Minutes to Midnight: Dragoncat's New Second Darkness Campaign (Inactive)

Game Master Dragoncat

Map of Riddleport

Gold Goblin Gambling Hall
St. Casperian's Map

Riddleport Townhouse Maps

Current Date: 14th of Rova, 4708 AR


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@Krystal: Looks good!

@Sensen: Looking forward to the final result!


Whoops. After completely failing to turn my character sheet (that I've been working on for a while now!) into a statblock for this profile, and losing like an hour of tedious formatting work by accidentally clicking on preview without copy-pasting the entire thing first, I had another look at this thread and discovered that someone else has already applied with the campaign trait I picked... using the same picture. What are the odds?

Anyway, I've got a Warpriest of Calistria ready on Pathbuilder, I just need to start on the aforementioned tedious formatting all over again... and maybe see if there are any other pfp options with facial tattoos.


Oof. Yeah, that's annoying.


So many skills to take, so few skill points - and I've got 6+Int per level!


Teion and his alter-ego Seven-Runed Warden only need equipment now.


Swerved my thinking and made a halfling mouser swashbuckler instead. (Re-using a familiar alias!) Submitted for consideration. :)


Is there any chance I could convince you to let me take the Trap Finder campaign trait from Mummy's Mask? I'm working on a Swashbuckler skillmonkey build, but if you can't disarm magical traps, it's going to be distinctly mediocre.


Ouachitonian wrote:
Is there any chance I could convince you to let me take the Trap Finder campaign trait from Mummy's Mask? I'm working on a Swashbuckler skillmonkey build, but if you can't disarm magical traps, it's going to be distinctly mediocre.

Regarding magical traps, if no one in the party can disarm them I make sure to make them rare and disarmable by other means when they do come up. Don't sweat finding traps.


Got a Human Ranger with ties to the elves of Mierani Forest mechanical ready to go. Just need to finish her backstory and she'll complete.


The Game-Mastering Cat wrote:
Ouachitonian wrote:
Is there any chance I could convince you to let me take the Trap Finder campaign trait from Mummy's Mask? I'm working on a Swashbuckler skillmonkey build, but if you can't disarm magical traps, it's going to be distinctly mediocre.
Regarding magical traps, if no one in the party can disarm them I make sure to make them rare and disarmable by other means when they do come up. Don't sweat finding traps.

That’s what party barbarians are for after all—disarming magical traps with their faces.


Here, at last, is a properly statted-out Brina Mornmist.

While it is not apparent at a glance, Brina has some orc heritage in her on her mother's side, and she's proud of it. She got herself a "traditional orc tattoo" on her face in her early teens. Her family owned a small brewery, but after a larger company shut them down, Brina turned to the House of the Silken Veil to support her family. Over the years, her hands proved more suited for brawling than caressing, and so Pamodae found better uses for her.


I am now completely finished with Teion and Seven-Runed Warden.


Here's Black Dow's Mholk Murg. Human (Ogre Ancestry) Fighter [Brawler].

Still have some gear to pick, but he's mostly there.

Gone min/max (which I never normally do). Despite that he's not your typical meatshield.

He literally is Zincher’s Patsy so Trait was an obvious choice.

Taken Misbegotten Drawback as it fits his brutish bloodline.


Ridge here. I must have sorted through a half dozen concepts before finally settling on this one. Maximund the gnome is an Urban Druid who sees Riddleport as his beloved part of nature. Hopefully this will make him useful as a back up healer with some stealth options if need be (No good at traps though). He took the Knocmar’s Mouse trait. Back story in the profile.

Let me know if I need to make some more alterations etc :)

Silver Crusade

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Sensen wrote:
So many skills to take, so few skill points - and I've got 6+Int per level!

This is always my problem. Part of the issue is that the character concepts with lots of skill points NEED all those skills to fulfill the fantasy of playing them. The image of a vigilante needs to be kinda good at everything. But also, I just love skill points :D It's part of why I keep making characters with the evangelist prestige class hehe


Hrothdane wrote:
Sensen wrote:
So many skills to take, so few skill points - and I've got 6+Int per level!
This is always my problem. Part of the issue is that the character concepts with lots of skill points NEED all those skills to fulfill the fantasy of playing them. The image of a vigilante needs to be kinda good at everything. But also, I just love skill points :D It's part of why I keep making characters with the evangelist prestige class hehe

Indeed--2 + INT skill ranks, the eternal bugbear.

I'm seeing a lot of good character concepts being posted here--I can tell I'm going to have my work cut out for me in picking a party!


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So several new folks and several others have characters posted, so I thought I would catch this up.

Posted Interest:
The Sorting Hat GM
pad300:
Archpaladin Zousha:
Ouachitionian:
Daniel Stewart:
Trevor86: a mesmerist or an enchantment bard.
Mythicman19:
Caria Imbrex:
MauveAvengr: some sort of elven mage (i.e. wizard, arcanist, etc.) with the Tammerhawk’s Agent trait.
hustonj: a Kyonin Elf Ranger (Lantern Lighter) who is an Out-of-Towner,

Finished character: Sorted by Trait:
Cromarcky’s Gendarme:
Robert Henry Onnello Ustradi male human cavalier (archetype Constable) 1, Cromarcky’s Gendarme he’s still a work in progress, I will post in recruitment with him when he is done.

Knocmar’s Mouse:
Ridge: Maximund Male gnome druid (urban druid) 1, Knocmar’s Mouse

Lantern Informant:
The Morphling: Erleth Female Half-Elf Ilsurian Archer Ranger 1, Lantern Informant
Malinor.: Thraag the Younger Male Half Orc Soulbound Summoner 1, Lantern Informant

Out-of-Towner:
TheNine: Acesy Aelln Male Undine Wizard/Oracle 1, Out of towner
Nazard: Caria Imbrex Female human Unchained Monk (Softstrike) 1, Out-Of-Towner
Sensen: Teion Silverstar Male Elf Vigilante 1, Out-of-Towner
Delightful: Sahiea of Mierani Female Human Ranger 1, Out of Towner

Pamodae’s Catspaw:
Hrothdane: Briar the Rose Human Oracle/1, Pamodae’s Catspaw
dinkertry: Ella Va Gootyme Male azata-blooded aasimar (musetouched) vigilante (zealot) 1, catspaw of Shorafa Pamodae
Newbonomicon: Brina Mornmist Female Half-Orc Warpriest 1, Pamodae's Catspaw

Saul’s Old Pal:
Patrickthekid: Krystal Popescu Female human rogue (unchained) 1, Saul’s Old Pal

Tammerhawk’s Agent:

Zincher’s Patsy:
Brainiac: Alorea Female halfling swashbuckler (mouser) 1, Zincher's Patsy
Black Dow: Mholk Male Human Fighter (Brawler) 1, Zincher’s Patsy

I apologize If I have missed something or gotten something wrong, please let me so I can fix it


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Thanks for the updates, Robert Henry!


I’ve figured out my concept. I’m going to make an arcane bloodrager who's an associate (though not a member) of the Cyphermages (Tammerhawk’s Agent trait). His mother is a full member, he picked up his bloodline from her doing wizardry while pregnant, and works for the agency, taking care of matters that require a more...physical presence. Tammerhawk (and/or his mother) figured the tournament was an assignment that would fit him better than most of the other available junior cyphermage agents.


Sounds like a neat idea. Looking forward to the final result!


Not only does my character idea fit under the most crowded campaign trait for applicants, but it appears there's some capability duplication across the candidate in that section. Doesn't look good for the whole standing out as a preferred candidate angle.

Guess we'll see. After I actually submit, anyway.


Lauganor - CG Elven Ranger (Lantern Lighter) - Out of Towner

Background:

Born and raised in Kyonin, Lauganor had an amazing wealth of learning opportunities. As is normal with young elves, he dabbled in many skills before finding an area where he felt comfortable focusing. He settled in at Century Root, where he began to learn the skills common to Elven Rangers. Taurion, a wandering ranger who stayed to help instruct the set of students Lauganor was in, spent much of his time discussing the war against Treerazer and the teachings of Ketephys. It turned out this veteran wasn't looking to recruit for the war in Tanglebriar, but for a much less discussed, hidden war against the elves' own long-term shame. Taurion saw a potential connection in Lauganor's outlook, adn asked the young elf to accompany him for some other training.

They ended up ina small camp outside of Lethaquel, where only 3 students were studying the specialized skills of the Lantern Lighters. Part of the training was a slow, constant indoctrination into the idea that why they have these alternate skills is never mentioned. The training in fighting other elves was enough to draw questions, but the answers were never more than "Not all elves live and believe as we do here in Kyonin." Only as a student pproached acknolwedgement as a trained Lantern Lighter was that indivudal taught of the drow, and why very few, very rare elves were selected to help guard the secret and protect the world from what the drow could do, could become.

Lauganor's promotion from student was as quiet and solemn an event as the others he had winessed beofre, but he understood the symbolism far more lcearly than he had the last time he sw the simple ceremony. Stading on a hill, facing West, toward his teachers adn fellow students, the sun rose behind him, the rays eventually licking past his head and out to his little community. He had always thought the symbolism was one of rebrth into a new role, but now he knew that it was more direct, that he was being tasked to be a light against a darkness that should not be mentioned when it could be avoided. That he had promised to burn as brightly as required to prevent the night from destroying all thathis people thought of as good and pleasant.

Lauganor stayed and help train the younger students while they awaited a request for assistance. Having an agent in Riddleport ask for assitance surprised the eldest instructors, but the pledge of service stood, and Lauganor found himself headed to a land of pirates, to see how he could help another maintain the unbreakable secret.


Character thoughts:

A very typical elf in many ways (tall; thin; long, straight blond hair; apparantly impulsive; eager to see the good and joy) Lauganor knows better than to try to hide the fact he is an elven ranger, knowing that letting it be obvious will hide the differences far better than trying to pretend he is something else.

Combat:
Init +4 (Dex +4)
Speed 30'

Melee +2, Ranged/Finesse +5, CMB +2 (BAB +1, Str +1, Dex +4)

Standard Attacks
Composite Str+1 Longbow +5 for 1d8+1 over 110' @ x3, P (40 arrows)
(Ranged)
Rapier +2 for 1d6+1 @ 18+, P
(Melee)

Point Blank Shot +1 ranged attack/damage w/i 30'
-4 penalty for shooting into melee
Favored Enemy +2 attack/damage vs humanoid (elf)

HP 11 (10 + (0x6) + (1xCon+0) + (1xFavored Class+1))

AC 16, T 14, F 12, CMD 16 (Armor +2, Dex +4, BAB +1, Str +1)

Fort +2 (Base + 2, Con +0)
Ref +6 (Base + 2, Dex +4)
Will +2 (Base + 0, Wis +2)

Lightbringer: immune to light-based blindness and dazzle

Can cast Light at will


Gear:
300 GP budget
FREEx Explorer's Outfit (8#, sturdy boots, leather breeches, a belt, a shirt, gloves, cloak, broad-brimmed hat)
200.0.0 Composite Str+1 Longbow (3#/1d8+1/x3/110'/P)
xx2.0.0 Arrows, 40 (6#)
x20.0.0 Rapier (2#/1d6/18+/P)
x10.0.0 Leather Armor (15#/+2/+6/-0/10%/30')
xx9.0.0 Ranger's Kit (28#/backpack, bedroll, belt pouch, flint and steel [pouch], iron pot, mess kit, rope, torches (10), trail rations (5 days), waterskin)
x49.0.0 MW Backpack upgrade (+2#)

291 spent for 64# (34.5# w/o pack)

9 GP on hand

Light <=50# (66# w/ pack) (By armor)
Medium <=100# (134# w/ pack) (+3/-3/20'/x4 )
Heavy <=150# (200# w/ pack) (+1/-6/20'/x3)


Skills:
6 Class + 2 Int = 8 Adventuring and 2 Background Skills/Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[Notes]
+ 4-Acrobatics (Dex) 4+0+0+ACP
+ 2 Appraise (Int) 2+0+0
- 1+Bluff (Cha) -1+0+0(+2 Favored Enemy)
+ 1-Climb (Str) 1+0+0+ACP
+ 2 Craft (Int) 2+0+0(+1 Out-of-Towner to Bowyer)
- 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
+5 Heal (Wis) 2+1+3
+ 0 Intimidate (Cha) -1+0+0+1 Out-of-Towner
+ 6+Knowledge (dungeoneering) (Int) 2+1+3(+2 Favored Enemy)(+2 Keeper of the Secret Shame)
+ 3+Knowledge (history) (Int) 2+1+0(+2 Favored Enemy)(+2 Keeper of the Secret Shame) [Background]
+ 3+Knowledge (local) (Int) 2+1+0(+2 Favored Enemy)(+2 Keeper of the Secret Shame)
+ 6+Knowledge (nature) (Int) 2+1+3(+2 Favored Enemy)(+2 Keeper of the Secret Shame)
+ 3 Linguistics (Int) 2+1+0 [Background]
+ 8+Perception (Wis) 2+1+3+2 Keen Senses(+2 Favored Enemy)
- 1 Perform (Cha) -1+0+0
+ 4-Ride (Dex) 4+0+0+ACP
+ 3+Sense Motive (Wis) 2+1+0(+2 Favored Enemy)
+ 7-Stealth (Dex) 4+1+3+ACP
+ 6+Survival (Wis) 2+1+3(+ 1 Track)(+2 Favored Enemy)
+ 1-Swim (Str) 1+0+0+ACP

Enhanced vision Low-light sees 3x human normal in dim light
Favored Enemy +2 vs humanoid (elf); can roll untrained knowledge to learn about favored enemies

ACP: -0

Languages known: Elven, Taldane (Common), Gnome, Sylvan; Undercommon


Feats/Traits:
** Feats ** <Projected advancement>
1 Point Blank Shot
CS <Precise Shot>
3 <Weapon Focus: Longbows>
5 <Deadly Aim>
CS <Point Blank Master>
7 <Rapid Shot>
9 <Clustered Shots>
CS <Improved Precise Shot>
11 <Improved Critical>
13 <Critical Focus>
CS <Manyshot>
15 <Bleeding Critical>
17 <Snap Shot>
CS <Pinpoint Targeting>
19 <Improved Snap Shot>

** Traits **
Campaign: Out-of-Towner: +1 to Craft or Profession of choice; +1 trait to Intimidate
Race: Keeper of the Secret Shame: +2 trait on Knowledge checks regarding Drow and Drow settlements


Ranger (Lantern Lighter):
Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class Skills: The Ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 6 + Int modifier.
Class Features Spells Per Day
Level BAB Fort Save Ref Save Will Save 1st 2nd 3rd 4th Special
1st +1 +2 +2 +0 - - - - Enhanced vision, 1st favored enemy, track
2nd +2 +3 +3 +0 - - - - Combat style feat
3rd +3 +3 +3 +1 - - - - 1st favored terrain, poison resistance
4th +4 +4 +4 +1 0 - - - Hunter's bond
5th +5 +4 +4 +1 1 - - - 2nd favored enemy
6th +6/+1 +5 +5 +2 1 - - - Combat style feat
7th +7/+2 +5 +5 +2 1 0 - - Cavern stride
8th +8/+3 +6 +6 +2 1 1 - - Darkvision, swift tracker
9th +9/+4 +6 +6 +3 2 1 - - Evasion
10th +10/+5 +7 +7 +3 2 1 0 - 3rd favored enemy, combat style feat
11th +11/+6/+1 +7 +7 +3 2 1 1 - Quarry
12th +12/+7/+2 +8 +8 +4 2 2 1 - Poison immunity
13th +13/+8/+3 +8 +8 +4 3 2 1 0 Stunning light
14th +14/+9/+4 +9 +9 +4 3 2 1 1 Combat style feat
15th +15/+10/+5 +9 +9 +5 3 2 2 1 4th favored enemy
16th +16/+11/+6/+1 +10 +10 +5 3 3 2 1 Improved evasion
17th +17/+12/+7/+2 +10 +10 +5 4 3 2 1 Camouflage
18th +18/+13/+8/+3 +11 +11 +6 4 3 2 2 Combat style feat. paralyzing light
19th +19/+14/+9/+4 +11 +11 +6 4 3 3 2 Improved quarry
20th +20/+15/+10/+5 +12 +12 +6 4 4 3 3 5th favored enemy, master hunter
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Enhanced Vision (Ex): A lantern lighter hones his senses to better combat subterranean enemies. He gains low-light vision. If the lantern lighter already has low-light vision, he can instead see three times as far as humans in areas of dim light. This ability replaces wild empathy.
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Combat Style Feat (Ex): At 2nd level, a ranger selects archery combat style. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
A ranger who selects archery can choose from the following list whenever he gains a combat style feat: Far Shot, Focused Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Crossbow Mastery, Improved Precise Shot, Manyshot, Parting Shot and Point Blank Master to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 3rd level, a lantern lighter selects a favored terrain as normal. The skill bonus and initiative bonus granted in this favored terrain increase by 2 at 8th level and every 5 ranger levels thereafter. This ability alters favored terrain.
Poison Resistance (Ex): At 3rd level, a lantern lighter gains a +4 bonus on saving throws against poison. This ability replaces endurance.
Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: Antelope, Armorfish, Baboon, Badger, Bird (Eagle/Hawk/Owl), Bustard, Camel, Capybara, Cat, Small (Cheetah, Leopard), Constrictor Snake, Dire Rat, Dog, Elk, Falcon, Hobbe Hound, Horse, Kangaroo, Lizard (Giant Gecko), Marsupial Devil, Pony, Ram, Reef Snake, Reef Snake, Reindeer, Shark, Spitting Cobra, Stag, Stingray, Swan, Trumpeter, Thylacine, Venomous Snake, Wolf, Wolfdog, Yak, Zebra. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose from this list instead: Armorfish, Reef Snake, Shark, Stingray. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3.
Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
A lantern lighter treats daylight as a 3rd-level ranger spell.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.
Cavern Stride (Ex): At 7th level, a lantern lighter’s movement is unimpeded by nonmagical difficult terrain underground and nonmagical webs. This ability replaces woodland stride.
Darkvision (Ex): At 8th level, a lantern lighter’s senses fully attune to the darkness, granting him darkvision to a distance of 60 feet. If the lantern lighter already has darkvision, its range increases by 30 feet. This replaces the favored terrain gained at 8th level.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex): When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful 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 the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Poison Immunity (Ex): At 12th level, a lantern lighter gains immunity to poison. This ability replaces camouflage.
Stunning Light (Su): At 13th level, a lantern lighter learns to increase the effectiveness of bright light on creatures with light blindness. Daylight spells cast by the lantern lighter or other sources of bright light he wields cause creatures with light blindness within the area of bright light to become stunned for 1 round in addition to being blinded. This ability replaces the favored terrain gained at 13th level.
Improved Evasion (Ex): At 16th level, a ranger's evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.
Camouflage (Ex): A lantern lighter of 17th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment. This ability replaces hide in plain sight.
Paralyzing Light (Su): At 18th level, a lantern lighter can stop light-blind enemies in their tracks, often gaining a great edge in battle. Daylight spells cast by the lantern lighter or sources of bright light wielded by him cause creatures with light blindness within the area of bright light to become paralyzed for 1 round in addition to being blinded and stunned. This ability replaces the favored terrain gained at 18th level.
Improved Quarry (Ex): At 19th level, the ranger's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.
Master Hunter (Ex): A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

Elf:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Attributes:
20 Point Build
Base Race Level Magic Current
.3 13 +0 13 +0 13 +0 S 13 +1
10 16 +2 18 +0 18 +0 D 18 +4
.2 12 -2 10 +0 10 +0 C 10 +0
.2 12 +2 14 +0 14 +0 I 14 +2
.5 14 +0 14 +0 14 +0 W 14 +2
-2 x8 +0 x8 +0 x8 +0 H x8 -1

Putting him out there, finally. Now I get to wait (along with everyone else) to see if you like him enough or if he's nothing special.

You might notice he uses zero mechanical advantage from the campaign trait. It is the only trait that works (as written) for the actual concept, though, so . . .. Story first. Always.


All right this is RH's human cavalier (Archetype: Constable) of the order of the Shield.

Dragoncat TG-MC I've intentionally left the references to gangs and crimelords vague in case there is a specific group he should be really mad at. So If you have any recommendations please let me know and I'll fill it in. Also, I've got an editor friend looking at the story, so I may tweak the writing a little but the story is what it is.

I apologize for the length, but it seemed relevant when I was writing it. Any questions or observations please let me know.

Background:

Onnello Ustradi was born to Ionacu and Esmerelda Ustradi, a young Varisian couple who had grown up in Riddleport in the Lubbertown district. They had made good, Ionacu was working for one of the gangs and Esmerelda was working as a seamstress in a sweatshop in the River district.

When Onnello was four everything changed. Some men came in and dragged his father out into the streets. He and his mother fled out the back, never to see his father again. Years later he learned they were men in his own gang. They had accused him of stealing something and when he didn’t produce it, they killed him.

Onnello and his mother were outside hiding in different parts of the city for three days, eventually hiding in the Halfling neighborhood of the Leeward District. A halfling tailor saw them and took pity on them. He offered to hire her for room and board. Onnello and Esmerelda slept in the high ceilinged attic. She worked as a seamstress, his first job was cleaning.

The halfling family was named Troseddol, Tribim and Sistra Troseddol were the owners. They employed several family members, Eventually, including their own children, two boys: Hyder Troseddol and Hyrgan and three girls;Bellis, Etune, Filiu. Hyder. Hyder and Onnello were close in age and became fast friends.

After they had been there a while, his mother took a second job in the evenings. Onnello never asked her where she went. But he got in several fights when some of the local kids said she was working at the House of the Silken Veil. The fights got worse, when the kid saw how easily he reacted they would even call him names like Varisian trash, and worse things. Fortunately for him, he lived in the halfling neighborhood, so he didn’t lose many fights.

Eventually Tribim came to him and told him the fights needed to stop, that Chaldira only approved of fighting evil and that the other children weren’t evil, only childish and selfish. Onnello tried to do what Chaldira wanted, and he prayed that she would help him. As he got older he hated the fact that he had reacted so badly to the other children. He hated the fact that Varisians were viewed as trash and worse. He wanted to prove that he could be different. When he saw the Gendarme protecting the neighborhood he decided he wanted to be one of them.

When he was seven, his mother disappeared. Tribim and Sistra looked into it and they were told in no uncertain terms to ‘mind their own business.’ Taking pity on Onnello, the Troseddols kept him employed and let him continue living in the small attic. He would take his meals in the shop and occasionally in the small rooms the family lived in. He progressed from cleaning, to helping load and unload shipments, eventually doing deliveries and picking up shipments at the docks. It was while helping unload a caravan that he met his future wife Holly.

She was the daughter of a Varisian caravan owner, Zeldana, The caravan traveled many places but one of their regular stops was the elvish village of Crying Leaf where they purchased the Darkleaf cloth that the tailor used. The first time Onnello saw her he was smitten. She did not immediately feel the same way. After several more deliveries over the coming months she started to come around. Onnello never noticed that his friend Hyder had started ordering more and more Darkleaf.

Onnello and Holly made plans, Onnello wanted to wait until he was making enough money to support them. After several tries he was eventually accepted for training in the Gendarme. Onnello was twenty when he and Holly, nineteen, were married. While his training was being completed everything was fine. But once he actually was on the streets training he realized things weren’t as simple as he assumed they would be.

He learned that there were some members of the watch on the take. It bothered him but the veteran training him ignored the situation, he told Onnello there was an iron-code; members of the watch didn’t turn in other members of the watch. Onnello didn’t like it, but he refused to let what others did sway him. He found a partner that felt the same, a half orc named Seljak Kopile, who was even stricter than Onnello. Being a follower of Chaldira, Onnello understood childish pranks and harmless misdemeanors. Seljak, who worshiped Iomedae, was harder to convince.

Once Onnello and Seljak partnered up, they were assigned to the Windward District on the morning shift. But after turning down a bribe from a Cypher scholar, they were transferred to the River District. Again approached by a ‘representative’ of a local business man they turned down another bribe. Shortly afterwards they were transferred to the Wharf District on the afternoon shift. While there they turned down a bribe from a ship captain. Unsurprisingly , they were transferred to the Rotgut District on the night shift.

During that time, Holly had given birth to their first daughter Cecilia. She tried to convince him to leave the watch, but Onnello couldn’t see any other way to support their family. She told him that her mother would pay him to guard the caravan, that they could travel with family on the open road like true Varisians. Onnello could not find the words to explain his desire to change people's perspectives of the Varisians. There were no more transfers for Onnello and Seljak after the first two years on the watch. That’s when the threats started.

In the Rotgut District, things were much simpler and dangerous. They were approached regularly by representatives of different crimelords, sometimes offering bribes, but usually making threats. After arresting three members of a local gang caught red handed with jewels from a jewelry heist, they were jumped by what appeared to be six were-rats, fortunately they were only beaten and not bitten. But when they returned to work the case was overturned because the evidence had been stolen.

While Onnello was recovering from the attack their second daughter Alika was born. Again Holly tried to convince him to leave the force. But unwilling and unable to see some other way to represent a better life for Riddleport, he refused. Things seemed to calm down for about six months, but after refusing a bribe from a major crimelord, Onnello’s and Holly’s apartment was set on fire. Fortunately able to get his wife and children out of the burning building, Onnello saw two thugs fleeing. Holly begged him not to chase them and leave with her to start a different life. Ignoring her pleas he chased after the two thugs. When he returned empty handed Holly, Cecilia and Alika were gone.

To make matters worse, when he went to report the next day, he learned that Seljak had died of smoke inhalation when his small apartment caught fire. Since no one would work with him, they were not able to provide a partner with dark vision. Adding insult to injury they took his bardiche and issued him a lantern staff. Too stubborn to see he was beaten, Onnello, returned to his watch on third shift there in the Rotgut district. The apartment unable to be lived in, Onnello asked his friends the Troseddols if he could have the attic back.

That was six months ago.

Hyder had told Onnello there were six stages of grief. Onnello wasn’t sure that he remembered them right, but he felt like he had passed through most of them. He was definitely past the ‘drink until unconscious’ stage and the ‘beat up every thug you meet’ stage. He had gotten past the ‘growl, snarl and glare at anyone who talks to you’ stage. So he figured that put him at the ‘Prove everyone wrong phase.’ The plan: one good bust, one really good job. Prove to everyone that doing the right thing was the right thing. Then he could get to the fifth stage, the ‘go find your family’ stage.

Hyder had also told Onnello that Holly and the girls had either left on a ship called ‘The Lady’s Traveler’ that was captained by one of Holly’s uncles. Or with one of two caravans, one headed to Crying Leaf and parts beyond which was owned by one of her second cousins. The other caravan heading north east into the hinterland. That one was owned by an old lover of her mother. Onnello couldn’t see Holly leaving with anyone other than family, so he focused his attention on learning about the ship the ‘Lady’s Traveler’ and word on a caravan returning from the north west.


Secrets:

I normally don’t do secrets but there are a couple that I think are interesting that came about as the story developed.
Secret Onnello knows, that he’d rather not get out.
When Onnello was in training General Anton Mescher told him his mother had died three years earlier in the prison Shoreleave. She had been arrested and convicted of killing three thugs, using poison. In her defense she had said that they had killed her husband. She had started working at the House of the Silken Veil to learn who had killed her husband.

Secret Onnello doesn’t know
His wife Holly was pregnant with their third child, a boy when she left on the caravan headed to Crying Leaf.


Appearance:

Onnello is six foot two, two hundred pounds and has olive toned skin. He wears his almost black, long, straight hair pulled back in a ponytail. Other features: Clean shaven emphasizing his cleft chin, thin lips, aquiline nose, high cheek bones, blue eyes and a high forehead.

He has eight tattoos. The first two are simple rings on the backs of his hands, gotten when he was fourteen. The left hand ring is pink for his mother, the one on his right hand red for his father. The third tattoo, gotten when he was seventeen on his left thigh, a shortsword with three notches, to represent his devotion to Chaldira. The fourth at nineteen, a large purple butterfly on his chest to represent Holly and her devotion to Desna. The fifth at twenty one, a blue butterfly on his right shoulder when Cecilia was born then the sixth, at twenty three, a green butterfly when Alika was born. His last tattoo, at twenty five, small matching orc-tusks on the inside of his forearms near his elbows to remind him of his friend Seljak Kopile.

He wears the Watches uniform and breastplate. His issued weapons are the sap, longsword and lantern staff. He also carries a sling, his favorite halfling weapon and a short sword with three notches, to honor Chaldira Zuzaristan.

All his other property ‘up in smoke,’ he keeps a change of clothes and a packed rucksack in the attic of the halfling shop where he sleeps.


Personality:

As I said in the recruitment, Onnello is A Varisian who was tired of everyone thinking all Varisian's were Sczarni, so he decided to do something about it. One of the last good cops in a bad city. A cross between Jim Malone, John McClane and Captain Carrot.

He is honest and forthright, willing to do what he sees as right, no matter what anyone else thinks. He is more concerned with what is right than what is legal, and he tends to evaluate each situation on it's own merits. He has no patience for bullies and hopes that as a member of the watch he can make people lives better. He tends to view things simply. If something needs doing he'd just as soon get it done. He believes he can be the exception that disproves the rule. Not all Sczarni are criminals. Like his chosen deity he enjoys a little good natured mischief. On the down side, he's stubborn, and once he makes a decision it's hard to convince him otherwise.

On the Myers Briggs scales Onnello is a Defender


Looks pretty good!

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Blargh, I'm struggling to decide if I want to make a "cool" character or a "goofy" character for this. Blargh, I say!


I reckon whatever character you build will be a good fit for the campaign regardless. :)


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Archpaladin Zousha wrote:
Blargh, I'm struggling to decide if I want to make a "cool" character or a "goofy" character for this. Blargh, I say!

Must the two be mutually exclusive? :D

Scarab Sages

Just dont make something like a catfolk samurai. Its been done. It was both goofy and cool.

Silver Crusade

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I usually save goofy concepts for organized play, since I know I won't get much time to flesh them out for each table of new people. Part of the fun of PbP for me is the opportunity to have a character with a fleshed-out inner life and a long-term arc. What works best for me is to find various tensions I want to focus on with the character and play with them as the game continues and various elements push and pull them in different directions. Briar is in tension between her desire to be good to other people and live a happy life and her chosen path of revenge, for example. I find it keeps my interest a hell of a lot better on the multi-year commitment of a play-by-post game.


Here's Ouachitonian's submission. Pretty standard frontliner at the moment. His spell DCs will never be super high, so I'll probably mostly be self-buffing, especially since Bloodline powers will give me blur and haste etc. automatically as I climb the levels. He'll definitely lean into being an anti-caster too, taking Disruptive, Spellbreaker, etc. as bloodline feats. Maybe drop the 12th level power to pick up Superstitious and Witch Hunter.

All in all, one of the simpler plans I've had; no archetypes, no prestige class planned, just vanilla Arcane Bloodrager until we run out of levels.


TheNine wrote:
Just dont make something like a catfolk samurai. Its been done. It was both goofy and cool.

I actually did a catfolk inquisitor last time I played this one.

Grand Lodge

I'd like to submit a dwarven ranger, under the Saul's Old Pal trait. The background is still in progress but should be up soon. Just wanted to get something down before too much time passes. Makes me commit.

Alera Runeaxe statistics:
Alera Runeaxe – Dwarven Ranger 1
Age 55 (Birthday: 1 Abadius 4653); Height 4' 2"; Weight 169 lbs
CG Medium humanoid (dwarf)
Init +2; Senses Perception +6; darkvision 60', +8 stonecutting

DEFENSE
AC 18, touch 12, flat-footed 16, CMD 16* (+4 armor, +2 dex, +2 shield)
Hit Points 13 (+10 ranger, +2 constitution, +1 favored class bonus)
Fort +4, Ref +4, Will +3 (+2 vs poison, +4 vs spell & spell-like)

OFFENSE
Speed 20 ft. (wearing medium armor)
Melee +4 dwarven waraxe (1d10+3/x3), +4 dagger (1d4+3/19-20/x2)
Ranged +3 light crossbow (1d8/19-20/x2) 80' range increment
Conditional Modifiers – +2 favored enemy, +1 attack & damage vs drow, duergar, abberations, giants & orcs
Special Abilities – Wild Empathy +0

STATISTICS
Str 16, Dex 14, Con 15, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 16 (+4 vs bull rush & trip while standing on ground)
Feats – Steel Soul
Alternate Racial Traits – Craftsman (replaces greed) & Deep Tradition (replaces defensive training & hatred)
Traits – Magical Knack, Saul's Old Pal
Skills (ACP -6, ranks: +6 ranger +0 Intelligence +2 background) – Climb +3 (no shield), Intimidate +3, Knowledge (Dungeoneering) +4, Knowledge (Geography) +4, Perception +6 (+8 stonecutting), Profession (Miner) +8, Stealth +0, Survival +6 (+7 tracking)
Skill Ranks – Climb 1, Intimidate 1, Knowledge (Dungeoneering) 1, Perception 1, Profession (Miner) 1, Stealth 1, Survival 1
Background Skill Ranks – Knowledge (Geography) 1, Profession (Miner) 1
Languages – Dwarven, Taldane

Combat Gear – scale mail, heavy wooden shield, dwarven waraxe, 2 daggers, light crossbow, 20 crossbow bolts
Other Gear explorer's outfit, ranger's kit, masterwork backpack, miner's pick, shovel, climber's kit, 28g left
Carrying Capacity Light: 86, Medium: 173, Heavy: 260
Total Carried 115 lbs

Questions: I wasn't able to find a free Player's Guide for this AP. Most APs I see give a recommendation for early-campaign favored enemies?

Also, I don't know enough about Saul to work in the 'Old Pal' part very well yet. Is there somewhere we can get a bit more than in the OP, or should we feel free to make stuff up?


I am going to throw my hat in the ring for this one with Reknar - a no-nonsense ex-army sergeant who has been through a lot.

In my head, I see him as a local. I try to leave the character's background as open ended as I can, since there is always the possibility to mesh it with the game itself. But I had envisioned for him a past filled with violence and resentment between him and his adoptive father (he was after all an half-orc raised by two humans), and sadness from his adoptive mother at living a life without love.

When the situation at home got extreme he lost control while defending his mother, and that is why he was sent to prison, and then conscripted as an option to reduce his sentence. He never really managed to raise much higher than a sergeant rank, since he always talked too openly against his commanding officers. So all the time he was knee deep in the mud with the other soldiers.

There would be a lot to tell about his experiences there, but that would something he would keep very close to his heart, and only share in snippets as the game progresses ;)

He left the military after a particularly harsh mission, when his commanding officer made one too many mistakes and got most of his platoon killed in the process. With him left also one who had become a good friend and advisor - Lucian - he was the one who pressured him into facing his demons once and for all.

So I was thinking him being in Riddleport could be a return home, something he had been postponing for quite some time, but which would make sense to face at this point in his life. He will not be given the chance though, since after returning he found his home empty and in shambles - he heard his mother had died a few months back, victim of an acute pneumonia. So the chances to make amends after the brutal murder of his father are gone, as are most chances of understanding his own past (except for maybe his mother's journal, which he found in the ruins of his former house, but which he has not yet read... Not yet...).

I would say Reknar is in town for about three or four weeks now, mostly wondering about what to do next with his life. His military background might have allowed him to find a basic job with the Riddleport’s Gendarmes? Perhaps Onnello Ustradi is an old friend, or acquaintance?

I have other minute details in my head about specific situations in his past, his relation to his family and army platoon. Friends he made and lost. But in broad strokes this is the idea I have for the character.

Mechanically he is a melee oriented Bard (might dip a level or two in a martial class, something like BardX / Martial 1 or 2) - he should be good in a scuffle with high Str, most likely a second line combatant with reach, but also with a few surprises if he needs to be in front. I am taking no Archetype, so will keep all the Bard goodness of the class. Inspire Courage will be roleplayed as orders/suggestions kindly offered/barked by the half-orc sergeant :D Knowledge skills will be mostly stuff he might remember from his time in the military, or stuff he might have read here and there (yep, he is no brute :P).

Here is a bare bones crunch:

Reknar
Male half-orc bard 1
CG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +6, Will +5
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee longspear +3 (1d8+5/×3) or
. . morningstar +3 (1d8+4)
Ranged sling +2 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks bardic performance 5 rounds/day (countersong, distraction, fascinate [DC 11], inspire courage +1)
Bard Spells Known (CL 1st; concentration +2)
. . 1st (2/day)—cure light wounds, saving finale[APG] (DC 12)
. . 0 (at will)—detect magic, know direction, light, message
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 13, Int 10, Wis 12, Cha 13
Base Atk +0; CMB +3; CMD 15
Feats Arcane Strike
Traits fate's favored, Cromarcky’s Gendarme
Skills Climb +5, Diplomacy +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +7, Knowledge (arcana) +1, Knowledge (dungeoneering) +5, Knowledge (local) +6, Knowledge (nature) +1, Knowledge (planes) +1, Knowledge (religion) +1, Linguistics +4, Perception +5, Perform (oratory) +5, Sense Motive +2 (+0 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Use Magic Device +5; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Orc
SQ bardic knowledge +1, orc blood, pride
Other Gear lamellar (leather) armor[UC], heavy wooden shield, longspear, morningstar, sling, backpack, bedroll, trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 5 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Sacred Tattoo +1 to all saves.


Morrolan of the Ghost Griffons (Tammerhawk's Agent)

Description:

5’11, 188 lbs, a well muscled build, green eyes, brown hair going gray, short beard and mustache. The only clear clues to his aasimar heritage are that when he cries, his tears are multicoloured, and on his palm, he has a birthmark of showing a symbol of Desna (a butterfly).

Demeanour:
He is quiet and studious. A devout man, in his tribal terms, he looks to the spirits for guidance. He is lonely, his aasimar lifespan (and lesser age resistance SLA) have resulted in him being isolated from a tribe that has disappeared… Since coming to civilization , he has become a bit of a scholar, he is quick to pull out a good bottle of wine, his pipe, and to lose himself in a book of any kind. Still, he has the ability to concentrate on a project, especially those involving scholarship or magic.

Background:

Somewhere in the heritage of the Ghost Griffon tribe (a failing sub-tribe of the Wind Clan of the Shoanti), there’s a celestial in the woodpile… When Kieron got Sethra with child, a legacy resurfaced; their son Morrolan was a aasimar. That was 152 years ago…

He was raised in typical tribal fashion (heal, handle animal, perception), with his heritage leading him into a shamanic path. He learned at the feet of the elders, from leadership (Flagbearer feat) and dispute settling (diplomacy skill), through to the history and magic of the tribes (spellcraft, K History). He spent many years with the Ghost Griffons.

His aasimar longevity (and his lesser age resistance SLA) though, has left him watching as his contemporaries aged to dust, sundering his bonds to his tribe. He is very thankful that the spirits were wise enough to send him a spirit guide that could match his longevity – an Ioun Wyrd – otherwise he would be very lonely indeed. As it is, he longs for company. He keeps pets, but does not become too attached (due to his relative longevity).

Intellectual curiosity has brought Khoran to Riddleport where he has learned some civilized ways, but has not lost his connection to the spirits of the land. He still makes pacts with the spirits on a daily basis and his Ioun Wyrd is with him always. His intellectualism has led him to fall in the Order of Cyphers (thus the Tammerhawk’s agent trait and learning some K Arcana), and has come to the tournament to nose around for rumors about the blot.

Stats:

Morrolan
N Male Aasimar (Scion of Humanity)
Shaman 1 (Unsworn)
Init +2 = +2 (Dex)
Speed 30 ft
Darkvision 60 ft

Defense
AC : 17 = 10+2 (dex) + 4 (armor)+1 Natural Armor (familiar)
HP: 11 = 8+2 Con+1 FCB
Fort +3 = +0 Shaman 1+2(Con) +1 trait
Ref +2 = +0 Shaman 1+2(Dex)
Will +5= +2 Shaman 1+3(Wis)
+2 vs compulsions (traits, net, +2 vs Death effects
CMD : 12 =10 +0 (bab) + 2 (dex)
Acid resistance 5, Cold resistance 5, Electricity resistance 5.

Offense

BAB : +0
Melee: +2 Longspear (1d8+3) +0 Spiked Gauntlet+2 (1d4+2)
Ranged: +2 Sling
CMB : +2 = +0 (Bab)+2(str)

Spells Prepared

L0 (DC 14, 3) : Guidance, Stabilize, Daze
L1 (DC 15, 1+1): ???

Current Hexes: ???

Stats
Str 10 = 10 (0 pts) -1 age (middle aged) +1 lesser age resistance SLA
Dex 14 = 14 (5 pts) -1 age (middle aged) +1 lesser age resistance SLA
Con 14 = 14 (5 pts) -1 age (middle aged) +1 lesser age resistance SLA
Int 14 = 13 (3 pts) +1 age (middle aged)
Wis 16 = 13 (5 pts) +2 Racial+1 age (middle aged)
Cha 15 = 12 (2 pts) +2 Racial+1 age (middle aged)

Feats : Flagbearer (1st),

Traits :
Seeker (Social), Lonely (Drawback), Tammerhawk’s Agent (campaign trait), Birthmark (Faith)

Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Diplomacy (1, +6 = 1 rank +3 trained +2 cha),
Spellcraft (1, +7=1 rank +3 trained +2 int+1 trait),
Perception (1, +8 = 1 rank +3 trained +3 wis,+1 trait)
K Arcana (1, +6 = 1 rank +3 trained +2 cha),
K Planes (1, +6 = 1 rank +3 trained +2 int),
Heal (1, +7 = 1 rank +3 trained +3 wis)

Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Handle Animal, (1,+6= 1 rank +3 trained +2 cha)
K History (1, +8 = 1 rank +3 trained +2 int +2 racial)

Languages : Common, Shoanti, Draconic,

Class Abilities:

Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder RPG Core Rulebook).
Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.

Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Minor Spirit (Su): At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. She must make this selection each day when she prepares her spells for the day. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one of her wandering spirits selected for that day. If she selects a witch hex, she treats her shaman level as her witch level, and uses her Wisdom in place of her Intelligence for the purpose of that hex.
She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter. This ability replaces spirit and alters hex.

Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. See the Spirit Animal section on page 47.

A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Race Abilities:

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.
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.
Scion of Humanity : Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.

Equipment (180 gp):

Weapons (12.1 gp): Longspear (5 gp), 2 X Sling (on belt and a second hidden as a hairband) , Spiked Gauntlet (5 gp), Dagger (2 gp), 10 bullets (1 sp)

Armor (60 gp): Lamellar Leather (60gp)

Equipment (74.54 gp): Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), 50 ft hemp rope (1gp), String 50 ft (1 sp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spell component pouch (5 gp), 2x Wooden Holy Symbol (2 gp), Wandermeal 5 days (5 cp), Healer’s Kit (50 gp),

33.36 gp (some more of which may be spent – I have equipment questions).

Spirit Animal:
Morrolan’s spirit animal is an oddity, an Ioun Wyrd,
This may be further developed if selected; (I may select a familiar archetype)

Special Abilities
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The shaman may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

So this is Morrolan, he is mostly complete. As a note, he's primarily a control caster. (ie generally occupying the wizard spot in a classic 4 player; save or lose effects and battlefield control), but of course can be very versatile as an unsworn shaman.

A question or three about equipment. Morrolan has access to Crafting feats (Brew Potion and Craft Wonderous) through hexes; can he pre-craft? He also has handle animal (and shaman/druid spells to help it); can he raise (crafting rules) his own pets (I was thinking a riding dog)?


Thought it was time to catch this up:

Posted Interest:
The Sorting Hat GM
Archpaladin Zousha:
Daniel Stewart:
Trevor86: a mesmerist or an enchantment bard.
Mythicman19:
Caria Imbrex:
MauveAvengr: some sort of elven mage (i.e. wizard, arcanist, etc.) with the Tammerhawk’s Agent trait.

Finished character: Sorted by Trait:
Cromarcky’s Gendarme:
Robert Henry Onnello Ustradi male human cavalier (archetype Constable) 1, Cromarcky’s Gendarme
Albion, The Eye, Reknar Male half-orc bard 1, Cromarcky’s Gendarme

Knocmar’s Mouse:
Ridge: Maximund Male gnome druid (urban druid) 1, Knocmar’s Mouse

Lantern Informant:
The Morphling: Erleth Female Half-Elf Ilsurian Archer Ranger 1, Lantern Informant
Malinor.: Thraag the Younger Male Half Orc Soulbound Summoner 1, Lantern Informant

Out-of-Towner:
TheNine: Acesy Aelln Male Undine Wizard/Oracle 1, Out of towner
Nazard: Caria Imbrex Female human Unchained Monk (Softstrike) 1, Out-Of-Towner
Sensen: Teion Silverstar Male Elf Vigilante 1, Out-of-Towner
Delightful: Sahiea of Mierani Female Human Ranger 1, Out of Towner
hustonj: Lauganor Male Elven Ranger (Lantern Lighter) - Out of Towner

Pamodae’s Catspaw:
Hrothdane: Briar the Rose Human Oracle/1, Pamodae’s Catspaw
dinkertry: Ella Va Gootyme Male azata-blooded aasimar (musetouched) vigilante (zealot) 1, catspaw of Shorafa Pamodae
Newbonomicon: Brina Mornmist Female Half-Orc Warpriest 1, Pamodae's Catspaw

Saul’s Old Pal:
Patrickthekid: Krystal Popescu Female human rogue (unchained) 1, Saul’s Old Pal
Nathan Goodrich: Alera Runeaxe Dwarven Ranger 1, Saul's old Pal

Tammerhawk’s Agent:
Ouachitionian: Grod The Cunning Male Hlaf-orc Bloodrager 1, Tammerhawk's Agent
pad300: Morrolan of the Ghost Griffons Male Aasimar Shaman 1 (Unsworn), Tammerhawk's Agent

Zincher’s Patsy:
Brainiac: Alorea Female halfling swashbuckler (mouser) 1, Zincher's Patsy
Black Dow: Mholk Male Human Fighter (Brawler) 1, Zincher’s Patsy

I apologize If I have missed something or gotten something wrong, please let me so I can fix it

Hey, Abion, I’m not sure how Raknar and Onnello would have met, but if you want them to be old friends I”m ok with that. But for his sake, he may not want to tell anyone...


Robert Henry wrote:
Hey, Abion, I’m not sure how Raknar and Onnello would have met, but if you want them to be old friends I”m ok with that. But for his sake, he may not want to tell anyone...

Well, Reknar did not leave Riddleport in the best of situations a few years back, so I guess we would make an 'underdog' pair. Good thing about being an underdog - the only way is up ;)


Nathan Goodrich wrote:

I'd like to submit a dwarven ranger, under the Saul's Old Pal trait. The background is still in progress but should be up soon. Just wanted to get something down before too much time passes. Makes me commit.

** spoiler omitted **...

Thanks for your interest!

For early-game enemies, the AP for Second Darkness doesn't explicitly list them (it came out a long time ago back in 3.5E). I would recommend aberrations, magical beasts, evil outsiders, humanoids (human and elven) and animals.

Regarding being Saul's Old Pal, I imagine there's a lot that Saul wouldn't have told even his closest friends (being the cagey son-of-a-gun that he is). Feel free to make something up regarding your connection with Saul--the only stipulation being that Saul was still heavily involved in Riddleport's criminal activities before now.


pad300 wrote:
A question or three about equipment. Morrolan has access to Crafting feats (Brew Potion and Craft Wonderous) through hexes; can he pre-craft? He also has handle animal (and shaman/druid spells to help it); can he raise (crafting rules) his own pets (I was thinking a riding dog)?

I'd rather you didn't pre-craft equipment for this, but I'll allow you to raise your own pet.

Liberty's Edge

Sorry for the long delay...ran into some real-world stuff...but here I am!! I submit for your approval, Sir Dorin a Stonelord.

Sir Dorin:

Sir Dorin Granitefist
Male dwarf paladin (stonelord) 1 (Pathfinder RPG Advanced Race Guide 16)
LG Medium humanoid (dwarf)
Init 0; Senses darkvision 60 ft.; Perception +2 (+4 to notice unusual stonework)
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 13 (1d10+3)
Fort 4, Ref 0, Will 4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dwarven dorn-dergar +3 (1d10+3 B)
Special Attacks hatred, stonestrike
Paladin Spell-Like Abilities (CL 1st; concentration +3)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 15, Int 10, Wis 14, Cha 14
Base Atk +1; CMB 3; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Weapon Focus (dwarven longhammer)
Skills Acrobatics -4 (-8 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Diplomacy +6, Knowledge (nobility) +4, Linguistics +1, Perception +2 (+4 to notice unusual stonework), Sense Motive +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Undercommon
Other Gear mountain pattern armor[UC], dwarven dorn-dergar, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], soap, trail rations (5), waterskin, wooden holy symbol
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stonestrike +1 (1 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 2 hardness & if on earth/stone add to CMD.

He will take Cromarcky’s Gendarme trait. I have a bit more to do, but this is the base build.

Thanks

Grand Lodge

I pulled together Alera's Background. So here's an update of my submission:

Background:
Alera Runaxe was to be married. Her clan had arranged for a suitable groom from another respectable clan, the Highcliffs from the Five Kings Mountains. She wasn't familiar with her husband-to-be but had met him once two decades before, and had no objections to her family's choice. She was to move from Janderhoff and start a new life there, helping to manage the Highcliff's trade routes. Everything was as it should be. That was the plan.

Unexpectedly, on the night before her wedding Alera felt disturbed by the marriage prospect. With the long-expected event upon her and a Highcliff clan dagger in hand, she suddenly found the idea alien and weird in a way she couldn't put a finger on. So she left.

After wandering west through Korvosa to leave behind any trackers from Janderhoff, she took on work with Kunn Runeaxe, a cousin of hers who was known as a black sheep. Fortunately for her, he either didn't know or didn't care that she had fled her marriage. That was fifteen years ago.

Kunn was an odd sort. Rather than seek out steady work in a respectable mine, he took them to remote locations in the Stony Hills in a search for his next big haul. They spent a lot of time moving above and beneath the sky-ground, exploring caves that never went quite as deep or yielded quite the riches they hoped. Alera's need to avoid dwarven society worked well with his wanderlust, though she found her cousin exasperating at times.

Kunn called Alera stodgy and hidebound whenever she complained about his wasteful ways, but she found that was only true in comparison to her cousin. The longer she spent away from home, the more she was surprised at how untraditional she could be. She doubted that she would ever take to Kunn's excesses, but time away from her home and clan was liberating in ways she didn't expect.

One of those surprises was her attraction to Riddleport. The sheer variety and liveliness of the city never failed to draw her in. Kunn would stay true to form and go visit a gambling den when they visited the city on a supply run, leaving her to her own devices. She particularly enjoyed finding a good Caydenite tavern, as those hailing the Lucky Drunk were mostly clean and free from the worst of the city's criminals. The ale was usually the same swill common in the area, but in her favored haunts she could regularly find a good friendly brawl and no one would try to stop her or tell her she was shaming her clan. It was fantastic.

Alongside the Runeaxe clan dagger Alera was given at birth, she carries the Highcliff dagger she took when she fled Janderhoff. The second is a source of constant turmoil to her. Selling it would be an obvious dishonor she doesn't intend, but she has occasionally been tempted to leave it behind in one of the caves she explored with Kunn. So far she has held onto it, still uncertain whether she wants the marriage she ran away from.

Note: The background above still doesn't reference how Saul is an old friend of Alera's. My current idea is that Saul is really Kunn's friend. Alera has known him for a long time, but he's mostly an acquaintance to her. Kunn is indisposed for some reason, and Alera is attending the gambling event in his place: dwarven obligation is pulling Alera along to help Saul.

Statistics (mostly unchanged):
Alera Runeaxe – Dwarven Ranger 1
Age 55 (Birthday: 1 Abadius 4653); Height 4' 2"; Weight 169 lbs
CG Medium humanoid (dwarf)
Init +2; Senses Perception +6; darkvision 60', +8 stonecutting

DEFENSE
AC 18, touch 12, flat-footed 16, CMD 16* (+4 armor, +2 dex, +2 shield)
Hit Points 13 (+10 ranger, +2 constitution, +1 favored class bonus)
Fort +4, Ref +4, Will +3 (+2 vs poison, +4 vs spell & spell-like)

OFFENSE
Speed 20 ft. (wearing medium armor)
Melee +4 dwarven waraxe (1d10+3/x3), +4 dagger (1d4+3/19-20/x2)
Ranged +3 light crossbow (1d8/19-20/x2) 80' range increment
Conditional Modifiers – +2 favored enemy (aberations), +1 attack & damage vs drow, duergar, abberations, giants & orcs
Special Abilities – Wild Empathy +0

STATISTICS
Str 16, Dex 14, Con 15, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 16 (+4 vs bull rush & trip while standing on ground)
Feats – Steel Soul
Alternate Racial Traits – Craftsman (replaces greed) & Deep Tradition (replaces defensive training & hatred)
Traits – Magical Knack, Saul's Old Pal
Skills (ACP -6, ranks: +6 ranger +0 Intelligence +2 background) – Climb +3 (no shield), Intimidate +3, Knowledge (Dungeoneering) +4, Knowledge (Geography) +4, Perception +6 (+8 stonecutting), Profession (Miner) +8, Stealth +0, Survival +6 (+7 tracking)
Skill Ranks – Climb 1, Intimidate 1, Knowledge (Dungeoneering) 1, Perception 1, Profession (Miner) 1, Stealth 1, Survival 1
Background Skill Ranks – Knowledge (Geography) 1, Profession (Miner) 1
Languages – Dwarven, Taldane

Combat Gear – scale mail, heavy wooden shield, dwarven waraxe, 2 daggers, light crossbow, 20 crossbow bolts
Other Gear explorer's outfit, ranger's kit, masterwork backpack, miner's pick, shovel, climber's kit, 28g left
Carrying Capacity Light: 86, Medium: 173, Heavy: 260
Total Carried 115 lbs

Future Option notes:
Writing all of that up made me realize that Rangers get a lot of options that can impact how the class works a great deal, but that aren't chosen at level 1. My intent right now is:

* Combat Style: two-handed weapon or weapon & shield, depending on what the party looks like
* Hunter's Bond: companions


Would Words of Power be allowed, Cat? I have a fancy to make a Sorcerer that either focuses entirely on words, or is completely silent about it, for some reason.


JonGarrett wrote:
Would Words of Power be allowed, Cat? I have a fancy to make a Sorcerer that either focuses entirely on words, or is completely silent about it, for some reason.

Wordcasting looks a little over-complicated for me. I'd rather keep things simple.


Silent it is.


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Throwing my hat into the ring. I'm going with a tiefling bard that got herself stuck in Zincher's gang after a series of unfortunate events.

And it's good to see some familiar faces, though I think that might hurt my chances given how good they are.


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Meh. You sell yourself short.

I keep looking at the by trait breakout, and remembering the GM saying his plan is no duplicate traits . . .. Can't justify switching traits, though. None of the others are a direct fit.

One is close, but the specific way it is written makes it not fit the character.

<shrug> Oh, well.

GM should be able to put together a pretty good group.


hustonj wrote:
Meh. You sell yourself short.

Thanks for the praise. I guess I do, but in this case I think its warranted.

hustonj wrote:
...remembering the GM saying his plan is no duplicate traits...

Darn, I was kinda hoping that I could do something with Black Dow's character if we both got in, but that doesn't seem likely.


AdamWarnock wrote:
Darn, I was kinda hoping that I could do something with Black Dow's character if we both got in, but that doesn't seem likely.

Maybe it is not an absolute ruling by The Game-Mastering Cat - heck, the only tie in I thought for Reknar was with Robert Henry's character, and we have the same trait, so I hope not :D


I'll admit, if two entrants have really good entries despite having the same Campaign Trait, I may just have to take them both on.


I may want to switch Teion to a more melee build, now that I'm looking over vigilante more closely - it's just easier to set up for Hidden Strikes that way. Of course, he may be able to sneak away from combat if the foes are distracted, so... who knows?


1 person marked this as a favorite.
AdamWarnock wrote:
hustonj wrote:
Meh. You sell yourself short.

Thanks for the praise. I guess I do, but in this case I think its warranted.

hustonj wrote:
...remembering the GM saying his plan is no duplicate traits...
Darn, I was kinda hoping that I could do something with Black Dow's character if we both got in, but that doesn't seem likely.

@Adam: Good to see you again old friend. No problemo with a tie-in. Bearing in mind that the circles moved in within Riddleport are likely small, we could share the Zincher trait as written or look for a canny tie in between differing trait backgrounds?

Perhaps your tiefling bard is the one that's opened Murg/Mholk's (can't decide which name is better lol) beady eyes to a world of better opportunity?

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