Heroes of the Heartlands

Game Master wanderer82

more to come shortly....


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Updated Rajiv - thank you, DM!


GM for your consideration: Angelica.

Appearance:
Through the artful application of makeup and magic Angelica typically appears as an attractive human maid of middling height with brown hair, blue eyes, dimples and a wicked smile. No matter what she’s wearing she usually has at least one item that's midnight blue, typically a cloak.

In her true form Angelica’s hair is frizzy blond out of which protrudes a pair of slender but very noticeable horns marking her as a Tiefling. She otherwise looks rather plain for which she was cruelly mocked for as a child.

Personality:
Angelica had a very difficult upbringing (see below) and is deeply ashamed of her true Tiefling nature which she goes to great lengths to hide. While Angelica means well, she tends to be manipulative, delighting in setting foes against each other. On the flip side she’s not overly spiteful but is slow to trust and fiercely loyal to a select few.

As a means of coping with her deep seated insecurity she puts on an act of being larger than life and outrageous. She has a penchant for provocative dress and enjoys the attention, although she’s a tease and usually brushes off potential suitors, fearful of rejection should her true nature be revealed.

Background:
The only child of a minor branch of Cormeryan nobility, Angelica’s birth was mired in tragedy and scandal. Giving is often birth traumatic, doubly so if a devil had sown it’s seeds resulting in a tiefling. Angelica’s poor mother Clarissa Naerinth died of blood loss the day after. Officially her father was Ronnald Naerinth but in private he swore blind she wasn’t his and her origin was the object of much speculation amongst the household servants. Before she died Clarissa begged Ronnald to take care of the baby girl and to use the name they had chosen together. Servant gossip suggested he put his hand through the wall upon hearing this but in the end he promised his dying wife and gave the girl everything except the one thing she truly needed, his love.

Ronnald feared that if the truth came out the Naerinth name would be ruined and so from an early age it was drummed into Angelica that being a Tiefling was shameful and that she had to keep up the appearances that were expected of her. Unable to look her in the eye, Ronnald entrusted Angelica’s care to a succession of nannies and tutors all of whom were sworn to secrecy or duped into believing she was just a normal if withdrawn little girl.

Of course she wasn’t and she grew up believing everything was her fault including her father’s declining fortune. After the tutors had gone home her only company was her dolls and left to her own devices she built an elaborate world of make believe where they played happy families. As she grew older she learned how to present herself in the way her father demanded, and how to twist the servants round her little finger. Just like the dolls’s pantomime it was all a game to her, but her father saw possibilities. With the right training Angelica would become the perfect agent able to infiltrate merchant houses and steal their secrets, deniable and expendable. He believed his fortunes would soon be reversed but it wasn’t to be. Aged sixteen Angelica slipped away one night after yet another row with her father. He’d been drinking again and was unbearable and she’d simply had enough.

She drifted for some time before landing a series of jobs in Proskur. Her particular combination of skills were valuable to the right people and there was a whole guild of the right people in Proskur. Not that she was counted in their numbers, or knew how to contact them (they contacted you). But they paid very well for someone discrete who knew how to find things or people and leave without a trace. Not that she cared overly for gold, no she did it for the sheer thrill of it. Angelica felt she had standards, she wouldn’t take any old mission. It had to be challenging and against somebody who frankly deserved it and of those there were a depressingly large number! Besides it was gratifying to see corrupt merchants exposed and hounded out of town even if almost nobody knew it was her handiwork.

How Angelica came to Aden Grimdawn’s attention:
They told me it was a simple job. Ha! All I had to do, they said, was go to Randal foreclosing Doon’s office and replace his contract with the The Iron Throne with an amended one. One that inserted a clause stipulating that the otherwise comprehensive insurance on his large and entirely fictitious shipment of expensive wines did not cover acts of violence by bandits. Especially not the ones Randal had hired to sack the wagon train. Simple right?

Of course nothing with a payday like that was ever going to be simple. Randal was a notorious loan shark and his hired muscle were frankly pretty scary. I wasn’t worried about them though, the problem was his safe, it was a fancy one transported all the way east from the City of Splendors. I just don’t have the knack for jimmying locks, can’t do it, so I had to get creative...

The next few days were spent watching Randal’s place from the inn across the road. He was a man of habits: grouchy in the morning, berating his staff for this and that, I could hear him from the inn across the road; liquid lunch at midday; menacing conversations with delinquent debtors in the early afternoon; new usurious loans for the desperate in the late afternoon; financial report from his lackey Payden at close of business; Extravagant dinner followed by hard drinking and hookers.

Despite Randal’s flaws his security was top notch, there was no way I was going to sneak past the guard even if I used the art to veil myself. They had dogs, it didn’t matter if you were invisible they could still smell you, I had to find another way... In the end the weak link turned out to be Payden. Like his boss he was also a man of habits although his ran to getting smashed most nights at The Grand Palace festhall. I got to know him. Turned out he hated his boss and was miserable about life in general and was dreading the coming week, his nephew Eric was coming to stay and learn some accounting. Randal explained that while he didn’t mind teaching Eric, he was fightgented of his battle axe of a mother and of how Randal might treat the lad. Worse it had been years since he last saw Eric so he only had the haziest of ideas what he looked like, and to cap things off he wasn’t sure when he’d turn up.

Sleep was elusive that night, I had the beginnings of a plan coming together and spent the night brooding in my room. Normally passing for a man is fairly challenging but I figured Eric must be about fourteen, so there was a good chance his voice hadn’t broken yet. It’s amazing what you can do with careful application of makeup and a little bit of magic. Gone where my feminie curves and my long hair, instead I wore trousers and short hair like a boy. I even managed to give my top lip the faintest appearance of what one day could be a moustache. Summoning all my bored insouciance I trucked up to Randal’s building at the ungodly hour of the seventh bell in the morning. I was betting that Randal would be sleeping the previous night off and Payden would be awake but hungover as sin. Doing my best impression of a thoroughly bored youth I called out to the guards, ”Oi mister! Can you tell me where Uncle Payden is? What? Course he’s expecting me, name’s Eric...”

And just like that they led me into the compound and I was escorted to Payden’s office where the man himself was looking decidedly worse for wear. ”Uncle!” I cried as I ran to give him a hug. After a moment's double take he hugged me back and he replied, ”My you’ve changed lad, barely recognized you. It’s just as well you came here, your mother would never have forgiven me if anything happened…”

After that it was simple, I just pretended to be listening as Payden prattled on about this aunt and that great uncle. The hardest thing was later in the day he decided that I might as well learn what an accountant does and he started showing me at great length. All those numbers and the sums made my head spin!

As part of Payden’s instruction I got a tour of the building and of course I was shown the safe which sat pride of place in Randal’s private office. Used to Payden’s coming and going, none of the bored looking goons lounging around played either of us the slightest attention. ”How does it work Uncle?” I asked, all wide eyed innocence. ”Ahh well, it’s a combination lock, very sophisticated one, unpickable they say. I’m afraid I’ll have to ask you to look the other way while I open it, company policy.”

”Of course Uncle” I dutifully replied and let the old man get to work. As the dials whizzed forwards and back I decided the time to act was now. I concentrated and couged to mask my spellcasting and putting everything into my voice I pointed out, ”Uncle you really should go to the loo, you’ve been holding it for at least a bell. Don’t worry I’ll guard the fort!” He frowned but then sighed and pointed to a chair near the window a good ten feet from the safe, ”Sit there lad and guard the safe, I’ll be right back…”

The next bit was difficult, the safe was situated so the guards couldn’t see the front but they could see me. They weren't very interested in me but if I walked over to the safe that would change in a hurry. So I sat there like a good boy and concentrated, hard. In my mind’s eye I imagined the room being just a few feet shorter with me sitting there on the chair looking terribly bored. With a sudden thrill I felt the magic snap into place and solidify into this insubstantial shell that I could look through. Holding this image in mind I eased off the chair and tiptoed over to the safe and spent agonizing seconds searching for the contract, heart racing. If they found me now I was at best sure of a sound beating. Pushing such thoughts aside I carefully scanned the contents again, ah there! It was easy to switch the documents, they looked outwardly identical. Then silent as a mouse I crept back to the chair, careful to avoid the squeaky floorboard I’d noticed earlier. Finally I sat down and not a moment too soon, Payden was coming back. Before the old man entered I dropped the illusion praying that none of the guards had noticed the sudden change...

Payden frowned when he saw the open safe door, and I held my breath as he scanned the contents. Seeming satisfied he hurriedly closed it, muttering ”Don’t know what came over me…” Shaking his head he smiled at me, ”Good lad for staying there, no harm done - let’s go get some lunch.”

Of course Payden’s idea of lunch was pork scratchings and mead, lots of it. I think he only intended to have one or two but I suggested he have another one. Once he’d got started is impossible to stop, I kept on buying him more until he was so drunk he fell asleep beneath the table. When you consider I had a feeling this would get Payden fired, that may sound rather harsh but I had a fair idea what was going to happen next when Randal tried to collect on his insurance scam. The Iron Throne were not the kind of people you messed with and Payden and his nephew were better of out of it.

Sure enough Payden was fired the next day and the real Eric turned up at his door with the battleaxe mother in tow. She gave him a horrendous tongue lashing for stinking like a brewery before imperiously storming off to find Eric a ‘suitable tutor’ The week after rumors filtered through Prosoukr of a wagon train attacked by bandits who torched several wagons although thank the gods no one was killed. Randle ‘foreclosing’ Doon was seen grimly satisfied upon hearing the news but his fortunes suddenly soured and scant hours later he was seen fleeing from Prosoukr with a look of terror on his face having lost everything. It was said he was spitting with rage when the Iron Throne’s representative pointed out the contract Randle had signed, in blood no less, had a specific exception for this eventuality. He had a gambling problem and all his assets had been mortgaged to the hilt. There was nothing left for him to pay off his Iron Throne underwriters, so Randle ‘foreclosing’ Doon was himself foreclosed!

Is this heroic enough?:
Good question! Angelica is certainly no paladin and there’s a lot of moral gray areas in her actions. I tend to think that flawed heroes are more realistic / interesting for intrigue games. I do intend to stick with her alignment being CG not CN and depending on the direction of the campaign I could see her on a story arc to eventually becoming a harper agent.

Build:
NB these stats are kind of high, happy to reign things in if selected and above the norm.

NB I've not applied your extra skill points yet, can do that later if selected.

Angelica
Tiefling magus (puppetmaster) 4 (Pathfinder Player Companion: Arcane Anthology 27, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 9)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +3 Dex)
hp 27 (4d8+4)
Fort +6, Ref +5, Will +6
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk rapier +7 (1d6+3/18-20)
Special Attacks arcane pool (+1, 7 points), magus arcana (flamboyant arcana), opportune parry and riposte, spell combat, spell recall
Spell-Like Abilities (CL 4th; concentration +4)
. . 1/day—darkness
Magus (Puppetmaster) Spells Prepared (CL 4th; concentration +9)
. . 2nd—minor image (DC 17), mirror image
. . 1st—beguiling gift[APG] (DC 16), deja vu[OA], frostbite[UM], hideous laughter (DC 16), silent image (DC 16)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 13, Int 20, Wis 12, Cha 11
Base Atk +3; CMB +6; CMD 20
Feats Combat Expertise, Cunning Caster, Deadly Aim, Deceitful, Power Attack
Traits keeper of the veil, persecuted expatriate
Skills Bluff +12, Craft (alchemy) +14, Disguise +21, Intimidate +7, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (history) +12, Knowledge (local) +14, Knowledge (planes) +14, Perception +5, Spellcraft +12, Stealth +8; Racial Modifiers +2 Bluff, +2 Stealth
Languages Common
SQ charmstrike, finesse weapon attack attribute, puppet combat, the show must go on
Combat Gear wand of cure light wounds, reagent, silver (20); Other Gear mwk chain shirt, mwk rapier, cloak of resistance +1, hat of disguise, ring of protection +1, traveler's any-tool[UE], magus starting spellbook, masterwork tool, masterwork tool, masterwork tool, masterwork tool, portable alchemist's lab[APG]
--------------------
Special Abilities
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Arcane Pool +1 (7/day) (Su) Use 1 arcane pool to increase DC or CL of enchant/illusion spell.
Charmstrike (1st-level spells) (Su) As a swift action when foe fails save vs. spell, cast an enchantment spell on same foe only.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Cunning Caster Use Bluff check at cumulative -4 penalty for V, S, M, F/DF components to conceal casting.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Flamboyant Arcana (Ex) Gain a selection of deeds, and can use arcane pool in place of panache for them.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Puppet Combat (Ex) Spell combat can only be used with enchant/illusion spells.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
The Show Must Go On (1 spell) (Su) While enchantment spell active on foe, link illusion to them so concentrate is free action.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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Can I craft alchemical gear at the craft cost like you are allowing for item creation feats? I have skills I put in it and intended it to be a way that T'zirik pays for his indulgences to a degree.


Herkmyr you may use the same creation rules I laid out for consumable magic items for your alchemical items.


WOW! 2 more skill points per level is a seriously big help. I had to stop and revisit some things again.

Here's my submission. Some points are adjustable based on group needs/desires, others I consider core to the concept.

I admit, I was not expecting to be able to take the advice about Healer's Hands. It isn't that good for now, honestly, but I agree, it will get much better.

Larry, son of Barry, of Gnoll Pass, Blade of the Purple Dragons

Description: The young human is built powerfully, with broad shoulders and a thick chest. His dark hair covered by a simple broad-brimmed hat which is tilted back, so that rain should roll off of it and down his back instead of obscuring his view. His quick, bright, pale blue eyes seem small and beady , trying to hide behind a large, misshapen nose which has obviously been broken several times. His leather clothing is mostly a non-descript brown, though it is trimmed with red-stained lines. The shirt might have been the same red at one point, but the leather has gotten darker and the shirt has faded. His cloak is the brightest thing he wears, with a deep orange cloth on the outside and a bright yellow liner. He carries an assortment of weapons: a fencing blade, a heavy knife which could be used for skinning, a club of some sort, and a bow.
If in armor, the man evokes a different image. His powerful build makes the torso of his full plate armor look more a wall than a suit. The chest piece is engraved with a sun rising behind a few hills, with a road running towards it. Images of the sun and rays of light dominate the decorations of his armor, with his helmet visor hiding his face behind the sun itself. Even his weapons appear more threatening worn with his armor than with normal clothing.
Under the right circumstances, you might see him wearing a tabard over his armor. Unusually, the tabard itself is forest green, but the imposing Purple Dragon emblazoned on the chest is unmistakable to those familiar with Cormyr.

Background:
Barry and Sue worked a small farm West of Castle Kilgrave. As simple farmers in a feudal land, their lives were predictable, if boring. In the early Spring of 1370, the local nobility stopped by, impressing eligible men into military service because of the raids that had begun further West. Larry and his older brother Bob were both taken. Bob just kept his head down and tried not to attract attention, but Larry had always been excited about stories of the Purple Dragons and he built a name for himself asking after stories about them, and what it would take to join them.
Bob was pressed into the Army of the North. Larry, and near 200 of his closest friends, were sent South, to Arabel, to swell the ranks of the Purple Knights, as tribute the crown demanded for the new war. Surviving the initial training regime was fairly easy for a burly farm-hand used to following orders. Surviving open warfare was another challenge all together. After his first battle, the walking remnants of 3 companies were merged to form a unit almost company-sized. After his second battle, the remaining squad of functional Blades from that company were transferred into a company of Purple Dragons with quite a bit more experience between them, and many fewer soldiers died around him through the rest of the war. During this period, he began to find and refine his own preferred combat style, slowly swapping out his weapons until he landed on the combination he likes to carry today. Born a peasant framer, Larry grew up worshipping Chauntea. As a soldier on the battlefield, he learned to at least acknowledge Tempus. The horrors of the battlefield were not what he craved, not where he thought his devotion should lie, and during these times his faith in The Great Mother helped him find solace in her husband, The Morninglord. Larry's new devotion led him to working to heal the fallen as best he could.
After the war, Larry served out his 2 year commitment watching over the streets of Marsember. During his time on those streets, Larry earned a reputation for being both compassionate and fair. Urchins stealing food were fed, and introduced to people who needed help, who could get them off the streets. Professional thieves were always given a chance to surrender before he applied lethal force. Simple drunks were helped home, or back aboard. He cared about the people he was protecting far more than the rules he was supposed to be enforcing in order to do so.
When his commitment was up, Larry thought he was happy to walk away from the remains of his time at war, even if it meant leaving the community he had been caring for. Thing is, he really had no desire to return to his parent's farm, and the life of a peasant farmer. So he was taking his time heading back towards Gnoll Pass. He met a caravan setting up camp for the night on the side of Dragoneye Way. He had to show them the tabard in his pack to get them to trust him enough to let him camp with them. He removed his armor and went to help with the chores for setting up camp and preparing the meal, sitting down with the others and telling edited stories of his time on the battlefield through dinner. The bandits struck just after midnight. Larry's blades accounted for eight of them. Nor did he hesitate when the caravan guards put together a search team to try to recover the stolen wagon, continuing the fight without taking the time to don his heavy armor. They found the wagon before the bandits had really got started stowing the valuables on horse- and mule-back. Six were captured, including Garick the Gaunt, their leader. The lack of real protection meant Larry felt this fight more personally than he had the last, but he was still upright and a free man, unlike the bandits.
The caravan master wrote a letter describing the bandit raid and response, and identifying both Larry and Garick by their roles in the night's events. Larry and a few wounded caravan guards, walked the prisoners to Suzail the next day, in a forced march. Larry donned his tabard again, for the show, and formally turned the prisoners over to the authorities, along with the letter. He stayed both to heal and to be present as a witness when needed. The night after he testified, as he was sitting to dinner in his inn, a young girl delivered a written missive, asking him to join an "Aden Grimdawn" in Proskur.

Personality Notes:
Larry, Son of Barry, of Gnoll Pass, Blade of the Purple Dragons does, actually, care about the well-being of the people around him. The random and uncaring death of open warfare horrifies him, and Larry believes that finding ways to avoid open warfare is the best way to see to the welfare of the normal people. He has never heard of Sun-Tzu, but he learned through first-hand experience the folly of facing your strength against the strength of the opponent, and looks for opportunities to find other paths. But sometimes you have to put the hammer on the anvil.
When he finds himself in combat, the first goal is always to survive! The second is to overcome the enemy. Incapacitated and dead opponents won't kill you, so when he fights, Larry fights hard.

Combat:
Init +4 (Dex+4)
Speed 20'

Melee+6, Ranged/Finesse+8, CMB+6/8 (BAB+4, Str+2, Dex+4)

Standard Attacks
+1 Rapier +10 for 1d6+5 @ 18+, P
(Finesse, Weapon Focus, +1, Weapon Specialization, Str+2)
+1 Kukri +10 for 1d4+5 @ 18+, S
(Finesse, Weapon Focus, +1, Weapon Specialization, Str+2)
Tonfa +8 for 1d6+2 @ x2, B, Blocking
(Finesse, Str+2)
MW Str (+2) Composite Longbow +9 for 1d8+2 @ x3 over 110', P, 40 Arrows
(Ranged, MW, Str+2)

Full Attacks
Both
+1 Rapier +8 for 1d6+5 @ 18+, P
(Finesse, Weapon Focus, +1, Two-Weapon Fighting Primary, Weapon Specialization, Str+2)
+1 Kukri +8 for 1d4+4 @ 18+, S
(Finesse, Weapon Focus, +1, Two-Weapon Fighting Secondary, Weapon Specialization, Str+2)

AC 22, T 13, F 12, CMD 20 (Armor+9, Dex+2, Dodge+1, BAB+4, Str+3, optional "Shield"+1) - AC 15, T 15, F10 w/o armor

Acrobatics: +3 Dodge when Fighting Defensively; +6 Dodge on Total Defense
Dodge: +4 Dodge vs AoOs caused by my movement
Two-Weapon Defense: +1 Shield bonus for 1 round when wielding 2 weapons, doubles when Fighting Defensively or on Total Defense

HP 36 (1x10 + 3x6 + 4xCon+1 + 4xFavored Class+1)

Fort +5 (Base+4, Con+1)
Ref +5 (Base+1, Dex+4)
Will +3 (Base+1, Wis+2)

Bravery: +1 vs Fear


Skills and Languages:
Fighter: 2 + 1 Int modifier + 1 Skilled + 2 GM Fiat for 6 Adventuring Skills and 2 Background Skills per Fighter level
Bonus Skill Attribute+Ranks+Class+Specified(+Situational){+Normally Overridden}[Any notes]
+11-Acrobatics (Dex) 4+4+3+ACP
+ 1 Appraise (Int) 1+0+0
+ 9-Athletics (Str) 2+4+3+ACP
- 1 Bluff (Cha) -1+0+0
+ 1 Craft (Int) 1+0+0
- 1 Diplomacy (Cha) -1+0+0
- 1 Disguise (Cha) -1+0+0
+ 4-Escape Artist (Dex) 4+0+0+ACP
+ 4-Fly (Dex) 4+0+0+ACP
+ 6 Handle Animal (Cha) -1+4+3 [Background Skill]
+ 9+Heal (Wis) 2+4+3(+ 2 Healer's Kit)
- 1 Intimidate (Cha) -1+0+0
+ 5 Knowledge (history) (Int) 1+4+0 [Background Skill]
+ 5 Knowledge (local) (Int) 1+4+0
+ 5 Knowledge (planes) (Int) 1+4+0
+ 1 Perception (Wis) 1+0+0
- 1 Perform (Cha) -1+0+0
+ 4-Ride (Dex) 4+0+0+ACP
+ 2 Sense Motive (Wis) 2+0+0
+12~Stealth (Dex) 4+4+3+1 trait Highlander+ACP(+1 additional trait in hills or rock areas, Highlander)
+ 2 Survival (Wis) 2+0+0

Armor Check Penalty: -4

Languages known: Common; Chondathan


Feats and Traits:
** FEATS **
Human: Two-Weapon Fighting
1: Healer's Hands
Fighter 1: Dodge
Fighter 2: Two-Weapon Defense
3: Weapon Focus (Light Blades)
Fighter 4: Weapon Specialization (Light Blades)
5: [Combat Reflexes]
Fighter 6: [Greater Two-Weapon Fighting]
7: [Quickdraw]
Fighter 8: [Greater Weapon Focus (Light Blades)]
9: [Improved Critical (Light Blades)]
Fighter 10: [Critical Focus]
11: [Bleeding Critical]
Fighter 12: [Greater Weapon Specialization (Light Blades)]
13: [Penetrating Strike]
Fighter 14: [Staggering Critical]
15: [Critical Mastery]
Fighter 16: [Greater Penetrating Strike]
17: [Stunning Critical]
Fighter 18: [?]
19: [?]
Fighter 20: [?]

** TRAITS **
Regional: Highlander: +1 trait bonus on Stealth checks; Stealth is a class skill; Bonus is +2 in hilly or rocky areas
Religion: Battlefield Surgeon: Heal is a class skill; can use Treat Deadly Wounds 1 additional time per creature per day


Class Feature Selections:
** Weapon Training **
5 [Light Blades]
9 [Advanced Weapon Training: Trained Grace]
13 [Advanced Weapon Training: Trained initiative]
17 [Advanced Weapon Training: Defensive Weapon Training? Abundant Tactics?]

** Armor Training **
3 - No choice to make
7 [Advanced Armor Training: Armored Juggernaut]
11 [Advanced Armor Training: Armor Specialization (Heavy Armor)]
15 [Advanced Armor Training: Critical Deflection? Standard Armor Training?]


Gear:
7200 Gp Budget
2,320.0.0 +1 Rapier (2#, 1d6/18+/P)
2,308.0.0 +1 Kukri (2#, 1d4/18+/S)
1,650.0.0 MW Full Plate (50#, +9/+2/-4/35%/20') [Armor Training +1 Dex, +1 ACP; MW +1 ACP)
x,xx1.0.0 Tonfa (1#, 1d6/x2/B/blocking)
x,100.0.0 Healer's Kit x2 (2#, 20 uses) Pack
x,600.0.0 MW Str (+2) Composite Longbow (3#, 1d8/x3/110'/P)
x,xx2.0.0 Arrows, x40 (6#)
x,xx9.0.0 Fighter's Kit (29#, backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin)
x,xx1.0.0 Waterskin (4#)
x,x75.0.0 Ioun Torch (-#)
xxxFREE Explorer's Outfit (8#, sturdy boots, leather breeches, a belt, a shirt, gloves, cloak, wide-brimmed hat)

For 7,016 spent and 111# weight (76.5 w/o Pack), leaving 184 GP on hand.

Light <= 66# (By armor)
Medium <= 134# (+3/-3/20'/x4)
Heavy <= 200# (+1/-6/20'/x3)


Fighter:
Alignment: Any.
Hit Die: d10.
Class Skills: Athletics (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), and Survival (Wis).
Skill Points at each Level: 2 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, bravery +1
3rd +3 +3 +1 +1 Armor training 1
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Weapon training 1
6th +6/+1 +5 +2 +2 Bonus feat, bravery +2
7th +7/+2 +5 +2 +2 Armor training 2
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Weapon training 2
10th +10/+5 +7 +3 +3 Bonus feat, bravery +3
11th +11/+6/+1 +7 +3 +3 Armor training 3
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Weapon training 3
14th +14/+9/+4 +9 +4 +4 Bonus feat, bravery +4
15th +15/+10/+5 +9 +5 +5 Armor training 4
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Weapon training 4
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, bravery +5
19th +19/+14/+9/+4 +11 +6 +6 Armor mastery
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, weapon mastery
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Armor Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield.
Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

Chondathan Human:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
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.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Attributes:
18 point 1 for 1 build, based on 17 point roll
Base Race Level Magic Current
15 +0 15 +0 15 +0 S 15 +2
16 +2 18 +1 19 +0 D 19 +4
12 +0 12 +0 12 +0 C 12 +1
12 +0 12 +0 12 +0 I 12 +1
14 +0 14 +0 14 +0 W 14 +2
x9 +0 x9 +0 x9 +0 H x9 -1

Sovereign Court

wanderer82 wrote:

Announcing an update to character creation:

Skill Points all classes that have 2+int skill points are being increased by 2 skill points. All other classes will increase by 1 skill point.

Wheee!!!

Updated.


More detailed backstory for Irving Skriven, Nightskulk Skinwalker Investigator.

Background:

Wererats are a fixture of many major cities, particularly in the criminal underworld: quite literally, in many cases.

The ability to breed true, natural wererats is a prized commodity in their community, and for a natural wererat female, marrying outside the clan is considered the highest betrayal.

And yet, Irving's mother was just such a traitor. She left the clan, and indeed even the great city of Waterdeep that she had never set foot outside of before, fleeing with a simple dockworker she'd fallen in love with. Settling in a small city hundreds of miles form Waterdeep, she thought that would be the end of it. And for a time, it was. They got married, had a child, and lived a peaceful, simple existence for nearly 5 years before the clan tracked them down.

Their revenge was unexpected and brutal, but not thorough. While Irving's mother did not escape with her life, his father managed to smuggle him out of the city, and they settled again. It was years before he was deemed ready to know the full truth of what had happened, that she had not been slain in a random act of violence, but assassinated. Now a young man, armed with knowledge and a righteous fury, he left home and returned to where it all began, to take his revenge.

Things did not go as planned.

Life in a city as large as Waterdeep is tough for a young, scrawny lad ignorant in the ways of its inhabitants. Few would employ him, and he soon turned to stealing for his supper. He might have gone too far down that path to return were it not for the aid of a kind stranger named Marcus Fleet, who took him in and listened to his story.

Rather than scoff at the idea of a young man like him taking revenge on a criminal organization like the clan, he gave him advice on how to do it better: join the guard. Even were he able to kill them all and take his revenge that way (which was unlikely, to say the least), would he even want to? "He who fights monsters" was a particular refrain of his new mentor, often said with some regret.

Taking his advice, Irving signed up. It was...not work he was particularly suited to. The lad was small, and while scrappy not much use in a fight. He could barely stand under the weight of the standard issue padded armor the guard favored, much less wield a truncheon with any degree of effect.

Instead, he was shuffled off into the offices, where his true strengths began to become apparent. While uneducated, Irving proved to be whipcrack smart, and soon he decided to leverage that to his advantage. All his savings went into funding his education and, later, purchase of supplies. Halfway through medical school his wererat blood manifested, and at first he panicked...but realized soon after that it could be quite useful in his line of work to be able to literally sniff out disease and infection in patients.

When his training completed at the ripe old age of 20, he moved over to the medical wing of the guard, tending to wounded guardsman and operating a private practice on the side which he used in part to keep his finger on the pulse of the community. There was always something to do, and soon his thoughts of revenge were discarded. He could do more good helping people than simply eradicating one of dozens of criminal organizations in the city.

His diligence paid dividends when the killer the public came to call "The Dockside Skinner" arose. By the time Irving heard about it, the killer had already claimed three victims; each skinned alive, drained of blood, and then dumped somewhere on the docks.

The gruesome murder claimed 5 more victims over the course of a year before he was finally caught, undone in the end by a particularly stubborn victim managing to injure the man before he succumbed to the paralyzing poison the killer used. Combined with the other clues, Irving was able to lead the guard right to the man, who was no man at all, but a malicious skinstealing Fey, and bring him to justice.

That was barely two weeks ago, but word travels fast, it seems, if people are now requesting his services by name

Personality:
Irving is a meticulous and cunning person with a strong sense of justice; often, but not always, synonymous with the law. He's generally affable, but holds himself distant from people he doesn't know well. While he's not precisely ashamed of his heritage, he knows it would disturb those who are less familiar with him as an individual.

Appearance:
Fairly short, but fit and lithe, Irving has somewhat pinched features even in his human form and can look sinister to those who don't know him. This poses a bit of a problem in obtaining new clients except by word of mouth. He wears his hair back in a ponytail, and accentuates his features with glass-less spectacles; they serve no purpose but to make him appear a bit more approachable on first glance.

Irving favors comfortable, practical clothing, particularly at work where the possibility of blood, bile, and other fluids is not just a possibility, but a probability.


Updated with bonus skill ranks. Really, it just boosted a bit and added more languages.


One question: which languages are spoken in Neverwinter? Illuskan? Chondathan? Any other?


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Not official, but I like to use this resource for languages.


Was looking over my stats and came to the conclusion that with rolls this good, the character could afford to be a little less...optimized. Lowered dex from 16 to 13 and raised Cha from 11 to 14, with Cha doing nothing for the character mechanically as his archetype traded away the only thing warpriests use involving charisma.

Also lowered Wis to 16 and raised Int to 16. Because, again, with good stat rolls there is much less of a need to make everything as good as it can be in combat. Plus, with the extra skill points, he'll have Diplomacy, Intimidate, Bluff, Sense Motive and Perform Song as trained skills. And I like the idea of having a warpriest with high charisma who can speak well.

Final Stats are:

Str (18) Dex (13) Con (18) Int (16) Wis (16) Cha (14).

Still really, really good. But a bit less OP, as Int and Cha are not applicable to any class features.

Sovereign Court

Kamaloo wrote:
Not official, but I like to use this resource for languages.

good link but I'll leave it to GM if he wants to delve into that many different languages.


This looks like fun.

Similar to the question on variant Tieflings: are you ok with the variants for other planetocuhed? Mainly looking at the elemental races.


My Cleric appreciates the extra skill points, GM.


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Languages The link that Kamaloo post is an accurate assemblage of the languages as covered in the Forgotten Realms campaign material. It does still embrace the game-mechanic Common tongue (a systemic 'lingua franca' that makes RPGs so much easier) at my tabletop game did away with some years ago. I had planned to use it here for ease, but will discuss with the final party how to handle it. As written, it is nearly interchangeable with Chondathan, and Chondathan is the primary language from Waterdeep to the western half of the Sea of Fallen Stars (including Cormyr, Sembia, and the Dalelands), so, depending on the party we may adapt (and do away with Common) instead. With background skills, bonus skill points, and some pretty solid stats, I don't think people would be opposed. We shall see.

Jereru Chondathan is the primary tongue of the city, with Illuskan a well-known second language, as it is the voice of both the barbarian tribes and seagoing raiders of the region.

Cuan Yes, those are acceptable as well.

Recruitment End Date I mentioned it in the initial recruitment post, but left that it may be flexible. Given that I have 14 completed applicants, and no less than 10 more in the works, I am going to officially say that Recruitment Ends at 11:59 pm EST on Sunday, January 31st. To that end, I also encourage all players who have expressed interest to work on getting your completed character posted soon.

Keep up the creativity!


COMPLETED CHARACTERS
Captain Generica - Toblacane Alemardo, Half-Orc Swashbuckler (whirling dervish) 4
Grumbaki - Bharaz Silverhelm, Dwarf Warpriest (arsenal champion) 4
Storm Dragon - Irving Skriven, Skinwalker Investigator (empiricist, forensic physician) 4
SqueezeMeNow - Tern Besmeth, Half-Elf Barbarian (armored hulk) 4
HustonJ - Larry, son of Barry, Human Fighter 4
Jereru - Nioku, Half-Orc Warpriest (arsenal champion) 4
Kamaloo - Rajiv Rao, Tiefling Rogue (unchained) 4
Herkymr the Silly - T'zirik, Tiefling Shaman 4
SmooshieBanana - Pelipe, Human Blood Arcanist 4
FangDragon - Angelica, Tiefling Magus (puppetmaster) 4
Trawets71 - Trawets Aarock, Human Wizard (admixture evoker) 4
GM Fuzzfoot - Selia D'Averam, Aasimar Bard 2, Monk (unchained) 2
TheNine - Cerian Screamingtrees, Elf Ranger 2, Rogue (unchained) 2
Nightdeath - Dalgar Carver, Half-Elf Druid 2, Shifter 2

EXPRESSED INTEREST
Nathanael Love - Malinda Marne, Halfling Sorcerer (unicorn; VMC cleric) 4
Plastic Dragon Cavalier (inspiring commander)
Phntm888 Cleric
The Archlich Elf Investigator
Zahir ibn Mahmoud
Pad300
Laird_Thorne
Camris
Spazmodeus
Simeon
Profession Smith 6 Ranks
Cerilis Silvertree

If I have missed any details for your character, please let me know.


Hi GM! Here's Archlich with Fayn, my Elf Investigator. I might do some tweaks from here until the deadline, but she's fairly done already :) Thanks for running the game.


Shopping is done, so outside a description of the character and god Tern is completed. (I do have a passable reference image up.) This includes bonus skill points awarded by the DM.

I am holding off on his bonus language for now given the ongoing discussion about languages. Additionally, I do plan to buy him more clothes and write up his looks as inspiration hits me and as required in roleplay. Should get more details up as time goes on before deadline. Wearing full plate with and without helmet, having different outfits, and different roles makes it a bit tricky for me to find how I want to describe him.

Tern is basically a walking tank with some mobility and combat maneuver options to help the party strategically. He is a butcher, a cook, and has survival skills/nature knowledge.


Gram of Marsember

Background:

Born the fourth child of Kizziar and Cannan in Westgate, Mikal Onruststoker is 21 years old. The family is quite poor and scavenges much of what they have. He spent his early youth running with the gangs. He was a lucky child indeed (fates favored), and found favor with Lady Almeria Hizzard, a firebrand local magnate and politician (a bard). At first he was simply a hired urchin (8 years old), but she was impressed with a charming combination of chutzpah, guts and brains. She kept him on as a runner and dogsbody in her organization. He learned a lot about the art of swaying a crowd and speaking to the public from watching her . She saw to it that he got some schooling, and a semi-apprenticeship in the bardic arts. She did not teach him magic though – that was a result of a bargain struck, and he does not speak of his patron to this day (Occult Bargain drawback). In Mikal’s hands, these lessons have resulted in something different than an entertainer…
Why is he in Proskur, not Westgate… Well, Mikal is a man of principle, who has a significant dislike of slavers, and had a connection or two with one of the local Harper cells. A couple of months back, he put his skills to use one night. The result was an anti-Thayvan riot on the edge of the Thayvan enclave; instigated by a masked man who spoke with tremendous conviction at a local tavern. The riot was far more potent brew than most such, and overwhelmed the camp guards for a time. In the confusion, two or three dozen slaves were spiritied out of the enclave, and thus to freedom…
An assassination attempt a week later, survived by Tymora’s grace and some good friends convinced Mikal that perhaps it was time to leave town. He caught a ship out of town going east, and snuck overboard in Urmlaspyr. Circling back around the Dragonmere he headed for Proskur. He’s dyed his hair gray, found a concealing overcoat and a big showy hat, and is calling himself Gram from Marsember. He’s somewhat concerned about what this “Aden Grimdawn” knows…

Appearance:
:
A youthful (21 years old) ½ orc male. Not as heavyset as the typical half-orc, but there’s still plenty of muscle on his frame (at 6’1”, 209 lbs). He has an infectious grin. There’s a gleam in his eye that speaks to a wicked sense of humour. Dyed gray hair (naturally black) and glossy green skin. Prominent tusks and high cheekbones. Has a large tattoo above his heart, which is normally hidden by his shirt, of course (sacred tattoo). Has taken to wearing a concealing hat and overcoat.

Demeanour:

Happy go lucky and energetic. Not much of one for sitting, but can do skull sweat if he has to. Tries to be funny. Loves to be up in front of a crowd. From his orc heritage, he is more comfortable in the shadows than in sunlight (Dimdweller). Thus he’s commonly found either out at night, or deep in a shadowed taproom…

Mechanical:

Mikal Onruststoker
Skald 4 (Red Tongue, Urban Skald)
Male Half-Orc
60 ft Darkvision

Init + = +2 (dex)
Speed 30 ft

Defense
AC : 17 = 10+ 4 (armor) +1 armor enhancement +2 Dex
HP 31 = 8 (d8 maxed at first) + 2 x 4 (con) + 15 (3d8)
Fort +9 = +4 Skald (4) +2 Con +2 Luck + 1 Resistance
Ref +7 = +1 Skald (4) +2 Dex +2 Luck+ 2 Resistance
Will +8 = +4 Skald (4) +1 Wis+2 Luck+ 1 Resistance
CMD 18 = 10+3 Bab+3 Str +2 dex

Offense
Melee: ***
Ranged: ***
BAB : +3
CMB : +6 = +3 Bab +3 Str
Stats (15, 15, 14, 13, 12, 12 )
Str 15 = 15
Dex 14 = 13 +1 lvl 4
Con 14 = 14
Int 12 = 12
Wis 12 = 12
Cha 17 = 15 +2 racial
Feats : Flagbearer (1st), Scribe Scroll (Skald 1), Lingering Performance (3ed),
Elephant in the Room : Power Attack, Combat Expertise,
Traits : Fate’s Favored (Faith), *** (Campaign), *** (Racial), Occult Bargain (Drawback)
Possible Traits Choices : Armor Expert (Combat), Finding Haleen (Campaign), Extremely Fashionable (equipment), Glory of Old (Regional), patient optimist (religion, erastil), Intense Artist (religion, Shelyn), memorable (social), Highlander (regional), Diva in Training (Campaign), Trapfinder (campaign), Threatening Defender (combat)
Skills (4+1 (GM’s bonus)+1(int) /lvl) (skill roll NOT INCLUDING ACP)
Perception (+8= 4 Ranks +3 trained +1 wis),
Spellcraft (+8=4 Ranks +3 trained +1 int),
Use Magic Device (+10 =4 Ranks +3 Trained +3 Cha),
Intimidate (+12 =4 Ranks +3 Trained +3 Cha+2 racial) & Rile
Bluff (+10 =4 Ranks +3 Trained +3 Cha) & Rile
Athletics ( +7 = 2 ranks +3 trained +2 Str)
Ride (+7 =2 ranks +3 trained +2 Dex)

Background Skills (2 /lv) (Ranks, skill roll. NOT INCLUDING ACP)
Perform (Oratory) ( +10 =4 Ranks +3 Trained +3 Cha) This does Diplomacy and Sense Motive as well.
Perform (Dance) ( +7 =4 Ranks +3 Cha)

Languages : Common (Chondathan), Orc, Draconic (int bonus)

FCB: 4 extra rounds of raging song

Class Abilities:

Seed of Discord (Su): The fiery outlook of the red tongue imparts instinctual knowledge to invest arcane energy into his proclamations and denouncements. The red tongue gains the following bonus spells known as he reaches the appropriate level to cast each spell: doom (1st), castigate (2nd), charm monster (3rd), denounce (4th), greater command (5th), mass eagle’s splendor (6th).

Rile (Ex): The red tongue is particularly skilled at provoking others to action, even when ignorant on a subject. He adds 1/2 his skald level on Bluff checks to deceive or conceal his motives and on Intimidate checks to improve a creature’s attitude. This ability replaces bardic knowledge.

Raging Song (Su): A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.
Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces (Pathfinder RPG Ultimate Magic 21).
A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.
If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first.
Controlled Inspired Rage (Su): When the urban skald inspires rage, he does not grant the normal benefits. Instead, he can apply a +2 morale bonus to his allies’ Strength, Dexterity, or Constitution. This bonus increases to +4 at 8th level and to +6 at 16th level. The urban skald can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. The choice applies to all affected allies. The controlled inspired rage grants no bonus on Will saves, imposes no penalties to AC, and does not prevent affected allies from using Intelligence-, Dexterity-, or Charisma-based skills. This alters inspired rage.
Infuriating Mockery (Su): At 3rd level, the urban skald can inspire reckless fury in one foe within 30 feet. If the foe fails a Will saving throw, it takes a –2 penalty to AC and on attack rolls, cannot use any Intelligence-, Dexterity-, or Charisma based skills, and must succeed at a concentration check to cast spells (DC = 15 + spell level) for as long as it remains in range of the skald and the performance is maintained. At 7th level and every 4 levels thereafter, the urban skald can target an additional foe with this ability. This replaces song of marching and damage reduction.
Raging Song Rounds 16 = 3+3 (cha) +2*3 (level) +4 FCB

Scribe Scroll: At 1st level, a skald gains Scribe Scroll as a bonus feat.

Well-Versed (Ex): At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects.

Versatile Performance (Ex): At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive),

Great Orator: A red tongue can activate his raging song performances only by using the Perform (oratory) skill. He must select Perform (oratory) as his versatile performance choice at 2nd level. This ability modifies the raging song and versatile performance abilities.

Rage Powers (Ex): At 3rd level and every 3 levels thereafter, a skald learns a rage power (see pages 32–34 of the Core Rulebook) that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).
Unless otherwise noted, a skald cannot select an individual rage power more than once.
When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald’s level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power’s effects depend on the skald’s ability modifier (such as lesser spirit totem), affected allies use the skald’s ability modifier instead of their own for the purposes of this effect.
If a rage power requires another rage power (such as disruptiveAPG, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power’s prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously).
If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage).
If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times.
If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well.
Spirit Totem, Lesser (Su) : While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.

Back of the Crowd (Ex): At 3rd level, an urban skald has learned to maximize the defensive benefit of being near allies. He gains a +1 dodge bonus to AC when adjacent to 2 or more allies. This bonus increases to +2 at 9th level and to +3 at 15th level.

Uncanny Dodge (Ex): At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.


Race Abilities:

Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Dimdweller: Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Half-orcs can take this trait in place of weapon familiarity.
Languages: Half-orcs begin play speaking Common and Orc.

Equipment: 7200 gp:

Magic Items (6060 gp)
Wand of Cure Light Wounds, 50 charges, 750 gp
Handy Haversack 2000 gp
Cloak of Quick Reflexes +1 1500 gp
Darkleaf Cloth Leather Lamellar +1 1810 gp

Weapons (367 gp):
Cold Iron Bardiche(26 gp), Cestus (5gp),Do it all knife (Cold Iron Sawback Kunai ) (9 gp), 3 Chakrams (3 gp), Rapier (20 gp), Composite Longbow (+2 str) (300 gp), 40 Arrows (Cold Iron) (4 gp),
Gear (32.7 gp):
Explorer’s outfit, tent (small) 10 gp, bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp),), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Overcoat (poncho) (5 sp), Drifter’s Hat (2 sp)
Cash: 740 gp

Spells:
L0 (DC 13, *) Detect Magic, Read Magic, Mage Hand, Mending, Message, Sift
L1 (DC 14, 3+1): Grease, Saving Finale, Silent Image, Vanish, Doom (Seed of Discord), ( Timely Inspiration)
L2 (DC 15, 1+1): Blistering Invective, Pageant of the Peacock (bardic masterpiece), Castigate (Seed of Discord) (Glitterdust, Cacophonous Call, Silence)

Gram is pretty much done, except for trait selection -I have a PM in with Wanderer about traits (which might also refigure his skills). He's got 740 gp left for more equipment selection...

He's a face, a potent buffer, an unlikely knowledge monkey (bluff for the win!), and generally pretty useful...


A finalized mechanical for Gram

Mechanical:

Mikal Onruststoker
Skald 4 (Red Tongue, Urban Skald)
Male Half-Orc
60 ft Darkvision

Init + = +2 (dex)
Speed 30 ft

Defense
AC : 17 = 10+ 4 (armor) +1 armor enhancement +2 Dex
HP 31 = 8 (d8 maxed at first) + 2 x 4 (con) + 15 (3d8)
Fort +9 = +4 Skald (4) +2 Con +2 Luck + 1 Resistance
Ref +7 = +1 Skald (4) +2 Dex +2 Luck+ 2 Resistance
Will +8 = +4 Skald (4) +1 Wis+2 Luck+ 1 Resistance
CMD 17 = 10+3 Bab+2 Str +2 dex

Offense
Melee: ***
Ranged: ***
BAB : +3
CMB : +5 = +3 Bab +2 Str
Stats (15, 15, 14, 13, 12, 12 )
Str 15 = 15
Dex 14 = 13 +1 lvl 4
Con 14 = 14
Int 12 = 12
Wis 12 = 12
Cha 17 = 15 +2 racial
Feats : Flagbearer (1st), Scribe Scroll (Skald 1), Lingering Performance (3ed),
Elephant in the Room : Power Attack, Combat Expertise
Traits : Fate’s Favored (Faith), Highlander (Regional), Threatening Defender (Combat), Occult Bargain (Drawback)
Skills (4+1 (GM’s bonus)+1(int) /lvl) (skill roll NOT INCLUDING ACP)
Perception (+8= 4 Ranks +3 trained +1 wis),
Spellcraft (+7=3 Ranks +3 trained +1 int),
Use Magic Device (+10 =4 Ranks +3 Trained +3 Cha),
Intimidate (+12 =4 Ranks +3 Trained +3 Cha+2 racial) & Rile
Bluff (+10 =4 Ranks +3 Trained +3 Cha) & Rile
Athletics ( +6 = 1 ranks +3 trained +2 Str)
Ride (+6 =1 ranks +3 trained +2 Dex)
Stealth (+8=3 ranks +3 trained +2 dex)
Background Skills (2 /lv) (Ranks, skill roll. NOT INCLUDING ACP)
Perform (Oratory) ( +10 =4 Ranks +3 Trained +3 Cha) This does Diplomacy and Sense Motive as well.
Perform (Dance) ( +7 =4 Ranks +3 Cha)

Languages : Common (Chondathan), Orc, Draconic (int bonus)

FCB: 4 extra rounds of raging song


Boy oh boy! You've got a lot of quality applicants!


Cool, let's throw in some rolls then.

4d6 ⇒ (4, 4, 1, 3) = 12 11
4d6 ⇒ (4, 3, 6, 2) = 15 13
4d6 ⇒ (5, 1, 5, 3) = 14 13
4d6 ⇒ (1, 5, 5, 6) = 17 16
4d6 ⇒ (1, 5, 6, 1) = 13 12
4d6 ⇒ (4, 6, 5, 1) = 16 15

Rerolling a both 1's from the 5th set. Best odds of turning it decent I think.
2d6 ⇒ (4, 1) = 5

So the 12 becomes a 15 for 11-13-13-16-15-15. Nice.


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I have seen more than one person using lamellar (leather) armor and at least one who had a higher dexterity modifier than it supports. It's certainly not a matter of budget or min/maxing, so is it a stylistic choice? Is there a mechanic I am unaware of? I have never really tried using it as I tend to stick to the more default armor options.

Sovereign Court

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Maybe more bang for buck?


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Tern Bismeth wrote:
I have seen more than one person using lamellar (leather) armor and at least one who had a higher dexterity modifier than it supports. It's certainly not a matter of budget or min/maxing, so is it a stylistic choice? Is there a mechanic I am unaware of? I have never really tried using it as I tend to stick to the more default armor options.

I personally like Lamellar (leather) armor because it is cheap for a good benefit, and because it is made of leather pieces, it qualifies for darkweave, which will raise the dex mod up and make it masterwork. Plus, it looks cool. I'm not using it with this character, but I usually take it on my light armor-wearing types.


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Pelipe Lightdriver wrote:
Tern Bismeth wrote:
I have seen more than one person using lamellar (leather) armor and at least one who had a higher dexterity modifier than it supports. It's certainly not a matter of budget or min/maxing, so is it a stylistic choice? Is there a mechanic I am unaware of? I have never really tried using it as I tend to stick to the more default armor options.
I personally like Lamellar (leather) armor because it is cheap for a good benefit, and because it is made of leather pieces, it qualifies for darkweave, which will raise the dex mod up and make it masterwork. Plus, it looks cool. I'm not using it with this character, but I usually take it on my light armor-wearing types.

Darkweave?


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Think he meant dark cloth. Mithril for leather armor


I am almost finished with this character.
I think I only need to finished up some adjustments to the background and a few tweaks here and there.


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Sorry, I meant Darkleaf Cloth. Darkweave was from Eberron. Anyways, yes. That.


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Thank you for the link, Kamaloo, it'ssuper useful!

Also, yes, I would love to have a Warpriest with high charisma, but that would need me to actually roll a good set of stats :P


Jereru wrote:

Thank you for the link, Kamaloo, it'ssuper useful!

Also, yes, I would love to have a Warpriest with high charisma, but that would need me to actually roll a good set of stats :P

The 18 PB 1:1 should be enough for it. Something like 16 12 14 10 14 12 should work perfectly for a Warpriest. Pick a race with a Cha bonus (like Angel Blooded Aasimar) and you're even more golden-er. You can wear Full Plate as a Warpriest so the 12 Dex won't even hurt.


Just for the fun...the high Cha warpriest challenge.

Changeling Warpriest of Desna
Str: 12 (effective 14)
Dex: 10
Con: 16 - 2 (race) = 14
Int: 10
Wis: 16 + 2 (race) = 18
Cha: 16 + 2 (race) = 18

Race:
Annis Hag: +1 damage melee
Natural Armor +1 (makes up for Dex10!)
1d4 Claws (why not? Never unarmed)
Darkvision

Traits:
Divine Favor
Muscle of the society (Str 14 for carrying purposes)

Feats:
Lvl 1: Way of the Shooting Star (Cha to hit and damage with starknives), Weapon Focus Starknives
Lvl 3: Weapon Spec, Startoss Style
Lvl 5+: Startoss Style Feats (+2 damage each!)

Wear plate armor. Have a Starknife with a gauntlet lock and fluff it as a a gauntlet dagger. Throw on a darkwood heavy shield. The armor and shield could be made covered in Desnian iconography.

And with that there is a warpriest who uses Cha for hit and damage and who has smite. Damage would be decent. Using divine favor and a +1 Starknife becomes +10 Hit at 1d8+12 damage. With +1 plate and +1 darkwood heavy shield, she'd be rocking AC24. Plenty of damage and plenty of AC for a front line bruiser. The biggest weakness being a truly and utterly dismal reflex save.


Except I'm a ranged Warpriest. And originally, I sacrificed Charisma for a bit more Intelligence, since skills were noted as important (and the extra skills were not a thing at the time). Then Wisdom, Strength because damage, Constitution because I like to be alive, etc... and no Channel due to archetype, so Charisma ends up being the poor scapegoat :P

But that's okay, we can go Team Warpriest with my dwarvie friend as the face (and me shooting arrows from behind :P), and we also have potential Bards, Sorecerers and Swashbucklers among the submissions.

EDIT: Yeah, Way of the Shooting Star is almost like cheating :P


Heh, not pressuring you into picking anything. Just wanted to see what I could come up with using the rules that would rock high charisma. That, and a dwarf is the perfect teammate for a ranged specialist. Easier to shoot over his head! :)


Bharaz Silverhelm wrote:
Easier to shoot over his head! :)

Don't cross the rays! :P

Actually, a Desna Cha build is something I still have in my to do list, and a Warpriest could work very well (raising the damage dice and combining it with Startoss Style and Vital Strike).


I've always wanted to try that, channel your inner Xena warrior princess (albeit with a starknife).


Only problem I see with that build is Weapon Spec requires level 4, so you can't take it on a Warpriest until level 6.

Still have to come up with a name and complete background, but my character will be a bastard-sword swinging human Cleric of Kelemvor who loves killing him some undead.


Jereru wrote:
Thank you for the link, Kamaloo, it'ssuper useful!

Glad I could be of help (with the kind permission of the DM)! :D


Oh man, maybe I should have made a warpriest too, and we could have been the warpriest party. It's like the all death domain cleric party, but probably better?


That’d be amazing, actually. Would just need a Cult Leader VMC rogue for traps and scouting.


It could actually work thanks to the extra 2 skill points. We'd be lacking some arcane support, but we'd more than compensate with our Aura of Infinite Awesomeness :P


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The only thing you need to do is BLOCK WITH CHEST!


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While I think it could be fun to have a full party of warpriests, I love this investigator too much to repurpose her. I will keep applying with the character I actually want to play (this one), but wish you guys luck if the GM decides to buy into the idea (honestly, probably it would be best to do a different recruitment for the "all-warpriest" party if some GM decide to run it, and I'd apply there too with some ideas I have).


Oh no, totally agreed with you Fayn. I think that we're all just chatting as we wait for the decision, rather than seriously suggesting that the vast majority of submissions not be considered. That would be quite churlish.


Hahaha, I turn my back for a few hours, and the thread launches the "Crusade of Warring Priests"! While it could be a cool concept, I don't think this is the appropriate game for it. And while all warpriests would be interesting, I would be more intrigued by an 'all divine casters', a sort of "Servants of the Gods", allowing for Inquisitors, Clerics, Oracles, Paladins, Warpriests and do on.

I will amend the roster of applicants in a bit. There are still 3 days left to submit a character, so feel to apply, one and all!


One day I want to run (or play in) an all bard campaign (maybe skalds allowed too). I reckon that'd be great.


FangDragon wrote:
One day I want to run (or play in) an all bard campaign (maybe skalds allowed too). I reckon that'd be great.

Oh, the was a thread for one of those about a year ago, maybe less. All bards, level 20. Took me a while to build the character XD

A pity it got nowhere...


I at least, wasn't advocating to respec this swashbuckler. I like him too much for that, but I also like to keep up with the recruitment thread and show interest :)


what date will this adventure take place during the year 1373.


Ok! Malinda is complete with backstory and all now!

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