| Rabscuttle |
Alejando Delfin: CG Male Half-Elf 2nd Unchained Rogue
still need to work out equipment
Statistics
STR: 14 = Base: 14
DEX: 18 = Base: 16; Racial: (+2) Half-elf
CON: 12 = Base: 12
INT: 14 = Base: 14
WIS: 13 = Base: 13
CHA: 8 = Base: 8
Fort: +1 = Base: +0; CON: +1
Ref: +7 = Base: +3; DEX: +4
Will: +1 = Base: +0; WIS: +1
AC: 18 = Base: (+10); Dexterity: (+4); Armor: (+2) Leather; Shield: (+1) Masterwork Buckler; Dodge: (+1) Dodge
Touch: 15
FF: 13
BAB: 1
CMB: 3 = BAB: (+1); Strength: (+2)
CMD: 18 = Base: (+10); BAB: (+1); Strength: (+2); Dexterity: (+4); Dodge: (+1) Dodge
Init: +4 = Dexterity: +4
Speed: 30ft
HP: 18
Languages: Elven, Atlantan, Spanish, Orc
Attacks
Melee
Sword, short +5 (1d6+2, 19-20/x2)
Sword, short +4 (1d6+2, 19-20/x2) (Combat Expertise)
Sap +5 (1d6+2, x2)
Ranged
Crossbow, light +5 (1d8, 19-20/x2)
Skills
Acrobatics: 9 = +2 ranks; +4 DEX; Misc: (+3) Class Skill
Appraise: 2 = +2 INT
Bluff: -1 = -1 CHA
Climb: 7 = +2 ranks; +2 STR; Misc: (+3) Class Skill
Diplomacy: -1 = -1 CHA
Disable Device: 10 = +2 ranks; +4 DEX; Misc: (+1) Trapfinding, (+3) Class Skill
Disguise: -1 = -1 CHA
Escape Artist: 9 = +2 ranks; +4 DEX; Misc: (+3) Class Skill
Fly: 4 = +4 DEX
Heal: 1 = +1 WIS
Intimidate: 4 = +2 ranks; -1 CHA; Misc: (+3) Class Skill
Knowledge (dungeoneering): 7 = +2 ranks; +2 INT; Misc: (+3) Class Skill
Knowledge (local): 7 = +2 ranks; +2 INT; Misc: (+3) Class Skill
Perception: 11 = +2 ranks; +1 WIS; Misc: (+3) Class Skill, (+3) Skill Focus; Racial: (+2) Keen Senses
Profession (Sailor): 7 = +2 ranks; +1 WIS; Trait: (+1) Sailor; Misc: (+3) Class Skill
Ride: 4 = +4 DEX
Sense Motive: 6 = +2 ranks; +1 WIS; Misc: (+3) Class Skill
Sleight of Hand: 9 = +2 ranks; +4 DEX; Misc: (+3) Class Skill
Stealth: 9 = +2 ranks; +4 DEX; Misc: (+3) Class Skill
Survival: 1 = +1 WIS
Swim: 8 = +2 ranks; +2 STR; Trait: (+1) Sailor; Misc: (+3) Class Skill
Conditional Modifiers
Damage: +1 trait - vs enemies you are flanking (Dirty Fighter)
Perception: +1 - to locate traps (Trapfinding)
Saving Throws: +2 racial - vs enchantment spells and effects (Elven Immunities)
Race Features
Low-Light Vision (CRB 24): You can see twice as far in conditions of dim light.
Adaptability (CRB 24): You receive Skill Focus as a bonus feat.*
Elf Blood (CRB 24): You are a humanoid with human and elf subtypes and count as both an elf and human for any effect related to race.
Elven Immunities (CRB 24): You are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses (CRB 24): You receive a +2 racial bonus on Perception skill checks.*
Multitalented (CRB 24): You choose two favored classes at first level.
Class Features
Armor Proficiency: You are proficient in Light Armor. *
Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Crossbow, hand; Rapier; Sap; Shortbow; Sword, short
Sneak Attack (Ex) (Core 68): When you are flanking your target, or when they are denied their Dexterity bonus to AC, you can deal an extra 1d6 damage. This is precision damage and is not multiplied on a critical hit. You can sneak attack with a ranged weapon if the target is within 30ft.
If using a nonlethal weapon, your sneak attack does nonlethal damage. You cannot deal nonlethal sneak attack damage with a weapon that deals lethal damage.
You must be able to see your target well enough to pick out a vital spot. You cannot sneak attack a creature with total concealment.
Trapfinding (Core 68): You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks*. You can use Disable Device to disarm magic traps.
Finesse Training (Ex) (PU 20): You gain Weapon Finesse as a bonus feat.*
Evasion (Ex) (Core 68): If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you take no damage. A helpless character does not gain the benefit of evasion.
Rogue Talents (Core 68): You have acquired new skills. Only one talent can be applied to any one attack.
- Rope Master (Ex) (UC 70) : You can move at your normal speed when using rope on a Climb check, can take 10 when using Acrobatics to move over narrow surfaces even when in danger or distracted, and gains a +4 bonus when determining the DC to escape bonds when you tie up a creature.
Traits
Dirty Fighter (APG 328): When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Sailor (Custom): You gain a +1 bonus on Swim and Profession (sailor) checks* and Swim is a class skill for you. You may use Profession Sailor skill for balance and climb checks on board ship.
Feats
Dodge (Core 122): You gain a +1 dodge bonus to your AC.*
Combat Expertise (Core 119): You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 to your Armor Class.
Skill Focus (Perception) (Core 134): You get a +3 bonus on all checks involving the chosen skill.*
Weapon Finesse (Core 136): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls*. If you carry a shield, its armor check penalty applies to your attack rolls*.
Equipment
Masterwork Buckler, Leather, Short sword, Light crossbow, Sap
Alejandro was born the third son to minor nobles in Valencia. As a young man he was rather wild and soon became embroiled in so many scandals that he eventually drained the patience off all who knew him and he was disowned, disavowed and banished.
With barely anything to his name, he started a new life on the sea, and after a few perilous journeys without any sort of safety net, he learnt discipline and the benefits to working as a team. Unfortunately, this only applied when he was part of a crew - when on shore and left to himself, his bad habits return and he soon finds that the coins he has aren't enough for the debts he's accrues and so he joins up with another ship to anywhere else.
He is not discriminate with which ship he sails on; he's sailed with fishermen and smugglers, merchants and pirates, passenger ships and warships.
Those that know him now, know him as Alejandro Delfin - he took a new surname from the ship that took him from home. A trustworthy man at sea, but of questionable character on shore.
Those that knew him before he left home would not recognise the sun-browned, tattoed, young man now.
Alejandro himself rarely thinks about his old life now. He is who he is now, and the bonds between crewmates feel more real than the familiar bonds from years ago.
| Myrtis of Emporia |
| 2 people marked this as a favorite. |
@Herkymr: A required campaign trait typically means a trait from the adventure being played, not any campaign trait from anywhere. In this case it would be from this players guide:
Here they are for convenience:
Anthropologist:
The opportunity to meet and study new cultures is just too alluring. You've studied other cultures as they visited Atlantis but now you will have the chance to discover an entire new people. You have learned to pick up new languages and watch how others interact. You gain a +1 to Linguistics and Sense Motive checks. Additionally, one of these skills (your choice) is always a class skill for you.
Caravan Guard:
Whether it is a short jaunt across the continent of Atlantis or a two thousand mile trip to return to Atlantis, people need themselves and their things protected. You have learned quick action is the key to handling a scuffle and that grit, not brawn can often defuse a situation. You gain a +1 to Initiative and a +1 to Intimidate checks. Intimidate is always a class skill for you.
Craftsman:
You enjoy making things with your own two hands. You appreciate the skill and effort it takes. This opportunity to share your knowledge with others and to have the opportunity to potentially learn new techniques had to be seized. You may use a craft skill in place of appraise for like items, you gain a +2 to a craft skill of your choice
and Appraise. Appraise is always a class skill for you.
Marine:
You are used to keeping order and discipline on board a ship as well as
repelling boarders. Returning from a two thousand mile trip will definitely require your steely nerves. You have practiced on numerous vessels and know how to quickly size up a ship's deck to know the best means of gaining an advantage. When fighting onboard a ship you gain a +1 to attack and +1 to AC.
Merchant:
Exchanging goods is your game. Not only do you get a chance to be a small percentage partner in this affair but you may be able to setup your own side business as well. This is a chance of a lifetime. Luckily, you have an eye for quality and a silver tongue to talk others out of it. You get a +1 to diplomacy and you increase the base trade in percentage of goods by 5% and reduce costs by 10%. Diplomacy is always a class skill for you.
Naturalist:
You collect creatures and have done so from a young age. You love to see how the animal and plant kingdoms work together. Now you have the opportunity to catalogue species from an area where no Atlantean has been. It is an outstanding opportunity and one you won't miss. You get a +2 on Handle Animal and Knowledge Nature checks. Also, one of these skills (your choice) is always a class skill for you.
Sailor:
You grew up inspired to sail the ocean. You have worked as a cabin boy/girl and worked your way up to a member of the crew. To return from such a long trip will require passage on a ship and you relish the idea of sailing new seas. You feel at home on the deck of a ship. You gain +1 to Profession and Swim checks, one of these is always a class skill for you. You may also use your Profession skill for balance and climb checks on board ship.
| Myrtis of Emporia |
| 1 person marked this as a favorite. |
@Rabscuttle: At ~300 BC Valencia hasn't been founded yet (Romans did it). The general area of Spain (then called Iberia for simplicity's sake) where Valencia will eventually be located is under the influence of Carthage. The closet trade colony to Valencia's location was Akra Leuka. The language mostly spoken there would be Punic (Phoenician) along with Iberian, which is the local language. However Iberian isn't on the the language list in the Players Guide so I guess Celtic substitutes. That's what I used at least.
This could be fun! Myrtis is from just up the coast north a ways at Emporia, a Greek colony. Our characters would be be familiar with each other's respective societies. Greek/Punic relationships tended to be be economic and trade rivalries that moved across the spectrum from friendly to bloody and back over time. They would have a lot of baggage to sort out. But at least Myrtis would be able to travel with someone who isn't a barbarian! :)
| Roeganjoe the Balor |
| 1 person marked this as a favorite. |
There was some archeological evidence that the more maritime Germanics living at various estuaries had somewhat elevated levels of civilizations, compared to their peers inside of Germania proper.
The number of memorial stones, graves etc. is certainly a lot higher there, indicating both riches and the capability to keep them.
Tactitus stated that the "Ruugi" were more organized, fought with shields,short swords and in an organized fashion and further had elected kings whom they followed.
Of course, Tacitus is very much not 300BC, and his "Germania" is an ehhmmm, debatable source for a number of reasons.
I dont actually think that divisions between "Barbarians" and "civilized" were as cut and dry. Athen employed Scythians for police work, and while you would need a patron to settle as a "guest" in a greek Polis, it was not unheard off.
300BC? Actually, basically nobody other then Amber merchants would know of be very familar with Germanics. Alps at that time should be solidly Keltish. There was some Amber trade using the Danube, but for most "greeks/romans/punics" A Germanics would be kelt like people who dont speak Keltish, but are otherwise pretty similar to them.
| Sven Olaffson |
| 1 person marked this as a favorite. |
A question...for the dwarves of the Alps. Are they Celt based? From what I understand, it was the foothills of the alps that the Cisalpine Gauls were located in the foothills of the Alps. I'd imagine dwarves to be further in, right?
Basically, I'd like to get some GM input on how non-human races fit in. Dwarves especially. I'll make a new profile for a more lore-friendly name as needed.
| Myrtis of Emporia |
| 1 person marked this as a favorite. |
You're right, I was being glib.
What "barbarian" meant depended on context and time period quite a lot. The minimal, baseline meaning would be more or less 'someone who does not speak proper Greek and/or is not from town'. It didn't carry much chauvinism initially. A good parallel is the Turkish word Yabancı, which means not from here. It's used in various ways. If I'm a foreigner in Turkey I'm a yabancı everywhere I go there. If I'm a Turk from Adana and I go to Istanbul, I'm a yabancı there but not in Adana, no value attached, just means I'm a stranger.
'Barbarian' became more pejorative and drew harder lines after the slave population in Greece, especially Athens, became much larger and completely non-Greek.
| Herkymr the Silly |
@Herkymr: A required campaign trait typically means a trait from the adventure being played, not any campaign trait from anywhere. In this case it would be from this players guide:
Here they are for convenience:
** spoiler omitted **...
lol I knew that must mean I was tired that I didn't pick it up. Will adjust again. dang it :)
Will take craftsman and use poison as my craft skill.
and
Boarded In MediogaltiBrexiza (Medium Spider Venom) ---
+2 Save vs. Poison, immune to the selected poison.
| Myrtis of Emporia |
| 1 person marked this as a favorite. |
@Sven: I had a lesser version of the same difficulty when figuring out Myrtis's backstory since she's a half elf. I went with having the elves withdraw deeper into the wilderness, breaking off contact with Emporia generations ago. They're still out there (everyone supposes), but nobody has seen an actual elf within anyone's living memory. Half elves in the colony are just people with large amounts of inherited elven blood. It was a way of having elves, but not dealing with the questions.
This probably doesn't help you though.
I almost wrote in dwarves living up in the Pyrenees Mountains since Myrtis's family are merchants dealing in metals. But it wasn't a critical thing and her backstory was starting to get long.
| Sven Olaffson |
| 1 person marked this as a favorite. |
TBH, I think dwarves shouldn’t be from the Alps and Celtish. Rather, they should be Nabataeans Or at least I think I’ll switch my character to be…
“ The Nabataeans were one of several nomadic Bedouin tribes that roamed the Arabian Desert in search of pasture and water for their herds.[8] They emerged as a distinct civilization and political entity between the 4th and 2nd centuries BCE,[8] with their kingdom centered around a loosely controlled trading network that brought considerable wealth and influence across the ancient world.”
“ Nabataean culture may have had multiple influences. Classical references to the Nabataeans begin with Diodorus Siculus; they suggest that the Nabataeans' trade routes and the origins of their goods were regarded as trade secrets, and disguised in tales that should have strained outsiders' credulity.”
“ The trading business gained the Nabataeans considerable revenue and Petra became the focus of their wealth. The Nabataeans were accustomed to living in the barren deserts, unlike their enemies, and were able to repel attacks by taking advantage of the area's mountainous terrain. ”
So…desert dwelling dwarves. Originally nomadic and then built mountain cities which are wonders of the ancient world. Wealthy due to trade but secretive in their sources. Remembered for their architects and stonemasons.
| Ironperenti |
| 1 person marked this as a favorite. |
I go away for a few hours and discussion explodes. I see elves in Ireland and Gaul for sure, probably various other great forests across Europe. Dwarves are primarily a mountain folk, where those may be found. I have no issues with a traveling nomadic band of dwarves in North Africa though. I could easily see gnomes and their pension for devices and study ending up mixed with the Greeks philosophizing away in the forums. Halflings probably have their own communities that interact with but do not intermingle with the others. Elves, dwarves and humans form kingdoms; the other two kind of operate within those kingdoms.
Everyone did an excellent job with backgrounds, pointed out numerous issues with the player's guide (which I intend to report by the way), and managed to cover the gambit of class types. In the end, that's really what I looked for in order to select. So, without further ado, the team to journey across the leagues will be:
>Elbowtotheface with Eddrikk Half-dwarf Unchained Monk 2
>Torilgrey with Gheorix the Red! Human Dragon Skald 2
>Myrtis of Emporia Half-elf Oracle Spirit Guide 2
>Drbuzzard with Perblentious the seer Gnome Sorcerer 2
>Rabscuttle with Alejandro Delfin Half-elf Unchained Rogue 2
Please post in the discussion tab as we work to develop your background a little further before starting.
| Ironperenti |
RL has dealt us a hard blow and we are down two players. Looking to shore up our losses. We currently have a Gnome sorcerer, Halfelf Rogue, and a Human Skald. Opening description still applies. You will be from another Atlantis trade team who meets up with our current group.
Build rules:
25 pt build no starting stat lower than 8 after racial modifiers
Race: Core races minus Half-orc and add Half-dwarf
2 traits no drawbacks
Core, base, hybrid, and unchained classes as listed on d20pfsrd
Any good or lawful neutral
Background skills in play
Feats: Paizo only; no Shikigami style, no unhindering shield, shapeshifting hunter works for up to 4 levels, Everyone gets weapon finesse for free, Rogue Finesse and Swashbuckler Finesse get Combat Expertise as a bonus feat even if they do not meet the prereq
Starting Level 2nd
Starting gold 300
Guns are in play at the Emerging Guns level
If I forgot something (which I probably did), please ask.
| Tazo |
Hello Ironperenti! Looks like you could use a frontliner. I'm interested in a Greek Hoplite type character using the Shield Brace feat and a polearm. Just wanted to double check that the mechanics are okay? I saw that you banned Unhindering Shield and feel compelled to ask.
| Tazo |
Thanks so much! Please see my proposed submission for Agripos, a Brawler/Paladin! He's probably straight Paladin going forward; Brawler is there to qualify for Shield Brace at Level 1 since that's the theme of the build. Brawler also gives fun things like Martial Flexibility and unarmed strike. Agripos worships Athena, the goddess of wisdom and war.
| polyfrequencies |
My initial thought after looking at the current party is a wisdom-based divine caster with some decent healing capabilities. Given the setting, a god of exploration seems appropriate. The first one that came to mind is Hermes. I have seen some people recommend Liberation, Luck, Travel, and Trickery as his domains, a light mace as his sacred weapon (more accurately a caduceus), and the tortoise, ram, hawk, and hare as his sacred animals. Does that sound reasonable if I build a cleric or inquisitor of Hermes? Or are there any more appropriate setting deities that could work?
| Sigrid Leifdottir |
@Ironperenti
Debatably kind of, some real life annoyances :).
Here is the first draft of Ran (the deity, not the character):
CG
Domains: Travel, Luck, Trickery, Mischief
Favored Weapon: Throwing axe
While overshadowed in some ways by Loki, who has similar domains, Ran, famed for guile, trickery, being lucky and rather fond of pranks, has no known association with Ragnarrok, the Jotun, or treachery.
She had defeated the Jottun Grimnir, in a duel in which she only had axes as weapon, but was not allowed to strike with them, by throwing the axes instead, and since then has the throwing axe as her weapon.
Religious tenets:
--Give fair warning that your consider your foes as foes.
--Kill if you must, but never murder.
--Do not rob, steal, or impair your kin, or your comrades
--Explore, behold the secrets of the unknown
--Share thy foes secrets, protect thy own
--Flytings are great (Insult contests), never deny one.
--Do not destroy works of art, refrain from hurting artists, although you may steal from them if they are foes.
Travel, Luck, Trickery and Mischief are all excellent domains, I sought to balance it by a pretty bad favored weapon (I think getting a cleric to work with throwing weapons is going to be really hard) and moderatly annoying tenets (there is some precedent for "robbery" being legal in Germanic culture, if you properly announced your intention to rob from that person in public, given him the option to defend himself and his possession).
| Sigrid Leifdottir |
The good thing about a Cleric with a fighter dip is that picking skills doesnt take long, not many skill points to spend o.O.
I tried to somehow work in thrown weapons, she kind of makes use of them, running around with a Bardiche and throwing axes until the enemy closes in.
There has been some evidence of Germanic tribes (as well as potentially pre Shaka Zulus) having skirmishers with longspears and Javelins (supposedly specifically bachelors, who tried to rack up fame by not having shields), so her fighting style isnt completely implausible. Of course, these were relatively poor tribes, and Rügen was probably the richest (explaining her scale armor), but the fighting style is not completely out there, the problem being that you are fairly deep in excrement if someone more mobile gets to grip with you, and well, not having a shield in ancient warfare is not a good idea.
| Sigrid Leifdottir |
Thanks!
Found 2 other mistakes (fort one too low, will one too high, didnt adjust saves after switching from cleric 2 to cleric1/fighter 1), and then munchkinned it up one tier by taking the devout pilgrim archetype, which allows me to hand out "touch" domain powers in a 30 feet range instead (I give up medium armor and shields, but get those back immidiatly by dipping in fighter), this allows me to buff the frontliners with bit of luck without standing next to them :).
Favored class is +skill points on cleric, I gave it a do over and also had mistakes in the fort save (was originally going straigth cleric, before deciding that a dip in fighter made more narrative sense), and the will save which werent updated.
She has 2 different sets of armor, wooden armor while shipside, scale mail in other situations.
| polyfrequencies |
I have a sketch of an inquisitor of Hermes who is essentially an anti-colonial type focused on ensuring that exploration activities are done sustainably, without doing any damage to other cultures and peoples. He believes that Hermes wishes for positive intercultural relations.
I just need to pick my feats, traits, and equipment.
| polyfrequencies |
I haven't named this character just yet or given him an appropriate backstory, but the above note about how he is focused on ensuring equitable exploration is still pretty key. I appreciate any feedback that you have on whether this would fit with the party.
Male Dwarf Sacred Huntsmaster (Inquisitor) 2 of Hermes
NG Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 20, touch 12, flat-footed 18 (+2 Dex, +6 armor, +2 shield; +2 vs aquatic/water creatures)
hp 20 (2d8+4)
Fort +5, Ref +2, Will +6; +4 vs. poison, spells, and spell-like abilities
Defensive Abilities saltbeard (+2 dodge bonus to AC vs. aquatic/water subtype)
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Offense
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Speed: 30 ft. (slow and steady)
Melee: battleaxe +4 (1d8+3/x3), heavy mace +4 (1d8+3)
Special Attacks: Saltbeard (+1 attack vs aquatic/water substype)
Inquisitor Spells Known (CL 2nd; concentration +5)
1st (3/day) – divine favor, hedging weapons, heightened awareness
0th (at will) – create water, detect magic, guidance, light, read magic
Spell-Like Abilities: detect alignment (at will)
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Statistics
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Str 16, Dex 14, Con 14, Int 13, Wis 16, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats: Steel Soul
Traits: Anthropologist (campaign)
Skills: Climb +7 (-7 ACP), Diplomacy +2, Heal +7, Intimidate +0, Knowledge (local) +6, Knowledge (arcane, dungeoneering, nature, planes, religion) +5 (+3 to identify monsters), Knowledge (history) +1 (+2 vs dwarves & enemies, can make untrained), Linguistics +6, Perception +8, Profession (sailor) +10, Sense Motive +10, Spellcraft +5, Stealth +6 (-7 ACP), Survival +8 (+1 to follow tracks, +2 at sea), Swim +7 (-7 ACP)
Languages: Atlantean, Bantu, Dwarven, Egyptian, Greek, Gnome
SQ: agile feet, animal companion (megaloceros), cunning initiative, detect alignment, domain (travel), monster lore, orisons, stern gaze, track
Gear: battleaxe, blanket, chainmail, chronicler’s kit, cooking kit, crowbar, earplugs, grappling hook, grooming kit, hammer, heavy mace, heavy wooden shield, hide shirt barding, inquisitor’s kit, oil (2), pitons (4), signal whistle, tindertwig, whetstone, 5 sp, 5 cp
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Special Abilities
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Domain: Travel; Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Animal Companion (Ex): At 1st level, a sacred huntsmaster forms a bond with an animal companion. This ability works as the hunter class feature of the same name, using her inquisitor level as her hunter level. This ability replaces judgment 1/day.
A sacred huntsmaster may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the sacred huntsmaster on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The sacred huntsmaster’s effective druid level is equal to her sacred huntsmaster level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A sacred huntsmaster may teach her companion sacred huntsmaster’s tricks from the skirmisher ranger instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.
If a sacred huntsmaster releases her companion from service or her animal companion perishes, 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. While the sacred huntsmaster’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A sacred huntsmaster cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Dwarf Race Traits
Traits
Anthropologist (campaign): The opportunity to meet and study new cultures is just too alluring. You've studied other cultures as they visited Atlantis but now you will have the chance to discover an entire new people. You have learned to pick up new languages and watch how others interact. You gain a +1 to Linguistics and Sense Motive checks. Additionally, one of these skills (your choice) is always a class skill for you.
Friend in Every Town (social): You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.
Megaloceros Elemental Companion (Water)
N Medium animal
Init +3; Senses low-light vision, scent; Perception +6
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Defense
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AC 19, touch 13, flat-footed 16 (+3 Dex, +3 natural, +3 armor) (+2 dodge vs AoO)
hp 30 (3d8+6)
Fort +5, Ref +6, Will +3
Special breathe underwater
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Offense
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Speed: 50 ft., swim 20 ft.
Melee: gore +5 (1d8+1); power attack -1 to hit, +3 to damage
Special Attacks: Skirmisher Tricks (Vengeance Strike) 3/day
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Statistics
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Str 12, Dex 17, Con 14, Int 2, Wis 15, Cha 5
Base Atk +2; CMB +3; CMD 16
Feats: Light Armor Proficiency, Power Attack
Skills: Acrobatics +7 (ACP -1), Perception +6, Stealth +7 (-1 ACP), Swim +9 (-1 ACP)
SQ: lesser elemental manifestation (water), link, share spells, tricks (attack, attack, defend, down, flank, heel, vengeance strike)
Gear hide shirt barding
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Special Abilities
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Lesser Elemental Manifestation (Ex): At 2nd level, an elemental companion gains one or more special abilities based on its element. An air companion gains a 20% miss chance against ranged attacks. An earth companion gains DR 1/adamantine, and this damage reduction increases by 1 for every 4 druid levels the master has. A fire companion can see through fire, fog, and smoke without penalty, and it gains Nimble Moves as a bonus feat. A water companion can breathe underwater, gains a swim speed of 20 feet, and gains a +2 dodge bonus to AC against attacks of opportunity; a water companion that already has a swim speed instead increases its swim speed by 10 feet.
This replaces evasion and improved evasion.
| Ironperenti |
Sigrid and the Unnamed look good thus far. I was looking more at character concept than the details. Had to familiarize myself with megaloceros, should have just said large elk. Anyway, If you want to hop on the discussion board, I have two different ways of bringing you in. I just need to see which group triggers it. :)
That should close us out for recruitment for now. If we lose anyone else I'll come back shopping.