| hustonj |
I don't see that you answered the rules about races question.
I'm considering aasimar (elven stock, though, I think).
------
As for the Weapon Finesse replacements, the Elephant in the Room booklet, in the Rogue errata, details that they get Deft Maneuvers at Level 1 to replace Weapon Finesse.
Just pointing at what's written. Having the ability to negotiate for options generally allows for more flavorful characters.
| Shadow_Fox |
I don't know how you did hps so went with max at 1st and 1/2+1 for all the others. I present Roland Garess, human fighter. If he had a chance to gestalt, would go fighter/rogue.
Roland Garess
Male human (Taldan) fighter (mutation warrior) 6
CG Medium humanoid (human)
Init +10; Senses Perception +13
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Defense
--------------------
AC 22, touch 15, flat-footed 17 (+6 armor, +4 Dex, +1 dodge, +1 shield)
hp 70 (6d10+30)
Fort +9, Ref +6, Will +7 (+2 vs. fear)
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Offense
--------------------
Speed 30 ft.
Melee +1 aldori dueling sword +14/+9 (1d8+19/19-20) or
. . aldori dueling sword +13/+8 (1d8+13/19-20)
Special Attacks weapon training (heavy blades +1)
--------------------
Statistics
--------------------
Str 22, Dex 18, Con 18, Int 13, Wis 16, Cha 16
Base Atk +6; CMB +10; CMD 27
Feats Advanced Weapon Training, Aldori Dueling Mastery[ISWG], Dodge, Exotic Weapon Proficiency (aldori dueling sword), Improved Initiative, Power Attack, Quick Draw, Weapon Finesse, Weapon Focus (aldori dueling sword), Weapon Specialization (aldori dueling sword)
Traits fate's favored, seeker, sword scion
Skills Acrobatics +5, Climb +8, Handle Animal +9, Intimidate +12, Knowledge (dungeoneering) +7, Knowledge (engineering) +10, Knowledge (nobility) +4, Perception +13, Ride +6, Survival +9, Swim +8
Languages Abyssal, Common
SQ mutagen (+4/-2, +2 natural armor, 60 minutes)
Combat Gear mutagen; Other Gear mithral chainmail, +1 aldori dueling sword, aldori dueling sword, belt of giant strength +2, ioun torch ioun stone, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, soap, sunrod (10), torch (10), trail rations (5), waterskin, 405 gp
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Special Abilities
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Advanced Weapon Training You are specially trained to use your weapon skills in new ways.
Aldori Dueling Mastery Gain initiative and defensive bonuses when wielding an Aldori dueling sword.
Armed Bravery (+2/+4) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 60 minutes.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
| GM Wolf |
Finishing my character - going for an aldori swordlord :) I feel that’s the game for it. I’m just confused if I should build it as gestalt 5, or single class 5.
Single class 6
Gestalt will come with finishing a story arc. I sure hope everyone gives me a short term goal intently tied to your character in your background and at least one more hook. Feel free to connect yourself to a NPC, or PC with permission.| GM Wolf |
Most of the time I have players take max hp at 1st level then roll!
Though I have a suggestion and a question.
Don't take weapon finesse as a feat or the exotic proficency feat. Please label which level you got each feat:
For example:
Human: iron will
1: power attack
2: cleave
Question: Is this how you get 19 damage?
Str 22 + mutagen= 26
So a +7 modifier
Dueling sword two hands: 1d8+10
Weapom spec 1d8+12
Weapon training 1d8+13
Power attack 1d8+19
Magic weapon 1d8+20
You may join us in discussion thread.
| GM Wolf |
Hahaha, a druid/healer was the concept of my initial build, and the first two applicants in are a druid and a healer! That said, it has actually helped evolve the concept, and I will be submitting a Human Ranger 2 / Shaman 4, that serves as an archer, healer, and battlefield controller. He will be from the Gronzi Forest in Rostland, under House Medvyed, raised as a servant of the Old Ways. Working on the background now, and I think it is coming along well. Will follow with crunch after.
So you should PM Quince and develop your relationship.
| GM Wolf |
I don't see that you answered the rules about races question.
I'm considering aasimar (elven stock, though, I think).
------
As for the Weapon Finesse replacements, the Elephant in the Room booklet, in the Rogue errata, details that they get Deft Maneuvers at Level 1 to replace Weapon Finesse.
Just pointing at what's written. Having the ability to negotiate for options generally allows for more flavorful characters.
Deft maneuvers it is then!
That is acceptable to have elven stock aasimar. Will it be a generic or adjusted aasimar?
| Vesi Medvyed |
Oh no, I'm so sad that I missed the deadline for applications. If there is a sliver of a chance still, I have this character made for a play-by-email Kingmaker game (we're still puttering around Oleg's trade post). As it happens, she's another adopted Medvyed scion.
Undine Fey Speaker Green Faith druid.
| GM Wolf |
Female Aasimar Druid (Menhir Savant) 5 of the Green Mother
Neutral Evil Medium Outsider (Native)Aasimar Druid who worships The Green Mother, a fey Eldest. Flavouring Aasimar to be a fey influence rather than celestial heritage (no mechanical changes). Will gestalt to Cleric when I can, if the Green Mother deigns to notice her devotion. Could go neutral, or neutral evil, in truth it will mostly be more neutral but certainly bordering evil. Emulating the Green Mother, she will be a seductive manipulator, seeking to learn people's secrets and use them for her own or the kingdom's purposes. Starting off she seems neutral, but interacting with society she will develop her true personality. I see her taking leadership for the kingdom building and perhaps forming and leading a guild of courtesans that use their skills to gather information on nobles and other influential people for schemes involving manipulation, blackmail and political maneuvering. The main evil part is that she enjoys the 'game of houses' and asserting control on others for her benefit (and the kingdom's). Regular adventuring would be quite normal and she would fit in seamlessly.
Happy to answer any questions.
** spoiler omitted **...
| GM Wolf |
Oh no, I'm so sad that I missed the deadline for applications. If there is a sliver of a chance still, I have this character made for a play-by-email Kingmaker game (we're still puttering around Oleg's trade post). As it happens, she's another adopted Medvyed scion.
Undine Fey Speaker Green Faith druid.
Did you dot earlier?
------
Also if you have finished your character and you haven't heard from me please let me know.
Present applicants:
Delilah Female Aasimar Druid (Menhir Savant) 5 of the Green Mother
Roland Garess, human fighter.
Mareta Silanus, Female Human, Oracle (Pei Zin) 4 / Monk (Far Strike) 1 / Investigator (Sleuth) 1
Sindri the Cindermage, LG Pheonix Bloodline Sorcerer 6 Gnome
| Shadow_Fox |
Most of the time I have players take max hp at 1st level then roll!
** spoiler omitted **
Thanks, will do!
22 Str = +6 damage (+9 damage 2-handed which is how he wields dueling sword)
Power attack: -3 hit/+6 damage for 2-handed weapon
+1 weapon
+2 weapon specialization
+1 weapon training
=+19 damage
| hustonj |
The initial work was a "core" aasimar. I don't expect I'll give into the temptation to cheese the selection beyond that.
Spent most of the day at a Ren Faire. I'm tuckered. Must be getting too old for this stuff.
Lots to do for the character, yet. Not Skills, Traits, Feats or equipment done, yet. I'll get there. Honest.
| Diamondust |
If she finds Varnhold empty, with Knowledge (Geography) she could know where to go to find answers (in Greenwatch for example) on where everyone could have gone. She could be one of the first ones bearing news of the disappearance?
Finished Submission
Delilah the Neutral Female Aasimar Druid (Menhir Savant) of the Green Mother.
If she can get the attention of the Green Mother, perhaps she will be granted Cleric powers by her god as a gestalt class.
There are connections in her backstory to bandits and fey creatures of the forests that helped her learn about herself. I would also like to change the Aasimar starting language from Celestial to Sylvan if that is acceptable.
Link to Dice Rolls +2 wis/cha from race, +1 int from level 4, +2 wis from headband.
For Aasimar, there is a variant ability table that can replace the regular spell-like ability. If allowed to use that, can I choose an ability? Or would you make me roll? If I can choose it would be thematic to my character. I have some below that I would choose from, as well as a roll just in case.
Variant Abilities and Physical Features: GMs may customize their aasimar NPCs using the following chart, or allow their players to do so by rolling a d%. Players with a particular character concept in mind may consult their GM if they want to select a specific variant ability.
1d100 ⇒ 9 - You gain an additional +2 racial bonus to your Strength score. (cool, no penalty for me)
OR I choose from:
19 - Once you’ve reached adulthood, you never appear to age, although you take aging penalties normally and die when it is your time. (being a beautiful part-fey, seems cool but mechanically worthless as she is only in her 20's now)
39 - You can mimic the sound of any animal perfectly. (fits quite well for a druid I thought)
74 - Your kiss invigorates others. Once per day, you can kiss a creature to change its condition from exhausted to fatigued, or from fatigued to normal. (goes with the seductress theme, could create some cool/funny/awkward moments)
Delilah
female aasimar druid (menhir savant) 6
neutral medium outsider (native)
Init +2; Senses Darkvision 60ft., Perception +17
—————
Defense
—————
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 55 (6d8+12)
Fort +7, Ref +5, Will +11 +4 vs. fey and spells targeting plants, 1/day reroll
Defensive Abilities acid/cold/electricity resist 5
—————
Offense
—————
Speed 30 ft.
Melee +6
Ranged +6
Special Attacks place magic 8/day, wild shape 2/day
Spells Prepared (CL 6th; concentration +12)
3rd— 3 slots
2nd— 5 slots
1st— 5 slots
0 (at will)— 4 slots
—————
Statistics
—————
Str 8, Dex 14, Con 13, Int 12, Wis 22, Cha 16
Base Atk +4; CMB +3; CMD 13
Feats Spell Focus (Conjuration), Augment Summoning, Natural Spell
Traits Rostlander (Campaign), Deft Dodger (Combat), Beast of the Society (Magic), Lessons of Faith (Religion)
Drawback Hedonistic
Skills (4c+1int+2bg/level = 24c+6int+12bg): * = druid class skill, ~ = cleric class skill, ^ = background skill
Acrobatics + (0 ranks, +2 Dex) (0 ACP)
~Appraise^ +, (0 ranks, +0 Int)
Bluff +, (0 ranks, +3 Cha)
*Climb +, (0 ranks, -1 Str) (0 ACP)
*Craft (plot armour)^ +9001, (8998 ranks, +0 Int) only joking
~Diplomacy +5, (0 ranks, +3 Cha, +2 race)
Disable Device +, (0 ranks, +2 Dex)
Disguise +, (0 ranks, +3 Cha)
Escape Artist +, (0 ranks, +2 Dex)
*Fly +11, (6 ranks, +2 Dex)
*Handle Animal^ +12, (6 ranks, +3 Cha)
*Heal +11, (2 ranks, +6 Wis)
Intimidate +, (0 ranks, +3 Cha)
~Knowledge (arcana) +, (0 ranks, +0 Int)
Knowledge (dungeoneering) +, (0 ranks, +0 Int)
Knowledge (engineering)^ +, (0 ranks, +0 Int)
*Knowledge (geography)^ +5, (2 ranks, +0 Int)
~Knowledge (history)^ +, (0 ranks, +0 Int)
Knowledge (local) +, (0 ranks, +0 Int)
*Knowledge (nature) +5, (2 ranks, +0 Int)
~Knowledge (nobility)^ +, (0 ranks, +0 Int)
~Knowledge (planes) +, (0 ranks, +0 Int)
~Knowledge (religion) +, (0 ranks, +0 Int)
~Linguistics^ +, (0 ranks, +0 Int)
*Perception +17, (6 ranks, +6 Wis, +2 race)
Perform^ +, (0 ranks, +3 Cha)
*Profession (Dancer)^ +15, (6 ranks, +6 Wis)
*Ride +, (0 ranks, +2 Dex)
~Sense Motive +12, (6 ranks, +6 Wis)
Sleight of Hand^ +, (0 ranks, +2 Dex) (0 ACP)
*Spellcraft +0, (0 ranks, +0 Int)
Stealth +, (0 ranks, +2 Dex) (0 ACP)
*Survival +15, (6 ranks, +6 Wis)
*Swim +, (0 ranks, -1 Str) (0 ACP)
Use Magic Device +, (0 ranks, +3 Cha)
Languages Common, Druidic, Elven, Celestial
SQ nature bond (tiger companion), spirit sense (undead, fey, outsiders and astral, ethereal, or incorporeal creatures)
Combat Gear Masterwork Darkwood Quarterstaff (340gp), Masterwork Lamellar (Dragonhide) Armour (420gp), 290gp
Other Gear Sleeves of Many Garments (200gp), Druid's Vestment (3,750gp), Pearl of Power [1st] (1,000gp), Headband of Inspired Wisdom +2 (4,000gp), Boots of the Cat (1,000gp)
—————
Racial Abilities
—————
Ability Score Modifiers: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
—————
Druid Abilities
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Spontaneous Casting A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Good Spells A druid can’t cast spells of an alignment opposed to her own or her deity’s (The Green Mother is Neutral Evil). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Nature Bond (Ex) Tiger Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Spirit Sense (Sp) At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind.
Place Magic (Su) 8/day At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus.
Resist Nature’s Lure (Ex) Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
Wild Shape (Su) 2+1/day At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken. At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.
Delilah looks a little different than a regular human. Her ears are slightly pointed, her blue eyes almost seem to glow, dark glossy hair flows over her slender frame to her waist with skin of a pale blue tinge.
Before she was born, her father, Derrin, had a secret tryst with a fey woman. He had been charmed to follow her and give her a child. A year later a baby wrapped in blankets showed up on his family's doorstep. Neither his wife or children suspected a thing, adopting the baby to care for it despite its strange features. Derrin suspected, seeing the familiarity in the baby with that of the fey he remembered. As she grew, suspicions mounted when his wife noticed similarities between Delilah and her father, eventually ending in an emotional confrontation that saw Delilah sent away, being disowned. The young teenager had lost everything and fled from Varnhold into the wilds of the river kingdoms.
In the wild all alone, she was shadowed by a fey, protected from the dangers. This fey was her half-brother and took the form of a tiger and became her companion until such time as she would be able to fend for herself (will retrain animal companion whenever she achieves gestalt). Together they roamed, largely staying clear of settlements, interacting only when necessary, surviving the bandits and creatures and other fey of the forests. A wandering druid she became friends with also helped her to survive. Seeing her connection to nature through the fey, he helped her train her gifts and taught her the secrets of druidism and passed on to her his dragonhide armour.
Years later, Delilah was now a beautiful young woman. She had learned much about the fey and had found a certain resonance in herself with the Green Mother. She grew tired of being alone and decided she would associate with people more often, disregarding her half-brother's reluctance. She headed for her father's home village of Varnhold, intending to confront her estranged family and found only a ghost town.
| GM Wolf |
Celestial to Sylvan is acceptable.
You can go with what you rolled OR the following to abilities:
39 - You can mimic the sound of any animal perfectly. (fits quite well for a druid I thought)
74 - Your kiss invigorates others. Once per day, you can kiss a creature to change its condition from exhausted to fatigued, or from fatigued to normal. (goes with the seductress theme, could create some cool/funny/awkward moments)
I like themed abilities!!!
| Kittenmancer |
Vesi, if you want to be held in reserve you can make a character. You never know how many players dot and don't make a character!
Yes, please! I'll roll some stats here and finalize the character today.
5d6 ⇒ (1, 3, 2, 2, 5) = 13 10
5d6 ⇒ (2, 6, 6, 1, 2) = 17 14
5d6 ⇒ (4, 3, 3, 1, 5) = 16 12
5d6 ⇒ (2, 6, 3, 3, 2) = 16 12
[strikethrough]5d6 ⇒ (2, 3, 3, 2, 1) = 11[/strikethrough]
5d6 ⇒ (4, 6, 4, 6, 1) = 21 16
Yikes.
| Ichorius "Ike" Melfesh |
This is CaptainFord's submission. I'm still hammering out some of the details, mostly equipment, but this is generally what he will be. An oozemorph shifter trying to blend in as a mercenary hoping to find one of the men who killed his creator. And also wanting to be the most helpful little blob in Brevoy.
************************
"Just gimme a chance! I'll show you, I can be useful!"
NG Medium Humanoid (Human)/Ooze
Deity: Erastil Homeland: Brevoy
Init +9; Senses Perception +11
--------------------
Defense
--------------------
AC 22 Touch 15 Flat-footed 17
HP 64/64 Defence DR 6/slashing
Fort +8 Ref +10 Will +4
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Offense
--------------------
Speed 30 ft.
Melee 3 Morphic Weapons +13 (1d6+10/x2)
Special Alter Self 3/day (6 hours)
--------------------
Statistics
--------------------
Str 17, Dex 20, Con 16, Int 15, Wis 15, Cha 10
Base Atk +6; CMB +9; CMD 24
Feats Weapon Finesse, Weapon Focus (Morphic Weapon), Shifter's Edge, Improved Initiative
Traits Rostlander, Cosmopolitan (Bluff, Disguise), Devoted Healer
Skills
(4) Acrobatics +12
(1) Climb +7
(4) Bluff +7
(4) Disguise +7
(4) Heal +9
(3) Kn. Nature +8
(6) Perception +11
(6) Stealth +14
(5) Survival +10
(2) Swim +8
Languages Common, Elven, Sylvan, Dwarven, Undercommon
Combat Gear Hide Armor, Amulet of Mighty Fists +1, Bracers of Armor +2
--------------------
Equipment
--------------------
For one thing, he's sentient.
The result of an alchemist constructing a bottled ooze in Southern Brevoy, something in Ike's creation went either very wrong, or very right. He isn't sure what, but whatever it was, Ike came into creation very much aware of the world around him. Ike spent a good three years stuck in his bottle, but from his perch on the alchemist's shelf, he could see and hear everything. He watched the alchemist fret about with his creations below, talking to himself and slowly, unintentionally, teaching Ike how to speak. He observed and memorized the chemicals the alchemist mixed into his cauldrons, learning which ones healed and which ones hurt. He studied the human's face and movements, trying in vain to mimic the gestures from within his bottle, but committing them to memory. And he watched helplessly when a group of thugs broke into the alchemist's shop and wrecked the place, killing his creator, but knocking him off the shelf and shattering his bottle.
Freed and without a master, Ike slithered out of the shop and towards the edges of the village, making for the tree line. Unsure of what to do, Ike spent several weeks trying to morph himself into a passable human form. With diligence and hours of practice, Ike learned that he could mimic other humans, and hoped that with this form, he could integrate back into the village and find a place he belonged in!
After a few more weeks, a new face arrived in the village, a stranger with no history, no friends, and no home, but taking on the name Ichorius Melfesh, a name Ike thought belonged to his master, but as it turned out, he had misheard. Ike was welcomed into the village and given the opportunity to work at the alchemist shop his old master used to own. Using the knowledge he'd gleaned from watching his former master work, Ike managed to integrate into the village and keep up his ruse for almost three years. He largely had to keep to himself, as his transformations put a severe amount of stress on his figure, but he managed to maintain his illusion, and he began to crave the social interactions he got from the villagers.
Sadly, he could not keep up his guise forever. During a summer festival, Ike overexerted himself and during a dance, his form gave way and he collapsed into the pile of gelatinous goo that he truly was. Laughs and shouts of fun gave way to fright and screams of terror as the villagers panicked, seeing Ike for what he truly was. Realizing that his gig was up, Ike slithered away into the alchemist shop that he'd come to call home, collecting a mess of items into his gooey form before slinking away into the night, fleeing for his life.
Ike was heartbroken at the loss of his old life, trying desperately to rekindle what he had with other towns. But inevitably, his cover would be blown and he had to flee to start anew. Ike craved the sense of belonging he once had in his home village, and at his wits end, he felt depressed. He had nowhere to go, no home to call his own, nobody to talk to, and seemingly no future. But just as his luck seemed to run out, he learned of something startling: as he was lazily browsing a shop for alchemical regents, he came across a book in his master's handwriting. One of his formula books had somehow landed in the shop and in his hands. Although some of the pages were missing... somebody had torn out pages before it was sold. After some questioning, Ike learned that whoever had sold the book had taken the gold and headed on to a newly established town called Varnhold. And what was more, they matched a description of one of the thugs who had killed his creator: a grizzled man with a missing eye.
Ike set out to find the man who had taken his master's work. He wasn't sure what he was going to find; he truthfully wasn't even sure what he was looking for. If he couldn't have a home to call his own, he just wanted answers. Who killed his creator, and why? What were they doing with his notebook? What was in the missing pages? Was he an accident... or was his sentience intentional? Ike hoped that somehow, Varnhold held the answers. However, in search of his quarry, Ike learned of something that left him with more questions: Varnhold had gone silent. Why? Did it have something to do with the one-eyed man? What happened?
Not wanting to take chances, Ike stopped off in Greenwatch, hoping there might be some others headed out to Varnhold. Posing as a mercenary looking for work, Ike hopes to travel out to Varnhold and get his answers... and perhaps, just maybe, find a place he can finally call home in the process.
| GM Wolf |
Is this Thorn?!
I know I said the deadline is tomorrow, but we are starting up gameplay. You might be in the party of adventurers and mercenaries that come to the Clarion Call after the initial meeting and that is fine.
The reason I look for 6 to 8 players because life happens and in the first week we will likely lose one player and another two by the end of February. I hope you all can join us and stay in the game but that is a hope not reality.
Best Regards,
Wolf
| hustonj |
Not quite done formatting and such, but I think I've finished the crunch and core background outline.
Dinenen
Appearance The elf is dressed as a monk of Irori, with no armor, sparse weapon options, and every indication that he doesn't expect to need much gear. The sandals are plain, and the loose pants look to be dirty and stained linen, or maybe canvas, though they seem to move to fold and shift too easily for canvas. The shirt was once white, though the blue hand on his back is still easily visible when he takes his pack off. Blue sashes are wrapped around his waist, at the cuffs of his pants to hold them tight to his legs, on his arms, and even on his head. The blade is an obvious weapon, though it isn't shaped the way you expect. He also has a loop of thin rope on his belt, with a small weight attached to it. There is no obvious evidence of anything else which could be a weapon. His hair, though, is the deep blue of a clear sky that you see when the sun rises behind you, pulled back into a pony tail secured with short lengths of white cloth. His eyes match his hair, but they seem to glow.
Once he was old enough, the young elfing aasimar began training at the temple attached to the Irorium. Causing little surprise, but some disappointment on his mother's part, the young elf took to the training quite readily, finding it easy to accept and devote himself to the pursuit of personal individual perfection, and even to helping others pursue their own. After taking his final vows, and new name, Dinenen took to the roads, to find out more about his own weaknesses and to see if he could strengthen himself as necessary. As with so many other Irorians, he seeks challenges, looking for the opportunity to grow and improve himself more than he ever could staying in a monastery.
After a few ears of wandering, Dinenen began consciously working to spread the good word about individual self-perfection, and trying to help others who are ready to begin their own journeys find the guide marks Irori has set out on the path to enlightenment.
Stumbling into the mystery of an entire town's worth of people vanishing, Dinenen knows that even should this fail to prove a challenge, unlikely, that the lost people deserve the best efforts of everyone available to offer them a chance to return to their lives.
Move 40'
Melee +7, Finesse/Ranged +9 CMB +7/+9 (MBAB+5, EBAB+0, Str+2, Dex+4)
Standard attacks:
Unarmed Strike +10 for 1d8+2 @ x2, B, Ki Magic
(Finesse+9; Str+2; Weapon Focus+1)
MW Cold Iron Waveblade +11 for 1d6+2 @ 18+, P or S, monk; +2 CMD vs Disarm
(Finesse+9, MW, Str+2, Weapon Focus+1)
MW Rope Dart +11 for 1d4+2 @ x2 up to 20', P, monk, blocking, distracting
(Ranged+9, MW, Str+2, Weapon Focus+1)
Full attacks:
Flurry of Blows: +10/+10 for 1d8+2 @ x2, B, Ki Magic
(Finesse+9; Str+2; Weapon Focus+1)
Bullied: +1 attack for unarmed attacks as AoOs
Combat Reflexes: 5 AoOs per round; Make AoO while flat-footed
Deft maneuvers: +2 to CMB for Disarm/Trip; Neither Disarm nor Trip provoke; Feint as a move action
Flurry of Blows: use unarmed strike or Monk weapons only
Ki: While Ki Pool is not empty, unarmed attacks count as magic. Spend exactly 1 point to add another full bonus attack to Flurry of Blows for 1 round
Stunning Fist: Fort 18 or my choice of Stunned for 1 Round or Fatigued; 5 per day
Style Strike apply to 1 of Flurry of Blows attacks:
Spin Kick: Opponent without Uncanny Dodge (or similar effect) is flat-footed against this attack
Unarmed Combatant: +2 to CMB for Grapple; Neither Grapple nor unarmed strikes provoke
HP: 50 (10 + 4x6 + 1x5 + 6xCon+1 + 5xFavored Class (Unchained Monk)+1)
AC 22, T 22, FF 17, CMD 29 (Armor+0, Monk+1, Dex+4, Wis+5, Dodge+1, Deflection+1, BAB+5, Str+2)
Celestial Resistance: acid resistance 5, cold resistance 5, and electricity resistance 5
Deft maneuvers: +2 CMD vs Disarm/Trip
Unarmed Combatant: +2 CMD vs Grapple
Fort: +5 (Base+4, Prestige+0, Con+1)
Ref: +9 (Base+4, Prestige+1, Dex+4)
Will: +6 (Base+1, Prestige+0, Wis+5)
Evasion
Principled: +2 trait vs Charm, Compulsion & emotion effects
Purity of Body: immune to all diseases, including supernatural and magical diseases
Still Mind; +2 vs Enchantment spells & effects
{b]* Ki *[/b]
Ki Pool: 7 of 7
Monk 4: Ki Metabolism
* Style Strike *
Monk 5: Spin Kick
** Evangelist **
Skilled: Linguistics and ?? Become Class Skills
1 Weapon Focus (Monk Weapon Group)
Monk 1 Unarmed Combatant
Monk 1 Stunning Fist
Monk 1 Dodge
Monk 2 Combat Reflexes
3 Deft maneuvers
5 Deific Obedience
* Traits *
Combat: Bullied: +1 trait on AoO attack rolls with unarmed strike
Faith: Principled: -2 on Bluff checks; +2 trait on saves vs Charm, Compulsion, Emotion effects
[b]6 Class + Int+1 = 7 Adventuring Skills & 2 Background Skills / Evangelist Level
[b]Bonus Skill Attribute+Ranks+Class+Specified(+Situational)[+Over-ridden]
+12-Acrobatics 3+6+3+ACP
+ 1 Appraise 1+0+0
+ 1 Bluff 3+0+0-2 Principled
+ 6-Climb 2+1+3+ACP
+ 1 Craft 1+0+0
+12 Diplomacy 3+6+3
+ 3 Disguise 3+0+0
+ 3-Escape Artist 3+0+0+ACP
+ 3-Fly 3+0+0+ACP
+ 4 Heal 4+0+0
+ 3 Intimidate 3+0+0
+10 Knowledge (religion) 1+6+3
+12 Linguistics 1+6+3+2 Truespeaker [Background]
+13 Perception 4+6+3
+12 Perform (Sing) 3+6+3 [Background]
+ 3-Ride 3+0+0+ACP
+15 Sense Motive 4+6+3+2 Truespeaker
+ 3-Stealth 3+0+0+ACP
+ 4 Survival 4+0+0
+ 6-Swim 2+1+3+ACP
AC -0 (-0 w/o pack)
Languages: Celestial, Taldane (Common); Elven; Abyssal, Draconic, Dwarven, Gnome, Goblin, Halfling, Hallit, Infernal, Orc, Skald, Sylvan, Varisian
4,000.0.0 Belt of Incredible Dexterity +2 (1#)
4,000.0.0 Headband of Inspired Wisdom +2 (1#)
2,000.0.0 Ring of Protection +1 (-#)
x,x50.0.0 MW Backpack (4#)
x,xx1.0.0 Belt Pouch (0.5#)
x.xxx.5.0 Blanket (3# - Pack)
x,x10.0.0 Silk Rope, 50', Knotted (5# - Pack)
x,xxx.x.1 Soap (0/5# - Pack)
x,xx2.0.0 Waterskin, x2 (8# - Pack)
x,xx2.5.0 Trail Rations, 5 Days (5# - Pack)
x,xFREE Monk's Outfit (2#, sandals, loose breeches, loose shirt, bound together with sashes)
x,xx5.0.0 Gear Maintenance Kit (2# - Pack)
x,x80.0.0 Climber's Kit (5# - Pack)
x,310.0.0 MW Cold Iron Waveblade (2#)
x,301.0.0 Rope Dart (-#)
10,762.0.1 GP Spent for 44# (11.5# w/o pack); 14 GP on hand
Light <= 58# (~/-0/30/x4)
Medium <= 116# (+3/-3/20'/x4)
Heavy <= 175# (+1/-6/20'/x3)
Hit Die: d10.
Starting Wealth: 1d6 x 10 gp (average 35 gp).
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Points at each Level: 4 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Unarmed AC Bonus Movement Special
1st +1 +2 +2 +0 1d6 +0 +0 ft. Bonus feat, flurry of blows (bonus attack), stunning fist, unarmed strike
2nd +2 +3 +3 +0 1d6 +0 +0 ft. Bonus feat, evasion
3rd +3 +3 +3 +1 1d6 +0 +10 ft. Fast movement, ki pool, ki strike (magic)
4th +4 +4 +4 +1 1d8 +1 +10 ft. Ki power, still mind
5th +5 +4 +4 +1 1d8 +1 +10 ft. Purity of body, style strike (1/round)
6th +6/+1 +5 +5 +2 1d8 +1 +20 ft. Bonus feat, ki power
7th +7/+2 +5 +5 +2 1d8 +1 +20 ft. Ki strike (cold iron/silver)
8th +8/+3 +6 +6 +2 1d10 +2 +20 ft. Ki power
9th +9/+4 +6 +6 +3 1d10 +2 +30 ft. Improved evasion, style strike
10th +10/+5 +7 +7 +3 1d10 +2 +30 ft. Bonus feat, ki power, ki strike (lawful)
11th +11/+6/+1 +7 +7 +3 1d10 +2 +30 ft. Flurry of blows (bonus attack)
12th +12/+7/+2 +8 +8 +4 2d6 +3 +40 ft. Ki power
13th +13/+8/+3 +8 +8 +4 2d6 +3 +40 ft. Style strike, tongue of the sun and moon
14th +14/+9/+4 +9 +9 +4 2d6 +3 +40 ft. Bonus feat, ki power
15th +15/+10/+5 +9 +9 +5 2d6 +3 +50 ft. Style strike (2/round)
16th +16/+11/+6/+1 +10 +10 +5 2d8 +4 +50 ft. Ki power, ki strike (adamantine)
17th +17/+12/+7/+2 +10 +10 +5 2d8 +4 +50 ft. Style strike, timeless body
18th +18/+13/+8/+3 +11 +11 +6 2d8 +4 +60 ft. Bonus feat, ki power
19th +19/+14/+9/+4 +11 +11 +6 2d8 +4 +60 ft. Flawless mind
20th +20/+15/+10/+5 +12 +12 +6 2d10 +5 +60 ft. Ki power, perfect self
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, and Scorpion Stance. At 6th level, the following feats are added to the list: Deft Maneuvers, Gorgon’s Fist, Greater Grapple, and Powerful Maneuvers. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Unarmed Strike (Ex): At 1st level, a monk gains Unarmed Combatant as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table 1–2: Monk. The damage listed is for Medium monks. The damage for Small or Large monks is listed below.
Level Damage (Small Monk) Damage (Large Monk)
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8
Evasion (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 1–2. A monk in armor or carrying a medium or heavy load loses this extra speed.
Ki Pool (Su): At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Powers (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
[i]Abundant Step (Su): A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk’s caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk must be at least 8th level before selecting this ki power.
[i]Cobra Breath (Su): Whenever a monk with this ki power uses diamond body to neutralize a poison, he can instead release that poison as a ranged touch attack against a single foe within 30 feet. If the attack hits, the foe must succeed at a saving throw (using the poison’s original DC) or suffer the poison’s effects, even if it was not originally a contact poison. A monk must be at least 12th level and must possess the diamond body ki power before selecting this ki power.
[i]Diamond Body (Su): By spending 1 point from his ki pool, a monk with this power can remove one toxin from his body as if using neutralize poison, using his monk level as his caster level. He can remove only one poison in this way per use of this ability. A monk must be at least 8th level before selecting this ki power.
[i]Diamond Mind (Su): By spending 1 point from his ki pool as a swift action, a monk with this power can suppress a fear effect affecting him as if using remove fear, using his monk level as his caster level. He can spend 2 ki points to activate this ability even when frightened or panicked. A monk must be at least 6th level before selecting this ki power.
[i]Diamond Resilience (Ex): By spending 1 ki point as a swift action, the monk gains DR 2/—. At 16th level, the damage reduction increases to 4/—. At 19th level, it increases to DR 6/—. This DR lasts for 1 minute. A monk must be at least 12th level before selecting this ki power.
[i]Diamond Soul (Ex): A monk can spend 2 points from his ki pool as a swift action to gain spell resistance equal to his monk level + 10. This spell resistance lasts for a number of rounds equal to the monk’s level. A monk must be at least 12th level before selecting this ki power.
[i]Elemental Fury (Su): A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power.
[i]Elemental Burst (Su): A monk with this ability can spend 4 ki points to unleash a gout of energy in a 30-foot cone. Creatures within the cone take 20d6 points of damage of the same type as the monk’s elemental fury ki power. A Reflex save (DC = 10 + 1/2 the monk’s level + his Wisdom modifier) halves the damage. A monk must be at least 18th level and must possess the elemental fury ki power before selecting this ki power.
[i]Empty Body (Su): A monk with this ki power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using his monk level as his caster level. Using this ability is a move action that consumes 3 points from the monk’s ki pool. This ability affects only the monk and cannot be used to make other creatures ethereal.
[i]Feather Balance (Ex): A monk with this ability can spend 1 ki point as a swift action to achieve perfect balance. While this is active, the monk treats any Acrobatics attempt made to balance as if he had rolled a 20. This ability lasts for 1 minute.
[i]Formless Mastery (Ex): A monk with this ability varies his styles, never repeating the same move twice and capitalizing on the weaknesses of an opponent’s style. As long as he does not possess any style feat, the monk can spend 1 point from his ki pool as an immediate action to gain the following against opponents in the stance of a style feat: a +4 dodge bonus to AC, a +4 circumstance bonus on attack rolls, and a bonus equal to his monk level on damage rolls. These bonuses last until the end of the monk’s next turn (or his current turn if he uses this ability on his own turn). The monk can activate this ability and the furious defense ki power with the same immediate action for a total cost of 3 ki points. A monk must be at least 7th level before selecting this ki power.
[i]Furious Defense (Ex): By spending 1 point from his ki pool as an immediate action, a monk with this ki power can grant himself a +4 dodge bonus to AC until the end of his next turn. The monk can activate this ability and the formless mastery ki power with the same immediate action for a total cost of 3 ki points. A monk must be at least 7th level before selecting this ki power.
[i]High Jump (Ex): A monk with this ki power adds his level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when attempting Acrobatics checks to jump. By spending 1 point from his ki pool as a swift action, the monk gains a +20 bonus on Acrobatics checks to jump for 1 round.
[i]Insightful Wisdom (Su): A monk with this ability can spend 2 ki points as an immediate action to give another ally within 30 feet just the right word of advice to prevent disaster. If the ally can hear the monk, she can reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. A monk must be at least 8th level before selecting this ki power.
[i]Ki Blocker (Su): A monk with this ability can spend 1 ki point as a free action before making an unarmed strike against a foe. If the attack hits, the monk can interrupt the target’s flow of ki. If the monk successfully damages the target of his attack, that opponent’s cost to activate abilities with ki increases by 1 ki point for 1 hour. If the monk spends 2 points from his ki pool, he can use this ability to affect the target’s arcane pool, arcane reservoir, grit points, inspiration, or panache points instead of its ki pool. The effects of this ability do not stack, but multiple hits increase the duration by 1 hour for each hit. A monk must be at least 10th level before selecting this ki power.
[i]Ki Guardian (Su): As an immediate action before he rolls a saving throw against a targeted effect that also targets other allies or an area effect whose area includes other allies, a monk with this ability can spend any number of ki points and designate a number of adjacent allies equal to the number of ki points spent. The monk rolls one saving throw for each designated ally, using his bonus instead of the ally’s. For each successful saving throw, the corresponding ally treats the effect as if that ally had succeeded at the saving throw, and for each saving throw failed, the corresponding ally treats the effect as if that ally had failed the saving throw. If the monk fails any of the saving throws (including his own original saving throw), the monk treats the effect as if he had failed the saving throw. A monk must be at least 6th level before selecting this ki power.
[i]Ki Hurricane (Ex): As a full-round action, a monk with this ability can move up to twice his speed. At any point in that movement, the monk can spend 1 ki point to make the first attack in his flurry of blows. He can later spend another ki point to make the next attack in his flurry of blows, and so on, until he either stops spending ki points or has exhausted all the attacks from his flurry of blows. A monk must be at least 10th level and possess the sudden speed ki power before selecting this ki power.
[i]Ki Metabolism (Su): A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.
[i]Ki Mount (Su): A monk with this ability can spend 1 ki point as a standard action to grant 2 temporary hit points per monk level he possesses to his mount for 1 hour per monk level. As long as the monk and his mount are adjacent or the monk is mounted, the mount shares the benefits of whichever of the AC bonus, evasion, high jump, improved evasion, ki strike, perfect self, and still mind abilities the monk possesses. A monk must be at least 6th level before selecting this ki power.
[i]Ki Range (Su): A monk with this ability can spend 1 ki point as a swift action to increase the range increment of any thrown monk weapon by 20 feet. Apply this benefit before doubling the range increment with the Far Shot feat.
[i]Ki Visions (Su): A monk with this ability often sees visions of spirits or hears the voice of his departed mentor in his dreams. On any given night during which the monk dreams, he can use this ability to gain the benef its of a divination. If he does, he spends 2 ki points from the next day’s total. A monk must be at least 10th level before selecting this ki power.
vKi Volley (Su): When a targeted spell or spell-like ability fails to overcome the monk’s spell resistance from diamond soul, he can spend 2 ki points as an immediate action to send that spell back at its caster as spell turning. A monk must be 16th level or higher and possess the diamond soul ki power before selecting this ki power.
[i]Light Steps (Ex): A monk with this ki power can move effortlessly across nearly any surface. Whenever the monk activates his feather balance ki power, he can also ignore all difficult terrain. In addition, while active, he can cross any solid surface, even if it would normally not support his weight. This does not allow him to walk on liquids. A monk must be at least 8th level and have the feather balance ki power before selecting this ki power.
[i]One Touch (Ex): As long as he has at least 1 point remaining in his ki pool, as a standard action, a monk with this power can make an unarmed strike against a foe as a touch attack. He adds 1/2 his monk level as a bonus on the damage roll. He can spend 1 ki point to double this bonus for that attack. A monk must be at least 12th level before selecting this ki power.
[i]Qinggong Power (Su): A monk with this power selects any of the qinggong monk ki powers (Pathfinder RPG Ultimate Magic 51) for which he qualifies based on his monk level. A monk can select this ability multiple times. Each time, he must select a different qinggong monk ki power.
[i]Quivering Palm (Su): A monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. Using this ability is a standard action that costs 4 ki points, and the monk must announce his intent to use this ability (and spend the ki points) before making the attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the attack hits and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any time within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action); unless the target succeeds at a Fortitude saving throw (DC = 10 + 1/2 the monk’s level + the monk’s Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it can still be affected by another one at a later time. A monk can have no more than one quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous one is negated. A monk must be at least 16th level before selecting this ki power.
[i]Slow Fall (Su): A monk within arm’s reach of a wall can use it to slow his descent by expending 1 point from his ki pool. When he uses this ability, he takes no damage from the fall (as if using feather fall), but he must be adjacent to a wall for the length of the fall (although this can be used to reduce the damage from a fall if only part of it is adjacent to a wall).
[i]Sudden Speed (Su): A monk with this ki power can spend 1 point from his ki pool as a swift action to grant himself a sudden burst of speed. This increases the monk’s base land speed by 30 feet for 1 minute.
[i]Water Sprint (Su): A monk with this ki power can spend 1 point from his ki pool as a swift action to gain the ability to walk on water, as if under the effects of water walk. Once activated, this ability lasts for 1 minute per monk level. A monk must be at least 6th level before selecting this ki power.
[i]Wind Jump (Su): A monk with this ki power can spend 1 point from his ki pool as a move action to grant himself a fly speed (with perfect maneuverability) equal to his base land speed. He must end his movement each round on solid ground (or some other surface that can support his weight) or fall as normal. Once activated, this ability lasts for 1 minute. A monk must be at least 8th level and have the high jump ki power before selecting this ki power.
[i]Wholeness of Body (Su): A monk with this ki power can heal his own wounds as a standard action. By spending 2 points from his ki pool, he can heal an amount of damage equal to 1d8 + his monk level.
Still Mind (Ex): At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Style Strike (Ex): At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.
[i]Defensive Spin: The monk spins about, confounding his foe. If the attack hits, the monk gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of his next turn. This bonus does not stack with itself. The monk must attack with a fist to use this style strike.
[i]Elbow Smash: The monk follows up a punch with a strike from his elbow. If the attack hits, the monk can make an additional attack using the same attack bonus as the punch at a –5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal. The monk must attack with a fist to use this style strike.
[i]Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.
[i]Foot Stomp: The monk stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe’s movement is restricted. Until the start of the monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike.
[i]Hammerblow: The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modif iers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free.
[i]Head-Butt: The monk slams his head into his enemy’s head, leaving his foe reeling. If the attack hits and the foe is of the same size or one size smaller than the monk, the monk can make a free combat maneuver check against the target of this strike (using the base attack bonus of the attack used to hit the foe). If the foe is not of the same creature type as the monk, the monk takes a –8 penalty on this check. If the check is successful, the target is staggered for 1 round. Creatures without a discernible head are not affected by this style strike (subject to GM discretion). The monk must attack with a head-butt to use this style strike.
[i]Knockback Kick: The monk attempts to knock his foe back with a powerful kick. If the attack hits, the monk can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe). If the check is successful, the foe is knocked 10 feet directly away from the monk. This distance increases by 10 feet for every 5 by which the check exceeds the foe’s CMD, to a maximum distance equal to the monk’s fast movement bonus. This movement does not provoke an attack of opportunity. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. The creature is not knocked prone by this movement. The monk must attack with a kick to use this style strike.
[i]Leg Sweep: The monk attempts to sweep his foe’s leg, knocking the opponent down. If the attack hits, the monk can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. The monk must attack with a kick to use this style strike.
[i]Shattering Punch: The monk delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The monk must attack with a fist to use this style strike.
[i]Spin Kick: The monk spins about, delivering a kick his foe did not expect. The monk makes his attack against the foe’s flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The monk must attack with a kick to use this style strike.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.
Tongue of the Sun and Moon (Ex): At 13th level, a monk can understand and speak with any living creature, as if under a permanent tongues effect.
Timeless Body (Ex): At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.
Flawless Mind: At 19th level, a monk gains total control over his mental faculties. Whenever he attempts a Will save, he can roll twice and take the better result. If he fails a Will saving throw against a spell or effect that has a duration longer than 1 hour, the monk can attempt a new saving throw at the end of each hour to end the effect.
Perfect Self: At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than a humanoid (or whatever his original creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. Finally, the monk gains the ability to enter a state of perfect calm. During this time, the monk can take no actions, but he does regain ki at the rate of 1 point per 10 minutes spent at calm. He cannot use this ability to gain an amount of ki in excess of his maximum.
Deity: Must worship a single, specific deity.
Feat: Deific Obedience
Special: Any one of the following: base attack bonus +5, 5 ranks in any skill other than Knowledge (religion), or ability to cast 3rd-level spells.
Class Skills: Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Perception (Wis), and Profession (Wis).
Skill Points at each Level: 6 + Int modifier.
Hit Die: d8.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +0 +0 +1 +0 Obedience, skilled
2nd +1 +1 +1 +1 Aligned class, protective grace +1
3rd +2 +1 +2 +1 Divine boon 1
4th +3 +1 +2 +1 Gift of tongues
5th +3 +2 +3 +2 Multitude of talents
6th +4 +2 +3 +2 Divine boon 2
7th +5 +2 +4 +2 Protective grace +2
8th +6 +3 +4 +3 Gift of tongues
9th +6 +3 +5 +3 Divine boon 3
10th +7 +3 +5 +3 Spiritual form
Weapon and Armor Proficiency: An evangelist is proficient with all simple weapons and light armor. An evangelist also gains weapon proficiency with her chosen deity’s favored weapon.
Obedience (Ex): In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class (see below), an evangelist must perform a daily obedience to her chosen deity (see the deity's page for more information).
Skilled: Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can’t be changed.
Aligned Class (Ex): Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.
Protective Grace (Su): The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.
Divine Boon: As the evangelist gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the evangelist’s chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the evangelist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. Consult the Deific Obedience feat and her deity's description for details on these divine boons. When a divine boon grants a spell-like ability, the evangelist’s caster level for the spell-like ability equals her total character level. This ability allows an evangelist to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.
Gift of Tongues: At 4th level, the evangelist may select a new language as a gift from her chosen deity. She gains the ability to speak and write this new language fluently, so as to better communicate with those she meets in the course of her travels. At 8th level, the evangelist selects a second language to learn. The ability to comprehend these languages is an instantaneous divine gift, and spells and effects that dispel persistent effects can’t remove the evangelist’s gift of tongues.
Multitude of Talents (Ex): The evangelist finds herself in many strange situations requiring a variety of skills. Starting at 5th level, the evangelist gains a +4 sacred or profane bonus on any skill check attempted with a skill in which the character has no ranks. This bonus applies only to skill checks that can be made untrained.
Spiritual Form (Su): Upon reaching 10th level, the evangelist gains the ability to assume a spiritual form. Assuming this form is a standard action, and the evangelist can remain in spiritual form for a number of minutes per day equal to her character level. This duration does not need to be consecutive, but it must be used in 1-minute increments. Returning to her normal form is a free action.
The evangelist’s spiritual form grants her telepathy to a range of 100 feet, as well as two variable abilities. Upon reaching 10th level, the evangelist must choose the form of these two abilities, and once she has selected them they can’t be changed. First, she chooses one ability score to which she gains a +4 bonus when in spiritual form. Second, she chooses one physical transformation from the following to gain when she transforms: wings (fly speed of 40 feet with good maneuverability), gills (ability to breathe water and a swim speed of 30 feet), or a single natural attack (a claw, bite, gore, slam, or tail sting that deals damage as appropriate for the evangelist’s size) as well as a temporary appendage capable of making such an attack if necessary.
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Truespeaker:There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (with a caster level equal to the aasimar’s character level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Adjust Race Level Gear Current
15 -1 14 +0 14 +0 14 +0 S 14 +2
16 +0 16 +0 16 +0 16 +2 D 18 +4
12 +0 12 +0 12 +0 12 +0 C 12 +1
13 +0 13 +0 13 +0 13 +0 I 13 +1
15 +1 16 +2 18 +1 19 +2 W 21 +5
14 +0 14 +2 16 +0 16 +0 H 16 +3
2 Unchained Monk
3 Unchained Monk
4 Unchained Monk
5 Unchained Monk
6 Evangelist
7 Evangelist
8 Evangelist
9 Evangelist
10 Evangelist
11 Evangelist
12 Evangelist
13 Evangelist
14 Evangelist
15 Evangelist
16 Unchained Monk
17 Unchained Monk
18 Unchained Monk
19 Unchained Monk
20 Unchained Monk
For Gestalt, I'm currently waffling between Paladin and Cleric, and then Champion of Irori, but am thinking of going further afield, maybe to a Sorcerer Variant?
| Smiles-a-lot |
Level?
Roll 1: 5d6 ⇒ (4, 6, 6, 3, 4) = 23 16
Roll 2: 5d6 ⇒ (4, 3, 2, 3, 1) = 13 10
Roll 3: 5d6 ⇒ (4, 1, 6, 3, 4) = 18 14
Roll 4: 5d6 ⇒ (6, 6, 4, 1, 6) = 23 18
Roll 5: 5d6 ⇒ (1, 3, 2, 5, 2) = 13 10
Roll 6: 5d6 ⇒ (1, 6, 6, 1, 6) = 20 18
Roll 7: 5d6 ⇒ (5, 5, 6, 1, 6) = 23 17
Looks like 18, 18, 17, 16, 14, 10
Not sure what I’ll submit. Stay tuned.
| Quince Medvyed |
| 2 people marked this as a favorite. |
Hello.
I play the Duke.
Here is a link to a Google Slideshow we made to keep track of some of the characters and lore. It will need to be updated more. But it has some helpful info.
Greenwatch Wardens is the name that the original Charter Team adopted and when it was converted to a Government became the Warden Council.
Prior to the game that we are recruiting here there was a previous "Campaign" (Same campaign but separate Campaign Threads) the GM started a brand new one when we started Varnhold (Chapter 3). If you want to look at the original game here is the link Chapter 1 & 2.
There are a number of backstory on ramps if you want to connect to things that have already happened or already be "known" within the Dutchy. So that your character can start on the home team.
We have a good relationship with the Marthropple Gnome Expedition. If you are a gnome or gnome friendly character a connection to them would be seen as an ally.
What Kingmaker game doesn't have some connection to Erastil. The Dutchy's Warden of the Faith (High Priest) Katrina NPC is a Cleric of Erastil. The Duke is an Oracle of Erastil. The capital is named Elkheart. Lots of Elk, Stag themed things going on.
All three of the Cities that we built so far have a university, college or school. A graduate or professor at one of the colleges would be great. A former player Cleo is the Warden of the Scroll (Magister).
The Dutchy has a strong relationship with local fey (the "good" ones). Character concepts that connect there would help.
The Dutchy has 3 active military/security/law enforcement teams:
1- The Reeves which are basically rangers and troublshooters (both in the Pathfinder sense and the Texas sense as they answer to the Dutchy's Warden of the Sword (Marshal), Kevros, NPC former player).
2- The Elkheart Guard more defense than law enforcement. But a great place to rise in the ranks. Currently answer to the Dutchy's Warden of the Shield (Kingdom Role "Warden"), Tristan NPC former player.
3- The Greenwatch Muster- This being the Stolen Lands (formerly) the expectation on the citizens is that if you are of the age and ability to fight you would answer the call if the militia was called up. The Warden of the Host (General) is Saren, NPC.
The Duke Quince is a Medvyed one of the houses of Brevoy. Family connection or recommendation is always a great group dynamic connector. "Oh Grandpa sent you."
We made peace with lizard folk in the Narlmarches. They are currently lead by Krazok some sort of dragon person.
There is a sort of group of adventurers/psuedo-religious order called the Acolytes of the Bear. They seem to really like the Dutchy's Warden of Fellowship (Grand Diplomat) Bearik NPC. Bearik is the Duke's father and law and apparently a former god. The GM has something cooking here. But if you want to be a huge body builder type that wears a lot of Bear motif items this is your team.
In the Nomen Heights region we have made friends with a small group of Catfolk, they are related to Katrina who was born a Catfolk before becoming an elf (magic shenanigans).
We rescued the daughter of the matriarch of the Nomen Centaurs and have a good relationship with them.
Kingmaker leans heavy Fey influence so they make good Familiar choices if you have the feats for it.
Horses are great mounts but the Dutchy of Greenwatch breeds riding Elk too and some of them can Etherally Jaunt so . . . there you go.
That was a long post sorry. I figured I would pop and say something quick. LOL. Honestly the game has been going for 10 years so there is some history to it. A lot of that history would fun for new characters.
| SqueezeMeNow |
I'll never pass up a chance to roll dice and make an interesting character. Let's get the first bit out of the way.
1st Set: 5d6 ⇒ (1, 5, 6, 3, 6) = 21
2nd Set: 5d6 ⇒ (5, 6, 3, 2, 5) = 21
3rd Set: 5d6 ⇒ (4, 1, 5, 5, 6) = 21
4th Set: 5d6 ⇒ (4, 2, 6, 2, 5) = 19
5th Set: 5d6 ⇒ (3, 2, 1, 5, 5) = 16
6ht Set: 5d6 ⇒ (2, 6, 4, 5, 1) = 18
7th Set: 5d6 ⇒ (3, 5, 3, 5, 5) = 21
5, 6, 6 = 17
5, 6, 5 = 16
5, 5, 6 = 16
4, 6, 5 = 15
3, 5, 5 = 13
6, 4, 5 = 15
5, 5, 5 = 15
So my question now would be, how do you feel about kobolds?
| Quince Medvyed |
I'll never pass up a chance to roll dice and make an interesting character. Let's get the first bit out of the way.
[dice=1st Set]5d6
[dice=2nd Set]5d6
[dice=3rd Set]5d6
[dice=4th Set]5d6
[dice=5th Set]5d6
[dice=6ht Set]5d6
[dice=7th Set]5d65, 6, 6 = 17
5, 6, 5 = 16
5, 5, 6 = 16
4, 6, 5 = 15
3, 5, 5 = 13
6, 4, 5 = 15
5, 5, 5 = 15So my question now would be, how do you feel about kobolds?
Well. It took me a minute to find any history on this. LOL fracking game has been going for years. LOL.
During our first exploration foray. We met a kobold trader. We knew about Kobolds and Mites at war. Somehow we didn't explore in those directions early on. We went after the Staglord pretty heavy. Well after never addressing the Kobolds an NPC named Bearik who went on to become "The Warden of Fellowship," kingdom role of Grand Diplomat. Was offered some gold to deal with it. He did. After a few bad apples were dealt with and the Mites driven off the Sootscale kobolds became allies and operate a gold mine for us. I asked the GM and about this and mentioned that the Sootscale would need a (Viceroy, leader picked/recognized by Greenwatch). Perhaps your kobold is the Viceroy. . .
| Vesi Medvyed |
I would love to join this game! I built Vesi as a Charisma-based Feyspeaker Druid, so I think she would fit in very well - unless there is concern about having two druids. And Vesi is very excited to join their... cousin? step-brother? greatuncle? in the Stolen Lands.
5d6 ⇒ (5, 1, 4, 6, 2) = 18
5d6 ⇒ (1, 6, 5, 4, 1) = 17
5d6 ⇒ (6, 2, 3, 1, 1) = 13
5d6 ⇒ (6, 4, 5, 4, 2) = 21
5d6 ⇒ (3, 5, 6, 5, 2) = 21
5d6 ⇒ (3, 4, 2, 3, 2) = 14
| SqueezeMeNow |
A kobold viceroy you say? I might have something for that. A gold scaled kobold oracle would make an amazing diplomat. With the added hook that his kin would likely not want him around as much...
Are racial stat modifiers applied? I seemed to roll pretty well, so it shouldn't be too hard to overcome the inherit stat drain of kobolds.
I should be able to get on it tonight while updating other campaigns.
| Smiles-a-lot |
VMC is variant multi-class from pathfinder unchained. It allows you to trade feats (3rd, 7th, 11th, 15th and 19th level) for abilities from other classes. The rule can be found here link.
Edit: ninja’d