
Roonfizzle Garnackle |
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I uh .... have a soft spot for Dragons, particularly if one can PLAY them, and can have my arm twisted to whip up a divine caster of some kind, if one ends up being needed to round out a group. I have not had the best luck with pbp, but am familiar with how it works, and a reasonable amount of time available to commit.
(Forever DM, and I occasionally sift through the recruitment lists while bored at work, and this caught my eye. I've been known to devour FR novels, but have been a couple decades since my last deep delve)

Roonfizzle Garnackle |

A Serendipity Shaman of Tymora would be thematic ... but I'd have to build that by hand. Don't have that book for HL at the moment.
<continues to sift through options>
<edit> Uh, question? You said PF1e Core in one of your responses. Corebook only? Or did I misunderstand?
<More edit>Looking at the conversion you did for Dragonborn, it has Psychic Heritage as an alternate race trait... I'm quite fond of the Psionic options, but wasn't going to ask because you said no 3pp. For clarification, is a Dragonborn Vitalist off the table? I'm assuming it is not permitted based on your previous statement, but now I'm confused.

EltonJ |
1 person marked this as a favorite. |

A Serendipity Shaman of Tymora would be thematic ... but I'd have to build that by hand. Don't have that book for HL at the moment.
<continues to sift through options>
<edit> Uh, question? You said PF1e Core in one of your responses. Corebook only? Or did I misunderstand?
You can create a character using a class from PF1 core, APG, ACG, UC, and UM.
<More edit>Looking at the conversion you did for Dragonborn, it has Psychic Heritage as an alternate race trait... I'm quite fond of the Psionic options, but wasn't going to ask because you said no 3pp. For clarification, is a Dragonborn Vitalist off the table? I'm assuming it is not permitted based on your previous statement, but now I'm confused.
It's not permitted to be a Vitalist. I wrote the conversion for my City of Psionics campaign world -- that's why there is a Psychic Heritage as an alternate race trait. I'm trying to make character creation easy for everyone, that's why I'm disallowing Ultimate Psionics.

Roonfizzle Garnackle |

Please consider Tharan, a skilled warrior and healer, for your Divine slot.
Tharan Luckseeker
Male silver dragonborn oracle (spirit guide) 7 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
CG Medium dragon
Init -1; Senses darkvision 60 ft., low-light vision; Perception +0
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Defense
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AC 17, touch 9, flat-footed 17 (+6 armor, -1 Dex, +2 natural)
hp 50 (7d8+12)
Fort +3, Ref +1, Will +5
Immune paralysis, sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 longspear +11 (1d8+8/×3 plus 2d6 on charge)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 longspear)
Special Attacks channel positive energy 7/day (DC 19, 4d6)
Oracle (Spirit Guide) Spells Known (CL 7th; concentration +13)
. . 3rd (5/day)—borrow fortune[APG], cure serious wounds, deadly juggernaut[UC], neutralize poison
. . 2nd (8/day)—Bull Strength, Cleromancy(Occult Mysteries), cure moderate wounds, oracle's burden[APG] (DC 18), lesser restoration, shield other, weapon of awe[APG] (DC 18)
. . 1st (8/day)—bless, comprehend languages, cure light wounds, detect undead, divine favor, protection from evil, shield of faith
. . 0 (at will)—create water, detect magic, guidance, light, mending, purify food and drink (DC 16), stabilize
. . Mystery Life
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Statistics
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Str 20, Dex 8, Con 12, Int 10, Wis 10, Cha 22
Base Atk +5; CMB +10; CMD 19
Feats Lunging Spell Touch[ACG], Outflank[APG], Power Attack, Reach Spell[APG]
Traits fate's favored, magical lineage
Skills Acrobatics -1 (-5 to jump), Diplomacy +16, Intimidate +8, Knowledge (geography) +10, Knowledge (religion) +10, Linguistics +7, Spellcraft +10, Use Magic Device +13
Languages Celestial, Chondathan, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Ignan
SQ bonded spirit, breath weapon, hero points, revelation (channel)
Combat Gear lesser extend metamagic rod, potion of cure serious wounds (2), scrolls of displacement (x2), enlarge person (x2) (CL 5th), mirror image (x2) (CL 5th), shield (x2) (CL 5th), wand of cure light wounds; Other Gear rhino hide, +1 longspear, belt of giant strength +2, headband of alluring charisma +2, 1,030 gp
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Special Abilities
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Bonded Spirit Gain a wandering spirit each day.
FCB5 HP, 2 Other Racial, levels 6 and 7, two level 2 spells
Breath Weapon (1d6 Cold, 15 ft Cone, Ref neg, 1/day, DC 11) (Su) As a standard action deal elemental damage to an area.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lunging Spell Touch Take -2 to AC to increase reach for touch spells by 5'.
Oracle Channel Positive Energy 4d6 (7/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
For wandering Spirit, The following Hexes are ones I'm more likely to ask to use:
Default: Mammoth
Note: References to Wisdom and Charisma should be swapped, due to the archetype being an Oracle one, but the references being based on the standard Shaman text.
Fire Nimbus (Su): The shaman causes a creature within 30 feet to gain a nimbus of fire. Though this doesn’t harm the creature, it does cause the creature to emit light like a torch, preventing it from gaining any benef it from concealment or invisibility. The target also takes a –2 penalty on saving throws against spells or effects that deal fire damage. The fire nimbus lasts for a number of rounds equal to the shaman’s level. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
Flame Curse (Su): The shaman causes a creature within 30 feet to become vulnerable to fire until the end of the shaman’s next turn (Pathfinder RPG Bestiary 305). If the creature is already vulnerable to fire, this hex has no effect. Fire immunity and resistances apply as normal, and any saving throw allowed by the effect that caused the damage reduces it as normal. At 8th and 16th levels, the duration of this hex is extended by 1 round. A creature affected by this hex cannot be affected by it again for 24 hours.
Gaze of Flames (Su): The shaman sees through fire, fog, and smoke without penalty as long as there is enough light to otherwise allow her to see normally. At 7th level, the shaman can gaze through any source of flame within 10 feet per shaman level, as clairvoyance. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.
Lure of the Heavens (Su): The shaman’s connection to the skies above is so strong that her feet barely touch the ground. At 1st level, she no longer leaves tracks. At 5th level, she can hover up to 6 inches above the ground or liquid surfaces. At 10th level, the shaman gains the ability to fly (as the spell) for a number of minutes per day equal to her shaman level—the duration does not need to be consecutive, but it must be used in 1-minute increments.
I'll pick up a new alias if he's selected to join your group. Please let me know if I've overstepped, or have anything you would prefer to see changed.

Roonfizzle Garnackle |

Since I don't see it in the stat block, the plan is to use Magical Lineage (Cure Mod) and reach spell, to have all Cure Mods be close range spells that still only cost level 2 spell slots.
As a note to other potential melee combatants, I took Outflank, and a reach weapon. I hope that this will be useful to the party, along with the buckets of healing I bring.

EltonJ |

Applicants so far
* Horek Varshot -- Human ranger
* Zinnath the Scary -- Faerie dragon arcane trickster
* Arrac Brant -- Half-orc barbarian/fighter
* Tharan Luckseeker -- Dragonborn Oracle
* Talandria "Tala" Windwillow -- Half-elf bard
* Morgrym Black -- Wizard
Applicants to turn in a character
* Mem'ori -- Thayan Gladiator
* Grimdog
* Grumbaki

GM_Beernorg |
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Female Half-Elf (moon elf) Bard (silver balladeer) 7th
NG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +13
Defense
AC 21, touch 14, flat-footed 18 (Armor +5, Def +1, Dex +3, Shield +2) ACP 0
hp 42 (7d8+7)
Fort +3, Ref +8, Will +6
Defensive Abilities immune to magic sleep effects, +2 racial bonus on saves vs. enchantment spells & effects, +4 bonus on saves vs. curses, hexes, & charm effects
Bard Spells Known (CL 7th; Concentration +11)
(at will) 0th-Dancing Lights, Detect Magic, Know Direction, Lullaby, Read Magic, Spark
(5) 1st-Animate Rope, Chord of Shards, Cure Light Wounds, Identify, Sleep
(4) 2nd-Cat's Grace, Cure Moderate Wounds, Silence, Tongues
(2) 3rd-Haste, Invisibility Sphere
Offense
Speed 30 ft.
Melee “Coda” +10 (1d6+4/19-20x2), silver dagger +8 (1d4/19-20x2)
Missile +1 short bow +10 (1d6+1/20x3), silver dagger +8 (1d4/19-20x2)
Space 5 ft.; Reach 5 ft. Encum 30 Light 33 Max 100
Special Attacks -
Statistics
Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 18
Base Atk +5; CMB +5; CMD 19
Feats Skill Focus (diplomacy), Point-Blank Shot, Precise Shot, Weapon Finesse, Lingering Performance
Skills Acrobatics +10, Appraise +5, Bluff +8, Climb +5, Diplomacy +13, Disguise +8, Escape Artist +7, Handle Animal +8, Knowledge +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +4, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +6, Perception +13, Perform (sing) +9, Perform (string instrument) +12, Ride +5, Sense Motive +7, Sleight of Hand +7, Spellcraft +6, Stealth +14, Survival +3, Swim +2, Use Magic Device +8
Traits Beast Bond, Wild Stride (forest)
Class Abilities Bardic Knowledge, Bardic Performance (countersong, distraction, fascinate, inspire courage +2, Inspire competence +3, break curse) 24 rounds/day, Cantrips, Pure Heart, Silver Mastery, Lore Master 1/day, Versatile Performance (sing)
Special Qualities Adaptable, Elf Blood, Elven Immunities, Keen Senses, Multitalented
Languages Common, Elven, Draconic, Orcish, Dwarven
Gear +1 mithral chain shirt, +1 darkwood buckler, “Coda” +1 agile mithral short sword, *+1 short bow, *20 masterwork arrows in quiver, silver dagger, spring loaded wrist sheath, ring of protection +1, traveler’s outfit, silver harper’s pin (under vest over her heart), cloak of elvenkind, masterwork silver stringed & inlaid violin, ioun torch, *minor bag of holding (map of Cormyr, bell tripwire trap, blanket, camouflage blanket [forest], candles [2], canteen, chalk [2], compass, elven trail rations [2] false-bottomed cup, flint & steel, hammock, hand keg [knee-cracker cider] hearthstone, hip flask [knee-cracker cider], vial of ink, inkpen, magnifying glass, hand mirror, paper sheet [40], journal, 50 ft. spider’s silk rope, scroll case, signal whistle, soap, traveler’s any-tool, whetstone); pp 10 gp 158 sp 7 cp 3
Special Abilities
Wild Stride Choose a favored terrain from those listed in the ranger favored terrain class ability. You can move through naturally occurring difficult terrain without any penalty while within your favored terrain. Terrain created or modified by magic or traps affects you normally.
Silver Mastery (Su): At 2nd level, a silver balladeer treats silver weapons as if they were also cold iron for the purpose of overcoming damage reduction. Also, alchemical silver weapons do not impose a penalty on damage rolls when wielded by a silver balladeer, and a silver balladeer gains a +1 bonus on attack rolls made with mithral weapons.
Break Curse (Su): At 6th level, a silver balladeer can suppress a single curse affecting an ally within 30 feet that is able to see and hear her. Each round the silver balladeer uses break curse, she attempts a Perform check against the original DC of the curse. If successful, she suppresses the curse for 1 round. After she has suppressed the curse for 4 consecutive rounds, she can attempt a caster level check to remove the curse as if she had cast remove curse.
“Mist”
Female Light Riding Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
Defense
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
Offense
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft., Reach 5 ft.
Statistics
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6
SQ Combat Trained
Gear riding saddle, saddlebags
About Talandria: “Tala” hails from Deepingdale, where she spent many nights of her youth wandering the forest, loving moonlit evenings best of all. She is a skilled archer as many of the folk of Deepingdale are, and counts herself lucky to have grown up among people for whom her status as Cha'Tel'Quessir was no hindrance. From an early age she also found she had great talent with strings of another kind, those of the violin, as well as a lovely and strong singing voice. However she was not content to stay in the Dale, no matter it’s beauty. She longed to see the greater Realms and compose songs about distant lands and great deeds. She took up the life of a traveling bard, and in those wanderings eventually came to the attention of those who Harp. In service to the Harpers Tala has crossed paths and swords with the Zhentarim, for whom she holds little love. She also drew the ire of a Red Wizard of Thay when she spurned his romantic attempts, forcing her to flee lest her true motivations be revealed. She has visited the forest kingdom of Cormyr on several occasions, both in service to the Harpers and to simply enjoy the beauty of that land. She is fond of playing at roadside inns and taverns there, and has done so often as Cormytes appreciate a fine tune.
May have missed the post up thread, but I actually posted Tala on the 5th, but for clarity, here she is again.