
pad300 |
K’Tak’Ktah’hal
or Ktak for the warmbloods without forked tongues…
K’Tak’Ktah’ha began his days in the southwest of Osirion, raised in the ways of his tribe. He was 14 when the pathfinder expedition visited, looking for a lost temple. The elders bartered, a year’s service (as guides, bearers and escorts) from four young warriors for coveted steel weapons. Ktak (as he became known to the pathfinders) was one of the four. With native guides, the expedition was able to find (and then explore) the temple quickly, in a season. The other survivor were released from his term of service early to return to the tribe, but Ktak, in his honor (and curiosity about the warmbloods), refused. Instead, he travelled with them back to Absalom, and entered into service in the pathfinder society...
He has since joined the society as a sword, and participated in several expeditions in a variety of locations. He has learned much, turning his natural wariness and alertness to different environments (Favored Terrain Underground and Urban). He has become literate and learned how make the weapons the elders sought. He has even discovered a surprising affinity for mechanical devices (Vagabond Child trait and disable device skill).
6’8” 280 lbs of reptilian bruiser… Scales are a rattlesnake pattern, eyes are black pools. Several hard-earned scars mark his hide in various places. His nose horn is adorned with several jagged metal additions (tusk blades)…
Skin-Changer 8
Alignment: ?Lawful Neutral? (Follows his tribal code tightly (and the Pathfinder Society rules as his adopted tribe); not tightly attached to other people’s rules.)
Diety: Erastil
Init += +2 Dex
Speed 30 ft
Defense
AC : 22 =10+ 2 dex +1 NA+6 (armor) +1 armor enhancement +2 shield
HP: 96 = 10+ (7d10 =>70 ) + 16 (2*8con)
Fort + 11 = +6 Skin Changer 8 + 3 con +2 resistance
Ref + 10 = +6 Skin Changer 8 + 2 dex +2 resistance
Will + 8 = +2 Skin Changer 8 + 2 wis+2 resistanceb+2 Iron Will
+2 trait vs Charm and Compulsion, +2 racial vs Charm and Compulsion
CMD : 25 = 10 + 8 (bab)+2 (dex) +5 (Str)
Offense
Melee: Bite (+18 = 8 bab + 6 str +1 enhancement + 3 competence) / (1d4+ 10 =+6 str +1 enhancement+3 competence), Claw (+18 = 8 bab + 6 str +1 enhancement + 3 competence) / (1d4+ 10 =+6 str +1 enhancement+3 competence), Claw (+18 = 8 bab + 6 str +1 enhancement + 3 competence) / (1d4+ 10 =+6 str +1 enhancement+3 competence), Gore (+18 = 8 bab + 6 str +1 enhancement + 3 competence) / (1d6+ 10 =+6 str +1 enhancement+3 competence), Talons (+18 = 8 bab + 6 str +1 enhancement + 3 competence) / (1d4+ 10 =+6 str +1 enhancement+3 competence)
Ranged: Chakram ( +10 = 8 Bab +2 dex)/(1d8+6 str)
BAB : +8
CMB : + 13 = +8 (BAB) +5 str
Race = Mountain Lizardfolk, Favored Class: Skin-changer
Str: 22 = 16 (10 pts) +1 lvl 4 +1 lvl 8 +2 racial+2 enhancement
Dex : 14 = 14 (5 pts)
Con : 16 =14 (5 pts) +2 racial
Int : 10 =12 (2 pts) -2 racial
Wis; 14 =14 (5 pts)
Cha: 9 = 9 (-1 pts)
Skills : (8*6 +8*1 FCB) Not including ACP
Stealth +13 = 8 ranks +3 trained +2 dex
Perception +13 = 8 ranks +3 trained +2 wis
Survival +13 = 8 ranks +3 trained +2 wis
Heal +13 = 8 ranks +3 trained +2 wis
Disable Device +14 = 8 ranks +3 trained +2 Dex +1 Trait
K nature +11 = 8 ranks +3 trained
Swim +12 = 3 ranks +3 trained +6 str
Climb +20 = 1 ranks +3 trained +6 str +8 racial
Acrobatics +9 = 4 ranks +3 trained +2 dex
Background Skills (2*8)
K Geography +11 = 8 ranks +3 trained
Handle Animal +6 = 4 ranks +3 trained -1 cha
Linguistics +1 = 2 ranks (Literacy + Osirian)
Craft (Weapons) +4 = 1 ranks +3 trained
Craft (Armor) +4 = 1 ranks +3 trained
Languages : Common, Draconic, Osirian (linguistics),
Traits: Birthmark (Faith), Vagabond Child
Feats
Power Attack (1st)
Iron Will (3ed)
*** (5th)
*** (7th)
?***?(9th)
Mountain Lizardfolk (Greater Lizardfolk) 12RP
Usually found in tribes where mountains and desert butt up against one another ( ie. parts of western Katapesh, Nex, Mana Wastes and Geb, south west Osirion and central Rhahadoum, also possibly in Quadira), these folk are apparently related to the Lizardfolk of the swamps, but have greatly adapted to their homelands.
Much like their marsh dwelling relatives, Mountain Lizardfolk are uninterested in colonization of lands outside their traditional habitat and are mostly content with the simple weapons and rituals that have served them well for millennia, lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition and an oral history stretching back to before humans walked upright.
Though generally neutral, lizardfolks’ standoffish demeanor, staunch rejection of civilization’s “gifts,” and legendary ferocity in battle cause them to be viewed negatively by most humanoids. These traits stem from good reasons, however, as their own slow rate of reproduction is no match for warm-blooded humanoids, and those tribes who don’t defend their territories to the last breath quickly find themselves overwhelmed by the mammalian hordes. As for their tendency to consume the bodies of dead friends and enemies alike, the practical lizardfolk are quick to point out that life is hard, and nothing should go to waste.
As their reptilian blood makes them sluggish in the cold, most lizardfolk hunt and work during the day and retreat to their homes at night to curl up with other tribesmen. They use fires for heat at night, but also put large stones out during the day to collect heat from the sun, and then drag them inside for comfort during the night.
Description
Slightly larger than their swamp dwelling cousins, 6’6” to 7’6” feet tall and weigh 250 to 300 pounds, their powerful muscles covered in scales of gray, tan, and brown. Most have short dorsal spikes; Unlike their swamp dwelling cousins, they have shorter tails (2’ to 3’), which are thin and flexible. They climb strongly with clawed hands and talon on their feet. Also, they have a hooked horn on their nose (they rarely bite, preferring to gore with the horn) (see just about every pathfinder illustration of a blue dragon).
Humanoid (Reptilian) 0 RP
Medium Size 0 RP
Normal Speed – 30’ 0 RP’
Ability Scores : Standard (+2 Str +2 Con -2 Int)
Languages : Standard (Common, Draconic) 0 RP
Desert Runner (2 RP)
Natural Armor (2 RP)
Stubborn (2 RP)
Claws (2 RP)
Talons (1 RP)
Gore (1 RP)
Climb (2 RP)
Weapon and Armor Proficiency: A skin‑changer is proficient with all simple
and martial weapons and with light armor, medium armor, and shields (except tower shields).
Animal Shape (minor) (Su): At 1st level, a skin‑changer gains the ability to turn into any Small or Medium animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like beast shape I, except as noted here. The effect lasts for 10 minutes per skin‑changer level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal with which the skin‑changer is familiar.
A skin‑changer loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
Track (Ex): A skin‑changer adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): A skin‑changer can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Pathfinder Roleplaying Game Core Rulebook). The skin‑changer rolls 1d20 and adds his skin‑changer level and Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the skin‑changer and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
A skin‑changer can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but takes a –4 penalty on the check.
Animal Combat (Ex): At 2nd level, the skin‑changer receives a +1 competence bonus to all attack and damage rolls when using natural attacks. He also receives a +1 initiative bonus when in animal form.
At 5th level, the competence bonus to all attack and damage rolls from natural attacks increases to +2. His initiative bonus when in animal form also increases to +2. In addition, the skin‑changer’s natural attacks are considered silver for the purpose of overcoming damage reduction.
At 8th level, the skin‑changer is treated as having the Critical Focus feat whenever he is in animal form. The skin‑changer’s natural attacks are also considered magic weapons for the purpose of overcoming damage reduction. The competence bonus to attack and damage rolls from natural attacks increases to +3.
Animal Speech (Su): At 3rd level, a skin‑changer can communicate with animals as if using speak with animals when he is in a favored terrain.
Nature’s Healing (Ex): Beginning at 3rd level, a skin‑changer’s extensive knowledge of the flora and fauna of his favored terrains gives him a +2 bonus to all Heal skill checks made when in one of those favored terrains. In addition, as long as he is in one of his favored terrains when using the Heal skill, a skin‑changer also gains the following benefits:
Long-Term Care: If the skin‑changer’s Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at three times the normal rate: 3 hp per character level for a full eight hours of rest in a day, or 6 hp per character level for each full day of complete rest; 3 ability score points for a full eight hours of rest in a day, or 6 ability score points for each full day of complete rest. The various items and supplies necessary (bandages, salves, and so on) are easy to come by in the
skin‑changer’s favored terrains.
Treat Deadly Wounds: When treating deadly wounds in any of his favored terrains, the skin‑changer can restore an additional 1d6 hp plus 1 hp for every three skin‑changer levels he possesses. The skin‑changer does not need a healer’s kit to treat wounds when in one of his favored terrains and receives no penalties for not having such an item.
Treat Poison: If the skin‑changer’s Heal check exceeds the DC of the poison by 5 or more, the patient receives a +8 competence bonus on his saving throw against the poison.
Treat Disease: If the skin‑changer’s Heal check exceeds the DC of the disease by 5 or more, the patient receives a +8 competence bonus on his saving throw against the disease.
Favored Terrain (Ex): At 3rd level, a skin‑changer may select a terrain from the Favored Terrains table. A skin‑changer gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when in this terrain. A skin‑changer traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, he may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired) increases by +2.
If a specific terrain falls into more than one category of favored terrain, the skin‑changer’s bonuses do not stack; he uses whichever bonus is higher.
(3ed Level) Underground +4
(8th Level) Urban +2
Animal Shape (Su): At 4th level, a skin‑changer’s animal shape ability now lasts for 1 hour per skin‑changer level, or until he changes back.
At 6th level and every two levels thereafter, he can use animal shape one additional time per day, for a total of eight times per day at 18th level. At 20th level, a skin‑changer can use his animal shape ability at will.
As a skin‑changer gains levels, this ability allows the skin‑changer to take on the form of larger and smaller animals. Each form expends one daily use of this ability, regardless of the form taken. At 6th level, a skin‑changer can also use animal shape to change into a Large or Tiny animal. When he takes the form of an animal, a skin‑changer’s animal shape now functions as beast shape II. At 8th level, a skin‑changer can also use animal shape to change into a Huge or Diminutive animal. When he takes the form of an animal, a skin‑changer’s animal shape now functions as beast shape III.
Ranger Talents: As a skin‑changer gains experience, he learns a number of talents that aid him in combat and help him survive in the wilds. At 4th level, he gains one ranger talent. He gains additional ranger talents as he increases in level. Except where specified, he cannot select an individual talent more than once.
(4th lvl) Uncanny Senses (Ex): As a standard action, you gain a +5 insight bonus (or a +10 insight bonus when in a favored terrain) to Perception checks for 1 round.
(7th lvl) Trap Finding
Fast Movement (Ex): Beginning at 5th level, when a skin‑changer is in a favored terrain and not wearing heavy armor, his base speed increases by +10 feet.
Stealth Attack: If a skin‑changer of 6th level or higher can catch an opponent when he is unable to defend himself effectively, the skin‑changer can deal extra damage. A stealth attack is possible only when the skin‑changer is in a favored terrain and is not wearing heavy armor. This attack deals extra damage any time the target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the skin‑changer flanks the target. This extra damage is 2d6 at 6th level, and it increases by 1d6 every four skin‑changer levels thereafter. Should the skin‑changer score a critical hit with a stealth attack, this extra damage is not multiplied. Ranged attacks can count as stealth attacks only if the target is within 30 feet.
Woodland Stride (Ex): Starting at 7th level, a skin‑changer can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect the skin‑changer.
Swift Tracker (Ex): Beginning at 8th level, a skin‑changer 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
Weapons ( 54 gp)
4 chakrams (4gp), tusk blades (50 gp)
Armor ( 16807 gp)
+1 Wild Agile Breastplate (16550 gp), Darkwood Heavy Wooden Shield (257 gp)[/b],
Equipment ( <200 gp)
Explorers oufit (Free), heavy cloak (1 sp), wide brim hat (2 sp), bedroll (1sp), hammock (1sp), 50 ft hemp rope (1gp), belt pouch(1 gp), 10 days dried rations (5gp), String 50 ft (1 sp), chalk (1 cp), flint and steel (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Healer’s Kit (50 gp), MW Thieves Tools (100 gp), waterskin (1 gp),
Magic Items (19000gp)
Amulet of Mighty Fists +1 (4000 gp), Cloak of Resistance +2 (4000 gp), Ring of Rat Fangs (5000 gp), Belt of Might +2 (4000 gp), Handy Haversack (2000 gp)
This is a first cut. Feat (I keep looking things up and discovering they aren't in the source list!) and equipment suggestions from the peanut gallery will be of interest.

DM Ray |

@ Retraining,
I actually had to look up the RAW for retraining since I’ve always just roleplayed it — when someone wants to swap some Crunch next Level, we just roleplay it and it works. Turns out, that’s pretty much RAW: five days of roleplaying (downtime / segue) for each +2. That seems perfectly all right.
So for this campaign, your Skin-Changer will not have time after Korvosa to Retrain before ‘A Paladin in Hell,’ but will have plenty of time to Retrain for The Abyss. Someone else already asked about Item Creation and there will be time. You’ll be newly 10th Level.
.
@ Agile Weapon,
I actually thought it was APG, I’ve been using it for so long. When I saw it wasn’t APG just now I actually thought it may have been Core. I don’t think I can remember a game where someone didn’t have Agile. Um, YES, Agile is fine.
.
@ Tazo,
Ah, isn’t it Nice to be able to play a Race such as Dwarf based on fun character-concept without being hamstrung by the Racial Ability Score modifier? I have no problem making all the NPC Dwarves +2 CON, +2 WIS, -2 CHA but a PC should be able to choose.
.
@ PFS,
I’m pretty sure my PFS is pretty identical to canon. I can’t think of anything different.
.
@ Paladin of Shelyn,
Ah, I’m so glad; I know Paladins (and prefer them) far more than Rogues!!!!

DM Ray |

Dirty Fighter is not allowed.
Fencing Grace is not allowed.
(In the case of Agile, I’ve been playing with it for years in our various homegames; I sincerely thought it was APG — I would’ve never known had someone not mentioned it. As for all the other sources of Feats, Archetypes, Spells, Equipment, Traits, etc., I mean, there’s a good amount I know and a massive amount I don’t know. I put the moratorium on all of it for this PbP simply because I did not want to answer ‘Yes’ a few times and ‘No’ a whole host of times, and then open myself up to players making cases for me to change my mind. Sorry guys, one slipped through the cracks and even that one is encouraging other requests for exceptions. I feel bad saying ‘No’ but I gotta draw a line.)

Pär Joakimson |

Mightypion suggestion here, coming togther mechanically.
What it does: Tank a fair bit, Pretty stronk AoOs, some utility spell casting, surprising degrees of battlefield control because it can cast spells to AoOs, at considerable reach, 3 times per day.
Note to self: Check if ring of vengefull blood magic, Barbed Chains and Bladed lash are allowed according to stated sources.
How I play:
My chars are pretty talkative as a rule, even this Viking-Not Spartan will generally speaking exhaust diplomacy before starting to smesh. I am always up for creative problem solutions.
I use "free action, trashtalk enemy" quite a bit.

DM Ray |

Crafting Feats are fine; there will not be time after the initial quest for the Relic in Korvosa finishes and the adventure "A Paladin in Hell" begins. However, after "A Paladin in Hell" finishes, at the start of 10th Level, there will be time for Crafting and such before you go to The Abyss. And once we start adventuring in The Abyss you'll be able to pace yourselves.
@ The Waskally,
Good Luck and good gaming!

DM Ray |
1 person marked this as a favorite. |

I was tentatively hoping for five PCs, we have eight that have kept up interest thus far (in no particular order, and subject to change):
.
A Tiefling Investigator from Sandpoint in the Pathfinder Society; (Knight of Yesterday)
A Paladin of Shelyn in the Pathfinder Society; (Critzible)
K’Tak’Ktah’hal, a Droon Skin-Changer in the Pathfinder Society; (pad300)
Par Joakimson, a Viking Bloodrager; (Mightypion)
A Dwarf Wizard from Janderhoff in the Pathfinder Society; (Tazo)
A Tiefling descended from Graz'zt; (Monkeygod)
An Elf Eldritch Knight in the Pathfinder Society; (Ash)
Varnais, an Infernal Summoner with a Devilish Eidolon, and member of The HellKnight Order of the Gate; (Ekatn)
.
Those still in, keep me up to date on how your Flavor and Crunch are developing and let me know if I or anyone else among us can help.
I really don't want to go over six PCs; five would be ideal. We shall see what happens in the next few days.

Ash.. |

I had my rl game to dm today, my party tried to adopt an emotion ooze because of course they did. I’ve settled on diviner5/fighter1/ek2, and am stuck on equipment between the practical and the less so. There is of course also the recurrent urge to give any wizard some characterizing accessories. I’ve decided we like tea, and I am considering the merits of having an enchanted tea service.
Core includes leadership, I assume leadership is banned. If not, let me know and I will stat out a household of people who will be left behind in Maginar when we teleport out.
The part of me which is entertained by the challenge of finding a way to be a bad wizard in pathfinder without being a drag on the party points out between things like breadth of experience and craft wondrous we could put off taking useful, boring, and good feats until we were a fighter/ek, so we could very easily fluff up our backstory as an indolent and lazy dilettante of an elven childhood where we refused to value practical advice from our teachers before we nearly died in the ossirian desert and finally started taking sharp things somewhat seriously. We’d still be able to cast glitterdust and haste, even if our dc was not the absolute maximum of those high achieving human wizards with their innate instead of imposed sense of looming mortality driving their study.
I think having typed that up, it’s clear I should lean towards practical cheap items and a few ridiculous things in the equipment shopping for this elf. I suppose she keeps her gear in order even if she has an unseen servant holding a parasol. I’ll try to finish up the crunch this weekend, fluff is easier to develop during the week.

DM Ray |

Yeah, I hadn't thought about it but we need to take Leadership off the options list. It's already a large table of PCs even when I have to cut a couple of candidates. (And having a Cohort 2 Levels lower and with the weaker Ability Score array frolicking in The Abyss is just asking for character death.)

Monkeygod |

I believe I'll be making an Arcanist with the Occultist archetype. Not yet played an Arcanist before, but I figure PbP is a good medium to learn the class.
How would you feel if my PC was a member of the Arvanxi family, which was the same one I used for Cheliax game? I'm thinking maybe a cousin branch, who have donated a fair amount to the PFS over the years to help fund the publishing of the PF Chronicles.
Also, I as thinking he took part in of Shattered Star, but 'got called away' at some point during the events of book 2.
Finally, I might make a Graz'zt descendant Tiefling variant using your system.

DM Ray |

@ Critzible,
Well, a ten feet tall Paladin of Shelyn would stand out pretty awkwardly in Old Korvosa during the first part of this campaign! (Of course, the citizens have also never seen a Mountain Lizardman of Garund either.). Still. .... I won't stop you, of course, but it only takes twelve seconds to cast -- would you pretty please consider saving that $2500 for the end of The Styes and get an NPC to cast it on the outset of A Paladin in Hell? That would be F'ing awesome.

Mishanter |

Here is Knight of Yesterday’s submission. A Tiefling empiricist investigator and long time pathfinder. All the information is in the alias.
His alignment is lawful neutral I will play him as a loyal pathfinder extolling their motto Explore, Reprort, Cooperate. To that end he is a mission first sort of guy.
If you need more info, have any questions, or find any mistakes let me know.
Good luck with your recruitment!
KoY

DM Ray |

I hope the PC builds are coming along alright; they don't have to be 100% done for me to get the group together before Gameplay but please try to get a bit more done in the next couple of days -- obviously I've already got a couple of y'all's builds pretty much done -- Thanks!
....Um, there's no dedicated healer among you and after The Styes expect a horde of combats -- obviously talking your way out of many combats is possible, if you're awesome at Bluff and Diplomacy and Intimidate and such. But still, I recommend buying yourselves Happy Sticks and better healing.
More importantly, please give me a bit about your play-style, how you see your PC being played in the campaign. How you roleplay. That's really important. Same with Alignment.

Mishanter |

I hope the PC builds are coming along alright; they don't have to be 100% done for me to get the group together before Gameplay but please try to get a bit more done in the next couple of days -- obviously I've already got a couple of y'all's builds pretty much done -- Thanks!
I think I’m mostly done. Let me know if I’ve missed anything.
....Um, there's no dedicated healer among you and after The Styes expect a horde of combats -- obviously talking your way out of many combats is possible, if you're awesome at Bluff and Diplomacy and Intimidate and such. But still, I recommend buying yourselves Happy Sticks and better healing.
Will do. Also, If needed I can look at other classes that can heal others better or more easily. The class I play is not as important at the character.
More importantly, please give me a bit about your play-style, how you see your PC being played in the campaign. How you roleplay. That's really important. Same with Alignment.
Play style: I like to share the spotlight with other PCs but I have no trouble pushing the action. I tend to write short meaningful posts that interact with my environment, npcs, and other players.
PC being Played: I will play him as a loyal pathfinder extolling their motto Explore, Reprort, Cooperate. To that end he is a mission first sort of guy that has little tolerance for incompetence or excuses, liking to be in charge. He is a little gruff around the edges and doesn’t mind letting everyone else know how smart he is. Mechanically, he will be a self buffing melee combatant able to help hold the frontline. Out of combat he is a skill/knowledge monkey with some decent social skills.
How I role play: I play the character. My actions may not always be optimal mechanically but I try to stay true to the PCs motivation, knowledge, and personality.
Alignment: Hmm… LN, He is obedient to pathfinder code and his own values (almost obsessive). Once given his word is his bond, he is realistic, likes order, will not harm an innocent.
If you need me to elaborate more let me know.

Pär Joakimson |

I could totally do Oracle of battle instead of Bloodrager.
In terms of play style:
I like Banter, I assist a lot, I like to exhaust well, dialouge options before fighting.
With a poof, a bright light flashes and a heavily armed Kobold dual wielding rune encrusted Earth Breakers materializes 30 feet above the ground. As he notices he is not on the solid ground, he shouts "APSU STRONKER THEN GRAVITY", and draconic looking wings spurt from his armor as he flies down with practiced grace.
Eh, where am I? And did Apsu or maybe-not-evil-being-with-really-pretty-wings-and-attractive-tails poof me here? Hmmm He thought as he heard, mentally, a chuckle in a feminine voice Or?
Disregarding this unusual development for now, he announces in very enthusiastic common:
Greetings not yet friends! Sadly I dont speak your Dwarfen language, but I get poofed wherever Apsu wants, to fight evil beingz! Since Apsu poofed me here, there is evil around yesyes? My name is Compensates for nothingz!
As the information that he is in a Dwarfen city filters through his kind of fogged brain, he makes an additional request:
Oh, dear Dwarfs, I have heard great things about your pipes, it is truely said that you can make very good pipe fillings! Maybe we can make exchange? I share Weed blessed by Apsu that can make great and funny smoke rings!
Flattering them to improve their attitude towards compensates.
Diplomacy: 1d20 + 17 ⇒ (18) + 17 = 35
Situation: 2 Gangs want to start fighting.
Eric considers for a moment, then has an idea.
Ah, a challenge, of course this must be answered. Turning to the Roadkeeprs he asks them Whom of you is your strongest fighter on the long road to glory?
Turning to the fangs And who of you would bare his fangs and stand against him ?
Adressing everyone Brawls happen everytime, but a real duel between 2 champions, under the august eyes of the Port Governeurs office no less! he continues, pointing to Koshon would be far more to talk about? And to profitably bet into, I would even offer to heal both fighters afterwards with a cast of my magic!
I have cure light wounds, but would rather prefer for Mr. Koshon to make such a diplo check (it should be far easier then convincing them to leave the streets, like, reducing a confrontation between 2 groups of young men to a fistfight between 2 worked for me in real life once). A "Duel" is far more managable then a 5v6 or so brawl.

DM Ray |


Pär Joakimson |

Rebranded as Oracle 7 of battle fighter 1.
Is now using Greatswords because Gorum Stronk, and looks forward to joinking Gorums divine fighting style at some point, although its not that strong on him since he can typically apply vital strike on a standard.
Should typically be large, so his Impact Greatsword goes to 4D6, which is doubled to 8D6 on a vital strike.
Atack rolls when buffed with divine favor, giants strength and enlarge person should be
6 (BAB) +1 (Weapon focus) +1 (enchantment) 7 (Str) + 4 (divine favor with fates favored)-1 (size)-2 power attack=+16
Hitting for
4D6 + 10 (STR 2 handed) + 6 (power attack 2 handed) + 4 (divine favor) +1 (enchancement) =4D6+21 on a normal strike, 35 damage per turn is actually not too insane, vital strike adds another 14 bringing it to 50ish DPR.
70ish DPR if I hit with both attacks in a full round.
I would argue that this is quite reasonable.

Ash.. |

Female elf eldritch knight 2/swashbuckler (inspired blade) 1/diviner (foresight[APG]) 5 (Pathfinder RPG Advanced Class Guide 56, 125, Pathfinder RPG Advanced Player's Guide 145)
NG Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 18 (+7 armor, +5 Dex, +1 natural)
hp 76 (8 HD; 5d6+3d10+16)
Fort +7, Ref +11, Will +6; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen adamantine rapier +12 (1d6+3/15-20) or
. . mwk cold iron cestus +8 (1d4+2/19-20) or
. . mwk cold iron rapier +12 (1d6+2/18-20) or
. . mithral cestus +8 (1d4+2/19-20) or
. . mithral rapier +12 (1d6+2/18-20)
Ranged +1 seeking darkwood composite longbow +11 (1d8+3/×3)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (7)
Diviner Spells Prepared (CL 8th; concentration +14)
. . 3rd—arcane sight, clairaudience/clairvoyance, haste (2)
. . 2nd—bear's endurance, create treasure map[APG], glitterdust (2, DC 18), see invisibility, share language[APG] (DC 18)
. . 1st—crafter's fortune[APG] (DC 17), heightened awareness[ACG], magic missile (2), shield (2)
. . 0 (at will)—detect magic, mage hand, prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 14, Dex 20, Con 14, Int 22, Wis 8, Cha 12
Base Atk +5; CMB +7; CMD 22
Feats Amateur Investigator[ACG], Arcane Armor Training, Breadth Of Experience[APG], Craft Magic Arms & Armor, Craft Wondrous Item, Elemental Spell[APG], Scribe Scroll, Weapon Focus (rapier)
Traits magical knack, resilient
Skills Acrobatics +14, Appraise +10, Climb +4, Craft (alchemy) +14, Craft (bows) +14, Craft (weapons) +14, Disable Device +4, Escape Artist +14, Fly +14, Knowledge (arcana) +19, Knowledge (BoE) +8, Knowledge (dungeoneering) +12, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +8, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +17, Perception +12, Profession (BoE) +1, Ride +7, Sleight of Hand +7, Spellcraft +17 (+19 to identify magic item properties), Swim +4, Use Magic Device +9; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Aquan, Auran, Celestial, Common, Cyclops, Daemonic, Draconic, Elven, Gnome, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon
SQ arcane bond (ring), elven magic, forewarned, inspired panache, prescience (9/day)
Combat Gear adamantine arrows (20), cold iron arrows (50), wand of cure light wounds, wand of cure light wounds, acid (2), alchemical grease[APG], alchemical solvent[APG], alchemist's fire (2), antiplague[APG] (2), antitoxin (2), bloodblock[APG] (2), healer's kit, holy water (2), holy weapon balm[ACG], liquid ice[APG] (2), reagent paper[ACG] (10), smelling salts[APG], smoke pellet[APG] (2), soothe syrup[APG], tanglefoot bag (2), thunderstone (2), weapon blanch (adamantine)[APG], weapon blanch (cold iron)[APG], weapon blanch (silver)[APG], woad painting kit[ACG]; Other Gear armor of the celestial host, +1 keen adamantine rapier, +1 seeking darkwood composite longbow (+2 Str), mithral cestus[APG], mithral rapier, mwk cold iron cestus[APG], mwk cold iron rapier, adamantine ever-full quiver, amulet of natural armor +1, arcane bond ring, belt of physical perfection +2, cloak of resistance +2, efficient quiver, handy haversack, headband of vast intelligence +2, ioun torch ioun stone[APG], muleback cords[APG], selene, bedroll, blanket[APG], block and tackle, bullseye lantern, chalk (2), climber's kit, cold weather outfit, earplugs[APG] (6), fishhook, grappling hook, hot weather outfit[APG], ink, inkpen, masterwork backpack[APG], portable alchemist's lab[APG], powder[APG] (2), signal whistle, silk rope (50 ft.), smoked goggles[APG], spell component pouch (2), string or twine[APG] (2), swarmsuit[APG], tindertwig (10), trail rations (14), traveling spellbook[APG], waterskin (2), weapon cord[APG] (10), whetstone, 119 gp, 4 sp, 7 cp
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Special Abilities
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Amateur Investigator (6/day) Your knowledge is more than plain smarts - it's inspired.
Prerequisites: Int 13, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature.
Benefit: Like an investigator, you have the abil
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Deeds
Elemental Spell (Acid) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Foresight Associated School: Divination
Forewarned 2 (Su) Can always act in surprise rounds.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Prescience (9/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
So this is a first draft of the crunch. It's still an enormous mess and I'm done thrashing it for the day. By all means point out anything I got wrong, I don't trust HL but it makes shopping quite a bit less painful.
If you prefer a version without crafting, I can drop craft wondrous/weapon and take spell pen/focus and lean into being a debuffer. I'd have to redo all of the inventory in that case, but I have a copy of the character before I spent anything so it shouldn't be too hard to do that.
We are exceptional at divination, good not absurd at crafting, and we are less good at stabbing things. In a pinch we can probably blow swarmish things up. All that said we're still a Level 6 wizard, perfectly capable of casting haste on one of these player provided blenders and watching things explode. Now that I've locked all this in I get to go see the other wizard's build and I might adjust to stay in my lane.
Also the forums have eaten this post 3 times. I don't even.

DM Ray |

I'm going to go ahead and post what will end up being the first few Gameplay posts in the 'Campaign Info' Tab. Of course, I may have to edit it a bit depending on any monkeywrenches that could pop up between now and Gameplay, but at least you'll know the basics of the intro posts and how we will be getting underway.
Following is a list of PCs showing interest:
Mishanter: a Tiefling Investigator from Sandpoint(?) in the Pathfinder Society .... (Knight of Yesterday)
Par Joakimson: a Viking Battle Oracle .... (Mightypion)
Artemisia Burningleaves: an Elf Eldritch Knight in the Pathfinder Society .... (Ash)
tba: a Paladin of Shelyn in the Pathfinder Society .... (Critzible)
K’Tak’Ktah’hal: a Droon Skin-Changer in the Pathfinder Society .... (pad300)
tba: a Tiefling Arcanist in House Arvanxi, descended from Graz'zt .... (Monkeygod)
tba: a Dwarf Wizard from Janderhoff in the Pathfinder Society .... (Tazo)
* * * *
Tazo hasn't posted regarding his really cool Dwarf Wizard from Janderhoff since Saturday. Let's see if his PFS-Item Crafting PC is still interested,.... If not, we may have our six PCs.
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@ Knight of Yesterday,
Totally loving Mishanter! I thought he was going to be from Sandpoint. Sandpoint will work a bit more easily since the opening quest takes place in Korvosa. But it's up to you; just know that the Korvosa in my game has had so many campaigns and adventures over the years and years that a whole heap is different and it may seem a bit foreign.
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@ Critzible,
I'm looking forward to seeing this Paladin of Shelyn -- at least for now, can we get a name?
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@ Mightypion,
I'd love to get a bit of backstory for your Battle Oracle; I assume Par Joakimson is still a Viking from The Linnorm Kings' Lands? Is he in the PFS? Has he done adventuring in Nirmathis, Molthune and Varisia since those are the APs you know?
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@ Monkeygod,
Don't feel too rushed about getting this Arcanist Tiefling done immediately; I know it's a different build than that what you're used to. I have a good hand on how you play and the PMs we've shared give me a good initial idea of who this PC is. One question, could you let me know asap when you have the House Arvanxi / Darklight Sisterhood / PFS angle a little more ready? Of course I can give you my feedback and suggestions and such. But I don't want to step on your creative toes too much. Of course, you know the Darklight Sisterhood and Chelaxian noble Houses are massively developed in my homebrew -- but considering the nature of this campaign it will be okay if my head-canon for your PC and your head-canon for the PC are different -- at least, once we leave Korvosa for Hell.
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@ pad(300),
Let me know if you want me to stop calling your Mountain Lizardman Race the 'Droon' Race. For me it fits perfectly, but, you know, you are the one who designed the Crunch; I'm just the guy that said, 'Hey, that sounds like it could be the Race of the Lizardfolk of Droon in Garund.'
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@ Ash,
I haven't looked at your Crunch yet, and you know I don't mind the Item Crafting. I will be looking at your money spent; it gets tricky at times like these starting at a higher level. But suffice it to say, Artemisia Burningleaves didn't do 8.5 Levels of adventuring with no equipment, then all the sudden get tens-of-thousands of gold pieces and start crafting all her gear. If it looks like that happened then we'll have to be fair to the other players and see what we can see.

DM Ray |

@ Monkeygod, follow-up
Regarding House Arvanxi & Graz'zt; The Darklight Sisterhood & the PFS...
I know you've been working on this a bit already and don't necessarily need or want any creative ideas -- but --
Magnius Arvanxi was going to go to Rahadoum as part of the 'Agents of Cheliax Abroad' campaign for Her Infernal Majestrix. It's possible that he, or another Arvanxi, met a Tiefling in Rahadoum during that campaign. And your PC is the offspring of such a union. Or rather, Magnius Arvanxi (or another Arvanxi), back in Cheliax, could have been approached by a Tiefling from Rahadoum who heard about the Arvanxi's long-term visit there. Again, your PC could have come from such a union. Of course, if you just hate the idea of your PC having ties to Rahadoum it is of course conceivable that Graz'zt did have some other offspring in The Inner Sea and I just don't know about it. But really, only if you HATE your PC having a genealogical tie to Rahadoum, where Graz'zt has the tiny remnants of descendants.
Your Arcanist could be part of the PFS but always wanted to be part of The Darklight Sisterhood -- even a former Cheliax-Faction (or Dark Archive) member who knows ParaCountess Zarta Dralneen. Perhaps you've just been waiting for the right PFS quest to switch from Pathfinder to The Darklight Sisterhood. Or perhaps The Darklight Sisterhood would be appealing to you if it weren't so pro-Cheliax, that the PFS is your choice because it's not about Nationalism.
Anyway, let me know your thoughts.

Monkeygod |

Don't feel too rushed about getting this Arcanist Tiefling done immediately; I know it's a different build than that what you're used to. I have a good hand on how you play and the PMs we've shared give me a good initial idea of who this PC is. One question, could you let me know asap when you have the House Arvanxi / Darklight Sisterhood / PFS angle a little more ready? Of course I can give you my feedback and suggestions and such. But I don't want to step on your creative toes too much. Of course, you know the Darklight Sisterhood and Chelaxian noble Houses are massively developed in my homebrew -- but considering the nature of this campaign it will be okay if my head-canon for your PC and your head-canon for the PC are different -- at least, once we leave Korvosa for Hell.
I've sent you a PM with some thoughts. Feel free to offer all the advice/feedback/suggestions ya want. I'm kinda hyped for this PC!
Also, this is the Graz'zt descendant tiefling I've come up with:
Native Outsider(3)
Medium
Normal Speed
Standard(+2 Dex, +2 Cha, -2 Wis)
Standard Languages
Fiendish Resistance (3 RP)
Silver Tongued (3 RP)
Skill Training (1 RP, Bluff and Diplomacy)
Seducer (2 RP)
One question: Would it be okay to switch the Wisdom prerequisite to cast Charm Person from the Seducer trait to Cha? Never made any sense to me that it would require Wis.
If not, I might wanna change their penalty to a different stat.

Monkeygod |
1 person marked this as a favorite. |

Changing from CHA to WIS in that case is fine.
Okay, cool!
I hope you like the race. I tried to make it as flavorful as possible for somebody with the blood of the Dark Prince in them, without making it too overly specific to my PC.
I would have liked to have included some darkness/stealth traits, but was limited by the RP total. Maybe there could be an 'advanced' version for other games or your world in general? lol

Tazo |
1 person marked this as a favorite. |

Hello! I have in fact thrown the crunch together for Muziel Moreau, but I haven't had a chance to handle background. The seed of an idea I have is that Muziel found a Drow spellbook left over after a battle and decided to study it, rather than burning it as instructed.
If the other six make their appearance, then I shall respectfully withdraw to allow others to enjoy the adventure!

Ash.. |

Yeah the equipment is a mix of bought and crafted; I trusted hl so by all means total it up how you like and tell me to shave whatever chunk you want gone. I tried to mostly spend on impractical things and a grab bag of mundane gear rather than the most obvious power grabs of pearls of power etc. I also tried to justify what she would be spending gold on to reflect the shift from somewhat dilettante wizard to much more focused follower of Korada, so she has the rather pointless longbow/quiver(s) that of course she had to buy with her first big score because no one takes you seriously as an elven heiress if your bow is too small…etc.
I’ll probably toss together a version with zero crafting for comparison if I get time to muck about at lunch tommorrow.

Pär Joakimson |

Schir, 8 o clock, charging you, impact in 4 seconds. Spoke the Erinye in Pärs mind
Acknowledged he thought back as he finished the Incubus in front of him, and turned into time to catch the surprised Schir on the point of his greatsword. Ending the impaled Schir with a massive kick to the head, Pärs took stock of the skirmish.
Bad: 2 Succubi where flying on top of the caravan, occassionally dropping nets, and using their abilities to take caravan guards out of combat.
Bad: Visibility was limited on account of at least 4 different Dretch-Fart-Cloads.
Bad: Draft animals were panicking.
Bad: Much of the caravan guards where trying to flee, as dumb as fleeing from teleporing flyers is.
Good: He killed 4 Demons so far, 2 of them in the last 10 seconds.
Good: At least on Succubi was targeting him with suggestions to yield and lay down arms, it barely registed.
Good: His copilot was unusually helpfull, she typically was vs. Demons.
Good: One of the Caravan guard was apperantly a Bloodrager and was going nuts, but in a good way.
Your allies are faltering mortal, I suggest evasive procedures.
Negative, Mobility disadvantadge rules that out, I assess one of the Succubi to be the enemy strike leader, do you concur?
Likely correct, Incubus you just killed was alternative leader candidate, no drop in demonic combat efficiency observed.
Freeze in place mortal! Came a mental command, far stronger then the suggestion before.
Hiding a Grin, Pär did just that.
The attempt to hold you in place failed, in part due to my influence why are you not moving oh. Said the Erinye.
A very suprised Succubus found out the hard way that Pärs was not paralyzed at all. She fled after taking a massive hit across her Torso, throwing the Demons first into confusion, and then into a rout.
Thats always the thing with outsiders, by my count I killed about 59 non dretch demons throughout my career, and they still dont take me seriously. He remarked, mentally.
You have as a matter of fact just send them back to the Abyss. Although some of them who came through the worldwound have indeed been permanently vanquished. By my assessment, the number of demons you actually permanently killed is... 7.
That is deeply unsatisfying.
I have been made aware of the opportunity for an opportunistic counter incursion into the Abyss, am I correct to assume this is of interest to you?
You have my fully attention, Lady Irathiel He answered as he was giving healing and aid to survivors.
The mortal Sheila Heidmarch has likely uncovered an artifact that would enable such incursions, as seeks skilled mercenaries to assist her in fully utilizing it.
Heidmarch? Society venture captain I believe? Fairly long way to Varisia from Mendev...
I am prepared to make accellerated transportation to Magnimar available for you. You permanently killing Demons while under my influence is strongly within my interest. My price is that you dedicate 3 permanent demonic kills to my Queen Eiseth, the kills have to be Incubi or more powerful, you have to do this before you die.
Reasonable terms, but Lord Gorum will have the rest. I agree.
Going with the possesed curse, he has a fairly cooperative devlish copilot, they cooperate well during battle and are a bit like an old feuding couple outside of it.

DM Ray |

Perhaps in the WorldWound Par Joakimson recently met PF Paladin of Sarenrae, Ollysta Zadrian, fought some Demons together, and I dunno, maybe Zadrian had to take a side-quest to Varisia for something (In my game Ollysta Zadrian has relocated in Kaer Maga to deal with frist a Kazavon emergency and more recently a Krune emergency.). And Par Joakimson came with since two are safer than one trekking from Mendev to Varisia. While here Ollysta Zadrian gets the request from Sheila Heidmarch and, occupied with her own emergency, asks if Par Joakimson is willing to go to Magnimar on Ollysta Zadrian's behalf. You're not in the Pathfinder Society but you have just adventured in the WorldWound with a (former) Venture Cpt and just traveled with her to Varisia.
Does this work for you?

DM Ray |

@ Tazo,
If your Dwarf Wizard of Janderhoff did find a Drow spellbook (perhaps as a younger member on s trip to Kaer Maga), you could havd some fun tying that spellbook to a Demon Lord. Perhaps the Drow Wizard who owned the spellbook worshipped Abraxas, or Zura, or even Demogorgon or Lolth. Nothing necessarily Clerical among the spells, maybe some amateur Drow poetry or sketches in the margins.
Could be interesting. (If you like that idea)

Knight of Yesterday |

@ Knight of Yesterday,
Totally loving Mishanter! I thought he was going to be from Sandpoint. Sandpoint will work a bit more easily since the opening quest takes place in Korvosa. But it's up to you; just know that the Korvosa in my game has had so many campaigns and adventures over the years and years that a whole heap is different and it may seem a bit foreign.
Yeah, as I started writing things changed with his background. I don’t foresee any problems if there are differences but if it will make it easier for you I can change it. Just let me know.