to arrange. Or she could fall in love with a PC or NPC! ^_~

As for terrain, Blaze just wants to end up somewhere NOT cold. Unless she's hunting her Nemesis in Irrisen. If Irrisen doesn't work, I can change it.

Resolved the Armor issue by getting Nimble Tatami-do Armor. With the rebate, she has 820 gold left to fill out her gear, but the important things are there.

So, who wants to be Blaze's friend? ^_^


Still working on my submission. I've got a half-orc Orc bloodline sorcerer I have to finish buying equipment for and get written up. I'm hoping to get that done today.


Does anyone actually have trapfinding? The trapfinding trait from mummy's mask is available and I got the dex to use it... But I could also use a trait to improve my spells...


I have a +10 in disable device.

Sovereign Court

Submissions so far. (With assumed titles)

nightdeath:
Thorn Slivertip Time Lost Traveller Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 1 / Alchemist (Mindchemist) 1 of Shyka

TheWaskally:
Andrei Fidecupe (Fee-Dea-Coo-Pay) Amorous Drunk Male Varisian Cleric 3 of Cayden

Agent Eclipse:
Baahir Saber Flame Dancer Male changeling cleric of Sarenrae 3

SmooshieBanana:
Lilianne Nightshade Female half-elf vexing devil mesmerist 3

Ellioti:
Aramyros
Steel Rider Angelkin Aasimar Bloodrager 1 / Oracle 2 Archetypes Primalist + Steelblood / Cyclopean Seer

bluedove:
Blaze Oriel Misunderstood Pyro Weapon Mistress Female Tiefling (Devil-Spawn) PyroKineticist 3 (Kinetic Knight)

Thorn is trained in Disable Device with a grand total of +0.


Questions

I am thinking of a wizard from Alkenstar... What "level of guns" do you want to use in this campaign? In particular, what do you think Alkenstar is? (Obviously, for the concept to work, you need to say at least Emerging guns...)


HP: 2d6 ⇒ (2, 3) = 5


pad300 wrote:

Questions

I am thinking of a wizard from Alkenstar... What "level of guns" do you want to use in this campaign? In particular, what do you think Alkenstar is? (Obviously, for the concept to work, you need to say at least Emerging guns...)

Sorry, Very Rare Guns.


GM Wolf wrote:
pad300 wrote:

Questions

I am thinking of a wizard from Alkenstar... What "level of guns" do you want to use in this campaign? In particular, what do you think Alkenstar is? (Obviously, for the concept to work, you need to say at least Emerging guns...)

Sorry, Very Rare Guns.

Well there's a rethink...


"You will also all be given XP to use for item creation each level."

Please expand on this - how does this interact with item creation feats?


Rolling for HP: 2d8 ⇒ (6, 1) = 7
reroll HP: 1d8 ⇒ 1
reroll HP: 1d8 ⇒ 8


Rather than making the caster slowly get a level behind the other players, she has a reservoir based on her level to create items. You may dip into your next level if needed.
At 1st level it was 50 xp.
2nd 250 xp.
3rd 500 xp.
4th 750 xp.
5th 1250 xp.
6th 2000 xp.

This is just the xp you can expand when creating items.


GM Wolf wrote:

Rather than making the caster slowly get a level behind the other players, she has a reservoir based on her level to create items. You may dip into your next level if needed.

At 1st level it was 50 xp.
2nd 250 xp.
3rd 500 xp.
4th 750 xp.
5th 1250 xp.
6th 2000 xp.

This is just the xp you can expand when creating items.

Are we playing 3.5 rules or PF? Item creation only costs gold in PF...

Also, another Question, if you have a level in Unchained Rogue, you would get Weapon Finesse as a class ability. With Elephant in the room, Weapon Finesse is baked in. Does the character get a replacement feat?


OH! Nevermind then. I never saw that it had changed.

I would be fine with replacing Weapon Finesse with another combat feat.


HP: 2d6 ⇒ (6, 6) = 12


Nice rolls, pad300


Oyzar's character here. I'm sorry, I won't have time to finish the character today, hopefully I'll find time tomorrow.


Nazetoz Da'Zhar wrote:
Oyzar's character here. I'm sorry, I won't have time to finish the character today, hopefully I'll find time tomorrow.

It looks like you have 1 too many fluent languages. Only one Fluent language is given all the others given are novice.


Blaze Oriel wrote:

Ok, she's ready for submission. (Oh no, unintentional double entendre pun already! XD)

Presenting Blaze Oriel, PyroKinetic Knight and witch-hunter extraordinaire. Her element is Fire, but unlike a traditional Pyrokineticist, she will focus her blasts into weapon forms.

Looking at your languages I am having troubles with how they work.

Languages Abyssal(Novice), Celestial(Fluent), Common(Novice?), Draconic(Novice), Ignan(Fluent), Infernal(Fluent), Orc(Novice), Thassilonian(Fluent)

You start with Abyssal(Novice), Celestial(Fluent), which works.

Int bonus of three: Common(Novice), Draconic(Novice), Orc(Novice), which works

Ignan, Infernal, and Thassilonian would all be basic with using your three ranks of linguistics.

Sovereign Court

Submissions so far. (With assumed titles)

nightdeath:
Thorn Slivertip
Time Lost Traveller Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 1 / Alchemist (Mindchemist) 1 of Shyka

TheWaskally:
Andrei Fidecupe (Fee-Dea-Coo-Pay)
Amorous Drunk Male Varisian Cleric 3 of Cayden

Agent Eclipse:
Baahir Saber
Flame Dancer Male changeling cleric of Sarenrae 3

SmooshieBanana:
Lilianne Nightshade
Female half-elf vexing devil mesmerist 3

Ellioti:
Aramyros
Steel Rider Angelkin Aasimar Bloodrager 1 / Oracle 2 Archetypes Primalist + Steelblood / Cyclopean Seer

bluedove:
Blaze Oriel
Misunderstood Pyro Weapon Mistress Female Tiefling (Devil-Spawn) PyroKineticist 3 (Kinetic Knight)

Oyzar':
azetoz Da'Zhar
Redemptive Blade Male Elf Magus (Black Blade, Hexcrafter) 3

Sovereign Court

Ellioti wrote:


[dice=HP]10+2d8
[dice=Good]1d33
[dice=Chaotic]100-1d33

Rolling for Alignment? lol

Might have being closer to Neutral then Chaotic though.


GM Wolf wrote:
Blaze Oriel wrote:

Ok, she's ready for submission. (Oh no, unintentional double entendre pun already! XD)

Presenting Blaze Oriel, PyroKinetic Knight and witch-hunter extraordinaire. Her element is Fire, but unlike a traditional Pyrokineticist, she will focus her blasts into weapon forms.

Looking at your languages I am having troubles with how they work.

Languages Abyssal(Novice), Celestial(Fluent), Common(Novice?), Draconic(Novice), Ignan(Fluent), Infernal(Fluent), Orc(Novice), Thassilonian(Fluent)

You start with Abyssal(Novice), Celestial(Fluent), which works.

Int bonus of three: Common(Novice), Draconic(Novice), Orc(Novice), which works

Ignan, Infernal, and Thassilonian would all be basic with using your three ranks of linguistics.

Yes, I must have misunderstood the system, thinking you bought Fluent Languages right from the start with the ranks in linguistics. I use the PCGen tool to generate my character sheets and it's operating on the traditional system where you allocate a point in the skill and you pick a language to add. Looking back at the clarifications, I think it should be.

Start with Infernal(Fluent), Common(Novice),
Bonus languages from Int: Abyssal(Novice), Celestial(Novice), Orc(Novice)

So now since I want the bonus skill focus asap, I should add my 3 ranks back into Abyssal, Celestial and Orc to upgrade them to fluent. Is that correct?

Also, are skill ranks the only way to improve the language to fluent? Would we possible increase our fluency through gameplay with conversation and/or tutoring from a PC that is fluent in the given language?


Oh, you're right, I miscounted, sorry.

@bluedove: You don't want common as a fluent language? It might be a pain communicating with someone who only knows 200-500 words of the same language as someone else, though I'm not sure how to play that without making a list over the few words they know.


lol, essentially playing most barbarian characters I've seen.


bluedove wrote:
GM Wolf wrote:
Blaze Oriel wrote:

Ok, she's ready for submission. (Oh no, unintentional double entendre pun already! XD)

Presenting Blaze Oriel, PyroKinetic Knight and witch-hunter extraordinaire. Her element is Fire, but unlike a traditional Pyrokineticist, she will focus her blasts into weapon forms.

Looking at your languages I am having troubles with how they work.

Languages Abyssal(Novice), Celestial(Fluent), Common(Novice?), Draconic(Novice), Ignan(Fluent), Infernal(Fluent), Orc(Novice), Thassilonian(Fluent)

You start with Abyssal(Novice), Celestial(Fluent), which works.

Int bonus of three: Common(Novice), Draconic(Novice), Orc(Novice), which works

Ignan, Infernal, and Thassilonian would all be basic with using your three ranks of linguistics.

Yes, I must have misunderstood the system, thinking you bought Fluent Languages right from the start with the ranks in linguistics. I use the PCGen tool to generate my character sheets and it's operating on the traditional system where you allocate a point in the skill and you pick a language to add. Looking back at the clarifications, I think it should be.

Start with Infernal(Fluent), Common(Novice),
Bonus languages from Int: Abyssal(Novice), Celestial(Novice), Orc(Novice)

So now since I want the bonus skill focus asap, I should add my 3 ranks back into Abyssal, Celestial and Orc to upgrade them to fluent. Is that correct?

Also, are skill ranks the only way to improve the language to fluent? Would we possible increase our fluency through gameplay with conversation and/or tutoring from a PC that is fluent in the given language?

I would be open to that. Also there are magical tomes that will allow you to learn language and other possibilities that you might learn later. "I know of one ritual, where you smoke this wonderful stuff and then kiss someone that has the language that you want to learn..." Is it a rumor or what? You will have to find out!

Yup, basically being novice in the language means you speak very simply. No words with more than 2 syllables, or at least you will likely make mistakes with those words.


LESS THAN 24 HOURS LEFT!!! I SURE HOPE WE DONT HAVE VERY MANY MORE SUBMISSIONS!


I haven't really been able to think of a good concept to craft, so I will bow out. Good luck all.

Sovereign Court

We're gonna have fun misunderstanding each other.

Sovereign Court

Submissions so far. (With assumed titles)

nightdeath:
Thorn Slivertip
Time Lost Traveller Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 1 / Alchemist (Mindchemist) 1 of Shyka

TheWaskally:
Andrei Fidecupe (Fee-Dea-Coo-Pay)
Amorous Drunk Male Varisian Cleric 3 of Cayden

Agent Eclipse:
Baahir Saber
Flame Dancer Male changeling cleric of Sarenrae 3

SmooshieBanana:
Lilianne Nightshade
Female half-elf vexing devil mesmerist 3

Ellioti:
Aramyros
Steel Rider Angelkin Aasimar Bloodrager 1 / Oracle 2 Archetypes Primalist + Steelblood / Cyclopean Seer

bluedove:
Blaze Oriel
Misunderstood Pyro Weapon Mistress Female Tiefling (Devil-Spawn) PyroKineticist 3 (Kinetic Knight)

Oyzar':
azetoz Da'Zhar
Redemptive Blade Male Elf Magus (Black Blade, Hexcrafter) 3

New Additions (Language):
Thorn
Common - Fluent
Elven - Fluent
Sylvan - Fluent
Ancient Elven (Elthimil) - Fluent
Celestial - Novice

Andrei Fidecupe
Varisian (fluent)
Celestial (fluent)
Common (Taldane, novice)

Baahir Saber
Common (Fluent)
Dwarven (Fluent/1 Rank)
Ancient Dwarven (Novice/2 rank)

Lilianne Nightshade
Taldan Common (Fluent)
Elven (Novice)
Kelish (Basic
Osirian (Basic)
Varisian (Basic)

Aramyros
Common (Fluent)
Draconic (Novice)
Abyssal (Novice)
Celestial (Novice)

Blaze Oriel
Abyssal(Novice)
Celestial(Fluent)
Common(Novice?)
Draconic(Novice)
Ignan(Fluent)
Infernal(Fluent)
Orc(Novice)
Thassilonian(Fluent)

azetoz Da'Zhar
Common(fluent)
Elven(fluent)
Celestial(fluent)
Draconic(fluent)
Sylvan(Fluent)
Orc(Novice)


Still working on it - I don't know if I'll have everything finished by the deadline, though. I've got everything mechanical finished up, and I wrote the prologue in my head, but I'm still working on the backstory.

I also need to actually name him.


Ok, this is partial sumission - 1)I am short the "Powers" bit, because I'm not sure what GM Wolf wants, 2) Equipment needs significant work 3) I am unsure if I am supposed to be working in a hook for a bonus story feat. 4) the campaign trait might need kicking around.

Keldon Bentwhisker,
Ratfolk Arcane Trickster (to be)

Background:

A ratfolk growing up in Port Peril has it hard, especially without a dad. Keldon’s dad (Karmon) sailed with Captain Jenikal and never came back. His mother (Elianna) raised him and rest of her brood (Kardon, Estril, Esmari) as best she could. But between racial prejudice and limited skills, they all ended up in the alchemical sweatshops (Life of Toil trait). When the children weren’t working they didn’t get much of an education beyond the school of hard knocks, of which there were plenty… (Reactionary trait)
Keldon thought he was much to clever and quick for such a life of toil… Given the environment, he became a thief.
Part of his training as a thief was from the cult of Calistria – the Vengeful One being popular in the Shackles Islands… They also taught him a lot about putting the knife in the right spot (accomplished sneak attacker).
He left the Shackles in one hell of a hurry – he’d boosted a trunk from a pirate ship, that belonged to the ship’s wizard’s (it had a spellbook and several other books of magical lore, not to mention robes, a spell component pouch, etc). He suspects that the wizard is chasing him to find him and get his books back (and presumably, of course, kill Keldon)… He took the first ship out of town, going wherever. He ended up in Absalom.
In a world where Keldon had the opportunities to pursue his natural inclinations, he might have been a pure wizard – he’s quite naturally talented – instead, he’s come into wizardry second hand. He was fascinated by the books he stole (see why he left the Shackles). He spent the trip to Absalom studying them, and by the time he arrived, was already at the point of casting basic cantrips.
After arriving in Absalom, he had the poor fortune of a kidnapping attempt by Derro living in the sewers (they were looking for experimental subjects). By the time he had taken Calistrian vengeance, he has enough recovered funds to afford a term at the Arcanamirium. By the end of that term, he was on a scholarship, having demonstrated a talent for arcane magic (and research - ? Eldritch Researcher Story feat?).
The Derro and other incidents (arson at the Inn he was staying at) have led to a reputation as someone willing to crusade against evil… Which has apparently lead to him receiving a strange missive and a mithral dagger.

Description:

4’1”, 82 lbs of mud-brown furred rodentoid. Long limbs for his height. He has a notch in his left ear, and several lighter patches in his fur (old scars), including one on his left cheek, which he got at the same time as the notch in his ear. Weather permitting, he usually wears a hood, a full body cloak, and gloves; a habit from his youth where ratfolk features were persecuted. One eye is green, the other (the left) is hazel.

Personality:

Happy go lucky, not fond of manual labour. Intellectual puzzles are something he quite likes. He’s happy to have his nose in a book. He doesn’t see something like research as labor.

He puts up a brave front, but he’s a coward (Cowardly drawback), running from his problems.

He became a devout Calistrian as a teenager, with the associated moral code of opportunism. He’s happy to steal, but draws a line at murder (of “people”…). When he runs away, as a Calistrian he comes back later for vengeance.

Quirks and Flaws:

Although he and the rest of the litter grew up without a dad (Dad was a pirate lost at sea), he’s not a bastard and is sensitive about it. Calling him a bastard is begging for trouble.
He’s a hedonist, but he’s in no way used to luxury; he’s been just too poor.

Reason for wanting to destroy evil:
:
It’s not so much that he wants to destroy evil. It’s just he’s got the worst luck. If there’s Derro in the sewers, they’ll try to kidnap him. Cult of Rovagug arsonists; they’ll pick the inn he’s staying in… As a devout Calistrian, vengeance is a religious responsibility. This has lead some to mistake him for a crusading hero…

People that are tied to your PC :

Blood: He still has family back in the Shackles (Mom, 2 sisters (Estriel, Esmari, 1 younger brother, Kardon). He writes regularly and sends money when he can, although he told them he signed on with some pirates, not the truth about the trunk. Mam’s disappointed that her ne’er do well son (who still always seemed to have some coins to kick into the family purse; rogues have sticky fingers) has gone a pirate, like how his dad left… His little brother Kardon, is thinking about following in Keldon’s footsteps and becoming a pirate!
Rivalry: What got him into stealing the sea-trunk in the first place was a drunken bet with a friendly rival, the halfling rogue Ilbarsis.
Mentor: Kobad ibn Bhekzadi a keleshite wizard who teaches at the Arcanamirium, who recruited Keldon as a research assistant (and thus gave him a scholarship at the Arcanamirium).


Terrain of Choice:
Urban (he’s a city boy and he knows it!)

Personal Plot Hooks :

1) he's a weirdness magnet; as mentioned under reason for wanting to destroy evil, Trouble seems to find him.
2) There’s also a wizard out there, with an associated band of pirates, who might still be looking for his lost books…
3) Kobad Ibn Bhekzadi could ask for all kinds of assistance. Everything from a social problem to a exotic materials quest…

Connection to some form of Power:
???

Mechanical:

Ratfolk Unchained Rogue 1 / Wizard 2 (Air Elementalist >Smoke subschool) (Future levels in Wizard and then Arcane Trickster )
Alignment: Chaotic Neutral
Diety: Calistria

Init +9 = +3 Dex +2 Trait +4 Familiar
Speed 30 ft (+5ft when frightened and fleeing)
Low light vision

Defense
AC : *** =10+*** Armor +3 Dex +1 Size
HP: 28 = 8 + (2d6 ⇒ (6, 6) ⇒ 12)+ 6 (con) +2 FCB
Fort + 3 = +0 Rogue +0 Wizard +2 con+ 1 Trait
Ref + 5 = +3 Rogue + 0 Wizard+ 3 dex
Will + 4 = +0 Rogue + 3 Wizard+ 1 wis
+1 (trait) vs saves for illusion effects
CMD : 14 = 10 + 1 (bab)+3 (dex)

Offense
Melee: ***
Ranged: ***
BAB : +1
CMB : + = +1 (BAB)
Race: Ratfolk (favored class : Wizard)
St : 10 =12 – 2 racial
Dex : 17 = 15 +2 Racial
Con : 14 =14
Int : 19 =17 +2 racial
Wis: 13 =13
Cha: 13 = 13
Spells
L0 (4+1, DC 14): Message (bonus), Mending, Mage Hand, Prestigidation, Ray of Frost
L1 (4=2+1 (Int) +1 (Spec), DC 15): Windy Escape (bonus), Shocking Grasp,

This is a spoiler, such as revealing who really did frame Roger Rabbit.

Race Abilities:

Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Surface Sprinter : Some ratfolk spend as much time as they can aboveground and become very fast runners. This comes at the cost of their night vision, which becomes less acute after years of sunlight. These ratfolk gain low-light vision and have a base speed of 30 feet. This racial trait replaces darkvision and slow speed.
Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Cornered Fury : Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

Class Abilities:

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat.
Arcane Bond (Ex or Sp): Bonded Oject : Ring
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane School: Air Elementalist (Subschool = Smoke) (Opposed Element = Earth)
A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Smokesight (Su): You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A 7 (3+ Int) times per day, you can touch another creature as a standard action to grant it this vision for 1 hour.

Skills and languages:

Skills : (1*8+2*6+3*4 int = 32 ranks) Not including ACP
K Arcane (3, + 10=3 ranks +3 trained +4 int),
Spellcraft (3, + 10=3 ranks +3 trained +4 int)
Perception(3, +10 =3 ranks +3 trained +1 wis +2 racial+1 Trait)
Stealth(3, + 13=3 ranks +3 trained +4 size +3 dex)
Disable Device(3, + 9=3 ranks +3 trained +3 dex)
UMD( 1, +7 =1 ranks +3 trained +1 Cha +2 racial)
Escape Artist(3, + 9=`3 ranks +3 trained +3 dex)
Bluff(1, + 5= 1 ranks +3 trained +1 Cha)
Acrobatics(1, + 7=`1 ranks +3 trained +3 dex)
Sleight of hand(1, + 7=`1 ranks +3 trained +3 dex)
Sense Motive(1, + 5=`1 ranks +3 trained +1 Wis)
Disguise(1, + 5= 1 ranks +3 trained +1 Cha)

Background Skills(3*2=6 ranks)
Linguistics (3, +10=3 ranks +3 trained +4 int),
Craft (Sewing) (1, +10= 1 ranks +3 trained +4 int+2 racial)
Handle Animal (1, +2 = 1 ranks +1 Cha)
Appraise (1, + 8= 1 ranks +3 trained +4 Int)

Languages :
Common (Fluent, starting),
Mwangi/Polyglot (Fluent, Int bonus + linguistics),
Draconic(Fluent, Int bonus + linguistics),
Undercommon (Fluent, Int bonus + linguistics),
Keleshite (Novice, Int bonus),

Traits:

Pattern Seeker (Campaign, Hell’s Rebels ),
Magical Knack - wizard (Magic),
Life of Toil (social), Reactionary (Combat),
Cowardly (Drawback)

Feats:

Accomplished Sneak Attacker (1st)
Weapon Finesse (Finesse Training) >> Precise Shot
Scribe Scroll (Wizard 1)
Wasp Familiar (3ed)

Also, Elephant in the Room Feat taxes (https://michaeliantorno.com/feat-taxes-in-pathfinder/ )

Equipment, needs work:

Equipment: (3500 gp+bonuses)

Weapons: Mithral Dagger, ?masterwork weapon – again, could he get a cheap wand instead?

Armor: Wand of Mage Armor, 30 charges (in place of 500 gp armor bonus), Haramaki

Gear: Lesser Metamagic Rod- Reach Spell, Spellbook + ~500 gp other stuff to be filled out later

Spellbook
L0: All Common
L1 ???
L2 ???


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pad300 wrote:
Ok, this is partial sumission - 1)I am short the "Powers" bit, because I'm not sure what GM Wolf wants, 2) Equipment needs significant work 3) I am unsure if I am supposed to be working in a hook for a bonus story feat. 4) the campaign trait might need kicking around.

I am not the GM, but maybe I can reword things in a different way that will help you.

1) For powers, take a broad look at your character. What theme of power do they have? Do they encompass fire like Blaze? Martial powers like a warrior? Do they have a theme of sneaking like Lilianne with her espionage? Whatever your theme is, there is a domain that likely touches on it from the various powers in Pathfinder, be it clerical domains, oracle domains, spells or something--some kind of effect that will make your character do what it does better. Focus on that theme. Then within that purview, find abilities/spells that help you with movement, utility, an attack, an attack versus multiple people, and defenses to boost yourself. Dependent on the level of those abilities, that determines how many times a day you can use it. For 0-level, it is cantrip, so infinite. For first level-3/day, for a 2nd level-1/day, for a 3rd level-1 per week, and 4th and higher is off-limits.

2. Good luck! I usually focus on +hit chance first, defense second, unique flavor items third, skills fourth, and then everything else in terms of where and how I spend my money.

3. Just write out a story hook/background without worrying about the bonus. The GM will read it and tell you what you get.


GM Wolf" wrote:
bluedove wrote:

Start with Infernal(Fluent), Common(Novice),

Bonus languages from Int: Abyssal(Novice), Celestial(Novice), Orc(Novice)

So now since I want the bonus skill focus asap, I should add my 3 ranks back into Abyssal, Celestial and Orc to upgrade them to fluent. Is that correct?

Also, are skill ranks the only way to improve the language to fluent? Would we possible increase our fluency through gameplay with conversation and/or tutoring from a PC that is fluent in the given language?

I would be open to that. Also there are magical tomes that will allow you to learn language and other possibilities that you might learn later. "I know of one ritual, where you smoke this wonderful stuff and then kiss someone that has the language that you want to learn..." Is it a rumor or what? You will have to find out!

Awesome, that will even give us more roleplay interactions! In that case, I will fix my languages thus:

One starting fluent language: Infernal
Common (Novice)
Bonus Languages from Int: Abyssal(Novice), Celestial(Novice), Orc(Novice)
Ranks in Linguistics: Abyssal(Fluent), Orc(Fluent), Ignan(Basic)

Blaze Oriel
Abyssal(Fluent)
Celestial(Novice)
Common(Novice)
Ignan(Basic)
Infernal(Fluent)
Orc(Fluent)

I figure I shouldn't give up the ability to speak to fire elementals.
There we go, now to finish gameplay intro!


Withdrawing

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