Birthright: Ruins of Empire (Inactive)

Game Master EltonJ


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Investigator

Not all rogues work against the law. Investigators use their skills to serve the law, often in the employ of nobles or in the pursuit of noble causes. In some cities cabals of investigators work for rulers or bureaucracies, but often an investigator is a free agent who pursues whatever mysteries come across her path. of course, not all investigators serve the law. Crime lords and guildmasters often have squads of investigators serving their own nefarious purposes.
Follow Up (Ex)

An investigator can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, the rogue is aware of it.

False information is not revealed in this way if the people she questioned do not know it to be false.

This ability replaces trapfinding.

Rogue Talents: The following rogue talents complement the investigator archetype: coax information, fast picks, follow clues, hard to fool, and minor magic*.

Advanced Talents: The following advanced rogue talents complement the investigator archetype: hunter’s surprise, slippery mind*, and thought reexamining.
Section 15: Copyright Notice

Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

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Okay, Kendryl, I don't see the Investigator archetype as "regent friendly." They are more like peasants or nobles playing detective. The regent, however, has more responsibilities. As for the snoop:
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Snoop

Snoops are the underworld’s version of detectives. They often act as information peddlers, specializing in gathering secrets through investigation, subterfuge, and coercion, and selling or trading those secrets for personal gain.
Inspiration (Ex)

At 1st level, a snoop gains an ability similar to the investigator’s inspiration class ability. The snoop begins with an inspiration pool equal to half her rogue level plus her Intelligence modifier (minimum of 1). Unlike an investigator, a snoop can only use inspiration on skill checks, not on attack rolls or saving throws. This ability is otherwise identical to the investigator class ability of the same name.

This ability replaces trapfinding and evasion.
Investigator Talents (Ex)

Beginning at 2nd level, and each time she selects a new rogue talent, a snoop can instead select one of the following investigator talents: eidetic recollection, empathy, hidden agendas, inspired alertness, inspired intimidator, item lore, or underworld inspiration. Her effective investigator level for the purpose of these talents is equal to her rogue level. She still can’t use inspiration on attack rolls or saving throws (so, for instance, she can’t use the second part of hidden agendas).
Uncanny Snoop (Ex)

At 4th level, a snoop gains a +2 bonus on Intimidate checks when trying to force an opponent to give her information (or Bluff and Diplomacy checks for the same purpose if she has the coax information rogue talent). She also gains a +2 bonus on Sense Motive checks to tell if someone’s information is false. At 8th level, these bonuses increase to +4.

This ability replaces uncanny dodge and improved uncanny dodge.
Master of Whispers (Ex)

At 8th level, a snoop receives the rumormonger advanced rogue talent.

This ability replaces the rogue talent gained at 8th level.

Rogue Talents: The following rogue talents complement the snoop archetype: black market connections, coax information, fast stealth, follow clues, and strong impression (as well as certainty for an unchained rogue).

Advanced Talents: The following advanced rogue talents complement the snoop archetype: hard minded, hidden mind, skill mastery, and thoughtful re-examining (as well as cutting edge for an unchained rogue).
Section 15: Copyright Notice

Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
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The snoop is more regent friendly. I think I may have to rewrite the Guilder class as a Rogue archetype so that the Rogue will have a more regent friendly archetype.


Understood! Makes perfect sense.


Any news on timeframe for starting the game? :)


I'm waiting on pad300 to make his wizard. So, probably next week.


EltonJ wrote:
I'm waiting on pad300 to make his wizard. So, probably next week.

Sorry, a lot of incomplete details here, especially how he got whatever domain, but here the basis of Rannach, who's not a wizard after all (he does pretend though)

Rannach ???

Description:

5’11” tall and 169 lbs. Pale skinned, clean shaven, with fine eyebrows and shoulder length mahogany hair. Has a prominent roman nose and high cheekbones.

Demeanour:

Stern, aggressive.

Background:

Rannach was born in the Sielwode, product of a coupling between an elven lady and a handsome human (from ???, this potentially is a link to claiming a domain in southern Anuire). He was raised elven fashion in the Sielwode, but has long been fascinated with his own half-elven heritage. He sees it as taking the strong points of both races : human dynamism and elven magic. His anduiran bloodline leads him to want to lead and he sees the potential of the sidhelien and humans working in harmony.

Rannach has a secret –he pretends, but he’s not really a wizard. Despite both his divine inheritance and his elven blood, he simply did not have the spark of wizardry. Driven by his own divine heritage, he feared that his lack of arcane ability would not let the elves respect him, which led him to a bargain. He made a pact with an entity for witchcraft… (Whatever he made a bargain with, as a power of summer, he suspects whatever is using him is not actually a shadow world entity; it may even be a human god.)

Stats:

Rannach
N Male Half-Elf (Favored Class: Witch)
Witch 1 ( Season Witch )
Init +3 = +2 (Dex) +1 trait
Speed 30 ft
Low Light Vision

Defense
AC : 13 = 10+2 (dex) + 1 (armor)
HP: 8 = 6+2 Con
Fort +2 = +0 Witch 1+2(Con)
Ref +2 = +0 Witch 1+2(Dex)
Will +2= +2 Witch 1+0 wis
immune to magic sleep effects and get a +2 racial bonus vs enchantment spells and effects.

CMD : 12 =10 +0 (bab) + 2 (dex)

Offense

BAB : +0
Melee:
Ranged:
CMB : = +0 (Bab)-?(str)

Spells Prepared:
L0 (DC 14, 3) : Daze, Guidance, Detect Magic
L1 (DC 15, 1+1): ???

Hexes: Misfortune (Bonus), Slumber (1st), Protective Luck (2nd), Soothsayer (4th) Gift of Consumption (6th), Greater Gift of Consumption (8th)

Stats
Str 10 = 10 (0 pts)
Dex 14 = 14 (5 pts)
Con 14 = 14 (5 pts)
Int 18 = 16 (10 pts) +2 racial
Wis 10 = 10 (0 pts)
Cha 14 = 14 (5 pts)

Feats : Skill Focus (Spellcraft) (adaptability), Accursed Hex (1st), Scribe Scroll (3ed), Ritual Hex (5th), Eldritch Researcher (7th),

Traits : Mediator (Social), Finding Haleen (campaign), Narrows Survivor (Regional), Entomophobe (drawback)

Skills (2+4(int)+1 trait /lvl +1 FCB) (Ranks, skill roll. NOT INCLUDING ACP)
Spellcraft +11 = 1 rank +3 trained +4 int+3 skill focus
K Arcana +8 = 1 rank +3 trained +4 int
Diplomacy +7 = 1 rank +3 trained +2 cha+1 trait
Perception +6 = 1 rank +3 trained +2 racial
K Planes +8 = 1 rank +3 trained +4 int
UMD +6 = 1 rank +3 trained +2 cha
Survival +1 = 1 rank
Sense Motive +5 = 1 rank +3 trained+1 trait

Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
K Geography +8 = 1 rank +3 trained +4 int
K History +8 = 1 rank +3 trained +4 int

Languages : Sidhelien, Anuirean, Rjuven, Karamhul, High Brecht, Basarji

FCB: +1 skill point

Spells Known
L0 : All
L1 (7) : Cure Light Wounds, Mage Armor, Summon Minor Monster, Sleep, Ear Piercing Scream, Ears of the City, Animal Purpose Training

Class Abilities:

Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.

Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.
To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.
A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.

Witch's Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).

Patron Spells: At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

Season of the Witch (Su): A season witch observes the cycles of life through symbolic festivals and the very real passage of time. Their covens celebrate the seasons and their impact on magic. These seasonal cycles alter their magic and mind-set, focusing their spells and hexes on a predominant energy type and philosophy.
A season witch makes a commitment to embody the sacred symbolism of a season year round, and learns her spells through communion with nature, divining secrets from shapes in the clouds or the play of leaves on the wind. At 1st level, a season witch chooses the season that defines her abilities as her patron; this choice also provides her certain benefits.
A summer witch has dominion over growth, the harvest, and toil. The save DCs of her spells that deal fire damage increase by 1. At 1st level, she gains either the misfortune hex as a bonus hex.
This alters patron and the hex gained at 1st level.

Race Abilities:

+2 to One Ability Score (INT): Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-elf can take this trait in place of multitalented.
Languages: Half-elves begin play speaking Common and Elven Anuirean and Sidhelien. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Bloodline:

Minor Bloodline of Anduiras
Bloodscore: 18
Strength 1-10: No ability
Strength 11-19: Animal Affinity (Major) (Lions)

Equipment (180 gp, not done):

Familiar:


WRT to the prestige class, I am proposing to detach the fluff from Pulura, and put it in as an ancient sect of elven astrologers/astronomers... (see the old hills section of Albiele Island )


pad300 wrote:
WRT to the prestige class, I am proposing to detach the fluff from Pulura, and put it in as an ancient sect of elven astrologers/astronomers... (see the old hills section of Albiele Island )

Makes total sense: I was going to try to do something like that with the Cat Burgler archetype; detach it from the Cat Folk racial requirement.


I will be travelling starting today until the 14th; posting may be irregular. Please bot me if necessary.


pad300 wrote:
I will be travelling starting today until the 14th; posting may be irregular. Please bot me if necessary.

We haven't started yet. So roboting isn't necessary. Although I can't speak up for you when we do session 0. So you might end up with Illien.


Okay, do we have everybody?


Here's Maryam's profile.


Maryam Tahir wrote:
Here's Maryam's profile.

Right, looks good.


Rannach is a pretty solid concept, but will needs to fine tune background and such to fit with whatever domain he ends up with....

Dark Archive

Sariana is ready and waiting.


Okay, all of you post on the Discussion board, so we can get session 0 going.

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